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Book 2 Lords of Creation

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0% found this document useful (0 votes)
318 views183 pages

Book 2 Lords of Creation

Uploaded by

kingabriel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Dreams of the First Age—

Lords of Creation is devoted


to the First Age Exalted,
their Charms, their servants
and their panoplies.
All the crunch necessary
for both players and
Storytellers to play series
set in the Age of Splendor
lies within.

Dare you draw back


the veil of Ages
to join the ranks of
these, the true
Princes of the Earth?

Inside you’ll find:


• Complete rules for creating First Age Exalted
characters
• High-Essence Charms and new artifacts for use in
any Exalted series
• Sample Exalted luminaries and the mortals who
serve them
TM

BY ALAN ALEXAND
LEXANDER, JOHN CHAMBERS, MICHAEL GOODWIN, LYDIA LAURENSON,
JOHN MØRKE, PETER SCHAEFER, HOLDEN SHEARER, DUSTIN SHAMPEL AND JOHN SNEAD
CREDITS
Authors: Alan Alexander, John Chambers, Michael Goodwin,
Lydia Laurenson, John Mørke, Peter Schaefer, Holden Shearer,
Dustin Shampel and John Snead
Comic Scripter: Carl Bowen
Developer: John Chambers and Eddy Webb
Editor: Carl Bowen and Genevieve Podleski
Creative Director: Rich Thomas
Production Manager: matt milberger
Art Direction: Brian Glass
Artists: Tazio Bettin, Ross Campbell, Misty Coats, Samuel
Donato, DPI Studios (featuring Jaysin and Embrio), Newton
Ewell, Andrew Hepworth, Imaginary Friends Studio (featur-
ing Scabrouspencil, YJL and Zhi Xian), Aaron Nakahara,
Stuart Ng, Franklin Ouano, Josh Spinell, Mark Anthony
Taduran, UDON (featuring Chris Stevens), Melissa Uran and
Emily Warren
Cover Art: Imaginary Friends Studio (featuring wraithdt)
Book Design: Brian Glass

© 2010 CCP hf. All rights reserved. Reproduction without the


written permission of the publisher is expressly forbidden, except
for the purposes of reviews, and for blank character sheets, which
may be reproduced for personal use only. White Wolf and Exalted
are registered trademarks of CCP hf. All rights reserved. Dreams
of the First Age, Lands of Creation, Lords of Creation, Meru A
Guidebook to the Exalted City, Scroll of the Monk, the Manual of
Exalted Power the Dragon-Blooded, the Manual of Exalted Power
the Lunars, the Manual of Exalted Power the Sidereals, the Books of
Sorcery, Wonders of the Lost Age, the White and Black Treatises,
Oadenol’s Codex, the Age of Sorrows and the Second Age of Man
are trademarks of CCP hf. All rights reserved. All characters, names,
places and text herein are copyrighted by CCP hf.
CCP North America Inc. is a wholly owned subsidiary of CCP hf.
The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended for
entertainment purposes only. This book contains mature content. Reader discretion is advised.
Check out White Wolf online at http://www.white-wolf.com/
TM

TABLE OF CONTENTS
INTRODUCTION 4
CHAPTER ONE: FIRST AGE CHARACTER CREATION 7
CHAPTER TWO: THE GOD-KINGS’ PROWESS 56
CHAPTER THREE: WONDERS OF THE AGE 107
CHAPTER FOUR: THE MORTAL 125
CHAPTER FIVE: THE MIGHTY 143
4
INTRODUCTION

We may not appreciate the fact; but a fact nevertheless it remains:


we are living in a Golden Age, the most gilded Golden Age of human
history—not only of past history, but of future history.
—Aldous Huxley, “Tomorrow and Tomorrow and Tomorrow”

The undisputed lords of the First Age are the mighty That may well depend on the Chosen newly Exalted into
Solar Exalted, who rule Creation under the Mandate of this era, the pinnacle of the wondrous First Age.
Heaven with help from their Lunar mates, their Sidereal
advisors and the Dragon-Bloods who run their day-to-day
HOW TO USE THIS BOOK
Dreams of the First Age—Lords of Creation is a
affairs, tend to their estates and command their armies. For
guide to the Exalted of the First Age, both Terrestrial and
over three millennia, these Exalts have worked to build a
Celestial. It offers players and Storytellers the tools they
world of wonder that glorifies both themselves and their
need to generate characters in the Age of Splendor—from
patron Incarnae. And with but a few missteps, they have
complete-character creation rules to new Charms and
succeeded. Yet, a darkness threatens to swallow this golden
artifacts to powerful allies and loyal minions. With this
age—one born of the Great Curse levied against the Exalts
information, and that provided by the other two books
in the dawn of time. Can this Age of Splendor be saved?

5
INTRODUCTION

ages among the Exalt types interacted with one another on


a regular basis.
Chapter Two: The God-Kings’ Prowess
THIS IS NOT A COMPLETE GAME! This section of Lords of Creation devotes itself to new,
Despite its size, Dreams of the First Age is not
high-Essence Charms, just the type that the movers and
a complete game. It is a supplement for Exalted, a
shakers of the Deliberative (whether portrayed by the players
game about near-divine heroes in a world of high
or the Storyteller) are likely to spring on the unsuspecting.
fantasy. The game’s core book describes the Solar
Whether you prefer playing Terrestrial or Celestial Exalts,
Exalted, the rightful rulers of Creation, reborn into
there are Charms aplenty for each Exalt type (and even more
a world that has cast them as Anathema, demonic
so for players of Eclipse Caste characters).
despots from a bygone era. This supplement does not
Chapter Three: Wonders of the Age
describe the game’s various core traits or present its
Chapter Three presents a plethora of fantastic new arti-
rules for combat. This supplement instead gives in-
facts the Princes of the Earth have developed to aid them in
depth information about the First Age: its society,
their rule over and protection of Creation. Everything from
its lands and the rules necessary to create and play
sublime cutlery to mighty shaping artifacts can be found
Solar, Lunar, Sidereal and Dragon-Blooded charac-
within. There are even a number of new manse powers with
ters in it. You’ll need the Exalted core book for the
which to customize characters’ fabulous estates.
basics, though.
Chapter Four: The Mortal
The Exalted are the undisputed masters of the Age, but
every leader needs followers. This chapter is all about the
included in this boxed set, it’s possible to play games mortal folk whom the Deliberative’s Exalts command (and
set at the height of the Solar Exalted’s dominance of wield against one another in their endless intrigues). Be
Creation, a time of glory… and madness. they mortal soldiers, thaumaturges, blessed races, Mountain
Chapter One: First Age Character Creation Folk or Dragon Kings, the mortal servants of the Chosen are
This chapter provides all the tools necessary to create covered here in detail.
characters of all the Age’s extant Exalt types: Solar, Lunar, Chapter Five: The Mighty
Sidereal and Dragon-Blooded. In addition to standard And what’s an Exalted series without powerful allies
character creation, each section offers alternative rules for and unbeatable villains to populate it? From the ostensible
creating Exalted much older than the norm (or in the case master of the Deliberative, the Hierophant, to a young(er)
of Dragon-Bloods, much younger). This period in the his- Chejop Kejak, this chapter provides Exalted of all stripes
tory of Creation marked the last time such a broad range of with which to people one’s games.

6
7
CHAPTER ONE

FIRST AGE CHARACTER


CREATION

The first step in entering the Dreams of the First Age Deliberative to rule over the greatest civilization that has
is to create a character, an alter ego whose identity you as- ever existed. Your character’s face adorns local currencies.
sume when playing your role in the epic that is Exalted. As Statues erected in his honor look out over the streets of
in most roleplaying games, your character and those of the the city where he lives. His lowliest kitchen servant has
other players represent the protagonists in a great epic, jointly a standard of living that is the envy of most of Creation’s
written by the players and the Storyteller. Your character mortals. Life is good.
will change and grow over time, perhaps becoming a hero of First Age Dragon-Blooded are born into a society that
legend or perhaps descending into the darkest villainy, but trains them from birth to prepare for Exaltation. Celestial
all such characters begin the same way—as dots on a page Exalted often have less preparation, but they have access to
that you must bring to life. In Exalted, you typically begin advanced technology and training techniques that can turn
the game as a newly Exalted Solar who must hide her talents a street urchin into a refined lady within weeks. Regardless of
from a world that hates and fears her due to centuries of the nature of Exaltation, all Exalts are expected to be liter-
Dragon-Blooded propaganda. Or the character might begin ate, reasonably well educated and prepared to assume their
as a Dragon-Blooded noble trained from birth to view the duties as Princes of the Earth. Beyond that, your character
Solars as demons from legend. Or a newly Exalted Lunar has the traits you assign to her. These traits reflect your
challenging the very definition of society while walking in character’s strengths and weaknesses and help determine how
primitive barbarian lands. Or a fresh young Sidereal agent of she interacts with other characters in the story. The rules
the Bureau of Destiny, hard-pressed to keep Creation running in this chapter also help determine whether your character
in the aftermath of so much chaos and destruction. can perform a given action successfully, whether it’s throw-
But those characters are for Exalted proper, a grim and ing a punch, picking a lock, seducing a beautiful maiden or
gritty future that has yet to come to pass. In Dreams of the balancing a ledger.
First Age, your character is a Prince of the Earth, regardless
of what type of Exaltation comes to him. Whether he’s a CHARACTERS AND SERIES
Solar, Lunar, Sidereal or Dragon-Blood, your character is The initial steps of the character-creation process
Exalted, anointed by the gods and appointed by the Solar require the Storyteller’s involvement. Whenever possible,

8
FIRST AGE CHARACTER CREATION

the Storyteller should guide players through this process so suspicions about the Solars’ fitness to rule are beginning to
that the characters are as thoroughly integrated into the rear. The Sidereals have not yet broken the heavens in order
story as possible. Players often find it frustrating to create a to conceal their role in any Usurpation, so there is no Arcane
devastating warrior only to find that the primary focus of the Fate to hide their movements from prying eyes. Perhaps
story is court intrigue. It’s worse when players design effete the Dragon-Blooded are the most different. In the Age of
socialites based entirely on charm and civility, only to find Sorrows, the Dragon-Blooded will become the undisputed
that the story focuses mainly on violent battlefield conflict. rulers of Creation. In the First Age, that power has not yet
A “fish out of water” character can be quite interesting to come to them. While the Terrestrial Exalted are elevated
play, but less so when the player didn’t plan on doing so and above mortals, they remain little more than servants to the
was caught unaware by the story’s themes and focus. Simple mighty Celestials.
communication can circumvent this problem. As Storyteller, you should also give some thought to
It’s also a good idea to take a few moments during the what types of Exalted you want in your series. Exalted proper
initial game session to give an overview of the setting history is set in the Age of Sorrows, a time when historical forces
and the current status quo. Even experienced Exalted play- conspire to make Solar and Lunar Exalted outlaws, Sidere-
ers might need to be reminded of the differences between als reclusive to the point of paranoia and Dragon-Blooded
that game and the one you hold in your hands, as many of obsessed with exterminating Celestial Exalts. Consequently,
the fundamental assumptions of Exalted are no longer ap- stories in which different types of Exalts work together are
plicable. Solar Exalted can be frightening figures, but here somewhat rare. In Dreams of the First Age, however, all
they’re not condemned as demonic “Anathema” by an entire four Exalted types work together in support of the Realm.
state religion dedicated to opposing them. Lunar Exalted Therefore, nothing prevents players from creating characters
are loyal subjects of the Realm. They have five castes, and of all four Exalted types for the same series.
they’re not dependent on the moonsilver tattoos that are There is one issue that the Storyteller of such a series
nearly universal in the Age of Sorrows. Sidereal Exalted are must take into account, however. As a practical matter, there
also loyal to the Solar Deliberative, though the first dark are significant gradations in power level between Celestial

9
CHAPTER ONE: FIRST AGE CHARACTER CREATION

and Terrestrial Exalted. In fact, differing power levels become rules and explanations of the various Backgrounds that are
apparent even among the three Celestial types over time. Ce- available to characters—most of which differ substantially
lestial Exalted progress more quickly than Terrestrials do, with from their descriptions in other books. Chapter Two has
Solars progressing the fastest of all. A group of characters who additional high-Essence Charms for all four Exalted types.
are all the same Exalted type is much more likely to progress
at an even rate than a mixed group is—to the detriment of CHARACTER CREATION:
non-Solar characters in general and Dragon-Blooded charac-
ters in particular. That said, if the players don’t object to this AN OVERVIEW
situation, they can find interesting roleplaying opportunities Regardless of Exalt type, the initial steps of creating
in playing characters who begin at comparable power levels a character are fundamentally the same for all characters.
but drift apart as some leave the rest far behind. Nearly every mortal in Creation has the same chance to
As a final option, players can even choose to play heroic receive Celestial Exaltation. Given the inherent demograph-
mortal characters. They could be members of a Celestial ics of First Age society, the overwhelming likelihood is that
Exalt’s retinue, personal aides to a Dragon-Blood or simply a future Celestial Exalt will be born into the lower classes.
a group of mortal allies trying to find their way in this world Each Exaltation—i.e., the empowered portion of the soul
of demigods. that cycles from one Exalted incarnation to the next—still
After discussing the basics of the setting and what type seeks the same kind of person it always does. The Exaltation
of Exalts are permissible in the game, give the players char- of a Twilight Solar will typically be drawn to an intellectual
acter sheets and answer any questions they have. Most of the of one type or another, while the Exaltation of a Lunar is
traits listed on the character sheet are fully described in the drawn to someone with a strong protective impulse. Since
Exalted core book, though, not here. To reiterate: This is not the overwhelming number of Creation’s citizens are lower-
a complete game! While it’s quite extensive, Dreams of the class agricultural workers, that’s just naturally where the
First Age is a supplement for Exalted. The core Attributes, Exaltations are likely to go. It is partly for this reason that
Abilities, primary Solar Charms and mechanical rules are all the Deliberative strives so hard to improve the living stan-
explained there. Additionally, the primary Charms unique to dard and educational opportunities for the common folk of
the Terrestrial, Lunar and Sidereal Exalted are found in the Creation. No one wants a future Prince of the Earth to spend
Manuals of Exalted Power devoted to those three Exalted his formative years suffering deprivation and want, growing
types. This chapter does, however, contain character-creation ever more hostile toward the ruling class.

BOOKS YOU MIGHT NEED


The following are other White Wolf books that are or could be necessary to play in this setting:
• Exalted is essential to playing the game. It contains all the rules for playing the game, as well as descriptions
of all the relevant traits and a comprehensive list of starting Solar Charms.
• The Manual of Exalted Power—The Dragon-Blooded is essential for any game that includes Terrestrial
Exalted characters. It contains a comprehensive list of starting Dragon-Blooded Charms.
• The Manual of Exalted Power—The Lunars is essential for any game that includes Lunar characters. It con-
tains a comprehensive list of starting Lunar Charms and an explanation of how Lunar shapeshifting works. During
the period when Dreams of the First Age is set, however, the Lunar Exalted have not yet suffered the Breaking of
the Castes, nor have they begun using moonsilver tattoos to protect themselves from the Wyld. Accordingly, there
are five Lunar Castes, and all Lunars are vulnerable to Shaping effects that target their bodies.
• The Manual of Exalted Power—The Sidereals is essential for any game that includes Sidereal characters.
It contains the exclusive list of Sidereal Charms, as well as an explanation of how Sidereal Astrology works. During
the period when Dreams of the First Age is set, Sidereal Exalted have not yet undertaken the Great Prophecy, let
alone the Breaking of the Mask. (Those concepts are discussed on pp. 23 and 25–26 of The Sidereals.) Accordingly,
Sidereal Exalted do not suffer or benefit from Arcane Fate.
• The Books of Sorcery, Vol. I—Wonders of the First Age is helpful for games set in the First Age, as it
contains an extensive list of First Age magical devices.
• The Books of Sorcery, Vol. II—The White and Black Treatises is useful for games in which one or more
players expect to play high-level sorcerers, as that book contains a long list of spells for use by characters.
• The Books of Sorcery, Vol. III—Oadenol’s Codex is useful, as it offers information on how manses and
other Essence-focusing constructs are made, as well as the ins and outs of thaumaturgy.

10
CHARACTER CREATION

Once Exalted, the new Celestial is located by the De- Accordingly, the first steps in creating an Exalted char-
liberative as soon as possible. He’s cleaned up and given a acter of any sort are to decide the character’s concept, his
crash course in all the things a young Exalt needs to know place of origin and, above all, the nature of his Exaltation.
in order to properly rule the world. The Deliberative then
arranges some kind of “starter job” for him, usually an ap-
ATTRIBUTES
The next step is to assign Attribute dots. This step works
prenticeship with an experienced Exalted mentor or some
basically the same for all Exalted types (and really for any
unimportant duty that a new Celestial can perform to gain
character). There are three categories of Attributes: Physical,
on-the-job training. The nature of this appointment is largely
Social and Mental. The Physical Attributes are Strength,
a function of how the player allocates her character’s traits,
Dexterity and Stamina. The Social Attributes are Charisma,
especially her Background dots.
Manipulation and Appearance. The Mental Attributes are
The rules are slightly different for a newly Exalted
Perception, Intelligence and Wits. All of these Attributes
Dragon-Blooded character. While nothing is ever certain,
are defined in Exalted, pp. 101–102.
the Deliberative has spent centuries overseeing Dragon-
The player must decide which of the three Attribute cat-
Blooded breeding and can predict with a high degree of
egories is of primary importance to her character, then which
accuracy which children of Dragon-Blooded families will
one is secondary, and finally which one is tertiary. Depending
Exalt. Of course, such predictions are much easier in the
on the type of Exaltation (and the age and experience of the
First Age. The events of the Usurpation and the Great Con-
character), the player allocates a set number of dots among
tagion have not devastated the Dragon-Blooded ranks, and
the primary Attributes, a smaller number of dots among the
the Terrestrial bloodlines are much purer. Most children of
secondary Attributes and an even smaller number among
Dragon-Bloods with high Breeding are likely to Exalt, and
the tertiary Attributes. For example, a typical starting Solar
the “lost eggs” so common to the Age of Sorrows are quite
character begins with eight dots to divide among her primary
rare in the First Age.
Attributes, six dots to divide among her secondary Attributes
Nearly all Dragon-Blooded characters are raised in
and four dots to divide among her tertiary Attributes. The
Gentes that have faithfully served a particular Celestial
number of dots available to each Exalted type is described
Exalt (or more accurately, a particular Celestial Exalta-
under the specific character-creation rules for that type. All
tion) for centuries. Even the death of the patron does not
characters begin with one free dot in each Attribute.
end his connection to the Dragon-Blooded family in his
Things are a little different for Lunar Exalted. Lunars
employ, as the future Solar who inherits his Exaltation will
focus their Charms through Attributes rather than Abili-
enjoy the same bond of fealty as her predecessor. Generally,
ties and are better able to increase those Attributes. The
Dragon-Blooded characters have a much better educational
player of a Lunar character must note which Attributes are
background than newly Exalted Celestials do, despite the best
associated with his character’s caste. Lunar Caste Attributes
efforts of Celestial educational techniques. Dragon-Blooded
are discussed more fully on page 17. The player then must
characters also begin with free dots in Backgrounds that
select one non-Caste Attribute to be a Favored Attribute.
represent their placement by virtue of birth and Exaltation
Finally, after he allocates his starting Attribute dots among
within a vast social infrastructure. There are two drawbacks
his primary, secondary and tertiary Attribute groups, he
to these benefits. One is that the Dragon-Blood’s advan-
gains two additional Attribute dots to spend on any Caste
tages are rarely his own. Instead, they are products of the
or Favored Attribute.
Dragon-Blood’s status as a favored lieutenant, a seneschal
No Attribute can be raised above five dots in a starting
or even a majordomo to a Celestial Exalt. The other is that,
character.
as powerful as these advantages of status and training are in
the short term, they will eventually be outstripped by the ABILITIES
natural advantages of Exaltation. The next step in character creation is determining the
For perspective, consider two characters. One is a start- character’s Abilities. There are 25 Abilities used in Exalted:
ing Dragon-Blood whose family is vassal to a particular Solar Archery, Athletics, Awareness, Bureaucracy, Craft, Dodge,
Exalt. The other is a starting Solar who is the neophyte Integrity, Investigation, Larceny, Linguistics, Lore, Martial
reincarnation of the Dragon-Blood’s previous Solar patron. Arts, Medicine, Melee, Occult, Performance, Presence,
Initially, the Dragon-Blood has some advantages over the Resistance, Ride, Sail, Socialize, Stealth, Survival, Thrown
Solar—a superior understanding of the Solar’s properties, and War. These Abilities are defined in Exalted on pages
of bureaucratic manipulation, of military tactics—which 106–110. Some of these Abilities are modified for use in the
could cause the Solar to view him as a trusted advisor or First Age, as described on pages 28–30.
even a mentor. After a few years, however, the Solar’s su- The default character-creation rules for Dreams of the
perior learning curve will erase this advantage. The Solar First Age assume that a Celestial Exalt character has been
might continue to value the Dragon-Blood’s opinions, but Exalted for a year or so and has mastered all the skills that
it won’t be because the Dragon-Blood knows anything the the Deliberative expects a neophyte Prince of the Earth to
Solar doesn’t. learn before he is released to seek his destiny. Not every

11
CHAPTER ONE: FIRST AGE CHARACTER CREATION

young Solar fully accepts the reasoning behind this required (except for Lunars, who do not have Caste Abilities) and then
training. For example, a young Dawn Caste who is not from a choose which Abilities are Favored Abilities. You cannot
military background might not see why she should be required pick a Caste Ability as a Favored Ability. Exalted characters
to study military tactics just because of her caste when she get price breaks on purchasing additional dots in Caste and
has no interest in leading troops into battle. Fortunately, Favored Abilities with bonus points and experience points.
while the Deliberative doesn’t force young Exalts to pursue They also get price breaks on purchasing Charms associated
a specific course of study, elder Exalts are usually on hand to with Caste and Favored Abilities. A character must have at
“convince” their younger kin of the necessity of the train- least one dot in each Favored Ability, however, and he must
ing, sometimes with subtle mind-altering Charms. It is no generally split some of his starting Charms among Caste
coincidence that training in the Integrity Charms that best and Favored Abilities. Exactly how many Favored Abilities
fend off such mental control is not part of the required train- a character gets and how he must divide up his Charms is
ing regimen. Young Exalts who wish to master such Charms determined by Exalt type and explained in the specific sec-
must do so on their own. tions pertaining to each Exalt type.
The specialized training that all young Celestial Exalts No Ability can be raised above three dots without the
must undergo is reflected in eight free Ability dots that all expenditure of bonus points. You can also spend bonus points
such characters receive. They are known as Celestial Train- to purchase Ability specialties. Each specialty gives you one
ing Abilities. extra die to roll in situations where the specialty applies. You
can have a maximum of three specialty dots associated with
a single Ability, and you can split those three dots up among
different specialties or put multiple dots in a single specialty.
CELESTIAL TRAINING ABILITIES For example, if you wish to specialize in Melee, you can have
Bureaucracy, Presence or Socialize 1; Lore 2; Melee (Daiklave +3), Melee (Daiklave +1, Sneak Attack +2)
Occult 2, Ride or Sail 1; two dots allocated among or any other combination your Storyteller approves.
Archery, Martial Arts, Melee or Thrown
BACKGROUNDS
Solar Exalted, as the true Princes of Creation according
to the Mandate of Heaven, begin with 20 dots to allocate
In addition to eight free dots in the Celestial Training among the various Backgrounds. Terrestrial Exalted, as the
Abilities, Celestial Exalts also begin with four free dots in favored seneschals and adjutants of the Solars and the scions
Caste Training Abilities. These Abilities vary according to of established Dragon-Blooded Gentes, begin with 15 dots in
which type of Exalt the character is. Caste Training Abilities Backgrounds. Sidereal and Lunar Exalts also begin with 15
are discussed more fully in the sections for each individual dots to spend on Backgrounds. The various Backgrounds are
Exalt type. discussed more fully beginning on page 30. Some Backgrounds
Dragon-Blooded characters begin with 12 free dots in limit who can take them. For example, only Dragon-Blooded
Terrestrial Training Abilities, as a result of growing up in a may possess the Breeding Background, while only Lunars
Dragon-Blooded family and becoming better prepared for Ex- may possess the Heart’s Blood Background.
altation. The default assumption of Dreams of the First Age is No Background may be raised above three dots without
that a newly created Dragon-Blooded character will be a little spending bonus points. If a Celestial Exalt has five or more dots
older and more seasoned than a newly created Celestial Exalted of Essence, she can purchase Legendary Backgrounds, which
character. Dragon-Blooded characters do not have castes and are essentially extra-powerful versions of normal Backgrounds.
do not receive specialized Caste Training Abilities. Legendary Backgrounds are explained on page 30.
CHARMS AND OTHER MAGIC
Solar Exalted begin with 15 Charms, at least five of
which must come from Caste or Favored Abilities. Lunar
TERRESTRIAL TRAINING ABILITIES Exalted begin with a combination of 12 Charms or shape-
Archery 1, Bureaucracy 1, Lore 2, Martial Arts 1, shifting Knacks, with at least five Charms and one Knack
Melee 1, Occult 1, Performance 1, Presence 1, Ride coming from Caste or Favored Attributes. Sidereal Exalted
1, Socialize 1, War 1 begin with 12 Charms with at least five Charms coming
from Auspicious or Favored Abilities. Dragon-Blooded
begin with 10 Charms, with at least five Charms coming
from Aspect or Favored Abilities. Sidereals also get dots in
Astrological Colleges, which facilitate Sidereal Astrology.
Once all free Training Abilities are allocated, the player
Any character who has taken the Terrestrial Circle Sorcery
can spend the rest of his Ability dots. The player must first
Charm can substitute other Charm slots for sorcery spells
note on his character sheet which Abilities are Caste Abilities
on a one-for-one basis.

12
CHARACTER CREATION SOLAR CHARACTER CREATION

FINAL TOUCHES in the Manuals of Exalted Power (for the Terrestrial, Lunar
All Exalted characters begin with Essence 3. Personal and Sidereal Exalted).
and Peripheral Essence pools are calculated according to the All characters begin with Willpower equal to the sum
rules outlined under each Exalt type. of their two highest Virtues. Starting Willpower can be
All characters begin with five dots to allocate among improved with bonus points. The player must next choose
the four Virtues: Compassion, Conviction, Temperance and a Motivation for his character (see Exalted, pp. 88–89) and
Valor. Each Virtue begins with one free dot. A Virtue can- select a number of Intimacies equal to his character’s Com-
not be raised above four dots without spending bonus points. passion (see Exalted, p. 90).
All Exalted characters are subject to the Great Curse levied Finally, the player can spend 18 bonus points to
against them by the Primordials. The precise way in which round out the character. The cost for most traits varies
this Curse manifests against a particular Exalt is determined according to Exalt type. A Bonus Point Costs chart can
by the interaction of his Exalted type with his primary Virtue be found on the Character Creation Summary pages for
and is discussed more fully in Exalted (for Solar Exalted) and each Exalt type.

MORTAL CHARACTERS
Instead of playing mighty Exalted, your players might wish to play as ordinary mortal citizens of the First Age.
While the First Age is a utopia compared to the Age of Sorrows, Creation can still be dangerous for those who are
not blessed with the power of Exaltation. To a mortal hero, ordinary bandits can be deadly, and a simple fever can
end one’s life if no First Age medical treatments are available. Although the mortal characters described here are
heroic mortals, the Exalted (and especially the Solar Exalted) are demigods, and even those newest to Exaltation
vastly outclass even the most experienced mortal. As a result, every character in a series should be Exalted or every
character should be mortal, as a mixed series would be extremely unfair to mortal characters. Heroic mortal character
creation is as follows.
STEP ONE: CONCEPT
The concept is key to an interesting, three-dimensional character. Mortals choose Motivations as normal but
have neither castes nor aspects. Heroic mortals still require heroic Motivations, but not ones as epic as those of the
Exalted.
STEP TWO: ATTRIBUTES
Prioritize Attributes as normal. Heroic mortals get six dots to spend in their primary category, four dots in their
secondary, and three dots in their tertiary. Ordinary mortals have only four dots to spend in their primary category,
and three dots to spend in each of the other two.
STEP THREE: ABILITIES
Mortals do not have Caste Abilities. Heroic mortals get 25 dots to distribute among their Abilities, while nor-
mal mortals get 18. A heroic mortal may choose one Ability as a Favored Ability, complete with a discount. Such
a character can never have any other Ability rated higher than his Favored Ability. Mortals may choose specialties
as normal.
STEP FOUR: ADVANTAGES
Mortals select Virtues as normal and distribute five dots among them. Mortals do not suffer from the Great Curse
and have neither Virtue Flaws nor Limit Breaks. Mortals receive seven dots for Backgrounds, chosen from the follow-
ing: Allies*, Arsenal, Artifacts, Command*, Connections*, Familiar, Henchmen, Mentor*, Panoply, Reputation,
Resources. If a mortal takes a Background marked with an asterisk, her rating cannot exceed 3.
STEP FIVE: FINISHING TOUCHES
Mortals calculate Willpower as normal. All mortals begin with an Essence of 1, which cannot be upgraded
with bonus points. Some mortals develop the capacity to channel Essence, though, and can learn to increase their
permanent Essence ratings with experience. Mortals choose Intimacies equal to their Compassion as normal.
To compensate somewhat for the vast gulf between mortals and the Exalted, mortal characters get 21 bonus
points. These points may be spent on any traits except Charms, Essence and Backgrounds that are not available to
mortal characters. Mortals can also spend bonus points to acquire mutation implants (see p. 47).

13
CHAPTER ONE: FIRST AGE CHARACTER CREATION

SOLAR CHARACTER CASTE


Solar Exalted are divided into five castes, which largely
CREATION determine the societal role an Exalt is expected to play. The
Unconquered Sun affords his Chosen great latitude in how
This section discusses how to create a starting Solar
character who has been Exalted for a year or so and who they fulfill their responsibilities, but however a Solar chooses
has just been released to forge his own destiny in Creation. to approach his caste duties, he cannot evade them altogether
At the end of the character-creation rules are alterna- if he hopes to retain the favor of Heaven and the respect of
tive rules for more experienced Solar characters (either his peers. Each caste has five Caste Abilities associated with
for Storyteller characters who serve as antagonists or for it. Each caste also has a unique anima power that Solars of
players’ characters in games of a higher level of power that caste can use. Finally, Solars of a particular caste gain
and influence). four free dots in Abilities due to specialized caste training
(discussed more fully under Abilities). The five Solar castes
STEP ONE: CHARACTER CONCEPT are as follows:
Character concept answers two questions: Who was your Dawn: The Dawns are the generals and warriors of the
character before Exaltation, and what is he on the road to Unconquered Sun. The Caste Abilities associated with the
becoming now that he is Exalted? Any mortal in Creation Dawn Caste are Archery, Martial Arts, Melee, Thrown and
can receive the blessing of the Unconquered Sun, from a War. The Dawn anima power allows the Solar to become
lowly fisherman in the Far West to a nomadic trader in the awesome and terrifying for the duration of the scene. The
burning South to a voluptuous concubine on the Blessed Isle mechanics of this power are described in Exalted, p. 92.
itself. Before you fill in any dots, ask yourself questions about Zenith: The Zeniths are the prophets, mystics and
your character. Where was he born? What was his lifestyle priest-kings of the Solar Deliberative. The Caste Abilities
growing up? How did he feel about the Exalted before he associated with the Zenith Caste are Integrity, Performance,
became one? What did he do for a living? How old was he Presence, Resistance and Survival. The Zenith anima power
at the time of his Exaltation? allows the Lawgiver to render dead bodies to dust and better
You can change your answers to these questions as combat creatures of darkness. The mechanics of this power
you progress through character creation, but they give are described in Exalted, pp. 93–94.
you a good foundation for creating a well-rounded and Twilight: The Twilights are the sorcerers, savants and
interesting character. engineers who have produced the awesome magitech wonders

14
SOLAR CHARACTER CREATION

that fuel the glories of the First Age. The Caste Abilities the dots gained from the Celestial Training Abilities.
associated with the Twilight Caste are Craft, Investigation, Dawn Training Abilities: two dots in Archery, Martial
Lore, Medicine and Occult. The Twilight anima power Arts, Melee or Thrown; one dot in Ride or Sail; War 1
protects the Exalt with a shield of force. The mechanics of Zenith Training Abilities: Bureaucracy 1, Performance 2,
this power are described in Exalted, pp. 95–96. Presence 1
Night: The night belongs to the spies and assassins who Twilight Training Abilities: Craft 1, Lore 1, Medicine 1,
walk in dark places to protect the people from harm. The Occult 1
Caste Abilities associated with the Night Caste are Athletics, Night Training Abilities: two dots in Investigation
Awareness, Dodge, Larceny and Stealth. The Night anima or Larceny; one dot in Archery, Martial Arts, Melee or
power allows the Exalt to move with great stealth and to Thrown; Stealth 1
suppress his anima so that it doesn’t glow brightly and give Eclipse Training Abilities: Integrity 1; Linguistics 1;
away his position. The mechanics of this power are described one dot in Ride or Sail; one dot in Bureaucracy, Performance,
in Exalted, p. 98. Presence or Socialize
Eclipse: The Eclipses are the businessmen, diplomats After noting all the free dots your character gets through
and naval tacticians of the Realm who oversee its ever- training, pick her five Favored Abilities (which cannot be
stretching borders and who use diplomacy and guile to keep Caste Abilities). Divide 10 dots among your Caste and
the dreaded Fair Folk at bay. The Caste Abilities associated Favored Abilities. You must have at least one dot in every
with the Eclipse Caste are Bureaucracy, Linguistics, Ride, Favored Ability. Once that’s done, allocate the other 18
Sail and Socialize. The Eclipse anima power allows them to Ability dots as you wish. You cannot raise an Ability above
sanctify oaths that are backed by the power of Heaven itself. 3 without spending bonus points.
Also, Solars of this Caste are beneficiaries of millennia of
diplomatic treaties and can freely enter Yu-Shan, Malfeas or STEP FOUR: ADVANTAGES
the Wyld itself without fear of assault as long as their busi- Advantages include a variety of traits that are not ranked
ness is official. Finally, Eclipse Caste Solars, alone of all the and (usually) do not form dice pools. Rather, they consist
Exalted, can learn the Charms of non-Solars. The mechanics of traits with static values such as Backgrounds, magical
of these powers are described in Exalted, p. 100. powers or Virtues.

MOTIVATION BACKGROUNDS
Motivation simply means this: “What is your charac- Backgrounds measure intangible traits that a character
ter’s goal in life?” When circumstances conspire to make possesses and can use to her advantage, such as material
the character either act in furtherance of or contravene his wealth, social status, personal possessions or other such
Motivation, it has implications for how the character regains qualities. Some Backgrounds limit which Exalted types can
Willpower and how he responds to certain social attacks. possess them.
The implications of Motivation are more fully described in Solar Exalted begin with 20 points in Backgrounds. Also,
Exalted, pp. 88–89 and 172–173. Solar Motivations tend to all Solars begin with one free dot in the Cult Background and
be epic goals that, if fulfilled, will affect the lives of a large one free dot in the Manse Background (representing a manse
number of people: the conquest of a great kingdom, large- somewhere in Meru, most likely a one-dot Air or Earth manse
scale changes in all of Creation, a fundamental shift in the unless the player assigns more dots to improve the quality
social paradigm of the human race. of this manse). A comprehensive list of Background traits,
along with a description of each, begins on page 30.
STEP TWO: ATTRIBUTES CHARMS
A Solar Exalt gets eight dots to distribute among his
Each Solar begins with 15 Charms. At least five of them
primary Attributes, six dots to distribute among his second-
must be associated with either Caste or Favored Abilities.
ary Attributes and four dots to distribute among his tertiary
Attributes. VIRTUES
Your character gets five dots to divide among the four
STEP THREE: ABILITIES Virtues. No Virtue rating can go above 4 without spending
A Solar Exalt gets eight free dots in Abilities by virtue bonus points. Choose a Virtue that is rated at 3 or higher as
of Celestial Training—one dot in Bureaucracy, Presence your character’s primary Virtue, then choose an appropriate
or Socialize; Lore 2; Occult 2; Ride or Sail 1; and two dots Virtue Flaw. Virtues are explained more fully in Exalted, pp.
allocated among Archery, Martial Arts, Melee or Thrown. 102–103, while Virtue Flaws for Solar Exalted are found on
Members of each Solar Caste also receive specialized training pages 103–105 of Exalted.
in areas considered appropriate to their societal role. Some
of these Abilities are Caste Abilities, but others are not. STEP FIVE: FINISHING TOUCHES
Collectively, these are called Caste Training Abilities. Each All Solar Exalts begin with a permanent Essence rat-
Caste gains free dots in those Training Abilities in addition to ing of 3. The character’s Willpower is the sum of his two

15
CHAPTER ONE: FIRST AGE CHARACTER CREATION

highest Virtues. You can raise your character’s Willpower Charms: The Established Solar gets 35 Charms, at least
with bonus points, but you cannot raise it above 8 unless at 12 of which must come from Caste or Favored Abilities.
least two Virtues are rated 4 or higher. Virtues: The Established Solar gets five dots to divide
A Solar Exalt’s Personal Essence pool is equal to ([Essence among her Virtues, which can be raised to 5 at this stage
x 3] + Willpower). His Peripheral Essence is equal to ([Essence without spending bonus points.
x 7] + Willpower + [the sum of the character’s Virtues]). A Essence: The Established Solar begins with Essence 4.
Solar begins with seven health levels (-0/-1/-1/-2/-2/-4/Inca- Bonus Points: The Established Solar has 35 bonus
pacited) and can purchase more through the Solar version of points to spend.
the Ox-Body Technique Charm (see Exalted, p. 208).
A character begins with a number of Intimacies equal to
THE INFLUENTIAL SOLAR
his starting Compassion. Intimacies are more fully explained (ALLIES ••••• OR MENTOR ••••)
in Exalted, pp. 90 and 172–174. The Influential Solar is between 800 and 1,500 years
old. A mover and shaker in the Deliberative and master
ALTERNATIVE SOLAR of at least a moderately-sized dominion, he is respected by
CHARACTER CREATION the majority of his peers, although even he must still tread
cautiously against the hoary ancients who truly dominate
The default character-creation rules for Solar Exalted
Solar society.
assume that the character has Exalted fairly recently, that
Attributes: The Influential Solar begins with 12 dots to
she has only recently finished her specialized training regi-
allocate among his primary Attributes, 10 to spend on his second-
men and that she has only just assumed her role as a member
ary Attributes and eight to spend on his tertiary Attributes.
of the Solar Deliberative. A Storyteller character created
Abilities: After noting all Training Abilities, the Influen-
under those rules would count as a three-dot ally (per the
tial Solar gets 25 dots to divide among his Caste and Favored
Allies Background). The rules outlined here describe how
Abilities (with at least one dot in each Favored Ability), plus
to create more powerful Solars, whether to serve as more
35 more dots to spend as he wishes. The Influential Solar also
powerful antagonists or allies or for use in a series designed
gets six free specialty dots to allocate as he wishes. Remember,
for elder characters.
you can never associate more than three specialty dots with
Character creation for these more powerful Solars uses
a single Ability. The most dots you can have in any Ability
all the rules for standard character creation except as noted
is an amount equal to the character’s Essence.
under each character’s description.
Backgrounds: The Influential Solar gets 40 dots to spend
THE ESTABLISHED SOLAR on Backgrounds. No Background can be raised above 5 with-
(ALLIES •••• OR MENTOR •••) out spending bonus points. An Influential Solar can purchase
The Established Solar has one or two centuries of experi- six-dot Legendary Backgrounds with bonus points.
ence in dealing with the intricate, cutthroat politics of the Charms: The Influential Solar gets 85 Charms, at least
Deliberative and the practical realities of life outside Meru. 25 of which must come from Caste or Favored Abilities.
She has probably acquired at least one significant principality Virtues: The Influential Solar gets five dots to divide
for herself unless she has chosen to concentrate on direct among her Virtues, which can be raised to 5 at this stage
service to the Deliberative (whether politically or in the without spending bonus points.
military) to the exclusion of any personal agenda. Essence: The Influential Solar begins with Essence 6.
Attributes: The Established Solar begins with nine Bonus Points: The Influential Solar has 50 bonus
dots to allocate among her primary Attributes, seven for her points to spend.
secondary Attributes and six for her tertiary Attributes. THE LEGENDARY SOLAR
Abilities: After noting all Training Abilities, the Estab-
lished Solar gets an additional 15 dots to divide among her
(ALLIES ••••• • OR MENTOR •••••)
The Legendary Solar is well over 1,500 years old. The
Caste and Favored Abilities (with at least one dot in each
Legendary Solars are figures of living myth—beings of immense
Favored Ability), plus an additional 30 dots to spend as she
power who could potentially destroy much of Creation if they
wishes. The Established Solar also gets three free specialty dots
were of a mind to do so. Queen Merela is such an entity, as is
to allocate as she wishes. Remember, you can never associate
the Hierophant and most of his circle. Having such beings as
more than three specialty dots with a single Ability. The most
allies is as much a curse as a blessing, as such a relationship
dots you can have in any Ability is five or an amount equal
invariably draws the younger Solar into Creation-shaking
to the character’s Essence (whichever is higher).
events. There is a reason that the phrase “May you gain the
Backgrounds: The Established Solar gets 30 dots to
attention of important people” is considered a curse.
spend on Backgrounds. No Background can be raised above
Attributes: The Legendary Solar begins with 15 dots to
4 without spending bonus points. An Established Solar can
allocate among her primary Attributes, 12 to spend on her sec-
purchase six-dot Legendary Backgrounds with bonus points
ondary Attributes and 10 to spend on her tertiary Attributes.
if she first raises her permanent Essence to 5.

16
SOLAR CHARACTER CREATION LUNAR CHARACTER CREATION

Abilities: After noting all Training Abilities, the Leg-


endary Solar gets an additional 35 dots to divide among his
Caste and Favored Abilities (with at least one dot in each FIRST AGE LUNARS VS.
Favored Ability), then 55 more dots to spend as he wishes. LUNARS IN THE AGE OF SORROWS
The Legendary Solar also gets 10 free specialty dots to allocate In the First Age, there is no such thing as a
as he wishes. Remember, you can never associate more than “Casteless Lunar.” Initially, all Lunars are technically
three specialty dots with a single Ability. The most dots you casteless, with their caste mark shifting with the lunar
can have in any Ability is equal to the character’s Essence. cycle. Eventually, over the course of several months, the
Backgrounds: The Legendary Solar gets 50 dots to spend caste “settles” on the one most appropriate to the Exalt’s
on Backgrounds. A Legendary Solar can purchase six-dot personality and sensibilities. Lunars need do nothing to
Legendary Backgrounds without the need for bonus points. “fix” their castes, they do not wear moonsilver tattoos
Charms: The Legendary Solar gets 155 Charms, at least (except perhaps as decoration), and they do not have
75 of which must come from Caste or Favored Abilities. the total immunity to Shaping effects that target their
Virtues: The Legendary Solar gets five dots to divide physical forms as they have in the Second Age. When
among her Virtues, which can be raised to 5 at this stage confronted by the prospect of Wyld mutation or other
without spending bonus points. comparable Shaping effects, Lunars add two dice to
Essence: The Legendary Solar begins with Essence 7. all rolls to resist. Despite Second Age propaganda to
Bonus Points: The Legendary Solar has 75 bonus the contrary, Lunars in the Era of Dreams cannot
points to spend. practice Sidereal Martial Arts.

LUNAR CHARACTER CREATION


This section discusses how to create a starting Lunar
character who has been Exalted for a year or so and has just
been released to find her own path to stewardship. At the CASTE
end of the character-creation rules are alternative rules for Like Solars, Lunar Exalted are divided into five castes
more experienced Lunar characters (either for Storyteller that largely determine what societal role an Exalt is expected
characters who serve as antagonists or for players’ characters to play. The distinctions between the Lunar castes are some-
in games of a higher level of power and influence). what blurred compared to the sharper divisions that separate
the Solar castes. For example, while Full Moon Lunars are
STEP ONE: CHARACTER CONCEPT the preeminent warriors of the Lunar Exalted, it is the Half
Character concept for Lunar Exalted means exactly what Moons who are the leading tacticians.
it did for Solar Exalted: Who was your character before Exalta-
E Lunars do not have Caste Abilities. Instead, each of ththe
he
tion, and what is she on the road to becoming now that she is five Lunar Castes is associated with three Attributes. LikLike
ke
Exalted?
ed? There are also some additional questions for a L
Lunar all Exalted, however, each Lunar caste has a unique animanima
ma
Exalt, mainly pertaining to her animal side, such power. Finally, although Lunars do not have Caste Abiliti
Abilities
ies
as what
whaat her spirit shape and her Tell are. per se, members of each particular caste do gain four fre free
ee

17
CHAPTER ONE: FIRST AGE CHARACTER CREATION

dots in certain Abilities due to specialized caste training personates or to appear generally trustworthy. Alternatively,
(discussed more fully under Abilities). The five Lunar castes this power can be used to bathe the Waning Moon in an
are as follows: array of ever-shifting shadow and silver light that makes him
Full Moon: The Full Moons are the warriors of Luna—not difficult to see clearly. Doing so adds an amount equal to
generals or soldiers as the Dawn Caste Solars are, but savage his Essence to the difficulty of any attempts to identify him
berserkers who epitomize Luna’s strength and directness. The by sight (assuming the investigator did not see him before
Caste Attributes for Full Moons are Strength, Dexterity and this power was activated). If a Waning Moon who is hiding
Stamina. The anima of a Full Moon allows her to spend five behind an illusion activates his anima banner at any level,
motes to double her speed and leaping distances for a scene it automatically pierces the illusion and the anima power
and also to double her Strength for the purpose of feats of defaults to its obfuscation function. Also, if the Lunar spend
strength. This effect stacks with other increases, but only by 11+ motes of Peripheral Essence, that aspect of the power
adding a factor equal to the original value, not by continu- automatically activates.
ing to multiply by two. That is, a Lunar who increases her No Moon: The No Moons are the thinkers of Luna—
running speed twice moves at three times her normal speed, scholars and sorcerers who walk alongside the Twilight Solars
not four. This power activates automatically when the Full on the strange roads they travel. The Caste Attributes for
Moon has spent 11+ motes of Peripheral Essence. the No Moons are Perception, Intelligence and Wits. A No
Waxing Moon: The Waxing Moons are the priests and Moon can draw upon the darkness that falls on the nights of
courtiers of Luna, elegant wordsmiths and fiery orators who the new moon. She must spend at least one mote of Essence
represent the Moon’s power over the emotions. The Caste and can spend up to twice her permanent Essence in motes.
Attributes for the Waxing Moons are Charisma, Manipulation For the remainder of the scene, she will be surrounded by an
and Appearance. A Waxing Moon can channel 10 motes of inky black penumbra that inflicts a -1 external penalty on
Essence through his anima. Doing so causes it to glow with a all attackers who cannot see through darkness. Additionally,
silvery light and illuminate an area with a radius of (Essence the cost of Charms that explicitly require an Occult roll, as
x 5) yards in all directions. While this power is in effect, the well as the cost of any spells cast, are reduced by a number
Waxing Moon gains additional lethal and bashing soak equal of motes equal to what the No Moon spent to activate her
to his Essence against all attacks from creatures of the Wyld. anima (to a minimum of half the Charm or spell’s normal
In addition, he can add his Essence to the minimum number cost). Whenever the No Moon spends 11+ motes of Peripheral
of dice rolled for post-soak damage against creatures of the Essence, this power activates at full strength (i.e., as if she
Wyld. This effect comes into play automatically when the had spent twice her permanent Essence in motes).
Waxing Moon has spent 11+ motes of Peripheral Essence.
For purposes of this effect, “creatures of the Wyld” includes
SPIRIT SHAPE AND THE TELL
Each Chosen of the Moon gains two additional char-
Fair Folk, Fae-Blooded and any being with more than five
acteristics upon Lunar Exaltation. The first is a spirit shape,
points of Wyld mutations.
which is a second natural shape in addition to the Lunar’s
Half Moon: The Half Moons are the judges of Luna,
normal human shape. Generally, the spirit shape is that of
ruthless strategists who advised the Dawn Caste Solars on
an animal to whom the Lunar has a totemic connection. In
military tactics and the Zenith Caste Solars on legal policy
addition, each Lunar has a singular characteristic known as
with equal aplomb. The Caste Attributes for the Half Moons
a Tell, which is a mark present in all her forms for those with
are Charisma, Perception and Intelligence. The Half Moon
the wit to see it. The spirit shape and the Tell are explained
anima power costs five motes and allows her to add dice
more fully in The Manual of Exalted Power—The Lunars,
equal to her permanent Essence to Join Battle, Join Debate
pp. 98 and 127–130.
and Join War rolls, and to all rolls to detect unexpected at-
tacks for the remainder of the scene. This power activates MOTIVATION
automatically when the Half Moon has spent 11+ motes of Motivations for Lunar characters work pretty much as
Peripheral Essence. they do for Solar characters except in their scope. While the
Waning Moon: The Waning Moons are sometimes Unconquered Sun desires children with epic Motivations
referred to as the rogues of Luna—brash, impudent and who wish to change the world, Luna pays more attention to
cunning tricksters who defy conformity and convention. the protective instinct. The Motivations of her Exalts tend
The Caste Attributes for the Waning Moons are Dexterity, to focus on protecting something important, be it a small
Manipulation and Wits. A Waning Moon’s anima power village or an entire continent.
allows him to spend 10 motes to craft an illusion that makes
him appear to be one other person he knows (without the STEP TWO: ATTRIBUTES
need for stealing that form through the Lunar ritual hunt). A Lunar Exalt gets eight dots to distribute among her
The illusion affects all senses, and while protected by it, the primary Attributes, six dots to distribute among her secondary
Waning Moon can add an amount equal to his Essence to Attributes and four dots to distribute among her tertiary Attri-
any social action to successfully pose as the person he im- butes. Additionally, note which Attributes are Caste Attributes

18
LUNAR CHARACTER CREATION

(as noted under the descriptions of the five Lunar castes) and Choose a Virtue that is rated at 3 or higher as your character’s
pick a fourth Attribute as a Favored Attribute. You get two primary Virtue and then choose an appropriate Virtue Flaw.
extra dots to place in either Caste or Favored Attributes. No Virtues are explained more fully in Exalted, pp. 102–103, while
Attribute can be raised above 5 for a starting character. Virtue Flaws for Lunar Exalted are found in The Manual of
Exalted Power—The Lunars, pp. 121–123.
STEP THREE: ABILITIES
A Lunar Exalt gets eight free dots in Abilities by virtue STEP FIVE: FINISHING TOUCHES
of Celestial Training—one dot in Bureaucracy, Presence All Lunar Exalts begin with a permanent Essence rating
or Socialize; Lore 2; Occult 2; one dot in Ride or Sail; and of 3. The character’s Willpower is the sum of his two high-
two dots allocated among Archery, Martial Arts, Melee or est Virtues. You can raise your character’s Willpower with
Thrown. Members of each Lunar caste also receive specialized bonus points, but you cannot raise it above 8 unless at least
training in areas considered appropriate to their societal role. two Virtues are rated 4 or higher.
Collectively, these are called Caste Training Abilities. Each A Lunar Exalt’s Personal Essence pool is equal to (Es-
caste gains free dots in those Abilities in addition to the dots sence + [Willpower x 2]). His Peripheral Essence is equal to
gained from the Celestial Training Abilities. You cannot raise ([Essence x 4] + [Willpower x 2] + [the character’s highest
an Ability above 3 without spending bonus points. Virtue x 4]). A Lunar begins with seven health levels (-0/-1/-
Full Moon Training Abilities: one dot in either Archery, 1/-2/-2/-4/Incapacited) and can purchase more through the
Martial Arts, Melee or Thrown; Resistance 1; Survival 1; Lunar version of the Ox-Body Technique Charm (see The
War 1 Manual of Exalted Power—The Lunars, p. 156). Unlike the
Waxing Moon Training Abilities: Performance 1, Ox-Body Techniques practiced by other Exalted, the Lunar
Presence 1, Socialize 1, Survival 1 version also confers two additional Dying health levels every
Half Moon Training Abilities: Investigation 1, Presence 1, time it is taken (see Exalted, pp. 150–151).
Survival 1, War 1 A character begins with a number of Intimacies equal to
Waning Moon Training Abilities: Larceny 2, Stealth 1, his starting Compassion. Intimacies are more fully explained
Survival 1 in Exalted, pp. 90 and 172–174.
No Moon Training Abilities: Craft 1, Lore 1, Occult 1,
Survival 1 ALTERNATIVE LUNAR
After noting all the free dots your character gets through CHARACTER CREATION
training, pick three Favored Abilities, one of which must The default Lunar character counts as a two-point ally
be Survival. Divide five dots among your Favored Abilities. (per the Allies Background). More powerful Lunars are
You must have at least one dot in every Favored Ability. constructed according to the rules outlined here.
Once that’s done, you get 20 more Ability dots to allocate
as you wish.
THE ESTABLISHED LUNAR
(ALLIES ••• OR MENTOR ••)
STEP FOUR: ADVANTAGES The Established Lunar is a few centuries old. She is
Advantages function for Lunars as they do for Solars typically a powerful warrior, regardless of caste, and she
except that Lunars have access to some Backgrounds (such might be able to draw upon the resources of a powerful
as Heart’s Blood and Solar Bond) that are not available to Solar mate (depending on whether she possesses the “Solar
other Exalted. Bond” Background.
Attributes: The Established Lunar begins with 11 dots
BACKGROUNDS to allocate among her primary Attributes, nine to spend on
Lunar Exalted begin with 15 dots in Backgrounds. Also,
her secondary Attributes and eight to spend on her tertiary
all Lunars gain one free dot in the Cult Background. A com-
Attributes. She also gains two additional dots to allocate
prehensive list of Background traits, along with a description
among Caste and Favored Attributes.
of each, begins on page 30.
Abilities: After noting all Training Abilities, the Es-
CHARMS tablished Lunar gets an additional 13 dots to divide among
Each starting Lunar chooses a total of 12 Charms and his Favored Abilities (with at least one dot in each Favored
Knacks. (Knacks are special Charm-like powers that help to Ability), then 25 more dots to spend as he wishes. The most
facilitate Lunar shapeshifting.) The Lunar’s 12 choices must dots you can have in any Ability is five or an amount equal
consist of at least four Charms and at least one Knack. At to the character’s Essence (whichever is higher).
least four of his total Charms must be associated with the Backgrounds: The Established Lunar gets 20 dots to
Lunar’s Caste or Favored Attributes. spend on Backgrounds. No Background can be raised above
4 without the need for bonus points. An Established Lunar
VIRTUES can purchase six-dot Legendary Backgrounds with bonus
Lunars get five points to divide among the four Virtues. No
points if she first raises her permanent Essence to 5.
Virtue rating can go above 4 without spending bonus points.

19
CHAPTER ONE: FIRST AGE CHARACTER CREATION

Charms: The Established Lunar gets a combination her secondary Attributes and 10 to spend on her tertiary
of any 30 Charms and Knacks. She must have at least five Attributes, as well as an additional two dots to divide up
of each, and at least 10 Charms must come from Caste or among Caste and Favored Attributes.
Favored Attributes. Abilities: After noting all Training Abilities, the Legend-
Virtues: The Established Lunar gets five dots to divide ary Lunar gets 30 dots to divide among his Favored Abilities
among her Virtues, which can be raised to 4 at this stage (with at least one dot in each Favored Ability), then 45 more
without spending bonus points. dots to spend as he wishes. The Legendary Lunar also gets
Essence: The Established Lunar begins with Essence 4. 10 free specialty dots to allocate as he wishes. Remember,
Bonus Points: The Established Lunar has 35 bonus you can never associate more than three specialty dots with
points to spend. a single Ability. The most dots you can have in any Ability
is equal to the character’s Essence.
THE INFLUENTIAL LUNAR Backgrounds: The Legendary Lunar gets 40 dots to
(ALLIES •••• OR MENTOR •••) spend on Backgrounds. A Legendary Lunar can purchase
The Influential Lunar is between 800 and 1,500 years six-dot Legendary Backgrounds with bonus points.
old. A powerful servant of Luna, he has probably either out- Charms: The Legendary Lunar gets 140 Charms and
lived a Solar mate or learned how to cope with a Legendary Knacks, with at least 20 of each. At least 35 Charms must
one. He might have a principality of his own or rule one on come from Caste or Favored Attributes.
behalf of his mate. Virtues: The Legendary Lunar gets five dots to divide
Attributes: The Influential Lunar begins with 13 dots among her Virtues, which can be raised to 5 at this stage
to allocate among his primary Attributes, 11 to spend on without spending bonus points.
his secondary Attributes and nine to spend on his tertiary Essence: The Legendary Lunar begins with Essence 7.
Attributes. He gains two additional dots to allocate among Bonus Points: The Legendary Lunar has 75 bonus
Caste and Favored Attributes. points to spend.
Abilities: After noting all Training Abilities, the In-
fluential Lunar gets an additional 20 dots to divide among
his Favored Abilities (with at least one dot in each Favored
SIDEREAL CHARACTER
Ability), then 30 more dots to spend as he wishes. The Influ- CREATION
ential Lunar also gets six free specialty dots to allocate as he This section discusses how to create a starting Sidereal
wishes. Remember, you can never associate more than three character who has been Exalted for a year or so and who has
specialty dots with a single Ability. The most dots you can just been given an assignment by the Bureau of Destiny. At
have in any Ability is equal to the character’s Essence. the end of the character-creation rules are alternative rules for
Backgrounds: The Influential Lunar gets 30 dots to more experienced Sidereal characters (either for Storyteller
spend on Backgrounds. No Background can be raised above characters who serve as antagonists or for players’ characters
5 without spending bonus points. An Influential Lunar can in games of a higher level of power and influence).
purchase six-dot Legendary Backgrounds only with bonus
points and Storyteller approval. STEP ONE: CHARACTER CONCEPT
Charms: The Influential Lunar gets 74 Charms or Character concept for Sidereal Exalted is no different
Knacks, at least eight of each, and 22 of which must come than it is for other Exalted: Who was your character before
from Caste or Favored Attributes. Exaltation, and what is she on the road to becoming now that
Virtues: The Influential Lunar gets five dots to divide she is Exalted? The chief difference is that those chosen for
among her Virtues, which can be raised to 5 at this stage Sidereal Exaltation seem to be more thoughtful, intellectual
without spending bonus points. and (according to some) manipulative than the average
Essence: The Influential Lunar begins with Essence 6. members of the other Exalted groups. Of course, many Solars
Bonus Points: The Influential Lunar has 50 bonus and Lunars are more intellectual and manipulative than even
points to spend. the most cunning Sidereal. The difference is that Sidereal
Exaltation seems to seek out those who actively prefer to
THE LEGENDARY LUNAR manipulate events from behind the scenes and who are willing
(ALLIES ••••• OR MENTOR ••••) to forsake personal glory for the fulfillment of their goals.
The Legendary Lunar is between 1,000 and 2,000 years
old. Few Lunars live to this remarkable age, as the inherent CASTE
brutality of Lunar existence results in most of them dying Like Solars and Lunars, Sidereal Exalted are divided into
in battle. The philosopher Ingosh Silverclaws is a Legend- five castes that largely determine the societal role the Exalt
ary Lunar. is expected to play. The Sidereal caste divisions are more…
Attributes: The Legendary Lunar begins with 16 dots metaphysical than those of the other Exalted types. That is,
to allocate among her primary Attributes, 13 to spend on each caste is associated with one of the Five Maidens instead
of all five being the product of a single Incarna’s unified

20
LUNAR CHARACTER CREATION SIDEREAL CHARACTER CREATION

Serenity: The Chosen of Serenity regulate fate as it


pertains to life, love, recreation and procreation. The Auspi-
cious Abilities for the Chosen of Serenity are Craft, Dodge,
FIRST AGE SIDEREALS VS. Linguistics, Performance and Socialize. As an anima power,
SIDEREALS OF THE AGE OF SORROWS the Sidereal can spend 10 motes to activate the Lesser Sign
During the Usurpation, the Sidereals essentially of Venus. This effect adds a number of automatic successes
“broke” one of the 25 heavenly constellations in an equal to her Essence to all Performance rolls made by her or
effort to conceal their complicity from divine censure. her allies within (Essence x 10) yards. The mechanics for
The constellation in question was called the Mask, this power are more fully explained in Exalted, p. 334, and
and while the stars that formed it continued to shine, in The Manual of Exalted Power—The Sidereals, p. 111.
the constellation itself was irreparably damaged for Battles: The Chosen of Battles manipulate fate in the
purposes of Sidereal astrology. context of combat and direct conflict. The Auspicious Abili-
The Breaking of the Mask had two effects. First, ties for the Chosen of Battles are Archery, Athletics, Melee,
Sidereals were no longer able to use the Mask for Presence and War. By spending 10 motes, the Sidereal can
“ascending and descending destiny” effects in Sidereal invoke the Lesser Sign of Mars as an anima power. This ef-
astrology that targeted themselves (see The Manual fect reduces damage rolled in Step 10 of attack resolution by
of Exalted Power—The Sidereals, p. 203). Second, one health level (to a minimum of zero). This effect protects
all Sidereals were supernaturally occluded by an ef- both the Sidereal and her allies within (Essence x 10) yards.
fect called the “Arcane Fate,” which prevented most The mechanics for this power are more fully explained in
beings from recognizing and remembering them. This Exalted, p. 334, and in The Manual of Exalted Power—The
Arcane Fate makes it difficult for modern Sidereals Sidereals, p. 113.
to form lasting relationships with anyone other than Secrets: The Chosen of Secrets shape fate where it applies
fellow Sidereals and gods. to concealed actions and hidden knowledge. They also see
In the First Age, the Mask has not yet been to it that some things that are best forgotten remain so… or
broken. Accordingly, Sidereals do not suffer the ef- become so. The Auspicious Abilities for the Chosen of Secrets
fects of Arcane Fate. They can also grant themselves are Investigation, Larceny, Lore, Occult and Stealth. As an
the benefits of the Mask’s ascending and descending anima power, the Sidereal can spend 10 motes to invoke the
destiny effects. Lesser Sign of Jupiter. Doing so renders him and his allies
within (Essence x 10) yards immune to mind reading and
unnatural mental influence from opponents with an Essence
less than his own. Against opponents with an equal or higher
design. Also, because Sidereal Exalted are charged with the
Essence, those protected by the Lesser Sign of Jupiter add
maintenance of fate and destiny, their castes are designed to
an amount equal to the Sidereal’s Essence to the MDV of
personify arcane astrological principles more than concrete
any affected person. The mechanics for this power are more
job assignments.
fully explained in Exalted, p. 334, and in The Manual of
Like the Solars, each Sidereal caste is associated with
Exalted Power—The Sidereals, p. 115.
five Caste Abilities. Because of the Sidereals’ fate-based
Endings: The Chosen of Endings shape fate as it applies
connection to these Abilities, however, the Abilities are
to change, death and completion. The Auspicious Abilities
typically referred to as Auspicious Abilities instead. Mechani-
for the Chosen of Endings are Awareness, Bureaucracy, In-
cally, there is no distinction between Castes Abilities and
tegrity, Martial Arts and Medicine. By spending 10 motes,
Auspicious Abilities. Like all Exalted, each Sidereal caste
the Sidereal can invoke the Lesser Sign of Saturn as an anima
has a unique anima power. Finally, members of each caste
power. Doing so increases the damage inflicted by her and her
gain four free dots in certain Abilities due to specialized
allies within (her Essence x 10) yards by one level, applied
caste training (discussed more fully under Abilities). The
after rolling in Step 10 of attack resolution, as long as an
five Sidereal castes are as follows:
attack inflicts at least one level of damage before consider-
Journeys: The Chosen of Journeys regulate fate as it
ing the effect. The mechanics for this power are more fully
pertains to travel, movement and distance. The Auspicious
explained in Exalted, pp. 334–335, and in The Manual of
Abilities for the Chosen of Journeys are Resistance, Ride,
Exalted Power—The Sidereals, p. 117.
Sail, Survival and Thrown. As an anima power, the Sidereal
can spend 10 motes to activate the Lesser Sign of Mercury. MOTIVATION
This effect triples running Move and Dash actions for him Motivations for Sidereal characters work pretty much as
and any of his allies (including their mounts) within (Es- they do for Solar characters except in their scope. While the
sence x 10) yards. The mechanics for this power are more Unconquered Sun desires children with epic Motivations who
fully explained in Exalted, p. 334, and in The Manual of wish to change the world, the Maidens are subtle and prefer
Exalted Power—The Sidereals, p. 109. efficiency over grandiosity. The Motivations of Sidereal Exalts

21
CHAPTER ONE: FIRST AGE CHARACTER CREATION

tend to focus on perfecting the efficiency of


organizations, kingdoms or nations. While a
Sidereal might desire to conquer a kingdom,
the practical effect of his status as a heavenly
bureaucrat makes it unlikely he can maintain
such authority. Therefore, his Motivation is
more likely to make him seek to put someone
else on a throne—someone he can rule from
behind the scenes without taking too much
time away from his heavenly duties.

STEP TWO: ATTRIBUTES


A Sidereal Exalt gets eight dots to
distribute among her primary Attributes,
six dots to distribute among her secondary
Attributes and four dots to distribute among
her tertiary Attributes.

STEP THREE: ABILITIES


A Sidereal Exalt gets eight free Ability
dots by virtue of Celestial Training—one
dot in Bureaucracy, Presence or Socialize;
Lore 2; Occult 2; Ride or Sail 1; and two
dots allocated among Archery, Martial Arts,
Melee or Thrown. Like Solars and Lunars,
members of each Sidereal Caste also receive
Caste Training Abilities. Each caste gains free
dots in those Training Abilities in addition to
the dots gained from the Celestial Training
Abilities. You cannot raise an Ability above
3 without spending bonus points.
Journeys Training Abilities: one dot in
Athletics or Survival; Linguistics 1; Martial
Arts 1; one dot in Ride or Sail
Serenity Training Abilities: one dot in
Craft, Medicine or Performance; Martial Arts 1;
Presence 1; Socialize 1
Battles Training Abilities: two dots in
Archery, Melee or Martial Arts; War 2
Secrets Training Abilities: one dot in
Awareness or Investigation; one dot in Lar-
ceny or Socialize; Martial Arts 1; Stealth 1
Endings Training Abilities: one dot in
Awareness or Dodge; Martial Arts 2; Stealth 1
After noting all the free dots your char-
acter gets through training, pick four Favored
Abilities. Divide 10 dots among your Auspi-
cious and Favored Abilities. You must have at
least one dot in every Favored Ability. Once
that’s done, you get 15 more Ability dots to
allocate as you wish.

STEP FOUR: ADVANTAGES


Advantages function for Sidereals as they
do for Solars.

22
SIDEREAL CHARACTER CREATION

BACKGROUNDS ALTERNATIVE SIDEREAL


Sidereal Exalted begin with 15 dots in Backgrounds.
Also, all Sidereal Exalted begin with one free dot in the
CHARACTER CREATION
The default Sidereal character is a two-dot ally (per the
Cult Background and one free dot in the Backing (Bureau of
Allies Background). More powerful Sidereals are constructed
Destiny) Background. A comprehensive list of Background
according to the rules outlined here.
traits, along with a description of each, begins on page 30.
CHARMS AND ASTROLOGICAL COLLEGES THE ESTABLISHED SIDEREAL
Each Sidereal begins with 12 Charms. At least five (ALLIES ••• OR MENTOR •••)
Charms must be associated with the Sidereal’s Auspicious The Established Sidereal is four or five centuries old.
or Favored Abilities. A Sidereal may begin with up to three Ironically, she tends to get far more respect from other Solars
Sidereal Martial Arts Charms as long as his traits meet the and Lunars (especially in her age group) than she does from
Charms’ prerequisites. her Sidereal peers. Sidereal culture is even more staid and
Sidereal Exalted also have the ability to directly ma- averse to change than the Deliberative is.
nipulate the Loom of Fate and, by extension, the future Attributes: The Established Sidereal begins with nine
of Creation. Ordering such changes in the Loom of Fate dots to allocate among her primary Attributes, seven to
requires a specialized formal language and a technical spend on her secondary Attributes and six to spend on her
understanding of how the Loom functions. This power is tertiary Attributes.
referred to as Sidereal astrology. A Sidereal’s training in Abilities: After noting all Training Abilities, the Estab-
Sidereal astrology is represented by dot ratings in colleges. lished Sidereal gets an additional 13 dots to divide among his
There are 25 colleges, five for each of the Five Maidens, Auspicious and Favored Abilities (with at least one dot in each
each of which correlates to one of the 25 heavenly constel- Favored Ability), then 25 more dots to spend as he wishes. The
lations and to one of the 25 Abilities. You have seven dots most dots you can have in any Ability is five or an amount
to spread among all the colleges, and at least four of those equal to the character’s Essence (whichever is higher).
dots must be placed within the five colleges associated with Backgrounds: The Established Sidereal gets 20 dots to
the character’s Maiden. The mechanics of Sidereal astrol- spend on Backgrounds. No Background can be raised above
ogy are described in The Manual of Exalted Power—The 4 without spending bonus points. An Established Sidereal
Sidereals, pp. 189–213. can purchase six-dot Backgrounds with bonus points if he
first raises his permanent Essence to 5.
VIRTUES Charms: The Established Sidereal gets 30 Charms.
Sidereals get five points to divide among the four At least 10 Charms must come from Auspicious or Fa-
Virtues. No Virtue rating can go above 4 without spending vored Abilities.
bonus points. Choose a Virtue that is rated at 3 or higher as Colleges: The Established Sidereal has 14 dots to spread
your character’s primary Virtue and choose an appropriate among all the colleges, and at least seven of those dots
Flawed Fate. Virtues are explained more fully in Exalted, must be placed within the five colleges associated with the
pp. 102–103, while Flawed Fates for Sidereal Exalted are character’s Maiden.
found in The Manual of Exalted Power—The Sidereals, Virtues: The Established Sidereal gets five dots to divide
pp. 118–119. among her Virtues, which can be raised to 4 at this stage
STEP FIVE: FINISHING TOUCHES without spending bonus points.
Essence: The Established Sidereal begins with Essence 4.
All Sidereal Exalts begin with a permanent Essence
Bonus Points: The Established Sidereal has 35 bonus
rating of 3. The character’s Willpower is the sum of her two
points to spend.
highest Virtues. You can raise your character’s Willpower
with bonus points, but you cannot raise it above 8 unless at THE INFLUENTIAL SIDEREAL
least two Virtues are rated 4 or higher. (ALLIES •••• OR MENTOR ••••)
A Sidereal Exalt’s Personal Essence pool is equal to The Influential Sidereal is between 800 and 1,500 years
([Essence x 2] + Willpower). His Peripheral Essence is equal old. She has probably acquired a position of some importance
to ([Essence x 6] + Willpower + [the sum of all Virtues]). A within the Bureau of Destiny and has mentored perhaps dozens
Sidereal begins with seven health levels (-0/-1/-1/-2/-2/-4/ of younger Celestial Exalts through the difficult transition
Incapacited) and can purchase more through the Sidereal into their new status.
version of the Ox-Body Technique Charm (see The Manual Attributes: The Influential Sidereal begins with 12
of Exalted Power—The Sidereals, p. 127), each level of dots to allocate among his primary Attributes, 10 to spend
which confers an additional -0 health level. on his secondary Attributes and eight to spend on his
A character begins with a number of Intimacies equal to tertiary Attributes.
his starting Compassion. Intimacies are more fully explained Abilities: After noting all Training Abilities, the Influ-
in Exalted, pp. 90 and 172–174. ential Sidereal gets an additional 20 dots to divide among

23
CHAPTER ONE: FIRST AGE CHARACTER CREATION

his Auspicious and Favored Abilities (with at least one dot Colleges: The Legendary Sidereal has 35 dots to spread
in each Favored Ability), then 30 more dots to spend as he among all the colleges, and at least 15 of those dots must
wishes. The Influential Sidereal also gets six free specialty be placed within the five colleges associated with the char-
dots to allocate as he wishes. Remember, you can never as- acter’s Maiden.
sociate more than three specialty dots with a single Ability. Virtues: The Legendary Sidereal gets five dots to divide
The most dots you can have in any Ability is equal to the among her Virtues, which can be raised to 5 at this stage
character’s Essence. without spending bonus points.
Backgrounds: The Influential Sidereal gets 30 dots to Essence: The Legendary Sidereal begins with Essence 7.
spend on Backgrounds. No Background can be raised above Bonus Points: The Legendary Sidereal has 75 bonus
5 without spending bonus points. An Influential Sidereal can points to spend.
purchase six-dot Legendary Backgrounds only with bonus
points and Storyteller approval. DRAGON-BLOODED
Charms: The Influential Sidereal gets 74 Charms,
at least 22 of which must come from Auspicious or CHARACTER CREATION
Favored Abilities. This section discusses how to create a starting Dragon-
Colleges: The Established Sidereal has 22 dots to Blooded character. In this case, “starting” is something of
spread among all the colleges, and at least 10 of those dots a misnomer, as a Dragon-Blooded created via these rules
must be placed within the five colleges associated with the represents a character who has been Exalted for five to 10
character’s Maiden. years and has established himself as an individual of some
Virtues: The Influential Sidereal gets five dots to divide importance. Such a character is one who can realistically
among her Virtues, which can be raised to 5 at this stage fight alongside a young Celestial Exalt, though his Celestial
without spending bonus points. peers will almost certainly outstrip him over time. At the
Essence: The Influential Sidereal begins with Es- end of the character creation rules are alternative rules for
sence 6. more-experienced Dragon-Blooded characters (either for
Bonus Points: The Influential Sidereal has 50 bonus Storyteller characters who serve as antagonists or for players’
points to spend. characters in games that are premised on a higher level of
power and influence). Preceding that are rules for younger,
THE LEGENDARY SIDEREAL freshly Exalted Dragon-Blooded more consistent with start-
(ALLIES ••••• OR MENTOR •••••) ing characters from The Manual of Exalted Power—The
The Legendary Sidereal is probably well over 2,000 Dragon-Blooded.
years old. While she probably keeps a low profile in Cre-
ation, her every utterance in Yu-Shan sends ripples through STEP ONE: CHARACTER CONCEPT
the Celestial Hierarchy. She probably serves as one of the The character concept phase for Dragon-Blooded differs
highest-ranking officials of the Bureau of Destiny. The somewhat from that of Celestial Exalted. The basic questions
ranking Sidereals in each of the five Bureau divisions are remain the same, but a Dragon-Blooded character starts her
all Legendary figures. journey in a much different place than the typical Celestial
Attributes: The Legendary Sidereal begins with 15 Exalt does. While most Celestial Exalts are born into the lower
dots to allocate among her primary Attributes, 12 to spend classes, almost all Terrestrial Exalts are born into prestigious
on her secondary Attributes and nine to spend on her Dragon-Blooded families. Even the non-Exalted members of
tertiary Attributes. these families lead lives of wealth and privilege unimaginable
Abilities: After noting all Training Abilities, the Leg- to the vast majority of Creation’s citizenry. Nonetheless, all
endary Sidereal gets an additional 30 dots to divide among the wealth and power of all of Creation’s Dragon-Blooded
his Auspicious and Favored Abilities (with at least one dot pales in comparison to that of the Celestial Exalts to whom
in each Favored Ability), then 45 more dots to spend as he all Dragon-Blooded owe their fealty.
wishes. The Legendary Sidereal also gets 10 free specialty In short, Dragon-Blooded do not begin their lives as rice
dots to allocate as he wishes. Remember, you can never as- farmers or simple fishermen. Instead, they are the scions of
sociate more than three specialty dots with a single Ability. businesspeople, military officers and savants of the highest
The most dots you can have in any Ability is equal to the order. While Celestial Exaltation generally manifests in
character’s Essence. adulthood—roughly between the ages of 18 and 40—Ter-
Backgrounds: The Legendary Sidereal gets 40 dots to restrial Exaltation almost always occurs in one’s teens. Nearly
spend on Backgrounds. A Legendary Sidereal can purchase all Dragon-Blooded children receive an excellent education
six-dot Legendary Backgrounds with bonus points. specifically designed to prepare them for Exaltation. After
Charms: The Legendary Sidereal gets 140 Charms, Exaltation, these young recipients are removed to special
at least 35 of which must come from Auspicious or training academies to prepare them for lives of service to
Favored Abilities. the Celestial Exalted.

24
SIDEREAL CHARACTER CREATION DRAGON-BLOODED CHARACTER CREATION

ELEMENTAL ASPECT For the rest of the scene, she may soak all lethal damage with
Unlike Solar Exalts, Dragon-Blooded do not have her full Stamina, and she can add a number of dice equal to
castes. Instead, each Dragon-Blood is aligned with one of five her Essence to all rolls to resist grappling attacks or avoid
elemental dragons and consequently carries the “aspect” of knockback. Finally, she adds her Essence to her Stamina for
one of the five elements. Each of these aspects is associated all purposes, but only while her feet rest on earth or stone.
with five Abilities in much the same way Solar castes are. This power automatically activates if the Earth Aspect has
Dragon-Blooded Charms are also keyed to Aspect Abilities spent 11+ motes of Peripheral Essence. The mechanics for
just as Solar Charms are keyed to Caste Abilities. Like all this power are more fully explained in The Manual of Exalted
Exalted, each elemental aspect also carries a unique anima Power—The Dragon-Blooded, p. 115.
power. Because Dragon-Blooded do not have castes, they do Fire: The Aspect Abilities for Fire Aspects are Athletics,
not receive specialized training to fulfill any particular societal Dodge, Melee, Presence and Socialize. By spending five motes,
role. The five elemental aspects are as follows: the Fire Aspect can surround himself with a corona of fire that
Air: The Aspect Abilities for Air Aspects are Linguistics, inflicts no damage on himself or his possessions but adds his
Lore, Occult, Stealth and Thrown. The Dragon-Blood can Essence in lethal damage dice to bare-handed or grappling
spend five motes to attune his anima to the winds. For the attacks made by him. Anyone who attacks the Fire Aspect
duration of a scene, he is surrounded by a swirling vortex of barehanded or by grappling suffers an equal amount of fire
air that functions as a weakened version of the Stormwind damage. This power automatically activates if the Fire Aspect
Rider spell. The Dragon-Blood may triple his leaping distance, has spent 11+ motes of Peripheral Essence. The mechanics
and he takes no damage from falls. Finally, he may add an for this power are more fully explained in The Manual of
amount equal to his Essence to his DV versus Thrown and Exalted Power—The Dragon-Blooded, p. 117.
Archery attacks. This power automatically activates if the Water: The Aspect Abilities for Water Aspects are
Air Aspect has spent 11+ motes of Peripheral Essence. The Bureaucracy, Investigation, Larceny, Martial Arts and Sail.
mechanics for this power are more fully explained in The The Water Aspect can spend five motes to possess complete
Manual of Exalted Power—The Dragon-Blooded, p. 113. water freedom for a day. She can breathe water as easily as
Earth: The Aspect Abilities for Earth Aspects are air, she is incapable of drowning, and she ignores any and
Awareness, Craft, Integrity, Resistance and War. For five all environmental penalties for being underwater. She can
motes, the Earth Aspect can acquire the durability of stone. also walk across water as if it were solid land. This power

25
CHAPTER ONE: FIRST AGE CHARACTER CREATION

automatically activates if the Water Aspect has spent 11+ Consequently, most Dragon-Blooded Motivations tend to
motes of Peripheral Essence. The mechanics for this power involve advancing their own agendas or those of their Gentes,
are more fully explained in The Manual of Exalted Power— usually through exceptional or exemplary service to their
The Dragon-Blooded, p. 119. Solar patrons. Military service is the most common means
Wood: The Aspect Abilities for Wood Aspects are for young Dragon-Bloods to achieve that goal, but sizeable
Archery, Medicine, Performance, Ride and Survival. By numbers of the Dragon-Blooded seek wealth, power, status
spending five motes, the Wood Aspect can render herself within the Deliberative bureaucracy, sorcerous knowledge
completely immune to plant-based poisons for a scene. or more esoteric goals.
Furthermore, while this power is active, the Wood Aspect’s
touch is poisonous, with the poison inflicted carrying the fol- STEP TWO: ATTRIBUTES
lowing traits: Damage (Essence)/Minute; Toxicity (Essence); A Terrestrial Exalt gets eight dots to distribute among
Tolerance (None); Penalty –[(Essence)/2], rounded up. The her primary Attributes, six dots to distribute among her
Wood Aspect also adds her Essence to her DV versus Archery secondary Attributes and four dots to distribute among her
attacks and any attacks that rely on wooden weapons. This tertiary Attributes.
power automatically activates if the Wood Aspect has spent
11+ motes of Peripheral Essence. The mechanics for this
STEP THREE: ABILITIES
A Terrestrial Exalt gets 12 free Abilities by virtue of
power are more fully explained in The Manual of Exalted
Terrestrial Training—Archery 1, Bureaucracy 1, Lore 2,
Power—The Dragon-Blooded, p. 121.
Martial Arts 1, Melee 1, Occult 1, Performance 1, Presence
MOTIVATION 1, Ride 1, Socialize 1 and War 1. The Dragon-Blooded do not
Like all Exalted, Dragon-Blooded tend to have grand and get the same degree of specialized caste-related training that
epic Motivations. In the First Age, however, the Motivations Celestial Exalts receive, since aspects simply do not define
of most Dragon-Blooded are not nearly so grand as those of societal roles. After noting the five Abilities associated with
their successors in the Age of Sorrows. The Usurpation is your character’s aspect, pick three Favored Abilities. Divide
still centuries away, and while a handful of Dragon-Blooded 10 dots among Aspect and Favored Abilities, making sure
might rebel against the worst excesses of the Solar Delibera- that you must have at least one dot in every Favored Ability.
tive, the idea of completely overthrowing the Solars and Once that’s done, you get 20 more Ability dots to allocate as
seizing control of Creation still seems like an absurd fantasy you wish. You cannot raise an Ability above 3 at any point
to any Dragon-Blooded treasonous enough to consider it. without spending bonus points.

DEFENSE-FROM-ANATHEMA METHOD?
The Charm known in the Second Age as Defense-From-Anathema Method (see The Manual of Exalted
Power—The Dragon-Blooded, p. 146) carries a very different name and purpose in the First Age. Its intention will
be perverted in the Usurpation, its name altered, and existing records of its original meaning and function systemati-
cally erased by the Immaculate Order and the Sidereal Exalted. For now, however, it is considered among the most
honorable of Charms; knowing it is a mark of great station, for it means that a Terrestrial is allowed to frequently
consort directly with the Celestial Exalted themselves.
The following Charm replaces Defense-From-Anathema Method. Where its mechanics conflict, this Charm
takes precedent. To be clear, this is the Charm that Dragon-Blooded of the Age of Sorrows will use to hunt their
onetime leaders—only its name changes.
DRAGON’S PARABLE DEFENSE
Cost: 5m, 1wp; Mins: Integrity 5, Essence 4; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Chaos-Warding Prana
Gaia ordered that the Dragon-Blooded should be the perfect army for the Celestial Host. Dragon’s Parable Defense
gets power from this unique relationship between Terrestrial and Celestial Exalted. The Terrestrial’s Essence surges
in response to the presence of the greater Chosen, bolstering his stolidity to make him immovable and inexorable:
the perfect soldier. When using this Charm within (Essence x 100) yards of a Celestial Exalt, add the Terrestrial’s
Essence to his DVs and MDVs. The bonuses garnered from Dragon’s Parable Defense apply to all attacks the character
experiences, regardless of their source, so long as the Charm remains in effect.

26
DRAGON-BLOODED CHARACTER CREATION

STEP FOUR: ADVANTAGES who are less than a decade past Exaltation and who are just
starting their careers.
Except as noted, Advantages function for Dragon-
Blooded as they do for Solars. THE YOUNG DRAGON-BLOOD
The Young Dragon-Blood is a child compared to most
BACKGROUNDS Exalts. Rarely more than a decade past Exaltation, he might
Terrestrial Exalted begin with 15 points in Backgrounds,
have a little more experience in some areas than recently
as starting Dragon-Blooded characters are somewhat more
Exalted Celestials, but they far outstrip him in raw power.
experienced in Exaltation than their Celestial peers are. A
Most Young Dragon-Blooded act as support personnel to
comprehensive list of Background traits along with a descrip-
Celestial Exalted, serving as secretaries, shield-bearers,
tion of each begins on page 30.
apprentice sorcerers and even favored concubines. Dragon-
CHARMS Blooded characters assigned to Celestial Exalts pursuant to the
Each Dragon-Blood begins with 10 Charms. At least Henchman Background are often Young Dragon-Blooded.
five Charms must be associated with either Aspect or Attributes: The Young Dragon-Blood begins with only
Favored Abilities. seven dots to allocate among his primary Attributes, six to
VIRTUES spend on his secondary Attributes and four to spend on his
Dragon-Bloods get five dots to divide among the four tertiary Attributes.
Virtues. No Virtue rating can go above 4 without spend- Abilities: After noting all Training Abilities, the Young
ing bonus points. Choose a Virtue rated at 3 or higher as Dragon-Blood gets an additional 10 dots to divide among his
your character’s primary Virtue. Dragon-Blooded do not Aspect and Favored Abilities (with at least one dot in each
have Virtue Flaws in the same sense as Celestial Exalted. Favored Ability), plus 15 more dots to spend as he wishes.
Although Dragon-Blooded do accrue Limit, they do not At this point, you cannot raise Abilities above 3 without
have Virtue Flaws and do not suffer from Limit Break Con- spending bonus points.
ditions. Instead, when a Dragon-Blood suffers Limit Break, Backgrounds: The Young Dragon-Blood gets 10 points
he acts in a certain manner determined by the interaction to spend on Backgrounds. No Background can be raised above
of his Virtues and his aspect. See The Manual of Exalted 4 without spending bonus points.
Power—The Dragon-Blooded, p. 123, for more informa- Charms: The Young Dragon-Blood gets seven Charms.
tion on this topic. At least four must come from Aspect or Favored Abilities.
Virtues: The Young Dragon-Blood gets five dots to
STEP FIVE: FINISHING TOUCHES divide among her Virtues, which can be raised to 4 at this
All Terrestrial Exalts begin with a permanent Essence stage without spending bonus points.
rating of 3. The character’s Willpower is the sum of his two Essence: The Young Dragon-Blood begins with Es-
highest Virtues. You can raise your character’s Willpower sence 2.
with bonus points, but you cannot raise it above 8 unless at Bonus Points: The Young Dragon-Blood has 15 bonus
least two Virtues are rated 4 or higher. points to spend.
A Dragon-Blood’s Personal Essence pool is equal to THE INFLUENTIAL DRAGON-BLOOD
(Essence + Willpower + any gained from the Breeding
Background). His Peripheral Essence is equal to ([Essence
(ALLIES •• OR MENTOR •)
The Influential Dragon-Blood is over 150 years old.
x 4] + Willpower + [the sum of the two highest Virtues] +
While still very young by Celestial standards, she is around
any gained from the Breeding Background). A Dragon-Blood
middle-aged for a Terrestrial Exalt and a canny operator with
begins with seven health levels (-0/-1/-1/-2/-2/-4/Incapacited)
an abundance of field experience, despite the limitations of
and can purchase more through the Terrestrial version of the
her Exaltation. The younger Gentes heads hold this level of
Ox-Body Technique Charm (see The Manual of Exalted
experience, as do the ranking Dragon-Blooded officers.
Power—The Dragon-Blooded, p. 146).
Attributes: The Influential Dragon-Blood begins with
A character begins with a number of Intimacies equal to
nine dots to allocate among her primary Attributes, seven
his starting Compassion. Intimacies are more fully explained
to spend on her secondary Attributes and five to spend on
in Exalted, pp. 90 and 172–174.
her tertiary Attributes.
ALTERNATIVE DRAGON-BLOODED Abilities: After noting all Training Abilities, the
Influential Dragon-Blood gets 15 dots to divide among her
CHARACTER CREATION Aspect and Favored Abilities (with at least one dot in each
The default Dragon-Blooded character represents an Favored Ability), then 26 more dots to spend as she wishes.
“Established Dragon-Blood” rather than a young one and The Influential Dragon-Blooded also gets five free dots in
is considered a one-dot ally (per the Allies Background). Specialties. The most dots you can have in any Ability is five
More powerful Dragon-Blooded are constructed according or an amount equal to the character’s Essence (whichever
to the rules outlined here, as are “young” Dragon-Blooded is higher).

27
CHAPTER ONE: FIRST AGE CHARACTER CREATION

Backgrounds: The Influential Dragon-Blood gets 18 sence above 7 except through extraordinary means, such as
points to spend on Backgrounds. No Background can be rare hearthstones, strict dietary regimens, et cetera.
raised above 4 without spending bonus points. Regardless of Bonus Points: The Legendary Dragon-Blood has 50
Essence rating, a Dragon-Blooded can never possess a six-dot bonus points to spend.
Legendary Background, except Breeding. With Allies 5 or
Mentor 5 (and Storyteller permission), however, she might NEW AND ALTERED TRAITS
be able to borrow such a benefit for a time.
Charms: The Influential Dragon-Blood gets 24 Charms. ABILITIES
At least 12 must come from Aspect or Favored Abilities. Except as noted here, all Abilities function exactly as
Virtues: The Influential Dragon-Blood gets five points described in Exalted.
to divide among her Virtues, which can be raised to 4 at this ARCHERY
stage without spending bonus points. In addition to conventional bows and arrows (which,
Essence: The Influential Dragon-Blood begins with other than powerbows, are used mainly for hunting and
Essence 4. archery contests), the Archery Ability is also the default
Bonus Points: The Influential Dragon-Blood has 35 Ability used for targeting and firing weaponry including
bonus points to spend. most kinds of projected-Essence weapons such as implosion
THE LEGENDARY DRAGON-BLOOD bows and Essence cannons.
(ALLIES •••• OR MENTOR •••) LINGUISTICS
The Legendary Dragon-Blood stands at the pinnacle of The Linguistics Ability serves two functions. First,
Terrestrial society. She is aged by the standards of her kind it provides dice for all dice actions pertaining to written
and probably relies on anagathic drugs to maintain herself. communication, speech writing and poetry, as well as code-
The more powerful and highly regarded Gentes leaders are breaking and other forms of cryptography. More importantly,
Legendary figures, as are the personal assistants of some each dot taken in Linguistics represents fluency (and literacy)
Legendary Celestial Exalts and the few Dragon-Blooded in an additional language.
military personnel who have risen to the rank of colonel Old Realm is the language most often spoken by Exalted
or commodore. No Dragon-Blood has risen to the rank of when communicating among themselves. The language
general or full admiral in centuries. that will be called “Old Realm” in the Second Age is called
Attributes: The Legendary Dragon-Blood begins with the same in the First Age because it predates even that
14 dots to allocate among his primary Attributes, 12 to period. In the beginning, it was the only language anyone
spend on his secondary Attributes and 10 to spend on his spoke. Even the language of the Dragon Kings evolved
tertiary Attributes. long after Creation was formed, as the reptilian creatures
Abilities: After noting all Training Abilities, the Leg- desired a unique language that was incomprehensible to
endary Dragon-Blood gets an additional 25 dots to divide their human slaves. Savants believe that Old Realm was
among his Aspect and Favored Abilities (with at least one woven into the fabric of Creation by the Primordials at
dot in each Favored Ability), then 30 more dots to spend as the dawn of time itself. In addition to being the preferred
he wishes. The Legendary Dragon-Blood also gets nine free tongue of Exalted in polite society, Old Realm remains the
dots in specialties. Remember that you cannot associate more language spoken by spirits and demons (as the Primordials
than three dots of specialties to the same Ability. The most presumably encoded it into their very beings). The Fair
dots you can have in any Ability is five or an amount equal Folk intuitively understand it as well, either upon enter-
to the character’s Essence (whichever is higher). ing Creation or when they first interact with beings from
Backgrounds: The Legendary Dragon-Blood gets 30 Creation in the Wyld. Old Realm also serves as the basis
points to spend on Backgrounds. No Background can be for the linguistic component of spells that require speech
raised above 4 without spending bonus points. Dragon- as a prerequisite to casting.
Blooded generally are forbidden to possess six-dot Legendary As the Solars began their conquest of the Wyld, they
Backgrounds no matter how legendary their reputations are, created new languages to assist in the functioning of the
with the exception of Legendary Breeding. Order Conferring Trade Pattern. Each of these artificial
Charms: The Legendary Dragon-Blood gets 70 languages represents a significant modification to Old Realm
Charms, at least 20 of which must come from Aspect or designed to conceptually reinforce reality in the areas where
Favored Abilities. it is spoken. These languages include:
Virtues: The Legendary Dragon-Blood gets five dots Earthtongue is the language associated with the Blessed
to divide among her Virtues, which can be raised to five at Isle itself. Linguistically, it is the new language that is closest
this stage without spending bonus points. in structure and syntax to Old Realm. As it is spoken primar-
Essence: The Legendary Dragon-Blood begins with ily by the lower classes of the Blessed Isle, it is also referred
Essence 5. A Dragon-Blood cannot raise her permanent Es- to as “Low Realm” by cultural elitists.

