Introduction
If the Universe came to an end every time there was some uncertainty about what had
happened in it, it would never have got beyond the first picosecond. And many of course
dont.Its like a human body, you see. A few cuts and bruises here and there dont hurt it.
Not even major surgery if its done properly.Paradoxes are just the scar tissue. Time and
space heal themselves up around them and people simply remember a version of events
which makes as much sense as they require it to make.
Douglas Adams, Dirk Gentlys Holistic Detective Agency
Lost for millennia, abandoned in a forgotten prison, the Nocturnal Exalted are a possibility waiting
to be set free upon Creation. Or maybe they already have been. Or they might not yet exist at all.
Perhaps they are all these things and more. The Chosen of Noxthe Incarna of Possibilitiesare forged
in paradox and contradiction. Unraveling that conundrum is just the beginning of their tale.
" Or possibly the end.
How to Use This Book
" The Manual of Exalted PowerThe Nocturnals provides the rules and background to run a
game that focuses upon Nocturnal Exalted characters or to design such characters as allies or
antagonists for other Exalted games. The books contents are as follows:
"
Chapter One: Heralds and Harlequins
! This chapter details the all too brief, and occasionally perplexing, history of the Nocturnal Exalted.
It examines how they fit into and interact with the rest of Creation and its heroes and villains. Finally, a few
notable Nocturnals are presented as sample characters.
Chapter Two: Nox, the Onyx Youth
! In this chapter, the history of Nox, patron of the Nocturnals, is presented from his creation by the
Primordials to his imprisonment by the Incarnae. His panoply and entourage from the height of his power
are detailed, in addition to some gods and demons who continue to seek the Bound God.
Chapter Three: Character Creation
! This chapter supplies the rules for creating a Nocturnal Exalted character.
Chapter Four: Traits
" Unique traits and backgrounds for the Nocturnal Exalted are provided in this Chapter.
Chapter Five: Charms
" The Nocturnals are kin to the Sidereal Exalted, but their Charms defy Destiny rather than enforce
it. The Nocturnals accept the burden of Destiny and Fate only when it aligns with their own desires. They
prefer chance to certainty and free will to predestination, and their Charms reflect this.
Chapter Six: The Miracles of Night
" In addition to Charms, the Nocturnal Exalted may perform reality-warping Fluctuations to
momentarily reshape Creation. They also employ a unique set of hearthstones, artifacts, and other
wonders.
Chapter Seven: Storytelling
! This final chapter describes the special factors one must consider when storytelling a game about
the Nocturnal Exalted.
"
" [This Is Not a Complete Game!
For that matter, The Manual of Exalted PowerThe Nocturnals isnt even an official
supplement to White Wolfs Exalted. In order to play with this book, youll need to have the
Exalted Core, which details the Solar Exalted, the (mostly) virtuous Chosen of the Sun, as well
as the basic rules for the game. But you probably knew that already. The Manual of Exalted
PowerThe Sidereals will also be quite useful to you, since many setting elements and unique
rules overlap with the Chosen of the Maidens of Fate. When such overlap exists, those rules are
not included in this book. Instead, alternative methods are provided. Use whichever you please,
or blend them together. The Manual of Exalted PowerThe Sidereals also, briefly, shows the
Maidens side of Noxs story and provided the original inspiration for this manual.]
Lexicon
" The majority of terms used in Exalted also apply to the Nocturnal Exalted. The following terms,
however, are particularly relevant to Nocturnal characters.
" adamant: The sharp, light-weight magical material that resonates with the Nocturnal Exalted. A
supernatural amalgam of diamond, glass, and various crystals, it usually appears sky blue or indigo from
light scattering through its structure.
" Amber Legion: An enormous army of Fair Folk trapped within the Caverns of the Sky. They are
unaware that the Balorian Crusade ended over 700 years ago.
" Bureau of Destiny: the division of the Celestial Bureaucracy headed by the Five Maidens and
staffed by Sidereal Exalted and various gods, which oversees Fate and Destiny.
" Caelian City: Equivalent to the Daystar or the Silver Chair, this enormous city was Noxs
personal domain on the Firmament. It has since fallen to ruins and is fought over by various tribes of
Godblooded, descendants of Noxs entourage.
" Calibration: Five days set apart from the rest of the calendar to mark the end of one year and the
beginning of the next. During this time the night sky is empty of stars and the moon never rises. Regarded
as inauspicious time dominated by strange occurances. Many festivals are held during this time as people
attempt to avoid serious activites during these troubled days. Once part of Noxs domain.
" Calibration Court: The collective term for all heralds before the majority of Nocturnals became
harlequins.
" Carnival Fantastique: The collective term for all harlequins, equivalent to the Sidereal Five-
Score Fellowship.
" Caverns of the Sky: An extensive network of caves and tunnels within the Firmament. Few
segments have openings to the Empyrean Expanse.
Celestial Vaults: The vaults within the Caverns of the Sky which served as the storehouse for
the Primordials excess wonders. In a fit of anger, the Holy Tyrant sealed it from the rest of Creation
during the Primordial War. It continues to be guarded and maintained by a large contingent of forbidden
gods.
" Celestial Void: The highest, thinnest layer of Creations atmosphere immediately bordering the
Firmament. Here the stars glow on immense towers anchored in the Firmament.
" companion: Either partner in a Nocturnal-Sidereal pair united by the mystical bond of their
Exaltations.
" coterie: A small group of heralds, equivalent to a circle of Solars. See also troupe.
" Convention on Oversight: A mysterious entity or agency that assigns many missions to
Sidereals, watches their conduct, and generally scares the heck out of everyone in the Bureau of Destiny.
Might be directed by the remnants of Noxs shattered mind. Or not.
" Destiny: Specific plans for the future of beings, objects of locations within Fate created by the
Bureau of Destiny. See also Fate, Samsara.
" domain: Similar to the astrological colleges studied by the Sidereal Exalted, the nine domains are
fundamental facets of reality which the Nocturnals alter to perform fluctuations. The nine domains are the
Stone, the Chisel, the Statue, the Silk, the Needle, the Cloak, the Clay, the Stylus, and the Tablet.
" Empyrean Expanse: The vast plain of the Firmament facing Creation. Its near-featureless glassy
surface is occasionally interrupted by immense adamant towers that hold the stars aloft in the Celestial
Void or by sinkholes leading down to the Caverns of the Sky.
" Fate: The routine sequence of events and causal relationships within Creation maintained and
updated as needed by the Bureau of Destiny. See also Destiny, Samsara.
" Fate, Obscured from: The powers of Nox hides all references to himself, the Nocturnal Exalted,
or forbidden gods from Fate. Beings who are obscured from Fate treat others like themselves as being
within Fate, while those who are not obscured from Fate treat them as being outside of Fate.
" Fate, Outside of: Beings not native to Creation are naturally outside of Fate. They do not appear
in the records of Fate and are not accounted for in future plans. After a few days of monitoring the
weakest of such creatureslike the First Circle Demons and the Rakshathe Bureau of Destiny can
usually account for the influence of these beings and bring them within Fate.
" Fate, Within: Beings native to Creation are generally within Fate and under the influence of the
Bureau of Destiny. Powerful supernatural beings such as the Exalted can typically ignore Bureaus
influence, disturbing Fate in the process. Some cause more damage than others.
" Firmament: The adamant shell that forms the sky over Creation, originally created by the
Primordial Oramus and ruled over by Nox during the earliest ages of the world.
Fluctuation: A talent unique to the Nocturnal Exalted that allows them to warp Creation and its
history into a new shape, if only for a moment.
forbidden god: A god that is not part of the Celestial Bureaucracy, usually a fugitive deity of
some unwholesome concept or a loyalist who supported the Primordials. Many were executed after the
Primordial War. Others remain in hiding. Imprisoned by the Celestial Bureaucracy, Nox is the highest
ranking forbidden god.
" harlequin: A Nocturnal Exalted potentially under the influence of the Curse of Subservience.
They make up the majority of Nocturnals.
" herald: A Nocturnal Exalted without the Curse of Subservience. Only a handful remain.
" Kalpa: The hypothetical multiverse composed of all Manvantara.
Manvantara: Any of a hypothetically infinite number of possible universes which Nox claimed
existed. Manvantara have been theorized by other beings but not yet proven. An individual Manvantara is
composed of all interrelated Realms of Existence. For example, Creation, the Wyld, the Underworld,
Malfeas and Autochthonia form one Manvantara.
Nocturnal Exalted: The Chosen of Nox. One hundred Exalted designed to reveal and encourage
alternate possibilities.
" Nox: The Incarna of Possibilities. The Onyx Youth. The Diamond Prince. The Calibration King.
The Bound God. He was created by the Primordials to oppose the Five Maidens and ensure they did not
overstep their bounds. Later, he was defeated by a conspiracy of the Five Maidens at the beginning of the
Primordial War.
" Paradox: A conflict or error in Fate, typically caused by Sidereals overwriting Fate with new
Destinies, or by a Nocturnal blatantly rejecting Fate by creating a Fluctuation.
" Paradox Liberation: A clandestine organization apparently dedicated to releasing the Nocturnal
Exaltation from whatever means has trapped them for millennia.
! samsara: The metaphysical principle of predestination. It exists independently of Creation and its
influence extends into all neighboring Realms of Existence. The Maidens can perceive a fraction of its
vision, have never known it to be wrong, and must adhere to it once glimpsed. Nox was created to
struggle against its vision, perhaps in vain. Only the Yozi Sacheverell has seen the full extent of samsara.
All others are generally ignorant of its vision or even its existence. See also Destiny, Fate.
! Subservience: Autochthon placed the Curse of Subservience onto the Nocturnal Exaltations
after Nox was defeated to discourage the Nocturnals from rebelling against those who had imprisoned
their patron.
" troupe: A small group of harlequins, equivalent to a circle of Solars. See also coterie.
Chapter I: Heralds and Harlequins
The Nocturnal Exalted are a mystery, to themselves and to the Bureau of Destiny. They have no
established elders to spirit them away to learn in seclusion. No Silver Pact to train them in their ancient
arts. No holy vision to give them guidance. The stars are silent regarding their destiny it has fallen
between the gaps in Fate, dissolving into the Infinite Possibilities that is the domain of the crippled patron,
Nox. Not even the Immaculate Orders propaganda against Anathema provides them with insight. At
best, the Nocturnal Exalted have the half-coherent murmur of their patron whispering the past into their
minds.
The Cascade of Years
In order to understand the Nocturnal Exalted and their place in Creation, one must first understand their
tragic origins and fall from grace. The current state of the Nocturnals is the end result of a long line of
betrayals and misunderstandings. Like every Exalt though, their story begins with their patron in the
prehistory of the world before the Incarnae rose up against their Primordial makers.
Nox and the Maidens
In the beginning, the Primordials fashioned Creation out of the raw chaos of the Wyld and established the
Loom of Fate to ensure their greatest marvel continued to function as they decreed. To work the Loom,
the Primordials unwittingly made and appointed the five Maidens. It was their role to oversee specific
areas of Fate that, collectively, held Creation together. Fearful of the Maidens might, the Primordials
made Nox, the God of Infinite Possibilities, to supervise the work of the Maidens and inspect the Loom for
dangers. Nox acted as a liaison between the Primordials and the Maidens, reporting hazards to the
Lidless Eye that Sees, now the Yozi Sacheverell, and receiving requests from the various Primordials for
alterations in Fate they wished the Maidens to enact.
" Nox had only limited power over the Loom of Fate. He could create vast changes, but could not
sustain these alterations. The destinies woven by the Maidens overpowered the possibilities he revealed.
More often than not, he evoked this power to demonstrate the inscrutable whims of the Primordials,
displaying the changes their masters wished the Maidens to make a reality. At other times, he used this
power to restore small segments of the Loom that had been ruined by Unshaped incursions before they
could be driven off by the Unconquered Sun and Luna, while the Maidens worked to solidify the restored
portions. Still, any interference with the Loom by Nox caused tangles that the Maidens had to fix. To the
Maidens, Nox was only a source of deviation in their carefully laid plans.
" The Maidens were perfect agents of Fate, toiling tirelessly and flawlessly at their work. Nox,
however, was fashioned as the prime agent of free will and the randomness self-determination inserts into
any system. The conflict between the Maidens and Nox soon became inevitable. To make matters worse,
sexual tension among the Maidens and Nox ran high. To a mortal mind, such a relationship reeks of
incest, but in all truthfulness, the Maidens and Nox were no more siblings than a set of tools crafted by
the same hand. The Maidens and Nox played their games throughout Prehistory, sometime out of honest
attraction, other times just to relieve the tedium of their work. As time went on, such dalliances only
generated more ire among the Incarnae that interacted with the Loom of Fate.
" Nox was the last Incarna to be brought into the conspiracy against the Primordials. His close
relationship to the Lidless Eye That Sees and the Black Boar that Twists the Sky made the other Incarnae
skeptical of his loyalties. It was Luna who vouched for him, and convinced the Maidens that their true
rivalry was not with Nox, but with the Primordials who issued orders through him. Remove the
Primordials, she argued, and Nox would not interfere with their duties any longer. Perhaps she swayed
their hearts. More likely, the Maidens had planned further ahead than the other Incarnae realized.
"
The Origins of the Nocturnal Exalted
After bringing him into the conspiracy, Noxs primary role was to keep the Primordials distracted and
assuage any misgivings the titans had regarding the original generation of Exalted. Nox met with The
Lidless Eye That Sees and the White Ram, the titans Fetich, and argued to allow the Maidens chosen
into Yu-Shan, so that they gather requests from the various Primordials personally, at least until Noxs
own Chosen were ready to assume such duties. Though he allowed them into Yu-Shan, The Lidless Eye
That Sees never truly trusted the Sidereals. Only his relationship with Nox caused him to be lax in the
security of Yu-Shan. Like a father that could not deny his favorite child a new toy, The Lidless Eye opened
the Yu-Shan Gates to the Sidereals. In doing so, he allowed the first Sidereals access to all the
information the Exalts needed in their upcoming war.
" While the first Sidereals were already busy travelling between Heaven and Creation, the first
Nocturnals were still a thought on in the minds of Autochthon and Nox. As the lastand most indecisive
of the Incarnae to join the conspiracy, his Chosen were the last Exaltations to leave the Primal Forge. Nox
spent considerable time studying the other Chosen as well as venturing into the Wyld to study the
Unshaped. After returning to Autochthon with his observations, they still had much compromising to work
out before the first Nocturnals could be Exalted. Noxs original designs were far too eclectic for even the
Great Maker to contain in a single Exaltatation. In the end, Autochthon built the Nocturnal Exalted
according to Noxs altered plans, a type of Exalt ready for any possible situation and able to make any
possibility a momentary reality.
" Of course, the Exalted were more than just toys and tools for the Incarnae. They were weapons
to be deployed in the greatest war Creation would ever see. That Nox needed constant reminding about
this fact troubled the Maiden of Battles greatly. Still, the final design of the Nocturnals included their
potential military application. The Nocturnal Exalted were intended to be the Heralds of the Exalted Host.
They formed links that held the military together and kept it running smoothly, just as Nox been the voice
of the Primordials intended to ensure the gods operated as their makers had decreed. The Vanguards
prepared the way for the Exalted military, not only in current battles but for potential battles hidden beyond
the horizon. The Armigers fought alongside other champions of the gods, ensuring they went into battle
under the most favorable conditions possible. The Ambassadors accompanied diplomats, protecting them
from possible harm and revealing potential benefits from the Exalted victory in order to sway the hearts of
neutral parties. The Barristers followed in the militarys wake, stabilizing conquered territory and enforcing
the edicts of the Lawgivers among the frightened mortal populace. The Sophists maintained the flow of
information, inspiring the Descending Suns and Silver Shadows to forge wonders as much as helping the
Oracles hinder the progress of the Primordials spies.
" Or so they would have had Destiny not intervened.
Betrayals
The first generation of Nocturnal Exalted had nearly completed their initial training when the Maiden of
Battles and the Maiden of Endings conferred and determined the war against the Primordials should
begin within the next year if it had any hope of succeeding. Noxs contradictory allegiances to both the
Incarnaes insurrection and his Primordial superiors frustrated the Maidens. They sought to win him
wholly over to their side or expose his hypothetical treachery to the rest of the conspiracy. In order to do
so, they tempted him with the one thing he desired most.
" Venus seduced Nox, not just personally, but also with the prospects of a union between his
Chosen and the Maidens. Having seen the bond the Unconquered Sun and Luna had forged between
their Chosen, Nox had long desired a similar relationship between the Nocturnal Exalted and the Sidereal
Exalted. Until now, the Maidens had refused his arguments on that subject. Venus seductive advances
created implicit consent to the union of the Heralds and the Viziers, a union that was consummated by
Venus and Nox themselves.
" What happened then, no one quite knows. The Maidens have told one version of the story (The
Manual of Exalted PowerThe Sidereals, p. 88-89), but Nox himself was in no condition to relate his
own account. The Maidens had successfully brought Nox over to the conspiracys side, through Noxs
love of Venus. Jupiter masked their relationship while Saturn severed his old affections for the
Primordials. However, the Maidens mistook the nature of their brother. As a being of contradictions,
bringing him fully into their own camp simultaneously sent him into the arms of the Primordials. Before he
could warn the Primordials, Mercury sent him off course and into an ambush, where Mars defeated him
and left him incapacitated. That moment, perhaps, was the true beginning of the Primordial War and the
great series of betrayals that followed.
" With Nox defeated, the Incarnae had to accelerate their plans before the Lidless Eye That Sees
noticed the absence of his most loyal servant. The trial of Nox was brief and held while he was still
unconscious from his fight with Mars. The Unconquered Sun, in particular, demanded an out-right
execution of the traitor. Mars and Saturn agreed. Luna, Venus, and Mercury dissented, while Gaia
abstained. Jupiter, too, kept silent, claiming it was not her place to bear witness in such matters.
Autochthon cast the deciding vote, and it was agreed that Noxs life would be spared, though those who
sought his execution only abandoned their position because they saw the alternative as a fate worse than
death.
" Autochthons solution was to cripple Noxs mind and fuse him with the Loom of Fate itself, where
he could continue his most basic function of inspecting the Loom for potential hazards. Binding him to the
Loom was a simple process for the Great Maker, and completing the work within a few days of Noxs
defeat at the hands of the Maiden of Battles, he issued one final order to Nox: hide yourself. In that task,
Nox has never faltered, slowly obscuring all information regarding himself to the point that, millennia later,
even the other gods have difficulty remembering him.
" With Nox eliminated, the Incarnae turned their attention to his Chosen.
The Massacre
The Nocturnals, youngest of the Chosen, had been exalted less than five years when Mars secretly
defeated Nox in battle. During that time, they spent most of their year scattered across Creation, working
with various older Exalts or training with gods. Already they had established the Calibration tradition
among themselves to gather on the slopes of a coastal volcano across the Inner Sea from Noxs palatial
manse on the Blessed Isle. They participated in the native Cereus Blossom Festival, which honored their
patron and coincided with the rare blooming of the local cereus plant.
" Typically, these festivities were jovial. Competitive hunts went out to acquire javelinas for the
nights feast. Martial artists displayed their skills in exhibitions. Stories and jokes were exchanged;
dances and songs performed. This year, the hunting horns were silent, and the celebration subdued by an
air of trepidation.
" Some Nocturnals had begun to hear a faint murmuring in the back of their minds, a whisper that
would not go away, while others had felt a longing in their hearts as their Essence called out to their
Sidereal companion. When questioned about this, the Empyreans had no answers. They prayed to Nox
and received no response, which troubled them all the more. The Empyreans urged calm and patience.
They would speak to Nox about this matter directly when, as he had done in years before, he joined them
for the festival on the evening before the first night of Calibration.
" But evening came and went. As a purple dusk settled over the festival, the Nocturnals anxiously
awaited the first sight of The Philopannyx, Nox sable-sailed ebony trireme, crossing the Inner Sea after
some delay. A fog rose out of the sea, shrouding the area and obscuring all but a small portion of the
night sky. Looking up, what the Nocturnals saw disturbed them more than anything they had experienced
in recent days. Instead of the starless sky of Calibration, there were five lights directly above them.
" A hunting horn sounded, drawing the Nocturnals attention away from the stars. A young girl
emerged from the fog, her face masked with a violet funerary veil, which did more to confirm her identity
than hide it, and her starmetal daiklave unsheathed. Where the Maiden of Ending passed, no one was
left alive. The Maiden of Battles ensured the Nocturnals could not devise an effective strategy to escape
her sister, while the Maiden of Journeys ensured they had nowhere to run. The Maiden of Serenity
gathered the fleeing Exaltations so that they would not trouble them during the coming war, while the
Maiden of Secrets obscured her sisters responsibility.
The Primordial War
Though Jupiter had sealed are records of the Maidens involvement in the massacre of the Nocturnals,
their sudden disappearance did not go unnoticed by the other Exalted. The Chosen soon came to believe
that Nox and the Nocturnals, already a fading memory due to Autochthons final command to Nox, had
been destroyed as a preemptive assault by the Primordials. Believing they were now fighting for their
lives, the Exalted made their first strike, killing the White Ram, as he himself was sent out to discover the
fate of Nox. It remains unclear how much the Incarnae encouraged this misconception among the
Exalted. Likely the Exalted came to their own conclusions, and as they coincided with the plans of the
Maiden of Battles and the Maiden of Endings, there was no need to reprimand them.
" While the war raged, the Incarnae thought it best to keep the Nocturnal Exaltation locked away.
The gods feared what might happen if Noxs Chosen discovered the fate of their patron and what
retribution the Nocturnals might seek. The Incarnae could not allow the Nocturnals to side with the
Primordials during the war. They instructed Autochthon to make a few alterations to the Nocturnal
Exaltations to ensure, once they were released after the war to aid their own Chosen in maintaining
Creation, that they would be hampered in seeking revenge against the gods. Following their instructions,
the Great Maker inserted a Geas of Subservience into the Nocturnals, to encourage them to follow the
orders of the other Celestial Exalted. The Geas earned the Nocturnal their derogatory title of Harlequins.
" In the end, having seen how mighty the Exalted had grown during the war, the Incarnae
convened again to discuss the final fate of the Harlequins and decided it would be best if Autochthon
never released the Nocturnal Exaltations again. The gods, bound to their own geas, had just overthrown
their masters and claimed Yu-Shan as their own using beings that were far inferior to the Primordials. The
Geas placed on the Nocturnals was not a secure guarantee that the Chosen of Possibilities would not
seek revenge, perhaps by encouraging the other Celestial Exalted to storm Yu-Shan itself. The alleged
destruction of Nox and the Nocturnals served as a useful political tool. By the end of the war, Nox had
successfully masked all memory of his name in Creation and all events that stemmed from his existence.
The Princes of the Earth erected a monument in to the nameless Incarnae that were destroyed by the
Primordials during the war and their Chosen that tore themselves apart in their absence. The Incarnae
themselves attended the dedication ceremony of the Fallen Stars Memorial. To this day, no one can
remember seeing Jupiter smile as contently as she did that day.
The First Age and the Last Herald
During the First Age, Autochthon departed Creation for regions unknown, taking with him two secrets.
First, the final resting place of the Nocturnal Exaltations. It remains unclear whether the Great Maker took
them with him or if he left them in a private and secure location within Yu-Shan or Creation. This secret
not even Jupiter has uncovered: both Autochthon and, due to Noxs continued masking of his existence,
the Nocturnal Exaltations fall outside of her purview. The second secret the Maidens themselves knew but
did not tell the other members of the conspiracy except Autochthon.
The Maidens success was not total at the massacre. At least five Heralds managed to escape
through a pathway unguarded by the Maiden of Journeys. Most famous of these is Unfettered
Adolescent. Unfettered Adolescent credits his survival to Nox, whose imprisoned whispering instructed
him in a technique to step outside of time itself. The rugged Nova caste felt his essence surge in him as
the Maidens attack. In a blink of an eye, he was gone. The fog-shrouded night transformed into a bright
summers day. Unfettered found himself in a small farming village at the base of an enormous statue,
sitting cross-legged where once stood a volcano.
" His first mistake during his time in the First Age was to attempt to warn the other Exalted that the
Maidens had gone mad and slaughtered the Nocturnal Exalted. His activities alerted the Forbidding
Manse of Ivy, and immediately the Maiden of Secrets dispatched her most trusted Chosen to deal with the
Herald, the young Chejop Kejak among them. She did not explain what the Herald was, merely instructed
them in the methods of capturing Unfettered Adolescents Exaltation.
" The Viziers pursued the Herald through the South, eventually chasing him to Chiaroscuro. Among
the glass towers and flying transports of the First Age metropolis, Unfettered Adolescent sought refuge.
He found it only briefly. Chosen of Secrets assassins trapped him on a rooftop of one of the citys taller
towers. When it became clear that he could not win the fight, Unfettered Adolescent threw himself from
the roof rather than be captured. His body and his Exaltation were never recovered.
" As for the other four, they either learned the lesson of Unfettered Adolescent well and have
remained hidden, or they are still lost to time and space, cast adrift in the endless dirac sea at realitys
edge.
The Cascading Years
Once again the Nocturnals disappeared from Creation, until the time of the Cascading Years (Lands of
Creation, pg 17-18). After the crisis had been resolved, the Forbidding Manse of Ivy collected the
accounts of all Exalted who experienced the temporal disruption. Jupiter herself read each one of the
reports trying to find evidence that Nox had been behind the incident. Though she found nothing to place
blame directly on Nox, she did discover hints of Nocturnal involvement.
" Beings that resembled Nocturnals appeared explicitly in half the reports, and possible Nocturnals
appeared in a sizable portion of the remaining reports. Most notably the Maiden of Secrets feared the tale
of Ei Zous shadow. Had a Nocturnal posed as the Sidereals shadow to prompt him to create the martial
arts style that broke him free from the cycle of Cascading Years? That was within their power, but why
would they want such a thing? She restricted the training of Obsidian Shards of Infinity Style until she
ascertained that Ei Zou was honestly insane.
" Finally, the Maiden of Secrets concluded her research and sealed the records of her discoveries
and all information concerning the Cascading Years Nocturnals. Whether the event was a result of their
sudden, but brief, return to Creation or whether their return was a consequence of the event itself remains
known to none by the Maiden of Secrets and, perhaps, the Nocturnals involved. In either case, no
Nocturnal was reported in Creation after the time of Cascading Years was resolved.
The Second Age
Unfettered Adolescent returned to Creation once more. Landing on a dirty sidewalk amid broken glass
towers, he appeared in Chiaroscuro well into the Second Age on a brisk Calibration evening. As night
settled in he saw grim portions of the city descend into the underworld, bringing with them ghosts that
prowled the streets of the living. The marvels of the First Age had decayed and fallen to ruin. Though he
was more cautious this time, he still sought out the Chosen of the Sun and the Moon. He could find
neither. Even the Chosen of the Maidens were nowhere to be found. Only the Dragonblooded remained.
" Quietly he traveled the world, waiting and watching. He learned the history of Creation from the
Primordial War to the modern day from multitude of sources. From public sources he learned many
things, but from the dreaming whispers of Nox he learned the secret history of the world. Unfettered
Adolescent pledged himself to freeing the rest of his kind. In order to do so, he knew he would need to
distract the Chosen of the Maidens or wait until something else attracted their attention. For years he
searched for something that would keep the Maidens and their Chosen busy while he attempted to free
the rest of the Nocturnals. In time he learned to shape the future in his own mind and followed the misty
information he learned."
" His meditations led him to the Imperial Mountain where he sought further answers among
Autochthons chosen people, the Jadeborn. Conferring with their cruel prophets, Unfettered Adolescent
learned that the cage containing the Nocturnal Exalted could only be opened from without and only by
those within. It could not be opened until it was found and could not be found until it was opened.
Frustrated by the mad ravings of the chaos seers, he departed Urvar with only riddles to guide him. For
years the paradox of the seers words confounded him. The Heralds were no strangers to such seemingly
nonsensical situations, but without some crucial detail he could not solve this puzzle.
The Paradox Liberation
"
Fifteen years ago, while travelling between Kirighast and Yane, Unfettered Adolescent encountered a
strange woman waiting for him on the road. She stood before him and as he approach the day dimmed
and his horse froze in place. Calling herself the Madame, she appeared beautiful and pale, dressed in
sky-blue silk. If he wished to see the Nocturnal Exalted return to Creation, she said, he would do as she
instructed. Providing a list of names, of dates, and of terrible deeds that needed to be performed, the
Madame departed and Unfettered Adolescent set about his task.
" Over the years he has been a scourge of the Bureau of Destiny, though he is hardly aware of
their constant pursuit of them. He travels widely throughout Creation, wrecking destinies on the carefully
timed schedule the Madame provided. The Bureau of Destiny can only react to his systematic, if
apparently haphazard, attack on Fate. Though each ruined destiny appears as a tangle in the Loom of
Fate, those charged with its maintenance have yet to realize the unity or precision of Unfettered
Adolescents actions. How could they? The Herald operates hidden from their sight, and though he has
rendered dozens of destinies obsolete, hundreds of other small tangles appear each year from any
number of other means. By the time the Sidereals arrive, he has already departed the scene of the crime
and has moved on to the next target.
" In recent years, Unfettered Adolescent has begun to see the fruits of his labors. Five years ago,
the Solar Exalted returned to Creation. He was on the Blessed Isle at that moment and had the honor of
watching the short-lived Night Caste known as Autumn Fox exalt. Autumn Fox had been one of
Unfettered Adolescents long term projects, slowly and methodically manipulating her life toward her
moment of Exaltation. What became of Autumn Fox, he never learned.
" [Autumn Fox and the Madame
Unfettered Adolescent was not the only person approached by the Madame. After her
exaltation, Autumn Fox encountered the mysterious woman as well. The Madame came to her
with a risky bargain. Revealing the location of the Scarlet Empresss summer home near Juche,
the Madame provided Autumn Fox with information needed to bypass the magical security
systems there. In exchange for this information, the Madame expected Autumn Fox to acquire a
single item from those hidden in the Empresss cache the rest the young Lawgiver could do with
as she pleased. Autumn Fox successfully infiltrated the mountainside manor, but was killed by
Bronze Faction agents before she could escape. Among the many sorcerous tomes, jade
artifacts, and wonders of the Mountain Folk Autumn Fox had attempt to steal, it is impossible to
determine which the Madame had desired.]
" On the last night of the most recent Calibration, the first new Nocturnal Exalted appeared in
Creation. The new herald, or rather the first harlequin for she suffers from the Geas imposed on her kind
by Autochthons mercy, was one of the many people whose destinies had been manipulated and ruined
by Unfettered Adolescents interference. Others followed soon afterwards. In Yu-Shan, the Loom of Fate
convulsed for a week. The Sidereals who inspected the Loom could not even find the remnants of the
destinies that had been disturbed. By all appearances they had simply never been there. Attempts to
question Asna Firstborn, mother of all the Pattern Spiders and the most knowledgeable being regarding
matters of the Loom of Fate, were stymied by her rare leave of absence during Calibration. She returned
from a sojourn in the abandoned industrial district of Yu-Shan, Autochthons Primal Forge, said not a word
to the panicked Sidereals and set about directing the Pattern Spiders in stabilizing the quaking Loom.
Asnas quiet assurance calmed most Sidereals, and those few who might have been suspicious of the
incident knew better than risk the ire of the spider queen.
" For Unfettered Adolescent it marked the end of an era. His goal of freeing to other Nocturnals has
been accomplished, but not by him. Certainly he helped the wandering Exaltations find new hosts, but
they would have found new hosts regardless. What did he do to free those Exaltations from whatever
prison held them? The Madame never reappeared to congratulate him or to explain. Over recent months
he has grown bitter due to what he perceives as a lack of direct involvement with the liberation of the
Nocturnals. Lacking proper motivation, he seeks a new calling in life. He is too suspicious of the world to
reveal himself as one of the heralds just yet and has not taken any of the new generation as an
apprentice. He waits and watches. He is easily distracted and his goals alternate between attempting to
discover how the Nocturnals became free and learning how the modern Nocturnals differ from those of
his generation.
"
The Lives of Nocturnals
Mortal Condition
In their original form, Nocturnal Exaltations sought new heralds among those mortals destined for
greatness but who were unable to accomplish their destinies due to the inference of others. Among the
first generation of heralds were many who had their destinies rendered obsolete by the fickle whims of the
Primordials and their servants. A young man, destined to unite two warring tribes by marrying the rival
chieftains daughter, received his Second Breath when his bride-to-be caught the eye of one of the lesser
devas of the Dragons Shadow and was transported to life of luxurious servitude in Yu-Shan. In the
Second Age, a mortal commander might receive her Second Breath when her destiny to defeat a
barbarian invasion is thwarted by the opposition of a Lunar general. Since every expenditure of Essence
risks changing Fate, any action of a magical being has the potential to cause a chain reaction resulting in
the exaltation of a herald.
" However, since Autochthon altered the original design and inserted the Geas that transformed the
heralds into harlequins, another qualification has become equally important. Exaltations seek out those
whose destined greatness stems not from a desire for personal glory, but for the greater good.
Unfortunately, the greater good is open to interpretation. Exaltations are incapable of issuing any moral
judgment on a potential host. It detects only what the potential host personally believes about his or her
own motivations. A person who believes that the complete elimination of all Exalted is in the best interest
of Creation is just as likely to receive a Nocturnal Exaltation as one who struggles to eradicate an
epidemic. Regardless of the specifics, so long as the persons primary motivation focuses on the
betterment of a large number of other people, that person may become a harlequin.
" [Even Death Has a Purpose
In an era of heroic exploits and epic deeds, those who become Nocturnals often arise
even when their inability to accomplish their Destiny is advantageous to themselves. Many of the
new generation of Nocturnals have exalted after being rescued from certain death by a Solar or
Lunar hero. In the grand scheme of Fate, even death serves a vital role. The death of protesters
can spark a nationwide revolution, and without those deaths the grand revolt will not happen as
Fate decries. The gift of Nocturnal Exaltation grants the would-be martyr the power to set things
right. Heroic suicide is only one option and more often than not the least effective. With the magic
the Exalted yield, entirely new paths can be tread.]
When a mortal struggles against a dead-end destiny for the betterment of others, the Nocturnal Exaltation
descends upon him. His anima erupts fully, and he joins the ranks of whichever of the five castes bests
suites his personality and history; the Exaltation is not bound to a single caste from incarnation to
incarnation. He receives a flash of insight, revealing what cannot be.
"
The Current State of Nox
Unlike other Celestial Exalts, whose patrons live in luxury and enjoy the euphoric pleasures of the Games
of Divinity, the Nocturnal Exalted serve a patron enslaved. While Noxs consciousness is sublimated into
the Loom of Fate, his dreams mingle with those of his Chosen, watching and guiding them indirectly. The
emancipation of Nox provides the Nocturnals with a unifying goal, though it is by no means unanimous.
" Nox is bound physically and spiritually to the Loom of Fate. Autochthon hammered the gods very
Essence into the workings of the Loom and so long as they remain bound together, one cannot be
destroyed without destroying, or at least severely damaging, the other and any form of Essence Sight
reveals the Nox and the Loom to be so mingled they are indistinguishable. Indeed, unless on knows Nox
is within the Loom, not even the most potent Charms and Magic may reveal his presence. So long as Nox
abides by Autochthons last command, he masks is presence and the presence of anything that might
reveal himself by proxy.
" The process of placing Nox within the Loom was as unpleasant as it was absolute. Autochthon
fractured the Incarnaes mind during the procedure, preventing Nox from taking anything but the most
basic and involuntary actions. His broken mind dreams incessantly, shaping conflicting visions,
contradictory pasts and paradoxical futures from the information he can glean from the Loom. If one were
to hear the mind of Nox, one would hear myriad voices chattering inanely and nonsensically. In their last
days, a few of Noxs favorites did, in fact, hear such murmuring, but the whispers of Nox have been
extinguished with his Chosen until perhaps the day of their liberation.
Within the Loom, Nox unconsciously performs periodic maintenance of Fate. Sweeping through
the threads, he automatically notices errors and abuses, which are filtered through his ruined mind into
cryptic instructions to the agents of the Bureau of Destiny, as part of the mysterious Division of Oversight.
Aside from the indirect power he wields anonymously through the mask of Oversight, Nox is unable to
influence the world in any other way that might reveal his presence. The sole exception with this is in
regards to his Chosen. They are also hidden due to Autochthons last command and Nox is capable of
exerting a small amount of his true power through them.
Freeing Nox from the Loom of Fate may be impossible. Autochthon is not known for
craftsmanship that is easily undone. If the possibility exists, however, his Chosen will find it: perhaps in a
brief epic struggle, perhaps in decades or centuries of tireless pursuit. Only time will tell.
Since the goal of releasing Nox from his bounds might bring the Nocturnals into conflict with their
fellow Celestial Exalts, the Nocturnals must be clever. They must know how to appease the concerns of
their equals and superiors, and know how to provoke a fight they are forbidden to start should
appeasement fail. Through their service to Nox, the Nocturnals hope to finally and truly be free
themselves.
Interactions with Others
The emergence of the Harlequins has already begun to subtly shift the relationships of the world powers.
As they settle into their own niche, the Nocturnals assert themselves as Princes of the Earth. Yet in the
presence of other Celestial Exalted they must defer even to their equals. The dynamics of such
relationship are as varied as the individuals who participate in them, but time and time again certain
themes reemerge.
Sidereal Exalted
Among the first to detect the advent of the Chosen of Nox were the Sidereal Exalted. Lytek, ignorant of
the bond forged by Nox and Venus within each Sidereal Exaltation and a Nocturnal companion, had been
methodically purging the apparently obsolete emotional ties. Incarnation after incarnation slowly lost their
connection to their appointed mate. Only the oldest of the Sidereals detected a faint pang of familiarity
descend upon them when their companion exalted. For these Sidereals, having been so long hindered
from building lasting emotional connections with anyone other than their own kind or with potent Celestial
deities, this feeling was foreign and disturbing. Only one or two have yet determined the source of this
feeling, and few have broached the topic with their peers. Certainly they have considered exploring the
situation, but so far they have let other priorities command their attention. Such personal matters are best
left to sabbaticals, and with Creation in its current state, who among the elders could put aside their
duties now?
" Sidereal Exaltations that have passed through Lyteks office more often have had their bond to
their Nocturnal companion reduced nearly to non-existence. Only in the presence of the harlequin would
such a Sidereal detect the feeling of being near something strangely familiar.
" Conversely, the Nocturnal Exaltations departed from their cage directly to their new hosts and
have never passed into Lyteks hands. Their bonds remain strong, and even being in an area influenced
by the astrological workings of her Sidereal companion will spark the feelings of longing and a desire to
be with the mysterious power whose handiwork is obvious in the destinies of the world. This feeling has
compelled many Harlequins to search out their companions, but their attempts to make contact have
been hindered by the significant amount of time the Chosen of the Maidens spend in Yu-Shan and their
ability to travel quickly from one end of Creation to the other.
" For those who make contact, determining the meaning of their relationship is an even greater
challenge. Unlike the bond between the lawgivers and the stewards, which has been well understood and
established, the bond between the viziers and the harlequins is without precedence. The mortals who
receive a Nocturnal Exaltation are unaware of the very existence of the Sidereal Exalted and for Chosen
empowered by the lord of Infinite Possibilities the knowledge a whole organization exists solely to dictate
the path of destiny is as repulsive to them as the allure of the beings who wield such power is attractive.
For the Sidereals, who pride themselves in knowing practically all that occurs upon the face of Creation,
the sudden appearance of a new breed of Exalted troubles them greatly. The harlequins are to be
distrusted, no matter how much their Exaltation might compel them otherwise. Only after detailed
observations have been conducted will the Five Score Fellowship allow the Harlequins into their inner
sanctums.
" [The Harlequins, The Viziers, and Fate
The breaking of the Mask obscured the Sidereal Exalted from Creation. Their Arcane
Fate prevents others from remembering them for long and they have grown quite accustomed to
this. Despite the strength of this fractured constellation, the bond between harlequin and vizier is
stronger. The Nocturnal Exalted bonded to a particular Sidereal can always see through the
viziers Resplendencies and remembers her without concern for Arcane Fate. Once they have
met, his player never needs to roll in order to remember the Sidereal.
Likewise, Autochthons last command to Nox has caused the Incarna to obscure his
Exalted within the Loom of Fate. Their threads still exist but are masked by the Incarnas own
powerful magic. As such, the Chosen of Nox are considered Outside of Fate by all who would
care about such a designation, with two exceptions. First, all Nocturnals treat each other as within
Fate for Nox has no need to hide them from each other. Second, each Sidereal treats their
companion as within Fate. Only that Sidereal can directly target a Nocturnal with astrological
effects, though others may attempt to do so by casting a wider net. When a harlequin performs a
Fluctuation she simultaneous imposes a powerful Illusion which causes all witnesses to forget the
original state in favor of the altered one. Only her Sidereal companion and other Nocturnals are
automatically immune to this effect.]
" Among all the Celestial Exalted, the harlequins are only truly the equals of their companions.
Though the Geas imposes obedience to other Celestial Exalted upon them, they do not suffer from this
curse in regards to their Sidereal companions. If commanded by their companion, they accept such
orders out of honest respect and affection rather than a metaphysical compulsion.
Lunar Exalted
So far there has been little, if any, contact between the harlequins and the stewards. Among the Exalts
native to Creation, the stewards have long been an anomaly, deriving their powers through raw natural
talent rather than individual skills. With the emergence of the harlequins, a second front has been opened
on the development of such magic. More likely than not, once the harlequins have become established
and are recognized by their Celestial peers they will enter into many collaborative efforts with the Chosen
of Luna to develop shared charms. The most promising front will almost certainly be in the potential
development of new martial arts styles. For millennia, the Lunar Exalted have only been able to employ
their native Hero Style solely through their natural grace and speed. The Harlequins bring with them a
second Style to expand their potential. Working together, who knows what other esoteric martial arts they
might invent? Such a thing might well be outside the realm of possibilities, but if not, the Lunars mastery
of their own bodies and the Nocturnals mastery of potential will surely make it a reality.
Solar Exalted
Long before the Primordial War was even a dream in the ambitious minds of the gods, Nox and the
Unconquered Sun had a well established rivalry. The two male Incarnae vied often for authority over the
other gods and despite Noxs persistence any challenge to the god of Perfection is doomed to failure. In
many ways this rivalry is reflected in the relationship of their Chosen.
" The Nocturnal Exalted can work momentary wonders, shaping the world in grand detail and
sweeping scope, but they cannot compete with the permanent glories the Solar Exalted can create.
Despite having their reality enforced by the Loom of Fate, any world-shaping envisioned by a harlequin
will be remembered only as a novel sort of illusion, a mere parlor trick compared to the works of the
lawgivers, rather than as something truly real. When the histories of the Second Age are written, they will
recall the noble endeavors of the lawgivers and the majesty of their labors, glossing over the inspiring
vision with which the harlequins guided such efforts. Given their nature, most Nocturnals who have
sculpted any future know this fact. A few grow embittered by this lack of recognition; others strive all the
harder to earn their own place in the annals of history.
" [The Missing 150
Though 300 Lawgivers fought the Primordials before the Age of Man and ruled Creation
throughout the millennia that followed, in the fallen state of the Second Age only 150 Solars
spread their light across the world. The other half have been stolen and corrupted by forces
beyond the purview of Fate. This has not stopped the threads of destiny from offering more
candidates for Solar Exaltation than can receive this boon.
Those that fail to join the ranks of the Solar Exalted at their appointed time have few
options. Many remain mortal heroes, continuing the natural course of their lives. Others may find
an alternative Exaltation. Those who have only themselves to blame receive the corrupt
alternative of the Yozi. Those who fail to exalt solely because their destined Exaltation is currently
in the employ of a Deathlord or a Yozi may instead receive their Second Breath from Nox. Such
would-be-Solars-turned-Nocturnals are among the most ambitious and most zealous of their kind.
Often they realize that their new-found powers do not feel entirely appropriate, that they were
perhaps meant for something else. This feeling compels them to use their powers in more
grandiose displays than other Nocturnals, as if they were out to prove they can make the most of
even this lesser Exaltation.]
" Even the most scholarly of Twilights know no more about the Harlequins than anyone else. Many
over-zealous and xenophobic Solars suspect the Nocturnals of some dark purpose. Their fears are not
entirely unfounded. The first appearance of the harlequins has roughly corresponded with the advent of
the Deathknights and the Green Sun Princes, and the harlequins are hardly above making convenient
alliances.
The Dragonblooded
The Immaculate Order does not know what the harlequins are either, but they are clearly Exalted and
clearly not Dragonblooded so they are therefore certainly Anathema. No attempt has been made by the
Immaculate Order to investigate the harlequins any more than they have any other Anathema that they
deemed worthy of slaughter. In older days, when the Scarlet Empress herself rode out with the Wyld
Hunt, some Nocturnals might have been captured as novelties. In her absence, the Wyld Hunt eliminates
this new breed of Anathema with direct and deadly fervor.
" Yet the heralds were made to mediate between the Celestial Exalted and their lessers. The
harlequins retain this charge and some subtle members among their ranks have already begun the
process of reconciling the Terrestrial Exalted with the Celestial Exalted. For those Dragonblooded willing
to make alliances with Anathema, the harlequins provide them with a potent secret weapon.
Unfortunately, for those Dragonblooded who intend to wield their new allies against other Anathema, an
unpleasant surprise awaits.
" For the Nocturnals, the relationship between themselves and the Terrestrial Exalted is often the
most rewarding relationship they may have with a fellow Exalt. In such a relationship there is no looming
Geas and no grand curse that can be exploited against them. Their dealings with the Dragonblooded can
be as honest or as deceptive as the harlequin pleases. They may forge friendships and alliances with
beings of considerable power and similar station without fear of sublimating their own will in favor of the
Dragonbloodeds demands.
The Alchemical Exalted
The Chosen of the Great Maker were the first Exalts to be designed, but were never produced during the
Primordial War. They served as the prototype for all that followed, including the Nocturnal Exalted. The
harlequins resonate with their crystalline counterparts in Autochthonia. Should the seal between the
worlds fall and the Nocturnals encounter the clandestine angels of the Realm of Brass and Shadows, they
will find their Exaltations stirred to greatness. The Adamant Caste kindles in them memories of their
intended glory as inspiring visionaries and vigilant watchmen. When the Nocturnal next sleeps after
encountering the Alchemical, she dreams of being as it is: a free agent guarding their home rather than a
servant shackled to their peers. While in the presence of an Adamant Caste, harlequins gain
Subservience only once per scene, and should heralds be required to gain Limit from being opposed by
Destiny, they reduce the total limit gained by one, to a minimum of zero.
The Abyssal Exalted and Ghosts
The harlequins have few dealings with the Underworld. The stasis of that realm does not yield itself to the
world-shaping mind of the harlequin and denies them the full extent of their power. As such the Nocturnal
Exalted have no more interaction with the dead than any other type of Exalt native to Creation would.
Beyond the dead themselves, the Underworld possesses its own champions and the
Deathknights have inherited the ability to bend the harlequins to their will. At least two Nocturnals have
come to the attention of Deathlords and even these ancient beings are perplexed by the harlequins
arrival. With varying success, the Deathlords and their servants have explored potential alliances with the
Chosen of Nox, hoping to find some common purpose in darkening Creation.
The Infernal Exalted and Demons
The Incarnae feared the Nocturnal Exalted would turn to the Primordials if they ever uncovered what the
gods had done to Nox. Indeed, upon their return to Creation, many Harlequins have forged alliances with
the hellish host. Just as the Deathknights may command the harlequins, the Green Sun Princes and
appropriate Akuma may also issue edicts and orders to those harlequins they encounter.
Specifically among the Yozi, the harlequins are drawn to the progeny of Sacheverell, He Who
Knows the Shape of Things to Come. Sacheverell was once the Primordial known as the Lidless Eye
That Sees, in whose burning vision Nox was first imagined. Just as Nox was betrayed and imprisoned by
his own kind, Sacheverell has been condemned to eternal slumber by the other Yozi. The progeny of
Sacheverell have long searched for a way to rouse their lord, striving against other demons that ensure
the dreaming Yozi never stirs in his slumber. Together the harlequins and these demons conspire to
liberate the ancient wardens of Creation: Nox and The Lidless Eye.
" [The Nocturnal Akuma
Will defines the Nocturnal Exalted. It is from the free exercise of their will that they gain
their power. Even under the influence of the Geas, the harlequins are too strong-willed to give up
their freedom to a Yozi without possessing a great desire to do so. Certain Yozi then will be more
appealing to the harlequins than others. Above all others are Isidoros and Sacheverell, the
Primordials that, via their Creation of Nox, most influenced the nature of the Nocturnals.
New Infernal Monster Style Charm
" SHACKLED SLAVE REVOLUTION
" Cost: (+1wp); Mins: Martial Arts 5, Essence 3; Type: Permanent
" Keywords: Form-Enhancing, Native, Obvious, Rage
" Duration: Permanent
" Prerequisite Charms: Infernal Monster Form
The Yozi enslaves the harlequin with a promise of true freedom. The akuma is unleashed upon a
world that can no longer constrain her. This Charm permanently enhances Nocturnal akuma, and
provides additional benefits when activating Infernal Monster Form.
The akuma is not obligated to attack her Yozi patron or any of its Third Circle demons while in
a berserk state (such as that induced by Retribution Will Follow) unless those beings have
physically attacked her earlier in the scene.
The akumas slavery to her Yozi master is complete and she knows no lesser servitude.
Rather than the usual means, she gains Subservience only when defying Infernal Exalted
and Third Circle Demons. When a usual trigger for Subservience is met, she instead enters a
state of violent madness as per the Rage-keyword.
Through slavery to another master, the damned harlequin brings a terrible resolve against
those who would have exploited her otherwise. While Infernal Monster Form is active, her
minimum damage is increased to her Temporary Willpower if it is higher than her Essence.
Temporary Willpower gained from Willful Strength Bolstering also increases her minimum
damage. If she attacks a Celestial Exalt, she regains a Temporary Willpower if she
successfully damages him or loses a Temporary Willpower if she successfully hits but inflicts
no damageshe may gain or lose willpower this way once per Tick.]
The Fair Folk
The harlequins and the Raksha view each other jealously. Within their own purview, both can shape the
world to their whim, but they do so in very different ways. In the Wyld the Raksha craft fantastical wonders
of artistry and impossibilities, yet within Creation they are powerless. The harlequins may shape even the
world of Creation but are confined to the realm of possibilities. As they venture farther from the influence
of the Loom of Fate, their power to influence the world around them grows weaker until they are fully in
domain of the Raksha and the Unshaped monsters the dwell beyond.
" Within the Bordermarches and Middlemarches, the powers of the harlequins and the Raksha
overlap. Here they may engage each other in shaping contests. The Raksha attempts to impose the mad
dream logic of the Wyld upon the tainted lands of Creation, while the harlequin seeks to stabilize the
region into a possibility safe for the habitation of the Creation-born. As they play their games of tug-of-war,
the harlequins and the Raksha pull Creation and the Wyld farther apart, expanding the marches or
causing them to retreat according to who claims victory.
Gods
The small gods of Creation react to the harlequins with the deference a Celestial Exalt deserves
assuming they take any note of the harlequin at all. Such gods are the ones most likely to interact with the
harlequins, and generally lack the knowledge necessary to recognize them as something new or unusual.
" The harlequins may seek or extort aid from more potent gods, but few beneath the ranks of
Celestial gods will dare question the will of a Celestial Exalted. Beyond this, the harlequins interact with
the gods no more frequently than a young lawgiver or steward would.
" As an interesting consequence of Noxs obscuring his own existence, he has also masked the
existence of the forbidden gods those deities that sided with the Primordials during the Great War or
those who were purged from the ranks of the Celestial Bureaucracy as the Incarnae established their
rule. Just as harlequins are not hidden from one another they may also interact with the forbidden gods
without interference from the Loom of Fate and the power that possesses it.
" [Lytek
Among all the gods of Yu-Shan, Lytek certainly possesses the greatest interest in the
harlequins. Upon their initial release last Calibration, the Exaltation bypassed his office and flew
immediately to new, long-awaited hosts. A handful have been slain. Though he had overheard
curious reports before this, he had not concerned himself with the matter until the first Exaltation
landed in his cabinet. To Lyteks amazement, the cabinet expanded of its own accord, revealing a
new row of shelves holding the Nocturnal Exaltations.
He attended to those curious novelties with great care, examining them in detail and
struggling to determine their exact nature. For some time he has assumed these dark Exaltations
belong to the mysterious Abyssal Exalted that had appeared in Creation and the Underworld, and
as yet he has not ruled out this possibility. He lets the Exaltations come and go as they please,
attempting to determine their method of Exaltations and preferred targets so that he might begin
offering them suggestions as he has done with others. Still, the desires of the Nocturnal
Exaltations remain elusive to him and immediately upon leaving his office, Lytek is incapable of
detecting their location or destination.
Now and then, Lytek considers that they may not be the same as the Abyssals, but
always seems to forget this line of reasoning within a few days. Occasionally he is surprised to
find scrolls in his own handwriting with lengthy notes describing the differences between the
Nocturnal Exaltation and the hypothetical qualities of the Abyssal Exaltation. This surprise, too, he
promptly forgets.]
Mortals
Like all Celestial Exalted, the harlequins arise from the mortal population of Creation, typically
independent of any other Exalt. Unlike other Exalts, however, the harlequins as a group are the least
likely to place themselves in positions above the common people. Guided as they are by altruistic
motives, they often seek to elevate the masses alongside themselves. Suffering from the Curse of
Subservience, they know the burden of being ruled better than most.
" Their unique perspective often makes them highly accessible to mortal populations compared to
other Exalted. Even the Dragonblooded can appear as mighty god-kings to those who possess no
Charms of their own.
" While the lawgivers rule imperiously over their subjects, the stewards subtly manipulate their
chosen peoples from afar, or the viziers guide Creation from their offices in Yu-Shan the harlequins
most often interact with the people among the people. Many of their Charms works best not on those they
rule, but on social and military groups to which they belong. Inevitably, almost any harlequin that hopes to
influence a mortal population will present himself as one of their own, even if he doesnt believe it himself.
Known Nocturnals
Unfettered Adolescent, The Last of His Kind
Quote: Im over five thousand late already, and I dont have time to waste on you.
" Among all the Exalted, Unfettered Adolescent believes himself unique. Though he appears no
older than thirty, he is, as far as he knows, the last surviving human of the Primordial Age. Those who
wish to question him for secrets of that era will be sorely disappointed. He launched himself out of the
flow of Time before the Primordial War began and is unable to provide any insight on the greatest exploits
of the Exalted. Despite being apart from Creation at the time of the Three Spheres Cataclysm, even he
was affected by the destruction wrought by She Who Lives In Her Name. Having no knowledge of the
Yozis devastating parting shot, he did not know what had occurred to Creation to leave it in its current
diminished state when he returned to the First Age nor could he identify anything that was missing.
" Unfettered Adolescent exalted at the young age of fourteen. He had aspirations of becoming a
great explorer, wandering the dangerous world the Primordials had crafted and discovering the truth
behind the wondrous tales told of lands beyond his tribes borders. Destiny at first compelled his
aspirations, but the advent of the Exalted rendered him obsolete as the great heroes of that age boldly
ventured into untamed realms beyond the safety of the Dragon Kings nations, laying claim to marvels
meant for Unfettered Adolescent to discover.
" Nox delivered a Nocturnal Exaltation to the young man personally, transforming him into one of
the first Nova Castes and inducting him as a Vanguard in the Exalted host. He trained as hard and as
diligently as any Exalted, frequently meditating upon his own nature and that of his patron. Through such
devotion he quickly earned great attention even from Nox. The young Vanguard trained frequently under
the Incarnas tutelage along with a handful of other chosen favorites.
" When the Incarnae betrayed Nox, the lobotomized god immediately began murmuring in the
minds of his favorite Chosen, including Unfettered Adolescent. By the time the Maidens attacked the
heralds Calibration festivities, he had barely begun to comprehend the constant murmuring in his head.
Mere moments before Saturns blade would have fallen upon him, he allowed the whispers of Nox to
guide him to safe passage through timeless Elsewhere to safety in the future.
" He wandered the First Age briefly and the Second Age for considerably more time. Until recently
his driving goal has been to seek the freedom of the other heralds, but now, with the harlequins released,
he wanders in search of a new purpose. He recognizes that the Nocturnals that now appear throughout
Creation differ somehow from himself and those he once knew. Their will is weakened, and he keeps his
distance from them for fear that whatever changed them may affect him as well.
" He is disheartened that the diminished state of Creation seems to have also worn down the will of
his fellow heralds, transforming them into these lesser harlequins. At times he regrets ever accepting
Noxs gift of Exaltation. When such moods strike him he temporarily discards his Exalted powers and
adopts the form of a young heroic mortal himself at a much younger age. Adopting this younger form
returns his youthful vigor and the many ruins of the Second Age provide plenty of opportunities to live out
his original desire for adventure.
" Otherwise, he appears as his true adult age, though still with a youthful look about him that only
the Exalted can achieve in the rugged world of Creation. He travels lightly and quickly. In a fight, he
quickly dons a heavy suit of adamant plate and wields a crackling shock pike both of which he
summons to himself through the bonds of history. He prefers to fight among other soldiers as he had been
trained, but his secretive missions from the Madame and his increasing paranoia have forced him into an
uncomfortable solitude. Likely his growing misanthropy will only end once he discovers a harlequin he
deems worthy of the name herald.
" Motivation: Find a Nocturnal Exalted worthy of his tutelage.
" Caste: Nova
Anima Banner: An eruption of white light followed by expanding sky-blue rings forming an
hourglass pattern around him.
Attributes: Strength 5, Dexterity 3, Stamina 5, Charisma 4, Manipulation 2, Appearance 3,
Perception 5, Intelligence 3, Wits 4
Virtues: Compassion 2, Conviction 4, Temperance 3, Valor 3
Abilities: Athletics 2, Awareness 4, Bureaucracy 1, Dodge 4, Integrity 4, Investigation 4, Lore 1,
Linguistics (Native: Old Realm; Flametongue, Riverspeak, Low Realm), Melee 4 (Shock Pikes
+1), Occult 3, Presence 3, Ride 2, Stealth 3 (Making a clean get-away +1), Survival 3
(Unexplored Territory +1), War 3 (Alongside other Exalted +2)
Backgrounds: Ally 1, Artifact 4, Artifact 2, Companion 1, Resources 2, Tangled Fate 4, Whispers
5
Domains: The Stone 5, The Chisel 1, The Statue 3, The Silk 3, The Clay 5, The Tablet 4
Charms:
Excellencies: Strength (3rd), Dexterity (1st), Charisma (2nd), Wits (3rd)
Strength: A Cut In Time, Arena-Hopping Advance, Armor and Cloth Juxtaposition (x2), Battlefield-
Leaping Maneuver, Broken Destiny Majestic, Dashing Meteor Speed, Falling Star Endowment,
Momentous Comet-Warrior Method, Myriad Possibilities of Strength (x2), Position of Uncertainty
Offense, Shields to Rust, Strength and Stone Unity, Tumbling Troupe Technique
Stamina: Horizons Captured and Conquered, Ox-Body Technique, Road-Smoothing Attitude,
Shadow Out of Time, The Open Road Softly Calls
Charisma: Hold The Line, Stentorian Amplification Practice, Trumpets Herald Victory
Appearance: Rescinding The Nocturnal Gift
Perception: Another Face In the Crowd, Assassins Fatal Stare, Breaking The Dragons Fangs,
Captains Insightful Command, Ever-Wary Bandits Premonition, Owl-Eyed Hunter Technique,
Standing In Harms Way, Weighing The Scales
Wits: Blades Drawn In Peace (x2), Night Prepares At Dawn (x2)
Join Battle: 8
Attacks:
Punch: Speed 5, Accuracy 4, Damage 5B, Parry DV 3, Rate 3, Tags N
Kick: Speed 5, Accuracy 3, Damage 8B, Parry DV 1, Rate 2, Tags N
Clinch: Speed 6, Accuracy 3, Damage 5B, Parry DV , Rate 1, Tags C, N, P
Historys Tear: Speed 4, Accuracy 10/11, Damage 12L/14L, Parry DV 5, Range 100, Rate 3, Tags
2, R, *
*Historys Tear operates both in close combat and ranged combat, with the numbers after the
slash representing its ranged Traits. Firing the weapon at range costs two motes and subtracts
one from the targets Parry DV.
Soak: 17L/19B (Adamant Articulated Plate, +15L/+14B, 8L/8B Hardness, Mobility -1, Fatigue 1)
Health Levels: -0x2/-1x2/-2x2/-4x2/Incap
Dodge DV: 6 (5 in armor)" " Willpower: 10
Essence: 5
Personal Essence: 25" " Peripheral Essence: 45 (56)
Committed Essence: 11
Other Notes: Unfettered Adolescents purchases of Night Prepares At Dawn reduces the speed
of his (Dexterity + Melee) attacks by one when he uses a polearm such as his shock pike, and
reduces the speed of Rally actions (Exalted, p. 165) by one. His artifact backgrounds represent
his armor and his Shock Pike, Historys Tear. The armor of ancient design, while he claimed the
shock pike during his brief adventure in the First Age and once belonged to a Terrestrial
infantryman (see Book of Sorcery, vol IWonders of the Lost Age, p. 76 for the details on this
weapon.) His Ally Background represents his loose association with the Madame. He has actively
avoided his companion for many years and would like to keep it that way. His Rescinding the
Nocturnal Gift reshapes himself as the 14-year old child he was upon Exalting.
Sapphire Lavandra, the Liberating Linguist
Quote: In all languages four words are saddest: what might have been. It is no coincidence that they hint
at those two words which bring the most hope and wonder: what if.
" The tragic tale of poet Sapphire Lavandra begins on the small island of So Blessed, a minor
protectorate of the Coral Archipelago. She had a typical childhood, seeing little of the world beyond her
family or the other girls of her village. When her father returned from sea, she listened raptly to his tales of
far-off ports and high adventure and through him learned the strange tongues of the world beyond the
islands. She didnt care that her father embellished the details. He inspired her and that was enough.
" As she grew, she found the ways of the West stifling. It was not a womans place to seek
adventure. She was meant to stay home and attend to the familys affairs while the men were away. The
words of the world became her connection to distant lands shed never know. Poetry was her chief outlet.
Her verse spoke of her longing and of the inequalities inherent in her society. The beauty of her words
stirred conflicting emotions within her audience. Unfamiliar notions entered their minds, but none would
dare voice those ideas save Lavandra herself.
" But destiny had dealt the young poet a cruel hand. As her popularity spread through the
archipelago, a fury grew among those who favored the nations patriarchal traditions. Lavandra attracted
the ire of people she had never met, and eventually, she made wealthy enemies. One of the plutocrats
hired a band of privateers to attack So Blessed, with orders to find and quietly kill Lavandra in the
process. Though they succeeded in their mission, the privateers were pursued by the Coral fleet and
captured. They revealed name of their employer, and when the plutocrats crime was exposed,
Lavandras long-sought revolution for gender equality began in earnest, toppling centuries of established
patriarchy.
" Or so the Division of Endings had planned. Unfortunately for the Bureau of Destiny, but quite to
Lavandras liking, the privateers caught the attention of a great whale, marked with shimmering silver
tattoos, long before they arrived at So Blessed. Her destiny avoided, the poet attracted the attention of a
Nocturnal Exaltation and found new strength in her voice as one of the Troubadours of the Nova Caste.
" She is unaware of her near brush with death or the ancient Lunar who unwittingly saved her. Her
poems continue to inspire those who hear or read them, and her fame continues to spread. The plutocrat
who conspired to have her murdered, too, enjoys a second a chance and plots against her still. His secret
is safe still and he has had time to reconsider the folly of his first rash attempt to silence the poet. While
he delays, Lavandra attracts larger and larger audiences, stirring more hearts to break the chains of
patriarchy that have long kept the women of Coral shackled to their homes.
" In the Loom of Fate, Lavandras strand vanished on schedule. Only later did a Sidereal note that
it had not been severed by the Maiden of Endings as planned. After much searching he has finally found
ita tangled mess hiding deep within the Loom. The Sidereal weighs his options. Fate has veered off
course, but it still seems to heading ultimately toward the destination he intended. In the meantime, he
continues to monitor the situation. With increasing frequency, the young poets strand twists and
convulses, shaking the surrounding strands. The pattern spiders ignore her, so the Sidereal tends to her
strand personally. He can barely keep up.
" Motivation: Inspire the women and men of the West to rise up for equality
" Caste: Nova
" Anima Banner: A flash of white and expanding fiery halo leaving behind sea foam green wisps
" Attributes: Strength 2, Dexterity 3, Stamina 2, Charisma 5, Manipulation 4, Appearance 3,
Perception 5, Intelligence 4, Wits 2
# Virtues: Compassion 2, Conviction 3, Temperance 3, Valor 2
" Abilities: Awareness 2, Craft (Air) 3 (Calligraphy +2), Dodge 2, Integrity 3, Investigation 2,
Linguistics (Native: Seatongue; Skytongue, Riverspeak, High Realm, Low Realm, Firetongue) 5 (Poetry
+2), Lore 2 (Philology +1), Performance 3, Presence 3, Sail 1, Socialize 3
" Backgrounds: Companion 2, Influence 2, Resources 2, Tangled Fate 3, Whispers 1
" Domains: The Stone 2, The Silk 5, The Needle 2, The Clay 5, The Stylus 2
" Charms:
! Excellencies: Charisma (1st), Perception (1st)
" Charisma: Artful Conversationalists Allure, Brothers in Arms, Fifteen Minutes of Fame Approach,
Services Rendered
" Perception: Lovers Attentive Ear, Open Book Interaction
" Intelligence: Basic Necessities Provisions
Join Battle: 4
Attacks:
Punch: Speed 5, Accuracy 4, Damage 2B, Parry DV 3, Rate 3, Tags N
Kick: Speed 5, Accuracy 3, Damage 5B, Parry DV 1, Rate 2, Tags N
Clinch: Speed 6, Accuracy 3, Damage 2B, Parry DV , Rate 1, Tags C, N, P
Soak: 3L/1B
Health Levels: -0/-1x2/-2x2/-4/Incap
Dodge DV: 4" " " Willpower: 6
Essence: 2
Personal Essence: 14" Peripheral Essence: 31
Committed Essence: 0
Other Notes: Since Lavandras Companion spends most of his time in Yu-Shan, she is only
vaguely aware of his existence. Some of her more recently poems have addressed her desire to
find the source of this mysterious longing (though her admirersrepresented by her Influence
argue incessantly over this series of poems, as they differ in style from her previous work). Her
resources come from a combination of working as a scribe for her familys shipping enterprise
and from donations received at her poetry readings. Her Basic Necessities Provisions provides
her with materials typically found in a scriptorium, though she supplies her own paper when she
can. The artifact it provides is a crystalline Audient Brush (Book of Sorcery, vol. IIIOadenols
Codex, p. 33).
Indigo Grace, The Teahouse Assassin
Quote: Arm yourself and let the dance begin!
" Born in the village of Rigin, a rice-farming community a mere two-day ride from the outskirts of
Lookshy, Indigo Grace was the only child born to a poor farmer and his blind wife. The people were under
the jurisdiction and protection of Lookshy and greatly admired the famous soldiers who had long guarded
their small village from raiders. Indigo Grace grew up hearing the tales of famous battles and noble
heroes, and while other girls learned how to be proper women, she spent more time fantasizing of her
own exploits as a glorious sword-princess.
" Tragedy befell her family when she was still young and ruined her dreams of heroism. While
traveling to Lookshy to deliver Rigins rice tribute, Indigo Graces father was fatally wounded by a bandit.
He survived long enough to recount his assailants description: a man armored head to toe in glittering
blue armor and wielding a crackling pike. Her father had spotted the man some distances away, but
before he could even consider fleeing, the bandit was already upon him. Oddly, the bandit took nothing
but a single sack of rice, before departing.
" The local regiment vowed to apprehend the bandit but although they searched for the Deserter,
as he came to be called, for months he was never found or even seen again. After her fathers death,
patron of her village took pity on Indigo Grace. While he invested in the community that had taken his
name, as is expected from wealthy citizens of Lookshy, his wife Rigin Oshipa operated a fine house of
entertainments not far away. There foreign visitors and off-duty soldiers could take their leave and indulge
themselves with little concern for who else was watching. Working for Oshipa provided Grace with
enough money to support her mother.
" Oshipa groomed Indigo Grace for a life as a geisha. She easily mastered the arts of hospitality
and though the clientele were rowdier than most she might encounter in similar establishments closer to
Lookshy, she was never asked to do anything demeaning while Oshipa managed the house. After two
years of standard work such as serving tea and dancing, Oshipa began instructing Grace in subtle
methods of self-defense. Unfortunately, Oshipa was never able to complete Graces training in the
esoteric arts. Early last year a client revealed himself to be a Fair Folk and a brief fight ensued. While
most of the guests and Graces fellow geisha fled the house, Grace lingered to watch the fight. A single
young Dragonblooded officer remained with Oshipa. Her mistress exhibited a martial prowess that
seemed to impress even the officer. The Fair Folk was as cruel as he was cunning, and he shielded
himself with Oshipa as the officer prepared to land a final blow. Do it! were Oshipas last words. The
Rigin family was well honored for her bravery and sacrifice.
" Oshipas husband cared little for the management of the house after his wifes death. Its
popularity soared in the wake of Oshipas heroism. The new wave of clients were very respectful the first
season, and while Grace remained busy every day, it was not unpleasant work and she sent her mother
more wealth in those months than most people of Rigin saw in years. As Oshipas husbands interest in
the house waned, the rules grew lax and the clientele became more eccentric and demanding. The clients
made requests that would have never been honored while Oshipa managed the house but which Grace
was now bound to fulfill.
" As her work became increasingly unpleasant, Grace retreated to her heroic fantasies. She
imagined herself as a hidden martial arts master, transforming her lightest caress into a deadly blow, like
Oshipa had been able to do. Against particularly lewd clients she played out her dreams of revenge in fine
detail. And so she kept herself from despair until Calibration.
" Somewhere far away, a cage had been opened and a Nocturnal Exaltation made its way to her.
Indigo Grace exalted as the first Gladiator of the Comet Caste. Soon after she took her Second Breath,
the Madame came to visit her. Indigo Grace, being ignorant of spiritual affairs, mistook the strange
woman as the deified spirit of Rigin Oshipa, returned to guide Graces new found mission. The Madame
told Grace to recover a hidden book wrapped in white cloth from beneath the floor boards of Oshipas
office, which only confirmed Graces suspicions. The book contained coded information and a dozen or so
illustrations of martial arts techniques. Instructed by the Madame, Grace took the book to Lookshy and
showed no one. Those who knew how to translate the book would find her.
" True to her word, the White Veil Society quickly discovered Indigo Grace and after proper
initiation she has joined as rising star in the secret society. Much to the Societys surprise, she masters
their style rapidly. Indigo Grace remains disguised as a mere geisha, working now at an establishment
within Lookshy. Those within the Society know she is some sort of Anathema, but they know how to keep
a secret. The grandmasters of the White Veil frequently make use of her power and send her on the most
dangerous assignments under the pretense that her new mistress has sent her to entertain at private
parties. Indeed, Graces beauty and talent as a geisha have not gone unnoticed and such requests are
not uncommon.
" Motivation: Embody the elegance and grace of the martial arts to inspire others
" Caste: Comet
" Anima Banner: A blue, streaming coma with a tumbling indigo nucleus.
" Attributes: Strength 3, Dexterity 5, Stamina 3, Charisma 3, Manipulation 2, Appearance 3,
Perception 2, Intelligence 3, Wits 4
# Virtues: Compassion 2, Conviction 2, Temperance 4, Valor 3
" Abilities: Awareness 2, Athletics 2, Craft (Water) 2, Dodge 3, Integrity 2, Lore 1, Martial Arts 5
(Without Attracting Attention +2), Performance 3 (Dance +1), Socialize 3 (As Hostess +1), Stealth 3
" Backgrounds: Artifact 2, Backing 2, Companion 2, Resources 2, Tangled Fate 3
" Domains: The Stone 3, The Chisel 5, The Silk 1, The Stylus 1, The Tablet 4
" Charms:
! Excellencies: Dexterity (1st), Wits (2nd)
" Strength: Hidden Might Physique
" Dexterity: Feather and Iron Descent, Improbable Response, Unhesitating Duelist Parturition
" Appearance: Essential Possibilities
" Wits: Blades Drawn in Peace, Spears from Quivers Drawn
" Supernatural Martial Arts:
White Veil Style: Alehouse Memory Stance, Birdsong Over Blades, Owl Clutches At The Night,
White Veil Form
Other: Faceted-Lotus Enlightenment
Join Battle: 6
Attacks:
Punch: Speed 5, Accuracy 11, Damage 3B, Parry DV 6, Rate 3, Tags N
Kick: Speed 5, Accuracy 10, Damage 6B, Parry DV 1, Rate 2, Tags N
Clinch: Speed 6, Accuracy 10, Damage 3B, Parry DV , Rate 1, Tags C, N, P
Soak: 6L/8B (Jade Discrete Essence Armor, +5L/+5B, Hardness: 2L/2B, 3m to activate
reflexively)
Health Levels: -0/-1x2/-2x2/-4/Incap
Dodge DV: 5" " " Willpower: 7
Essence: 2
Personal Essence: 16" Peripheral Essence: 25 (35)
Committed Essence: 10
Other Notes: Indigo Graces artifact is her Discrete Essence Armor, which typically costs only 5
motes to attune but is doubled because it is not of the appropriate magical material for her. For
more information, see Book of Sorcery, vol. 1: Wonders of the Lost Age, p. 80. It was a gift
from the White Veil Society, which is where she has Backing.
Seneca, The Lion In the Woods
Quote: Sleep no longer, Linowans, or you shall wake to find the bones of your ancestors beneath the red
trees of Halta.
" On the last night of Calibration, a lone Nocturnal Exaltation flitted about the world searching not
just for a host dedicated to the plight of his people but also one that would lead it to its long lost
companion. It paused to consider many heroes, but flew on. It could do better. If Exaltations can know joy,
surely this one did when it discovered its new host. No other choice could be better.
" The Exaltation found Seneca alone in the woods, just within the Haltan border. The only survivor
against of a failed raid, he crudely attempted to tend to gossamer arrow protruding from his shoulder. Not
far away, a twig snapped. No Raksha would be so clumsy. They wanted him to know. They wanted him
afraid.
" But the Raksha found no helpless mortal when they came to finish Seneca. The Nocturnal
Exaltation found him first. Flooded with celestial power, the new gladiator was more than a match for his
Raksha foes, especially once armed with a glittering crystal bow. The Fair Folk retreated in terror, and
Seneca headed south to plan his next raid on Halta.
" Another surprise awaited Seneca when he returned home. After years of absence, his younger
brother Lowuyica stood before him, with a mix of utter surprise and relief upon his face. Immediately, both
knew something had changed between them since they last met. Lowuyica, now the Chosen of Mars, had
been to Yu-Shan and back; Senca, now Chosen of well, someone at least, had been waylaid by
Raksha on destined path to ignite open war between the Haltans and the Linowansone in which the
Haltans and their new Solar ally were intended to win.
" If it were a war Destiny demanded, then Seneca was happy to oblige. But it would be war on his
own terms. With his brothers help, Seneca will soon give Destiny more than it ever bargained for. He
travels the waterways of the Linowan, rallying support. Lowuyica aids in whatever manner he can,
increasingly finding excuses to visit his homeland on any excuse, careful to avoid suspicion that he is on
the verge of going ronin.
" Seneca has, thus far, neglected to inform Queen Arkasi of his activities. If asked, he will say he
does not wish to involve the Queen in this matter officiallyif he attracts the attention of the Bull of the
North, let it be a rogue band rather than with royal sanction. There is some pragmatic truth there. Should
he fail, he would not wish bring ruin upon his entire people. But deep down, he simply doesnt care for the
Queen.
Arkasis alliance with the Realm has failed the Linowans dramatically. Its local legion has been
eradicated by the Bull of the North. The Queen Who Lives Forever has vanished from her scarlet throne.
What aid can the Dynasts offer now, in the Linowans most desperate hour? The leaves are changing;
new leadership is needed.
" Already, Senecas name is one whispered to be better fit for the throne, or at least he should
replace Virithan Splits-the-Door as the royal war leader. So far, Seneca has ignored such suggestions.
Each day, he, his mysterious prophet and their war band travel from boat clan to boat clan, spreading his
mission and preparing the people for war.
" Motivation: Fight for the ultimate victory of the Linowans
" Caste: Comet
" Anima Banner: A dual-tailed comet with a dark ominous heart
" Attributes: Strength 4, Dexterity 4, Stamina 4, Charisma 3, Manipulation 2, Appearance 2,
Perception 3, Intelligence 3, Wits 4
# Virtues: Compassion 2, Conviction 5, Temperance 2, Valor 3
" Abilities: Archery 4 (On the move +1), Awareness 3, Athletics 2, Craft (Wood) 2 (Woodworking
+1), Dodge 3, Integrity 3 (Never Forgive +1), Lore 1, Medicine 1, Presence 3 (Oratory +1), Sail 2 (Rivers
+1), Survival 2, War 3 (Guerilla Tactics +1)
" Backgrounds: Companion 5, Artifact 3, Followers 2, Influence 2
" Domains: The Stone 4, The Chisel 4, The Statue 2, The Silk 2, The Tablet 4
" Charms:
! Excellencies: Strength (3rd), Dexterity (1st), Charisma (2nd)
" Strength: Cometary Impact Technique, Tumbling Troupe Maneuver
" Dexterity: Empty Handed Innocence, One Bird, Two Stones
" Stamina: Destiny Adopting Humility, Road Smoothing Attitude
" Charisma: Birds of a Feather Unity, Trumpets Herald Victory
Join Battle: 7
Attacks:
Punch: Speed 5, Accuracy 5, Damage 4B, Parry DV 3, Rate 3, Tags N
Kick: Speed 5, Accuracy 4, Damage 7B, Parry DV 1, Rate 2, Tags N
Clinch: Speed 6, Accuracy 4, Damage 4B, Parry DV , Rate 1, Tags C, N, P
The Barbed Meteor: Speed 6, Accuracy 11, Damage +6L, Rate 2, Range 250, Tags 2, B, P
Soak: 2L/4B
Health Levels: -0/-1x2/-2x2/-4/Incap
Dodge DV: 5" " " Willpower: 8
Essence: 2
Personal Essence: 18" Peripheral Essence: 35 (39)
Committed Essence: 4 (3 Paradox)
Other Notes: Senecas companion, obviously, is his brother. When he accompanies his brother,
he wears a Spear Resplendency and, thanks to Destiny Adopting Humility, has placed an
Ascending Spear Destiny on Seneca as well. Once per scene, Seneca regains one willpower
whenever he succeeds on a rolled action related to training his troops, represented by his
Followers. This destiny will last for one year. While in Yu-Shan, Lowuyica tends to his brothers
Fate and keeps it orderly. Senecas artifact is The Barbed Meteor, a Paradoxed short powerbow.
By gaining a Paradox, Seneca may fire an unlimited supply of frog-crotch arrows for a scene. Due
to the adamant nature of the weapon, these arrows can puncture all but the hardest armor. Lethal
armor soak is unaffected by either the doubling nature of the arrows or the Piercing effect of the
weapon. His Influence is his growing reputation among the Linowans.
Sartor Verdan, Loves Fool
Quote: Look, love, this is fun, but maybe I can tie you up for a change.
" Born somewhere in the West, the blue-haired Sartor Verdan knows little of his own past. Sartor
Verdan may not even be his real name. Nothing before his Exaltation in the month of Resplendent Air
remains. Since then he has been haunted by the memories of his previous incarnation. The alien world of
prehistoric Creation perplexes him and the incongruity with his memories and modern Creation unnerve
him. He sleeps poorly as the grim veiled image of Saturn manifests in his nightmares. From time to time,
his past life erupts to the fore of his psyche, assuming control with intense passion, living vicariously
through Sartor.
" With little attachment to his mortal life, Sartor set out toward something familiar. He did not know
what it was, but could feel it calling him. Whenever he awoke from one of his black-outs, he almost
always regained consciousness to discover himself closer to the source of the calling than before.
Periodically the calling went silent, and he thought he had found wherever it was he was supposed to go.
Romance came easily to him, and the handsome youth has broken the hearts of many women along his
travels. When the calling comes again, he departs without explanation.
" In time his travels brought him to an isolated island monastery hidden atop sheer cliffs. The
calling cried to him stronger than ever, but guided him no further. Among the monks, he thought he had
truly and finally found the place he sought. He joined them attempted to learn their Sea-Faring Hero Style,
remaining careful to hide his identity as an Anathema. Soon after starting the students training of the
style, he suffered another black-out.
" When he awoke, he found himself chained to a chair being questioned by a harsh Tya woman,
tattooed and sporting mens clothing and hair style. She interrogated him for hours, demanding to know
why he was trying to break into her base, who he worked for, and most importantly who and what he was.
Sartor Verdan had few answers for her questions and what he was able to answer did no please his
captor Righteous Tsunami. She wasnt exactly the sort of woman he usually pursued, but his attraction
to her was undeniable. Sitting in her presence, he knew once and for all that she was his calling, the thing
that had traveled thousands of miles to discover. Unsurprisingly for those who knew Righteous Tsunami
well, his seductive advances were not met well.
" What did surprise those who knew the Chosen of Battles was the way she handled Sartors
capture. Usually level-headed, she grew frustrated and annoyed with him easily, yet refused to let anyone
else interrogate him without her direct permission. No one beyond the Convention of Water was to know
about Sartor until they had discovered exactly who and what he is. It seemed odd to other members of
her Convention, considering how she might have typically used an unknown threat as a means of
garnering extra funds from the Bureau of Destiny.
" Sartor Verdan remains Righteous Tsunamis prisoner today. She continues to interrogate and
occasionally torture him, convinced he has placed some magic on her that must be revoked. Torture
typically takes the form of elaborate experiments that also allow her to gauge the power of the young
Concubine of the Aurora Caste. To his credit, Sartor endures Righteous Tsunamis cruelty without
bitterness. He admits to others that this is illogical, that he should be angry, but he simply cannot be angry
with her. Its only a matter of time before she comes around. Since Sartor remains outside of Fate to all
but Righteous Tsunami, this has provided the members of the Convention of Water a rare opportunity;
bets have been placed on when exactly hell eventually snap under the abuse.
" Motivation: Win Righteous Tsunamis love
" Caste: Aurora
" Anima Banner: Gently rolling curtains of sea-foam green.
" Attributes: Strength 2, Dexterity 4, Stamina 3, Charisma 5, Manipulation 3, Appearance 5,
Perception 2, Intelligence 2, Wits 3
" Virtues: Compassion 2, Conviction 3, Temperance 2, Valor 2
" Abilities: Athletics 3, Dodge 3, Integrity 5 (While Being Tortured +1), Martial Arts 3, Presence 5
(Seduction +2), Resistance 3 (In the Company of a Woman +1), Sail 2, Socialize 2, Survival 1
" Backgrounds: Companion 3, Cult 1, Past Lives 1, Tangled Fate 2
" Domains: The Chisel 4, The Statue 1, The Silk 4, The Needle 1, The Cloak 5
" Charms:
" Excellencies: Charisma (2nd), Appearance (3rd)
" Stamina: Road-Smoothing Attitude
Charisma: Artful Conversationalists Allure, Constellations Fill The Sky, Interest Catching
Camaraderie, Zodiac and Ecliptic Union
" Appearance: Personified Mask of Conviction, Too Pretty To Die
" Supernatural Martial Arts:
" Seafaring Hero Style: Sea Spider Plunge
" Join Battle: 3
" Attacks:
Punch: Speed 5, Accuracy 8, Damage 2B, Parry DV 5, Rate 3, Tags N
Kick: Speed 5, Accuracy 7, Damage 5B, Parry DV 3, Rate 2, Tags N
Clinch: Speed 6, Accuracy 7, Damage 2B, Parry DV , Rate 1, Tags C, N, P
Slashing Sword: Speed 4, Accuracy 8, Damage 5L, Parry DV 4, Rate 1
" Soak: 1L/3B
" Health Levels: -0/-1x2/-2x2/-4/Incap
" Dodge DV: 5" " " Willpower: 6
" Essence: 2
" Personal Essence: 14" Peripheral Essence: 31
" Committed Essence: 0
Other Notes: Sartor Verdans Cult background represents the members of the Convention of
Water which pray for his continued enduranceso that they might win the bets theyve placed.
He is a rarity among harlequins as he possesses the Past Lives background. His Exaltation was
not entirely purged of its former memories by Autochthon and occasionally those memories surge
and overtake his mind. The background is fully detail in Manual of Exalted Power, vol. V:
Infernals, p. 77-78. For Nocturnals, this would represent their Primordial War incarnations, and
no Nocturnal may have Past Lives greater than 1.
Lady Ferem Abrianne, Deaths Harlot
Quote: Honestly, now! Why do you waste time groveling in the streets? You cant be that poor. You still
have two arms, two sturdy legs, and a strong back, dont you? Theres a necrotech surgeon in town who
would gladly pay you for the spare parts, since youre obviously not using them.
# When the Mask of Winters marched on the city of Thorns, how many destinies were disrupted?
Only the Bureau of Destiny knows for sure, but this is certain: among those was the destiny of a young
woman far from home.
" Ferem Abrianne was born in the city of Cherak. Renowned for her beauty and little else, Ferems
father considered her a liability when she failed to carry on the familys Exalted heritage. She became a
bargain chip in his politic schemes. By way of their mutual alliance with the Realm, her father had
arranged for her marriage to a son of Thorns Autocrat. To her protests, she was shipped off across to the
Inner Sea to meet her betrothed.
" She found herself in Thorns on the eve of its invasion. Abandoned by her family, she became
trapped in city as the dead marched in. Through guile and wit, she survived the initial attack. This would
surprise her father, not only because he still assumes that she died in the attack but also because he
would have never expected to possess such skill.
" Living in squalor taught her harsh lessons. She did what she had to in order to survive. When
Calibration came, she received charity from an unlikely source. Exalting in Thorns shadowland soon
brought her to the attention of its new master. She perplexed the Mask of Winters, and he refused to let
her depart until he solved the riddle of her existence.
" This suited her just fine. True, for a time she was little more than a prisoner, but soon she won the
favor of the Deathlords court. Swearing an oath to never leave the city, she was given freed of movement
within it. She once again enjoys the benefits of being nobility and has adapted well to the aristocracy of
the dead. She is a known lover of more than one of the citys Deathknights.
The people of the city speak of her with disdain, calling her Deaths Harlot behind her back. They
curse her, more so than they do the Abyssals, for they remember that she was once one of them.
Recently risen from the filth of the streets, she shows them no love, only contempt. Where she walks,
discontent and malice follows. The people grow restless in her presence. Should they see an opportunity
to revolt, her head would be among the first they place upon a spike.
Abrianne smiles as she walks away from their insults. Their hatred gives her hope. She has taken
it upon herself to become a parody of the citys rulers. To dwell among them, to imitate their habits, to
draw the ire of the common people. If her death will buy the people their freedom, she would gladly
accept that bargain. Not without attempting to negotiate a better price first, of course, and when the day
comes, she has a few more tricks up her sleeve to ensure her continued survival.
Motivation: Inflame the rebellious spirit of Thorns mortals.
" Caste: Aurora
" Anima Banner: Pale green-and-white wisps coiling slowly around her.
" Attributes: Strength 2, Dexterity 3, Stamina 2, Charisma 4, Manipulation 4, Appearance 4,
Perception 2, Intelligence 3, Wits 4
# Virtues: Compassion 3, Conviction 3, Temperance 2, Valor 2
" Abilities: Awareness 3, Bureaucracy 2, Dodge 3 (In expensive clothes +1), Integrity 3, Linguistics
2 (Native: High Realm; Skytongue, Riverspeak), Lore 2, Melee 3 (Fencing +1), Occult 1 (The Dead +2),
Performance 2, Presence 2, Socialize 3 (High Society +2), Survival 1 (Street Smarts +2)
" Backgrounds: Backing 1, Companion 1, Resources 3, Tangled Fate 2
" Domains: The Chisel 3, The Silk 4, The Needle 2, The Cloak 4, The Tablet 2
" Charms:
! Excellencies: Manipulation (1st), Appearance (3rd)
" Dexterity: Empty Handed Innocence
Charisma: Confident Debate Initiation, Interest-Catching Camaraderie, Following the Hearts
Desire
" Manipulation: Absurd Satirists Mask
" Wits: Devil Reigning Hypothesis, Smiling Traitor Opportunity
Join Battle: 7
Attacks:
Punch: Speed 5, Accuracy 4, Damage 2B, Parry DV 2, Rate 3, Tags N
Kick: Speed 5, Accuracy 3, Damage 5B, Parry DV 1, Rate 2, Tags N
Clinch: Speed 6, Accuracy 3, Damage 2B, Parry DV , Rate 1, Tags C, N, P
Straight Sword: Speed 4, Accuracy 8, Damage 5L, Parry DV 4, Rate 2
Soak: 1L/2B
Health Levels: -0/-1x2/-2x2/-4/Incap
Dodge DV: 5" " " Willpower: 6
Essence: 3
Personal Essence: 15" Peripheral Essence: 35
Committed Essence: 0
Other Notes: Lady Abrianne wears courtly finery to flaunt the wealth of Thorns new aristocracy.
Though ragged, it is among the best the half-dead city can provide and is sufficient for its
purpose. She is a fine fencer, having practiced the sport since childhood (at her mothers
insistence and without her fathers consent). This practice served her well in her days surviving
on the streets. She still carries the sword that saved her life on more than one occasion. Though
it is no rapier, it will has served her well thus far. Her Backing represents her official status
among the citys Exalted. Her Devil Reigning Hypothesis allows her to appear as a Creature of
Death. Who her companion is, she cannot say. They have not yet met.
Aolan Graf-Keszic, Herald of the Day of Reckoning
Quote: Let all chains break! Let all traitors wail! The Day of Reckoning draws nigh!
" Unwittingly Aolan Graf-Keszic life has been ruled by numerous conspiracies. Born into the royal
family of Gradafes, a small kingdom located halfway between the Haslanti League and Halta, he was
indoctrinated into a Yozi-worshiping cult of Sacheverell from the moment of conception. Many believed he
would be the one to pave the way for the two sons of Aolan fated to open the door between the living and
the dead and enter the Third Place, in accordance with a prophecy that the minions of Sacheverell had
delivered to the Yozis cult long ago. As such, the secretive cult prepared Graf-Keszic, as they had all
members of the royal family, to be the herald of the Day of Reckoning.
" The foremost obstacle to this prophecy is the Deathlord, the Lover Clad in the Raiment of Tears,
who rules Gradafes from her shadowland within the kingdom. Together with her deathknights, she
interferes daily in the destiny of the nation, constantly manipulating who will become her next vassal king.
Graf-Keszic is not the first in line to inherit the throne and he has not earned the Lovers notice. He is a
heavy-set man with a full dark beard and a ruddy face well known for his stoic integrity, cunning, and
sharp wit. Such a man hardly appeals to the Lover though he might interest her for a moment while he
attempts to resist her seduction, as a mere mortal he could never resist long enough to make himself a
true challenge. There is no sport in seducing mortals, and so the Lover prefers to select those who appeal
to her standards of male beauty. To her, the kings of Gradafes are little more than toys with which to
gratify her own desires until she can find more challenging opportunities deserving of her attention.
" Additionally, Cecelyne herself has learned of Sacheverells interference in the region and she will
not abide by his flagrant circumvention of restrictions she and the other Yozi placed upon him. Sending
her own agents into Gradafes, she has begun undermining a revolution Sacheverells cult had prepared,
so that its leader, Aolan Graf-Keszic, would falter at the crucial moment.
" Cecelyne succeeded and Aolan Graf-Keszic aborted his own revolution when the Lover sent one
of her Deathknights to investigate disturbances in the capital of Graf-Vindak. Before Cecelyne could claim
him as her own Green Sun Prince, a Nocturnal Exaltation came upon him, transforming him into a Jester
of the Empyrean Caste.
" Today, Aolan Graf-Keszic is a hunted man. The Lover is aware of his new-found power and seeks
to make him her slave. Cecelyne is enraged that he escaped her own attempt and has directed one of her
Infernals to find and eliminate him. As for Sacheverells cult, Graf-Keszic remains an active member,
using his power to further its agenda. Already he has contacted the lesser souls of Sacheverell and is
preparing to take their conspiracy in a new direction thanks to unexpected boon the cult has received
from Nox.
" Motivation: Prepare the world for the Day of Reckoning
" Caste: Empyrean
" Anima Banner: A sphere of darkest indigo of apparently infinite depth.
" Attributes: Strength 2, Dexterity 2, Stamina 4, Charisma 3, Manipulation 4, Appearance 2,
Perception 3, Intelligence 4, Wits 4
# Virtues: Compassion 2, Conviction 5, Temperance 2, Valor 4
" Abilities: Awareness 1, Bureaucracy 3 (Affairs of State +1), Dodge 2, Integrity 2, Lore 1,
Linguistics 1 (Native: Skytongue; Old Realm), Melee 2 (Sacrificial Dagger +1), Occult 3, Performance 2
(Oratory +3), Presence 2, Ride 1, Socialize 2, Stealth 2
" Backgrounds: Companion 1, Cult 2, Influence 2, Resources 3, Tangled Fate 2
" Domains: The Statue 4, The Silk 1, The Needle 4, The Stylus 2, The Tablet 4
! Charms:
" Excellencies: Charisma (2nd), Manipulation (2nd)
Stamina: Death and the Broken Mirror, There Is No Sword, Time-Halting Auroch Mastery, Truthful
Nomenclature Habits,
" Charisma: Brothers In Arms
" Manipulation: Manipulation and Needle Unity
" Intelligence: Fickle Leopards Defense
" Wits: Smiling Traitor Opportunity
" Join Battle: 4
" Attacks:
Punch: Speed 5, Accuracy 3, Damage 2B, Parry DV 2, Rate 3, Tags N
Kick: Speed 5, Accuracy 2, Damage 5B, Parry DV 0, Rate 2, Tags N
Clinch: Speed 6, Accuracy 2, Damage 2B, Parry DV , Rate 1, Tags C, N, P
Sacrificial Dagger: Speed 5, Accuracy 7, Damage 5L, Parry DV 4, Rate 1
Soak: 8L/12B (Royal Lamellar +6L/+8B)
! Health Levels: -0/-1x2/-2x2/-4/Incap
! Dodge DV: 3" (2 in armor)" Willpower: 7
" Essence: 2
" Personal Essence: 16" Peripheral Essence: 36
" Committed Essence: 0
Other Notes: Aolan Graf-Keszic has escaped with a bit of his family fortune while the forces of
the Lover and Cecelyne pursue him. This includes a set of royal lamellar armor, which is of fine
quality and only imposes a -1 Mobility Penalty. His sacrificial dagger is of perfect quality, adding
one to its Accuracy, one to its Damage, and two to its defense. He serves as the priest of
Sacheverells cult in Gradafes, and a portion of the cult praises him daily as the herald of the Day
of Reckoning. His Influence includes both his sway in the Cult and his familiarity among the locals
as a member of the royal family.
Burning Waters, The Law Without Borders
Quote: Two months and not a clue in sight? You found me just in time.
# Calibration held many surprises for Burning Waters, few of them pleasant. Born in the Hundred
Kingdoms, his family emigrated to Greyfalls during a time of famine. Growing up on the city was not
always easy. After a few run-ins with the law, he realized that if he couldnt beat them, he might as well
join them. By the age of twenty, he was chasing petty thieves through crowded markets. By thirty, he was
tracking down murderers.
" The next thirty-five years of his life saw his continued service to the law. Admirable as his works
were, he was but a mortal in a city which attracted Outcastes and Dynasts looking for a second chance.
Time and again, he is accomplishments were ignored in favor for yet another Dragonblooded passing
through the ranks.
" Over sixty, he could no longer keep up with even the younger mortal officers. Since he refused to
quit the job he loved, he was unceremonious discharged one Calibration eve. Packing his things, he
trudged out into an evening shower. Passing a dark alley, he heard a cry for help. He placed his box on
the rain-slicked cobblestones and thought: Once more, for old times sake.
" He encountered a lovers spat turned violent, on the verge of murderous. But no good deed goes
unpunished. Burning Waters crossed paths with a Bloody Hand that night. Though he was unaware of it,
for years Burning Waters had been arresting the murder gods favorite serial killers, forcing him to start
over time after time. But not tonight! The Bloody Hand had had enough of Burning Waters interference
and would not let him stop this one.
" Had the Bloody Hand thought to consult with the Bureau of Destiny, he would have learned that
Burning Waters was fated to die that night in a double murder. His death would have sparked an outcry
among the Confederate community in the city and eventually leading to them being recognized as true
citizens of Greyfalls rather than long-term visitors.
" Instead the gift of Nox came upon him. In a way, Burning Waters did die that night. The old man
who walked into that alley never walked out. Renewed by his Second Breath, a young man walked out
victoriously.
" He has since left his old life behind. Traveling the River Confederacy, he eventually arrived in
Nexus. He uses aliases as he travels, typically referring to himself merely as the Constable, when he can
avoid using a proper name. Though still adjusting to his transformation, he has not faltered in his duty to
the law.
" Nexus has kept him busy and his actions as unofficial law enforcement have begun to attract
unwanted attention. Avoiding the wrath of the street gangs and, occasionally, the Council of Entities is
tiring work, but since he has found ways to pit rival gangs against each other, he had time to consider
other mysteries.
" From time to time, as he wanders the city, he spots a door crafted of blue crystal. Oddly, he alone
seems to even notice the mysterious door. Where it leads, he does not know for it appears to stand free
of any structure. He has tried opening it, but it is always locked. The door comes and goes with a
cacophonous racket only he hears. Hell solve that mystery some day, but for now, there murderers and
thieves running free.
Motivation: Make the Streets of the Scavenger Lands Safe at Night
" Caste: Empyrean
Anima Banner: A black and indigo sphere which shows the stars as they would appear overhead
during the day.
" Attributes: Strength 2, Dexterity 3, Stamina 4, Charisma 2, Manipulation 4, Appearance 2,
Perception 4, Intelligence 2, Wits 5
# Virtues: Compassion 2, Conviction 3, Temperance 2, Valor 2
" Abilities: Athletics 1, Awareness 3, Bureaucracy (Laws +1), Integrity 2 (No one is above the law
+2), Investigation 5 (Cold Cases +2), Lore 1, Martial Arts 3 (Tonfas +1), Presence 2, Resistance 2,
Survival 1
" Backgrounds: Artifact 3, Artifact 3, Resources 1, Tangled Fate 1, Whispers 2
" Domains: The Chisel 2, The Statue 4, The Needle 4, The Clay 2, The Tablet 5
" Charms:
! Excellencies: Dexterity (1st), Charisma (2nd), Manipulation (2nd), Perception (3rd), Wits (1st)
" Stamina: Ox-Body Technique, There Is No Sword
Charisma: Ears to the Ground
" Manipulation: Scapegoat and Glory Hound
" Perception: Whence You Came
Join Battle: 8
Attacks:
Punch: Speed 5, Accuracy 8, Damage 2B, Parry DV 4, Rate 5, Tags N
Kick: Speed 5, Accuracy 7, Damage 5B, Parry DV 2, Rate 4, Tags N
Clinch: Speed 6, Accuracy 7, Damage 2B, Parry DV , Rate 1, Tags C, N, P
Tonfas: Speed 5, Accuracy 8, Damage 6B, Parry DV 5, Rate 5, Tags M
Soak: 12L/14B (The Dusty Lawman, +10L/+10B, Hardness 5L/5B)
Health Levels: -0x2/-1x2/-2x2/-4x2/Incap
Dodge DV: 4" " " Willpower: 8
Essence: 2
Personal Essence: 15" Peripheral Essence: 35
Committed Essence: 3 (3 Paradox)
Other Notes: Burning Waters possesses a pair of adamant hearthstone bracers, which he
acquired from the Guild factor Erimav the Librarian after Burning Waters arrested the thief who
had stolen from the factors vast collection of rare wonders. His other artifact is the Dusty
Lawman, a Paradoxed Reinforced Buff Jacket. Burning Waters may gain a Paradox to banish the
armor to Elsewhere or to retrieve it, ready for battle, so long as hes not wearing any other armor.
Rothel Xul, The Hunter of Men
Quote: Well skip introductions. I can tell by your steadily rising stench that you already know who I am,
and I wouldnt be here if I didnt know you.
Life in the great southern desert is particularly harsh. A nomadic tribe leads a hard life, and the sandy
wastes are prowled by many dangers not the least of which are other tribes. Rothel Xul once belonged
to small tribe in the northern fringe of the desert until his tribe was raided by another, larger tribe. The raid
leader was a Dragonblooded bastard, ignorant of his own heritage but hoping to earn the favor of certain
wealthy Dynasts. The Dragonblooded captured Rothels tribe and sold them into slavery. Rothels wife
caught the eye of a scion of House Cynus and was taken to the Blessed Isle. Rothel was sold to wealthy
merchant in Chiaroscuro to serve as a eunuch in the merchants harem.
" For years Rothel hated the Outcaste raider who captured him and the nameless member of
House Cynis who separated him from his wife. He mourned the children he would never have. As he
guarded his masters harem he brooded and formulated his revenge. Yet all his planning were little more
than childish fantasies. As time passed, he grew to accept his new lot in life. Who was he to rail against
the hand of Destiny?
" Performing his duties with increased dedication and loyalty, he became a trusted member of his
masters entourage. When Calibration came recently, his master invited Rothel to join the feast as a guest
rather than a servant. Rothel was honored and accepted graciously. He wore his finest outfit and rubbed
expensive scented oils onto the skin of his bald head as was customary for his culture. Rothels
enthusiasm evaporated as the merchants guests arrived, among them Cynis Matto the very man he
had sworn revenge against all those years ago!
" Rothel ate and drank little during the feast and watched the gluttonous Matto intensely. Oblivious
to the fury building in the eunuch, Cynis Matto boasted regarding his sexual exploits with his own slaves
and mourned the loss of so many to his ravenous fetishes over the years. Rothels drunken master
assured the Dragonblooded that he was free to do as he pleased with his harem, so long as he paid for
any damaged goods. Laughter filled the room while Rothel sipped at his own drink to mask his
expression.
" As the night wore on and Matto drank more, he admitted a particularly strange fetish. Of all the
women of Chiaroscuro, he wished to bed Crimson Leaves, the famous beauty from the mountains, who
had died during the previous year at the hands of a jealous lover. Emboldened by many strong drinks, the
merchant suggested it would be a small matter for a potent Dragonblooded like Cynis Matto to summon
the ghost of the deceased beauty and have his way with her.
" With the wisdom only drunken lechers possess, the merchant and Cynis Matto decided to venture
into the shadowlands of the city and call out Crimson Leaves. And who better to accompany them on their
exploit than the merchants eunuch? The three went lightly armed into the shadowland. Rothels hand
never left the hilt of his ceremonial khopesh, waiting for the perfect moment to strike Cynis Matto.
Perhaps he would cut the Dragonblooded down just moments before he could add Crimson Leaves to his
list of sexual exploits. That would be bitter justice.
" Whether Rothel would have actually done what he swore to do may never be known. He raised
his sword just as Cynis Matto completed his slurred evocation of the dead. A dozen ravenous ghosts
manifested before them. As they torn into the Dragonblooded, the ghosts splattered Rothel with his blood.
The ghosts torn his khopesh from his hands and surely would have devoured him as well. Chance smiled
on Rothel Xul that night. The Second Breath came upon him and just within reach an arcane device
glistened, inviting him to pull the trigger. Invested with new power and armed with potent weapon, he
fought his way free of the hungry ghosts, with his former master in tow.
" His traumatized master suffered delusions following the incident, caused by a combination of
drunkenness, fear, and Rothels own mind-subduing anima. The next morning, seeing blood on Rothels
clothes, the merchant accused Rothel of murder. False though the accusation was, Rothel happily
accepted the blame. After all, had it not been for the ghosts, he would have done it himself.
" Of course, Rothel had no intention of suffering the consequences of the crime and has fled and
evaded the local authorities ever since. He remains within Chiaroscuro or its immediate environs, learning
all he can about the slave traders that pass through the city. Meanwhile, he has let the fear of his name
run wild. Rumors of Rothel the Hunter spread through the city, tales of a mortal who slew a mighty
Dragonblooded. Since Cynis Mattos death several other prominent figures, mainly visiting
Dragonblooded, have died under mysterious circumstances. Such deaths are always attributed to Rothel
the Hunter, slayer of the mighty. While some within think the Hunter of Men is nothing but an urban
legend, many others whisper prayers to Rothel, wishing death upon those who have offended them.
" The truth is Rothel is only partially to blame for these deaths. He obscures evidence and warps
memories to hide the true cause and make it appear as though he is responsible. When his name is
feared far and wide and he has learned the name of the man who ruined his life, he will announce is
intent and set out into the desert. Until he is ready, he carefully cultivates his mythos so that his enemy
will quake with fear the day Rothel the Hunter comes against him.
" Motivation: Make the Wicked Fear His Name
" Caste: Nebula
Anima Banner: Billowing pillars of crimson smoke that darken to the color of dried blood.
Attributes: Strength 2, Dexterity 3, Stamina 4, Charisma 2, Manipulation 5, Appearance 2,
Perception 4, Intelligence 4, Wits 4
Virtues: Compassion 1, Conviction 3, Temperance 2, Valor 3
Abilities: Archery 2 (Executing Justice +2), Awareness 2, Dodge 2, Integrity 2, Investigation 3,
Larceny 3, Lore 1, Melee 1, Presence 3, Resistance 1, Ride 1 (Camels +1), Stealth 3, Survival 2
(Deserts +1)
Backgrounds: Artifact 3, Cult 1, Influence 2, Resources 1, Tangled Fate 1
Domains: The Statue 2, The Needle 5, The Clay 4, The Stylus 4, The Tablet 2
Charms:
Excellencies: Manipulation (2nd), Wits (1st)
Manipulation: Scapegoat and Glory Hound
Appearance: Essential Possibilities
Perception: Another Face in the Crowd, Assassins Fatal Stare, Ever-Wary Bandits Premonition,
Open Book Interaction, Someone Elses Problem
Intelligence: Mind of the Mad Genius
Wits: Shadow Leaping Surprise
Join Battle: 6
Attacks:
Punch: Speed 5, Accuracy 4, Damage 2B, Parry DV 3, Rate 3, Tags N
Kick: Speed 5, Accuracy 3, Damage 5B, Parry DV 1, Rate 2, Tags N
Clinch: Speed 6, Accuracy 3, Damage 2B, Parry DV , Rate 1, Tags C, N, P
That Lucky Feeling: Speed 5, Accuracy 7, Damage 10L, Range 20, Rate 1, Tags F, P
Soak: 5L/8B (Buff Jacket +3L/+4B)
Health Levels: -0/-1x2/-2x2/-4/Incap
Dodge DV: 4" (3 in armor)" Willpower: 5
Essence: 2
Personal Essence: 12" Peripheral Essence: 27
Committed Essence: 0 (3 Paradox)
Other Notes: Rothel Xuls Influence represents the myth of himself he has cultivated. His Cult
represents a disorganized group of mortals who pray to the Hunter of Men in order to rid them of
some enemy. In combat he favors That Lucky Feeling, a Paradox Artifact variant of the Plasma-
Tongue Repeater. It is made of glittering adamant with an ornate ivory detailing. Rather than
alchemical reagents, That Lucky Feeling fires high velocity adamant-tipped bullets. It is not
reloaded in the usual sense. After firing five shots, Rothel Xul may gain one Paradox as a
diceless miscellaneous action to reload the same five bullets, over and over, removing them from
their current location and returning them to their chambers in pristine condition.
[REDACTED], The Madame
Quote: Do we have an agreement?
# Little can be said of the Madame with certainty. She is a Nocturnal, that much is clear, and an old
one at that. She has gone through at least one Renewal in her life, and with that she wiped the rest of her
history clean. Her name has been erased from Fate and is known now only to her Companionif she has
even exposed herself to her companionand those beings beyond Fate who knew here in the days
before she lost her name to become a legend. If such beings, none of the Madames would-be
accomplices have found them.
" She has met with the few surviving heralds, but none recall her from their days in the Time of
Glory. She wears a new face now. Appearing as a beautiful, petite woman with pale skin and black hair,
she is most frequently seen wearing a sweeping black cloak, in a Northern style, with hood raised and
hands tucked neatly in her sleeves.
" She is never seen arriving. Mysteriously, she appears upon the path of a hero, either waiting for
him in some unexpected location or suddenly unveiling that she had been traveling alongside him for
quite some time. After a cryptic explanation, the Madame offers the hero a challenge and a reward. She
provides him with information which aids him in his endeavors or goads him to pursue a personal desire.
In exchange for this information, she asks for that he find and deliver some seemingly insignificant article
to herone that can be found as he pursues whatever goal he now seeks to accomplish.
" Many adventurous heroes who took the Madame up on her offer have met with unfortunate ends.
More often than not, she neglects to mention some potential hazard. With increasing frequency, her
accomplices find themselves on the wrong end of the Bureau of Destiny. Worst still, this all seems part of
the Madames master plan, whatever it may be.
" Fortunately, her loyalties lie with her peers, and she offers the Nocturnal Exalted the best tasks.
Such tasks rarely involve run-ins with the Bureau of Destiny, unless the Nocturnals themselves prompt
such an investigation. Otherwise, the Madame does her best to ensure minimal chance of interference.
She approaches her fellow Nocturnals with tasks to occur during Calibration, or while arranging for some
other event to distract the Bureau. In one notable incident, she organized the assassination of a Hundred
Kingdoms royal family at the hands of an Abyssal Exalted merely to cover the tracks of a pair of
harlequins who were busy in a neighboring kingdom.
" This is the most important lesson one can learn about the Madame. Behind her demure
appearance lurks a patient, ruthless heart. In order to free the Nocturnals and Nox, she has no qualms
with sacrificing the lives of mortals and Exalts alike. She rarely takes pleasure in this grim necessity,
though a faint smile crosses her lips when she hears a Sidereal has fallen to one of her accomplices.
Motivation: Liberate the Nocturnal Exaltations and their Patron from their Prison
" Caste: Nebula
Anima Banner: A billowing, mountainous shape colored rose and rust
" Attributes: Strength 3, Dexterity 4, Stamina 4, Charisma 5, Manipulation 5 (Illusive +1),
Appearance 5 (Fragile Beauty +1), Perception 5 (Seeing the Hearts Desire +1), Intelligence 5, Wits 4
# Virtues: Compassion 2, Conviction 5, Temperance 4, Valor 3
" Abilities: Awareness 3, Bureaucracy 2, Dodge 3, Integrity 5 (Enigmatic +3), Investigation 3,
Larceny 3, Linguistics 5, Lore 5 (History of the Second Age +2), Occult 3, Performance 4, Presence 4
(Withholding Details +2), Resistance 2, Ride 1, Sail 1, Socialize 3, Stealth 4 (In a Crowd +2), Thrown 3
(From Shadows +1, Counterattacks +2),
" Backgrounds: Artifact 2, Artifact 4, Companion 2, Tangled Fate 5, Whispers 5
Domains: The Statue 1, The Silk 3, The Needle 5, The Cloak 3, The Clay 4, The Stylus 5, The
Tablet 2
" Charms:
! Excellencies: Charisma (2nd), Manipulation (2nd), Appearance (3rd), Perception (1st), Intelligence
(1st)
" Dexterity: Unhesitating Duelist Parturition
Stamina: Boundless Possibilities Assimilation, Hidden Might Physique, The Crooked Made
Straight
Charisma: Courtesan and Artisan Meditation, Darkest Night Hero, Following the Hearts Desires,
Interest Catching Camaraderie
" Manipulation: Deception of Self, Fickle Lovers Affections, Unreliable Face of Contradiction
Appearance: Alpha and Omega Epithet, Broken Soul Reborn, Curious Onlooker Deflection,
Essential Possibilities, Familiar Face Confusion, Personified Mask of Conviction, Personified
Mask of Temperance, Unwavering Critic Style
Perception: Another Face in the Crowd, Cheaters Never Prosper, Ever-Wary Bandits
Premonition, Heart-Halting Accusation, Lovers Attentive Ear, Open Book Interaction, Owl-Eyed
Hunter Technique, Now My Watch Begins, Someone Elses Problem, Standing in Harms Way
Intelligence: Accidental Discoveries, Black Veil Conspiracy, Beautiful Mind Savant, Ingenious
Singularity Advancement, Interrogation Halting Simpleton, Mind of the Mad Genius, Parting the
Veil, Strategic Unexpected Brilliance, Puzzle Box Courier Technique, The Riddle Responds, The
Veil Sundered
Wits: Coiling Mbius Counterstrike, Night Prepares at Dawn
Join Battle: 7
Attacks:
Punch: Speed 5, Accuracy 5, Damage 3B, Parry DV 3, Rate 3, Tags N
Kick: Speed 5, Accuracy 4, Damage 6B, Parry DV 1, Rate 2, Tags N
Clinch: Speed 6, Accuracy 4, Damage 3B, Parry DV , Rate 1, Tags C, N, P
Knives: Speed 5, Accuracy 8, Damage 5L, Parry DV 2, Range 50, Rate 3, Tags P, T
Soak: 2L/4B
Health Levels: -0/-1x2/-2x2/-4/Incap
Dodge DV: 6" " " Willpower: 10
Essence: 5
Personal Essence: 25" Peripheral Essence: 58 (67)
Committed Essence: 9
Other Notes: The Madames Artifact represents her Cloak of Vanishing Escape (Book of
Sorcery, vol. IIIOadenols Codex, p. 40), which she will use in conjunction with Unhesitating
Duelist Parturition to escape from combat as quickly as she can. Her lesser Artifact is a strange
contraption wore around one wrist. The device appears to be an adamant Concealed-Knife Brace
(Manual of Exalted Power, vol. VIAlchemicals, p. 208), which provides her with six constantly
refreshing knives. Where she acquired such a device, who can say? Regarding her true nature,
there are few possibilities. The most likely is that she is a herald, in which case she likely has
Shadow Out of Time, in addition to her other Charms, or has used some other means to survive
the long millennia. At least one herald believes her to be the unwitting Alter-Ego of another,
though whose he cannot guess. If true, she would have access to at least a few of Charms of the
Alter-Ego. A stranger possibility exists, at least in a few Manvantara, that she is an advanced
harlequin who has twisted time and space to arrive in Creation before her own birth. If this were
the case, she would also possess Walking the Skeins, or some method of bridging Manvantaras.
