Exalted -
Reimagined
Core Rules
Introduction
Welcome to Exalted – Reimagined, a near total conversion of the Exalted 3rd edition rule
system using influences from older editions and other systems altogether. Exalted Reimagined
aims to:
- Get rid of Initiative-based combat
- Rework some of the sub systems such as Craft or War to be more engaging and
workable
- Simplify bookkeeping – not get rid of it, but reduce the number of things that need to
be tracked and simplifying the values used for doing so
- Get rid of most dice tricks and most Excellency-like charm tax
- In general, make Charms more exciting
What do you need to know before reading this? You should have a basic understanding of
Exalted 3rd edition’s rule system, as terminology from it will be referenced frequently. This pdf
is not a complete rule system, it’s a rework that assumes you are familiar with the rules of 3 rd
edition and then builds onto it in many places. If something hasn’t been stated to have been
changed, it probably works the same way as it did in 3rd edition.
Aside from that be warned that this is not an attempt at making Exalted more accessible, this
homebrew is as complex as any official edition of Exalted that came before it.
Basic Rules
The basic rule system is the same as in Exalted 3rd Edition unless directly contradicted. Many
things work the same, but there are some differences. If something isn’t mentioned by this rule
system, assume that it works the same as it does in Exalted 3rd Edition.
Rolls
Rolls are handled via a dice pool system. A player takes a number of ten-sided dice (d10)
equal to certain Traits (values on his character sheet), usually an Attribute and an Ability. Each
roll has a target number, the number a die must show to count as a success, and a difficulty,
the number of successes needed to succeed on the action. 10s count as two successes.
Mighty wielders of essence find that their efforts to shape creation face less resistance than
those of the less gifted. The target number of a roll is seven, unless some kind of magic.
A player compares the number of successes she rolled with the difficulty of the roll, if her
successes meet or exceed the difficulty, the roll succeeded. If she rolled less successes than
the roll’s difficulty, it failed. If she rolled no successes and rolled at least one 1, she botched.
Failure may carry negative consequences in of itself, but a botch is an especially memorable
failure, complicating the situation for the character somehow. A botch doesn’t have to be utter
failure on the character’s side in universe, it can also be represented as a stroke of bad luck
or be used as an opportunity to introduce a new, complicating element, into the Scene. The
Exalted rarely come off as bumbling fools, unless they want to.
Sidebar – To round up or round down
Characters of Tier 1-2 always round against their favor, usually rounding down.
Characters of Tier 3+ always round in their favor.
A mortal Swordsman (Tier 1) with Dexterity 4 and Meele 3 would have a Parry rating of 3,
should this Swordsman exalt as a Lunar (Tier 4) she would now have a Parry rating of 4.
In case of a Charm or ability using something like (Martial Art/2) as a difficulty created for an
opponent to overcome, use the Tier of the character using the ability to determine whether to
round up or down.
For an explanation of Tiers, see Traits, Tier.
Difficulty
The difficulty of an action is set by the Storyteller. Most actions that are within the realms of
human capability have a difficulty between 1 and 5.
Routine actions do not require a roll, a difficulty of 1 is appropriate for an action that carries
some kind of risk of failure. Picking a simple lock, finding your way around in an unknown city
or recalling an interesting but not particularly obscure bit of knowledge are examples of
difficulty 1 actions.
More challenging tasks that carry a significant risk of failure (roughly 50/50) even by a trained
professional are difficulty 3. Examples include clearing a large gap in a single jump, guiding a
ship through a storm, foraging in a place rife with potentially hazardous food, cutting a rope
with a well-placed arrow or recalling specialized or obscure information.
Feats of heroic prowess and incredible skill are the hallmarks of difficulty 5. Navigating the
most treacherous reefs, enduring swathes of acid tearing away at the skin, scaling nigh sheer
walls with next to no purchase, shooting an apple resting on top of the head of a moving target.
The Exalted handle even such difficult feats with ease, surpassing human limitations almost
with contempt. Creation has manifold challenges in store for them, supernatural hazards and
foes who easily can impose difficulties beyond 5 for the Exalted to test their mettle against.
However normal interactions with the environment rarely exceed a difficulty of 5.
An impossible task remains impossible unless magic makes it somehow possible, no matter
the number of successes a player may roll.
Contested Rolls
Oftentimes a character strives mainly against another character, directly competing for
success. Examples may include a foot race, competing for the favor of a paramour or trying to
sneak past a guard. In such cases a contested roll determines the victor. Both characters
determine a dice pool and roll, the character who scores the most successes wins. In case of
a tie the character of the higher Tier wins, if both characters are of the same Tier there is a
stalemate – no one accomplishes their objective, yet.
Resisted Rolls (Static Values)
In some special cases a static value, calculated by using a character’s traits, is used to
determine the difficulty of an action aimed at another character instead of using a contested
roll. Such rolls are also called resisted rolls.
In combat, attacking another character is assigned a difficulty equal to the target’s Defense,
which itself is the defender’s choice of either her Evasion or Parry.
In Social Influence, characters resist being persuaded or otherwise influenced with their
Resolve, while Guile determines how hard it is to guess at a character’s motivations and
intentions.
If a roll goes against a difficulty determined by the static value of an opponent, ties go to the
character of the higher Tier or the acting character if both parties are of the same Tier.
Greater Detail on how these static values are calculated is found in later chapters.
Extended actions
In most cases even complex endeavors such as the treatment of a long-term patient, building
a house or searching for lost knowledge in ancient libraries can be handled by a single roll of
the dice. Sometimes however, a task involves multiple stages or requires multiple smaller tasks
to be successfully completed. Such cases call for extended rolls. In Exalted 3rd Edition you
accumulate successes by repeating the same roll over and over again until you run out of rolls
or reach a certain goal number.
Exalted – Reimagined uses an approach similar to the Storypath system. Instead of pouring
successes into a pool until a certain number is reached, each interval represents a milestone.
A milestone is a significant step towards completing the extended action, such as acquiring a
specific dream from a local fair folk noble required for the forging of a mighty Artifact. If a
milestone is not the center of attention for the table, the Storyteller determines an appropriate
dice pool and difficulty for the task at hand and asks one of the players to roll. Once all
milestones have been successfully completed, the extended action is finished.
If the milestone is the center of attention of the table, its completion is played out in character
in however much detail wanted. Should the players manage to secure the milestone in
character, no separate roll is necessary to complete it. The same applies to milestones the
characters already secured before even beginning the extended action, calling on resources
at hand to speed up their progress.
The consequences of a failed milestone depend on the circumstances. In some cases, failing
a milestone may doom the entire extended action. Most of the time such severe consequences
are not appropriate. Rather the Storyteller should think of possible complications that could
result of the failed milestone, ideally in a form that introduce further plot hooks for the players
to explore in character. Mechanically she may ask the players to try and fulfil the milestone
with a different approach or add new milestones to the extended action.
Bonuses and Penalties
Circumstances make a character’s life easier or harder. Balancing on a rope may be difficult,
but becomes far more so during a raging thunderstorm. When circumstances conspire against
the character she suffers a penalty, a number of dice she subtracts from her dice pool before
rolling.
Conversely, when the circumstances are in the character’s favor she benefits from a bonus, a
number of dice she adds to her dice pool before rolling.
Both boni and penalties have various sources. Many are based on the environment or physical
condition when it comes to physical actions, while in social or mental challenges a variety of
factors can play a roll. The value of a penalty is usually somewhere between 1 and 5, with 4
and above being very rare. Different boni or penalties stack with one another in full. However,
the Storyteller should apply some restraint when multiple penalties of a similar type come
together – heavy rain, a starless night and withering-eye curse may all impede vision, but they
shouldn’t impose a visibility penalty worse than complete blindness.
Neither boni nor penalties affect static values unless explicitly mentioned. Penalties and boni
to static values affect the static value itself, not the dice pool used to calculate it. Thus a -3
penalty to Defense decreases Defense by 3 directly.
The most common boni to rolls result from stunts, exceptional equipment and from high
Appearance in social influence (explained in the Social Influence chapter). Common penalties
include visibility penalties, wound penalties, onslaught penalties and crippling injuries.
Stunts
Exalted is a game of cinematic action and mighty heroes who go crashing through the world
and look cool doing it. Characters needn’t choose between doing the sensible thing or the
stylish thing—the coolest course of action is also the optimal one. Such actions are known as
stunts.
When a player does not merely declare his intent, but rather gives a cool and evocative
description of his character’s actions she may be awarded a stunt. A stunt is a reward for a
good and entertaining description, they do not allow a character to do things they otherwise
couldn’t (such as fly), but at the same time they don’t impose any penalties on the action they
support from complicated movements or incredible coincidence (such as making a salto as
part of an attack). The players are explicitly encouraged to interact with and add to the
environment with their stunts, so long as they do not contradict prior description of a Scene.
Stunts may also apply to a characters static values, allowing her to stunt a heroic defense or
describe the font of her unwavering resolve.
Players can and should stunt almost all important tasks their characters undertake, though it
is sometimes quicker to just move on and roll in drawn out conflicts or during downtime activity.
A one-point stunt is the result of any description of a character’s actions beyond a simple
declaration of intent. Such a stunt adds 2 dice to a roll or raises a static value by 1.
A two-point stunt is less common and is appropriate for a particularly cool or funny description.
Such a stunt adds 2 dice and an automatic success to a roll or raises a static value by 2. A
two-point stunt also regenerates one point of spent Willpower for the character.
A three-point stunt is rare and won’t happen during most session. These are appropriate for
especially memorable actions, those that see the whole table laughing or watch with suspense.
A three-point stunt adds 2 dice and 2 automatic successes to a roll or raises a static value by
3. It also regenerates 2 points of spent Willpower for the character and can take the character
above her usual Willpower maximum. Excess points of Willpower are always spent first.
Exceptional Equipment
While ordinary tools get the job done, those of exceptional quality and craftmanship ease a
task. When a character uses exceptional tools to accomplish a task, she adds 1 bonus die to
her roll. Exceptional weapons and armor do not confer a dice bonus.
Onslaught Penalties
Every time a character applies her Defense against another character, she suffers an
onslaught penalty. This is a cumulative -1 penalty to her Defense and is applied after the attack
is resolved, signifying the difficulty of defending oneself against many opponents at once. She
suffers this onslaught penalty whether an attack against her hits her or not. A character loses
her current onslaught penalties at the start of her turn.
Wound Penalties
One of the most common penalties, wound penalties result from injury or pain. Wound
penalties apply to all physical actions and the Defense of a character. This applies to all
mentions of wound penalties, they affect a character’s Defense without calling it out in the
description of Charms or other effects.
Water
Most characters treat being submerged in water – swimming or diving – as difficult terrain.
Knee high water likewise counts as difficult terrain. Aside from other environmental penalties,
being submerged usually also imposes a penalty to most physical actions such as combat.
Usually this penalty is -3, but it may raise to -5 for especially disadvantageous actions, such
as trying to use a thrown weapon underwater. Characters also suffer a -1 penalty to Defense
when fighting underwater.
Most aquatic creatures are immune to these penalties.
Crippling Effect
Different from wound penalties which represent fatigue, pain and impairment caused by fresh
wounds, crippling effects (also called crippling injury) denote a complete loss of functionality in
one of the characters limbs or another persistent impairing effect. The precise effects of a
crippling injury depend on the affected body part, a few examples are given below.
Arm
A character who loses use of an arm cannot use that arm to carry or use anything. She suffers
also suffers a -2 penalty to her Parry and a -3 penalty to all rolls that would normally make use
of both arms, such as most feats of strength.
Leg
The loss of a leg causes a character to treat all movement as moving across difficult terrain,
unless she has access to a different form of movement that does not require the use of her
legs. She also suffers -2 penalty to her Evasion and a -3 penalty to actions normally requiring
the use of both legs, such as movement actions.
Eye
The loss of a single eye imposes a -2 penalty on Perception rolls dependent on sight. Losing
both eyes renders the character blind.
Blindness
Blindness is less detrimental to the combat prowess of the epic heroes of Exalted than one
might expect, but it is a serious issue. A blind character takes a -4 penalty on all her physical
actions as well as a -2 penalty to her Defense. Actions based purely on vision are rendered
impossible. Any combination of visibility penalties should never exceed the penalty for
blindness.
Deafened
Being deafened imposes a -2 penalty on all physical actions, as well a -1 penalty to Defense
from the shock of sudden hearing loss for the rest of the Scene. It also renders all actions
purely based on hearing impossible. Deaf characters do not suffer these penalties, though they
do treat all actions purely based on hearing as impossible.
Time
Aside from regular units of time – such as the minute, hour or day – the system also uses more
abstract, narrative time periods to measure progress within the game.
The chronicle refers to the chronicle – your game – in its entirety. A story marks one particular
narrative arc, a complete adventure or a story arc of a larger narrative. A session marks one
meeting with your gaming group. Sometimes a story can be concluded within a single session,
sometimes it can take half a dozen sessions or even longer. If one story drags on particularly
long consider resetting certain effects that only are available once per Story, usually especially
potent magical abilities at a mid-point. A scene is the basic building block of a session. A chase
through narrow streets, a discussion among political rivals or a fight on rain-soaked rooftops
are all examples of scenes. When a lot is happening or time is of the essence – usually during
combat – actions are separated into rounds and turns. A round is a short amount of time –
between a few seconds and minutes depending on context – during which every character has
the chance to perform one action. A creature acts on its turn during a round, usually in an
order determined by Initiative. Since round-based actions are mainly used during combat, a
full explanation of how to determine Initiative and act during action scnes is found in the
Combat chapter.
Traits
Traits are values and terms used to describe a character. Some traits are universal, such as
Attributes and Abilities, while others, such as Anima or Essence have different effects
depending on who the character is. This chapter gives a general overview of traits important
to all characters, which later Chapters detailing how certain characters modify these base traits
or add additional traits specific to those characters.
Attributes
Attributes represent a character’s innate aptitudes and talents—the raw capacity of his mind
or body rather than any learned skill or cultivated technique. Attributes are divided into three
classes: Physical, Mental, and Social. The Physical Attributes of Strength, Dexterity, and
Stamina reflect the raw potential of the character’s body. The Social Attributes of Charisma,
Manipulation, and Appearance define his innate ability to sway and influence others. The
Mental Attributes of Perception, Intelligence, and Wits embody the intellectual and intuitive
faculties of the character’s mind.
Mortals and most of the Exalted rate their Attributes on a scale from one to five dots. Two dots
are about average, four or five dots are truly exceptional and rare – of course exceptional is
the norm for the Exalted.
Strength
Strength represents a character’s raw physical power, the sheer might of what he can achieve
by muscle alone. It’s used to jump, climb, lift heavy things or smash obstacles.
Dexterity
Dexterity is grace, agility, and coordination. It’s used for swift movement, picking pockets,
acrobatics or moving unseen.
Stamina
Stamina is a measure of vitality. It’s used to resist hazardous environments, fight off poison or
disease, performing arduous labor or to pull an allnighter.
Charisma
Charisma represents a character’s ability to express and articulate her beliefs or commands,
convincing others to see things her way or follow her orders. It’s used to make compelling
appeals, stirring speeches or to lead troops from the front.
Manipulation
Manipulation is a character’s innate talent for deception, passing off lies as the truth, or simply
telling people what she knows they want to hear. It’s used to lie, mislead, maintain composure
and to make any argument where the character is purely trying to evoke a desired response,
rather than to express her own feelings or outlook.
Appearance
Appearance is a measure of a character’s striking looks and his ability to use them. Generally,
this means a measure of how attractive the character is, but for certain characters (see the
Hideous Merit), Appearance measures how intimidatingly unpleasant the character’s looks are.
Appearance is used when a character wishes to influence others through looks, beauty,
overwhelming presence, or first impressions rather than reasoned debate or emotional
manipulation.
Perception
Perception rates both the raw quality of a character’s senses and her faculty for
comprehending what she perceives. Perception is used for noticing details, whether it is a
strange plume of smoke over a far-off village, a black-clad assassin lying in wait, a subtle tell
in a courtier’s manner of speech, or a fragmentary clue at the scene of a crime.
Intelligence
Intelligence measures a character’s ability to think logically and rationally. It covers analytical
thinking, drawing connections between disparate pieces of information, recalling pieces of
knowledge or useful memories at opportune moments, and making judgments based on rigid
logic. It is the province of strategoi, sorcerers, and savants.
Wits
Wits rates a character’s intuition, common sense, and ability to react quickly to new
circumstances or while under fire. It’s used to think on your feet and react quickly to new
information or events.
Abilities
Abilities represent skills that have been developed and honed through training, education, and
experience. While an Attribute embodies a character’s raw aptitude for succeeding at a given
task, an Ability represents the skill and technique she uses in applying that aptitude.
For mortals and most of the Exalted, Abilities are rated between zero and five dots. 0 dots
represent no training or experience, two dots are the realm of a trained professional, four or
five dots are truly exceptional and rare – of course exceptional is the norm for the Exalted.
Unlike Exalted 3rd edition, Exalted – Reimagined makes no use of the Brawl Ability, folding its
function into the Martial Arts Ability.
Archery
Archery is the discipline of using ranged weapons. The bow is the dominant form of ranged
weapon in Creation in all its different varieties. However, Archery also applies to the use of
more exotic weapons. In the South, weapons fueled by a reagent called firedust shoot
streamers of flame rather than arrows, and in the North, the nation-states of the Haslanti
League favor the crossbow.
Athletics
Athletics is the discipline of physical fitness and acrobatic maneuverability. It is used in
performing feats of strength, such as lifting up a fallen cart or bending the metal bars of a prison
cage. It is also used for movement both in and out of combat—racing towards a distant enemy,
jumping over a gaping chasm, climbing a brick wall, and swimming against a powerful tide are
all uses of Athletics.
Awareness
Awareness is the practiced discipline of alertness and wariness of one’s surroundings. It is
used for rolls to notice or pick up on sensory information.
Bureaucracy
Bureaucracy represents a character’s acumen in organizational, mercantile, and legal
endeavors. Bureaucracy is used to assess and evaluate the resources—both wealth and
manpower—available to one’s self or one’s rivals, as well as to understand the legal codes of
a society or the bureaucratic structure of an organization.
Craft
Craft is used to create or repair objects through skilled labor, whether forging a sword, cutting
the gem for a merchant prince’s brooch, or planning and overseeing the construction of a
temple. The Exalted and other supernatural beings are capable of using this Ability to create
artifacts, treasures of legendary quality that possess powerful magic of their own.
More detailed information on how the Craft Ability is used to accomplish these things can be
found in the Crafting Chapter.
When purchasing a dot in Craft, the player must determine the area of expertise she wishes
to cover, such as weapon forging, armorer, jewelry, cooking, architecture etc. She gains a
Specialty in this field at no cost. If she wishes to learn to apply her genius to a different area of
expertise, she must purchase a Specialty covering thar area of expertise first.
Dodge
Dodge is the skill of evading one’s enemies, deftly maneuvering out of the way of attacks or
managing to avoid the dangers of fighting on hazardous terrain. In combat, a character’s
Dodge rating contributes to her Evasion, but is also used to escape from close-quarter conflicts
with enemies or to take cover from the attacks of far-off foes.
Integrity
Integrity is the Ability to remain resolute in one’s beliefs, principles, and decisions when they
are challenged, an active discipline of self-assurance and refuting opposing arguments. It
contributes to a character’s Resolve, which is used to resist the persuasion of socially skilled
characters.
Investigation
Investigation is used to uncover hidden or obscured details through close surveillance or
examination, whether it is searching a magistrate’s chamber for a hidden letter, unearthing
clues at the scene of a murder, or reconstructing the details of a crime from the evidence
presented before a magistrate at court.
Larceny
Larceny covers a range of talents that fall under the general penumbra of criminal activity.
Pickpocketing, lock picking, and sleight of hand are all uses of Larceny that rely on physical
deftness, but it also applies to more intellectual tasks such as creating an effective disguise,
hiding evidence at the scene of a crime, or navigating a society’s criminal underworld.
Linguistics
Linguistics is the Ability used to compose works of writing and language - literary epics, poetic
verse, propaganda pamphlets, or even a simple conversational letter. A character must have
at least one dot of Linguistics to be able to read.
Linguistics also covers the number of languages a character speaks. For each dot of linguistics
she possesses she may speak one additional language beyond her mother tongue. Should a
character desire even more languages, she may buy these through Linguistics Specialties.
Lore
Lore represents a character’s understanding of the world, covering academic disciplines of
history, mathematics, geography, literature, science, philosophy, and similar scholarly pursuits.
It can be used both to recall useful pieces of academic knowledge, as well as to perform
scholarly research in a library or archive.
At base the Lore skill covers the topics governed by the character’s background and education,
additional topics can be unlocked by purchasing relevant Specialties.
Martial Arts
Martial Arts covers the study of martial systems and unarmed combat. It can be used to wield
a variety of different weapons – even some ranged ones – depending on the particular style(s)
a student studies. However even without adherence to any martial school a character with this
Ability can use it to fight unarmed.
Medicine
Medicine is used to diagnose and treat wounds, sickness, poisoning, and other ailments. In
the Age of Sorrows, the state of Creation’s medical practice is primitive, with bone saws,
sutures, and scalpels representing the most advanced medical technology a physician might
have access to. In some of Creation’s cultures, methods of folk medicine such as herbal
treatments, acupuncture, or therapeutic yoga take the place of traditional surgical implements,
and can be just as effective, if not more so, in treating certain ailments.
Melee
Melee is the Ability of hand-to-hand weaponry, covering swords, knives, hammers, axes,
lances, and any other weapon used in close quarters.
Occult
Occult represents an instinctive facility for dealing with Creation’s mystical and otherworldly
elements. It describes a rapport with the uncanny and things normally held beyond mortal ken.
This includes understanding of the nature, powers, and ways of gods, ghosts, and demons,
but also a sense of those things beyond the ken of Heaven and the gods. Occult is vital to the
exorcist and the shaman, whose arts cannot be taught to those lacking proper sensitivity, and
also to the sorcerer, whose senses pierce the veils of the universe.
Performance
Performance is the Ability of influencing others through creative or artistic displays, covering
both traditional forms of artistic expression such as music, dance, and poetry, as well as
rhetorical speaking through prepared speeches or oratory. It can be used to influence the
thoughts and feelings of other characters through social actions.
Presence
Presence is the Ability to effectively lead, intimidate, or persuade through force of personality.
It can be used to influence the thoughts and feelings of other characters through social actions.
When a hot-blooded general rallies her troops with an inspiring battle cry, a witty
conversationalist charms those around her over the course of a party, or a thief blurts a
convincing explanation for how she came into possession of a carved jade idol, all of these
characters are using Presence.
Resistance
Resistance is the learned Ability of coping with pain, disease, fatigue, and other forms of
physical weakness. It is useful for fighting through the deleterious effects of poisons used by
dishonorable foes, or weathering the perils of fighting over hazardous terrain.
Ride
Ride is used to ride on a horse, ox, or more exotic mount, as well as to maneuver in vehicles
such as chariots or carts that are led by horses or beasts of burden. The Ride skill is used for
moving while mounted.
Sail
Sail is used to captain a seafaring vessel through the great oceans and rivers that make up
much of Creation. It is used both for maneuvering a vessel and for plotting a course using sea
charts and navigational instruments. While the vast majority of vehicles in the Second Age are
ocean-faring ships, the Sail Ability can also be used to pilot more exotic vessels, such as the
hot-air balloon skyships used by the Haslanti League or many of the ancient, wondrous
vehicles lost with the First Age.
Socialize
Socialize is a character’s understanding of the social context in which she acts, encompassing
both knowledge of decorum and etiquette as well as how to use them to one’s advantage in
persuasion or manipulation. In formal social situations such as an aristocratic court or a
ritualized ceremony, a character can use Socialize to influence the thoughts and feelings of
other characters with social actions. Socialize is also used both to read the emotional tells or
body language of other characters to discern their inner thoughts, and to conceal such tells on
one’s self, contributing to a character’s Guile rating.
Stealth
Stealth is used to avoid being noticed, evading the sight of one’s pursuers through physical
deftness and cunning. In combat, it can be used to catch foes unawares with sneak attacks or
to hide from threatening enemies. Outside of combat, it can be used for covert surveillance,
silently infiltrating a guarded building, or blending into a crowd after committing a crime.
Survival
Survival is the Ability used to traverse and survive in wilderness environments. It covers the
basic rudiments of outdoor survival, such as finding shelter, finding fresh water, and gathering
food, as well as tracking, navigation, and handling animals.
Thrown
Thrown is the Ability used for weapons designed to be thrown at an enemy, rather than those
which fire projectiles. Throwing knives, shuriken, javelins, chakrams, and nets are all used with
this Ability.
War
War is the Ability of understanding strategy and tactics. It is used both to direct the long-term
progress of a war, planning battles to gain the upper hand over enemy forces, as well as to
command the soldiers or warriors that serve a character directly in battle.
Specialties
A Specialty is an area of expertise, a focal area that allows the character to reach a bit further
through application of her experiences. When a character makes a roll (or calculates a static
value) to which one of her Specialties applies, she adds 1 additional to her dice pool. Only one
Specialty can apply to a single roll, even if the roll is covered by multiple Specialties the
character possesses. Charms and other magical effects that calculate a value based on an
Ability (e.g. add (Martial Arts) bonus dice to an attack) don’t include Specialties in their
calculation unless they explicitly say they do.
A Specialty is always associated with one Ability and only apply their benefit to this Ability with
one exception: every Specialty also automatically counts as a Lore Specialty.
Merits
Merits are special features that add distinction to characters. Some Merits are physical
advantages (such as Strong Lungs), while others represent specific learned aptitudes. Still
other Merits may represent social advantages, such as great wealth.
Merits that describe a character’s circumstances, connections and other non-innate benefits
are called Story Merits. After character creation these Merits can usually not be purchased
through experience points and have to be earned through play (costing no experience points
to acquire). Some Merits that describe the physical characteristics of a character – such as the
Giant Merit – are not purchasable without using magical means after character generation
either. All other Merits have to be purchased through experience points if learned after
character generation.
Certain Merits are associated with a specific Martial Arts style and are detailed in the Martial
Arts chapter. Other Merits are not of natural origin, signifying a supernatural power or
influence gained through Wyld mutation, sorcerous workings or other means. These are
described in the Mutations chapter. Additionally, sorcerous initiations grant access to
special Merits, described in the Shaping Rituals of the Sorcery chapter.
Each Merit has a number of dots associated with it, between zero and five. Some Merits give
a range, indicating that different versions of this Merit with different costs exist. Increasing the
value of an existing Merit to a higher dot rating only requires payment for the dot difference,
rather than for the full end value of the Merit. E.g. increasing a Merit from two dots to four dots
will usually cost 6 experience points (2 Merit dots a 4 experience points each).
Allies (•, ••• or •••••)
Each purchase grants the character a single noteworthy Storyteller-controlled ally—a close
friend or trusted companion with some useful capabilities. The nature of this ally must be
defined at the time the Merit is purchased. One dot grants a mortal or very minor supernatural
ally, who may possess useful contacts, political clout, refined expertise, or other resources he
is willing to put at the character’s disposal, within reason. Three dots grants a supernatural ally
at least as powerful as a young Terrestrial Exalt. Five dots grants a supernatural ally as
powerful as one of the Celestial Exalted. The Storyteller has final say over what constitutes a
valid ally.
Drawback: Allies aren’t automatons or flunkies. They have their own lives and concerns, and
expect the character to provide the same assistance to them that they provide to her. A
mistreated ally is likely to abandon the character or even become her enemy.
Artifact (•• to •••••)
The character owns a potent magical item – see the Artifacts chapter for more details.
Backing (• to •••)
The character enjoys official standing in an organization, which is defined when this Merit is
obtained. For example, she might be a government minister, a military officer, a Guild
merchant, or a member of a spy network. Backing represents the support the character can
call upon from the organization.
One-dot Backing represents either a low-level position within an organization of significant
power (such as a dues-paying Guildsman of no particular standing), or a solid post in a less
powerful organization, with most disagreeable duties pawned off on subordinates (an officer
within the market guard of Gem).
Two-dot Backing represents middling rank in a powerful organization (a merchant prince of the
Guild), or standing as one of the elite in a smaller organization (a captain of the market guard).
Three-dot backing represents elite rank in a mighty organization (a Guild factor) with significant
support.
Drawback: Backing represents membership rather than leadership. Characters will have to
answer to superiors and uphold the duties of their station to retain it.
Boundless Endurance (••)
Steady as an ox, the character keeps on going long after all others have dropped from
exhaustion. The character reduces the difficulty of all rolls to resist fatigue or remain awake by
2.
Command (•• to •••••)
The character is the recognized commander of an organized military force, generally one
composed of ordinary mortal soldiers. This Merit’s rating determines how great and
experienced a force the character commands.
At two dots, this Merit provides a military force of roughly a hundred soldiers with Average Drill
(enough to form a Size 3 battle group or several smaller ones).
At three dots, this Merit provides a force of several hundred soldiers with Average Drill (enough
to form a Size 5 battle group, two Size 4 battle groups or several smaller ones).
At four dots, this Merit provides about a thousand soldiers with Average Drill (enough to form
one Size 6 battle group, two Size 5 battle groups or several smaller ones).
At five dots, this Merit provides thousands of soldiers with Average Drill, representing a might
of a full Imperial Legion or conquering barbarian horde (enough to form a Size 8 or 7 (Storyteller
discretion) battle group or several smaller ones).
When this Merit is bought, its cost may also be increased to increase the discipline and skill of
the troops the character leads. The total cost of this Merit may usually not exceed 5, though
multiple instances of it may be purchased during character generation. The Storyteller may
allow characters to exceed 5 dots in this Merit in order to create especially powerful battle
groups at character generation, however caution is advised.
Increasing the Drill of the Troops to Elite increases the Merit’s cost by one dot. Increasing the
Drill to Elite and giving the soldiers the traits of Elite Soldiers rather than Battle-Ready Troops
(see the Antagonists Chapter, Mortal Foes) increases the cost by two. Increasing the Tier of
the soldiers of the battle group from 1 to 2 increases the cost by two.
Note: Taking the Command Merit indicates that the soldiers are personally loyal to the Exalt
that they are “her” men, rather than forces belonging to an organization; military forces of that
sort are acquired through the Backing Merit.
Contacts (•, ••• or •••••)
Each purchase grants the character a network of contacts willing to feed him information. The
player must specify what sort of contacts he’s purchasing at the time the Merit is gained.
Examples might include contacts within the Immaculate Order, the Delzahn nomads, the court
of the Tri-Khan of Chiaroscuro, the Guild, the craftsmen of Nexus, House Mnemon, Western
ship captains, the Lintha family, the noble families of Port Calin, or the smugglers of the
Haslanti League.
One-dot contacts are generally confined to a single city-state or similar region. Three-dot
contacts may span a broad area or indicate an organization with vast but specific reach and
influence, while five-dot Contacts mean that almost anywhere the character goes within a
Direction, she’ll be able to find applicable contacts within the purchased field.
Cult (• to •••••)
The character is the object of organized veneration by a group of mortals. Without additional
magic, humans (including the Exalted) cannot actually hear prayers directed at them, although
when deep in meditation they can feel the mute moth-wing fluttering of appeals, sacrifices, and
words of adoration whirling about them.
The rating of this Merit dictates the size of the character’s cult and the power she can draw
from its prayers. A one-dot cult comprises only a few full-time priests and a handful of devout
worshipers. A two-dot cult spans several hundred individuals, perhaps an entire large village.
A three-dot cult means the character is venerated throughout a significant region, or perhaps
openly rules a mighty city-state as its god-king (although this would require additional Merits
to represent such influence). A four-dot cult means that an entire nation honors the character;
tens of thousands offer up prayers to her, and the Wyld Hunt has surely heard her name. A
five-dot cult spans much of a Direction; few Exalts indeed may claim such a vast bounty of
worship.
The character may spend a Willpower point without actually losing the point a number of times
per story equal to her Cult rating. Higher Cult ratings exist, allowing the character to spend one
free Willpower point per scene, but such veneration is reserved for the mightiest of spirits— at
present, no Exalt in the Second Age is so widely worshiped, and very few even among the
mightiest of gods can boast such reverence.
Demesne (•• or ••••)
The character controls a place of power in Creation. A demesne is a wellspring of incredible
geomantic power, usually a site of incredible natural splendor. A demesne might be the heart
of a primeval forest, a crystal cavern behind a mighty waterfall, a field of black glass where
desert abuts an ancient volcano, or any other place of clear majesty and power. Most
demesnes are strongly aspected toward one of the five elements, but certain rare demesnes
resonate with the Essence of the sun or moon, of destiny, or even of death.
A character attuned to a demesne who stands within its boundaries enjoys certain benefits.
Outside of combat, she respires an additional point of Essence per Scene, and may reflexively
roll (Perception + Occult, difficulty 3) to sense any active expenditure of Essence within the
demesne’s boundaries. The demesne can also be used as an Inspiration for sorcerous
workings which resonate with its nature.
As a four-dot Merit, the character gains control of an exceptionally powerful demesne.
Divine Heritage (•••••)
The character is descended from a god, demon, fae, ghost or another powerful supernatural
creature. Most such creatures merely show a minor supernatural touch, but in some this divine
blood-line manifests more potent abilities, giving characters who purchase this Merit a Charm
themed around their divine parent and the ability to buy further Charms with experience points.
This works in the same manner as Charms that allow characters to buy spirit Charms, it does
not allow the purchase of quick character powers not meant for player character use. While
this Charm can be used to symbolize a particularly powerful descendant of a Celestial Exalt,
this does not allow her to purchase the Exalt Charms of her divine parent.
Eidetic Memory (••)
The character enjoys near-perfect recall, adding two automatic successes to all attempts to
remember details from previous Scenes and events.
Familiar (• to •••)
Creation is filled with beasts both prosaic and exotic, and the character has formed a deep and
profound bond with one of them. Although the familiar is (probably) no more able to speak the
languages of men than any other beast, the character can roughly understand the chirps,
pawings, barks, and gesticulations of her animal companion, and the familiar understands the
character’s commands in turn. She can even share her familiar’s senses by concentrating and
taking no other actions, so long as the familiar is somewhere within long range of her.
One dot in this Merit provides a relatively weak familiar, such as a squirrel, owl, cat or dog.
Two dots provides a formidable or useful beast, such as a riding animal or vicious predator—
horses, simhata, tigers, and omen dogs are all appropriate two-dot familiars. Three dots
provides a familiar that is in some way overtly exceptional or magical, such as one of the talking
monkeys of Halta, an armored and fire-breathing ox mutated by the Wyld, a super-predator
like a tyrant lizard, or a God-Blooded stallion fathered by the horse god Hiparkes.
Followers (• to •••)
Each purchase represents a number of mortal followers with some particular form of expertise
that have flocked to the character’s banner. The nature of these followers must be decided
upon each time this Merit is purchased. Examples might include bureaucrats, bodyguards,
assassins, merchants, spies, entertainers, smiths, or astrologers. Such followers are of
average to above-average skill in their professions (two or three dot Ability ratings), but are
personally loyal to the character (rather than to an organization the character might have
Backing from, or might lead through Influence), and might be trained to greater expertise over
time.
One dot grants up to a dozen followers, two grants up to 50, while three grants a group of up
to a hundred.
Giant (•••)
The character is enormous, standing somewhere between seven and a half to ten feet in
height. Her great size grants an extra -0 health level. This Merit may also be gained as a result
of Wyld mutation.
Drawback: The character’s great size is very distinct, imposing a -3 penalty on all disguise
rolls to pass as anyone of lesser stature, and making the character memorable wherever she
goes.
Hearthstone (•• or ••••)
This Merit bestows ownership of a hearthstone—a gem formed of concentrated geomantic
Essence, bearing potent magical powers. Some hearthstones radiate broad mystical benefits
into the region surrounding them, but most stones have more concentrated or direct powers.
Most hearthstones are deliberately formed through Essence concentration in manses, but a
few hearthstones naturally form in demesnes or at sites where Essence has worked prodigious
miracles upon the land. If a hearthstone is linked to a manse, and the manse’s owner places
the hearthstone in a specially-designed socket in an attuned artifact, then the character enjoys
the benefits of standing within the manse wherever she goes.
Two dots in this Merit represents the power of most hearthstones in Creation, while four dots
provides a greater hearthstone from an exceptionally powerful manse or demesne.
Hideous (0 dots)
The character is memorably ugly or intimidating, possibly as a result of overt deformity,
disfiguring scars, inhuman mutations, or just being born that way. Her Appearance does not
measure how attractive she is; instead, the more dots of Appearance she has, the more
intimidating she looks. The character adds her Appearance bonus (see Social Influence) to
attempts to threaten or intimidate, rather than to instill and persuade actions.
Influence (• to •••••)
This Merit reflects a character’s standing and pull in society. It might derive from political office,
notoriety, leadership of an organization, military conquest, or from awe or fear of the
character’s displayed power. Whatever the reason, people take heed of the character’s wants
and will. Most Exalted eventually gain some degree of Influence, if they don’t start with it.
One dot describes a figure of local note—a tribal family head, a respected physician, a known
sorcerer, or the owner of a very popular teahouse.
Two dots describe a figure of some pull in the city-state or satrapy where she resides—a
politically connected magistrate, a shipping magnate, a mercenary company leader with an
important contract.
Three dots describe an influential character, very important to the region in which he resides:
a royal advisor, a general, a tribal chief, a merchant prince with investments everywhere in the
region.
Four dots describe a major regional power, whose words carry great weight, and who may
possibly rule a small city directly. This also represents leaders of tribal alliances, the right hands
of princes, and Lunar Exalted who openly live as gods.
Five dots describe a character of vast influence, likely the ruler of a city-state with influence on
neighboring principalities. Alternately, the character might be a widely-feared warlord, or the
Lunar god-king of an all-consuming horde.
Iron Stomach (•)
The character can digest almost anything edible, from live insects and brackish water to raw
meat or spoiled rations. She enjoys a -2 difficulty on Survival rolls to forage for herself, as well
as Resistance rolls to recover from food poisoning.
Manse (••• or •••••)
The character owns a manse—a magnificent magical tower, fortress, palace, or estate raised
atop a demesne and designed to capture and channel its power. Many manses are designed
to express minor magical powers to enhance the beauty or comfort of the building, such as
columns of free-standing water filled with colorful fish, or floors which stay warmed with
channeled fire Essence even in the depths of winter.
In addition to ownership of the manse itself, possessing this Merit at three dots provides the
benefits of both the Demesne Merit and the Hearthstone Merit, at two dots each, for no
additional cost. With five dots, the character is the owner of a manse raised atop an
exceptionally powerful demesne, with a concomitantly powerful hearthstone (replicating the
benefits of the four-dot Demesne and Hearthstone Merits).
Mentor (• to •••)
Another individual of greater experience regularly teaches and advises the character. Mentors
may provide advice, assistance, and even training in mundane or magical fields.
A one-dot mentor is an expert within a particular noteworthy field, such as languages,
swordplay, sorcery, or martial arts. A two-dot mentor is an expert in several notable fields, and
may be an individual of notable power or influence. A three-dot mentor is a master of many
things, as well as a significant regional power or universally respected authority in his areas of
expertise.
Mighty Thew (• to •••)
The character can lift and carry incredible weight. When attempting a feat of strength the
character adds his rating in this Merit to the attempt’s dice pool.
Natural Immunity (••)
Whether naturally hardy or blessed by a spirit, the character never seems to contract minor
ailments such as the common cold, and easily bounces back from nastier afflictions. The
character reduces the difficulty of all rolls to resist infection, sickness and disease by 2.
Pain Tolerance (•••)
While the character still feels pain, she’s better at coping with it than most. She reduces the
value of her wound penalties by 1 (to a minimum of 1).
Quick Draw (• or ••)
The character possesses the lightning draw of a deadly duelist. At one dot, she suffers no
Defense penalty for taking a draw/ready weapon action. At two dots, if she flurries a draw/ready
weapon action with an attack, she reduces the flurry penalty from -3 to -1.
Retainer (•• or ••••)
Each purchase grants the character a single Storyteller-controlled servant, an expert in their
field with noteworthy and useful abilities. The nature of this servant must be defined at the time
the Merit is purchased. They might be a courtesan, bodyguard, assassin, advisor, or even high
priest of the character. Retainers are outstanding experts in their profession (four or five dot
Ability ratings plus at least one applicable specialty) and are personally loyal to the character
(or at least strongly motivated not to betray or abandon her).
Two dots grants a mortal or minor supernatural ally (such as a God-Blooded assassin or
demonic advisor of the First Circle), who may possess useful contacts or experience, political
clout, martial prowess, or other resources he is willing to lay on the line at the character’s
bidding.
Four dots grants a supernatural ally at least as powerful as a young Terrestrial Exalt, though
always weaker than the character herself—peers are best represented as Allies rather than
Retainers.
Resources (• to •••••)
This Merit describes a character’s finances. Each dot represents an economic bracket and
grants a standard income. The source of this wealth must be detailed (rents on property,
sharecropping, government stipend, banditry), since it may vary as the game plays out. Most
Exalted have little difficulty accumulating some Resources if they wish, but it often makes the
most sense when taken in concert with another Merit like Backing or Cult.
One dot indicates less than 1 shekel a year in jade, less than 64 koku a year in cash, or less
than 60 dinars a year in silver—up to four times the expected income of a household with two
skilled working adults. It’s appropriate to agrarian landlords, respected mortal craftsmen or
artisans, renowned performers, successful small merchants, mid-ranking criminals in urban
cartels, or local government officials.
Two dots indicates roughly a mina per year in jade, 128 koku in cash, or 100 dinars in silver—
around twice the income provided by the previous level. It’s appropriate for urban slumlords,
gang bosses, high-ranking local government officials, famous mortal artisans and performers,
successful regional trade investors, or the stipend of a Realm patrician.
Three dots indicates a talent or less per year in jade; 8,000 koku in cash; or under 5 talents
per year in silver—more than fifty times the income of the previous level. This level of
Resources represents a take in the spoils of empire. It’s the income of the heads of established
patrician houses, large cartels, or Guild merchant princes, and is also the usual discretionary
stipend or income for Dynasts. These characters are usually economies unto themselves, with
entourages who help manage their assets and depend on them for a living. Beyond three dots,
it’s unusual for a fortune to be measured in cash—most of the independently wealthy bond
their riches in silver or real or ledger jade.
Four dots indicates an income of 4-6 talents per year in jade; 16,000-50,000 koku per year in
cash; or 20-30 talents per year in silver. Successful Dynasts and well-off patricians sometimes
possess this level of Resources, as do successful Guild merchant princes, the most fortunate
scavenger lords and rulers of small Threshold states.
Five dots indicates an income of 12-20 talents per year in jade; 96,000-160,000 koku per year
in cash; or 60-100 talents per year in silver. The heads of the richest patrician families,
renowned and successful Dynasts (often serving vital positions within their Houses),
established Guild factors, and the rulers of powerful Threshold kingdoms possess this level of
personal wealth.
Selective Conception (•)
The character enjoys full conscious control over his or her fertility, never running the risk of
unwanted pregnancy. Perhaps this is the result of years of cultivated control of body and
Essence, a divine blessing, or simply the benefit of lucky birth. Both sexes may withhold fertility
when they wish. Female characters may pay one Willpower to ensure conception, and will
automatically know when they’re pregnant; male characters do not gain this benefit.
Sobriquet (•)
Many Exalted and other great figures are known across Creation by their titles and epithets,
as much if not more than by name. Tepet Ejava is the Roseblack; Yurgen Kaneko is the Bull
of the North; Sha’a Oka is the Black Lion. This Merit represents a character whose title carries
great weight in her dealings with others.
Upon taking this Merit, her player should specify both her character’s sobriquet and the
reputation that it carries. Once per Story, when she’s awarded a stunt on social influence that
benefits from this reputation, she may increase the stunt’s rating by one.
Strong Lungs (•)
The character is practiced at holding her breath for long periods of time, like the famed pearl
divers of the West. She may hold her breath for (Stamina + Athletics) minutes before she
begins to suffocate or drown; under duress, this becomes ([Stamina + Athletics] x 2) rounds.
Tempered by the Elements (••)
Due to her upbringing, the character is at home navigating a certain harsh environment,
selected when this Merit is taken. The character is able to cross one type of difficult terrain
(such as deep snow, thick jungle, or broken ruins) at normal speed. While this Merit can be
taken more than once, very few characters ever do so, as it takes years of intimate familiarity
to cultivate—a mere few months spent in a swamp or on the tundra is inadequate to foster
such skill.
Toxin Resistance (•••)
Perhaps the character is a poison taster, or perhaps she is simply hardier than most.
Regardless, she adds two dice to rolls to resist poisons.
Drawback: The character’s body can’t tell the difference between recreational toxins and
intentional ones. It’s very difficult for her to become intoxicated.
Mutations
Also known as supernatural Merits in Exalted 3rd Edition, Mutations are unusual advantages
brought on by mutation through the Wyld, sorcerous modifications or other magic. They are
heavily stigmatized amongst most mortal cultures in Creation as they are the sign of Wyld
barbarians or the evil curses of the Anathema.
The following supernatural Merits have been removed: Thaumaturgist,
Claws/Fangs/Hooves/Horns, Quills, Carapace/Shell, Constrictor, Deadly Weaponry,
Enhanced Toxin, Long Reach, Natural Shield
Antennae/Snaketongue (••)
Twitching feelers, a flickering tongue, or similar appendages let the mutant scent her prey’s
location. She ignores penalties for being unable to see characters within close range if she can
smell them.
Bioluminescence (• or ••)
The mutant radiates light, equivalent to glowing anima. She can suppress this for a scene with
a miscellaneous action.
With the two-dot version, she can create a blinding flash once per Scene as a miscellaneous
action, rolling (Appearance + Presence) against the (Wits + Awareness) of everyone within
close range. Characters who fail are blinded until their next turn’s end.
Bounding Legs (••)
The mutant’s powerful legs add two dice on jumping-based rolls. This only applies to combat
movement if she leaps to a position at least one range band higher or lower.
Burrower (••)
The mutant can dig through earth with spade-like paws or similar adaptations. She adds two
dice on feats of strength related to tunneling or excavating. She can take cover with (Strength
+ Athletics) by digging into soil or loose earth, even in completely open terrain, gaining light
cover. Tunneling takes too long to accomplish in combat; she must resurface to take move
actions.
Centaur (••)
The mutant has a horselike lower body or similar anatomy. She always enjoys the attack and
Defense bonuses for fighting mounted, and can make impaling attacks with lances. If ridden
by another character, she provides a +2 Speed Bonus.
Drawback: The character’s Extra Limbs only benefit move actions.
Chameleon (•••)
Prerequisite: Extra Limbs
The character can change the color and pattern of her skin to match her surroundings. She
adds a die to Stealth rolls, and to Survival rolls to hunt for game. If she’s not wearing any
clothes, add two dice.
Drawback: When the character is nervous or stressed, she must make a Willpower roll
(difficulty 1) to keep her skin from reflexively shifting a few shades toward the dominant color
of the surroundings, giving her away as a likely Wyld mutant.
Echolocation (•••)
The mutant can “see” out to short range using hearing, ignoring penalties or increased
difficulties due to blindness, darkness, poor visibility, etc. She can’t discern color or fine detail,
and solid obstructions like walls block echolocation.
While submerged in water the range of this sight extends to medium range into the water, but
renders her blind towards all things outside it.
Enhanced Sense (•••)
One of the character’s senses becomes preternaturally acute, like that of a wild animal. The
character adds two dice to all Perception rolls related to that sense.
Drawback: This Merit is physically obvious in unusual eye color or shape, large ears, an
elongated nose, or some other similar mutation.
Entangling Limbs (••••)
The mutant has grasping tentacles, prehensile hair, or other appendages capable of ensnaring
her prey. She can flurry while grappling a foe, thought the contested roll counts as an attack
action. She may attempt gambits using the contested control roll of the grapple.
Exalted Healing (••••)
The character heals as a Tier 3+ character would.
Extra Limbs (•••)
The character possesses more than the normal allotment of limbs—generally in the form of
extra arms or legs, but stranger manifestations are possible, such as prehensile tentacles or
even an extra head. In all cases, the result is the same—when the character performs a flurry,
one of her actions (of the player’s choice) suffers only a -1 rather than a -3 penalty.
Extreme Adaptation (••)
The mutant has thick blubber, a water-storing hump, or similar environmental adaptations. She
adds two dice on rolls against environmental hazards and poisons of a specific environment
and reduces such hazards’ damage by one.
Fins (• to •••••)
The mutant has fins, webbed hands, or a fishlike lower body. While swimming, she adds (Fins)
dice on move actions and ignores difficult terrain due to moving through water.
Drawback: The mutant suffers a (Fins/2, rounded up) penalty on land-based movement. With
3+ dots, she treats all land as difficult terrain.
Frightening Voice (••)
The character has the paralyzing cry or growl of a born predator. She ignores penalties for
flurrying threaten rolls with attacks.
Gills (0 or •••)
The character possesses visible gills somewhere on her body, and may breathe comfortably
underwater. The free version of this Merit causes the character’s lungs to atrophy, preventing
her from breathing air; out of water, she begins suffocating after (Stamina x 5) minutes. The
three-dot version makes the character amphibious, able to breathe equally well above or below
the water’s surface.
Hypermobility (••)
Flexible joints let the mutant contort and compress her body. She adds one die on rolls to
squeeze through tight spaces or escaping a grapple, and on Dexterity rolls where her flexibility
benefits her, like taking cover or hiding in tight spaces.
Imposing Features (••)
The mutant has a majestic crest, mane, plume, or similar feature. Characters that can see her
and have no Tie towards her suffer -1 Resolve against her instill rolls to create Ties toward
herself.
Inhuman Visage (••)
The mutant has distracting facial markings or an unreadable, inhuman face. She gains +1
Guile. She loses this bonus against characters that have spent at least a season interacting
with her, or that have a specialty relevant to understanding her moods.
Drawback: The character’s unreadability inflicts a -1 penalty on rolls to instill positive Ties
toward herself or convince others of her honesty.
Ink Sacs/Smokescreen (•••)
The mutant can blind pursuers with ink sacs, an acrid spray, or similar diversions. Once per
Scene, when she makes a disengage roll, she can release this diversion. If successful, each
enemy that opposed her is blinded until he clears his eyes as a miscellaneous action.
Musical Voice (••)
The mutant’s voice has the inhuman timbre of a songbird, trumpeting elephant, or rattling
snake. Penalties on her influence rolls from noisy environments are reduced by three, and her
voice counts as an exceptional instrument.
Drawback: The character suffers a -3 penalty on efforts to disguise her voice or mimic others’
voices.
Natural Missile (•• or •••••)
The mutant has acid spit, barbed hair-darts, an elastic tongue, or a similar ranged attack. This
is a light mundane archery or thrown weapon. The five dot version of this Merit instead bestow
a light artifact archery or thrown weapon.
Natural Weaponry (• or •• or ••••)
The character gains some form of natural weaponry, generally in the form of horns, or short
but sharp claws and fangs. The one dot version of this Merit allows the character to inflict lethal
rather than bashing damage with her unarmed attacks. The two-dot version of this Merit grants
larger, more dangerous natural weapons, allowing the character’s unarmed attacks to use the
traits of heavy mundane weapons. The four-dot version of this Charm represent magically
charged mutations that count as light or heavy artifact weapons.
Drawback: Natural weaponry granted by the two-dot version of this Merit imposes a -1 penalty
on disguise attempts.
Night Vision (••)
The mutant’s eyes are adapted to darkness, halving penalties or increased difficulty, rounded
down (regardless of Tier), from darkness or low-light environments.
Pheromones (•• or •••)
The mutant exudes potent pheromones. With threedot Pheromones, characters within close
range suffer -1 Resolve against her inspire rolls to create a specific emotion, chosen when this
mutation is purchased. Two-dot Pheromones only affects her choice of humans or a single
animal species.
Poisoned Body (•, •• or •••••)
The character’s body is toxic in some way. This poison is equivalent to snake venom, and the
character is naturally immune to her own toxin.
For one dot, the character’s blood is poisonous, and must be ingested to inflict damage.
For two dots, all of the character’s bodily fluids are poisonous, and can be applied through
ingestion or intimate contact.
For five dots, the character’s blood becomes a contact poison. Anyone within close range
inflicting two or more levels of lethal damage on the character with a single attack, or grappling
her when she has suffered lethal damage during the Scene, must make a difficulty 3 (Wits +
Dodge) roll to avoid being poisoned.
Drawback: This Merit tends to be its own drawback, since it can’t be turned off.
Quills (•••)
The character’s body bristles with sharp quills in the manner of a porcupine. Anyone attempting
to grapple her automatically suffers 1 point of lethal damage at the end of his turn. This damage
can be soaked.
Serpentine (••••)
Instead of legs, the mutant has a serpentine lower body or similar anatomy. She ignores
penalties for being prone.
Drawback: The mutant suffers -2 penalty on jumping-based movement.
Silent Movement (•••)
Soft paws, velvety feathers, or similar adaptations muffle the mutant’s movement. Rolls to
detect her purely through hearing suffer a -2 penalty.
Slippery (••)
The mutant secretes slime or mucus, adding two dice on rolls to oppose being grappled or
escape physical restraints.
Drawback: The mutant suffers a -1 penalty on rolls to establish grapple control.
Spinnerets
Like a spider, the mutant can spin lines of adhesive silk. These are exceptional equipment for
weaving, climbing, laying snares, swinging between handholds, etc. They’re also exceptional
equipment for lifting or suspending heavy objects — a feat of strength rolled with (Stamina +
applicable Craft), using (higher of Stamina or Craft) instead of Strength to determine if the feat
can be attempted.
The mutant can make ranged attacks with webbing. They’re light mundane thrown weapons.
If she’s grappling an enemy from beyond close range, she can only take restrain or drag
actions, and a character can sever the thread — ending the grapple — with a difficulty 3
miscellaneous action.
Subtlety (••)
Prerequisite: Another physically obvious Supernatural Merit, such as claws, quills, or extra
limbs.
Subtlety must be attached to another already-purchased Supernatural Merit; it makes that
Merit non-obvious to observers when not in use. Examples might include fully retractable
claws, extra limbs which fold up into easily-concealed pouches or cavities on the character’s
body, or gills that close up tight enough to be invisible when not in use. The Wyld is rarely kind
enough to bestow this Merit on those who feel its touch; it is most commonly granted as a
blessing of the Fair Folk to their human servants, though some sorcerers have also studied
the art of infusing subtlety into the works of the Wyld.
Tail (• or ••)
The character has a tail, which might be scaly, furred, tufted, or fleshy like a rat. For one dot,
the tail adds two dice to attempts to maintain balance. For two dots, the tail is also prehensile,
and may act as a fully functional limb, although it suffers a -1 off-hand penalty. The tail may be
hidden under clothes, although this negates its benefits.
Unusual Hide (•• or ••••)
One of the most common mutations bestowed by the Wyld, this Merit grants an unusually
resilient hide of some sort. The two-dot version turns the character’s skin into light or heavy
mundane armor. The four-dot version turns his skin into light or heavy artifact armor,
representing an obsidian carapace, skin of living stone or similar defensive mutations.
Drawback: The character obviously looks like a Wyld mutant, with all the stigma that
accompanies such status, and suffers a penalty equal to her rating in this Merit on all disguise
rolls to pass for normal.
Venomous (•• or •••)
The character’s body possesses a reservoir of deadly venom, which can be applied through
natural attacks. The standard version of this Merit requires that the character also have some
other Merit or power granting him natural weaponry capable of inflicting lethal damage, such
as claws, fangs, quills, a tail-barb, or the like. This allows the
character to poison his enemies on a successful attack that inflicts at least 1 Health Level of
damage, up to (Stamina/2) times per day.
Alternately, if the character lacks such natural weaponry, this Merit allows him to spit a contact
poison as a difficulty 1 gambit, aiming it as though it were a Thrown weapon. Success
envenoms the target. This attack can be made up to (Stamina/2) times per day.
For three dots, a character with appropriate natural lethal weaponry may envenom his attacks
and spit poison. Both attacks draw out of the same limited poison supply. Regardless, all
poison supplied by this Merit uses the same traits as snake venom.
Wall Walking (••••)
The character gains the ability to cling to, as well as walk or crawl across, walls and even
ceilings. Ceilings and inherently slick surfaces with little purchase (such as Chiaroscuro glass)
count as difficult terrain.
Drawback: The character’s hands and feet become visibly nonhuman, possibly sporting sticky
suction pads, tiny climbing claws, or spurs like a lizard.
Wings (••• or •••••)
At three dots, this Merit grants the character patagia or other weak, gliding wings. The
character has little ability to maneuver in the air, and cannot effectively gain height, but may
cover enormous distances with a leap, especially from high elevation—effectively, she may
travel two range bands forward when gliding before she must descend one range band down,
and as long as she has room to glide to the ground, need not fear falling damage.
The five dot version of this Merit grants powerful wings (or equivalent means of flight, such as
gas-filled bags) and true, functional flight. A flying character in combat moves no faster than
other characters; her advantages are in her ability to pass over most forms of difficult terrain
with ease, and in the severe trouble many close-ranged fighters experience in reaching her to
attack her.
Drawback: In addition to the stigma of mutation, the character suffers a -4 penalty to attempts
to disguise herself as a non-winged individual. Actions taken in the air which require any
degree of finesse or precision (including attacks in combat) suffer a -3 penalty; drawing a bow
or swinging a spear without getting in the way of one’s own wings is more difficult than it looks!
Willpower
Allies, magic, and even personal might will only take a hero so far—the rest comes from within.
Your character’s Willpower represents her drive and determination, quantifying her dedication
on a scale of one through ten. Characters on the lower end of the scale tend to be meek and
hesitant, while characters on the higher end are confident and certain. Like Attributes and
Abilities, Willpower is a rating, and it may be increased by spending bonus points or
experience. By default, Exalted or other heroic characters begin play with a Willpower rating
of five dots—Exaltation does not favor the weak of heart.
Willpower also has an associated point pool, which represents how determined your character
is at the moment— even the Exalted can be worn down if they constantly push their limits. All
characters begin play with Willpower points equal to their permanent Willpower rating.
If a roll calls for Willpower as part of its pool, you generally roll your character’s permanent
rating, not the number of points in his pool, unless specified otherwise.
Spending Willpower
Characters can spend Willpower points to do the following things:
- Add one automatic success to a single roll. You can only spend one Willpower point
per roll this way, and you must spend it before you make the roll.
- Increase a single static value (such as Defense or Resolve) by 1. You can only spend
one Willpower point per opposing roll, and you must do so before your opponent’s
player rolls.
- Ignore wound penalties for one roll or calculation of a static value.
- Reject certain kinds of social influence.
- Use a Charm, Merit or other power that costs Willpower.
Gaining Willpower
A character gains Willpower when the following conditions are met:
- A good night’s sleep restores one Willpower point. Certain characters might not require
sleep—in their case, six to eight hours of rest or meditation will suffice, although this
bonus can only be gained once per day.
- A character gains one Willpower point if he undergoes significant hardship or sacrifice
to uphold a Major or two for a Defining Intimacy. Actively betraying such an Intimacy
drains the character of one point of Willpower, destroying one drains at least three
points of Willpower.
- Achieving a major character or story goal is grounds for gaining Willpower. The
Storyteller may award one to three points of Willpower, depending on the scale and
significance of the goal, and these may exceed the character’s permanent Willpower
rating.
- Performing a two-point stunt grants one point of Willpower, while performing a three-
point awards may stunt grants two. Three-point awards may exceed the character’s
permanent Willpower rating.
- At the beginning of a new Story, everyone’s Willpower is refilled to equal their Willpower
rating.
Intimacies
Intimacies represent loves, hatreds, ideals, and goals the things in this world people feel
strongly about. Intimacies are important to social influence actions (pgs. 215-218), as they help
determine what kinds of influence will affect your character. They come in two basic types.
Ties and Principles
Ties describe your character’s attachments to people, objects, places, organizations, and other
concrete entities. They have an emotional context which describes your character’s feelings
towards that entity. Ties are generally written as the subject of the Tie, followed by a
parenthetical clarifier to establish context. Examples include Great Forks (Hometown
affection), My mysterious benefactor (Wary respect), My wife (Love), Peleps Deled (Hatred),
and The Immaculate Order (Admiration).
Principles describe your character’s beliefs and ideals. Principles are generally written as a
statement of the Principle. Examples include ideals such as “Honesty is my watchword” and
“Pragmatism rules my actions,” and beliefs such as “The Immaculate Philosophy is the true
guide to righteous living” or “I believe everyone looks out for number one.”
The basic mechanical function of Ties and Principles is identical, but some Charms and other
special rules may differentiate between them.
Intensity
Intimacies come in three levels of intensity: Minor, Major, and Defining. Minor Intimacies are
notable parts of your character’s worldview, but only come into play when the subject of the
Intimacy is directly relevant to her current situation. Major Intimacies hold more influence over
your character, coming into play even if the subject is only indirectly or tangentially related to
the situation at hand. Finally, Defining Intimacies hold sway over every aspect of your
character’s life—they’re the pillars of her worldview, and often things she would lay down her
life to protect.
Intimacies help characters to regain Willpower, and govern what actions they can be
persuaded to take via social influence. For more information on Intimacies and their role in
social influence, see the Social Influence chapter.
Charms will sometimes become empowered by Intimacies, such as by granting a character
extra strength to fight to protect his loved ones. In these circumstances, Minor, Major, and
Defining Intimacies are “valued” at two, three, and four points, respectively—thus, a Charm
granting dice equal to an Intimacy’s rating would grant three dice if keying off of a Major
Intimacy.
Gaining Intimacies
Characters start with whatever Intimacies their players feel are appropriate, with a minimum of
four Intimacies, of which at least one must be Defining, one must be Major, one must be in
some way negative (a thing the character opposes or dislikes), and one must be positive (a
thing the character supports or likes). Characters may gain new Intimacies in several ways, all
subject to Storyteller approval. The key to changing Intimacies is that the change must make
sense given the roleplaying going on during the scene and in the broader context of the story.
Characters can’t gain beneficial new Intimacies if it doesn’t match how they’ve been played.
- Intimacies can be created at Minor intensity or strengthened by one level by the social
influence of other characters.
- Whenever the player feels it is appropriate and the Storyteller agrees, the character
may add a new Minor Intimacy or intensify an existing Intimacy at the end of a scene
by one degree.
- In extraordinary situations, the character may gain a new Intimacy at Major or Defining
Intensity based on the events of the story—when an Abyssal murders your brother, it’s
probably acceptable to go straight to a Major or Defining Tie of hatred toward him.
Losing Intimacies
Losing Intimacies is similarly simple, and likewise subject to Storyteller discretion.
- Intimacies can be degraded by one level or removed entirely (if Minor) by the social
influence of other characters.
- Whenever the player feels it is appropriate and the Storyteller agrees, the character
may remove a Minor Intimacy or degrade an existing Major or Defining Intimacy at the
end of a Scene—the character just doesn’t care about that thing as much anymore.
Generally, this should follow several sessions in which the subject of the Intimacy hasn’t
come up—characters should rarely drop or degrade an Intimacy right after it has been
created, even if the Intimacy is undesirable. Alternately, this might follow several
sessions showing the character resolving or working to conquer unwanted Intimacies,
such as Intimacies of fear or hatred.
- Whenever the Storyteller judges that a player hasn’t reflected an Intimacy in her
roleplaying for a while, she may declare that it has degraded or even disappeared
completely. This is mostly to keep characters from accumulating a lot of Defining
Intimacies, which should be reflected in the character’s actions at least once per Story.
Few characters can sustain the kind of intensity needed for more than a small handful
of Defining Intimacies, and the Storyteller’s pruning helps keep down the clutter.
Health
A character’s health track represents her physical condition – how wounded she is and how
much damage she can take before she is incapacitated. A character has a number of Health
Levels equal to her (Stamina + Tier), with Tier 3 & 4 characters adding an additional 5 to that
sum and Tier 5 characters adding an additional 10. More details on Health, damage and the
effects thereof can be found in the Combat chapter.
Tier
Every character has a Tier, a general indicator of their mystical might. Mundane animals,
mortals and other beings without any significant mystical power are Tier 1 characters, while
Tier 5 characters are being of truly numinous might. Most Exalted and other truly potent
supernatural beings are Tier 3 or 4 beings.
Tier Examples
1 mortals, beastfolk, most animals, hobgoblins
2 blessed mortals, powerful mutants, first circle demons, mortal sorcerers, raksha
commoners
3 Dragon-Blooded, Liminal Exalted, some Exigents, fae nobles, second circle demons,
lesser celestial gods
4 Celestial Exalted, third circle demons, some Exigents, most Behemoths, Unshaped,
greater celestial gods
5 The Incarnae, Primordials, Neverborn, Yozi, Fetish Souls, elder Celestial Exalted and
other beings of numinous power
A higher Tier offers a slew of advantages. The effect of Tier include the following:
- Tier 1-2 character’s round against their favor, Tier 3+ character round in their favor
- When two characters are tied, the character of the higher Tie wins the contested or
resisted roll
- When a character of a higher Tier attacks another character of a lower Tier, the
difference in their Tiers is added to the damage of the attack
- Tier adds to certain rolls, such as the roll to determine Initiative
- A character’s Tier is added to her Stamina to determine the number of her Health
Levels. A Tier 3 or 4 character adds 5 to this total, a Tier 5 character adds 10
- A Tier 5 character lowers the target number of all rolls by 1 (usually 6, to a minimum of
3)
- Tier 3+ characters can parry bladed weapons unarmed without exposing themselves
to any risk
- Many magics have a lessened effect on characters of a higher Tier
Essence
The Exalted, Spirits and any other supernatural being fuel their wondrous abilities with a source
of power called Essence. Unlike Exalted 3rd Edition, Exalted – Reimagined does not track
motes of Essence. Instead, every being has an Essence Pool whose size depends on its
Essence rating and type of being. The Essence pools in relation to their Essence rating for the
Exalted, spirits and minor supernatural entities such as particularly powerful God-Blooded are
as follows:
Essence Celestial Terrestrial Spirits Minor
Rating Exalted Exalted Supernatural
Entities
1 10 8 2 2
2 13 10 6 4
3 16 12 10 6
4 19 14 14 8
5 22 16 18 10
6 25 18 22 12
7 28 20 26 14
8 31 22 30 16
9 34 24 34 18
10 37 26 38 20
Points of Essence can be either spent or committed. Spent points are gone until regenerated.
Committed points are invested into a Charm or other power. Unless specified otherwise the
Charm continues to provide its effect for as long as the Essence remains committed and the
Exalt may release committed Essence at any point of time with a reflexive action. Decommitted
Essence returns to the Essence pool immediately.
Every character with an Essence pool regains 1 spent Essence at the end of each Scene,
increasing to 2 Essence at Essence 4+. Essence 6+ characters regenerate 1 spent Essence
at the end of each turn instead. Certain powers and Merits, especially Manse and Demesne
can increase this rate. Multiple Manses and Demesnes do not stack their regenerative
properties. Entering a period of 8 hours of rest (not necessarily sleep, just no strenuous activity)
completely restores a character’s Essence pool.
When Essence is mentioned as a trait it always refers to the Essence rating of a character, not
the pool.
A Character with an Essence pool may attune to up to (Essence) Artifacts without cost, as well
as one free miscellaneous Artifact. Any attuned Artifact beyond that forces her to commit 1
point of Essence for the duration of the attunement.
A character’s Essence rating increases in line with the needs of the story, as determined by
the Storyteller. Alternatively, if a firmer system is wanted, it increases when she has earned
and spent a certain amount of experience. This does not include splat-specific experience,
such as Solar or Dragon Experience. The experience points values given here are totals,
characters who start with an Essence rating above 1 are considered to have received enough
experience to reach that Essence rating for the sake of this table.
Essence Rating Spent Experience Points
2 50
3 100
4 175
5 250
The Essence Rating normally stops at 5 for the Exalted. Mighty spirits as well as driven elder
Exalted can develop Essence ratings of above 5, but for player characters that only happens
with Storyteller fiat.
Exalted with an Essence rating of 6+ increase their Tier by one, causing Terrestrial Exalts to
become Tier 4 characters and Celestial Exalts to become Tier 5 characters. They do not
increase the cap of their Attributes and treat their Essence as 5 for all calculations except to
determine the Size of their Essence pool and for the purpose of roll-offs. Soul Fire Shaper
Form explicitly breaks this limit, increasing Essence to 6 for calculations (or more, in the case
of roll-offs). They also may develop powerful Charms. Only a few examples are given
throughout this book, but the Charms of such Exalts may violate the assumptions of the setting,
it is at this level that you see Raksi develop Solar Circle Sorcery or Rakan Thulio turn aside
Saturn’s sign. Each of these Exalted is a being of tremendous power, the details of which are
best tailored to the story of your campaign.
More Powerful Elders
If the Storyteller desires to make transcendent Exalted even more powerful, she may allow
them to treat their Essence as the maximum they can increase their Attributes and Abilities to
(Essence + 1 in the case of Lunar Attributes) and to use their full Essence for all calculations
instead of limiting it to 5.
Anima
The Anima of the Exalted is a nimbus of power that surrounds them when they expend large
quantities of Essence. Anima has three states:
- Dim; the Anima is invisible
- Flaring; the Anima is surrounding the Exalt as a bright nimbus, imposing a -5 penalty
on stealth
- Iconic; the Anima is a roaring bonfire reaching high into the sky and visible for miles,
making stealth impossible
Sidereal Exalted replace flaring with shimmering and iconic with flaring intensity. Certain
powers have different effects depending on the state of the Exalt’s Anima.
Anima increases in intensity when Essence is expended or committed. By default, the Anima
of a Celestial Exalt requires 4 Essence spent or committed in the same Scene to start flaring
and a further 3 Essence to transition from flaring to iconic. A Terrestrial Exalt requires 3
Essence spent or committed in the same Scene to go from dim to flaring and a further 2 points
of Essence spent or committed to go from flaring to iconic. A flaring or iconic Anima resets to
dim intensity at the end of the Scene.
Certain effects increase the amount of Essence that has to be spent to increase the intensity
of an Exalt’s Anima or do not count their Essence expenditure towards increasing Anima
intensity. Such effects are always optional, an Exalt who wants her Anima to flare will always
use the base values and counts all Essence expenditures.
An Exalt may take a miscellaneous action that cannot be placed into a flurry to stoke the fires
of her Anima, increasing its intensity by one step.
Spamming Reflexive Charms to increase Anima intensity
Can you activate and deactivate a reflexive Charm that commits 1 Essence 6 times at the
beginning or your turn to pump your Anima up to iconic intensity without any meaningful
Essence commitment or using miscellaneous actions? No. If players take pseudo actions that
have no impact whatsoever ignore all Essence commitments associated with them for the
purpose of increasing Anima intensity.
Experience Points
As characters grow and mature over the course of their adventures, they earn experience
points. Experience points can be spent to learn new techniques or hone existing abilities. The
exact cost depends on who or what the character is – the Chapters detailing the individual
Exalt types cover the experience point costs for them.
Experience generally comes in two types: normal experience points and splat-specific
experience, such as Solar or Dragon experience. Normal experience can be spent on anything,
while splat specific experience can be spent on anything except splat-specific Charms. A Solar
can use Solar experience to buy new Martial Arts Charms or sorcerous spells, but she cannot
use it to buy more Solar Charms.
Alternatively, a Storyteller can do away with normal and splat-specific experience. In that case
only half of the experience point total can be spent on splat-specific Charms.
How much experience should be awarded to players depends on the needs of the individual
table. A chronicle with a rather fast pace may give out 4 normal and 4 splat-specific experience
per session (or 8 experience points if ignoring the divide), while a long-term campaign may
make use of a way slower pacing. It is also legitimate, to give out experience points freely
during the first stories and then slow down progression.
Duplicate Traits
Sometimes a player will find herself in a situation where she needs to learn a Charm or other
trait that is very similar to one, she already possesses. Sometimes that’s fine and what is
desired, at other times it may occur due to the need of meeting prerequisites. Spending
experience points simply to meet prerequisites as a Charm tax isn’t very fun, thus the
Storyteller should feel encouraged to allow a character to use the Charm she already knows
to meet any necessary prerequisites or a similar solution.
Training Times
Whether experience points are awarded at the end of each session or only at the end of
Stories, a character cannot just learn things in Media Res – unless the Storyteller allows it.
Usually training a new technique or honing a skill takes between days and months, but a
Storyteller may allow a character to develop a fitting ability in the heat of the moment if it feels
narratively appropriate.
Storytellers are free to waive training times if they do not think keeping track of such minutia is
worth the effort for their chronicle.
The standard training times for different traits are listed here, though certain magic (see training
effects) can modify them vastly.
Trait Training Time
Attribute Two months
Ability Two weeks
Specialty One week
Merit One week
Willpower One month
Charm/Evocation One week
Spell Two weeks per circle
Training Effects & Experience Debt
Training effects are magical effects that allow a teacher to quickly train a student in a certain
aptitude, often quicker than self-study would lead to results.
Additionally, training effects allow students to learn such traits even if they do not possess the
necessary experience points. If that is the case the student is placed into experience debt – all
experience points he earns from now on will first be used to pay off the debt until he is free of
it. A character who is already in experience debt cannot be placed into further debt, though the
Storyteller may make an exception.
Odd Ends
Martial Arts
Exalted 3rd Edition uses both the Brawl and Martial Arts skill. This makes sense as Brawl has
Charm trees of its own depicting the native combat prowess of the Chosen while Martial Arts
are focused specific combat styles with their own closed Charm sets. Exalted – Reimagined
uses cross-applicable Charms that are sorted by function, not Ability (in this case combat rather
than Brawl specifically). Therefore, keeping two Abilities handling unarmed combat is
unnecessary and the Brawl Skill has been dropped.
The Martial Arts Ability and the special powers of Martial Arts styles is discussed in detail in its
own chapter.
Languages
A character always knows their mother tongue and may learn up to one additional language
per dot of Linguistics she possesses. Additionally, she may purchase further languages by
purchasing a fitting Linguistics Specialty. She automatically is able to write and read in any
language she knows, so long as she possesses at least one dot of Linguistics. A list of
languages common to Creation follows:
High Realm: The formal language of Dynasts and patricians of the Blessed Isle, as well as
their servants. All official business of the Realm is conducted in High Realm. Its written form is
a phonetic alphabet of complex brush work characters.
Low Realm: The tongue of the Realm’s commoners, generally constituting local
bastardizations of High Realm drifted into near-incomprehensibility to outsiders. It shares the
written stylings of High Realm, but often uses simplified character depictions which can be
rendered without brushes or careful calligraphy.
Old Realm: The native language of the spirits and those that created them, as well as of the
Fair Folk. It was widely spoken in the First Age, especially by savants and sorcerer-engineers,
and used for many official documents. Characters must have Lore 1+ or Occult 1+ to learn this
language. There exist several styles for writing Old Realm, the most extravagant of which is a
complex glyphic system where symbol arrangement is as important as symbol choice, and the
same phrase might be read in several ways, often as a deliberate choice by the writer intended
to impart subtle and layered meaning.
Dragontongue: Derived from recovered elements of a priestly language that was lost during
the shogunate, luminaries of House Mnemon birthed and spread this language over the course
of two centuries. It is a mix of Old Realm and High Realm, with elements of a lost shogunate
tongue, and excludes the mind from the wider, more dangerous concepts inherent to Old
Realm, keeping a person in mind of the Dragons, the Poles, the natural world and the Perfected
Hierarchy. It is a beautiful language more than a scholarly one, and even in satrapies which
have been thoroughly suppressed by the Realm, there is a rush by savants and poets to learn
this language of poets and princes. Its written form utilizes very challenging yet beautiful
brushstrokes.
Riverspeak: The language of the Scavenger Lands. The Guild has promoted this loanword-
filled tongue as the unofficial “trade language” of the Threshold; it is probably the most widely
understood language in Creation. Its written form employs a simple glyphic alphabet whose
characters can easily be shaped with a quill, stylus, or even a stick of charcoal.
Skytongue: A language family spoken in the North. Its written form employs a simple runic
alphabet.
Flametongue: A language family spoken in the South. Its written form employs a sophisticated
alphabet of flowing lines and curves; meaning can be greatly influenced by the manner in which
characters connect to one another.
Forest-tongue: A language family spoken in the East, beyond the bounds of the Scavenger
Lands. Its written form consists of a wide array of branching ideograms, connected vertically
and diagonally.
Seatongue: A language family spoken in the West. Its written form consists of a simple
alphabet of lines and dots whose connection to one another can be exceedingly complex.
Guild Cant: A secret language spoken only by members of the Guild. Its written form is
composed of simple horizontal and vertical lines, designed to be able to be written quickly and
unobtrusively when necessary.
Local Tongues: Creation contains countless languages spoken by specific “barbarian” tribes,
insular ethnic enclaves, isolated island-dwellers, and various other small groups. Four such
languages may be learned with a single purchase.
No One Likes a Tax
When playing in certain scenarios, consider giving out additional free languages besides a
single mother tongue. While many Dynasts may rely on their servants to speak to lowly
peasants, many games set on the Blessed Isle likely will see high born nobles interact with
peasants in some fashion, so a Storyteller could give out both High and Low Realm as a mother
tongue in this case.
Derangements
Some characters are afflicted by maladies of the mind. A Derangement has an intensity, similar
to Intimacies, rated from Minor over Major to Defining intensity. A Derangement can be
exploited by social influence as an Intimacy of the same intensity. A character can suppress a
derangement temporarily by spending a point of Willpower. This suppresses the Derangement
for one day (Minor), one hour (Major) or one Scene (Defining).
Therapy can help a character erode and eventually lose Derangements, while stress, loss and
other strokes of fate can cause a character to gain new Derangements or increase the intensity
of existing ones.
A list of example Derangements follows.
Hysteria: The character’s emotions swing out of control when she botches a roll or is subjected
to extreme stress or anxiety, causing her to lash out at others or attempt to flee into isolation if
she fails a Willpower roll against difficulty 1 (for Minor), 3 (for Major) or 5 (for Defining).
Madness: Intense trauma has caused the character to withdraw from reality, experiencing
hallucinations and violent emotional swings. These symptoms manifest when the character
botches a roll, experiences intense anxiety, or runs out of temporary Willpower, unless she
makes a Willpower roll against difficulty 1 (for Minor), 3 (for Major) or 5 (for Defining).
Megrims: The character is prone to black moods and depressive periods of despair and
lassitude. Whenever the character botches a roll or drops to zero temporary Willpower, she
must make a Willpower roll against difficulty 1 (for Minor), 3 (for Major) or 5 (for Defining).
Failure prevents her from spending any Willpower for the next several days, except to
temporarily suppress the Derangement.
Obsession: The character is fixated on a certain idea, person, action, or object. When it’s
present, the character will focus on it to the exclusion of more pressing concerns. When the
character is out of temporary Willpower, he will drop what he’s doing to seek out or indulge in
the object of obsession unless he makes a Willpower roll against difficulty 1 (for Minor), 3 (for
Major) or 5 (for Defining).
Paranoia: The character harbors delusions of persecution, and often mistrusts all those
around her. Whenever the character is subjected to intense stress, this Derangement compels
her to distrust all strangers, and negates the benefits of all her positive Ties unless she
succeeds at a Willpower roll against difficulty 1 (for Minor), 3 (for Major) or 5 (for Defining).
Charms
Charms are the supernatural powers of the Chosen and other supernatural entities. Most Exalt
Types have Charms associated with them, found in later Chapters. There are also martial arts
Charms, which symbolize the supernatural prowess of mighty fighters when channeled through
fighting styles, Sidereal martial arts Charms which represent an enlightened form of combat
practiced by the mightiest among Creation’s most reclusive Chosen and Evocations which are
supernatural abilities awakened from puissant artifacts.
All these powers use the general considerations laid out here, though the individual Charm
chapters may add to the rules presented here. Spells, the result of sorcery or necromancy at
work, function differently, rules for them are laid out in their own chapter.
Charms belong to one of four types.
Simple Charms need an action to be activated and cannot be placed in a flurry. Sometimes a
Charm will refer to optional effects to be activated as a Simple action, which follows the same
rules.
Supplemental Charms supplement an action the character takes.
Reflexive Charms can be activated reflexively and thus do not take up an action and can be
activated outside the character’s turn. When a reflexive Charm is used in reaction to another
action, such as an attack, it has to be activated before the effect is rolled.
Permanent Charms are always active and permanently change the character’s statistics or
the way she performs certain actions.
Unlike Charms in Exalted 3rd Edition Charms in this system are not associated with one specific
Ability. Charms often have no prerequisites. However, to learn a Charm a character should
have at least 3 dots in one associated Ability (or in the case of Lunars Attribute), such as
Presence or Performance for a social Charm or a combat Ability for a combat Charm.
Unlike in Exalted 3rd Edition Charms can usually be combined freely with another as long as
their type allows this and can be used with any Ability. A Charm than enhances an attack can
be used for any attack, whether it is a Melee Attack, a Martial Arts Attack or eye lasers your
character got through some crazy Merit or Charm. Charms that only function with certain
abilities, weapons or circumstances will say so in their description.
There are no dice caps in Exalted - Reimagined. Any and all boni you can gather onto a roll
through any combination of Charms or other sources apply in full.
Some Charms allow a character to perform an action perfectly. In such a case the action
automatically succeeds without needing a roll. In some cases, a perfect effect may still want a
roll, such as a perfect attack to determine if there will be any threshold successes. Perfect
effects do no render impossible actions possible. A sword still cannot hit people farther away
than close range and an Exalt surrounded by an iconic Anima cannot establish stealth.
An attack can never be undodegable, unblockable and unsoakable. If an attack has all three
characteristics, the player making the attack must drop one of these characteristics of her
choice. Note that a perfect attack is technically neither undodgeable, nor unblockable.
Sometimes two effects directly contradict each other. Such as a perfect attack clashing with a
perfect defense (this also includes perfect soaks). In that case the two characters enter a
roll-off. Both Characters roll their unmodified (Essence + most applicable Attribute or Ability,
ignoring Specialties) in a contested roll. Roll-offs cannot be enhanced by Excellencies or any
other Charm or Merit that doesn’t specifically enhance roll-offs. In the case that the power a
character used is based on a magical background, such as an attuned Artifact, manse or
familiar, she may replace her Essence with the Merit rating in the roll-off. Merits rated N/A use
6 as their numerical value for roll-offs.
Some Charms allow a character to react to an attack with a counterattack. Only one
counterattack may be performed for each attack. Unless otherwise mentioned, Charms or
other effects that allow a character to clash an attack also count as a counterattack for this
purpose. Clashes and counterattacks cannot trigger counterattacks or Charms that count as
such.
Charms or other effects can allow a target to ignore or be immune to certain penalties. Ignored
penalties do no penalize rolls or values, but remain exploitable by Charms that rely on the
target’s penalties for their own effects. Penalties the target is immune to do no affect the target
at all and cannot be exploited by other powers.
Certain Charms use the intensity of an Intimacy (or a phenomenon using the same intensity
system as Intimacies, such as the stages of a disease) to calculate values. In this case Minor
intensity equals 2, Major 3 and Defining 4.
Other Charms say that a character should be treated as possessing a certain Intimacies. Such
Intimacies are not real and can neither be strengthened nor weakened, persisting only for the
duration of the Charm. A perfect Resolve can remove such an imposed Intimacy for the rest
of the Scene. A character who has been thoroughly influenced by them or kept them for a long
time may decide (player’s choice) to keep it around, turning it into a real Intimacy.
Common Dice Pools and Static
Values
There’s a lot of different rolls that can be made in a game of Exalted. A lot of mechanics are
described more fully in following chapters, but this chapter offers a brief overview over the most
commonly used dice pools in Exalted Reimagined and how to calculate certain static values,
as well as some useful tables.
Certain Charms, Merits or other abilities may open up further optional ways of calculating the
dice pools and values found here.
Common Actions
Combat
Initiative is rolled using (Dexterity or Wits + Awareness or combat Ability + Tier).
A close combat attack is performed with (Strength or Dexterity + Martial Arts or Melee +
Weapon Accuracy). Martial Arts is used for unarmed attacks and those using a weapon
associated with a specific martial arts style. Melee is used for any kind of close combat
weaponry.
A ranged attack is performed with (Strength, Dexterity or Wits + Thrown) for thrown weaponry
or (Dexterity, Perception or Wits + Archery) for archery weapons. In some rare cases Martial
Arts may be used as the Ability. Siege weaponry is rolled with (Intelligence + Archery or War).
A character’s Defense is created by applying either her Parry or her Evasion. Parry is
calculated as [(Dexterity or Stamina + Martial Arts or Melee)/2], Evasion is calculated as
[(Dexterity or Wits + Dodge)/2].
Characters in a grapple roll (Strength or Dexterity + Martial Arts, Melee or Dodge) to determine
who holds control over a grapple. Characters who use Dodge in their dice pool can only leave
a grapple if they win control over it.
The amount of Health Levels a creature possesses is calculated as the sum of her (Stamina +
Tier). A Tier 3-4 character adds 5 to this total, while a Tier 5 character adds 10. More details
under Core Rules -> Combat -> Health.
Investigation
The dice pool to case a scene is (Perception or Wits + Investigation).
The dice pool to profile a character is (Perception or Wits + Investigation).
Larceny
The dice pool to conceal evidence is (Intelligence or Wits + Larceny).
The dice pool to disguise is (Intelligence + Larceny).
The dice pool to pick a lock is (Dexterity + Larceny).
The dice pool to steal an item from another person is (Dexterity + Larceny), usually contested
by their (Perception + Awareness).
Lore
Recalling knowledge, challenging facts or introducing facts all require (Intelligence + Lore)
rolls.
Medicine
The dice pool to staunch the wounds of a bleeding patient or otherwise stabilize a patient in
immediate danger of death is (Dexterity or Wits + Medicine). The difficulty to do so is usually
equal to the target’s current wound penalty (maximum 5).
Diagnosing a disease or poison is an (Intelligence or Perception + Medicine) roll.
Treating a Disease requires an (Intelligence + Medicine) roll against a difficulty of the disease’s
morbidity.
A character treating poison may roll (Intelligence or Wits + Medicine).
Movement
The dice pool to rush another character or to oppose his rush or disengage action is (Strength
or Dexterity + Athletics).
The dice pool to disengage from another character (Dexterity or Stamina + Dodge).
The dice pool to rise from prone is (Dexterity or Wits + Athletics or Dodge).
The dice pool to enter cover is (Dexterity or Wits + Dodge).
Resistance
A dice pool of (Stamina + Resistance) is used to resist poison, disease, fatigue and most
environmental hazards.
Social
To influence another character a (social Attribute + Linguistics, Presence, Performance or
Socialize) is usually rolled. Presence is used for most face-to-face social interactions.
Performance is used for oration and artistic performance, usually often to inspire multiple
targets. Socialize is used in place of Presence in formal social settings, from a dynastic gala
to a teahouse gathering. Linguistics is used to convey written social influence.
Social Influence is usually resisted by a character’s Resolve, which is calculated as
[(Intelligence or Wits + Integrity)/2].
The dice pool to read intentions is (Perception or Wits + Socialize), its resisted by a character’s
Guile, which is calculated as [(Manipulation or Appearance + Socialize)/2].
Stealth
Sneaking usually involves a dice pool of (Dexterity or Wits + Stealth), usually contested by the
(Perception + Awareness) of other characters in the Scene.
Concealment can only be established if there is a valid place of concealment (appropriate
stunts may create such concealment as part of the action). Various boni and penalties apply
to Stealth rolls. Darkness, a loud environment and other distracting environmental factors
impose a penalty on contesting Awareness rolls. Using concealment in combat applies a -3
penalty to the Stealth roll, moving to cross a range band while in combat applies a -5 penalty.
When a character in concealment attacks another character, her attack becomes unexpected.
If the attacked character is currently not expecting danger of any kind the attack becomes an
ambush, setting his Defense against the attack to 0. If he is expecting trouble it becomes a
surprise attack instead, applying a -2 penalty to his Defense.
Useful Tables
Weapons and Armor
Weapon Accuracy Damage bonus Parry bonus Minimum
bonus Damage
Light, mundane +2 +1 +0 0
Heavy, mundane +0 +2 +0 0
Light, artifact +3 +2 +1 1
Heavy, artifact +1 +3 +0 2
Armor Soak dice Evasion bonus
Light, mundane 1 +0
Heavy, mundane 2 -2
Light, artifact 2 +1
Heavy, artifact 5 -1
Essence Pools
Essence Celestial Terrestrial Spirits Minor
Rating Exalted Exalted Supernatural
Entities
1 10 8 2 2
2 13 10 6 4
3 16 12 10 6
4 19 14 14 8
5 22 16 18 10
Combat
General
Epic heroes often clash on the battlefield to fight for their passions and convictions. Exalted
bring manifold abilities to bear to boost their combat prowess, but first one needs to understand
the basic rules of fast paced action scenes and basic conflict.
In combat characters act on their turn in a round. The order of turns is determined by the
Initiative, which is rolled when battle is joined and can change throughout the course of the
Scene. Each character gets one turn per round and can take one combat action (or two if she
uses a flurry) and as many reflexive actions as she wishes. Most characters will use their
combat action to attack an enemy when possible. They will reflexively defend themselves
against attacks aimed at them, try to detect characters trying to sneak up on them or cry out a
warning to their friends.
Initiative
At the beginning of combat all participants roll ([Dexterity or Wits] + Tier + [Awareness or
combat Ability]) to join battle, determining their Initiative. Characters act starting with the
highest Initiative and ending with the lowest. Characters with the same Initiative act
simultaneously.
Once rolled, the Initiative of a character stays the same until a magical effect makes him lose
his Initiative. Once this happens he automatically goes last in the round. When more than one
character has lost Initiative, compare their initial Initiative to see who goes first.
A character may regain lost Initiative when they achieve a tactical advantage, such as making
another opponent lose Initiative. Supernatural effects that state that a character wins initiative
means she acts first, using a roll-off to resolve disputes.
Initiative does not function as a damage currency in Exalted – Reimagined, it merely
determines when characters act within a round.
Attacking Enemies
To attack an enemy the player rolls an appropriate combination of an Attribute and a combat
Ability, examples are in the shown in the nearby table.
Weapon Possible Attributes Ability
Close Range Weaponry Strength, Dexterity Martial Arts, Melee
Thrown Weapons Strength, Dexterity, Wits Thrown, (Martial Arts)
Other Ranged Weaponry Dexterity, Perception, Wits Archery, (Martial Arts)
Siege Weapons Intelligence Archery, War
The Brawl Skill has been folded into Martial Arts (see Martial Arts). Some Merits or Charms
may create attacks that use different (Attribute + Ability) pools.
Added to these traits is the accuracy of the weapon used by the character as well as any other
boni and penalties to determine the final dice poo for the attack. The result of the roll is
compared to the target’s Defense. If it matches or exceeds the Defense the attack hits and
damage is determined. If the attacker is of a lower Tier than the attacked, her attack roll
successes must exceed the target’s Defense to hit.
Attacking another character imposes a -1 onslaught penalty on his Defense until the start of
his next turn.
Defense
The difficulty of an attack roll is the target’s Defense. The Defender can either try to Parry or
Evade an incoming attack. Unblockable attacks cannot be parried, while undodgeable attacks
cannot be evaded. A perfect parry if forced into a roll-off by an unblockable attack and a perfect
dodge is forced into a roll-off by an undodgeable attack. Usually, the target will try to apply his
highest applicable value.
An attack can never be undodegable, unblockable and unsoakable. If an attack has all three
characteristics, the player making the attack must drop one of these characteristics of her
choice. Note that a perfect attack is technically neither undodgeable, nor unblockable.
Parry is calculated as the target’s ([Dexterity or Stamina + Melee or Martial Arts]/2), while
Evasion is the target’s ([Dexterity or Wits + Dodge]/2). Applicable Specialties add 1 one to the
rating of the Ability in this calculation.
Clash Attacks
Clash attacks happen when two characters attack each other at the exact same time. This is
usually done by one character delaying her action to force a clash or by Charms that create
them.
In case of a clash, both characters roll their attack, with the character with the higher result
treating the lower roll as the Defense for the purpose of determining threshold successes. Ties
go to the character of the higher tier. If both clashing characters are of the same Tier a tie
results in neither character being hit.
Damage
A successful attack damages its victim. The base damage of a successful attack depends on
the weapon used. For every 3 threshold successes on the attack roll (successes in excess of
the target’s Defense) this damage is increased by 1, fractions are round up or down depending
on the attacker’s Tier. Additionally, if a character of a higher Tier attacks a character of a lower
Tier the difference between their Tiers is added to the damage. Finally, Charms can increase
the damage of an attack and the target may attempt to soak some of the damage through
armor or magical means.
Damage is either bashing, lethal or aggravated, depending on the weapon used. Aggravated
damage is usually only caused by specific magical effects. A character may stunt to turn lethal
into bashing damage or vice versa when attacking. When a character’s Health track is filled
with bashing damage, any excess bashing damage will instead convert existing bashing
damage levels into lethal damage.
Damage is not rolled; every instance of damage refers to Health Levels lost by the recipient
unless somehow prevented (usually through Soak). Certain magical effects give a damage
source minimum damage, meaning that the damage inflicted by that source cannot be reduced
below that threshold unless an effect specifically allows for doing so. Rarely, an attack may
have a maximum damage, meaning the attack cannot inflict more damage than its maximum
damage. Maximum damage can reduce damage below minimum damage.
Soak
Armor, certain Merits or Charms may provide a character with Soak. When a character is being
damaged by an attack, she may roll her Soak to reduce the damage by the successes rolled.
Aggravated damage cannot be soaked through Merits or mundane armor and supernatural
sources of Soak are halved against it unless specified otherwise.
Soak cannot reduce the damage of an attack below its minimum damage. Effects that explicitly
reduce minimum damage or post-Soak damage are exempt from this rule.
A perfect Soak reduces damage to 0, even if that takes the damage of the attack below
minimum damage. Unsoakable damage forces a perfect Soak into a roll-off.
Unrolled Soak
If rolling Soak takes up too much time at your table, consider just letting characters reduce
damage by (Soak/2). However, this can make a character basically invulnerable towards lesser
foes who somehow manage to hit her, whereas with rolled Soak you have an element of risk
remaining.
Weapons and Armor
Weapons and armor can grant a decisive edge in combat. They are categorized as light or
heavy and are either mundane or artifacts. Heavy arms and armor sacrifice speed and
precision for raw force and protection. Artifacts are always superior to mundane equipment.
They may have additional magical effects unlocked through attuning to them or developing
their Evocations. Unattuned artifacts are too heavy and unwieldy to be used in combat.
Weapons in Exalted – Reimagined do not use tags, though certain weapons may have special
properties.
Armor grants a character Soak, allowing them to reduce the damage of successful attacks
against them. Heavier armors also inhibit the characters movement, making it harder for her
to dodge attacks.
Armor Soak dice Evasion bonus
Light, mundane 1 +0
Heavy, mundane 3 -2
Light, artifact 2 +1
Heavy, artifact 5 -1
The Evasion bonus of an armor is also referred to as mobility penalty and applies as a
penalty (or bonus) to the wearers rolled movement actions and her Evasion. Should a
character have multiple sources of armor (such as a Charm or Merit turning his body into armor
as well as wearing armor at the same time) these do not stack. Apply the highest Soak and
worst Evasion bonus between the sources to the character.
Weapons are either light or heavy. Light weapons have an accuracy bonus that adds bonus
dice to attacks performed with them. Heavy weapons lack this bonus, but have a higher
damage bonus, usually leading to higher damage output when a character successfully hits
with them.
Weapon Accuracy Damage bonus Parry bonus Minimum
bonus Damage
Light, mundane +2 +1 +0 0
Heavy, mundane +0 +2 +0 0
Light, artifact +3 +2 +1 1
Heavy, artifact +0 +4 +1 2
Unarmed attacks count as either light or heavy mundane weapons, depending on whether the
fighter uses quick attacks or slow and powerful strikes. An unarmed combatant may switch
between light and heavy attacks at her leisure. Unarmed weaponry cannot be disarmed.
Extremely large weapons are known as siege weapons. Siege weapons suffer no penalties for
attacking creatures of Legendary Size and add 2 to their damage bonus and minimum damage,
doubled against battlegroups. They are ill-suited to dealing with lone champions, suffering a -
3 penalty to attacks against individuals not of Legendary Size.
Ranged Weapons add penalties to their attack roll depending on the range at which they are
used. Most Archery weapons can target characters out to long range, with smaller and less
powerful weapons only capable of shooting people out to medium range (a hand crossbow) or
in some extreme cases even short range (a flame piece). Dedicated and well-balanced thrown
weapons (chakrams, a sling) can attack out to medium range, while improvised and heavier
thrown weapons (knives, an axe) can only attack targets within short range.
Artifact thrown weapons reflexively return to the hand of their wielder after being thrown, unless
otherwise specified. This only applies to the weapon being thrown and cannot be used to
retrieve a disarmed thrown weapon.
Range Band Close Short Medium Long Extreme
Archery -3 0 -1 -2 -3
Thrown 0 0 -2 -3 -5
Additionally, any attack targeting characters at medium or further range requires one aim
action, while attacks targeting characters at extreme range (generally only possible through
magic) need two aim actions. These attacks do not automatically benefit from the dice bonus
of a successful aim action, gaining the bonus would take an additional aim action.
This also applies to all ranged attacks generated by Charms unless specifically stated
otherwise in the Charm text.
Example Special Weapons
Crossbows
Crossbows are powerful, but slow ranged weapons. A crossbow is a heavy ranged weapon
capable of targeting enemies out to long range. After every shot, this weapon requires a
combat action to reload.
Firewands and Flame Pieces
Fire-discharge weapons powered by firedust, these weapons are rarely seen outside of the
south. Firewands are heavy archery weapons, Flame Pieces are light archery weapons. Both
are capable of attacking enemies out to short range and require a combat action after every
shot to reload.
Grenades
Grenades are special thrown weapons, capable of attacking enemies out to short range. They
do not use the statistics of either light or heavy weapons. Instead, an attack performed with a
grenade inflicts the effects of the relevant grenade on every character within close range of its
target.
An attack performed with a grenade is usually unblockable, though this can be circumvented
with an appropriate stunt. Damage caused by grenades does not increase with threshold
successes, Tier or any other magical effects that do not specifically increase the damage of
grenades.
Creating grenades requires costly resources often only found in certain areas and special
knowledge. The bombmaker needs a Craft (Alchemy) rating of 3+. Making a grenade is a basic
project, while cooking up a batch of a half dozen grenades qualifies as a major project.
Firedust Grenade
A grenade filled to the brim with firedust, alchemical accelerants and a complicated ignition
mixture that reacts to strong concussions once primed, these grenades create an intense flame
when they explode. This deals 4 lethal damage to every character within close range of its
explosion, minimum 1 and ignites all flammable materials that are not instantly devoured by
the intense flame.
Frozen Breath Grenade
Brewed by infusing the blood of a fog shark with concentrated frozen fog, these grenades
release a short-lived mist that freezes everything within close range of their explosion. This
causes characters in this area to take 3 lethal damage and freezes any liquids within short
range, potentially creating difficult terrain due to slipperiness or platforms within larger bodies
of water.
Sleep grenades
Filled with pollen from the rare Lethe-flower trees of the far east, these grenades release a fine
cloud of spores. This cloud is enough to cover a small room indoors over the course of a few
turns or to affect every character within close range of its explosion outdoors. Affected
characters must roll (Stamina + Resistance) at difficulty 3 or fall unconscious for the rest of the
Scene. Because of the superior physique of Tier 3+ characters, they may shake off the effects
of this strong sleep-inducing drug by spending 1 Willpower should they fail the roll.
If used against battlegroups, this grenade deals 5 points of unsoakable Magnitude damage,
reduced by 1 for each success on the battlegroups (Stamina + Resistance) roll. Tier 3+
battlegroups are immune to its effects.
Poison grenade
A variety of poisons can be transmitted via gaseous or liquid carrier substances. Such a
grenade exposes every character within close range of its impact to one dose of the poison
contained within.
Ardent Ember Grenade
The preparation of this type of grenade is especially difficult and dangerous, causing it to
demand high prices. It is filled with a sticky, yellow goo called Ardent Ember. This substance
bursts into flame when it comes into contact with air or water, making painstaking seals and a
secure storage key. This grenade causes a bonfire (see environmental hazards) to burn
wherever it hits, whether an area of a person. The sticky goo cannot easily be removed and
even diving under water doesn’t cause the flames to let up. Thankfully the good burns itself
out quickly, causing the bonfire to end in three turns unless the flames find additional fuel.
8 Screaming Devils Grenade
This grenade contains a powerful irritant, a red powder that causes a strong burning sensation
on the skin of anyone it makes contact with. Anyone within close range of the target hit by this
grenade must roll (Stamina Resistance). They increase their wound penalty by (4 – resistance
roll successes) until they wash off the pulver.
Health
Characters have a number of Health Levels equal to their (Stamina + Tier). Tier 3-4 Characters
add 5 to this number, Tier 5 characters add 10 instead.
Tier 1-2 characters take a cumulative -1 wound penalty for every Health Level that is damaged.
E.g. a character with 3 damaged Health Levels would suffer a -3 wound penalty. When their
last Health Level is damaged, they are incapacitated.
A Tier 3+ character who loses more than 1 Health Level suffers a -1 wound penalty. After
losing half her Health Levels she suffers a -2 wound penalty, which increases to -4 when she
is in her last remaining quarter of Health Levels. A character whose Health Levels are all filled
is incapacitated.
There are three kinds of damage: bashing, lethal and aggravated. Bashing damage result in
bruising, straining and concussions, healing relatively quickly. Lethal damage meanwhile
represents serious cuts, internal bleeding or severe burns. Aggravated damage is magical in
nature and heals only very slowly.
If a character’s health track is filled with damage and she receives further damage, the excess
worsens an equal amount of damage levels as “roll over”. Bashing damage gets turned into
lethal damage, lethal damage gets turned into aggravated damage.
Tier 3+ characters heal a lot faster and better than mortals. Wounds seldom leave scars (player
discretion), they bleed little and except for severed limbs and other debilitating wounds they
can heal any damage without needing medical attention or rest. Even when they are
incapacitated by lethal or aggravated damage Tier 3+ characters do not die unless they are
explicitly killed by another character or their death is otherwise inevitable. Mortals meanwhile
can only heal lethal damage after receiving medical attention (the difficulty of the Medicine roll
is equal to their wound penalty) and while at rest. Mortals cannot heal aggravated damage at
all without magical assistance.
Damage Type Healing Time Tier 1-2 Healing Time Tier 3+
Bashing 2 hours 15 minutes
Lethal 1 week 1 day
Aggravated Never 1 week
Crippling Injuries
When a character is grievously injured, her player may choose to accept a crippling injury. A
crippling injury is an injury beyond even the Exalted prowess to heal through natural
regeneration alone – potent healing magic, divine miracles or artifact prostheses can heal or
alleviate crippling injuries.
Once per Story, a player may chose to accept a crippling injury in order to reduce or prevent
damage her character takes. This is generally only possible to ablate lethal or aggravated
damage, bashing damage doesn’t tend to cause such grievous injuries.
The severity of the crippling injury is determined by how much damage she negates.
1-3 Health Levels: By negating this much damage, the character suffers maiming that impairs
the function of some body part or sense. She might lose half the fingers on one hand, or an
eye, or half a foot.
4-6 Health Levels: By negating this much damage, the character loses an entire sense or
useful extremity. She might be blinded completely, have her tongue cut out, lose a hand, or
suffer maiming of her generative organs.