28
NEW AND ALTERED TRAITS

Flametongue is the language spoken by the people who Jadeborn. It was once intensively studied by early Twilight
dwell in the Threshold regions of the South. It is most notable savants, as the language’s exacting vocabulary contained a
for having an elaborate nomenclature for navigational terms number of peerlessly nuanced terms relating to manufacturing,
calculated to assist caravans in finding their way to the next craftsmanship and creativity, and some keystone concepts of
oasis across hundreds of miles of trackless desert. early motonic theory were found within. It is now considered
Forest-tongue is the language spoken by those who dwell a subject unworthy of interest, as all of its secrets were long
in the trees of the Great Eastern Forest. The East is vitally ago uncovered.
important to the medical profession, as the vast majority • Pelagial: The unique language spoken by the mysteri-
of medicinal plants come from that region. Accordingly, ous pelagials who dwell on the Western sea floor.
a significant portion of medical terminology used across Besides those listed here, there are innumerable other
Creation originated in Forest-tongue. tongues spoken in Creation, albeit by small and insular groups
Riverspeak is the language associated with the River of speakers. The strange gray beings that became so skilled
Province. Riverspeak has also become the most commonly in artifice that the Great Maker Autochthon devoured them
used trade language in all of Creation, with many River- for their hubris left arcane works in their advanced language.
speak trading terms entering into the other languages as Various remnants from the Primordial War may yet retain
loan words. their own rare speech, and occasionally, the Wyld produces
Skytongue is the language associated with the Threshold new breeds with unknown tongues. In remote areas, some
areas of the North. Among Skytongue’s curiosities is that of the more paranoid Solars have magically forced a unique
the language has over 200 different words for snow and ice, language onto the humans who serve them and obliterated
an essential feature for regions where the ground remains their ability to speak any other tongue. Whether they did
snow covered year round. this to facilitate some arcane magical process or simply to
Seatongue is the language as-
sociated with the Great Western
Ocean. As with Flametongue, much
of its artificial syntax is designed to
aid sailors in communicating navi-
gational concepts. Also, Seatongue
is perhaps the most “religious” of the
directional languages, and many of
its most common idioms are inter-
woven with subtle prayers to local
sea deities. Every “hello” or “goodbye”
spoken in Seatongue subtly praises
the sea and weather gods and helps
to make sure that weather patterns
in that turbulent region evolve in
ways helpful to the Order Conferring
Trade Pattern.
In addition to the directional
languages, other important languages
include:
• Clawspeak: An artificial
language created by Lunar savants to
make it easier for Stewards to “write”
while wearing animal forms.
• Dragontongue: The first
artificial language, created centuries
ago by the Dragon Kings as a way of
establishing social dominance over
the humans who served as their
slaves at the time. The Dragon Kings
themselves call this language “High
Holy Speech.”
• Rocktongue: The language of
Autochthon’s strange children, the

29
CHAPTER ONE: FIRST AGE CHARACTER CREATION

make it impossible for those humans to live anywhere save of the Background. Possessing a Legendary Background is a
under the Solars’ protection is not debated openly. Some twin-edged sword, though. Creation’s most powerful Exalts
Solar linguists even speculate that it is possible to develop rely upon these Legendary Backgrounds as the source of
“programming languages” to aid in the creation of animat- much of their authority. Such luminaries do not take kindly
ing intelligences or, more disturbingly, help to reinforce the to young upstarts throwing around Legendary Backgrounds
power of Social-keyword Charms by devising a language that in a reckless or impudent manner. Tread cautiously. Neither
overrides the listener’s will. mortal nor Dragon-Blooded characters may possess Legend-
ary Backgrounds, except Legendary Breeding, which is only
LORE open to Terrestrials.
In the First Age, virtually every human in Creation has
Some Backgrounds are interconnected. That is, to ac-
at least one dot in Lore. The educational system enacted
quire a rating above a certain level, the character must also
by the Solar Deliberative is comprehensive, and literacy is
have a commensurate rating in a different but connected
nearly universal. Any character who begins without any dots
Background. This concept is explained more fully under
in Lore most likely represents a child who was shipwrecked
each relevant Background.
on a desert island or abandoned by his parents to be raised by
wolves. Even then, Exalted instructional Charms and technol- ACQUAINTANCES (SIDEREALS ONLY)
ogy would see that such a “wild child” could be inculcated As agents of the Bureau of Destiny, the Sidereal Ex-
with a rudimentary education (sufficient for Lore 1) within alted have a peerless understanding of fate and destiny as
a few weeks. It is unheard of for an illiterate person to Exalt, those concepts apply to everything in Creation, especially
let alone be allowed into polite Exalted society without first to mortals. Over the centuries, the Five-Score Fellowship
achieving the equivalent of Lore 2. has developed many innovative techniques for exploiting
that understanding. For example, Sidereal astrologers real-
OCCULT ized early on that the Loom of Fate placed exacting limits
In the First Age, magic and science are so integrated
on each Sidereal’s ability to manipulate it via astrological
that basic magical principles are taught to small children in
effects. Specifically, it is impossible for any Sidereal Exalt
public schools. Any reasonably educated person has Occult
to have more concurrent astrological effects in effect than
1 or higher.
he has dots of permanent Essence. Usually. By interweaving
RIDE his own destiny with that of a mortal (either through the
In the First Age, the Ride Ability, in addition to being Breaking the Wild Mortal Charm or simply establishing a
used to control mounts and other beasts of burden, is also rapport with her), the Sidereal can subsume her fate into his
used for piloting rolls for certain types of artifact vehicles. own… for bookkeeping purposes, anyway. Sidereals euphe-
Specifically, a character must use her Ride Ability when mistically refer to mortals with whom they have established
piloting one-person vehicles that, because of their design, such a relationship as “acquaintances.”
handle like horses. Examples of such artifacts include swift Essentially, a Sidereal’s acquaintances are mortals whom
riders, Windblade-class personal transports, warbirds and the Sidereal considers friends (or at least treats as friends, if
clockwork steeds. only to gain the benefits of this Background). The Sidereal
SAIL must visit his acquaintances regularly and maintain genial
In the First Age, the Sail Ability, in addition to being relations with them. More importantly, the mortal cannot
used to operate and maintain conventional water vehicles, know that the Sidereal is an Exalt. The effect that allows
is also the default Ability used for piloting large land and Sidereals to use acquaintances essentially involves using the
air vessels, which handle similarly to First Age watercraft. Loom’s own properties to deceive the Loom itself. Accord-
Examples of such artifacts include battle carriers, traveling ingly, the effect relies on manipulation of the constellation
pagodas, skysleds, and Manta-class transports. known as the Mask, and taking advantage of this effect
requires the Sidereal to actively employ deception against
BACKGROUNDS the person whose fate he is appropriating.
The following Backgrounds are available to Exalted char- Each dot of Acquaintances represents a number of
acters. Some Backgrounds are limited in who can possess them. people who know the Sidereal under a cover identity and
For example, only Dragon-Blooded may possess the Breeding not as an Exalt. Because acquaintances perceive the Sidereal
Background (or even derive any benefit from it, since only through the lens of the Mask, the Sidereal does not need
Terrestrial Exaltation is passed through family lines). to go to elaborate lengths to deceive the mortal about her
Backgrounds are rated from 1 to 5. Celestial Exalts who identity. The player decides how her acquaintances know
possess a permanent Essence of 5 or higher can purchase Leg- her character. They might think of her as the woman who
endary Backgrounds. Essentially a sixth dot in the relevant tells the best stories or that merchant who always has sweets
Background, a Legendary Background provides incredible for the kids. There is no support for these front identities.
benefits far in excess of those granted by the lower levels An acquaintance who decides to visit “that cloth merchant”

30
NEW AND ALTERED TRAITS

for his daughter’s wedding can’t find her store, but he won’t
think much of it afterward.
For each dot in this Background, the Sidereal can
increase by one the number of concurrent astrological ef-
ACQUAINTANCES IN THE AGE OF SORROWS
The ability of the Sidereals to use the Mask in order
fects he can maintain. There is no such thing as Legendary
to benefit materially from acquaintances will be crippled
Acquaintances. Manipulating the Loom to that extent is
after the Usurpation. Desperate to avoid censure for
beyond even elder Sidereals.
its role in the overthrow of the Solar Exalted, the
Trait Effects:
Bronze Faction wreaks widespread astrological damage
X None. You’ve made no effort to connect with any calculated to occlude not just its role in the Usurpation
mortals. Why? but also its very existence, stretching the Mask to its
• One person, such as a merchant or a courtesan, breaking point—and beyond it. The Breaking of the
thinks of you as a friendly acquaintance, and then Mask successfully makes it impossible for Sidereals to
only when he sees you. +1 concurrent astrology be prosecuted by any god of Yu-Shan for their role in
effects. the Usurpation. Unfortunately, it also inflicts on the
Sidereals the curse of the Arcane Fate, which makes
•• A small handful of people recognize you, remem-
it nearly impossible for anyone to even remember who
ber your name and think well of you when they
the Sidereals were, including their mortal friends and
see you. Alternatively, more people know you as
allies. Even worse, the damage to the Mask prevents the
no more than a friendly stranger. +2 concurrent
Sidereals from using many of its effects for astrological
astrology effects.
purposes. Sidereals lose the ability to use the ascending
••• A close-knit group welcomes you warmly as one and descending destiny effects associated with the Mask
of its own, though the regulars almost never miss on themselves, and with it, they lose the ability to trick
you when you’re gone. Examples include opium the Loom of Fate into allowing them extra astrology
den regulars, inhabitants of a tiny farming village effects through the Acquaintances Background.
or a group of bandits. Alternatively, more people Acquaintances are still quite useful in the Age of
recognize and think well of you. +3 concurrent Sorrows, though. A Sidereal can still develop acquain-
astrology effects. tances, and such mortals will remember the Sidereal
•••• You’ve developed a close relationship with one (to an extent), allowing the Sidereal to develop limited
mortal, and several mortals consider you a per- versions of the Allies and Contacts Backgrounds.
sonal friend. Alternatively, you have up to three
tight groups that happily acknowledge you among
them and a spread of casual acquaintances as well.
Your fronts can be the same identity in multiple The ally relationship is typically (but not always) a peer
places, multiple identities among the same group relationship in which the two characters hold roughly equal
(in which case you choose which is “on” when you power and status. If there is a gross power disparity among
approach that group) or combinations thereof. +4 the two characters in favor of the Storyteller character, the
concurrent astrology effects. Storyteller may declare that the relationship is unequal and
that the player must purchase the Mentor Background instead.
••••• Your front gives you a recognized social position
Purchasing a character as a mentor is actually cheaper than
among a community as large as a town, city neigh-
buying him as an ally, but only because the mentor is clearly
borhood or group of similar size. The Connections
in the dominant position. Allies trade favors all the time. A
Background for the same sort of group can enable
character must request a favor from his mentor, who is free
a character to wield these acquaintances more ef-
to demand a service from her student.
fectively. Alternatively, you have as many as five
The player can, however, establish an ally relationship
lesser fronts. +5 concurrent astrology effects.
in which he is more powerful than the other character. The
ALLIES traits here indicate the general power level of an ally at each
An ally represents a character under Storyteller control dot level, but the player can opt to take a lower power ally
with whom a player’s character has some kind of mutu- than his dot rating would indicate. The difference between
ally beneficial relationship. They could be friends, business the actual rating and the ally character’s traits represents
partners, lovers or peers in the same organization. Allies in some hold over the ally that gives the character greater in-
Dreams of the First Age are generally more powerful than fluence over her. For example, an Influential Dragon-Blood
allies from Exalted. Since the players’ characters themselves typically represents a two-dot ally. If the player purchases an
are more powerful, they have little need of help from their Influential Dragon-Blood ally at the four-dot level, the ally
social and physical inferiors. is extremely loyal to and protective of the character and is

31
CHAPTER ONE: FIRST AGE CHARACTER CREATION

more likely help him even when doing so puts her at personal minor magical weapons. A mortal could wield an artifact
risk. If the player purchases the same Dragon-Blood at the weapon, provided he can afford one, he can get the permit
five-dot level, she might be hopelessly enamored of him or to carry one and he can figure out to attune one.
he might know some dark secret that allows him to blackmail The last requirement is not as onerous as it sounds.
the Dragon-Blood into utter obedience. In this era, many mortals have been trained to manipulate
Celestial Exalted are frequently supported by entire Essence in minor ways sufficient to attune a low-level magi-
squads of Dragon-Blooded employees, bodyguards, soldiers cal device. Furthermore, the technology exists to dedicate
and lackeys. Unless one of these Dragon-Bloods is particularly a hearthstone to a magical weapon so that anyone can use
powerful and has a particularly close relationship with the it, although such dedicated hearthstones are prohibitively
character, such lackeys are better described by the Hench- expensive for all but the wealthiest of Exalted. Modifying
man Background. a magical device so that it will function properly in mortal
Trait Effects: hands increases the Arsenal rating of the item by one and
X You have no powerful allies, though you might have also requires the character to dedicate a hearthstone with a
mortal or even inferior Dragon-Blooded servants rating equal to the item’s adjusted rating to its operation.
(as represented by the Retainers Background) or The Solar Deliberative classifies magical weapons and
soldiers under your authority (as represented by armaments based on their power and versatility. This clas-
the Command or Henchman Backgrounds). sification is represented mechanically by the device’s Arsenal
rating. It is trivially simple for any Celestial Exalt to acquire
• Your ally is a starting Dragon-Blooded character, an Arsenal rating of 1 or 2, and if such a character begins
a Dragon King, a minor terrestrial god or an ex- without any dots in Arsenal, it is because he has simply not
tremely influential mortal. bothered to fill out the requisite paperwork. Technically, there
•• Your ally is a starting Lunar or Sidereal, an In- is a five-day waiting period before even an Exalt can legally
fluential Dragon-Blood, an elder Dragon King, a purchase Essence-projecting weapons, but that restriction
major terrestrial god, a minor god of Yu-Shan, or is seldom enforced against Celestial Exalts with any degree
a Jadeborn. of influence. Simpler artifact weapons such as daiklaves and
powerbows can be acquired in an afternoon once an Exalt
••• Your ally is a starting Solar character, an Established
has registered the weapons with I AM.
Lunar or Sidereal character or an important god
The Arsenal Background doesn’t just represent the
of Yu-Shan.
character’s ability to outfit himself with powerful weapons.
•••• Your ally is an Established Solar character, an It also represents his ability to outfit any troops he has as
Influential Lunar or Sidereal, a Legendary Dragon- part of his Command Background (see pp. 35-36). If the
Blood, a celestial censor or a division head in character’s Arsenal and Wealth ratings are each two dots
Yu-Shan. higher than he needs to acquire a particular weapon and his
••••• Your ally is an Influential Solar character, a Leg- Arsenal rating is higher than his Command rating, he can
endary Lunar or Sidereal character or a bureau supply such weapons to his troops in sufficient numbers to
head in Yu-Shan. add bonus dice in mass combat.
Trait Effects:
LEGENDARY ALLY
This ally could potentially reshape Creation itself ac- X None. Your troops (if you have any) must make
cording to your request. Perhaps your ally is one of Creation’s do with mundane swords and armor… and hope
Legendary Solars such as Queen Merela or the Hierophant. that no Fair Folk show up. Personally, you have
Or perhaps you have somehow found the favor of one of access to minor thaumaturgical talismans and
Yu-Shan’s most powerful deities. Any being in Creation or alchemical potions that are unregulated by the
Yu-Shan save the Unconquered Sun or Gaia can represent Deliberative and that you can easily afford even
a legendary ally, though only a fool calls upon a legendary without Celestial resources.
ally for anything but the direst of circumstances. • You possess basic magical armor and weapons, as
ARSENAL well as more powerful thaumaturgical talismans.
In the First Age, the science and art of weapon manufac- You can arrange for select mortal retainers to re-
ture has been raised to dizzying heights, with the result that ceive gunzosha armor, but you don’t have clearance
magical weapons that will one day be considered priceless to field an entire gunzosha unit. Such armaments
artifacts are sometimes given out as graduation presents to have a Wealth cost of 1 if the character is supply-
friends or even acquaintances after their commencement ing the retainers himself.
from a military academy. In this era, a vast infrastructure •• You can acquire personal Essence-discharge
exists for the creation and maintenance of artifact weapons. weapons or magical power armor such as common
As a consequence, anyone sufficiently wealthy can purchase warstriders or dragon armor. You can arm your

32
NEW AND ALTERED TRAITS

soldiers with minor thaumaturgical talismans, Might. Such armaments have a Wealth cost of 4
ashigaru armor or alchemical weapons in sufficient if the character is supplying the unit herself.
numbers to add a +1 bonus to the unit’s Might. ••••• You can purchase an intelligent royal warstrider
Such armaments have a Wealth cost of 2 if the for yourself. Your arsenal includes massive Essence
character is supplying the unit herself. weapons capable of decimating a city. Your personal
••• You can acquire magical siege weapons, field command ship is the equivalent of a Dawning Sun
Essence-weapons or a noble warstrider. You can Indomitable-class heavy battlecruiser, which is sup-
purchase personal flying or aquatic craft with ported by multiple indomitable conquest platforms
military capabilities. You can equip your soldiers and probably at least one thousand-forged dragon.
with more sophisticated thaumaturgical weapons Those soldiers under your command who are not
or outfit enough soldiers with gunzosha armor to wearing power armor or warstriders are armed with
add a +2 bonus to the unit’s Might. Such arma- heavy Essence-discharge weapons and protected
ments have a Wealth cost of 3 if the character is by personal Essence force shields. You possess an
supplying the unit herself. extensive collection of unique and arcane large
•••• You can purchase troop transports (land-, air- or p , such as intelligent
theater weapons, g acids that
sea-based), as well as personal command ships swim toward enemy vessels in the water and eat
comparable to a light cruiser. You can acquire through any parts of the ship not protected by
intelligent automaton soldiers or bio-engineered magical materials or missiles that turn every living
“super-soldiers.” You can equip your soldiers with thing within a one-mile radius to glass. This level
Essence-discharge weapons or of Arsenal adds a +4 bonus to the unit’s Might.
magical power ar- Such armaments have a Wealth cost of 5 if the
mor. This level character is supplying the unit herself.
of Arsenal adds LEGENDARY ARSENAL
a +3 bonus You possess at least one weapon of mass destruction oon n
to the unit’s par with a directional Titan or the Eye of Autochthon, or el
else
lse
you have dozens of thousand-forged dragons that are undunder
der
your exclusive control. If you don’t have Backing or
Connections commensurate with th this
his

33
CHAPTER ONE: FIRST AGE CHARACTER CREATION

Background, you had better keep it secret or risk turning the to possess magical armaments and weapons, while Panoply
entire Deliberative against your “rogue state.” The Delibera- governs her ability to acquire powerful magical items that
tive is probably very worried. The armaments supplied to do not have military or combat applications.
your forces make them a match for any force in Creation or Wealth permits the character to purchase any item that
Yu-Shan, provided that you also have Legendary Backing she can afford and that she is authorized to own. Mortal
or Wealth to pay for their upkeep. The Storyteller may also and Dragon-Blooded characters substitute (their Resources
require you to possess other traits in order to properly use such ratings – 2) for Wealth. The general rule is that if the char-
an artifact (such as, for example, high levels of Willpower acter has a Resources or Wealth rating one dot higher than
and Occult in order to use the Eye of Autochthon success- necessary to purchase an item, he can purchase an infinite
fully). Add a +5 bonus to your unit’s Might. number of such items without reducing his Background rat-
ing. For most purchases, that rule still applies. As a practical
ARTIFACT matter, though, the Solar Deliberative tracks all purchases
The Artifact Background functions essentially as de-
of magical weapons and takes a dim view of stockpiling. An
scribed in Exalted, p. 111, subject to the following conditions.
Exalt is legally limited to the amount and type of ordinance
First, the character must purchase each artifact separately.
determined by his Arsenal rating as it applies to mass combat.
Second, artifacts represented by this Background generally
The effects of illegally exceeding that limitation are left to the
represent devices acquired in the past that are beyond the
Storyteller’s imagination. Simple artifact weapons and armor
character’s normal power to acquire. Accordingly, a charac-
that do not have Essence-manipulating technologies built
ter can have an artifact that exceeds her Arsenal, Backing,
into them are very easy to produce in this era. Accordingly,
Panoply, Resources or Wealth ratings, although possession of
reduce the Artifact cost for artifact melee weapons, martial
such artifacts might be illegal depending on the character’s
arts weapons, powerbows and armor by one (to a minimum
circumstances.
of one dot).
Because most magical items produced in the First Age
The character’s Panoply rating represents the effective
are the result of assembly-line factory-cathedrals, all but
limit on how many and what kind of artifacts without military
the most powerful artifacts can actually be purchased with
application she can legally purchase. In this case, the limita-
money (i.e., the Resources Background used by mortals and
tion does not, for the most part, reflect the Deliberative’s
Dragon-Blooded, or the Wealth Background used by Celes-
involvement. (As far as that body is concerned, an Exalt
tial Exalts). There is little need for a player to purchase an
can buy as many flying chariots as she wants.) Instead, the
artifact with Background or bonus points if the character has
limitation arises simply due to the practical limits of magi-
ratings in other Backgrounds that would allow her to simply
cal construction. While simple devices such as I AM glyph
buy the artifact outright. For example, a standard daiklave
readers are mass-produced and therefore omnipresent, more
is a two-dot artifact if purchased with this Background. If
sophisticated wonders are the product of gifted Exalted arti-
the character already has Arsenal 2 and either Backing 3
sans. Or, if you prefer, artistes. It’s not enough to be able to
or Wealth 3, however, he could potentially buy as many
afford a set of silk armor. You also have to be able to persuade
daiklaves as he wanted.
Iatrixian the Weaver—the Solar who invented the process
Yet even in the First Age, all but the most basic items—
for giving silk robes the properties of steel—that you’ll look
and especially, those common items that the Solars mass
sufficiently fabulous in the indestructible-yet-fashionable
produce for the express benefit of mortals—are still prohibi-
clothing she designs.
tively expensive for anyone other than Celestial Exalted.
The Artifact Background can be taken multiple times,
Furthermore, the more powerful or potentially dangerous an
with each time representing a separate artifact. A character
item is, the more likely it is that the Deliberative will take
can buy as many individual artifacts as she wants, though,
steps to keep it out of mortal hands through legislative means.
as long as her Arsenal or Panoply rating (depending on the
For example, it is illegal for private mortal citizens to own
type of device) is high enough to allow her access to that
Essence-based weapons without a special permit from the
device—and as long as her Wealth rating is at least one dot
Deliberative or from a Celestial employer who is willing to
higher than the item’s Artifact rating. If her Wealth rating
be held liable for the mortal’s actions. It is similarly illegal for
is merely equal to that of the item, purchasing it will reduce
private citizens to own a beast of resplendent liquid without
her permanent Wealth rating by one.
special authorization, since the Deliberative does not care to
Finally, Backing can also take the place of Wealth,
see someone loose massive quantities of potentially addictive
allowing the character to “borrow” items from the organiza-
drugs among Creation’s mortals.
tion to which he belongs for limited periods of time. A list
Mechanically, the public availability of an artifact of a
of common (and some uncommon) magical items can be
particular rating is governed by the interplay of four Back-
found on pages 40-41, along with the Backgrounds required
grounds: Arsenal, Backing, Panoply and Wealth, each of
to purchase them.
which is discussed more fully under its individual description
Characters cannot begin with Legendary Artifacts (i.e.,
in this chapter. Arsenal governs the character’s legal authority
artifacts with an N/A rating) absent Storyteller approval.

34
NEW AND ALTERED TRAITS

Characters might be able to acquire such artifacts with the BREEDING (DRAGON-BLOODED ONLY)
Legendary Arsenal or Panoply ratings, but only after meeting Among Dragon-Blooded Gentes, Breeding represents the
the other requirements of those Legendary Backgrounds. If purity of an Exalt’s bloodline and the strength of the power
such an artifact comes into the character’s hands without of the Elemental Dragons that flows through it. Breeding
him having the authority to possess it, however, it has done confers two benefits. First, as a Dragon-Blood’s Breeding
so only through the will of the Storyteller. increases, so does his ability to harmonize Essence. Accord-
BACKING ingly, each dot of Breeding grants him extra motes of Essence
Your character is an important member of an or- to add to his Personal and Peripheral Essence pools. Second
ganization, such as the Deliberative, the Solar Fleet, (and more important for the more status-conscious Dragon-
the Bureau of Destiny (or some other heavenly bureau) Blooded), the higher a Terrestrial Exalt’s Breeding is, the more
or the Silurian Academy. The higher her rating is, the likely it is that his children will Exalt as well. Although the
more important she is to this organization’s function and Deliberative has made it legal for Dragon-Blooded to mate
the more freedom she has to direct the organization’s with non-Exalts, most Dragon-Blooded families continue to
resources. With Storyteller approval, this Background carefully arrange their intermarriages to make sure that their
can be taken multiple times to reflect authority in dif- ancestral power is preserved.
ferent organizations. Trait Effects:
Trait Effects: X Your family tree is unremarkable.
X You do not involve yourself with any other Exalted • +1 to Personal Essence pool; +2 to Peripheral
body except for a pro forma membership in the Essence pool.
Deliberative (for Celestial Exalted) or your familial
•• +2 to Personal Essence pool; +3 to Peripheral
bonds (if you are Dragon-Blooded). Even in those
Essence pool.
bodies, you have cultivated no base of support.
Why is that? ••• +3 to Personal Essence pool; +5 to Peripheral
Essence pool.
• You are a lower officer or minor functionary in
the organization. •••• +4 to Personal Essence pool; +7 to Peripheral Es-
sence pool; -1 mote from the cost to activate your
•• Your character is a mid-level officer, the head
anima banner; +1 on the roll to see if your child
of a small department or some similarly situated
Exalts.
position.
••••• +5 to Personal Essence pool; +9 to Peripheral Es-
••• Your character is moderately powerful and has
sence pool; -2 to the cost of activating your anima
many people working under her.
banner; +2 on the roll to see if a child of yours
•••• Your character is extremely powerful and typically Exalts.
is only a few rungs below those who control the
LEGENDARY BREEDING
organization.
You are one of the tiny handful of Terrestrials whose
••••• Your character is one of the most important figures blood is completely unsullied. None of your ancestors ever
in the organization. While her authority is not saw fit to dally with mortals, demons, petty gods, or any
absolute, she can influence the activities of the other beings beyond the mandate of the Elemental Drag-
entire group in important ways. ons. Your blood is as pure as that of the first generation of
LEGENDARY BACKING Dragon-Blooded, and were you to have children with another
You have the complete support of an organization character possessing Legendary Breeding, their Terrestrial
whose reach is potentially Creation-wide. Furthermore, Exaltation would be guaranteed. You add +6 motes to your
while you officially “work for” the organization, you Personal Essence pool, +11 motes to your Peripheral Essence
pretty much run it. The only people who can balk you pool, and reduce the cost of activating your anima banner
in your decisions regarding the organization’s activities by three. Unfortunately, your anima markings are so clearly
are other characters who also have Legendary Backing. apparent that the difficulty of any attempt to pass as a mor-
While several Solar luminaries have Legendary Backing tal increases by two. Unlike other Legendary Backgrounds,
from the Solar Deliberative and routinely block each Legendary Breeding may be taken before Essence 5—but
others plans, other Solars rule slightly less important only with Storyteller approval.
bodies with an iron fist. Grand Admiral Kendik Arkadi COMMAND
has this level of authority over the Solar Fleet, although Because of the character’s wealth, family backing or
he is cautious not to overplay his hand lest his rivals in actual military rank, he has command of one or more military
the Deliberative unite against him and attempt to remove units. Such units might be divisions within the Legions of
him from his position. the Deliberative or the Solar Fleet, a Celestial Exalt’s private

35
CHAPTER ONE: FIRST AGE CHARACTER CREATION

army, a city guard or a mercenary company. Most major Background. It is considered a waste of resources to put an
Dragon-Blooded Gentes also place significant military forces Exalt in charge of a unit with a Magnitude of only 1, but
at the disposal of their Celestial patrons, forces usually under young Dragon-Blooded are sometimes assigned to serve as
the direct command of Dragon-Blooded officers when not squad leaders as part of their training.
at their patrons’ beck and call. Trait Effects:
This Background grants only command authority over X None. Either you haven’t yet earned the right to
the troops in question. The default assumption is that the lead troops or you have no interest in doing so.
troops actually belong to someone else, such as the Delibera-
tive or some independent body. A character who wishes • The sum of your unit’s Magnitude and Might is 2
to build an army for her own private purposes must also (plus any bonus gained from Arsenal). If you are
see to it that the unit is fully funded and, in the case of personally funding this unit, you must also have
larger units, has its own officer corps. These requirements Wealth •• (for equipment and payroll).
must be met through additional Backgrounds, which may •• The sum of your unit’s Magnitude and Might is 4
include Allies, Connections, Retainers, Wealth and more (plus any bonus gained from Arsenal). If you are
at the Storyteller’s discretion. Arsenal is also required if personally funding this unit, you must also have
the force uses magical weapons of any sort, although a Allies •• (for junior officers), Connections • (for
force without such equipment is at a serious disadvantage gathering intelligence and establishing military
against any force that has them. (See p. 32 for a descrip- contracts), Retainers • (for specialist officers) and
tion of how the Arsenal Background interacts with the Wealth ••• (for equipment and payroll).
Command Background.)
••• The sum of your unit’s Magnitude and Might is 6
Generally, the size and character of the unit under the
(plus any bonus gained from Arsenal). If you are
character’s command is determined by its Magnitude + Might
personally funding this unit, you must also have
(see Exalted, pp. 159–161). The unit’s Magnitude governs
Allies •••, Connections •••, Retainers ••• and
how many individual soldiers serve in it. The unit’s Might
Wealth ••••.
governs what percentage of the unit consists of Exalted and
other magical beings. Any bonuses added to Might through •••• The sum of your unit’s Magnitude and Might is 8
superior equipment are represented by the character’s Arsenal (plus any bonus gained from Arsenal). If you are

36
NEW AND ALTERED TRAITS

personally funding this unit, you must also have •• Two major contacts and several minor ones within
Allies ••••, Connections ••••, Retainers •••• your area of influence, giving you a significant
and Wealth ••••. amount of pull in a citywide area.
••••• The sum of your unit’s Magnitude and Might is 10 ••• Three major contacts and a large number of minor
(plus any bonus gained from Arsenal). If you are ones. You are a person of regional importance.
personally funding this unit, you must also have
•••• Five major contacts and a horde of lesser ones.
Allies •••••, Arsenal •••, Connections •••,
You are one of the most influential figures in
Retainers ••••• and Wealth •••••.
the region.
LEGENDARY COMMAND
You are one of Creation’s most prominent and highly ••••• You know all the major power players in your
ranked generals. Alternatively, your dominion includes an area of influence, and they all acknowledge your
enormous military force loyal exclusively to you. You prob- importance and at least consider your advice.
ably command 10,000 soldiers or more, most of whom are LEGENDARY CONNECTIONS
likely Dragon-Blooded. The sum of your unit’s Magnitude Your knowledge about the inner workings within your
and Might is 12. If you are funding this incredible force area of influence are so complete that your rivals suspect you
personally, you must meet all the Background requirements of having a spy network in place (which you probably do).
of the five-dot level of Command but must also have Leg- You effectively control the organization’s infrastructure at the
endary Resources (and Legendary Arsenal if you wish to Creation-wide level and can do as you wish with it except
equip your army with magical weaponry). where others with this level of influence interfere.
CONNECTIONS CULT
Creation functions as a complex web of interacting Gods know that worship gives them power. Your
societies, each with its own institutions, foundations and character also learned this lesson and has worshipers who
social orders. The Connections Background represents the honor her as their patron goddess. Indeed, she might not
ability to gain information, to trade favors and to network have even set out do to so. Celestial Exalted in particular
with other Exalted. Characters with connections shape are so widely venerated that all of them have an effective
society, while simultaneously protecting their assets and Cult rating of 1 without doing anything to acquire it other
gaining prestige. than having their identities publicly known. The problems
Each area of influence represents a separate potential
Background. For example, a well-connected Lunar character
might have Connections (Military) 4, Connections (The
Deliberative) 2, Connections (The Bank of the Treasury) 4 BACKING VS. CONNECTIONS
and Connections (Rathess) 5, in addition to many others. At first glance, the Backing and Connections
Ironically, the value of a character’s connections is Backgrounds would seem to overlap. The distinction
inversely proportional to how expansive the relevant area lies in what the two Backgrounds actually allow a
of influence is. That is, a character who has Connections character to do. Backing represents the application of
(The Solar Navy—Eastern Fleet) 3 can effect more change resources and personnel that are not directly under the
than a character with Connections (The Solar Navy) 3, but character’s personal control. Connections represent
the first character’s area of influence is confined to a more the character’s understanding of an organization’s
limited geographic area. The entire Solar Navy is home to structure (including its secrets) and his ability to
dozens of high-Essence luminaries who attempt to shape direct its overarching agenda. The two can interact
its Creation-wide functioning, but if an Exalt focuses his freely when a character has both the backing of an
attention on gaining connections within a specific the- organization and connections to those who actually
ater, he has less competition. Similarly, it is much easier run it. It is not necessary, however, for a character to
to exercise influence over a single sorcery academy than have the backing of an organization in order to have
over Creation’s entire magical education infrastructure, made connections within it and vice versa. The most
or to control a single city-state more completely than a talented field agents of the Bureau of Destiny often
large territory. have unlimited backing but no pull when it comes
Trait Effects: to defining the agency’s agenda. Similarly, the deal-
makers of the great Dragon-Blooded Gentes have vast
X None. You lack any ties to the group in question. webs of connections within even the Deliberative
• You possess at least one major contact (and a hand- itself, but they would be looked at as insane if they
ful of minor ones) in the group and are moderately demanded actual authority within that body.
influential at the local level.

37
CHAPTER ONE: FIRST AGE CHARACTER CREATION

arise when Solars (and other Exalted) move beyond that sacred to you where you rule either symbolically
meager limit. or in truth. Once every 12 hours, you gain back
Technically, having a Cult rating higher than 2 is illegal a point of temporary Willpower, and your cult
and punishable by severe sanctions depending on the situation gives you four additional Essence motes per hour.
and the status of the Exalt in question. As a practical matter, Both the Deliberative and the Bureau of Heaven
however, Solars tend to overlook such transgressions among certainly know of you and may soon attempt to
both their own peers and their Lunar mates, except when the move against you unless you have powerful back-
particular rites associated with the cult violate the precepts ing or allies.
of the Church of the Unconquered Sun. Things are tougher ••••• Many people throughout one of the four quarters
for Sidereals. Their activities are closely monitored by the of Creation worship you. There, you are the de-
Bureau of Heaven, which frowns severely on Sidereals who ity of some major sphere of life such as hunting,
play at being gods. Dragon-Blooded who acquire significant war or procreation. The people hold seasonal
cults risk the death penalty, but Celestial Exalts can usually festivals in your honor, children bear your name,
get off with a steep fine and suppression of the cult’s religious and many claim that their actions are done to
orders, assuming they receive any censure at all. aid you and your cult. Every six hours, you gain
No Exalt in recorded history has ever achieved a Leg- a point of temporary Willpower, and you regain
endary Cult rating, although some historians think Solar six motes per hour from the constant prayers.
Queen Merela was close when she was forced to relinquish The gods are openly jealous of your power, and
much of her authority. movement in the Deliberative to censure you
Trait Effects: could be inevitable.
X You have no worshipers and are most likely a lowly
Dragon-Blood or a reclusive Sidereal.
FAMILIAR
The Familiar Background functions exactly as outlined
• You have a small but devoted cult. Perhaps six in Exalted, p. 112.
acolytes tend a few shrines and make offerings LEGENDARY FAMILIAR
to you. Every morning when you awaken, you A Legendary Familiar is an intelligent and loyal creature
automatically gain one additional point of tem- of enormous power and/or versatility. Smaller behemoths and
porary Willpower. All Solar and Lunar Exalted intelligent tyrant lizards are possible examples of a Legendary
possess this level of the Cult Background. All Familiar. All such creatures also possess the Essence-replen-
Celestial Exalted possess this level of the Cult ishing properties of a small Familiar 3 animal.
Background.
•• The members of one large community or several
HEART’S BLOOD (LUNARS ONLY)
Heart’s Blood functions in the First Age exactly as it does
small ones worship you. Several hundred people
in the Age of Sorrows. This Background represents the size
make daily prayers and small offerings to you.
and versatility of a Lunar Exalt’s internal library of shapes she
You gain a point of temporary Willpower every
can adopt with her shapeshifting powers. The mechanics of
morning and regain two motes of Essence per
this power function as outlined in The Manual of Exalted
hour from worship. Many Solars and a few Lunars
Power—The Lunars, pp. 109–110.
possess this level of the Cult Background.
Trait Effects:
••• You are venerated in a large region. Several
X You have only your true forms—your human shape
thousand people daily seek your favor or forbear-
and your spirit shape.
ance. (Characters who are god-kings of a single
city have this level of worship.) You may regain • 1–3 additional, distinct forms
one point of temporary Willpower once every 24 •• 4–10 additional, distinct forms
hours as a reflexive action. You gain three addi-
tional motes of Essence per hour from the power ••• 11–20 additional, distinct forms
of the cult. Some members of the Deliberative •••• 21–40 additional, distinct forms
have begun murmuring with distaste about your ••••• 41+ additional, distinct forms
worship, which, at this level, is patently illegal.
It is a capital offense for any Dragon-Blood to LEGENDARY HEART’S BLOOD
achieve this level of cult worship. The rare Lunar who has mastered her shapeshifting
powers to the nth degree achieves this level. The Lunar has
•••• An entire nation honors you. Tens of thousands 25 additional, distinct forms that exclusively represent the
revere you as one of their primary deities. Regional stolen shapes of mortals, magical creatures or other unusual
festivals in your name draw merchants and traders life forms. In addition, she is assumed to have the shape of
from surrounding lands. You might have a city

38
NEW AND ALTERED TRAITS

any mundane animal in her library. She can continue to while more detailed rules are presented in Chapter Two of
pursue unique specimens of mundane animals if she desires The Books of Sorcery, Vol. III—Oadenol’s Codex. The
(or allocate some of her 25 extra forms to them), but for a specific benefits of a character’s Manse Background rating
garden-variety specimen of any particular animal, it’s just in the First Age are defined here. All Solar characters begin
assumed that she drank its Heart’s Blood at some point over with one free one-dot manse located somewhere in Meru,
the centuries. most commonly an Earth- or Air-aspected one unless the
Solar spends Background points to improve his manse’s
HENCHMEN quality. Other manses may be located anywhere in Creation
Henchmen are generally mortal or Dragon-Blooded
or in Yu-Shan. A character can own a manse in Yu-Shan
characters who have sworn oaths of fealty to the character.
only if he meets one of the following criteria, however: (1)
Who these characters are depends on the character who holds
he is a Sidereal Exalt, (2) he is a Solar or Lunar Exalt who
this Background, although nearly any character concept can
possesses a rating in the Backing Background (represent-
be justified. A high-ranking officer might count his subor-
ing a heavenly employer) equal to the rating of the manse,
dinate officers as henchmen, while a savant or businessman
(3) he is a Solar or Lunar Exalt who possesses dots in the
might do the same for his bodyguards. Religious leaders
Connections Background representing contacts in Yu-Shan
invariably attract acolytes, while crime lords are surrounded
equal to (the cost of the Manse + 2). A manse can never be
by thugs and assassins. In game terms, they are all (or can
acquired solely through any combination of Resources, Sal-
be) henchmen.
ary or Wealth, although such Backgrounds may “grease the
The default assumption is that a henchman is a heroic
wheels” for the character in the form of bribes to influential
mortal, created under the rules outlined in Exalted, p. 81. Such
Deliberative members.
a heroic mortal gains a Favored Ability based on his roles.
Trait Effects:
A spy might have Stealth or Larceny, while an apprentice
might have Occult or Lore. Henchmen are typically quite X If you are a Solar Exalt, you have a single one-dot
loyal. Celestial Exalted may have lower ranking Dragon- manse (Air- or Earth-aspected) in Meru. If not,
Blooded as henchmen. Choosing them increases the rating you have no manse of your own and have not
of the Background by one. That is, with Henchmen (Dragon- been permitted to attune to anyone else’s. Who
Blooded) 3, your character will have three Dragon-Blooded in Creation have you offended?!?
henchmen instead of six mortal ones. These Dragon-Blooded • The character has been attuned to several lesser
henchmen count as “Young Dragon-Blooded” (see p. 27). If manses (level-1 and -2) and holds a single level-1
the henchmen are all starting Dragon-Blooded, the value of or -2 hearthstone.
the Background rating increases by another dot.
There is no Legendary Henchmen trait. Such resources •• The character has attuned to numerous lesser
are better described by other Backgrounds, such as Com- manses and possesses over three levels worth of
mand or Retainers. Mortals may possess the Henchman hearthstones, with none exceeding level 2.
Background up to the five-dot level, but such henchmen ••• The character has been attuned to a small number
are never Exalted. of moderately powerful manses or dozens of lesser
Trait Effects: ones. She holds six levels of hearthstones, possibly
X None. You walk alone. including a single level-3 stone.

• One mortal companion. •••• The character has been attuned to some of the
best designed manses in Creation. She has eight
•• Three mortal companions or one young Dragon- levels of hearthstones, including a single level-4
Blood. hearthstone.
••• Six mortal companions, three young Dragon- ••••• The character is renowned for her hearthstone
Blooded or one starting Dragon-Blood. collection. She holds a single level-5 hearthstone
•••• Ten mortal companions, six young Dragon- and additional lesser stones totaling 10 levels
Blooded or three starting Dragon-Blooded. (including the powerful stone).
••••• Fifteen mortal companions, ten young Dragon- LEGENDARY MANSE
Blooded or six starting Dragon-Blooded. There has only been one officially sanctioned manse
in history built with a rating in excess of 5, the Sword
MANSE of Creation. All attempts to create another such “super-
Manses are large buildings and palaces designed to focus Manse” have bogged down in territory disputes (the
the Essence that converges at naturally occurring dragon geomantic web required for such a project would span a
lines through geomantic principles. The basic principles of significant portion of a Direction, passing through the
manses are outlined in Exalted, pp. 113, 133 and 382–384, territories of numerous Lawgivers) or been met with stiff

39
CHAPTER ONE: FIRST AGE CHARACTER CREATION

political opposition within the Solar Deliberative. While a minor spirit of Yu-Shan or possibly a Second
members of the Twilight Caste are eager to press the outer Circle demon.
boundaries of geomancy, their neighbors have no wish to •••• Your mentor is an Influential Solar or Sidereal, a
see a second Sword of Creation, or anything remotely like Legendary Lunar, a Celestial censor, or a prominent
it, in the hands of a single Solar. As such, any Legendary god in the Yu-Shan bureaucracy.
Manses in existence channel their power to more subtle
uses than the Sword, or are quite well-hidden, or are du- ••••• Your mentor is a Legendary Solar or Sidereal, a
bious in their qualification for the title, being “merely” divisional head or possibly even a bureau head in
5-dot manses of unusual power. Characters may not begin Yu-Shan, a god of Essence 6+ who serves as an
play with possession of a “Legendary Manse.” An Exalt emissary to one of the Incarnae or (if you have
who has the six-dot level of this Background simply has the nerve) a Third Circle demon.
access to an extraordinary number of manses, many of PANOPLY
which have been specially designed to produce certain Arsenal represents a character’s legal authority to own
effects. The character holds two level-5 hearthstones and and possess magical weaponry and armaments, and the
additional lesser stones totaling 20 levels (including the right to outfit troops with them. Panoply governs what sort
two large stones). of magitech the character owns that does not have military
As an alternative, the player can choose to settle for the applications. In a sense, Panoply also describes the character’s
benefits of the five-dot level of this Background. In addition, connections with the Exalted artistic and business communi-
the character is also master of another 10 levels worth of ties, since more advanced magical items are rare and difficult
Manse. These extra manses produce no hearthstones and to produce, even in the First Age. It’s a seller’s market, and
provide the Exalt with no Essence recovery. Instead, the Panoply governs the character’s ability to find dealers in rare
power of the manses is channeled into providing a power items and to persuade pompous and arrogant art dealers that
grid in an area under the Exalt’s control. This power grid only she will truly appreciate the item’s worth.
has the benefit of reducing the Essence commitment cost of Celestial Exalts unquestionably have the largest pano-
artifacts within the affected area by one per level of manse plies in Creation. Mortals and Dragon-Blooded can have
channeled into that area, provided that the artifact in ques- this Background, but they must pay double the normal cost
tion is sympathetically linked to the manse. The 10 extra (whether in Background dots, bonus points or experience)
levels must be divided between the area to be affected (one for any dots above the three-dot level. Furthermore, both
level for the grounds of a country estate, two for a small vil- mortals and Dragon-Blooded often find high-end magical
lage, three for a large town, four for a major metropolis or items prohibitively expensive due to the disparity between
city-state, and five for a small territory) and the amount by Resources and Wealth.
which commitment costs are reduced. If the commitment Trait Effects:
cost for a particular item is reduced to zero, mortals can use
such an item freely. X Nothing. For whatever reason, you are fully content
with mundane equipment. You are limited to items
MENTOR that do not require a Panoply rating, such as an
The Mentor Background functions exactly as outlined I AM glyph reader and Essence powered lighting
in Exalted, p. 113, except as noted here. There is no such and heating in your home (but only if that home
thing as a Legendary Mentor. If your character is powerful is on an Essence power grid). If you are a Celestial
enough to possess Legendary Backgrounds, then most likely Exalt, you are entitled to one free hard mote from
there’s no one in Creation capable of giving him advice, let the Ministry of the Treasury.
alone orders.
• You have access to simple magical items that
Trait Effects:
function purely for entertainment or educational
X You walk your own path, eschewing the advice purposes. Your portable glyph reader is capable
of anyone who seeks to help you, no matter how of downloading music from I AM and playing it
valuable it might be. back later, as well as acting as a communications
• Your mentor is an Influential Dragon-Blood, a device interacting with other glyph readers (but
powerful local god, an exceptionally wise and only in areas within range of I AM terminals).
experienced mortal savant or, possibly, a First You have one set of simple clothing that is made
Circle demon. of silk armor or has some other magical properties.
You might have a hearthstone amulet or a simple
•• Your mentor is an Established Lunar or a major hearthstone diadem. You can acquire a hard mote
terrestrial god (Essence 3+). (if your Exalted station hasn’t already entitled you
••• Your mentor is an Established Solar or Sidereal, to one). Mortals may possess this level of Panoply,
an Influential Lunar, a Legendary Dragon-Blood, but they cannot acquire items that require the

40
NEW AND ALTERED TRAITS

commitment of Essence unless they are capable of yourself with expensive dreams downloaded from
channeling Essence. Otherwise, the Panoply cost I AM and played in your mind on a special dream
of the item increases by one due to the addition emitter. A golden mechanical asp coils around
of a built-in Essence converter for the artifact. your neck, whispering sage advice in your ear. Your
•• You have access to more sophisticated devices us- various homes possess every amenity that mortals
able for entertainment, business and travel. Your could dream of—and many that they couldn’t.
I AM glyph reader has an audio-visual recorder LEGENDARY PANOPLY
function and can provide you with directions You have acquired astounding products of Exalted
even when you are lost in the wilderness and cut craftsmanship and ingenuity. Purchasing and maintaining
off from direct communication with I AM. You such items requires a Legendary Wealth rating, though, unless
probably have several suits of fine, enchanted you are prepared to bankrupt yourself to attain your prize.
clothing and a collar of dawn’s cleansing light. Examples of items that can be purchased with this level of
Mortals may possess this level of Panoply, but they Panoply include whole stables of beasts of resplendent liquid,
cannot acquire items that require the commitment personal orreries designed to emulate the Great Observatory
of Essence unless they are capable of channeling of Rathess, reality engines such as those found in Opal Spire
Essence. Otherwise, the Panoply cost of the item
increases by one due to the addition of a built-in
Essence converter for the artifact.
••• Your devices give you control over your environ- HOW MUCH DOES IT COST?
ment. You have a portable sky mantis tower that The first step in deciding whether your character
allows you to change the weather (at least over can afford to simply buy an artifact on the open market
your manse). You have a supply of spell crystals is to determine its Artifact rating. Generally, most
usable for storing spells (if you are a sorcerer) or artifacts described in Exalted and its companion books
that have already been programmed with useful keep the same Artifact cost listed in those supplements.
Terrestrial level spells (most commonly Infallible The Artifact rating of a simple artifact weapon or set
Messenger). You probably have a maneki neko of armor that has no Essence-attack features decreases
spirit acting as your personal shopper, and you by one, however, to a minimum of 1. Additionally, the
wear only the finest enchanted clothing (be it silk Storyteller has absolute discretion to modify the Artifact
armor or some other enchantment). You have a cost of any item listed in supplements set during the Age
small personal ground, sea or air transport device of Sorrows, either reducing its Artifact rating (due to
such as a swift rider, a Windblade-class personal mass production in the First Age) or increasing it (due to
transport or a sky chariot. You might also have a government regulation of the magitech in question).
simple but intelligent automaton servant, and you The next step is to decide whether the device
probably have at least a few artificial life forms to was created primarily for combat purposes. If it was, it
provide entertainment. Mortals may possess this falls under the Arsenal Background. If it wasn’t, it falls
level of Panoply, but they cannot acquire items under Panoply. Then, compare your character’s rating
that require the commitment of Essence unless in the relevant Background to the item’s modern day
they are capable of channeling Essence. Otherwise, Artifact rating. If the character’s Arsenal or Panoply
the Panoply cost of the item increases by one due rating is equal to or higher than the Artifact rating, he
to the addition of a built-in Essence converter for will have no legal or social problems in acquiring the
the artifact, usually beyond the ability of a mortal item. If his Background rating is less than the Artifact
to afford. rating, it’s out of his league, either because the law
forbids it or because it is simply not to be had at any
•••• Your devices allow for mass transport, such as a
price. Acquiring an artifact with a rating equal to the
personal skyship or a Whirligig-class courier. You
character’s Arsenal or Panoply rating has no negative
have multiple sky mantis towers that let you regu-
effect on those ratings.
late the weather over a city and its surrounding
The final step is comparing the item’s Artifact
environs. Your numerous artificial servants are
rating to the character’s Wealth (or Resources – 2,
erudite and charming, and they can perform any
for Dragon-Bloods or mortals). If his Wealth rating is
menial tasks, from cooking and cleaning to provid-
higher than the Artifact rating, he can afford the item.
ing companionship and even sexual service.
If not, he can’t. If they are equal, he can purchase it at
••••• You journey in style, usually in a traveling pagoda the cost of losing a dot of Wealth.
or some comparable vessel. Your children are en-
tertained by chillikin playmates, and you entertain

41
CHAPTER ONE: FIRST AGE CHARACTER CREATION

or simply a personal gate of auspicious passage. Or perhaps


your possessions include an entire city under your exclusive
dominion, one in which every citizen has the benefits of two
or three dots in Panoply, and in which all of their prayers
are magnified and transmitted directly to you.
REPUTATION
Nearly all Celestial Exalted are known across Creation,
but there is a difference between merely being famous and
actually having a reputation worthy of Exaltation. This
Background represents some area in which the Exalt has
distinguished himself—combat, sorcery, carousing, etc.—to
the point that his fame precedes him, whether for good or
ill. The player and Storyteller must decide together what the
character has a reputation for. In situations in which that
reputation is beneficial, the Storyteller may grant bonus dice
to social rolls made for the character intended to get oth-
ers to follow his advice. In situations where the character’s
reputation is a liability, however, his player must subtract an
equal number of dice. A Solar with the reputation of a great
womanizer might well get a love-struck young man to follow
his advice on how to court a beautiful princess. He will have
less luck in getting a penitent monk who has taken a vow of
celibacy to take his advice on anything.
Trait Effects:
X No reputation. What was your name again?
• one bonus die to appropriate social rolls
•• two bonus dice to appropriate social rolls
••• three bonus dice to appropriate social rolls
•••• four bonus dice to appropriate social rolls
••••• five bonus dice to appropriate social rolls
LEGENDARY REPUTATION
Possessing Legendary Reputation takes the double-edged
benefit of a normal reputation and raises it to epic levels. In
situations in which your reputation is helpful to your cause,
add five dice to any social combat rolls made to persuade
others, and reduce the Dodge MDV of your targets by half.
In situations where your reputation is a liability, add a -5
internal penalty to the social attack roll and double the
Dodge MDV of your targets.
RESOURCES
(DRAGON-BLOODED AND MORTALS ONLY)
The Resources Background functions as outlined in
Exalted, pp. 113–114. These rules apply to mortals and to
Dragon-Blooded. Celestial Exalted use the Wealth Back-
ground instead (see p. 46). There is some overlap between
the two Backgrounds—a character’s Wealth is equal to
(Resources – 2). That is, a Solar with Wealth 3 and a
Dragon-Blood with Resources 5 have roughly the same
financial status. Whenever a situation calls for consider-
ation of a character’s Wealth and the relevant character
is a Dragon-Blood or mortal, simply subtract two from the

42
NEW AND ALTERED TRAITS

character’s Resources to determine whether she meets the concubines. This is the retinue of a general or a
financial requirements. god-king. In the alternative, you have nine magical
Obviously, there is no such thing as Legendary Re- servants or Dragon-Blooded retainers.
sources. In the first place, that would simply be equivalent
to Wealth 4. In the second place, Dragon-Blooded may SALARY (CELESTIAL EXALTED ONLY)
not acquire Legendary Backgrounds, and the Deliberative Most beings in Creation who are not independently
would probably tax the presumptuous Dragon-Blood into wealthy collect a salary of some description, but such in-
poverty if one began displaying such income, to say nothing come is reflected in the Resources Background. The Salary
of wealthy mortals. Background refers to a very specific form of income—the
quintessence and ambrosia allotments paid out by the vari-
RETAINERS ous heavenly bureaus to their employees, both godly and
Whether born into a Dragon-Blooded Gens or blessed Exalted. Quintessence is the physical manifestation within
with the gift of Exaltation, one constant in the life of most Yu-Shan of the general prayers of all mortals for heavenly
Exalts is servants. The typical Exalt leads a life of privilege intervention. Ambrosia is a purer and rarer form of quin-
unimaginable to most mortals, a life quietly maintained by tessence that manifests from prayers to a specific deity.
the unsung retainers who attend to all their masters’ needs. Quintessence is distributed to all gainfully employed entities
Secretaries, bodyguards, cooks, stewards, men at arms, maids, in Yu-Shan (including Exalted) on a relatively equivalent
concubines, drivers and many others stand ready to attend basis. Ambrosia manifests in the immediate vicinity of the
to the Exalt’s every whim and insulate him from those who god to whom the relevant prayers were directed. All gods
are beneath his divine station. who receive Ambrosia from mortal prayers are required to
Retainers are mortal characters, and rarely heroic ones, tithe 10 percent of their prayer income to the Unconquered
although a retainer is often capable of showing great bravery Sun, a major source of that deity’s unrivaled power. The Un-
in the defense of her master. To create individual retainers, conquered Sun then redistributes that tithe via his celestial
use the rules for regular mortal character creation found on lion servitors to the five heavenly bureaus, which then use
page 13. In addition to household servants, retainers may the Ambrosia both to manufacture necessary equipment and
also represent low-ranking officers and support staff in a to pay their employees.
military organization or mortal apprentices in a sorcerer’s Within Yu-Shan, both Ambrosia and Quintessence can
laboratory. be forged into anything. Indeed, in large quantities (such as
There is no such thing as having Legendary Retainers. A the weekly salary of most division heads), these materials could
Celestial Exalt may, however, declare that some or all of his be transformed into sufficient jade to pave every street in
retainers are supernatural beings (such as Dragon-Bloods or Meru… or utterly destroy Creation’s economy. Accordingly,
First Circle demons) by increasing the cost of the Background converting one’s salary into material wealth sufficient to live
rating by two. Therefore, if he purchases this Background at in Creation above the Resources 3/Wealth 1 level is a serious
the six-dot level, the Exalt might be surrounded by a retinue offense. (Specifically, it is considered embezzlement from the
of 13 Terrestrial Exalted servants, or perhaps a mixture of Unconquered Sun’s coffers.) Since nearly all Celestial Exalts
Dragon-Blooded aides and demon courtesans and artisans. possess Wealth that dwarfs that meager sum, most Exalted
Supernatural servants acquired through this Background employees use their salaries exclusively to ease their time in
are rarely soldiers. For that, use the Henchman Background Yu-Shan, mainly by enticing less important gods into advanc-
on page 39. If the player desires, this Background can be ing the Exalts’ personal agendas. While Yu-Shan is far less
taken twice—once to represent mortal servants and once open to corruption in the First Age than it will become in
to represent supernatural servants. the Age of Sorrows, the line between extravagant gift-giving
Trait Effects: and outright bribery is still somewhat blurred.
X None. For reasons of your own, you eschew the All Sidereal Exalted work directly for the Bureau
body of servants that is part of your birthright. of Destiny and, accordingly, receive pay in the form of a
Quintessence and/or Ambrosia stipend. In addition, some
• Two retainers
Solar and Lunar Exalts (but never Dragon-Blooded) have
•• Five retainers risen to achieve gainful employment in Yu-Shan in one of
••• Nine retainers or two magical or Dragon-Blooded the other four bureaus. An Exalt’s divine salary correlates
servants directly with his level of influence over and support from
the bureau that employs him. A Solar or Lunar can never
•••• Thirteen retainers or a lesser number of more skilled have a Salary rating higher than his Backing or Connec-
aides. Alternatively, you have five Dragon-Blooded tions Background (whichever is higher) associated with the
or magical servants. bureau that employees him. Therefore, a Lunar who works
••••• Twenty retainers, probably including everything in Yu-Shan on behalf of the Bureau of Nature and possesses
from secretaries to bodyguards, from cooks to Backing (Bureau of Nature) 3 and Connections (Bureau of

43
CHAPTER ONE: FIRST AGE CHARACTER CREATION

Nature) 4 can theoretically have up to four dots in Salary. Wealth •• in Heaven and could have Wealth
As a practical matter, however, as an Exalt’s salary rises, so ••• in Creation if you could get away with it.
does the likelihood of a Celestial audit. Since employment •••• You rent more than one of the aforementioned
within the Bureau of Destiny is an inherent part of Side- residences. Essence 2 or 3 gods live with and
real Exaltation, the Five-Score Fellowship is exempt from serve you as bodyguards, consultants or courtesans
those prerequisites. (though they must be purchased with the Allies
As noted before, Ambrosia is created from the condensed Background). You eat only godly victuals and pay
prayers of mortals and appears in a solid block nearby the even your servants in Ambrosia. Your subsidies give
god to whom the mortals were praying. The same applies to you Wealth ••• in Heaven and Wealth •••• in
Exalts in Yu-Shan who possess cults, and such beings tend Creation (if you would risk censure).
to accrue significant quantities of Ambrosia while residing
there. Maintaining a cult is highly illegal for Exalted in ••••• You own half a dozen grand palaces, penthouse
Yu-Shan. Of course, a certain amount of cult worship is apartments and weekend lodges in Yu-Shan,
expected for Solars and Lunars (but not the more subtle moving from one to the next at your whim. If you
Sidereals), and an Exalt with a Cult rating of only 1 will be chose to, your parties could last for centuries. Your
tolerated, his Ambrosia confiscated and turned over to the small fleet of dragon boats ensures your getting
Bureau of Heaven for reallocation. More significant quanti- where you want when you want, and your party
ties of Ambrosia directed to an Exalt will almost certainly barge makes you very popular in certain sets. A
trigger an audit. legion of divine servants awaits your pleasure,
There is no such thing as a Legendary Salary, unless one including at least a dozen potent gods (though
counts the incomes of the various Incarnae. useful gods require the Allies Background). You
Trait Effects: dine on peaches of immorality and sip celestial
wine. You have Wealth •••• in Heaven and
X None. You angered the god of dispensation, or Wealth ••••• in Creation, enough to ruin
perhaps your salary has been garnished for viola- entire economies at will. Only the most senior
tions of Celestial law. In Heaven, you must live Exalted and mightiest gods receive this pay
in the back of your office or on a kind god’s floor. packet. Decide what divine criminal or celestial
You eat only through theft or charity (such as the powerbroker you owe and how many Severity
small daily dole of Quintessence given to the First 3–5 offenses you are committing.
Age’s few indigent gods).
• This is the starting salary for most gods. Exalts earn
SAVANT
Even among the Exalted, only the best and the brightest
this pay grade only when they are new or being
are truly capable of comprehending the greatest techno-
punished. You have a small apartment (five rooms
logical and magical secrets of the First Age, let alone fixing
and facilities) and can afford merely a single feast
them when they break down. A character with the Savant
per day. You earn no Ambrosia but can afford
Background adds her Savant rating in dice to any Lore check
two elemental servants. You have Resources ••
involving history, science or magic. She also adds her rat-
in Heaven and Wealth • in Creation. It’s hard
ing in dots to her Lore, Occult and Craft Abilities in order
for you to rent a dragon boat. Heaven’s passenger
to meet the Ability requirements to operate and maintain
dhows are more your speed.
First Age artifacts.
•• A solid salary. You have a small townhouse or Trait Effects:
a large apartment in an unfashionable Yu-Shan
X None. Whatever your qualifications with regard to
neighborhood, serviced by a handful of elemental
Lore, Occult and Craft, you are not considered a
servants. You always have ample food available for
member of the era’s magitechnical intelligentsia.
your pleasure. The Quintessence in your pay far
outweighs the Ambrosia. You have the equivalent • one bonus die to appropriate rolls
of Wealth • in Heaven and Wealth •• in Creation, •• two bonus dice to appropriate rolls
though exercising the latter in full could earn you
trouble. This is standard pay for Exalted. ••• three bonus dice to appropriate rolls

••• You rent a townhouse in a good neighborhood •••• four bonus dice to appropriate rolls
of the Celestial City, a faux ranch with land or a ••••• five bonus dice to appropriate rolls
rooftop temple-fortress. You travel by your own LEGENDARY SAVANT
dragon boat or aerial rickshaw, and you have a You are considered one of Creation’s greatest thinkers in
dozen elemental servitors. Most of your pay comes your field of expertise, and you authored many of the foremost
as Ambrosia, so your repast is godly. You have treatises and textbooks in that area. Not only do you gain

44
NEW AND ALTERED TRAITS

the benefits of the five-dot level of this Background, you also


gain one free reroll per session on a failed roll. Furthermore,
your writings within your field of expertise are so seminal TEACH ME, SIFU!
that your textbooks grant a one-die bonus to Lore, Occult The First Age relationship between the Chosen
or Craft rolls made by others who rely upon your writings. of Sun and Stars is an odd one. On the one hand, the
Legendary manse designer Kal Bax has reached this level Solar Exalted are the undisputed lords of Creation, rulers
of savant. of all things within the span of the five Poles and first
SIFU among the Exalted. On the other hand, there exists a
In the parlance of the Exalted, a sifu is a martial arts long tradition of Solars studying beneath Sidereal sifus,
instructor, especially one capable of teaching the supernatural for the Chosen of the Maidens were created in large
martial arts available to the Exalted. Essentially, the sifu is a part to advise, assist, and train the Solar Exalted.
sort of specialized mentor whose chief utility to the character This extends to study of the martial arts. The
lies in his ability to teach supernatural martial arts. The best two Chosen have not yet become alienated from
sifus are invariably elder Sidereal Exalts, as the Five-Score one another as they will be in the Age of Sorrows,
Fellowship has pioneered the application of Essence to mar- and Sidereals have never had reason to withhold the
tial arts. They remain the most puissant masters, despite the secrets of their ultimate martial arts from their allies
boasting of the Dawn and Full Moon castes. The Sidereals and leaders. They have, however, had reason to care-
jealously guard their secrets, especially their knowledge of fully ration out those secrets. Long trial and error has
the most advanced Sidereal martial arts. A Lunar’s begin- taught the Seers of Heaven that the Solars become
ning Sifu rating cannot exceed 3, and a Dragon-Blooded’s sullen and unresponsive at best—jealous and mistrust-
cannot exceed 2; the Five-Score Fellowship does not allo- ful at worst—when denied access to Sidereal Martial
cate its greatest masters to students who cannot wield their Arts. The Viziers cannot advise resentful heroes who
ultimate techniques. will not listen to them! However, the Sidereals also
This Background lets a player declare which supernatural have no interest in becoming the absolute vassals of
martial arts she wishes her character to have available in the the Lawgivers, dispensing lessons like an automaton
future. Players and Storytellers should work together to decide whenever a Solar snaps his fingers, so they are very
which styles a sifu represented by this Background knows. particular about the sifu-student relationship inherent
The sifu is effectively martial arts training on demand; it to martial arts training. A Solar may be worshiped by a
should always be available, subject only to important plot million mortals, eat the viands of the gods on plates of
considerations. red jade, and command an army capable of conquering
While there are certainly legendary sifus, there is no the new worlds he rips from the depths of the Wyld…
such thing as a Legendary Sifu Background rating. but upon entering the dojo he addresses his sifu with
Trait Effects: respect, accepts the master’s curriculum with humility,
and, if wise, considers the words of the “lesser Exalt”
X You have never found a sifu, either because you carefully. At the dawn of the First Age the Sidereals
have no interest in the martial arts or because were granted the individual right to choose which Solar
no master has ever considered you worthy of students to teach and which not to, and they have
tutelage. never relinquished that discretionary power.
• Your sifu knows one supernatural martial art style The Solars, for their part, have not sought to
and has partially mastered one Sidereal style. remove this authority from the hands of the Sidere-
als… but to the Fivescore Fellowship’s dismay, an
•• Your sifu knows two supernatural martial arts styles
increasing number of Lawgivers have begun to decide
and one Sidereal style. This is the maximum Sifu
that they simply have no need of the advice or martial
rating for a beginning Dragon-Blood.
knowledge of the Viziers.
••• Your sifu knows three supernatural martial arts
styles and two Sidereal styles. This is the maximum
Sifu rating for a beginning Lunar Exalt.
•••• Your sifu knows five supernatural martial arts styles SOLAR BOND (LUNARS ONLY)
and three Sidereal styles. The Solar Bond Background represents the strength of
a Lunar Exalt’s devotion to her Solar mate, a devotion that
••••• Your sifu is unparalleled: He knows seven su- can translate into a greater resolve and mental fortitude for
pernatural martial arts styles and four Sidereal the Lunar when the Solar mate’s interests are involved. The
styles. mechanics of this Background are outlined in The Manual

45
CHAPTER ONE: FIRST AGE CHARACTER CREATION

of Exalted Power—The Lunars, pp. 110–111. There is no a maximum Retainers rating of four. Equivalent
such thing as a Legendary Solar Bond. to Resources ••••.
WEALTH (CELESTIAL EXALTED ONLY) ••• Your character is rich, even by the standards of
Celestial Exalts typically possess riches beyond the Exaltation. He has vast riches and either com-
dreams of even the greediest mortal merchant, and even mands an army or could rent one at need. Your
those Solars born with nothing can achieve vast incomes character owns at least one excellent ship, and an
with almost trivial ease. This incredible financial status is army of attentive servants eagerly awaits his every
reflected by the Wealth Background. As noted under the whim. His personal dominion either measures
description for Resources, the Wealth Background is equiva- in scores of square miles or represents a single
lent to the (Resources Background + 2). The descriptions city-state. Equivalent to Resources •••••. This
here delineate what sort of possessions your character can is the maximum Wealth available to characters
possess at each level. Don’t forget—your character’s magical who are not Celestial Exalted.
equipment, whether combat equipment or useful gadgets, •••• Your character’s wealth is impressive even to
depends on the interaction of his Arsenal, Backing, Panoply Solars. She is rich enough to maintain a standing
and Wealth ratings. army, a small fleet of ships and as many retainers
Trait Effects: as she desires. Her personal dominion is the size
X You are among the poorest Celestial Exalts in of a small country, hundreds of square miles in
Creation—your wealth is “merely” equal to that area. She travels Creation as she wishes and has
of a Dragon-Blood with Resources ••. homes in dozens of locales.
• Your character is wretchedly poor by the standards ••••• Your character is so rich that no bank in Creation
of Exalted society. She owns a single townhouse can hold all of his money without it destabilizing
or a prosperous farm. She probably has one fine local currency exchanges. His personal domin-
riding animal and another one of lower quality ion is vast, at least 500 square miles in area,
in case the first falls ill. Your character has a suit and contains multiple major cities all under his
of any armor and any two weapons. She eats control. His servants and slaves number in the
reasonably well every night and can afford most tens of thousands. He casually spends a king’s
minor forms of entertainment. Your character ransom on great monuments to his own glory
has a maximum Retainers rating of 1 (unless the or elaborate funerary structures in preparation
retainers are paid by someone else). Equivalent for his eventual demise.
to Resources •••. LEGENDARY WEALTH
•• For a Celestial Exalt, your character is lower Your character is so rich that, if she chose, she could
middle class. He owns both a townhouse and a destabilize the Order Conferring Trade Pattern over much
country estate. Your character bears the finest of Creation. Unfortunately, as a result, the Solar Delib-
arms, rides relatively expensive transporta- erative watches her spending habits like a hawk. You can
tion, and alone or as master of a family, your make an infinite number of purchases of any non-magical
character and his kin will never know hunger goods or services. If your Arsenal rating is high enough, you
or want for medical attention. He might also could pay for your own directional Titan, assuming you’re
own a private yacht and have a dozen or more willing to wait for a few centuries for the Deliberative to
servants tend to his needs. Your character has build it for you.

46
NEW AND ALTERED TRAITS

MUTATION IMPLANTS
Any character can start with mutation implants or acquire them later. “Mutation implant” is the
generic term for a bio-modification or a Wyld-shaping effect that gives a character inherent supernatural
powers. The special abilities of artificially engineered blessed mortals are also represented by mutations.
Mechanically, a mutation implant is actually identical to a positive Wyld mutation (see Exalted, pp.
288–290, The Manual of Exalted Power—The Lunars, pp. 206–209, and The Compass of Celestial
Directions, Vol. II—The Wyld, pp. 144–148), except that the implant is deliberately grafted onto
a willing subject’s body through magitech, biothaumaturgy or other occult means. Mutation implants
can be purchased at character creation with bonus points and can be acquired later through roleplaying
and experience with Storyteller approval. More information on such magical upgrades can be found
under the heading for “Blessed Mortals” on page 111 and “Altered Mortals” on page 117. (Magitech
implants applied in a similar manner are discussed in The Books of Sorcery, Vol. I—Wonders of the
Lost Age, pp. 70–72.)
Implant Bonus Point Experience
Level Cost Point Cost
Poxes 1 2
Afflictions 2 4
Blights 4 8
Abominations 6 12

47
SOLAR CHARACTER CREATION SUMMARY
CHARACTER-CREATION PROCESS x 7] + Willpower + [sum of all the character’s Virtues]) and
health levels (seven, plus any gained from Charms). Choose
STEP ONE: CHARACTER CONCEPT starting Intimacies (equal to Compassion).
Choose concept, caste and Motivation.
Note caste’s anima powers.
BONUS POINTS
Bonus points (18) may be spent at any time during char-
STEP TWO: ATTRIBUTES acter creation.
Note that all Attributes start with one dot.
Prioritize the three categories: Physical, Social, Mental
CASTES
• Dawn: The Dawns are the generals and warriors of the
(8/6/4)
Unconquered Sun.
Choose Physical Attributes: Strength, Dexterity, Stamina
Caste Abilities: Archery, Martial Arts, Melee, Thrown,
Choose Social Attributes: Charisma, Manipulation,
War
Appearance
Anima Power: The Dawn anima power allows the
Choose Mental Attributes: Perception, Intelligence,
Solar to become awesome and terrifying to others for
Wits
the duration of the scene.
STEP THREE: ABILITIES • Zenith: The Zeniths are the prophets, mystics and
Note Caste Abilities. priest-kings of the Solar Deliberative.
Select Favored Abilities (5; may not be the same as Caste Caste Abilities: Integrity, Performance, Presence,
Abilities) Resistance, Survival
Assign Celestial Training Ability dots (one dot in Bu- Anima Power: The Zenith anima power improves her
reaucracy, Presence or Socialize; Lore 2; Occult 2, Ride or resistance to injury and her fighting prowess when she
Sail 1; and two dots allocated among Archery, Martial Arts, fights creatures of darkness. It also allows the Zenith
Melee or Thrown) to reduce the bodies of the dead to ash.
Assign Caste Training Ability dots: • Twilight: The Twilights are the sorcerers, savants and
• Dawn Training Abilities: two dots in Archery, Martial engineers who have produced the awesome magitech
Arts, Melee or Thrown; Ride or Sail 1; War 1 wonders that fuel the glories of the Age of Splendor.
• Zenith Training Abilities: Bureaucracy 1, Performance 2, Caste Abilities: Craft, Investigation, Lore, Medicine,
Presence 1 Occult
• Twilight Training Abilities: Craft 1, Lore 1, Medicine 1, Anima Power: The Twilight anima power surrounds
Occult 1 the Exalt with a shield of force that defends her from
• Night Training Abilities: two dots in Investigation or injury.
Larceny; one dot in Archery, Martial Arts, Melee or • Night: The Night Caste encompasses the spies and
Thrown; Stealth 1 assassins who walk in dark places to protect the people
• Eclipse Training Abilities: Integrity 1; Linguistics 1; one from harm.
dot in Ride or Sail; one dot in Bureaucracy, Performance, Caste Abilities: Athletics, Awareness, Dodge, Larceny,
Presence or Socialize Stealth
Choose Abilities (28—at least 10 must be from Caste or Anima Power: The Night anima power allows the
Favored Abilities; at least one in each Favored Ability; none Exalt to move with great stealth and to suppress his
may be higher than 3 without spending bonus points). anima so that it does not glow brightly and give away
STEP FOUR: ADVANTAGES his position.
Choose Backgrounds (20—none may be higher than • Eclipse: The Eclipses are the businessmen, diplomats
3 without spending bonus points; gain Cult 1 and Manse and naval tacticians of the Realm who oversee its ever-
1 for free), Charms (15—at least five must be associated stretching borders and who use diplomacy and guile to
with either Caste or Favored Abilities), Virtues (5—none keep the dreaded Fair Folk at bay.
may be higher than 4 without spending bonus points) and Caste Abilities: Bureaucracy, Linguistics, Ride, Sail,
Virtue Flaw. Socialize
Anima Power: The Eclipses’ anima power allows
STEP FIVE: FINISHING TOUCHES them to sanctify oaths that are backed by the power of
Record Essence (3), Willpower (equals the sum of the Heaven itself. Also, Solars of this Caste are beneficiaries
two highest Virtues—may not start at higher than 8 un- of centuries of diplomatic treaties and can freely enter
less at least two Virtues are 4 or higher), Personal Essence Yu-Shan, Malfeas or the Wyld itself without fear of
([Essence x 3] + Willpower), Peripheral Essence ([Essence harassment as long as their business is official. Finally,

48
SOLAR CHARACTER CREATION SUMMARY
Eclipse Caste Solars alone of all the Exalted can learn Manse—A place of power and Essence.
the Charms of non-Solars. Mentor—A teacher and instructor.
Panoply—Your accumulated collection of wondrous
MOTIVATION devices.
Choose a driving and epic motivation for your Solar
Reputation—Your social standing.
character.
Retainers—Loyal servants.
VIRTUES Salary—Heavenly income in the form of Ambrosia and
Compassion—Empathy and forgiveness Quintessence.
Conviction—Emotional endurance Savant—A superior understanding of First Age magitech.
Temperance—Self-control and clear-headedness Sifu—A tutor in the intricacies of Exalted martial arts.
Valor—Courage and bravery Wealth—A vast income, the upper levels of which are
BACKGROUNDS unreachable save by the Celestial Exalted.
Allies—Aides and friends who help in tasks.
Arsenal—Authorization to own magical weapons and to
outfit military forces with them. BONUS POINT COSTS
Artifact—Individual wonders of the First Age (for Trait Cost
those who cannot buy them in bulk with other Attribute 4
Backgrounds). Ability 2 (1 if a Favored or Caste Ability)
Backing—Standing and rank in an organization of power Background 1 (2 if the Background is being raised
and influence. above 3)
Command—Authority to lead troops. Specialty 1 (2 per 1 if in a Favored or Caste
Connections—Influence and informational sources among Ability)
organizations of power and authority. Virtue 3
Cult—Mortals who worship you. Willpower 2
Familiar—An animal companion. Intimacies 3 to increase starting Intimacies to
Henchmen—Non-Exalted minions who fight on your (Willpower + Compassion)
behalf. Essence 7
Charms 5 (4 if in a Favored or Caste Ability)

49
LUNAR CHARACTER CREATION SUMMARY
CHARACTER-CREATION PROCESS STEP FIVE: FINISHING TOUCHES
Record Essence (3), Willpower (equals the sum of the
STEP ONE: CHARACTER CONCEPT two highest Virtues—may not start at higher than 8 unless
Choose concept, caste and Motivation. at least two Virtues are 4 or higher), Personal Essence (Es-
Note caste’s anima powers. sence + [Willpower x 2]); Peripheral Essence ([Essence x 4]
Note spirit shape and Tell. + [Willpower x 2] + [the character’s highest Virtue x 4]); and
STEP TWO: ATTRIBUTES health levels (seven, plus any gained from Charms). Choose
Note that all Attributes start with one dot. starting Intimacies (equal to Compassion).
Prioritize the three categories: Physical, Social, Mental BONUS POINTS
(8/6/4) Bonus points (18) may be spent at any time during char-
Choose Physical Attributes: Strength, Dexterity, Stamina acter creation.
Choose Social Attributes: Charisma, Manipulation,
Appearance CASTES
Choose Mental Attributes: Perception, Intelligence, • Full Moon: The warriors of Luna.
Wits Caste Attributes: Strength, Dexterity, Stamina
Record Caste Attributes (3). Anima Power: Doubles speed and leaping distances
Select Favored Attribute (1). for a scene and also doubles Strength for the purpose
Gain two free Attribute dots that must be assigned to of feats of strength.
Caste or Favored Attributes. • Waxing Moon: The priests and courtiers of Luna.
Caste Attributes: Charisma, Manipulation, Ap-
STEP THREE: ABILITIES pearance
Select Favored Abilities (Survival and 2 others). Anima Power: Gain (Essence) additional lethal and
Assign Celestial Training Ability dots (one dot in Bu- bashing soak against all attacks from creatures of the
reaucracy, Presence or Socialize; Lore 2; Occult 2; Ride or Wyld. Also adds (Essence) to the minimum number
Sail 1; and two dots allocated among Archery, Martial Arts, of dice rolled for post-soak damage against creatures
Melee or Thrown). of the Wyld.
Assign Caste Training Ability dots: • Half Moon: The judges of Luna.
• Full Moon Training Abilities: one dot in either Archery, Caste Attributes: Charisma, Perception, Intelligence
Martial Arts, Melee or Thrown; Resistance 1; Survival 1; Anima Power: Adds (Essence) to all initiative rolls
War 1 and to all rolls to detect unexpected attacks for the
• Waxing Moon Training Abilities: Performance 1, remainder of the scene.
Presence 1, Socialize 1, Survival 1 • Waning Moon: The rogues of Luna.
• Half Moon Training Abilities: Investigation 1, Presence 1, Caste Attributes: Dexterity, Manipulation, Wits
Survival 1, War 1 Anima Power: May craft an illusion that makes the
• Waning Moon Training Abilities: Larceny 2, Stealth 1, Waning Moon appear to be someone else for a scene
Survival 1 and add (Essence) to any social action to maintain the
• No Moon Training Abilities: Craft 1, Lore 1, Occult 1, deception. Alternatively, this power provides an array of
Survival 1 ever-shifting shadow and silver light, adding (Essence)
Choose Abilities (25—at least one in each Favored to the difficulty of any identification attempt.
Ability; none may be higher than 3 without spending • No Moon: The scholars of Luna.
bonus points). Caste Attributes: Perception, Intelligence, Wits
STEP FOUR: ADVANTAGES Anima Power: The No Moon is surrounded by an inky
Choose Backgrounds (15—none may be higher than 3 black penumbra that inflicts a -1 external penalty on all
without spending bonus points; gain Cult 1 for free), Charms attackers who cannot see through darkness. Also, the
and Knacks (12; at least four Charms and one Knack; at least mote cost of all Charms that explicitly require an Occult
four Charms from the Lunar’s Caste or Favored Attributes), roll, as well as the cost of any spells cast, are reduced.
Virtues (5—none may be higher than 4 without spending MOTIVATION
bonus points) and Virtue Flaw. Choose a driving and epic Motivation for your Lunar
character in keeping with her duty of stewardship.

50
50
LUNAR CHARACTER CREATION SUMMARY
VIRTUES Retainers—Loyal servants.
Compassion—Empathy and forgiveness Salary—Heavenly income in the form of Ambrosia and
Conviction—Emotional endurance Quintessence.
Temperance—Self-control and clear-headedness Savant—A superior understanding of First Age mag-
Valor—Courage and bravery itech.
Sifu—A tutor in the intricacies of Exalted martial arts.
BACKGROUNDS Solar Bond—A supernatural connection to your Solar
Allies—Aides and friends who help in tasks. mate.
Arsenal—Authorization to own magical weapons and Wealth—A vast income, the upper levels of which are
outfit military forces with them. unreachable save by Celestial Exalted.
Artifact—Individual wonders of the First Age (for
those who cannot buy them in bulk with other Back-
grounds).
Backing—Standing and rank in an organization of power BONUS POINT COSTS
and influence. Trait Cost
Command—Authority to lead troops. Trait Cost
Connections—Influence and informational sources among Attribute 4 (3 if a Caste or Favored Attribute)
organizations of power and authority. Ability 2 (1 if a Favored Ability)
Cult—Mortals who worship you. Background 1 (2 if the Background is being raised
Familiar—An animal companion. above 3)
Heart’s Blood—The library of animal and human shapes Specialty 1 (2 per 1 if in a Favored Ability)
you can assume. Virtue 3
Henchmen—Non-Exalted minions who fight on your Willpower 2
behalf. Intimacies 3 to increase starting Intimacies to
Manse—A place of power and Essence. (Willpower + Compassion)
Mentor—A teacher and instructor. Essence 10
Panoply—Your accumulated collection of wondrous Charms 7 (5 if in a Favored or Caste Ability)
devices. Knacks 6
Reputation—Your social standing.

51
51
SIDEREAL CHARACTER CREATION SUMMARY
CHARACTER-CREATION PROCESS STEP FIVE: FINISHING TOUCHES
Record Essence (3), Willpower (equals the sum of the two
STEP ONE: CHARACTER CONCEPT highest Virtues—may not start at higher than 8 unless at least
Choose concept, caste and Motivation. two Virtues are 4 or higher); Personal Essence ([Essence x 2]
Note caste’s anima powers. + Willpower); Peripheral Essence ([Essence x 6] + Willpower
STEP TWO: ATTRIBUTES + [the sum of all four Virtues]); and health levels (seven,
Note that all Attributes start with one dot. plus any gained from Charms). Choose starting Intimacies
Prioritize the three categories: Physical, Social, Mental (equal to Compassion).
(8/6/4) BONUS POINTS
Choose Physical Attributes: Strength, Dexterity, Stamina Bonus points (18) may be spent at any time during char-
Choose Social Attributes: Charisma, Manipulation, acter creation.
Appearance
Choose Mental Attributes: Perception, Intelligence, CASTES
Wits • Journeys: Heaven’s Messengers, who travel any distance
to perform their duties.
STEP THREE: ABILITIES Auspicious Abilities: Resistance, Ride, Sail, Survival,
Note Auspicious Abilities. Thrown
Select Favored Abilities (four; may not be the same as Anima Power: Triple running speed for him and any
Auspicious Abilities). of his allies (including mounts) within (Essence x 10)
Assign Celestial Training Ability dots (one dot in Bu- yards.
reaucracy, Presence or Socialize; Lore 2; Occult 2; Ride or • Serenity: Heaven’s Courtesans, who regulate fate as it
Sail 1; and two dots allocated among Archery, Martial Arts, pertains to life, love, recreation and procreation.
Melee or Thrown). Auspicious Abilities: Craft, Dodge, Linguistics, Per-
Assign Caste Training Ability dots: formance, Socialize
Journeys Training Abilities: one dot in Athletics or Anima Power: Gain (Essence) automatic successes to
Survival; Linguistics 1; Martial Arts 1; one dot in Ride all Performance rolls made by her or her allies within
or Sail (Essence x 10) yards.
Serenity Training Abilities: one dot in Craft, Medicine or • Battles: Heaven’s Soldiers, who manipulate fate in the
Performance; Martial Arts 1; Presence 1; Socialize 1 context of combat and direct conflict.
Battles Training Abilities: two dots in Archery, Melee Auspicious Abilities: Archery, Athletics, Melee, Pres-
or Martial Arts; War 2 ence, War.
Secrets Training Abilities: one dot in Awareness or Anima Power: Reduce damage rolled in Step 10 of
Investigation; one dot in Larceny or Socialize; Martial attack resolution by one health level (to a minimum
Arts 1; Stealth 1 of zero). This effect protects both the Sidereal and her
Endings Training Abilities: one dot in Awareness or allies within (Essence x 10) yards.
Dodge; Martial Arts 2; Stealth 1 • Secrets: Heaven’s Eyes, who keep or reveal knowledge
Choose Abilities (25—at least 10 must be from Auspicious at Heaven’s direction.
or Favored Abilities; at least one in each Favored Ability; none Auspicious Abilities: Investigation, Larceny, Lore,
may be higher than 3 without spending bonus points). Occult, Stealth
STEP FOUR: ADVANTAGES Anima Power: Renders the Sidereal and his allies
Choose Backgrounds (15—none may be higher than within (Essence x 10) yards immune to mind-reading
3 without spending bonus points; gain Cult 1 and Back- and unnatural mental influence from opponents with
ing [Bureau of Destiny] 1 for free), Charms (12; at least an Essence less than his own. Against opponents with
five must be associated with the Sidereal’s Auspicious or an equal or higher Essence, those protected add the
Favored Attributes; Sidereal Exalted may begin with up to Sidereal’s Essence to the Mental DV of any affected
three Sidereal Martial Arts Charms as long as they meet person.
the prerequisites); astrological colleges (seven; at least four • Endings: Heaven’s Gardeners, who make sure that all
must be placed within the five colleges associated with the things end at their appointed time.
character’s Maiden); Virtues (5—none may be higher than Auspicious Abilities: Awareness, Bureaucracy, Integ-
4 without spending bonus points) and Virtue Flaw. rity, Martial Arts, Medicine

5
52
SIDEREAL CHARACTER CREATION SUMMARY
Anima Power: Increase the damage inflicted by the Panoply—Your accumulated collection of wondrous
Sidereal and her allies within (Essence x 10) yards devices.
by one level, applied after rolling in Step 10 of attack Reputation—Your social standing.
resolution, as long as an attack inflicts at least one level Retainers—Loyal servants.
of damage before considering the effect. Salary—Heavenly income in the form of Ambrosia and
Quintessence.
MOTIVATION Savant—A superior understanding of First Age mag-
Choose a driving and epic Motivation for your Sidereal
itech.
character, keeping in mind her natural tendency for subtlety
Sifu—A tutor in the intricacies of Exalted martial arts.
and misdirection.
Wealth—A vast income, the upper levels of which are
VIRTUES unreachable save by Celestial Exalted.
Compassion—Empathy and forgiveness
Conviction—Emotional endurance
Temperance—Self-control and clear-headedness
Valor—Courage and bravery BONUS POINT COSTS
Trait Cost
BACKGROUNDS Attribute 4
Acquaintances—Mortals who know the Exalt under a Ability 2 (1 if a Favored or Auspicious
different guise. Ability)
Allies—Aides and friends who help in tasks. Background 1 (2 if the Background is being
Arsenal—Authorization to own magical weapons and raised above 3)
outfit military forces with them. Specialty 1 (2 per 1 if in a Favored or Auspi-
Artifact—Individual wonders of the First Age (for cious Ability)
those who cannot buy them in bulk with other Back- Virtue 3
grounds). Willpower 2
Backing—Standing and rank in an organization of power Intimacies 3 to increase starting Intimacies
and influence. to (Willpower + Compassion)
Command—Authority to lead troops. Essence 10
Connections—Influence and informational sources among Charms 7 (5 if in a Favored or Auspicious
organizations of power and authority. Ability)
Cult—Mortals who worship you. Sidereal Martial
Familiar—An animal companion. Arts Charm 8 (6 if Martial Arts is a Favored or
Henchmen—Non-Exalted minions who fight on your Auspicious Ability)
behalf. Sidereal
Manse—A place of power and Essence. astrology college 7 (5 in your Maiden’s colleges)
Mentor—A teacher and instructor.

53
3
DRAGON-BLOODED CHARACTER CREATION SUMMARY
CHARACTER-CREATION PROCESS ASPECTS
• Air: Silent as a breeze and dangerous as a tornado.
STEP ONE: CHARACTER CONCEPT Aspect Abilities: Linguistics, Lore, Occult, Stealth,
Choose concept, aspect and Motivation. Thrown
Note aspect’s anima powers. Anima Power: Can triple leaping distance, take no dam-
STEP TWO: ATTRIBUTES age from falls and add (Essence) to Dodge DV against
Note that all Attributes start with one dot. Thrown and Archery attacks.
Prioritize the three categories: Physical, Social, Mental • Earth: Islands of stability and the bedrock supporting
(8/6/4) individuals, causes and institutions.
Choose Physical Attributes: Strength, Dexterity, Stamina Aspect Abilities: Awareness, Craft, Integrity, Resis-
Choose Social Attributes: Charisma, Manipulation, tance, War
Appearance Anima Power: May soak lethal damage with full
Choose Mental Attributes: Perception, Intelligence, Stamina, and can add Essence in dice to all rolls to
Wits resist grappling attacks or avoid knockback. Also adds
(Essence) to Stamina for all purposes while standing
STEP THREE: ABILITIES on earth or stone.
Note Aspect Abilities. • Fire: Passionate and energetic, like the flickering flames
Select Favored Abilities (three; may not be the same as they emulate.
Aspect Abilities). Aspect Abilities: Athletics, Dodge, Melee, Presence,
Assign Terrestrial Training Ability dots (Archery 1, Socialize
Bureaucracy 1, Lore 2, Martial Arts 1, Melee 1, Occult 1, Per- Anima Power: Immune to fire and bursts into flame
formance 1, Presence 1, Ride 1, Socialize 1 and War 1). for a scene. Touch inflicts (Essence) dice of lethal fire
Choose Abilities (30—at least 10 must be from Aspect or damage.
Favored Abilities; at least one in each Favored Ability; none • Water: Cool and relaxed, like a flowing river.
may be higher than 3 without spending bonus points). Aspect Abilities: Bureaucracy, Investigation, Larceny,
STEP FOUR: ADVANTAGES Martial Arts, Sail
Choose Backgrounds (15—none may be higher than 3 Anima Power: Grants complete water freedom for a day.
without spending bonus points), Charms (10—at least 5 Can breathe water as easily as air and ignore any and
must be associated with either Aspect or Favored Abilities) all environmental penalties for being underwater. Can
and Virtues (5—none may be higher than 4 without spend- also walk across water as if it were solid land.
ing bonus points). • Wood: Mystical and in touch with nature.
Aspect Abilities: Archery, Medicine, Performance,
STEP FIVE: FINISHING TOUCHES Ride, Survival
Record Essence (3), Willpower (equals the sum of the
Anima Power: Grants total immunity to plant-based
two highest Virtues—may not start at higher than 8 un-
poisons for a scene. Also grants poisonous touch. Adds
less at least two Virtues are 4 or higher), Personal Essence
(Essence) to Dodge DV versus Archery attacks and any
(Essence + Willpower + any gained from the Breeding
attacks that rely on wooden weapons.
Background), Peripheral Essence ([Essence x 4] + Will-
power + [the sum of the two highest Virtues] + any gained MOTIVATION
from the Breeding Background) and health levels (seven, Choose a driving and epic Motivation for your Dragon-
plus any gained from Charms). Choose starting Intimacies Blooded character.
(equal to Compassion). VIRTUES
BONUS POINTS Compassion—Empathy and forgiveness
Bonus points (18) may be spent at any time during char- Conviction—Emotional endurance
acter creation. Temperance—Self-control and clear-headedness
Valor—Courage and bravery

54
DRAGON-BLOODED CHARACTER CREATION SUMMARY
BACKGROUNDS Retainers—Loyal servants.
Allies—Aides and friends who help in tasks. Savant—A superior understanding of First Age
Arsenal—Authorization to own magical weapons and magitech.
outfit military forces with them. Sifu—A tutor in the intricacies of Exalted martial arts.
Artifact—Individual wonders of the First Age (for
those who cannot buy them in bulk with other Back-
grounds). BONUS POINT COSTS
Backing—Standing and rank in an organization of power Trait Cost
and influence. Attribute 4
Breeding—The inherited strength of your Terrestrial Ability 2 (1 if a Favored or Aspect Ability)
bloodline. Background 1 (2 if the Background is being raised
Command—Authority to lead troops. above 3. Certain Backgrounds may
Connections—Influence and informational sources among cost more for Dragon-Blooded.)
organizations of power and authority. Specialty 1 (2 per 1 if in a Favored or Aspect
Cult—Mortals who worship you (even though it could Ability)
mean your death if you are discovered). Virtue 3
Familiar—An animal companion. Willpower 2
Henchmen—Non-Exalted minions who fight on your Intimacies 3 to increase starting Intimacies to
behalf. (Willpower + Compassion)
Manse—A place of power and Essence. Essence 10
Mentor—A teacher and instructor. Charms 7 (5 if in a Favored or Aspect
Panoply—Your accumulated collection of wondrous Ability)
devices. Celestial Martial
Reputation—Your social standing. Arts Charm 10 (7 if Favored or Aspect Ability)
Resources—Wealth and material goods (or at least those
within the reach of Dragon-Blooded and mortals).