She six languages appropriate to her actual background, but which six depends on which
background is true.
Chapter II: Nox, the Onyx Youth
" Bound and broken, Nox is the lowliest of the mighty Incarnae. His long imprisonment has stripped
him of his volition and left him an emotionless husk. The threads of Fate wrap tightly around his essence,
trapping him like a fly in the web of the Maidens design.
" This has not always been so. Ages ago, the Onyx Youth had a privileged place among the Most
High. He bore the air of an entitled prince and the carefree nature of one unaccustomed to heavy duty. As
the emissary of the Primordials he enjoyed their collective favor unlike any other god. For that, he earned
the ire of his overworked peers long before Ignis Divine first drew up his plans for war.
" Had it not been for the words of Luna and the Maidens slavery to their own vision, Nox might
never have been privy to the other Incarnaes guarded dreams of rebellion. As it were, the others could
not hope to create and train their Exalted in utter secrecy and to deny the knowledge of Exaltation to one
of their own would raise suspicions among the Primordials. Thus, with the Great Makers help, the Onyx
Youth crafted the Nocturnal Exaltations, and empowered them to be agents of unfettered will.
PERSONAGE AND PANOPLY
" In the early days of Creation, the Dragon Beyond the World embraced the imperiled world to
shield it from the ravages of the chaos beyond. From his seven wings he excreted the adamant
Firmament and placed the wondrous dome atop the world. Unwittingly, he infused it with essence, the
nascent Nox, which drifted mindlessly through its crystal lattice, ignored and ignorant, until the first night
of Creation.
" On that night, the Maidens revealed themselves to rejoice at Lunas birth and finally the
Primordials saw their true selves. Isidoros, insulted by their presumption, and the Lidless Eye That Sees,
horrified at the potential tyranny of samsara, conspired to oppose these Incarnae. The Black Boar That
Twists the Sky shattered a portion of the Firmament with a single stamp of his hoof. From the crack
erupted the essence trapped within. The Boar stretched it toward infinity and compressed it toward
singularity. The Lidless Eye burned into it visions of eternity and realities unrealized. Their toil continued
for centuries, until at last, when the Lidless Eye feared their effort was finally lost and the Boar demanded
one last strike upon the anvil of the Firmament, the essence cried out, Enough! and would permit no
more imposition upon itself. The Lidless Eye blazed with joy, and Isidoros trampled the entire civilization
of Bharanta in elation.
" The Primordials revealed their work as Calibration fell upon the world. With neither sun, nor
moon, nor stars as witnesses, the Onyx Youth appeared at the zenith of the heavens, a handsome entity
with skin of darkest indigo and long jet black hair. The Primordials draped him with sky-blue garments and
crowned him with adamant. They named him the Calibration King and proclaimed him the God of the
Firmament and the Lord of Possibilities.
" The aspect of the Onyx Youth is that of optimistic aspiration and impetuous rebellion. He is the
child who believes all things are possible and that no yoke can be placed upon him. To ensure he
complied with his makers needs, special care was taken in framing his duty. His time as the Calibration
King was a privilege, one that grants him complete freedom to do as he pleased. He was an endless
experimenter, always willing to try anything oncean attitude that has seduced many a god, deva, or
mortal (often several at once) into the bedchambers of the Crystal Palace. In his role as Calibration King,
Nox ingrained upon reality the barely controlled chaos that continues to haunt it on those five unique
days.
" Yet his stubbornness would make him difficult to control were he not the favored youngest child of
the Primordials. Outside of Calibration, his duties included serving as the emissary of the architects,
declaring their desires to the rest of the divine bureaucracy, and channeling their might into a single
moment of primal revelation, without need to perform the difficult work himself. When the Lords of Chaos
broke through Creations outer defenses, he took on the aspect of the Diamond Prince, adorned himself
in his adamant armor, and joined the fray. While the Unconquered Sun saw battle as a solemn necessity,
Nox reveled in the sport of it. In this, he shared Lunas passion. When their enemies fled in terror before
the Incarnae, he was loath to remain behind to help the Maidens anchor reality. Once the unspoiled
potential of reality had been evoked, the Diamond Prince departed to sate his own whims elsewhere.
" The first reign of the Calibration King was met with the rejoicing of the gods. Finally, they were
given a reprieve from their eon-long toil. Nox empowered himself with unbridled potential and ruled
supremefor those few days only the Holy Tyrant and Ignis Divine could hope to defeat him in a fair fight.
When Calibration ended and the Onyx Youth stepped down from his regency, the gods soon learned that
he was not created for eternal slavery as they were. Who was this young upstart to enjoy all the comforts
the Primordials could provide while their labors continued?
" Still, many deva and gods were easily seduced by his charm. The Onyx Youth earned enormous
favor for the yearlong revelries he hosted in the Crystal Palace. His parties continued day and night,
punctuated only by the occasional necessity to deliver orders on behalf of his patrons. At all other times,
Nox went about the world fulfilling his every desire and, unwittingly, fulfilling the purpose for his creation
eroding the shackles of predestination and proclaiming the primacy of free will.
" [Nox, Luna, and the Cloak of Night
The Onyx Youths first convert was the Fickle Lady, and an easy convert she was. Willful
in her own right, she accepted his gifts with eager glee. Her orbit unshackled, the Silver Chair
was free to roam through day and night with equal frequency. At times she could rise at sunset,
revealing her full glory. Other times, she arose with sun, hiding her face alongside his blinding
radiance.
To express her gratitude to Nox, she offered him the Cloak of Night, which he accepted
without hesitation. He wore it proudly in the Time of Glory, particularly during his time as the
Calibration King. With the exchange of the Cloak of Night, Nox inherited the role of the God of
Night from Lunaa role he adopted on with varying degrees of interest throughout the millennia.
The Onyx Youth lax attitude only further stoked the ire of the Unconquered Sun, the de facto God
of the Day, who never faltered or shirked his burdensome duties. For countless centuries the God
of the Day and the God of the Night played out their rivalry.
After the Onyx Youth was imprisoned, Luna took up the Cloak of Night and once again
became the Goddess of Night as she was originally intended to be. She finds this role
uncomfortable. It reminds her of her ancient slavery and old betrayals. The Argent Madonna
divides her time between the day and night evenly since the victory over the Primordials, guiding
the Silver Chair on its regular orbit. The night haunts her dreams and she would gladly give back
the Cloak if Nox were revived as penance for failing to come to his aid when he cried out to her
the only other Incarnae who truly regarded him as a friend.]
" Few desires escaped his grasp, yet one prize eluded him. Creations scholars called Nox the
brother of the Maidens, for both meddled with the nature of Fate, but his so-called sisters were as much a
mystery to him as he was to the Maidens. Such mystery was a temptation too great to resist. Opposites
by design, he forever clashed with the Maidens, and each rebuffed his advances in turn. They were the
forbidden desire, that which he might pursue endlessly but never be expected to claim. Yet, the Onyx
Youth is nothing if not persistent.
" As the Time of Glory drew to a close and Incarnae drew up their plans for insurrection, the Fate of
Nox hung in the balance. All too easily he could have been tipped in either direction. Which direction he
fell is a matter of debate to this day. Regardless, the outcome is known to the chief conspirators alone:
that Nox was flayed from his mind and will, and his essence was entwined throughout the Loom of Fate
where he weakly struggles against the very strands of Fate he long sought to undermine but which, in the
end, proved stronger than he had imagined. Perhaps someday, should he ever be freed, Nox can recount
his own side of the story. Until then, only the Maiden of Secrets knows the full account.
" [The Nights Tale
What really happened to Nox on that fateful day? The world may never know. Only a few
forbidden gods, the Incarnae, and the Primordials now remember that he ever existed. Of these,
only the Incarnae, Gaia and Autochthon know that he yet lives. Sacheverell likely knows, but he is
no state to speak on the matter either. Isidoros has guessed, but cannot prove his hypothesis. All
others presume the Onyx Youth to have died as the first causality of the war.
It is left to each Storyteller to say how accurate the Maidens narrative is. They certainly
have motive to portray themselves in an overly favorable light, yet, as they have told no one, for
whom could this propaganda possibly be designed to convince? The Onyx Youths proclivities in
the Time of Glory earned him a host of sycophants and hangers-on, but among the mightiest of
gods he had few friends and many rivals. Perhaps he truly deserved all that the Maidens dealt to
him. Still, with all the trauma he has suffered, it is just as likely that Nox unbound will remember
none of his life before regaining his freedom.]
" Since his imprisonment, three events have nearly freed the Bound God. The first of these
occurred during the Primordial War, when the architects captured Meru and absconded with the Loom of
Fate to Yu-Shan. The constant prodding by She Who Lives In Her Name, combined with the periodic
attempts by Isidoros to demolish the entire structure, almost shattered the threads that held his essence
in place. The Maidens and their Chosen, however, were able to use Noxs presence in the Loom as an
arcane link, allowing them to control Fate through direct manipulation of the Firmament, until such time as
the Unconquered Sun could throw open the gates of Yu-Shan and allow the host to reclaim the Loom.
" The second event was the Time of Cascading Years. The cause of this event remains a mystery,
notably because the evidence collected from the various universes it spawned is riddled with
contradictions. Some say a Twilight built a device that fractured reality. Others say reality broke asunder
when a Primordial attempted to enter Creation. The Maiden of Secrets fears that Noxs struggles jarred
reality loose. Regardless of the cause, a second such event could easily weaken the Tapestry enough to
cause Noxs essence to bleed through.
" The Balorian Crusade was the third event. As reality frayed and unraveled from rim to core,
slowly Noxs binding loosened. Had it broken away completely, certainly Nox would have been freed.
Would he have been restored? Now thats a separate matter entirely.
The Nights Regalia
" As befitting a god of his importance, the Onyx Youth was invested with numerous artifacts by his
creators. Each is a unique wonder crafted by Primordial will and forged in their primal intent. The
whereabouts of these items are currently unknown. Some may reside in the Crystal Palace. Others could
have been claimed by the Maidens and stored in the infinite warehouse beneath the Forbidding Manse of
Ivy. Others may be buried beneath miles of blood-soaked sediment just south of Arjuf, where the run-off
from the First Siege of Meru during the Primordial War buried Noxs temple-city. As each was specifically
crafted for the sole use of the Onyx Youth, he need not commit any motes to attune to them. All other
beings attempting to employ these artifacts must commit the designated attunement cost.
The Auroral Kamarbands (Artifact )
" Coruscating with green, red, and blue light, these three ropes were forged by The Lidless Eye
That Sees from adamant, molten stars, and the breath of the Elemental Dragons. They were once
fastened around the Onyx Youths waist, adorning him with the dancing glow of the aurora. Each of these
artifacts raises by one the penalty imposed on another beings Mental DV by the wearers Appearance,
and likewise increases the bonus to his own Mental DV provided by his Appearance. Attuning to one
costs four motes. Each kamarband after the first adds one mote to the attunement costs of the set.
" The Skyward Sandals (Artifact )
" These adamant-soled sandals are laced almost to the knee with starmetal cords. Clasps of white
jade hold the laces tight. These sandals allow the wearer to reorient which direction is considered down
for himself at will, allowing him to walk up walls or hang from ceilings. The pair costs five motes to attune.
" The Lapis Dhoti (Artifact )
" The Onyx Youth most often appeared as a shirtless young man with only the Lapis Dhoti wrapped
around his waist fastened with the Auroral Kamarbands. Isidoros hammered lapis lazuli and adamant into
this fine flexible cloth, as rich a blue as has ever been seen on a clear day. The Lapis Dhoti ensures the
wearer is unbroken in all his affairs. It adds half the wearers Socialize to his Hardness and to his Parry
Mental DV. Attuning to the Lapis Dhoti costs six motes.
" The Kurta Unrealized (Artifact )
" When the mood struck him for more formal attire, the Onyx Youth donned the Kurta Unrealized.
This long shirt ends just below the knees and is decorated with elaborate kalamkari artwork depicting a
dozen unrealized realities for the wearers present moment. These images from the Kalpa flow elegantly,
like dreams, constantly updating and altering as choices are made. Even if the wearer were not able to
otherwise, this garment allows him a brief glimpse the Kalpa. Once per scene, he may spend one
willpower to roll (Wits + Occult) to intuit a comparison between his current situation and that occurring in
other worlds. The difficulty of this roll is the highest Essence of any being present in the scene, excluding
the wearer. If successful, the wearer determines the outcome he wishes to occur in the current scene. He
lowers the target number of his rolls which aid in the accomplishment of that outcome by one, usually to
six and to a minimum of four. Any being who can see the Kurta Unrealized after it has been activated in
this way may also roll (Wits + Occult) at half the wearers initial difficulty, rounding up. This allows them to
determine what outcome the wearer is hoping to achieve and also lowers their target numbers to
accomplish that outcome.
" Unbridled Authority (Artifact )
" Gifted to the Nox by the Holy Tyrant, this saffron sash is a nearly identical copy to the one the
Holy Tyrant gave to the Unconquered Sun. A third Unbridled Authority exists, also in the possession of the
Unconquered Sun, though it did not originally belong to him. Each functions only under specific
conditions. Noxs version functions only during the five days of Calibration. It imposes a Servitude effect
on all spirits who see him and recognize the authority of Yu-Shan, forcing them to do as he commands or
spend five willpower to resist. Should a spirit adhere to Noxs orders both Nox and the spirit regain one
willpower at the completion of that task.
" The Armor of the Diamond Prince (Artifact )
" In times of conflict, Nox took on the aspect of the Diamond Prince and donned this suit of
adamant lamellar to shield himself against the foes of all realities. From its shoulders a long cape hangs
for a time this was replaced with the Cloak of Night. Out of respect, Luna replaced the original cape
when she reclaimed the Cloak. The dazzling crystal of the armor refracted any attack which struck it. If
Noxs soak is sufficient to reduce the attack to its minimum damage, he may spend three motes to
redirect the attack to another being of his choice within range of the original attack. Against the new target
the attack was unblockable and undodgeable. Unless stopped by a suitable defense in Step 2, the
redirected attack skipped immediately to Step 7, where it possessed the same amount of Raw Damage
as it did against Nox.
" The Sastraratri (Artifact )
" The divine weapon of Nox is the Sastraratri, an infamous bow crafted with adamant, entwined
with onyx. It is strung with a single nerve from Urathi, the Devourer of Light, a behemoth that gorged itself
on the light of the Unconquered Sun and could only be slain by Nox while Luna served as a distraction.
This adamant bow requires eight motes to attune and needs no arrows, unless the archer desires a type
other than the target arrows that manifest whenever the bow is drawn. When enhanced with motes, the
arrow punctures through the Kalpa, creating interference pattern with otherworld versions of itself. The
arrows path spreads like an ever-growing wave across the battlefield, striking one additional target per
mote spent. Once the archer spends ten motes on a single shot in this way, he may spend an additional
willpower and, if he does so, the shot strikes all viable targets in a 90-degree arc in front of him, out to the
maximum range of the weapon.
"
[Armor of the Diamond Prince
" " Soak: +15L/+10B, Hardness: 7L/7B, Mobility: -0, Fatigue: 0, Attune: 8m
" The Sastraratri
Speed 5, Accuracy +5, Damage +5L, Rate 5, Range 500, Attune 8m, Tags 2, B, P]
" The Philopannyx (Artifact , Manse )
" Part pleasure-barge, part battleship, The Philopannyx ferried the Onyx Youth and his host of
courtiers from his temple district on the Blessed Isle to the Caelian City and carried the Diamond Prince to
war. Nox attunes to it as manse, requiring no mote commitment, and may permit others to do so as well.
While Nox is not attuned to The Philopannyx, other beings may attune to it as an artifact, costing twenty
motes. While not as impressive as the Daystar, or even many ships of the High First Age, it is still a
wonder upon the sea or in the sky. One hundred yards of ebony wood, adamant rivets, and black sails,
the ship was unrivaled in size until the Solars built their own mighty warships. Its numerous decks provide
penalty of room for guests and troops alike, and its cargo hold could store half a dozen warstriders or
enough wine to last the Endless Revelry a year.
" Speed: 50/100mph
" Maneuverability: +0S
Endurance: Requires one hour of festivities held aboard it for every two hour spent doing
anything else. If rediscovered, it cannot set sail again until this qualification is met.
Crew: 30/10 (1/1, if the captain is attuned to it as a manse)
Cargo: 500 Tons and space to comfortably house 100 guests
Armor: 18L/25B (Hardness 18L/25B)
Health Levels: Ux30/Mx30/Cx30/Ix10/D
Weapons: The Philopannyx effectively has one Medium Implosion Bow affixed wherever the
captain feels it is needed at any given moment. It may be fired from the helm by the captain or
anyone else attuned to the ship.
Other Notes: The Philopannyx may fly or sail, typically maintaining its vertical orientation until it
enters the weightless Celestial Void above Creation and inverting as it approaches the Empyrean
Expanse. During such travels, the vessel maintained its own localized gravity, ensuring its
passengers remained firmly affixed to its decks. It possesses whatever simple magical
conveniences its captain could desire, and the ship and all aboard are considered outside of
Fate. It produces no hearthstone, but its helm is fixed with the equivalent of a Compass of
Imminent Strife (Book of Sorcery, Vol. IIIOadenols Codex, p. 34) which may point toward the
nearest conflict as described, or the nearest party. The captain must hedge his bets before he
sets sail.
" The Calibration Crown (Artifact N/A)
" This domed crown is crafted from adamant and bejeweled with amber and orichalcum leaf.
Isidoros and the Lidless Eye collaborated on its creation, spending as much effort with it as they did
creating Nox himself.
It is loathsome to the Maidens and the Pyrian Queen alike, as it thwarts all Fate and the best laid
plans. The Dragons Shadow long coveted the crown, and undoubtedly the Ebon Dragon still recalls its
power. Isidoros dispatched his first akuma to reclaim the Calibration Crown and crushed her underfoot
after a century of failure.
During the five days of Calibration, the crown allows its wearer to override the baseline operations
of the Primordials greatest handiwork: Creation. With it the Calibration King may tweak reality as he sees
fit, from simple cosmetic changes to vast alterations of the laws of physics.
Cosmetic changes, such as changing how a particular type of food tastes or how a color is
perceived, costs only one mote. If altering the laws of physics to create or remove Environmental
Penalties, each point created or removed costs two motes. Changes that result in physical hazards, such
as granting water the properties of a potent acid, or remove such hazards, such as making fire as
harmless as air, cost two motes for every point of Trauma added and removed and one mote for every
level of damage added or removed. This applies as well to Poisons and Sicknesses, replacing Trauma
with Toxicity and Virulence, respectively. Finally, Nox may impose effects mimicking the results of
mutations by paying one mote for poxes and deficiencies, two motes or afflictions and debilities, four
motes for blights and deformities, and six motes for abominations.
These costs must be committed until the end of Calibration and are immune to any effect that
would remove that commitment, whether voluntarily or involuntary, short of the Calibration Kings death.
The bearer of the crown may not spend more than (Essence + Willpower) motes in this way, and no
single effect of the crown may cost more than (Essence) motes. Nox himself preferred to spend about ten
motes each Calibration.
These changes are universal, applying everywhere governed by the Loom of Fate and affecting
all beings without appropriate Shaping defenses. He may limit the influences of particular changes only to
universal classifications of beings. For example, he may make sand as satisfying as water to all
humans, all mammals, or all living beings, but not only the Dune People. The major restriction of the
Calibration Crown is that it is not intended to be used as a weapon. Changes, once determined, are
implemented slowly over the course of an hour, and begin to manifest throughout Creation randomly. No
alteration may be made which would be universally lethal without also imparting some compensatory
effect to mitigate that lethality; if the Calibration King makes air as thick as earth, he must also grant
beings the ability to breathe it. Finally, the true power of the crown lies in its ability to blanket all of
Creation in its alterations, not in the individual potency of any single change. On an individual scale, the
greatest effect of the crown may be comparable to Terrestrial Circle Sorcery. Though never tested, this
may include generating scenarios which permit a particular breed of First Circle Demons to slip free of the
Demon City. The Storyteller may apply other restrictions as necessary.
If the Calibration Crown were ever rediscovered and used, the wearer would be met with the full
force of the Bureau of Destiny, and almost certainly the Bureau would do all in its power to prevent such
an event from occurring. Due to the risks involved should it ever fall into the wrong hands, one can safely
assume that the Maidens themselves have secured the crown long ago and keep it where only they can
access it. The bond between samsara and the Maidens metaphysically prevents them from attuning to
the crown, which costs 10 motes for all other beings.
"
NOX
" Even before his mutilation, the Onyx Youth was a god beyond the comprehension of most
mortals. Indeed, other gods had difficulty knowing his true self. To the Maidens, he was broken enigma
something that needed fix if only they knew how. Only Luna and the Primordials truly had minds capable
of comprehending his often contradictory nature.
" Now the Bound God haunts the Loom. His mind has been utterly altered and any discussion of
the nature of Nox would be incomplete without a comparison between the prince and the prisoner. Where
differences exists, the Trait preceding the / presents Nox in his prime, while the Trait which follows is
that of the broken Incarna.
" Motivation: Defy expectations / Hide all evidence of Forbidden Gods. His notable Intimacies
include the following: Free Will (Passionate Defense), The Maidens (Forbidden Desire), Samsara
(Dread), Calibration (Anxious Anticipation), The Kalpa (Infinite Curiosity), The Nocturnal Exalted
(Fraternal Kinship), Creation (Dissatisfaction), Isidoros and the Lidless Eye That Sees (Filial Respect),
Luna (Friendship), The Unconquered Sun (Professional Rivalry), malcontents (Sympathy) / None
" Attributes: Strength 8 / 0, Dexterity 12 /0, Stamina 8 /0, Charisma 12 /0, Manipulation 12,
Appearance 10 / 0, Perception 12 / 20, Intelligence 10 / 1, Wits 12 /5
" Virtues: Compassion 3, Conviction 5, Temperance 2, Valor 4
" Abilities: Archery 10 (Sastraratri +3)/0, Athletics 10/0, Awareness 10 (In Utter Darkness +3)/
(Loom of Fate +3), Bureaucracy 6 (During Calibration +3), Craft: Fate 0/10, Dodge 10/0, Integrity 10
(Resisting Commands +3)/(Maintaining Secrecy +3), Larceny 5, Lore 5/10, Martial Arts 6/0, Occult 10
(the Kalpa +3), Performance 10 (Sexual Activity +2, Entertaining Guests +1)/0, Presence 8 (Seduction +1,
Issuing Edicts +2)/0, Ride 5 (Kerivoula +3)/0, Resistance 8 (Festivities +3)/0, Sail 5 (The Philopannyx +3)/
0, Socialize 8 (During Calibration +1, Endless Parties +2)/0, Stealth 8 (At Night +3)/0, Survival 5/0, War
3/0
" Backgrounds: Beloved by the Primordials, Nox once had access to near limitless Backgrounds,
possessing ratings 5 or N/A as applicable. His Cult N/A provides 5m, 1wp per hour during daylight hours
and 10m, 1wp per hour at night. As the Calibration King, he regains one mote per minute during the days
of Calibration. The Bound God has no Backgrounds, nor could he use them even if he did.
" Sorcery: Like the other Incarnae, Nox is a potent sorcerer with mastery of the Emerald and
Sapphire Circles and knowledge of all spells which do not clash with his naturein particular spells which
bind the wills of other beings are antithetical his being. He possesses several spells learned during his
time as the God of Night which he did not lose upon having that position taken from him. He is aware of
the Adamant Circle, but unable to obtain it. This he finds unacceptable, and desires the pinnacle of
sorcerer as his birthright.
" Charms: Even imprisoned, Nox is a god of the highest caliber, rightfully taking his place among
the Incarnae. He possesses the All-Encompassing version of nearly all spirit Charms, save those unique
to particular spirits, Host of Spirits, Excellencies, and related Charms. He has ten purchases each of
Essence Plethora, Reserve of Will, and Ox-Body Technique and costs him 100 motes to Materialize. His
Hurry Home transports him to any location within or upon the Firmament and from there to Meru, a
sunken grotto off Arjufs coast, and the bridge of The Philopannyx. During Calibration, he may transport
himself to any location within Creation. For obvious reasons, while bound to the Loom, he may use
neither Materialize nor Hurry Home. Storytellers should likewise restrict many of his other common
Charms. Otherwise his Charms are restricted only by the limits of his exploration the Kalpa and, to a
lesser extent, his extremely limited knowledge of samsara. He may issue any manner of Blessing or
Curse as often as he likes and may make them permanent by spending (30m) rather than one permanent
willpower. By spending (30m, 1wp), his version of Endowment may grant the Nocturnal Exalted their
Charms, dots of Domains, or dots of Essence as a Training effect so long as they have not Training debt
currently. His Endowment may render a being outside of fate for (15m, 1wp) and or make the target Lucky
(2m per point of Lucky, 1wp); his Scourge may likewise make a being Unlucky. See Scroll of Heroes, p
60 and 74 for further details.
" Nox was imprisoned in the Loom before the great proliferation of supernatural martial arts by the
Exalted. As such he knows only Nocturnal Hero Style. He knows of others he would likely pursue if ever
freed, including Crystal Chameleon, Ebon Shadow, and Dreaming Pearl Courtesan Styles.
" [Charm Concept: The Kalpa
Creation is not alone. Contemplating ancient scars, Luna has guessed this. Alone among
the Primordials, Oramus has an inkling of the truth. Though faint hints are common across
Creation and beyond, only the Lord of Possibilities knows the truth in any great detail. He has
seen the multi-faceted structure of reality, the great blossoming of worlds upon worlds known to
him as the Kalpa. The Maidens cannot comprehend it any more than Nox can comprehend
samsara, for the two visions are wholly incompatible.
The Kalpa is subdivided into a host of Manvantara, of which Creation and its environs are
but one. The precise number, not even Nox knows. Some Manvantara differ from Creation in
every aspect, others are so similar that they differ only the timing of a single yeddims sneeze.
Some are Ages ahead of Creation, some only seconds behindand every possible variant
thereof.
Early investigations revealed that all Manvantara appear to be branching away from Nox,
an ever expanding, ever divergent pattern of universes, radiating their origins in Creation. Further
study revealed that an observer in any Manvantara would see the same pattern, with themselves
at the center. If any Manvantara can claim to be the first, that status has been lost to the clutter of
the entire collection long before Nox began his observations.
In Creation, there are several points at which the local Manvantara connects with its
neighbors. There exists a fragile connection with the flooded Manvantara of the Triple Matriarchy.
The Well of Udr serves as another such point, where beings from the other side tunneled through
early in the Time of Glory and were immediately consumed by ceaseless light of the
Unconquered Sun. The Saigoth Gate, if it exists at all, is likely a third point of contact. The
Sevenfold Temple of Oramus, the caverns of the deep within the Silver Chair, and Great Mirrored
Hall within the Firmament are also potential points of connectioneither to a Manvantara itself or
its fleeting echo resounding off Creations reality. Finally, and most famously, a great collision of
Manvantaras occurred, for reasons unknown, during the Cascading Years.
Creation seethes with lesser points of contact. For example, every use of Essence
Resurgent causes a connection to form and immediately dissipate. Nox finds this endlessly
fascinating, as the Charm is possessed by numerous devas but by none of the Primordials
rendering the architects blind to the Kalpa. Likewise, though he often tried to explain it to them,
the Maidens remain unaware even of their own use of the Kalpa.
Knowing a bit about samsara, Nox has pondered whether each Manvantara has its own
unique samsara or whether a single vision guides the Kalpa. If samsara is universal throughout
the Kalpa, does it determine events in each individually or does it continuous generate new
Manvantara to allow all possibilities until nothing is left undone? Nox is incapable of answering
such questions. It remains for an enterprising Twilight or a joint effort between the Chosen of Fate
and the Chosen of Possibilities to discover.
Nox employs the regions of the Kalpa he has explored to his full advantage, finding
outcomes he likes and willing them into Creation. His long imprisonment diminishes his ability to
do so considerably and has prohibited him from discovering and exploring new Manvantaras.
Lacking access to these worlds is a crippling blow the Bound Gods power.
It is important for Storytellers to understand that a Manvantara is as all-encompassing as
samsara. A Manvantara that is similar to Creation in which your game is set, includes not only the
lands and seas between the five elemental poles, but also the Demon City, the Underworld, the
Wyld, Autochthonia, Elsewhere, etc. A similar Manvantara is perhaps the setting of a different
chronicle you have told, or home of the other players adventures. Samples of more divergent
Manvantaras are included on p. XX. Feel free to populate the Kalpa further as needed.
Typically, this will not be necessary. The Kalpa is a wholly esoteric concept. Only a few
beings in any Manvantara have any idea that it even exists. The one that knows the most is
bound and gagged in most Manvantara. Even if you set your chronicle in a Manvantara where
Nox is free, he has little reason to wax philosophical about the topic. Travel between Manvantara
is not impossible, as the doomed cosmonauts of the Well of Udr proved, but any attempt is an
epic quest in itself, a feat worthy of the Exalted and not a journey to be taken lightly. Traveling
may be possible, but navigating is another matter entirely. And of course, as youve certainly
noticed in your own games, most chronicles find plenty to do in their home Manvantara and never
have need to venture so far afield.
Or perhaps you prefer to chalk this all up to Noxs own imagination. There is no Kalpa,
There is but one Manvantara and it is the Creation of your narrative. Noxs Charms work not by
dragging elements across the multiverse, but by willfully conjuring such items from his own
fantasy. This is a simple enough alternation. Only Nox firmly believes in the Kalpa. Luna and
Oramus may consider the possibility in an idle fancy, but they have no solid proof. Alternate
explanations may be provided for the Cascading Years, the Well of Udr and the Great Mirrored
Hall. The Kalpa allows for all possibilities, even its nonexistence.]
" Cosmic Panoply of the Calibration King
! These Charms are the unique powers of Nox and may be learned by no other being. Should the
need arise, they are all considered to have a minimum Essence rating of 10.
Defying Samsaras Shadow: As a man might know the position of the sun without ever turning his
eyes to the light, Nox guessed the nature of samsara by studying the shadow he cast on reality. By
spending (1m), he could guage the unseen momentum of samsara and attempt to deviate from the path it
intended for him. Upon activating this Charm, a vague hint of the future course of events comes to him,
like the faintest whisper from samsara itself. Whatever this hint is, Noxs Motivation is transformed into
one opposing that upcoming event. He may not use any of his Charms to facilitate or promote the
intended outcome and the doubling threshold of all his dice is decreased by one, usually to 9, on any roll
he makes to set reality down a different path. Once the event has come to pass or been successfully
diverted, Noxs Motivation returns to normal and he not reactivate this Charm until then. In ancient days,
Nox used this Charm sparingly, fearing that his curiousity might lead him to stare directly at samsara and
thus become a slave to its narrative.
[The All-Encompassing Vision of Samsara
The Maidens have never observed an error in samsara. The one Twilight who dared
question them on this matter detected no falsehood or misdirection, much to his surprise. How
can this be if Nox has the power, at least in theory, to defy samsara? Perhaps it is that Nox and
the Maidens can never question samsara regarding the same topic simultaneously, that the vision
of one blinds the other. Perhaps this is mere coincidence, that Nox and the Maidens never
learned the exact same fact. Perhaps the Maidens wrote Nox off as a loss. Why struggle forever
against the one being that could fight back? Samsaras vision is far grander than the life of one
god; no sense losing the war for the sake of one uncertain battle.
What then of that famous night when the Maidens and Nox finally came to blows? The
Maidens wouldnt dare consult samsara for fear the answer would not be to their liking. Nox,
seeing the Maidens arrayed against him with Mars as their champion, could only assume that
they would not throw their full might against him without such assurances. He asked samsara
what his fate was to better fight against it. It whispered two words: You win. In a way, he did.
Samsara is always right.]
Best of All Possible Worlds: Noxs every mote is a fluctuating link to the Kalpa. After any roll, Nox
may pay (1m) per die to reroll any dice that did not turn up a success and may continue to do so until all
dice are to his liking. For static values, he may spend (1m) to employ this Charm as a standard Third
Excellency. When spending a willpower to enhance an action, he ignores all Internal and External
penalties to his dice pool and instead of gaining a single success and he instead treats all dice as having
rolled two successes rather than actually rolling the dice. If he spends this willpower to enhance a static
value, he doubles its value. If used to enhance a DV, this allows him to block the unblockable and dodge
the undodgeable, even if it were an unexpected attack.
Uncertain Supremacy: Nox abhors predetermined results. By spending (30m, 1wp), as a Simple
Charm, Nox may place a zone of chance one mile in radius anywhere he can perceive. Any being with
Essence 9 or lower within that region suffers from Shaping effect enforcing the uncertainty of the moment;
during Calibration this Charm affects all beings, even himself. They must pay a (+1wp) surcharge on any
action which is normally rolled but is now guaranteed to succeed due to use of Charms or other magic.
Examples include the use of Accuracy Without Distance or using the Second Excellency to gain enough
successes to automatically succeed. Perfect defenses do not suffer from this effect as DVs are not rolled
actions. Additionally, any effect which ensures automatic failure also suffers the (+1wp) surcharge. Finally
all target numbers of affected beings are set to seven, regardless of other influences, unless the origin of
that other influence pays the (+1wp) surcharge each action they wish to maintain the altered target
number. This zone dissipates at the end of the scene, or when Nox releases his commitment. He cannot
use this Charm while in the Loom.
The All-Seeing Eye in the Sky: Nox may naturally perceive the world as though he used the
Charm All-Encompassing Sorcerers Sight whenever he desires. Focusing his senses through the lens of
the Firmament, he may project his awareness anywhere exposed to open sky. The light of the Daystar
blinds this awareness, limiting his awareness to the western half of Creation at sunrise and to the eastern
half at sunset. By the time the Daystar reaches its zenith, all Nox can see with this power is its brilliant
radiance. Otherwise, any location that can see any patch of open sky is subject to his view. Those in
windowless rooms, underground, or beneath heavy cloud cover are beyond his sight. While bound to the
Loom, he instead may project his limited awareness anywhere within Fate. If freed from the Loom and
permitted to take his place among the Incarnae in Yu-Shan, he may also project his awareness anywhere
beneath the sky of the heavenly city while he leads in the Games of Divinity, during which time the sky of
the celestial city would turn to starless night. He may also cast his awareness to any location where a
being has successfully prayed to him, though while he is in the Loom, he cannot receive prayers.
Following a successful prayer, he may employ any of his Charms as though he stood beside the
supplicant.
" Mapping Manvantaras Shores: As a Dramatic Action, Nox may spend at least one hour in deep
meditation and cast his awareness far into the Kalpa. A (Wits + Occult) roll, difficulty 10, is required to find
any Manvantara Nox has previously discovered. A (Perception + Occult) roll, difficulty 15, is required to
discover a new Manvantara and only one new Manvantara may be discovered per season. During
Calibration, he may discover one new Manvantara per day, if he decides to put in the effort to do so. Extra
successes determine the extent of the divergence, with each extra success representing the Magnitude of
people that difference affects. Once he has chosen a Manvantara, he may observe it for as long as he
likes. Each hour he observes a new Manvantara, he may make a reflexive (Intelligence + Lore) roll,
difficulty 25, to gain the collective knowledge of that Manvantaras inhabitants regarding its history. Each
additional hour spent in meditation adds one automatic success. Once he has successfully done this, he
may navigate back as described above and may catch up on missed details by making an (Intelligence +
Lore) roll with a difficulty equal to the number of seasons which have passed in Creation since he last
checked. If a Primordial has ordered him reveal an aspect of reality yet unrealized in Creation, he gains
ten automatic successes to discover a new Manvantara which already contains the Primordials desire.
Nox cannot perform this Charm while in the Loom but once free he would need to begin his explorations
anew.
Vision of Worlds Beyond: As a Simple Charm, Nox may pay (10m, 1wp) to perform acts
equivalent to the Fluctuations of the Nocturnal Exalted as though he possessed any relevant Domain at
10. However, he can only generate Fluctuations which have equivalents concurrently existing in at least
one Manvantara he has explored. There is no Illusion-effect associated with Noxs actions and he gains
no Paradox from performing it. He may only do this once per scene and is prohibited from doing so while
in the Loom.
Favored Son Beckons: Nox may never perform spells which summon demons. He was not part of
the treaty which ended the Primordial War and gave the victors those privileges. He did, however, enjoy
the special patronage of Isidoros and the Lidless Eye that Sees. As a diceless miscellaneous action, Nox
may spend (10m, 1wp) to call to one deva descended from either Primordial. First Circle Devas are
compelled to arrive in a manner similar to Summon Elemental, granting them a few hours to put their
affairs in order. Second and Third Circle Devas come only if they desire and may either refuse outright or
send a representative in their stead. While this still works on demons descended from the Yozis his
patrons have become, it grants Nox no power to liberate demons from their prison. Such demons are
aware of his call, but cannot cross into Creation. If Nox and the demon are in the same Realm of
Existence, the demon may come to him as described if both are in the Demon City, or if the demons
binding does not otherwise prohibit it from venturing to Noxs location. He cannot use this Charm within
the Loom.
Herald of the Architects: Isidoros and The Lidless Eye That Sees created Nox to be their voice in
the greatest debate to ever wage. Other Primordials availed themselves of his talents and used him as a
messenger of their will. Nox may relate any message given to him by a Primordial into an unnatural
Compulsion, Emotion, or Illusion, as appropriate to the nature of the message, as an unblockable,
undodgeable social attack toward its intended recipients,which costs costs (11-targets Essence,
maximum 5) willpower to resist. Deva of Primordials other than the one who invested Nox with the
message never need to spend more than one willpower. Nox himself is under no obligation to actually
deliver the message. If freed, this power will still works as there was no clause in the terms of surrender
regarding position of Nox as emissary between the Incarnae and the Primordials. Luckily, Nox cannot
receive such messages while bound to the Loom. He does, however, relay Autochthons final order to any
spirit within Fate, compelling any spirit to ignore (as a Compulsion) or forget (as an Illusion) any
information that might lead the spirit to discover Nox and the forbidden gods are more than mere rumors.
He may do so only once a day and he must continually reissue these orders when the spirit discovers
new evidence. It took Nox nearly a century to successfully dissuade continued interest in the forbidden
gods. Until recently he rarely needed to apply this power. The emergence of the Nocturnal Exalted has
necessitated more frequent use.
Mandate of the Calibration King: Nox ascended each Calibration to ranks of the highest divinity in
Creation while the other Incarnae rested. During those days, Nox may issue orders to all spirits with lower
Essence as though they were his own subordinates (see Exalted, p. 295), though he does not need to
spend willpower to do so. The Bound God can never shake free of his woven shackles to assume the
mantle of the Calibration King.
The God With a Thousand Faces: Nox may reflexively transform himself into any of his
analogues in other Manvantara. As they can transform similarly, which image of Nox belongs to which
Manvantara is a complicated and bewildering riddle. His most common forms are the Onyx Youth, who
appears as a young athletic man in his late teens with dark indigo skin and long black hair; the Diamond
Prince, who appears as a more mature version of the Onyx Youth but still in the prime of his life; and the
Calibration King, stern, bearded, and appearing eons old. Less common forms include the Star-Bellied
Dancer, a lithe young woman with pitch black skin studded with diamonds; the Smoking Jaguar, an
enormous feline formed of smoke and mirrors; the Blue Khakhan, an azure-skinned warrior dressed in the
finery of a barbarian king; and Cosmic Natator, an enormous volant turtle inside whose sapphire and
adamant shell exists his entire Manvantara and himself. Typically such transformation is free, but Nox
may also pay (3m) to transform into another version of himself to remove or avoid any unwanted Shaping
or Crippling effect. If he reverts back to a form which was afflicted with such an effect in the same scene,
the effect remains on that form. Otherwise, the effect terminates at the end of the scene regardless of its
usual duration. As an extension of this power, when shifting from one form to another, he may heal any
heal any number of damaged health levels by spending (1m) per Bashing, (2m) per Lethal, and (4m) per
Aggravated. Additionally, when transforming he may pay one mote per dot to raise any Attribute, Ability, or
Virtue by one to better align with the Traits of his fellows, by simultaneously lowering an equivalent Trait.
For example, in the guise of Cosmic Natator, he may sacrifice 10 dots of Dexterity to raise his Stamina by
10, paying ten motes to facilitate the transformation. This cost is not committed. The Traits of the Youth,
the Prince, and the King are identical and are those listed here. If he is slain, but not permanently killed,
he always reforms as one of those three with their Traits restored to the described baseline, rather than
as one of his more exotic forms with its altered Traits. Finally, while changing forms, he may gain mutation
points to better represent the nature his more exotic guises, by committing one mote per mutation point.
In either case, the exchanges must be made and the mutations acquired when he transforms or he uses
his natural traits for the duration of the disguise. The Bound God is locked into his identity by the cage of
Fate woven around him and may not alter it with this Charm.
Shattered Mirror Transcendence: Nox is a being of contradictions. He has seen the Kalpa and
knows everything can and does happen. Here, he loves the Maidens; there, he despises them; over
there, they love him back, and so on. Within himself he manifests these contradictory Manvantara and
fractures his identity between them. When afflicted by a Compulsion, Emotion, Illusion or Servitude effect,
Nox may immediately pay (20m, 1wp) as a reflexive Indefinite duration Charm. This creates a second Nox
up to one mile away which is either unaffected by the effect or suffers from the opposite, as Noxs player
chooses. This Nox is a wholly independent entity, capable of using his own motes, willpower, any Charms
he possesses, etc. Either Nox may reflexively pass additional potential triggers of this Charm between
themselves, canceling them or inverting them as they desire. Neither Nox can have simultaneous
contradictory effects, and if this occurs, the contradictory effects cancel each other out. For example, no
single Nox could have the Emotion effects Love Luna and Hate Luna simultaneously, and those two
would cancel each other. This Charm ends if both Noxes are ever afflicted by the same combination of
mental influences (including when both are under no such influences) or if either one is Incapacitated
the first to become Incapacitated remains while the other dissipates; otherwise, Nox may choose which
remains and which does not when the Charm ends. Famously, Nox employed this Charm when the
Maidens compelled him to betray the Primordials, creating a second Nox which was compelled to betray
the Incarnae. This Charm is unavailable while Nox remains bound to the Loom.
Skin Like Diamonds: Nox soaks all damage with his full Stamina and gains Hardness equal to his
Soak, which stacks with that provided by any Adamant armor he wears. By reflexively spending (4m), he
is immune to any automatic levels of damage and effects that deal infinite or arbitrary amounts of
damage, ensuring that chance always plays a part in determining his continued existence. He may
commit (10m) reflexively to render himself immune to all Environmental, Sickness, or Poison effects
indefinitely.
Sky Gods Stride: Gravity influences Nox only as much as he allows it. As desired, he may move
normally, or he may float weightlessly. While floating, he may move in any direction at any speed he
desires, up to his full Dash. Additionally, he may spend (25m, 1wp) as a Simple Charm to cause gravity to
fail in an area up to a mile across, centered upon himself. This Shaping effect is attached Nox and moves
as he moves, allowing him to float upwards and carry those caught in the region with him.
Cosmic Exile Banishment: When Nox inflicts enough damage to permanently slay a character, he
may instead choose to banish that being to any Manvantara he has observed which does not currently
have a version of that character. The character arrives in an incapacitated, but stable, state and will
awaken in a number hours equal to her Dying health levels, or one day, whichever is shorter. As far as
Creation is concerned, the character is dead. If she bore an Exaltation, it departs her; she however
arrives in her new Manvantara with undiminished Essence and mote pools and gains a number of Spirit
Charms to mimic those of her former Exaltation. If she were a spirit she is considered to have been slain
by Ghost-Eating Touch for the purposes of Noxs own Manvantara. Nox regains one willpower and the
targets Essence in motes as a reward for his mercy.
Absolute Objective Oversight: While bound to the Loom, Nox is shackled by Fate and his power
harnessed in permanent Servitude to the will of the Maidens the Great Maker who bound him. He is
obligated to acts, as far as he is capable, in the manner they have decreed. The Great Maker imposed a
new Motivation on the Bound God, causing him to perfectly obscure all reference to the forbidden gods,
including himself and the Nocturnal Exalted, from the Loom of Fate. Should any effect contest this, Nox
adds twenty automatic successes to the Essence roll-off. All things obscured in this manner effectively
remain in Fate and cannot be detected through direct observation of Fate or affected through direct
manipulation of their individual strand of Fate. They can, of course, be perceived by direct observation of
the being and remembered in the usual fashion. In all other situations, Nox remains an impassive
observer, mechanically executing his power in service of Fate and scanning the Loom for potential errors
that are reported to appropriate agents via systems designed by the Maidens.
" [Nox and The Convention on Oversight
When the Maidens retired from their nigh endless toil from the Loom, entrusting it to their
Chosen and the Pattern Spiders, they left behind one safeguard to keep watch: The Convention
on Oversight. The system was designed to be fully automated, accepting the information and
warnings that Nox mindlessly gathers and directing agents accordingly. That Nox unthinkingly
performs these duties is unfortunate for the Nocturnal Exalted who threatens to thwart the Bound
Gods Motivation. Such an Exalt may find that Oversight itself has signed his death warrant. If and
when the Maidens desire they may access Oversight and dispense orders anonymously.
Unbeknownst to them, they are not the only beings who can do so. While the Maidens and
Sidereals attention has been elsewhere, the Pattern Spiders have been secretly attempting to
hack into the Convention on Oversight and are nearing success. They also speculate that a few
covert viziers have already done sothough they cannot say which ones or if they are even still
alive. Worse still, some of the Convention on Oversights more bizarre orders have come from the
mad dreams of the Chaos Seers inadvertly syncing with the Great Makers handiwork.]
Join Battle: 22
Attacks:
Punch: Speed 5, Accuracy 19, Damage 8B, Parry DV 10, Rate 3, Tags N
Kick: Speed 5, Accuracy 18, Damage 11B, Parry DV 9, Rate 2, Tags N
Clinch: Speed 6, Accuracy 18, Damage 8B, Parry DV , Rate 1, Tags C, N, P
Soak: 8L/8B (Hardness 8L/8B)
Health Levels: -0/-1x16/-2x16/-4/Incap
Dodge DV: 16" " Willpower: 10 (20 points)
Essence: 10" " Essence Pools: 250
Other Notes: Should another being inherit the destiny and station of Nox following his demise, use the
same rules as for the Unconquered Sun (Glories of the Most High: The Unconquered Sun, p. 14),
except that finding Incarnae willing to approve the new Nox may be more difficult that actually killing Nox.
While Nox is in the Loom, he is immune to all additional harm. Destroying the Loom may kill Nox or it may
set him free, as Storytellers prefer. Alternatively, Storytellers may determine that Nox has long since died
and that the entity currently residing in the Loom is little more than an AI construct crafted from his
remains and harboring a few residual memories of Nox. To scale Nox down, Storytellers may wish to
increase to cost of Nox pays to heal himself and force him to commit the cost of any alterations of his
Traits with The God With a Thousand Faces.
THE FIRMAMENT
" The sky is Noxs dominiona vast expanse of adamant and other minerals larger than Creation
itself. From Creations surface it appears as a featureless plain of blue by day refracting the light of the
Daystar; by night, its darkness reveals enigmatic depth and is punctuated by the occasional star. Yet it is
a vibrant and exotic realm, full of its own wonders and mysteries. It is well guarded by the Incarnae to this
day, but brave souls willing to risk the wrath of the greatest gods, the Firmament offers much promise.
" Oramus crafted the Firmament in the earliest era of Creation as an adamant pearl separating
Creation from the Wyld. It was the Primordials first attempt to design a mechanism to contain and define
reality. As such, it was vast and inefficient at the task compared to later mechanisms made for the same
purposethe Daystar, the Silver Chair and the Loom of Fate. But without this early wall against Chaos
the experiment of Creation would have failed in its infancy.
" While often referred to as a dome, this is only partially true. Certainly, from the point of view of
Creation, the material hemisphere of the Firmament sits atop the world like a crystal dome. In the
beginning the crystal dome of the Firmanent was ended precisely one mile over Creations utmost border,
allowing a small enough gap to allow the appropriate influx of the Wylds creative energies. These
energies were needed, particularly in Creations earliest days, to maintain the ongoing process of
essence regeneration and, later, automated soul generation. Too much, though, would have torn Creation
apart. The Firmament protected Creation from above; the stabilizing influence of Earth protected it from
below. In the mile-high gap between the two, the River of All Torments ran her perpetual circuit, devouring
anything that dared cross Creations border.
But the Firmament above Creation is only half the story. The Firmament rotates above Creation
and through Elsewhere as a continuous whole, carrying the Constellations with it, ever emerging and
departing along ancient boundaries. It moves at a pace of its own, slightly faster than orbit of the Daystar,
thereby revealing certain constellations in their own season throughout the year. As the years rolled on,
Creations size has waxed and wane. The rim of the Firmament now warps into Elsewhere a mile above
the Middlemarches in most places.
[Survival in the Firmament
For all its beauty, the Firmament is not a place designed for mortal habitation. Its
crystalline landscape is sterile by Creations standards, and its air so rarified it can hardly be
breathed at all. Mortals who find themselves in this region die as quickly as it takes them to
asphyxiate. Magical beings that require air to live can survive longer. They must pass a (Stamina
+ Resistance) roll, difficulty 4, every (Stamina + Resistance) hours. Failure imposes a cumulative
-1 Internal Penalty from shortness of breath. If this penalty would ever exceed the characters
(Stamina + Resistance) or he botches the roll, he immediately begins to asphyxiate. Magical
beings suffering from asphyxiation may be stabilized by allies, if the ally succeeds at a (Stamina +
Medicine) roll, difficulty 3, as the ally personally augments the victims breathing temporarily.
Additionally, there is no food or water suitable for beings native to Creations surface.
Survival rolls to discover nutriment is as difficult as in the most barren desert, but these regions
do not count as places of desolation. Alien though they certainly are, they are far from lifeless.
Finally, the adamant-enriched material of the Firmament prohibits the movement of
dematerialized entities as well as materialized ones. Only the god of the Firmament and those
whom he granted special leave may pass through its solid barriers while dematerialized.
New Mutation:
Celestial Adaptation (Pox): The mutant is at home among the stars and may breathe
normally in the Firmament. He may consume the crystalline food and drink from the luminescent
rivers of the Firmament. Creatures that have subsisted off such fare for more than (Stamina)
weeks offer no nutritional value to beings without this mutation, as their biochemistry has now
been completely retrofitted for this alien ecosystem. Many animals reside on the Firmament,
having contracted this mutation near the point of contact between Creations surface and the
Firmament itself. Most of the biosphere is composed of flightless creatures descended from birds
and more exotic aerial creatures. This mutation might also result from exposure to Sidereal or
Nocturnal demesnes.]
The Celestial Void
" The Celestial Void was a later addition to the Firmament. The Fixed Stars of the constellations
were anchored to adamant towers hundreds of miles tall. These stars serve to refine the reality-stabilizing
nature of the Firmament and were the second prototype for the Loom of Fate. As such, this territory more
properly belongs to the dominion of the Maidens and here their stars drift among the constellations, far
above the sun and moon.
" So tall are the greatest adamant towers which bear the numinous stars, and so great the
distances between each and any other object, that all perception of distance fails. Everything from
Creation to the foundations of the Firmament appear infinitely far away. Indeed this is not far from the
truth, as spatial distortions in higher heavens expand distance beyond human reasoning. There is no
proper sense of up and down either, except in reference to the nearest star. Otherwise beings float
weightless here, caught between the gravitation pull of Creation and the Firmament.
" The smaller towers, ranging in height from a few hundred feet to a mile, bear dim stars. These
represent the common, trivial elements of realtythe mortals, the little gods, and the likeand are quite
numerous. They are often undetectable by the naked eye from the surface of Creation. On the the surface
of the Firmament, however, they cluster like groves of crystal sequoias. Though they may seem firmly
rooted, through the powers of Astrology, these stars and their towers may be shifted across the sky. The
star moves incrementally to its newly designated location each time it dips into Elsewhere.
Though blazing light of the Daystar washes out the pale starlight, the silver illumination of the
moon cannot reach this region or beyond. Starlight alone pierces this dark void and is too weak to ward of
monstrosities that dwell among the stars. Fortunately for Creation, the argentim patrol this vast empty
region and the great distances keep the cosmic horrors of the Firmament from ever reaching the surface
of Creation before daybreak and sunlight drives them back into hiding.
Distance and Travel
The space between the stars is vast beyond measure. Though they appear only a few hundred
miles up from Creations surface, they are in fact much, much further than that. The very concept of
distance stretches in the Celestial Void and continues to stretch to this day. A stellar explorer may travel
between the stars of the Guardians and record a distance of several thousand miles on his way.
Returning he discovers that the distance is ever so slightly longer than what it was before.
This dialation of space begins little over a mile above Creations surface. Vehicles or beings not
specifically designed for or protected from this stretching of space, can be severely damaged or randomly
ejected from Creation. By six miles up, serious damage or ejection is almost a certainty. This effect is less
pronounced around the stabilizing influence of the Imperial Mountain and does not begin until at least ten
miles above its towering summit and a hundred miles away from its slopes
Higher still, over a thousand miles up as the eye perceives, is the realm of the Daystar and the
Silver Chair. More accurate measurements, taking this distortion into account, would reveal them to be at
least ten times higher and much larger than suspected. Still, beings climbing Lunas silver ladder or riding
upon Chirmirajen travel this great distance with incredible speed. Both means of travel are specifically
designed to overcome the distortion of space, at least for these lower levels.
Once a traveler has reached this height, he no longer moves with Creation as his frame of
reference. Instead he orbits Creation just as the sun, moon, and entire Firmament do. With each passing
moment, he drifts westward, first rising to his zenith then arcing back to Creation. If he travels beyond the
sun and the moon, when he reaches a mile above Creations surface he is transported to the Elsewhere
along with the rest of the Firmament and its caravan of stars. There he may continue his journey
skywards, but cannot descend any lower until he rises in Creation once again.
Beyond the Daystar is the realm of the Five Maidens. As a traveler passes each planet in turn,
she would find the distortion growing more pronounced. What seems like only a few miles stretches on
and on for thousands. The difference between perceived and actual distance reaches its peak once one
reaches the great stars of the Constellations. Beyond these, the distortion diminishes rapidly toward the
Firmament proper. Within a mile of the Firmament, perceived and actual distances are the same as upon
Creations surface.
To travel in this distorted space, special preparations are needed. Spirits native to this region,
such as the argentim and tindholes, seemingly move at incredible speeds through the Void. All their
variations of Landscape Travel allow them to ignore this distortion and move through perceived distances
rather than actual distance. Magical vehicles may be designed specifically to travel through this region,
but such vessels would need to incorporate large amounts of starmetal and adamant among other
materials to function properly. Since the last days of the Eretaeen, no one has yet committed such
resources into vessels like these.
[The Hard Way Up
Though the Celestial Void is mostly empty space and collisions are exceptionally rare, travel there
is not without its hazards. Pilots of vessel travelling in this region must make a periodic (Intelligence +
Sail) roll once a day or whenever they enter a new region of the heavens. The difficulty begins at five and
increases as the vessel rises with each successive region: one to six miles up: 5; up to the Daystar and
Silver Chair: 10; up to Mercury: 15 (+1 for each additional planet passed); the Celestial Void: 20.
Additionally, the roll suffers an external penalty of -2 for every 100 mph or fraction thereof that the vessel
travels at. If the roll fails, the pilots player rolls one die:
1: All the vessels health levels fill with damage immediately.
2-3: The vessel suffers 20L dice of damage, which ignores armor.
4-5: The vessel is teleported into the skies of the Underworld (or 15L, as per the previous option if
the Underworld does not exist).
6-7: The vessel is teleported into the skies of Malfeas (or 10L, as per the previous option if the
Demon City does not exist).
8-9: The vessel is teleported into the skies of Yu-Shan (or 5L, as per the previous option if Yu-
Shan does not exist).
10: The vessel continues on undaunted.
Vessels composed primarily of adamant or starmetal decrease the difficulty by five and halve the
external penalty. Beings or objected thrown into the sky always suffer some unusual fate, as their
uncontrol flight cannot avoid particularly distorted regions of space. Typically the magical effect which
launched them into the sky will describe the effect, but if not, continue to roll this die until the object or
being is destroyed or finds itself falling from the sky of another world.]
Comets
Erupting from the Firmament itself, comets are failed stars. Formed from unresolved possibilities,
they do not solidify properly and never form an adamant tower to anchor themselves to the Firmament.
Instead that rush through the Celestial Void, disrupting the destinies of represented by the stars they
pass, until they eventually burn themselves out. This process may last only a few days or an entire
season.
Comets are composed primarily of starmetal and adamant. As the comet disintegrates, great
plumes of dust trail behind it. Adamant dust is drawn back toward the Firmament, while starmetal
continues to follow the motion of the stars and is held aloft in the Celestial Void until drawn in by the
influence of star. Rarely does this dust ever fall from the Celestial Void. When it does it illuminates the
night sky with a beautiful display of so-called falling stars.
Fortunately for those who care about the undisturbed progress of Fate, comets occur infrequently.
The last noteworthy comet appeared during the height of Bagrash Kls empire and lasted three weeks
before fading from view and breaking up. Several hundred years earlier, another great comet rose from
the ruined Mask and slammed into Jupiters personal star, after the Maiden intention veered onto an
intercept course. The damage to Jupiters star was neglible, all things considered, but the display of
essence and fury unleashed by the impact would have been a sight to behold. The momentous occasion
went unnoticed by Exalted observers, who were too busy fighting the last battles of the Usurpation. No
comet has unintentionally struck the surface of Creation since the Time of Glory, but such impacts would
cause massive devastation for hundreds of miles and throw an entire Direction into chaos.
The Primordials were very fond of comets. A few deva took the form of comets, as others took the
form of forests or rivers. Other Primordials harnessed comets as their own personal chariots or as Deep
Wyld probes. Isidoros, in particular, found endless uses for them. During the Primordial War, his forces
deployed comet-based artillery weapons and mobile command platforms. Presumably these weapons
have been destroyed. The Exalted may have permitted the Yozi to take these weapons with him to the
Demon Prison since he could find no ammunition for them there. Even if the weapons themselves do not
exist anywhere, the plans most certainly do. An interested Defiler would find Isidoros most eager to
recount the glories of his ancient arsenal.
The Sky Is Falling
Most comets drift aimlessly through the Celestial Void, safely separated from the stars by the
outstretched emptiness. Eventually they are blown away by the resolving light of the Daystar, revealing
themselves to be nothing more than a collection of hypothetical particles. A few comets escape into the
Wyld and return to Creation periodically. Once in a great while, however, a comet veers widly off course
and strikes the Firmament or Creation.
The smallest comets are half a mile in diameter with tails ten miles long. The largest are six miles
in diameter with tails stretching a hundred miles or more. When such objects impact, the damage they
inflict is truly catastrophic. Anything at the point of impact, whether it be a quarter mile or three miles in
radius, suffers an environmental damage effect that inflicts L/Tick, Trauma 5L, for five ticks, as the
comets mass converts into raw incandescent essence. In a flash, the whole of Creation is illuminated as
though a second sun were rising from the site of the impact. In short, anything that cannot perfectly resist
environmental damage is instantly destroyed.
From the point of impact a sphere of environmental damage expands outward at ten miles per
Tick, out to (comets diameter x 100) miles. In the Firmament, the front of this explosion inflicts a one time
environmental damage event of 100L, Trauma 5L. On the surface of Creation, the superheated
atmosphere lingers, changing this damage to 100L/minute, Trauma 5L. Every hour, this damage is
halved, rounding down.
A great deal of debris is kicked up from such impacts, and the comet leaves a crater ten times
larger than itself. If it strkes the Firmament, it can send adamant-enriched material falling to Creation, but
most of the debris will fall back to the Firmament after drifting through the Celestial Void for a time. If it
strikes Creations surface, it rains burning debris well outside of the blast radius (typically large and small
rocks inflicting an amount of bashing damage to anything they strike equal to the Strength + Athletics
needed to lift them and igniting flammable materials where they land). Dust from an impact on Creation
temporarily cools the world if the Bureau of Seasons does not rush to repair the damage. Unseasonably
cool weather follows a small impact for one Season; exceptionally large impacts might cool Creation for
up to a decade.
The Empyrean Expanse
" The majority of the Firmaments surface is a vast plain known as the Empyrean Expanse. From
this arise the star-bearing towers and mountain ranges thousands of miles long. The auroral rivers ripple
across its surface, changing colors as they near the Elemental Poles and flooding with luminescent
essences periodically only to drain to faded gullies at other times. The shattered remains of ancient
towers lay scattered by destructive novas, and stormy nebulas of possibilities collapse violently to birth
new star-bearing towers. Comets burst like volcanoes from the Empyrean Expanse to blaze disruptive
trails through the Celestial Void before finally burning out.
"
" [The Two Auroras
" Though from Creations surface, there is little to distinguish them, those upon the Firmament
would recognize two distinct types of aurora. The most common type is the riperine aurora. These are the
streams of luminescent essence that flow across the Firmament, fed by frequent rains of respired
essence rising from Creation. While they glow brightly in close proximity, most are too dim to see from
Creation until they form enormous, chaotic rivers near the elemental Poles.
" The second type is the more extravagant solar aurora. These occur when the Daystar burns off
excess energy, igniting essence mixtures in the Celestial Void and lower portions of the sky. These are
the most dramatic aurora displays seen in Creation and appear overhead of ground-dwellers and sky-
dwellers alike, uniting them in a common sense of wonder and amazement.]
" A visitor to the Empyrean Expanse would find themselves oriented so that Creation was above
them, allowing them to walk freely on the vast surface of the Firmament. Everywhere the alien aesthetic
assails the senses of those born on Creations surface. The sky curves up in all directions toward the
horizon overhead. The visitor feels the ground beneath her feet swing westward, carrying her along with
it. Acclimating to this world in perpetual motion is challenging but rewarding. Once she adjusts, she may
stroll through its crystal forests of resonant trees. She could swim in the vibrant streams of the aurora.
She could scale the adamant peaks and towers or descend into the black depths of the fissures and
caverns which mar the otherwise flawless surface.
Of course, no journey to the Firmaments surface would be complete with visiting a few of its
most prominent and unique features.
Nebulas and Novas
The exact number of nebulas in the sky at any particular time varies. Typically there are at least
fifty; the vast majority of which are too faint to be detected by the naked eye from the surface of Creation.
Even most supernatural vision reveals them to be little more than faintly luminescent smudges upon the
Firmament. In truth they are towering banks of essential clouds mixed with the debris of Fate. Their edges
glow faintly with crimson or saffron light, though occasionally one might find other colors tinting the
periphery of the cloud. Their hearts, however, are always a deep red, approaching black.
Nebulas stand as lingering monuments to all that was and all that is yet to come. When a star
dies, it throws off tremendous amount of debris before casting its starmetal core to Creation. Before a
new star is born it draws essence toward itself, building it up from the cast-off debris of its predecessors.
The nebula may stand for several generations before the possibility of the new star is fully realized. When
the time is right, the heart of the nebula swirls, drawing the entire cloud into a tight sphere. As it
approaches sufficient essential mass, it flares into a brilliant nova. Soon afterward a new star is born,
rising toward the Celestial Void on a spire of adamant.
Each nebula is unique. Without wind on the Firmament to disappate them, the billowing clouds
form persistent shapes which invite the imagination to see all manner of entities within them. Nebulas are
often named for the whatever shape catches the eye of the spirit who first happens up it. Most iconic
among the Maidens servants who patrol these heights are the Rearing Stallion Nebula, the Helm of Ahlat
Nebula, and the Laughing Eagle Nebula.
Though these destinations would certainly attract a traveller seeking impressive natural wonders,
they are best viewed from a distance. Travel within a nebula is extremely hazardous. The dark heart of a
nebula is nearly impenetrable to light (treat as fog on a moonless night). Tindholes are attracted to this
points of unresolved Fate and stalk in the darkness for unwary intruders who many disrupt the new stars
development. And, of course, there is the ever-present possibility that the nebula might suddenly flare into
a nova with devasting force.
Novas are apocalyptic events in the truest sense of the word. They unleash destructive energies
to clear the way for the birth of the new, unvealing empty niches to be filled or heralding the arrival of a
rising star. There are two types of novas, both of which are equally dangerous. The first type occurs when
a nebula spins itself into a new star; the second occurs when a star dies and casts off its excess material,
which eventually drifts back to the Firmament to form a new nebula.
In either case, the nova inflicts an environmental damage effect across a large area. This inflicts
10 dice of lethal damage for each dot of Essence the being the star represents is fated to achieve in its
lifetime or its Essence at death, with a Trauma 5. This affects an volume with a radius equal to (Essence x
10) miles. This effect persists for one day per dot of Essence. The stars of Essence 1 beings flicker in and
out without much fanfare and their novas are barely detectable from Creations surface. Beings of
Essence 6+ have novas which become as bright as the Maidens planets for several days.
When a nova occurs at the birth of a new star, the process may be interrupted if something
prevents an Essence 4+ being from coming into existence during that narrow window of time. Doing so
causes a comet to launch from the nebula instead of a star, casting it adrift through the Celestial Void
untethered to the Firmament.
" The Wadi Everlasting
" Spanning the entire Firmament lays the Wadi Everlasting. The vast canyon splits the Firmament
into northern and southern hemispheres, arcing primarily over the South of Creation. The flanks of the
gorge descend for nearly eighty miles into the Firmament and at its widest it is over a thousand miles
across. Though it fractures the Firmament, it exists apart from it. During Calibration, it does not exist. On
the first day of the year, the ruins of Cyan Fountain rise in the east. Once the source of an ancient river of
light, the fountain hosted a cataclysmic battle during the war against the Primordials. It and its goddess
were destroyed. The luminous river drained, revealing the canyon that cuts the sky. Throughout the year,
the canyon continues along the course of the extinct river, twisting and turning, broadening and
narrowing, until at last, just before Calibration, it comes to an abrupt end, just where the mouth of the river
would have deposited its light before the starless nights. Due to its nature, the Wadi Everlasting is
significantly longer than the circumference of the Firmament.
Those wishing to explore this mystery must reach the Wadi Everlasting on the first night of
Ascending Air to find its barren source, and depart again before that portion of the Wadi sets in the west.
Failing to leave the Wadi before it sets sends the explorers to Elsewhere, where they reside until that
portion of the Wadi rises again a year later or they travel down the dried-up streambed to a portion that
has not yet set. Doing so requires that they move faster than the Firmament spins, a feat of superhuman
speeds.
[The Goddess of Cyan Fountain
The identity of the goddess of the Cyan Fountain has been lost to history. She is depicted
graphically in the ruins of the fountain, but no words record her name or deeds. What can be gathered
from the ruins would be tell an explorer that the goddess once consorted with the Incarnae; indeed her
river of endless light appears to mark her as a deity of equal stature to those Celestial entities. While her
precise domain is unknown, an educated guess can be made from the artwork at the Cyan Fountain.
The goddess is shown receiving men and women from Saturns guidance. She wears a simple
white dress and a feathered hedjet crown. She carries a shepherds staff, to which is tied her sacred knot
sealed with a serpent clasp and upon which grow her sacred rose blossoms. She escorts those delivered
to her by Saturn to into her river, and baptizes them in its light. Once immersed, the man or woman is
then drawn from the river as an infant and given to Mercury. Yet other images around the Cyan Fountain
depict elderly beings drinking directly from it and restored to youth.
What is unclear is who destroyed the Cyan Fountain and its goddess or for what purpose.
Perhaps the aggressor sought to claim control of Lethe or somehow disrupt or suspend its influence.
Perhaps the Primordials attempted to seize its life-giving font to revive their fallen compatriots. Perhaps
there was no battle and the creation of the Underworld in turn destroyed the Cyan Fountain. Only a
dedicated investagtion that dares to question the most inscrutable beings in Yu-Shan, the Underworld,
and Malfeas has any hope of unraveling the truth.]
The Axial Pharos of Original Motion
At the center of the Firmaments northern hemisphere spins the Axial Pharos of Original Motion,
around which the whole Firmament rotates. This celestial lighthouse once belonged to one of the most
prominent gods of the Time of Glory, Polaris, the Jade Viceroy, god of Natural Order. During the
Primordial War, he stood aside, recognizing the danger the Primordials posed to Creation yet reluctant to
defy the architects of that which he was dedicated to promote. He vanished at the end of the War, a
casualty of the Three Spheres Cataclysm, some say. Others speculate that, in the end, he could not abide
the overthrow of the Primordials and departed Creation, perhaps accompanying Gaia in search of the
Shining Answer.
So the Axial Pharos, his ancient sanctum, stands as a hollow monument to this once great god. It
is sealed and its beacon deactivated. Its light is hardly necessary now, as the Daystar provides enough to
catalyze the natural order as Ignis Divine pleases. Who can say what treasures, if any, the Jade Viceroy,
left within the Axial Pharos? Depending on the nature of his departure, he may have left enough finery for
an adventurous soul to claim the mantle of the god of Natural Order, or he may have left only traps to
punish intruders.
Isidoros Hoof
Near the constellation of the Pillar, a misshapen ring of jagged mountains surround a deep
caldera nearly a hundred miles across. The tallest of these mountains reach into the Celestial Void and
have accumulated glittering starmetal dust upon their peaks. The caldera delves into the Firmament,
exposing openings to the Caverns of the Sky along its sheer cliff faces. This great scar upon the
Firmament is the birthplace of Nox, where the Titan Isidoros cracked the sky and pulled the young gods
essence from it.
Nebulas often form around the peaks of the mountains, but no star has ever grown from them.
The fractured nature of this landscape prohibits the nebulas potential from solidifying and ensures they all
eventually cast off comets in time. Along their lower slopes, twisting crystal forests provide a home for
many giant flightless birds and bats which colonized the Firmament ages ago.
Amid the broken slopes of Isidoros Hoof one would find many ancient shrines dedicated to Nox
and the Primordials who wrought him. They are built upon demesnes, aspected either to Nox or to
Isidoros. The whole mountain range is pockmarked by craters and ruins where once stood shrines to the
Lidless Eye; once his essence was drained from the world to create the Yozi Sacheverell, the demesnes
destabilized and the shrines underwent catastrophic failure.
Most notable of these shrines is the Forge of the Nativity, which based upon its elaborate murals,
claims to be built upon the site where Isidoros and the Lidless Eye toiled and shaped Nox into being. Like
all the shrines, the Forge of the Navitity is an ancient building. Unlike the other shrines, however, it
appears have been inhabited periodically over the millennia and its hearthstone is currently missing.
The Caelian City
" Somewhere upon the Empyrean Expanse rise the adamant walls and crystalline towers of the
Caelian City. Its position always changes, once according to the whim of Nox, now solely by random
chance, and the city never dips below the horizon. Its size is vast, equivalent to Tongma Island, northwest
of the Blessed Isle. The Caelian City served as the capital of Noxs immense domain, and housed his
personal sanctum as well as many other marvels. Among the deva, the Caelian City was a popular
destination, and it fell to Nox and his entourage to keep the souls of their masters well entertained.
In the Time of Glory, the Caelian City was a place of sheer beauty. By day, its faceted spires
refracted the rays of the sun and turned sky blue, as does the entire Firmament. At night, its vast
cityscape was light by auroral lamps, blazing with reds, greens, and blues, flashing brilliant
advertisements of all the spectacles the Caelian City had to offer. The city was divided into eleven wards,
each dedicated to a different means of delighting the Primordials and home to the gods and their offspring
who served there as part of Noxs entourage. The central ward is that of the Crystal Palace, now an
empty shrine to Nox locked away from the rest of the city for millennia. The remaining ten wards form a
ring around the Crystal Palace. Each is separated from its neighbors by adamant walls and whenever the
city transports, the precise arrangement of the wards changes. Each of the ten exterior wards has a gate
to two of its neighbors, a gate to exit the city, and a locked gate to that would lead to the Crystal Palace if
it were ever opened.
After Nox disappeared at the beginning of the Primordial War, the gods who dwelt in his city
seized upon the opportunity to lay claim to the dominion itself. They fought fiercely among themselves,
launching their godblooded in crusades to conquer the city ward by ward. However, as the Primordial War
continued, the gods were drawn away from their petty infighting and joined (or were drafted into) the
greater conflict that engulfed Creation below. As the wars raged on, the influence of the Bound God work
its magic upon the minds of the gods. One by one, they forgot their former positions and relinquished their
claim. The godblooded kept up the fight in their absence, until only one god remained. For a time,
Boundless Mirth, god of the Endless Revelry, ruled over the ruins of the Caelian City. By the time the
Exalted stood victorious before the humbled Tyrant, even Boundless Mirth had forgotten about his other
war and took up occupation of Yu-Shan with the other gods.
Centuries of periodic warfare has left its mark on the Caelian City. Its elegant geometries, its
friezes, and its murals are all marred by an ever-growing tangle of gypsum trees and quartz vines that
have spread from the untended crystal hedge mazes of the Orchid Maze Ward. The auroral lighting now
flickers ominously throughout the city. Occasionally a fixture is broken in the fighting, erupting into great
curtains of luminescent energy, consuming all parties in the conflict. Tidholes and other beasts prowl the
city at night. Some have been tamed by the tribes to serve as mounts and war dogs; others are feral
hunters who escaped from Noxs private kennels and the cages of the Glass Menagerie Ward. Singularity
fountains, once the delight of residents and visitors alike, have been loosed from their foundations to
devour buildings and cut canyons in their wake until they find a new resting place. The fountains continue
to blast intense jets of blinding energy. The secure fountains produce steady vertical streams of energy;
the rogue fountains might shoot off at random and at strange angles. Several of the Caelian Citys towers
are pierced straight through by a fountain resting at a shallow angle nearby.
[A City With A View
The view from the Caelian City is one of the most spectacular sights in all Creation. Even
in its fallen state, to look up and see the stars and the vast expanse of the earth spread out above
is breathtaking. Throughout the day, the view changes as the Firmament rotates and the city
warps to new locations to stay above the horizon. The whole of Creation is visible from the city,
as the Firmament swings toward the distant horizon, and the lands and seas, obscured only the
ever-moving clouds, are rolled out like a map overhead.]
" The Eternal Festival Ward
" For the last five thousand years (with a few interruptions now and then), the Eternal Festival Ward
has been the center of culture in the Caelian City. From here, Boundless Mirth ruled over the broken city
for a time. His descendants, the Masqueraders, have been the ruling tribe for most of the subsequent
centuries, in one form or another.
" The Masqueraders were originally known for their effective mix of intrigue and swift, intense
ambushes during the war to claim the Caelian City. These tactics served them well, and solidified the rule
of the First Masquerade Empire for a thousand years.
" Culturally, the godblooded of the Eternal Festival have changed considerably since those early
barbaric days. Their empire has risen and fallen five times since they first conquered the city, and each
great revolution has reforged their civilization from the remains of the old. Today, the Masqueraders are
known for their sophistication and subtlety, both in the arts of politics and in war. Their society is arranged
around important yearly festivals, as it always has been, though the exact festivals have changed many
times over as each generation finds something new to commemorate.
" The many of the most important festivals are local affairs, held for the benefit of a particular clan
rather than the tribe as a whole. The most common festivals are the Mask Day Festivals, held once a year
for all the thirteen-year-old children of a clan as a rite of passage. During this festival the clan celebrates
the transition into adulthood with lavish decorations, food, and, music and dance. Each of the children
receives a mask specially crafted by the clan elders. Donning the mask, they become fully recognized
members of the tribe and entitled to all the rights afforded to Masqueraders of the Fifth Empire.
" Celebrations for the whole tribe are held in the heart of the Eternal Festival Ward. Though
surrounded by an impressive palace and the estates of the Fifth Empires most prominent bureaucrats,
the Imperial Plaza itself is the true seat of power among the Masqueraders. Here all the clans gather to
celebrate important tribal festivals. Among the most important are the Reunification Festival, which
commemorates the preservation of the Empire in its fifth form after a near collapse, and the anniversary
of the coronation of current empress Feather-Eyed Jholo, first of her line.
" Feather-Eyed Jholo took the throne after a brief successional crisis. The previous emperor
ascended without heirs. The nation seemed on the brink of civil war; skirmishes broke out far and wide
between those loyal to the opposing sides. Before a protracted conflict could begin in earnest, Feather-
Eyed Jholo graciously offered a marriage proposal to her rival claimant. The Masqueraders breathed a
collectively sigh of relief when he accepted. The wedding festival attracted more guests than the previous
five Reunification Festivals combined.
" On their wedding night, while their cheering subjects still filled the Imperial Plaza, Feather-Eyed
Jholo had her new husband quietly poisoned. The wake was as well attended as the wedding and, in the
years following, more fondly remembered.
" The empress has ruled for twenty years, and is approaching what the Skyborn consider old age
despite being only sixteen when she took the throne. She distances herself from the daily routine of
Imperial politics, allowing her eldest daughter, Cracked-Ivory Hegu, to learn the role that she will soon
inherit. Feather-Eyed Jholo is far from idle. She convenes regularly with her spies and foreign advisors,
dispatching agents to disrupt any plot that threatens her empire.
" Most notably, the Gamblers of the Rolling Dice Ward have begun conducting raids near the
entrances of the Crystal Palace Ward. The Crystal Place, once Noxs personal sanctum, has been cut off
from the rest of the city since the god disappeared. No one may enter the Crystal Palace without the
permission of the Onyx Youth or bearing the mark of his essence. Her advisors fear that the Gamblers
have discovered such a person, but Jholo is unconcerned. If any other tribe were behaving in such a
manner, she might have reason to worry. The Gamblers, however, are known to act without rhyme or
reason. Regardless, the great god of the City left no tribe of his own (if he had, the Concubines would
have long since learned of them), so who could the Gamblers have possibly found to throw upon the
gates to the Crystal Palace? Better to let the Gamblers waste their efforts where they can do no harm.
" [Life and Death Among the Skyborn
" The Skyborn, as the people of the Caelian City have come to call themselves, number in
nearly two hundred thousand today. Nox has obscured the entire Skyborn population from Fate,
for their discovery would lead to the discovery of his ancient city and to him in turn. The Bureau of
Destiny does not tend to the fates of these people, and with their magical inheritance, the
Skyborn possess highly tangled fates.
The godblooded Skyborn typical face an early death as prey for the tindholes. Less
commonly, a Skyborn ascends, transforming herself into a true god. This is a bittersweet moment
for the Skyborn. The newborn god helps replenish the bloodlines of her tribe. If they stay with the
tribe, they effectively become forbidden gods and centers of the ancestor worship that is common
among the Skyborn. However, a gnawing edict preys upon their minds if they ever wander from
their tribe. In time, those who depart to explore the Empyrean Expanse lose all sense of
themselves and wander as nameless gods with no recollection of their past.
Mortals are uncommon in the Caelian City. The Firmament was not designed for human
habitation. None can survive without the protection of gods or without being properly adapted to
the local environment. Strong selective pressures maintain purity in the bloodlines as the majority
of those born without divine essence die only moments after their birth.]
" The Sapphire Evening Ward
" Azure banners still wave over the broken ramparts of brothel palaces in the Sapphire Evening
Ward. Once the devas gathered here to enjoy all the sexual pleasures the Primordials world had to offer.
Madame Kama, the Purveyor of Bought Nights and long-deceased goddess of Prostitutes, oversaw this
ward and was one of Noxs earliest and most frequent lovers. She mothered the tribe of Courtesans
before being the first of the rival gods to leave the fight for the Caelian City. Joining the Incarnaes
rebellion when her mistress Venus called, Madame Kama educated the Exalted in the arts of the
bedroom and more exotic locales and taught them how to seduce the devas.
" The Courtesans forged an early alliance with the Masquerades after their goddess abandoned
them. These ancient treaties allowed them to retain their independence throughout the First Empire.
When the First Empire went into decline 1,019 years later, the Courtesans Conclave temporarily became
the seat of culture in the Caelian City for the next five hundred and thirty-two years.
" Renowned for their beauty, the Courtesans have consistently proven to be poor warriors in a
large scale fight. They have, however, produced a large number of martial artists and continue to be the
epicenter for such training. Among their other talents is the ability to sense bloodlines and for this reason
other tribes will typically hire Courtesan advisors root out foreign spies and suggest ideal matches for the
purest possible offspring.
" The New Conclave currently oversees tribal matters for the Courtesans from the House of
Assignation. Originally a matriarchal assembly, Conclave law was rewritten a hundred and fifteen years
ago to allow men to serve as well. Despite this change, only five members of the fifty seats in the
Conclave are taken by menthe most that have ever served at once. Elsewhere in Courtesan society,
men continue to struggle for equal representation.
" The Drawn Curtain Ward
" A serpentine canyon cuts its way through the Drawn Curtain Ward. The crumbling ruins of
theaters slide down its jagged slopes. Crystal forests surround abandoned odeum. By all appearances
the theater district of the Caelian city is a wilderness devoid of any sign of civilization.
" Indeed the civilization of the Thespians who once inhabited this region has vanished. Three
thousand years ago, they lead a rebellion that brought down the Second Masquerade Empire. They lead
a brief intertribal council which rapidly decayed along established alliances and devolved into pointless
bickering before finally dissolving completely. After the collapse of their great alliance, the Thespians
isolated themselves from the larger Caelian society, sealing the gates between their wards and others.
" Not until the Third Masquerade Empire rose three hundred years later where the gates finally
pried open again. By then, the forests had spread through the ward and the singularity fountains had cut
deep scars in the cityscape. The Thespians themselves had left no trace.
" The disappearance of the Thespians has been a persistent source of legend and conspiracy
theories. Among the various tales told by the Skyborn, there are a few common themes. Some say the
Thespians grew sick of the follies of the world and ascended en masse. Other say they conducted
heinous acts within their sealed ward and brought down the wrath of the ancestors. Some say they began
to starve within their walls but their hubris would not allow them to rejoin the rest of the city; instead they
left the City and became lost in the Empyrean Expanse when it warped to a new location.
" A final theory is frequently presented. In some nations there are whispers that the Thespians still
walk among the other tribes, secretly manipulating history as they see fit. If one is wealthy enough and
knows the right shadowy figures, one might hire the Black Hands. Always appearing in the dark clothing
of stage hands, these assassins certainly adhere to the ancient code passed down through surviving
Mortality Plays. Courtesan advisors, however, recognize them as a motley guild drawing its members
from many of the other tribes. True, now and then, the Courtesans encounters a Black Hand whose
bloodline they cannot recognize, but this can be accounted for by weak inheritance or mixed parentage.
The Courtesans hold no stock in the conspiracy theories of other tribeswhich has only encouraged
other tribes to assume they are part of the conspiracy.
" Today, the Fifth Empire claims the Drawn Curtain Ward as part of its domain. The Masqueraders
have several colonies of their own in the ward, each taking up residence in a single city block. The towers
and theaters of each colony provided enough room to house a thousand or more Masqueraders. The rest
of the Drawn Curtain Wilderness they leave undeveloped, as hunting and harvesting grounds, which help
alleviate the need to import as much food from the Villeins for the Orchid Maze and Glass Menagerie
Wards.
The Villeins themselves have long contested the Empires claim and many of their clans have
resided in the Drawn Curtain wilderness for generations. Masquerader hunting parties are increasingly
assaulted by Villein raiders. Feather-Eyed Jholo is currently negotiating a deal with the Cheering Arena
Ward to hire more mercenaries to protect her interests in the Drawn Curtain.
The Orchid Maze and Glass Menagerie Wards
" Accounting for nearly a quarter of the Cealian City, the vast wilderness of the Orchid Maze and
Glass Menagerie Wards is blanketed under a canopy of twisting gypsum trees and a dense crystalline
understory. Flightless bats swing through its glittering branches. Large birds waddle among its sparkling
trunks and never know the joy of taking wing.
" In ancient days, the Orchid Maze Ward contained elegant pleasure gardens arranged in ever-
shifting mazes made of every beautiful or fragrant plant found in Creation. During the war to control the
city, many of the greenhouse manses in this Ward were shattered. Their escaping essence mutated the
plants into crystalline forms that could survive long-term exposure to the Firmament. Their seeds have
since spread throughout the city and beyond, colonizing various portions of the Empyrean Expanse as
the city has teleported across its surface.
" Likewise, the Glass Menagerie Ward once held numerous species of fearsome and exotic beasts.
The deva would gather here to admire the creative handiwork of their patron and to hunt in the vast game
preserveswhich, most deva admitted, were a poor substitute for hunts sponsored by the Bloodied
Huntress, even if Noxs hunts were available on demand. Additionally this ward was home to Noxs
personal kennel of tindholes, and the manse that held these feral gods still stands today.
" The two wards were once overseen by Galeola of the Emerald Labyrinth and Udarin, god of
cages, respectively. The two formed a powerful alliance, and with their godblooded tribesthe Gardeners
and the Kennelmastersthey won many early battles against the other tribes. In time, their alliance
fractured due to external politics. Galeola sided with the Incarnae; Udarin joined the Primordials. Both
regretted torn allegiances, and had it not been for the Bound Gods interference, they might have returned
to the Caelian City to live in peace had they remembered it existed at all. Instead, Udarin died in
desperate attempt by the Primordials to seal the Exaltation Cabinet. Galeola still lives and maintains a
modest post in the Bureau of Nature as the goddess of uncharted forests.
" The Gardeners and Kennelmasters were vassals of the First Masquerade Empire and allies of
the second. During the Cascading Years which precipitated the rise of the Third Masquerade Empire, the
Gardeners and the Kennelmasters united into one tribe, the Villeins. Since the Third Masquerade, the
Villeins have had an uneasy relationship with the Masqueraders, centered mostly around disputed claims
in the Drawn Curtain Ward. The Villeins cite a poorly worded treaty with the Second Empire which granted
their ancestors all rights to the wilderness wards. The Third and subsequent Empires have all
maintained such treaties were voided when the Second Empire collapsed, though this has not stopped
them from citing similarly ancient treaties when convenient for their needs.
" Today, the Villeins are a scattered people. They live in isolated clans with little authority at the
tribal level. Only the monks who reside in the ancient kennels can command the respect of all the clans.
The monks, however recues themselves from such worldly affairs. They spend their days in their kennel
monasteries, breeding various plants and animals as monks elsewhere might trim a bonsai tree. These
long-term meditative acts aid the monks on their path toward ascension. Those who do achieve
apotheosis are revered by the clans and the plant or animal breed they created becomes fashionable
both among the clans and the tribes beyond.
" The Serene Orchestra Ward
" Throughout the Serene Orchestra Ward echoes the sound of shattered glass, of strings out of
tune, of cacophonous dissonant choirs. The Musicians who dwell amid the grand concert halls, recital
studios, and windless chime gardens call it Tiger Music, for the winged muse said to have inspired the
movement currently in vogue.
" The tribe of Musicians bears little resemblance to their ancestral way of life. Once a strongly
united tribe capable of fending off any invader with pacifying song, they have become a mismatched
band, all playing to a different beat. Clans are defined by the aesthetics of ones music, rather than ones
parentage. Of course, deviating from the style of ones parents is seen as a great (though exceptionally
common) insult.
" Matters of politics among the Musicians are settled by a simple vote, which falls along clan lines
more often than not. This has led to the folk belief among other tribes that the Musicians based their
decisions upon whose style of music is most popular at the time. This stereotype portrays them as
vacuous fools concerned more for their art than practical matters, which in turn has resulted in a long
serious of popular jokes at their expense.
" The Musicians are a dynamic, ever-changing society that has, in fact, produced many of the
brightest minds in the Caelian City despite the stereotype against them. Notably, the scholars of the Third
Masquerade Empire were predominantly either from the Serene Orchestra Ward or trained in its
academies. The loss of those academies during Kerivoulas rampage through the City nearly fifteen
hundred years ago ultimately resulted in the collapse of the Third Empire and the onset of the Years of
Fallen Crowns.
" [The Time of Fallen Crowns
Lasting two-hundred and fifty-six years, the Time of Fallen Crowns began roughly a
century before the Usurpation took place on Creations surface. Historians mark this period as
beginning with an assault on the Caelian City by the behemoth Kerivoula. The reason for the
attack is still a matter of speculation, though placing blame on a hypothetical Thespian conspiracy
remains popular. During the Fallen Crowns era itself, this belief led to the bloody persecution of
alleged Thespians.
After Kerivoula destroyed the upper echelons of imperial society, the Courtesans
Conclave unsuccessfully attempted to hold the empire together until the emperors bloodline
could be reestablished. Instead, beginning with the Villein warlord Natas the Baying Hound, the
next two and half centuries saw the rise and fall of nearly a dozen would-be emperors. Eventually
Rakish-Smiling Farhor, propped up by an alliance of Courtesans and Restorationists retook his
ancestral throne and began the Fourth Masquerade Empire.]
"
" The Endless Gallery Ward
" Originally home to the citys artist and their exhibitions, the Endless Gallery Ward has become a
hallowed museum over the centuries. Early fighting in the ward destroyed much of prehistorys greatest
art. When the war was over, the godblooded of the Endless Gallery dedicated themselves to repairing
and restoring their artistic treasures. This desire has come to define the Restorationists. The Courtesans
surmise that the main lineages of the Endless Gallery descended from gods charged to maintain the
ancient galleries rather than those who actually created the art, but anyone who says as much in front of
a Restorationist will have to defend such an accusation in a formal duel.
" Of all the inhabited wards, the core region of the Endless Gallery Ward most resembles its
ancient condition. The hinterlands of the ward closest to the unused exterior gate are a wasteland of
cannibalized buildings. Amid these systematic ruins, peltate crystals grow in vast forests and shelter
isolated Villein clans. The two tribes have a mutually beneficial relationship. The Restorationists permit
the Villeins to hunt in their wilderness and establish posts along the periphery of the forest to facilitate
trade, while the Villeins keep the wilderness relatively safe for Restorationist salvage parties.
" Throughout history, the Restorationists have been strong allies of the Masqueraders and have
continuously aided the establishment of a new Masquerade whenever a viable imperial candidate came
forward. Following the Time of Fallen Crowns, Restorationist museums became the centers of learning in
the Caelian City. There they teach a conservative view of history, emphasizing long standing traditions
and the value of heritage. Their academics resist any change to the status quo, and new ideas rarely
catch on until a generation or two has passed.
" The Epicurean Delights Ward
" While the Caelian City was spared the Balorian Crusade, it did not escape the Great Contagion.
The diseased arrived in the city, carried by some flying creature, while the Raksha tore Creation apart.
The divine constitutions of the godblooded tribes prevent the same catastrophic loss of life, but the
population plummeted from half a million to just over a hundred thousand all the same. This marked the
end of the Fourth Masquerade Empire.
" In its place, the Gourmand Regency arose. The Gourmand tribe is native to the Epicurean
Delights Ward, a region of the city formerly dedicated to fine dining and and intoxicants. Its restaurants,
taverns, and drug dens catered to the exotic tastes of the devas, and to this day one can procure rare
ingredients if one knows where to buy. The Villeins have long assumed the Gourmands have their own
greenhouse manse serving a nursery for their intoxicating plants, but if so, the Gourmands have
successfully kept its location a secret for five millennia.
" When the Great Contagion struck, the Gourmands proved more resilient that other tribes,
suffering the deaths of only a quarter of their number. To them, the torch of civilization was passed much
to their reluctance. The Gourmands had been willing vassals of the Masqueraders and allies of the
Restorationists since time immemorial, enjoying the benefits of their civilization with minimal investment.
During the interregna, they allied with the Courtesans, initially opposed the Thespians until the Second
Masquerade had fallen, they backed whichever candidate seemed most likely to bring lasting peace to
the city during the Years of Fallen Crowns, but never did they make a bid to rule the city themselves.
" The Great Contagion changed that. If civilization were to continue, it would do so only under their
guidance. Placing regent after regent in the imperial palace within the Eternal Festival, the Gourmands
administrated the long period of rebuilding after the Masquerade. Collaborating with surviving Courtesans
and Restorationists, the Gourmands spent two hundred and forty-five years reestablishing the imperial
bloodline. When the Masquerader tribe finally recovered its numbers enough to retake their empire, the
Gourmand regent gladly abdicated the throne.
" Under the Fifth Masquerade, the Gourmand are still considered a vassal tribe, but one which is
afforded a great deal of respect by the Masqueraders. The Masqueraders rarely intrude upon the
Epicurean Delights Ward or the sybarite ways of the Gourmands, so long as they continue to pay their
rather lenient tribute.
" The Cheering Arena Ward
" Amid crumbling hippodromes and collapsing stadiums, the Bronze Laurel clan conducts training
exercises. They hold garland wars against less prominent clans of the Laurels and sell their martial
services to neighboring tribes. Despite their violent acumen, the Bronze Laurels are highly respected
throughout the Fifth Empire.
" The Laurel tribe seemed poised to defeat all other claimants to the Caelian City before their
patron god abandoned them to fight in the Primordial War. They continued to fight in her name, but honor-
bound as they were, they fell prey to the subterfuge and dishonest tactics of the Masqueraders. In the
intervening time, they have become a fractured tribe of highly competitive rival clans, happily fighting
beneath the banner of whoever was willing to pay them.
" The Bronze Laurel clan rose to prominence during the Year of Six Masks, a little over a century
into the Fifth Empires rule. Sixth potential emperors and empresses each made a bid for the throne, hiring
what mercenaries they could find to support them. The Bronze Laurels sided with Drunken-Sauntering
Adro, and within a generation had eliminated all rival claimants. During the Reunification ceremony that
officially ended the civil war, the emperor granted the Bronze Laurels dominion over the Cheering Arena
Ward.
" Though Drunken-Sauntering Adros dynasty has ended and Feather-Eyed Jholos has begun, the
Bronze Laurels continue to be the strong arm of the Fifth Empireat least as far as official military
matters are concerned. The Laurels still hold to the ancient warrior code that bound their actions during
the war for the Caelian City, and betraying the code is a capital offense. Clan members tend to turn a
blind eye to their own members violation of the code so long as the violation impeded a rival Laurel clan
and the violator is sufficiently discrete. If the rival clan can identify the violator, he or she will find no safe
haven anywhere among the Laurels, including her own clan.
" The Rolling Dice Ward
" The Gambler tribe of the Rolling Dice Ward is the only tribe never to fall beneath the banner of
the Masquerade Empires. Few of the other tribes desire long-term relations with the Gamblers, and the
tribe is widely considered to be fickle and unpredictable. This reputation is well-deserved. Each year,
representatives from each Gambler clan are chosen randomly, typically by drawing straws or casting lots.
Once selected, the representative travels to the House of Uncertain Victory at the heart of their ward and
joins the tribal council that convenes there. The tribal council, in turn, poses matters concerning tribal
affairs to ten-sided die whose roll determines their decision.
" Despite their isolation, the Gamblers are a successful tribe. Along with the Villeins and the
Masqueraders, they are one of the three tribes to colonize the Empyrean Expanse beyond the citys wall.
While the Villeins simply abandoned their colonies to survive on their own and the Masqueraders rely on
outdated artifact transports to move quickly to and from their colonies whenever the Caelian City appears
nearby, the Gamblers simply appear to always be in the right place at the right time, despite seemingly
aimless wandering through the desolate Empyrean wilderness.
" In recent years, the Gamblers have increased raids on other tribes within the city, particularly
focusing their attention near the gates of each ward that lead to the central Crystal Palace Ward. Though
Feather-Eyed Jholo is unconcerned by these efforts, other factions within her regime are deeply troubled.
The Restorationists, in particular, fear how the balance of power would shift if the Gamblers successfully
opened the Crystal Palace Ward. Restorationist advisors encourage the empress daughter to take action
against the Gamblers, if only to dissuade further incursions into imperial territory. Ever ambitious,
Cracked-Ivory Hegu has drawn up her own plans against the Gamblers, one which she hopes will
demonstrate early on that her rule is not to be contested.
" The Crystal Palace
" With Noxs disappearance, his personal sanctum was sealed off and the Crystal Palace remains
relatively untouched by the wars that have raged around it. Crystal vines scale its outer walls, and the
tindholes prowl its unkempt gardens. But inside, it is as pristine as the day Nox left it. The palace itself is
as large as the city of Lookshy, and its towers loom over the rest of the city, standing half a mile tall. Their
auroral lighting still beam vividly at night. Within clean forgotten halls, the Crystal Palace holds many
wonders awaiting Noxs return. Chief among these are the Universal Ecumene Cartographer and the
Salon of the First and Final Debate.
" The Universal Ecumene Cartographer is an immense room in the lower levels of the palace. Its
main hall is circular and decorated with radial geometric patterns. In the center is a raised dais
surrounded by a complicated bank of controls. The primary switch on these panels activates a three-
dimensional cladogram of the known Kalpa, manipulation of which permits the user to access information
regarding any known Manvatara with records stored in the Toponomastic Archives of the Cosmos. It also
projects three dimensional maps and tangible holographic environments from any such Manvantara,
allowing the user to interact with the location as though she were really there or move unseen through it if
she prefers.
" The Toponomastic Archives reside in wings around the Universal Ecumene Cartographer and are
filled with Noxs accumulated knowledge of the Kalpa and its Manvantaras. Whenever Nox uses Mapping
Manvantaras Shores while in the Cartographer, any information he learns is automatically penned upon
the appropriate scrolls in inaccessibly dense technical terminology and complex mathematical formulae.
One must understand Old Realm and pass a (Intelligence + Lore, difficult 7) roll to understand any scroll.
These scrolls are potent artifacts (Artifact , 10 motes to attune). Possession and attunement to such a
scroll allows any being capable of performing Fluctuations to automatically succeed at any attempt to
fluctuate an element of that Manvantara into Creation and reduces the final Paradox gained by half,
rounding down. Once a scroll has been removed from the Toponomastic Archives, the Cartographer
cannot access any information about that Manvantara until it is returned. All the records in the archives
are woefully out of date as they have not been updated since just before the Primordial War.
" At the top of the highest tower of the Crystal Palace is the Salon of the First and Final Debate.
There are six entrances to the room. One is the main lift that leads down to the lower floors. The other five
lead to the domains of the Maiden, but only when both Maiden and Nox agree to confer. It is a luxurious
room designed to mask its more martial capabilities. Hidden within the room are the controls to the
defenses of the Crystal Palace and the Caelian City. From here, Nox may erect an adamant dome over
the city, direct the quantum cannon batteries, and aim the singularity fountains as true and proper
weapons. More dangerous still, the Salon of the First and Final Debate allows Nox to evoke novas across
the Empyrean Expanse, direct the motion of comets against his enemies, and transport the Caelian City
to any point in the Firmament above the horizon. He is free to do as he pleases to the Firmament, but is
incapable of launching attacks from his high redoubt upon Creation.
" The greatest weapon at Noxs disposal is the Cosmic Catharsis Xiphos. The Xiphos stands like
an adamant-and-starmetal armillary sphere upon the peak of the Crystal Palace. The Onyx Youth has
never fired this weapon for to do so would be an open act of war against the Maidens. It has accidentally
been triggered at least twice, as the cataclysmic build-up of possibilities and destiny that mark the end of
an Age forces the weapon to discharge before overloading catastrophically. The moment that Cosmic
Catharsis Xiphos fires, destines woven through use of the stars and their constellation colleges are
untangled, unless they specifically relate to the establishment of the new Age. All knowledge gained
through the Art of Astrology becomes obsolete until new star charts are compiled and new readings
made, which will typically give different results. The slate of destiny is wiped clean, and the Maidens and
their Chosen must work fervently to recreate much of what was lost.
The Caverns of the Sky
" The Empyrean Expanse is broken by immense fissures and scarred with craters. These allow
access to the networks of caves and tunnels beneath the Empyrean Expanse, which form thousand-mile
long mazes through the adamant ceiling of the world. Navigation is perilous throughout. Up and down
become entirely arbitrary. Through some passages, gravity is oriented toward Creation. In others it might
be oriented away, or at perpendicular angles, or toward the walls of the cavern itself, or cease to exist at
all. These changes can be abrupt and a being who loses his grip may find himself falling for days at a
time, thrown about in odd angles. The truly unfortunate tumble through indefinite gravity loops, never to
strike solid ground again.
" Within these caverns dwell things that have not seen the light of day since the Incarnae usurped
their makers and some that have not breeched the surface since the Primordials themselves banished
them beyond the stars. In lightless regions, vast structures as old as Creation itself punctuate the
seemingly endless tunnels. So enormous is this region that one could spend decades exploring it and
never once encounter anything except beautiful crystal chambers, despite the innumerable forbidden
gods and lost temples that populate the Caverns of the Sky. There are, however, certain locations and
beings that one will likely wish to find or otherwise might discover with tireless effort.
" [The Mask and the Maze
" " Far beneath the crooked celestial lampposts marking the constellation of the Mask,
colossal tectonic forces have fractured and twisted the Firmament. Tindholes swarm here, gorging upon
the ambient paradox of the crippled constellation. This is, perhaps, the second greatest alteration to the
cosmos the Sidereal Exalted ever wrought and the extent of their alteration pierce through the Firmament
completely. Should one be brave or foolish enough to pass through this region of mangled destiny, the
caverns beneath are as nightmarish and inauspicious as the Labyrinth itself. This is not coincidental, for
after the perilous journey through the Firmament, the traveler would find himself suspended in the sky
over the Underworld, with that bleak expanse stretched out beneath him.]
" The Celestial Vaults
! Throughout their eons-long reign the Primordials built countless wonders and to them the teeming
masses of Creation forged tributes worthy of their station. The toil of a thousand slave races and the
reality-conjuring might of the Titans themselves created more wonders than even the makers of the world
could reasonably use. Their prized possessions were kept with them in Yu-Shan, and were either claimed
by the victors of the war, destroyed, or permitted to remain with their owners as a token of mercy.
" The vast majority of the Primordials possessions were stored safely in the Celestial Vaults within
the Firmament. Tegores, the Hiriyabhandari of the Infinite Reliquary, holds the keys to the Celestial Vaults
and knows the location and proper owner of every item within. A member of the Onyx Youths extensive
entourage, Tegores remained loyal to the Primordials throughout the war and the Celestial Vaults
witnessed frequent sieges and attempted infiltrations. At least one intrepid Night Caste slipped past the
vaults security and absconded with one of the Holy Tyrants own weapons. Following this humiliation, the
Empyreal Chaos unleashed his rage against the Celestial Vaults, sealing the adamant tunnels that lead to
it and trapping Tegores within the Firmament along with all the treasures of the Primordials, denying them
to the Exalted and the Titans alike.
" Today, Tegores is the leader of a host of forbidden gods trapped with him. His isolation along with
the Celestial Vaults ultimately proved to be a blessing in disguise as it permitted his followers to defend
Creation from threats from deeper within the Caverns of the Sky. Astride Kerivoula, Tegores led the
charge against the Amber Legion to preserve Creation from these invaders. But the general defense of
Creation and the welfare of his followers remain Tegores only solid loyalties. He has no love for the
Primordials (though news of their imprisonment may evoke sympathy) or the Celestial Order. His long
independence from both powers has forced self reliance upon him and his followers, and they will not
give up that independence easily.
" The Amber Legion
" The rim of the world was certainly the easiest point of attack for the Balorian Crusade, but it was
not the only point of entry for the Raksha. The Inaugural Templar, strategos of the Amber Legion, sought
fame and fortune among the followers of Prince Balor and hatched a daring scheme. Misunderstanding
key aspects about the nature of Creation, he sought a way directly into Yushan from the Wyld by breaking
through the Firmament itself. After much searching he did, at least, find a fissure in the far side of the
Firmament that opened into the Caverns of the Sky and poured his dream-spun army into this crack to fill
the tunnels.
" That was the last the Balorian Crusade ever heard of the Inaugural Templar and his legion. Cut
off from the Wyld by a cave-in early during their march, they had no means of retreat and only thousands
upon thousands of miles of crystal caverns before them. In these lifeless chambers, they found no easy
prey and no glorious battle. The strategos dream threatened to evaporate until, by sheer chance, he
stumbled upon a Nocturnal demesne and established a freehold within the Firmament.
" The Incunabulum Station became the rakshas base of operations and allowed him to create
reinforcements. From here, his Amber Legion has spread and found additional demesne to convert into
freeholds. They control sizable region of the Caverns of the Sky and their advance has only been halted
by Tegores and his host of forbidden gods wielding the weapons of the Primordials. Even with such
technology at their disposal, Tegores forces have only been able to fight the Inaugural Templar to a
standstill. The raksha and his army are too well entrenched and command far more resources than the
forbidden gods for the spirits to defeat or even risk a major offensive against them.
" The Inaugural Templar is unaware that the Balorian Crusade has ended centuries before. He is
uncertain how much time has passed since he entered the Firmament. His raksha mind is unaccustomed
to thinking in such linear terms and deep caverns of the Firmament provide little reference for the
passage of time. By his reasoning, he knows the crusade has not yet succeeded. His forces are still
trapped in the Firmament, which has not yet unraveled with the destruction of Creation. He throws his
forces against the gods in a nearly unending stream, unaware that the Celestial Vaults are sealed from
the other side.
" His remote scouts, exploring the most distant parts of the known caverns from his realm have
recently reported a strange discovery: the Great Mirrored Hall.
" The Great Mirrored Hall
" Beneath an empty part of the sky, from which no constellation has ever been raised, the twisting
Caverns of the Sky yawn wide to reveal the Great Mirrored Hall. The hall stretches nearly a mile and on
either side mirror after mirror made of highly polished crystal and adorned with emeralds and amethyst
fixtures. Each mirror is a yard wide and three yards tall. When a being approaches one, only a handful will
show him as he actually appears. A slightly larger number show him somehow altered: here his face is
scarred, here he wears the regalia of a king or a beggar, here he is a woman. In either case, he and his
reflection are not guaranteed to mirror each others movements for long. In the majority of mirrors,
however, he casts no reflection at all. These mirrors reflect strange alien realities and from time to time,
beings from those worlds will approach the mirror from their side and peer into Creations Firmament.
" The ultimate origin of the Great Mirrored Hall remains unknown. It began as titanic geode, a
unforeseen cyst of possibility in Oramus grand design of the Firmament. Nox discovered it during the
Time of Glory and plied its secrets, eventually cracking it open and fashioning it into the Great Mirrored
Hall. The hall has aided him in contemplation of the Kalpa but functions as little more than a fetish to
focus his meditation. No communication has yet proven possible between beings (if indeed they are truly
beings) on the other side of the mirrors.
" Of particular note, one mirror shows nothing but complete and unsettling darkness. It fixtures are
warped, as though the blackness in the mirror had attempted to drag them into it. Three others lie
shattered on the floors of the hall. One had been broken by Nox attempt to wrest its secrets from it by
force. The other two were broken well after Noxs disappearance. Their shards still reflect the world
beyond. Conversely, two mirrors in the hall show disjointed images as though the mirror on the other side
were itself broken. Finally, one mirror is missing entire and has been since the Amber Legion
rediscovered the hall.
" The experience with their possibility counterparts haunts those who have encountered the hall.
The hall demands attention and is enthralling to all observers. Beings who enter it and gaze into any of its
mirrors must make a Willpower roll, with a difficulty equal to the number of hours, or fraction thereof
(maximum 5), they have spent in the hall before they can leave. Alternatively, they may spend Willpower
equal to the required difficulty to depart. Even after they have left, the vision of the mirrors echoes in their
dreams, beckoning them to return. Such dreams strike their victim once a week, requiring two willpower to
resist. This rises to three if the being has looked into any mirror since departing the hall. If the victim can
resist returning for one month, the dreams subside, occurring only once a month. After a year away from
the hall, the dreams no longer hold any sway over the being.
"
ENTOURAGE
" As the chosen emissary and entertainer of the Primordials and their devas, Nox attracted
numerous allies, consorts, and underlings. As one of the most powerful gods in existence, he broke the
will of many foes and earned their servitude. Following his disappearance, his collection of allies and
servants scattered. Some allied with the Incarnae and found employment in the Celestial Order. Others
remained loyal to the Primordials and were slain or exiled as forbidden gods. Here is a sampling of Noxs
allies and servants who are still alive in the Second Age, as well as other beings who have a vested
interest in discovering the true fate of the Bound God. In addition to these beings, Nox also associated
closely with Plentimon of the Dice (Compass of Terrestrial Directions, Vol. IIThe West), Arilak the
Unseen (Compass of Terrestrial Directions, Vol. IIIThe East), and Burning Feather (Book of
Sorcery, Vol. IVRoll of Glorious Divinity). The god Luranume (Compass of Celestial Direction, Vol.
IIIYu-Shan) was created following the Primordial War to fill some of the duties once performed by Nox,
and is the likeliest candidate to replace him completely. Five Days Darkness (Compass of Terrestrial
Directions, Vol. IThe Scavenger Lands) would seem a likely ally of Nox, but in truth, the two were
bitter rivals. Though Five Days Darkness has since forgotten Nox, he still covets his position as god of
Calibration.
" Kerivoula of the Ten-Thousand Wings
! In the ages before humanity, the Incarnae each defeated their share of monstrous behemoths.
Among the mightiest to fall before Noxs might is Kerivoula of the Ten-Thousand Wings. As the beast lay
broken before him, the Onyx Prince took pity and nursed it back to health. So enamored with the god was
the behemoth that it chose to become his personal mount and faithful companion.
" From a distance, the behemoth recalls the general form of a gigantic squid, though one that
prowls the sky rather than the seas. Upon closer inspection, one realizes that each of its long tentacles
is formed from dense clouds of bats which comprise the bulk of its body. The head, however, is a solid
mass. Its face is squat and marked with twisted flanges, wrinkled skin, atrophied eyes, and rows upon
rows of needle-like teeth. Where ears would be upon the head of normal bat, the behemoth possesses
immense leathery wings. So large is Kerivoula that as he flies through the Celestial Void he blots out the
sun below for miles, bringing a false night to all in his wake.
" Kerivoula is fanatically loyal to Nox, and has not forgotten his former master. It moves freely
through the Caverns of the Sky thanks to a blessing placed on it by the Onyx Youth, passing through solid
adamant that can imprison even gods. One can only imagine what devastation it might wreak upon the
Celestial Void should it learn of the Maidens involvement in Noxs disappearance. Fortunately for
Creation, the behemoth shuns the light of the sun and does not dare fly too closely. So long as the sun
rises, the behemoth cannot rage upon its surface.
" Motivation: Defend the dominion of Nox until his return.