7+ Health Levels: By negating this much damage, the character loses a limb—most of an arm
or a leg, gone.
A player may chose to accept as many crippling injuries as she’d like, but she can only negate
the damage from an attack or other damaging effect this way once per Story.
Uncountable Damage
Sometimes an avalanche sweeps an entire town off the side of a mountain. Sometimes a
manse is converted into a geomantic bomb. Sometimes you’re standing beneath the
miraculous floating mountain Metagalapa, when suddenly it falls on you. These situations
produce uncountable damage - apocalyptic destruction totally out of scale with what combat
resolution, environmental hazards, and Health Tracks are designed to deal with.
When a character is subjected to uncountable damage, the Storyteller decides what happens
to him (usually death, although in some cases it might be reasonable to permit a roll to reduce
a sure demise down to mere incapacitation). Luckily, the Chosen have a number of Charms
which allow them to deal with uncountable damage, any perfect defense (including perfect
soaks) can usually be used to deflect one instance of uncountable damage, though ongoing
apocalypses can prove a challenge.
Example
The mortal itinerant Immaculate Buried Whisper fights off two bandits. He wins Initiative and
rolls to attack with his Sledgehammer (a heavy, mundane weapon), rolling 7 dice. Buried
Whisper is a mortal; However, he is initiated into sacred marital art and carries a blessed set
of prayer beads enhancing his combat prowess; making him a Tier 2 character. He rolls 10 5
8 4 7 10 6. Since his target number is 7, that’s 6 successes (10s count as 2 successes). The
attacked bandit tries to Parry, but his Dexterity is only 2 and his Melee 1, giving him a Parry
value of 1 (as a Tier 1 character, he rounds down). This means Buried Whisper has 5 Threshold
successes on his attack. He calculates damage. He has a damage of 2 for hitting with his
heavy weapon. He has 5 threshold successes, adding 1 point of damage for every 3 Threshold
successes (1, he rounds down as a Tier 2 character) and finally adds the difference in Tier (1)
to his damage, coming to a total of 4 points of damage. The bandit wears leather armor to
protect himself, giving him one die of Soak, coming up as a 9 and reducing the damage to 3.
The Bandits Stamina is 2, giving him 3 Health Levels – he is incapacitated by the attack.
Beyond Attacking
A character may try to do more than just attack her opponent, she may try to aim a shot, open
a door, take cover, try to talk an opponent down or do any number of other things. Aside from
attacking the most important other combat actions a character can take are Gambits and
movement actions. There are however many additional combat actions beyond those. A
flurry allows her to undertake two different actions in a single turn.
Gambits are a special kind of attack (and they count as attacks for the purpose of flurries) that
aim to influence or inconvenience an enemy in a way other than outright harming them, such
as by disarming or distracting them, damaging their armor or simply to demonstrate martial
supremacy.
Movement actions allow the character to move – whether to simply cover ground, escape an
enemy or to take cover.
Additional combat actions cover pretty much everything else, from taking aim, over defending
another character to pretty much any other action a character could possibly take within the
time frame of combat.
A flurry allows a character to perform two different actions during the same turn, suffering
penalties on both actions and her Defense in the process.
Gambits
Gambits are executed as normal attacks that add their difficulty (minimum 0) to the opponent’s
Defense. A successful gambit does not deal damage, instead imposing the gambit’s effects on
the target. Sample Gambits are:
Disarm (difficulty 2): A successful disarm gambit knocks the weapon out of the opponent’s
hand, flinging it out to short range. The attacker may take control of the disarmed weapon
herself by increasing the gambit’s difficulty by one, as long as she has a free hand to hold the
weapon. Natural weapons or worn weapons firmly secured to her limbs such as tiger claws
cannot be disarmed.
Dirty Fighting (difficulty 0): A successful dirty fighting gambit impedes the opponent with
painful (but harmless) blows or a fist full of sand thrown in his face. Apply a -3 penalty to all
actions taken by the opponent until the end of his next turn.
Distract (difficulty 0): A successful distract gambit focusses the opponent’s attention on the
attacker, creating an opening for her allies. Apply a -2 penalty to the target’s Defense against
other characters until the end of her next turn. Unlike most gambits, this gambit can be
performed using other rolls than a normal attack, depending on the method used. The target
resists this gambit with the lower of his Resolve or Defense.
Engage (difficulty 2): Groups of soldiers throw themselves at the enemy to bog them down.
This grapple can only be performed by battlegroups. If successful, all targets hit are restrained
(see grapple rules) until the start of the battlegroup’s next turn.
Grapple (difficulty 2): A successful grapple gambit forces the opponent into a grapple.
Grapples are defined in more detail in their own entry. This gambit can usually only be rolled
with the Martial Arts ability.
Inflict (difficulty 0): A successful inflict gambit strikes the enemy without inflicting physical
harm. The enemy is merely nicked by the attacker’s blade or touched by her palm. This is
usually done to inflict detrimental effects that would accompany a normal attack without
inflicting the normal attack’s damage, such as when attacking with an envenomed weapon.
Inflict gambits can be used outside of combat without alerting anyone to the fact that it occurred
(outside from the consequences of the gambit itself manifesting themselves). To do so the
attacker rolls (Dexterity + Larceny) opposed by the (Perception + Awareness) of any witnesses.
This can only be done using subtle weaponry, a poisoned greatsword or a hand shrouded in
bilious essence cannot be hidden.
Knockback (difficulty 2): A successful knockback gambit throws the opponent back one
range band in a direction of the attacker’s choice.
Knockdown (difficulty 1): A successful knockdown gambit leaves the opponent prone on the
ground.
Pierce (difficulty 1): A successful pierce gambit damages the opponent’s armor, allowing all
attacks for the next (combat Ability/2) rounds against him to ignore armored Soak. The difficulty
of this gambit increases to 3 against artifacts.
Superiority (difficulty 2): A successful superiority gambit demonstrates a character’s
superiority over her opponent by making a daring move that causes no real harm but shows
that she could have, had she chosen to. Examples include striking the hat off your opponent’s
head, drawing blood without causing serious injury or taking a dramatically unimportant item
from them such as a decorative flower placed on his person. A successful superiority gambit
adds (combat Ability/2) bonus dice to a single social influence roll taken in the same Scene
benefitting from this impressive display of skill.
Unhorse (difficulty 2): A successful unhorse gambit knocks an opponent off his steed,
causing him to take one level of unsoakable bashing damage and knocking him prone.
Grapples
Grapples are initiated via the grapple gambit. Once a grapple has been initiated both
characters who grapple automatically lose Initiative and cannot use ordinary movement
actions.
They both act on the same turn, rolling a contested (Strength or Dexterity + Martial Arts, Melee
or Dodge) roll to see who is in control of the grapple. The first such roll is made in the same
round as the grapple is established, even if one or both characters in the grapple have
otherwise already taken a turn.
The grappling characters do not get additional combat actions to represent their own turn, the
grapple control roll is their turn for the round. A grapple control roll cannot be placed into a
flurry, nor can grappling characters take movement actions (except as detailed below through
the control roll). Characters in a grapple take a -2 penalty to their Defense.
Generally, only small weapons can be used in a grapple, but a character may reflexively ready
a knife or something similar to use their Melee skill in a grapple. The accuracy bonus of
weapons does not apply to the contested roll. Control rolls can only be enhanced by Charms
that explicitly deal with grappling.
The character who wins the control roll, may decide on one of the following outcomes for the
grapple:
- She may choose to inflict damage on her enemy, treating his successes as his Defense
for the sake of establishing threshold successes.
- She may choose to throw her opponent, inflicting damage as above, ending the grapple
and throwing her opponent one range band horizontally. This option is unavailable if
she is prone.
- She may choose to leave the grapple. Characters who use Dodge in their grapple roll
may only choose this outcome.
- She may choose to knock both participants of the grapple prone.
- She may choose to move one range band, dragging the other character with her.
- She may choose to restrain her opponent, effectively opting to have no change occur.
Unless a character leaves the grapple as a result of the control roll, the grapple will continue
with another control roll at the end of the next round.
Combat Movement
Exalted combat is a dynamic affair where heroes duel while racing across rooftops, leaping
from branch to branch in primeval jungles, or rampaging up and down the stairs and throughout
the opulent halls of manses. Taking cover from archers, advancing on fleeing foes, and riding
down terrified enemies atop trumpeting mammoths are just a few of the options available to
the canny fighter.
Most of these actions are fertile ground for stunts, and because of the great variety of
movement possibilities available to characters, Exalted uses an abstracted system to represent
movement and positioning.
Positioning
Positioning is measured by the general distance between various combatants—keeping track
of character locations down to the exact yard or meter generally isn’t important, especially
given how quickly Exalts can move around during battle; remembering general relative
positions is good enough. There are several ranges that two characters can potentially occupy
in relation to one another:
When a character is at close range, he is in an opponent’s face, close enough to easily attack
with a hand-to-hand weapon such as a sword, spear, or his fists. This doesn’t mean that the
characters are necessarily within arm’s reach of each other at all times, but rather that they
are able to close such a distance in moments. If an opponent is within close range of a
character, that character is embattled, and must use a disengage action if she wishes to move
away from the opponent.
When a character is at short range, he is outside of the immediate reach of an opponent
wielding a hand-to-hand weapon, but close enough that the opponent could reach him with a
quick sprint.
A character at medium range is a fair distance away from an opponent. This is the range band
of the most far-reaching Thrown weapons, and less powerful Archery weapons, and at this
range it’s impossible for two characters to communicate with one another without shouting.
Characters cannot make Thrown or Archery attacks from medium range without first taking an
aim action, or the attack will automatically miss. This aim action provides no accuracy bonus;
to gain an accuracy bonus, two aim actions must be taken in a row before the attack.
A character at long range is very far away from his opponent. Combat at this range can only
occur through powerful Archery weapons such as longbows, and is the favored range of
snipers. Closing with a character at long range can be quite difficult! Complex communication
is generally impossible without signaling devices, energetic pantomime, or magic. Characters
cannot make Thrown or Archery attacks from long range without first taking an aim action, or
the attack will automatically miss. This aim action provides no accuracy bonus; to gain an
accuracy bonus, two aim actions must be taken in a row before the attack.
A final range, extreme range, also exists. At this range, opponents are distant specks;
communication is generally impossible, as is combat. All range bands beyond long range are
considered extreme range, and a character might potentially be several extreme range bands
away from another character in a scene ranging across a very large area. In the event that
some form of magic or specialized weapon makes an attack from extreme range possible,
characters must take an aim action first, or the attack will automatically miss. This aim action
provides no accuracy bonus; to gain an accuracy bonus, two aim actions must be taken in a
row before the attack.
Movement Actions
A character can take only one of the following actions per round, unless otherwise noted. A
character could not, for example, use a disengage action and a move action during the same
turn. All movement actions may only be taken on the character’s turn, regardless of whether
they are reflexive or a combat action.
Characters may remain stationary in terms of range bands while stunting dramatic movement,
if desired - circling an opponent at close range, stepping back from a powerful attack, or
otherwise engaging in acrobatic stunts are all possible without changing relative positioning or
using a movement action.
Move (Reflexive Action): The character may move one range band toward any other
character or landmark present in battle once. This action can only be taken on the character’s
turn. It is the most commonly used movement action.
Rush (Combat Action): This action may only be directed at an opponent within short range
of the character, and it may explicitly be used even after taking a reflexive move action. A rush
action is a contested (Strength or Dexterity + Athletics) roll between the character and an
opponent at short range. If the rushing character is successful, then as soon as his opponent
moves a range band, he will immediately and reflexively move one range band toward that
opponent, keeping pace. This reflexive movement does not count as a movement action, and
so it can occur outside the character’s turn, regardless of whether he has already taken a
movement action that round.
Characters must have some means of reaching an opponent in order to rush him—if the
opponent is a winged Lunar Exalt who travels a range band upward into the sky, most
characters would not be able to follow him.
Disengage (Combat Action): This action must be taken when a character at close range with
one or more hostile opponents wishes to retreat to short range—the standard
reflexive move action cannot be used to do so. Disengaging is an opposed roll of (Stamina or
Dexterity + Dodge) against the (Strength or Dexterity + Athletics) of all opponents who wish to
contest the disengage action. If the character defeats all of her opponents, then she moves
out to short range; furthermore, if one of the opponents she disengaged moves toward her on
his next turn, the character immediately and reflexively retreats one further range band away
from him, even if this means she moves outside of her turn. Like a rush action, this reflexive
movement does not count as a movement action. It occurs only the first time after a disengage
action that a disengaged opponent moves toward the character.
If any opponent beats the character’s disengage roll, she is incapable of moving away - there’s
simply no opportunity for the character to safely escape her enemies.
Rise From Prone (Combat Action): Certain attacks or circumstances may leave a character
prone on the ground. Rising from a prone position requires a combat action. This action is
usually automatic, but if an opponent is at close range then the character must roll (Dexterity
or Wits + Athletics or Dodge) against difficulty 2 to rise from prone successfully.
A prone character suffers a -3 penalty to attacks, a -1 penalty to Defense against opponents
within close range and a +1 bonus to Defense against opponents at short range or farther
away.
Take Cover (Combat Action): This action is used to seek cover from attackers, such as by
crouching behind a rock, tucking into a doorway, standing behind a tree, or moving behind a
wall. Taking cover requires a (Dexterity or Wits + Dodge) roll—the Storyteller sets the difficulty
according to how easy it is to find and reach appropriate cover. Cover may be light, heavy, or
full.
Light cover protects a significant portion of the character’s body, such as leaning into a
doorway or standing behind a waist-high wall. Heavy cover protects the majority of a
character’s body, leaving at most part of the head and an arm and shoulder exposed—shooting
through an arrow slit would provide heavy cover, as would shooting around the edge of an
ancient redwood tree. Full cover protects the character’s entire body—standing behind a six
foot-high wall or retreating inside of a building are examples of full cover.
Cover raises a character’s Defense against attacks by 1 for light cover or 2 for heavy cover.
Full cover makes ranged attacks impossible. Attackers at close range also enjoy equal cover
against attacks from the character in cover— crossing blades across a fence or around a tree
is equally impairing for both parties.
Cover is subject to common-sense limitations. If a character has full cover because she’s
standing behind a wall, for example, that cover only protects her from enemies on the other
side of the wall; she gains no cover bonus against opponents at his back. It may or may not
be possible for a character to move without losing the benefit of cover. A character taking cover
behind a tree will have to break cover to go anywhere, since she can’t take the tree with him;
one taking cover behind a waist-high stone fence, on the other hand, can freely range up and
down along the fence without losing her cover.
Attempting to keep an opponent who’s in cover at short or longer range while circling around
him to obviate his cover requires a number of movement actions determined by the
Storyteller—generally, the farther away an opponent is, the longer it takes to circle around to
flank him.
Withdraw (Combat Action): This action is used to escape from the battlefield completely,
losing any pursuit that may be following. It is an extended (Dexterity + Athletics) roll, with a
difficulty of the highest successes on a (Dexterity + Athletics) roll among her pursuers. It may
only be attempted if the character is at medium or greater range from all opponents.
Succeeding in a milestone on a withdraw action moves the character one range band away
from all her enemies. Losing a milestone means the pursuers gain ground, moving one range
band closer.
If the character succeeds at a withdraw action’s extended roll while at extreme range from all
opponents, she successfully escapes the battlefield for the rest of the Scene, evading all
pursuit.
Difficult Terrain
Moving around fields, roads, and even inside buildings isn’t normally that difficult – at least not
compared to climbing over deadfalls, slogging through thigh-high water, trudging across
muddy swamps, or advancing through prepared fortifications. Deep snow, thick foliage, and
panicked crowds may also constitute difficult terrain, at Storyteller discretion.
Difficult terrain may also be used to model objects which will force a character to make a
significant detour in order to advance or retreat from another character – for example, if a
character’s enemy is on the other side of a locked building, the Storyteller may decide to
declare the building difficult terrain—the extra time needed to advance on the opponent will
represent time spent going around the building, rather than through it.
Using a move action to travel through a band of difficult terrain takes two move actions rather
than one.
Attempts to rush, disengage, or withdraw across difficult terrain suffer a -3 penalty; by contrast,
difficult terrain is often very easy to take cover in. Perfect movement actions ignore difficult
terrain.
Other Combat Actions
Below is a list of additional actions a character may take in combat, outside of attacks (normal
or gambit) or movement.
Aim: The character spends a few moments taking aim at her intended target. The player must
declare which target she is taking aim at when she uses this action. Should her character
attack that target on her next turn, the attack gains a +3 bonus. If the target moves out of the
weapon’s range or behind full cover before the character’s next turn, this action is wasted. An
aim action is required before an attack can be made from medium or greater range, even one
assisted by magic; attacks from medium or greater range don’t gain a +3 bonus unless two
consecutive turns are spent aiming. Characters cannot move and aim during the same round
without some form of magic to permit it. This action cannot be placed in a flurry.
Defend Other: The character protects an ally within close range, interposing herself to deflect
attacks. The defending character may apply her Parry against any attacks directed at her ward
until her next turn. Should an attack defeat the guardian’s Parry, the attacker may choose either
to apply the attack to the guardian, or may attempt to strike his original target by comparing
his attack roll against the ward’s Defense + 3.
Delay: The character delays her action in order to act later at a more appropriate time. She
chooses a combat action (including the activation of Simple Charms) and a situation in which
she wishes to use it. If the situation she described comes to pass before her next turn, she
executes the readied action immediately. This is often used to set up clash attacks. A delay
may be placed in a flurry, resulting in either one or both actions to be performed at a later time.
Draw/Ready Weapon: The character draws a close-range weapon, or readies a long-range
weapon for use (stringing a bow, adjusting a brace of throwing knives, and so on). If a character
wishes to change weapons during battle (sheathing a sword and unslinging a bow, for
example), she must use a draw/ready weapon action to do so. Characters are assumed to
begin combat with a weapon of their choice already drawn or readied, unless they are
ambushed. Natural weapons such as fists and claws never need to be readied before use,
making unarmed fighters very resistant to being blindsided.
Full Defense: The character dedicates herself completely to protecting herself. Until her next
turn, her Defense rises by 2. Using Full Defense causes the character to lose one Initiative
point. This action cannot be placed in a flurry with anything save social influence actions.
Miscellaneous Action: This is a ‘catch-all’ category for a wide variety of possible actions. The
character takes some non-combat action which can still be completed in a matter of only a few
seconds. Examples might include picking a lock or searching a fallen opponent’s pockets. The
Storyteller is the ultimate arbiter of what is or isn’t possible in the span of a single miscellaneous
action.
Delay: A character may chose any other combat action and determine that her character will
perform the action later in the turn when some condition has been met. Example conditions
are “I want to open the door after every other character has acted” or “I want to attack the first
character to attack me this round.” This is an excellent way to force clash attacks. Should the
determined condition not occur the prepared action is wasted.
Flurries
Characters can normally take only a single combat action per turn and receive only one turn
per round.
There’s an exception to this rule. Characters are allowed to declare that they’re taking a flurry.
When you flurry, you’re allowed to take two combat actions on your turn. However, a character
can never flurry two of the same action—you can’t attack twice, for example, even if they’re
different kinds of attack (a thrown knife and a sword slash can’t be put in a flurry, nor can a
normal attack and a gambit). Further, when a character flurries, she suffers a -3 penalty to both
actions, and her Defense is reduced by 1 until her next turn.
Stealth
Stealth is a powerful advantage in battle, affording the opportunity to strike when an opponent
least expects it, or when he doesn’t realize he’s in danger at all.
All stealth attempts consist of opposed rolls, generally (Dexterity or Wits + Stealth) against
(Perception + Awareness). Stealth rolls can easily take penalties if the conditions aren’t
amenable to sneaking or hiding—dry underbrush, bright light, and scant cover can all make
stealth more difficult. Likewise, Awareness rolls can take penalties due to cluttered or noisy
environments (such as market crowds or stormy nights)—Stealth and Awareness are both very
context-governed Abilities.
Unexpected Attacks
Assuming that a character has successfully concealed herself, she may then attempt to make
an unexpected attack. Unexpected attacks are either an ambush or a surprise attack.
An ambush is defined as an attack against a target completely unaware of danger, generally
only possible in the first action of combat, if at all. An ambush attack completely ignores the
target’s Defense; the target is considered to have Defense 0 against the attack. He cannot use
Charms or other abilities to react to or protect himself against this attack unless the ability
explicitly allows for it. He also automatically loses Initiative.
A surprise attack, on the other hand, is an attack launched from hiding against an opponent
who knows he’s in battle and who is actively on the lookout for attacks, even if he isn’t sure
exactly where all of his opponents are at the moment. A target faced with a surprise attack
suffers a -2 Defense penalty against that attack.
Performing an unexpected attack usually forfeits concealment. Reestablishing concealment is
a combat action that cannot be placed into a flurry.
Stealth in Combat
Using stealth in combat is both complicated and potentially rewarding. A character in
concealment can act with impunity – no one can oppose her movement actions or target her
with attacks without targeting a whole area or using potent magic.
At the same time sneaking in the midst of battle and close to the enemy isn’t exactly easy.
Using stealth while opponents know you are near imposes a -3 penalty on the Stealth roll. The
character also needs a place of concealment to attempt to establish concealment at all – an
empty plane offers no place to hide – though clever stunts or magic may obviate this need.
A character in stealth cannot take Rush actions. If she wants to move normally in combat while
maintaining concealment, she must have some adequate place to hide in the spot she’s
moving to. If this movement crosses wide-open terrain with no appreciable cover, the Stealth
roll’s penalty climbs from the usual -3 (for attempting stealth while already in combat) to -5.
Hold at Bay
A permutation of an ambush, to hold someone at bay is to succeed at an ambush without
attacking, choosing instead to hold the target hostage for a number of rounds. The character
points her weapon at her target’s vital organs; the target knows he will suffer a deadly attack if
he so much as moves, allowing the character to speak her mind before battle commences. A
target held at bay suffers a -2 penalty to his Resolve against threaten rolls. Should he try to
physically escape, attack the ambusher or otherwise wriggle free, the ambusher may perform
a standard ambush attack as her first action in battle.
Going to Ground
Instead of physically escaping her foes, a character may choose to simply hide and wait things
out. A character going to ground must make a successful Stealth roll opposed by searching
character’s (Perception + Awareness) every turn for the next three turns. The first roll is at a -3
penalty, the second roll at a -4 penalty and the third at a -5 penalty. If she succeeds on all three
rolls, she has gone to ground and hidden in such a way that her pursuers will not find her until
she emerges voluntarily.
Mounted Combat
Mounted combatants enjoy a +2 accuracy on close combat attacks and a +1 Defense bonus
against non-mounted combatants, unless they wield a weapon with long reach, such as a
spear or staff. Mounted combatants calculate their Evasion using Ride instead of Dodge and
use Ride in place of Dodge or Athletics for movement actions.
Mounted characters may perform a special charge attack with appropriate weaponry, such as
lances. If they moved at least two range bands before their attack they increase its damage
and minimum damage by 1.
Combatants riding mounts of legendary size are usually out of reach of close-range weapons.
Treat them as being short range above the ground, with their mount being difficult terrain for
those who want to scale it.
The mount itself is a character of its own and possesses its own Health Levels, though it usually
doesn’t take actions of its own. Targeting a character’s mount is treated as an attack on the
rider and must overcome their Defense. Mounts may wear their own armor known as barding.
Barding is either light or heavy and confers the same Soak rating as armor, applying its mobility
penalty to the speed bonus of the mount and her Evasion. Trying to unhorse a character is a
gambit.
Battle Groups
Bands of mountain bandits. Mobs of angry rioters. Squads of hired mercenaries. Sometimes
battles in the world of Exalted consist of only a tiny handful of heroes, but more often they
feature a great many combatants, far too many for it to be practical to keep track of each
fighter’s traits individually. These mobs, gangs, and armies are represented by battle groups.
Battle groups are an abstraction used whenever there are more than two combatants on the
battlefield who are reasonably similar to one another in terms of capabilities and equipment,
who aren’t especially noteworthy to the story as individuals, and who aren’t potent supernatural
beings such as Exalts. Battle groups can represent small groups, such as a squad of a dozen
of the Tri-Khan of Chiaroscuro’s palace guards, or vast forces such as 1,000 men-atarms riding
to war.
Overview
A battle group is a group of fighters who are mechanically represented as one character. A
group of soldiers, for example, is basically a single soldier, except this soldier gets a number
of bonuses through a number of battlegroup specific traits. Outside these special traits, a battle
group uses the same traits as the average soldier within it.
A battle group has a Size, a trait that gauges roughly how large it is. The larger a battlegroup
is the tougher it’ll be, the more space it’ll occupy and the more dangerous it is. A battle group
also has a Drill rating, a measure of how well the individual fighters work together. Experiences
units are empowered by their teamwork while peasant militia and unruly mobs get in each
other’s way constantly. Instead of Health, a battle group utilizes Magnitude, an indicator of
how intact the unit still is – both in the sense of losses but also fighting spirits. Once a battle
group’s Magnitude has been depleted it may still continue to fight – if it successfully rallies.
Battle groups don’t have turns on their own – rather they attack every enemy within range at
the start of his own turn.
Size
A battle group’s Size measures how many fighters make up the battlegroup. The more fighters
there are, the more dangerous the battle group becomes. A battle group adds (Size) bonus
dice to its attack rolls and inflict an onslaught penalty equal to (Size) on their target before their
attack is rolled. Larger battlegroups are also tougher, as they can more easily absorb individual
losses. A battle group adds (Size) to its Soak and it also plays a role in calculating the battle
group’s Magnitude.
The following table gives a rough estimate of how Size scales with the number of fighters
present and giving the equivalent Realm Legionnaire unit
Size Number of Fighters
1 Dozen or fewer, a fang
2 Dozens, a scale
3 About a hundred, a talon
4 A few hundred, a wing
5 Several hundred, a dragon
6 A thousand, a flight
7 Thousands, a legion’s main body
8 Ten thousand, a full legion + auxiliaries
Size can theoretically scale even further, but larger military formations are very rarely seen as
a cohesive unit in the Times of Tumult. The larger battle group Sizes are mainly for use with
the War system, individual Chosen do not fight such large bodies – there’s simply not enough
space to do so. The largest battle group that should be used in an action scene focusing on
individual heroes, rather than large scale clashes between armies, is Size 5. An Exalt who
faces a larger force rather battles a succession of Size 5 battle groups or sees the ranks of an
existing battle group refilled with new soldiers even as she cuts them down around her.
Drill
Drill measures the coordination and teamwork of a battle group. The battle group largely uses
the same traits as the average soldier at its core, but trained units can aid one another by
employing unit tactics. At the same time, untrained militias suffer from poor coordination and
shaky morale.
Drill comes in three forms: Poor, Average and Elite.
Poor Drill represents untrained units, peasant militias, mobs or common bandits. Such battle
groups have little experience or lack the discipline to fight well as a cohesive unit.
Average Drill is the hallmark of the common soldier, trained for battle. Such battle groups have
gone training together, know how to fight in formation and cover for each other.
Elite Drill is rare in large militaries, usually reserved for special forces, elite guards and the
cream of the crop of a legion.
Drill modifies the Defense of a battle group and levies a bonus or penalty on actions requiring
coordination – including rout checks, rally checks, attack rolls and any roll in war.
Drill Defense Bonus Coordination Bonus
Poor -1 -3
Average +1 0
Elite +2 +3
Magnitude
A battle group’s Magnitude replaces its health. Any effect that would deal damage to a battle
group, damages its Magnitude. The Magnitude of a battle group is equal to the individual
Soldier’s (Health) plus the battle group’s (Size). A Size 3 or 4 battle group adds 5 to this
number, while a Size 5 battle group adds 10. Battle groups with perfect morale add 5 to their
total.
Once a battle group’s Magnitude has been depleted the battle group isn’t incapacitated.
Instead, it (temporarily) loses a dot of Size as casualties, confusion and fear have reduced the
number of active combatants. After losing a dot of Size the battle group starts out with a fresh
Magnitude Track and must immediately make a rout check.
Rout Checks
A battle group is rarely defeated by slaughtering every single last soldiers. Morale often breaks
before shields do and when it does soldiers either run or surrender, effectively incapacitating
the battle group.
A rout check occurs whenever a battle group’s Magnitude Track fills up with damage and it
loses a point of Size. Having so many of its soldiers whittled away causes the group to hesitate,
and there’s always the danger that this hesitation could spread into full-blown panic and
retreat—a sufficiently daunting assault by a small, elite group may even cause a vastly superior
force to panic and collapse into disorder.
A rout check is a Willpower roll using the battle group’s Willpower rating, modified by its
coordination bonus according to its Drill. The difficulty of the rout check is usually equal to the
number of Size points lost during the Scene, but it may be increased if losses were incurred
by devastating area attacks, allied champions or commanders were slain or similar
demoralizing circumstances.
If the battle group fails a rout check, it enters a state of confusion and panic and will be
incapacitated at the end of the next round. Before that, the battle group may still be rallied by
an allied commander, but the battle group will not take any actions until this happens.
Battle groups with perfect morale automatically succeed on all rout checks.
Battle Group Actions
Unlike other characters, a battle group doesn’t take actions of its own, it rather acts like an
environment of its own. All hostile creatures within the battle groups area of influence get
attacked by the battle group at the beginning of their turn. This explicitly happens after they
throw off their onslaught penalty from the previous round – meaning all other allies in the Scene
will always benefit from the onslaught penalties the battle group imposes. Instead of a normal
attack, a battle group may try to engage a foe (see Basic Rules -> Combat -> Gambits).
How large a battle group’s sphere of influence is depends on many circumstances, but usually
a battle group should cover at least an amount of range bands equal to its Size – though the
battle group may be able to attack foes outside of that range if it employs ranged weaponry.
Characters who wish through a range band covered by a hostile battle group treat it as difficult
terrain.
Due to their nature, battle groups are immune to many things that would affect individuals
unless applies on a large scale: a normal knockdown gambit cannot render a battle group
prone, but an earthquake might.
If required a battle group may move one range band at the end of the round. Battle groups do
not need to disengage to move away from enemies (other than other battle groups at most two
dots of Size smaller).
Command
Battle groups are mostly self-contained, directing their own actions and fighting as they best
see fit in an action scene. However, an individual character who holds a position of authority
in the battle group – an allied champion, a commanding officer or other figure of authority –
may try to command a battlegroup.
Commanding a battle group is a miscellaneous action (see Basic Rules -> Combat -> Other
Combat Actions) and can only be done if the battle group would be willing to follow the
character’s command without hesitation, which may require prior use of social influence. A
command can either be an order, an attempt to rally or to rally for numbers.
Issuing an order is simple: The character simply barks a short command echoed by lesser
officers, directing the battle group to take certain actions. This isn’t usually necessary, as the
battle group will fight on its own, but may be of use if the character wants to maneuver the
battle group into a specific position or order them to engage a certain target rather than
attacking it. Battle groups will usually continue following an order to the best of their ability on
following rounds, unless a change in circumstances obviates it.
Rally commands are taken after an allied battle group failed a rout check, but before it is
incapacitated (on the end of the round after the failed rout check). The character helps up fallen
soldiers, waves a flag or lets loose a rallying cry in the hopes of bolstering the soldier’s morale
and preventing a battle group from dissolving. She rolls (Appearance or Charisma + War)
against the difficulty of the failed rout check + 1. On a success, she has rallied the battle group
which is now treated as if it had succeeded on the rout check.
Finally, a rally for numbers action can be taken after the Battle Group has suffered Magnitude
damage, to stiffen the resolve of hesitating soldiers or to call warriors who have begun to break
formation and flee back to battle. It is a (Appearance or Charisma + War) roll. Every two
successes on the roll restore one point of lost Magnitude. Rallying for numbers can’t give a
battle group more Magnitude than its current maximum rating, nor can it restore a lost point of
Size. A battle group can only benefit from one rally for numbers action per battle, though losing
a point of Size resets this limit.
Complications
Perfect Morale
Some battle groups may benefit from perfect morale. For some reason, these combatants will
never give up and continue fighting until the last man. This is most common with battle groups
of unthinking or magically loyal beings such as zombies or hobgoblin hordes created by the
Fair Folk. However, certain magical effects can bestow such resolve on ordinary human beings
as well.
Whatever the source, a battle group with perfect morale adds 5 to its Magnitude Track and
always automatically succeeds on all rout checks. However, its impossible to rally for numbers
for a battle group of perfect morale without magic that explicitly allows to do so – there simply
aren’t any hesitant fighters to rally. Likewise, battle groups of perfect morale tend to sustain
especially heavy losses in sustained battle due to their unwillingness to back down.
Aftermath
A battle group that has suffered Size loss due to Magnitude damage has suffered significant
losses. The exact number of losses depend a lot on the situation at hand. A battle group that
loses a single dot of Size in a fight can likely mostly replenish these losses as separated units
are reunited, first aid is administered and reinforcements are called up. Larger losses are likely
to require time and recruitment or reinforcements to bring a battle group back up to full strength.
Battle groups with perfect morale tend to suffer heavy losses as they fight to the bitter end –
they always require new recruits or reinforcements to restore lost Size.
A battle group that is incapacitated due to a failed rout check likely has a lot of its forces still
intact and can reform at a later date, if survivors come across each other and large parts of the
force managed to escape the battle or it ended up being won by allied forced. Soldiers captured
by or surrendering to the enemy throw a wrench in such endeavors.
War
The clash of armies and the planning of military campaigns. Exalted – Reimagined uses a
system distinct from the normal combat rules to simulate such engagements. This system
provides a narrative framework that may play out the backdrop to a Circle’s heroics or may be
used to gauge how a battle is going absent (or despite) heroic intervention. It works best when
used to completely abstract a battle that is a story event rather than a story in itself.
Using this System an army may lose a battle even though the heroes leading it succeed in all
their own actions, though they can still influence the battle greatly.
Engaging with the War system is unnecessary unless actual armies fight on both sides – once
a big engagement between two battlegroups of at least Size 3 is in the cards the War system
may come into play.
Before the Battle – Strategy
With the right preparation a battle may be won before it ever started. Each side is commanded
by a single character, in the following called the general. Each general chooses stratagems
they want to implement equal to their Battlegroup’s (Size/2). A stratagem is a series of events
that take place before or during the battle and have a significant impact on the battle’s course.
To implement a Stratagem, the general rolls an applicable dice pool against a resistance pool
of the opposing side. For example, a stratagem to achieve superior positioning in battle would
pit both generals against one another in a contest of planning and wits (Intelligence or Wits +
War), while infiltrating the enemy camp and poisoning their water supply might be a (Dexterity
+ Stealth) roll resisted by (Perception + Awareness). The generals need not use their own traits
to make these rolls, a general with a good infiltrator at hand may send him to poison the
enemy’s water while the opposing side trusts in their well-trained sentinels.
Each general rolls to execute their own stratagems. Should both generals choose stratagems
that directly oppose one another such as the aforementioned battle for superior positioning,
roll one contested roll to decide who should successfully execute their stratagems instead of
rolling for each individual stratagem.
Should the players choose to do so they may play out the execution of one of their own or the
defense against one of the enemy’s stratagems. Such Scenes should always place the PCs in
a position where they have a chance to tip the scales and they may choose to do so even after
the initial roll failed, snatching victory from the jaws of defeat! They may only attempt to turn
one failure during the strategy phase into a success in this way.
Certain features of terrain, strokes of luck or other preparations may far exceed that which is
normally possible before a battle takes place. An army taking a battle in inherently favorable
terrain (a battle in a forest in which one side has dryad allies), preexisting fortifications or similar
advantages may award automatically successful Stratagems in excess of the usual limit at the
Storyteller’s discretion.
The Battle – Meatgrinder of Armies
Once all thinking and planning is done, the battle commences. Battles are modeled as
extended actions. Each side rolls to gain milestones towards victory. Once one side achieves
a number of milestones equal to the opposing army’s (Size + Tier), it achieves victory. Armies
with perfect morale add 2 to the total of milestones the opposing army has to complete. Should
both sides achieve the necessary number of milestones on the same roll the battle ends in a
draw.
However, the groundwork for victory has already been laid – every successfully implemented
Stratagem grants its side one automatic milestone. Situational circumstances such as fighting
on home territory, well positioned artillery or a pre-established spy network in the enemy’s
midst can grant additional automatic milestones at the Storyteller’s discretion. This can lead to
one side winning the battle before any rolls have been made!
The roll to gather milestones is a contested action between the armies themselves. The
strategic groundwork has already been laid, now it’s down to the troops to fight in the mud.
Each Battlegroup rolls its attack in a contested action, this counts as an action where
coordination is important. Add the difference in Tier in automatic successes to the roll of the
side that holds the advantage – an army of mortals may win the day against hordes of demons,
but it will be a hard-fought victory. The winner of the contested roll adds one to their side’s
milestones, while a tie adds one milestone to both sides (regardless of the armies respective
Tiers).
The players may freely stunt the actions their characters undertake at the front (or another
relevant locale), adding the stunt benefits to their side’s roll (only the highest stunt applies).
Once per battle they may contest a failed roll in this way, playing out a short Scene where they
turn the tide of the battle by assassinating the officer who just led a successful charge, holding
a strategic pass by themselves against a hundred men or similar heroic feats. If they succeed,
they turn the failure into a success.
Essence and War
War Charms often have high Essence costs, but war takes place over a long drawn-out time
of preparation and battle. One could assume that the Essence spent on enacting stratagems
or influencing the flow of battle is regained between the short bursts of heroic action the chosen
partake in.
That’s a valid take, but if you want to spice things up a bit, consider Essence spent on rolls to
enact stratagems and on War Charms that influence the battle in other ways spent until the
conclusion of the battle. If an Exalt uses her might to influence the tides of battle at large she
will be weakened when she jumps into the fray as a champion to save the day.
Social Influence
In Exalted, the words of prophets, courtiers, and princes carry as much power as a warrior’s
sword or a sorcerer’s magic. Social influence is the system used for resolving interactions in
which characters attempt to manipulate, persuade, or coerce each other. With the social
actions listed below, characters can gain the trust of others and then use that to influence them,
changing or shaping their beliefs over the course of a conversation, oration, or artistic
performance.
The core of the social influence system is the influence roll. The dice pool for an influence roll
is always one of your social Attributes (Charisma, Manipulation, or Appearance) plus a relevant
Ability, against a difficulty of the Resolve rating of the character you’re trying to influence.
Successful influence rolls allow you to alter a character’s feelings or beliefs or to convince him
to do something for you, based on the social action or Charm used. Occasionally, you will use
other Attributes and Abilities to take actions that are not influence rolls, such as rolling
(Perception + Socialize) to read a person’s personality, beliefs, or agenda. All of these social
actions are described in more detail below.
Overview
Social influence in Exalted revolves around Intimacies. In terms of gameplay, you’re either
going to be influencing someone’s outlook (by creating, destroying, strengthening, or
weakening Intimacies), or using Intimacies to persuade someone to do what you want.
Intimacies are the key to this system; a character’s Intimacies dictate what they believe and
care about. By studying and interacting with other characters, you can figure out what makes
them tick. By engaging other characters socially, you can try to change how they feel about
things, and thus change their Intimacies.
Without exploiting an Intimacy, persuasion isn’t possible. No matter how charismatic you might
be, a stranger won’t give over his life to your cause just because you say so— there has to be
a reason to make him take such course of action. Perhaps they trust and respect you; perhaps
they hate someone you’ve set yourself against; perhaps by doing so, they’ll further their own
goals or stand up for what they believe in. All such motives are described by Intimacies. In
short: You need to play on an Intimacy to be able to talk people into doing things you want
them to do. The stronger the Intimacy, the more you can convince people to do in its name.
The resulting gameplay can depict anything from angering a great warrior into declaring war,
to gaining the martial support of your sworn brothers because they respect you, to alienating
a queen from her consort (to lessen his influence), to using propaganda to stir a revolt, to
making a mighty bodyguard distrust and abandon the man he’s sworn to protect.
In such a milieu, enormous charisma and forthright conviction might win the day, but it’s often
more effective to first learn what people want and what they care about. You might use your
personality to win over a merchant prince, the better to convince him to back your agenda—or
you might find it simpler to seduce his favored and trusted concubine, who can whisper your
desires into his ear.
This also means Storyteller characters will seek to influence your character’s opinions and
actions. Creation is a world of strife and turmoil, full of heroes with their own agendas. Some
characters will seek to use or recruit you, and some will offer and take advantage
simultaneously— it’s up to your character’s judgment to determine who to trust, who to shun,
who to follow, and who to turn away. Creation is a world that thrives on social influence, and
no Exalt is an island.
Order of Actions
Social actions don’t usually have special timing—there are no “Social turns.” When a player’s
character tries to seduce a beautiful youth or convince a despot to ally with his fledgling
kingdom, he’ll probably be the only person rolling dice—everything else is roleplay between
his character and the Storyteller character. When multiple characters attempt social actions in
the same scene, who rolls when can be decided by the natural flow of the conversation, or by
procedure (in a court, for example, there are strict rules regarding who speaks when). If two
characters are both trying to present different arguments to a single individual, then that
individual’s player decides who to listen to first. If it’s still not clear who acts in which order,
then the characters with the highest (Wits + Socialize) go first, with the Storyteller breaking any
ties.
Resolve
The Resolve trait represents a character’s mental solidity and strength of will, her ability to
resist being influenced by the persuasion and manipulation of others. A character’s Resolve
rating is the difficulty for any influence roll made against her. Resolve is calculated as the
character’s ([Intelligence or Wits + Integrity]/2). If a character is applying her Resolve, then it
means she’s resistant to or skeptical of the influence being applied—there’s no need to roll
against a character’s Resolve if she’s happy to accept whatever influence is being offered.
Resolve is mainly used to resist instill, inspire, persuade, bargain and threaten actions.
Guile
The Guile trait represents a character’s ability to conceal his thoughts and innermost feelings.
A character with high Guile reveals little about himself through his expression, posture, and
speech, while a character with low Guile wears his heart (and Intimacies) on his sleeve. A
character’s Guile rating is the difficulty for actions that attempt to figure out his Intimacies,
emotions, or thoughts. Guile is calculated as the character’s ([Appearance or Manipulation +
Socialize]/2). Guile is typically used to defend against the read intentions action.
Intimacies
Intimacies represent a character’s relationships, beliefs, ideals, and goals. A character’s
Intimacies help determine what types of influence will affect him.
Intensity
The strength of an Intimacy is defined by its intensity — Minor, Major, or Defining. When a
character is targeted by an influence roll that opposes one or more of her Intimacies, add a
bonus to her Resolve based on the intensity of the most applicable Intimacy. On the other
hand, if one or more of a character’s Intimacies supports an influence roll applied against her,
then she suffers a corresponding penalty to Resolve based on the most applicable Intimacy.
If more than one Intimacy supports or opposes a social action, only the most relevant Intimacy
modifies the target’s Resolve. For example, if you have a Major Tie of hatred against the
Realm, and a Defining Tie of hatred toward Ragara Jirun, and Ragara Jirun tries to convince
you to act in support of the Realm, both Intimacies would logically oppose the influence, but
only the Defining Tie of “Ragara Jirun (Hatred)” boosts your Resolve, as it has the strongest
intensity.
Sometimes Social influence is supported by one Intimacy and opposed by another at the same
time. For example, if Righteous Thorn has a Defining Tie of hatred toward the Realm, but the
Major Principle “Violence solves nothing,” then an attempt to convince him to support an armed
revolt against Realm occupation would face no bonus or penalty to his Resolve since the two
cancel one another out (-3 for the Defining Intimacy in support, +3 for the Major Intimacy in
opposition).
The effects of these different Intensities are listed below.
• Minor Intimacies are notable relationships or beliefs that have some influence over a
character’s actions without being an integral part of who he is. Characters will usually let their
Minor Intimacies dictate their behavior in situations where it is directly relevant, as long as it
does not act against a stronger Intimacy or their own self-interest. A man with a Minor Tie of
“My Wife (Love)” has a real and profound relationship with his spouse, but it doesn’t have a
strong influence on his actions outside the context of his romantic and family life. A peasant
with a Minor Principle of “The Immaculate Philosophy” believes sincerely in the teachings of
the Immaculate Order, but her reverence has little sway over her non-religious behavior. Minor
Intimacies apply a +2 Resolve bonus against influence rolls that oppose them, or a -1 Resolve
penalty against rolls that align with them.
• Major Intimacies are relationships or beliefs that influence the way the character acts in many
areas of life. Major Intimacies influence the behavior of characters even in situations where
they are only tangentially or indirectly relevant and might lead a character to act against their
own self-interest as long as they do not face severe harm or life-altering inconveniences
because of it. A man with a Major Tie of “My Wife (Love)” has a strong relationship that dictates
how he acts outside of just the context of the relationship. A peasant with a Major Principle of
“The Immaculate Philosophy” applies the teachings of the Immaculates to almost every aspect
of her life. Major Intimacies apply a +3 Resolve bonus against influence rolls that oppose them,
or a -2 Resolve penalty against rolls that align with them.
• Defining Intimacies represent the most important things in a character’s life, the relationships
or beliefs that they place above all others and refuse to compromise. Defining Intimacies
influence the greater part of a character’s behavior in all fields of life. If there’s something for
which a character is willing to lay down his life, then it is best represented by this level of
intensity. A man with a Defining Tie of “My Wife (Love)” is not just a committed spouse; his
relationship influences almost everything he does. A peasant with a Defining Principle of “The
Immaculate Philosophy” is defined as a person by her reverence for Immaculate tenets.
Defining Intimacies apply a +4 Resolve bonus against influence rolls that oppose them, or a -3
Resolve penalty against rolls that align with them.
Social Actions
The following is a list of social influence actions, what they can accomplish, and what
conditions must be met to retry them after they fail.
Instill
The instill action is used to change the feelings and beliefs of others. When a player takes an
instill action, he declares what he wants to make his target feel or believe. The Storyteller may
apply penalties to the roll if this belief is particularly implausible or hard to accept, up to a
maximum penalty of -5. On a successful roll, the target forms an Intimacy towards that belief.
However, there are limits to what someone will believe when they already have strong opinions
to the contrary. The character may need to lessen existing Intimacies before instilling new
ones. While the instill action can always be used to create new Minor Intimacies, altering
existing Intimacies is more difficult:
- Strengthening a Minor Intimacy, or weakening a Major Intimacy, can only be done if
the target has a different Minor or stronger Intimacy that supports the attempted
influence.
- Likewise, raising a Major Intimacy, or weakening a Defining Intimacy, is only possible
if the target has a different Major or stronger Intimacy that supports the attempted
influence.
- Strengthening an existing Intimacy requires that the evidence raised or argument made
in favor of strengthening it be more compelling than whatever caused the Intimacy to
arrive at its current intensity. For example, if a shopkeeper gained a Minor Intimacy of
distrust toward the Guild after learning that they often undercut local merchants, he
would need even stronger evidence in order to strengthen his Intimacy to Major.
Perhaps he learns that a Guild merchant plans to buy out his shop, or speaks to a man
who once partnered with a Guildsman and was betrayed and sold into slavery.
Persuade
The persuade action allows you to convince other characters to perform an action or task that
you give to them. The extent of the action you can compel with persuade depends on the
Intimacies of your target.
Without an Intimacy to support your influence roll, you can only convince others to take
relatively trivial and risk-free actions—begging a coin from a passing stranger is about the limit.
On the other hand, characters who have an appropriate Tie or Principle can be convinced to
undertake great risks, dedicate their lives to a cause, or even die in your name. There are three
categories of tasks characters might be asked to undertake, each based on the Intimacy being
exploited:
Inconvenient Tasks: Characters who have an appropriate Minor Intimacy can be convinced
to perform tasks that pose some mild danger or hindrance to them, as long as it is not severe
enough to seriously disrupt their life or livelihood—the prospect of a severe injury, an angry
superior, or heavy financial loss is still more than they will allow. With this level of Intimacy,
you can persuade people to do things that take longer than a scene to complete, if the amount
of time needed is not so long as to disrupt the target’s life.
Serious Tasks: Characters who have an appropriate Major Intimacy can be convinced to
perform even tasks that carry the risk of extreme harm or impediment. At this level, a farmer
could be convinced to join your personal militia despite the risk of dying on the battlefield, while
an apothecary might provide you with poisons even though he faces imprisonment or corporal
punishment for doing so. However, they will still balk if the risk of death or ruin is almost certain.
Tasks that take extended amounts of time are possible at this level, even if they require a
long-term commitment such as joining an organization.
Life-Changing Tasks: Characters who have a Defining Intimacy can be made to do almost
anything. At this level, you could convince a devoted follower to hold off a Wyld Hunt long
enough to buy time for your escape, or make a wealthy noble donate the better portion of his
fortune to your personal cult. Only in cases where death or utter ruin are absolutely,
unavoidably certain will they balk, and even then the Storyteller might decide they’re willing to
do it despite all odds.
Bargain
Bargaining is similar to the persuade action, but doesn’t depend on your target’s Intimacies.
Instead, you must offer a bribe, gift, or favor that the character you’re convincing believes is
worth the difficulty or danger of the task you’re asking him to perform. The Storyteller should
take into account the Intimacies, wealth, and social status of the character in deciding what
they will consider sufficient payment (a wealthy noble is not going to be moved to favor your
cause in court by the gift of an apple, though a starving beggar might be).
Threaten
When all else fails, pain and intimidation are brutally effective motivators. Sometimes also
called an intimidate action, threaten works like a bargain: You can convince people to do things
without having to appeal to their Intimacies, only rather than offering something they want, you
present them with something they don’t – usually the threat of bodily harm, although social
blackmail, economic ruin, and general intimidation will also do the job. It can also be used as
an instill action which gives the target a Tie of fear towards you, or intensifies such an Intimacy
he already has. For a threaten action to be effective, the target must be more afraid of the
consequences of refusing you than he is of whatever you want him to do.
Blackmail and bullying won’t make you many friends. Using the threaten action on someone
almost always causes him to form an immediate negative Tie towards you, with a context
chosen by the target’s player, regardless of whether the attempt succeeds or fails. It can also
often weaken any existing positive Ties the target might have, although that’s ultimately up to
his player.
Inspire
The inspire action is used to incite emotions and strong passions in the hearts of others, usually
with the Performance Ability, which those others then act on. When a player takes an inspire
action, she chooses which emotion she is attempting to inspire—anger, sorrow, hope, lust,
hatred, delight, or any other. On a successful inspire roll, the target is impassioned according
to the emotion evoked—but the target’s player chooses what form that passion takes.
An impassioned character might form a new passion, or act upon an existing Intimacy that
aligns with the emotion evoked. A tribal warrior-queen who is inspired with anger after hearing
a warrior’s roaring oration against her enemies might decide to lead a raid against a hated rival
clan or might decide to begin harassing a political enemy within her own tribe. A merchant
prince who is filled with sorrow by the song of a minstrel playing outside his window might
spend the rest of the scene weeping with longing for a dead wife or might resolve to undertake
some act of generosity with his fortune in remembrance of her kind-hearted ways.
A character doesn’t have to drop everything she’s doing to act upon an inspire action, but she
must be genuinely resolved to action. If a devout follower of the Immaculate Philosophy is
inspired to make a pilgrimage to the Imperial Mountain, she will generally set her affairs in
order, supply herself for the journey, and explain to her family where she is going before setting
off.
Inspiration doesn’t automatically create or strengthen Intimacies, but it’s often appropriate for
it to do so as characters act upon their inflamed passions. An inflamed passion may be treated
as a Major Intimacy for the purposes of modifying Resolve and enabling persuade actions, for
as long as the character is acting on it.
The inspiring character doesn’t automatically know what passions she has inspired in her
audience; she must use read intentions (see below) to find out. Because a character does not
and without magic, cannot—tailor the outcome of an inspire action to a specific target, inspire
actions aren’t subject to the penalty for group influence, unless specified by a Charm or other
effect.
Read Intentions
The read intentions action allows a character to discern what another character wants to
achieve in a scene of interaction. Reading someone’s intentions is not an influence roll—
instead, it is a (Perception or Wits + Socialize) roll against the target’s Guile. On a success,
the Storyteller should give a brief description of what the character wants out of the interaction:
“He’s seducing you to get you alone,” or “She’s making polite small talk and waiting for this
party to end.”
Alternatively, this action can be used in order to determine what Intimacies a character has.
Before rolling for the action, the player should generally describe what kind of Intimacy he
wants to discern (“Does he love anyone?” “How does he feel about me?” “Is he a devout
Immaculate?”). On a success, the Storyteller chooses and reveals one of the target’s
Intimacies that fits those criteria. If there is no Intimacy that does, the Storyteller should let the
player know this.
The read intentions action is not a form of magic. The character using it is analyzing the target’s
words and behavior to get a better feel for his motives and Intimacies, and the Storyteller
should use common sense in deciding how much information can be gleaned from a
character’s behavior and appearance.
Resisting Influence Rolls
The base difficulty for an influence roll is always the Resolve rating of the character targeted
by the roll. On a failed roll, the character is unimpressed or unmoved by whatever argument or
offer was made. On a successful roll, the target is persuaded or moved by your words.
Spending Willpower
Even if a character’s Resolve is overcome, he may still have an opportunity to deny the
influence. If the influence is trying to change how he feels, such as by creating, destroying, or
changing his Intimacies, he may spend a point of Willpower to:
- Stop a new Intimacy from being created. Although the character is moved, he just can’t
afford to invest himself in a new person or cause.
- Stop a Major or Defining Intimacy from being weakened. Even though the influence
was convincing, the character just has too much invested in the Intimacy to give up
now, even if he wants to!.
- Reject a successful inspire action—the character uses his force of will to deny his
swelling passions.
Decision Points
Refusing successful influence to make the character do something is trickier. When a character
fails to resist such influence with his Resolve, he enters into a special state called a Decision
Point.
In the Decision Point, the player must choose an Intimacy and explain how it justifies resisting
that specific influence. The Intimacy he chooses must be of equal or greater intensity than the
Intimacy which supported the influence roll, and it can’t be the one that strengthened his
Resolve against the roll in the first place – the influence already overcame that particular
source of reluctance when it beat his Resolve, after all.
If those requirements are met, and if the Storyteller accepts the player’s argument for why one
of her Intimacies would make her reject the influence, then the character may spend one
Willpower point to resist the influence roll. Otherwise, resistance is impossible.
Unacceptable Influence
There are limits on what can be achieved with social influence. No amount of charisma is
sufficient to talk someone into suicide, or to convince a die-hard patriot to betray his cause. If
a request is so antithetical to the nature and personality of its target that it cannot possibly
succeed, it is said to be unacceptable influence. A character targeted by unacceptable
influence may reject it outright without spending Willpower, even if her Resolve would not
normally be high enough to defend against it. A player can still choose to have her character
follow the course of action put forward by unacceptable influence, but only because she thinks
it makes sense – the character cannot be coerced into doing it. Some powerful Charms and
spells can also compel characters into bowing to unacceptable influence, they will explicitly
state so when this is the case.
Unacceptable influence includes:
- Any instill action to strengthen or weaken an Intimacy which doesn’t exploit an
appropriately strong Intimacy to do so.
- Any persuasion attempt which doesn’t exploit an Intimacy strong enough to support the
proposed task.
- Any bargain attempt which fails to offer a properly enticing incentive or threaten action
which is insufficiently threatening.
- Any influence that would cause a character to kill himself, or to do something that he
knows would result in his certain death.
- Any influence that would cause a character to completely abandon or end one of his
Defining Intimacies is unacceptable. A farmer with a Defining Tie of love to his wife
might be seduced by another person, but could not be convinced to abandon or murder
his wife. Weakening a Defining Intimacy is still allowed, making it possible to first
degrade an Intimacy from Defining to Major and then issue the otherwise unacceptable
influence.
- Any seduction attempt that violates a character’s sexual orientation (as defined by the
player, or by the Storyteller in the case of Storyteller characters) is unacceptable.
- Certain Charms allow characters to define special kinds of influence that they may treat
as unacceptable.
Retrying Social Actions
When a scheming courtier’s bid to gain the trust of a prince goes awry or a young lover fails to
seduce the object of her desires, they cannot simply repeat their old arguments and expect a
different result. Instead, they must change the situation in a way that allows them to try again.
Below are retry conditions for each of the social actions. Once this condition has been met, the
character may attempt to retry.
Instill: If a character fails an instill action, she must present her target with substantially greater
evidence for whatever she is trying to convince him of before she can retry. A stranger who
wishes to make the people of a small farming village trust her might need to defend them from
a predatory god or greedy Imperial tax collector before they will accept her. A strategist who
fails to convince a general that a war with An-Teng would be a disaster would need to bring
back intelligence reports that prove her point before she will be heard. A suitor trying to win a
prince’s affection would need to present a much grander display of love.
Persuade: There are three ways to retry a failed persuade action. One is by making a different
argument, playing on a different Intimacy of equal or greater strength. Another is to wait until
the Intimacy that supported her influence roll has been strengthened to a higher level of
intensity—either by using a different social action to strengthen it, or by waiting until the
character has strengthened it himself—and then try again. The final route is to wait until an
Intimacy that opposed the roll – either by bolstering Resolve or by being cited in a Decision
Point – is weakened.
Bargain: A character can only retry a failed bargain roll by making a new offering that’s
substantially greater than your previous one. If a peasant is unswayed by a gift equivalent to a
day’s wage, then perhaps he will listen to a week’s or month’s pay. A courtier who rejects an
offer of marriage to a minor noble might be convinced by a wedding contract with a young
Dragon-Blood.
Threaten: A character can only retry a failed Threaten roll if you significantly escalate the threat
used to coerce your target. A torturer might progress from light cuts to broken bones to
potentially lethal torture. A scheming eunuch who fails to cow a court rival with the threat of
revealing an illicit affair might threaten to frame him for treason. An Exalt might flare her anima
banner, revealing that the threat behind her menacing glare is far, far greater than her foes
first realized.
Inspire: A character must wait until the Scene has ended to retry an inspire action. Inspiring a
character who is already impassioned uses the rules for overturning influence.
Read Intentions: Once a Read Intentions action has failed, it can’t be retried on the same
target for the rest of the Scene.
Social Complications
A number of considerations may arise when winning friends and influencing people:
Appearance
While the Appearance Attribute may be rolled as part of social actions, it also has another
function in social influence, granting a bonus against weak-willed characters. Those of low
Resolve are more easily impressed and awed by striking, beautiful individuals, or easily
intimidated by the profoundly threatening.
If a character’s Appearance rating is higher than his target’s Resolve, then he gains a dice
bonus on all instill and persuasion attempts against that individual equal to the difference.
Thus, a character with Appearance 5 attempting to use a persuade action on an individual with
Resolve 3 would gain a +2 bonus. This comparison is made before any bonuses to Resolve
are factored in.
If addressing a group, compare Appearance to the average Resolve of the group (usually 2 or
3) to determine any appropriate bonus.
One Target vs Many Targets
Much of the time, an influence roll only affects one character. An envoy warns a prince of a
coming war; a smuggler bribes a magistrate to overlook his cargo; a hedonistic noble seduces
an innocent farm boy. Sometimes, however, a character may wish to make a single influence
roll against multiple characters. He can choose to target only a select group, or to apply the
influence roll against anyone who hears him. However, people find it easier to ignore
arguments that are not directly addressed to them. Whenever an influence roll targets more
than one character, it suffers a -3 penalty.
Because the different targets of an influence roll can have varying Resolve ratings, the success
or failure of the action is determined separately for each target. A warrior who rolls four
successes to threaten a mercenary cadre into backing down from a fight might successfully
intimidate the rank and file with Resolve 2, but not the unit’s God-Blooded leader with Resolve
5.
Written Social Actions
The written word can be used to persuade or manipulate others just as easily as speech or
whisper. Characters who wish to convey influence through a letter, pamphlet, book, or other
written work do so as a written social action. The time taken to create a written missive varies
based on the form and length of the work. The Storyteller decides how long it takes, with a
minimum time of five minutes in most cases. Likewise, the time needed to read the missive is
decided by the Storyteller based on length.
The Ability used when rolling for a written social action is always Linguistics. When a character
reads the message, compare the successes rolled for it to his Resolve to determine if it
succeeds, as with normal influence rolls. Written social actions can be written to apply either
against a single intended reader or against anyone who reads them, with the usual effects for
targeting multiple characters.
Gestures and Body Language
When a character attempts to communicate through gestures, appearance, and body
language alone, the target of such silent influence adds +2 to his Resolve. This is normally
only useful for attempts at intimidation or seduction, but players are free to be creative and
think up with other applications. Many things are impossible to communicate silently—no
amount of hand-waving or quirked eyebrows can explain the intricacies of a First Age relic or
the intricate politics of a Dynastic household. This penalty doesn’t apply to inspire actions using
dance.
Overturning Influence
Characters are generally loath to abandon a course of action one they’ve set themselves upon
it, and so overturning existing social influence with additional social influence is difficult. First,
a character who has already been persuaded to do something in the current Story receives a
+3 bonus to her Resolve against any influence that would cause her to abandon or disregard
that persuasion. This bonus stacks with the Intimacy bonus from a relevant Intimacy.
If the contradictory persuasion succeeds, the targeted character may use a Decision Point to
resist it by citing a conflicting Intimacy.
Social Actions in Combat
All of the social actions described above work normally during combat, although within the
dictates of common sense – a character can certainly shout out a fast, desperate offer to triple
a mercenary’s pay if he’ll switch sides in the midst of battle (a bargain attempt), or even confess
her hopeless love for the beautiful Abyssal trying to take her head (an instill action), but trying
to engage in complex contract negotiations in the space of a single turn is absurd.
All social actions are considered miscellaneous combat actions and may be placed in a flurry.
They’re resisted as normal. One special case is worth independent consideration: surrender.
Pleading for mercy can convince enemies to accept your surrender rather than killing you. This
might be a persuade action, or even a bargain (“My family will pay a great ransom for my safe
return!”). On a successful roll, the enemy will allow her to surrender, taking her captive or letting
her retreat rather than killing her.
Crafting
Projects
From repairing a wagon wheel to forging a daiklave which will be carried into battle for centuries
to come, crafting in Exalted is encompassed by four categories describing the nature and
difficulty of a project, each with its own demands and rewards.
No matter the project, unless a character plans to persuade someone else to craft the item in
question for her, she needs to possess a relevant Craft Specialty to undertake the project. The
categories of crafting projects are:
Basic projects are simple crafting endeavors such as shoeing a horse, folding an elegant
paper crane, sharpening spikes or building a simple chair. They usually require minutes to
hours of work and can be finished in a single Scene with a single roll.
Major projects represent a major drain of time and resources, such as building a house,
preparing a king’s banquet, creating high quality weapons, fine clothing or erecting a statue.
Completing a major project usually requires somewhere between hours and weeks and can
usually be finished with a single roll.
Superior projects are those that require months to years of effort and the dedicated work of
scores of workers, such as building a (fleet of) ship(s) or a palace. The storyteller designates
a number of milestones that must be achieved to complete the project as an extended action.
These need not necessarily be related to the crafting itself, for example to build a warship the
Storyteller might ask the character to complete the following milestones:
- hire enough workers
- procure sturdy wood from Jardis prefecture
- persuade a renowned shipwright to design the ship and oversee its construction
Milestones may be completed with any dice pool the Storyteller deems appropriate for the task
at hand. Should the players manage to achieve a milestone in the course of roleplaying the
milestone is automatically completed successfully. Once all requisite milestones are completed
and enough time has elapsed the project is complete.
Legendary projects, which govern the create of artifacts of any kind.
Crafting Artifacts
Legendary projects are the rare works of magical artifice that create true wonders. The aim of
legendary projects is the creation of artifacts. Depending on the artifact sought to be crafted,
there are certain restrictions in place.
The crafter needs Lore 3+, Occult 3+ and points in Craft at least equal to the artifact rating she
wishes to attempt to craft (treat N/A as 5 for this purpose). She also requires a related Craft
Specialty (such as Weapons for crafting a Daiklaive) and the Specialty Craft (Artifacts) to forge
it.
The character also needs to be of a high enough Tier to craft the artifact in question.
Artifact Rating Minimum Tier
2 2
3-4 3
5 4
N/A 5
Certain Charms may modify the Tier of a character for the purpose of what artifacts she may
qualify to craft.
Next is Inspiration. Every crafting project to craft an artifact of rating 3 or higher needs a
number of Inspirations based on its rating.
Artifact Rating Inspiration
3 1
4 2
5 3
N/A 4
Inspiration can take several forms. The tears she cried while crouched over the broken body
of her lover would certainly qualify, as would the tooth of a mighty Behemoth her circle slew.
Inspiration are materials, events and earthshaking passions a character acquires and
experiences during the course of play. The love she feels for another character is enough to
forge a wonder for him which keeps him safe or embodies what she admires about him. The
heart of the Ifrit lord she conquered makes a fine core for the construction of a devastating
Dragon Sigh Wand.
Ultimately what counts as inspiration is up to you and your Storyteller. When you read through
the fluff for the example artifacts (see Artifacts chapter) you can usually easily point out one or
two objects, Intimacies or events that served as Inspiration for the artifact.
The one thing to keep in mind is that the form the Inspiration takes will influence the nature of
the wonder that is crafted. More powerful artifacts also tend to require more difficult to obtain
Inspirations. It is perfectly legitimate to deliberately seek out things that could serve as
Inspiration for a specific artifact you have in mind!
Finally, a character needs materials and time. While Inspiration by itself often takes care of a
large part of the material needs for the forging of the artifact, there is usually still need for
moderate amounts of one of the magical materials or even stranger components. She also
probably needs special equipment or places of power to forge such a potent object. Depending
on the needs of the story and pacing the Storyteller might handle this part through milestones,
similar to superior projects. In this case a legendary project should not have more milestones
than the rating of the artifact to be crafted. Should the character already have access to
everything she needs, feel free to skip this step.
The time needed to craft an artifact depends on the crafter’s Tier. Crafting an artifact at base
takes 1 year. However, this time is modified if you exceed the Tier necessary to craft the
Artifact.
Tiers Above Minimum Time Needed for Crafting of Artifact
0 1 year
1 3 months
2 1 month
3 1 week
Charms can further shorten this process. N/A rated artifacts are an exception to this rule. The
base time to complete such tremendously powerful works is always 5 years and cannot be
reduced unless an effect specifically states it does so.
No roll is necessary to finish the crafting of an artifact. The challenge of crafting artifacts lies in
the search for Inspiration and the investment of time and resources. Having the prior work and
story beats rendered pointless by bad luck of the dice is neither fun nor interesting.
Manses
Constructing manses follows the same basic rules as crafting artifacts with the following
changes:
- Use Craft (Architecture) and Craft (Geomancy) instead of Craft (Artifact) for Specialties.
- 3-dot Manses are Tier 3 projects, 5-dot Manses are Tier 4 projects and N/A Manses
are Tier 5 projects.
- Manses need tremendous amounts material resources both mundane and magical, as
well as immense work forces. The number of milestones necessary to procure these
resources may be up to double their rating.
- The base time necessary to construct or repair a manse is five times that of an artifact
of the same Tier.
First Age Artifice
During the height of their power the Exalted used their combined power and excellent
sorcerous infrastructure to build various artifacts that boggle the minds of scholars of this fallen
age. These works of First Age Artifice are not more powerful than regular artifacts per se but
follow aesthetics and possess powers that differ from the usual tone of “Swords and Sorcery”
of the Exalted setting. Creating works of First Age Artifice follows the same basic steps as
crafting Artifacts, with the following complications.
- The crafter needs Lore 5, Occult 5 and must be initiated into Emerald Circle (Artifact 3-
4), Sapphire Circle (Artifact 5) or Adamant Circle (Artifact N/A) to attempt crafting such
a wonder. Necromancers may substitute the corresponding Necromancy circles.
- The complex mechanisms and structures of such wonders require further Inspiration.
The crafter needs one additional Inspiration focused on the exploration and study of
ruins and wonders from the first age.
- The number of milestones necessary to procure resources is doubled and often
includes the procurement of exotic materials and sorcerous workings.
- The time necessary to construct such an artifact is doubled.
Works of First Age Artifice are extremely rare in the current age. Charms may ease these
strenuous requirements. In general, it’s important to remember that these rules are not in place
to punish players for pursuing them. If a Dragon-Blooded player in your game wants to
construct a not-Lightsaber or even start with one that is fine. FAA is rare, not impossible to
achieve.
Repairs
Repairs often take the form of basic or major projects. Extensive damage to large structures
may require a number of major projects or even a superior project. Repairing artifacts is a bit
different.
Artifacts rarely break. Forged from the magical materials and joined with essence by the hands
of a divine being these objects withstand extreme forces before they give way. Of course,
dishing out and being on the receiving end of extreme forces is the hallmark of the Exalted.
Most Charms that break, damage or destroy artifacts damage them to the point that they can
be repaired. No inspiration is necessary for such repairs and the character adds one to their
Tier to determine if the project can be attempted and how long it takes. This means that
characters can repair damaged artifacts they would never be powerful enough to create
themselves.
Sometimes an artifact is devastated to the point that little is left to repair. Its body is a melted
husk or shattered into ten thousand pieces, its spirit rent asunder and its legend lost to time.
In such cases a sufficiently skilled crafter may still try to reforge such a wonder. This is handled
as a normal Legendary project, with the Inspiration needed centered around rediscovering the
former Artifacts legend and recovering lost pieces.
Otherwise, the broken remains of an Artifact usually provide great inspiration for crafting an
entirely new Artifact. Such Artifacts usually carry traces of the nature of its predecessor, often
viewed through the lens of its destruction.
Crafting and Adventuring
The usual player character lives a tumultuous and chaotic life, oftentimes venturing far and
wide constantly, which should leave little time for long-term pursuits like crafting. Storytellers
are encouraged to be lenient with crafters in a roaming campaign.
Generally speaking, a crafter in Exalted is assumed to find enough time during the breaks of
adventuring to work on one major, superior or legendary project, steadily advancing its
progress. She may also undertake any reasonable number of basic projects. A character who
focuses on nothing else, but her craft (usually in a period of downtime) can advance two major,
superior or legendary projects at the same time.
A crafter needs access to tools and materials. If a group is adventuring far away from the
forge’s heat, then a crafter can’t undertake or advance any projects that are reliant on
unavailable tools or materials. Certain Charms help to remedy these issues.
Crime and Investigation
Larceny
Conceal Evidence
A character who wishes to hide an item or cover her tracks after a crime can do so with a
conceal evidence action, rolling Larceny or another Ability as a dramatic action that takes a
varying amount of time. The Storyteller should note how many successes she rolls and add ut
to the difficulty of any case scene actions used to search that area.
The precise roll depends on the circumstances. A character who only conceals her on
presence in a Scene and very minor manipulations – such as reading an open letter on a desk
– uses her Stealth roll (usually in combination with Dexterity or Wits) to conceal the evidence
of her passing. This doesn’t require an additional conceal evidence action or additional time.
Most conceal evidence actions – hiding an item or cleaning up a crime scene – require a
Larceny roll, usually paired with Intelligence (if ample time is available) or Wits (if done in the
moment). The amount of time this takes varies, making sure no evidence is left behind after
thoroughly searching an office may take fifteen minutes, while hiding an item may even be
accomplished as a miscellaneous action in combat. Cleaning the site of a massacre may take
hours or even days.
Disguise
A character can roll (Appearance or Intelligence + Larceny) to create a disguise that masks
her true identity. Doing so requires about five minutes spent in costuming, applying make-up,
and getting in character. She may take penalties on the roll if her fake identity is of a different
sex, race, or body type— in general, a -2 penalty for each that applies. On a successful roll,
the disguise works. Anyone who interacts with the disguised character for around five minutes
or more is entitled to a (Perception + Awareness) roll to notice that the character is in disguise
and get a sense of what she really looks like. The difficulty of this roll is equal to the number of
successes rolled on the initial (Appearance or Intelligence + Larceny) roll.
Creating a disguise that specifically imitates another person uses the same rules, but is more
involved. The character takes a -4 penalty on the roll, but reduces it by -1 for each week she
spends observing the person she wishes to imitate. In addition, if an observer who knows the
person she’s impersonating sees her acting “out of character” then he may make an additional
(Perception + Awareness) roll to see through the disguise, and receive bonus dice based on
the severity of the lapse.
Lockpicking
Picking locks or bypassing other mechanical security devices requires a successful (Dexterity
+ Larceny) roll. Most common locks have a base difficulty of 1-2. Lockpicks are an obvious
necessity for this action. A character can attempt to make do with improvised tools or
unorthodox picking methods, which applies a penalty to the roll.
Pickpocket
Stealing an item from another character’s person is a (Dexterity + Larceny) roll opposed by the
target’s (Perception + Awareness). If the thief’s roll succeeds, she is able to retrieve the item
without her victim noticing. If it fails, not only does she not steal the item, but her victim realizes
that she was trying to steal from him. It is impossible to pickpocket items that are in active use
by a character without magic, nor is it generally possible to steal clothing, armor, or any other
item too bulky to feasibly remove without its wearer noticing. These rules can also be used to
steal unattended items from a store without the shopkeeper noticing, or to perform simple feats
of prestidigitation that seem like magic to those who fail their rolls.
Investigation
Case Scene
A character can use a case scene action to search an area for anything of interest that might
be hidden: an incriminating letter hidden in a vizier’s chambers, the concealed lever that
disarms a deathtrap, or a cache of contraband on a smuggler’s ship. The character’s player
rolls (Perception + Investigation) as a dramatic action that takes a variable amount of time,
usually no less than fifteen minutes. The base difficulty is determined by the Storyteller, and
the conceal evidence action may be used to increase it. On a success, the character finds
anything hidden.
The case scene action can also be used to uncover clues when pursuing a mystery or solving
a crime. The character must actually be in a location relevant to his case in order to do so, and
must have at least some idea of what he’s trying to find. A successful roll uncovers a piece of
information at the site that will somehow advance the investigation, allowing him to proceed to
a new scene. The Storyteller should narrate the character’s deductions, rather than just giving
him the clue itself. Instead of telling a player “You find a smear of yellow mud,” tell him “You
find a smear of yellow mud—whoever did this must have come from the docks!”
Profile Character
The profile character action can be used to read people, examining them for any clues in their
posture, demeanor, or appearance. After spending at least five minutes interacting with or
observing the person she wishes to profile, the character’s player rolls (Perception +
Investigation) against his Guile. On a success, the Storyteller should give the player a brief
rundown of basic facts about the character that aren’t immediately obvious—social class,
occupation, where he was an hour ago, or similar. This isn’t mind reading or magical divination,
but it will allow a character to get a basic idea of what someone does, and possibly notice
some incongruous details.
The profile character action can also be used to look for clues, as described in the case scene
action. As long as the character is observing someone involved in the mystery or crime he is
pursuing, a successful roll will give him a clue that will advance his investigation.
Environmental Dangers
Environmental Hazards
Sometimes the world is a greater danger than its inhabitants. Unendurable cold, scouring
sandstorms, or a raging fire can kill a hero just as surely. These are environmental hazards.
Environmental hazards are represented as areas that inflict damage on any character within
them. They can generally be mitigated to some degree with a resistance roll, which characters
are permitted every time an environmental hazard attempts to harm them. Perhaps the
character is tough enough that the sweltering heat of the desert or numbing cold of the glacial
tundra doesn’t faze her; perhaps she’s swift enough to dance through the maze of swinging
blades in a manse’s trapped hallway – the exact roll used to try to mitigate the hazard is up to
the Storyteller. (Stamina + Resistance) and (Dexterity + Dodge) are the most common, but
(Wits + Survival) (for weathering extreme temperatures) or even (Strength + Athletics) (for
holding open crushing traps) might be used in some situations. A character who succeeds at
a mitigation roll manages to avoid injury, at least until the next roll.
Environmental hazards are presented with a damage value, an interval, and a difficulty to avoid
or mitigate.
An environmental hazard’s damage is the number of damage levels inflicted upon a failed
resistance roll. It also denotes the kind of damage inflicted (B for bashing, L for lethal and A
for aggravated). This damage cannot be soaked and can usually not be healed by mundane
means while the hazard is ongoing.
An environmental hazard’s interval denotes how often its damage is applied. Some hazards,
like numbing cold, kill characters slowly, while others are more immediately lethal, like fire or
acid. If a hazard lists an interval of one round, it is applied to characters on their turn.
Finally, an environmental hazard’s difficulty describes the difficulty of the roll to resist the
hazard. A number of example environmental hazards are listed below:
Example Hazard Damage/Interval Difficulty
Acid bath 2L/round 6
Severe heat/cold 1B/hour 1
Bonfire 2L/round 5
Lava 3L/round 6
Severe Sandstorm 1L/minute 3
Blizzard 1L/minute 2
The Silent Wind of Hell 5A/round 10
Many Charms and other supernatural powers create hazards, some only very short-lived.
These one-time hazards only affect each character in its area once, rolled immediately when
the hazard occurs.
Falling
Just like fire or deadly traps, gravity can end the life of a hero very quickly. Instead of counting
exact distances, range bands (see Combat) are used to determine the distance and severity
of a fall. Characters can weather a close range fall without issue. Any damage from a short
range fall can be negated with a successful difficulty 3 (Dexterity + Athletics) roll – however
this applies only to reasonably controlled falls, being pushed off a building may increase the
difficulty of this roll, while supernatural powers that slam characters into obstacles at great
speed (often mechanically represented as falling damage) cannot be negated without magic
that prevents falling damage.
Medium range and longer falls can usually not be mitigated in any way through rolls, though
context is important. A character falling down a sheer cliff may find something to latch onto,
significantly shortening the fall, for example. In general, a character tends to fall one range
band per turn and is capable of acting within her means during this time.
The table below shows the damage incurred, depending on the length of a given fall. A
character somehow suffering a fall longer than extreme range still “only” takes the damage
appropriate to an extreme range fall. The surface a character lands on can aggravate falls –
turning bashing damage into lethal for especially hard or dangerous surfaces and even adding
additional damage levels at the Storyteller’s discretion. Damage incurred from falling is
unsoakable.
Fall length Damage incurred
Short range 3B
Medium range 2L 2B
Long range 4L 2B
Extreme range 8L
Feats of Strength and Demolition
Feats of strength and feats of destruction are Strength + Athletics actions, with a difficulty
determined by the chart below. Light objects can just be picked up – no roll is necessary to lift
a sword or saddle. If you want to lift a boulder blocking a mountain pass, that’s a feat of
strength. If you want to kick down an iron-banded oak door, that’s a feat of strength. Characters
must have a Strength rating of at least 3 to attempt a feat of strength – such heroic endeavors
are ill-suited to the merely average. Extraordinarily impressive feats of strength may require
even higher Strength minimums.
Minimum Difficulty Example Feat
Strength
3 1 Lift a full-grown man or an anvil. Break a pine board with a kick.
3 2 Tote a bale of cotton on one shoulder. Kick an oak door open.
3 3 Lift a mule. Break a sword over your knee.
3 4 Lift a full-grown warhorse. Bend an iron bar with both hands.
5 5 Lift an ox. Pull a fully laden wagon. Bend a horseshoe into a pretzel.
5 6 Throw a mule. Kick an oak door to splinters.
5 7 Lift a boulder. Throw a full-grown warhorse.
5 8 Lift a rhinocerous. Snap iron manacles. Slowly bash through a brick
wall.
5 9 Throw an ox. Twist a steel lock off a door with your bare hands. Kick
down an iron-shod door.
7 10 Lift an elephant. Raise a drawbridge by hand. Punch through a brick
wall.
7 11 Raise a locked portcullis by hand. Punch through the wooden gate
of a fortress.
7 12 Pull a fully laden wagon from a sand trap. Rip iron bars out of their
stone settings with one hand. Rip loose the stone supports of a city
gate.
7 13 Lift a boulder with one hand. Tear down the pillars holding up a
mighty temple.
7 14 Lift a tyrant lizard. Carry an enormous statue on one shoulder. Tip
over a Guild wagon. Push open a locked and reinforced fortress
gate.
10 15 Uproot a mighty tree. Slowly bash through the stone wall of a
fortress.
10 16 Lift a mammoth. Hurl an elephant. Tear apart the welded steel bars
of a portcullis.
10 17 Pull an entire caravan, chained cart-to-cart. Snap a mighty tree in
half.
10 18 Lift a mighty tree with one hand. Crack a boulder in two. Rip a
portcullis from its setting.
10 19 Throw a mammoth. Slowly push over a stone tower. Tow a boat
away from a waterfall while on the shore.
10 20 Tear open the earth to create a crevasse. Smash through ten feet
of solid stone. Lift a yeddim or outpull a team of them. Tow a boat
away from a waterfall while swimming.
In the case of feats of strength to destroy an object, using a tool that would logically assist in
breaking the thing (such as using a sledgehammer to smash a statue, or an axe to break down
a door) adds one automatic success to the attempt. If the tool is an artifact weapon, add two.
In combat, it’s generally a good idea (and a lot of fun) to ignore these rules and allow characters
to use stunts to automatically break things, as long as those things aren’t tactically significant
to the battle or important to the story, and so long as it’s within the scope of what the character
might be able to accomplish. Let characters get knocked through doors in a hail of splinters,
slash down stone lampposts with their daiklaves, and crack walls by hurling opponents into
them. Also, you can allow feats of strength to automatically succeed if the character’s dice pool
is three times the difficulty or more – a character with Strength 5, Athletics 5 really shouldn’t
ever fail to break a board or lift a man.
Note that even though the Exalted may be able to exercise divine strength beyond the limits
of mortal men, they’re still constrained by their size—no matter how strong a Solar is, he still
can’t uproot a mountain, because there’s no way for him to get leverage on something that big.
At best, he could tear loose great boulders, or rip open a seam in a cliff face with his hands.
Medicine
Poison
Whether it is a serpent’s venom, an assassin’s weapon, or the distilled malevolence of a
Demon Prince, there are ten thousand poisons to be found throughout the world of Creation.
Mighty as the Exalted may be, even they can be laid low by such means.
In Exalted, a poison is treated as a debilitating status effect that deals damage to a character
over an extended period of time. Each poison has four main statistics:
Each poison has a damage rating, indicating how many levels of unsoakable damage the
poison inflicts over the course of its interval.
Its interval determines how fast the poison works. Some poisons needs weeks or month to
bring its targets down, in such cases damage wrought by this poison cannot be removed, even
by magic, before the responsible poison has been completely purged. Other poisons are quick-
working, dealing their damage on the beginning of a characters turn.
A poison’s duration determines for how many intervals a poison is active. Should a further
dose of the same poison be applied to the target then its duration (after the usual resistance
roll) is added to the one the target currently suffers from.
Finally, its penalty is the penalty to physical actions and Defense a target suffers from the
poison while it is in his system. A target suffering from multiple poisons only suffers the worst
poison penalty among them. Poison penalties count as wound penalties for the purpose of
powers that remedy wound penalties and a power that reduces wound penalties reduces
poison penalties as well by an equal amount. Otherwise, they stack with wound penalties.
Lastly, there are a few things to consider with poisons. In order to enter a body, a poison needs
a vector. Sometimes that is an envenomed weapon such a poisoned blade or a serpent’s
fangs, in which case the poison is inflicted on a target by any attack dealing at least one point
of damage (see also Poisoning Weapons, below). Other times poison is ingested or inhaled.
Most poisons only work with certain vectors.
A character who exposed to a poison makes a (Stamina + Resistance) roll to resist the poison.
Each success subtracts one from the duration of the poison. Tier 1 or 2 enemies cannot reduce
the duration of a poison below 1, Tier 3+ entities can shake off a poison completely with a good
roll.
The table below gives a list of example poisons and their statistics:
Poison Damage/Interval Duration Penalty
Arrow-Frog Venom 1L/round 4 rounds -2
Snake Venom 1L/round 3 rounds -3
Curare 0B/round 6 rounds -4
Arsenic 1L/day 7 days -0
Hemlock 1L/hour 5 hours -0 to -4 (increasing
by 1 per hour)
Yozi Venom 2A/minute 10 minutes -5
Poisoning Weapons
Most of the time, poison is either ingested through food or drink or inhaled in the form of noxious
gases. Poisonous animals usually have natural weapons specifically designed to deliver
poison into the bloodstream via fangs or stingers. An underhanded fighter might want to
similarly deliver poison via her weapons. Poisoning a weapon (also called envenom) requires
a miscellaneous action which cannot be placed into a flurry and a successful (Dexterity + Craft
[Poison] or Medicine) roll at difficulty 2. A botch on this roll means the character has exposed
herself to the poison in the process. Usually only bladed or piercing weapons can be coated in
poison.
Once poison is applied to a weapon, it remains potent for a varying amount of time depending
on the poison. Sheathing or wiping the weapon usually removes the poison. If a character is
attacked by a poisoned weapon, he is exposed to the poison if he takes damage from the
attack. A poisoned weapon loses its toxicity after the first time it applies damage to another
character, as the poison is used up and “wiped off” inside the victim. Projectile weapons such
as throwing knifes or bows lose it after the first attack attempted with them, hit or miss.
Disease
In a world of capricious gods, restless dead, and nameless horrors baying at the edges of
Creation, common disease still numbers among the greatest enemies of mankind. Cholera
breeds in unclean water; lepers wrap their misshapen bodies in rags as their living flesh rots;
plagues wipe entire villages out of existence. The gift of Exaltation makes the Chosen immune
to the worst perils of disease – Tier 3+ characters suffer no risk of death from any sickness,
save from extremely potent magical diseases. However, this does not mean they have nothing
to fear.
Overview
When a character is first exposed to a vector of disease, she rolls (Stamina + Resistance)
against that disease’s virulence. On a successful roll, she avoids infection. On a failed roll, she
contracts the disease at the level of a minor symptom. After each interval of the disease has
passed, the character makes another (Stamina + Resistance) roll, this time against the
disease’s morbidity. On a failed roll, the symptoms intensify by one step; on a success, they
grow one step less intense (or are overcome entirely, if they were already at the minor
symptom level).
Traits
In Exalted, a disease is treated as a debilitating status effect that progresses in severity over
time. Each disease has three main statistics:
Virulence, the difficulty which characters must overcome to avoid contracting the disease.
Morbidity, the difficulty which characters must overcome to keep their symptoms from
worsening.
Interval, the duration of time after which a character must roll when to see if the disease’s
effects intensify.
Symptoms
The progress of a sickness is analogous to the increasing intensity of Intimacies—a disease
first begins as a minor symptom, then progresses to a major symptom, and finally to a defining
symptom. While the actual symptoms of each disease vary, Exalted treats them as things to
be roleplayed by the player of the diseased character, rather than attempting a realistic model
of real-world sickness. As such, the following three stages are the same for all diseases:
Minor Symptom: While the character has felt the onset of the disease’s symptoms, they have
not yet begun to impair her ability to function. It is sufficient for her player to simply play out the
uncomfortable effects of the disease in game, with no mechanical penalties. The Storyteller
may deduct a point of Willpower from the character up to once per session, to represent a
general malaise.
Major Symptom: The disease has progressed to the point of a serious problem. Once per
session, the Storyteller may declare any action that the diseased character takes to be an
automatic botch, describing how their symptoms flare up to impede their action. Alternatively,
he may instead subtract a point of Willpower from the diseased character, as with minor
symptoms.
Defining Symptom: The disease defines the character’s lifestyle, interfering in almost
everything he does. Now, the Storyteller may declare an automatic botch once per Scene,
rather than once per session, a penalty that may render the character largely helpless in many
situations. Note that is purely at the Storyteller’s option – if it doesn’t make sense for a botch
to occur, there’s no need to force one in ham-handedly. As with major symptoms, the
Storyteller may substitute draining a point of Willpower for a botch, but should be judicious in
doing so – grinding a character down to zero Willpower over the course of a session isn’t going
to make the game very fun. Try to limit Willpower drain from disease to once or twice per
session, and stick to botches most of the time.
Death: While Tier 3+ characters are largely immune to death from disease, mortals do not
have such good fortune. Once a mortal’s ailment has progressed to the level of a defining
symptom, the next step is death by disease, as narrated by the Storyteller.
Not all diseases are capable of reaching all stages of this progression, with their maximum
level of intensity noted in their description. In addition, some exotic or supernatural diseases
may have additional effects based on symptom intensity.
Common Diseases
Consumption (Virulence 2, Morbidity 2, Interval: One week): Consumption is a wasting
disease. Its victims cough up blood and suffer fever and weakness, dying over a course of
weeks or months. Victims die when their lungs cease to pump, or when they literally drown in
their own blood and phlegm. Consumption is an airborne disease, spreading through the
sneezes, coughs, and spit of the infected.
Cholera (Virulence 4, Morbidity 3, Interval: One day): Cholera is contracted from drinking water
contaminated with filth or cursed by angry water-spirits, or by eating marine life caught in such
tainted waters. Victims suffer fever or a constant, watery diarrhea, eventually dying of
dehydration unless they receive fluids and medicine. Cholera can become epidemic in rural
villages without a sanitary source of water, as the excrement of the disease taints the same
rivers that the villagers drink from.
Hemorrhagic Fever (Virulence 5, Morbidity 5, Interval: One day): At first, hemorrhagic fever
might seem like nothing more than a sudden flu, causing fever, nausea, and chest pains. Soon,
though, the disease spreads throughout the body, causing internal bleeding and massive
hemorrhaging that soon lead to an agonizing death. Blood pours out of almost every orifice,
and every droplet is a potential vector for new infection.
Infected Wounds (Virulence 3, Morbidity 1, Interval: One week): Sometimes, the worst
consequences of battle are not wounds dealt on the battlefield, but the diseases that fester
within them. Characters who take lethal or aggravated damage in combat run the risk of sepsis.
Sterilizing wounds with alcohol after a battle reduces the virulence of the infection to 2, while
cauterizing them with a flame or heated iron prevents infection altogether—at the cost of a
level of bashing damage from the minor burn. Tier 3+ characters never suffer infected wounds.
Leprosy (Virulence 1, Morbidity 5, Interval: One month): Leprosy rots the flesh. It begins with
fever, aching, and exhaustion. Slowly, over the courses of months, the nerves go dead,
wounds fester with infection, and fingers and toes begin to fall off. It’s not the leprosy itself that
kills most victims, but the gangrene that follows. Leprosy is not highly contagious, spreading
only through close personal contact. Healers can tend to the diseased with little fear of
becoming infected themselves, and the sickness can be contained by isolating lepers in closed
communities or colonies.
Rabies (Virulence 2, Morbidity 4, Interval: One day): Victims of rabies suffer from intense thirst,
high fevers, and eventually delirium and animalistic frenzy. By that point, death is all but
inevitable. The disease is known to originate in the bites of animals who foam at the mouth
with madness (though human bites can spread rabies as well), leading many to blame the
Lunar Anathema or Wyld taint for the sickness.
Plague (Virulence 4, Morbidity 5, Interval: Three days): It begins with fever, diarrhea, a rash,
and swollen glands. The plague could easily be mistaken for another disease in the first few
days. By the end of the first week, however, it has become unmistakable – delirium,
dehydration, blackened glands. Death follows soon after. Plague is extremely communicable,
spread through the air by diseased rats and infected corpses.
Syphilis (Virulence 3, Morbidity 1, Interval: One year, never fatal): Syphilis is a venereal
disease, spread through sexual contact with the infected. Symptoms begin with a painless
genital lesion, but progress over weeks into rash, fever, malaise, weight loss, or any other of a
host of possible symptoms. Chronic patients may develop dementia or seizures as the syphilis
spreads to their brain after years of infection.
Supernatural Diseases
Supernatural diseases born of curses, Charms, or pestilent monstrosities have magical effects
above and beyond ordinary disease progression. At each step of their intensity, these
supernatural diseases have additional effects noted in their description.
Drunken Moth Sickness
(Virulence [Essence + 2], Morbidity [Essence + 2], Interval: one day): Those who consume
food or drink within which a spirit’s been bound risk contracting drunken moth sickness. The
spirit’s thoughts — or those of a Citrine Poxes stylist — infect the victim’s mind with one of the
spirit’s Principles — or one of a Citrine Poxes stylist’s.
The victim counts as having that Principle at this disease’s intensity. Drunken moth sickness
has virulence and morbidity (spirit’s Essence + 2) and an interval of one day. It’s a
mind-affecting effect as well as a disease; rolls against it use (Wits + Integrity) instead of
(Stamina + Resistance). It can also be cured by exorcism, using the spirit or stylist’s Resolve.
Medical treatment is useless unless enhanced by magic.
Minor: The victim can’t regain Willpower from sleep if she’s acted against the Principle
imposed by the disease the day before.
Major: As above, and when the victim has the opportunity to act on the Principle, the Storyteller
may force him to do so unless he enters a Decision Point and cites an Intimacy of equal or
greater intensity to spend one Willpower. This counts as a botch toward the limit the disease
can inflict.
Defining: As above, and when the victim acts in a way that aligns with the Principle, the
Storyteller chooses one of his Intimacies to weaken by one step. He can spend one Willpower
to resist a Defining Intimacy being weakened.
Death: The victim’s mind is emptied of all but the disease’s Principle, suppressing his other
Intimacies and preventing him from taking any action that doesn’t directly advance the
Principle. Death typically results from dehydration or similar self-neglect and can take a while
to set in, allowing outside intervention to prevent it. This can kill even the Exalted, though they
may be more resilient to deprivation than mortal victims.
Puppeteer’s Plague
(Virulence 4, Morbidity 4, Interval: one week): Born from the accursed meat of cattle fed on
human flesh and made infamous as a weapon of war by the Mask of Winters, puppeteer’s
plague slowly seeps through the marrow of its victims, bringing their bones to accursed unlife
within the bodies of their still-living hosts.
Minor Symptom: The victim’s bones begin to stir with malicious intent. Insatiable itches seem
to flare up along the bones of his limbs and spine, and he dreams of committing the most
horrific atrocities. Each night, the victim must roll (Stamina + Integrity) at difficulty 3. On a failed
roll, he cannot regain any Willpower from that night’s sleep.
Major Symptom: The victim’s skeleton begins to take on an unlife of its own, seizing control
of his body to commit acts of sadism and wickedness. In addition to the above effects,
whenever the Storyteller could inflict a botch on the victim from this disease, she may instead
compel him to commit a physical action that is cruel or malevolent in nature—lashing out to
strike an enemy in combat, stealing from a merchant, crushing a small animal beneath a boot
heel. This urge can be resisted by spending a point of Willpower, but the character must enter
a Decision Point to do so, drawing on an Intimacy of any intensity.
Defining Symptom: The victim’s body houses an undead monster, constantly struggling to
escape. This level functions as the major symptom, but now only Major or Defining Intimacies
can be drawn on in a Decision Point to resist the evil impulses – which can now occur every
Scene in place of a botch.
Death: The victim’s skeleton wrests itself free from the constraints of muscle and nerve, killing
him as it rips itself out of his body as a bonesider. Tier 3+ characters never reach this stage.
Iphimedeia, the Revel Outside the Sealing of the Gates
(Virulence [victim’s Resolve], Morbidity [victim’s Resolve], Interval: one day):
Iphimedeia’s only known vector in the modern age is Citrine Poxes of Contagion style.
Sidereals debate its nature. Evidence of a mysterious Fourth Supreme Plague? A weapon of
the enemies of the gods? A terrible secret hidden in the Essence of all things? It warps and
melts its victim’s flesh and drives them to feverish dancing. If someone who wishes to have a
child is infected and subsequently recovers, his player may choose to have him become
pregnant, regardless of whether he could normally bear children.
Iphimedeia’s virulence and morbidity is equal its victim’s Resolve; the greater his composure
and self-restraint, the harder the sickness is to resist. Medical treatment is useless unless
enhanced by magic.
Minor: The victim suffers one level of lethal damage each day, as her flesh distorts. She adds
(Intensity) successes on dance-based Performance rolls. If he can dance without facing any
meaningful risks or consequences, he must do so, requiring him to flurry to take any action
other than dancing. He may pay one Willpower to resist this compulsion for a day.
Major: As above, but the victim’s flesh is noticeably warped, imposing a -1 crippling penalty
on physical rolls. The damage it inflicts becomes aggravated; first inflicted immediately upon
reaching this intensity. The compulsion to dance now applies even when doing so is
dangerous, even in combat.
Defining: As above, but the victim’s body is half-melted and constantly deteriorating. The
crippling penalty increases to -3 and the damage inflicted increases to 2 levels of aggravated
damage; first inflicted immediately upon reaching this intensity. Spending Willpower only lets
him reduce the urge to dance for a Scene, not a day.
Death: The victim’s warped and distorted flesh finally slips free as he completes one final
dance, shaking off globs of skin and muscle until all that remains is his spasming skeleton.
This can kill Tier 3+ characters.
Jigsaw Organ Condition
(Virulence 5, Morbidity 4, Interval: One day): This bizarre disease occurs in nature, but it’s
vanishingly rare. The Convention on Pestilence has documented a total of forty cases in the
Second Age and has no conclusive theory as to its cause. It fractures the victim’s Essence,
weakening his body’s physical integrity and coherence. The least harm can sever limbs or cut
loose organs, but such wounds are trifling concerns. A severed limb stuck back on its stump
will regrow and reattach; a swallowed organ slides back into place.
A detached body part doesn’t bleed, deteriorate, or decay; neither does the flesh from which it
was expelled. Reattaching it is a miscellaneous action. While characters suffer ill effects from
losing vital organs like hearts and lungs, this isn’t fatal as long as the organ remains intact.
Attacking a detached body part is treated as attacking the victim for all purposes, including him
being able to use his Charms to defend.
Medical treatment is useless unless enhanced by magic. It’s a Shaping effect that alters the
body as well as a disease.
Minor: The first time the victim takes damage each Scene, he suffers a crippling injury
commensurate to the damage dealt, though it doesn’t reduce damage. Injuries inflicted by this
disease don’t count against the once-per-Story limit. Detached body parts heal instantly upon
being reattached.
Major: As above, and when the victim suffers enough damage to increase his wound penalty,
he suffers a commensurate crippling injury. Reattached body parts don’t heal until the current
Scene ends.
Defining: As above, and the victim suffers a crippling injury every time he is damaged.
Reattached body parts don’t heal until the victim’s received a full night’s rest.
Death: The victim loses all physical coherence, sloughing off skin, muscle, organs, and bone
until his body has fallen apart completely. This incapacitates him but isn’t fatal: his tissues
remain alive and capable of reattachment, but no amount of care can keep up with the pace
of his deterioration. Tier 3+ characters never reach this stage.
Subtle Mercy
(Virulence (Manipulation + 1), Morbidity 5, Interval: One day): This condition is caused by
an advanced technique of the White Veil style. It disrupts a target’s vital humor through precise
pressure point strikes and thus causes a worsening fatigue in the target.
Minor: The victim feels weary and lethargic, suffering a -1 fatigue penalty on all rolls unless he
receives twelve hours of sleep each day. Rolls to diagnose the disease are made at +4
difficulty.
Major: The victim’s fatigue penalty stacks by one each day he goes without twelve hours of
sleep, maximum -5. In addition, he can no longer heal damage naturally if he remains fully
active during convalescence. Rolls to diagnose the disease are made at +3 difficulty.
Defining: The victim now requires twenty hours of sleep to avoid suffering a fatigue penalty,
as well to recover Willpower from a night’s sleep. Rolls to diagnose the disease are made at
+2 difficulty.
Death: The target does not wake up anymore and finally perishes after a few days. Tier 3+
characters never reach this stage.
White Sun Fever
(Virulence [victim’s Essence + 2], Morbidity [victim’s Essence + 2], Interval: one day):
Those who spend too long meditating on the numinous, the transcendent, and the infinite are
at risk of this rare fever of the soul. It festers in its victim’s Essence, posing the greatest threat
to the most powerful. The hallucinations, disorientation, and spiritual malaise it causes grow
stronger as its victim spends Essence, seeping deeper into their soul.
Medical treatment is useless unless enhanced by magic. A victim that spends more than his
Essence rating points of Essence in a day increases the difficulty of his next resistance roll
against the disease by 1. If he spends enough Essence to completely empty his pool at any
point during the day the difficulty of the resistance roll increases by 2 instead.
Minor: Once per day, the victim loses one Willpower when he spends three or more Essence
in a single Scene, suffering exacerbated symptoms.
Major: As above, and hallucinations at the edge of the victim’s peripheral vision inflict a -1
penalty on rolls requiring intense focus, concentration, or attention to detail and -1 Resolve.
Spending 3 or more Essence in a Scene exacerbates this, increasing both penalties by one
for the rest of the Scene.
Defining: As above, and spending 5 or more Essence in a Scene increases the penalty to -
(his Essence).
Death: The victim’s Essence rages unrestrained, destroying his body from within while his
mind is locked in a ceaseless hallucination, a fever-dream that lasts until his Essence has fully
consumed him. This can kill even Tier 3+ characters, Tier 1 characters never reach this stage.
Medicine
Treating Wounds
While mundane medicine can do little to speed the healing of actual wounds, certain
procedures can drastically increase the likelihood of survival for the injured. A character who
is bleeding out from his wounds can have the flow of blood stanched with an (Dexterity or
Intelligence + Medicine) roll as a miscellaneous action, with a difficulty equal to his current
wound penalty (minimum difficulty 1, maximum 5). A character treating his own wounds raises
the difficulty by 1. Tier 3+ are never threatened with bleeding out by mundane wounds alone.
Treating Disease
Treating disease is a protracted process, requiring the physician spend at least one hour
treating the patient for each day of the sickness’s interval. Depending on the disease, this may
require access to medical equipment or costly treatments, the absence of which may increase
the difficulty of the roll. At the end of the course of treatment, the physician rolls (Intelligence +
Medicine). When the victim makes his own roll to resist the disease, he may substitute the
result of the physician’s roll for his own if it is higher.
Treating Poison
Physicians can treat cases of poisoning by administering remedies and antivenins, hoping to
neutralize the harmful venoms with their medical skill. Ordinarily, treating a victim of poisoning
requires at least an hour and access to appropriate remedies. At the conclusion of the
treatment, the physician rolls (Intelligence + Medicine) at a difficulty based on the severity of
the poison – common or relatively harmless poison may be only difficulty 1 or 2 to treat, while
life-threatening poisons, exotic venoms, and magical toxins might be higher. Every threshold
success garnered on this roll reduces the duration of the poisoning by one interval. Multiple
instances of treatment cannot stack their benefits – only the highest reduction of duration is
applied. Every poison afflicting a character can and must be treated separately.
On the battlefield, there is rarely time to properly treat an ally wounded by a poisoned blade or
a venomous monster. A physician can treat an ally for poison as a miscellaneous action, but
doing so adds 2 to the difficulty of the roll, above and beyond any difficulty increases he might
suffer for lacking access to proper medical materials.
Diagnosis
Sometimes, the cause of an ailment is obvious – it requires no great skill to realize that a
soldier whose arm has been hacked off is missing an arm, or that a Circlemate who was just
stung by a giant scorpion might be suffering from its poison. Other times, however, the cause
of a malady is less obvious, requiring diagnosis before proper treatment can be administered
(forging ahead without diagnosis adds +2 to +4 to the difficulty of treating the ailment).
Diagnosing a patient can be made with a (Perception + Medicine) roll to notice hints of the
ailment’s origin, or with an (Intelligence + Medicine) roll to interpret the probable cause of overt
symptoms, based on whatever the Storyteller deems most appropriate. Usually, diagnosis
requires at least a few minutes of examination. It can be rushed to a miscellaneous action in
urgent situations, but doing so increases the difficulty of the roll by +1 or +2.