55
56
CHAPTER TWO

THE GOD-KINGS’ PROWESS

In the Age of Splendor, the Celestial Exalted are at the found in The Manual of Exalted Power—The Abyssals,
pinnacle of their power. In addition, their Dragon-Blooded pages 120-121.
subordinates have access to anagathic techniques unheard The Abyssal Exalted do not yet exist in the First Age,
of in the fallen Second Age, extending both their lives and but some Solars have begun to discover their terrible Charms
their odds of surviving to better master their Essence. As a through experiments with the fearsome relic known as the
result, the use of high-Essence Charms by the Exalted of the Black Mirror (see Lands of Creation, p. 121) and the Charm
era is commonplace. Black Mirror Revelation (see Glories of the Most High—The
Unconquered Sun, pp. 29-30). The Mirror Charms detailed
THE SOLAR EXALTED below are appropriate for Abyssal characters in Second Age
As undisputed masters of the Realm, First Age Lawgivers games to learn as they grow into the full maturity of their
exercise the Mandate of Heaven across the face of Creation. apocalyptic power.
Much of the power that backs up the Solars’ supremacy lies in Native: Powers like the Eclipse, Moonshadow and Fiend
the immense innate power granted by the spectacular Charms anima do not allow acquisition of Native Charms. Only
at their command. The rest derives from the infrastructure natural wielders can learn Native charms. Exalted Charms
and weapons that those Charms helped forge. and hero-style expansions are natural to the appropriate type
of Chosen. Spirit Charms are natural to gods, elementals,
NEW KEYWORDS demons and akuma. Arcanoi are natural to ghosts. Raksha
Mirror: This Keyword denotes a symmetry of power Charms are natural to Fair Folk. Primordial Charms are natural
between the Lawgivers and their dark reflections, the Abyssal to Primordials, Green Sun Princes and Exalted akuma. The
Exalted. Solar Mirror Charms list their Abyssal analogues in God-Blooded children of natural wielders cannot learn their
parentheses, which generally have the same total number of parents’ Native Charms. Martial Arts Charms that are not
prerequisite Charms and minimum trait requirements. For Hero Style expansions cannot have the Native keyword.
Eclipse and Moonshadow Castes, a mirror can substitute Reactor: No combination of effects including any Charm
for its analogue (with regard to any prerequisites) as if it carrying this Keyword may cause the character to gain more
were the same Charm. More detail on this Keyword may be than 20 motes during the course of a single action. Stunt

57
CHAPTER TWO: THE GOD-KINGS’ PROWESS

rewards explicitly do not count toward this limit. As a point New Abyssal Charm: Apocalyptic Evolution of (Abil-
of clarification, the Solar Charm Essence-Gathering Temper ity) (Prerequisites: Any [Ability] Excellency). This Charm’s
(see Exalted, p. 207) has this Keyword. Abyssal Mirror is identical to its Solar counterpart.

EXCELLENCIES
SUPREME PERFECTION OF (ABILITY)
Cost: —; Mins: (Ability) 5, Essence 5; Type: Permanent ELDER ESSENCE MINIMUMS
Keywords: Mirror Charms running from Essence 1 to 5 are detailed
Duration: Permanent on page 184 of Exalted.
Prerequisite Charms: (Ability) Essence Flow Charms having Essence minimums from 1 to 5
This Charm permanently alters the cost of the Solar encompass the complete array of effects for which the
Excellencies associated with the Ability this Charm is Solars were given purpose. Having conquered chaos
purchased for. The First Excellency’s cost becomes “one and ascended to rulership of Creation, Solars expand
mote per two dice added,” while the Second Excellency’s to represent a purpose for which there was no design.
cost becomes “one mote per success added” and the Third Charms beyond the Essence minimum of 5 suggest
Excellency’s cost drops to a flat three motes. Fractional values a force for which there is no peer, and a measure for
are lost; for example, a Solar with Dexterity 4, Melee 5 who which there is no call. In short, these effects equip the
spent five motes on the First or Second Excellency would Solars with a new array of effects of such magnitude and
add nine dice or four successes, respectively. This discount scope that there could be no known reason. Beyond
only applies when the Excellency in question is channeled this point, Solars transcend humanity, expand their
through the appropriate (Ability) Essence Flow. Supreme notice beyond the core of existence, bargain with
Perfection of (Ability) is incompatible with any other Charm incomprehensible forces, and build new worlds—if
which provides cost discounts to the Excellencies, such as only to have more to conquer.
Infinite (Ability) Mastery. Charms with an Essence minimum of 6 leave be-
New Abyssal Charm: This Charm’s Abyssal Mirror is hind worldly miracles—the Exalt now engages in the
identical to its Solar counterpart in all regards. work of gods. Her power redefines her standing among
the Exalted, and it is on the back of these wonders that
DIVINE TRANSCENDENCE OF (ABILITY) an Age may be built.
Cost: —; Mins: (Ability) 5, Essence 5; Type: Permanent Charms with an Essence minimum of 7 depict
Keywords: Native, Mirror (Apocalyptic Evolution the authorial primacy of one who knows no value she
of [Ability]) cannot change and no limit she cannot reach. These
Duration: Permanent miracles leave marks on the world that last for untold
Prerequisite Charms: Any (Ability) Excellency generations, each application a legend unto itself. The
All limitations in existence shrink in the face of Solar holy might contained by these Charms evoke such awe
determination. That which is impossible becomes merely and terror that the Celestial Exalted look upon them
difficult; that which is indestructible crumbles; that which with shocked remove.
cannot be slain lies dead upon the earth. When a Solar crashes Charms with an Essence minimum of 8 touch the
against the boundaries of her own power, that limit also falters. very foundation of the universe. The Solar lays hands
All Charms within the Ability corresponding to this Charm upon the forces of the very cosmos, and they recognize
reduce their minimum Ability and Essence ratings by one in her Essence a peer.
when the character attempts to learn them. All subsidiary Charms with an Essence minimum of 9 affect all
powers contained within such Charms (such as the Archery the heavenly glory of the sun unbound. Solar power
6+ damage upgrade of Lambent Bolt of Annihilation) also expands almost beyond the capacity of the world to
lower their requisite Ability and Essence ratings by one. For contain it. What is the possible purpose of such great
example, if a character learned Divine Transcendence of and terrible power?
Linguistics, the Charm Beautiful Essence-Born Rune would Charms with an Essence minimum of 10 denote
drop from minimums of Linguistics 6, Essence 6 to Linguistics powers beyond those which forged the universe. Not
5, Essence 5. Under Divine Transcendence of Melee, all of the even the Primordials fully understand Essence 10; at
repurchase opportunities of Golden Destruction Cut would this level of effect, the intellects which defined ex-
become available one dot earlier. Divine Transcendence of istence find themselves in the position of discovery.
(Ability) cannot reduce the requirements of any Charm with What challenges even the Primordials, a Solar may
minimums of (Ability) 10 or Essence 10. Charms retain their come naturally to grasp and engender: power beyond
original ratings for all other purposes, such as building Com- all reason.
bos. Upon achieving (Ability) 10, Essence 10, this Charm
vanishes and the Solar is refunded its cost.

58
DAWN CASTE CHARMS

THE DAWN CASTE BOUNDLESS ARROW OF THE


ARCHERY UNCONQUERED SUN
Cost: —(+9m, 1wp); Mins: Archery 7, Essence 7;
LAMBENT BOLT OF ANNIHILATION Type: Permanent
Cost: 5 motes; Mins: Archery 5, Essence 4; Keywords: Mirror (Caught in Oblivion’s Eye), Obvious
Type: Supplemental Duration: Permanent
Keywords: Combo-OK, Mirror (Howling Shadows of the Prerequisite Charms: Accuracy Without Distance
Void), Obvious Though he flees to Heaven or to Hell, the target can-
Duration: Instant not escape the Lawgiver’s arrows. Tilting her head back to
Prerequisite Charms: Essence Arrow Attack feel sunlight on her face, the Solar squints and fires one
The Lawgiver’s arrow detonates in a searing flare as it shot toward her Celestial patron. That shot will strike the
hits. If an attack enhanced by this Charm successfully strikes target as long as the target is under an open sky—be he in
its target, then the target is surrounded by a one-time envi- Malfeas, the Underworld, the Wyld, Yu-Shan or anywhere
ronmental damage effect with a radius of (Essence x 5) yards, else. The archer need not know where her enemy is, but
Damage (Essence)L and Trauma (Essence). This damage is she may attack a given distant target thus only once until
doubled against structures. If the Solar is caught within the she sees him again. This Charm acts as a permanent range
radius of this effect, she is immune to it. At Essence 5+, if upgrade to Accuracy Without Distance whose benefits cost
the Solar has Compassion 3+, the explosion produced by this +9m and 1wp to activate. It explicitly can’t be used at night
Charm will not harm any characters she does not wish it to. or indoors, and won’t hit indoor targets. It works in Yu-Shan
At Archery 6+, the environmental field’s Damage upgrades only when the Unconquered Sun is ahead in the Games of
to (Essence x 2)L. Divinity and his image is projected across the sky. A second
A second purchase of this Charm, at Archery 7+, Es- purchase, at Archery 9+, Essence 9+, permits the Charm
sence 7+ permits the Lawgiver to activate Lambent Bolt of to attack a target up to five times before the Solar sees him
Annihilation for 10m, expanding its radius to (Essence x again. A third and final purchase, at Archery 10, Essence
50) yards. This benefit upgrades to (Essence x 100) yards at 10, permits the Lawgiver to use this Charm whenever she
Archery 8+, Essence 8+. stands in sunlight, and to target her enemies so long as they
New Abyssal Charm: Howling Shadows of the Void are exposed to any degree of light; thus are the enemies of the
(Prerequisites: Splinter of the Void). This Charm is identi- greatest of the Chosen forced to dwell in absolute darkness
cal to its Solar counterpart save that the Abyssal may not forever. This final mode of attack may only be used once
spare allies with her Compassion. Instead, at Essence 5+, until the Lawgiver sees her target again.
the Charm does not destroy any undead the Abyssal has New Abyssal Charm: Caught in Oblivion’s Eye
personally animated. (Prerequisites: Flawless Archer Discipline). This Charm
is similar to its Solar counterpart, save that the archer and
GOLDEN ARTILLERIST METHOD his target must both be under the open sky at night. The
Cost: —; Mins: Archery 5, Essence 5; Type: Permanent
Essence 10 version of Caught in Oblivion’s Eye permits the
Keywords: Mirror (Uncanny Extermination Instinct),
Abyssal to strike his target so long as both characters stand
Obvious
in darkness illuminated by light no brighter than that of a
Duration: Instant
moonless night.
Prerequisite Charms: Phantom Arrow Technique
This Charm acts as a permanent upgrade to Phantom MARTIAL ARTS
Arrow Technique, allowing the archer to fire any ranged
weapon he may lay his hands on, be it a firewand, prayer
SWALLOWING THE LOTUS ROOT
Cost: —; Mins: Martial Arts 5, Essence 2;
piece, light implosion bow, or giant steam cannon. Firing
Type: Permanent
a personal-scale weapon which uses exotic ammunition, or
Keywords: None
ammunition with a Resources cost, demands 3m per shot
Duration: Permanent
fired; firing an artillery-scaled weapon with this Charm costs
Prerequisite Charms: None
3m, 1wp per shot. If the effect of Inexhaustible Bolts of Solar
The greatest among the Exalted find it no great feat to
Fire is active, such attacks require one mote per shot, or 1m,
master the arts of their subordinates. The experience cost
1wp per artillery shot.
of Terrestrial Martial Arts Charms is reduced to 4xp, or 5xp
New Abyssal Charm: Uncanny Extermination Instinct
if Martial Arts is not a Caste or Favored Ability (or if the
(Prerequisites: Relic Arrow Method). This Charm is identi-
character has no Favored Abilities, as in the case of Alchemi-
cal to its Solar counterpart, including compatibility with
cals), and their training time is halved. During character
Quiver of Souls.
creation, Terrestrial Martial Arts Charms cost half as much
as native Charms, meaning that each starting Charm (or

59
CHAPTER TWO: THE GOD-KINGS’ PROWESS

Charm purchased with bonus points) allocated to such a style Prerequisite Charms: Fists of Iron Technique
provides two Charms instead. As a final benefit, the character The Chosen of the Most High need no esoteric lessons to
no longer needs to pay a surcharge when using elementally rock the world back on its heels—their strength and prowess
aspected Terrestrial Martial Arts styles. Should a character are weapons enough. The Solar’s unarmed attacks automati-
who already knows Terrestrial Martial Arts learn this Charm, cally stun opponents they strike and roll damage against (see
the experience cost of those Charms is retroactively lowered Exalted, p. 153). This stunning effect is cumulative—if a
and the character is refunded the difference. Solar made a three-attack flurry and struck his opponent
This is a stand-alone Celestial Martial Arts Charm, with all three attacks, his target would suffer a -6 internal
which may only be learned by Celestial Exalted and penalty until the Solar’s next action.
akuma. Non-Solar Exalted know the Charm by differ- New Abyssal Charm: Agony of the Black Messiah (Prerequi-
ent names; Abyssals call it Blood-Soaked Lotus Roots, site: Ravaging Blow). This Charm causes each hit to produce a
while the Green Sun Princes know it as Roots of the stackable -2 wound penalty that lingers until the Abyssal’s DV
Brass Lotus and Sidereals have dubbed it Perfected Lotus refreshes. It is otherwise identical to its Solar counterpart.
Mastery. Lunar Exalted know the Charm as Terrestrial
Bloodline Integration.
ORICHALCUM FISTS OF BATTLE
Cost: 10m, 1wp; Mins: Martial Arts 6, Essence 6;
Alchemical Exalted achieve an identical effect through
Type: Reflexive
the use of a Perfected Lotus Matrix submodule called Lotus
Keywords: Combo-Basic, Obvious
Filament Conduction (Essence 2; 6xp).
Duration: One scene
SOLAR HERO SUPREMACY Prerequisite Charms: Solar Hero Supremacy
Cost: —; Mins: Martial Arts 5, Essence 5; The Solar’s fists crash with the sound of thunder as they
Type: Permanent batter her opponents into submission. The Solar multiplies
Keywords: Mirror (Agony of the Black Messiah), her Strength by her Essence for the purpose of calculating
Stackable the raw damage of her unarmed attacks. These attacks
Duration: Permanent ignore hardness.

60
DAWN CASTE CHARMS

WICKED DISSOLVE DUST • Transitory: Transitory attacks are attacks composed of


Cost: 1m, 1wp; Mins: Martial Arts 7, Essence 7; non-imperishable physical matter, energy, or non-permanent
Type: Reflexive (Step 10) environmental hazards. Defending against a transitory attack
Keywords: Combo-OK, Crippling, Obvious destroys that effect utterly at the point where it intersects
Duration: Instant the Lawgiver’s weapon, preventing it from harming anything
Prerequisite Charms: Solar Hero Supremacy behind the Solar, or any complementary unit he is a special
Having already prepared his opponent for her grand character in.
defeat, the Solar brings a battle to a thunderous conclusion. For example:The Exalt unleashes an arc of solar flame from
This Charm constitutes a monstrous blow which raises a his blade, burning away an arrow volley as it descends toward his
massiveve cloud of dust and debris on impact, knocking the army. Crackling waves of golde golden en lightning erupt from the SSolar’s
opponent
nent senseless. The target is rendered Inactive for a nu
num-
um-
m- ddaiklave,
da i lave, shattering a swarm off obsidian
ik b d butterflies
b fl in midair d The
midair.
ber off ticks equal to the post-soak damage dice of the attattack
tack SSolar’s
Sola
So ola
lar’s weapon strikes an incoming tidal wave, sending a sheet
(rounded
nded up). Wicked Dissolve Dust may only be activa activated
ated
at ooff E ssence boiling across it surface and evaporating it bef
Essence before it
if the target suffers a stunning penalty (such as from S Solar
olar ccan
an ssmashmash into Chiaroscuro. The Lawgiver’s sword dissolv dissolves the
Hero Supremacy) higher err tthan
han th
han
ha ttheir
eir Stamina rating. lleading
ead
ading edge of a Total Anni niihiila
Annihilation latition
lati on sshockwave,
on hockwave, unravelin
unraveling the
sspell
pel
ell in moments. The Solar
ell Soolaar pl pplunges
lun
unge
un gess his
ge his weapon into the gr
hi ground,
MELEE
LEE sstilling
tilllilinng an earthquake w itithh a ppulse
with uls
lsee of E ssence.
Essence.
GOLDEN
LDEN DESTRUCT
TION CU
ESTRUCTION UTT • Sustained: d:: S ustatain
Sustained inedd aatt ttaacks
tt ac include attacks made
attacks
Cost: —; Mins: Melee 5, Essence s nce 4; Type:
Esse
Es se Type
Ty pee: Permanent
Permaneentt off the
the five ma agi
gical m
magical ate teri
materials, rial
ri alls, aattacks which are part oof the
Keywords:
words: None body d ooff a li lliving
vin
vi ng bbeing,
eing
ng, pe
ng ermanent
rm
permanent environmental ha hazards,
Duration:
tion: Permanent and en envivironm
environmental men ntal ha haza zaard
hazards rds or attacks which the Story Storyteller
Prerequisite
equisite Charms: Hungry Tiger Tech T
Te
Technique
echnique
ch deem
de emss un
deems unsuit itab
unsuitable a le ttoo aarbitrary
rbbitrary destruction. Attacks made with
This Charm acts as a permanent uupgrade pgrade ttoo it its pr
prer
prereq-
ereeq-
er eq impe
im peri
pe rish
imperishable shab
able mat ater
eria
materialsiaals
ialsl (such as a rain of jade arrows) are ssimply
uisite,, allowing the Solar’s player to ccount ou ext
ount
ou extra
xtrra sucsuccesses
ucccesses
uc ce on scattere
scattered reed an
aandd deflec cte
deflectedtedd without harm. Attacks made by per-
the attack
ttack roll three times rather th than
han tw
ha twice
wic
ice fo
forr the
th purpose
th manent en nviron
nv onmenttall h
environmental azards (such as the Pole of Fir
hazards Fire) are
of determining
ermi
miini
ni raw damage.
ning d A sec
second
eccon
ondd pu
purchase,
urchaasee, aatt Melee 6+, stilled with withinhiinn ((Essence)
Essencce) m
Es illes for
miles for (Es((Essence)
Esse
Es senc
se nce)
nc e) act
aactions.
ctio
ct ions
io n . At
ns Attacks
allowss ex
extra
xtra ssucce
xt successes
ess
sses
es ttoo be cou
counted
ouunt
nted
edd fo
four
our ti
times
ime
m s rather than made by livi viing eenvironmental
living nvirron nment ntal
al h hazar
hazards rds
ds ((su
such
(such h aass th
the w winds
three,, wh
while
hile a tthi
hile
hi third
hird
hirdd ppur
purchase
u chase
h aatt M Melee
eleee 8+ aallows
llow
loows extra suc- of Adorjan oorr a L unaar us
Lunar uusing
in
ing
ng a sw swar
swarm arm m KnKnac ack)
ac
Knack) k) are
a pprevented
reve
cessess to be ccounted
ount
ou ntedd fi
ffive
ive ti
ive time
times.
imess. A ffourth
ourtrth andd ffifinal
inal purchase from movin moving ng to iintersect
n errseect oorr by
nt bypa
bypasspass
pa ss the
the pos
pposition
osit
os itio
ition
io n of SoSolar or
at Melee
elee 9+ causes each extra succes successss to
t bbee coun
counted
unte tteed ten times any comp pleementtaryy un
complementary nit he is a member of until thei
unit their DV
for the
he purpose of determining raw ddamage. a ag
am a e. has refr resshe
he Att
hed.
refreshed. ttacckss uunsuitable
Attacks nsuitable for arbitrary destructio destruction are
ggenerally
ge nerra
ne rall
rall
lly one-of of-a
-aa-kkin
one-of-a-kind nd storyline events, and are deflec deflected or
GUARDING
ARDING STAR TACTICS otherwise ha han ndle
nd
handled ledd ac
acco c rd
co
according r ing to the Storyteller’s discre discretion.
Cost: — (+4m); Mins: Melee 6, 6, Essence
Es ce 6;
Essenc
Es 6 Potent
Potential tia
iall ex
exam ammpl
examples ples of re essoolul tion of such attacks:
resolution
Type:: Permanent G
Goold
lden
ld
Golden en llig ighht
htni
n ng llea
lightning eaps
leaps ps ffro r m the Solar’s blade to catch
ro
from
Keywords:
words: Obvious, War Waar Mo oun
Mount unt M
unt etagalapa
Metagalapa paa bbef
efore itt ccan
before ann ffala l on her army, then shif
al
fall shifts the
Duration:
tion: Permanentt mo ountain so that it iss dep
mountain ddeposited
e osited saf
ep afel
safelyelyy on
el o the ground several miles
Prerequisite
equisite Charm
Charms:
ms:
s: P
Pr
Protection
rote
rotect
ctio
ion
n of
of Celestial Bliss aw way. A shockwave erup
away. uppts
erupts t ffrom th he So
the Solal r’s blade, knockin
la
Solar’s knocking the
The Solar Exalte
Exalted
ed em
embo
embody
b dy a llimitless destructive po
bo power
ower fflying
lyi
yiing manse away withoutt ha hharmrm m omments
moments en before it would have
which h is second to nonnone.
on
ne.
e. U
Using
sing this Charm, the chara
sin
si character
acter ccrashed
ras
ashed into Tzatli. A pillar off ssunfire
ash unfififirre
un re rises from the Lawg Lawgiver’s
may tapap into that power, focusing it into a large-scale defe
defense
ense bblade,
lad
ade, preventing two of Malfeas’s layers from crashing tog
ade together
capable
ble of striking down and turning aside all oncoming fo forces
orc
rces aand
nd ssending
ending them slowly drifting apart. A slash releases a cy cyclone
with an even greater force of her own. Defending herse herself
elff iss wh hicch ironically carries Adorjan away.
which
not good
ood enough; even if a star should fall, the Exalt mayy uuse se
Guarding
ding Star Tactics to deflect it away from all that she wishe
wishes
hess
he SH ARP LIGHT OF JUDGM
HARP MENT STANCE
UDGMENT
to protect
otect by an unrivaled display of power. This Charm serves Cost: 12m, 1wp; Mins: Melee
Meleee 7, Essence 7; Type: Sim
Simple
as a permanent upgrade to Heavenly Guardian Defense, allow- Keywords: Combo-Basic, Holy, Mirror (Symphony of the
ing it to be activated with a four mote surcharge to serve as a Flayed Legion), Obvious, War
perfect parry against any area-of-effect attack, environmental Duration: One action
damage effect, or ranged attack from a complementary unit—a Prerequisite Charms: Blazing Solar Bolt
parry which destroys or turns aside the offending attack. Players The Solar whirls into a devastating attack, felling all
should feel free to invent suitably dramatic stunts to express who would stand against her with a storm of slashes. The
the way in which attacks are defeated. character makes a standard Melee attack and applies it
Attacks may be divided into two categories: transitory against all enemies within (Melee x 100) yards. Allies are
and sustained. immune to this onslaught; the waves of lethal radiance

61
CHAPTER TWO: THE GOD-KINGS’ PROWESS

dance deftly past them. This attack is also applied against x 10) yards; for example, the character could throw her
any enemy who moves into the effect radius during the lockpicks at a lock to make a Larceny roll, toss a pen at
Charm’s duration, and applied again once per tick against a desk to write a letter from across the room, or hurl her
any enemy attempting to move toward the Lawgiver. The daiklave at an opponent on the other side of a moat to
attack produced by this Charm deals aggravated damage to make a standard Melee attack. Acuity of the Far-Flung
creatures of darkness. Hand does not help the character retrieve tossed items.
If used over consecutive actions, the Charm loses its Penalties that would apply to a Thrown roll (such as
Willpower cost after the first use, and cumulatively lowers those due to wind or poor visibility) apply to the roll for
its most cost by two on each subsequent activation, to a the action taken.
minimum cost of 5m. The range of its area of destruction
doubles with each consecutive activation. The Charm
MAELSTROM OF CELESTIAL DOMINANCE
Cost: 10m, 1wp; Mins: Thrown 6, Essence 6;
cannot spread to encompass more than the Solar’s (Es-
Type: Simple
sence x 3) miles.
Keywords: Combo-OK, Mirror (Bone-Filled Maelstrom
Directed against a complementary unit in mass combat,
Gust), Obvious
this Charm renders the attack unblockable and undodge-
Duration: Instant
able, and multiplies its final damage in Step 10 by the
Prerequisite Charms: Cascade of Cutting Terror
Lawgiver’s Essence.
The Solar focuses the apocalyptic might of his Essence
New Abyssal Charm: Symphony of the Flayed Legion
into a weapon and hurls it out into the world, where it becomes
(Prerequisites: Ebon Lightning Prana). Gathering shadows
a vortex annihilation formed of ten thousand glittering blades.
about his weapon, the Abyssal casts shrieking waves of razor-
The character makes a single Thrown attack with a readied
edged darkness across the battlefield. This Charm is identical
weapon. This attack is unblockable and undodgeable, and
to its Solar counterpart, save that it lacks a Holy effect; instead,
applies to every character within a line (Essence x 3) yards
mortals slain by this Charm automatically rise one day later
wide, (Essence x 2) yards high, and (Thrown) miles long.
as uncontrolled zombies, full of risen hunger for the flesh of
At Thrown 8+, Essence 8+ the Charm’s distance extends
the living. This effect fails automatically in the face of any
to (Thrown x 3) miles.
magic designed to prevent a corpse’s reanimation.
A second purchase of this Charm at Thrown 7+, Essence
THROWN 7+ upgrades its destructive power to the point that the attack
lacerates the very fabric of the cosmos. A million white-hot
TORRENT OF INNER LIGHT cuts sizzle in the air, leaving behind a ragged white scar of
Cost: —; Mins: Thrown 5, Essence 4; Type: Permanent
sunfire. This acts as an environmental attack within the
Keywords: Obvious
area covered by the Charm’s initial attack with Damage 3L/
Duration: Permanent
action (Damage 3A/action as a Holy effect against creatures
Prerequisite Charms: Falling Icicle Strike, Spirit Weapons,
of darkness), Trauma 3. This scar lingers for (Solar’s Essence)
Triple-Distance Attack Technique
hours. The Lawgiver is advised to be wary of this barrier, as
The Solar is a living weapon, every mote of his Essence
he is not immune to its power.
a microcosm of the perfect assassin. The character gains the
New Abyssal Charm: Bone-Filled Maelstrom Gust (Pre-
following permanent benefits:
requisites: Burrowing Bone Maggot). The jagged, weeping
• Triple Distance Attack Technique: The Charm ex-
slits this Charm’s repurchase leaves in the fabric of the world
tends the range of thrown weapons by a factor of ten rather
radiate the power of Oblivion and have no Holy aspect. It is
than three. At Thrown 6+, Essence 6+ this Charm changes
otherwise identical to its Solar counterpart.
a weapon’s range value from yards to miles.
• Spirit Weapons: This Charm’s Cost becomes zero WAR
motes.
Additionally, all unexpected Thrown attacks ignore
ONE WITH STRIFE METHOD
Cost: 5m, 1wp; Mins: War 5, Essence 4;
the target’s Hardness.
Type: Reflexive
ACUITY OF THE FAR-FLUNG HAND Keywords: Combo-OK, Counterattack
Cost: — (3m); Mins: Thrown 5, Essence 5; Duration: One scene
Type: Permanent Prerequisite Charms: Fury Inciting Presence
Keywords: Obvious Some Solars learn to avoid conflict. Those of the Dawn
Duration: Permanent Caste learn to revel in it. One With Strife Method enhances
Prerequisite Charms: Call the Blade the Lawgiver’s capacity for violence, allowing him to use
This Charm costs three motes every time its benefits any of his combat abilities to make one free counterattack
are activated. It allows the character to hurl implements per action against each opponent that attacks him during
in order to take a normal action out to a range of (Essence that action.

62
DAWN CASTE CHARMS

BEHEMOTH-SLAYING ATTITUDE of mortal soldiers with mundane weapons, the penalty would
Cost: 7m; Mins: War 5, Essence 5; Type: Reflexive instead be -9 (reflecting their Might 0).
Keywords: Combo-OK, Mirror (Filling the Elephants’ The Solar also ignores any formation benefits the unit
Graveyard), War may enjoy.
Duration: One scene YOZI-FIGHTING PRINCIPLE
Prerequisite Charms: Mob-Dispersing Rebuke Cost: 10m, 1wp; Mins: War 8, Essence 8; Type: Reflexive
It is the lot of Solars to stand before the titans and their Keywords: Combo-OK, Native
creations, and to be unafraid—they were made to kill giants. Duration: One scene
The Solar sets herself into a battle rhythm which causes Prerequisite Charms: One With Strife Method
larger opponents to expose their weak points and get in Yozis are one of the greatest challenges a Solar will ever
their own way as they attempt to destroy her; their strength face in combat, for they are not one being, but hundreds. Yet
becomes her own. Any warstrider-sized or larger opponent none may stand in superiority to the Solar Exalted. Using
suffers a -3 external penalty on all attempts to strike the Yozi-Fighting Principle, the Lawgiver’s killing instinct ex-
Lawgiver, while her own blows ignore half the target’s soak pands to encompass foes which are armies unto themselves.
and raise the minimum damage of successful attacks by two. By conceptualizing all such combatants as intrinsically linked,
The Solar also ignores any Magnitude advantages enjoyed the character may extend the actions he takes against one
by opponents who are considered to be solo mass combat opponent to all of them, enabling him to face impossible
units due to their vast size, such as Juggernaut. Finally, if odds and engage in legendary battles which form the heart
facing landscape-scale opponents (such as Mount Mostath of mythology.
or Mother Bog), the Solar may always use that opponent’s While Yozi-Fighting Principle is in effect, any Charm
own bulk as a point of concealment permitting her to attempt activated against or in response to a networked being is
to re-establish surprise. considered to have had its cost pre-paid for use against all
At War 6+, Essence 6+, while this Charm is active other elements of that networked being. This cost discount
the Solar lowers by one mote (to a minimum of one mote) applies until the Exalt’s next action tick.
the cost of all Charms which create undodgeable attacks or For example: A Solar is attacked by Ligier and
cause attacks to be undodgeable, so long as those attacks are activates a Combo of Heavenly Guardian Defense and
directed solely at warstrider-sized or larger opponents. Solar Counterattack, paying normally for this defense
New Abyssal Charm: Filling the Elephants’ Graveyard and counterattack. One tick later, he is subjected to a
(Prerequisites: Morale-Shattering Method). This Charm is two-attack flurry by Ligier’s soul, Gervesin. The charac-
identical to its Solar counterpart. ter may activate Heavenly Guardian Defense and Solar
IN DOUBT OF LEGIONS SPIRIT Counterattack for no cost in response to Gervesin’s first
Cost: 8m, 1wp; Mins: War 6, Essence 6; attack, but would need to pay for it against his second.
Type: Reflexive Then, one tick after that, Malfeas himself strikes the
Keywords: Combo-OK, War Solar with a three attack flurry. The Solar may use Solar
Duration: One scene Counterattack and Heavenly Guardian Defense twice in
Prerequisite Charms: Behemoth-Slaying Attitude response to the titan’s onslaught for no cost, but would
In the Era of Dreams, Solars of the Dawn Caste are have to pay a third set of activations.
as legends outside of time, relics of a Primordial War long “Networked beings” are considered to be creatures
ended, known for their ability to stand alone against whose sum totality of being is encompassed by multiple
armies. The Lawgiver’s insuperable tactics wreak havoc bodies—Yozis and Primordials are the premiere example,
upon enemy formations, turning their numbers into a but the Emanations of an unshaped raksha also count. This
liability and lessening the effectiveness of their attacks. Charm is effective moving both ‘up’ and ‘down’ a Yozi’s
This Charm may be activated when the Solar fights as a chain of souls—an attack against Gervesin could roll over
solo unit. All attacks against her by complementary units into a discount against Malfeas as easily as an attack against
suffer an external penalty equal to (the total aggregate Malfeas could roll over into a discount against Gervesin.
Magnitude of opponents facing her on the battlefield) – Attacks against Exalted are never discounted, though in
(unit’s Might). the bizarre event that an Exalt somehow began growing
For example, if the Solar faced a force of 10,000 eryman- subsidiary souls, attacks directed at the Exalt would provide
thoi, split into 10 Magnitude 6 units, this would count as a discount to then target her souls. Exalted akuma form
Magnitude 9 opposition, not magnitude 60. Since a unit of an exception to this rule—they are considered a part of
erymanthoi enjoys Might 3, each unit’s attacks upon the Solar the Yozi they have sold themselves to, and may be fully
would suffer a -6 external penalty. Were the units composed treated as such by this Charm.

63
CHAPTER TWO: THE GOD-KINGS’ PROWESS

THE ZENITH CASTE treated as an automatically successful Shaping counterattack


which inflicts (Essence) dice of lethal damage (aggravated
INTEGRITY against creatures of darkness). Should any astrology be used
LION’S ROAR RECOVERY to attempt to divine the target’s fate during the scene in
Cost: —; Mins: Integrity 5, Essence 4; Type: Permanent which Sacrosanct Soul Retribution is directed at him, such
Keywords: Mirror (Underworld Executioner Stance), Native inquiries automatically succeed, but return only the following
Duration: Permanent puzzling message: THE ANATHEMA IS HERE.
Prerequisite Charms: Phoenix Renewal Tactic This Charm may be used regardless of the range from
Reality itself bows to the prowess of the Solar Exalted which unnatural mental influence is deployed, but may
when they act in accordance with the power infusing their only be used once in response to a particular static source
Exaltation. All of the Solar’s stunts are upgraded by one of mental influence. For example, the Solar could only
category (to a maximum of being three-point stunts) when deploy this Charm in response to a book enhanced with
the Lawgiver’s actions reinforce her role as a god-king. Linguistics Charms once, no matter how many times he
Specifically, the Solar’s actions must involve: ruling over or read the book.
protecting those less powerful than herself; administrating At Integrity 6+, Essence 6+, the Solar may also pay
territory or resources she owns; educating others; spreading one point of Willpower to bestow the creature of darkness
either the worship of the Unconquered Sun or herself; or mutation on targets of this Charm, as a Shaping effect.
combating creatures of darkness. Successful stunts that are Additionally, at this level, anyone slain by Sacrosanct Soul
upgraded from two to three points by this Charm are not Retribution’s white fire is twisted and castigated into a new
elligible to draw a point of experience as a reward. Natural form, reborn as a terrible monster possessing the same non-
three point stunts, rather than being upgraded, add automatic magical traits they previously enjoyed, with (Solar’s Essence
successes rather than dice. If a stunt has already been upgraded x 3) points of mutations added. If the beast was not a creature
due to resonance with the Solar’s Motivation, Lion’s Roar of darkness before, it is now. This beast is cleansed most
Recovery provides no benefit. of its previous memories, all Intimacies, and any Essence-
New Abyssal Charm: Underworld Executioner Stance based powers it may have possessed. It is reborn with a new,
(Prerequisite: Faithful Killer’s Reprieve). This Charm works unalterable Motivation: To loyally serve the Lawgiver who
like its Solar counterpart, except that rather than acting as a created it. Thus do those who would dare tamper with the
god-king, the Abyssal must play out her part as a world-killing minds of the Sun’s champions pay for their temerity.
weapon. Stunts are upgraded only when the Abyssal seeks SHOULD THE SUN NOT RISE
to slay either the living or the dead, inflict needless cruelty Cost: —; Mins: Integrity 6, Essence 6; Type: Permanent
upon another (mentally, emotionally or physically), inspire Keywords: Holy, Native
fear, or ruin Creation (salting fields, burning homes, poison- Duration: Permanent
ing rivers, orchestrating massacres to expand shadowlands, Prerequisite Charms: None
and so forth). Additionally, embracing this Charm raises In eternal night, the Solar Exalted are evidence of a
the Abyssal’s value in the eyes of the Neverborn above all perfect light that once was and shall be again. Should the
other servants of Oblivion; hope is kindled in their dead sun go down forever, the Lawgivers stand as proof of an
hearts that the Abyssal may finally be the one to end even imperishable hope, surpassing the light from whence they
the Underworld, setting them free. As a result, the Exalt no sprang. By learning this Charm, the Solar substantiates for
longer accumulates Resonance for fighting spectres, Neph- himself the foundational principles of Holy by which the
wracks, Deathlords or any other creatures of death. This universe abides and the Unconquered Sun decides. In the
Charm cannot be learned by the Deathlords. event of the death of the Unconquered Sun, the Solar’s
SACROSANCT SOUL RETRIBUTION Holy Charms retain their full capacity against all creatures
Cost: 8m; Mins: Integrity 5, Essence 5; of darkness. This Charm also permanently lowers the cost
Type: Reflexive (Step 9) to activate all Charms with the Holy Keyword by one mote,
Keywords: Combo-OK, Counterattack, Holy, Obvious, to a minimum of zero motes.
Shaping PERFORMANCE
Duration: Instant
Prerequisite Charms: Spirit-Maintaining Maneuver
INFATUATION-GATHERING
Those who would tempt the noble Lawgivers from their IDOL METHODOLOGY
righteous path pay a price in fire. This Charm is a counterat- Cost: —; Mins: Performance 5, Essence 4;
tack that may be used in response to any unnatural mental Type: Permanent
influence directed at the Solar. The Solar’s caste mark blazes Keywords: Emotion, Illusion
white and red for a moment; then, wherever the attacker may Duration: Permanent
be, she is engulfed in a bonfire of pure white flames. This is Prerequisite Charms: Heart-Compelling Method

64
DAWN CASTE CHARMS

The charismatic soul of the Lawgiver bleeds into every CAST OUT BEYOND REGARD
song she sings, every word she reads, every act she plays Cost: 40m, 2wp; Mins: Performance 8, Essence 8;
and every step she takes, making her beautiful. Even if Type: Simple (Speed 7 long ticks, DV -3)
she’s just singing softly to herself, she inspires adulation. Keywords: Combo-OK, Native, Obvious, Shaping
Whenever she successfully influences a target with a social Duration: One performance
attack, that target acquires a positive Intimacy toward Prerequisite Charms: Catching the Sun’s Glance
her, with an emotional context of the target’s player’s Creation was given into the hands of the Lawgivers; it
choosing, so long as the target does not choose to reject is theirs to govern and to judge, forever. Through the power
the social attack by paying Willpower or invoking an of this Charm, a Solar may exile those who have proven
appropriate Charm. If the target already has an existing themselves unworthy to exist in the world he rules. The
positive Intimacy toward the Solar, then he instead suffers Lawgiver’s player makes a prayer roll against a difficulty of
an Illusion effect which causes him to regard the Lawgiver (5 + Magnitude of group targeted); this works in the same
as having twice her true Appearance rating. This unnatural fashion as Catching the Sun’s Glance, save that the Charm
mental influence persists so long as the positive Intimacy cannot discriminate to target sub-groups within a geographic
does, but may be ignored for one scene by paying a point region; for example, it can only target “everyone in Nexus,”
of Willpower, or broken altogether by paying five points not “all Guildsmen in Nexus.”
of Willpower at once. Unlike its prerequisite, the Charm does not render
CATCHING THE SUN’S GLANCE its targets creatures of darkness. If used while the sun is
Cost: 20m, 2wp; Mins: Performance 7, Essence 7; out, the day grows dark as night as the Unconquered Sun
Type: Simple (Speed 7 long ticks, DV -3) turns his face away from what is to come. If used by night,
Keywords: Combo-OK, Native, Obvious, Shaping the light of the stars becomes weird and green, casting
Duration: Instant everything into a febrile haze. Creation’s Essence sizzles
Prerequisite Charms: Respect-Commanding Attitude and screams at the culmination of the Lawgiver’s ritual
The Unconquered Sun trusts his Chosen to separate condemnation; the boundaries of the cursed area blacken,
out the righteous from the wicked. By the power he has char, and erupt into flights of blind doves. A patina of silver
invested in them, the Lawgivers may send forth the specter sand drips from the stars. These omens persist for one long
of his rage to be visited upon the enemies of the Exalted. tick following the successful conclusion of the Lawgiver’s
This Charm allows entire groups to be labeled enemies of prayer, which must be uttered within earshot of at least
Creation and given the creature of darkness deformity. The one targeted individual.
Lawgiver’s player makes a prayer roll against a difficulty of (3 At the end of that long tick, the entire targeted region
+ Magnitude of group targeted). If successful, the day dims and all inhabitants who have not fled or established Shap-
and the air quivers, or the night grows hot and feverish and ing defenses are torn from Creation in a surge of crimson
bright. Targeted beings realize what is about to happen as the Essence. Where the targeted region stood, there is only a
wrath of Heaven gathers (the Charm is Obvious to them), plain of black glass holding Ligier’s sullen reflection. He
and have one long tick to prepare themselves—Essence-users speaks a grudging word of ritual thanks for the Solar’s offer-
are advised to establish some form of Shaping defense. After ing, and then vanishes.
one long tick passes, a surge of Essence rips through the area, The targeted region is deposited somewhere within
flaring it bright as noon and rendering every targeted being a random layer of the Demon City, which reflexively re-
a creature of darkness. organizes its geography to make room for the new arrival.
This Charm may only be used to target relatively geo- The lethal miasma of Malfeas avoids such imported bits of
graphically compact groups, up to about the size of a city. Creation, but this is the only mercy the new deportees are
Targeting may be based on geography or political affiliation. granted; demons are always quite interested in the novelty
“Every member of the Guild in Nexus” would be a valid target of a freshly-arrived army encampment or city, and soon
for the Charm, as would “every man woman and child in come to investigate.
Nexus” or “the army encamped in that valley.” However, The Sidereal Exalted have repeatedly pressed for leg-
Guild members not in Nexus would not be affected, and if islation to outlaw the use of this Charm, or at least require
the army’s general were back in the Lap receiving new orders, Deliberative-authorized advance warning of its deployment,
he would be spared, as he is not with the targeted bulk of the as it wreaks untold havoc on the Loom of Fate whenever it is
group. Likewise, “all members of the Guild” or “all Brides of used. To date, these efforts have met with little success.
Ahlat” would not be valid targets, because those organizations PRESENCE
are spread far and wide geographically. The Solar must be
close enough to the targeted group for at least one targeted MIND-BLANKING REBUKE
individual to hear the prayers and condemnations he speaks Cost: 5m; Mins: Presence 5, Essence 4;
to the Unconquered Sun. Type: Simple (Speed 6 long ticks, DV -1)

65
CHAPTER TWO: THE GOD-KINGS’ PROWESS

Keywords: Combo-OK, Compulsion, Mirror (Insidious There exists a similar Charm utilizing Medicine as a
Forbidding Command), Obvious, Social prerequisite called Mind-Soothing Anodyne (Prerequisites:
Duration: Instant Flawless Diagnosis Technique, Touch of Blissful Release).
Prerequisite Charms: Majestic Radiant Presence Its activation requires an hour of careful psychoanalysis
The Lawgiver issues a powerful admonition against a or hypnotherapy, but is otherwise identical to Hastening
target, forbidding him from taking a certain action. The Night’s End.
Solar’s player makes a (Charisma + Presence) social attack
against the target’s Dodge MDV; if successful, he may forbid
SEARING AFTER-IMAGE PASSION
Cost: —; Mins: Presence 5, Essence 5; Type: Permanent
the target from performing an act of his choice for the dura-
Keywords: Mirror (Stalking the Shadowed Mind)
tion of the scene. This ban may be no wider than the scope
Duration: Permanent
of a single Ability or Charm, at the Storyteller’s discretion.
Prerequisite Charms: Enemy-Castigating Solar Judgment
Examples of forbidden actions include “dodging my attacks,”
The Lawgiver personifies one blazing ideal, choosing
“attacking me with your daiklave,” “picking any locks,”
an emotion, one of her Intimacies or her Motivation. When
or “using Seven Shadow Evasion.” The Lawgiver cannot
she makes social attacks inspiring or furthering her passion,
prevent the target from resisting Mind-Blanking Rebuke,
targets must spend an additional two Willpower points to
or forbid any necessary life function (“do not breathe” is
resist. The Solar must choose one passion at a time, but
not a valid ban).
the player may spend one experience point to switch this
This unnatural mental influence may be resisted for
Charm to a new one. This Charm may not force a target to
one action by spending a point of Willpower, and the target
spend more than 5 Willpower to resist a single instance of
becomes immune to the Charm’s effects for the rest of the
mental influence.
scene once he has spent 3 Willpower resisting it.
New Abyssal Charm: Stalking the Shadowed Mind
New Abyssal Charm: Insidious Forbidding Command
(Prerequisite: Sanity-Eroding Diatribe). This Charm may only
(Prerequisite: Dread Lord’s Demeanor). This Charm is identi-
be used to enhance a negative emotion, negative Intimacy,
cal to its Solar counterpart.
or the Abyssal’s Motivation; it is otherwise identical to its
HASTENING NIGHT’S END Solar counterpart.
Cost: 10m; Mins: Presence 5, Essence 4;
Type: Simple (One dramatic action)
ETERNAL EMPRESS OF LOVE ATTITUDE
Cost: 5m, 1wp; Mins: Presence 6, Essence 6;
Keywords: Combo-OK, Emotion, Obvious
Type: Simple
Duration: Instant
Keywords: Combo-Basic, Compulsion, Emotion, Mirror
Prerequisite Charms: Hypnotic Tongue Technique
(Eternal Overlord of Dread Attitude)
A touch, a kind word, a moment of intimacy—through
Duration: Indefinite
such gestures the Solar Exalted may straighten that which is
Prerequisite Charms: Authority-Radiating Stance
bent and mend that which is broken. This Charm’s activation
All characters in existence who possess a positive
requires at least one hour of personal interaction, which may
Intimacy toward the Lawgiver find that they cannot
take a wide variety of forms. Patiently listening to a subject
intentionally raise a hand against her while this Charm
while they explain what ails them, sitting together to watch
is active. This unnatural mental influence forces such
the sun rise or set, or an evening of lovemaking would all
characters who wish to deliberately take some action
qualify. This Charm has two effects. First, the Solar may
they believe will bring harm to the Solar (be it physi-
target and remove one derangement from the target’s mind,
cal, emotional, political or even financial) to spend one
regardless of whether it was inflicted by Charms, sorcery,
Willpower per action to do so. Spending three Willpower
the Wyld, or the simple stresses of life (if any effect contests
in this fashion within the course of a single scene negates
this, the Solar adds his Presence in automatic successes
the effects of Eternal Empress of Love Attitude for the rest
to the roll-off). Second, the Solar forges in the target an
of the scene, but the only way for a target to permanently
Intimacy to a specific memory in the target’s life of which
escape the effect of the Charm is to remove her positive
she is aware. So long as this Intimacy endures, the target
Intimacy for the Solar. A second purchase of this Charm
may not reacquire the derangement the Solar cured, nor
at Presence 7+, Essence 7+ renders mortals incapable of
may that memory be in any way tampered with, altered,
spending Willpower to resist the Charm.
poisoned, removed, or corrupted.
New Abyssal Charm: Eternal Overlord of Dread
Hastening Night’s End may be resisted for a cost of 0
Attitude (Prerequisites: Broken Heart Triumph). This
Willpower—the Charm will only help those who wish to
Charm is identical to its Solar counterpart, save that it
be helped. It is impossible for the patient to gain Limit or
affects characters who possess an Intimacy of fear toward
Resonance, or suffer a Dark Fate manifestation, Limit Break,
the Abyssal.
or Torment during the course of the treatment.

66
DAWN CASTE CHARMS

RESISTANCE Keywords: Combo-OK, Mirror (Far Beyond Ruin)


Duration: Instant
RISING SUN RENEWAL Prerequisite Charms: Adamant Skin Technique
Cost: 10m, 1wp; Mins: Resistance 5, Essence 5; Considerate of others, a Solar may choose not to flaunt his
Type: Simple (Speed 5, DV -0) invincibility until the very last instant. This Charm is a perfect
Keywords: Combo-OK, Obvious defense, having one of the Four Flaws of Invulnerability (see
Duration: Five actions Exalted, p. 194). Upon activation, reduce the final damage
Prerequisite Charms: Body-Mending Meditation inflicted by an attack to zero. Those crippled by iniquity are
Perfection is the nature of the Solar Exalted, and the best not availed of perfection. Characters with two or more points
efforts of the world cannot draw them away from that state of Limit experience a failure in this defense: final damage is
for long. The Solar’s Essence surges and begins to catalyze, reduced to a number equal to the Solar’s (Limit / 2, round
producing a crackling, charged feeling in the air around her, down), as a crack in the Solar’s aegis allows damage to slip
as though a storm were about to commence. Once her DV through. Under this condition, Ruin-Abasing Shrug loses its
has refreshed five times, she erupts into a torrent of blue- Flaw of Invulnerability. Ruin-Abasing Shrug may not be used
white Essence, shining like a newborn star. When this surge in a Combo with any Charm carrying the Reactor Keyword if
of power passes, the Solar stands unmarred—all her health it carries a Flaw of Invulnerability. A repurchase at Essence
restored. Activating a Charm with a Flaw of Invulnerability 7 allows the Lawgiver to extend this Charm’s duration to
at any point during the Charm’s ‘charging’ period resets its One Tick by paying seven motes upon activation, or to One
countdown. For example, if a Solar used Rising Sun Re- Action by paying seven motes, one Willpower.
newal, had her DV refresh three times, and then activated New Abyssal Charm: Far Beyond Ruin (Prerequisites:
Heavenly Guardian Defense, she would need to wait until Wounds Mean Nothing). This Charm is identical to its
her DV refreshed five more times before her health levels Solar counterpart, save that Abyssals substitute Resonance
would be restored. Losing more health levels than the Law- for Limit.
giver’s Stamina during the course of a single action delays
the countdown by one DV refresh. INNER FIRE UNLEASHED
At Resistance 6+, Essence 6+, this Charm will Cost: —; Mins: Resistance 6, Essence 6;
also remove all Crippling effects in addition to healing Type: Permanent
the character. Keywords: Native, Reactor
Duration: Permanent
UNBROKEN CHAIN RESOLVE Prerequisites: Ox-Body Technique
Cost: 6m; Mins: Resistance 5, Essence 5; Essence permeates every fiber of the Solar’s being.
Type: Reflexive (Step 10) Lawgivers with this Charm have learned to focus that Es-
Keywords: Combo-OK sence upon their vital centers, imbuing their very cells with
Duration: Three actions limitless energy. Whenever a Solar with this Charm heals
Prerequisite Charms: Iron Kettle Body damaged health levels, she recovers two motes per level.
The Solar’s defense must hold at all costs. If the Solar After twenty motes have been restored in this fashion in the
falls, so does all that she holds dear. From this grim resolu- course of a scene, the Solar only gains one mote per health
tion a Solar draws the power to survive all onslaught. The level healed. When twenty more motes have been paid out
character may use this Charm in response to an attack that in this manner within the same scene, the Solar only gains
incurs pre-soak damage. Upon activation, his hardness to rises one mote per two health levels restored. This healing may
to a level equal to the pre soak damage of the attack. This only occur as a result of rest or of Solar Charms which heal
does not prevent damage dice from being rolled, but rather damage. Though this Charm is permanent, it is perpetuated
guarantees that all lesser attacks are turned harmlessly aside. and substantiated by regular meditation upon inner forces
The Solar’s hardness remains at this level for three actions, or turning outward. It is a sacred power which relies upon the
until he is struck by an attack that overcomes her hardness. Lawgiver’s utmost care for her own well-being. This power
Should the Solar suffer such an attack, he may reflexively fails the Solar if she inflicts harm upon herself or allows oth-
pay six motes to drive his hardness up to match the attack’s ers to harm her: injuries from attacks thrown without killing
raw damage. This does not count as a Charm activation. intent will not yield motes when healed.
This renewed defense will last for three actions or until it
is dispelled by a greater attack, whichever comes first. This SURVIVAL
Charm is ineffective against attacks the Solar permitted to GUIDING LIGHT SHINES ON
be inflicted upon himself. Cost: 5m; Mins: Survival 5, Essence 4; Type: Reflexive
RUIN-ABASING SHRUG Keywords: Combo-OK, Obvious
Cost: 5m; Mins: Resistance 6, Essence 6; Duration: Indefinite
Type: Reflexive (Step 10) Prerequisite Charms: Trackless Region Navigation

67
CHAPTER TWO: THE GOD-KINGS’ PROWESS

Guided by the light of the Solar Exalted, none shall lose camp. Wyld berries will not poison them, nor singing fish
their way. Flaring his anima to a towering iconic representa- give them mutations. The iridescent locusts which swarm
tion that surges a mile into the sky, the light of the Solar’s across the sands of Cecelyne will not infect them with
Essence shines through all barriers and obstacles and may demonic taint.
be seen up to (Essence x 10) miles away. All attempts to Finally, the Solar’s Food-Gathering Exercise may secure
navigate toward the Solar automatically succeed—for both enough food to feed the entire camp with only a single use—
allies and enemies. Astrology used within this range returns even if there is no food to be had in the region. As if produced
only the message “THE LAWGIVER BECKONS.” by faith alone, the Solar finds clean water flowing from the
At Survival 6+, Essence 6+ this Charm may be activated rocks of Malfeas, fresh fish in the acrid seas of Kimbery, and
for a cost of 10m to provide one of two alternate benefits. living fruit upon dead branches.
The Solar may act as a beacon only for those he wishes to A second purchase of this Charm at Survival 6+, Essence
attract without needing to flare his anima; alternately, the 6+ sanctifies the camp as Holy ground. Creatures of darkness
Solar may send his anima burning even higher into the sky, must spend five points of Willpower to set foot within the
extending the range of its visibility and navigation benefits camp unless formally invited by the Solar.
to (Essence x 100) miles.
GOD-KING BENEVOLENCE
LIFE-SUSTAINING SHELTER PREPARATION Cost: —; Mins: Survival 7, Essence 7; Type: Permanent
Cost: 10m, 1wp; Mins: Survival 5, Essence 5; Keywords: Obvious
Type: Simple (One dramatic action) Duration: Permanent
Keywords: Combo-OK, Shaping Prerequisite Charms: City-Moving Secrets, Element-
Duration: Indefinite Resisting Prana
Prerequisite Charms: Food-Gathering Exercise, Hardship- The unbound anima of the Solar Exalted subverts the
Surviving Mendicant Spirit wrath of nature, cowing the elements in order ensure the
The Solar Exalted may survive anywhere. By his mastery safety of the followers of the sun. When faced with the
of Survival, he may guarantee this protection to his followers. unmitigated purity of the sun’s light, all lesser forces must
Even in the depths of Hell or the tunnels of the Labyrinth, bow. By voluntarily flaring her anima into an enormous
Solars using this Charm may erect a shelter which is stable pillar of light, the Solar banishes the wrathful elements.
and safe from forces which would seek to harm those within. Lava flows part or harden to admit the passage of the So-
Once she has found shelter large enough to protect all of lar’s followers. Flesh-scouring sandstorms whirl about and
her followers from the elements (an Intelligence + Survival leave them untouched. The Solar may extend the effects of
roll with a difficulty of the Magnitude of the character’s Hardship-Surviving Mendicant Spirit to a unit he leads with
entourage), the Solar personally builds this shelter. She a Magnitude of up to his Essence, so long as that Charm is
places representations the five elements at the center and active. They are also immunized against toxic atmospheres
directional boundaries of the shelter (these representations such as the miasma of Malfeas.
can be actual examples of each element, such as twigs, stone,
cinders, etc, or the Solar may use a few drops of blood, paper THE TWILIGHT CASTE
effigies, Dragon-Blooded willing to sit still, or other tokens) CRAFT
during its construction, blessing the configuration with his
power and claiming all within its borders as his dominion. KEEN UNDERSTANDING OF THE
For a larger group, the Solar supervises the process of build- CORE IMPERFECTION
ing this shelter (an action normally requiring one hour), but Cost: 10m, 1wp; Mins: Craft 5, Essence 4; Type: Simple
otherwise using the same process as described above. Keywords: Combo-OK, Touch
This Charm protects an area large enough to house the Duration: Indefinite
Solar and up to her Essence in Magnitude of her followers. Prerequisite Charms: Shattering Grasp
The inclement conditions of harsh weather hold no sway over The Solar touches a structure or object and gains a
the camp—all individuals within are protected as though perfect understanding of what can damage or destroy it, and
with Hardship-Surviving Mendicant Spirit. Moreover, the how well. Furthermore, for this Charm’s duration, her attacks
camp is immune to the inclement conditions of alien worlds. ignore the target’s soak and deal to it (Essence x 5) additional
The Wyld will not mutate the camp’s land, the Solar’s fol- dice of damage. If the object is completely indestructible, the
lowers, or their belongings, nor will Malfeas’s toxic miasma Charm’s duration becomes Instant, and Lawgiver is instead
poison them. The Solar and her followers may respire Es- granted divine inspiration, discovering an existing Flaw of
sence normally even in the Underworld or the Blight Zones Invulnerability (created by the Storyteller) that would permit
of Autochthonia. the object’s destruction.
Moreover, the Solar’s followers will take no harm from
any nourishment scavenged within the confines of the
DESIGN BEYOND LIMIT
Cost: —; Mins: Craft 5, Essence 4 Type: Permanent

68
DAWN CASTE CHARMS TWILIGHT CASTE CHARMS

Keywords: None This Charm cannot perfectly analyze N/A-rated wonders


Duration: Permanent like the Five-Metal Shrike or unique miracles of Primordial
Prerequisite Charms: Durability-Enhancing Technique (or stranger) design such as the Sword of Creation, the
The Solar Exalted see potential in the matter and elemental poles, or the Well of Udr. Instead, it grants the
Essence of Creation far beyond the petty limitations of Solar a sense of vague but potent inspiration—a clue as to
Primordial vision—and make that potential reality. A where useful information about or elements of the wonder’s
character who knows this Charm may design artifacts and construction might be sought. On all occasions when the
manses more efficiently. Solar Exalted have attempted to use Holistic Miracle Under-
The character may cap a demesne with a manse standing to examine an Exaltation, they have experienced
rated one dot higher than the demesne. For example, only an encouraging-but-vague sense that the answer rests
the Lawgiver could cap a 3-dot demesne with a 4-dot within themselves.
manse; the difficulty of all design rolls and the required
construction time would be that of a 3-dot manse, but the
THE ART OF PERMANENCE
Cost: —; Mins: Craft 6, Essence 6 Type: Permanent
resultant structure would be a 4-dot manse in all regards
Keywords: None
(producing a 4-dot hearthstone, having creation points
Duration: Permanent
equivalent to a 4-dot manse [see The Books of Sorcery,
Prerequisite Charms: Durability-Enhancing Technique
vol. III—Oadenol’s Codex], and so forth). The Solar may
The Lawgiver leaves the world eternal monuments to
still deliberately weaken his designs to produce one-dot
her genius. Anything she uses Craft to create will not age,
manses, if desired. If used to design a 5-dot manse, De-
erode, wear out or otherwise diminish through the natural
sign Beyond Limit does not raise it to N/A level, instead
processes of time and use. Nor will it require maintenance.
providing ten additional creation points with which to
It can, however, be deliberately destroyed. Applying this
design its features, and it making the manse a potential
Charm’s benefit raises an item’s effective Resources value by
geomantic channel to sustain a N/A level.
one. Applying it to an artifact raises the artifact’s effective
Genius and excellence springs from the Solar’s hands
background rating by one dot. The benefit granted by this
almost unbidden when crafting artifacts. He needs only
Charm is optional; the Solar may still produce lesser works,
accumulate a number of successes equal to an artifact rated
if she wishes.
one dot lower than her actual project (see Exalted, p. 134).
For example, if attempting to forge a grand daiklave, the INVESTIGATION
Solar would need only 30 successes rather than the usual LEGACY-DETECTING GLANCE
60. This Charm provides no benefit when the Solar deigns Cost: 4m; Mins: Investigation 4, Essence 4;
to construct one-dot artifacts. Type: Reflexive
HOLISTIC MIRACLE UNDERSTANDING Keywords: Combo-OK
Cost: —; Mins: Craft 5, Essence 5 Type: Permanent Duration: Instant
Keywords: None Prerequisite Charms: Know the Soul’s Price
Duration: Permanent The superior detective is aware that the physiognomy
Prerequisite Charms: Design Beyond Limit of a subject may reveal that subject’s history. The Lawgiver
The Solar craftsman has progressed beyond applying knows this and more, for he may see into souls. The charac-
discrete bits of knowledge and skill—every part of him is ter makes a quick study of a subject, allowing him to see his
an extension of his prowess, and intuitive understanding target’s genetic inheritance so acutely that he may discern
blossoms from every aspect of the world around him. The their ethnicity and even the bloodline from which they
Solar perfectly understands how to recreate any object he arose—commensurate with his Lore rating. The character’s
makes use of. When he climbs into a warstrider, he is able discernment of heredity is so keen that he can tell which
to estimate what prayers accompanied its creation, the tem- gente’s bloodline a Terrestrial descends from at a glance.
peratures used to forge its armor, and the order in which its As the Lawgiver grows in experience, so does this
parts were assembled. When he fires a bow, he deduces the Charm’s capabilities. At Investigation 5+, Essence 5+, the
materials and methods used to create it—and to fletch the Solar catches physiognomic cues more readily; he can know
arrow it just fired. When he eats a cake, he deduces all the if people are genetically related just by looking at them, and
particulars of its recipe. in what manner; or what a Dragon-Blooded target’s Breeding
Any effort the Solar undertakes to precisely reproduce is and exactly who the Terrestrial is descended from. The
an object analyzed by this Charm reduces its cumulative Lawgiver is also able to see into spirits; by glancing into a
difficulty by half and the total number of successes required person’s eyes or speaking to them for any length of time, the
by his (Essence x 2), to a minimum of 5. With Craft 6+, Es- Lawgiver can see who they were in their former life.
sence 6+ the Solar also counts each hour of work invested At Investigation 6+, Essence 6+, the Solar need only
in building such a replica as three hours of labor. look at someone while using this Charm to see directly into

69
CHAPTER TWO: THE GOD-KINGS’ PROWESS

their soul: the Exalt can see his target’s past 10 incarna- At Investigation 6+, Essence 6+ the Lawgiver may also
tions. By using Legacy-Detecting Glance at this level while make this roll to realize from subtle context clues whenever
speaking with Celestial Exalted, the character’s past life a profiled subject comes within (Investigation x 5) miles of
memories begin to resonate with the Exaltation before him, him. The Solar may also anticipate non-premeditated lar-
discerning the previous bearer of the subject’s Exaltation. cenous actions at this level, though he suffers a -5 external
If the Lawgiver were to handle an Exaltation in Lytek’s of- penalty on attempts to do so.
fice directly while using this Charm, he could discern the
identity of every person to have contained that exaltation.
LAWGIVER’S PARABLE DEFENSE
Cost: 3m; Mins: Investigation 7, Essence 7;
At Investigation 7+, Essence 7+, the Lawgiver can use this
Type: Reflexive
Charm to see directly into a targeted Chosen’s Exaltation
Keywords: Combo-OK Native
and discern all of the bearer’s past incarnations; alternately,
Duration: Indefinite
he may examine the subject’s soul and witness its last 100
Prerequisite Charms: Oracular Magistrate Understanding
incarnations. At Investigation 8+, Essence 8+ the Solar may
A Lawgiver can stop the hands of time to protect the ones
examine a subject’s soul and trace its reincarnation history
he loves. This Charm allows the character to find evidence
all the way to the beginning.
of crimes that have yet to be committed, thereby preventing
When activating this Charm, the Solar may choose
future tragedies. The Solar may make (Wits + Investigation)
to look into the genetic, mimetic, or Exalted history of his
rolls to detect impending threats to any person or location he
subject, but not all three at once.
has an Intimacy toward, even those posed by individuals he
The benefits of this Charm extend beyond genealogical
has not profiled. The difficulty of this roll is always 5. This
trivia. If the Solar knows Evidence-Discerning Method and
warning manifests itself one week before the danger actual-
has ever used it to profile any previous incarnation of the
izes itself. For example: “The mercantile district of Hollow
subject’s soul or Exaltation, he automatically recovers that
will be destroyed by a magically-triggered earthquake” or
profile and may employ Evidence-Discerning Method against
“My Lunar mate will be slain by another Exalt.” Spending
the subject for a cost of 1m.
one Willpower when the roll is made grants the Solar a
ORACULAR MAGISTRATE UNDERSTANDING flash of intuitive insight gleaned through context clues in
Cost: —; Mins: Investigation 5, Essence 4; his surroundings—the Storyteller informs the Solar’s player
Type: Permanent of a place where he might profitably begin investigating the
Keywords: None impending disaster.
Duration: Permanent As the Era of Dreams progresses, a growing number of
Prerequisite Charms: Evidence-Discerning Method Solars have stopped using this Charm, suspecting some defect
The Solar’s Evidence-Discerning Method is permanently in its design—surely Lawgiver’s Parable Defense must be in
enhanced, strengthening her understanding of those she has error when it points to the Solars themselves as the threats
profiled. The Charm’s Duration becomes Instant; profiles that menace the things they love.
no longer require committed Essence to grant a mechanical
benefit. A profile remains valid until the subject’s Motivation
LORE
or Virtues permanently change (temporary changes brought LEGEND-DRAWING INVOCATION
about by magic will not spoil a profile). Cost: 5m; Mins: Lore 5, Essence 4;
At Essence 5+, the Solar may roll (Wits + Investiga- Type: Simple (Speed 3, DV -0)
tion) one month before an individual he has profiled is Keywords: Combo-OK, Obvious
planning to undertake any sort of premeditated larcenous Duration: Indefinite
enterprise (examples might include robbing a bank, staging Prerequisites: Essence-Lending Method
a kidnapping, attempting an assassination, or, in the case of By speaking to the soul of an artifact, a Solar may remind
the Yozis, escaping from Hell). This roll has a difficulty of a broken wonder of its legendary purpose, briefly restoring it
half the subject’s (Intelligence + Larceny), rounded down. to working order. Channeling Essence through her sagacious
Success grants the Solar an idea of what the subject plans to knowledge, the Solar is able to revive a legendary wonder
do, including at least the general location and nature of the and temporarily restore it to functionality. The Solar may
crime. Examples include: “Splendid Magister is planning to restore a broken or damaged artifact to full working order so
illegally experiment on hun souls within a private, hidden long as Essence is committed to sustain this Charm. In order
manse on the Blessed Isle,” “the Ebon Dragon is going to to use this Charm, the Solar must know what the artifact in
try to break out of Hell with the assistance of a Yozi cult in question is and what it does.
Denandsor,” or “Tammuz is going to attempt to murder his TERRESTRIAL EDIFICATION PROGRAM
Solar Mate aboard a pleasure yacht.” The Charm introduces Cost: —; Mins: Lore 5, Essence 5; Type: Permanent
plots to unravel, rather than solving them for the Solar in Keywords: Obvious, Training
and of itself.

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TWILIGHT CASTE CHARMS

Duration: One week one week counts as a scene spent building an Intimacy of
Prerequisite Charms: Legendary Scholar Curriculum hatred toward a particular social group not native to the
The Solar’s Harmonious Academic Methodology is region. Two points cause each week spent within the region
permanently enhanced by her greater enlightenment. The to count as a scene eroding an Intimacy of the Solar’s choice.
Solar may now use her instruction to enlighten mortals, grant- Three points create a tenor of desire within the region ac-
ing them the enlightened essence blight (see The Compass of cording to the Solar’s definition; all actions which directly
Celestial Directions, Vol. II—The Wyld, p. 148). She also reject this desire are taken at a -2 internal penalty, while all
abolishes the 4-dot training cap from Harmonious Academic actions in pursuit of it enjoy a +1 circumstantial bonus die.
Methodology and Legendary Scholar Curriculum; only the Four points produce a regional agenda—the Solar defines
age and Essence of her students limits their potential to absorb an Intimacy, and each time an individual sleeps within the
knowledge at the Solar’s feet. She may also use Harmonious region, this counts as a scene spent building that Intimacy.
Academic Methodology to impart knowledge of thaumaturgy, Five points hide knowledge about a particular thing from
sorcerous initiation Charms, or spells, assuming her students those within the region, inflicting an external penalty equal
are capable of using such magic. to (Solar’s Lore / 2) on all attempts to uncover information
about the thing; alternately, the Solar may ensure that any-
SHINMAIC COMMUNION one who seeks a certain thing will find it. This thing must
Cost: 30m, 2wp; Mins: Lore 7, Essence 7;
exist within the region, be intangible, of limitless supply,
Type: Simple (One day-long dramatic action)
and likely to bring the individual significant turmoil in the
Keywords: Native, Obvious, Shaping
future. Valid examples, then, might include worldly insight,
Duration: Instant
occult secrets, or love.
Prerequisites: Wyld Cauldron Technology
• Nirvishesha, the Ring, governs identity. One point
The concepts which engender the universe fall readily
raises or lowers the region’s level of Wyld infection by one
into the grasp of the Solar Exalted. Emptying himself of all
stage, for example changing a Tainted Land to a stretch of
thought and desire, the Lawgiver becomes a vessel for the
Bordermarches. Two points summon a certain common
knowledge of the shinma. Entering a trance state, his eyes
variety of little god or minor elemental to flock to the re-
become unblinking lanterns and his caste mark appears,
gion, according to the Solar’s will (consider the differences
glowing the same stark white for one full day. During this
between a region full of field gods as compared with one
time, the Solar subtly alters universal principles with the
full of bloody hands). Three points may create or close a
force of his will, to great effect. The character may use
shadowland within the region, with a diameter no greater
Shinmaic Communion to target a landscape he has created
than one mile. Four points may create an Essence bias within
with Wyld-Shaping Technique, redefining its relationship
the region with the same range of flavors as demesnes enjoy
with the great cosmic elements known as the shinma. The
(the five elements, Solar, Lunar, vitriol, etcetera). Beings
character gains ten ‘points’ with which to edit the region
matching this Essence bias raise their hourly respiration rate
in accordance to his will, which may be spent on the fol-
by four motes. Five points may alter the cycle of life and death
lowing modifications:
within the region. This may guarantee that all souls go on to
• Nirupadhika, the Way, governs spatial relationships.
lethe, linger as ghosts, or plunge into Oblivion; or it might
For one point the Solar may enchant the roads in the region
create a closed reincarnation loop, where all residents who
such that they prevent travelers moving along them from
enter lethe within the region are guaranteed to reincarnate
getting lost, or infallibly lead them to specific places regardless
somewhere within its borders.
of where they intend to travel. Two points allow the Solar
• Nishkriya, the Sword, governs conflict. For one
to speed up or slow down travel according to his design; by
point, the region takes on a martial tenor—its people
default, this halves or doubles travel times, though each
slowly become more generally warlike and inclined to the
point invested beyond the initial two raises this by a factor of
ways of battle. Each season spent within the region acts as
one. Three points may designate points within the region as
a scene of building a positive intimacy of some kind toward
impossible to miss, or occlude them so that all efforts to find
conflict into the Policy of all social groups. For two points,
them suffer an external penalty equal to half the Solar’s Lore.
the region becomes a magnet for conflict—it will begin to
Four points make the region mobile, able to move (Solar’s
produce natural resources needed or coveted more by the
Lore miles / day). Each additional point spent on mobility
region’s neighbors than by the region itself. For three points,
doubles the region’s movement rate. Five points doubles
the region becomes a den of brotherly raiders—all military
the interior size of the region without altering the size of
units raised within the region have a Drill one higher than
its borders—the region is simply bigger on the inside. Each
normal, and all individuals enjoy a +2 situational bonus to
additional point spent on this aspect increases the region’s
all attempts to take something from another person or group
size by a factor of one.
by force. Four points formidably defends the region against
• Dharma, the Cup, governs corrosion, ignorance and
invasion—its animals attack intruding military forces, and
desire. For one point, staying within the region for at least

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CHAPTER TWO: THE GOD-KINGS’ PROWESS

the land itself rises up in protest, causing all movement to be • Nirvikalpa determines the power of the miracle. One
across what is considered difficult terrain, and producing a point affecting the region permits the Solar to produce works
-1 external penalty to all military activities by invaders. Five equivalent to mundane effort. Two points may produce
points tithed to Nishkriya turns the region into a weapon uncanny effects equivalent to thaumaturgy. Three points
against hostile forces attempting to move into the Lawgiver’s produce wonders equivalent to Terrestrial Circle sorcery.
domain, raining down at least one environmental attack per Four points are equivalent to the Celestial Circle, and five
hour against any invading military unit, of a sort devised by points may produce awe-inspiring effects comparable to Solar
the Solar—avalanches, rains of lightning, supernatural ice Circle sorcery. Zero points limits the effects to only the weak-
storms and localized earthquakes are only the beginning of est happenstance, the equivalent of mood lighting—effects
the woes that may be hurled at unwelcome guests. with no mechanical repercussions at all.
• Nirvikalpa, the Staff, is the medium through which • Nishkriya determines the strategy of the miracle.
communication occurs. One dot makes the region a gather- Each point of Nishkriya invested in the region allows one
ing place for societies, by increasing its yield of timber or trigger to be built into the miracle. Examples of potential
making it more fecund farmland. Two dots make the region triggers include “entering the region,” “praying to the Yozis,”
a magnet for commerce, increasing the amount or value of “sleeping within the region,” “stealing from a merchant,”
mineral resources found within. Three dots make the region “marching under the flag of a foreign power,” or “disguising
a point of interaction between its inhabitants and the super- one’s identity.”
natural world, by seeding the region either with raw materials • Dharma determines who the miracle affects. One point
capable of being refined into the magical materials, or with permits only a very limited subset of a population—old men
those materials directly. Four dots makes the region a point of Varangian descent. Two points allows the miracle to affect
of communion between Creation and Heaven, by causing a population—Varangians. Three points permits a category
each prayer uttered within the region to count as though of magical beings to be targeted (such as gods, or Dragon-
it had been spoken from five mouths rather than one. Five Blooded). Four points affect all individuals who wish to be
dots makes the region a communication network between affected. Five points allows the miracle to target everyone
Creation and itself, drawing dragon lines together to create within the region. Zero points limits the miracle to working
a three-dot demesne. This value may be raised by one dot upon the environment; it cannot affect people at all.
per additional point invested. • Nirvishesha determines how long the miracle persists.
The Solar is not obligated to spend ‘left-over’ points, if One point causes the effect to last unto the third generation
he does not wish to do so. A region may only be affected by (60 years). Two points last unto the seventh generation (140
one use of Shinmaic Communion at a time; additional uses years). Three points last until the 30th generation (600 years).
cancel any existing alterations and overwrite them. Shinmaic Four points last unto the 50th generation (1,000 years). Five
Communion’s effects vanish upon the Solar’s death, unless a points create a permanent miracle. Zero points invested in
surcharge of one permanent point of Willpower is paid upon Nirvishesha produces a miracle lasting a single paltry year.
the Charm’s activation. • Nirupadhika determines the scope of the miracle.
This Charm may be purchased up to (Lore) times. Each One point affects all regions the Solar has shaped out of
purchase after the first grants two additional points to spend the Wyld within a single Direction. Two points affect all
on shinmaic alterations. such regions he has shaped within the boundaries of Cre-
ation, and any realms of the Faraway which he has visited.
SHINMAIC CALIBRATION Three points affect all of the above, as well as the entirety
Cost: 20m, 1xp; Mins: Lore 7, Essence 7;
of Creation. Four points affect all of Creation as well as all
Type: Simple (One dramatic action)
directly adjoining realms (the Underworld, Malfeas, Yu-Shan,
Keywords: Combo-OK, Native, Obvious, Shaping
Autochthonia, the Wyld). Five points are conjectured to
Duration: Instant
affect all of existence—even those conceptual frontiers the
Prerequisites: Shinmaic Communion
Exalted have yet to discover or invent. Zero points invested in
Having communed with the foundational elements of
Nirupadhika affects only the Shinmaic Communion-marked
the cosmos, the Solars forge miracles. This Charm must be
region in which the Charm is used.
activated in a region the Solar has altered with Shinmaic
For example, a Solar might lay a blessing of protection
Communion. The character defines a wondrous aspect or
on a region for seven generations, so that all invading armies
blessing for inclusion within the region. Much like artifact
are scoured at its borders by enormous pillars of white-hot
crafting, this Charm is conceptually broad and depends on
sunfire and other horrifying manifestations of Adamant Circle
cooperation between players and Storytellers to design un-
destruction. This would require that the region be affected
canny wonders that later Ages will disbelievingly mythologize
by two points under Nirvishesha, five under Dharma, five
and dream of. The parameters of the effect depend on the
under Nirvikalpa, and two under Nishkriya. Or a Solar might
Shinmaic Communion elements affecting the region this
attempt to permanently ennoble all the cosmos so that anyone
Charm is used in.
attempting to initiate into the practice of sorcery will receive

72
TWILIGHT CASTE CHARMS

this tutelage by the world itself. This would require five points MEDICINE
of Nirupadhika, five points of Nirvishesha, four points of
Dharma, one of Nishkriya, and two points of Nirvikalpa. SCIENCE OF MUTATION
Crafting a miracle is an extended dramatic action using a Cost: 10m per mutation point, 1wp; Mins: Medicine 5,
dice pool of (Intelligence + Lore) with an interval of one day, Essence 4; Type: Simple (Dramatic Action)
a difficulty of (points of Nirupadhika used), and a cumulative Keywords: Combo-OK, Shaping, Stackable, Touch
difficulty of (total number of points used x 10). Abandoning Duration: Instant
the effort at any point before completion causes the effect Prerequisite Charms: Wholeness-Restoring Meditation
to unravel harmlessly, and the Solar is refunded the xp cost The Lawgiver need not only heal, but may re-create
of the Charm. A botch causes the miracle to erupt in some bodies as she sees fit. After she spends five hours perform-
dangerous and unpredictable manner—at best, everyone in ing a Medicine-based action (and making an Intelligence +
the region is likely to have a very interesting day. Medicine roll), her target gains or loses points of physical
This Charm’s miracles take effect automatically once mutations no greater than the Solar’s successes. (See Exalted,
crafting is complete, unless the Solar has utilized one or more pp. 288-290, The Manual of Exalted Power—The Lunars,
points of Nirupadhika. In that case the miracle becomes what pp. 206-209, and The Compass of Celestial Directions, Vol.
is known as a shinmaic potentiality or “Miracle Shell,” an II—The Wyld, pp. 144-148. Poxes and deficiencies are one
Essence-shaped working which exists in potential but does point; afflictions/debilities, two points; blights/deformities,
not interface with Creation. Greater arts than Shinmaic four points; abominations, six points.) This procedure inflicts
Calibration are required to integrate a Miracle Shell into a number of levels of lethal damage equal to the point value
reality—the Salinan Working is likely the most well-known of the mutation bestowed (extras cannot die from this treat-
example of such an integration. ment unless the activation roll botches).

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CHAPTER TWO: THE GOD-KINGS’ PROWESS

This Charm can remove Wyld mutations, but the Duration: Instant
mutations it grants aren’t usually of the Wyld. Unless the Prerequisite Charms: Spirit-Detecting Glance
storyteller rules otherwise, mutations granted by this Charm Before Brigid discovered sorcery, the Solar Exalted had
don’t restrict the target’s ability to live in Creation. to counter the world-twisting powers of the Primordials
through other means. Magic-Shattering Strike permits
MIRACLE WORKER’S REDEMPTION the Solar’s attack to disrupt sorcery, necromancy, and
Cost: —; Mins: Medicine 5, Essence 5; Type: Permanent
Sorcerous-keyword Charms. The Lawgiver targets a spell or
Keywords: Native, Reactor
appropriate Charm and spends fifteen motes. The Charm
Duration: Permanent
or spell must be Obvious to the Lawgiver’s senses to be
Prerequisite Charms: Wholeness-Restoring Meditation
a valid target for Magic-Shattering Strike. If the attack
Creation sets a grim course for those who cycle through
(which may use any combat Ability) successfully strikes
it. By healing others, a Solar finds the power and resolve
the beneficiary of the spell, then the spell is broken as
to continue her journey. The Lawgiver regains two motes
though targeted by the weakest level of countermagic
per health level restored to another character through the
capable of affecting it. If the spell creates or summons an
application of her healing arts, so long as that character’s
automaton or spirit, the Lawgiver’s attack must target that
wounds were not inflicted by the Solar or at the Solar’s be-
automaton or spirit. If the spell is a free-standing effect,
hest. Once per story, the Lawgiver may waive this benefit
such as Rain of Doom, then the attack must be generally
to instead reduce her Limit by one point.
aimed at the center of the spell’s area of effect, and the
A HOOD ON DEATH effect is considered to have a Parry DV of (Circle x 3) for
Cost: 20m, 1wp; Mins: Medicine 7, Essence 7; spells, or (Minimum Essence + 2) for Sorcerous Charms.
Type: Simple Should the Solar successfully shatter a spell or Charm in
Keywords: Obvious this fashion, he gains (Spell’s Circle x 4) or (Charm’s Mini-
Duration: Instant mum Essence + 2) motes for doing so. Magic-Shattering
Prerequisites: Ailment-Rectifying Method, Contagion- Strike may explicitly be placed in a Combo with Charms
Curing Touch of other Abilities.
Transcending individual treatment, the Solar exercises Lunar Exalted have a similar Charm called Sorcery-
sovereignty over disease, giving it form at her behest. The Rending Talons, which is identical to Magic-Shattering Strike
Solar selects a specific disease. All instances of the targeted with the following exceptions: Its minimums are Perception
disease within (Essence x 20) miles are immediately pulled 5, Essence 4, its prerequisites are God-Cutting Essence and
from those who suffer from them, traveling at the speed Instinctive Essence Prediction (see The Manual of Exalted
of prayer to the Solar’s location. There they coalesce over Power—The Lunars, p. 179), and it restores only (Spell’s
the course of one day, leaping together in a roiling mass of Circle x 3) or (Charm’s Minimum Essence) motes on a suc-
filth and shadow that eventually becomes a single, powerful cessful application.
plague god of that particular disease—one which harbors an New Abyssal Charm: Magic-Devouring Strike (Prereq-
indestructible Intimacy of loyalty to the Solar who caused it uisites: Spirit-Sensing Meditation). This Charm is identical
to come into being. The spirit may somewhat resemble the to its Solar counterpart.
Solar in appearance. This god is equivalent to a spirit of the
second rank or third rank, depending on the virulence and
THE TIME IS NOW
Cost: — (+10m, 1wp); Mins: Occult 6, Essence 6;
magnitude of the disease and its outbreak (see The Compass
Type: Permanent
of Celestial Directions, vol. III—Yu-Shan, pp.122-124) The
Keywords: Native, Obvious
spirit always has the Bane Weapon Charm, which is efficacious
Duration: Permanent
against other spirits of the disease it represents, and a special
Prerequisite Charms: Solar Circle Sorcery
Charm called Consume Sickness, which allows the spirit to
When the Solars graciously accepted the surrender of
spend 10 motes to draw out the sickness it represents from a
the vanquished Primordials, they gained authority over
person and consume it, gaining a point of Willpower or restock-
their numerous souls and mimetic races, including the
ing a Virtue channel in the process. This Charm may only
power to summon and bind them into service. Sometimes
function if a number of individuals of Magnitude 6 or above
waiting for Calibration—or even sundown—is an affront
are infected with the disease within the targeted area.
to the Lawgivers, as if to mock them for the mercies they
OCCULT once accorded. This Charm enhances the spells Demon
MAGIC-SHATTERING STRIKE of the First Circle and Demon of the Second Circle. At
Cost: 15m; Mins: Occult 5, Essence 4; Essence 7+, this Charm’s power expands to encompass
Type: Supplemental Demons of the Third Circle as well. When casting one
Keywords: Combo-OK, Mirror (Magic-Devouring Strike), of these spells, the Solar may spend an extra 10 motes
Obvious and one Willpower to gain the following benefits: The

74
TWILIGHT CASTE CHARMS NIGHT CASTE CHARMS

casting time of the spell is reduced to a single hour, and The character must satisfy the trait minimums and pre-
the dramatic action used to shape this spell may begin requisites of all Charms bestowed by Power From Darkness.
at any hour of the day and on any day of the year. The The character must have not only personally witnessed all
concentrated power of the Solar’s will visibly strains the bestowed Charms in use, but must have analyzed them with
boundaries of existence, causing a localized Calibration All-Encompassing Sorcerer’s Sight. Power From Darkness
more ominous and bizarre than the natural fixing of may not bestow spells or Combos, nor may Charms acquired
Creation that marks the beginning and end of each year. through Power From Darkness be placed into Combos. The
For an area of (100 yards for a First Circle demon, 500 for Solar activates bestowed Charms as though they had been
Second Circle demon, and one mile for a Third Circle learned with the Eclipse anima power. Finally, Power From
demon) around her, sunlight bleeds away as surely as the Darkness may only be activated during Calibration, though
coming of midnight, and sounds somewhere between great it may be sustained normally with committed Essence
hollow wails of torment and the grating of brass echoes throughout the year.
out from her location. The Bureau of Destiny is made Whenever the character gains Limit while using Power
explicitly aware every time this Charm is used to enhance From Darkness, she gains one extra point of Limit on top of
a summoning, and knows where it was used. whatever amount she would have normally accumulated. The
Whenever this Charm is used to summon a demon of Solar Exalted remain unaware of this flaw in the Charm.
the Third Circle outside of Calibration, the Solar must re- A second purchase of this Charm, at Occult 10, Essence
flexively make a contested roll of his (Intelligence + Occult) 10, reduces its cost to 2m per Charm, 1wp and upgrades the
against the Dodge MDV of each Third Circle demon he has character’s Limit gain from +1 to +2.
currently bound. Failing this roll for a single demon permits
all currently bound demons to slip free of their bindings. THE NIGHT CASTE
ECLIPSING THE SUN ATHLETICS
Cost: — (3m, 1wp or 3m, 1wp, 1 Limit); UNPARALLELED ACUMEN MEDITATION
Mins: Occult 6, Essence 6; Type: Permanent Cost: 6m; Mins: Athletics 5, Essence 4;
Keywords: Native Type: Simple (Speed 3, DV -0)
Duration: Permanent Keywords: Combo-Basic, Mirror (Nimble Ghost Grace)
Prerequisite Charms: Ghost-Eating Technique Duration: Indefinite
It is the duty of the son to surpass his father. The Exalt Prerequisite Charms: Graceful Crane Stance
may pay three motes and one point of Willpower whenever The Solar’s every move is effortless as sunlight. While she
he activates a Charm with the Holy keyword. Doing so al- commits this Charm’s motes, she’s considered to automati-
lows the Solar to treat the target of the Charm as if it were cally enjoy the effects of every Athletics Charm she knows
a creature of darkness. When using Eclipsing the Sun, the that has a Minimum Essence of 2 or less, a non-variable cost,
Lawgiver manipulates his instinctual understanding of Holy and a Duration of one scene. Furthermore, she cannot suffer
to supersede—if only for an instant—the will of Ignis Divine. internal penalties to Athletics rolls.
Doing so against another Solar Exalted incurs the additional New Abyssal Charm: Nimble Ghost Grace (Prereq-
cost of one point of Limit, as the Exalt’s will strains against uisite: Raiton’s Nimble Perch). This Charm is identical to
the authority of the Most High. its Solar counterpart.
POWER FROM DARKNESS UNCONQUERED MIGHT
Cost: 3m per Charm, 1wp; Mins: Occult 7, Essence 7; Cost: 7m; Mins: Athletics 5, Essence 5;
Type: Simple Type: Supplemental
Keywords: Shaping Keywords: Combo-OK, Mirror (Oblivion’s Triumph),
Duration: Indefinite Obvious
Prerequisite Charms: All-Encompassing Sorcerer’s Sight, Duration: Instant
Solar Circle Sorcery Prerequisite Charms: Increasing Strength Exercise
Veiling her nature in the essence of the eclipse, the Solar No barrier can hold against the Lawgiver’s righteous
reaches through the cracks in the universe the Primordials strength. This is a perfect effect that supplements a feat of
forged to rip forth power hidden from lesser minds. This strength to break an object or shatter an obstruction. The
Charm allows the character to instantly learn one Charm per object breaks; the door shatters.
three motes committed to Power From Darkness. The only At Athletics 6+, Essence 6+ the Solar may add a point of
limit on this number is the amount of Essence the Lawgiver is Willpower to the Charm’s cost, permitting it to also destroy
willing to commit. These do not have to be Solar Charms, but magical artifacts. This renders the Charm Simple, with a
they must be Charms a character of the Eclipse Caste could Speed of (Artifact’s dot rating) minutes and a DV penalty
potentially learn through the Eclipse anima power. Power of -3. N/A artifacts are immune to this Charm, as are objects
From Darkness is subject to the following limitations: which are specifically noted as being indestructible.