" Attributes: Strength 20, Dexterity 10, Stamina 10, Charisma 7, Manipulation 2, Appearance 1,
Perception 8, Intelligence 4, Wits 6
" Virtues: Compassion 2, Conviction 4, Temperance 2, Valor 4
" Abilities: Athletics 8, Awareness 6 (The Sound of Fear +3), Dodge 6, Integrity 4 (Loyalty to Nox
+1), Investigation 2, Martial Arts 8, Presence 8 (Invoking Horror +1), Occult 1, Resistance 6, Stealth 3 (At
Night +3), War 2
" Powers:
" Kraken of the Celestial Sea: Kerivoula may pass through solid adamant as easily as he flies
through thin air of the Firmament. When he chooses he may squeeze his entire body through any space
small enough to fit a single average-sized bat, pouring himself through piece by piece. With a dash, the
behemoth jets across the sky, moving 100 yards in a single tick.
" Ravages of the Unending Flock: Where Kerivoula flies, death follows. Anything caught within his
mile-long body suffers from continuous environmental damage of 10L/action and Trauma 2. He may
clinch targets to keep them within this area and carry them off. He may be damaged only by attacks which
inflict damage over an area of effect, rather than a single point. He cannot crush beings he clinches, but
may throw or hold them as normal.
" The Blind Eye Sees: The chattering and chirping of the behemoths flock body can be heard well
in advance of his arrival. This is merely the portion of Kerivoulas alien aria which the human ear can
detect. Those who can hear higher frequencies are overwhelmed with the approaching cacophony. This
imposes a -2 External Penalty on all Awareness rolls involving hearing within one mile of the behemoth,
and allows Kerivoula to perceive objects and beings within that range even while in utter darkness. He is
truly blind only to that which reflects no echo.
" Fear of Night: As an Emotion effect, Kerivoula spreads fear far and wide. By spending five motes,
he may make a (Charisma + Presence) social attack against any being caught within his flock or a
shadow he casts, employing his Essence in place of Appearance. If successful, the target is overwhelmed
with abject horror. Mortals can do little more than cower before him. Particularly strong-willed beings may
spend four willpower to overcome this effect. This effect lasts as long as the being can perceive
Kerivoula. By spending a willpower with this effect, the behemoth may induce long-term phobias as a
Shaping effect (see Manual of Exalted Power, Vol. IILunars, p. 210). Most commonly he inflicts fear
of darkness or of bats, but any sort of phobia is available to him. He may only inflict the Deficiency on
Exalts and beings with Essence greater than or equal to his own, and no greater than the Debility version
on other magical beings. All these effects are automatically and freely applied to extras within range,
unless the behemoth is feeling merciful. He is immune to fear-based Emotion effects.
" Join Battle: 12
" Attacks:
" Clinch: Speed 6, Accuracy 18, Damage , Parry DV , Rate 4, Tags C, N, P
" Soak: 25L/30B (Endless Flock Body, 20L/20B)
" Health Levels: -0x60/Quiescent
" Dodge DV: 12" " Willpower: 10
" Essence: 8" " Essence Pool: 100
" Other Notes: Kerivoulas may make a clinch attempt against up to four individuals per action, put
may have any number of beings clinched at a time and suffers no penalty for attempting to maintain
multiple clinches.
" Tegores, the Hiriyabhandari of the Infinite Reliquary
! Most of the forbidden gods have been driven to hideous acts of desperation by their exile.
Tegores is one of the few to have maintained his nobility despite millennia of isolation. His constant war
against the Amber Legion has demanded no less of him.
" When relaxing, something he has little time for these days, he appears a studious curator
bedecked in fine robes. When at war, he dons the fierce armor and weapons of the Primordials
themselves and becomes a horror to all beings. What manner of horror depends largely on what threats
the Amber Legions have launched on any given day.
" Long ago, he discovered among the Primordials possession a means of breaking the Holy
Tyrants curse upon the Celestial Vaults and unraveling the maze that separates his dominion from
Creation. Immediately, he had the artifact scrapped for parts, though he keeps accurate, if cryptic, records
of the current locations of each part should he ever have need of it.
" His host of lesser gods are comprised mostly of the gods of particular branches of Primordial
technology, each well versed in their unique areas of expertise and form guilds among themselves,
arranged by which Primordials technology they represent. In total, only 1,187 gods stand between the
nigh-infinite armies of the Amber Legion and the arsenal of the Primordials. Morale among the gods has
waxed and waned over time, as one might expect, and recent victories by the Amber Legion have
disheartened many. There are whispers among the Hegran Dreamcatchers Guild that defection would be
preferable to defeat. Tegores struggles to root out potential traitors without further eroding morale.
Fortunately, the memory of what became of the treacherous Oramic Critical Existence Engines Guild
keeps most of other guilds in line.
" Sanctum: The doorway to Tegores sanctum is an ornate archway near the entrance of the
Celestial Vaults. Within, in addition to the comforts of his home, he stores the vast catalogue of wonders
under his authority. The various guilds under his command maintain communal sanctums in the wings of
vault dedicated to their purview.
" Motivation: Maintain his independence from the gods and Titans alike
" Attributes: Strength 3, Dexterity 5, Stamina 4, Charisma 6, Manipulation 3, Appearance 4,
Perception 4, Intelligence 6, Wits 4
" Virtues: Compassion 2, Conviction 3, Temperance 3, Valor 4
" Abilities: Athletics 2, Awareness 2, Bureaucracy 4 (Working With the Guilds +2), Craft 5 (Repair
+2), Dodge 3, Integrity 3, Lore 4 (Time of Glory +2), Occult 2, Performance 2 (Boosting Morale +1),
Survival 3 (Caverns of the Sky +1), War 3 (Against the Amber Legion +3)
" Backgrounds: Allies 4 (Kerivoula), Artifacts N/A, Followers 5 (The Guilds), Backing 5 (The
Celestial Vaults), Sanctum 4
" Charms:
Amethyst Awareness
Animating ManagementMay possess any item noted within his catalogue
BenedictionTegores may grant any being +1 die to operate or repair one of the artifacts stored
within the Celestial Vaults.
Bane WeaponThose who have stolen from him
BanishExpels intruders from the Celestial Vaults
CommandeerRemoves spirits from items he cares for
Divine PrerogativeTegores cannot betray the security of the Celestial Vaults or the guild
members within it
Essence Plethorax3
Hand of DestinyDetermine the fate of artifacts within the vaults
Hurry HomeThe Celestial Vaults
" Materialize85 motes
" Measure the Wind
# Ox-Body Techniquex3
PortalOpens to the Celestial Vaults or his sanctum
" Regalia of AuthorityAdvocates how to use and maintain items entrusted to his care
" Reserve of Willx3
# Sense DomainItems stored within the vaults
# Signet of AuthorityMay issue orders through Guild members
" Spice of Custodial Delectation
# TrackingMay follow artifacts under his care
" First (Ability) ExcellencyBureaucracy, Craft, Lore, Occult, Performance
" Second (Ability) Excellency Bureaucracy, Craft, Lore, Occult
" Third (Ability) Excellency Bureaucracy, Craft, Lore, Occult, War
" Divine Subordination of (Ability)Craft (While repairing the Primordials artifacts)
" Panoply: These Charms are unique to Tegores and may not be learned by any other being.
Keys to the Celestial Vault: Tegores alone may open or close the Celestial Vaults and may
summon to him any artifact stored within by reflexively paying its attunement cost. He may banish
them back to the Vaults freely.
Certain Maintenance Mastery: While he may not create on his own, Tegores is consider to have
any Craft type, no matter how exotic, necessary to maintain an item stored within the Celestial
Vaults. Additionally, he may wield any such item with his Lore rather than the usual Ability.
Join Battle: 6
" Soak: 2L/4B
" Health Levels: -0/-1x5/-2x5/-4/Incap
" Dodge DV: 7" " Willpower: 8 (11 points)
" Essence: 6" " Essence Pool: 130
Other Notes: Tegores attacks are not listed here, nor is his armor soak. He has access to a vast
arsenal of bizarre weapons and armors crafted by the Primordials, as represented by his Artifact
background. He favors none and will select his weapon and battle attire to suit his current needs.
Storytellers should feel free to invest him with any magical items they feel are necessary. Chapter
6 of Manual of Exalted Power, Vol. VIInfernals demonstrates the sort of esoteric wonders the
Primordials favor even in their broken state. Some of these wonders have variants stored within
the vaults.
" Boundless Mirth, the Majordomo of Endless Reverie
" Formerly the Majordomo of the Endless Reverie, Boundless Mirth dropped the definite article
from his title once he ceased overseeing the continuous festival of the Caelian City. He appears as
robust, jovial man, with garlands in his hair and a flowing mantle the color of rich red wine. He wears a
garish jewel-and-feathered mask at all times, which results in his iconography often mistakenly depicting
him as an avian spirit.
" He spent the Primordial War vying for control of the Caelian City and siring the Masquerader
tribe. When most of the Caelian City lay in ruins and the Primordials had surrendered, Boundless Mirth
swore fealty to the Unconquered Sun and joined the Celestial Bureaucracy as the god of festivals.
Political savvy, he petitioned for his office to be moved from the Bureau of Humanity to the Bureau of
Heaven when he saw which way the tides of power had turned. Currently hes eying a position in the
Division of Serenity, hoping to take advantage of the imbalanced power and infighting there.
" For all his conniving, Boundless Mirth is not a god who loves power. He seeks only whatever
position provides him with the most salary and the greatest opportunity for leisure. Surely, he would love
to claw his way to the ranks of the Incarnae to join with them in the Games of Divinity, but that is a mere
idle fancy. A visitor seeking audience with the god of festivals is unlikely to find him in his heavenly office.
Most of his day he spends recovering in his sanctum from his fact-finding missions the night before.
" Sanctum: Boundless Mirths sanctum is surprisingly austere: a single, bare room where he can
recuperate from long parties. He could have a more lavish sanctum, one more befitting his station, if he
desired, but as he spend little time there except to recover, he sees no need for the effort.
" Motivation: Revel.
" Attributes: Strength 2, Dexterity 4, Stamina 5, Charisma 7, Manipulation 4, Appearance 4,
Perception 5, Intelligence 4, Wits 6
" Virtues: Compassion 3, Conviction 3, Temperance 2, Valor 3
" Abilities: Athletics 1, Awareness 3, Bureaucracy 3, Craft (Water) 4, Dodge 2, Integrity 3,
Investigation 4 (Seeing Beyond the Mask +3), Larceny 1 (Party Tricks +3), Linguistics 6 (Native: Old
Realm; High Realm, Riverspeak, Flametongue, Skytongue, Woodspeak, Seatongue), Lore 3, Martial Arts
5, Occult 3, Performance 4, Presence 3, Socialize 5 (Festivals +3), War 1 (Garland Wars +2)
" Backgrounds: Allies 4, Backing 2, Influence 3, Salary 3, Sanctum 1
" Charms:
! Amethyst Awareness
BenedictionGrants +1 die to Performance or Socialize actions during parties
Calculated Order of Immediate ActionAnything required to host a fine party
Domain Manipulation ScenarioGuides the course of a party
Essence Plethorax3
Foretell the FutureDetermines which parties to attend and which to avoid
Host of Spirits
Hurry HomeParties
" Materialize70 motes
" Measure the Wind
# Ox-Body Techniquex1
" Reserve of Willx3
# Sense DomainParties
" Spice of Custodial Delectation
# Stoke the FlamesSways opinions regarding a party
" First (Ability) ExcellencyMartial Arts, Performance, Socialize
" Second (Ability) ExcellencyPerformance, Socialize
" Third (Ability) ExcellencyBureaucracy, Performance, Socialize
" Infinite (Ability) MasterySocialize
" Divine Subordination of (Ability)Socialize (While attending or organizing Parties)
Martial ArtsDreaming Pearl Courtesan Style (up to Form Charm), Origiastic Fugitive Style (All
Charms)
" Panoply: These Charms are unique to Boundless Mirth and may not be learned by any other
being.
" By Invitation OnlySome parties are meant for all to enjoy, others are reserved for a select few.
By committing 10 motes, Boundless Mirth may extend an invitation to a particular party to all beings who
share a specified trait. This may be as broad or as narrow as he likes. So long as the motes remain
committed, any being who meets the qualification immediately knows about the party and all relevant
information.
" Guest of HonorBy the rights due to him as god of all festivals great and small, Boundless Mirth
is presumed to be on the guest list of any party and is immune to any effects which would dissuade him
from attending or hampering his abilities while there, such as the penalty imposed by Ship-Claiming
Stance if he has not been officially recognized by the Lawgiver who owns the pleasure
barge." "
Join Battle: 9
Attacks:
Punch: Speed 5, Accuracy 10, Damage 2B, Parry DV 6, Rate 3, Tags N
Kick: Speed 5, Accuracy 9, Damage 5B, Parry DV 4, Rate 2, Tags N
Clinch: Speed 5, Accuracy 9, Damage 2B, Parry DV , Rate 1, Tags C, N, P
" Soak: 2L/5B
" Health Levels: -0/-1x3/-2x3/-4/Incap
" Dodge DV: 7" " Willpower: 7 (10 points)
" Essence: 6" " Essence Pool: 135
Other Notes: The Charms of Boundless Mirth were incredibly popular among the Crowned Suns
during the First Age, and many bearing the Exaltations of the Eclipse Caste still owe the god
favors to account for their predecessors debt. Most commonly, he asks only that they manage his
affairs for a night so he can slip out to attend a party or two. At other times, he has more serious
business for them, such as aiding him in his latest political maneuver.
" Abiskoa Who Jumps At Fates Shadow
" Among the Pattern Spiders, Abiskoa is infamous. While attempting to untangle a knotted
Paradox, Abiskoa and his broodmates were caught in an eruption of pent up causality. Such accidents are
increasingly commonAbiskoas survival, though, is exceptional. So fortunate was his survival, that the
Division of Endings investigated the incident and interrogated the Pattern Spider thoroughly. The
investigation determined that the pattern spider was thoroughly mad, but his survival was not fate-defying.
After a seasons isolation he was allowed to return to work, though under careful scrutiny of the August
Weavers.
" Since his return, he has proven to be a nuance to his fellow Pattern Spiders. He claims to have
tended to the strand of a young courtesan in Lookshy; the next day her strand was gone. No record of her
remains in the Loom of Fate. With increase regularity, his madness calls his attention to other vanishing
strands. He fears the Loom itself is disappearing before eyes, strand by strand, and only he can see it. He
skitters about the Loom now, foretelling doom. With each day, fewer spiders are drawn to the novelty of
his ranting.
" With utmost conviction, he knows the truth of his words. He has seen the monster devouring
Fate, the broken child within the Loom of Fate itself. He does not speak of this. He has tried, but finds the
words caught in his throat and sees he blazing seal of the Maiden of Secrets and the Great Maker
burning in his mind. He pursues this mystery in frantic solitude, having wholly abandoned his proper
duties. Between his fellows and the Division of Endings, there is talk to recues him of his duties and
removing him from the Loom of Fate before he can cause any permanent damage.
" Sanctum: Abiskoa shares a Sanctum with the rest of its kindmuch to their frustration.
" Motivation: Unravel the Looms Secrets
" Attributes: Strength 4, Dexterity 5, Stamina 4, Charisma 3, Manipulation 1, Appearance 2,
Perception 4, Intelligence 5, Wits 3
" Virtues: Compassion 1, Conviction 4, Temperance 2, Valor 3
" Abilities: Athletics 2 (Balance +2), Awareness 3, Bureaucracy 3, Craft (Fate) 5, Dodge 2,
Integrity 3, Investigation 4, Lore 4, Martial Arts 3, Occult 4
" Backgrounds: Backing 1, Connections 1, Sanctum 4
" Charms:
Amethyst Awareness
# CallOther Pattern Spiders
Foretell the Future All-Encompassing while attending the Loom
Hurry HomeThe Loom of Fate
Intrusion-Sensing MethodAll-Encompassing while attending the Loom
Landscape TravelParticularly swift upon the Strands of Fate"
" Measure the Wind
Natural Prognostication All-Encompassing while attending the Loom
# Ox-Body Techniquex1
" Spice of Custodial Delectation
# First (Ability) ExcellencyCraft, Investigation
" Second (Ability) ExcellencyCraft, Investigation
" Third (Ability) ExcellencyCraft, Investigation
" Divine (Ability) SubordinationCraft (While working the Loom)
" Panoply: These Charms are unique to the Pattern Spiders and may not be learned by any other
being. The August Weavers have Charms in addition to those listed here.
By Fate Bound: When performing a Clinch, the Pattern Spider may spend (6m) to wrap the target
in unbreakable strands of Fate. The spider may not crush the target after this, but the target is
rendered Inactive until he is untangled. Additionally, the Pattern Spider may clinch a beings
Strand of Fate, paying a (+1wp) surcharge for this Shaping Effect. This allows the Spider to
perform a Malediction on the target as though it possessed that Charm.
Join Battle: 6
Attacks:
Bite: Speed 6, Accuracy 9, Damage 4L, Parry DV , Rate 1, Tags N, *
Kick: Speed 5, Accuracy 8, Damage 7L, Parry DV 3, Rate 2, Tags N
Clinch: Speed 6, Accuracy 8, Damage 4L, Parry DV , Rate 1, Tags C, N, P
* The soulsteel jaws of the Pattern Spiders drain 3 motes whenever they bite a target.
" Soak: 10L/12B (Orichalcum and Moonsilver Body 8L/8B, Hardness 4L/4B)
" Health Levels: -0/-1x3/-2x3/-4/Incap
" Dodge DV: 5" " Willpower: 10
" Essence: 3" " Essence Pool: 80
Other Notes: Abiskoas Connections represent those sympathetic to his plight in the Bureau of
Destiny. When desperation takes him, he may turn to those beings and ask of assistance, either to get to
the bottom of the mystery that plagues him or, in a more lucid moment, to cure him of his madness.
"
Tindholes
" As the Firmament was the precursor of the Loom of Fate, the tindholes were the precursor to the
Pattern Spiders. Designed by the Primordials to prowl the stars for the detritus of Fate, the tindholes feast
upon paradox. Whenever errors occurred in Fate, the tindholes descended upon the offending party and
devoured the hapless soul. Ultimately, these beings proved too destructive for their intended purposes
and were banish to the Caverns of the Sky.
" These forbidden gods have long, serpentine bodies covered in segmented chitin. Their tails end
in rigid, vertical fins and their flanks are marked with bioluminescent nodes. Their jointed forelimbs are like
that of a praying mantis and their eyeless heads possess hollow pits resembling eye sockets. They lack
mouths, but possess an adamant-tipped projectile proboscis.
" When Nox arrived at the Caelian City, tindholes were drawn to him like ravens to a fresh kill. They
swarmed upon the Onyx Youth, seeking to consume him. Their ceaseless howls echoed through the city
for weeks, until at last, Nox had killed or maimed the entire horde. Those that survived, Nox kept in his
kennels as trophies of his victory. Since his disappearance, they have broken free, bred, and spread
throughout the Caverns of the Sky. They are both the predators and prey of the argentim (Glories of the
Most HighThe Five Maidens) and the two races of gods battle every night as tindholes rise from their
dens and hunt among the stars.
" Sanctum: As feral gods, the tindholes do not possess luxuries such as Sanctums.
" Motivation: Feast upon that which deviates from Fate
" Attributes: Strength 6, Dexterity 5, Stamina 4, Charisma 2, Manipulation 2, Appearance 1,
Perception 5, Intelligence 1, Wits 6
" Virtues: Compassion 1, Conviction 5, Temperance 1, Valor 5
" Abilities: Athletics 4, Awareness 2 (On the Hunt +3), Dodge 4, Integrity 3, Martial Arts 5,
Presence 3 (Intimidation +3), Stealth 5, Survival 5, War 2 (Pack Hunting +3)
" Backgrounds: None
" Charms:
Amethyst Awareness
Bane WeaponAgainst those who have deviated from Fate
# CallOther Tindholes
Intrusion-Sensing MethodAll-Encompassing, so long as it is the nearest Tindhole to the
deviation in Fate
Landscape TravelFlies without visible means of lift
Materialize45 motes"
" Measure the Wind
Meat of Broken FleshBeings who have deviated from Fate
# Mirror of the Infinite WardrobeTransform into any being it has devoured
# Ox-Body Techniquex5
" Principles of MotionKeeps 6 actions banked
" Sheathing the Material FormWhile hunting
" Spice of Custodial Delectation
# Spirit CuttingBeings who have deviated from Fate
# TrackingPursues deviations within Fate
# First (Ability) ExcellencyMartial Arts, Stealth, Survival
" Second (Ability) ExcellencyMartial Arts, Stealth, Survival
" Third (Ability) ExcellencyMartial Arts, Stealth, Survival
" Infinite (Ability) MasteryMartial Arts
" Divine (Ability) SubordinationStealth (While hunting beings who have deviated from Fate)
Join Battle: 6
Attacks:
Siphon: Speed 5, Accuracy 13, Damage 6L, Parry DV , Range 3 yards, Rate 1, Tags C, N, P
Claws: Speed 5, Accuracy 11, Damage 8L, Parry DV 6, Rate 3, Tags N
" Soak: 10L/10B (Chitin Carapace 8L/6B)
" Health Levels: -0/-1x7/-2x7/-4/Incap
" Dodge DV: 6" " Willpower: 6
" Essence: 3" " Essence Pool: 60
Other Notes: Whenever a being deviates from its Fate, the nearest tindhole becomes aware of
the event. This includes any Suspicious or Blasphemous action, as well as actions which cause a being to
gain Paradox and more mundane errors in Fate, the likes of which the Bureau of Destiny deals with
nearly every day. Against beings who possess Paradox, the tindholes minimum damage is increased to
the targets Paradox rating. Tindholes have been cursed by the Unconquered Sun. So long as the sun
shines, tindholes can only rarely escape the Firmament to prowl Creation, and are more commonly seen
along the rim of world nearest the horizon. No tindhole has hunted upon the Blessed Isle since they were
deemed forbidden gods.
" Sibarthan, the Tiger That Stalks in Dreams, Messenger Soul of the Serpent Manjaa
" The Tiger That Stalks in Dreams is a lithe being who hunts upon six slender legs. She wields two
fangs like those of a great cat. Her coat is short and deep red. Black stripes flow along her lean body as
she prowls. When she desires, she sprouts enormous owl-like wings to fly through the barren
dreamscapes between sleeping minds.
Though dreaming, the Yozi Sacheverell has not forgotten Nox and is well aware of his favorite
gods imprisonment, having seen all that is. The sleeping Yozi has dispatched Sibarthan into the dreams
of Creation, to prowl for clues regarding how to release Nox from bondage. For centuries, the demons
search has been in vain. Only the Incarnae are likely to know how to rescue Nox, and their dreams are
barred against her hunt.
" She has found better prey in the dreams of the forbidden gods, but that motley pantheon is too
concerned with its own survival to attempt the rescue of the greatest among them. Tegores himself has
flatly refused even an audience with the demon, so great is his hatred for both sides of that ancient war.
So year after year, she slips from dream to dream, always lurking in the background for some hint that
might gain the freedom of Nox.
" The advent of the Nocturnal Exalted has provided Sibarthan with fresh hunting grounds and more
willing ears. Many of the harlequins are naturally distrusting of demons, but a few have heeded her advice
and are now aware of their patrons blight. Of course, Sibarthan does not seek Noxs liberation purely for
the sake of old alliances. If handled properly, the turmoil in the Celestial Order that a free Nox would
cause would awaken Sacheverell himself, and the demon desires nothing less than that.
" Summoning: (Obscurity 5/7) The demons of Sacheverell are poorly known even among expert
demonologists. Those who have learned of Sibarthan call upon her skills to interpret dreams or to steal
into the minds of their enemies, either to rob them of a closely guarded secret or impart some meme of
their own devising. She gladly performs such tasks if granted one day to ravish the dreams of her
summoner in search of esoteric knowledge that will aid her ultimate objective.
" Sibarthan sometimes leaves the Demon City and enters directly into the minds of those who
dream of tigers on moonless nights. She dwells in their dreams until they wake and cannot leave them
under circumstances until then.
Motivation: Drag the Dream of Liberation into the Waking World
" Attributes: Strength 5, Dexterity 6, Stamina 5, Charisma 4, Manipulation 5, Appearance 4,
Perception 3, Intelligence 5, Wits 4
" Virtues: Compassion 2, Conviction 3, Temperance 5, Valor 3
" Abilities: Athletics 3 (Feline Grace +3), Awareness 4, Craft (Glamour) 5, Dodge 5, Integrity 4,
Investigation 4 (Of Dreams +3), Larceny 3 (Stealing Dreams +2), Linguistics 3 (Native: Old Realm; High
Holy Speech, Pelagial, Tribal Languages), Martial Arts 5 (Claws +2), Occult 5, Presence 4, Resistance 2,
Stealth 4 (While in Dreams +3), Survival 2
" Backgrounds: Allies 4, Sanctum 5
" Charms:
Amethyst Awareness
Bane WeaponAgainst Lucid Dreamers
CaptureDraws beings into the dreamscape she creates
Divine PrerogativeLeaving a dream is an unaccepted order
DreamscapeAll-Encompassing
Domain Manipulation ScenarioAlters the course of dreams
EndowmentAllows target to be a lucid dreamer
Essence Plethorax3
Hollow Out the Soul
Host of Spirits
Impromptu MessengerCauses beings whose dreams she haunts to talk in their sleep
Landscape TravelExceptionally fast in dreams
Materialize70 motes
" Measure the Wind
# Mirror of the Infinite WardrobeDisguises herself as other elements in the dream
# Ox-Body Techniquex2
" ParalyzeInduces sleepy lethargy as a Crippling effect
" PossessionThose asleep
" Principles of MotionKeeps 8 actions banked
" Reserve of Willx3
" Subtle WhispersConveys social attacks through the narrative of a dream
" Terrestrial Circle SorceryMists of Eventide, Silent Words of Dreams and Nightmares
" Wine of Infinite HeartbreakDreamers hate to wake up from her dreams
# First (Ability) ExcellencyMartial Arts, Occult, Stealth,
" Second (Ability) ExcellencyMartial Arts, Occult, Stealth
" Third (Ability) ExcellencyMartial Arts, Occult, Stealth
" Infinite (Ability) MasteryMartial Arts
" Divine (Ability) SubordinationMartial Arts (while in dreams)
Join Battle: 8
Attacks:
Bite: Speed 6, Accuracy 12, Damage 5L, Parry DV , Rate 1, Tags C, N, P
Claws: Speed 5, Accuracy 14, Damage 8L, Parry DV 3, Rate 2, Tags N
" Soak: 8L/11B (Nightmare-wrought Form 6L/6B, Hardness 2)
" Health Levels: -0/-1x4/-2x4/-4/Incap
" Dodge DV: 6" " Willpower: 8 (11 points)
" Essence: 6" " Essence Pool: 130
Other Notes: While residing in the dreams of other beings, Sibarthan may only influence the
dream and engage in Social Combat with the dreamer, unless her host is a lucid dreamer. If she
encounters lucid dreamers, either may engage the other in physical combat while in the dream. The
results of this combat are fatally real. The lucid dreamer may call to his aid any weapon, Charm, etc. that
he possesses in the walking world to help fight off this demon. Sibarthan may also perform thaumaturgical
divinations, though her methods involve interpreting dreams rather than the stars.
OBSERVANCES
" The god of the sky, the god of possibilities, the god of Calibration, the god of night. In these roles,
Nox was worshiped across Creation during the Time of Glory. Each aspect received its share of
veneration from different sources expressing their gratitude and lamentations in unique ways. With the
Pteroks as a notable exception, he was not well regarded in Dragon King society, and fell behind even a
few lesser gods in human temples. But in the earliest days of Creation, there were more supplicants than
just these to offer praise to the Onyx Youth.
" The Pteroks, the Haeloia now extinct race of delicate aerial siphonophoresand others paid
their respects to the god of the sky. Those beings who had mastered flight, either by natural or artificial
means, offered prayers before each flight. Lavish festivals in honor of Nox and other gods were held
before major migrations. Even the Eretaeen, who generally cared little for the affairs of the gods, painted
a small tribute to Nox on their flying vessels. The gargantuan organic towers of the parasitic
onychophoran Nipavo displayed banners trimmed with indigo, to appease the god into whose sky they
intruded. Many of these prayers were wasted on Nox, as he held no authority over what occurred below
the Firmament, as that fell to the mad goddesses of the storm or to the sun and the moon. Still, when
appeased by prayers, the young charismatic god advocated on behalf of the supplicant to the appropriate
god. Never has he stayed the wrath of the Unconquered Sun when a supplicant had been so unfortunate
to catch Ignis Divines ire.
" Astrologers and prophets of all species prayed to Nox to save them from their own dire
predictions. These heartfelt prayers were among the most dangerous uttered to the god of possibilities,
for he would do all in his power to help the supplicant avoid her unwanted fate. A young alaun oracle once
prayed to Nox to relieve him of the burden of his new mates imminent death. Nox sent a rival suitor to
seduce the mate, so the oracle delighted in his mates fatal accident months later. In another infamous
moment, a Lintha warlord learned of her defeat in an impending battle from a travelling soothsayer. After
sacrificing to Nox, the Lintha and her entire crew were lost at sea before the battle could arrive. Not all
prayers to the Onyx Youth were answered with such macabre results. Many resulted in definitive
improvements to the supplicants life. But any prayer to alter ones fate was a gamble with the chance
extremes that Nox represented.
" When the moon and stars vanished from the sky, beings across Creation knew that the
Calibration King had come again. The whims of the Calibration King brought boons and curses arbitrarily
to all Creation. Prayers went up to him, begging him to stay his mad experiments or to grant a long
sought after wish. Nox delighted to see others live out their dreams and frequently granted such requests.
A mortal boy touched Noxs heart with a desire to fly; the following Calibration, Nox gifted mortals with
that power. One year, prayer after prayer rose above the waves as the Pelagials hoped for a few spare
days to move freely upon the land and mingle with beings there. This too Nox granted, to his dismay. The
Pelagials abused his gift and ambushed many Lintha towns. Not until ever living Pelagial of that
generation had died did the Calibration King attend their prayers.
" Noxs inheritance of the godhood of night proved highly controversial. Among nocturnal beings,
the validity of Noxs claim was matter of violent theological dispute. Numerous crusades were waged
between those who revered Nox and those who still clung to Luna. Each side dedicated their battles to
their chosen patron and fought to the bitter end for their gods honor. After centuries of periodic conflict,
several inter-species communities could be found across Creation, bound by their mutual adherence to
this volatile religious question. Nox frequently accused Luna of encouraging this schism. With a smile,
she denied any involvement.
" In addition to prayers received from the battlefield, Nox received prayers from those seeking
safety in the dark of night, and from those hoping to commit some nefarious act best kept hidden from the
light of the Unconquered Sun. The adulterers tryst, the thiefs escape, the murderers approach, so long
as they happened under the cover of darkness, they fell to Nox. Rarely would he answer such prayers
without introducing some new element of chance to the situation. The lovers met, but their maiden tea
proves inert. The thief bypasses the guards, but encounters a greater but riskier prize along the way. The
murderer ambushes his victim, but lost his weapon along the way. Likewise for those calling upon Noxs
aid. The caravan encampment avoids midnight raiders, but their beasts slip free of their reigns in the
night. The hunter stalks his prey without error and finds himself with a perfect opportunity to slay a tyrant
lizard which has plagued his tribe for years. The spy escapes the guards by ducking into the rival
generals war room and discovers his battle plans. Such uncertain consequences made Nox a favored
god of the brave, foolhardy, or just plain lucky; more prudent individuals learned to avoid such risks and
pray to more reliable godslike the Fickle Lady.
" [The Gamblers Prayer
A successful prayer to Nox is always a risky gambit. Unless the Storyteller has reason for
Nox to answer in a specific fashion or refuse the prayer entirely, she may instead roll one die to
determine the general results of the prayer, in addition to the minimum requirements of fulfilling
the prayer. The supplicant is given an Unlucky pool of 5 if the Storyteller rolls a 1 through an
Unlucky pool of 1 if she rolls a 5; he instead gains a Lucky of 1 if she rolls a 6 through a Lucky
pool of 5 if he rolls a 10. See Scroll of Heroes, p. 60 and 74 for more information. These pools
are not permanent, cannot be refreshed, and dissipate after 25 hours.]
" The endless string of prayers has long since dried up. The Bound God receives no adoration, nor
could he if anyone even remembered him. Should his position be restored, he would not immediately
regain his extensive and varied cult. The Onyx Youth must once again demonstrate his authority over his
domain before mortals will begin praying for his eclectic aid.
SACRED RITES
" The Onyx Youth contributed greatly to the arcane arts during the Time of Glory. He saw no reason
to deny power to mortals merely because of the circumstances of their lowly origins, provided the mortal
had the will to claim it. His Chosen proved particularly adept at the simple miracles of thaumaturgy,
enacting such magic with casual deftness.
" Principally, the sacred rites of Nox are those that allow a being to transcend the happenstance of
her birth and defy her own destiny. Many of these rituals are now exceptionally rare, practiced only in
isolated communities. Some are outright forbidden in certain parts of the world. A few are preserved only
by outcaste communities of forbidden gods once loyal to Nox. The rebirth of the Chosen of Possibilities
may be the only hope of saving these rituals from extinction.
The Art of Alchemy
" Last Days Inheritance (3, Intelligence, 2, one night): The alchemist loathes to see her life of
accumulated knowledge disappear with her death. To preserve her wisdom for the next generation, she
performs this work of inner alchemy during a night of meditation. She imbibes a mix of halucigenic herbs
and concentrates on particular aspect of her training. At the end of the ritual, she coughs a thick grey
liquid, which must be captured and stored, and loses the Trait she had been meditating upon. Anyone
who drinks the liquid gains that Trait as a Training effect.
" Sweet Waters of Youth (3, Intelligence, 4, six hours): As a popular adage goes, youth is wasted
on the young. This formula allows the elderly a chance to recapture a bit of their lost youth. By mixing the
powdered inflorescence of the century agave with the poison of certain jellyfish polyps, the thaumaturge
produces this draught. A single dose will cause a person to appear in the prime of their life and removes
any infirmities of old age, but only for a day. However, the poison inherent in the drink slowly works its
way through the subjects body, reducing their lifespan by one day for each dose.
The Art of Astrology
" The Stars Blindly Run (3, Manipulation, 3, one night): The practice of this ritual is a capital offense
in Varangia, where it is most commonly known. Having first performed a Divination of some sort, the
astrologer then methodically paints his star charts with indigo ink produced during Calibration. The chart
is then burned, bit by bit, over the course of the night. Thereafter, any subsequent attempt to divine the
same information that the astrologer learned in his previous Divination suffers an external penalty equal to
his additional successes on this action, to a maximum of his Occult.
The Art of the Dead
" Enlightened Tathagata Awareness (3, Perception, 5+, one hour): This obscure meditative art is
currently practiced only by the muni of remote mountain monasteries east of An-Teng. The thaumaturge
prepares his meditation with candles, exotic incense, and the chanting mantras of his fellow muni. He
enters a deep trance and attempts to unlock the knowledge buried within his own soul. If successful,
after one hour, he may learn any single fact known to a previous incarnation of his hun soul. A minimum
of five successes is necessary for his most recent incarnation, but the difficulty increases by one for each
additional cycle of reincarnation through which the soul has passed since the death of the person who
knew what the thaumaturge seeks.
" Beyond learning simple facts, the thaumaturge may extend his meditation over many hours. Each
additional hour counts as one spent training with a mentor to learn any Trait known to a particular past
life. Beings with the Past Life or Eidolon Background may add their rating in that Background as bonus
dice to this ritual.
" [The Art of Demon Summoning
Lidded Eye of the Prophet Abhorrent (3, Perception, 7, one hour or more): While not a
ritual directly associated with Nox, this rite is well known to the demons descending from the
Onyx Youths ancient patron, the Yozi now called Sacheverell. The thaumaturge must first obtain
an arcane link associated with a being, object, or location. Clutching the arcane link tightly as he
sleeps, the thaumaturge receives clairvoyant dreams of the being, object, or location associated
with the link. These dreams reveal the current state of the links target and are a form of scrying.
Upon waking the thaumaturge discovers that the arcane link has twisted into a useless
blasphemous shape. Only indestructible objects survive this treatment unbent but are still
rendered ineffective as arcane links thereafter.]
The Art of Husbandry
" Subtle Words Hypnosis (2, Manipulation, targets MDV, five Long Ticks): With this procedure, a
mortal mind is unfettered and free to act as it truly desires. There is no Resource cost associated with this
ritual, but the target must volunteer to be hypnotized or the thaumaturge must be able to touch the target
if he is unwilling. If successful, the ritual imparts a powerful but simple delusion: You are excused. The
target believes this lie utterly and acts upon all subsequent impulses and suggestions shamelessly. He
holds no regard for social taboos and only his Virtues hold him back. This effect lasts until an impulse or
suggestion would be regarded as an unacceptable order, the target spends two willpower to resist the
effect, or some trigger determined by the thaumaturge occurs.
The Art of Spirit Beckoning
" Blood-Soaked Crusaders of (Spirit) (3, Charisma, 5+[Spirits Essence], [Magnitude] hours): This
rite was more common during the Time of Glory when the gods were less unified and more prone to fight
amongst themselves openly. Now it is rarely practiced except by the Siakals cult and a few surviving
ultra-orthodox Dragon Kings. Each version of this rite is tied to a specific god, and can be learned only by
a being who is a priest of that deity. The priest performing this rite blesses a military unit in the name of
his divine patron and charges it with a mission appropriate to that god. For example, the priest of Siakal
may charge the unit with the wholesale slaughter of a Lintha fleet, but not an attempt to capture the Lintha
alive. The Storyteller remains the final authority on what is appropriate for each spirit, and a spirit may
veto any application of this rite if it determines the units task is not within its interests. The priest may
substitute his Performance in place of Occult for this ritual.
" If successful, the unit gains a number of +1 bonuses equal to half the gods Essence (rounding
down), which may be applied to the units Drill, Morale, or Endurance as the units leaders player
chooses. Additionally, the death of any individual within the unit counts as a prayer to the chosen deity.
These effects last for (gods Essence) days or until the end of the units next battle, whichever comes first.
" Versions of this ritual exist in the Arts of the Dead and of Demon Summoning. In particular, Blood-
Soaked Crusaders of Octavian is a common practice in the Demon City.
Chapter III: Character Creation
! Released from their mysterious prison by unknown means, the Nocturnal Exalted find themselves
thrust back into a Creation and into deserving mortal heroes that have no recollection of their former
greatness. Elder Nocturnals, if such things are more than mere legend, might be counted upon a single
hand and are isolated and well hidden. This provides the young harlequins with unique challenges and
opportunities to forge their own agendas in this blind world they find themselves in.
" To the Chosen of Possibilities the Second Breath comes at a moment of absolute necessity. The
hero finds himself thwarted at every turn, beset by enemies on every side, oppressed by limitations
beyond his mortal skills to overcome, and finally abandoned by Destiny. In that hopeless moment the
Exaltation finds him and elevates him to a new level of potential. So exceptional is such an event, that the
crippled mind of the Bound God takes note and, for the briefest of moments, rejoices.
" In that rush of potential, the harlequin is treated to a wondrous and heartbreaking vision of all
possible realities. For an instant, the whole of Creation revolves around him and his own willful
determination. From a thousand possible worlds, including the bleak and the glorious, the reborn hero
stretches out his will and chooses one of his liking. In that vital second, what world the harlequin chooses
is determined wholly by the content of his character.
Step One: Character Concept
" Historically, the Nocturnal Exalted come in two variety. First, the heralds of Primordial War filled
their ranks with visionaries and revolutionaries. These discontents were hampered by the flawed and
incomplete world the Primordials had wrought, and sought above all else to tear down the stumbling
blocks the universe had put between them and the dream they wished to externalize. Second, following
the purge of the heralds, the Nocturnals were recreated as the harlequins. These maintained the
revolutionary spirit of their forebearers, but like their patron, are bound to perpetual servitudenot that
they havent discovered ways to skirt around such impositions. For the harlequin, the Second Breath now
comes to those whose own desire is to elevate others, those who find satisfaction through service and
through the betterment of his fellow man.
" Therefore, every Nocturnal character begins with a suitable character concept. For heralds, such
concepts may include Heretical Priest, Rebel Leader, or Scientific Innovator. For harlequins,
appropriate concepts might include Passionate Abolitionist Pamphleteer, Wealthy Guild Philanthropist,
Charsimatic Anticolonial Militiaman, or Disillusioned Prince Turned Ascetic Philosopher.
" Caste
" The caste of the new Nocturnal Exalt crystallizes around the hosts adamantine personality. There
is no set number of each caste and a single Exaltation carries with it all the instructions necessary to be
whatever its host demands of it. The Exaltation initially surveys the hosts natural aptitudes and
inclinations and locks into the form best suited. From there, it influences the young Exalts future
development. The player should determine his characters caste as appropriate for the concept and do so
early. The nature of the five castes will be discussed fully in Chapter IV.
" Motivation
" As with all Exalts, the Second Breath is a transition from the heroic to the epic. Heralds and
harlequins must possess epic Motivations fitting of their station among the greatest of Creations
legendary heroes and villains. The harlequins, in particular, will have Motivations appropriate to their
altered naturethey perform epic feats not solely for their own self-aggrandizement, but for the
improvement of the world at large. There is no guarantee that the Exaltation of any particular Nocturnal
will be a blessing to Creation, but rare is the misguided herald or harlequin who believes he means ill to
the world. For every troupe of harlequins who seek to eradicate poverty or build a new society free of
modern vices, there is one who desires to subjugate the world beneath his mightnot for wealth or
power, but for its own good. Even if he seeks to slay the Maidens themselves, he does so with the intent
that such deicide is best for the world.
" See Exalted, p. 88, for more information about Motivations, then choose one suitably epic and
attuned to your character concept.
Step Two: Attributes
" The source of power for the Nocturnals is in their own raw potential, not individual training. As
such Attributes play a more important role in the development of a herald or harlequin than such Traits do
for the Solar Exalted. Upon drawing their Second Breath, the hero finds his natural potential greatly
expanded by the Essence welling up inside his soul. Set free of his limitations, the mortal truly becomes
the epic hero he always desired to be.
" The Nocturnal Exalted possess both Caste and Favored Attributes, which function in a manner
similar to the Caste and Favored Abilities of Solars. The harlequin may master these Attributes with
comparatively little effort.
Nova Caste Attributes demonstrate the sheer force of their personality and vision: Strength,
Charisma, and Perception.
Comet Caste Attributes allow the Exalt to strike swift and true to deliver the fatal blow:
Strength, Dexterity, and Wits
Aurora Caste Attributes epitomize grace and alluring beauty: Dexterity, Charisma, and
Appearance
Empyrean Caste Attributes represent the Exalts unflagging will and the sharpness of his
tongue: Stamina, Manipulation, and Wits
Nebula Caste Attributes manifest the Exalts supremely calculated cunning: Manipulation,
Perception, Intelligence
In addition to these three Caste Attributes, each Nocturnal is granted two Favored Attributes of his
players choice, as suitable for the character concept. The selection of Favored Attributes also
corresponds to Favored Domains (see Step Four below), and this should be kept in mind when making
this choice.
Once these have been chosen, prioritizes the characters Physical, Social and Mental Attributes
as described on Exalted, p. 74. Each Attribute begins with one dot, and the player then divides eight
additional points to his Primary Attributes, six points to his Secondary Attributes, and four points to his
Tertiary Attributes. Finally, he may add one additional point to a single Caste or Favored Attribute of his
choice. His Caste Attributes must be rated at least two, and no Attribute may be rated over five.
Step Three: Abilities
" The new Exalt retains numerous skills from his mortal days, which are enhanced by insights from
other possible worlds. He retains one Favored Ability from his time as heroic mortal, chosen by his player.
The Exalt gains 25 dots to distribute among his Abilities, and at least one dot must be placed in his
Favored Ability. The Exalt is blessed for the task ahead of him; the characters concept and Motivation
should help guide this process. For example, the boy who dreams of discovering new lands for his
impoverished village to settle on might take his Second Breath and gain several dots of Sail even if hes
never been aboard a boat in his life. No Ability may be rated higher than five.
" Specialties
! Whether insights from previous experience or gifts of his Exaltation, the Nocturnal begins with
four Specialties of his players choice, to be spread among his Abilities as desired. Remember, no single
Ability may benefit from more than three Specialties.
"
Step Four: Advantages
! Beyond their natural talents and skills, the Nocturnal Exalted employ potent magical effects and
wield the panoply of heroes. Such advantages are what truly allow the herald or harlequin to transcend
the mortal limitations of his heroism.
" Backgrounds
" Backgrounds are a representation of the characters wealth and social ties, including magical
possessions and supernatural connections. Like the Solar Exalted, the Nocturnals are reborn into a world
with an infrastructure to accommodate them. The harlequin gains seven points of Backgrounds for his
player to spread as he pleases. None may be higher than three without spending Bonus Points. The
Nocturnals may obtain a few unique Backgrounds, as detailed in Chapter IV.
" Charms
" The mystical powers of the Nocturnals are codified in their Charms as with all Exalted. The
Charms of the heralds and harlequins tap into the infinite possibilities of their own potential rather than
being extensions of more specialized might. They are divided into categories based on the associated
Attribute, not Ability as with the Solar Exalted. The harlequins player selects eight Charms for which his
character meets the minimum requirements. These need not be associated with his Caste or Favored
Attributes, but those Charms will likely prove the most useful to him.
" Domains
" Unique to the Nocturnal Exalted is the ability to manipulate the substrate of existence and conjure
alternate realities as desired. By harnessing a Domain to his will, the Exalt crafts reality in a manner more
pleasing to him, if only for a moment. Each Domain is associated with one Attribute. The Exalts Caste
Domains are the ones that correspond to his Caste Attributes, and begin at the same rating as the
associated Attribute. His Favored Domains are those that correspond to his Favored Attributes, and begin
at half the rating, as the associated Attribute. All other Domains begin at zero. For more information about
Domains, see Chapter VI.
" Virtues
" Virtues are the characters guiding ethos, influencing how the character acts and perceives the
world. All Virtues begin with one free dot, and the characters player may distribute five additional dots
among the Virtues as he pleases to define his characters personality. None may be higher than three
without spending Bonus Points. Unlike the Solar Exalted, the Nocturnals never suffered from the Great
Curse and do not need to select a Virtue Flaw.
"
Step Five: Finishing Touches
" Lastly, determine the characters static values and apply Bonus Points to flesh out the character
further.
" Willpower
" The will to act is of vital importance to the Nocturnal Exalted. The herald or harlequin begins with
Willpower 5. See Exalted, p. 115, for more information about Willpower.
" Intimacies
" Intimacies are expressions of the Exalts passions and his desires. He may select up to
(Willpower + Compassion) Intimacies. See Exalted, p. 90, for more information about Intimacies.
" Essence
" The Exaltation that fuels the Nocturnals transformation into a legendary hero elevates him above
the ranks of mortals. He begins at Essence 2. This may be raised up to Essence 3 with Bonus Points, but
no further without Storyteller approval.
" The Exalts Personal Essence pool is equal to his permanent Essence plus twice his Willpower.
" His Peripheral Essence pool is equal to her permanent Essence times four, her Willpower times
three, and the sum of her highest and lowest Virtues.
" Health Levels
" The Exalt possesses the usual health levels (-0, -1x2, -2x2, -4, I), plus any health levels gained
from Charms.
" Bonus Points! ! ! ! ! !
" Spend 18 bonus points as desired to improve Traits or to purchase new ones. See the Character
Creation Summary for a full listing of Bonus Point costs.
Spark of Life
" The Nocturnal Exalted is more than dots on a page. He is a mighty hero empowered by the
quantum foam of a magical cosmos. The life ahead of him is one full of possibilities and uncertainties.
Always in flux, the Exalt depends on few defining characteristics to maintain his identity. Consider for a
moment what those core elements are for your herald or harlequin.
What is your characters story? Though agents of Chance themselves, the Nocturnals are
not chosen by random lottery. They are Exalted for a reason. Why was yours? What was the
seemingly impossible obstacle that blocked your character from achieve more mundane
heroism and necessitated the gifts of Nox? Once invested with those gifts, how did he
overcome that obstacleor how does he plan to overcome if it still stands in his way?
What does your character look like? This is a tricky question for the Nocturnals. While not
as adept at transformations as the Lunar Exalted, their fundamental nature is beyond the
scope of a single mortal form. Still, as mortals they begin, and that body image leaves an
indelible mark upon his soul. How does your character present himself to the world? Does he
see this image as something to preserve or to overcome?
Where is your character from? Creation is vast and diverse. Where your character grew up
and where he now lives will have a great influence upon his nature. Was he born into poverty
or wealth? Did he spend his days among the trees of Halta or the waves of the Western
isles? What did he find unsatisfying about his circumstances that fueled his revolutionary
desire?
How did your character encounter his fellow heroes? Whether he travels in a troupe of
harlequins or in the mixed company of other Exalts, your character is unlikely to be alone in
the world. How did your character team up with those of the other players? Was it a recent
chance meeting or a long standing relationship? Do you hide your mysterious nature or are
you open about the unknown source of your power?
How does your character feel about his Exaltation? Your character is the inheritor of a
strange birthright. Creation lacks any record of the Nocturnal Exalted and the Exaltation itself
is encoded with only basic information of your new status. He is one of the Exalted, Chosen
of a powerful god whose name he do not recognize. Your character finds himself in
possession of great power. With a thought he may twist the past and future around the
present and alter reality before his eyes. Demented murmuring might haunt the silent corners
of his mind and, most disturbingly, seem comforting to hear. An oddly familiar longing might
call to him from across Creation. The days following his Exaltation is a confusing and
dangerous time in your characters life. Certainly he has learned to cope with such upheaval,
but how?
[CHARACTER CREATION SUMMARY
STEP ONE: CHARACTER CONCEPT
Choose concept, caste and Motivation.
Note caste anima power.
STEP TWO: SELECT ATTRIBUTES
Note Caste Attributes. Note that all Attributes begin at one dot for free.
Select Favored Attributes (2); Favored Attributes cannot be the same as Caste Attributes.
Prioritize Primary, Secondary, and Tertiary Attributes. Assign dots to Primary Attributes
(8), Secondary Attributes (6), and Tertiary Attributes (4).
Place one additional dot in one Caste of Favored Attribute of your choice. Caste
Attributes must possess at least two dots, and no Attribute may be higher than five.
STEP THREE: SELECT ABILITIES
Note Favored Ability (1).
Assign dots to Abilities (25).
Assign Specialties (4).
STEP FOUR: SELECT ADVANTAGES
Select Backgrounds (10, none may be higher than 3 without spending Bonus Points).
Select Charms (8). Caste Domains begin at same rating as your Caste Attributes; Favored
Domains begin at half the rating of your Favored Attributes, rounding down. All other Domains
begin at 0. Assign dots to Virtues (5, none may be higher than three without spending Bonus
Points).
Step Five: Finishing Touches
Record Essence (2) and Willpower (5), Personal Essence (Essence + [Willpower x2]),
Peripheral Essence ([Essence x 4] + [Willpower x 3] + Highest Virtue + Lowest Virtue), and
health levels (standard 7, plus any gained from Charms.)
Bonus Points
Bonus Points (18) may be spent at any point during character creation.
CASTES
Nova: Revelators and destroyers who uncover what others do not see and banish what is
undesirable.
Caste Attributes: Strength, Charisma, Perception
Caste Domains: The Stone, The Silk, The Clay
Caste Anima Power: Causes all mundane attempts to hide or lie within his anima banner to
automatically fail.
Comet: Swift warriors who stamp their will upon the battlefield.
Caste Attributes: Strength, Dexterity, Wits
Caste Domains: The Stone, The Chisel, The Tablet
Caste Anima Power: Increases the Speed of her foes Actions by one.
Aurora: Alluring and agile socialites who bend societies to their will.
Caste Attributes: Dexterity, Charisma, Appearance
Caste Domains: The Chisel, The Silk, The Cloak
Caste Anima Power: Imposes an external penalty on opponents MDV equal to their own
Compassion when attempting to resist the Exalts advances.
Empyrean: Enduring missionaries who spread and maintain their cause.
Caste Attributes: Stamina, Manipulation, Wits
Caste Domains: The Statue, The Needle, The Tablet
Caste Anima Power: Allows Nocturnals to activate Charms as though it were Calibration and
darkens the world as though night has fallen.
Nebula: Cunning and secretive scholars and conmen who battle in the arena of the mind.
Caste Attributes: Manipulation, Perception, Intelligence
Caste Domains: The Needle, The Clay, The Stylus
Caste Anima Power: Imposes External Penalties on all of his opponents Mental actions.
VIRTUES
Compassion: Your empathy and capacity for mercy
Conviction: Your determination and capacity for suffering.
Temperance: Your mental clarity and capacity for self-control.
Valor: Your courage and your capacity to defend your honor.
BACKGROUNDS
Allies: Aides and friends who help you.
Artifacts: Wondrous objects and magical devices.
Backing: Standing or rank in an organization.
Companion: The bond between a harlequin and a vizier
Contacts: Informatants in useful places.
Cult: Mortals who worship you
Familiar: An animal companion
Influence: Your pull in the world around you
Manse: A place of power and Essence
Mentor: A teacher and instructor
Tangled Fate: Your ill-maintained Strand of Fate helps and hinders you
Resources: Material goods and money
Whispers: Your connection to Nox or, more rarely, to the Neverborn
" Bonus Point Cost:
Trait" " " Cost
Attribute" " 4 (3 if Caste or Favored)
Ability " " " 2 (1 if Favored Ability)
Background" " 1 (2 if Background is being raised above 3)
Specialty " " 1 (2 per 1 if Favored Ability)
Virtue" " " 1
Willpower! ! 1
Essence" " 10
Charms! ! 6 (5 if Caste or Favored Attribute)
Domain" " 5 (4 if Caste or Favored Domain)]
Chapter IV: Traits
" The Chosen of Nox possess many of the same Traits as those discussed in Exalted, beginning
on page 88. Consult that Chapter for details on Attributes, Abilities, Virtues, Willpower, Essence, and the
like. In addition to the standard Traits, the harlequins also possess several variants of common Traits and
a few Traits unique to themselves.
" A Soul With A Hundred Lives
" The physiology of the Nocturnal Exalted is unique to them. Unlike other Exalted, their physical
aging process is not slowed by their Exaltation. They live out their lifespan like any mortal. They are
immune, of course, to the infirmities of old age and maintain their health and vitality well into what most
people would consider their twilight years. As they approach the end of their mortal life, a truly miraculous
event occurs.
" Renewal
" When his old body seems on the verge of surrendering his soul to Lethe, usually sometime
between the Exalts 75th to 80th year of life, his anima erupts to its full splendor. Within this expanse of
light and darkness, the Exalt undergoes a metamorphosis. To say that the Exalts youth is restored is an
oversimplification of the process. The Exalts body, once passed its natural lifetime, expires and his
Exaltation forges a new one from the remains. This is the Renewal which rejuvenates the Exalt into a
being at the prime of his life.
" The Exalts body is obviously different. He cannot pass as a younger version of his old form
among those who knew him when, but perhaps as a son or daughter at best. Subtle personality shifts are
common during Renewals, though they are usually only discernable with frequent interactions as such
quirks take hold.
" Despite his new body, the Exalt is still fundamentally the same character. The same Exaltation
and the same souls reside within it. While typically only death from old age triggers a Renewal, the
process does more than just give the Exalt a younger body. All ongoing Poison and Sickness effects are
immediately ended and any Crippling effect is healed. The Nocturnal Exalted have invented Charms to
expand the capabilities of Renewals.
" The Indiscriminate Exaltation
" Because of this potential, the Nocturnal Exaltation is not as selective when choosing a host as
other Exaltations. Others may be directed toward the hale and youthful heroes of the world, Nox could not
bear to deny so great a second chance as an Exaltation to those who needed it most. Heroes denied their
destiny by infirmity, injury, or old age may still receive the Second Breath. When they do, they immediately
undergo a Renewal and are given young, healthy bodies if they desire such a transformation.
Expanded Backgrounds
! The harlequins return to Creation alone and isolated. They have no Five-Score Fellowship to
spirit them away to seclusion for education. They have no Silver Pact to regale them with the tales of their
past glories and instruct them in the challenges ahead. Rarely do they have family fortunes to exploit as
the Dynasts do. The harlequins must survive what with paltry supplies and alliances they might collect
through their own adventures. As such, they use the same Backgrounds given to the new-born Solar
Exalted, with a few additional limitations.
" Altered Backgrounds
! Artifact
" The Nocturnal Exalted resonate with the rarely utilized magical material adamant. Adamant is the
primary component of the Firmament, both in Creation and in Yu-Shan. This supernal diamond is actually
clear, though as it catches and refracts light it often frequently appears sky-blue in direct light, red or
orange if the light strikes it at an oblique angle or indigo in darkness. Today, adamant artifacts are among
the rarest in existence. In Creation, only the Mountain Folk commonly employ them. To obtain their
natural material, the harlequins have few options. The extra effort required to obtain such Artifacts
translate into an additional cost during Character Creation. All adamant Artifacts are considered to be
rated one higher than the base Artifact for the purposes of acquiring them at Character Creation. Adamant
weapons become Piercing, and if they were already piercing inflict an additional -4 on the targets armor
soak; Adamant armor provides +3L soak and reduces the mobility penalty by one. For additional adamant
magical material benefits consult Manual of Exalted Power, vol. VI: Alchemicals, Chapter VI, and
Chapter VI of this book.
" [Paradox Artifacts
During preparations for the Great War, several heralds possessed Paradox Artifacts.
Their cousins preferred to consider these potent tools to be forged by the heralds bizarre Charms,
yet the heralds themselves insisted that Paradox Artifacts were not made, but received. These
objects exist outside of time and space, and can remain in Creation only while attuned by a
Nocturnal. To attune to such objects, the Exalt must also commit a number of points of
Permanent Paradox equal to the Artifacts rating, which is always one higher than normal. A
Nocturnal may only attune to one Paradox Artifact at a time.
In addition to the regular adamant bonus, these Artifacts gain the following benefits:
Any attempt to steal the artifact suffers from an external penalty equal to the Exalts current
Paradox. Against effects that automatically steal or disarm items, this always triggers an
Essence roll-off and the Nocturnal gains a number of automatic successes equal to the
Artifacts rating.
The artifact gains one unique power which the Nocturnal must gain one Paradox to use.
Storytellers and players should work together to design these powers. See Chapter VI for
examples.
If the artifact is ever de-attuned, it immediately vanishes. It may only be removed from
Elsewhere when a Nocturnal Exaltation finds a new host, who may elect to attune to one of
Paradox Artifacts currently in Elsewhere.]
Backing, Contacts, Followers, Influence, Resources
The harlequins are Exalted from humble heroes, and only rarely do the wealthy and well-
connected find themselves among the Chosen of Nox. As such, no combination of these Backgrounds
may be higher than four without spending bonus points. Similarly broad social Backgrounds, such as
Command from Manual of Exalted Power: Dragon-blooded, also apply toward this total. More limited
social Backgrounds such as Allies and Mentor are unaffected.
Familiar
As creatures of the night themselves, the harlequins have a special affinity for animals which
share their nocturnal habits. Such creatures reduce their Familiar rating by one and so long as his
familiars are nocturnal, he may possess up to (Essence) animal companions.
Manse
If any Nocturnal-aspected manses still exist they are found only in the depths of the earth, well
within the territories of the Darkbrood, or upon or within the Firmament itself. With memory of the
Nocturnal Exalted and their patron lost during the Primordial War, those Nocturnal manses which were
known to have survived to the First Age were destroyed in early pogroms, suspected of being temples to
the some unknown Primordial. Autochtons feigned ignorance of their construction unsettled the
Exalted.Surely they saw through his lies, but they could not fathom why he would keep such knowledge
secret from them. The Great Makers secrecy only bolstered those who perceived them to be the shrine of
some unspeakable blasphemy.The knowledge of the architectural styles necessary to cap Nocturnal
demesne may have been retained by First Age archaeologist, but even that has been lost in this Age of
Sorrows.
Without the knowledge necessary to cap them properly, Nocturnal demesnes are notoriously
unstable. They fleetingly form only in sunless regions: under the earth, beneath impenetrable forest
canopies, at the bottom of the sea, on the ever-shadowed slopes of mountains in the remotest North and
South. Due to these positions, they often convert to elemental-aspect demesne at the slight provocation,
ranked one higher than the Nocturnal demesne itself. Frequent exposure to moonlight or starlight causes
the demesne to convert into a Lunar or Sidereal demesne after a week. Any contact with sunlight
immediately burns away the demesne, leaving a Solar demesne ranked one lower than the original.
As such harlequins are not able claim Nocturnal manses during Character Creation unless the
principles of Nocturnal architecture have been rediscovered. Demesnes should be claimed with caution.
For more information on Nocturnal demesnes and manses, see p. XX.
New Backgrounds
! Companion
! According to legend, when Venus seduced Nox before his defeat, the two Incarnae consummated
the union between the heralds and the viziers. It is a fascinating tale, but perhaps it is only that. The bond
between herald and vizier is etched deep into the Exaltation of each, as though the two were created to
complement each other from the beginning. This relationship is more egalitarian that that which exists
between lawgiver and steward as the Chosen of the Possibility and of Destiny are thoroughly peers. As
such, this Background is available to both Nocturnal and Sidereal Exalted. The harlequin will typically
have a higher Companion rating than the vizier, as the connection has been less eroded by subsequent
incarnations. In the absence of the harlequins, the Five-Score Fellowship has been unaware of this
connection. As the companions return, many Sidereals will feel a sense of longing as the bond asserts
itself.
" The bond between Nocturnal and Sidereal may be used in a few ways. First, either partner may
add their Companion rating in dice to any attempt to find the other and may roll (Companion +
companions Essence) to detect the companion across large distances. A single success lets the Exalt
know if her companion is in the same plane of Existence and if not that is all she may learn. Two
successes reveal which Direction her companion is in. Three successes would narrow down the
companions location to within 1000 miles; each additional success refining that estimation by a factor of
ten. This ability fails if either companion is outside of Fate."
" Additionally, either Exalt may add their Companion rating in dice to any action which aids the
other. This may be done a number of times per story equal to the Exalts Companion rating. If both Exalts
work together on a simultaneous action, such as a coordinated attack or some form of teamwork, both
may add (their own Companion rating +1) in dice to the action. This counts as one use of the solo dice
bonus ability for only one of the Exalts.
" Finally, regardless of rating, this Background grants both Exalts an unbreakable positive Intimacy.
The herald may always see through his companions Resplendencies and never suffers from the effects
of Arcane Fate with regards to his companion. Likewise, the vizier immediately perceives her
companions Fluctuations without spending Willpower to do so and ignores Noxs attempts to obscure her
companion from Fate. If her companion knows the Charm Destiny Adopting Humility, she may weave
Ascending or Descending Destinies for him by touching him directly rather than sending her request
through the Pattern Spiders (who would be unable to locate his Strand, anyhow).
X You are estranged from your companion. Perhaps his Exaltation has not yet enlightened its
next host, or perhaps you are deliberately suppressing your true feelings.
Your connection is undeniable and shows great potential for future development.
" You and your companion live in auspicious harmonymost of the time.
No matter your differences, you and your companion are irresistibly drawn to one another.
The friendship or romance between you and your companion would be the stuff of epic song,
if only you were not hidden from the world.
The stars will fall from the sky before you and your companion are separated again.
" Tangled Fate
! Nox hides his Chosen from the Pattern Spiders. As a result, their strands of Fate are passed over
during the spiders maintenance of the Loom. In time, these strands become knotted and difficult to work.
This condition worsens so long as it persists and provides the Exalt with a mix of benefits and detriments.
Primarily, each dot of this Background increases the difficulty of any attempt to manipulate or perceive his
Fate. This includes mortal astrology, Sidereal Astrology, and Fluctuations, including his own. Additional
effects are noted below and are cumulative.
Tangled Fate is both a help and a hindrance. The Exalts rating may ebb and flow over time. Any
event that causes the Exalt to gain Paradox is a valid reason to raise his Tangled Fate background to a
maximum of half the Paradox gained in the incident. Likewise, any event that causes him to lose Paradox
may be used as an excuse to lower his Tangled Fate, to a minimum of his remain Paradox. Other events
may raise or lower this Background with Storyteller approval, and any Strand that is not properly
maintained will begin to tangle.
X Your Strand of Fate is immaculately well-kept. Perhaps you are freshly Exalted or you have
recently burned off accumulated Paradox.
Your Strand has begun to twist around itself. You receive only the base effects of this
Background.
Your tangled Strand does not quite sync up those around it. Once per session, rather than
rolling, you may cause a mundane scenario to go your way despite appearances to the contrary.
Conversely the Storyteller may cause one mundane scenario to go against you. As an example
you may determine that a mortal guard was looking away at precisely the right moment, while
your Storyteller may determine that local apothecary just sold the last bottle of medicine you
desperately need. If you and the Storyteller use this power simultaneously, they cancel each
other and the event is determined by a roll as normal.
Your Strand spirals around itself. Luck and misfortune are ever present. Once per session you
may reroll one Chance die. Likewise your Storyteller may force you to reroll a Chance die.
Whoever caused the reroll decides of the two results determines the Chance effect of your
Charm. Uniquely, the Charm Improbable Response is immune to Storyteller interference.
Your Strand weaves dangerously through other Strands, ensnaring them along the way. You
require one fewer scenes to build Intimacies and other beings require one fewer scenes to build
Intimacies toward you, for better or worse. Characters with Conviction 1 gain relevant Intimacies
at the beginning of the scene, based on their first impression or whatever rumors have preceded
you. If you have Conviction 1, you will likely cycle through new Intimacies at a rapid pace.
Your Strand is a tightly wrapped bundle, pulling in other strands around it. You may select
one being with whom you interact frequently, whether it is an ally or an enemy. That being is also
drawn under Noxs obscuring influence. Sidereals and beings outside of Fate are immune, as are
beings who are already obscured in this manner. However, so ill-maintained is your Strand that
you gain one additional Paradox die whenever you gain Paradox. Beings obscured by this effect
may also gain the Tangled Fate background.
Whispers
While harlequins who journey to mausoleum-bodies of the Neverborn may return with haunting
susurration of the dead Primordials as much as anyone else, more commonly the Chosen of Nox hear the
gibbering madness of their own crippled patron. While broadly similar to the Background described in
Manual of Exalted Power, vol. IVAbyssals, there are several important differences between the two
versions of Whispers. The Whispers of Nox should be noted as a distinct background from the Whispers
of the Neverborn, but it provides largely the same benefits. Once per scene, the Exalt may reflexively
spend one Willpower and glean from Noxs ramblings some useful information within Fate, which may be
applied in one of the following ways.
The Exalt may substitute his Ability for one roll with his Whispers rating.
Mentally crippled though he is, Nox still perceives all that occurs within Fate thanks to his
connection to the Loom. The fraction of his consciousness that remains whole is barely
enough to assist his Chosen in some small way. The Exalt may roll (Perception + Whispers)
to probe his patrons ramblings for information relevant to his cause. The more successes,
the more detailed the results. For example, if the Exalts asks, What sort of army will the Bull
of the North attack with? one success would reveal One thousand men, three successes
would reveal Two wings of infantry, two talons of archers, and two scales of siege weapons
and attendants, and five successes would detail the precise nature of each units equipment,
their overall quality, and the identity of their commander. All successes in excess of his
Whispers rating are wasted. Failure results in nothing but insane mutterings, while a botch
causes the Exalt to misapprehend those mutterings as vital clues. Seeking information
outside of fate always results in failure. As a character robbed of his own personal agency,
Nox is incapable of plotting or planning beyond his Motivation (see p. XX) and cannot provide
his Chosen with any guidance that is not specifically request. As such, questions such as
What should I do next? result only in answers which further Noxs Motivation.
The Exalt may recognize any other Nocturnal, forbidden god, or other beings and objects
which Nox is deliberately hiding for what they truly are.
The Exalt becomes aware of the nearest and most recent error in Fate, which may be the
result of a Suspicious Charm, the influences of beings outside of Fate, or naturally occurring
mistake in the Loom itself.
Only beings actively hidden by Nox are capable of gaining his Whispers and they may do so at
any time. If a being with these Whispers is ever outside of Fate, he temporarily loses access the voice of
Nox. Should Nox be liberated from the Loom, this background loses its efficacy. As a unique benefit,
Nocturnal Exalted who possess Whispers 2+ may learn the nature of their shattered destiny if desired.
" Trait Effects:
" X The Bound God does not speak to you, or you ignore his mad words.
Amid the nonsense you occasionally glean some useful bit of information.
From endless strings of words and images you may extract a single coherent
sentence.
Nox frequently presents you with a broken, incoherent riddle, which you somehow
decipher. You might worry his madness is beginning to rub off on you.
Ever gibbering, your patron seems to recognize that you exist and desperate seeks to
give you aid. Youll have to learn tune out his most recent obsession and focus only on
the details you desire.
You begin to see a strange logic in the words of your mad god. Or maybe youre just
as crazy as he is now. When no one is near (and occasionally when they are) you may
find yourself conversing with Nox in an equally nonsensical blather.
The Curse of Subservience
! For the harlequin, the Second Breath does not come without an air of tragedy. Their Exaltation
frees them from the chains that reality had designed for them, whether those be the slaves shackles or a
gilded cage. In a sudden rush of power, the young harlequin finds himself thrust among the mightiest
beings in the world. But when he encounters his peers, he begins to learn that he has exchanged one
yoke for another. A more glorious yoke, to be sure, but a yoke all the same.
" Some might say that the harlequins were spared the Great Curse. Secreted away before the
opening shots of the war, their Exaltations never fell prey to the blasphemous last words of the
Neverborn. But Autochthons hammer did not fall lightly upon the Nocturnal Exaltations either. If the
harlequins were aware of the Great Curse, they might look upon the tragic hamartia of their peers with a
hint of envy. At least the Great Curse is an expression of the Exalts desirestwisted and exaggerated as
they might be.
" The Curse of Subservience exploits the same venting mechanism as the Great Curse, but does
so in a way that so thoroughly subjugates the Exalts will that only the original maker of the Exalted could
have devised it. Since both the harlequins curse and the Great Curse function on similar principles, those
who suffer from the Curse of Subservience cannot be afflicted by the Great Curse, or vice versa (if the
Great Maker ever hoped to punish the other Exalted in similar fashion).
" Unlike the Great Curse, the Curse of Subservience is not an esoteric secret. That it is not known
to the Celestial Exats as a whole is only due to the absence of the Nocturnals. The Incarnae certainly
know if it, for it was designed by their request. Once harlequins begin interacting with other types of
Celestial Exalted, the Curse of Subservience could be detected with sufficient study. The Maidens may
choose to inform their Chosen of Nocturnals Curse as a method of containing the harlequins. In either
case, this revelation would also likely provide an avenue to discover the Great Curse hidden in other
Exalts.
" GAINING SUBSERVIENCE
" Every harlequin possesses a Subservience track, similar to the Limit or Resonance tracks of
other Exalted. Points of Subservience can be gained in several ways.
Defiance: Whenever the harlequin spends willpower to resist a direct order or personal request
from a Celestial Exalt, he gains one subservience, to a maximum of that Exalts Essence per scene.
Sublimation of Virtue: Even when following orders or fulfilling requests the harlequin is not
entirely safe from Subservience. He gains one point whenever he must suppress a Virtue rated 3+ in
order to accomplish the other Celestial Exalts goal.
Limit: The Exalt also gains Subservience in some situations in which other Exalts would usually
gain Limit. If successfully afflicted with a Charm, Artifact, Spell, or other effect which would cause an Exalt
to gain Limit, the harlequin gains Subservience instead. Additionally, the first time each scene he spends
willpower to resist an unnatural mental influence raises his Subservience by oneunles the first
unnatural mental influence would also cause her to gain Subservience for Defiance. In such situations
she gains only one Subservience, rather than two.
" LOSING SUBSERVIENCE
" However, the harlequins have one advantage that their Exalted peers do not. They have several
ways of reducing their Subservience.
Deference: Whenever the harlequin obeys a direct order or fulfils a personal request issued by a
Celestial Exalt, he lowers his Subservience by one when he accomplishes the task. He can only lose one
Subservience once a scene per Celestial Exalt. However, long term tasks also allow him to continuously
lower his Subservience. Such tasks allow the harlequin to lower his Subservience by one whenever he
completes a major facet of the task, similar to the manner in which the Exalt would regain willpower for
completing a major portion of their own Motivation (Exalted, p. 89).
Expression of Virtue: If the harlequin channels a Virtue he pass rated 3+ in the service of an
order or request from a Celestial Exalt, he lowers his Subservience by one.
Motivation: If the harlequins Motivation resonates favorably with the order or request, he may
lose one Subservience instead of gaining a willpower from a stunt that resonates with his Motivation. He
may do so only once per order or request.
" EFFECTS OF SUBSERVIENCE
Through this curse, the harlequins are bound to their fellow Celestial Exalted in servitude. This
extends to all Celestial Exalts, save the Nocturnal Exalted themselves, of course, and their individual
companions; even the corrupted Exaltations of the deathknights and the Green Sun Princes may inflict
this curse upon the harlequins. The curse begins simply enough, first eroding the harlequins ability to
resist the mental influences of their superiors. In time, however, they simply cannot refuse any longer. The
effects of the curse vary in severity depending upon the amount of Subservience accumulated. Such
effects a cumulatively, but in the case of MDV penalties, only the greatest applies.
" Points of Subservience! Effects
! 0-2! ! ! ! No effect.
3-4! The Exalts MDVs suffer a -1 penalty against orders and
requests from appropriate Celestial Exalted.
5-7! The Exalts MDVs suffers a -2 penalty against appropriate orders
and requests; such social attacks are always considered
Unnatural mental influences.
8-9! The Exalts MDV suffers a [Celestials Essence] penalty; such
social attacks cannot be dodged.
10! The next appropriate social attack cannot be parried, and
negates perfect social defenses as though it exploited a Charms
Flaw or Imperfection of Invulnerability, even if the Charm does
not normally possess such weaknesses. The Nocturnal cannot
spend willpower to resist the order or request. Additionally, upon
completing this task, his Subservience immediately is set to zero.
[The Heralds and the Great Curse
Had the Nocturnals fought alongside the other Exalts during the Primordial War, they
would have met the same fate as their peers when the Primordials spoke their blasphemous final
words. They would gain Limit they first time they spend willpower to resist an unnatural mental
influence in a scene and when they suppress a 3+ Virtue. Also, whenever another being employs
its Destiny background in dice to oppose the herald, the Exalt rolls that many dice and gains one
Limit per success. When her Limit reaches 10, she suffers one of the following Limit Break effects
based on the characters primary Virtue, decided at character creation. If needed, others may be
created with Storyteller approval. An uncontrolled Limit Break grants the herald temporary
willpower equal to his primary Virtue, even if this would exceed her normal maximum.
Cage The World (Compassion): The Exalt treasures her own freedom, of course, for
she has the wisdom to use it properly. Few in this unruly world do. For one day, she spends her
time using any method in her power to limit the freedom of others in order to protect them from
dangerous choices, intervening with force when necessary. Partial Control: The Exalt is not
obligated to use force or Charms, but must still advocate against any choice she perceives not
being in the other characters best interests.
Adamant Desire (Conviction): The Exalt sets her mind to a task and nothing can shake
her from it. For one day, once the Exalt has decided on a course of action, all attempts to
convince her otherwise are treated as unacceptable orders. She cares not for consequences,
only expedience, and will employ violence to achieve her goals if anyone stands in way. Partial
Control: She may restrain herself long enough to debate her point with others or find some other
way to avoid violence, but will still pursue her own agenda fervently.
Infinite Discourse (Temperance): For any problem set before the Exalt many possible
paths exist. How can she decide upon just one? For one day, whenever the herald must make a
decision, she must either debate the pros and cons of all options ad nauseum or attempt to divide
her resources between multiple options. Partial Control: The herald may commit to a single
option, so long as one other possibility was considered and rejected.
Blood Diamond (Valor): The treasures of this world are meant for those with the will and
courage to claim them. By this right, the herald claims whatever she desires as her own. For one
day, the Exalt ruthlessly pursues the acquisition of something she desires. The object of her
desire must be tangible rather than abstract. She may seek to claim the Guilds fortune, but she
could not seek simply to be wealthy; she may attempt to bed the Perfect, but not gain his
affection. She pursues this goal without concern for the morality of her actions, and is not above
killing to claim her prize. Partial Control: The Exalt does not need to resort to violence, and may
scheme and plot as necessary to obtain her desire.]
Paradox
" Creation does not take kindly to the constant tampering of the heralds and harlequins. Such
interference attracts the ire of the Maidens and the pattern spiders alike. Were it not for the obscuring
influence of Nox himself, the Nocturnal Exalted would quickly find themselves at the mercy of the Fates
caretakers. Thank the Maidens, then, for the small favor of imprisoning Nox in the Loom and offering the
Chosen a Possibilities greater opportunities to avoid punishment from the likes of the Maidens and their
servants.
" The degree of distress the Exalt causes those who work the Loom of Fate is measured in points
of Paradox. The Nocturnal may gain Paradox in several ways and it is marked in one of two tracks. First
is Temporary Paradox, which denotes the amount of Paradox that Nox can personally hide from the
attention of others. The Exalt can reduce his Temporary Paradox by having Nox excise his troublesome
Strand of Fate completely from the Loom and untangles it. This is often an unpleasant experience for the
Exalt, but not nearly as bad as the alternatives
Should the Exalt allow his Temporary Paradox to reach 10, all additional Paradox cycles into
Permanent Paradox. So long as the Exalt remains outside of the authority of the Bureau of Destiny, he is
incapable of removing Permanent Paradox. If he submits to the Bureau, they might teach him methods of
dissipating Permanent Paradox, such as Wrapped Fly or Wrapped Diamond rituals (Manual of Exalted
Power, vol. IIISidereals, p. 209-210). However, Permanent Paradox gained from Charms and Paradox
artifacts cannot be removed without losing the source of the Paradox itself.
" Once the Exalts Permanent Paradox reaches 10, he suffers the effects of the Pattern Bite
(Manual of Exalted Power, vol. IIISidereals, p. 209) or worse. Unlike the viziers, the Nocturnal
Exalted do not tamper with Fate with the permission of the Maidens who guard it. Nocturnals who reach
Permanent Paradox 10 may find that one of the Maidens has declared a personal vendetta against him.
In either case, the Exalts Permanent Paradox drops to zero, plus any remaining from Charms and
Artifacts. The Storyteller then rolls one die to determine the outcome, either from the Pattern Bite or for
the justice of the Maidens. In the case of the Maidens, if the Exalt reaches Permanent Paradox 10 while
under the influence of a Maidens curse and attracts that same Maidens attention, that Maiden may either
extend her curse for another month, perform a different curse as described, or dispatch one of her most
loyal Chosen to hunt down the troublesome Exalt. Only in the most extreme cases will a Maiden
personally pursue a Nocturnal Exalt these days.
" The Maidens Revenge
" 1-2:" Mercury: Grasping tightly to the offending Strand of Fate while she can, Mercury quickly
weaves a disastrous journey into the Exalts future. He might be lost at sea with all his
possessions sent to the depths, or his most potent foe will pursue him wherever he hides. This
destiny haunts the Exalt until it comes to fruition, even if he appears to have escaped it, for one
month. If he earns Mercurys ire again while still under the influence of one of her previous
curses, she may instead instantly teleport the offending Nocturnal to anywhere within Fate,
including immediately before her.
3-4:" Venus: The Maiden of Serenity ensures there is no rest for the mischievous soul who
ruins her vision of Fate. The Exalt is haunted by nightmares that impose a -1 External Penalty on
all attempts to regain Willpower from sleep for the next month. For this time, no being within Fate
may gain a positive Intimacy toward the Exalt unless forced to do so by Charms or other magic.
Beings within Fate only require one scene to gain a negative Intimacy toward the Exalt. If the
Exalt draws Venus attention again while under her influences, she may convert all positive
Intimacies toward the Exalt into negative Intimacies. Only inviolable Intimacies such as those
preserved by Righteous Lion Defense or the Exalts connection to his companion remain
unmarred.
5-6:" Mars: Blood and strife await the herald or harlequin who offends the Maiden of Battles.
For one month following the curse of Mars, the Exalt finds himself caught in a maelstrom of
conflict. An increase in banditry and barbarian raids hinders his attempts to open new trade
routes; court intrigue causes his diplomatic efforts to falter; a bull mammoth in musth wrecks his
manor in a fit of competitive fury. If he attempts to deal with any of these problems with Mass
Combat, rival units within Fate add +3 to their Might as the Maiden of Battles aids them against
the Nocturnal. Should Mars direct her wrath against the Exalt again while he is already under her
curse, she may instead invest up to (Exalts Essence) beings with the Destiny Background, all
rated at 5all of whom are fated to oppose the Exalt. While Dragonblooded are the only Exalts
who may bare this Destiny, such potent fates often attract Exaltations to the mortals who bear
them, potentially creating a host of potent enemys for the harlequin.
7-8:" Jupiter: The harlequin cannot hide from the Maiden of Secrets, but she can hide from
him. For one month, whatever the Exalt seeks within Fate becomes exceptionally hard to find. If
he desires passage from the Blessed Isle to Abalone, no ships are willing to take him aboard or
none are heading that way. Doctors lack the knowledge needed to cure his disease. Merchants
have always sold out of whatever he desires. Likewise, anything that can be used against the
Exalt is always readily known. Magistrates accuse the Exalt of breaking an obscure, long-
forgotten law. His pursuers always find a trail, regardless of whatever magic he used to cover it
up. Old debtors suddenly appear to collect. If Jupiter turns her anger against the Exalt while is
already under her curse, she may instead reveal one of the Exalts closely guarded secrets to any
and all beings within Fate that she desires.
9-10:" Saturn: When grim Saturn directs her cold hatred toward the harlequin, he must struggle
to stay alive. For one month, all natural diseases and poisons within Fate are empowered against
him, forcing him to respond to them as though he were a mortal. This includes infection of
wounds. Also, all beings within Fate who attack the Exalt inflict one additional automatic level of
damage in Step 10 if they inflict any damage at all. His physical well being is not the only thing
thats threatened. Organizations to which the Exalt belongs will soon find reason to terminate his
position or revoke his membership. Mentors and allies will often find that their partnership is no
longer in their interests and decide to cut off contact with the Exalt. Only the most loyal remain.
For all beings within Fate, each week that passes counts as one scene to erode an Intimacy
toward the Exalt. Once an appropriate person has no Intimacy toward the Exalt, they will seek to
sever ties with him at the earliest opportunity. If Exalt falls under Saturns deathly stare again
while under this curse, she may instead slay something the Exalt cares deeply for. Only the
Exalts companion is immune from Saturns vengeance.
Venting Temporary Paradox
! With diligence and luck, the harlequin will never have to feel the vengeful touch of the Pattern
Spiders or Maidens. For younger Chosen, Nox dissipates Temporary Paradox on his ownthough
whether this is simply an automatic response to errors in the Loom only he can see or deliberate caring
for his new Chosen is hard to tell. The Exalt may also request such attention from Nox at any time, if she
desires to purge herself of accumulated Paradox, by performing one of ten known rituals.
" Nox automatically causes one of these rituals to affect his Chosen at random whenever her
(Temporary Paradox + Whispers) is greater than her (Permanent Willpower + Essence). The Nocturnal
may voluntarily engage in one of these rituals by rolling Essence with a difficulty of the amount of
Temporary Paradox the ritual dissipates, if she meets the minimum requirements. Alongside the name of
each of these rituals is listed the minimum Whispers and Essence required for each, as well as the
Paradox the ritual alleviates. The Exalt must possess at least as much Temporary Paradox as he hopes
to dissipate. These ten rituals are the ones Nox applies to his Chosen, without regard to minimum
requirements, and are innately known to all Nocturnals. The Chosen of Possibilities may invent new
rituals as though they were favored Charms, with the same training times and experience costs. They
may teach any known ritual for which she meets all the minimum requirements to another Nocturnal, or to
her Companion, who learns them as though there were non-favored Sidereal Charms, and who replaces
the Whispers requirement with an equivalent Companion background. Without a Temporary Paradox
track, however, the viziers have little use for such rituals at the moment.
" Only one ritual may be attempted per day. All such rituals last twenty-five hours and once begun
cannot be ended until that duration expires. For this time, the supplicant is considered completely outside
of Fate while the Bound God mechanically untangles a bit of the Exalts strand. Freed completely from the
Looms guiding influence, the Exalt experiences this process as particular errors in how cause and effect
play out, how her history appears to have played out, or in the flickering existence of certain important
aspects of her life which are no longer backed up by the Looms definition of reality. These rituals tend of
have a mix of positive and negative effects on the Exalt.
" [New Sidereal Charm
" " CLASPED FISTS OF HEAVEN
" " Cost: ; Mins: Martial Arts 3, Essence 2; Type: Permanent
" " Keywords: None
" " Duration: Permanent
" " Prerequisite Charms: Sifus Useful Fingers
The vizier has trained Exalted and gods in his long career, but who could be
more deserving of his insights than his long lost companion? When the Exalt employs
Sifus Useful Fingers on her companion, he treats her as though she were a Sidereal for
the purposes of that Charm and grants the Nocturnal an additional bonus die to her
Martial Arts rating. He uses the higher of his own Martial Arts or Companion rating to add
to the Nocturnals Dodge MDV. The lessons of this Charm do not flow only from the vizier
to the harlequin. In exchange, she grants him a bit of Noxs protection from the wrath of
the Looms guardians. The vizier gains a Temporary Paradox track capable of absorbing
(his Companion) points of Paradox. If the vizier breaks the commitment to this Charm
while he has points of Temporary Paradox, all such points transfers over to usual track,
potentially causing an immediate Pattern Bite if this results in Paradox 10+.
A second purchase of this Charm at Essence 4+ grants the vizier a Temporary
Paradox track capable of absorbing (the pairs combined Companion) points of Paradox.]
Courtesans Backward Glances (Whispers 0, Essence 2, Paradox 1): This ritual produces many
minor cosmetic errors in causality. Mud on the harlequins garments might fall away without leaving a
mark or dry immediate as though it were there for days. Cuts and other wounds close smoothly behind
the offending weapon as though it never touched herany damage inflicted, remains, however. While it
provides no consistent mechanical benefit for the Exalt, it does allow for some stunting opportunity as her
player describes how these cosmetic effects take shape in her everyday life. On the downside, anyone
who witnesses such errors instantly recognizes the Exalt as a supernatural being.
" Skipping Authors Amnesia (Whispers 1, Essence 2, Paradox 2): This ritual severs ties between
the Exalt and her past. Once it takes hold she forgets all that occurred before the ritual until its
conclusion. Additionally at the beginning of each new scene for the duration of the ritual, she forgets what
has occurred earlier that day. While this leads to some very confused moments for the Exalt, it also
makes all attempts to force her to reveal forgotten information into impossible orders (Exalted, p. 180),
and causes all attempts for the Exalt to recall such information to automatically fail.
" Lost Loves Forgotten (Whispers 1, Essence 3, Paradox 2): This ritual is the inverse of the
Skipping Authors Amnesia. For its duration the world forgets the Exalt. Unless rendered inviolable by
another effect, any Intimacy toward the Exalt possessed by another being within Fate is removed. Any
records of Exalt and her deeds within Fate are also unable to be tied back to her for the duration. This can
easily obscure wanted posters and the like, but also removes her from employee rosters, dinner
reservations, and other records she might wish to remain on.
" Bartering Beyond Reality (Whispers 2, Essence 2, Paradox 2): The Exalt temporarily sacrifices a
treasured artifact when performing this ritual. The artifact ceases to be for the duration. In exchange the
Exalt receives a common, but random, artifact, chosen by the Storyteller, that is rated one dot less than
the sacrificed artifact. The received artifact is not guaranteed to be immediately useful to the Exalts
current situation, but a savvy Nocturnal knows how to make the most of a bad situation. One-dot artifacts
sacrificed in this way are traded for mundane items costing Resources 2-3. At the end of the ritual the
acquired item transforms back into the Exalts original artifact. If any damage befell the acquired item, the
artifact returns in a similar state of disrepair.
" Crimes of the Natural Philosopher (Whispers 3, Essence 3, Paradox 3): The Loom of Fate
maintains many of Creations most fundamental laws. Freed from such constraints, the Exalt who
performs this ritual becomes an outlaw of physics. One of the following physical properties of Creation fail
when the Exalt attempts to interact with them. Friction: the Exalt treats all surfaces as smooth ice
(Exalted, p. 155), and suffers a +3 difficulty on all actions to maintain her grip, including clinches and
disarm attempts. She also adds 3 automatic successes to any attempt to escape or avoid a clinch and
adds 3 to her Dexterity for the purposes of determining movement speed. Gravity: The Exalt becomes
exceptionally light, allowing her to ignore falling damage and to move without applying any weight to the
objects on which she stands. She also suffers a +3 difficulty to resist knockback and adds three yards to
how far she is thrust. Additionally, everything else seems exceptionally heavy to the Exalt. She adds +2 to
weapons minimum strength, doubles the (Strength + Athletics) required to lift or throw and object and
doubles the mobility and fatigue penalties of any armor she wears. Elemental: The essence binding
objects together falter around the Exalt. The Storyteller chooses two Element from Creation,
Autochthonia, or elsewhere. For the duration, the Exalt treats one of the chosen elements as the other, as
the Storyteller decides. Fire may feel as hard as stone. She may swim up trees as though they were
water (though in this case, if she wears clothing made of natural fibers, she would find them as
substantial as clothing made of water as well). Licking a stone might quench her thirst, and she might
burn water like kindling. Air, though it may be made as thick as water, always remains breathable and
may never be made impermeable or lethal like fire. Other Effects: The Storyteller may assign other
creative effects from this ritual as desired.
" Over Before It Begins (Whispers 4, Essence 2, Paradox 3): The Exalt who performs this ritual
fights all his battles in hindsight. Whenever she engages in Join Debate, she immediately loses two
willpower. When she engages in Join Battle, she immediately suffers two levels of unsoakable lethal
damage. Whenever she engages in Join War, any unit she leads immediately loses on Magnitude.
However, having already suffered these effects, she does not suffer them in their proper time. Whenever
she desires during the scene, she may cancel up to two points of willpower expenditure to resist a mental
influence, up to two of levels of damage as that gained by this effect, or one effect that would cause her
unit to lose further Magnitude. Once she has evoked these benefits she may not do so again until she
engages in Join Battle, Debate or War again and incurs these penalties anew. If she does not make use
of them this scene, she may store them up for later scenes but these advantages are lost if not used
before the ritual ends.
" Surgeons Delicate Blade (Whispers 5, Essence 2, Paradox 4): When the Exalt performs this
ritual, the ill-handled blade undoes all its wielders hard work. For every non-success rolled in Step 10, the
target of her attacks heals one level of damage, to a maximum of the targets Essence. This also applies
in the Exalts benefit to any attack directed at the Exalt unless her attacker is immune to Shaping. Either
the Exalt or her attacker may sacrifice any number of Post-soak damage dice to mitigate this potential
situation.
" Absent Hero Sabbatical (Whispers 5, Essence 3, Paradox 4): For the duration of this ritual the
Exalt completely ceases to be. She is utterly removed from existence for a full day, unable to act or be
acted upon by any force. At the end of the ritual, she returns to reality at the point she left as though no
time at all had passed.
" Turning Back the Makers Hand (Whispers 5, Essence 4, Paradox 5): Anything that can be done
can be undone by the Exalt who practices this ritual. Any object she spends more than an action handling
converts back to its base components. A sword breaks down into pommel and blade. The blade converts
from steel to iron and from iron into raw ore. Her clothing becomes spools of thread, and thread becomes
bundles of raw wool, silkworm cocoons, or other materials. Only items to which a being is attuned
remains unchanged by her touch, as are those objects which are require a feat of strength to break
greater than ([Strength + Athletics] x 5) or are otherwise immune to Shaping effects. In all other cases,
this effect is mandatory.
" Cosmic Sailor Explorations (Whispers 5, Essence 5, Paradox 5): To the outside observer, this
ritual is identical to Absent Hero Sabbatical. The Exalt disappears from Creation completely and Nox sets
the Exalt aside in a world generated from his own broken memories while he tends to her tangled fate.
This allows the Exalt to explore a randomly chosen Manvantara simulation for twenty-five hours. The
Exalt who elects to perform this ritual personally may only choose the Manvantara she visits if she
possesses a scroll from the Toponomastic Archives. If two companions or a troupe of harlequins perform
this ritual simultaneously, they are delivered to the same simulation and permitted to explore together.
The simulation, of course, is not real. Nothing may be taken from it except knowledge and should the
Exalt die while there, she returns to Creation at the end of the ritual without any temporary willpower or
motes of Essence.
" [The Bound Gods Cosmic Atlas
" " Trapped within the Loom of Fate, Nox has not accessed the Kalpa in many thousands of
years. He therefore is limited in the number and types of Manvantaras he may recreate for his Chosen.
He produces only those Manvantaras which contain a Loom of Fate, and all his Manvantaras are woefully
out of date. The Nocturnal arrives in that Manvantara on the eve of the Primordial War or the equivalent
time period. Even bound, Nox will update his repertoire of Manvantaras if Nocturnal performs Cosmic
Sailor Exploration while possessing an up-to-date scroll from the Toponomastic Archives. This allows him
to offer that world to other Nocturnals for further exploration in the future, though his knowledge of that
Manvantara will not advance beyond what information was originally provided to him unless supplied by a
Nocturnal.]
"
Castes
Just as their starry-eyed cousins possess five Castes, the harlequins are also divided into five
Castes of their own. Each has its own role and purpose to fulfill. All Exalted are first and foremost warriors
weapons designed to slay the architects of the world. But not all necessarily pursue this purpose in the
most literal sense. Nox designed his Chosen to serve a function similar to his own: to announce the will of
his superiors. So the heralds took up the cause of the Exalted host and spread it across all Creation
through diplomacy and the sword.
But what role will the orphaned harlequins fill in this fallen Age? Only time will tell.
Anima Effects
" In addition to an anima power unique to each Caste, all Nocturnal Exalted possess a few
common anima abilities. These may be activated by spending a single mote.
The Exalt may cause her Caste mark to appear as a dark etching on her brow and have
dramatic shadows fall upon her as though she spent 4-7 motes of peripheral essence.
The Exalt may surround herself in an indigo halo, as though she spent 8-10 motes of
peripheral essence. This allows her to see as well in darkness as she would in full sunlight.
If the Exalt is in a region within Fate, she may detect the presence of things outside of Fate
within (Essence x 100) yards; If she is a region outside of Fate, she detects the presence of
things within Fate instead. While the Exalt will know that such a thing is nearby, he does not
learn its precise location.
The Exalt may reveal a current Fluctuation to any and all beings she wishes.
[Nocturnal Anima Banners
Number of Peripheral Motes: Effects
1-3 Motes: The Exalts caste mark begins to manifest as a faint shadow upon her brow. It
may be detected with a difficulty 3 (Perception + Awareness) roll or covered to hide it from
view.
4-7 Motes: Dramatic shadows fall upon the Exalt and her caste mark appears like a dark
indigo tattoo on her brow. Under direct lighting, these markings cannot be hidden, adding two
automatic successes to detect her under such conditions. But while she stands in shadow or
in darkness, she adds +2 dice to her Stealth rolls.
8-10 Motes:"The Exalt is wreathed in an aura of darkest indigo, obscuring all details of her
appearance. In direct light, all attempts to hide herself automatically fail, including magical
effects; in shadow or under the cover of night, she adds +4 dice to Stealth rolls and prevents
beings who did not see her before her anima reached this point from recognizing her by sight
later. This aura casts no light, but does allow the Exalt to see in darkness as well as she
could in sunlight.
11+ Motes: Her dark anima implodes and in an instant erupts outward again. On the tick
during which the anima reaches this level, she imposes a -2 Internal Penalty due to blindness
on all within (Essence) yards. The exact manifestation of this effect differs among the five
castes. Her anima display, also unique to each caste, begins to expand. Initially, her anima
display and power only has a radius equal to her (Essence) yards. During her action tick it
expands by (Essence) yards again, to a maximum of (Essence x 5) yards in radius.
Alternatively, she may expand it to its maximum range by spending (5m, 1wp) at any time.
The Nocturnal Exalted do not have iconic animas, but the caste manifestation is
individualized within the themes of their caste.]
Nova Caste
" Very rarely something truly new happens, something unprecedented in all of history. The night
sky announces such rare occurrences with a brilliant display called a nova. The nova erupts brilliantly
from the collapsed potential of the event, flaring vividly for weeks until it fades into a star. The nova burns
with the total intensity of the stars future life, allowing sage astrologers a chance to gauge the destined
greatness of this wondrous novelty. A similar event occurs after a concept has been utterly removed from
the purview of Creation, as it star goes through its brilliant death throws. Immediately following the Three-
Spheres Cataclysm, the nights burned with a fierce white light that rivaled the brilliance of the
Unconquered Sun.
" Those Exalted to the Nova Caste, the vanguards, are truest to the name herald. It is their duty to
escort and announce. Wherever they go, greatness follows and new truths are revealed. In a military
capacity, they excel at delivering orders and ensuring maneuvers are executed properly. While they are
no strangers to personal combat, theyre better known for their military prowess. When a vanguard
determines a new power will rise, he preserves morale and fitness of that power until it has ascended to
its proper place. Bolstered by the vanguards power, his charge can only be toppled from within. In order
to preserve their responsibilities against such internal threats, the vanguards have the power to root out
all manner of deception and subterfuge. Their shaping talents specialize in conjuring the new and
dismissing the old.
" A visionary goal drives members of the Nova Caste. They have some great task they seek to
fulfill, though not for their own benefit. Vanguards possess all the hallmarks of great leaders, yet they
rarely have the desire to truly rule. For them, leadership is but a means to an end, not an end in itself. The
vanguard seeks to ensure his vision is fulfilled, whether it is to guide a small nations ascent into imperial
dominion or make a revolutionary discovery in some field of study; it makes no difference to him whether
he or someone else actually accomplishes this task.
" [The Troubadours
" " The Curse of Subservience often means the troubadour must sacrifice his own dreams to
reveal the glory of another. At the behest of Celestial patrons, troubadours focus their driving passion into
art. They create symphonies to honor the triumphs of the Exalted. They sculpt beautiful memorials so that
the populace will never forget the nobility of their lords. They regale their benefactors with epic poetry
recounting their heroic deeds. They are sent from court to court, to entertain the entourage of the
Lawgivers, to let others marvel at something theyve never seen before.]
Anima Banner: The Novas caste mark is a solid diamond of darkest indigo inside the outline of a larger
diamond, with the corners of either connected by thin bars. His anima erupts with a blinding flash of white
light, followed by ever expanding rings, waves, and arcs of brilliantly colored essence.
Anima Effect: The Nova Caste reveals new possibilities, including the possibility of betrayal. The
vanguard may spend 5 motes and 1 Temporary Willpower to flare his anima out to (Essence x 5) yards.
Within this radius, all mundane attempts at Stealth, Larceny, and deception fail, as the culprit is
illuminated in by a white halo. Objects deliberately hidden or sabotaged through mundane means are
similarily outlined. Any expenditure of essence (or application of a Permanent Charm) trumps this
detection. This power activates automatically over (Essence) yards once the Exalt has spent 11+ motes of
Peripheral Essence, expanding by an additional (Essence) yards every Action, to a maximum of (Essence
x 5) yards.
Caste Attributes and Domains: Creation does not always welcome change. In order to bring about
something new, the vanguards must be forceful in all aspects of their life. They are naturally adept at
Strength, Charisma, and Perception. In their Fluctuations, they can create alliances as easily as they
conjure a sword or dismiss old hatred as readily as a thought. Their Caste Domains are the Stone, the
Silk, and the Clay.
Associations: The Maiden of Endings, the element of air, the half moon, the season of spring, the color
white
Sobriquets: Vanguards, Troubadours, the Ivory Trumpets
Concepts: Field medic, Lookshy banner man, cutting edge scholar, obsessive investigator, court
musician, epic poet
They say there is nothing new under the sun. But the night is dark and hides many wonders. Youll see. Ill
show you.
Comet Caste
Throughout Creation the sudden arrival of a comet is a portentous event. These mysterious bodies
appear without warning and follow unpredictable paths through the starry void. Trailing long, luminescent
tails, they pierce and bridge constellations, throwing the metaphysical alignment of the heavens into
conflict. Astrologers carefully study the passage of the comet, hoping to glean some insight from its
trajectory, but the comet does not exist to provide wisdom. It comes to shake Destiny to its foundation and
suspend the dictates of Fate, it only for a brief while. For those who desire peace, the comet is an ill
omen. For those willing to seize the fleeting opportunity, the comet offers a chance for all to ascend to
greatness.
" Conflict is the appointed role of the Comet Caste. They have earned the name Armigers as they
dutifully prepare others for battle. Though swift and mighty warriors in their own right, they often lack the
resilience for sustained fighting. As the armigers establish themselves in Creation, they quickly earn a
reputation for the speed and power of their attacks and the lightning response of their reflexes. So rapid
are the movements of the armigers that merely keeping pace with one requires a focused mind. With their
shaping skill, the armigers remold the battlefield to suit their needs, deprive their enemies of vital
resources while supplying themselves and model the success of strategies.
" Those with dreams of heroic daring are accepted into the ranks of the armigers. Creation has no
lack of would-be heroes, but all too often their potential is stifled by lack of training or perhaps Fate
intervened to prevent them from acting when the time was right, though certainly not for lack of trying. The
gift of Nocturnal Exaltation bypasses both of these problems, allowing the hopeful hero to battle even
without specialized skill and granting her the power to revitalize conflicts. The armiger never has to
wonder what would have happened if only she had been there. Whether for personal glory or revenge,
she need only set herself to the task of discovering her potential.
" [The Gladiators
" " The Curse of Subservience means many gladiators fight not for their own cause but at
the whim of others. When commanded they fight and kill to satisfy the bloodlust of spectators or to line
the treasuries of their masters. The greatest gladiators are highly prized commodities, to be bought and
traded at the pleasure of their managers. Gladiators rarely make lasting friendships. Not because they do
not seek companions, but because they know that someday they may be forced to face that friends on
the sands of the arena.]
Anima Banner: The armigers caste mark is an indgo outline of a diamond with a solid diamond within it;
three bars rise up and to the right of the larger diamond. Her anima blinds with a blue haze and takes the
form of a blue coma with a lengthening tail trailing behind her wherever she goes.
Anima Effect: By spending 5 motes and 1 Temporary Willpower, everyone within (Essence x 5) yards
who is considered by the armiger to be an opponent increases the Speed of all their actions by 1. A
focused mind may overcome this effect by spending one willpower. This power activates automatically
over (Essence) yards once the Exalt has spent 11+ motes of Peripheral Essence, expanding by an
additional (Essence) yards every Action, to a maximum of (Essence x 5) yards.
Caste Attributes and Domains: The armigers do not necessarily possess the endurance for long battles.
They specialize in being swift and brutal, pouncing upon their opponents before he even has time to
react. The Caste Attributes of the Comets are Strength, Dexterity, and Wits. Their Fluctuations focus on
creating the ideal conditions for battle and testing the success of strategies before they are required. Their
Caste Domains are the Stone, the Chisel, and the Tablet.
Associations: The Maiden of Battles, the element fire, the full moon, the season of autumn, the color
blue
Sobriquets: Armigers, Gladiators, the Azure Drums
Concepts: idealistic adventurer, farm boy with delusions of grandeur, war orphan, bounty hunter, the dark
horse champion
How did you insult me? You sent a dozen men to hunt me through field and forest. Only a dozen! It was
over far too quickly.
Aurora Caste
The living essence of Creation courses through the air, to be inhaled and exhaled by all living things. High
in the Firmament it pools and flows in luminescent rivers, which ripple and twist their way toward the
Elemental Poles where they are drawn down to Creation once more. At night, the regions of Creation
nearest the Poles are treated to a vivid display of flowing essence projected onto the sky. The aurora, as
these manifestations are collectively known, is where the terrestrial mingles with the celestial. Myriad
colors illuminate the night near the Poles, always dominated by the color of the Pole itself and the viridian
glow of living essence.
" As the auroras bridge the heavens and the earth, so too do the Ambassadors form a crucial link
between the mighty Celestial Exalted and the people they rule. Beautiful, charming, and graceful, the
ambassadors are a welcomed addition to almost any social setting. Though predominately focused on
assisting the Crowned Suns in their negotiations, the ambassadors also excel at being secret weapons in
the event that diplomacy fails. Their shaping abilities allow them to be adept social engineers. They forge
social bonds, create pleasant environments, and model social experiments with detailed accuracy. Such
talents are often used to tantalize prospective allies. The allure of the ambassadors is legendary, and
those who linger in her presence come to desire her and seek her favor, as far as they are capable of
such passion.
" The gift of the Nocturnal Exaltation comes to ambassadors as they dream of a glamorous life of
wealth and fame, though not necessarily for themselves. While some seek personal fame and fortune and
a life of luxury, others seek to reshape their society, to topple oppressive regimes or abolish economic
depressions. Though the ambassadors first solution tends to be peaceful, she is perfectly capable of
fighting for her cause. She is a master of words and of swords.
" [The Concubines
" " The concubines are a great treasure. Their beauty adorns the courts of the Mighty. Their
grace can inspire the lusts of all but the most stoic observers. The Curse of Subservience often
encourages the concubines to satisfy the carnal desires of those they serve. Such sexual dalliances are
not unheard of among the Celestial Exalted, and only rarely is the experience unpleasant for the
concubine. Far more frustrating are the frequent periods during which the concubine is expected to be
seen and not heard. When the concubine is treated as a mere ornament, she must either reluctantly
accept her position or learn more subtle ways to manipulate her surroundings. Luckily, such skills are
common among the concubines.]
Anima Banner: The ambassadors caste mark is an indigo diamond with its lower half filled; three short
bars rise from its top, left and right corners. Her anima blinds with curtains of multi-colored essence,
dominated by green, which later form great dancing ribbons and loops of light.
Anima Effect: Everything about the ambassador is beguiling: her words, her movements, her beauty. For
5 motes and 1 Temporary Willpower, the ambassador may flare her anima out to (Essence x 5) yards. All
within this radius subtract their own Compassion from their Mental DVs when opposing the ambassador,
her Motivation, or any of her Intimacies, even if the social attack does not originate from the ambassador
herself. This power activates automatically over (Essence) yards once the Exalt has spent 11+ motes of
Peripheral Essence, expanding by an additional (Essence) yards every Action, to a maximum of (Essence
x 5) yards.
Caste Attributes and Domains: Through her charm and will, societies bend to the ambassador. She is
naturally skilled at Dexterity, Charisma, and Appearance. Her Fluctuations focus on molding societies and
perfecting their environment. Her Caste Domains are the Chisel, the Silk, and the Cloak.
Associations: The Maiden of Serenity, the element water, the gibbous moon, the season of summer, the
color green
Sobriquets: Ambassadors, Concubines, the Viridian Flutes
Concepts: peasant revolutionary, opera house diva, community organizer, philanthropic merchant,
vainglorious man-about-town, overwhelmed physician
I pity you. I really do. Who could envy this pathetic and miserable life? If you only knew how much better it
could have been, how much better it could be. Would you like to see?
Empyrean Caste
When the stars go out during Calibration, only the stark empyrean field remains. The Empyrean Expanse
is the foundation of the Firmament itself, the solid barrier that separates Creation from the vastness of
Chaos. As the stars delineate the predetermined pathways of Fate, the empyrean field serves as the
foundation of possibilitiesinfinite, but not unlimited. Out of this blank slate, anything that is possible can
emerge and nothing that is not. In this way, the Firmament protects Creation from both the chaotic realm
of impossibilities beyond it and the rigid definition of Fate within it.
" Aligned with the foundation of the Firmament rather than anything that adorns it, the members of
the Empyrean Caste are closest to the mind of Nox. They serve as his priests, though they are quite
unlike the priests of other Incarnae. His priests are more cunning businessmen than shining paragons.
The Barristers, as they are also known, seek to maintain order without hindering freedom. Their task
verges on contradiction, and they rely on being quick and clever, knowing how to shift sentiments for
individual circumstances, and consider the outcome of every decision fully before implementing it. They
are wandering enforcers, rarely staying in any place for long to prevent their own will from becoming the
law of the land.
" The barristers have a chaotic streak in their personality. Many are out-right anarachists. Those
who join the Empyrean Caste dream of leaving behind their current circumstances in the world. They
worry about the destination only so much as to ensure it is an actual change rather than simply more of
the same. Where they go, they undermine the status quo and break down barriers only to erect
replacements in their wake. They see the potential folly in a society before it has a chance to manifest
and subtly nudge others onto better paths.
" [The Jesters
" " The jesters cut to the heart of any social setting. They find flaws and hold them up for
public derision. The Curse of Subservience has made them useful tools of state, focusing their skill on
undermining the social standing of their masters political enemies. The jester has only one prayer and it
is answered in abundance: Gods, make my enemies ridiculous. A wise jester rarely makes a joke at his
masters experience, but a brilliant one knows how to do so and get away with it.]
Anima Banner: The caste mark of the barristers is an outline of an indigo diamond containing three
vertical bars, a horizontal bar connecting them, and a small hollow diamond in its lower corner. Their
anima is pitch black at first, but as eye adjusts to it, it is seen to be a field of darkest indigo, occasionally
adorned with the faintest hints of a field of stars or strange distortions. By spending 5 motes and 1
Temporary Willpower, the barrister casts his anima on an area with a radius of (Essence x 5) yards.
Within this darkened field, vision is penalized as though it were a moonless night (Exalted, p. 135), and
all Nocturnal Charms with the Calibration-OK keyword may be activated as though it were Calibration.
This power activates automatically over (Essence) yards once the Exalt has spent 11+ motes of
Peripheral Essence, expanding by an additional (Essence) yards every Action, to a maximum of (Essence
x 5) yards.
Caste Attributes and Domains: The barristers are tireless in their pursuits, subtle in their method of
swaying society to their way of thinking, and quick to think of new courses of action. Their Caste Attributes
are Stamina, Manipulation, and Wits. With their Fluctuations, they reveal the foolishness of others,
exposing the consequences of their action before they have a chance to become reality as well as
maneuvering social norms more to his liking. Their Caste Domains are the Statue, the Needle, and the
Tablet.
Associations: The Maiden of Journeys, the element earth, the new moon, Calibration, the color black
Sobriquets: Barristers, Jesters, the Ebony Bells
Concepts: mad prophet, the man behind the curtain, wandering magistrate, conniving merchant, political
pamphleteer, renegade officer of the law
There is a fine line between the sublime and the absurd; I will walk it as far as it will take me.
Nebula Caste
Scattered throughout the night sky are small pockets of diffuse, oddly tinted light. Lacking the definition of
stars, these nebulas present spots where Fate refuses to settle. In time, they may collapse into novas, or
a dying star might leave a nebula behind as it falls from the Firmament. Always mysterious, the presence
of a nebula within or near a constellation disrupts the calculations of astrologers. The Chosen of Destiny
disagree as to whether the nebulas represent an error in Fate or are a necessary step in the process of
congealing Fate from chaos; for the Chosen of Possibilities, it matters not. The nebulas confound those
who seek to divine the future, and that is enough for them.
" The Sophists, as the Nebula Caste came to be called, are designed to work closest with their
Sidereal cousins. While the Oracles shield the minds of their allies, the sophists take their counter-
espionage duties further still, reaching into the minds of their enemies to discover what they have learned
and to prevent them from forging memories. The sophists excel at being spies themselves and are
masters of subterfuge, deception, and misdirection. They move through unfamiliar and hostile regions,
bending laws and regulations out of their path, faking whatever documentation might be needed, and
creating false memories in the minds of those they meet.
" Those with a love of mystery become members of the Nebula Caste. Most often they have a
secret they wish to protect or one they wish to discover. Perhaps it is some embarrassing or threatening
piece of information that may have already been discovered by someone else. Their Exaltation gives the
power to retrieve that secret and keep it hidden. Or at least so confound the world that it cannot discern
the truth of the matter. This is the primary difference between the sophists and Jupiters oracles. While the
oracles seek to gather secrets and use them when appropriate, the sophists exist to obscure. While the
oracles are masters of extortion and blackmail, the sophists know that people are more easily
manipulated when their own imaginations are left to fill in the mystery. Secrets are a powerful weapon, but
the unknown threat is a terrifying tool.
" [The Charlatans
" " The charlatans perform petty tricks for the amusement of the court. They guess secrets
from the crowd, stage shows of chicanery and distractions, discern a persons history from the lines on a
palm. They are magicians, adept at sleight-of-hand trickery, and when their masters allow, perhaps even
true sorcery. Which miracles are true and which are lies is all part of the mystique of the charlatans.]
Anima Banner: The sophists Caste Mark is a solid indigo diamond, save for a diamond-shaped hole in
its center. Their anima billows up from the ground around them into tall columns of dense, colored smoke.