Lore
Introducing Facts
One of the basic functions of Lore in Exalted is to allow the player to spice up narrative drama,
forward the plot, or become the object of positive Intimacies by demonstrating valuable
knowledge. Once per Scene, a character with Lore 3+ and a relevant specialty or backstory
can attempt to “know” something useful about Creation’s history, geography, cultures, etc.
The player states a fact she would like to introduce. If it is a fact the Storyteller deems
admissible, roll the character’s (Intelligence + Lore) against a difficulty set by the Storyteller.
Note that the context of this roll is important. A character with Lore 5 may have a background
in the subject being discussed, or their Lore 5 may apply little or not at all. In any case, if the
roll succeeds, the character may introduce her fact as knowledge she knows or uncovers in
the Scene, allowing the plot to progress, and perhaps leaving those around her in awe of her
acumen.
Facts introduced in this manner must remain internally consistent. Once a character has
successfully introduced a fact, that information should not be contradicted; another player
cannot then choose to introduce a completely contradictory fact by rolling an even better result.
Once a fact about the setting has been introduced, it becomes concrete. It is up to the
Storyteller to decide what facts to allow into the game, and to what degree. Introducing facts
is a tool for cooperative storytelling and worldbuilding, it should never be an easy solution to a
problem at hand – it should rather introduce a new avenue or plot hook that leads to an
alternative solution, fraught with its own perils along the way.
Introducing facts is a vessel for player characters to use their excellent erudition to add to the
setting, introducing new elements and plot hooks into the world. It’s not meant as a mechanic
to enable characters to know what the Storyteller wants them to know. If the Storyteller wants
to see if a character knows a particular thing or if a player asks a question, she may have that
character roll (Intelligence + Lore) to see what he knows. This does not count against the once
per Scene limit of introducing a fact, though the Storyteller should generally allow Charms that
enhance the introduction of facts to influence such rolls as well.
Noticing Inaccuracies
Similar to the rules that allow the introduction of a fact, a character with Lore 1+ and a relevant
Specialty or background, has the potential to notice any information that rings false. A peasant
farmer (Lore 1, with a specialty of sowing) could hear a deceitful spirit trying to mislead a
Dynast into ruining his crop yield with bad information. Any time the Storyteller introduces
suspect information within notice of a character with an appropriate Lore rating, the Storyteller
can call for a reflexive (Intelligence + Lore) check to see if the character notices. A single
success means that the character notices the falsehood, but not necessarily why or how
exactly it is false. Additional successes provide further information. This only allows a character
to notice factually wrong information, it doesn’t allow her to notice if it is the result of a genuine
mistake or deliberate lie, nor does it allow her to spot inaccurate information about the motives
and thoughts of other characters.
Thaumaturgy
Thaumaturgy is the art of using minor magics powered by supernatural beings and natural
laws of Creation. Thaumaturgy need not be learned separately and instead is part of the Occult
skill. As long as the character has an applicable thaumaturgical specialty such as Geomancy,
Astrology or Enchantment she may try to perform thaumaturgical rituals by gathering the
appropriate materials and rolling (appropriate mental Attribute + Occult) against a difficulty set
by the Storyteller. The difficulties of thaumaturgical rituals lies somewhere between 1-5 and
the character needs at least as many dots of Occult as the ritual’s difficulty to attempt it.
The time it takes to perform a thaumaturgical ritual varies. Some rituals specify an amount of
needed time, others are left to the Storyteller’s discretion. That said most thaumaturgy is not
quick and easy, but rather requires the completion of time consuming mundane tasks to come
to fruition.
The power of thaumaturgy is limited. It’s not an application of sorcerous might bending creation
to her will but rather the knowledge of how to utilize and interpret the metaphysical laws that
govern spirits and Creation itself. The effects of thaumaturgy are often narrative in nature. In
cases where they grant a dice bonus multiple dice boni gained from thaumaturgy do not stack.
Some examples of thaumaturgical specialties and possible rituals follow.
Alchemy
The Art of Alchemy is the practice of mixing together herbs, powered ores, the blood of rare
animals and other esoteric components to create potent concoctions. Alchemists often go to
great lengths to procure the ingredients for their work and pay premium prices for strange
components harvested from Shadowland, Wyldzones or stranger places.
Many village wise women, herbalists and other uneducated physicians practice this craft
without ever applying the name Alchemy to it. Dedicated Alchemists are rarer and usually only
found in larger cities where their services afford them a wealthy lifestyle for one not of noble
blood.
Many of the concoctions listed here can have severe side effects. Not much details is given
here, but the Storyteller should feel free to come up with fitting consequences for those who
enjoy too much of a good thing, especially with high-level formulas that provide short-lived
benefits.
Alchemy is special, in that it replaces its normal Occult requirements with Crafts (Alchemy).
Draught of Blessed Reprieve (difficulty 1): A powder that, mixed with wine and consumed
before heading to bed, grants deep and dreamless sleep.
Life’s Little Luxury Blends (difficulty 1-2): Numerous minor formulas lie within grasp of even
amateur alchemists. She might concoct such things as deodorants, superior cleaning agents,
dyes that resist fading or trick powders that foam when introduced to alcohol or vinegar.
Maiden Tea (difficulty 1): A moniker for a range of different drinks that inhibit fertility in men
and women alike.
Alchemical Touchstone (difficulty 2): When expertise at Lore isn’t enough to identify a
substance, an alchemist can rub it against a specially treated ceramic plate—a touchstone and
glean clues from the streak left behind. Other “touchstones” are fluids dripped on an unknown
substance. Each alchemical touchstone detects the presence or absence of a single substance
or property, such as jade alloys, Wyld-taint or snake venoms. Compounding a touchstone may
take days, but once made it can be used quickly. A touchstone stays usable for a season.
Tincture of Swift Recovery (difficulty 2): An oily crème that is used by physicians to speed
the recovery of their patients. When applied to a wounded patient halve the time it takes until
he recovers his next Health Level. If applied as part of a successful treating disease action this
halves the next interval of the disease.
Venom-Allaying Drought (difficulty 2): Each of these draughts is a different formula, specific
to a particular mundane poison or venom. When the correct drought is applied to a character
suffering from a poison, it adds 2 automatic successes to his resistance roll against the poison
(effectively reducing its duration by 2) or to a roll to treat the poison. A Venom-Allaying Drought
may only be applied once per poisoning.
Wound-Cleansing Unguent (difficulty 2): If a patient is treated with this unguent after
surgery, he does not need to roll for infection unless the surgeon’s player botched. Dressing
wounds with it reduces the difficulty of rolls to resist infection by 1. The unguent retains its
potency for a decade if carefully stored or 90 days on an unused bandage. To prepare this
unguent, the Alchemist also needs at least 2 dots in Medicine.
Blood-Staunching Compress (difficulty 3): Bandages steeped in this compound
automatically cause a wound to stop bleeding, and wounds wrapped in these bandages do not
re-open unless the character’s player botches a combat or Athletics roll. The compound retains
its potency for one year, unless used. To prepare these bandages, the Alchemist also needs
at least 3 dots in Medicine.
Bright Morning (difficulty 3): This purple powder is made from a mixture of exotic weeds,
including the rare Skullweed only found in shadowlands. When smoked it creates a sense of
euphoria and all manners of hallucinations. It also allows the users to see things that are
otherwise invisible, such as dematerialized creatures. The user takes a -3 penalty on rolls
using a Mental Attribute due to her distorted awareness. A single dose lasts for about 3 hours.
Eagle’s Eye Potion (difficulty 3): This potion temporarily grants those who drink it enhanced
perceptions. When this potion is brewed choose one sense to enhance. All Perception rolls
involving that sense add 1 bonus die for the rest of the Scene.
Philtre of Desire (difficulty 3): These potions induce emotional reactions in those who drink
them. Each philtre is associated with a specific emotion. Those who drink a philtre receive a -2
penalty to their Resolve against inspire actions that seek to inflame that emotion. Alternatively,
the creator of this potion may roll (Intelligence + Craft) when creating this potion, counting her
roll as an inspire action whose result gets applied against whoever drinks the potion.
Prepare Grenade (difficulty 3): The preparation and construction of a grenade (see Core
Rules -> Combat -> Example Special Weapons).
Sweet Cordial (difficulty 3): Syrupy and cloyingly sweet, this purple elixir is made from the
glands of deep-sea fish from the far West, tubers from the Imperial Mountain, and orchids from
jungles north of the Dreaming Sea. It is a powerful narcotic, leaving a character who consumes
it in a drugged haze for half a day, but it is also a puissant remedy for physical harm. A
character who consumes it is automatically healed of any infected wounds and heals one
additional point of bashing or lethal damage over the course of its duration. Tier 3+ may heal
one aggravated health level instead.
Sweet Cordial becomes toxic when used more than once per month, losing its healing
properties and becoming a poison with damage 1L/hour, duration 6 hours, penalty -2 instead.
Age-Staving Cordial (difficulty 4): Created from the sap of a vine from the jungles of the Far
East and the poison of a species of clam from the Southwest coasts, this drug is sold as small
packets of dark red powder. When mixed with water or wine, it creates a brew that slows aging.
Anyone taking weekly doses of age-staving cordial will live 25 percent longer than someone
who doesn’t have regular access to the drug. Other anagathics are similarly expensive and
difficult to procure.
Final Vengeance (difficulty 4): Final Vengeance is a powerful painkiller and euphoric. Used
mostly by fanatics and assassin cults, this mixture causes the user to ignore 2 points of wound
penalties. She acts uninhibited during this time, applying a -2 penalty to her Resolve. This
substance is addictive and can cause severe harm if used frequently.
Hero’s Recovery (difficulty 4): This potion’s effects last for half a day per dot of Stamina the
recipient has. During this time, a mortal recovers from injuries as an Exalt does. To prepare
this potion, the Alchemist also needs at least 4 dots in Medicine.
Seven Bounties Past (difficulty 4): No remedy in Creation has so great a reputation as seven
bounties paste. Made from the roots of seven medicinal plants mixed with alcohol, this spicy,
bitter red paste is typically mixed with rice and broth to make it palatable. Salubrious under any
circumstances, it is a panacea when administered by a trained physician, able to cure almost
any mundane illness other than leprosy.
The seven bounties release their beneficent influence over a full seven days. Whenever the
patient rolls against a disease’s intervals, if the interval is one week or less, she adds two
automatic successes on her (Stamina + Resistance) roll. If a physician treats her, he applies
the same benefits to his (Intelligence + Medicine) rolls.
Tiger’s Heart Elixier (difficulty 4): This elixier emboldens the courage of those who drink it
to nigh-suicidal degrees. For the rest of the day a character drinking this potion feels no
mundane fear, only supernatural effects can frighten her. This also boosts the drinker’s
confidence, often leading to severe overconfidence and unwise decisions. A character may roll
(Stamina + Resistance) at difficulty 4 to resist these effects when she drinks the elixier.
Deathlord’s Breath (difficulty 5): This pale, magical dust carries a terrible poison. Living
characters who breathe it in are exposed to a poison with damage 2L/day, duration 5 and
penalty -2. A person who dies to the toxin becomes animated by its foul chthonic energies,
causing his body to rise as a zombie and his lower soul to return as a hungry ghost. Ghosts
cannot cross a barrier formed by this dust easily. Tier 1 ghosts are incapable of crossing it,
while Tier 2 ghosts must spend a Willpower point and succeed on a difficulty 2 (Strength +
Athletics) roll in order to cross it. Under the right conditions, Deathlord’s Breath can be stored
indefinitely, once released the dust remains its potency for up to a week, as long as it is not
diluted by strong winds or similar disturbances. Sunlight burns Deathlord’s Breath harmlessly,
rendering it inert instantly. In most of Creation this substance is almost completely unknown,
as key ingredients can only be found in the furthest reaches of the underworld.
Heavenly Transmutation Processes (difficulty 5): At the apex of alchemical aptitude, a true
adept learns how to transmute one material into another. The material costs of this process
usually make it inefficient for the purpose of accumulating wealth fast, but aside from prestige
it serves a number of purposes, such as creating materials of supreme purity.
Munificent Antivenin (difficulty 5): This powerful elixir costs a small fortune in rare
ingredients to produce. It negates any mundane poison in the system of those who drink it,
causing the drinker to violently expel and sweat out the poison over the course of an hour. If
used against supernatural poisons it has the same effects as a Venom-Allaying Drought (see
above), only that it can affect supernatural poisons and is not specific to a single poison and is
instead omni-applicable. To prepare this potion, the Alchemist also needs 5 dots in Medicine.
Valiant Warrior Formula (difficulty 5): A legendary potion that allows even the lowliest of
mortals to temporarily sip from the cup of heroism. A Tier 1 mortal who drinks this potion
becomes a Tier 2 character and adds 3 dice to all actions and calculations for one day. Tier 2
characters only add 3 dice to all actions and calculations. Tier 3+ characters are unaffected. A
character can only benefit from this potion’s effects once a year.
Astrology
The Art of Astrology is the study of the stars, trying to divine the whim of the gods by recording
the movement of celestial bodies. Predictions made through Astrology show likely futures and
the will of heaven.
Astrology cannot provide information about beings outside of fate.
The powers of Astrology also lend themselves to other forms of divination: haruspicy, reading
tea leaves, etc. Such methods may differ in execution but can largely glean the similar
information as astrology.
Auspicious Portents (difficulty 1): The astrologer looks to the stars for opportunities and the
flow fortune. This divination unveils an assortment of omens currently favored by heaven and
likely to bring good fortune to any person or business that honors them in the coming months.
Compile Chart (difficulty 1): This ritual requires star charts and detailed personal information
on the subject. It creates a personal astrological profile necessary to perform divinations about
individual subjects (as opposed to areas), as mentioned in other rituals.
Lesser Divination (difficulty 2): The astrologer rolls (Intelligence + Occult) against her
target’s Guile. If successful, the Storyteller gives her a one-to-three-word hint at something of
interest that might happen to or is done by the subject. These hints should be deliberately
vague. This divination requires an astrological profile created through Compile Chart.
Lesser Omen (difficulty 2): The astrologer learns if heaven intends for great turmoil within
her region in the next month.
Heaven’s Favor (difficulty 2): The astrologer reads the stars, determining if a person has
garnered the attention of the heavens. This ritual tells her whether the subject has a destiny,
though she does not learn any details about the destiny. This divination requires an astrological
profile created through Compile Chart.
Aptitude Prognosis (difficulty 3): Used heavily in the Varangian city states, this divination
determines a skill, occupation or aptitude the child will excel in in the future. This divination
requires an astrological profile created through Compile Chart.
Chart of Blooming Potential (difficulty 3): Studying the stars on the night of a child’s birth
reveals destiny’s designs. The astrologer learns if the child carries a destiny with him and gains
a rough idea of its nature. This divination requires an astrological profile created through
Compile Chart.
Reactive Planning (difficulty 3): By compiling an astrological profile, the astrologer can
create a list of factors and omens that bless a specific undertaking performed by a client. The
thaumaturge defines a specific undertaking his client plans to undertake in the near future (find
out if my partner is cheating on me, open a new business, steal the prince’s diadem, etc.) and
performs an hour-long divination. If the client follows the instructions compiled by this ritual, he
may decrease the target number of one roll within the same Story to achieve his goal by 1 (to
a minimum of 3). This cannot be used to decrease the target number of resisted or contested
rolls. A character who wishes to confront his rival may use this effect to aid him climb a wall
that separates him from his rival, but not to boost an attack roll resisted by the rival’s Defense
or to overpower him in a contest of strength contested by the rival’s own roll.
A character cannot benefit from this ritual’s effects more than once per Story. If the character
has a destiny of any kind then the omens revealed by this ritual tend to further said destiny.
Reverse Birth Engineering (difficulty 3): By compiling enough information on a person, the
astrologer can figure out the exact date and time of birth of a person. This divination requires
an astrological profile created through Compile Chart.
Greater Omen (difficulty 4): When the astrologer becomes aware of impending doom via
Lesser Divinations, she may consult the stars to try and discern its nature. This doesn’t reveal
the names of those involved and their motives, nor precise locations and times. She does
however learn a few pertinent details. For example: If a swarm of mutated locusts is about to
descend on her homeland, she may divine impending hunger and starvation from the stars.
Scrying Heaven’s Will (difficulty 4): The astrologer reads the subject’s destiny from the stars.
This ritual can tell an astrologer some details about a destiny she detected through Heaven’s
Favor. This isn’t a complete description of all intricacies attached to the destiny and more a
general description: he is destined to become a great hero who unifies the land, he is going to
die at a tragic time, true love will find him unexpectedly on the road, etc. This divination requires
an astrological profile created through Compile Chart.
Greater Divination (difficulty 5): The astrologer rolls (Intelligence + Occult) against her
target’s Guile. If successful, the Storyteller gives her a single sentence as a hint towards events
of interest that may play out involving that character. This hint should be vague and open to
interpretation. This divination requires an astrological profile created through Compile Chart.
Dead Rites
Known as Bone Singers, Exorcists or Voices of the Ancestors, thaumaturges who practice the
Dead Rites stand at the border between life and death. They may part the veil… or close it.
This art also imparts a certain affinity for death and decay, allowing the thaumaturge to work
with, halt and channel the power of dead things.
Body Preservation Technique (difficulty 1): Through various occult and medical methods,
the thaumaturge preserves a cadaver so that it does not suffer any decay for one week. The
ritual may be repeated sequentially and indefinitely, but the effects do not stack. Some
thaumaturges perform this ritual for legitimate purposes related to burial rituals, while others
merely preserve the corpse for use in making zombies or necromantic war machines.
Ghost Alarm (difficulty 1): The thaumaturge wards a threshold, so that an alarm is sounded
when a ghost crosses it. This alarm usually takes the form of a death-aligned omen such as a
howling wail, the smell of fresh blood or the taste of ash and can be perceived by everyone
within short range of the ward. It takes five minutes to create an alarm that lasts for a day and
thirty minutes to create one that lasts for one week. Either way, the alarm loses its potency
after it was triggered.
Pierce Shadowland (difficulty 1): Using the arcane, twisted laws of the underworld to her
own benefit, the thaumaturge may cross from a Shadowland into either Creation or the
Underworld at any time of day.
Bar Entry (difficulty 2): The thaumaturge may bar a threshold no larger than close range,
such as a door, or a place no larger than short range, such as a room, from entry against
ghosts and other undead through a five-minute ritual employing prayer strips. Doing so has
the same effect as unbroken lines of salt, preventing the undead from entry. Undead creatures
of Tier 2 may spend 1 Willpower to cross such a threshold while creatures of Tier 3+ are
completely unaffected.
Blood Magic (difficulty 2): This unhallowed art allows the thaumaturge to draw power from
blood as ghosts do. By drinking three lethal damage worth of blood (whether her own or that
of another character), she can respire one point of spent Essence. This ritual can only be used
once per day.
Deathsight (difficulty 2): By anointing her eyes with blood and certain rare herbal juices over
a few minutes, the Thaumaturge becomes able to perceive immaterial ghosts for the rest of
the Scene.
Ghostly Summons (difficulty 2): Bending entities to the will of a summoner is far beyond the
reach of mere Thaumaturgy. However, she can ensure that prayers and sacrifice reach the
notice of any ghost that hasn’t entered Lethe and builds a trail for it to follow to its source.
Whether the ghost attends such a summons is up to it. This ritual also allows the ghost to use
the Project form of materialization (see Antagonists -> Ghosts) for the rest of the Scene when
he arrives at no cost.
Empower Barrier (difficulty 3): The thaumaturge empowers a barrier of salt or germinated
grain through an hour-long ritual, reinforcing its ghost-repelling properties (see Antagonists ->
Ghosts). Ghosts cannot cross the barrier, even if they use the Corpse Possession, Possession
or Inhabit Manifestations. Tier 3+ ghosts remain immune to such barriers.
Malevolent Spirit Expulsion (difficulty 3): The thaumaturge seeks to drive out an evil
possessing spirit with this hour-long rite of physical castigation, chanting of holy scriptures and
application of auspicious herbs and oils. She rolls (Charisma + Occult) against a difficulty of
the possessing ghost’s (Resolve + Tier). If successful, the spirit has to either spend 2 points of
Willpower to remain and resist the exorcism or leave its host.
This ritual can only combat the Possession Manifestation, it has no effect on other forms of
possession or on spirits other than ghosts and other creatures of the underworld.
Raise Corpse (difficulty 3): To reanimate the dead, a thaumaturge must whisper several
things the deceased once held secret and spend one point of Willpower. The corpse rises as
a zombie (see Antagonists -> Other Dead Things). The zombie follows the thaumaturge’s
commands and stays animated for one month (after which the thaumaturge can reanimate him
again through this ritual).
Speak with Corpse (difficulty 3): This ritual requires the whole skull of a corpse; if there isn’t
enough meat on the bones to hold the jawbone, the thaumaturge must wire the jaw using iron
pins. After a short ritual, the skull can then be used to communicate with the ghost of the person
it once belonged to for the rest of the Scene. The ghost sees and hears what transpires around
the skull as if she were present herself and can speak through it. If the ghost the skull belonged
to has moved into Lethe, been destroyed or otherwise incapacitated, this ritual fails.
Three Days of Hun and Po (difficulty 4): When a vengeful soul dies, the higher soul or hun
remains with the lower soul—the po—until the end of the third night, granting it increased
intellect. This ritual allows a thaumaturge to extend this duration, allowing the hun to stay for a
number of additional nights equal to the thaumaturge’s successes to continue imbue its hungry
ghost with increased intelligence.
Sinful Ghost Rebuke (difficulty 5): The thaumaturge painstakingly writes a prayer strip
(requiring an Intelligence + Linguistics roll to perform this ritual) that denounces the sins of a
specific ghost in life and death and then wraps this prayer strips around a piece of the ghost’s
corpse, such as a bone splinter. Later, when she is in the presence of the ghost, she may burn
the prayer strip to force the ghost away from her presence, causing it to lose any
Manterialization it had active and to move away to at least long range from the summoner. It
cannot come closer than long range towards the place where the prayer strip has been burned
until the next midnight.
Tier 3+ ghosts may spend 1 point of Willpower to resist this effect, a ghost can only be affected
by this power once per Scene.
Demon Rites
This dark Art is practiced by cultists and sorcerers, though some exorcists likewise make use
of its powers to fight against demonic incursions.
Demonsight (difficulty 2): By anointing her eyes with blood and certain rare herbal juices
over a few minutes, the Thaumaturge becomes able to perceive immaterial demons for the
rest of the Scene.
Sanctified Brass Entreaty (difficulty 2): The thaumaturge entreats demons with a sacrifice
of blood, mixed with a material sacred to their titanic progenitor. This requires her to take one
level of unpreventable lethal damage and then wear an items from an appropriate material
anointed with that blood visibly on her person. For the rest of the Scene, appropriate demons
treat her as if they possessed a Minor Tie of familiarity, friendliness or respect for the
thaumaturge.
The material in use determines which kinds of demon are affected: wearing a bloody brass pin
may mollify descendants of Malfeas’s souls, while face paint made from bloody sand would
calm the souls of Cecelyne.
Call First Circle Demon (difficulty 3): This day-long ritual which cumulates at midnight allows
a demon of the first circle of a desired species to escape through the cracks of hell and appear
in a gout of green flame near the thaumaturge. The thaumaturge has no special power to
command the summoned demon.
Endless Desert’s Call (difficulty 3): The thaumaturge chants records of obscure and arbitrary
laws from different times and cultures for five minutes, listening on the wind for the contented
sighs of dry sand. She learns if there is an entry to the Endless Desert within (Occult) miles,
as well as the rough direction it is in.
Demon Ward (difficulty 4): The thaumaturge wards a threshold no larger than close range,
such as a door, or a place no larger than short range, such as a room, with prayer strips reciting
fragmentary phrases believed to stem from the legendary Oaths of Surrender in a ritual taking
five minutes. Demons of the First Circle cannot cross the barrier, Demons with an Essence
rating of 4+ may spend 1 point of Willpower to immunize themselves to this effect for one
Scene. The ward lasts for one day.
Beckon Greater Demon (difficulty 5): With greater mastery of the Art of Demon Summoning,
the thaumaturge may beckon one of the demons of the Second Circle and open a way for it to
enter Creation. This ritual must begin at sunset on the night of a new moon or one of the nights
of Calibration, although some demons have alternative times and conditions under which they
might be called instead. Unlike their inferiors, demons of the Second Circle are not bound to
answer: they may choose to ignore the call altogether if they wish. Each demon requires a
unique ritual, often demanding exotic ingredients to be called.
Cecelyne’s Embrace (difficulty 5): The thaumaturge performs a day-long veneration of
arbitrary law in place of desolation after fasting for a week, rolling (Charisma + Performance)
to attract the endless desert’s attention. Success opens up a temporary entry into the Endless
Desert, which remains until the sun next rises.
Five Days Foresight (difficulty 5): Few sages know that a summoned demon departs
Malfeas across the endless desert of Cecelyne five days before the summoning takes place.
The twisted and fractured connections between Creation and Malfeas give the Yozis and their
servants strange insight into Creation’s future. A thaumaturge who knows this ritual can open
a mystic connection to a demon currently in Malfeas through a multi-hour ritual and ask it a
question about the future. Unfortunately for the magician, she does not know which demon
she contacts, nor can she compel it to tell the truth (or speak for that matter). The thaumaturge
can only issue whatever appeal she thinks most likely to bring her a response.
This ritual always contacts a demon of the second or third circle. Storytellers might have the
demon honestly reveal some relevant information or admit its lack of knowledge… or the
demon might lie to further its own agenda. Reading the intentions of a demon contacted
through this ritual adds 3 to the demon’s Guile.
Geomancy
The Art of Geomancy encompasses the reading and subtle manipulation of the geomantic
energies that run through Creation. It also encompasses the ability to manipulate and cultivate
Essence.
The most distinctive tool of the geomancer’s trade is the compass plate, a bronze plate
engraved with concentric circles and marked with the elemental poles, the constellations and
other symbols. Rituals that affect areas often make use of auspicious landscaping and even
larger construction projects.
Essence Sense (difficulty 1): The thaumaturge uses strongly diluted hallucinogenic herbs to
broaden her perceptions, examining a place or object with rapt attention. This allows her to tell
whether the place she is in is a demesne or manse and whether an object she studies is
enchanted, an artifact or a hearthstone.
Jade Extraction Method (difficulty 1): Jade naturally resonates with Creation’s Essence and
a skilled thaumaturge can extract that power. This ritual sublimates an obol worth of jade in a
simple process that takes a few minutes, allowing her to replenish one point of spent Essence.
This ritual may only be used once per day. Similar rituals exist for the other magical materials,
though they are scarcely ever used, due to their extreme rarity. This ritual cannot be used to
destroy or damage artifacts or other larger jade constructions, it can only sublimate small
individual pieces of jade.
Following the Dragon Lines (difficulty 1): A short ritual used to enchant a stick, compass or
other object. For one day the object vibrates or reacts otherwise to the presence of Dragon
Lines. In demesnes this reaction increases immensely in intensity.
Bathing in the River Meditation (difficulty 2): This rite duplicates an Exalt’s instinctive ability
to attune to a demesne or manse. This allows a mortal so attuned to live in a demesne without
risk of mutation and to potentially make use of a hearthstone’s powers.
Dragon Nest Compass (difficulty 2): While most demesnes and manses are connected
through Dragon Lines and can thus be located by mapping them, some have been created on
other, more isolated reservoirs of Essence. This hour-long rite allows a thaumaturge to learn
if there is a demesne or manse within (Occult) miles and the rough direction it lies in.
Pulse of the Heart (difficulty 2): The Essence of a manse is linked to its hearthstone at all
times, and a perceptive thaumaturge can follow the flows between them. This hour-long ritual
can be used to enchant a compass for one day. If used in conjunction with a hearthstone, the
compass will show the direction towards its parent manse or demesne, if used within a manse
it will show the direction towards its hearthstone. If a hearthstone is unconnected to any manse
or demesne, the thaumaturge learns of this.
Feng Shui (difficulty 3): The geomancer arranges architecture and interior design in a
manner that aligns with the local Dragon Lines in an auspicious manner. Those who live in
buildings blessed this way add 1 bonus die to all rolls to resist disease and experience minor
bouts of good fortune more regularly than others. This power can also be used to deliberately
disturb an area’s Essence through architecture, fostering disease and ill luck.
Rattle the Sanctum’s Gates (difficulty 3): This short rite can be used near the entry point of
a spirit sanctum in order to cause some small reaction on the other side – such as a loud noise,
a small tremor, etc. – in order to gain the attention of its inhabitants.
Ritual of Dedicated Purification (difficulty 3): Preparing ahead of another ritual, the
thaumaturge (and any assistants) cleanse themselves and the ritual area, using pure elements
such as rainwater, unscented soap and sanctified candles. This removes residual stagnant
Essence which could interfere with other rituals or cause negative phenomena as an after
effect of recent events, e.g. the summoning of a demon leaving behind a taint that causes
nightmares.
Essence Enlightening Sutra (difficulty 5): This ritual takes one year to complete, during
which the thaumaturge channels geomantic energy into her body and must lead an ascetic
lifestyle, cleansing her body and mind. After she completes this regime, she permanently
becomes a Tier 2 character. She may use this ritual on others, guiding their meditations and
lifestyle to edge them closer to enlightenment. Students who are not capable of performing this
ritual on their own take five years to complete their transformation.
Husbandry
This is the Art of the village witch and the priest. The Art of Husbandry deals with common
human concerns such as hunting, farming, health and marriage. Its practice has been refined
since humanity’s dawn and is easily the most commonly known path of thaumaturgical ability.
Many of this Art’s rituals are performed through strange rites and sacrifices, as well as prayer,
for this Art both appeals to the gods for aid and tries to leverage the myriad of occult pathways
that enable those spirits to do their work.
Harmonious Union (difficulty 1): Countless variations of this rite exist and are performed as
part of wedding rites. A couple blessed in this fashion finds its union sanctified in the eyes of
heaven (or so people say). While it is not a guarantee, such couples find their fertility slightly
increased in their first year of marriage. A blessed character who possesses an Intimacy of
Love towards his partner treats this Intimacy as one degree higher to determine the bonus it
grants to his Resolve against the attempts of characters other than his partner to seduce him
for one year.
Thanks for the Hunt (difficulty 1): In a short rite of dedication, a hunter crouches over a fresh
kill, daubing her chest with its blood in a pattern sacred to the Bloody Huntress. Successfully
completed, this quick ritual makes the meat free of disease and twice as nutritious as normal
for the next day.
Judge the Pure Beast (difficulty 1): Observing an animal carefully, and whispering a prayer
to the god most appropriate to the beast, the thaumaturge analyzes its behavior. In case of a
human, she whispers a prayer to Wun-Jia, the god of cities and civilization, instead. The
thaumaturge rolls (Perception + Occult) against the Guile of the subject. On a success she
learns whether the creature she scrutinizes carries any taint of the Wyld – physically or
mentally.
First Greeting (difficulty 2): This ritual finds widespread use among the cultures of the
Threshold. The thaumaturge enters a meditative trance on the eve of a newborn child’s birth.
Consuming hallucinogens in the child’s presence, she is blessed with an unintelligible flash of
insight that crystalizes into a name. It is said that this name carries the weight of heaven’s
plans for the child behind it. While it is unknown whether heaven truly cares, a child who is
named in this fashion usually enjoys good health, adding an additional die to all rolls to resist
disease and hardship for the first year of its life.
Lure Beast (difficulty 2): Whether for hunting or taming, the thaumaturge may lure beasts to
her side. She performs an hour long rite and brings up a sacrifice with a resource value
depending on the kind of animal she wants to call. Resources 1 for small animals, such as
birds or cats, Resources 2 for larger animals such as a Tiger, Resources 3 for very large
animals such as an Elephant and Resources 4 for beasts with magical heritage or special
prowess, such as a Dream Hawk or Tyrant Lizard.
The thaumaturge rolls (Charisma + Survival) against the Resolve of the animal. If successful,
the nearest animal of the desired type within (Occult) miles will begin to make its way over to
the ritual site. If there is no such animal, the first such animal that wanders into the area before
the next sunrise will be affected.
Wearing the Beast’s Face (difficulty 2): The thaumaturge adorns herself with the likeness
of an animal in a five-minute ritual. She wears an elaborate animal mask, rubs up against an
animal of the appropriate type to adopt its scent or smears herself with the blood or feces of
the animal. For the rest of the Scene, such animals perceive her as one of their own, gaining
a Minor Tie of familiarity towards her for the rest of the Scene. This doesn’t cloud their literal
perceptions, it merely causes them to treat her as if she was one of their own. This is usually
helpful, but can sometimes cause issues, as with certain territorial predators.
Call the Human Heart (difficulty 3): The thaumaturge summons a human being into her
presence through an hour-long rite. To perform this rite, the thaumaturge requires an Arcane
Connection to the target – a lock of his hair, fingernail clippings, some of his blood, a favorite
possession of his, etc. She rolls (Intelligence + Occult) against his Resolve. If she succeeds
and he is within (Occult) miles he will feel a slight tug at his heart and faint desire to follow it.
This leads him towards the ritual site, the feeling and desire persist remain until the next
sunrise. He feels compelled to follow them, but can resist this pull by spending 1 point of
Willpower.
A character can only be affected by this ritual once per Story.
Induce Fertility (difficulty 3): Through a week-long period of prayer and a special diet, the
thaumaturge can induce a state of heightened fertility in beast or human. For the duration of
one season, the creature is very likely to conceive when sexual intercourse occurs. This effect
loses its potency after the first child is conceived in this way. It does not allow barren characters
to bear children.
Warding the Crops (difficulty 3): Through a day-long rite, the thaumaturge wards a field
against one specific pest or disease for the duration of a season. This ward cannot protect
against magical beasts or diseases and only one such ward can protect a field at a time.
Perfect Breeding Exercise (difficulty 5): Through continued dietary supervision, massages
and prayers to the divinities of fertility, birth and inheritance, the thaumaturge guides the unborn
child of a pregnant beast or human. This allows the thaumaturge to influence small, mostly
aesthetic, features such as the child’s eye color, small adjustments to its height and so on. It
also allows her to remove any birth defects. In animals this is mostly used to select for desired
traits and thus steer breeding programs into desired directions. Wealthy princes often hire
exceptionally skilled witches to ensure their child will carry a desired signature trait of the family
and is born without defects – especially among families with a tendency towards inbreeding.
Spirit Rites
This Art is the way of the shaman, rituals meant to negotiate and influence the spirits of
Creation. The rituals of this Art influence spirits and are often found in the more remote places
of the threshold, where successful negotiation with spirits can be the difference between life
and death.
These spirits are not forced to attend these summons and entreaties, therefor it is often in the
interest of the shaman to research the spirit they wish to mollify and ensure that their sacrifices
are both pleasant and seductive to him. While this Art is most often used to deal with gods, its
ritual equally affect demons, ghost, elementals and some fairies, as well as stranger entities
at the Storyteller’s discretion. The rites of this Art are very discriminate, often requiring the
shaman to know which spirit she is trying to contact beforehand.
Spirit Rites often include sacrifices and written prayers. Prayer strips and the smell of incense
are the hallmarks of the spirit negotiator, while more rural areas use offerings of fruit and blood
combined with chanted prayer to garner attention.
Beckon Divinity (difficulty 1): The thaumaturge calls out to the gods, attracting their attention.
This hour-long rite is performed in the temple of a specific god or at a place where one of their
miracles is active or has been worked within the last year. It also requires a sacrifice with a
Resources value equal to the god’s Essence. The god becomes aware of this entreaty and
sacrifice. Tier 3+ gods have the ability to manifest as a ghostly apparition in response to this
prayer at its location without need for making their way over.
Spiritsight (difficulty 2): The thaumaturge fills the air around herself with prayer and incense
for a few minutes, allowing herself to perceive a specific dematerialized spirit for the rest of the
Scene with her senses.
Bar the Invisible Gate (difficulty 3): The thaumaturge paints elaborate mantras of revelation
in green ink on a threshold no larger than close range, such as a door, or a place no larger
than short range, such as a room, in a five-minute ritual. No immaterial being may cross the
barrier, though Tier 3+ beings may shatter this barrier by spending one point of Willpower,
alerting nearby characters to their presence in the process.
Spirit Horse (difficulty 4): This day-long rite allows the thaumaturge to ritually prepare herself
or another in body and spirit to become the vessel for a specific spirit. This spirit must be
capable of dematerializing itself, but otherwise requires no special power to take control of this
vessel. Once possessed, the host can contain the spirit indefinitely, as long as this ritual is
repeated once per week. The spirit can use the body of the host freely as though it were its
own. A Tier 3+ host can reclaim control of his own body at any time (though this does not expel
the possessing spirit). Characters who house spirits in this way for longer periods of time often
develop mutations in line with the possessing spirit.
Dust of Revelation (difficulty 5): The thaumaturge throws glittering dust mined in the bowels
of the Imperial Mountain into the air and fills the room with expensive incense smoke. This
ritual takes five minutes to perform, afterwards all dematerialized entities within short range (or
medium range in case of an enclosed area such as a large room) become visible for the rest
of the Scene. The high particle density likewise negates most magical effects that cause some
form of invisibility.
Sail
Ships
Traits
Ships are built for countless purposes, from fat-bellied cargo vessels to sleek couriers to the
Realm’s deadly ship-hunting triremes. A number of traits are used to distinguish them.
Speed: This is a measure of a vessel’s swiftness under normal conditions. Favorable
conditions, such as a favorable current, can increase a ship’s Speed, while a calm may slow
down or even stop a sailing vessel. A vessel with Speed 0 is dead in the water and cannot
move. While travelling, each point of Speed represents roughly 2 miles per hour covered.
When rolling dice, a ship’s Speed usually adds to tasks such as outrunning or pursuing another
ship.
Maneuverability: This is a relative measure of how difficult a vessel is to handle properly. It’s
rarely used when navigating the open ocean, but is vital in combat maneuvering, or when
attempting to steer through treacherous shallows or similar conditions. Under these
circumstances, Maneuverability adds to a character’s Sail rolls.
Hull: Hull is a measure of how much damage a ship can sustain, much like a character’s Health
track. As a ship loses Hull points, it suffers penalties to all Sail rolls to control it equal to the
amount of Hull points lost. With no Hull points left, a ship is dead in the water. Such a ship is
not necessarily sinking (though it might be, especially if heavy weaponry was employed), but
it cannot take any actions until it is repaired.
Crew: A ship’s crew isn’t as intrinsic to the vessel as the rigging of her sails or the draft of her
keel, but they’re no less vital to her operation. A ship’s captain may add a +2 bonus to all Sail
rolls to command her vessel if the average Sail score of her crew is 4+. If her crew has an
average of Sail 1 or below, by contrast, she takes a -1 penalty to all Sail rolls. Likewise, an
insufficient number of sailors can levy penalties on the ship’s operations.
Cargo: How much material a ship may transport.
Common Boni and Penalties
Speed is very context dependent for an oceangoing vessel. The Speed value given in a ship’s
traits is assuming that its method of propulsion – usually a Sail – is working under average
conditions. A calm or strong winds can levy a penalty or bonus unto Speed, as can a couple
of other factors. A current can give a +1-2 bonus or penalty to Speed, a ship that has significant
storage space can add a +1 to its Speed if the storage is mostly empty. Rowers add +2 to a
ship’s speed while rowing heavily – usually only possible for a short time – or +1 if rowing at a
more sustainable pace, usually possible for a few hours per day.
Aside from Speed a ship benefits from an expert crew. A ship who has Sailors with an average
Sail rating of 3 adds 1 bonus die to all its roll, while an average Sail rating of 4+ adds 2 bonus
dice instead and adds 1 to the ship’s Maneuverability. Conversely a crew of Sail 1 sailors
inflicts a -1 penalty, while a crew of Sail 0 sailors inflicts a -4 penalty. Having insufficient men
to crew the ship likewise inflicts penalties on the ship’s rolls.
Sample Ships
Below are a number of common types of ships found sailing the seas of the Time of Tumult.
Fast Courier
Role: Military, diplomatic, or civilian courier; pirate scout vessel; fast-attack craft
Speed: 4
Maneuverability: +0; Hull: 3
Cargo: Virtually none. Provisions are cold or precooked, while sleepers must strap
themselves into small cots.
These small ships are built for one thing and one thing alone: speed. Sporting masts
disproportionate to their hulls and operated by small, five-man crews, they are used to deliver
priority messages or vitally important passengers; they have room for little else and can’t mount
catapults or ballistae on deck. Pirates sometimes use them as scout ships.
Large Yacht
Role: Pleasure craft; personal or official blue-water transport; small pirate corsair
Speed: 2
Maneuverability: -1; Hull: 4
Cargo: Three well-appointed cabins for six passengers, plus dining and entertaining
facilities. Pirates pack in many more crew in much less comfort.
These large, fast ships serve as pleasure barges for the very rich, but many are converted into
cargo transports or swift pirate vessels, valued for their speed and stowage.
Blue Water Merchant
Role: Seagoing merchant vessel; troop carrier
Speed: 3
Maneuverability: +0; Hull: 5
Cargo: 2,000 tons or more. Troop transports carry 125 soldiers and their gear in lower-decks
stowage.
This model of ship is broadly representative of the long-range merchant vessels that ply the
waters of the Great Western Ocean, carrying cargo from port to port, or transporting troops to
distant shores. Pirates also occasionally prize these ships for their balance between speed
and maneuverability, but tend to pair them with scout ships, operating in packs.
Large Merchant Vessel
Role: Heavy seagoing merchant vessel; large troop carrier
Speed: 2
Maneuverability: -2; Hull: 5
Cargo: 3,000 tons or more. Troop transports may carry between 250-500 troops, depending
on the length of the voyage.
What these wallowing ships lack in speed and agility, they make up for in sheer bulk transport
capability. Such prize ships are often accompanied by more nimble protective vessels;
alternately, they may transport armies abroad, or act as floating artillery platforms.
Frigate
Role: Heavy seagoing merchant vessel; large troop carrier
Speed: 3
Maneuverability: +1; Hull: 7
Cargo: Frigates carry around 100 sailors and enough provisions to keep them fed for
months. Outside of that little space is usually allocated for miscellaneous cargo, but its
usually possible to squeeze in a few tons.
A mighty warship built for independent operation in blue waters, as it is often seen by the
mightiest navies and most dreadful pirates roaming the west outside of coastal waters.
Imperial Trireme
Role: War galley
Speed: 3 (5 while rowing)
Maneuverability: +2; Hull: 4
Cargo: Triremes carry 25 marines, but no other cargo to speak of.
The Imperial trireme exists for one purpose alone: to kill other ships. All mount reinforced rams
on their prow, and while they are capable of sailing, they deploy a bank of 100 oars in combat,
giving them unmatched maneuverability. The trireme’s standard tactic is to smash into the
enemy and then disgorge its marines. Having no cargo capacity to speak of, and being
unsuited for surviving violent storms, triremes deployed beyond coastal waters travel in the
company of enormous supply ships known as trireme tenders, which keep them provisioned
with food, water, and a place to safely tie up during dangerous weather.
Troubled Waters
Exalted captains must often navigate their ships through hazards at sea—storms, deadly reefs,
fields of Sargasso. Navigating through a hazard requires succeeding at Sail roll against a
difficulty set by the Storyteller—the more deadly the hazard, the higher the difficulty. Larger
hazards may require an extended action instead. Navigating through an overnight gale without
being blown off-course might require a (Wits + Sail) roll at difficulty 1, while a terrible storm
would be difficulty 3, and a hurricane difficulty 5; steering through a deadly reef to reach the
shores of an uncharted isle might call for a difficulty 3 (Wits + Sail) roll; navigating the legendary
Sargasso sea around Bluehaven to find the hidden pirates’ lair would be far more difficult.
Success leads the ship closer to safety or its destination. Failure may blow a ship off-course,
leave it stranded in tangling weeds and in need of breaking free before it can proceed, or might
inflict a point of damage to the hull, depending on the hazard.
Naval Combat
While the Storyteller can adjudicate many seafaring perils – aggressive wyld creatures, storms
and more – easily on her own, combat may prove a bit more complicated. In many cases it is
not necessary to apply the rules given here to such battles. A group of players on a swift vessel
may very well be able to reasonably catch a merchant vessel, skipping right ahead to the
boarding action and the drawn-out battle between fleets may well be not of much interest to
most of the players (and in any case, for such large scale engagements its better to use the
rules given in the War chapter).
When an intricate system for naval combat as something a bit more complicated than a single
opposed roll or something of the sort is desired, apply the following rules. In general, a ship’s
rolls are made by its captain, though she may and indeed often has to delegate certain rolls as
is appropriate if she wishes – a helmsman may make movement rolls on her behalf and other
crewmembers may aim and fire the ship’s weaponry, for example. A captain may perform other
tasks on the ship while giving orders, but she generally has to decide what tasks she wishes
to perform. She could aim a ballista or steer the ship while giving her orders, but she can’t do
both, even with a flurry.
Initiative
Just like in normal battle, ships act according to their initiative. The captain of each ship rolls
(Wits + Sail + Maneuverability + Tier) to determine her ship’s Initiative. Unlike most other rolls,
this roll cannot be delegated to another character.
Positioning
Before two ships can engage each other, its important to figure out how close ships are too
one another. Use the same principal rules for ships, as for normal characters. Two ships have
a distance between each other represented by range bands and can take many of the same
movement actions as a normal character – reflexive movement, rush, disengage and
withdrawing.
Movement rolls usually roll the helmsman’s (Wits + Sail), adding the ship’s Speed as bonus
dice.
Attack and Defense
A ship with appropriate weaponry – a ballistae, a catapult, archers with flaming arrows or
magical weaponry – may attempt to attack another ship within its range. The range and dice
pool for such attacks depends on the weapon used. Large ship to ship weaponry usually are
siege weapons, rolling (Intelligence + Archery or War) of the crew, while a barrage of flaming
arrows may be the (Dexterity + Archery) roll of a battlegroup on the ship. Whatever the dice
pool, add the ship’s Maneuverability as bonus dice to the attack roll.
Individual characters who have powers that inflict great area of effect damage, such as certain
sorcery spells like Flight of the Brilliant Raptor, may use these to attack other ships.
A ship uses the helmsman’s [(Wits + Sail)/2] as its Defense. The ship’s Maneuverability acts
as a bonus (or penalty) to the ship’s Defense.
If the ship was hit, forgo the normal way of determining damage. A ship that has been hit takes
damage in one of its Hull points. If the attack was the result of especially potent weaponry –
explosive sorcery, First Age energy weapons – it takes two points of damage instead. This
damage cannot be enhanced by any effect that does not explicitly enhance Hull damage. Ships
usually don’t possess Soak, but certain supernatural effect may grant it to them temporarily.
Gambits
In naval combat, special gambits are available.
Board (difficulty 2): The enemy ship is boarded! The naval battle shifts to a regular battle,
with all characters on the boarding side automatically winning Initiative. Can only be used in
close range.
Ram (difficulty 1): Increase the Hull damage of the ship’s attack to 2. Can only be used in
close range and only with a ship suitable to ramming, such as a Trireme.
Repairs
A ship which has suffered damage to its Hull must be repaired before that damage can be
restored. Repairing a point of Hull damage is usually a Major project, usually taking one day,
but potentially taking longer in the case of especially severe damages. Damaged artifact ships
can be repaired likewise, though an artifact ship that has been rendered dead in the water may
take a legendary repair project to restore, taking a minimum of time according to its artifact
rating.
Air Ships
Whether a flying vessel from a forgotten age, an ensorcelled ship or one of the air ships of the
Haslanti League, occasionally vessels in the world of the Exalted can fly. In this case the same
rules as for seafaring vessels apply, however airships operate in three dimensions, allowing
them to move up and down as well as horizontally. An airship not contested by another airship
does not need to roll to disengage in order to move away from another ship in close range by
gaining height.
Statistics for a common Haslanti airship are given below, though both larger and smaller
versions exist.
Haslanti Airship
Role: These ships are often used as swift raiders or couriers
Speed: 10
Maneuverability: +0; Hull: 3
Cargo: 2 tons or 10 passengers
This Haslanti air boat has a sausage-shaped balloon 300 feet long, made from resin-treated
rasp-spider silk held taut by an inner frame of wicker and bamboo. Below the gasbag hangs a
narrow, 80-foot gondola of wood, bamboo and wicker. From the balloon extend six bamboo
masts, two above and two to either side. The top masts can carry square sails, while the side
masts carry jibs. Clever rigging enables the sailors to extend and retract the sails from within
the cabin. A pair of propellers extends from the rear of the cabin, powered by a gear train and
the pedaling feet of the crew. Lift comes from burning kerosene or whale oil, stored in a tank
made from a whale’s stomach and tarred wicker. The heavier the load, the more fuel the crew
must burn; and so, using an extra tank of fuel to fill the air boat’s cargo capacity does not really
improve the air boat’s range.
Survival
Foraging and Shelter
Most of the time, it can be assumed characters traveling or camping in the wild have taken
sensible precautions to keep from starving, dehydrating, or being gnawed on by wildlife. When
characters haven’t prepared for being thrust into the wilderness or are trying to forge their way
through particularly hostile environments, a simple (Intelligence or Wits + Survival) roll is
sufficient to take care of the necessities of life – food, water, shelter. The difficulty is determined
by the harshness of the environment; trying to provide for a handful of unskilled individuals in
addition to oneself is likely to raise the difficulty.
Deprivation
Exalts and mortals both share the basic necessities of life—air, water, and food. A character
will suffocate or drown after (Stamina) minutes without air, die of dehydration after (Stamina)
days without water, and perish from starvation after (Stamina) weeks without food. Tier 3+
characters like the Exalted double these times.
Characters suffer a -3 penalty to all actions after (Stamina) days without food, as well as in
their final hours without water.
Characters undergoing heavy exertion (such as combat) or who didn’t manage to get a deep
breath before having their air cut off suffer from lack of air more keenly than those who are
holding their breath while undergoing normal exertion (such as diving). A character who is
engaging in combat underwater, suffers a cumulative -1 penalty to all physical actions for every
turn without air after (Stamina + 1) turns (these turns do not count towards the penalty).
Tracking
Tracking (and avoiding trackers) is also a Survival action. Tracking is a contested action (Wits
+ Survival) for the party attempting to cover their tracks, against (Perception + Survival) for the
tracker. The terrain often inflicts penalties on one party or the other, if it is particularly easy to
track in, or to avoid leaving tracks in.
Likewise, the age of tracks often complicates following a trail. In the wild, each day that passes
imposes a -1 penalty on tracking rolls, while in cities or other densely populated areas that
penalty increases for every passing hour. After a certain amount of time tracking may become
impossible.
Solars
Character Creation
In depth rules on character creation can be found in Exalted 3rd edition. Here is only a
step-by-step process to guide you through the most important (and different) steps.
Step 1-4 of character creation remain largely the same. Spend 8/6/4 points on Attributes (each
starts at 1), 28 points on Abilities (each starts at 0) and 4 Specialties. There are no favored or
caste Abilities. Unlike in Exalted 3rd Brawl doesn’t exist and all unarmed fighting is represented
by the Martial Arts Ability. Assign 10 dots of Merits.
Step 5: Select 8 Charms, as well as Excellence of the Sun. One of your Charms may be a
supernal Charm (see Solar Charms).
Skip Step 6: There is no Limit. Instead acting against your intimacies drains Willpower. If you
want to use Limit in your game, use the rules as printed in Exalted 3rd edition.
Step 7: There are no Freebees, instead add 70 experience points. Only a maximum of 20 of
these experience points may be spent on Charms, otherwise spend them however you like.
Evocations, spells and Martial Arts Charms do not count as Charms for this purpose. If you
use XP-based Essence advancement this starting Experience does not count towards raising
your Essence trait.
The Experience Point costs for the Solar Exalted are:
Trait Experience Point cost per dot
Attribute 10
Ability 4
Specialty 3
Merit 3
Willpower 5
Charm 10
Evocation 8
Spell 8
Martial Arts Charm 10
Step 8: Finishing touches. Record your starting Essence rating (1), starting Essence Pool (10),
Tier (4, target number 7), starting Willpower (5) and Health Levels (9 + Stamina).
Essence Rating Essence Pool
1 10
2 13
3 16
4 19
5 22
Sidebar – Favored Abilities and Charms, Costs
Exalted – Reimagined assumes that all Abilities and Charms are favored. If you want to play it
oldschool and keep favored Charms and Abilities, enact the following changes:
Every character chooses 10 favored abilities. She favors three Charm trees, such as combat
or social. General Solar Charms always count as favored. For small Charm trees a Storyteller
may allow a two for one deal.
Favored Abilities cost 4 experience points, unfavored ones 5.
Favored Charms cost 10 experience points, unfavored ones 12.
Spells cost 8 experience points if Occult is among her favored Abilities, 10 if not.
Anima
The Solar Anima begins to flare when 4 or more points of Essence are spent or committed
during a Scene, causing her Caste Mark to appear on her brow and an aura of light fitting her
Caste to surround her (flaring). When she spends or commits another 3 points of Essence in
a single Scene this display dramatically increases in power, showing off iconic imagery and
other sensations unique to the character and burning in a bright bonfire that is visible for miles
(iconic).
While her Anima is flaring, any attempts at stealth suffer a -5 penalty and are only possible
with magical aid, while it is iconic, stealth is impossible.
Only Essence committed in the Scene count against this limit, long standing commitments from
earlier Scenes do not count towards it. The limits are increased by one at Essence 3 and at
Essence 5. Some Charms might set the Exalt’s Anima to a certain level regardless of Essence
expenditure. Should an Exalt wish to increase the intensity of her Anima deliberately, she can
increase it from dim to flaring or from flaring to iconic with a miscellaneous action that cannot
be placed in a flurry, but without the need for spending or committing Essence.
All Solar Exalted can do the following as a function of their Anima as a reflexive action:
- Reveal her Caste Mark on her brow for as long as she wishes.
- Glow with a soft light that illuminates everything out to short range.
- Determine the exact time of day in Creation. This even works when the character is in
another realm of existence.
Additionally, each Caste has its own unique and powerful Anima effects detailed below.
Castes
The Solar Exalted are divided into five Castes. Your character’s Caste determines the powers
inherent to her Anima, what Charms she may choose as her Supernal Charms and will color
how she is perceived by others.
Dawn Caste
The Bronze Tigers of the Dawn Caste were the generals and champions of the Old Realm.
The Anima of the Rising Sun confers the following abilities and boni upon her:
- She adds (Essence or 3) dice to rolls to execute stratagems and extends this benefit
to characters who execute stratagems on her behalf.
- She may treat any mundane weapon she wields other than her own natural weapons
as possessing the traits of corresponding artifact weaponry.
- While her Anima is flaring or iconic, she can scare every being, even those who are
unable to feel fear such as mindless undead and automata.
- Once per Scene, while her Anima is iconic, she may render a defense, soak or attack
perfect. She cannot render attacks created by Simple Charms perfect in this way.
Zenith Caste
The Golden Bulls of the Zenith Caste were the priests and god-kings of the Old Realm. The
Anima of the Resplendent Sun confers the following abilities and boni upon her:
- The innate radiance of her soul impresses her greatness upon her subjects. Every Tier
1 or 2 character is treated as though he possessed an Intimacy of respect, awe or
similar emotion towards the Solar. She may suppress this effect to walk among the
masses unnoticed.
- The light of her Anima counts as genuine sunlight and while it is flaring or iconic her
attacks against creatures of darkness deal aggravated damage.
- While her Anima is flaring or iconic, she may allow the flames of her soul to leap onto
a nearby corpse within short range as a Simple action, incinerating it and ensuring that
its Po will not return as a hungry ghost. She may also feel the strongest Intimacy of the
deceased towards another being and take this feeling into herself, conferring
appropriate emotions and a feeling of relief or guilt to the subject of the Tie when she
meets them.
- Once per Story, while her Anima is iconic, she may invoke the divine authority of her
celestial patron. This allows her to issue an order to a Tier 1 to 3 god to perform a task
within Creation. The spirit cannot reject this influence unless it contradicts one of his
Defining Intimacies, in which case it may spend (Essence) Willpower to refuse it. A
spirit can freely refuse any task that would be openly suicidal and cannot be bound to
a single task for longer than one decade. Against ghosts and demons (Tier 1 to 3), this
instead allows the Solar to banish that creature back to the realm it came from. This
power works only within Creation.
Twilight Caste
The Copper Spiders of the Twilight Caste were the sages and innovators of the Old Realm.
The Anima of the Fading Sun confers the following Abilities and boni upon her:
- She doubles the amount of free artifact attunements she receives.
- She may subjugate lesser spirits, binding them to her Essence. To do so she must
touch a willing Tier 1 or 2 spirit. Once bound it becomes her familiar, develops a Tie of
loyalty towards the Solar and cannot be eroded below Major Intensity and rendering it
capable of living normally within Creation, treating it like their preferred habitat. She
may summon any such familiars to her side by spending 1 Essence as a Simple action
and they regenerate by her side when slain even if they are normally not capable of
doing so. She may have up to (Essence) such spiritual servitors bound at a time.
- Things that are invisible are revealed in the light of her Anima. While her Anima is
flaring or iconic, dematerialized beings touched by its light are visible. If her Anima is
iconic, she may spend 1 Essence to make all dematerialized beings within medium
range of her touched by the light of her Anima material. Doing so waives the Essence
cost of materializing for affected spirits, but also makes it impossible for them to
dematerialize while her Anima’s light touches them for the rest of the Scene.
- Once per Story, while her Anima is iconic, the Solar may drink deeply from the font of
knowledge of her past lives. The Solar perfectly introduces a fact without requiring a
fitting Lore Specialty or background or receives one piece of information the Storyteller
deems knowable considering the vast wealth of information gathered by all her
previous incarnations. Alternatively, the Solar may use this power to create an
Inspiration based on Essence and the themes of the sun and her Caste for use in
crafting a 3- or 4-dot artifact or Terrestrial-level working.
Night Caste
The Iron Wolves of the Night Caste were the spymasters and assassins of the Old Realm. The
Anima of the Hidden Sun confers the following abilities and boni upon her:
- She raises the amount of Essence she can spend in a Scene without flaring her Anima
or raising it to iconic level by 1. Once per Story she can shed her Anima while it is iconic
as a miscellaneous action, resetting it to dim.
- She is supremely slippery, decreasing the number of successful rolls she needs to go
to ground to two and allowing her to escape from combat if she succeeds at a withdraw
action while at long range from all opponents.
- She may conceal her identity perfectly for the rest of the Scene as a Simple action,
becoming a faceless presence. While her Anima is flaring or iconic, this effect is
automatically active and empowered as her Anima collapses in on her, turning her into
a faceless silhouette wreathed in flame and shadow. Anyone who has seen her before
in the same Scene must roll (Wits + Integrity) against a difficulty of (Essence + 3) to
remember her presence or connect it to this unknowable phantom in any way.
- While her Anima is iconic, she may banish the light as a Simple action. Doing so
plunges the area out to long range from her into absolute darkness which cannot be
broken by any light. She may do so only once per Story and the area of darkness does
not move with her. All characters inside are treated as blind and only such methods
that negate visibility penalties by methods other than sight can alleviate this.
Eclipse Caste
The Quicksilver Falcons of the Eclipse Caste were the diplomats and magistrates of the Old
Realm. The Anima of the Crowned Sun confers the following abilities and boni upon her:
- Due to ancient treaties, she benefits from diplomatic immunity and is entitled to be
treated with hospitality among the spirit courts as long as she approaches them openly
and on legitimate business.
- She can always make herself understood, suffering no penalties for lacking a shared
language when interacting with other characters.
- She may sanctify an oath she witnesses as a Simple action. Doing so flares her Anima
momentarily. Those who break an oath thus sanctified suffer from a terrible curse that
punishes their betrayal in a suitable, often poetic fashion.
- Once per Story, while her Anima is iconic, the Solar may call upon the connection she
and her predecessors have forged throughout the ages. This allows her to call upon
(Essence or 3) dots spread among the following Merits: Allies, Command, Contacts,
Cult, Followers, Mentor and Resources. She may access these Merits immediately
(funds are delivered as she needs them, an new Ally enters the Scene in the thick of a
close fight) and retains access to them for the rest of the Story. This power is not a
result of foresight on part of the Eclipse, it rather sends emphatic impulses and
prophetic dreams to those who in some way are tied to her legacy, compelling them to
support her. She has no control over who answers this call, the details (beyond
choosing what Merits to access) are up to the Storyteller.
Solar Charms
General Considerations
Charms belong to one of four types.
Simple Charms need an action to be activated and cannot be placed in a flurry. Sometimes a
Charm will refer to optional effects to be activated as a Simple action, which follows the same
rules.
Supplemental Charms supplement an action the character takes.
Reflexive Charms can be activated reflexively and thus do not take up an action and can be
activated outside the character’s turn. When a reflexive Charm is used in reaction to another
action, such as an attack, it has to be activated before the effect is rolled.
Permanent Charms are always active and permanently change the character’s statistics or
the way she performs certain actions.
Unlike Charms in Exalted 3rd Edition Charms in this system are not associated with one specific
Ability. Charms often have no prerequisites. However, to learn a Charm a character should
have at least 3 dots in one associated Ability (or in the case of Lunars Attribute), such as
Presence or Performance for a social Charm or a combat Ability for a combat Charm.
Unlike in Exalted 3rd Edition Charms can usually be combined freely with another as long as
their type allows this and can be used with any Ability. A Charm than enhances an attack can
be used for any attack, whether it is a Melee Attack, a Martial Arts Attack or eye lasers your
character got through some crazy Merit or Charm. Charms that only function with certain
abilities, weapons or circumstances will say so in their description.
There are no dice caps in Exalted - Reimagined. Any and all boni you can gather onto a roll
through any combination of Charms or other sources apply in full.
Some Charms allow a character to perform an action perfectly. In such a case the action
automatically succeeds without needing a roll. In some cases, a perfect effect may still want a
roll, such as a perfect attack to determine if there will be any threshold successes. Perfect
effects do no render impossible actions possible. A sword still cannot hit people farther away
than close range and an Exalt surrounded by an iconic Anima cannot establish stealth.
An attack can never be undodegable, unblockable and unsoakable. If an attack has all three
characteristics, the player making the attack must drop one of these characteristics of her
choice. Note that a perfect attack is technically neither undodgeable, nor unblockable.
Sometimes two effects directly contradict each other. Such as a perfect attack clashing with a
perfect defense (this also includes perfect soaks). In that case the two characters enter a
roll-off. Both Characters roll their unmodified (Essence + most applicable Attribute or Ability,
ignoring Specialties) in a contested roll. Roll-offs cannot be enhanced by Excellencies or any
other Charm or Merit that doesn’t specifically enhance roll-offs. In the case that the power a
character used is based on a magical background, such as an attuned Artifact, manse or
familiar, she may replace her Essence with the Merit rating in the roll-off. Merits rated N/A use
6 as their numerical value for roll-offs.
Some Charms allow a character to react to an attack with a counterattack. Only one
counterattack may be performed for each attack. Unless otherwise mentioned, Charms or
other effects that allow a character to clash an attack also count as a counterattack for this
purpose. Clashes and counterattacks cannot trigger counterattacks or Charms that count as
such.
Charms or other effects can allow a target to ignore or be immune to certain penalties. Ignored
penalties do no penalize rolls or values, but remain exploitable by Charms that rely on the
target’s penalties for their own effects. Penalties the target is immune to do no affect the target
at all and cannot be exploited by other powers.
Certain Charms use the intensity of an Intimacy (or a phenomenon using the same intensity
system as Intimacies, such as the stages of a disease) to calculate values. In this case Minor
intensity equals 2, Major 3 and Defining 4.
Other Charms say that a character should be treated as possessing a certain Intimacies. Such
Intimacies are not real and can neither be strengthened nor weakened, persisting only for the
duration of the Charm. A perfect Resolve can remove such an imposed Intimacy for the rest
of the Scene. A character who has been thoroughly influenced by them or kept them for a long
time may decide (player’s choice) to keep it around, turning it into a real Intimacy.
Supernal Charms
The Solar Exalted possess a special trait called Supernal Charms. This allows them to make
intuitive leaps and grasp power beyond their reach and understanding. Consequently, a Solar
can ignore the Essence and Charm prerequisites on one Charm associated with their Caste
completely, allowing them to learn earthshaking powers right out of the gate. This increases to
two Charms at Essence 3.
It however does not allow her to learn Charms that require an Essence of 6+, Charms that
unlock Sorcery or Necromancy Circles and her Essence is still treated as her actual rating for
calculations of Charm effects, additional effects and powerups of Charms that unlock at certain
Essence ratings. If the Solar fulfills the prerequisites for one of her Supernal Charms, the slot
opens up and can be used to learn another Charm.
Instead of learning a Charm she lacks the prerequisites of she may also use her Supernal slots
to enhance Charms she knows and unlock effects that would only be accessible with a higher
Essence rating.
As a third option, a Solar of the Dawn Caste may choose to focus her divine prowess on the
techniques of one Martial Arts style. Doing so allows her to ignore the Essence requirements
of all Charms of that style. This is a very powerful effect, but the Essence requirements of
martial arts Charms are often a bit inflated compared to Solar Charms and learning the later
Charms in the tree requires a significant Charm investment by the Solar.
Example: A Dawn Caste Solar can use their Supernal slot to learn Seven Omens Shot at
Essence 1 without knowing Accuracy Without Distance or Simple Geometry. However, the
range of her shot would be limited to 10 miles, and she could not use the Essence 5+ optional
effect.
Alternatively, she could use her Supernal slot to enhance Durability of Oak Meditation, allowing
her to apply the full Soak of this Charm against aggravated damage even though her Essence
is not yet at 3+.
She might also decide to focus on learning the Golden Janissary style, allowing her access to
all Charms of that style at Essence 1, but she would still have to fulfill the Charm prerequisites.
The Following Charm trees are viable Supernal targets for the different Solar Castes:
Dawn: Combat, Martial Arts, Resilience, Strength, War
Zenith: Divinity, Integrity, Resilience, Social, Strength, Survival, War
Twilight: Awareness, Craft, Investigation, Knowledge, Medicine, Occult
Night: Awareness, Investigation, Larceny, Movement, Stealth
Eclipse: Bureaucracy, Larceny, Occult, Social, Travel
General Charms
Excellence of the Sun
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Essence of the Unconquered Sun allows the Solar Exalted to tap into reserves of perfect
skill and inexhaustible power. She doubles her base (Attribute + Ability) dice pool for the next
(Essence or 3) rolls and calculations within the Scene.
The first two purchases of this Charm unlock its use for ten Abilities, with the final third
purchase unlocking the remaining five. This Charm can be used to enhance any roll in a
covered Ability as long as the Character has at least one dot in the Ability. It only doubles the
base dice pool, meaning it only doubles dots the character has on her sheet, ignoring any
bonusses from Charms, Merits or other sources. A single use of this Charm can be used to
enhance all Abilities covered by this Charm.
Every Solar starts out with Excellence of the Sun at no cost and may purchase this Charm up
to two additional times to unlock further Abilities.
Ox-Body Technique
Cost: -
Type: Permanent
Prerequisites: None
The bodies of the Exalted are durable beyond the limit of mortal endurance. Each purchase of
this Charm grants her 3 additional Health Levels and allows her to take one more level of
damage before entering her -1 wound penalties. This Charm can be purchased up to
(Essence) times.
Awareness
Deific Vantage Stance
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Solar sees herself in the eyes of heaven. She may watch down on herself from above,
choosing the height of her perspective up to a maximum of (Essence) miles above her. She is
capable of simultaneously perceiving herself that way and using the full range of her own
senses.
At Essence 3+ this Charm becomes Reflexive.
Inescapable Eyes and Ears of the Sun
Cost: -
Type: Permanent
Prerequisites: None
The vigilance of the Lawgivers is as inescapable as day and night. By bringing her face close
to a visual obstruction, such as a wall, and concentrating the Solar can look through it.
If she instead places her ear on the surface, she can listen through it as though it were not
present.
Sensory Acuity Prana
Cost: -
Type: Permanent
Prerequisites: None
A breath of Essence seals the five senses into a more perfect form. The Solar’s senses are
heightened and attuned to minute motions and sounds, dim and noisy conditions. She ignores
(Essence) points of penalties to her Perception rolls based on environmental conditions such
as poor lighting, mist, loud surroundings, pungent smells or distracting people. She halves
penalties based on impeded senses to non-Perception rolls. Sensations that would normally
be undetectable by mundane senses, such as odorless poisons or the heartbeat of someone
within short range may be detected with a successful (Perception + Awareness) roll, though
likely at a high difficulty.
When she fails a Perception roll, she may reroll it once. All effects that enhanced (or impeded)
the original roll apply in full at no additional cost. She may take the better of the two results.
Surprise Anticipation Method
Cost: -
Type: Permanent
Prerequisites: None
The Lawgiver feels the coming of danger split seconds before it arrives. She can never be
ambushed, treating an ambush as a surprise attack and automatically losing initiative instead.
This automatically informs her she is under attack, even when she normally would have no
avenue to know this and is active even when she sleeps or is otherwise incapacitated.
She may reflexively spend 1 Essence to contest perfect attempts to enter or maintain stealth
with a roll-off.
At Essence 3+ she may spend 1 Essence to prevent herself from automatically losing Initiative,
allowing herself to act before she even knows she is under attack. She still treats the initial
attack as a surprise attack.
Ever-Watchful Sentinel Dedication
Cost: -
Type: Permanent
Prerequisites: Essence 2, Surprise Anticipation Method
Such is the vigilance of the Lawgiver that the dangers she looks out for will never come to pass
without her notice. Choose a specific event that would threaten one of your Major or Defining
Ties. When that event comes to pass, she knows, no matter the distance. This Charm works
even across different realms of existence and is considered a perfect effect. She may choose
up to (Essence) events and split these across her intimacies however she desires.
The Solar may abandon one event she watches for and pick another in its stead at the end of
each Story.
Unswerving Eye Method
Cost: -
Type: Permanent
Prerequisites: Essence 2, Surprise Anticipation Method
The Iron Wolf’s gaze cannot be misdirected, and her focus cannot be dissuaded. When in the
presence of a magical effect that hides the presence of another character from her notice
without direct use of stealth, such as the Charm Easily Overlooked Presence Method, she
immediately forces that effect into a roll-off, piercing it if successful and alerting the Solar to
that character’s presence as a concealed force.
Inner Eye Focus
Cost: -
Type: Reflexive
Prerequisites: Essence 3, Sensory Acuity Prana
Cast down into the darkness, the Lawgiver has known an absence of sensation greater than
the deepest abyss. The wicked cannot hide; their shadows avail them nothing. With but a
thought, the Solar can impel her senses toward greater form. She may activate this Charm
after making a Perception roll to immediately reroll it. Any Charm or other effect that enhanced
the original roll also enhances the reroll at no additional cost.
This Charm may only be used once per Scene.
Eyes of the Unconquered Sun
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 4, Sensory Acuity Prana, Unswerving Eye Method
The Solar’s caste mark burns upon her forehead as the radiance of her celestial patron lights
up her gaze. Nothing remains hidden from her sight and all deceptions are stripped to reveal
the truth underneath. This Charm perfectly negates any attempt at stealth or disguise in her
line of sight, trumping even other perfect effects without need for a roll-off. She may even divine
the true form of a shapeshifter by looking at them. A character wishing to remain in stealth may
try to dodge her gaze, applying his Evasion against her (Perception + Awareness) roll.
Omniscient Ears Approach
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 4, Deific Vantage Stance
The Solar quiets herself and listens hard. She may listen for any sound she has ever heard,
as specific as she’d like. She could listen for a known voice or for the ring of a specific daiklaive
against steel. If the sound occurs within (Essence x 10) miles, she hears it. Magical effects that
hide or dampen sound or prevent scrying force a roll-off.
Panoptic Fusion Discipline
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 5, Ever-Watchful Sentinel Dedication
In moments of utmost peril, the Solar’s heightened senses kick into overdrive and the world
slows to a crawl. So great is her awareness of her surroundings, that it borders on premonition.
When something unexpected happens that changes the Scene, the Solar may reflexively
activate this Charm to react before all is lost.
Activating this Charm gives the Solar one action she can perform before an unexpected event
occurs, such as a precious vase falling and breaking, a door suddenly slamming shut behind
her or the ground beneath her feet giving way to a mudslide. This Charm cannot be used while
battle is already joined, unless when used to react to an event not directly related to combat
itself.
Bureaucracy
Authority-Radiating Stance
Cost: -
Type: Permanent
Prerequisites: None
The Lawgiver embodies the platonic ideal of authority, a divine leader descended from heaven.
Any other member of an organization she belongs to is treated as possessing a Minor Tie of
respect towards her. She will always be considered first for the sake of promotions and all
recognition for projects she was a part of rests solely on her shoulder in the eyes of most. Tier
1 or 2 characters will usually defer to her, treating her as their superior even if she nominally
isn’t. Resisting this effect forces them to cite a Major Intimacy in a Decision Point and pay 2
Willpower.
She benefits from these effects even when she is merely pretending to be a member of an
organization, as long as her ruse isn’t discovered.
Bureau Rectifying Method
Cost: Commit 2 Essence
Type: Simple
Prerequisites: None
The Lawgiver tolerates no corruption within her ranks. This Charm constitutes a weeklong
action to bring order to an organization. The Solar inspects offices, checks ledgers, increases
efficiency and bolsters morale. To use this Charm, she must hold authority within the
organization (or appear to do so). The Solar rolls (Manipulation + Bureaucracy) against the
Resolve of every character in the organization. Every character with an Intimacy towards
corruption or laziness reduces its intensity by one step. Every character who does not hold
such an Intimacy instead treats this roll as an automatically successful instill action to instill an
Intimacy of dutiful diligence. This Char can neither weaken nor create Defining Intimacies.
This Charm can also be used to counteract Charms that slow down or otherwise weaken an
organization, allowing her to engage in a roll-off and throw off the negative influence if
successful.
Bureaucratic Concealment Technique
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Lawgiver hides an item in the labyrinthine depths of bureaucracy. She gives one item no
larger than a cart into the care of a bureaucracy. The item is moved from place to place,
shuffled around and forgotten. As long as the Solar keeps this Charm active the item is
unfindable by anyone but herself, who can retrieve it by interacting with any official place of
business of the bureaucracy in question. Perfect means of investigation may force this Charm
into a roll-off, in which the Solar gains 3 bonus dice.
Enigmatic Bureau Understanding
Cost: -
Type: Permanent
Prerequisites: None
The Exalt can govern an organization with preternatural awareness. With this Charm, the
Lawgiver is made aware when a member of the organization has his Intimacy for the
organization challenged by any kind of social influence. This doesn’t tell her how the Intimacy
was challenged or other details about the social influence, just that and to whom it happened.
Frugal Merchant Method
Cost: -
Type: Permanent
Prerequisites: None
The Solar is the ultimate merchant. With a glance she can tell the value, condition and quality
of any item or service, recognizing fakes perfectly. She instinctively knows what average price
an object like this would fetch in any given market she knows and can determine how much a
specific character would pay for such an object or service. She is always aware of all hidden
clauses and catches of any contract or transaction she engages in, from byzantine legalese to
hidden conceptual traps of the fair folk.
Additionally, this Charm allows her to roll (Intelligence + Bureaucracy) to introduce facts about
organizations, bureaucracies or mercantile venture she is familiar with.
Indolent Official Charm
Cost: Commit 2 Essence
Type: Simple
Prerequisites: None
Sometimes all the Solar’s enemies need to destroy themselves is a little push. This Charm
constitutes a weeklong action to drive an organization into corruption and inefficiency. The
Solar spends her time peddling drugs to workers, encouraging delays, making an unsortable
mess of paperwork and tanking morale. She need not be an official member of the organization
to do so but needs sufficient access to its operations to do so.
The Solar rolls (Manipulation + Bureaucracy) against the Resolve of all members of the
organization. Every character with an Intimacy of duty, love for his work, ambition or the like is
targeted by an automatically successful instill action to lower its intensity by one degree.
Characters who lack such Intimacies in the first place instead are instilled with an intimacy
related to laziness or corruption. This Charm can neither erode nor create Defining Intimacies.
When used on an organization currently working on a project, multiply the time needed for
completing the project by (Essence + 1) as long as she keeps the Essence committed.
Irresistible Salesman Spirit
Cost: -
Type: Permanent
Prerequisites: None
The Lawgiver is a master of the art of the deal. She may use Bureaucracy as her Ability to
calculate her dice pool for any bargain action instead of a social Ability. When she successfully
performs a bargain action against a significant character, she recovers 1 point of spent
Willpower.
Speed the Wheels
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Solar speeds up the efforts of a friendly bureaucracy. Using this Charm cuts through red
tape and delays. She immediately progresses to the front of the line and immediately finds the
right person to talk to in front of her. This Charms reduces the time necessary to begin a project
down to 0. She still needs to organize sufficient resources and cooperation first, but any
bureaucratic delays and issues of coordination are removed. If such delays would have been
a milestone for the project, it is completed successfully immediately without a roll.
Additionally, the project blessed this way is completed (Essence + 1) times faster than it
normally would be.
Infinitely Efficient Register
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 2, Speed the Wheels
The world works in accordance with the Lawgiver’s wishes, providing her with the resources
she needs. Once per project she may activate this Charm to be presented with a miraculous
solution to one of her problems. If she needs money a wealthy merchant might offer to invest
in her project or previously misfiled funds are found and become available. This allows her to
instantly complete one milestone towards completing her project without need for a roll.
At Essence 4+ this Charm may be used twice per project.
Soul Snaring Pitch
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 2, Frugal Merchant Method
The Lawgivers are masters of desire, clouding the minds of their customers. The Solar extolls
the quality of her wares, treating one target as though he possessed a Major Intimacy of desire
for one object or service she offers for as long as she commits Essence to this Charm.
Additionally, the target estimates the value of the object or service to be (Essence) times higher
than he normally would.
This Charm’s effects can be resisted by paying 1 Willpower if his desire for the Solar’s wares
would threaten or conflict with a Major or Defining Intimacy. Doing so renders the character
immune to this Charm’s effects for the rest of the day.
At Essence 4+ Tier 1 or 2 characters cannot resist this Charm and the Intimacy created is of
Defining intensity. Men will willingly sell themselves into slavery for the promise of a kiss and
kings will sell their lands for a bag of sand.
Know the Soul’s Price
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Frugal Merchant Method
Everyone can be bought. The Solar learns the price she must pay another character to get him
to do what she wants. If she can meet his price, she performs an automatically successful
bargain action as a perfect effect. The subject can only resist this deal by citing one of his
Defining Intimacies in a Decision Point. Doing so costs (Essence) Willpower. If the character
resists, he is immune to the effects of this Charm for the rest of the current Story.
Taboo Inflicting Diatribe
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Bureau Rectifying Method
The Solar hands down a law to her organization and none may break it. To use this Charm the
Solar has to be in charge of an organization or at least possess the authority to issue and
enforce rules. She creates one, specific law which members of her organization cannot break.
The law must be specific, she cannot ban all theft, but she could ban theft from the company
coffers or overcharging clients. Members of her organization treat all influence that would
cause them to break these rules as unacceptable. If they want to break them of their own
volition, they find they cannot unless they sever all ties with the organization.
She may activate this Charm up to (Essence) times to empower that many laws.
Order-Conferring Action
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 5, Infinitely Efficient Register, Taboo Inflicting Diatribe
The Solar blesses an organization with amazing efficiency and stability. Doing so takes her
one month of enacting reforms and smoothing operations. Afterwards every attempt of the
organization to prepare and execute projects add (Essence or 3) bonus dice. The territories of
the organization become a bulwark of Creation, repelling the tides of chaos and slowing the
spread of shadowlands for as long as the Essence remains committed.
The Solar may confer this Charm’s effects to one organization she leads at no cost.
Combat
Defensive
Adamant Skin Technique
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: None
For an instant the Solar becomes an immovable object, perfectly inviolable. She perfectly
soaks the damage of an attack or other source of harm. This also protects her from being
knocked down, moved in any other way and any magical changes to her body.
At Essence 2+, mundane weapons used in an attack defended by this Charm break against
her skin (against non-artifact natural weapons such as fists this usually causes (Essence/2)
levels of lethal damage which may not be soaked with armor).
Armor of Virtue Technique
Cost: -
Type: Reflexive
Prerequisites: None
The Lawgiver is shielded by her virtue. As long as she exemplifies her convictions, she needs
not fear the blades of her enemies. The Exalt may activate this Charm after previously
upholding one of her Principles on the same day. She may add (Intimacy + 1) Soak against an
attack made against her and her Soak may reduce damage below minimum damage.
She may only activate this Charm once for every time she upheld a principle in a significant
way that day.
Calm and Ready Focus
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Solar has nerves of steel and remains calm under fire. She may activate this Charm when
targeted by an attack to reflexively perform a full defense action and ignore onslaught penalties
until the start of her next turn.
At Essence 6+, she may activate this Charm after the attack roll has been made.
Dipping Swallow Defense
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
No matter the circumstances, the Solar defends herself with speed and grace. For the next
(Essence or 3) rounds she ignores to all wound, crippling, grappling, onslaught and visibility
penalties to her Defense.
Diamond-Body Prana
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Exalt inverts her anima, turning the substance of her existence into something far beyond
normal harm. She adds (Resistance) to her Soak against an attack and decreases its minimum
damage by 1.
At Essence 3+, her Soak may decrease damage below minimum damage, however this costs
2 successes per point of damage reduced below minimum damage.
Durability of Oak Meditation
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
Attacking the lawgiver is like trying to fell a mighty oak. She adds (Resistance/2 or Stamina/2)
dice to her Soak. This bonus is not halved against aggravated damage.
At Essence 3+, she adds (Resistance) dice to her Soak instead.
Hail-Shattering Practice
Cost: -
Type: Permanent
Prerequisites: None
With a single deft parry or an impossible sidestep, the Solar destroys the rhythm of her foes.
When the Solar successfully defends against an attack from one opponent she perfectly
defends against all other attacks by this opponent until her next turn.
Heavenly Guardian Defense
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: None
Her weapons and hands blazing with Essence, the Solar strikes away the fists of titans. She
parries any incoming attack or physical source of harm she is aware of perfectly.
Seven Shadow Evasion
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: None
The Solar’s perfect form is quicker than an eyeblink and more tractile than water. She dodges
any incoming attack or physical source of harm she is aware of perfectly.
Solar Counterattack
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Solar answers any challenge to her martial superiority instantly. Upon being attacked she
can activate this Charm to immediately perform a reflexive counterattack if the attacker is within
range of her weapons.
At Essence 3+, she may make a counterattack even against enemies outside the range of her
weapons as aurate fire lashes out to smite her foes.
War Lion Stance
Cost: -
Type: Permanent
Prerequisites: None
Upon joining Battle, the Solar may reflexively perform a Defend Other Action on an ally within
short range, immediately moving her to close range of her target. This Defend Other Action
refreshes reflexively every turn as long as her ally remains within close range.
She can change the beneficiary of this Charm by performing a regular Defend Other action on
a new target on her turn or by reflexively spending 1 Essence to Defend Other another ally
within close range.
Bulwark Stance
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Dipping Swallow Defense
The Solar adopts a resolute stance, readying herself for any adversity the world may throw at
her. She ignores onslaught penalties.
At Essence 3+, this Charm becomes reflexive.
Corona of Radiance
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2
The Lawgiver draws her weapon through the air, focusing Essence through her aggression.
Her flesh coruscates with Solar energy which gathers around her hand and her weapon when
she parries. While this Charm is active, creatures of darkness that attack her from close range
suffern an environmental hazard with damage 2L/attack and difficulty 6.
Drifting Shadow Focus
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Solar Counterattack
Like a shadow moving in the darkness, the Lawgiver drifts through the ranks of her enemies,
sowing terror and confusion. The Solar may activate this Charm after successfully applying
her Defense against an attack to direct it against another valid target within its range.
Compare the original attack roll to the Defense of the new target to determine whether it hits.
She cannot use this Charm if she has used a perfect defense to defend against the attack.
This Charm cannot redirect an attack against the character who made it and using it counts as
performing a counterattack.
She may only use this Charm once per Scene.
At Essence 4+, waive the limit on how often she may use this Charm.
Final Sunset Stance
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Solar Counterattack
The Lawgiver stands as a warning against all who would threaten Creation. She may activate
this Charm when joining battle. Should she not release this Charm’s commitment during the
battle it will be released without any effect after the battle’s end. Should she at any point during
the battle take enough damage to suffer a -2 wound penalty she may terminate this Charm to
reflexively attack one opponent who wounded her in this fight and who is in range of her
weapons, adding bonus dice to her attack roll equal to (number of damaged Health Levels/3)
and adding her wound penalty to the attack’s damage.
This does not count as a counterattack.
Graceful Deflection Technique
Cost: -
Type: Reflexive
Prerequisites: Essence 2
The Solar’s mastery of social graces allows her to disarm her enemies with witty banter or
beguiling looks. Once per Scene, she may activate this Charm to add (Appearance/2 or
Socialize 2) to her Defense against an attack.
At Essence 4+ she may add (Appearance or Socialize) to her Defense instead.
Rising Sun Slash
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Hail Shattering Practice or Solar Counterattack
The Lawgiver meets her foe’s onslaught with the inevitable power of dawn’s first light. She may
reflexively activate this Charm when she is attacked by another character within reach of her
weapons, seizing the offensive and forcing a clash.
Using this Charm counts as performing a counterattack.
Spirit Strengthens the Skin
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 2, Diamond-Body Prana or Durability of Oak Meditation
The unconquered spirit of the Solar strengthens her body, allowing her to shrug off wounds
that would have felled lesser opponents. For the next 2 rounds, she halves all damage she
suffers post-Soak. This can reduce minimum damage.
At Essence 5+, this Charm’s duration extends to 3 rounds.
Vigorous Consecration Discipline
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Spirit Strengthens the Skin
The Solar touches her weapon to the ground and radiates her incomparable vigor outward. A
glowing circle of Essence extends out to short range from the position where she activated this
Charm, often depicting imagery reflective of her personality and iconic Anima. Allies within the
consecrated ground benefit from a measure of her own toughness. They gain a minimum Soak
of (Resistance + 1) against all attacks. Those whose Soak exceeds that value, add 2 to it
instead. The area consecrated by this Charm does not move with the Exalt, allies only gain its
protection only while they remain within the affected area.
At Essence 4+ she may activate this Charm reflexively once per Scene.
Flashing Edge of Dawn
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 3, Rising Sun Slash
The Solar moves her blade with the speed of her scorn, cutting through her foe in the moment
he chooses to strike. The Exalt may activate this Charm in response to being attacked by an
enemy within range of her weapons. She immediately clashes the attack, ignoring all penalties
on her attack roll. If successful, she also performs a counterattack. This Charm explicitly
circumvents the usual rule allowing only a single clash/counterattack per attack, though no
other Charm that grants a reflexive clash or counterattack may be activated to add even more
counterattacks in response to the attack that triggered this Charm.
This Charm may only be used once per Scene, unless reset by being exposed to a -4 wound
penalty for the first time in the Scene.
Protection of Celestial Bliss
Cost: -
Type: Permanent
Prerequisites: Essence 3, Heavenly Guardian Defense or Seven Shadow Evasion
Once per Scene the Solar can use Heavenly Guardian Defense or Seven Shadow Evasion at
no cost. Additionally, the Solar may pay 1 additional point of Essence when using Heavenly
Guardian Defense or Seven Shadow Evasion (which is not waived by this Charm’s discount)
to apply its defense to every ally within short range.
Ready in Eight Directions Stance
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 3, Bulwark Stance, Solar Counterattack
When everything seems lost, the Solar rises to the occasion and momentarily hones her form
to martial perfection. Until her next turn, her Defense increases by (Essence/2), she immune
to all penalties to her Defense and she reflexively performs a counterattack against every
attack made against her, regardless of whether the attacker is within the range of her weapons
or not.
Searing Quicksilver Flight
Cost: -
Type: Permanent
Prerequisites: Essence 3, Calm and Ready Focus or Dipping Swallow Defense
The Solar’s skill at evasion is such that her dodges wither away at her opponent’s momentum.
When she successfully dodges an attack, her opponent loses Initiative.
Brilliant Sword-Contempt
Cost: Spend 2 Essence, 1 Willpower
Type: Reflexive
Prerequisites: Essence 4, Rising Sun Slash, Bottomless Wellspring Approach
The Lawgiver‘s intellect cannot be challenged by mere steel. The Solar may activate this
Charm in response to being attacked with a physical weapon to clash the attack with an
(Intelligence + Lore) Roll. If successful, instead of the normal benefits of a successful clash
she becomes immune to all damage from that type of weapon for the rest of the Scene.
Weapon types encompass a rough category such as „swords“ or „arrows“. This Charm cannot
be used to become immune to natural weapons such as unarmed attacks or claws.
This Charm may only be used once per Scene.
Aegis of Invincible Might
Cost: -
Type: Reflexive
Prerequisites: Essence 5, Adamant Skin Technique, Spirit Strengthens the Skin
When her life is threatened, the Solar channels the invincibility of her patron to shrug off even
the most devastating attacks. One per Scene, the Solar may perfectly soak any instance of
harm, even damage that is normally impossible to soak (or unsoakable) is perfectly negated
without need for a roll-off.
Safety Between Heartbeats
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 5, Bulwark Stance, Protection of Celestial Bliss
The Solar becomes a bulwark of incomparable defense, turning away and evading blows with
unearthly precision and speed. This Charm may be activated when the Solar is attacked by
another character. Every character trying to attack her until the start of her next turn must aim
at her first. This aim action does not confer any dice bonus but is necessary to attempt an
attack at all. An attacking character whose attack has been rendered inapplicable through this
Charm may change his combat action for the turn to an aim action.
Perfect attacks, counterattacks and clashes may be executed against her without need for
aiming.
Grappling
Unbreaking Grasp
Cost: -
Type: Permanent
Prerequisites: None
The Solar grasps for her opponent with untiring dedication. She lowers the difficulty of
attempting a grappling gambit by 1.
When the Solar loses the control roll of a grapple roll, she can hang on beyond reason. She
may reflexively spend 1 Essence to prevent a grappled opponent from leaving the grapple,
though he may choose to inflict another consequence upon her. Against effects that perfectly
free an opponent from a grapple, she enters a roll-off.
Seven Furies Throw
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
When the Solar releases a foe from a grapple she crushes him first. This Charm can be used
reflexively when the Solar wins the control roll of a grapple. She may exit the grapple and
damage her opponent at once by throwing him viciously. She may throw him against a nearby
wall hard enough to crack stone or suplex him into the ground.
She immediately releases her target from the grapple and throws him to any point within close
or short range. The damage of this attack is increased by (Martial Arts/2) and it leaves her
opponent prone.
Dragon Coil Technique
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: Essence 2
The Solar grapples with the strength of a dragon and the grace of a god. This Charm can be
activated to render the control roll of a grapple perfect.
Titan-Strangling Method
Cost: -
Type: Permanent
Prerequisites: Essence 3, Unbreaking Grasp
Size doesn’t matter to the Solar Exalted. After learning this Charm, she may Grapple
opponents far larger than her, wrestling them with the all-encompassing glow of her Anima as
well as with her limbs.
Offensive
Blazing Solar Bolt
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Calling forth the Essence of the Unconquered Sun, the Solar smites her enemies with a lance
of brilliant light and fire. She makes an attack roll with any combat ability against an enemy out
to medium range, forgoing the need to aim. Her Attack uses the traits of a light or heavy artifact
weapon (her choice) and inflicts (Essence) additional levels of damage. Against creatures of
darkness, this attack deals aggravated damage and is unsoakable.
The first time this Charm is used in a Scene is free.
At Essence 3+, the range of this attack increases to long range.
Demon-Wracking Shout
Cost: Spend 3 Essence, 3 aggravated damage
Type: Simple
Prerequisites: None
A terrible, primordial shriek full of unspeakable pain and anguish claws its way out of the Exalt’s
throat, rending her spirit and body on its way out and racing across the battlefield in a terrible
wind. This Charm is special in that it can be learned by any Celestial Exalt and in fact is learned
immediately at no cost when she first hears it. To most beings the shout is merely extremely
uncomfortable, Demons within long range of the Exalt however are more severely affected.
Demons of the First Circle suffer (Essence x2) Health Levels of unsoakable, aggravated
damage. Those who survive feel a compulsion to leave the area immediately and not return
for five days. This compulsion is strong enough to even override sorcerous bindings.
Demons of the Second Circle suffer (Essence + 1) Health Levels of unsoakable, aggravated
damage. They can withstand the impulse to leave by paying 3 Willpower as long as the
damage from this Charm did not exceed their Resolve and doing so would violate one of their
Defining Intimacies.
Demons of the Third Circle suffer (Essence) Health Levels of unsoakable, aggravated damage.
They can withstand the compulsion by paying 1 Willpower.
The Demon-Wracking Shout is seldom heard in Creation these days, only present in the
memories of elder Celestial Exalts, gods and demons. It is said that those who dare use this
technique often meet terrible fates.
Edge of Morning Sunlight
Cost: -
Type: Permanent
Prerequisites: None
If she wills it, her weapons or fists glow with the light and fury of the Unconquered Sun.
Enhancing a weapon is a reflexive action and causes it to deal aggravated damage to
creatures of darkness.
At Essence 3+, this Charm also increases the weapon’s damage and minimum damage
against creatures of darkness by 1.
Falling Hammer Strike
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Solar is as relentless as the coming storm. An attack supplemented by this Charm adds
(combat Ability) bonus dice to its attack roll and deals additional damage for every 2 instead
of 3 threshold successes.
Fire and Stones Strike
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Solar’s blade glows with the red-hot anger of the righteous. Increase the damage of her
attacks by 2 and the minimum damage of her attacks by 1.
At Essence 3+, increase the damage of her attacks by 3 instead.
Gleaming Sever
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
In the moment before she strikes, the Solar focuses her Essence along the edge of her blade,
making it infinitely sharp. She performs an attack, increasing its damage by (Essence or 3) and
ignoring the opponent’s armored Soak. Against creatures of darkness this attack deals
aggravated damage and the damage bonus rises to 5.
At Essence 3+ the attacks damage becomes unsoakable rather than ignoring the target’s
armored Soak.
Heaven Thunder Hammer
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Fists and Weapons of the Solar carry the force of a storm. An attack made with a blunt
weapon enhanced by this Charm flings the target back with a thunderclap upon impact. The
victim is flung back one range band or 2 range bands if the attack inflicts at least 3+ levels of
damage. If he collides with appropriate terrain, he takes damage appropriate to a short or
medium range fall.
Invincible Fury of the Dawn
Cost: Spend 2 Essence
Type: Simple
Prerequisites: None
In a burst of Essence, the Solar performs a single, perfect motion to conquer her foe. She
performs a perfect attack against her opponent. This perfect attack automatically fulfills any
aim action required to make the attack.
Joint-Wounding Attack
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
With a vicious attack the Solar targets her opponent’s weak points. If the attack supplemented
by this Charm is successful, the victim doubles his wound penalties for the rest of the Scene.
An opponent hindered this way can try to shake off its effect by taking a miscellaneous action
to roll (Stamina + Resistance) against a difficulty of his exacerbated wound penalty.
One Weapon, Two Blows
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Solar strikes with alarming alacrity, overwhelming her foes. She attacks the same target
twice or two different targets once.
Ox-Stunning Blow
Cost: Spend 2 Essence
Type: Simple
Prerequisites: None
The Solar strikes with enough force to drive the wind out of an ox. She attacks her opponent
with a blunt weapon and halves the post-Soak damage of this attack. An opponent hit by this
attack loses his next turn.
This Charm can only be used once per Scene per target.
Simple Geometry
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Nome
The Solar can target enemies around corners or other obstructions, performing legendary feats
of indirect fire. The supplemented attack ignores light and heavy cover. She also reflexively
aims at her target or completes all aim actions necessary to carry out the attack (if more than
one is needed).
At Essence 4+, she may increase this Charm’s cost to 2 Essence in order to reduce the effects
of full cover to those of heavy cover.
Swarm-Culling Instinct
Cost: -
Type: Permanent
Prerequisites: None
Surrounded by enemies, the lawgiver draws first blood, and the killing begins. When she rolls
for Initiative for the first time in a Scene, she may make one reflexive attack against the
opponent who rolled the lowest Initiative, provided his Initiative is lower than hers.
At Essence 2+, she may target any one enemy whose Initiative was lower than hers.
Wielding Heaven’s Fire
Cost: -
Type: Permanent
Prerequisites: None
At the zenith of her power, the Solar wields the fires of her soul against her foes. While her
Anima is flaring or iconic the Solar may attack her foes with holy fire and spears of light. This
allows her to perform attacks with her (Charisma + Presence) against enemies out to medium
range. These attacks have the traits of light or heavy (her choice) Artifact weapons and deal
aggravated damage against creatures of darkness.
A Solar may develop Evocations for these attacks based on purifying power of fire and the
righteousness of her cause as though they were a resonant, 4-dot artifact.
At Essence 3+, the range of these weapons is increased to long range.
Enemy-Castigating Solar Judgment
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2
Shining with the light of the highest of holies, the Solar delivers the judgement of the
Unconquered Sun upon her enemies. This Charm can only be used against creatures of
darkness.
When used to supplement an attack this Charm increases the post-Soak damage of the attack
by 2 and its damage becomes aggravated.
When used to supplement an attempt to threaten a creature of darkness, she treats it as having
a Major Intimacy of fear towards the Solar and it needs to pay 2 additional points of Willpower
in a Decision Point to resist.
At Essence 4+, the post-Soak damage bonus of this Charm increases to 3.
Iron Whirlwind Attack
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2, One Weapon, Two Blows
As her blades vanish in a blur of steel, the Solar condemns her enemies to a death by thousand
cuts. The Solar attacks the same enemy (Dexterity, Strength or Wits) times. Each of these
attacks can only inflict a maximum of 2 damage, even if that reduces the damage of the attack
below minimum damage.
This Charm can only be used once per Scene.
At Essence 5+, the maximum damage of attacks created by this Charm is increased to 3.
Peony Blossom Attack
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Falling Hammer Strike or One Weapon, Two Blows
Swinging her weapon in a terrible arc, the Solar deals death to all foolish enough to surround
her. She makes a single attack roll and applies the results to every foe within close range.
Hungry Raptor Attack
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Peony Blossom Attack
Imbuing her killing intent into her weapon, the Solar lets her blade soar to devour her enemies.
She makes a single attack roll against all foes out to short range, ignoring the need to aim.
Triple the post-Soak damage of this attack against battlegroups.
This Charm can only be used once per Scene.
Hungry Tiger Attack
Cost: -
Type: Permanent
Prerequisites: Essence 3, Joint-Wounding Attack
The Solar can feel the weakness of her foes, pressing the attack where they are most
vulnerable. Whenever attacking an opponent that has a higher wound penalty than her, she
imposes a -2 penalty on his Defense.
Heaven-Sword Flash
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 4, Iron Whirlwind Attack, Hungry Raptor Attack
With limitless speed and inexorable spirit, the Solar’s weapon flashes in an arc, striking
opponents on all sides. She performs two attacks against every enemy within close range.
This Charm may only be used once per Scene.
Superlative Edge Meditation
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 5, Invincible Fury of the Dawn
The Solar concentrates the full power of her will and killing intent on the edge of her blade. To
use this Charm the Solar must wield an edged, close-range weapon. She may activate this
Charm to supplement an attack, rendering it unblockable and its damage unsoakable.
Streaming Arrow Stance
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 5, Simple Geometry
The Solar’s eye trains on her prey and she fires without hesitation or delay. The Solar
designates a target she has successfully hit with an attack within the current Scene when
activating this Charm. For the rest of the Scene, once per turn, she may make a reflexive aim
action against the target.
This Charm may only be used once per Scene.
Twisting Sunfire Strike
Cost: -
Type: Permanent
Prerequisites: Essence 5, One Weapon, Two Blows
The Solar outmaneuvers her foe with uncanny speed and finesse. She may spend threshold
successes on her attacks to perform a single, non-Charm-generated gambit while resolving
the rest of her attack normally, dealing damage. The difficulty of this gambit is increased by 3.
Ranged-specific
Accuracy Without Distance
Cost: -
Type: Permanent
Prerequisites: None
Distance is irrelevant before the razor-sharp focus of a Solar marksman. She ignores penalties
based on range for attacking targets with her ranged attacks. Additionally, the range of her
thrown and archery weapons is increased by one range band.
There is No Wind
Cost: -
Type: Permanent
Prerequisites: None
The Solar’s arrows find her targets without fail even amidst a hurricane. She ignores all
penalties to her ranged attacks caused by atmospheric conditions such as wind, rain, mist or
smoke.
Rain of Death
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2
After taking in her targets, the Solar lets loose a deadly rain of projectiles. She designates up
to (Dexterity or Wits) targets, none of which may be closer than short range, and aims for one
round (this cannot be circumvented through Charms that automatically complete necessary
aim actions such as Simple Geometry). On her next turn she rolls a single attack against all
targets. If at least half of her targets are incapacitated by this attack, she regains the Essence
she spent on this Charm.
Alternatively, she may target a single battlegroup with this Charm, tripling her post-soak
damage against it.
This Charm may only be used once per Scene.
Seven Omens Shot
Cost: Spend 4 Essence
Type: Simple
Prerequisites: Essence 3, Accuracy Without Distance
Closing her eyes and meditating on the wickedness of her foes, the Solar remains motionless
for the span of seven heartbeats. When she opens her eyes again, she lets loose an
unstoppable Arrow guided by the fires of her Essence.
The Solar takes 3 turns aiming motionless, setting her Defense to 0. This aiming period cannot
be shortened by any means. She then makes an Archery or Thrown attack against any target
she is aware of within (Essence x 10) miles. Her attack ignores cover and all penalties, is
unbloackable, undodgeable and deals an additional Health Level of damage for every 2
threshold successes instead of 3.
This Charm can only be used once per Story, unless reset by upholding a Defining Intimacy
by incapacitating an enemy with this Charm.
At Essence 5+, she may instead shoot the Arrow directly into the sun, from where it descends
onto her target wherever he may be, as long as it is within Creation or heaven. However, she
must have a rough idea of the target’s location and identity or have just come across blatant
evidence of his wrongdoing to use this effect.
Utility
Adversity-Shunning Aptitude
Cost: -
Type: Permanent
Prerequisites: None
The Solar fights unimpeded even in the worst of situations. When she suffers penalties to her
attack rolls, she may ignore halve of the total sum of those penalties.
At Essence 3+ she may, at her choice, reduce the sum of all penalties to her attack rolls by
(Essence) instead.
Glorious Solar Arsenal
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Solar conjures an arsenal out of the fires of her soul, supplying her with any weapon or
munition she may need. The Solar commits 1 Essence per weapon she creates, readying them
reflexively as they are conjured. Weapons so created are treated as light or heavy Artifacts
(her choice).
Conjuring munitions for an existing weapon is done reflexively and at no cost. It also allows
the Solar to reload them reflexively, if it would otherwise cost an action.
The Solar may develop Evocations for one specific weapon conjured via this Charm, drawing
on her own legend and personality as inspiration.
If she also knows Glorious Solar Plate, she may activate both Charms together by only
committing 1 Essence.
At Essence 3+, this Charm becomes Reflexive.
Glorious Solar Plate
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Solar surrounds herself in a cocoon of her own essence, shielding herself from harm in a
hauberk of light and fire. This Charm summons a light or heavy (her choice) Artifact armor and
dons it immediately.
She may develop Evocations for one specific armor conjured via this Charm, drawing on her
own perseverance and ideals as inspiration.