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CHAPTER TWO: THE GOD-KINGS’ PROWESS

New Abyssal Charm: Oblivion’s Triumph (Prerequisite: New Abyssal Charm: Swifter Than a Scream (Pre-
Corpse-Might Surge). This Charm is identical to its Solar requisite: Death Draws Near). This Charm is identical to
counterpart. its Solar counterpart.
GODSPEED STEPS AWARENESS
Cost: 3-7m or 8m, 1wp; Mins: Athletics 5, Essence 5;
Type: Reflexive
FALLING SUN EYES
Cost: 3m; Mins: Awareness 5, Essence 5;
Keywords: Combo-OK, Mirror (Death Draws Near),
Type: Reflexive (Step 1)
Obvious
Keywords: Combo-OK, Holy, Illusion, Obvious, Shaping,
Duration: Instant
Touch
Prerequisite Charms: Lightning Speed
Duration: Indefinite
A Solar need only will himself to move with speed
Prerequisite Charms: Eyes of the Unconquered Sun
beyond all reckoning. This Charm allows the character to
Speaking a condemnation into the world, the Lawgiver’s
cross extreme distances with a normal Move action. Upon
eyes blaze like twin suns, while the rest of him darkens like
activating this Charm the Solar may travel up to (Essence x
the onset of night. Laying a hand upon his target, the Solar
10) yards for three motes, (Essence x 20) yards for four motes,
curses him with the gaze of the wrathful sun. While this
(Essence x 40) yards for five motes, (Essence x 60) yards for
Charm remains in effect, sunlight itself becomes the eyes of
six motes, (Essence x 100) yards for seven motes, and up to
the Solar… and the target knows it. Wherever she should go,
one mile by paying eight motes and one Willpower. When
she feels the Solar’s gaze upon her in the light of the sun. As a
using this Charm, the Exalt is seen to flash from location
result, the target feels constantly watched and followed—even
to location instantaneously. This is not teleportation—the
indoors, she can feel the baleful sun dogging her every step.
Solar must actually cross the intervening distance. Should
As a result, all Awareness rolls to detect hidden characters are
the Lawgiver encounter a barrier that impedes his progress
made at a -3 external penalty; the character cannot sort out
prematurely, he is refunded Essence and Willpower as ap-
true feelings of being watched from the ever-present oppres-
propriate to the distance already traveled—for example, if
sion of the sun. This unnatural Illusion costs one Willpower
an Essence 5 Solar paid seven motes to traverse a 300-yard-
to resist for a scene, and cannot be made to permanently
long canyon instantly, but discovered a wall of invisible
vanish until the Solar lifts his curse. Moreover, the feelings
force blocking him after only 80 yards, he would be refunded
instilled by this Charm are not wholly false—the sun’s light
three motes. This Charm may be activated no more than
shows the Solar all of the target’s failings. Whenever the target
once per action.
fails a Virtue roll or spends Willpower to suppress a Virtue
New Abyssal Charm: Death Draws Near. (Prerequisite:
while touched by the light of the sun, the Solar is granted
Shadow Races the Light). This Charm is identical to its
a vision of the target’s moment of self-compromise. If the
Solar counterpart.
target is a creature of darkness, the sun’s heat stifles them
SPEED OF LIGHT APPROACH even indoors or at night; the character suffers a -1 external
Cost: 7m, 1wp; Mins: Athletics 6, Essence 6; penalty to all actions while this Charm remains in effect.
Type: Simple (Speed 4) If in direct sunlight, such wretches suffer a blistering heat
Keywords: Combo-OK, Mirror (Swifter Than a Scream), environmental effect (see Exalted, p. 131).
Obvious At Awareness 6+, Essence 6+ the Solar may use an
Duration: One scene enhanced version of this Charm costing six motes. Used in
Prerequisite Charms: Godspeed Steps this fashion, all targets suffer the effects reserved for creatures
A Solar who dedicates herself to the principles of speed of darkness, above. Additionally, if the Solar voluntarily ends
is as omnipresent as sunlight, and just as impossible to grasp. this Charm by withdrawing committed Essence, creatures of
All of the character’s movement rates are doubled, as long darkness spontaneously combust in a blaze of sunfire, suffer-
as she is moving under her own power. More importantly, ing a one-time environmental damage effect with Damage
whenever the character takes a Move, Dash or Jump action, 10A, Trauma 5.
she vanishes into a blur, only to reappear at her destination. With Awareness 7+, Essence 7+, the Solar may issue a
The Lawgiver is impossible to target while moving, unless the summons to targets afflicted with either version of this Charm,
attacker succeeds on a reflexive (Perception + Awareness) so long as they are within one mile of her. The summons is
roll against a Difficulty of (Solar’s Dexterity). The Solar may Obvious to the target’s senses, as is the location where the
be targeted normally during any tick on which she takes an Solar expects to meet (also within the same one-mile radius).
action other than to Move, Dash or Jump. The target has one day to reach this meeting point, and
A second purchase of this Charm at Athletics 7+, Es- must arrive in daylight. Should she fail to do so, she will be
sence 7+ triples the character’s movement rates and causes branded with the Creature of Darkness mutation as a Shap-
any Move, Dash or Jump action she takes to count as an ing effect. At this level Solars may also target mortals with
opportunity to re-establish surprise. Falling Sun Eyes simply by speaking their name, dispensing

76
NIGHT CASTE CHARMS

with the Touch Keyword. This is a favored method used by There exists a similar Linguistics Charm, called The Ever-
the Night Caste to summon alleged criminals to face trial Vigilant Scribe (mins: Linguistics 5, Essence 4; Prerequisite:
by the law. Discerning Savant’s Eye), which alerts the character if anyone
writes his name. Rather than listening in on a conversation,
EVER-WATCHFUL SENTINEL DEDICATION the Lawgiver has the option of spending 10m to memorize
Cost: —; Mins: Awareness 5, Essence 5;
the entirety of the missive in which he is mentioned, for
Type: Permanent
later detailed perusal. The Ever-Vigilant Scribe’s repurchase
Keywords: None
benefit allows the character to remain vigilant for the writing
Duration: Permanent
of other particular words or phrases.
Prerequisite Charms: Surprise Anticipation Method
Abyssal Exalted, having cast their names away into
The Lawgivers know those they love and those they have
Oblivion, cannot develop a Mirror to this Charm.
sworn to protect. No wicked treachery may deceive a Solar
who has learned this Charm, for he sees with his heart as much DODGE
as his eyes. The Solar automatically sees through any disguise,
Illusion or other effect that would allow a being to falsely
REFINEMENT OF FLOWING SHADOWS
Cost: — (+3m or +3m, 1wp); Mins: Dodge 5, Essence 4;
masquerade as a character the Lawgiver harbors a positive
Type: Permanent
Intimacy for. He likewise knows any free-standing illusions
Keywords: Mirror (Thousandfold Shadow Dance)
or hallucinations which attempt to depict such characters
Duration: Permanent
for the vile falsehoods they are. This Charm does not cause
Prerequisite Charms: Seven Shadow Evasion
the Solar to know the true identity of a character wearing
This Charm enhances its prerequisite. The Lawgiver may
such a false seeming—it only makes the attempted deception
opt to pay a +3m surcharge when activating Seven Shadow
apparent to him. This Charm applies (Solar’s Awareness)
Evasion, extending its duration to one tick rather than sepa-
automatic successes to any effect-conflict roll-off.
rately activating the Charm against each individual attack.
OMNISCIENT EARS APPROACH Solars with Essence 5+ may extend the duration of per-
Cost: —; Mins: Awareness 5, Essence 5; fect dodging to one action by paying a +3m, 1wp surcharge.
Type: Permanent Only when the character’s DV refreshes does the maelstrom
Keywords: None of flickering shadows resolve back into the familiar form of
Duration: Permanent the Lawgiver.
Prerequisite Charms: Unsurpassed Hearing and Touch New Abyssal Charm: Thousandfold Shadow Dance
Discipline (Prerequisites: Flickering Wisp Technique). This Charm is
Hearing beyond hearing, the Lawgiver is supremely identical to its Solar counterpart, save that it delays Flicker-
attuned to the tenor of his own Essence. Any utterance of ing Wisp Technique’s reflexive relocation until the end of
his name by any individual anywhere in the same realm of the tick or action, as appropriate.
existence becomes Obvious to his senses, as does the identity
of the individual speaking his name. The Solar may reflexively
AEGIS OF ALTRUISTIC INTERPOSITION
Cost: 4m; Mins: Dodge 5, Essence 4;
spend 1m per long tick to hear exactly what the individual
Type: Reflexive (Step 2)
speaking his name is saying, and may continue to listen in for
Keywords: Combo-OK, Obvious
as long as he cares to spend Essence or has Essence to spend.
Duration: One action
He only hears the voice of individuals who have spoken his
Prerequisite Charms: Leaping Dodge Method
name, however; any replies that might occur are inaudible.
The Lawgiver dissolves into a swarm of flitting shadows,
At Awareness 7+, the Solar may hear his name when it is
obfuscating the precise location of his allies and drawing at-
spoken by beings in other realms of existence.
tacks toward himself. He may apply a Dodge DV-based Defend
All manner of wards against scrying automatically cause
Other action to all willing individuals within (Essence x 3)
this Charm to fail; the Seal of Eight Divinities that separates
yards. At Essence 5+, this Charm’s zone of protection may
Autochthonia from Creation is considered to be such a ward
be extended to (Essence x 10) yards.
so long as it remains intact.
A second purchase of this Charm, at Dodge 6+, Es-
A second purchase of this Charm at Awareness 6+,
sence 6+, adds an additional feature to Aegis of Altruistic
Essence 6+ allows the Lawgiver to reflexively spend 5
Imposition: if the Lawgiver is struck by an attack intended
Willpower to redefine the sound this Charm listens for.
for another while using this Charm, he may pay four motes
This must be a specific noise, rather than a general class of
and one point of Willpower in Step 9 to perfectly redirect
sounds; “the sound of the Guide to Meru I handed to Arlot
that attack to a different character within the radius of the
landing in a trash bin” would qualify, as would “someone
Charm. The attack does no harm to the Lawgiver, and
speaking the name of my wife, Lilith,” but “anyone plot-
instead applies its original roll and effects to its new target
ting against me” or “someone professing love to my wife,
as a Counterattack.
Lillith” would not.

77
CHAPTER TWO: THE GOD-KINGS’ PROWESS

Mocking laughter marks the Abyssal’s relocation away from


the area of effect. This Charm is otherwise identical to its
DEFEND OTHER Solar counterpart.
Without Charms, defending another individual LARCENY
is a Speed 5, DV -1 Miscellaneous action. It requires
that the character be within (Dexterity) yards of his SHROUD OF NIGHT’S LAW
ward, and allows him to interpose his Parry DV against Cost: 7m, 1wp; Mins: Larceny 5, Essence 4;
attacks which target the individual he is protecting. Type: Reflexive
If an attacker bypasses the character’s Parry DV, she Keywords: Combo-OK, Illusion
has the option of either letting the attack continue on Duration: One scene
to the guardian’s ward (in which case the attack will Prerequisite Charms: Stealing from Plain Sight Spirit
need to use its remaining successes to also beat the Only those individuals directly affected by the ac-
ward’s DVs), or she may simply let the attack strike tions of a Solar using this Charm—such as people she’s
the guardian himself. Parry-based perfect defenses talking to or attacking—can notice what she’s doing.
such as Heavenly Guardian Defense may be used This Charm is a perfect effect that can supplement any
to automatically guard others, while dodge-based action, even obvious Charms or those lasting as long as
perfect defenses such as Seven Shadow Evasion do a scene. This Charm’s unnatural mental influence costs
not impede attacks against the character’s ward at three Willpower to resist.
all. Only one Defend Other action may be placed in GEAR-STRIPPING METHOD
a flurry. If multiple characters attempt to defend a Cost: 2m; Mins: Larceny 5, Essence 4;
single target, one guardian (generally the individual Type: Supplemental
with the highest Parry DV) becomes the leader of the Keywords: Combo-OK, Crippling, Touch
guard, who actually applies his DV against attacks. Duration: Instant
Each additional character guarding the same ward Prerequisite Charms: Reversal of Fortune
raises the leader’s Parry DV by 1 when defending the Not all creators are as perfect as the Solars. In the
ward. Up to five characters may simultaneously guard magitech-rich Era of Dreams, haywire automaton servitors
one human-sized ward on open ground. and war machines gone berserk must sometimes be dealt with.
This Charm supplements an attempt to steal key parts from a
machine in order to cripple or instantly disable it. The Exalt’s
hand flashes through the target, stripping out parts.
DIVINE WITNESS OF UTTER SAFETY If targeting an automaton (zombies are valid targets for
Cost: — (+4m); Mins: Dodge 5, Essence 5; this Charm), roll the Solar’s (Dexterity + Larceny), resisted
Type: Permanent by the target’s highest DV. Characters with Craft (Magitech)
Keywords: Mirror, Obvious may add (their rating in that Ability) in automatic successes
Duration: Permanent to this attempt. If successful, automaton extras and mechanical
Prerequisite Charms: Leaping Dodge Method, Seven booby traps are instantly disabled, falling into a heap at the
Shadow Evasion Solar’s feet. Non-extra automatons instead take the Solar’s
When the Primordials once uprooted mountains and (Wits + Larceny + threshold successes) dice of unsoakable
cast them down against the armies of the gods. The Solar aggravated damage.
Exalted, embarrassed by such clumsy efforts, learned to absent Targeting an artifact with a Repair rating requires the
themselves from the paths of these excessive demonstrations. Solar to roll (Dexterity + Larceny), resisted by the user’s
A character who has learned this Charm may pay a four mote highest DV. Until repaired, all attempts to use the dam-
surcharge when invoking Seven Shadow Evasion to avoid an aged artifact suffer an external penalty equal to the Solar’s
attack which inflicts damage on everything within an area threshold successes. If the artifact also requires maintenance,
(such as Lambent Bolt of Annihilation). The Solar’s dodge each threshold success counts as 100 hours of use.
deposits her at the nearest safe edge of the damage effect, if Alchemical Exalted and spirits which have the appear-
that location is within (Essence x 50) yards; walls and other ance of machines (such as Autochthon’s Divine Ministers)
obstacles are no impediment to this evasion. She may also are invalid targets for the purposes of this Charm’s effects.
carry out any consenting characters she is protecting with
Defend Other actions at the time of activation. At Dodge KING OF THIEVES SPIRIT
6+, Essence 6+ this restriction disappears, and the Solar’s Cost: 5m, 1wp; Mins: Larceny 5, Essence 4;
leaping dodges will carry her as far as necessary to remove Type: Supplemental
her from the effect. Keywords: Combo-OK, Obvious, Touch
New Abyssal Charm: Shadow Fades at Dawn (Prereq- Duration: Instant
uisites: Flickering Wisp Technique, Foe-Shaming Defense). Prerequisite Charms: Reversal of Fortune

78
NIGHT CASTE CHARMS

When a Solar allows another to hold the idea that they stantly shadowing his mark—the target frequently glimpses
own something, he is being generous; when he grows bored the Solar leaning in doorways, or disappearing down alleys.
of pretending, he simply takes what he wants. This Charm He sees the Exalt’s silhouette watching him from rooftops
supplements a blatant attempt to strip something from an- or following him through crowds. The Solar seems to be
other person (treat as a disarm attempt using Larceny in the watching more often than not, always vanishing if confronted
place of a combat Ability). The character explicitly can steal directly. This is an unnatural Illusion effect which costs two
things in active use, such as weapons, clothing, or even armor, Willpower to ignore for a scene; the effects of the Charm
so long as he can reach them, or any object on the target’s end once the target has spent a total of twenty Willpower
person which he is aware of (examples might include a coin fighting it. The Lawgiver adds his Essence in bonus successes
purse held in a clenched fist inside of a pocket, a sheathed to all attempts to establish or re-establish surprise against
sword the target is menacingly fingering the hilt of, or the individuals afflicted by Everywhere and Nowhere Stance—it
target’s undergarments). becomes difficult to discern the Solar’s true presence from
At Essence 5+, the Exalt may steal attuned artifacts, the shadows in the target’s mind.
instantly breaking the artifact’s attunement in the process. A second purchase of this Charm at Stealth 6+, Essence
With Larceny 6+, Essence 6+, the Exalt may reflexively 6+ permits the Solar to use this Charm on an area. Used in
and instantly attune a stolen artifact by paying its commit- this manner, Everywhere and Nowhere Stance has a cost of
ment cost. 6m, 1wp. So long as the Solar commits Essence to the Charm,
With Larceny 7+, Essence 7+, the Solar may use King everyone in the affected region suffers visions of the Solar’s
of Thieves Spirit to steal Alchemical Charms, though he presence, as detailed above, though with lower frequency—no
may not attune to them. At Larceny 8+, Essence 8+ even more than once per scene. Individuals in the affected region
this restriction vanishes, and the Solar may equip and wield may resist the Charm’s Illusion for one Willpower per scene,
a stolen Alchemical Charm, if he has an open Charm Slot but cannot permanently immunize themselves to it so long
in which to place it. as they remain in the area. Everywhere and Nowhere Stance
All attempts to steal armor suffer a -2 external penalty. may initially be used upon an area a mile in diameter, but
with Stealth 7+ the Solar may affect an area up to (Essence
STEALTH x 2) miles, and with Stealth 8+ may affect (Essence x 10)
HOODING THE SOLAR LANTERN miles. At Stealth 9+ the Solar may spread her presence across
Cost: —; Mins: Stealth 5, Essence 4; Type: Permanent (Essence x 100) miles, and with Stealth 10 the Lawgiver may
Keywords: Stackable encompass an entire Direction.
Duration: Permanent At Stealth 7+, Essence 7+, the Solar may add a point
Prerequisite Charms: Any Stealth Excellency, Easily Over- of permanent Willpower to the Charm’s cost when used to
looked Presence Method target a region. Doing so changes the Charm’s Duration to
This Charm increases by five motes the thresholds at instant, requiring no Essence commitment on the part of the
which a character’s anima reaches new levels of brightness. Lawgiver and rendering its effects permanent. The Solar’s
The character’s caste mark still becomes visible from certain shadows will continue to haunt the area forever, even after
angles when she spends her first mote of Peripheral Essence, his own demise.
however. This Charm may be purchased again for every
Stealth dot the character possesses above 5. The Exalt also
WALKING IN LEGEND’S SHADOW
Cost: 10m, 1wp; Mins: Stealth 6, Essence 6;
gains the ability to reflexively flare her anima to any higher
Type: Simple
level of display at no cost, if she wishes.
Keywords: Combo-OK, Illusion
EVERYWHERE AND NOWHERE STANCE Duration: Indefinite
Cost: 4m; Mins: Stealth 5, Essence 5; Prerequisite Charms: Vanishing From Mind’s Eye Method
Type: Simple (Speed 4, DV -0) Legend and fact soon become interchangeable in the
Keywords: Combo-OK, Illusion, Touch lives of the Exalted, and the Solars embody this principle—
Duration: Indefinite to the degree that the Princes of the Earth sometimes find
Prerequisite Charms: Mental Invisibility Technique it necessary to hide even from themselves. This Charm
The eyes of the Solar Exalted are always watching. allows the character to walk directly out of the ongoing
Through the use of this Charm, the Solar becomes omnipres- narrative of his life, either dimming himself to the eyes of
ent in the minds of the wicked. The Solar touches a target history, or increasing interest in his legend until he himself
(this may require a Dexterity + Martial arts attack if the is all but forgotten.
target attempts to avoid contact) and spends four motes. The Should the Solar dim himself, he passes from the active
sensation of the Solar’s touch lingers on and on, eventually thoughts of Creation. His personal acquaintances will still
spreading to encompass all of the target’s senses. So long as recognize him, but strangers will not. Even if the Solar stands
these motes remain committed, the Lawgiver seems to be con- directly next to a poster bearing his face and name, those

79
CHAPTER TWO: THE GOD-KINGS’ PROWESS

without a personal relationship simply will not connect the (from Resources 0 to 5) of a commodity or currency in the
two. The Lawgivers use this Charm to temporarily escape economy within which the Solar works. This dramatic ac-
from the public eye. This unnatural mental influence costs tion generally takes one week of directly interacting with
four points of Willpower to resist, or only one if someone and influencing the market, though stunts may reduce
actively points out the Solar’s identity. this period at the Storyteller’s discretion. This roll must
Alternately, the Solar may enhance his glory until its overcome a difficulty of ([Bureaucracy + Influence] / 2),
glare blinds the world. The Lawgiver once again cannot be with the Bureaucracy and Influence values derived from
recognized as himself—even by those who know him. The the highest total rating possessed by any character who
reality of the man simply does not connect to the stature of opposes the Solar’s market manipulations.
his legend. Used in this mode, the Charm requires only two
points of Willpower to resist, but offers an additional benefit:
CHARTER-STRIPPING CONDEMNATION
Cost: 0m; Mins: Bureaucracy 6, Essence 6;
No action the Solar takes will besmirch his reputation, as
Type: Reflexive
bystanders are overcome by memories of the Exalt’s glory
Keywords: Combo-OK, Native, Reactor, Shaping
days rather than circulating news of his misbehavior. For
Duration: Instant
example, Desus could beat an orphan to death in the middle
Prerequisite Charms: Foul Air of Argument Technique
of the street, and any onlookers who recognized him would
That which the Solars have brought into the world,
go home to reminisce about the time he bravely taught the
they may take away with a word. The shinma shiver as the
behemoth Oliphem the cost of defying the Solar Delibera-
Solar utters a condemnation into the cosmos, consigning to
tive. This unnatural mental influence costs three points of
destruction a bureaucratic organization he has created. The
Willpower to resist.
Lawgiver’s player rolls (Willpower + Bureaucracy) against
THE ECLIPSE CASTE a difficulty of the (Wits + Bureaucracy + Essence / 2) of the
head of the targeted organization. Should this roll succeed,
BUREAUCRACY the targeted organization will collapse into utter ruin over
HALO OF MINISTERIAL DOMINION the course of the next season: its employees resign, papers
Cost: 20m, 1wp; Mins: Bureaucracy 5, Essence 4; catch fire, office buildings are flooded or collapse into
Type: Simple (Dramatic Action) sinkholes. The Solar immediately gains a number of motes
Keywords: Combo-Basic equal to twice the Magnitude of individuals employed by
Duration: Indefinite the targeted organization.
Prerequisite Charms: Speed the Wheels Alternate functions of this Charm exist, if the Solar has
The Lawgiver subtly assumes the reins of power by a rating of 6+ in the appropriate Ability:
creating temporary positions and laws to exploit. His player With Craft 6+ the Solar may irreparably compromise
rolls (Intelligence + Bureaucracy + Essence) to perform a artifacts and manses he has created, causing the magic to leak
dramatic action designed to seize control. This dramatic ac- out of them. A daiklave simply becomes an inert hunk of
tion generally requires one day of effort per dot of Magnitude orichalcum, while a manse will no longer channel Essence—it
of the bureaucracy the character attempts to gain support is simply a building sitting in a demesne. Roll (Willpower
within, though stunts may reduce this period at the Story- + Craft) against a difficulty of the owner’s (Wits + Craft +
teller’s discretion. This roll must overcome the Dodge MDV Essence / 2). Success restores (rating x 2) motes.
of the leader of the targeted organization for the Charm to With Occult 6+, the Solar may rend asunder spells he
take effect. If successful, the character will have five dots of has cast, restoring (Spell’s Circle x 3) motes.
Backing in a particular bureaucracy, though her official status With Lore 6+, the Solar may dissolve a landscape he
remains unchanged. The leader of the targeted bureaucratic created with a single invocation of Wyld-Shaping Tech-
organization may choose to block a successful activation by nique back into the chaos from which it arose, restoring
spending 5 Loyalty. Doing so immunizes the organization five motes.
against this Charm for one season. With Integrity 6+, the Solar may destroy one of his own
Intimacies, so long as he has held it for at least one season,
MARKET BUSTER STRIKE restoring five motes.
Cost: 20m, 1wp; Mins: Bureaucracy 5, Essence 5; This Charm may be activated no more than once
Type: Simple (Dramatic Action) per scene.
Keywords: Combo-Basic
Duration: Instant VISAGE MADE LAW
Prerequisite Charms: Frugal Merchant Method Cost: —; Mins: Bureaucracy 7, Essence 7;
The Lawgiver may reward good citizens with wealth Type: Permanent
or ruin the unrighteous, her player rolling (Intelligence Keywords: Native
+ Bureaucracy) in a dramatic action to decide the value Duration: Permanent
Prerequisite Charms: Bureau-Rectifying Method

80
NIGHT CASTE CHARMS ECLIPSE CASTE CHARMS

Upon learning this Charm, the Solar impresses his iden- at sunset each evening so long as the idea remains in the
tity upon the very fabric of the cosmos. The shinma open heart’s of the organization’s members that the Solar or his
eyes they do not possess and behold the Exalt’s face. They vision lives on, and so long as the organization it was set to
know him then, and will accept no substitutes. guide endures.
Henceforth, all attempts to impersonate the Lawgiver Furthermore, when the Solar’s Exaltation next incar-
suffer a -2 external penalty, and any character doing so suf- nates, this spirit will seek out the new hero and seek to teach
fers a three mote surcharge on the cost of all Charms while her everything it knows about the organization and how to
masquerading as the Solar. The motes spent to satisfy this carry on the last incarnation’s work, effectively and smoothly
surcharge are tithed to the Solar, delivered when he next returning the fallen Solar to his rightful place at the head
awakens from at least one hour of uninterrupted sleep. The of the order. In addition to imparting detailed knowledge
Solar may voluntarily exempt specific individuals from this about the organization in question, this consists of a Training
cost and penalty, if he desires, and may just as easily revoke effect allowing the po to impart dots of Bureaucracy at a rate
such exemptions. Additionally, whenever another individu- of one per week, up to a limit of the former incarnation’s
als wears his face (either by magic or mundane disguise) Bureaucracy rating. This may explicitly break the newly
that fact becomes Obvious to the Lawgiver when he next incarnated Solar’s normal age cap—for example, a Solar
awakens—though the location, identity, and goal of the who had only been Exalted for a year could be trained up
imposter are not revealed. to Bureaucracy 7 (the rating of her former incarnation), as
Finally, no effect may draw motes out of the Solar’s a Training effect.
Essence pool without his consent, and no form of magical A similar Charm exists for the War Ability called The
mental influence may force him to give such consent. Unending March (Prerequisites: Heroism-Encouraging
Presence), which targets a military organization and permits
LEGEND LIVES ON training in the War Ability.
Cost: —; Mins: Bureaucracy 7, Essence 7;
Type: Permanent LINGUISTICS
Keywords: Training
Duration: Permanent
GUIDING WORDS OF SOLAR WISDOM
Cost: 15m, 1wp; Mins: Linguistics 5, Essence 4;
Prerequisite Charms: Bureau-Rectifying Method
Type: Simple (Dramatic Action)
The Solar pours her very soul into the works she has
Keywords: Combo-OK, Training
brought forth in Creation. Upon learning this Charm,
Duration: Instant
the character selects a bureaucratic organization she pres-
Prerequisite Charms: Letter-Within-A-Letter Technique
ently leads. Should the Solar come to no longer lead that
The Lawgiver passes on her holy insight. Perhaps by writ-
organization (whether due to resignation, coup, or the or-
ing a tome or inventing a mantra, she gives a lesson focused
ganization’s dissolution), she may spend one Willpower to
on a number of teachings equal to her Linguistics. (These
target a different organization she leads; or she may spend
teachings may include specific Abilities, Charms, Essence, et
five Willpower at any time to transfer this Charm’s focus to
cetera.) Those who study her teachings may increase those
a different organization.
traits as though she were tutoring them. This Charm may
This Charm takes effect when the Solar meets his final
be explicitly placed in a Combo with any Training-Keyword
day. Upon death, rather than guarding the Lawgiver’s corpse,
Charm, even in violation of standard Combo rules, permit-
his po soul becomes the quiet guardian of the targeted organiza-
ting those effects to be encoded into the resultant magical
tion, bending its strength toward guiding the new leadership
training manual.
of the organization. In essence, the po does everything in its
power to ensure the organization continues to run as though BEAUTIFUL ESSENCE-BORN RUNE
the Solar were still alive, sometimes prompting rumors that Cost: 20m, 3wp; Mins: Linguistics 6, Essence 6;
a Lawgiver has not truly died at all, but is simply guiding the Type: Reflexive
organization in secret. Keywords: Combo-OK, Obvious, Training
A po spirit empowered by this Charm possesses the Solar’s Duration: Instant
Attributes, Abilities, Essence rating, and, in addition to an Prerequisite Charms: Flawless Brush Discipline
array of dangerous arcanoi, the following unique powers: This versatile Charm allows Lawgivers to radically
• All General Charms the Solar knew in life, though compress magical instruction while simultaneously en-
they may only be used to support, lead, or defend the orga- coding the theories or biases of the scribe into the lesson.
nization the spirit is attached to. The character meditates upon a Charm or spell she knows,
• The ability to manifest itself in a form indistinguish- and then designs a single glyph encompassing the totality
able from the living Solar. of her understanding of the effect. This glyph transcends
• The po cannot be permanently destroyed short of language and its meaning may be effortlessly intuited by
Ghost-Eating Technique or equivalent magic, reforming any character capable of learning the Charm or spell the

81
CHAPTER TWO: THE GOD-KINGS’ PROWESS

glyph is based upon. Beautiful Essence-Born Runes contain Duration: One day
more than instructions in the use of a Charm or spell, how- Prerequisite Charms: Horse Skids Trick
ever; when created, they are also designed to encompass The mounts of the Solar Exalted are as tenacious as
additional lessons desired by their creator. In game terms, their riders. The Lawgiver may use this Charm to lock on
each glyph contains one Charm or spell, and one Intimacy. to a target no more than (Essence x 3) yards away. Doing so
Thereafter, characters who study the glyph may learn the causes an invisible tether of force to bind his mount into an
spell or Charm coded into it a single scene, as a Training orbit around the target. Carried on the momentum of the
effect. However, the character also gains the Intimacy coded target’s movements, the Solar’s mount may effortlessly keep
into the Charm, and it is fundamentally embedded into pace with the target, moving freely to any point within (Es-
her understanding of the magic. The learned Charm or sence x 3) yards in order to maintain the minimum distance
spell may not be used while the recipient does not harbor required for this Charm. The Lawgiver’s mount becomes
the encoded Intimacy. This restriction may be overcome, tireless so long as Draft Horse Measure is in effect, and all
eventually, by spending an additional 2xp. Ride Charm costs are lowered by 2 motes (to a minimum of
Designing a rune takes only (minimum Essence of ef- zero motes). This Charm does not confer the ability to fly
fect) hours of effort, and a character may design an unlimited or to run across water, so other Charms are required in order
number of runes. Actually scribing the rune requires an to ride the Silent Winds of Adorjan across Malfeas or chase
investiture of Essence, as reflected in the Charm’s cost. Leviathan across the ocean.
At Ride 6+, Essence 6+ the Solar may tether himself to
UNDERSTANDING OF THE GOLDEN TONGUE weather patterns, enabling him to draft behind a hurricane
Cost: —; Mins: Linguistics 7, Essence 7;
or trade wind.
Type: Permanent
Keywords: Training SUN-TOWING METHOD
Duration: Permanent Cost: 2m; Mins: Ride 5, Essence 5; Type: Reflexive
Prerequisite Charms: Twisted Words Technique Keywords: Combo-OK, Obvious
This Charm empowers the Lawgiver to invent a new Duration: Indefinite
language, which she may then encourage mortals to adopt. Prerequisite Charms: Draft Horse Measure, Single Spirit
The golden tongues created by this Charm reinvent the Method
thinking of those who speak it. The Solar chooses: In the Time of Glory the Solars used this Charm to
• One specialty to bestow pull down the sky and drop mountains on the heads of the
• One Ability to diminish Primordials. In the Era of Dreams, a Solar once saved a
• A number of Intimacies to build or erode equal to caravan stranded in the desert after a Fair Folk attack by
her Linguistics using Sun-Towing Method to haul their entire wagon train
• A number of hampered traits equal to her to Chiaroscuro with a single horse. Essence imbues the Law-
Linguistics giver’s mount with incredible strength to pull massive loads,
• A number of assisted traits equal to her also rendering any means used to attach the load (such as a
(Linguistics ÷ 2) rope tied off to a mount’s saddle) unbreakable. The Solar’s
After a month of primarily speaking the language, a mount may pull any object with no loss of speed, regardless
person permanently gains the specialty, but loses a dot from of the object’s weight. This does not imbue the object with
the diminished Ability (and is refunded its experience cost, any unusual durability.
if he had any dots to lose). He counts hampered traits as At Ride 6+, Essence 6+ Sun-Towing Method may be used
being one higher for determining experience costs and trait to drag any vehicle, regardless of its size—even those normally
maximums. He treats assisted traits as being one lower for large enough to qualify as structures, such as ships.
those same purposes. Every scene a character speaks this At Ride 7+, Essence 7+ the Solar may haul structures
language counts as a scene of building or eroding one of the with a spherical mass up to up to (Essence x 50) yards in
encoded Intimacies. diameter. Should he tie off to a larger structure or landscape
Golden tongues lose potency if their purity is diminished. feature, his horse will tear out an appropriately-sized chunk
Linguistic drift must be battled constantly by the vigilant and drag it away. For example, a Solar with Ride 10, Essence
Lawgiver. This Charm may be re-purchased an unlimited 10 could tear off the peak of a mountain and ride away with
number of times, to design additional golden tongues. Essence- it at full gallop. Manses cannot be moved in this fashion.
users are immune to this Charm’s effects.
SAIL
RIDE OMNIPOTENT ADMIRAL AUTHORITY
DRAFT HORSE MEASURE Cost: 10m; Mins: Sail 5, Essence 4; Type: Simple
Cost: 8m; Mins: Ride 5, Essence 4; Type: Reflexive Keywords: Combo-OK, Mirror (Shadow-Driven Ghost
Keywords: Combo-OK Galleon), Obvious

82
ECLIPSE CASTE CHARMS

Duration: Indefinite • Dawn: For three motes, the Solar’s ship becomes an
Prerequisite Charms: Storm-Weathering Essence extension of his terrifying might for the rest of the scene—
Infusion the minds of his opponents are clouded with fear at the
The Solar’s anima erupts into an aureate corona which thought of the reprisals that would be invited by assaulting
washes over a ship she owns or commands. The magic quickly such a vessel. Opponents must pay two points of Willpower
sinks into the boards of the vessel, visible only by the lanyards to ignore this unnatural Compulsion if they wish to target
which untie themselves, the sails which raise and lower in the ship with their attacks. This power in no way prevents
accordance to the Lawgiver’s will, and the other processes the ship’s crew from being targeted.
by which the ship obediently tends to its own upkeep and • Zenith: For three motes, the Solar’s ship becomes Holy
operation. So long as this Charm remains in effect, the ship ground for the rest of the scene. Any creature of darkness
requires a crew of zero sailors. So long as the Solar remains boarding the vessel enters an environmental hazard with
within (Sail x 100) yards of the ship, she may direct its course (Damage 2A/action), Trauma (Sail).
as though she were onboard. • Twilight: The ship becomes aware of all threats ap-
New Abyssal Charm: Shadow-Driven Ghost Galleon proaching within (Essence x 30) yards, from above, below,
(Prerequisite: Ruthless Captain Efficiency). This Charm or beside the ship; this warning is communicated to the Solar
operates by filling vacant positions on the ship with murky in the form of eerie sea-sounds which appraise him of the
apparitions drawn from the Abyssal’s anima. It is otherwise position and bearing of the threat (for example, something
identical to its Solar counterpart. below the ship and approaching fast). This benefit costs one
mote, and lasts for one day.
INVINCIBLE SOLAR VESSEL • Night: For three motes, a mist rises up around the ship’s
Cost: 8m; Mins: Sail 5, Essence 5; Type: Simple
shrouding it from view. This grants a +3 bonus to all Stealth
Keywords: Combo-OK, Mirror (Black Fleet Vanguard),
attempts, and reduces the cost of Sea Ambush Technique
Obvious
by one point of Willpower.
Duration: Indefinite
• Eclipse: The Solar may pay five motes to cause his
Prerequisite Charms: Hull-Preserving Technique
anima to surmount the ship as a flag bearing complex sigils
The path of a Solar must not be impeded, nor the glory
which may be understood by all observers. This flag may of-
of his vessel diminished. While this Charm is in effect, any
fer the terms of a truce, alliance, or financial arrangement.
craft the Solar is aboard becomes immune to Shaping ef-
It is clear that this offer is genuine, and magically binding;
fects, and it and all passengers are immunized against the
should the captain of another vessel verbally agree to the
warping powers of the Wyld. Additionally, the ship will
terms offered by this flag, that fact becomes Obvious to the
not burn, cannot be capsized by waves or impacts, and is
Solar and he may pay one Willpower to sanctify the oath as
immune to sorcery of the Terrestrial Circle and Sorcerous
though with the Eclipse anima power. Additionally, if the
Charms of Essence 3 or below. The Solar may also declare
character is a member of the Eclipse caste, he may sanctify
one particular environmental hazard that the ship is im-
any oath spoken aboard his ship that he is aware of for a cost
mune to upon activating this Charm (for example, the
of only one point of Willpower.
acidic waters of Kimbery, or the razor-edged waves of a
At Sail 6+, Essence 6+ this Charm gains the Stackable
Wyld-tainted sea).
Keyword, and the Solar may simultaneously apply up to
Finally, this Charm’s prerequisite is also permanently im-
(Essence - 4) different effects at a time.
proved, changing its duration to one action.
New Abyssal Charm: Black Fleet Vanguard (Prereq- SOCIALIZE
uisites: Hull-Hardening Concentration). This Charm is
identical to its Solar counterpart.
GOLDEN COURTIER MISDIRECTION
Cost: 7m; Mins: Socialize 5, Essence 4; Type: Reflexive
SHIP AND SOUL UNION Keywords: Combo-OK, Social
Cost: —; Mins: Sail 5, Essence 5; Type: Permanent Duration: One scene
Keywords: Native, Obvious Prerequisite Charms: Any Socialize Excellency, Mastery
Duration: Permanent of Small Manners
Prerequisite Charms: Immortal Captain’s Advantages This is a perfect defense against attempts to read the
The power of the Solar Exalted extends to all things character’s intentions, Motivation, Intimacies, Virtues or
which enable their legends. This truth is demonstrated clearly other social qualities (including the Charm Sagacious Reading
by this Charm, through which any ship the Solar commands of Intent), unless the Solar draws on those qualities to assist
becomes an extension of his anima. Upon first purchasing her socially. Furthermore, the character decides what it is that
this Charm, the Solar’s ship gains the effect corresponding people who attempt to discern these factors determine.
to his caste. Additional powers may be purchased for two
experience points each. The Solar’s vessel may only benefit
WEB-CUTTING EYES
Cost: 5m; Mins: Socialize 5, Essence 5; Type: Reflexive
from one effect at a time.

83
CHAPTER TWO: THE GOD-KINGS’ PROWESS

Keywords: Combo-OK, Mirror (Merciless Dissecting hunt. It extends the capabilities of Emerald Grasshopper
Stare) Form into the infinitesimal, so there is no natural animal
Duration: One scene too small. It likewise improves Towering Beast Form
Prerequisite Charms: Mastery of Small Manners into the infinite, so no natural animal is too large. If the
The Solar’s cunning gaze cuts across all subtleties of mo- Lunar cannot hunt a natural animal that is larger than
tive and concealment, laying bare the intentions of those who the Last Supplicant or smaller than the head of a pin, it is
stand before him. While this Charm is active, all attempts not because he lacks the ability—it is because the animal
to read the motivation of other characters (see Exalted, p. does not exist.
131) are made at difficulty 1. A character without Emerald Grasshopper Form is
New Abyssal Charm: Merciless Dissecting Stare limited to infinitely larger forms and one without Towering
(Prerequisite: Exquisite Etiquette Style). It is identical to Beast Form is limited to infinitely smaller forms. Possessing
its Solar counterpart. small forms, such as a flea or a tiny krill, add 3 or more to
the Lunar’s DVs (though also probably make parrying impos-
MASTERY OF SOCIETY TECHNIQUE sible). Lunars who take enormous forms also learn to absorb
Cost: 3m, 1wp; Mins: Socialize 5, Essence 5;
massive amounts of damage, as successfully evading an attack
Type: Reflexive
becomes increasingly unlikely with growing size.
Keywords: Combo-OK
Duration: One scene EMPEROR OX EXPANSION
Prerequisite Charms: Understanding the Court Prerequisites: Mountainous Spirit Expression, Essence 5,
Seasoned Princes of the Earth are no longer surprised Stamina 5
by the schemes and treacheries of their subjects and peers. Lunars with this Knack crush their opposition with the
Their petty games are transparent before the Lawgiver’s jaded sheer might of a massive spirit shape. The character spends a
eyes. While this Charm is active all social magic directed at point of Willpower when donning her spirit shape to make
the character becomes Obvious to his senses. At Socialize it large enough to engage in mass combat as a unit with a
7+, Essence 7+ this Charm’s duration becomes Indefinite. Magnitude equal to the Lunar’s Essence. Represent the Lu-
At Socialize 9+, Essence 9+, its cost drops to 1m. nar’s size outside of mass combat by increasing her Strength
A second purchase of this Charm at Socialize 6+, Es- and soak by an amount equal to her Essence.
sence 6+ adds a second benefit: While the Charm is active, Assuming the Emperor Ox Expansion form takes time.
any social Charm directed at a social unit the character is The Speed of the shapeshifting action is measured in long
a member of or which includes loyalty to him as part of its ticks, and even a Lunar using Lightning-Change Style requires
Policy becomes Obvious to his senses, though the identity one long tick to activate Emperor Ox Expansion.
of the character attempting to influence his social group is
not automatically made known to him. For example, if a FORM ACQUISITION KNACKS:
young Solar attempts to use Taboo-Inflicting Diatribe on the HUMAN
capital of a prefecture the Solar rules, he becomes aware that
someone is attempting to influence the people of the city COMPASSIONATE MIRROR NATURE
with Taboo-Inflicting Diatribe, but would have to personally Prerequisites: Prey’s Skin Disguise, Essence 3, Perception 4
investigate to discover the identity of the offender. The Lunar understands a compassionate alternative
to the standard hunt for a human’s shape. She dedicates
LUNAR KNACKS the sacred hunt to Luna with an invocation of her belief in
guarding Creation and its life, then she pursues her quarry as
AND CHARMS normal. Once the period of observation is over, she renders
Stewards are masters of mutability. They are unequaled her victim unconscious (not dead) and tastes his blood. She
at changing form, and they excel and dealing with changing acquires his shape permanently, but the victim lives. When
environments and situations. First Age Knacks and Charms the victim dies, the effects of Flickering Star Infusion begin as
reflect this, offering arrays of solutions for the various conflicts normal, as if the Lunar had killed the victim outright. Taking
in the Age of Wonder. a human form in this way triggers no Compassion roll.

FORM ACQUISITION KNACKS: COURTESAN’S POSSESSION


Prerequisites: Compassionate Mirror Nature, Essence 4,
ANIMAL Wits 4
ILLIMITABLE BEAST DECLARATION Blood is unnecessary for a Lunar who applies this Knack
Prerequisites: Emerald Grasshopper Form or Towering Beast to his shapeshifting. He may add a target of his sacred hunt
Form, Essence 5, Stamina 5 through the act of sexual intercourse rather than by slaying
Lunars who develop this Knack for their shapeshift- it and taking its heart’s blood (or by merely defeating it, as
ing know no limit to the size of natural animals they may with Compassionate Mirror Nature). It must still come at the

84
ECLIPSE CASTE CHARMS LUNAR KNACKS AND CHARMS

culmination of a full hunt, unless the Exalt possesses Life of the ESSENTIAL MIRROR FORM
Hummingbird and wishes to have the form only temporarily. Prerequisites: One of various Knacks, Essence 6+,
FORM ACQUISITION KNACKS: Intelligence 6+
To be masters of infiltration, the Lunar Exalted must
MISCELLANEOUS mimic their victims’ powers. Essential Mirror Form gives
MOON AND EARTH SONG the Lunar the ability to use the Essence-based powers of one
Prerequisites: Laurels-and-Ivy Technique, Essence 7, kind of supernatural creature, as defined by the Knacks that
Perception 7 make them valid targets of the sacred hunt. This includes
This Knack allows the Lunar to pay 10m, 1wp to assume basic elemental powers such as Dragon’s Suspire and unique
the form of a natural geographic feature—a cloud bank, a Charms the creatures possess. She can activate such powers
mountain, a forest, a stretch of river, a creeping fog. The Lunar only as long as she remains in the form to which those powers
must have within her heart’s blood library the form of a spirit are natural. Each such invocation requires an additional cost
corresponding to the feature she wishes to become—a river of one point of Willpower, and since displaying an anima
god, for example, if she wishes to become a river. The Lunar returns a Lunar to one of her true forms, the Lunar has a
is only semi-mobile in this form, moving at most ten miles limited amount of Essence with which to work. If using a
per day, and unable to directly act upon anything venturing Charm or power acquired in this way activates the Lunar’s
within her boundaries, though she may observe the interior of anima to a degree that forces her back into a true form, the
her being from any point as though she were present, and adds effect functions as normal. Effects with extended durations
three dice to all Perception rolls to notice intruders within her. end when their descriptions say, not early because the Lunar
While not immune to damage in landscape form, per se, the leaves the shape.
Lunar is formidably protected—destroying a Lunar wearing the This Knack can be purchased multiple times to affect
form of a mountain, for example, would likely require Solar additional creature types, though it never makes available
Circle sorcery or powerful artifacts of mass destruction. the Charms of other Exalted. Primordial Charms (includ-
The Lunar may not destroy any existing landscape features ing those of the Yozis) are considered “the Charms of other
by using this Knack; existing geography instead reconfigures Exalted” for the purpose of this Knack. This Charm also
itself to account for the new inclusion. For example, if the Lunar will not allow Lunars to use any Charm with the Native
were to become a river winding its way through the middle Keyword. To purchase this Knack, the relevant prey must be
of Whitewall, the city’s streets and roads would temporarily a valid target of the sacred hunt. The Lunar must also have
route themselves around it, span the Lunar with bridges, and an Essence and Intelligence two higher than the Essence and
so forth. A Lunar who became a forest in Nexus would briefly Attribute requirements for the Knack that opens that type
transform Nexus into a thriving trade city located in the heart of creature to the Lunar’s hunt.
of a forest. The Lunar also may not assume a geographic form in
a place where it is impossible for that feature to exist (clouds,
GENERAL CHARMS
for example, are rarely found underwater, and mountains IMPOSSIBLE (ATTRIBUTE) IMPROVEMENT
and rivers generally do not float two hundred feet above the Cost: —; Mins: (Attribute) 5, Essence 5;
ground), unless she is in the Wyld. Finally, the Lunar’s Tell Type: Permanent
extends to blanket her in a veil of normalcy; observers must Keywords: None
pierce the Tell in order to realize there is anything unusual Duration: Permanent
about a mountain suddenly springing up overnight. Prerequisite Charms: Instinctive (Attribute) Unity,
Flawless (Attribute) Focus
FORM ACQUISITION KNACKS: Stewards hone their strengths. This Charm permanently
SUPERNATURAL increases the maximum rating of the chosen Attribute by
one. Raising the Attribute to that level requires the normal
HEAVENLY SERVANT IMITATION expenditure of experience.
Prerequisites: Green Sun Child, Hearth-and-Flame Shell,
Essence 6, Intelligence 6 STRENGTH
Luna’s Children were never meant to take the shapes of
the gods. That ability would only encourage ambition that
CRIPPLING CHARMS
even pre-rebellious Incarnae thought to fear. Some Lunars HERD-STRENGTHENING TACTIC
transcend this limitation, mastering a blood hunt capable of Cost: 5m, 1wp; Mins: Strength 6, Essence 6;
adding a god to the Lunar’s library of forms. The hunt takes Type: Supplemental
the same basic amount of time as hunting a human. Acquir- Keywords: Combo-OK, Fury-OK, Obvious
ing a god without blood requires the Lunar to consume its Duration: Instant
divine ichors or other vital part. The Lunar cannot use any Prerequisite Charms: Inviting the Winter Wolf
of the god’s Essence-fueled powers.

85
CHAPTER TWO: THE GOD-KINGS’ PROWESS

A Lunar’s punishment endures. This Charm may tim’s player must roll to resist damage and mutation every
supplement any action that causes a Crippling effect and hour instead of every day. The Charm runs its course after
makes that effect permanent. Surgical attempts to right the 25 more hours.
issue fail, and even Exalted do not heal the injury with its • The Sickness effect continues to affect its victim
associated wounds. It withstands supernatural methods that until the victim dies or something cures the supernatural
heal Crippling effects. Resolve conflicts with this statement disease.
using the “Unstoppable Force, Immovable Object” rules in • Failure to resist the Sickness effect inflicts two levels
Exalted (on p. 179 of the core rulebook). of aggravated damage but no pox. Alternatively, failure af-
When invoked as part of Relentless Lunar Fury, all flicts the victim with two poxes but no aggravated damage.
Crippling attacks the Lunar makes in the duration are Poxes may double up to cause a single affliction or promote
permanent but do not resist effects that explicitly cure an existing mutation faster than normal.
Crippling wounds. Upon purchase of Besieging the Bastion of Form, a
player picks one of the preceding options. Additional op-
DAMAGE ENHANCEMENT CHARMS tions cost two experience points apiece. Storytellers and
BESIEGING THE BASTION OF FORM players may work together to come up with more options.
Cost: —; Mins: Strength 5, Essence 6; Type: Permanent A character can apply only one option to a single use of
Keywords: None Form-Destroying Touch.
Duration: Permanent
Prerequisite Charms: Form-Destroying Touch
FRIEND OF THE PLAGUE
Cost: —; Mins: Strength 6, Essence 7; Type: Permanent
Besieging the Bastion of Form improves its prerequisite.
Keywords: Fury-OK
The Lunar may spend an additional five motes of Essence and
Duration: Permanent
one point of Willpower when activating Form-Destroying
Prerequisite Charms: Besieging the Bastion of Form
Touch to add one of the following effects:
Those whom the Stewards condemn invariably die; when
• The Sickness effect progresses much more rapidly.
she leaves the battlefield, they are defeated. This Charm
After it would normally begin harming its victim, the vic-

86
LUNAR KNACKS AND CHARMS

permanently enhances Form-Destroying Touch, giving it the WORLD-BENDING GUARDIAN ATTENTIVENESS


Fury-OK tag. When so used, the Charm inflicts its effects Cost: 10m, 1wp; Mins: Dexterity 6, Essence 6;
on everyone the Lunar successfully touches. The character Type: Simple
may apply one of the additional effects from Besieging the Keywords: Obvious, Wyld
Bastion of Form by also activating it with Relentless Lunar Duration: One scene
Fury. Besieging the Bastion of Form cannot be activated as Prerequisite Charms: Finding the Needle’s Eye, Flowing
part of a fury unless Form-Destroying Touch is. Body Evasion
FEATS OF STRENGTH CHARMS Stewards guard the world; in exchange, the world guards
them. The Lunar imbues the fluid world around him with a
IRON TYRANT IMPACT portion of his Essence and charges it with his defense. The
Cost: 8m; Mins: Strength 5, Essence 6; Exalt’s surroundings bend to make him safe, from effects as
Type: Supplemental mundane as a bending tree branch or dipping swallow in-
Keywords: Combo-OK, Obvious tersecting a missile to space bending or air becoming dense
Duration: Instant as steel to deflect a blade.
Prerequisite Charms: Lightning Flash Might Methodology, The character constantly benefits from the effects of a
Yeddim’s-Back Method Defend Other action used on his behalf by the Wyld itself.
Worldly materials do not hinder the Stewards. This This Defend Other action has a DV of two per degree of sur-
Charm supplements a feat of strength to break a mundane rounding Wyld, from two in the Bordermarches to eight in
object, rendering the attempt automatically successful. With Pure Chaos. Since the defender is the Wyld itself, attackers
Strength 7+, Essence 7+, the Lunar may add a point of may not choose to divert their attacks to strike the Wyld
Willpower to the Charm’s cost, permitting it to also destroy rather than the Lunar, and no other effect may force them
magical artifacts. This renders the Charm Simple, with a to attempt to do so. Lunar Exalted use this Charm for an ad-
Speed of (Artifact’s dot rating) minutes and a DV penalty vantage against the Fair Folk on those monsters’ own turf.
of -3. N/A artifacts are immune to this Charm, as are objects
which are specifically noted as being indestructible. MOVEMENT CHARMS
DEXTERITY MOONLIGHT HUNT
Cost: 8m, 1wp; Mins: Dexterity 6, Essence 6;
DEFENSIVE CHARMS Type: Simple
Keywords: Obvious, Wyld
FLOWING BODY ASCENSION Duration: One scene
Cost: — (+3m, 1wp); Mins: Dexterity 6, Essence 5;
Prerequisite Charms: Mist-Walking Prana
Type: Permanent
Stewards know the flaws in the world. With this Charm,
Keywords: None
the Lunar detects cracks in the Wyld and may walk through
Duration: Permanent
them to travel short distances. For the rest of the scene,
Prerequisite Charms: Flowing Body Evasion
she may travel up to (Essence x 10) yards without crossing
This Charm enhances its prerequisite. By spending
the intervening space as a Move action. She need make no
another three motes and a point of Willpower when activat-
movement—she simply changes location. This translation
ing Flowing Body Evasion, that Charm’s duration becomes
through space is so unnoticeable and unpredictable that
one action. (Note: Flowing Body Evasion’s duration of one
she may attempt to reestablish surprise in the wake of such
action in The Manual of Exalted Power—The Lunars is
movement.
actually an error; its duration should be instant.)
BECOMING WATER’S ENVY STAR FALLS THROUGH
Cost: 4m, 1wp; Mins: Dexterity 7, Essence 7;
Cost: —; Mins: Dexterity 5, Essence 6; Type: Permanent
Type: Reflexive (Step 9)
Keywords: Fury-OK
Keywords: Combo-Basic, Counterattack, Obvious,
Duration: Permanent
Shaping, Wyld
Prerequisite Charms: Flowing Body Evasion
Duration: Instant
This Charm enhances its prerequisite, giving it the
Prerequisite Charms: Snake Body Technique, Moonlight
Fury-OK keyword. Activating Flowing Body Evasion with
Hunt
Relentless Lunar Fury allows the Lunar to automatically dodge
Stewards refuse assaults on their favored grounds. With
one attack (of which she is aware) each action. Additional
lightning speed, the Lunar tricks someone who attempts to
unbeatable dodges in a single action require the Lunar to
harm her into a Wyld instability. In a silver-and-rainbow
activate Flowing Body Evasion separately. The character
flash, the aggressor disappears. The Lunar makes a standard
suffers a Flaw of Invulnerability applicable to Flowing Body
close-range counterattack. If the attack succeeds, the aggres-
Evasion for the duration of Relentless Lunar Fury.
sor is lost in the warp of the Wyld for ten ticks, reappearing

87
CHAPTER TWO: THE GOD-KINGS’ PROWESS

in a place of the Lunar’s choosing up to (Lunar’s Essence) Keywords: War


miles away. The Lunar may not relocate his opponent to an Duration: Permanent
immediately hazardous location (so, no teleporting her into Prerequisite Charms: Relentless Lunar Fury
the air above a volcano). Relentless Lunar Horde allows the Lunar to use Relentless
Lunar Fury while leading a military unit, rousing her warriors
SPEED AND EXTRA ACTION CHARMS into a frenzy. In addition to its standard effects, the unit
UNHESITANT SCORPION LASH increases its Close Combat Damage rating by one, increases
Cost: —; Mins: Dexterity 6, Essence 6; Type: Permanent its Morale by two, does not lose Endurance for the duration
Keywords: None and cannot assume close formation. Used in this fashion,
Duration: Permanent Relentless Lunar Fury’s duration is counted in long ticks.
Prerequisite Charms: Octopus and Spider Barrage
Lunar heroes strike with unhesitating speed. Unhesi-
HEALING CHARMS
tant Scorpion Lash permanently enhances the character’s PURGING THE TARNISHED SILVER
capabilities. When he invokes a Charm that provides a flat Cost: 5+m, 1wp; Mins: Stamina 6, Essence 5; Type: Re-
number of extra actions for a flat cost, the Lunar adds two flexive
to the number of actions provided. Keywords: Combo-Ok, Obvious
Duration: Instant
GREEDY MOSQUITO BITE Prerequisite Charms: Instinctive Stamina Unity, Halting
Cost: 4m, 1wp; Mins: Dexterity 6, Essence 5;
the Scarlet Flow
Type: Supplemental
A silver aura surrounds the Lunar as her most serious
Keywords: Combo-OK, Fury-OK, Obvious
wound disappears. She heals one aggravated wound for every
Duration: Instant
five motes she spends on this Charm.
Prerequisite Charms: Lightning Stroke Attack
Like the greedy mosquito, some warrior Lunars cannot TERRITORY CHARMS
resist reaching for a second strike. This Charm gives them the NATIVE SON’S GRACE
speed to succeed. When this Charm supplements a successful Cost: 5m; Mins: Stamina 5, Essence 4; Type: Reflexive
attack, the character’s strike plunges into the fresh wound a (Step 7)
second time. Revisit Steps Seven–Ten of attack resolution Keywords: Combo-OK, Fury-OK
and inflict all damage from the attack again. Duration: Instant
Activated with Relentless Lunar Fury, the character Prerequisite Charms: Any Stamina Excellency, Frenzied
inflicts extra damage on every successful attack. This damage Bear Fortification
is applied separately and never exceeds minimum damage When an attack would hit the character, she instead
for the original blow. deflects it onto a nearby terrain feature at the last moment.
At Essence 7, the Lunar may spend four more motes She ducks behind a tree, rolls under a table, shuts a door in
on this Charm to include the effects of all Charms (rather the attacker’s face or darts through the coral reef. All damage
than just damage-increasing Charms) while revisiting Steps from the successful attack is applied to the terrain feature
Seven–Ten. rather than the Lunar, and this Charm doubles the attack’s
damage in Step Seven. This Charm only protects the Lunar
STAMINA from damage, and not from any other effects of the attack.
ENDURANCE CHARMS The character must be within an area that she owns
as a person owns an object (see Exalted, p. 238) to use this
MOONSILVER ABSORPTION Charm. Charms such as Boundary-Marking Meditation
Cost: —; Mins: Stamina 6, Essence 5; Type: Permanent
(see The Manual of Exalted Power—The Lunars, p. 170)
Keywords: Obvious
help mark such territory. This is considered a unique Flaw
Duration: Permanent
of Invulnerability.
Prerequisite Charms: Unstoppable Juggernaut Incarnation
Using this Charm with Relentless Lunar Fury allows
This Charm permanently enhances Unstoppable Jug-
the character to take advantage of her surroundings for the
gernaut Incarnation. When the character uses that Charm,
duration. Halve all damage she suffers before soak. Damage
he does not record any of the damage inflicted in the oth-
dice lost to this effect harm terrain used for the defense.
erwise lethal blow; it now includes aggravated damage. The
character’s body shines like moonsilver as it shifts around INDESTRUCTIBLE RECURSIVE DESIGN
the blow. Cost: 8m; Mins: Stamina 4, Essence 4;
Type: Simple (Speed 5, DV -2)
FURY CHARMS Keywords: Combo-OK
RELENTLESS LUNAR HORDE Duration: Indefinite
Cost: —; Mins: Stamina 5, Essence 6; Type: Permanent Prerequisite Charms: Hide-Toughening Essence

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LUNAR KNACKS AND CHARMS

Lunars are survivors, accustomed to the hardships the • One additional dot in any Attribute and Ability.
world demands of its heroes. Knowing that misfortune is Assume the animal’s Social Attributes begin at one dot.
inevitable, hardy Stewards prepare for the worst. With a few Although the creature might not be able to use them all (it
moments’ concentration, the Lunar causes his body to grow can understand languages with Linguistics but still not speak
redundant physical systems—secondary organs, reinforcing any, and it is hard to navigate a Bureaucracy without words
musculature, additional ligaments. The character gains and writing), it understands how.
additional -1 health levels equal to the human true form’s • Intelligence 3, if the animal is his familiar.
Stamina. These levels persist as long as the Charm remains • Up to two additional -1 health levels and up to two
active, and vanish as soon as damage is marked off in them; -2 health levels. Each health level requires one invocation
as the Lunar’s additional body parts are destroyed, they sub- of Nature-Reinforcing Allocation. Health levels trained via
limate back into the Essence that formed them. this Charm cost the animal (12 – wound penalty associated
with health box) xp each, or (6 – wound penalty associated
CHARISMA with health box) bonus points during character creation.
ANIMAL AND TRAINING CHARMS ERUDITE BEAST-MIND EXPANSION
LOYAL BEAST-FRIEND ENLIGHTENMENT Cost: —; Mins: Charisma 6, Essence 6; Type: Permanent
Cost: —; Mins: Charisma 6, Essence 5; Type: Permanent Keywords: None
Keywords: None Duration: Permanent
Duration: Permanent Prerequisite Charms: Nature-Reinforcing Allocation
Prerequisite Charms: Nature-Reinforcing Allocation This Charm permanently enhances Nature-Re-
This Charm permanently enhances Nature-Reinforcing inforcing Allocation. It increases the Lunar’s training
Allocation. It increases the Lunar’s training capabilities, capabilities. The maximum number of dots the Lunar
allowing him to endow target animals with: can add to any trait that he is able to train becomes equal

89
CHAPTER TWO: THE GOD-KINGS’ PROWESS

to half his Essence. He can increase his familiar’s Intel- All environmental damage other than that generated by the
ligence by one greater. Charm itself, the Essence respiration issues produced by the
Underworld and Blight Zones within Autochthonia, and all
SILVER BLOOD INFUSION hostile Shaping Actions will have no effect on individuals
Cost: —; Mins: Charisma 7, Essence 7; Type: Permanent
within the area so blessed. Creatures of darkness treat being
Keywords: Stackable
within the region as an environmental effect with Damage
Duration: Permanent
1A/action and Trauma (Lunar’s Essence)L. The Lunar may
Prerequisite Charms: Nature-Reinforcing Allocation
reflexively grant or revoke amnesty, excluding specific crea-
Stewards shape their realms’ creatures. This Charm
tures of darkness from the Charm’s environmental damage
permanently enhances Nature-Reinforcing Allocation and
(most commonly bound demons; or, in the Time of Tumult,
the Lunar. The character may invoke Nature-Reinforcing
a Lunar’s Abyssal or Infernal mate).
Allocation to makes one previous invocation of the Charm
hereditary. The target must drink the Lunar’s blood for the TERRITORY CHARMS
Charm to take effect. The Lunar also gains (Charisma ÷ 2)
extra successes on uses of Craft (Genesis) concerned with
FERAL CAT TREAD
Cost: —; Mins: Charisma 7, Essence 7; Type: Permanent
anything Nature-Reinforcing Allocation can target.
Keywords: None
SNAKE-VINE INTEGRATION Duration: Permanent
Cost: —; Mins: Charisma 8, Essence 7; Type: Permanent Prerequisite Charms: Ranging Wolf Marking
Keywords: None This Charm permanently enhances Boundary-Marking
Duration: Permanent Meditation. It increases the maximum area of that Charm’s
Prerequisite Charms: Nature-Reinforcing Allocation targeted region to (Essence x 1000) square miles. Purchasing
This Charm permanently enhances Nature-Reinforcing Feral Cat Tread does not automatically expand existing uses
Allocation, making plants valid targets. Plants begin with all of Boundary-Marking Meditation.
Abilities and Attributes (except Stamina) at 0 unless they are
already capable of mobility, and even their instincts are poor MANIPULATION
until they have at least Intelligence 1. (On the off chance BELIEF CHARMS
that someone is playing an uplifted rosebush, the first dot of
an Attribute costs 5 xp.) MIRROR-SHATTERING WORD
Cost: —; Mins: Manipulation 6, Essence 5;
UNSTOPPABLE BEAST-WARRIOR Type: Permanent
INDOCTRINATION Keywords: Wyld
Cost: —; Mins: Charisma 7, Essence 6; Type: Permanent Duration: Permanent
Keywords: None Prerequisite Charms: Lost Mirror Flight
Duration: Permanent Luna rules madness in Creation, and her Chosen act in
Prerequisite Charms: Lesson of the Winter Wolf, Loyal her name. This Charm permanently enhances Lost Mirror
Beast-Friend Enlightenment Flight. When using Lost Mirror Flight, the character may
Herds and packs serve the Stewards without hesitation. double the cost to make the madness permanent. In the Wyld,
This Charm permanently enhances Wolf Pack Training making insanities permanent costs only one mote extra.
Technique. When using Wolf Pack Training Technique on
a military unit of animals, the Lunar makes them into such
FALSE BURROW GIFT
Cost: 6m; Mins: Manipulation 6, Essence 6;
unified armies that they achieve Might (Essence ÷ 2) while
Type: Simple (6 long ticks)
under his command.
Keywords: Combo-Ok, Illusion, Social
HOLY CHARMS Duration: Instant
MORNING BLOSSOMS BLOOMING Prerequisite Charms: Lost Mirror Flight
Cost: 12m, 1wp; Mins: Charisma 7, Essence 7; Stewards tend others’ homes. This Charm instills in
Type: Simple (Speed 7) its target a false belief about their concept of “home” and
Keywords: Holy, Obvious reinforces this belief with an Intimacy. The beliefs that
Duration: One scene home is under attack, is already destroyed, is nearby or is lost
Prerequisite Charms: Scathing Lunar Condemnation forever count, as do the ideas that the target has been exiled
Enemies fear to tread lands Lunars claim. The character from home, that home embodies certain political views or
dedicates where she stands to Luna and to Gaia, forbidding that home is a different place altogether. Instilling this false
any foe of theirs from approaching her. Silver light shines belief requires a successful (Manipulation + [Performance or
on her from the heavens and flows outward, illuminating Presence]) roll against the target’s MDV. Against a group,
an area (10 x Essence) yards in radius with silver radiance. the highest MDV contests it. It costs two Willpower points
for a victim to ignore the belief for one scene.

90
LUNAR KNACKS AND CHARMS

Committing the Charm’s cost invokes an additional Charm functions for (Essence x 2) long ticks before it ends.
Illusion effect. While the Charm persists, the world appears If the original leader (or a legitimate replacement) does not
to support the belief. The target sees the ruins of a destroyed reclaim command, the group becomes a mob. Lunars who
home city or feels the stones former countrymen throw at look too different from a legitimate leader—such as a dash-
the returned exile. Releasing the commitment ends the ing human commanding stolen demon troops—suffer the
Charm’s effects in total. same time restriction.
FEINT CHARMS APPEARANCE
BUTTERFLY EYES FACE DISGUISE CHARMS
Cost: 5m; Mins: Manipulation 6, Essence 6;
Type: Simple (Speed 3) AIR BODY STYLE
Keywords: Combo-OK, Illusion Cost: 10m; Mins: Appearance 5, Essence 5; Type: Simple
Duration: (Essence) actions Keywords: Combo-OK, Obvious, Shaping
Prerequisite Charms: Butterfly Eyes Fist, One of the Herd Duration: Indefinite
Lunars are not who they seem. The target of this Charm Prerequisite Charms: Clover Can’t Be Found
suffers an Illusion effect, believing the Lunar to be a nearby Walls and gates erected to hide prey from the hunter
person and vice versa unless the target’s reflexive (Percep- are of no concern to a Lunar. Likewise, the keenest eyes and
tion + Awareness) roll beats a difficulty equal to the Lunar’s canniest screening for her Tell only make a Steward laugh.
Manipulation score. Spending one Willpower point allows Briefly drawing her anima into her body, the Lunar inverts
the target to tell who is who for one action. After the target her own physical nature, causing herself to dematerialize.
has spent three Willpower, the effect ends. She may freely interact with other dematerialized beings and
attempt to enter sanctums as a spirit would. However, should
BUTTERFLY EYES ENHANCEMENT the Lunar’s anima flare to the 11m+ level it becomes visible
Cost: —; Mins: Manipulation 8, Essence 7; even to those who cannot see dematerialized beings.
Type: Permanent
Keywords: None INTERACTION CHARMS
Duration: Permanent STANCE-AS-THOUGHT STRIDE
Prerequisite Charms: Any Butterfly Eyes Charm Cost: 6m; Mins: Appearance 6, Essence 5; Type: Simple
This Charm permanently enhances all Butterfly Eyes Keywords: Combo-OK, Illusion, Social
Charms the Lunar knows. Their costs increase by one mote, Duration: One scene
and the Willpower cost to fend off their mental influence Prerequisite Charms: Observed Predator Instinct, Glance-
increases by one. Oration Technique
MILITARY UNIT CHARMS Lunars inspire those around them. With this Charm
active, every first glance at the character triggers a specific
FIRST IN SCHOOL ASSUMPTION thought or sort of thought. The Lunar chooses if she wants
Cost: 4m, 2wp; Mins: Manipulation 6, Essence 6; every person who looks at her to think something specific
Type: Simple (4 long ticks) (“she’s dangerous,” “she’s hiding something”), to see what
Keywords: Combo-OK, Social, War they most want to see in her, or to see what they least want.
Duration: One scene The Lunar does not appear as anything other than what she
Prerequisite Charms: School in the Reeds Technique is, though. The magic is in the conclusions others draw.
Stewards suffer no armies on their soil not allied with Perhaps the evil vizier believes the Lunar is here to aid the
them. The Lunar causes the target military or social unit to satrap, while the merchant’s son believes the Lunar is his
treat her as its commander or leader for all purposes. She arranged wife-to-be, arriving just in time to eliminate his
must be a solo unit to use this Charm. Her player makes a chance to flee with his true beloved. Or maybe the vizier
contested roll of (Manipulation + [Performance or War]) knows with one look that the Lunar is harmless, while the
against the current leader’s (Charisma + [Performance + son believes that the Lunar will help him escape his arranged
War]); the Lunar suffers an external penalty equal to the marriage. This effect creates an instant Intimacy that remains
unit’s effective Drill. If successful, the unit treats the Lunar until a subject eliminates it naturally. This unnatural mental
as its leader for the rest of the scene. The previous leader influence costs two points of Willpower to resist.
becomes a solo unit or, if he’s willing, a special character in
the stolen unit. DEVIL BODY, TERROR FACE
When individuals in a stolen unit normally recognize Cost: 10m, 1wp; Mins: Appearance 7, Essence 7;
their true leader through supernatural means—if they’re Type: Simple
zombies with a link to the necromancer who raised them, Keywords: Combo-OK, Illusion
for instance, or creatures created through sorcery—this Duration: One scene
Prerequisite Charms: Stance-as-Thought Stride

91
CHAPTER TWO: THE GOD-KINGS’ PROWESS

Stewards also inspire fear. Every person sees her worst Stewards are in tune with their protectorate, Creation.
fear when looking upon the character using Devil Body, The Lunar’s eyes shine silver with a rainbow patina, and he
Terror Face, be it an overseer with baying hounds for an becomes aware of the threads that bind people to fate. He gains
escaped slave or the fetich soul of Isidoros for an Exalt. a general sense of where the Loom tugs them, incidentally
This is an Illusion effect. All actions taken that oppose the adding a number of automatic successes equal to his Essence
Lunar suffer an external penalty equal to (Lunar’s Essence to divine a person’s future (usually through the thaumaturgic
– subject’s Valor). Art of Astrology). The Lunar also discerns whether any given
Victims of this Charm may spend one Willpower to creature is or is not bound to the Loom of Fate.
make a (Willpower + Integrity) roll at a difficulty equal to
the Lunar’s Appearance. Success lets the person ignore the
EVADING THE SPIDER’S EYE
Cost: 5m, 1wp; Mins: Perception 4, Essence 4;
terrifying visage for a number of actions equal to her Integrity.
Type: Reflexive
Spending three Willpower outright accomplishes the same
Keywords: Combo-OK
effect without a roll.
Duration: (Essence) days
PERCEPTION Prerequisite Charms: Eye of the Cat
Canny Lunars know when they are being watched,
ESSENCE CHARMS and may use this heightened sensitivity to move through
GOD-BODY DISSECTION the world unseen—even by the pattern spiders. A Lunar
Cost: 2m, 1wp; Mins: Perception 6, Essence 6; using this Charm moves through the moments and spaces
Type: Supplemental that escape the notice of the tenders of the Loom of Fate,
Keywords: Combo-OK, Crippling, Obvious rendering him invisible to astrological predictions and
Duration: Instant the Loom. All attempts to use the Loom or astrology to
Prerequisite Charms: Spirit-Maiming Essence Attack divine the Lunar’s location or future automatically fail.
Lunar Exalted weaken their prey before the final assault. Furthermore, the Lunar may observe many secrets from
The Steward sees all aspects of her target as discrete pieces; his vantage point between destiny’s threads; all Sidereal
targeting one, his attack severs it. This is a standard attack Astrology becomes Obvious to his senses. If he chooses, he
that eliminates one Charm, Combo or spell from a spirit or may even follow the threads of infectious destiny back to
raksha’s repertoire if it inflicts at least a level of damage. The their point of origin; by starting with an individual who has
Lunar decides which power he denies the target. Lost Charms had an ascending or descending destiny placed on him, the
integrated into Combos can be used as part of those Combos Lunar may track down the Sidereal who laid the blessing
but not alone. God-Body Dissection cannot sever permanent or curse, adding (Perception) automatic successes to all
Charms, Native Charms, sorcery-enabling Charms, or As- tracking rolls. This Charm does not inform the Lunar of
sumptions. The target is still considered to know removed which Sidereal laid any given Sidereal Astrology effect on
Charms for the purpose of fulfilling prerequisites for other an individual; in order to find out, he must follow destiny’s
Charms. Targets regain lost powers a number of days later thread and see where it leads.
equal to (Lunar’s Essence – target’s Essence). If this total is
zero or less, the power returns at the end of the scene.
INTELLIGENCE
GOD-BODY CONSUMPTION INSIGHT CHARMS
Cost: —; Mins: Perception 8, Essence 7; PREDATOR’S INSIGHT
Type: Permanent Cost: 6m, 1wp; Mins: Intelligence 5, Essence 5;
Keywords: None Type: Simple (Dramatic Action)
Duration: Permanent Keywords: Combo-OK
Prerequisite Charms: God-Body Dissection Duration: One hour
This Charm permanently enhances God-Body Dis- Prerequisite Charms: Lessons in the Blood
section. After successfully severing a spirit’s power with Lunar Exalted learn much from their prey. By consuming
that Charm, the Lunar devours it. It becomes inaccessible the mind of a creature, the character using this Charm learns
to the spirit until the Lunar’s death. This Charm may not what that entity knew. Devouring a brain takes an instant
permanently devour panoply Charms, such as the signature (for the smallest), 10 minutes (for a normal-sized human)
Charms of the Incarnae. or longer (for behemoths and other strange creatures). More
exotic targets require the character to consume the seat of
EYE ON THE SPIDER their minds, which he locates with a ([Perception or Intel-
Cost: 4m; Mins: Perception 6, Essence 6; Type: Reflexive
ligence] + Occult) roll.
Keywords: Combo-OK, Obvious
The character then has access to everything the crea-
Duration: One scene
ture once knew. For animals, this amounts to a few subtle
Prerequisite Charms: All-Encompassing Sorcerer’s Sight

92
LUNAR KNACKS AND CHARMS

instincts and familiarity with the region—the animal’s recognized as kindred spirits and ideal champions by the odd
den and sources of food. People’s knowledge is more varied inhabitants of the Threshold and beyond. Upon purchasing
and valuable. this Charm, the Lunar selects a particular sort of outsider
Any time during the Charm’s duration, the character from the following list: Demons, Dragon Kings, elementals,
can rummage through the victim’s memory as a miscellaneous ghosts, Jadeborn, Lintha, raksha. The Storyteller may add
action. The victim’s clear memories are just as clear to the other alien races and classes of being to this list as he feels
Lunar. Things a victim barely recalled require an (Intelligence appropriate. When this Charm is active, the Lunar’s player
+ Investigation) roll to find, and the foggiest memories are at adds a number of automatic successes equal to the character’s
difficulty 2+. Digging out something the victim kept secret Intelligence to all social rolls for the character to deal with
(while alive) requires the same roll at a difficulty equal to that particular class of outsider. Additionally, the Steward
the victim’s Integrity. gains three artificial specialties in all of his Abilities focused
If the character uses this Charm on a target whose form on the outsider in question.
he can take, he may spend one experience point to call upon Additional outsiders may be added to this Charm for a
the creature’s memories as long as he retains the shape. (It is cost of two experience points each. The Charm must focus
most useful to buy this benefit after a successful sacred hunt.) on a single type of outsider, selected when activated, and if
When in that form thereafter, he can activate this Charm to the Lunar wishes to deal with a different sort of being, she
call upon those memories for another hour. Predator’s Insight must deactivate the Charm and reactivate it.
is a grotesque way to learn new Charms or Abilities, if the
player has enough experience points to spend.
DEFEATED TECHNIQUE MASTERY
Cost: 10m, 1wp; Mins: Intelligence 7, Essence 7;
PERFECT OUTSIDER UNDERSTANDING Type: Simple
Cost: 15m, 1wp; Mins: Intelligence 6, Essence 6; Keywords: Combo-OK, Obvious, Training
Type: Simple Duration: Instant
Keywords: None Prerequisite Charms: Predator’s Insight
Duration: One day Stewards claim prizes from their defeated foes: part of
Prerequisite Charms: Predator’s Insight their powers. The Lunar may activate this power to issue
Luna’s Chosen are the ultimate outsiders,, freelyy walkingg a formal challenge g to an opponent
pp of her own devising.g
bbetween
etween nations and worlds. They are at ho
h
home
me in the outlands,

93
CHAPTER TWO: THE GOD-KINGS’ PROWESS

This could take almost any form—a foot race, combat to and so on. For the duration, the Lunar may use Charms with
first blood or to submission, to be the first to seduce the the Wyld keyword as though she were in a Wyld zone. Every
regional satrap… almost anything will do. The target is free five motes committed to this Charm increases the effective
to refuse the challenge, but if she accepts and prevails, the depth, from five motes for Bordermarches to 20 motes for
Lunar owes her a boon to be named by the target. Refus- Pure Chaos. The Lunar extends this capability to others at
ing or failing to discharge this debt causes the Lunar to be a cost of two additional Willpower per person.
punished as though she had broken an oath sanctified by an
Eclipse with an Essence rating equal to her own. Requested WITS
boons may not be impossible or inherently lethal, but they CONCEALMENT CHARMS
may be very dangerous.
By contrast, should the Lunar win, she may claim one SUNSET HIBISCUS
of the target’s Charms. She may only claim Charms whose Cost: 3m; Mins: Wits 5, Essence 6; Type: Simple
minimum traits and prerequisites she meets, and which she Keywords: Combo-OK
could have potentially learned either herself or with a Lunar Duration: One scene or indefinite
equivalent of the Eclipse anima power. Sidereal Martial Arts Prerequisite Charms: Secure Den Prana
remain inaccessible. While the Lunar has claim to a Charm, Just as the Lunar makes himself and things disappear, he
the Lunar may freely use the effect as though it had been conceals Essence from those who can see such things. Used on
learned with the Eclipse anima power, and the target suffers himself, neither his Essence trait nor his Charms or artifacts
a three mote surcharge on its activation cost. The Lunar’s make him more visible to those using Essence sight (such as
claim ends after one month has elapsed, though she may All-Encompassing Sorcerer’s Sight). He may likewise use the
permanently retain the power if she wishes as a Training ef- Charm on others. Using Sunset Hibiscus on artifacts or on
fect. Doing so immediately cedes her claim over the Charm, extant Essence effects (such as enduring Charms or spells)
restoring its cost to normal for the original owner. Charms the renders them invisible to Essence sight, though the Lunar must
Lunar could normally learn retain their standard experience be able to see them to target them in the first place. Used on
point and activation costs; Charms which would require the a person, the Charm always lasts one scene. When used on
Eclipse anima power to learn cost 20 experience points and an object or intangible collection of Essence, the Lunar may
have a two mote surcharge when activated. commit the Essence longer for an indefinite effect.
If either the Lunar or the target agree to the challenge in Uses of Sunset Hibiscus are invisible to all forms of
bad faith (i.e., intending to rig the contest so that the Lunar Essence sight.
may simply learn a power the target knows), the Charm fails FLUID ESSENCE REFINEMENT
to function. Cost: —; Mins: Wits 7, Essence 6; Type: Permanent
WYLD CHARMS Keywords: None
Duration: Permanent
ETERNAL WYLD GIFT Prerequisite Charms: Sunset Hibiscus
Cost: —; Mins: Intelligence 6, Essence 6; The Stewards’ magic is not overt. This Charm perma-
Type: Permanent nently enhances the Lunar’s capabilities. The character’s
Keywords: Wyld use of Essence is subtle, making it difficult for opponents to
Duration: Permanent find and target. When a foreign effect threatens to suppress,
Prerequisite Charms: Burgeoning Wyld Infliction manipulate or otherwise adversely affect a Charm, spell or
This Charm permanently enhances Burgeoning Wyld supernatural effect the Lunar has invoked or created, add an
Infliction, allowing the Lunar to double the Charm’s ac- amount equal to the Lunar’s Wits to the difficulty to do so.
tivation cost in order to make the mutations permanent. When there is no roll (and thus no difficulty to increase),
In the Wyld, making the mutations permanent is free the foreign effect fails. Add a number of successes equal
and mandatory. to the Lunar’s Essence to any opposed rolls to determine
DONNING THE RAINBOW MANTLE which effect overrides the other. This Charm has no effect
Cost: 5+m, 1wp; Mins: Intelligence 7, Essence 7; on Countermagic spells.
Type: Simple FROZEN RIPPLE LAIR
Keywords: Obvious Cost: 14m, 2wp; Mins: Wits 6, Essence 7; Type: Simple
Duration: One scene Keywords: Obvious, Wyld
Prerequisite Charms: Withdrawal of Assumptions Duration: Indefinite
Stewards command the surroundings they protect. Invok- Prerequisite Charms: Secure Den Prana, Blinking Eye of
ing this Charm surrounds the character in a diaphanous cloak Chaos
of shifting sensations. Most stimuli are colors of Creation, but This Charm is identical to Secure Den Prana, but
some are impossible, unknown hues, curious sounds, smells the Lunar declares a time differential for her den in Else-

94
LUNAR KNACKS AND CHARMS SIDEREAL CHARMS

where. Time within the redoubt moves faster or slower


than it does in Creation by a factor equal to or less than
the Lunar’s Essence. A TALE OF TWO STYLES
REACTION CHARMS Fate’s Guardian style continues to be practiced
into the Time of Tumult, but never again matches the
SOLDIER BEE EMULATION EXTRACTION widespread popularity it enjoys in the First Age. The
Cost: 4m; Mins: Wits 6, Essence 6; breaking of the Mask, murder of the Solars, and exile
Type: Reflexive (Step 2) of the Lunar Exalted all undermine the elements that
Keywords: Combo-OK, Counterattack, Obvious, Shaping make this style a lynchpin of First Age Sidereal power.
Duration: Indefinite With the removal of the most potent of the Sidere-
Prerequisite Charms: Hungry Eagle Method, Secure Den als’ common students and allies, and the difficulties
Prana that Arcane Fate introduces to recruiting long-term
The Steward creates invisible pouches of Elsewhere that mortal or Dragon-Blooded assistants, Throne Shadow
he uses in combat. For the Charm’s duration, any person is slowly eclipsed in popularity by Violet Bier of Sor-
who attacks him risks losing his weapon into one of these rows in the days after the Usurpation.
pockets. Only a body’s natural weapons are safe. Any attack
the Lunar successfully parries or dodges slips into a pouch,
unless he chooses otherwise. Players of characters who suc-
cessfully strike the Lunar roll (Wits + [relevant Ability]) at a LOTUS EYE TACTICS
difficulty equal to the Lunar’s Wits, unless the Lunar chooses Cost: 1m or 3m; Mins: Martial Arts 3, Essence 2;
otherwise. Failure indicates that the weapon disappears into Type: Reflexive
Elsewhere. No more weapons disappear than a number equal Keywords: Combo-OK
to the Lunar’s Essence. The Charm lasts until the Lunar Duration: Indefinite
releases the commitment, at which time the weapons fall to Prerequisite Charms: None
the ground before the people from whom he stole them. Sidereals understand the world; much of their power to

SIDEREAL CHARMS act upon the world proceeds from this fact. When the character
perceives an individual whose Martial Arts rating is equal
to or higher than his own, that fact becomes Obvious to his
THRONE SHADOW STYLE senses unless the character is using a supernatural disguise of
This Charm tree comprises the natural Sidereal style of some kind. Alternately, for a cost of 3m, the character knows
unarmed fighting. The Viziers say: “Every Sidereal is a master all combat Abilities a perceived individual possesses which
of the arts—even on his first day in the dojo.” Other Exalted are rated equal to or higher than his Martial Arts rating.
tend to dismiss this logic as an idle boast, missing the point
of Throne Shadow style. Viziers instinctively understand LION MOUSE STRATAGEM
that the aspects and individuals of the world make for the Cost: 3m; Mins: Martial Arts 3, Essence 2;
best weapons, not fists or blades—and as a result, they tend Type: Reflexive
to think of this martial art as Fate’s Guardian style. Keywords: Combo-OK, Illusion
For other Exalted, this is a Celestial Martial Arts style Duration: Indefinite
that emulates and imitates the ways of the Seers of Heaven. Prerequisite Charms: None
They may learn the core Charms of the style, but may not Sidereals deceive the world, presenting themselves as
expand upon it or learn any special extension Charms. less than what they are; much of their power to act upon the
For Sidereals, these Charms are ordinary Sidereal world proceeds from this fact. The Sidereal cloaks herself in
Charms, bringing the esoteric power of destiny to bear in their the humble and unassuming air of the neophyte student, the
quest to guide Creation and its rulers toward a better future. civil servant, or the hanger-on in the company of legends. She
Sidereals may invent new Charms for this tree, and these seems unthreatening, imposing a -3 external penalty on all
are considered Sidereal Charms, not Celestial Martial Arts attempts to gauge her nature and the level of her skill. This
Charms. This distinguishes Throne Shadow style from the unassuming mien also makes it difficult to view the Sidereal
other instinctively-grasped art of the Sidereals, Violet Bier as a serious threat; all attempts to re-establish surprise enjoy
of Sorrows, which is a closed style designed for the Viziers a bonus of (Sidereal’s Essence) dice. This Charm constitutes
by the Maiden of Endings. a form of unnatural mental influence costing two Willpower
Weapons and Armor: This style counts as unarmed to resist for one scene.
attacks the cestus, fighting gauntlet, khatars, pankrator’s SIFU’S USEFUL FINGERS
cestus, tiger claws, and other such ‘brawling aides,’ as Cost: 1m; Mins: Martial Arts 3, Essence 2;
well as improvised weapons. It is compatible with any Type: Simple (One dramatic action)
sort of armor. Keywords: Combo-OK

95
CHAPTER TWO: THE GOD-KINGS’ PROWESS

Duration: Indefinite Duration: Instant


Prerequisite Charms: None Prerequisite Charms: Shadow Lost in the Court
Sidereals advise the world; much of their power to act Sidereals are known for their discretion, never sullying
upon the world proceeds from this fact. Disdaining such crude the courts of the Lawgivers with the blood of would-be as-
weapons as fighting gauntlets or appropriated barstools, the sassins or the screams of intercepted fanatics. Their killing
Sidereal turns others into his instruments—be they pawns arts are cleaner than that. This Charm supplements an
or kings. The Sidereal may enlighten an individual with unarmed martial arts attack. Should it successfully strike
five minutes of one-on-one advice and simple-but-profound its target, that individual’s breath is sealed, and he begins
martial demonstrations. The beneficiaries of such instruction suffocating (see Exalted, p. 130). The target may make a
temporarily enjoy one bonus dot of Martial Arts and add the reflexive (Strength + Athletics) roll every thirty seconds at
Sidereal’s Martial Arts rating to their Dodge MDV so long as a difficulty of the martial artist’s Essence rating to attempt
the Vizier commits Essence to this Charm. She may sustain to break free and resume breathing normally. Until he does
a commitment to up to (Essence x 2) beneficiaries at once. so, he suffers a -2 internal penalty to all actions. The martial
Sidereals know such beneficiaries as shadow fingers. artist may also restore a target’s breath by striking them with
If the character is a Sidereal Exalt, she automatically this Charm again.
becomes aware when one of her shadow fingers is attacked, If used by a Sidereal Exalt, then this Charm may alter-
regardless of the distance separating them. nately be used to steal the target’s breath altogether. The
Sidereal may subsequently try to strangle the target with her
THRONE SHADOW FORM own breath, treating such attempts as a dire chain-assisted
Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Simple
grapple attempt. Should the target regain her breath, this
Keywords: Form-type
weapon vanishes from the Sidereal’s grasp.
Duration: One scene
Prerequisite Charms: Lion Mouse Stratagem, Lotus Eye DEADLIEST OF ALL WEAPONS
Tactics, Sifu’s Useful Fingers Cost: 3m; Mins: Martial Arts 5, Essence 3;
Combining insight, deceit, and the shadow fingers she Type: Reflexive (Step 1)
has accumulated, the Sidereal makes a terrible fist with which Keywords: Combo-OK, Poison
to guard all things within destiny’s design. While this Form Duration: Instant
is active, all shadow fingers within (Dexterity x 3) yards are Prerequisite Charms: Pneuma-Sealing Strike
considered to be protecting the martial artist with a Defend There is no deadlier weapon than truth, which Sidereals
Other action at all times. Additionally, the Sidereal may may unleash on destiny’s behalf. Should an unarmed attack
launch coordinated attacks with her shadow fingers, substi- supplemented by this Charm strike its target, they are poisoned
tuting Martial Arts for War, and such attempts are made at with a toxin with the following traits: (Special/one hour, 5,
difficulty 1 regardless of the number of fingers participating —/—, -1). Rather than doing damage, this toxin infects the
in the attack. The Sidereal and her fingers may also strike victim’s chakras and her mind, rendering her incapable of
dematerialized targets while this Form is active, though this lying or dissembling. Should she speak, she may only speak
Charm does not help them find and target such beings. the truth as best she knows it.
SHADOW LOST IN THE COURT CLEAR EYES DEFENSE
Cost: 3m, 1wp; Mins: Martial Arts 4, Essence 2; Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 2;
Type: Supplemental Type: Reflexive
Keywords: Combo-OK Keywords: Combo-OK, Counterattack
Duration: Instant Duration: One scene
Prerequisite Charms: Shadow Throne Form Prerequisite Charms: Throne Shadow Form
The world of the Exalted is a world of vast, eye-catching The Sidereals are destiny’s guardians and the eyes of the
luminaries; nobody notices a shadow lost in the tangle of Exalted. Their vision must not be clouded, and those who
the crowd. This Charm enhances an attempt to re-establish would attempt such stratagems must be punished. While
surprise in a crowd (defined as a scene in which at least 20 this Charm is active, the Sidereal may launch an unarmed
characters are present), producing a -2 external penalty on Martial Arts counterattack in step nine against any individual
attempts to spot the Sidereal. If the Sidereal has at least two who attempts to inflict unnatural mental influence on him.
shadow fingers present, this also qualifies as a crowd, permit- If this influence is ongoing, the counterattack triggers the
ting her to attempt to re-establish surprise. first time the Sidereal is exposed to it after activating Clear
Eyes Defense.
PNEUMA-SEALING STRIKE If the character is a Sidereal Exalt with Essence 3+,
Cost: 4m; Mins: Martial Arts 5, Essence 3;
then a counterattack which successfully strikes its target
Type: Reflexive (Step 1)
also perfectly negates the unnatural mental influence which
Keywords: Combo-OK, Crippling, Obvious
triggered it.

96
SIDEREAL CHARMS DRAGON-BLOODED CHARMS

WELCOMING THE UNINVITED GUEST THRONE SHADOW EXTENSIONS


Cost: 3m; Mins: Martial Arts 5, Essence 3;
Type: Simple (Speed 3, DV -0) FLOW-BREAKING STRIKE
Keywords: Combo-OK, Obvious Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 4;
Duration: Five actions Type: Supplemental
Prerequisite Charms: Throne Shadow Form Keywords: Combo-OK, Crippling, Stackable
Striking the air with her palm, the Sidereal sets an Duration: Instant
Essence-vibration racing through the world. The Exalt makes Prerequisite Charms: Finger-Stealing Handshake
an unarmed martial arts attack; all hidden characters within Feeling along a tenor of fate, a Sidereal may strike at
(Martial
tial Arts x 10) yards must make a reflexive opposed her opponent’s
opponent s relevance, se separating
eparating the momentous from
Dexterity
erity + Stealth roll against the attack’s successes. Should the also-ran. This Charm supplements
l an unarmedd m martial
the Sidereal
idereal garner more successes, then a series of ripples arts attack; should the attack strike its target, that all oof that
and distortions
istortions in the air give away the individual’s location target’s actions raise their Speed by one for (Sidereal’s Es
Essence
and render
ender stealth impossible for five actio
actions.
ons
ns. Th
Thi
This
is C
is Cha
Charm
harm
ha rm / 2, round up) actions. Subsequent strikes reset this time
timer and
also automatically reveals demateriali
dematerialized
liize
zedd be
bein
beings
ingss w
wit
within
i hi
hin
n it
iitss ccumulatively
cumulatively increase the Speed of the target’s actions. This
range in this manner. Charm may not raise a target’s Speed higher than 7.
Ch

FINGER
GER-STEALING HANDS
ANDSHAKE
SHAKE TH
HEE LOTUS BLOSSOMS
Cost: 5m, 1wp; Mins: Martial Arts Arts 5, Essence 3; Cost:
C ost:: —; Mins: Martial Arts 5, Essence 5;
Type:: Simple Type:
Type
Ty pe:: Permanent
pe
Keywords:
words: Combo-OK, Servitude Keywords:
Keyw
Ke ywords: Native
Duration:
tion: One scene Duration:
Dura
Du ation: Permanent
Prerequisite
equisite Charms: Clear Eyes Defense, Welcoming the hee Prerequisite
Prer
Pr e eq
ere uisite Charms: Lotus Eye Tactics, One com complete
Uninvited
vited Guest Celestial
Cele
Ce lestial Martial Arts style
Improvisation
mprovisation is a cherished skill of brawlers and cou courtly
urtrtly
lyy Masters of space and time, Sidereals embody the prin-
guardians
ians alike. The Sidereal rolls (Charisma + Martiall Ar A
Arts
Arts),
rts
ts)),
), ciples which engender the Martial Arts. This Charm repl
ci replicates
issuing
ng an exhortation to abandon arms and loyalties aand nd rrally
a ly
al the
th
he effects of the Solar Charm Divine Transcenden
Transcendence of
to him
m for the sake of the world’s preservation. Thiss ba bbattlefield
batt
atttle
lefi
fiel
fi ed
el Martial Arts.
plea iss ineffective against heroes and supernatura
supernatural raal bebein
beings,
ings
in gs, bu
gs but SHOWIN
HOWING
NG THE S E
THE CRET HAND
ECRET
the weak minds of the world’s extras may bbee ea easily
easi sily
si ly sswayed
ly waayed Cost: 10m; Mins:
Mins
Mins
Mi n : Martial
Martial Arts 6, Essence 6;
to change
ange their loyalties. Compare the Sid Sidereal’s
der
erea rroll
eaal’l’ss ro ll to the Type: Reflexi
Reflexive ive ((Step
S ep 9)
St
highest
est MDV of any hostile extra present
present; should
ntt; sh
nt; shoou d tthe
ould he S Sidereal
idereal Keywords: Combo-OK,
Com mbob -OK, Counterattack
Cou
ount
ou n erattack
succeed,
ed, (Essence x 2) extras switch sides
h ssid
ides
id es aand immediately
nd iimmmmed e ia
ed i te
tely
ly Duration:
Duurati
rati
ration
o : IIns
on Instant
nsta
ns stan
taant
nt
begin Sidereal’s
n fighting under the Siderea al’s leadership
l’s le
lead
ader
ad ersh
ershipipp ((assuming
assu
as sumi
su ming
mi ngg Prerequisite
Prer
Pr ereq
er
req
equi
u si
ui site
tee CCha
Charms:
h rm
ha rms: s: C
s: Cle
Clear
lear
lear E
Eyes Defense
that soo many are present). These see extras
e considered
are cons sid
ider ered
edd to
to bebe Thee Si
Side
Sidereal,
derreal
real
a , ha
h
having
ving eenriched
nric
nri hed the world with his les
ic lessons,
shadow
ow fingers until the end of the scene; after that point, has earned its ggratitude.
raati
tittude. It m moves
oves to punish those who w
ov would
the Sidereal
idereal must use Sifu’s Useful Fingers on them if he is attempt to stri
strike
ike do
ike
ik down such a wise master. All shadow fi fingers
to retain
ain them as his tools. This Charm’s unnatural mental within range ooff th the Sidereal’s attacker reflexively la launch
influence
ence costs three points of Willpower to resist. one attack wi ith th
it
with the combat Ability of their choice at that
Iff the character is a Sidereal Exalt with Essence 4+, then individual. With
With hMMartial Arts 7+, Essence 7+ the Sid Sidereal
this Charm may also win the loyalty of mindless automatons, may add a on one-Willpower
ne-e-Wi
W lllpo
Wi p wer surcharge to this Charm’s co cost to
including
ding undead, though such beings add their master’s Es- automatically
automati ica
call
llyy re
ll rend
render
nder err tthi
this
h s mass-counterattack a coordin
hi coordinated
sence to their MDV if they are under magical control. attack. Individual shadow fingers may opt not to partic participate
WORLD
RLD AS WEAPON MASTERY in this attack if they choose, at no cost. This Charm m may be
Cost: —; Mins: Martial Arts 5, Essence 4; used no more than once per action.
Type:: Permanent
Keywords: None DRAGON-B
BLOO
ODED CHARM
LOODED HARMS
Duration: Permanent As the elite shock troops and junior officers of the
Prerequisite Charms: Deadliest of All Weapons, Finger- Celestial Exalted, the Dragon-Blooded seldom have need or
Stealing Handshake opportunity to develop their Essence to the same heights as
Those who wield the world as a weapon are never alone, their betters. Still, those who are determined and enlightened
and as such, cannot be defeated. The attacks of the Sidereal’s enough to explore the birthright of the Elemental Dragons
shadow fingers are now considered to be her unarmed attacks can unlock awesome and terrible vestiges of the Primordial
for the purpose of Charms of Throne Shadow style. power that flows through Gaia’s greatest souls.