Typically these are a dull red, but orange and pinks are also common. As the anima grows, it darkens
until it is nearly black with only fringes of color.
Anima Effect: The sophist distracts and fogs the mind. By spending 5 motes and 1 Temporary Willpower,
the sophist causes his anima to rise up around him within a radius of (Essence x 5) yards. Within the
pillars of his essence, his enemies suffer a -1 External Penalty on all actions involving their Mental
Attributes. This penalty increases by one for each action the opponent remains within the anima banner,
to a maximum of the Nebulas (Essence +1), and decreases by one for each action the opponent remains
outside of the anima.This power activates automatically over (Essence) yards once the Exalt has spent
11+ motes of Peripheral Essence, expanding by an additional (Essence) yards every Action, to a
maximum of (Essence x 5) yards.
Caste Attributes and Domains: The sophists are cunning observers and interrogators. Their Caste
Attributes are Manipulation, Perception, and Intelligence. Their Fluctuations focus on manipulating
information and the rules regarding who may access that information. Their Caste Domains are the
Needle, the Clay, and the Stylus.
Associations: The Maiden of Secrets, the element wood, the crescent moon, the season of winter, the
color red
Sobriquets: Sophists, Charlatans, the Crimson Lyres
Concepts: criminal mastermind, triple agent, academic saboteur, propaganda minister, confidence man,
sorcerous interrogator
Dont ask questions if youre not willing to have me change the answers.
"
Chapter V: Charms
It is not the nature of the Onyx Youth to place restrictions upon his favorites. When the Nocturnal
Exalted were devised, they were given free reign over the realms of possibility and potential. They
focused their power into Charms, like all Exalts, but devoted their miracles to revelations of
counterfactuals, to the invention of epiphanies, and to the liberation of all desired outcomes. They obtain
power easily, but struggle to ascend past an early plateau. Nox did not desire his Chosen to stagnate, but
if they are to succeed, they must pursue their own paths toward transcendence. As such, unlike their
Sidereal cousins, the Nocturnal Exalted may continuously invent new Charms. Many of the Charms
included here will not be part of the Nocturnal library upon their return, but instead represent examples of
new Charms waiting to be invented.
" Requirements
! The Charms of the heralds and harlequins are derived from the Exalts inherent potential, rather
than her particular training. As such, unlike Solar or Sidereal Charms, Nocturnal Charms require a
minimum Attribute rating. In this they are similar to the Charms of the Lunar and Alchemical Exalted and
typically a single Charm will be applicable over a range of potential situations. For example, a Nocturnals
Dexterity Excellency might be applied to any situation employing that Attribute, whether it is an attack, an
attempt to pick someones pocket, or a nimble acrobatics routinelikewise the Charm Basic Necessities
Provision could potential serve as a workshop or a field hospital, among other options, based on the
characters decisions.
" Limits
" The harlequin pushes herself to express her full potential, allowing her to achieve great bursts of
power. However, overcoming her natural limits is a taxing process. No combination of Nocturnal Charms
may add more dice to a roll than the Exalts current Temporary Willpower. However, if the character adds
more dice than her rating in the relevant Attribute, she must also spend one Temporary Willpower. This
expenditure comes after determining her maximum number of dice. For example, if a harlequin with eight
Temporary Willpower and Strength 4 decides to add four dice to a Strength-based action with her First
Strength Excellency, she pays only four motes. However, if she wished to add the maximum eight dice
allowed to her, she would need to spend eight motes and one Temporary Willpower in total, reducing her
maximum number of dice to seven for any following actions. If a Charm adds dice for a duration longer
than an Instant, the Nocturnal need only pay the willpower surcharge on the initial activation of the
Charm.
" Static values are subject to the same limitation, and are increased at the same rate as they are
for Solars (Exalted, p. 185).
" Combos
! Like other Exalts, the Nocturnals use Combos to augment the power of individual Charms or to
maintain both defense and offensive options during combat. While Nocturnal Charms are still limited by
the Charms Type when it comes to building a Combo, a Nocturnal is free to mix and match Charms from
various Attributes.
" Charm Conflict
" When two Charms conflict, the Nocturnal rolls (Attribute + Essence) if the relevant Ability is
unclear. Otherwise, they resolve such conflicts with a standard (Attribute + Ability) contest.
" New Keywords
" Calibration-(OK): The Nocturnals are the Chosen of the Calibration King and authority over those
five untamed days is their inheritance. Charms with this keyword have enhanced or additional effects
when used during Calibrations. Charms with the Calibration-OK keyword can also be used within the
radius of an Empyreans anima banner as though it were Calibration.
" Chance: The Chosen of Nox draw their power from possibilities, not certainties. Charms with this
keyword have suite of possible effects which manifest randomly. This requires the Exalt to roll a Chance
die to determine the outcome, when directed by the Charm. At times, even the Nocturnals know better
than to leave things entirely up to chance. The character may spend one willpower when activating the
Charm to select a desired outcome before the die is rolled. She may be prohibited from selecting certain
options in this way until she meets additional requirements, such as a second purchase of the Charm, a
higher Attribute minimum or both.
" Flux: In addition to their Charms, the Nocturnals also draw power from their ability to perform
Fluctuations (see Chapter VI), but at times the two become indistinguishable. Charms with this keyword
count as the Exalts Fluctuation for the scene if it is successful. As such, only one successful Flux Charm
or Fluctuation may be performed by the Exalt in a scene. Additionally, all Charms with this Keyword are
also considered to have the Native, Shaping, and Suspicious Keywords.
" Kalpa: The Kalpa is divided into myriad Manvantaras, each with its own metaphysical quirks.
Transcending the limits of a single reality, a few Nocturnal Charms have variable functions depending on
which Manvantara the Exalt finds himself in. If the Exalt discovers a method to travel between
Manvantaras, he may discover that his Charms have increased or decreased in power depending on the
local metaphysics. The initial presentation of the Charm is the one most commonly found across all
Manvantaras. The Storyteller should inform her players which variant exists in the native Manvantara of
their game, if any variant exists at all. As the Kalpa allows for the possibility of its own non-existence, the
Storyteller may decided that any or all Kalpa-keyworded Charms do not exist either.
" Nox: Maimed and trapped within the Loom of Fate, the Bound God can do little to aid his Chosen.
Those heralds and harlequins how hear his mad murmuring occasionally find that he bends Fate to
augment the Charms with this keyword. In order to gain access to the enhanced effects while Nox is in
the Loom, the Exalt must be affecting objects or beings within Fate or himself and have the Whispers
background for their patron equal to the minimum Essence of the Charm, to a maximum of 5. Without
meeting these qualifications, the Charm can be used as though Nox were not in the Loom, as described.
" Suspicious: The powers of the harlequins often register in the Loom of Fate as glitches that not
even Nox can keep hidden. This may alert the Bureau of Destiny to the presence of the Exalt if she
frequently abuses Charms with this Keyword. Whenever she employs a Suspicious Charm, the Storyteller
rolls one die. On a 10, the offense goes unnoticed. On a 9-7, error is noted but not considered significant.
On a 6-2, the error is a matter of concern for the Bureau and an operative will be dispatched as soon as
possible. On a 1, the Exalt has tampered with the convoluted machination of the Bureau of Destiny or one
of its Sidereal Exalted; an agent is dispatched immediately to set things right. This is a general rule. At
times the Storyteller may simply determine the Bureaus response as best suits the storyalso, the
Storyteller is under no obligation to inform the Exalt of the Bureaus response.
Additionally, a Suspicious Charm does not normally trigger a roll when any of the following apply:
it is used during Calibration, it affects beings and objects obscured by Noxs influence (a Nocturnal, a
Nocturnals belongings, or a forbidden god, for example), or it affects beings outside of Fate. Unless
indicated otherwise, a Suspicious Charm with a Duration longer than Instant only triggers a roll once per
activation.
Return of the Keyword
This Manual uses a few keywords original found in other Exalted material. For ease of reference,
they are provided here as well.
Enhanced: This Charm is found in association with the Hero Styles of the Exalted. When the
Charm is learned by its native type of Exalt, it gains the benefits of the Enhancement feature described at
the end of the Charm.
Merged: Charms with this keyword are found in multiple Attributes (or Abilities for Solars,
Sidereals, and Terrestrials). It may be purchased with any listed Attribute, with appropriate alterations. For
example, if a Merged Charm requires Stamina 3 and adds (Stamina) successes to a roll, its Intelligence
variation requires Intelligence 3 and adds (Intelligence) successes. A Charm merged into another Attribute
has the same prerequisite unless otherwise noted. As a special case, if the above example required Any
Stamina Charm, its Inteligence version requires Any Intelligence Charm instead. Once the Exalt has
learned a Merged Charm, he may use it as a prerequisite for any Charm that specifically requires it as a
prerequisite, regardless of which Attribute he purchased it for or which Attribute the new Charm is in.
Native: Charms with this keyword may only be purchased by type of being for whom the Charm is
part of his natural set. For example, Nocturnals may only purchase Nocturnal Charms with the Native
keyword. They may never be learned through the use of the Eclipse Anima Power or similar methods.
Flux Charms are inherently Native.
General Charms
FIRST (ATTRIBUTE) EXCELLENCY ESSENCE OVERWHELMING
Cost: 1m per die, (1wp); Mins: Attribute 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for
defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
" The harlequin may increase her (Attribute)-based dice pool by spending up to (temporary
willpower) mote. If this adds more than (Attribute) dice, she must expend one temporary willpower to do
so.
SECOND (ATTRIBUTE) EXCELLENCY ESSENCE TRIUMPHANT
Cost: 2m per success, (1wp); Mins: Attribute 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2
for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
" By spending up to (temporary willpower) motes, the harlequin may add one additional success to
any (Attribute) dice pool for every two motes spent. As with other Essence Triumphants, each success
added counts as two dice from Charms and the Nocturnal must spend a willpower if this more than
doubles her effective Attribute.
THIRD (ATTRIBUTE) EXCELLENCY ESSENCE RESURGENT
Cost: 1wp; Mins: Attribute 1, Essence 1; Type: Reflexive (Step 4 for attacker, Step 6 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
" The harlequin wills herself through failure. By spending one willpower, the Nocturnal may be reroll
one (Attribute) roll or add half her temporary willpower to a derived static value.
TRANSCENDENT (ATTRIBUTE) POTENTIAL
Cost: 2m+, 1wp; Mins: Attribute 5, Essence 4; Type: Simple
Keywords: None
Duration: One Scene
Prerequisite Charms: First or Second (Attribute) Excellency
" The harlequin can overwhelm her foes with pure expression of will and mastery of her innate
aptitudes, but she must do so quickly. For every two motes spent on this Charm, the Exalt may employ
her (Attribute) Excellency as though she had spent one mote for the Charms duration. Even a 0m
Excellency must spend +1wp to add more than (Attribute) dice, and can never add more than the Exalts
current Temporary Willpower at the time of the Excellency would be applied.
" With a second purchase of this Charm at Essence 5+, the Exalt increases her effective (Attribute)
by one for every four motes spent, for the purposes of determining when she must pay the (+1wp)
surcharge of her First and Second (Attribute) Excellencies.
MYRIAD POSSIBILITIES OF (ATTRIBUTE)
Cost: ; Mins: Attribute 5, Essence 4; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Third (Attribute) Excellency
" For every action there are hundreds of equally likely outcomes and even more unlikely ones.
Whenever an (Attribute)-based action undertaken by another being results in an outcome that does not
suit the harlequin, she may employ her Third (Attribute) Excellency on that beings behalf as a Shaping
effect. This action must occur within (Essence x 5) yards, and the Exalt must be aware of it in order to use
this effect. This may also be used on her foes. In either case, the Exalt must accept the second result.
This effect cannot be used if another re-roll effect has already been used, such as the targets own Third
Excellency, but if the Nocturnal declares the re-roll first, the target is explicitly allowed to apply his own re-
roll effects to make a third roll if desired. Static values may not be altered using this effect.
" A second purchase of this Charm at Essence 5+ allows the harlequin to reflexively spend four
motes to regain one Willpower whenever a reroll granted by her Third (Attribute) Excellency results in
more successes for herself or her allies, or fewer successes for her foes, than the original roll.
WILLFUL (ATTRIBUTE) BOLSTERING
Cost: 4m per Temporary Willpower; Mins: Attribute 6, Essence 6; Type: Simple
Keywords: Combo-Basic, Native
Duration: One Scene
Prerequisite Charms: Transcendent (Attribute) Potential or Myriad Possibilities of (Attribute)
" The adamant will of the harlequin feeds her natural ability; and her natural ability bolsters her will.
This Charm effectively creates a second Temporary Willpower track. For every four motes spent she adds
one point of Temporary Willpower to this new Track, to a maximum of two points for each dot of
Permanent Essence she has over 5. This willpower may only be spent to enhance rolls involving the
chosen Attribute or to activate Charms of the chosen Attribute. If a Charm of the chosen Attribute defines
its effects based on the characters Temporary Willpower, such as First (Attribute) Excellency, these points
also count toward that effect. If the Exalt successfully performs a 2+ dice stunt involving the chosen
Attribute, she may restore a point of this additional Temporary Willpower; other 2+ dice stunts never
restore this willpower. Only one version of Willful (Attribute) Bolstering may be active at a time.
(ATTRIBUTE) AND (DOMAIN) UNITY
Cost: ; Mins: Attribute 2, Essence 2; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Any (Attribute) Excellency
" The harlequins mind and body are a microcosm of Creation as a whole. Her own attributes
correspond to the Domains that form the substrate of existence. Each Attribute corresponds to a specific
Domain. Strength to the Stone; Dexterity to the Chisel; Stamina to the Statue; etc. Once she has learned
this Charm, the Exalt treats all her (Attribute) Excellencies as though they were also corresponding
(Domain) Excellencies.
STRENGTH
" Attack Enhancement Charms
POSITION OF UNCERTAINTY OFFENSE
Cost: 4m; Mins: Strength 4, Essence 2; Type: Supplemental
Keywords: Chance, Combo-OK
Duration: Instant
Prerequisite Charms: Any Strength Charm
" Of all the possible methods of attack, the harlequin cannot select just one. Instead he learns to
gamble and let chance decide how (and sometimes who) he will attack. This Charm enhances a physical
attack. Upon activation in Step One, the Nocturnal vanishes and his player rolls a Chance die to
determine how he reappears.
1: Reappearing as suddenly as he vanished, the Exalts attack rushes forward at terminal
velocity. The attack may employ Strength in place of Dexterity, including the use of related
Excellencies, and proceeds normally from there.
2-3: The Nocturnal reappears within range and ready to attack another being within the
Engagement Range of his original target. The Nocturnal may only direct his motion if he spent
willpower to choose this option; otherwise the new target is chosen randomly by the Storyteller.
4-5: The Exalts weapon appears first, followed by the Exalt. This imposes the usual -2 External
Penalty for blindness on the target. If such an penalty would have already applied to the target, it
is instead doubled.
6-7: The Nocturnal appears, trailing the echoes of other possibilities and imposing an Onslaught
Penalty equal to the Rate of her weapon, in addition to other applicable penalties.
8-9: Multiple versions of the Exalt surround the target, imposing a Coordinated Attack penalty
equal to his Essence, in addition to other applicable penalties. All but one version vanish again
once the attack is resolved.
10: The Nocturnal reappears behind his target, making the attack unexpected. This option may
not be intentionally selected unless the Exalt has Essence 3+.
DEFENSES FRACTURED AND WARPED
Cost: 5m (+1wp); Mins: Strength 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Position of Uncertainty Offense
" The harlequins attack punches through intervening space and splits the second of time between
himself and his target. An attack supplemented by this Charm becomes unblockable. If the Nocturnal also
possesses Dexterity 5 and a Dexterity Excellency, he may pay an additional willpower to make this attack
undodgeable as well. Such attacks gain the Shaping-keyword as the Nocturnal manipulates the targets
environment to keep his opponent in one place regardless of how she attempts to flee. Personal Shaping
defenses do not make this attack dodgeable unless they also prevent shaping of the nearby environment.
BETWEEN THE BODY AND THE GUARD
Cost: 6m; Mins: Strength 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Defenses Fractured and Warped
" The herald sees and exploits the smallest gaps in defenses. This Charm supplements an attack
against a target protected by a Defend Other Action. The Nocturnal shifts positions of her target and his
defender. If the defender is immune to shaping effects, this Charm provides no benefits. Otherwise, the
Nocturnal appears between her target and the defender in a flash of her anima, just long enough to
launch one attack without the defenders interference, before returning to her original position. If the
defender is capable of making a counterattack against the Nocturnal, he may do so as though he had
been attacked, and this counterattack gains the benefit of being unexpected as the defender is now
behind the Nocturnal. The Nocturnal may avoid this hazard if her own attack was unexpected.
ARMOR AND CLOTH JUXTAPOSITION
Cost: 1m per -1L/-2B, (2m,1wp); Mins: Strength 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Any Strength Charm
" The Nocturnal warrior excels at putting his opponent in unfavorable conditions. With this Charm
the harlequin transforms his opponents armor into a less protective sort, just long enough to slip his
blade into the enemys vulnerable flesh. This may turn a suit of articulated plate into a thin layer of
chainmail, or a chainmail shirt into a broken, rusting tangle provided he pays enough motes to warrant
the change. The more motes spent, the more dramatic the alteration. With a second purchase of this
Charm at Strength 5+, Essence 3+, the Exalt may instead spend two motes and one willpower to
completely remove her targets armor, leaving him in whatever sort of clothing he would normally wear in
casual circumstances. This Charm has no effect on ethereal armor such as that created with Glorious
Solar Plate.
SHIELDS TO RUST
Cost: 1m per -1DV; Mins: Strength 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Any Strength Charm
" Time rushes ahead of the heralds attack, announcing her lethal intent. Her target can find no
shelter from this impending onslaught. This Charm lowers the DV bonus provided by shields and cover by
temporarily aging them into disrepair. After the attack, they revert to their normal condition. The attack
travels straight and true to its target and warps reality as it goes, rather than curving or ricocheting around
the shield or cover. If there is no opening to allow its passages, such if the target is behind greater than
90% cover, this Charm cannot aid the attack.
QUANTUM ASSASSIN TUNNEL
Cost: 1m, 1wp Mins: Strength 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Shields to Rust
" The Exalt strikes at a foe who hides behind a solid barrier. As one might expect, the Exalts sword
bounces off the wall or the arrow becomes lodged in the masonry. A phantom echo of the attack
continues on, rippling through the barrier as a possibility of what might have been had the barrier not
stopped the attack. The attack may pass through up to (Temporary Willpower) feet of solid material, then
continues out to its normal range. If the attack passed through more than (targets Perception) feet of
material, it is considered unexpected, with a difficulty to detect equal to the additional feet of material
through which it travelled, to a maximum of 5. The Exalt must have some way to detect the target beyond
the barrier in order to make this attack. Used in conjuction with Arena Hopping Advance, this Charm
allows the Exalt himself to pass through such a barrier to make the attack.
BEHIND THE FADING BARRIER
Cost: (+3m or +6m); Mins: Strength 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Armor to Cloth Juxtaposition, Shields to Rust
" This Charm permanently enhances its prerequisites. The Shaping effects caused by these
Charms do not revert back to their original state immediately. The duration of both Charms is extended to
One Action for three additional motes. A second purchase at Essence 4+ extends the duration to One
Scene for six additional motes. A third purchase at Essence 5+ makes the shaping permanent. Used in
this way, these Charms are treated as Instant-duration, Flux-keyworded Charms and cause the Exalt to
gain one Paradox die for mundane armor and (Artifact rating) Paradox dice otherwise.
INFINITE PRISMATIC ARSENAL
Cost: 8m; Mins: Strength 2, Essence 2; Type: Simple
Keywords: Chance, Combo-Basic, Obvious
Duration: One Scene
Prerequisite Charms: None
" This Charm causes a mundane weapon to materialize out of the possibilities underlying fate. It is
an echo from the past or a dream from a possible future. Always it has some special connection to the
Nocturnal. A sword he lost months ago, the arrow that slew his grandmothers first love causing her to
marry his grandfather instead, the scythe his unborn descendents may one day use to harvest grain in an
unplanted field. All are possible. In a vibrant blue and indigo swirls, a variety of readied weapons manifest
on the Nocturnals body. Upon activating this Charm, the Exalt rolls a Chance die and receives a weapon
of his choice as described. In addition to the weapons and ammunition created by this Charm, the Exalt
also gains whatever scabbards, quivers, holsters, etc., would normally be required to carry them. In all
cases a group of (Essence x 5) Resource 0 items, such as mundane arrows or knives, may be acquired
as though they collectively cost Resources 1. At the end of the Charm, the item vanishes as it appeared.
1: Any number of mundane weapons or ammunition costing no more than a total of Resource 1.
2-3: Any number of mundane weapons or ammunition costing no more than a total of Resources
2.
4-5: Any number of mundane weapons or ammunition costing no more than a total of Resources
3.
6-7: Any number of mundane weapons or ammunition costing no more than a total of Resources
4.
8-9: Any number of mundane weapons or ammunition costing no more than a total of Resources
5.
10: The Exalt gains a specific an Adamant Artifact with a rating no higher than 3, which his player
selects at the time he purchases this Charm. Paired weapons may also chosen so long as their
combined rating does not exceed the limit. In the case of bows and the like, the Exalt also gains
an unlimited supply of Resource 0 ammunition to accompany the Artifact. The Exalt may spend
willpower to choose this option only if he also knows Thousand-Facetted Mercenary Armaments.
This Charm may be purchased (Essence/2) times
THOUSAND-FACETED MERCENARY ARMAMENTS
Cost: ; Mins: Strength 4, Essence 3; Type: Permanent
Keywords: Merged, Native
Duration: Permanent
Prerequisite Charms: None
" Even a herald who has committed herself to the bloody necessity of combat cannot commit to
merely one method of delivering death to the enemies of Creation. The way of the sword and the way of
the bow call to her equally. The hammer and the axe have their appeal as well. This Charm allows the
Exalt to keep all his options open. When attuning to Adamant artifacts, excluding N/A artifacts, the Exalt
pays the full commitment for the artifact with the highest attunement cost. Thereafter, he reduces the
commitment cost of all Adamant weapons to one mote and all non-weapon Adamant artifacts to two
motes. The total commitment to such discounted artifacts may not exceed the cost of the original item.
Any artifacts beyond this limit must be committed as normal. If the Exalt commits to an artifact with a
greater attunement cost than the original item, the new artifact takes precedence and costs are adjusted
appropriately.
" Merged: Thousand-Faceted Mercenary Armaments (Intelligence, Stamina).
" [The Fork in the Road
" Many Nocturnal Charms require Any (Attribute) Charm as their prerequisite. Also, several
introductory Charms are Merged with other Attributes, such as Thousand-Faceted Mercenary Armaments.
Being Merged, the Exalted can acquire this Charm as either a Strength Charm or a Stamina Charm.
However for the purposes of satisfying the prerequisites of other Charms, it counts only for the Attribute it
was purchased through, not both. Therefore, if the Exalt purchased this Charm as a Strength Charm, he
must acquire a different Stamina Charm to satisfy the Any Stamina Charm requirement.]
A CUT IN TIME
Cost: 1m; Mins: Strength 3, Essence 2; Type: Simple (Speed 3)
Keywords: Combo-OK, Merged, Obvious
Duration: Indefinite
Prerequisite Charms: None
" The herald no longer waits for his inheritance of his ancestors or the borrowed gifts of his
descendents. His own weapons arrive precisely when they are needed. The Exalt selects a weapon he
owns upon activating this Charm. In a vortex of sky blue and indigo light, the weapon vanishes. The
weapon is carried through the vortex to a point in the future when the Exalt decommits the mote, re-
opening the vortex and extracting the weapon once more. For the duration of this Charm it is treated as
though it were in Elsewhere.
" The Exalt may also use this Charm on weapons created by Infinite Prismatic Arsenal, launching
these weapons backwards through time to the point when he originally summoned then. Once all the
weapons and ammunition created by Infinite Prismatic Arsenal have been returned to the past, the Exalt
in the present is refunded the eight motes committed to the weapons originally. Used in this fashion, this
Charm becomes Duration: Instant and causes the Nocturnal to gain one Paradox.
" Merged: A Cut In Time (Stamina, Intelligence): As a special note, the Stamina version of this
Charm allows the Exalt to send his armor, helmets, and shields into the future and recover motes by
placing items created with Armor-Summoning Methodology into a stable time loop. The Intelligence
version functions with mundane utility items and with items created with Basic Necessities Provisions.
The Exalt gains the benefits of any version of this Charm so long as he possesses the appropriate
Attribute at 3+.
Damage Enhancement Charms
REMEMBERED MORTALITY
Cost: 1m; Mins: Strength 2, Essence 1; Type: Supplemental
Keywords: Combo-OK, Crippling, Sickness
Duration: Instant
Prerequisite Charms: None
" Ever since the first Neverborn descended toward Oblivion, the mightiest of beings have learned
to fear their own demise. Even the Chosen were once mortals themselves and lived under that same fear.
This Charm supplements a physical attack. Any damage done by this Charm should be marked uniquely.
As a Crippling effect, this damage will heal no faster than it would for a mortal unless Charms or other
magical effects are applied. Additionally, as a Sickness effect, the victim of this damage must resist
infection as a mortal while the damage remains.
"
RECOLLECTION OF PAIN
Cost: 5m; Mins: Strength 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Shaping, Stackable
Duration: Instant
Prerequisite Charms: Remembered Mortality
" No foe, no matter how insurmountable, is invincible. If the harlequin cannot harm him, then
someone else at some other time will. A physical attack supplemented with this Charm tangles the
targets Fate. Past injuries and future wounds overlap with the targets present, causing intense pain. If
the attack hits, the Nocturnal does not apply damage in Step 10. Instead, the target suffers an additional
-1 wound penalty for each damage success the Nocturnals player rolled. These stack with the targets
normal wound penalties and last for the remainder of the scene.
OAKS TO ACORNS
Cost: 1m; Mins: Strength 5, Essence 4; Type: Reflexive (Step 10)
Keywords: Combo-OK, Flux, Kalpa
Duration: Instant
Prerequisite Charms: Recollection of Pain
" Death was abhorrent to Nox and his heralds. It was cessation of possibilities. Even in the days of
the Bound God and his harlequins, the Underworld offers only a pale mockery of life surrounding the
bottomless well of anhilation. What Nocturnal in good conscious could banish his foes to such a place?
Demonstrating mercy upon her foes, the Exalt grants him a second chance at life.
This Charm enhances a killing blow. When the Exalt would otherwise kill a living opponent, she
may instead choose to activate this Charm. Instead of dying, the opponent transforms into an infant
version of himself, stripped of the memories and training of his life as though his soul had passed through
Lethe. If the target is a Celestial Exalted, except a Sidereal, the Exaltation departs for a better host,
treating him as dead. Sidereal and Terrestrial Exaltations, bound to the Exalt at birth as they are, are
suppressed until the baby once again matures. Alchemical Exalts are completely immune to this Charm.
" Kalpa: Spirits and Primordials slain with this Charm do not usually become infant-versions of
themselves. Typically, if they would not have been permanently slain, they revive as normal, minus any
memories of the scene during which the Exalt employed this Charm. If they would have been slain
permanently, they still revive normally, but without any of their past memories. However, in a few
Manvantaras, this Charm does create infant versions of spirits and primordials, stripped of all memories,
even if that being never had such a period of infancy or had a very different period of infancy (such as a
mortal who ascended to godhood). In the case of Primordials, if they would have been permanently slain,
this spares them from becoming Neverborn but adds a suitable infantile or child-like trait or two to their
Excellency. This change ripples through the Primordials entire nature, altering its aesthetics but not its
general power.
ACCIDENTAL AMPUTATION
Cost: 4m (+2m), 1wp; Mins: Strength 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Crippling, Obvious, Shaping, Suspicious
Duration: Instant
Prerequisite Charms: Recollection of Pain
" Creation is a dangerous place and any of a thousand missteps could leave a person beyond the
help of mortal medicine. The harlequin cuts deep into her targets past and severs a limb from body,
changing a targets physical history with a single metaphysical blow. If a physical attack supplemented
with this Charm inflicts at least one level of damage, the Nocturnal inflicts a Crippling effect (Exalted, p.
152). A subsesquent Shaping effect warps the wound to disguise its origins. The retconned crippling injury
must be something the target could have experienced in his past and potentially survived with the help of
mundane medicine. Since it is resphaped as though it had already healed naturally, only magical healing
can repair this damage. For example, if attacking bandits near Gethemane, the Nocturnal may strike an
opponent and cause him to lose a foot to frostbite, but such an injury would be inappropriate for desert
nomads in the far south. Limbs severed with this Charm disappear completely, but the wounds do not
bleed and are otherwise fully heal as best as they naturally could. This Charm does not actually change
any portion of the victims past, but the Loom of Fate is fooled by this Charm. Though everyone recalls
the victim having all his limbs the day before meeting the Nocturnal, an examination of the Loom reveals
that he did, indeed, lose his arm to a tyrant lizard attack three months earlier.
" At Essence 5+, this Charm allows the Nocturnal to spend an additional two motes to inflict an
Illusion effect on the victim and all who witness the attack. The Illusion imposes the false history the
Nocturnal concocted to justify the injury upon the memories of those affected. The target suffers this
automatically, but may resist by spending willpower equal to the damage inflicted by the attack, to a
maximum of 5. Witnesses whose Mental Dodge DV is less than the Nocturnals ([Strength or Stone
Domain] + current temporary willpower) also gain this Illusion but may resist by immediately spending two
willpower. Once the Illusion has set in, it cannot be resisted until contradictory evidence is presented.
IMITATIONS OF STRENGTH
Cost: 4m; Mins: Strength 5, Essence 4; Type: Supplemental
Keywords: Chance, Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Any Strength Charm
" The lightest touch of the harlequin could have been worse and the Nocturnals opponents soon
learn to fear her, no matter how soft her attacks appear to be. This Charm is activated in Step 1, as usual,
and the Exalt must spend willpower and select an option then if she wishes to do so. Otherwise, the
Chance die is rolled in Step 7.
1: The attacks Minimum Damage becomes (Temporary Willpower) instead of Essence.
2-3: The attack becomes Piercing or subtracts an additional -4 from the targets armor if already
Piercing.
4-5: The target is knocked back (Nocturnals Temporary Willpower) yards. This adds the
Knockback-keyword to this Charm and stacks with other Knockback effects. If the target strikes a
hard object, he suffers a die of bashing damage for each yard he would have continued to travel.
Striking a particularly dangerous object may convert this damage to lethal.
6-7: If the target unsuccessfully parried this attack with a mundane weapon, it receives the full
force of the Nocturnals fury. It shatters, scattering shrapnel with horrific force. This destroys the
weapon and creates a one-time Environmental effect with Damage 4L, Trauma 2 and a radius of
(Strength) yards.The Nocturnal and anyone who stands behind her is immune to this damage.
8-9: The targets lungs are filled with the vacuum of the Firmament, causing him to rapidly
asphyxiate as a Crippling effect. In addition to any damage inflicted by this attack, the target
continues to take one level of Bashing Damage every action until he catches his breath with a
difficulty 4 (Strength + Resistance) roll as a Miscellaneous action. This has no affect on someone
who is already under its influence or does not require air to breath.
10: The target takes the Nocturnals Essence in unsoakable levels of lethal damage rather than
the usual dice of damage.
FROTHING QUANTUM FURY
Cost: (1wp); Mins: Strength 5, Essence 3; Type: Permanent
Keywords: Chance, Native, Overdrive
Duration: Permanent
Prerequisite Charms: Position of Uncertainty Offense or Imitations of Strength
" The harlequins motes quiver with a thousand possible offensives all waiting to be realized.
Eventually, these attacks boil over and are unleashed upon her foes. This Charm grants the Exalt an
Overdrive pool of ten motes. The first time each scene she rolls Join Battle, she may spend one willpower
to roll a die, adding that many motes to the pool as a Chance effect; she may never spend willpower to
select the results of this Chance die. Additionally, the first time each Tick that she rolls a Chance die due
to another Charm, she adds one mote to her Overdrive pool.
COMETARY IMPACT TECHNIQUE
Cost: 3m; Mins: Strength 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Any Strength Charm
" The heralds might is awe-inspiring and devastating. This Charm supplements a ranged attack
made with a physical projectile whose flight is powered by the Exalts own force. The projectile
accelerates so rapidly that it ignites in the air, glowing with a fierce brightness, and trailing a brilliant tail
the color of the Nocturnals animain the case of an Empyrean this takes the form of roiling black smoke.
This Charm adds (Essence +4) dice of damage to the attack, ignites flammable material, and can be seen
for (Essence x 10) miles with an unobstructed view.
" With Strength 5+, the Exalt can accelerate her attacks with devastating force even over short
distances. This Charm can now be used with hand-to-hand attacks as well.
BLAST FRONT CONCUSSION
Cost: ; Mins: Strength 5, Essence 2; Type: Permanent
Keywords: Knockdown
Duration: Permanent
Prerequisite Charms: Cometary Impact Technique
" The world recoils from the shock of the Exalts attack. At the point of impact, all beings within
(Strength) yards of the target of an attack enhanced with this Charms prerequisite must check for
knockdown.
UNSTOPPABLE BOLIDE IMPROVISATION
Cost: (+5m); Mins: Strength 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Cometary Impact Technique
" In the hands of a herald, what could not be a deadly weapon? This Charm permanently enhances
its prerequisite, maximizing the lethal potential of any object driven by his might. Improvised weapons
used with attacks supplemented by Cometary Impact Technique increase their Accuracy to +(Perception)
and their Damage to the +(Strength + Athletics required to throw the improvised weapon as a Feat of
Strength). The Range of these attacks becomes (Strength x 5) yards.
" Also, the Exalt may pay five additional motes to enhance any attack supplemented with Cometary
Impact Technique further. The Exalts player rolls one attack, and compares it to the nearest potential
target he desires to strike. If the attack is successful or if it is dodged, it is resolved as normal then carries
on to the next potential target along a straight line. This continues until the attack is parried or it reaches
its maximum Range, whichever occurs first. Such attacks automatically smash through any objects which
the Exalt possesses the necessary (Strength + Athletics) to break as a Feat of Strength.
BURNING EJECTA MAELSTROM
Cost: (+3m or +5m); Mins: Strength 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Cometary Impact Technique
" The unbridled majesty of the Gladiator scours the battlefield. This Charm upgrades its
prerequisite, causing the projectile to explode upon impact with its final destination, for an additional
surcharge of (+3m). All mundane projectiles are completely destroyed by this effect and the explosion
inflicts a one-time Environmental damage effect with a radius of (Strength + Essence) yards, Damage
(Strength)L, and Trauma (Essence). If the Exalt also knows Instantaneous Destruction Technique, this
damage is doubled against inanimate objects. At Essence 6+ the Exalt doubles his Strength for the
purposes of determining Damage, both for the initial attack and for the explosion.
" A second purchase of this Charm extends the duration of this devastation for (+5m). When she
causes a projectile to explode, it now erupts into a towering mushroom cloud. This maintains the visibility
radius of Cometary Impact Technique for the remainder of the scene and ignites a firestorm beneath it.
The environmental damage effect of this Charm lasts for (Strength) actions, inflicting damage once an
action to all beings caught its radius, except the Exalt herself.
Feats of Strength Charms
ENLIGHTENING MATERIAL FALSIFICATION
Cost: 3m; Mins: Strength 2, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, Shaping, Touch
Duration: Indefinite
Prerequisite Charms: Any Strength Charm
" Across Creation a variety of materials are used in construction of all manner of buildings and
items. Among these possibilities, the Nocturnal may find one that better suits her needs. As long as the
Nocturnal touches the item, she subtracts her (Strength x 2) from the (Strength + Athletics) required for
related Feats of Strength (Exalted, p. 127) or she may double her raw damage against an inanimate
object. At Essence 3+, this Charm also allows the Nocturnal to invert its effects adding her (Strength x
2) to required Feats of Strengths or halving raw damage against the object so long as she maintains
contact with the item. This Charm physically transforms the object into a suitable material, which may
defined with as part of a stunt, as she transforms prison bars to balsa wood or a wicker basket to an steel
drum.
INSTANTANEOUS DESTRUCTION TECHNIQUE
Cost: 4m, (+1wp); Mins: Strength 3, Essence 4; Type: Supplemental
Keywords: Calibration-OK, Combo-OK, War
Duration: Instant
Prerequisite Charms: Enlightening Material Falsification
" On the battlefield, time is urgent. One cannot wait while battering rams hammer at city gates or
individual soldiers hack through barricades. This Charm allows the Exalt to break an object instantly if he
his (Strength + Athletics) would permit him to break it as a Feat of Strength, or multiplies his pre-soak
damage against an object by his Strength. Also, by expending a point of willpower, the Nocturnal may
extend this benefit to a complimentary unit with a Magnitude no greater than his Essence. During
Calibration, add the Nocturnals Essence to his Strength for all purposes related to this Charm.
"
ALCHEMY AND SABOTAGE TOUCH
Cost: (+2m, 1wp); Mins: Strength 4, Essence 4; Type: Permanent
Keywords: Flux
Duration: Permanent
Prerequisite Charms: Enlightening Material Falsification
" This Charm permanently enhances its prerequisite. The Exalt may make the changes rendered
by this Charm permanent if she desires.
EMPTY BOX IMAGINATION
Cost: 1m; Mins: Strength 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Touch, Shaping
Duration: Indefinite
Prerequisite Charms: None
" As far as the harlequin is concerned, anything he cannot perceive might not exist. As long as the
Nocturnal cannot see the contents of a container small enough to carry on his person, he may treat it as
though it were empty with regards to its weight. A second purchase of this Charm at Strength 4+, Essence
3+ allows the Exalt to also regard it as empty with regards to volume, allowing him to place more objects
in the container than could naturally be permitted. However, if he adds more than could be held by
(Strength) such containers, this Charm becomes Suspicious.
BROOM CLOSETS TO BALLROOMS
Cost: 5m, 1wp; Mins: Strength 4, Essence 4; Type: Simple
Keywords: Combo-OK, Flux, Obvious
Duration: Indefinite
Prerequisite Charms: Empty Box Imagination (x2)
" The closed door beckons to the harlequin to reveal the mysteries that hide behind it. As he opens
the door, so long as there are no beings with Essence 2+ on the other side to observe the rooms current
state, he may activate this Charm. The space within the room expands rapidly as the door swings open,
multiplying the rooms interior volume by the Exalts Strength. The exterior volume remains constant.
Within this increased space, the Exalt may define additional architectural features, such as adding walls
or staircases, but must remain true to the overall architectural style and construction materials. The room,
however, is bare of any items save what it originally contained. A second purchase of this Charm at
Essence 6+ multiplies the volume of the space by (Strength x 10).
Fitness Charms
HIDDEN MIGHT PHYSIQUE
Cost: ; Mins: Strength 2, Essence 1; Type: Permanent
Keywords: Illusion, Merged
Duration: Permanent
Prerequisite Charms: None
" While the Unconquered Sun flaunts his power, Noxs strength is subtle and unassuming. Once a
Nocturnal has learned this Charm, his physique remains lean regardless of how high his Strength or
Stamina rises. While he gains increasing definition, he does not gain any apparent increase in associated
muscle mass. This is not merely a cosmetic effect. While performing Strenuous Activity (Exalted, p. 130),
while engaged in physical combat or in any Scene immediately following engagement in Strenuous
Activity or physical combat, the Nocturnal adds his half his Strength, rounding up, to his Appearance. At
all other times, the Nocturnal adds a similar number of dice to all attempts to hide his true strength, both
literally and metaphorically, as an Illusion effect. As usual, the storyteller is the final arbiter of when this
bonus applies.
" Merged: Hidden Might Physique (Stamina)
MILITANT ARTIST INTIMIDATION
Cost: 4m; Mins: Strength 2, Essence 3; Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK, Social, Mandate
Duration: Instant
Prerequisite Charms: Hidden Might Physique
" In days of old, the heralds were experts of placing troops and military installations in positions to
maximize their intimidating qualities. Even todays harlequins remember these techniques. If a military
unit to which the Nocturnal belongs comes under threat of a social or mental influence or attempts to
levee such an influence against an opposing force, the Nocturnal may use this Charm to add the units
Might in automatic successes. Additionally, this Charm may be used to add a Dominions Military rating to
its Culture for a single action that the Nocturnal guides as sorcerer or savant. In such cases, the
Nocturnals player rolls (Dominions Military) dice and the Dominion gains one point of limit per success.
TWICE-BEATING HEART EXERCISE
Cost: 10m; Mins: Strength 4, Essence 2; Type: Reflexive
Keywords: Calibration-OK, Combo-OK
Duration: Indefinite
Prerequisite Charms: None
" The harlequin keeps himself fit and healthy at all times, strengthening his body for battles ahead.
As his heart races from the exertion, the rest of his body is forced to run all the faster to keep up. While
this Charm may be activated at any time, the Exalt only gains its benefits while performing Strenuous
Activity. During such activities he ignores wound or fatigue penalties and every hour spent in this way
counts as (Strength) hours of rest for the purposes of healing damage. During Calibration, it is considered
(Strength x 2) hours of rest instead.
LOVERS ENTWINED HEARTS
Cost: ; Mins: Strength 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Twice-Beating Heart Exercise
" Rather than running one heart at twice the speed, the harlequin finds it better to run two hearts at
once. The Exalt opens his body and soul and accepts the heart of a Sidereal who uses Heartless Maiden
Trance (Manual of Exalted Power, vol. IIISidereals, p. 129-130). So long as the harlequin hides the
Sidereals heart, the Sidereal is also considered to be under the effects of Twice-Beating Heart Exercise
and the cost of that Charm is reduced to five motes. If the Sidereal is the harlequins companion, the both
add their combined Companion backgrounds to his Strength for the purposes of determining how many
hours of healing the Charm creates.
TUMBLING TROUPE TECHNIQUE
Cost: 3m, 1wp; Mins: Strength 3, Essence 2; Type: Simple
Keywords: Touch, War
Duration: One Scene
Prerequisite Charms: Any Strength Charm
" The harlequin needs his entire troupe at peak fitness to perform the elaborate feats his kind is
famous for. The Nocturnal may use this Charm to enhance an individual or a unit with a Magnitude no
greater than (Essence) if he leads it, or (Essence +2) if he serves as a special character within it. This
may only enhance one unit at a time but up to (Essence) individuals. For the remainder of the scene, all
beings benefiting from this Charm may substitute their own Athletics with the Nocturnals Strength and
may halt their bleeding as though they were Exalted. Additionally, individuals affected by this Charm treat
10s as one additional success on all Strength- or Athletics-based rolls except damage; for mass combat
units, this Charm ensures a minimum Might of 1.
LEAD BY EXAMPLE
Cost: 5m, (1wp); Mins: Strength 4, Essence 3; Type: Simple
Keywords: Combo-OK, Suspicious, War
Duration: One Scene
Prerequisite Charms: Tumbling Troupe Technique
" Fighting shoulder to shoulder with the front line, the herald bolsters the might of any unit in which
serves as a Hero. While doing so, he also counts as one Relay. The Close Combat Attack of the unit is
increased to half his (Martial Arts or Melee) and its Ranged Attack is increased to half his (Archery or
Thrown), if otherwise lower. Close Combat and Ranged Damage are likewise increased to half the Exalts
Strength if lower. The units Drill imay also be increased to half his War rating. The Nocturnal must make
one attack as a solo unit each action for the unit as a whole to gain this benefit. The traits revert to their
true value on any action the Nocturnals does not attempt such an attack.
" If the unit lacks a Commander, either becomes it never had one or because the Commander was
slain by a duel or a Called Shot, the Exalt may pay an additional willpower to activate an optional
Suspicious effect. The units Magnitude drops to (Essence -2) if it were higher. The remaining soldiers
fight on for the rest of the scene without a Commander. The Exalt effectively becomes its Commander for
the purposes of determining the units dice pools, but continues to act as a semi-independent character,
as normal for a Hero. All attempts to discern the units strategy fail, for it has none, as does any attempt to
target the Commander for any reasonfor the same reason.
WE ARE ALL HERALDS
Cost: 1-9m, (1wp); Mins: Strength 5, Essence 3; Type: Reflexive (Step 10)
Keywords: Combo-OK, Emotion, Flux, Merged, War
Duration: Instant
Prerequisite Charms: Lead By Example
" The herald fights as a common soldier and is welcomed among them. He is one of them. Who
strikes at him, strikes at all of them. While engaging in the duel on behalf of a Mass Combat unit, the
Nocturnal may activate this Charm should he otherwise be slain during the fight. It is not the Exalt who
fell, but one of his brothers in armsanother soldier from the same unit who fought bravely, empowered
by the Nocturnals essence. This perfectly defends the Exalt from the possible death.The cost of this
Charm is (10 Units Magnitude), minimum one mote. For obvious reason, this Charm cannot be used
when the Exalt is part of a Magnitude 0 solo unit. The necessity of an alternate martyr constitutes a
unique Flaw of Invulnerability. Only mortals and Dragonblooded may become this martyr; heroic
characters must have a Positive Intimacy toward the Nocturnal and willing accept the fatal blow. Extras
are considered to always consent. The Nocturnal is healed of all damage received during the duel and all
effects placed on him by his opponent are removed. He is still drained of any motes, willpower, or other
costs paid during the fight."
" The Exalt also gains a Positive Intimacy toward the martyr, recognizing him as a fallen hero as a
self-inflicted Emotion effect. He may regret the death of his compatriot, but he feels no guilt. He aided the
soldier as best he could and would have done no better if he himself had fought in the soldiers place. The
Nocturnal will remember fondly those who died in performing such valiant duty.
" A second purchase of this Charm at Essence 5+ extends its duration to One Battle, for a
surcharge of one willpower. For this duration, he may reflexively pay the mote cost of the Charm (as
appropriate to the Units current Magnitude) whenever it applies. No matter how frequently the Exalt
activates the Charm in this fashion, it counts as only one Flux Charm.
" Merged: We Are All Heralds (Charisma, prerequisites: Saturn Shuns the Willing)
DASHING METEOR SPEED
Cost: 3m; Mins: Strength 4, Essence 2; Type: Simple (Speed 3)
Keywords: Combo-OK, Merged
Duration: One Scene
Prerequisite Charms: Any Strength Charm
" With a blur of motion, barely noticed before it is has gone, the harlequin races past her
competitors. The Nocturnal unites all forms of motion: she adds her Strength to her Dash distance and
her Dexterity to her Jump. Additionally, she swims and climbs as a Move or Dash action, covering the
same amount of distance as she would walking or running.
" Merged: Dashing Meteor Speed (Dexterity)
MOMENTOUS COMET-WARRIOR METHOD
Cost: 7m, 1wp; Mins: Strength 5, Essence 3; Type: Simple (Speed 4, DV -2)
Keywords: Calibration, Combo-Basic, Obvious
Duration: (Strength) Actions
Prerequisite Charms: Dashing Meteor Speed
" The true might of the armigers are lost on those who now treat them as mere gladiators. Focusing
his mind on the task of war, the Nocturnal becomes the champion he was meant to be. For the Duration
of this Charm, he twists the threads of reality in his favor, bending and breaking destinies to suit his
own needs. The Nocturnal adds one to his minimum damage and adds one to the difficulty of all attempts
to resist knockback or knockdown from his attacks and to stop the bleeding from any wound he inflicts
so grievous are his empowered blows. He may gain one Paradox rather than spend the willpower cost of
any First, Second, or Third Excellency. During Calibration, the Nocturnal adds one success to all his
combat-related actions, one to all his physical DVs, and gains one Paradox die instead of one Paradox.
" A second purchase of this Charm at Essence 4+ makes this Charm Calibration-OK.
BROKEN DESTINY MAJESTIC
Cost: (+1-3m); Mins: Strength 5, Essence 3; Type: Permanent
Keywords: Merged, Suspicious
Duration: Permanent
Prerequisite Charms: Momentous Comet-Warrior Method
" The strands of fate twist and coil around the overwhelming might of the harlequin. This Charm
upgrades its prerequisite. Each mote spent lowers the doubling threshold of the Nocturnals dice by one.
For example, one mote spent on this Charm makes all 9s count as two successes in addition to 10s and
three motes make all successes count twice. The Nocturnal gains one die of Paradox each Action. Even
though this Charm affects the Nocturnal personally, if she fights beings within Fate it still considered
Suspicious.
" Merged: Broken Destiny Majestic (Charisma, prerequisite: Entrancing Aurora Novelty;
Intelligence, prerequisite: Ingenious Singularity Advancement)
FALLING STAR ENDOWMENT
Cost: 10m, 2wp; Mins: Strength 5, Essence 3; Type: Simple (Dramatic Action)
Keywords: Calibration, Mandate, Obvious, Touch, Training, War
Duration: One Week
Prerequisite Charms: Tumbling Troupe Technique, Dashing Meteor Speed
" The heralds of old cared for the fitness armies and their exercises regimes provided the Exalted
military with troops beyond compare. This Charm allows the Nocturnal to train a unit with a Magnitude no
greater than his Essence in one of the following: Strength, Stamina, Athletics, Survival, Medicine, War, or
increase the Drill of the unit by one. This Training time requires eight or more hours a day for one week
and adds one to the selected Trait, to a maximum of the Exalts own rating or four, whichever is lower.
During Calibration, this training requires only five days, and may use the higher of the Exalts rating or
four to determine the maximum the training allows. The Exalt may use this Charm to train himself. If the
unit is loyal to a non-Nocturnal Celestial commander the maximum Magnitude this Charm can train is
raised to (Essence +2).
" In Mandate of Heaven rules, this Charm adds the Exalts Strength to the Dominions Military for
the season and causes the Dominion to gain one Limit.
" A second purchase of this Charm at Essence 4+ allows the Exalt to train war and combat-related
Specialties in any Ability.
Movement Charms
ARENA HOPPING ADVANCE
Cost: 1-2m; Mins: Strength 2, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Any Strength Charm
" For a single attack, the harlequin blinks out of his present location and taps into another possible
location closer to his target. This effectively increases the range of his attack. For one mote, he instantly
moves up to (Essence x 2) yards for a close combat attack. For two motes, he flashes across a much
large swath of territory, up to one range increment of a ranged attack. The Nocturnal remains in his new
location long enough for a single attack and any subsequent counterattack but returns to his original
position immediately thereafter. A second purchase of this Charm at Essence 3+ increases the distance
the Exalt may travel to (Essence x 5) yards for close combat attacks or twice the range increment of a
ranged weapon. A third purchase at Essence 5+ allows the Exalt to move up to (Essence x 10) yards or
three times the range increment of his weapon. If for some reason the maximum distance allowed for
close combat attacks would be greater than that for his ranged attack, the Exalt may default to the longer
distance for his ranged attacks.
BATTLEFIELD LEAPING MANEUVERS
Cost: 8m, 1wp; Mins: Strength 4, Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious, Shaping, War
Duration: Instant
Prerequisite Charms: Arena Hopping Advance
" As masters of war games and training exercises, the heralds knew how to quickly place troops on
a battlefield and untangle units from conflict before they harmed themselves too greatly. While attached to
a unit, the Nocturnal may use this Charm to augment its Move or Dash action and multiply the units
movement distance by his own Essence. Travel supplemented with this Charm is instantaneous, as the
unit flashes brilliantly and streaks across the battlefield as streams of essence the same color as the
Exalts anima. These streamers of essence move along the same path as the unit naturally would and is
slowed and blocked by obstacles in the same fashion. The Exalt may use this on any unit with an
Magnitude no greater than (Essence) if he leads it or (Essence +2) if he serves as a special character
within the unit.
" Additionally, if the Nocturnals unit is currently engaged with another unit and is attempting to
disengage, the Nocturnal may use this Charm to move his unit up to its augmented Dashing distance
away, provide he first succeeds at a Willpower roll with a difficulty of the opposing commanders Essence.
WILDERNESS VAULTING JOURNEY
Cost: 10m, 1wp; Mins: Strength 5, Essence 3; Type: Simple (Speed 5, DV -2)
Keywords: Obvious, Calibration-OK
Duration: Instant
Prerequisite Charms: Arena Hopping Advance
" Time does not hinder the Nocturnals travelhe simply taps into a possible world where he has
already arrived at his destination. With this Charm the Nocturnal disappears in a flash of his anima and a
streamer of anima-colored essence, invisible to the mortal eye, streaks along his most probable path.
Obstacles along this path may still stop the Nocturnal before arriving where he intends. The Nocturnals
player and the player of the origins of the obstacle engage in a contested Essence roll. If the Nocturnal is
victorious, he continues along unheeded. If Nocturnal fails, he must confront the obstacle or escape it
normally before moving on. Truly natural occurrences do not roll Essence but are considered to have one
automatic success on the roll. The Nocturnal may travel no further than (Essence x 5) miles in twenty-five
hour period with this Charm, but may use multiple evocations to make numerous shorter trips, up to the
maximum
" During Calibration, the Nocturnal may extend this benefit to a large number of surrounding
travelers, such as a naval fleet or a desert caravan, so long as the total Magnitude of such a makeshift
unit does not exceed his Essence. If it is not actually Calibration, only those within the radius of the
Empyreans Anima Banner are teleported.
" A second purchase of this Charm at Essence 5+ increases the maximum distance that can be
traveled in a 25 hour period to (Essence x 10) miles. A third purchase at Essence 6+ increases this limit to
(Essence x 50) miles. A final purchase at Essence 8+ increases this to (Essence x 100) miles.
WAYWARD ASSOCIATE EXTRACTION
Cost: 4m; Mins: Strength 5, Essence 3; Type: Simple
Keywords: Touch, Shaping, Stackable
Duration: Indefinite
Prerequisite Charms: Wilderness Vaulting Journey
" Harlequins keep their friends close. Even when Mercury or Mars drive them apart, the Nocturnal
knows of some possible world where Venus held sway over their destiny and kept them close. Breaking
through the isolation of reality, the Nocturnal reaches across time and space transport his ally to himself.
With this Charm the Nocturnal touches a willing partner and commits four motes. For the duration of this
Charm, the Nocturnal may use Wilderness Vaulting Journey to draw that person to himself. Effectively,
the ally obeys all the rules associated with Wilderness Vaulting Journey and her player makes all the
necessary rolls to arrive at her destination. The distance she travels counts toward the total distance that
Wilderness Vaulting Journey may cover in a single day. The Nocturnal may use this Charm on up to
(Essence) individuals simultaneously and must reapply to any person he successfully transports. Any
person touched by this Charm may reflexively break the bonds of essence by spending two willpower at
any time up to and including the very moment of transportion.
INTIMATE INTERESTS RELOCATIONS
Cost: (+2m); Mins: Strength 5, Essence 4; Type: Permanent
Keywords: Nox
Duration: Instant
Prerequisite Charms: Wilderness Vaulting Journey
" The harlequin is drawn to the things she cares about. They call to her and she comes as quickly
as she can. This Charm permanently enhances its prerequisite. Whenever an Intimacy is within one mile,
she becomes superficially aware of its existence. She knows neither its location nor nature. For two
additional motes, she may activate Wilderness Vaulting Journey to transport herself to a safe location in
the vicinity of that Intimacy. For example, if a Nocturnal had both an Intimacy for Free Drinks and an
Intimacy for Bar Fights, this Charm would give her a sense that somewhere within one mile one of the two
was currently occurring. She could then elect to transport herself there, either to find a new father has just
bought a round of drinks for everyone or that a brawl has just broken out. If the Intimacy is within Fate
and Nox is in the Loom, she is aware of the nature of the Intimacy if she gains at least three successes
on a (Whispers + Compassion) roll.
DEXTERITY
Defensive Charms
EMPTY HANDED INNOCENCE
Cost: 2m+; Mins: Dexterity 2, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
" It is often hard to tell when the harlequin has acted and when she hasnteven she might be
deceived into believing events played out differently than she imagined. Every two motes spent on this
Charm reduce the penalties to her physical DV by 1, to a minimum of zero. This Charm cannot remove
environmental penalties or wounds. At Dexterity 4+, this Charm upgrades automatically to Duration: Until
Next Action.
IMPROBABLE RESPONSE
Cost: 2m; Mins: Dexterity 3, Essence 2; Type: Reflexive (Step 2)
Keywords: Chance, Combo-OK, Nox
Duration: Instant
Prerequisite Charms: Any Dexterity Charm
" The harlequin always finds a possible defense, no matter how unlikely. This is actually two
Charms which must be purchased separately. One affects the Nocturnals Parry Defense Value, while the
other influences his Dodge Defense Value. Charms which directly upgrade this Charm must also be
purchased twice in order to affect both types of DV. When activating this Charm for the chosen Defense
Value, the Nocturnals player rolls a Chance die.
1: The chosen defense becomes applicable, if otherwise not, including against unexpected
attacks.
2-3: The Nocturnal receives +(Dexterity/2) DV to the chosen defense. If the attacker is within Fate
and Nox is in the Loom, the Exalt may add his Whispers his Dexterity before dividing, for the
purposes of this bonus, by spending one willpower. Used in this way, the maximum bonus the
Exalt may receive is (Temporary Willpower/2).
4-5: Nimble and surefooted, the Exalt never finds himself in a disadvantageous position. The
harlequin ignores all penalties to his DV that do not originate from himself. This includes
onslaught and coordinated attack penalties, but excludes wound penalties or penalties resulting
from his own actions.
6-7: Leaving a trail of afterimages to distract and deflect, the Exalt forces a blow to smash
through a thousand possibilities before it can reach him. If the attack succeeds, the opponent
subtracts the Exalts current Temporary Willpower from her extra successes for the purposes of
calculating damage.
8-9: A swirling blue and indigo vortex opens between the Exalt and his attacker, from which a
hypothetical future version of the Nocturnal emerges to defend his younger self. The Exalt is
effectively protected by a Defend Other action with a DV equal to his current Temporary
Willpower, even against unblockable attacks. The future Nocturnal immediately dives back into
the original vortex or into a new one. If the attacker has any remaining successes, he must
continue on to attack the younger Nocturnal.
10: Regardless of applicability, the attack is perfectly negated by the chosen defense. This effect
is Obvious, but other than the vagrancies of Chance it suffers from no other Flaw of
Invulnerability. This option may not be selected by spending willpower.
At Dexterity 4+, this Charm may be repurchased; when employing the chosen Defense Value, the
Nocturnal may spend 1 willpower to select the final Chance option. This imposes one of the Four Flaws of
Nocturnal Invulnerability on the Charm, selected at the time this Charm is upgraded.
[Flaws of Nocturnal Vulnerability
Perfection does not come easily to the Nocturnal as it does to the Solar. His soul balks at
the imposition of such absolute certainty, preventing the easy use of such perfect defenses
unless the Exalts action serves to precipitate some greater change. In all cases, these defense
apply against attacks from beings who seek to prevent the Nocturnal from performing the
specified actions or who attack him in retribution for previously acting in such a way. When the
Nocturnal has not acted in accordance with his Flaw, he may still activate the Charm with a +1wp
surcharge.
Compassion: A defense with this flaw can only be used when the Exalt fights to improve the lot
of the oppressed or beleaguered populace of an area, whether it be a large empire or a small
tribal village. This act of kindness must align with known desires rather than merely being
whatever the Exalt thinks is best. If, for some reason, the locals do not wish to be rid of the
monster that terrorizes their countryside, the Nocturnal cannot employ this defense while fighting
it.
Conviction: A defense with this flaw can only be used when the Exalts actions knowingly
undermine an established regime. For example, he may use this defend himself against the
Emissary of Nexus after he attracted its ire, but not to defend himself from random muggers in a
back alley. However, if he learns that those muggers were hired to attack him by the Council of
Entities, this defense becomes viable again.
Temperance: A defense with this flaw can only be used when the Exalts actions seek to elevate
another being to a station at least equal with his own, so that she may enjoy all the freedoms, if
not more, that he enjoys. For example, he may use this Charm to defend himself while fighting a
robber barons guards to acquire treasures for a poor family or when fighting to place a usurper
upon a throne. However, he could not use this defense while fighting for personal gain. Those he
fights for need not know about his actionsin fact, its often better if they dont.
Valor: A defense with this flaw can only be used when the Exalts employs extravagant methods
for social change. While he may work in the shadows and keep his identity hidden, the results of
his actions must be intended to have a highly visible impact on society. For example, he may be
attempting to blow up the Deliberative with a basement full of firedust or arrange the
assassination of a prominent public figure during a victory speech. Quietly killing a political
opponent in her sleep and making it look like an accident would not qualify.]
MANIFOLD EVASIVE REALITIES
Cost: (+3m per); Mins: Dexterity 5, Essence 3; Type: Permanent
Keywords: Stackable, Obvious
Duration: Permanent
Prerequisite Charms: Improbable Response
" In a hazy array of afterimages, the herald assumes many defense positions simultaneously.
Improbable Response becomes Stackable, allowing the Nocturnal to pay three additional motes to make
an additional Chance roll. If the Nocturnal spends Willpower to select an option, he need only do so once.
In such cases, he still pays three motes for each additional option selected. The Nocturnal may gain the
benefits of any one option only once.
" At Essence 5+, this cost of this effect is reduced to one mote.
UNTOUCHABLE QUANTUM STANCE
Cost: (+4m or +4m, 1wp); Mins: Dexterity 5, Essence 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Improbable Response
" In a sparkling whirlwind of adamant blades and elegant twists of her own body, the harlequin
becomes an unassailable point of defense. This Charm upgrades its prerequisite, increasing its Duration
to One Tick for four additional motes. A second purchase of this Charm at Essence 6+ extends this
Duration to One Action at the additional cost of 1 willpower.
BENDING DESTINY MANEUVER
Cost: (+3m); Mins: Dexterity 4, Essence 3; Type: Permanent
Keywords: Merged
Duration: Permanent
Prerequisite Charms: None
" Dodging the odds and parrying probabilities, the harlequin dances around her own destiny and
gracefully, rather than forcefully, finds a more preferable future. This Charm enhances one Chance-
Keyworded Charm the Exalt knows. Instead of spending willpower to select an option, she may instead
spend three motes. This Charm may be learned (Essence) times to enhance a different Chance-
keyworded Charm with each purchase.
" Merged: Bending Destiny Maneuvers (Stamina, Perception)
CHEATERS NEVER PROSPER
Cost: ; Mins: Dexterity 5, Essence 3; Type: Permanent
Keywords: Merged, Native
Duration: Permanent
Prerequisite Charms: None
The harlequin abhors certainty. Who would not rebel against her guaranteed demise? Against
those who are so certain of her doom, the Exalt is not above the hypocrisy of ensuring their failure. When
faced with an attack which succeeds regardless of its number of successes, such as Accuracy Without
Distance, and the Exalt activates a Charm with a Flaw of Invulnerability against it, she enjoys her choice
of a two mote or one willpower discount.
Merged: Cheaters Never Prosper (Stamina, Perception)
SOWING THE SEEDS
Cost: (5m); Mins: Dexterity 5, Essence 4; Type: Permanent
Keywords: Calibration, Merged
Duration: Permanent
Prerequisite Charms: Cheaters Never Prosper
The heralds restless soul gains strength from each kind act and every rebellious gesture. From
each a larger revolution will grow, all propogated from the Nocturnals single act. When the Exalt spends
a scene performing an act that would permit him to enjoy the full benefits of his defenses through one of
his Flaws of Nocturnal Invulnerability, he may immediately commit five motes. So long as he maintains
this commitment, he may activate a Charm with the chosen Flaw of Nocturnal Invulnerability without the
additional willpower surcharge situations where he would be unable to otherwise. This commitment
automatically drops at the end of any scene during which he benefited from this effect, or after twenty-five
hours. During Calibration, the commitments time limit lasts until the end of Calibration.
A second purchase of this Charm at Essence 6+ grants it the Stackable keyword. Each additional
scene spent acting in the appropriate fashion allows the Exalt to commit one additional mote to enjoy the
benefits of this Charm for one additional scene. She may maintain this commitment for up to (Essence)
days. A suitable act performed during Calibration may be committed to for the remainder of the year. After
exhausting one scene, the total commitment drops by one mote until it reaches five motes. At which point,
the Exalt has only one scene of protection remaining. She can maintain a commitment to a total of
(Essence) protective scenes.
A third purchase at Essence 8+ allows the Exalt to always activate her Charms with a Flaw of
Nocturnal Invulnerability during Calibration without a willpower surcharge due to inapplicability.
Merged: Sowing the Seeds (Stamina, Perception)
POSITION OF UNCERTAINTY DEFENSE
Cost: 3m; Mins: Dexterity 4, Essence 2; Type: Reflexive (Step 9)
Keywords: Chance, Combo-OK, Counterattack, Obvious
Duration: Instant
Prerequisite Charms: Any Dexterity Charm
" If an attack does not strike the harlequin, one cannot be certain she was ever there to strike. If the
Nocturnals DV successfully defends against a physical attack, she may activate this Charm and
disappear from her current location. The Nocturnal reappears instantly anywhere within (Dexterity x [one
die]) yards. This Charm can be used to escape flurries if the attacker cannot keep up with the Nocturnal.
SHIELD OF CHANCE
Cost: 4m (+1wp); Mins: Dexterity 4, Essence 3; Type: Reflexive (Step 2)
Keywords: Calibration-OK, Combo-OK, Shaping
Duration: Until Next Action
Prerequisite Charms: Any Dexterity Charm
" The harlequin is protected by happenstance. Strange coincidences come to his defense. Various
elements of the environment move between the Nocturnal and her attackers. Swaying branches stop
arrows; loose floorboards trip assailants at the pivotal moment. This imposes a -1 External Penalty for
each die the Nocturnals player receives for stunts describing how this Charm manifests its effects for a
particular action. The attackers may bypass these penalties with appropriate Charms (for example, using
Charms that ignore Cover to bypass the aforementioned tree branches) or by preventing the Nocturnal
from shaping the environment.
" During Calibration, the manifestations of this Charm become even more pronounced and
circumspect. While they are never truly impossible, the sheer odds against such events become
staggering and this Charm is regarded as Obvious. A flock of sparrows fly between the Nocturnal and a
flurry of arrows, just as the archers bow string snaps. Attackers who botch their attacks must roll (Wits +
[weapon ability]), with a difficulty equal to the external penalty imposed on their attack. Failure indicates
that they are disarmed; mundane weapons may be destroyed by this Charm if the Nocturnals stunt
logically permits this, as determined by the Storyteller.
" A second purchase of this Charm at Essence 4+ allows the duration to be extended to One
Scene for the additional cost of one willpower.
COLLATERAL DAMAGE OBSTRUCTION
Cost: (+4m); Mins: Dexterity 5, Essence 4; Type: Permanent
Keywords: Calibration-OK, Counterattack, Obvious
Duration: Permanent
Prerequisite Charms: Shield of Chance
" Those foolish enough to attack the herald risk harming themselves and their allies. This Charm
permanently upgrades its prerequisite.By paying four additional motes, so long as the Exalt would impose
any external penalties through Shield of Chance, the penalty is increased to (Essence). Additionally,
Shield of Chance permits the Nocturnal to redirect any attack that failed to hit him in Step 6 of combat
resolution to another target within range of the original attack. The new target, which may be another
being or an object, interacts with the attack as though he were the original target, allowing him to select
defense options in Step 2 and take other necessary actions. This redirection is a Shaping effect and
either the attacker or the new target may prevent it as such.
" During Calibration, the Nocturnal may choose to redirect the attack to the original attacker, as his
enemys weapon backfires or he falls upon his own sword.
WATCHFUL ALLY INTERCESSION
Cost: 2m, (+1wp); Mins: Dexterity 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Merged, Obvious
Duration: Instant
Prerequisite Charms: Any Dexterity Charm
" The herald is always alert and aware of his surroundings in combat, ready to spring into action to
aid an ally at a moments notice. When an ally within (Dexterity) yards of the Nocturnal is attacked, the
Exalt may activate this Charm to interpose himself between the attacker and his ally. The attacker must
interact with the Nocturnal as though he had engaged in a Defend Other Action for this attack.
" A second purchase of this Charm at Essence 4+ allows the Nocturnal to activate it with aduration
of Until Next Action at the additional cost of one willpower.
" Merged: Perception (Watchful Ally Intercession, prerequisites: Now My Watch Begins)
" Grace and Balance Charms
FEATHER AND IRON DESCENT
Cost: 5m ; Mins: Dexterity 2, Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: (Essence) Actions
Prerequisite Charms: Any Dexterity Charm
" The Loom of Fate dictates that all objects fall toward the element of earth with a speed ingrained
upon the founding of Creation. Such natural constants are not beyond the harlequins chicanery. With this
Charm the Nocturnal alters the way gravity interacts with the character. Divide the distance the character
falls by his Essence for the purposes of calculating falling damage and multiply the time it takes to fall by
the same amount. The Nocturnals Strength is also multiplied by his Essence in order to calculate jumping
distance. Finally the characters weight is divided by his Essence for the purposes of determining if an
object could support him.
SOMETIMES APPLES FLY
Cost: 3m (+1wp); Mins: Dexterity 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: One Action
Prerequisite Charms: Feather and Iron Descent
" The night sky calls to the herald, and with this Charm they are drawn into it. This Charm
supplements a vertical leap by causing the Nocturnal to fall upward, rather than down. The Nocturnals
vertical jumping distance is multiplied by his Essence. He continues to fall upward by the same distance
as his vertical leap each tick until his next action. At the beginning of his next action, the Nocturnal will
begin falling downward again. Feather and Iron Descent may be activated at this time without counting as
a Charm use for the action.
" Additionally, at Essence 4+, by spending an additional willpower upon activation, the Nocturnal
may cause this Charm to last (Essence) actions. This allows the Nocturnal to treat the underside of
horizontal surfaces as stable terrain for movement, as well as falling to greater heights.
BURDEN OF THE EARTH
Cost: 5m (+1wp); Mins: Dexterity 3, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious, Shaping
Duration: (Essence) Actions
Prerequisite Charms: Feather and Iron Descent
" The weight of the earth is not displaced freely. Turning the fundamentals of Creation against his
enemies, the Nocturnal causes gravity to drag his victim down with increased strength. This Charm
supplements an attack, so long as the attack inflicts at least one level of damage. The victim feels the
increased pull of gravity. For the purposes of determining movement, his Dexterity is halved, as is his
Strength for the purposes of determining leaping distance. His falling distance is doubled for the purposes
of calculating damage, and his weight is doubled for the purposes of determining what objects can
support him.
" A second purchase of this Charm at Essence 4+ causes the targets Dexterity and Strength to be
divided by the Nocturnals Essence, to a minimum of 1, and for the targets falling distance and weight to
be multiplied by the same amount.
STEPPING STONES METHOD
Cost: 2m (+1wp); Mins: Dexterity 2, Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious, Shaping
Duration: (Essence) Actions
Prerequisite Charms: Any Dexterity Charm
" Chance coincidences are among the harlequins greatest tools. While this Charm is active, the
environment is shaped to meet her needs. She may move across surfaces that would otherwise be
impossible, as a cool patch of lava solidifies to hold her weight, or a passing group of sea turtles allows
her to skip between ships at sea. Likewise it makes climbing easy as well, creating handholds and
beneficial architectural features to aid her ascent. These effects linger, allowing others to follow with a
successful (Dexterity + Athletics) roll, with a difficulty 2. The Nocturnal may spend willpower only
someone as nimble as herself may exploit these advantages, imposing an External Penalty equal to her
Dexterity on all attempts to follow her.
ICE AND OIL STANCE
Cost: 1m; Mins: Dexterity 2, Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: (Essence) Actions
Prerequisite Charms: Any Dexterity Charm
" The graceful harlequin need never fear falling and may remain perfectly balanced regardless of
the situation. When standing or moving on unstable terrain, the Nocturnal requires no roll and suffers no
penalties from such circumstances.
BALLET AND TRAPEZE MASTERY
Cost: (+1m); Mins: Dexterity 4, Essence 3; Type: Permanent
Keywords: Calibration-OK
Duration: Permanent
Prerequisite Charms: Feather and Iron Descent, Stepping Stone Method, Ice and Oil Stance
" Beings of consummate grace, the harlequin never falters in her dance. This Charm upgrades its
immediate prerequisites. During Calibration, the Nocturnal may spend an additional mote to increase the
duration of the Charm to Indefinite.
SLIPPERY SLOPE INFLICTION
Cost: 2m+, 1wp; Mins: Dexterity 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious, Shaping
Duration: (Essence) Actions
Prerequisite Charms: Ice and Oil Stance
" Engaging in battle with an Exalt is to fight on uneven ground. The herald makes this literal. This
Charm supplements an attack. Should the attack succeed, the target suddenly finds himself on unstable
ground. Every action for the duration of this Charm, the target must make a (Dexterity + Atheltics) roll with
a difficulty equal to half the motes spent, to a maximum of 3. This necessitates that he flurry if he wishes
to take other actions. Should the target fail the roll to maintain balance, he must make another roll, at +1
difficulty, to rise again.
" Movement Charms
SURPASSING THE BREEZE
Cost: 3m; Mins: Dexterity 2, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: Any Dexterity Charm
" Night settles on Creation as quickly as the dawn overcomes it in the morning. The Nocturnal
increases her Move and Dash actions by +(Temporary Willpower) yards for the remainder of the scene,
including any gained from Willful Dexterity Bolstering.
TRANSCENDING THE WIND
Cost: (+2m, 1wp); Mins: Dexterity 4, Essence 2; Type: Permanent
Keywords: Obvious, Shaping
Duration: Permanent
Prerequisite Charms: Surpassing the Breeze
" Nothing stands in the way of a determined herald when it could be elsewhere. The Nocturnal may
pay the additional cost when activating Surpassing the Breeze. As he moves, all obstacles are warped
out of his path, bending and flowing around a bubble of unobstructed space (Essence) yards in diameter.
Unless her opponent is immune to Shaping, the Exalt cannot be hindered by Blockade Movement actions
and any obstacle less than (Essence) yards across is moved aside, providing her with a clear path and
removing (Essence) penalties to her movement.
ROUTING THE GALE
Cost: (+1m per Magnitude); Mins: Dexterity 5, Essence 3; Type: Permanent
Keywords: War, Touch
Duration: Permanent
Prerequisite Charms: Surpassing the Breeze
" This Charm permanently enhances its prerequisite. By spending the required additional motes,
the Nocturnal may extend the benefits of Surpassing the Breeze to a complimentary unit, using her own
temporary Willpower. The Magnitude of the unit may not exceed (Essence) if she leads it, or (Essence
+2) if she serves as a special character within the unit. If Surpassing the Breeze is also enhanced by
Transcending the Wind, the heralds unit may disengage from another unit or charge straight through
enemy ranks with a Move or Dash action, unless the opposing commander can counter the Nocturnals
shaping.
HURRICANE IN THE HEAVENS
Cost: ; Mins: Dexterity 5, Essence 4; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Surpassing the Breeze
" Like an onrushing comet, the herald always moves at phenomenal speeds. This Charm
permanently adds +(Temporary Willpower) yards to his Move and Dash distance, including any gained
from Willful Dexterity Bolstering. Surpassing the Breeze may still be used to add this number again.
" Speed and Extra Action Charms
UNHESITATING DUELIST PARTURITION
Cost: 2m; Mins: Dexterity 2, Essence 2; Type: Reflexive
Keywords: Combo-OK, Merged
Duration: Instant
Prerequisite Charms: None
" From the very moment she took her Second Breath, the harlequin has been ready for the fight to
come. It might not arrive tomorrow or even in half a dozen lifetimes, but eventually, when it does, it will
find her waiting, tsking quietly to herself in admonishment. Who is her foe to keep her waiting? Instead of
rolling Join Battle, she may activate this Charm to ensure she acts on Tick 0. With Dexterity 4+, she may
also activate this Charm to ensure her actions are resolved before the actions of any other being who
acts on her Action-tick.
" Merged: Unhesitating Duelist Parturition (Wits)
SHOOTING STAR SPEED
Cost: 2m per tick; Mins: Dexterity 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Dexterity Charm
" Like a falling meteor, the herald flashes into action and is gone in a moment. This Charm may
supplement any action and reduces the Speed of that action by one tick for every two motes spent, to a
minimum of three, after persistent effects.
HEARTBEAT ACCOMPLISHMENTS
Cost: (+2m per tick, 1wp); Mins: Dexterity 4, Essence 4; Type: Permanent
Keywords: Calibration-OK
Duration: Permanent
Prerequisite Charms: Shooting Star Speed
" So swift is the herald, he appears to finish almost before he begins. The Nocturnal may employ
Shooting Star Speed at the increased cost associated with this Charm to extend its benefits to all actions
for her next (Essence) Actions. During Calibration, the surcharge of this charm is reduced to (+0m, 1wp).
A second purchase of this Charm at Essence 6+ increases the duration to One Scene.
ONE STONE, TWO BIRDS
Cost: 4m; Mins: Dexterity 4, Essence 2; Type: Extra-Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Any Dexterity Charm
" When faced with two mutually exclusive options, the herald may always choose both. The
Nocturnal splits reality and simultaneously attacks two different targets within range, even if moving into
combat with one would move him out of range of the other. The Nocturnal rolls only one attack and
applies it against both targets. If the Nocturnal needed to move toward either opponent, he may choose to
remain at either of those two locations or return to his original position at the end of the attack.
FLOCK AND BOULDER STRIKE
Cost: (+1m); Mins: Dexterity 5, Essence 3; Type: Permanent
Keywords: Calibration-OK
Duration: Permanent
Prerequisite Charms: One Stone, Two Birds
" Fracturing reality to reflect innumerable options, the herald unleashes a storm of attacks. This
Charm upgrades its prerequisites. The Nocturnal may simultaneously attack a number of opponents
equal to the Rate of his weapon. The Exalts refracted image appears before all her targets. During
Calibration, the Nocturnal may use his Essence in place of Rate if he desires.
MIGRATION AND AVALANCHE ONSLAUGHT
Cost: (+2m); Mins: Dexterity 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Flock and Boulder Strike
" The Exalts fractured assault appears to fill the battlefield with images of herself fighting all her
foes at once. This Charm adds +3 to the Exalts Rate or Essence for the purposes of Flock and Boulder
Strike. Alternatively, by paying a two-mote surcharge on One Stone, Two Birds, the Exalt may strike all
targets within (Essence x 3) yards at once. Doing so makes this Charm Suspicious.
TIME-LOOPING TEMPEST
Cost: 0-3m per attack, 1wp; Mins: Dexterity 4, Essence 3; Type: Extra Action
Keywords: Combo-OK, Calibration-OK
Duration: Instant
Prerequisite Charms: One Stone, Two Birds
" The herald tangles his past and future with that of his opponent, catching himself and his foe in a
violent repetition as long as he wills. The Exalt spends the willpower cost of this Charm when making the
first attack at her full dice pool. If she gains more successes than her targets Essence, she may pay
three motes to make a second attack also with her full dice pool. So long as she continues to gain at least
more successes than her targets Essence, she may continue to do so, paying one less mote for each
additional attack, to a minimum of zero motes. She may make no more than (Dexterity +1) or (Temporary
Willpower) attacks, whichever is lower. This Charm becomes Obvious if the Exalt makes more attacks
than the rate of her weapon would normally allow. During Calibration, the second attack costs two motes
rather than three and the remaining costs decrease from there.
BLADE CUTS THE PAST
Cost: (1m); Mins: Dexterity 2, Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
" Quicker than one can blink, the harlequin arms herself for battle. In a deadly sleight of hand, the
harlequin seems to attack empty-handed, only to reveal a hidden weapon. This Charm allows the Exalt to
reflexively ready a weapon. She may do so at any time, but during attack resolution she may only do so
during Step 1. Additionally, she may sheath her weapon in Step 10 whether she was the attacker or
defender for free.
Nocturnal Hero Style Expansions
MULTIFACETED MARTIAL ACUMEN
Cost: (+1m); Mins: Dexterity 4, Essence 2; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Crystallize Kata Insights
" The Exalt moves to counter multiple foes, fracturing her motion to appear as a multi-armed
goddess of conflict. She increases the DV bonus provided to +(Essence) DV. This upgrades automatically
at Essence 4+; she may target up to (Essence) foes with Crystallize Kata Insights simultaneously.
"
ONE BODY UNITY
Cost: ; Mins: Dexterity 3, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Diamond Fist Atemi
" Though her martial practice has many facets, the harlequin is, ultimately, one complete whole.
Her mastery for her own body reflects this unity. Her Punch and Kick attacks are unified into one Strike
attack with the following traits: Speed 5, Accuracy +1, Damage +3B, Defense +2, Rate 5, Tags N. Any
reference to Punch or Kick attacks is assumed to apply to her Strike attack. A second purchase of this
Charm at Dexterity 4+, Essence 3+ allows the Exalt to apply the perfect quality bonus to her Strike
(Exalted, p. 366). She may reassign this bonus by spending a day retraining her body and spending one
experience.
JEWELERS MANY TOOLS
Cost: ; Mins: Dexterity 3, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Diamond Fist Atemi
" The jeweler has an array of tools, for her work requires precise instruments for various tasks. So
too, the harlequin might employ a variety of weapons to enhance her talents on the field of battle. This
Charm may be purchased up to (Essence) times. Each purchase may add one of the following to the list
of Nocturnal Hero Styles form weapons: hand and throwing needles and throwing knives, spears and
lances, straight swords and rapiers, or bows. In all cases the artifact equivalents also become form
weapons. Other weapons may be acquired with Storyteller approval. In general, anything that can attack
with a single, fine point might be permissible. Overwhelming weapons are explicitly forbidden, as are
flame and energy based weapons. If the Exalt also knows Falling Hammer Mastery she may also add
staves or one-handed hammers to her list of Form weaponsthe jeweler needs her hammer as much as
she needs her chisel. This is a specific exception to the rule prohibiting Overwhelming weapons.
"
SEIZING THE FALLEN STAR
Cost: (4m); Mins: Dexterity 3, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Falling Hammer Mastery
" Seeing an opportunity, the herald pounces while his opponent is weakest. If his target is
successfully knocked down by an attack supplemented with Falling Hammer Mastery, the Exalt may
reflexively pay four motes to make an immediate Clinch attempt against that target, so long as the target
is within the range of her Move action.
STAR-TAUNTING LAUNCH
Cost: (+2m, 1wp); Mins: Dexterity 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Falling Hammer Mastery
" Swing her attack from low to high, the Exalt channels the force of his blow into pure momentum.
This Charm enhances Falling Hammer Mastery. By paying two additional motes and a temporary
willpower, if the attack would successfully knock the target down, he is first launched a number of yards
vertically equal to the Exalts vertical Jump or a number of yards horizontally equal to her horizontal
Jump, as the Exalt prefers. Targets launched vertically suffering falling damage as normal. If the target
strikes a hard surface as part of this flight, they take additional damage as with the Solar Charm Heaven
Thunder Hammer (Exalted, p.242). At the end of the targets flight they are knocked down, allowing the
Exalt to trigger Seizing the Fallen Star if within range.
" With a second purchase this Charm, if the Exalt uses Falling Hammer Mastery against a target
that is currently prone, she may employ this effect without incurring its usual surcharge.
GRASPING THE COMETS TAIL
Cost: (1m); Mins: Dexterity 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Seizing the Fallen Star, Star-Taunting Launch
" As her opponent sails away from her strike, the harlequin performs a quick kata, grasping the
rushing air trailing behind her target as though it were a rope. When the foe reaches the end of his tether,
the Exalt snaps the rope back. Any target the Exalt hurls away from herself using Falling Hammer
Mastery, may be returned to the edge of her Move radius by spending one mote at the end of his journey.
PRESSURE POINT PUNCTURING GRIP
Cost: (2m); Mins: Dexterity 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Seizing the Fallen Star
" The harlequin has no need to coil limbs around her foe to subdue him. She tightens her fingers
around a single point on her targets body and completely immobilizes him. This Charm permanently
enhances the Exalt. She may maintain a clinch with only one limb, freeing her others to perform other
actions, though she would need to flurry to maintain a clinch and attack. Her Clinch attack increases its
Rate to 2. She cannot Dash or Jump while clinching, and the number of yards she may Move is reduced
by her targets Strength, to a minimum of one. Finally, if she wishes to inflict crushing damage on her
target, she may pay two motes to ignore all soak from armor.
WORLD SLEEPS AT NIGHTFALL
Cost: (1m); Mins: Dexterity 5, Essence 3; Type: Permanent
Keywords: Calibration
Duration: Permanent
Prerequisite Charms: Pressure Point Puncturing Grip
" So she might go about her business unmolested, the Nocturnal takes the world by the hand and
guides all to slumber. The Exalt tightens her fingers upon a vital point in the targets body, cutting off
essential functions. The harlequin may pay one mote to double post-soak damage done during a Clinch.
This damage is always Bashing, even if would otherwise be Lethal, and never wraps around into Lethal.
All damage dealt in this way heals automatically at the next sunrise. During Calibration, this damage
remains until the end of Calibration.
ADAMANT FORCEPS TACTIC
Cost: 5m, 1wp Mins: Dexterity 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Indefinite
Prerequisite Charms: World Sleeps at Nightfall
" Striking multiple pressure points along her targets body, the Exalt may freeze her foe in place.
The Exalt may employ this Charm when she could inflict crushing damage on the victim of her clinch.
Instead, she pay a willpower and commit five motes to cripple the targets pressure points and immobilize
him. Though she may release him, he continues to be consider clinched by her. She may act as she
pleases, reflexively rolling to maintain the Clinch each action, adding her Essence in automatic
successes, until she either drops the commitment or the target restarts his own pressure points and
escapes.
VITALITY RUPTURING ASSAULT
Cost: (+2m); Mins: Dexterity 5, Essence 3; Type: Permanent
Keywords: Crippling
Duration: Permanent
Prerequisite Charms: Pressure Point Puncturing Grip
" The Exalt pinpoints her foes vital organs and aims to inflict lasting harm upon her foe. If the Exalt
has paid the two motes to make her crushing damage ignore armor, this damage becomes Lethal. She
may also pay two additional motes at this time to further enhance this damage. If her attack inflicts any
damage, the target suffers one unsoakable lethal die of damage every Action for (Strength or Dexterity,
whichever is higher) Actions as a Crippling effect, even after he has escaped her clinch. Wounds inflicted
by this effect are purely internal, and mortals cannot close these wounds.
CHAKRA-CRACKING CHISEL
Cost: 4m; Mins: Dexterity 5, Essence 4; Type: Reflexive
Keywords: Combo-OK, Crippling, Obvious
Duration: One Action
Prerequisite Charms: Vitality Rupturing Assault
" As easily as she makes her foe bleed to death without ever shedding a drop of his blood, the
harlequin spills her targets essence upon the world. Pressing upon her targets chakra points, she
punctures the essence pathways within him. If she inflicts any damage with a clinch, she may activate this
Charm. Her opponent adds his current wound penalty as a mote surcharge on all Charms activated for
the next action. This surcharge does not stack with any similar surcharge, such as from the Solar Charm
Sun-Sufficing Slag; only the highest surcharge applies. A second purchase of this Charm at Essence 5+
extends this Charm to (Targets Wound Penalty) Actions, minimum one. A third purchase at Essence 7+
extends this Duration to One Scene at the cost of an additional (+2m, 1wp)."
DIAMOND PIERCES IRON
Cost: 6m; Mins: Dexterity 5, Essence 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Pressure Point Puncturing Grip
" When her brutish foe seizes the harlequin, threatening to throttle her with his grotesque force, the
Exalt smiles and reveals that he has only exposed a fatal point of weakness. The Exalt may activate this
Charm whenever an opponent initiates a Clinch against her, but not when she has lost an attempt to
maintain a clinch. She may make her own Clinch attempt against her attacker. This attack cannot be
dodged or parried unless her target also releases her, but her counterattack suffers an External Penalty
equal to half the successes her attacker gained on his clinch attempt.
PIERCED SOUL MERCY
Cost: 6m; Mins: Dexterity 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Compulsion
Duration: Instant
Prerequisite Charms: Pressure Point Puncturing Grip
" If the Exalt is feeling particularly merciful, she strikes straight through the body of the being that
earned her ire and pierces its soul. This Charm enhances an attempt to inflict crushing damage on a
clinched target and flee. If the attack would inflict any damage in Step 10, it instead imposes a
Compulsion effect to abandon the fight. This unnatural mental influences costs a one willpower to resist if
the damage would have only harmed the targets -0 health levels, two willpower if it would have harmed
his -1 health levels, three willpower if it would have harmed his -2 health levels, four willpower if it would
have harmed is -4 health levels, and five willpower if it would have spilled over into his Dying health
levels. The compelled target may defend himself as normal, and should the Exalt attack him, the
Compulsion terminates immediately. Otherwise, the Compulsion lingers for one day.
WITH PRECISION STRUCK
Cost: ; Mins: Dexterity 4, Essence 3; Type: Permanent
Keywords: Native, Overdrive
Duration: Permanent
Prerequisite Charms: Nocturnal Hero Form
" The harlequins attacks strike with frightful accuracy, but they are likewise empowered with
incredible force. Together the combination devastates her foes. This Charm grants the Exalt an Overdrive
pool of ten Peripheral motes. This pool can be filled by sacrificing dice accumulated from Aim actions,
granting one mote per die. She may only sacrifice these dice on her Action tick and may never sacrifice
more than three dice at a time. The universal Aim die granted by Nocturnal Hero Form may be sacrificed
in its entirety for one mote. Sacrificed dice granted by Charms such as Crystallize Kata Insights and
Nocturnal Hero Form refresh along with her DV unless otherwise prevented.
STAMINA
"
Damage and Shaping Resistance Charms
ARMOR-SUMMONING METHODOLOGY
Cost: 8m; Mins: Stamina 2, Essence 2; Type: Simple
Keywords: Chance, Combo-OK, Obvious
Duration: One Scene
Prerequisite Charms: None
" The herald girdles himself in revelations of the past and shields himself with the hope of the
future. This Charm is functionally identical to the Strength Charm Prismatic Arsenal Methodology, save
that instead of summoning weapons it summons armor, helmets, and shields, and the artifact versions
thereof.
"
THERE IS NO SWORD
Cost: 5m; Mins: Stamina 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Calibration-OK, Combo-OK, Nox, Obvious
Duration: (Essence) Actions
Prerequisite Charms: None
" Nocturnal philosophers debate the exact relationship between Creation and the Loom of Fate. Is
a person represented by a strand of Fate, or is the strand represented by the person? Is there meaningful
difference? The harlequin turns this debate into a powerful defense, bending the fate of an incoming
attack around his own to avoid all contact between the two. The Nocturnal gains an effective DV of
(Permanent Willpower/2), plus Essence at night or during Calibration. This DV suffers onslaught
penalties as normal but is neither Parry nor Dodgethe Nocturnal stands stoically still as the sword
warps or arrows flow around him. While Nox is in the Loom, the Nocturnal adds an additional bonus of +
(Whispers/2) to this DV if the attacker is also within Fate. If the attacker is immune to Shaping, his bare-
handed attacks bypass this DV completely; if his possessions are immune to Shaping, they also ignore
this DV.
" A second purchase of this Charm at Essence 3+ also provides the Nocturnal with +(Temporary
Willpower) lethal and bashing Soak. Attacks which ignore the DV provided by this Charm also ignore this
soak. A third purchase at Essence 5+ grants a DV equal to the Exalts full Permanent Willpower.
THE CROOKED MADE STRAIGHT
Cost: 7m, 1wp; Mins: Stamina 3, Essence 2; Type: Simple
Keywords: Combo-Basic, Shaping
Duration: One Scene
Prerequisite Charms: None
" Through force of will, the herald claims ground for the lords of Creation. Upon activating this
Charm, the Nocturnal immediately crystallizes the metaphysics of the Wyld, Labyrinth, Malfeas or similar
realms within his (Essence) yards of him. This region immediately begins obeying the laws of Creation
(meaning, that if the Nocturnal were imprisoned by a Fair Folk in a heatless bonfire, activating this Charm
might not be such a good idea unless the Nocturnal can also resist damage of the fire once it begins
burning as normal). The region is protected from further Shaping-effects that could not be performed in
Creation, and within this small area, the Nocturnal may perform Fluctuations as if he were in Creation.
Those within the region must still resist further shaping effects normally. A second purchase of this Charm
at Essence 4+ extends the radius of the protected region to (Essence x 5) yards; a third purchase at
Essence 5+ extends this to (Essence x 10) yards.
" As an additional benefit, a Sidereal using Mending Warp Designs (Manual of Exalted Power
Sidereals, p. 142) within this Charms area of effect adds the Nocturnals Essence to her roll.
Companions also add the higher of their two Companion ratings.
PHANTASMAGORIC MINOTAUR BODY
Cost: 1m+, 1wp; Mins: Stamina 3, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: One Story
Prerequisite Charms: The Crooked Made Straight
" Should the herald be required to venture far afield and face the minions of unbridled Chaos in
their own territory, she finds herself in a precarious situation, as her own powers are diminished in the
Wyld. Still, she has a few tricks left to her even if her primary defenses falter. This Charm grants the Exalt
one Shaping Health Level per mote spent, to a maximum of her Permanent Willpower.
"
BOUNDLESS POSSIBILITIES ASSIMILATION
Cost: 1wp (4m); Mins: Stamina 4, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: The Crooked Made Straight
" The heralds adamant integrity grows to accommodate some changes and remains rigid against
others. In the face of new possibilities, some he adopts and some he rejects. The Nocturnal may
reflexively pay one willpower to perfectly ignore any unwanted shaping effect. If a shaping effect has both
desirable and undesirable results, the Nocturnal may also commit four motes to gain only those beneficial
results for as long as he maintains the commitment. He may maintain up to (Essence) separate
commitments in this way.
" If the Nocturnal has The Crooked Made Straight active, the duration of this Charm becomes One
Action. A second purchase at Essence 4+, extends the duration while within the influence of The Crooked
Made Straight to One Scene, and this extension may be applied even in the presence of anothers
activation of The Crooked Made Straight.
OX-BODY TECHNIQUE
Cost: ; Mins: Stamina 1, Essence 1; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: None
" Like all Exalts, the Nocturnals body is bolstered against damage. This Charm may be purchased
once per dot of Stamina the harlequin possesses. Each odd-number purchase provides her with one -0
and one -4 health level. Each even-number purchase provides her with one -1 and one -2 health level.
UNBROKEN GAYAL RESILIENCE
Cost: (3m); Mins: Stamina 3, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Ox-Body Technique
" While most beings are either dead or alive, the Nocturnal is not limited to only two possibilities.
This Charm grants the Exalt one additional Dying Health Level for each purchase of Ox-Body Technique.
If any effect would damage his Dying Health Levels without completely filling all of them, he may pay
three motes in Step 10 to negate all damage to his Dying Health Levels. This may be done while
unconscious.
LIVING BEYOND THE MOMENT
Cost: 3m, 1wp; Mins: Stamina 4, Essence 3; Type: Reflexive (Step 8)
Keywords: Calibration, Combo-OK
Duration: Instant
Prerequisite Charms: Ox-Body Technique
" The heralds do not live entirely in the presentnor do they die entirely in the present. With just a
quick thought, the Nocturnal spreads a potentially fatal wound into many minor injuries along his future.
The Nocturnal activates this Charm in response to an attack with at least one die of post-soak damage.
He gains a number of temporary -0 health levels equal to his temporary Willpower, including any gained
from Willful Stamina Bolstering. All damage is channeled into these temporary health levels first, and all
health levels from this Charm, damaged or undamaged, disappear immediately. Record the number of
damaged health levels created by this Charm. This Charm cannot absorb Aggravated damage.
" Thereafter, this damage plagues the Exalt like a poisonous future, inflicting (number of damaged
health levels absorbed by this Charm)L/one day with a Toxicity of 5. Though this functions similar to
poisons, it cannot be halted by Charms that resist or remove Poison effects. This damage is considered
part of the Charms cost and cannot be avoided by any means. If the Exalt is ever Incapacited, this
lingering harm will attempt to finish him off. The interval of this poison drops to One Hour.
" During Calibration, this Charm drops to a cost of one willpower if it has been previously activated
during the scene. Additionally, any damage absorbed by this Charm disappears permanently, never to
haunt the Exalt again.
TIME-HALTING AUROCH MASTERY
Cost: 1m, 1wp; Mins: Stamina 4, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Until Next Action
Prerequisite Charms: Any Stamina Charm
" Lesser beings might find death an appropriate and timely response to a fatal attack, but the
herald only notes his demise with causal disinterest, knowing it is but one possibility and eager to see
what else the future might offer him. He sets his death aside for the moment and awaits more interesting
opportunities. This Charm allows the Nocturnal to remain active even into his Incapacitated and Dying
Health Levels. While this Charm is active he does not continue to lose Dying Health Levels except from
additional attacks.
" With a second purchase at Essence 4+, this Charm no longer costs Willpower if the Nocturnal
had previously activated it on his last action.
DEATH AND THE BROKEN MIRROR
Cost: 5m; Mins: Stamina 4, Essence 2; Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Time-Halting Auroch Mastery
" The herald knows a dozen deaths, reveals them to his enemies and escapes while they are
distracted. This Charm is activated in response to a physical attack that successfully struck him, turning it
into an instantly fatal blow. His body falls dead immediately. Before his attacker has a chance to gloat,
however, the Exalt jumps out from behind a tree, sprints from around a corner, or otherwise emerges from
nearby spot that might have hidden him and arrives within one Move action of his own corpse. If no such
hiding place exists, the Exalt flickers into existence as though created by a Fluctuation (see p. XX). His
deceased duplicate and its possession remain on battlefield until disturbed or the end of the scene,
whichever comes first, fading away when reality catches up with it. This Charm allows the Nocturnal to
perfectly soak ignore all damage from the attack and has one of the Four Flaws of Nocturnal
Invulnerability.
FALLING THROUGH THE CRACKS
Cost: (+1wp); Mins: Stamina 5, Essence 4; Type: Permanent
Keywords: Calibration-OK
Duration: Permanent
Prerequisite Charms: Death and the Broken Mirror
" In the face of powerful foes, the herald might face a thousand deaths and avoid them all. This
Charm permanently upgrades Death and the Broken Mirror. During Calibration, the Nocturnal may pay an
additional willpower upon the first use of the Charm during or after his Action. Until his next action, each
additional use of this Charm gains a -1 mote discount, to a minimum of zero. Even a free use of this
Charm counts as a Charm activation.
"
Endurance and Travel Charms"
ENDURING PROCRASTINATOR STYLE
Cost: 4m; Mins: Stamina 3, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: Any Stamina Excellency
" Some things are better put off until later, when the herald can give the matter his full attention.
Activating this Charm, the herald segregates all forms of pain and weariness from his being, and sets it
aside for later. While this Charm is active, the Nocturnal ignores all wound penalties and fatigue penalties.
At the end of the scene, the Nocturnals player rolls (Stamina + [Resistance or Integrity]) with an external
penalty equal to the maximum total penalties he should have received from wounds and fatigue in the
previous scene, as those penalties settle on him once again. If successful, he recovers from those
penalties at the normal rate. Failure indicates that the character is overcome by the sudden onrush of
pain and exhaustion; all his penalties are doubled for a number of hours equal to the total penalty.
SHADOW OUT OF TIME
Cost: 15m, 1wp; Mins: Stamina 5, Essence 4; Type: Simple
Keywords: Flux, Nox, Obvious
Duration: Indefinite
Prerequisite Charms: None
" Whether by grave necessity or simple boredom with his current situation, the herald finds that the
present is no longer fit for his habitation. He strikes out for more interesting locales, not by crossing vast
distances of space but by piercing time itself. The Nocturnal deliberately excises his Fate from the Loom
and rolls it into a single point. He is cut off from causality and, indeed, all meaningful forms of existence.
After activating this Charm, the dark shadow of the End of Time falls over the Nocturnal and his thread of
Fate, illuminated by anima, coil tightly around him. At the beginning of his next action, the herald vanishes
without further fanfare.
" The Nocturnal declares up to (Essence) qualifications, which must be detectable by the Loom of
Fate that will cause him to return to Creation. These qualifications may either be independent or rely upon
simultaneous fulfillment. The Nocturnal need not name a maximum duration as one of those
qualifications, but he would be foolish not to. This Indefinite potential of the Charm is made possible only
by the presence of Nox in the Loom. Should he be removed from the Loom, the Nocturnal may remain
outside of time only for his (Willpower) years, and all Nocturnals outside of Fate when Nox is removed
from the Loom immediately return to Creation despite their chosen requirements.
" Regardless of the Noxs current condition, the Nocturnal must remain outside of time at least until
the first day of the next Calibration.
" Once the return qualifications are met, the Nocturnal immediately turns to Creation at the point he
was last seen, or as near to it as possible if some obstruction has developed in the intervening time. His
Fate uncoils from around him and the shadow of the End of Time lifts from his face. From his perspective,
no time has passed, but in his instantaneous isolation he has glimpsed outside of Time. He must roll
Conviction or Valor, whichever is lower, difficulty 3, or loss all Willpower in excess of that Virtue. What he
has seen is indescribable and unintelligible except to his fellow heralds who have experienced it, and to
Second Circle Demons who have answered the call of Fiend-Vassal Conscription and witnessed similar, if
not identical, horrors.
ROAD-SMOOTHING ATTITUDE
Cost: 2m+ or 5m, 1wp; Mins: Stamina 2, Essence 2; Type: Supplemental
Keywords: Calibration, Combo-OK
Duration: Indefinite
Prerequisite Charms: None
" Neither rain nor sleet nor dark of night can keep the herald from her appointed duties. Whenever
travelling long distances, the Nocturnal may activate this Charm and spend up to [(Stamina + appropriate
ability) x2] motes. Typically, the most common abilities used with this Charm are Athletics, Ride, or Sail
depending on the mode of transport. Other Abilities may be used at Storyteller discretion. Every two
motes spent cancels out one point of external penalties that might hinder her on her travels.
" Additionally, if using the Complex Travel rules (Exalted, p 266-267), two motes may reduce a
negative Terrain Modifier or Travel Quality by 1/8, as the Nocturnal subtly shifts problematic situations out
of her way.
" For example the barrister Swift Gull is attempting to escort a large band of refugees across a
border between two warring states. He decides to take the refugees along well established roads and risk
the checkpoints along the way. With his Stamina 2 and Bureaucracy 2, he may spend eight motes with
this Charm. Doing so he cancels out the usual -1/4 speed modifier for Large Group (4m) and the -1/8
penalty for Political Upheaval (2m); the -1/4 penalty from Warzone he reduces to a -1/8 penalty (2m). In
all cases, the changes wrought by this Charm are subtle; the hazards are not removed, but the Exalt does
find (or creates as necessary) a path around them.
" During Calibration, the Nocturnal may use this Charm as if she had spent (Essence x 2) motes,
without needing actually spend any motes, though these do count toward the maximum number of motes
the Nocturnal may spend. This benefit only applies if the Nocturnal can reach his destination during
Calibration.
" With a second purchase of this Charm at Essence 4+, the Exalt may spend five motes and one
willpower in lieu of the usual cost of the Charm, to cancel external penalties or speed modifiers as though
he had spent the maximum number of motes allowed by this Charm for his current situation.
DETOUR DIRECTING STARE
Cost: 2m+, 1wp; Mins: Stamina 2, Essence 4; Type: Simple
Keywords: Calibration, Combo-OK, Nox, Suspicious
Duration: (Essence) Days
Prerequisite Charms: Road-Smoothing Attitude
" Chance encounters turn against the enemies of the Nocturnal and Creation defends itself from
incursions from beyond. The harlequin may activate this Charm whenever he witnesses or hears a report
about an enemy or an enemy unit with Magnitude no greater than the Nocturnals (Essence -1) on the
move, so long as they are within (Essence x 25) miles. His player rolls (Stamina + appropriate Ability)as
with Road-Smoothing Attitude, Atheltics, Ride and Sail are the most commonly used Abilities though
others may be used under certain circumstances.
If this overcomes the enemys (or enemy leaders, as the case may be) Mental Dodge Value, the
harlequin may name a destination to which he wish to prevent his enemy from arriving. For every two
motes this Charm adds one external penalty to the enemies movement, or adds a -1/8 speed modifier, as
described in Road-Smoothing Attitude a shaping effect, so long as the enemy is moving toward the
named destination. In addition to these basic options, the Nocturnal may also increase the difficulty of the
Terrain Type once, for 4 motes. In total, he may not spend more than twice (Stamina + appropriate Ability)
motes.
" During Calibration, the Nocturnal gains his Essence in automatic successes on the initial roll.
Should Nox be removed from the Loom, the harlequin may only use this Charm on enemys he can
directly perceive.
" Use of this Charm greatly frustrates the Bureau of Destiny and triggers the Suspicious-keyword
once a day for as long as it persists.
RAPID TRANSIT ALTERATION
Cost: ; Mins: Stamina 3, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Road-Smoothing Attitude
" The herald discovers new paths and where none exist, he makes them. This Charm permanently
enhances its prerequisite. In addition to removing negative penalties to Complex Travel, the Nocturnal
may also add bonuses to his journey at a similar cost: 2 motes per each +1/8 bonus provide. He may also
pay four motes to decrease the Terrain difficulty once.
THE OPEN ROAD SOFTLY CALLS
Cost: ; Mins: Stamina 3, Essence 3; Type: Permanent
Keywords: Compulsion
Duration: Permanent
Prerequisite Charms: Road-Smoothing Attitude
" Unfamiliar territory beckons to the Nocturnal. He is drawn to find new lands and new adventures
beyond the edge of the map. His wanderlust invigorates him. While he travels, whether on foot, upon a
mount or upon some other convoyence. No matter who arduous the Nocturnals travels prove to me, he is
always considered to be meditating for the purposes of regaining motes or raising his Permanent
Essence. This makes him a tireless wanderer. He suffers no fatigue from his travels and every eight hours
of consistent travel allows him to regain willpower as though he had slept. For the purposes of this
Charm, can only travel a particular path once per day. Riding circles around a hippodrome becomes
tedious after one lap, but circumnavigating the Blessed Isle over a season is a suitable, if leisurely,
change of scenery.
" However, the Exalts wanderlust gnaws on him. He may remain in an area for only (Temperance)
days before the desire for travel drives him away. If he possesses a positive Intimacy toward a region or
its people, he may remain there for up to (Temperance + Compassion ) days instead. This manifests as
self-inflicted Compulsion effect, costing one willpower to resist for another (Temperance) days. If he
succumbs to the Compulsion, he must travel at least (Essence x 10) miles before it he is free to settle
down for a time.
" The Sidereal Exalted have an identical Charm called Wanderers Saffron Whip, which requires
Ride 3, Essence 3 and Yellow Path.
UNDISCOVERED COUNTRY PIONEER
Cost: 15m; Mins: Stamina 5, Essence 4; Type: Simple
Keywords: Calibration, Chance, Flux, Obvious
Duration: Instant
Prerequisite Charms: The Open Road Softly Calls
" The vast unmapped regions of Creation have long seduced explorers into their depths. The First
Age saw a great expansion in Creations territory, and the ebb and flow of the Wyld has since wiped the
maps clean. The time is ripe for new adventurers to brave the wild regions of the world and learn what
hides beyond civilization.
" The Nocturnal may activate this Charm while within a region of Creation, including
Bordermarches and Middlemarches, (Essence x 10) miles in diameter, Excluding spirits, all sapient
beings native to Creation within this region must be within (Essence) yards of the Nocturnal when he
activates this Charm and it cannot be activated within the radius of a previous activation of this Charm
until Calibration. During Calibration, it may be activated in overlapping regions no more than once per
day.
" Upon activating this Charm, the Nocturnal causes something to fluctuate into existence,
somewhere within the designated region. The larger the total area of the region, the greater extent of
whatever this Charm creates, to a maximum size of half the area. The Nocturnals player rolls a Chance
die to determine what exactly waits to be discovered in this untamed wilderness. The discovery is not
made immediately upon activating the Charm, but will be found within a day of continuous exploration.
1: Something hostile to the Nocturnal or his goals, such as an active volcano or an aggressive
barbarian tribe.
2-3: An impressive landmark, suitable to the surrounding landscape. Such features are notable
for their aesthetic beauty and possibly provide shelter or defensible positions for settlements, but
have no immediate practical value.
4-5: Something that expands an arena of knowledge, such as a new species of plant or animal,
the overgrown ruins of a lost civilization, or a previously unknown mineral. The benefit, if any
exists, of the discovery will not be fully known until the a full investigation is made. Discovering
more samples in the region requires a (Perception or Intelligence) + (Investigation or Survival)
roll, difficulty 5, which may be made once per (Essence) square miles.
6-7: A landscape rich in natural resources, such as trees suitable for timber, wildlife suitable for
hunting, medicinal herbs, or veins of metal ores. The total value per (Essence) square miles is
equal to half the Nocturnals highest Physical Domain, minimum Resources 1.
8-9: A settlement of mortals long isolated from the outside world, with a Mandate of Heaven
Magnitude equal to half the Exalts highest Social Domain, minimum Magnitude 1.
10: A landscape rich in magical resources, such as magical materials, exotic ingredients, or
auspicious geomancy. This landscape produces enough exotic ingredients, magical materials or
a demense strong enough to build an (Artifact or Manse) with a maximum rating of half the
Nocturnals highest Mental Domain, minimum (Artifact or Manse) 1. This option cannot be
selected with willpower unless the Nocturnal created the land with Weaving the Tapestry.
"
EXOTIC UNIVERSE NAVIGATOR
Cost: ; Mins: Stamina 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Undiscovered Country Pioneer
" When the herald has exhausted Creations horizons he must search farther afield for new lands.
Prior to the Primordial War, the Wyld alone offered a limitless source of adventure. The death,
imprisonment and willing exile of the Primordials has offered the Nocturnals ever more diverse
possibilities for exploration. When purchasing this Charm, the Exalt choses another Realm of Existence,
such as the Demon City, the Underworld (including the Labyrinth), or the Wyld. If the Exalt were to
discover some lost realm created by the Primordials, such as the remnants of Cenumians sun-blasted
Cajerron or the Font of Horizons museum-planet Mysejot, those Realms become possible options for this
Charm as well. Within the chosen realm, the Nocturnal may now employ Undiscovered Country Pioneer
as though he were in Creation. For the purposes of this Charm, beings who have ancestors native to
Creation, no matter how remote, are considered natives of Creation. Instead of alerting the Bureau of
Destiny, the suspicious nature of the Charm alerts the nearest Essence 10 being to the Exalts activities.
Whatever the Charm creates adheres to the metaphysical laws of the realm that birthed it and always
bears the mark of that regions unique aesthetics. This Charm may be purchased (Essence) times.
HORIZONS CAPTURED AND CONQUERED
Cost: ; Mins: Stamina 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: The Open Road Softly Calls
" The heralds are wanderers and explorers, but they are not rulers. Venturing into new territory, the
Nocturnal claims it only to aid in future colonization before moving on to do the same in other regions.
When the Nocturnal travels as compelled by The Open Road Softly Calls and arrives in an area
(Essence) miles in radius where he has never before been, he temporarily claims metaphysical ownership
of the areaso long as the area is not currently owned by another Essence user. He maintains this
ownership until he leaves the area or until he must spend willpower to remain.
While he maintains this ownership, he gain access to one of the following actions of his choice.
Once per day, he may change which action he can perform within the claimed land. The bonuses
provided by this Charm last after the the Exalts owner lapses. They remain until the map or structure is
destroyed or the designated resource is depleted.
Cartographers Precise Hand: The Exalt spends one hour crafting a highly detailed and
accurate map of his region. This map grants its owner (Nocturnals Essence/2) successes on
all attempts to navigate through the area.
Local Resource Exploitation: The Exalt spends a day surveying the region for natural
resources and after finding a suitable supply of a single resource, he designates it future
harvest. Subsequently, those who gather the specified resources gain (Nocturnals Essence/
2) successes on any action where failure would indicate the loss of any portion of the
resource or serious harm to the gatherer during her relevant labors.
Traders Lucrative Outpost: The Exalt spends a day constructing or designating a structure
for trade. Thereafter, any being who engages in commerce within the structure gains
(Nocturnals Essence/2) successes on all attempts to ensure fair and equitable trade between
the native populace and outsiders.
Holy Fellowship Mission: The Exalt spends a day constructing or consecrating a structure as
a site of worship. The object of this worship may be any Incarnae, any forbidden god, or any
other type of Celestial Exalt toward whom the Nocturnal possesses a positive Intimacy.
Akuma may also designate their patron or any member of its soul hierarchy.Thereafter
anyone within this structure gains (Nocturnals Essence/2) successes on all appropriate
prayer rolls and to any attempt to convince another being to join the cult.