If she also knows Glorious Solar Arsenal, she may activate both Charms together by only
committing 1 Essence.
At Essence 3+, this Charm becomes Reflexive.
Innocuous Weapon Approach
Cost: -
Type: Permanent
Prerequisites: None
The Chosen of the Sun are never unarmed. Pebbles, cards, dusty tomes or even her own spit
become deadly weapons in the hands of the chosen. She may use any object, no matter how
improbable, as a light of heavy weapon (her choice).
She may reflexively commit 1 Essence to give such an improvised weapon the traits of an
artifact weapon.
Loyal Blade Meditation
Cost: -
Type: Permanent
Prerequisites: None
The weapons of the Exalted know their masters and will not forsake them. Readying weapons
becomes a reflexive action. Whenever the Solar is disarmed, she can reflexively call her
weapon back to her hand. She can also recall thrown weapons this way. When an effect would
break her weapon (artifact or not) she can reflexively spend 1 Essence to keep it functional for
the rest of the Scene as the light of her Anima fills the cracks.
Additionally, she may banish up to (Essence) weapons she owns Elsewhere as a
miscellaneous action. Artifacts need to be (and stay) attuned to be banished this way. Recalling
and readying the weapon is reflexive. She may banish weapons in excess of (Essence) by
committing 1 Essence per additional weapon banished.
If she knows Perfected Battle Array, she increases the number of weapons she can banish
without additional cost to (Essence x 2).
Perfected Battle Array
Cost: -
Type: Permanent
Prerequisites: None
Increase the number of Artifacts she can attune without committing Essence to (Essence x 2).
Thunderclap Rush Attack
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
As danger closes in on her, the Solar’s senses and muscles race with the speed of lightning.
This Charm can be activated when joining battle to win Initiative. The first time she would lose
Initiative in the Scene, she does not. Afterwards, she may reflexively activate this Charm to
regain her Initiative if she lost it.
Whirlwind Armor-Donning Practice
Cost: -
Type: Permanent
Prerequisites: None
When she needs to ready herself for battle the Solar brooks no delay. She may don or strip
out of any armor with a single miscellaneous action which may not be placed in a flurry.
Additionally, she may commit 1 Essence to banish any armor she wears Elsewhere with a
miscellaneous action. Recalling and donning the armor is as simple as releasing the
commitment (reflexive).
Additionally, she may banish up to (Essence) armors she owns Elsewhere as a miscellaneous
action. Artifacts need to be (and stay) attuned to be banished this way. Recalling and donning
the armor is reflexive. She may banish armors in excess of (Essence) by committing 1 Essence
per additional weapon banished.
If she knows Perfected Battle Array, she increases the number of armors she can banish
without additional cost to (Essence x 2)
Fists of Iron Technique
Cost: -
Type: Permanent
Prerequisites: Essence 2
Through superlative resolve and punishing training the Solar forges her body into a weapon of
destruction. Her unarmed attacks use the traits of light or heavy artifact weaponry.
She may develop Evocations for her unarmed attacks based on her fighting spirit and
incomparable training as though her body were a resonant 4-dot artifact.
Holistic Battle Master
Cost: -
Type: Permanent
Prerequisites: Essence 2
The Solar is versed in all forms of battle. Decrease the difficulty of all gambits by 1.
Iron Kettle Body
Cost: -
Type: Permanent
Prerequisites: Essence 2
Underneath the lawgiver’s faultless skin lie the memories of countless scars. Her body uses
the traits of light or heavy (her choice) artifact armor.
She may develop Evocations for her body based on her boundless vitality and the grievous
wounds she has overcome as though it were a resonant 4-dot artifact.
Iron Wolves’ Grasp
Cost: -
Type: Permanent
Prerequisites: Essence 2
The Solar turns her enemy’s own weapons against them. When she successfully disarms a
foe, she may take control of the weapon herself rather than fling it away without an increase in
difficulty.
She may spend 1 Essence when disarming a foe carrying an attuned artifact to roll enter a
roll-off against her opponent. If she succeeds, she reflexively attunes to the artifact and breaks
her opponent’s attunement to it.
Martial Supremacy Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
Concentrating the essence of the supreme war deity burning in her soul, the Solar adopts a
simple stance of absolute superiority. The Solar adds 1 to her Defense and 1 die to all her
attacks. This counts as a Form and cannot be used at the same time as other Forms gained
from martial arts.
Special activation rules: Whenever the Lawgiver incapacitates a significant opponent, she
can activate this Charm reflexively.
Godspear Imbuement
Cost: -
Type: Permanent
Prerequisites: Essence 3, Loyal Blade Meditation, Perfected Battle Array
As the Unconquered Sun wields the Godspear of All-Searing Noon, the Solar’s bond with her
arms becomes an expression of her soul. Any attuned artifact weapon or armor the Solar
wields are perfectly defended against any attempt to disarm, steal, deattune or destroy them,
trumping even other perfect effects without need for a roll-off.
At Essence 4+, attuned Artifact armor applies its full Soak value against aggravated damage.
At Essence 5+, attuned Artifact weapons deal aggravated damage.
Immunity to Armies Approach
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 3
The Solar adopts the stance of an invincible warrior, wading through lesser foes like a scythe
through fields of wheat. Tier 1 Battlegroups cannot harm or hinder her in any way and she may
reflexively roll an attack once per turn against one hostile Tier 1 Battlegroup within range.
At Essence 5+, this also applies to Tier 2 Battlegroups.
At Essence 6+, this Charm becomes Permanent and loses its Essence commitment.
Titan-Rending Fury
Cost: Commit 2 Essence
Type: Reflexive
Prerequisites: Essence 3, Adversity-Shunning Aptitude
Faced with enemies towering over her, the Solar’s anima makes up for her lack in size. While
this Charm is active, she ignores the defensive benefits of Legendary Size for her attacks
against opponents. This does not allow her to grapple creatures of Legendary Size.
Craft
Arete-Shifting Prana
Cost: -
Type: Permanent
Prerequisites: None
Extrapolating from her experience, the Lawgiver masters new crafts at breathtaking speed. For
every Craft Specialty she buys, she instantly gains an additional Craft Specialty at no cost.
This Charm works retroactively, applying to any Crafts Specialties she bought before
purchasing this Charm, even those added during character creation. Craft Specialties added
by this Charm don’t multiply themselves, only those purchased during character creation or
with experience points.
Additionally, for each Craft Charm other than Arete-Shifting Prana that she learns, the Solar
unlocks one free Evocation in one attuned artifact, up to a maximum of (Essence) free
Evocations.
Art of Permanence
Cost: -
Type: Permanent
Prerequisites: None
The works of the Lawgivers will not be undone by Chaos. Any object the Solar crafts, repairs
or prepares with a moment’s work is forever immune to the ravages of the Wyld.
This only immunizes the object to the warping influence of the Wyld itself, Raksha and stranger
monsters may still try to raze such works. However, the difficulty to affect them with their
Charms directly rises by (Essence).
At Essence 3+ objects and structures created by her don’t deteriorate due to the ravages of
the natural world such as age, weather or corrosion. They can still be destroyed deliberately.
At Essence 5+ her works do not require any maintenance at all.
Craftsman Needs No Tools
Cost: -
Type: Permanent
Prerequisites: None
The Solar is a craftsman beyond compare, able to work materials with her bare hands. The
Solar never needs Tools to work on a basic, major or superior project. She can cut wood with
her palm or heat steel white hot with her breath. Legendary projects may require specialized
equipment still. Basic projects she attempts take barely any time at all and are completed
perfectly in the span of a heartbeat.
When beginning a major project, the Solar may opt to spend 1 Essence to complete it perfectly
and instantly in a flash of brilliant Essence.
At Essence 4+ the Solar may spend 5 Essence after gathering all necessary raw components
for a superior project. Her Anima roars to life in an iconic display, enveloping and working all
materials according to the Solar’s design. She completes the project perfectly within a minute.
Impurity-Hammering Blow
Cost: -
Type: Permanent
Prerequisites: None
The Solar strikes impurities from her materials and gathers what she needs with supernatural
speed. She can purify crafting materials of low quality, such as turning badly tanned leather
into soft suede or cheap marble into stone fit for a palace. Doing so is a basic, major or superior
project depending on the quantities involved.
Alternatively, the Solar can extract crafting materials from natural deposits with little effort,
drawing pure metals directly from their veins in the earth or extracting salt from the sea with
her bare hands. This eases resource extraction severely, though it doesn’t completely obviate
the need for mining or similar ventures, as the Exalt still needs to be within close distance of
the substances she wants to extract and purify. She could quickly extract and process the
various ores found in a mine, but she couldn’t draw all metal out of a mountain just by standing
on its surface.
At Essence 3+ she can purify materials to such a degree that she can turns them into other
states. She could blend metals into all manners alloys or turn lumps of coal into diamonds.
This does not allow her to refine base materials into the magical materials.
Object-Strengthening Touch
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Solar may render an object inviolate with a touch. The subject of this Charm must be
inanimate and not much larger than a man. As long as this Charm is active the object is as
difficult to destroy as any artifact.
At Essence 3+ she may imbue an object of Legendary Size with such hardiness.
At Essence 5+ object beyond legendary size, such as the walls of an entire city or a sprawling
palace can be imbued supernatural resilience.
Shattering Grasp
Cost: Spend 1-5 Essence
Type: Simple
Prerequisites: None
With the power to create, comes the power to destroy. The Solar may destroy any single
mundane structure or object she touches not much larger than a man.
At Essence 2+ she can spend 2 Essence to destroy structures of Legendary Size such as
entire houses or ships.
At Essence 3+ she can try to destroy Artifacts. If she has been attuned to the Artifact herself
for more than a Scene this works perfectly and may damage the Artifact beyond repair. If not,
she must enter a roll-off to damage the Artifact and may have to roll a successful Attack to
touch the Artifact.
At Essence 5+ she can spend 5 Essence to destroy any structure, object or series thereof she
built, no matter how large. She may sink an entire fleet or collapse a palace as long as she
was the one who built it. Artifacts and manses she created are beyond such casual contempt.
Words-as-Workshop Method
Cost: -
Type: Permanent
Prerequisites: Craftsman Needs No Tools
The Solar speaks her desires and the world provides. She may create any tool or apparatus,
no matter how complex, out of her Essence infused breath. This provides her with any tools
she might need to complete a legendary project and automatically completes any appropriate
milestones.
If the Solar has access to an actual workshop, her breath makes her tools sing in her hands,
accelerating the time it takes to complete a legendary project by a factor of (higher of Essence
or 3).
Body-Forging Travail
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Object-Strengthening Touch
The Solar confers stability upon a living being, as she might upon an object. To activate this
Charm, she must touch a willing target. The target’s body is treated as light or heavy artifact
weaponry (her choice). She can use this Charm upon herself.
Scholar of a Lost Age
Cost: -
Type: Permanent
Prerequisites: Essence 2
When the Solar dreams, memories of a lost age of glory flood her head with diagrams and
designs of impossible miracles. The Solar ignores the Lore and Occult prerequisites, the
increased Inspiration cost and the doubled time requirements for legendary projects meant to
create First Age Artifice.
Wonder-Forging Genius
Cost: -
Type: Permanent
Prerequisites: Essence 3, Words-as-Workshop Method
At the core of the Solar’s Essence slumbers a spark of endless genius, only waiting to be
released. The Solar reduces the number of Inspirations she needs to complete a legendary
project by 1, to a minimum of 1.
At Essence 4+ she treats her Tier as 1 higher for the purpose of what legendary projects she
may attempt and how much time it takes her to complete them.
Divine Inspiration Technique
Cost: -
Type: Permanent
Prerequisites: Essence 4, Wonder-Forging Genius
The Lawgiver shares the fruits of her genius with her most devoted followers, uplifting them
and imbuing them with a fraction of her own brilliance. A Solar with this Charm may allow
(Essence or 3) Tier 1 or 2 followers to treat their Tier as 1 higher for the purpose of determining
what crafting projects their may attempt and how quickly they are performed.
Alternatively, she may allow one Tier 3 ally or follower to do the same.
At the end of a Story she may withdraw her blessing and bestow it to someone else. If the
former beneficiary is in the process of crafting a legendary project he cannot complete without
the increased Tier, he retains its benefits until that crafting project failed or is completed. The
Solar can only bestow the blessing unto another character once the old beneficiary lost it.
At Essence 5+ she may benefit from both effects at the same time.
Divinity
Followers
Empowering Shout
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Solar shouts a quick exhortation or words of advice laden with Essence at a mortal within
medium range, temporarily endowing him with a fraction of her power.
This Charm targets a Tier 1 or 2 character, granting him (higher of Essence or 3) bonus dice
on any actions the Solar enhanced.
Underling Promoting Touch
Cost: -
Type: Permanent
Prerequisites: None
With a touch the Solar anoints the soul of one of her followers, marking him as her envoy. This
Charm can only be used on a willing Tier 1 or 2 subject. Everyone who holds a Tie of respect,
loyalty or love towards the Solar or an organization she is part of automatically knows that this
person has her blessing and speaks for her. She may grant him any social station that is within
her authority to give and anyone subject to said station recognizes his authority beyond doubt.
While he benefits from this Charm he automatically and perfectly knows how the Solar would
like him to act in any given situation.
The Solar may anoint a number of her followers in this way equal to (Presence). She may
withdraw her favor at any time from any distance with a miscellaneous action.
At Essence 3+ the number of followers she may anoint increases to (Essence x Presence).
Soul-Nourishing Technique
Cost: -
Type: Permanent
Prerequisites: Essence 2
The Solar’s words are bread and water to those who listen. The Solar gives a sermon, recites
a parable, or tells a story that reflects or explains one of her Major or Defining Principles. This
sermon must last at least an hour. The Solar’s words feed the audience like a nutritious meal
and hydrate them like water from a fresh spring. Listening to this sermon grants listeners
automatic knowledge of the Principle being discussed without needing to make a read
intentions action.
You Can Be More
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 2, Empowering Shout
When a Lawgiver encourages a mortal to take up a cause heroes are born. The Solar
encourages a mortal to follow the call of a suitably heroic Intimacy he possesses. If the mortal
accepts, she blessed and uplifted, ready to face adversity in the name of heroism. The intensity
of the Intimacy targeted by this Charm increases to Defining and the mortal becomes a Tier 2
character. He immediately gains (higher of Essence/2 or 2) Attribute and (higher of Essence
or 3) Ability dots as a training effect.
At Essence 3+ the mortal also gains (Essence/2) story Merit dots as the world itself follows the
Solar’s advice and provides for her champion.
Prophet-Uplifting Evocation
Cost: -
Type: Permanent
Prerequisites: Essence 3, Underling Promoting Touch
The Solar invests one of her followers with a sliver of her power, so that he can spread her
word among the faithful and convert those in doubt to her cause. This Charm uplifts a follower
anointed by Underling Promoting Touch. He becomes a Tier 2 character and gains a single
point of Essence that recovers each day at noon if he did not possess an Essence pool before.
He may spend this point to add (the Solar’s Presence) bonus dice to any roll to instill Intimacies
of worship, loyalty and devotion towards the Solar or to persuade people to act in the defense
of one of her Defining Intimacies. While he is under the influence of this Charm, his own
Intimacies towards the Solar are inviolable, as if they were defended by Righteous Lion
Defense.
The Solar may uplift a number of Prophets equal to (Essence).
Mantle of Divine Favor
Cost: Spend 5 Essence
Type: Simple
Prerequisites: Essence 4, Prophet Uplifting Evocation.
When one of her prophets is in peril, the Solar can reach out towards her subject and bestow
upon them a fraction of her divine power. She automatically becomes aware when one of her
prophets created by Prophet Uplifting Evocation is in a situation requiring divine intervention,
whether that is mortal danger, a test of faith or a desperate attempt to save someone from a
burning building. She does not become aware of the nature of the peril but can lend him her
power so that he may emerge victorious.
When she activates this Charm her prophet gains 5 points of Essence that can exceed his
normal Essence pool maximum, gains use of (Essence/2) of her Charms and temporarily
becomes a Tier 3 character as her Anima envelops him. He retains use of the Essence,
Charms and enhanced Tier until the end of the Scene. He uses his own traits to calculate the
effects of Charms and can only be granted Charms that are neither Permanent, Excellency of
the Sun nor have prerequisites. The Solar has no conscious choice over which Charms are
imbued, the prophet receives whatever would best help him resolve the situation he faces. If
he succeeds in overcoming the challenge before him, the Solar feels the gratitude of her
follower and regains 1 Willpower.
God King
Prayer Essence Internalization
Cost: -
Type: Permanent
Prerequisites: None
The Solar may draw sustenance from her Cult. Instead of drawing Willpower from her Cult,
she may instead fully sate her need for food and drink, rest her body as if she had slept for 8
hours or restore 1 point of spent Essence.
She cannot draw on more points of Essence from her Cult per Story than (Cult/2).
Meditation of Holy Vigilance
Cost: -
Type: Permanent
Prerequisites: None
While she meditates, the Solar can hear the prayers of her cult clearly. She hears the most
urgent prayers loudest but may search for the prayers of specific people or from specific
locations. She instinctively knows the location of prayer she listens to and can perfectly discern
what Intimacies the person praying holds for the Solar.
At Essence 3+ she may respond to a prayer by manifesting as a shimmering silhouette of
golden Essence at the prayer’s location. This enables her to speak to the one praying and to
use any of her Divinity Charms on them.
God-Heeling Gesture
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2
With a simple gesture the Solar gainsays divinity, reversing a miracle wrought by a god. After
learning this Charm the Solar automatically becomes aware when she is in the presence of a
divine miracle, even if it has been performed centuries ago. With as little as a wave of her hand
she may reverse the miracle, causing a dry spring calmed by a river god to come back to life,
healing a child sickened by a disease god and so on. If the Essence rating of the god that
performed the miracle is more than 2 higher than that of the Exalt she must succeed in a roll-off
against the god to reverse the miracle. She cannot use this Charm to reverse miracles wrought
by Tier 5 gods.
This Charm cannot be used to destroy or deactivate the Charms of gods, block direct attacks
they make etc. It only reverses miracles they wrought upon the world at large, not their personal
power. It also only reverses things directly affected by the miracle, not its consequences that
have spilled out into the world. She may heal a child sickened by a disease god but couldn’t
heal any people that have been infected by the child in the meanwhile.
Divine Mantle
Cost: -
Type: Permanent
Prerequisites: Essence 3, God-Heeling Gesture
The Solar assumes the divine mantle of a god she subjugated or whose place she has taken
and with it its authority over the world. To acquire the mantle of a god she must either force
him to subjugate himself to her or fill out the place of an absent or dead god by taking over its
cult or receiving heavenly sanction for doing so. Once she does, she assumes its divine
authority and may work godly miracles.
Wearing the mantle of a god of fire she could set things ablaze or warm those who are cold,
while the mantle of a weather god could give the ability to summon rain, cause harvests to
succeed or cause droughts. Creating miracles in this way generally costs between 1 and 5
Essence and the limits are determined by the power of the spirit whose mantle she wears.
The Exalt can only wear the mantle of one god at a time. Wearing a god’s mantel does not
allow her to learn its Charms, only to access miracles that change the world at large through
its divine authority.
Integrity
Integrity Protecting Prana
Cost: -
Type: Permanent
Prerequisites: None
The Sun’s Chosen define their own Reality. The Solar and her possessions become immune
to the warping influence of the Wyld.
When the Solar becomes the target of a power that would warp her body, she becomes aware
of this fact and may reflexively spend 1 Essence to perfectly defend against it. This does not
protect her from physical damage and crippling effects.
Resolute Paragon Mien
Cost: -
Type: Permanent
Prerequisites: None
Mental Fortitude comes naturally to a Lawgiver. She may calculate her Resolve using ([highest
of Appearance, Perception, Intelligence or Wits + Integrity]/2). The first time in a Scene she
would have to pay Willpower to reject an inspire action or deny an Intimacy from being formed,
strengthened or weakened, she may reduce the cost by 1, minimum 0.
Righteous Lion Defense
Cost: -
Type: Permanent
Prerequisites: None
The Solar writes her passion unto the Shinma. Choose one of her Defining Intimacies. She
perfectly defends against any attempt to weaken or cause her to betray that Intimacy.
This Charm may be repurchased any number of times to protect different Defining Intimacies.
Spirit-Maintaining Maneuver
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: None
The Solar’s will is her own. She may activate this Charm to oppose any roll or power other
than social influence that would be opposed by her Resolve. She renders her Resolve perfect
against that power. This includes perfectly defending against effects that would twist or give
her new Intimacies or modify her Resolve without needing a roll. Once used this Charm
protects from such a power for the rest of the Scene.
This power explicitly cannot be used to defend against social influence.
Temptation-Resisting Stance
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Lawgiver remains clearheaded and firm amidst the manifold lures and temptations the
world throws at her. Using this Charm allows her to enter a Decision Point using the same
Intimacy that bolstered her Resolve against the influence and decreases the Willpower cost of
the Decision Point by (Essence/2).
Truth Shines Through
Cost: -
Type: Permanent
Prerequisites: None
The Solar wears her heart on her sleeve, causing those who would defame her to reveal their
scheme. When the Solar is forced to act against her will through supernatural compulsion or
an illusion tries to twist her actions into an unfavorable light, every witness becomes aware
that what they see are not the Solar’s true colors. This does not reveal what exactly is going
on, but makes it clear to everyone at a glance that the Solar is not to blame and they are
witnessing some kind of illusion, possession, mind control or other foul play.
Destiny-Manifesting Method
Cost: -
Type: Permanent
Prerequisites: Essence 2, Integrity Protecting Prana
Heroes forge their own Destiny. When the Solar is affected by any effect that tries to rewrite or
impose upon her a destiny, she perfectly negates it. This doesn’t protect her from the reality
warping effects of Sidereal Charms but immunizes her to the effects of Sidereal astrology, as
far as they concern her personal destiny. Additionally, any attempts to gather information about
her via astrology increase their difficulty by (Essence), she adds (Essence) to the milestones
necessary to locate her thread in the Loom of Fate and she is immune to the effects of Arcane
Fate.
Elusive Dream Defense
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 2, Temptation-Resisting Stance
The Solar slips through the arguments of her opponents like a dream, impossible to pin down.
When another character tries to leverage one of her Minor or Major Intimacies through social
influence, she may activate this Charm to discard that Intimacy for the rest of the Scene. The
Intimacy does not penalize her Resolve or support a persuade action against her, but neither
can she call on it in a Decision Point or to bolster her Resolve.
Stubborn Boar Defense
Cost: -
Type: Permanent
Prerequisites: Essence 2, Temptation-Resisting Stance
The argument of lesser cannot sway the Lawgiver’s mind. She may activate this Charm to
perfectly defend against one instance of social influence.
This Charm may only be used once per Story.
At Essence 3+ she may do so after the social influence has been rolled and managed to
overcome her Resolve.
Sun King Radiance
Cost: -
Type: Permanent
Prerequisites: Essence 2
The Solar radiates strength and determination, uplifting her followers. Any Tier 1 or 2 character
with a Tie of loyalty towards the Exalt increases his Resolve by 2 against all attempts to weaken
or cause her to betray that Tie.
At Essence 4+ Tier 3 characters are also affected.
At Essence 6+ Tier 4 characters are also affected.
Terrible Sun King Condemnation
Cost: -
Type: Permanent
Prerequisites: Essence 4, Righteous Lion Defense
As Chosen of the Unconquered Sun, the Solar condemns those she despises in the name of
her patron. The Solar treats every enemy for whom she holds a negative Defining Tie as
creatures of darkness for the purpose of her own Charms.
A perfect Resolve can shake the effects of this Charm off for one Scene.
Transcendent Hero’s Meditation
Cost: Spend 4 Essence, 3 Willpower
Type: Simple
Prerequisites: Essence 4, Integrity Protecting Prana, Truth Shines Through
The will of the Solar is stronger than any chains. Upon using this Charm, she shakes off any
supernatural curse, compulsion or alteration of her spirit and mind perfectly, without any need
for a roll-off.
Immortal Legend Proclamation
Cost: -
Type: Permanent
Prerequisites: Essence 5, Righteous Lion Defense, Sun King Radiance, Transcendent
Hero’s Meditation
The Solar has burned her mark into the Shinma, immortalizing her legend within the fabric of
reality. Her body may be broken and her spirit annihilated, but her legend will never die.
Choose one Defining Intimacy that embodies the Solar’s ideals and shows through her deeds.
It benefits from the protection of Righteous Lion Defense and even the Solar herself becomes
unable to ever weaken or act against it. All social influence that would allow the Solar to call
upon that Intimacy to bolster her Resolve is defended against perfectly. This effect trumps
other perfect effects without the need for a roll-off.
As the Solar has impressed her legend unto reality itself and traces of it spread through all
realms of existence like a wildfire. Any Investigation or Lore roll targeting the Solar receives
(Essence) bonus dice. Even Millennia after her death traces of her story still survive, any
Investigation or Lore roll trying to recover details of her legend are never impossible, no matter
how thoroughly her history has been erased. Those who study her legend more closely can’t
help but feel inspired by her heroism, adopting the Intimacy that she enshrined with this Charm
if their Resolve is lower than (Essence). To this day tales of mythical heroes from a forgotten
age inspire people all over Creation to greatness.
Investigation
Crafty Observation Method
Cost: Spend 2 Essence
Type: Simple
Prerequisites: None
Drawing on her inner genius, the Solar makes observations and draws conclusions at lightning
speed. She may complete a case scene or profile character action instantly and perfectly.
Guilt-Finding Inquisitor Method
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Solar hears the soft whispers of guilt that underlie most speech, betraying the dark secrets
of those she questions. She may activate this Charm to make a special (Perception or Wits +
Investigation or Socialize) read intentions roll against the Guile of a target she is conversing
with. If she is successful, she learns what this target feels most guilty about, either in general
or regarding the subject of the conversation (her choice).
The knowledge imparted by this Charm is usually best summarized as a single, short sentence.
For example, “He feels guilty that he couldn’t save his brother” or “He is cheating on his wife”.
Hawk Aloft Gaze
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Solar quickly scours her entire field of vision for those he seeks. The Exalt defined a
person, object or other thing she is looking for that can be detected by sight when she activates
this Charm. If it is within her line of sight, no matter how far, how well camouflaged or otherwise
hidden, she immediately sees it. The only way for the object to escape her gaze is to be fully
obscured from her sight, such as being located behind a wall. If even so much as a single hair
would be in the Solar’s line of vision, she detects its presence and location perfectly.
Perfect stealth and disguises enter a roll-off against this Charm.
At Essence 2+ her gaze can pierce even obstacles to detect the thing she is looking for, as
long as it is within short range of her. This does not allow her to see everything behind an
obstacle such as a wall, just detect and see the object she was looking for, if it is present.
At Essence 3+ this extends to medium range.
At Essence 4+ this extends to long range.
Watchful Justicar’s Eye
Cost: -
Type: Permanent
Prerequisites: None
The Lawgiver never misses a clue necessary to rooting out the corruption in her domain. When
she comes across a scene or character where a case scene or profile character action may
be pertinent, she immediately becomes aware of it.
This Charm does not alert the Solar to evidence or suspicious behavior that has been
concealed perfectly. She may subconsciously decide to spend 2 Essence to become aware of
the presence of something out of the ordinary anyway, though she has no knowledge about
who or what triggered her suspicions in that case.
Watchman’s Infallible Eye
Cost: -
Type: Permanent
Prerequisites: None
The Lawgiver is always aware of criminal activity around her. She instantly and perfectly
notices any use of the Larceny ability around her, including attempts at theft or concealing
evidence. She only notices such things as they are committed, thus rendering her incapable
of noticing disguises or tampered ledgers through this Charm. Noticing crime does not
automatically prevent it, the character may still have to take some other actions to prevent its
execution, however this is counted as an automatic perfect defense against theft from her
person.
When faced with perfectly concealed larcenous ability she may subconsciously decide to
spend 2 Essence to enter a roll-off to notice it.
Inquisitor’s Unfailing Notice
Cost: -
Type: Permanent
Prerequisites: Essence 2, Watchful Justicar’s Eye or Watchman’s Infallible Eye
The Lawgiver watches her surroundings closely, keeping an eye out for infiltrators and traitors.
When any character she has profiled within the last season acts out of character in her
presence she immediately becomes aware of it perfectly. This way she discovers a formerly
loyal official’s theft from the treasury or the moment an infiltrator slips out of his role to perform
sabotage or social manipulation. This Charm only confers notice of the fact that a character is
acting contrary to the profile she created, not why they do so.
When faced with a perfect effect that would conceal such activities, she may subconsciously
pay 1 Essence to become aware that somebody present has just acted suspiciously, though
she is not automatically aware of who did.
Irresistible Questioning Technique
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2
The Lawgiver forces the wicked to give up the truth under the pressure of her interrogation.
When interrogating another character at her mercy she may activate this Charm to force her
victim to divulge any information the Solar desires truthfully and completely. The subject even
divulges information the Solar didn’t ask for as long as he thinks it would be helpful to the
Solar’s agenda. If divulging certain information would threaten one of the subject’s Defining
Intimacies, he may resist this Charm’s effects by paying (Essence/2) Willpower. This only
protects information that would threaten Defining Intimacies, all other information is still fair
game. A perfect Resolve defends against this Charm without need for a roll-off.
Evidence Reconstruction Method
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Crafty Observation Method or Watchful Justicar’s Eye
The Solar recovers evidence that has been destroyed. As long as she can find even a tiny
sliver of the evidence’s remains, she can activate this Charm to recreate a copy of shining light
of the original object. This way she can read burnt letters or restore the original countenance
of a mutilated corpse long enough to inspect it to her satisfaction.
When faced with a perfect concealment of evidence, enter a roll-off.
Ten Magistrate’s Eyes
Cost: Spend 4 Essence
Type: Simple
Prerequisites: Essence 3, Crafty Observation Method
The Solar’s mind races at impossible speed, performing feats of deductive reasoning
incomprehensible to lesser minds. The Solar’s player may ask the Storyteller one question
related to a current investigation which the Storyteller must answer truthfully. This cannot
guess at the intentions or thoughts of another character and the Storyteller is free to reject any
questions that would derail the Story too much.
This Charm can only be used once per investigation.
If this Charm’s use is contested by some effect that perfectly conceals evidence or involvement
the Solar enters a roll-off.
Mind Manse Meditiation
Cost: Spend 5 Essence
Type: Simple
Prerequisites: Essence 4, Evidence Reconstruction Method
The Lawgiver meditates of the totality of evidence found on a scene, applying her holistic
understanding to the matter at hand and reconstructing an event in her mind. She may use
this Charm at the location of an event she knows took place to perfectly reconstruct it in her
mind, allowing her to see it happen in perfect detail and with all her senses. She may view the
event from any perspective within reason and pause or rewind it until she has investigated it
to her satisfaction.
She may only use this Charm on events that took place no longer than (Essence) months ago.
At Essence 5+ she may use this Charm on events that took place up to (Essence) years ago.
Knowledge
Order
Chaos-Repelling Pattern
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Solar surrounds herself with a subtle pattern of refined Essence, forcing the reality of
Creation onto the formless shapes of chaos. The area out to short range from her is considered
part of Creation wherever she may be and protected against the warping influence of the Wyld.
At Essence 2+ this Charm’s range extends to medium range.
At Essence 4+ it extends to long range.
At Essence 6+ it extends to extreme range.
Earth-Firming Method
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Chaos-Repelling Pattern
The Lawgiver imbues a large swathe of land with her divine spirit to protect it against the
ravages of the Wyld. As long as she keeps this Charm active, an area of up to (Essence)
square miles in size around her is protected against the Wyld. Once this Charm has been
activated, the region protected remains set and does not move with her. Bordermarches
immediately become part of Creation for the duration of this Charm. This Charm cannot be
activated in the Middlemarches or within the Deep Wyld.
She may activate this Charm multiple times to protect multiple areas or a single larger area.
The first activation of this Charm is free and does not require an Essence commitment. Should
she die while this Charm is active a small part of her Essence remains behind as her soul
reincarnates, permanently applying the effects of this Charm to one area she protected with it.
At Essence 3+ she may activate this Charm within Middlemarches, turning them into
Bordermarches and protecting any living being inside from being mutated by the Wyld.
Order-Affirming Blow
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Hitting an invisible meridian of essence, the Solar restores body and soul to wholeness. This
attack deals no damage, but breaks any warping of the subject’s body, mind or soul as a
perfect effect.
Using this Charm on the Wyld-forged bodies of the Fae and some other Wyld creatures kills
them instantly as their bodies of shaped dreams collapse in on themselves and turn into
statues, howling wind, scattered leaves or similar things.
Creatures of the Wyld of Tier 3+ are immune to this effect.
Wyld-Shaping Technique
Cost: Commit 5 Essence
Type: Simple
Prerequisites: Essence 3, Chaos-Repelling Pattern
The Lawgivers bring order to the untamed infinity of the Wyld. During the First Age the Solars
of the Old Realm used this power to regain lost swathes of Creation and create new domains
for them to rule.
The Solar rolls (Intelligence + Lore) against a difficulty based on her location. In the Deep Wyld
the difficulty is 3, in the Middlemarches 5 and in a Bordermarch 10. Each roll takes one week’s
time. If she succeeds, she gathers a milestone towards completing her shaping of Chaos. The
number of milestones she needs depend on what she is trying to accomplish.
Failed milestones usually represent an incursion by denizens of the Wyld angered by this crude
attempt to impose form onto the shapeless. Because the Solar commits a great deal of her
power to her efforts to shape the world (decommiting this Charm’s Essence before the shaping
is done completely destroys all progress as made changes revert over the course of a few
hours) it is recommended that she arranges for sufficient protection beforehand.
Things or people created by this Charm are real and do not fade naturally.
Land (2 milestones): Create new land out to a mile. The land is shaped by the Solar’s desires,
allowing her to determine its geography. Add 1 milestone if the desired geography is out of
tune with any surrounding pieces of Creation, such as creating a snowy mountain in a
Borderland surrounded by the hot deserts of the south. Add 1 milestone to create significant
amounts of buildings such as cities or towns. By adding 2 more milestones she may increase
the range by another mile, she may do so up to (Essence) times.
Stabilize (3 milestones): The Solar stabilizes the region she works in. To use this option in
the Deep Wyld, she first has to create land to stabilize. For each 3 milestones invested she
stabilizes the environment by one step. Deep Wyld becomes Middlemarch, Middlemarch
becomes Bordermarch and Bordermarch becomes stable land. Stable land counts as part of
Creation if it is connected to any other land of Creation. Its stability remains unsoiled by the
warping influence of the Wyld for (Essence) years, after which it is as stable as any other
normal land and must be stabilized by other means if exposed to the Wyld.
Wealth (1 milestone): She may conjure up gold and silver, exotic shells, finest silks and pieces
of art. For each dot of the Resources merit she adds one milestone, up to a maximum of 5.
Living beings (1 milestone): For 1 milestone she can add a sensible ecosystem including
plants and natural animals to any land she shapes. Creating human beings is more
complicated, requiring 1 milestone for each dot of size a battlegroup comprised of them would
have. Humans created this way are Tier 1 creatures and have an average distribution of skills
as would be found in any other city in Creation.
At Essence 4+ she unlocks the following options.
Magical Materials (2 milestones): The Solar may create a talent of one of the magical
materials or other exotic compounds. Only few materials resist attempts to be synthesized this
way, most prominent among them starmetal.
Demenses (3 milestones): She may cause wellsprings of geomantic power to form along
land she creates with this Charm. Each minor demesne requires 3 milestones, while major
demesnes require 5. The creation of N/A rated demesnes is outside the scope of this Charm.
Scholarship
Harmonious Academic Methodology
Cost: -
Type: Permanent
Prerequisites: None
The Lawgiver is a crucible of knowledge, taking in raw facts and dispensing wisdom. At the
end of each Story the Solar may add one Specialty to her Lore Ability free of cost, based on
the transpired events. She adds the benefit of Excellence of the Sun to her Lore rolls at no
cost and may use Wits in place of Intelligence to roll them.
At Essence 3+ the Solar becomes a savant of cross application. Her Lore Specialties become
universal Specialties and apply to any Ability they fit.
Lore-Scanning Method
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
When confronted with vast repositories of knowledge, the Lawgiver finds what she needs
quickly and without fail. The Solar may activate this Charm when looking for specific
information and confronted with a source of knowledge, whether a single book, a whole library
or an array of vision-crystals storing information in a manner incomprehensible to the human
mind. She specifies the information she is looking for and through the magic of this Charm
immediately becomes aware where she must look for it. She immediately finds the right book(s)
and pages holding the information she requires.
This Charm also bridges any language barriers or other requirements of accessing the
knowledge she seeks for the rest of the Scene, though this only applies to the specific
knowledge she is looking for and not any other contents of the repository. It does not allow her
to access or find information that has been deliberately hidden, is protected by a cipher or
otherwise deliberately blocked from access.
Legendary Scholar Curriculum
Cost: -
Type: Permanent
Prerequisites: Essence 2, Harmonious Academic Methodology
Through the Lawgiver’s wise tutelage dirt farmers are turned into philosophers. This Charm
supplements an attempt to teach a group of people through lectures, individual tutoring and
guided experimentation. Choose one Ability from Awareness, Bureaucracy, Crafts, Integrity,
Investigation, Linguistics, Lore, Medicine, and Occult. After a week, unskilled laborers become
trained professionals (5 dice) in the use of this Ability. After a month of training, trained
professionals become experts (8 dice) in the use of the Ability.
Additionally, the Solar may train herself or any other character in any of those Abilities, mental
Attributes or Lore Specialties as a training effect. She may also teach others spells she herself
knows. Teaching an Ability dot or a Specialty takes one day, while training an Attribute dot or
spell takes one week. Player characters are placed into experience debt accordingly, while
Storyteller characters can benefit from this Charm once per Story. When the Solar teaches
one of the Exalted, they benefit from her own sorcerous enlightenment, allowing them to
calculate the experience point cost of the spell as if they were one of the Solar Exalted (8
experience points).
Bottomless Wellspring Approach
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: Essence 3, Harmonious Academic Methodology
The Solar is a fount of endless knowledge. She makes intuitive leaps and forms connections
others can barely fathom. She may introduce facts regarding topics for which she lacks the
appropriate Lore background or Specialty.
Heaven-Turning Calculations
Cost: Spend 5 Essence
Type: Simple
Prerequisites: Essence 3, Bottomless Wellspring Approach
The Solar retreats from the world, closing herself off in her study to consider all angles of a
situation down to the most minute of details. When she emerges, she brings new insights with
her that border prophecy. After secluding herself for at least (10 – Essence) hours, the Solar
may either ask the Storyteller a single question about the events of the current Story or let the
Storyteller reveal a piece of knowledge such as a hidden fact or upcoming twist herself.
Generally, this Charms purview is the prediction of events, not individual people. While a Solar
using this Charm may divine where an Abyssal her circle hunts will next surface, she couldn’t
divine his reasons for doing so.
This Charm may only be used once per Story.
God-King’s Shrike
Cost: Commit 5 Essence
Type: Simple
Prerequisites: Essence 5, Heaven-Turning Calculations
The Solar passes a mythical threshold, transforming the world with her knowledge. She knows
the world in its entirety and passing beyond that her knowledge becomes reality. After spending
a week studying the region’s geography, history, climate, residents and so on she discovers
that a disaster is about to happen. The Solar may decide upon the severity of the disaster
which may range from floods and crops failure over tsunami waves to the awakening of an
ancient behemoth, but its exact nature is up to the Storyteller. Once she discovers this doom,
she has one week to speak it into reality, spreading warnings about the coming end among
the population and thus ensuring that the events she foresaw come to pass.
The Essence of this Charm needs to remain committed for the full span of time from the
beginning of research to the occurrence of the foretold disaster. Decommitting it sooner causes
the doom to fizzle, a prophecy unrealized. While the doom will come to pass, its consequences
are up in the air and enterprising heroes may find a way to deflect the destruction it brings.
Transference
Essence-Lending Method
Cost: Variable
Type: Simple
Prerequisites: None
The Lawgiver is a conduit of divine power, giving of herself to strengthen her allies. She may
spend up to (Essence) points of Essence to transfer these points to the Essence pool of an
ally she touches. She may not transfer more points of Essence than her target’s pool can hold.
Essence spent on this Charm does not contribute towards flaring her Anima unless she wishes
it to do so.
At Essence 2+ she may transfer Willpower instead of Essence.
At Essence 3+ she may transfer her raw vital force to another, taking bashing or lethal wounds
they suffer upon herself.
At Essence 5+ she may even transfer aggravated wounds.
Flowing Mind Prana
Cost: Commit 1-3 Essence
Type: Simple
Prerequisites: None
The Solar may impart another with her thoughts and experiences for a time. She may transfer
up to (Essence x 3) Ability dots to another character she touches. While this Charm remains
in effect, she loses access to these Ability dots herself.
At Essence 2+ she may give of herself without being diminished. She retains full use of all of
her Abilities.
At Essence 3+ she may tap into the memories of her past lives, transferring Abilities long
forgotten to herself. This allows her to commit 3 Essence to give herself (Essence) Ability dots
in any Ability.
At Essence 4+ she may spread her knowledge far and wide, imbuing her skill into any ally out
to long range, to a maximum of targets equal to a Battlegroup of (Essence) Size.
Injury-Forcing Technique
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Essence-Lending Method
As the Lawgiver gives, she may take. She may activate this Charm while touching another
character, allowing her to heal up to (Essence) levels of bashing or lethal damage she has
suffered and causing the character she touches to suffer an equal amount of unsoakable
bashing damage.
The process is very uncomfortable for the receiving character, allowing them a chance to shy
away when this power is used in an underhanded manner. When used on an unwilling target,
this Charm creates a difficulty 0 touch gambit, performing its effect when the gambit is
successfully executed.
Power-Awarding Prana
Cost: Commit 1+ Essence
Type: Simple
Prerequisites: Essence 4, Essence-Lending Method, Flowing Mind Prana
Also known as Exaltation Conferring Gesture, this technique allows the Solar to transfer her
own divine Essence into a mortal vessel. She touches a willing Tier 1 or 2 mortal and in a flash
of Essence imbues him with a significant part of her own power.
She may commit up to (Essence x 2) points of Essence in this Charm. The target gains an
Essence pool equal to the Essence committed and access to as many of her Charms (her
choice at the moment of this Charm’s activation). She may not grant a target access to
Excellence of the Sun or any Charm that has prerequisites. For the duration of this Charm her
target is considered a Tier 3 character, heals like the Exalted and gains a lesser Excellency
allowing him to spend 1 Essence to double his base Ability rating for one roll or calculation.
Larceny
Essence spent on or committed in Larceny Charms never counts towards flaring
the Solar’s Anima.
Flawless Forgery Technique
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
With a masterful hand and eye for copying, the Solar can flawlessly recreate any written work
or illustration within a heartbeat. The result is utterly indistinguishable from the original, save
for perfect effects which force this Charm into a roll-off.
Alternatively, she may use this Charm to perfectly recreate other works of art, however doing
so requires knowledge of the relevant Craft Ability and is not rendered instantaneous.
Flawless Impenetrable Disguise
Cost: Commit 2 Essence
Type: Simple
Prerequisites: None
Sometimes the Lawgivers must walk among her subjects unrecognized. This Charm allows
the Solar to solidify a disguise she creates with Essence, rendering it perfect. She cannot
imitate the appearance of specific other characters and behaving out of character can still
make others doubt her identity.
At Essence 2+ she may imitate the appearance of specific characters.
At Essence 4+ she may spend 1 point of Essence when activating this Charm to create a
disguise on the fly in the space of a few heartbeats, allowing her to create the disguise within
one action and without need for access to any materials such as a disguise kit.
Flawless Pickpocketing Technique
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: None
With impossible alacrity the Solar reaches for the wealth of others. This Charm supplements
an attempt at pickpocketing, rendering it perfectly successful and unnoticeable. Against
characters with supernatural awareness, she enters a roll-off.
The item stolen must not currently be in use and its disappearance must not be immediately
obvious to the target. The Solar couldn’t rob the clothes off a man or the sword out of his hand
nor could she let a statue disappear unnoticed while it is admired by other people.
At Essence 3+ this Charm increases the range of any pickpocketing attempt supplemented by
it to short range.
Lock-Opening Touch
Cost: Spend 1-2 Essence
Type: Simple
Prerequisites: None
None may bar the way of the sun’s chosen. When the Solar touches a lock of any kind it opens.
Multiple locks barring the same barrier all open with one use of this Charm. Against magical
seals she increases this Charm’s cost to 2 Essence and enters a roll-off. Seals produced by
Thaumaturgy or similar weak magic do not incur an increased cost and do not force a roll-off.
At Essence 3+ the Solar may activate this Charm reflexively to pass through a door or other
barrier as if it didn’t exist. She may only pass through barriers meant as openings such as
doors, windows, barred city gates, etc.
At Essence 5+ she may pass through any barrier when activating this Charm reflexively, as
long as she could traverse it in a single movement action.
Preying on Uncertainty Approach
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Solar gains access to even the most vigorously guarded compounds, walking in through
the front door. When she reaches a checkpoint such as soldiers guarding a door or a
roadblock, she may activate this Charm to enhance her attempt to pass through. As long as
the characters barring her way do not know differently, she treats them as having a Minor
Intimacy of trust in her identity. She may present herself as messenger with an urgent
message, a visiting noble or other person who should have access.
Proof-Eating Palm
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: None
The Lawgivers leave behind no trace of their iniquities. This Charm supplements a conceal
evidence action, completing it instantly and rendering it perfect.
Alternatively, the Solar may commit 1 Essence and activate this Charm as a Simple action to
swallow or palm a small object, sending it Elsewhere until she releases the commitment.
Seasoned Criminal Method
Cost: -
Type: Permanent
Prerequisites: None
The Solar is the avatar of criminality. She may benefit from up to (Essence) of the following
effects at once and can freely switch them around reflexively.
- Every criminal treats her as if he possessed a Minor Intimacy of respect towards her,
instantly recognizing the impossible skill of the Solar.
- Every criminal treats her as if he possessed a Minor Intimacy of familiarity with the
Solar, recognizing a kindred spirit.
- Her face blends into the crowd and is unremarkable, levying a -2 penalty on any
attempts by officials to identify her using Bureaucracy or Investigation.
- Inverting her enormous expertise, the Solar may make herself seem like the ideal victim
or customer of illegal acts or services. This effect is narratively driven and requires the
Exalt to play along. She cannot make herself seem like the ideal victim of mugging
while obviously armed and surrounded by guards for example.
- Leave a calling card at the scenes of her crime. The calling card is perfectly
untraceable, never helping investigators to catch her. This even trumps other perfect
effects without need for a roll-off.
Stolen Voice Technique
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Lawgiver adapts her writing and voice to match that of another. While this Charm is active,
she may perfectly replicate the handwriting, writing style, voice and speech patterns of another
character as long as she has observed them once before.
Master Plan Meditation
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 3, Seasoned Criminal Method
The Solar is a true mastermind, planning for every eventuality. While undertaking a criminal
venture such as breaking into a manse, selling illegal drugs or smuggling a group of liberated
slaves out of their master’s palace she may activate this Charm to counteract complications
through her superior planning. When faced with an unexpected obstacle, such as a guard
diverging from his usual route, one of her buyers being an informant or one of the smuggled
slaves having a baby liable to start crying at any moment she may describe how her superior
planning anticipated the problem and already solved it. The guard is distracted by kids playing
outside, the informer has been blackmailed into silence and she carries with her a soothing
herb that’ll calm the child.
Fate-Shifting Solar Arete
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 4, Master Plan Meditation
The Solar is a thief beyond legend. She does not need to ponder how to steal from her
enemies, as she reveals that she has already stolen what she needed. This Charm may be
activated to retroactively declare that the Solar already stole an item she desires to acquire.
The theft has remained unnoticed until this point and must have occurred since the item was
last present at the table. If she was physically incapable of having performed such a theft in
this timeframe, the Solar must use an appropriate stunt, such as revealing that the legendary
gem the satrap is holding in his hand right now is in fact a fake that just now is discovered as
such.
The Solar cannot use this Charm to steal attuned artifacts or items currently in use (a weapon
in hand, the focus crystal of an air ship’s sorcerous engine while it is currently in flight). If the
items is specifically protected from theft through powerful magic (sorcerous workings, an
Exalted Charm alarming him to theft), the Solar must succeed in a roll-off to declare her theft.
This Charm may only be used once per Story, though thefts that only affect trivial characters
(declaring you stole a guards keys to the dungeon retroactively) do not count against this limit.
Medicine
Contagion-Curing Touch
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Solar is a living panacea, banishing poison and illness with but a touch. She instantly
cures a target she touches of all diseases and poisons.
At Essence 3+ the Solar’s light is balm for the soul as well as the body. She may banish any
Derangements or addictions her target is suffering from as well.
Flawless Diagnosis Technique
Cost: -
Type: Permanent
Prerequisites: None
The vigilant eyes of the Lawgivers detect plagues before they break out. She automatically
recognizes when someone she sees is sick, poisoned or suffers from other ill effects to their
personal health. She reflexively and perfectly diagnoses what is wrong with her patient and
knows exactly what treatment would help him. She gains (Essence) bonus dice on all rolls to
treat disease, poison or wounds.
Unhealing Wound Infliction
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Solar uses the knowledge of her healing arts to empower her attacks with baleful Essence.
An attack supplemented by this Charm inflicts aggravated damage and inflicts additional
damage for every 2 instead of 3 threshold successes.
Wound-Mending Care Technique
Cost: Spend 4 Essence
Type: Simple
Prerequisites: None
The Solar stiches rent flesh together with threads of golden essence and coaxes wounds to
heal with unnerving alacrity. She tends to a wounded patient for one hour. Afterwards she rolls
(Dexterity or Intelligence + Medicine), allowing her patient to recover that many points of
bashing or Lethal damage.
At Essence 3+ she may treat even aggravated damage, recovering Health Levels equal to half
her successes rolled on this Charm.
At Essence 4+ the time needed to complete this Charm’s operation sinks to 30 minutes and
its cost to 3 Essence.
At Essence 5+ the time needed to complete this Charm’s operation sinks to 15 minutes and
its cost to 2 Essence.
Healer’s Many Hands
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Flawless Diagnosis Technique
The Solar treats her patients with lightning speed, flickering from one needy soul to another in
the blink of an eye. While this Charm is active divide the time, she needs to treat disease,
poison or wounds by (Essence). Additionally, she may treat all characters within medium range
of her at the same time.
In combat she may reflexively roll to treat a poison once per turn, ignoring the usual penalty
for rushing treatment. She cannot treat poisons affecting herself that way.
Wholeness-Restoring Meditation
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3, Wound-Mending Care Technique
The Solar coaxes new flesh to grow from old wounds. She takes intensive care of a patient for
one week, causing him to regenerate any crippling injuries he possesses.
At Essence 4+ she decreases the duration of treatment to one day.
Demise-Averting Stance
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 3, Healer’s Many Hands, Wholeness-Restoring Meditation
The Lawgiver refuses to let her subjects die without her consent. While this Charm is active no
one within long range of the Solar can die and diseases do not worsen, unless she allows them
to do so.
Characters who are incapacitated fall unconscious, but do not die. Even should their bodies
be hacked into a thousand pieces and burned to ash afterwards they do not technically die as
long as they remain within long range of her. A character destroyed to such a degree cannot
heal naturally (unless she possesses magical means of healing), but the Solar could gather
sufficient parts of her remains and put her body back together with Wholeness-Restoring
Meditation.
Diseases whose interval come up are rolled normally, however on a failure or botch the
symptoms do not worsen. Sick patients bathed in the radiance of her soul can only get better,
not worse.
This Charm ends immediately when the Solar is incapacitated.
At Essence 5+ the range of this Charm increases to extreme range.
Youth-Restoring Benison
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 4, Wholeness-Restoring Meditation
The Lawgiver may allow others to sip from the cup of her eternal youth. To activate this Charm
she must touch another character. He instantly reverts to the prime of his youth or any other
point past maturity the Solar desires. He stops ageing as long as this Charm remains active.
Once this Charm is released, he returns to his original age and starts ageing normally from
thereon. The Solar cannot imbue another with a lifespan longer than her own, when she herself
finally ages, anyone sustained by this Charm will likewise begin to age again.
She may activate this Charm multiple times to protect multiple people from the ravages of time.
The first activation of this Charm is free and requires no Essence commitment. When she dies,
she may render one of the activations of this Charm permanent, allowing one person to live
out the long life denied to her.
Anointment of Miraculous Health
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4, Contagion Curing Touch
With a touch the Solar confers a powerful blessing onto a mortal. A Tier 1-2 character blessed
by this Charm increases his life expectancy by 50%, can never die to mundane disease and
heals as fast and flawlessly as the Exalted for the rest of their life.
Movement
Graceful Crane Stance
Cost: -
Type: Permanent
Prerequisites: None
The Solar is the epitome of grace. She has perfect balance and is immune to being knocked
down by environmental hazards or effects. Additionally, she may move over surfaces that could
not normally support her weight like the thinnest branches, rice-paper ceilings and even water.
At Essence 2+ she may reflexively spend 1 Essence to negate one instance of falling damage
or to reflexively rise from prone at the beginning of her turn without using up her reflexive
movement action.
At Essence 3+ she may tread even upon mist, smoke and similar vapors.
Lightning Speed
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: None
Lightning surges through her muscles as the Exalt moves in a blur. She may use her reflexive
movement action to move 2 range bands.
Monkey Leap Technique
Cost: -
Type: Permanent
Prerequisites: None
The Solar soars through the air with the grace of a flying crane and the speed of a striking
hawk. She may jump one range band vertically or horizontally in place of her reflexive
movement action.
She may spend 2 Essence to perform a simple action to cross 2 range bands in one jump.
This also consumes her reflexive movement action for the turn.
Racing Hare Method
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Solar finds her rhythm and an easy jog becomes an untiring sprint. She runs without the
need for rest at a speed of (Athletics x 10) miles per hour. Nothing slows her down, though she
must still move in a way that she could normally move and thus cannot run across a lake or up
a vertical cliff. Other movement Charms such as Graceful Crane Stance, Spider-Foot Style or
Eagle-Wing Style may expand her avenues of movement. She cannot use this Charm in
combat and its effects end immediately when battle is joined.
At Essence 3+ her speed increases to (Athletics x 20) mph, at Essence 5+ it increases to
(Athletics x 50) mph.
Shadow Over Water
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: None
To catch the Lawgiver is to try catching a shadow flitting across the surface of a pond in the
blink of an eye. A disengage supplemented by this Charm is rendered perfect and allows her
to move immediately instead of waiting for pursuit. On her next turn she may not attack anyone
she disengaged from the prior turn.
She may also use this Charm reflexively to perfectly resist an enemy’s attempt to rush her.
Thunderbolt Attack Prana
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: None
Surging forward, the Solar ensures that none shall escape her wrath. This Charm renders a
supplemented rush action perfect and causes her to move immediately instead of moving on
her rush target’s move.
This Charm can also be used reflexively to perfectly oppose disengages.
At Essence 3+ flurrying an attack with a rush action supplemented by this Charm does not
incur any penalties.
At Essence 3+ reduce this Charm’s cost to 1 Essence.
Leaping Tiger Attack
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Thunderbolt Attack Prana
The Solar freezes in a moment of total concentration, focusing her killing intent against a
faraway enemy before closing in for the kill. She targets an enemy out to medium range,
immediately moves into close range with him and performs an attack, adding (Essence/2) to
its damage.
This Charm uses up the Solar’s movement action for the turn and cannot be used if she has
already taken a movement action on her turn.
Spider-Foot Style
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Solar casually defies gravity. She can move along walls and ceilings as if they were
horizontal ground, as long as she keeps moving.
At Essence 2+ she may stop and remain on such surfaces, waiving the need to keep moving.
Winning Stride Discipline
Cost: -
Type: Permanent
Prerequisites: None
Racing herself, the Solar always stays ahead of the competition. When the Solar performs a
successful disengage or rush she may opt to take the reflexive movement generated by that
action immediately without waiting for provocation.
Burnt Hubris
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Lightning Speed or Shadow Over Water
The Solar punishes the hubris of those who dare try to catch her. Activating creates a special
disengage action, adding (Essence or 3) bonus dice to the disengage roll. She cannot
supplement this Charm with a perfect disengage such as Shadow Over Water, but the
disengage created by this Charm is capable of opposing competing perfect effects in a roll-off.
If she succeeds all enemies who opposed her disengage are struck by a wave of a golden fire,
treating her disengage roll as the attack roll, their opposing roll as their Defense and otherwise
using the traits of a heavy artifact weapon.
This Charm can only be used once per Scene.
Eagle-Wing Style
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3, Graceful Crane Stance, Spider-Foot Style
The Solar unleashes her Anima and twists it into a pair of glorious wings, soaring off into the
sky. The Solar becomes capable of flight, gaining the 5-dot version of the Wings Merit for the
duration of this Charm.
At Essence 4+ she ignores the penalty of actions requiring precisions incurred by the Wings
Merit.
Flash Step
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 3, Lightning Speed, Thunderbolt Attack Prana
The Solar moves faster than lightning, appearing next to those who oppose her in a flash. She
may activate this Charm when she is targeted by an attack or social interaction of a character
within (Essence or 3) range bands, moving into close range with them instantly. This does not
trigger the reflexive movement from a disengage action.
She may spend one additional point of Essence when activating this Charm (for a total
expenditure of 3 Essence) to perfectly dodge any attack that enabled this Charm.
At Essence 5+ reduce the cost of this Charm by 1 Essence (to 1 Essence or 2 Essence if
including a perfect dodge).
Mountain-Crossing Leap Technique
Cost: Spend 4 Essence
Type: Simple
Prerequisites: Essence 3, Monkey Leap Technique, Soaring Crane Leap
The Solar leaps into the sky, like a star falling in reverse. Each turn she crosses three range
bands, leaping across lakes, cities, mountains and even small oceans. The maximum distance
that she can cross with one use of this Charm is (Essence x 100) miles. This Charm cannot
be activated while battle is joined.
At Essence 5+ she may activate this Charm while battle is joined.
Godspeed Steps
Cost: -
Type: Permanent
Prerequisites: Essence 4, Lightning Speed
When her back is against the wall the Solar can tap into deep reserves, performing a miracle
of speed. Once per Scene she may take a second reflexive movement action on her turn.
Faster Than Self Technique
Cost: Spend 1 Essence per turn
Type: Reflexive
Prerequisites: Essence 5, Godspeed Steps, Racing Hare Method
The Solar’s speed is of such unimaginable celerity that she becomes faster than her own
thoughts. To her enemies she is everywhere and nowhere, becoming an all-consuming
presence on the battlefield. She may activate this Charm at the start of her turn, becoming a
battlegroup with Size (Essence/2) and Elite Drill. The Solar takes damage as normal, when
her Health Levels are all used up, she does not decrease in Size and is incapacitated instead,
ending this Charm. While Faster Than Self Technique is active, she may not activate Simple
Charms.
This Charm remains active as long as she spends one point of Essence each round (including
the initial round she activates it), ending immediately once she stops paying its cost and
depositing the Solar, back to her normal one-person self, at a point of her choice formerly
occupied by her battlegroup.
This Charm can only be used once per day.
Occult
Sorcery
Terrestrial Circle Sorcery
Cost: -
Type: Permanent
Prerequisites: None
The Solar is initiated into the Emerald Circle of Sorcery and learns one shaping ritual and her
first Terrestrial spell for free with the purchase of this Charm.
Celestial Circle Sorcery
Cost: -
Type: Permanent
Prerequisites: Essence 3, Terrestrial Circle Sorcery
The Solar is initiated into the Sapphire Circle of Sorcery and learns one shaping ritual and her
first Celestial spell for free with the purchase of this Charm.
Solar Circle Sorcery
Cost: -
Type: Permanent
Prerequisites: Essence 5, Celestial Circle Sorcery
The Solar is initiated into the Adamant Circle of Sorcery and learns one shaping ritual and her
first Solar spell for free with the purchase of this Charm.
Shadowlands Circle Necromancy
Cost: -
Type: Permanent
Prerequisites: None
The Solar is initiated into the Iron Circle of Necromancy and learns one shaping ritual and her
first Shadowlands spell for free with the purchase of this Charm.
Labyrinth Circle Necromancy
Cost: -
Type: Permanent
Prerequisites: Essence 3, Shadowlands Circle Necromancy
The Solar is initiated into the Onyx Circle of Necromancy and learns one shaping ritual and
her first Labyrinth spell for free with the purchase of this Charm.
All-Encompassing Sorcerer’s Sight
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Solar watches the weft and weave of Essence unfold before her eyes. She may perceive
the works of sorcery with her sight. She automatically becomes aware of when another
character she can see is starting to cast a spell and can analyze its effects reflexively and
perfectly. Sorcerous workings or spells already in place are more difficult to unravel, but she
adds (Essence) bonus dice to any roll to analyze them.
Harmony with Creation Trance
Cost: -
Type: Permanent
Prerequisites: None
The Solar is one with the laws of creation, developing a sixth sense for the subtle interplays of
essence and fate. She gains an Occult specialty called “Thaumaturgy”, allowing her to access
all thaumaturgical rituals possible. This does not imbue her with automatic knowledge of all
thaumaturgy rituals possible, but renders her capable of learning them rapidly and significantly
speeding up the discovery of new thaumaturgical rituals.
Any preexisting thaumaturgical Specialty is immediately converted into experience points and
refunded as Solar Experience.
She may spend 1 Essence to complete one thaumaturgical ritual perfectly, without needing
materials and instantly. Essence-Enlightening Sutra cannot be sped up this way, the same
may apply to other rituals at Storyteller discretion.
Incomparable Sorcerous Genius
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Terrestrial Circle Sorcery or Shadowlands Circle Necromancy
The Solar is an essence shaping artist. While this Charm is active, each shape sorcery action
she takes fulfills 2 milestones instead of 1.
At Essence 3+ this rises to 3 milestones instead of 1. Shape sorcery actions taken towards
shaping necromantic spells still only complete 2 milestones instead of 1.
Masterful Invocation Practice
Cost: -
Type: Permanent
Prerequisites: Terrestrial Circle Sorcery, 1+ other Occult Charms
The Solar knows the deep laws of the universe and her command of spell craft is impeccable.
She may designate an additional Terrestrial Circle spell she knows as a control spell. Each
time she gains a control spell through this Charm, she learns one sorcery spell of the
appropriate circle for free. However, for every spell she gains she needs to know at least one
other Occult Charm outside the sorcery or necromancy initiations.
At Essence 2+ she gains another Terrestrial Circle control spell.
At Essence 3+ she gains another Terrestrial Circle control spell. If she knows Shadowlands
Circle Necromancy, she may learn one additional necromantic control spell from that circle,
though she does not gain a free spell as she does for sorcery.
At Essence 4+ she gains another Celestial Circle control spell.
At Essence 5+ she gains another Celestial Circle control spell. If she knows Labyrinth Circle
Necromancy, she may learn one additional necromantic control spell from that circle, though
she does not gain a free spell as she does for sorcery.
At Essence 6+ she gains another Solar Circle control spell.
Spell-Twisting Approach
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Terrestrial Circle Sorcery or Shadowlands Circle Necromancy
The Lawgiver turns vile sorcery against the devils who cast it. Any roll to employ countermagic
or distort a spell gain 2 milestones instead of 1.
At Essence 3+ this rises to 3 milestones instead of 1.
Burning Gaze of the Deliverer
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2, All-Encompassing Sorcerer’s Sight
The Lawgiver’s eyes burn with an inner fire, revealing that which is buried under layers of
deception. She may perfectly pierce illusions and magical disguises. Mundane disguises are
unaffected, as are genuine shapeshifters. She ignores all visual penalties caused by sorcery,
even those that are created through genuine darkness, light or other distractions and are not
merely illusionary in nature.
She may spend 1 Essence when she pierces a magical deception to peel the illusion away in
blaze of aurate fire, revealing to all the truth that the Solar has seen all along.
Doom-Stalling Persistence
Cost: Commit 1-3 Essence
Type: Reflexive
Prerequisites: Essence 2, Terrestrial Circle Sorcery or Shadowlands Circle Necromancy
The Solar may find a solution for even the most imminent calamity. When she begins a
sorcerous working to stave off disaster of some kind, lift a curse or remove another working or
spell that is causing destruction and misfortune, she may activate this Charm. She commits 1
Essence if she performs a Terrestrial or Shadowlands working, 2 Essence if she performs a
Celstial or Labyrinth working and 3 Essence if she performs a Solar working.
While she labors to complete the working, the doom she tries to prevent cannot become active
and is rendered dormant while she works. River of fire return to normal water, terrible curses
relent from tormenting their victims and sunlight pierces the most powerful sorcerous gloom.
This Charm does not impede the actions of characters, if she performs a working to build a
magical seal that will keep an angry behemoth from terrorizing the lands it is not stopped from
doing so by this Charm, requiring other precautions.
While this Charm is active, she must do anything within reason to complete the working as
quickly as possible. If she activates it and then postpones her work to deal with other problems
this Charm’s protection immediately lapses and it cannot be reactivated to benefit the same
working.
Sorcery-Conferring Contemplation
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Terrestrial Circle Sorcery
The Lawgiver touches one of her followers and imbues him with fleeting knowledge of her
magics. When she activates this Charm, the Solar confers knowledge and the means to
execute one of her spells of the Terrestrial Circle to another sentient being. The beneficiary of
this Charm can cast this spell one time, using the Solar’s dice pool for all involved rolls. The
subject does not need to be a sorcerer himself in order to benefit from this Charm.
She can only impart spells she herself knows and can only impart every spell she knows once
at the same time. A single target can be imbued with multiple spells. Once the target has
successfully finished casting the imbued spell, this Charm automatically ends.
At Essence 4+ she may imbue a Tier 3+ target with a Celestial Circle spell she knows.
World-Shaping Meditation
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 2, Terrestrial Circle Sorcery or Shadowlands Circle Necromancy
The Lawgiver sees fit to shape reality as she desires. When she undertakes a sorcerous
working, she may divide the time needed to complete it through (Essence). The Essence
committed to this Charm must remain so until the sorcerous working is completed or
abandoned.
Gloaming Eye Understanding
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Celestial Circle Sorcery, Masterful Invocation Practice,
All-Encompassing Sorcerer’s Sight
The Lawgiver channels her Essence into a perfect medium, reaching a trance state of
transcendent understanding. Activating this Charm creates a special shape sorcery action that
allows her to shape any spell of the Terrestrial or Celestial Circle. She does not need to know
the spell in question, her fleeting state of understanding allows her to tap into the Shinma itself
to bring forth any spell in existence. This Charm stays active until she has successfully
accumulated all milestones necessary to cast the spell, completed the ritual to cast it or aborts
casting the spell.
This Charm may only be used once per Story.
At Essence 5+ this Charm applies any beneficial control spell effects to the casting of the spell.
Heaven-Darkening Eclipse
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, All-Encompassing Sorcerer’s Sight
Drawing on ancient wisdoms and forbidden secrets, the Solar may uncover flaws hidden in
sorcerers’ curses or divine miracles. After encountering the ongoing effects of a spirit Charm,
prophecy, sorcerous working or spell, she rolls (Intelligence + Lore or Occult) to introduce a
method by which that magic may be undone. The difficulty of this roll is (the creator’s Essence
+ 3). If successful, the Solar’s player and the Storyteller should work together to determine a
way that she can end the magic. The effort required to do so should be commensurate to the
effect’s strength.
Celestial Anima Harmony
Cost: -
Type: Reflexive
Prerequisites: Essence 4, Incomparable Sorcerous Genius, Masterful Invocation Practice
The Solar has learned to harness the fires of her soul to fuel her sorcery. While her Anima is
at iconic intensity, she may perform a reflexive shape sorcery action immediately after
performing a shape sorcery action on her turn, completing her spell or casting a new one.
This Charm may only be used once per Scene. The reflexive shape sorcery action created by
this Charm cannot be used to shape spells of the Solar or Void Circle.
Utterance of the Demiurge
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 5, Celestial Circle Sorcery, Celestial Anima Harmony, Gloaming
Eye Understanding
Speaking forgotten words of power, the Solar forces her will upon Creation. She instantly
perfectly casts a spell of the Terrestrial, Celestial or Shadowlands Circle. She needs to perform
no shape sorcery actions and does not need to accumulate milestones to cast her spell,
activating this Charm automatically accumulates all necessary milestones in a single action.
Even spells usually requiring a ritual are cast instantly, except for Maiden’s Deliverance, which
cannot be sped up by this Charm. No mundane materials are needed for a ritual, as the
necessary props are created, though special ingredients such as human sacrifices or arcane
links must still be in the possession of the Solar and used to successfully cast the spell.
This Charm may only be used once per Story, unless reset by achieving a major story goal
through sorcerous means that affect a large area, usually but not always through performing a
sorcerous working.
Spirits
Ghost-Eating Technique
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
To kill that which cannot be killed is the burden and privilege of the Exalted. When she
incapacitates a spirit, she may activate this Charm to rend it apart utterly, destroying it
permanently.
Destroying a powerful (Tier 3+) spirit in this way allows the Solar to absorb part of its power,
allowing her to restore (the spirit’s Essence/2) points of Essence. Waive this Charm’s cost
against Tier 1 and 2 spirits.
Immaculate Exorcism Technique
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
With a gentle touch the Solar casts out vile spirits. She may use this Charm to perfectly expel
a possessing entity from its victim.
Alternatively, this Charm can be used to create a special attack against a Tier 1-2 spirit. If
successful, her attack deals aggravated damage and adds (Essence or 3) levels of post-Soak
damage. If the spirit survives its Essence is flung far and wide. It immediately dematerializes
and reforms (Essence) hours later at a random place at least (Essence) miles away.
At Essence 4+ she may use this attack against Tier 3 spirits as well.
Sagacious Spirit Counsel
Cost: -
Type: Permanent
Prerequisites: None
Through ancient pacts, the Lawgivers may call the strength of spirits of all stripes their own.
The Solar may learn certain Charms used by other beings, though never those of other
Exalted. To learn such a Charm the character must be taught its use by someone who
possesses it. The first Charm learned this way is free, with all further purchases counted as a
normal Charm purchase that can be done with Solar experience points.
Many Charms used by Spirits and other quick characters are not balanced for use by the
Exalted. The Storyteller may veto any Charm for purchase but should try to work with the
Player to design a version of the Charm that is more balanced if it is conceivable that a Solar
may develop such a power. If a Storyteller does not feel comfortable doing so, Sagacious Spirit
Counsel cannot be learned.
Spirit-Detecting Glance
Cost: -
Type: Permanent
Prerequisites: None
The Lawgivers perceive all that exists under the vault of heaven. She may perceive
dematerialized characters with all her senses and becomes automatically aware if something
she perceives is dematerialized or not.
By reflexively committing 1 Essence, she may make herself, her weapons and everything she
is wearing material to dematerialized beings, allowing her to act upon dematerialized entities
and be acted upon in turn.
Spirit-Manifesting Word
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Solar speaks an unutterable word that pulls one spirit into the physical world. This Charm
allows a spirit ally to materialize for one Scene without having to pay a cost or use its own
magic. This Charm cannot force a spirit that wishes to remain dematerialized to materialize.
The first use of this Charm in a Scene is free.
Spirit-Repelling Diagram
Cost: Spend 2 Essence
Type: Simple
Prerequisites: None
A glowing mandala traces itself across the ground surrounding the Solar. All spirits with an
Essence lower than (her Essence + 3) cannot enter the area within short range around the
Solar and must leave it immediately. Spirits of higher Essence enter a roll-off with the Exalt if
they wish to enter the confines of the Spirit-Repelling Diagram.
The Spirit-Repelling Diagram remains in place even if the Exalt moves around or leaves its
confines. It lasts until the end of the Scene. It does not affect Tier 4+ characters.
At Essence 3+ she may pay an additional point Essence when activating this Charm to
increase its duration to one day.
At Essence 4+ the range of this Charm extends to medium range.
Uncanny Perception Technique
Cost: -
Type: Permanent
Prerequisites: None
The Solar’s senses are preternaturally attuned to the movements of spirits and other uncanny
beings. Whenever a spirit or Fair Folk is within the range of the Exalt’s senses, she experiences
a strange sensory phenomenon; she might hear bells tinkling, smell a particularly strong or
unusual scent, or taste something resonant. She adds (Occult) bonus dice to any roll to notice
the presence of such a being when it first enters the Scene. This applies even to dematerialized
entities, automatically alerting her of the presence of a dematerialized spirit (though not
necessarily its location).
Nine Specters Ban
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
The divine flame of the Solar’s Essence marks her as the greatest power in Heaven. Her spark
enforces the border between the material and the ephemeral. Any dematerialized entity
seeking to use a magical ability upon a materialized entity within medium range of the Solar
must succeed in a roll-off against her to do so.
Spirit-Caging Mandala
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2, Spirit-Repelling Diagram
The Solar inverses the Spirit-Repelling Diagram, trapping a spirit within medium range in a
cage of brilliant essence. This Charm works perfectly against spirits with an Essence lower
than (her Essence + 3). Spirit of higher Essence enter a roll-off against the Exalt and may
repeat the roll-off once per turn as a miscellaneous action until they break free.
While trapped the caged spirit is automatically materialized, cannot use the Hurry Home Charm
and unable to affect targets further away than close range with her Charms. This Charm does
not affect spirits of Tier 4+.
Authority of Heaven
Cost: -
Type: Permanent
Prerequisites: Essence 3, Ghost-Eating Technique, Spirit-Detecting Glance
Though mortal, the Solar Exalted have earned the respect of immortal spirits through word and
deed. The Unconquered Sun bequeathed the rule of Creation to the Chosen and though they
may not be loved by all, they will be respected. Every god or elemental who meets the Solar
treats her as if they possessed a Major Intimacy of respect for her. Demons and Fae are less
fond of the Sun’s Chosen, but in their heart of hearts they cannot help to acknowledge the
power they wield. Raksha and demons are treated as if they possessed a Minor Intimacy of
respect for her.
Soul Projection Method
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Spirit Detecting Glance, Immaculate Exorcism Technique
The Solar may cast her spirit from her body to save a target from corruption. She rolls (Wits +
Occult) against the Resolve of a willing, incapacitated or a being otherwise at her mercy. Upon
a success, both the Exalt and the target are incapacitated, as she casts her spirit into her
target’s body. This allows her to battle manifestations of her target’s Derangements or curses
that afflict his spirit to heal him or to perform narrative feats such as retrieving the soul of a
comrade from a raksha’s body.
At Essence 4+ she may use this Charm to delve into her target’s memories and dreams to try
and learn more about him or extract other information.
Ephemeral Induction Technique
Cost: Spend 5 Essence
Type: Simple
Prerequisites: Essence 4, Spirit-Caging Mandala
The Solar reaches deep into her own Essence and that of the world, birthing a new spirit from
her Essence. This Charm creates a spirit with an Essence rating of (Essence/2). The spirit is
strongly tied to the Solar, counting as her familiar. She can only be bound this way to one spirit
at a time. If she releases the spirit from the bond, it collapses back into raw Essence unless it
had enough time to develop a coherent personality and existence of its own.
When used in Creation, the spirit created is usually a god or elemental. In Wyld this usually
creates a raksha, in Malfeas a demon of the first circle and in the Underworld a ghost.
Resilience
Battle-Fury Focus
Cost: Commit 1-3 Essence
Type: Reflexive
Prerequisites: None
The Solar focusses her mind solely on the battle before her and pain fades like a distant
memory. She may ignore -1 and -2 wound penalties. She may also ignore -4 wound penalties
but must commit another point of Essence to do so.
By committing a third point of Essence, she can ignore any crippling injuries she suffers as
blazing essence replaces ripped tendons and crushed organs.
At Essence 3+, a single point of committed Essence is enough to ignore all wound penalties.
At Essence 4+, when she is incapacitated, she may spend 1 Essence per turn to stay active
regardless. She cannot postpone being incapacitated more than (Essence/2) turns in this way.
Body-Mending Meditation
Cost: -
Type: Permanent
Prerequisites: None
Gathering her Essence at the core of her being, the Lawgiver’s body heals at astonishing
speed. While she is asleep, comatose or meditating the speed at which she recovers from
wounds is increased by (Essence x 10).
At Essence 3+ she may commit 2 Essence to benefit from this increased speed of healing
even when she is not resting.
At Essence 5+ she waives the Essence commitment to benefit from increased speed of healing
while not resting.
Energy Restoration Prana
Cost: -
Type: Permanent
Prerequisites: None
The Exalt channels Essence to speed up her body’s resting processes, allowing her to get a
full night’s rest with just one hour of meditation. Doing so grants her all the benefits of a full
night of sleep, except for regenerating Essence. She triples the Essence she regains while
meditating, but does not fill up her entire pool by default with one hour of meditation. She
cannot regain a point of spent Willpower through resting more than once per day.
Essence-Gathering Temper
Cost: -
Type: Permanent
Prerequisites: None
As her body is rent asunder, the Solar’s spirit discovers new reserves of power. Each time her
wound penalty increases she regenerates 1 spent point of Essence.
She can only gain Essence for an increase in a particular wound penalty category once per
Scene in this way. If she is dropped to her -1 wound penalty, then healed, then dropped into
her -1 wound penalty again, she would not respire Essence the second time.
Hardship-Surviving Mendicant Spirit
Cost: -
Type: Permanent
Prerequisites: None
The hardened body of the Lawgiver can resist any climate. She never takes suffers damage
from exposure to the elements. This does not protect her against magical environmental
hazards or mundane hazards with an interval shorter than one minute - such as standing in a
bonfire, bathing in acid or the silent wind of hell - but she could doze in the desert without
suffering sunburn or walk naked through a blizzard. Likewise, her body is hardened against
poisons and disease, adding (Resistance or Survival) dice to resist any mundane poison or
disease and halving the penalty of any poison affecting her.
Poison-Resisting Discipline
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Exalt’s metabolism is strengthened by Essence, allowing her to easily endure the effects
of toxins and illness. She may activate this Charm to perfectly overcome one poison or disease
affecting her.
At Essence 5+, one activation of this Charm purges all poisons and diseases affecting her.
Tireless Sentinel Technique
Cost: -
Type: Permanent
Prerequisites: None
The Solar is the ideal guardian, never tiring in her duties. She does not need to rest or sleep
more than once every (higher of Resistance or Survival) weeks. If the Solar is performing a
duty that upholds one of her Defining Principles, she does not need to rest or sleep at all.
Tribulation Shirking Spirit
Cost: -
Type: Permanent
Prerequisites: None
The Body of the Solar is a temple, kept well maintained by her spiritual purity. She can subsist
on minimal food and drink indefinitely without any ill effect. When forced to abstain from
sustenance completely she will die of dehydration after (higher of Resistance or Survival)
weeks and from starvation after (higher of Resistance or Survival) months. When cut off from
air supply, she can hold her breath for (higher of Resistance or Survival) hours and suffers no
penalties from holding her breath in combat or similar high stress situations.
If the Solar is performing a duty that upholds one of her Defining Principles she may persist
without food, drink or air indefinitely.
Immunity to Everything Technique
Cost: Commit 2 Essence
Type: Reflexive
Prerequisites: Essence 2, Hardship-Surviving Mendicant Spirit
The Solar becomes the epitome of perseverance. While this Charm is active, she becomes
completely immune to any disease and any mundane poison. Against supernatural poisons
she adds (Resistance or Survival) in bonus dice to the roll to resist. She ignores the penalty of
all poisons. She reduces the damage dealt by environmental hazards by ([Essence]/2) and
adapts perfectly to her environment, allowing her to ignore secondary nuisances such as the
need to breathe while walking along the ocean floor or the warping influence of the Wyld.
At Essence 4+ reduce this Charm’s commitment to 1 Essence.
At Essence 6+ this Charm becomes Permanent, waiving its Essence commitment entirely.
Unwavering Wellbeing Meditation
Cost: -
Type: Permanent
Prerequisites: Essence 2, Body-Mending Meditation
The Solar can recover from anything. While at rest she may recover from any crippling injury
or unwanted change to her body within (6 – Essence, minimum 1) days.
Wound-Knitting Technique
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Body-Mending Meditation
Forcing her wounds closed in a flash of brilliant Essence, the lawgiver can shrug off minor
injuries. Activating this Charm heals one point of bashing or lethal damage to her -0 or -1
Health Levels. She cannot use this Charm to heal any damage dealt to her -2 or worse Health
Levels.
At Essence 3+, she can use this Charm to heal damage in her -2 Health Levels.
At Essence 4+ each activation of this Charm heals 2 points of bashing or lethal damage.
At Essence 5+ she may activate this Charm reflexively.
Unbreakable Warrior’s Mastery
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Unwavering Wellbeing Meditation
Through the course of lifetimes, the Solar has felt a rain of blows that would shatter any mortal.
She knows all harm at once, and yet the greater truth is that she still exists, unbowed and
unbroken. When struck with a crippling attack, the Solar may use this Charm to trade
irreparable or permanent harm for a lesser effect of a shorter duration. Instead of her eye being
gouged out, it is closed by a glancing blow; instead of her arm being shattered, it simply hangs
limp. Halve the penalty associated with a crippling effect or injury and eliminate it after (7 -
Essence) turns.
This Charm has to be activated when the crippling effect is sustained in order to affect it.
Harm-Dismissing Meditation
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4, Wound-Knitting Technique, Ox-Body Technique
The Lawgiver may deny the very wounds that assail her, striking them from her body’s record.
She may use this Charm after taking damage. She rolls a number of dice equal to the levels
of damage she took from the last instance of harm sustained within the same Scene. She heals
a number of Health Levels equal to her successes on the roll.
This Charm may only be used once per day.
Soul-Fire Resurgence
Cost: -
Type: Permanent
Prerequisites: Essence 4, Battle-Fury Focus, Essence-Gathering Temper
The Lawgivers have once been usurped from their rightful place in Creation. Never again.
Upon being incapacitated the Solar’s Anima roars to the iconic level as the fires of her spirit
renew her broken body and her unconquerable will pushes her towards victory. She
immediately regenerates (Essence x 2) Health Levels, purges all poisons from her body,
escapes any grapple and breaks any shackles or restraints (physical or otherwise) placed on
her. All of these are perfect effects, succeeding without the need for a roll-off against other
perfect effects.
For the next (Essence) rounds she does not suffer from wound penalties and may spend
Willpower in place of Essence to fuel her Charms. After these rounds are over, she collapses,
her power finally spent. She loses all points of Willpower and Essence and is incapacitated for
at least one hour.
The King Never Dies
Cost: -
Type: Permanent
Prerequisites: Essence 5, Harm-Dismissing Meditation, Unbreakable Warrior’s Mastery
The Solar is an immortal legend, beyond death. When the Solar is seemingly slain, it will turn
out that she has survived in a coma, returning to life at the beginning of the next Story. This
Charm can only be circumvented in one of two ways.
First is by using magic capable of permanently killing spirits upon the Solar, then destroying
her body until no trace of remains (such as by burning her corpse and then scattering the
ashes) and finally building a tomb worthy of a legendary hero meant to placate her spirit so
that it does not return in spite of all these precautions to wreak vengeance upon her enemies.
The second method is for the same character to kill the Solar a second time. Once vanquished
twice by the same foe, the Solars legendary resilience has been overcome and she is put to
rest forever.
Social
Inspire
Fury-Inciting Speech
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Lawgiver speaks out against injustice, and a spirit of divine wrath falls over her audience.
She harangues a crowd for at least ten minutes, exposing an injustice that has been done to
them, rolling (Charisma or Appearance + Performance or Socialize) to inspire the crowd with
rage. The result is a violent, tumultuous mob, though the Solar can aim it at a target of her
choice.
Shining Expression Style
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Solar’s skill is such that she can condense an entire emotional range into a single speech
or performance that embodies its very meaning. An inspire action supplemented by this Charm
automatically latches onto the most relevant applicable Intimacy an audience member might
have. For example, a terrifying dance meant to evoke fear in the hearts of her enemies would
remind each target of that which he fears most, penalizing his Resolve as if the inspire action
was leveraging that Intimacy.
The first use of this Charm in a Scene is free.
Soul-Firing Performance
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Solar tugs on the heartstrings of her audience, filling them with a passion that is not easily
resisted. She performs an inspire action using (Charisma or Appearance + Performance). If
successful, her target has to cite a Major or Defining Intimacy in a Decision Point to resist
having his passions inflamed.
Dogmatic Contagion Discipline
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 2
The Solar’s arguments and invocations resonate with her audience so profoundly that they’re
filled with her fiery passion. She may activate this Charm after successfully inspiring a group
of people with an emotion, granting them bonus dice equal to (Charisma or Appearance) to
inspire others with the same emotion as long as the Essence remains committed.
Intimidation
Dread-Tiger Symmetry
Cost: -
Type: Permanent
Prerequisites: None
The Solar’s pose radiates danger. Every character she meets is treated as having at least a
Minor fear related Intimacy towards her. Those who generally see her in a positive light treat
this as a Tie of respect, while others treat it as a Tie of terror or apprehension.
She may waive the effects of this Charm, doing so deactivates it for the rest of the current
Scene.
At Essence 3+ she may reflexively spend 2 Essence to increase the intensity of this Intimacy
to Major for the rest of the Scene.
Majestic Radiant Presence
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The immanent glory of the Lawgivers silences detractors. Any character who wishes to speak
out against or attack the Solar must pay (Essence/2) Willpower before doing so. Once the cost
has been paid, that character is immune to this Charm’s effects for the rest of the Story.
Additionally, while this Charm is active the Solar ignores the penalty for affecting multiple
characters on her threaten actions.
Terrifying Apparition of Glory
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 3, Dread-Tiger Symmetry, Majestic Radiant Presence
Surrounded by the flames of soul, the Solar strikes unmitigated Terror into the hearts of her
enemies. Using this Charm sets her Anima to the iconic level and performs an automatically
successful threaten action against all enemies within medium range, causing them to flee in
terror. To resist this compulsion, they must cite at least a Major Intimacy in a Decision Point
and pay (Essence/2) additional points of Willpower. A perfect Resolve defends against this
Charm without need for a roll-off.
At Essence 4+ the range of this Charm is increased to long range.
At Essence 5+ those trying to resist must cite a Defining Intimacy and it affects even
battlegroups with perfect morale, triggering an immediate rout check with difficulty (Essence).
Intrigue
Social Intrigue Charms do not cause the Solar’s Anima to flare unless she wants them
to.
Discretionary Gesture
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Lawgiver reminds her allies of discretion with a sharp look or curt gesture. This Charm
allows the Solar to apply her own Guile on behalf of a willing subject within short range against
a read intentions action.
Guarded Thoughts Meditation
Cost: -
Type: Permanent
Prerequisites: None
The Solar’s thoughts are her own. She chooses one of her Defining or Major Intimacies to be
protected by this Charm. The Intimacy protected by this Charm becomes unreadable and is
perfectly defended from all read intentions attempts. This trumps even other perfect effects
without need for a roll-off. Her actions can still reveal her true colors, but no amount of insight
will ever reveal her true feelings.
Indecent Proposal Method
Cost: Spend 1 Essence
Type: Supplement
Prerequisites: None
The Lawgiver hides knives in flowery language and jokes. She may use this Charm to
supplement an instill, persuade or bargain roll. Doing so prevents any positive Intimacy towards
her from being degraded or any negative Intimacy towards her from being strengthened or
created. She may offer to supply a subject with drugs or kill his wife. The subject knows she is
being serious but cannot fault her for it. If he resists and would take offense at such a
suggestion, he perceives the offer as merely a hilarious joke.
A Tier 3+ victim can choose to pay (Essence) Willpower to resist this Charm in order to take
offense, if a Major or Defining Intimacy was threatened by the social influence.
Sagacious Reading of Intent
Cost: -
Type: Permanent
Prerequisites: None
The Lawgiver is a master at reading people, guessing at their secrets with pinpoint accuracy
and baiting them into revealing more than they should. The Lawgiver may use her Wits or
Manipulation instead of her Perception to read intentions. She also may replace Socialize with
Investigation or Linguistics. She never suffers from misunderstandings, always comprehending
what another tries to communicate to her perfectly.
Additionally, she may reflexively spend 2 Essence when reading the intentions of another
character to render her attempt perfect.
Shadow over Day
Cost: -
Type: Permanent
Prerequisites: None
The Solar banishes all emotion from her face and posture. She may calculate her Guile using
([Manipulation, Appearance or Wits + Larceny or Socialize]/2).
Additionally, she may reflexively spend 2 Essence to perfectly defend against any roll or effect
that would be applied against her Guile.
Subtle Speech Method
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Solar speaks in a roundabout fashion, masking her intent beneath layers of allusions,
inflection and inference. Only the intended recipients (defined by the Exalt) may understand
the true meaning of her words, to all others she just seems to make pleasant conversation of
no particular substance.
Quicksilver Falcon’s Eye
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2, Sagacious Reading of Intent
When the Lawgiver becomes witness to an intimate moment the hearts of others are laid bare.
She may activate this Charm to perform a special read intentions action when she witnesses
or shares an intimate moment, such as spending the night with a lover of staring at the stars
deep in thought. If successful, she may ask one question about the Intimacies and thoughts of
that character regardless the topic. She can see the true feelings of a prince regarding the
Solar Exalted in his gaze at the stars and feel the affection for the commoners in her lover’s
sighs. She may only use this Charm once per Story per character.
Questions asked should be somewhat specific, such as “What kind of Intimacy does he hold
for his wife?” or “What are his thoughts on tax breaks?”, not “What are his Intimacies?”
At Essence 4+ she may use this Charm twice per Story per character.
Wise-Eyed Courtier Method
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 3, Mastery of Small Manners, Sagacious Reading of Intent
The Solar takes in the view of the court and instantly becomes aware of all attitudes and
connections among it. She rolls a read intentions action against the Guile of all characters
present in the Scene. Success reveals to her the intentions people currently have (he wants
to convince the merchant prince of investing in his shipping venture, she just wants to get drunk
and have some fun, she wants to drive a wedge into the relationship of her rival with her
husband) as well as any Intimacies they hold for other people in the Scene.
Instill
Shining Paragon Inspiration
Cost: -
Type: Permanent
Prerequisites: None
When the Lawgiver stands by her ideals, others cannot help but to be inspired by her example.
Whenever the Solar openly upholds one of her Major or Defining Intimacies, she reflexively
rolls (Charisma or Appearance + Performance or Presence) to instill the same principle in any
witnesses, ignoring the penalty for influencing multiple characters.
Venomous Rumors Technique
Cost: Spend 2 Essence
Type: Simple
Prerequisites: None
The Lawgiver may ruin reputations with a single well-placed sentence. She rolls her
(Manipulation + Socialize) against the Resolve of all members of a social group as she spreads
a vile rumor about another character. On a success she degrades any positive Intimacies
among the members of the social group towards her target by one degree and imposes a
penalty equal to (Essence) on all his social rolls towards the group for the next week.
Worshipful Lackey Acquisition
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Solar inspires awe in those around her, causing men to flock to her banner in droves. She
may supplement any attempt to instill or strengthen a Tie of loyalty, respect, awe or similar
emotion in another character with this Charm. Doing so causes the other character’s Resolve
to be penalized as if he possessed a Major Intimacy of worshipful submission towards her.
Tier 1 characters cannot resist this instill action with Willpower unless they have a Major or
Defining Intimacy that bolsters their Resolve against this influence. Tier 2+ characters instead
increase the Willpower cost to resist this influence by (Essence/2) if they do not have an
applicable Major or Defining Intimacy.
At Essence 3+ she applies the effects targeted at Tier 1 characters to Tier 2 characters as
well.
Enmity-Conquering Sincerity
Cost: -
Type: Permanent
Prerequisites: Essence 2, Shining Paragon Inspiration
No amount of personal animosity and no shared history, no matter how dire, will deafen the
ears of those the Solar aims convince of her cause. When she tries to instill other characters
with a Principle she herself holds, they cannot bolster their Resolve with negative Ties towards
her.
God-King’s Glory
Cost: -
Type: Permanent
Prerequisites: Essence 3, Worshipful Lackey Acquisition
The immanent glory of the Lawgiver overcomes the reservations of lesser minds. Any attempt
to increase the intensity of a Minor positive Intimacy or one based on awe, fear or similar
emotions, towards the Solar while in her presence do not require the support of another Minor
Intimacy.
Any attempt to weaken a Defining Intimacy towards her requires a Defining Intimacy in support
or is considered unacceptable influence while in her presence.
At Essence 4+ weakening a Major Intimacy towards her while in her presence requires a Major
or Defining Intimacy in support of the influence.
Fulminating Word
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Worshipful Lackey Acquisition
The Solar’s words and deeds kindle roaring fires in the hearts of men. She makes a (Charisma
or Appearance + Presence) roll to instill a target with a Tie towards herself. If successful, the
target forms the Intimacy at Major intensity.
This Charm may only be used once per Story, unless reset by increasing a Tie towards her of
a significant character to Major or Defining intensity by mundane means.
At Essence 5+ this Charm may be used once per Scene.
Virtue-Enshrining Exemplar
Cost: Spend 4 Essence, 2 Willpower
Type: Reflexive
Prerequisites: Essence 4, Shining Paragon Inspiration
Inspired by her heroism, entire societies are transformed by the Lawgiver’s virtue. The Solar
may activate this Charm after performing a great deed in the name of society, such as felling
a vile beast that threatened a village, clearing the ancient blood feud that brought two
principalities to war or lifting the curse that hounded an extended family for generations. The
Principle most relevant to her performance of that deed is enshrined as a virtue in the society.
This does not automatically instill all members of the society with that Principle (though some
may well adopt it), but rather enshrines that Principle as a virtuous and righteous concept in
the cultural perception of that society. Note that only the society affected by the deed will adopt
said values, meaning a village, two nations or a single extended family in the above examples.
Crowned Queen of Eternity
Cost: -
Type: Permanent
Prerequisites: Essence 5, God-King’s Glory, Fulminating Word
The Lawgiver is the righteous sovereign of her people. To doubt her is to give in to darkness.
Every subject that has accepted the Solar as her ruler is forever bound to her, being treated
as possessing a Minor Tie of loyalty towards her that cannot be altered or removed unless they
openly renounce her leadership. Those who have personally sworn their loyalty and direct
service to her cause, such as soldiers fighting in her army or bureaucrats working to manage
the affairs of her kingdom, treat this as a Major Tie of loyalty instead.
When a character is persuaded to betray that Intimacy, he loses (Essence/2) points of
Willpower from the shock as his heart struggles to come to terms with this treachery. Unless
he has openly renounced her leadership the darkness of his betrayal stains his eyes black,
causing everyone to know that he has strayed from the path of righteousness. This does not
automatically expose infiltrators which have come with the intend to sabotage her works, but
any character in her service persuaded to knowingly help them in that task would be exposed
as a traitor until he openly cut all ties to her and any organizations ruled by her.
Mind Control
Hypnotic Tongue Technique
Cost: Spend 2-3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 2
Casting subtlety to the wind, the Solar dominates her target with raw force of spirit. Her eyes
burn with aurate flames as she commands her victim. She briefly hypnotizes her victim and
plants a supernatural compulsion in his head. This Charm cannot be used while battle is joined,
and any violence will immediately interrupt its execution, though the victim himself cannot
initiate violence while the Lawgiver utters her command. The Solar describes her wishes in a
few short sentences to the target. The target will follow these instructions to the letter. He will
not know why he is doing these things, nor will he remember that he has been programmed
by the Solar.
If the commands place his life in danger or threaten one of his Defining Intimacies, he may
resist them at any point by spending 1 Willpower. If the commands threaten a Major Intimacy,
he may resist them by paying 3 Willpower. Once a target has resisted this Charm’s effects, he
becomes immune to it for the rest of the Story.
The minds of the mighty are not easily swayed. The Charm’s cost increases to 3 Essence
against Tier 3+ characters and requires a successful (Manipulation + Presence) roll against
that character’s Resolve.
At Essence 4+ the commands of this Charm become irresistible to Tier 1 characters,
regardless of their Intimacies.
At Essence 5+ they become irresistible to Tier 2 characters as well.
Memory-Reweaving Technique
Cost: Spend 1+ Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 2
The Solar determines the reality others live in. She changes a set of memories of her victim,
creating or erasing a Major Intimacy in the process. She could plant the idea in his head that
they are old friends, business rivals or lovers. Or she could make him forget his son, the debts
he owes the Guild or the temple he grew up in. This Charm cannot touch memories associated
with a Defining Intimacy.
The target may resist this Charm by paying (Essence) Willpower. Each time the target is
confronted with evidence that her memories are fake or that there is something missing in his
recollections the Willpower cost to resist this Charm decreases by 1. Once the target has
resisted this Charm, he cannot be targeted again by it for the rest of the Story.
The memories of potent individuals are more resilient than the easily swayed masses. Increase
this Charm’s cost against Tier 3+ characters to 2 Essence and roll (Manipulation + Presence)
against the target’s Resolve to execute it successfully.
At Essence 4+ she may use this Charm on all people within medium range, making whole
villages believe she lived there for decades or robbing all slaves on her plantation of the
memories of home. Doing so increases the Charm’s cost to 4 Essence.
At Essence 5+ this Charm becomes permanent and irresistible for Tier 1 characters. For better
or worse, most mortals will never recover their original memories.
Twisted Words Method
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Memory-Reweaving Discipline
The Solar’s words twists her victims mind into a maze, causing him to revile what he once
loved. She engages a target within close range in conversation about one of his Intimacies,
rolling (Manipulation + Linguistics or Socialize) against his Resolve, which is bolstered by the
targeted Intimacy. If successful she inverts the Intimacy, reversing a positive Tie into a negative
emotional context or turning a Principle of “Always look out for number one” into “I must put
other before myself”.
The inverted Intimacy remains for one Scene and feels completely natural during this
time-frame, suppressing relevant memories for the duration. If the targeted Intimacy was of
Defining intensity the target may resist this Charm by spending 1 Willpower.
At Essence 4+ inverted Minor Intimacies remain so for the rest of the Story.
At Essence 5+ this Charm cannot be resisted by Tier 1 targets, even if it targets a Defining
Intimacy.
Persuasion
Appealing Prospects Insinuation
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Lawgiver evokes the hopes and dreams of her conversational partners in her speech,
causing them to be seduced by her requests. A successful persuade action supplemented by
this Charm increases the Willpower cost to enter a Decision Point to resist the influence by
([Charisma or Appearance]/2).
This Charm cannot be used on the same character more than once per Story.
Excellent Friend Approach
Cost: -
Type: Permanent
Prerequisites: None
The Lawgiver inspires devotion in those who call her friend. She automatically perfectly
succeeds on persuade or bargain rolls against characters who hold a positive Defining Intimacy
towards her. The target may still enter a Decision Point and this Charm does not render
unacceptable influence acceptable.
At Essence 3+ she extends this Charm’s effect to characters who hold a positive Major
Intimacy towards her.
Harmonious Presence Meditation
Cost: Spend 2 Essence
Type: Simple
Prerequisites: None
The Lawgiver embodies virility, magnetism and grace, empowering her forces of persuasion.
She resets a failed persuade action.
This Charm can only be used once per Story per persuade action.
Impassioned Discourse Technique
Cost: -
Type: Permanent
Prerequisites: None
When the Solar argues from her own deeply held beliefs, listeners cannot help but feel drawn
to her way of thinking. When she makes a persuade action that upholds one of her Defining
Intimacies, her targets are treated as if they possessed that same Intimacy at Minor Intensity.
At Essence 3+ she may spend 1 point of Essence to treat her targets as if they possessed the
Intimacy at Major intensity.
God-King’s Bequest
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2
The Solar borrows a small measure of the Unconquered Sun’s all-encompassing authority.
Wreathed in the golden mantle of her anima, she makes her case, the worthiness of her cause
accentuated by the authority granted to her by the highest of the gods. She makes a persuade
or bargain roll, allowing her to treat the Intimacy she leveraged as one step higher in intensity
(to a maximum of Defining) for the purpose of determining what kind of task she may persuade
the subject of her influence to undertake.
This Charm cannot be used while the Exalt’s Anima is dim, though she may reflexively increase
it to flaring intensity as part of this Charm’s activation.
At Essence 3+, she treats the intensity of the leveraged Intimacy as one higher for the purpose
of how much it penalizes the target’s Resolve as well.
At Essence 4+, she treats the leveraged Intimacy as one step higher for all intents and
purposes, including what Intimacies he can call on in Decision Points to resist her influence.
Brother-or-Duty Dilemma
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: Essence 3, Excellent Friend Approach
The Solar plays her victim’s passions against his beliefs. When an influence roll exploits a Tie
to an individual, her target can’t use a Principle to bolster his Resolve or in a Decision Point if
its intensity is equal or lower to the exploited Tie.
At Essence 4+, he cannot call on ties towards groups either.
Impeccable Argumentation Spirit
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 3, Appealing Prospects Insinuation
The Lawgiver’s arguments are unimpeachable, swaying minds with ease unless met with
absolute dedication. The target of a persuade roll supplemented by this Charm can only call
on Intimacies of higher intensity than the one being leveraged by the Solar to bolster his
Resolve or for use in a Decision Point. Defining Intimacies may always be called on by the
target, even if the Solar leverages a Defining Intimacy herself.
Memory-Rekindling Appeal
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: Essence 4, Impassioned Discourse Spirit
The Lawgiver gains power through knowledge of the past of others. This Charm supplements
a persuade action that appeals to an Intimacy the subject once held and that the Solar is aware
of. She treats the Intimacy as the highest Intensity it ever held for the subject, both for the sake
of penalizing the subject’s Resolve and as to which tasks the subject may undertake. For
example, the Lawgiver could attempt to persuade her bodyguard-turned-assassin to put down
his weapon, invoking an Intimacy of loyalty he once held, even if his heart has since been
poisoned against her.
This Charm may only be used once per Story per character.
Unquestionable Authority
Cost: Spend 3 Essence, 1 Willpower
Type: Supplemental
Prerequisites: Essence 4, Excellent Friend Approach, God-King’s Bequest
Those who serve and love the Lawgiver follow her with slavish devotion. A persuade action
against a target who holds a positive Defining Intimacy towards the Solar supplemented by
this Charm is automatically successful and cannot be resisted in a Decision Point.
A perfect Resolve can force this Charm into a roll-off, while other perfect effects that may
defend against this Charm such as Righteous Lion Defense automatically succeed against it.
At Essence 5+ this Charm may also be used against any target who serves her in an official
capacity.
Seduction
Rose-Lipped Seduction Style
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: None
The Lawgiver are experts in twisting the thoughts and desires of others. With this Charm she
can twist any Principle towards an abstract concept she is aware of that is rooted in love,
romanticism, harmony, admiration or similar positive sentiments into a temporary Tie towards
herself that supports a persuade action to seduce her target. For example, she could convince
a monk with a Major Principle of “There is balance in all things” that their union would be a
perfect representation of cosmic balance.
Thousand Courtesan Ways
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Solar becomes the archetypical object of desire, molding herself to satisfy the wildest
dreams of others. She can use this Charm to mold her appearance, mannerisms and inflection
to the subconscious desires of another character. The changes wrought by this Charm are
subtle, though she can supplement them with makeup and other disguises.
The subject of this Charm treats her as if he possessed a Minor Intimacy of desire towards her
or treats an existing Intimacy of desire as one step higher than it is.
Additionally, if the Solar is aware of an existing Intimacy of desire the subject holds towards
another, she can insert herself into that Intimacy, benefitting from it as if she were the subject
of the Tie.
At Essence 2+, she may activate this Charm without specifying a target to treat every character
in her presence as though they possessed a Minor Intimacy of desire towards her.