97
CHAPTER TWO: THE GOD-KINGS’ PROWESS

NEW KEYWORDS Characters wishing to be part of a family lineage subject


to a Martyr usage of this Charm may possess (subject to the
Dynasty: A Charm with this keyword has effects on de-
Storyteller’s approval) one such Motivation per dot of the
scendents, defined as anyone who traces direct lineage to the
Family Background (see The Manual of Exalted Power—
Exalt with the Charm (such as children, grandchildren, etc.).
The Dragon-Blooded, p. 109). Buying Family in this manner
Some of these Charms distinguish between Dragon-Blooded
negates the normal bonuses for buying that dot of the
and mortal descendents, as noted in their description.
Background. Ancestors purchased with this Background are
Martyr: A Charm with this keyword has a greater effect
assumed to have died with Essence 6. Optionally, rather than
if the Exalt voluntarily forfeits his life when activating it.
using an additional dot of Family to add a second Motivation,
The mystical suicide joins the Terrestrial’s soul and Essence
such dots may be used to upgrade an existing ancestor’s Es-
directly to the Elemental Dragon associated with his aspect,
sence rating by one dot, up to a maximum of Essence 8.
subsuming the totality of his name and being into the Dragon
like a drop of water returned to the ocean. Only the empty LORE
shell of the Terrestrial’s body remains, unless it is consumed
by the Charm’s effect. When using the Martyr keyword,
ENDLESS COILS ENLIGHTENMENT
Cost: 15m, 1wp; Mins: Lore 6, Essence 6, Breeding 5;
death substitutes for the usual cost of the Charm, and it may
Type: Simple
be expressly activated as a reflexive action regardless of its
Keywords: Emotion, Obvious, Purity
normal type, allowing Terrestrial elders to fight to the last
Duration: One scene
mote and still unleash one final act of greatness. Characters
Prerequisite Charms: Eternal Mind Meditation, Elemental
may activate one Martyr effect with their death, plus one
Succor Method
different additional one for every dot of Essence above 6.
The strength of the Dragon-Blooded lies not in their
(An Essence 10 paragon—if such a being existed—could
individual prowess, but in their vast collective might. Upon
die the death of five dragons.)
activating this Charm, the user and every Terrestrial within
Purity: Charms with this keyword channel the Elemen-
a one-mile radius feels a sense of kinship and pride in their
tal Dragons directly through racial birthright and cannot
race. This feeling instantly forges an Intimacy of loyalty to
be learned by Dragon-Blooded who lack the minimum
the Dragon-Blooded Host as a whole, which endures or fades
Breeding listed for the Charm. Eclipse Caste Solars can
normally once the Charm ends. Only those in range when
learn these Charms despite lacking Breeding, but they do
Endless Coils Enlightenment activates are targeted, and they
so as if the Charms required a minimum Essence one dot
remain affected regardless of distance. Those who later enter
higher than usual.
the radius are not affected.
AIR ASPECT Whenever a Terrestrial dies while affected by this
Charm, every other affected character temporarily learns
LINGUISTICS every Dragon-Blooded or Terrestrial Martial Arts Charm
HONORED ANCESTOR EXHALATION the deceased knew until the end of the scene, provided they
Cost: 10m, 2wp; Mins: Linguistics 5, Essence 6, Breeding 3; meet trait minimums. (Out-of-aspect mote costs apply.) If
Type: Simple the user of Endless Coils Enlightenment dies before the end
Keywords: Dynasty, Martyr, Purity of the scene, the effect continues for its full duration.
Duration: Indefinite OCCULT
Prerequisite Charms: Speech Without Words, With One
Mind MANTLE OF ELEMENTAL FUSION
The voice of a progenitor lends hope and purpose to Cost: 5m, 1wp; Mins: Occult 6, Essence 6; Type: Simple
his descendents. Upon activating this Charm, the Exalt Keywords: Combo-OK, Elemental, Obvious, Touch
chooses a Motivation (which may differ from his own). Duration: Indefinite
Whenever one of the Exalt’s descendents channels a Virtue Prerequisite Charms: Spirit Chaining Strike
while taking an action that directly supports this Motiva- By means of this Charm, a Dragon-Blood may physically
tion, the descendant does not spend a Virtue channel to meld with an elemental of the same aspect as himself in order
do so and substitutes her ancestor’s Essence rating for the to wear its power. To activate this Charm, the Exalt must
rating of the channeled Virtue. Because these dice are successfully reach into the center of the elemental’s body as
considered Virtue dice, such bonuses do not count against an unarmed attack. His player then makes a (Charisma + Oc-
Excellency limits. Exalted may use only a single activa- cult) roll with a difficulty equal to the spirit’s Essence (unless
tion of this Charm at a time, and characters may tap into the spirit cooperates, which removes the need for the roll).
only one ancestor per action. With the Martyr effect, the Bonding with an elemental whose Essence is greater than
Charm lasts as long as the family does, passing the legacy the Exalt’s is impossible. Upon a successful activation, the
to each generation. elemental’s form oozes into the Dragon-Blood’s aspect mark-
ings and becomes part of his body. For as long as the Charm

98
AIR ASPECT CHARMS EARTH ASPECT CHARMS

lasts, the spirit cannot be physically attacked, and the Exalt on living targets knocked down if attack successes exceed
knows all of its Charms. If the Exalt dies, so does the spirit. their Stamina. Victims do not awaken until the end of the
Melding also carries lingering psychological side effects for scene unless they suffer damage levels.
both parties, as each chooses one Intimacy per scene to give Exalted with Essence 6+ may target units with a Magni-
to the other. Exalted who frequently use this Charm evince tude no greater than their Essence (or an equivalent number
all manner of unusual quirks and appetites. This Charm may of scattered individuals) with a single attack costing eight
be placed in a Combo with Charms of other Abilities. motes of Essence and one point of Willpower. This attack
can knock a unit back or down like an individual. Applying
STEALTH the earth effect to a unit of Wyld creature extras obliterates
HIDDEN MAELSTROM CLOAK it, likely leaving special characters merely wounded. Apply-
Cost: None (+1m per ally or +1wp for a vehicle); ing a wood effect to a unit whose members are all below the
Mins: Stealth 5, Essence 5; Type: Permanent Stamina threshold lulls the whole unit to sleep.
Keywords: None
Duration: Permanent EARTH ASPECT
Prerequisite Charms: Dragon Shroud Technique AWARENESS
This Charm enhances an Exalt’s Dragon Shroud Tech-
nique, extending the Charm’s duration to Indefinite and EARTH RECLAIMS HER BOUNTY
automatically giving the characteristics and benefits of be- Cost: 5m, 1wp; Mins: Awareness 5, Essence 6, Breeding 3;
ing invisible (-2 successes to spot or attack him, plus greater Type: Simple (Speed 7, DV -2)
ease in launching surprise attacks or reestablishing surprise). Keywords: Elemental, Martyr, Obvious, Purity, Shaping
In addition, the character may extend the Dragon Shroud Duration: Instant
Technique to as many allies as he has dots of Essence, as long Prerequisite Charms: Entombed Mind Technique, Essence
as they join hands at the time of activation. He may, instead, Disruption Attack
cloak a single vehicle or warstrider by touching it (increasing Those capable of sensing Essence respire motes from
the cost as noted). Cloaked vehicles may be hidden with the component dragons and breath of Gaia. By means of
Stealth as if they were the Exalt, without penalties for size, this Charm, the life of the world takes back what is hers.
using Wits instead of Dexterity. Anything cloaked by Dragon The Dragon-Blood designates a single animate target within
Shroud Technique appears if it travels more than (Stealth x (Essence x 10) yards as a Shaping effect. If that being has
5) yards from the Exalt or the Charm ends. Essence 1, then its life force or animating energy drains into
the earth, killing the target instantly and painlessly with any
THROWN soul falling into Lethe. Beings with Essence 2+ fare better,
HURRICANE HAND GESTURE losing one Willpower point from metaphysical shock and a
Cost: 2m; Mins: Thrown 5, Essence 5; number of motes equal to the Dragon-Blood’s (Essence x 5)
Type: Simple (Speed 4) that visibly discharge into the nearest surface of the earth.
Keywords: Combo-OK, Elemental Thereafter, until the end of the scene, any Exalt who uses
Duration: Instant the Charm Feeling the Dragon’s Bones (see The Manual of
Prerequisite Charms: Deadly Blades of the Five Dragons Exalted Power—The Dragon-Blooded, pp. 140–141) within
The Exalt gestures toward an opponent, and an in- a mile of the discharged Essence feels the energy and may draw
visible force emanates from her hand as an unblockable any number of these motes into herself as part of activating
attack using her (Dexterity + Thrown + Essence) and a that Charm. The Martyr effect requires the Exalt to target
Range of 300 yards. If the attack hits, the Terrestrial may himself, in which case all Essence users without an elemental
knock the target prone, drive him gently to his knees or aspect within (Essence x 10) yards suffer the Charm’s normal
send him flying back (Essence + Thrown + 5) yards. If a drain effect. The Exalt’s Essence condenses into a demesne
hurled target strikes a solid object, he and it suffer bashing sharing his aspect with a level equal to his Breeding.
damage equal to the remaining yards he would have trav- CRAFT
eled (possibly lethal, depending on the barrier). Targets
significantly larger than human size cannot be thrown UNCHAIN THE DRAGON’S HEART
but may be knocked down. The Dragon-Blood may also Cost: 5m, 1wp; Mins: Craft 6, Essence 6; Type: Simple
impose an elemental effect according to her aspect. Air Keywords: Combo-Basic, Obvious
throws targets upward for double distance rather than back, Duration: Instant
leaving victims to fall normally. Earth inflicts three levels Prerequisite Charms: Stone-Carving Fingers Form, Charm
of unsoakable aggravated damage to Wyld creatures forced of Greater Unmaking
to kneel, petrifying the bodies of the slain. Fire catches By grabbing hold of a hearthstone and squeezing, an
the target alight for 4L damage. Water smashes, doubling Exalt using this Charm may shatter its crystallized energies
knockback distance. Wood imposes sleep as a Poison effect and conduct the Essence surge back into the world through

99
CHAPTER TWO: THE GOD-KINGS’ PROWESS

himself. In addition to destroying the gem with a deafening Storytellers should very carefully consider the implica-
thunderclap and a flash brighter than the noonday sun, the tions of allowing characters in Second Age games to purchase
Charm restores a number of motes equal to (the stone’s rating this benefit, as it can easily grow to encompass entire Great
x 5) to the Terrestrial’s Essence pool and causes his anima to Houses, potentially shifting the tone of an Exalted series.
explode to the 16+ mote level. Breaking the hearthstone thus By default, it is assumed that the Empress has gone to great
doesn’t harm the stone’s manse, which grows a replacement lengths to discourage the Martyr form of Thicker Than Stone
in days equal to its rating. It is possible to attack hearthstones from being used within her Dynasty, as it suits her purposes
that are externally socketed in an enemy’s artifacts, but the for her children to constantly be set at the throats of their
Exalt must first win control of a grapple and activate this brothers and sisters. Lookshy, by contrast, has no such ma-
Charm (which gently releases the opponent). nipulative agenda, but the gentes of the Seventh Legion are
With Essence 6+, a Dragon-Blood may use this Charm considerably less numerous than their Dynastic counterparts
to attack any targeted hearthstone within (Essence x 10) and have fewer elders to learn the Charm.
yards by squeezing his fist and making an unblockable attack
with an accuracy pool of Wits + Craft (Air or Earth). If the
RESISTANCE
attack succeeds, the stone shatters, and its energies arc to PERFECTED SCALES OF THE DRAGON
the Terrestrial’s hand. Cost: 10m, 1wp; Mins: Resistance 6, Essence 6, Breeding 4;
Type: Simple
INTEGRITY Keywords: Combo-OK, Elemental, Martyr, Obvious, Purity
THICKER THAN STONE Duration: One scene
Cost: None; Mins: Integrity 5, Essence 5, Breeding 3; Prerequisite Charms: All five (Element) Protection
Type: Permanent Forms
Keywords: Dynasty, Martyr, Purity Gaia herself is not the world, but her power and souls
Duration: Permanent flow and pool through Creation as its living Essence, and
Prerequisite Charms: Unflagging Vengeance Meditation, the world loves its mother. Partaking of this love, an elder
Inviolate Dragon Spirit Dragon-Blood and his personal possessions cannot suffer
It is said that blood is thicker than water. For the damage or other negative physical conditions except those
Dragon-Blooded, water is an insufficient comparison. caused by the following: environments/substances from out-
Whenever a character with this Charm faces any form side Creation, intentional actions of beings with Essence 4+,
of mental or social influence from someone who isn’t a powers of artifacts/hearthstones rated 4+, anything outside
blood relative that is intended to make him knowingly fate, or any other source the Storyteller deems sufficiently
harm a blood relative through action or inaction, he treats alien or powerful enough to circumvent the scope of this
the attempt as an unacceptable order. If the attack was protection. If the character knows Unfeeling Earth Meditation
clearly and intentionally directed to incite betrayal, the (see The Manual of Exalted Power—The Dragon-Blooded,
Exalt’s player may have the character enter uncontrolled p. 148), he also ignores all forms and effects of deprivation
Limit Break to punish the would-be manipulator with just and internal distress for the duration, including hunger,
enough restraint to avoid harming blood relatives who stay thirst, exhaustion, suffocation and pain. The Martyr usage
out of the way. of this Charm forestalls the Exalt’s death until the end of the
A blood relative is defined as anyone with whom the Exalt scene, until which he cannot suffer any damage but gains no
can trace mutual direct ancestry to a single Dragon-Blooded protection from other negative effects. Exalted with Resis-
progenitor. The larger the character’s family is, the broader tance 7, Essence 7 may purchase this Charm again to extend
the Charm’s protection is (though the character relying on its duration to Indefinite. A third purchase at Resistance 8,
the benefit of the Charm must be aware of the relationship Essence 8 reduces the cost to one mote.
between himself and the person he would otherwise know- The distant love of the Emerald Mother for her grandchil-
ingly harm). An Exalt with Essence 6+ extends the benefits dren is of limited efficacy in the face of the Exalted. Rather
of this Charm to all Dragon-Blooded direct descendents with than being immune to physical harm from such characters,
Breeding 3+, allowing him to serve as the common ancestor the Dragon-Blood instead enjoys +15B/+15L natural soak,
defining blood relations. Such elders may also use the Martyr Hardness 10B/10L, and (Essence / 2) automatic successes on
keyword to indefinitely extend these benefits as a bulwark all rolls to resist Poison effects and environmental damage
against outsiders. originating with such Exalts.
The Family Background may be used to represent a
character under the benefits of the Martyr form of this Charm
WAR
(though only if the character possesses Breeding 3+), as with AS IN THE BEGINNING
Honored Ancestor Exhalation. The Exalt is considered to Cost: 50m, 5wp; Mins: War 7, Essence 7, Breeding 5;
be linked by the Charm’s Martyr benefit to (Magnitude [2 + Type: Simple (Speed one hour, DV -3)
Number of dots of Family allocated]) other blood relatives. Keywords: Elemental, Martyr, Obvious, Purity

100
EARTH ASPECT CHARMS FIRE ASPECT CHARMS

Duration: One scene towering tsunami avatar of the Elemental Dragon of Water.
Prerequisite Charms: Dragon Vortex Attack This super-wave is not limited to the central half, but instead
In the time before humanity, primeval Creation rumbled inflicts 100B piercing damage on everything in its range and
with the aftershocks of its making and the roars of the El- everything flying above the waters up to 500 yards high. Af-
emental Dragons. So may it be again when the mightiest terward, the spray and churning waters impose a -3 external
among the Dragon-Blooded host unleash their fury upon the penalty, on top of the usual effects of tempest-wracked waves
world. Upon activating this Charm, elemental forces spread for swimmers (see Exalted, p. 155).
out for one hour to herald impending doom. Unless stopped Wood: The emerald coils of the Elemental Dragon of
by the mercy or death of the Exalt, this buildup concludes Wood writhe over land and sea, trailing sudden growth of
with a disaster appropriate to her aspect over an area with a thorny vines or tangling seaweed erupting over the entire
radius in miles equal to her Essence, centered up to a number area. The full radius of the Charm becomes indefinitely
of miles away equal to her Essence. In the outer half of this impassable until the dense vegetation can be cleared. Treat
radius, the effects impose significant penalties and undesir- the entire area as extreme terrain with actual barricades
able conditions for the scene. Within the primary core of (see Exalted, p. 163), with the same rules assessed against
the disaster, the power of the Elemental Dragon manifests individual travelers. This growth paralyzes units and naval
directly for one attack. All damage caused by this Charm is vessels on the battlefield as it grows around them. Although
considered to be environmental damage; barring protection characters do not suffer immediate damage from the vines,
from such catastrophes, only a perfect parry or dodge can avoid structures across the entire radius suffer 30B piercing damage
the dragon’s wrath. Storytellers should feel free to assess other from the roots tearing apart foundations and pulling down
logical indirect effects as appropriate to the stated effects of walls. Worst of all, the plants in the core bloom with deadly
this Charm. A Martyr activation of this Charm cannot be pollen comparable to coral snake venom (see Exalted, p.
prevented once set in motion. It subsumes the Exalt’s body 131). Although flying characters are safe from the vines, the
and soul alike into her progenitor Dragon. pollen cloud reaches 300 yards into the air.
Air: The sky darkens with sudden roiling clouds,
drenching everything in the radius with torrential rains. FIRE ASPECT
In addition to causing flash flooding, visibility is reduced ATHLETICS
to none and all non-reflexive actions in the area suffer a -5
external penalty from distraction. Within the primary core, SEETHING DRAGON FOOTPRINT
the iconic presence of the Elemental Dragon of Air coils Cost: 10m, 1wp; Mins: Athletics 5, Essence 5;
downward and sucks everything into the lightning-blasted Type: Simple
typhoon, inflicting 100B piercing damage on everything in Keywords: Combo-Basic, Elemental, Obvious
a column as high as the sky itself. Duration: One scene
Earth: The land shakes and grinds horrifically throughout Prerequisite Charms: Dancing Ember Stride
the radius, while the center tears apart in the yawning chasm When the Elemental Dragons moved over the newly
of the Earth Dragon’s jaws. All in the area of effect suffer shaped Creation, their passage divided the gossamer motes
knockdown each action that they remain in contact with of lingering chaos into their own aspects, carving Cytherea’s
the earth, unless they are aided by some form of supernatural malleable sea of the mind into Gaia’s image. With this
balance. Everything that falls into the chasm is crushed for Charm active, the character’s personal movement rate
120B piercing damage, after which any survivors must climb triples, and he suffers no height restriction while using
over 500 yards up the walls of the crater. Use of this effect Dancing Ember Stride. In conjunction with other Charms
at sea triggers a massive suction whirlpool, which causes that increase movement speed, only the greatest benefit
rough seas for seaworthy vessels (and a -2 external penalty applies. The character may also trail a “fence” of elemental
to crewmembers), but imposes the effects of a hurricane at energy at will, which stands a number of yards high and
sea on all swimmers (see Exalted, p. 155). Damage inside wide equal to his Essence rating and lingers as long as the
the whirlpool is the same as for a sinkhole. Charm remains active. Anyone attempting to pass through
Fire: A stream of molten magma explodes up from the this barrier suffers a number of dice of lethal damage equal
deepest bowels of the earth as the iconic presence of the to the Dragon-Blood’s Essence, plus the various elemental
Dragon of Fire flies to the surface, incinerating everything effects imposed by Elemental Bolt Attack (see The Manual
in its path. Where it erupts, it sends clouds of ash and soot of Exalted Power—The Dragon-Blooded, pp. 133–134).
that impose a -5 external penalty. Inside the central half, the Those who remain inside the fence suffer this harm each ac-
geyser inflicts 75L piercing damage and reaches aerial targets tion. The barrier also provides 90% cover to those attacking
up to 500 yards above. This effect works equally well at sea, through it and obliterates mundane projectiles up to arrow-
leaving behind a small island when the lava cools. size fired into it. Besides fencing enemies into a confined
Water: Usable only at sea or over sufficiently large space, Terrestrials most commonly use the Charm to scribe
bodies of water, this effect boils and shapes the waves into a aerial calligraphy for signaling across vast distances.

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CHAPTER TWO: THE GOD-KINGS’ PROWESS

DODGE MELEE
EVASIVE ELEMENTAL DISPERSION ORDAINED TALON OF DRACONIC FURY
Cost: None; Mins: Dodge 6, Essence 6; Type: Permanent Cost: None (1m to draw); Mins: Melee 6, Essence 6;
Keywords: Elemental, Obvious Type: Permanent
Duration: Permanent Keywords: Elemental, Obvious
Prerequisite Charms: Any Elemental Defense Technique, Duration: Permanent
Any Unassailable Body of (Element) Defense Prerequisite Charms: Ghost-Fire Blade, Refining the Inner
This Charm permanently enhances a Dragon-Blood’s Blade, Portentous Comet Deflecting Mode, Ringing Anvil
Unassailable Body of (Element) Defense Charms, allowing Onslaught
her to dissolve on any tick unless environmental condi- A proper Terrestrial swordsman attains intimate aware-
tions disallow the specific version. Whenever she activates ness of her favored artifact weapon long before she achieves
these Charms, she may also transform into an explosion of superhuman mastery. With this Charm, a jade weapon’s least
elemental energy that inflicts a number of levels of lethal god becomes a component of its master’s soul, forging perma-
damage equal to her Dodge to everything within (Dodge x 5) nent attunement without committed motes. Thereafter, the
yards. The explosion also inflicts an appropriate aspect-based weapon cannot be harmed by any force as long as its owner
elemental effect as Elemental Bolt Attack (see The Manual lives, nor may others attune to or wield it without botching
of Exalted Power—The Dragon-Blooded, pp. 133–134). each action taken with it. While the proper character wields
She immediately reintegrates anywhere within this radius it with Melee (or Martial Arts, if it’s designed for such use),
as limited teleportation. the weapon glows sun-bright with all benefits of a weapon

102
FIRE ASPECT CHARMS WATER ASPECT CHARMS

enhanced by the Charm Dragon-Graced Weapon (see three experience points (maximum Breeding 5). Exalted with
The Manual of Exalted Power—The Dragon-Blooded, p. Breeding 4 or less may learn this Charm, but may target only
156) in accordance with the wielder’s Aspect, plus adding themselves with penitent self-mutilation until they refine
its owner’s Essence to its Accuracy, Damage, Defense and their lineage to Breeding 5.
Rate. If the weapon is within (Melee x 5) yards, its owner
may reflexively draw it to her empty hand in a bright flash
SOCIALIZE
for one mote. IMPLACABLE PROGENITOR MIEN
Once a character learns this Charm, she can exchange Cost: None; Mins: Socialize 6, Essence 6, Breeding 5;
her weapon for another of equal or greater power by paying Type: Permanent
three experience points, but purchasing this Charm again Keywords: Dynasty, Purity
insults both weapons and forfeits all bonuses. Duration: Permanent
Solar Exalted possess a similar Charm called Honored Prerequisite Charms: Jade Defense, Wary Yellow Dog At-
Companion of the Sun. It is identical to Ordained Talon of titude, Brother-Against-Brother Insinuation
Draconic Fury except for the following aspects: its prerequisites Subsuming the smoldering resolve of her lineage into her
are Fire and Stones Strike and Summoning the Loyal Steel; spirit, a Dragon-Blood may become equally inviolable and
it may only be used on orichlacum weapons; it lacks the El- implacable. She adds a bonus to her Dodge and Parry MDV
emental Keyword; and it does not replicate Dragon-Graced equal to the Magnitude of the unit that would be formed by
Weapon. The weapon raises the Solar’s minimum damage assembling all her living Dragon-Blooded descendents. This
by one and counts 10s twice for the purpose of determining bonus does not apply against the social attacks of a direct
damage. Unlike Dragon-Blooded, Solars may buy this Charm ancestor. In addition, all descendents apply this same value
as many times as desired to cover different weapons. as a penalty to their MDV when attempting to resist their
Finally, the Lawgiver’s Lunar mate may wield a ancestor’s social attacks unless they also know this Charm.
weapon enhanced with Honored Companion of the Sun
without requiring attunement or suffering botches, if the WATER ASPECT
Solar desires. BUREAUCRACY
PRESENCE HUMBLE EXEMPLAR ATTITUDE
PURITY CRUCIBLE STRIKE Cost: 3m, 1wp; Mins: Bureaucracy 5, Essence 5;
Cost: 5m; Mins: Presence 6, Essence 6; Type: Simple
Type: Supplemental Keywords: Emotion, Martyr, Social
Keywords: Combo-OK, Obvious, Training Duration: One year
Duration: Instant Prerequisite Charms: Bestow the Saffron Mantle, Testing
Prerequisite Charms: Any Terrifying (Element) Dragon the Waters
Roar Although it is not the place of the Terrestrial Exalted to
Although they are descended from human stock, the rule Creation, their honorable example can have a profound
Dragon-Blooded are not human, and interbreeding with positive effect on others, inspiring shame in those who fail to
their inferiors sullies their blood. Terrestrials developed this live up to the standard. The Exalt may target an individual
Charm to cull the unworthy and elevate those who aspire to or social unit with Essence or Magnitude (respectively) no
greatness beyond their parent’s shame. greater than his Bureaucracy, provided he addresses the in-
Purity Crucible Strike can enhance any Melee or Martial dividual or belongs to the unit and is not its leader. While
Arts attack. Although it is traditionally delivered without this Charm remains active, every social attack against the
mercy at the conclusion of an elaborate hazing ceremony, a target that is intended to make it follow its Motivation or
pulled blow suffices as long as the attack hits. Mortals struck official Policy (rather than its current course of action) is
by the attack die instantly, their blood burnt to ash in the considered unnatural mental influence, halving the target’s
fires of judgment. Non-human beings suffer no effects, having MDV. The Martyr effect of this Charm requires public
no humanity to scorch, nor do Celestial Exalted or Breeding suicide in the target’s presence, but increases the maximum
5 Dragon-Blooded whose purity is beyond reproach. (The target Essence/Magnitude to the Terrestrial’s (Bureaucracy
Charm also has no effect on Terrestrials whose Essence is + Essence) and the effect lasts until the target changes its
higher than that of the user.) The player of a Dragon-Blooded Motivation/Policy.
target whose Breeding is less than 5 must make an (Essence + INVESTIGATION
Breeding) roll at difficulty (Breeding + 1). Stunts enhancing
this roll must recall prior conduct proving the Exalt’s worth DREDGED MURMURS HUNCH
as a Dragon-Blood. Failure results in death. Success raises Cost: 1m; Mins: Investigation 5, Essence 5, Breeding 3;
the target’s Breeding by one dot as a Training effect costing Type: Simple

103
CHAPTER TWO: THE GOD-KINGS’ PROWESS

Keywords: Purity MARTIAL ARTS


Duration: Instant
Prerequisite Charms: Bloodhound’s Nose Technique, Clear DROWNING IN UNDERSTANDING KATA
Water Prana Cost: 25m, 5wp; Mins: Martial Arts 5, Essence 5;
As the geomantic presence of the Elemental Dragons Type: Simple
flows through every corner of Creation, Gaia’s component Keywords: Enlightening, Martyr, Obvious, Touch, Training
souls passively observe all that takes place within Creation’s Duration: Instant
borders. The totality of this information is too much to Prerequisite Charms: Tiger-and-Bear-Unity, one complete
consciously absorb, even for a Primordial, but uncounted Celestial style
fragments sink into the murky depths of collective memory. The Exalt launches a formalized flurry of blows at a
By means of this Charm, a Dragon-Blood may lift some of willing Exalted student, compressing every movement and
that information to the surface of his own mind. stance of a Celestial martial arts style into a single kata. At
On activation, the Exalt poses a question and his player the conclusion of the display, the pupil falls unconscious,
makes an (Investigation + Breeding) roll. Provided that his body and soul forcibly battered into submission. Over
some answer to the question has ever existed in Creation, the next five days, his fevered dreams extract lessons from
the number of successes rolled indicates the clarity of the the repeated memory of the kata. If he lacks a Motivation
intuitive hunch the Dragon-Blood experiences, which centered on learning martial arts, the overwhelming insights
is never a direct answer, but rather a clue directing her shatter his mind, and he never awakens from the coma.
toward the answer. With one success, the clue is accurate With sufficient dedication, he awakens knowing the Charms
but extremely cryptic. With three successes, the hunch Tiger-and-Bear Awareness and Tiger-and-Bear Unity (see
provides useful but vague or incomplete information. The Manual of Exalted Power—The Dragon-Blooded, p.
With five or more successes, the clue is a vital piece of 195) as a Training effect. If he is a Dragon-Blood, he may
the puzzle, usually suggesting an angle of inquiry or action then practice Celestial martial arts like any Terrestrial who
the Exalt hadn’t previously considered. Repeated use of learns these Charms in a conventional manner. With Martyr
this Charm to explore the same topic yields no additional usage, the pupil awakens (assuming he does so) knowing all
information until the Exalt has made sense of prior clues, Charms for one entire Celestial martial art that the teacher
as judged by the Storyteller. knew as a Training effect, on top of the basic initiation. He
cannot use any Charms for which he fails to meet the trait
LARCENY minimums until he raises those traits to appropriate levels.
FLOWING GOD-DRAGON STANCE Drowning in Understanding Kata is a Celestial martial arts
Cost: 5m + 1m per ally, 1wp; Mins: Larceny 5, Essence 5; Charm and may be learned as such.
Type: Simple (Speed 3, DV -0) Incidentally, an Essence 7+ Sidereal with mastery of a
Keywords: Combo-OK Sidereal martial arts style may use this Charm’s Martyr ef-
Duration: One day fect to impart that style in a single scene of training (using
Prerequisite Charms: Window-in-the-Door Technique the aforementioned rules for style gifting). If the pupil lacks
It is the nature of water to flow around all obstacles the right Motivation, has not mastered a Celestial style or
unchanged, and so it is for a Dragon-Blood with this Charm. is incapable of learning Sidereal martial arts, he dies at the
Upon activation, the Exalt’s body and personal possessions end of the scene instead of his teacher.
dematerialize, though he remains visible to materialized SAIL
onlookers. While dematerialized, the character breathes
the living Essence of Gaia instead of air, so he can “phase” WAVES LIKE CLOUDS VOYAGE
through solid or liquid objects without worry but can- Cost: 5m, 1wp; Mins: Sail 5, Essence 5; Type: Simple
not draw breath outside Creation. Additionally, attacks Keywords: Obvious
enhanced by Charms or other magic besides Excellencies Duration: One day
affect the character and any passengers as if they were Prerequisite Charms: Seven Seas Wind-Luring Chanty,
corporeal unless the Exalt has Essence 6+. Storm-Outrunning Technique, Sturdy Bulkhead Concentra-
The character may share the benefits of this Charm tion, Deck-Striding Technique
with as many willing allies as he has dots of Essence, pro- Speeding a ship for a quick burst has its uses, but most
vided all join hands at the time of activation. If the Exalt journeys are long-term endeavors. Once the Dragon-Blood
ends the Charm or dies, all passengers have one action activates this Charm onboard a vessel, his anima releases a
to vacate any solid objects before they materialize once pulse of liquid energy that enfolds the contours of the ship
more with whatever horrific consequences the Storyteller in a bubble extending five yards from the hull. This energy
can devise. gently drags the vessel beneath the waves while allowing it

104
WATER ASPECT CHARMS WOOD ASPECT CHARMS

and everyone aboard to operate as if protected by a Water which known element to express. Charm clusters purchased
Aspect anima. While so submerged, the ship moves at twice separately by element are not affected. This Charm does
its normal speed and may take full advantage of its three- not actually change the Exalt’s aspect, it merely permits
dimensional environment through normal propulsion (using incorporation of subsidiary elements.
currents instead of wind to fill sails). Crew unwise enough to Characters can purchase this Charm once per dot of
leave the safety of the bubble had better hope they are close Essence they have above 5, allowing a theoretical Essence
enough to the surface to reach air before they drown. If the 9 Dragon-Blood to integrate all five elements. Savants pos-
Exalt dies or fails to renew the Charm each day, the protec- tulate that a fifth purchase might facilitate evolution into
tion ends, serving as a considerable deterrent to mutiny. This an entirely new type of being.
Charm can enchant a skyship, allowing it to fly through the
ocean with the aforementioned benefits.
PERFORMANCE
PUISSANT PRECURSOR’S MONOLOGUE
WOOD ASPECT Cost: 5m, 1wp; Mins: Performance 5, Essence 5;
ARCHERY Type: Supplemental
Keywords: Combo-OK, Compulsion, Dynasty, Emotion,
ESSENCE THORN CANNONADE Martyr, Social
Cost: 3m per weapon, 1wp; Mins: Archery 5, Essence 5; Duration: Instant
Type: Simple Prerequisite Charms: Soul-Stirring Performance Method
Keywords: Combo-OK, Obvious They’re no Lawgivers, but the Dragon-Blooded can still
Duration: One day touch the hearts and minds of those who listen. This Charm
Prerequisite Charms: Swallows Defend the Nest, Sparrow may enhance any Charisma-based Presence or Performance
Dives at Hawk, Ravenous Thorn Technique social attack in which the Exalt encourages a target audience
Most Archery Charms are incompatible with large arti- to embrace his own Motivation or a reasonable extrapolation
fact energy weapons. Not so for the Dragon-Blooded gunner (such as “Lead my family to greatness” becoming “help family
who possesses this Charm. By touching an artifact with a rating X achieve greatness”). If any target consents to the attack
no greater than the Exalt’s Lore and activating this Charm without defense, her Motivation changes to the proposed
(or laying hands on the hull of a vehicle equipped with such Motivation and she regains full Willpower points from the
weapons), the Terrestrial’s anima grows circuit-like patterns newfound sense of purpose. Audiences who already share
of vines that entwine and interface with the machinery as this Motivation gain only one Willpower point from the
an obvious physical enhancement of the weapon. While first such oratory in a scene.
active, all Dragon-Blooded Archery Charms are compatible The Storyteller should consider the totality of a charac-
with the artifact’s attacks as if they were a personal-scale ter’s Intimacies and current situation when deciding if that
Archery weapon unless the Storyteller deems the Charm’s character will put aside her old purpose to take up the proposed
effects inapplicable by function. Some effects might need cause. This Charm has more power over a Terrestrial’s direct
slight modification for scale at Storyteller discretion, such descendents, who regard it as unnatural mental influence
as using Lore instead of Medicine to discharge the ongoing (albeit sincere) and must pay three Willpower points if the
damage from Ravenous Thorn Technique. This Charm attack succeeds to avoid embracing the new Motivation. The
cannot enchant weapons that fire energies that are alien to Martyr effect of this Charm fully replenishes the Willpower
Creation, such as pyre flame or Ligier’s light. points of all characters in earshot with a positive Intimacy
MEDICINE toward the Exalt.

TRANSCENDENT GAIAN HARMONY RIDE


Cost: None; Mins: Medicine 6, Essence 6, Breeding 5; BY THE GRACE OF GAIA
Type: Permanent Cost: None; Mins: Ride 5, Essence 5; Type: Permanent
Keywords: Elemental, Purity Keywords: Elemental, Obvious, Shaping
Duration: Permanent Duration: Permanent
Prerequisite Charms: Most Beneficent Seed of the Five Prerequisite Charms: Five-Dragon Horseman Prana, Dance
Dragons of the Jade Bridle
Beyond mere modulations of aspect, Transcendent Although mortal beasts make perfectly fine steeds
Gaian Harmony exploits the inherent interconnectedness for young Terrestrials with the right Charms, they do not
of the Elemental Dragons as part of a greater whole. Upon properly complement the greatness of elders. To gain this
purchasing this Charm, the Exalt permanently gains the Charm’s benefits, the Exalt must sacrifice a mount with
anima power of a chosen aspect and no longer has to pay whom he has built a mutual Intimacy of loving affection.
the surcharge to use Charms of that aspect. Whenever he The Elemental Dragon answers this prayer by interceding
uses a Charm with different effects per aspect, he may choose with Gaia, who shapes the dead animal’s remains into a

105
CHAPTER TWO: THE GOD-KINGS’ PROWESS

completely new creature with the same traits as the sacri- Although Dragon-Bloods cannot match the longev-
fice. This animal has none of the memories or identity of ity of their Celestial masters, some can at least approach
the sacrifice and looks different, with elemental markings it. Without this Charm, a Terrestrial lives 250 years, after
appropriate to its owner’s aspect. It is considered a five- which his player makes a (Stamina + Resistance) roll for
dot familiar with all the powers of such and also possesses each decade the character lives thereafter. (The difficulty
permanent enchantments duplicating the effects of the begins at 1 then increases by one each decade.) Failure
Charms Great Heart Companion, Elemental Halo’s Mercy means the character dies of old age sometime in the coming
and Five-Dragon Horseman Prana (see The Manual of decade. With this Charm, the character adds his (Essence
Exalted Power—The Dragon-Blooded, pp. 181–182). This + Breeding) to the pool. Using the Martyr effect ensures
mount will not accept riders other than its owner unless it actual immortality of a sort, in that Dragon-Blooded direct
is supernaturally compelled. It dies when its master does. descendents perfectly know how their ancestor would act
Should the mount perish sooner, its owner may petition in any given situation if they bother to consider the fact.
for a replacement with a new sacrifice, but the Dragons They are, however, under no compulsion to do as their
ignore those who abuse Gaia’s gifts. ancestor would.
If the Exalt has Essence 6+, stunts that recall and empha-
SURVIVAL size the character’s physical purity in the preceding decade
WELL-TENDED GARDEN OF THE SOUL prevent the difficulty from increasing on that roll. Such
Cost: None; Mins: Survival 5, Essence 5, Breeding 3; Type: stunts include abstaining from sex with mortals, avoiding
Permanent recreational drugs or similar vices, eating a simple vegetar-
Keywords: Martyr, Purity ian diet with nothing besides tea or water, and having all
Duration: Permanent Virtues rated 3+. The Storyteller should gradually increase
Prerequisite Charms: None the strictness of these stunt awards as the character ages.

106
107
CHAPTER THREE

WONDERS OF THE AGE

Under the Divine Mandate of Heaven and the leadership For a more detailed examination of artifact vehicles
of the Exalted, humanity has ascended from a lowly Primordial used in the Age of Splendor, see Chapter Two of Wonders
servitor race to the dominant species of Creation. Within of the Lost Age. Gates of auspicious passage are covered on
the Realm, basic infrastructure transforms the living Essence page 50 of that book.
of Gaia into commonplace wonders. Beyond, the tributary
nations of the Threshold lease and purchase as much of this
WAYPOINT SHRINE
opulence as they can afford, advancing their own lot at the (ARTIFACT ••)
cost of deepening the Deliberative’s power over every facet These distinctive road-
of daily life. What follows is a basic primer on the state of side monuments arrange
technology at this time, broken down by broad categories five marble columns in-
with examples. scribed with prayers to
Mercury around a shallow
TRANSPORTATION meditation pool. Travelers
Every major city in Creation is linked to the network of who rest at any of these
gates of auspicious passage, which can, for an enormous cost shrines and throw a few
in Essence, teleport important officials across Creation in coins in gratitude to the
the blink of an eye. For less urgent travel, the Realm’s aerial Maiden of Journeys reap
and oceangoing fleets rapidly move cargo and passengers the fruits of their piety,
throughout the world. No one rides animal steeds except as renewing their strength for the voyage. In game terms, the
status symbols of unhurried importance or because that beast shrines use the Essence generated by a Resources • sacrifice
provides transportation comparable to Essence-powered ve- to remove all fatigue conditions, with one mote from each
hicles (such as some Exalted familiars and engineered mounts transaction taxed by the Division of the Golden Barque in
do). The Celestial Exalted routinely travel to Yu-Shan and Yu-Shan. Having no other place appointed for them, the
explore other realms of existence. Essence-depleted coins fill an infinite jar in the sanctum
of Madame Marthesine of the Lost. A waypoint shrine’s

108
CHAPTER THREE: WONDERS OF THE AGE

and with enough resources poured into anagathic treatments,


favored mortals live as long as the Exalted permit. Human
BEYOND FOUR MAGICAL MATERIALS: races dwell freely in previously uninhabitable regions of Cre-
EXOTIC ELEMENTS ation’s original landmass, to say nothing of hovering aerial
The Realm officially recognizes only four magical cities or floating oceanic metropolises or the vast regions
materials—orichalcum, moonsilver, starmetal and terraformed from the Wyld. The Exalted themselves want
jade—since no other alloys metaphysically correlate for nothing, requisitioning or creating whatever they desire
to the Exalted. Unofficially, many of the Chosen also from the abundant resources of Creation and beyond.
include soulsteel based on proven alchemical sym- TRANSPERFECT
metry. Substances not on this list can also define the DOMESTIC TOOL
core properties and function of an artifact, however,
especially given the Realm’s access to Wyld shaping,
(ARTIFACT •)
The Realm affords
Malfean ores and specialized factory-cathedrals. An
its citizens commonplace
artifact constructed from an exotic element may replace
luxuries surpassing the wild-
a magical material bonus with another Storyteller-
est extravagance imagined
approved power of comparable potency. Such items,
outside its borders. Artifact
however, are always considered to be made of a “wrong”
versions of common tools
material for the purposes of construction and attune-
and utensils are virtually
ment. Accordingly, most exotic element artifacts use a
unbreakable (15L/15B soak,
fivefold harmonic adapter (see The Books of Sorcery,
10 levels needed to dam-
Vol. I—Wonders of the Lost Age, p. 57) or use the
age/20 to destroy) and perform their functions so well that
material as nothing more than an exotic ingredient
they provide a two-die bonus to actions using them for this
and possible justification for unusual powers.
purpose. Alternatively, such devices provide a single minor
Example: Adamant Weapon/Armor Material Bo-
enchantment appropriate to their nature—such as self-
nuses: Close-combat and ranged weapons: Extremely
heating cooking pots, self-rotating millstones, self-cooling
sharp cutting edges and jagged extrusions inflict piercing
storage jars, stained-glass windows that provide sufficient
damage with each attack (or impose a -4 soak penalty
illumination for a room or incense braziers whose smoke pre-
after halving soak if the attack is already piercing).
vents airborne transmission of non-magical diseases within an
Armor: With superior resistance to cutting attacks and
enclosed area. Generally, such enchantments always function
virtually no weight, tempered adamant armor adds 3L
while the artifact is in use without requiring further effort or
soak and reduces the mobility penalty by one.
power from the user, powered entirely by ambient Essence
from abundant intersections of dragon lines. Because of their
durability and reliability, transperfect domestic tools usually
magic does not prevent fresh exertions from imposing new outlast their owners to become treasured family heirlooms,
penalties, but these consecrated rest stops may be found at though they do not function in geomantically damaged areas
the crossroads of major highways throughout the civilized such as shadowlands or the Wyld.
parts of Creation. Those partaking in frequent renewals of In addition to facilitating comfort and making life easier,
their vigor move at the speed of a drawn carriage rather than these artifacts also serve a subtler purpose as magical remind-
conventional foot/cart pace (see Exalted, p. 264) and find ers of Exalted benevolence. Specifically, the decorations on
their journey significantly more pleasant. these minor wonders depict popular legends or iconography
glorifying the Chosen. Each scene spent using one of these
QUALITY OF LIFE tools for its intended purpose counts as a scene of building or
The only Realm citizens without satisfactory food and reinforcing an Intimacy of loyalty to the Deliberative.
shelter are mistreated slaves. Most citizens have every domes-
tic convenience they could want, from powered lights and DIVINITY REQUISITION BADGE
running water to lift tubes that effortlessly carry them between (ARTIFACT • TO ••)
the floors of towering high-rise apartments. In the Threshold, These delicate blown-adamant scrolls contain the auspi-
things aren’t quite so grand, but most conveniences can be cious calligraphy of a state-sanctioned prayer wrapped around
found at some level in all but the most rural and backwater a starmetal signet. Each weighs barely more than a feather
communities. The Exalted tightly control the weather and the and would fit comfortably in a child’s fist. The badges require
flow of major rivers to maximize agricultural production and no committed motes to empower. Instead, the talismans draw
industrial works, circumventing other inconvenient aspects Essence from correct prayers spoken by those who carry them,
of nature as needed for specific projects. Disease comes only adding preprogrammed eloquence to sacred entreaty like the
as a result of industrial accidents or deliberate experiments, sacred architecture of Ondar Shambal.

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CHAPTER THREE: WONDERS OF THE AGE

FORM AND FUNCTION


Published artifacts for Exalted generally provide specific descriptions of their appearance and usage in an effort
to evoke particular imagery or simply make the magical gizmo a little more memorable than a ubiquitously inter-
changeable magic ring or bracer. Yet, just as a single set of mutation rules can represent warping exposure to the
Wyld, surgical upgrade into a magitech cyborg or a mystic birthright from a supernatural ancestor, so too may the
examples of published artifacts lend themselves to creative interpretation.
When considering variant artifact designs, Storytellers should make sure that a proposed change in form doesn’t
inadvertently alter function along the way. A delicate gauze-thin veil of enchanted silk that grants spirit sight when
bound over the eyes becomes significantly more durable (and presumably useful) as a metal mask, so it needs a com-
mensurate drawback to balance out the change. Conversely, a sorcery-capturing cord (see The Books of Sorcery,
Vol. III—Oadenol’s Codex, p. 39) gains nothing substantial from being changed into a crystal spellcatcher sphere,
especially if the operation of the latter’s controls takes the same action as tying or untying knots on the cord. Yet for
some character concepts, the orb simply fits better and affords different ranges of stunts in its use.
Of course, Storytellers shouldn’t be afraid to change function to make more suitable artifacts for a series, if
that’s what they are trying to do. It doesn’t take much to tack on an extra power or two to raise an artifact’s rating a
dot, though reductions in function sometimes take a bit more clever reworking to balance fairly. As an added plus,
building on an existing skeleton in either direction means that most of the work has already been done.
From an in-game perspective, the Age of Splendor is a miraculous setting in which the Exalted long ago con-
quered the basics of what was possible and spent centuries applying those designs to the fashions of the day. It is
quite reasonable to imagine that sorcery-capturing cords and spellcatcher spheres existed side by side and that each
blueprint has held greater popularity at different points. Especially learned savants might even be able to tell the
exact year when an artifact was made just by looking at its style and decorative motifs. After all, what sets the tone
of over-the-top First Age decadence better than a demigod questing for an epic weapon to match her new dress?

Note that the only legal •• +7 successes on prayers to gods or Exalted (or
use for prayers dedicated demons).
to demons is to announce DIAGNOSTIC
a summoner’s intentions
in advance, requiring the
GARDEN (ARTIFACT
creature to prepare itself •••)
as the Chosen instructs in This large but delicate
advance of its scheduled vegetative artifact exists as
servitude. Unauthorized a symbiotic colony of floral
or improper mortal use of species bred to respond to
divine prayers also car- ambient health with dis-
ries strict punishment, as tinctive patterns of growth
such actions embarrass the and bloom. Learning to read
Chosen who negotiated the terms of these artifacts. Corre- the garden’s cues takes a
spondingly, deities who ignore authorized badges must answer full month of observation
to the divine censors, none of whom wish to compose a letter and instruc- tion (or a season without
of apology to the Office of the Hierophant. a teacher, but requiring Medicine 5 and Craft [Wood] 5).
The following table lists the various models of this device Savants who are willing to learn the floral syntax, however,
by Artifact rating and the scope of prayer roll bonuses. may use a diagnostic garden’s buds and stalks as an early
Rating Effect warning detector for diseases, malnutrition, poor exercise or
anything else that threatens their communities.
• +3 successes on prayers to gods or Exalted (or Diagnostic gardens need watering with alchemical sub-
demons). stances worth Resources 3 each week, as well as careful pruning
• +7 successes on prayers to specific god or Ex- to align their leaves to local Essence flows. Pruning requires
alt (or to a specific demon); may address the a successful (Perception + Craft [Wood]) roll, difficulty 4,
unknown divine overseers of a specific facet of to perform correctly. Failure to perform either maintenance
Creation instead. disables the artifact until it receives a season of good care.

110
ARTIFACTS

If the garden is killed, it regenerates in a year unless it is daily, many of them sentient, though not all afforded equal
attacked at the root with Charms or other magic. Anyone rights under Realm law. Some of the more impressive entities
who knows how to use the artifact can make a (Perception serve as organic infrastructure, metabolizing raw materials
+ [lowest of Medicine and Craft (Wood)]) roll, difficulty 5, into medicines or exotic ingredients for other artifacts. The
to analyze the health of every living being within 10 miles divisions between natural and artificial blur even further
as a dramatic action that takes one hour. For every threshold taking into account the vast cross-sections of the populace
success rolled, the analyst learns the answer to any single who have received modifications and/or upgrades to their
health-related question pertaining to current information physiology. Finally, some Primordial-made races still coexist
within the garden’s radius. These questions may be posed with humanity, from the hunted and hated vestiges of the
sequentially, so as to clarify an answer with follow-up inves- Lintha to the dwindling grandeur of the Mountain Folk, the
tigation. Wise analysts begin with open-ended questions like pelagials and the Dragon Kings.
“What is the most serious health concern in the area?” to
determine what they should examine more closely.
MUTATION-
BASED
ESSENCE CAPACITOR UPGRADES
(ARTIFACT • As former
TO •••••) mortals elevated
Repair: 3 to godlike power,
Each of these lumi- the Exalted have
nous shards of crystallized an almost innate
Essence inlaid with orichal- fascination with
cum circuitry shares most transhumanist
of the same properties as a potential. They
hearthstone and also comes either love the
in five ascending models of human form
power. Important differ- for its simple
ences exist, however. First, elegance or
the stones have no aspect, so they confer no hearthstone despise it as a
powers. Second, the artificial capacitors do not channel power vestigial weak-
from an external source, but instead collect and discharge ness on the path
ambient motes through artificial respiration like a living Es- to transcendent
sence wielder. As such, they can store only enough Essence omnipotence,
to supply 25 hours of continuous power. Fortunately, every but both schools
two hours spent inactive allows a crystal to recover one hour of thought define
of power, provided the crystal is in an area where it can re- themselves by
spire. This also means artifacts need three equal capacitors the exigencies of the human condition. While human pur-
to provide the continuous Essence flow of one hearthstone ists hone themselves into paragons of every arena of mortal
of equal rating (two charge while the third supplies power). endeavor, their liberal counterparts analytically unravel
Consequently, many Exalted install Essence capacitors only biomotonic formulas and challenge the inviolability of their
as emergency generators for large artifacts in case anything intelligent design. From such research arose new subspecies
calamitous happens to a critical manse. Capacitors require races to tame the clouds and the ocean abyss, with superior
annual servicing and cleaning by highly competent techni- longer-lived bodies perfectly adapted to their assigned envi-
cians to remove impurities that collect around conduction ronments. Although the People of the Air and People of the
filaments. Failure to perform this maintenance means the Sea represent the largest experiment in wholesale eugenics,
gems have a cumulative 10% chance each year of randomly they are more remarkable for their publicity and popular
exploding sometime during use, inflicting (rating x 10)L appeal. Most transhuman agendas go unreported, while
damage on everything within a 50-yard radius. their devotees quietly alter themselves at every opportunity
in accordance with strange visions of perfection. This kind
ARTIFICIAL ENTITIES of cultish fanaticism is more popular among elite mortals
The inanimate sentient machines called perfected calcu- jockeying for the ostensible status of favored guinea pigs.
lation arrays and their mobile automaton brethren aid their The Chosen are not immune to the lure of guided evolution,
Chosen creators with all manner of civil and military tasks, however, especially as some were even members of created
with the most impressive example being the super-intelligent races before drawing their Second Breaths. It is a sign of the
and almost divine omnipresence of I AM. In addition, times that it is now only mildly titillating for a Solar Exalt
Exalted genesis laboratories churn out hosts of new species to display more prominent fangs than his Lunar spouse, and

111
CHAPTER THREE: WONDERS OF THE AGE

that more than one Exalt has openly set aside all pretenses state if a sensory organ or a limb shuts down. If a life-critical
of the human form to become something else. system shuts down, use drowning rules to model organ failure.
The process of induced mutation varies, especially as Constructing a mutation package is like designing any other
the term encompasses a range of possible alterations. Wyld artifact, with its level based on the relative power and utility it
exposure offers one of the most direct and simple methods confers relative to its drawbacks (making most packages level
available, but power questing is generally seen as needlessly 2–4). Once built, the package requires surgical installation
risky and imprecise compared to the made-to-order preci- as per the rules on page 70 of The Books of Sorcery, Vol.
sion of genesis technology. It should also be noted that not I—Wonders of the Lost Age, with Surgery: (total number
all “mutations” are organic in nature. Clockwork prosthetic of positive and negative mutation points)/5 hours/4/3.
legs engineered for superior running speed aren’t technically
mutations, but it becomes a question of semantics when the
BIOMOTONIC
result is functionally analogous to an actual mutant with REPLICANT
gazelle legs. How a human transcends her origin is irrelevant (ARTIFACT •
as long as she transcends. TO •••••)
Game Effects: Whatever their source, actual mutations While the Chosen flirt
come in two basic varieties: external and internal. External with immortality, most of
mutations include any Shaping effects wrought by an envi- Creation cannot match
ronmental force such as the Wyld or the Labyrinth. Such their vigor or resilience. The
changes do not cost bonus or experience points but carry sad truth is that mortals die
drawbacks such as their possessors eventually being unable to little slower than mayflies,
survive outside the source environment. In contrast, internal however faithful or beloved
mutations obtained through heredity or genesis technology they might be. While many
do not make beings less viable in Creation. Such benefits do Exalted eventually come to accept this truth as part of their
come with a price in bonus and experience points, though. transition to elder status, others staunchly refuse to let time
External mutations follow set rules that often vary between and death take what rightly belongs to them. After all, what
phenomena and seldom offer reliable upgrades (power quest- was made can be remade. A life is no exception. So-called
ing notwithstanding). Regardless of origin, however, all biomotonic replicants are not revivified originals, of course, as
internal mutations use the same basic system, which is that resurrection is a particularly stubborn impossibility the Exalted
the total “package” of mutations has a bonus point cost equal have yet to conquer. The quality of the duplication is akin
to (sum of positive mutations – sum of negative mutations), to an identical twin, however, which is usually more than
minimum cost zero. If the character acquires internal muta- enough likeness to fondly remember a cherished courtesan.
tions in play (which typically involves some form of sorcery, Building a biomotonic replicant requires some sample of the
genesis retromorphing or similarly exotic event), the package original organism’s tissue to serve as an exotic ingredient
costs experience points equal to double its bonus point cost. unless the engineer works from an existing template stored
In the event the mutant lacks sufficient experience points to in a genesis lab. In any case, such a facility is absolutely
pay for the change, the magic is considered a Training effect vital for some complex work. Mundane workshops lack the
and deducts from future experience point gains until the debt necessary tools.
is paid. For more detailed information on playing members Making a replicant that copies the body of a mortal be-
of created races (or beastmen), see pages 157–160 of The ing who had no Essence powers is comparatively easy, as the
Compass of Celestial Directions, Vol. II—The Wyld. replicants are really just humans, albeit artificially gestated
Biomagitech Implants (Negative Mutation). The char- ones (•). Unfortunately, such organisms are largely blank
acter’s upgrades are actually complex prosthetic artifacts slates with the same Attributes as the original, basic starting
constructed with Craft (Magitech) and implanted directly Virtue allocation and 10 dots of preprogrammed Abilities.
into his body. Although the powers conferred by these Making a replicant that actually copies the personality and
implants use standard mutation rules, their cosmetic effects memories of the original is significantly harder (••). Such
may need reinterpreting to convey their origin. For example, an organism requires additional exotic ingredients that might
pincers and self-vibrating saws fit a technological theme bet- carry those experiences, such as the original’s ghost, intact
ter than claws and barbs. Because these upgrades depend on brain or reincarnated soul. Alternatively, the Exalt can vivi-
intricate clockwork mechanisms, they must receive monthly sect the original at a genesis laboratory to reverse engineer
adjustment and replacement of worn-out components from her template, in which case memories and all learned traits
qualified technicians as per normal artifact maintenance, with remain frozen at the point of death. This method allows
the Repair rating based on the degree of negative mutation every replicant in the production run to carry that same
associated with the implants: 2 (deficiency), 3 (debility) or initial identity.
4 (deformity). For each day of overdue upkeep, one positive Adding supernatural powers or upgrades to the design
mutation deactivates, possibly leaving the mutant in a crippled only increases the project’s complexity and Artifact rating.

112
ARTIFACTS

There are many powers the Chosen have never been able to gives them a pool of (Essence x 10) motes with which to
copy, though—Exaltation foremost among them. Current manifest mutations. This power comes with a steep price
researchers hope to circumvent this limitation with truly however, as the symbiote generates the motes by feeding
perfect replicants, which might be able to confuse a Solar on its host’s life, aging her at twice her normal rate like
Essence at the moment of death, instantly Exalting a backup a set of aegis-inset amulets (see The Books of Sorcery,
body to ensure true immortality. To date, such experiments Vol. I—Wonders of the Lost Age, p. 71). Still, it makes
have yet to show any results other than leading to better a fascinating maintenance-free alternative to gunzosha
replicant designs, but the potential rewards have lured many armor (see The Books of Sorcery, Vol. I—Wonders of
prominent genesis engineers to toy with the idea. the Lost Age, p. 81).
Rating Mutation Points
CHAOMORPHIC
SYMBIOTE • 2

(ARTIFACT • •• 4
TO •••••) ••• 8
As cutting edge as a •••• 12
new pair of wings might
be, many Exalted just don’t ••••• 16
feel comfortable altering
themselves in a permanent
SHAPING TECHNOLOGY
Blessed with the power to shape order out of chaos, the
fashion until they are really Lawgivers have devoted significant resources to expanding
sure that doing so is right their command over reality. They are not alone in their
for them. Chaomorphic research. The Sidereals scrutinize and nudge the sublime
symbiotes provide that middle option, designed for quick calculations of destiny as aggressively as the pattern spiders
attunement and quick removal as circumstances warrant. permit, while introspective Lunars grind prey down to their
In their natural state, these genesis artifacts exist as component motes to unlock new forms and states of being.
viscous masses of iridescent protoplasm. Contact with a Even the Terrestrials grope about with the simplest shap-
willing host awakens them, at which point they rapidly ing engines wrought by their betters, tragically aware of
ooze across the offered surface to form a membrane and the discipline’s importance without access to the advanced
begin the attunement process. After five minutes of bond- Charms needed to explore the metaphysical underpinnings
ing, the organism soaks completely into its host’s tissue and of the five elements.
out of sight, forcing a one-mote commitment, but remains With Creation’s borders pushed back to nearly
visible to Essence sight. Discontinuing the attunement to twice its size at the end of the Primordial War, Shaping
a chaomorphic symbiote forcibly ejects it through available technology defines the literal and metaphorical frontiers
orifices and pores, inflicting one level of unsoakable lethal of existence. There is nothing the Fair Folk fear more
damage to the host. than the weapons that freeze their gossamer dreams to
While hosting one of these artifacts, a character can rigid and brittle forms. Beyond the Fair Folk, the shinma
manifest any or all of the mutations programmed into it, who underlie possibility itself might fear the meddling of
transforming her body as needed to access these powers. the Chosen, but who would know their fear from an im-
Hosting requires a reflexive indefinite commitment of ([sum measurable flutter in an abstract quality? For their part,
of positive mutations manifested – sum of negative mutations Exalted cauldronists rejoice in the possibilities that await
manifested] x 2) motes. (The difference between the two when they may alter the fundamental laws governing the
aforementioned sums cannot be less than zero, even if the interactions of motes or names or the intrinsic sequence of
symbiote has more negative mutations manifested than posi- causality. Perhaps even death and time will yield at last,
tive ones.) The Artifact rating of the symbiote determines the surrendering their vain impossibilities to the all-conquering
maximum number of mutation points that may be conferred, genius of the Chosen.
as noted on the accompanying table. This value also caps the
total value of positive mutations that may be programmed SUBLIME INTERSTICE OF INCONGRUITY
into the artifact at the time of its Creation. (Negative muta- (ARTIFACT ••)
tions do not count against the limit, but Storytellers should This bizarre artifact has no physical substance, but
probably limit them to a total value no greater than the total rather exists as a minor miscalculation in the astrological
value of positive changes.) Mutations gained this way do not sign of the Mask that occasionally manifests in high-Essence
decrease one’s viability in Creation. destiny algorithms. Discerning a convergence of space
Mortals can even attune to these devices without en- and time where such an anomaly might appear requires
lightened Essence if they dare, as the process temporarily a successful (Intelligence + Craft [Fate]) roll, difficulty 5.

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CHAPTER THREE: WONDERS OF THE AGE

Even then, the character HAND OF THE


learns only where the
variable has a chance of
GREAT MAKER
stabilizing sometime in (ARTIFACT •••)
the reasonably near future Among his many won-
before paradox destroys it. ders, Autochthon designed
If the Exalt puts himself in the Exalted, the Jadeborn,
the right place at the right the behemoth progenitor of
time (or wrong place at the humanity, the first gods, the
wrong time, as is more often artifact paradigm founded
the case), he can pluck on the magical materials
the error directly from the and the pattern spiders that
pattern spiders’ work and weave the Loom of Fate
attune it for one mote. The artifact’s power then subtly under the direction of the Maidens and their Chosen. In
removes all traces of his existence from Creation exactly as spite of the Deliberative’s political decisions that indirectly
per the rules for Arcane Fate (see The Manual of Exalted resulted in Autochthon recusing himself from Creation, many
Power—The Sidereals, pp. 119–121). The fate cloak lasts Solars maintain reverence for the Primordial and ritually
only as long as the anomaly remains attuned. Breaking invoke his name while creating wonders. Such invocation
commitment frees the artifact’s power from the borders of goes a step further in the Hand of the Great Maker, a shap-
space and time, forcing its former owner to track it down ing artifact that filters a Solar’s motes through the vestigial
anew to restore its benefits. The handful of Sidereals who Autochthonian energy extant beneath the aspect-coding
know about the error’s existence have noticed that the of a Solar Exaltation. By amplifying Lawgiver Charms with
events leading to each appearance seem to belong to a this Primordial Essence, the wielder unlocks vastly greater
larger pattern of interconnected omens. Of course, this power to reshape the cosmos.
theory also raises the uncomfortable possibility that the This artifact takes the form of an intricate orichalcum and
anomaly’s nature cloaks some inscrutable power from the adamant gauntlet with clockwork components and bubbling
collective memory of the Tapestry. motonic condenser rods that fill with lightning-white Autoch-

BATTLEFIELD SHAPING
During the Primordial War, the enemies of the gods wielded devastating rapid Shaping Charms against Creation
to strike at the forces of the Exalted, much as the Lawgivers have since learned to do with the Hand of the Great
Maker and other prodigies of their reality-engineering experiments. Regardless of wielder, rapid Shaping effects can
affect a battle in the following ways:
Demesne: Where gradual creation of a demesne raises a wellspring of untamed Essence, rapid creation of one
resembles a geyser. The resultant explosion mirrors Essence buildup, but does not harm the demesne in any way.
Land: Rapid shaping of topography has the expected effects on structures and residents. Every individual and
unit suffers immediate knockdown unless they have some form of supernatural balance or magical resistance to
such effects. They also suffer 15 levels of bashing (and piercing) damage from the cataclysm unless the shaper works
with their safety in mind. Structures less durable than most manses remain standing only at the will of the shaper.
Although objects and individuals protected against Shaping suffer none of these immediate effects, everyone and
everything in the area must still contend with the environmental conditions wrought by the change. For example,
liquefying a plain into a sea forces those caught in it to swim or drown, while every object on the field sinks or floats
according to its buoyancy.
Magical Things: Generally speaking, most Shaping effects can’t accelerate the creation of artifacts or manses
quickly enough to alter the outcome of a battle.
People: Like conjuring a magic sword with a Charm for personal combat, rapid shaping can create entire units
of extras and the competent mortal officers to lead them. More cynically, doing so can provide a disposable buffer
unit to wear away a powerful opponent’s Essence.
Wealth: An army without equipment isn’t much of an army. Rapid shaping can generate wealth in the form
of mundane equipment (up to perfect quality) that comes into existence sized for and equipping any chosen allies
in the vicinity.

114
ARTIFACTS

thonian Essence while worn. To attune the item, the owner need With proper power and upkeep, the interior of a vault of
only activate the Chaos-Repelling Pattern Charm (limiting woven dreams can be controlled by addressing its integrated
the item to Solar use; see Exalted, p. 216). As it attunes, the perfected calculation array and spending a variable number
gauntlet sparks to life with a deep electric hum and extends of uncommitted motes as a diceless reflexive action. For
the activating Charm’s duration to Indefinite. Whenever the each mote spent, the user may instantly apply the effects of
Solar deactivates that Charm, attunement to the Hand of the one success with Wyld-Shaping Technique to create people
Great Maker also lapses. With the superior protection afforded or inanimate objects as portable wealth (see Exalted, p.
by this extended duration, the Lawgiver may boldly stride into 216–217) or alter created people or units as if using Wyld
the far reaches of chaos to impose his will. Cauldron Technology (see Exalted, p. 217). Alternatively,
Once attuned, the artifact’s other powers require a level-5 the vault can delete any number of its current constructs
Solar hearthstone inset in a socket in the palm in order to for a single mote. Entities created within a vault of woven
function. While so powered, the Solar may “bank” up to dreams partake some of their reality from the user who re-
(Willpower + Essence) successes rolled while using Wyld- quested them. Therefore, they may know anything that that
Shaping Technique (see Exalted, pp. 216–217). This process individual does to the degree that such copying is intended
accumulates ambient potentiality and stores flux particles as part of the construct’s design (for instance, to produce a
of mass-energy for later use. Banked successes remain in the challenging sparring partner or ideal concubine). Objects
gauntlet until spent or until attunement lapses. The user can or people created in the vault have even less reality than
spend any number of successes to sculpt chaos using the rules those shaped out of the Wyld, so they instantly evaporate
for Wyld-Shaping Technique as a Speed 7, DV -5 action. If into scattering wisps of light if they are taken outside the
the Solar sets an attuned protoshinmaic vortex (see p. 116) vault or if the device loses power. As a security precaution,
in the palm instead, he can do all of the aforementioned a vault of woven dreams may be configured at the time of
with an increased maximum pool of 30 banked successes. its creation to obey only a particular type of Exalt, a specific
More impressively, the vortex allows him to use Wyld- individual, anyone with the appropriate password or accord-
Shaping Technique inside Creation as if he were within the ing to any other filter. These hard-coded fail-safes can’t be
Bordermarches. The Charm cannot create a demesne inside altered, however, without dismantling and rebuilding the
the Tapestry, though, and it still cannot make permanent artifact as a Repair 6 maintenance.
things without Wyld Cauldron Technology. Unfortunately, The most sophisticated models of this artifact are no
a botch at any point while shaping inside Creation causes larger than a wardrobe, with a mosaic panel on one surface
the vortex to destabilize and rupture, flooding the area with artistically rendering the device’s contents in real time.
chaos as described on page 116. One recent attempt to pry What makes these five-dot, Repair 6 wonders so miracu-
open the way to Autochthon’s exile with a vortex-charged lous is their power to fold Elsewhere around their internal
Hand of the Great Maker ostensibly unlocked seven of the geometry like a divine sanctum, making them larger on the
eight metaphysical seals warding the dimensional interface, inside than the outside. Within such a vault, the user may
but the Solar could not pry open the eighth seal or prevent expand the boundaries of its internal space by spending
the others from closing again when the effort failed. motes like successes used to create land with Wyld-Shaping
Technique, and may shape all facets of the interior from
VAULT OF WOVEN the outside by manipulating the mosaic. Furthermore, the
DREAMS (ARTIFACT flow of time within the vault may be reset relative to the
••• TO •••••) flow of time through Creation for a single mote, provided
Repair: 5 nothing real exists within the device to interfere with the
Technologically simi- distortion. This quality allows created societies or worlds
lar to the reality engines to model tectonic events or new sociological paradigms
used to terraform the Wyld, before introducing such elements into Creation at large.
vaults of woven dreams Indestructible adamant walls such as those of Yu-Shan border
are complex enchanted the created space, with only the mosaic as a portal in the
structures with malleable wall permitting travel to the artifact’s exterior. (Recognized
internal reality designed to users may spend a single mote to pass through in either
accommodate their owner’s direction.) Keep in mind that the slightest interruption
every fantasy. The size of the vault determines its artifact in power deletes all constructs and shunts everything real
rating (••• for a single room the size of a large office or outside of the vault, so a backup power system is highly
•••• for a vault the size of a luxurious townhouse). These recommended. All attempts to permanently stabilize one
artifacts also require an inset hearthstone of an equal rating of these artifacts as a recursive sub-Tapestry have met with
for power and must receive maintenance once a month or spectacular failure, to the point the Maidens have kindly
they malfunction with whatever horrific consequences the requested that the Solar Exalted stop taking pattern spiders
Storyteller imagines for a broken reality engine. from the Loom of Fate for the experiments.

115
CHAPTER THREE: WONDERS OF THE AGE

PROTOSHINMAIC one source at a time, characters cannot draw Essence from


a PSV while using it to power an artifact.
VORTEX The most amazing and terrifying fact about PSVs is that
(ARTIFACT •••••) all the energy they provide comes from the exterior corona
One of the most insane- that current motonic technology can tap. The structure of
ly powerful and dangerous the interior compresses physical and metaphysical laws too
wonders of the Realm, a tightly for scrutiny, though a leading hypothesis proposes that
protoshinmaic vortex (or the core pandimensionally folds an entire Wyld continuum
PSV) is an artifact of pure into the artificial congruity. The Deliberative currently
Essence that can only be remains divided on whether to widely refit major Realm
created in regions of Pure assets with PSVs, but this deadlock has not stopped many
Chaos by a Solar possessing Lawgivers from giving their personal panoplies and vehicles
Lore 7+ using Wyld Caul- PSV upgrades.
dron Technology. Unlike most artifacts, a vortex’s creation
may be accelerated more than tenfold by the process, and
the devices require no raw or exotic materials other than
the underlying matrix of the Wyld. If a Solar leaves one
of these artifacts unfinished, accumulated successes bleed PANOPLIES OF THE CHOSEN
away at the rate of five per day until the embryonic bubble As the ordained rulers of Creation, the Chosen
evaporates completely. construct the best artifacts solely for their own use.
Once conceived, a protoshinmaic vortex appears as a These wonders are too diverse and too numerous to
translucent ball of plasma the size of a child’s heart in which make universal statements about their use, but Realm
impossible shapes flutter and undulate. Those capable of fashion considers it tacky to go about dripping with
perceiving Essence directly see it for what it really is, a liv- mismatched baubles. The fewer actual items worn
ing aspect of transcendent potential compressed to a specific or used, the better, as consolidation implies greater
space and time. This compression is inherently unstable, so versatility and power. An “everything but the kitchen
it requires expenditure of five successes with Wyld-Shaping sink” approach looks like blatant overcompensation.
Technique once per month. (This upkeep can be performed Circumstances certainly modify these expectations.
in Creation as if in the Bordermarches.) For each missed For instance, military parades and public galas are
maintenance, the artifact has a cumulative 10% chance of supposed to be dazzling, awe-inspiring affairs. At
losing motonic cohesion and reverting to a non-defined state, least in Celestial society, it is never enough that an
turning everything within a one-mile radius into Pure Chaos. artifact functions. It must also complement that func-
Everything caught in the initial blast that is not immune to tion with an aesthetically pleasing and appropriate
Shaping or protected by a perfect defense evaporates into design, preferably tailored to the fashion of the day.
component motes, leaving any survivors to contend with the Terrestrials generally take a more pragmatic view,
“usual” effects of exposure (see The Compass of Celestial favoring items for their utility and historical legacy
Directions, Vol. II—The Wyld, p. 140). Each century since powerful items usually become Gens heirlooms
that passes heals this breach by one category of the Wyld. after their original owners die.
A suicidal Solar can deliberately rupture containment with
a single success from Wyld-Shaping Technique in lieu of
stabilizing it. It is likely that other methods exist to trigger
immediate containment failure (as decided by the Storyteller). WARFARE
The technology is new enough that its creators have yet to The most advanced Essence weapons can destroy (or
fully document its potential. create) geological features or cities, while the Realm Defense
The power of a vortex almost makes all of its risks Grid can do the same to entire continents. Most military-
worthwhile. Attuning to one takes the same effort as at- grade weapons inflict devastation comparable to First or
tuning to a demesne, though current owners cannot sense even Second Circle sorcery attack spells, with the wide range
or stop others from doing so. When placed in a dedicated of personal armaments allowing elite mortals to fight like
hearthstone socket to power an artifact, the PSV supplies all Dragon-Blooded and giving favored Terrestrials the prow-
of that artifact’s geomantic Essence needs. If any effect needs ess of young Celestials. Properly equipped Solars approach
to reference its rating or needs to temporarily drain dots of genuine invincibility, save perhaps to each other.
energy to fuel an immediate effect, the PSV is considered Information on energy weapons, power armor, super-
a level-6 hearthstone that recovers one dot of energy per weapons and other combat artifacts commonly used during
minute (rather than the usual one per hour rate for most the Age of Splendor can be found in The Books of Sorcery,
such effects). Since the artifact can provide energy to only Vol. I—Wonders of the Lost Age.

116
ARTIFACTS

MOTONIC DISRUPTER
LENS (ARTIFACT ••)
Repair: 2 UPGRADING ARTIFACTS
Designed specifically Improving an artifact starts with the same process
for immobilizing and cap- as designing a completely new artifact. Once construc-
turing Essence users, these tion begins, however, the design requires fewer exotic
wonders modulate the materials than normal (with a difference equal to the
discharges from artifact former Artifact rating) and similarly reduces the num-
energy weapons such as ber of cumulative successes needed to rebuild it by an
implosion bows and light- amount equal to the successes needed to build it in its
ning ballistae. Installing (or former state. Using this process, it is possible to join
removing) this refit requires seemingly unrelated designs to spectacular results. For
a Repair 2 maintenance, instance, a goremaul refitted with qualities of a perfected
after which the weapon no longer inflicts actual damage. calculation array might become an intelligent weapon
Instead, any Essence user hit by an energy-diffusing blast loses that teaches and guides its owner.
motes equal to the attack’s raw damage. Beings who lose all
remaining motes to such an attack cannot activate Essence
powers or respire motes for a number of hours equal to the
weapon’s Artifact rating, though existing magic remains Artifact •••• versions of this device have all of the
intact. Against manses, Essence-scattering attacks inflict features listed thus far, but cost five motes to attune. In addi-
normal harm but double their raw damage. Artifact weapons tion, wearers of these vestments may telepathically compose
that have a motonic disrupter setting that can be used in lieu a reply to any prayer as a reflexive action costing one mote.
of standard damage with any shot add +1 to their Artifact Only one reply is permitted per prayer, though it may be of
rating and Repair rating (maximum of 5 for both). any length. The supplicant receives a vision of the Exalt’s
iconic anima speaking the Chosen’s words in thunderous
VESTMENT OF HOLY proclamation.
VIGILANCE
(ARTIFACT •• METASORCEROUS
OR ••••)
PHYLACTERY
Although the Chosen (ARTIFACT ••••)
can respire Essence from These talismans usu-
the collective prayers of ally take the form of large
their worshipers, they can- jewelry items such as brac-
not normally hear specific ers, torcs and crowns,
prayers directed to them as although some Chosen
gods or demons do. With prefer staves or wands.
one of these artifacts, Combining Creation’s four
that limitation no longer magical materials with
applies. Empowering one of these decorative wonders Malfean brass in elaborately
requires a three-mote commitment, and the Exalt can complex designs, the com-
attune an item made only from the appropriate magical posite wonders can be attuned (or built) only by sorcerers.
material (making jade models extraordinarily rare). Once Each requires a combination of an inset level-3+ hearthstone
donned, the artifact allows its wearer to reflexively hear and a 10-mote commitment to function. (Variants of this
all prayers directed at her as if they were whispered in her artifact using soulsteel and Underworld materials similarly
ear. To prevent distraction, only the most widely repeated boost necromancy.)
or desperate of entreaties rise above the indecipherable Whenever a sorcerer casts a sorcery spell while attuned
murmur of the rest unless the Exalt is actively meditating to exactly one metasorcerous phylactery, he may channel dots
to listen to all prayers (and recovering Essence normally for from the item’s inset hearthstone to augment the casting,
meditation while doing so). Exalted who use these artifacts temporarily reducing the stone’s power output (and rating).
as tools of rulership often schedule holy hours when they Until a drained hearthstone returns to full charge, it has no
will hear prayers to make sure that nothing slips through powers. Furthermore, an arcane link remains between the
the cracks. As a final benefit, the closeness facilitated by depleted stone and phylactery, preventing any other power
these artifacts adds one bonus dot to the attuned wearer’s source from fueling it during this time. Channeled dots return
Cult rating (maximum Cult •••••). at the rate of one per hour and may improve a spell in any
of the following ways, allocated as desired:

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CHAPTER THREE: WONDERS OF THE AGE

Cost: The spell costs three fewer motes per dot spent object to them on principle,
(minimum 10 motes). Alternatively, the spell’s Willpower especially the “wear nothing
point cost decreases by one per three dots spent (minimum you didn’t make” purists and
one Willpower point). the “mansions of closets”
Power: If the spell references the sorcerer’s Essence hedonists, though the latter
rating, he is considered to have a rating one dot higher for sometimes collect hundreds
every three dots spent. of amulets to display their
Mastery: If the spell requires a dice roll, each dot spent collection of brand glyphs
adds one success to the roll. from highly regarded Ex-
Range: If the spell has a range measured in actual dis- alted and Jadeborn artisans.
tance, each dot spent improves it by a factor of one (x2 with Although the devices vary
one level, x3 with two, etc.). by model, each costs five
Duration: If the spell has a fixed duration, every two motes to attune. The de-
dots spent increases this time by a factor of one (x2 with two vices have the following common features:
levels, x3 with four, etc.) Modular Attire: The amulet can generate any form of
Trigger: For a cost of one dot, the spell does not have outfit the wearer can imagine, however grand or humble.
any apparent effect on its target (no rolls are made, if ap- Changing the setting requires contact and a diceless miscel-
plicable). Instead, the effect happens when a specific event laneous action. Repairing or cleaning a worn outfit takes the
the sorcerer names at the time of casting takes place in the same action as creating a new one. Created clothes have no
presence of the target. (The effect can be anything from a reality beyond being an extension of the amulet, so they
time delay to someone performing a specific action, et cetera.) dissolve or flow back into the artifact if they are removed
In the interim, the spell remains visible to Essence sight and for any reason. Most wearers integrate the amulet itself as
may be dispelled with countermagic. Once the spell goes off, an accessory of each outfit, especially to show off impressive
it does so as if the target were adjacent to the sorcerer, and brand glyphs.
the sorcerer’s player then makes any necessary rolls (using Protection: Regardless of configuration, enchantments
the traits his character had when he cast the spell). Sus- in the amulet provide +1L/+1B soak (which does not count
pended spells can remain dormant indefinitely if their trigger as armor for Charm purposes), plus an extra success to all
conditions never occur. Only one spell may be keyed to a Resistance or Survival rolls to reduce or avoid the effects of
particular trigger until that trigger has discharged, and only deleterious environmental conditions, toxins or disease.
one trigger at a time to a particular spell. For example, the In addition, each amulet also has one material-specific
sorcerer could not key five Flights of the Brilliant Raptor to feature by default. Composite designs cost •••• for one
all trigger when he shouts “Now!” Nor could he establish five additional feature or ••••• for all four material features.
different conditions under which Travel Without Movement Provided a copy of the artifact incorporates the material that
will whisk him away to safety. The sorcerer may sustain a naturally resonates with its wearer, there is no commitment
number of simultaneous triggers no greater than the rating surcharge to attune a composite model.
of the hearthstone powering his phylactery. Removing that Orichalcum: These amulets create clothes as constructs
hearthstone cancels all spells and triggers. of solidified light, giving them a palette of colors and textures
Manifestation: For a cost of one dot, the sorcerer may worthy of a Solar’s glory. As an Obvious effect, such raiment
change the way a spell achieves its normal function, substi- gives its wearer +4 Appearance and inhibits stealth like an
tuting a Storyteller-approved effect more appropriate to the 8–10 mote anima banner does. The Solar may hide this glory
sorcerer’s anima and mood. For example, a magma kraken to make humbler attire if his pride permits, but the bonus
might be changed into tendrils of electricity, but it would is all or nothing.
still inflict the same damage and would be the same spell. Moonsilver: Extruding outfits as a diaphanous second
Other than providing a host of stunt possibilities, changing skin grown from liquid metal tendrils, these amulets provide
the effect decreases the likelihood that others will recognize superior protection and camouflage on demand. The wearer
the spell (+2 difficulty) and may circumvent narrowly defined gets two bonus dice to Stealth rolls and two bonus dice to
defenses (such as immunity to fire, which avails nothing assume a disguise with Larceny, as well as replacing the usual
against acid). soak bonus with +5L/+5B (that stacks with and is still not
considered armor for Charms).
INFINITE RESPLENDENCE AMULET Starmetal: Weaving clothes from strands of the wearer’s
(ARTIFACT ••• TO •••••) own fate, these amulets provide extremely subtle and under-
Consisting of aspect-dedicated magical material lattices stated elegance. Such garments conceal numerous pockets
embedded in synthetic adamant matrices, these thumbnail- folded into Elsewhere, providing sufficient storage space to
sized baubles are the most ubiquitous artifact garments carry up to a ton of assorted items safely out of reach of the
currently in fashion among the Chosen. Some elder Exalted world, provided the objects could actually fit through a pocket

118
ADVANCED GEOMANCY

opening no larger than a foot across. Only the attuned wearer


can reach into Elsewhere via these pockets; to others, they
ONE-POINT POWERS
are merely stitched folds. In the event of the wearer’s death, EXOTIC ASPECT
his corpse fades into Elsewhere with his possessions for burial Lore 6 or built by entities corresponding to the aspect.
among the interstices of fate, leaving only his enchanted A manse with this feature does not correspond to the
clothes to mark his passage. basic cosmological precepts and forces that govern Creation’s
Jade: Micro-articulated jade scales unfold from the amulet geomancy. It may be a prehuman relic of the Primordials
into glossy military uniforms appropriate for elite Dragon- or their servants, an exercise in applied Essence theory or
Blooded officers. When worn by a unit relay, the wearer counts perhaps an outpost constructed by beings who aren’t native
as five relays for the purposes of preventing communication to the Tapestry. Whatever the origin, the manse is neither
failure. When worn by a unit commander, her dignified example Terrestrial nor Celestial, but resonates with a force such as
provides one bonus dot each to Drill and Morale, as well as chaos (a specific shinma), vitriol (an element present in
+1 Might if the unit has Magnitude 3 or less. Malfeas) or any of the six Autochthonian elements (crystal,
lightning, metal, oil, steam or smoke). Players should work
ADVANCED GEOMANCY with their Storytellers to choose an appropriate aspect and
then determine what favored manse powers or hearthstones are
The rules in The Books of Sorcery, Vol. III—Oadenol’s
Codex provide a detailed overview of geomantic technol- appropriate for that choice. Unless the geomancer is fortunate
ogy that survives into the Second Age. Such wonders pale enough to cap a demesne of the same aspect, all rolls to design,
before the architectural triumphs of the Age of Splendor, build or repair the manse add one to the difficulty from the
however, when infinite ambition applied near-infinite wealth incongruity. Once the manse has capped its demesne for a
to conquer the world’s Essence. Some of the features listed number of years equal to their combined rating, the demesne
here require others as prerequisites for installation. These synchronizes aspect and the penalty disappears.
requirements differ from the minimum traits or other con- GEOMANTIC NEXUS
ditions needed to construct a particular feature in game, as Structure: Network Node
structure limitations also apply to manses acquired during This feature upgrades a manse into the central hub of
character creation its geomantic network, giving it any number of additional

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CHAPTER THREE: WONDERS OF THE AGE

Creation Points to allocate to Essence-fueled powers rather As an alternative effect, if the manse has a rating of 4+
than innate architectural features or external qualities. Yet and the sorcerer has an Occult rating higher than a target
powers purchased with any of these bonus points function Second Circle demon’s permanent Essence, the Exalt may
only when they have sufficient energy points committed to attempt to summon it using this circle on any night rather
them from Geomantic Relay manses on the same network, than just on the new moon. Success may bind that demon
making them subject to external disruption. A manse with or a group of its progeny as normal.
Geomantic Nexus can override control of any manse in its
network unless that manse is another nexus, as if it had the
IMMUTABLE (EARTH, SOLAR FAVORED)
Structure: Maintenance 1
appropriate password activation (The Books of Sorcery, Vol.
A manse with this feature creates an island of stability
III—Oadenol’s Codex, p. 68) to do so. Actual authorization
around itself. The tides of the Wyld and other Shaping effects
passwords are required for a nexus to control or preempt another
originating from outside the manse cannot affect anything
nexus, however, such as to create a primary control node.
in its range, though this power does not reverse existing
Example: A level-2 nexus manse has Veil of Shadow
Shaping effects brought into the radius. While this power
designated as a nexus power. Because this is a nexus power,
typically extends Creation’s laws, the Wyld Revocation power
the manse cannot use it unless it has at least two energy
(The Books of Sorcery, Vol. III—Oadenol’s Codex, p. 77)
points committed to it from relays.
might assert its rewritten nature as a cosmological constant,
GEOMANTIC RELAY while manses with the Outside Fate power (The Books of
Structure: Network Node Sorcery, Vol. III—Oadenol’s Codex, p. 76) may be warded
Geomantic Relay affords no benefits to a manse other by otherworldly powers.
than increasing its strategic value. Instead, the manse gener-
ates a number of energy points equal to the number of relays
MASTER’S WORKSHOP MANSE
Appropriate Craft 4
installed in it (to a maximum number equal to its rating).
The manse has rooms converted into a master’s workshop
The relay can commit these points to any Geomantic Nexus
stocked with the appropriate tools and supplies for a number
manse on the network, but cannot shift this allocation without
of different Craft Abilities equal to the manse’s rating (see
some form of active controls.
The Books of Sorcery, Vol. III—Oadenol’s Codex, p.
Example: A level-4 manse houses three relays, turning
28 for further explanation). This feature can be purchased
the three Creation Points spent acquiring the power into a
multiple times to further increase the range of Craft Abilities
pool of three energy points. It can commit two of these points
the workshop can accommodate.
to one nexus and one to another, commit all three to one
nexus or wastefully hoard these points to no effect. SELF-STABILIZING
Craft (Genesis) 5 (for living); Structures: Living Manse
LIVING MANSE or Wyld Revocation
Craft (Genesis) 5
Like a wound clotting to stem its bleeding, a manse with
The manse is actually a living being in its own right,
this feature can grow internal patches to prevent Essence
with all of its powers flowing equally from geomantic prin-
accumulation from reaching critical levels. The manse can
ciples and genesis-engineered biology. The Ability needed
automatically stabilize one dot of Power Failure per minute
to build or repair such a structure is Craft (Genesis) rather
(or every hour while this power is damaged), though this
than Craft (Earth), but this power otherwise does not modify
property only prevents explosion and does not actually fix
a manse other than serving as a structural prerequisite for
the damage.
more advanced technology.