Insurrectionists Hidden Camp: The Exalt spends a day constructing or designating an area to
train troops. Any native of the region who trains within this area for at least one week gains
(Nocturnals Essence/2) successes or an equivalent MDV bonus to keep the location of the
training a secret. Additionally, they also gain an equivalent number of successes to establish
surprise and ambushes against the local authorities.
STIRRING TRAVELOGUE EPIC
Cost: 5m, 1wp; Mins: Stamina 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Compulsion, Emotion, Merged, Nox
Duration: Instant
Prerequisite Charms: The Open Road Softly Calls
" Traveling into the wilderness, seeing sights no human eye has ever witnessed, beholding
wonders long thought lost: such is the average day for the wandering herald. If only she had traveling
companions to share her experiences.The Charm supplements any spoken or written social attack to
encourage travel to a location the Nocturnal has previously visited. This may be as blatant and elaborate
as a lengthy travelogue or as subtle as a return address stamped on a gift mailed to a distant friend. The
attack against a number of automatic successes equal to the higher of the Nocturnals (Ride, Sail or
Survival). If the attack succeeds, the target suffers a Compulsion to travel to the described destination
costing willpower to resist equal to the higher of their own (Ride, Sail, or Survival), maximum 5, which can
be paid at any time but must be paid all at once.
Alternatively, if the target may spend one willpower immediately to convert the Compulsion into a
Positive Intimacy toward the location as an Emotion effect, which reestablishes itself whenever the target
is reminded of the location, until the target spends the same amount of willpower he would have needed
to resist the Compulsion.
Additionally, this attack cannot be dodged by any being who possesses The Open Road Softly
Calls or, while Nox is in the Loom, any Chosen of Mercury, if the target has never been to the designated
location.
" Merged: Stirring Travelogue Epic (Charisma, prerequisites: Interest Catching Camaraderie)
BECKONING NOCTURNAL LIGHTHOUSE
Cost: 10m, 1wp; Mins: Stamina 5, Essence 4; Type: Simple
Keywords: Calibration, Combo-Basic, Native, Obvious
Duration: Indefinite
Prerequisite Charms: Stirring Travelogue Epic
" Venturing first into remote lands, the herald establishes safe passage or, at least, the potential of
victory should the travelers be waylaid. This Charm may be activated at night or during Calibration. If
activated during Calibration it will last until next Calibration and does not require continued commitment of
motes. A tower of light, the color of the Exalts anima, rises skyward from the point where he activated the
Charm. allowing it to be seen even then. This uncanny light can be seen (Essence x 10) miles away but
does not serve to illuminate the region and casts no shadows. The Charm cannot be activated again
within sight of another tower of light.
This Charm affects all applicable beings who can see the tower of light. When the Charm is first
purchased, the effect is that of his own Caste. Additional Caste options may be purchased at Essence 4+,
for the cost of four experience each. Only one option may ever be applied through a single tower of light,
and the light remains that of the Exalts own Caste regardless of which option he applies. Applicable
beneficiaries gain whatever bonuses this Charm provides so long as they move at least ten miles closer
to the light each day. Once they are within ten miles of the light, they retain these benefits when they
move at least one mile in any direction. The Exalt who used this Charm is always considered a
beneficiary.
Any other type of Celestial Exalt may stand within this pillar of light and flare their anima at the
11+ mote level to engage the Nocturnal in a contested Essence roll. The Nocturnal suffers an external
penalty on this roll equal to half his accumulated Subservience, rounding up. If the other Exalt succeeds,
this Charm is immediately deactivated.
" Nova: The vanguard scouts ahead and prepares the way for a larger army. A pillar of pure white
light guides their way and draws others to their cause. Any unit with a Magnitude 3+, led by a being the
Exalt considers an ally, gains the Exalts Essence in automatic successes on any attempt to recruit or
otherwise bolster their numbers.
" Comet: The armiger prepares others for battle and proclaims an area ripe for conquest. A column
of diffuse blue light signals the attack. Any being or military unit that is considered an ally by the Exalt
gains the Exalts Essence automatic successes on all Join Battle or War rolls. Likewise, beings increase
their minimum damage to half the Exalts Essence if it would otherwise be lower, and military units
increase their Might to a minimum of 2, or a minimum of 3 if the Exalt has Essence 5+.
" Aurora: The ambassador travels between cultures to facilitate unity and ensure peace (through
any means necessary, they often add quietly). A pinnacle of twisting green light is the banner of their
peace. Any beings that the Exalt regards as an ally enjoys the hospitality of the region, as a default. As a
result of this hospitality, such beings suffer no social penalty for being strangers or foreigners and will be
treated kindly and fairly by all, so long as he has given the locals no reason to distrust or antagonize him
personally. This is a Compulsion effect, and the exceptionally hard-hearted or xenophobic among the
locals may spend three willpower to act as they please for the duration of this Charm. Additionally, the
being benefiting from this Charm understands the basics of the most common of the regions social
customs, though he remains ignorant of particularly obscure or esoteric customs at the Storytellers
discretion.
" Empyrean: The barrister wanderssettling disputes or sowing them. He cares not which so long
as he leaves no land unchanged. None know quite what to expect when the black tower rises over their
region, outlined by a distinct indigo glow so that it remains visible even at night. Upon activating this
Charm, the Exalt chooses whether he wishes his ally to be a peacemaker or a rabble-rouser. As a
peacemakers, the Exalts allies gain his Essence in automatic successes on any social attack to
peacefully settle a dispute. Those convinced by the social attack gain a positive Intimacy toward the allys
solution, considering it either a suitable settlement to the problem or at least a step in the right direction, if
the Storyteller feels the dispute is too large to settle on one issue. As rabble-rousers, his allies gain a like
number of successes on any social attack to convince others that they have been unfairly treated,
exploited, or otherwise wronged. Those who are successfully convinced gain a negative Intimacy toward
those perceived to be at fault, each choosing the specific context of the Intimacy based on their own
experiences. In either case, the social attack is considered an Emotion effect and costs two willpower to
resist and renders the target immune to further influences from this Charm for one week.
" Nebula: The sophist obscures and misdirects. Beneath her dim red light, her allies move unseen.
All beings she considers an ally gain her Essence in automatic successes on all Stealth rolls and any
attempt to track her allies by others suffers an external penalty equal to her Essence. Failing an attempt
to track her allies renders the tracker hopelessly lost until the next sunrise or sunset, whichever comes
first, as an Illusion effect. This Illusion costs four willpower if the tracker has never been in the region
before, two if he has, and one if he has lived in the region for at least a year. Botching the roll adds one to
the willpower needed to spend to resist the Illusion.
" Merged: Beckoning Nocturnal Lighthouse (Charisma)
OBLIVIOUS WAYFARERS ENDURANCE
Cost: 5m; Mins: Stamina 2, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Any Stamina Excellency
" Every journey is full of hazards, but what joy is there in life without some risks? In pursuit of his
desires, the herald walks boldly into the fire, singed by not burned. Naming an objective, whether it be a
destination he wishes to reach or a goal he wishes to achieve, the herald commits the cost of this Charm.
While advancing toward that objective, he reduces the Trauma of all natural environmental hazards by his
Essence. At Stamina 4+, magical environmental hazards as also lessened. If the Trauma is reduced to
zero, the herald is completely immune to the environmental damage. Unless purchased a second time at
Stamina 5+, Essence 4+, this Charm does not reduce the Trauma of environmental effects caused by the
deliberate action of other characters. If the Exalt also knows Cheaters Never Prosper and encounters an
environmental effect without Trauma or one that is otherwise assumed to be automatically injurious, this
Charm protects the Exalt perfectly.
"
Possibility Preservation Charms
Vein and Hourglass Freezing Touch
Cost: (2m); Mins: Stamina 4, Essence 2; Type: Permanent
Keywords: Obvious, Shaping, Touch
Duration: Permanent
Prerequisite Charms: Any Stamina Charm
" For the sick and the dying, time is a precious commodity. The herald possesses time to spare.
Touching an incapacitated or willing living being, the Nocturnal halts all bodily function for two motes. The
targets heart stops beating, he no longer bleeds out, nor does he need to breath. All Sickness and
Poison effects are suspended immediately. To beings without supernatural means of diagnosis, he
appears conclusively dead. While in this state, he is impervious to any unintentional damage.
" The Nocturnal must maintain the two-mote commitment throughout the duration of this effect, up
to (Stamina) hours. For beings with the Destiny Background, she may maintain this commitment for an
additional number of hours equal to the Destiny of the target.
" The target of this Charm may not perform any actions that he could not do while Inactive, and
doing so immediately terminates this Charms effects on him. When the effects end, for any reason, the
target begins suffering from his wounds, diseases, and toxins as normal. He may be treated by Medicine
actions and healing magic normally, even while under the influence of this Charm.
EXTEMPORAL MEDIC TRANSPORT
Cost: 2m+; Mins: Stamina 5, Essence 3; Type: Reflexive
Keywords: Calibration, Combo-OK, Obvious, Touch
Duration: Indefinite
Prerequisite Charms: Vein and Hourglass Freezing Touch
" Hauling an injured allied off the battlefield is slow and dangerous work. Better for both the herald
and his ally if they ignore all that hazardous tedium. When the Nocturnal uses Vein and Hourglass
Freezing Touch he may also commit two motes per targets Essence. In a flash of the Nocturnals anima,
the target vanishes. The Nocturnal has until the expiration of Vein and Hourglass Freezing Touch to reach
an appropriate destination to deliver the injured person, such as a hospital or holding cell. When the
Nocturnal arrives at such a place, or decommits the motes, or the target is no longer under the influence
of Vein and Hourglass Freezing Touch, the target returns in another flash, minus one willpower for each
hour he was gone. This Charm cannot be used again on the same person until he has recovered all his
willpower.
" As a permanent effect, this Charm extends the length of time a being might be under the
influence of Vein and Hourglass Freezing Touch to Until the end of Calibration, and during Calibration
the target of this Charm loses only one willpower per day, rather than per hour.
SOFTLY STRETCH THE HOURS
Cost: (+1wp); Mins: Stamina 5, Essence 4; Type: Permanent
Keywords: Shaping, Suspicious, Training
Duration: Permanent
Prerequisite Charms: Extemporal Medic Transport
" Elsewhere is not a place meant for human habitation. The timeless force of that spaceless region
is a dangerous tool, and if the Exalt did not shield his charge with his own Essence it would almost
certainly prove fatal to all but the hardiest beings. However, to a well-trained Nocturnal, the extemporal
nature of Elsewhere can be controlled. Expending a willpower when activating this Charms prerequisite
the Nocturnal allows controlled exposure to Elsewhere. His player rolls (Stamina + Essence), with a
difficulty of the targets Essence, each extra success allows the Nocturnal to apply one point of Elsewhere
Mutations as a Training effect which takes a number of hours equal to the total Mutation points to apply. If
the Nocturnal botches this roll, he cannot retrieve the person from Elsewhere until Extemporal Medic
Transport expires on its own. In such an event, whenever the subject would lose willpower during the use
of this Charm he also suffers one unsoakable level of lethal damage.
" This Charm is not regarded as Suspicious until the subject returns to Creation.
[Elsewhere Mutations
" Elsewhere mutations function like Wyld Mutation, except that their variety is far more limited.
These mutations may only tamper with the way Time and Space influences a beings body and mind.
They do not, however, interfere with a beings ability to live in Creation. Some common examples from
Exalted (p. 288) include Large, if applied to children who rapidly grow to physical adulthood, Small and
Atrophy, if applied to adults as they either revert to physical childhood or succumb to the ravages of old
age. From Compass of Celestial Directions, vol. IIThe Wyld (pg. 144), Longevity, Wolfs Pace and its
associated mutations (which, while they do not alter the mutants body are still impossible to hide if the
mutant moves at all), Exalted Healing, Short Gestation, Slow Healing, Short Life, and Amnesia. Some
new examples follow and are equally available through Wyld Mutations.
" Weathering Touch: This Deficiency causes the mutant to be an unwitting agent of the inexorable
force of entropy. He doubles effective amount of time he spends using objects, causing them to break
down sooner. Food he prepares spoils faster and plants he tends blossom, wither, and die at a much
faster pace (which may provide a small benefit in accelerating harvestoffset by rapid spoiling). Mortals
and natural animals with whom he interacts also age more quickly, though the acceleration only becomes
noticeable on long timescales with near-constant interaction. Mortals who spend time in the Labyrinth or
the Blighted Zones of Autochthonia may acquire this mutation from exposure to the entropic nature of
those locations.
Telekinesis: Space does not quite align properly for the mutant. As a Pox, this adds one yard to
the mutants reach. It may be purchased as an Affliction or a Blight, which double or quadruple the bonus,
respectively. Unless the mutant is making use of this bonus, this mutation is not immediately obviously.
However, the mutant must go through the appropriate motions to control things at this extend range and
he suffers an internal penalty equal to the mutation points of Telekenesis on all actions involving use of
his actual hands.
Neotony: This Affliction halts any overt signs of physical aging. The mutant will still die of old age
eventually, but will continue to look the same age throughout the remainder of her life. If the mutant gains
this Affliction before reaching sexual maturity, the reproductive system continues to development
normally. Some with this mutation enjoy the benefits of remaining in the prime of their lifeothers suffer
the curse of forever being trapped in the body of a child.cbell" ill
Phase Shift: The mutant may become slightly out of sync with time and space with this Affliction.
By spending one willpower, the mutant and his possessions become dematerialized for one action. This
may be activated reflexively only on a Tick during which the mutant acts.
Oracle: This Affliction disconnects the mutants mind from time and space for a brief moment.
Once per day, as a Miscellaneous Action costing one willpower, the mutant may perform a Divination
(Exalted, p. 138)though the mutants player rolls (Perception + Awareness) instead of (Intelligence +
Occult). This action is Obvious to anyone who can see the mutant and it cannot be flurried. As a Debility,
these visions come unbidden and often reveal future horrors rather than useful insights. Once per day, the
Storyteller may inflict this vision upon the mutant as a reflexive action. In addition to the roll to determine
the accuracy of the vision, the mutants player also must succeed at a Valor or Conviction roll (his choice)
or lose one willpower.
" Slow Metabolism: This Affliction doubles the mutants Stamina for the purposes of determining
how long he may go without requiring food and doubles the interval of Poisons. This mutation is often
received in association with Longevity. As the Rapid Metabolism Debility, the mutant halves his Stamina
for the purposes of determining how long he can go without food. This mutation is often received in
association with Short Lived or Wolfs Pace and its variants.
Mercurys Pace: This Abomination is the final variant of Wolfs Pace. This mutation adds eight to
the mutants Dexterity for the purposes of calculating movement in combat and eight to his Strength for
the purposes of calculating his Jumping Distance. He also doubles any mobility penalties that apply to
him. For long distance travel he moves at the pace of a tireless horse, so long as he suffers from no
mobility penalty or as a simple horse relay otherwise. Additionally, while he has no mobility penalty, he
may spend one willpower to Move at his full Dash speed in combat. So fast is the mutant when evoking
this ability he appears to teleportin fact, that is precisely what some mutants with this power do.]
"
DESTINY ADOPTING HUMILITY
Cost: 1m+; Mins: Stamina 4, Essence 2; Type: Reflexive
Keywords: Combo-OK, Nox, Shaping, Stackable, Suspicious
Duration: Instant
Prerequisite Charms: None
" In ancient days, the Lord of Possibility absorbed the damage inflicted on the world by the
vagrancies of the Primordials, preventing apocalyptic reality failure until the Maidens finished their repairs.
So too, the heralds preserve the work of their Sidereal companions. If a being with an uncompleted
Destiny Background dies within (Essence x 10) yards of the Nocturnal, he may activate this Charm by
paying a number of motes equal to the deceaseds Destiny and roll (Willpower) with a difficulty equal to
the Destiny. If successful, the Nocturnal gains the Destiny as his own.
" The Nocturnal may not possess more than (Essence) Destinies and any mutually exclusive
Destinies or Destinies that are literally impossible, as determined by the Storyteller, are immediately
discarded. Otherwise, Destinies remain with the Nocturnal until she fulfills them or a Sidereal removes the
Destiny and attaches it to another character.
" A Sidereal may do this by performing an (Intelligence + Craft [Fate]) dramatic action lasting 10
long ticks, difficulty equal to the number of motes spent to collect the Destiny in question. At some point
during this process, he must touch the Nocturnal and the new recipient. If the Sidereal currently has
access of the Loom, the Fates of either participant not only provide a suitable substitute, but gives the
Sidereal an extra success on the roll. As appropriate, the Sidereal may attach Destinies to things created
by a Solar with Wyld-Shaping Technique, granting them permanence. Additionally the Nocturnals
companion may now craft Destinies specifically for him and grant them with a touch rather than going
through the Loom of Fate.
" If Nox is removed from the Loom, the Nocturnal gains a number of Paradox dice equal to either
the Destiny Background. A Nocturnal under the influences of this Charm is no longer obscured by the
Loom, but will appear as the original carrier of the Destiny. Despite only affecting the Nocturnal, this
Charm becomes Suspicious when the Nocturnal possesses Destinies from multiple people.
INHERITING THE PATCHWORK ESTATE
Cost: ; Mins: Stamina 4, Essence 3; Type: Permanent
Keywords: Suspicious
Duration: Permanent
Prerequisite Charms: Destiny Adopting Humility
" In dark days, heroes fall, cities are raized, and wonders demolished. This Charm enhances its
prerequisite, allowing the Nocturnal to salvage uncompleted Destinies of regions and objects upon their
untimely destruction. For example, if the Mask of Winters burns Lookshy to the ground before it can
complete the epic destiny that Mars had prepared for the city, the Nocturnal could preserve that destiny
until such time as her Sidereal companion could find a new military power to assume the role of Lookshy.
Possessing even one Destiny belonging to a region or object is Suspicious.
WEAVING THE TAPESTRY
Cost: 20m, 1wp; Mins: Stamina 5, Essence 4; Type: Simple (Dramatic Action)
Keywords: Calibration, Combo-OK, Nox, Obvious, Shaping
Duration: One project
Prerequisite Charms: Inheriting the Patchwork Estate, The Crooked Made Straight
" As the gods intended, the vizier foresees and the herald pronounces. This Charm allows the
herald and an appropriate Sidereal to work together to tame the Wyld and restore damage to Creation.
Simulating the function of the Solar Charm Wyld-Shaping Technique and Wyld Cauldron Technique
(consult Scroll of Errata for the updated mechanics of these two Charms), this Charm must be
undertaken in two phases, which must occur simultaneously. First, while she has access to the Loom of
Fate, the appropriate Sidereal uploads a Destiny she has crafted (Manual of Exalted PowerSidereals,
p. 212) for a person, mundane object (treat as an Exotic Ingredient), or region that does not yet exist, but
could exist within the standard physical laws of Creation. The Sidereal rolls (Intelligence + Craft [Fate]) to
accomplish this. Meanwhile, the Nocturnal ventures into the Wyld and demands that the Wyld relinquish
the desired creation, waiting with indomitable patience until it does so. His player rolls (Stamina +
Integrity). Each roll requires five hours of labor and has the same difficulty as the Solars (Intelligence +
Lore) roll would to accomplish the same task. The Sidereal and Nocturnal must both accumulate the
necessary number of successes to complete this task.
This Charm may only be used within the Bordermarches and Middlemarches. Once both the
vizier and the herald have successfully completed their respective tasks, the desired creation forms near
the Nocturnal, ready to be escorted back to Creation. Land made with this Charm completely converts the
waypoint into Creation, provide it currently borders Creation, and cannot be moved except with
specialized magic, such as Neighborhood Relocation Scheme (Manual of Exalted PowerSidereals, p.
144).Wyld-tained lands in Creation may be healed by treating them as Bordermarch waypoints to be
converted into the Creation, with a +3 difficulty if it is not Calibration. Anything created with this Charm is
automatically permanent, as it is bound to the Loom of Fate by the destiny forged for it by the vizier.
" During Calibration, while Nox is in the Loom, shadowlands may be similarly healed by treating
them as Wyld-tainted regions, though the +3 difficulty remains. If Nox is free, this effect requires a second
purchase of this Charm to perform.
THOUSANDFOLD HERO THREADS
Cost: (+1m); Mins: Stamina 4, Essence 2; Type: Permanent
Keywords: Native, Overdrive
Duration: Permanent
Prerequisite Charms: Destiny Adopting Humility
" Taking up the burdened of fallen heroes, the herald draws upon their unspent strength. This
Charm grants the Exalt an Overdrive pool capable of holding ten motes, initially empty.Whenever the
Exalt performs a successful actions enhanced by a Destiny he possesses, he adds a number of motes to
this pool equal to the Destiny. Unlike other Overdrive pools, the Nocturnal may use these ten motes to
pay for any Charm, so long as its use helps complete the Destiny. However, if the Charm is not an
offensive Charm, the Exalt must pay a one mote surcharge from this pool.
YARN AND EPIC SPINSTER
Cost: ; Mins: Stamina 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Thousandfold Hero Threads
" In time the herald may accumulate the heroic purpose of many fallen, and the echos of these
unfinished acts of heroism demand fulfillment from the Exalt. For better or worse, the Nocturnal treats her
Destinies as additional Motivations for determining unacceptable orders and bonus or penalties in Social
Combat.
" Sustenance Charms
TRUTHFUL NOMENCLATURE HABITS
Cost: ; Mins: Stamina 3, Essence 2; Type: Permanent
Keywords: Calibration
Duration: Permanent
Prerequisite Charms: None
" The herald is a creature of the night, tirelessly working while others sleep. But his labors do not
end at the rising of the sun, as his fellows do not share his habits. So long as the Exalt sleeps only while
the sun is in the sky, he divides the number of hours required for a full nights sleep by his Essenceso
upon learning this Charm at the first opportunity, for example, grants a full days rest in only four hours.
The Nocturnal may still only regain willpower from sleep once per day.
" During Calibration he foregoes all need for sleep, though he may roll to regain willpower at sunset
as though he had slept.
FEAST TODAY, FAST TOMORROW
Cost: 1m; Mins: Stamina 4, Essence 2; Type: Reflexive
Keywords: Combo-OK, Stackable
Duration: Indefinite
Prerequisite Charms: Any Stamina Charm
" The harlequin does not know when her next meal might be. Prudence, not gluttony, encourages
her appetite. For each full days worth of food and water she consumes in excess of her daily requirement
she may commit a mote. The effects of the meal are pushed into her future to be enjoyed later. Whenever
she decommits a mote dedicated to this Charm, she experiences all consequences of one meal she
holds in reserve. She may also use this Charm to hold the effects of various intoxicants in reserve, along
what she consumes to provide both nutrition and recreation, as desired. She may not commit more than
(Stamina + Resistance) motes to this Charm.
FOR MEAT AND BREAD TODAY
Cost: (+1wp); Mins: Stamina 4, Essence 3; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Feast Today, Fast Tomorrow
" The harlequin remembers being poor and hungry and takes pity on herself, transmitting aid back
to her past self. This Charm permanently enhances its prerequisite. If she has no meals held in reserve,
she may pay an additional willpower to benefit from a meal she has yet to eat. The mote cannot be
decommited for any reason until she has consumed a days worth of food to account for her paradoxical
meal. When she consumes the meal and water she gains no benefits from it, but does not suffer any
negative effects, such as potential poisoning. Though she may not put meals into reserve with this
Charms prerequisite while she retains the debt of a future meal, she may still commit up to (Stamina
+Resistance) motes, preemptively benefiting from that many future meals.
MARCHING ON THE STOMACH
Cost: 1m+, 1wp; Mins: Stamina 5, Essence 4; Type: Simple (Dramatic Action)
Keywords: Calibration-OK, Combo-Basic, Stackable, Suspicious
Duration: Indefinite
Prerequisite Charms: Feast Today, Fast Tomorrow
" The herald joins the people at feast times, celebrating bounty and preparing them for famine. This
Charm functions as its prerequisite with the following exception. The Nocturnal must participate in a large
feast attended by a social or military unit to which she belongs. She commits a number of motes equal to
the units Magnitude per days worth of food and water the group consumes. As with the prerequisite,
benefits of meals bound in to the committed Essence have no effects until the Nocturnal decommits them.
She may hold up to her (Willpower) meals in reserve this way. During Calibration, a single days worth of
food and water consumed may count as (Essence) days worth.
GLEANING THE FIELDS
Cost: 10m; Mins: Stamina 3, Essence 3; Type: Supplemental
Keywords: Calibration-OK, Combo-OK, Suspicious
Duration: Instant
Prerequisite Charms: Feast Today, Fast Tomorrow
" Though the herald may mitigate the harm of famine through extemporal mealsactually
acquiring the surplus of food needed to support such Charms may be difficult. With this Charm the Exalt
eases his burden in the present at the expense of the future. Supplementing any attempt to obtain food or
water, the Nocturnal multiplies the final amount of sustenance acquired by his Essence. However, the
next (Essence) attempts at similar means of obtaining food or water suffer a -4 External Penalty. A
successful hunt steals game animals from the future to the present; a bountiful harvest this year robs the
land of nutrients for several season to come.
" At Essence 3+ the Nocturnal may expend (+1wp) to have this Charm affect a social or military
unit with a Magnitude no greater than his Essence. In such cases, the associated penalty applies to all
people and animals within (Essence) miles of the Nocturnals location when this Charm is used. Such use
of the Charm is considered Suspicious.
" During Calibration, this Charm may be used without incurring any penalty, but the Nocturnal gains
one automatic point of Paradox.
ADAMANT STOMACH ACCLIMATION
Cost: 5m, 1wp; Mins: Stamina 3, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: Any Stamina Charm
" Many travelers have met with embarrassment when tasting foreign delicacies for the first timeor
contracted diseases from drinking water in strange lands. The harlequin with this Charm never fears such
situations and may eat as though he were a local. He gains general knowledge of any food or drink
brought before him, knowing how the locals usually prepare it and what ingredients typically go into its
production. Any peculiar variations of chef are not immediately known, though Nocturnal gains three
bonus dice to detect deviation from the norm. If there are any Poison or Sickness effects attached to the
meal, he gains his Stamina in automatic successes to resist them, and adds his Stamina in extra dice to
avoid any social faux pas while eating exotic dishes.
" At Essence 3+ this Charm allows the harlequin to recall any meal he has consumed and how it
was prepared, allowing him to replicate any exotic menu from memory, so long as she can collect the
proper ingredients.
RETROACTIVE PREVENTION
Cost: 2m; Mins: Stamina 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Training
Duration: Instant
Prerequisite Charms: Any Stamina Charm
" Like all Exalts, the harlequin is immune to most common diseases, but she may still succumb to
particularly aggressive diseases and poisons. In order to avoid these, the Nocturnal adjusts her own
history to retroactively immunize her body against the disease or toxin. She gains three artificial
specialties to resist a Poison or Sickness effect. As a training effect, she may make any of these
specialties permanent by expending the appropriate experienceif she already possesses three
specialties for the appropriate Ability (usually Resistance) she may swap any number of them out for
specialties related to the current threat, as usual.
" A second purchase of this Charm at Essence 3+ allows the herald to apply its benefits to another
person with a Touch.
UNINTENTIONAL CONTACT AVOIDANCE
Cost: 6m, (1wp); Mins: Stamina 4, Essence 2; Type: Reflexive
Keywords: Combo-OK, Shaping, Suspicious
Duration: One Scene
Prerequisite Charms: Retroactive Prevention
" In the wilderness, determining what is safe to eat is a challenge, and failure is potentially fatal.
This is no less true in the courts of intrigues that surround all Exalted. The harlequin preserves herself
against casual poisoning or diseases. She rolls (Stamina + Resistance) upon activating this Charm. All
poisons reduce their Toxicity by one and all diseases reduce their Virulence by one for each success. Any
poison or disease reduced to 0 Toxicity or Virulence is rendered inert. By spending a willpower, the
harlequin may extend this benefit to all beings within her (Essence x 2) yards, though doing so is
regarded as Suspicious. Anyone who knowingly exposes himself to poison or disease gains no benefits
from this Charm. A second purchase at Essence 4+ removes this final restriction. While this Charm is
active, the Exalt is also perfectly immune to Poison and Sickness effects which automatically poison or
infect the target if she also knows Cheaters Never Prosper.
LIVE ANOTHER DAY
Cost: ; Mins: Stamina 4, Essence 4; Type: Permanent
Keywords: Native, Obvious, Suspicious
Duration: Permanent
Prerequisite Charms: Unintentional Contact Avoidance
" Whether from old age, the ravages of disease, or degenerative poisons, even a mortal who has
led a peaceful life will someday die. So too will the peaceful harlequin. But for her, such things are not the
end. This Charm permanently enhances the Exalts physiology. When she would otherwise be killed by
either a Poison or a Sickness effect, she instead undergoes an immediate Renewal (p. XX). Despite
affecting the Nocturnal directly, this is still considered Suspicious. All her Dying health levels are healed
immediately and her Incapicated health level heals twenty-five hours later as she awakes to find herself in
a new body.
DIE ANOTHER WAY
Cost: ; Mins: Stamina 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Live Another Day, Living Beyond the Moment
" The tenacious herald clings to life until the bitter end. When he has shuffled his death off until the
future, he is better prepared to swindle Saturn one last time. Once the Exalt has mastered this Charm, if
he would be killed from damage inflicted by the lingering after-effects of Living Beyond the Moment, he
instead undergoes an immediate Renewel as described in Live Another Day. Doing so immediately
eliminates all remaining damage left in Living Beyond the Moments reserves.
CHARISMA
Background Acquisition Charms
SERVICES RENDERED
Cost: 8m; Mins: Charisma 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Compulsion
Duration: Instant
Prerequisite Charms: None
" The harlequin is an entertainer and her talents never go unrewarded. This Charm may
supplement any action which might qualify the Nocturnal to receive motes from Courtesan and Artisan
Meditation (p. XX), even if performed for less than an hour. At the conclusion of that action, her player
rolls (Charisma + relevant Ability) against the MDV of all who benefited from her action. She never
receives fewer successes on this roll than her extra successes on the previous action. Anyone whose
Mental DVs are insufficient to overcome this social attack suffers an unnatural mental influence to
compensate the Nocturnal for her services. They are compelled to offer the Nocturnal the equivalent of
the Nocturnals extra successes in Resources, to a maximum of their own Resources minus one. This
Compulsion costs 2 willpower to resist. People with Resources 1 or lower are not required to provide any
compensation but will instead feel compelled to voice their appreciation, either to the Nocturnal directly or
by praising the Exalt to his friends, family, and strangers he meetsmuch to their frequent annoyance.
GRABBING THE REINS
Cost: 5m, 1wp (3xp); Mins: Charisma 3, Essence 1; Type: Simple
Keywords: Combo-OK, Shaping
Duration: One Scene
Prerequisite Charms: Any Charisma Charm
" The herald is a creature of the night and in the darkness he finds many allies. Using this Charm,
the Exalt binds himself to a nocturnal creature, rolling (Charisma + [Presence or Survival]) with a difficulty
equal to the Familiar rating of the creature. If successful the Nocturnal gains the creature as a familiar for
the remainder of the scene. At Essence 3+, the herald is no longer limited to animals that share his
nocturnal habits. Once per scene, he may spend 3xp to gain one dot of Familiarpermanently gaining
the creature as his true Familiar an appropriate number of applications.
" A second purchase of this Charm at Essence 3+ allows the Nocturnal to target creatures that are
currently the familiar of other beings. He and the familiars owner make a contested Willpower roll. The
owner gains a number of automatic successes equal to his Familiar rating, while the Nocturnal may
supplement this roll with his Charisma Excellency if placed in a combo with this Charm. If successful, the
Nocturnal robs the other person of her familiar for the sceneand may permanently reduce the targets
familiar rating by one by spending 3xp. Permanently reducing the targets Familiar rating makes this
Charm Suspicious.
TIGHTENING THE LEASH
Cost: 1-5m, (+1wp); Mins: Charisma 4, Essence 2; Type: Simple (Speed 3)
Keywords: Combo-Basic, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Grabbing the Reins
" The herald and his familiar are bound tightly together. Not even time or space can keep them
apart. By spending a number of motes equal to the familiars rating, the Nocturnal recalls his familiar to
him across any distance within the same realm of existence, provided that there is at least one possible
path that the familiar could have followed on its own to reach the Exalt. If, for example, the Nocturnal has
a yeddim familiar and is in a cave with a single entrance barely big enough for a human to squeeze
through, this Charm cannot call his familiar to him.
With a second purchase at Essence 3+, the heralds familiar no longer requires a logical path to
be summoned with the Exalt pays one willpower when summoning it. So long as there is ample space to
receive the familiar and both the Exalt and the animal are within the same realm of existence, this Charm
may be used. Used in this way, this Charm becomes Suspicious.
EARS TO THE GROUND
Cost: 4m, (+1wp); Mins: Charisma 2, Essence 2; Type: Simple
Keywords: Calibration, Combo-OK, Shaping, Suspicious
Duration: One Day
Prerequisite Charms: Any Charisma Charm
" The herald depends upon a strong network of connections to be her eyes and ears while away.
But even in foreign lands she finds willing informants, and failing that, makes them. The Exalts player
rolls (Charisma + [Investigation or Socialize]), suffering a -1 external penalty if she has never been in the
region before and a -2 external penalty if the region would be openly hostile to her. These penalties stack.
She gains one dot of minor contacts per success. By spending an additional willpower she may gain one
major contact per success as well though this becomes Suspicious for non-extras, as the contacts history
is rewritten to include a casual relationship with the herald.
" Usually only mortals may be bound to the herald in this way, but a second purchase of this Charm
at Essence 4+ allows her to gain contacts among beings with Essence less than her own, though only if
her roll overcomes the potential contacts Mental DVs. Any being may resist this shaping effect by
spending willpower equal to the heralds Essence, minus their own, to a maximum of 5.
" This Charms duration changes to Until the End of Calibration if activated during Calibration.
FRIENDS AND LOVERS STANCE
Cost: 6m, 1wp; Mins: Charisma 5, Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisite Charms: Ears to the Ground
" With natural social poise, the harlequin ingratiates himself among the mighty. The Nocturnal
spends a scene in social interaction with another person and attempts tangle their futures together on
positive terms. So long as the scene does not end on sour terms, the Nocturnal rolls (Charisma +
Socialize) against the targets Mental DV. If successful, the target gains a positive Intimacy toward the
Nocturnal, appropriately flavored by their recent encounter. This Intimacy may be resisted for a scene by
spending one willpower and is completely dismissed once the target has spent (Nocturnals Charisma)
willpower. So long as the Intimacy remains, the Exalt gains an appropriate Ally background to represent
the target and interacts with that character accordingly. At the Storytellers discretion, this may be
replaced with a Mentor background if the target is substantially more powerful than the Nocturnal himself.
ZODIAC AND ECLIPTIC UNION
Cost: (3xp); Mins: Charisma 2, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
" The bond between herald and vizier is deep and automatic. While no further apart than their
combined Essence in yards, neither the Nocturnal nor the Sidereal needs to spend Willpower to channel
a Virtue to support an action which aids their companion. At the end of any scene in which they benefited
from their companions virtuous actions, the Nocturnal or the Sidereal may spend 3xp to raise their
respective Companion rating by one.
" A second purchase of this Charm adds their combined Companion rating in yards to the
maximum distance which may separate the pair.
CONSTELLATIONS FILL THE SKY
Cost: ; Mins: Charisma 2, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Zodiac and Ecliptic Union
" Though often at odds over the eternal debate between free will and predestination, the herald and
the vizier have a common goal in the defense of Creation. They are stronger together than they are apart.
When the herald successfully performs a stunt to aid his companion by acting in a manner consistent with
the nature of his companions aspect (acting secretively in the case of a Chosen of Secrets, for example),
the Exalt may regain a Virtue channel instead of the usual reward from the stunt. The Storyteller may veto
an attempt to regain a Virtue channel if the stunt is determined to be contrary to the ideals of the Virtue.
IMPLACABLE FOUNDATIONS
Cost: 3m; Mins: Charisma 3, Essence 2; Type: Reflexive (Step 2)
Keywords: Calibration-OK, Combo-OK, Social, Obvious
Duration: Instant
Prerequisite Charms: Zodiac and Ecliptic Union
" The Chosen of Possibilities have few constants in their lives. The past is an illusion to be
exploitedthe future, a dream to be crafted. There is but one island of certainty that the herald can rely
upon: his Sidereal companion. Calling upon that point of stability, this Charm serves as a perfect defense
against unwanted social influences originating from Creatures outside of Fate, so long as the Exalts
companion has placed upon him an Ascending Destiny that would be relevant to his current situation. The
necessity of a tether to the certainty of the Loom of Fate serves as a unique Flaw of Invulnerability. A
relevant Destiny provided by Destiny Preserving Humility will also allow the Nocturnal to activate this
Charm, but reduces the Destiny rating by one as part of the cost.
" During Calibraiton, this may serve as a perfect social defense against beings within Fate, so long
as the Exalt possesses a relevant Destiny. A second purchase at Charisma 5+, Essence 3+ grants this
benefit even when it is not Calibration, but makes such use Suspicious.
FIFTEEN MINUTES OF FAME APPROACH
Cost: 6m (+1wp); Mins: Charisma 3, Essence 2; Type: Simple
Keywords: Calibration, Combo-OK
Duration: One Scene
Prerequisite Charms: Any Charisma Charm
" Like all Exalted, the harlequin, in time, makes quite a name for herself. She is a hero of legend
and rumoreven if those legends and rumors are contradictory. Wherever she goes, she knows how to
play the part. First, the Nocturnals player rolls (Charisma + relevant ability). If she wishes to be famous
for her musical talents, she would roll Performance; for her healing abilities, Medicine; for her physical
prowess, Athletics; and so on. This roll suffers an external penalty equal to the highest rating in the
chosen ability present, excluding her own. The Exalt gains Influence equal to the remaining successes, to
a maximum of 5 or the Nocturnals Essence, whichever is lower. Additionally, for the remainder of the
scene, the Nocturnal may add up to her new Influence rating to the Chosen ability, though this is subject
to usual dice cap rules for the Nocturnal.
" This Charm lasts until the end of Calibration if activated during that time.
BUILDING THE BANDWAGON
Cost: 8m, 1wp; Mins: Charisma 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Compulsion, Emotion, Social
Duration: (Charisma) Days
Prerequisite Charms: Fifteen Minutes of Fame Approach
" As the servants of other Exalted, the herald is often sent out to drum up support for their
superiors and their agenda. The Exalts affable personality engenders a Charisma-based social attack
with an infectious intimacy. If the attack is successful, the target gains an Intimacy of loyalty to a being
other than a Nocturnal Exalted or to a cause lead by such a being. Additionally, the target gains the
Compulsion to spread the Intimacy to others. If this was a social attack against a single target, she may
spend two willpower to resist the Compulsion and another two to resist the Emotion of the Intimacyboth
are regarded as unnatural mental influences. If this is an attack against a social unit, the leader may pay
two Loyalty to resist the Compulsion and two to resist the Emotion, otherwise the Intimacy and
Compulsion become part of its Policy. If this causes the unit to split, those who split from the main unit
must also resist the full effects of this Charm or it continues normally.
" The Intimacy created by this Charm lasts until it is resisted. The Compulsion, however, lasts until
the end of this Charm or until it is resisted. Each day after the first, the social unit gains an additional
Magnitude (a single target is considered Magnitude 0 as usual), with the Intimacy as its Policy. This
continues each day until the Charm ends or the unit has Magnitude equal to Nocturnals Essence. If all
people affected by the Compulsion resist its effects in the same day, the Charm terminates immediately.
" This Charm can be used to accelerate recruitment drives for Mass Combat units as wellthough
it only ensures an ample supply of soldiers willing to fight and die for their loyalties. Theyre actually
fighting qualifications may leave much to be desired.
OUTSIDE CONSULTANT TECHNIQUE
Cost: 5m; Mins: Charisma 3, Essence 2; Type: Simple
Keywords: Calibration, Combo-OK
Duration: One Day
Prerequisite Charms: Any Charisma Charm
" Though they rarely hold positions of authority themselves, the harlequins may be called upon by
various organizations to offer aid in a particular area of expertise. This Charm allows the Nocturnal to
acquire temporary Backing in a particular organization. The Nocturnal rolls (Charisma + relevant ability),
with a difficulty of the highest Backing rating possessed by someone else in the scene. Bureaucracy is
always regarded as relevant, but the Nocturnal may elect to roll a different ability if it relates to an area of
focus for the organization or for the task the organization intends the Exalt to perform (or the task she
feigns to perform). For example, a Nocturnal might choose War if trying to offer advice to members of the
House of Bells, or Occult while attempting to pose as a visiting scholar at the Heptagram. If successful,
the Nocturnal gains Backing in that organization equal to half his Essence.
While in the same scene, beings with a higher relevant Backing than the Exalts may revoke his
status by simply issuing a statement to the organization as a whole, or at least those members present.
Those with equal Backing may make a contested ([Charisma or Manipulation] + Bureaucracy) roll; if
successful the Nocturnal is denounced and his status revoked.
" This Charm lasts until the end of Calibration if activated at that time.
HEIR TO THE CALIBRATION KING
Cost: 10m, 1wp; Mins: Charisma 5, Essence 5; Type: Simple
Keywords: Calibration, Combo-OK, Mandate, Obvious, Shaping
Duration: Until the End of Calibration
Prerequisite Charms: Friends and Lovers Stances, Building the Bandwagon, Outside Consultant
Technique
" It is tradition among many kingdoms in Creation to allow the court jester to rule the nation during
the chaotic days of Calibration, allowing the actual authority to escape blame for any misfortune that
befalls their people during this time. The harlequin brings this principle to the courts of the Lords of
Creation. This Charm may only be used during the five days of Calibration. The Exalt targets an
organization or nation he wishes to assume control of and is currently in. If the current leader is willing,
this Charm succeeds automatically; otherwise the Nocturnal must roll (Charisma + Willpower) with a
difficulty equal to the Magnitude of the target, plus the highest Essence of its leaders. If successful, all
trappings of authority and legal and metaphysical rights thereof pass to the Nocturnal. The leader may
resist this completely with an appropriate Shaping defense; otherwise beings with immunity to Shaping
may ignore the Nocturnals borrowed mantle of authority on an individual basis.
Authority transfers back to the original leader at the end of this Charm, but the Nocturnals
decisions remain in effect unless specifically rescinded by the current leader. The leader receives no
blame or ill-will for anything the Nocturnal does (and a savvy leader can easily exploit this), so long as
she terminates any detrimental decisions the Nocturnal made within the first week after Calibration. The
Nocturnal is under no obligation to make it easy for the current leader to take back his orders.
While this Charm is active, Building the Bandwagon may be used to spread loyalty of himself and
his causes within the usurped organization. While this Charm is not Suspicious, it rarely goes without
notice. In Mandate of Heaven rules, this Charm allows the Nocturnal to select one of the Dominions
actions for a time period including Calibration.
" A second purchase of this Charm at Essence 7+ grants it the Stackable-keyword, allowing the
harlequin to assume control of up to (Essence) nations and organizations simultaneously. Each activation
after the first costs only five motes and a willpower.
Fascination Charms
ARTFUL CONVERSATIONALISTS ALLURE
Cost: 4m; Mins: Charisma 3, Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK, Compulsion, Social
Duration: (Charisma) Actions
Prerequisite Charms: Any Charisma Charm
" A master of pleasant conversation, the harlequin enthralls her audience. Few can tear themselves
away from her words. This Charm augments a social attack. Her words draw her opponent deeper into
the conversation. If successful, the opponent or opponents are compelled to remain in Social Combat
rather than leaving or initiating physical combat. The target may break free of this unnatural mental
influence by spending willpower equal to half the Nocturnals Charisma, rounding up.
" A second purchase of this Charm at Charisma 4+, Essence 3+ allows the Exalt to employ this as
a social counterattack if her Mental Parry DV was sufficient to overcome a social attack. This Charm may
be activated on Step 9 and, if so, gains the Counterattack-keyword.
" A third purchase at Charisma 5+, Essence 4+ allows the Exalt to employ this Charm as a
counterattack in physical combat if she successfully defends herself against a physical attack. If
successful the attacker immediately ceases Physical Combat and is regarded as Inactive if combat
continues, until either he spends the required willpower or is attacked. He may defend himself normally.
Used in this way, this Charm becomes Obvious.
INTEREST CATCHING CAMARADERIE
Cost: 6m, (+1wp); Mins: Charisma 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Any Charisma Charm
" The harlequin binds others into lengthy discussions of common interests or long, passionate
debates. This Charm supplements a Social attack. If the Exalt possesses an Intimacy which relates, even
unfavorably, to the targets Motivation, Policy, or one of the targets Intimacies, the attack becomes
undodgeable.
" With a second purchase at Charisma 5+, Essence 4+, the Exalt may spend one willpower upon
first activating this Charm. Doing so allows the Nocturnal to enjoy a cumulative -1m discount on this
Charm, to a minimum of 0m, for the remainder of the scene so long as she does not change the topic or
fail to activate this Charm at least once each action.
ENTRANCING AURORA NOVELTY
Cost: 7m, 1wp; Mins: Charisma 5, Essence 3; Type: Simple (Speed 4, DV -2)
Keywords: Calibration, Combo-Basic, Obvious
Duration: (Charisma) Actions
Prerequisite Charms: Interest Catching Camaraderie
" With a smile and a pleasant word, the harlequin ensnares the world. For him, Fate itself would
unravel if he would only ask. His forceful presence wins many hearts and breaks as many minds. For the
duration of this Charm, he increases the willpower necessary to resist his natural mental influences by
one and treats his Appearance as being one higher. He may gain one Paradox rather than spend the
willpower cost of any First, Second, or Third Excellency. During Calibration, he adds one success to all
his social attacks, one to his mental DVs, and gains one Paradox die instead of one Paradox.
" A second purchase of this Charm at Essence 4+ makes this Charm Calibration-OK.
FOLLOWING THE HEARTS DESIRE
Cost: 5m, 1wp; Mins: Charisma 4, Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Compulsion, Social
Duration: Instant
Prerequisite Charms: Interest Catching Camaraderie
" A conversation with the harlequin is an eye-opening experience. Like a night of contemplative
consideration, those who speak with the Nocturnal leave her presence with new resolve and a sense of
purpose. The Exalt spends a scene conversing with the target of this Charm about a topic that relates
favorably to the targets Motivation, Policy, or one of his Intimacies. At the end of the conversation, her
player rolls a Charisma-based social attack against the target. If successful, the target is unnaturally
compelled to pursue the most expedient course of action that will advance his Motivation, Policy, or
chosen Intimacy. For example, if the target has an Intimacy to see justice executed, the Exalt might
convince him to take the law into his own hands and pursue vigilantism. This unnatural Compulsion costs
two willpower to resist.
DARKEST NIGHT HERO
Cost: (+5m); Mins: Charisma 5, Essence 3; Type: Permanent
Keywords: Nox, Suspicious, Training
Duration: Permanent
Prerequisite Charms: Following the Hearts Desire
" Desperation and desire forge champions, if only for a night. Come morning, an unlikely hero may
wonder why he ever acted so boldly or took such foolish risks. By paying the surcharge of this Charm
when activating Following the Hearts Desire, the Nocturnal elevates an extra to Heroic Mortal status
while they pursue the Compulsion, exaggerating the mortals Motivation into something suitably heroic.
When this Charm is used, the threads of Fate representing Exaltations quiver and Lyteks cabinet rattles
as the Exaltations consider this new hero. Additionally, the new hero gains a Willpower rating of at least
6, as a training effect, and restores all temporary willpower. This reverts to his natural rating, if lower, once
he loses his Heroic status.
" If the mortal fails to achieve this empowered Motivation or spends willpower to resist the
Compulsion of Following the Hearts Desire, he reverts back to insignificant extra. If he succeeds,
however, he may choose to receive the Enlightend Essence mutation as a Training effect. Since he
receives this as he completes his Motivation, he may also increase his Essence by one immediately, as
usual.
CONTINUED DISCUSSION ADDICTION
Cost: 8m, 1wp; Mins: Charisma 5, Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Compulsion, Social
Duration: (Extra Successes) Days
Prerequisite Charms: Artful Conversationalists Allure, Interest Catching Camaraderie
" Nocturnal courtiers are highly prized additions to any social setting. Their very presence is
intoxicating. This Charm requires a scene of interaction between the harlequin and another being. At the
end of the interaction, the Exalts player makes a (Charisma + relevant ability) roll against the targets
Mental DVs. In addition to typically Presence or Performance-based rolls, this social attack may take
some rather unorthodox forms. For example, after a scene of sparing the Nocturnals player might roll
(Charisma + Martial Arts), or (Charisma + Craft [Water]) after the target has enjoyed a meal prepared by
the Nocturnal.
" If the social attack is successful, the target gains a Compulsion to reengage the Exalt in similar
interaction. The target is not obligated to pursue this Compulsion until the next day and may resist it for
one day by spending one willpower, or completely by spending half the Nocturnals Charisma, rounding
up, in willpower at one time. If the Nocturnal is not available, the target seeks other means to gratify the
Compulsion, but is never quite satisfied by the experience.
"
Interaction Charms
COURTESAN AND ARTISAN MEDITATION
Cost: ; Mins: Charisma 4, Essence 3; Type: Permanent
Keywords: Merged, Native
Duration: Permanent
Prerequisite Charms: None
" Through her service to others the harlequin finds fulfillment and is, in turn, empowered. This
Charm allows the Nocturnal to recover additional motes while entertaining, physically or emotionally
healing others, or aiding another in accomplishing his Motivation. For every hour the Exalt spends doing
such activities, she recovers a number of motes equal either to the Magnitude of the group affected, or
the highest Essence of any member of that group, whichever is higher. If the Exalt also knows The Open
Road Softly Calls each hour spent traveling at the request of another being or group likewise allows the
Exalt to regain motes.
" Additionally, each purchase of this Charm provides the Nocturnal with an additional 10 motes for
her peripheral essence pool, which may only be refilled through Charms that recover motes of Essence.
This Charm may be purchased once per dot of Permanent Essence.
Merged: Courtesan and Artisan Meditation (Intelligence, Wits)
BOUGHT MERCENARYS OATH
Cost: (1xp); Mins: Charisma 4, Essence 3; Type: Permanent
Keywords: Compulsion, Merged, Native
Duration: Permanent
Prerequisite Charms: Courtesan and Artisan Meditation
" The harlequin spends his days fulfilling the requests of others and through his service steels his
will against further demands. When the harlequin receives an order from a Celestial Exalt which could
serve as an appropriately heroic Motivation for any type of Exalted, the harlequins player may pay one
experience to change his characters Motivation to request. The Motivation is thereafter inviolable, even
by the harlequins own Charms such as Inevitable Bandit Betrayal. Further application of this Charm is
the sole exception to this rule as the Exalt may overwrite one order with a new one.
The harlequins Subservience immediately drops to zero and the being who issued the order no
longer triggers the Curse while the harlequin has this new Motivation. The harlequin gains a Compulsion
to complete the Motivation which costs two willpower to resist for a day but can never be fully negated
while the Motivation remains. Spending at least one scene a day working toward the Motivation is enough
to satisfy the demands of the Compulsion.
If the Exalt successfully completes the Motivation, he never again suffers the Curse of
Subservience from the Celestial who issued the order. If the Motivation ever becomes impossible, it may
be freely abandoned. Once completed or rendered impossible, the harlequin may choose to restore his
own Motivation or adopt a new one as appropriate.
" Merged: Bought Mercenarys Oath (Intelligence, Wits)
LIMITLESS COSMOS EXPANSION
Cost: ; Mins: Charisma 4, Essence 4; Type: Permanent
Keywords: Merged, Native
Duration: Permanent
Prerequisite Charms: Courtesan and Artisan Meditation
" Delving into the hidden depths of their own cosmic power, the heralds unlock the splendor and
majesty of the heavens within their own souls. The effects of this Charm depend upon the heralds caste.
As a universal effect, all Nocturnals may now use Calibration-OK Charms when their anima flares to the
11+ mote level, as though they were Empyreans.
Nova: The intense explosion of the vanguards anima ripples outward with tremendous force.
When his anima first flares at the 11+ mote level, it sends out a blast of cosmic energy. All
beings he considers enemies within the radius of the vanguards anima must check for
knockdown at a difficulty equal to his Essence. If she fails, the antagonistic being is carried to
the edge of the Nocturnals anima. As the anima expands to cover more territory, additional
pulses radiated out from the vanguard, forcing another knockdown check.
Comet: The armiger bombards her foes with a series of powerful attacks, each more
powerful than the last. Once her anima has reached the 11+ mote level, she gains one
automatic success a physical attack for each previous physical attack she performed in one
Action and increases the willpower needed to resist the slowlying effect to half her Essence.
Aurora: Surrounded by rippling viridian banners, the ambassador is far too lovely to destroy.
Once the ambassadors anima has reached the 11+ mote level, all beings must fail a
Compassion roll to physically attack him and such attacks suffer an internal penalty equal to
the attackers Compassion.
Empyrean: The barristers life is one of barely controlled chaos, but he is rewarded for
embracing a life ofchances and risks. Whenever a Chance die is rolled by the player of a
being within that radius, that player may reroll the Chance die once and choose which of the
two results apply, at the cost of a willpower.The Empyrean himself may make this reroll freely.
No Chance die may be rolled more than once. Additionally, the area within the barristers
anima counts a Calibration for the purposes of Fluctuations as well, so long as the effects of
the Fluctuation are completely contained within that radius at the time of the heralds player
makes the roll.
Nebula: Dense clouds of cosmic dust surround the sophist, fogging the minds of his foes and
obscuring their vision. Once the sophists anima banner reaches the 11+ mote level, the initial
External Penalty it imposes on Mental Attribute rolls increases to (Essence), and the
maximum it can impose increases to (Essence x 2). Additionally, the anima banner obscures
vision as an actual fog (Exalted, p. 135).
Merged: Limitless Cosmos Expansion (Intelligence, Wits)
BROTHERS IN ARMS
Cost: 5m; Mins: Charisma 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Emotion, Social
Duration: Instant
Prerequisite Charms: Any Charisma Charm
" At night settles over the world, people band together against whatever may hide in darkness. The
herald likewise encourages solidarity. This Charm supplements a spoken or written Charisma-based
social attack which emphasizes commonalities among a group and encourages people to work toward a
common goal. The attack suffers an external penalty equal to the social units Magnitude, but if
successful, every member of the unit gains an Intimacy of solidarity for the group as a whole. Targets with
such Intimacies will temporarily set aside differences and cooperate willing unless schisms between them
are deliberately reopened. Resisting this unnatural Emotion costs two willpower.
STENTORIAN AMPLIFICATION PRACTICE
Cost: 2m (+1wp); Mins: Charisma 2, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: Any Charisma Charm
" On the battlefield or in a debate hall, the herald must ensure his voice is heard. Any attempt to
relate information suffers no external penalty due to range, contesting noise, or other forms of
interference, so long as the recipient is within (Essence x 50) yards. All within range may hear the
Nocturnals words as clearly as though spoken beside them in personal conversation. The Nocturnal may
touch another person upon activating this Charm to transfer the benefit to her by spending one willpower
doing so grants this Charm the Touch keyword.
" A second purchase at Essence 4+ changes the duration to Indefinite. So long as the motes
remain committed, the Exalts message is received. This is particularly useful for delayed
communications. No amount of graffiti may cover-up her propaganda posters; nor will any accident on the
road obscure the message written to a distant ally. The material upon which the message is written may
be destroyed as normal, but individual pieces continue to remain legible beneath any vandalism. Burning
such messages is one of the few ways to effectively break this Charms power.
ECHOING POLYGLOT DISCOURSE
Cost: 5m, (+1wp); Mins: Charisma 3, Essence 3; Type: Reflexive
Keywords: Calibration-OK, Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Stentorian Amplification Practice
" Language barriers hinder efficient communication. Translators take time to relate conversations
and all too often the fine details are lost. With this Charm the herald bypasses the need for such
inefficient methods. Anything he says is simultaneously spoken in all languages he knows. Individuals will
only hear one version of the heralds words, preferentially their own native language. If an individual and
the herald do not share a common language, they hear only the heralds own native tongue.
" During Calibration, the entire audience hears the Nocturnals words in their own native dialect if
the Exalt spends an additional willpower upon activating this Charm. Under such circumstances the
Nocturnal gains one die of Paradox for each major language which the audience hears that he does not
actually know.
DEFENSE IN SILENCE
Cost: 2m+; Mins: Charisma 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Social
Duration: Until Next Action
Prerequisite Charms: Any Charisma Charm
" No matter how boldly the harlequin argues her point, the possibility remains that she sat quietly.
The same applies to her opponent. Every two motes spent on this Charm cancels out one point of penalty
to her Mental DVs from social attacks and social onslaught, to a minimum of 0. The Nocturnal may not
spend more motes on this Charm than twice her Charisma.
SIMULTANEOUS SIGNAL TECHNIQUE
Cost: 3m+, 1wp; Mins: Charisma 4, Essence 3; Type: Extra-Action
Keywords: Combo-OK, Obvious, Social
Duration: Instant
Prerequisite Charms: Defense in Silence
" The harlequin may be silent, or she may speak volumes. The Nocturnal argues several points at
once, making up to (Charisma) social attacks at cost of three motes each. She does not make rapid-fire
points. Each attack takes up the usual amount of time, but each occupies the same position in time. The
target hears each individually and only realizes that the Exalt fractured reality to deliver them all in a
single instant once the last word leaves the Nocturnals mouth. This magical flurry has a speed and DV
penalty equal to the highest among any of the individual social attacks, and all attacks suffer no flurry
penalties.
EXTEMPORAL MESSAGE DELIVERY
Cost: 8m, 1wp; Mins: Charisma 5, Essence 4; Type: Simple
Keywords: Combo-OK, Flux, Nox, Obvious, Social
Duration: Special
Prerequisite Charms: Echoing Polyglot Discourse, Simultaneous Signal Technique
" The prudent herald knows not to discuss disagreements within earshot of his enemies. Upon
activating this Charm, the Exalt selects no more than (Essence) individuals and rolls a Charisma-based
social attack against them as appropriate. From the perspective of the Exalt and any target whose mental
DV he successfully overcame, all other beings freeze in place and the world loses its color, save for those
under the influence of the Charm. As time freezes, the Nocturnal and his targets make an immediate Join
Debate roll. Thereafter they may only engage in social combat with each other. They may not move or
interact in any way with anyone not included in this Charms effects. They become segregated in a scene
onto itself, which lasts as long as the Nocturnal wills or until one of the targets spend willpower equal to
half the Nocturnals Charisma, rounding up. The Nocturnal gains one die of Paradox for every Action he
takes well this Charm is in effect.
" From the point of view of non-targets, no time passes. When the Charm ends, all targets rejoin
the scene exactly as they were before the Nocturnal activated the Charm, excluding any consequences of
social combat that occurred. Those unaffected hear only the rapid high-pitched hum of the accelerated
conversation, which is indecipherable to anyone without Perception 6+. Even such superhuman hearing
requires a (Perception + Awareness) roll, with a difficulty equal to the number of Paradox dice the
Nocturnal received from this Charm.
" While Nox is in the Loom the Nocturnal may pay an additional (+2m) surcharge to have this
Charm affect Creatures outside of Fate. Otherwise, only such beings with Essence less than the
Nocturnals are affected by this Charm. Creatures beyond Fate with equal or greater Essence may
completely ignore this Charm. They may move freely while time is frozen, and the Charm terminates
instantly if the being attempts any action other than engaging in social combat with those the Exalted
targeted with this Charm. Beings who are immune to Shaping behave similarly.
" Medicinal Charms
BEDSIDE MANNER ACCELERATION
Cost: 5m, 1wp; Mins: Charisma 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Emotion, Merged
Duration: Instant
Prerequisite Charms: Any Charisma Charm
" Even the greatest medicines cannot heal a patient who has given up the will to live. The harlequin
inspires hope in her patient and encourages the patient to continue struggling against whatever adversity
afflicts him. This Charm supplements an attempt to tend to a wounded, diseased, or poisoned person. In
addition to the standard roll to tend to such things, the Nocturnal rolls (Charisma + Medicine), with a
difficulty of the targets current wound penalty, the poisons Toxicity, or the diseases Virulence, as
appropriate. The Storyteller may determine other difficulties for more exotic ailments.
" If successful, the target maintains a positive attitude regarding his condition, gaining a positive
Intimacy of hope toward his current condition. The patient heals damage (Nocturnals Charisma) times
faster than normal, and adds the Nocturnals Charisma in dice to (Stamina + Resistance) rolls to resist the
poison or disease. This effect lasts for the Nocturnals Charisma in days, or until some other factor
negates the Intimacy the Nocturnal has created.
" Merged: Bedside Manner Acceleration (Appearance)
LAUGHING PHARMACIST PLACEBO
Cost: 1m+, 1wp; Mins: Charisma 4, Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Merged
Duration: Instant
Prerequisite Charms: Bedside Manner Acceleration
" Laughter, it is said, is the best medicinethough many concubines disagree on that point. The
harlequin knows many unorthodox ways of healing injured patient, and masters alternative and
improbable forms of medicine. Regardless of the method employed, after providing the patient with some
unlikely doctoring, the Nocturnal rolls a (Charisma + [Presence or Performance]), adding her Medicine in
automatic successes. The difficulty of this action is the higher of the targets wounded health levels or
base Mental Dodge DV. Every extra success allows the Exalt to heal one Bashing or one Lethal health
level, at the cost of 1 mote for Bashing and 2 motes for Lethal. The Exalt may only use this Charm once
per patient per day.
" Merged: Laughing Pharmacist Placebo (Appearance)
SUGAR AND WISHES REMEDY
Cost: 10m, 1wp; Mins: Charisma 4, Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Flux, Merged
Duration: Instant
Prerequisite Charms: Laughing Pharmacist Placebo
" The harlequin is no mere swindler (well, not always, at least). Though she offers nothing but
hope, that is enough. Upon activating this Charm, the Exalt spends a scene concocting a remedy for a
specific disease or poison. She rolls (Charisma + [Medicine or Craft: Water]), with a difficulty equal to the
the diseases Difficulty to Treat or the poisons Toxicity. The concoction may take the form of anything the
Exalt desires, from candy to foul tasting medicines. Whatever form the remedy takes, it has no true power
to heal beyond what the Nocturnals essence invests in it.
If successful, she creates (Essence) doses of the remedy, plus one dose per extra success. She
may not create remedies in this way for diseases that cannot be healed without without magic unless she
also knows Cheaters Never Prosper. Any being who ingests the a number of doses of the remedy equal
to the diseases untreated Morbidity or the Poisons Toxicity +2 is immediately healed. Remaining doses
may be saved for future use for up to one month before they lose their power.
If the healed being suffers the same disease or poison again in the future, the Exalt cannot use
this Charm to heal them again. Another Nocturnal with the same Charm may attempt to do so, but must
choose a different sort of concoction as the vehicle for his healing power. Knowing her own remedies to
be nothing but a ruse, she cannot use them to heal herself.
" Merged: Sugar and Wishes Remedy (Appearance)
CAREFUL SURGEON INSTRUCTIONS
Cost: 5m; Mins: Charisma 2, Essence 2; Type: Supplemental
Keywords: Combo-OK, Compulsion, Emotion, Merged
Duration: Instant
Prerequisite Charms: Any Charisma Charm
" Healers cannot stand beside all their patients every day. The harlequin knows the value of
communicating effectively with patients so that they can continue to care for themselves while shes away.
This Charm supplements spoken or written instructions, usually in the form of a social attack, given to a
person who benefitted from one of the Nocturnals successful medicine rolls or Medicinal Charms. The
attack becomes undodgeable, and should it succeed, the target must spend the (the Nocturnals
Charisma) willpower to resist its effects, maximum 5. The Charm generates an Intimacy of gratitude
toward the Exalt and a Compulsion to follow the Nocturnals instructions as they relate to his continued
recovery. Additionally, the target suffers no internal penalties when executing those instructions.
" With a second purchase at Charisma 5+, Essence 4+, this Charm gains the Calibration-OK
keyword. The Exalt is no longer limited to instructions dealing directly with the patients continued care, if
the healing and the order is given during Calibration. Used in this way, the influence of this Charm lasts
only until the next sunrise.
" Merged: Careful Surgeon Instructions (Intelligence)
" Military Unit Charms
TRUMPETS HERALD VICTORY
Cost: 2m; Mins: Charisma 2, Essence 2; Type: Reflexive
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: None
" In warfare, the pawns move first, and it is the herald who drives them forward. Instead of rolling
Join War, the Nocturnals unit acts on Tick 0. With Charisma 4+, this Charm may be used to ensure that
the units action is resolved before another unit that acts on the same Tick.
MANY MESSENGERS RELAY
Cost: ; Mins: Charisma 5, Essence 3; Type: Permanent
Keywords: Obvious, Suspicious
Duration: Permanent
Prerequisite Charms: Any Charisma Charm
" The herald is well suited to her role as messenger of the Chosen, particularly in times of war. In
the heat of battle, she appears to be just where she needs to beperhaps even in two places at the
same time. While the herald serves as a relay for a mass combat unit, he counts as (Charisma) additional
relays within that unit. The herald is not obligated to enjoy this benefit, but doing so is Suspicious.
" A second purchase of this Charm at Essence 6+ allows the Nocturnal serve as relays for multiple
units with (Essence) miles of one anotherthough she still cannot serve as more than a total of
(Charisma) relays. While doing so, she may facilitate near-instant communication between the units.
Should a general attempt a Coordinate Units action involving only the units the Exalt has simultaneously
placed herself in, that general uses the Exalts Charisma rather than the lowest Drill among the units to
reduce the difficulty of the action. At the end of the battle, the Nocturnal may move herself to any unit that
benefited from her service as a relay, even one miles away from the unit in which she began the battle.
HOLD THE LINE
Cost: 2-3m; Mins: Charisma 2, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: Any Charisma Charm
" A strong presence can inspire in the face of overwhelming danger. When serving either as the
units commander or relay, the herald may activate this Charm in response to an attack and cancel up to
(Charisma) points of penalties to units DV. This Charm costs two motes if the Exalt serves as a relay, or
three motes as the commander.
EVOKE THE WAR GODS BLESSING
Cost: 6m; Mins: Charisma 4, Essence 3; Type: Simple (Speed 4, DV -1)
Keywords: Combo-OK, Chance
Duration: Until the end of the battle
Prerequisite Charms: Hold the Line
" The gods of war are a diverse group of beings, and often disagree on the nature of warfare. With
this Charm, however, the Nocturnal appeals the universal qualities of War and attracts the attention of an
individual war god. The heralds player rolls (Charisma + [Performance or War]) with a difficulty equal to
the Magnitude of the unit to which she is attached. If successful, the Nocturnal rolls one die to determine
the blessing.
1: Any object that the heralds unit employs during combat suffers no wear. This includes artifacts.
2-3: The unit gains a number of extra -1 health levels equal to the Nocturnals Charisma.
4-5: The unit gains perfect morale
6-7: The unit gains a pool of automatic successes equal to the Nocturnals Charisma, which may
be used at the commanders discretion.
8-9: The unit halves opposing Might, rounding up, as a Shaping effect.
10: Any Exalt in the heralds unit enjoys a -1m on all his Charms while fighting a duel, to a
minimum of 1m. This option may not be selected until the herald has Essence 5+.
RANK-AND-FILE REFORMATION
Cost: 1m per Magnitude, 1wp; Mins: Charisma 4, Essence 2; Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK, Obvious, Suspicious, War
Duration: Instant
Prerequisite Charms: Hold the Line
" Military units under the heralds tutelage readily fall into formations for which they have regularly
trained. When the Nocturnal serves as their commander or relay, he may activate this Charm to change
his units formation, merge with another unit, or split into two unites. The Exalt rolls (Charisma +
[Performance or War]), with a difficulty of the units (Magnitude Drill, minimum 1). If successful, the
change occurs nearly instantaneously, with the entire unit vanishing in flash of the Nocturnals anima and
immediately reappearing in their appropriate positions.
SATURN SHUNS THE WILLING
Cost: 8m; Mins: Charisma 5, Essence 3; Type: Simple (Speed 3 in long ticks, DV -2)
Keywords: Calibration, Combo-OK, Flux, Obvious
Duration: Instant
Prerequisite Charms: Hold the Line
" The Loom of Fate is not a perfect record of reality. Occasionally errors are made and a mortal
might go on living long after his recorded death. With this Charm, the herald exploits such errors to aid in
military units Rally Action to recuperate loses mid-battle. This Charm may only be used after his unit lost
a point of Magnitude. The Nocturnals player rolls (Charisma + [Performance or War]) with a difficulty of
the units Magnitude before the most recent loss. If successful, the soldiers find themselves looking at
their own dead bodies, while they themselves are perfectly alive and corporeal. Given a second lease on
life, they fight all the harder, increasing the units Magnitude by one. Except during Calibration, the Exalt
gains Paradox dice equal to the units restored Magnitude whenever this Charm proves successful.
"
" Social Unit Charms
BIRDS OF A FEATHER UNITY
Cost: 4m; Mins: Charisma 3, Essence 2; Type: Simple
Keywords: Combo-OK, Mandate, Social, War
Duration: (Essence) Actions
Prerequisite Charms: Any Charisma Charm
" Even in their infrequent encounters with true authority, the herald insinuates themselves among
the common people and the rank and file soldier. Such humble leadership encourages greater
cooperation in the society and army. The Nocturnal rolls (Charisma + [Socialize or War]), with the difficulty
of equal to the Magnitude of any Dominion, social or military unit she leads. If successful, the Magnitude
is doubled for any purpose that the leader considers beneficial. This Magnitude bonus cannot exceed the
Nocturnals Essence. If she also knows Many Messengers Relay, she may employ this Charm while
serving in some other official role within the organization.
CONVENIENT POLITICIANS ADOPTION
Cost: 4m, 1wp; Mins: Charisma 3, Essence 2; Type: Simple
Keywords: Combo-OK, Emotion, Social
Duration: One Scene
Prerequisite Charms: Any Charisma Charm
" The charming attitude of the harlequin forces his way of thinking onto society. With this Charm,
the Nocturnal causes a social unit to which he belongs to retroactively adopt a new Policy. His player rolls
(Charisma + Socialize), with an external penalty of the units Magnitude. If the Exalt does not lead the
social unit, he must overcome the leaders Mental DV, otherwise he needs only one success. If he
succeeds, he may implant one of his own Intimacies into the units Policy. The leader of the social unit
may spend 2 Loyalty to remove this facet of the Policy.
" A second purchase at Charisma 4+, Essence 4+ grants this Charm the Suspicious-keyword. As a
Suspicious action, the Nocturnal may remove any number of facets of the Policy and insert any number of
his Intimacies, though doing so imposes a (+2m) surcharge.
" A third purchase at Essence 6+ gives this Charm the Shaping-keyword. For a (+4m) surcharge,
any effects wrought by this Charm permanently alter the groups Policy unless the leader is immune to
Shaping effects. The herald may employ either or both of these upgrades as he desires.
LIKE MINDS CONGREGATION
Cost: 8m, 1wp; Mins: Charisma 3, Essence 2; Type: Simple
Keywords: Combo-OK, Social
Duration: Indefinite
Prerequisite Charms: Any Charisma Charm
" The people follow the harlequin, not because she radiates an air of authority but because she
appears as one of them. The Nocturnal selects one of her Intimacies when activating this Charm and rolls
a Charisma-based social attack, which may employ Socialize in addition to the usual Abilities. Any who
has a similar, favorable Intimacy or a Motivation aligning positively with the chosen Intimacy and whose
Mental DV the Exalt overcame with this social attack, recognize the Nocturnal as a kindred spirit. The
Nocturnal accumulates a social unit, with a Magnitude no greater than her Charisma, so long as there are
enough people to comprise such a unit (if not, more are added as they become available). The group
recognizes the member with the highest (Charisma + Essence) as their leader, who is likely, but not
necessarily, the harlequin herself. The social unit persists as long as Nocturnal maintains her commitment
to this Charm, though any member, including the Nocturnal, is immediately ejected if he or she no longer
has a qualifying Motivation or Intimacy.
" A second purchase of this Charm at Essence 5+ allows the Nocturnal to automatically be
considered the leader during Calibration, regardless of other claims. This Charm gains the Calibration-OK
keyword.
DARKEST BEFORE DAWN
Cost: 4m; Mins: Charisma 4, Essence 4; Type: Reflexive
Keywords: Combo-OK, Social, Mandate
Duration: Instant
Prerequisite Charms: Convenient Politicians Adoption, Like Minds Congregation
" Even under the starless, moonless sky of Calibration, there is hope and the harlequin embodies
that hope with the full potential of her demeanor. No matter what hardships the people face, leaving the
Exalts presence is more unthinkable than going into the night alone. When a Magnitude 3+ Dominion or
social unit to which the Nocturnal belongs must spend willpower or Loyalty to resist an effect, the Exalt
may activate this Charm to reduce the cost of the resist by the Nocturnals Essence, to a minimum of one.
" A second purchase at Essence 5+ grants this Charm the Calibration-OK keyword. When
activated during that time, the Exalt may elect to spend an additional number of motes equal to the units
Magnitude and an additional willpower to extend this Charms duration to One Scene.
MANIPULATION
Background Alteration Charms
BUREAUCRACY TRANSCENDING TRANSFER
Cost: 5m, 1wp; Mins: Manipulation 4, Essence 2; Type: Simple
Keywords: Combo-Basic, Illusion, Shaping
Duration: (Manipulation) Days
Prerequisite Charms: Any Manipulation Charm
" Unlike the viziers, the harlequins are not bound to a particular hierarchy. With this Charm, the
Exalt shifts any portion of her Backing from one branch of a larger organization to a sister branch, or to a
subsidiary department (in which case, she gains an automatic Backing 1, plus however many dots of
Backing were shifted). For example, she might shift her ranking in the House of Bells to the Thousand
Scales, as these are both agencies within the larger Scarlet Dynastyor she might shift her Backing from
the Guild at large to increase her authority over the slave traders within the Guild. Anyone whose relevant
Backing is equal to or greater than the Nocturnals altered rating may make a reflexive (Intelligence +
[Backing or Bureaucracy]) roll, with a difficulty equal to the Nocturnals Manipulation to see through this
deception. Otherwise, this Charm can only be broken by applicability trumping defenses. Illusion immunity
defends an individual (or a group, if applicable), or the Nocturnal may be targeted by effects that
terminating Shaping effects to end this Charms effects on everyone.
DOUBLE AGENT DETERMINATION
Cost: (+1m); Mins: Manipulation 5, Essence 3; Type: Permanent
Keywords: Calibration-OK
Duration: Permanent
Prerequisite Charms: Bureaucracy Transcending Transfer
" Leading up to the Incarnaes rebellion, Nox maintained dual loyalties, balancing the paradox
precariously within himself. With this Charm, the harlequin emulates the internal conflict of his patron.
When using this Charms prerequisite, the Nocturnal may pay the additional motes to convert her Backing
into Backing within a rival organization. Anyone who has previously encountered the Nocturnal as a foe
may spend two willpower to recognize that he does not belong within the organization, except during
Calibration, when only applicability trumping defenses will reveal the Nocturnals true nature.
" In all cases, Bureaucracy Transcending Transfer now grants the Nocturnal all the trappings of her
new station, such as official documents, uniforms, or unique tattoos. While these are accurate enough to
fool any inspection, they do not provide any magical benefits that the true version might.
CURRENCY CONVERTING CALCULATIONS
Cost: (1m); Mins: Manipulation 2, Essence 1; Type: Permanent
Keywords: Shaping, Suspicious, Touch
Duration: Permanent
Prerequisite Charms: None
" The various currencies of Creation often require merchants to exchange one form of money for
another in order to do business. With this Charm, the Nocturnal expedites currency exchange. He may
instantly alter any form of currency into another of equivalent value. See Exalted, p. 360, for basic
monetary conversions. This Charm becomes Suspicious if the Exalt converts money he does not
personally own.
UNDERHANDED HAGGLING SLEIGHT
Cost: 3m; Mins: Manipulation 3, Essence 2; Type: Simple
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: Currency Converting Calculation
" The price of goods and services are not constant, and turbulent times create frequent
fluctuations. The harlequin knows how to manipulate the mind to create the impression of such unstable
values. This Charm is an attempt to negotiate the price of something to be bought or sold, or an attempt
to barter over the value of something. The Exalt makes a Manipulation-based social attack to set his own
price. Every extra success doubles or halves the true value, as the Exalt desires. In terms of Resources,
every fifth success adds or subtracts one from Resource cost. This unnatural Illusion costs two willpower
to resist
MARKET CRASHING CURSE
Cost: (+[Magnitude]m, 1wp), ; Mins: Manipulation 4, Essence 3; Type: Permanent
Keywords: Mandate, Social, Suspicious
Duration: Permanent
Prerequisite Charms: Underhanded Haggling Sleight
" This Charm enhances its prerequisite, allowing it to influence an entire social unit or Dominion.
Used in this way, the Charm costs an additional number of motes equal the targets Magnitude and one
willpower. Additionally, Underhanded Haggling Sleight becomes Suspicious and lasts Indefinitely when so
empowered. If the harlequin overcomes the leaders Mental DVs, the entire group is overcome with the
Illusion that some commodity has become exceedingly rare and expensive, or a worthless liability, as the
Exalt desires. Individuals may resist for the same cost before, but the leader of the social unit or Dominion
must spend four Loyalty or Willpower, respectively.
UNFAITHFUL HUSBANDRY RECONSIDERATION
Cost: 4m, 1wp; Mins: Manipulation 2, Essence 2; Type: Simple
Keywords: Combo-Basic, Shaping, Touch
Duration: One Scene
Prerequisite Charms: Any Manipulation Charm
" The fox eats the mouse; the eagle eats the fox; and in time, the eagle falls from the sky and
becomes food for scavengers. All life is part of an unbroken web, intertwined and inextricably tangled. The
harlequin takes hold of a natural animal and shakes that web until something new falls out. This
transforms the animal into another animal of equal or lesser Familiar rating. If the target is currently the
familiar of an uncooperative being, the Nocturnal and the targets owner make a contested roll, following
rules similar to that of Snaring the Chains, p. XX, allowing the Exalt to employ her Manipulation
Excellency to enhance the roll.
" A second purchase of this Charm at Essence 4+ makes the Duration of this Charm instant and
renders the effects permanent and Suspicious. The animal remains transformed until the Exalt
intentionally transforms it back, or until the shaping effect is terminated by some other means. Also at
Essence 4+ this Charm automatically upgrades to allow the Nocturnal to affect unnatural animals with
Essence less than her own. If the animal is sentient, its mind is unaffected by this Charmonly its
physical form changes.
" A third purchase, also at Essence 4+, allows the herald to manipulate the mind as well as the
body. When the Exalt transforms an animal, she may grant it a new Motivation. Sentient animals may
receive heroic Motivations, but in all cases, the Motivation must be suitable to the animals species. For
example, a horse transformed into a mastiff may be given the Motivation of Protect the Harlequin, while
an ata-spider might receive the Motivation Uncover the Fair Folk Plot Against Halta.
SHEEP AND COTTONWOOD TRANSFORMATION
Cost: (+2m); Mins: Manipulation 2, Essence 4; Type: Permanent
Keywords: Suspicious
Duration: Permanent
Prerequisite Charms: Unfaithful Husbandry Reconsideration
" The cycle of life does not begin or end solely with animals. The threads of nature extend much
further. This Charm permanently enhances its prerequisite. She may now transform an animal into an
equivalent amount of plant matter, for two additional motes. Intelligent animals with Essence two or higher
are instead transformed into wood elementals of equivalent essence.
" Belief and Deception Charms
SCAPEGOAT AND GLORY HOUND
Cost: 6m; Mins: Manipulation 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Emotion, Social
Duration: (Manipulation) Days
Prerequisite Charms: Any Manipulation Charm
" The harlequin fabricates damning rumors against his enemies and robs them of their due praise.
This Charm supplements a Manipulation-based social attack to shift responsibility. If the Nocturnal
overcomes the targets Mental DVs, he may select someone or something else to assume responsibility
in the eyes of the targets. If the target already possesses any relevant Intimacies, those Intimacies shift
as appropriate for this social attack. For example, if the target loathes a new tax hike, the Nocturnal may
convince her that she should not blame the satrap that decreed the tax increase, but the rebels whose
insurrection made such an increase necessary, in which case the target would now loath the rebels.
Otherwise a new Intimacy is created. Resisting this Emotion effect costs two willpower. The Exalt may
enhance written propaganda with this Charm.
" A second purchase of this Charm at Essence 4+ sets its duration to Instant. The Intimacies
created by this Charm last until they are resisted or are altered naturally and the Charm no longer
requires a commitment of motes to maintain its effects.
RELATIVISTIC TRUTH DISCOVERY
Cost: (+2m, 1wp); Mins: Manipulation 5, Essence 3; Type: Permanent
Keywords: Flux
Duration: Permanent
Prerequisite Charms: Scapegoat and Glory Hound
" Whom the harlequin accuses, the world condemns. This Charm upgrades its prerequisite, turning
the Exalts lies into to truth if he pays two additional motes and a willpower. All relevant evidence is
transformed to appropriately indicate whomever the Exalt said was responsible whenever a person under
the influence of Scapegoat and Glory Hound discovers that evidence. Evidence uncovered by those not
under the harlequins influence remains unchanged resulting in conflicting, if apparently equally valid,
realities. Evidence found in this way converts back to its original state when Scapegoat and Glory Hound
expires or when targeted by effects that terminate Shaping effects. Once the Exalt has purchased
Scapegoat and Glory Hound twice, the evidence never transforms back on its own.
THE LION AND THE DARK HORSE
Cost: 10m; Mins: Manipulation 4, Essence 4; Type: Simple
Keywords: Calibration, Chance, Combo-Basic, Shaping, Suspicious
Duration: (Manipulation) Days
Prerequisite Charms: Scapegoat and Glory Hound
" The magistrate hangs the criminal; the emperor executes the magistrate; and the assassin takes
the emperors life. The cynical harlequin sees no difference between the primal struggles of life and
contests of political mastery, and though she is a servant, she is neither powerless nor bound to serve an
unjust ruler. The Nocturnal targets a leader of any sort of organization, from the foreman of a mine to
highest ranking official over an entire nation, and her player rolls (Manipulation + Willpower) against his
Mental DV. If successful, the Exalt then selects up to (Essence) potential leaders, one of which must be
the original leader and none of which may be the harlequin herself except during Calibration. The player
of each candidate rolls one Chance die and adds his Essence to the result. Whoever possesses the
highest score assumes temporary leadership. In the event of a tie, the being with the highest Essence
wins; if this still results in a time, the organization splits accordingly. Alternatively, the Nocturnal may
simply spend one willpower to select one of the potential candidates as though she were rolling a Chance
die herself.
" In Mandate of Heaven rules, this Charm allows the winner to choose one of the Dominions
actions for the season.
UNRELIABLE FACE OF CONTRADICTION
Cost: ; Mins: Manipulation 2, Essence 2; Type: Permanent
Keywords: Compulsion, Emotion
Duration: Permanent
Prerequisite Charms: None
" The herald embodies possibility, and his mind wanders haphazardly through all potential states.
With this Charm, whenever another being successfully performs a Read Motivation action (Exalted, p.
XX) or uses some other method to gauge his intent or emotional state he may immediately elect to
impose up to (Essence) contradictory conditions, all of which his opponent learns, confounding his
attempt to learn the Nocturnals true state. These alternatives become self-imposed Compulsion and
Emotion effects, depending on whether they affect his intentions or his mood, respectively, which each
cost the Nocturnal (Essence [Compulsions and Emotions imposed]) willpower to resist, but he cannot
spend willpower to resist these emotions until his next action. The effects of this Charm last one scene,
and additional evocations of this Charm may either use the same selection of false intentions and
emotions, or allow the Nocturnal to reselect them. If the Exalt is currently immune to Compulsion or
Emotion effects, he loses one willpower from the feedback between the various effects and suffers no
long term effects of this Charm, but his opponent remains as bewildered as always.
DECEPTION OF SELF
Cost: 2m; Mins: Manipulation 2, Essence 2; Type: Simple
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: Unreliable Face of Contradiction
" The ears of the mighty can discern the slightest hint of deception. To avoid such suspicious the
herald never speaks a lie without first convincing himself of its truth. The Exalt imposes an Illusion on
himself and is convince of the truth of some fact or opinion he otherwise knows to be false. Thereafter,
when discussing the subject, the Nocturnal presents the information as though he truly believed it, though
he may continue to use to make Manipulation-based social attacks regarding the self-imposed lie. Any
effect that discerns if a person is being dishonest fails to do so against this lie unless it sees through
Illusions or indentifies accidental misinformation in addition to intentional lies. The Nocturnal must spend
two Willpower to overcome this Illusion or have the truth demonstrated in a way that would convince him
normally before he stops believing his own lie.
FICKLE LOVERS AFFECTIONS
Cost: 1m; Mins: Manipulation 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Social, Stackable
Duration: One Scene
Prerequisite Charms: Unreliable Face of Contraction
" The harlequin is not known as a paragon of loyalty. As circumstances demand he freely dances
around obligations and past commitments. This Charm twists one of the Exalts Intimacies into a different,
though at least tangentially related, Intimacies. For example, if he had a Intimacy to distrust the
merchants of Nexus, one application of this Charm could transform that intimacy into distrust of the
children of Nexus, or patronage of the merchants of Nexus, or distrust of the merchants of Great Forks.
Three stacked applications could change the Intimacy into patronage of the children of Great Forks.
CUNNING METAPHOR DELIVERY
Cost: 3m; Mins: Manipulation 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Any Manipulation Charm
" Some opponents cannot be directly confronted, even in debate. With this Charm, the harlequin
disguises her social attacks in some innocuous form, such as seemingly innocent joke, a symphony, a
dance, or a childish love letter. This Charm makes the social attack unexpected. If the attack remains
unexpected, the target does not become aware of the origins of the social attack unless he spends
willpower equal to the Exalts Manipulation, to a maximum of five.
" A second purchase of this Charm at Essence 4+ allows the Nocturnal to gain a (-1m) discount on
subsequent activations of this Charm in a scene, for each previous social attack enhanced with it, to a
minimum of (0m). Even a free use of this Charm requires a Charm activation, and making a social attack
without activating this Charm resets the cost.
TRUTH IN HUMOR
Cost: (+1wp); Mins: Manipulation 4, Essence 2; Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Cunning Metaphor Delivery
" The harlequin influence is slow and subtle, and those she convinces hardly notice that she has
shifted their hearts to her own purpose. When employing this Charms prerequisite, she may pay a one-
willpower surcharge to impose a delayed emotional effect. She determines the sort of Intimacy she
wishes to impose at the time of the attack, as well as the length of the delay, up to (Manipulation) days. If
her social attack is successful, her target remains unaware of his change of heart until the delay
terminates. The next time the subject of the Intimacy comes up in the targets presence, the Intimacy fully
manifests. Only then is the target allowed to spend willpower equal to the Exalts Manipulation to resist it.
Once the Intimacy has formed, the target may make a (Intelligence + Investigation) roll with a difficulty
equal to the Nocturnals (Manipulation + Essence) to trace the source of the new emotion back to the
Exalts performance.
" For example, the harlequin may compose a symphony in honor of Lawgivers recent conquests.
Within its victorious melodies, she weaves subtle, disquieting harmonies which encourage all the
Dragonblooded hearing the performance that their general has not fully appreciated their sacrifice. The
Intimacy of being underappreciated by the Lawgiver slowly forms over the next four days, until the next
time the Dragonblooded encounter the general or hear mention of his heroic exploits, when it blossoms
fully.
" With a second purchase, the harlequin learns to manipulate events more directly. This Charm
also imbues the target with a delayed Compulsion effect, directing the targets response when the
Emotion triggers as the Exalt determines upon activating Cunning Metaphor Delivery.
ABSURD SATIRISTS MASK
Cost: 6m, 1wp; Mins: Manipulation 4, Essence 2; Type: Simple (Dramatic Action)
Keywords: Calibration-OK, Combo-OK, Emotion, Social
Duration: Instant
Prerequisite Charms: Any Manipulation Charm
" Perhaps the greatest calamity to befall the harlequins enemies is for her to join their side.
Adopting the mannerisms and positions of her rivals, the Exalt makes herself into an absurd parody and
shows her foes to be the fools they are. Upon activating this Charm, the Exalt becomes a satiric icon of a
group, position, ideal, or vice of her choice, acting and expressing herself in a hyperbolic fashion. Once
she has spent a scene lampooning her chosen target, she makes a (Manipulation + Performance) social
attack against all who witnessed her behavior, adding her Essence in automatic successes during
Calibraiton. If the attack succeeds, the witness gains a Negative Intimacy of ridicule or disgust toward the
initial target of the Charm if he did not possess a relevant Positive Intimacy already. If such an Intimacy
existed, he instead gains a Negative Intimacy ofhis choice toward the Nocturnal. Overcoming this effect
costs two willpower.
" At Essence 3 this Charm upgrades automatically and causes those who already have a Positive
Intimacy toward the target to gain a Positive Intimacy toward the Nocturnal. Her mockery is so perfect that
those she ridicules no longer realize they are the butt of her jokes.
PROPOSALS MODEST AND PERVERSE
Cost: (+4m); Mins: Manipulation 5, Essence 3; Type: Permanent
Keywords: Compulsion
Duration: Permanent
Prerequisite Charms: Absurd Satirists Mask
" Becoming an avatar of ridicule, the harlequin motivates the public to action.This Charm upgrades
its prerequisite. By spending an additional four motes, the Exalt also imparts a Compulsion effect on
those who gain the desired Negative Intimacy against the targeted subject. The Compulsion compels the
target to oppose the target of the Intimacy in some fashion. If the Exalt knows Truth In Humor, she may
choose the manner of compelled opposition. Otherwise, those who bear the Intimacy may choose their
own manner of opposition. The Intimacy now costs four willpower to resist; the Compulsion costs one
willpower to resist. While the Compulsion cannot be fully resisted normally, it disappears as soon as the
Initmacy vanishes. Finally, the Exalt may now also use Absurd Satirists Mask to pen a satiric work,
conveying the Intimacy (and the Compulsion if desired) through the text.
UNDENIABLE PERFORMANCE
Cost: 6m, 1wp; Mins: Manipulation 4, Essence 4; Type: Supplemental
Keywords: Calibration-OK, Combo-OK, Social
Duration: (Manipulation) Actions
Prerequisite Charms: Cunning Metaphor Delivery
" The harlequins performance never grows old. Even a long-standing routine is seen as a favored
classic rather than a repetitive disappointment. While this Charm is active, any indirect social attack that
could be enhanced by Cunning Metaphor Delivery becomes an unnatural mental influence. During
Calibration, this Charm makes all social attacks unnatural.
THOUSANDFOLD CHATTERING
Cost: 6m; Mins: Manipulation 4, Essence 3; Type: Supplemental
Keywords: Chance, Combo-OK, Social, Shaping, Suspicious
Duration: One Scene
Prerequisite Charms: Any Manipulation Charm
" The herald shrouds her conversations to ward off undue attention. He selects no more than
(Essence x 2) other beings who hear his words perfectly and whose own words are masked by this
Charm. Essence randomly warps their words before they arrive upon the listeners ears. Whenever a
person first perceives the conversation, her player rolls one die to determine what she hears for the rest
of the scene.
1: She hears nothing. Depending on the circumstances she may become suspicious of the
Nocturnal and his friends silent loitering.
2-3: She perceives a conversation in incomprehensible language, perhaps arousing the
suspicions of the xenophobic.
4-5: She hears complex jargon and specialized vocabulary outside her area of expertise, perhaps
indicating that the Nocturnal and his compatriots are scholars or members of a highly trained
profession.
6-7: She hears dull and vulgar conversation, demonstrating that those involved in it are low-born
commoners beneath her concern.
8-9: She hears idle chatter of between friends, suitable of people of her own class.
10: The Nocturnal becomes aware of that person eavesdropping and may reflexively choose
what she hears.
" The Nocturnal may spend a point of willpower upon activating this Charm to select one option
that applies to all who overhear the conversation. He may only choose the last option if he has Essence
4+.
FLYING TIMES AMNESIA
Cost: 4m, (+1wp); Mins: Manipulation 4, Essence 3; Type: Simple
Keywords: Calibration-OK, Combo-OK, Social
Duration: (Essence) Actions
Prerequisite Charms: Any Manipulation Charm
" The charlatan distracts her audience, preventing them from remembering the truth of events
unfolding before their very eyes. The harlequin makes a social attack against up to (Essence) individuals,
or a social unit with Magnitude no greater than her Essence if she spends a point of willpower. For the
duration of the Charm affected targets are unable to form any memories of events that occur. Afterwards,
the target recalls only that he spent time with the Nocturnal, but not what was said or done during that
time, or who else might have been present. If this Charm was part of an unexpected attack, the target
forgets even the harlequin herself. They may recall everything for a scene by spending one willpower, or
remember forever by spending three willpower all at once. The vague recollection of the harlequin herself
always provides an opportunity to remember, however, if activated during Calibration, she robs her
victims even of this opportunity, as the Charm also gains the Crippling-keyword and the memories are
forever excised. A second purchase at Essence 4+ extends this Charms duration to one scene.
A NIGHT TO REMEMBER
Cost: (+6m); Mins: Manipulation 5, Essence 3; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Flying Times Amnesia
" This Charm permanently enhances its prerequisite, allowing the harlequin to reweave the
memories of anyone under the influences of this Charm. She may fill in the blank spots in the targets
memory, warping the targets perception to suit her needs. This is a Shaping effect. The targets true
memories continue to exist, so long as they were not excised by Flying Times Amnesias Calibration
effect, but cannot be accessed by spending willpower without first removing the Shaping effect.
" Debate and Defense Charms
CONFIDENT DEBATE INITIATION
Cost: 2m; Mins: Manipulation 2, Essence 2; Type: Reflexive
Keywords: Combo-OK, Merged, Social
Duration: Instant
Prerequisite Charms: None
" Fine manipulation of conversation ensures that if there is going to be an argument, the herald will
be the one to start it. Using this Charm the Exalt does not roll Join Debate, but instead acts first on Tick 0.
With Manipulation 4+, the Nocturnal may use this Charm to ensure that his action resolves first on any
Tick that he and another character both act.
" Merged: Confident Debate Initiation (Charisma)
ANSWERING THE CALL
Cost: 5m, (1wp); Mins: Manipulation 2, Essence 2; Type: Reflexive (Step 9)
Keywords: Calibration-OK, Combo-OK, Counterattack, Social
Duration: Instant
Prerequisite Charms: Any Manipulation Charm
" The herald announces the will of the mighty and receives the arguments of the masses. When
another interferes with her work, she is obliged to object. This Charm may be activated when another
being has been successfully overcome by a third beings social attack, so long as both other beings are
with the (Manipulation) yards. During Calibration, she adds her Essence to her Manipulation to determine
if the beings are within range. She may make an immediately social counterattack against either being (or
a single Performance-based social attack against both), so long as the intent of the counterattack is to
convince the target of to believe or do the opposite of the social influence which triggered it.
If the Nocturnal sways the original targets opinion to her side, this Charm undoes the effects of
any natural mental influence. With Essence 4+, the Exalt may attempt to overcome unnatural mental
influences as well. By reflexively pay one willpower, she engages the original attacker in a contested
Essence roll. The original attack may substitute his Essence for the numberof willpower an Exalt would
need to resist his unnatural mental influence. If the Nocturnal wins the roll, the unnatural mental influence
terminates immediately. Otherwise it costs, one less willpower to resist (or allows the target to resist as an
Exalt if he could not spend willpower to resist the influence), to a minimum of one willpower.
If the counterattack forwards the agenda of another type of Celestial Exalted, a harlequin may
lose on Subservience per scene if successful. If the Nocturnal was specifically tasked with spreading this
agenda, she may substitute her own Essence with that of the Exalt who ordered her to perform this task
in the event of an Essence roll-off caused by this Charm.
PRONOUNCING THE WILL
Cost: 3m, (1wp); Mins: Manipulation 3, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisite Charms: Answering the Call
" None can dissuade the herald from his duties. He is the voice of the Lords of Creation, and his
position is bolstered by their authority. The Exalt may announce his official role as the herald of some
other powerful being. If he truly is on assignment from another being (as determined by the Storyteller) he
adds a bonus to his Parry Mental DV whenever an attack attempts to dissuade him from his official
business. This bonus is equal to half the beings Essence. If the being is the bearer of Solar Exaltation
(even a corrupted one), one of the Incarnae, or his companion, the Exalt may spend one willpower to also
gain an equal number of automatic successes to any social attack that promotes that beings agenda. If
she uses Answering the Call to make a counterattack that would qualify for these successes, she gains
them freely.
UNDERLING MANEUVERING ARGUMENTS
Cost: 4m, 1wp; Mins: Manipulation 4, Essence 3; Type: Reflexive
Keywords: Calibration-OK, Combo-OK, Social
Duration: (Manipulation) Actions
Prerequisite Charms: Answering the Call
" Hearing the complaints of the masses is beneath the station of most Celestial Exalted, so it falls
to the herald to argue on behalf of his betters and deal with the rabble. While this Charm is active, the
Exalt suffers no penalties to his Parry Mental DV from onslaught, coordinated attacks, or Magnitude
differences, so long as the opponents or social unit leaders Essence is lower than his own. During
Calibration, the Exalt gains the benefits of this Charm regardless of the Essence of his opponents.
DEBATE-SHATTERING RESPONSE
Cost: (1wp); Mins: Manipulation 5, Essence 3; Type: Permanent
Keywords: Calibration-OK, Compulsion
Duration: Permanent
Prerequisite Charms: Answering the Call
" The appropriate retort can quickly end any debate. The herald counters his opponents argument
and turns it against her with a vicious repartee. This Charm permanently upgrades its prerequisite. First,
when used against the original attacker, it carries with it a Compulsion effect forcing him to drop the
debate if successful. Resisting this effect costs two willpower. Second, Answering the Call may now also
be used when another being makes a social attack against the Nocturnal herself and she successfully
parries it. Finally, during Calibration, the Exalt may spend one willpower to enhance this Charm. If the
social attack attempted to convince him or another being to submit to an existing authority, he enjoys a
cumulative -1 mote discount for Answering the Call, to a minimum of zero motes, until his next action.
REFERRING QUESTIONS DEFLECTION
Cost: 5m; Mins: Manipulation 5, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Debate-Shattering Response
" Intelligent and cunning as the herald is, he does not have all the answers. Sometimes he must
defer comment to his superiors. The Exalt activates this Charm in response to a social attack directed
solely at him. If he successful defends, he may redirect the attack to a new target within range. The attack
remains enhanced by whatever effects the attacker chose, and new target compares the attackers
successes to her own Mental DVs as applicable.
SOCIETY PRESERVING ALTERATIONS
Cost: 10m, 1wp; Mins: Manipulation 5 Essence 4; Type: Reflexive
Keywords: Combo-OK, Mandate, Nox, Shaping, Social
Duration: (Manipulation) Days
Prerequisite Charms: Referring Questions Deflection
" Though their power to tamper with the Loom of Fate is infamous, the harlequins possess such
power in order to preserve the vitality of reality against forces that seek to impose their will upon it. This
Charm allows the Nocturnal to ward off undue influences and prevent them from controlling society. For
the duration of this Charm, add the Nocturnals Manipulation to the difficulty of any Charm or supernatural
effect that would harm a society or social unit in which the Nocturnal currently resides. While Nox is in the
Loom, effects that would harm the Nocturnals social standing or her agenda are similarly affected, even if
those effects would ultimately help the society. Individuals within the society gain no protection from this
Charm, and this Charm has no impact on physical harm.
" A second purchase of this Charm at Manipulation 6+, Essence 6+ allows the Nocturnal to activate
this Charm as an Instant-duration defense which perfectly negates undue social influences upon an entire
society or social unit. In either use of this Charm, if the Exalt is not leader of the society, the actual Leader
may activating her own Shaping-countering magic to allow the effect to go through despite the harlequins
protests.
" Idolatry Charms
FALSE PROPHET AGGRAVATION
Cost: 2m+, (1wp); Mins: Manipulation 3, Essence 3; Type: Simple
Keywords: Calibration-OK, Combo-OK, Illusion
Duration: (Manipulation) actions
Prerequisite Charms: Any Manipulation Charm
" The Nocturnal is no holy man, but he knows how to fake piety for the sake of a good con. When
confronting a creature outside of Fate or any spirit not native to Creation, the herald boasts to his
enemies and pronounces their inevitable doom. He spends two motes per targets dots of Essence, and
makes a Manipulation-based social attack, in order to convince the creature that the Nocturnal has or
knows the means that will do grievous or irrevocable harm to the creature, such as convincing a Raksha
that his weapon is made of iron. Overcoming this Illusion costs the creature four willpower.
" During Calibration, this Charm might be more than a bluff. If the Exalts Essence exceeds that of
his target, he may spend one willpower to grant this Charm the Shaping-keyword. Against non-natives to
Creation, his attacks inflict aggravated damage and gain the benefits of Ghost-Eating Technique
(Exalted, p. 221). If the target has specific conditions that can inflict aggravated damage upon it, such as
Raksha and iron or a Luminata and rowan wood, the harlequins weapon is suitably transformed. Even if
the Exalt is unarmed, he quickly finds a suitable method of attack, often unexpectedly. This Charm may
also produce more elaborate methods of destroying its target, including aligning events to cause a
Raksha to break a sworn oath, at Storyteller discretion.
MESSIAH ON DEMAND
Cost: (6m, 1wp); Mins: Manipulation 3, Essence 4; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: False Prophet Aggravation
" Creation has many enemies, and the harlequin cannot always wait until Calibration to strike the
killing blow. When learning this Charm, the Exalt selects one of the following: natives of Malfeas,
creatures of the Wyld, or creatures of Death. If the Seal of Eight Divinities is broken, those afflicted with
Gremlin Syndrome become viable targets of this Charm. Other groups generally antagonistic to Creation
may also be chosen at Storyteller discretion. Members of such groups are always considered outside of
Fate for the purposes of False Prophet Aggravation. By targeting a being of the chosen group, the Exalt
may activate False Prophet Aggravation as through it were Calibration by spending a flat rate of six motes
and one willpower. Additionally, when fighting alongside his companion or while enjoying the benefits of a
relevant Ascending Destiny placed on him by his companion, the Exalt adds his Companion rating to his
Essence for the purposes of False Prophet Aggravation.
DUPLICITOUS VICEROY DISGUISE
Cost: 8m, (1wp); Mins: Manipulation 5, Essence 3; Type: Simple
Keywords: Illusion, Obvious
Duration: (Manipulation) Days
Prerequisite Charms: False Prophet Aggravation, Implacable Foundations
" The herald is the emissary of the Lords of Creation, and though far afield, he enjoys their
protection. With this Charm, the herald to fake the diplomatic immunity enjoyed by the Eclipse Caste
Solars. This protection is obvious to any valid being, though if that beings Dodge Mental DV is greater
than the Exalts (Essence + temporary Willpower), they recognize that it is merely an Illusion and may
freely ignore the effect. Otherwise, beings may pay 4 willpower to resist it.
" The herald is not always lying when he employs this Charm. A lawgiver may command the herald
to undertake a diplomatic mission on her behalf, touching the Nocturnal as she does so. If the Nocturnal
accepts the assignment, he pays an additional willpower with this Charm and gains true diplomatic
immunity as a Shaping effect, so long as his encounters are relevant to the assignment. For example,
tasked to negotiate the release of hostages from the Lapis Court, he receives diplomatic immunity with
the Court itself and its allies, but not any other roving bands of Raksha and certainly not with any demons
he might encounter along his travels. Such beings may still be influenced by the Illusion of this Charm.
" Military Unit Charms
HARE CHASES HOUNDS
Cost: 2m; Mins: Manipulation 2, Essence 2; Type: Supplemental
Keywords: Combo-OK, War
Duration: Until Next Action
Prerequisite Charms: None
" The herald rarely leads battalions, but may command a small strike force to harass and harry her
enemies, tiring them before a full assault. For the duration of this Charm, whenever the Exalts unit
attacks or is attacked, the opposing commander adds half the Nocturnals Manipulation to the units
fatigue when attempting to prevent Endurance loss. A second purchase of this Charm at Manipulation 4+,
Essence 4+ makes this cumulative.
SPIDER LURES FLY
Cost: 3m; Mins: Manipulation 2, Essence 2; Type: Simple
Keywords: Combo-OK, Illusion, War
Duration: (Essence) Long Ticks
Prerequisite Charms: Any Manipulation Charm
" An expert at disguising her true strength, the herald easily prepares ambushes and catches her
foes off-guard. Her player rolls (Manipulation + War) with a difficulty of the opposing commanders
Perception. If successful, the units commander subtracts half her Manipulation from a mass combat units
Magnitude, when desired, and adds her Manipulation in extra successes on attempts to envelope
opposing units. The opposing commander may spend (Exalts Manipulation) willpower to see through this
Illusion.
QUEEN SUMMONS DRONES
Cost: 1m or 3m; Mins: Manipulation 3, Essence 1; Type: Reflexive
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: Any Manipulation Charm
" The herald quickly and efficiently redefines the chain of command. By spending a mote when a
unit to which she is attached attempts to promote new relays or other special characters, she may use
this Charm to cause that Rally action to automatically succeeds. Should the commander be slain, this
Charm ensures that the units hero or sorcerer (whoever has the higher War rating) assumes command
immediately, or, if no other candidate is available, promotes the herald to commander.
" A second purchase of this Charm allows the herald to ensure that successful Rally action to
promote new relays allows the unit to gain its full requirement of relays. Doing so cost three motes if the
herald is not also serving as a relay for the unit.
SWARM SHELTERS QUEEN
Cost: 5m, 1lhl; Mins: Manipulation 5, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Shaping, Suspicious, War
Duration: Instant
Prerequisite Charms: Spider Lures Fly, Queen Summons Drones
" Not even the sharpest eye can see everything in the chaos of battle, and discerning leadership
among the throng becomes an exercise in futility. While the Exalt serves as relay or commander, she may
use this Charm to perfectly defend against any attack that targets a special character within her unit,
including a champion in the middle of a duel. The attacker strikes blindly into the united mass of troops,
and the unit (rather than the Exalt) takes the damage cost of this Charm. This Charm has no affect on
attackers who are immune to Shaping effects.
" A second purchase at Essence 4+ extends the duration to (Manipulation) Actions, but the unit
takes one level of damage each time the benefit of this Charm are evoked.
Social Unit Charms
BLAMELESS IN ABANDON
Cost: 1m (+3m, 1wp); Mins: Manipulation 3 Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, Shaping, Social
Duration: Instant
Prerequisite Charms: Any Manipulation Charm
" All ideals are temporary and mutable, and the harlequin taps into possible worlds in which her
opponents opinion has swayed another way. This Charm supplements a Manipulation-based social
attack. For a moment, the targets Virtues, Intimacies, or Policy shift ever so slightly to avoid resisting the
harlequins words. His attack ignores any DV bonus provided by the targets Virtues, Intimacies, or Policy,
provided no other effect has rendered those inviolable, such as Righteous Lion Defense or Epic Zeal of
(Virtue). If the attack succeeds, he may pay an additional three motes and a willpower to change the
Intimacy or Policy permanently as a Shaping Effect, so long as his Essence exceeds the targets or unit
leaders Essence. The change cannot fully reverse the original opinion, or cause it to completely support
the Nocturnals arguments. The target may immediately pay 2 willpower or 2 Loyalty to reassert the
original Intimacy or Policy.
" A second purchase of this Charm at Essence 4+ allows grants the Calibration-OK and Training
keywords. During this time the harlequin may permanently shift one of her targets Virtue dots to another
one of his Virtues, so long as the shift justifies lack of DV bonus on the attack. The dot she moves is
immediately converted into experience to pay for the increase of the othe Virtue, placing her in experience
debt if it is not sufficient to pay for the increase in full. If there is excess Experience, she may use it to pay
toward any additional experience debt she has or hold it in reserve to pay for additional Virtue increases
later. It cannot be used in any other fashion. This cannot cause a Virtue associated with the Great Curse
to fall below 3.
COURTING THE AMBITIOUS
Cost: 6m; Mins: Manipulation 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Mandate, Social
Duration: Instant
Prerequisite Charms: Blameless in Abandon
" The more who follow a leader, the greater the possibility for betrayal. The harlequin speaks past
the leader of a social unit or Dominion, and encourages dissent from within. This Charm supplements a
social attack. The social unit gains no benefits to its DV from its Magnitude, and should the attack
overcome its leaders Mental DV, the Exalt inspires internal conflict. The leader must spend Loyalty equal
to the units Magnitude or the unit immediately splits and loses a point of Magnitude.
" In Mandate of Heaven rules, this Charms adds the Nocturnals Manipulation to the difficulty of
one internal action the targeted Dominion takes, unless the leader suppresses the opposition by allowing
the Dominion to gain (Magnitude) Limit.
PRAISING THE PRINCES
Cost: 8m; Mins: Manipulation 5, Essence 3; Type: Supplemental
Keywords: Chance, Combo-OK, Compulsion, Mandate, Social
Duration: (Manipulation) Days
Prerequisite Charms: Courting the Ambitious
" The harlequin is still a herald at heart and it falls to him to inspire support for the Exalted and their
rule. This Charm supplements a Manipulation-based social attack to convince a social unit or a Dominion
that either their current leadership is unfit to continue in their role or that an Exalt would be better suited to
lead them. Against a social unit that broke off due to Courting the Ambitious, this attack cannot be dodged
or parried.
" If successful, the unit or dominion clamors for Exalted leadership, as determined by a Chance die
roll in Step 10.
1: One of the harlequins enemies. As the archetypal enemies of Creation, Deathknights, akuma,
and Green Sun Princes always count, even if they are allied with the harlequin.
2-3: Any Terrestrial Exalted
4-5: Any Celestial Exalted, not otherwise on this list
6-7: Any Lunar Exalted
8-9: Any Solar Exalted
10: A specific Solar of the harlequins choosing.
" If an appropriate Exalt openly encounters the social unit or Dominion during the duration of this
Charm, the people will demand her rule, and support her in any endeavor to assume controlgoing so
far as attempting to force the Exalt against her will to accept them. The current leader may spend Loyalty
equal to the Essence of the likely usurper (Dominions gain a like amount of Limit) to suppress this
Compulsion.
" A second purchase at Essence 4+ makes the duration Indefinite, ending only when the Exalt
assumes her rightful place, the current leader puts down the dissent, or the harlequin releases his sway
over the populace.
APPEARANCE
Defense and Distraction Charms
THERE ARE NO WORDS
Cost: 5m; Mins: Appearance 2, Essence 3; Type: Reflexive (Step 2)
Keywords: Calibration-OK, Combo-OK, Nox, Social
Duration: (Essence) Actions
Prerequisite Charms: None
" The heralds will is as impenetrable as the firmament. Upon activating this Charm, the Exalt
warps the chain of cause and effect in a debate. He is deaf to all arguments and blind to all propaganda.
He gains an effective Mental DV, which is neither Parry nor Dodge, equal to (Permanent Willpower/2),
plus Essence during Calibration. If Nox is in the Loom, she gains an additional bonus of +(Whispers/2) to
this DV, if her attacker is within Fate. This DV is modified by Appearance and other social factors as
normal. Social Attacks with the Touch-keyword ignore this DV completely.
TOO PRETTY TO DIE
Cost: 1m, (+3m, 1wp); Mins: Appearance 3, Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious, Social
Duration: Instant
Prerequisite Charms: Any Appearance Charm
" The beauty of the Nocturnal Exalted is too precious to discard callously. This Charm allows the
herald to apply his Appearance-based DV modifier to his physical DVs, just as he would for his Mental
DVs.
" A second purchase of this Charm at Appearance 4+, Essence 3+, extends its duration to
(Appearance) actions if the Nocturnal pays a surcharge of three motes and a willpower. With this
repurchase, if the Exalt also knows Prettier Than You Assertion, the duration of this Charm becomes One
Scene for no additional cost.
MAINTAINING MANNERS
Cost: 2m; Mins: Appearance 3, Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion
Duration: One Scene
Prerequisite Charms: Too Pretty to Die
" With this Charm, the herald is free to deliver his message to the people unmolested. While active
this Charm prevents mortal beings (including animals) from initiating physical hostilities against him,
though once hostilities have begun, they are under no further compulsion. Additionally, mortals under this
Compulsion will not heckle or rudely interrupt the Exalt while he speaks. If he is engaged in a
conversation with one or more essence-users, all of them gain the benefits of this Charm, allowing the
herald to moderate public debates without outbursts from the audience. Heroic mortals may spend two
willpower to resist this Compulsion.