Celestial Bliss Trick
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2
The touch and presence of a Lawgiver is brings bliss even to the coldest heart. She may
activate this Charm after spending a Scene of physical intimacy with another character to
imbue him with happiness and renewed vigor. He regains (Essence) points of Willpower and
heals all bashing or one level of lethal damage.
If the physical intimacy was used as an instill action create or increase a Tie of desire, love or
other emotion towards Solar, the target only gains the benefits of this Charm if he does not
resist the influence.
Husband-Seducing Demon Dance
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: Essence 3, Rose-Lipped Seduction Style, Thousand Courtesan Ways
It is written in the immaculate texts that the Anathema of old took whatever they desired without
regard for the hearts of mortals. When the Solar supplements a persuade action to seduce
another character with this Charm her subject cannot call on any Ties of love, fidelity,
responsibility or similar emotions to another character to bolster his Resolve or in a Decision
Point or.
Utility
Effective Counterargument
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Solar intercedes with wise counsel before minds are changed. When she notices a
successful persuade, instill, bargain or threaten action targeted at another character within
short range that she disagrees with, she may activate this Charm. She rolls (Charisma,
Manipulation or Appearance + Socialize) in a contested action against the social influence,
overturning it if successful.
Heart-Compelling Radiance
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
A Lawgiver’s striking appearance resonates twice as loud in the hearts of those who are
already hers. When the Resolve of a target is penalized by an Intimacy towards her for the
purpose of a social influence action, apply that same penalty to the target’s Resolve before
comparing it to your Appearance for the sake of determining how many bonus dice it provides.
At Essence 3+ this Charm becomes Permanent and its cost is waived.
Masterful Oration Poise
Cost: -
Type: Permanent
Prerequisites: None
The Solar tailors her words for the ears of nations, covering every possible angle with her
arguments. She ignores the penalty for influencing multiple characters on all rolls.
Mastery of Small Manners
Cost: -
Type: Permanent
Prerequisites: None
The Lawgiver never commits a faux pas, no matter how alien the culture. She automatically
knows how to behave to among a foreign culture and understands what actions are viewed
favorable and what is considered illicit. She never suffers penalties for being considered a
foreigner, cannot botch Socialize actions and all characters who have a positive Intimacy
towards their culture are treated as possessing a Minor Tie of admiration towards the Solar for
her flawless social conduct.
Impeccable Reputation
Cost: -
Type: Permanent
Prerequisites: Mastery of Small Manners
The Solar’s reputation is beyond questioning. Her social influence actions ignore Minor
negative Intimacies based on reputation, hearsay or other indirect experiences. This extends
to Minor Principles which cause another to distrust her based on her nature, race or nationality
or other reason. Whatever prejudices others have, they are willing look past them and give the
Solar a chance to make an impression of her own.
This Charm has no effect on Major or Defining Intimacies, nor does it protect the Solar from
the effects of Minor Intimacies she instilled with her own actions.
Mood-Inducing Music
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
Taking up a musical instrument, the Exalt pours her Essence through her fingers as she plays,
evoking the soul of a composition. She chooses a mood she wants to evoke, causing all social
influence actions taken by other characters within the vicinity that would benefit from the given
mood to gain (Essence or 3) bonus dice. Social influence that goes directly against the evoked
mood instead suffer a penalty of (Essence or 3).
Phantom-Conjuring Performance
Cost: Commit 1 Essence
Type: Supplemental
Prerequisites: None
While telling a story, playing a song, dancing or a similar performance the Solar may conjure
ghostly images to illustrate and enrich her presentation. Treat any stunt awarded for the
performance as one point higher for the sake of dice/successes granted (not for Willpower
regeneration).
Respect Commanding Attitude
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
When the Lawgiver speaks, the world listens. This Charm forces onlookers to listen to the
Solar holding a speech, watch her performance or have a civilized discussion with her. They
may not disrupt her, leave or join battle until everything is said and done. If staying and listening
would endanger a target’s life or otherwise violate one of their Defining or Major Intimacies,
they can spend (Essence/2) Willpower to resist the effects of this Charm. Once somebody is
disturbing the event, the Charm loses its potency for all targets.
This Charm cannot be used while battle is joined.
Evident Exemplar Poise
Cost: -
Type: Permanent
Prerequisites: Essence 2
The Lawgiver radiates her convictions for everyone to see. When a character who shares a
Principle with the Solar meets her, he becomes aware of this fact and is treated as though he
possessed a Minor positive Tie towards her due to their shared convictions.
She may disable this effect, should she wish to hide her Principles.
Watchful Eyes of Heaven
Cost: -
Type: Permanent
Prerequisites: Essence 2
The Lawgiver recognizes a kindred spirit on sight. When she meets another character who
shares a Principle with her, she automatically becomes aware of this fact.
Written
Moving the Unseen Hand
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Exalt pens a message in a hand so artful and deceptive that she can cause her reader to
make an automatic assumption as to the writer’s identity. She selects a character she knows
and whom she either met or a text of whom she has studied and writes a message or other
text, rolling (Manipulation or Wits + Linguistics). She compares the results of her roll to the
Resolve of any reader, giving him the impression that this text must have been penned by the
character she selected if successful. The text cannot be signed for this effect to work and it
only affects characters who know of the character she selected.
Alternatively, the Solar may not select any character when writing the text, causing readers
whose Resolve was overcome to instead assume this text was written by the person they most
want to have written it.
Voice-Caging Calligraphy
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: Essence 2
The Solar binds her words with Essence, folding language into form so winding and deep that
all meaning falls into the abyss. This Charm may be used to supplement the writing of letters
or other brief works. The information contained in such writing cannot be repeated. The reader
momentarily loses his ability to process or remember the contents of the message if he tries
to speak it aloud or write it down. Any attempt by the reader to communicate what he knows is
rendered useless unless he sees an action occurring in which a Defining Intimacy is threatened
by withholding what he knows. Only then may the reader pay (Essence) Willpower to shake
off the effects of this Charm.
Cup Boils Over
Cost: Spend 4 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Voice-Stealing Caligraphy
The Lawgiver pens a soul-shattering missive, convincing her subject he leads a pointless
existence. The Solar determines a single target and writes a letter addressed to him. She rolls
(Manipulation or Intelligence + Linguistics) and compares her successes against the Resolve
of the target the first time he reads it. The victim may call upon any Intimacy that would give
him reason to live to bolster his Resolve.
A Tier 1 target who is affected by this Charm immediately dies of a broken heart, his soul
sinking directly into Lethe. A Tier 2 target is overcome with a Defining Principle of “My life has
no purpose”, which will drive him to suicide should his other Intimacies not spur him on to
persevere. A Tier 3+ target is less completely shaken, treating the missive as an instill roll to
create a Principle of “My life has no purpose” at Minor intensity and losing (Essence) points of
Willpower instead.
This Charm can only be used once per Story and only once per person. The latter part is reset
if the targeted person undergoes a great change in character.
Stealth
Essence spent on or committed in Stealth Charms never counts towards flaring
the Solar’s Anima.
Blinding Battle Feint
Cost: -
Type: Permanent
Prerequisites: None
When faced with danger the Lawgiver vanishes into the shadows. When she wins Initiative
against all enemy characters in combat with her, she may reflexively enter stealth perfectly.
This Charm cannot be shared using Guardian Fog Approach.
Easily Overlooked Presence Method
Cost: Commit 2 Essence
Type: Simple
Prerequisites: None
The Solar blends into the background, becoming just another face in the crowd. As long as
she does nothing that would draw attention to her, nobody notices the Solar’s presence. This
is considered a perfect effect. She cannot pass checkpoints or enter small-scale gatherings
undetected this way. If her appearance deviates sufficiently from the norm, such as striding
through a throng of beggars in full Orichalcum plate or attending a dinner party naked, this
Charm also fails.
She cannot activate this Charm (and it fails if already active) while other characters within the
Scene are actively looking for her.
Eye-Deceiving Camouflage
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
Over the course of an hour the Solar camouflages herself, another character or object not
much larger than her so perfectly that it cannot be found by mundane senses while immobile.
Against supernatural senses she enters a roll-off, though perfect means of detection beat this
Charm’s effect automatically.
At Essence 2+ she may extend this camouflage to up to (Survival) targets.
At Essence 3+ she may use this Charm to camouflage a single character or object of
Legendary Size.
At Essence 4+ she may use this Charm to camouflage a Battlegroup of up to Size (Essence/2).
Guardian Fog Approach
Cost: Commit 1+ Essence
Type: Reflexive
Prerequisites: None
Enveloping her allies with her elusive presence, the Solar smuggles other people around
unseen. She may commit 1 Essence per ally within close range to extend the benefits of her
Stealth rolls and Charms to them as long as they stay within close range of her. This Charm
ceases to function while battle is joined.
At Essence 3+ she must only commit 1 Essence for every (Essence) allies she shields this
way.
At Essence 4+ the range of this Charm extends to short range.
Hidden Snake Recoil
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Solar strikes from the shadows and vanishes again. When she incapacitates an enemy
with an unexpected attack from stealth, she may reflexively activate this Charm to perfectly
enter stealth again.
This Charm cannot be shared using Guardian Fog Approach
Hooding the Solar Lantern
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
In times of the Wyld Hunt, the Solar must hide her glory lest she attract undue attention. When
committing or spending Essence would increase the intensity of her Anima, she may reflexively
Commit 1 Essence in this Charm to prevent it from doing so. She may release this commitment
at any time, but if she does so within the same Scene her Anima immediately increases in
intensity as it should have.
At Essence 3+ she may release Essence committed in this Charm in the same Scene without
flaring her Anima by accepting one level of unpreventable aggravated damage per point of
committed Essence released.
Invisible Statue Spirit
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
Standing perfectly still, the Solar becomes one with her environment. As long as she remains
utterly still, she is perfectly invisible. Other Senses are not affected.
Stalking Wolf Attitude
Cost: -
Type: Permanent
Prerequisites: None
The Solar falls upon her enemies like a vicious predator unto unsuspecting fowl. Her
unexpected attacks add one level of damage for every 2 instead of 3 threshold successes.
Mist on Water Attack
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2
The Solar hides her murderous aptitude, slaughtering whole banquets before princes notice
they are surrounded by corpses. If she incapacitates a target with an ambush, nobody notices
that any battle has taken place at all and the target’s death is concealed perfectly for at least
(Essence) minutes. Slain guards appear to perform their duty before their slit throats burst
open and reveal a shower of spilled blood and a conversation partner stabbed in the back
appears to listen intently and even express opinions through gestures until he suddenly
collapses.
This Charm cannot be used while battle is joined, and its cost goes up by 1 Essence every
consecutive time it is used in a Scene.
The Solar may try to attack Battlegroups with this Charm to take out multiple minor characters
at a social gala or whole guard teams unnoticed. Attacking a battlegroup in this way takes at
least one minute and requires the Solar to successfully deplete one dot of Size with her attack,
otherwise she is detected at its conclusion. Battlegroups reduced in Size this way do not roll
for rout immediately but do so as the ruse is detected with a -3 penalty due to the shock of
sudden death among their comrades. The Solar can only murder so many people in a minute,
battlegroups of Size 3+ are immune to this Charm’s effects.
At Essence 4+ the Solar becomes a hidden whirlwind of death, allowing her to apply this
Charm’s effects even to Battlegroups of Size 3.
Sun Swallowing Practice
Cost: Spend 1-2 Essence
Type: Simple
Prerequisites: Essence 2, Hooding the Solar Lantern
The Solar may swallow the evidence of her glory to better hide from her foes. Using this Charm
quells the Solar Anima. It costs 1 Essence when the Anima is flaring and 2 Essence when it is
iconic, resetting it to dim.
Mental Invisibility Technique
Cost: Commit 4 Essence
Type: Simple
Prerequisites: Essence 3, Easily Overlooked Presence Method
The Solar hides in the space between thoughts. She rolls her (Wits + Stealth), everyone whose
Resolve is beaten by her result cannot perceive her at all, though she may except characters
of her choice from its effects. Negative Intimacies towards the Solar or those that would cause
a target to be vigilant against her bolster the target’s Resolve against this effect.
She may even perform overt actions, but feats of supernatural prowess that massively impact
the environment, such as kicking over a statue or creating an environmental hazard, as well
as joining battle cancel this Charm’s effects immediately.
Characters may resist this Charm’s effects if the Solar threatens a Major or Defining Intimacy
or is the subject of a negative Major or Defining Intimacy by spending 1 Willpower. Characters
who have resisted this Charms effects may point out her presence to others, breaking its
effects.
Mind Shroud Meditation
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Hidden Snake Recoil, Stalking Wolf Attitude
Out of sight the Solar creates a blind spot in the defenses of her enemies. This Charm can
only be used while battle is joined and the Solar is currently in stealth. Activating it creates a
deadly mental blind spot in the mind of one enemy. He forgets completely about the Solar’s
presence on the battlefield. If she attacks this target within the next (Essence) rounds, an
unexpected attack counts as an ambush.
This Charm cannot be shared using Guardian Fog Approach.
This Charm can only be used once per Scene per opponent. It cannot be used when the Solar
is the only opponent her enemies face, she needs the chaos and distractions of the battlefield
to vanish from her foe’s awareness so completely.
Ten Whispers Silence Meditation
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3, Invisible Statue Spirit
The Solar draws all sound inward, causing herself to become completely silent. For the
duration of this Charm none of her actions produce any sound. This is treated as a perfect
effect.
Vanishing From Mind’s Eye Method
Cost: Commit 4 Essence
Type: Simple
Prerequisites: Essence 4, Mental Invisibility Technique
The Solar hides even the memories others have of her from their thoughts. While this Charm’s
commitment remains, nobody can remember the Solar. If failing to remember the Solar would
endanger a Defining Intimacy or the life of a subject, he may pay 1 Willpower to throw off its
effects. Once the commitment of this Charm is ended all memories of her return immediately.
Strength
Increasing Strength Exercise
Cost: -
Type: Permanent
Prerequisites: None
The Solar’s muscles are reinforced by Essence, allowing her to perform feats of prowess that
put the strongest mortal to shame. She adds (Athletics or [Essence x 2]) as bonus dice to any
feats of strength she attempts and ([Atheltics/2] or Essence) to her Strength to determine if
she qualifies for a feat of strength.
Nine Aeons Thew
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: Essence 3, Increasing Strength Exercise
The Solar unleashes the strength of legends. She may activate this Charm to gain (Essence
or 3) automatic successes on a feat of Strength roll.
Survival
One with Nature Approach
Cost: -
Type: Permanent
Prerequisites: None
The Lawgiver is one with the land and it provides for her. She always manages to find enough
food and shelter for herself and (Survival x 2) other characters with at most an hour of search,
even in the most unforgiving environments. This only applies if she can move freely and not if
she is trapped in a confined space devoid of nourishment. She never becomes lost and can
perfectly navigate her way through natural obstructions towards any place whose location she
knows.
Animals are friendly towards and will not attack her or her companions unless supernaturally
compelled to do so or if failing to do so would violate a Defining Intimacy. She can make herself
understood and in turns understands the motives and drives of animals, removing the penalty
for lacking a common language for the sake of social influence.
When prospecting the land for natural resources, she adds (Essence) bonus dice to her roll.
Spirit-Tied Pet
Cost: -
Type: Permanent
Prerequisites: None
The Solar shares a special bond with her familiars. As long as she lives, her familiar cannot
die and will always recover from being incapacitated, being reborn in the blaze of her Anima
after one week if its body was completely destroyed.
Additionally, the infinite glory of her soul’s light spills over into her familiar, giving him
human-like intelligence, increasing all his dice pools by (Essence/2) and allowing her to
communicate with him telepathically as long as they are within (Essence) miles of one another.
No matter how far they are separated, they always know in which direction they must go to
find the other.
Finally, the familiar gains an inviolate Defining Intimacy of loyalty towards the Solar. No force
safe the Solar herself can weaken it or force him to act against this Intimacy. The Solar in turn
develops a Major Intimacy of a positive nature of her choice towards the familiar which
reasserts itself at the beginning of each Story while the bond persists.
If the Solar has multiple familiars she may repurchase this Charm to apply its benefits to
additional familiars.
Storm Warden Concentration
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Solar imbues herself against adverse weather. She may activate this Charm reflexively in
response to being exposed to some form of extreme mundane weather phenomenon to ignore
all penalties and hazards associated with it. For example, she may walk through a sandstorm
without being slowed down, exposed to injury or having her vision impeded.
At Essence 3+ she may extend this to magical weather phenomena as well, allowing her to
brave storms of acid or the freezing mists of the far north.
Unshakeable Bloodhound Technique
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: None
The wicked shudder in their hideouts, for they know that they cannot escape the righteous fury
of the Lawgiver. This Charm supplements an attempt to track a quarry through the wilderness,
rendering the attempt perfect.
At Essence 2+ this Charm allows the Solar to pick up even spoors too old to be normally
noticed, following the scent of her quarry’s essence. She may try to track anyone who passed
in the last (Essence) weeks through a chaotic environment or (Essence) months for relatively
calm environments.
Traceless Passage Style
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: None
The Solar vanishes into the wilderness, leaving no trail behind. This Charm supplements an
attempt to cover her tracks and that of up to (Survival x 2) other characters, rendering it perfect.
At Essence 2+ this Charm allows her to conceal the tracks of a Battlegroup with a Size no
larger than (Essence).
God-King Benevolence
Cost: -
Type: Permanent
Prerequisites: Essence 4, One with Nature Approach, Spirit-Tied Pet
Tying her spirit to her kingdom, the Lawgiver shares the bounty of her soul with her subjects.
The Solar ties herself to a region she rules and that is her primary residence no larger than
(Essence x 10000) square miles.
The area is invigorated by her Essence, increasing the fertility and health of its inhabitants.
Harvests are bountiful and natural diseases cannot touch her subjects. Every mortal within the
area adds her (Essence) as bonus dice to all rolls to resist diseases or poison. Local animal-
and plant life adapt to the needs of the inhabitants, creating a virtual paradise.
While the Solar resides within the area, she can draw on its strength in times of need. Once
per Story she may reflexively regenerate up to (Essence) points of Essence or heal that many
points of damage.
As she shares her health and power with the land, it shares her pain as well. When she suffers
from severe wounds (-2 wound penalty or worse) or disease the land itself shares her burden.
Facades crack, crops sicken and the sky weeps. When she is caught in the grip of strong
emotions, the land and its inhabitants are similarly affected. Rivers and storm clouds churn
with anger and thick mists linger over the land in sorrow. When the Solar has been successfully
inspired apply half the successes on the inspire roll to all inhabitants.
She may change the area affected by this Charm at the end of a Story.
Travel
Language and Communication
Discerning Savant’s Eye
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
No code is safe before the eyes of the Sun’s Chosen. This Charm supplements an attempt to
understand a cipher, find hidden messages or unravel arcane filing systems. The attempt is
rendered perfect.
Letter-Within-a-Letter Technique
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Solar conceals information in letter or word, ensuring that only its intended recipients
receive it. She may activate this Charm by spending 1 Essence when writing a message to
perfectly conceal its contents from anyone but her intended recipients. This can take the form
of an unbreakable cipher drawn from her essence rendering it unintelligible for everyone else
or as subtle as invisible words hidden amongst an ordinary seeming message.
She may define the intended recipients as narrowly or broadly as she likes, allowing only a
specific person, everyone who holds a specific Intimacy, all Exalted or every woman to read
her message.
Alternatively, she may commit 1 Essence to apply this Charm’s benefit to her spoken word,
speaking in glossolalia to the uninitiated or whispering hidden messages beneath her normal
speech.
Strange Tongue Understanding
Cost: Commit 2 Essence
Type: Simple
Prerequisites: None
The Solar is an incomparable genius at understanding and extrapolating linguistic patterns.
Upon encountering a foreign tongue, she may activate this Charm to understand, speak, read
and write it flawlessly.
Whirling Brush Method
Cost: -
Type: Permanent
Prerequisites: None
The Lawgiver reads and writes at extreme speeds. She may write or read a page in mere
seconds. Her handwriting is flawless and beautiful, she can decipher even the worst scrawls
effortlessly.
She may spend 1 Essence to activate this Charm as a Simple action to write or read a whole
book in moments.
Flashing Quill Atemi
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Letter-Within-a-Letter Technique
The Lawgiver strikes a body of text with her fingers, reshaping the language to serve her
purposes. With this Charm, the Solar may edit a manuscript, letter, or tome with untraceable
precision. She may change the contents of the text to seamlessly obscure or add information,
change the context or target of social influence contained therein or to add a hidden message
to it as described in Letter-Within-a-Letter Technique.
Perfect Recollection Discipline
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Whirling Brush Method
Binding a written work or illustration into her consciousness, the Solar creates a perfect
memory. She may activate this Charm upon finishing to read through a text of any length,
causing it to be remembered perfectly in its entirety for the rest of her life.
Single Voice Kata
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 2, Strange Tongue Understanding
The Solar finds a singular, perfect language in the depths of her essence, carrying it into the
world so that understanding may be found. For the duration of this Charm the Solar and
everyone else within medium range of her become capable of speaking a language that is
understood by all creatures. Using this language never results in miscommunications.
Characters may still lie and deceive freely, but there will never be any accidental
miscommunications.
Riding
The effects of any Movement Charms may apply to the Solar’s mounted
movement as well. Replace Athletics or Dodge with Ride in relevant calculations.
Elusive Skirmisher Tactic
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
On her horse the Solar is as hard to catch as the wind. While this Charm is active, she may try
to disengage using her reflexive movement action for the round. She may not modify such a
reflexive disengage using other Charms that normally supplement disengage actions, such as
Shadow Over Water.
Immortal Charger’s Gallop
Cost: -
Type: Permanent
Prerequisites: None
The charge of a Lawgiver on her loyal steed is enough to put fear into the greatest of demons,
who still remember the furious cavalry charges of the Dawn War with terror and awe. When
she performs a charge attack, she may add the speed bonus of her mount to her attack roll
and increases the damage of the attack by the speed bonus instead of 1.
She cannot use the benefits of this Charm on any attack created by a Simple Charm.
Master Horseman’s Technique
Cost: -
Type: Permanent
Prerequisites: None
The Solar and her mount are one. The difficulty of any unhorse gambit against her is increased
by 1. She can continue to ride even while asleep or unconscious and her mount will instinctively
feel where she wants or needs to go. Her horse never suffers from random accidents such as
thrown shoes or broken legs from a wrong step, even while riding in the night. It will never
spook or try to flee from battle unless the Solar wills it. She may call out for her mount and it
will hear her anywhere in the same realm of existence, trying to make its way to the Solar as
best it can.
She may spend 1 Essence reflexively to defend herself perfectly against any unhorse gambit
or any attack levied at her mount.
At Essence 3+ when she calls out for her mount, she can reflexively spend 1 Essence to have
it appear in the Scene on her next turn. Wherever her mount was, if it is in the same realm of
existence and not held captive by another character it finds a way to its rider. This does not
allow the mount to bring any items stowed on it with it, except for its saddle and barding.
Phantom Steed
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Solar conjures a glimmering mount from the fires of her Anima. She may conjure any Tier
1-2 mount not of Legendary Size.
At Essence 4+ she may conjure mounts of Legendary Size.
Single Spirit Method
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Solar and her steed move as one, coming together instantly when apart. When the Solar
is not on the back of her steed, she may spend 1 Essence to mount her steed reflexively if it is
within close range. This does not count as the Solar’s movement action for the turn.
At Essence 3+ she may mount her steed with this Charm’s help even from short range. If this
would take her away from opponents that engage her in combat, she must reflexively roll to
disengage with (Dexterity + Ride).
At Essence 5+ she may mount her steed from medium range by increasing this Charm’s cost
to 2 Essence.
Worthy Mount Physique
Cost: -
Type: Permanent
Prerequisites: Master Horseman’s Technique
The Solar empowers a favorite mount, granting it unexpected strength and vigor. As long as
she rides her mount its body is treated as a light or heavy (her choice) artifact weapon she
may wield against her enemies, and it is considered to wear light or heavy (her choice) artifact
barding. She may make attacks using her (Strength or Dexterity + Ride).
Sometimes Horses Fly Approach
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3+, Master Horseman’s Technique
The hooves of the Lawgiver’s steed find purchase on tiny platforms of Essence forged by her
will. The Solar may ride her horse into the air, galloping through the sky.
Sailing
Flawless Maneuver Discipline
Cost: Spend 2 Essence
Type: Simple
Prerequisites: None
The Solar is a god of the seas, able to execute even the most challenging maneuvers
flawlessly. This Charm allows the Solar to execute one maneuver of steering her vessel
perfectly, such as performing a gambit in naval combat or a roll to pass through hazardous
waters.
Salty Dog Method
Cost: -
Type: Permanent
Prerequisites: None
The Solar is a consummate Sailor. She never loses her footing due to environmental effects
of her ship and is inured to the spray and cold of the sea. She ignores sea- or sky-related
environmental hazards with an interval of a minute or longer. When a storm is brewing, she
feels it in her stomach a day in advance.
She always knows where she is in relation to known landmarks bordering the sea and can find
her way to any port she has been to before perfectly.
Other Sailors recognize her vast experience on sight, treat them as if they possessed a Minor
Tie of respect towards her.
Hull-Preserving Technique
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: None
The Solar absorbs damage suffered by her ship into the vastness of her own Essence. When
a ship she commands is damaged, she may activate this Charm to soak that damage perfectly.
Sea Ambush Technique
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Solar may hide her ship even on the open sea. When she activates this Charm, her ship
enters stealth regardless of available cover. She rolls her (Dexterity or Wits + Sail) to remain
in stealth, applying a -3 penalty if she doesn’t find cover.
This Charm cannot be used while the ship is embroiled in combat or closer than medium range
to any other ship that has spotted it.
Ship-Sleeking Technique
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Solar increases her vessel’s speed through expert helmsmanship. Increase the Speed
rating of the vessel by (Sail/2) and its Maneuverability by 1.
At Essence 3+ increase Speed by (Essence or 3) and its Maneuverability by 2 instead.
At Essence 5+ she increases its Maneuverability by 3.
Golden Essence Sails
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 2, Ship-Sleeking Technique
The Lawgiver imbues the sails of her vessel with her own Anima. The sails take on the color
of her own anima and are emblazoned with her caste mark or a symbol of personal
significance. Damaged or destroyed sails are replaced with Sails formed from Essence, for
vessels without Sails they are created whole cloth.
As long as this Charm is active the Sails of the ship are unassailable and immune against
magic that would hamper their effectiveness. If the Solar’s vessel sails with the wind, its speed
is increased to a 100 miles per hour while travelling. This enormous speed cannot be controlled
precisely enough to be of use during naval combat, though it allows her to add (Essence or 3)
automatic successes on any roll to escape or pursue other vessels.
Ship Claiming Stance
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 2
The Solar may claim any ship not commanded by a mighty wielder of Essence as her own.
She may activate this Charm when she is on a ship that does not belong her and is not
commanded by or otherwise metaphysically belongs to a Tier 3+ character. She claims the
Ship as her own and the vessel recognizes its master – and her enemies. Any character the
Solar does not want to have on her ship suffers a penalty equal to (Essence/2) to all physical
actions while on board as planks splinter below his feet, the deck tilts at just the wrong moment
and loose ropes grasp for his legs.
Glorious Solar Ship
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 3, Golden Essence Sails
The Solar conjures a whole ship from her Anima. This allows her to summon a whole replica
of a mundane ship of any type, which remains as long as she stays abord it. Should the ship
conjured by this Charm be destroyed, she becomes unable to summon another in this way
until one day has passed.
At Essence 5+ she may summon other, unusual but still mundane ships from her Anima, such
as one of the airships used by the Haslanti League.
Shipwreck-Surviving Stamina
Cost: Commit 4 Essence
Type: Simple
Prerequisites: Essence 3, Hull-Preserving Technique
Even a wrecked vessel will serve the Solar in a pinch, held together by nothing but her
unconquerable will. The Solar may activate this Charm to revive a ship that is dead in the
water. While this Charm is active the Ship is restored to full activity. Fires are momentarily
suppressed by her Anima and broken planks are joined by golden threads of Essence.
If the Ship takes any more damage, this Charm ends immediately and she cannot use it again
on the same ship.
At Essence 4+ she does not even need a crew to man her salvaged ship. Her own essence
will move oars and set sails. She may commit this Charm’s cost on a non-wracked vessel to
receive this benefit. If she does so on a ship that already has a crew, she treats her Sailors as
possessing Sail 4+ no matter their actual rating.
War
League of Iron Preparation
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Lawgiver’s stern exhortations and comforting presence steel her soldier’s resolve. Hunger,
fatigue and adversarial weather are all brushed aside by Essence reinforced discipline.
Soldiers under the Solar’s command can survive on minimal food and rest, only the most
virulent diseases threaten her camps and neither desert nor snow bring her soldiers to their
knees. Stratagems that threaten her supply food supply or aim to tire her troops automatically
fail and her troops ignore penalties from all but the most severe environments.
Rout-Stemming Gesture
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
With a simple gesture the lawgiver emulates the highest of holies, banishing the cold terror in
her soldier’s hearts with the flames of valor. When a Battlegroup the Solar is part of or leads
fails a rout check she may reflexively activate this Charm to turn the failure into a success and
give the Battlegroup perfect morale for the rest of the Scene.
Additionally, this Charm may be used as a perfect defense against any stratagem intending to
demoralize her troops and can be used to give her troops perfect morale in War.
Transcendent Warlord’s Genius
Cost: -
Type: Permanent
Prerequisites: None
The Lawgiver is an incomparable genius when it comes to logistics, efficiency and
outmaneuvering her enemies. She may add (Essence/2) to the number of stratagems she may
attempt before a battle.
War-God Descendant
Cost: -
Type: Permanent
Prerequisites: None
Descended from the highest war-god in heaven, the Solar’s mere presence is a call to arms.
Warriors flock to her banners in search of fortune and glory and even peasants fight with the
discipline of trained soldiers under her command. When the Solar builds up a battlegroup, she
manages to create an army one Size bigger than she would have without this Charm and
soldiers fighting under her command ignore all penalties for Poor Drill.
Holistic Battle Understanding
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2, Transcendent Warlord’s Genius
In a moment of perfect clarity, the Solar takes in the totality of the battlefield and formulates an
ironclad strategy for victory. Once per martial engagement she may use this Charm to perfectly
execute or defend against any stratagem.
Tiger-Warrior Training Technique
Cost: Commit 4 Essence
Type: Supplemental
Prerequisites: Essence 2, War God Descendant and League of Iron Preparation or Salty
Dog Method
Under the Solar’s excellent tutelage, ailing farmers become grizzled warriors strong enough to
topple empires. This Charm supplements an attempt at drilling troops, committing its cost for
the duration. Units with Poor Drill can be raised to Average Drill within a week and units with
Average Drill to Elite Drill within a month. Units raised to Average Drill automatically gain the
traits of battle-ready soldiers, while units raised to Elite Drill gain the traits of elite troops.
Additionally, the Solar may train herself or another character in the use of any martial Ability,
Specialty, physical Attribute or Wits as a training effect. Teaching a Speicalty or an Ability dot
takes one day of intense training, while teaching an Attribute dot takes one week. Player
characters are placed into experience debt accordingly, while Storyteller characters can benefit
from this effect once per Story.
A Character may buy this Charm replacing League of Iron Preparation with Salty Dog Method
as a prerequisite. Soldier trained by this version of the Charm are expert mariners, increasing
their Sail rating to 4 in addition to this Charms normal effects, but only count as battle ready
soldiers when fighting on land. A Solar who knows both War God Descendant and Salty Dog
Method can impart her soldiers all benefits of both versions without any downsides.
General of the All-Seeing Sun
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3, Holistic Battle Understanding
The Solar’s radiant presence suffused her troops, making her will known and feeling her
soldiers like a thousand distant limbs. She adds ([Essence/2] or 2) to the coordination bonus
of a battlegroup under her command as her soldiers and lieutenants know her orders instantly
without the need for her to speak them aloud. She is aware of the location and general
occupation of all troops under her command on the battlefield, providing her with valuable
intelligence and allowing her to add (War/2) bonus dice on any Perception roll that is assisted
by this wide-ranging awareness.
Supremacy of the Divine Army
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3, War-God Descendant, Tiger-Warrior Training Technique
The Armies of the Lawgiver fight imbued with the supernatural strength of her spirit. While this
Charm is active a military force the Solar leads increases its Tier by 1 for the sake of war. She
can only increase the Tier of her troops to a maximum of 2. When she faces an enemy army
mostly made up of creatures of darkness the maximum rises to 3.
Glorious Solar Army
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 4, Supremacy of the Divine Army
The countless warriors that have served under the Lawgiver throughout the ages come alive
once more within the fires of her Anima. Activating this Charm creates a battlegroup under her
command with Size (Essence/2 or 3), elite Drill and Tier 2, using the statistics for elite soldiers.
The battlegroup fights under her command for the rest of the Scene.
This Charm can only be used once per day.
One with Five Forces
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 4, General of the All-Seeing Sun
The Anima of the Lawgiver erupts into a violent bonfire as her soul becomes one with the
battlefield. She speaks her deepest desires into the world and Creation changes to
accommodate her will. Once per military engagement, the Solar can make a fiat level change
to the composition of the battlefield, her own and her opponent’s forces.
Perhaps she perfectly anticipated the arrival of enemy reinforcements and detached a small
squadron to a choke point delaying them long enough to end the battle without their
interference. Perhaps the ground is full sinkholes waiting to collapse and you just maneuvered
your opponent into them. Perhaps the ancestor ghosts protecting the city you besiege and
giving its defenders supernatural strength and endurance are banished by the flare of your
brilliant Anima.
Using this Charm allows the Solar to add one automatically successful milestone to her own
troops progress or negate one milestone of her enemy’s during the battle phase. At Storyteller
discretion her actions may instead add or remove some other benefit or penalty, such as
decreasing the enemy’s Tier from 2 down to 1 by removing the ancestor ghosts that empower
them from the field.
Abyssals
Character Creation
In depth rules on character creation can be found in Exalted 3rd edition. Here is only a
step-by-step process to guide you through the most important (and different) steps.
Step 1-4 of character creation remain largely the same. Spend 8/6/4 points on Attributes (each
starts at 1), 28 points on Abilities (each starts at 0) and 4 Specialties. There are no favored or
caste Abilities. Unlike in Exalted 3rd Brawl doesn’t exist and all unarmed fighting is represented
by the Martial Arts Ability. Assign 10 dots of Merits. Abyssals who serve one of the Deathlords
gain 5 additional dots of Merits, as well as the Mentor 3 (Deathlord) Merit at no cost.
Step 5: Select 8 Charms, as well as Excellence of the Sun. One of your Charms may be a
Cthonic Charm (see Abyssal Charms).
Skip Step 6: There is no Limit. Instead acting against your intimacies drains Willpower. If you
want to use Limit in your game, use the rules as printed in Exalted 3rd edition.
Step 7: There are no Freebees, instead add 70 experience points. Only a maximum of 20 of
these experience points may be spent on Charms, otherwise spend them however you like.
Evocations, spells and Martial Arts Charms do not count as Charms for this purpose. If you
use XP-based Essence advancement this starting Experience does not count towards raising
your Essence trait.
The Experience Point costs for the Abyssal Exalted are:
Trait Experience Point cost per dot
Attribute 10
Ability 4
Specialty 3
Merit 3
Willpower 5
Charm 10
Evocation 10
Spell 8
Martial Arts Charm 10
Step 8: Finishing touches. Record your starting Essence rating (1), starting Essence Pool (10),
Tier (4, target number 7), starting Willpower (5) and Health Levels (9 + Stamina).
Essence Rating Essence Pool
1 10
2 13
3 16
4 19
5 22
Sidebar – Favored Abilities and Charms, Costs
Exalted – Reimagined assumes that all Abilities and Charms are favored. If you want to play it
oldschool and keep favored Charms and Abilities, enact the following changes:
Every character chooses 10 favored abilities. She favors three Charm trees, such as combat
or social. General Solar Charms always count as favored. For small Charm trees a Storyteller
may allow a two for one deal.
Favored Abilities cost 4 experience points, unfavored ones 5.
Favored Charms cost 10 experience points, unfavored ones 12.
Spells cost 8 experience points if Occult is among her favored Abilities, 10 if not.
Anima
The Abyssal Anima begins to flare when 4 or more points of Essence are spent or committed
during a Scene, causing her Caste Mark to appear on her brow, dripping blood or primordial
darkness and an aura that glooms with unholy power (flaring). When she spends or commits
another 3 points of Essence in a single Scene this display dramatically increases in power,
showing off iconic imagery and other sensations unique to the character and burning as an
unholy beacon of oblivion that is visible for miles (iconic).
While her Anima is flaring, any attempts at stealth suffer a -5 penalty and are only possible
with magical aid, while it is iconic, stealth is impossible.
Only Essence committed in the Scene count against this limit, long standing commitments from
earlier Scenes do not count towards it. The limits are increased by one at Essence 3 and at
Essence 5. Some Charms might set the Exalt’s Anima to a certain level regardless of Essence
expenditure. Should an Exalt wish to increase the intensity of her Anima deliberately, she can
increase it from dim to flaring or from flaring to iconic with a miscellaneous action that cannot
be placed in a flurry, but without the need for spending or committing Essence.
All Abyssal Exalted can do the following as a function of their Anima as a reflexive action:
- Reveal her Caste Mark on her brow for as long as she wishes.
- Glow with a soft light that illuminates everything out to short range.
- Recognize any being, power or portal that is connected to the underworld or the powers
of death.
- Invoke a minor omen akin to those created by inconsequential curses through her Dark
Fate (see below).
Additionally, each Caste has its own unique and powerful Anima effects detailed below.
Castes
The Abyssal Exalted are divided into five Castes, mockeries and dark mirrors to the shining
heroes they once were. Your character’s Caste determines the powers inherent to her Anima,
what Charms she may choose as her Cthonic Charms and will color how she is perceived by
others.
Dusk Caste
The Peacebringers of the Dusk Caste are the butchers and conquering warlords of the
Deathlords. The Anima of the Ascending Darkness confers the following abilities and boni upon
her:
- She can scare every being, even those who are unable to feel fear such as mindless
undead and automata.
- While her Anima is flaring, any damage her attacks cause is rendered aggravated.
- While her Anima is iconic, she rerolls 1s until 1s cease to appear on any physical action
related to martial pursuits and all rolls to intimidate.
Midnight Caste
The Darkened Echoes of the Midnight Caste are the princes and prophets of Oblivion. The
Anima of the Resplendent Darkness confers the following abilities and boni upon her:
- She adds 1 to her Resolve.
- She is one with darkness, rendering her immune to all visibility related to darkness or
lack of light.
- She may spend 1 Essence as a Simple action to kill any Tier 1 mortal within short
range.
- The darkness shed by her Anima obfuscates her presence, imposing a -2 visibility
penalty on all physical actions targeting her when her Anima is flaring. When her Anima
is iconic, this extends to all physical actions taken within close range of her.
- While her Anima is flaring or iconic her attacks against gods, elementals and Ex
Machina deal aggravated damage.
- While her Anima is iconic, she may allow the flames of her soul to leap onto a nearby
corpse within short range as a Simple action, raising it as Zombie. Zombies reanimated
this way stay active for (Essence) days.
- While her Anima is iconic, she rerolls 1s until 1s cease to appear on all rolls lead or
sway the minds and emotions of others.
Daybreak Caste
The Shadows of the Daybreak Caste are the armorers and engineers of destruction. The
Anima of the Descending Darkness confers the following Abilities and boni upon her:
- She may reflexively spend 1 Essence to surround herself with an aura of entropy,
adding (Essence or 3) automatic successes to a Soak roll. Against aggravated damage
she adds dice instead of automatic successes.
- Things that are invisible are revealed in the gloom of her Anima. While her Anima is
flaring or iconic, dematerialized beings touched by its gloom are visible. If her Anima is
iconic, she may spend 1 Essence to make all dematerialized beings within medium
range of her touched by the gloom of her Anima material. Doing so waives the Essence
cost of materializing for affected spirits, but also makes it impossible for them to
dematerialize while her Anima’s gloom touches them for the rest of the Scene.
- She rerolls 1s until 1s cease to appear on all rolls to introduce facts, investigate,
analyze or create or repair something. While her Anima is iconic, this extends to rolls
to shape sorcery and sorcery effect rolls as well.
Day Caste
The Daywalkers of the Day Caste are the murderers and saboteurs of the Deathlords. The
Anima of the Hidden Darkness confers the following abilities and boni upon her:
- She raises the amount of Essence she can spend in a Scene without flaring her Anima
or raising it to iconic level by 1.
- She suffers no penalty from forgoing to wear trappings of death.
- While her Anima is flaring or iconic, her Identity is perfectly concealed as her Anima
collapses in on her, turning her into a faceless silhouette wreathed in flame and
shadow. Anyone who has seen her before must roll (Wits + Integrity) against a difficulty
of (Essence or 3) to remember her presence and connect it to this unknowable
phantom.
- While her Anima is not flaring or iconic, she rerolls 1s until 1s cease to appear on all
rolls to hide, deceive, covertly seek information or infiltrate.
Moonshadow Caste
The Deathspeakers of the Moonshadow Caste are agitators and mediators of death. The
Anima of the Hollow Darkness confers the following abilities and boni upon her:
- Due to ancient treaties, she benefits from diplomatic immunity and is entitled to be
treated with hospitality among the spirit courts as long as she approaches them openly
and on legitimate business.
- She may spend 1 Essence as a Simple action to sanctify an oath she witnesses. Doing
so flares her Anima momentarily. Those who break an oath thus sanctified suffer from
a terrible curse that ensures what goes around, comes around.
- She rerolls 1s until 1s cease to appear on every roll to negotiate, travel or administer.
Dark Fates
The Abyssal Exalted lead a life both blessed and cursed. Their affinity to death marks them
and leads Creation itself to reject them, yet it also grants them unexpected blessings and
renders them exempt to many of the small frailties of life.
In Death’s Grasp
Abyssals are alive, but they all once stood upon the threshold of death and have been granted
a second life. Death has nested deep in their bones however and never quite relinquishes its
hold on them while they are tied to the Neverborn.
As a result, Abyssals do not age and are immune to all mundane diseases. They are also
sterile. Eldritch sorceries may be wielded to circumvent this infertility, though their children will
always be influenced by the chill of death and chthonic power, even more so than ghost
blooded.
They also always perceive dematerialized ghosts and are tangible to them despite their
dematerialized nature at all times, allowing them to touch and be touched in turn.
When one of the Abyssal Exalted does die, her soul cannot pass into Lethe and always will
rise as a ghost. It may be possible for this ghost to eventually find her way back to the cycle of
reincarnation, but it will require effort.
A Destiny of Darkness
Abyssals are tied to the ancient enemies of the gods and are considered Creatures of
Darkness. An Abyssal who strives to do good and rebels against her dark masters may be
relieved of this ominous moniker after completing a suitably dramatic milestone on her journey
towards redemption, at the Storyteller’s discretion.
While in Creation, the Abyssals are entangled in the looms threads as every other being,
though the primordial Essence rushing through their veins complicates matters, adding her
(Essence) to the difficulty of any roll to determine her destiny through astrology.
Rejected by Creation, Haunted by Death
As she carries the taint of the Underworld in her heart, her own Essence recoils from the
warmth of life, turning the Abyssal’s existence into a constant struggle between her living
nature and the slice of death at the core of her being.
When the Abyssal violates her deathly nature, called a Sin of Life, she is punished by eldritch
forces. These curses are sometimes small, sometimes devastating and vary in their
appearance and power according to the scope of her violation and the dramatic needs of the
Story.
Sins of Life
By inappropriately immersing herself in the most vibrant aspects of life or halting the natural
progression of death, the deathknight may perform a Sin of Life. Examples include
- Creating new life, whether through mundane conception, cultivation or magical genesis
- Answering to her original name
- Strengthening a positive Intimacy towards a living being to Major or Defining intensity
(other Abyssals and her Lunar mate, should she have one, are excluded from this)
- Refusing to take the life of another sentient being for longer than a month
- Coming into physical conflict other than self defense with the direct servants of Oblivion,
such as Nephwracks
- Spending a week without immersing herself in a place of deathly Essence, such as by
spending a night in a graveyard or wearing funeral garb or fashion related to extinct
cultures for several days a week.
- Endangering herself or going through serious effort to save the life of another (other
Abyssals and her Lunar mate, should she have one, are excluded from this).
- Attempting to escape her own deathly nature.
These are common examples, but the Storyteller may add more big or small.
The Curse
After performing a Sin of Life, the Abyssal if afflicted by a curse. This curse may take several
different forms and vary in potency according to the severity the events that lead up to it and
narrative necessity. For incidental or minor violations the Storyteller is encouraged to either
waive the curse or only have it affect the environment in a peripheral fashion – a bird falls,
dead, from a nearby tree; The Abyssal’s mouth is filled with the taste of ashes for the rest of
the Scene; Dark clouds above; The water in a nearby cup suddenly freezes; A nearby mirror
cracks. Such minor effects offer good roleplaying opportunities, but they don’t actually impede
the abilities of the Abyssal and are unlikely to result in any penalties in most situations. Of
course, trained occultists may eventually investigate such strange omens.
In most cases the curse is more pronounced and penalizes the Abyssal in some fashion for
one Scene. Sunlight becomes unbearably bright and uncomfortable, imposing a penalty of
(Essence) on her physical actions; Stigmata open up all over her body and bleed profoundly,
causing all to see her supernatural nature and imposing a penalty of (Essence) on social
influence and disguises; her Saliva becomes poisonous, exposing the next person she kisses
to it; Ghosts haunt her in the night and become material within medium range of her; A plague
of vermin starts to nest in her lodgings and causes mayhem; A mortal she cares for suffers a
miscarriage.
These curses usually inconvenience the Abyssal and potentially expose her as a supernatural
or cursed creature. Penalties created through a curse usually last for one Scene and tend to
scale with the power of her Essence. More narrative complications may last for a Scene, day
or until they have been dealt with, depending on their nature. A curse does not have to strike
the moment the Abyssal commits a Sin of Life. It may occur minutes or hours later, striking at
a dramatically fitting moment. If need be, the Abyssal can spend 1 Willpower to hold the dark
energies of her Essence at bay, delaying the effects of the curse about to strike her to haunt
her at a later date.
In the case of truly dramatic and powerful violations of her deathly nature the curse likewise
can take on more dramatic effects. She is burned by her own Essence, suffering (Essence)
points of aggravated Damage and a crippling Injury that remains until this damage has been
healed; It rains blood within (Essence) miles, spoiling nearby fields and water reservoirs; Major
diseases break out near her place of residence; A mortal she cares for dies the next time he
comes into her presence; She enters a fugue state and wreaks destruction for the rest of the
Scene, controlled by alien and dark forces.
Such powerful curses should be rare and reserved for character or chronicle defining moments.
Lunars
Character Creation
In depth rules on character creation can be found in Exalted 3rd edition. Here is only a
step-by-step process to guide you through the most important (and different) steps.
Step 1-4 of character creation remain largely the same. Spend 9/7/5 points on Attributes (each
starts at 1), 25 points on Abilities (each starts at 0) and 3 Specialties. There are no favored
Abilities. Unlike in Exalted 3rd Brawl doesn’t exist and all unarmed fighting is represented by
the Martial Arts Ability. Assign 10 dots of Merits. The Lunar Exalted are blessed with a
superhuman body and increase their maximum rating in all Attributes by 1 (usually to 6).
Step 5: Select 8 Charms, as well as one purchases of Excellence of the Moon. Charm
selections may be spent on Evocations, spells or martial arts Charms.
Skip Step 6: There is no Limit. Instead acting against your Intimacies drains Willpower. If you
want to use Limit in your game, use the rules as printed in Exalted 3rd edition.
Step 7: There are no Freebees, instead add 70 experience points. Only a maximum of 20 of
these experience points may be spent on Charms, otherwise spend them however you like.
Evocations, spells and Martial Arts Charms do not count as Charms for this purpose. If you
use XP-based Essence advancement this starting Experience does not count towards raising
your Essence trait.
The Experience Point costs for the Lunar Exalted are:
Trait Experience Point cost per dot
Attribute 8
Ability 5
Specialty 3
Merit 3
Willpower 5
Charm 10
Evocation 10
Spell 10
Martial Arts Charm 10
Step 8: Finishing touches. Record your starting Essence rating (1), starting Essence Pool (12),
Tier (4, target number 7), starting Willpower (5) and Health Levels (9 + Stamina).
Essence Rating Essence Pool
1 10
2 13
3 16
4 19
5 22
Sidebar – Experienced Lunars
Though Creation is a harsh place and many Lunars have to learn the ropes by themselves.
The Lunars are survivors and the Shahan-yas of the Silver pact do their best to prepare newly
Exalted Chosen of the Moon for the troubles that await them.
The Stats above are for freshly Exalted Lunars without much experience. If you want your
game to feature a Lunar who has survived her first trials by fire and has had time to benefit
from the wise council of her Shahan-ya apply the following changes. Give out 50 additional
points of Experience, as well as 50 Lunar Experience and set her Essence to 2.
Anima
The Lunar Anima begins to flare when 4 or more points of Essence are spent or committed
during a Scene, causing her caste mark to appear on her brow and a nimbus of silvery light to
surround her body (flaring). When she spends or commits another 3 points of Essence in a
single Scene this display dramatically increases in power, showing off iconic imagery and other
sensations unique to the character and burning in a bright bonfire of silvery Essence visible for
miles.
While her Anima is flaring, any attempts at stealth suffer a -5 penalty and are only possible
with magical aid, while it is iconic, stealth is impossible.
Only Essence committed in the Scene count against this limit, long standing commitments from
earlier Scenes do not count towards it. The limits are increased by one at Essence 3 and
Essence 5. Some Charms might set the Exalt’s Anima to a certain level regardless of Essence
expenditure. Should an Exalt wish to increase the intensity of her Anima deliberately, she can
increase it from dormant to flaring or from flaring to iconic with a miscellaneous action that
cannot be placed in a flurry, but without the need for spending or committing Essence.
All Lunar Exalted can do the following as a function of their Anima as a reflexive action:
- Reveal her Caste Mark on her brow for as long as she wishes
- Glow with a soft light that illuminates everything out to short range
- Determine the exact time of day and the phase of the moon in Creation. This effect
works even when she is in another realm of existence.
Additionally, each Caste has its own unique and powerful Anima effects detailed in the next
section.
Castes
The Lunar Exalted are divided into three Castes. Your character’s Caste determines the
powers inherent to her Anima and will color how she is perceived by others. Additionally, the
Casteless flow with the phases of the moon, refusing to lock their mutable Essence into a solid
form.
Full Moon
The Nightfangs of the Full Moon Caste are the passionate warriors of the Lunar Host. The
Anima of Luna’s Champions confers the following abilities and boni upon her:
- She adds (Essence or 3) dice to feats of strength. While her Anima is iconic, she also
adds this bonus to movement actions and join battle.
- While her Anima is flaring or iconic, she increases her Resolve by (Stamina/2) against
threaten actions and other sources of fear.
- While her Anima is iconic, the first time in a Scene she is incapacitated her last Health
Level remains undamaged instead.
Changing Moon
The Nightthieves of the Changing Moon Caste are the cunning infiltrators of the Lunar Host.
The Anima of Luna’s Tricksters confers the following abilities and boni upon her:
- She adds 1 to her Guile.
- While her Anima is flaring or iconic, she treats any negative Intimacies others hold
towards her as one step lower for the purposes of bolstering Resolve and entering
Decision Points regarding her social influence actions.
- While her Anima is iconic, she may spend 1 Essence to attempt to establish stealth as
if her Anima was dim. Her anima bursts into multiple mirror images of her, making it
clear that she is nearby, but giving her a chance to conceal her exact whereabouts.
No Moon
The Nightwitches of the No Moon Caste are the wise witches and lore masters of the Lunar
Host. The Anima of Luna’s Shamans confers the following abilities and boni upon her:
- When she meditates, she can feel the presence of a nearby place of power or occult
significance. She adds (Essence or 3) dice to rolls to navigate towards it. The Storyteller
should choose not the closest place of power, but the one that’s most interesting and
narratively relevant.
- While her Anima is flaring a shroud of darkness surrounds her, imposing a -2 visual
penalty to all physical actions targeting her. While her anima is iconic this penalty
affects all physical actions taken within close range of her. Her own eyes pierce this
supernatural gloom without issue, rendering her immune to the penalty.
- While her Anima is iconic, she may reflexively reduce it to flaring intensity to add one
automatic milestone to a shape sorcery action or regenerate one point of Willpower.
She may only regenerate Willpower in this way once per day.
Casteless
The Casteless Nightwalkers are new to Luna’s blessing or those who reject fettering their
mutable Essence. The Anima of Luna’s Wanderers confers the following abilities and boni
upon her:
- The number of times in a Scene she can shapeshift for free rises to (Essence + 2).
Once per Scene she may reduce the cost of Emerald Grasshopper Form or Towering
Beast Form by 1 Essence and count it as one of her free shapeshifting actions for the
Scene.
- She adds (Essence or 3) dice to any roll to resist the warping influence of the wyld and
effects that warp her body or raises a static value opposing such a power by (Essence/2
or 2).
- Once per day while her Anima is iconic, she can reflexively spend 1 Essence to change
the effects of her Anima to that of one of the three Castes for the rest of the Scene.
Shapeshifting
Basics
The Lunar Exalted are peerless shapeshifters, taking on the forms of wild beasts and wearing
stolen faces. Their protean power evinces their predatory nature; before a Lunar can take a
human’s or animal’s shape, she must consume its heart’s blood in the ritual called the sacred
hunt.
A Lunar may spend 1 Essence to enter an animal or human shape she possesses as a
miscellaneous action. This can be flurried, but not with attack actions. She may change her
shape (Essence) times per Scene for free. Shapeshifting actions that do no cost Essence do
not count against this limit.
Reverting to her true human form can be done reflexively and does not cost Essence.
Shapeshifting Charms may modify these rules.
Animal Shapes
Animal shapes bestow greatly different capabilities upon the Lunar compared to a human
frame. When assuming an animal shape, she gains access to that animal’s modes of
movement, as well as other capabilities that are intrinsic to the animal in question. At base she
can only take the shapes of non-supernatural animals. Even when Charms allow her to take
the shape of supernatural entities, this never confers access to their supernatural abilities,
whether those take the form of Charms or Merits.
Transforming into a fish would not only allow her to swim, but also to breathe underwater and
give her access to senses betterer suited for use in the ocean. At the same time, she would
have difficulties moving on land and could not breathe air. If she took the form of an ephemeral
fish touched by the Wyld whose flesh was as intangible as the waters it calls home, she would
be able to mimic its appearance (given Charms allowing her to take the form of a supernatural
beast), but her flesh would remain tangible, as she cannot copy supernatural abilities.
Equipment unsuitable for use in an animal form is stored Elsewhere for the duration of the
transformation. This usually includes almost all forms of equipment, weapons, armor and
clothing, though moonsilver armor reshapes itself along with the Chosen to offer her protection
in her new form, should she wish it to do so.
While she wears the shape of an animal, she may make use of its dice pools. Even the meekest
Lunar will fight as strong as a tiger when she wears its shape. This only counts for physical
actions and static values; her social and mental actions and static values are unaffected
outside peripheral benefits of a form such as the keen eyes of a hawk adding a bonus to visual
perception rolls or the obvious benefit being a tiger can have in regards to threaten actions.
She may also use her own statistics if those are better, however her shape can still impose
penalties on or outright prevent her from performing actions using her own statistics that are
unsuitable for the form.
In combat, the natural weaponry of large predators counts as light or heavy mundane weapons,
often dealing lethal damage in the case of claws and teeth. Animals with tough hides often
have a soak rating, which she can apply as her armored Soak (to a maximum armored Soak
of 5). If she wears moonsilver artifact armor, she applies only the higher of the two armored
Soak values.
A Lunar may choose to use her own (Strength + Martial Arts) to determine her dice pool for a
bite attack rather than that of a Tiger, but if she wishes to handle items that would benefit from
opposable thumbs she may face a penalty, while holding a philosophical discussion in the High
Realm tongue is flat out impossible (without appropriate Charms). For feats of strength she is
limited to the lower of her own and her form’s Strength rating to determine what feats of
strength she can perform. Should the Lunar wish to use Excellence of the Moon to enhance a
roll or static value, she always uses her own statistics.
Martial Arts styles are incompatible with animal forms, she cannot use Martial Arts Charms
and loses access to Martial Arts Merits while in an animal form.
Without appropriate Charms, Lunars cannot take the form of animals smaller than a rat
(Miniscule Size) or significantly larger than a bear or war horse (Legendary Size). She needs
appropriate space to transform into a form larger than herself. She can flurry her miscellaneous
action to change shape with a feat of demolition to make space, but this cannot damage
another character.
Every Lunar starts with a spirit shape, the shape of an animal she has an intrinsic connection
to without the need for a sacred hunt. If her spirit shape is of Miniscule (a small spider) or
Legendary Size (a tyrant lizard), she must take the appropriate Charms to assume such forms
at character creation.
Size
While size matters in general, there are a few special cases that bear special mention. Some
animal shapes will have special rules or Merits to reflect their small (or gigantic) size, the two
most common being Miniscule Size and Legendary Size.
Miniscule Size shapes are those smaller than a mouse. Such shapes prevent the character
from performing feats of strength and dealing damage with her attacks. An attack still may
deliver a poison or other malignant effect, such as a spider’s poisonous bite. All Perception
rolls to notice a Miniscule Size animal take a -5 penalty unless supernatural senses are being
employed. A Miniscule Size character cannot Parry attacks or soak damage (including perfect
effects) made by larger enemies, but increases her Dodge by 3.
Legendary Size animals are those significantly larger than a bull, such as Yeddim, Tyrant
Lizards and River Dragons. A creature of Legendary Size has 5 additional Health Levels and
a minimum soak of 10 against the attacks of characters smaller than Legendary Size and does
not suffer onslaught penalties from their attacks, unless created by magic. This does not add
to other sources of Soak, it is merely the minimum of Soak dice rolled and applies in full against
aggravated damage.
Human Shapes
While animal shapes offer a variety of abilities, taking the face of another man allows the
Lunars to be peerless infiltrators. Assuming the shape of another person does not give her
access to that person’s capabilities. She must use her own Attributes and Abilities, even if
those of her new shape would be superior. She can make use of any Intimacies others may
hold for her assumed shape, so long as she is not exposed as an impostor.
This is not a disguise and cannot be pierced outside of potent magic. However, should the
Lunar act out of character (lacking strength when taking the form of a strongman, lacking
knowledge of things her shape should know) others still may pick up on something strange
going on. Even outside of slip ups, the read intentions and profile character actions can pick
up on odd behavior should the Lunar take actions or agendas that do not align with the shape
she is taking.
Sacred Hunt
To take a new form, the Lunar must hunt her prey and drink its heart’s blood. The hunt begins
when the Lunar’s player declares her intention to take a specific human’s or animal’s shape.
She must then hunt down and kill her prey. There’s no minimum time she must spend hunting,
but she must declare her intention beforehand — she can’t declare a sacred hunt against an
enemy she’s in the midst of fighting. Others may assist her, but she must deal the killing blow
herself, either directly through an attack or indirectly, with traps, poison, etc. Once her prey is
killed, she may take its form by drinking its heart’s blood — the blood that flows through its
heart, or the nearest analogue.
Charms may offer different avenues of pursuing the sacred hunt.
The Tell
Doesn’t exist in the framework of Lunars Reimagined. If you want to use it as a concept, you
can use the rules of 3e and import Charms like Subtle Silver Declaration to help hide it.
Lunar Bond
Like their patron, the Lunar Exalted are prone to stand at the center of epic romances and
sworn brotherhoods. Their mutable Essence easily attaches itself to that of another powerful
being, perhaps offering a bit of stability to their fickle souls. The most well-known and
romanticized form of this bond is the Solar-Lunar bond, but in truth a Lunar can bind her soul
to that of any other Exalt or even that of a god or other supernatural being. In the case of
Exalted who reincarnate, such as Solars, Sidereals and other Lunars, the bond remains in
place even after death. A bond with a Dragon-Blood or most Exigents would survive the Lunar’s
death, but as her partner’s Exaltation does not reincarnate, the bond is lost upon the death of
her partner.
To form a bond with another, both the Lunar and her partner must possess at least a Major
positive Tie towards one another and then seal their partnership with a small ceremony. Both
partners must at least roughly understand what they are getting into for the bond to take hold.
This partnership does not have to be romantic (though it often is), a sworn brotherhood
between warriors or a lasting intellectual cooperation between peers born of mutual respect is
equally valid.
Once the bond has taken hold, their relationship cannot be broken easily. Either partner adds
2 to her Resolve in order to resist social influence that would weaken her Tie towards the other
and 1 to her Resolve to all other social influence against which she bolsters her Resolve with
the affected Tie. Should the Tie towards their partner ever be removed, she automatically
develops another Tie towards her partner at the end of the Scene in which it was removed.
This new Tie takes an emotional context of her choosing and does not have to be positive,
bonds have grown sour due to misconduct and outside manipulation many times throughout
the ages.
When a Lunar forms a bond with a Dragon-Blood, he treats her as part of his sworn kin in
addition to the effects of the bond itself. The Lunar likewise gains access to the advantages
and drawbacks of being in a sworn brotherhood with the Dragon-Blood. The Dragon-Blood’s
other hearthmates do not share this special connection with the Lunar.
Should reincarnated partners cross way they will immediately feel the pull of the bond towards
one another. They develop a Minor Tie towards one another during the Scene of their first
meeting. The emotional context of this Tie is up to the players and depends on the context of
their meeting, but feelings of old trust and familiarity usually push the Tie towards a positive
context.
Once a bond is formed, it can only be broken by decisively parting ways. Both partners must
agree in their hearts that their relationship should be terminated. These feelings must be
genuine, social influence can convince a hesitant partner, but magical manipulation of his mind
cannot do so in a way that actually breaks the bond. Once both partners have decided to part
ways, they must avoid the presence of each other for at least a decade to break the bond fully.
Only after that much time has passed without interacting with one another can the protected
Intimacy truly be removed.
Moonsilver Tattoos
The nascent Silver Pact created the Moonsilver Tattoos as a form of protection to ward against
the dangers of the Wyld, as well as a way to affirm a Lunar’s Caste. A Lunar wearing
Moonsilver Tattoos benefits from the following effects:
- She belongs to one of the three Castes, Casteless cannot wear Moonsilver Tattoos
without affixing their Caste.
- The Tattoos are unperceivable (a perfect effect), though she can will them to glow
visibly as with her Caste Mark and they automatically being doing so once her Anima
flares.
- She is immune to the warping influence of the Wyld.
- She is perfectly defended from effects that would warp her body, rolling (Essence +
Stamina or Resistance) in roll-offs. This does not protect her from damage or crippling
effects.
Applying Moonsilver Tattoos is not very hard, but takes some skill. Treat preparing and
applying Moonsilver Tattoos as a crafting project to create an artifact rated at ••. A person
educated in the secrets of applying the Tatoos does not need Craft (Artifacts), a mundane Craft
ability related to Tattooing, Painting or similar pursuits is sufficient, as are 2+ dots in the
Linguistics or Occult Ability. She waives the usual Lore 3+, Occult 3+ prerequisite for crafting
artifacts. The knowledge of this procedure is usually taught to members of the Silver Pact, the
greatest hurdle in practice tends to be securing a sufficient amount of Moonsilver and time if
one wishes to tattoo a new recruit “in the field”.
Moonsilver Tattoos have no effects on recipients who are not Lunar Exalted. A Lunar starting
with a Caste does not have to spend two of her Merit points to acquire Moonsilver Tattoos.
They are explicitly free and the artifact rating is only given to illustrate the mechanics for
applying them in play.
Lunar Charms
General Considerations
Charms belong to one of four types.
Simple Charms need an action to be activated and cannot be placed in a flurry. Sometimes a
Charm will refer to optional effects to be activated as a Simple action, which follows the same
rules.
Supplemental Charms supplement an action the character takes.
Reflexive Charms can be activated reflexively and thus do not take up an action and can be
activated outside the character’s turn. When a reflexive Charm is used in reaction to another
action, such as an attack, it has to be activated before the effect is rolled.
Permanent Charms are always active and permanently change the character’s statistics or
the way she performs certain actions.
Unlike Charms in Exalted 3rd Edition Charms in this system are not associated with one specific
Ability. Charms often have no prerequisites. However, to learn a Charm a character should
have at least 3 dots in one associated Ability (or in the case of Lunars Attribute), such as
Presence or Performance for a social Charm or a combat Ability for a combat Charm.
Unlike in Exalted 3rd Edition Charms can usually be combined freely with another as long as
their type allows this and can be used with any Ability. A Charm than enhances an attack can
be used for any attack, whether it is a Melee Attack, a Martial Arts Attack or eye lasers your
character got through some crazy Merit or Charm. Charms that only function with certain
Abilities, weapons or circumstances will say so in their description.
There are no dice caps in Exalted - Reimagined. Any and all boni you can gather onto a roll
through any combination of Charms or other sources apply in full.
Some Charms allow a character to perform an action perfectly. In such a case the action
automatically succeeds without needing a roll. In some cases, a perfect effect may still want a
roll, such as a perfect attack to determine if there will be any threshold successes. Perfect
effects do no render impossible actions possible. A sword still cannot hit people farther away
than close range and an Exalt surrounded by an iconic Anima cannot establish stealth.
An attack can never be undodegable, unblockable and unsoakable. If an attack has all three
characteristics, the player making the attack must drop one of these characteristics of her
choice. Note that a perfect attack is technically neither undodgeable, nor unblockable.
Sometimes two effects directly contradict each other. Such as a perfect attack clashing with a
perfect defense (this also includes perfect soaks). In that case the two characters enter a
roll-off. Both Characters roll their unmodified (Essence + most applicable Attribute or Ability,
ignoring Specialties) in a contested roll. Roll-offs cannot be enhanced by Excellencies or any
other Charm or Merit that doesn’t specifically enhance roll-offs. In the case that the power a
character used is based on a magical background, such as an attuned Artifact, manse or
familiar, she may replace her Essence with the Merit rating in the roll-off. Merits rated N/A use
6 as their numerical value for roll-offs.
Some Charms allow a character to react to an attack with a counterattack. Only one
counterattack may be performed for each attack. Unless otherwise mentioned, Charms or
other effects that allow a character to clash an attack also count as a counterattack for this
purpose. Clashes and counterattacks cannot trigger counterattacks or Charms that count as
such.
Charms or other effects can allow a target to ignore or be immune to certain penalties. Ignored
penalties do no penalize rolls or values, but remain exploitable by Charms that rely on the
target’s penalties for their own effects. Penalties the target is immune to do no affect the target
at all and cannot be exploited by other powers.
Certain Charms use the intensity of an Intimacy (or a phenomenon using the same intensity
system as Intimacies, such as the stages of a disease) to calculate values. In this case Minor
intensity equals 2, Major 3 and Defining 4.
Other Charms say that a character should be treated as possessing a certain Intimacies. Such
Intimacies are not real and can neither be strengthened nor weakened, persisting only for the
duration of the Charm. A perfect Resolve can remove such an imposed Intimacy for the rest
of the Scene. A character who has been thoroughly influenced by them or kept them for a long
time may decide (player’s choice) to keep it around, turning it into a real Intimacy.
Certain Lunar Charms have an optional damage cost, allowing the activation of the Charm by
accepting damage instead of spending Essence. Such damage is always unpreventable, it
cannot be reduced or prevented in any way.
General Charms
Excellence of the Moon
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Essence of the Guardian Moon allows the Lunars to call upon a shifting body of
supernatural prowess. She adds (base Attribute rating + [Ability/2]) dice to the next (Essence
or 3) rolls and calculations within the Scene.
Each purchase of this Charm renders three Attributes applicable for use with Excellence of the
Moon, as chosen by the player. This Charm can be used to enhance any roll in a covered
Attribute. It only adds the base Attribute rating, meaning it only doubles dots the character has
on her sheet, ignoring any bonusses from Charms, Merits or other sources. A single use of
this Charm can be used to enhance all Attributes covered by this Charm.
Every Lunar starts out with one purchase of Excellence of the Moon at no cost.
Ox-Body Technique
Cost: -
Type: Permanent
Prerequisites: None
The bodies of the Exalted are durable beyond the limit of mortal endurance. Each purchase of
this Charm grants her 4 additional Health Levels. This Charm can be purchased up to
(Essence) times.
Awareness
Echo-Drinking Awareness
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Lunar reshapes her vocal cords and inner ears, perceiving the world through ultrasonic
vibrations. She can “see” through echolocation, visualizing black-and-white images of
everything out to long range even in zero visibility. Her echolocation penetrates walls and
similar obstructions, so long as they aren’t airtight. Characters can still use Stealth against the
Lunar, but she adds (Essence) bonus dice on rolls to detect them.
At Essence 3+ this Charm becomes Reflexive.
Every-Wary Fox Technique
Cost: -
Type: Permanent
Prerequisites: None
The Lunar faces many foes and perils, cultivating a keen instinct for danger. When ambushed,
she may apply her Defense against the attack and may Charms to increase her Defense,
though no perfect defenses. Halve her Defense after applying all other modifications against
the ambush attack. This automatically informs her she is under attack, even when she normally
would have no avenue to know this, and is active even when she sleeps or is otherwise
incapacitated.
She may reflexively spend 1 Essence to contest a perfect attempt to enter or maintain stealth
within short range of her in a roll-off.
At Essence 3+ she may employ a perfect defense Charm against an ambush if her Defense
against the attack is at least (attacker’s Essence + 1).
Eye and Fingertip Wisdom
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
Clever Stewards laugh at the feeble efforts of men and gods to hide their secrets. By touching
a closed container, the Lunar instantly knows everything that is contained within.
At Essence 2+, she can look through any door or other barred entryway by concentrating and
keeping her face close to its surface.
At Essence 3+, this Charm may also be used to touch a structure to gain full knowledge of its
layout and floor plans, including hidden chambers (though not necessarily how to access
them). This Charm does not bestow knowledge about who or what is in any of a structure’s
various rooms.
Keen (Sense) Evolution
Cost: -
Type: Permanent
Prerequisites: None
The Lunar has enhanced her senses beyond human capacity. Perception rolls mainly affected
by a sense enhanced by this Charm add the benefit of Excellence of the Moon to their roll at
no cost and can potentially detect sensations that would be undetectable without magic, though
it does not force perfectly concealed actions into a roll-off. There are three versions of this
Charm which have to be bought separately. She may buy this Charm (Essence) times.
Sight: The Lunar can see the fine details from a mile out, as if she was standing right next to
the object of her study. She ignores visual penalties from over- or understimulation such as
poor lighting on her Perception rolls. The difficulty of any magic seeking to blind her that is not
physically removing or impeding her eyes is increased by (Perception).
Hearing and Touch: The Solar can listen in on conversations through thick stone walls
(ignoring relevant penalties) and read by feeling the bulge of the ink on paper. When she closes
her eyes, she can determine the rough position of any object of character out to medium range
by the way they reflect sound (reduce the penalty of blind fighting to -1).
Smell and Taste: The Solar can identify people by their smell and can likely guess at their
recent activities and locations they visited (allowing her to use Awareness or Survival instead
of investigation in a profile character action). She tastes poisons perfectly as they enter her
mouth and can even smell odorless poisons in food and drink.
Observed Prey Instinct
Cost: Spend 1 Essence or 1 aggravated damage
Type: Reflexive
Prerequisites: Ever-Wary Fox Technique
The Lunar’s predatory nature provides an uncanny intuition for when she risks becoming prey.
She may reflexively clash an unexpected attack against her with a (Perception + Awareness)
roll. If she succeeds, she cancels out her opponent’s attack and creates a subtle opening in
her opponent’s perceptions, allowing her to treat the next attack made against him in the same
Scene as a surprise attack. This counts as her counterattack.
Worry the Bone
Cost: -
Type: Permanent
Prerequisites: None
The Lunar keeps a close watch over what’s hers. She adds the benefit of Excellence of the
Moon to any roll to detect attempts of theft against her person or property and to track down
those responsible at no cost. She contests perfect effects concealing such activity or tracks in
a roll-off.
Additionally, she increases the difficulty of disarm gambits aimed at her by (Essence/2).
Sense-Borrowing Method
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
Reaching out to an animal’s mind, the Lunar experiences the world through its senses. She
rolls (Perception + Awareness, Occult, or Presence) against the Resolve of an animal she can
see. Success forges a mental link between them. By meditating, she experiences the world
from its perspective instead of her own, making Perception rolls using her own dice pools. She
benefits from the animal’s sense-enhancing Merits, but cannot use Charms that rely on her
own body’s supernatural senses such as Keen (Sense) Evolution. Depending on her rolls, she
may notice details that it overlooked, or vice versa.
She can’t borrow the senses of familiars or magically enhanced animals, except her own
familiar. When used on her familiar, she waives this Charm’s cost and can use it without
needing to see her familiar.
This Charm ends when the character whose senses she borrows moves more than (Essence
x 10) miles away from her.
At Essence 3+ she may use this Charm on humans and magically enhanced animals.
Hundred-Eyed Watcher
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3, Sense-Borrowing Method
The Lunar’s eyes are everywhere and nowhere, watching her foes from countless vantages.
Activating this Charm, she can use the effects of Sense-Borrowing Method on all animals of a
single species within long range: sparrows roosting in an abandoned manse, rats infesting a
caravel’s hold, ants crawling through a household’s kitchen, etc. While observing through
them, she makes only one Perception roll, adding dice equal to the group of animals’ Size.
This is halved, rounded up, if the animals are Minuscule Size. She ignores penalties if the
majority of sense-ridden animals perceiving something are unimpeded by that penalty.
Once an animal leaves this Charm’s range, the Lunar’s link with it ends. If the Lunar ceases
meditating, Hundred-Eyed Watcher ends.
At Essence 4+ the Lunar can borrow the senses of all animals of one species within (Essence)
miles, or within a territory claimed with Boundary-Marking Meditation.
Watchful Spider Stance
Cost: Commit 3 Essence, Spend 1 Willpower
Type: Simple
Prerequisites: Essence 3, Keen (Sense) Evolution
The Lunar sinks into a deep trance, occluding her mundane senses so that her soul might see
the world clearly. As long as she meditates, her senses are magnified. She sees in all
directions simultaneously, as though every inch of her skin was an eye. She can make hearing-
or scent-based (Perception + Awareness) rolls out to (Essence) miles away, or (Essence x 5)
miles for very strong noises or smells such as a legion’s footfalls or a wildfire’s scent. While
meditating in a territory claimed with Boundary-Marking Meditation, her senses extend through
its geomancy, letting her make sight-, hearing-, and scent-based Perception rolls to perceive
anything within the territory, regardless of distance or obstruction. Anything that seeks to
completely conceal itself (this does not affect subterfuge such as disguises) from her
heightened awareness through a perfect effect must succeed in a roll-off, in which she gains
(Essence/2) bonus dice. This Charm ends if the Lunar ceases meditating.
This Charm can be used while hibernating with Bear Sleep Technique. This diminishes the
extended range of the Lunar’s senses — every mile of range she’d normally enjoy is reduced
to 100 yards — but negates the Perception penalty for hibernation.
Omniscient Instinct Concentration
Cost: -
Type: Permanent
Prerequisites: Essence 5, Hundred-Eyed Watcher or Watchful Spider Stance
Standing at the center of the changing seasons, the Lunar scents distant strife on the wind,
reads portents written on the stars, and discerns secret wisdom from her dreams. When an
event occurs within (Essence x 100) miles that threatens or strongly impacts the object of one
of the Lunar’s Defining Ties, or her mate, she may spend one Willpower to focus her senses
on the distant event, receiving a brief description of it as well as the direction and distance to
it. Any rolls she makes to navigate her way towards the event’s location are rendered perfect
for the rest of the Story.
While she meditates, the Lunar can sense such events at any range, as long as she’s within
the same realm of existence.
The Lunar can always sense the death or reincarnation of her mate with this Charm, regardless
of range or being in a different realm of existence, and without needing to spend Willpower.
Bureaucracy
Moon Messiah Fever
Cost: Spend 2 Essence
Type: Simple
Prerequisites: None
Infectious excitement spreads from the Lunar to those she commands, like a hot summer
plague through a midnight festival. This Charm is a dramatic action in which the Lunar makes
herself highly visible to an organization she has enough authority to take a leadership role
within, over the course of no more than a week giving public speeches, going on procession
through his capital city, conducting interviews with employees, etc. Once he has done so he
rolls (Charisma + Bureaucracy) to instill a positive Intimacy towards himself in all members of
that organization, even those who are not present.
Argent Revelry Festival
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2
The Lunar oversees traditions that bind peoples together, strengthening societies under her
protection. When she leads or participates in a culture’s custom alongside at least one other
character who belongs to that culture, she rolls (Charisma + Performance or Socialize) against
all participating members of that culture to inspire them with pride for their culture, ignoring
multiple target penalties. They can’t opt not to assert Resolve against the roll. Each affected
Tier 1 or 2 character gains a pool of bonus dice equal to the Lunar’s extra successes over his
Resolve. These can be added to any social or mental rolls a character makes to protect that
culture or achieve its goals. They’re lost if not used within (Essence) days.
Gaia’s Bounty
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3
Meditating on the close bond forged between her patron and the Emerald Mother ages ago,
the Lunar implores the world to lend its favor to the works of an organization she supports.
This allows this organization to automatically complete one milestone towards a project it is
undertaking, as long as the help of the natural work could facilitate this milestone. Beavers
construct dams, creating favorable high or low water marks, termites clear out bits of forest
marked for clearance and earth elementals flatten hills. The fulfillment of this milestone takes
one week or one month if particularly difficult to accomplish.
This Charm may only be used once per Story.
Mandate of the Hungry Mouse
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 3
The Lunar seats herself in the lotus position and spends an hour entering a dreamlike
meditative state, in which she considers a particular structured organization or group she has
had dealings within the past month. She rolls (Intelligence + Bureaucracy or Survival) opposed
by its leader’s (Charisma + Survival). If she succeeds a curse of vermin will descend upon the
targeted organization, applying a penalty equal to (Intelligence/2) to any rolls related to
conducting its business and halving the speed at which it undertakes projects for the rest of
the season.
This Charm’s effects can be lifted early by purging the local vermin population, an undertaking
that takes at least one week and has a minimum difficulty of (Intelligence + Essence). Charms
that would negate penalties based on sabotage or supernatural disorganization such as
Bureau Rectifying Method have no effect against it.
Combat
Defensive
Agile Beast Defense
Cost: -
Type: Permanent
Prerequisites: None
Reflexes honed by Essence, the Lunar defends faster than her foes can imagine. Successfully
defending against an attack imposes one point of onslaught penalty on the attacker.
At Essence 5+, attackers take a penalty equal to their current onslaught penalty on their attack
roll against the Lunar.
Bending Before the Storm
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Lunar moves with impossible grace that only a shapeshifter could achieve, shifting her
form and stance to close gaps in her defense. She ignores all wound, crippling, grappling,
onslaught and visibility penalties to her Defense for the next (Essence or 3) rounds.
Ever-Evolving Defense
Cost: Spend 1 Essence (or 2 aggravated damage)
Type: Reflexive
Prerequisites: None
Dancing between myriad shapes, the Lunar is too unpredictable to be caught. She adds
(Dexterity/2, Stamina/2 or Wits/2) to her Defense against an attack. She may reflexively
change her shape at no additional cost as part of defending against the attack.
She cannot use the reflexive shape changing of this Charm to change into forms that require
special Charms to acquire, such as Deadly Beastman Transformation or Emerald Grasshopper
Form.
At Essence 3+, the Lunar may activate this Charm by taking 2 point of aggravated damage
instead of paying its Essence cost.
At Essence 6+, she may activate this Charm after the attack roll has been made.
Ferocious Guardian Beast Stance
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Lunar’s blade is a quicksilver flash as she defends her charge. She takes a defend other
action that extends its benefits to one Scene, without needing to take the defend other action
again on subsequent turns. Her ward must be within close range to benefit, this Charm ends
if he moves away from her side.
Halting the Scarlet Flow
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Lunar shapeshifts wounds away, closing cuts and healing bruises. She reduces
non-aggravated post-Soak damage by 1. This Charm is capable of reducing minimum
damage. This Charm explicitly does not reduce damage caused to her by the activation of her
own Charms.
At Essence 4+ this Charm becomes Permanent, losing its cost.
Impenetrable Beast-Armor
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Lunar thickens her skin, forming a thick hide, bony plates, or tough scales. She may add
(Stamina - 2) dice to her Soak, which is not halved against aggravated damage.
The Soak provided by this Charm does not stack with that provided by Deadly Beastman
Transformation. If she knows Savage Devil-Strength, she may activate both Charms by
committing only 1 Essence.
At Essence 3+, the Soak generated by this Charm increases to (Stamina).
Living Hive Transformation
Cost: Spend 1 Essence or 2 aggravated damage
Type: Reflexive
Prerequisites: Agile Beast Defense
The Lunar’s flesh twists and writhes, portions of her body transforming into small animals or
parts of larger creatures. Skin unwinds into serpents; hornets burrow out of her flesh;
sharp-fanged maws open across her body. When an enemy attacks her from close range or
opposes her in the roll to control a grapple, she can activate this Charm to make a
counterattack rolling (Dexterity + Martial Arts or Thrown). The counterattack uses the statistics
for a mundane light weapon, however she may add the effect of (Strength or Stamina) points
of relevant mutations to this special one-time weapon, representing the poisonous fangs of
snakes or the raw power of the gnashing teeth of a god-beast.
At Essence 3+, she may use this Charm to respond to attacks made out from short range.
At Essence 5+, she may use this Charm to respond to attacks made out from medium range,
waiving the need to aim.
Stone Rhino’s Skin
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
Even the mightiest blows rebound from the Lunar’s flesh. She increases her Soak against an
attack by (Stamina) and decreases its minimum damage by 1.
At Essence 3+, her Soak may decrease damage below minimum damage, however this costs
2 successes per point of damage reduced below minimum damage.
Unstoppable Juggernaut Incarnation
Cost: -
Type: Permanent
Prerequisites: None
No matter how mighty the force directed against her, the Lunar refuses to yield. The first time
in a Scene she would suffer enough damage to enter her -4 wound penalties, instead she
suffers only damage up to her last -2 Health Level.
At Essence 3+, the same applies to her incapacitated Health Level, suffering only damage up
to her last -4 Health Level instead of being incapacitated once per Scene. If both the conditions
for the Full Moon Anima power preventing her from being incapacitated and this Charm are
met, the player decides which one triggers first.
Flowing Body Defense
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 2
In the instant she’s struck, the Lunar’s body becomes fluid and malleable. Blades and arrows
move through her flesh without harming it; she dodges any incoming attack or source of harm
perfectly.
Foe-Defying Frenzy
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Living Hive Transformation
The Lunar strikes aside her enemies’ blows with superior force. She reflexively clashes an
attack. This counts as her counterattack.
Frenzied Bear Fortification
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Bending Before the Storm or Stone Rhino’s Skin
Pain strengthens the Lunar’s fierce will to survive, redoubling her unkillable vigor. She adds
her wound penalty to her Soak and ignores it for the purpose of calculating her Defense.
Golden Tiger Stance
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Bending Before the Storm
Adapting a fluid battle stance, the Lunar moves in perfect synchrony with her enemy’s blows.
She ignores onslaught penalties to her Defense.
At Essence 4+, this Charm becomes Reflexive.
Heron Sheds Rain
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 2
In an instant of supreme speed, the Lunar’s guard approaches infinity. She parries any
incoming attack or source of harm perfectly.
Poison Blood Prana
Cost: -
Type: Permanent
Prerequisites: Essence 2
As the Lunar’s blood is shed, she changes it into a poisonous spray. After the Lunar is
damaged by an opponent within close range by an attack that would expose her blood (such
a sword cut, rending claws or a bite) that enemy is exposed to a mundane poison that the
Lunar has successfully overcome before or that belongs to one of her animal shapes.
Quicksilver Aegis Embodiment
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 2
The Lunar’s skin hardens unto imperviousness against blows that would otherwise pierce the
thickest defenses. She perfectly soaks one instance of harm.
Form-Shedding Sacrifice
Cost: -
Type: Reflexive
Prerequisites: Essence 3, Unstoppable Juggernaut Incarnation
The Lunar sacrifices stolen skins so that she might live. She reduces the post-Soak damage
of an attack against her, including minimum damage, by (Stamina) and sacrifices her current
shape. An attack defended against in this way can never kill her, filling all but her last Health
Level at worst. She reverts to her true human shape and permanently loses the sacrificed
shape.
She cannot use this Charm in her true human, spirit shape or special shapes like Deadly
Beastman Transformation and only once per Scene.
Weapon-Trapping Body Dominion
Cost: Spend 1 Essence or 2 aggravated damage
Type: Reflexive
Prerequisites: Essence 3, Living Hive Transformation
The Lunar’s body becomes fluid and permeable as she’s struck, her foe’s weapon entering her
flesh only to be trapped by twisting cords of sinew, swift-congealing blood, or a cage of solid
bone. She clashes an attack with a special difficulty 0 disarm gambit, rolling (Stamina +
Resistance). If she succeeds her enemy’s weapon becomes stuck in her body for the rest of
the Scene, making it impossible to retake control of the weapon without performing a
successful disarm gambit against her.
If the enemy was using a natural weapon, the Lunar’s clash creates a special difficulty 0
grapple gambit instead, establishing a normal grapple if successful.
Grappling
Foe-Hammer Technique
Cost: Spend 1 Essence or 1 aggravated damage
Type: Simple
Prerequisites: None
A surge of primal strength reinforces the Lunar’s grip as she lifts a foe off his feet and batters
him against another enemy. She slams a grappled enemy into a second foe within close range,
making one attack roll against both characters and releasing the grappled enemy. She deals
damage normally against both targets. Treat the character as a mundane heavy weapon.
Grizzly Bear Embrace
Cost: -
Type: Permanent
Prerequisites: None
The Lunar’s muscles surge with ferocious Essence, giving them the strength of steel hawsers.
She decreases the difficulty of grapple gambits by 1. The Lunar inflicts one level of unsoakable
bashing or lethal damage (her choice) upon any opponent she grapples. This happens during
the contested control roll and irrespective of whether she wins said roll or not.
At Essence 2+, any onslaught penalty the Lunar suffers are also automatically suffered by the
other character in the grapple.
Kraken Arm Leash
Cost: Spend 1 Essence or 1 aggravated damage
Type: Simple
Prerequisites: None
The Lunar’s limbs lengthen and flow into muscular tendrils, coiling around her foe. She makes
an unarmed grapple gambit against an enemy within short range. If successful, she drags him
into close range. She may then immediately end the clinch by throwing her enemy two range
bands horizontally in any direction.
At Essence 3+, extend this Charm’s range to medium range.
Shell-Crushing Atemi
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Lunar tears away armor to find the flesh beneath. Upon winning the contested control roll
of a grapple she may activate this Charm to perform a special armor-stripping action, stripping
her opponent of any mundane armor he wears and destroying it completely if she wishes.
At Essence 3+, she can use this Charm on opponents wearing artifact armor. Such armor
cannot be destroyed, but is stripped off the character and deattuned.
Spine-Breaking Technique
Cost: Spend 1 Essence or 2 aggravated damage
Type: Supplemental
Prerequisites: Grizzly Bear Embrace
The Lunar twists her prey’s body to its breaking point, snapping tendons and cracking
vertebrae. This Charm supplements a contested grapple control roll, adding (Strength/2) to her
damage should she chose to inflict damage after a successful roll.
This doesn’t stack with other charms that increase the damage of a grapple.
At Essence 4+, the damage bonus of this Charm increases to (Strength -1).
Jaws of the River Dragon
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2, Grizzly Bear Embrace
The Lunar’s killing intent is palpable as she seizes her foe, crushing him beneath her fury’s
spiritual pressure. When she activates this Charm, she either performs a perfect grapple
gambit or perfectly asserts control over a grapple.
At Essence 3+ she can alternatively activate this Charm reflexively after winning the contested
control roll of a grapple to choose two outcomes she wants to inflict on her opponent instead
of one. She cannot do so if she perfected the control roll of the grapple with this Charm.
Wasp-Binding Method
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Shell-Crushing Atemi
Shifting her body to produce sticky threads, the Lunar wraps up her opponent in a restraining
cocoon. This Charm creates a special contested control roll in a grapple. If the Lunar wins, she
leaves the grapple, having restrained her opponent in a cocoon. While inside the cocoon, the
character is perfectly defended from all outside attacks, though attacks against the cocoon or
extreme environments may unravel it if they manage to beat the Lunar’s successes when
building the cocoon.
To escape the victim has to beat the Lunar’s successes when building the cocoon on the
control roll on subsequent turns. Each turn the victim remains restrained, subtract one success
from the cocoons total.
Alternatively, the Lunar may use this Charm to safely store defeated prey. She may wrap an
incapacitated target in a cocoon. This holds him unconscious and prevents any wounds or
diseases from worsening while the target is in this stasis, but doesn’t prevent the natural
healing of wounds.
A Tier 3+ target may try to roll (Strength + Resistance) once per week to wake and break out,
once he has fully recovered from any wounds.
All-Devouring Tyrant Maw
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 4, Wasp-Binding Method
The Lunar’s jaws stretch impossibly wide to engulf her prey. After establishing control over a
grapple with at least 3 threshold successes, she swallows her enemy whole. The maximum
size of enemy she can devour depends on her current shape’s size.
- In Legendary Size shapes, she can devour any enemy without Legendary Size.
- In animal shapes larger than a human, she can devour any enemy smaller than a
human.
- In human-size or smaller shapes, she can only devour enemies the size of a housecat
or smaller.
- In shapes the size of a cat or smaller, she can only devour foes smaller than her current
form.
She is not considered to be involved in a grapple and can act normally, but her opponent is
still caught in a grapple with her. She reflexively rolls a contested grapple control roll against
him every round, inflicting a difficulty 5 environmental hazard with damage (Essence) lethal
damage on him if she wins. If he wins, he can only chose to escape the grapple by forcing his
way up her throat or cutting open an exit for himself from her innards. Doing so also inflicts
damage on her in addition to escaping.
Offensive
Armor-Rending Claw
Cost: Spend 1 Essence (or 2 aggravated damage)
Type: Simple
Prerequisites: None
The Lunar cuts through steel like rice paper. The damage of the attack created by this Charm
becomes unsoakable. If she inflicts more levels of damage on her target than (his armored
Soak), she automatically inflicts the effects of a successful pierce gambit on him.
At Essence 2+, she may take 2 levels of unpreventable aggravated damage to activate this
Charm instead of paying its Essence cost.
At Essence 4+, this Charm becomes Supplemental.
Demon-Wracking Shout
Cost: Spend 3 Essence, 3 aggravated damage
Type: Simple
Prerequisites: None
A terrible, primordial shriek full of unspeakable pain and anguish claws its way out of the Exalt’s
throat, rending her spirit and body on its way out and racing across the battlefield in a terrible
wind. This Charm is special in that it can be learned by any Celestial Exalt and in fact is learned
immediately at no cost when she first hears it. To most beings the shout is merely extremely
uncomfortable, Demons within long range of the Exalt however are more severely affected.
Demons of the First Circle suffer (Essence x2) Health Levels of unsoakable, aggravated
damage. Those who survive feel a compulsion to leave the area immediately and not return
for five days. This compulsion is strong enough to even override sorcerous bindings.
Demons of the Second Circle suffer (Essence) Health Levels of unsoakable, aggravated
damage. They can withstand the impulse to leave by paying 3 Willpower as long as the
damage from this Charm did not exceed their Resolve and doing so would violate one of their
Defining Intimacies.
Demons of the Third Circle suffer (Essence) Health Levels of unsoakable, aggravated damage.
They can withstand the compulsion by paying 1 Willpower.
The Demon-Wracking Shout is seldom heard in Creation these days, only present in the
memories of elder Celestial Exalts, gods and demons. It is said that those who dare use this
technique often meet terrible fates.
Divine Predator Strike
Cost: Spend 1 Essence (or 2 aggravated damage)
Type: Supplemental
Prerequisites: None
Reveling in bestial supremacy, the Lunar lays low her prey. She may add (Dexterity, Strength
or Wits) bonus dice to an attack roll.
At Essence 4+, she may take 2 levels of unpreventable aggravated damage to activate this
Charm instead of paying its Essence cost.
Ferocious Biting Tooth
Cost: Spend 1 Essence (or 2 aggravated damage)
Type: Simple
Prerequisites: None
The Lunar lashes out with strength born of fury. This Charm creates an attack that deals
(Strength - 2) additional damage and (Strength/2) additional minimum damage.
At Essence 2+, she may take 2 levels of unpreventable aggravated damage to activate this
Charm instead of paying its Essence cost.
At Essence 3+, the damage added by this Charm rises to (Strength - 1).
At Essence 5+, the damage added by this Charm rises to (Strength).
Finding the Needle’s Eye
Cost: Spend 1 Essence or 1 aggravated damage
Type: Supplemental
Prerequisites: None
The Lunar’s limbs flex and warp along unexpected angles to avoid obstacles between her and
her prey. She ignores the effects of light cover on her attack and treats heavy cover as light
cover instead. She also ignores (Dexterity/2) points of penalties on her own attack roll.
The first use of this Charm in a Scene is free.
Ox-Dragon Smash
Cost: Spend 2 Essence
Type: Simple
Prerequisites: None
Bludgeoning a foe with overwhelming force, the Lunar sends him reeling. She attacks with a
blunt weapon, halving the post-Soak damage she inflicts. Her target loses his next turn.
This Charm can only be used per Scene per target.
Savage Devil-Strength
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
Surging with impossible strength, the Lunar tears her enemies to shreds. She increases the
damage of her attacks by (Strength/3).
The damage bonus of this Charm does not stack with that provided by Deadly Beastman
Transformation. If she knows Impenetrable Beast-Armor she can activate both Charms by
committing only 1 point of Essence.
At Essence 3+, she increases the damage of her attacks by (Strength/2) instead.
Wasp Sting Blur
Cost: Spend 1 Essence or 2 aggravated damage
Type: Simple
Prerequisites: None
The Lunar’s predatory instincts seize on a flaw in her prey’s defense, striking with lightning
speed. She performs an attack against an enemy, if it hits, she reflexively attacks him a second
time.
Unerring Fang Technique
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Ferocious Biting Tooth or Wasp Sting Blur
Striking with unmatched speed and grace, the Lunar embodies the perfect warrior. The attack
created by this Charm is rendered perfect. This attack automatically completes any aim actions
necessary to perform it reflexively.
Lion’s Roar Rebuke
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
Filling her lungs with thunder, the Lunar roars loud enough to shake the heavens. She makes
a special, difficulty 0, knockback gambit with (Charisma or Strength + Athletics, Performance,
or Presence) against an enemy within long range. An enemy hit by the attack is knocked back
one range band, plus an additional range band for every two threshold successes on the attack
roll, and lands prone.
If an impact with a solid surface prevents her victim from being flung this full distance, he
suffers falling damage as though he’d fallen a number of range bands equal to the amount
prevented by the impact. This damage is usually bashing, though some surfaces may inflict
lethal damage.
This Charm may only be used once per Scene.
Octopus-and-Spider Barrage
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2, Wasp Sting Blur
The Lunar’s limbs fly with superhuman speed, raining down blows on those who oppose her.
She performs one attack against an enemy with each of her limbs, maximum (Dexterity). Each
of these attacks can only inflict a maximum of 2 damage.
This Charm can only be used once per Scene.
At Essence 5+, the maximum damage of attacks created by this Charm is increased to 3.
Stampede Force Strike
Cost: Spend 1 Essence or 1 aggravated damage
Type: Simple
Prerequisites: Essence 2, Ferocious Biting Tooth
Driven by death-dealing momentum, the Lunar overruns masses of lesser foes. She makes an
attack against an enemy. If that attack incapacitates its target, she makes another attack
against a different enemy in range and continues doing so until one of her attacks fails to
incapacitate its target.
Against battlegroups this doubles the post-Soak damage of an attack against it.
Divine Predator Supremacy
Cost: -
Type: Permanent
Prerequisites: Essence 3, Savage Devil Strength
Sensing her foe’s weakness, the Lunar’s world narrows to a path leading from her to her prey.
She adds bonus dice equal to her opponent’s wound penalty to her attack rolls.
Limb-Maiming Flourish
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: Essence 3, Ferocious Biting Tooth
The Lunar gouges eyes from sockets and rips limbs in twain with awful strength. If an opponent
hit by an attack supplemented by this Charm does not chose to accept a crippling injury to
negate damage, the damage of this attack is rendered unsoakable and its damage is increased
by (Essence).
Targets of this Charm can always choose to accept a crippling injury to mediate damage, even
if they have already done so in the current Story.
Shattering Fang Bite
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Armor-Rending Claw
The Lunar wrings steel with her bare hands, stripping enemies of that which they imagine
makes them mighty. After an attack roll beats an enemy’s Parry or she wins a clash, this Charm
can be activated to shatter the weapon he tried to block or clash with if it’s mundane. Artifact
weapons are automatically disarmed instead.
Behemoth Footprint’s Tread
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4, Divine Predator Supremacy
Channeling her anima into a mighty blow against the ground beneath her, the Lunar unleashes
a shockwave of devastating spiritual pressure. Every other character touching the ground
within medium range is exposed to a one-time environmental hazard with damage (Strength)
and difficulty (Strength + 1). Enemies damaged by this hazard are knocked prone and flung
back one range band.
She may only use this Charm once per Scene.
Twisting Moonsilver Stroke
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 4, Finding the Needle’s Eye or Wasp Sting Blur
The Lunar outmaneuvers her foe with uncanny speed and finesse. After successfully hitting a
target with an attack, she may activate this Charm to use her threshold successes to perform
a non-Charm generated gambit on top of the normal resolution of the attack. The difficulty of
such a gambit is increased by 1.
Rampaging God-Monster Empowerment
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 5, Stampede Force Strike, Divine Predator Supremacy
The Lunar awakens the monster that lurks in her soul, embodying the beast of the apocalypse.
While this Charm is active, each of her attacks affects every enemy within close range of her.
Her attacks also double their onslaught penalty and inflict it before the attack roll is made.
Against battlegroups, this doubles the post-Soak damage of her attack. Whenever one of her
attacks affects more than one enemy through this Charm, she takes 1 unpreventable level of
aggravated damage through the excessive strain on her body.
If she uses Stampede Force Strike while this Charm is active, she can only make up to a
maximum of (Essence/2) attacks. If she uses Octopus-and-Spider Barrage while this Charm
is active its maximum damage is decreased by 1.
Ranged-specific
Foe-Pinning Strike
Cost: -
Type: Permanent
Prerequisites: None
The Lunar’s missiles arc through the air like screeching eagles, piercing stone and iron. She
gains access to a special difficulty 3 pin gambit, useable with ranged weapons that use physical
projectiles against an enemy within close range of a solid surface or large object, like a wall or
tree. If successful, the target is pinned against the surface or object and unable to move until
he succeeds on a Strength 3+, difficulty (Strength) feat of strength to free himself.
Tier 3+ characters may always roll to escape, even if their Strength is below 3. For every round
they have remained trapped they reduce the difficulty of the feat of strength by 1.
Needle Quill Technique
Cost: -
Type: Permanent
Prerequisites: None
The Lunar hardens a strand of hair into a barbed quill, plucks a razor-sharp feather, or draws
a similar projectile from her body. This can be used as bow or crossbow ammunition, or thrown
as a dart. If her weapon would normally require a combat action to reload, she may reload it
reflexively instead. This Charm can’t provide ammunition for firewands and other flame
weapon.
If she has the Venomous Merit, she can reflexively envenom the ammunition with the poison
provided by that Merit.
At Essence 2+, she can secrete volatile fluids from her body to provide ammunition for flame
weapons.
Pebbles-as-Boulders Attitude
Cost: -
Type: Permanent
Prerequisites: None
Missiles launched from the Lunar’s bowstring or throwing arm fly like a siege engine’s bolts.
She extends the range of her ranged attack by one band, maximum long.
At Strength 5+, she may suffer 1 level of unpreventable aggravated damage to increase the
range of a ranged attack by two range bands instead (maximum extreme) and ignore penalties
on the attack based on range.
Consumptive Worm Hungers
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Needle Quill Technique
The Lunar imbues her projectiles with unnatural vitality, causing them to burrow into her
enemy’s flesh like hungry maggots. An enemy hit by this Charm will take 1 level of unsoakable
lethal damage at the beginning of every turn for the next (Essence or 3) turns. If the projectile
enhanced by this Charm was created by Needle Quill Technique, it also increases the
opponent’s wound penalty by 1 for the duration of this Charm.
Multiple activations of this Charm are not cumulative.
Agitation of the Swarm Technique
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Pebbles-as-Boulders Attitude
The Lunar’s projectiles are legion, splitting and multiplying in mid-air. She makes an attack
with a ranged weapon against all enemies in front of her out to short range.
This Charm may only be used once per Scene.
Utility
Argent Moon’s Armaments
Cost: -
Type: Permanent
Prerequisites: None
Chakras twist with the might of a mercurial soul, anatomy aiding violence. The Lunar treats her
body as light or heavy artifact weaponry (her choice). She may commit 1 Essence to warp her
flesh into a vital weapon of bone, silver and Essence, creating exotic weaponry such as a dire
chain of sinew as a Simple action from her own body.
She may develop Evocations for her own bodily arsenal based on her mercurial flesh and
battle fury.
Additionally, she may commit 1 Essence to banish a weapon Elsewhere as a miscellaneous
action. Recalling and readying the weapon is as simple as releasing the commitment
(reflexive).
Birds-Fall-from-Flock Targeting
Cost: -
Type: Permanent
Prerequisites: None
The Lunar hunts flock and herd, ever ready to claim her prey. She can aim against all enemies
within close range of a point, instead of an individual. The benefits still only apply to a
single attack, but she has more options in whom she attacks.
At Essence 3+, when she makes an attack that benefits from aiming, she can spend 1 Essence
to roll it before choosing which of the enemies she’s aimed at to attack.
At Essence 4+, she may aim against all enemies within short range of a point.
Coyote-and-Badger Tactic
Cost: -
Type: Permanent
Prerequisites: None
Wrong-footing her foe with a deft feint, the Lunar creates an opening for her fellow hunters.
When she successfully executes a distract gambit, her target loses Initiative.
Enduring Mammoth Bastion
Cost: -
Type: Permanent
Prerequisites: None
The Lunar’s body is tougher than steel. She treats her own body as light or heavy artifact armor
(her choice).
She may develop Evocations for her tough hide based on her impossible endurance and
shapeshifting cunning as if it was a Resonant 4-dot artifact.
Panicked Herd Incitement
Cost: -
Type: Permanent
Prerequisites: None
Radiating bestial menace, the Lunar sows fear through the ranks. When an enemy battle group
that can see her attacks or otherwise tries to affect her in an undesired way, it takes a -(her
Appearance – its Resolve) penalty, minimum -1. If the roll fails, the battle group loses one
Magnitude as terrified soldiers break away.
Enemy battlegroup within the Lunar’s presence add (Essence/2) to the difficulty of their rout
checks.
This Charm has no effect against battle groups with perfect morale.
Quicksilver Armor Approach
Cost: -
Type: Permanent
Prerequisites: None
The Lunar’s flesh flows into or out of her armor, fitting it as naturally as a second skin. She
may don or strip out of any armor with a single miscellaneous action which may not be placed
in a flurry.