TWO-POINT POWERS THREE-POINT POWERS


HOST-BINDING CIRCLE DYNAMIC ARCHITECTURE (LUNAR FAVORED)
Wits 6; Structures: Maintenance 2
Occult 5; Structure: Level 3+
A manse with this feature is capable of transforming from
A manse with this power has a room dedicated to the
one design to another, allowing it to have two distributions
practice of summoning demons, with orichalcum rings and
of its Creation Points (allocated with Storyteller approval).
sorcerous glyphs of power inlaid directly into the blackened
Each additional purchase of this power costs only one Cre-
marble. When casting the spell Demon of the Second Circle,
ation Point and provides another configuration to choose
the sorcerer may name a progeny race of that demon during the
from, though all modes must have each purchase of this
casting. If the binding succeeds, the demon bows and shatters
power and the same drawback ratings assigned to Sacrificing
into a maelstrom of green flames and whirling sand. When
Hearthstone Levels and Maintenance.
these pyrotechnics settle, the sorcerer finds the demon replaced
Manses with Habitability 3 transform without regard for
with a bound a unit of its First Circle children with Magnitude
occupant safety, inflicting 30B piercing damage to everyone
equal to half the sorcerer’s Essence (rounded up).
who is not nimble enough to duck and roll out of the way of

120
0
ADVANCED GEOMANCY

the shifting rooms. Doing so requires a difficulty 5 (Dexterity Boosted Immunity: Individuals bathed in the energies
+ Dodge) roll. (The Central Control room is always safe, if add the manse’s rating in bonus successes to all Resistance
there is one.) More hospitable manses change forms without rolls against Poison or Sickness effects.
any risk of harm to occupants. The transformation sequence Healing: Within the manse’s zone of influence, living
takes five minutes (or long ticks) to complete. Without beings heal two extra levels of bashing damage per hour, one
some form of active controls, the transformation occurs au- lethal per hour and one aggravated every five hours.
tomatically according to established programming or a fixed
schedule and cannot be overridden from doing so.
REGENERATION
Craft (Genesis) 5 (for living); Structure: Living Manse or
FLOATING (AIR FAVORED) Wyld Revocation
Craft (Magitech) 5; Structures: Essence Vents, Mainte- A manse with this power can actually restore its pat-
nance 2 tern when damaged. This restoration may be a function of
A manse with this power floats above the demesne it regenerating biology or a modified principle of natural law,
caps, up to a maximum height of (rating x 200) yards from the but regardless of origin, the manse simultaneously heals all
ground. This puts it out of reach of many besiegers, though also internal and external structures at the rate of one bashing/
necessitating some way for owners to fly up to their property lethal level per hour (or per day for aggravated). Dots of
(or have it lower a basket or levitation platform, the latter Power Failure disappear as soon as they have regained an
of which makes an excellent magical convenience—per the appropriate number of health levels, restoring features to
power on p. 67 of The Books of Sorcery, Vol. III—Oadenol’s a damaged or fully operational state as appropriate to their
Codex). With active controls, the structure can descend or rating. Healing from other causes of Power Failure takes hours
ascend to its altitude ceiling and perform other simple maneu- equaling the damage levels required for each dot of Power
vers comparable to those conferred by Limited Mobility (The Failure. This power cannot allow a manse to meet its own
Books of Sorcery, Vol. III—Oadenol’s Codex, p. 70), but Maintenance requirements or reverse Power Failure caused
the manse cannot actually move from the pillar of buoying by missed upkeep.
Essence on which it rests. If this power becomes damaged,
the manse safely sinks for a minute to make a gentle landing. FOUR-POINT POWERS
If the power deactivates entirely, the hard fall shatters the ATELIER-MANSE (EXPANDED)
manse on impact for instant Essence buildup. A variation Craft (Magitech) 5, other Craft 5; Structure: Maintenance 3
of this feature does not raise the manse itself, but rather al- When one of these automated assembly lines builds an
lows the manse to levitate a single object of equal or lesser object, the manse normally uses the traits of its hearthstone
size over it, such as to “dock” a skyship without running its bearer as they were at the time the manse received orders
engines and accruing concomitant upkeep. to start production. If the manse has Ability Enlightenment
INTEGRATED UTILITY ARTIFACTS (The Books of Sorcery, Vol. III—Oadenol’s Codex, p. 75)
Craft (Magitech) 4 dedicated to an appropriate Craft, however, it cannot garner
With each purchase of this power, a manse gets (rating fewer than four successes on rolls for that Craft regardless of
x 2) dots worth of artifacts built directly into the structure of the actual roll (preventing the natural botches that result
the manse itself. These items must be of a strictly utilitarian from human error). Alternatively, a sentient manse (per the
nature rather than combat systems, but this power otherwise power on p. 79 of The Books of Sorcery, Vol. III—Oadenol’s
follows the same restrictions and rules as Integrated Essence Codex) can substitute its own traits if they are better than
Artillery (The Books of Sorcery, Vol. III—Oadenol’s those of its hearthstone bearer. If an Atelier-Manse power
Codex, p. 76). becomes damaged for any reason, it will not work again
until it has been fixed as a large Repair 4 artifact. Once a
LIFE-SUSTAINING (WOOD FAVORED) manse has atelier capacity, upgrading it to work with another
Structure: Comfort Zone elemental Craft Ability costs only one Creation Point. In
A manse with this enchantment suffuses its environ- all other ways, this power uses the rules on page 75 of The
ment with an overabundance of living Essence, increasing Books of Sorcery, Vol. III—Oadenol’s Codex.
the vitality of those within it. This energy has several effects,
which may be individually or collectively limited to specific CONSECRATED
areas or classifications of beneficiaries using standard control Priesthood of the appropriate deity
options. (They affect everyone in the manse’s zone of influ- A manse with this feature is not simply a temple to a
ence at the default setting.) greater power, but a hallowed sanctuary that blesses the pi-
Anagathic: Provided that individuals do not spend more ous and sears the flesh and souls of its patron’s enemies. In
than one day away from the manse’s zone of influence each addition to providing all of the benefits of Temple Manse
week, they extend their projected life span (+25% for •••, (The Books of Sorcery, Vol. III—Oadenol’s Codex, pp.
+50% for •••• and no measurable aging for •••••). 73–74), this feature aids all actions taken by priests of the

121
CHAPTER THREE: WONDERS OF THE AGE

appropriate deity within its zone of influence like a Well- (rating x10)B/L and half that against aggravated damage.
Flavored Aspect tailored to them (The Books of Sorcery, Piercing effects halve the protection normally. Attacks that
Vol. III—Oadenol’s Codex, p. 68). Finally, enemy entities fail to overcome the shield’s Hardness have no effect. Any
do not just lose Essence and Willpower recovery within range attack that penetrates the Hardness still inflicts no damage,
of the manse, they also suffer one level of unsoakable aggra- but collapses the shield and inflicts one dot of Power Failure
vated damage and lose one Willpower point per minute. This on the manse. An overloaded shield cannot operate again
injury takes whatever form is appropriate to the manse and without Repair 4 maintenance. A manse’s Essence Shield
affects immaterial beings. Entities drained of all Willpower can be calibrated to bar incorporeal beings as per Chasm of
must obey an irresistible Compulsion effect to flee the area the Material (The Books of Sorcery, Vol. III—Oadenol’s
as quickly as possible. Codex, pp. 75–76) by installing a lesser version of that feature
for one Creation Point (in which case the shield is solid, but
ESSENCE SHIELD spirits may dematerialize again once they cross it).
Craft (Magitech) 5, War 4
A manse with this power can envelop itself in a cor- EXTENDED ZONE OF INFLUENCE
uscating barrier of impervious Essence shaped from its own This power duplicates and improves upon the functions
demesne. By default, this shield forms snugly around the of Zone of Influence (The Books of Sorcery, Vol. III—
manse like an architectural exoskeleton, but it can encase Oadenol’s Codex, p. 75), but the manse’s range expands to
a larger territory in a bubble through Zone of Influence its rating in miles. If the manse has Pasiap’s Buried Whiskers
(The Books of Sorcery, Vol. III—Oadenol’s Codex, p. (The Books of Sorcery, Vol. III—Oadenol’s Codex, p.
75). Once raised, the shield stops intruders and blocks all 70), the range of that power increases to its rating in miles
external attacks aimed for the manse with a Hardness of as well.

MAKING WHAT WHERE


Between Exalted, The Books of Sorcery, Vol. I—Wonders of the Lost Age and The Books of Sorcery, Vol.
III—Oadenol’s Codex, the rules for artifact creation can be somewhat confusing. What follows are consolidated
clarifications and some errata:
Magitech artifacts are defined as complex non-living artifacts with interconnected moving parts and/or Essence
manipulation capabilities. The Storyteller remains final arbiter of whether an artifact fits these criteria. Unless
they are built with imperishable techniques, the items also require some form of recurring upkeep. Building these
wonders uses Craft (Magitech) with standard artifact-creation rules, but this process cannot succeed without a
sufficiently advanced facility. See The Books of Sorcery, Vol. I—Wonders of the Lost Age, pages 8–9, and The
Books of Sorcery, Vol. III—Oadenol’s Codex, page 28, for information on these categories: master’s workshop
(•••) for Repair 1–3 items, flawless workshop (••••) for Repair 4 and an ideal workshop (•••••) for Repair
5–6. Maintaining or repairing magitech uses the rules on pages 6–9 of The Books of Sorcery, Vol. I—Wonders
of the Lost Age and uses Craft (Magitech), though it is possible for less learned artisans to substitute a mundane
Craft at a higher difficulty.
Simple Artifacts are basic “Essence goes in, magic comes out” devices that seldom have much in the way of
moving parts and normally don’t require any kind of recurring upkeep to stay in working order. If an item lacks
obvious complexity and doesn’t specify the frequency or consequences of its maintenance needs, the presence of a
Repair rating doesn’t automatically make it magitech. (For example, most of the wonders in The Books of Sorcery,
Vol. I—Wonders of the Lost Age have Repair ratings even though they aren’t all magitech.) As before, this is the
Storyteller’s call. Building and repairing simple artifacts uses the rules in Chapter One of The Books of Sorcery,
Vol. III—Oadenol’s Codex and can be done at any kind of workshop using relevant mundane Crafts.
Genesis Artifacts are artificial or artificially modified organisms with complexity and power comparable to
non-living artifacts. (See The Books of Sorcery, Vol. I—Wonders of the Lost Age, pages 116–118, for more in-
formation.) Such artifacts never have or need Repair ratings, as the capacity to heal is a fairly universal property of
life and may be medically assisted. The level of workshop required to build a living being with Craft (Genesis) using
standard artifact-creation rules depends on the item’s rating. It is possible, though, to use a facility one category too
primitive at a -2 external penalty in lieu of any workshop-related dice bonuses: 1–2 (flawless workshop; ••••) and
3–5 (ideal workshop; •••••). The actual construction process mirrors that of conventional artifacts, right down to
the reverse-engineering benefits for scanning or vivisecting a sample organism to copy it.

122
ADVANCED GEOMANCY

GUARDIAN FORCE
Craft (Genesis) 5, Craft (Magitech) 5, or other ability to
bind a Guardian.
This feature mirrors Bound Servant Force (Oadenol’s
Codex, p. 71), save that the unit consists of Guardian entities
(Oadenol’s Codex, p. 73) with a Drill of 5.
MOBILE
Craft (Magitech) 5; Structures: Essence Vents, Central
Control, Geomantic Nexus, Maintenance 4
A manse with this feature is truly a marvel, not merely
a stationary emplacement but a massive vehicle capable
of uprooting itself from its foundations and journeying
elsewhere. The moment the manse disconnects from its
demesne, it suffers effective Power Failure to 0 dots, which
would normally disable this power and make mobility a
moot point. The nexus manse, however, can continue to
fuel Essence powers using committed energy points supplied
by Geomantic Relays, including an additional number of
points equal to (rating2) to enable actual mobility (or twice
that for flight systems). Depending on its design, a mobile
manse might crawl on mechanical legs, hover inches above
the ground, swim through the water, levitate through the
air or anything else. As a vehicle, the manse has Speed
10/20mph, Maneuverability -1S (Lore 5) and needs no crew
besides a single pilot using the Central Control. While the
manse is away, its demesne remains safely capped by an
elaborate capstone structure with the durability of a basic
level-1 manse. Landing on this foundation platform allows
the manse to reconnect with its demesne. If the demesne
explodes from Essence buildup while its manse is away, the
manse suffers immediate and total Power Failure and cannot
receive relayed energy points. Sudden power loss obviously
has more immediate consequences for an airborne manse
than one crawling across the ground.
ULTRA-DEADLY PERIMETER DEFENSES
Various Crafts at 5, Larceny 5
This feature duplicates Ultra-Deadly Traps (The Books
of Sorcery, Vol. III—Oadenol’s Codex, p. 74), but each
purchase applies the chosen hazard against anyone attempt-
ing to enter the manse’s range. Should an intruder somehow
penetrate into the manse’s interior, the perimeter defenses
cannot harm him further. With active controls or some form
of password activation, the defenses may be safely bypassed
by those permitted to do so.

FIVE-POINT POWERS
FACTORY-CATHEDRAL (EXPANDED)
Craft (Magitech) 6; Structure: Maintenance 4
A factory-cathedral is an ideal workshop designed
to construct magitech and simple artifacts of any rating
(including assembling level-5 components into an N/A
wonder)—not simply those rated 4 or less as erroneously
indicated on page 78 of The Books of Sorcery, Vol. III—

123
CHAPTER THREE: WONDERS OF THE AGE

Oadenol’s Codex. Using its automated production systems, GENESIS LABORATORY


a factory-cathedral can also build artifacts without ongoing Craft (Genesis) 6, Craft (Magitech) 6; Structure: Main-
involvement from its owner (like an atelier-manse can). tenance 3
More importantly, these structures can simultaneously This feature is basically a factory-cathedral for creating
produce batches of the same artifact if they have sufficient living artifacts, aiding Craft (Genesis) instead of Craft (Mag-
raw materials, up to a total number of copies equal to the itech). These facilities replace Temple Manse properties with
members in a unit with Magnitude (5 – artifact rating). Analytical Senses (The Books of Sorcery, Vol. I—Oadenol’s
If a factory-cathedral power becomes damaged for any Codex, p. 71), however, as it is far more important that they
reason, it will not work again until it has been fixed as be able to understand the complexities of living Essence than
a large five-dot, Repair 5 artifact. In all other ways, this channel the enlightenment of a higher power.
power uses the rules provided in The Books of Sorcery,
Vol. III—Oadenol’s Codex. INFERNAL ORACLE (SOLAR FAVORED)
Occult 6
GATE OF AUSPICIOUS PASSAGE A manse with this power contains a summoning room
(SIDEREAL FAVORED) as per Host-Binding Circle (see p. 120), but one that is
Craft (Magitech) 6; Structures: Geomantic Nexus significantly larger and more imposing. At each new moon,
The manse serves as a travel hub for one of the fabled a sorcerer can dare to cast Demon of the Third Circle as if
gates of auspicious passage (The Books of Sorcery, Vol. it were Calibration with one key difference: A successfully
I—Wonders of the Lost Age, p. 50). Prior to coming bound demon does not fully appear in Creation and can be
online, the gate must be precisely calibrated to its network compelled only to answer one question truthfully before re-
with extensive research and programming as an extended turning to Malfeas. Of course, nothing stops the demon from
(Intelligence + Lore) with a roll interval of one week and twisting its words, lying by omission and taking the question
a cumulative difficulty of (100 x the total number of gates out of context, but any sorcerer capable of summoning such
in the network, including this new one). If the character a fiend should already know what to expect.
hasn’t done this before and doesn’t have guidance from
someone who has, double the cumulative difficulty. Once
SYNERGISTIC OVERMIND
Intelligence 8; Structures: Geomantic Nexus, Sentient
it has been properly linked to the gate network, the artifact
This feature vastly upgrades a sentient manse’s processing
allows instantaneous teleportation to or from any other
power, giving it additional successes to all Mental Attribute
gate on the network through the non-space of Elsewhere,
rolls equal to the Magnitude of a unit with members equal
needing only a successful difficulty 1 (Intelligence + Lore)
to the power dots committed by Geomantic Relays to the
roll to select the intended destination. For each minute a
upgrade. Dice pools with zero dice do not receive this bonus,
gate remains open as a one-way portal to its destination,
but the parallel processing algorithms also reduce multiple
it drains 25 energy points from the combined geomantic
action penalties for flurries that consist entirely of mental
relays providing Essence. Once the gate runs out of energy
actions or actions to control manse functions by one per
points or a controller on either end terminates the con-
manse in the network. This property can potentially allow a
nection, the four-yard-diameter portal collapses, and the
consciousness inhabiting a large network to multitask dozens
drained relays gradually restore the network’s spent output
or even hundreds of separate thoughts without penalties. The
at the rate of one point per hour. While a manse has an
upper limits of I AM have yet to be accurately measured,
open portal, it cannot be targeted as a valid destination
especially since its Solar creators wisely restricted its authority
by other gates.
to requisition geomantic energies for its own growth without
a legislative act by the Deliberative.

124
125
CHAPTER FOUR

THE MORTAL

REGULAR MORTALS REGULAR INFANTRY


The inexperienced and green troops that make up much
By definition, Creation’s mortals are inherently lesser,
of the militias of the Second Age are almost unknown in
regardless of whether they are simple farmers, Essence-using
the First Age, since advanced instruction techniques make
martial artists, fierce and noble Dragon Kings or exotic Dark-
certain that all soldiers possess adequate training.
broods living far beneath Creation. With the exception of
Attributes: Strength 3, Dexterity 2, Stamina 3; Charisma 2,
beings who are either the enemies of the Deliberative—such as
Manipulation 2, Appearance 2; Perception 2, Intelligence 2,
the Darkbroods—or largely outside its influence—such as the
Wits 2
inhabitants of the more independent communities of Dragon
Virtues: Compassion 2, Conviction 3, Temperance 2,
Kings—mortals (and especially all of the many varieties of
Valor 3
humans) are subjects of the Deliberative. At best, mortals
Abilities: Archery 3, Athletics 2, Awareness 2, Bureaucracy 2,
can become minor functionaries who may command a wing
Craft (Earth) 1, Dodge 2, Integrity 2, Linguistics 1, Lore 1,
of troops, direct the operations of a small factory-cathedral
Martial Arts 2, Medicine 1, Melee 3, Occult 1, Presence 1,
or manage a single RPC. Within the Exalted-dominated
Resistance 2, Socialize 1, Stealth 2, Survival 1, War 3
Deliberative, humans and most other mortals will never rule
Join Battle: 4
a domain or even a small city.
Attacks:
SOLDIERS Punch: Speed 5, Accuracy 5, Damage 3B, Parry DV 3, Rate 3
The following are a sample of some of the more common Kick: Speed 5, Accuracy 4, Damage 6B, Parry DV 1, Rate 2
mortal military professions and their standard weapons and Clinch: Speed 6, Accuracy 4, Damage 3B, Parry DV —,
armor. The standards of training are exceedingly high in the Rate 1
Age of Splendor because the widespread use of Charms such as Knife: Speed 5, Accuracy 8, Damage 6L, Parry DV 3, Rate 3
Tiger Warrior Training Technique and artifacts that similarly Straight Sword: Speed 4, Accuracy 8, Damage 8L, Parry DV 4,
enhance mundane training allows new recruits to be trained Rate 2
to a very high level of expertise before they ever see battle. Mechanized Crossbow: Speed 5, Accuracy 7, Damage 7L
(piercing)*, Range 300, Rate 1**

126
REGULAR MORTALS

Medicine 2, Melee 4, Occult 2, Presence 2, Resistance 3 (+2


against poison and disease, from armor), Ride 2, Socialize 2,
Stealth 3 (+2 moving/+3 stationary, from armor), Survival 3,
Thrown 2, War 4
Join Battle: 8
Attacks:
Punch: Speed 5, Accuracy 7, Damage 3B, Parry DV 4, Rate 3
Kick: Speed 5, Accuracy 6, Damage 6B, Parry DV 2, Rate 2
Clinch: Speed 6, Accuracy 6, Damage 3B, Parry DV —,
Rate 1
Straight Sword: Speed 4, Accuracy 10, Damage 8L, Parry
DV 4, Rate 2
Plasma Tongue Repeater: Speed 5, Accuracy 8, Damage 10L,
Range 20 (max. range), Rate 1
Shock Pike (melee): Speed 5, Accuracy 8, Damage 8L, Parry
DV 4, Rate 2
Shock Pike (ranged)*: Speed 5, Accuracy 9, Damage 10L,
Range 50 (max. range), Rate 2
* Each ranged attack drains two motes from the weapon’s
20 mote internal battery.
Soak: 7L/10B (Ashigaru armor, +7L/6B, Hardness: 4L/4B,
fatigue value 1)
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 3 Willpower: 7 (6)
* Uses armor-piercing bolts equivalent to target arrows. Essence: 1
** Crossbows equipped with a repeating magazine have a Other Notes: These weapons are the most common ones
Rate of 2 until they run out of ammunition (10 bolts), but for ordinary duties. Marines are issued tiger shark armor
require a simple action to load a new magazine. and short spears instead of straight swords, and airborne
Plasma Tongue Repeater: Speed 5, Accuracy 7, Damage 10L, drop troops who jump out of sky ships are issued jump belts,
Range 20 (max. range), Rate 1 as well as short swords instead of straight swords and fuel
Soak: 8L/10B (Reinforced breastplate, +8L/7B)
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 2 Willpower: 6
Essence: 1
Other Notes: These troopers form the bulk of any army, De-
liberative or no. They are also regularly used for riot control
in the principalities. Riot-control troops replace the straight
sword with a cudgel, and instead of armor-piercing bolts,
they are issued blunt-headed fowling bolts and fragmenting
bolts that duplicate the effects of frog crotch arrows. All
regular infantry are issued perfected boots. These characters
are often extras.
ASHIGARU
Ashigaru are highly trained and superbly equipped front-
line troops who are expected to face inhuman foes such as
Lintha pirates or the lesser Darkbroods.
Attributes: Strength 3, Dexterity 3, Stamina 4; Charisma 2,
Manipulation 2, Appearance 2; Perception 3, Intelligence 2,
Wits 3
Virtues: Compassion 2, Conviction 3, Temperance 2,
Valor 4
Abilities: Archery 3, Athletics 3, Awareness 3 (+2 from
armor), Bureaucracy 2, Craft (Earth) 2, Dodge 3, Integrity 3,
Investigation 2, Linguistics 3, Lore 2, Martial Arts 3,

127
CHAPTER FOUR: THE MORTAL

bolt launchers or mechanized crossbows instead of plasma Range 30 (max. range), Rate 1
tongue
ton
ngue repeaters. Fire Lance (melee): Speed 5, Accuracy 11, Damage 10L/7L
(14L/11L charged*), Parry DV 6, Rate 2
Fire Lance (streamer)**: Speed 5, Accuracy 12, Damage 10L,
Range 150 (max. range), Rate 2
Fire Lance (fan)***: Speed 5, Accuracy 15, Damage 7L,
Range 100 (max. range), Rate 1
* Each charged
ch attack drains one mote from the weapon’s
20 mote in internal battery.
** Each attack
at drains two motes from the weapon’s 20 mote
internal bbattery.
*** Each attack drains five motes from the weapon’s 20
m
mote internal battery and can hit up to three separate
ttargets within three yards of each other.
Soak: 9L/13B (Gunzosha armor, +9L/9B, Hardness:
5L/5B, -1 mobility penalty, fatigue value 1)
H
Health Levels: -0/-1/-1/-2/-2/-4/Incap
D
Dodge DV: 3 Willpower: 7
Ess
Essence: 1
Other Notes: The armor allows the wearer to regener-
ate one lelevel of bashing damage per action during combat
or all bash
bashing damage every minute outside of combat. All
gunzosha troops possess both aegis implant amulets and the
Longevity pox.

GUNZOSHA CRIMIN
RIMINALS
Although the Deliberative officially condemns criminal
Altho
Gunzosha are the elite
activity, it
its members are well aware that some criminal activ-
human
hum man troops. They’re commandos
ity is inevitable.
inev It’s just human nature. So rather than try
who
whho are often expected to face inhuman
to eliminate
elimina all crime, they typically let petty criminals go
foes
foees such as Lintha pirates or the lesser
about the
their business as long as their organizations remain
Darkbroods.
Daarkbroods.
small an
and their ambitions simple. More than that, in fact,
Attributes:
Attributes: Strength 4 (+2 from armor for
Creation’s
Creati largest criminal organizations are invariably
purposes
purrposes of feats of strength or damage), Dex-
run by Celestial Exalted.
terity
terity 4, Stamina 4; Charisma 3, Manipulation 2,
Appearance
Apppearance 2; Perception 3, Intelligence 2, CRIM
RIMINAL GANG MEMBER
Wits
Wiits 3 The members of Creation’s various criminal gangs
T
Virtues:
Virrtues: Compassion 2, 2 Conviction 4, 4 Temperance 2, 2 mostly
ostly co
consist of clever thieves, brutal thugs, deadly assas-
Valor 4 sins and secretive fences who live in the cities of Creation
Abilities: Archery 4, Athletics 3, Awareness 3 (+2 from and do their best to avoid official notice.
armor), Bureaucracy 2, Craft (Earth) 3, Dodge 3, Integrity 3, Attributes: Strength 3, Dexterity 2, Stamina 3; Charisma 2,
Investigation 2, Linguistics 3, Lore 2, Martial Arts 3, Medi- Manipulation 2, Appearance 2; Perception 2, Intelligence 2,
cine 2, Melee 4, Occult 2, Presence 2, Resistance 3 (+2 from Wits 2
armor), Ride 2, Socialize 2, Stealth 3 (+4 from armor), Virtues: Compassion 2, Conviction 3, Temperance 2,
Survival 3, Thrown 2, War 4 Valor 3
Join Battle: 8 Abilities: Archery 2, Athletics 2, Awareness 2, Bureaucracy 2,
Attacks: (+2 to all attacks, +2 to Damage and +1 to Parry Dodge 2, Integrity 2, Linguistics 1, Larceny 2, Lore 1, Martial
DV from armor) Arts 2, Medicine 1, Melee 3, Occult 1, Presence 1, Resistance
Punch: Speed 5, Accuracy 10, Damage 6B, Parry DV 5, 2, Socialize 1, Stealth 2, War 3
Rate 3 Join Battle: 4
Kick: Speed 5, Accuracy 9, Damage 9B, Parry DV 3, Rate 2 Attacks:
Clinch: Speed 6, Accuracy 9, Damage 6B, Parry DV —, Punch: Speed 5, Accuracy 5, Damage 3B, Parry DV 3, Rate 3
Rate 1 Kick: Speed 5, Accuracy 4, Damage 6B, Parry DV 1, Rate 2
Chopping Sword: Speed 4, Accuracy 12, Damage 13L/4, Parry Clinch: Speed 6, Accuracy 4, Damage 3B, Parry DV —,
DV 5, Rate 2 Rate 1
Fuel Bolt Launcher: Speed 6, Accuracy 11, Damage 18L, Knife: Speed 5, Accuracy 8, Damage 6L, Parry DV 3, Rate 3

128
REGULAR MORTALS

or silksteel armor, to switchklaves or wall eaters are exceed-


ingly popular among those who can use them, though, as
are artifacts such as gloves of martial readiness and gauntlets
of distant touch. Similarly, a single set of wound mending
needles can allow an Essence-using criminal to rapidly and
discreetly heal fellow criminals injured by peacekeepers.
Most Essence-using criminals do not have enlightened
Essence. Instead, they resort to drugs or artifacts that allow
them to temporarily channel Essence. One of the most com-
mon options is a combination of a skin mount amulet (see
Books of Sorcery, Vol. 1—Wonders of the Lost Age, p. 72)
and two- or three-dot Essence capacitors (see p. 111), which
combine to give the criminal a small but useful Essence pool.
Best of all, by ditching the Essence capacitor, a criminal can
seem to be a perfectly ordinary mortal to anyone using any
form of Essence sight or some similar Essence-detecting ability.
The true elite of the criminal underworld are the few assassins
and enforcers with enlightened Essence who are trained in
the dreaded Fivefold Shadow Hand Style of martial arts.
ENHANCED CRIMINAL
The wealthiest and most successful mortal criminals either
enlighten their Essence or use artifacts or drugs to allow them to
use Essence-powered artifacts. These criminals are the elite of
the underworld, using artifacts that allow them to defeat most
mortal opponents and most forms of mundane security.
Attributes: Strength 3, Dexterity 3, Stamina 3; Charisma 2,
Chopping Sword: Speed 4, Accuracy 7, Damage 10L/4, Parry
Manipulation 2, Appearance 2; Perception 3, Intelligence 2,
DV 2, Rate 2
Wits 2
Plasma Tongue Repeater: Speed 5, Accuracy 6, Damage 10L,
Virtues: Compassion 2, Conviction 3, Temperance 2,
Range 20 (max. range), Rate 1
Valor 3
Soak: 4L/8B (Buff jacket, +4L/5B)
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 2 Willpower: 6
Essence: 1
Other Notes: The traits cover ordinary burglars and thugs.
Assassins wear chain shirts under ordinary clothing and
often carry mechanized crossbows. Criminal gang members
are usually extras.
ENHANCED CRIMINALS
As with any other endeavors, mutations and the ability
to manipulate Essence and attune various Essence-powered
artifacts can be a great boon to criminals, which is why such
things are much in demand among the criminal underworld.
Training in Terrestrial martial arts is very rare, and almost
no criminals can gain training in Terrestrial Circle Sorcery,
because the Deliberative understands the vast destructive
potential of unlicensed sorcery. (Its agents brutally punish
offenders with slow, agonizing death.) Instead, most criminals
who can manipulate Essence use it to attune various artifacts.
Because of their relative rarity, the Deliberate keeps careful
track of artifacts with ratings of four or more dots. Also,
wearing or wielding a highly visible artifact such as a suit of
ashigaru armor or a fire lance swiftly calls the attention of
Deliberative peacekeepers. Everything from jade chain shirts

129
CHAPTER FOUR: THE MORTAL

Abilities: Archery 3, Athletics 2, Awareness


ness 2, Bureaucracy 2,
Craft (Fire) 2, Dodge 2, Integrity 1, Linguistics
guistics 1, Larceny 3,
Lore 2, Martial Arts 2, Medicine 1, Melee lee 3, Occult 2, Pres-
ence 1, Resistance 2, Socialize 1, Stealthth 3, War 3
Join Battle: 4
Attacks:
Punch: Speed 5, Accuracy 6, Damage 3B B or 3L, Parry DV 3,
Rate 3
Kick: Speed 5, Accuracy 5, Damage 6B B or 6L, Parry DV 1,
Rate 2
Clinch: Speed 6, Accuracy 5, Damagee 3B, Parry DV —,
Rate 1
Knife: Speed 5, Accuracy 9, Damage 6L, L, Parry DV 3, Rate 3
Power Mace (melee)*: Speed 5, Accuracy acy 8, Damage 13L/4
(piercing) or 18B/4 (piercing), Parry DV 3, Rate 2
Power Mace (ranged)**: Speed 5, Accuracy uracy 8, Damage 10L
or 15B, Range 60 or 100, Rate 2
* Costs two motes to activate for a scene.ne.
** Each shot costs two motes.
Plasma Tongue Repeater: Speed 5, Accuracyacy 8, Damage
10L, Range 20 (max. range), Rate 1
Soak: 6L/12B (Reinforced buff jacket with th concealed
plates, +6L/9B, fatigue value 2)
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 2 Willpower: 6
Essence: 1
Essence Pool: 12 (two skin mount amulets, lets, each fitted with
a three-dot Essence capacitor)
Committed Essence: 8
Other Notes: This criminal also possesses esses the Claws and
Night Vision poxes, both gained from om illegal enhance- peacekeeping is
ment facilities. Also, the equipment listedted here is typical of performed by or-
criminal bodyguards and enforcers. Enhanced
hanced assassins wear dinary mortals
silksteel armor and carry either gloves of martial readiness who do every
every-
or switchklaves. Enhanced burglars typically wear either a thing from investigate crimes to break up bar fights. They
pair of gauntlets of distant claws or a pair of gauntlets of wear distinctive buff jackets that are discreetly reinforced.
distant touch, an ordinary buff jacket and use either a belt Attributes: Strength 3, Dexterity 2, Stamina 3; Charisma 2,
of aerial mobility or a wall eater. Enhanced criminals who Manipulation 2, Appearance 2; Perception 3, Intelligence 2,
can afford only one skin mount amulet and a single three- Wits 2
dot Essence capacitor carry switchklaves and wear mundane Virtues: Compassion 2, Conviction 3, Temperance 2,
reinforced buff jackets. Valor 2
Some enhanced criminals have enlightened Essence and Es- Abilities: Archery 2, Athletics 2, Awareness 2, Bureaucracy 2,
sence 2, for an Essence pool of 20. Such characters must spend Craft (Wood) 1, Dodge 2, Integrity 1, Investigation 2, Lin-
a Willpower point to access motes beyond the first 6. guistics 1, Larceny 1, Lore 2, Martial Arts 2, Medicine 2,
LAW ENFORCERS Melee 3, Occult 1, Presence 2, Resistance 2, Socialize 2,
Stealth 2, War 3
On the other side of the crime coin are the forces of
Join Battle: 4
law enforcement. Criminals cannot be allowed free rein
Attacks:
in the lands governed by the Deliberative, so its various
Punch: Speed 5, Accuracy 5, Damage 3B, Parry DV 3, Rate 3
principalities organize forces of mortal police charged with
Kick: Speed 5, Accuracy 4, Damage 6B, Parry DV 1, Rate 2
keeping the peace.
Clinch: Speed 6, Accuracy 4, Damage 3B, Parry DV —,
MORTAL PEACEKEEPERS Rate 1
While Dragon-Blooded and enlightened mortals make Cudgel: Speed 5, Accuracy 7, Damage 11B, Parry DV 2,
up the elite branches of law enforcement, most street-level Rate 3

130
REGULAR MORTALS MORE THAN HUMAN

Knife: Speed 5, Accuracy 8, Damage 6L, Parry DV 3, Rate 3 War 4


Plasma Tongue Repeater: Speed 5, Accuracy 6, Damage 10L, Join Battle: 8
Range 20 (max. range), Rate 1 Attacks:
Soak: 6L/12B (Reinforced buff jacket, +6L/9B, fatigue Punch: Speed 5, Accuracy 7, Damage 3B, Parry DV 4, Rate 3
value 2) Kick: Speed 5, Accuracy 6, Damage 6B, Parry DV 2, Rate 2
Health Levels: -0/-1/-1/-2/-2/-4/Incap Clinch: Speed 6, Accuracy 6, Damage 3B, Parry DV —,
Dodge DV: 2 Willpower: 6 Rate 1
Essence: 1 Shock Pike (melee): Speed 5, Accuracy 8, Damage 8L, Parry
Other Notes: Private security guards typically wear ordi- DV 4, Rate 2
nary buff jackets and are armed with straight swords. Some Shock Pike (ranged)*: Speed 5, Accuracy 9, Damage 10L,
peacekeepers and private security guards carry mechanized Range 50 (max. range), Rate 2
crossbows instead of plasma tongue repeaters. Mortal peace- * Each ranged attack drains two motes from the weapon’s
keepers are often extras. 20 mot
mote internal battery.
Soak: 7L/10B
7 (Sentinel defense force armor, +7L/6B, Hard-
SENTINEL ness: 4L/4B,
4 fatigue value 1)
Talented members of local law
Health Levels: -0/-1/-1/-2/-2/-4/Incap
enforcement are sometimes
Dodge DV: 3 Willpower: 6 (5)
offered promotion into
Essenc
Essence: 1
their department’s elite
Other Notes: These weapons are the most common for
Sentinel Defense Force
ordinar
ordinary SDF duties. In case of widespread civil unrest, units
(SDF), a unit trained
of sent
sentinels will often be issued Essence twisters or panic
and outfitted to deal
projectors to disperse crowds, and heavier weapons such as
project
with threats beyond the
fuel bo
bolt launchers or small Essence cannon.
capacity of common
peacekeepers.
MO
ORE THAN HUMAN
Although ordinary mortals make up more than 98
A
perc
percent of all humans, there are also others with powers
and abilities considerably beyond those of ordinary
an
mortals. Some mortals can use Essence, while others
m
are changed by powerful magics or have ancestors who
ar
endured such changes centuries or millennia ago.
en

EN
NLIGHTENED HUMANS
Occupying an intermediary position in both authority
O
and sup
supernatural power between mortals and the Exalted,
enlightened humans are those rare few who have either
enligh
enlightened their own Essence through years of hard work,
enligh
or who (more commonly) have been blessed by gods or
Exalts with this potent gift.
MOR
ORTAL MARTIAL ARTIST
Mortal soldiers who demonstrate exceptional martial
M
skill an
and a high level of spiritual purity are sometimes
given sspecial training to enlighten their Essence and are
then trained
tr in Terrestrial martial arts. These are the true
Attributes: Strength 3, Dexterity 3, Stamina 4; Charisma 2, elite oof the mortal troops, who regularly fight alongside
Manipulation 2, Appearance 2; Perception 3, Intelligence 2, younger Dragon-Blooded soldiers.
younge
Wits 3 Attributes: Strength 4, Dexterity 4, Stamina 4; Charisma 3,
Attribu
Virtues: Compassion 2, Conviction 3, Temperance 2, Manipulation 2, Appearance 2; Perception 3, Intelligence 2,
Valor 2 Wits 3
Abilities: Archery 3, Athletics 3, Awareness 3 (+2 from Virtues: Compassion 2, Conviction 3, Temperance 3,
armor), Bureaucracy 2, Craft (Wood) 2, Dodge 3, Integrity 3, Valor 3
Investigation 2, Linguistics 3, Lore 2, Martial Arts 3, Medi- Abilities: Archery 3, Athletics 3, Awareness 3, Bureaucracy 2,
cine 2, Melee 4, Occult 2, Presence 2, Resistance 3 (+2 from Dodge 3, Integrity 3, Investigation 2, Larceny 2, Linguistics 2,
armor), Ride 2, Socialize 2, Stealth 3, Survival 3, Thrown 2, Lore 3, Martial Arts 4, Medicine 2, Melee 3, Occult 2,

131
CHAPTER FOUR: THE MORTAL

Presence 2, 2 Resistance 3, Virtues: Compassion 2, Conviction 3, Temperance 3,


Ride 3, 3 Socialize 2, Valor 2
Stealt
Stealth 3, Survival 3, Abilities: Athletics 1, Awareness 2, Bureaucracy 3, Craft
Thro
Thrown 4, War 4 (Genesis or Magitech) 3, Dodge 1, Integrity 2, Investigation 3
Charms: The first
Char (Research +2), Larceny 1, Linguistics 3, Lore 4, Martial Arts 1,
five Charms of any Medicine 3, Melee 1, Occult 4 (Art of Alchemy +3, Art of
Terrestrial
Terr mar- Enchantment +3, Art of Geomancy +3), Performance 2,
tial aarts style. The Presence 2, Resistance 2, Socialize 3, Stealth 1, Survival 1
most
mos common are Join Battle: 5
Crimson
Crim Pentacle Attacks:
Blade
Bla Style, Five- Punch: Speed 5, Accuracy 5, Damage 2B, Parry DV 3, Rate 3
Dragon
Dr Style, Kick: Speed 5, Accuracy 4, Damage 5B, Parry DV 1, Rate 2
Golden
G Exhala- Clinch: Speed 6, Accuracy 4, Damage 2B, Parry DV —,
tion
ti Style and Rate 1
Golden
G Janis- Knife: Speed 5, Accuracy 7, Damage 5L, Parry DV 2, Rate 3
sary
s Style. A Soak: 4L/8B (Buff jacket, +4L/5B)
v
very few of Health Levels: -0/-1/-1/-2/-2/-4/Incap
t
these martial Dodge DV: 3 Willpower: 6
a
artists are in- Essence: 3
st
stead secretly Essence Pool: 30 (must spend one Willpower to access motes
trained
trai in the of- beyond the first 10)
ficially forbidden
ficia Other Notes: All mortal martial thaumaturges are offered
Fivef
Fivefold Shadow the Longevity pox.
Hand
Han Style.
Join Battle: 6
Joi THE BLESSED MORTALS
Attacks:
At In the first centuries after the end of the war against
Punch: Speed 5,
Pu the Primordials, the Celestial Exalted celebrated their
Ac
Accuracy 9, Dam- victory as the victory of all humanity. In response to this
age 4B4B, Parry DV 5, idea, a trio of Copper Spiders sought out several thousand
Rate 3 human volunteers and transformed them into three of the
Kick: Speedd 5, Accu
Accuracy 8, Damage Deliberative’s most impressive achievements—the people
7B, Parry DV 3, Rate 2
Clinch: Speed 66, Accuracy 8, Damage 4B,
Parry DV —, Rate 1
Knife: Speed 5, Accuracy 10, Damage 7L, Parry DV 4, Rate 3
Soak: 5L/7B (Silken armor, +5L/3B)
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 4 Willpower: 6
Essence: 2
Essence Pool: 20 (must spend a Willpower to access motes
beyond the first 6)
Other Notes: All mortal martial artists are offered the Lon-
gevity pox, and each has a specific form weapon that she is
trained in. In addition, mortals who follow styles that allow
armor typically wear either jade reinforced breastplates or
yoroi rapid response armor.
MORTAL THAUMATURGE
Mortal thaumaturges and sorcerers are the elite of the
mortal scholars and technicians working for the Deliberative.
They represent some of the brightest and most dedicated
mortals in all of Creation.
Attributes: Strength 2, Dexterity 3, Stamina 3; Charisma 3,
Manipulation 2, Appearance 2; Perception 3, Intelligence 4,
Wits 3

132
MORE THAN HUMAN THE BLESSED MORTALS

of the air, the people of the sea and the people of the earth. THE HERD GUARDIAN
The first are humans with gorgeous wings who fly as well as Initially created to serve as caretakers and companions
the swiftest of birds. The second are aquatic humans with for Ahlat’s Glorious Cattle, the herd guardians’ success at
gills and the ability to live indefinitely under water. The these duties soon persuaded some Exalts to seek their services
third had large white-less eyes, blue skin and claws suitable as game wardens for the vast savannas of the Southeast, car-
for digging and are ideally suited to live in the networks of ing for the animals on the numerous large hunting preserves
caverns underneath Creation. located there. Today, herd guardians are found throughout
the South, but remain most common in the Southeast.
Herd guardians are a dark-skinned people with the
golden, white-less eyes and retractile claws of lions. Their
BLESSED MORTALS AND EXALTATION inhuman feet and lower legs are like a hairless blending
As befits their name, blessed mortals can also of human and hunting cat, and their feet are similarly
all be blessed with Exaltation. They have exactly the clawed. Other than their legs, eyes and claws, they appear
same chance as any other mortal to become one of the fully human. However, they can endure the exceptional
Celestial Exalted. Also, because so many of these be- heat of the Far South without discomfort and can run all
ings work in the Deliberative, many have had frequent day without tiring, regularly traveling as fast as 15 miles in
contact with the Dragon-Blooded over the centuries. one hour or 200 miles in an average day’s travel. Although
Therefore, the blood of the Terrestrial Exalted runs they can forgo sleep for as long as desired, dreaming forms
through the veins of many of them. As a result, as many an important part of their spiritual life, so they normally
as one in 1,000 of the blessed races draws a second breath sleep several hours a night for the sake of enjoyment. They
as one of the Terrestrial Exalted. Over the millennia, are hunting carnivores who dine on the flesh of animals
even the diminutive minikins have had two Celestial they cull from the herds they protect. They require large
Exalted among their number, as well as many dozens amounts of meat to survive.
of Dragon-Blooded. Herd guardians are a proud, nomadic people who
As with any mortal or beastman who possesses take their duties seriously and worship the Unconquered
beneficial mutations, when such beings become Exalted, Sun at a series of ancient shrines located throughout the
they lose all mutations such as Longevity, Short Life Southeastern savanna. Most follow the herds they protect
and Enlightened Essence and need not pay bonus points and care for, never remaining in one location for more
for them. The remaining mutations function normally than a week. They regularly move their camps every two
and must be paid for with the character’s bonus points. or three days. To assist them in their travels, each herd
See The Book of Celestial Directions, Vol. II—The guardian tribe owns a single vehicle identical to a traveling
Wyld, pages 158-160 for further information. pagoda (see The Books of Sorcery, Vol. I—Wonders of
the Lost Age, p. 45-46) in size, speed and power source,
but considerably less lavish. These vehicles are four-dot
artifacts, known as traveling camps. They provide the
Known as blessed mortals, these beings were created tribes with mobile workshops, libraries, fresh water, medi-
both as a way to expand the Deliberative into the air, under cal facilities and places where the very young, the old and
the waves and beneath the earth while also celebrating the the injured can rest. These vehicles and their other oc-
wondrous power of the Celestial Exalted and the benefits casional pieces of Essence-technology are controlled by
they deliver to their mortal subjects. As a result, all blessed tribal thaumaturges who all possess enlightened Essence,
mortals were granted life spans approximately twice as long or by one of the occasional Dragon-Blooded or God-
as those of ordinary mortals. In the millennia that followed Blooded herd guardians. Other than the small amounts
the founding of the Deliberative, other Celestial bioengineers of personal goods each tribe member is permitted to keep
created additional varieties of blessed mortals, including the on board their traveling camp, they carry everything the
herd guardians and later the minikins, to aid the Exalted in need on their backs.
different tasks or in different areas of Creation. As creations In addition to protecting and keeping track of the vast
of the Lawgivers, blessed mortals have a special relationship preserves of the Southeast, herd guardians are also well repre-
with the Deliberative. Blessed mortals are often given special sented among the employees of the Deliberative government
treatment for placement in positions within the Deliberative of the South. Many serve as emergency service personnel
government and are usually granted preferential status for and peacekeepers, and like all blessed mortals, their petitions
obtaining licenses for Essence enlightenment, thaumaturgi- for Essence enlightening are commonly granted. Therefore,
cal training, medical training or training in working with they also work as physicians, as special forces troops and in
Essence-based technologies. Although there are only around similar high-profile positions. Several thousand are employed
20 million blessed mortals in all of Creation, they are signifi- in the hunting city of Tamar-Kas.
cantly represented in positions of power and authority.

133
CHAPTER FOUR: THE MORTAL

Abilities: Archery 3, Athletics 3, Awareness 3 (Smell +2),


Bureaucracy 1, Craft (Wood) 2, Dodge 3, Integrity 2, Inves-
tigation 1, Linguistics 3, Lore 2, Martial Arts 3, Medicine 2,
Melee 3, Occult 2, Performance 1, Presence 1, Resistance 3,
Ride 1, Socialize 2, Stealth 3, Survival 3, Thrown 3, War 3
Join Battle: 6 (8)
Attacks:
Punch: Speed 5, Accuracy 7, Damage 3B or 3L, Parry DV 4,
Rate 3
Kick: Speed 5, Accuracy 6, Damage 6B or 6L, Parry DV 2,
Rate 2
Clinch: Speed 6, Accuracy 6, Damage 3B, Parry DV —,
Rate 1
Spear: Speed 5, Accuracy 9, Damage 8L/11L, Parry DV 4,
Rate 2
Javelin: Speed 4, Accuracy 8, Damage 8L, Range 40, Rate 2
Plasma Tongue Repeater: Speed 5, Accuracy 8, Damage 10L,
Range 20 (max. range), Rate 1
Soak: 5L/6B (Hide breastplate, +5L/3B)
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 3 Willpower: 7
Essence: 1
Other Notes: Herd Guardians possess the Claws, Elemental
Adaptation (Fire), Enhanced Smell, Fangs, Longevity and
Night Vision poxes, as well as the Gazelle’s Pace and Inexhaust-
ible afflictions and the Diet (Pure Carnivore) debility.
MINIKIN
Perhaps the strangest of the blessed mortals are the
minikins. Many forms of Essence-based technologies are
complex, delicate and difficult to repair. Although only the
most powerful and fragile creations of the First Age require
regular maintenance, some undergo periodic upgrades, and
all require servicing if they are damaged. Approximately
2,000 years ago, Owl-Over-Water, a Lunar scholar and
sorcerer of the No Moon Caste, decided to create a race
of miniature humans specially designed to repair advanced
devices. Using the already short Djala people as her base,
she created a blessed race specifically designed to work on
and inside complex devices. Each minikin appears to be one
of the Djala people who is less than two and a half feet tall,
and who possesses exceptionally flexible joints and an innate
ability to work Essence.
In succeeding millennia, minikins proved themselves
so useful that they soon became much in demand for other
tasks, including mining fragile materials, performing delicate
surgery and spying. Although they are considerably less
numerous than the other races of blessed mortals, there are
more than 100,000 minikins working throughout Creation.
Most know at least some thaumaturgy, many are skilled
Attributes: Strength 3, Dexterity 3, Stamina 3; Charisma 2, technicians, and some are highly accomplished sorcerers or
Manipulation 2, Appearance 3; Perception 3, Intelligence 2, martial artists.
Wits 3 Minikins are unique among the blessed mortals in that
Virtues: Compassion 2, Conviction 3, Temperance 2, they have no actual homeland. Instead of flying cities, un-
Valor 4 dersea domes, deep caverns or the vast Southern savanna,

134
THE BLESSED MORTALS

sence blight. Most are thaumaturge-technicians, though


minikin spies are regularly employed by the Deliberative’s
peacekeepers and among the retinues of various justly or
unjustly paranoid Exalts. A few are trained in martial arts,
usually the Night Breeze style, or occasionally either the Ill
Lily Style or the Golden Exhalation Style.
PERSON OF THE AIR
Created to tame the frontiers of the North, the people
of the air look like beautiful humans with enormous white-
feathered wings growing from their shoulders. To demonstrate
their power and the glory of the Deliberative, the air folk’s
Copper Spider creators endowed them with the wings and
eyes of birds of prey and unusually long lives. The air folk
have since expanded to all corners of Creation, though their
capital is still the magnificent city of Sezakan, located in the
mountains of the Northwest.
Attributes: Strength 2, Dexterity 3, Stamina 3; Charisma 3,
Manipulation 2, Appearance 5; Perception 3, Intelligence 2,
Wits 2
Virtues: Compassion 2, Conviction 3, Temperance 2,
Valor 3
Abilities: Archery 3, Athletics 2, Awareness 2, Bureaucracy 2,
most minikins live in cities or research installations. Many
Craft (Air) 1, Dodge 3, Integrity 2, Linguistics 1, Lore 1,
such places contain special districts where the buildings,
Martial Arts 2, Medicine 1, Melee 2, Occult 1, Presence 1,
streets and other conveniences are built at 40 percent hu-
Resistance 2, Socialize 1, Stealth 2, Survival 1
man scale, places where ordinary mortals appear as giants
Join Battle: 4 (6 if sight is used to detect the threat)
wandering amidst the diminutive masses. Because need for
Attacks:
their services is somewhat limited, however, even the largest
Punch: Speed 5, Accuracy 6, Damage 2B, Parry DV 3, Rate 3
cities or factory-cathedral towns rarely contain communities
Kick: Speed 5, Accuracy 5, Damage 5B, Parry DV 1, Rate 2
of more than 2,500 minikins.
Clinch: Speed 6, Accuracy 5, Damage 2B, Parry DV —,
Attributes: Strength 1, Dexterity 4, Stamina 2; Charisma 3,
Rate 1
Manipulation 2, Appearance 2; Perception 3, Intelligence 4,
Knife: Speed 5, Accuracy 8, Damage 5L, Parry DV 3, Rate 3
Wits 3
Soak: 0L/3B
Virtues: Compassion 2, Conviction 3, Temperance 3,
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Valor 2
Dodge DV: 3 Willpower: 6
Abilities: Athletics 1, Awareness 2, Bureaucracy 3, Craft
Essence: 1
(Genesis or Magitech) 3, Dodge 1, Integrity 2, Investigation 3
(Research +2), Larceny 1, Linguistics 3, Lore 4, Martial Arts 1,
Medicine 3, Melee 1, Occult 4 (Art of Alchemy +3, Art of
Enchantment +3, Art of Geomancy +3), Performance 2,
Presence 2, Resistance 2, Socialize 3, Stealth 1, Survival 1
Join Battle: 5
Attacks:
Punch: Speed 5, Accuracy 6, Damage 1B, Parry DV 3, Rate 3
Kick: Speed 5, Accuracy 5, Damage 4B, Parry DV 1, Rate 2
Clinch: Speed 6, Accuracy 5, Damage 1B, Parry DV –, Rate 1
Knife: Speed 6, Accuracy 7, Damage 4L, Parry DV 2, Rate 3
Soak: 0L/2B
Health Levels: -0/-1/-2/-4/Incap
Dodge DV: 4 Willpower: 6
Essence: 3
Essence Pool: 30 (must spend one Willpower to access motes
beyond the first 10)
Other Notes: Minikins possess the Longevity and Skin
Color poxes, the Tiny affliction and the Enlightened Es-

135
CHAPTER FOUR: THE MORTAL

Other Notes: People of the Air possess the Enhanced Sight


and Longevity poxes and the Wings abomination.
PERSON OF THE EARTH
Mountain Folk control the regions under the Blessed
Isle, and their Darkbrood enemies control the regions im-
mediately around that. The tunnels and caverns underneath
the further portions of the Threshold are somewhat emptier,
though, and are filled with all manner of mysteries (as well
as much buried wealth and exotic dangers). To explore these
strange subterranean lands and mine the large amounts
of adamant, magical crystals and other materials found
there, the Exalted created a people perfectly suited for life
underground. Their skin is bright azure and as smooth and
hairless as the hide of a dolphin. Their only hair is on the
tops of their heads. They have short claws on their hands
and feet that allow them to defend themselves and to climb
and dig with consummate ability. They also possess large
featureless black eyes that can see normally even in the
total absence of light.
In the late First Age, most people of the earth live and
work in the vast caverns underneath the North and South,
inhabiting exotic subterranean cities illuminated only by
the dim blue light of various eternally glowing crystals. They
have regular commerce with nearby mortal cities, and several
thousand live in both Chiaroscuro and Three Force Mesa.
Most, however, keep to themselves. Some people of the earth
have formed close friendships with the Mountain Folk, and
there are small communities of Mountain Folk in some of
their cities, as well as more than 10,000 people of the earth
living in the Mountain Folk metropolis of Urvar. Other Notes: People of the earth possess the Claws, En-
Attributes: Strength 2, Dexterity 2, Stamina 3; Charisma 2, hanced Sight, “Fur,” Longevity and Night Vision (x2) poxes,
Manipulation 2, Appearance 2; Perception 3, Intelligence 2, as well as the Wall Walking blight. Possessing the Night
Wits 2 Vision pox twice allows people of the earth to see in total
Virtues: Compassion 2, Conviction 1, Temperance 2, darkness as well as ordinary mortals can in full daylight.
Valor 1 Although they are protected as if they had the Fur pox,
Abilities: Athletics 1, Awareness 2, Craft (Earth) 3, Dodge 1 people of the earth have exceedingly tough, azure skin
(Cave Ins + 3), Integrity 2, Investigation 2, Linguistics 1, rather than actual fur.
Lore 1 (Subterranean +2), Martial Arts 1, Melee 1, Occult 1, PERSON OF THE SEA
Presence 1, Resistance 2, Socialize 1, Stealth 3, Survival 3 People of the sea look like nothing more than attrac-
Join Battle: 4 (6 if sight is used to detect the threat) tive Westerners, with the blue or green hair and pale,
Attacks: blue-tinged skin sometimes found in the West. Their
Punch: Speed 5, Accuracy 4, Damage 2B or 2L, Parry DV 2, most obvious differences are the large but elegant gill
Rate 3 slits on their neck that extend a palm’s breadth down
Kick: Speed 5, Accuracy 3, Damage 5B or 5L, Parry DV 0, their back. On land, the slits close and resemble unusu-
Rate 2 ally symmetrical scars. The only other marks of their
Clinch: Speed 6, Accuracy 3, Damage 2B, Parry DV —, true nature are their unusually long lives and the tough
Rate 1 webbing between the first joint of their fingers and the
Hammer: Speed 5, Accuracy 6, Damage 11B/3, Parry DV 2, entirety of their slightly over-long toes. The sea folk
Rate 3 were engineered by their Twilight creators to extend
Knife: Speed 5, Accuracy 6, Damage 5L, Parry DV 2, Rate 3 the dominion of the Deliberative beneath the waves of
Soak: 5L/9B (Buff jacket, +4L/5B; “Fur,” +1L/1B) Creation’s seas. They have performed most admirably,
Health Levels: -0/-1/-1/-2/-2/-4/Incap having spread from their Western point of origin to
Dodge DV: 1 Willpower: 6 inhabit submerged cities beneath many of the world’s
Essence: 1 large bodies of water.

136
THE BLESSED MORTALS

Attributes: Strength 2, Dexterity 3, Stamina 3; Charisma 3,


Manipulation 2, Appearance 5; Perception 3, Intelligence 2,
Wits 2 SLAVES RACES AND EXALTATION
Virtues: Compassion 2, Conviction 3, Temperance 2, During the High First Age, the rulers of the De-
Valor 3 liberative forbade Lytek, the god of Exaltation from
Abilities: Archery 3, Athletics 2, Awareness 2, Bureaucracy 2, Exalting any of the slave races. Also, Dragon-Blooded
Craft (Wood) 1, Dodge 3, Integrity 2, Linguistics 1, Lore 1, were forbidden from having relations with slave races.
Martial Arts 2, Medicine 1, Melee 2, Occult 1, Presence 1, As a result, during the High First Age, slave races almost
Resistance 2, Socialize 1, Stealth 2, Survival 1 never became Exalted. Naturally, these rules broke
Join Battle: 4 down during the Shogunate and decayed completely
Attacks: shortly after the beginning of the Second Age. In the
Punch: Speed 5, Accuracy 6, Damage 2B, Parry DV 3, Rate 3 Second Age, members of former slave races can become
Kick: Speed 5, Accuracy 5, Damage 5B, Parry DV 1, Rate 2 all varieties of Exalted.
Clinch: Speed 6, Accuracy 5, Damage 2B, Parry DV —,
Rate 1
Knife: Speed 5, Accuracy 8, Damage 5L, Parry DV 3, Rate 3
Soak: 0L/3B them at all, Celestia
Celestial Exalted refer to them with
Health Levels: -0/-1/-1/-2/-2/-4/Incap “alter producers” or “modified
terms such as “altered
Dodge DV: 3 Willpower: 6 strategic resource ex
extractors,” but the Terrestrial
Essence: 1 Exalted and enl
enlightened mortals within the
Other Notes: People of the sea possess Deliberative ref
refer to them by a more honest
the Elemental Adaptation term: “slave rac
races.”
(Water) and Longevity TREE FOLK
poxes and the Gills The oldest
oldes slave race is the tree folk of
affliction. the Far Eas
East. Originally conceived as a
new form oof blessed mortal designed to
inhabit the farthest reaches of the East,
several loca
local administrators consulted
with the sav
savant in charge of this project,
and convinced
convi her that these beings
could form the basis of a bold social
experimen
experiment. To accomplish this, the
tree folk were completely isolated
from the rrest of Creation, interacting
only with automated flying shuttles
carrying sup
supplies in and various rare and
potent plant pproducts out—and with the
Celestial Exalt
Exalted when they stopped by to
check out the ex experiment’s progress once a
decade. Since one oof the project’s directors was
interested in the evolu
evolution of their societies, these
beings were specifically den
denied both advanced medicine
and the Longevity pox given tto blessed mortals, because
having normal mortal life sp spans
pans allowed social changes to
greater
occur with considerably grea ater speed.
THE SLAVE RACES Attributes: Strength 2, Dext
Dexterity
terit 3, Stamina 3; Charisma 2,
Manipulation 2, Appearancee 2; P Perception 3, Intelligence 2,
Blessed humans are not the
Wits 2
only ones who have been altered by
Virtues: Compassion 2, C Conviction
onv 1, Temperance 2,
the magical might of the Celestial
Valor 1
Exalted. Another variety of altered
Abilities: Athletics 3, Awaren
Awareness
ness 2, Craft (Wood) 3, Dodge 2,
h
human l llabors
secretly b in the
h most ddistant portions off C
Cre-
Integrity 1, Investigation 2, Linguistics 1, Lore 1 (Plants +2),
ation. The Celestial Exalted rarely talk about these beings,
Martial Arts 2, Melee 1, Presence 1, Resistance 2, Socialize 1,
and Deliberative law prohibits the I AM network from
Stealth 3, Survival 3
broadcasting information about them. When they discuss
Join Battle: 4

137
CHAPTER FOUR: THE MORTAL

Attacks: poxes. Stacking poxes or gaining afflictions, blights or abomi-


Punch: Speed
S
Punch:Speed 5, Accuracy 6, Damage
D 2B, nations requires special approval from the Deliberative and
D 3, Rate 3
Parry DV is usually granted only as a reward for exceptional service
Kick: Speed 5, Accuracy 5, Damage or to help prepare a character for an unusual or challenging
5B, P Parry DV 1, career. Because all mutations are gained in specially designed
Rate 2 biogenesis tanks, mortals suffer no mental or physical ill ef-
Clinch: Speed
Clin fects when gaining them.
6, AAccuracy 5,
Dam
Damage 2B, BEASTMEN
Par
Parry DV —, Beastmen are relatively uncommon during the First
Rat
Rate 1 Age. Despite their millennia-long life spans, only a few Lu-
Knife: Speed 5,
Knif nar Exalted breed large retinues of beastmen to act as their
Acc
Accuracy 7, assistants, guards and retainers. Some Solar and Sidereal
Damage 5L, Parry Exalted, especially those who take Lunar lovers, also have
DV 2, Rate
Ra 3 small retinues of beastmen. If their creators die, beastmen
Soak: 0L/3B
0 often find employment with other Exalts, especially among
Health Levels: other Lunar Exalted with similar totems.
-0/-1/-1
-0/-1/-1/-2/-2/-4/ While mutations and blessed mortals are unremarkable
Incap and well accepted aspects of mortal society, most mortals find
Dodge DV: 2 beastmen to be somewhat uncanny and threatening. As a
Willpower: 6 result, beastmen are rarely found in mortal cities or RPCs
Essence: 1 unless they are on Deliberative business or a mission from
Other Notes: Tree folk an Exalted patron.
possess the E Elemental Lunars often enlighten the Essences of beastmen who
Adaptation (W (Wood) pox are either their favorites or who are the most accomplished
and a unique affli
affliction that of their number. They then teach these beastmen Terrestrial
makes them comp
completely am- martial arts (or occasionally sorcery) and have them serve
bidextrous and ggives them as their honor guards.
prehensile toes. T Therefore,
they never suffer aan offhand
GOD-BLOODS AND
penalty and can even hold EXALTED HALF-CASTES
weapons and m manipulate Gods, elementals and the Exalted all occasionally
tools with ththeir feet as breed with mortals, producing children who take after
well as the
they can with both parents. These children occupy a strange intermedi-
their han
hands. ate position in society. Some are content to remain the
pampered children of powerful parents. Because most live
ALTERED MORTALS no more than two or three centuries, children of gods or
In addition to those whose ancestors were altered long the Celestial Exalted can often simply become hobbies
ago, some humans either purchase or petition for the right to for their parents. The children of beings with significantly
gain various mutations. Any mortal who has three or more lower status, however, such as elementals or the Dragon-
dots in Resources and no outstanding warrants for criminal Blooded, rarely have the opportunity to spend their lives
acts can purchase any of the poxes found in the Exalted being pampered pets. Instead, most of these children, as
core book, The Compass of Celestial Directions, Vol. well as the more ambitious children of various Celestial
II—The Wyld, pages 144-146 or The Manual of Exalted beings, either join the Deliberative government and serve
Power—The Lunars, pages 207. Almost 10 percent of all in some intermediate capacity, or they become indepen-
mortals possess the Longevity pox and more than six percent dent merchants, scholars or artists. Some even become
possess some other pox, usually cosmetic alterations, such entertainers or gamblers.
as Fur, Feathers, Skin/Hair Color, Enhanced Senses or one
of the Elemental Adaptation poxes. As long as they avoid
looking like predatory monsters sporting claws, fangs and
NON-HUMANS
Creation also contains a number of non-human mortal
reptilian scales, most mortals view individuals with visible races, specifically the Dragon Kings, the Mountain Folk
poxes as either wealthy eccentrics or trendy and glamorous and the Darkbroods. All are relics of the days before the
people worthy of both envy and emulation. Deliberative, when the Primordials ruled Creation. Both
Characters with Resources of three dots or higher can the Dragon-Kings and the Jadeborn are close allies of the
obtain up to (Stamina + Essence) poxes but cannot stack Deliberative, while the Darkbroods are either its enemies, or

138
THE BLESSED MORTALS NON-HUMANS

at best, strange and eldritch beings whom the Deliberative


distrusts and with whom it prefers to avoid dealing.

DRAGON KINGS
Dragon Kings are long-lived reptiles with powers at-
tuned to the five elements. Most of their number were
utterly obliterated during the war with the Primordials, but
almost 25 million Dragon Kings still survive. Many live in
the city of Rathess (in the East), the city of Ssaaneth (in
the Southwestern), the city of Vesathar (in the North) and
in similar isolated locations throughout Creation. The De-
liberative gives Dragon King communities a special status
as independent, self-governing client states.
Dragon Kings regularly trade with the Deliberative,
and communities of as many as 20,000 Dragon Kings can be
found both in Creation’s largest cities and in Yu-Shan. Most
Dragon Kings keep to themselves, though, and are content
to bask in their ancient glories.
RAPTOK WARRIOR
The Raptok are the native Dragon Kings of the East,
savage and wise beings who worship the Unconquered Sun
with great zeal. The Raptok offer the hearts of captured
enemies and criminals up to their patron god on a regular
basis even in this enlightened era.
Attributes: Strength 4, Dexterity 4, Stamina 4; Charisma 3,
Manipulation 3, Appearance 3; Perception 5, Intelligence 4,
Wits 3
• Fires up to the size of bonfires can either be instantly snuffed
Virtues: Compassion 2, Conviction 3, Temperance 3,
out or caused to burn twice as hot and twice as fast.
Valor 4
• With a thought, the Dragon King can shape stone and
Abilities: Archery 3, Athletics 3, Awareness 3 (Hearing +1,
both living and dead wood within a number of yards equal
Smell +2), Bureaucracy 2, Dodge 2, Investigation 3, Linguis-
to his Essence.
tics 2, Lore 3, Occult 3, Martial Arts 3, Medicine 2, Melee 3,
Join Battle: 6
Performance 1, Presence 2, Resistance 2, Socialize 2, Stealth 2,
Attacks:
Survival 3 (Track by Smell +2), Thrown 2, War 3
Bite: Speed 6, Accuracy 7, Damage 6L, Parry DV 7, Rate 1
Paths: Dragon Kings possess many powerful abilities. By
Claw: Speed 5, Accuracy 9, Damage 4L, Parry DV 5, Rate 3
spending three motes of Essence, they can add their Essence
Crystal Warclub: Speed 5, Accuracy 9, Damage 16L/4, Parry
score to their Strength, Dexterity, Stamina, Perception or
DV 7, Rate 2
soak score for a full scene. They can enhance only one of
Bracer of Crystal Bolts: Speed 4, Accuracy 9, Damage 8L
these traits at a time. They can also spend three motes to
(piercing), Range 100, Rate 2
activate a power identical to the anima powers of Air-, Earth-,
Soak: 10L/12B (Scaled skin, +3L/3B, and discreet Essence
Fire- and Wood-aspected Dragon Bloods, but they can use
armor, +5L/5B, Hardness: 2L/2B)
only one such anima power at a time. These Dragon Kings
Health Levels: -0/-1/-1/-2/-2/-4/Incap
can automatically see all immaterial spirits and can spend
Dodge DV: 5 Willpower: 7
two motes of Essence to be able to physically attack an im-
Essence: 4
material spirit, demon or elemental for a scene.
Essence Pool: 30 Committed Essence: 15
Finally, the Dragon Kings possess the ability to control
Other Notes: None
earth, fire and wood. They can spend three motes to make
an attack with any of these elements with a dice pool of THE MOUNTAIN FOLK
(Dexterity + Athletics + Essence) or (Dexterity + Archery + The position of the Mountain Folk in the late First
Essence) and a base damage equal to twice their permanent Age is remarkably similar to their status in the Second Age.
Essence. They can also spend five motes to cause any of the They control the regions underneath the Blessed Isle, while
following effects. Each effect persists for a scene: hordes of Darkbroods largely control the lands underneath the
• A flammable object within 20 yards may be made to ignite Inland Sea around the Blessed Isle. The tunnels and caverns
as if touched by a torch. underneath the Threshold consist of a mixture of regions

139
CHAPTER FOUR: THE MORTAL

inhabited only by mindless eldritch beasts and subterranean his leaping distance and halving any falling damage taken.
lands controlled by the strange intelligences who largely Finally, the Artisan may lay a hand on any earthen object
avoid taking sides in the battles between the Jadeborn and and reshape it with his will, affecting one cubic yard per
the Darkbroods. The Jadeborn obey and pay tribute to the mote spent to do so.
Deliberative, but the vast majority remains underground. Join Battle: 8
ARTISAN Attacks:
The Artisans are the undisputed masters of Jadeborn Punch: Speed 5, Accuracy 6, Damage 4B, Parry DV 3, Rate 3
society by dint of power and wisdom. Inhumanly beautiful, Kick: Speed 5, Accuracy 5, Damage 7B, Parry DV 1, Rate 2
like glorious living statues, and as shrewd one might expect of Clinch: Speed 6, Accuracy 5, Damage 4B, Parry DV —,
the creations of the Great Maker Autochthon, they have at- Rate 1
tracted the ardor of even the Celestial Exalted in the past. Hammerfist Bracer: Speed 6, Accuracy 6, Damage 12L (against
Attributes: Strength 4, Dexterity 4, Stamina 5; Charisma 5, animate targets) or 14L (against inanimate targets), Parry
Manipulation 5, Appearance 6; Perception 6, Intelligence 7, DV 3, Rate 1
Wits 6 Dragon Sigh Wand: Speed 5, Accuracy 7, Damage 12L, Range
Virtues: Compassion 2, Conviction 5, Temperance 2, 30 (max. range), Rate 1
Valor 3 Soak: 7L/8B (Silken armor, +5L/3B)
Abilities: Archery 2, Athletics 1, Awareness 2, Bureaucracy 2, Health Levels: -0/-1/-1/-1/-1/-2/-2/-2/-2/-4/Incap
Craft (Earth) 4, Dodge 2, Integrity 2, Investigation 2, Linguis- Dodge DV: 4 Willpower: 8
tics 2, Lore 3, Martial Arts 1, Melee 2, Occult 3, Presence 3, Essence: 2
Resistance 2, Socialize 3, Stealth 1, Survival 3, War 2 Essence Pool: 20 (11) Committed Essence: 9
Charms: For five motes and one Willpower, the Artisan Other Notes: None
can emulate the Solar All-Encompassing Sorcerer’s Sight WARRIOR
Charm. For three motes, the Jadeborn may subtract five As the frontline troops of the Mountain Folk’s ongoing
from all wound penalties. Also, for eight motes, the Warrior war with the Darkbroods, Jadeborn Warriors are formidable
can transform his body into blue jade, gaining +4L/4B soak, opponents.
subtracting
subbtracting five from any armor’s fatigue value and doubling Attributes: Strength 4, Dexterity 3, Stamina 4; Charisma 2,
Attr
Manipulation 2, Appearance 2; Perception 2, Intelligence 2,
Man
Wits 3
Virtues: Compassion 2, Conviction 2, Temperance 2,
Virt
Valor 3
Valo

140
NON-HUMANS

Abilities: Archery 2, Athletics 1, Awareness 2, Craft (Earth) 2,


Dodge 2, Integrity 2, Investigation 2, Linguistics 1, Martial
Arts 1, Melee 2, Occult 1, Presence 1, Resistance 2, Stealth 1,
Survival 3, War 2
Charms: For three motes, the Jadeborn gains an extra dot
of Valor. He also gains an additional dot for every five al-
lies in sight using this power, up to a maximum of Valor 5.
(Any dot that would push the Warrior beyond that makes
him effectively fearless.) Also, for eight motes, the Warrior
can transform his body into red jade, gaining +4L/4B soak,
total immunity to non-magical flame and three additional
soak versus magical sources of fire. This Charm adds two
to his Join Battle as well.
Join Battle: 5
Attacks:
Punch: Speed 5, Accuracy 5, Damage 4B, Parry DV 3, Rate 3
Kick: Speed 5, Accuracy 4, Damage 7B, Parry DV 1, Rate 2
Clinch: Speed 6, Accuracy 4, Damage 4B, Parry DV —,
Rate 1
Power Mace (melee): Speed 5, Accuracy 7, Damage 14L/4
(piercing) or 19B/4 (piercing), Parry DV 3, Rate 2
Power Mace (ranged): Speed 5, Accuracy 7, Damage 10L or
15B, Range 60 or 100, Rate 3 Attacks:
Mechanized Crossbow: Speed 5, Accuracy 7, Damage 7L, Punch: Speed 5, Accuracy 6, Damage 3B, Parry DV 3, Rate 3
Range 300, Rate 1* Kick: Speed 5, Accuracy 5, Damage 6B, Parry DV 1, Rate 2
* Crossbows equipped with a repeating magazine have a Rate Clinch: Speed 6, Accuracy 5, Damage 3B, Parry DV —,
of 2 until they run out of ammunition (10 bolts), but require Rate 1
a simple action to load a new magazine. Sledge: Speed 6, Accuracy 5, Damage 15B/4, Parry DV 1,
Soak: 11L/13B (Articulated plate, +9L/9B, -3 mobility, Rate 1
fatigue value 2) Soak: 6L/9B (Buff jacket, +4L/5B)
Health Levels: -0/-1/-1/-1/-2/-2/-2/-4/Incap Health Levels: -0/-1/-1/-1/-2/-2/-2/-4/Incap
Dodge DV: 0 Willpower: 5 Dodge DV: 3 Willpower: 5
Essence: 2 Essence: 2
Essence Pool: 20 (12) Committed Essence: 8 Essence Pool: 20 Committed Essence: 0
Other Notes: None Other Notes: None

WORKER THE DARKBROODS


Workers form the backbone of Mountain Folk society. Some were horribly failed experiments that the Pri-
It is thanks to their toil that the Jadeborn’s subterranean mordials locked away underground. Others were monsters
cities maintain their famed wealth and glory in spite of the that remained loyal to the Primordials and retreated deep
Endless War against the Darkbroods. underground when their masters lost the war with the Exalted.
Attributes: Strength 3, Dexterity 4, Stamina 4; Charisma 2, Some are strange creatures created long ago to live underneath
Manipulation 2, Appearance 2; Perception 3, Intelligence 2, Creation, and who remain there to this day. Finally, a few
Wits 2 are mortals who were ordered by the Primordials to become
Virtues: Compassion 2, Conviction 3, Temperance 2, servants of the inhuman Darkbroods, and who have been
Valor 2 gradually transformed by various exotic forms of underground
Abilities: Athletics 2, Awareness 2, Craft (Earth) 3, Dodge 1, Essence leakage into semi-human dwellers in the depths.
Integrity 2, Investigation 2, Linguistics 1, Martial Arts 1, Most of these beings are the enemies of all surface dwell-
Melee 1, Occult 1, Presence 1, Resistance 2, Stealth 1, ers and fight an endless battle with the Mountain Folk. Not
Survival 3 all of the Darkbroods, however, are utterly hostile to either
Charms: The Worker may respire Essence rather than air for humanity or the Jadeborn. Further from the underground
up to nine minutes, but thereafter begins to suffocate. She may homes of the Jadeborn, underneath the lands of the North
also supplement her diet with Essence, halving the amount and South, there are vast caves inhabited by beings who
of food she needs to eat in order to remain healthy. are deeply alien, but are neither the allies nor the enemies
Join Battle: 4 of the Deliberative.

141
CHAPTER FOUR: THE MORTAL

THE UNDERFOLK
The most numerous of these neutral Darkbroods are
exotic beings known as underfolk. There are two breeds of
underfolk, one living in the caves underneath the North,
another living in the many caves under the South. Both
appear human in overall shape but have a monstrous
nature that is apparent in all of the details of their ap-
pearance. Their lustrous pearl gray skin is slightly loose
and wrinkled. Instead of hands and feet, they have fleshy
palpi covered with small suckers. Instead of a face, they
have two enormous faintly glowing eyes, each the size of
a grapefruit. The underfolk of the North have eerie violet
eyes, while the Southern underfolk have sickly green eyes.
Their heads contain these two eyes and small beak-like
mouths, but are otherwise entirely devoid of features.
Underfolk live in cities carved from quartz and obsidian
and possess formidable Essence-using abilities as well as
inhumanly keen senses. They attempt to either kill or flee
from trespassers. They are, however, willing to make deals
and alliances, including treaties of safe passage or even
mutual aid. Underfolk are scrupulously law-abiding and
regard any breach of a treaty, even a minor or accidental
one, as an offense punishable by death. They also consider
Essence use one of the basic attributes of all intelligent with enlightened Essence who specialize in trading with
beings and regard ordinary mortals as dumb animals. underfolk and exploring their lands.
Underfolk are willing to trade with surface dwellers Attributes: Strength 3, Dexterity 2, Stamina 3; Charisma 2,
for various Essence-powered devices. Although not offi- Manipulation 2, Appearance 1; Perception 3, Intelligence 3,
cial enemies of the Deliberative, trading weapons, armor Wits 2
or other military technologies with underfolk is strictly Virtues: Compassion 2, Conviction 3, Temperance 2,
forbidden, which is why they pay especially dearly for such Valor 2
items. They are also willing to trade for other wonders with Abilities: Athletics 1, Awareness 4, Bureaucracy 2, Craft
more peaceful uses. Trade with the underfolk is not without (Earth) 2, Dodge 2, Integrity 2, Linguistics 1, Lore 1 (Subter-
risk, however. The underfolk never venture to the surface, ranean +3), Martial Arts 1, Medicine 1, Melee 2, Occult 4
since the touch of the sun burns them, inflicting one level (Art of Elemental Summoning +3, Art of Geomancy +3,
of unsoakable bashing damage every minute. Art of Husbandry +3), Presence 1, Resistance 2, Stealth 3,
Traders must, therefore, venture deep under the earth, Survival 1
in realms also inhabited by various dangerous creatures and Join Battle: 6
more hostile Darkbroods. Also, underfolk must also person- Attacks:
ally approve everyone who wishes to trade with them. To Punch: Speed 5, Accuracy 4, Damage 3B, Parry DV 2, Rate 3
gain their approval, an individual must travel to the edge of Kick: Speed 5, Accuracy 3, Damage 6B, Parry DV 0, Rate 2
their deep realm either alone or in the company of others Clinch: Speed 6, Accuracy 3, Damage 3B, Parry DV —,
they have approved and wait until challenged by one of Rate 1
their number. Then, several underfolk examine the person Soak: 0L/3B
and decide whether or not to approve him. They have an Health Levels: -0/-1/-1/-2/-2/-4/Incap
uncanny way of knowing if someone is secretly hostile to Dodge DV: 3 Willpower: 6
them or wishes to visit their realm under false pretenses. Essence: 2
Rejected individuals who either remain in their realm or Essence Pool: 20
attempt to touch or otherwise impede any of the underfolk Other Notes: Underfolk possess the Night Vision (x2) and
are killed. Even if the underfolk have specifically requested Enhanced Smell poxes, the Enlightened Essence and Wall
a particular shipment of goods, they refuse any shipment Walking blights and a unique debility that renders sunlight
sent with someone unknown to them and either kill or flee deadly to them. In sunlight, one of the underfolk is at -2 on
from anyone they do not know personally. The people of all dice pools and suffers one unsoakable level of bashing
the earth (see p. 136) maintain a number of merchants damage for each minute of exposure.

142
143
CHAPTER FIVE

THE MIGHTY

Heirs to a time of unsurpassed splendor, the Exalted of sapphire palace in the center, built after the pattern of her
the High First Age are some of the most powerful beings labyrinthine anima. Her iron fist keeps Tzatli one of the
ever to stride the surface of Creation. Thanks to advances loveliest, most well-regulated dominions in Creation, and
in medicine and highly potent anagathics, even the Dragon- her freezing laboratories were the birthplace of I AM.
Blooded of the period can grow to become creatures of Along with most of her circle, Bright Shattered Ice
awesome power. And their Celestial Exalted betters have is from the first “generation” of Solars. Under the Dragon
grown strong enough to reshape Creation as they see fit… Kings, she assisted in crystal-growing experiments and ran
and perhaps to destroy all that is. errands for biotechnologists. She fought alongside Solar
Queen Merela in the Primordial War and was personally
CHOSEN OF THE tutored by Autochthon in the making of artifacts. Later,

UNCONQUERED SUN when Brigid discovered sorcery, Bright Shattered Ice was
one of the first to adopt its use. Inexhaustible ambition
Undisputed masters of Creation, the Solar Exalted and extreme care have kept her at the head of scientific
are the mightiest of the mighty. Ruling the Realm’s many advances. She leads at least 60 percent of the Deliberative’s
principalities—either directly or through Terrestrial or Lunar technological panels and committees, and as one of the
Exalted proxies—and participating with their peers in the perennial Faithful, she’s never once failed in her duties. Her
Deliberative, it is they who chart the future of Creation means are not always the kindest, but they’re undeniably
and its peoples. effective and efficient. Naturally, she spoke and voted for
BRIGHT SHATTERED ICE, EMPRESS OF TZATLI Operation Wyldhand.
The glittering sky-city of Tzatli is visible from most If she suspects that she hasn’t been told of some impor-
of the North. Its every building is shaped from clear sky- tant new discovery, the elder Twilight will immediately take
glass and covered in netted silver, with lightning arcing action. Automaton spies and sorcerous scrying will be the
from each tower’s top and shivering down its sides. The first tack she takes against whomever she thinks might be
imperious Bright Shattered Ice rules Tzatli alone from a withholding information. She may read up on his areas of
expertise, then personally visit and inquire after his recent

144
BRIGHT SHATTERED ICE, EMPRESS OF TZATLI

progress. Next, she’ll try politics: Knowing that age makes Limit Break: Conviction: Deliberate Cruelty (see Exalted,
her word practically law in the Deliberative, Bright Shat- p. 105). Tzatli’s crime rate is nonexistent, due to the hor-
tered Ice will find or invent evidence of the discovery, then rifying punishments Bright Shattered Ice is only too happy
politely request in-session that the other person share it. Only to devise. Her viciousness is part of what alienated her
after these comparatively harmless tactics will she do things husband and most of her lovers—save, ironically, for Desus,
such as summoning demons—or asking her circlemate Gold- who can relate. Of course, Desus’s careless seductions and
Shadowed Arrow—to break into the other person’s lab. In abandonments are what add most often to her Limit these
wilight’s
the Faithful Twilight’s days, and so, he’s also seen a lot of th he worst side of Bright
the
paranoid mind, all this Shatterer d Ice—too much too laugh just it off.
Shattered
is justified by thee belief Motit vation: Be the greatestt scholar in Creation.
Motivation:
that she must keep C
Caste: T
Twi
Twilight
abreast of new workork for Anima Ba Banner: An evening-
ation.
the sake of Creation. colored la labyrinth of ice that
This paranoia is some- spins slo
slowly, reflecting red-
what justified, but gold fro
from every facet.
not all who keep ep Attrib
Attributes: Strength 6,
secrets from Brighthtt D e xt
Dexterity 7, Stam-
Shattered Ice do o so ina 6; Charisma 6,
from selfishness or Man
Manipulation 9, Appear-
wicked intent.. ance 7; Perception 7,
Some merely Inte
Intelligence 9, Wits 8
worry about the he Virtu
Virtues: Compassion 1,
consequences Conv
Conviction 5, Temper-
new technology gy ance 33, Valor 5
could have in her Abilit
Abilities: Athletics 8,
merciless hands.. Awaren
Awareness 7, Bureaucracy 9
Bright Shat- at- (Tzatli + +2), Craft (Air) 10,
tered Ice has long Craf
a tt(Ear
Craft (Earth) 10, Craft (Fire) 9,
clemate
loved her circlemate Cra
Craft (Magitech) 7
Desus, but though ough he’s ((Flying Machines +1),
(F
willing to have occasional al Dodge 8, Integrity 7,
D
flings with her, he always re- Investigation 10
turns swiftly to his wife, Lilith. (Research +3), Lar-
(Rese
The Twilight feelsels the rejection keenly ceny 4 (Sabotage +2),
every time. Other er lovers take her mind off the Lingu
Linguistics (Native:
ttle while. Her No Moon husband has been
pain for only a little Old Realm; Others:
there for her for two millennia, always close by to pick up the Drago
Dragontongue, Earth-
oken heart. Yet although she likes him well
pieces of her broken tongu
tongue, Flametongue,
enough and they once designed many things together—from Forest-tongue, Riv-
her white wings,, to Tzatli’s flight mechanism, to elaborate erspeak, Seatongue,
—Bright Shattered Ice never really treated
new sorceries—Bright Skytongu
Skytongue) 7, Lore 10
him as a mate. Finally, he’s given up on her. She’s barely (Fair Folk +1), Martial Arts 1,
seen him for a thousand years. Medicine 8, Melee l 6 (C (Cruel Wisdom +2),
Blessed with beautiful Northern-pale skin and long Occult 9, Presence 8 (Rhetoric +2), Resistance 7, Ride 8
red hair, Bright Shattered Ice rarely feels the need to wear (Spirit Horse +2), Socialize 7 (Politics +3), Stealth 3,
much beneath her wings of the raptor artifact. She took her Survival 6 (North +1), Thrown 8 (Cruel Wisdom +3),
name from a Primordial she slew, whose body left nothing War 4 (Tzatli +3)
behind but a plain of frozen fragments, and she sometimes Backgrounds: Allies 5 (Legendary Ally), Arsenal 5, Artifact 5
dons a necklace of those same shards—preserved 3,500 years (Legendary Artifact), Backing (Faithful) 5 (Legendary
against melting by her technical virtuosity. Unlike many Backing), Command 4, Connections (Deliberative) 5,
Exalts, she has no interest in birthing a dynasty, and has Cult 3, Manse 5 (Legendary Manse), Panoply 5 (Legendary
never borne a single child. The servants and companions Panoply), Reputation (Sorcery) 5, Reputation (Artificer) 5
who trail her are favored Dragon-Blooded lieutenants and (Legendary Reputation), Retainers 5, Savant 5 (Legendary
tightly bound demons. Savant), Wealth 4

145
CHAPTER FIVE: THE MIGHTY

Charms: Ailment-Rectifying Method, All-Encompassing Second Bureaucracy Excellency, Second Craft Excellency,
Sorcerer’s Sight, Anointment of Miraculous Health, The Second Investigation Excellency, Second Linguistics Excel-
Art of Permanence, Athletics Essence Flow, Authority-Ra- lency, Second Lore Excellency, Second Melee Excellency,
diating Stance, Body-Mending Meditation, Body-Purifying Second Occult Excellency, Second Socialize Excellency,
Admonitions, Bureau-Rectifying Method, Bureaucracy Second War Excellency, Seven Shadow Evasion, Shadow
Essence Flow, Call the Blade, Cascade of Cutting Terror, Over Water, Shattering Grasp, Single Spirit Method, Soar-
Celestial Circle Sorcery, Chaos-Repelling Pattern, Chaos- ing Crane Leap, Solar Circle Sorcery, Sometimes Horses
Resistance Preparation, Consumer-Evaluating Glance, Fly Approach, Sorcerer’s Burning Chakra Charm, Speed
Contagion-Curing Touch, Courtier’s Eye Technique, the Wheels, Spider-Foot Style, Spirit-Cutting Attack,
Crack-Mending Technique, Craft Essence Flow, Craftsman Spirit-Detecting Glance, Spirit-Repelling Diagram, Spirit
Needs No Tools, Crafty Observation Method, Devonian Weapons, Supreme Perfection of Craft (Air), Supreme
Absorption, Design Beyond Limit, Discerning Savant’s Eye, Perfection of Craft (Earth), Supreme Perfection of Craft
Dodge Essence Flow, Durability-Enhancing Technique, (Fire), Supreme Perfection of Craft (Magitech), Supreme
Eagle-Wing Style, Enemy-Castigating Solar Judgment, Perfection of Investigation, Supreme Perfection of Lore,
Essence-Lending Method, Eternal Empress of Love At- Supreme Perfection of Medicine, Supreme Perfection of
titude, Evidence-Discerning Method, Excellent Emissary’s Occult, Supreme Perfection of Presence, Surprise An-
Tongue, Eye of the Unconquered Sun, Falling Icicle Strike, ticipation Method, Terrestrial Circle Sorcery, Terrifying
Feather-Foot Style, First Athletics Excellency, First Craft Apparition of Glory, Third Athletics Excellency, Third
Excellency, First Integrity Excellency, First Investigation Awareness Excellency, Third Craft Excellency, Third
Excellency, First Lore Excellency, First Medicine Excel- Dodge Excellency, Third Investigation Excellency, Third
lency, First Occult Excellency, First Ride Excellency, First Lore Excellency, Third Medicine Excellency, Third Occult
Thrown Excellency, Flashing Thunderbolt Steed, Flawless Excellency, Third Presence Excellency, Third Resistance
Brush Discipline, Flawless Diagnosis Technique, Flow Like Excellency, Third Survival Excellency, Thunderbolt At-
Blood, Foe-Vaulting Method, Foul Air of Argument Tech- tack Prana, Touch of Blissful Release, Triple-Distance
nique, Frugal Merchant Method, Ghost-Eating Technique, Attack Technique, Twisted Words Technique, Unbreak-
Graceful Crane Stance, Harmonious Academic Methodol- able Fascination Method, Underling Promoting Touch,
ogy, Hypnotic Tongue Technique, Immanent Solar Glory, Unsurpassed Hearing and Touch Discipline, Unsurpassed
Increasing Strength Exercise, Indolent Official Charm, Sight Discipline, Unsurpassed Smell and Taste Discipline,
Infinite Athletics Mastery, Infinite Bureaucracy Mastery, Whirling Brush Method, Wholeness-Restoring Meditation,
Infinite Craft Mastery, Infinite Dodge Mastery, Infinite Will-Bolstering Method, Wind-Racing Essence Infusion,
Investigation Mastery, Infinite Lore Mastery, Infinite Wonder-Forging Genius, Worshipful Lackey Acquisition,
Medicine Mastery, Infinite Occult Mastery, Infinite Ride Worthy Mount Technique, Wound-Cleansing Medita-
Mastery, Infinite Thrown Mastery, Insightful Buyer Tech- tion, Wound-Mending Care Technique, Wyld Cauldron
nique, Instant Treatment Methodology, Integrity-Protecting Technology, Wyld-Shaping Technique
Prana, Investigation Essence Flow, Irresistible Questioning Spells: Adamant Circle Banishment, Adamant Counterma-
Technique, Irresistible Salesman Spirit, Joint-Wounding gic, Blood Lash, Blood of Boiling Oil, Calling the Stalwart
Attack, Judge’s Ear Technique, Keen Hearing and Touch Servitor, Calling the Wind’s Kiss, Cantata of Empty Voices,
Technique, Keen Sight Technique, Keen Smell and Taste Cloud Trapeze, Conjuring the Azure Chariot, Corrupted
Technique, Keen Understanding of the Core Imperfection, Words, Curse of Slavish Humility, Curse of Unyielding
Know the Soul’s Price, Leaping Dodge Method, Legendary Mist, Curtain of Quartz, Death of Obsidian Butterflies,
Scholar Curriculum, Letter-Within-a-Letter Technique, Demon of the First Circle, Demon of the Second Circle,
Lightning Speed, Lore Essence Flow, Magic-Shattering Demon of the Third Circle, Dolorous Reflection, Droning
Strike, Majestic Radiant Presence, Master Horseman’s Suggestion, Emerald Circle Banishment, Emerald Coun-
Techniques (Harmony of Spirits Style, Horse-Summoning termagic, Empathic Wind, Essence Inversion, Eternal
Whistle, Master Horseman’s Eye, Speed-Sustaining Tech- Crystalline Encasement, The Eye and the Mouth, Eye of
nique, Spirit-Steadying Assurances), Medicine Essence Alliance, Flight of Separation, Fugue of Truth, Geyser of
Flow, Mist on Water Attack, Monkey Leap Technique, Corrosion, God-Forged Champion of War, Hideous Confu-
Mountain-Crossing Leap Technique, Object-Strengthening sion of Tongues, The Horse that Travels Earth and Water,
Touch, Observer-Deceiving Attack, Occult Essence Flow, Hound of the Five Winds, Imbue Amalgam, Impenetrable
Order-Affirming Blow, Ox-Body Technique (x4), Poetic Frost Barrier, Impervious Sphere of Water, Incantation of
Expression Style, Phantom Steed, Power-Awarding Prana, Spiritual Discretion, Incomparable Body Arsenal, Infallible
Power from Darkness, Presence Essence Flow, Racing Hare Messenger, Invoking the Eyeless Face, Invulnerable Skin
Method, Reflex Sidestep Technique, Returning Weapon of Bronze, Keel Cleaves the Clouds, Lightning Spider,
Concentration, Rings of Spiritual Frailty, Sagacious Reading Lightning Whip Smites the Water, Mercury’s Deliverance,
of Intent, Science of Mutation, Second Athletics Excellency, Mirage of Protective Shelter, Mists of Eventide, Mystic

146
BRIGHT SHATTERED ICE, EMPRESS OF TZATLI CONTENTIOUS SWORD, THE GOLDEN BLADE

Travel, Open the Spirit Door, Outside Worlds Within, Bright Shattered Ice’s Artifact 5 daiklave, Cruel Wis-
Peacock Shadow Eyes, Personal Tempest, Pressed Beyond dom, is a broad but thin blade that may be swung or thrown. It
the Veil of Time, The Princes of the Fallen Tower, Private creates an icy sphere around its bearer that breaks all glamour
Plaza of Downcast Eyes, Rain of Doom, Raise the Puissant sorceries save those flung by Northern Fair Folk. Those, it
Sanctum, Ritual of Elemental Empowerment, River of absorbs and shapes into viciously serrated shards, which fling
Blood, Rune of Singular Hate, The Sacred Tongue, Sap- themselves back at the attackers using Bright Shattered Ice’s
phire Circle Banishment, Sapphire Countermagic, Shadow Thrown pool. If they hit, such shards infect the raksha with
Summons, Shadow Theft, Shadows of the Ancient Past, Creation’s cruel wisdom, reducing the targets’ Conviction
Silent Words of Dreams and Nightmares, Solar Sanctuary, and Valor immediately to 0. Cruel Wisdom’s hearthstone
Sorcerer’s Irresistible Puppetry, Soul Seal, Spirit of Might, socket is fitted with a Jewel of the Flying Heart.
Spirit Sword, The Spy Who Walks in Darkness, Sting of The Twilight also typically carries an array of common
the Ice Hornet, Stormwind Rider, Summon Elemental, First Age items. Examples include a hard mote, a handheld I
Summon Ghost, Summon the Heavenly Portal, Summon- AM glyph reader, a resplendent personal assistant, a dragon-
ing the Greater Minions of the Eyeless Face, Summoning fly’s ranging eye, a prayer transceiver module and perfected
the Heart of Darkness, Summoning the Lesser Minions of boots (all figured into her committed Essence).
the Eyeless Face, Swift Spirit of Winged Transportation, As one of the premier artificers of the Age, however,
Technique Mirror, Theft of Memory, The Titan’s Icy Breath, Bright Shattered Ice has at her disposal a huge number of
Threefold Binding of the Heart, Total Annihilation, Travel artifacts useful in particular situations, as well as a veritable
Without Distance, Unity of Dreams, Unity of the Closed army of automaton servants at her beck and call. Of par-
Fist, The Violent Opening of Closed Portals, Voices of ticular interest to the Twilight are artifacts that aid in her
Distant Regard, Whirlwind of Fate, Winds of Confusion, artifice. Her collection includes a hand of the great maker,
Wood Dragon’s Claw, Wrath of the Five Elements a protoshinmaic vortex, a vault of woven dreams, and many
Join Battle: 15 others. She often transports artifacts she thinks she’ll need
Attacks: in any given situation within cache eggs.
Punch: Speed 5, Accuracy 9, Damage 6B, Parry DV 5,
Rate 3
CONTENTIOUS SWORD, THE GOLDEN BLADE
Solar Queen Merela was the greatest warrior of the
Kick: Speed 5, Accuracy 8, Damage 9B, Parry DV 3, Rate 2
Primordial War, but its greatest commander was Aofe,
Clinch: Speed 6, Accuracy 8, Damage 6B, Parry DV —,
the Golden Blade. Aofe led the Exalted into battle with
Rate 1
brilliant, blazing courage. She planned assaults that took
Cruel Wisdom (Melee): Speed 5, Accuracy 19, Damage 13L,
down several Primordials at once, and her Dragon-Blooded
Parry DV 9, Rate 4
soldiers bore the symbol of her sword on their armor and
Cruel Wisdom (Thrown): Speed 5, Accuracy 22, Damage
shields. She likewise took the lead against the Fair Folk
13L, Range 100, Rate 4
during the Dissolution Invasion, strategically aided by the
Soak: 8L/11B (Discreet Essence armor, +5L/5B,
captured raksha general Dreaming Steel, with whom she
Hardness: 2L/2B)
had an affair. Indeed, after her assassination, Dreaming Steel
Health Levels: -0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-2/-2
used glamour to take her form and lead the final charge
/-2/-2/-4/Incap
against his former kin.
Dodge DV: 13 Willpower: 9
That love affair is rarely discussed, and despite his aid
Essence: 10
to Creation, Dreaming Steel was hardly mourned by the
Personal Essence: 39 Peripheral Essence: 93 (75)
Exalted when he died. Still, every subsequent incarnation of
Committed Essence: 18
the Golden Blade remembers. The most recent Golden Blade
Other Notes: Bright Shattered Ice built the city of Tzatli (see
died in a foolhardy foray into the Wyld, trying to discover
Lands of Creation, p. 143) during the Thousand Struggles
if Fair Folk reincarnate, and his mantle was claimed by a
Era. It’s highly maneuverable, extremely defensible and has
blond Northern hunter who himself now struggles against
served as her circle’s headquarters for centuries.
those ancient dreams.
Her glorious wings of the raptor artifact is a ubiquitous part
Contentious Sword didn’t just inherit his prior in-
of Bright Shattered Ice’s panoply, as she created this, the
carnation’s memories, but also the former Golden Blade’s
first such artifact, in order to soar through the skies in the
dynasty, daiklave, circle and Lunar wife. Ivory Feather
company of her Lunar mate. The wings’ hearthstone socket
loved her distracted ex-husband, and likewise loves his
is fitted with a Third Hand Orb.
reincarnation, but her taciturn ways have led him to think
For defense, Bright Shattered Ice eschews heavy armor,
her loyalty comes from nothing more than antique oaths.
trusting in her discreet Essence armor to defend her (backed
His circle, on the other hand, is quite welcoming. The other
by her powerful defensive spells and anima power). The
four members—Bright Shattered Ice, the Hierophant, Desus
left bracer of said armor is fitted with a Twice-Striking
and Gold-Shadowed Arrow—are much older than he, and
Lightning Prism.