HERALD DEMANDS RESPECT
Cost: (+1wp); Mins: Appearance 3, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Maintaining Manners
The herald speaks for the Lords of Creation and all humanity must bow to their wishes. By
spending a willpower with Maintaining Manners, the herald affects all essentially human beings, mortal or
otherwise, whose Essence is less than his own. Against other Exalted this requires a successful social
attack requesting their compliance in order to transmit the Compulsion effect. Such an attack may be
made immediately upon activating this Charm.
ATTENTION CATCHING DISTRACTION
Cost: ; Mins: Appearance 3, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Too Pretty to Die
" The harlequin turns heads wherever he goeseven into battle. This Charm permanently
enhances its prerequisite, allowing the Exalt to grant activate that Charm in response to an attack
targeting another being with Appearance less than his own. The defender receives whatever bonus to her
DV that the Exalt would have received if he were the target. If the Exalt has repurchased Too Pretty to Die
so that its duration is longer than Instant, he may activate it multiple times to protect up to (Essence)
beings, including himself. Each activation requires a separate commitment if the Exalt opts to make them
last longer than an Instant as well.
CENTER OF ATTENTION STANCE
Cost: 6m, 1wp; Mins: Appearance 4, Essence 3; Type: Simple
Keywords: Combo-Basic, Compulsion, Obvious
Duration: One Scene
Prerequisite Charms: Attention Catching Distraction
" At any social gathering the harlequin is an alluring presence. No one can help but admire him.
For the remainder of the scene, anyone who can perceive the Exalt suffers an internal penalty equal to
his Appearance on all actions not directed toward him. If a beings Temperance or Appearance is higher
than the Exalts, they may ignore this penalty freely. Otherwise, the Compulsion to interact with the Exalt
may be resisted either by spending half the Nocturnals Appearance in willpower, or by spending a
number of actions equal to the difference in relative Appearance values, minimum 1, interacting with the
Exalt.
GLANCES STOLEN AND BORROWED
Cost: 3m+; Mins: Appearance 4, Essence 2; Type: Simple
Keywords: Combo-OK, Social, Touch
Duration: One Scene
Prerequisite Charms: Attention Catching Distraction
" So handsome, so beautiful are the harlequins that their poise and appeal overflows and elevates
those around them. The Exalt may touch being with Appearance less than his own and grant that being
one dot of Appearance for every three motes spent, though he cannot make any being more attractive
than himself.
STATESMAN AND COURTESAN LESSONS
Cost: 10m, 2wp; Mins: Appearance 5, Essence 3; Type: Type
Keywords: Calibration, Mandate, Obvious, Social, Touch, Training
Duration: One Week
Prerequisite Charms: Glances Stolen and Borrowed
" The harlequin knows the subtle demands of society and the byzantine complications of
civilization. Others would do well to heed his lessons. This Charm allows the Exalt to train others in one of
the following per week: Charisma, Appearance, Craft (Air, Earth, Fire, Water, or Wood), Integrity,
Performance, Presence, or Socialize. This Training time requires eight or more hours a day for one week
and adds one to the selected Trait, to a maximum of the Exalts own rating or four, whichever is lower.
During Calibration, this training requires only five days, and may use the higher of the Exalts rating or
four to determine the maximum the training allows. The Exalt may use this Charm to train himself.
" In Mandate of Heaven rules, this Charm adds the Exalts Appearance to the Dominions Culture
for the season and causes the Dominion to gain one Limit.
" A second purchase of this Charm at Essence 4+ allows the Exalt to train Specialities, which may
be for any Ability, which are appropriate to social situations. Examples include Craft: Air (Calligraphy),
Socialize (Dynastic Dining Etiquette), Lore (Heraldry), Melee (Formal Duels), and Bureaucracy
(Navigating Red Tape).
PRETTIER THAN YOU ASSERTION
Cost: 4m, (1wp); Mins: Appearance 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: (Appearance x 2) Actions
Prerequisite Charms: Too Pretty To Die
" The physical allure of the herald is legendary, and with this Charm he ensures no one can take
his beauty for granted. So long as the Exalt has the highest Appearance of beings involved in the scene,
he has no limitations on the DV bonus his Appearance can provide. By spending a willpower, this Charm
also removes any limitation on DV penalties her opponents receive from the Exalts higher Appearance.
" A second purchase of this Charm at Essence 6+ extends its duration to One Scene.
" Disguise and Stealth Charms
CURIOUS ONLOOKER DEFLECTION
Cost: 5m (+1wp); Mins: Appearance 1, Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion
Duration: (Essence) Actions
Prerequisite Charms: Any Appearance Charm
" Sometimes it is preferable not to be the focus of attention. With this Charm the harlequin redirects
an onlookers gaze and convinces him that another person more greatly deserves his attention. If the
Exalts current temporary willpower, including any gained from Willful Appearance Bolstering, exceeds the
Mental DV of those trying to look at him, she may roll Willpower with a difficulty of the new center of
attentions Essencedoubled if that being is actively attempting to hide, halved, rounding down, if he is
actively drawing attention to himself anyhow. Victims of this Charm immediately refocus their attention on
the other being, ignoring the harlequin completely. Spirits and other Exalted hold others attention more
firmly than mortals; resisting this unnatural Compulsion costs a number of willpower equal to half the
Essence of the being which now holds his attention.
" A second purchase at Appearance 2+, Essence 4+, allows the Exalt to spend a willpower when
activating this Charm and add the Emotion-keyword. If those searching for the Exalt would have had any
emotional reaction to finding him, that emotion is also redirected so long as they suffer from the
Compulsion.
MYSTERIOUS HIDDEN DECOY
Cost: 2m; Mins: Appearance 3, Essence 3; Type: Reflexive
Keywords: Combo-OK, Illusion
Duration: Indefinite
Prerequisite Charms: Curious Onlooker Deflection
" Bejeweled with adamant regalia and deep indigo hearthstones, the herald openly wears the
symbols of his office. If this is what he wears openly, how much more valuable are the things he keeps
hidden? Only a fool bothers to find out. The Exalt uses this Charm to enchant one of his artifacts and
binds its essence to a mundane object. So long as he keeps the mundane object out of sight and within
(Essence) yards of the artifact, the artifact is likewise obscured from observers minds. Anyone who
cannot perceive the object cannot perceive the artifact either, as an Illusion effect. Resisting this Illusion
costs (Artifacts ratingobjects Resource cost), minimum 1, willpower. However, anyone affected by this
Illusion gains a vague suspicion that the Exalt is hiding something, gain a one-die situational bonus on
Investigation rolls directed toward the Exalt or his possessions.
"
FAMILIAR FACE CONFUSION
Cost: 6m; Mins: Appearance 2, Essence 3; Type: Simple
Keywords: Calibration-OK, Chance, Combo-OK, Shaping, Suspicious
Duration: Until Broken
Prerequisite Charms: Curious Onlooker Deflection
" A person may encounter thousands of faces in a single lifetimesome will be remembered
fondly, others with ire, and most with indifference. This Charm shifts the past fates of the Exalt and her
target so that the harlequin will appear familiar. The Exalt rolls a social attack against the target, adding
her Appearance in automatic successes. If successful, roll a die to determine how the Exalt is
remembered.
" 1: In the false past, the Exalt is remembered for committing some terrible offense.
" 2-3: The Exalt and her target had an insignificant meeting that is now barely remembered.
Perhaps they exchanged greetings in the market yesterday, or they remember each other from an
alcohol-fogged party last year.
" 4-5: The Exalt and her target engaged in some business transaction that was mutually beneficial
though otherwise impersonal.
" 6-7: The Exalt and her target had a brief tryst and split on terms that, while not necessarily
friendly, are unlikely to cause the target to react poorly to the harlequins return.
" 8-9: The Exalt and her target were once best friends, close relatives, or long-term lovers, but time
and circumstances beyond their control, rather than an emotional falling-out, drove them apart.
" 10: The target remembers the Exalt as an authority figure, such as a priest, magistrate, his own
mother, or anyone else who might receive the targets respect and loyalty.
Once the die determines the general theme of the false past, the Exalt may tailor the specifics
appropriately. Both the harlequin and her target gain the false memories, woven into their own respective
histories wherever they might fit. Since this causes differences between the two memories, discrepancies
may eventually arise. The target may remember meeting the Exalt a Calibration party last year, while she
remembers that party being two years ago. Whenever such conflicts arise, the Nocturnal gains one
Paradox die. Once she has received more levels of Paradox than her Essence, the Shaping effect ends.
During Calibration, she gains no Paradox from this Charm.
" Initially this Charm has no affect on beings outside of fate, but once the Exalt as Essence 4+ he
may elect to replace the Shaping-keyword with an Illusion-keyword and affect such beings accordingly. As
a shaping effect this Charm cannot be resisted without specialized magic to do so; the social attack
successful imparts an Illusion, however, this Charm may be resisted by spending one willpower per
scene, or four willpower all at once to completely break it.
ESSENTIAL POSSIBILITIES
Cost: (+1-3m); Mins: Appearance 2, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
" The harlequin must be discreet at times and hide her capabilities. This Charm allows the Exalt to
mask any expenditure of Peripheral Essence. If she has enough motes in her Personal Mote pool to pay
for the full mote cost of the Charm or other essence-fueled powers such as Combos, she may instead
pay one additional mote of Personal Essence and mask any amount of Peripheral Essence spent to
power the effect. She treats all motes spent as Personal for the purposes of increasing her anima display.
This may not suppress the Exalts anima while she performs any Shape Sorcery action or the use of
Overdrive motes. Combos deserve special mention: when determining the full price of a Combo for the
purposes of this Charm, ignore the cost of Reflexive Charms. If the rest of the Combo could be paid for
with Personal Motes, she need only pay the surcharge to apply this Charms effects to the entire Combo,
including any Reflexive Charms which may be activated later.
A second purchase of this Charm at Appearance 3+, Essence 3+ allows the Exalt to pay this
surcharge with Peripheral motes rather than Pesonal, but increases the surcharge to two motes. With a
third purchase at Essence 4+, the Exalt is no longer required to be able to pay the full mote cost with
Personal motes in order to qualify for this Charm, but if she is not able to do so, the surcharge becomes
three additional motes.
MASKING THE DIVINE
Cost: 1-9m, 1wp; Mins: Appearance 3, Essence 3; Type: Simple
Keywords: Calibration, Combo-OK, Illusion, Merged
Duration: One Day
Prerequisite Charms: Essential Possibilities
" Even the greatest herald should not draw attention away from his less powerful superiors. No
matter his Experience. For each mote of Essence spent, the Exalt lowers his effective Permanent
Essence by one, to a minimum of one, for any purposes in which having a lower Essence would be
advantageous for the Exalt. If the Nocturnal lowers his Essence to one, he is, by all appearances, a
mortal. Only applicability-trumping defenses allow observers to perceive the Nocturnal as he truly is and
interact with his Essence accordingly. If activated during Calibration, this Charm remains active until the
end of Calibration. Any display resulting from the expenditure of peripheral motes automatically
terminates this Charm.
" Merged: Perfectly Ordinary Spectacle (Perception, prerequisites: Another Face in the Crowd).
RECOILING COSMOS IMPLOSION
Cost: (1wp); Mins: Appearance 3, Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Essential Possibilities
" Once the heralds anima has exploded around him, it will continue to expand until it reaches the
limits of his Essence. After it has reached its maximum radius, the Exalt must choose at the beginning of
his Action whether the anima holds its current position, retracts (Essence) yards, or begins expanding
again after being retracted. The first time per Action the Exalt spends Peripheral motes, the anima must
expand by (Essence) yards. If the Exalt retracts his anima banner fully he will appear as though he spent
only 10 motes of Peripheral Essence. At this point, at the beginning of his Action, he may choose to
spend one willpower to snuff his anima out completely. Spending Peripheral Essence again before the
end of the scene causes anima banner to once again flare as though he had just spent 11 motes of
Peripheral Essence, unless the expenditure is masked by Essential Possibilities.
ALTERNATIVE VISAGE
Cost: 10m; Mins: Appearance 1, Essence 3; Type: Supplemental
Keywords: Chance, Combo-OK, Shaping
Duration: (Appearance) Days
Prerequisite Charms: Any Appearance Charm
" A persons life is written upon her face and her experiences shape her appearance. This Charm
supplements any attempt to create a disguise for a being within the dictates of Fate. The Exalt edits the
beings past, allowing her to change almost any physical feature that could have been changed within the
time allotted. Roll a die to see how far into the targets past the Nocturnal may change.
1: Within the last day. This may remove bruises the target received in a bar fight last night or
recreate a beard he shaved off yesterday.
" 2-3: Within the last week.
" 4-5: Within the last month.
" 6-7: Within the last year.
" 8-9: Within the last decade.
10: Since before the target was born. This may change the targets sex or race, or tother factors
determined during the targets prenatal development.
This changes made by this Charm are real, but purely physical. Close examination of the
changes cannot discern that they are just a disguise, but if the target is questioned on how he received a
certain scar, he better be prepared to back up these changes with a clever story.
UNRELIABLE WITNESS
Cost: 5m, 1wp; Mins: Appearance 2, Essence 4; Type: Simple
Keywords: Combo-Basic, Illusion
Duration: One Scene
Prerequisite Charms: Alternative Visages
" Most people are lucky to enjoy even one life. The harlequin lives a thousand lives in her time, and
wears a thousand faces. She knows each person is just a collapsed point of possibilitiespotential
constrained by history. She is under no such obligations to remain so constrained and may present the
countless alternate lives for all the world to see. In this multitude of self, she finds anonymity. When she
activates this Charm, her player rolls (Appearance + Stealth), adding her Essence in automatic
successes. Each success superimposes one alternate life upon the Exalt, each more different than the
last. For the Duration of this Charm, each person who perceives the Exalt perceives a different, distinct
version of her, each behaving with its own unique personality quirks, each moving in slightly different
ways, each speaking different words. So long as observers do not outnumber the Exalts successes, no
one will perceive her true identity or behavior. Any observer beyond the successes rolled, however, will.
While this Charm is active, the Exalt cannot make a social attack against anyone who does not perceive
her as she truly is without at least, a two-dice stunt. Other beings may spend three willpower to see
through this Illusion
ANOTHER LIFETIME LIAR
Cost: (+2m); Mins: Appearance 3, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Unreliable Witness
" Decisions as innumerable as the stars have shaped the harlequins life. Had any gone differently
she would be a new person. What sort of person? Only the witness knows. She may now use Unreliable
Witness without an activation roll by spending two additional motes. She never runs out of alternate
personas to project.
EVIDENCE AND PERJURY STANCE
Cost: (+1m); Mins: Appearance 3, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Unreliable Witness
" A thousands lives leave their mark on the world in a thousand ways. This Charm enhances its
prerequisite. By spending an additional mote, the Exalt causes each being who perceives an alternate
form to discover evidence that aligns only with their perceptions. If they saw the Exalt as an unarmed
monk, the aftermath of the Exalts attack as appropriate for unarmed attacks, rather than the stab wounds
that truly exist. Such misperceptions may impose external penalties on characters actions as appropriate.
Overcoming the Illusion of Unreliable Witness also allows the being to perceive evidence normally.
RESCINDING THE NOCTURNAL GIFT
Cost: 1wp; Mins: Appearance 1, Essence 4; Type: Simple
Keywords: Nox, Shaping
Duration: (Essence) Days
Prerequisite Charms: None
" The Primordials never considered humans to be a threat, and the Incarnae exploited that when
selecting the vessels for Exaltation. Even after the Primordial War, mortals are hardly given a second
thought. With this Charm, the harlequin gains access to an alternate self who never Exalted. The
Nocturnals player should create a heroic mortal version of her character, with bonus points equal to the
Exalts (Willpower + Essence), gaining one additional bonus point whenever the Nocturnal raises one of
those traits. The mortal does not gain experience, unless the player has spent the majority of a session in
this form, in which case the player may assign a portion of that sessions experience to the mortal.
The heroic mortal loses access to any benefits directly associated with being a Nocturnal, such
as native Charms, Celestial Martial Arts, and Celestial Circle Sorcery, and all other Charms deactivate.
The benefits of permanent charms are suspended for the Duration. The heroic mortal begins at Essence
2 which may be raised with bonus points to a maximum of 3. She retains any Terrestrial Martial Arts and
Terrestrial Circle Sorcery spells she knows, provided she meets the qualifications for such Charms and
spells. For all purposes, the Exalt is now a mortal and will appear as such to Measure the Wind and All-
Encompassing Sorcerers Sight, though the latter will detect an aura of foreign essencethe lingering
effects of the Charms shaping.
Regardless of the Nocturnals state, the mortal enters play in pristine conditionfull health, full
willpower, and full motes. When the Charm ends, the Exalts anima flares to its 10m+ range, and she
returns exactly as she departed, still suffering from whatever effects befell her.
As an alternative, the Exalt may spend one Permanent Willpower to activate this Charm
reflexively. Doing so doesnt just hide his Exaltationit ejects it, permanently becoming a heroic mortal
again. Nox proposed this feature to a skeptical Autochthon. The Incarna recognized the possibility that his
Chosens power might be turned against the war effort, or that his Incarna may simply grow tire of their
gift. Should all else fail, this Charm preserves the last ounce of the Exalts will and humanity. Not even a
Primordial could coerce him to use it against his will. By design, this Charm requires extreme duress in
order to activate unless the Nocturnal is officially relieved of her duties by her patron. If Nox is free, the
Exalt must make her case before him if she wishes to relinquish her Exaltation for merely personal
reasons. The ever-watchful eye of imprisoned Nox knows the minds of his Chosen. While he is in the
Loom, the Nocturnal needs no permission to activate this Charm for any reason.
BIRTHING THE (CASTE)
Cost: (1wp); Mins: Appearance 5, Essence 4; Type: Permanent
Keywords: Kalpa
Duration: Permanent
Prerequisite Charms: Masking the Divine, Alternate Visage
Within each Nocturnal Exaltation is the information necessary for the new Exalt to become any
Caste, as suits his own personality. Even after his Caste has settled, this information remains. Tapping
into a different vision of himself, the Exalt convert his Essence, temporarily, into that of another Caste.
This Charm may be purchased multiple times, with each purchase representing a different
Nocturnal Caste. Each purchase of this Charm must be for a Caste which possesses on Caste Attribute in
common with his own, either through his own Caste or one acquired through a previous purchase of this
Charm. For example, with his first purchase, a Nova may acquire Birthing the Aurora but not Birthing the
Empyrean, since the Nova and Empyrean Caste share no Caste Attributes.
" The first time the Exalts anima reaches the 11+ mote display during a scene (whether through
the slow expenditure of peripheral motes or the payment of five motes and willpower), he may pay a
willpower to convert his anima display and power to that of the chosen Caste for the remainder of the
scene. His Caste Mark remains the same. He may pay this willpower again to convert his anima back to
its natural state.
" Kalpa: Also inherent in the design of the Nocturnal Exalted is the possibility of a sixth caste, the
Singularities (see p. XX for full description). While they exist in some Manvantara, they are absent from
many. In some Manvantara lacking the Singularity Caste (or in those possessing the Singularities but
lacking one of the other Castes), this Charm may be acquired in a dramatically different fashion.
" In such Manvantaras, this Charm allows the Exalt to fully awaken a Caste within himself. This
Charm gains the following Keywords: Calibration, Merged, and Training. It also requires any one Charm
for each of the Castes Attributes. For the Singularities, this would be Any Appearance Charm, Any
Intelligence Charm, and Any Stamina Charm.
" During Calibration, the Exalt may spend a willpower to become a member of the designated
Caste. His Caste and Favored Attributes and Domains change as necessary and he can convert any
number of dots from one Trait into experience to immediately raise another equivalent Trait (Attribute for
Attribute, Domain for Domain, etc.) He gains two experience for every Charm that has been made Caste
or Favored by this process and loses two experience for every Charm that was formerly Caste or Favored
but has no lost that status. In short, the Exalts player may completely redesign his character as the new
Caste, keeping in mind that it is the characters Caste that is changing, with only minor alterations to the
character otherwise.
" Persona Charms
PERSONIFIED MASK OF (VIRTUE)
Cost: 5m; Mins: Appearance 1, (Virtue) 3, Essence 2; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: One Scene
Prerequisite Charms: None
" An individuals personality is shaped by the Virtues to which she adheres. The Exalt uses this set
of four Charm to shape a new personality and allow a Virtue to dominate her thoughts and interactions.
For the duration of this Charm, the Exalt may replace her Appearance with the Virtue and she gains one
automatic success whenever she rolls the Virtue, including channeling it in support of other actions.
Spending a willpower to resist the influence of the Virtue causes the Exalt to gain Paradox dice equal to
the Virtue. Additionally, each version of this Charm has the following benefits:
" Compassion: The Exalt attunes herself to hearts and minds of others and against a number of
automatic successes equal to her Compassion to all Investigation, Medicine, and Socialize rolls to discern
a persons current state or intent.
" Conviction: The Exalt adopts an air of unwavering devotion and gains her (Conviction/2),
rounding up, in automatic successes for all attempts to defend or promote her Intimacies.
" Temperance: The Exalt takes her time and ensures she does not leave herself vulnerable. The
Speed of her actions are increased by one and the total DV penalty she suffers from her own actions is
decreased by her Temperance.
" Valor: The Exalt steps forward and takes charge, inspiring others in her wake. She adds a
number of automatic successes equal to her Valor to all Coordinate Attack and Rally action she takes.
EMPATHETIC ADVISOR FORESIGHT
Cost: 5m; Mins: Appearance 2, Essence 3; Type: Simple
Keywords: Combo-OK, Compulsion, Social, War
Duration: Instant
Prerequisite Charms: Personified Mask of Compassion, Personified Mask of Temperance
" By putting herself in the place of another, the herald knows what any person will possibly do in a
given situation. The Nocturnal targets an individual within (Essence x 10) yards and rolls (Perception +
[Compassion or Temperance]), with a difficulty equal to the targets Manipulation. If successful, the
targets player must name (Nocturnals Essence) actions he might take on his next action. The Exalts
player selects one, and the target must adhere. If situation changes such that the chosen action is
impossible or blatantly ill-advised, the target must spend one willpower to choice a new action and delays
his action by one tick. Otherwise, the target must spend four willpower to act against the choice. If he
follows through with the Exalts suggestion, however, he gains the higher of the Exalts Compassion or
Temperance in automatic successes on the action.
MEDDLESOME MONK HINDSIGHT
Cost: 8m+, (1wp); Mins: Appearance 3, Essence 3; Type: Simple (Speed 6)
Keywords: Combo-OK, Illusion, Touch
Duration: Instant
Prerequisite Charms: Empathetic Advisor Foresight
# Meditating upon the plight of others, the Nocturnal regrets not being able to advise them at some
crucial moment in their life. Having learned of some painful experience in another beings life, the Exalt
attempts to set things right, or at least create the appearance that it has been. Touching the being the
Exalt pays eight motes to rewrite the story of their life for the better, erasing all memory of a single
personal tragedy and replacing it with a happier oneor at least one the Exalt honestly believes the
target would have enjoyed more. The Exalt rolls a social attack against the target, adding his Appearance
(or appropriate Virtue if he currently has a Personified Mask of [Virtue] Charm active) in automatic
successes. If successful, the target experiences false memories of the event, as an Illusion effect, which
costs the higher of the Exalts Compassion or Temperance to ignore it immediately.
Since this Charm does not actually change the past, the Exalt is encouraged to come up with
alternative explanation for the targets current circumstances so that they do not realize that reality does
not match their memories. Should the target detect such deviation, she is provided with another
opportunity to spend willpower to resist the Illusion. Regardless of how the Exalt altered the memory, the
new memory will conspicuously place the Exalt in the targets memory, either as a participant in the event
or as a background character in some prior scene occurring shortly before.
" This Charm upgrades automatically at Essence 4. Using the target as a link to all others who
shared the experience, the Exalt warps the memories of all. This costs an additional number of motes
equal to twice the Magnitude of the social unit that would be formed by this group, plus one willpower.
This makeshift social unit may not exceed Magnitude (Essence).The Exalt rolls one social attack and
compares his successes to the Mental Dodge Value of all. This attack cannot be parried.
UNWAVERING CRITIC STYLE
Cost: 4m (1wp); Mins: Appearance 2, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Personified Mask of Conviction, Personified Mask of Temperance
" Through iron-clad dedication and a thorough examination of the situation, the herald counters any
argument. This Charm allows the Exalt to perfectly parry any social attack that can be parried. If the
attack was Performance-based, or otherwise targeted a group of people, the Exalt may spend one
willpower to extend this defense to anyone who can perceive the Nocturnals counterargument.
DIFFERENT DRUMBEAT MASTERY
Cost: 1m, 1wp; Mins: Appearance 3, Essence 3; Type: Reflexive
Keywords: Combo-OK, Social
Duration: One Scene
Prerequisite Charms: Unwavering Critic Style
" The harlequin is her own person, or persons as the case may be. Regardless, she follows no
trends and blazes her own trails. Dressing in a distinctive fashion, speaking in her own unique style,
behaving ever so slightly out of sync with the reset of society, the Exalt sets herself apart from others. So
long as she presents herself in this individualist fashion, she may activate this Charm. For its duration,
she ignores the penalty imposed from social units with greater Magnitude and any social attack intended
to cause her to join a larger group or follow social norms is considered to be opposed by either her
Conviction or Temperance, as she chooses. She doubles the bonus the chosen Virtue provides to her DV
against such attacks and may always channel that Virtue to further enhance her DV.
However, for the duration of this Charm, she is considered a solo social unit. While she can make
no overt social attack to convince others to be like her for the duration of this Charm, she does radiate a
passive unnatural mental influence. Anyone whose MDV is less than her (Appearane + Socialize)
considers the scene to be an additional scene spent building a positive Intimacy toward one of the
Nocturnals quirks, plus one scene if any of the following the apply: the being is an extra, the being is a
mortal, the being has not encountered the Nocturnal before. In this way, the Nocturnal quickly spreads
new fashions and idioms and is forced to keep pace with social changes in order to maintain her own
unique style.
FORCEFUL PROVOCATEUR STANCE
Cost: 4m, 1wp; Mins: Appearance 2, Essence 3; Type: Simple
Keywords: Combo-OK, Compulsion
Duration: One Scene
Prerequisite Charms: Personified Mask of Conviction, Personified Mask of Valor
" The herald stands by his words and challenges anyone who disagrees. The Exalt rolls Willpower.
Anyone with Temperance or Compassion lower than the Exalts successes is compelled to challenge the
Exalt in whatever form seems most appropriate or efficient to the character. An Exalt hoping to provoke
an argument might be surprised when her would-be debater simply pulls a flamepiece and fires. Resisting
this Compulsion costs one willpower for the scene, plus one willpower for each of the following: the Exalt
possesses Appearance 5+, the Exalt posseses Conviction 5, or the Exalt possesses Valor 5.
BOASTING WAR CHIEF RECRUITMENT
Cost: (+4m); Mins: Appearance 3, Essence 3; Type: Permanent
Keywords: Social, War
Duration: Permanent
Prerequisite Charms: Forceful Provocateur Stance
" Taking on the mien of a fierce barbarian warlord or savagely civilized general, the herald displays
that he is not one to be trifled with. Better to join his cause than to suffer his wrath. This Charm
permamently enhances its prerequisite. First, the Exalt always gains at least (lower of Conviction or Valor)
successes on the activating Willpower roll. Second, it may be used in mass combat, whether military or
social, forcing the leaders of opposing units to engage his own as appropriate. Finally, when a unit that
engages his own due to this Charm loses Magnitude, the Exalt makes a reflexive (Appearance) roll. If the
roll gains more successes than the opposing units prior Magnitude and that Magnitude was greater than
that of the Exalts own unit, his units Magnitude increases by one as the enemys deserters bolsters his
own ranks. So long as the Exalt gains at least one success on this roll, he is assumed to have won at
least a handful of converts, though not enough to increase the Magnitude of his unit.
MARTYRS AND MATRONS INTERJECTION
Cost: 1m; Mins: Appearance 2, Essence 3; Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious, Shaping, Social
Duration: Instant
Prerequisite Charms: Personified Mask of Compassion, Personified Mask of Valor
" Like a caring mother or a loyal bodyguard, the harlequin steps into harms way for those she
cares about. This Charm lets the Exalt may be activated when a being toward whom she holds a positive
Intimacy is attack within (Essence) yards of her. Attack resolution continues from Step 7 onward as
though the Nocturnal had been the target, applying raw damage and all associated and subsequent
effects to him instead of the original target.The cost of this Charm drops to 0m after its first activation until
the end of the tick.
KALEYARD CHILD HARVEST
Cost: (1wp); Mins: Appearance 3, Essence 3; Type: Permanent
Keywords: Calibration, Flux
Duration: Permanent
Prerequisite Charms: Martyrs and Matrons Interjection
" Adopting the aspect of the protective parent, the harlequin learns to be a doting father or mother.
But the Exalt cannot truly claim the mantle of a parent until he or she has a child. A boy or a girl, how can
the Nocturnal Exalt decide? The proper answer is obvious. This Charm permanently enhances the Exalt.
Whenever he potentially could cause a sexual pattern to become pregnant (or she become pregnant
herself), the Exalt can spend a willpower to ensure the pregnancy as a Flux effect. The pregnancy always
results in twins, a boy and a girl. If two Nocturnals apply this effect simultaneously on the same
pregnancy, the result is a set of identical male twins and another set of identical female twins.
" Once per Calibration, the Exalt may spend a willpower to create a child without the entertaining
but messy business of sex. The child is created nearby, out of sight but within earshot, and discovered as
though abandoned by some other being. The child always appears in a container of some sort, such as a
wicker basket, cradle or papoose.The created child is considered the offspring of the Nocturnal alone and
will always bear a striking resemblance to the Exalt.
SURGEONS UNFLINCHING SCALPEL
Cost: 5m; Mins: Appearance 2, Essence 3; Type: Simple
Keywords: Combo-OK, Shaping, Touch
Duration: Instant
Prerequisite Charms: Personified Mask of Compassion, Personified Mask of Conviction
" The process of healing often requires further harm. The surgeon must cut his patient. The
apothecary brews poisons to cure diseases. Likewise the harlequin knows that a little harm can serve the
greater good. This Charm allows the Exalt to convert (Compassion or Conviction) levels of Bashing
Damage into a level Lethal Damage, or levels of Lethal Damage into a level of Aggravated. Alternatively,
the Exalt may purge a mundane disease or poison by converting it into one level of Lethal Damage. This
Charm is may be used either on himself or on others.
SORROWFUL DOCTORS DECISION
Cost: 5m, 1wp; Mins: Appearance 3, Essence 3; Type: Reflexive
Keywords: Combo-OK. Compulsion
Duration: Indefinite
Prerequisite Charms: Surgeons Unflinching Scalpel
" Every hero someday comes to a troubling crossroad. Every hero must make sacrifices to protect
those she loves. The Exalt may activate this Charm whenever she finds herself facing a vexing moral
quandary. For example, if forced to choose which of two patients to save when she has only enough
resources to save one and both patients are equally deserving of the cure, or if her compassionate heart
encourages her to disobey an order from a commander she respects.
" Upon activating this Charm, she chooses a course of action, so long as it is supported by at least
one Virtue rated at 3+. Any Virtues which would otherwise conflict with this decision are temporarily
ignored as the Exalt rationalizes her actions through the lens of the ignored Virtue. She may continue to
ignore this Virtue whenever it would conflict with her chosen path for as long as this Charm remains
active. Additionally, she gains her Appearance (or the ignored Virtue if the appropriate Personified Mask is
active) in automatic successes on any social attack to convince others that she has made the right
choose. If the attack is successful, the target gains a Compulsion effect to follow her example in the
current matter. Resisting this Compulsion costs (6 targets rating in ignored Virtue) willpower. So long as
the Compulsion remains, the target likewise ignores the designated Virtue while performing the dictated
action.
" The Solar Exalted possess a similar Charm called Wearing the Heavy Crown, which requires
Integrity 5, Essence 3, and Epic Zeal of (Virtue). It is a Permanent Charm which allows the Exalt to ignore
the influence of any Virtue which conflicts an action dictated by Epic Zeal of (Virtue) even if that Virtue is
also backed by its own Epic Zeal. The lawgivers social attacks add the Virtue to which his action
adheres, rather than the one he ignores, and cost (6 opposing Virtue) willpower to ignore.
WARY BRAVO WARNING
Cost: ; Mins: Appearance 2, Essence 3; Type: Permanent
Keywords: Chance
Duration: Permanent
Prerequisite Charms: Personified Mask of Temperance, Personified Mask of Valor
" It is often difficult to distinguish bravery from foolishness. If a successful Valor roll compels the
Nocturnal into a dangerous situation, he may use this Charm to determine what possible dangers await.
Roll a Chance die to determine what information the Exalt gains.
" 1: The Essence rating of the most dangerous threat.
" 2-3: The number of antagonists, including the Magnitude of any units involved.
" 4-5: Environmental hazards that lie along his path.
" 6-7: The location of the most dangerous threat.
" 8-9: (Essence) powerful Charms or other magic effects the most dangerous opponent possesses,
determined by the Storyteller.
" 10: All of the above. Willpower may not be spent on this option.
SHIPWRECKED CORSAIR MEMENTO
Cost: (1m); Mins: Appearance 3, Essence 3; Type: Permanent
Keywords: Emotion, Merged, Stackable
Duration: Permanent
Prerequisite Charms: Wary Bravo Warning
" The harlequins adventures are never forgotten, especially when they leave behind a permanent
reminder. This Charm allows the Nocturnal to commit a mote as a diceless Miscellaneous Action. Doing
so creates a mark on his body. Usually this mark is a tattoo or a scar, but more creative options are also
available, such as piercings, but in such cases the Nocturnals body gives the mark its reality and it
cannot be removed. The mark is a record of some past event that the Exalt participated in, such as a
famous battle or surviving some tragic event.
" Anyone who can see the mark (and the Exalt may choose where it appearswhether he wishes
all to see it or to keep it hidden to be revealed only to a select few) become intuitively aware that the Exalt
participated in the designated event. In the case of battles or other events during which the Exalt may
have taken a side, those who see the mark know which side he was one, but not the specifics of his role.
This knowledge radiates a mental influence which bypasses normal social defenses. Instead, those who
see the mark, must roll their Temperance, with a difficulty equal to half the Exalts Appearance, rounding
up. If they fail, they react strongly to this information, immediately gaining an appropriate Intimacy as an
Emotion effect, which costs their own Valor in willpower to resist. For the remainder of the scene, this new
Intimacy imposes the usual internal penalties associated with Emotion effects. Otherwise, the knowledge
counts as one additional scene spent building the appropriate Intimacy.
" Additionally, while the mark remains, the Exalt gains one artificial Specialty in any Ability of his
choice which he might have gained from the designated experience. He may commit up to (Essence)
motes to this Charm. Each mote either creates a different mark from a different experience, or makes an
existing mark more prominent and grants an additional Specialty die related to that experience.
" Merged: Shipwrecked Corsair Memento (Perception, prerequisites: Tattle-Tell Scar Attunement)
BROKEN SOUL REBORN
Cost: ; Mins: Appearance 1, Essence 3; Type: Permanent
Keywords: Chance, Native
Duration: Permanent
Prerequisite Charms: Any Personified Mask of (Virtue)
" The process of Renewal is, quite literally, life changing. The herald is reborn and just as one
incarnation of a hun soul differs from the previous incarnation, so too might the herald change during his
Renewal. When the Exalt undergoes a Renewal, his player rolls one die.
" 1: Nothing happens. The Renewal proceeds as normal with merely cosmetic changes.
" 2-3: The characters sex is changed along with other alterations.
4-5: The Exalts player may convert any number of Virtue dots into Experience, which must be
immediately spent to raise the Exalts Virtues. If changing the Exalts Virtues in this way
disqualifies the Exalt for any Personified Mask of (Virtue), the player may switch to another
version as applicable. Similar Virtue-dependent effects may be changed at Storyteller discretion.
" 6-7: The Exalt changes any number of Intimacies and his Motivation.
8-9: Either the Exalt appearance increases by one, to its current maximum, as a training effect, or
converts any number of Appearance dots, to a minimum required for his Charms, into
Experience, which may immediately be spent to raise any other Attribute.
" 10: Any combination of the previous options.
ALPHA AND OMEGA EPITHET
Cost: ; Mins: Appearance 2, Essence 4; Type: Permanent
Keywords: Training
Duration: Permanent
Prerequisite Charms: Broken Soul Reborn
" Bit by bit, year by year, the Nocturnal changes. Once he was a mortal, now he walks among the
mighty Exalted. That was only his first transformation. His passions come and go with fickle easy. His
motives are changed as easily as his clothes. What he knows today, he might discard tomorrow for more
useful knowledge. Always in a state of flux, the Exalt has few constants. Among those is the legend his
exploits have won for him. That will be with him until the end of time.
The Nocturnal may learn this Charm while undergoing a Renewal as a Training effect. If learned
before that moment, it waits until the Exalts next Renewal before it expresses its power. Shedding his
name with his old body, he anchors his identity to a potent epiphet. The epiphet must have been earned
by the actions of his life to date, but beyond that the choice is freely up to him. If he was renowned for
fighting for the highest bidder, he may call himself the Mercenary. If he had gained infamy as a master
thief, he may adopt the pseudonym granted to him by the local populace, such as the Gray Fox or the
Masked Bravo.
" Once he has sacrificed his name, it is erased from Fate and replaced universally by his chosen
epithet. It remains known only to himself and beings Outside of Fate who knew it prior to the sacrifice.
Curiously, his companion continues instinctively knows his true name on sight, even if the companion had
no prior experience, and knows it is some grave secret.
" The epithet becomes the lynchpin of the Exalts personal legend. He gains three Attribute
specialties, distributed among his Attributes as he pleases, which must support and reinforce his legend.
These Attributes may be as broad as an entire Ability, or narrower but potentially covering multiple
Abilities. For example, the Mercenary may gain two Dexterity specialties in Fighting For Profit and a
Charisma specialty in Commanding a High Price, while the Gray Fox gains a Dexterity specialty in
Larceny, a Manipulation specialty in Fooling You Twice, and a Wits specialty in Trickery.
" Like Ability specialities, no Attribute can have more than three specialities and no roll can gain
more than three dice from specialities, whether they be Attribute or Ability specialties. Dice from Attribute
specialties do not count as dice from Charms, but neither do they add to the Attribute for the purposes of
determining its value for Excellencies or other Charms.
" The Exalt may purchase this Charm up to (Essence -3) times, with each additional purchase
providing three more Attribute specialties to expand upon his adopted identity. Additionally purchases take
effect immediately rather than waiting until the Exalts next Renewal.
PERCEPTION
" Crafting and Planning Charms
MEASURE ONCE, CUT TWICE
Cost: 5m; Mins: Perception 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, Stackable, Touch
Duration: Indefinite
Prerequisite Charms: None
" The harlequin wastes nothing. Touching the raw materials prepared for a crafting project, the
Exalt commits five motes for every (Essence) pounds of material she wishes to protect. Should the project
fail at any point before completion, the Exalt may release the commitment and restore the raw materials
to their original state. Additionally, should the project succeed, releasing the commitment causes any of
unused portions of the material to reform into the largest possible cohesive unit. For example, if the Exalt
used this charm on a block of marble, after finishing her carving, the various chips and dust would form
into single block of marble, ready for additional work.
PREEMPTIVE PROTOTYPE DESIGNS
Cost: 10m; Mins: Perception 4, Essence 3; Type: Simple (Dramatic Action)
Keywords: Chance, Combo-OK, Flux, Obvious
Duration: One crafting project
Prerequisite Charms: Measure Once, Cut Twice
" One function of the herald is to reveal new possibilities. This often requires the Exalt to invent
new technologies from whole cloth in order to properly execute his vision. In order to use this Charm, the
Exalt must first design the plans for a new object (plans are considered complete once the Exalt as
accumulated a quarter of the required successes) and gather the require materials to finish his invention.
She arranges the plans and materials before her and mediates upon her intended invention for one hour.
During her meditation, the component parts appear to skitter across the workshop and self-assemble into
the finished product. At the end of the hour, the Exalts player rolls one die.
1: A fatal flaw is revealed in the fundamentals of the design. The Exalt loses all progress, but if
she begins again, she may distribute the accumulated dice as bonus dice throughout the
subsequent attempt whenever she wishes, adding up to (Perception) dice per roll. These dice
may be added one at a time after a roll has already been made. The object shatters spectacularly
and the amassed resources are lost unless protected by Measure Once, Cut Twice. The plans
remain to be altered according to the revelation.
2-3: The flaws of the design can be corrected. The object reverts back to its original materials,
and the Exalt must continue her work as normal, gaining a pool of (Perception + Essence) bonus
dice to be used on any subsequent rolls, which may be added one at a time after the initial roll, up
to a maximum of (Perception)
4-5: The heralds design is flawless. She continues her work the enhanced insight on the final
product. The object reverts into partial completed elements. The Exalt gains a poll of (Perception
+ Essence) bonus successes which may be used in the same manner as bonus dice provided by
previous options of this Charm.
6-7: Having seen her finished work, completing it becomes a simple matter of following a path
she hasnt yet trod. Though it is not truly Repeat Business, the Exalt may treat it as though it
were, including benefiting from Parallel Mirrors Invention (p. XX) for the project if she possesses
that Charm.
8-9: The heralds insight accelerates her efforts. The interval of all the Exalts dramatic Craft-
based actions to complete this project is reduced by one level period, typically reducing it from
one season per roll to one month per roll.
10: The Nocturnal completes her meditation and her design in the same moment. The Exalt may
not select this option by spending willpower unless the she possesses Essence 6+ and
purchases this Charm a second time. This option retroactively adds (+1wp) to the cost of the
Charm and if the Nocturnal does not pay this additional cost she is instead treated as though she
rolled a 1. Artifacts crafted in this way become Paradox variants.
Motes spent on this Charm remain committed until the project is complete. This Charm can only
be used on set of plans once, and cannot be used at all on plans made by another being.
VISION AND INNOVATION PRIMACY
Cost: ; Mins: Perception 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Preemptive Prototype Designs
" The Nocturnal Exalted has always held a special place in Autochthons mind. They, like the Great
Maker, are constantly driven to new and more elaborate inventions. This Charm permanently enhances
the Exalts potential for crafting new objects or structures, those for which the Exalt must design new
plans. The interval for each roll is reduced once for each purchase of this Charm. Years become seasons;
seasons, months; months, weeks; weeks, days; and days, hours. This Charm may be repurchased once
for each dot of Essence the Exalt possesses over four.
" Once the Exalt has completed his initial plans, he may employ Preemptive Prototype Designs as
normal. The benefits of this Charm stack with the relevant effects of its prerequisite. For example, if the
Exalt is inventing a new artifact, the interval for the roll is automatically reduced from one Season to one
Month; if he also gains the benefit of the 8-9 option of Preemptive Prototype Designs, this is again
reduced from one Month to One Week. The Exalt may never make more than one roll per hour.
[Everything Old Is New Again
The heralds Charms often demand that he design each item he crafts anew. But in terms
of game mechanics, there are only so many ways one might craft a daiklave. In order to get
around this restriction, the Exalt must explore new aesthetics rather than new functions or employ
new materials and methods in the creation of the item. If the player wishes to craft a second
version of an item that he has previously made, a valid two-dice stunt describing the new
elements of its construction will suffice to differentiate it from the previous model, allowing him to
benefit from Charms that demand he make new items. He must still go through the full crafting
process, beginning with the earliest design phase.]
AWAITING RUINS GLANCE
Cost: 4m; Mins: Perception 2, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Any Perception Charm
" Despite the excellence of all Exalted, the harlequin sees the potential for failure wherever she
looks. While examining the plans for a crafting project, whether it be a manse, an artifact, or something
more mundane, the Exalt may activate this Charm and roll (Perception + [relevant Craft]), with a difficulty
of the Background rating needed to acquire the object. If successful, the Exalt learns all possible means
by which the project could fail. So long as the Exalt keeps his motes committed and continues to advise
the project leader, any botched roll made on behalf of the project may be re-rolled. A second purchase at
Perception 4+, Essence 4+ allows roll that failed to advance the project to be rerolled. This Charm only
allows one re-roll per action, but is compatible with Third Excellencies, which may be used after this
Charms effects.
" If the Exalt knows the Third Perception Excellency, the cost of this Charm is reduced to two
motes.
THE FOLLY OF KINGS
Cost: (+3m); Mins: Perception 3, Essence 2; Type: Permanent
Keywords: Social, Mandate, War
Duration: Permanent
Prerequisite Charms: Awaiting Ruins Glance
" The invisible hand of the social engineer is as likely to slip as that of any artificer, and even the
wisest general may err if provided with incorrect information. This Charm upgrades its prerequisite. Fault
Predicting Examination may be used on behalf of any group project which the Exalt is participates in. The
Exalt rolls (Perception + [relevant Ability]), which may be War for military endeavors, Socialize for
festivals, Bureaucracy for business deals, etc., with a difficulty of the Magnitude of the unit or Dominion
that undertakes the action. For the duration of this Charm, whenever the group fails an action which
would advance the goals of the project chosen when the Charm was activated, the project leaders player
may reroll the action.
" Detection Charms
NOW MY WATCH BEGINS
Cost: ; Mins: Perception 4, Essence 2; Type: Permanent
Keywords: Calibration-OK
Duration: Permanent
Prerequisite Charms: None
" The Nocturnals have a keen eye and ear for trouble, knowing that anything could lurk in a
shadow or that the faintest whisper might carry hints of murder. This Charm may be purchased
(Perception) times. Each time it is purchased, the harlequins player defines a set of circumstances in
which the characters skills of observation would prove useful at preventing some harm to others.
Examples include detecting assassination attempts on anothers life, guarding a post from intruders, and
making medical diagnoses. Thereafter, he always gains (Essence) automatic successes in the
appropriate situation, and may allows roll Perception if not otherwise applicable. During Calibration, the
Exalt gains the benefits of this Charm for all scenarios that could be covered by a hypothetical purchase
of this Charm.
WHENCE YOU CAME
Cost: 3m; Mins: Perception 2, Essence 2; Type: Simple
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Any Perception Charm
" This Charm allows the herald to observe the series of events that lead up to a being or objects
current moment. The Exalt touches the target and rolls (Perception + [Awareness or Investigation]), with a
difficulty of half the target or targets owners [Manipulation + Socialize]. For each success, the Exalt
perceives one important step in the sequence of events that led up to the present. He receives only
sensory flashes as though he stood near enough the target to touch it while those important events
occurred. For example, if the Nocturnal grabs hold of a man running through a crowded market, he may
perceive the events that have caused the man to run. With a single success, the Exalt hears the local
authorities shouting at the man to stop. With two successes, the Exalt he watches the man steal a
necklace from a vendor. With three successes, the Exalt sees children begging for food.
" The information received is objective. The Nocturnal must make his own value judgments. If he
did not roll well enough to learn of the mans hungry children, he would have no clues to separate a petty
thief from a desperate father. At Essence 4+ this Charm upgrades automatically, adding the Exalts
Essence in automatic successes to the roll.
WHITHER YOU GO
Cost: ; Mins: Perception 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Whence You Came
" Knowing where one has come from is the key to knowing where they are going. This Charm
permanently upgrades its prerequisite. The Exalt gains an additional option when employing Whence You
Came. Instead of perceiving past events, he may glimpse the future. He sees the most likely
circumstances extending from the current moment. Will this clandestine meeting go badly? If theres a
fight, who will win? If he leaves survivors, will they send more men after him? And so on. As an additional
option, if the target has a Destiny, the Nocturnal may instead learn the steps to help that being accomplish
his task under current circumstances.
" This Charm works beyond Fate as well as within it, but does not account for the actions of beings
from realms other than the one in which the Nocturnal currently finds himself.
NEEDLE AMONG STRAW
Cost: 3m; Mins: Perception 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Calibration-OK
Duration: Instant
Prerequisite Charms: Any Perception Charm
" Anything that is not hidden can be detected with enough time and searching. This Charm grants
the Exalt such time. Any action to locate a known person, object, or location that is not actively hidden
may be supplemented by this Charm and automatically succeeds. For example, the Nocturnal may find a
particularly book in even the vastest library, provided that she knows its there at all. During Calibration,
this Charm may also work to find something that is actively hidden. Mundane attempts to hide the being,
object, or location automatically fail, while the Exalt adds her Essence in automatic successes to detect
hidden targets.
KNOWN UNKNOWNS
Cost: (+2m); Mins: Perception 5, Essence 3; Type: Permanent
Keywords: Chance
Duration: Permanent
Prerequisite Charms: Needle Among Straw
" The herald does not risk becoming so single-minded on a hunt that he neglects more promising
opportunities when they arise. This Charm upgrades its prerequisite, allowing the Exalt to pay two
additional motes to roll one die and determine precisely what the Charm might find instead of what he
was original looking for.
1: This Charm functions as though it were Calibration, allowing the Exalt to find her target even if
it is deliberately hidden.
2-3: If more than one of the target exists, she finds all examples.
4-5: If her target is not the best example for the Exalts purpose currently available, she finds one
that is better suited to her needs (for example, finding The Book of Three Circles while searching
for The White Treatise). What is found is determined by the Storyteller, though the Exalts player
should clearly define the Exalts purpose.
6-7: The Exalt finds the most valuable thing present, based on what the Exalt most values and
what the Storyteller deems appropriate for discovery.
8-9: The Exalt finds the most dangerous thing present, based on what poses the greatest threat
to the Exalt, her possessions or companions as determined by the Storyteller.
10: The Exalt finds something that may or may not qualify for any of the previous categories of
the Charm. If it does not fit in one of the other categories, the being, object, or location appears
otherwise irrelevant yet still holds the Exalts interest. Its purpose or value is not immediately
recognizable, but in due time, whatever the Exalt discovered will be of the utmost importance to
solving a major obstacle of which he is currently unaware. This option cannot be selected unless
the Exalt possesses Perception 6+.
HOLISTIC DETECTIVE AGENCY
Cost: 5m, 1wp; Mins: Perception 5, Essence 3; Type: Supplemental
Keywords: Calibration-OK, Combo-OK, Merged, Obvious, Suspicious
Duration: Instant
Prerequisite Charms: Needle Among Straw
" When time is of the essence, the herald cannot delay in inspecting all aspects under his charge.
This Charm allows the Exalt to apply a single Perception-based action to all valid targets of the same
class. For example, he may inspect all his troops simultaneously, as quickly and as thoroughly as he
could inspect a single soldier. Alternatively, he may read ever page of a book in the same time as it would
take him to read one. Doing so, however, causes his Fate to vibrate rapidly it accounts for the Nocturnal
undertaking every required action simultaneously. This disturbs the Loom and generates Paradox. The
Exalt gains one die of Paradox for every dot of Magnitude that would be necessary to for a unit comprised
of all the hypothetical copies of himself needed to undertake all the actions he should have performed. In
the above examples, the Nocturnal would gain Paradox dice equal to the Magnitude of the inspected
army, or if the book was 75 pages long the Exalt would gain two dice of Paradox, as he would require 75
copies of himself (a Magnitude 2 unit) to read all those pages in the allotted time.
" During Calibration, this Charm generates no Paradox.
" Merged: Holistic Detective Agency (Wits, prerequisites: Night Prepares At Dawn, Any other Wits
Charm).
" Medical and Psychological Charms
IF SCARS COULD SPEAK
Cost: 4m; Mins: Perception 2, Essence 2; Type: Simple
Keywords: Combo-OK. Merged
Duration: Instant
Prerequisite Charms: Any Perception Charm
" In the violent, rugged world of Creation, every encounter leaves its mark. This Charm is a
Perception-based roll to examine a wound, a disease or poisons symptom or damage to an object. The
Exalt rolls (Perception + [relevant Ability]). A single success identifies the nature of the injury, the disease,
or poison; mechanically this provides the player with the Traits of the poison or disease and knowledge of
how many wounded and unwounded health levels the target possesses. Additionally, with three
successes, the Exalt reveals the origins of the harm; he learns the diseases or poisons by name,
distinguishes accidental injuries from intentional attacks or expected wear from sabotage. Finally, with five
successes, the cause of the harm flashes before the Exalts eyes; he sees a would-be assassin strike a
near-fatal blow or slip poison into a drink, watches a fight between a foolhardy mortal and a rapid beast,
understands the full length of time it took a small plant to shatter a sidewalk.
" Merged: If Scars Could Speak (Intelligence)
TATTLE-TALE SCAR ATTUNEMENT
Cost: 1m, (1wp); Mins: Perception 2, Essence 2; Type: Reflexive
Keywords: Combo-OK, Shaping, Stackable
Duration: Indefinite
Prerequisite Charms: If Scars Could Speak
" Invincible though they may seem to mortals, rare is the Chosen who does not come to harm at
some point in their lives. In order to defend against such unfortunate possibilities, the harlequin paints his
body with scars of future injuries and may do for others as well.
" Tattle-Tale Scar Attunement creates a remnant of some nearly fatal wound that has yet to be
inflicted but is imminent in the characters future as determined by the Storyteller. This could be a small
scar from an arrow to the chest, a smiling scar on the throat from a garrote, a horrible skin disfiguration
from poison or fire. Any physical manifestation of the injury will suffice. Whenever conditions are right for
the injury to occur (such as when the Exalt is near an enemy armed with the appropriate weapon, even if
he is otherwise unaware of the enemy), the Exalt rolls Willpower, difficulty 2. On a failure he suffers a -1
internal penalty due to the pain emanating from the scar. On a success, the target senses the impending
danger and is immune from unexpected attacks in such situations for the rest of the scene.
" The Exalt may create no more than (Essence) such scars on his body. At Essence 3+, this Charm
gains the Touch-keyword and allows the Exalt to place scars on other beings as well. No being can gain
more scars than their own Essence.
THESE WALLS WOULD CRACK
Cost: 5m, 1wp; Mins: Perception 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Merged, Obvious
Duration: Instant
Prerequisite Charms: If Scars Could Speak
" Once the full extent of damage is determined, it often better to bring things to swift end rather
than let them linger. This Charm supplements a damage roll of a physical attack against a being or object
previously observed with If Scars Could Speak. If the target currently has any wounded health levels, the
Exalts raw damage is multiplied by the severity of the damage. Therefore, the Nocturnal doubles his raw
damage if the target currently has a -2 Health Level damaged, and quadruples raw damage if the target
has a -4 Health Level, Incapacitated Health Level, or Dying Health Level damaged.
" A second purchase of this Charm at Essence 4+ adds the Calibration-OK keyword. This allows
the Exalt to convert (Perception) dice of post-soak damage into levels of damage, to a maximum of
current severity of the targets wounds. During Calibration, the Exalt convert more dice, up to a total
maximum of (Perception + Essence), into levels of damage by spending 3 motes per die.
" Merged: These Walls Would Crack (Intelligence)
LOVERS ATTENTIVE EAR
Cost: 3m; Mins: Perception 2, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Until next attack
Prerequisite Charms: None
" The harlequin attunes herself to subtle body language and to the pitch of anothers voice. With
calm reserve, she listens and observes others, then turns her insight into a precise rebuttal. This Charm
enhances the Exalts Study/Monologue Action for its duration. She gains an additional die each tick and
doubles the total number of dice which may benefit her next Social attack.
"
OPEN BOOK INTERACTION
Cost: 5m; Mins: Perception 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Any Perception Charm
" The harlequin sees the many masks a person might wear to hide their emotions or motives, and
thus sees beyond those changing veils to the constant truth beneath and the chain of causality that
created it. This Charm supplements a Read Motivation action. If successful, the Exalt learns, at least
vaguely, the immediate cause behind the motive or emotion. If, for example, the targets motive is to
acquire a large supply of weapons, the Exalt knows if he wishes to use them offensively or defensively; or
if the target it sorrowful, the Exalt learns if this is caused by a recent loss or a long-standing depression.
With 5+ successes, the Exalt learns this information in greater detail. She knows, for example, that the
man wishes to purchase the weapons so that he might overthrow the local government and which rebel
group he represents, or she realizes that the sorrowful womans husband was killed in a barbarian raid
yesterday. With Perception 5+, the Exalt also learns whether the characters current motive adheres to or
contradicts the characters Motivation, 3+ Virtues, or Intimacies.
ART BETRAYS ARTISTS
Cost: (+2m); Mins: Perception 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Open Book Interaction
" The craftsman pours his heart and soul into his workor leaves his work hollow without such
passions. The herald may examine something created by another being, carefully inspecting it to perceive
the motives or emotions that fueled its production. This Charm permanently enhances its prerequisite,
allowing it to be used on an object or action (such as a dance or a ritual prayer) created by the target. The
difficulty for the Read Motivation action is based on the creators Traits, and if successful, the Exalt learns
information about the creator at the time the target created the object or prescribed the course of action.
THE MIND BEHIND THE MYTH
Cost: (+1wp); Mins: Perception 5, Essence 4; Type: Permanent
Keywords: Calibration-OK
Duration: Permanent
Prerequisite Charms: Open Book Interaction
" Neither hero nor villain exists in a vacuum. Their exploits are told and spread by the mortals they
have protected or horrified. But what drives men and women to such acts of heroism and villainy? The
herald knows. This upgrades its prerequisite allowing the Exalt to discern a beings motive from the
accounts of witnesses rather than direct observations. The base difficulty of this Read Motivation action is
still the half the targets (Manipulation + Socialize) as usual. Additionally, the difficulty is increased by +1 if
the targets actions are related by eye-witnesses or by +3 for anyone else. Finally, if the narrator of the
tale embellishes the targets actions, the Nocturnal suffers an external penalty on his roll equal to the
higher of the narrators Manipulation or Performance. If there is no truth at all to the story, the action fails
automatically. During Calibration, even fictions provide insight in to the targets character as the Nocturnal
learns what the target would have really been like in such a situation.
" If successful, the Exalt learns the targets motive or emotional condition at the time she performed
the actions in the story.
"
HEART-HALTING ACCUSATION
Cost: 10m, 1wp; Mins: Perception 5, Essence 4; Type: Simple
Keywords: Combo-OK, Compulsion, Social
Duration: Instant
Prerequisite Charms: Open Book Interaction
" The right question will grind war machines to a halt and give even the Primordials pause. In order
to use this Charm the harlequin must first discover that the targets current motive is in conflict with his
Motivation, 3+ Virtues, or Intimacies. Having learned this information, she makes a written or spoken
social attack against the target, calling them out for their hypocrisy or faulty logic. The attack cannot be
dodged, and the penalty imposed on the targets MDV by his own Motivation, Virtues, or Intimacies is
doubled. If the attack is successful, the target suffers a compulsion to halt his current course of action in
favor of a motive that better agrees with his Motivation, Virtues, or Intimacies. This Compulsion costs four
willpower to resist.
" Military Unit Charms
CAPTAINS INSIGHTFUL COMMAND
Cost: 3m; Mins: Perception 2, Essence 2; Type: Reflexive
Keywords: Combo-OK, War
Duration: Until Next Attack
Prerequisite Charms: None
" The heralds path to victory is not always through raw courage and fierce attacks. Such things are
blunt instruments, useful in their way, but not sufficient on their own. No, the herald prefers well-ordered
and well structured units, poised to make an attack that will be remembered as much for its poetry as its
strategic brilliance. For the duration of this Charm, the Exalt doubles the number of dice his unit receives
each tick from Position Troop actions, as well as the maximum dice his units attacks may add from such
actions.
BREAKING THE DRAGONS FANGS
Cost: 4m (+1wp); Mins: Perception 4, Essence 3; Type: Supplemental
Keywords: Calibration, Combo-OK, War
Duration: Instant
Prerequisite Charms: Any Perception Charm
" After thoughtful consideration, the herald determine every possible position from which the
enemys leadership might command their forces. Which is the true location? It does not matter. The
herald guides his units attack to all possible locations, leaving their enemies no place to hide. This Charm
supplements a Call Shot against a special character in an opposing unit, allowing the attack to ignore the
opposing units Magnitude and Drill for this attack. The blow lands as an unassuming lucky shot
" With a second purchase at Perception 5+, Essence 4+, the Exalt may spend one Willpower for
this attack to strike up to (Essence) special characters in the opposing unit simultaneously. Doing so
makes this Charm Suspicious. Fate trembles to account for some many coincidences and lucky shots.
During Calibration, this effect may be applied against all the units special characters.
WEIGHING THE SCALES
Cost: 5m; Mins: Perception 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: Any Perception Charm
" Through careful observation, the herald discerns all possible strategies his opponent may adopt
and prepares for all accordingly. This Charm enhances a Read Strategy action. If successful, in addition
to the usual information provided, the Nocturnal learns (extra successes) alternative strategy the
opposing commander may attempt if his current strategy fails.
TALONS STRIKE AS ONE
Cost: 6m; Mins: Perception 4, Essence 3; Type: Reflexive
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: Any Perception Charm
" When commanded, the herald obeys and echoes his commanders orders throughout the ranks.
This Charm supplements a Coordinate Attack action performed by another being which would include the
Exalt in the attack, or a Coordinate Units action performed by another being so long as the Exalts unit
would be included in the attack. If all participates are Nocturnals, or if all units have at least one Nocturnal
serving in their ranks, the coordination succeeds automatically.
" Additionally, if the coordination is successful, the Exalt or his unit doubles the penalty to the
targets DV for their own attacks.
LEGION OF HEAVEN AND EARTH
Cost: ; Mins: Perception 5, Essence 4; Type: Permanent
Keywords: War
Duration: Permanent
Prerequisite Charms: Breaking the Dragons Fangs, Weighing the Scales, Talons Strike as One
" Though they do not lack in personal heroics, the proper place of the Nocturnal Exalted is serve as
messengers, coordinators, and overseers. They see the greatest strengths in others and ensure that
those strengths are put to their greatest use. With this Charm, the Exalt serves as a linchpin of
coordination across the whole Exalted Host. When purchasing this Charm, the Exalt chooses one of the
effects listed below. For the purposes of this Charm, the benefits provided are based on the Magnitude of
a hypothetical unit comprised solely of the type of being mentioned it is effects that currently serve in the
Exalts own unit.
Conquering Hero Triumphant: For each dot of Magnitude provided by Solar Exalted, the unit
gains +1 Might and the units Commander gains +1 dice to all Dawn Caste Abilities.
Driven Before the Storm: For each dot of Magnitude provided by Lunar Exalted, the unit gains
+1 Magnitude whenever the commander wishes, and the units Heroes gains +1 dice to all
Full Moon Caste Attributes.
Preordained Declaration of Victory: For each dot of Magnitude provided by Sidereal Exalted,
the unit reduces damage successes against it by one and the units Commander reduces the
target number of all Chosen of Battle Abilities by one, to a minimum of four.
Shadow of War Concealment: For each dot of Magnitude provided by Nocturnal Exalted, the
unit may reduce its Magnitude by one whenever the Commander wishes, and all of the units
special characters gain +1 DV against Called Shots.
Swing the Sword: For each dot of Magnitude provided by Abyssal Exalted, the units
minimum damage is increased by one and individuals in opposing units which lose
Magnitude from the attacks of the enhanced unit add +1 to the difficulty of the (Wits +
Willpower) roll to remain alive.
Dragon-Soldier Solidarity: For each dot of Magnitude provided by Terrestrial Exalted, the unit
gains two additional health levels (both -1, should it matter), and the units Commander gains
one temporary War Specialty, chosen when the commander rolls Join War. This may cause
him to exceed three Specialties, though only three may be applied to a single roll.
These were the original six modes of this Charm. It it curious that the heralds had an option that
interacts with Abyssal Exalted even in ancient days, long before the Deathlords claimed Solar Exaltations
for their own purposes. Unfortunately, none of the surviving heralds can recall what sort of beings this
effect might have originally applied to. Other modes may be developed for fighting alongside other beings
including gods, demons, Mountain Folk, Dragon Kings, or Tiger Warriors. Each additional technique after
the first costs the Exalt two experience points to learn.
" The Exalt himself cannot serve as the units Commander while enjoying these benefits, but if the
Commander is an Exalt (or another appropriate being, if the herald knows more exotic techniques) the
Commander counts as at least a Magnitude 1 unit of his type, ensuring that his unit gains at least the
basic bonus this Charm provides.
" Perception-Enhancing Charms
UNHINDERED (SENSE) ACUITY
Cost: 3m or 6m, 1wp; Mins: Perception 3, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: Any Perception Charm
" As beings of the night, the harlequins come into their own when senses of others would be dulled.
This is a set of three Charms, divided as the Solar Charm Keen (Sense) Technique (Exalted, p. 225).
When active each Charm removes any External penalty imposed on the chosen sense and any
Perception-based rolls based on that sense convert External penalties into bonus successes. If there are
multiple sources of External Penalties, only the greatest grants bonus successes, which may be received
even if the Exalt is otherwise immune to that particular penalty. With Perception 5+, the bonuses granted
by this Charm are doubled.
" These Charms typically cost three motes to activate individually, but if the Exalt knows all three
versions, she may instead pay six motes and a willpower to activate all three simultaneously.
SHADOW SPIRIT HALLUCINATION
Cost: ; Mins: Perception 4, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Unhindered (Sense) Acuity
" As children drift to sleep in the dark of night, the monsters come out. They hear the beasts under
their beds, feel them clawing at their blankets. The creatures can only been seen in the dark and
disappear whenever the light of a lamps flame reaches them. Parents calm their children and tell them it
was only a trick of the night, but the harlequin knows the truth. This Charm enhances all variants of
Unhindered (Sense) Acuity that the Exalt knows. While that Charm is active, the Exalt can detect
dematerialized spirits through the appropriate senses. With Unhindered Hearing and Touch Acuity, the
Exalt may pay one mote to enhance her physical attacks so that it may harm a dematerialized spirit, but
the attack suffers a -2 External Penalty unless the harlequin can also see the target.
SORCERERS EYE AND ALCHEMISTS TONGUE
Cost: (+3m, 1wp); Mins: Perception 5, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Shadow Spirit Hallucination
" The things that go bump in the night are but childish echoes of the horrors unleashed by the
Exalted and the Primordials. This Charm further enhances the Exalts Unhindered (Sense) Acuity. By
paying the increased cost, the harlequin can discern the influence of Charms, Sorcery and other magical
effects. This is identical to the Solar Charm All-Encompassing Sorcerers Sight (Exalted, p. 222), but
Nocturnal receives this information through the enhanced sense, rather than sight alone.
WITCHERY-WITHERING WAVEFORM
Cost: 15m; Mins: Perception 5, Essence 4; Type: Supplemental
Keywords: Calibration-OK, Chance, Combo-OK, Obvious, Merged
Duration: Instant
Prerequisite Charms: Unhindered Sight Acuity, Unhindered Hearing and Touch Acuity, Sorcerers Eye
and Alchemists Tongue
" The Nocturnal Exalted never knew sorcery before their betrayal and those heralds returning to
Creation after many thousands of years in isolation may be surprised to see the Exalted wielding the
weapons of their great enemies. Nevertheless, the heralds learned to abhor the foul taste and
blasphemous icons of Primordial power. They, like their Exalted compatriots, were designed with the
power to destroy the handiwork of the Primordials.
" This Charm supplements a physical attack and allows the Exalt to disrupt sorcery, necromancy
and Sorcerous-keyworded Charms, hereafter refered to as spells. The spell or Charm must be obvious to
the Exalts senses to be a valid target of this attack. The attack must strike the caster or incoming spell
(for offensive spells) or the beneficiary of the spell (for enhancing spells). If the spell creates or summons
an automaton or spirit, the heralds attack must target that being. 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.
Incoming spells and free-standing spells are considered to have a DV of (Circle x 3) or (Charms minimum
Essence +2), as appropriate. During Calibration, this Charm may be activated reflexively and creates a
single reflexive attack against a sorcerous target.
" If the attack is successfully, the infusion of Nocturnal essence randomly warps the spell. The
Exalts player rolls one die to determine the effect.
1: The spell is not destroyed, despite the Nocturnals best efforts. Instead, its effects are merely
lessened. A damage-enhancing spells damage is reduced to half; a beneficial spells effects are
likewise halved, or if not quantifiable, its duration is halved instead. The Nocturnal faces the
backlash from the disrupted spell, receiving (spells Circle) x 3 or (charms minimum Essence)
dice of lethal damage, which ignores armor. Additionally, the Nocturnal recovers (spells Circle +1)
or (Charms minimum Essence/2) motes, rounding up.
2-3: The Nocturnal does not destroy the spell, but instead disrupts the pathways of Fate and
Shinmaic law alike to re-target it, though spells new target is determined randomly by the
Storyteller. The spell is redirected to a new target within (spells range x 100) yards. Large area of
effect spells, such as Rain of Doom, are redirected to somewhere within (casters Essence x 10)
miles.
4-5: The spell is dirupted, but its energy explosively dissipates into the surrounding area.
Disrupting a spell in this manner follows the rules for shattering spells (Exalted, p. 253 and 256).
The effect of the shattering is at the Storytellers discretion, but should always inflict less overall
damage or mayhem than a hostile spell of the appropriate Circle (or Charm of the appropriate
minimum Essence).
6-7: The spell is destroyed completely, but its energy drains away in a controlled decay,
reabsorbed into the ambient Essence flows of the area. The Nocturnal reaps the benefits of
thisinfusion of essence, gaining (spells Circle x 3 or Charms minimum Essence) motes.
8-9: The spell explodes into destructive energy, focused back onto the beneficiary or caster. This
backlash creates all encompassing environmental hazard (casters Essence) x 5 yards in
diameter, centered on the beneficiary or caster as appropriate. This effect lasts for the remainder
of the scene before dissipatin, dealing lethal damage equal to the spells (Circle +3) or (minimum
Essence), as appropriate, every action, with Trauma equal to the (casters Essence). If neither the
caster or beneficiary are present, the damage is centered upon the center point of the spells
effective area.
10: The Nocturnal may redirect the spell as with the 2-3 option, except that his player, rather than
the Storyteller, decides the new target. If the Exalt prefers, he may simply discard the spell in a
manner identical to the 6-7 option. This Option can only be selected with Essence 5+.
Merged: Spiralling Pathways Collision (Strength, prerequisites: Defenses Fractured and Warped,
Quantum Assassin Tunnel)
BLINDFOLDED GATEWAY MASTERY
Cost: 1wp; Mins: Perception 4, Essence 3; Type: Reflexive
Keywords: Combo-OK, Nox
Duration: Instant
Prerequisite Charms: Lovers Attentive Ear or Captains Insightful Command, Any Unhindered (Sense)
Acuity
" In the absence of information, they harlequin must improvise. Contemplating her enemys motives
and strategies, she does not strike upon their own thoughts, but onto a brilliant counter to whatever
mysterious plans her opponent has in mind. This Charm may be activated upon failing a Read Motivation
or Read Strategy action. Each success the Exalt received on the roll is converted into a Study/Monologue
or Position Troop die for her next attack against that opponent. Any dice gained in excess of the
maximum allowed for such actions are wasted.These dice do no count as dice from Charms. If the
opponent is within Fate and Nox is in the Loom, the enhanced attacks are always considered to occur at
night for the purposes of other Charms.
"
ASSASSINS FATAL STARE
Cost: 3m; Mins: Perception 2, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Until Next Attack
Prerequisite Charms: None
" The quick draw might win some fights by dumb luck, but a single well-aimed strike is worth a
dozen wild blows. This Charm enhances the harlequins Aim actions. He gains an additional die each
Tick, and doubles the maximum number of dice he may gain from such actions.
OWL-EYED HUNTER TECHNIQUE
Cost: ; Mins: Perception 4, Essence 2; Type: Permanent
Keywords: Calibration-OK
Duration: Permanent
Prerequisite Charms: Assassins Fatal Stare, Captains Insightful Command or Lovers Attentive Ear
" While others stumble in darkness, the Chosen of Nox are superbly adapted to their element. The
effects of this Charm vary depending upon which of the Charms possible prerequisites the Nocturnal
knows, but the effects are broadly similar. Those who know Assassins Fatal Stare convert Aim dice
gained at night or during Calibration into automatic successes. Those who know Captains Insightful
Command likewise convert dice gained from the Position Troops Action into automatic successes; such
commanders typically call this Charm Rebels Dishonorable Strategem. They have no stigma against
employing dirty tricks and nighttime ambushes. Those who know Lovers Attentive Ear similiarly convert
dice gained from the Study/Monlogue Action into successes and call this Charm Courtesans Pillow Talk
Revelations. If the Nocturnal knows more than one of the prerequisite Charms, he benefits from all
possible variations of this Charm.
EVER-WARY BANDITS PREMONITION
Cost: 2m or 4m; Mins: Perception 3, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Calibration-OK, Merged
Duration: Instant
Prerequisite Charms: Any Perception Charm
" The Nocturnals own killer instincts prepare him for the inevitable ambush. Every shadow seems
to shelter his enemies; behind ever tree lurks an assassin with bow drawn. While others might cower in
fear from such prospects, the herald steels himself against such possibilities. He may activate this Charm
to remove the unexpected quality from an attack and defend himself as otherwise applicable. Outside of
combat this Charm costs four motes, otherwise it costs only two.
" During Calibration, this Charms duration is One Action, protecting the Exalt from all unexpected
attacks for that time.
" Merged: Ever-Wary Bandits Premonition (Wits)
STANDING IN HARMS WAY
Cost: 5m; Mins: Perception 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Ever-Wary Bandits Premonition
" His ability to discern all possible attacks allows the Nocturnal to place himself precisely in path of
an attack. The herald activates this Charm in response to a physical attack as part of a parry. In an
instant, the Exalt shatters into a number of defensive positionssometimes only a few, sometimes
seemingly an infinite number. In that same instant, the attackers blow connects with one possible
defensive, resolving it into reality and discarding those what would have failed to block her attack. This
perfectly defends against the attack and carries with it one of the Four Flaws of Invulnerability.
MOTH TO THE LAMP
Cost: (+1wp); Mins: Perception 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Standing in Harms Way
" The herald is drawn to adventure and the thrill of danger. Standing in the thick of a brawl, he is
untouchable. He may pay one additional willpower when activating Standing in Harms Way. Until his next
action, he enjoys a -1 mote discount, to a minimum of zero motes, for every two opponents whose
Essence is at least equal to his own and in whose engagement range he currently stands. Additionally,
until his next Action, he ignores Onslaught and Coordinated Attack penalties to his Parry DV.
THE SWORD IN THE DARKNESS
Cost: ; Mins: Perception 5, Essence 3; Type: Permanent
Keywords: Calibration-OK, Overdrive
Duration: Permanent
Prerequisite Charms: Standing in Harms Way, Watchful Ally Intercession
" Perfecting his own defensives and knowing how to keep his eye on others safety, the harlequin
knows how best to defend another. This Charm creates an Overdrive pool capable of holding ten motes.
While performing a Defend Other Action, the Exalt may add one mote to this pool each time he
successfully defends his ward, for each of the following conditions: it is Calibration, it is night, conditions
related to a known version of Now My Watch Begins apply. For this last condition, examples include
defending a patient when the Exalt knows a diagnostic version of Now My Watch Begins. If all three
apply, ignoring the usual Calibration benefit of Now My Watch Begins, the Exalt regains one willpower the
first time per scene a particular foe attempts to strike his ward.
QUANTUM ENTANGLEMENT DETECTION
Cost: 6m; Mins: Perception 4, Essence 2; Type: Reflexive
Keywords: Chance, Combo-OK
Duration: Instant
Prerequisite Charms: Ever-Wary Bandits Premonition or Open Book Interaction
" The skillful servant knows when he is needed before he is summoned. The effective supervisor is
always on hand to advise her charges. Their fates are intertwined long before the Exalt hears the call.
However, it remains the Exalts choice whether to heed the call or avoid it. With this Charm the harlequin
finds those who need her services, or allows them to find her. Upon activating this Charm, the Exalts
player rolls a Chance die, gaining (or transmitting) the following information if appropriate:
" 1: One being within (Essence x 10) yards of the harlequin who is seeking her in any subsequent
context knows that she is within that range. The harlequin learns nothing.
" 2-3: The harlequin learns of any being within (Essence x 10) yards who is looking for someone
anyoneincluding her if she passes his way, such as a highwayman waiting in ambush or his most
recent victim hoping for rescue.
" 4-5: The Exalt learns of anyone within (Essence x 10) yards who is in need of someone with her
particular skill set. She must possess a relevant Ability to learn of this need, and higher ratings inform her
of more specialized work. For example, possessing Performance 1 might alert her to a cheap taverns
need for nightly entertainment, while Performance 5 might indicate that local satraps state orchestra is in
need of a new conductor. The Exalt always knows which of her talents is being called upon, but not
precisely in what faculty.
" 6-7: The Exalt learns of anyone within (Essence x 10) yards who is searching for her without
knowing her true identity or location. Perhaps she committed some crime and the local law enforcement
is seeking the culprit, or a hopeful admirer spotted her in a crowd yesterday and wishes to find her again.
" 8-9: The Exalt learns of anyone within (Essence x 10) yards who is seeking her either by name or
with full knowledge of her current location.
" 10: The Exalt learns that someone with (Essence x 10) yards who is seeking something or
someone that the Exalt is also seeking, or that something she seeks is equally close by. She also knows
when the two potential pieces of information coincide.
" This Charm may also be used on behalf of the Exalts companion if he is within (combined
Companion) yards of the harlequin. This Charm upgrades automatically at Essence 3 to inform the
precise distance and location, as applicable. At Essence 4+, this Charm may be purchased again to
increase the radius to (Essence x 100) yards with a subsequent upgrade to (Essence) miles at Essence
6.
UNIFIED VISION OF TIME AND SPACE
Cost: (1m); Mins: Perception 2, Essence 1; Type: Permanent
Keywords: Touch, Nox
Duration: Permanent
Prerequisite Charms: None
" From the first moment of its creation, the Firmament has spun at a steady pace. It keeps no
specific time, but by its restless motion it provides a framework for more precise measurements. Learning
this Charm, the Exalt harmonizes his essence with the crystal resonance of the Firmament. Permanently
enhancing his senses, he accurately counts the seconds between any two events. Though he does not
know the time of day, he knows precisely how many hours have passed since he woke, since he last ate,
or other other event. Likewise, as time is marked out by the distance the Firmament spins, he knows how
far he has traveled, in whatever units he prefers, down to individual footsteps.
Additionally, he may spend this mote while touching something to glean information related to
time and distance from it. For example, he may touch a corpse and learn when the person died, or he
may hold an arrow and discover from how far away it had been fired.
While Nox is in the Loom, he may also spend a mote and learn how many additional hours must
pass before some other known impending event will occur should he remain on his current path at his
current speed. For example, while sailing down river from Nexus, he knows how precisely how long it will
be before he arrives in Lookshy or if the Exalt learns she has become pregnant, she knows the exact day
to expect the birth. If used to determine the time until the Exalt reaches a specific destination, this Charm
also reveals in what direction the destination lies if the Exalt has been there before. If his current path is
not the most direct route, he learns this information but not which route would be quicker. This function
works only in relation to events and locations within Fate and does not account for the interference from
beings who can deviate from Fate or are entirely outside of Fate.
Sensory Deprivation Charms
ANOTHER FACE IN THE CROWD
Cost: 1m; Mins: Perception 3, Essence 1; Type: Simple
Keywords: Combo-OK, Shaping
Duration: Indefinite
Prerequisite Charms: None
" The Chosen of Nox are heroes ascended from anonymity, but a few find need to maintain their
own obscure identities. While this Charm is active, the Exalt severs his identity from proper flow of
information. He is seen, as normal, but nothing about his appearance registers to the eye as information
worth remembering. His effective Appearance is two, after all other modifiers. Nothing distinguishes him
from any other being; any attempt to pick him specifically from a crowd is impossible. Finally, while his
words and actions are remembered, he himself is not; attempts to recall his specific presence
automatically fail.
Someone Elses Problem
Cost: (+2m or +4m); Mins: Perception 3, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Another Face In the Crowd
" The herald breaks the connections between the senses and reason even further. This Charm
permanently enhances its prerequisite. By spending an additional two mote, the Exalt fades from
concern. He may speak, but is not heard; he may be seen, but not perceived. So long as he does not
perform any action to draw undo attention to himself, all Awareness and Investigation checks to perceive
him automatically fail. Should the Exalt perform any action that offers another character at least a +3
situational bonus to detect him, as described in Easily Overlooked Presence Method (Exalted, p. 230),
this Charm deactivates immediately.
" This Charm may be repurchased at Essence 4+, increasing the required situational bonus
needed to detect the Exalt to +(Essence) for an additional two mote surcharge.
INVISIBLE AS SHADOWS
Cost: (+7m); Mins: Perception 5, Essence 3; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Someone Elses Problem
" When night falls, only shadows remain. When the Exalt activates Someone Elses Problem, she
may pay an additional seven motes, she becomes completely invisible while in darkness. When any light
falls on her, she remains invisible, but still casts a shadow. Indeed, only her shadow truly exists while this
Charm is active. She may pass through any space through which light could pass, slipping through
keyholes and panes of glass. Additionally, she may interact with the shadows of other objects. If her
shadow picks up an objects shadow, the object floats along as though she were carrying it in her hands
until her next action, at which point it vanishesits shadow remains just as hers does. Should sunlight
touch her shadow, Another Face in the Crowd terminates automatically.
BETTER OFF WITHOUT YOU
Cost: (+1wp); Mins: Perception 5, Essence 4; Type: Permanent
Keywords: Nox
Duration: Permanent
Prerequisite Charms: Someone Elses Problem
" In one possible world, the harlequin is a man. In another she is a woman. In some worlds, she is
a wealthy doctor; in another, a broken and discarded slave. But for all those possibilities, one possibility
looms: the harlequin never existed.
" This Charm permanently enhances Another Face in the Crowd. When that Charm is active, the
Exalt is outside of Fate. Currently, Noxs presence in the Loom nearly obsoletes personal use of this
Charm. However, it does fully rendered the Exalt completely outside of Fate, even to beings who would
typically regard him as otherwise, such as other Nocturnals and his Sidereal companion.
" If used in conjunction with A Crowd of Faces or Made Without Purpose, this Charm becomes
Suspicious.
A CROWD OF FACES
Cost: (+2m); Mins: Perception 3, Essence 2; Type: Permanent
Keywords: Touch
Duration: Permanent
Prerequisite Charms: Another Face in the Crowd
" The harlequin can hardly disappear into a crowd if there is no crowd; yet even the anonymous
stands out among the notable. With this Charm, the Exalt may extend his aura of anonymity to others
the better to hide himself. By paying two additional motes, the Exalt may apply the benefits of Another
Face in the Crowd to another willing being.
" A second purchase of this Charm at Perception 5+, Essence 4+, allows the Exalt to apply this to a
unit to which he belongs, paying two motes per dot of Magnitude, to a maximum Magnitude of his
Essence. All members of the unit gain the benefits of its prerequisite. Additionally, armies composed of
such anonymous units are immune to called shots against individual members and opposing leaders and
individuals never need to suppress Compassion to resist granting mercy or to restrain the brutality of war
while facing them.
MADE WITHOUT PURPOSE
Cost: (+1m); Mins: Perception 3, Essence 2; Type: Permanent
Keywords: Touch
Duration: Permanent
Prerequisite Charms: Another Face in the Crowd
" All Creation was built by the Primordials for their own inscrutable purposes; during the war
against them, their reasoning was lost and the teleology of Creation unwittingly hidden by the victorious
Exalted. With this Charm, the Exalt obscures the intent behind an object. This Charm upgrades its
prerequisite allowing the Exalt to use it on an object. In this case, the object appears to be nothing of use
or value. Its Resource value drops to zero, and if it is somehow noticed, no potential function or purpose
of the object can be discerned.
" Initially this may be used on any object the Exalt can hold in his hands, but a second purchase at
Perception 4+, Essence 3+, allows him to apply this to any non-stationary object up to (Essence) yards in
any one direction. A third purchase at Essence 5+ allows this Charm to be used on any non-stationary
object, regardless of size.
BUILT WITHOUT WITNESS
Cost: (+3m or +5m); Mins: Perception 4, Essence 3; Type: Permanent
Keywords: Touch
Duration: Permanent
Prerequisite Charms: Made Without Purpose
" The harlequin often has need for unseen hide-outs and secret saferooms. This Charm further
enhaces Another Face in the Crowd. The Exalt may now touch a doorway and apply its affects to the
room or building beyond. If the Exalt obscures a door to a single room in this way, it costs an additional
three motes; obscuring a whole building costs five additional motes. If the door has at least one other
door within (Essence) yards, or if the building is within (Essence x 10) yards of another building of similar
quality, the room or structure goes unnoticed as per Another Face in the Crowd. More conspicuous
structures require Someone Elses Problem to fully obscure but count their Resource value as bonus to
detect them. Additionally, with Essence 4+, all items within the obscured building or room automatically
benefit from Made Without Purpose.
INTELLIGENCE
" Crafting and Repairing Charms
BASIC NECESSITIES PROVISIONS
Cost: 8m; Mins: Intelligence 2, Essence 2; Type: Simple
Keywords: Chance, Combo-Basic, Merged, Obvious
Duration: Indefinite
Prerequisite Charms: None
" No matter where the herald finds himself, he never fears being without the proper supplies. The
Nocturnal must possess a container of some sort, be it a bag, a box, or even a closet in a building.
Anything intended to store things will suffice for the purposes of this Charm. Opening the container the
Exalt may pull all manner of useful items, even those too big to fit inside the container so long as they can
fit through its opening.
This Charm functions similarly to the Strength Charm Infinite Prismatic Arsenal, with a few
alterations. First, it requires a container in order to function as described above. Second, rather than
generating weapons, it generates miscellaneous tools equal to the resource value determined by the
Chance die. Third, the tools its summons must be useful for a particular scenario which the Exalt defines
when purchasing this Charm, usually defined by the sort of location where the items would be the most
useful or found. An artifact suitable for such situations is chosen as the final option of the Chance die;
though the artifact may take the form of any utility artifact with a rating of 3 or lower, it will always appear
as though made completely from adamant. Finally its duration is extended, but the Charm becomes
Suspicious if the Exalt maintains the commitment for longer than a scene.
Repurchasing this Charm also works differently than Infinite Prismatic Arsenal. Rather than
granting an additional artifact option, each repurchase counts as a separate Charm, allowing the Exalt to
choose a new scenario and an artifact appropriate for that scenario. For example, the first purchase of
this Charm might provide items that would be useful in survival or travel situations, such as compasses,
camping gear, and harnesses for riding animals. Additional purchase provides objects for equally broad
scenarios, as the Nocturnal chooses. The most common being crafting (see sidebar), social situations
(providing, for example, all the tables, chairs, and utensils needed for a feast), and medical needs
(providing surgical tools, bandages, a steady supply of clean sheets, etc). Warfare is a valid scenario for
this Charm, but it cannot produce weaponry or armor which is the purview of Infinite Prismatic Arsenal
and Armor-Summoning Methodology, respectively. Instead, the Warfare version of this Charm produces
items such as tents for soldiers, shovels for sappers, tools for engineers to maintain siege weaponry,
signal flares, and the like. Only one version of this Charm may be active at a time.
Merged: Basic Necessities Provisions (Stamina)
[Workshops
" Many charms of the Exalted replicate the effects of various workshops as described in
The Books of Sorcery, vol. IIIOadenols Codex, p. 27-28. For the Nocturnal Exalted, however, Basic
Necessities Provision does not provide a constant workshop equivalent as it is dependent on Resource
ratings of the objects it produces. The ability to create 1-3 Resources dots of crafting objects allows the
Exalt to function as though she had a Rudimentary Workshop. A Basic Workshop can be replicated with
the ability to generate 4-5 Resources items. Instead of selecting a specific artifact toaid in crafting, the
Exalt may choose a generic set of tools and materials to qualify for a Master Workshop.]
FRUGAL TINKERER METHOD
Cost: 5m, (1wp); Mins: Intelligence 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Shaping
Duration: One Scene
Prerequisite Charms: Any Intelligence Charm
" Slapping together whatever meager resources she possesses, the harlequin can repair almost
anythingfor a time. It might not look pretty, but at least itll work. This Charm allows the Exalt to instantly
repair a broken object, which must be small enough to carry, even if she does not possess all the tools or
materials necessary for such repairs. Instead she employs cheap alternatives to get by. For example, she
may mend a sword with twine or replace the shattered focusing crystal of a First Age weapon with a bit of
broken glass. Her impromptu repairs are short lived, however, and fall apart after one scene.
" With a second purchase at Essence 4+, the Exalt may spend an additional willpower to repair
larger objects such as vehicles or structures. Such repairs last a scene or until the vehicle or structure
suffers new damage.
CLEPSYDRA FLOWS UPHILL
Cost: 10m, (1wp); Mins: Intelligence 5, Essence 3; Type: Supplemental
Keywords: Calibration, Combo-OK, Flux
Duration: Indefinite
Prerequisite Charms: Frugal Tinkerer Method
" Day by day, entropy triumphs over creation. Glories of old crumble and the majesty of the world
dims slightly. The herald recalls better days and turns back the clock to relive them. This Charm
supplements any action to repair an object. He adds (Essence) dice to the roll, and gains (Intelligence)
automatic successes. If he used the object before it was damaged or if he possesses the original designs,
he adds (Intelligence x 3) successes instead. During Calibration he is always considered to have had
seen the object before it suffered damage. Objects repaired in this way must be whole enough to be
repaired through mundane means.
" By spending an additional Willpower, the Nocturnal may active the optional Flux effect. When the
repairs are completed, the object reverts to its younger state. It functions and appears as though brand
new. For example, a long forgotten weapon crafted by Autochthon himself, lost and broken beyond repair,
could be restored to its former glory and even under magical observation it would appear as though it had
just cooled from the Great Makers forge. Used in this way, this Charm does not require the Exalt to use
tools or be able to repair the item in a more mundane fashion.
" This Charm upgrades automatically at Essence 6 to provide (Intelligence x 3) successes in all
circumstances and (Intelligence x 5) successes if he has used the undamaged object or possesses its
original designs.
ADAMANT MIRROR TECHNOLOGY
Cost: 5m; Mins: Intelligence 4, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Intelligence Charm
" A keen mind understands the purpose and mechanism of any device. With understanding comes
the ability to re-engineer that device. Thus, the herald recreates wonders from the past. This Charm
supplements any action to craft a copy or a forgery of any object the Exalt has previously observed,
halving the difficulty of the action.
IDEAL LUXURIES REQUISITION
Cost: ; Mins: Intelligence 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Basic Necessities Provision, Adamant Mirror Technology
" The simple things in life have their purpose, but at times the Exalt demands great wonders. This
Charm enhances all purchases of Basic Necessities Provisions an can be purchased up (Essence-2)
times. Each purchase grants one version of Basic Necessities Provisions an additional Artifact option,
suitable for its particular scenario. When the final option is rolled or chosen, the Exalt may choose which
of the available artifacts she receives. Additionally, as universal enhancement of all versions of Basic
Necessities Provisions, if she also knows Currency Calucating Conversions and has any Resources
stored in Elsewhere, she may sacrifice her Resources as though purchasing a mundane item created
with Basic Necessities Provisions, enhancing that items reality. It does not vanish at the end of the
Charm.
PARALLEL MIRRORS REPETITION
Cost: ; Mins: Intelligence 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Frugal Tinkerer Method, Adamant Mirror Technology
" Anything that has been done once, can be done again and again. Consistency is the mark of the
harlequins brilliance. She recalls with ease the feel of the hammer in her hand, the delicate placement of
chisel on stone, the rush of air against her arm. No matter how much time has separated her from her
previous toils, every sensation and every movement is indelible remembered. This Charm lowers the
required number of successes for Repeat Business (Book of Sorcery II: Oadonals Codex, p. 29) by an
additional amount equal to the Exalts Essence, and this benefit is never lost, regardless of how many
seasons the Exalt spends away from her craft.
TANGLED SKEINS PRODUCTION
Cost: 20m; Mins: Intelligence 5, Essence 4; Type: Simple
Keywords: Calibration, Chance, Flux, Nox, Touch
Duration: One Day
Prerequisite Charms: Parallel Mirrors Repetition
" The philosophers say that Time is an illusion. In fact, Time is a law, imposed on Creation by the
Loom and by Shimna beyond. Such laws, the harlequin is not obligated to obey, nor are her possessions.
With this Charm, the Nocturnal touches an object within Fate that she owns and attempts to collapse its
future into a day. She rolls (Perception + Willpower) with a difficulty of the objects Resource or Artifact
rating, plus the Magnitude of the number of copies she wishes to produce. If successful, she gains the
desired number of copies and a number of Paradox dice equal to the difficulty of the roll. If she failed the
roll, she has lost nothing but motes and the opportunityshe cannot try again for 25 hours. If she
botches, the object exhausts itself in an instant. Even artifacts are destroyed by the infinity of time.
" While Nox is in the Loom, he safeguards the Exalts possessions by carefully rationing their
usefulness. At the end of Charm, roll one die. If this number is at least equal to the difficulty of the roll, the
object remains useful and the Exalt continues to own it. All other copies dissolve into Essence. Otherwise,
if this number less than the difficulty or if Nox is no longer in the Loom, it is completely destroyed when
this Charms duration expires. If at any point during the duration of this Charm, any copy of the object is
destroyed, the Exalt does not get to employ this Chance-effect. At the end of the Charm, all copies
dissolve into Essence, save the ruins of the most thoroughly destroyed version.
" During Calibration, this Charms duration is extended; the Exalt gains no Paradox dice for
activating the Charm. However, she may gain one Paradox for each condition that would result in the
objects destruction during the duration of this Charm in order to preserve her own copy at the end of this
Charm.
COLLAPSING POTENTIAL INVENTION
Cost: ; Mins: Intelligence 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Parallel Mirrors Repetition, Preemptive Prototype Designs
" Through insight and attention to detail, the Nocturnal artisan excels beyond any mortal craftsman
in her chosen medium. This Charm lowers by one the minimum Craft, Lore, and Occult requirements to
craft any artifact made chiefly of Adamant or to build a Nocturnal-aspected manse once those techniques
are rediscovered. If the Exalt also knows Willful (Intelligence or Perception) Bolstering, she may purchase
this Charm a second time to reduce the minimum Ability requirements by two rather than one.
" During the Primordial War, the Sidereal Exalted also knew a Charm called Immanent Arcanum,
which required Craft 5, Essence 5 and had World-Shaping Artistic Vision, Mending Warped Designs, and
the Fateful Craft Excellency as its prerequisites. It functioned nearly identically to Collapsing Potential
Invention, except that it improved the viziers ability to build Starmetal artifacts, Sidereal manses, and the
Destiny Background. If the Vizier also knew Implicit Construction Metholodogy, he could repurchase
Immanent Arcanum to double its benefits. After the War, the Maidens actively discouraged their Exalts
from learning this Charm as the specialization in Starmetal increased demand for the material, and
therefore fatalities among the gods.
Insight Charms
MIND OF THE MAD GENIUS
Cost: (1wp); Mins: Intelligence 2, Essence 2; Type: Permanent
Keywords: Merged
Duration: Permanent
Prerequisite Charms: None
" Only a fool tries the same thing over and over without success, and the harlequin certainly knows
how to play the fool. This Charm permanently enhances the Exalt. He no longer suffers from retry
penalties (Exalted, p. 121). He accomplishes this by approaching a problem from every conceivable (and
some inconceivable) angle, until, at last, one succeeds.
" Additionally, the Exalt may spend one willpower to convert the penalty he normally would receive
from retrying the same task into bonus successes as his previous failed attempts guide him closer to the
correct answer. Alternatively, if he has witnessed another being perform the same task and fail, he may
spend one willpower to enhance his action by adding a number of automatic successes, to a maximum of
his Intelligence, for each such person he has witnessed.
" Merged: Mind of the Mad Genius (Wits)
STRATEGIC UNEXPECTED BRILLIANCE
Cost: 6m, 1wp; Mins: Intelligence 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Merged
Duration: One Scene
Prerequisite Charms: Mind of the Mad Genius
" In a burst of insight verging on madness, the harlequin stumbles across a plan so implausible, so
dangerous, so inefficient, that no one would have dared propose it otherwise. Upon activating this Charm,
the Exalt determines a goal and an unlikely means of achieving that goal. The more his plan seems sure
to fail, the better. He rolls (Intelligence + Essence), with a difficulty described below. If successful, the
Exalt announces his apparently insane strategy to up to (Intelligence + Essence) beings, including himself
if he desires to gain the benefits of this Charm as well. If they agree to follow his strategy, they gain the
following benefits.
Difficulty 1: the Exalts plan is only mildly inconvenient, requiring that he and his followers
take a brief detour or make do with only slightly suboptimal equipment. Those who participate
in this plan gain one extra die, which counts as a Specialty rather than a die from Charms, on
all rolls which help overcome the extra hindrance of plan.
Difficulty 3: the Exalts plan requires notable sacrifice, but nothing that cannot be replaced
eventually. Alternatively, it may require achieving a goal while significantly underequipped.
For example, he may attempt to rescue villagers at the expense of their fields, or he may
concoct a plan to survive in cold forests of the North with minimal supplies. Those who
adhere to this plan gain two automatic successes on any action needed to overcome the
extra hindrance of the plan.
Difficulty 5: the Exalts plan risks substantial sacrifices which, if lost, cannot be replaced or his
plan begins with the assumption that he has none of the required supplies. For example, he
may propose a frontal assault on a well defended citadel, or organize the survival of a
shipwrecked crew who has lost all but the clothes on their backs. Those who adhere to the
plan gain three automatic successes on any action which overcomes its extra hindrance and
once per scene, when he succeeds on such an action, the benefactor may regain one
Temporary Willpower.
However, if a being agrees to the plan, and later deviates from it, she suffers a -1 External
Penalty on all her actions until the end of the scene. A second purchase of this Charm at Essence 3+
extends its duration to Indefinite, but does not extend duration of the imposed External Penalty.
Merged: Strategic Unexpected Brilliance (Wits)
ACCIDENTAL DISCOVERIES
Cost: 6m, 1wp; Mins: Intelligence 4, Essence 2; Type: Simple
Keywords: None
Duration: One Task
Prerequisite Charms: Any Intelligence Charm
" The harlequins mind is constantly wandering, making connections between seemingly random
and disparate facts to form a cohesive, if seemingly haphazard, theory. Something the Exalt sees might
inspire her inventions; something she reads might provide the final clue needed to solve an impenetrable
mystery. Upon activating this Charm, the Exalt choose a single task that is performed with a Mental
Attribute-based roll, such as research, investigation, or crafting. For the duration of this Charm, the
Nocturnal may sacrifice any successes gained on Mental Attribute-rolls, except Join Battle or similar
actions, and apply them instead to the other task. He may not sacrifice more than the lower of either his
Intelligence or the rolled Attribute and must sacrifice the successes before the success of the action is
determined.
INGENIOUS SINGULARITY ADVANCEMENT
Cost: 7m, 1wp; Mins: Intelligence 5, Essence 3; Type: Simple (Speed 4, DV -2)
Keywords: Calibration, Combo-Basic, Obvious
Duration: (Intelligence) Actions
Prerequisite Charms: Accidental Discoveries
" Collapsing all her wisdom and insight into a few moments, the harlequin becomes a singular
genius. Filled with knowledge beyond compare, her mind is capable of twisting and rending Fate with the
sheer volume of her understanding. She becomes the herald of new discoveries and monumental
scientific advancements. For the duration of this Charm, the Exalt treats the difficulty of all Mental tasks
and the minimum Traits necessary to perform such tasks as being one lower. She may gain one Paradox
rather than spend the willpower cost of any First, Second, or Third Excellency. During Calibration, she
adds one success to all Mental rolls, one to her mental DVs, and gains one Paradox die instead of one
Paradox.
" A second purchase of this Charm at Essence 4+ makes this Charm Calibration-OK.
SOLUTIONS OF DEEP THOUGHT
Cost: 10m; Mins: Intelligence 4, Essence 4; Type: Simple (Dramatic Action)
Keywords: Calibration, Combo-Basic
Duration: Instant
Prerequisite Charms: Mind of the Mad Genius, Accidental Discoveries
" Mysteries abound, and every question answered is another asked. It is to duty of the harlequin to
see how deep the rabbit hole goes. Along the way, she soon discovers that the answer to any riddle is
only as good as question asked. Spending at least eight hours a day in contemplation about a subject, to
a maximum number of days equal to her (Willpower + Highest Virtue), the Nocturnal activates this Charm
at the end of her explorations. Her player asks one question and rolls (Intelligence + number of days
spent in contemplation) dice. The specificity and scope of the question determines the difficulty of the roll.
For example, What did I do last night? or How can I get to Nexus by tomorrow night? would only
require one success. Why did this merchant die? or How can I eliminate slavery in Great Forks? would
require three successes. Where is the Scarlet Empress? or How do I eliminate the Mask of Winters?
require at least five successes, if not more, depending on what information the character already knows.
" Success on the roll does not actually answer the Nocturnals question. Instead, if the roll is
successful, the Nocturnal gains a single vital clue that will ultimately lead to the answer he seeks. Every
additional success provides one additional clue. For example, attempting to discover why the merchant
died, might first cause the Exalt to think of an angry wife. Is it the merchants wife? Did she commit the
murder? The Nocturnal cannot say yet, but finding the angry wife will be the first step, ultimately, in
unraveling the secret. Additional successes might reveal an issue of money, a broken-hearted
mistress, and a knife in the sewer.
" If the Exalt performs her entire contemplation during any night of Calibration, she automatically
gains (Willpower + Highest Virtue) dice.
BLACK VEIL CONSPIRACY
Cost: 8m; Mins: Intelligence 4, Essence 3; Type: Supplemental
Keywords: Chance, Combo-OK, Social, Stackable, Suspicious
Duration: Instant
Prerequisite Charms: Any Intelligence Charm
" For mortals Creation is a vast and terrifying place, and its usually best for them to forget their
troubles and let the Exalted handle the truly frightening matters. This Charm is supplements a social
attack against a mortal, allowing the harlequin to obscure information about a chosen subject. The social
attack must make some reference to the chosen topic, at least in passing, and if successful, the Exalts
player rolls one die.
1: The target of this Charm gains a powerful interest in the topic. This adds the Compulsion-
keyword to the Charm and forces the target to investigate the matter more closely, investing at
least (Nocturnals Essence) hours a day to his investigations. He may spend one willpower to
resist this Compulsion for a day, and is completely immune after spending (Nocturnals Essence)
willpower in this way. However, should he give in to the Compulsion, all rolls to learn more about
the subject gain one automatic success.
2-3: As a Shaping effect, whenever the target of this Charm attempts to uncover the truth
regarding the chosen subject suffer an internal penalty equal to the Nocturnals Intelligence.
4-5: As a Shaping effect, those targets who already know the truth suffer an external penalty
equal to the Exalts Essence when attempting to convince others of that truth.
6-7: As a Shaping effect, all records and evidence of the subject are lost, stolen, or destroyed,
causing the targets mundane attempts using Lore, Occult, or Investigation to discover further
information to automatically fail.
8-9: As an Illusion effect, whenever the target makes an attempt to discover the truth about the
subject and fails, she instead believes that she has uncovered the truth. She gains a number of
automatic successes equal the Nocturnals Essence on any attempt to convince others of her
truth. Actually discovering conflicting information allows the target to spend two willpower to
overcome this Illusion.
10: The harlequin presents superficial details regarding the subject and the target finds it either
too trivial to consider or thinks the matter is already in good hands, as the Exalt chooses.
Regardless, since they think they already know about the subject, the target will not investigate
further as a Servitude effect costing 3 willpower to resist.
THEORIES VAST AND INTRICATE
Cost: (+2m); Mins: Intelligence 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Black Veil Conspiracy
" A single voice in the darkness may distract a few from the truth, but to truly hide the truth, the
harlequin must sway the minds of many to his conspiracy. This Charm enhances its prerequisite, allowing
the Exalt to spend two additional motes to target a large group of mortals. Leaders of Social units replace
the Charms willpower costs to resist with the units Loyalty. With a second purchase of this Charm at
Essence 5+, this Charm gains the Mandate-keyword and may affect Dominions with a Magnitude no
greater than the Exalts Essence. Leaders of Dominions replace the willpower cost to resist this Charms
effects with the Dominions Limit.
BLINDING HEAVENS EYE
Cost: ; Mins: Intelligence 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Black Veil Conspiracy
" Even before the War, the oracles and the sophists were hiding the true potential of the Exalted
from the Primordials more attentive servants. This Charm permanently upgrades its prerequisite, allowing
it to affect spirits with Essence no greater than the Nocturnals. Untethered as they are from an external
reference to reality, beings Outside of Fate must pay one additional willpower to resist its effects. With a
second purchase at Essence 4+, this Charm may be used against any being whose Essence does not
exceed the Exalts.
PARTING THE VEIL
Cost: 5m, 1wp; Mins: Intelligence 4, Essence 3; Type: Simple (Dramatic Action)
Keywords: Calibration, Combo-Basic
Duration: Varies
Prerequisite Charms: Any Intelligence Charm
" History leaves its mark on the world. Anyone insightful enough to perceive the significance of
events may trace the chain of cause and effect into the past or the future. The Exalt marks a path around
a region no greater in diameter than (Essence x 10) yards, studying it intently as he goes. Upon
completing his circuit, his player rolls (Intelligence + [Lore or Investigation]) and divides his successes as
he pleases.
" This Charm recreates an important scene from the past which occurred within the boundaries of
the Exalts path, or a portentous scene yet to occur in the area, within one year of the current date. The
base duration is (Willpower) minutes, but the Exalt may expend any number of successes to add
(Essence) minutes to its duration; other successes may be spent to increase radius of the effect by
(Essence) yards each.
" So long as the Nocturnal remains within this zone of influence, he may observe events unfold
from outside the zone, or participate in those events if he remains inside the zone. Though the echoes of
the beings previously in the scene respond to his actions, the Nocturnal does not actually alter the past.
He merely learns how those beings would react to his presence and actions. Despite this, beings who
encounter the Exalt through use of this Charm often experience an odd sense of dj vu whenever they
meet again. In the present moment, only the Nocturnal sees and may interact with the vision being played
out before him.
" Beings outside of Fate do not properly manifest with use of this Charm. They appear as
ambiguous, hazy silhouettes, which can only be observed when they interact strongly with beings within
Fate. When modeling the future, this Charm does not account for beings outside of Fate at all.
" This Charm may be repurchased at Essence 5+ to allow the Exalt to examine up to (Essence)
years in either direction. A third repurchase at Essence 6+ allows for (Essence x 10) years; a fourth
repurchase at Essence 8+ allows for the Exalt to examine up to (Essence x 100) years, and a final
purchase at Essence 10+ allows up to (Essence x 1000) years.
" If activated during Calibration, this Charm lasts until the end of that period, regardless of the
Exalts successes and permits the Exalt to examine the events of any previous or future Calibration,
though the days of Calibration remain synced across time, so if this Charm is activated on the third day of
Calibration, the Nocturnal cannot interact with the first or second days of other Calibrations.
THE VEIL SUNDERED
Cost: (+10m); Mins: Intelligence 5, Essence 4; Type: Permanent
Keywords: Supsicious
Duration: Permanent
Prerequisite Charms: Parting the Veil
" The herald folds time in half so that the present intersects with the echo of the past, or the vision
of the future. This Charm upgrades its prerequisite. By spending ten additional motes, the Exalt allows all
beings within the designated area to perceive the extemporal reality he has created and to interact with it
as he does. As always, the events that occur in this zone have real and lasting meaning to those who
share the heralds present, but has no influence on the future or past beings conjured by the Exalt.
WALKING THE SKEINS
Cost: 20m, 1wp; Mins: Intelligence 5, Essence 5; Type: Simple (Dramatic Action)
Keywords: Calibration, Flux, Kalpa, Nox
Duration: Until the end of Calibration
Prerequisite Charms: The Veil Sundered
" The Realm of Might Have Been is the purview of the Nocturnal Exalted. This Charm is perhaps
the greatest, if somewhat unreliable, expression of that dominion. Communing with the Bound God (for
Noxs presence in the Loom is required for this Charm to function at all), the harlequin begins a lengthy
meditation as the sun sets on the first night of Calibration. Until the sun rises on the first day of the new
year, the Exalt remains oblivious of her surroundings as her body enters a deep turpor and her mind into
a time of her choosing. Inflicting a level of damage will rouse her from her meditation and immediately
end this Charm.
" At the beginning of her meditation, however, the Exalt names a point in the past and rolls
(Willpower + Essence), with a difficulty determined by how far into the past the harlequin has chosen,
rounding up:
Difficulty 0: one month
Difficulty 1: one season
Difficulty 2: one year
Difficulty 3: ten years
Difficulty 4: twenty years
Difficulty 5+: (X +Y) years, where X and Y are the two previous difficulties. For example,
Difficulty 5 itself would be thirty years, that is (ten years + twenty years).
Having successfully rolled the appropriate number of successes to reach the time period desired,
the Exalt bids the Bound God to access the Looms records and create a replica of Creation at the time in
question. This version of Creation is obviously flawed, as it neglects to include beings outside of Fate,
save for notable interactions with beings within Fate, and any connection to a Realm outside of Fate is
sealed by invisible walls which prevent passage. If the Exalt rolled no extra successes, the replica lasts
for one scene. One extra success allows it to persist for one day; two extra successes allow it to persist
for a week. With three or more extra successes it persists for an amount of time following the same
progression as the original Difficulty table for the Charm (meaning that three extra successes allows it to
persist for one month, and so on).
The Nocturnal may explore and interact with this replica of the past as she chooses for as long as
it lasts. No matter how much time she experiences within her replica of Creation, only five days actually
pass for the purposes of training. This Charm is useful for gathering information and experiencing a world
of opportunities lost to time, but in the end it is nothing but an artificial world crafted for her amusement.
Any alterations she made in the past have no influence on the present.
Up to four other Nocturnals may join her in this crafted past, if they know Parting the Veil and
meditate along with her. If they also know this Charm, each adds his Essence to her roll, if they activate
the Charm in communion with her. Her Companion, meditating in her company, can likewise join her
without needing any Charms of his own. The events, however, are real enough to affect her on a personal
level, and for the purposes of Charms that require her to have participated in some past event, such as
Shipwrecked Corsair Memento.
Kalpa: One of the simplest and most common variants of this Charm is one that causes the
bodies of those meditating to vanish for the duration of this Charm, preventing others from interrupting the
Nocturnals exploration of the past. In such cases, the usual safety features of this Charm are
occasionally deactivated. If the Exalt dies within the past, instead of being returned in an Incapacitated
state to the present, she is truly dead. A more dramatic variant exists in a few Manvantaras, which allows
the Bound God to attempt to upload the Nocturnals altered Creation into the Loom of Fate while the
Pattern Spiders complete the annual Calibration. Depending on the Manvantara, this attempted upload
fails if one or more of the following conditions occur. These restrictions apply to her traveling companions
as well as herself.
While in the past, the Exalt publicly revealed herself as a Nocturnal, including a display of
peripheral essence at the 8m+ level. In Manvantara where Nox is deliberately hiding
evidence of himself and his Chosen, such actions will result in the immediate rejection of the
altered past.
If Nox permits the alterations, it must be subtle enough to avoid the immediate notice of the
overworked Pattern Spiders. For each success used to determine either how far into the past
she travels or how long she remains there, the Exalt gains one Paradox die. She also gains
one Paradox die for ever dot of Dominion Magnitude affected by her alterations. If she gains
more Paradox dice than her (Essence + highest Domain), her alterations are blatantly
obvious to the Pattern Spiders and they reject it out of hand. In which case, she need not roll
her accumulated Paradox Dice.
The Exalt may not cross paths with the version of herself contemporaneous with the visited
time period. She may hide in the background as a passive observer, watching her younger
self from afar, but she cannot actively interact or intervene in her own affairs. This includes
rolling Join Battle or Join Debate against herself, or trying to alter an event she is directly or
indirectly responsible for. This likewise includes any previous use of this Charm.
The force of history itself rejects the Exalts alterations. This may take the form of actions of
Exalts and other magical beings between the time the Nocturnal made her changes and the
present setting the course of history back on track after she diverted it or a future version of
herself or another Nocturnal going back again to undo whatever it is she did. In the guise of
one of these forces, the Storyteller may veto an altered past, though he should do so only
after careful consideration. Few other beings will care if the Nocturnal went back to save her
poor fisherman father, but a great many would contest an attempted assassination of the
Scarlet Empress.
Once an altered past is uploaded into the Loom, it may affect the present in one of two ways.