Additionally, she may commit 1 Essence to banish any armor she wears Elsewhere with a
miscellaneous action. Recalling and donning the armor is as simple as releasing the
commitment (reflexive).
Relentless Lunar Fury
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Lunar unleashes the primal rage howling in her soul, drawing terrifying power from fury.
She enters a berserker rage, halving all crippling and wound penalties. She treats threaten
actions as unacceptable influence for the duration of this Charm.
Whenever she is hit by an attack, she may reflexively spend 1 Essence to perform a
counterattack against that enemy if he is within range of her weapons.
In her fury she must always attack the nearest enemy on her turn or move towards the nearest
enemy to attack him if none are in range. Should she fail to do so this Charm ends, she loses
Initiative and cannot reactivate it for the rest of the Scene.
At Essence 3+, she is ignores all wound penalties.
At Essence 4+, she may spend 1 Essence whenever she would be incapacitated to stay active
for another round. She cannot do so more than (Essence) time in a Scene.
Special activation rules: She may reflexively activate this Charm, when she is damaged by
an attack or is the target of a threaten action.
Sinuous Striking Grace
Cost: Spend 1 Essence or 1 aggravated damage
Type: Reflexive
Prerequisites: None
Time seems to slow as the Lunar acts on well-honed instinct. This Charm can be used when
joining battle to win Initiative or to regain Initiative after losing it.
Wolf-Eye Advantage
Cost: -
Type: Permanent
Prerequisites: None
Essence refines the Lunar’s senses, allowing her to quickly take aim in the heat of battle. She
may place aim actions into flurries.
At Essence 2+, she may reflexively spend 1 Essence or take 1 level of unpreventable
aggravated damage to complete all aim actions necessary to make an attack.
Cobra Hypnotic Method
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2
Moving her body in a hypnotic, swaying motion and fixing her enemy’s gaze with prismatic
lights dancing in her eyes, the Lunar dazes her opponent. She rolls (Appearance or Charisma
+ Performance or Occult) against the Resolve of her opponent. If she is successful, he loses
his next turn.
This Charm can only be used once per Scene per character.
Last Warrior’s Unity
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
The Lunar’s hands flow over and around her weapon, melting and merging until warrior and
weapon are one. She fuses a weapon to her body, making it impossible to disarm, but
rendering the hand or hands holding it unable to take other actions.
At Essence 4+ waive this Charm’s cost.
Laughing Devil Distraction
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Coyote-and-Badger Tactic
Catching a foe’s attention with mockery or mischief, the Lunar creates an opening for her allies.
She reflexively rolls a distract gambit against an enemy within short range, rolling (Manipulation
or Appearance + Performance or Socialize) instead of a regular attack roll.
This Charm can only be activated once per round.
Shadow-Scouring Persistence
Cost: -
Type: Permanent
Prerequisites: Essence 2
The Lunar hounds devils out of the shadows, forcing them into the open. When she
successfully attacks a concealed enemy, his concealment is broken, harrying him into plain
view of the Lunar’s allies.
If her mate is present in the Scene, he always reflexively becomes aware of any concealed
enemies the Lunar has detected.
Cunning Beast-Warrior Reflex
Cost: Spend 1 Essence (or 1 aggravated damage)
Type: Reflexive
Prerequisites: Essence 3, Sinuous Striking Grace
The Lunar acts with fluid grace and incomparable coordination. She may flurry three actions,
although she still can’t include more than one of the same actions in the flurry.
At Essence 4+, she may take 1 level of unpreventable aggravated damage to activate this
Charm rather than spend 1 Essence.
The Spider’s Trapdoor
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Sinuous Striking Grace
An ever-cunning hunter, the Lunar ensures she never fights on a level playing field. She
reveals that an enemy has fallen into a trap she’s previously constructed. If circumstances
render this implausible — for instance, because the Lunar is being ambushed on unfamiliar
ground — the Storyteller may require a stunt to explain how she devised the trap so quickly.
She rolls (Wits + Crafts) with (Essence) bonus dice opposed by the (Perception + Awareness
or Investigation) of all characters within short range of a point within medium range. Characters
who have Charms that specifically alert them to danger or to mitigate surprise, may use them
to add (his Essence) bonus dice to his roll in addition to their regular effects. All characters
who fail to beat her roll are caught by the trap and suffer one of the following effects (her choice,
all characters suffer the same effect):
- They suffer ([Essence/2] + 1) unsoakable lethal damage from the trap. Effects that
reduce the damage dealt by environmental hazards may affect this damage.
- Characters are stuck and cannot take movement actions until they succeed at a
miscellaneous action with difficulty (Essence) that cannot be placed in a flurry to free
themselves.
- Characters are exposed to a poison she has access to and take a -(Essence) penalty
to their resistance roll.
Thousandfold Wasp Dance
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Argent Moon’s Armaments
The Lunar’s innards roil and churn as she gathers all her aggression, frustration, and stress,
manifesting them as a cloud of vermin. She disgorges a swarm of a Minuscule Size animal
whose shape she possesses, which flies or scurries to a location within medium range. This
swarm is a difficulty (Dexterity or Wits), damage 2L/round environmental hazard that affects all
characters — friend or foe — within short range of its center for the rest of the Scene. Other
characters moving through the swarm treat it as difficult terrain.
On her turn, the Lunar may use her reflexive movement action to move the swarm one range
band in any direction. This replaces and is not in addition to the effects of a regular movement
action.
An enemy with appropriate weaponry, like a firewand, can disperse the swarm with a difficulty
(5 + Essence) gambit. The swarm has a Defense of 0.
Craft
Beast-God Idolatry
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Lunar’s artistry beguiles those who gaze upon her works. Upon crafting an object that
depicts herself or any shape she possesses, she imbues it with an influence roll to instill a Tie
towards the depicted character, rolling (Charisma + Craft). A character viewing the object for
the first time is exposed to this influence. This influence lingers in the object for up to one week
after the Lunar releases the Essence committed in this Charm.
At Essence 3+ the influence lingers for up to one month.
At Essence 5+ it lingers for up to one year.
Clay-Wetting Practice
Cost: Spend 1 Essence or 1 aggravated damage
Type: Simple
Prerequisites: None
The Lunar drips digestive saliva onto an object to make it malleable. One discreet object of
any mundane material becomes soft and formable with bare hands for the rest of the Scene.
This allows her to complete basic projects instantly or speed of the progress of a major project
by a factor of (Essence + 1).
In combat she may use this Charm to reshape a mundane weapon she holds into a different
type of weapon, such as folding a sword into the head of a warhammer and attaching a nearby
branch as the handle. She can do the same to attuned moonsilver artifact weaponry.
At Essence 3+ such weapon reshaping becomes Reflexive.
Brilliance-Drinking Approach
Cost: -
Type: Permanent
Prerequisites: Essence 2
The Lunar tastes potent inspiration in the heart’s blood of renowned artisans and legendary
craftsmen. Upon acquiring the shape of another character, she may acquire any Craft
Specialties that character possessed as a training effect. She may gain up to one Specialty
per Story in this way without incurring experience debt.
Integrity
Arrogant Lion Bearing
Cost: -
Type: Permanent
Prerequisites: None
The Lunar exudes force of personality, acknowledging no superior. She can use Appearance,
Charisma or Intelligence instead of Wits to calculate Resolve.
Once per Story, she may perfectly defend against social influence that has been reset.
At Essence 2+ she may use her Appearance, as modified by other Charms, instead of her
Resolve to determine how many bonus dice another character adds in a social influence roll
against her, as she is unimpressed by lesser beauty.
Commanded to Fly
Cost: -
Type: Permanent
Prerequisites:
Caged and collared, the Lunar finds freedom in obedience. She can use this Charm when she
succumbs to mind control or some other mind-affecting curse. It still takes effect, but her player
adds a stipulation or condition to the actions it compels her to take equivalent to an
inconvenient or serious task. The imposed condition can’t directly contravene the controlling
influence, but may make it more difficult for the Lunar to achieve, or alter the outcome intended
by the opposing character. The added condition can’t be one that would let the Lunar ignore
the influence as unacceptable.
At Essence 3+ she may spend 1 Essence to roll a special persuade action against a target
suffering from a mind control effect or mind-affecting curse. If she is successful and the target
spends 1 Willpower, she may attach a stipulation or condition to that effect as detailed above.
Such uses towards her mate do cost neither her Essence nor him Willpower and are
automatically successful.
Grudge-Nursing Resentment
Cost: -
Type: Permanent
Prerequisites: None
The Lunar’s rage coils tight around her heart. She adds +1 Resolve against influence opposed
by a negative Tie. This bonus is doubled if the character performing the influence is the object
of the negative Tie.
Indomitable Spirit
Cost: -
Type: Permanent
Prerequisites: None
Reinforced by the infinite resilience of her Essence, the spirit of Luna’s Chosen is imperishable.
She regains one additional point of Willpower when she rests.
At Essence 4+ she regains two additional points of Willpower when she rests.
At Essence 6+ she regains an additional point of Willpower when she regains Willpower
through Stunts as well.
Soul-Bond Assurance
Cost: -
Type: Permanent
Prerequisites: None
The sacred vows that bind the Lunar to her mate are inseparable. The Lunar’s positive Ties to
her mate can’t be weakened or altered by social influence, except her mate’s influence. She
can still erode them voluntarily. All social influence that aims to get her to betray her mate are
treated as unacceptable influence.
Once per Story, when the Lunar upholds the Intimacy towards her mate, she regains (Essence)
spent Willpower points or 1 point of spent Essence.
True-to-the-Pack Dedication
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
None can turn the Lunar against her pack. When she asserts Resolve against influence that
would make her harm or betray an individual she has a positive Major or Defining Tie towards
she adds (Intimacy) to her Resolve. She may call upon her positive Tie towards that individual
in a Decision Point, even if she already used it to bolster her Resolve.
Waive this Charm’s cost if the positive Tie in question is the one towards her mate.
Intransigent Silver Spirit
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2
No words can shake the Lunar’s convictions. Using this Charm allows her to enter a Decision
Point using the same Intimacy she used to bolster her Resolve and reduces the Willpower cost
of the Decision Point by (Essence/2).
Silver Heart Faith
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 2, Commanded to Fly or Indomitable Spirit
The Lunar steels her will against even the harshest curses and illusions. She may activate this
Charm to oppose any roll or power other than social influence that would be opposed by her
Resolve. She renders her Resolve perfect against that power. This includes perfectly
defending against effects that would twist or give her new Intimacies or modify her Resolve
without needing a roll. Once used this Charm protects from such a power for the rest of the
Scene.
This power explicitly cannot be used to defend against social influence.
Chain-Breaking Fury
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Commanded to Fly
As the Lunar realizes how she’s been deceived or used, a terrible wrath fills her heart. When
a derangement, supernatural curse, mind control or similar condition brings her into conflict
with one of her Major or Defining Intimacies, she may activate this Charm to fall into a mindless,
cathartic rage. For the duration of one Scene, she attacks all nearby characters and scenery
in a bout of uncontrollable rage, sparing only the target of the Intimacy that allowed her to
activate this Charm, as well as any other present Individuals she holds a positive Defining Tie
to.
Afterwards she completely refills her Willpower pool and is freed of the effect. If the
rage-inducing condition was directly caused by or tied to an individual and she is aware of this
fact, she forms a Major Intimacy of wrath towards that individual.
This Charm can only be used once per Story.
Laughing into the Teeth of Madness
Cost: -
Type: Permanent
Prerequisites: Essence 3, Silver Heart Faith
An incorruptible guardian of Creation, the Lunar stands against the hordes of Chaos
undaunted. She becomes immune to the warping influence of the Wyld.
Creatures of the Wyld and fae increase the difficulty of any effect that would transform the
Lunar’s body, mind or spirit by (her Essence). She can use Silver Heart Faith after the roll if
the effect managed to overcome her Resolve and even can use it to defend against such
shaping magics that would not be resisted by her Resolve in the first place. Only effects caused
by creatures of the Wyld and fae can be defended against in this way.
Shadow-Mind Meditation
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Silver Heart Faith
The Lunar pours her skepticism, bitterness, and fury into a lacuna in her soul, forming a
“shadow-mind,” an independent consciousness that lurks within. The shadow-mind has its own
Intimacies, chosen when she purchases this Charm: It begins with all the Lunar’s Defining
Intimacies and any Tie she has for her Solar mate, but its own unique Major and Minor
Intimacies. Because a shadow-mind is born of a Lunar’s darkest impulses, all unique
Intimacies assigned when it’s created must be either negative Ties, or Principles rooted in a
pessimistic or skeptical worldview.
Using this Charm entails four hours of meditation, awakening the shadow-mind (or suppressing
it, if it’s already active). The shadow-mind has the same overall identity and memory as the
Lunar, but its Intimacies replace hers for as long as it remains active. Its Intimacies can be
changed normally, but it gains +1 Resolve against instill rolls to create or strengthen positive
Ties or Principles rooted in optimism. Likewise, the Lunar is incapable of voluntarily forming or
strengthening such Intimacies while the shadow-mind is active.
Beast-Mind Metanoia
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 4, Commanded to Fly
The Lunar escapes into an animal mind’s simplicity, untouched by philosophers’ nuanced
arguments and courtiers’ sophisticated temptations. After her Resolve is overcome by an
influence roll, she can use this Charm to momentarily reduce her intellect and cognitive
faculties to the level of any animal whose shape she possesses. She retains the ability to
understand languages she speaks, but her vocabulary and ability to parse complex sentences
may be drastically diminished based on the chosen animal. If the Storyteller deems that the
influence is too complex for her diminished mind to understand, she may reject it as
unacceptable.
Alternatively, if the Lunar’s diminished state lets her understand some but not all of the
influence, the Storyteller may deem that its effect on her diverges from the opposing
character’s intentions accordingly.
This Charm may only be used once per Story
Investigation
Blood-Kin Sense
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
Everyone carries traces from the people they care about, and the Lunar’s keen senses can
detect them. This Charm supplements a profile character action, revealing the subject and
context of the Major or Defining Tie the target has most recently interacted with in addition to
the usual information gained. If the Lunar is unfamiliar with the subject of the Tie she does not
learn his identity, but will recognize him if she successfully profiles him in the future.
Mystery-Stalking Pursuit
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Lunar can spot a single bent blade of grass in a rolling pasture or a lone dinar missing
from a vault. She cases a scene instantly and adds (Perception/2) bonus successes to her
result.
Prey’s Scent Discernment
Cost: -
Type: Permanent
Prerequisites: None
The Lunar has a keen recollection for the scent of sweat and blood. When she succeeds on a
profile character roll, she memorizes her target’s scent. Scents once memorized are retained
indefinitely.
If the Lunar encounters a character whose scent she’s memorized, she recognizes him. If he
employs a disguise enhanced by magic or specifically devised to mask his scent, she instead
may spend 1 Essence to perfectly see through it (the Storyteller should alert the player to this).
Shapeshifting cannot be detected by this Charm.
Uncanny Dreamer’s Insight
Cost: -
Type: Permanent
Prerequisites: Essence 2, Mystery Stalking Pursuit
The Lunar’s preternatural intuitions reveal themselves in dreams. When she sleeps, the
Storyteller reveals an opportunity to use Awareness or Investigation that she missed that day
— a location she failed to case, a suspicious character she should have profiled, a hidden trap
she overlooked, etc. If multiple opportunities exist, the Storyteller should choose the one most
useful to the Lunar’s current pursuits. She can spend 1 Willpower to make the relevant roll
retroactively, reliving her memories of that event.
Scent of Bygone Ages
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 3, Prey’s Scent Discernment
The Lunar breathes in the world’s Essence, revealing the past. She cases a scene instantly
with (Perception + [Awareness, Investigation, or Survival]) to reconstruct a specific event,
subtracting one success per day since it occurred.
Success lets her mentally reconstruct a single scene from the scents of the people and things
involved. She identifies any characters she knows, gets a general description of unknown
characters, and discerns all characters’ movements and emotional states. She can’t usually
discern visual or auditory details, such as an unknown character’s appearance or the content
of a conversation, but creative stunting may circumvent this.
Certain conditions increase the time interval used in determining the roll’s penalty. Each
applicable condition increases it by one step (from days, to weeks, to months, to seasons, to
years):
- She’s used Prey’s Scent Discernment to memorize the scent of a character who was
present.
- She’s pursuing an investigation that upholds one of her or her mate’s Defining
Intimacies.
- A character she has a Major or Defining Tie towards was present. Her mate always
counts, including past incarnations.
- She has Essence 5+.
Knowledge
Counting the Elephant’s Wrinkles
Cost: -
Type: Permanent
Prerequisites: None
The Lunar draws forth ancient memories with pristine clarity. She remembers everything she
ever experienced in perfect clarity, no matter how long ago it took place. Effects that alter or
eradicate her memories must succeed in a roll-off in which she gains (Intelligence) bonus dice.
Should such an effect succeed, she may retry the roll-off reflexively at the end of each Story
to regain her memories.
This Charm does not render her automatically aware that her memories were altered when it
restores them.
Inevitable Genius Style
Cost: -
Type: Permanent
Prerequisites: None
The Lunar’s keen mind synthesizes disparate insights to reveal new truths. She may use her
Wits instead of her Intelligence on Lore rolls and may activate Excellence of the Moon for free
to boost such rolls. She permanently reduces the Experience Point cost of learning new Lore
Specialties to 1 experience point. She may increase her own Bureaucracy, Lore or Occult
Abilities, buy a Specialty in one of those Abilities or the Language Merit with a training time of
only one hour.
Once per Story, when she uses intellect, cunning, sorcery, or ties with otherworldly beings to
uphold a Major or Defining Intimacy, accomplish a major character or story goal, or achieve a
legendary social goal, she gains a Lore Specialty in a topic related to her accomplishment.
Lore-Devouring Beast Genius
Cost: -
Type: Permanent
Prerequisites: None
The Lunar consumes knowledge with rampant appetite. When she devours a source of
recorded knowledge – such as a book or memory crystal – she immediately learns everything
it contained.
People do not count as sources of recorded knowledge.
At Essence 3+, she may even understand knowledge recorded in languages or ways that are
otherwise incomprehensible to her, when acquired in this way.
What Lies in Darkness
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 4, Inevitable Genius Style
The Lunar frees herself from the conscious mind’s fetters, speaking secret truths she doesn’t
yet know. While in an altered state of mind — induced through hallucinogens, fasting,
meditation, vision questing in the Wyld, etc. — she rolls to introduce a fact without requiring an
appropriate Lore background, although the Storyteller must still deem the fact possible.
This Charm can only be used once per Story, unless reset when a fact thus introduced aids
the Lunar, her mate, or a character she has a positive Tie for in upholding a Major or Defining
Intimacy.
Larceny
Essence spent on or committed in Larceny Charms never counts towards flaring
the Lunar’s Anima, unless she wants it to.
Enticing Butterfly Trick
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Lunar trails pheromones like heady perfume, beguiling and distracting pursuers. When
she takes a conceal evidence or conceal tracks action, she also makes an (Appearance +
Presence) instill roll to create a Tie towards herself (or her current shape), leaving a lingering
pheromone trail. Characters casing the scene or tracking her must first contend with this
influence. A character whose Resolve is beaten suffers a -(Appearance/2 or Essence) penalty,
even if he spends Willpower to resist.
Magpie Nest’s Resourcefulness
Cost: -
Type: Simple
Prerequisites: None
The Lunar has a knack for anticipating exactly what’s needed in any conceivable situation.
Revealing that she’s had a mundane item that could be concealed upon her person all along,
she makes a (Wits + Ability) roll at difficulty (its Resources rating), using an Ability reflecting
how she procured the item: Bureaucracy if bought while passing through a market, Craft if built
over downtime, Larceny if stolen, etc. If successful, she produces the item, which counts as
exceptional equipment. On failure, she still produces the item, but it’s deficient in some
Storyteller-determined way: imposing a -1 penalty, falling apart at end of Scene, etc.
This Charm can only be used once per Scene.
Many-Faced Stranger Attitude
Cost: -
Type: Permanent
Prerequisites: None
The Lunar can perfectly imitate characteristics of those whose shape she has acquired,
whether she currently wears it or not. She can perfectly imitate handwriting, voice, speech
and movement patterns this way.
This effect is set at the time she acquired the shape in question, should a target have
changed any of these characteristics afterwards her otherwise flawless copying does not
account for those changes.
Shifting Penumbra Stance
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
Wreathing herself in anima, the Lunar steps outside certainty to enter the lands of mystery.
She rolls (Appearance + Larceny, Presence, or Socialize) as a special disguise, shrouding
herself in shifting congeries of light. Characters whose (Perception + Awareness) rolls are
beaten by her roll can’t discern any details about her identity or what manner of creature she
is, unsure whether she’s a god, demon, or something stranger. Read intentions and profile
character rolls can still reveal information unrelated to her identity. Those who beat the Lunar’s
roll can only tell she’s one of the Lunar Exalted — any details of her identity beyond that remain
concealed, unless successfully contested in a roll-off by a perfect effect.
This Charm can only be activated when her Anima is flaring or iconic and ends immediately if
its drops to dim.
Observed Predator Instinct
Cost: -
Type: Permanent
Prerequisites: None
Those who attempt to spy on the Lunar are put off by her uncanny awareness. When a
character covertly watches the Lunar, he gains the impression that she is aware of his spying.
This unnerving knowledge applies a -(Lunar’s Appearance - his Resolve) penalty, minimum -1,
to his roll to stay hidden from the Lunar.
If the Lunar succeeds on a read intentions or profile character action against someone who
has watched her covertly within the same Story, she learns of this fact, though not of the
specific circumstances.
Many-Pockets Meditation
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
The Lunar is never caught unprepared. She banishes Elsewhere an item light enough to hold
in her hands or wear. Artifacts can only be banished if she’s attuned to them. She may
reflexively recall the banished item(s), placing the item in her hands. She may banish up to
(Essence) items per point of committed Essence through this Charm.
Moonlight-on-Mist Puzzle
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Enticing Butterfly Trick
A natural genius at deception, the Lunar ensures no traces remain to contradict her lies. She
completes a roll to conceal evidence or conceal tracks instantly and perfectly.
Medicine
Flesh-Sculpting Art
Cost: -
Type: Permanent
Prerequisites: None
The Lunar sculpts flesh like clay, reshaping her patient’s body by hand. She ignores penalties
for lacking tools. Surgery time is drastically reduced, letting her complete an hour’s worth of
work in one minute. Surgeries enhanced by Flesh-Sculpting Art never cause damage, no
matter how intrusive.
Additionally, the Lunar may perform surgeries beyond mundane medicine’s limits in the Age
of Sorrows — making cosmetic alterations to a patient’s body, hollowing out pouches of flesh
to smuggle contraband or sealing them up, etc. She can’t grant mutations.
Plague-Swallowing Kiss
Cost: Spend 1 Essence or 1 aggravated damage
Type: Simple
Prerequisites: None
The Lunar devours a malaise afflicting her patient. She rolls (Intelligence + Medicine) against
a poison’s remaining duration or a disease’s morbidity. Success instantly cures her patient,
perfectly diagnoses the ailment and the Lunar counts as having successfully overcome the
disease herself for the purpose of other Charms. Failure still cures her patient, but transfers
the poison or disease to her, bypassing any resistance roll.
Sharing Luna’s Gifts
Cost: Spend 1 Essence, 1 lethal damage
Type: Simple
Prerequisites: None
The Lunar shares her protean Essence with another, anointing him with her sacred blood. She
grants a willing character up to five dots of mutations reflecting an animal whose shape she
possesses. The beneficiary need not be human but must be living. Player characters incur
experience debt; Storyteller characters can only benefit from this Charm once per Story.
This Charm’s Health Level cost is waived if the Lunar grants herself mutations.
Blood-and-Tear Elixir
Cost: Spend 1 Essence or 1 aggravated damage
Type: Simple
Prerequisites: Essence 2
The Lunar distills potent medicines and antivenins from her body. She secretes a single dose
of medicine, which is exceptional equipment to treat a specific malady. If used by herself or
her mate within the same Scene to treat a disease or poison, it adds (Essence) bonus dice to
the roll.
Alternatively, the Lunar may use this Charm to create a single dose of a mundane poison she
has overcome before.
Rabid Beast Bite
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2, Plague-Swallowing Kiss
Suffusing a blow with septic Essence, the Lunar leaves festering wounds. An enemy hit by an
attack with an unarmed strike or natural weapons is exposed to a mundane disease the Lunar
herself has successfully overcome in the past. The disease uses (Lunar’s Stamina) in place of
its morbidity and virulence if higher. Tier 1 or 2 characters acquire the infection at Major
intensity on a failed roll.
Wasp of the Labyrinth Trick
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Flesh-Sculpting Art
Having slain a foe, the Lunar may make use of her victim’s body. Upon using this Charm, a
six-inch stinger emerges from the Exalt’s wrist. Targeting the necrotic Essence gathering in
the corpse, she drives this spike into her target’s body, releasing her Essence into the cadaver
and catalyzing the necrotic power there to form thousands of Essence-born parasites which
spread throughout it. The parasitic larvae attach themselves to its bones and organs, while
vastly slowing down its natural decay. The parasites animate the corpse on the Lunar’s next
action, turning it into an automaton which is completely obedient to her (use the statistics for a
Zombie).
She may sustain up to (Intelligence) automata with a single activation of this Charm. In combat
she may use this Charm to create a special (Dexterity + Martial Arts) attack against a mindless
human-sized undead automaton such as a Zombie to try and take control over it.
At Essence 4+ she may spend 1 Essence to activate this Charm to create a special difficulty
2 parasite gambit against a living target, causing the target to take a –(Intelligence/2) wound
penalty to all actions for the rest of the Scene as the parasites attack his joints and muscles.
Beast-Soul Awakening Crucible
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Sharing Luna’s Gifts
The Lunar raises a sacred place from the wilderness, consecrated to the divine beast that is
her spirit’s shape. Those who enter are tested; those found worthy emerge blessed with bestial
power. The Lunar spends five days laboring to create a testing ground in a demesne or the
Wyld: meditating, performing austerities, bargaining with spirits, etching occult geoglyphs, etc.
It’s imbued with the Essence of the Lunar’s spirit shape; a mortal who successfully completes
its trial receives six dots of mutations reflecting that animal, chosen by the Lunar when she
uses this Charm. These mutations are hereditary, letting Lunars establish great beastfolk
lineages.
The Lunar doesn’t choose the trial’s nature; it emerges from her spirit shape’s nature and the
Essence of the demesne or the Wyld. Her player should work with the Storyteller to determine
what form the trial takes. It might be a challenge of physical, social, or mental prowess; a test
of character or Intimacies; or an ordeal with no single solution. Whatever form it takes, failure
carries significant consequences — not necessarily death, but maiming, curses,
Derangements, and other afflictions are all possible. A participant who fails can never attempt
a trial again at any Lunar’s testing ground. These factors limit the creation of beastfolk en
masse.
The testing ground becomes permanent, persisting even past the Lunar’s death. However,
testing grounds can be destroyed by building manses over their demesnes, or by permanently
shaping the Wyld containing them into Creation with magic such as Wyld-Shaping Technique.
A Lunar can’t have more than (Essence x 2) permanent testing grounds.
At Essence 4+ she may create one testing ground in each of her territories claimed with
Boundary-Marking Meditation that does not need to be tied to a demesne or a Wyld zone.
Insidious Lunar Transformation
Cost: Spend 2 Essence, 1 lethal damage
Type: Simple
Prerequisites: Essence 3, Sharing Luna’s Gifts
The Lunar feeds someone her blood as a catalyst for transformation, twisting him into a bestial
shape. In combat, this requires a difficulty 3 Martial Arts gambit. Outside of combat, her target
must either be willing, helpless to stop her, or tricked into consuming her blood unknowingly.
The Lunar then rolls (Intelligence + Lore, Occult, or Presence) opposing his (Stamina +
Integrity or Resistance) roll. Success transforms her target into an animal whose shape she
possesses (except Legendary Size or Minuscule Size forms). This functions like Lunar
shapeshifting and the transformation lasts (Essence) days. She may undo it, or set a condition
that will end the transformation prematurely.
She can inflict permanent transformations on Tier 1 characters. This Charm is a shaping effect
that Integrity Protecting Prana or similar magic can defend against. A perfect Soak can also
defend against this Charm.
At Essence 4+ she may use this Charm to turn a human target into a human shape she
possesses. If the target consents this transformation may be rendered permanent even for Tier
2+ characters.
Starfish-and-Salamander Meditation
Cost: Spend 5 Essence, 1 lethal damage
Type: Simple
Prerequisites: Essence 4, Sharing Luna’s Gifts
Distilling the supernatural resilience of her own body into her blood, the Lunar knits together
maimed flesh, revives withered organs, and even shapes new limbs. She allows another
character to drink of her own blood. This imbues him with regenerative powers, allowing him
to heal one crippling injury or similar effect such as congenital blindness, the results of a
shaping effect or Wyld mutation over the course of one year.
Tier 3+ characters merely take one month to heal a crippling effect in this way.
Movement
Bounding Hare Evasion
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: None
Receding from the midst of battle in a blur of speed, the Lunar distances herself from her foes.
A disengage action supplemented by this Charm is rendered perfect and allows
her to move immediately instead of waiting for pursuit. On her next turn she may not attack
anyone she disengaged from the prior turn.
This Charm can also be used reflexively to perfectly defend against rushes.
Feather-Bone Stance
Cost: -
Type: Permanent
Prerequisites: None
The Lunar shapeshifts to lighten her bones and strengthen her footing. She has perfect
balance and is immune to being knocked down by environmental hazards or effects.
Additionally, she may move over surfaces that could not normally support her weight like the
thinnest branches, rice-paper ceilings and even water.
At Essence 2+ she may reflexively spend 1 Essence to negate one instance of falling damage
or to reflexively rise from prone at the start of her own turn without using up her reflexive
movement action.
Ferocious Hound Pursuit
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: None
Feral Essence urges the Lunar onwards in pursuit of her prey. This Charm renders a
supplemented rush action perfect and causes her to move immediately instead of moving on
her rush target’s move.
This Charm can also be used to contest perfect disengages in a roll-off.
At Essence 2+ flurrying an attack with a rush action supplemented by this Charm does not
incur any penalties.
At Essence 3+ reduce this Charm’s cost to 1 Essence.
Fight-or-Flight Adaptation
Cost: -
Type: Permanent
Prerequisites: None
The Lunar’s instincts drive her to quickly advance or retreat as the flow of battle dictates. She
ignores wound penalties on movement actions. On rushes, she adds the wound penalty of
her opponent as bonus dice to her roll. On disengages, she adds her own wound penalty as
bonus dice to her roll.
Flight of the Sparrow
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Lunar traverses the land with uncanny speed, escaping the clutches of any predator.
She adds (Dexterity) dice on any roll to outpace pursuit. This does not include disengage
actions to reposition in combat, only genuine attempts to completely escape a pursuer, such
as withdrawing.
Alternatively, this Charm doubles the speed with which the Lunar travels.
Impala Leaping Approach
Cost: Spend 2 Essence or 2 aggravated damage
Type: Simple
Prerequisites: None
The Lunar unleashes the power gathered in her thews and tendons in a forceful surge that
drives her ascent. She jumps two range bands horizontally or vertically, which counts as her
move action. At the leap’s apex, she may land on a horizontal surface, like a branch, or grab
onto a vertical surface, like a wall.
Shifting Many-Legged Stride
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Lunar’s legs change with every footfall, adapting to whatever landscape she traverses.
She ignores the effects of non-magical difficult terrain.
Spider-Climbing Attitude
Cost: -
Type: Permanent
Prerequisites: None
The Lunar finds purchase on smooth stone and craggy overhangs, reshaping her body to
maintain her grip. She can move up or down sheer vertical surfaces like walls or move upside
down on horizontal surfaces like ceilings.
Relentless Cheetah Pace
Cost: Spend 2 Essence or 2 aggravated damage
Type: Supplemental
Prerequisites: None
Surrendering to instinct and Essence, the Lunar lets predatory impulse drive her forward at
blinding speed. She may use her reflexive movement action to move 2 range bands.
Silver-Mist Traversal
Cost: Spend 1 Essence or 1 aggravated damage
Type: Supplemental
Prerequisites: Essence 2, Shifting Many-Legged Stride
For the foes of Creation, nowhere is safe. This Charm enhances any movement the Lunar
makes, allowing her to pass “through” any gap in a physical barrier, no matter how small,
slithering through grates and keyholes as a strange swarm or silvery mist. She must be able
to cross the gap within (Essence) turns, else she is expelled at her point of entry and takes 1
level of unpreventable bashing damage.
Mighty Behemoth Leap
Cost: Spend 4 Essence or 3 aggravated damage
Type: Simple
Prerequisites: Essence 4, Impala Leaping Technique
The pillars of the world shake as the Lunar bounds through the heavens. Each turn she crosses
three range bands, leaping across lakes, cities, mountains and even small oceans. The
maximum distance that she can cross with one use of this Charm is (Stamina x 100) miles.
When she lands, every character within medium range of her is knocked prone unless they
succeed on a (Stamina + Athletics) roll at difficulty (her Stamina + her Essence).
Occult
Dreams
Cold Breath of the Moon
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
Luna protects Creation from the terrors beyond its borders, but she also uses her light to lure
those horrors into the world, that they might be her prey. The Lunar is able to share a portion
of those horrors which walk by the light of the moon with a target, afflicting them with night
terrors.
She touches a sleeping character and rolls (Wits + Occult) against the target’s Resolve. If she
is successful, her target is haunted by strange nightmares for one week. During this time,
sleeping does not restore Willpower and the terrifying subjects of his dreams can be exploited
as a Minor Intimacy of fear.
Dream-Delving Voyage
Cost: Spend 1 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 2
Descending into a sleeper’s dreams, the Lunar witnesses his heart laid bare. She makes a
special (Perception + Investigation, Occult, or Socialize) read intentions roll against a sleeping
character, who suffers the -2 Guile penalty for being unaware of her. Success lets her witness
one dream, plus an additional dream for every two extra successes. Each dream reveals a
piece of useful information — an Intimacy, a glimpse into a memory, a relevant clue for the
Lunar’s investigations, etc.
This Charm can only be used on a character once per day.
Palace of Mercurial Delights
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Dream-Delving Voyage
The Lunar builds a palace from her own imagination, spending her nights in impossible
splendor surrounded by her friends. The Lunar may activate this Charm when she goes to
sleep to wake in a lucid dream in surroundings sprung from her imagination. She may invite
up to (Essence) additional characters she has interacted with personally in the last season to
share her dream, allowing them entry when they go to sleep.
Mirrors
Reflection-Twisting Theft
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
Reaching into a mirror or similar surface, the Lunar draws forth a mundane object’s reflection.
This is a perfect copy of the original, except that it’s reflected left-to-right. As long as the
duplicate remains in existence, the original object casts no reflection.
Mirror Slip Trick
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
The Lunar dwells in Creation’s secret corners — dreams, shadows, and even reflections. While
touching a reflective surface, she can physically enter it, becoming a living reflection. She can
perceive the outside world and speak with characters in it, but has no physical presence and
can’t leave the mirror without ending this Charm. She’s vulnerable to attacks capable of striking
dematerialized foes.
If the mirror’s shattered or damaged beyond usability, this Charm ends; the Lunar’s forcefully
ejected and loses Initiative. However, this Charm renders the surface supernaturally durable,
adding (Essence) to the difficulty of feats of strength to destroy it.
Alternatively, the Lunar can spend 1 Essence as a Simple action to perfectly escape a mirror
or similar surface she’s been magically trapped in.
At Essence 3+ she may spend 1 Essence to move to another reflective surface within medium
range. She must be able to see her destination, but doesn’t need an unobstructed path. This
movement doesn’t require a new Stealth roll.
At Essence 6+ waive the Essence cost of moving to a new reflective surface.
Moon-in-Well Emanation
Cost: Spend 4 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Mirror Slip Trick
Reaching into a mirror, the Lunar pulls her reflection into reality. After several minutes of
meditation in her true human shape, she draws her reflection into existence as an immaterial
god that’s physically identical to her, but reversed left-to-right. It has the following traits:
- It shares one Minor, one Major, and one Defining Intimacy with the Lunar, chosen by
her. She may grant the spirit specific memories relevant to these Intimacies, if she
wishes. If she doesn’t, it’s a blank slate, not retaining any memories of spirits created
with previous uses of this Charm.
- It has the Lunar’s Attributes, Abilities, Specialties, innate Merits and Willpower.
- It has Essence (Lunar’s Essence – 2, minimum 1).
- It knows Materialize and Hurry Home, letting it return to the Lunar if she’s within short
range of a reflective surface. It can also use Mirror Slip Trick for free. The first time
Moon-in-Well Emanation is used, the Lunar’s player and the Storyteller should
collaboratively design (Essence) additional Charms for the spirit. It gains additional
Charms as the Lunar’s Essence rises.
While the spirit exists, the Lunar casts no reflection. If it dies, the Lunar doesn’t regain her
reflection until one week passes or the Story ends, whichever comes first. If it’s killed by magic
capable of permanently destroying spirits, she doesn’t regain her reflection until one season
passes or the Story ends, whichever comes later. She can’t use this Charm without her
reflection.
Silver Ripple Mirage
Cost: -
Type: Simple
Prerequisites: Essence 5, Mirror Slip Trick
Infinitely elusive and ephemeral, the Lunar sloughs off corporeality and inverts her nature,
becoming a living reflection. While using Mirror Slip Trick, she may use this Charm to emerge
from a mirror in a dematerialized form for one Scene. She’s quasi-visible, reflected in ripples
of air and droplets of water vapor: Material characters can see her (but not perceive her using
other senses) without needing magic, but suffer a –5 penalty on Perception rolls against her
without magic.
A Lunar using this Charm may reflexively spend 1 Willpower to become tangible for a single
action, letting her attack materialized characters or interact with physical objects (but rendering
her vulnerable to counterattacks and clashes). Characters who lack magic for attacking
dematerialized enemies can still attack her by directing their attack against a reflective surface
within close range of her, wounding her but leaving the mirror unmarred. If none exist, the
Storyteller should be generous in letting opponents create one with gambits or stunts.
This Charm ends immediately when the Lunar moves more than long range away from the
nearest reflective surface.
At Essence 6+ she waives the Willpower cost for turning herself temporarily material.
Sorcery
Terrestrial Circle Sorcery
Cost: -
Type: Permanent
Prerequisites: None
The Lunar is initiated into the Emerald Circle of Sorcery and learns one shaping ritual and her
first Terrestrial spell for free with the purchase of this Charm.
Celestial Circle Sorcery
Cost: -
Type: Permanent
Prerequisites: Essence 3, Terrestrial Circle Sorcery
The Lunar is initiated into the Sapphire Circle of Sorcery and learns one shaping ritual and her
first Celestial spell for free with the purchase of this Charm.
Shadowlands Circle Necromancy
Cost: -
Type: Permanent
Prerequisites: None
The Lunar is initiated into the Iron Circle of Necromancy and learns one shaping ritual and
her first Shadowlands spell for free with the purchase of this Charm.
Celestial Circle Sorcery
Cost: -
Type: Permanent
Prerequisites: Essence 3, Shadowlands Circle Necromancy
The Lunar is initiated into the Onyx Circle of Necromancy and learns one shaping ritual and
her first Labyrinth spell for free with the purchase of this Charm.
Font of Dark Wisdoms
Cost: -
Type: Permanent
Prerequisites: None
Drinking deep of those secrets hidden by the moon’s dark face, the Lunar’s understanding of
cosmic mysteries flourishes. She gains a special Occult Specialty called “Thaumaturgy”,
allowing her access to all thaumaturgical rituals possible. This does not imbue her with
automatic knowledge of all Thaumaturgy rituals possible, but renders her capable of learning
them rapidly and significantly speeding up the discovery of new thaumaturgical rituals.
Any preexisting thaumaturgical Specialty is immediately converted into experience points and
refunded as Lunar Experience.
Scent of Midnight Dweomers
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
The Lunar recognizes the Wyld’s sickly-sweet aroma, the exotic spices of Malfeas, the
Underworld’s rotting stench, and more. She rolls (Perception + Occult). One success reveals
boundaries between Creation and other worlds, such as entrances to spirit sanctums or the
border of a shadowland or Wyld zone, and the realms they lead to. One success also lets her
detect the presence of ongoing sorcerous or necromantic effects, while (Circle x 3) successes
lets her identify a spell or working’s function. She can identify the aspect, function, and
properties of a hearthstone, demesne, or manse with 3 successes if it’s standard, or 5
successes if it’s greater.
The Lunar can also determine the nature of a spirit or fae she can perceive by scent with (6 -
his Essence, minimum 1) successes. If such an entity’s disguised as another type of being,
add its disguise successes to the difficulty of identifying it.
Spell-Rending Talon
Cost: Spend 1 Essence or 1 aggravated damage
Type: Supplemental
Prerequisites: Essence 2, Terrestrial Circle Sorcery or Shadowlands Circle Necromancy
The Lunar’s claws rend sorcery as easily as flesh. When she makes an attack against an
enemy benefitting from a spell that affects only him, each level of damage inflicted by the attack
counts as one milestone towards distorting the spell.
She may use this Charm to distort the spells affecting consenting targets without the need for
dealing damage.
World-Shaping Genius
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Terrestrial Circle Sorcery or Shadowlands Circle Necromancy
The Lunar’s quick thinking and impossible cognitive brilliance allows her to shape the most
complex spells rapidly. While this Charm is active, each shape sorcery action she takes fulfills
2 milestones instead of 1.
At Essence 3+ she may take 1 level of aggravated damage to fulfill an additional milestone on
a successful shape sorcery action (to a total of 3).
Silver Curtain Parted
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Scent of Midnight Dweomers
Walking between worlds, the Lunar deftly touches the other side and pries open its gateways.
She rolls (Perception or Wits + Larceny or Occult) to enter a spirit’s sanctum, pass through a
normally inaccessible magical portal, cross a boundary between realms of existence, or
temporarily breach a magical barrier like a fiery wall created by a sorcerous working. The roll’s
difficulty equals the Essence of the character who created or owns the boundary; if no such
character exists, the Storyteller assigns a difficulty from 1-5. Success lets the Lunar and
(Essence x 2) companions pass through safely.
Cosmos-Rending Fury
Cost: -
Type: Permanent
Prerequisites: Essence 4, Terrestrial Circle Sorcery or Shadowlands Circle Necromancy
The Lunar’s primal rage speaks puissant sorceries unbidden from her soul’s depths. She may
take shape sorcery actions even in states of supernatural fury such as created by Relentless
Lunar Fury, as long as the sorceries shaped are of primarily destructive nature.
Such Sorceries benefit from World-Shaping Genius automatically at no cost, including the
optional health cost.
Sorcery-Slaying Hunt
Cost: -
Type: Permanent
Prerequisites: Essence 5, Spell-Rending Talon, Cosmos-Rending Fury and Celestial Circle
Sorcery or Labyrinth Circle Necromancy
Even the greatest achievements of old cannot stand before the fury of the Lunar Exalted. She
sets out to break Solar or Void Circle spell, working or similar powerful and far-reaching magic
such as powerful curses or glamours woven by the mightiest of the raksha. She devastates
the area affected by it. This does not have to cause the death of any living beings affected by
it and if the magic primarily affects one or a group of living beings she can activate this Charm
by ritually scarring them or similar painful but survivable expressions of her relentless mystic
assault.
Once she has laid waste and devastation to the area, she condenses the Essence of the magic
into a great beast and begins a sacred hunt. If she can bring down this behemoth and drink its
heart’s blood, she breaks the magic utterly, destroying it forever.
Spirits
Argent Guardian Yantra
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Guarding humanity’s threshold, the Lunar bars the devils that would cross it. Her Anima flares
momentarily, tracing out either a circle of silvery Essence, extending out to short range from
her, or a line extending from her to a point within short range. She rolls (Intelligence + Integrity,
Lore, Occult, Performance or Presence) to determine the ward’s strength. Hostile spirits and
fae with Resolve lower than her successes can’t cross the ward or attack through it, although
those inside a circle when it forms may pass through to exit it. This Charm ends if the Lunar
leaves the circle or crosses her own line.
Tier 3 spirits and fae may spend 1 Willpower to ignore the ward’s protection if they are attacked
by those within. Tier 4+ spirits and fae are unaffected by this Charm.
Perceiving the Hidden World
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Lunar’s senses awaken to the ephemeral existence of spirits. She can perceive, touch
and act upon dematerialized entities while this Charm is active. This also renders her material
to dematerialized spirits in turn, allowing them to act on her.
Ghost-Banishing Howl
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 2
Baying to drive demons back to the depths of Hell, the Lunar banishes body-riding phantasms
and spiritual parasites. She drives a possessing entity from its host and prevents it from
possessing him again until the next new moon. This is counted as a perfect effect, though Tier
4+ entities enter a roll-off even if their method of possession is not otherwise perfect.
Alternatively, this Charm can force all Tier 1 or 2 entities capable of dematerialization within
long range to dematerialize and prevent them from rematerializing for the rest of the Scene
under their own power.
Spirit-Rending Fury
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Perceiving the Hidden World
The Lunar’s fangs rend the veil between worlds, exposing ephemeral corpus to the harsh laws
of flesh. When she incapacitates a spirit capable of reforming, she may reflexively activate this
Charm to permanently destroy it and acquire its shape if she is capable thereof.
Waive this Charm’s cost against Tier 1 and 2 spirits.
Shed Divinity’s Nectar
Cost: Spend 2 Essence, 1 Willpower
Type: Reflexive
Prerequisites: Essence 2, Spirit-Rending Fury
Savoring the taste of divine ichor, the Lunar subsumes its nature into her own. After destroying
a spirit or fae with Spirit-Rending Fury, she can activate this Charm to absorb its Essence
instead of destroying it. She gains the following benefits for one Story, or until she next uses
this Charm:
- A Major Intimacy reflecting her victim’s nature and purpose.
- Up to (Lunar’s Essence + victim’s Essence) dots of mutations reflecting its capabilities.
- Its Cult Merit, if higher than hers.
Once the Story ends, the Lunar may either permanently destroy her victim, or spit it forth from
her Essence, sparing it.
At Essence 3+ the Lunar also gains access to one of the victim’s Charms that are suitable to
being learned by an Exalt, if it has any and she fulfills its prerequisites. When this Charm ends,
she can permanently acquire this Charm as a training effect.
Two Worlds Penumbra
Cost: -
Type: Permanent
Prerequisites: Essence 3, Perceive the Hidden World
Walking the invisible borders of the spirit realm, the Lunar illumines its denizens with her soul’s
fire. As long as her anima is flaring or higher, dematerialized characters within medium range
become visible to all observers, flickering like shadows against her anima’s light. At iconic
intensity, the Lunar’s anima casts them into sharp relief — those within short range are
rendered tangible, able to touch and be touched by material characters.
Resilience
All-Consuming Crucible
Cost: -
Type: Permanent
Prerequisites: None
Whether dining on festering carrion or taking poisoned banquets at a queen’s table, the Lunar
is a consummate gourmand, adapting to whatever she consumes. She may digest and derive
sustenance from any mundane living or once-living substance — including inedible
substances. She is immune to ingested poisons and diseases and adds (Stamina) bonus dice
to resist all other poisons and diseases. She can eat any amount of food without harm; doing
so quickly, such as for corpse disposal, is a (Stamina + Athletics or Survival) roll.
At Essence 2+ she may eat any mundane material, though eating particularly sturdy materials
such as stone may require a feat of demolition. She adds (Stamina) bonus dice to such feats
if she performs them by eating the material.
Bear Sleep Technique
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
Withdrawing into herself, the Lunar enters a rejuvenating hibernation. The rate at which she
heals naturally is multiplied by (Stamina x 5). Time spent hibernating doesn’t count towards
the maximum she can go without food, water or air.
The Lunar may choose to hibernate until she’s fully healed from all damage, or for a set period
of time. She isn’t completely unaware of her surroundings while hibernating, and can roll to
detect external stimuli with (Perception + Awareness) at a -4 penalty. Some stimuli, like being
slapped across the face or stabbed, are obvious enough to detect without rolling. Detecting
external stimuli lets the Lunar end this Charm prematurely.
With Essence 3+, the Lunar doesn’t age while hibernating and the rate at which she heals in
increased by (Stamina x 10).
At Essence 5+ the rate at which she heals is increased by (Stamina x 20).
Impurity Purging Essence
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Lunar’s body becomes a purifying crucible that no sickness or poison can withstand. When
rolling against the virulence or morbidity of a disease or to resist a poison, her roll is rendered
perfect.
Maimed But Unbroken
Cost: -
Type: Permanent
Prerequisites: None
No matter how dire her wounds, the Lunar won’t yield. She reduces the penalty of a crippling
effect by 1. After every (7 – Stamina, minimum 1) rounds, the penalty of a temporary crippling
effect diminishes by an additional point. Once the penalty is reduced to zero, the crippling heals
completely.
At Essence 3+ this Charm’s progressive healing works even on non-temporary crippling effect
such as severed limbs, allowing the Lunar to heal from any bodily maiming in short time.
Rugged Beast Endurance
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
A paramount survivor, the Lunar thrives in Creation’s harshest reaches. She adapts to a
particular environment, — searing desert, mosquito-ridden swamp, freezing cold, etc. —
gaining temporary Survival and Resistance specialties in that clime. She ignores
environmental penalties, applies the effects of Excellence of the Moon to resist this clime to all
rolls for free and halves the damage of environmental hazards on rolls those Specialties apply
to.
Behemoth’s Inhalation Prana
Cost: Spend 1 Essence or 1 aggravated damage
Type: Simple
Prerequisites: Essence 2
The Lunar’s lungs swell as she draws in a tremendous breath. She inhales any vapors (except
air) within medium range, even magical ones. She could clear dense fog, draw smoke from a
burning building, or breathe in poisonous gas before it harms her allies. She suffers the usual
effects of inhaled poisons or dangerous substances, rolling to resist them normally.
At Essence 3+ she may inhale fire, suffering a one-time environmental hazard equal to the
most dangerous fire’s hazard in the area.
At Essence 4+ she can inhale local weather by breathing in gale-force winds and swallowing
clouds.
Invincible Adaptation Spirit
Cost: -
Type: Permanent
Prerequisites: Essence 3, All-Consuming Crucible, Rugged Beast Endurance
Drawing on the mutability of her mercurial Essence, the Lunar adapts to any hardship by
shifting her body into a form immune to that which ails her. She is immune to any mundane
disease or poison she has previously overcome and adds (Stamina) bonus dice to all rolls to
resist supernatural poisons and diseases she has previously overcome.
After taking damage from an environmental hazard, she becomes immune to the
environmental hazard for the rest of the Scene. She may commit 1 Essence to become
immune to a specific environmental hazard she has immunized herself against in this fashion
for as long as she maintains the commitment.
Undying God-Beast Resilience
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Bear Sleep Technique or Maimed But Unbroken
Rage sustains the Lunar, closing wounds and knitting bones. She heals (Essence/2) levels of
bashing or lethal damage or 1 level of aggravated damage. This Charm can only be used while
the Lunar is in a life-or-death situation.
Shapeshifting
Heart’s Blood
Life of the Hummingbird
Cost: -
Type: Permanent
Prerequisites: None
Sipping blood, the Lunar briefly borrows a foreign skin. After killing or drinking the blood of a
human or animal, she temporarily takes on its shape as though she had its heart’s blood. She
may assume the target’s shape within the next hour and keep acting in it indefinitely. Should
she change into any other form she cannot access his shape again through this Charm.
Spare the Heart’s Blood
Cost: -
Type: Permanent
Prerequisites: None
To take the face of another human requires the Lunar to hunt him down and sip from the cup
of his heart. For reasons both moral and practical, some Lunars develop alternatives to this
gruesome rite, allowing them to perform the sacred hunt on mortals in a less physical fashion.
Each purchase of this Charm unlocks two of the alternative methods of gaining a human’s
shape listed below.
Argent Trickster’s Rook: She performs a sacred hunt by challenging a human to a dice,
cards, or a similar game of chance, convincing him to stake his shape as his wager. She
needn’t convince him that she can actually take his form, and may convince him through vague
language, metaphor, or half-truth. Her own wager must be one that her target would consider
equal in value to the theft of his shape. If the Lunar wins — including by cheating, as long as
she isn’t caught — she concludes the sacred hunt and claims her target’s form. Her target
must be genuinely playing to win.
Debt of Borrowed Skin: She performs a sacred hunt to take a human’s shape by performing
a serious or life-defining task on his behalf. Her target must have assented to her doing so and
consider it to be equal in value to his heart’s blood (along with any other compensation he
provides for the task) at the time he does so, though he needn’t know of or consent to that
aspect of the exchange and can’t later renege on the deal.
Face-Taker’s Gaze: She performs a sacred hunt to claim a human’s shape by observing him
over the course of at least one week, spending the majority of her active time watching, until
she discovers one of his Defining Intimacies — either with a successful read intentions roll, or
by observing his actions. Once the Lunar uncovers a Defining Intimacy, she may conclude the
sacred hunt by forming that Intimacy herself and raising it to Defining intensity.
Hero’s Heart Challenge: She performs a sacred hunt to claim a human’s shape by
challenging him to a physical contest — a footrace, wrestling match, duel, drinking contest,
etc. If the Lunar wins, she may conclude the sacred hunt and claim her opponent’s form by
accepting a Major Tie of respect towards the opponent — if she deems him unworthy, she
can’t gain his form. Winning by cheating is valid if the Lunar isn’t caught, but her opponent
must be genuinely trying to win.
Moonlit Path Guide: She performs a sacred hunt to claim a human’s shape by traveling
alongside him for a journey that takes at least a week. The journey must have some element
of peril — harsh terrain, bandit-haunted roadways, wild beasts, etc. The Lunar’s prey must also
undergo a moment of major change or character development by journey’s end. Once they
reach journey’s end, the Lunar claims her companion’s form.
Nest-Raiding Slyness: She performs a sacred hunt to claim an animal or human shape by
infiltrating a place her target considers home: a peasant’s hovel, a Dynast’s estate, a wolf’s
den, etc. To do so, she must be in the home at the same time as her target, escape without
being noticed or captured, and do something that reveals the extent of her intrusion — stealing
a precious heirloom, carving her name into a wall, leaving a letter scented with her favorite
perfume, etc. — such that her victim forms a negative Tie toward her, or whoever he believes
she is.
Terrifying Predator Consumption: When she performs a sacred hunt against an animal or
human with a Tie of fear toward her (or her current shape), she may claim his shape by
nonlethally incapacitating him or accepting his surrender in combat.
At Essence 2+ the following options become available:
Blood Geas Binding: When she perceives a human making a promise to her or swearing a
vow with the intent that she’ll be a witness to it, she may spend 1 Essence to sanctify that oath.
If he breaks his oath, the Lunar is alerted to this by a spike of rage and claims his shape as
per a sacred hunt.
Heart-Drinking Allure: When she performs a sacred hunt to take the shape of a human who
has a Major or Defining Tie of love or lust toward her (or her current shape), she may conclude
it with a voluntary act of physical intimacy instead of killing him.
Stalking Nightmare Hunter: She may spend 1 Essence when in the presence of a human
she has inflicted lethal damage on in the last week, whom she successfully threatened in the
last week or who has a Major or Defining Intimacy of fear towards her in order to initiate a
special sacred hunt. When the target next sleeps, she appears in his dreams. She rolls
(Strength + combat Ability) against his Resolve, claiming his form if successful.
Whispering Heart Revelation: She performs a sacred hunt to take a human’s shape by
seeking out a secret of great importance to him — one that persuading him to reveal would
count as a serious or life-defining task. Once the Lunar uncovers this secret, she may conclude
the hunt, taking her target’s form.
Memory-Drinking Meditation
Cost: -
Type: Permanent
Prerequisites: None
The Lunar tastes her prey’s mind in his heart’s blood. Upon claiming a human’s shape, she
gains one of his Ties to an individual at Minor intensity. She must know of the Tie beforehand,
either through reading her target’s intentions or correctly inferring his Intimacies.
While in the target’s shape, she gains all his memories related to that Tie. The Storyteller
should reveal specific memories when they become relevant, and the Lunar may introduce
facts using these memories as though they were a relevant Lore background. This Charm ends
if the adopted Tie is completely eroded.
She cannot use this Charm on forms she temporarily acquired through Life of the Hummingbird
or similar Charms. She must consume the target’s heart’s blood to use this Charm, acquiring
his shape through Spare the Heart’s Blood renders this Charm inapplicable. Only one instance
of this Charm may be active at a time, though Intimacies of old activations remain unless
eroded through other means.
At Essence 3+ she may go into experience debt to teach herself one language, Specialty,
Ability dot, Martial Arts Charm or spell the target knew.
Impostor’s Cunning Hunt
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2
The Lunar takes the place of her victim without missing a beat. When she concludes a sacred
hunt by incapacitating her target, she may activate this Charm to instantly draw out his heart’s
blood, dissolve his body and shapeshift into him.
Protean Mantle Adaptation
Cost: -
Type: Permanent
Prerequisites: Essence 2
Sometimes the Chosen of Luna need to move unseen in strange lands or take the shape of
devils to fell the enemies of Creation. Each purchase of this Charm unlocks the ability to take
the shape of a different form of creature, as detailed below. Keep in mind that taking a
creature’s shape does not imbue her with any magical abilities that creature had, if she takes
the shape of a fog shark that does not allow her to swim through fog as they do.
She can use Spare the Heart’s Blood on some of these Charm’s targets to acquire their form
without killing them, as noted in their entry. Usually this requires a certain amount of
intelligence and ability to communicate on the target’s part.
Laurels-and-Ivy Technique: She can take the shape of plants. If she uses Towering Beast
Form to assume the shape of a plant that has no unusual senses or modes of movement, such
as a large tree, she can remain in that shape indefinitely.
Hearth-and-Flame Shell: She can take the shape of elementals. She may use Spare the
Heart’s Blood for this purpose.
Mask of Tamed Chaos: She can take the form of creatures of the Wyld and fae. She may use
Spare the Heart’s Blood to secure the shape of raksha.
Trappings of Divinity: She can take the shape of gods. She may use Spare the Heart’s Blood
for this purpose.
Green Sun Child: She can take the form of demons, this purchase requires Essence 3+. She
usually can use Spare the Heart’s Blood for this purpose, though some demons may be too
inhuman to benefit from this Charm’s mercy.
Blood-and-Bone Mantle: She can take the form of ghosts, this purchase requires Essence
4+. She may use Spare the Heart’s Blood for this purpose.
Heart-Thief of the Behemoth: This allows her to take the form of behemoths of Legendary
Size, whether born from the Essence of the Primordials, Yozi or the Wyld. This purchase
requires Essence 5+. If she knows World-Shattering Titan Form she can take the shapes of
Behemoths significantly larger than Legendary Size. She usually cannot use Spare the Heart’s
Blood for this purpose, but there may be exceptions as this category cover a very wide field.
Shapes
Deadly Beastman Transformation
Cost: Commit 2 Essence, Spend 1 Willpower
Type: Simple
Prerequisites: None
Flesh and Essence swelling with the unleashed power of her almighty rage, the Lunar assumes
a dread war-form. She gains the following benefits and drawbacks:
- She increases the damage of her attacks by 2.
- She increases her Soak by 3.
- She gains natural weaponry using the statistics of light or heavy artifact weapons.
- Her body counts as light or heavy artifact armor.
- She gains (highest physical attribute + Essence) dots of mutations.
- She can develop Evocations for her war form reflecting her boundless rage and
indomitable devil-beast nature.
- She cannot use Martial Arts Charms or Merits.
If the Lunar knows Savage Devil-Strength or Impenetrable Beast-Armor, she may activate
those Charms, waiving their commitment and using the higher bonus between them and
those granted by Deadly Beastman Transformation.
Emerald Grasshopper Form
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Lunar compresses the fullness of her divinity into the humblest of forms. She changes into
an animal shape of Miniscule Size she possesses. The cost of this Charm replaces the normal
cost of shapeshifting. This Charm’s cost cannot be part of her free shapeshifting actions per
Scene. The exception to that rule is when she changes from one Miniscule form to another.
At Essence 2+ she may activate this Charm to shrink down one of her other shapes to
Miniscule size.
Hybrid Body Transformation
Cost: -
Type: Permanent
Prerequisites: None
The Lunar shifts into hybrid form, combining her human self and her other shapes. Upon
purchasing this Charm, her player chooses six dots of mutations reflecting shapes she has
acquired. When she shifts into her true human form, she may use this Charm to gain all the
chosen mutations. Her hybrid form may also shift around her physical capabilities, allowing her
to shift around (Essence/2) dots of her physical attributes. This cannot take her above her trait
limit and does not change the number of dice she can add with Excellence of the Moon.
She may purchase this Charm again at half cost (5 experience points) to combine her human
shape with other animal forms. Regardless of the many different hybrid shapes she devises,
she can only apply the effects of one of them at a time. Changing from one hybrid form into
another does not cost Essence.
At Essence 3+ she may spend 1 Essence to apply (Essence) dots of mutations from one or
more of her hybrid forms to any form she is currently wearing for the rest of the Scene.
Towering Beast Form
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: None
Her body swelling with supernatural might, the Lunar expands into the form of one of Creation’s
greatest beasts. She shapeshifts into an animal form with Legendary Size. The cost of this
Charm replaces the normal cost of shapeshifting. This Charm’s cost cannot be part of her free
shapeshifting actions per Scene. The exception to that rule is when she changes from one
Legendary Size form to another.
Maintaining a giant form is taxing, the Lunar may only remain in such a form for up to one
Scene and may only activate this Charm once per day, except to change from one Legendary
Size form into another. In combat she must spend 1 Essence every (Essence) turns to stay in
a Legendary Size shape.
At Essence 2+ she may activate this Charm to enlarge one of her other shapes to Legendary
Size.
Hungry All-Consuming Cloud
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Emerald Grasshopper Form
Taking on the shape of a vast swarm, the Lunar unleashes the multitude of herself. She
shapeshifts into a swarm of Miniscule animals. The cost of this Charm replaces the normal
cost of shapeshifting. This Charm’s cost cannot be part of her free shapeshifting actions per
Scene.
While she is a swarm, the following rules apply to her dispersed self:
- She may attack all enemies within close range with a single attack action. This does
not extend to attacks created by Charms.
- Unlike most Miniscule forms she can meaningfully attack enemies, using the statistics
of a mundane light weapon for her unarmed attacks as a swarm.
- She can’t parry attacks but halves the post-Soak damage (including minimum damage)
of all successful attacks against her. Attacks using weapons or sorcery capable of
dealing significant damage to a swarm such as flame pieces, siege weaponry or area
of effect spells and Charms ignore this protection.
- She cannot disperse herself further than close range, needing to stay together to
maintain her form. She can make a special disengage action to burst forth in all
directions, rendering her disengage perfect and allowing her to instantly move another
range band away from all enemies. Doing so ends this Charm and inflicts 5 levels of
unsoakable aggravated damage on her as she reforms from only a fraction of the
swarm in a human or animal form of her choice, paying the cost of Shapeshifting as
usual but waiving the need for a miscellaneous action to do so.
Maintaining a swarm form is taxing, the Lunar may only remain in such a form for up to one
Scene and may only activate this Charm once per day. In combat, she must spend 1 Essence
every (Essence) turns to stay in her swarm form.
Locust-and-Starling Legion
Cost: Spend 1 Essence per turn
Type: Reflexive
Prerequisites: Essence 5, Hungry All-Consuming Cloud
The Lunar becomes the legion, the horde, the pack, the stampede. She may activate this
Charm at the start of her turn to split off countless copies, becoming a virtual battle group with
Size (Essence/2) and Elite Drill. The Lunar takes damage as normal, when her Health Levels
are all used up, she does not decrease in Size and is incapacitated instead. She may not use
Simple Charms while this Charm is active.
This Charm remains active as long as she spends one point of Essence each round (including
the initial round she activates it), ending immediately once she stops paying its cost and
depositing the Lunar, back to her normal one-person self, at a point of her choice formerly
occupied by her battlegroup. This Charm can only be used once per day.
World-Shattering Titan Form
Cost: Spend 5 Essence, 3 Willpower
Type: Simple
Prerequisites: Essence 7, Towering Beast Form, Protean Mantle Adaptation (Heart-Thief of
the Behemoth)
The Lunar takes on the shape of a beast of legend, rivaling the greatest of Behemoths. She
may adopt the shape of a gigantic beast far eclipsing Legendary Size. Doing so takes five
rounds of growth, during which she cannot take any other actions and that cannot be sped up
by other Charms. Once she has entered this form she must spend 1 Essence at the end of
every turn to maintain it. She can only maintain this form for at most one Scene.
Alternatively, she may use this Charm to imbue her spirit shape with titanic size.
She may only use this Charm once per Story.
Utility
Changing Plumage Mastery
Cost: -
Type: Permanent
Prerequisites: None
The Lunar shifts her semblance to suit her needs. She may reflexively invoke any of the
following benefits:
Faceless Trickster Approach: The Lunar assumes a forgettable countenance, imposing a -2
penalty on Investigation rolls to ascertain her identity. Characters who haven’t met her
personally but have seen her in passing can’t remember doing so, finding her unremarkable.
Ogre-Prince Inversion: The Lunar gains the Hideous Merit. If she already has it, she may
instead suppress it.
Seven-Colored Silkworm Flourish: The Lunar alters the appearance of mundane clothing
and accessories when shifting shape. This usually requires no roll, though assuming
particularly lavish outfits or imitating bespoke clothing might require an (Appearance + Craft)
roll. The clothing reverts to its true form if removed.
Stolen Scent Perfume: The Lunar can replace her body’s scent with that of any form she
possesses. The substitution is perfect, as though she’d changed into that shape.
Unseen Witch Poise: The Lunar perfectly disguises her sorcerous markings.
Many-Faced Moon Transformation
Cost: Spend 1 Essence, 1 Willpower
Type: Simple
Prerequisites: None
The Lunar wears ten thousand faces, yet she’s always herself. She alters her current form’s
appearance: increasing or reducing her height; increasing or decreasing her weight; altering
her apparent age; changing or removing sexual characteristics; changing skin tone, eye color,
and hair color and length; and/or cosmetic changes like adding scars or birthmarks. She can
alter both human and animal forms, though they must always stay within the limits of what is
possible for their species.
The Lunar can conceal her identity with this transformation. She makes a disguise roll instantly,
ignoring penalties for lacking equipment or disguising herself as someone of a different race,
sex, or body type. However, she can’t imitate a specific individual.
Changes made with this Charm are permanent, though she can reset a form to its original state
with another activation of this Charm.
Quicksilver Second Face
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
Reveling in protean grace, the Lunar dances between shapes. She shapeshifts reflexively.
She may do so multiple times in one turn, but not in the middle of an action — e.g., she can’t
make an attack roll in one shape, then shift into another before rolling damage. This isn’t
compatible with Forms that require Charms to be acquired such as Towering Beast Form or
Deadly Beastman Transformation.
At Essence 4+ she this Charm becomes compatible with Charms that let her shapeshift into
certain forms unless explicitly mentioned otherwise in the relevant Charm.
Radiant Basilisk Diadem
Cost: -
Type: Permanent
Prerequisites: None
The Lunar can half-absorb hearthstones, socketing them in her flesh. She gains absorbed
hearthstones’ benefits as though they were socketed in an attuned artifact. Hearthstones that
enhance weapons apply their benefit to her unarmed attacks and natural weapons, if
appropriate, while hearthstones that enhance armor apply to her body. Such effects are
compatible with any magic that transform parts of the Lunar’s body into weapons or armor.
Absorbing or removing a hearthstone is a miscellaneous action, and the Lunar may socket
(Essence) hearthstones at a time.
At Essence 3+ the Lunar draws forth a pearl that embodies her soul. She manifests a greater
hearthstone that expresses her nature: her Caste, spirit shape, a Defining Intimacy, etc. It
counts as being socketed with Radiant Basilisk Diadem, although it doesn’t count towards that
Charm’s maximum and can’t be removed from her body. She always enjoys the increased
Essence recovery for being in an attuned greater demesne. The Storyteller may veto
hearthstone choices that are overpowered if made permanent in this fashion, such as the Gem
of Incomparable Wellness.
At Essence 4+ the Lunar can draw strength from the power of hearthstones absorbed into her
body that are connected to a manse. She may restore 1 point of spent Essence per absorbed
hearthstone connected to a manse once per Story. Doing so disables the effects of any
hearthstone she drew upon in this way for one week (lesser) or one day (greater).
Fickle Lady’s Shifting Star
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Many-Faced Moon Transformation
Clothing herself in soul-deep lies, the Lunar outwits the eyes of prophets. Divination, magical
scrying, and similar effects can’t provide information that contradicts her shape, giving false
results where necessary. A Sidereal who divines her future can’t predict events that betray her
true identity; a city father identifies her a resident of his city if this is true for her current shape;
an enchanted gateway that rejects all but its maker it will open to her if she’s wearing his face.
Such effects still provide accurate information to the extent they can do so without contradicting
the Lunar’s shape. Magic that directly read intentions, profiles her, contests disguises or
shapeshifting is unimpeded by this Charm.
Ant-and-Starfish Trick
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Many-Faced Moon Transformation
Dividing her Essence among multiple bodies, the Lunar unfolds an aspect of her myriad
selfhood. She may create a replica of her current form with full-fledged personhood and
agency, immediately rolling it into battle if used in combat. It has the following traits:
- It’s fully independent, capable of acting and making decisions for itself. If the Lunar
creates a replica of a human form, it has her Attributes (to a maximum of 5), Abilities,
Specialties, and Innate Merits. If she creates a replica of an animal form, it uses that
animal’s traits except as noted below. She can’t create replicas of Legendary Size or
Minuscule Size animals.
- It has the Lunar’s Willpower, health track, and Intimacies. It gains a Defining Tie of
loyalty towards the Lunar, which can’t be weakened or altered.
- It can travel up to (Essence) miles from the Lunar before dissipating.
- It has Essence 1, no Essence pool, is a Tier 1 character and can’t shapeshift or use
Charms, Anima powers, spells, Evocations, etc.
- It carries functioning copies of any equipment the Lunar has, although artifacts are
replaced by superficially identical but mundane equivalents. These dissolve if
separated from the replica for more than a Scene.
- The Lunar may touch a replica and end this Charm to absorb it into herself, gaining its
memories. If she ends this Charm without doing so or a replica is killed, she doesn’t
gain its memories.
The Lunar may spend 5 experience points to give a copy created by this Charm permanent
personhood. She does not need to keep the Essence commitment of this Charm up to sustain
the copy anymore and it can move as far away from her as it desires. The Defining Tie of
loyalty remains, but can be altered henceforth. The creature counts as a normal specimen of
his species.
Constant Quicksilver Rearrangement
Cost: Commit 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Quicksilver Second Face
Unbound by form’s constraints, the Lunar unleashes a menagerie against her foes. She waives
the cost of changing shapes. This applies only to basic shapeshifting actions, not Charms like
Towering Beast Form or Emerald Grasshopper Form.
Social
Inspire
Crowd-Inciting Fervor
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Lunar gives voice to the fury others bury within their hearts, breaking the chains of fear
and restraint. She rolls (Charisma + Performance or Presence) with ([Charisma/2] or Essence)
bonus dice to inspire rage. Each affected character’s player chooses someone or something
that his character’s rage is directed against, and treats the influence as a successful roll to
instill an Intimacy that expresses this rage or to weaken one that opposes it. Resisting this
influence requires entering a Decision Point and invoking a Major or Defining Intimacy.
Wolves-in-the-Mist Incitement
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Lunar’s predatory Essence suffuses her voice and mannerisms, awakening primal fears
that sleep in the caverns of the soul. She makes a (Manipulation + Presence or Socialize)
inspire roll to create fear, ignoring multiple target penalties. This doesn’t require her to directly
address her targets, though she must speak in a language they understand or employ body
language.
This Charm’s victims won’t perceive the Lunar as the source of their fear. Affected characters
believe they’re in imminent danger from an unknown threat. In addition to an inspire action’s
normal effects, for the rest of the Scene, they suffer -1 Resolve and Guile, and a -2 penalty on
actions that don’t help safeguard against the danger. This increases to -3 on join battle rolls
and Awareness rolls to detect enemies — the victims are too preoccupied with the nonexistent
threat to see the real danger. Once a character’s joined battle, these penalties no longer apply
to him (although the inspired fear remains).
Heart-Stirring Expression
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2
Stoking her audience’s passions, the Lunar incites overwhelming emotion. A successful inspire
roll grants all affected characters 1 bonus die on all mental or social actions supported by the
inspired emotion, but imposes a -3 penalty on mental or social rolls opposed by it. A warrior
inspired with rage would gain a bonus on threaten rolls to intimidate foes or start fights, but
suffer a penalty on influence rolls to negotiate his surrender.
Passion Unbinding Bacchanalia
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 3, any two Intimidation or Seduction Charm
The teeming throng of humanity isn’t so far removed from the panicked stampede or the rutting
herd as they might like to think. The Lunar strips away civilization’s façade to unleash these
primal passions. She makes an (Appearance + Performance, Presence or Socialize) inspire
roll to create either fear or lust, ignoring multiple-target penalties.
Inspiring fear causes mass panic to break out among affected characters. The object of their
terror can be the Lunar, but might be something else, depending on how she stunts. Affected
characters flee the object of their terror in a panicked mob, stopping only when they reach
extreme long range from it.
Inspiring lust causes affected characters to engage other affected characters who consent in
courtship rituals or physical intimacy, ignoring etiquette and social decorum. Someone who
can’t find a consenting partner instead engages in artistic or athletic displays to attract one.
Unlike fear, lust won’t cause characters to desist from urgently pressing activities they’re
already engaged in, such as combat — instead, they’ll wait until that activity concludes before
engaging in their affections.
Characters with Willpower 5+ may resist this influence like a normal inspire action. Those with
less must enter a Decision Point and invoke a Major or Defining Intimacy to resist.
Instill
Heart-Snaring Deception
Cost: -
Type: Permanent
Prerequisites: None
The Lunar preys on others’ desire to believe. When she makes an instill roll against one target
that exploits one of his Intimacies, she ignores (Intimacy) points of penalty for implausible
claims.
Identity-for-Icon Exchange
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Fear the woman with the blade of silver. Love the redhaired hero. Hate the wretched Haltan.
Those who can be anything are often taken as such. This Charm creates a special instill action
rolling (Appearance or Manipulation + Socialize). She performs social influence in a way that
would instill an Intimacy towards herself in her target. Instead of herself, an archetype she
represents is the target of the tie, creating an Intimacy of hate towards red headed men or trust
towards outsiders. She chooses the exact archetype she wants to represent, though it has to
fit her current shape.
Shining Moon-Child Mark
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Lunar lays a sacred brand upon another, proclaiming his place in her heart to all who see
it. She can use this Charm after visibly marking someone she has a Tie towards — e.g.,
applying war paint or a tattoo, placing a ceremonial diadem on his brow, inflicting a crippling
injury, etc. All who see the mark recognize that it was left by a powerful supernatural force, and
are aware of the emotional context of the Lunar’s Tie towards the marked character.
Anyone who sees the mark and has Resolve lower than (Charisma) is treated as having a
Minor Tie towards the marked character with an emotional context either identical to the
Lunar’s or otherwise appropriate: shunning someone who’s provoked a monster’s wrath,
placating a divinity’s trusted envoy, etc. This Charm ends if the Lunar loses her Tie or the mark
is removed.
This Charm’s cost is waived if the Lunar uses it on her mate.
At Essence 2+ the Lunar can have one instance of this Charm active without needing to commit
any Essence.
At Essence 3+ the Lunar may enhance this Charm with one or more of the following effects:
Enduring Argent Blazon: The mark can’t be removed except by efforts enhanced by magic.
This doesn’t apply to marks that are objects.
Geas-Brand Affliction: The Lunar specifies a task or condition. If the marked character
satisfies it, this Charm ends.
Saga-Scribing Rune: The Lunar imbues the mark with information related to her Tie, such as
how she expects her herald to be treated or the crimes committed by a marked enemy. Those
who see the mark intuitively discern this information.
Watchful Shepherd’s Sign: The mark’s meaning can only be recognized by members of a
culture or cultures designated by the Lunar.
Uncertain Sky Ambiguity
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
There are no certainties in the company of tricksters. The Lunar makes a special (Manipulation
+ Presence or Socialize) instill roll. Success causes targets to doubt the truth of a specific fact.
A traveler waiting on a companion might question whether he’s at the correct teahouse; a
merchant might second-guess his cargo’s value; a pickpocket’s victim might doubt whether he
had the stolen item with him all along. This uncertainty can be leveraged as though it were a
Major Intimacy for the Scene. The cost to resist this influence with Willpower is increased by
(Essence/2).
Characters presented with direct evidence of the fact’s truth may resist this influence without
spending Willpower. A character with an Intimacy encompassing belief in the fact in question
treats this as unacceptable influence: a soldier with a Tie of loyalty towards his commander
might question whether he heard her orders correctly, but not whether he serves her.
Empress-Grifting Confidence
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2, Heart-Snaring Deception
Everyone longs to be lied to, and the Lunar trickster is happy to oblige. She rolls (Manipulation
+ Presence or Socialize) as she lies to instill either a Principle of belief in her words, or another
appropriate Intimacy. A character whose Resolve is penalized against this influence by one of
his Intimacies can’t spend Willpower to resist it until the next Scene, unless presented with
direct evidence contradicting the lie. If the Lunar succeeds, and no affected character spends
Willpower to resist by the Scene’s end, she gains one Willpower.
Moonstruck Reverie Trick
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2
Whispering into a sleeper’s ear, the Lunar fills his dreams with visions of love. She makes a
special (Charisma + Presence) instill roll against a sleeping character. If successful, she
chooses a trait a person might possess, such as a physical feature, ethnicity, social class,
profession, or similar.
The next time her victim interacts with someone meeting the description, his attention
gravitates towards that character, who involuntarily makes a special (Appearance or Charisma
+ Presence) instill roll with (Essence) bonus dice against this Charm’s target. The character
isn’t aware of this influence. Success instills a Major Tie of love towards that character, though
the victim’s player chooses whether this is romantic or platonic. Against a Tier 1 target, this
Charm adds (Essence) successes to the roll instead and increases the Willpower cost to resist
this influence by (Essence/2).
This Charm can only be used on a character once per Story.
Reflection Gazes Back
Cost: -
Type: Permanent
Prerequisites: Essence 2
Those who seek to understand the Lunar see only what she chooses to reveal. The first time
in a Scene a character the Lunar’s aware of rolls to read her intentions, she may reflexively
make an influence roll to instill him with a Tie of fear or desire towards herself.
Creation-Spanning Passion
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Shining Moon-Child Mark, Moonstruck Revery Trick
The Lunar forges emotional bonds that transcend all limits and boundaries. She rolls to instill
someone she has a Tie toward with a Tie towards her whose emotional context matches or
reciprocates that of hers, adding (Intimacy) bonus dice. If she’s strengthening an already
existing Intimacy, she doesn’t need another supporting Intimacy as long as her Tie’s intensity
equals or exceeds the level she’s raising his to.
While the Lunar and her target each have these Ties at Major or Defining intensity, they
glimpse each other in dreams. When they sleep, each player may ask the Storyteller a question
about the other’s location, condition, or emotional state. Players can conceal this information,
requiring a successful read intentions roll from the other player to learn it. These dreams cease
if the Lunar and the target go more than a month without interacting in the waking world.
If the Lunar uses this Charm on her mate, they share dreams regardless of the intensity of
their Ties.
Innocuous Rumormonger Remark
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: Essence 3, Uncertain Sky Ambiguity or Empress-Grifting Confidence
The Lunar passes off her arguments as rumors, tantalizing gossip, and popular opinion. When
she makes an instill roll, targets can’t bolster their Resolve with negative Ties toward her.
Unless they successful read her intentions or profile her that Scene, they won’t recognize that
she attempted to influence them, believing they drew their own conclusions from the
widespread gossip.
Alternatively, she can use this Charm while within close range of multiple characters to conceal
her statement’s source. Onlookers perceive it as being a general sentiment expressed by the
crowd she’s in — even those in the crowd can’t discern who said it.
Intimidation
Lightning-Calling Challenge
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Spouting unforgiveable insults or baseless slander, the Lunar makes herself the irresistible
object of her enemy’s ire. She rolls (Charisma or Manipulation + Performance or Presence)
against one character to inspire him with rage toward her. An affected character can’t attack
(verbally or physically) anyone but the Lunar that Scene. This extends to any hostile effect,
even those not modeled as attacks. Area-of-effect attacks can include other characters as long
as they also include the Lunar.
If the victim’s Resolve is beaten but he spends Willpower to resist, he still takes a -(Essence/2)
penalty on attack or influence rolls against anyone but the Lunar that Scene. Both the influence
and penalty end if the Lunar’s incapacitated, withdraws, enters stealth or otherwise leaves
combat or the Scene.
Perfect Fear Scent
Cost: -
Type: Permanent
Prerequisites: Essence 2
Embodying the perfect predator, the Lunar’s scent awakens deep-seated prey instincts and
panic responses. Anyone that can see or smell her suffers -1 Resolve against her threaten
rolls, and against fear-based Charms that compare her Appearance to his Resolve.
She may commit 2 Essence as a Simple action to impose a -(Lunar’s Appearance - his
Resolve) penalty, minimum -1, on rolls to attack or speak against the Lunar in targets affected
by this Charm. A target may spend 2 points of Willpower to resist this Charm for a Scene.
Silver Thunder Roar
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Lunar’s ferocity tests the will of even the most courageous. She adds (Essence or
[Charisma/2]) dice on a threaten roll or on an inspire roll to create fear. Her targets can’t use
Intimacies expressing courage or fearlessness to bolster Resolve against the roll or to resist it
in a Decision Point.
Soul-Scarring Monstrosity
Cost: Spend 4 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Perfect Fear Scent, All-Consuming Obsession
The Lunar’s dreadful mien evokes unfathomable horror, the face of every monster her victim
has ever imagined. And then, when she’s gone, he sees that awful face still, leering at him
from high in the trees, from dark alleyways, from his wife and children. The Lunar makes an
(Appearance + Presence) threaten roll against one character with a Tie of fear towards her (or
her current shape). If successful, she also inflicts the Paranoia Derangement, with an intensity
equal to that of his Tie for her, even if he resists with Willpower. Subsequently, the first time
he’s unable to perceive the Lunar, he must roll Willpower against that Derangement, fearing
she could be anywhere. The victim’s paranoia centers around the Lunar, seeing her hiding in
every shadow or wearing his friends’ and families’ faces.
Each time he fails a Willpower roll against the Derangement, the Storyteller chooses one of
his positive Ties to erode by one step, beginning with Minor Ties and working up, as his ability
to trust others is poisoned by his dread certainty that they could be just another disguise for
the Lunar. Once all such Ties are gone, subsequent failures create or strengthen a Principle
of “I’m never safe.” The Lunar’s victim must pay two Willpower each time he wishes to
voluntarily erode his Tie of fear toward her. Influence rolls to weaken that Tie face the rules for
overturning influence. If the victim fully erodes this Tie, he may begin eroding the Derangement
at a rate of one level of intensity each month, paying three Willpower each time he does so.
This Charm can only be used once per Story.
Intrigue
Essence spent on or committed in Social Intrigue Charms never counts towards
flaring the Lunar’s Anima, unless she wants it to.
Cautious Rat Concentration
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Lunar watches those who watch her. She makes a read intentions roll against all
characters she’s aware of. She discerns whether each character whose Guile she beat harbors
any suspicions towards her, and those suspicions’ general nature — she can distinguish
whether the prince eyeing her believes she might be an impostor, or fears she’s seduced his
husband.
For the rest of the Scene, she does not suffer a -2 penalty to her Guile against characters she
is not aware of.
Eye-Catching Appeal
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
Standing out as the most prominent figure in any room, the Lunar’s magnetic allure draws
attention away from her allies. When a character that can see her rolls read intentions against
another character, she makes a special (Appearance + Performance, Presence or Socialize)
persuade roll contesting his read intentions roll. If successful, she catches his attention,
redirecting his read intentions roll to target her. He’s considered to have failed his read
intentions action against the original target and is subject to reset rules.
Moonlit Curtain Drawn
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: None
Vanishing into the depths of herself, the Lunar hides her true face. She perfectly defends
against any effect or roll that would be opposed by her Guile. If the effect or roll in question
would have revealed information inconsistent with her current shape, she adds 2 bonus dice
to any roll-off.
Sublime Façade Art
Cost: -
Type: Permanent
Prerequisites: None
A natural at deception, the Lunar employs many methodologies to conceal her emotions. She
may use Integrity, Larceny, or Performance instead of Socialize and Appearance instead of
Manipulation when calculating Guile. In the first Scene interacting with another character, she
adds +2 to her Guile against his read intentions actions.
Understanding the Prey
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Lunar’s keen senses cut to the truth of a person. She adds (Essence) bonus dice on a roll
to read intentions, profile a character, or contest a disguise.
On read intentions actions, any Intimacy the target holds towards the Lunar or her current
shape penalizes his Guile as if it were it his Resolve.
At Essence 3+ this Charm is capable of contesting perfect disguises in a roll-off.
Taboo-Observing Reverence
Cost: -
Type: Permanent
Prerequisites: None
A world-walker experienced in the ways of countless peoples, the Lunar fits into strange
societies though she’d lived among them her entire life. While in the shape of another person
she instinctively understands the cultural and social mores of his culture, gaining an applicable
Socialize Specialty for as long as she remains in that shape. Any rolls to recognize her as a
foreigner while she moves within a culture or social group covered by this Specialty suffer a
penalty of (Essence or 3).
Fellow Hound Insight
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Understanding the Prey
The Lunar’s insight traces webs of interrelation, revealing friends and foes of any stolen face
she might wear. She perfectly determines if a character in her presence knows any person
whose shape she possesses and any Ties he has toward those people.
Forgotten Self Wisdom
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2
Assuming another’s identity, the Lunar casts aside a part of herself. Upon shapeshifting into a
human or animal form, she suppresses an Intimacy incompatible with impersonating that
shape. It can’t be detected by read intentions actions or similar effects, nor can it modify her
Resolve, justify persuade actions against her or be called upon in Decision Points. A single
activation of this Charm can suppress up to (Essence) Intimacies.
This Charm ends if the Lunar leaves her current shape. If the Lunar ends it and uses the sealed
Intimacy to bolster her Resolve or in a Decision Point in the same Scene, she can’t use this
Charm again for the rest of the day.
River Reflects Desire
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Moonlit Curtain Drawn
The Lunar becomes a mirror wherein others glimpse their hearts’ desires. After successfully
asserting Guile against a read intentions roll, the Lunar may use this Charm, causing the
opposing character to believe he succeeded. However, instead of the truth, he sees whatever
he’d most desire to see. A merchant prince recruiting caravan guards might see absolute
loyalty to anyone who can pay sufficiently, while a Dragon-Blooded chasing rumors of an
Anathema might believe the Lunar both knows the Anathema’s true identity and is eager to aid
him.
Soul-Piercing Predator’s Gaze
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2, Understanding the Prey
The divine predator uncovers her prey’s weaknesses. The Lunar makes a special read
intentions or profile character roll. If successful, the Storyteller reveals that character’s most
significant weakness to the Lunar’s player: syphilis plaguing a master swordsman, a Dynast’s
overwhelming debts, a merchant prince’s poor reputation, a Wyld monstrosity’s vulnerability to
ash wood, etc.
She may seek to find a character’s greatest weakness in general, or in a specific arena.
However, there must be evidence, no matter how scant, from which she can infer this
information. She gains a temporary Specialty in exploiting this weakness in an Ability of her
choice. It lasts indefinitely, but she can only have one specialty granted by this Charm at a
time.
The Shadow Who Wasn’t There
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Moonlit Curtain Drawn or Taboo-Observing Reverence
When people search for vile impostors, suspicion never randomly falls upon the Lunar. She
treats every character in her presence as though they possessed a Minor Intimacy that her
current shape cannot be the impostor hiding among them. Characters who have successfully
used a read intentions or profile character in the current Scene or who have seen evidence
that directly incriminates her current shape are not affected by this Charm.
At Essence 5+ she treats characters as though they possessed a Major Intimacy that her
current shape cannot be the impostor.
Coyote-Laughing Hilarity
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 3, Eye-Catching Appeal
The Lunar defeats arguments by agreeing with them, playing off the sincerest of statements
with jovial manner and deft wit. When a character makes an influence roll, she opposes it with
a (Manipulation + Performance or Socialize) roll. If she rolls more successes, her reaction to
that character’s influence convinces all other affected targets that it was meant sarcastically,
ironically, or humorously, inverting its effect. An instill roll accusing the Lunar of various
misdeeds would be seen as praise for her, building positive Ties; an inspire roll to calm a crowd
only angers them further.
This Charm may only be used once per Scene.
Exquisite Heart’s Taste
Cost: -
Type: Permanent
Prerequisites: Essence 3, Soul-Piercing Predator’s Gaze
While consuming the heart’s blood of a target, the Lunar may roll (Perception + Investigation
or Socialize) against the deceased’s Guile. If she is successful, she learns his greatest secret
(as he views it). Otherwise, she gains a short hint as to the secret.
False Burrow Pursuit
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Eye-Catching Appeal
The Lunar sends others chasing down paths that never existed. She opposes an influence roll
with a special (Manipulation + Presence or Socialize) instill roll against its speaker, suddenly
changing the topic of conversation. If her roll beats both the opposing character’s roll and his
Resolve, he abandons his original intent, instead making an influence roll appropriate to the
Lunar’s chosen topic. He forgets what the previous topic of discussion was for the rest of the
Scene, though if another character reminds him of it, he can spend one Willpower to resist this
influence.
This Charm may only be used once per Scene.
Secret Devil’s Presence
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, The Shadow Who Wasn’t There
Preying on suspicion and paranoia, the Lunar places a subtle curse on a character in her
presence. She rolls (Manipulation + Larceny, Presence or Socialize) against her target’s Guile.
If successful his behavior will feel suspicious to other characters present, treating all other
characters as if they possessed a Minor Intimacy that he may be an impostor in disguise. Read
intentions or profile character actions against the target provide false positives, indicating that
something is wrong with his behavior, unless the roll in question beat the result of the Lunar’s
roll as well as the target’s Guile.
The effects of this Charm last for one Scene. At Essence 5+ the effects of this Charm last for
one day.
Silver Mask Submersion
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Forgotten Self Wisdom
Telling herself the ultimate lie, the Lunar forgets herself. To use this Charm, she must be in the
shape of a human she has a Tie for, or an animal shape. She twists her identity into that of her
shape, overwriting her Intimacies with that character’s Intimacies, or a set of Intimacies that
the Storyteller deems an appropriate representation of that character’s personality or animal’s
instincts. Her true Intimacies are suppressed — she can act against them without eroding them
or gaining Limit, they don’t modify her Resolve, they can’t be discerned with read intentions
rolls, etc.
The Lunar retains her memories, but they’re distorted to fit her new identity. Memories that
can’t be reconciled with the identity are repressed. She can still act on her true motives, though
distorted memories or her overwritten Intimacies might influence how or if she does so. As the
Lunar’s not aware that she’s a shapeshifter, she can’t voluntarily leave her current shape. She
can still use Charms, Evocations, and spells, though she may be surprised by this power and
believe it to be a blessing or curse.
The Lunar may define a condition that will end this Charm when she uses it, such as a certain
amount of time passing, hearing a particular phrase, or witnessing a specific person’s death.
She can’t voluntarily end this Charm except at a Story’s end, or if she witnesses a threat to
one of her true Major or Defining Intimacies, or her mate.
Whispering Silver Serpent
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Forgotten Self Wisdom
Such are the depths of the Lunar’s deception that even she believes it. When she lies — either
in an influence roll or ordinary dialogue — she convinces herself that she’s telling the truth. For
the rest of the day she believes her lie to be true, this belief can be treated as a Major Intimacy
for this time. Read intentions or profile character rolls can’t reveal any evidence that she lied.
Even mind-reading magic shows that she believes what she’s saying. When confronted with a
perfect effect, this Charm is forced into a roll-off.
This Charm can be activated multiple times, each time covering a different lie.
Inchoate Self Realization
Cost: Spend 5 Essence
Type: Simple
Prerequisites: Essence 4, River Reflects Desire, Silver Mask Submersion
An omnipresent trickster, the Lunar hides behind every face, in the shape of every buzzing
insect or scuttling vermin, anywhere and everywhere. During a Scene where the Lunar isn’t
present, she can use this Charm to reveal that a human or animal already present whose form
she could take is actually her. She gains its heart’s blood as a retroactive sacred hunt.
This can only be used to replace narratively unimportant characters, and never powerful beings
such as Exalted or spirits — in a scene set at a prince’s court, the Lunar couldn’t replace the
prince, one of his trusted viziers, or the captain of the palace guard, but could replace a servant
or a rank-and-file guard. She couldn’t declare that the rogue yeddim stampeding through
Nexus is actually her, but could reveal that she’s been the songbird singing from a tree, or a
fly buzzing around a satrap’s meal.
If the Scene has been specifically searched for impostors or infiltrators using a perfect effect,
the Lunar enters into a roll-off to use this Charm.
Mind Control
Unceasing Hunger Affliction
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 2
Eyes flashing with mischievous foxfire, the Lunar incites dangerous obsessions. She rolls
(Charisma + Performance or Presence) against one character to inspire fascination for a
particular good or service — Varangian cuisine, a certain tailor’s clothing, a mercenary
company’s work, etc. Success inflicts the Obsession Derangement at Minor intensity, fixated
on that good or service. Her victim suffers -1 Resolve against bargain rolls offering it to him, in
addition to the Derangement’s Resolve penalty. The Derangement fades after (6 - target’s
Integrity, minimum 1) days, but this duration resets if he fails a Willpower roll against the
Derangement.
This Charm can only be used once per Scene and only once per character per Story.
At Essence 4+, the Lunar can pay a one-Willpower surcharge to make the Derangement
contagious. When an affected character talks with others or enjoys the object of his obsession,
he involuntarily makes a special (Appearance or Charisma + Performance, Presence or
Socialize) inspire roll against all who hear or see him, slipping his obsession into conversation
or radiating delight as he enjoys it. The victim isn’t aware of his influence, although his player
can enhance it with Charms. Affected characters gain the Obsession Derangement, as above,
although it isn’t contagious for them.
Thought-Sweeping Eyelash Broom
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
A living daydream passes by, a fantasy made flesh, and the weak-minded can only stop and
stare. The Lunar rolls (Appearance or Manipulation + Performance, Presence or Socialize)
against the Resolve of one character who can perceive her. Success utterly derails his train of
thought, rendering him unable to recall any but the roughest details of the past Scene. He will
remember where he is and roughly what he was doing, but no details past the Lunar’s presence
remain in his mind.
A Tier 3+ character may resist this Charm by paying 1 Willpower if his forgetfulness would
endanger a Major or Defining Intimacy.
Butterfly-Eyes Mirage
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Unceasing Hunger Affliction
The Lunar’s innate genius for misdirection and beguiling presence can blind a man to a tiger
staring him in the face. She makes a special (Manipulation + Larceny, Performance, or
Presence) instill roll against a single target. If she succeeds, she prevents him from noticing
one thing present in the scene — a character, object, natural feature, etc. Inanimate things that
span more than a single range band can’t be concealed. The Lunar must continue speaking
to maintain this concealment, doing so as a reflexive action on each of her turns.
If the Lunar prevents her victim from noticing another character, this functions as though that
character had successfully made a Stealth roll to establish concealment against her victim,
including the potential to make surprise attacks. If that character breaks concealment by
attacking or taking other overt actions, this Charm ends.
If the Lunar conceals an object, terrain feature, or other inanimate thing, the target can’t notice
it with any sense except touch. He could be rendered unaware of the sword sheathed at his
side, the flames raging in a burning building, or the sudden drop of a cliff as he chases the
winged Lunar towards it. While he may walk heedlessly into perils, he becomes aware of them
with enough time to at least attempt to mitigate harm — if he fell off a cliff, he could attempt an
Athletics roll to grab onto the cliffside before falling.
If the Lunar’s misdirection imperils one of her victim’s Major or Defining Intimacies — for
example, if a concealed assassin moves to cut down his beloved husband — the victim may
spend 1 Willpower to resist this influence. Otherwise, this influence can’t be resisted with
Willpower.
This Charm can only be used on a character once per Story.
Trash-is-Treasure Misdirection
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3
The Lunar’s sales pitch conveys such impassioned sincerity that her mark sees pearls instead
of pebbles. She makes a (Manipulation + Performance or Presence) bargain roll against a
single character. If successful, she convinces him that whatever she offers is actually another
object of a similar size and shape, but with a Resources value up to (1 + Lunar’s extra
successes) higher than the actual object’s (maximum 5), before the Storyteller determines
whether that offer is sufficient. She might pass off a handful of leaves as Realm scrip, a rusted
saber as a bladesmith’s masterpiece, or a clay brick as a silver ingot. This does not create an
illusion or disguise the object — rather, the Lunar’s lie is so convincing that her target
disregards all evidence to the contrary, even that of his own eyes.
This effect lasts (Essence) hours. An affected character may pay three Willpower to resist if
another character disputes the object’s value, such as a vendor refusing to be paid in leaves,
or if attempting to use the object makes the discrepancy between what it is and what the victim
believes it to be apparent. Once the Lunar uses this Charm against a specific character, he’s
immune to further uses for (his Integrity) days.
At Essence 4+, the Lunar may target multiple characters with this influence, spending at least
several minutes speaking to do so. She uses the lowest number of extra successes over any
audience member’s Resolve when determining what she can cause affected characters to
perceive.
Forgetful Victim Prana
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Thought-Sweeping Eyelash Broom
The Lunar’s eyes burn with devilish intensity as she scours her presence from a witness’
memory. At a scene’s end, she makes a special (Manipulation + Presence or Socialize) instill
roll against one character. Success suppresses his memories of the Scene, without a chance
to resist with Willpower. He forgets everything that happened during that Scene and believes
no time has passed since the Scene’s beginning.
If someone reminds the victim of the Scene’s events, or he finds evidence that time has passed
without his awareness, he may resist this influence for three Willpower, regaining his
memories.
This Charm can only be used once per day. Once the Lunar uses this Charm against a
character, he’s immune to further uses for (his Integrity) days.
Mind-Shattering Mystery
Cost: Spend 3 Essence, 2 Willpower
Type: Simple
Prerequisites: Essence 4
Drawing back her mask, the Lunar reveals horrors beyond imagination. After successfully
asserting Guile against a read intentions roll, the Lunar makes a special (Manipulation +
Performance, Presence or Socialize) instill roll against the opposing character. Success inflicts
the Madness Derangement at Minor intensity or strengthens an existing Minor Derangement
to Major. If the Lunar succeeds with at least (his Integrity) extra successes, she may instead
inflict Madness at Major intensity, or strengthen a Major Derangement to Defining. Her victim
must immediately make a Willpower roll against that Derangement.
Waking Dream Freedom
Cost: Spend 3 Essence, 2 Willpower
Type: Simple
Prerequisites: Essence 4, Butterfly-Eyes Mirage
What is a man to do when life is but a dream? The Lunar touches another character and rolls
(Appearance or Manipulation + Presence or Socialize) against his Resolve. If she succeeds,
the target suffers an Illusion lasting one Scene, convincing him that he is asleep, and what he
experiences is no more than a lucid dream. They retain an instinctive sense of
self-preservation, but otherwise are convinced that this Scene is not actually real.
While they remain in this dream-trance, any social influence can leverage the unreal and
fleeting nature of a dream to take risks and experiment as a Major Intimacy.
Persuasion
Generosity of the Cuckoo
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Few can refuse the Lunar’s gifts, be they baskets of poisoned fruit or the red-handed spoils of
her latest crime. She offers a gift to a single character without asking anything in return, making
a special (Manipulation + Presence or Socialize) persuade roll. If his Resolve’s beaten, he
takes whatever the Lunar offers. While he may store the object, exchange it, give it away to
others, or “use up” limited gifts such as foodstuffs, he can’t discard or abandon the Lunar’s gift.
He can’t spend Willpower to resist unless the gift is obviously dangerous, or if accepting it
would violate a Major or Defining Intimacy.
Seduction
Alluring Scent Technique
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Lunar exudes alluring pheromones, tantalizing those around her. Characters of the same
species as the Lunar’s current shape within short range (or further, depending on wind
conditions) are affected based on what kind of Ties they have towards her form:
No Tie: Affected characters without Ties toward the Lunar are fascinated and treated as
though they had Minor Ties of curiosity toward her.
Positive Tie: The Lunar may leverage the positive Ties of affected characters as though they
had an emotional context of desire. Against characters of incompatible sexual orientation, she
instead applies the “No Tie” effect.
Negative Tie: Affected characters with negative Minor Ties can’t use them to increase Resolve
or in Decision Points against the Lunar’s influence. Stronger negative Ties are unaffected.
Divine Paramour’s Embrace
Cost: -
Type: Permanent
Prerequisites: None
Those who have a place in the Lunar’s heart are empowered by it. When she rolls to seduce
a single target, he may opt not to resist, letting her succeed automatically. If he does, he’s
comforted and affirmed by the Lunar’s affections; following at least a minute of physical
intimacy, the Lunar may transfer up to (his positive Tie towards her + 1) Willpower to him.
Once per Story, when the Lunar’s mate benefits from this Charm, he gains one additional point
of Willpower or heals a level of lethal or bashing damage.
At Essence 3+ her mate may heal one level of aggravated damage.
Seductive Moonlit Dream
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2
Such is the Lunar’s effortless allure that she radiates desirability through the most innocuous
acts. She conceals her efforts when she makes an influence roll to seduce someone or instill
a Tie of love, lust, etc. towards herself (or her current shape). Her target gets no Resolve bonus
for her relying solely on body language in this influence. Neither the target nor onlookers will
recognize that she attempted to influence her target unless they successfully read her
intentions or profile her that scene.
Honeyed Lips Inquiry
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2, Seductive Moonlit Dream
Enthralled by the Lunar’s beauty, her paramours heedlessly reveal whatever she wishes to
hear. She makes an (Appearance + [Performance or Presence]) persuade or bargain roll to
seduce a single character. If successful, each extra success lets her ask him a question after
spending a Scene of physical intimacy with him, which he must answer completely and
truthfully, unless doing so would oppose one of his Defining Intimacies. She must ask all her
questions in the following Scene. He may avoid answering questions for one Willpower each,
although the Lunar can repeat questions. Once a target spent (Essence) Willpower resisting
this Charm’s effect, its hold over him breaks.
The Lunar can only use this Charm once per Story per character.
Obsession-Building Prana
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2
The Lunar’s visage lingers in onlookers’ memories, whispering terror and temptation. She
resets a failed persuade or bargain roll to seduce a single target, or a failed threaten roll against
a single target. If the target uses the same Intimacy to bolster his Resolve against her renewed
roll that he did against the first roll, its Resolve bonus is reduced by one. The reset is lost if she
does not reattempt the influence within the same Scene. She cannot reset the same influence
more than once with this Charm.
This Charm can only be used once per Scene.
Moon Beckons Tide
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Seductive Moonlit Dream
The Lunar releases a sigh of dreamy silver anima, calling a willing paramour to her side. She
makes a special (Appearance + Presence) persuade roll against a character with a Tie of love,
lust, etc., towards her within (Essence x 5) miles, convincing him to seek out the Lunar. She
can either specify a known character or reach out aimlessly, letting the Storyteller choose a
qualifying character within range, if one exists. Affected characters become aware of her
general location and condition, adding (Intimacy) bonus dice on Athletics, Ride, Sail, or
Survival rolls to reach her.