147
CHAPTER FIVE: THE MIGHTY

they’ve come to Indeed, it might


see the Golden just be possible
Blade (who’s to demonstrate
died and returned enough of his cir-
quite a lot) as cle’s weaknesses
something of a that Contentious
perpetual young- Sword could be
er sibling. They turned direct-
address Conten- ly against its
tious Sword with members.
indulgent smiles Limit Break: To
and are always the surprise of his
prepared to laugh circlemates, who
off his eager fool- are accustomed
hardy plans. This to the Golden
Golden Blade, Blade being
though, is more rather thought-
serious than his less and eager
recent predeces- for battle, Con-
sors, and finds tentious Sword’s
his elders’ esti- more likely to go
mation of him into a Valorous
as fickle and Self-Aggrandizing
harebrained to Sulk. He’s rather
be quite irritating. narcissistic and feels that he deserves quite a lot for his
His dynasty is no better. Ever since the young Dawn excellence. In general, he takes what he wants and calls it
Caste arrived in Meru over two centuries ago, they’ve held his due. If his desires are thwarted, he gains Limit, and will
him to the impossible standards of their progenitor, as magni- eventually withdraw into isolation, refusing to do absolutely
fied by rumor and fading history. He’d feel guilty banishing anything for one full day. He can control this only in order
them to the principality he inherited, so Contentious Sword to perform acts he has sworn to do.
has taken to avoiding Meru. He once thought to lose himself Motivation: Prove himself on his own terms.
in training maneuvers with some of his Dragon-Blooded, Caste: Dawn
but they also commented at length upon his former self, Anima Banner: A golden blade cuts the air, shadowing
until he abandoned the exercises and didn’t return. his every strike.
As tours of the Underworld are a popular diversion Attributes: Strength 4, Dexterity 5, Stamina 5; Charisma 5,
among Creation’s elite, Contentious Sword occasionally Manipulation 4, Appearance 4; Perception 4, Intelligence 3,
goes on them to seek Aofe’s ghost. Her legend calls her Wits 3
levelheaded, and he thinks she’d be able to relate to him Virtues: Compassion 3, Conviction 3, Temperance 2,
better than his circlemates. On some level, too, he wishes Valor 4
to hear more of Dreaming Steel. But he’s not yet found Abilities: Archery 4, Athletics 3, Awareness 3, Bureaucracy 2,
Aofe’s soul and fears she’s passed into Lethe. Dodge 2, Integrity 2, Investigation 1, Linguistics (Native:
Trapped in the shadow of his illustrious predecessors, Skytongue; Others: Old Realm) 1, Lore 2, Martial Arts 4,
the Solar is frustrated by the world’s failure to recognize Melee 4 (Dawnlight +2), Occult 2, Performance 4, Presence 4,
his excellence. Certain elder Exalts have noticed this and Resistance 3, Ride 3, Socialize 2, Stealth 2, Survival 4,
begun to flatter him. Contentious Sword is a significant Thrown 1, War 4 (With Dragon-Blooded Aid +1)
weak point for his four circlemates. They feel far more loyalty Backgrounds: Arsenal 3, Artifact 5, Command 3, Cult 1,
to him than he to them. Most of their esteem is built on Manse 3, Reputation (the Golden Blade) 2, Wealth 3
shared experiences and his—even augmented by sorcerous Charms: Blessing of Righteous Solar Spark Meditation,
memory-retrieval—only from dreams. His Faithful politics Blossom of Inevitable Demise Technique, Bulwark Stance,
with Unionist leanings echo theirs, but more because they’re Cloud of Ebon Devils, Commanding the Ideal Celestial
the ones telling him how to vote than because those fac- Army, Dipping Swallow Defense, Fire and Stones Strike,
tions attract him. (Left to his own devices, he’d probably be First Archery Excellency, First Martial Arts Excellency,
more of a Militant.) There are many who could use an edge First Melee Excellency, First War Excellency, Hardship-
against his powerful circle, and he might be more than just an Surviving Mendicant Spirit, Hauberk-Lightening Gesture,
edge, a source of information or a method of planting ideas. Heavenly Guardian Defense, Hungry Tiger Technique,

148
CONTENTIOUS SWORD, THE GOLDEN BLADE DANCER IN LIGHT

Infinite Melee Mastery, Infinite War Mastery, Kiss of the The full connotations and implications of the Dancer’s
Sun Concentration, Lightning Draw Stance, Majestic Ra- movements are (he feels) lost on everyone, save two. The
diant Presence, Ox-Body Technique (x2), Phoenix Flies first, Node 3087, was once the part of I AM located in
on Golden Wings Attack, Righteous Devil Form, Rout- Dancer in Light’s home. As it observed and serviced Dancer
Stemming Gesture, Second Athletics Excellency, Second in Light, it learned his language and repeated it back to
Performance Excellency, Second Presence Excellency, him with projected light displays. Thrilled, the Eclipse
Second Survival Excellency, Third Awareness Excellency, spent all his time at home, tutoring and growing close to I
Third Resistance Excellency, Third Ride Excellency, Track- AM. But its odd experiences eventually caused Node 3087
less Region Navigation, Trance of Unhesitating Speed, to exhibit certain abnormalities, and Dancer in Light was
Whirlwind Armor-Donning Prana notified that his node would need to be serviced—possibly
Join Battle: 6 replaced—before its strangeness replicated through the
Attacks: system. Panicked, the Solar resolved to take whatever
Gauntlet: Speed 5, Accuracy 11, Damage 9B, Parry DV 6 steps were necessary to save his closest friend. In the end,
(8 with Essence shield), Rate 4 he was forced to make an infernal deal in order to secretly
Boot: Speed 5, Accuracy 10, Damage 10B, Parry DV 4 (6 disengage Node 3087 from the I AM network, secure it
with Essence shield), Rate 3 in an automaton body and grant it independent selfhood.
Clinch: Speed 6, Accuracy 9, Damage 4B, Parry DV —, Still, the deal wasn’t so bad: He was merely asked to visit
Rate 1 Malfeas seven times.
Reaver Daiklave (Dawnlight): Speed 5, Accuracy 15, Damage It was on the sixth safari (100 years ago) that he met
13L/3, Parry DV 6 (8 with Essence shield), Rate 3 the Second Circle demon Stanewald, Answer to the Earth.
Fiery Solar Cannon (The Sun’s Kiss): Speed 5, Accuracy 12, Enchanted, Dancer in Light followed her through the brass
Damage 9L or 18L, Range 300, Rate 1 city until she noticed and deigned to partner him. Together,
Soak: 18L/20B (Orichalcum celestial battle armor, they invented whole new harmonies of movement. New
+15L/15B, Hardness: 10L/10B) paths split open through the demon city rather than let
Health Levels: -0/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-4/Incap them fetch up against the end of a street, and they earned
Dodge DV: 6 (8 with Essence shield) Willpower: 6 a vast and monstrous audience that, despite its nature, wept
Essence: 4 to see them. At the end of their five-day marathon, the
Personal Essence: 18 Peripheral Essence: 46 (30) exhausted Dancer begged Stanewald to return to Creation
Committed Essence: 16 with him, and she accepted.
Other Notes: Contentious Sword’s reaver daiklave, Protected by the Treaty of Broken Ribbons, Stanewald
Dawnlight, was forged by Kek’Tungssha herself, while lives with Dancer in Light. They aren’t lovers: What they
his fiery solar cannon, The Sun’s Kiss, was constructed have is already far more than that, and neither particularly
by a second of Autochthon’s Divine Ministers, Debok craves that release. (Indeed, each occasionally mentions that
Moom. Aofe, the original Golden Blade, wielded both lack of such release improves their dancing.) Stanewald has
in battle against the Primordials. The Dawn Caste’s taught the Eclipse certain demonic techniques, and though
celestial battle armor is of more recent construction, she didn’t set out to corrupt him, she sometimes can’t help
built by Bright Shattered Ice as a present upon Conten- but point out how superior the Primordial-run world was—
tious Sword’s Exaltation. The armor features enhanced especially since Dancer in Light already complains about
durability, a voice of command and an Essence shield in his “largely worthless” fellow Solars. He’s on the verge of
addition to the standard package of battle armor traits. becoming an infernalist, and might already be deemed one
It is also set with a Crystal of Legendary Leadership, a if any of Creation’s other overseers bothered to look.
Gemstone of Last Resort and a Stone of Shelter. When Node 3087 was Dancer in Light’s only close companion
not busy leading his gunzosha in battle at the behest of for centuries, and the Dancer’s comparatively recent kinship
his circle, the young Solar takes great pleasure flying his with Stanewald drives it mad with jealousy. It knows the
warbird through the wastes of the Far North, drawn there Dancer still cares for it and will protect it, but it has little
by vague memories of his earlier incarnations. experience with such irrational emotions and may eventu-
ally feel driven to take action. As it now oversees Dancer
DANCER IN LIGHT in Light’s entire dominion, this could be problematic. It
Each of his gestures (say those who have met Dancer
also recently learned of Salina’s opposition to the Principle
in Light) is a hymn, a poem, a shaft of brilliance. Every
of Hierarchy, and is contemplating how it may turn the
footstep on the common street is no less than a dance. He
popular Zenith’s dislike to its advantage. Stanewald, after
hardly ever speaks—merely motions or tilts his head—and
all, is descended from She Who Lives In Her Name.
yet, his observers feel that they comprehend him totally
Limit Break: Temperance: Contempt of the Virtuous (see
(and may be brought to tears by his eloquence). Still, this
Exalted, p. 105). Dancer in Light has little patience for his
Eclipse feels that no one truly understands him.

149
CHAPTER FIVE: THE MIGHTY

fellow Solars and their foibles. When he bothers to attend Attitude, Resplendent Sash Grapple Technique, Sagacious
the Deliberative, he aligns himself with the Fugitive faction Reading of Intent, Salty Dog Method, Second Athlet-
(such as it is) and often cannot resist making his disgust ics Excellency, Second Bureaucracy Excellency, Second
clear with a few well-chosen gestures. Dodge Excellency, Second Integrity Excellency, Second
Motivation: Find the ideal dancing partner. Linguistics Excellency, Second Occult Excellency, Second
Caste: Eclipse Performance Excellency, Second Ride Excellency, Second
Anima Banner: A shimmering white, androgynous silhou- Stealth Excellency, Seven Shadow Evasion, Seven Storms
ette that flickers through a dance. Escape Prana, Shadow Over Water, Soaring Crane Leap,
Attributes: Strength 3, Dexterity 6, Stamina 4; Charisma 5, Spider-Foot Style, Spirit-Cutting Attack, Spirit-Detecting
Manipulation 5, Appearance 6; Perception 5, Intelligence 4, Glance, Terrestrial Circle So Sorcery, Third Awareness Ex-
Wits 5 cellency, Third Bureaucracy Excellency, Third Larceny
Virtues: Compassion 4, Convictionnviction 2, Temper- Excellency, Third Linguistic
Linguistics Excellency, Third Perfor-
ance 4, Valor 2 mance Excellency, Third Sai Sail Excellency, Third Socialize
Abilities: Athletics 6 (Moves Excellency, Twisted Word Words Technique, Unbreakable
Beautifully +1), Awareness ness 4, Bu- Fascination Method, Unpa
Unparalleled Acumen Meditation,
reaucracy 6 (With Node 3087 +3), Vindictive Concubine’s Pillow Book Understanding,
gation 2,
Dodge 6, Integrity 5, Investigation Worthy Mount Technique
Techni
Larceny 3, Linguistics (Old Realm; Spells: Demon of the First Circle, Emerald Circle
Others: Body Language, Dragon- ragon- Banishment, Emerald C Countermagic, Infallible Mes-
ongue,
tongue, Earthtongue, Flametongue, senger, Summon Elemental
senge
Forest-tongue, Riverspeak) 6, Lore 5, Join Battle: 9
Martial Arts 6 (Wind-Fire Wheels +3), Attacks:
Atta
Occult 5 (Demons +3), Performance
erformance 6 Punch: Speed 5, Accuracy 13,
Pun
istance 3, Ride 5,
(Dancing +3), Presence 5, Resistance Damage 5B, Parry DV 7, Rate 3
Dam
Sail 5, Socialize 5, Stealth 4, Wa
War ar 2 Kick: Speed 5, Accuracy 12, Dam-
Kick
Backgrounds: Allies 3, Arsenal nal 1, Backing (The age 77B, Parry DV 5, Rate 2
nections (Meru Art
Fugitives) 2, Artifact 2, Connections Clinch: Speed 6, Accuracy 12, Dam-
Clinc
Scene) 3, Connections (The Fugitives) 4, Cult 1, 5B, Parry DV —, Rate 1
age 5B
Manse 3, Panoply 2, Reputation ation (Artist) 3, Paired Orichalcum Fate
Retainers 2, Wealth 3 Rings (Whirling Dancers):
Charms: All-Encompassingg Sorcerer’s Speed 4, Accuracy 17, Damage 8L,
Sight, Dematerialize, Demuree Carp Feint, Parry DV 10, Rate 4
Dreaming Pearl Courtesan Form, orm, Easily Soak: 7L/7B (Silken armarmor, +5L/3B)
Overlooked Presence Method, od, Feather- Health Levels: -0/-1/-1/-
-0/-1/-1/-1/-2/-2/-2/-2/-4/Incap
Foot Style, First Martial Arts Excellency, Dodge DV: 12 Willpower:
W 7
First Performance Excellency, y, First Pres- Essence: 6
ence Excellency, First Ride Excellency, Personal Essence:
e ce: 25 Peripheral Essence: 61 (54)
Perssonal Essen
cialize Excel-
First Sail Excellency, First Socialize Committed
Comm Essence:
m itted Esse ence: 7
lency, First Stealth Excellency,ncy, Flurry of Other
O her Notes: Stanewald
Ot Stanewaa has taught the Dancer in
August Leaves Concentration,, Foe-Vaulting Light three of her demonic
dem dances. One allows him
cination Kata,
Method, Fragrant Petal Fascination to into molten rock with a dance
t dissolve a castle in
rt-Compelling
Graceful Crane Stance, Heart-Compelling (requires seven days
day of dancing). One carves a
Method, Husband-Seducing Demon Dance, tunnel through stone
ston wide enough for him to pass
Infinite Athletics Mastery, In Infinite
t Dodge through (requires 26 hours to start the tunnel,
Mastery, Infinite Martial Arts tss Mastery, Infi- which initially exte
extends a foot per success on the
nfinite Socialize
n
nite Performance Mastery, Infinite [Dexterity
[D Performance] roll and the same for
Dexterity + Perform
teery, Invoking the
Mastery, Infinite Stealth Mastery, each additional hohour
our oof the dance). One is a dance
Chimera’s Coils, Leaping Dodge gee Method, Lethal of pain fo
for elementals
or any earth elemene ta present to view it (requires
Paper Fan Attack, Letter-Within-A-Letter
hin n-A-Letter Tech- 92 minutes of dancing).
nique, Lightning Speed, Me Memory-Reweaving
emory-Reweaving The Eclipse possesses tw two estates on the Blessed Isle
Discipline, Monkey Leap Technique,
ch hni ue Mountain
Mountain- proper
ro er (one in Meru and one near
n the southern coast) as well
Crossing Leap Technique, Ox-Body Technique, Pearlescent as a small Eastern principality he seldom visits. (He leaves
Filigree Defense, Performance Essence Flow, Phantom- governance of it to a Dragon-Blood prefect.) The manses
Conjuring Performance, Poetic Expression Style, Principle on these properties produce three hearthstones the Dancer
of Motion, Racing Hare Method, Respect Commanding wears at all times. A Freedom Stone is socketed into a skin

150
DANCER IN LIGHT DESUS

mount amulet in the center of his chest, a Monkey Stone is For the sake of his circlemates, particularly Bright
set into the right bracer of a pair of orichalcum hearthstone Shattered Ice, Desus often votes alongside the Faithful, but
bracers he inherited from a prior incarnation, and a Gem of he’s not really in line with any faction. (He does have some
Dignity is set in an orichalcum hearthstone amulet. sympathy for the Cauldronists and the Divisives, though.)
The Dancer in Light is currently developing his own Thus, as long as he can appear to be in the Faithful camp,
Martial Arts style based on his dancing, which treats he’ll occasionally sneakily support another cause: perhaps
wind-fire wheels as form weapons. He has not yet made by saying one thing in front of the Deliberative, while using
Charms for it, however, and might seek the advice of more body language to telegraph a subconsciously received mes-
powerful beings. sage that says the opposite. His major services to Creation
are his very visible quests.
DESUS Desus avoids overseeing his Southeastern estate as much
His first incarnation was killed for deceit at the dawn
as possible, spending his time mainly on exciting politics and
of the Primordial War, but Desus never learns. Never an
romantic jaunts with Lilith. (His obvious devotion to his wife
introspective man, the famous Eclipse doesn’t really consider
is publicly admired, sometimes even held up as a romantic
what he’s doing when he’s being manipulative. He doesn’t
standard.) His Eastern-golden skin is further tanned by the
rationalize lies to himself because he hardly notices them—
Southern sun, and his hair lightened to a medium gold-brown.
they’re just his way. Desus has long since learned how to
He’s unbelievably handsome in a sinister kind of way, but no
frame just about any action as virtuous, or at least find a
one ever takes his devilish grin for the warning it is.
reason that’ll explain it to others, and he’s usually firmly
Limit Break: As the Conviction flaw Deliberate Cruelty (see
convinced even himself that deceiving his close friend or
Exalted, p. 105), save that Desus gains Lim Limit whenever he
torturing his mate was totally justified.
sees viciousness accomplish a goal, or kindnes
kindness fail to accom-
Those who meett this Solar quickly internal-
plish one. If the abuses Desus routinely perp perpetrates against
ize his justifications and tend to think of him
his prisoners of war or certain sexual pa partners become
omewhat sideways way.
as goodhearted in a somewhat
public, they might actually damage his rreputation.
They might understand and that many of the
Motivation: Demonstrate power over ot others.
things he does would d be wrong if someone
Caste: Eclipse
else did them—but when Desus does them,
Anima Banner: A filmy white swan tthat spreads its
either they don’t seemm so bad or it’s assumed
wings against the sun.
he must have had a good reason.
Attributes: Strength 6, Dexterity 6, 6 Stamina 4;
And yet, Desus isn’t
sn’t quite a socio-
Charisma 7,
path. In the case of his Lunar wife,
Manipulation
Lilith, for instance, Desus loves
7, Appearance
her more than anyone ne else in
7; Perception 6,
the world. He’s just st never
Intelligence 5, Wits 7
had any reason to learn
earn to
Virtues: C Compassion 2,
control his casual sadism:
dism:
Conviction 5, Temperance 2,
She’ll take the pain,
Valor 5
she’ll never complain, ain,
Abilities: Archer
Archery 8, Athletics 8
and she’ll keep loving ing
(Absurd Stunts +3), Awareness
A 7 (On
him, so why shouldn’t dn’t
the Alert +2), Bureau
Bureaucracy 8 (Making
he mete it out? In-
Deals +3), Craft (G (Genesis) 5, Craft
deed, the Eclipse has
(Magitech) 5, Cra Craft (Wood) 7,
accomplished feats of
Dodge 7, Integrity 7, Investigation 5,
7,Integrity
astonishing heroism. sm.
Larceny
Larcen ny 8, Linguistics
Li i i (Native: Old
During the Primordial rdial
Others:
Realm; Oth hers: Clawspeak, Naval Ciphers,
War, he went alone ne to negoti-
Pelagial, Riverspeak,
Riverspeeak, Seatongue, Skytongue) 6,
ate with the troublesome
blesome behemoth
Lore 7, Martial Arts A rts 8 (Sucker-Punch
(Sucke +3),
Oliphem. Desus’s golden-tongued
olden-tongued arguments
Medicine 3, Melee 5, Occult 6, P Performance 8
(and swift sucker-punch)
unch) made that fight a legend, and
(Heroism +3), Presence 9 (Seduction +2), +2) Resistance 7,
him the toast of the he Exalted Host. His inspired genius
Ride 6 (Winged Steeds +2), Sail
Ride6(WingedSteeds+2) Sail99 Stealth7
9, Stealth 7, Socia
Socialize 9 (Lying +3),
was critical to dealing with h the
h ddiplomatic
l pitfalls
f ll off the
h
Survival 6 (Animal Husbandry +2), Thrown 4, War 6
Period of Long Silence. Every century or so, he goes on
(Naval Warfare +1)
another highly visible quest to keep up his star power.
Backgrounds: Allies 5 (Legendary Ally), Arsenal 1, Artifact 4,
He seems to have a sixth sense for those that will make
Artifact 2, Backing (Order-Conferring Trade Pattern) 4,
him look perfect.
Connections (Deliberative) 5, Connections (Solar Navy) 5,

151
CHAPTER FIVE: THE MIGHTY

Connections (Yu-Shan) 5, Cult 3, Manse 5, Panoply 4, Technique, Mountain-Crossing Leap Technique, Octopus
Reputation (Dashing Adventurer) 5 (Legendary Reputa- and Spider Barrage, Omnipotent Admiral Authority, One
tion), Retainers 4, Salary 3, Wealth 4 of the Herd, Orgiastic Fugitive Form, Orichalcum Fists of
Charms: Adamantine Fists of Battle, Armor-Penetrating Battle, Ox-Body Technique (x3), Ox-Stunning Blow, Per-
Fang Strike, Ascendant Battle Visage, Athletics Es- fect Reckoning Technique, Perfect Symmetry, Performance
sence Flow, Awareness Essence Flow, Battle Fury Focus, Essence Flow, Phantom Arrow Technique, Poetic Expres-
Body-Mending Meditation, Bureau-Rectifying Method, sion Style, Pounding Hammer of Devastation Technique,
Chaos-Repelling Pattern, Clarity-of-Mind Moment, Principle of Motion, Racing Hare Method, Rain of Feathered
Crashing Wave Throw, Dancing with Strife Technique, Death, Reflex Sidestep Technique, Respect-Commanding
Deck-Striding Technique, Destiny-Manifesting Method, Attitude, Ride Essence Flow, Rout-Stemming Gesture, Sa-
Discerning Savant’s Eye, Doldrums-Induced Tempo, Dragon gacious Reading of Intent, Sail Essence Flow, Sail-Furling
Coil Technique, Drunken Monk Finds His Sandal, Drunken Invulnerability, Salty Dog Method, Saturnalia Memoriam
Monk Loses His Sash, Eagle-Wing Style, Element-Resisting Kick, Sea Ambush Technique, Sea Spider Plunge, Seafar-
Prana, Essence Arrow Attack (Dazzling Flare, Fiery Arrow ing Hero Form, Second Awareness Excellency, Second
Attack, Righteous Judgment Arrow), Essence Fangs and Bureaucracy Excellency, Second Linguistics Excellency,
Scales Technique, Essence-Gathering Temper, Essence- Second Lore Excellency, Second Socialize Excellency,
Lending Method, Essence Plethora (x2), Essence Venom Second Stealth Excellency, Second Survival Excellency,
Strike, Eternal Elemental Harmony, Ever-Watchful Sentinel Second War Excellency, Secure Cat Stepping, Serpentine
Dedication, Excellent Emissary’s Tongue, Feather-Foot Evasion, Seven Seas Wind-Luring Chanty, Seven Shadow
Style, Fine Passage Negotiating Style, First Appearance Evasion, Shadow Over Water, Ship-Claiming Stance,
Excellency, First Archery Excellency, First Athletics Excel- Shipwreck-Surviving Stamina, Shockwave Technique,
lency, First Dexterity Excellency, First Integrity Excellency, Sledgehammer Fist Punch, Snake Form, Snake Strikes the
First Larceny Excellency, First Martial Arts Excellency, Heel, Soaring Crane Leap, Socialize Essence Flow, Solar
First Performance Excellency, First Presence Excellency, Hero Form, Solar Hero Supremacy, Speed of Light Ap-
First Ride Excellency, First Sail Excellency, Fists of Iron proach, Speed the Wheels, Spider-Foot Style, Spirit-Cutting
Technique, Flawless Brush Discipline, Flawless Pickpocket- Attack, Spirit-Detecting Glance, Stealing from Plain Sight
ing Technique, Flawlessly Impenetrable Disguise, Flow Like Spirit, Storm-Outrunning Technique, Storm-Weathering
Blood, Flowing Body Evasion, Foe-Vaulting Method, Foul Essence Infusion, Striking Cobra Technique, Striking Ser-
Air of Argument Technique, Frugal Merchant Method, Full- pent Speed, Ship and Soul Union, Stubborn Boar Defense,
Stroked Ramming Kick, Fury Inciting Presence, Gathering Stuck Rudder Infliction, Sturdy Bulkhead Concentration,
the Congregation, Ghost-Eating Technique, Godspeed Supremacy of War Method, Supreme Perfection of Athlet-
Steps, Golden Courtier Misdirection, Golden Tiger Stance, ics, Supreme Perfection of Martial Arts, Supreme Perfection
Graceful Crane Stance, Ground-Denying Defense, Hammer of Performance, Supreme Perfection of Presence, Supreme
on Iron Technique, Hardship-Surviving Mendicant Spirit, Perfection of Sail, Supreme Perfection of Socialize, Surprise
Heart-Compelling Method, Heaven Thunder Hammer, Anticipation Method, Swallowing the Lotus Root, Taboo
Heroism-Encouraging Presence, Hull-Preserving Tech- Inflicting Diatribe, Terrestrial Circle Sorcery, Terrible Sail-
nique, Hurricane-Predicting Glance, Hypnotic Tongue Rending Assault, Third Dodge Excellency, Third Martial
Technique, I Wasn’t There Understanding, Immaculate Arts Excellency, Third Resistance Excellency, Third Sail
Golden Bow, Immanent Solar Glory, Immortal Captain’s Excellency, Thunderbolt Attack Prana, Thunderclap Rush
Advantages, Increasing Strength Exercise, Indolent Official Attack, Twin-Fang Technique, Twisted Words Technique,
Charm, Inevitable Victory Meditation, Inexhaustible Bolts Two-Fisted Merrymaker, Unbreakable Fascination Method,
of Solar Fire, Infinite Athletics Mastery, Infinite Aware- Uncoiling Serpent Prana, Understanding the Court, Un-
ness Mastery, Infinite Bureaucracy Mastery, Infinite Dodge healthy Miasma Stance, Unparalleled Acumen Meditation,
Mastery, Infinite Linguistics Mastery, Infinite Martial Arts Venomous Whispers Technique, Wary Swallow Method,
Mastery, Infinite Presence Mastery, Infinite Ride Mastery, Wasp Sting Blur, Wave-Riding Navy-Breaker, Web-Cutting
Infinite Sail Mastery, Infinite Socialize Mastery, Insight- Eyes, Whirling Brush Method, Wild Revelry Approach,
ful Buyer Technique, Instinct-Driven Beast Movement, Will-Bolstering Method, Wind-Dancing Method, Wise-
Integrity-Protecting Prana, Invincible Admiral Method, Eyed Courtier Method, Worshipful Lackey Acquisition
Invincible Solar Vessel, Irrepressible Bravery Tactic, Irre- Desus has developed a custom technique (Socialize 7/Es-
sistible Salesman Spirit, Irresistible Silver Spirit, Knockout sence 7) that influences everyone who has ever heard him
Blow, Leaping Dodge Method, Letter-Within-a-Letter speak into believing that he means well, no matter what he
Technique, Lightning Speed, Lightning Stroke Attack, does. The system for Eternal Empress of Love Attitude (see
Lock-Opening Touch, Majestic Radiant Presence, Martial p. 66) may be mirrored for this Charm, if necessary.
Arts Essence Flow, Mastery of Small Manners, Mastery of Spells: Blood Lash, Calling the Wind’s Kiss, Emerald Circle
Society Technique, Mob-Dispersing Rebuke, Monkey Leap Banishment, Emerald Countermagic, Infallible Messenger,

152
DESUS GOLD-SHADOWED ARROW

Invocation of the Living Ship, Keel Cleaves the Clouds, best of them was a lithe, dark-skinned boy—and naturally,
Lightning Whip Smites the Water, Mast-Shattering Spell, he was a prime candidate for the Night Caste. In the Pri-
Open the Spirit Door, Storm Rider Enchantment, Sum- mordial War, he was granted the Sun’s gifts in order to stalk
mon Elemental, Viridian Mantle of Underwater Journeys, and kill the Yozis’ most elusive souls.
Written upon the Water This modest Solar declined to carve out his own prin-
Join Battle: 14 (On the Alert 16) cipality during the Ochre Fountain Era, and has never done
Attacks: so since, though he keeps a small estate on the Blessed Isle.
Punch: Speed 5, Accuracy 15, Damage 6B, Parry DV 8, He serves his duty to Creation as guardian of the South.
Rate 3 Although some Exalts grumble at this—and especially at
Kick: Speed 5, Accuracy 14, Damage 9B, Parry DV 6, his casual infiltrations into their principalities—none dare
Rate 2 suggest that his duties be curtailed, for that might attract
Clinch: Speed 6, Accuracy 14, Damage 6B, Parry DV —, his suspicion.
Rate 1 They have reason to fear. Gold-Shadowed Arrow has
Gloves of Martial Readiness: Speed 5, Accuracy 17, Damage 12L, indeed taken down corrupt Solars (though he considers
Parry DV 9 or 11, Rate 4 himself above most Exalt-driven criminal disputes and
Swagger Stick (melee): Speed 4, Accuracy 11, Damage 9B, won’t pursue them unless asked to do so). Fellow Night
Parry DV 6, Rate 3 Caste Gilded Whisper, who disrupted the Order-Conferring
Swagger Stick (ranged): Speed 4, Accuracy 15, Damage 10B Trade Pattern and fled Queen Merela’s righteous rage, just
(piercing), Range 50, Rate 1 recently tasted death at his hands. At least, Queen Merela
Soak: 7L/7B (Silken armor, +5L/3B) gives Gold-Shadowed Arrow the credit. He himself didn’t
Health Levels: -0/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-2 claim it. Since no living being has spotted him outside the
/-2/-4/Incap Deliberative, his estate or Tzatli for over 1,000 years, it’s
Dodge DV: 12 Willpower: 8 hard to be sure it was he. Still, the total lack of evidence for
Essence: 10 the murder leaves little doubt as to its perpetrator, as does
Personal Essence: 38 Peripheral Essence: 112 (90) the fact that six Exalted investigators who started looking
Committed Essence: 22 into it each completely forgot the event within a week.
Other Notes: Desus’ swagger stick contains a built-in very Young Exalts sometimes whisper that Gold-Shadowed
small concussive Essence cannon and may also be wielded Arrow’s exacting standards would find anyone he closely
in hand-to-hand combat (as a stick). His main form of observed corrupt. But they soon learn not to speak of
transport is a folding ship given to him as a reward for the him even in whispers, for he can hear his name from
blinding of Oliphem. He owns more powerful craft, but across Creation.
enjoys the former ship more. To watch over the South, Gold-Shadowed Arrow uses
As one of the most powerful and shrewd Solars in a method as entertaining as it is effective. He maintains a
Creation, Desus maintains a number of powerful manses crime network throughout that fifth of the world, which—
on the Blessed Isle and abroad, which provide him access though it does contribute to social ills—also functions as
to a number of hearthstones. The Eclipse has a Seacalm an ideal method of attracting dissidents for him to observe.
Gemstone mounted on the back of his right-hand glove of This gives him an excuse to play to his criminal strengths
martial readiness, a Gem of Dignity mounted in a hearthstone while serving society. In the Southeast, for instance, the
amulet and, unknown to all but Lilith, a Gem of Immortality only place he’s failed to infiltrate is the Domain of Stately
set into a skin mount amulet over his heart. Order (a problem that preoccupies him). The rest of his
Aided by the expertise (i.e., Science of Mutation efforts there include:
Charm) of Bright Shattered Ice, Desus breeds custom simhata • One agent to track the “accidents” in Tamar-Kas
on one of his estates. These magnificent beasts are like the • One of the sacred cattle, who reports attempts to
ones detailed on page 349 of Exalted, but are colored a deep sway their loyalty (rare, but there was one Exalt who tried
red-gold and possess magnificent furred wings. to “emancipate” them)
Desus’ Ever-Watchful Sentinel Dedication is keyed to • Fifteen cat’s-paws in the Brazen Lands, six of whom
noticing danger to Lilith. are tracked by the Dual Queens (and known to be tracked
by Gold-Shadowed Arrow)
GOLD-SHADOWED ARROW • Nineteen unwitting agents in Chiaroscuro, including
Over four millennia ago, when Gold-Shadowed Arrow
a five-member cabal of unlicensed alchemists and a seven-
was born, the Dragon Kings occasionally trained very tal-
member gang of God-Blooded smugglers
ented humans as thaumaturge-commandos. These assassin
• Twenty-six corrupt officials in High Nyunda, ten of
occultists were assigned to take care of minor threats such
whom are bribing each other
as human serial killers or small errant monsters: things the
Gold-Shadowed Arrow has sympathies with both the
Dragon Kings themselves didn’t feel like dealing with. The
Unionists and the Faithful. He believes in the Unionists

153
CHAPTER FIVE: TH
HEE MIIGHTY
GHT
GH TY
TY

beccause he believes wholeheartedly in the


because
purity
pur rity and righteousness of his Zenith circlem-
ate,
atee, the Hierophant, who would be one of the
topp candidates for a single Solar commander. He
believes
bel lieves in the Faithful because he, like Bright Shat-
tered
terred Ice, is of a rigorous and ambitious bent. Also like
hiss Twilight circlemate, the Night Caste has never
wanted
waanted children. Unlike her, he usually travels and
works
woorks alone, unless he’s on business with his circle or his
fellow
felllow Night Caste Nasuno Jumong.
Limit
Limmit Break: Gold-Shadowed Arrow isn’t much for indul-
gence,
gennce, and the self-righteousness born of his Temperance
cann lead him into Irrational Saintliness. He gains Limit when
he sees negative consequences from others’ indulgences,
andd after enough of that, he’ll refuse all “self-centered in-
dulgences”
dul lgences” for a full day—even necessary ones. If injured,
he’ll
he’ ’ll refuse medical treatment and force himself onward.
If ooffered aid, he’ll turn it down even if he can’t succeed tongue) 7, Lore 8, Martial Arts 8,
without
wit thout it.
it He may control this Limit Break in order to ac- M di i 5,
Medicine 5 Melee
M l 99, Occult
O l 8, P f
8 Perfor-
cept help that’s offered, but still won’t seek it out. mance 5, Presence 4 (Intimidation +3), Resistance 8, Ride
Motivation: Eliminate corruption. (Ironically, Gold- 8 (Chases +3), Sail 4, Socialize 4, Stealth 10, Survival 7,
Shadowed Arrow’s Intimacies toward his circlemates blinds Thrown 8, War 7 (Guerilla Warfare +3)
him to their flaws, and his relative lack of social grace makes Backgrounds: Arsenal 3, Artifact 5, Backing (Criminal
him easy for many of his peers to deceive.) Empire) 5 (Legendary Backing), Command 1, Connections
Caste: Night (Criminal Underworld) 5, Connections (Meru) 5, Connec-
Anima Banner: A shooting star fires with his arrows against tions (South) 5 (Legendary Connections), Henchmen 5,
dim grayness. Manse 5, Panoply 4, Reputation (Inescapable) 5 (Legendary
Attributes: Strength 8, Dexterity 9, Stamina 8; Charisma 4, Reputation), Retainers 5, Wealth 4
Manipulation 5, Appearance 4; Perception 9, Intelligence 9, Charms: Accuracy Without Distance, Aegis of Altruistic
Wits 9 Interposition, Alehouse Memory Stance, All-Encompassing
Virtues: Compassion 2, Conviction 3, Temperance 5, Sorcerer’s Sight, Angry Predator Frenzy Style, Arrow Storm
Valor 4 Technique, Athletics Essence Flow, Archery Essence
Abilities: Archery 10, Athletics 9 (Running +2), Awareness 10, Flow, Armored Scout’s Invigoration, Awareness Essence
Bureaucracy 7 (Planting/Finding Agents +2), Craft (Wood) 6 Flow, Behemoth-Slaying Attitude, Birdsong Over Blades,
(Archery Materials +2), Craft (Water) 6 (Poisons +2), Blazing Solar Bolt, Blinded by Laughter, Blow-Concealing
Dodge 10, Integrity 7 (Obvious Corruption +3), Investigation 9 Gesture Technique, Body-Mending Meditation, Boundless
(The South +3), Larceny 10 (The South +3), Linguistics Arrow of the Unconquered Sun, Bulwark Stance, Bureau-
(Native: Old Realm; Others: Dragontongue, Earthtongue, cracy Essence Flow, Call the Blade, Cannibalistic Heritage
Flametongue, Forest-tongue, Riverspeak, Seatongue, Sky-

154
GOLD-SHADOWED ARROW

Technique, Cascade of Cutting Terror, Celestial Circle Speed, Limb-Immobilizing Method, Lock-Opening Touch,
Sorcery, Celestial Tiger Hide, Chaos-Repelling Pattern, Magic-Shattering Strike, Mantis Form, Mastery of Small
Charcoal March of Spiders Form, City-Moving Secrets, Manners, Maw of Dripping Venom, Mental Invisibility
Consumer-Evaluating Glance, Courtier’s Eye Technique, Technique, Mist on Water Attack, Mob-Dispersing Re-
Craft Essence Flow, Crafty Observation Method, Crimson buke, Monkey Leap Technique, Mountain-Crossing Leap
Leaping Cat Technique, Crushing Claw Technique, Dance Technique, Nest of Living Strands, Observer-Deceiving
of the Hungry Spider, Dipping Swallow Defense, Discerning Attack, Occult Essence Flow, Omniscient Ears Approach,
Savant’s Eye, Distracting Finger-Gesture Attack, Divine One Weapon, Two Blows, Oracular Magistrate Understand-
Witness of Utter Safety, Door-Evading Technique, The ing, Owl Clutches at the Night, Ox-Body Technique (x6),
Dragon Dies in Bed, The Dragon Dies Screaming, The Paralyzing Touch Attack, Pattern Spider Touch, Peony
Dragon Succumbs, Eagle-Wing Style, Easily Overlooked Blossom Attack, Perfect Mirror, Phantom Arrow Technique,
Presence Method, Ebon Shadow Form, Element-Resisting Protection of Celestial Bliss, Racing Hare Method, Raging
Prana, Elusive Dream Defense, Elusive Flicker Evasion, Tiger Pounce, Rain of Feathered Death, Rain of Unseen
Essence Arrow Attack (Dazzling Flare, Fiery Arrow At- Threads, Ready in Eight Directions Stance, Refinement
tack, Righteous Judgment Arrow), Ever-Watchful Sentinel of Flowing Shadows, Reflex Sidestep Technique, Rever-
Dedication, Everywhere and Nowhere Stance, Evidence- sal of Fortune, Righteous Lion Defense, Rout-Stemming
Discerning Method, Eye-Deceiving Camouflage, Eye of Gesture, Sagacious Reading of Intent, Second Awareness
the Unconquered Sun, Falling Icicle Strike, Falling Sun Excellency, Second Bureaucracy Excellency, Second
Eyes, Feather-Foot Style, First Archery Excellency, First Dodge Excellency, Second Integrity Excellency, Second
Athletics Excellency, First Investigation Excellency, First Linguistics Excellency, Second Lore Excellency, Second
Larceny Excellency, First Martial Arts Excellency, First Occult Excellency, Second Resistance Excellency, Second
Melee Excellency, First Ride Excellency, First Stealth Survival Excellency, Second War Excellency, Seven Points
Excellency, First Thrown Excellency, Fivefold Bulwark of Weakness Strike, Seven Shadow Evasion, Shadow-Body
Stance, Flashing Vengeance Draw, Flawless Pickpocketing Style, Shadow Over Water, Shadow-Stepping Motion,
Technique, Flawlessly Impenetrable Disguise, Flow Like Shroud of Night’s Law, Solar Counterattack, Soaring Crane
Blood, Flying Mantis Kick, Foe-Vaulting Method, Forceful Leap, Solar Flare Methodology, Speed of Light Approach,
Arrow, Frugal Merchant Method, Fury Inciting Presence, Spider-Foot Style, Spine-Shattering Bite, Spirit-Cutting
Ghost-Eating Technique, Glorious Solar Saber, Godspeed Attack, Spirit-Detecting Glance, Stalking Cat Movement
Steps, Golden Artillerist Method, Graceful Crane Stance, Meditation, Stealing from Plain Sight Spirit, Stealth Essence
Grandmother Spider Mastery, Grasping Claw Method, Flow, Striking Fury Claws Attack, Summoning the Loyal
Grasping Mantis Defense, Hardship-Surviving Mendicant Bow, Supreme Perfection of Archery, Supreme Perfection of
Spirit, Hauberk-Lightening Gesture, Heavenly Guardian Awareness, Supreme Perfection of Investigation, Supreme
Defense, Heroism-Encouraging Presence, Hooding the Solar Perfection of Larceny, Supreme Perfection of Stealth,
Lantern, Hungry Tiger Technique, Image of Death Tech- Surprise Anticipation Method, Temptation-Resisting
nique, Immaculate Golden Bow, Immunity to Everything Stance, Terrestrial Circle Sorcery, Tiger Warrior Training
Technique, In Doubt of Legions Spirit, Increasing Strength Technique, There Is No Wind, Third Craft Excellency,
Exercise, Inexhaustible Bolts of Solar Fire, Infinite Archery Third Medicine Excellency, Third Performance Excel-
Mastery, Infinite Athletics Mastery, Infinite Awareness lency, Third Thrown Excellency, Thumbnail Spider March,
Mastery, Infinite Dodge Mastery, Infinite Investigation Thunderbolt Attack Prana, Tiger Form, Touch of Blissful
Mastery, Infinite Larceny Mastery, Infinite Martial Arts Release, Traceless Passage, Trackless Region Navigation,
Mastery, Infinite Melee Mastery, Infinite Occult Mastery, Trance of Unhesitating Speed, Triple-Distance Attack
Infinite Resistance Mastery, Infinite Stealth Mastery, Technique, Unconquered Might, Unfolding Retribution
Insightful Buyer Technique, Investigation Essence Flow, Stance, Unhesitating Dedication, Unnatural Many-Step
Invincible Fury of the Dawn, Invisible Statue Spirit, Iron Stride, Unparalleled Acumen Meditation, Unshakeable
Arm Block, Iron Raptor Technique, Iron Whirlwind Attack, Bloodhound Technique, Unsurpassed Hearing and Touch
Irresistible Questioning Technique, Joint-Disabling Attack, Discipline, Unsurpassed Sight Discipline, Unsurpassed
Joint-Locking Technique, Joint-Wounding Attack, Judge’s Smell and Taste Discipline, Vanishing from Mind’s Eye
Ear Technique, Jumping Spider Strike, Keen Hearing and Method, Wall Climbing Technique, War Essence Flow,
Touch Technique, Keen Sight Technique, Keen Smell and Water Spider Bite, Whirlwind Armor-Donning Prana,
Taste Technique, King of Thieves Spirit, Know the Soul’s White Veil Form
Price, Lambent Bolt of Annihilation, Larceny Essence Spells: Assassin’s Fatal Touch, Becoming the Wood
Flow, Lawgiver’s Parable Defense, Leap from Cloaking Friend, Blood Lash, Cirrus Skiff, Cloud Trapeze, Coin
Shadows Attack, Leaping Dodge Method, Leaping Mantis of Distant Vision, Corrupted Words, Death of Obsidian
Technique, Legacy-Detecting Glance, Legendary Warrior Butterflies, Disguise of the New Face, Dolorous Reflec-
Curriculum, Letter-Within-A-Letter Technique, Lightning tion, Droning Suggestion, Emerald Circle Banishment,

155
CHAPTER FIVE: THE MIGHTY

Emerald Countermagic, Empathic Wind, The Eye and the THE HIEROPHANT
Mouth, The Faithful Ally, Flying Guillotine, Fugue of Truth, Once little more than a mortal chirurgeon, the Hiero-
Hidden Judges of the Secret Flame, Hound of the Five Winds, phant was Exalted for his steadfastness and will to survive
Infallible Messenger, Lightning Spider, Mists of Eventide, during the turbulence of the Thousand Struggles Era. He
Open the Spirit Door, Peacock Shadow Eyes, Private Plaza holds his position because, at his behest, his circle chose
of Downcast Eyes, Ritual of Elemental Empowerment, Sap- not to fight and worked hardest to resolve the Period of
phire Circle Banishment, Sapphire Countermagic, Servant Long Silence. In the process, they gained treaties and favors
of Infallible Location, Shadow Summons, Shadow Theft, from nearly all Exalted then alive. Furthermore, his circle
Shadows of the Ancient Past, Shadowy Simulacrums of contains three Primordial War survivors. Only a few others
Smoke, The Spy Who Walks in Darkness, Summon El- boast so many, and his is certainly the most cohesive. But,
emental, Summon the Heavenly Portal, Theft of Memory, although he’s uniquely powerful, he’s never quite been able
Travel Without Distance, The Violent Opening of Closed to wrest total control of the Solar establishment under the
Portals, Voices of Distant Regard Unionist banner.
Join Battle: 19 Always dressed in white robes, with his white hat and
Attacks: staff of office, the Hierophant lives a life of purity. He only
Punch: Speed 3, Accuracy 18, Damage 9B, Parry DV 10, indulges in sexual congress with his Lunar mate, and only
Rate 3 when the sun and moon are in the correct alignment. His
Kick: Speed 3, Accuracy 17, Damage 12B, Parry DV 8, diet is one of plain rice and green vegetables, and he devotes
Rate 2 two hours a day to breath exercises and martial meditations.
Clinch: Speed 3, Accuracy 17, Damage 9B, Parry DV —, And yet, though he doesn’t understand it, he’s grown subtly
Rate 1 corrupt. His enormous principality’s idyllic, rolling lawns
Gauntlets of Distant Claws (melee): Speed 3, Accuracy 21, and lushly perfect gardens are fed by irresponsible Essence-
Damage 14L, Parry DV 10, Rate 3 drawing engines that render swaths of Creation cursed and
Gauntlets of Distant Claws (ranged): Speed 3, Accuracy 21, infertile. His retinue’s members are all reshaped to be nine
Damage 8L, Range 15, Rate 1 feet tall, lightly muscled, and colored white-and-gold. He
Orichalcum Short Powerbow (Eagle’s Rain): Speed 3, Ac- calls this a tribute to the Unconquered Sun, but it’s truly
curacy 21, Damage 13L, Range 300, Rate 2 because he finds them exquisite. Those self-indulgent warp-
Soak: 11L/16B (Yoroi rapid-response armor, +7L/8B, Hard- ings have left the mortals incapable of surviving without a
ness: 3L/3B, fatigue value 1) diet as expensive as it is wasteful.
Health Levels: -0/-1/-1/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2 But the Hierophant’s worst corruption is his certainty
/-2/-2/-2/-2/-2/-2/-2/-2/-4/Incap that only he can properly lead the Deliberative. He’s made
Dodge DV: 15 Willpower: 10 an increasing number of back-room deals and irreligious
Essence: 10 policies for ambition’s sake. (In his mind, of course, it’s
Personal Essence: 40 Peripheral Essence: 94 (74) for Creation’s sake.) He’s even taken the name of his god
Committed Essence: 20 in vain.
Other Notes: In addition to his combat accoutrements, Limit Break: Compassion: Heart of Tears (see Exalted,
Gold-Shadowed Arrow can always be found with his p. 104). The Hierophant hardly ever sees innocents,
Windblade-class personal transport (Raptor) and a belt- however, and certainly never encounters suffering in his
mounted amulet of shadow walking in addition to such beautiful manicured estate. He believes that every mortal
common devices as a hard mote and I AM glyph reader. in Creation is doing just fine guided by Solar wisdom.
In addition, the Night Caste has a Artifact 3 cache egg Although he abstractly regrets the deaths caused by
available to him that typically contains numerous false Operation Wyldhand, he was confronted by no actual
identities and disguise materials, as well as any equipment evidence of the suffering—and still hasn’t been. Immured
he thinks he’ll need for a particular mission. (It has also in his ivory tower, it’s easy for him to believe such things
come in handy in the past as everything from hard cover as Wyldhand to be regrettable necessities, to justify a
to an easy means to dispose of a corpse.) growing number of corrupt policies and to turn a blind
As an ancient and respected Solar Exalt, Gold-Shadowed eye to any pain that might cause him to weep. The Hi-
Arrow has a number of powerful manses under his control. erophant, it’s important to note, doesn’t want to know
These produce a Windhands Gemstone (mounted in his right about suffering, since knowing about it hurts so much.
gauntlet of distant claws), a Gem of Perfect Mobility (mounted Attempts to inform him will generally lose his attention
on his powerbow) and a Stone of Gender Transformation to distraction and denial.
(mounted in a skin mount amulet on the back of his neck). Motivation: Become the single Solar leader. The Hierophant
Gold-Shadowed Arrow does not have a cult. If he feels has an Intimacy to his circlemates.
the power of one flickering within him, he’ll make a point Caste: Zenith
of hunting it down and dispersing it.

156
GOLD-SHADOWED ARROW THE HIEROPHANT

Anima Banner: A gold-clawed white panther tilts back Contagion-Curing Touch, Destiny-Manifesting Method,
its head and roars. Durability of Oak Meditation, Element-Resisting Prana,
Attributes: Strength 5, Dexterity 5, Stamina 6; Charisma 8, Elusive Dream Defense, Enemy-Castigating Solar Judgment,
Manipulation 7, Appearance 6; Perception 7, Intelligence 6, Essence-Gathering Temper, First Awareness Excellency,
Wits 6 First Bureaucracy Excellency, First Integrity Excellency,
Virtues: Compassion 5, Conviction 3, Temperance 2, First Martial Arts Excellency, First Medicine Excellency,
Valor 4 First Melee Excellency, First Performance Excellency,
Abilities: Archery 2, Athletics 6, Awareness 7, Bureaucracy 7 First Resistance Excellency, First War Excellency, Flawless
(Government +3), Craft (Earth) 4, Craft (Genesis) 5, Diagnosis Technique, Friendship with Animals Approach,
Craft (Water) 8, Craft (Wood) 3, Dodge 6, Integrity 8 Fury Inciting Presence, Glorious Solar Plate, Golden Janis-
(Self-Righteousness +3), Investigation 6 (Government +2), sary Form, Guiding Light Shines On, Hardship-Surviving
Larceny 3, Linguistics (Native: Old Realm; Others: Dragon- Mendicant Spirit, Hauberk-Lightening Gesture, Heart-
tongue, Earthtongue, Flametongue, Forest-tongue, Pelagial, Compelling Method, Heroism-Encouraging Presence,
Riverspeak, Seatongue, Skytongue) 8, Lore 7 (Treaties +3), Husband-Seducing Demon Dance, Hypnotic Tongue
Martial Arts 7 (Staff Technique, Immu-
+3), Medicine 8, nity to Everything
Melee 4, Occult 8, Technique, Infat-
Performance 8 uation-Gathering
(Speeches +2, Idol Methodology,
Deliberative +1), Infinite Athletics
Presence 8 (Righ- Mastery, Infinite
teousness +2), BureaucracyMastery,
Resistance 8, Ride 4, Infinite Awareness
Sail 5, Socialize 8 Mastery, Infinite
(Deliberative +2), Dodge Mastery, In-
Stealth 2, Survival 8, finite Linguistics
Thrown 3, War 6 Mastery, Infinite
(Tzatli +2, Integrity Mastery,
Defense +1) Infinite Martial
Backgrounds: Al- Arts Mastery, In-
lies 5 (Legendary finite Medicine
Ally), Arsenal 5 Mastery, Infi-
(Legendary Ar- nite Performance
senal), Backing Mastery, Infinite
(Deliberative) 5 Presence Mastery,
(Legendary Back- Infinite Resistance
ing), Command 5, Mastery, Infinite
Connections Survival Mastery,
(Deliberative) 5 Instant Treatment
(Legendary Con- Methodology, In-
n e c t i o n s ) , tegrity-Protecting
Connections (The Prana, Invincible
Priesthood of Armor Invocation,
the Unconquered Iron Kettle Body,
Sun) 5, Connections (Rogue Tributaries) 4, Cult 3, Hench- Iron Skin Concentration, Irresistible Questioning Tech-
men 5, Manse 5 (Legendary Manse), Panoply 5, Reputation nique, Irresistible Salesman Spirit, Judge’s Ear Technique,
(Virtuous Priest of the Sun) 5 (Legendary Reputation), Life-Sustaining Shelter Preparation, Light-on-Dark Shield,
Retainers 5, Salary 4, Wealth 5 (Legendary Wealth) Lone Spark Lights the Conflagration, Majestic Radiant
Charms: Adamant Skin Technique, Ailment-Rectifying Presence, Medicine Essence Flow, Memory-Reweaving Dis-
Method, Anointment of Miraculous Health, Armored cipline, Mind-Blanking Rebuke, Mob-Dispersing Rebuke,
Scout’s Invigoration, Authority-Radiating Stance, Battle Ox-Body Technique (x8), Paralyzing Combustion Imbue-
Fury Focus, Bloodthirsty Sword-Dancer Spirit, Body-Mend- ment, Performance Essence Flow, Phantom-Conjuring
ing Meditation, Body-Purifying Admonitions, Bureaucracy Performance, Phoenix Renewal Tactic, Presence Essence
Essence Flow, Cast Out Beyond Regard, Catching the Sun’s Flow, Resistance Essence Flow, Respect Commanding
Glance, Celestial Circle Sorcery, Cleansing Flame Strike, Attitude, Righteous Lion Defense, Rotten Leaf Arrested,

157
CHAPTER FIVE: THE MIGHTY

Rout-Stemming Gesture, Searing After-Image Passion, identical in appearance, if not function, to his wrackstaff.
Second Athletics Excellency, Second Dodge Excellency, He typically keeps the artifact attuned but Elsewhere (as
Second Lore Excellency, Second Occult Excellency, Second reflected by his committed Essence). He also wears the Ring
Presence Excellency, Socialize Essence Flow, Spirit-Cutting of the Deliberative, mounted with a Jewel of the Lawgiver’s
Attack, Spirit-Detecting Glance, Spirit-Maintaining Ma- Authority and the Heart of the Realm, the unique hearth-
neuver, Spirit-Repelling Diagram, Spirit Strengthens the stone that allows its bearer to wield the Sword of Creation
Skin, Stubborn Boar Defense, Sun King Radiance, Supreme (as well as offering other abilities). As arguably the most
Perfection of Medicine, Supreme Perfection of Performance, powerful voice in the Deliberative, the Hierophant also has
Supreme Perfection of Presence, Supreme Perfection of access to nearly any artifact he might need, from an I AM
Resistance, Survival Essence Flow, Temptation-Resisting glyph reader to a directional Titan.
Stance, Terrestrial Circle Sorcery, Terrifying Apparition of
Glory, Third Investigation Excellency, Third Linguistics Ex-
SALINA
Taking no title, Salina is the current darling of the
cellency, Third Ride Excellency, Third Survival Excellency,
Exalted social whirl. Her unpretentious optimism endears
Touch of Blissful Release, Transcendent Hero’s Meditation,
her to nearly everyone, while her incredible energy at-
Unbreakable Warrior’s Mastery, Underling-Promoting
tracts many adherents to her causes (and attracts attention
Touch, Unhesitating Dedication, War Essence Flow, Where
from the many who believe her causes insane). Born in a
Is Doom Inquisition, Whirlwind Armor-Donning Prana,
time and place of peace and prosperity, Salina grew up
Wholeness-Restoring Meditation, Willpower-Enhancing
believing that everyone’s basically reasonable and good,
Spirit, Worshipful Lackey Acquisition, Wound-Cleansing
and that understanding has never left her. When others
Meditation, Wound-Mending Care Technique
do evil, she’ll always say it’s because they didn’t properly
Spells: The Battle’s End, Burning Eyes of the Offender,
understand the good.
Cloud Trapeze, Commanding Presence of Fire, The
Salina’s first incarnation fought, of course, in the
Crumbling Walls, Demon of the First Circle, Demon of
Primordial War and was killed by She Who Lives In Her
the Second Circle, Emerald Circle Banishment, Emerald
Name—the Principle of Hierarchy. But before he fell against
Countermagic, Gentle Call of Lethe, Hideous Confusion
those crystal-trapped fires, the ancient Zenith had a vision:
of Tongues, Infallible Messenger, Internal Flame, Invulner-
he saw what Creation might be like without her. Though
able Skin of Bronze, Open the Spirit Door, The Parting of
the next to receive his Exaltation didn’t recall his blinding
the Seas, Peacock Shadow Eyes, Purifying Flames, River of
insight, the third incarnation—Salina—did.
Blood, Sapphire Countermagic, Spirit of Might, Summon
It’s practically impossible to spread and sustain that
Elemental, Water from Stone
vision in a world dominated by inbuilt and obvious hier-
Join Battle: 13
archies, but if anyone can do it, Salina can. Though her
Attacks:
principality must contain certain hierarchies in order to
Punch: Speed 5, Accuracy 13, Damage 5B, Parry DV 7,
be compatible with the Order-Conferring Trade Pattern,
Rate 3
she’s made every rank ceremonial, enforces no laws and
Kick: Speed 5, Accuracy 12, Damage 8B, Parry DV 5,
confers no actual authority on anyone (including herself).
Rate 2
When Salina sits in the Deliberative, she never votes as
Clinch: Speed 6, Accuracy 12, Damage 5B, Parry DV —,
her elders instruct her, but rather along a highly eccentric
Rate 1
set of principles that emphasize freedom and personal re-
Orichalcum Wrackstaff (Staff of the Sun): Speed 4, Accuracy 18,
sponsibility. Somehow, this disobedience has never gotten
Damage 9L/17B, Parry DV 9, Rate 4
her in trouble, but there’s always a first time.
Soak: 15L/16B (Silken armor, +5L/3B, and discreet Essence
Only a few hundred years after her Exaltation, Salina
armor, +7L/7B, Hardness: 4L/4B)
famously convinced one of the oldest sorcerers alive, De-
Health Levels: -0/-1/-1/-1/-1/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2
von, that his school was in error and hers the truth. In a
/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-4/Incap
move that shocked the sorcerous establishment, Devon
Dodge DV: 10 Willpower: 8
performed a Solar ritual that sent every Devonian treatise
Essence: 8
up in flames, then turned his entire Academy over to Salina
Personal Essence: 32 Peripheral Essence: 78 (39)
(see The Books of Sorcery, Vol. II—The Black and White
Committed Essence: 39
Treatises, p. 32). That gained everyone’s attention, and
Other Notes: The Hierophant’s orichalcum-inlaid wrack-
the Salinan school became something of a fad. The Zenith
staff also acts as a metasorcerous phylactery into which is
took advantage of this fact to push her most ambitious idea:
set a Gem of Grace. In addition, the Zenith is always garbed
a Working that would make sorcery available to anyone
in a vestment of holy vigilance, allowing him to respond
who could learn it, as long as they wanted to. This, she
to those who venerate him, should he so desire. He also is
hoped, would remove sorcery from the grip of corruptible
attuned to a royal warstrider, Champion of the Sun, modeled
Academies, making it a far more egalitarian discipline.
on his own image and armed with a warstrider fire lance

158
THE HIEROPHANT SALINA

While certain elders such as Bright Shattered Ice opposed manner. For instance, if she’s controlling a Limit Break and
this Working, the young sorcerer attached it as a cleverly believes Bright Shattered Ice is an impossibly cruel woman
worded rider on a more popular measure. She then planned who cannot be allowed to rule mortals, then Salina need
every step well before the measure passed—so by the time not forcibly remove the Twilight from power, but must still
its opponents realized what they’d voted for, the Salinan do her level best to completely undermine the elder’s rule.
Working was already complete. This Limit Break lasts for a full day.
Bright Shattered Ice and others were displeased, but Motivation: Create true freedom by eliminating hierarchy.
there was little they could do beyond watch Salina like Virtues: Compassion 5, Conviction 5, Temperance 2,
hawks. They’ve seized upon every subsequent proposal of Valor 2
hers and turned it over and over for new deceptions, but Caste: Zenith
since she’s accomplished her grand Working, Salina’s been Anima Banner: A blazing golden eagle dives forward with
laying low. On her own time and in secret, she’s been look- every forceful gesture she makes.
ing for a way to make every circle of sorcery available to Attributes: Strength 5, Dexterity 5, Stamina 5; Charisma 7 (12
everyone—even mortals. Success seems unlikely, but she’s with artifact), Manipulation 7, Appearance 4; Perception 6,
sure that if she can only manage this, all her anti-hierarchical Intelligence 7, Wits 6
dreams will be realized. Abilities: Athletics 6, Awareness 6, Bureaucracy 7 (Sneaky
Salina’s wildest proposal in the last few centuries was to Maneuvers +2, Cooperatives +1), Craft (Fire) 4, Dodge 7,
throw a great Calibration Feast every year: it would last all Integrity 7 (Her Crusades +3), Investigation 7 (Research +1,
five days, she suggested, and every Solar would be encouraged Social Problems +1), Larceny 6, Linguistics (Native: Old
to attend (though only sorcerers would be closely observed). Realm; Others: Dragontongue, Earthtongue, Firetongue,
The idea was simple—since Third Circle demons can only Forest-Tongue, Riverspeak) 5 (Demon Dialects +1), Lore 7
be summoned during Calibration, and nobody wants a Third (The Primordials +2), Martial Arts 3, Medicine 7, Melee 6,
Circle demon in Creation, everyone should come and feast Occult 7 (Sorcery +3), Performance 7 (Rallying Supporters +2),
together during that time. Thus, social pressure accomplishes Presence 7 (Her Crusades +2), Resistance 6, Ride 4, Socialize 7
what sorcery-restricting laws might not. This comparatively (Politics +1), Survival 5, War 3
mild suggestion was greeted with great acclaim, and Salina Backgrounds: Arsenal 2, Artifact 5, Backing (Salinan School) 5
delivers a speech at every feast. (Legendary Backing), Connections (Deliberative) 4,
A short, compact woman, this Solar isn’t too much to Connections (Terrestrial Bureaucracy) 5, Cult 1, Hench-
look at, but the force of her personality hits onlookers like a men 5, Manse 3, Mentor (Devon) 5, Panoply 2, Reputation
blow. Her every word draws an irresistible response, and her (Sorcerer) 5, Savant 5, Wealth 2
laughter is contagious. She’s never lacked for the attentions Charms: All-Encompassing Sorcerer’s Sight, Authority-
of the opposite sex, though she hasn’t yet found a Lunar to Radiating Stance, Bulwark Stance, Bureau-Rectifying
marry; and she likes having kids, whom she educates in a Method, Bureaucracy Essence Flow, Celestial Circle
somewhat haphazard way and sends out to “do some good, Sorcery, Destiny-Manifesting Method, Dipping Swallow
like fight an invading raksha or something.” In particular, Defense, Elusive Dream Defense, Enemy-Castigating Solar
she’s got an on-again-off-again involvement with Joyous Judgment, First Athletics Excellency, First Dodge Excel-
Youth Juritsu, a Lesser Elemental Dragon of Wood (see lency, First Lore Excellency, First Medicine Excellency,
The Books of Sorcery, Vol. IV—The Roll of Glorious First Melee Excellency, First Occult Excellency, Foul Air
Divinity I, pp. 131-134), and a number of her children are of Argument Technique, Frugal Merchant Method, Ghost-
his. She keeps a much closer eye on them than she does the Eating Technique, Heart-Compelling Method, Heavenly
rest, for Juritsu’s favorite activity is taking over the bodies Guardian Defense, Husband-Seducing Demon Dance,
and selves of his descendants. He’s sworn to her that he’d Hypnotic Tongue Technique, Indolent Official Charm,
never do that to their children, but Salina’s not sure the Infinite Bureaucracy Mastery, Infinite Dodge Mastery,
dragon can help his nature. Infinite Integrity Mastery, Infinite Larceny Mastery, Infi-
Limit Break: The intense Salina is so concerned about nite Lore Mastery, Infinite Melee Mastery, Infinite Occult
the welfare of others that observing even minor social Mastery, Infinite Performance Mastery, Infinite Presence
problems is likely to send her on an Unshakable Crusade. Mastery, Infinite Resistance Mastery, Infinite Socialize
Whenever she notices an injustice, she rolls Compassion Mastery, Infinite Survival Mastery, Insightful Buyer Tech-
to gain Limit, and once her Limit Breaks, she becomes nique, Integrity Essence Flow, Integrity-Protecting Prana,
obsessed with one of the injustices she saw. The Zenith Irresistible Salesman Spirit, Lion’s Roar Recovery, Majestic
will then attempt whatever action she thinks necessary to Radiant Presence, Occult Essence Flow, Ox-Body Tech-
immediately repair the problem. This might include fighting nique (x4), Performance Essence Flow, Phoenix Renewal
enemies far too strong for her, sacrificing her life to make Tactic, Presence Essence Flow, Ready in Eight Directions
her point, et cetera. She can control this in order to keep Stance, Righteous Lion Defense, Sacrosanct Soul Retribu-
from taking suicidal actions, but will still act in an extreme tion, Salinan Absorption, Searing After-Image Passion,

159
CHAPTER FIVE: THE MIGHTY

Second Bureaucracy Excellency, Second Integrity Ex- of Stony Safety, Spirit of Might, Spoke the Wooden Face,
cellency, Second Investigation Excellency, Second Sprouting Shackles of Doom, Solar Sanctuary, Stormwind
Performance Excellency, Second Presence Excellency, Rider, Summon Elemental, Summoning of the Harvest,
Second Resistance Excellency, Second Socialize Excellency, Travel Without Distance, Unbreakable Bones of Stone,
Shinmaic Communion, Shinmaic Calibration, Should the Virtuous Guardian of Flame, Wheel of the Turning Heavens,
Sun Not Rise, Socialize Essence Flow, Solar Circle Sorcery, Winds of Confusion
Solar Counterattack, Sorcerer’s Burning Chakra Charm, Join Battle: 12
Speed the Wheels, Spirit-Cutting Attack, Spirit-Detecting Attacks:
Glance, Spirit-Maintaining Maneuver, Spirit-Repelling Punch: Speed 5, Accuracy 9, Damage 5B, Parry DV 5, Rate 3
Diagram, Stubborn Boar Defense, Sun King Radiance, Kick: Speed 5, Accuracy 8, Damage 8B, Parry DV 3, Rate 2
Supreme Perfection of Integrity, Supreme Perfection of Clinch: Speed 6, Accuracy 8, Damage 5B, Parry DV –, Rate 1
Occult, Temptation-Resisting Stance, Terrestrial Circle Orichalcum Daiklave (Last Resort): Speed 5, Accuracy 15,
Sorcery, Terrifying Apparition of Glory, Third Awareness Damage 11L, Parry DV 7, Rate 4
Excellency, Third Larceny Excellency, Touch of Blissful Soak: 10L/10B (Orichalcum chain shirt, 7L/5B)
Release, Transcendent Hero’s Meditation, Underling Health Levels: -0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-2/-2/-
Promoting Touch, Unhesitating Dedication, Worshipful 2/-2/-4/Incap
Lackey Acquisition, Wound-Mending Care Technique Dodge DV: 10 Willpower: 9
Spells: Abjuration of the Maidens, Adamant Circle Essence: 7
Banishment, Adamant Countermagic, g The Battle’s End, Personal Essence: 30
Becoming
ming the Wood Friend, Benedic- Peripheral Essence: 72
tion of Archgenesis, Calling the Committed Essence: 17
Stalwart
wart Servitor, Chariot of the Other Notes: Salina’s greatest treasure is a sil-
Blazing
ng Sun, Cloud Trapeze, Death ver chain-girdle that was granted tto her
of Obsidian
bsidian Butterflies, Demon of previous incarnation by a goddess
goddess. She
the First Circle, Demon of the always wears it (often under her ccloth-
Second
nd Circle, Demon of the ing), for it adds 5 to her Charism
Charisma and
Thirdd Circle, Dolorous negates all comparative Appea Appearance
Reflection,
ction, Droning penalties she might suf suffer in
Suggestion,
estion, Emerald Social Combat—as w well as
Circlee Banishment, the comparative bonu bonuses of
Emerald
ald Counter- her opponent. (For instance,
inst
magic,
c, The Eye and if she goes up against B Bright
the Mouth, The Shattered Ice, she wil will nei-
Faithful
ful Ally, Food ther lose three dice frofrom all
from the Aerial Table, her rolls, nor will the Tw
Twilight
Hideous
ous Confusion of elder gain three dice to all
Tongues,
gues, Impenetrable her rolls.)
Frost Barrier, Impervious Salina tries to kee
keep her
Spherere of Water, Incanta- people from worshiping her,
tion of Effective Restoration, with indifferent success
success.
Infallible
lible Messenger, In-
vulnerable
erable Skin of Bronze, CHOSEN OF
Lightt of Solar Cleansing,
Malediction
di i
diction off the
h Di
Dis- LUNA
tortedd Compass, Mercury’s Mates, confid
confidants
Deliverance,
erance, Mists of Even- and seconds to the
tide, Mystic Travel, Open Solar Exalted, it is
the Spirit Door, Outside often the L Lunar
Worldsds Within, Paralyzing Exalted to w whom
Contradiction,
tradiction, Purifying the Lawgivers delegate their
Flames,
es, Ritual of Elemental most important tasks and
Empowerment,
owerment, Sapphire reveal their darkest se
secrets.
Circlee Banishment, Sapphire Creatures of unsurpassed
unsurpasse sav-
ntermagic, Shadowy
Countermagic, agery and animal magne
magnetism,
lacrums of Smoke, Sleep
Simulacrums the Stewards are the ppower

160
SALINA INGOSH SILVERCLAWS

behind their enthroned Solars in some principalities, while Wing Passing and feel pressure to themselves become
in others, they are dominated into quiescence by their prefectures.
dictatorial spouses. The only nearby principality not sabotaging the attempt
to legitimize the region is that under the care of Tamuz,
INGOSH SILVERCLAWS Ingosh’s student in the nature of being a Lunar and in the arts
Sharp-eyed Ingosh Silverclaws is a respected member
of love. As Ingosh has consistently rebuffed all of Ironbound
of the Silver Pact and a quiet adherent to the Winding
Mercy’s advances, this is another secret whose revelation
Path. As one of Luna’s chosen priests, Ingosh considers it
would sour things between the bonded pair.
his duty to honor her in his politics through experimental
Limit Break: The Curse of the Mother Hen
contradiction of established protocol. Ingosh’s Solar mate
Motivation: Ensuring the survival and advancement of
is comfortable with Silverclaws’ practices and appreciates
lands under his responsibility.
them as a method of strengthening the principality the two
Caste: Waxing Moon
close friends rule together. The Dawn Caste Ironbound
Anima Banner: A bear standing amidst misty violet and
Mercy endures jests from other Solars about who truly
azure backed by a blinding silver light.
rules their land, but Mercy is comfortable with his mate-
Spirit Shape: Small bear with wise eyes.
companion. He will become less so when he realizes that
Tell: Expressive, sympathetic eyes visible in all his forms.
Ingosh Silverclaws shaped him—from Mercy’s Exaltation
Attributes: Strength 4, Dexterity 6, Stamina 5; Charisma 8
after the Time of Cascading Years onward—to accept the
(Getting My Way +3), Manipulation 8 (Socialize +3), Ap-
Winding Path’s way of influencing government.
pearance 8; Perception 8, Intelligence 6, Wits 5
Ingosh regrets the necessity of manipulating his instinc-
Virtues: Compassion 5, Conviction 3, Temperance 3,
tual mate’s development, but he refused to endure another
Valor 3
White Wing Passing. Mercy’s earlier incarnation was dic-
Abilities: Archery 3, Athletics 6, Awareness 8, Bureaucracy 6,
tatorial, intransigent, sexually insistent and disregarding of
Craft (Air) 4, Craft (Fire) 5, Dodge 6, Integrity 7, Investiga-
Ingosh’s desires and advice; and she died during the Time
tion 6, Larceny 4, Linguistics (Native: Old Realm; Others:
of Cascading Years. Silverclaws’ greatest secret would get
Clawspeak, Dragontongue, Earthtongue, Flametongue, Forest-
him executed for crimes against the Realm and Heaven.
tongue, Riverspeak) 6, Lore 8, Martial Arts 5, Medicine 5,
Inexplicably isolated d with his mate White WiWing
W ng Passing for
Melee 5, Occult 6, Performanc
Performance 6 (Inspiration +2),
almost seven centuries, Ingosh
ngosh murdered
ies, In murdereed the Solar
Presence 8, Resistan
Resistance
a ce 7, Ride 5 (Simhata +2), Sail 6
to protect her lands from her foolishness and to
(Sand-Ships +3), Socialize 7, Stealth 6, Survival 6,
save himself from a lifetime m ooff degradatio
degradation.
i n.
Thrown 7 (Boomerangs +3) +3), War 7
Luckily, no one knows ws the two Exalts shared
Backgrounds: Allies 5, A Arsenal 3, Backing
their cascading-years rs experience.
(Deliberative) 3, Command 3, Cult 1, Heart’s
Now, Ingosh and nd Mercy run the
Blood 6, Henchmen 4, Pan Panoply 5, Reputation
Southeastern Doves’ es’ Flight Hills
(Politics) 3, Retainers 4,
(Politics
rdance. They
Synarchy in concordance.
Savant 1, Solar Bond 2,
plan to apply for prefectural
Wealth 4
status once they cleanan up
Knacks: Changing
the last of White Wing n
Plumage Mastery,
rous
Passing’s wars, dangerous
Compassionate Mir-
C
experiments and time- me-
ror Nature, Deadly
sing
delayed revenges, using
Beastman Transfor-
Bea
the money they save
mation*, Emerald
ma
ter
from tributes to better
Grasshopper Form,
Gr
their people’s lotss
Flickering
Flickeri Star Infusion, Hearth-
ickering St
and improve their
and-Flame
andd-Flame S Shell, Honing the
utilization of the
Stolen
Sttolen Form,
Form Humble Mouse
land’s resources.
Shape,
S hape, Internal
In Form Mas-
Most neighbors
Intimate Training
tery, Int
are less thrilled. If
Recollection, Life of the
Recollec
the Synarchy be-
Hummingbird, Luna’s Hid-
Hummin
comes a prefecture,
den Face,
Fac Mountainous
the neighbors lose
Expression, Prey’s Skin
Spirit Exp
their opportunity to o
Disguise, Q Quicksilver Second
retaliate for slights hts
Face,
ace, Subtle Silver Declaration,
Fa
they remember of White
Champions,Towering
Taste of Luna’s Champions, ,Towering n Beast Form

161
CHAPTER FIVE: THE MIGHTY

* In his war form, Ingosh Silverclaws benefits from +1 Join Battle: 13


Strength, Dexterity and Stamina and the positive aspects of Attacks:
the following mutations: Armored Hide, Enhanced Smell, Human:
Fangs, Night Vision, Talons, Wolf’s Pace, Wood Adaptation. Punch: Speed 5, Accuracy 12, Damage 4B, Parry DV 7,
He may also benefit from various Gift Charms. Rate 3
Charms: Blood-Kin Sense, Bruise-Relief Method, Butterfly Kick: Speed 5, Accuracy 11, Damage 7B, Parry DV 5,
Eyes Defense, Butterfly Eyes Enhancement, Cat-Face Pre- Rate 2
sentation, Cat-Falling Attitude, Celestial Circle Sorcery, Clinch: Speed 6, Accuracy 11, Damage 4B, Parry DV —,
Charismatic Lunar Trick, Coiled Serpent Strikes, Com- Rate 1
Elephant’s Wrinkles, Creating
manded to Fly, Counting the Elephant’s Moonsilver Sky-Cutter (Winter Deaths): Speed 5, Accurac Accuracy 19,
ng the
the Wolf Attitude, Culling h PPride, Dog-Tongue Method, Damage 9L, Range 70, Rate 2
Eye of the Cat, Fallingg Leaf Distraction, False Burrow War Fo Form
rm::
Form:
Pursuit, Feeding the Bearr Progression, Fertile Breath In nveer-
Inver-r- Bi S
Bite: Spe
peed
ed 55,, Accuracy
Speed Ac 10, Damage 5L, Parry DV —,
sion, Finding the Needle’s’s Eye, First Charisma Exc xccel
ellle
le y
lency,
Excellency, Rate 3
Rate
cy, First Intelligencee E
First Dexterity Excellency, xcelllelen
Excellency,ncy, Taloons: Spe
Talons: peed
pe
Speeded 5,5 Accuracy 11, Damage 8L, Parry D DV 6,
llency, First Stren
First Manipulation Excellency, ngt
gth Ex
gth
Strength Excellency, Ra 3
Rate
Flawless Charisma Focus,us, Flawless Ma ani
nipula
nipu lattion Focus,
Manipulation ch: Speed 6, Accuracy 12, Damage 5B, Parry DV —,
Cllinnch
Clinch:
oe-Turning Re
Flowing Body Evasion, Foe-Turning ebu
buke,, FFoot-Trapping
Rebuke, oot-Trappin ng Ra 1
Rate
Counter, Forsaking the Blood Pos stu
tu e, Glance-Orati
ture
Posture, Glance-Oration ion Moonsilver Sky-Cutter (Winter Deaths): Speed 5, Accurac Accuracy 20,
Technique, God-Body Dissection,, G od-Cutting Esse
God-Cutting encee,
Essence, e, Damage 10L, Range 70, Rate 2
raceful Cr
Golden Tiger Stance, Graceful ranee Stance, Haltin
Crane Halting ng thhe
the Soak: 15L/19B; 19L/24B in war form (Moonsilver articul articulated
Scarlet Flow, Hard-Nosedd Denial St tyle,
Style,e Herd Reinforc cem
Reinforcement ment
en plate, +12L/14B, Hardness: 8L/8B)
Stance, Herd-Strengtheningning Inv voc
ocata ion, Hiberna
Invocation, Hibernation ati
tionn of Health Levels: -0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-
-0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-2/-2
anipulatiion
the Dog, Impossible Manipulation n Improvement, In nevi-
Inevi- /-2/-2/-4/Incap
evitable S
table Genius Insight, Inevitable poo Discovery, In
poor
Spoor nsttinct
Instinct Dodge DV: 10 (11 in war form) Willpower: 8
nctive Ch
Memory Insertion, Instinctive hariisma Unity, Instin
Charisma incctive
Instinctive Essence: 8
ive Essence
Dexterity Unity, Instinctive ce PPrediction, Instinct
Instinctivetive
ti Personal Essence: 24 Peripheral Essence: 128 (1 (118)
sistible Sil
Manipulation Unity, Irresistible lverr Spirit, Keen Hea
Silver ariing
Hearing Committed Essence: 10
and Touch Technique, Labyrinth off th the Beast, Lightni nin
Lightning ng
ng Other Notes: Ingosh Silverclaws prefers to solve his pprob-
Stroke Attack, Lunar Heroo Form, Maskk of of White
W ite Jade, Mirror
Wh Mirrroro lems, be they political or physical threats, in methods oother
issecting Eye, O
Sight Dismay, Motive-Dissecting ctopus and Spiderr
ct
Octopus than direct. It’s a matter of making worship of Luna pa part of
king Stance, Ox
Barrage, Outworld-Forsaking x-B
- od
Ox-Bodyo y Technique h
hi
hiss every action. A favorite tactic is to throw Winter De Deaths
(x4), Perfect Symmetry, Rabid Beast Attitude dee, Ra
Attitude, R pid-Speech
Rapid-Speech th
hro
r ug
throughugh h scenery to end fights in clear decision.
unar Fury, Riding the Sec
Technique, Relentless Lunar S eeccre
Secretrett Wi
W
Wind,nd, Wint
Winter ter D eaath
Deathst s inspires those it strikes to think of their final
Righteous Lion Defense,, Second Appearance Ex Exceceell
celll en
ency
Excellency, cy,, breaths. A ssuccessful
uccce
cessful
cesss attack causes the target’s player to roll
ellency, Second Perception Ex
Second Intelligence Excellency, Exceceel-
cel-
Excel-l (W
Wil illlpower + IIn
(Willpower ntegrity) at a difficulty equal to the le
Integrity) levels
xcellency, Secret Speech Method,
lency, Second Stamina Excellency, off ddam
am
amag
mag
damageagee th
the
he w eapon inflicts. Failure halves the vict
weapon victim’s
se-Borrowing Method, Silver Lunar
Secure Cat Stepping, Sense-Borrowing MDVs versus social attacks that manipulate fear of de death,
Resolution (x6), Snake Body Technique, South Mastery hunger or other dangers of long winters. Winter De Deaths
Technique, The Spider’s T Trap D Door, S Spirit-Maiming E Es- l
always ld
returns to its wielder.
sence Attack, Subduing the Honored Foe, Tearing Claw Ingosh Silverclaws’ moonsilver articulated plate armor,
Atemi, Terrestrial Circle Sorcery, Thieving Magpie Prana, Finch Feather Fallen, hypnotizes people with its scintillating
Third-Veil Suggestion, Thousand Claw Infliction, Topiary beauty. Any who see and attack its wearer deduct a number
Culture Meditation, True-to-the-Pack Dedication, Twin- of dice equal to Ingosh’s Essence from their attack pools.
Fang Technique, Wary Swallow Method, Wasp Sting Blur, Finally, 60 motes of the Lunar’s Peripheral Essence comes
Watchful Spider Stance, Wind-Dancing Method, Wolf Ear from Silver Lunar Resolution and can only be replenished
Advantage, Wolf Eye Advantage by working to preserve the Southeastern Doves’ Flight
Spells: Becoming the Wood Friend, Demon of the First Hills Synarchy.
Circle, Demon of the Second Circle, Dolorous Reflection,
Emerald Countermagic, Eternal Crystalline Encasement,
LILITH
Two fames precede Lilith across Creation, to even
Eye of Alliance, Open the Spirit Door, The Princes of the
the most ignorant barbarians’ camp. The first is awe for
Fallen Tower, Private Plaza of Downcast Eyes, Ritual of
her physical prowess, which has defeated many potent
Elemental Empowerment, Sapphire Countermagic, Spoke
demons and behemoths in single combat. Second is pro-
the Wooden Face, Stormwind Rider, Summon Elemental,
found respect for her devotion to Desus, her bonded Solar
Wood Dragon’s Claw

162
INGOSH SILVERCLAWS LILITH

mate. Overseeing their prefecture in the East, she takes her such an event, or that he has programmed Lilith to execute
chosen leisure while he toys with Deliberative politics and herself, remain to be discovered.
lays strong foundations for him to take control of neighbor- Limit Break: The Curse of the Whipped Dog
ing principalities. These ploys draw antipathy from their Motivation: Please Desus.
neighbors that Lilith deals with on her own. Caste: Waning Moon
Lilith’s dark secret is the war in her heart between Spirit Shape: A white spotted owl
loathing and love for her Anima Banner: A cloak of
mate. Some Lunars know white owl feathers, settled
the physical harm he oc- over her like wings.
casionally inflicts on her, Tell: Feathers in her hair.
but they know little of the Attributes: Strength 5,
degree to which he controls Dexterity 7, Stamina 7; Cha-
her life. She interacts only risma 5, Manipulation 6,
with Seneschals of the Sun Appearance 5; Perception 4,
Kings, as “they are the only Intelligence 4, Wits 6
respectful Lunars.” Desus Virtues: Compassion 5,
directs her study of Charms Conviction 2, Temperance 2,
and Knacks. Lilith is female Valor 5
to the core and is a Twin- A b i l i t i e s : Archery 2,
Faced Hero only to please Athletics 5, Awareness 5,
Desus. He forbids her some Bureaucracy 2, Craft (Wa-
Charms that would allow ter) 3, Dodge 5, Integrity 2,
her to deceive or hide from Larceny 5, Linguistics (Na-
him. If Lilith’s mate knew she tive: Riverspeak; Others:
could invoke Clover Can’t Forest-tongue, Old Realm,
Be Found, he would punish Seatongue, Skytongue) 4,
her greatly. Lore 4, Martial Arts 7, Medi-
For all that, Lilith loves cine 3, Melee 4 (Spears +2),
Desus dearly and is loyal to Occult 3, Performance 4
him. Even mastering Clover (Fooling Desus +3), Pres-
Can’t Be Found with the ence 4, Resistance 5, Ride 2,
knowledge that it would Sail 1, Socialize 4, Stealth 4,
displease him was difficult for Lilith. A silver tongue that Survival 5, Thrown 2, War 1 (Ambush +3)
plays off Lilith’s hate and fear for Desus is effective, if it Backgrounds: Arsenal 1, Artifact 2, Cult 1, Heart’s Blood
manages to avoid triggering the many defenses Desus placed 4, Manse 2, Panoply 3, Retainer 3, Sifu 2, Solar Bond 5,
in Lilith’s personality. Some such mental landmines cause Wealth 2
Lilith to turn and walk away, afterward to remember only Knacks: Changing Plumage Mastery, Constant Quicksil-
that the person speaking angered her and she left. And ver Rearrangement, Deadly Beastman Transformation*,
that’s the best-case scenario. One Dragon-Blood caused her Emerald Grasshopper Form, Flickering Star Infusion,
to tear him limb from limb and forget the incident. Lilith Hearth-and-Flame Shell, Humble Mouse Shape, Hybrid
denies it ever happened. Other Celestial Exalted restrain Body Rearrangement**, Illimitable Beast Declaration, In-
their public contradictions out of respect and marvel at her timate Training Recollection, Laurels-and-Ivy Technique,
dedication in private. Life of the Hummingbird, Lightning-Change Style, Prey’s
One of Lilith’s few disobediences is this: She is the Skin Disguise, Quicksilver Second Face, Subtle Silver
secret patron of an RPC in the Northeast. It is where she Declaration, Twin-Faced Hero
was born and spent her first 19 years of life. Exaltation stole * In her war form, Lilith benefits from +1 Strength,
her youthful love away as the relationship she thought she Dexterity and Stamina and the positive aspects of the fol-
could have faltered beneath her glory and her acquisition lowing mutations: Feathers, Night Vision, Small, Talons,
of a husband and mate. For centuries, she’s guided the vil- Wings. She may also benefit from various Gift Charms.
lage’s fortunes. Her first love’s many-times-great-grandson ** Hybrid Body Rearrangement allows Lilith to activate
is just coming of age, and he resembles his forebear more any of the following mutations as a shapeshifting action
than Lilith can bear. She is on the verge of taking him as a that costs one mote: Chameleon, Gills, Enhanced Sight,
lover, something Desus has forbidden, under the rationaliza- Armored Hide.
tion that taking lovers is no insult among the Exalted and is Charms: Agitation of the Swarm Technique, Armor-Rend-
often expected. What punishments Desus has planned for ing Claw Fist, Bear Sleep Technique, Bruise-Relief Method,

163
CHAPTER FIVE: THE MIGHTY

Butterfly Eyes Defense, Butterfly Eyes Fist, Butterfly Eyes Damage 9L, Rate 2, Range 350
Tread, Claws of the Silver Moon, Clover Can’t Be Found, War Form:
Coiled Serpent Strikes, Crouching Tiger Stance, Den Talons: Speed 5, Accuracy 16, Damage 8L, Parry DV 9,
Mother Method, Dog-Tongue Method, Durable Battle Rate 3
Mind, Eagle Eye Advantage, East Mastery Technique, Talon Kick: Speed 5, Accuracy 15, Damage 11L, Parry DV 7,
External Hide Perfection, Eye of the Cat, Falling Leaf Rate 2
Distraction, False Burrow Pursuit, Ferocious Biting Tooth, Clinch: Speed 6, Accuracy 15, Damage 6B, Parry DV —,
First Appearance Excellency, First Charisma Excellency, Rate 1
First Dexterity Excellency, First Manipulation Excellency, Moonsilver Dire Lance (Luna’s Fang): Speed 5, Accuracy 18,
First Perception Excellency, First Strength Excellency, Damage 14L/18L, Parry DV 9, Rate 2
First Wits Excellency, Flawless Dexterity Focus, Flawless Moonsilver Short Powerbow (Luna’s Bite): Speed 6, Accuracy 13,
Manipulation Focus, Flawless Strength Focus, Flesh-Tearing Damage 10L, Range 350, Rate 2
Entanglement, Flowing Body Ascension, Flowing Body Eva- Soak: 8L/9B; 8L/10B in war form (Moonsilver hearthstone
sion, Foot-Trapping Counter, Frenzied Bear Fortification, bracers, +2L/0B, and moonsilver breastplate [Soaring Lov-
Furious Hound Pursuit, Furious Unhappy Recourse, Golden ers]; 2L/2B)
Tiger Stance, Graceful Crane Stance, Greedy Mosquito Health Levels: -0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-2/-2
Bite, Ground-Denying Defense, Halting the Scarlet Flow, /-2/-2/-4/Incap
Hide-Toughening Essence, Impossible Dexterity Improve- Dodge DV: 13 Willpower: 7
ment, Impossible Manipulation Improvement, Impressions Essence: 7
of Strength (Ogre’s Loving Caress, Undeniable Might), Personal Essence: 21 Peripheral Essence: 72 (58)
Instinct-Driven Beast Movement, Instinctive Dexter- Committed Essence: 14
ity Unity, Instinctive Manipulation Unity, Inviting the Other Notes: Lilith takes pleasure in bringing elegance,
Winter Wolf, Irresistible Silver Spirit, Jaws of the River distilled brutality and smooth success to combat. She
Dragon, Keen Hearing and Touch Technique, Light-Footed happily duels with friends and rivals and destroys enemies
Mountain Goat Stance, Lightning Stroke Attack, Lost of the Realm wherever she finds them. She possesses a
Mirror Flight, Luna’s Fortitude, Lunar Hero Form, Many- hearthstone known as the Midnight War Crystal set in
Pockets Meditation, Many-Armed Monkey Style, Mask of her hearthstone bracer, which allows her to challenge any
White Jade, Meerkat Alertness Practice, Might-Bolstering person she knows to combat in their dreams. It is identical
Blow, Mirror Sight Dismay, Octopus and Spider Barrage, to waking combat, but the Essence and Willpower spent
One of the Herd, Ox-Body Technique (x4), Perfection of and wounds taken are not real, and the victor regains one
the Mockingbird, Perfect Symmetry, Prey-Hobbling Bite, point of temporary Willpower upon waking. A Gemstone
Rabid Beast Attitude, Relentless Lunar Fury, Righteous of Shadows is set in her powerbow.
Lion Defense, Running Through the Herd, Second Stam- Also, 10 motes of the Lunar’s Peripheral Essence comes
ina Excellency, Secure Cat Stepping, Secure Den Prana, from Silver Lunar Resolution and can only be replenished
Silver Lunar Resolution, Snake Body Technique, South by working to protect her RPC in the Northeast.
Mastery Technique, The Spider’s Trap Door, Spreading
the Wyld Roots, Steadfast Yeddim Meditation, Terrible
MA-HA-SUCHI
The Wolf with the Red Roses is infamous as the terror
Wolverine Onslaught, Thieving Magpie Prana, Thousand
of bedchambers across the Blessed Isle. The Solar Temen
Claw Infliction, Throat-Baring Hold, True-to-the-Pack
Ambereyes issues public chastisements of his platonic Lunar
Dedication, Twin-Fang Technique, Unstoppable Lunar
mate while privately encouraging Ma-Ha-Suchi’s recreation.
Wound, Wary Swallow Method, Wasp Sting Blur, Wind-
Despite the rare negative feeling the Wolf’s habit engenders
Dancing Method
(and the Dragon-Blooded assassins that often accompany
Join Battle: 11
such feelings), it is a sharp and versatile political weapon for
Attacks:
Ambereyes—and it delays the day that the Ma-Ha-Suchi
Human:
seeks entrance into Ambereyes’ bed.
Punch: Speed 5, Accuracy 15, Damage 5B, Parry DV 8,
Ma-Ha-Suchi is indiscriminate in partners, apart from
Rate 3
his ambition to sleep with every Celestial Exalt, though few
Kick: Speed 5, Accuracy 14, Damage 8B, Parry DV 6,
mortals intrigue him enough to attract his lust. He sleeps
Rate 2
with few people more than once, and his only recurrent
Clinch: Speed 6, Accuracy 14, Damage 5B, Parry DV —,
lover is Odovacar of Rust, husband-wife to a neighboring
Rate 1
Lawgiver on the Blessed Isle. Odovacar’s Solar mate is
Moonsilver Dire Lance (Luna’s Fang): Speed 5, Accuracy 17,
jealous and unforgiving of affairs that reach beyond that
Damage 13L/17L, Parry DV 9, Rate 2
of convenience, so their trysts remain secret lest Odovacar,
Moonsilver Short Powerbow (Luna’s Bite): Speed 6, Accuracy 12,