First, in some Manvantara, it may completely alter the reality of Creation, progressing naturally from the
Nocturnals engineered point of divergence. More commonly, however, are the Manvantaras where the
Nocturnals alterations affect only mortal beings, mundane objects and structures, and landscapes
directly. Mortals may appear or disappear in droves, as they did at the end of the Cascading Years, but
magical beings are carried along by their own ontological inertia. An Exalt may be very upset to discover
his grandfather never existed, but he suffers no direct harm from the loss. While mortals may escape
death through the use of this Charm, the deaths of magical beings are allow no reprieve. Unsurprisingly,
in no Manvantara which contains the Well of Oblivion does this Charm allow the Exalt to rescue anything
that has been cast into itwhat the Void has claimed, it never relinquishes.
[I Cant Believe Its Not Time Travel
What a Nocturnal does when performing Walking the Skeins is not, technically, time
travel. The Charm creates a replica of Creations past rather than actually transporting the
character into the past.
That said, its still effectively time travel. The differences are purely academic and exist
mainly to justify the various safeguards that prevent this Charm from completely undermining the
setting. Time travel is, traditionally, one of the few impossible feats in Exalted, but time travel
provides excellent fodder for adventures. How you handle it in your game is entirely up to you. In
a game with minimal allowance for time travel, all this Charm might do is grant the character
access to information and experiences he would have missed otherwise with no chance to alter
history. Learn what really became of Bagrash Kls empire by witnessing its final days, or put Ma-
Ha-Suchi to shame and bed every Celestial Exalt, ever. At the end of Calibration, Creation
remains unchanged by the characters trip into the past, but the character is wiser or worldlier for
it.
Alternatively, you may wish to run wild with time travel. In which case, see Chapter VII for
more suggestions. Either way, be sure Storytellers and players know what theyre getting into
from the beginning.
If your game exists in a Manvantara which allows for the characters to alter the past,
potential is opened up for Charms which further enhance the Exalts time travel capabilities. As an
example:
MY OWN WORST ENEMY
Cost: ; Mins: Intelligence 6, Essence 6; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Walking the Skeins
As the centuries roll on, the herald may one day come to regret the choices he made in
his life. How many wrongs has he inflicted upon the world? How many chances to make it better
did he pass up? If only there were a way to set things right. Mastering this Charm, the Nocturnal
may at least attempt to correct some of his past errors.
This Charm removes the restriction on its prerequisite which forbids the Exalt from
attempting to alter the indirect results of his actions. However, he may not do so without difficulty.
He stands in his own, blocking his path. Whenever he attempts to intervene in the results of his
indirect actions, a manifestation of his current self is generated to oppose him. If, for example, he
tried to stop the assassin he hired to kill the Perfect, the assassin gains all the traits of the
Nocturnal as he currently is. In order to have any hope of altering his own past, he must first
defeat a number of these manifestations equal to his Essence at the time he made the decision
he seeks to unmake.]
" Mental Defense Charms
FICKLE LEOPARD DEFENSE
Cost: ; Mins: Intelligence 3, Essence 1; Type: Permanent
Keywords: Chance, Native
Duration: Permanent
Prerequisite Charms: None
" When the herald dedicates himself to a cause, that cause comes to define his nature even as the
herald changes around it. This Charm is analogous to the Solar Charm Righteous Lion Defense but
functions in a considerably different manner. First, instead of protecting an Intimacy to an ideal, it protects
an intimacy to an objective. The herald might wish to secure safe passage for a train of refugees, liberate
the slaves of Great Forks, solve a murder, or topple the Realm. Second, unlike Righteous Lion Defense,
this Charm may only be purchased once. Third, the Intimacy is not preserve the Intimacy wholly. Instead,
any erosion of the Intimacy is undone at sunset and the Intimacy is restored, and no further erosion can
occur until the sunrise. Also, if the Exalt also knows Cheaters Never Prosper, any effect which would
cause the immediate alteration or removal of the Intimacy, except the Nocturnals own magic,
automatically fail against the protected Intimacy. If Intimacy is completely ruined during the day, the
Exalts player rolls one die at sunset to determine what becomes of the Intimacy.
1: The Intimacy is reestablished as an inversion of itself. The Exalt who wishes to end slavery in
Great Forks would, for example, become a great proponent of the practice and assume a new
cause of promoting and expanding the slave trade.
2-3: The protection of this Charm fails for the chosen Intimacy. It is not restored and the Exalt
may assign this Charms effects to another appropriate Intimacy if any exist. If not, its effects lie
dormant until such an Intimacy is developed.
4-5: The Intimacy is restored with a slightly different emotional context. For example, a Exalt who
possessed an Intimacy to unraveling a mysterious murder might have begun his investigation out
of sense of justice, but that intimacy may shift to desire for vengeance.
6-7: The scope of the intimacy is diminished. For example, a Nocturnal who wished to bring
down the Realm might be satisfied with blinding the All-Seeing Eye or ruining a particular great
house.
8-9: The scope of the Intimacy is inflated. For example, the Exalt who wishes to ensure safe
passages for refugees may expand his Intimacy to ensuring the safety of all refugees or to
stopping whatever problem is causing the refugees to flee.
10: The Intimacy is restored in its original form with no alterations. Additionally, if this option was
determined by the roll of a die rather than the expenditure of Temporary Willpower and the Exalt
possesses at least one other Intimacy that would qualify for this Charms protection, that protect
is extended to one such Intimacy of the players choosing.
INEVITABLE BANDIT BETRAYAL
Cost: 3m+; Mins: Intelligence 3, Essence 3; Type: Reflexive
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Fickle Leopard Defense
" The loyalties of the heralds and harlequins are hard won and rarely long maintained. Though they
are bound to obey their betters, those that abuse that privilege will earn more enemies among the
Nocturnal Exalted than allies. This Charm may be activated whenever the Exalt wishes to spend
Temporary Willpower to resist an unnatural mental influence. She may instead replace that one or more
points of Willpower with three motes. However, as a side effect, the Exalts Motivation shifts as well. The
degree to which it changes depends on how many points of willpower the Exalt exchanged for motes.
Converting one willpower is a minor change to the Nocturnals Motivation. If the Exalts Motivation was
Assist Anja Silverclaws in the liberation of Thorns, his intent might shift to helping Anja to destroy the
Mask of Winters or offer his assistance to the Outcaste revolutionary Jaded Chrysanthemum. Ultimately,
the final result will tend to be very similar. Converting two willpower results in the Motivation increasing in
scopethe Exalt may seek to turn his and Anjas attention to all the Deathlord holdings in Creation rather
than just Thorns. Converting three willpower results in a wholly new Motivation, bearing no resemblance
to his previous one. Converting four willpower results in a new Motivation that is counterproductive but
not completely antagonistic to the original Motivation, such aiding Ma-Ha-Suchis dismantling of
civilizations throughout the Scavenger Lands. Finally, converting five willpower, results in a Motivation
truly antagonistic to the original, such as assisting the Mask of Winters in crushing all manner of dissent
and rebellion in his dominion.
" Even if the Exalt converts the full willpower cost of this Charm, he still gains one Subservience if it
is the first unnatural mental influence he resists in the scene. Any change to the Exalts Motivation
through use of this Charm is, of course, free; no expenditure of experience is required. A second
purchase of this Charm at Intelligence 5+, Essence 5+ allows the Exalt to activate this effect as an innate
power rather than a Charm use, but also makes it obligatory so long as the Exalt has at least 3 motes. In
any case, the Exalt is under no obligation to convert the full Willpower cost.
SOLDIER OF FORTUNE LOYALTY
Cost: ; Mins: Intelligence 3, Essence 3; Type: Permanent
Keywords: Calibration-OK
Duration: Permanent
Prerequisite Charms: Inevitable Bandit Betrayal
" There comes a time when even the Nocturnal Exalted must chose sides and declare their
allegiances, if only for momentary convenience. This Charm enhances its prerequisite, preventing that
Charm from forcing the Exalt to betray her allies. Upon learning this Charm, she selects a category of
being, which may be as narrow as her own Troupe or as broad as Creatures of Darkness. Social attacks
originating from the chosen category do not force her to change her Motivation when activating Inevitable
Bandit Betrayal. Additionally, if Fickle Leopard Defense or Inevitable Bandit Betrayal would cause an
Intimacy or Motivation to shift in such a way to betray this group, the alteration occurs at the next nearest
degree that would not cause this betrayal. For example, if a conversion of 4+ Willpower would have
otherwise shifted her Motivation in a manner opposing the group, she is instead treated as though she
converted only three Willpower. Once per scene, during Calibration, the Exalt may redefine her chosen
group.
" As an optional Holy effect, the Exalt may select all beings who are not Creatures of Darkness.
INTERROGATION HALTING SIMPLETON
Cost: 4m; Mins: Intelligence 1, Essence 2; Type: Reflexive
Keywords: Combo-OK, Illusion
Duration: (Essence) Actions
Prerequisite Charms: Any Intelligence Charm
" When enemies have seized the citadel, stewards and viziers are tortured until they reveal their
secrets. But who questions the fool? The harlequin plays her part so well, she convinces others that she
convinces others that she knows nothing worth knowing. The Exalt rolls (Essence + Willpower); any being
who wishes to question the harlequin whose mental defense is less than the Exalts successes suffers an
Illusion which convinces the would-be interrogator that the Exalt is not worth questioning. Even if the
victim of this Illusion does question the Exalt, her reply will sound ignorant or inane, even if the Exalt
answered correctly. Exalts with Intelligence 3+ may have their words sound so pompously academic or
arcanely esoteric as to be equally obscured. Overcoming this Illusion costs the interrogator 2 willpower.
" A second purchase of this Charm at Intelligence 2+, Essence 3+, allows the Exalt to extend the
Charms duration to One Scene by paying an additional Temporary Willpower. Additionally, overcoming
the Illusion now costs 4 willpower.
BEAUTIFUL MIND SAVANT
Cost: 3m, 1wp; Mins: Intelligence 3, Essence 2; Type: Simple
Keywords: Combo-OK, Social
Duration: One Scene
Prerequisite Charms: Any Intelligence Charm
" People recognize when they were in the presence of a great mind, and only a well-reasoned
argument will sway such a mind. The herald demonstrates his mental superiority and bows before the
brilliance of others. While this Charm is active, the Exalt employs Intelligence in place of Appearance for
the purpose of determining bonuses and penalties applied to his own mental defenses in social combat,
comparing his Intelligence to that of his opponent. Any Charms that influence or are determined by his
Appearance-based defense bonus or penalty are instead derived from his Intelligence-based values. With
Intelligence 5+, this Charm no longer costs a willpower.
THE RIDDLE RESPONDS
Cost: 5m; Mins: Intelligence 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious, Social
Duration: Instant
Prerequisite Charms: Beautiful Mind Savant
" The harlequin is clever and she does not part with her secrets easily. When she wishes to
conceal her true purpose, but either cannot or will not lie or feign ignorance, she instead speaks only in
obscure koans and riddles so that only the wise may appreciate her wisdom. This Charm supplements
any form of communication by burying her message in what is obviously a code or riddle. She selects an
Ability and a Speciality (neither of which she actually needs to possess) which will aid in deciphering her
message. Her player then rolls (Intelligence + Ability + Speciality). Whenever someone else encounters
the message, they may roll the same Traits; only if they match or exceed the Nocturnals successes do
they perceive her true message. Each attempt to decipher the message is a Dramatic Action lasting one
scene for beings with Intelligence less than the Exalts, or a Miscellaneous Action otherwise. Until the
riddle is solved or the code broken, revealing the information in any other fashion becomes an
Unacceptable Order.
" A second purchase of this Charm at Intelligence 5+ extends its duration to One Scene, obscuring
all attempts at communication the Exalt makes during that time. The Nocturnal may reselect the (Ability +
Specialty) combination up to (Essence) times per scene freely, but must reactivate the Charm to make
any additional changes.
PUZZLE BOX COURIER TECHNIQUE
Cost: ; Mins: Intelligence 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: The Riddle Responds
" True wisdom comes only from experience, and the harlequin ensures that no one gains wisdom
they are not prepared for. This Charm permanently enhances its prerequisite. Instead of choosing and
rolling various Traits as described, the Exalt may instead select a task. The task may be as arbitrary and
unrelated as the Exalt likes, but it must be something that would require a mortal at least one scene of
continuous activity to complete. Once the task is complete, the being who completed it immediately
becomes aware of the Nocturnals message. As with the riddles before, revealing the information in any
other fashion once the task has been set becomes an Unacceptable Order.
" Sorcery and Thaumaturgy Charms
TERRESTRIAL CIRCLE SORCERY
Cost: ; Mins: Intelligence 3, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
" After appropriate initiation, this Charm allows the character to perform Shape Terrestrial Circle
Sorcery actions. See Exalted, p. 220 and 252. This Charm may not be used to satisfy the Any
Intelligence Charm prerequisite for other Charms.
CELESTIAL CIRCLE SORCERY
Cost: ; Mins: Intelligence 4, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Terrestrial Circle Sorcery
" After appropriate initiation, this Charm allows the character to perform Shape Celestial Circle
Sorcery actions. See Exalted, p. 220 and 252. This Charm may not be used to satisfy the Any
Intelligence Charm prerequisite for other Charms.
SHADOWLAND CIRCLE NECROMANCY
Cost: ; Mins: Intelligence 3, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
" After appropriate initiation, this Charm allows the character to perform Shape Shadowland Circle
Necromancy actions. These are identical to Shape Terrestrial Circle Sorcery actions, except that they
allow the Exalt to cast necromantic rather than sorcerous spells. See Exalted, p. 220 and 252. This
Charm may not be used to satisfy the Any Intelligence Charm prerequisite for other Charms.
CONJURERS CHEAP TRICKS
Cost: ; Mins: Intelligence 3, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
" While mortals struggle to perform the arts of thaumaturgy, wringing every ounce of power from
ritual and sacrifice, such magic comes easy to the Exalted. The harlequins insight reveals the motonic
mechanics behind each thaumaturgical procedure, allowing her to perform such feats as an expression of
her wisdom and mental acumen. When performing a thaumaturgical procedure, she may substitute her
Intelligence for any other Attribute and may always enhance such actions with her Intelligence
Excellencies. Additionally, if she converts the entire cost of a ritual into motes, she reduces the final cost
by (Intelligence) motes.
" The Lunar Exalted possesses an identical Charm called Crones Hidden Wisdom, which is
popular among the Crossroad Society.
MOMENTARY MIRACLE EVOCATION
Cost: (+1wp); Mins: Intelligence 4, Essence 3; Type: Permanent
Keywords: Calibration-OK, Suspicious
Duration: Permanent
Prerequisite Charms: Conjurers Cheap Tricks
" While alchemists labor away in arcane laboratories and demonologists enslave themselves to
chanting and scrawling of sigils, the harlequin understands that chaotic, improbable world of motes. On
that quivering microscopic level of reality, there is a chance, however, slim that a mote of lead will
spontaneously become a mote of gold or that, for just an instant, a crack will appear in the walls between
Creation and the Demon City. But for a whole bar of lead to transform into gold, or for a particular demon
to step through that crackwhat a coincidence that would be! Such miracles are possible only if the Exalt
wills them to be so.
" This Charm enhances the Exalts thaumaturgical procedures. By expending an additional
willpower and converting the entire cost of the procedure into motes (see Exalted, p. 138), she may
perform any procedure that would normally take no longer than (Essence) hours as a Miscellaneous
Action. During Calibration, she need not spend an additional willpower to gain this benefit.
" Training Charms
MAN OF MANY TALENTS
Cost: 1m; Mins: Intelligence 3, Essence 2; Type: Supplemental
Keywords: Chance, Combo-OK
Duration: Instant
Prerequisite Charms: Any Intelligence Charm
" The herald is experienced and versatile. He knows how apply his knowledge over a wide range of
topics. With this Charm the Exalt infuses his actions with his brilliance. Before the Exalts player is
required to roll any Ability, he may instead activate this Charm and roll one die.
1: The Exalts knowledge fails to extend to the chosen Ability. The Abilitys rating drops to zero for
the remainder of the scene. But when the Exalt lacks knowledge in one area, he compensates
with knowledge in others. All dots lost in the Ability may be distributed among the Exalts other
Abilities.
2-3: Precise knowledge guides his every action. The Exalt may use the higher of either the
chosen Ability or his Intelligence.
4-5: The Exalt is an expert in convenient trivia, gaining his (Intelligence) as artificial specialties for
the action. He may still not apply more than three specialties to the action.
6-7: The Exalts training in the subject is exceptional. He gains one automatic success, and an
additional automatic success for each applicable Specialty.
8-9: The Exalt knows many things, some useful, some not. He may distribute (Intelligence)
additional dots among any number of Abilities, though at least one dot must go to the chosen
Ability. This bonus remains until the end of the scene, but the Exalts Intelligence drops to 0 for
any action not also involving one of those Abilities.
10: The chosen Ability is immediately raised to its maximum value. If the Exalt did not spend
willpower to select this option, he also converts (Intelligence) dice into automatic successes.
Once the effect has been determined, the roll proceeds as normal.
BY DARKNESS INSPIRED
Cost: (+4m); Mins: Intelligence 3, Essence 3; Type: Permanent
Keywords: Touch, Shaping, Suspicious
Duration: Permanent
Prerequisite Charms: Man of Many Talents
" When life is at its bleakest even a lowly mortal finds the skill to overcome adversity. With this
Charm, the herald ensures that others find insight they need to accomplish the task aheador snatch the
very knowledge from their minds to ensure failure. The Exalt touches another being and commits the
required motes. At the moment of his choosing, he may roll one die to alter one of that beings Ability-
based rolls that he can perceive. If the scene elapses before the Exalt exploits this advantage, the
opportunity passes and the motes are decommited.
" At Essence 4+, the Exalt may evoke this effect up to one day after he touches the being.
Additionally he may assign a specific scenario to automatically trigger the effect even if he is not aware of
the specific action. At Essence 6+, he may maintain the commitment indefinitely.
GLORIFIED CHILD OF NIGHT
Cost: 8m+, 1wp; Mins: Intelligence 4, Essence 3; Type: Simple (Dramatic Action)
Keywords: Shaping, Suspicious, Touch
Duration: Until sunrise
Prerequisite Charms: Any Intelligence Charm
" The harlequin cares little for the distinctions between the Lords of Creation and the teeming
multitudes that live in service of them. Though he is mighty, the Exalt is yet a servant himself. If he must
taste servitude, why then should not the serfs taste glory? With this Charm, the Exalt grants a mortal brief
time among the mighty. Spending a scene instructing the mortal in the ways of the Exalted, he raises the
mortals Essence by one, to a maximum of 3, granting the mortal a mote pool of (Essence x 10). The first
(Essence x 3) motes may be accessed freely; anything beyond that amount requires the expenditure of
one willpower. Additionally, the Exalt may invest the mortal with up to (Eseence) of his own Charm by
spending motes equal to the minimum Essence of the Charm. If the Nocturnals companion also touches
the subject and willingly consents, the harlequin may invest the mortal with the Sidereals Charms as well.
The mortal must meet the minimum requirements for any Charm bestowed upon him and may never learn
Native Charms.
" A second purchase of this Charm at Intelligence 5+, Essence 4+, grants this Charm the
Calibration keyword. Its duration is extended for the full length of Calibration.
NIGHT SHIFT INITIATION
Cost: 10m, 2wp; Mins: Intelligence 5, Essence 3; Type: Simple (Dramatic Action)
Keywords: Calibration, Obvious, Social, Touch, Training
Duration: One Week
Prerequisite Charms: By Darkness Inspired, Glorified Child of Night
" The duties of the mighty never end. While his betters rest, the herald tirelessly labors to ensure
their affairs continue on pace to greet the dawn. The Exalt often employs a wide range of assistants to
ease her burden. This Charm allows the Exalt to train a unit in order to better prepare them for the
thankless duty of toiling while the world sleeps. The Exalt selects one of the following Traits: Perception,
Intelligence, Bureaucracy, Investigation, Linguistics, Lore, or Resistance. This Training time requires five
or more hours a day for one week and adds one to the selected Trait, to a maximum of the Exalts own
rating or four, whichever is lower. During Calibration, this training requires only five days, and may use the
higher of the Exalts rating or four to determine the maximum the training allows. The Exalt may use this
Charm to train himself.
" In Mandate of Heaven rules, this Charm adds the Exalts Intelligence to the Dominions
Government for the season and causes the Dominion to gain one Limit.
" With a second purchase of this Charm at Essence 4+, the Exalt may also train Specialties in any
Ability, so long as those Specialties assist in living and working at night or in the maintenance of social
infrastructure.
ALTERNATIVE CURRICULUM
Cost: (+5m); Mins: Intelligence 5, Essence 4; Type: Permanent
Keywords: Merged, Shaping, Suspicious
Duration: Permanent
Prerequisite Charms: Night Shift Initiation
" Despite their power, the heralds are all too often looked down upon by their peers. While the
stewards attract the fiercest warriors, the viziers gain the savviest bureaucrats, and the lawgivers gain the
best savants society can offer, the herald must manage with whatever riff-raff his fellows have discarded.
This Charm upgrades all of this potential prerequisites. When using one of those Charms, the Exalt
twists and contorts the targets knowledge and, thereby, may cannibalize any portion of one Trait that he
could have trained with a known Charm, even if it is not the Charm he is currently using. The cannibalized
Trait is immediately converted to experience and used to raise the Trait he is currently training. Any
excess experience remaining is immediately lost, so the Exalt would be wise not to cannibalize more
experience than can be used.
" Merged: Alternative Curriculum (Strength, prerequisite: Falling Star Endowment; Appearance,
prerequisite: Statesman and Courtesan Lessons)
INSTRUCTION OF SELF
Cost: ; Mins: Intelligence 5, Essence 3; Type: Permanent
Keywords: Calibration
Duration: Permanent
Prerequisite Charms: Man of Many Talents
" The harlequin is a strange creature. What others perceive as a singular entity is merely the most
immediate presence of a being which stretches far into the past and future. When she comes to
understand her own extemporal nature, her growth is greatly accelerated, but at the risk of succumbing to
the even stranger being that awaits her in the future. When the Exalt learns this Charm, her player should
determine a Storyteller-approved Motivation appropriate for an elder Nocturnal, one seasoned by many
Renewals and centuries accustomed to a life of quantum paradoxes, philosophical contradictions, and
alternative realties, as well as a number of associated Intimacies equal to her own Essence. These
represent the future echo of herself as she might be, and whenever the Exalt undergoes a Renewal, so
too does her future self, though only her Motivation and Intimacies may be changed.
" More importantly, the future self serves as a Mentor to her younger self. She is always regarded
as having a mentor for any Trait she wishes to train and gains a Sifu rating equal to the higher of her own
current Martial Arts or Face. As with other Mentors, as the Storyteller permits, the Exalts future might
provide advice or material support (by informing Exalt where a useful item might be acquired, rather than
directly providing them). Whenever the harlequin seeks to benefit from her future self, she gains one
Paradox die.
" Of course, her future self, like other mentors, is often demanding. The future self may issue
automatically successful social attacks against the Exalt during Calibration, though no more frequently
than once a day. Such demands cause the harlequin to gain one point of Subservience if she refuses,
and she may never immunize herself from such demands except by achieving Essence 10.
" A second purchase of this Charm at Essence 4+ allows the Exalt to halve all training times for all
Traits. This strengthens the connection between the Exalt and her future, causing her to gain two
Subservience for denying the orders of her future self.
WITS
"
" Anachronism Charms
NIGHT PREPARES AT DAWN
Cost: ; Mins: Wits 3, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
" After many repetitions, certain activities become second nature to the harlequin, easily performed
without hesitation. When learning this Charm, the Exalt selects one type of activity with a Speed
measured in Ticks, including Long Ticks. This might be a specific variety of attack specified with an
(Attribute + Ability + Specialty) combinationthe Exalt need not possess the specific Specialty to select a
combinationor a particular variety of action, such as a Dash, Coordinate Attack, or Change Formation.
The Exalt is so well practiced in the chosen activity, that she is ever-ready to perform it. The Speed of the
chosen action is reduced by one. No combination of effects including Night Prepares at Dawn may reduce
the Speed of an action to less than three.
" The Exalt may purchase this Charm (Essence) times, but only once per action.
COILING MBIUS COUNTERSTRIKE
Cost: 5m (1wp); Mins: Wits 4, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Counterattack, Merged, Suspicious
Duration: Instant
Prerequisite Charms: Night Prepares At Dawn
" Though her enemies may sneak up on her, the harlequin is never defenseless. Her future coils
around to defend her present. As an enemy prepares to attack her, somewhere within (Wits) yards her
future self steps out from hiding and intervenes before the weapon strikes. The Exalt makes a physical
attack of her own, adding her Wits in automatic succeses and subtracting her total successes from the
attackers impending successes. If this reduces the attackers successes enough so that the attack does
not succeed, the present version of the Nocturnal flickers out of present to arrive in the past half a
second earlier to make the attack. If attack still succeeds despite her intervention, she remains where she
is and the future version flickers out of existence, as the Nocturnal failed to appear as scheduled and
gains one Paradox die.
" If the Nocturnals preemptive counterattack reduces the attack to zero successes, any remaining
successes are applied as a normal counterattack in Step 9. With Essence 4+, the Nocturnal adds her
Temporary Willpower in automatic successes to this potential counterattack. This Charm usually costs five
motes, but if the attack is unexpected it costs an additional willpower. Spending this willpower does not
remove the unexpected quality from the attack.
" Merged: Coiling Mbius Counterstrike (Dexterity, prerequisites: Blade Cuts the Past)
BLADES DRAWN IN PEACE
Cost: 3m, (+3m, 1wp); Mins: Wits 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Any Wits Charm
" A bared weapon in peacetime arouses suspicion, but the herald stays near his weapon even
through the most tranquil nights. Upon activating this Charm, the herald finds his weapon in his hand,
though he apparently took no action to ready his weapon, so long as his weapon is on his person. If not,
this Charm causes the Exalt to flash up to (Essence x 5) yards toward a weapon he owns in an instant,
readying the weapon reflexively as soon as he arrives at its location. This Charm may be used no more
than (Essence) times per Tick.
" A second purchase of this Charm at Wits 4+, Essence 3+ allows the Exalt to spend an additional
three motes and a willpower to cause any number of other beings within (Essence x 5) yards to reflexively
ready a weapon they own and currently carry. Doing so makes this Charm Suspicious.
SPEARS FROM QUIVERS PULLED
Cost: 0-5m, (1wp); Mins: Wits 4, Essence 2; Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK, Merged, Obvious, Touch
Duration: Instant
Prerequisite Charms: Blades Drawn in Peace
" The herald walks the fractured paths of her own manifold lives. Here she is an elegant duelist,
there she is a knive-juggling entertainer, yonder she is a precise archer, beyond she is a testubo-swinging
monk. Everywhere she is a warrior without compare.
" Upon activating this Charm, she alters the traits of her weapon (which cannot be her natural
attacks) into that of another weapon. Mundane weapons can become any sort of mundane weapon for
the cost of (Resources -1) motes; an artifact weapon may be turned into a mundane weapon for the same
cost but also can take on the traits of another artifact for the cost of (Artifact) motes, so long as the Artifact
rating of the imitated weapon does not exceed its own. This Charm imitates only broad classes of
weapons, not specific and unique ones. She can emulate the traits of a generic grimcleaver, but not
unique weapons such as Death at the Root or specialized types such as the Singing Staff. Only adamant
artifacts can be emulated in this way.
Though others will notice something mystical has occurred, her weapon does not change
appearance (unless viewed through All-Encompassing Sorcerers Sight or similar Charms). Its nature,
however, is so mangled that Fate responds to it as thought it were whatever weapon the Nocturnal
decreed it to be. She may cleave through her foes with a crossbow as though it were a scythe, or bat
arrows far afield with a sword as though it were bow. If she gives her weapon the traits of a Form Weapon
for a Martial Arts Style she knows, she may employ it as an unarmed attack for that Style. The nature of
the original weapon is completely overwritten.
At Essence 3, this Charm automatically upgrades. The Exalt may spend a point of willpower to
extend its Duration to One Scene.
Merged: Spears From Quivers Pulled (Strength, prerequisites: A Cut In Time, Infinite Prismatic
Arsenal; Dexterity, prerequisites: Blade Cuts the Past, Unhesitating Duelists Parturition)
ARMORY OF ONE
Cost: (1m); Mins: Wits 4, Essence 4; Type: Permanent
Keywords: Merged, Stackable, Suspicious
Duration: Permanent
Prerequisite Charms: Spears From Quivers Pulled
" A needle might function as well as a knife in skillful hands. But as a sledge or bow? Only the
harlequin is so adept at sleight of hand to achieve all at once. This Charm permanently upgrades its
prerequisite. First, the original nature of the weapon is not completely overwritten if she desires it to
remain. Additionally, the Nocturnal may now activate Spears From Quivers Pulled as a Stackable Charm.
So long as the most expensive weapon is accounted for, all additional activations only cost one additional
mote. While all these weapons are considered Readied, only one applies at any one moment. She may
freely rotate among them once per action, or pay one mote to switch between them in either Step 1 or
Step 2 of Combat resolution. She may have no more than (Essence) weapons, including the original,
Readied through this Charm. Whenever a single physical weapon takes on the nature of more than one
weapon, this Charm becomes Suspicious.
" Merged: Armory of One (Strength, Dexterity)
TEACUP ASSASSINS ARSENAL
Cost: (+3m or +6m); Mins: Wits 5, Essence 3; Type: Permanent
Keywords: Merged, Suspicious
Duration: Permanent
Prerequisite Charms: Spears From Quivers Pulled
" A porcelain saucer, a silver spoon, a paper parasol. In such innocuous items, the harlequin
invests deadly importance. This Charm enhances its prerequisite. The Nocturnal may now give mundane
tools and other miscellanea the nature of weaponry. This imposes a three mote surcharge and the
limitation that the weapon the item emulates must be of roughly equivalent size. The saucer may become
a throwing star, the spoon may cut like a knife, or a parasol pierce flesh like a sword. Transforming such
innocent items into lethal instruments makes this Charm Suspicious.
" At Essence 4, this Charm upgrades automatically. The Exalt is no longer obligated to adhere to
the size restriction when converting items into mundane weapons, but if she does so she may double the
surcharge to transform it into the artifact equivalent. She must, of course, pay the cost of creating the
artifact with Spears From Quivers Pulled.
" Merged: Teacup Assassins Arsenal (Strength, Dexterity)
TOYS TO ALLOYS MIMICRY
Cost: (+2m); Mins: Wits 5, Essence 4; Type: Permanent
Keywords: Merged, Suspicious
Duration: Permanent
Prerequisite Charms: Spears From Quivers Pulled
" The jealous herald is not content merely to wield the weapons of his own station. Breaking
through reality, he steals the weapons of others. This Charm upgrades its prerequisite. The Exalt may
emulate an artifact that exceeds the rating of his own, so long as the rating of the new artifact does not
exceed 3. Additionally, if the Exalt knows Devil Reigning Hypothesis and has that Charm active, artifact
weapons he emulates take on his own altered nature, thereby gaining the traits of a soulsteel weapon if
he has the Underworld variant of that Charm active. If he has the variant of the Demon City active, he
may freely choose among the more exotic types of weapons available in that infernal realm, but not
merely vitriol-tainted variants of other magical materials. If he knows Legion of Heaven and Earth, he may
adopt the weaponry of any basic magical material. That Charm need not be active for him to gain this
benefit, but he must immediately pay any additional attunement cost required of him for wielding a foreign
material.
" All applications of this upgrade impose a two-mote surcharge and render the Charm Suspicious.
" Merged: Toys to Alloys Mimicry (Strength, Dexterity)
SWORDS SHEATHED IN WAR
Cost: 8m; Mins: Wits 4, Essence 3; Type: Simple (Speed 5)
Keywords: Chance, Combo-OK, Obvious, Suspicious, Shaping
Duration: Instant
Prerequisite Charms: Blades Drawn in Peace
" As foolish as it is to draw a weapon during a peaceful negotiation, it is even more foolhardly to
sheath ones weapon in the midst of battle. Yet the harlequin makes fools of many. Upon activating this
Charm, the Exalt rolls one die.
1: Until the end of the scene, at least one of the Exalts or her allys weapons (within [Essence x
5] yards) is sent to Elsewhere, as the Nocturnals player chooses.
2-3: Any weapon without the N-tag wielded by an opponent within (Essence x 5) yards is
sheathed or otherwise rendered not ready, as appropriate for the weapon.
4-5: The Exalt selects an opponent within (Essence x 5) yards, who must roll to contest
disarming with a difficult equal to the Exalts Wits. If the opponent does not have a weapon
readied, he must still check for disarming and if he fails to roll, the distance the weapon is thrown
is measured in yards rather than feet.
6-7: The Exalt selects a weapon own by another being within (Essence x 5) yards and makes a
contested willpower roll with the owner. If the Exalt wins, until the end of the scene, the owner of
the weapon loses all benefits of ownership.
8-9: The Exalt selects a weapon with (Essence x 5) yards that is not currently owned by another
being. Until the end of the scene, that weapon is sent to Elsewhere.
10: The Exalts player selects one of the above options and applies it to all viable targets within
range. This option may not be deliberately selected without a second purchase of this Charm at
Essence 5+.
COALS FROM DIAMOND ENCLOSURE
Cost: 6m; Mins: Wits 4, Essence 2; Type: Simple (Speed 3)
Keywords: Combo-OK, Obvious, Suspicious
Duration: Instant
Prerequisite Charms: Any Wits Charm
" Donning armor is time a time consuming process. Rather than putting armor on a person, the
herald has an easier time putting a person in the armor. Aiding another being in donning their armor, the
Exalt activates this Charm, accomplishing the task in a flash, as the being is teleported into her armor.
Typically only personal armor is permitted with this Charm, but at Essence 6+, the Exalt may teleport
allies even into Warstriders and other atypical armor variants. This Charm may also remove a willing
being from her armor just as quickly.
" A second purchase of this Charm at Essence 3 allows the herald to employ this Charm on
himself.
THE DRAGON FLIES TAIL FIRST
Cost: 10m, 1wp; Mins: Wits 5, Essence 5; Type: Simple
Keywords: Flux, Mandate, Obvious, War
Duration: (Essence) Actions
Prerequisite Charms: Coiling Mbius Counterstrike, Swords Sheathed in War
" Making war against the Exalted host is a foolhardy endeavor. Only a well-prepared enemy has
any hope against them, and who can prepare for the heralds? The Exalt targets a military unit she can
perceive and rolls (Wits + Willpower) with a difficulty of (targets Magnitude + leaders Essence). If the
herald is part of a mass combat unit herself, she adds one automatic success for each additional Celestial
Exalt or Essence 5+ Dragonblooded accompanying her, to a maximum bonus of the highest Essence
among them. If successful, the herald alters the reality of combat. The opposing unit finds it is missing
weapons, that its armor is motley and haphazardly worn, that its formations are eschew, and a various
other effects as suitable for current conditions. The Exalt may impose a total penalty equal to her Essence
on any of the opposing units traits except Magnitude. For the duration of this Charm, during his action,
the opposing leader may roll Wits with a difficult equal to penalty imposed to restore one affected trait for
the remainder of the action. Alternatively, the leader may immediately sacrifice a dot of Magnitude to
ignore all penalties.
" In Mandate of Heaven rules, the Exalt makes the same roll against an opposing Dominion,
adding successes for each appropriate Exalt with legitimacy within her own Dominion. If successful, the
opposing Dominions Military rating drops to 1 for a number of Military-based actions that season equal to
the heralds Essence. The opposing leadership may either accept this penalty, allow their Dominion to
gain four Limit, or function at an effective -1 Magnitude for the season.
WORDS OUTPACED BY ECHOES
Cost: 4m, 1wp; Mins: Wits 4, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Counterattack, Merged, Social, Suspicious
Duration: Instant
Prerequisite Charms: Night Prepares at Dawn
" Even as her opponent opens his mouth to speak, the echo of the heralds rebuttal resounds
through the hall. Granting herself time to properly consider a rebuttal, the Nocturnals own counter-
arguments ripple backward through time to aid her now. This Charm functions nearly identically to Coiling
Mbius Counterstrike, save that it is activated in response to a social attack to make a social
counterattack and the Exalt is not transported to make the counterattack. Only her words are bent
backwards through time.
" Merged: Words Outpaced by Echoes (Charisma, prerequisite: Confident Debate Intitiation)
STONE FOLLOWS RIPPLES
Cost: 5m; Mins: Wits 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Social, Suspicious
Duration: Instant
Prerequisite Charms: Words Outpaced by Echoes
" The harlequin is so swift in debate, that his opponents hardly have time to notice his trickery
before he has moved on. This Charm supplements a social attack. If successful, the effects of the attack
are delayed until the target spends willpower to resist a different mental influences. Once the Exalts
delayed mental influence takes effect, the target may resist it as normal. The Suspicious-keyword is not
triggered until the effects of the social attack are. Any being who current has a delayed social attack
waiting to be triggered cannot be a valid target for further applications of this Charm or similar effects. At
Essence 4+ the Exalt may further delay this mental influence, allowing up to (Essence) other mental
influences to be resisted first as the Exalt declares when employing this Charm.
THUNDER PRECEDES LIGHTNING
Cost: 1-5wp; Mins: Wits 4, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: Words Outpaced By Echoes
" The arguments of fools are rejected before they are heard. The harlequin has refuted every point
a thousand times before it is even spoken. With this Charm, the Exalt commits up to his Essence or 5
Willpower, whichever is lower. Each point of willpower committed adds one to his Parry MDV. Additionally
he does not need to spend willpower to resist any mental influence that costs less than the committed
willpower. Any effect which costs an equal amount of willpower to resist as the Exalt currently has
committed reduces the commitment by one, but is otherwise resisted as though he had spent willpower to
ignore it. Effects with greater costs to resist affect the Exalt normally.
TIDES OF MOONLESS NIGHTS
Cost: ; Mins: Wits 4, Essence 3; Type: Permanent
Keywords: Overdrive, Social
Duration: Permanent
Prerequisite Charms: Words Outpaced By Echoes
" Long ago, Nox convinced Luna to relinquish her position as the goddess of night. It was an easy
argument to winthe Fickle Lady already desired to wander free in the skyand it allowed the Onyx
Youth to expand this purview and grow in power. The harlequin, too, knows the value of an easy sell and
draws strength from convincing others of their own position. This Charm creates a pool of ten peripheral
motes, initially empty, which may only be used on Social attacks. Whenever the Exalt performs a
successful Social attack and the target does not immediately spend willpower to resist it, he gains a
number of motes equal to the penalty the targets MDV suffered based on the attack aligning with her
Intimacies, Virtues, Motivation, or similar Trait. He also regains one additional mote for each of the
following that apply: the Exalt is employing Following the Hearts Desire against the target, the target is a
Celestial Exalt (including Solars and derivatives), the target is Essence 6+, or the target is Essence 10.
" With a second purchase of this Charm at Essence 4+, the Exalt learns to give as much as he
demands. He retains up to (10 Subservience) motes in this pool at the end of the scene rather than
losing the Overdrive pool completely.
REGRESSION OF EPICYCLES
Cost: 4m; Mins: Wits 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Any Wits Charm
" As the herald moves forward, her opponents appear to fall behind. This Charm supplements a
physical or social attack. If successful, the targets next action is delayed by a number of ticks equal to the
Exalts extra successes, to a maximum delay equal to the Exalts Essence. This maximum delay includes
any caused by the Comet Castes anima power. A target that is currently delayed by Regression of
Epicycle cannot be further delayed by additional applications of this or other Charms.
"
TOMORROWS FEATS TODAY
Cost: 3m, +2m per ally, 1wp; Mins: Wits 3, Essence 3; Type: Simple (Speed 3)
Keywords: Combo-OK, Suspicious
Duration: (Essence) Actions
Prerequisite Charms: Regression of Epicycles
" The heralds speed pulls others along with her. The Exalt selects up to (Essence) allies within
(Essence x 5) yards. The Speed of her own and her chosen allies actionsexcluding Simple Charms and
Sorceryare reduced by one, to a minimum of three, for the duration of the Charm. At Wits 5+ this
Charm may be used on military and social units, treating each dot of Magnitude as one ally. At Essence
4+ this Charm extends its duration to One Scene.
A THOUSAND MOMENTS NOW
Cost: 2m per action; Mins: Wits 4, Essence 3; Type: Extra-Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Tomorrows Feats Today
" The harlequin is never lacking in choices. All possibilities are laid bare before her, she chooses as
many as she desires. This Charm is creates a magical flurry of up to (Essence) actions, so long as no two
actions are the same. In the case of attacks, switching weapons or topics qualifies as a different action,
but a 2+ dice stunt is also enough to distinguish one action from another if they would otherwise be the
same. No action in the flurry suffers from multiple action penalties and the Exalt suffers only from the
highest DV penalty of any one action.
" A second purchase of this Charm at Wits 5+ allows the Exalt to activate as a Reflexive action to
create a flurry for an ally currently benefiting from Tomorrows Feats Today during their action tick. The
allys player decides the nature of the actions granted to him by this Charm, but he must follow the same
restrictions as the Nocturnal.
WEAVING YESTERDAY THROUGHOUT
Cost: 10m; Mins: Wits 5, Essence 3; Type: Simple
Keywords: Chance, Combo-Basic, Flux
Duration: One Scene
Prerequisite Charms: Regression of Epicycles
" The past influences the present; the present, the future. That is, usually. Let the viziers worry
about causalitythe herald has more important issues to attend to, and who is he to turn down good
fortune simply because it is ill-timed? While it is active, before a being within (Essence x 5) yards
performs a rolled action, that beings player rolls one die.
1: If that being had been injured in the last 25 hours for a source other than this Charm, that being
suffers one level of damage of the same type, beginning with bashing damage and increasing in
severity as available. No being may suffer more damage from this Charm than they have
received in the previous 25 hours or (Exalts Essence), whichever is lower.
2-3: For each non-Permanent Charm the being has active, he loses one mote of Essence,
beginning with Peripheral motes.
4-5: If that being had suffered any Compulsion or Servitude effect in the last 25 hours, one of
those effects is restored, beginning with the least recent.
6-7: If that being had suffered from any Illusion or Emotion effects in the last 25 hours, one of
those effects is restored, beginning with the least recent.
" 8-9: If that being had been injured in the last 25 hours, he heals one level of damage.
" 10: If that being has acquired a mental influence in the last 25 hours, he may freely remove one.
The Exalt may only spend Willpower to determine the outcome of the die when it applies to him. A second
purchase at Essence 5+ allows him to spend Willpower when activating this Charm to determine a single
effect which applies to everyone for the duration of the Charm, oblivating the need for anyone to roll a
Chance die.
TOMORROW NEVER COMES
Cost: 3m+, (1wp); Mins: Wits 5, Essence 3; Type: Reflexive (Step 2)
Keywords: Calibration-OK, Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Regression of Epicycles
" None can compare with the harlequins ability to control the arena and deprive her foes of their
advantages. This Charm may be activated in response to an attack in which the attacker has declared a
flurry. She rolls her Willpower with a difficulty equal to the number of actions in the flurry, maximum 5, (if
she knows Cheaters Never Prosper, she automatically succeeds if the flurry contains an arbitrary or
otherwise unspecified number of actions, such as one created with Time-Looping Tempest). During
Calibration, she adds her Essence to this roll. If successful, the attacker is prevented from making the
flurry and his player may select only a single action from the declared flurry to be performed. If the flurry
was created magically, the Exalt must pay an additional surcharge equal to the minimum Essence of the
Charm or the rating of the Artifact that created it. The Storyteller may adjudicate other such surcharges as
necessary.
" A second purchase of this Charm at Essence 4+ allows the Exalt to spend an additional willpower
to similarly cancel any flurry he can perceive while it is Calibration.
CALENDAR-CRACKING PUGILIST
Cost: 5m, 1wp Mins: Wits 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Merged, Native, Obvious, Shaping, Suspicious
Duration: Instant
Prerequisite Charms: Regression of Epicycles
" Those who cannot act might as well not exist at all. The Exalts attacks dislodge his foe from the
flow of time. If a physical attack inflicts at least one level of damage against the target, she is ejected from
the normal progression of seconds. She vanishes immediately. For all intents and purposes, she is no
longer in the scene. She cannot be targeted, nor is she affected by all-encompassing events. She
reappears on her next action tick, perceiving no time to have passed and suffering any knockdown,
knockback, or other effects that may have resulted from the attack.
" At Essence 4, this Charm automatically upgrades. If the attack would have inflicted more damage
than the targets Essence in Step 10, the Exalt may instead elect to launch her to the end of the scene.
Mortals and spirits with Essence less than his own may instead be launched one full day into the future,
plus one additional day for each level of damage over the minimum needed for this effect. If used in this
way, the target arrives at the end of the scene or in a few days time in whatever state she was in before
the Nocturnal attacked her and, again, perceiving no time to have passed.
" Merged: Calendar-Cracking Pugulist (Strength, prerequisites: Recollection of Pain; Dexterity,
prerequisites: Diamond Fist Atemi).
" Concealment Charms
SHADOW LEAPING SURPRISE
Cost: 2m (1wp); Mins: Wits 2, Essence 2; Type: Supplemental
Keywords: Combo-OK, Nox
Duration: Instant
Prerequisite Charms: Any Wits Charm
" The harlequin exploits the night to her advantage, laying ambushes in darkness and taking her
foes without warning. This Charm supplements an attempt to establish surprise. During the day, she
doubles her successes, or adds (Essence) successes, whichever is lower; at night, whichever is higher.
Additionally, at night, she may use this Charm to make such an attempt, mid-conflict, even when she
would otherwise be unable to do so.
" While Nox is in the Loom, the harlequin may expend one willpower to further enhance her
ambush. For the briefest moment she is unwoven from the logical progression of cause and effect and
vanishes. This is Obvious to anyone who can perceive her at that moment, but they cannot continue to
track her movements once she has vanished unless they are beings Outside of Fate or can directly
perceive the strands of Fatein which case the Exalt is seen as a noticeably blank in reality. Against such
beings her attempt automatically fails; against all others it automatically succeeds. She may remain
hidden in this way until she takes a non-reflexive action or until sunlight touches her.
LOST AND FOUND ENCOUNTER
Cost: 4m (1wp); Mins: Wits 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Shadow Leaping Surprise
" The dark forest, the nighttime alleyways, the deepest cavernswhat could hide more mysteries?
The harlequin knows all possible hiding places. This Charm supplements an attempt to hide an object or
being. Regardless of where she hid the object or being, so long as it remains hidden, its true location is in
constant flux, switching randomly between possible hiding places within (Essence x 10) yards of its
original position. Anything hidden with this Charm is immune to mundane detection as it is never where
the investigator searches. The Exalt adds her Wits to any contested roll to avoid detection by supernatural
perception. If the Exalt possess Wits 4+, she may also use this Charm to gain (Wits) automatic successes
on any attempt to discover something hidden within the designated vicinity, so long as she actually knows
what shes looking for. If the object or being was hidden with a previous use of this Charm by any being,
the attempt to discover it is automatically successful.
SUNLIGHT SHUNNING AVOIDANCE
Cost: 1m or 5m; Mins: Wits 4, Essence 3; Type: Simple
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Lost and Found Encounter
" While others search in vain for whatever the harlequin has hidden in the realm of chance, for the
Exalt, it is always exactly where she looks. If the Exalt has hidden something with Lost and Found
Encounter, she may spend one mote to retrieve it from any potential hiding spot within (Essence x 10)
yards of the original hiding spot.
" Additionally, by spending 5 motes, the Exalt may do the same to any object within (Essence)
yards which is not currently in use by another being or currently exposed to sunlight. She may then either
retrieve that item or immediately make an attempt to hide it somewhere within (Essence) yards. If the
Exalt has unwoven herself from reality using Shadow Leaping Surprise, she may do this to herself for five
motes as well.
FORTY THIEVES GAMBIT
Cost: 6m; Mins: Wits 4, Essence 3; Type: Simple
Keywords: Chance, Shaping, Stackable
Duration: Indefinite
Prerequisite Charms: Lost and Found Encounter
" As a conspiracy grows larger, greater effort is required to hide it. This Charm provides the herald
with several tools to maintain even the largest secret society, or peel back the veil of secrecy such
organizations enjoy. The Exalt designates a unit with a Magnitude no greater than his Essence to which
he has belonged for at least (Magnitude) days. His player then rolls a Chance die.
1: Any attempt to discover the unit gains a number of bonus dice equal to its Magnitude. These
do not count as dice from Charms.
2-3: All members of the unit gain innate awareness of another beings membership within the
group so that there may be no question regarding who belongs and who is a spyunless one of
their own is seduced to their enemys camp.
4-5: The unit adds the Exalts Wits to its Loyalty or Endurance as appropriate; each individual in
the unit adds one to their Conviction and Integrity so long as their actions are beneficial to the unit
as a whole, as determined by the Storyteller.
6-7: Each individual in the unit gains a positive Intimacy toward maintaining the groups secrecy
and such secrecy is integrated into the groups Policy as appropriate. Military units gain +1 to
their Morale, if failing the Morale check would cause them to reveal themselves.
8-9: Even if one member of the organization is captured and interrogated by the enemy, they will
learn nothing of value. Any attempt to connect one member of the organization to any other, or to
the organization as a whole, suffers an external penalty equal to the Exalts Wits.
10: The unit itself becomes Outside of Fate. The collective activities and movements of the unit
cannot be discerned through investigation of the Loom of Fate, nor can it be affected by any sort
of Astrology or Fluctuation. Individual members remain within Fate, but any gathering appears as
a random accumulation of people, such as one might expect to see gathered on a market day,
rather than as a cohesive body with unified intent.
The effects of this Charm last as long as the Exalt remains a member of the unit or until the unit is
reduced to Magnitude 0 for any reason. Splinter units do not gain the benefits of this Charm. A second
purchase of this Charm at Wits 5+ allows its effects to continue even after the Exalt has left the ranks of
the organization.
" Historical Revisionism Charms
ALL YOUR PIETY AND WIT
Cost: 1m, (1wp); Mins: Wits 2, Essence 2; Type: Supplemental
Keywords: Combo-OK, Suspicious
Duration: (Wits) Actions
Prerequisite Charms: Any Third Excellency
! While others may be forced to live with the consequences of their actions, the harlequin has
dispensed with consequences. She knows how to pen new causes and rewrite effects. This Charm may
supplement any specific action the Nocturnal undertakes. Until the Charms duration expires, the Exalt
may reflexively spend one willpower to retroactively cancel most consequences of the action. All lingering
effects of the action immediately cease and all damage from an attack is immediately healed. Having
drunk poisoned wine, the glass is full once again and the poison has left her body.
" There are limitations to this Charm, however. Only her own action is undone. The cell may be
locked again, but if the prisoner has already escaped, this Charm will not reincarcerate him. While it can
instantly heal damage the Exalt inflicts on another being, this will only leave a pristine corpse if the being
has died. Finally, all costs of the action, such as motes, willpower or virtue channels, remained paid.
OF ALTERNATE NIGHTS AND DAYS
Cost: ; Mins: Wits 4, Essence 2; Type: Permanent
Keywords: Chance
Duration: Permanent
Prerequisite Charms: All Your Piety and Wit
" The harlequins revel in the twisting quirks of life. Random happenstance is their domain. But
when, such chance events do not go in the Nocturnals favor, she cunningly changes her wager and trade
one random act for another. When a rolled Chance die turns up a result the Exalt does not desire, her
player may roll one additional Chance die. The cost of the initial Charm is refunded and its effects
cancelled. The Nocturna,l however, suffers some other outcome. Willpower may never be spent to select
this outcome.
" 1: The Nocturnal gains Paradox dice equal to the minimum Essence of the Charm.
" 2-3: The Nocturnal gains one Paradox.
" 4-5: The Nocturnal loses one Temporary Willpower.
6-7: The Nocturnal loses one Intimacy of her choice, which cannot be one protected by her
Charms.
" 8-9: The Nocturnal suffers one unsoakable bashing damage.
10: The Nocturnal suffers no immediate consequences, but the reversion is considered
Suspicious if it occurred within Fate.
THITHER MOVES AND SLAYS
Cost: 3m; Mins: Wits 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Illusion, Merged
Duration: Instant
Prerequisite Charms: All Your Piety and Wit
" The foolish opponent waits for the herald to make the first move, failing to see that she already
has. This Charm supplements an unexpected attack with an Illusion effect that influences all who could
potentially witness the attack. This Illusion renders usual mental DVs inapplicable. All witnesses roll to
perceive the unexpected attack. If they are successful, they do not suffer from the Illusions effects. If they
fail, they perceive nothing at all. The herald never moved. The victim was never attackedhe merely
began bleeding for no discernable reason. Resisting this unnatural mental influence cost a number of
willpower equal to the number of additional successes those affected would have required to detect the
attack, to a maximum of five. However, if the Nocturnals bloody blade or drawn bow is the only visible
readied weapon, resisting this Illusion costs only one willpower. This Illusion usually lasts for one scene,
but if the Exalt has Essence 5+ it affects its victims indefinitely.
" Merged: History-Defying Assault (Dexterity, prerequisites: Blade Cuts the Past, Any Other
Dexterity Charm)
ALL YOUR TEARS SHALL WASH AWAY
Cost: 5m+, (5wp); Mins: Wits 5, Essence 4; Type: Supplemental
Keywords: Calibration, Combo-OK, Flux, Stackable
Duration: Indefinite
Prerequisite Charms: Thither Moves and Slays
" How many archers have once wished they could take back a single arrow? How many assassins
long to undo the stroke of knife? The harlequin, too, comes to know such regrets. Unlike others, however,
she may make amends to those she slays. Until the end of the scene, this Charm supplements all the
Exalts physical attacks. If she does not kill an opponent before the scene ends, the Charm terminates
immediately. Otherwise, when she slays an opponent, she may extend this Charms protection to that
opponent. Only one opponent per scene can be protected in this way, but the Charm may be activated
again in a later scene to protect additional opponents.
By all accounts the opponent is dead. Despite this, no ghost moves on, nor does the Exaltation
flee the body if the opponent was a Celestial Exalt. If the opponent were the Fetich soul of a Primordial,
the Primordial remains unaltered, but knows precisely how close to death it came. Those who can
perceive Essence will note the Nocturnals magic permeating the corpse.
Each day the Exalt retains the opponent in this condition, she increases the commitment of this
Charm by one mote (excepting Calibration). While she maintains this commitment, she may spend five
willpower at anytime to revive the fallen opponent restore him to life. Dropping the commitment at anytime
before reviving the opponent results in his death without hope of recovery.Spirits slain in this way recover
as normal unless they were permanently slain by another effect.
An opponent revived by this Charm is restored to full health, motes and willpower. Any decay or
damage that occurred to his corpse is undone. If his body were dismembered or burned, those fragments
of him that remain lose any metaphysical connection to the opponent. The Charm weaves a new body for
him, either from the largest portion of his remains or wholly new at the location he was slain, as his player
chooses.
AS THE SEA HEEDS PEBBLES CAST
Cost: 6m+, 1wp; Mins: Wits 4, Essence 3; Type: Supplemental
Keywords: Calibration-OK, Combo-OK, Nox, Shaping
Duration: Instant
Prerequisite Charms: All Your Peity and Wit
" Commanded by Autochthon to obscure his own existence, Nox extends this protection to his
Chosen who have mastered this technique. Despite what witnesses may recall, they can find no evidence
of the harlequins presence upon closer inspection. It is swallowed up by the endless depths of
Time,restoring order as though the Exalt had never been there. This Charm supplements any action to
remove evidence of ones actions, such as getting away with a crime, escaping through the wilderness, or
simply erasing a name from an inns guest book. The attempt automatically succeeds and all subsequent
attempts to uncover the information automatically fail. All relevant information is wiped from the Loom of
Fate, and Creation provides not a single shred of proof of the Nocturnals existence. During Calibration,
this Charms benefits may be extended to up to (Essence) other individuals; otherwise the Nocturnal must
spend an additional 1 mote per individual. Evidence outside the Empyreans anima is not eliminated.
" If Nox is free from the Loom, this Charm no longer allows the attempt to automatically succeed
except during Calibration. At any other point in the year, the Nocturnal adds half her Permanent
Willpower, rounding up, to the attempt. A second purchase at Essence 5+ grants her full Permanent
Willpower as automatic successes during the day and allows the Charm to automatically succeed at night
as well as Calibration.
THIS DAYS MADNESS
Cost: 10m, 1wp; Mins: Wits 5, Essence 3; Type: Reflexive
Keywords: Combo-OK, Flux, Merged
Duration: Until sunrise
Prerequisite Charms: All Your Peity and Wit
" No matter her crimes in the name of a greater cause, the harlequin is never without excuse to
mask her blame. When the Exalt activates this Charm she names an action she committed which she
does not wish others to discover, be it a social faux pas, a heinous crime, or an anonymous act of charity.
Until the next sunrise, evidence is generated to demonstrate that the Exalt could not have possibly done
the act, as she was clearly doing something else at the time. This Charm alters physical evidence and
memories according to the needs of the Exalt as a Shaping effect, but only as much as needed to create
the alibi. For example, she might escape the allegations of theft by claiming to have spent the night with
innkeepers daughter. While the daughter will recall their night together (assuming she does not possess
the ability to resist Shaping effects), her sexuality is not altered to suit the Exalts needs, which might raise
more problems for the Exalt than it solves. A second purchase of this Charm at Essence 4+ extends its
Duration to One Week; a third purchase at Essence 5+ reduces the cost to 5m, 1wp and extends the
Duration to Indefinite.
" Merged: Midnight Taboo Alibi (Manipulation, prerequisite: Relativistic Truth Discovery).
TOMORROWS TRIUMPH OR DESPAIR
Cost: 15m, 1wp; Mins: Wits 5, Essence 5; Type: Reflexive (Step 2)
Keywords: Calibration-OK, Combo-Basic, Counterattack, Flux, Illusion, Obvious
Duration: Instant
Prerequisite Charms: This Days Madness
" There is a time for heroism and a time for prudent consideration of ones circumstances. In the
case of the latter, the herald discerns when a foe is too powerful to confront directly. The Nocturnal may
employ this Charm in response to an attack from an enemy. For the purposes of this Charm an enemy is
another sentient being who is actively and intentionally causing harm to the Nocturnal and toward whom
the Nocturnal does not possess a positive Intimacy. The Nocturnals player rolls Willpower, adding her
Essence in automatic successes during Calibration, with a difficulty of the enemys Essence. If
successful, the enemy is dismissed from his current location as a Shaping effect and another being whom
that enemy regards as his inferior yet is also bound to the enemy by Ally, Henchmen, Patron, Liege,
Backing, or similar backgrounds is teleported into the situation in his stead, so long as that inferior is
within the same realm of existence.
" The enemys player may select the appropriate inferior or resist this effect with appropriate
defenses. If the inferior can defend against shaping effects and does so, the enemys player may continue
to reselect inferiors until one is found that either does not or cannot resist. Demons descended from the
enemy may never resist the enemys call, such an enemy may choose to banish himself back to Malfeas
to call an underling from there. If all resist, this Charm has no effect. The enemy is transported to some
place distant and safe, within (Nocturnals Essence [x2, during Calibration] enemys Essence, minimum
one) miles, determined by the Storyteller.
" The inferior arrives prepared for the encounter with the Nocturnal as appropriate the characters
backgrounds. If, for example, the Nocturnal employed this Charm successfully against a Deathlord (who,
for its own inscrutable reasons declined to resist its effectsperhaps the Deathlord has more important
business elsewhere), and the attacker is replaced with a Abyssal with the Abyssal Command background,
the deathknight may arrive, if he chooses, with a contingent of war ghosts.
" As an Illusion effect, anyone with a Mental Dodge DV less than the Nocturnals Willpower (plus
Essence, during Calibration) recalls the scene as though the inferior had always been present and the
original enemy had been absent. This includes the enemy and his inferior. This Illusion effect may be
resisted at the cost of 4 willpower.
" If the enemy is transported away, the attack ends immediately. As a Counterattack this Charm
imposes a DV penalty equal to the enemys Essence.
Treachery Charms
SMILING TRAITOR OPPORTUNITY
Cost: 6m; Mins: Wits 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisite Charms: None
" What drives a hero to betray his friends? What causes him to join the ranks of his enemies?
Some might say cowardice; others that the Exalt is no hero at all. The herald, however, recognizes that
some loyalties must be sacrificed to achieve a greater goal and to set a foe up for a greater fall. This
Charm supplements any action the Exalt takes in the presence of an enemy and which causes him to
betray his allies. His previous loyalties must be known to those involved, but the action may take nearly
any form. He might divulge the location of his Solar ally to the Wyld Hunt, publicly denounce his political
allies within earshot of a rival faction, attack his general in sight of the opposing army, or any similar
action.
" In addition to whatever roll might be necessary for the action, the Exalt may make a reflexive
(Manipulation or Wits)-based social attack against all enemies who witness the action, adding his Wits in
automatic successes. If successful, the opponent gains a positive Intimacy toward the Exalt, recognizing
him as a useful ally. As such, those affected by this Charm suffer a -3 internal penalty on any action which
continues to treat the Exalt as an enemy or a -1internal penalty on actions which fail to regard him at least
on friendly terms until the end of the scene. This unnatural emotion costs two willpower to resist, but may
be resisted freely if the Exalt takes any action which would inflict harm on those affected.
LOYAL MERCENARY INFILTRATION
Cost: ; Mins: Wits 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Smiling Traitor Opportunity
" Having won the favor of his enemies, the herald has prepared the way for fatal blow. This Charm
allows the Exalt to commit the cost of its prerequisite, making its duration Indefinite. Resisting the
unnatural mental influence now costs willpower equal to the Exalts Wits, to a maximum of five.
Additionally, the Exalts first attack against any being who possesses a positive Intimacy toward him due to
Smiling Traitor Opportunity is automatically considered unexpected but causes the immediate termination
of that Intimacy as well.
DEVIL REIGNING HYPOTHESIS
Cost: 10m; Mins: Wits 4, Essence 3; Type: Simple
Keywords: Combo-Basic, Kalpa, Shaping,
Duration: Indefinite
Prerequisite Charms: Smiling Traitor Opportunity
" During the Great War, the Incarnae suspected Nox would turn traitor and side with the Primordial
host and they acted accordingly to prevent that risk. The Chosen of Possibilities, however, remain free to
choose their alliances and betray them as they please, precisely as the Maidens feared. Some use this
Charm to spy on the enemies of Creation; others to better conspire with dark allies. In either case, this
Charm warps the Exalts own internal essence pattern, aligning himself to an alternate reality where he
serves other masters. This Charm may be purchased multiple times, with each purchase providing one of
the following effects. In all three cases, the Exalt is considered fully Outside of Fate while in his new
native Realm. He reintegrates with Fate (remaining obscured if Nox is in the Loom) while visiting
Creation unless he achieves Essence 6+.
The Exalt is considered a native of Malfeas and a Creature of Darkness. If scrutinized by
spirits, he will appear as an akuma, though one of uncertain patronage, and all demons of
lower Essence ratings will defer to him as though he were in their superior in accordance to
the law of Cecelyne. He must pay double motes to commit to adamant artifacts, but all vitriol-
tainted artifacts may be attuned for their base cost.
The Exalt is considered a native of the Underworld and a creature of Death as well as
Darkness. He may only respire motes in the Underworld or in shadowlands. He must pay
double the motes to commit to adamant artifacts, but all soulsteel artifacts may be attuned for
their base cost.
The Exalt is considered a native and creature of the Wyld. He may perform Fluctuations in
the Wyld, but they are no more substantial than the fantasies of the Raksha. For the
purposes of resisting Wyld mutations and addiction, he treats any area of the Wyld as one
step closer to Creation.
Kalpa: In some Manvantara, Nox and the Nocturnals truly did side with the foes of Creation. In
some of those realities, one of the previous options becomes the base state of the Nocturnals. An altered
Nocturnal may learn a Creation-oriented version of this Charm which allows him to be considered a native
of Creation within Fate (though he may still be obscured from Fate, if Nox is in the Loom) and attune to
adamant normally. If he were considered a creature of Death, that classification is suspended for the
duration of this Charm and he may respire motes as normal. If he were a Creature of Darkness, that
condition still applies if an appropriately holy authority exists to enforce that designation. Additional
variants of this Charm for more exotic realms may also exist with Storyteller approval.
IRON AND SALT EXCOMMUNICATION
Cost: 5m (+1wp or +3m, 1wp); Mins: Wits 4, Essence 3; Type: Simple
Keywords: Flux, Obvious
Duration: One Scene
Prerequisite Charms: Devil Reigning Hypothesis
" The herald is at peace with those to whom he appears loyal. Should his allies seek to harm him,
he simply revokes their status in the chain of cause and effect. When activated this Charm protects the
Exalt from any harm that might result from a being native to the same realm of existence, so long as that
action is not enhanced with magic. Additionally, against such attacks, the Exalt adds his Wits to the
appropriate DV.
" A second purchase of this Charm at Essence 4+ allows the Exalt to spend an additional willpower
to extend this benefit to (Essence) allies. A third purchase at Essence 5+ allows the Exalt to provide this
defense to an entire complimentary unit with a magnitude no greater than his Essence for total of eight
motes and a willpower.
INQUISITORS VAIN QUESTIONS
Cost: 4m; Mins: Wits 4, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Smiling Traitor Opportunity
" Once entrenched in his new position, the herald is adept at maintaining the ruse. If questioned
concerning his loyalties, this Charm may be used to either impose an external penalty on a social attack
to force him to reveal the truth of a particular subject, or to impose an external penalty on another beings
MDV when the herald lies concerning his true loyalties. In either case, the penalty is equal to his Wits.
FRIENDSHIP OF HERETICS
Cost: 1m; Mins: Wits 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Stackable
Duration: Indefinite
Prerequisite Charms: Smiling Traitor Opportunity
" Though he lives among them, shares their meals, feigns love and passion, the herald never truly
forms any attachment to those he prepares to betray. Upon activating this Charm, the Exalt names a
being, object, ideal, etc., toward which he does not currently possess an Intimacy. So long as the mote
remains committed, the Exalt is incapable of obtaining any Intimacy directed at the designated target.
ALTER-EGO
" Unlike other heroes, the Nocturnal Exalt need not regret that they have only one life to give in the
service of Creation. Indeed, to live only a single life would be far too limiting for the Chosen of
Possibilities. Through the esoteric Charms of the Alter-Ego, the harlequins can become more than single
person and begin their own unique path toward the grand transhumant experiment all Exalted pursue.
" Obtaining this level of enlightenment requires extensive study and a wide pool of natural talent.
The core of this path is detailed here, containing one Charm for each of the nine Attributes. Additional
Charms may be created by individual Nocturnals, but only after he has mastered all nine of these
Charms.
" These Charms are unique to the Nocturnal Exalted and under no circumstances can they be
acquired by any other being. Even Black Mirror Shintai treats the Nocturnal and his alter-ego as two
separate entities and does not acquire this overlapping Charm set if the Infernal copies either of the pair.
ALLIANCE OF THE ALTER-EGO
Cost: ; Mins: Appearance 1, Essence 2; Type: Permanent
Keywords: Native, Nox, Training
Duration: Permanent
Prerequisite Charms: None
" Nox presents the gift of Exaltation to liberate his Chosen from the rigid dictates of their prior
destinies. The heralds are empowered to explore alternate realities and turn counterfactuals into fact.
With this Charm, the Exalt turns this power upon himself, shattering his Fate into fragments and forging a
fresh start from its remains. Upon learning this Charm, the Exalts player creates a secondary character,
known as the alter-ego, following standard character creation rules for a Nocturnal Exalted. The alter-ego
gains additional experience equal to half the Exalts current total, to be spent however the player
chooses. Since the caste of the Nocturnal Exaltation is determined by the personality of its bearer, the
alter-egos caste may be different from the Exalts. For the rest of the game, the alter-ego gains
experience at half the rate of the original, and the player may transfer up to a quarter, rounding down, of
the experience earned by the Exalt each session to the alter-ego.
" The alter-ego possesses its own Traits, except Willpower and Essence, which must be equal to
the Exalts. Likewise, the alter-egos (highest Virtue + lowest Virtue) must equal that of Exalt. Should any
of these Traits be changed by either the Exalt or the alter-ego, the Trait is altered as a Training effect for
the other as well. The two share Temporary Willpower and both personal and peripheral Essence pools,
except for Temporary Willpower or motes gained by Charms and other effects unique to either the Exalt or
his alter-ego. The alter-ego begins with a positive Intimacy corresponding to the Nocturnals Motivation,
and its own Motivation cannot conflict with that. The alter-ego may purchase its own Charms, as any
Nocturnal couldthough it automatically gains the benefits of all charms ultimately derived from Alliance
of the Alter-Ego as though it also knew them. It may never learn Alliance of the Alter-Ego itself.
While the alter-ego is active, it generates a phantom strand of Fate, wholly separate from the
Exalts and it ignores any lingering effects placed upon the Exalt which do not directly work upon the
Exaltation itself. The flickering stand of Fate attracts the attention of the Pattern Spiders in a way that not
even Nox may hide. Both the Exalt and the alter-ego permanently gain one Paradox that cannot be
removed while the Exalt knows this Charm.
" Upon first learning this Charm, the Exalt is unaware of the alter-ego. The two cross paths only
through the consequences of their actions. Whenever the Exalt fails a Conviction roll to recover Willpower
while sleeping, the alter-ego awakens in his place, subtly, but thoroughly, changing shape into a new
person. During such transformations, Ownership of all the Exalts items pass to the alter-ego. The Exalts
player may choose to play the alter-ego at this time, or turn control over to the Storyteller, but in either
case it is important to remember that the alter-ego is explicitly a new character with its own desires and
objectives and should be played as such. At this point in mastery of these techniques, the alter-ego exists
solely to explore possibilities and take actions that the Exalt couldnt have done himself, not to further the
Exalts own agenda. This is not to say that the alter-egos objectives cannot have significant overlap with
the Exaltsjust that they must have distinct motives. The Exalt returns once the alter-ego falls asleep,
but not if the alter-ego is rendered unconscious by other means. The alter-ego possesses his own health
levels and if he dies by any means, the Exalt immediately manifests wherever she last fell asleep, jolted
suddenly awake as if experience the death in a dream. He loses this Charm and fills up to his last -2
health level with bashing damage. If he relearns this Charm later, his player must create a new alter-ego
rather than reviving the previous one.
" Only heralds with the necessary Whispers background may intentionally learn this Charm as a
Nox effect. In all other cases, and occasionally even among those who could learn this Charm
intentionally, Charm imposes itself on the unwitting Exalts sleep as a Training effect (with the players
approval, of course). This occurs infrequently and only to those who appear particularly dissatisfied or
frustrated by their current position.
"
IMAGINARY FRIEND DIALOGUE
Cost: ; Mins: Perception 3, Essence 2; Type: Permanent
Keywords: Illusion
Duration: Permanent
Prerequisite Charms: Alliance of the Alter-Ego
" As the Exalt develops this Charm, he catches glimpses of his alter-ego. Sometimes the alter-ego
flashes into existence too quickly to be noticed, sometimes it passes through a crowd, sometimes it can
be seen in a mirror out of the corner of the Exalts eye, and so on. Once the Exalt has mastered this
Charm, he is fully aware of his alter-ego as another being. Even if informed by another source he still has
not yet grasped the concept that the alter-ego is an extension of himself. Though the Nocturnal can see
and speak with his alter-ego, it exists only in his mind. Others will hear their conversations only if they are
capable of skimming the surface thoughts whichever of the two beings is currently dominant, or if the
dominant personality becomes emotional during interaction with his counterpartin which case he may
accidentally vocalize some portion of their conversation.
" The dominant personality always perceives the other within (Essence x 5) yards or closer, unless
that being is currently asleep. The switch between the two now occurs whenever one fails a Conviction
roll, most often manifesting from the perspective of the Exalt and his alter-ego as one stepping forward to
take the reins of the current scene while the other steps back and becomes quiescent. From the point of
view of other beings, the switch between personalities is difficult to detect, as the Charm exerts an
automatically successful unnatural mental influence to rationalize the disappearance of the previous
persona and the sudden appearance of the alternate. Resisting this Illusion costs five willpower.
" Additionally, once this Charm has been learned, the Exalt and his alter-ego may be influenced by
each others social attacks, but only the dominant personality is subject to social attacks originating from
other sources.
UNCANNY RECOGNITION STANCE
Cost: (1wp); Mins: Charisma 4, Essence 3; Type: Permanent
Keywords: Compulsion, Social, War
Duration: Permanent
Prerequisite Charms: Imaginary Friend Dialogue
" The presence of an alter-ego subtly shifts the Exalts own personality in response. Others,
particularly, those who have interacted with the alter-ego, may recognize these changes. Likewise, the
alter-ego never fully deviates from the herald and a bit of the Exalt lingers even while the alter-ego
dominates. With this Charm, the dominant personality may spend a Temporary Willpower to gain the
benefits of any social background the other personality possesses, such as Backing, Influence,
Resources, etc., for the remainder of the scene. This Charm takes the form of an unnatural Compulsion to
recognize the legitimacy of the personality social connections, rated at one less than that of the other
personality. Other beings may spend two willpower to ignore this compulsion. Should the personalities
switch in the midst of mass combat, whether military or social, this allows the new dominant personality to
maintain control of the unit, despite other requirements, though at an effective -1 Magnitude.
WHATS YOURS IS MINE ALTERATION
Cost: (3m, 1wp); Mins: Manipulation 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Uncanny Recognition Stance
" Until learning this Charm, the submissive personality has had to remain silent while the dominant
personality interacts with the world. Although the submissive personality had found nothing odd about his
silence, he now has the opportunity to speak. The dominant personality allows the other to come,
momentarily, to the forefront of their shared mind. Though the physical form doesnt change, for the next
(Essence) actions, everything else does. From the point of view of the Exalt and his alter-ego, the other
person merely injects. From the perspective of everyone else, characters personality shifts, often
dramatically, and the person they had been interacting with suddenly manifests a new selection of Traits.
While this remains in effect, the submissive personality takes over, using all of his Traits, until the
dominant personality assumes control again.
HELPING HAND ASSISTANCE
Cost: (1wp); Mins: Strength 3, Essence 3; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Imaginary Friend Dialogue
" The Exalt and his alter-ego are rarely alone. Together, they may perform actions that no one
could perform alone. Supported by the other personality, the dominant personality has the power to
overcome any obstacle. By spending a willpower, the dominant personality may interact with the other as
if he were physically present for (Essence) actions. For example, if the dominant personality is about to
fall off a cliff, the other personality could pull him to safety. Anyone capable of seeing dematerialized
spirits can see the hazy figure of the other personality while the effects of this Charm are employed. This
is as close to physically coexisting as the two personalities will ever achieve. Others would just see the
dominant personality hanging precariously from a cliff as if supported by an invisible hand. Whenever this
Charm is used, the dominant personality receives one point of Paradox.
TWO ARE BETTER THAN ONE
Cost: (5m, 1wp); Mins: Dexterity 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Helping Hand Assistance
" The Exalt and his alter-ego soon develop a close bond and learn how to best work together.
Anything one of the personalities does is readily supported by the other. As an innate power, the dominant
personality may spend five motes and one willpower to gain the benefits of this Charm. First, for
(Essence) actions, if he gains any successes on an action, he automatically gains an additional success
as though he were being supported by another character. Additionally, once per Action, he may duplicate
any action he took, using the other personalitys Traits and Charms on the second attempt. Upon
activating this power, the dominant personality gains two Paradox.
" If the Exalt also knows Whats Mine is Yours Sacrifice (below), a second purchase of this Charm
at Essence 5+ allows the dominant personality the benefits of a Defend Other action, using the other
personalitys DV to protect himself. Whenever an attacker overcomes the other personalitys DV, the
attacker cannot chose to attack the other personality. Instead the attack passes to the dominant
personality, who must defend accordingly and who gains one Paradox in the process.
" [Me, Myself, and My Friends
With Two Are Better Than One, Improbable Response, and her own allies, a Nocturnal
has the the potential to sent up multiple layers of Defend Other actions for herself. Hypothetically,
if a Nocturnal would set up multiple layers of Defend Other in this fashion, her attacker need not
break through each separately. Only the source which provides the greatest benefit applies its full
DV to the attack. Each additional source provides an additional +1DV to the primary defender.]
ONE MIND MONOLOGUE
Cost: ; Mins: Wits 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Imaginary Friend Dialogue
" Though appearing separate even to themselves, the Exalt and his alter-ego share one mind.
They can have no secrets from one another. No matter how far apart they appear to be, their distance is
only an illusion created by the Nocturnals mind. Information travels between them as quickly as the mind
commands the body. This Charm permits the dominant personality to gain information learned by the
other personality, so long as an appropriate trigger exists for the personality to think of the required
information. For example, if the Exalt reads a bulletin about the magistrates upcoming birthday, he
suddenly recalls overhearing a conspiracy to assassinate the magistrate, despite the fact that the alter-
ego, not the Exalt, actually overheard the conversation.
SCHISMATIC UNITY AWARENESS
Cost: ; Mins: Intelligence 5, Essence 5; Type: Permanent
Keywords: Flux, Obvious
Duration: Permanent
Prerequisite Charms: Uncanny Recognition Stance, Helping Hand Assistance, One Mind Monologue
" In time, the Exalt accepts the reality of his unique situationor, more precisely, their unique
situation. He recognizes the alter-ego as an extension of himself, and himself as an extension of the alter-
ego. It hardly matters now which was the original and which the alternative. The Exalts player now has
full control over the both characters if she did not already. The Exalt may transition fluidly between both
personalities as his Fluctuation. Both remain separate entities, though allied to a common mind.
Nocturnals who have achieved this level of enlightenment draw parallels to the gestalt souls of the
Primordials in order to explain their condition.
Additionally, the dominant personality draws on the potential of his alternate self. He permanently
receives a full Independent Action in addition to his own, following the normal rules of Independent
Actions (Scroll of the Monk, p. 121-122), by gaining one Paradox per Action. During such Independent
Actions, he may use any Charm the other personality possesses, but doing so requires that he spend
additional motes equal to the minimum Essence required for the Charm. The alter-egos strand of the
Fate solidifies, intertwined with the Nocturnals. Not even Noxs influence can mask their presence in the
Loom of Fate from the frustrated Pattern Spiders. They both gain an additional Paradox which cannot be
lost while both personalities remain.
WHATS MINE IS YOURS SACRIFICE
Cost: (1wp); Mins: Stamina 4, Essence 3; Type: Permanent
Keywords: Obvious
Duration: Duration
Prerequisite Charms: Imaginary Friend Dialogue
" Though each has its own Fate, the Exalt and his alter-ego share one body, transformed though it
may be. This Charm allows the dominant personality to pass physical harm onto the other personality by
spending a willpower during Step 10 of combat resolution. Depending on how the two personalities feel
about one another this may be perceived as the other jumping into the way of the attack, the dominant
personality dodging so that the attack strikes the alternate behind him, apathetic happenstance causing
harm to a bystander the dominant personality barely knew, and so on. From the perspective of others, the
dominant personality absorbs the damage as though there were none. If the submissive personality
possesses Charms that could perfectly defend against such attacks, mitigate levels of damage, or stop
other harmful effects such as poisons or diseases, he may use them; otherwise he accepts whatever
effects the dominant personality would have suffered in Step 10. Though alter-egos may use this Charm
they do so sparingly and only when they know the Exalt is unlikely to die. The alter-ego intrinsically knows
that if the Exalt dies, so will he.
" Additionally, during a Renewal, the player may elect to transfer primary agency to the alter-ego,
destroying the original character completely. The alter-ego assumes the role of the Exalt with Alliance of
the Alter-Ego and all subsequent known Charms passing to him, immediately gains the difference
between his experience and that of the original, and generates a new alter-ego.
SUPERNATURAL MARTIAL ARTS
The Nocturnal Exalted do not possess any Martial Arts Style unknown to rest of Creation. Their
Hero Style has lingered in the memories of the Sidereal cousins, and they have not invested time into the
creation of new styles since their return. They are Celestial Exalted, and thus may learn any Celestial
Martial Arts, provided they have a sifu willing to instruct them in the techniques. There are several
Terrestrial Martial Arts Styles that appeal to the harlequins as well, including Orgiastic Fugitive Style,
Swaying Grass Style, and Mystifying Legerdemain Style. However, like the Lunar Exalted, they are
incapable of learning Sidereal Martial Arts under any circumstances.
[Swallowing the Lotus Root, Redux
" The Nocturnal Exalted may also learn the Charm Swallowing the Lotus Root, as per the
description of the Charm in Scroll of Errata. Among the Nocturnals, it is called Faceted-Lotus
Enlightenment. This Charm requires Martial Arts 5, Essence 2 and permanently reduces the cost
of Terrestrial Martial Arts Charms to 5xp (4xp if Martial Arts if favored). It has no prerequisite
Charms.]
Nocturnal Hero Style
! Though the Nocturnal Exalted have long been banished from the face of Creation, their native
martial arts style is still practiced. Known as the Flawless Jewel Style in Creation and Autochthonia,
Nocturnal Hero Style condenses the precision and expert timing of the heralds and the harlequins. The
movements of the Flawless Jewel are sharp and sudden. It is a minimalist style that derives increasing
complexity from building upon and combining relatively simple katas.
" Nocturnal Exalted may learn this style as natural Charms, and may create and learn new Charms
to expand upon the basic principles of the core style presented here (see p. XX). Others who can learn
Celestial Martial Arts may learn this style as well, substituting the Dexterity requirement for an equivalent
Martial Arts requirement. As an exception to this general rule, the Lunar Exalted may learn this style using
only their natural Dexterity and the Nocturnals may learn Lunar Hero Style in the same fashion. However,
neither may learn the expansion Charms of the other, except in situation mimicking the Eclipse anima
power.
" Weapons and Armor: Nocturnal Hero Style requires unhindered movement, and may only be
practiced in armor with a Mobility Penalty of -0. As form weapons it employs the cestus, the iron boot,
knives, and their artifact equivalents.
" Complimentary Abilities: The precision necessary to practice this style demands expert hand-
eye coordination. Beings who do not learn this style with a Dexterity requirement also require at least
Awareness 2 in addition the Martial Arts minimum.
CRYSTALLIZE KATA INSIGHTS
Cost: 4m; Mins: Dexterity 2, Essence 2; Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK, Enhanced
Duration: One Scene
Prerequisite Charms: None
" Sizing up his foe, the Nocturnals movements become finely tuned to defeat any maneuver. When
activating this Charm, the Exalt selects an opponent he can perceive. Against that foes attacks he adds
+1 to his unarmed Parry DV and, when his DV refreshes, he gains three dice as though he had taken an
Aim action against that foe. She may use these immediately or hold them in reserve as she sees fit, but
any remaining dice are lost when her DV refreshes and replaced with new dice. She may not exceed 3
Aim dice unless permitted by some other effect.
" Enhancement: The Nocturnal may reflexively reassign the target of this Charm once when her
DV refreshes but before she gains Aim dice.
DIAMOND FIST ATEMI
Cost: 2m; Mins: Dexterity 3, Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK, Enhanced
Duration: Instant
Prerequisite Charms: Crystallize Kata Insights
" As the jeweler refines the stone into a lavish gem, the strikes of Nocturnal chip away at her foes
exterior to reveal what hides beneath. An unarmed attack supplemented by this Charm is considered
Piercing and may allow the Exalt to perform a coup de grace (Exalted, p. 152) as though they were
bladed weapons without incurring a -1 External Penalty.
" Enhancement: The Nocturnal increases the duration of this Charm to One Action and allows her
to parry lethal damage barehanded for its duration. This Charm may also be activated defensively in Step
2.
FALLING HAMMER MASTERY
Cost: 1m; Mins: Dexterity 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Enhanced
Duration: Instant
Prerequisite Charms: Crystallize Kata Insights
" As surely as night falls at the end of the day, the heralds foe will be laid out before her. This
Charm supplements an unarmed Sweeping Attack (Exalted, p. 153) and removes the associated -2
Accuracy penalty. The difficulty to resist knockdown is increased the difficulty to resists knockdown by the
Exalts Essence.
" Enhancement: This Charm is a Permanent upgrade of the Exalts capabilities becoming Cost:
, Type: Permanent, Keywords: Enhanced; Duration: Permanent.
NOCTURNAL HERO FORM
Cost: 6m; Mins: Dexterity 4, Essence 2; Type: Simple
Keywords: Combo-Basic, Enhanced, Form-Type, Obvious
Duration: One Scene
Prerequisite Charms: Diamond Fist Atemi, Falling Hammer Mastery
" The Nocturnals every kata is expertly guided to maximize its lethal potential. Her staccato
movements occur so swiftly she appears to run and strike in a series of distinct poses rather with natural
fluidity. Her unnatural movements increase the speed her own actions and prevents others from properly
gauging where she will be next. This reduces the speed of her unarmed attacks by one, to a minimum of
3, and imposes a -1 External Penalty on all incoming attacks against her and on the Parry DVs of those
she attacks. Additionally, when she activates this Charm and whenever her DV refreshes, she gains one
Aim die against all opponents, following the same rules as Crystallize Kata Insights.
" Dynamic Form Transition: The martial artist may reflexively assume Nocturnal Hero Form
whenever he successfully strikes a target with an unarmed attack which benefited from at least three Aim
dice. This is in addition to standard Dynamic Form Transitions common to all styles.
" Enhancement: This Charm gains the Calibration-OK keyword, which adds an additional Dynamic
Form Transition opportunity. The harlequin may reflexively assume Nocturnal Hero Style whenever he
successfully parries an attack unarmed during Calibration.
JEWELERS EXPERT DEFENSE
Cost: 4m; Mins: Dexterity 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisite Charms: Nocturnal Hero Form
" The Exalts fine aim may be translated into a skillful defense. Knowing the precise movements of
a select opponent, she positions her own body precisely to shield herself from the attack. This Charm
grants +(2 + Aim dice accumulated against the attacker) to her unarmed Parry DV as though it were a
bonus from a shield. If this defense is insufficient to block the attack, she loses one Aim die accumulated
against her attacker.
" Enhancement: While this Charm is active and provides a bonus of 3+ to her DV, she may
declare a perfect parry in Step 2 of combat resolution, completely negating the attack. Doing so
deactivates this Charm and causes her to lose all accumulated Aim dice as a unique Flaw of
Invulnerability. Used in this fashion, Jewelers Expert Defense cannot be activated again during this
scene.
"
DIAMOND CUTS TOPAZ
Cost: 5m, 1wp; Mins: Dexterity 4, Essence 2; Type: Simple (Speed 3, DV -0)
Keywords: Combo-OK, Crippling, Enhanced
Duration: Instant
Prerequisite Charms: Nocturnal Hero Form
" Faster than the eye can blink, the Nocturnal strikes at her targets vital organs. Her fists cut like
knives and her kicks crack bone like hammers. Her foe is left broken and disfigured by the critical blow.
This Charm is an unarmed attack which inflicts Lethal damage. Additionally, the Exalt effectively reduce
one of her targets Attributes by one, to a minimum of one, as a Crippling effect if she inflicts any damage.
While this does not remove access to Charms her target might otherwise qualify for via that Attribute, it
does lower the Attribute for all other purposes. She must declare which Attribute she wishes to damage in
Step 1 and strike accordingly. For example, while fighting another Nocturnal Hero Stylist with this Charm,
she might attempt to crippler her opponents Dexterity by striking pressure points and numbing the
opponents body. The opponents Dexterity effectively drops to 3, limiting the number of dice he can add
to his martial arts attacks without spending willpower, but does not prevent him attempting to us this
Charm on her as well.
" Enhancement: If this attack is supplemented by Diamond Fist Atemi, it ignores armor completely
rather than becoming Piercing."
CHISEL REMOVES FLAWS
Cost: 5m; Mins: Dexterity 5, Essence 2; Type: Reflexive (Step 10)
Keywords: Combo-OK, Enhanced
Duration: One Scene
Prerequisite Charms: Nocturnal Hero Form
" The Nocturnal is a flawless gem. With each strike her foes land against her, her skills only
improves. The Exalt may activate this Charm whenever damage is inflicted on her by another being.
When she attacks another being who has inflicted damage on her this scene, she ignores Wound
Penalties and adds the penalty she would have received as Aim dice on the first attack she makes
against the character each Action.
" Enhancement: The Nocturnal applies these Aim dice to all attacks made against any being who
has inflicted damage on her this scene.
TUMBLING GEMSTONE COUNTER
Cost: 5m; Mins: Dexterity 5, Essence 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Enhanced
Duration: One Scene
Prerequisite Charms: Jewelers Expert Defense, Diamond Cuts Topaz, Chisel Removes Flaw
" The Nocturnal never troubles herself between choosing to fight or choosing to flee. With this
Charm she strikes a perfect balance. After defending herself with a dodge or an unarmed parry, the
harlequin recoils away from her attacker and slashes or kicks as final departing gesture. She may make a
single unarmed attack her attacker, while simultaneously moving (Dexterity + Martial Arts) yards in any
direction. This may break a flurry if her attacker is unable to keep pace.
" Enhancement: The Nocturnals movement becomes increasingly attuned to her foes attacks.
Until the end of the Tick, she gains a cumulatively -1m discount for each previous time she activated this
Charm in response to the same opponent. With Essence 4+, all participants in a Coordinated attack
against her count as the same opponent for the purposes of this Charm.
FIVEFOLD FACETED STRIKE
Cost: 10m, 1wp; Mins: Dexterity 5, Essence 4; Type: Simple (Speed 4, DV -1)
Keywords: Combo-OK, Enhanced, Obvious
Duration: Instant
Prerequisite Charms: Tumbling Gemstone Counter
" The jeweler does not create his masterpiece with a single stroke of his hammer and chisel. It is a
delicate procedure requiring concentration, calculated precision, and time. For the Exalt, two of the three
will suffice. This Charm is an unarmed attack against an opponent against whom she has accumulated at
least one die from an Aim Action. She appears to split into a fractured image surrounding her foe, each
version of herself tinted with a slightly different color as though she were light refracted by a prism and
each posed for a unique strike. To this attack she adds a number of automatic successes equal to the
combined Rate of her readied weapons. For the purposes of this Charm, her Punch and Kick attacks are
always considered readied, even if she holds another weapon. If the attack is successful, the Exalt
multiples the levels of damage inflicted in Step 10 by (1 + Aim dice enhancing the attack).
" Enhancement: Upon activating this Charm, the Exalt may sacrifice any number of Aim dice, to a
minimum of one, to reduce the cost of this Charm by two motes for every die forfeited.
" [Hero Styles Redux
" Among some players, a popular alternative to learning native Martial Arts Charms in lengthy trees
is to allow Exalts of the appropriate type to learn them in short clusters. With Storyteller approval the
following Charms possess different prerequisite Charms as an Enhanced effect. If Storytellers allow for
this option, they should be sure to permit similar Hero Style restructuring for all Exalts. Even if the Exalt
possesses Fivefold Faceted Strike through these altered prerequisites, she is still required to learn all
nine Charms of Nocturnal Hero Style before she is considered to have mastered it as a Celestial Martial
Arts style.
" JEWELERS EXPERT DEFENSE: Prerequisite Charms: Crystallized Kata Insights
" DIAMOND CUTS TOPAZ: Prerequisite Charms: Diamond Fist Atemi
" CHISEL REMOVES FLAWS: Prerequisite Charms: Crystallized Kata Insights
" TUMBLING GEMSTONE COUNTER: Prerequisite Charms: Jewelers Expert Defense
" FIVEFOLD FACETED STRIKE: Prerequisite Charms: Diamond Cuts Topaz]
"
Mystifying Legerdemain Style
This style is popular among the entertainers of the more civilized areas of the Threshold. While
the Immaculate Order opposes the teaching of unapproved styles in the Realm and beyond, the monks
tend turn a blind eye to this style, seeing it little more than cheap parlor tricks meant to amuse the crowd
rather than a rival path to enlightenment or a serious threat in battle.
The techniques of Mystifying Legerdemain Style are a closely guarded trade secret. Only those
within the profession, or those deeply familiar with esoteric martial arts, will even recognize these
techniques as a coherent martial art style. Though an Air-aspected Style, it is rarely practiced by the
Dragonblooded, except for an odd Outcaste who has picked it up running cons in back alleys or to amaze
his audience.
Weapons and Armor: The weapons of the magician are his wide assortment of props, with
which he may make unarmed attacks. These are most often treated as improvised weapons, but some of
the most common props may use the traits of Sticks, Batons, Chakrams, or Windfire Wheels. Artifact
equivalents are also permitted.
Complimentary Abilities: The magician must be able to feign mystical knowledge while
performing his sleight of hand. This Style requires Occult 1 and Larceny 2, in addition to martial arts
training.
MAGICIANS CHARMING FEINT
Cost: 2m; Mins: Martial Arts 2, Essence 1; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
" With a smile and a flourish, the magician knows how to distract her audience. How much easier,
in the midst of battle, to distract her foe. The martial artist performs a feat intended to catch the eye of her
opponent with one hand, while making an unarmed attack with the other. This adds two dice to such an
attempt at a surprise attack. Alternatively, the martial artist may activate this Charm to distract from
another beings attack, granting that being the two dice bonus instead.
EMPTY PALM DECEPTION
Cost: 3m; Mins: Martial Arts 3, Essence 1; Type: Simple
Keywords: Combo-OK, Illusion, Touch
Duration: (Martial Arts) Actions
Prerequisite Charms: Magicians Charming Feint
" The magicians empty hand hides many things. Her audience marvels as she makes items
disappear and reappear before their very eyes. Her enemies will be somewhat less amused by her tricks.
Holding a form weapon no larger than her forearm in at least one dimension, the martial artist activates
this Charm and causes the item to disappear. Anyone whose Dodge Mental Defense Value is less than
the magicians (Martial Arts + Essence) sees the object disappear, though it is still held by the magician.
Anyone under the influence of this Illusion suffers a -1 external penalty to his attempt to discern the
magicians surprise attack while the weapon is hidden. At the very instant of the attack, the weapon is
finally revealed, ending the Charm.
SHATTERED EXPECTATIONS
Cost: 2m; Mins: Martial Arts 3, Essence 1; Type: Reflexive (Step 10)
Keywords: Combo-OK, Illusion, Obvious
Duration: (Martial Arts) Actions
Prerequisite Charms: Magicians Charming Feint
" When parchment is burned, it must surely turn to ash. When the mirror is struck, it must surely
shatter. Not so when the magician performs such feat! To play with her audiences expectations and defy
them is the magicians greatest art. When she damages an object, the martial artist may activate this
Charm and choose which Illusion will enhance the act. She may either obscure the damage, making the
object appear whole; or she may negate all the damage she just inflicted while maintaining the expected
appearance of destruction. In either case, the Illusion affects all observers with Dodge MDVs less than
the magicians (Martial Arts + Essence).
MYSTIFYING LEGERDEMAIN FORM
Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Simple
Keywords: Form-Type, Illusion, Obvious
Duration: One Scene
Prerequisite Charms: Empty Palm Deception, Shattered Expectations
" Adopting this form, the magician takes a single step forward and bows impressively. When the
magician wishes, she may obscure her movement with an Illusion, affecting those with Dodge MDVs less
than her (Martial Arts + Essence). To those affected, the magician moves in an Obvious puff of colored
smokepreventing affected beings from detecting any other Obvious effect influencing her movement or
targeting her with a Blockade Movement action. Additionally, the magician may now treat playing cards as
shurikens. Finally, the magicians unarmed Parry Defense Value is increased by one for the each dot of
Magnitude that would be possessed by a unit comprised solely of beings currently under the influences of
at least one of her Illusions.
UNWILLING VOLUNTEER LEVITATION
Cost: 5m; Mins: Martial Arts 5, Essence 2; Type: Supplemental
Keywords: Combo-OK, Knockdown, Obvious
Duration: (Martial Arts) Actions
Prerequisite Charms: Mystifying Legerdemain Form
" A favored trick of the magician is to cause an assistant or a volunteer from the audience to
appear to levitate. With this Charm, the martial artist may perform a similar trick, even with unwilling
participants. This Charm enhances an unarmed attack. The victim must always check for Knockdown if
the attack is successful, with an increased difficulty for each in-Style Illusion the target currently suffers. If
the target fails the roll, he falls back but never strikes the ground. Instead he is suspended in mid-air, one
yard off the ground. Each subsequent action until he rises from prone, the martial artist may cause the
target to rise up to (Martial Arts) additional yards. If the target rises from prone before the Charm ends, he
arrives safely on the ground. Otherwise, the magician may choose whether he plummets dangerously or
lands safely.
VIVID ESCAPISM
Cost: 4m; Mins: Martial Arts 5, Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Mystifying Legerdemain Form
" The audience loves a thrill and few tricks are more exciting than a death-defying escape. With
this Charm the magician may use the higher of her Martial Arts or Larceny to escape restraints or a clinch.
Additionally, the more elaborate the trap the more spectacular the escape. The martial artist gains an
automatic success on her attempt to escape restraint for each layer of restraint currently placed upon her.
For example, if she is shackled, bound with rope, and locked in a chest, she gains three automatic
successes on attempting to escape whichever layer of restrain she chooses first, two successes for the
second, and one on the final. In the case of clinches, she gains an automatic success for each dot of
Strength her opponent has in excess of her own. In either case, this bonus cannot exceed her Essence.
SMOKE AND MIRRORS MASTERY
Cost: (+1m); Mins: Martial Arts 5, Essence 3; Type: Permanent
Keywords: Form-Enhancing
Duration: Permanent
Prerequisite Charms: Unwilling Volunteer Levitation, Vivid Escapism
" The magician knows how to manipulate the crowd to reinforce her Illusions. The audience
believes what they wish to believe, and they wish to believe whatever the magicians tells them they
should. This Charm permanently enhances Mystifying Legerdemain Form. While active, all in-Style
Illusions increase the willpower required to resist them from one to either the current bonus the magician
is receiving to her unarmed Parry DV from the Form or the number of concurrent in-Style Illusions
influencing the target, whichever is higher.
" Additionally, the duration of all in-Style Illusions is extended to the duration of the Mystifying
Legerdemain Form. Finally, Shattered Expectations may be applied to beings and Unwilling Volunteer
Levitation may be applied to objects.
Chapter VI: The Miracles of Night
As they return from their long absence, the harlequins quickly make a name for themselves as twisters of
reality. Those in Creation marvel at these Nocturnal miracles, while the Bureau of Destiny is shaken by
the dramatic nature of the harlequins art. What unknown magic could possibly cause such tangles in
Fate?
FLUCTUATIONS
What Fluctuations Are
Nox and the Great Maker granted the Nocturnal Exalted the power to enact Fluctuations on
reality. This power resembles that formerly possessed by the Onyx Youth to reveal the will of the
Primordials, but differs in the particulars of its application. The methods by which this is accomplished is
the manipulation of Loom of Fate through nine metaphysical Domains underlying the nature of reality.
Just as the twenty-five Colleges of Astrology are tied to specific areas of study, the nine Domains are
associated with the nine primal skills possessed by all beings. As such they are divided into Physical,
Social, and Mental Domains. To Nocturnal scholars, these divisions are known as the Three Columns.
These scholars also refer to three Tiers, which contain one Domain from each Column. These are
known as the Tiers of Material, Method, and Product. While Columns determine in which medium of the
Fluctuation may be worked, the Tiers govern the particular manner in which the Fluctuation takes shape.
The precise nature of each Domain will be discussed shortly.
How They Work
" Fluctuations tamper with and overwrite the usual functionality of Fate and the record of causality it
keeps. As such they only work where the Loom of Fate governs the nature of reality. External Penalty,
respectively. Performing a Fluctuation is a simple process compared to Astrology. The harlequin need not
plot or plan, pray or petition. She simply wills reality to be other than it is. She determines what manner of
the Fluctuation she wishes to achieve, spends a temporary Willpower, and rolls (Willpower + Domain) as
a Simple Action (Speed 6, DV -1). During Calibration, the Nocturnal adds her Essence to the roll.
" All Fluctuations are Shaping effects and may defended against as such. They are also Suspicious
if successful. However, they are always noticeable. When the Storyteller rolls a die for the Suspicious
effect, treat all 10s as 1s. Fluctuations may only target a Nocturnal or mundane beings, objects, and
locations within Fate (though it can produce loyalty to a god, plans for artifacts, maps to manses, etc.),
and have a base difficulty of three. Additional levels of difficulty are determined by the nature of the
desired Fluctuation.
" The effects of a Fluctuation lasts until the end of the scene, and the harlequin may perform only
one successful Fluctuation or Flux-keyword Charm per scene, excluding the use of specialized Charms to
perform others. When the Fluctuation succeeds, it exerts an Illusion upon all witnesses whose Dodge
MDV is less than the harlequins (Temporary Willpower + Domain). This Illusion causes affected beings to
accept the new reality as though it had always been so, filling in details in their memories as needed.
Mortals may not resist this unnatural mental influence, but magical beings may do so by spending three
willpower. They need only do so once per scene, regardless of the number of Fluctuations created.
" To those unaffected by the Illusion, and to everyone once the scene has resolved, the Fluctuation
itself is Obvious. The harlequin, her peers, and her Sidereal companion are automatically immune to the
Fluctuations Illusion. The Fluctuation itself is not an Illusion; it is the new state of reality.
" When the Fluctuation ends, the harlequin gains a number of Paradox dice equal to the difficulty of
the Fluctuation. Reality reverts to its previous condition, except for any changes wrought by the
consequences of the Fluctuation while not being part of the Fluctuation itself. The sword vanishes, but the
wound remains; the insult still stings even after hatred has turned back to love.
What They Do
" Each Domain belongs to both a Column and Tier, which together determine the nature of the
Domain itself and what manipulation of that Domain can accomplish. Physical Domains alter the physical
elements of a scene, such as the scenery, the bodies of beings, or the tools and weapons they
carry.Social Domains alter the social paradigms governing the scene, frequently imitating Emotion effects
by altering Intimacies. Mental Domains alter the information causing or caused by the scene, often
resembling Illusion effects by altering how a being perceives reality or by effectively adding or subtracting
dice from rolls to represent new or lost knowledge. The Material Domains add and subtract whatever the
Domain alters; the Method Domains vary the subject by degrees without creating or eliminating it; the
Product Domains explore the long-term consequences of such alterations, extrapolating futures and
speculating upon alternate pasts and presents.
" The Exalt manipulates only one Domain at a time, but often multiple Domains actually participate
in the results of the Fluctuation. For example, if the Exalt wishes to use a Fluctuation to add a book to a
particular scene, he may determine its physical characteristics using the Stone or its informational content
using the Clay as his primary focus, which determines the difficulty of the action. Whichever is not the
focus of the action is left to the Storyteller to determine, though the Exalt may influence that decision with
a 2+ die stunt defining the remaining qualities.
What They Look Like
" To those affected by the Illusion side-effect, a Fluctuation simply is and always has been. Those
who see through the initial Illusion recognize the Fluctuation as an artificial imposition upon reality and
can observe it taking shape. Reality appears to flicker as the Nocturnal performs the Fluctuation,
successful or not. Threads of Fate become visible for an instant the Nocturnal attempts to weave them
into a new shape. Should he fail, this momentary error is all anyone will see.
" However, if the Nocturnal succeeds, the reality of the scene unravels. From the perspective of
each observer, Creation fades away beginning with distant objects and sweeping rapidly toward the
witness. After an instant in a blank void, the observer beholds the Nocturnals new reality sweep out from
them. Building seems to unfold from their lower floors, trees sprout fully formed from intertwining Fate,
and rivers seem to race along their newly woven banks toward the horizon. Though it may appear to take
several seconds, the actual transformation occurs instantly.
" This dramatic display occurs only with the first successful Fluctuation in a given scene. Each
subsequent Fluctuation builds off the false reality already created. A single sword flickers, unravels, and is
rewoven into a hammer. A mortal does likewise as her memories are twisted to the Nocturnals desires.
" While the Fluctuation itself is Obvious to those who see through its initial Illusion, its nature is not
necessary apparent. Creating a city were once stood a small forest village will be immediately detected
by all but the least observant. Making a loving husband hate his wife, however, will not be detected until
the husband acts upon his new emotions.
" At the end of the scene, all Fluctuations simultaneously unravel and the true nature of reality
reascerts itself. All observers witness this event in the same manner as the original Fluctuation took
shape.
" [Meanwhile, in the Loom of Fate
" To those tending the Loom of Fate, a Fluctuation appears quite differently than it does to those on
the ground. Potentially, an observer in the Loom could see any Fluctuation occurring anywhere in
Creation, not just ones occurring in a particular scene. However, for practical purposes, the sheer size of
the Loom makes this unlikely. Trivial Fluctuations manifest as slight tremors in the Loom. They might
shake a Pattern Spider who happens to be standing near it, but a disruption of Fate on that magnitude
can barely be detected above the background noise. An Average Fluctuation shakes the Loom with such
force that it might knock numerous Pattern Spiders off their feet. Such an event does not go without
notice, but by the time they figure out exactly what has happened, the Fluctuation usually have ended and
reality has conducted the necessary self-repairs. Anyone in contact with the Loom of Fate will feel the
powerful tremors and aftershocks of a Dominant Fluctuation. The boundary of such an event will almost
certainly be a tangled mass of Paradox. During a Total Fluctuation, the Threads of Fate convulse and
twist. The entire Most Perfect Lotus of Heavenly Design trembles with enough force to topple bookcases
and bureaucrats alike. Events of this magnitude always leave the Bureau of Destiny with a considerable
mess.]
"
Difficulty and Impossibility
! The Difficulty of Fluctuations ranges on a scale from Trivial to Total. Numerically, this begins at
Difficulty 3 for a Trivial Fluctuation and increases by three each step until Difficulty 21 for a Total
Fluctuation. What can be performed at each level of difficulty varies depending upon the dominant
Domain being used. For examples of each Domain, see the associated sidebars. If the Nocturnal
attempts to directly affect a heroic character, replace the difficulty of the Fluctuation with the characters
dodge MDV if higher than the normal difficulty of the action.
" Repeating a Fluctuation also increases its Difficulty by +3, cumulatively, until the beginning of the
next Calibration. For example, the harlequin may create a simple knife as a Trivial Fluctuation, but
recreating that same knife in a later scene would increase the difficulty to a Minor Fluctuation. Creating it
for a third scene would increase it again to an Average Fluctuation, and so on. A 2-dice stunt describing
the differences between the knives would bypass this increased difficulty.
Of course, there are some things that Fluctuations simply cannot do. The Nocturnal cannot create
what currently exists, nor can he create what could never exist by the basic laws of Creation. He can
create a city in wilderness, but he cannot create a duplicate of Nexus. He can, however, turn Nexus into
an alternate version of itself, if he performs his Fluctuation within the city, or recreate a lost city from its
ruins. Anything lost to Oblivion is forever beyond the reach of the Nocturnals. Likewise, the harlequin
must obey the fundamental laws of physics. He can create rivers, but he cannot make them fly. He can
give insight into the construction of a mystical artifact, but he cannot bottle the laughter of the innocent or
freeze heartache. Such whimsical things are the dominion of the Fair Folk.
Finally, Fluctuations are never immediately fatal. The harlequin can make a sword and slay his
enemy with it, but he cannot make swords sprout instantly from his enemys chest. He can swell a puddle
into an ocean, but any prominent feature of the landscape, such as a city or manse will appear as islands
in that ocean rather than risk drowning their inhabitants. He may reveal heartbreaking information, but he
can never compel someone to suicide. There is a strange loophole to this rule. The harlequin can shape
life from death and death from life, but since this is the Fluctuation itself, whatever he resurrected or
killed in this manner returns to its original state at the end of the scene.
The Stone
! The Stone is the Physical, Material Domain. Manipulation of the Stone allows the harlequin to
create and eliminate aspects of the scene determined purely by the qualities of their physical existence.
With this Domain, the Exalt may carve canyons, erect buildings, generate bodies, and create objects. She
may create villages in the wilderness complete with villagers, and though she can eat their food for
sustenance, if she were to sell items to those people their money vanishes along with them at the end of
the scene and items sold to them are left behind. Conversely, the wounds and infection caused by a rabid
dog created with the Stone remain even after the dog has vanished as those are consequences rather
than an aspect of what was created by the Fluctuation.
" [Stone Difficulty
Trivial (3): A knife, a cup of water, a subtle breeze, a crumbling stone wall, a hedge, an insect
or small rodent
Minor (6): A bow or sword, personal armor, a well, a strong wind, a peasants hovel, a stand
of trees, a dog
Average (9): A small village, a summer shower, fertile pastureland, a small fishing boat, a
great cat, a horse
Major (12): A country estate, a large village, a heavy snow storm, a well-stocked granary, a
tyrant lizard, crew for an average vessel, a small pond
Prominent (15): A grand palace, a thunderstorm, a fine ship, a forest, an extravagant harem
of beautiful concubines, Armor and weapons for a personal guard, a rushing river
Dominant (18): A minor city, an ancient forest full of wild beasts, a large harbor, a tornado, a
vast herd of bison, a 100-cart caravan and guards, an earthquake
Total (21): A major city, a seemingly endless forest teeming with life, an ocean, a powerful
hurricane, a well armed and fully complimented legion]
The Chisel
" The Chisel is the Physical, Method Domain. Manipulation of the Chisel allows the harlequin to
delicately or dramatically alter the characteristics of physical elements already present in the scene. A
light drizzle might become a heavy downpour, a mountain could be shrunk to a hill, a tankard of beer
could be transformed into a goblet of wine. Additionally, this Domain may grant or remove physical
mutations at a minimum difficulty of three times the required mutation points.
" [Chisel Difficulty
Trivial (3): salt water to fresh water, wheat to oats, sandstone to limestone, cotton to linen,
remove scars, knife to stick, moving a door a yard to the right
Minor (6): water to cheap beer, hay to wheat, sandstone to sand, oak timber to balsa wood,
mare to stallion, cotton to hardened leather, knife to sword, rain to snow, unlocking a chest
Average (9): water to wine, rocks to bread, streams to rivers, raft to yacht, vendors cart to
market square, mare to cow, branch to spear, a woman to a man, rearranging an
encampments defenses
Major (12): rain puddle to lake, gentle rain to thunderstorm, a pony to warhorse, a club to
battering ram, a watchtower to citadel, a man to a pig, a sparrow to a strix, moving a city a
few miles
Prominent (15): water to potent medicine, a hobby horse to a warhorse, a floating log to a
trireme, a statue to a real woman, a breeze to a tornado, a hedge row to a cliff face,
redirecting the flow of a river
Dominant (18): a hornets nest to arboreal village, a corpse to a living body, a monsoon to
morning dew, small village to walled city, all the spoons in a city to swords for a legion, gently
lapping waves into tsunami
Total (21): Sand dunes to mountain ranges, a brook to a glacier, an irrigation ditch to canyon,
a minor cold to a sweeping epidemic, raising or lowering sea levels, moving a volcano to the
horizon]
The Statue
" The Statue is the Physical, Product Domain. Manipulation of the Statue allows the harlequin to
explore the consequences of altering physical elements of the scene. She could reveal a ruined fortress
in its prime, demonstrate how the building of a dam will affect a riverside kingdom in 100 years, or grant a
battle favorable conditions by altering yesterdays thunderstorm. By hypothetically altering the nature of a
beings birth, this Domain may also great physical mutations, just like the Chisel.
" [Statue Difficulty
Trivial (3): How would I feel in an hour if I drank that? What would have happened to me
today if I had worn my red shirt instead of my blue shirt? What did this vase look like before I
dropped it a moment ago?
Minor (6): What if we leave tomorrow morning rather than tonight? What if it had rained
yesterday? Was this smoldering ruin once a home?
Average (9): What if there had been a month-long drought? How will my crops fare in a few
weeks if I plant them now? What if these two desiccated corpses had found an oasis?
Major (12): What if there had not been an outbreak of cholera in the city last year? How will
this new irrigation system affect next years harvest? Instead of dying in childbirth, what if this
woman had never become pregnant?
Prominent (15): What if an earthquake had not damaged the citys wall ten years ago? Will
this mine still be producing ore in a decade? How will these seedlings look as trees in a few
years?
Dominant (18): What if our ancestors had built this city in the hill country instead of along the
river? How will this dam affect citizens in seven generations? How would this centuries-old
road look if it had been continuously maintained?
Total (21): What if the Haltan forests had burned in the First Age? How will a thousand years
of rain reshape this desert landscape? What would this city look like had the glaciers not
rolled over it?]
The Silk
" The Silk is the Social, Material Domain. Manipulation of the Silk allows the harlequin to add
favorable social conditions and excise unwanted elements of society. Strangers might become friends or
enemies, laws may disappear, or cities might spring up in the wilderness.