At Essence 4+ the Lunar may describe a companion to attract rather than choosing someone
with a Tie towards her. Her description can encompass physical details, skills or talents,
particular Intimacies, and social class or profession — “a farmer who resents the Realm’s
presence,” “a beautiful woman at least six feet tall,” “a master thief fluent in Flametongue,” etc.
— but not supernatural ability, membership in particular groups, or other traits. She can’t
choose a specific character, and the Storyteller should veto descriptions so narrow they could
only apply to one person. If no such characters are in range, the Lunar has the option of calling
the character who comes closest to matching her description.
All-Consuming Obsession
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Obsession-Building Prana
The Lunar’s presence forces all other thoughts aside. She rolls against one target to instill a
Tie of fear or lust toward herself (or her current shape). Success also renders her victim unable
to form new memories that don’t relate to the Intimacy, reducing his waking hours to a
daydream haze or half-perceived nightmare.
This lasts until the instilled Intimacy is fully eroded. However, the victim can’t voluntarily erode
the Intimacy and gains +3 Resolve against attempts to do so while he can see the Lunar. Even
while the Lunar isn’t present, he must spend one Willpower to voluntarily erode it. Tier 1
characters cannot voluntarily erode the Intimacy at all.
Eternal Companion’s Embrace
Cost: Spend 4 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Seductive Moonlit Dream, All-Consuming Obsession
Those who’ve known the Lunar’s sweet succor can never find satisfaction in the arms of any
other; their hearts belong to her forevermore. She makes an (Appearance + Performance,
Presence or Socialize) bargain or persuade roll to seduce a character with a Tie of love, lust,
etc., towards her (or her current form). If successful, she also inflicts the Obsession
Derangement with an intensity equal to that of his Tie for her, even if he resists with Willpower.
The Lunar, and physical or emotional intimacy with her, are the object of his obsession. He
must immediately make a Willpower roll against the Derangement.
Each time the victim fails a Willpower roll against this Derangement, the Storyteller chooses
one of his Ties based on lust, desire, or romantic love to someone other than the Lunar to
erode by one step, beginning with Minor Ties and working up. Once all such Ties are gone,
subsequent failures create or strengthen a Principle of “I will not share intimacy with anyone
but the Lunar.” The Lunar’s victim must pay two Willpower each time he wishes to voluntarily
erode his Tie of love or lust toward her. Influence rolls to weaken that Tie face the rules for
overturning influence.
If the victim fully erodes this Tie, he may begin eroding the Derangement at a rate of one level
of intensity each month, paying three Willpower each time he does so.
This Charm can only be used once per Story.
Utility
Argent Songbird Voice
Cost: -
Type: Permanent
Prerequisites: None
The Lunar’s confidence radiates from her every word, swaying the opinions of crowds or
terrifying massed ranks of troops. Her influence rolls ignore multiple target penalties.
Argument Eclipsing Shadow
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Lunar needn’t speak to voice her disapproval. When she perceives a character making an
influence roll, she distracts him with alluring beauty or wordless menace. He suffers a -(Lunar’s
Appearance - his Resolve) penalty, minimum -1, on the roll. If he botches, he forms a Minor
Tie of desire or fear toward her, as appropriate.
The first use of this Charm in a Scene is free.
Attention-Demanding Presence
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
Magnifying her presence, the Lunar stands at the center of attention. Characters that can see
her suffer a -(Lunar’s Appearance - his Resolve) penalty, minimum -1, on Perception rolls,
except those opposing her Stealth. A character that botches a penalized roll forms a Minor Tie
of desire or fear, as appropriate, towards the Lunar (or her current shape). However, the Lunar
takes a -3 penalty on Stealth rolls.
Fox-Tailed Trickster’s Grace
Cost: -
Type: Permanent
Prerequisites: None
The Lunar transgresses norms and taboos without consequence, dancing across forbidden
lines with carefree ease. When she violates a custom, characters rationalize reasons not to
reprimand or think poorly of the Lunar for this violation — taking her for a foreigner who doesn’t
know better; recalling hearing of a heroic deed she’s committed and deciding it justifies
overlooking the slight; deciding the violated custom is foolish and ill-considered; etc. They can’t
form or strengthen negative Ties towards the Lunar or weaken positive Ties to her as a result
of her transgression. Resisting this influence requires entering a Decision Point and calling
upon a Major or Defining Intimacy.
Note that this Charm won’t excuse legal consequences for violating laws even if it negates
social or cultural stigma.
Glance Oration Technique
Cost: -
Type: Permanent
Prerequisites: None
Through perfect control of her body and demeanor, the Lunar is capable of great
expressiveness even without speech. She can convey far more than usual through body
language, though highly abstract concepts or complicated technical information remain beyond
her.
If she uses body language to convey social influence, she denies her targets the Resolve
bonus for lacking a shared language.
At Essence 2+ she may tailor her body language to a specific character that knows her well or
who holds a positive Intimacy for her. Only he can understand what she conveys, though others
may notice her gestures.
Perfect Symmetry
Cost: -
Type: Permanent
Prerequisites: None
The Lunar’s posture and body language reflect unassailable self-assurance. She gains
(Essence/3) bonus dots of Appearance, for the sake of effects that compare her Appearance
to the Resolve of a target. This can take her effective Appearance above 6.
At Essence 2+ she can compare her Appearance to the target’s Resolve to gain bonus dice to
inspire actions.
Predator-and-Prey Mirror
Cost: -
Type: Permanent
Prerequisites: None
The Lunar adapts the bearing of predator or prey at her leisure. She may freely assume,
deactivate or shift between one of these two postures:
Predator: Characters perceive the Lunar as their natural predator — she seems an auditor to
a corrupt bureaucrat, or a bandit to a humble farmer.
Prey: The Lunar presents herself as timid, vulnerable, and valuable. Anyone unfamiliar with
her perceives her as an easy mark until she proves otherwise.
Regardless of the option chosen, the Lunar can leverage its impact as though it were a Minor
Intimacy. She needs to at least try and act the part, she can’t try to give off the appearance of
an easy mugging victim while openly armed and surrounded by a group of guards.
Scent-of-All-Nations Attitude
Cost: -
Type: Permanent
Prerequisites: None
Though she travels many lands, the Lunar’s never a stranger. Anyone who encounters her
assumes that she’s a fellow member of his polity or ethnicity, inferring significance in subtle
aspects of her bearing and overlooking differences in appearance, dress, language, or
mannerisms that contradict this impression. She may thus benefit from positive Ties others
have towards members of their own culture and evade negative Ties rooted in xenophobia. If
a character’s successful read intentions or profile character action against the Lunar reveals
information that contradicts this belief, he realizes that his first impression was mistaken,
although not that she magically deceived him.
Argent Muse Approach
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Argument Eclipsing Shadow
Even as gods and princes speak, all eyes are on the Lunar. When another character makes
an influence roll against targets that can see her, she uses her striking looks to assist him,
beguiling them with alluring beauty or intimidating them into agreement. The supported
character can use the Lunar's Appearance instead of his own to determine if his influence
gains bonus dice for having a higher Appearance than his target’s Resolve. A successful roll
also instills a Minor Tie of desire or fear, as appropriate, towards the Lunar (or her current
shape).
Beautiful Nightmare Glance
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2, Glance Oration Technique
A fleeting glimpse in the stark light of day lingers in the mind, blossoming in the night. This
Charm enhances any social influence that could gain bonus dice from her Appearance,
removing the need for the Exalt to do anything but be perceived by her target. They feel only
a slight tug on their attention, eyes briefly drawn to this beautiful creature as subliminal
messages percolate into their mind. This social influence has no effect until the target next
sleeps, when the influence is conveyed to the target through a phantasmal image of the shape
the Lunar wore when she used this Charm.
At Essence 5+ she may spend 1 additional point of Essence and 1 Willpower to target a
character who holds a positive Major or Defining Intimacy towards her current shape
regardless of whether he can perceive her or the distance between them, so long as they are
in the same realm of existence. Her mate always qualifies as a target for this, regardless of his
Intimacies.
Intimate Familiarity Radiance
Cost: -
Type: Permanent
Prerequisites: Essence 2
Those whose shape the Lunar has taken feel a deep connection to her they cannot rightly
explain. Any character in her presence whose shape she has acquired is treated as possessing
a Minor Intimacy of Friendship or Fear (her choice) towards the Lunar. Tier 3+ characters may
suppress this effect for one Scene by spending 1 Willpower.
At Essence 3+ this is considered a true Intimacy for Tier 1 characters, who cannot erode this
Intimacy below Minor intensity.
At Essence 5+ this applies to Tier 2 characters as well.
Lion’s Voice Command
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2
The Lunar’s vocal cords shift to amplify her voice, her words rolling forth like thunder. She
renders a spoken threaten or inspire roll, or ten seconds of regular speech, audible out to
(Essence + Charisma) range bands. She ignores distance-based and environmental penalties
and can be heard over even the loudest noises.
Snarling Outburst Rebuke
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2
The Lunar’s superior force of personality overwhelms opposing viewpoints. She makes a
influence roll against one character; if he bolsters Resolve with an Intimacy directly opposing
one of the Lunar’s own, she adds successes equal to the Resolve bonus. She need not be
aware of the Intimacy before she makes the roll, though she does not learn what it is.
World’s Edge Aesthetics
Cost: -
Type: Permanent
Prerequisites: Essence 2, Perfect Symmetry
The Lunar’s beauty is uncanny, putting the most alien creatures under her thrall. When she
compares her Appearance to the Resolve of a fae, demon or other sufficiently alien being, she
adds 1 to her Appearance and that being cannot call upon any Intimacies towards alien
aesthetics in Decision Points or to bolster his Resolve.
Captivating Siren Song
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Argument Eclipsing Shadow or Attention-Demanding Presence
The Lunar’s voice draws all eyes to her, exerting an overwhelming gravity. She makes a
special (Appearance or Charisma + Performance) inspire roll against all characters who hear
her, ignoring multiple target penalties. As long as she continues to speak or sing, taking no
non-reflexive actions, affected characters are compelled to approach as close as possible to
her. This fascination can be exploited as though it were a Major Intimacy. Characters will face
risks equivalent to a serious task to pursue her, but won’t take actions that would obviously
physically harm them; if no safe path exists, they’ll stop and remain where they are. In combat,
they must use their move action each turn to follow the Lunar, though they can still take other
actions. This influence doesn’t prevent them from trying to harm her.
This Charm is only usable once per Scene.
At Essence 5+ Tier 1 and 2 characters cannot resist this Charm and will follow the Lunar even
into obvious danger.
Shattered Yoke Fury
Cost: Spend 1 Essence, 1 Willpower
Type: Reflexive
Prerequisites: Essence 3, Snarling Outburst Rebuke
The Lunar’s transgressive presence erodes hierarchy and decorum, freeing those who hear
her to express their anger. When she witnesses one or more characters trying to enter a
Decision Point, they may form a Major Tie of rage towards the character influencing them and
can invoke it in the Decision Point. If they already have a Major Intimacy opposing the
influence, they may instead form a Defining Tie of rage. Affected characters must immediately
act to express their newfound rage, as per a successful inspire action.
Written
Peacock Quill Flourish
Cost: -
Type: Permanent
Prerequisites: None
The Lunar’s elegant calligraphy beckons memories of her radiant visage to her reader’s mind,
swaying him with the indelible impression she’s left. She adds bonus dice from Appearance
on a Charisma- or Manipulation-based influence roll made through writing, the Infallible
Messenger spell, or similar means of communicating without being seen. The influence’s target
must have previously seen the Lunar — either in her true form if she writes as herself, or in the
shape of the person she claims to be.
Stealth
Essence spent on or committed in Stealth Charms never counts towards flaring
the Lunar’s Anima, unless she wants it to.
Darkness of the New Moon
Cost: -
Type: Permanent
Prerequisites: None
Just like her patron, the Lunar understands that sometimes she has to dim her light to walk
unseen amongst the peoples of Creation. She increases the amount of Essence spent or
committed in a Scene required to increase the intensity of her Anima by 1.
False Death Technique
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Lunar slows her vital functions, stilling her breathing and heart. As long as she remains
motionless, she appears to be dead to any observer or medical examination. This is a perfect
effect. She may activate this Charm reflexively in response to taking damage.
One of the Herd
Cost: Commit 2 Essence
Type: Simple
Prerequisites: None
Subtly mimicking those around her, the Lunar vanishes into bustling crowds or herds of
animals. While she’s within short range of a group of four or more characters — a mercenary
company, a Dynastic estate’s household servants, a wolf pack — and behaves like other group
members, observers can’t distinguish her from other group members as a perfect effect. This
Charm ends if she takes an overt action, including Joining Battle or blatantly displaying
supernatural power.
Subtle Chameleon Practice
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Lunar becomes a living mirror of her surroundings, shifting her skin’s color and texture to
blend in. She doesn’t need hiding places to enter concealment and any situational bonus dice
her surroundings add on Stealth rolls become successes.
Elusive Prey Approach
Cost: Spend 1 Essence or 1 aggravated damage
Type: Reflexive
Prerequisites: Essence 2
Adapting to the flow of an enemy’s attack, the Lunar moves with it to step into her attacker’s
blind spot. After dodging an attack, she may use this Charm to reflexively roll to enter
concealment, subject to the usual penalties for Stealth in combat.
Shadow Wisp Sublimation
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Subtle Chameleon Practice
The Lunar may walk undetected through a kennel of watchdogs or lounge safely on a
behemoth’s tongue. She becomes completely undetectable by smell and taste. Rolls to detect
her using only those senses automatically fail, while attempts to track her gain no benefit from
a superhuman or magically enhanced sense of smell.
Strength
Many-Beast’s Might
Cost: -
Type: Permanent
Prerequisites: None
The body of the Lunar contains the strength of a thousand beasts. She adds (Stamina) to her
Strength to determine which feats of strength she qualifies for and (Strength + Stamina) bonus
dice to any feat of strength.
At Essence 2+, once per Scene, when she successfully performs a narratively important
Strength 7+ feat of strength, she regains 1 spent Willpower.
Fortress Smashing Charge
Cost: Spend 1 Essence or 1 aggravated damage
Type: Reflexive
Prerequisites: None
The Lunar’s unstoppable momentum leaves shattered walls and bent iron bars in her wake.
She may activate this Charm to reflexively perform a feat of demolition against a structure
within close range or against an obstacle in the way of one of her movement actions. This feat
automatically benefits from Excellence of the Moon at no additional cost.
Behemoth’s Might Unleashed
Cost: Spend 2 Essence or 3 aggravated damage
Type: Supplemental
Prerequisites: Essence 2, Many-Beast Might
The Lunar unleashes the power within, channeling the power of behemoths through her
surging muscles. She adds (Essence or 4) automatic successes to a feat of strength roll.
Survival
Animals
Blessed Moon-Beast Empowerment
Cost: -
Type: Permanent
Prerequisites: None
The Lunar reaches out through her bond with her familiar, ennobling it with divine Essence.
She confers the following benefits on one of her animal familiars:
- It becomes a Tier 2 character if it was a Tier 1 character
- He gains human-level intelligence
- He gains a Defining Tie of loyalty towards the Lunar, no influence, save for the Lunar’s,
can weaken this Tie
- He gains the ability to shapeshift into a larger, more impressive version of his own
shape the size of a tiger or similar beast, unless his own shape is already of equal or
greater size. In this shape the familiar has an attack pool of (8 + Essence), Evasion or
Parry (3 + Essence/2) and (6 + Essence) Health Levels, if its own statistics were worse.
- If he was of the size of a Tiger or larger animal, he gains the ability to shapeshift into a
small form roughly the size of a house cat, losing most of his combat prowess in the
process.
- When the familiar dies it slowly is reborn inside of the Lunar’s flesh, bursting forth from
her body at the end of the next Story fully grown without causing harm to the Lunar or
impeding her during the growth process.
The Lunar can purchase this Charm up to (Essence) times, empowering one familiar per
purchase.
Dog-Tongue Method
Cost: -
Type: Permanent
Prerequisites: None
The Lunar may communicate with all beasts under heaven. She can speak to animals,
waiving the penalty for lacking a common language to her social influence. Furthermore, the
myriad beasts within her chest come to the fore if needed, allowing the Lunar to apply any
Intimacy an animal may have towards an animal whose shape she possesses as if it applied
to her. The Lunar instinctively knows which Intimacies would be appropriate for the
interaction and choses which animal related Intimacies she wishes to apply.
At Essence 3+ all animals recognize her as a paragon, allowing the Lunar to invoke a Minor
Tie of loyalty toward her instead of a Tie towards an animal whose shape she possesses.
Guardian Fang Rebuke
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Lunar is blessed with a loyal guardian. When an enemy attacks her, the Lunar may
reflexively allow a familiar within close range to perform a Defend Other action to guard her
against the attack. If the attacker successfully strikes the Lunar the defending familiar
immediately performs a reflexive attack against the attacker, if he is within range of the
familiar’s weapons.
Pack-Calling Cry
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Lunar’s primal call summons wild beasts. She beckons an animal of a species whose
heart’s blood she possesses to her side. This Charm costs an additional Willpower if used to
call an animal that qualifies as a three-dot Familiar and requires a (Charisma + Presence or
Survival) roll against its Resolve. It arrives with preternatural speed — in that Scene, unless
the Storyteller deems this implausible. If no members of that species are nearby, the Storyteller
may have a similar animal answer instead.
Once the animal arrives, the Lunar may instruct it to carry out one inconvenient or serious task
without needing an influence roll. Animals that qualify as three-dot Familiars can only be given
an inconvenient task without rolling.
Untamed Soul Unity
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Standing between wilderness and civilization, the Lunar forges a sacred bond between human
and animal. She makes a special (Charisma + Performance, Presence or Survival) instill roll
against an animal, ignoring the Resolve bonus for lacking a common language. If successful,
it becomes the familiar of a character present in the scene (including the Lunar), forming a
Major Tie of loyalty. The animal serves as a familiar until the Story’s end, but if its Tie of loyalty
becomes Defining, it remains permanently. This Charm costs an additional Willpower against
animals that would be two-dot Familiars and can’t be used against animals that would be
three-dot Familiars or animals that are already someone’s familiar.
If the Lunar grants her mate a familiar, it immediately forms a Defining Tie of loyalty. She
waives the Willpower cost to bind a two-dot Familiar and can bind a three-dot Familiar for a 1
Willpower surcharge.
Calling the Hunt
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 3, Dog-Tongue Method, Pack-Calling Cry
The Lunar calls all members of an animal species whose heart’s blood she possesses within
a mile to her side. She cannot call Tier 2 animals, those who would be three-dot Familiars or
are of Legendary Size with this Charm. The animals form a Battlegroup with Poor Drill under
her command, ready to fight for the Lunar for the rest of the Scene.
At Essence 4+ the animal battlegroup remains for the rest of the day.
At Essence 5+ the battlegroup created by this Charm has Average Drill.
Wilderness
Blood on the Wind
Cost: -
Type: Permanent
Prerequisites: None
The Lunar’s prey can never escape her, even if they flee to the ends of the earth. She adds
(Perception) bonus dice on a roll to track other characters and may contest perfectly concealed
tracks in a roll-off.
Distant Thunder Anticipation
Cost: -
Type: Permanent
Prerequisites: None
The Lunar can scent the changing of the winds and hear the unhearable sounds that presage
storms. She can instinctively predict the weather up to (Perception) hours into the future and
becomes aware of any weather changing magic in her presence immediately.
She may roll (Perception + Awareness, Investigation or Survival) to introduce facts describing
the preparations she made in anticipation of a natural change of weather.
At Essence 3+ she may even introduce such facts about unnatural changes of weather, as
some inexplicable instinct urged her to prepare for a necromantically conjured rain of blood or
the silent wind of hell in advance.
Territory
Boundary-Marking Meditation
Cost: Spend 3 Essence, 2 Willpower
Type: Simple
Prerequisites: None
Laying her mark upon the world, the Lunar claims a land as hers. She claims a single
contiguous region no more than (Essence x 10) square miles as her territory. To do so, she
must fully master the land she wishes to claim. She must physically traverse the majority of
the region. Any mortal communities living in the territory must accept her presence — they
need not make her their leader, but must acknowledge her presence and that they lack the
ability or desire to force her out. Finally, if any supernatural beings — such as spirits or fellow
Exalted — occupy the region and don’t consent to her claiming it, the Lunar must force them
to submit by defeating them in combat or a similar challenge. Land already claimed by another
Lunar’s Boundary-Marking Meditation can’t be taken from him unless he voluntarily
relinquishes it or dies.
Upon claiming a territory, the Lunar’s player chooses three qualities that describe it, e.g. fertile,
shadowy, and dense for a thick forest, or open, windy, and guarded for a steppe village. When
a character within the territory takes an action that’s supported by a quality, like foraging in a
fertile woodland, he’s treated as having an applicable specialty. When a character takes an
action opposed by a quality, like a general enacting a stratagem to march a large army through
the dense forest, each such quality imposes a -1 penalty. The Lunar never suffers these
penalties. She can reflexively render a character she perceives immune to her territory’s
penalties, or deny him its benefits.
Story events may cause a territory to lose qualities — if the forest burns down, it’s no longer
shadowy or dense. Once per story, the Lunar may change a territory’s qualities, replacing lost
qualities and potentially swapping existing qualities for new ones as fits the story.
A Lunar can’t have more than (Essence or 3) territories. Her control of a territory ends if she
voluntarily revokes it, or upon her death.
Moon-and-Earth Blessing
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: None
Pacing the boundaries of the land she wishes to bless, the Lunar blazes marks onto trees and
stones or carves patterns into the earth, suffusing the landscape’s geomancy with fertile
Essence. She labors from sunset to sunrise, blessing a region of up to (Essence) square miles,
or the entirety of a territory claimed with Boundary-Marking Meditation.
The blessed region’s flora and fauna grow more abundant, and even the most barren climes
become capable of sustaining life. Rolls to forage, find shelter, navigate wilderness, or endure
mundane environmental hazards within it gain two successes. The land is occasionally marked
with uncanny strangeness: flowers blooming only at night, will-o’-the-wisps haunting the edges
of gardens, owls flocking in greater number than other birds, etc. This blessing lasts a year
and a day, or — if used within the Lunar’s territory — for as long as she holds dominion over
it.
Secure Den Prana
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2
The Lunar vanishes into a space between spaces, a sanctum born from her own soul. Upon
purchasing this Charm, the Lunar creates an immaterial sanctum the size of a house, capable
of holding (Essence x 5) people. At any time, she can activate this Charm to create an
immaterial doorway to this place through one hour of meditation. Once this doorway is created,
she may pass through it freely, as can any other character she touches. The doorway remains
until she activates this Charm again, creating a new doorway.
The doorway is immaterial and entering her sanctum requires magic capable of entering a
spirit’s sanctum for characters who do not touch her. Those inside can always leave through
the doorway.
At Essence 4+ she may connect her sanctum to territories claimed through Boundary-Marking
Meditation, creating permanent doorways that allow for quick travel between her claimed
territories. However no two doorways may be more than 1000 miles apart from one another. If
the temporary doorway created by this Charm breaks this rule, all doorways more than 1000
miles away from it are temporarily sealed.
Dream-Shrouded Wilderness
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Boundary Marking Meditation
Whispering to the land’s heart, the Lunar suffuses it with dreams of moonlit passion. She
makes a (Charisma + Occult, Presence or Survival) instill or persuade roll, imbuing her
influence throughout a territory claimed with Boundary-Marking Meditation. The first time a
given character sleeps in the territory each story, he’s subjected to her influence as he
experiences the land’s dream. This Charm ends if the Lunar goes more than a season without
visiting the territory.
Fleeting Silver Mirage
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Boundary Marking Meditation, Secure Den Prana
The Lunar vanishes into her hunting ground’s shadows. To use this Charm, she must be in a
territory claimed with Boundary-Marking Meditation. On her next turn, she vanishes,
reappearing anywhere in that territory. If she moves or is knocked prone before her next turn,
this effect is cancelled.
At Essence 5+ she may activate this Charm with a 4 Essence, 1 Willpower surcharge once per
Story, to travel from one of her claimed territories to another, as long as it is within the same
realm of existence.
Harmony-with-Reality Technique
Cost: Spend 1 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Boundary Marking Meditation
Standing at the boundary of order and chaos, the Lunar reconciles the two to create an enclave
of safety and stability. She may stabilize the Wyld within territories claimed with
Boundary-Marking Meditation. This is an extended (Wits + [Integrity, Lore, or Occult]) roll. For
bordermarches this requires 3 milestones at difficulty 5+, for middlemarches 5 milestones at
difficulty 7+ and for the deep Wyld 7 milestones at difficulty 9+.
Success renders the Wyld more amenable to habitation. While it remains unbound by
Creation’s natural laws, it won’t assume a state that makes human habitation completely
impossible. A neutralized bordermarch no longer causes mutation or addiction. Characters in
a neutralized middlemarch or deep Wyld add (her Essence) bonus dice on rolls to resist such
effects.
If the Lunar revokes her claim to the territory or dies, the Wyld reasserts its full strength.
At Essence 5+ characters in stabilized middlemarch or deep Wyld are no longer subject to
mutation or addiction while the Lunar is present within the territory herself.
King-of-Beasts Sovereignty
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Earth-and-Moon Blessing
The Lunar rules over human and beast alike, maintaining peace between her subjects. Within
a locale enchanted by Moon-and-Earth Blessing, she forges a bond between all animals of a
single species and the mortal inhabitants. After a day in the wilderness, she rolls (Charisma +
Performance, Presence, or Survival) against (the species’ Resolve + 2), or (the species’
Resolve + 3) if they qualify as two-dot Familiars. Animals that qualify as three-dot Familiars
can’t be affected.
If successful, all animals of that species form a Minor Tie of loyalty towards the region’s mortal
inhabitants, or a Major Tie if used within a territory claimed with Boundary-Marking Meditation.
So long as they’re treated respectfully, they’ll offer protection, labor, and companionship to
humans. They return to the wilderness at story’s end, though individuals may remain based on
their interactions. Even those that leave won’t directly harm mortal natives unless provoked.
Only one instance of this Charm may be active in a given locale.
At Essence 4+ the effects of this Charm remain indefinitely as long as the enchanted locale is
within the Lunar’s territory.
Living-World Embodiment
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 5, Boundary Marking Meditation, Earth-and-Moon Blessing
The Lunar is an avatar of her sacred lands. Her wounds are the land’s wounds; her vigor
renews the world. Each territory claimed with Boundary-Marking Meditation gains a virtual
health track of seven Health Levels.
When she suffers damage within a territory, she may divert up to half that damage, rounded
down, into that territory’s health track. Alternatively, she may negate a botch or loss of
Willpower from a disease while in a territory at the cost of one level of damage to it. Damage
to the Lunar’s territory manifests as withered plants, barren soil, disease-ridden animals, etc.
The territory’s wound penalty is imposed on Survival rolls to forage or find shelter within it, and
Craft rolls to create objects from its natural resources. The territory heals one level of damage
each month. If it’s enhanced by Moon-and-Earth Blessing, it heals one level of damage each
week, but Moon-and-Earth Blessing’s bonus successes don’t apply while the territory is
wounded.
If a territory is completely undamaged and it’s enhanced by Moon-and-Earth Blessing, increase
Moon-and-Earth Blessing’s bonus to four automatic successes. Her territory evinces
supernatural fertility, with plants growing to many times their usual size and animals exhibiting
incredible vitality.
Travel
Language and Communication
Untangling the Web
Cost: -
Type: Permanent
Prerequisites: None
Recognizing subtle patterns and hidden meanings, the Lunar discerns concealed truths. She
speeds the rate at which she can read text by (Intelligence + Perception + Wits) and adds
(Essence) bonus dice if she rolls to decipher a code or recognize a written forgery. This can
contest perfect ciphers in a roll-off, albeit with a -3 penalty to her roll.
Navigation and Travel
Lodestone Reckoning Manner
Cost: -
Type: Permanent
Prerequisites: None
Uncharted lands and perilous seas yield their secrets to the wayfaring Lunar. Her internal
compass allows her to always perfectly know where the five directions are and to find a course
towards a place she has been to before. When plotting a course towards an unknown location,
she adds the benefits of Excellence of the Moon at no cost to that roll. Anyone seeking to track
her increase the difficulty of doing so by (Essence).
She may commit 1 Essence while travelling to reduce the needs of her body, multiplying the
time until she suffers or perishes from starvation, dehydration or lack of air by (Stamina x
Essence).
Wyld Migration Formation
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
The Lunar traces a silver thread of passage through the chaos of the Wyld and the weird
landscapes of worlds stranger still. She and up to (Essence x 10) companions ignore the
effects of exposure to the Wyld and the physical laws of Creation are imposed on the Wyld out
to medium range from her.
At Essence 4+ she imposes the physical laws of Creation on the Wyld out to long range.
Mist-Walking Prana
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Wyld Migration Formation
There are holes in the Wyld, tunnels that connect two far places but that rarely exist for long.
The Lunar has the preternatural speed and awareness to make use of those slips of causality,
using them to seemingly travel the Wyld at the speed of thought.
Activating this Charm takes the character from one Wyldzone to any point in the same of an
adjacent Wyldzone, such as infiltrating the impenetrable fortress of a fae noble in the depths
of chaos or passing from Middlemarch to a connected Bordermarch.
War
Predator’s Deadly Cunning
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
Gifted with a mind that processes countless details in tandem and a keen instinct for the art of
war, the Lunar general directs her troops in multiple strategies at once. She may execute 1
additional stratagem in the strategy phase of war.
Wild Fury Awakening
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3
The Lunar beckons savage beasts and ferocious predators, rallying a terrifying horde from the
wilderness. She rolls (Charisma + Presence, Survival, or War) to call a battle group made up
of animals of a species whose heart’s blood she possesses from within (Essence) miles. It
assembles after (10 – Lunar’s successes) rounds in combat, or (20 – Lunar’s successes)
minutes outside of it. Incredibly swift animals such as hawks assemble in a single round.
The battle group’s Size depends on the type of animal called. Relatively weak animals, like
squirrels, owls, or cats, form Size 3 battle groups; deadly predators and mighty beasts like
tigers, yeddim, or bears form Size 2 battle groups; and super-predators like tyrant lizards and
river dragons form Size 1 battle groups. The Storyteller may deem that circumstances like the
environment the Lunar uses this Charm in raise or lower the battle group’s Size by one. The
battle group’s Drill is Average, unless it consists of pack hunters, in which case it’s Elite.
In combat, the battle group follows the Lunar’s order actions. If she doesn’t guide it, it attacks
the Lunar’s foes and follows her in pursuit of new enemies. Commanding the animals to act
outside of combat requires social influence.
This Charm can’t summon other characters’ familiars, magically enhanced animals, or animals
with negative Major or Defining Ties for the Lunar.
Sidereals
Character Creation
The children of the Stars are among Creation’s most enigmatic Chosen. Hidden from the eyes
of mortals they move amongst the gods of heaven to safeguard Creation and protect its future.
The Chosen of the Maidens sometimes try to recruit their successors before their eventual
Exaltation and use a well-developed support network to ensure the best possible training for
their initiates. Their access to mentors and the riches left behind to them by previous
incarnations provide additional advantages.
Steps 1-4: Sidereals start with 8/6/4 in their Attribute categories, 30 points on Abilities and
take 5 Specialties as their extensive tutelage tends to give them a bit of an edge. They also
gain the Occult Specialty Astrology for no cost, even if they have 0 dots in Occult. There are
no favored or caste Abilities.
Spend 15 points on Merits, Sidereals working for the Bureau of Destiny start with the Merits
Backing 2 (her Division), Influence 1 (Bureau of Destiny), Mentor 2 (Sidereal Sifu) and Salary
2 for free at no additional cost.
Step 5: Each Sidereal starts with Excellence of Fate, as well as the Auspicious Prospects for
(Caste) Fate Charm associated with her Maiden at no cost. Select 8 additional Charms. You
may select one Prayer-Strip Charm aligned with your Maiden ignoring any prerequisites (with
the exception of Essence 6+ prerequisites). Every Sidereal is automatically attuned to the
Constellations of her Maiden.
Skip Step 6: There is no Limit. Instead acting against your Intimacies drains Willpower. If you
want to use Limit in your game, use the rules as printed in Exalted 3rd edition.
Step 7: There are no Freebees, instead add 70 experience points. Only a maximum of 20 of
these experience points may be spent on Charms, otherwise spend them however you like.
Evocations, spells and Martial Arts Charms do not count as Charms for this purpose. As the
unparalleled masters of Martial Arts, the Sidereal Exalted treat the Essence prerequisites of
Martial Arts Charms as 1 lower. This does not extend to Sidereal Martial Arts, as these secret
technique strain even the perfect understanding of the Viziers. This starting Experience does
not count towards raising your Essence trait.
Sidebar - Experienced Sidereals
The Sidereal Exalted take the preparation of their inheritors very seriously. Unlike Lunars and
especially Solars they have significant infrastructure in place to locate and train their recruits,
as well as a culture of thorough mentorship and preparation. There are only very few Sidereals
and their burdens are many, the Five-Score Fellowship can ill afford delays caused by losing
an underprepared Seer on a mission early in their career.
The stats given above are for a Sidereal relatively fresh after her Exaltation, if you want your
game to feature a Sidereal who’s been through training and has a few missions and years
behind her in the bureau you may want to pump those numbers up a bit. Consider giving out
50 additional experience points as well as 50 Sidereal Experience and setting their Essence
to 2.
The Experience Point costs for the Sidereal Exalted are:
Trait Experience Point cost per dot
Attribute 10
Ability 4
Specialty 3
Merit 3
Willpower 5
Charm 10
Evocation 10
Spell 10
Martial Arts Charm 8
Sidereal Martial Arts Charm 10
Constellation 5
Step 8: Finishing touches. Record your starting Essence rating (1), starting Essence Pool (10),
Tier (4, target number 7), starting Willpower (5) and Health Levels (9 + Stamina).
Essence Rating Essence Pool
1 10
2 13
3 16
4 19
5 22
Anima
The Sidereal Anima begins to shimmer when 4 or more points of Essence are spent or
committed during a Scene, causing her Caste Mark to appear on her brow, though it can be
covered with appropriate headwear (shimmering). Her eyes also take on the color of her
Maiden (even when they usually are of another color) and small specks of color can be seen
in her pupils, resembling a star-filled sky. When she spends or commits another 3 points of
Essence in a single Scene this display increases in power. The Caste Mark cannot be covered
anymore, as it shines through any concealment, and a glow of light appropriate to her Caste
wraps itself around the Sidereal, bright enough to read by (flaring).
While her Anima is flaring, any attempts at stealth suffer a -5 penalty and are only possible
with magical aid.
Only Essence committed in the Scene count against this limit, long standing commitments from
earlier Scenes do not count towards it. The limits are increased by one at Essence 3 and 5.
Some Charms might set the Exalt’s Anima to a certain level regardless of Essence
expenditure. Should an Exalt wish to increase the intensity of her Anima deliberately, she can
increase it from dormant to shimmering or from shimmering to flaring with a miscellaneous
action that cannot be placed in a flurry, but without the need for spending or committing
Essence.
All Sidereal Exalted can do the following as a function of their Anima as a reflexive action:
- Reveal her Caste Mark on her brow for as long as she wishes.
- Determine the exact time of day in Creation and the position of all major celestial
bodies. This even works when the character is in another realm of existence.
- Feel the presence of any doorways to other realms of existence within extreme range,
as well as recognize into what realm they lead if the Sidereal has seen a similar
passage before.
- Find their own thread of fate within the Loom of Fate and feel when someone is studying
or altering it. In the latter case they can also close their eyes and see a vision of the
person responsible.
Castes and Signs
The Five-Score Fellowship is divided into five Castes, one for each of the Maidens. A Sidereal’s
Caste determines the powers of her Anima, which Division in the Bureau of Destiny she
belongs to and how she is perceived by others.
Her Caste furthermore grants her access to the Sign of her patron Maiden. The Lesser Sign
of a Maiden comes into effect automatically as her Anima reaches the flaring level.
The Maiden’s Lesser Signs often have special effects on allies, at times performing actions for
them. A Tier 3+ character cannot be forced to perform an action by them against his will, Tier
1 and 2 allies are helpless against the dictates of fate, though they cannot be forced to defend
enemies or the like.
Invoking the Greater Sign of her Maiden is far more difficult and dramatic.
To invoke the Greater Sign of her Maiden the Sidereal requires an Essence rating of 3+. She
must then spend 5 Essence, 3 Willpower and accept 3 levels of unpreventable aggravated
damage as a Simple action. A Greater Sign can only be activated once per Story.
Invoking the Greater Sign increases the potency of a Sidereal’s Anima to levels of intensity
comparable to that of an iconic Anima of other Exalt’s. Torrents of light emanate from the
Sidereal and the stars of her patron burn as brightly in the sky for its duration.
Aside from the enormous cost in Essence, Willpower and damage to the Sidereal, the Greater
Signs also wreak absolute havoc on the Loom of Fate. Destinies get disrupted and failures of
causality can often be observed for miles around the impact site. Thus, the Greater Sign is
universally considered to be a last resort, only to be used in the most desperate of
circumstances and use of it is usually investigated by the Bureau.
The Chosen of Journeys
The Harbingers are captains, travelers and survivors, making sure that all things are at the
right place at the right time as destiny commands. The Signs of Mercury confer the following
benefits on Heaven’s Messengers:
- The Lesser Sign of Mercury envelops all allies out to medium range in yellow light.
While under the auspices of this sign they feel no exhaustion (waiving appropriate
penalties) and may place rush, disengage and other movement actions into flurries
without taking any flurry penalties.
- The Greater Sign of Mercury allows the Sidereal to teleport himself and any allies within
(Essence) range bands to another place within the bounds of fate. This explicitly
supersedes and any wards against teleportation that would not be capable of keeping
Mercury herself out without need for a roll-off.
The Chosen of Serenity
The Joybringers are artists, courtiers and lovers, making sure that all things come to rest as
destiny commands. The Signs of Venus confer the following benefits on Heaven’s Courtiers:
- The Lesser Sign of Venus envelops all allies out to medium range in blue light. While
under the auspices of this sign, they feel elated and escape the grasp of despair and
terror (waiving appropriate penalties). Additionally, the Sidereal may designate one ally
under the auspices of her sign to reflexively defend other another ally within close range
of him at the start of the round.
- The Greater Sign of Venus makes all things go to rest. If a conflict is raging within
(Essence) miles it ends. Tier 3+ characters who wish to continue fighting can cite a
Defining Intimacy to enter a Decision Point and spend (Essence) Willpower to continue
doing so after allowing for a short ceasefire, other characters can only fight in
self-defense for the rest of the day.
The Chosen of Battles
The Shieldbearers are strategists, sifus and agitators, making sure that all things get into
motion as destiny commands. The Signs of Mars confer the following benefits on Heaven’s
Soldiers:
- The Lesser Sign of Mars envelops all allies out to medium range in red light. They
instinctively understand the intentions of eachother in battle and coordinate flawlessly.
This does not confer genuine telepathy or communicate complex strategies, but
everyone under the auspice of the sign understands which target other allies wants to
attack, hinder, run away from and so on. This allows the Sidereal to, at the start of the
round, designate one ally (not herself) who can reflexively Aim at a target successfully
hit by another ally in the last round.
- The Greater Sign of Mars is a call to battle. Tier 1 and 2 characters within (Essence)
miles immediately form a battlegroup under the Sidereal’s command. Even in a lifeless
desert the world itself comes alive to create an army for her. The Size of this army is
(Essence or 5, her Essence is not capped at 5 for this calculation). The power of the
sign confers the traits of Elite Soldiers and turns them into Tier 2 characters with perfect
morale for the rest of the battle. Allied spirits do not need to commit Essence to
materialize while under the effects of the greater Sign of Mars and all allies are
rendered fearless and able to instinctively coordinate their actions across the battlefield
without need for any actual communications.
The Chosen of Secrets
The Oracles are scholars, spies and seers, making sure that all things are revealed at the right
place at the right time as destiny commands. The Signs of Jupiter confer the following benefits
on Heaven’s Eyes:
- The Lesser Sign of Jupiter envelops all allies out to medium range in green light. It
hides their thoughts and intentions, rendering them immune to supernatural attempts
of mental intrusion or empathy, forcing a roll-off against the Sidereal in the case of
perfect effects. Mundane attempts at read intentions or profile character actions suffer
a penalty equal to (Essence).
- The Greater Sign of Jupiter brings everything within (Essence) miles of the character
into fate. This is absolute. Even numinous beings such as the Yozi can be brought
under the auspices of fate for a short time (no longer than the rest of the Scene).
Weaker creatures often remain bound to fate permanently or slowly disentangle
themselves. Tier 1 and 2 characters in the area cannot lie to her for the rest of the day
and are forced to answer all of her questions fully and to the best of their ability. All
investigation rolls targeting her and attempts to scry on her and her allies for the rest
of the day fail.
The Chosen of Endings
The Reckoners are physicians, assassins and priests, making sure that all things come to an
end as destiny commands. The Signs of Saturn confer the following benefits on Heaven’s
Gardeners:
- The Lesser Sign of Saturn envelops all allies and enemies out to medium range in violet
light. Those under its auspices bring death to their opponents without fail. Allies add 1
to the minimum damage of their attacks. When a character within range is incapacitated
with a health track full of lethal or aggravated damage she learns of this. He either
stabilizes or dies at her choice. This applies even to Tier 3+ characters. Anyone dying
in the light of her Anima enters Lethe and leaves no ghost or hungry ghost behind,
though this does not affect Tier 3+ characters whose ghosts are not so easily laid to
rest.
- The Greater Sign of Saturn cauterizes a wound in the fabric of fate before it can begin
to fester. Every Tier 1 and 2 creature within (Essence) miles of the character dies and
dissolves into fine ash. The souls of slain mortals pass into Lethe immediately and
unfailingly, spirits are permanently destroyed. The strings of fate of every non-Sidereal,
non-Maiden Tier 3+ character within range are cut loose, rendering them temporarily
outside of fate, their previous destinies rendered null and void. This also drains them
of their power, each affected Tier 3+ character loses (Essence) points of Essence or
Willpower. They may freely mix Essence and Willpower to pay this cost.
Astrology
The Loom
Fate originates from the Loom of Fate within the Most Perfect Lotus of Heavenly Design in
Yu-Shan. There, the Pattern Spiders toil day and night to ensure that order is maintained, that
the laws of nature apply, and every action conforms to the grand design set out by destiny as
dictated by the Most Excellent Designers of Destiny and Sidereal Conjunctions.
But the Pattern Spiders and the gods of the Bureau of Destiny are not the only ones who
monitor and manipulate destiny. Mortals have, since time immemorial, been looking to the
stars for guidance and insight. Mighty sorcerers have tried to manipulate fate, though most of
them have only scratched the surface of possibility. And then there are the Sidereal Exalted,
who, with the blessings of the Maidens and access to the Loom, can rewrite the nature of fate
and the destiny of Creation itself.
The Loom is an important tool and location to the Sidereal Exalted. Only here can they perform
astrological workings easily and through it they can pierce the veil of time to look far into the
past and into possible futures. It is located inside a giant superstructure, the Most Perfect Lotus
of Heavenly Design, within Yu-Shan and connected to the structures housing the Divisions of
the Bureau and even stranger places.
Inside, the normal laws of physics and geometry do not apply and get increasingly muddy the
deeper one goes. There are endless offices, infinite libraries, pathways that seemingly realign
as one passes through and various other wonders. The Loom itself is a vast, incomprehensible
web of glowing strings that represent destinies both new and ancient, populated by ten
thousand scuttling automata fashioned from glittering metals known as Pattern Spiders. The
Loom is both larger than Creation and small enough to fit into a single room. It is said that only
the Maidens themselves and perhaps the Great Maker fully understand its workings, in
ordinary men a mere look has been known to induce seizures.
Aside from the Pattern Spiders various other gods working for the Bureau of Destiny scurry
around delivering messages and orders to the Pattern Spiders from the various fate-planning
committees and Conventions and taking down reports. They do not operate the Loom itself
however, only the Pattern Spiders, the Sidereal Exalted and the Maidens themselves are
capable of reading and manipulating the myriad strands of fate entwined here.
To manipulate the destinies found here, a Sidereal has to perform an astrological working,
as described in the next section. It is however possible to read the fates woven here to gain
insights into the past and potential futures. This is not easy, as the number of strands gathered
here is without number and finding a specific one takes time and skill. As Sidereals are hard
pressed for time, it’s usually easier to request the file on the destiny one wishes to study than
to do the work yourself.
Finding a particular thread in the loom is an extended action needing 5 milestones to be
completed. Example rolls to complete these milestones could be (Presence + Socialize) to
chat up colleagues for hints, (Intelligence + Investigation) to research with which prominent
threads the quarry has crossed in the past, or (Wits + Survival) to navigate the mindboggling
Geography of the loom. The number of milestones can be reduced by several different factors,
though never below 1.
Circumstance Modification to number of milestones
Target is a Tier 3 entity -1 milestone
Target is a Tier 4 entity -2 milestones
Target is a Tier 5 entity -3 milestones
Target possesses a potent destiny -1 milestone
Target met the Sidereal within the last year -1 milestone
The thread has previously been marked by -3 milestones
the Sidereal
Target is currently within Bordermarches or +2 milestones
a Shadowland
Target is currently within Middlemarches or +5 milestones
the Underworld
Target is currently outside of fate +10 milestones, can only find sections in
which the target was within fate
The thread of targets in a place wholly outside of fate, such as the deep Wyld, the Labyrinth or
Malfeas seem to end at the point where they left fate, their present and future unknowable to
the Loom.
Once a thread has been found, the Sidereal can study it with a (Perception + Lore) roll,
revealing details about the target’s recent past, future and present in the form of visions. The
more successes she gains, the more information she can glean, though generally these visions
have a certain amount of vagueness to them as the mortal mind – even that of the Star’s
Chosen – cannot comprehend the totality of information stores within the Loom.
While this is a very powerful way for the seers to get information on a target, it’s not all powerful.
Big moments of destiny, such as epic battles or the meeting of fated lovers are relatively easy
to find, the exact details of the conversation the target had are last week with his cousin are
extremely hard to find, even if the Seer knows exactly when and where the conversation took
place and would love to find out what was discussed. The further a Sidereal wants to look into
a target’s past the more difficult his quest becomes as the impossible geometry of the Loom
becomes ever stranger as one tries to penetrate the weave into the dense web of the past.
The future is an even worse prospect than the past, as the dictates of destiny are not absolute.
The Loom of Fate shows the seer a probable future and does so with great accuracy when it
comes to the lives of mortals. But the destinies of powerful beings such as the Exalted lie in
their own hands, the power of their Essence and the confrontation with great forces both inside
and outside of fate makes it impossible to predict their future with accuracy. The future gives
hints at what might be for such beings, but the wise Seer sees this more as a suggestion than
an unavoidable truth.
Fate and Destiny
Fate and destiny are two very important terms for the Sidereal Exalted.
Fate is the nature of a thing or process. When the fate of a sword interacts with the fate of
flesh, the flesh is cut because that is what happens when those two fates collide. Fate is a very
underlying property that can be manipulated through the Loom or Sidereal Charms and allows
them to play around with fundamental laws of causality.
Destiny is a complicated term, as it can mean different things depending on the context.
Destiny is the word chosen to label the favored outcome of events on scales both large and
small that the Bureau of Destiny has determined should occur. To this end the Loom is
adjusted, leading events to go “that way” unless outside powers interfere with it, imposing a
planned “gravity” on history as it unfolds within Creation. Tier 1 and 2 characters tend to play
their part in these prewritten dramas without fail, but Tier 3+ entities are harder, though not
impossible, to predict. Creatures outside of fate tend to throw a wrench into plans, but the
Loom and the Bureau are very good at adjusting for this interference.
The second relevant definition of destiny is the logical conclusion to a target’s current course
as foreseen by the Loom of Fate. Not every destiny out there has been adjusted or specifically
created by the Bureau. Creation is full of people with destinies large and small that have been
created as the result of the natural progress of life, hinting at greatness and peril in the future
of many whose life has never been deliberately touched by heaven.
Creatures outside of Fate
Creatures outside of fate are actually outside the purview of the Loom of Fate rather than
outside of fate itself. Even creatures outside of fate make use of the laws of causality, a
demon’s teeth still have the fate of teeth and interact accordingly with Creation.
Lesser creatures outside of fate that enter Creation or Yu-Shan tend to become entangled by
fate over time. A Tier 1 or 2 creature becomes incorporated into fate if it spends more than one
Story in an area governed by fate. Tier 3+ entities are too powerful to be passively entangled,
though specific powers may still be able to bring them into fate.
Being outside of fate turns the creature into an unknown variable to the Loom. The Loom
cannot be used to gather information about them directly and when they interact with others
they appear as baleful absences and errors in its records. Astrology cannot be used to gather
information on them and they cannot be targeted by astrological workings directly.
Some Sidereal Charms interact differently with creatures outside of fate. Unless specified, they
have their full effect on such creatures, however.
Constellations
While the threads of the Loom are the material the craftsman of destiny works upon, the tools
she uses to get the job done are the archetypes of fate represented by the constellations
dotting the sky. Each constellation is associated with a Maiden, and each represents one of
the manifold ways destiny can take. Every Sidereal can perform astrological workings that
resonate with the kinds of destinies that align with the Constellations she is attuned to. Fresh
after Exaltation, a Chosen of the Stars is attuned to the Constellations of her patron, though in
due time they can learn to understand the wisdom of the other Maidens as well.
There are thousands of constellations known to mortals in Creation, all of which in turn
correspond to the 25 major constellations that in turn correspond to the domain of destiny
represented by one of the five Maidens. In game terms Sidereal characters start out attuned
to the Constellations of her patron Maiden and can buy attunement to the Constellations of
other Maidens for 5 experience points each. You do not buy attunement to a single, specific
constellation, rather a Chosen of Serenity paying 5 experience points could attune herself to
all Constellations in the House of Journeys. Attunement to a Constellation includes both the
intellectual knowledge of the myriad different constellations and their meanings, as well as a
spiritual understanding of their nature impossible for those not touched by the Maidens.
The character’s attuned Constellations limit the goals she can achieve through astrological
workings. A freshly exalted Chosen of Serenity, only attuned to the House of Serenity, would
be capable of influencing the destiny of a government official in Nexus when it comes to
matters of love or the details of his retirement. If she wanted to change when he dies, she’d
have to attune herself to the House of Endings first.
The borders between Constellations can sometimes be muddy. Storytellers are encouraged
to be lenient when it comes to such borders. A Chosen of Serenity can put a feud between two
families to rest, as peace and reconciliation fall under Venus’ purview, she does not need to
also possess attunement to the constellations of Saturn just because she technically puts an
end to the feud.
The purviews of the different Constellations are explained below. These are only examples
and not an exhaustive list.
The House of Journeys
The Captain, The Gull, The Mast, The Messenger and The Ship’s Wheel as well as their
subordinate constellations make up the House of Journeys. The stars under Mercury’s care
are all about journeys, communication, perseverance and overcoming obstacles. Astrological
workings ensure that things, information and people arrive where they should and in which
condition they do so. The journeys she oversees are both physical and spiritual in nature.
Resplendent Destinies associated with her Constellations include merchants, heralds, sailors,
couriers, wandering monks, scouts, woodsmen, hobos and seasonal workers.
The Captain
The Captain rules journeys made possible by leadership. It’s the sign of ship’s officers,
professional soldiers, work gang bosses, and stern parents. Its positive aspects include
determination, discipline, organization, strength of will, measured use of force, and prudence
in using one’s power and authority. Its negative aspects include the selfish or irrational pursuit
of authority, the paranoia of the powerful, abuses of authority, and bureaucratic inertia.
Themes: Ambition, authority, bureaucracies, crystals, discipline, distrust, hierarchy, parenting,
rigid rules, stern demeanor, tyrannical governance, willpower.
Resplendent Destinies: Bullies, bureaucrats, disciplinarians, military officers, navigators,
professional soldiers, shepherds, ship’s officers, social climbers, stern parents, tutors, work
gang bosses.
Trappings: Concern for the well-being of followers, emblems of rank and tokens of authority,
fearlessness, no sign of fatigue, not kind but fair, a scepter.
The Gull
The Gull rules journeys made for their own sake and unmotivated by desire for profit, except
perhaps a day’s wage. It’s the sign of stray dogs, homeless people, and itinerant monks. The
Gull encompasses journeys of self-examination and change as well as literal travel. In its
positive aspect, travel bring the freedom of the road, opportunities to share outsiders’
perspectives, and unexpected rewards, while self-examination leads to growth, self-
understanding, and the resolution of inner turmoil. In its negative aspect, travelers are
thoughtlessly irresponsible or go without the respite of home, while introspection proves
shallow and self-serving or simply isn’t done.
Themes: Fish, homeless people, introspection, irresponsibility, itinerant monks, migrant
laborers, migratory birds, rakish charisma, stray dogs, thoughtlessness, wandering, wind.
Resplendent Destinies: Drifters, fugitives, foreigners, homeless people, itinerant monks,
layabouts, migrant laborers, philosophers, rakes, refugees, runaways, vacationers.
Trappings: Dirty, happy, hungry, a staff, a traveler’s cape.
The Mast
The Mast rules journeys made possible by the physical strength and exertion. It’s the sign of
ditchdiggers, domestic servants, soldiers, scribes, and insects. In its positive aspect, strength
is turned unquestioningly to vital tasks and supports the efforts and endeavors of others. In its
negative aspect, strength is used unthinkingly, and the mighty are unwilling to question their
orders and unable to communicate.
Themes: Architecture, domestic servants, ignorance, insects, manual laborers, physical
exertion, scribes, silence, soldiers, stoicism, strength, tools.
Resplendent Destinies: Architects, athletes, boatmen, caravan guards, domestic servants,
flunkies, manual laborers, nomads, oldest children, rickshaw drivers, scribes, soldiers.
Trappings: Drab clothes, honest, ignorant, silent, strength.
The Messenger
The Messenger rules journeys made for the sake of duty or obligation. It’s the sign of couriers,
aides, diplomats, and service to one’s family. In its positive aspect, travelers are brave,
professional, and skillful, overcoming great odds to meet their obligations. In its negative
aspect, travelers perform good service for bad ends, thoughtlessly abuse their power, and
abdicate moral responsibility.
Themes: Arrogance, bravery, communication, diplomacy, duty, news, non-migratory birds,
personal aides, professionalism, selflessness, service to one’s family, skillful service.
Resplendent Destinies: Aides-de-camps, attendants, bounty hunters, camp followers,
couriers, diplomats, dutiful children, guides, heralds, horsemen, missionaries, scouts.
Trappings: Daring, a mount, a package, a weapon, urgent business.
The Ship’s Wheel
The Ship’s Wheel rules journeys made in the face of great hardship and the persistence of
those who defy all obstacles. Its name harkens to steersmen lashing themselves to the wheel
so their ships may weather the storm. It’s the sign of furnace stokers, steersmen, those made
foolish by love, and the Solar Exalted. In its positive aspect, endeavors weather all adversities
and perseverance is rewarded. In its negative aspect, people pursue doomed causes,
boondoggles, and quixotic obsessions that lead only to their ruin.
Themes: Burdensome debts, perseverance, religious beliefs, obsession, salmon,
self-sacrifice, Solar Exalted, steersmen and furnace-stokers, underdogs, wartime travel,
wasted effort, wild animals.
Resplendent Destinies: Ascetics, cultists, debtors, doomed causes, firebrands, shikari,
Solars, revolutionaries, starving artists, steersmen and furnace-stokers, underdogs, quixotic
romantics.
Trappings: Determination, a long cape or jacket, silent, unsleeping, unwashed, wristlets or a
belt of rope.
The House of Serenity
The Ewer, The Lovers, The Musician, The Peacock and The Pillar as well as their subordinate
constellations make up the House of Serenity. The stars under Venus’ care are all about love,
family, prosperity, desire and rest. Astrological workings make or break relationships, influence
culture and social mores, put things to rest and bring plentiful harvests. While Mercury brings
people together physically, it is Venus who connects them. Resplendent Destinies associated
with her constellations include family heads, respected elders, newlyweds, children, artists,
bards, courtesans and nurses.
The Ewer
The Ewer rules relationships based on love and affection. It’s the sign of courtship, star-
crossed romances, idealism, and revolutionaries. In its positive aspect, relationships come
about from flirtation, courtship, or seduction or arise from friendship, shared dreams, or
enduring affection. In its negative aspect, would-be suitors are thoughtless, obsessive, or
doomed to failure.
Themes: Amphibians, charity, dreams, courtship, flirtation and seduction, happy marriages,
idealism, infatuation, imagination, love, righteousness, star-crossed romances.
Resplendent Destinies: Idealists, marriage-seekers, monks, nursemaids, parents,
philanderers, poets, revolutionaries, romantics, star-crossed lovers.
Trappings: Blissfully happy, flowers, in love with love, poetry, well-dressed.
The Lovers
The Lovers rule imbalanced and uneven relationships. It’s the sign of debt, slavery, poverty,
and sexual intimacy. In its positive aspect, such relationships prove beneficial, or at least a
mixed bag, like the best relationships one can hope for between parent and child, teacher and
student, employer and employee, or landlord and tenant. In its negative aspect, the
relationship’s power imbalance leads to exploitation, manipulation, or, physical, emotional, or
financial abuse.
Themes: Abuse, desire, duress, lack of options, power imbalances, physical intimacy,
servitude, unfair contracts, unhealthy relationships, unspoken obligations, vermin, victims of
the Fair Folk.
Resplendent Destinies: Bankrupt businessman, beggars, conscripts, laborers paid unlivable
wages, libertines, mistreated children, prisoners, sex workers, slaves, students, tenant
farmers, unhappy spouses.
Trappings: Beauty, rumpled hair, silk robes, some sign of violence or restraints, superficial
friendliness.
The Musician
The Musician rules contentment in life and sensual pleasure. It’s the sign of joy, desire, and
art. In its positive aspect, people indulge in luxury and leisure and return from their idylls
renewed. In its negative aspect, pleasure leads to the neglect of one’s responsibilities, greed
and pointless materialism conquer reason, and people compromise their principles in pursuit
of pleasure.
Themes: Contentment in living, excess, extramarital relationships, greed, hedonism,
herbivorous animals that live in small groups, intoxication, laughter, luxury, music, theater.
Resplendent Destinies: Actors, artists, cheating spouses, cooks, corrupt businessmen,
drunkards, the Fair Folk, gourmands, the idle rich, merrymakers, musicians, poets.
Trappings: Cynical wisdom, face make-up, a musical instrument, outlandish dress,
uninhibited.
The Peacock
The Peacock rules relationships entered into for pragmatic reasons. It’s the sign of sex
workers, heads of households, and Dragon-Blooded families. In its positive aspect, these
relationships are mutually beneficial: practical alliances, well-considered partnerships,
thoughtfully arranged marriages. In its negative aspect, they’re entered into out of necessity
and barely functional: forced alliances, loveless marriages, and friendships born entirely out of
proximity.
Themes: Adoption and fostering, bright colors, diplomacy, distraction, dualities, greed, love for
wealth’s sake, matchmaking, necessity, procreation, sex work, snares and traps.
Resplendent Destinies: Adopted outcastes, contracted laborers, diplomats, hangers-on,
heads of households, hostelers, lawyers, married Dragon-Blooded, matchmakers, sex
workers, those who’ve married for wealth.
Trappings: Finery, flirtation, poise, pride, taste.
The Pillar
The Pillar rules relationships tested by time. It’s the sign of parenthood, sovereignty, and
platonic relationships: family, friends, coworkers, business partners, and acquaintances as
casual as drinking buddies. In its positive aspects, these relationships prove stable and steady
in the face of challenges. In its negative aspects, they are tested and found wanting.
Themes: Bureaucrats and functionaries, business, civil society, family, friendship, herd
animals, mutual benefit, resolving interpersonal issues, royalty, stability, stagnation, unjust
authority.
Resplendent Destinies: Bad parents, bureaucrats, businessmen, caring parents, courtiers,
domestic servants, elderly spouses, politicians, priests, shepherds, unhappy spouses, visiting
nobility.
Trappings: Firm but just, plain dress, perceptive, practical, a wedding ring.
The House of Battles
The Banner, The Gauntlet, The Quiver, The Shield and The Spear as well as their subordinate
constellations make up the House of Battles. The stars under Mars’ care are all about conflict,
strength, activity, glory, hierarchy, victory and defeat. Astrological workings place people in
command, create rivalries, bring people out of retirement for one last battle, grant well-earned
promotions, ignite the fire in the heart of a young warrior that will turn him into a hero, create
hardship and decide over victory and defeat. Resplendent Destinies associated with her
Constellations include generals, soldiers, judges, martyrs, thugs, athletes, pirates and
veterans.
The Banner
The Banner rules storied deeds, heroic reputation, and battles won through fear. It’s the sign
of gossip, renown, and self-sacrifice. In its positive aspect, leadership overcomes great
obstacles, fame is recognized and rewarded, and glory is won on the battlefield. In its negative
aspect, leadership proves uninspiring, infamous deeds are committed, panic overwhelms the
mind, and baseless rumor passes for truth, terrorism, uninspiring leadership, and those who
live off their reputation.
Themes: Ceremony, epic poetry, governance through fear, heraldry, intimidation, leadership,
martial glory, martyrdom, news, philanthropy, reputation, rumor.
Resplendent Destinies: Braggarts, folk heroes, generals, gossips, heralds, outlaws, pariahs,
philanthropists, politicians, revolutionaries, storytellers, town criers.
Trappings: Fearless, larger than life, striking dress, victory.
The Gauntlet
The Gauntlet rules choices between bad and worse, decisions made under pressure, and
battles won through ruthlessness. It’s the sign of sergeants, disciplinarians, practical parents,
surgeons, judges, and those who enforce laws through violence. In its positive aspect, difficult
choices are made with the courage and conviction to do what’s necessary no matter the cost.
In its negative aspect, such choices are made callously, ruthlessly, and by those willing to
justify the whims of the moment as necessity.
Themes: Appeals to a greater good, callousness, confrontation, discipline, hard choices, legal
systems, managing livestock, necessity, pragmatism, ruthlessness, sacrificing others, self-
justification, sergeants, surgery.
Resplendent Destinies: Diplomats, hired killers, hostages, the impoverished, judges,
livestock farmers, practical parents, quartermasters, sergeants, stern teachers, surgeons,
watchmen.
Trappings: Arbitrary punishments, bloodstains, brutality, a cudgel, meaningless commands,
a uniform.
The Quiver
The Quiver rules versatility, cunning, and battles won through ingenuity. It’s the sign of the
quick-witted, duelists, know-it-alls, socialites, generals, and urbane boors. In its positive
aspect, victory comes from ingenuity, adaptability, a cool head, a diversity of ideas, or trust in
the expertise of others. In its negative aspect, groupthink, ignorance, and irrationality prevail,
while bad ideas are explained well.
Themes: Boorishness, cleverness, conformity, foolishness, haste, marksmanship, options,
pride, quick wits, self-absorption, strategy, versatility.
Resplendent Destinies: Advisors, archers, charlatans, demagogues, duelists, generals,
know-it-alls, philosophers, savants, socialites, wise children, young Dragon-Blooded.
Trappings: A bow, clever, educated, a map case, witty.
The Shield
The Shield rules courage, the willingness to endure and inflict pain, and battles fought without
regard for victory. It’s the sign of warriors who fight outside of military ranks, assassins, scouts,
and the Lunar Exalted. Its positive aspect governs valor in the face of danger, warriors who
fight to protect their comrades in arms, and heroes who dare impossible odds. In its negative
aspect, it governs headstrong foolishness, excessive self-sacrifice, thoughtless violence, and
a dangerous willingness to die.
Themes: Anger, assassination, boasting, courage, Lunar Exalted, pain, predatory mammals
that hunt alone, protection, scouting, self-sacrifice.
Resplendent Destinies: Ascetics, bullies, hellraisers, hired killers, idealists, interrogators,
Lunars, miners, prisoners, scouts, warriors, wrathful parents.
Trappings: Eager for battle, a leather strap, a shield, a trophy, a weapon.
The Spear
The Spear governs martial prowess, military discipline, and battles won through skill. It’s the
sign of veterans, skilled militias, mercenaries, bodyguards, arms instructors, and competition.
In its positive aspect, skill and discipline are used for good causes and prevail over
undisciplined opposition. In its negative aspect, experts and decision-makers succumb to
professional myopia, refuse to consider unconventional approaches, and emphasize the
appearance of professionalism over substance.
Themes: Blood sport, bravery, competition, discipline, failures of imagination, gambling,
mercenaries, military service, professionalism, tactics, taking initiative, training exercises.
Resplendent Destinies: Arms instructors, artisans, athletes, blood sport, bodyguards,
gamblers, gladiators, janissaries, martial artists, mercenaries, militiamen, soldiers, students.
Trappings: Brave, called by a family name or nickname, disciplined, a uniform but no rank.
The House of Secrets
The Guardians, The Key, The Mask, The Sorcerer, The Treasure Trove as well as their
subordinate constellations make up the House of Secrets. The Stars under Jupiter’s care are
all about knowledge, spiritualism, power, innovation, stealth and secrets. Astrological workings
conceal people from those who seek them, bring or deny saving ideas in the nick of time,
spread erudition, bring people into contact with the supernatural and create new faiths.
Resplendent Destinies associated with her Constellations include teachers, scholars, Exalted,
sorcerers, priests, spirits, spies, scavenger lords, prophets and tinkerers.
The Guardians
The Guardians rule practical wisdom and knowledge gained through experience. It’s the sign
of shamans, midwives, those selling talismans and other wonders, snake-oil peddlers, and
incompetence. In its positive aspect, such knowledge is useful even if it isn’t entirely true,
conveyed by wise elders, self-trained experts, and those who live by simple, honest labor. In
its negative aspect, this knowledge is falsehood, quackery, and superstition spoken by con
men, doomsayers, and the gullible.
Themes: Folklore, fraud, herbal remedies, inevitability, midwifery, observation, patience,
respect for the elderly, shamans, superstition, thaumaturgy, tradition.
Resplendent Destinies: Artisans, charlatans, the elderly, exorcists, farmers, fortune tellers,
hermits, hunters, midwives, outcasts, shamans, thaumaturgists.
Trappings: Gives helpful advice, knows the weather, suspicious, a talisman, uneducated.
The Key
The Key rules scholarly knowledge, secrets revealed by intellectual efforts, and tasks
accomplished through cleverness. It’s the sign of physicians, scavenger princes, tinkers, junk
sellers, and primates. In its positive aspect, experimentation, inquiry, and sharp thinking lead
to useful insights and new solutions. In its negative aspect, such efforts are pointless, wasteful,
or delve into matters best left unknown.
Themes: Archives, cleverness, corruption, curiosity, hubris, innovation, mechanical devices,
medicine, primates, research, technicalities, tinkering.
Resplendent Destinies: Alchemists, anatomists, entrepreneurs, heretics, investigators, junk
peddlers, mudlarks, physicians, savants, scavenger princes, students, tinkers.
Trappings: Claims to be innocent, large appetites, looks dishonest, a measuring stick, a pen
but nothing to write on.
The Mask
The Mask rules secret wisdom and concealed knowledge. It’s the sign of spies, priests, and
archivists. In its positive aspect, it conceals trade secrets, religious mysteries, information held
in confidence, and rites of initiation. In its negative aspect, knowledge is hidden because of
greed, fear, doubt, or self-superiority. It is the sign in which the Jade Prison was sealed after
the Solar Purge, giving rise to the Sidereals’ arcane fate.
Themes: Codes and ciphers, covert sabotage, extortion, informants, introversion, keeping
secrets, lies, mysteries, religious initiation, secret police, trickery, worship.
Resplendent Destinies: Blackmailers, bookies, charlatans, confidantes, counterfeiters,
criminals, cultists, diplomats, lawyers, librarians, priests, spies.
Trappings: Clings to sacred places and places of power, enters unannounced, a mask, quiet,
soft clothes.
The Sorcerer
The Sorcerer rules mystical wisdom and the secrets of power. It’s the sign of the Exalted, gods,
sorcery, necromancy, thaumaturgy, artifice, and geomancy. In its positive aspect, supernatural
power is wielded wisely and justly, accomplishing miracles and forging wonders for the world’s
betterment. In its negative aspect, such power is used selfishly or for misguided reasons, or is
sought from untrustworthy sources like ghosts and demons.
Themes: Arrogance, artifice, consorting with otherworldly powers, Essence, the Exalted,
geomancy, good luck charms, humanity, the magical materials, necromancy, sorcery, spirits.
Resplendent Destinies: Craftsmen, Exalted, geomancers, God-Blooded, infernalists,
necromancers, scholars of otherworldly lore, shamans, sorcerers, spirits, strange children,
thaumaturgists.
Trappings: An anima banner, an artifact, a Caste Mark, a crown, a hearthstone, regal bearing.
The Treasure Trove
The Treasure Trove rules revealed wisdom, shared knowledge, and divination. It also
encompasses ordeals overcome through personal prowess and rewards won thereby. It’s the
sign of savants, teachers, fortune-tellers, and revolutionaries seeking popular support. In its
positive aspect, education flourishes, intellectuals turn their erudition to the betterment of
society, and new ideas change the world. In its negative aspect, intellectual life is choked by
elitism and pointless cerebration, trivia is prized over wisdom, and intellectuals pursue petty,
self-gratifying goals without any sense of duty to others.
Themes: Crop blights, education, fortune-telling, inflexibility, intellectual vanity, logic,
revolution, scholarship, secret societies, stinging insects, willful ignorance, the written word.
Resplendent Destinies: Astrologers, authors, ideologues, know-it-alls, librarians, prophets,
revolutionaries, savants, scavenger princes, spies, teachers, translators.
Trappings: A book, educated, impractical, impoverished, a scholar’s robes.
The House of Endings
The Corpse, The Crow, The Haywain, The Rising Smoke and The Sword as well as their
subordinate constellations make up the House of Endings. The Stars under Saturn’s care are
all about death, mourning, decay, calamity and transformation. Astrological workings end
things. Though death is a common example, the purview of Saturn extends over subtler things
as well. The end of a career, a marriage or an apprenticeship are just as applicable.
Furthermore, the transformative power of endings rests in the hands of these Constellations,
influencing the change in outlook a man experiences as his hopes are fulfilled, a Dragon-Blood
as he takes her second breath or a member of a secret society as he successfully passes his
initiation. Resplendent Destinies associated with her Constellations include physicians,
bureaucrats, morticians, mourners, mediums, the old and infirm, assassins, ghosts, widows,
the hopeful initiate and orphaned children.
The Corpse
The Corpse rules the end of lives and ways of life. It’s the sign of quick and painless deaths,
butterflies, reincarnation, the deathbed, young affianced couples, and those forced to change
careers in middle age. In its positive aspect, endings are met with planning, dignity, and grace.
In its negative aspect, endings are agonizing, overwhelming, and traumatic.
Themes: Departures, divorce, dying, insects that undergo metamorphosis, regrets,
reincarnation, shapeshifters, sudden changes, thresholds, transformation, unfamiliar
circumstances, unfinished business.
Resplendent Destinies: Divorcees, emigrees, exiles, ghosts, the noveau riche, physicians,
priests, religious converts, refugees, retirees, those in mourning, young fiancés.
Trappings: Calm, an emblem of a butterfly, no shoes, a textbook, well-dressed.
The Crow
The Crow rules the end of delusions and denial. It is the sign of slow but painless deaths, death
by old age, inevitability and the recognition thereof, ancestor worship, young widows, and the
elderly. In its positive aspect, those who face their mortality take solace in gallows humor, find
comfort in the thought of death, or willingly face near-certain death for what they believe in. In
its negative aspect, the inevitability of death drives those who confront it to despair, depression,
apathy, and cynicism.
Themes: Accepting death, ancestor worship, callousness, depression, false bravado, grief,
indifference, inevitability, insight, morbid humor, realization, waking from sleep.
Resplendent Destinies: Ancestor cultists, bohemians, the elderly, gravediggers, morticians,
orphans, philosophers, satirists, teenagers, those who live by crime, veterans, widows.
Trappings: Attracted to shiny objects, a black cloak, black feathers, clever, morbid humor.
The Haywain
The Haywain rules ambiguous endings that are difficult to describe and the gradual decline
and failure of systems with fuzzy boundaries and imprecise definitions. It’s the sign of
mysterious deaths, death by sorcery, faltering alliances, bureaucratic mismanagement, corrupt
institutions, family troubles, the difficulties of old age, and divinity. In its positive aspect, these
endings are the beginning of something new. In its negative aspect, creeping decay and
gradual collapse leads to stagnation and inaction.
Themes: Aging, comebacks, cover-ups, creative destruction, deteriorating institutions, divinity,
financial difficulties, interpersonal difficulties, mysteries, renewal, stagnation, treachery.
Resplendent Destinies: Conspirators, corrupt officials, counterfeiters, debtors, dubious
claimants to positions of authority, the elderly, entrepreneurs, gods, holders of sinecures,
lawyers, retirees, traitors.
Trappings: Ambitions, arrogant, demands bribes, disheveled robes, hearing loss, informal,
unconcerned with the big picture.
The Rising Smoke
The Rising Smoke rules the endings of journeys both literal and figurative. While the Corpse
holds sway over changes in the circumstances of one’s life, the Rising Smoke governs
changes to one’s self, those that unfold over time with experience and self-understanding. It’s
the sign of quick but painful deaths, youth, apprenticeships, lawsuits, and bodies on their way
to be buried. In its positive aspect, journeys end in growth, transformation, and fulfillment, as
with the end of a student’s time in school. In its negative aspect, journeys prove fruitless or
lead only to suffering.
Themes: Apprentices and journeymen, chance, fresh prospects, gender transition, growth,
litigation, murder, new employment, rest, rites of passage, stagnation, youth.
Resplendent Destinies: Apprentices and journeymen, charioteers, enthusiastic amateurs,
hostelers, inexperienced employees, litigants, messengers, novitiates, professional mourners,
students, traveling merchants, youths.
Trappings: Brand new equipment, good luck charms, naïve, optimistic, prayer strips, a purse
of money from a teacher.
The Sword
The Sword rules the endings of hopes and dreams. It’s the sign of slow and painful deaths,
long-lasting suffering, despair, ghosts, has-beens, and expecting parents. In its positive
aspect, hopes end once they’ve been fulfilled. In its negative aspects, hopes wither and die,
leaving people broken, crushed, and worn down.
Themes: Defeat, despair, disease, failure, falls from glory, ghosts, inheritance, perseverance,
pregnancy, resignation, salesmanship, suffering.
Resplendent Destinies: Adult children of wealthy parents, deserters, expecting parents,
ghosts, has-beens, indentured servants, revolutionaries, prisoners, salesmen, those with
nothing left to live for, the sickly, the unemployed.
Trappings: Burial cerements, no shoes, weeps but can’t be consoled, a withered flower, worn
out.
Horoscopes
While creating specific, long-lasting destinies is the province of astrological workings, a
Sidereal can bless or curse a target when she has an interaction with him that resonates with
one of the constellations.
A blessing, also called an ascending horoscope, causes the target to experience good luck
and some mechanical benefits in his endeavors regarding the astrological house under whose
auspices he came. A curse, also called a descending horoscope, does the opposite and litters
the target’s life with obstacles and bad luck.
A Sidereal can create one blessing and curse for each house she has access to per Story,
though using them against trivial characters does not count against this limit. At base a Sidereal
can access the horoscopes of her patron Maiden, but when she attunes herself to the
constellations of another Maiden, she also unlocks their horoscopes.
Horoscopes cannot be used on Sidereals or creatures outside of fate. A horoscope remains in
effect for the duration of one Story, though the Storyteller may extend its effects into the next
Story if it seems particularly appropriate. A target can only benefit or suffer under one
horoscope per Story. The Sidereal cannot apply another horoscope onto a target she has
already used one upon in the same Story. If another Sidereal places a horoscope on a target
already affected by one, then the new horoscope overwrites the old one.
Horoscopes of Journeys
Ascending Journeys Horoscope
The Sidereal blesses another character with good fortune on a journey named by her: sailing
to a certain port, traveling through a certain forest, pursuing a certain Anathema, etc. The
blessed character gains -1 target number on Athletics, Resistance, Ride, Sail, and Survival
rolls involving the journey outside of combat. This also applies to any guide who leads the
blessed character, the pilot of any vehicle he travels on, and any mount he rides.
Blessing a character requires a constellation-themed interaction with him. At the Storyteller’s
discretion other interactions that resonate with one of the constellations of the House of
Journeys may also apply.
Celestial Navigator Counsel (the Ship’s Wheel): The Sidereal’s target sets out on a journey,
path, route, or course of action at her advice. She becomes aware when he does so and can
bless him reflexively.
Duty’s Reward Benediction (The Messenger): The Sidereal’s target performs a service for
her as part of his official duties or employment.
Endeavor-Sustaining Labors (The Mast): The Sidereal’s target pays her for her labor.
Heaven Sent Crew Auspice (The Captain): The Sidereal’s target aids her in reaching her
destination or overcoming an obstacle.
Stray Dog Gratitude (The Gull): The Sidereal’s target performs an act of kindness for a
subordinate, a manual laborer, someone homeless, or an animal.
Descending Journeys Horoscope
The Sidereal rolls (Stamina + Resistance, Ride, Sail, Survival or Thrown) against the target’s
Resolve. Success curses him, inflicting misfortune on a journey named by the Sidereal. He
suffers +1 target number on Athletics, Resistance, Ride, Sail, and Survival rolls involving the
journey outside of combat.
Cursing a character requires a constellation-themed interaction with him. At the Storyteller’s
discretion other interactions that resonate with one of the constellations of the House of
Journeys may also apply.
Cracked Foundation Curse (The Mast): The Sidereal’s target refuses to provide aid to
someone performing a difficult task, whether it’s requested of them or not.
Flea-Bitten Karma (The Gull): The Sidereal’s target ignores or denies a request for the bare
essentials of life — enough food to not go hungry, enough money to just barely scrape by,
somewhere warm to sleep for a night, etc.
Forsaken Castaway Curse (The Captain): The Sidereal’s target abandons someone, literally
or figuratively, or leaves something important that’s been entrusted to him behind.
Never Look Back (The Ship’s Wheel): The Sidereal’s target sets out on a journey, path,
route, or course of action she suggested but subsequently abandons it. She becomes aware
when he does so and can activate the horoscope reflexively, typically to curse his journey
back.
Thrown Shoe Negligence (The Messenger): The Sidereal’s target neglects a duty, job, or
obligation he’s agreed to perform.
Horoscopes of Serenity
Ascending Serenity Horoscope
The Sidereal blesses another character with good fortune in a specific social, political, or
business goal: winning a certain farmhand’s heart, getting a job with a merchant prince’s
caravan, securing a position in a queen’s court, etc. Once per scene, he may gain -1 target
number on an influence roll, read intentions roll, or a Bureaucracy roll related to this objective.
Blessing a character requires a constellation-themed interaction with him. At the Storyteller’s
discretion other interactions that resonate with one of the constellations of the House of
Serenity may also apply.
Blissful Idiot Blessing (The Ewer): The Sidereal’s target confesses his feelings to someone.
If they’re reciprocated, her blessing covers both partners.
Infallible Matchmaker Advice (The Peacock): The Sidereal’s target heeds her advice in
matters of romance, friendship, or politics. She becomes aware when he does so and can
bless him reflexively.
Starlit Waltz Invitation (The Musician): The Sidereal’s target dances with her.
Leashed Heart’s Reward (The Lovers): The Sidereal’s target makes a promise to her.
Unexpected Guest Hospitality (The Pillar): The Sidereal’s target invites her into his home
or shares a meal with her.
Descending Serenity Horoscope
The Sidereal rolls (Appearance or Charisma + Craft, Dodge, Linguistics, Performance or
Socialize) against her target’s Resolve. Success curses him, inflicting misfortune on his pursuit
of a social, business, or political goal chosen by the Sidereal. Once per Scene, the Sidereal’s
player may impose +1 target number on a influence roll, read intentions roll, or a Bureaucracy
roll related to this objective. The Sidereal need not be present.
Cursing a character requires a constellation-themed interaction with him. At the Storyteller’s
discretion other interactions that resonate with one of the constellations of the House of
Serenity may also apply.
Abstemious Monk’s Regret (The Musician): The Sidereal’s target declines an opportunity
to indulge in a sensual pleasure, leisure activity, or casual social event that he enjoys.
Broken Promise Punishment (The Lovers): The Sidereal’s target breaks a promise to her.
She becomes aware when he does so and can curse him reflexively.
Faithless Rake’s Doom (The Pillar): The Sidereal’s target interferes in or tries to break up a
relationship — romantic or otherwise — or ends one of his own relationships.
Foolish Heart Affliction (The Peacock): The Sidereal’s target ignores advice he sought from
her in matters of romance, friendship, or politics. She becomes aware when he does so and
can curse him reflexively.
Vexatious Suitor Curse (The Ewer): The Sidereal’s target confesses his feelings to someone.
Horoscopes of Battles
Ascending Battles Horoscope
The Sidereal blesses another character with good fortune in a certain kind of battle, conflict, or
competition: defending his home city, battling demons, prevailing in games of skill, etc. One
per Scene, the blessed character’s player may gain -1 target number on a relevant attack roll,
Join Battle roll, War roll, or roll relevant to non-violent conflict.
Blessing a character requires a constellation-themed interaction with him. At the Storyteller’s
discretion other interactions that resonate with one of the constellations of the House of Battles
may also apply.
Excessive Valor Reward (The Banner): The Sidereal’s target boasts about his
accomplishments.
Foretold Victory Blessing (The Quiver): The Sidereal’s target heeds her advice in matters
of tactics or strategy, whether on or off the battlefield. She becomes aware when he does so
and can bless him reflexively.
Instructive Hostility Auspice (The Spear): The Sidereal’s target argues, competes, spars,
or fights with her.
Soul-Strengthening Conviction (The Gauntlet): The Sidereal’s target commits to making a
risky or costly decision.
Star-Favored Guardian (The Shield): The Sidereal’s target puts himself in harm’s way for
her.
Descending Battles Horoscope
The Sidereal rolls (Strength + Archery, Martial Arts, Melee, Presence or War) against her
target’s Resolve. Success curses him, inflicting misfortune in a type of conflict named by the
Sidereal. Once per Scene, when he’s engaged in such a conflict, the Sidereal’s player may
inflict +1 target number on an attack roll, Join Battle roll, War roll, or roll relevant to nonviolent
conflict. She need not be present.
Cursing a character requires a constellation-themed interaction with him. At the Storyteller’s
discretion other interactions that resonate with one of the constellations of the House of Battles
may also apply.
Broken Peace Punishment (The Spear): The Sidereal’s target argues, competes, spars, or
fights with her.
Generous Soul Defeat (The Gauntlet): The Sidereals’ target shows mercy to an enemy,
shares the spoils of a victory with someone who didn’t aid him, or forgives someone the
Sidereal thinks doesn’t deserve it.
Incompetent General’s Folly (The Quiver): The Sidereal’s target ignores advice he sought
from her in matters of tactics or strategy, whether on or off the battlefield. She becomes aware
when he does so and can curse him reflexively.
Insufficient Valor Curse (The Shield): The Sidereal’s target surrenders or flees from battle,
backs down in an argument, or concedes or withdraws from another form of conflict.
Reputation-Destroying Doom (The Banner): The Sidereal’s target boasts about his
accomplishments.
Horoscopes of Secrets
Ascending Secrets Horoscope
The Sidereal blesses another character, bestowing good fortune in keeping or discovering a
certain secret the Sidereal specifies. The blessing’s effect depends on whether the Sidereal
wishes to keep the secret hidden or reveal it.
A blessing for keeping secrets inflicts +1 target number rolls against the character’s Guile that
would reveal the secret and grants -1 target number on his Manipulation and Larceny rolls to
conceal it.
A blessing for revealing secrets grants -1 target number on relevant Awareness, Investigation,
Lore, Occult, and read intentions rolls.
Blessing a character requires a constellation-themed interaction with him. At the Storyteller’s
discretion other interactions that resonate with one of the constellations of the House of Secrets
may also apply.
Artless Prodigy Blessing (The Key): The Sidereal’s target shows cleverness or innovation
in solving a problem, performing an experiment, or discovering new information.
Counterfeit Talisman Blessing (The Guardians): The Sidereal’s target practices a
superstition, hears a (supposed) prediction of his future, or seeks guidance from otherworldly
forces.
Mysterious Benefactor Style (The Mask): The Sidereal observes her target without him
being aware of her.
Obeisance-Rewarding Patronage (The Sorcerer): The Sidereal’s target expresses his
respect for her intellect, knowledge, power, or authority.
Wisdom of All Things (The Treasure Trove): The Sidereal’s target tells her some secret,
news, or other information she didn’t already know.
Descending Secrets Horoscope
The Sidereal rolls (Intelligence or Manipulation + Investigation, Larceny, Lore, Occult or
Stealth) against her target’s Resolve. Success allows her to hinder the efforts of a character
to keep or learn of a secret the Sidereal specifies.
A curse on a character’s efforts to keep a secret grants -1 target number on rolls against his
Guile that would reveal it and inflicts +1 target number on his Manipulation and Larceny rolls
to conceal it.
A curse on efforts to uncover a secret inflicts +1 target number on relevant Awareness,
Investigation, Lore, Occult, and read intentions rolls.
Cursing a character requires a constellation-themed interaction with him. At the Storyteller’s
discretion other interactions that resonate with one of the constellations of the House of Secrets
may also apply.
Baleful Phantom Harbinger (The Mask): The Sidereal observes her target without him being
aware of her.
Hubris-Punishing Downfall (The Sorcerer): The Sidereal’s target disrespects, insults, or
expresses feelings of superiority to a supernatural being.
Nine Lives Extinguished (The Key): The Sidereal’s target tries to uncover a secret she’s
keeping, her nature as a Sidereal, or details about her personal life she doesn’t want to share
with him.
Serpent-Strangling Malison (The Guardians): The Sidereal’s target lies to her or tries to
cheat or take advantage of her.
Willful Ignorance Reward (The Treasure Trove): The Sidereal’s target ignores advice he
sought from her about intellectual pursuits, useful information to pursue, or the application of
knowledge. She becomes aware when he does so and can curse him reflexively.
Horoscopes of Endings
Ascending Endings Horoscope
The Sidereal blesses another character, ensuring his end doesn’t come to soon. The blessed
character gains -1 target number on Awareness rolls to detect danger and Resistance rolls
outside of combat. Once per Scene, the Sidereal increases the target number of an attack roll
or other roll for a harmful effect against the target by 1.
Blessing a character requires a constellation-themed interaction with him. At the Storyteller’s
discretion other interactions that resonate with one of the constellations of the House of
Endings may also apply.
Apprenticeship’s End Blessing (The Rising Smoke): The Sidereal’s target talks about how
he’s changed and grown as a person.
Best Medicine Approach (The Crow): The Sidereal’s target laughs with or at her.
Chrysalis Cerement Rebirth (The Corpse): The Sidereal’s target heeds her advice about
making a change in his life. She becomes aware when he does so and can bless him
reflexively.
Death-of-Hope Acceptance (The Sword): The Sidereal’s target discusses his hopes or
dreams for the future with her.
Ruin Without Failure (The Haywain): The Sidereal’s target suffers a setback, loses money,
or is betrayed.
Descending Endings Horoscope
The Sidereal rolls (Perception or Stamina + Athletics, Awareness, Bureaucracy, Integrity or
Medicine) against the target’s Resolve. Success hastens his end, inflicting +1 target number
on Awareness rolls to detect danger and Resistance rolls outside of combat. Once per Scene,
the Sidereal’s player may grant -1 target number to an attack roll, or other harmful roll against
him.
Cursing a character requires a constellation-themed interaction with him. At the Storyteller’s
discretion other interactions that resonate with one of the constellations of the House of
Endings may also apply.
Crumbling Bureau Curse (The Haywain): The Sidereal’s target suffers a setback, loses
money, or is betrayed.
Crushed Butterfly Doom (The Corpse): The Sidereal’s target ignores advice he sought from
her about making a change in his life. She becomes aware when he does so and can curse
him reflexively.
Dream-Killing Blade (The Sword): The Sidereal’s target discusses his hopes or dreams for
the future with her.
Face the Inevitable (The Crow): The Sidereal’s target refuses to acknowledge a problem or
his own mortality.
Unnecessary Burden Affliction (The Rising Smoke): The Sidereal’s target refuses to
abandon or give up on something that’s inferior to an alternative, more trouble than it’s worth,
or no longer useful to him. These might be people, strategies, institutions, alliances, traditions,
etc.
Astrological Workings
More than just viewing the destinies that are encoded within the Loom of Fate, the Sidereals
can change said destinies into a form that suits them. From small changes to earth shattering
twists of fate and causality, everything is possible.
Astrological workings work functionally the same as sorcerous workings. The player
determines the goal of the working and together with the Storyteller it is assigned a level
(Destiny, Fate or Sidereal) and the necessary Constellation(s). Treat Destiny as the equivalent
to Terrestrial, Fate as the equivalent to Celestial and Sidereal as the equivalent to Solar
workings.
Only Sidereal Exalted, Pattern Spiders and the Maidens can perform astrological workings.
Initiation into sorcery is not necessary, it is an innate aspect of their being that allows them to
interface with and work upon the Loom of Fate. To perform an astrological working, the
Sidereal does not have to be present at the Loom, unless she seeks to enact a Fate or Sidereal
working. The Loom is a powerful tool however, allowing her to halve the time necessary to
perform a non-Sidereal working and is a ready source of Inspiration in the form of the manifold
fates and destinies gathered there.
Greater changes to the Loom do require extensive experience. Every Sidereal can perform
astrological workings of the Destiny level, but to perform a Fate working her Essence must
have reached 3+, while an Essence rating of 5+ is necessary to lead a Sidereal working. Most
Pattern Spiders can only perform Destiny workings, though specialists known as August
Weavers can facilitate Fate tier workings to perform grand changes of destiny and help
disentangle particularly dangerous snarls in the loom. Only Sidereals and the Maidens
themselves can work Sidereal workings.
The effects of astrological workings can be very subtle or glaringly obvious. But as they all use
the Loom of Fate, crude changes can represent a burden and danger to the Bureau. Every
Sidereal is free to perform Destiny workings as they see fit in pursuit of their duties, though the
wise seer makes sure she isn’t infringing on a destiny that has been set by another within the
Bureau. Astrological workings on the Fate level are rarer and it is usually wise to double check
with involved fate planning committees lest one offends a peer. Sidereal workings are usually
passed for consideration through all Divisions and thoroughly examined for their value and
danger, a process that can at times take centuries. Of course, when the need is great, it is
sometimes easier to ask for forgiveness than ask permission…
Examples for the kinds of changes possible at each level are given below. This list is not
exhaustive, anything that could be accomplished by editing the Loom of Fate (and that’s a lot)
can in theory be accomplished by an astrological working.
Destiny workings: Workings of this level usually concern themselves with lives of individual
beings. Two strands can be made to cross, so that two individuals will meet. Details of a life
can be changed, such as the job occupation or the nature of the target’s death, how many
children he’ll have and how healthy they will be. The time of the target’s death, in which
direction they will live their life and other sweeping changes to their personal circumstances
are possible. Small groups up to the size of a village can likewise be influenced. Pattern
Spiders usually use the workings of this level to maintenance the Loom and enact the myriad
changes to destinies decreed by the gods of the Bureau.
Most important for Sidereals at this level is the creation of detailed resplendent destinies they
can use for longer periods of time.
Fate workings: At this level, things get dangerous. The changes wrought by Fate workings
ripple throughout the loom across many different threads, threatening unforeseeable chain
reactions. The destiny of cities or entire nations can be changed. At this level, wars are started,
won and peace terms written. Moreover, individual strands may be manipulated in impossible
ways, retroactively changing the place where a Tier 1 or 2 creature was born, even their sex
or species. Such a strand can even be annihilated completely, making it so that this person
has never existed in the first place. Likewise new strands can be created, giving birth to new
people in the prime of their life that, as far as Creation and her peoples are concerned, have
always been there.
Even stranger the laws of causality itself may be affected, making a certain waterfall flow
upwards or causing a door in Nexus to connect to another in Paragon. The fates of two people
could be interwoven to such a degree that what happens to one of them, happens to the other.
Sidereals mostly use workings of this level to create the manyfold undetectable safehouses of
the Bureau scattered across Creation (small areas cut lose from the Loom only connected to
the rest of Creation through the threads of those who work for the Bureau), to repair major
damage to fate or to create impossible things.
Sidereal workings: The destiny of Creation itself and the laws of causality can be rewritten at
this level. Large portions of the Loom can be separated from the rest, causing cities or entire
countries to exist as an isolated Creation of their own. Entire cultures are changed,
extinguished or invented. Geography and geomancy can be rewritten and destinies of such
power forged that they will help the Chosen accomplish things that are deemed impossible
even for them.
The most famous example of Sidereal workings amongst the Five-Score Fellowship are the
Grand Prophecy and the Breaking of the Mask. The latter also serves as a cautionary tale, the
Loom can only withstand so much tampering before it breaks.
Complications
In addition to the possible complications mentioned in the Sorcery chapter, some special
complications may apply to astrological workings. Some of these special complications are
due to the nature of her position in the Bureau and can come into play even without her failing
her working roll if appropriate to the needs of the Story. Using them as a complication mostly
means they blindside the player and weren’t an existing problem to begin with.
Audits
The Sidereal’s working incurs political retaliation in the form of an audit. She’s haled before
one of Yu-Shan’s censors and must defend herself against criminal charges, real or fabricated.
If she and her Circle can’t convince the censor of her innocence, she’s assigned a burdensome
mission or duty or suffers severe fines or a demotion.
Competing Agendas
Prominent figures in the Celestial Bureaucracy have goals that conflict with the destiny she
designs, and take steps to thwart it. Usually, this means a member of a destiny planning
committee proposing a planned destiny that conflicts with the working’s outcome, forcing the
Sidereal to sway the rest of the committee to avoid coming into conflict with destiny.
Alternatively, another Sidereal might make a working of his own that opposes her prediction.
Shattered Destiny
The Loom snarls as she works her arts and something gives way. The destiny she creates
becomes strained and the Loom gives a strange life to it. A spirit embodying the working is
created, which desperately tries to bring itself into fruition. This spirit actively works to further
the destiny created by the working, but it is reckless and aggressive in its pursuit. A destiny to
place a certain son on his father’s throne could result in the spirit deciding to murder both father
and other siblings to make the destiny come to fruition as quickly as possible – which could
draw unwanted attention and complicate matters.
Arcane Fate
During the wars of the Solar Purge, the Sidereal Exalted strained the limits of destiny as they
have never before, save perhaps in the time before. Many great destinies were spun,
earth-shattering magic tore at the weave of fate and things were hidden among the stars. The
constellation of the Mask strained under this weight and finally broke. The resulting backlash
changed all of Creation, but none so much as the Sidereal Exalted. A peculiar curse, known
as arcane fate has haunted them ever since.
The broken Mask obscures Sidereals from memory. When someone leaves a Sidereal’s
presence (or vice versa), he forgets her completely. He remembers the results of her actions,
but attributes them to someone or something else. This doesn’t apply to knowledge of the
Sidereal Exalted as a whole, only to individual Sidereals.
Nontrivial characters can roll (Intelligence or Wits + Integrity) at difficulty 7 to resist a Sidereal’s
arcane fate. Quick Characters without an applicable pool roll (base Resolve x 2). Arcane fate
is a mind-affecting shaping effect. Magic that specifically protects against memory-altering
effects can also be used against it.
Additionally, a nontrivial character with a Tie to a Sidereal can roll as above if he later
encounters her again to regain any memories of her that he’s lost to arcane fate. At the
Storyteller’s discretion, something that reminds him of the Sidereal or that gives him reason to
suspect his memories have altered may also let him roll.
Some characters are immune arcane fate. Other Sidereals and celestial gods are immune, as
are all in the direct employ of the Bureau of Destiny and powerful creatures outside of fate —
those who’re Tier 3+ — are likewise immune to arcane fate. Familiars, sorcerously-bound
spirits, and beings she’s created, animated, or summoned with magic are also immune.
Documents and other recorded information about Sidereals — either individually or a whole —
are also subject to arcane fate. They’re lost, destroyed, or otherwise rendered inaccessible
through subtle manipulations of fate. This doesn’t apply to records that maintained in areas
outside the auspices of fate, nor to those that contain only minimal detail or that describe
Sidereals with vague, indirect, or symbolic language, like the Immaculate Texts.
There aren’t specific rules for arcane fate’s applicability to records. The Storyteller can invoke
it when dramatically appropriate. Such records might still be retrieved or reconstructed; rolls to
do so have a minimum difficulty of 7, if the Storyteller deems it possible.
Resplendent Destinies
Sidereals shield themselves from arcane fate with resplendent destinies, mystical “cover
identities” drawn from the themes and archetypes of the constellations. Wearing a resplendent
destiny doesn’t change a Sidereal’s appearance; those who interact with her mentally “fill in”
details that cause her to seem like a soldier, a tax collector, an arrogant Dynast, etc. Each
constellation lists example identities, but players can invent their own. It’s also fine to leave a
resplendent destiny’s constellation unspecified, especially if you’re still unfamiliar with them.
Resplendent destinies are not subject to the full force of arcane fate. People often forget small
details, and more often think of them as “that soldier” rather than by name, but they can
remember them. Once a resplendent destiny is destroyed for whatever reason all memories
of it are immediately subjected to arcane fate.
Creating a resplendent destiny is a miscellaneous action that costs one Willpower. People
perceive and treat each resplendent destiny as a different person, though it’s still possible to
draw connections between them and make deductions. While wearing a resplendent destiny,
characters don’t need to roll against a Sidereal’s arcane fate, though they may still forget small
or superficial details about her. If she disguises herself in a way that fits her destiny, opposing
rolls suffer a –(Essence) penalty. This doesn’t apply to disguises impersonating specific
individuals. She also gains (Essence) bonus dice on all rolls to convince others that she is in
fact an individual fitting the archetype of her chosen resplendent destiny and adds (Essence/2)
to her Guile against any roll or effect meant to determine otherwise.
The Sidereal can have up to (Essence or 3) resplendent destinies, although only one can be
active at a time. She can reflexively don a new resplendent destiny or slough off her old one
once per Scene. If the Sidereal’s anima reaches flaring intensity, her resplendent destiny
recedes, and she can’t don new ones until it dims.
Instead of a regular resplendent destiny, a Sidereal can also create a detailed resplendent
destiny with the help of Sidereal astrology. Doing so is a Destiny working and the resultant
resplendent destiny does not count against her limit of resplendent destinies. It is unusually
detailed, as the Sidereal has woven a life’s worth of connections and information into the loom.
This resplendent destiny has friends and possession, its acquaintances could swear they’ve
known that person all their lives. Such a detailed resplendent destiny gains (Essence + 3)
points of Merits distributed by the Sidereal between Allies, Backing, Contacts, Followers,
Influence, Mentor, Retainer and Resources.
Resplendent destinies don’t last forever. At each Story’s end, the Sidereal rolls (Willpower) at
difficulty (Essence) — the more powerful she becomes, the harder it is to maintain false
identities. If she fails, she permanently loses the resplendent destiny she leaned most heavily
on in this Story. She can still create resplendent destinies of the same role, but not that specific
cover identity. Memories of the lost destiny are erased by arcane fate. Detailed resplendent
destinies are just as affected by this as are normal ones. The Sidereal can also deliberately
destroy one of her resplendent destinies at the end of each Story, clearing out the dross to
make space for new identities.
Merits
Special Merit Considerations
Arcane Fate makes it difficult for Sidereals to maintain a proper life among mortals and their
responsibilities to heaven come with certain perks and restrictions. This section shines a light
on certain Story Merits and how Sidereal characters interact with them. Pay special attention
to the Artifact, Command and Retainer Merits which have slightly adjusted functionality for
Sidereal Exalted.
Allies – The most common allies of the Sidereal Exalted are gods and other coworkers. Allies
among the mortals, Chosen and gods in Creation are rarer, but not impossible. The Charm
Break the Wild Mortals enables Sidereals to make a small number of people immune to Arcane
Fate, allowing her to have mortal allies who can remember her. The same goes for Chosen
and gods, though some of them may be able to remember her without her active help. The
bureau encourages Sidereals to step carefully when it comes to close allies, friends and lovers
outside of heaven. On the one hand these local assets can prove invaluable when it comes to
field work, on the other hand it is rare that a Sidereal can spend much time in one particular
corner of Creation.
Artifact – The vast riches of heaven allow a Sidereal access to any number of small utility
Artifacts while in Yu-Shan, though usually she cannot take such items with her to Creation
unless she owns them herself or they are important to the mission at hand. While Sidereals
have an easier time locating lost treasures than most other Exalted, they primarily have a use
for starmetal artifacts when it comes to their personal armaments, which are sadly very rare.
Most Sidereals have inherited weapons and armor from previous incarnations, using the
Artifact Merit as usual to represent this. The Sidereals have a slightly easier time getting a
hand onto the manifold miscellaneous artifacts. A single dot of the artifact Merit at character
creation can buy two miscellaneous two-dot artifacts and she may purchase three-dot+
miscellaneous artifacts at a one-dot discount.
Backing – Almost all Sidereals have a Backing rating associated with their Division within the
Bureau, while some have Backing in multiple Divisions or even within other Bureaus. Even
young Sidereals tend to have at least three dots of Backing in their own Division, unless they
have somehow fallen from grace. Backing among mortal organizations on the other hand is
essentially impossible, as mortals forget her too quickly. A Sidereal may handcraft a detailed
Resplendent Destiny to have backing in a mortal organization for use in a mission that requires
her to influence an organization or she uses Charms to create such assets on the fly. Either
way, Backing outside of Yu-Shan is almost never part of a Sidereal’s permanent merits bought
at character creation.
Command – Similarly to Backing, Sidereals almost never have Command with regards to
mortal forces in Creation. A Sidereal associated with the Crimson Panoply of Victory may
command a battlegroup of martial gods as an elite strike force for the Bureau, though such
forces are usually better represented through Backing as their use is heavily regulated by the
Bureau. Some Sidereals nevertheless maintain a military force loyal to themselves within
Creation, commanded by lieutenants (using the Retainer Merit) capable of remembering their
true commander. If such a battlegroup is primarily made up of God-Blooded, lesser divinities
and other strange creatures it is considered a Tier 2 battlegroup in addition to any other special
abilities the Storyteller deems appropriate and the cost of the Command Merit is increased by
two dots.
Contacts – Sidereals cannot keep a network of spies and informants loyal to themselves, even
maintaining a few key contacts is nearly impossible. They can however set up and influence
secret societies and spy networks in general and then equip themselves or their allies with the
necessary code words and dead drop locations to make use of them. After all an informant
does not need to know who she is to supply her with information. Thus, Contacts for Sidereals
represent access to one of many information networks the Sidereals set up or latched onto.
Cult – Sidereal cults are essentially unheard of. Even maintaining a one-dot cult towards
herself would be almost impossible without maintaining a permanent presence with her
acolytes. Thus, Sidereals manipulate cults for political reasons and use worship as a
bargaining chip with gods, but cannot take the Cult Merit to benefit themselves without one hell
of a good explanation.