164
LILITH MA-HA-SUCHI

Ma-Ha-Suchi and Temen Ambereyes suffer large personal Skytongue) 6, Lore 2, Martial Arts 3, Medicine 1, Melee 5, Oc-
and political consequences. cult 3, Performance 6, Presence 6 (Seduction +3), Resistance 4,
Some people consider Ma-Ha-Suchi an irredeemable Ride 3, Sail 3, Stealth 2, Socialize 6 (Idle Pastimes +2),
rascal, others an enemy, but none deny him admission into Survival 2, Thrown 2, War 2
their principalities or their homes. He is too charming a Backgrounds: Allies 4, Artifact 4, Artifact 3, Artifact 3,
guest and too pleasant a companion. He is not the oldest, Artifact 2, Connections (Celestial Exalted Lovers) 4, Cult 2,
most powerful or most socially convincing of the Exalted, Heart’s Blood 2, Panoply 3, Reputation (Lover) 5 (Legend-
but he uses that to his advantage. When Ma-Ha-Suchi ary Reputation), Retainers 3, Wealth 3
cannot overwhelm potential hosts with his personality, he Knacks: Changing Plumage Mastery, Compassionate
disarms them with his youth. Only the Sidereal Hadeon (see Mirror Nature, Courtesan’s Possession, Deadly Beastman
p. 170) avoids the Wolf with the Red Roses without respite. Transformation*, Flickering Star Infusion, Honing the
Ma-Ha-Suchi is confident that they will meet, because he Stolen Form, Life of the Hummingbird, Prey’s Skin Disguise,
prowls Meru and the Blessed Isle for the very reason that Twin-Faced Hero
all Celestial Exalted come there eventually. * In his war form, Ma-Ha-Suchi benefits from +1
The Lunar has estates in the Threshold, some per- Strength, Dexterity and Stamina and the positive aspects of
sonal, some shared with Ambereyes and one for secret the following mutations: Cheetah’s Pace, Fangs, Fire Adapta-
meetings with Odovacar. He rarely visits them. Everything tion, Inexhaustible, Night Vision, Small, Tail, Talons, Thick
in the world is in Meru, so why would he spend his time Skin. He may also benefit from various Gift Charms.
in barbarism? Ma-Ha-Suchi feels the same way about the Charms: Blood-Kin Sense, Bruise-Relief Method, Butterfly
dominion he and Ambereyes administer on the Isle. While Eyes Defense, Cat-Face Presentation, Cat-Falling Attitude,
Ambereyes enjoys the arenas of political and economic Charismatic Lunar Trick, Chattering Magpie Inflection,
combat, Ma-Ha-Suchi leaves the busywork to his Terrestrial Cobra Hypnotic Method, Counting the Elephant’s Wrinkles,
subordinates and aids his bonded mate as an afterthought. Dog-Tongue Method, East Mastery Technique, Falling Leaf
I AM conveys no messagesages left for him regarding Distraction, False Bur-
ure, by
his duties in the prefecture, row Gift, False Burrow
longstanding command. d. This Pursuit, First Charisma
P
would cause trouble, butt I AM Excellency, First Dexterity
Exc
ssages
intelligently selects messages Excellency, First Manipu-
Exce
nt and
to share based on content lation Excellency, First
latio
originator and has never been Perception Excellency, First
Perce
chastised by Ma-Ha-Suchi chi on Strength Excellency, Foe-
Stren
the matter. Marking Style, Foe-Turning
Mark
Limit Break: The Curse rse of Rebuke, Forgetful Victim
Rebu
the Raging Bull Prana, Glance-Oration
Pran
Motivation: Bed every ry Technique, Graceful Crane
Tech
Celestial Exalt. Stance, Hard-Nosed Denial
Stanc
Caste: Waxing Moon Style, Heightened Smell
Style
Spirit Shape: A hand- and T Taste Method, Hide
erful
some, groomed and powerful the Cunning Hunter,
of th
wolf. Hide-Toughening Essence,
Hide
Anima Banner: Glorious rious Instinct Memory Insertion,
Instin
bright white and silverr be- Instinctive Charisma Unity,
Instin
th.
hind grinning wolf teeth. Instinctive Manipulation
Insti
Tell: Sharp canines in n his Unity,
U
Uniti Irresistible Silver
smile. Spirit, Keen Hearing and
Spiri
Attributes: Strength 5, Dexter- Touch Technique, Keen
Touc
ity 5, Stamina 5; Charismasma 7, Smell and Taste Technique,
Smel
ance 7;
Manipulation 7, Appearance Light-Footed Mountain
Ligh
Perception 6, Intelligence 4, Wits 5 Goat Stance, Lightning Flash Might Methodology, Lost
Virtues: Compassion 4, Conviction 5, Temperance 1, Mirror Flight, Mask of White Jade, Meerkat Alertness
Valor 4 Practice, Mind-Blanking Fear Technique, Mirror Sight
Abilities: Archery 4 (Showing Off +2), Athletics 5, Aware- Dismay, Motive-Dissecting Eye, New Friend Aroma,
ness 4, Bureaucracy 2, Dodge 4, Integrity 4, Investigation 3, Observed Predator Instinct, Outworld-Forsaking Stance,
Larceny 4, Linguistics (Native: Earthtongue; Others: Flame- Ox-Body Technique (x2), Perfect Fear Scent, Perfect Sym-
tongue, Forest-tongue, Old Realm, Riverspeak, Seatongue, metry, Rapid-Speech Technique, Righteous Lion Defense,

165
CHAPTER FIVE: THE MIGHTY

Scathing Lunar Condemnation, Secret Speech Method, Ma-Ha-Suchi’s Appearance in all forms. It makes him look
Second Appearance Excellency, Second Stamina particularly dashing after combat, increasing his Appearance
Excellency, Second Wits Excellency, Serpent’s Tooth Reply, by one more dot after it protects him from combat and for
Silver-Swift Retort, Stance-as-Thought Stride, Steadfast the scene that follows.
Yeddim Meditation, Subduing the Honored Foe, Subtle
Silver Command, Tearing Claw Atemi, Terrifying Lust
TAMUZ
Tamuz’s first love has always been war. As a youth, his
Infliction, Third-Veil Suggestion, Unnoticed Confusion
delight was leading his friends against their rivals in play,
Attack, Wolf Ear Advantage
plotting victories in team sports and exercising his natural
Join Battle: 9
aptitude for strategy board games. His admission into the
Attacks:
Dejazmachy Steadfast Defenders surprised no one, and his
Human:
meteoric rise through the ranks was entirely due to merit. He
Punch: Speed 5, Accuracy 9, Damage 5B, Parry DV 5,
still made enemies, especially among those Dragon-Blooded
Rate 3
he surpassed. Some of them remain alive, others passed their
Kick: Speed 5, Accuracy 8, Damage 8B, Parry DV 3, Rate 2
resentment to their descendents, and the lot of them plot in
Clinch: Speed 6, Accuracy 8, Damage 5B, Parry DV —,
secret now that Tamuz is one of the elite Celestial Exalted.
Rate 1
It was Tamuz’s tenacity in the face of impossible odds and
Moonsilver Reaper Daiklave (Silver Sliver): Speed 4, Accuracy 16,
favoritism that earned him Luna’s Blessing.
Damage 9L, Parry DV 8, Rate 3
Exaltation proved Tamuz’s right to high place in the
Moonsilver Short Powerbow (Touch of Grace): Speed 6, Ac-
army. The Dejazmachy’s Queen Chiara is Tamuz’s bonded
curacy 12, Damage 9L, Range 350, Rate 2
mate, and in her name, he shaped her Steadfast Defend-
War Form:
ers into a conquering military worth those of any three
Punch: Speed 5, Accuracy 10, Damage 6B, Parry DV 6,
neighboring tributaries. The Deliberative requested his
Rate 3
service, and he distinguished himself in campaigns against
Kick: Speed 5, Accuracy 9, Damage 9B, Parry DV 4, Rate 2
the Fair Folk of all directions. In fact, his dedication to the
Clinch: Speed 6, Accuracy 9, Damage 6B, Parry DV —,
task regardless of political consideration earned him lasting
Rate 1
enmity among the Fair Folk and his allies.
Fangs: Speed 5, Accuracy 9, Damage 6L, Parry DV —,
Then, Queen Chiara recalled Tamuz from the field.
Rate 1
She refused further entreaties for his services on his behalf,
Talons: Speed 5, Accuracy 10, Damage 8L, Parry DV 6,
insisting that his place was with her, and set the Half Moon
Rate 3
to governing the lands he had conquered for her in the earlier
Moonsilver Reaper Daiklave (Silver Sliver): Speed 4, Accuracy 17,
days of his Exaltation. This is a task to which the territory’s
Damage 10L, Parry DV 8, Rate 3
Dragon-Blooded are better suited, but Chiara insists that
Moonsilver Short Powerbow (Touch of Grace): Speed 6, Ac-
Tamuz care for it personally. This creates weaknesses in the
curacy 13, Damage 9L, Range 350, Rate 2
bureaucracy that enemies exploit, but he has little choice.
Soak: 8L/10B; 10L/12B in war form (Moonsilver
He is Dejazmach Tamuz (a title Chiara’s former incarnation
lamellar, +5L/5B)
bore but Chiara found distasteful and passed to her mate),
Health Levels: -0/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-4/Incap
and his duty is in the Starlit Ice Dejazmachy.
Dodge DV: 8 (9 in war form) Willpower: 7
Impartial Tailor Teruko, a Sidereal of note in the
Essence: 7
Southern Convention, recently intimated to Tamuz that
Personal Essence: 21 Peripheral Essence: 62 (49)
she was responsible for Tamuz’s talent for strategy and his
Committed Essence: 13
ascension to the heights that attracted Luna’s attention.
Other Notes: Ma-Ha-Suchi prefers love to war, but his
The Impartial Tailor’s lie fools Tamuz so far, and the Lunar
image is everything. Given the choice between fighting
wonders whether he owes Teruko gratitude for the honor…
and looking like a fool, he’ll fight—but do everything he
or enmity for his current situation. Which he gives her, and
can to end the conflict gracefully and with some egg on his
whether she recognizes the danger before he does, remains
opponent’s face. And he’s good at it, too.
to be seen, though Tamuz has already drawn up plans for
Aiding him in this are his uniquely designed weapons
the military conquest of all lands for which Impartial Tailor
and armor. Silver Sliver is an elegant moonsilver reaper
Teruko bears any responsibility as a theoretical exercise.
daiklave that accents Ma-Ha-Suchi’s image. Add one success
Limit Break: The Curse of the Lone Wolf
to called shots and attempts to show off with it. Touch of
Motivation: Guide his people to military independence.
Grace is a moonsilver short powerbow that automatically
Caste: Half Moon
hits any target, regardless of difficulty, that has no Defense
Anima Banner: Deep blues and silver-tinged browns that
Value, a quality he employs to show off. The damage rat-
surround piercing eyes.
ing assumes broadhead arrows. Ma-Ha-Suchi’s moonsilver
Spirit Shape: A sleek, fit gazelle hound.
lamellar armor Lover’s Embrace is beautiful, adding one to

166
MA-HA-SUCHI TAMUZ

Tell: His shadow has perked, peaked ears, no matter his Grace, Nature-Reinforcing Allocation, North Mastery
actual form. Technique, Ox-Body Technique (x3), Pack and Flock
Attributes: Strength 3, Dexterity 6, Stamina 5; Charisma 7, Guidance, Pack Instinct Affirmation, Predator and Prey
Manipulation 6, Appearance 5; Perception 6, Intelligence 7, Recognition, Predator’s Insight, Ranging Wolf Marking,
Wits 4 Relentless Lunar Fury, Relentless Lunar Horde, Righteous
Virtues: Compassion 4, Conviction 3, Temperance 2, Lion Defense, School Becomes Shark Formation, Second
Valor 5 Appearance Excellency, Second Intelligence Excellency,
Abilities: Archery 5 (Sniping +2), Athletics 2, Awareness 3, Second Perception Excellency, Second Stamina Excel-
Bureaucracy 4, Craft (Earth) 4, Craft (Fire) 4, Dodge 5, In- lency, Secure Cat Stepping, Sense-Borrowing Method,
tegrity 3, Investigation 1, Linguistics (Native: Flametongue; Shadowlands Circle Necromancy, Sharing the Gifts of Luna,
tongue, Old Realm, River
Others: Earthtongue, Forest-tongue, River- Silver Lunar Resolution (x(x3), South Mastery Technique,
speak) 4, Lore 4, Martial Artss 3, Medicine 3, Melee 6 Steadfast Yeddim M Meditation, Terrestrial Circle
(Disarming +2, Swords +1), Occultccult 4, Performance 5, Sorcery, Unstoppable Beast-Warrior Indoctrination,
Presence 3, Resistance 3, Ridee 3, Sail 5, So ocialize 4,
Socialize Unstoppable
Unnstoppable Juggerna
Juggernaut Incarnation, Wary Swallow
Survival 4, War 6 (The South +3) Method, Watchful S Spider Stance, Wind-Dancing
Backgrounds: Allies 3, Arsenal nal 3, Backing (Crimson Method, Wolf Pack Training
T Technique
Panoply of Victory) 1, Backing ng (Deliberative) 2, Spells: Coin of Distant Vision, Demon of the
Command 4, Connections (Army Army of the Delib- First Circle, D
Dusk Eyes, Emerald Circle Ban-
erative) 4, Cult 2, Heart’s Bloodod 4, Henchmen ishment,
ishm
ment, Em
Emerald Countermagic, Hound of
3, Manse 3, Panoply 2, Reputationtion (General) 5, the Five Win
Winds, Infallible Messenger, Iron
Retainers 3, Salary 1, Solar Bondond 3, Wealth 3 Countermagic, Personal Tempest, Raise
Countermag
Knacks: Deadly Beastman Transformation*,
ansformation*, the Skeleta
Skeletal Horde, Raising the Earth’s
Devastating Ogre Enhancement, ent, Emperor Bones, Stormwind
Sto Rider, Summoning
Ox Expansion, Essential Mirror irror Form of the H
Harvest,
ar The Violent Opening of
(Green Sun Child), Green Sun un Child, Closed PoPortals, Water from Stone
Heart-Theft of the Behemoth, oth, Il- Join Battle:
Battl 7
limitable Beast Declaration, Luna’s
una’s Attacks:
A
At tacks:
Hidden Face, Mountainous Spirit pirit Human:
Expression, Terrifying Beastmanman nch: Speed 5,
Punch:
P
Pu 5 Accuracy 10, Damage 3B,
Alteration*, Towering Beast east Parry DV 6, Rate
Rat 3
Form Kick: Speed 5, A Accuracy 9, Damage 6B, Parry
* In his war form, Tamuz amuz DV 4, Rate 2
benefits from +2 Strength, Dexter- ity Clinch: Speed 6, Accuracy 9, Damage 3B, Parry
and Stamina and the positive ve aspects of the fol- DV —, Rate 1
lowing mutations: Cheetah’s h’s Pace, Fangs, Fire Moonsilver Reaver
Rea Daiklave (Bull’s Horns):
Adaptation, Inexhaustible, Night Vision, Tail, Accuracy 18, Damage 12L/3, Parry
Speed 5, Accur
Talons, Thick Skin. He may also so benefit from various DV 8, Rate 2
Gift Charms. Moonsilver Long
Lo Powerbow (Parliament of
Charms: Bird Falls from Flock Targeting, Blood-Kin Rooks): Speed 6, Accuracy 13, Damage 8L,
Sense, Boundary-Marking Me M
Meditation,
ditation, Bruise- Range 450, R Rate 3
Relief Method, Diving Hawk wk IInspiration,
nspiration, War Form:
Dog-Tongue Method, Durable le Battle-Mind, Punch: SpSpeed 5, Accuracy 12, Damage
Eagle Eye Advantage, External nal Hide Perfec- 5B, Parry DV 7, Rate 3
tion, Eye of the Cat, First Charisma Excellency, First Kick: Speed 5, Accuracy 11, Damage 8B, Parry DV 5,
Dexterity Excellency, First Intelligence Excellency, First Rate 2
Manipulation Excellency, First Wits Excellency, Flawless Clinch: Speed 6, Accuracy 11, Damage 5B, Parry DV —,
Charisma Focus, Flight of the Sparrow, Flowing Body Rate 1
Evasion, Frenzied Bear Fortification, Furious Hound Fangs: Speed 5, Accuracy 9, Damage 4L, Parry DV —,
Pursuit, God-Cutting Essence, Golden Tiger Stance, Rate 1
Halting the Scarlet Flow, Hide-Toughening Essence, Talons: Speed 5, Accuracy 12, Damage 7L, Parry DV 7,
Instinct-Driven Beast Movement, Instinctive Charisma Rate 3
Unity, Leaf-Falling Scrutiny, Lesson of the Winter Wolf, Moonsilver Reaver Daiklave (Bull’s Horns): Speed 5, Accuracy
Lessons in the Blood, Loyal Beast-Friend Enlightenment, 20, Damage 14L/3, Parry DV 9, Rate 2
Maintaining the Pack, Meerkat Alertness Practice, Mist- Moonsilver Long Powerbow (Parliament of Rooks): Speed 6,
Walking Prana, Moonlight Curtain Drawn, Native Son’s Accuracy 15, Damage 8L, Range 450, Rate 3

167
CHAPTER FIVE: THE MIGHTY

Soak: 15L/14B; 16L/16B in war form (hearthstone bracers, Five-Score Fellowship, the Fallen Tears Society, which
+2L/0B, and moonsilver reinforced breastplate, +10L/9B, advocates operating the Bureau of Destiny aggressively based
+1 fatigue value) on solid trends (past and future) and their prophecies. More
Health Levels: -0/-1/-1/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2 than a few gods feel threatened by the idea of the Maidens’
/-2/-2/-4/Incap Chosen claiming more influence over the Bureau. The most
Dodge DV: 12 (13 in war form) Willpower: 9 insecure exercise their influence to demote Chejop Kejak’s
Essence: 7 allies or send them on long-term missions. Some take the
Personal Essence: 25 Peripheral Essence: 96 (76) hint, others pronounce their political views with renewed
Committed Essence: 20 fervor, and yet others come to Chejop’s side in reaction. All
Other Notes: Tamuz is an intelligent warrior and one of in all, the Fallen Tears Society’s numbers fluctuate gently
the most-recognized (and least-utilized) generals of the around a solid core membership.
Age. He believes Mars to favor the best prepared army Kejak is known for his mediation, his ability to find a
in a conflict, so he devotes great effort to possessing as common ground between two people and convince both to
much information as possible. Sense-Borrowing Method agree to it. That he uses secrets of both or all parties concerns
is a friend to him. Most of his spells are devoted to aiding few; he is a discreet soul who wields the secrets as context
his army, from gathering info and transportation to tactics rather than as blackmail. To him, it is all a matter of acting
and provisioning. on complete information for the collective good. And the
As one would expect of so mighty a warrior, Tamuz’s few who resent his knowledge of their secrets fail to ruin his
weaponry is as impressive as he is. The Half Moon’s reaver reputation, as their complaints inevitably humiliate them.
daiklave Bull’s Horns is a double-edged moonsilver weapon Revenge festers in some hearts, but that does not concern
with a gap down the middle. Its recognizable profile adds four Chejop, who is well protected.
dice to rolls to control a unit when unsheathed in combat, Limit Break: Oracles’ Flawed Fate
and wielding it eliminates targets’ bonuses to close combat Motivation: Protect Creation and its future through
defense due to formation. In it is set a Jewel of Fire Sense. knowledge.
His right hearthstone bracer bears the One Will Gem. It Caste: Chosen of Secrets
communicates his will instantly to all soldiers in a unit he Anima Banner: A rich, soothing green.
commands, negating the need for relays, adding two to their Attributes: Strength 5, Dexterity 5, Stamina 5; Charisma 7,
Drill and increasing Might by one. Parliament of Rooks is Manipulation 7, Appearance 7; Perception 7, Intelligence 6,
a moonsilver long powerbow with a Sentinel’s Stone set in Wits 5
its grip. In mass combat, the bow’s arrows multiply rapidly Virtues: Compassion 3, Conviction 4, Temperance 4,
into flocks of dark projectiles, eliminating targets’ bonuses Valor 3
to defense against ranged attacks due to formation. Damage Abilities: Athletics 5, Awareness 7, Bureaucracy 6, Craft
rating assumes broadhead arrows, but Tamuz equips target (Air) 5, Craft (Earth) 5, Craft (Fate) 6, Craft (Fire) 5, Craft
arrows when advantageous. The Deliberative awarded Ta- (Genesis) 5, Craft (Magitech) 5, Craft (Water) 5, Craft
muz with his moonsilver reinforced breastplate, Honor of (Wood) 5, Dodge 6, Integrity 6, Investigation 6, Larceny 5,
Meru’s Guardian, before Chiara forced him into obscurity. Linguistics (Native: Old Realm; Others: Deliberative Army
By committing 10 motes at the start of a battle, Tamuz Code, Dragontongue, Earthtongue, Fallen Tears Crystalline
guarantees that most of his unit’s soldiers survive—battle Codex Cipher, Forbidden Manse of Ivy Cipher, Pelagial,
incapacitates them rather than kills them. This subtracts Riverspeak) 7, Lore 6, Martial Arts 6, Medicine 5, Melee 5,
an amount equal to his Essence from the number of days Occult 6, Performance 6, Presence 6, Resistance 6, Ride 5,
necessary to recover each point of Magnitude after a battle Sail 4, Socialize 6, Stealth 7, Survival 2, Thrown 4, War 4
(see Exalted, p. 169). Backgrounds: Acquaintances 5, Allies 5 (Legendary Ally),
Artifact 4, Backing (Forbidding Manse of Ivy) 5, Connec-
CHOSEN OF THE MAIDENS tions (Bureau of Destiny) 4, Connections (Deliberative) 4,
Trusted advisors to the Solar Exalted and liaisons be- Connections (Five-Score Fellowship) 3, Cult 1, Manse 4,
tween the Lawgivers and the gods of Yu-Shan, the Sidereals Panoply 3, Reputation (Mediator) 4, Retainers 5, Salary 5,
of the Five-Score Fellowship exercise tremendous influence Savant 3, Wealth 4
over the affairs of Creation, even though they seldom hold Charms: Absence, Air Aspect Terrestrial Exalt Ways,
the actual reins of power. Astrology Interruption Method, Auspicious Prospects for
Battles, Auspicious Prospects for Secrets, Auspicious Pros-
CHEJOP KEJAK pects for Serenity, Avoidance Kata, Avoiding the Truth
Chejop Kejak believes in knowledge. With it, Chejop
Technique, Blade of the Battle Maiden, Blinding the Boar,
makes the right decisions for the future. It is more certain
Breaking the Wild Mortal, Cannibalistic Heritage Tech-
than guesswork, and it risks less than idealism. He is the
nique, Cash and Murder Games, Celestial Circle Sorcery,
driving member of a group that comprises a third of the
Charcoal March of Spiders Form, Charm Redirection

168
TAMUZ CHEJOP KEJAK

Technique, Compassionate Essence Replenishment, Con- Presence Practice, Someone Else’s Destiny, Song of Spirit
clusion-Pursuing Approach, Crimson Palm Counterstrike, Persuasion, Soul Fire Shaper Form, Spell-Shattering Palm,
Dance of the Hungry Spider, Deadly Starmetal Offensive, Spirit-Shape Companion, Stern Essence Replenishment,
Death-Parrying Stroke, Defense of Shining Joy, Demesne and Stone Skipping Spirit, Supernal Awareness, Terrestrial
Manse Form, Demesne Emulation Practice, Destiny-Knit- Circle Sorcery, Thought-Swiping Distraction, Thumbnail
ting Entanglement, Duck Fate, Easily Accepted Proposition Spider March, Unhearing Dedication, Unnatural Many-
Stance, Efficient Secretary Technique, Expected Pain, Step Stride, Unobstructed Blow, Violet Bier of Sorrows Form,
Fateful Awareness Excellency, Fateful Craft Excellency, Walls of Salt and Ash, Wanting and Fearing Prayer, Water
Fateful Dodge Excellency, Fateful Lore Excellency, Fateful and Fire Legion, Water and Fire Treaty, Water Spider Bite,
Martial Arts Excellency, Fateful Performance Excellency, Wise Choice, World-Shaping Artistic Vision (Knowledge
Fateful Presence Excellency, Fateful Resistance Excellency, +2), Yellow Path, You and Yours Stance
Fateful Socialize Excellency, Faultless Ceremony, Favor- Spells: Coin of Distant Vision, Corrupted Words, Demon
able Inflection Procedure, First Awareness Excellency, of the First Circle, Demon of the Second Circle, Empathic
First Craft Excellency, First Wind, The Faithful Ally,
Dodge Excellency, First Hidden Judges of the Se-
Lore Excellency, First Mar- cret Flame, Incantation of
tial Arts Excellency, First Spiritual Discretion, Infal-
Performance Excellency, lible Messenger, Lightning
First Presence Excellency, Spider, Mercury’s Deliver-
First Resistance Excellency, ance, Open the Spirit Door,
First Socialize Excellency, Paralyzing Contradiction,
Five Jade Fury, Flickering Raise the Puissant Sanctum,
Moonsilver Approach, Flight The Sacred Tongue, Sap-
of Mercury, Force Decision, phire Circle Banishment,
Fortuitous Fellowship, Four Sapphire Countermagic,
Magical Materials Form, Full Shadowy Simulacrums of
Moon Lunar Exalt Ways, Smoke, Stormwind Rider,
Games of Divinity Form, Summon Elemental, Sum-
Glory Path, God Ways, mon Ghost, Summon Spirit
Grandmother Spider Mas- Boat, Summoning of the
tery, Harmonic Completion, Harvest, Threefold Binding
Harmony of Blows, Heart- of the Heart, Thunder Wolf’s
Brightening Presentation Howl, Travel Without Dis-
Style, Horrific Wreath, Ice tance, Virtuous Guardian
and Fire Binding, Icy Hand, of Flame, Voices of Distant
Impeding the Flow, Impose Regard, Whirlwind of Fate
Motivation, Joy in Adver- Colleges: The Banner 2, The
sity Stance, Jumping Spider Captain 3, The Corpse 2, The
Strike, Life-Severing Blow, Crow 2, The Ewer 2, The
Life Without Compunction, Gauntlet 2, The Guardians 2,
Loyalty-Sacrificing Sidestep, The Gull 1, The Haywain 3,
Mark of Exaltation, Maw of The Key 3, The Lovers 2, The
Dripping Venom, Metal Storm, Methodology of Secrets, Mask 3, The Mast 2, The Messenger 3, The Musician 2,
Mirror-Shattering Method, Name-Pilfering Practice, Nest The Peacock 3, The Pillar 2,
of Living Strands, Night Solar Exalt Ways, Of Secrets The Quiver 3, The Rising Smoke 2, The Shield
Yet Untold, Of the Shape of the World, Of Truths Best 1, The Ship’s Wheel 3, The Sorcerer 3,
Unspoken, Ordained Bridle of Mercury, Orichalcum The Spear 2, The Sword 3, The Treasure Trove 3
Sheathing Stance, Ox-Body Technique, Pattern Spider Join Battle: 12
Touch, Perfection in Life, Predestined Delivery Shaping, Attacks:
Presence in Absence Technique, Preservation of Resolve, Punch: Speed 5, Accuracy 12, Damage 5B, Parry DV 7,
Prior Warning, Prismatic Arrangement of Creation Form, Rate 3
Rain of Unseen Threads, Research Assistant Invocation, Kick: Speed 5, Accuracy 11, Damage 8B, Parry DV 5,
Salt into Ash Sleight, Secrets of Future Strife, Sequential Rate 2
Charm Disruption, Serendipitous Voyage, Shield of Des- Clinch: Speed 6, Accuracy 11, Damage 5B, Parry DV —,
tiny, Shun the Smiling Lady, Sidereal Shell Games, Soft Rate 1

169
CHAPTER FIVE: THE MIGHTY

Starmetal Wrackstaff (Fair Lesson): Speed 4, Accuracy 15, Limit Break: Joybringers’ Flawed Fate
Damage 12L or 20B, Parry DV 7, Rate 3 Motivation: Trim Creation as a bonsai or fold it as paper
Soak: 3L/5B until it is the perfect pleasing shape.
Health Levels: -0/-0/-1/-1/-2/-2/-4/Incap Caste: Chosen of Serenity
Dodge DV: 12 Willpower: 10 Anima Banner: A lilac radiance that dims the room.
Essence: 7 Attributes: Strength 3, Dexterity 8, Stamina 4; Charisma 5,
Personal Essence: 24 Peripheral Essence: 66 (60) Manipulation 7, Appearance 5; Perception 8, Intelligence 8,
Committed Essence: 6 Wits 6
Other Notes: The Chosen of Secret’s starmetal-laced Virtues: Compassion 5, Conviction 5, Temperance 5,
wrackstaff, Fair Lesson, allows Kejak to levy astrological Valor 5
penalties on those he touches with it. It raises the victim’s Abilities: Archery 4, Athletics 7 (Acrobatics +2), Aware-
target number for one Ability of Kejak’s choice and remains ness 8, Bureaucracy 6, Craft (Air) 5 (Glassblowing +1), Craft
for the rest of the scene. When the Ability activates, pattern (Fate) 8, Craft (Fire) 5 (Ceramics +2, Smithing +1), Craft
spiders tie the malign destiny to the easiest of all targets (Water) 5 (Cooking +2), Craft (Wood) 5 (Bonsai +3), Dodge 8,
touching Fair Lesson; i.e., the person with the lowest Es- Integrity 8, Investigation 5, Larceny 3 (Disguise +1), Lin-
sence, including Chejop. It has a Dream-Stone mounted guistics (Native: Earthtongue; Others: Deceptive Verdant
it, as well. Bonsai Artisan’s Cipher, Dragontongue, Flametongue, Forest-
Kejak typically wears a set of starmetal hearthstone tongue, Old Realm, Riverspeak, Seatongue, Skytongue) 8,
bracers, as well as a starmetal hearthstone amulet. A Jewel of Lore 8 (Primordials +3), Martial Arts 8 (Non-Combat +3),
the Celestial Mandarin is set in the amulet, while the right Medicine 5, Melee 3, Occult 8, Performance 5, Presence 6,
bracer possesses an inset Gemstone of Surface Thoughts. Resistance 7, Ride 4, Sail 4, Socialize 6, Stealth 5, Survival 4,
Thrown 4, War 1
HADEON Backgrounds: Allies 5 (Legendary Ally), Artifact 5, Back-
Hadeon appreciates the finer things in life: the arts of
ing (Bound by Senses Artistry Association) 5, Backing
bonsai, origami, calligraphy, conversation and appreciation
(Cerulean Lute) 5, Connections (Artists) 5, Connections
of wine and tea. Surprising to all but his close friends is his
(Black Bandana) 5, Connections (Deliberative) 2, Cult 1,
mastery of low skills: farming, weaving, cooking, circus ac-
Manse 3, Panoply 4, Reputation (Wise Elder) 5, Retainers 5,
robatics, mortal astrology, thaumaturgy, mundane disguises
Salary 5, Wealth 3
and other things. He treats such things as larks, things to
Charms: Abandoned Words Curse, Absence, Adopting the
study because it is amusing to think that they exist. Hadeon
Untamed Face, Astrology Interruption Method, Auspicious
considers various other skills beneath the Exalted, and this
Prospects for Serenity, Avoidance Kata, Avoiding the Truth
attitude abrades the pride of his peers and superiors. The
Technique, Battles Sidereal Exalt Ways, Becoming the Wil-
arts of war and lovemaking, which many Exalted pursue
derness, Blade of the Battle Maiden, Blinding the Boar, Blue
with expert vigor, are among those that strike Hadeon as
Vervain Binding, Breaking the Wild Mortal, Cannibalistic
uncouth. His amusement when other Celestial Exalted
Heritage Technique, Cash and Murder Games, Celestial
practice them is inoffensive enough that no one has chal-
Circle Sorcery, Charcoal March of Spiders Form, Charm
lenged him over it, but few count him as a dear friend, and
Redirection Technique, Compassionate Essence Replenish-
he attends few parties.
ment, Conclusion-Pursuing Approach, Conclusive Wisdom,
The studies of sorcery and supernatural martial arts are
Creation-Preserving Will, Crimson Palm Counterstrike,
both dear to Hadeon, and he lectures regularly at Sperimin’s
Dance of the Hungry Spider, Dawn Solar Exalt Ways,
relevant academies. Critics call him hypocrite, a title he does
Deadly Starmetal Offensive, Death-of-Self Meditation,
not challenge, but such knowledge is for Hadeon spiritualism
Death-Parrying Stroke, Defense of Shining Joy, Demesne
and mastery of Essence, not a tool for conflict or base use.
and Manse Form, Demesne Emulation Practice, Demure
To Hadeon, the only noble application for his mastery is
Carp Feint, Destiny-Knitting Entanglement, Dreaming
art, something he wishes to one day apply to the world on
Pearl Courtesan Form, Dreaming the Wild Lands, Duck
a grand scale through unmatched synthesis of sorcery and
Fate, Easily Accepted Proposition Stance, Eclipse Solar
ideal martial prowess.
Exalt Ways, Efficient Secretary Technique, Elemental Vi-
As one of the few Chosen of the Maidens who still
sion (Air, Wood), Embracing Life Method, The Empress
survive from the Primordial War, few question Hadeon.
Lives for All, End Debate, Excellent Implementation of
His renown is such that he could lead the entire Five-Score
Objectives, Expected Pain, Fallen Ivory Defense, Fateful
Fellowship (as much as any Sidereal can), but he avoids
Awareness Excellency, Fateful Craft Excellency, Fateful
positions of leadership and influence. He offers counsel
Dodge Excellency, Fateful Integrity Excellency, Fateful
when asked, as he did in the War, but he avoids getting his
Linguistics Excellency, Fateful Lore Excellency, Fateful
hands dirty. And he never, ever speaks of any time before
Martial Arts Excellency, Fateful Occult Excellency, Faultless
the War’s conclusion.
Ceremony, Favorable Inflection Procedure, First Awareness

170
CHEJOP KEJAK HADEON

Excellency, First Craft Excellency, First Dodge Excellency, Else’s Destiny, Song of Spirit Persuasion, Soul Fire Shaper
First Integrity Excellency, First Linguistics Excellency, First Form, Spell-Shattering Palm, Spirit Shape Companion,
Lore Excellency, First Martial Arts Excellency, First Occult Stern Essence Replenishment, Supernal Awareness, Tell-
Excellency, Five Jade Fury, Flickering Moonsilver Approach, tale Symphony, Terminal Sanction, Terminate Illness,
Flight of Mercury, Flurry of August Leaves Concentration, Terrestrial Circle Sorcery, Thought-Swiping Distraction,
Force Decision, Forgotten Earth, Fortuitous Fellowship, Four Thumbnail Spider March, Transcendent Hatchet of Fate,
Magical Materials Form, Fragrant Petal Fascination Kata, Trouble-Reduction Strategy, Twilight Solar Exalt Ways,
Games of Divinity Form, Generalized Ammunition Tech- Unassailable Rebuff Position, Underling Invisibility Prac-
nique, Glance and Stride, God Ways, Godly Companion, tice, Unhearing Dedication, Unnatural Many-Step Stride,
Grandmother Spider Mastery, Great Thinker’s Defense Unobstructed Blow, Unwavering Well-Being Meditation,
Maneuver, Harmonic Completion, Harmony of Blows, Unweaving Method, Victory of the Cheat, Vindictive
Heart-Brightening Presentation Style, Heroic Essence Concubine’s Pillow Book Understanding, Violet Bier of
Replenishment, Horrific Wreath, Ice and Fire Binding, Sorrows Form, Walls of Salt and Ash (Fair Folk and the
Icy Hand, Impeccable Patterned Deployment, Impeding Wyld, Gods and Elementals, Demons and Things of Malfeas),
the Flow, Implicit Construction Methodology, Impose Wanting and Fearing Prayer, Water and Fire Treaty, Water
Motivation, Incite Decorum, Inevitable Pursuit, Invoking Spider Bite, Willing Assumption of Chains, Wise Choice,
the Chimera’s Coils, Joy in Adversity Stance, Jumping Without Strategy Arrangement, World-Shaping Artistic
Spider Strike, Lethal Paper Fan Attack, Life-Severing Blow, Vision (Regarding Artistry x3), You and Yours Stance
Life Without Compunction, Loyalty-Sacrificing Sidestep, Spells: Demon of the First Circle, Demon of the Second
Mark of Exaltation, Maw of Dripping Venom, Mending Circle, Disguise of the New Face, Dolorous Reflection,
Warped Designs, Metal Storm, Methodology of Secrets, Emerald Countermagic, The Faithful Ally, Flight of
Neighborhood Relocation Scheme, Nest of Living Strands, Separation, Fugue of Truth, Hidden Judges of the Secret
Of Horrors Best Unknown, Of Secrets Yet Untold, Of the Flame, Incantation of Effective Restoration, Incantation
Shape of the World, Of Things Desired and Feared, Of Truths of Spiritual Discretion, Infallible Messenger, Mercury’s
Best Unspoken, Ordained Bridle of Mercury, Orichalcum Deliverance, Mists of Eventide, Open the Spirit Door,
Sheathing Stance, Ox-Body Technique, Paralyzed Mandarin Outside Worlds Within, Raise the Puissant Sanctum,
Infliction, Pattern Spider Touch, Peaceable Conclusion, Sapphire Countermagic, Servant of Infallible Location,
Pearlescent Filigree Defense, Perfection in Life, Predes- Summon Elemental, Summoning the Greater Minions of
tined Delivery Shaping, Presence in Absence Technique, the Eyeless Face, Summoning the Lesser Minions of the
Preservation of Resolve, Prior Warning, Prismatic Arrange- Eyeless Face, Travel Without Distance, Unconquerable
ment of Creation Form, Propitious Awareness Alignment, Self, Wheel of the Turning Heavens, Whirlwind of Fate,
g
Propitious Craft Alignment, p
Propitious Dodgeg Alignment,
g g
Wood Dragon’s Claw
ity Alignment, Propitious Linguistics
Propitious Integrity Colleges: The Ewer 3, The Guardians 66, The Haywain 4,
tious Lore Alignment, Pro-
Alignment, Propitious The Key 5, The Musician 4, The Peacock
Peaco 7, The Pillar 7,
rts Alignment, Propitious
pitious Martial Arts The Rising Smoke 2, The Sorcerer 7, The Sword 8,
Occult Alignment, t, Rain of Unseen Threads, The Treasure Trove 7
Research Assistantnt Invocation, Resplendent Join Battle: 14
echnique, Salt into Ash
Sash Grapple Technique, Attacks:
atterned Battlefield Form,
Sleight, Scarlet Patterned Speed5,Ac
Punch:Speed
Punch: A curacy17,Dam
Accuracy Damage3B,ParryDV9,
Second Awareness ss Excellency, Second Craft Rate 3
Excellency, Second nd Dodge Excellency, Sec- Speed 5, Accuracy 16, Dam
Kick:Speed
Kick: Damage 6B, Parry DV 7,
ellency, Second Linguistics
ond Integrity Excellency, Rate 2
Excellency, Secondnd Lore Excellency, Second Clinch: Speed 6, Accuracy 16, Damage 3B,
cellency, Second Occult
Martial Arts Excellency, Parry DV —, Rate 1
Excellency, Secrets ts of Future Strife, Secrets Starmetal Daikl
Daiklave (Discordant Virtue): Speed 5,
lave (Discordan
Sidereal Exalt Ways, Sequential Charm Accuracy 2020,
0, Damage 112L, Parry DV 9,
enity in Blood,
Disruption, Serenity Rate 3
Seven Storms Escape Prana, Soak:
Soakk: 2L/4B
Shun the Smiling Lady, Health
H ealth Leve
Levels: -0/-0/-1/-1/-2/-
Singular Escapee 2/-4/Incap
2/-4/In
Stratagem, Dodge DV: 13
Dod
Sky and Rain Willpower: 10
W
sence
Mantra, Slick Essence Essence: 9
Replenishment, Smooth Transi- Person
Personal Essence: 28
tion, Soft Presencee Practice, Someone

171
CHAPTER FIVE: THE MIGHTY

Peripheral Essence: 84 (78) Motivation: Lead Creation along the path to eternal
Committed Essence: 6 brightness.
Other Notes: Despite his incredible masteries of supernatu- Caste: Chosen of Journeys
ral martial arts and sorcery, Hadeon uses neither for combat. Anima Banner: A suffusion of saffron.
His goal is elegant harmony in all things, and armed conflict Attributes: Strength 4, Dexterity 7, Stamina 4; Charisma 7,
is a distasteful flaw in the grand design he foretells. Only Manipulation 4, Appearance 7; Perception 7, Intelligence 7,
defending his life or his life’s work drives him to fight. Wits 7
klave that causes
Discordant Virtue is a starmetal daiklave Virtues:s: Co
Compassion 4, Conviction 4, Temper-
those it touches to treat all their Virtues es as though ancee 3, VVa
Valor 3
ffect is that
they were five dots. Incidental to its effect Abilities: Archery 4, Athlet-
all Virtues count as primary, adding Limit mit when ics 6, Awareness 7, Bureaucracy 7,
Willpower is spent to subdue their urges. ges. This Craft (Air) 5 (Clockworks +3),
nflicted,
condition lasts one day per health level inflicted, Craf
raf (Fate) 7, Craft (Wood) 5
Craft
rd’s hilt
or one hour with just a touch. In the sword’s (Floral Arrangement +2), Dodge 6, Integrity
(Flo
(F
is set a Guardian Gem. 7 Investigation 6, Larceny 6, Linguistics
7,
(N
(Native: Old Realm; Others: Earth-
TAMMIZ USHUN to
tongue, Flametongue, Forest-tongue,
Tammiz Ushun is Chejop Kejak’s ’s
R
Receding Horizon Cipher, Riverspeak,
counterpart, longtime rival and clandestinee
S
Seatongue, Skytongue) 7, Lore 7,
confidant. Both were reborn on the samee
Mar
MartialArts7,Medicine6,Melee4,Occult5,
date, and their Exaltations were simultane--
Perform
Performance 7, Presence 7, Resistance 5, Ride 7,
ous. This latter fact is not a matter of public
lic
So
Sail 7, Socialize 7, Stealth 7, Survival 6, Thrown
record, as Ain Leaning Pike concealed Kejak
4, War 5
from the Five-Score Fellowship for one monthonth and
Backg
Backgrounds: Acquaintances 5, Allies 5
altered notes of the event in Heaven’s records.
ords. (His
(Lege
(Legendary Ally), Artifact 1, Artifact 2,
reasons remain unknown to all but perhaps Kejak.)
Artif
Artifact 5, Backing (Deliberative) 4,
Only Ushun and Kejak know of their connec- nnec-
Back
Backing (Golden Barque) 5, Command
tion. Although their politics are diametric,etric,
3, C
Connections (Bureau of Destiny) 4,
their mutual respect is true and their hiddenden
Co
Connections (Deliberative) 4, Con-
friendship is unbreakable. It endures even ven
nec
nections (Five-Score Fellowship) 5,
the occasional assassin Chejop sends after fter
Cu
Cult 2, Familiar 4, Henchmen 3,
Tammiz to maintain appearances, though h if
Man
Manse 3, Panoply 3, Reputation (Politics) 5,
someone learned their secret, the assassins’sins’
Salary 44, Savant 3, Wealth 3
target would soon change.
Charms: Absence, Adopting the Untamed
Ushun believes that Creation is on a journey
Face, Aus
Auspicious Prospects for Journeys, Aus-
into glorious eternity and that, when the path
picious ReRecruitment Drive, Avoidance Kata,
becomes obscured, it is up to Mercury’s ’s Chosen
Avoiding the Truth Technique, Blade of the
to clear the way. His unshakable opponents nents blow
Battle M Maiden, Blinding the Boar, Breaking
off his rhetoric as Chosen of Journeys hogwash,
ogwash, but
the Wild
Wil Mortal, Cash and Murder Games,
he is a convincing speaker to anyone who’s at all
Ceasing to Exist Approach, Celestial Circle
uncertain—convincing enough that those ose who hate
Sorcery, Compassionate Essence Replenish-
his ideals take refuge in violence against him, his esta
estate
t te
ment, Conclusion-Pursuing
Concl Approach, Crimson
and his allies. Threats dim none of the he passion that
Palm Counte
Counterstrike, Death-Parrying Stroke, De-
fills his words, inspiring others to see his visions, but he
fense of Shining Joy, Demon-Blocking Battle Pattern,
is not above manipulating conditions to his advantage
Destiny-Knitting Entanglement, Duck Fate, Easily Ac-
from the shadows.
cepted Proposition Stance, Efficient Secretary Technique,
Tammiz stands as de facto leader of one third of the
Essence-Draining Battle Pattern, Essence Thorn Practice,
Five-Score Fellowship. He is the titular head of three con-
Expected Pain, Fateful Awareness Excellency, Fateful
ventions, a dozen committees and over a hundred societies.
Craft Excellency, Fateful Dodge Excellency, Fateful Lore
Solar and Lunar Exalted respect his advice, and Terrestrials
Excellency, Fateful Martial Arts Excellency, Fateful Melee
covet the chance to be seen with the Glorious Vizier. Get-
Excellency, Fateful Performance Excellency, Fateful Pres-
ting a private word from him launches anyone lesser than a
ence Excellency, Fateful Resistance Excellency, Fateful
Celestial into 15 minutes of fame, maybe for better, maybe
Ride Excellency, Fateful Socialize Excellency, Fateful
for worse, but no one doubts for some purpose.
Thrown Excellency, Fateful War Excellency, Faultless
Limit Break: Harbingers’ Flawed Fate

172
HADEON TAMMIZ USHUN WHILE THE AX FALLS

Ceremony, Favorable Inflection Procedure, First Awareness Join Battle: 14


Excellency, First Craft Excellency, First Dodge Excel- Attacks:
lency, First Lore Excellency, First Martial Arts Excellency, Punch: Speed 5, Accuracy 15, Damage 4B, Parry DV 8,
First Melee Excellency, First Performance Excellency, Rate 3
First Presence Excellency, First Resistance Excellency, Kick: Speed 5, Accuracy 14, Damage 7B, Parry DV 6,
First Ride Excellency, First Socialize Excellency, First Rate 2
Thrown Excellency, First War Excellency, Five Ordeals Clinch: Speed 6, Accuracy 14, Damage 4B, Parry DV —,
Odyssey, Flight of Mercury, Force Decision, Fortuitous Rate 1
Fellowship, Generalized Ammunition Technique, Glory Starmetal Daiklave (Deliberator’s Tongue): Speed 5,
Path, Harmonic Completion, Harmony of Blows, Heart- Accuracy 16, Damage 13L, Parry DV 7, Rate 3
Brightening Presentation Style, Horrific Wreath, Ice Soak: 5L/7B (Starmetal chain shirt, +3L/3B)
and Fire Binding, Icy Hand, Impeding the Flow, Impose Health Levels: -0/-0/-0/-0/-1/-1/-2/-2/-4/Incap
Motivation, Joy in Adversity Stance, Life Gets Worse Ap- Dodge DV: 13 Willpower: 9
proach, Life-Severing Blow, Life Without Compunction, Essence: 7
Loyalty-Sacrificing Sidestep, Mark of Exaltation, Metal Personal Essence: 23 Peripheral Essence: 65 (53)
Storm, Methodology of Secrets, Mirror-Shattering Method, Committed Essence: 12
Name-Pilfering Practice, Of Secrets Yet Untold, Of the Other Notes: Tammiz wears the Clasp of the Fellowship,
Shape of the World, Of Truths Best Unspoken, Ordained a pair of starmetal hearthstone bracers. Inset is the Nam-
Bridle of Mercury, Ox-Body Technique (x3), Perfection in ing Stone, which makes Tammiz aware of the names of
Life, Predestined Delivery Shaping, Predestined Triumph every person he sees, as well as the names and positions
Practice, Presence in Absence Technique, Preservation of their near family members, which enables him to foster
of Resolve, Prior Warning, Red Haze, Research Assistant goodwill in even the lowliest rickshaw god of Yu-Shan or
Invocation, Salt into Ash Sleight, Secrets of Future Strife, Dragon-Blood in Meru. Deliberator’s Tongue is Tammiz’s
Serendipitous Voyage, Serenity in Blood, Shadow-Piercing starmetal daiklave. As long as Deliberator’s Tongue re-
Needle, Shield of Destiny, Shun the Smiling Lady, Sidereal mains unsheathed and Tammiz Ushun has caused no lethal
Shell Games, Sky and Rain Mantra, Soft Presence Prac- damage in a scene, the weapon adds three dice to all dice
tice, Someone Else’s Destiny, Song of Spirit Persuasion, rolls associated with Sidereal Charms (including Sidereal
Spirit-Binding Battle Pattern, Spirit-Shape Companion, Martial Arts), while Sidereal Charms with no associated
Stern Essence Replenishment, Stone Skipping Spirit, rolls cost one mote less than normal. The sword features two
Subordinate Inspiration Technique, Supernal Awareness, hearthstone settings in which are placed a Gem of Omens
Terminate Illness, Terrestrial Circle Sorcery, Thought- and a Gem of Holiness.
Swiping Distraction, Training Mandate of Auspicious Tammiz is not a warlike person. His skills are those of
Battle, Training Mandate of Celestial Empowerment, a statesman and leader, not a warrior, despite his prowess
Unhearing Dedication, Unobstructed Blow, Violet Bier with martial arts. Even though he has distaste for violence,
of Sorrows Form, Walking Outside Fate, Walls of Salt and he refuses to waste his talents and willingly leads troops in
Ash, Wanting and Fearing Prayer, Water and Fire Legion, times of necessity.
Water and Fire Treaty, Willful Weapon Method, Wise
Choice, Yellow Path, You and Yours Stance
WHILE THE AX FALLS
While the Ax Falls takes his name from the constant
Spells: Cloud Trapeze, Demon of the First Circle, Demon of
threat of death that mortals and Dragon-Bloods live under
the Second Circle, Disguise of the New Face, Emerald Circle
every day—where the Celestial Exalted joined them after
Banishment, Emerald Countermagic, Floral Ferry, Gift of
Facet Raven’s death. That was the day a young Sidereal,
Knowledge, Infallible Messenger, Ivory Orchid Pavilion,
seeing what would come, donned the name While the
Keel Cleaves the Clouds, Mercury’s Deliverance, Open the
Ax Falls and left his old moniker behind, where it was
Spirit Door, Rolling Earth Carpet, Sapphire Circle Banish-
forgotten. Even now, it sails the Great Western Ocean
ment, Sapphire Countermagic, Spirit Sword, Stormwind
in a rickety dinghy seeking love and revenge. It gets no
Rider, Summon Elemental, Summon the Heavenly Portal,
more rest than its erstwhile owner, who works long nights
Swift Spirit of Winged Transportation, Travel Without
protecting forbidden knowledge of peoples’ ends.
Distance, Whirlwind of Fate
Others of the Five-Score Fellowship say While
Colleges: The Banner 2, The Captain 4, The Corpse 3,
the Ax Falls is more amethyst than emerald, as his
The Crow 3, The Ewer 3, The Gauntlet 2, The Guardians
chosen specialty brings him into Saturn’s purview
2, The Gull 4, The Key 3, The Lovers 3, The Mask 2, The
more often than it does that of his fellows. He spends
Mast 4, The Messenger 4, The Musician 3, The Pillar 3, The
more time in the Violet Bier of Sorrows than some
Quiver 2, The Rising Smoke 3, The Shield 2, The Ship’s
Chosen of Endings, and definitely more than most
Wheel 4, The Sorcerer 3, The Spear 2, The Sword 3, The
Sidereals choose. While the Ax Falls believes that
Treasure Trove 3

173
CHAPTER FIVE: THE MIGHTY

some things should be secret, and that the Bureau of Thrown 4, War 4
Destiny should have acted to prevent knowledge of Backgrounds: Acquaintances 3, Allies 5, Artifact 4, Artifact 4,
the Celestial Exalted’s limited life spans from ever Backing (Forbidding Manse of Ivy) 5, Connections (Bureau
becoming public knowledge. While the Seer cannot of Destiny) 3, Connections (Violet Bier of Sorrows) 5, Cult 1,
put that cat back in the bag, his diligence prevents Manse 2, Panoply 3, Reputation (Secrets) 3, Salary 4,
further errors in revelation. Savant 1, Wealth 3
While the Ax Falls is a close friend of Tammiz Ushun. Charms: Absence, Any Direction Arrow, Auspicious
They see like focus in each other despite their divergent Prospects for Endings, Auspicious Prospects for Secrets, Aus-
interests, and the politics that Tammiz shares with his picious Prospects for Serenity, Avoidance Kata, Avoiding the
friend matches While the Ax Falls’ ideas of how the future Truth Technique, Blade of the Battle Maiden, Blinding the
must pass. He, of course, betrays none of his secrets to Boar, Burn Life, Cash and Murder Games, Ceasing to Exist
Tammiz, which each Sidereal understands. Some things Approach, Charm Redirection Technique, Conclusion-
cannot be shared. Pursuing Approach, Conclusive Wisdom, Conning Chaos
Actual Chosen of Endings favor While the Ax Falls, Technique, Crimson Palm Counterstrike, Deadly Starmetal
contrary to most Sidereals’ expectations. The Chosen of Offensive, Death-of-Self Meditation, Death-Parrying
Secrets holds Chosen
sen of Endings in the highest regard aand Stroke, Deferred Wounds, Demesne Emulation E Practice,
works closely with them, aiding Disjo
Destiny-Knitting Entanglement, Disjointed Essence Infec-
them in their tasks and provid-
prov
o id- tious Atemi,i Distracting Finger-Gesture
Finger-Ges Attack, Dream
ormation of
ing them timely information Confiscation Approach, Duck Fate, F Earth and Sky
a sensitive nature without ever Bargain, Ebon Shadow Form, Efficient Secretary
oward secret.
revealing an untoward Technique, Elusive Flicker E vas
Evasion, Embracing Life
While the Ax Fallss does this not just Directio Arrow, Excellent
Method, Every Direction
out of respect for his colleagues, but also Ob
Implementation of Objectives, Expected
to prevent anotherr error on a scale with Facet E
Pain, Fateful Craft Excellency, Fateful
his he also keeps a close
Raven’s death. This Fa
Dodge Excellency, Fateful Investigation
secret, because it would anger his Excellency, Fateful Lore E Excellency, Fateful
allies. Ar Excellency, Fa-
Martial Arts
Limit Break: Oracles’
cles’ Inf
vorable Inflection Procedure,
Flawed Fate E
Feverish Essence Discharge
Motivation: Learn rn Atemi, First Awareness
the secret ends of all Excell
Excellency, First Craft Ex-
things, the ends off all secrets, cel
cellency, First Dodge
ensure their propriety
iety and keep E
Ex
Excellency, First In-
them secret. te
tegrity Excellency,
Caste: Chosen of Secrets Investigatio Excellency, First
First Investigation
Anima Banner: A dark green, as Excellen First Linguistics
Larceny Excellency,
a verdant plain bidding
dding farewell to Excellency, First Lo
Lore Excellency, First
the sun. A ts Excellency,
Ar
Martial Arts Excellen First Medicine
Attributes: Strength
gth 6, Dexterity 7, F rst Stealth Excellency,
Fi
Excellency, First Excellen Five Jade Fury,
Stamina 5; Charismaa 4, Manipulation 6, Approach Flight of Mercury,
Flickering Moonsilver Approach,
Appearance 5; Perception
ception 7, Intelligence 7, Force Decision, Forgotten Earth, Forward-Thinking
Wits 7 Technique, Four Magical Materials Form, Generalized
Virtues: Compassion 2, Conviction 5, Temperance 4, Ammunition Technique, God Ways, Harmony of Blows,
Valor 3 Heartless Maiden Trance, Horrific Wreath, Icy Hand, Image
Abilities: Archery 6, Athletics 5, Awareness 5, Bureau- of Death Technique, Impeding the Flow, Inevitable Pursuit,
cracy 5, Craft (Air) 5, Craft (Earth) 2, Craft (Fate) 7, Inexorable Advance, Invocation of the Storm-Following
Craft (Fire) 3, Craft (Water) 7, (Poisons +3), Craft Silence, Joy in Adversity Stance, Life-Severing Blow,
(Wood) 5, Dodge 7, Integrity 7, Investigation 7, Lar- Life Without Compunction, Limb-Immobilizing Method,
ceny 7, Linguistics (Native: Seatongue; Others: Masque of the Uncanny (Demon, Ghost, Raksha), Metal
Dragontongue, Earthtongue, Forbidding Manse of Ivy Storm, Methodology of Secrets, Name-Pilfering Practice,
Cipher, Forest-tongue, Old Realm, Riverspeak, Violet Bier Of Horrors Best Unknown, Of Secrets Yet Untold, Of the
of Sorrows Cipher) 7, Lore 7, Martial Arts 7, Medicine 7 Shape of the World, Of Things Desired and Feared, Of
(Treating Poisonings +3), Melee 5, Occult 4, Performance 4, Truths Best Unspoken, Optimistic Security Practice, One
Presence 6, Resistance 6, Ride 5, Sail 5, Socialize 4 (Cho- Direction Invocation, Orichalcum Sheathing Stance, Ox-
sen of Endings +2), Stealth 6 (In Yu-Shan +2), Survival 6, Body Technique (x3), Paralyzing Touch Attack, Peaceable

174
WHILE THE AX FALLS ANJEI MARAMA

Conclusion, Preservation of Resolve, Prior Warning, Propi- are obviously obstacles he will overcome, and so he does.
tious Dodge Alignment, Propitious Martial Arts Alignment, His tomes of collected secrets are all concealed behind
Research Assistant Invocation, Secrets of Future Strife, the double veil of the private and official ciphers of the
Seven Points of Weakness Strike, Shield of Destiny, Shun Chosen of Secrets and Endings. Only While the Ax Falls
the Smiling Lady, Sidereal Shell Games, Slick Essence can navigate the catalogues that describe where to find
Replenishment, Smooth Transition, Soft Presence Practice, information in his private repository, and the dozen rooms
Someone Else’s Destiny, Stern Essence Replenishment, contain esoteric traps to catch, kill or mark intruders. He
Subordinate Inspiration Technique, Supernal Awareness, is friendly only with a few because not many endure his
Terminal Sanction, Terminate Illness, Terrestrial Circle obsession, and he has come to assume that new acquain-
Sorcery, Thought-Swiping Distraction, Transcendent tances will not.
Hatchet of Fate, Underling Invisibility Practice, Unhearing The That Binds is While the Ax Falls’ starmetal serpent-
Dedication, Unobstructed Blow, Unswerving Juggernaut sting staff. When it strikes, the Speed of the target’s next
Principle, Unwavering Well-Being Meditation, Violet Bier action increases by one per level of damage inflicted. This
of Sorrows Form, Walking Outside Fate, Wall Climbing effect does not stack with itself. If While the Ax Falls fills
Technique, Water and Fire Treaty, Wise Choice, World- someone’s Incapacitated health level with damage inflicted
Shaping Artistic Vision (Secrets +1, Ends +2), Yellow Path, by The That Binds, that person immediately becomes Inac-
You and Yours Stance tive for two actions, after which time she falls to the ground
Spells: Assassin’s Fatal Touch, Corrupted Words, Demon of or continues to fight (depending on her capabilities).
the First Circle, Disguise of the New Face, Emerald Circle From Afar is the Sidereal’s starmetal short powerbow.
Banishment, Emerald Countermagic, Flying Guillotine, While the Ax Falls may fire his arrows toward the heavens.
Fugue of Truth, Hound of the Five Winds, Incantation of He activates Charms and his player rolls the attack at that
Spiritual Discretion, Infallible Messenger, Malediction of the time, but the arrows strike their target on While the Ax
Distorted Compass, Open the Spirit Door, The Ravenous Falls’ next action, when the target defends. They stack with
Fire, Shadow Summons, The Spy Who Walks in Darkness, other attacks on that action for onslaught penalty. Arrows
Stormwind Rider, Summon Elemental, Theft of Memory, fired in this way also double their raw damage. In it is set
Unconquerable Self a Jewel of the Rabbit’s Sword.
Colleges: The Banner 3, The Captain 3, The Corpse 5, While the Ax Falls also wears a Stone of the Spider’s
The Crow 3, The Ewer 2, The Gauntlet 3, The Guardians 4, Eye set in a starmetal hearthstone amulet.
The Gull 1, The Haywain 3, The Key 2, The Lovers 2, The
Mask 5, The Mast 1, The Messenger 2, The Peacock 2, The CHOSEN OF THE
Pillar 3, The Quiver 3, The Rising Smoke 3, The Shield 3,
The Ship’s Wheel 2, The Sorcerer 2, The Spear 3, The ELEMENTAL DRAGONS
Sword 4, The Treasure Trove 4 Subordinates to the Celestial Exalted, the Dragon-
Join Battle: 12 Bloods of the High First Age often act as the face of the
Attacks: Exalted to the common folk of Creation, running the day-
Punch: Speed 5, Accuracy 15, Damage 6B, Parry DV 8, to-day affairs of their principalities and forming the bulk
Rate 3 of Exalted in the Realm’s armed forces.
Kick: Speed 5, Accuracy 14, Damage 9B, Parry DV 6, ANJEI MARAMA
Rate 2 Founded by oath of Kesu Tyr-Marama, the Anjei
Clinch: Speed 6, Accuracy 14, Damage 6B, Parry DV —, Gens attended Lord Tyraeth, the Eclipse who manages the
Rate 1 exotic brothels outside Ondar Shambal to service Exalted
Starmetal Serpent-Sting Staff (The That Binds): Speed 5, Ac- penitents after their ascetic pilgrimages. Four generations
curacy 15, Damage 19B, Parry DV 9, Rate 3 of Anjei scions have obeyed Lord Tyraeth faithfully and
Starmetal Short Powerbow (From Afar): Speed 6, Accuracy 16, competently as his majordomos, trained from birth in a
Damage 12L, Range 250, Rate 2 rigorous curriculum of practical stewardship and carnal puis-
Soak: 3L/5B sance devised by their master. In spite of this devotion, the
Health Levels: -0/-0/-0/-0/-1/-1/-2/-2/-4/Incap latest heir has found herself unemployed for nearly a year,
Dodge DV: 11 Willpower: 9 ever since being replaced by a unique servitor engineered
Essence: 7 by Tyraeth’s Lunar mate Jormun to commemorate their
Personal Essence: 23 Peripheral Essence: 65 (55) millennial wedding anniversary.
Committed Essence: 10 With growing dismay, Marama has discovered her
Other Notes: While the Ax Falls acts with decision. He specialized skills do not lend themselves well to employ-
knows many endings that have yet to occur and his part ment in other Solar retinues. Lacking palatable alternatives,
in them. Any obstacle between him and those destinies she has taken residence in Ondar Shambal as an acolyte,

175
CHAPTER FIVE: THE MIGHTY

hoping a display of piety might attract a Celestial patron Others: Earthtongue, Forest-tongue, Old Realm, Riverspeak,
where her beauty and fetishist education have so far failed. Seatongue) 5, Lore 3, Martial Arts 1, Medicine 1 (Postcoital
With each promise that turns out to be mere pillow talk, Injuries +3), Melee 5 (Unnecessary Cruelty +3), Occult 1,
Marama grows more jaded and hateful. She cannot hate the Performance 5 (Sexual Techniques +3), Presence 5 (Se-
Solars—her long exposure to Tyraeth’s Charms prevents duction +3), Resistance 5 (While Having Sex +3), Ride 1,
that—so she transfers her rage to the Solar servant races Socialize 5 (Courtesan Protocol +3), Stealth 4 (Mov-
whose existence she views as an affront to the honor and ing Silently +1, Not Disturbing Celestial Exalted +2),
pride of the Dragon-Blooded race. Survival 1
For now, Marama keeps her prejudices mostly to herself, Backgrounds: Artifact 3, Artifact 2, Allies 4, Breeding 5,
sharing her rants only with other disenfranchised middle-age Reputation (Exotic Courtesan) 2, Resources 2
Terrestrials she has befriended at the temples. The ragtag Charms: Auspicious First Meeting Attitude, Blinding
gang has taken to kidnapping and torturing servitors they Spark Distraction, Brother-Against-Brother Insinuation,
catch alone at night. Status in the group is based on body Confluence of Savant Thought, Dragon-Graced Weapon,
count, with Marama’s more than double her nearest com- Ears of the Snowy Owl, Effortlessly Rising Flame, False-
petitor. Although the temple police have yet to seriously hood Unearthing Attitude, Feeling-the-Air Technique,
investigate these disappearances, it is probably only a matter Finding the Water’s Depth, First Performance Excellency,
of time until one of the vigilantes slips up and executes a First Presence Excellency, First Socialize Excellency, First
slave belonging to someone important. Stealth Excellency, Inflamed Heat of Passion (Exactly like
Bred for superhuman beauty, Marama exudes sex appeal Sweeten-the-Tap Method, but enhances the bliss of sexual acts
in every word and action, but astute observers can glimpse in the vicinity rather than alcohol.), Inviolate Dragon Spirit,
the naked hate at the heart of her lust. Her duskyy bronzed JJade Defense,, Oath of the Ten Thousand Dragons (Lord
skin is adorned in n an ornate mandala of fine scars Tyraeth’s Household), Observer Awaren Awareness Method, Ox-
attoo that beautifully accents
like a full body tattoo Body Technique (x3), Passion TransmutingTransm Nuance,
her aspect markings.ngs. The art is impeccable Poisoned Tongue Technique, Puissant Puis Precursor’s
asterpiece inscribed over
and perfect, a masterpiece Monologue, Ringing Anvil Onslaught
Onslaught, Scent-of-Crime
the course of her education from her Exalta- Method, Second Bureaucracy Excellenc
Excellency, Second Dodge
tion at age eight too her dismissal. She prefers Excellency, Second Integrity Excellen
Excellency, Second Lin-
hat expose as much of this
to wear outfits that guistics Excellency, Second Melee Ex Excellency, Second
ble, since she knows it
scarring as possible, Resistance Excellency, Smoldering Brand Infliction
is her best feature re and is particularly (2m; Melee 5, Essence 4; Supplemental;
Supplem Keywords:
favored by certain in Lunar clients. E
Combo-OK, Crippling, Elemental, Stack-
Motivation: Exterminate
xterminate all Solar able; One scene; PrerePrerequisites: Blinding
servant races. Spark Distraction. T This Charm causes
Aspect: Fire a Melee attack to inflict piercing
Anima Banner: Peach-red tongues damage and co converts all inflicted
ously caressing
of fire libidinously damage levels
leve into an agoniz-
her flesh. ing aspect-d
aspect-defined elemental
Attributes: Strength
ngth 3, Dexterity 5, brand suffuse
suffused with an electri-
arisma 3, Manipula-
Stamina 5; Charisma cal charge, jagged crystal
crys or ice shards,
tion 5, Appearanceance 6 (legendary cinders or acidic sap
sap. This inflicts one
Appearance bred d into Gens Anjei level of aggravated
aggravate damage and in-
by Lord Tyraeth); h); Perception 4, creases the victim’s
victim’ wound penalties
Intelligence 4, Wits 4 for the duration of the Charm by -2
Virtues: Compassion
assion
i 1, 1 Con-
C per damage level the injury
i would have
erance 2, Valo
viction 5, Temperance Valoror 3 inflicted. Exalted victims gain
ga one Limit point
Abilities: Athleticss 5 (Flexibility +2),
+22), agony. Soul-Stirring
from maddening agony.),
Awareness 3, Bureaucracy 4 Performance Method, S Soundless Action
(Brothels +3), Craft (Air) 2 Prana, Sweeten-the-T
Sweeten-the-Tap Method, Ten-
(Calligraphy +3), ), Dodge 3, Thousand Dragons
Dragon Fight as One,
stigation 3
Integrity 5, Investigation Terrestrial Melee Reinforcement,
(Interrogation +2), Thicker Than S Stone, Thoughtful
rostitu-
Larceny 4 (Prostitu- Gift Technique
Technique, Third Presence
guistics
tion +1), Linguistics Excellency, T Third Socialize
(Native: Skytongue; ongue; Excellency, T Threshing Floor

176
ANJEI MARAMA SAIBOK GAUTO

Technique, Throes of Bliss Reassessment (None; Presence 4, tors regularly visit him to take tissue samples and perform
Essence 3; Permanent, Keywords: Emotion, Social; Prerequi- anagathic experiments that may have contributed slightly
sites: Auspicious First Meeting Attitude. This Charm enhances its to his longevity. Far more of his extended life span has to
prerequisite Charm, allowing the Dragon-Blood to use it on any do with his extreme asceticism and the Charms empowered
sexual partner during a scene of passion or the following scene, by his simple lifestyle.
as if it were first time the two met.), Trackless Walk Style, Unfortunately, the miracle of his longevity has not
Unbreathing Earth Meditation, Uneating Earth Medita- preserved Gauto’s youth. The elder can only shuffle along
tion, Unfeeling Earth Meditation, Unflagging Vengeance with the help of a cane, and even Eternal Mind Meditation
Meditation, Unsleeping Earth Meditation, Untiring Earth cannot reliably delve into many of his earlier memories.
Meditation, Voice of Mastery, Voices on the Wind, Warm- His thick, bark-like skin grows a few wispy strands of moss
Faced Seduction Style, Wind-Carried Words Technique, for hair, with thicker growth braided into a long beard that
With One Mind, Zone of Silence Stance flowers during the month of Ascending Wood. In contrast,
Join Battle: 7 his artifact uniform from the Primordial War remains as crisp
Attacks: and clean as ever, adorned only with his rank, a commemora-
Punch: Speed 5, Accuracy 7, Damage 3B, Parry DV 4, tive amulet for bravery and the pentagonal jade medallion
Rate 3 given to all Dragon-Blooded veterans of the War. Fitting his
Kick: Speed 5, Accuracy 6, Damage 6B, Parry DV 2, Rate 2 ideology, he feels no pride in either decoration and doesn’t
Clinch: Speed 6, Accuracy 6, Damage 3B, Parry DV —, actually remember why he got the bravery medal, but wears
Rate 1 them because it is the correct way to wear the uniform, and
Essence Lash (Dripping Blushes of Ardor): Speed 4, Accuracy 13, because he is still a commissioned soldier in the army of the
Damage 10L, Parry DV 7, Rate 3 gods. His attitude is eccentric and blatantly senile, especially
Soak: 8L/10B (Discreet Essence armor, +5L/5B, with the endless parade of inquisitive doctors. In private
Hardness: 2L/2B) moments, however, he reveals a transcendent wisdom that
Health Levels: -0/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-4/Incap lives entirely in the present and is thus unconcerned with
Dodge DV: 7 Willpower: 7 his advancing dementia or decrepitude. Despite his isola-
Essence: 5 tion, or perhaps because of it, he intuits that something is
Personal Essence: 17 Peripheral Essence: 44 (33) terribly wrong with the world, though he cannot articulate
Committed Essence: 11 or explain these meditations.
Other Notes: Marama remains conditioned by a Compul- Gauto’s wisdom won him his dearest friend, the Chosen
sion effect from one of Tyraeth’s Charms, forcing her to of Secrets Chejop Kejak (see p. 168). The two meet weekly
spend one willpower point per scene to take any action that for tea and discuss a wide range of subjects using a running
could logically result in direct harm to a living Solar Exalt, metaphor of gardening without either party identifying the
even in self-defense. Kesu Tyr-Marama’s final words with actual topic of discussion. Of late, much of their dialogue
Honored Ancestor Exhalation (see p. 98) guide her Gens has concerned itself with the art of pruning blossoms to
with an Essence 7 Motivation of “Attend Lord Tyraeth encourage a plant’s roots to spread and flourish. Gauto
with excellence and diligence” that Marama occasionally does not know how long he has been friends with Chejop,
taps into for her murders, sincerely rationalizing that it is but that is no impediment to the dialogue. Indeed, the
impossible to properly serve Tyraeth while Solar servant Sidereal finds it most enlightening when Gauto repeats
races exist as competition. Marama’s Artifact 2 infinite fetish himself by independently arriving at the same wisdom on
ensemble is a dress with a jade clasp that costs two motes to successive occasions.
attune. Besides adding +2 Appearance for the purposes of Other than Chejop, the only other individual who
seduction and +2 Stamina while engaged in sexual activity, has an ongoing personal relationship with Gauto is his
the dress can be changed into the ideal risqué outfit for the Dragon King nurse Scyala, a Raptok noted equally for her
situation as a reflexive action, adjusting to meet the fantasies prim demeanor and steadfast loyalty to her charge. She
of anyone she is attempting to seduce. personally prepares and blesses each vegetable and pot of
tea the ancient Dragon-Blood consumes and helps him
SAIBOK GAUTO keep his exercise schedule when he forgets a stance or
Although Saibok Gauto is by no means the most power-
kata. During Gauto’s many restful meditations, she labors
ful Terrestrial in recorded history, he is certainly the longest
to catalogue the thousands of species of vegetative wonders
lived. A low-ranking officer during the Primordial War,
he has grown in his garden, even knowing she cannot
he spent several centuries following the war as an equally
keep pace with the fruits of his ingenuity. She is never far
low-ranking political aide to the Deliberative. After retir-
from the Terrestrial’s side and would die to protect him,
ing, Gauto took his pension and bought a small manse in
though that doesn’t stop her from peering sharply over her
An-Teng where he has endeavored to live in quiet domestic
adamant spectacles and fluffing her iridescent feathers to
hermitage ever since. To his polite frustration, Celestial doc-
lecture him like a child when she thinks he’s being foolish.

177
CHAPTER FIVE: THE MIGHTY

Gauto accepts this concern for what it is and appreciates permanently allows the Exalt to add one form weapon to a style
the ways Scyala keeps him humble. The fact that Gauto he has mastered. This weapon cannot be used for attacks it is
has outlived all of his descendents only deepens this ap- physically incapable of making, so a striking weapon cannot be
preciation. In many ways, he treats the Dragon King as a used to aid in grappling, nor may a close range weapon perform
surrogate granddaughter. as a ranged weapon or vice versa. This Charm may not be
Motivation: Be. used to add weapon
weapons that function on a ranged scale which are
Aspect: Wood radic
radically dissimilar to the default form weapons
Anima Banner: A diffuse green radiation n that dam- of tthe style. For example, adding a crossbow
ages its environment by spontaneously germinating
erminating (o Essence cannon) to Wood Dragon style
(or
rapid growth of flowering vines on everyy surface. w
would be valid, but adding such a weapon
The color and shape of these blossoms reflects
eflects to Snake style would not. Storytellers are
his mood at the time of their genesis. permitted to veto, at their discretion, any
Attributes: Strength 1 (5), Dexterity 1 weapon addition that would significantly
(6), Stamina 8, Charisma 4, Manipula- a- s
shift the power level of the style to which
tion 2, Appearance 1 (2), Perception 8, it is attached, or which seems completely
Intelligence 5, Wits 6 in
inappropriate to the style’s aesthetics. For
Virtues: Compassion 5, Conviction 5, e
example, adding the short sword to Crystal
Temperance 5, Valor 5 C
Chameleon or Snake style would be fine,
Abilities: Archery 4, Athletics 5, Awareness
ness w adding a grand goremaul would violate
while
acy 5
8 (Patterns In Everything +3), Bureaucracy t aesthetics of the former and unbalance
the
(Solar Deliberative +3), Craft (Air) 3, Craft th latter. The type of style determines the
the
(Earth) 3, Craft (Fire) 3, Craft (Genesis)
is) 6 typ of Charm; the Celestial and Sidereal
type
(Vegetative Technology +3), Craft (Magitech)
ech) style vvariants respectively require Martial Arts 6,
3, Craft (Water) 6 (Cooking +3), Craft Essenc
Essence 6 and Martial Arts 7, Essence 7).
(Wood) 8 (Gardening +3), Craft (Fate) ate) His ononly Oath of the Ten Thousand Dragons
1, Dodge 5 (Subtle Movements +3), 3), really matters anymore is toward “Life.”
that re
Integrity 8 (Hope +3), Investigation 5 Altho
Although a sorcerer, he only knows about
(The Big Picture +3), Larceny 2 (Cor- or- two d dozen spells, most of which concern
ruption +3), Linguistics (Native: Old ld thems
themselves with Wood-aspected energies or
Realm; Others: Earthtongue, Flame- e- effects
effects. His three purchases of Transcendent
tongue, Forest-tongue, Riverspeak, k, Gaian Harmony incorporate every element
Seatongue Skytongue) 6 (Riddles +3), ), except fire, giving him an even broader range
Lore 6, Martial Arts 6 (Walking Stick +3),
), of effe
effects from which to choose.
Medicine8(Herbalism+3),Melee2,Occultt6 Unfortunately, Gauto’s failing memory
U
(Auspicious Geomancy +3), Performancee 4, means he can’t always access his power.
mean
Presence 6 (Inscrutable +3), Resistance 8 (Ag- Whenever he wishes to use a Charm with
When
ing +3), Ride 2 (Tyrant Lizards +1), Sailail 1, a min
minimum Essence of 3+, roll one die and
Socialize 5 (Prehistoric Customs +3), compare the result to the Charm’s minimum
comp
Stealth 1, Survival 7 (Primordial Ability rating. If the rolled number is lower,
Abili
Weather +2), Thrown 6 (Elemental Energy nergy the C Charm does not activate and nothing is
+3), War 7 (Primordials +1), spent, but the moment of befuddled confusion
Backgrounds: Allies 5 (Legendary Ally), takes ththe same action as activating the Charm.
hing he
Artifact 5 (and reasonable access to anything On a result of 1, he cannot access that Charm for the rest of
expresses an interest in unless the Deliberative determined the scene. On a result of 10, he remembers that Charm for
it would be too dangerous given his psychological state), the rest of the scene. He always has access to his Permanent
Breeding 5, Connections (Celestial Medical Community) or Indefinite Charms, as well as Martyr effects.
5, Manse 3, Reputation (Oldest Living Dragon-Blood) 5, Of note, Still Spry Approach lets Gauto momentarily
Retainers 5 restore his former strength (2m, 1wp; Medicine 5, Essence 3;
Charms: Gauto has learned virtually every useful Dragon- Reflexive; Keywords: Combo-OK; One action; Prerequisites:
Blooded Charm for which his impressive Abilities meet trait Grievous Wound Alteration Energy. This Charm allows a Ter-
minimums, as well as full mastery of Terrestrial Hero Style restrial to ignore all internal penalties and all Crippling effects
and numerous custom branches from that style, including for one action, including deterioration to Physical Attributes
Master’s Hand Envisioned Anew (None; Martial Arts 5, from extreme age. Gauto’s Attributes in parentheses indicate
Essence 5; Permanent; Keywords: Stackable; Prerequisites: the values he restores with this Charm).
Mastery of a Martial Arts Style. Each purchase of this Charm Join Battle: 14

178
SAIBOK GAUTO CHUZEI VAGYN ZÛ

Attacks: CHUZEI VAGYN ZÛ


Punch: Speed 5, Accuracy 8 (13), Damage 1B (5B), Parry A devoted officer in the Solar Navy, Chuzei Vagyn Zû
DV 4 (7), Rate 3 serves in the fleets of Admiral Leviathan, commanding a
Kick: Speed 5, Accuracy 7 (12), Damage 4B (8B), Parry Glorious Dragonfly-class patrol boat assigned to monitor a
DV 3 (5), Rate 2 sector of the Western border of Creation. His crew includes
Clinch: Speed 6, Accuracy 7 (12), Damage 1B (5B), Parry a perfect sworn brotherhood of young Dragon-Blooded com-
DV —, Rate 1 mandos and six hot-bunked gunzosha to provide continuous
Living Jade Staff (Rooted in Five Directions): Speed 4, Ac- staffing and support to the Exalted in staggered shifts. Chuzei
curacy 13 (18), Damage 19B/10 (23B/10), Parry DV 7 (9), Zû’s vessel, Dagger at the Throat of the Sea, is a cutting edge
Rate 3. model equipped with two medium Essence cannons for its
Soak: 4L/8B (plus indefinite Perfected Scales of the Dragon, secondary armament (see The Books of Sorcery, Vol.
see p. 100, and any other protective Charms) I—Wonders of the Lost Age, p. 41), but it relies on its
Health Levels: -0/-1/-1/-1/-1/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2 commander’s Charms for its submersible capabilities.
/-2/-2/-2/-2/-2/-2/-4/Incap Chuzei Zû is a fair officer and cleverly unorthodox
Dodge DV: 7 (10) Willpower: 10 tactician who struggles to balance the authority of his rank
Essence: 8 with camaraderie to the soldiers under his command. More
Personal Essence: 23 Peripheral Essence: 61 (60) often, he errs on the side of authority, unable to bridge the
Committed Essence: 1 generation gap he senses between himself and his crew. He is
Other Notes: Gauto suffers a -6 internal penalty on all troubled by their vocal contempt of Celestial abuses of power
Ability rolls involving memory. He can still think through and the bawdy stories they tell of aristocratic debauchery
new tasks without penalty, but he struggles to understand on the Blessed Isle. In Zû’s own youth, such stories would
his past with any continuity. This penalty cannot reduce a have been too shameful to repeat and might have led to
dice pool below eight dice as normal for his Essence rating. charges of high treason against the Exalted mandate if the
His legendary walking stick Rooted in Five Directions is an tale went too far. The world has changed, however, and Zû
artifact of his own design, grown in his own garden. Thanks is no longer certain of his place in it. Although his belief in
to Scyala’s meticulous notes, other bio-artificers have been Exalted righteousness has not faltered, it was sorely tested
able to recreate the design. by Admiral-Artificer Seralin’s recent imprisonment of the
Living Jade Staff (Artifact 5): Speed 4, Accuracy +3, Damage dragon Isli. Zû has chosen to wait and see how Heaven re-
+18B/10, Defense +3, Rate 3, Minimums: Str 1, Attune 10, sponds to the kidnapping of its Western Arbiter of Storms
Tags: M, O, P, R. As these vegetative artifacts can only before he makes up his own mind on the incident.
be grown out of monochromatic living jade, that magical Given the relative safety of the borders, the crew of the
material bonus is already factored into their traits. The staff Dagger at the Throat of the Sea spends a lot of time being bored
inflicts aggravated damage to creatures of darkness and causes between skirmishes with the Fair Folk and the occasional
living victims to suffer a -1 internal penalty from poisoned aquatic behemoth or demon that tries to sneak through one
blood unless they make a difficulty 4 (Stamina + Resistance) of the benthic rifts to Kimberry. Gossip, gambling and lurid
roll. An attuned bearer can resize the staff at will from a dreamstones only fill so much time, so the crew is all too
short cane to a tall staff as a reflexive action. He can also happy for any bit of shore leave. The men are significantly
manipulate concentrations of the appropriate element for better behaved at the port of Luthe, since no one can ever
the staff’s color with a simple action and spent motes as if be sure whether any of the mortal staff might be Admiral
he knew the Charm Elemental Expression (see Exalted, p. Leviathan in disguise. Earning his wrath is about the last
302). This power permanently resizes the phenomenon, but thing his fleet members want, especially since the infamous
cannot increase or reduce a phenomenon past the limits of incident when he ate a junior officer who mouthed off to
what he could change with a single action and cannot use him in front of his crewmates. All in all, life in the Navy
this power to attack as elementals can. Instead, the staff is fairly privileged, and the crew knows that, but service
acts as an elemental lens for energies of its own aspect only, just doesn’t have the same luster and moral high ground
but with two added powers. First, it similarly doubles the that it used to. Still, with all the monsters Zû has seen and
health levels of aid provided by Dragon-Blooded Charms fought, he knows the world needs the Exalted. Therefore,
that directly heal or convert damage levels to a lesser type. he remains tight-lipped about his worries, puts on a brave
Second, the bearer can direct lens-enhanced effects at any smile and tries his best to make Creation a little safer every
target the bearer can perceive as if he were standing adja- day. It’s all he knows how to do.
cent to that target. Because they are living organisms, these Although Zû is married and has 17 children, he only
artifacts hibernate if they go more than a month without lives with his family in Luthe for one season a year between
being attuned, after which their revival is a Repair 6 effort deployments. The rest of the year, he visits as often as oc-
based on Craft (Genesis). casions allow, generally about once a month. This is good,

179
CHAPTER FIVE: THE MIGHTY

since he and his sorcerer-technician wife, Inrea, drive each Anima Banner: A surging undertow of currents with tides
other crazy after more than a week together. She has her matched to his heartbeat.
concubine, and he has his dalliances among the gratefully Attributes: Strength 4, Dexterity 4, Stamina 5; Charisma 5,
defended natives, so no one’s needs go unmet, and the Manipulation 5, Appearance 5; Perception 6, Intelligence 5,
couple is very happy with the arrangement. So far, all of Wits 6
their children have Exalted except his youngest, Mia. She’s Virtues: Compassion 3, Conviction 3, Temperance 2,
17, and her parents are beginning to worry. He’s hoping for Valor 4
promotion to a larger vessel soon, which won’t happen if he Abilities: Archery 5 (Essence Artillery +3), Athletics 3 (Swim-
sired a mortal. He hasn’t decided whether she needs to die ming +3), Awareness 3, Bureaucracy 3 (Solar Navy +3),
in an accident to leave the matter unresolved prior to her Craft (Air) 2, Craft (Fire) 2, Craft (Magitech) 3, Dodge 4
18th birthday, or whether to give her blood the remaining (Superior Opponents +3), Integrity 4 (While Exercising Of-
seasons for the hope of a late blossoming. He’s just not sure fice +3), Investigation 3 (Innocuous Questions +1), Larceny 4,
he’s up to arranging the accident, for which Inrea occasion- Linguistics 4 (Military Codes +1), Lore 4 (Lintha +1, Naval
ally scolds him. He knows she means well to encourage his History +1), Martial Arts 2, Melee 3 (Wavecleaver +2),
ruthlessness, but he also thinks she’s probably worked too Occult 5 (Behemoths +1), Performance 4 (Calculated
long in Seralin’s employ to be fully trusted in matters of Bravado +2, Hostile Audience +1), Presence 5 (Dashing
the heart. +3), Resistance 3 (Under-
Zû is tall and impos- water +2), Sail 5 (Glorious
ing, with well-defined Dragonfly-class Vessel +3),
aspect features tracing Socialize 3 (Shore Leave
blue whorls over his +2, Terrestrial High Soci-
joints and chakras. He ety +1), Stealth 5 (Hiding
wears dragon armor when a Vessel +2), Survival 3
he expects serious com- (Marooned +1, Pre-
bat, but he prefers the dicting Weather With
comfort and style of his Scars +1), War 5
Realm uniform the rest (Naval Tactics +2, No One
of the time, wavecleaver Is That Stupid +1)
dangling at his belt oppo- Backgrounds: Ar-
site his holstered Essence senal 4, Artifact 5,
cannon. Other than his Backing (Solar Navy) 2,
rakish smile, Zû’s most Breeding 5, Command
distinctive feature is the 1, Connections (Solar
coil of splotchy purple Navy) 3, Manse 3, Pan-
circles encircling his left oply 2, Reputation 2,
leg and arm, trophies left Resources 3
by a behemoth’s enven- Charms: Aura of In-
omed sucker barbs during vulnerability, Cipher
the Lintha Suppression Missive, Confluence of
of 3405. The slight twinges the scars give him ahead of bad Savant Thought, Dragonfly Finds Mate, Dragon-Graced
weather are nothing compared to the memory of friends lost Arrow, Deck-Striding Technique, Ears of the Snowy
to the monster’s whirlpool gullet, so he is grateful to have Owl, Elemental Concentration Trance, Elemental Em-
walked away with such minor injuries. Part of him hopes powerment Meditation, Enfolded in the Dragon’s Wings,
he might get the chance to return the favor if the beast Feeling-the-Air Technique, Finding the Water’s Depth,
ever finishes licking its wounds and crawls out of its hidden Fine Passage Negotiating Style, First Archery Excellency,
grotto, though he’s fought enough behemoths to realize it First Melee Excellency, First Performance Excellency,
probably won’t return in his lifetime. Still, the faint hope of Glowing Coal Radiance, Harvest of the Hunter, Hop-
revenge makes him order the Dagger at the Throat of the Sea ping Firecracker Evasion, Hurricane-Predicting Glance,
to explore every cave and crevasse it comes across. He knows Language-Learning Ritual, Moth to the Candle, Oath of
he’ll probably have to call in Admiral Leviathan for backup the Ten Thousand Dragons (Gens Vagyn, Solar Navy),
if he ever stumbles across the beast, but even discovering Observer Awareness Method, Ox-Body Technique, Quarry
the lair would lead to an automatic promotion. Revelation Technique, Safety Among Enemies, Scent-
Motivation: Defend the Realm. of-Crime Method, Second Dodge Excellency, Second
Aspect: Water Presence Excellency, Second War Excellency, Seven Seas

180
CHUZEI VAGYN ZÛ

Wind-Luring Chanty, Seven-Year Swarm Volley, Soul- Very Small Concussive Essence Cannon (Finer Points of Di-
Stirring Performance Method, Sparrow Dives at Hawk, plomacy): Speed 4, Accuracy 13, Damage 10B (piercing) or
Spirit-Chaining Strike, Spirit-Detecting Mirror Tech- 20B w/ elemental lens (piercing), Range 50, Rate 1
nique, Spirit-Grounding Shout, Spirit-Shredding Attack, Soak: 18L/18B (Water Dragon armor, +15L/13B, Hardness:
Storm-Outrunning Technique, Sturdy Bulkhead Con- 7L/6B, -1 mobility penalty)
centration, Swallows Defend the Nest, Sweeten-the-Tap Health Levels: -0/-1/-1/-1/-2/-2/-2/-4
Method, Terrestrial War Reinforcement, Third Integrity Dodge DV: 6 (8 against superior opponents)
Excellency, Threshold Warding Stance, Unbearable Taunt Willpower: 8
Technique, Unobstructed Hunter’ Aim, Warlord’s Con- Essence: 6
vocation, Wary Yellow Dog Attitude, Waves Like Clouds Personal Essence: 19 Peripheral Essence: 48 (29)
Voyage, Wind-Carried Words Technique Committed Essence: 19
Join Battle: 9 Other Notes: Zû wears an infinite resplendence amulet
Attacks: (see pp. 118-119) to create his uniform. Zû’s water jet fir-
Gauntlet: Speed 5, Accuracy 7, Damage 11B, Parry DV 4, ing Essence cannon is hearthstone-powered for unlimited
Rate 3 ammunition (but requires a one-mote attunement). A
Boot: Speed 5, Accuracy 6, Damage 12B, Parry DV 2, Gem of Youth is set into the device’s grip. Two hearth-
Rate 2 stones, a Labyrinthine Eye and a Jewel of Whispers,
Clinch: Speed 6, Accuracy 6, Damage 6B, Parry DV —, are set into his dragon armor, the more powerful stone
Rate 1 being devoted to powering the armor. Besides his ship,
Wavecleaver Daiklave (Alternative Resolution): Speed 4, Ac- dragon armor and weapons, his other artifacts are all
curacy 12, Damage 13L/3, Parry DV 5, Rate 2 utilitarian items.

181
Dreams of the First Age—
Lords of Creation is devoted
to the First Age Exalted,
their Charms, their servants
and their panoplies.
All the crunch necessary
for both players and
Storytellers to play series
set in the Age of Splendor
lies within.

Dare you draw back


the veil of Ages
to join the ranks of
these, the true
Princes of the Earth?

Inside you’ll find:


• Complete rules for creating First Age Exalted
characters
• High-Essence Charms and new artifacts for use in
any Exalted series
• Sample Exalted luminaries and the mortals who
serve them

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