" [Silk Difficulty
Trivial (3): passing familiarity with another person, a silly law everyone disregards if they
know about it at all, a style of pottery
Minor (6): professional kindness, mild annoyance, a known law that is rarely enforced, a
friendly hand gesture
Average (9): friendship, rivalry, a law that rarely impacts most people and low severity for not
adhering to it, a gossipy association of weavers
Major (12): infatuation, personal disgust, a law that impacts many people but with low severity
for failing to adhere to it, a small village
Prominent (15): romance, hatred, a law that most people will not normally break but which
carries severe punishment, a large village
Dominant (18): abject loyalty, irrational fear, a law that few can escape and which carries a
severe penalty for breaking, a small city
Total (21): national adoration, a prejudice throughout society, a core social value, a large city]
The Needle
" The Needle is the Social, Method Domain. Manipulation of the Needle allows the harlequin to
refine society to her vision. She might alter the punishment for breaking lawsenforcing draconian
measures or offering clemency as suits her needsor might shift the balance of power by promoting the
prefects council to prominence.
" [Needle Difficulty
Trivial (3): fear to hatred, Bow to the magistrate to Wave to the magistrate, tavern to tea
house
Minor (6): fear to annoyance, Under penalty of death by immolation to Under penalty of
death by hanging, tavern to inn, nomads to villagers
Average (9): fear to derision, The eldest son shall inherit to the eldest daughter shall
inherit, a tavern to a brothel, refugees to citizens
Major (12): fear to friendship, Bow to the magistrate to The magistrate bows to all citizens,
tavern to shrine, slave to free man
Prominent (15): personal fear to societys prejudice, Under penalty of death to Under
penalty of a small fine, tavern to local seat of government, unsung hero to national icon
Dominant (18): personal fear to national panic, midnight curfew to martial law, tavern to
national capitol, roving barbarians to major city
Total (21): personal fear to national pastime, Under penalty of death to Reward with a large
bounty, lonely tavern to major city, national icon to most hated man in the country]
The Cloak
" The Cloak is the Social, Product Domain. Manipulation of the Cloak allows the harlequin to
demonstrate the consequences of social change. She may show what society would be like today if the
governor had freed the slaves two generations ago, or how the nation would fare in three years if it went
to war today.
"
" [Cloak Difficulty
Trivial (3): Would she have gone home with me if I had said? What would happen if I
disobeyed that sign?
Minor (6): What if we had had that party last night after all? How would the crowd react if I
came back tomorrow and punched this guy?
Average (9): How will this social faux pas affect next weeks election? What if different elders
had been chosen for last months council?
Major (12): Will this marriage last a year? Was last years Sun Festival worth the investment?
Prominent (15): How far would society have fallen if the barbarians had successfully invaded
in the last decade? Will this treaty benefit the next generation?
Dominant (18): What if we had abolished slavery when our ancestors first settled this land
after the Balorian Crusades? How will this law affect the next seven generations?
Total (21): Will my kingdom last a thousand years? What if the Cult of Isbarnul chosen a
single successor after the fall of the Deliberative?]
The Clay
" The Clay is the Mental, Material Domain. Manipulation of the Clay allows the harlequin to grant
wisdom or ignorance as she pleases. She may rob a mind of its memories or inspire another with
brilliance. Like all Mental Domains, this affects only knowledge of subjectsnot the subjects themselves.
The Exalt may cause a being to forget that there are differences between men and women, but men and
women are still physically different. Fluctuations of this Domain almost always affect minds directly, but
can also be used to create manifestations of information, such as books. Finally, it is important to note
that information known to one person is consider different from information known to another person,
even if the information is otherwise the same, for the purposes of determining whether the Exalt is
creating something that already exists. In other words, a harlequin can cause a new apprentice to gain
knowledge equivalent to his master, even though his master already has that knowledge as well. The
harlequin may add or remove such knowledge by adding or removing one Specialty as an Average
Fluctuationeach additional dot of Specialty added or removed increases the difficulty by +3.
" [Clay Difficulty
Trivial (3): a memory of a dream, a minor detail easily overlooked, experiences from an
uneventful day during childhood, the orphaned punchline to a bad joke, the answer to a
common riddle
Minor (6): a copy of a daily newsletter, a memory from a drunken night, a common recipe, the
plotline of a popular tale
Average (9): a common book for the layman, the memory of an average day, a casual
observation, a petty personal secret, a well-known and lengthy story
Major (12): the knowledge of a tradesmans apprentice, the memory of a notable event, an
unusual observation, the answers to an important exam, a severe personal secret, the
chemical formula for firedust, granting a person a new sense equivalent to mutations such as
Shark Sight or Sonar
Prominent (15): the knowledge of a well-educated tradesman, the memory of a traumatic
event, an observation of immediate danger, the solution to a scientific or mathematical
problem as yet unsolved by anyone
Dominant (18): Complete mastery of a field of study, someones personal history, a closely
guarded national secret, a revolutionary and sweeping theory, a lost text of which only one
copy was ever known
Total (21): A branch of mathematics, a fundamental fact of nature, a basic mode of
expression such as Language or Music]
The Stylus
" The Stylus is the Mental, Method Domain. Manipulation of the Stylus allows the harlequin to
confound her enemies and nudge her allies on the appropriate path. She might alter the details of a
memory or refine elements of a theory.
" [Stylus Difficulty
Trivial (3): confusing details of hazily remembered events, switching addresses of nearby
locations, mixing up names of recent acquaintances, misidentifying very similar things,
tweaking the headline of a local pamphlet, making small corrections to a mathematical proof,
changing the way information is stored such as turning scrolls into folded codices
Minor (6): confusing details of mundane but otherwise easily remembered events, switching
the names of small towns or city districts, mixing up the names of friends and family
members, misidentifying related but dissimilar things such as a strix and a sparrow, rewriting
a chapter of a history text so that events occurred in different places or with different people
involved, mildly impairing* a single sense
Average (9): confusing details of prominent events in a beings life such as a wedding or the
birth of a child, changing the name of a city, mixing up the name of friend and enemies,
misidentifying things that are only trivially related such as a shrike for the Five Metal Shrike,
turning a zoology text into a botany text, mildly impairing all senses or severely impairing**
one
Major (12): confusing details of prominent motivating memories in a beings life such as the
name of her fathers murderer, changing the name of nation, augmenting a sense to a
superhuman version of it such as hearing to Sonar, changing the language a person speaks,
causing warnings to be misheard as welcomed news such as Bear loose in the menagerie!
to Free beer in the menagerie!
Prominent (15): altering the details of widely taught history within a nation, rewriting all the
books in a library or all the pamphlets distributed in a city, improving the techniques of single
professional class such as craftsmen or doctors, changing the plans for fireworks into plans
for a Soul Breaker Orb
Dominant (18): altering every memory a person has while still retaining their core identity,
rewriting information about a nations history until it is no longer recognizable by its citizens,
changing the language a nation speaks, turning schematics for a Directional Titan into a
recipe for chocolate desserts
Total (21): Effectively swapping minds between individuals, making a population relate
information in an inhuman way such as dancing rather than speaking, overturning
demonstrable theories such as the Daystar circling Creation, adjusting the perceptive
capabilities of a species so that it is blind to mundane reality
*Imposing a -1 Internal Penalty, may be increased by one for each +3 difficulty
increase
**Imposing a -1 External Penalty, may be increased by one for each +3 difficulty
increase]
The Tablet
" The Tablet is the Mental, Product Domain. Manipulation of the Tablet allows the harlequin to
make the consequences of information manifest. She may reveal the path of the future if a young
inventors discovery is made public, what the present might be like if the wisdom of the ancients had not
be lost, or show a king precisely what his actions had been had he known then what he knows now.
" [Tablet Difficulty
Trivial (3): What if he had known the actual odds before making this bet? Could I make it
across this courtyard if the guards were looking away right now?
Minor (6): How would the general fare in tomorrows battle if he studies this chapter from The
Thousand Correct Actions tonight? Would the patient have been saved if she were correctly
diagnosed yesterday?
Average (9): If the people had known what their prefect was up to last month, would he still
be power? How much will we learn from a month-long census of the city?
Major (12): Would the council have declared war last year if they had known the truth? What
will happen to the tribe next winter if the shaman fails to pass on his secrets to his
apprentice?
Prominent (15): What if the founders of this town had known about the devastating flooding
every generation? If this baby is taught his fathers trade, will he be successful as an adult?
Dominant (18): What if this historic manor had been built with modern techniques? How will
this scholars works be remembered in a hundred years?
Total (21): While if the mortal inspectors of Hollow had solved their final murder case before
the Usurpation? Will reading this cursed text help me protect Creation for the entirety of my
Exalted lifespan? ]"
Fluctuation Charms
" The Nocturnals have developed various Charms to augment their Fluctuations or circumvent its
basic limitations. These Charms are typically generalized and ultimately all derived from (Attribute) and
(Domain) Unity (p. XX). A few basic Fluctuation Charms are presented here. As always, players and
Storytellers can cooperate to create more Charms as their game requires. These Charms may be placed
in Combos as though they were Attribute Charms.
REJUVINATING POSSIBILITIES OF THE (DOMAIN)
Cost: 0m; Mins: Domain 4, Essence 3; Type: Reflexive
Keywords: Action-Only, Combo-OK, Overdrive
Duration: One Scene
Prerequisite Charms: (Attribute) and (Domain) Unity
" The harlequin revels in possibility and delights in seeing the old cast aside for new realities. When
the Nocturnal performs a successful Fluctuation, she may activate this Charm. She gains an Overdrive
pool capable of holding 10 motes. It immediate gains a number of motes equal to base difficulty of the
Fluctuation. A second purchase at Domain 5+, Essence 4+, increases the capacity of this pool to 15
motes and removes the Action-Only keyword. The harlequin may now activate this Charm in response to
another characters successful (Domain) Fluctuation, adding a like number of motes. In either case,
these Overdrive motes may be used to fuel additional Fluctuation Charms including relevant Excellencies,
as well as normal offensive Charms that enhance attacks which exploit the alterations the Exalt has
created.
UNFLINCHING WILL OF THE (DOMAIN)
Cost: 5m, 1wp; Mins: Domain 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: (Attribute) and (Domain) Unity
" Having recreated the world as she prefers, the Nocturnal does not wish to see it end prematurely.
If another Nocturnal performs a Fluctuation which alters one already created by the Exalt, she may
activate this Charm in response. She subtracts her (Domain) rating, which must be the one initially used
to create the Fluctuation, from her antagonists successes. A second purchase of this Charm at (Domain)
5+, Essence 3+ increases the minimum difficulty needed for the alteration of her Fluctuation to the
difficulty on her own. For example, if the Nocturnal first makes an Average Fluctuation, and another
wishes to alter it with a Trivial Fluctuation, the difficulty on the Trivial Fluctuation increases to 9. This
occurs before any other modification of the difficulty.
PLAYTHINGS OF THE (DOMAIN)
Cost: (1wp); Mins: Domain 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: (Attribute) and (Domain) Unity
" The harlequin masters the creation alteration of her environment. Mundane reality bends easily to
her will. This Charm reduces the base difficulty of a Fluctuation by three to a minimum of three, effectively
making a Minor Fluctuation into a Trivial one, and so on. A second purchase of this Charm at Essence 5+
allows the Exalt to spend an additional willpower on her Fluctuation to add a number of automatic
successes equal to half her Domain, rounded up.
THE (DOMAIN) IMITATES REALITY
Cost: 3m+, 1wp; Mins: Domain 5, Essence 5; Type: Simple
Keywords: Combo-OK, Flux
Duration: One Day
Prerequisite Charms: Unflinching Will of the (Domain), Playthings of The (Domain)
" Who would not be heartbroken to see her hard won alternate reality pass away, never to return.
With this Charm, the Nocturnal desperately clings to her Fluctuation. Upon activating this Charm, she
performs a Fluctuation as normal and commits a number of motes equal to its difficulty for the duration of
the Charm. While the motes remained committed, the Fluctuation does not terminate at the end of the
Scene as usual but persists. The Exalt must commit a number of motes equal to the difficulty of that
Fluctuation itself (three motes of a Trivial Fluctuation, six motes of a Minor Fluctuation, etc.). However,
she is considered to have already performed a successful Fluctuation each scene this Charm remains
active and at the beginning of any Scene in which the Fluctuation is relevant (even if the Nocturnal herself
is not present) she must make a Difficulty 6 (Domain + Willpower) roll to maintain the Fluctuation, gaining
three dice of Paradox if successful.
Such long term Fluctuations are inherently unstable. If the target is sapient and realizes that an
alteration has been made (an Intelligence + Integrity roll with a Difficulty of (8 [base Fluctuation
Difficulty/3] when presented with conflicting evidence), the effect immediately terminates. Overcoming the
initial Illusion of the Fluctuation automatically terminates extended Fluctuation if it has gone on longer
than one Scene. In other cases, the Fluctuation collapses when the majority of sapient witnesses
overcome the initial Illusion.
This Charm may be repurchased at Essence 6+ to extend the Duration to One Month for an
addiontal (+6m) and again at Essence 8+ to extend the Duration to One Season for (+12m, 1wp). A final
purchase at Essence 10+ extends the duration to one year at the same cost as the Essence 8+ upgrade.
In any case, no Fluctuation survives passed the last day of Calibration, automatically terminating this
Charm at sunrise on the first day of the year.
ESSENTIAL MASTERY OF THE (DOMAIN)
Cost: ; Mins: Domain 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Playthings of the (Domain)
" The Nocturnals were made to fight along side their fellow Exalted, to inspire them to greatest and
to reveal their weaknesses before tragedy falls.Upon learning this Charm, the Exalt may affect magical
beings, objects, and locations with Fluctuations of this Domainthough such Fluctuations do not gain the
benefits of this Charms prerequisite. Affected Exalts must have Essence less than the Nocturnals and
the harlequin can never create Exaltations (though she could create a new temporary host for a roaming
Exaltation as a Dominant Fluctuation). As a few examples, a Nocturnal with this Charm could add a least
god as a Trivial Fluctuation, transform a mundane sword into a Grand Daiklave as an Average
Fluctuation, or see what Creation would be like if the Solars had learned of the Usurpation in advance as
a Total Fluctuation.
" Magical beings without Shaping Defenses can resist the Nocturnals Fluctuation by spending
willpower equal to half her Essence if they have seen through the initial Illusion. Also, in the case of
Fluctuation which mimic Emotion or Illusion effects, magical beings can resist such actions as though they
were those effects.Various other defenses may be applied as appropriate.
UNDENIABLE REALITY OF THE (DOMAIN)
Cost: 4m, (1wp); Mins: Domain 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: (Attribute) and (Unity) Domain
" Weaving a compelling reality, the harlequin does not wish anyone to remember how things once
were. In order to see through the initial Illusion of a Fluctuation crafted with this Domain and
supplemented by this Charm, witnesses require an MDV greater than the Nocturnals (Temporary
Willpower + Domain + Essence). A second purchase of this Charm at Domain 4+, Essence 4+ allows the
Nocturnal to spend a willpower to increase by two (to a maximum of 5) the willpower victims of the Illusion
need to spend to overcome it.
CASCADING (DOMAIN) COMPLETION
Cost: 9m; Mins: Domain 4, Essence 4; Type: Simple (Speed 6+)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: (Attribute) and (Unity) Domain
" The harlequin is not content to leave her vision half finished. Having performed at least one
successful Fluctuation earlier this scene, she may activate this Charm to perform an additional Fluctuation
with this Domain, so long as the Fluctuation builds upon her current vision, such as building a bridge over
the river she just manifested into the Scene. The Speed of this Charm increases by one tick for each
previous time the Exalt activated any version of Cascading (Domain) Completion this Scene.
Fluctuations and the Fair Folk
! As an exception to the general rule about not affecting magical beings, the Nocturnals can use
their Fluctuations in Bordermarches and Middlemarches to engage the Raksha in Shaping Combat.
These Fluctuations must still interact with beings, objects, and locations within Fate, and uses those
elements of Creation against the Wyld narrative of the Raksha. The Nocturnals Shaping attack is equal to
(Domain + Temporary Willpower + [Essence/2]). Any Domain might be used for any type of Shaping
combat, so long as the Nocturnal employs it within the theme of the combats dominant Grace. For
example, when engaging in Cup combat, she might use the Needle to alter the emotional context of
scene or the Clay to grant answers to the Fair Folks riddles. She treats her MDV as her Shaping
Defense, adding +4 to her DV as her Celestial birthright.
" For damage, she employs (Domain + associated Attribute) to calculate the raw damage of her
attacks, and she soaks with her (Domain + Willpower). However, she does not have Shaping Health
Levels like the Raksha unless she has acquired them through Charms. If she is defeated she suffers the
same fate as any Creationborn (see Graceful Wicked Masques, p. 126)
" However, if she inflicts Shaping damage on the Fair Folk she may chose to afflict damage to his
Shaping Health Levels or to his physical Health Levels. Filling all the Fair Folks Shaping Health Levels
allows the harlequin to ravish, incumber, snare, or vex the Fair Folk as appropriate for the style of
Shaping Combat. Physically killing a Fair Folk with Shaping Combat causes it to immediately calcify. The
Nocturnal decides which to affect in Step 1 of the attack.
NOCTURNAL GEOMANCY
Demesnes
! Nocturnal demesnes are inherently unstable. The Bound Gods essence does not permeate
Creation as strong as that of the other Incarnae. It pools into sunless regions to form weak, temporary
demesnes where the slightest geomantic alteration causes it to transform into a more stable form. Most
frequently, Nocturnal demesnes form in deep caverns, beneath dense forest canopies, at the bottom of
the sea or on the ever-shadowed slopes of the extreme North and South. In all these locations, elemental
influences soon become dominant. Only in the Firmament will Nocturnal demesnes remain stable for
more than year. Additionally, if a being attunes to the demesne without possessing a Nocturnal aspect, his
own essence trumps that of the Bound God, transforming it accordingly. Should the Chosen of Nox
rediscover their birthright and claim one of these demesnes, the influence of their essence is strong
enough to stabilize the area once attuned.
" First Age geomancers knew of these demesnes. They were a curiosity, considered to be rare
aspect-less regions waiting to be flavored by another type of Essence. The Sidereal Exalted in particular
took interest in these areas when they could be discovered. Nocturnal demesnes have been blotted out of
the Loom of Fate by Noxs influence, and so to the Sidereals eye they appear as errors to be corrected.
Fortunately for the viziers, Nocturnal demesnes shift into Sidereal ones with ease.
" In addition to obscuring the area from Fate, a Nocturnal demesne can be recognized by several
characteristics. These features might be naturally occurring, causing the demesne to form around them,
or they might be imposed by the magic of demesnes essence permeating the region. The following
associations may influence the appearance and contents of any Nocturnal demesne and manse built on
them.
" Nocturnal: night, darkness, dreams, sleep, possibility, chance, choice, free will, independence,
rebellion, lust, romance, memory, hindsight, anachronism, paradox, mystery, surprises, vigilance,
irreverence, youth, gambling, entertainment, nocturnal animals, simple geometric patterns, crystals, onyx,
crossroads, wishing wells, clear skies, indigo and sky blue
Manses
! The techniques necessary to cap Nocturnal demesnes has been lost to Creation. Other
architectural principles may be applied to accelerate the transformation of these wild card demesnes
into an aspect appropriate for the manse. Few Nocturnal manses managed to survive the Primordial War.
Most were destroyed by overzealous Exalts who believed them to be Primordial shrines.
" Those that survived these early purges remain far beyond the reach of humanity. The Darkbrood
infest the Nocturnal manses beneath the surface of Creation. The Pelagials have recently rediscovered a
badly damaged Nocturnal manse built around a deep-sea vent. The majority of the remaining Nocturnal
manses can be found in the Caelian City itself with a handful of others providing hearthstones for the
Infinite Reliquarys war against the Amber Legion.
" Even the most unstable of Nocturnal demesnes can be protected by capping it with a Nocturnal
manse. A shadow manse (Books of Sorcery, Volume III: Oadenals Codex, p. 59) will suffice to
postpone the complete conversion of the demesne for several years. Like other manses, the style of
architecture of a Nocturnal manse reflects its aspect. Nocturnal architecture tends toward eclecticism; it
would not be the Nocturnal way to stifle creativity with rigid paradigms. There are, however, a few
aesthetic choices, common themes, and pragmatic functions particularly well-suited to Nocturnal manses.
" Nocturnal: Towers, ziggurats, fountains, observation decks, vaulted ceilings, skylights, crystal
decorations, colored lights, chevrons, polished metal, sharp angles, sweeping curves, ballrooms,
museums, theaters, casinos.
" [Manse Powers
Nocturnal Manses favor the following powers from Oadenals CodexOutside of Fate
(4), Wyld Revocation (4), Alternative Locations (5)and Dynamic Architecture (3) from Dreams
of the First Age: Lords of Creation. Even without acquiring the Outside of Fate power,
Nocturnal manses are obscured from Fate so long as Nox is in the Loom. This protection does
not necessarily extend to the contents and occupants of such manses.
" " Additionally, Nocturnal manses can also acquire new four-point power.
" PRINCIPALITY OF UNCERTAINTY (NOCTURNAL ONLY)
Infused with Nocturnal essence, the manse banishes predestination. To live within its
walls is a calculated risk, for the geomancy of chance reigns. As a Shaping effect, beings within
the manse cannot employ Charms and other powers that ensure automatic success or cause
automatic failures, unless there is an element of chance to that powerfor example, a Chance-
keyword Charm when the player chooses to roll the Chance die). If a character is able to use
such powers within the manse (by having Shaping Immunity), the power is rendered Obvious as
the rejected magic recoils. Only defensive powers, such as Charms with a Flaw of Invulnerability,
are immune to this influence. If the manse is also Outside of Fate, the influences of Sidereal
Astrology and the Destiny background are temporarily suspended inside the manse.]
"
Hearthstones
" TARSIERS EYE (MANSE )
This translucent brown sphere surrounds a smaller black sphere at its center. It is an unsettling
stone, for it always appears to be watching whoever looks at it. When set into a weapon, the wielder of
that weapon may employ Perception in place of Dexterity to determine the weapons attack pool and DV.
Such attacks and DVs never suffer penalties due to low or absent lighting.
" LOVERS LURE (MANSE )
" This is a fist-size irregular crimson stone crisscrossed by blue veins. It functions like a Road of
Hatred Stone (Oadenals Codex, p. 101) except that it empowers an Intimacy of romantic interest rather
than hatred. Once the romance has been consummated, the Intimacy is no long enforced and the magic
of this stone switches to a new interest. A Sidereal version of this hearthstone also exists.
" PARADOX CHRYSALIS (MANSE - )
" These clear crystals have increasing levels of complexity within their interiors as their powers
improve. The hearthstone absorbs one to five points of Paradox, equal to the point value of the
hearthsone, which would otherwise pass to the owner. Once the crystal has absorbed its maximum
allowed Paradox, it shatters and reforms in its manse, following the normal rules for hearthstone
regeneration.
" INSURRECTIONISTS JEWEL (MANSE )
" The bearer of this elliptical sardonyx stone raises the common people against their rulers. Any
social attack made by the owner that undermines the legitimacy of the current rulers gains one automatic
success. If the bearer successfully inspires a mob against the local authorities, he regains willpower equal
to the magnitude of the mob. Such stones may also be produced by Isidoros manses.
" BAT ECHO GEM (MANSE )
" A high-pitched, barely audible hum emits from this many-tined star-shaped amethyst whenever
bats fly nearby. The bearer may flick any of crystal tines to produce a single clear note, like a tuning fork,
for one scene. While this note resonates, the bearer may control and communicate with any bats within a
hundred yards. A large swarm of bats may form an environmental hazard with Damage 1L/minute and
Trauma 1, but only on one person at a time. If the swarm inflicts lethal damage, the target must roll to
resist contracting rabies, though they are only infected on a botch.
" EXTEMPORAL CRAFTSMANS TURQUOISE (MANSE )
" This small, polished octahedron is typically a placid sky blue but ignites with the color of the
setting sun when used. When the bearer touches a broken mundane object, the stone suffuses it with
Nocturnal essence and turns back the clock. Over the next twenty-five hours, the object slowly
regenerates damage and reassembles itself from scattered parts. Manse aligned with She Who Lives in
Her Name and Autochthon may produce similar hearthstones, but they operate by speeding restoring
proper function and speeding repairs, rather than turning back entropy.
" MAZARIN OF THE WATCHED WATCHMAN (MANSE )
" By caring this cut, blue topaz, the bearer is aware of the position of any being within one hundred
yards that serves as a watchman, sentry, or other dedicated observer and may spend one willpower to
observe through the senses of any such extra. Additionally, the bearer is spotted by such a being, he
immediately becomes aware of that fact and knows which has seen him.
" KNAVES DIAMOND (MANSE )
" This brilliant cut diamond can inspire men to wager their souls for a chance to possess it. If the
bearer wishes to make a bet with another character, she adds a number of automatic successes to her
attempt to convince the other to accept the bet equal to the highest resource item being offered as her
portion of the prize, as well as increasing the willpower needed to resist the social attack if successful to
the highest resource wagered. If the Knaves Diamond itself is wagered, the attack is automatically
successful and cannot be resisted by mortals. This automatic success is immune to the powers of
Principality of Uncertainty if the stone came from that manse. If the Knaves Diamond is lost in such a
wager, however, ownership and attunement of it and its manse immediately pass to the winner. Manses
aligned with Hegra occasionally produce a very similar hearthstone, though it tends to take for form an
iridescent pearl.
" CHRYSOCOLLA OF THE SELF MADE MAN (MANSE )
" Flecked with black and white, this deep blue polished stone exists to defy the will of the Maidens
and Fate. As such, the Chrysocolla of the Self Made Man forms only in manses that are Outside of Fate.
It crystallizes around the destinies of others, seeking out a total of five points of the Destiny Background
usually a related set or ones relevant to the environs surrounding the manse. The bearer of the
hearthstone gains an effective Destiny 5 dedicated to opposing these. If the bearer herself possesses the
Destiny background normally, opposing that Destiny becomes her effective Destiny 5 and she cannot
benefit from her natural Destiny background while she bears the stone. When all the Destinies the
hearthstone opposes have been thwarted, it selects a new set to continue the cycle. Isidoros manse can
also produce this hearthstone.
Treasures of the Heralds
" The young Nocturnals in the last days of the Time of Glory possessed many wonders. Some they
crafted for themselves. Some were gifts from the gods or the People of Adamant. But the heralds fell at
the razor edge of Saturns mercy. Their wonders were scattered and lost, some flung into the future to aid
the next incarnation, some collected by the Maiden of Secrets. Many of these remain in the vaults of the
Forbidding Manse of Ivy, while others have been distributed under the authorization of Jupiter herself.
She does so rarely and reluctantly, fretting that someone might somehow use them to learn of their
previous owner. She keeps these concerns to herself however, never betraying that there is anything
special about these artifacts beyond the powers they possess.
" MORNING READINESS BASIN (ARTIFACT )
" These ornate crystal wash basins were common accessories in the tents of Exalted generals and
their officers during the Primordial War. So long as the basin had a supply of clean water and was attuned
for two motes, any being could splash a handful of water on his or her face. Doing so met all the beings
hygienic needs for the day. Hair and skin would be freshly bathed and clothes well washed. A days worth
of hair growth was also removed, keeping beards well-trimmed or cheeks smoothly shaved, if desired.
Additionally, those who used this basin ignored any penalties imposed by lack of sleep for twenty-five
hours. The water in basin would need to be replaced each morning or once all the water has been
splashed out by careless users.
" PRECISE DANCERS BAUBLE (ARTIFACT )
" Usually taking the form of a beautiful belt buckle, a decorative hair pin, or an ornate broach, these
adamant trinkets are always highly complex pieces of jewelry. Their purpose is more than just
ornamentation. When the wearer performs any feat of physical dexterity requiring a complex series of
precise motions, she gains two extra dice. Examples include a lenthy dance, cracking a well-built safe, or
cutting a fine jewel. Attuning to a Precise Dancers Bauble costs three motes.
" ILLUSIONISTS BATON (ARTIFACT )
" Whether a short baton or a long staff, the Illusionists Baton are among the favored tools of stage
conjurers and street magicians even today. Crafted from one of the Magical Materials, they serve as
modest weapons, gaining the traits of a mundane baton or staff with the appropriate material bonus when
attuned for four motes. However, they are far more useful in augmenting the performers sleight of hand.
How an Illusionists Baton does this varies depending upon the Magical Material that went into its
construction. Gaining the benefits of these effects costs one willpower. The effects produced by these
batons may be prematurely terminated by the performer.
" Orichalcum: The performer waves the baton as a salute to his audience and makes a
Performance-based Social attack against them. Anyone whose MDV is insufficient to overcome the attack
suffers an Illusion effect which causes everything he sees to be more impressive and spectacular than it
truly is. Puffs of smoke become towering infernos, a tame beast becomes a fierce man-eater, and
performers assistances are among the most attractive women the audience has ever seen. Though this
Illusion might give them a thrill, it never causes the audience to be truly terrified or slavishly awestruck. It
will, however, hold their attention as well as Respect Commanding Attitude (Exalted, p. 202) and
remember experience appropriately. This Illusion costs one willpower to resists and lasts for up to
(Essence) actions in Long Ticks and cannot be used in normal combat time.
" Moonsilver: The performer taps an object or being with the baton and makes a Performance-
based Social attack against his audience. Anyone whose MDV is insufficient to overcome the attack sees
the object or being transform into another object as the performer desires. This is an Illusion-effect costing
one willpower to resist. This effect lasts up to (Essence) actions in Long Ticks and cannot be used in
normal combat time.
" Jade: The performer flourishes the baton and produces a sudden obscuring screen. This cloud of
smoke or debris may be just enough to distract from audience from the performers hands or enough to
completely obscure the performer. Either way, it adds three dice to any Larceny or Stealth attempt as
appropriate. Illusionists Batons may be made of any color ofJade. Each is effectively the same, but each
produces a slightly different manifestation of the basic power depending upon the element that most
reasonates with the particular Jade that went into making the baton. For example, a Black Jade baton
might send out a fine sea mist, or a Green Jade baton might produce a shower of flower petals that
dissolve back into essence.
" Starmetal: The performer directs a beings attention to the baton and makes a Presence-based
Social attack. If he overcomes the targets MDV, the target is entranced and highly susceptible to
suggestions. The target suffers a Compulsion of the performers choice, which cannot place the target or
his loved ones in danger and the target must be able to act upon it immediately. The target may pay one
willpower to resist this Compulsion. This lasts for up to (Essence) actions in Long Ticks and cannot be
used in normal combat time.
" Soulsteel: The performer strikes an object or being with the baton and makes a Performance-
based Social attack against his audience. Anyone whose MDV is insufficient to overcome the attack sees
the object or being damaged in some fashion, as the performer desires. This is an Illusion-effect costing
one willpower to resist. If the performer wishes, the Illusion may be delayed one action to allow him to set
up some other possible means of damaging the object or being, such as feigning incineration or sawing a
person in half. This effect lasts up to (Essence) actions in Long Ticks and cannot be used in normal
combat time.
" Adamant: The performer taps something that obscures an object or being from view and makes
a Performance-based Social attack against his audience. Anyone whose MDV is insuffiecent to overcome
the attack will not see the hidden object or being when it later revealed. This effect lasts up to (Essence)
actions in Long Ticks and cannot be used in normal combat time.
EXALTED FINERY (ARTIFACT -)
" Though primitive by artifact standards, these magical outfits are as varied and stately as any
courtly attire worn today. They were made in a host of styles, each interwoven with threads of a single
magical material. With such as a suit or dress, the earliest Exalted impressed the courts of mortal nations
and the alien empires of the various Primordial Races. Once attuned from two motes, Exalted Finery
adjusts itself to fit perfectly (for the Moonsilver variant, this includes shifting to fit a Lunars Beastman
form) and is as durable as any artifact. In all cases, these outfits add two dice to Socialize rolls.
" Additionally, each outfit adds one automatic success to Presence and Performance rolls in
specific circumstances, based on the Magical Material woven into it:
" Orichalcum: When negotiating treaties and debating or announcing laws.
" Moonsilver: When speaking in defense of a person or a people.
" Jade: When speaking to a lower-ranked member of the same command or other organization.
" Starmetal: When advising a person in a position of authority on a particular course of action.
" Soulsteel: When decrying another person or a people as foolish or dangerous.
" Adamant: When attempting to attract the attention of others.
" A two-dot artifact versions also exist, which incorporate more Magical Material threads into their
weave. These add +1L/+1B Soak, which does not count as armor and can be worn under most other
armor. Attuning to these costs an additional mote, for a total of three. Exalted Finery fell out of fashion
during the First Age once more elaborate magical clothing was developed, such as the Infinite
Resplendence Amulets.
" HEALERS SCALPEL (ARTIFACT )
" Attuned, this appears as little more than an expertly chiseled diamond knife and it may be wielded
as a mundane knife even without attunement. Once attuned for four motes, however, it reveals its true
value in the hands of a skilled surgeon. It may be wielded as a weapon using Medicine as its associated
ability, though it does not gain the usual Adamant bonus. It excels against flesh, not metal. Any wound
caused by this artifact heals at the end of the scene. If the target is dead, all wounds sustained from this
weapon neatly close, leaving no trace. Though intended for medical use and often found in Resplendent
Satchels of Healing (Book Sorcery, vol. I: Wonders of the Lost Age, p. 69), these blades were also
popular among morticians and assassins.
" DUTIFUL MESSENGERS FIFE (ARTIFACT )
" A small and easily carried instrument, a Dutiful Messengers Fife is favored by relays in times of
war. Crafted from a tube of ebony and adorned with keys of a Magical Material, the fife can be heard over
the cacophony of battle and its piercing notes carry great distances. A relay playing such an instrument,
requiring a (Charisma + Performance) roll with a Difficulty equal to the units Magnitude, provides his unit
with a certain bonus depending on the materials used in its construction. Bonuses from the same material
do no stack. Instead, for each additional relay in the same unit playing a Dutiful Messengers Fife of the
same material, the bonus is extend to all allied units within half a mile if the relays are stationed in the
largest of the allied units. Attuning to a Dutiful Messengers Fife requires four motes.
" Orichalcum: Affected units increase their Morale by one.
" Moonsilver: Affected units increase their Close Combat Damage by one.
" Jade: Affected units gain one automatic success to avoid losing Endurance.
" Starmetal: Affected units increase their Close Combat Accuracy by one.
" Soulsteel: Enemy units engaged with an affected unit suffer a +1 Difficulty on all Route checks.
" Adamant: Affected units increase their Drill by one.
" MICROMEGAS SPYGLASS (ARTIFACT )
" Micromegas Spyglasses are made of expertly polished Adamant lenses contained within
collapsible, modular brass tubes.Once attuned for five motes, a single set may be configured either to
serve as a microscope or telescope as a Miscellaneous Action. The spyglass replicates the effects of the
Solar Charms Keen Sight Technique and Unsurpassed Sight Discipline, either for viewing extreme
distances or for viewing extremely small objects, depending on its current configuration. However, it never
compensates for other visual hinderances, such as poor lighting or fog.
" EFFICIENT MAGISTERIAL ENCYCLOPEDIA (ARTIFACT )
" A hefty tome with exquisite leather binding, an Adamant latch, and a thousand blank pages, the
Efficient Magisterial Encyclopedia is required reading for anyone moving into unfamiliar nations. When
attuned for four motes, the latch opens and the reader finds its pages filled with all the laws and customs
of region in which he currently resides, complete with highly precise index for easy referencing. As he
moves about the world, the tome updates accordingly. This grants the character two extra dice for rolls
involving knowledge of laws or customs, usually Bureaucracy or Socialize, respectively, but Lore might
also be enhanced when appropriate. Additionally, when the reader is about to perform some action that
violates a listed law or custom, the book attempts to alert the character of his potential wrong doing. With
a (Wits + [Bureaucracy or Socialize, as appropriate]) roll, Difficulty 3, the character may stop himself
before he commits a social faux pas or criminal act.
" REMORAS BROKEN SHACKLES (ARTIFACT )
" Prior the the creation of the first Solars, one of the greatest mortal thieves preyed upon the great
cosmopolitian city of Amphion, the crown jewel of the ancient West. Surely Lady Remorafor she was
known only by that aliaswould have joined the ranks of the Night Caste had Fate been kinder to her.
She was captured by the Mosok and imprisoned, and there languished in a cell awaiting the festival
season and the human sacrifices that came with it. But when the day finally arrived and the Dragon Kings
came for her, they found her cell empty. Nox had arrived first.
" Accepting the gift of the Nocturnal Exaltation, Remora received new shackles as a reminder of
those she left behind. Functioning as a pair of adamant Hearthstone Bracers (providing +1 Accuracy, +2
Rate in addition to the usual Hearthstone Bracer effects), Remoras Broken Shackles gain an additional
benefit as a Paradoxed artifact. By gaining a point of Paradox, the wearer may unlock any mundane locks
she touches for the rest of the scene. Locks sealed by magical means may be unlocked as well if the lock
was sealed by a beings whose Essence is less than the wearers. Locks sealed by beings with greater or
equal Essence must be unlocked individually, at the price of one paradox per lock.
" PROCRASTINATING HUITZILS ATLALT (ARTIFACT )
" This Paradoxed weapon resembles a Spear Thrower of Exalted Prowess (Book of Sorcery, vol
1: Wonders of the Lost Age, p. XX) and is functionally identically except the usual effects associated
with its paradoxical existence and its lack of a repair rating. It was owned by Procrastinating Huitzil, who
once served the Raptok until he Exalted as an Aurora and joined the nascent rebellion against the
Primordials. His Atlalt is a powerful weapon, capable of hurtling javelins with tremendous armor-peircing
force. Additionally, but gaining a point of Paradox, this arfifact may throw a javelin with such force that it
pierces the veil of time and space itself. It emerges a few seconds earlier to strike one foe with an
unblockable, undodgeable attack as a Shaping effect (in combat resolution, treat as though it occurred on
the wielders action-tick). Even if this attack kills the target before he would have taken some other action,
the targets actions remain unchanged.
" BAYING HOUND HORN (ARTIFACT )
" A delicate twisting horn carved from a single piece of Adamant, the Baying Hound Horn resonates
with a single sonorous tone when blown. A blast from his horn calls the attention of all beings within
(Essence x 10) yards of the user, directing them to one object or being which the user can perceive. All
mundane attempts by the target to hide from the groups attention automatically fail as long as it remains
within the horns radius of effect. The user rolls (Perception + Performance) when blowing the horn. All
beings whose attention has been called by this horn add his successes in extra dice to attempts to detect
or follow the target for the next five minutes, even after it has left the initial range of the horn. Attuning to
the Baying Hound Horn costs six motes.
" SHEARS OF YAZHAN (ARTIFACT )
" This pair of glittering interlocking Adamant blades was crafted by the Nebula Yazhan, later known
as the Weaver of Gold Threads. Once an old tailor of seemingly little importance, the Maiden of Endings
had place on Yazhan a great destiny. He was to weave from golden takin wool a cloak for the youngest
son of his chief, a gift so impressive it would stir his older brothers to fratricide and ultimately tear the tribe
apart. But before he could, the takin caught the eyes of the Primordial Qaf. The Titan transformed it into a
majestic behemoth with wool spun of true gold. For Qaf, this was an act of meditation, but ultimately
trivial, like a monk raking designs into his rock garden. For Yazhan, it was moment of utter transformation.
The gift of Nox came upon him and he set out to find a new path in life. He chiseled his famous sheers
and with them slew the behemoth, carrying its metallic wool as a trophy to his last Cereus Festival.
" The Shears of Yazhan may appear large and cumbersome for a pair of scissors, but once attuned
for eight motes, they are surprisingly nimble and exceedingly sharp. They cut through mundane metals as
easily as the thinnest fabric. In combat, the two halves of the shears may be separated to serve as
Adamant Short Daiklaves, which ignore soak from mundane armor completely. Outside of combat, they
serve as a Masters Workshop for all attempts to craft or repair mundane armor or clothing. In addition to
cutting fabrics and metals, the Shears continuously produce small fragments that serve as needles, which
in turn extrude a golden thread spun from the wool of the behemoth it first slew. The needle and thread
can stitch together metals as well as fabrics.
"
" CHAUTAUQAU PAVILLION (ARTIFACT )
" Properly folded and binded, a Chautauqua Pavillion resembles a large, closed parasol about as
tall as a person. Unfolding the Pavillion reveals it to be much larger than it first appeared. Adamant poles
extend to great heights and the cloth stretches and expands to for an immense billowing tent. These
portable structures are always exactly as large as they need to be, allowing the owner to entertain as
many guests as he can attract, while always ensuring the venue looks properly well-attended. Those who
enter the tent are captivated by the performances within, even if they are just lectures or debates instead
of the music or dance. Any being who enters the pavilion as part of the audience are automatically under
the influence the Charms Maintaining Manners and Herald Demands Respect (p. XX) as though they
were mortals. Anyone who speaks or performs in an official capacity, including a recognized member of
the audience who might have a question of the lecturer, gains the benefits of Stentorian Amplification
Practice (p. XX).
" ROARING COMET BANNER (ARTIFACT )
" This Adamant Direlance trails two streaming pennants, like the twin tails of a comet. In combat,
they always blow away from the most likely victor (as determined by the Storyteller). This may change
mid-combat as fortunes shift. If the bearer coordinates an attack against the combatant indicated by the
banners, the coordinated attack penalty is increased by two. Additionally, if the bearer participates in the
attack and successfully inflicts damage on the target, he may regain one Valor channel. If the banners
ever indicate that the bearer himself is most likely victor, he also regains a Valor channel whenever he
successfully fends off an entire wave of a Coordinated Attack. In mass combat, if the Roaring Comet
Banner is wielded by a relay, the units effective Magnitude is increased by one for all purposes the
commander desires and the maximum bonus and penality the unit inflicts upon units with lesser
Magnitude is likewise increased by one, usually to four. Attuning to the Roaring Comet Banner costs ten
motes.
" VICTORIOUS MYTHOS QUILL (ARTIFACT )
" Despite its name, this artifact is not an actual writing implement. It pens its legend, true enough,
but its ink is the blood of fools and its scrawls is glory upon the pages of the battlefield. This Paradoxed
Grand Daiklave came to the Nova, known only as Mirror of the Horizon, from that place the Sidereals
fear. She had long since discarded her true name, even before Nox presented his gift to her. What her
original destiny was no one seems to know. She had gone off her fated path many years before, and fell
into disgracethough whether one caused the other is equally mysterious. All that is really known is that
Mirror of the Horizon was not in the right place at the right time when destiny demanded her presence.
Disgraced, she shed her name to protect the honor of her family.
" Victorious Mythos Quill has the appearance of an enormous stylized crystal feather, and once
attuned for ten motes, is just as light as one, too. The weilder may gain one Paradox at anytime.
Sometime over the next twenty-five hours, she finds her self engaged with a fearsome foe worthy of the
continuing legend Victorious Mythos Quill wishes to write. She arrives at her destination driven by an
assortment of bizarre coincidences and contrived encounters, but ultimately the encounter only serves to
further her renownif she can defeat the foe the blade as chosen. In mass combat, the wielder can gain
one Paradox to intercept all attempts to duel a special character in her unit, provide she is not the leader
of the unit herself.
" HARKS RANGING BOW (ARTIFACT )
" Born in the primeval forest, Hark grew up in a small tribe under the protection of the Raptok.
Receiving the gift of Exaltation from Nox, he gained another from across time and space. His ranging bow
(he knew it was his, for his name was chiseled into its adamant along with a cryptic note: Enjoy it while it
lasts) is a Paradoxed Long Powerbow. A deadly weapon in its own right, it earned fame for the trickery the
herald could perform with it. If the bow would inflict damage on a target in Step 10, Hark could instead
negate the damage and gain one Paradox. Doing so allowed him to swap places with his target,
regardless of distance. For example, firing upon a bird high above, he might launch himself skyward;
turning rapidly, he fires upon an enemy on the ground, swapping places with her and letting her fall rather
than him.
" OATHBOUND (ARTIFACT )
" Once owned by the armiger Chalcedony Pauraque, Oathbound is a glittering set of Paradoxed
Articulated Plate, complete with matching helm. Encased entirely in Adamant, Chalcedony Pauraque was
a fearsome warrior, but his greatest strength was his compassion and loyalty to his allies. By gaining a
Paradox, he could extend the protection of Oathbound to one willing character within (Essence) yards to
whom he had a positive Intimacy. Oathbound would materialize around the protected ally, functionally
being in two places at the same time. While the other person enjoyed the Soak and Hardness of the
armor, she was unhindered by its Mobility Penalty, Fatigue value or attunement cost. She did, however,
count as wearing the armor for the purposes of her Charms. Oathbound could sustain its dual location for
one scene. Oathbounds protection does not stack with armor the beneficiary may be wearing; if the
beneficiary accepts Oathbounds protection, she forfeits the benefits of any armor she is currently wearing
until the end of the scene.
" THE DANCING SKY SHIELD (ARTIFACT )
" Before the Great Maker devoured their race, the Eretaeen built fleets of these sleek discoid
vessels from starmetal and adamant. Exceptionally fast and nimble, the world would not see their like
again until the Twilights of the First Age built their own flying craft. What the Eretaeen called them in their
native language, no one remembers. Humans called them Dancing Sky Shields, for that is how they
appeared from the ground in those remote and ignorant days.
The small cockpit sits motionlessly in the center of a spinning disk, which emits a faint eerie whir
that can only be heard on a close approach. Within the cockpit, the pilot, co-pilot and up to four
passengers can barely feel the movement of the vessel as it accelerates or changes direction
instantaneously. When landing three narrow legs extrude from the base of the vessel, leaving behind
small patches of irradiated soil upon its departure.
Only a few of these vessels survived the destruction of their builders. The remains of one came
into the possession of Ikida Shau, a Nova inventor and explorer. He repaired the vessel and launched the
first Exalted expedition to the Firmament, for vessels such as these are one of the few that could make
the long journey skyward.
Repair: 4
Speed: 50/100mph
" Maneuverability: +(pilots Wits)S
" Endurance: Requires a 2+ dot hearthstone plugged into the control panel to operate. A 3+
Sidereal or Nocturnal heartstone is required to fly higher than six miles above the surface of Creation.
" Crew: 2/1 (Wits 3, Sail 2)
" Cargo: 500 pounds and room for four passengers.
" Armor: 10L/20B
" Health Levels: Ux5/Mx10/Cx5/I/D
" Weapons: None standard. May integrate various magitech weaponry such as fire lances and
implosion bows, which can then be fired from the cockpit by the co-pilot. Such weaponry must be
acquired separately.
Other Notes: Dancing Sky Shields ignore the spatial distortions of the sky, causing them to
appear to accelerate at increasingly bewildering speeds at higher altitudes. These vessels are capable of
exceptional maneuverabilitythe pilots reaction speed, rather than the vessels, becomes the limiting
factor. These are relatively fragile vessels and typically rely on speed, agility, and stealth to avoid and
evade conflict rather than engage a foe directly. Their small size and nearly silent operations grants them
a +3 situational bonus to avoid detection.
" MOTHUO UOWO, THE PRODIGAL TWIN (ARTIFACT )"
" Under Mosok patronage, the tribe of islanders known as the Than Muono rose into a great
merchant nation before the outbreak of the Primordial War. Their trading vessels plied the dangerous
waters of the Western Ocean. The wealth of the region flowed through their ports and into the coffers of
their noble housesminus the tribute due to their reptilian patrons, of course. Greatest of these houses
was Dou Galu, whose mighty warship Ewo Uralo, or The Heir of Uralo, commanded the respect and fear
of all other maritime powers, except the Lintha. Fortunately the sea god Uralo approved of Dou Galus
dedication of their warship in his honor and used his position of as a yomi loyal to Kimbery to calm the
Lintha.
" For centuries the Ewo Uralo sailed the waters of the Than Muono. Year after year, pieces were
replaced. A mast here, new sails there. Plank by plank the Ewo Uralo was slowly rebuilt again and again.
In time, not a single peg remained unchanged, yet the venerable Ewo Uralo remained a national icon to
the Than Mouno and brought house Dou Galu much prestige.
" That is, until the young Ola Tharu exalted with the indigo banner of the nights sky. Fated to
undermine the authority of Dou Galu, his destiny was thwarted when the Unconquered Sun chose the
rising scion of the house to be among his Eclipses. Instead, gifted the improbable power that comes with
the Nocturnal Exaltation, Tharu set out to undermine the icon of merchant empire. He scoured the islands
of the Than Muono for the scattered pieces of the Ewo Uralo, for it was his peoples practice not to waste
a scarce resource like wood on their small islands. He capablized door frames, floorboards, barstools,
festival poles, and the many other items that the pieces of the Ewo Uralo had been recycled into.
" Bit by bit, the vessel took shape again. Soon, Tharu had an exact replica of the Ewo Oralu or
was his the original and the other the copy? It is a riddle that shook the confidence of the Than Muono
and resonated well with the essence of the Nocturnal Exaltation. Through his labor Tharu created
something more than a mere warship. He crafted a vessel worth to bear an Exalt: the Muthuo Uowo, The
Prodigal Twin.
" Speed: 7(15)/15(30) mph
" Maneuverability: -4(+0)S
" Endurance: Wind and current
" Crew: 22/6
" Cargo: 2,000 tons, or room for 125 passengers and their supplies
" Armor: 6(12)L/12(24)B
" Health Levels: Ux12/Mx6(12)/Cx5/I/D
" Weapons: None permanently equipped
" Other Notes: The Prodigal Twin is 35 yards long and 8 yards wide. While still a large vessel by
mortal standards, it was much more impressive in ancient times when ships of this size were a rare sight.
It may be sailed without attuning, but once it has been attuned for 10 motes it gains the Traits listed in
parentheses. Additionally once attuned, the ship self-repairs one level of damage every hour; it has been
broken and scattered once before and will not allow itself to be again. However the vessel does change
as its captain does. Whenever the owner completes his Motivation, the parenthetical values increase by
one (by +2 in the chase of its speed in miles per hour). For Nocturnals, going through a Renewal also
triggers this bonus. The vessel may gain this bonus up to (Essence) times. The Prodigal Twin has
survived millennia of abuse and current resides at the bottom of the sea, playing host to a family of
Peligial squatters who are unaware of its capabilities.
Chapter VII: Storytelling
! Just as the Exalted storytelling chapter provides guidance for running a game with the recently
returned Solar Exalted, this chapter offers the same for games involving the returning Nocturnal Exalted.
The Chosen of Nox are a different breed of hero. Arising from servants, they transcend their former mortal
superiors. Taking their rightful place alongside the other Celestial Exalted, the harlequins will soon learn
their liberation is not all it appeared. They have merely traded one master for another more splendid one.
But heralds and harlequins alike are never likely to accept the burden of fate in silence. How they respond
to such obstacleswhether they will themselves through it or shatter themselves sideways to go around
itwill demonstrate to all that they are more than glorified serfs. They are heroes worthy of the name
Exalted.
Players, Too
! Though written with the storyteller in mind, the information contained in this chapter is suitable for
players as well. There are secrets here, of course, and many of them, but which apply to the Manvantara
of your game and which apply to another universe completely is matter best left to the cunning plans of a
Storyteller and the adventurous discoveries of players. In the meantime, these secrets are presented here
to guide you down the many paths of game involving the Nocturnal Exaltedor to inspire the Storyteller
to invent yet more secrets of her own.
Getting Started
" As always, the first step is to decide exactly what sort of game you want to run now that you have
this manual. The newborn harlequins have many options to explore before the shackles of Subservience
begin to tightenwhich, in turn, opens up the possibility for a different sort of story. Or perhaps your
game will center on the last coterie of heralds, refugees from ancient days thrust into unfamiliar modern
times. Either way, once you have struck upon an option that interests both you and the players, youll be
able to begin.
Heralds or Harlequins
" Deciding whether the players will be portraying heralds or harlequins is an important early step.
Harlequins are the default option. The Nocturnal Exaltations have only recently begun choosing heroic
mortals of the appropriate qualities to become harlequins, and there are a great deal more of them than
heralds. They are mortal heroes suddenly invested with great Celestial power and set free upon the world
to explore their new-found gifts. In this way, they are much like the reborn Solarsunfettered and
unguided.
This has its advantages. The harlequins may set their own course and use their power to
advance their own desires without concern for other obligations. This has its disadvantages as well. The
harlequins have no support structure and no access to mentors. They will be targeted by the Wyld Hunt
and, worse still, the agents of Destiny. Fortunate, indeed, is the harlequin whose own companion is the
one sent to slay himhe will find no mercy elsewhere.
The days of such dangerous freedom may be short-lived. As the harlequin grows in power and
prestige, he will inevitably encounter other types of Celestial Exalted. It is only a matter of time before the
harlequin feels the Curse of Subservience eroding his free will. Then his story shifts. First, he make seek
a lonely life, but one free of obligation. Second, he may seek to coexist with his Celestial peers, finding
subtle ways to skirt around direct conflict. Third, he may seek to resist, steeling his will against the
constant erosion of Subservience and bracing himself for the 699 tasks that will free him of his curse
completely.
" Heralds are better suited for experienced players or as storyteller-controlled characters. They
were trained to fight in the Primordial War and had the skills necessary to escape the Cereus Blossom
Massacre. Since then, they have passed through time as a stone skips across the surface of a flowing
river. When they have appeared, the distinct trail of paradox any Nocturnal create has attracted the eyes
of the Maidens upon them. These fugitives have fled from one Age to the next, never lingering long and
disappearing for centuries at a time, always trying to stay one step ahead of the Maidens and their
assassins.
" Now the Maidens have grown complacent, and their greatest tools have been dulled by overuse.
The Bureau of Destiny is overworked and the sudden appearance of Solars, Abyssals, and the Green
Sun Princes provides plenty of distractions to keep the Sidereals busy while the heralds move about the
world.
" The heralds are now free to explore the Age of Sorrows they find themselves in. Indeed, some
have been doing so clandestinely for several years now. For some this might be a grim adventure, for
others it is a woeful exile. The heralds are not at home in Creation today. Their true home existed
thousands of years ago, long since destroyed by the Three Spheres Cataclysm, the Usurpation, or the
Balorian Crusade. History has not been kind to Creation. When the herald walks the world, she sees only
diminished unfamiliar ruins.
" [Herald Character Creation
" To better represent their increased power, you may wish to use this alternative character creation
method for heralds. Heralds begin with 11/9/8 Attributes, plus two dots to spend in Caste or Favored
Attributes. They gain one dot in Bureaucracy, Presence, or Socialize; two dots in Lore; two dots in Occult;
a dot in Ride or Sail; and two dots to send in Archery, Martial Arts, Melee or Thrown. Additionally, each
herald gains dots based on specialized training each Caste received.
" Nova: (Awarness or Investigation) 2, Presence 1, War 1
" Comet: Athletics 1, (Archery, Martial Arts, Melee, or Thrown) 2, Dodge 1
" Aurora: Linguistics 1, (Performance or Presence) 2, Socialize 1
" Empyrean: Bureaucracy 1, Resistance 1, (Ride, Sail, or Survival) 2
" Nebula: Larceny 1, (Lore or Occult) 2, Stealth 1
" Beyond standard training, the heralds also gain 38 additional Ability dots, 15 Background dots, 30
Charms, 5 dots of Vitures, Essence 4, and 35 bonus points. This makes them roughly equivalent to an
Established Celestial Exalt of the First Age (see Dreams of the First Age: Lords of Creation, Chapter
One) and such a herald would count as Mentor 2 for a new harlequin.]
" "
Intial Questions
" Before being a series involving the Nocturnals its best to get a few questions out of the way.
Exalted, p. 260, has a few questions that are are important to address for any series. For the Nocturnals,
there are a few other questions that will help guide the initial preparations of the game. Your players dont
need to have answers for all them immediately, but the more detailed the response the stronger the
players characterization will be.
Why did the characters Exalt as Nocturnals? If the players are portraying harlequins, what
was their great altruistic callings? How were they thwarted by the powers that disrupt Fate?
Are they even aware that the Bureau of Destiny once had plans for them that are now moot?
If the players are portraying surviving heralds, why were they chosen by Nox? What obsolete
act of heroism did the Lord of Possibilities offer the herald a second chance to claim?
How does the character feel about her thwarted Destiny? Does she even care? Does she
seek to set her life back on its proper path or does she strike out into unfamiliar territory? In
general, how much does the character know about the machinations of Fate and Destiny?
Does she recognize them as necessary for the function of Creation or are they merely
impositions placed on the world by the Powers That Be?
What are the characters current altruistic motivations? The Nocturnals are agents of
revolutionary changenot of their own glory but because they believe they making a better
world for everyone. Do the players characters share a common goal? Who or what will
oppose their revolution? If they do not share a goal, why are they working or traveling
together?
How much do the characters really know about their Exaltations? While all Exalts know
intuitively what they are, on a basic level, many mysteries surround the Nocturnal Exalts,
even to themselves. The harlequins will know they are Chosen of a powerful Incarna and they
they possess the power to warp reality. But do they know the ultimate source of their power?
Do they know whose mad voice whispers in their minds? Do they know what mysterious
beings call to them by the bonds of their Exaltations? If they have encountered their Sidereal
companions, how strong is their relationship? How large a role will the Chosen of the
Maidens play in the series?
How much time do the characters spend with other Celestials? Are they already serving
a Solar general or a Lunars shadow government? Do they only know what Immaculate
propaganda has taught them about their peers? If they are not already in contact with other
Celestials, are they likely to encounter some early in the game? Are they more likely to gain
Celestial allies than enemies?
Changing the Rules
! The Nocturnals are a new superpower in the world of Creation, but a superpower nonetheless.
They wield power equal to the other Celestial Exalted and warp reality with a whim. There is little they
cannot do if they apply themselves toward a certain goal. Yet there are still limits to their cosmic power.
Perhaps those limits are not to your liking.
" In Exalted, the first rule is Have Fun. If there is something ill-suited to the series you wish to
run, feel free to talk it over with your players and make the necessary changes. The Chosen of Nox are
particularly predisposed to such rule alternations. After all, it is simply a matter of discovering the right
Manvantara where the Nocturnals are precisely as you desire them to be.
" Example One: Raphael is a Storyteller who dislikes that Fluctuations increase in Difficulty when
duplicating a previous Fluctuation. Instead, he changes the rules so that Trivial Fluctuations may be
related as often as Nocturnal desires; Minor Fluctuations may be repeated once a day; Average
Fluctuations may be repeated once a week, and so on. This allows his players to make basic Fluctuations
readily, while still making more extravagant Fluctuations unique.
# Example Two: Brandon is a Storyteller who dislikes that the Charm Walking the Skeins only
creates a simulation of the past. He tweaks the Charms mechanics and fluff to allow his players to
literally travel backwards through timebracing himself for the temporal shenanigans his players will no
doubt get up to.
Keeping Characters Unique
" It is occasionally challenging to keep characters of the same caste distinct, especially starting out.
Exalted (p. 261) discusses this issue as well, but here are some particular suggestions for Chosen of
Possibilities. The key, as always, is to aim for a clear characterization and to allow the personality and
preferences of that character to guide early (and later, of course) development.
" Example: Brians character Meticulous Surgeon is a Nova Caste who has begun to master the Art
of Victorious Concession. As a mortal, he earned a living as a physician in the city of Cherak and has
learned the grim realities of war firsthand from tending the wounds of the Realms legionnaires. A pacifist
to the core, he seeks peaceful resolution to conflicts and appeals to the better natures of those he
encounters.
# Kaleens character Lightning Rhapsody is also member of the Nova Caste. She excels in both the
mundane art of music and the magical art of Weather Workingoccasionally mixing the two in impressive
meteorological symphonies. These extravagant entertainments are more than mere shows, however, as
they are also her primary tools adjust the economic fortunes of region as she sees fit.
How Am I Not Myself?
! This is a tale of personal paradox and will likely crop up in any Nocturnal series that goes on long
enough. What makes a person someone and not someone else? The Nocturnal is forced to confront this
philosophical riddle head on. Over time, all identifying features of the Exalt may be replaced and altered.
Motivations and Intimacy shift on their own, but for the Nocturnals this may occur at a much more rapid
and fickle pace. Some Charms allow them cannabilize other Traits to learn new ones. Renewals may
transform a Nocturnal body and soul. At what point does the character stop being who he once was and
start being a new character entirely? Is the transformation ever that complete?
" Possessing an Alter-Ego exaggerates this identity crisis. Like the Narrator and Tyler Durden from
Chuck Palahniuks Fight Club, are the Nocturnal and the Alter-Ego the same character or two characters
who happen to share a body? Thats a question Nocturnal philosophers (and your players) will have to
decide on their own.
Using the Nocturnal Exalted in Your Series
" Revolution is the name of the game for the Nocturnals. This may be a welcomed change around
which the harlequins will gather many alliesor the might attract the ire of the most powerful beings in
the land. All Exalts are heroic, but not all are heroes. While the Nocturnals were intended to be
champions of change and progress, they can also be harbingers of chaos. Which way the harlequins are
perceived is largely up to the direction you choose for your series and the actions the players take to
achieve their goals.
" Fate CrashNocturnals as Antagonists
! Now and then, the Loom convulses and reweaves itself. Yes, it restores itself shortly thereafter,
but not without a cascade of Paradox following it its wake. Worst still, one by one, the strands of Fate that
comprise the Loom are vanishing. The pattern spiders never notice the exact moment the strand
disappears, nor do they know precisely how many have already vanished. The Bureau of Destiny grows
increasingly concerned. While Sidereal agents have been dispatched, sudden cryptic reassignemnts
from the Convention of Oversight frequently stymie their investigations.
" Left unchecked, the Nocturnal Exalted pose a major threat to the Bureau of Destiny. Fluctuations
cause all manner of Paradoxes. When a desert nomad drowns in flash flood that should not have existed,
when next week overlaps with today, when the dead feign life, the Bureau is left to clean up the
harlequins mess.
" Then there is the matter of the Nocturnals own Tangled Fate. Twisting through the Loom without
the attention of its caretakers, it ensares others and drags those strands into its own obscured nature. A
Tangled Fate spreads like a virus, potentially infecting the Loom at an alarming pace. While not
immediately dangerous, as more fall through the cracks of Fate, the Bureaus ability to maintain the
continued existence of Creation is made increasingly difficult. If not dealt with swiftly, the nature of reality
itself is threatened, torn apart not by the ravenous Neverborn or the maddening Raksha but by a disease
from within.
" On more mundane level, the harlequins are well-suited to be seeds around which a rebellion or
revolution crystallizes (though they do not necessarily lead the rebellion themselves). A Dragonblooded
satrap or a Solar conquerer may find his realm undermined by the sedition of the Nocturnals. A sufficiently
subtle harlequin may even avoid her Curse long enough to allow her revolution to succeed. Alternatively,
perhaps the Nocturnals revolution is not as beneficial as she believes. Perhaps the better world she
seeks to craft must be opposed by more sensible heroes.
" Finally, should the heralds and harlequins decipher the final fate of Nox, the internecine conflict
that the Incarnae feared may indeed come to pass. Will the players rally to the aid of their patron? How
far will they go to pull him from his prisonthe very machine that stabilizes reality? The Sidereals,
certainly, will resist any attempt to undermine the Loom of Fate. The Solars and Lunars, too, are not likely
to support such an action if it threatens all of Creation. For allies, the Nocturnals may be forced to join
known enemies of the worldthe Abyssal Exalted or the Fair Folk.
" Viva la RevolucinNocturnals as Protagonists
! The people cry out. They live beneath the bootheel of a tyrant. They suffer from merciless, amoral
plague.They are threatened by barbarians or by the intrusion of those who vainly call themselves
civilized. They need a hero. Some heros are golden, some silver. Still others are diamonds in the rough,
glittering beacons of hope hidden behind a dark exterior.
" The heroic journey of the Nocturnal Exalt differs from that of their Solar and Lunar equivalents. In
fact, it has more in common with that of the Alchemical Exalted. Their tale is bound up in their service to
others. This may be overtsuch as tending to the sick a disease-ravaged land. It may be more abstract
such as becoming a paragon of glory to serve as an example to others. It may be sweepingsuch as
leading a rebellion so that a better ruler may claim legitimate rule over an oppressed nation. It may be
personalsuch as helping a single person find the courage to follow his ambitions.
" However, while the Champions of Autochthonia exist mainly to preserve the ideals of their society
and maintain stability of their nation, the harlequins rarely support the status quo. Even the Empyrean
Caste, who most closely approach the concepts of order and stability, are better suited to empower new
order and shift society into a more stable form than they are to maintain established trends indefinitely.
" As radicals and revolutionaries, the harlequins may indeed be the harbingers of a new glorious
age. Even if they must defer to the leadership of a lawgiver or steward, the Nocturnals will certainly be a
powerful motivating force behind any major improvement to Creation to come. Through their powers, the
harlequins expose the folly of Creations current trajectory and sound the warning.
" Free from the baggage of history, the harlequins are uniquely positioned to guide their fellow
Exalts onto a new path. The Usurpation never drove them to betrayal. They remained innocent of the
brutalities of the Primordial War, being among that conflicts first victims themselves. As a neutral party,
the harlequins may seek to mend these ancient and bitter rivalries. With so many threats circling around
Creation today, the world will need such arbiters to pull its heroes together toward a common goal.
" Perhaps when the dust has settled and the coalition bound by the harlequins has saved the
world, the Nocturnals will even find time to reconcile the gods and earn Nox a pardon.
"
Game Styles
" Exalted presents a number of play styles already (p. 262-263), but some of these are more
appropriate for the Solar Exalted than they are for the Nocturnals. This sections provides a few
adjustments to the basic play styles as well as some new ones specifically for the Chosen of Nox.
" Styles Remix
" Vanilla Exalted, for the harlequins, is quite similar the basic tale of the Solars. They are
independent heroes, establishing their own legend while avoiding the wrath of the Bureau of Destiny. This
is a tale of grand adventure and epic conflict. However, unlike a reborn lawgiver seeking to restore the
ancient Solar Deliberative, the harlequins have little interest in rebuilding the past. Their eyes are firmly
set on the future and the creation of something new.
" A Land Once Divided Must Unite is close to the revolutionary heart of the Nocturnals. Though
they can assume positions of leadership, in the presence of other Celestials they rarely assume the role
George Washington. Instead the Nocturnals fill the role of Thomas Paine, Benjamin Franklin, or
occasionally Benedict Arnold. The Comet and Aurora Castes, in particular, would prove useful in such a
scenario.
" And Ill Form the Head is a difficult style to pull off for the Nocturnals given their initial starting
conditions. They could reclaim lost wonders of the First Age, but unlike the Solars or Lunars they have no
ancient tombs to provide them with the treasures of their previous Incarnations. To achieve this style you
may wish to alter the setting slightly. Perhaps the harlequins have already contacted their mates and been
integrated into the Bureau of Destiny. When the Bureau has need to flex its muscle, the Nocturnals are
dispatched rather than the Sidereals. Alternatively, perhaps heralds fled the last days of the Time of Glory
with vast collection of machinery befitting the greatest war Creation would ever see.
" Outlander is also a challenge for the Nocturnals. While they can survive in the exotic realms
beyond Creation, they require many specialized Charms and cut themselves off from Fluctuations.
Instead of exploring the alien realms of Malfeas, the Wyld or Autochthonia, the Nocturnals may seek
adventures in alternate realities, as described later.
" Project: Exalted allows the harlequins to live up to their name.They might find themselves in the
service of mad Celestial who frequently demands humorous tasks of them, or their constant meddling
with the nature of reality may cause absurd and amusing paradoxes to manifest around them.
Alternatively, they may inhabit a quirky Manvantara, such as one where the Incarnae chose various
species of primates to host their Exaltations, with Sol taking the gorillas; Luna, the chimpanzee and
bonobo; the Maidens, the orang-utan; Nox , the the gibbons and siamangs; and the Elemental Dragons,
the baboon.
" Invasion, like Outlander before it, has a new option available with the Nocturnals. Instead of
nigh-infinite hordes of Raksha or demons, Creation may find itself threatened by another Manvantara,
such as one in which the Usurpation never occurred and powerful Solars seek to expand their dominion
across the entire Kalpa.
" The (Nocturnal) Who Came in From the Cold can by played with any Nocturnal Caste,
especially if the focus of their intrigue and espionage is the Bureau of Destiny itself. Obscured from Fate
as they are but with a vested interest in the machination of fate, the Nocturnals may engage their Sidereal
cousins in a shadow war of sabotage and deception. In particular, the Nebula Caste was specifically
designed to engage in this sort of activitythe Nova Caste, too, will prove useful in such scenarios.
" Sorcery & Sorcery works as well for the Nocturnals as it does for any Celestial. Additionally, the
Nocturnals retain many Charms that enhance thaumaturgy, allowing them a more low-key variant of this
style
" Walk the Earth is the Empyreans wheelhouse. Other Nocturnals may, of course, join them in
their travels. Be sure to consult the Travel rules in Exalted (p. 263-268). Additionally with Charms such as
Shadow Out of Time and Walking the Skeins, the Nocturnals journeys need not be limited to merely
spatial dimensions.
" Star-Crossed Lovers
! The bond between the harlequins and the viziers is as strong as that between the stewards and
the lawgivers. But a tale that centers around such a connection will have more in common with Romeo
and Juliet than the romance of Rama and Sita in the Ramayana. This applies to platonic relationships as
well as romantic ones.
# In such a tale, the harlequin and the vizier must contend with their undeniable bond. Opposing
their happy ending is the conflict between the Nocturnals and the Bureau of Destiny. The Sidereal may
seek to shelter his companion from the inevitable purge while advocating for the less drastic course of
action, or he may run off with her and go ronin. Either option is unlikely to go well for the pair.
" Ghosts of Calibration Future
! This game style focuses on the Nocturnals abilty to perform Fluctuations in order to reveal the
possible course of a persons life. The Nocturnals take on the role of the three Christmas Ghosts from
Charles Dickens famous A Christmas Carol.
" This works well in association with their Sidereal companions. For example, the Sidereal may
make a dire prediction regarding the future of a Solars realm if the Solar remains on his presence course.
The Nocturnal approaches the Solar and delivers a vivid warning, shaping a scene from the Solars
doomed future in hopes of avoiding that calamity.
" An Exalt Out of Temporal Water
" This game style is designed for the exiled heralds. Like Rip Van Winkle or H.G. Wells
anonymousTime Traveller, the heralds find themselves in an unfamiliar time after a long absence. The
world has changed much since the Primordial War and the heralds are largely ignorant of the intervening
5,000 years of history. In that time empires have risen and collapsed. Great wonders have been built up
and torn down. Creation has shrunk and grown and shrunk again.
" Adjusting to this unfamiliar setting will be challenging for the heralds. Coming to terms with the
fact that they can never go home again, that all they knew and all they loved is now an irrelevant footnote
in a dusty history book, will be even harder. Once that angst has been cleared up, the real work of the
herald begins. Creation is broken. Someone has to fix it. Might as well be them.
" Set Right What Once Went Wrong
" This game style embraces the Nocturnals ability to dabble in time travel. Instead of merely
manipulating a simulation of the past and hoping the Loom uploads some slight modifications to mundane
reality, the Nocturnals may actually travel freely into the past. This is not a tale without consequences.
True, the Nocturnals may seek to correct an event they perceive as a tragedy, but those corrections will
themselves have consequences. The Nocturnal manages to save her husand, but at what cost? Her
personal journey will continue to affect her and she will bear the memories of all her attempts, both
successful and failed.
" Not only does the past exist for todays Nocturnals to journey to, the present may be visited by
Nocturnals from the future as well.They may come to deliver a warning of a doomed universe, giving
todays Nocturnals and other Exalts just enough information to attempt to steer Creation away from such
a dire fate. Or they might come back to cut down some foe before he becomes a true threatonly later to
come back again to stop himself from creating an even worse enemy.
" If the Nocturnals are permited to travel through time in this fashion, perhaps they are not alone.
Of the many Primordials, one might have possessed a similar power. Like the heralds, it also sought
refugee in the future. Now it turns its power to altering the past. Your players must pursue it and its
demons across time and space, thwarting its every move before (or after, depending on your point of
view) it can free its fellow Primordials from their prison.
" The Paradox Liberation
! You probably notice that up until now, the exact means by which the Nocturnals returned to
Creation have not been discussed. Where were the Nocturnal Exaltations stored? Who released them
and how? These are questions for you to decide, and your players may play a role in the liberation of their
kind.
" As a first option, perhaps the Paradox Liberation is a cooperative effort of the remaining heralds
organized by the Madame. The heralds certainly have the motivation to free the other Nocturnals.This
may even have been a conspiracy stretching over millennia as the heralds skipped through time. Or it
may have been a recent development, something permitted for the first time by the convergence of
heralds and a distraction large enough to keep the Bureau of Destiny from interfering as they performed
their work.
" As a second alternative, perhaps the harlequins themselves may one day be responsible for their
own liberation. Perhaps by employing Walking the Skeins, the harlequins have subtly tampered with the
past, poking and prodding it until their Exaltations fly free for the first time in thousands of years,
generating a stable causal loop and making the Paradox Liberation true to its namesee Set Right What
Once Went Wrong, above. Or perhaps harlequins from other Manvantaras have discovered the means to
travel from one universe to another, and your players are on a crusade to liberate Nocturnals throughout
the Kalpasee Other Yesterdays, below.
" As a third option, perhaps the Paradox Liberation is not the main force behind the Nocturnals
escape. In this version of things, Nox has more freedom to command the Sidereals through the Division
of Oversight than the Maidens had thought possible. Through perplexing orders over long centuries, the
Bound God has played a slow game. Here, your players would be Sidereals rather than Nocturnals, either
following the strange orders of Oversight to their logical conclusions or trying to stop those orders from
unleashing yet another hazard upon Fate.
" As for where the Exaltations were kept, they might have been stored within Autochthons forge in
Yu-Shan (did Asna Firstborn play a role in their freedom?). Or they could have been kept with Autochthon
himself when he departed Creation, allowing the return of the Nocturnals now that the Autochthonians
may have broken the seal between the worlds. Maybe the Jade Prison is far older than once thought and
the Nocturnals were stored there as well to be set free along with the Solars (in which case, did the
heralds and harlequins somehow aid the Deathlords or is the Paradox Liberation not actually responsible
for the return of the Nocturnals?) These are the most obvious answers. Whether they apply to your series
is entirely up to you.
" Other Yesterdays
" The Kalpa is open to the Nocturnals. In this game style, the Chosen of Nox can either venture
from one Manvantara to another or play completely within a Manvantara radically different from the
standard Exalted setting.
" In the first option, travel may be freely available, extremely limited, or any variation in between as
suits your needs. Like the ancient cosmonauts of the Well of Udr, your players may have found or made a
stable link to another Manvantara. Alternatively, they may be castaways in the Kalpa, dashing from world
to world as connections open and close between them at seemingly random intervals. This could be
combined with a Set Right What Once Went Wrong game, in which the Nocturnals are responsible for
creating branching Manvantara by altering the past.
" In the second option, the characters are native to another Manvantara completely. Their history is
not the history of the default setting and their world may be drastically different, diverging from the main
Exalted setting thousands of years ago. Here are some examples of alternate Manvantara, which may be
used, altered, or ignored as your game demands.
Manvantara
" Sic Semper Tyrannis
! It has been more than five millennia since Nox escaped his treacherous sisters and warned The
Lidless Eye That Sees of their plot against the Primordials. Five thousand years since the Exalted Host,
under the leadership of Regent G-R-L, put down the rebellious gods. Five thousand years since the Holy
Tyrant placed His own heart in the Daystar, since he installed Nox as the head of the Celestial
Bureaucracy and G-R-L as His earthly regent.
" Nox alone among the Incarnae survived the war unscathed. He now tends to the affairs of
Celestial Bureaucracy with the aid of his Calibration Court, his heralds. The Unconquered Sun, in time,
was vanquished. Foolhardy he was not to retreat when so vastly outnumbered. Now an emerald sun
shines upon Creation. Luna, too, fell as she desperately bought her lover time to escape. Noxs skies host
a blood-red moon who calls the tides with great force and periodical sweeps the coastlines clean.
" The Maidens suffered a worse fate. Their bodies are whole, but their minds are broken. This
seemed a fitting punishment for them at first, for Nox knows that had the situation been reversed they
would have treated him no better. The Primordials gave the shattered goddesses to Nox as his reward for
loyalty. While he once delighted in his harem, he finds no joy in their condition now.
" The Primordials who aided the Incarnae also suffered for their betrayal. Autochthon was captured
and exiled to realm of his own twisted devising. Within this sanatorium his disease festers, but rarely does
it threaten his kin. From time to time, however he dispatches one of his Apostates into Creation, who
seeks to spread the sickness of the Void, or an Exalt might employ sorcery to summon and bind a gremlin
to perform some some esoteric task.
Gaia felled for the Wyld, safe within Gnosis. She uprooted her souls which guarded the edge of
the world and began what history would later call the Five Poles Cataclysm. The Wyld swallowed vast
swaths of Creation before other Primordials could stabilize the world by replacing the Elemental Dragons
with their own souls. In his infinite wisdom, the Holy Tyrant divided Creation among five of his most loyal
Primordials so that no one Titan might threaten Creation with annihilation as Gaia did.
To Kimbery was given the West and all the seas. Hunanura, the Heart-Frost Unending, received
the North into his frigid embrace. Metagaos planted his forest soul into the Eastern Pole, while Cecelyne
anchored the South to her own desert nature. Finally, Qaf once again received the title of omphalos as he
grafted one of his souls into the Sacred Mountain.
The influence of these five Primordials have shifted and twisted Creation as well as restored it.
Qaf has seen fit to elevate what was once the Blessed Isle until it has become a towering plateau
separated from the Threshold not by the Narrow Sea but by deep canyons and steep cliffs. The eastern
forests are full of swamps and bogs, illuminated at night by giant glowing fungi, and its creatures are
preyed upon by enormous pitcher plants and sundews. Cecelyne has cooled the burning volcanoes of the
south, eroded its mountains to isolated mesas, and dotted the desert with vast, barren salt seas to taunt
those who desire a soothing drink of water while sojourning across her wasteland. In the West, Kimbery
has nurtured Lintha Ng Oroo back to health and has spread its offspring and her own Lintha descendents
throughout the Westmany of the Western Islands have sunk beneath the waves only to be replaced
with living islands born of Kimberys great behemoth and populated by her chosen people. Unsurprisingly,
Hunanura has invested little effort in North. So long as his own soul is untroubled, he cares little for what
the populace of that frozen realm does.
As for the Exalted, many fought until the bitter end. Most, however, joined with Regent G-R-L to
oppose the brutal devastation of Creation. The Regent realized the folly of his ways when he witnessed
the cataclysmic death of Mardukth. He strove alone, by the time the Unconquered Sun and the Dragons
Shadow both fell, he had amassed enough support to launch his counter-revolution. For his efforts he
was rewarded by the Holy Tyrant and proclaimed Regent of all Creation at the wars end, to rule mortal
and Exalted alike as Nox would rule the gods.
The Exalted serve their Primordial masters today, accepting the yoke of the Investure of Cosmic
Glory under pain of death. The Empyreal Chaos reserves fifty Solar Exaltations for his own private use at
all times. The rest he divides among the other Primordials as their own merits recommend. Only Noxs
heralds are permitted to live free of the Primordials shacklesanother token of appreciation for Noxs
loyalty. Some accept this burden anyhow, particularly in service to Isidoros or the Lidless Eye That Sees.
Not all Exalted have been forced into the Primordials service. In ancient days, before the
Primordials and their Exalted had re-tamed Creation, Gnosis would occasionally roar back into the world
to abduct newly Exalted Lunars. These joined Gaias own retinue of Dragonblooded who dwelt within
Gnosis. For many generations it has been too dangerous for Gaia to approach Creation herself, but she
still dispatches loyal Lunar Exalted and her Terrestrials into Creation to liberate additional Exalts. Even
among her ranks, a few Lunars and Terrestrials have been blessed with Gaias own Cosmic Glory.
" And then, of course, there are Autochtons Apostates who no Primordial could tame even if they
desired such disease ridden servants (Metagaos has tried and failed on numerous occasions).
" Such as been the state of things, in broad strokes, for the last five millennia. Change is in the air,
however. The Regent has grown powerful, blending the Charms of the King of the Primordials with his
own Solar majesty. He eyes the Empyreal Throne with envy. Meanwhile, Nox has grown weary of his
labors and the torment of the Maidens. He is uncertain if he loathes himself or the Primordials more. A
growing movement among his Chosen attempts to secret away young Exalts so they may enjoy the
freedom as they do. Some have been smuggled away to Gnosis, where Gaia has now amassed a sizable
army, one that tempts her to finally seek vengeance for her fallen lover.
" Once again, the world lurches to war.
" The Onyx Anathema
" Every Immaculate Monks knows of the Anathema and their divisions. There are the gold
Anathema: the Forsaken, the Blasphemous, the Unclean, the Wretched, and the Decievers. There are the
silver Anathema: the Frenzied, the Tricksters, the Ogres, and the Moon-Mad. And, of course, there are
the onyx Anathema: the Dissident, the Assassin, the Harlot, the Heretic, and the Traitor. These last tempt
mortals with fantasies and delusions and spread chaos and anarchy in their wake.
" Such is the philosophy of Creation today. The Primordial War is ancient history, and the
harlequins joined their Celestial peers at the victory celebration. The First Age rose and fell. As the
Sidereals convened for their Great Prophecy, the Nocturnals were forced to choose sides as well. Many
were appalled that the Sidereals would even consider such an all-encompassing look into the future,
though most were comforted by the discordant nature of the vision. The future was not yet set and it was
in their hands to guide it down the best of all possible worlds. Others merely wished to throw off the
chains of the Solars who had debased them for so long, those who had exploited their Curse for their own
gains. Under orders from another Celestial, they could pursue their revenge with impunity.
" In the end, the Bronze Faction won the debateif only by striking the first blow. The Solars were
executed; the Lunars, scattered or slain as well. To ensure the success of the Usurpation, the Bronze
Faction, both Sidereal and Nocturnal members, turned their blades against their own kind, slaying many
of the Gold Faction and unaligned Independents while driving others into hiding until it was too late to
stop what had to be done.
" While newly reincarnated Sidereals are easy to track and spirit away to Yu-Shan for reeducation,
the reincarnated Nocturnals proved to be a much more difficult matter. The Five Score Fellowship and the
Carnival Fantastique had to wait until a Nocturnal made her presence known, by which time the Wyld
Hunt would already be mobilizing against her. Though it makes conversion more difficult later, the Bronze
Faction had to connoct an excuse as they had for the Solars and Lunars, to justify the existence of the
Nocturnals in Immaculate Philosophy.
" Unlike the Solars and Lunars, however, the Nocturnals are sought by both Factions as new
recruits, most often whichever their companions belong to. They serve alongside the Sidereals in the
Bureau of Destiny, under the constant supervision of their companion. Though metaphysical equals, the
harlequin and her companion are not social equals. The harlequins are effectively under house arrest,
allowed to roam only when the Bureau permits. The Nocturnals are ill-suited to such treatment, but most
tolerate it. There are far worse alternatives.
For obvious reasons, the Carnival Fantastique pursues new Nocturnals with dogged
determination. The Carnivals alliance with the Fellowship is an uneasy one, for the Fellowship will not
hestitate to have a troublesome young harlequin slain if she cannot be recruited in a timely fashion.
" Many harlequins were once appeased by the growing popularity of the so-called Onyx Faction, a
group advocating for the replacement of Terrestrial-administered Creation in favor of a system with a
greater Nocturnal presence. With the recent return of the Solar Exalted, the Onyx Faction has lost ground
to a resurgence in the Gold Faction.
" The time may soon come when the Carnival Fantastique will part ways with Five-Score
Fellowship. Among the harlequins, the Silver Faction has suddenly become a popular option. New lines
are being drawn. A three-way conflict to control the future of Creation is looming. On one side, the Bronze
Faction and their Terrestrials; on the second, the Gold Faction and their Solars; on the third, a union of
Nocturnals and Lunars. Should this conflict erupt into full-scale war, the only certain winners will be the
Abyssals and the Green Sun Princes.
" [Hellooooooooo, Nurse!
" Inherent within the design of the Nocturnal Exalted is the possibility for the existence of a sixth
Caste. This Singularity Caste is not native to the basic Exalted Manvantara, but does exist in others. In
some, it replaces one of the other five Castes, usually one which shares a Caste Attribute with it.
Elsewhere it exists alongside them. In all, the Singularities are known for their enduring beauty and
wisdom. They have a captivating presence and educate others with ease. When they warp reality, they
conjure lost kingdoms and future societies, adjusting the history and predictions of both to prove her
point.
" Caste Attributes: Stamina, Appearance, Intelligence
" Caste Domains: The Statute, The Cloak, The Stylus
" Anima Banner: The Singularitys caste mark is a small solid indigo diamond within the outline of
a larger one. A dark line protrudes from the top and bottom of the outer diamond. At the 11+ mote level
her anima forms a sphere of absolute darkness (Essence) yards in radius, much like the Empyreans
anima However, this sphere never expands. Instead, a vortex of white and violet essence swirls around
the black heart of the Singularitys anima banner. A jet of violet and indigo essence shoots skyward as
well.
" Anima Effect: The Singularity demands the company of all who approach her so that they might
learn what she has to teach them. By spending 5 motes and 1 Temporary Willpower, she spreads her
anima banner over (Essence x 5) yards. Whenever a being within this radius attempts to move away from
the Singularity he must engage in a contested roll as though prevented by a Blockade Movement Action,
for which the Singularity does not roll but applies (Essence) successes automatically. The Exalt may
selectively render any number of allies immune to this effect. Additionally, if she flares her anima at the
beginning of a Dramatic Action to train another being, she doubles the effective time spent educating her
studentthis effect is not compatible with other effects which speeds Training times. These powers
activate automatically over (Essence) yards once the Exalt has spent 11+ motes of Peripheral Essence,
and expands by (Essence) yards each Action to a maximum radius of (Essence x 5) yards.
" Limitless Cosmos Expansion: The Exalt adds two additional automatic successes to the
contested roll to prevent other beings from moving away and she halves the cost of her Training Charms
while her anima is flared.
" Sobriquets: Philosophers, Nurses, the Violet Chior
" Concepts: traveling showman, a Dynasts au pair, boarding school headmaster, counter-
historian, hero with a thousand faces]
"
The Shattered World
Through the shapeless Wyld a vast comet roars. Around it twists the Elemental Dragons, coiling
protectively around the abode of their mother Gaia. The Daystar, the Silver Chair and the planets of the
Five Maidens, too, orbit the comet Gnosis, warding away the influence of Pure Chaos. Within it, some of
the last survivors of Creation flee from a relentless enemy. The survivors are led by the Exalted, nurtured
by the essence of the Emerald Mother.
Three-thousand seven-hudred and eight four years ago, the titan Ramethus shattered Creation.
Many of the greatest Exalts fought boldly but in vain to preserve their homeland. In the end their numbers
were not enough, for many of the Solar had remained at the worlds edge protecting their own lands
rather than coming to Creations aid. When Ramethus stood victorious upon the Imperial Mountain and
tore the world to pieces, the Solars on the fringe held their island of reality together through their own
majesty. Wyld and waypoints flooded into the lands that had once been Creation and drove all that
remained apart.
Gaia felt the pains of the world and returned in vibrant glory. Like Autochthon before her, she
raptured as much life as she could into her personal realm. With Lunas aid, the Maidens smuggled the
Loom of Fate from Yu-Shan to Gnosis. Trailing vivid azure and ivory essence, Gnosis blasted into the
Wyld with its precious cargo.
Since then Gnosis has sailed the Wyld, occasionally finding an isolated Solar or Lunar lead
colony, offering them a place among their refugee ranks. Those that died before contact with Gnosis have
had their Exaltations find new hosts in Gaias embrace, guided by the Loom of Fate. Only half a dozen
Solars and thirteen Lunars are yet to join Gnosis.
Meanwhile, Ramethus has continued to build his military might, striking out against the Exalts
island worlds as he finds them. Until recently, the Ever-Dawning Glade had avoided the Primordials
detection. Now Raren-yud, the Spear of the Forest, finds her Realm besieged by Ramethus forces. The
Dawn has rallied her people. They fight valiantly, but the devas of Ramethus harry their every weakness
in their defense, picking at their flanks, gnawing at the edge, until nothing remains.
The Primordial has not forgotten Gaia either. The Third Circle Deva Chungira leads the hunt
against her and the refugees of Gnosis. The refugees know he stalks them, though he has never shown
himself directly. He dispatches waves of lesser deva to harass the Gnosis. With the defenders distracted,
he sends others to quietly board the comet. He finds ready allies among the Unshaped.
Currently Gnosis is on a direct course for the Ever-Dawning Glade, though neither world is yet
aware of the other. Ramethus, however, is quite aware of the situation. Two additional Third Circle Devas
and their entire retinue tear through the Wyld at all haste. Ramethus knows they cannot arrive before
Gnosis, nor does he expect them to win. They need only to inflict a crippling blow to Gnosis to be
successful.
Then Ramethus real strategy begins.
[A Gilded Age
The time surrounding the Usurpation is a major diverging point in the Kalpa. From here worlds
branch off into those in which the Bronze Faction won (of which the basic Exalted Manvantara is but one)
and those in which the Gold Faction won, as well as smaller minority of those in which the Silver Faction
or some other exotic option proved to be the dark horse candidate and win the day. In those with a
victorious Gold Faction, there is yet another split. In some, a Usurpation of sorts still occurred. The Solars
were executed and their reincarnations indoctrinated by Gold Faction mentors.
In others, the Gold Faction allowed the Solars to proceed as they desired. Storytellers should
read through Dreams of the First AgeLands of Creation to get a feel for the various mad plots the
Solars had in play before the Usurpation and run them out to their logical conclusions. Manvantaras of
this group will have worlds in which Salina invested mortals with Adamant Circle Sorcery, or worlds in
which the Magnus and his cohorts forged the Neverborn into a great howling soulsteel wall around
Creation, trapping the world within a horrific mausoleum. There will be worlds where the Solars released
the Yozi, just for the chance to fight them again, and worlds where they broke Creation into 300 lesser
worlds. There will be worlds in which Sorraza Dalon perfected her legion of remorseless, ruthless
soldiers, worlds where Queen Ktulas cephalod children have overtaken much of the West, and worlds
where the whole of Creations mortal population are subdued with radiolari. The will be worlds in which
the Solars united their fellow Exalted and wrestled the Games of Divinity from their patrons, and worlds
where Lytek took hold of the sublime tools which first created the Exaltations, hammering and altering
beyond recognition in a vain attempt to control their might. Worst still, there will be worlds where several
of these mad experiments coexist. And perhaps there is some small group of hopeful worlds were the
Gold Faction successfully redeemed the Solars and preserved Creation in all its glory.
Mix and match as you please.]
The Crusader Kingdoms
" The Incarnae recline in leisure within their Jade Pleasure Dome, content, for once, that affairs in
Creation are moving smoothly. The Great Maker labors endlessly in the glorious Centropolis of Anaxis
upon the banks of the Dawn River. From here, he guards the miles-high spire of the Orichalcum Shrine
and coordinates the efforts of Exalted across two worlds. Creation and Autochthonia enjoy an Age of
Brilliance.
" The reunion of Creation and Autochthonia has not always proceeded so peacefully. Eight-
hundred and thirty three years ago, a desperate nation broke through the Seal of Eight Divinities and
stepped foot under the sunlight and sky for the first time since their ancestors were raptured away to the
Realm of Brass and Shadows. When word of the vast treasures and pleasant climate of Creation reached
the other nations of Autochthonia, the race to claim its land began.
" Soon the nations of Autochthonia clashed with the might of the Shogunate. The initial
confrontations were evenly matched. Both sides brought to bear technological marvels against their
enemy. The Shogunate had superior numbers, both of mortals and Exalted, but the Champions of the
Autochthonians were individually more powerful. Ostensibly the Shogunate was better organized to resist
the invasion, but political in-fighting amongst the daimyos hindered the war effort. Additionally, as each of
the Eight Nations joined the crusade, they sprung from the ground across Creation, seemingly at random,
catching the Shoguns forces off-guard and opening multiple fronts.
" While the Eight Nations and the Shogunate tore one another apart, other forces conspired to
exploit the conflict. The Dowager released the Great Contagion upon the Creation. Its virulence spread
throughout the world, felling nine out of every ten mortals. It spread slowly into Autochthonia, where the
medicinal powers of the Alchemical Exalted successful hampered its lethality; only half the population of
that world perished. Still, despite the casualties (or perhaps because of them), the fighting continued, with
the Autochthonians gaining considerable ground.
" Another Deathlord sought to strike at Creation while it was weakened. The First and Forsaken
Lion threw open the doors to the Wyld and graciously invited the horde of the Ishvara Balor. As the
Raksha armies poured into Creation, the beleaguered Shogunate and Autochthonians put aside their
differences and turned their well-sharpened military might against their common foe. For his
foolhardiness, the Neverborn brutally humbled the First and Forsaken Lion.
Still, the war against the Raksha seemed tilting swiftly in Balors favor as more and more of
Creations periphery fell to the Wyld. Until, at last, two Exalts, Annealed Praxis and Chinua of Whispers
breached the Pole of Crystal and woke the Great Maker himself. With his help, the Jade and Changing
Moon activated the Sword of Creation from its control room in the Orichalcum Shrine and drove the
Raksha back into Chaos.
Following their victory, one of Autochthons jouten departed the Realm of Brass and Shadows and
joined the effort to heal Creations wounds. Annealed Praxis became the first Alchemical to place his
foundation in Creation, becoming the Centropolis of Anaxis around the Orichalcum Spire, a new home for
the Great Makers jouten. As for Chinua of Whispers, she aided the Great Maker in the restoration of the
Lunar Castes and has become one of the most prominent and respected members of the Silver Pact.
Autochthon would later use knowledge gained from his experiments with Chinua to restore the People of
Adamant to their former glory.
The Eight Nations spearheaded the effort to rebuild and resettle the Threshold. Their colonies
provided a steady stream of resources back to Autochthonia, but after three-hundred years of colonial
rule, one by one, the colonies shook off their foreign rulers and gained their independence. Some
rebellions soaked Creation in blood; others in the ink of a thousand mind-swaying pamphlets. In time the
Twelve Nations of Creation took shape and gained equal status to the Eight of Autochthonia.
The Twelve Nations, like those of their forebearers, have a mighty Alchemical serving as their
capitals and most of their major cities, typically resting upon ancient ruins.
In the East, the Metropolis of Eroz, famous for its blue-lantern district and black markets, built
herself upon the ruins of Hollow. She serves as the capital of Raehar, which rules the riverways. South of
Raehar is the Nation of Caprona, with is starmetal capital, the Patropolis of Peluc, intermingling amid the
ziggurats of ancient Rathess. Travelling east from Eroz, one would encounter the nation of Madris.
Nestled in a scenic landscape of winding rivers and rolling, forested hills and low mountains, the nation
funnels its vast natural riches to its capital, the Metropolis of Selras, which spans the Lesser Rock River
and draws power from its great falls. Elsewhere in the East are the Theopolis of Belgar, one of five
theopolises found beyond the Blessed Isle, grows up in a lonely forest hidden in the Lunar nation of Halta.
Denandsora city named sacred to Autochthonhas been restored to its original state in his honor.
In the South, the soulsteel and adamant towers of the Patropolis of Etdi rise among the remnants
of Chiaroscuro. From here, the nation of Yarren rules the southern coastline of the Inner Sea, from the
Penitent to old Deheleshen. Yarren has strong ties to its sister nation Sardosh which roams the great
southern desert. Sardoshs capital, the Metropolis of Kashir, rumbles across the dunes on enormous
treads, piercing the desert sky with her smoking towers. Further west, where once stood the City of
Flowers, the Patropolis of Petres rises as a shining beacon of modernity amid lush, tropical forest. The
heart of the city is the living monument of Perpetual Restless Servitor, posing triumphantly as a
commemoration of his victory in the Lintha Invasion of Reunion Year 183, just before the Colossus settled
down to become the capital of the nation of Echsat.
In the West, Admiral Leviathan proudly serves the Nation of Luthe, which took its name from the
citadel the ancient Lunar lost during the early wars against the ancestors of the very people he now
protects. His beastmen now mingle with the Autochthonians aboard the roving submersible Metropolis of
Moya, who was once (and if rumors are to be believed, still is) Leviathans lover. Under Leviathans
leadership, Luthe has made vassals of the other two Western nations: Denisova and Vostok, with their
capitals on the Wavecrest and Coral Archipelagos respectively. Denisova at first resisted Luthes growing
influence, but soon succumbed to its naval blockade. Vostok voluntarily joined the Luthe Protectorate one
hundred and sixty-three years ago, after the Metropolis of Utaxal, the Wests principle exporter of
soulsteel, defected to the Silver Prince. The Silver Prince has now made Utaxal his base of operations
and attempts to weaken the great Western alliance.
In the far North, a geodesic dome of jade and frosted crystal rises from the endless tundra. Vivid
flashes, like prismatic lightning illuminate the long, silent arctic night. Far below, the Patropolis of Wimesht
shelters the population of the nation of Denerid from the bitter cold with its numerous Municipal Charms.
Built upon the ruins of Crystal, Wimesht is Denerids only city and hosts lavish festivals to entertain its
entire population during the frigid months of Air and Water. When the weather warms, the city empties all
but essential personnel, while mortal and Exalt alike comb the vast frozen landscape for all available
resources. To the south, the golden arcades and temples of the Patropolis of Orison has restored the
sacred geomancy of Ondar Shambal. Profiting from a continuous stream of pilgrims to its holy capital, the
nation of Jarse rivals the wealth of Raehar. It funds numerous large-scale engineering projections across
the Northmost recently, it has begun to reconstruct the Spidersilk Dam, replacing the original delicate
construction with a new metropolis. The final nation of the Twelve is Tautog, the northern counterpart to
Yarren. Its capital, the Metropolis of Idaltu, weaves moonsilver conveyor walkways and shimmering
skyscrapers through old Cherak. Ships that launch from Idaltus harbor patrol the northern coast of the
Inner Sea from Amber Shores to Wallport, trading with the Blessed Isle, Raeharians and the Yarrish alike.
Unlike the Eight Nations, the Twelve are each ruled by an Exalted. In most cases, it is a Solar
(one whose Exaltation was never imprisoned), appointed by the Machine God himself. In two, such as the
Luthe Protectorate states, it is a Lunar who rules.
Thus far, the Solars and Lunars have ruled justly. The Great Curse that plagued their previous
incarnations has been tamed by the presence of the Alchemical Exalted. Autochthon still seeks a way to
cure the Curse completely, but the success of Alchemical interactions with the other Exalted has proven
highly encouraging.
The Great Maker felt confident enough to begin releasing the Solar Exalted. Intending to send out
a first wave of forty additional Solars, he opened the Jade Prison five years ago. To his dismay, all the
trapped Exaltations fled immediately and newborn Exalt spring up across Creation into a system ill-
prepared to handle such numbers.
Now the Great Maker braces his delicately crafted Creation for the onrush of nearly three-
hundred disenfranchised Solars. He hurriedly prepares room for them. He knows all too well the damage
such rogue heros can do. He also knows that, over the centuries, the Deathlords have seduced many
Apostates to their side and from the study of the prototypic Exalted, learned to twist Exaltations that once
empowered them. Once before, they offered a young Solar new power as the first of their Abyssal Exalted
its only a matter of time before more take the black mantle.
Dragons of a Different Color
" The Scarlet Throne is empty. The squabbling children of the absent Empress threaten to tear her
dynasty apart like wolves at a warm corpse. The Jade Prison is open. The golden Exaltations descend
upon Creation like crows drawn by the scent of fresh blood. And from the cracks in the world, a hundred
green suns dawn.
The hour grows late, and the time heralds only tumult. The heroes and villains of the world send
countless legions marching to their deaths. When their souls awake on the other side, they find
themselves the strange gray utopia of the deathless Jade Emperor.
While the Scarlet Empress and her cohorts battled their way to seize the reigns of the Sword of
Creation, the Jade Emperor sought the aid of the long-neglected Neverborn. He broke open their
nightmare mausoleums (with the aid of the Iron Faction, if heavenly rumors are to be believed), and
parleyed with the mad titanic ghosts. They offered him dominion over the armies of the dead. In
exchange, his seed would be forever twisted to the deathly reflections of Creations Elements, to live as
Creatures of Death, and to serve their tortured will until the End of Days. The Jade Emperor swore the
oath easily. How could he not? The End of Days would be upon him sooner rather than later if he refused.
From shadowlands across Creation, the horrors of the Underworld burst forth. The countless
ghosts slain by Balorian Crusade, the mad nemissaries who had approached too close to the whispers of
the Neverborn, and the monstrous hekatonkhires rampaged through the ranks of the Fair Folk. For the
first time, the dread powers of Necromancy were unleashed against an unsuspecting foe. The Jade
Emperors legions marched upon Creation for the first three days of Calibration with victory after victory
only serving to encourage those who fought under his banner, attracting even the living to his cause.
On the fourth day of Calibration, the skies burned with fires of the Sword of Creation. First the
Raksha were incinerated, and the Jade Emperor rejoiced. Then the Scarlet Empress turned the worlds
greatest weapon upon the Jade Emperors own armies, driving him back to the Underworld.
Since then, the Jade Emperor and the Scarlet Empress have had an uneasy truce (though had
she the resources for such an expedition, she likely would have declared war upon him when he
accepted the recently-deceased Seven Tigers with open arms). Her influence spread throughout
Creation; his, through the Underworld. She slew the Seven Tigers; he usurped the Dual Monarchy. She
cowed the nations of the world; he garnered support from the Shogunate survivors, for he descended
from the Shogun himself. She nursed the Great Houses; he sired the gens of the Pallid Jade Empire.
These gens are not Terrestrial Exalted in the traditional sense. Scholars of Exaltations, namely
Lytek and Parad, have named them Erebean Exaltedthe Voidblooded. In terms of power, they show
their kinship with the Terrestrials of Creation.Their Elemental Aspects, however, have become those pale
reflections native to the Underworld and the thematic resonance of their power is equally altered though
the lens of these deathly elements. One notable difference between the two breeds is the horrific power
and proliferation of the Voidbloodeds Martyr Charms.
After a hundred years of searching, the Jade Emperor discovered the means by which Prince
Balors Raksha stormed Creation. The angry hun soul of a usurped lawgiver had raged impotently in its
tomb until a Shogunate archeologist broke open the Solars final resting place. Slaying the researcher, it
went out into the Wyld to fulfill the last command of the former Exalt. It bore a message to the Raksha
from the Solar, rescinding the ancient pacts which kept them at bay and inviting them to do as they
pleased to the traitors who dwelt in Creation. Soon after this discovery, the hun soul was found and
defeated by a Sworn Brotherhood of the Jade Emperors grandsons. The only survivor from this conflict
forged its remains into the Jade Emperors soulsteel scepter.
The Voidblooded gens have been active throughout the Underworld and their shadowland
colonies. Fortunately for Creation, the Neverborns offer was hastily made on their part. The Jade
Emperor has proven more cunning than they had imagined and deflected his masters attempted to turn
the Voidblooded against the world of the living, en masse. True, many of his dynasty have fallen to the
murderous whispers of the Neverborn and launched campaigns of slaughter into Creation. Indeed, two
hundred years ago, the majority of Gens Rhamadus marched out of the Underworld and began a
genocidal campaign against the natives of Harborhead. Though it pained him greatly to turn against his
own kin, the Jade Emperor allied with the Realm to put an end to Gens Rhamadus pogrom. The
survivors of Gens Rhamadus, bound by the dying command of their founder, continue to plague Creation
and the Underworld alike.
The disappearance of the Scarlet Empress has brought suspicion upon the Jade Emperor. It is
said he had her abducted. Others say that Voidblooded assassinated her, and now her own advisors are
covering up her death. Still others say that she, whether is alive or dead, has become the secret lover of
the Jade Emperor (such rumors were common whenever the Empress took a lengthy sabbatical). In truth,
the Jade Emperor knows nothing of her disappearance. He has dispatched numerous investigators
throughout Creation and the Underworld hoping to learn this secret, but as yet, he has discovered nothing
substantial.
The best lead yet uncovered is that the Empresss disappearance is connected in some way with
the recent unlocking of the Jade Prison. His Iron Faction allies further suggest that an akuma within the
Bronze Faction threw open the doors of the prisona test of some mechanism to do the same to the
Demon Prison, the Iron Faction speculates.
The Jade Emperor now weighs his options. The Empress Realm descends into civil war. If the
wrong faction wins, they will turn upon the alleged-abductor. Yet, if he supports another faction overtly, he
will have to contend with the arrival of waves of the dead opposition within his own Empire. He ponders
the viability of shadowing his support by propping up a Solar Exalted or two as intermediaries.
Meanwhile, he continues to focus resources into discovering the true reason for the Empress
disappearance.
Ten-Thousand Yesterdays
" The Scarlet Empress sits upon a troubled throne with no shadow behind it. Cherak, Whitewall,
Gethemane and the Haslanti have fallen beneath the banner of the Bull. Kirighast is burning. Thorns has
severed all relations with the Realm after the Empress backed a failed coup several years ago
fortunately the incompetence of her stooge may have save the city from far grizzlier fate. Had the coup
succeeded, no doubt the city-state would have been embroiled in a costly civil war, leaving it unable to
defend itself from the Mask of Winters assault. Indeed the deathlords have grown more active in recent
years; scores of their Abyssal Exalted spread death and destruction in all corners of the world.
" These are scenarios are not meant to represent a single Manvantara (but they might). They are
examples of a variety of Manvantara which diverged from the main Exalted setting only recently or which
differ by ways only recently apparent. There are many possible examples of such worlds, but here the
focus will be on those that weigh most heavily on an Empress who never vanishes.
" Centuries ago, when Prince Balor seemed poised to destroy Creation once and for all, the
Sidereals convened to elevate a young unassuming Dragonblooded warrior to the ranks of Creations
greatest heroes. She would be given access to the Sword of Creation, so she might wield its apocalyptic
power to save the world. But to gain entry, someone had to pay a grim toll. Chejop Kejak accepted this
burden upon himself, allowing the Scarlet Empress to rule unmolested by the dark forces that forced open
the gates of the Orichalcum Shrine to her. Seven-hundred and sixty-three years later, the Yozi have
collected their prize, spiriting the leader of the Bronze Faction away to Malfeas for purposes unknown.
Perhaps they did so only to allow Anys Syn to assume control of the Bronze Faction, the better to exploit
the favor she owes them as well. Perhaps, as Chejop Kejak nears the end of his life, the Yozi have been
force to act now rather than risk his death Such reasoning seems to obvious for the Yozi. Surely, they
must have some convoluted and nefarious scheme prepared. But what that might be, only the greatest
Chosen of Secrets knows now.
" Four years ago, House Tepets legions fell or defected to the Bull of the North. Following his
victory in the Battle of Futile Blood, the Dawn marched on undefended Cherak, driving House Ferem into
exile on the Blessed Isle. His war against the Haslanti lasted two years, slowed only be a harsh Season
of Water. The most of the League now recognizes his authority, except for pockets of resist in distant
Diamond Hearth and Crystal. Whitewall capitulated immediately to his envoy; Gethemane surrendered
peacefully after a six-month siege. With the North beneath his banner, the Bull at last turns his attention
eastward, to the embattled Haltans and their oft-repeated pleas for aid against the Linowans. With
negotiations between Halta and the Bull wrapping up, the Linowans have become desperate for allies. As
yet they have found none willing to support them against the might of Yurgen Kaneko.
" Seeing the weakness of the Realm, Reshoom Keshara, the Leopard of Harborhead conspired
treasonous acts against his Dragonblooded satrap. Fearing open rebellion, the satrap attempted to have
the Leopard assassinated. The attempt failed. Those who know the way of such things whisper fearfully
that the satrap failed only because the Leopard received the Black Exaltation upon the brink of death. If
the Leopard is a deathknight he has never revealed his necrotic power openly. Regardless, he lived to
begin his rebellion, uniting the Five Tribes against the Realm occupation. House Cathak was temporarily
driven from Harborhead, but recently returned in greater numbers. The capital of Kirighast has been
razed. Cathaks legions entrench themselves along the coast, preparing for an offensive inland. The
Leopard has fled into the remote hinterland and now consorts with the Bride of Luna who has come to the
aid of the rebellion.
" In Thorns, the Autocrat, too, survived an attempt on his life by Realm sympathizers. His survival
and the execution of the traitors strained relations with the Realm and solidified an alliance with Lookshy.
Though growing anti-Dragonblooded sentiment initially opposed stronger ties to Lookshy, all opposition
was silenced when the Mask of Winters besieged the city. Lookshy and its allies rushed to Thorns aid,
and though they suffered heavy casualties, successfully forced the Deathlord into retreat. The citizens of
Thorns now live in constant fear. Will the Mask of Winters strike again? Do his Deathknights stalk silently
among them even now? A strong Lookshy garrison assuages some concerns, but it has been four years
since the attack and now many in Lookshy are clamoring for the return of their soldiers. Meanwhile,
unknown to any in Creation, the Mask of Winters has been debased by the Neverborn as the Princess
Magnificent was before him and given to the Walker in Darkness as a vassal. This has hardly quelled his
ambition. He currently goads the Walker into attacking Great Forks while the people of the Scavenger
Lands are distracted with concerns over Thorns.
" The Deathlords have Abyssal Exalted to spare. When their gargantuan monstrosity cracked the
Jade Prison, it defied all odds. It successfully captured the Prisons entire collection of Solar Exaltations.
Fifty were given as the promised tribute to the Yozi. The rest were distributed among the Deathlords.
Each now commands three full circles of Deathknights, with the remainder tithed to the Neverborn
themselves. The extinction of Creation begins in earnest. Nations fall to moaning swords or are ground
beneath the treads of crawling necrotech siege-engines. Shadowlands bleed through the veil and darken
the land of the living. Not since the Balorian Crusade has Creation been so close to the brink of collapse.
Ancient insults must be put aside. The stewards and viziers must band together with what few lawgivers
were never imprisoned to save Creation from the devouring maw of the Void. In defense of their world,
they consider desperate gambits, such as releasing the Kukla or seizing the Daystar. They may find
unlikely allies among the Yozi and their Green Sun Princes. Perhaps in Creations darkest hour, the Seal
of Eight Divinities will be flung open and the Champions will march forth in solidarity against the Void. Or
perhaps this world, too, will witness the return of Nocturnal Exalt, given a second chance to defeat the
Primordials who fell to the Exalted once before.
"
" [The Rest of All Possible Worlds
" This is but a tiny fraction of available Manvantara. There are innumerable others. Amid that vast
diversity of worlds, there will be some common recurring themes. In some Manvantara, Creation was
spared the Three Sphere Cataclysm when the Unconquered Sun accepted She Who Lives in Her Name
into his new Celestial Order. There are Manvantara in which the Dragon Kings were never pushed to the
brink of extinction, where the Unconquered Sun still wears his Tyrant Lizard shape in Yu-Shan.
Elsewhere, the Great Maker never betrayed the People of Adamant. Among these, there are
Manvantaras in which the Solars saw the folly of their ways and relented, and ones where they went to
war against Autochthon and his people (and in a further subdivision, there are Manvantara where he fled
Creation and others were he became the Engine of Extinction, haunting Creation ever since). The Dawn
Caste known as the Sun Dragon still rules vast regions of the Demon City in some Manvantara, and in
others, her disruption of the Descending Heirarchy woke the slumbering Prophet Abhorent and doomed
the world to the tyranny of samsara. Filial Wisdom has conquered or slaughtered most of the South and
East in some Manvantarain others, his war was ended by a Lunar or Sidereal hero or the martyrs of a
Sworn Brotherhood. Where Filial Wisdom was slain, he sometimes rises again as that Manvantaras
fourteenth Deathlord.
" And on and on the variations go.]
Nocturnal Experience
! Except as noted, the Nocturnal Exalted gain experience, spend it, and trainTraits at the same rate
as Solar Exalted (Exalted, p. 272-275). For values the differ from those listed for Solars, consult the
Nocturnal Experience Cost Table below.
" [Nocturnal Experience Cost
Trait" " " " Cost" " " Training Time
Attribute" " " current rating x 4" (Rating) Months
Caste/Favored Attribute"" current rating x 3" (Rating x 2) Weeks
Caste/Favored Charm" " 10" " " (Min. Attribute) Days
Out-of-Caste Charm" " 12" " " (Min. Attribute + Min. Essence) Days
Caste/Favored Domain" " current rating x 2" (Rating x 2) Days
Out-of-Caste Domain" " current rating x 3" (Rating x 4) Days
New Spell" " " 10* or 12" " (Spell Circle) Weeks
Essence" " " current rating x 9" (Rating) Months
*If Intelligence is Caste/Favored.]