Demesne – Sidereals rarely keep demesnes in Creation and if there are any in Yu-Shan, they
are usually spoken for in one way or another. A Sidereal may employ summoned creatures or
empowered lieutenants (using the Retainer Merit) to safeguard such a place for her in Creation,
but it’s usually just not worth the effort unless she has specifics and urgent plans for the place.
Familiar – Due to their close bond with the Sidereal, her familiars are immune to the effects of
Arcane Fate regarding her (and her alone). Otherwise, this Merit functions normally.
Followers – Similar to command, keeping followers in Creation is taxing and usually not worth
the effort for Sidereals. In Yu-Shan followers are nothing unusual however, as Sidereals find
themselves quickly surrounded by lesser gods who tend to their heavenly estates, fulfill
secretary work and act as their entourage.
Influence – Similar to Backing, most Sidereals develop influence in heaven but hold none
directly in Creation. A young Sidereal usually has Influence 1 in regard to Yu-Shan, as the
Chosen of the Incarnae are widely respected (and often also feared) by the gods of heaven.
Building Influence in Creation either requires a detailed Resplendent Destiny to hold it or
working through proxies which are loyal and protected from forgetting her existence.
Manse – Many Sidereals own a manse (in rare cases even Manses) in heaven. The celestial
real estate market is brutal, but thankfully many have inherited a Manse owned by a previous
incarnation. A celestial manse functions systematically the same as one in Creation, though
while Sidereals have a hard time securing such an asset in a world that forgets her existence,
any holdings in heaven are very safe from intruders and other physical threats.
Mentor – All Sidereals have a sifu who helped her adjust to her new duties and existence. As
time goes on, many find other Sidereals and gods who act as their mentor.
Retainers – Aside from the Sidereals the Bureau of Destiny has many God-Blooded and a fair
share of Dragon-Blooded, Exigents or even mortal employees. Usually these were hired by
and work for the Sidereal Exalted in some capacity. A Retainer taken at character creation is
considered immune to Arcane Fate, either due to astrological or sorcerous protection or due
to a (likely minor and mostly technical) position within the Bureau of Destiny.
Resources – Most Sidereals don’t really care about mundane riches at all, given that their
Salary (see below) grants them fabulous wealth by the standards of Creation and because the
Bureau tends to assign generous budgets for any operations in Creation. It is however illegal
by the laws of heaven to destabilize the economies of Creation by a careless flaunting of
celestial riches and thus some Sidereals may try to accumulate wealth dirt-side in more
mundane ways. This usually involves working through proxies as with most other such Merits.
Salary (New Merit)
For the most part, Sidereal Exalted use the same Merits as other characters. As their home
(however often or seldom they may visit it) is within Yu-Shan and they are employees of the
Bureau of Destiny, they receive a divine salary in Quintessence and Ambrosia, the currency
of heaven.
With this they could easily create vast riches, so that even an Exalt of middling standing could
crash entire economies within Creation. Thankfully divine regulations regulate exercising
heavenly wealth within Creation. Within Creation most Sidereals use the budget approved for
their perusal by the bureau, depending on the parameters of their mission. Outside of that, a
Sidereal is allowed to live up to a Resources 3 standard as they wish, a level of wealth even
junior members of the bureau can easily achieve should they chose to. Arcane Fate makes
this proposition difficult, though some Sidereals create detailed Resplendent Destinies to act
as the legal owners of their assets.
Salary is necessary to maintain a life within Yu-Shan, the paltry goods and treasures of
Creation hold little sway in heaven.
• The salary of lesser gods and Sidereals in training. She can rent a spacious flat in
a less sought-after neighborhood, with amenities beyond the dreams of merchant
princes in Creation.
•• The pay Sidereals in their first century can expect. Regularly using essential
premium services such as Dragon Boats are within reach of the character and she
can afford to keep a few servants on retainer to see to her home affairs.
••• Important functionaries of the bureaus of heaven – such as important gods or
veteran Sidereals – receive this paygrade. The character can afford to rent
spacious housing in the most popular districts or owns a palace in a less heavily
contested region. She likely has her own Dragon Boat or Aerial Rickshaw for use
within Yu-Shan and keeps dozens of servants and one or two lesser gods in her
employ to see after her estate.
•••• You live in utmost splendor even by Yu-Shan’s extravagant standards. Only very
important gods, censors and the oldest of Sidereals are afforded such wealth. You
own many properties across Yu-Shan, lesser gods live with you as bodyguards,
advisors or concubines and your pleasure barges entertain hundreds of guests with
divine feasts.
• • • • • This level of divine splendor is reserved for the most important of gods. Anyone,
save the heads of Divisions and those who attracted the personal favor of one of
the Incarnae, who holds such wealth likely has come by it through corruption or
other illegal means.
Wonders of Yu-Shan in Creation
In the awe-inspiring environment of Yu-Shan wonders that are unthinkable elsewhere are
commonplace. The Salary Merit allows for a character to use and even outright possess many
miscellaneous artifacts that increase the quality of life or are outright vehicles capable or flight
or even stranger things. Can a Sidereal take her hard-earned pay, buy an aerial rickshaw and
then fly it into Creation? Sadly, no… not usually. Ancient treaties forbid the import of heavenly
artifice into Creation without proper permit. The Bureaus often give out temporary permits for
business in Creation, but that’s out of the Sidereal’s hands (though she may use her Backing
or Influence to sway things her way).
It is possible for a Sidereal to own a permanent permit for one of her heavenly wonders, for it
to be deemed to insignificant to count or for her to possess a wonder that was forged by one
of her past incarnations or by some artisan in Creation long ago, rendering it exempt to these
regulations. To do so however, use the Artifact Merit. Salary signifies her lifestyle and wealth
in heaven, its not meant to be an easy source of artifacts to use while in Creation.
Sidereal Charms
General Considerations
Charms belong to one of four types.
Simple Charms need an action to be activated and cannot be placed in a flurry. Sometimes a
Charm will refer to optional effects to be activated as a Simple action, which follows the same
rules.
Supplemental Charms supplement an action the character takes.
Reflexive Charms can be activated reflexively and thus do not take up an action and can be
activated outside the character’s turn. When a reflexive Charm is used in reaction to another
action, such as an attack, it has to be activated before the effect is rolled.
Permanent Charms are always active and permanently change the character’s statistics or
the way she performs certain actions.
Unlike Charms in Exalted 3rd Edition Charms in this system are not associated with one specific
Ability. Charms often have no prerequisites. However, to learn a Charm a character should
have at least 3 dots in one associated Ability (or in the case of Lunars Attribute), such as
Presence or Performance for a social Charm or a combat Ability for a combat Charm.
Unlike in Exalted 3rd Edition Charms can usually be combined freely with another as long as
their type allows this and can be used with any Ability. A Charm than enhances an attack can
be used for any attack, whether it is a Melee Attack, a Martial Arts Attack or eye lasers your
character got through some crazy Merit or Charm. Charms that only function with certain
abilities, weapons or circumstances will say so in their description.
There are no dice caps in Exalted - Reimagined. Any and all boni you can gather onto a roll
through any combination of Charms or other sources apply in full.
Some Charms allow a character to perform an action perfectly. In such a case the action
automatically succeeds without needing a roll. In some cases, a perfect effect may still want a
roll, such as a perfect attack to determine if there will be any threshold successes. Perfect
effects do no render impossible actions possible. A sword still cannot hit people farther away
than close range and an Exalt surrounded by an iconic Anima cannot establish stealth.
An attack can never be undodegable, unblockable and unsoakable. If an attack has all three
characteristics, the player making the attack must drop one of these characteristics of her
choice. Note that a perfect attack is technically neither undodgeable, nor unblockable.
Sometimes two effects directly contradict each other. Such as a perfect attack clashing with a
perfect defense (this also includes perfect soaks). In that case the two characters enter a
roll-off. Both Characters roll their unmodified (Essence + most applicable Attribute or Ability,
ignoring Specialties) in a contested roll. Roll-offs cannot be enhanced by Excellencies or any
other Charm or Merit that doesn’t specifically enhance roll-offs. In the case that the power a
character used is based on a magical background, such as an attuned Artifact, manse or
familiar, she may replace her Essence with the Merit rating in the roll-off. Merits rated N/A use
6 as their numerical value for roll-offs.
Some Charms allow a character to react to an attack with a counterattack. Only one
counterattack may be performed for each attack. Unless otherwise mentioned, Charms or
other effects that allow a character to clash an attack also count as a counterattack for this
purpose. Clashes and counterattacks cannot trigger counterattacks or Charms that count as
such.
Charms or other effects can allow a target to ignore or be immune to certain penalties. Ignored
penalties do no penalize rolls or values, but remain exploitable by Charms that rely on the
target’s penalties for their own effects. Penalties the target is immune to do no affect the target
at all and cannot be exploited by other powers.
Certain Charms use the intensity of an Intimacy (or a phenomenon using the same intensity
system as Intimacies, such as the stages of a disease) to calculate values. In this case Minor
intensity equals 2, Major 3 and Defining 4.
Other Charms say that a character should be treated as possessing a certain Intimacies. Such
Intimacies are not real and can neither be strengthened nor weakened, persisting only for the
duration of the Charm. A perfect Resolve can remove such an imposed Intimacy for the rest
of the Scene. A character who has been thoroughly influenced by them or kept them for a long
time may decide (player’s choice) to keep it around, turning it into a real Intimacy.
Sidereal Charms can lower (or increase) the target number of rolls, mostly for themselves, but
sometimes for others. No combination of effects can decrease a target number below 3 or
push it above 9.
Some Sidereal Charms reference possession of a thing or person. A character possesses an
object when she creates it, finds and takes up an unpossessed item or an item is given into
her possession by the character who possesses it. Should she lose her possession this status
does not fade until she mostly forgets about the possessed item, upon which it becomes
unpossessed. Possessing other people is metaphysically not possible (regardless of the local
laws regarding slavery) without magic.
Prayer Strips
Some powerful Charms of the Sidereal Exalted make use of prayer strips. These are short,
poetic prayers to the Maidens themselves that suspend or stretch the laws of causality in favor
of the Sidereal.
To activate a Charm reliant on a prayer strip, the character must have a prepared parchment
with the prayer in question on her person. Once the Charm is activated, the prayer strip
becomes active, often beginning to glow in some fashion. As long as the Charm stays active,
the prayer strip is as hard to break as an artifact. Once the Charm ends the prayer strip is
immolated in a flash of Essence. Preparing a prayer strip requires access to high quality
parchment and a successful (Dexterity + Linguistics) roll with a difficulty equal to the Essence
rating of the Charm in question. Inscribing the complicated prayer takes a day’s work. The
prayer strip does not have to be prepared by the character who wishes to use this Charm,
many Sidereals outsource this work to heavenly scribes and keep multiple prayer strips on
their person just in case.
To activate a prayer strip Charm, it is enough for the character to have a fitting prayer strip on
her person, she doesn’t need to use a ready action to draw it first. Sidereals can activate a
prayer strip Charm without having a fitting prayer strip in their possession, doing so increases
the cost by 1 Essence, 1 Willpower and 1 aggravated damage. It also usually causes
substantial trouble for the Loom and is sometimes followed by an investigation by the bureau.
For Charms where the existence of prayer strip is somehow mechanically relevant, such as
Conning Chaos Technique, this creates a replica of the prayer strip from glowing Essence.
Otherwise the effects just play out normally, with the prayer strip missing.
Every Sidereal has a special connection to her patron Maiden and the avenues of fate she
embodies. Thus, she may learn a single prayer strip associated with her Maiden without
fulfilling the prerequisites of the Charm (unless it is an Essence 6+ prerequisite). Prayer strip
Charm can easily be recognized by mentioning the name of the associated Maiden in
parenthesis after the Charm name.
General Charms
Excellence of the Stars
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Essence of the Maidens allows the Sidereal to bend fate and destiny to her advantage.
She adds (Essence or 3) dice to the next (Essence or 3) rolls of supported Abilities. In addition,
she also lowers the target number of those rolls by 2, to a minimum of 3.
Instead of boosting a roll she may also increase an Ability-derived static value. When a
supported Ability is used in a calculation, such as to determine the Sidereal’s Resolve or
Defense, she adds (Essence or 3) to that value instead.
Any unused charges of an Excellence vanish at the end of the Scene.
The first two purchases of this Charm unlock eight Abilities for use with this Charm each, while
a final third purchase unlocks the remaining nine.
A Sidereal starts with one purchase of Excellence of Fate at no cost. She can only boost Ability
rolls and calculations of Abilities in which she has at least 1 dot. A single use of this Charm
can be used to enhance all Abilities by this Charm.
Ox-Body Technique
Cost: -
Type: Permanent
Prerequisites: None
The bodies of the Exalted are made more durable by the Essence of their patrons. While the
Sidereal Exalted are frail when compared to other Exalted, they can operate at full capacity for
longer than others.
Each purchase of this Charm grants the Sidereal 2 additional Health Level. A character who
knows this Charm ignores one point of wound penalties for every purchase of this Charm and
half that amount of crippling penalties. A character who has purchased this Charm 5+ times is
instead immune to all wound penalties.
This Charm can be purchased (Essence) times.
Awareness
Auspicious Prospects for (Caste)
Cost: -
Type: Permanent
Prerequisites: None
The Sidereals are natively attuned to the astrological details that aid in the completion of
destiny’s design. This is a cluster of five Charms, each granting the Sidereal an acute
awareness of destinies associated with its Maiden. She automatically realizes when a
character in her presence has a specific destiny associated with the aspects of fate her Maiden
represents, whether that destiny has been tampered with and how close it is to being fulfilled.
She also gains an understanding of how best to help this destiny along and if it is currently in
danger of being prevented from coming to fruition.
If she helps a destiny detected through this Charm move closer to coming to fruition, she
restores one spent of spent Willpower. She cannot benefit from this more than once per day.
Alternatively, the Sidereal may ask the Storyteller to lead her to a destiny that would be
detectable by this Charm, which requires her help to come to fruition.
Each Sidereal starts with the version of this Charm corresponding with her patron Maiden for
free. When she unlocks access to another Maiden’s Constellations, she also automatically
unlocks her version of this Charm (provided she made the initial purchase) at no cost.
Blessed Scavenger Prana
Cost: -
Type: Permanent
Prerequisites: None
Out in the field the Vizier always finds the tools he needs. Any mundane item she needs, she
will find somewhere in the current Scene. This is free for things that could reasonably be found
in the location, but she may spend 1 Essence to find even the most unlikely equipment in
obscure locations, such as finding a functional sanxian in the middle of the desert.
There are some limits as to what this Charm can procure. It is used to locate tools and cannot
find large amounts of money (though enough to pay for place to stay the night and a meal is
possible) or specific items like the key to the door barring her way.
Expected Pain
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal Exalted are rarely caught off-guard. She can never be ambushed, treating an
ambush as a surprise attack. This automatically informs her she is under attack, even when
she normally would have no avenue to know this, and is active even when she sleeps or is
otherwise incapacitated. Against non-attack-based threats to her, she adds (Essence or 3)
bonus dice to notice them in time.
She may reflexively spend 1 Essence to contest perfect attempt to enter or maintain stealth
with a roll-off.
At Essence 2+ she may reflexively spend 1 Essence to cancel out the unexpected quality of
an attack against her, though she may only do so once per Scene.
Heavenly Sentinel Eye
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Sidereal sees the shape of perils to come. She may ask the Storyteller one of the following
questions and receives an accurate answer:
- Who here is in the greatest danger?
- What here poses the greatest danger to me?
- What’s the safest place here?
- What’s the best way to get out of here?
While the answer is accurate, no elaborations are given. She may learn that a courtier she just
met poses the greatest danger to her, but not why he is dangerous or how great the danger
really is.
Morbid Premonition
Cost: -
Type: Permanent
Prerequisites: None
Death awaits all things that live; the Sidereal merely looks ahead to this foregone conclusion.
The Sidereal can make a special (Perception or Wits + Awareness) read intentions roll against
a living character within short range. Success grants her the answers to the following
questions:
- What’s his greatest vulnerability?
- What is he willing to die for?
- If he died, would any unfinished business cause his ghost to linger?
- If he died, who would mourn him?
If the Storyteller doesn’t have an answer in mind for a question, the Sidereal’s player should
provide one, as if introducing a fact.
Prior Warning
Cost: -
Type: Permanent
Prerequisites: None
The Seer keeps one eye on the present while the other watches for impending trouble. The
Sidereal becomes automatically aware of trouble brewing, manifesting as a bad feeling at the
start of the Scene in which the Storyteller foresees the Sidereal encountering unexpected
danger. Danger does not have to necessarily be physical; her true identity being discovered
during an undercover operation, or the sudden political maneuvers of a rival are equally
dangerous as a knife in her back or poison in her tea. She gains (Essence or 3) bonus dice on
any roll to detect such dangers.
At Essence 3+ she may reflexively spend 1 Essence to gain a notion of what kind of danger
lies ahead of her.
Wise Choice
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
When the Sidereal faces a choice between options, she can peek into the future to see which
one will bear the best results in the future. This Charm only considers the options she herself
is actively considering and gives her information on which will bear out best for her personally,
which will be best for her objective and the degree of danger of harm to her person for each of
the considered option. This Charm gives her no information on why the choices are weighted
the way they are.
The first time she activates this Charm in a Scene it is free.
Awaken the Mind’s Eye
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
A third, green eye opens on the Sidereal’s brow. This eye is a dematerialized spirit,
imperceptible to most and not bound to her body. It may move around freely by levitation,
though it may not move beyond long range from her. The Sidereal perceives the surroundings
of this mystical eye with all her senses and may direct it telepathically. She can use her own
dice pools and Charms for the purpose of any Stealth rolls the eye makes.
She retains access to her own senses while the eye is active, but the distraction caused by
sensory interference gives her a -3 penalty on all actions and a -1 penalty to Defense. If the
eye is destroyed she takes one unsoakable level of aggravated damage as her forehead starts
to bleed and cannot use this Charm for the rest of the Story or until the damage is healed,
whichever comes later.
At Essence 3+ the eye may move out to extreme range from her.
At Essence 4+ the eye allows her to ignore all environmental penalties to her Perception rolls
while she projects her senses through it.
Divinity-Stealing Whispers
Cost: -
Type: Permanent
Prerequisites: Essence 2
Inaudible whispers find their way into the Sidereal’s ear. When otherwise imperceptible
communication takes place in the Seer’s presence, such as a divinity receiving intelligible
prayers, telepathy or a message delivered via Wind-Carried Words Technique, the Sidereal
may pick up what is being communicated through her supernatural awareness. She rolls
(Perception + Awareness) with (Essence) bonus dice against the difficulty of the effect or (the
speaker’s Essence + 2) to listen in to such communication, contesting perfect effects in a
roll-off.
Illusion-Piercing Vigilance
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2
Shedding the scales from her eyes, the Sidereal realizes when she’s been compromised. The
Sidereal forces any illusions as well as mind-affecting effects that cause her to hallucinate or
cloud her memories into a roll-off, ending them if successful. She also realizes if she suffers
under any such effects even if she fails the roll-off, but learns no further details. She also
realizes if she is suffering from other mind-affecting effects, curses, possessions or
Derangements, though this Charm cannot end them.
The Spear Not Held
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Wise Choice
Envisioning the outcome of an exchange of blows with her foe countless times in a single
instant, the Sidereal weaves her triumph into fate without ever needing to draw her weapon.
The Sidereal rolls (Perception + Awareness or combat Ability) against the Guile of a target
within medium range. If combat breaks out between her and the target within the same day,
he suffers one of the following effects, chosen by the Sidereal:
- He automatically loses Initiative. Perfect Initiatives are forced into a roll-off.
- He suffers the effect of a dirty fighting, distract, knockback, knockdown or pierce
gambit. The Sidereal can enhance these with applicable non-Simple Charms.
- She reflexively aims at him.
- She reflexively moves one range band towards him.
Using this Charm is unnoticeable to the outside world. The Sidereal may use this Charm from
concealment without breaking it. Essence spent on this Charm does not contribute towards
flaring the Sidereal’s Anima unless she wants it to do so.
The Sidereal may not activate this Charm during combat. This Charm may only be used once
per day, per character.
Conclusive Wisdom (Saturn)
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Auspicious Prospects for Endings, Wise Choice
The Sidereal holds up a prayer strip bearing the Scripture of the Maiden and the Scythe in front
of her target. Violet flowers bloom all over the prayer strip, wilt and finally die, resulting in a
shower of petals. The target receives a soul-shocking vision, detailing the minutes leading up
to his own death. He becomes unable to act for one round as the vision takes hold of him,
though he can spend (Essence/2) Willpower points to delay the vision until the end of the
current Scene.
The vision has a profound effect, requiring the target to roll Willpower against a difficulty of
(Essence or 3, the Sidereal may choose the lower value if she so desires), losing all points of
Willpower if he fails. The Sidereal can chose to try and reinforce the potential future death of
her target or to help him fight against it. She rolls (Manipulation + Presence or Occult) against
her target’s Resolve. If she is successful, she may choose to bless or curse her target. If the
Scene of his likely death comes to pass, he gains a bonus/penalty equal to (Essence or 3) to
up to ([Essence/2] or 2) critical rolls in that Scene.
Entangled Observation Stance
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3, Awaken the Mind’s Eye
The Seer entangles her own fate temporarily with that of another person to feel what he feels.
She needs an arcane connection to her target (such as a bit of his blood, a prized possession,
a recent and close interaction with him or his thread of fate in the loom) to activate this Charm.
For as long as she concentrates, she can perceive the target of this Charm and his
surroundings with all of her senses.
She retains access to her own senses while scrying, but the distraction caused by sensory
interference gives her a -3 penalty on all actions and a -1 penalty to Defense. She can only
use this Charm on a being in the same realm of existence as her, though Yu-Shan and Creation
count as the same realm of existence for the purpose of this Charm.
Supernal Awareness
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Expected Pain
With this Charm the Sidereal expands her awareness across a broader patch of the present.
She must look for something specific, such as a person, object or event. If the target of the
Charm is present within long range, she becomes aware of its location as a perfect effect for
as long as this Charm is active.
This Charm may be activate multiple times to keep an eye on multiple different things.
At Essence 3+ she may spend 1 Essence to activate this Charm reflexively.
At Essence 4+ its range increases to extreme range.
August Weaver’s Meditation
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 4, Supernal Awareness, Enigmatic Observation Stance
The Sidereal can feel the presence of the Loom in all things and thus she is never without it.
The Sidereal can activate this Charm while she meditates to transport her consciousness into
the Loom of Fate, appearing as a ghostly apparition to others who traverse its twisting halls.
This allows her to investigate the Loom for information without physically being there and is
possible even from different realms of existence.
Earth and Sky Bargain (Saturn)
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 4, Auspicious Prospects for Endings, Prior Warning
It is the privilege and duty of the Sidereal Exalted to protect the designs of destiny. To ensure
that all things come to an end as they are supposed to – and to intervene in those rare
instances when the continued existence of one doomed to die would serve a brighter future.
The Sidereal approaches someone doomed to die soon, as detected by Auspicious Prospects
for Endings and offers them a bargain, signified by burying a prayer strip bearing the Scripture
of the Maiden and the Road together. The Sidereal will rewrite their destiny, in return the target
owes the guardian of his fate a great debt.
If the target accepts, he gains a great boon. When his destined doom comes for him, fate is
on his side, helping him to endure past his time. In that Scene he gains ([Essence/2] or 2)
points of Essence, which can take him over his normal maximum Essence pool. All his actions
that are instrumental to surviving the current Scene reduce their target number by 2 (minimum
3). Finally, he can spend his Essence on all non-Permanent Combat Defensive Charms the
Sidereal knows. This does not represent actual knowledge on his side, but rather manifests as
inexplicable twists of causality and luck coming to his aid.
A target who accepted this Charm owes her guardian a great debt. At some point in the future,
he will be able to save or greatly aid the Sidereal who used this Charm for his benefit or her
successor. When this time comes, he instinctively knows what he has to do. Should he refuse
a great curse befalls him, comparable to the consequences of breaking an oath consecrated
by a Solar of the Eclipse Caste.
This Charm can only be used once per Story. It can be used only on those who face truly dire
prospects of survival. For most Tier 1 or 2 characters any destiny of death is enough to qualify,
but for the Exalted and similar powerful beings who frequently change their own destiny
exceptional danger must lie ahead to be a viable target for this Charm. This Charm can never
be used on another Sidereal.
Bureaucracy
Equitable Partnership
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Sidereal feels along the weave of fate for a patron with pockets deep enough to fund her
ambitions. After a few hours or days spent discussing a business plan or opportunity for profit
with potential financial backers, the Sidereal’s assured to find at least one person willing to
fund her scheme, providing a sum proportionate to the Sidereal’s competence and the plan’s
plausibility. That character forms a Major Intimacy reflecting his commitment to this
arrangement, which could be a Tie to the Sidereal or a Principle reflecting his motivation for
funding her.
This Charm may only be used once per Story, unless reset by achieving a significant story
goal with the help of her patron.
At Essence 3+, this Charm may be used to seek out more than money, allowing the Sidereal
to find mentors and allies who are willing to support her in non-financial endeavors. The nature
and power of these allies is determined by the Storyteller.
Harvest Ripe Wheat, Father Falling Hay
Cost: -
Type: Simple
Prerequisites: None
The Sidereal need only stroll through a shop floor or come to a receptionist’s desk to take the
measure of an office. When the Sidereal examines a business or bureaucratic entity, she rolls
(Perception or Wits + Bureaucracy) opposing the Guile of that group’s leader. If successful she
learns the answers to the following questions:
- How corrupt is this organization’s group culture?
- What forms of corruption should I be on the lookout for?
- Is this organization likely to notice if I perform some specific misdeed right now?
- Who here knows the most about this organization’s official business?
Icy Hand
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
With a deft touch, the Sidereal brings an end to corruption and apathy. She touches a
bureaucrat or other official member of an organization who is less than stellar in the
performance of his duties and rolls (Manipulation + Bureaucracy) against his Resolve. If she
is successful, the target immediately forms a Major Principle of “I must perform my duties
honestly and to the best of my ability”. This Intimacy cannot be reduced below Minor intensity
for the rest of the Story and the target cannot prevent it from forming by spending Willpower.
Tier 3+ characters may resist this Charm by spending (Essence/2) Willpower.
Invoke the Helpful Stranger
Cost: -
Type: Permanent
Prerequisites: None
When the Seer is looking for a service, she always finds just who she needs. She always finds
a person willing to offer what she is looking for in record time and without any need to actively
investigate, so long as such a person exists in her area. The stranger she asks for directions
on the street just happens to have a map for sale, she meets the local gossip in the first bar
she ventures into or finds that the guard she approached is indeed the one most amenable to
a bribe.
This Charm does not allow her to find specific people, rather it subtly directs her towards the
one most willing to give or sell her the goods or information she requires. It doesn’t necessarily
direct her towards the cheapest course, rather to the one most expedient and within reach of
her means.
Omens of Mutiny
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
In the dark of night, the Sidereal listens for whispers of disloyalty from her crew. As midnight
falls, the Sidereal makes a special (Charisma or Perception + Sail) read intentions roll against
all characters aboard a ship she pilots or all subordinates within an organization she belongs
to. She can also use it when she plays games of chance with such characters, but doing so
limits this Charm to those she can perceive. She learns which of them currently poses the
greatest threat to her authority if she beats that character’s Guile. She also learns the following
information:
- How dangerous the threat he poses is.
- What Intimacies he has toward her.
- If he has support from others in the crew or organization (though she does not learn
who these people are, only an idea about the amount of support he has).
- What the least amount of force she could use to make him fall in line is.
Record-Obtaining Inquiry
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Sidereal trades a clean ending for an expedient one, hastening her pursuit of documents,
a judgment, or divine intervention at the cost of leaving a leaving some loose ends. She
undertakes a project or bureaucratic task, reducing the interval of time necessary to complete
it by one step: years to seasons, seasons to months, months to weeks, and weeks to days.
Tasks that would take less than a day are completed instantly. This doesn’t speed physical
labor, only the planning, authorization, allocation of resources, and other bureaucratic tasks
involved in fulfilling her request.
However, something is always left undone — a small task left incomplete, an overlooked
problem, an unpaid contractor, etc. It’s only a small inconvenience compared to the project’s
significance, but one that may complicate the Sidereal’s life down the line.
Choosing for Fangs
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
The Sidereal and her chosen enforcers impose discipline through fear, working her crew hard
without a single complaint. The Sidereal can use this Charm after she or a subordinate acting
under her orders imposes disciplinary measures on a member of a group the Sidereal holds
direct authority over — her ship’s crew, soldiers under her command, etc. She makes a special
(Appearance or Charisma + Bureaucracy Sail) threaten roll against all group members.
Affected characters suffer the following:
- They can’t protest or complain about the Sidereal or their working conditions. No matter
how much they resent her, they won’t speak out. This doesn’t prevent acts of disloyalty,
only expressions of discontent.
- Quitting their job requires entering a Decision Point and citing a Major or Defining
Intimacy to spend three Willpower.
- They suffer -1 Resolve against the Sidereal’s persuade and threaten rolls and those of
characters acting on her orders.
- They’re treated as having a Major Intimacy of loyalty authority supporting influence of
their superiors.
A character who upholds a Major or Defining Intimacy of courage, recklessness, audacity, or
anger by challenging the Sidereal’s authority is freed from this effect.
Paralyzed Mandarin Inflection
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2
The Sidereal declares an end to the usefulness of an organization. She rolls (Manipulation +
Bureaucracy) against the Resolve of the organization’s leader. If she succeeds the
organization is infected with a deep sense of apathy, fatalism or imbued with frantic energy
and enthusiasm that serves to create nothing but infinite plans for improvement without getting
any actual work done. The effect lasts for (Essence) days.
At Essence 4+ she may commit this Charm’s cost instead to keep it active as long as she
wishes.
End Debate (Saturn)
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Icy Touch or Paralyzed Mandarin Inflection
The Sidereal throws down a prayer strip bearing the Scripture of the Wise Maiden, which
explodes in a searing amethyst light that brings conversation and debate to a close.
The Sidereal makes a special (Strength or Intelligence + Bureaucracy) persuade roll to bring
an argument, debate, meeting, planning session, or similar interaction to an end, preventing
any further opinions from being voiced. Anyone wishing to get in a final influence roll may pay
one Willpower and roll (Wits + Bureaucracy) opposing the Sidereal. If multiple characters
attempt to do so, only the one with the highest successful result gets to speak.
Once any final remarks are concluded, all characters involved immediately cease discussion
and immediately make a decision, take a vote, or take other appropriate action based on what’s
been said so far. If no such decision is necessary, participants simply lose interest and wander
off. If a character’s Resolve is beaten, he can’t take issue with the process by which the
decision was reached, though he may disagree with the decision itself. He forgets the
Sidereal’s use of this Charm is forgotten by witnesses, assuming the conversation reached a
natural ending while he wasn’t paying attention.
If ending the conversation threatens one of a character’s Defining Intimacies, he may pay three
Willpower to resist; while other participants remain silent, he can continue to speak.
Fortuitous Fellowship
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Equitable Partnership or Invoke the Helpful Stranger
The subtle Vizier finds social groups to influence that don’t even exist… yet. This Charm
creates a new social group geared towards an objective she sets. The Sidereal is automatically
recognized as a comrade by the members of this group. This Charm essentially allows the
Sidereal to create a group-based story Merit such as Contacts, Followers or Cult with a rating
equal to (Essence/2).
The time it takes for the group to form depends on its complexity and how illicit it is. A new
group of friendly regulars at a pub may only take a Scene to form, while a secret conspiracy to
overthrow the local satrap may take a week. The group won’t disband as long as this Charm
stays active and may persist afterwards if sufficient impetus for it to do so exists, though it
carries no special protection from this point on.
Infinite Bounty Bestowment (Venus)
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Invoke the Helpful Stranger, Record-Obtaining Inquiry
The Sidereal affixes a prayer strip bearing the Scripture of the Maiden’s Promise somewhere
within the headquarters of an organization undertaking a project. From now on the project is
blessed as the world itself funnels the necessary resources towards the project’s completion
and keeps trouble away. The next ([Essence/2] or 2) rolls of the organization to accomplish
milestones towards completing the project succeed automatically.
This Charm may only be used once per Story.
Implicit Admiralty Assumption
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Omens of Mutiny or Choosing for Fangs
The Greater Sign of the Captain shines in the Sidereal’s left eye — bright enough to be seen,
unless she covers it — as she effects assumed importance. The Sidereal makes a special
(Charisma + Sail) influence roll. Characters whose Resolve is beaten by this will assume the
Sidereal is the direct superior of whoever present has the most apparent authority. If it’s more
plausible, onlookers may assume the Sidereal holds a position in another organization that’s
analogous in authority to that character’s superior. This belief counts as a Major Intimacy. The
illusion is broken if the Sidereal explicitly claims an authority, privilege, or position she doesn’t
legitimately possess.
The apparent authority figure is affected as well, though his position counts a Defining Intimacy
opposing this influence. Different characters may draw different assumptions, and the Sidereal
received no knowledge of what affected characters believe. Resisting this influence requires
entering a Decision Point and spending three Willpower.
Lost-and-Never-Found Distraction
Cost: Spend 1 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Paralyzed Mandarin Inflection
The Sidereal approaches a bureaucracy and requests all information they have on a specific
individual or business. As the clerks hurry to bring the requested documentation, they find that
they cannot. The Sidereal rolls (Intelligence + Bureaucracy) against a difficulty determined by
the Storyteller depending on the organization and information in question. The ledgers of a
small local business are difficulty 2, while the complex ledgers of the Celestial Bureaucracy
would be difficulty 10+. If she succeeds, that organization loses all documentation regarding
one specific person or business. This does not edit anyone’s memory, but any paper trail is
gone. This does not eliminate every paper the target was mentioned in, it merely removes any
mention of them from such paperwork. Debts are stricken, signatures washed away and
documentation of past business relations are lost forever.
Unassuming Vizier Wisdom
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Icy Hand or Invoke the Helpful Stranger
Insinuating herself among temporal powers, the Sidereal weaves herself into his dominion as
its guardian. After giving a gift or making a show of obeisance to a community’s leader in a
way that aligns with one of his Major or Defining Intimacies, the Sidereal lashes the
community’s fate to her own:
- If she supports the community’s leader, he gains -1 target number on Bureaucracy,
Lore, and Socialize rolls related to projects or other bureaucratic tasks initiated for the
community’s benefit.
- She can make read intentions, profile character, and diagnosis rolls against the
community as a whole with (Perception + Bureaucracy, Craft or Socialize) after a Scene
spent interacting with community members. This lets her discern common Intimacies
among the community, map out relationships within the community, detect epidemics,
etc. If someone’s actively concealing the sought information, she must also beat his
Guile.
- She can secure a position of prominence in the organization. Members apply their
Intimacies toward the organization to the Sidereal.
- Community members and their property within (Essence x10) miles of her are immune
to Wyld exposure.
Ultramarine Covenant (Venus)
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Fortuitous Fellowship
The Sidereal presents two parties with a prayer strip, bearing the Scripture of the
Silver-Tongued Maiden. The Sidereal may be or represent one of the parties affected by this
Charm, but she can also use this Charm as a neutral party. The parties write an agreement
down, as well as a penalty clause stipulated should this agreement be broken. Afterwards both
parties sign the agreement in blood and the prayer strip burns up in a flare of deep black and
blue Essence. The agreement written down on the prayer strip has been sanctified and should
either party break it the penalty clause specified will be enforced via fate as a great cruse,
comparable to the curse incurred by breaking an Eclipse Oath.
The agreement forged is primarily between the signatories, though a representative
empowered to speak in the name of an organization may make promises on behalf of his
organization. However, should a penalty clause affect an organization or large group of people
the resultant curse can usually be circumvented by ousting those responsible for agreement
and breach from power. Thus, a kingdom cursed for the treachery of its prince may be
delivered by a son who ousts his father.
Willing Assumption of Chains (Jupiter)
Cost: Spend 5 Essence, 3 Willpower
Type: Simple
Prerequisites: Essence 5, Fortuitous Fellowship
The Sidereal promotes a god to a position within the Celestial Bureaucracy, presenting him
with a prayer strip bearing the Scripture of the Maiden in Chains for his signature, upon which
it burns away in a gout of emerald fire.
The Sidereal assigns a god a position instantly and unquestionably, effected by the Celestial
Bureaucracy’s very Essence. The position can’t already be occupied — the Sidereal must
choose either a vacant office or a position that does not yet exist. The god must willingly accept
the promotion. If he already held a position in the Celestial Bureaucracy, the two are folded
together into a single office; unemployed gods simply step into their new role.
Upon being promoted, the god gains the following benefits:
- An additional dot of Essence, maximum (Sidereal’s Essence).
- A Defining Principle of diligently fulfilling the duties he’s been appointed to.
- Up to six dots of Merits reflecting his new position. This typically includes Backing,
Salary, and the like, but can also include mutations.
- (God’s Essence) new Charms reflecting his new position. These don’t manifest
immediately; Charms are only gained once the Sidereal’s player and the Storyteller
have agreed on how they work.
- If the Sidereal knows God-Shape Uplifting, she may take one god promoted by this
Charm on as her familiar.
While the promotion is intrinsically legitimate in Heaven’s eyes, it’s not irrevocable; the god
can still be demoted or fired. Bureaucratic restructurings may eliminate the appointed position
entirely if its existence is called into question and can’t be justified, though this is unlikely unless
a Sidereal invents particularly implausible offices.
This Charm can be used on elementals, though they gain no benefits other than the Defining
Principle and potential status as a familiar. Sidereals with Celestial Circle Sorcery can offer
employment demons, a power known as An End to Darkness. They receive the same benefits
as elementals and cease to be creatures of darkness and enemies of fate while employed.
This Charm may only be used once per Story.
Combat
Defensive
Absence
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Sidereal feels where danger awaits them, so when it arrives, she is gone. This Charm
allots the Sidereal to ignores to all wound, crippling, grappling, onslaught and visibility penalties
to her Defense for the next (Essence or 3) turns.
Alternatively, this Charm allows her to perfectly dodge an environmental hazard that could be
resisted with a Dodge or Athletics roll.
Death-Parrying Stroke
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The weave of the character’s fate becomes less rigid in combat, allowing the strands to spread
out and absorb what would normally be a lethal stroke. Activating this Charm adds 2 to her
Defense against an attack and increases the target number of the attack roll by 1 (maximum
9).
At Essence 6+, she may activate this Charm after the attack roll has been made.
Defense of Shining Joy
Cost: -
Type: Permanent
Prerequisites: Absence
Moving with the tempo of her opponent’s attacks, as if the two were old dance partners, the
Sidereal predicts and evades any attempts to harm her. She may calculate her Evasion using
(Appearance, Dexterity or Wits + Dodge or Performance).
At Essence 2+, she may commit 1 Essence as a Simple action to ignore all onslaught penalties
to her Defense.
At Essene 4+, committing Essence to ignore onslaught penalties becomes reflexive.
Elusive Object of Desire
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
Wreathed in the fate of desires unfulfilled, the Sidereal is pursued by those who cannot touch
her. If the Sidereal successfully dodges an attack, she can activate this Charm to reflexively
roll (Appearance + Dodge or Performance) to instill a Tie of infatuation toward herself. She
isn’t perceived as the source of this influence.
If the Sidereal succeeds, her attacker must use his next turn to move toward her (if not already
at close range) and attack her. If attacking the Sidereal isn’t possible, he can take another
action but can’t attack anyone but her. This costs one Willpower to resist, separate from
resisting the instill roll. If he resists this effect or the instill roll with Willpower, he loses Initiative.
Impeding the Flow
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Sidereal disrupts the flow of her opponents with her own perfect timing. After successfully
defending against an attack, she may activate this Charm to perfectly defend against all other
attacks from this opponent until the start of her next turn.
At Essence 4+, waive this Charm’s cost.
Optimistic Security Practice
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
By reaffirming her destiny to remain unscathed, the Sidereal increases her body’s endurance.
While this Charm is active, she increases her Soak by (Essence or 3).
Orchestration of Mirrored Fates
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: None
A Sidereal may graciously share her fate with her opponents. Upon being hit by an attack she
may activate this Charm to counterattack her opponent by linking their fates. The counterattack
is automatically successful and uses the same post-Soak damage as the original attack upon
her.
A perfect parry, dodge or soak can contest this Charm in a roll-off.
Trouble-Reduction Strategy
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Sidereal subtly graces others with her foresight, moving them out of harm’s way and
altering the trajectory of blows coming at them. When she activates this Charm, she reflexively
performs a defend other action on another character within short range. This special defend
other action uses her Evasion to guard her ward and can be maintained out to short range. As
long as the target remains in range and she wills it, the defend other action reflexively refreshes
itself every round. She can only defend one target at a time.
This Charms effects work through coincidence and happenstance as much as active physical
actions by the Sidereal, leaving both her ward and enemies ignorant of her protective
measures. An attack that successfully beats her Evasion and targets her instead of her ward
may result in her “clumsily” stumbling into the attack or the attack missing and fate inflicting
the resultant damage onto her body in some other way using the environment.
At Essence 4+, the range of her defend other action increases to medium range.
Uncanny Shroud Defense
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal shrouds herself in ancient secrets, erecting a last desperate line of defense
against her demise. The first time in a Scene she would be incapacitated or killed by an attack
a purple shroud, woven from true destiny of her death – which is not yet fulfilled – surrounds
her and softens the blow. She is immune to all damage that would fill her final health level from
that attack or other source of harm, leaving her badly hurt but alive and ready to act.
Wound-to-Scratch Intercession
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
As she is struck, the Sidereal intercedes on her own behalf. She blunts the blade of her enemy
or slightly alters the angle of his strike so that it misses a vital organ. She can activate this
Charm after she was hit by an attack and after rolling Soak to decrease post-Soak damage by
2, this can decrease the attack’s damage below minimum damage.
At Essence 4+, she decreases the damage by 3 instead.
Crimson Palm Counterstrike
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Impeding the Flow or Orchestration of Mirrored Fates
Coming to understand the movements of her enemies, the Sidereal interrupts them an instant
before they happen. She may activate this Charm reflexively when she is attacked by another
character in range of her weapons to force a clash. Using this Charm counts as performing a
counterattack.
Duck Fate
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 2
Instead of dodging her enemies, the Sidereal simply dodges whatever fate held in store for
her. This Charm is a perfect dodge against any attack or instance of physical harm.
At Essence 5+, she may instead use this Charm to dodge other, more ephemeral things as
well. Curses, the consequences of a faux-pax or even the gaze of a vigilant sentry may be
perfectly dodged. She can use this Charm to dodge pretty much anything perfectly. If used to
help with non-defensive tasks with multiple layers or that represent an ongoing effort, such as
sneaking past above-mentioned guard, this Charm provides a dice bonus equal to (Essence)
to one of her rolls, as the sentry might hear her even if she perfectly dodges his gaze and has
a chance to see her on his next turn.
Serenity in Blood
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 2
The Sidereal weapon trails streamers of crimson stardust and parts the strands of fate that
connected her with the assault of her opponent. This Charm perfectly parries an attack on the
Sidereal.
At Essence 4+ she may use this Charm to dissociate her own fate from a continuous
environmental hazard for the duration of the current Scene, allowing her to ignore any damage
it would normally inflict upon her. A lake of lava thus would not threaten to harm her anymore,
but it may still impede her movement.
Cracked Mask Sacrifice
Cost: -
Type: Reflexive
Prerequisites: Essence 3, Uncanny Shroud Defense or Wound-to-Scratch Intercession
The Sidereal is struck by a fatal blow, but it is not her who dies – only someone who never
was. When she is struck by an attack, she may sacrifice a resplendent destiny to reduce the
damage she suffers. If she has one active, she must sacrifice it; otherwise, she can expend
any of her resplendent destinies. This negates (Essence) levels of post-Soak damage and is
capable of reducing the attack’s damage below minimum damage.
The sundered resplendent destiny is cast off as a corpse of appropriate appearance, though it
unravels into gossamer threads under physical examination. Observer’s memories of the
corpse and its strange nature are subject to arcane fate.
This Charm may only be used once per Scene.
Five Seasons Response
Cost: Spend 2 Essence, 1 Willpower
Type: Reflexive
Prerequisites: Essence 3, Duck Fate
If skill cannot protect one of the Maidens’ Chosen, then she may trust to the world’s esteem
for her office and duties. If not to that, then to Creation’s fear of what she hopes to save it from.
If not to that, to the world’s dreams of glories faded that may yet return. And if all these fail,
she may ask for luck and revenge. These are the Five Seasons Response.
When a ranged attack strikes the Sidereal, she may activate this Charm to dodge it perfectly
and reflect the attack back at the character who originally made it as a counterattack, using
the result of the original attack roll, including all effects that enhanced the attack.
This Charm explicitly may be used after the attack roll was made and the attack successfully
hit the Sidereal. She may only use this Charm once per Scene.
Unwelcome Courtship Interception
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Trouble Reduction Strategy
The Sidereal evades the loss of a friend or ally by taking his wounds in his stead. When an ally
within medium range is hit by an attack, the Sidereal can use this Charm to cause take on the
attack’s consequences in its original target’s place. This Charm cannot be used to intercept
undodgeable attacks.
Shield of Mars
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 4, Optimistic Security Prana, Orchestration of Mirrored Fates
For a brief moment, the Sidereal appears to be struck and injured. Then she casts that fate
into limbo, orbiting her thread of fate without touching it, waiting to be reassigned. This Charm
perfectly soaks the damage and other effects of a successful attack or instance of physical
harm against her. Note down the damage and other effects the attack carried.
The Sidereal can reflexively replace the damage and other effects of one of her own attacks
with those she avoided with this Charm, reassigning that fate to her victim. When she reassigns
damage that way, she reassigns the post-Soak damage she herself would have suffered. A
perfect Soak can prevent this damage without need for a roll-off.
This Charm can only be used again after the damage waiting in limbo has been transferred to
another character or a new Scene has begun, whatever happens later. She has to transfer the
damage or other effects carried by this Charm to someone before she can use it again. She
can use a miscellaneous combat action to transfer it to any Tier 1 or 2 character she has
metaphysical ownership of, regardless of their location.
Dead Spouse Defense
Cost: -
Type: Reflexive
Prerequisites: Essence 5, Duck Fate, Unwelcome Courtship Interception
There are oceans of blood yet to be shed in destiny’s service; what is one drop more compared
to the Sidereal’s duty? The Sidereal can use this Charm after an attack roll against her or being
affected by another deleterious effect (other sources of damage, a curse, etc.). She speaks
the name of a trivial character she’s interacted with this Story. She automatically perfectly
defends against all damage or other harm from it; a few seconds later, that person’s heart
stops. This Charm’s defense even overcomes other perfect effects without need for a roll-off.
This Charm may only be used once per Story.
Storm’s Eye Stance (Mars)
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 5, Shield of Mars
The Sidereal ignites a prayer strip that bears the Scripture of the Eternal Maiden with cinnabar
Essence. The prayer strip extends between her and one target within sight, wrapping around
both for a moment only to evaporate in cinnabar flame. The air around the Sidereal and her
target darkens, and their fates have been entangled.
For the duration of the Scene, whenever the Sidereal takes damage, is poisoned, her body is
warped, suffers a crippling injury or struck with a similar affliction mundane or magical in nature,
her target is afflicted in the same way. The same goes for positive effects such as magical
healing.
The connection theoretically goes both ways, however the Sidereal has perfect control over
what effects are transferred and which are not, allowing her to decline suffering the damage
her target receives while partaking of a healing effect at her leisure. The Sidereal can also use
this bond to transfer other effects attached to her own fate such as those captured with Shield
of Mars or Someone Else’s Consequence to the target, doing so takes a miscellaneous combat
action, but is automatically successful.
Perfect defenses on part of the target can prevent their fate from being entangled by defending
against the original connection attempt with a roll-off. A perfect Resolve defends against this
Charm without need for a roll-off. After the target has been entangled, he can use perfect
defenses to defend against effects transferred towards him as long as the perfect defense in
question could have defended against the initial cause of the effect.
Getting rid of the entanglement after it has been established is a bit more complicated and
relies on Charms that break curses or a special difficulty 3 gambit against the Sidereal with an
attack that can hit dematerialized beings to sever the prayer strip hanging immaterially between
them.
Grappling
Lady-or-Tiger Tactic
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
There are no good choices for those caught in the Sidereal’s grasp, only those that hurt the
least. When the Sidereal is in a grapple she may activate this Charm as the control roll is being
rolled to impose a choice upon her enemy: either increase the target number of the control roll
by +1 or take 2 points of unsoakable bashing damage before the roll is made.
At Essence 3+, the first use of this Charm in a Scene is free.
Satisfying Idle Fantasy
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Sidereal wraps herself in idle dreams, holding her enemy’s mind in a vice harder than
steel. She rolls (Charisma or Appearance + Martial Arts) against the Resolve of an enemy that
can see her within short range. If successful she enters a grapple with her target, rolling
(Charisma or Appearance + Martial Arts) contested by her target’s (Intelligence or Wits +
Integrity) in the control roll. On a success she can only free her target, restrain him or drag him
one range band towards her (by luring him closer). The last option allows her to transition into
a normal grapple on the next round when he enters close range. Should he succeed, he can
only escape.
At Essence 4+ the range of this Charm is extended to medium range.
Coercion by Any Means
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 3
Passing a hand over her eyes, the Sidereal blinds herself to the subtle distinctions society
draws between different applications of uneven force. When the Sidereal makes a grapple
gambit, her target’s Defense is penalized by positive Ties toward her or Intimacies that reflect
a feeling of dominance over her or desire to exploit her. He also suffers a -(Intimacy) penalty
on his control rolls in grapple created with the help of this Charm. Such Intimacies count as
supporting any influence rolls the Sidereal makes against him for the clinch’s duration. She
can flurry such rolls with her grapple control roll.
Martial Arts
Swallowing the Lotus Root
Cost: -
Type: Permanent
Prerequisites: None
The roots of enlightened martial arts come easily to the Sidereal Exalted. Whenever she buys
a Merit dot for a Merit associated with a martial arts style, she immediately gains another
martial arts related Merit dot. The same goes for Specialties for the Martial Arts Ability.
This Charm works retroactively, applying to any dots of martial arts Merits or Specialties she
bought before purchasing this Charm, even those added during character creation. Merit dots
and Specialties added by this Charm don’t multiply themselves, only those purchased during
character creation or with experience points.
At Essence 5+, this Charm applies to martial arts Charms, granting one additional free martial
arts Charm for every one that was purchased. This does not extend to Sidereal martial arts.
At Essence 6+, once she has learned at least 30 different martial arts Charms (excluding those
gained for free through this Charm), she may learn further martial arts Charms at no cost.
Style-Discerning Eye
Cost: -
Type: Permanent
Prerequisites: None
Wise in the ways of battle, the Sidereal reads her opponent’s martial prowess with ease. The
Sidereal realizes trained martial artists immediately, becoming aware if any person she meets
has a rating of 3+ in a combat Ability, as well if they have a Specialty in that Ability and the
nature of the Specialty. A character perfectly disguised as someone without any martial ability
may enter a roll-off against her to hide his prowess.
While studying those embroiled in battle, whether as a fellow combatant or merely watching a
sparring match as a bystander, she gains even more information. She knows in which styles a
character she watches has learned Charms or Merits and if he has mastered the style
completely or attained its Form Charm. She gains a rough description of the style’s capabilities
and powers if she is unfamiliar with it.
She may roll a read intentions action using (Perception or Wits + Martial Arts) against a
currently fighting character, to gauge his reason to fight, Intimacies related to those he is
fighting aside or against and similar topics.
Her transcendent understanding of martial arts allows her to introduce facts regarding martial
arts styles rolling (Intelligence + Martial Arts) and requiring no Lore background or
Specialization.
When witnessing the fruits of another’s training, she can internalize them into her perfect
martial Essence. She may reflexively spend 1 Essence to learn to a martial arts Merit or Charm
she qualifies for and sees in action immediately as a training effect, going into experience debt
if necessary. She can only use this ability once per day and only while she is not in experience
debt.
This Charm and all its effects only consider regular martial arts, the subtle and complex
Essence of Sidereal styles is not so easily analyzed.
Armaments of the Battle Maiden
Cost: -
Type: Permanent
Prerequisites: Essence 2
The Sidereal makes use of the resonance between the martial core of her Essence and the
elegance of her martial arts. When she is under the effects of a Form Charm, her body and
limbs use the traits of artifact armor and weapons appropriate to the Form’s martial arts or
Sidereal martial arts style.
This even goes so far as to enable her to practice certain styles that usually only can be
practiced while wearing specific weaponry, as her hands and feet take on the fate of
appropriate weaponry.
Mastering the Lotus Bulb
Cost: -
Type: Permanent
Prerequisites: Essence 2, Swallowing the Lotus Root
Rooted firmly in strong foundations, the Sidereal performs complicated techniques and
combinations seemingly effortless. When she spends 2+ Essence on martial arts Charms in
the same round, she regains 1 point of spent Essence.
At Essence 3+, she decreases the difficulty of any gambit created or supplemented by martial
arts or Sidereal martial arts Charms by 1 (minimum 0).
At Essence 4+, she may perform a martial arts Charm with no prerequisites for free once per
round. Doing so renders her ineligible for regaining spent Essence through this Charm.
At Essence 6+, she regains 1 Essence when she spends 2+ Essence on martial arts or
Sidereal martial arts Charms in the same round.
Secret Lesson Revelation
Cost: -
Type: Permanent
Prerequisites: Essence 2, Mastering the Lotus Bulb
Sidereal sifus convey their teachings through parables and secret meanings, giving their
students strange lessons whose purpose is only revealed when they are completed. To utilize
this Charm, the Sidereal spends a Scene in the company of a pupil and then explains how the
events of the Scene taught a dot of the Martial Arts Ability, a particular martial arts Charm or
Merit the Sidereal is familiar with as a training effect.
When a Sidereal trains one of the other Exalted, this allows her pupil to benefit from the martial
enlightenment of the Sidereal Exalted. As long as she teaches a Charm from a style, she has
herself completely mastered, her pupil pays the experience cost for the Charm as if he was a
Sidereal Exalt himself.
This Charm can only teach regular martial arts Charms, Sidereal martial arts are beyond its
reach.
A Storyteller character can only benefit from this Charm once per Story. Player characters can
only benefit from it if they are not already in experience debt.
Flowing Form Kata
Cost: Spend 1 Essence or 1 Willpower
Type: Reflexive
Prerequisites: Essence 3, at least two different Form Charms
Grandmasters understand that all principles are connected, and all fighting styles express
different petals of the same Perfected Lotus. She may activate this Charm to reflexively
activate any From Charm. If through some effect she can have more than 1 Form Charm
active, she can switch out all Form Charms as she desires. This Charm affects both regular
and Sidereal martial arts Form Charms.
Style-Transcending Enlightenment
Cost: -
Type: Permanent
Prerequisites: Essence 5, Mastering the Lotus Bulb, 1 Sidereal martial arts Form Charm
The Sidereal has transcended the limitations other martial artists face. So complete is her
understanding of Essence, battle and movement that she can express the lessons of a martial
style with any weapon. She is no longer bound to any limitations when it comes to what close
combat weapons and armor may be utilized with martial arts styles. This does extend to
Sidereal martial arts.
Offensive
Demon-Wracking Shout
Cost: Spend 3 Essence, 3 aggravated Health Levels
Type: Simple
Prerequisites: None
A terrible, primordial shriek full of unspeakable pain and anguish claws its way out of the Exalt’s
throat, rending her spirit and body on its way out and racing across the battlefield in a terrible
wind. This Charm is special in that it can be learned by any Celestial Exalt and in fact is learned
immediately at no cost when she first hears it. To most beings the shout is merely extremely
uncomfortable, Demons within long range of the Exalt however are more severely affected.
Demons of the First Circle suffer (Essence x2) Health Levels of unsoakable, aggravated
damage. Those who survive feel a compulsion to leave the area immediately and not return
for five days. This compulsion is strong enough to even override sorcerous bindings.
Demons of the Second Circle suffer (Essence) Health Levels of unsoakable, aggravated
damage. They can withstand the impulse to leave by paying 3 Willpower as long as the
damage from this Charm did not exceed their Resolve and doing so would violate one of their
Defining Intimacies.
Demons of the Third Circle suffer (Essence) Health Levels of unsoakable, aggravated damage.
They can withstand the compulsion by paying 1 Willpower.
The Demon-Wracking Shout is seldom heard in Creation these days, only present in the
memories of elder Celestial Exalts, gods and demons. It is said that those who dare use this
technique often meet terrible fates.
Inner Eye Strike
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
Closing her eyes to the world around her, the Sidereal strikes where fate decrees she must.
When she activates this Charm, she reflexively aims at her target. An attack enhanced by that
aim action does not suffer any penalties from decreased visibility, ignoring even penalties from
complete blindness.
One activation of this Charm is enough to complete all aim actions necessary for an attack.
Meditation on Violence
Cost: -
Type: Permanent
Prerequisites: None
Calm and precision envelop the Sidereal as she strikes. For each point the target number of
the Sidereal’s attacks is reduced, she ignores one point of penalty on the attack. If the target
number is reduced to 3, she ignores all penalties to her attack roll.
Mind-Breaking Anguish Stratagem
Cost: Spend 1 Essence, 1 Willpower
Type: Simple
Prerequisites: None
Striking beyond the physical, the Seer targets the mind of her enemy rather than their body. If
the attack created by this Charm hits, she does not inflict any physical damage, instead half of
the attack’s damage depletes the target’s Willpower points instead, maximum 2. This effect
bypasses Soak completely; however, the victim may apply (his Resolve/2) as Soak to the
attack and treat effects that perfect his Resolve as a perfect Soak against this attack.
This loss of Willpower is felt as overwhelming depression, shame, grief or headache by the
victim. Targets reduced to 0 Willpower by this Charm are incapacitated for the rest of the
Scene, wracked by emotional or physical pain.
At Essence 3+, this Charm is considered unblockable.
At Essence 4+, this Charm’s maximum Willpower damage increases to 3.
Misdirected Wisdom Trick
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Sidereal rolls a difficulty 0 distract gambit against an enemy within medium range. If the
gambit succeeds, she misdirects his attention to anyone or anything he can perceive. He must
use his next turn to take an action that involves it — attacking an enemy, using defend other
to protect an ally, picking up a valuable necklace, etc. He can flurry it with an unrelated action,
but the flurry penalty on both rolls increases by 2 and the Defense penalty by 1.
Opportune Strike
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Seer spots the moment in which fate intends for her to strike. She adds (Essence or 3)
bonus dice to a supplemented attack and decreases the target number of the attack roll by 1
(minimum 3).
Shadow-Binding Prana
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Interweaving the fate of her weapon with that of its shadow for a moment, the Sidereal attacks
with both. She attacks the same target twice.
Shadow-Piercing Needle
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Sidereal’s weapon unspools into a shimmering yellow strand of needle-sharp Essence,
piercing both armor and soul. The damage of an attack supplemented by this Charm is turned
unsoakable.
At Essence 3+, this Charm becomes Supplemental.
Smiling at the Damned
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Safe in the knowledge that her cause is righteous, the Sidereal smiles as she unleashes the
wrath of the Maiden of Battles on her enemies. An attack created by this Charm adds (Essence
or 3) to its damage and turns it into aggravated damage.
At Essence 4+, this Charm becomes Supplemental.
Unobstructed Blow
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Inner Eye Strike or Opportune Blow
The Sidereal removes any doubt about her success from her mind and thus from the weave
of fate. The attack created by this Charm is rendered perfect. This Charm automatically
reflexively completes all aim actions necessary to attack its target.
Doom-Seeking Stroke
Cost: -
Type: Permanent
Prerequisites: Essence 2, Inner Eye Strike
The Sidereal sights along the strands of fate to find the flaw in her enemy’s guard. When the
Sidereal makes an attack that benefits from bonus dice due to aiming, she decreases the target
number of her attack by 1 (minimum 3).
Harmony of Blows
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2, Shadow-Binding Prana
The Seer formulates all possible vectors of attack and then executes them all at the same time.
She performs (Essence or 3) attacks freely distributed among all targets within range of her
weapons. She may attack a single target with multiple or even all attacks created by this
Charm. Each of these attacks can only inflict a maximum of 3 damage.
This Charm can only be used once per Scene.
Life-Severing Blow
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Smiling at the Damned
Emulating the Maiden of Endings, a Sidereal cuts the victim’s thread of fate as well as their
body. She increases the damage of her attacks by 2 and their minimum damage by 1.
Her attacks may take the form of the softest of touches, this has little mechanical effect but
may be helpful in setting up stunts and unexpected attacks.
Targets killed by the Sidereal while this Charm is active are reduced to ash at her discretion.
Tier 1 and 2 mortal targets killed by her enter Lethe, leaving no ghost or hungry ghost behind.
Spirits capable of reforming are permanently destroyed at her discretion.
At Essence 4+ the damage bonus of this Charm increases to 3 and its bonus to minimum
damage to 2.
Orchestration of Conflict
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Sidereal need not choose between one arrow in her quiver and its brother, nor must she
limit herself to a single tactic. This Charm creates a single gambit attack that inflicts the results
of two gambits of the Sidereal’s choice on a success. The total difficulty of this special gambit
is (higher of the two gambit’s difficulties – 1).
At Essence 4+, the Sidereal may instead choose to attach a gambit to one of her regular
attacks, dealing damage normally and using the attacks threshold successes to perform the
gambit.
Parallax Strafing Method
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2, Inner Eye Strike or Opportune Strike
Space bends together with the Sidereal’s bowstring, opening impossible angles of attack. The
Sidereal makes an attack as though she were attacking from a point up (Essence/2) range
bands in any direction from her, including for her weapon’s range, whether she needs to aim,
the applicability of cover, etc.
The first use of this Charm in a Scene is free, reset whenever she incapacitates an enemy who
is not at close range with her.
Tears of the Blade
Cost: Spend 1 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 2, Life-Severing Blow
The Sidereal subtly makes the Superior Sign of the Sword at a mortal Tier 1 or 2 character
within short range, such as a man or animal. He dies immediately of a heart attack or within
(Essence x 2) days in a way roughly detailed by the Sidereal. This allows her to doom her
target to die by drowning or murder but gives her no power over who will murder him or why.
At Essence 4+, she may use this Charm against Tier 3+ characters such as the Exalted. Doing
so requires a successful (Appearance or Strength + Awareness, Integrity or Medicine) roll
against the target’s Resolve. If successful, this Charm neither kills nor dooms him, but ensures
that the next time within the current Story he is incapacitated by damage (even bashing
damage) he will die. Spirits killed in this fashion are permanently destroyed. Affected Tier 3+
characters feel a strange sense of coming doom and are aware that they cannot afford to be
incapacitated by damage, but are otherwise oblivious to this Charm’s effect or cause.
Unweaving Method
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Sidereal tugs violently at the strings of fate of a target within short range, inflicting 2 levels
of unsoakable aggravated damage on him. No attack roll is made, but perfect parries and
dodges can defend against this Charm without need for a roll-off.
This Charm can also be used against objects not larger than a human being and not magically
reinforced, creating a perfect feat of demolition using (Essence x 2) instead of Strength to
determine whether she qualifies for the feat and rendering it perfect.
At Essence 4+, the damage inflicted by this Charm increases to 3.
Battlefield Decimation Technique
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Smiling at the Damned, Unobstructed Blow
Striking at thin air, the Sidereal spread ripples of violence across the battlefield and leaves it
to her foes to determine who is struck. The Sidereal makes an unblockable attack against all
enemies within short range. This attack ignores all cover, even full cover.
Before the damage rolls are made, enemies may subconsciously opt to avoid taking damage,
damning their allies. Start with the enemy of the lowest Tier, moving to higher Tiers. If there’s
a tie, characters declare according to Initiative order, if that is inconclusive, the Sidereal
decides who has to declare first. All Tier 1 characters are treated as a single character for this
purpose, even if there are multiple significant Tier 1 characters or battlegroups present.
When an enemy opts to avoid taking damage, one of the following benefits (selected by the
Sidereal) is applied against all other targets:
- The damage of the attack is increased by (Essence or 3).
- The damage of the attack becomes unsoakable.
- Those hit suffer from the effects of a disarm, distract, knockdown, knockback, pierce or
any gambit she has access to through Permanent Sidereal or martial arts Charms, as
long as their difficulty does not exceed 2. This is in addition to the damaging effects of
a normal attack. This option may be selected multiple times to apply the effects of
multiple gambits.
- An enemy who was in range, but was not hit by the initial attack now counts as being
hit. He can opt to avoid taking damage as every other target, taking his normal place
in the queue. This benefit cannot be selected against enemies who successfully
defended against the initial attack with a perfect defense.
An enemy who opts to avoid taking damage also avoids all other effects, such as those of
added gambits. If only one enemy remains who has not opted to avoid damage, he cannot do
so and is struck by the full force of the attack.
This Char may only be used once per Scene.
At Essence 5+, the Sidereal can veto one character from opting to avoid damage. She may do
so after he has declared his intent to do so.
Empty Quiver Ruse
Cost: Spend 1-2 Essence
Type: Reflexive
Prerequisites: Essence 3, Misdirected Wisdom Trick
Not all of the Sidereal’s attacks are meant to hit; her feints are indistinguishable from her true
offense. After the Sidereal misses an attack, she can use this Charm to convert that attack into
an automatically successful distract gambit. A perfect defense forces this Charm into a roll-off.
She may increase the cost of this Charm to 2 Essence to apply Misdirected Wisdom Trick’s
effects to the distract gambit created by this Charm.
Memories of Intimacy
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Smiling at the Damned
Try as they might, the Sidereal’s former conquests cannot shake that status. This Charm
creates an attack, rendering it unblockable and undodgeable if any of the following criteria
apply to the target:
- The Sidereal defeated the target in combat in the past. Even a friendly sparring match
counts.
- The target was taught by the Sidereal or accepted advice from her in the past.
- The target shared a moment of physical intimacy with the Sidereal in the past.
- The target possesses a Minor Intimacy of love, trust of a similar emotion towards the
Sidereal.
- The target possesses a Major Intimacy of any kind towards the Sidereal
- She knows something he considers to be a close, personal secret.
At Essence 4+, if three or more criteria apply, reduce this Charm’s cost by 1 Essence.
Ninth Direction Slash
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 4, Doom-Seeking Stroke or Parallax Strafing Method
Sensing an unexpected angle of attack, the Sidereal strikes along the path that leads past her
enemy’s guard. When the Sidereal makes an attack that benefits from aiming or is unexpected,
she may activate this Charm to roll (Perception + combat Ability), opposed by her enemy’s
(Perception or Wits + combat Ability). If she succeeds her attack becomes an ambush.
This Charm may only be used once per Scene.
Memories of Frailty
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 4, Memories of Intimacy
The Sidereal brings long forgotten wounds into the present. She makes an unblockable attack
against an opponent to perform a special, difficulty 0 return wounds gambit. If successful, she
forces a wound her opponent has suffered in the past to return to the present in the form of a
crippling effect that lasts for the rest of the Scene. This will generally choose the worst injury
the target has sustained in his life (a severed limb would be chosen over a broken one which
would be chosen over a sprained ankle), though she may choose a specific injury her target
has suffered in the past if she is aware of it.
This does not inflict any actual damage and the crippling effect caused by dragging this wound
up from the past vanishes at the end of the Scene, where the injury fades away like a bad
memory.
Someone Dies Strike
Cost: Spend 2 Essence, 1 Willpower
Type: Reflexive
Prerequisites: Essence 4, Battlefield Decimation Technique
The Sidereal’s unyielding grasp on the thread of her destiny can overcome any defense, but it
cares not which of her foes falls before her. When the Sidereal misses with an attack, she can
use this Charm to give her target’s player a choice: either it hits him anyway, or she rerolls the
attack and all effects enhancing it as an ambush against an enemy of her choice within
(Essence) range bands, who her player must name before he chooses.
This Charm may only be used once per Scene.
Singular Escape Stratagem
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Battlefield Decimation Technique
The Seer searches a thousand futures and collapses the vast sea of possibilities into a single
scenario leading to her victory. She sets a stipulation for the target’s next action, then launches
a special attack created by this Charm. This Charm’s perfect attack can only be defended
against by committing to fulfilling the Sidereal’s stipulation on his next turn, otherwise it strikes
true and treats his Defense as 0 for the purpose of calculating threshold successes. The target
is intuitively aware of what he has to do to avoid this attack, but has no other way of defending
against it, even perfect effects fail without a roll-off.
The stipulation the Sidereal sets cannot be unacceptable influence for the target, cannot result
in certain defeat for him or destroy the target of a Defining Intimacy and has to be
accomplishable within one action. She could force her opponent to throw away his weapons,
let go of the priceless artifact they are fighting over or to attack an ally, but couldn’t cause him
to kill himself for example. She may be able to force the character to jump into a lake of lava
to escape her attack, but only if the target would not consider that action to be near certain
death.
This Charm may only be used once per Scene.
Conclusion Pursuing Approach (Saturn)
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 5, Shadow-Piercing Needle, Life-Severing Blow
Speeding up the course of a battle to its inevitable conclusion, the Sidereal wraps her weapons
in a prayer strip bearing the Scripture of the Expectant Maiden. While this Charm is active the
damage of the Sidereal’s attacks is unsoakable.
Fated Outcome
Cost: -
Type: Supplemental
Prerequisites: Essence 5, Unobstructed Blow
The Sidereal writes her victory upon the Shinma, fating her next attack to connect with her
enemy. The attack supplemented by this Charm is rendered perfect. This Charm automatically
reflexively completes all aim actions necessary to attack its target. If it is forced into a roll-off,
the Sidereal adds 3 bonus dice to her roll.
This Charm may only be used once per Scene.
The Empress Lives for All
Cost: Spend 4 Essence, 2 Willpower
Type: Reflexive
Prerequisites: Essence 5, Battlefield Decimation Technique, Storm’s Eye Stance (Mars)
Sever the head and the rest of the body dies. This Charm may be activated after successfully
damaging a target. All allies of that target of the same or lower Tier within long range suffer the
same damage. Battlegroups multiply the damage suffered with their Size. A perfect defense
defends against the damage transferred by this Charm without need for a roll-off.
This Charm can only be used once per Scene.
At Essence 7+, the range of this Charm rises to (Essence x 5) miles.
Ranged-specific
Any Direction Arrow
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The foes of heaven will find no shelter from the wrath of the Chosen. While this Charm is active
the Sidereal’s projectile attacks weave unpredictably through the air, bounce off walls or fly
straight through them. Attacks ignores all environment-based penalties, such as high winds.
Light cover offers no protection, heavy cover is reduced to the effects of light cover.
Hidden Arrow Tactic
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
Only as the Sidereal’s foe staggers back to avoid her feint does he notice the second arrow
hidden behind it. After a successful distract gambit, the Sidereal can use this Charm to
reflexively attack the distracted target with one of her ranged weapons. This attack benefits
from the Defense penalty inflicted by her own distract gambits. She cannot use this Charm to
attack characters within close range of herself.
At Essene 3+, the Sidereal may activate this Charm in response to any successful distract
gambit made within range of her weapons, no matter the source. However, she can only use
this Charm once per round per distracted target.
Insatiable Weapon Wanderlust
Cost: -
Type: Permanent
Prerequisites: None
Whispering of distant lands to her weapon, the Sidereal fills its heart with unquenchable
wanderlust. The Sidereal extends the range of her ranged attacks by one range band. Her
ranged attacks ignore (Essence/2) points of penalties related to the distance to her target.
At Essence 3+, she may make attacks out to short range with close-range weaponry. This is
a (Dexterity or Wits + Thrown) attack, the weapon automatically returns to her hands after the
attack. She cannot use this effect in conjunction with her unarmed attacks or other worn
weaponry such as fighting gloves.
Returning Swallow Flight
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Sidereal’s grip lingers on her weapon even after it leaves her hand, carried toward her
enemy to drag him back. An enemy damaged by the Sidereal’s ranged attack is dragged one
range band toward her. If he collides with an object or surface, he suffers damage as through
a short range fall.
Impromptu Betrayal Trick
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2
Once the Sidereal’s sent her enemy’s weapon flying from his grasp, there’s no telling where it
could end up. When the Sidereal successfully disarms a character, she can use this Charm to
reflexively make a (Dexterity or Wits + Thrown) attack using the disarmed weapon against
another character within medium range of its former wielder. She suffers no penalties for
attacking with an artifact weapon attuned by another character.
Life Gets Worse Approach
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2
The Sidereal makes the inferior Sign of the Gull over her weapon before attacking her enemy
with it. If this attack hits, the weapon becomes stuck in her target and begins to emit faintly
glowing, saffron tendrils.
When a ranged attack within medium range of the stuck weapon misses its target, one of the
tendrils snatches the projectile up and directs it towards the person its stuck in, allowing the
Sidereal to reflexively roll an attack using (Dexterity + Archery or Thrown) against the target.
The attack uses the weapon traits of the original attack, including the effects of any Charms
that enhanced it.
This effect can trigger once per round and lasts until the current Scene ends or the stuck
weapon is removed. Removing the stuck weapon requires a miscellaneous combat action that
cannot be placed in a flurry.
At Essence 3+, the attack created by this Charm becomes unblockable.
At Essence 4+, the Sidereal may end this Charm by reflexively spending 1 point of Essence,
dissolving the embedded weapon into a golden whirlwind drawing in stray arrows, stones and
debris, and the occasional small animal. This results in a reflexive, undodgeable attack using
the traits of a heavy artifact weapon against the target and any other character within close
range of him. An artifact weapon dissolved by this use of the Charm reforms undamaged in
her hand at the start of her next turn.
Preemptive Assassination Approach
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Any Direction Arrow
The Seer takes aim, readies her weapon and executes a killing blow. In the past, she aims at
the future. In flight, Creation forgets about her weapon and in the present her projectile
reasserts its fate to fulfil its destiny of violence.
This Charm allows the Sidereal to make a physical, ranged attack in a location against a target
she specifies, which is not currently present. The projectile of the attack vanishes. The next
time the specified target enters the location the projectile reappears and performs the attack,
without need for the Sidereal’s presence.
A Sidereal may only have one instance of this Charm active at a time and a given target can
only ever be targeted by one instance of this Charm, even by different Sidereals. If the Sidereal
ends this Charm early, the projectile is lost forever, though artifacts instead fall to the ground
in the location this Charm was used.
Ally-Concealing Arrow
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 3, Any Direction Arrow, Hidden Arrow Technique
The Sidereal’s feint creates a blind spot in her enemy’s guard, leaving him vulnerable to a fatal
strike. This Charm may be used to supplement a distract gambit. If successful, one ally in the
Scene the Sidereal designates may use the Sidereal’s attack roll to reflexively establish
concealment.
Many Missiles Bow Technique (Mars)
Cost: Commit 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Generalized Weapon Technique
The Sidereal activates a prayer strip bearing the Scripture of the Clay Maiden with her Essence
and tosses it into the air. There it continues to rise until it stays transfixed ten yards above her
head, glowing in a garish pink. While this Charm is active, she may give the ammunition of her
ranged attacks the fate of other things, creating varied and wondrous effects with her ranged
attacks.
The projectiles thus created have a different fate than before, in many cases (unless explicitly
said or determined to be otherwise) they do not inflict damage as a normal attack would,
instead creating some other magical effect. Only one effect can be attached to a projectile.
These effects are treated as Simple effects unless specified otherwise.
Some examples are mentioned here, but this is a freeform power that allows a multitude of
different effects to be created.
Anima: Weaving strands of her own Anima into her projectile, she spends 1 point of Essence
and performs a special difficulty 0 Essence gambit that restores 1 spent point of Essence to
her target. A character can only benefit from Essence replenishment through this Charm once
per Scene. If the target is an Exalt, the intensity of his Anima increases by one step and is shot
through with traces of the Sidereal’s Anima for the rest of the Scene.
Boulder: She gives the arrow the fate and force of a flying boulder, allowing her to perform a
special difficulty 0 knockdown gambit with her ranged attack that affects everyone within close
range of the original target.
Fire: The fate of fire turns her arrow into a conflagration. She aims at a point within range of
her weapon, creating a short-lived (one round, though burning materials can sustain it) bonfire
within short range of it.
Food: A target hit by this arrow takes no damage but is nourished as though she had just
eaten a lavish meal.
Glass: The Sidereal spends 1 Essence as a Supplemental effect to let her projectile become
see-through as glass. This is a normal, damaging attack that inflicts a -3 visibility penalty on
her opponents Defense.
Health: The Sidereal may roll her (Dexterity + Archery) to treat diseases with her arrows
instead of dispensing harm.
Influence: Forming an Intimacy or emotion she holds into a projectile, she rolls (Dexterity +
Archery) as an inspire or instill action, replacing her target’s Resolve with their Defense (and
dealing no physical harm with this “attack”).
Precipitation: She spends 1 Essence. For the rest of the Scene, heavy rain or snow (as
appropriate for the area) falls in the area out to medium range of a target point.
Strategy Without Commitment
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 4, Any Direction Arrow, Life Gets Worse Approach
The Sidereal entrusts her arrow to the world, confident that it will find a worthy mark. The
Sidereal makes an attack without choosing a target. After the attack roll, she may choose an
enemy within range of her weapon to attack.
Potential targets must use defensive Charms before she rolls, except for those which can be
activated after the attack roll has been made.
This Charm may only be used once per Scene.
Unrelenting Torment Technique (Mars)
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4, Life Gets Worse Approach
The Sidereal throws a prayer strip bearing the Scripture of the Maiden and Shadow at an
enemy; it adheres to him upon impact, wreathing him in an unpleasant, pulsing crimson glow.
The Sidereal designates one character within long range and rolls (Appearance or Charisma
+ Thrown) against his Resolve. A perfect Resolve can be used to defend against this Charm’s
compulsion, but has no effect on its other aspects.
If successful, the prayer strip attaches itself to the target, impeding his stealth as a flaring
Anima would. As long as the Charm remains active, the target feels a powerful compulsion to
harm the Sidereal. He can spend 1 point of Willpower to ignore this compulsion for one turn or
cite a Defining Intimacy in a Decision Point and spend 3 Willpower to shake it off completely.
If he cannot perceive the Sidereal, this compulsion is temporarily suspended until he can
perceive her again.
Unfortunately for this Charm’s victim, his aggression is turned back on him. When he attacks
or rushes the Sidereal, she reflexively makes an attack against him with a hatchet of golden
Essence. She can attack him no matter how far away he is, even at extreme range, suffering
no range penalties. These attacks have a maximum damage of 3, they otherwise use the traits
of a light artifact weapon.
A character can try to remove the prayer strip with a feat of strength. This is a miscellaneous
action that cannot be placed in a flurry and requires a successful (Strength + Athletics) roll
against the Sidereal’s opposing (Appearance or Charisma + Thrown) roll. If not removed, the
prayer strip remains attached and active indefinitely.
Only one instance of this Charm may be active at the same time. Activating this Charm while
another instance is active deactivates the formerly active instance. This Charm may only be
used once per Scene.
At Essence 5+, this Charm allows the Sidereal to attack the target whenever he moves towards
her, not just when he rushes her.
Utility
Anticipated Betrayal
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Sidereal is never caught unprepared, forearmed by her prescient sense for danger. She
readies a weapon or dons armor instantly. This doesn’t entail any action on her part; instead,
it’s revealed that she anticipated this conflict and had the weapon or armor handy, perhaps
hiding it under her clothes.
This Charm may be used to instantly acquire mundane arms or armor of any kind, so long as
it is conceivable the Sidereal could have acquired them within the current Story.
Auspicious Implement for Strife
Cost: -
Type: Permanent
Prerequisites: None
The weak cling to their weapons; the Sidereal recognizes the potential for violence in every
stone, dinner utensil, and piece of furniture. Once per round, the Sidereal may reflexively ready
a weapon. She may ready any improvised weapon that could reasonably be found in the
current Scene, even if she did not have it on her person or anywhere near her.
The Sidereal may reflexively spend 1 Essence when she is disarmed to reclaim her weapon
perfectly, even if another character took control of it.
Empty Sky Tranquility
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Sidereal rolls a special (Wits + Dodge) difficulty 0 disarm gambit against an enemy
wielding a ranged weapon within medium range. This roll gains no bonus dice from weapon
accuracy. If successful, he’s revealed to have unexpectedly run out of ammunition. If he’s
previously cached any ammunition nearby, it also turns out to have somehow disappeared or
become unusable.
Whatever he (or his allies) do, he cannot find or hold onto new ammunition until the end of his
next turn. This Charm has no effects on effects that allow a character to create ammunition
himself.
Generalized Weapon Technique
Cost: -
Type: Permanent
Prerequisites: None
When in need fate turns the very world into the Seer’s weapon. A Sidereal with this Charm can
give anything at hand that’s not significantly larger than her forearm the fate of a type of
ammunition she needs. A handful of sand, a rat she caught, a shout, all of these things can
become an arrow or throwing knife in her hands. Sometimes this allows for interesting side
effects, such as shooting a shout with a bow farther than your voice would usually be heard in
order to deliver a message across the battlefield.
If she uses a weapon that would usually require an action to reload, she may reload it
reflexively.
She may reflexively commit 1 Essence to give an item of roughly fitting size and shape the fate
of a weapon. Sticks become swords in her hand and a lyre may launch arrows. The weapon
created this way uses the traits of a light or heavy artifact weapon.
Joy in Adversity
Cost: -
Type: Permanent
Prerequisites: None
Not only does the Sidereal laugh in her enemy’s face as he harms her, but such danger also
invigorates her. She may regain 1 spent Essence the first time in a Scene she is physically
hurt by another character.
At Essence 3+, this charm triggers the first two times she is hurt in a Scene.
At Essence 5+, it triggers the first three times.
Secrets of Future Strife
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Sidereal feels the arrival of conflict before weapons are drawn and greets it like an old
friend. This Charm can be activated when joining battle to perfectly win Initiative. The first time
she would lose Initiative in the Scene, she does not. Afterwards, she may reflexively activate
this Charm to regain her Initiative if she lost it.
The Center Cannot Hold
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal unfailing senses the weak link in those who oppose her, scattering opposing
forces with surgical blows that shatter morale. When one of her actions causes a battlegroup
to make a rout check, increase its difficulty by (Essence).
She may spend 1 Essence to supplement an attack she makes against a battlegroup to give
it the fate of a panicked crowd, forcing it to perform an immediate rout check as if she has
depleted enough Magnitude to reduce the battlegroup’s Size. Against enemies with perfect
morale or enemies who use a perfect rally action, she enters a roll-off.
Tangled Strands Distraction
Cost: -
Type: Permanent
Prerequisites: Essence 3
The Sidereal entangles her enemies’ fates with her own, clearing the angle for her allies to
attack. Attacks by other characters against targets suffering from one of the Sidereal’s distract
gambits reduce their target number by 1 (minimum 3).
Mountain-and-Mouse Inversion
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4
When faced with vastly larger opposition, the Sidereal can cause a deliberate, temporary error
in the weave of fate to switch the tables on her enemy. She may use this Charm on an enemy
within long range of her who has advantages on her due to his Size, whether large or small
(such as Legendary Size). For the rest of the Scene, act as if the Size relations were reversed,
but only in regard to those two characters. A Tyrant lizard affected by this Charm would treat
the Sidereal as if she was a being of Legendary Size and he just human sized and vice versa.
All other characters treat the Tyrant lizard as possessing Legendary Size as normal, however.
A target who has access to a perfect Resolve can force this Charm into a roll-off.
Unburdened Soul Technique
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4
Those who seek to subvert the Sidereal’s mind only replenish her quiver; thoughts that might
harm her are easily turned against her foes. To use this Charm, the Sidereal must be suffering
a curse, mind-affecting effect, shaping effect, Derangement or similar detrimental effect. She
draws it from herself as a strand of crimson stardust which she wraps around her weapon and
attacks another character.
If the damage of the attack incapacitates her target or its damage exceeds his base Resolve,
he succumbs to that effect as though he were its original target and the Sidereal is freed from
it. If the effect doesn’t make sense for the new target (e.g., a mind-affecting effect compelling
him to seduce himself), the Storyteller should modify it appropriately.
Chains of Adorjan
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 5, Demon-Wracking Shout
When the Yozi and their spawn were sealed away from Creation after their surrender in the
Dawn War, their oaths were written on the Shinma itself and passed down through it into fate.
Yet, in areas where Creation is weak and fate twists upon itself, the Yozi still find purchase to
this day and demons enter the world. The Sidereal can deliberately cause a temporary failure
in the local weave by whispering the seven secret names of Lilike, attracting the attention of
Adorjan and allowing a wisp of her power to enter the world.
The area out to extreme range of the character is scourged by the silent wind of hell for the
rest of the Scene, an environmental hazard dealing 3 aggravated damage per turn with a
difficulty of 7. Anyone who makes especially loud noises in the areas increases the damage
and difficulty to resist the hazard for her by 1 for one round.
Perfection of the Visionary Warrior (Mars)
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 5, Inner Eye Strike, Crimson Palm Counterstrike
The Sidereal wraps a prayer strip bearing the Scripture of the Maiden at War around her eyes,
wearing it like a blindfold. The strip briefly flashes with crimson Essence and she begins to
weep tears of blood for the wretched destiny of those who stand against her. While she is blind
in the physical sense, she becomes acutely aware of the patterns of fate and the disruptions
to them caused by those standing outside it. While this Charm is active, she is immune to
unexpected attacks and all visibility-based penalties, even blindness.
At the start of her turn or when she first activates this Charm, she can reflexively activate one
of the following effects until the start of her next turn.
- She ignores all penalties to her Defense.
- She ignores all penalties to her attacks.
- She may reflexively clash one attack made against her per round.
- She may reflexively aim at one opponent once per round.
- She gains (Essence or 3) bonus dice on all rolls to detect hidden characters and other
threats.
Craft
Atelier-and-Embassy Auspice
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Sidereal’s handiwork smooths tensions between even the most ferocious of enemies,
ensuring peace at her table. The Sidereal brings peace to a conversation or event over a meal
she prepared, in the presence of her artwork, or in a similar context involving her craft. Those
present treat negative Ties to each other as one step weaker. No one can initiate hostilities
unless they pay two Willpower or are insulted, provoked, or harmed.
Those who have no negative Ties to each other instead treat each other as though they
possessed a Minor Tie of friendship towards one another.
Destiny-Knitting Entanglement
Cost: -
Type: Permanent
Prerequisites: None
Fate looks after the belongings of the Chosen of the Maidens. Should a Seer with this Charm
somehow lose a possession, circumstance conspires to bring it back to her. She can use a
stunt at any moment to describe how a recently lost possession finds its way back to her
immediately. In combat this can be used to regain control of a disarmed weapon reflexively,
even if another character has taken control of it.
Should her possession be held by another character elsewhere or otherwise provably not be
in the current Scene, she does not regain it immediately. She can spend 1 Essence to gain
knowledge of the item’s location, its current user and in which ways it lately has been used.
She may also spend 1 Essence to set in motion a series of events that conspire to bring her
possession back to her. It may take a while, depending on how far apart they are, but eventually
she will regain control of it. Tier 1 and 2 characters are helpless against this machination of
fate. Tier 3+ characters can resist it and keep hold of an item if they pay close attention to it,
but the moment their vigilance wavers this Charm’s effects tend to come into play.
She may only use this Charm on items she is metaphysically considered to be in possession
of. If she used this Charm to coax one of her possessions back to her this keeps the item from
slipping out of her possession metaphysically unless other magic becomes involved.
As an alternate use, she may spend 1 Essence to mark an item with her Essence, making it
her metaphysical property indefinitely and forcing any power that seeks to change that into a
roll-off. She may mark up to (Essence) objects this way, attuned artifacts are automatically
marked this way and do not count against this limit. Marking more items causes the oldest
marks to fade. Marks do not fade upon death and the Sidereal’s next incarnation may keep all
her old marks alive regardless of her current Essence rating as long as she makes no new
marks.
At Essence 3+, she may also spend 1 Essence to use this Charm to perfectly defend against
any attempt to steal from her, even if she is not present for the theft.
Excellent Implementation of Objectives
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
Things fall in place in perfect unison as circumstances conspire to help along the works of the
Sidereal Exalted. She increases the speed of any basic, major and superior crafting projects
she undertakes by a factor of (Essence + 2).
At Essence 3+, she may increase the commitment of Essence by 1 to increase the speed of
legendary crafting projects by a factor of (Essence - 1).
Flawless Reproduction
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Usually, it’s the Sidereal’s job to repair errors in fate, but sometimes one has to cause damage
for the greater good. She strikes a mundane object such as a key, letter or carriage and causes
a minor error in the Loom of Fate, causing its strand to split into two identical duplicates. This
creates a flawless copy of the original. The object copied this way cannot be larger than a
carriage and it only works on mundane objects. Artifacts or magical materials cannot be
duplicated in this fashion.
Glitch-Storage Technique
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Sidereal abuses the myriad tiny glitches within the fabric of reality to store items safely.
By committing 1 Essence she can send an item she holds not larger than herself Elsewhere.
Sending the item away takes a miscellaneous action and can be flurried, unlike other Simple
Charms. Recalling the object is reflexive and places the item in her hands instantaneously if
she wishes. Recalled armor is not reflexively donned, unless this Charm is combined with
Anticipated Betrayal or similar magic.
She can banish up to (Essence) items simultaneously with the commitment of a single point of
Essence. She does not need to banish all items at the same time as she commits the Essence.
Her attuned artifacts do not count against this limit, she can banish them without committing
any Essence at all.
Mending Warped Designs
Cost: Spend 2 Essence
Type: Simple
Prerequisites: None
One of the principal duties of the Sidereal Exalted is to safeguard fate itself. This Charms
allows the Seers to repair local damage to fate. Lapses in physics, duplicated people, jumbled
memories and other odd results of damaged fate can be repaired, returning things to normal.
Any damage to the Loom that could be repaired by a Destiny working can be repaired this way.
At Essence 2+, she may also repair objects that have been damaged by entities outside of
fate. Using this Charm can repair any object up to the size of a house this way, though
damaged artifacts are not this easily repaired.
At Essence 3+, she can heal people damaged by entities outside of fate as well. She rolls
(Intelligence + Craft or Medicine) and heals bashing or lethal damage equal to her successes.
Aggravated damage can be healed as well but takes 2 successes per level healed.
Predestined Delivery Shaping
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Sometimes it is of the utmost importance that the right item is at the right place, at the right
time. This Charm allows for the Sidereal to arrange that it is so. She uses this Charm on an
item in her possession (though she does not need to own it metaphysically), sending it on an
enchanted journey that will eventually take the item where it needs to go. She designates either
a person or place she knows as the endpoint and fate takes care of the rest.
The time needed for the item to complete its journey depends on the distance involved. A
target within the same city often will receive the item within the hour, while a journey across
Creation may take weeks. The journey may even span different realms of existence, though
this often increases the travel time, up to as much as a season. She cannot designate a place
or person outside of fate as the end point for the journey.
At Essence 4+, this Charm may instead be used to banish an item from a realm of existence.
The item begins its journey away from the realm it is currently in, the Sidereal none the wiser
to its eventual destination. Once it leaves its current realm its destiny is lost to that place and
becomes resistant to any attempt to return it. Tier 1-2 characters find themselves unable to
return the item back to this realm, as circumstances of increasing severity conspire to prevent
the return. Tier 3+ characters can return the item but find their every attempt to do so harried
by fate, imposing a penalty equal to (Essence) to all actions involved. If the item ever does
return to its banished realm, the Sidereal (or her reincarnation) immediately becomes aware
of this fact and the location where it first entered the realm.
Untangling Snarled Strands
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: None
Even the most terrifying and alien horrors can bring joy and prosperity to the world; the Sidereal
offers them a chance to do so. The Sidereal stitches a willing entity outside of fate into the
tapestry of reality, freeing it from this status. The blessed character’s Essence is marked by
his newly loyalty to Creation; gods, elementals, and Sidereals recognize its newfound status.
If such characters have negative Ties to a category of beings that the blessed character
belongs to — e.g., “demons,” “Anathema,” “otherworldly beings” — they treat those Intimacy’s
intensity as one step lower against him.
If the blessed character intentionally acts in opposition to destiny, he’s stripped of these
benefits. His treachery reverberates through fate’s weave and turns back against him
sevenfold; he suffers a cosmic punishment appropriate to his crime as if he’d broken an oath
sanctified by the Eclipse Anima. Acts that threaten the well-being of Creation itself, like opening
shadowlands or spreading bordermarches, likewise revoke this blessing. The Sidereal
glimpses this act of treachery in a fleeting vision.
World-Shaping Artistic Vision
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal shapes works of art, only that her putty is fate and thus Creation itself. With time
most Sidereals develop a knack for specific destinies to shape. The character chooses an area
of expertise to which this Charm’s effects apply, similar in scope to a Specialty. “In cities”, “On
water”, “Swords” or “Persuasion” would all be acceptable examples. When the character
performs a stunt involving her area of expertise, she may exchange the stunt’s normal reward
for a decrease in the target number of her roll equal to the stunt rating, to a minimum of 3. She
may trade in only part of the stunt reward. Trading in her stunt does not affect any Willpower
regeneration caused by it, which she will always benefit from in full.
Holistic Workshop Understanding
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 2
Seeing beyond the obvious, the Sidereal tugs on sympathetic ties to turn the whole word into
her workshop. A single coal heats a forge as surely as a roaring fire, a hand becomes like the
hammer it once swung and bare rock suffices for an ambos. This Charm allows her to
undertake any crafting project, without requiring any tools.
Sword Queen’s Foretold Blade
Cost: -
Type: Simple
Prerequisites: Essence 2
The Sidereal can’t always wait on for a foretold hero and a destined blade; sometimes, she
must manufacture both. The Sidereal imbues one of her resplendent destinies in an object that
can be held or worn, which must relate to the destiny’s role or its constellation’s trappings. The
Sidereal can’t don the resplendent destiny while it’s imbued, but it still counts against her limit
of free resplendent destinies.
The imbued object takes on a semblance more suited to the destiny’s roll and becomes an
artifact, though it doesn’t become indestructible. Those who wield or wear the artifact are
wreathed in its resplendent destiny, suppressing those of other Sidereals.
Evocations can be awakened from the imbued destiny, based on its role and constellation and
the Sidereal’s Caste. Treat this as a 4-dot artifact. Sidereals are resonant with them; other
characters treat them as exotic materials. If the imbued object is destroyed, characters can still
use awakened Evocations if the Sidereal imbues the same resplendent destiny in another
object.
As long as a character’s awakened an Evocation for that resplendent destiny, the destiny never
fades at the end of a story and can’t be magically destroyed, though the Sidereal can voluntarily
end it. If she does, or if she dies or otherwise leaves the narrative, player characters are
refunded experience spent on these Evocations.
The Sidereal can use this Charm multiple times to imbue multiple objects with a resplendent
destiny. The first such item she creates is free, but for every item beyond the first she wishes
to keep empowered she must commit 1 Essence.
This Charm may only be used once per Story.
Cosmos-Sustaining Demiurge
Cost: -
Type: Permanent
Prerequisites: Essence 3, Excellent Implementation of Objectives, Holistic Workshop
Understanding
The Sidereal tends to Creation's tattered edges, shoring up the walls of reality. This Charm
allows her to undertake a superior Craft (Geomancy) project to seal a bordermarch,
shadowland, or similar incursion of an otherworldly realm. Appropriate milestones for this
project include pacifying all resisting characters in the area and finding a sufficient anchor that
reasserts the influence of Creation. This Charm may seal such an area up to the size of a small
city and surrounding villages, a large forest or similar landmarks. Larger areas are beyond
simple erasure through this Charm.
Of Horrors Best Unknown
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3
The Sidereal weaves an invisible net of destiny with filaments thinner than spiderwebs, yet
stronger than malice and casts it over a target within medium range. She rolls (Dexterity +
Craft [Weaving], Larceny, Lore or Occult) against her target’s Resolve. If she succeeds the net
adheres to the target, waiting for the right moment to fulfill its purpose. The Sidereal specifies
a certain event and a favorite outcome. When that event comes to pass the net activates. For
the duration of that Scene all actions taken by the target, as well as all actions taken against
the target, that lead towards the favored outcome, reduce their target number by 1 (minimum
3). If the target is usually a creature outside of fate, it also is brought into fate for the duration
of the Scene.
A Sidereal may have up to (Essence) nets active at the same time. Two or more nets
enhancing the same action do not stack, even if they are placed upon different people.
Easily Accepted Proposition Stance (Mars)
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Of Horrors Best Unknow
In a harmonious world, the demands of the Sidereal Exalted are as law upon Creation. The
Seer affixes a prayer strip bearing the Scripture of the Drowning Maiden in her shadow, where
it is consumed in a brilliant scarlet fire.
She then asks a favor in relation to a conflict she or her allies are embroiled in of the world and
it complies. This is a narrative Charm that introduces a new element into a conflict playing out
in the current Scene. A tribe of wyld-mutated barbarians attacks the opposing army, the
remains of a lost Guild caravan supply her with the wealth she needs to outdo her rivals or the
horse of the messenger she is trying to catch suddenly breaks a leg.
Tier 1 or 2 characters are helpless against the effects of this Charm, but should her primary
opponent be a Tier 3+ character he has a chance to resist this Charm’s manipulation of the
world. He becomes intuitively aware that the world is changed to his detriment and that he
could prevent it at great personal cost. If he opts to prevent it the Essence channeled through
Creation to bring about change is redirected through his body instead, inflicting (Essence + 2)
unsoakable aggravated damage on him that cannot be prevented by any means, even perfect
defenses.
This Charm can only be used once per Story.
Implicit Construction Methodology (Venus)
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 4, Excellent Implementation of Objectives
This Charm harnesses fate itself to construct an object at the Sidereal’s command. She
procures all necessary materials and a workspace, then binds a prayer strip bearing the
Scripture of Lover and Maiden around her wrists. The prayer strip transforms into a pair of
beautiful cerulean bracers and the materials begin to work themselves.
This Charm allows the Sidereal to undertake a crafting project without doing any crafting
herself. The project works itself, taking as much time as it would take her to perform the work
personally, as modified by any other Charms she knows. She does not need to remain within
the workshop, allowing her to freely move around and conduct other business, only to return
to reap the rewards of her “labor” once it is done. Once the work is completed the bracers
vanish in a flash of blue Essence.
Only one instance of this Charm may be active at a time.
Transcendent Hatchet of Fate (Jupiter)
Cost: Spend 3 Essence, 1 lethal damage
Type: Simple
Prerequisites: Essence 5, Of Horrors best Unknown
The Sidereal presents to her target a prayer strip bearing the Scripture of the Maiden in Terror.
It glows a hideous green and burrows itself into the flesh of her palm like a worm. She rolls
(Charisma + Craft [Weaving], Lore or Occult) against the Resolve of a target within short range.
If she is successful, she pronounces his doom. She details an unfortunate destiny that he will
suffer, going into as much or little detail as she likes. The target immediately loses (Essence/2)
Willpower points and the fate specified by her has been written into his destiny.
Tier 1 or 2 characters cannot even fight against their destiny. A Tier 3+ character can struggle
to avoid it, but the world will try to bring him to his knees until some powerful force rewrites his
destiny or the Sidereal who cursed him relents.
Any supernatural power that aims to lift this curse must succeed in a roll-off against the
Sidereal, in which she gains 2 bonus dice.
Integrity
Ascending Destiny Mien
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal gets on her formidable intellect in delicate negotiations and clandestine intrigues,
employing deductive reasoning to plot out a path through a conversation. When calculating
Guile and Resolve, the Sidereal can use Investigation, Larceny, Lore, Occult or Stealth instead
of Integrity or Socialize. She may also use one of these Abilities in place of Integrity for all other
rolls and calculations.
Additionally, she may use Intelligence instead of Appearance to add bonus dice on influence
rolls.
Beauty in Misfortune
Cost: -
Type: Permanent
Prerequisites: None
Even as her life crumbles around her, the Sidereal refuses to succumb to despair — how can
she, when the world itself calls for an encore? The Sidereal regains 2 points of spent Willpower
or Essence, when she suffers a noteworthy defeat or setback related to her patron Maiden’s
purview. Examples include:
Journeys: Getting somewhere too late. Not being able to catch someone or something she’s
pursuing. Suffering significant harm from dangers encountered while traveling.
Serenity: Struggling with significant troubles in a relationship (romantic or otherwise). Missing
an opportunity to win or leverage someone’s positive feelings, obligations, or support. An
enterprise or organization the Sidereal’s involved coming on hard times.
Battles: Retreating, surrendering, or suffering defeat in combat. Having an audience or public
sentiment turned against her. Losing soldiers, significant amounts of materiel, artifact
armaments, etc.
Secrets: Having a secret she was keeping exposed. Missing an opportunity to learn
something, or learning something that’s actually inaccurate or detrimental to her. Failure in
endeavors involving spirits, sorcery, artifice, geomancy, etc.
Endings: Missing an opportunity to kill someone or destroy something once she set out to do
so. Someone or something the Sidereal is protecting or caring for coming to serious harm. The
death of a loved one, the end of a relationship, a betrayal by a friend, etc.
These examples aren’t exhaustive or mutually exclusive — just because something falls under
one Maiden’s purview doesn’t mean it can’t also be under another Maiden’s as well.
The initial purchase unlocks the version of this Charm associated with the Sidereal’s patron
Maiden. When she unlocks access to another Maiden’s Constellations, she also
automatically unlocks her version of this Charm (provided she made the initial purchase) at
no cost.
Creation-Preserving Will
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal’s will turns her body and mind into an unassailable fortress. She and her
possessions become immune to the warping influence of the Wyld and similar slow working
powers that would change her body, mind or spirit.
She may reflexively pay 1 Essence to perfectly defend against any power that would warp her
body. This does not protect her from physical damage and crippling effects.
Creation-Smuggling Procedures
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Sidereal reveals hidden strands of green phosphorescence twined around her fingers,
weaving her surroundings into fate. The Sidereal and everything within short range of her are
immune to the effects of Wyld exposure. The environment within that area follows Creation’s
physical laws.
At Essence 3+, this Charm’s range increases to medium range.
Destined Perseverance
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: None
The Sidereal’s steadfast resolve and confidence in her own destiny shield her from those that
would forcefully change her mind and spirit. She may activate this Charm to perfectly defend
against any power except social influence that would be opposed by her Resolve. This includes
perfectly defending against effects that would twist or give her new Intimacies or modify her
Resolve without needing a roll. Once used this Charm protects from such a power for the rest
of the Scene.
Destiny-Obscuring Determination
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal’s destiny is her own. She seals the contents of her own thread of fate in the
Loom with the authority of the Maiden of Secrets, perfectly rendering it unreadable and
unalterable to anyone who does not have her blessing to do so, with the exception of the
Maidens themselves.
This renders her immune to investigations into her using the Loom and astrological workings
that affect her directly, but does not protect her from the power of Sidereal Charms that twist
or affect destiny and fate.
Destiny-Serving Reassurance
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Sidereal knows her place in the weave and is reaffirmed by this surety. Using this Charm
allows her to enter a Decision Point using the same Intimacy that bolstered her Resolve against
the influence and decreases the Willpower cost of the Decision Point by (Essence/2).
Freedom in Chains
Cost: -
Type: Permanent
Prerequisites: None
No matter how much power she gives up, there are some things the Sidereal refuses to
relinquish. The Sidereal treats her Ties of fear, romantic or sexual desire, or any emotional
context reflecting a subordinate or submissive position as one step weaker against other
characters’ bargain, persuade, and threaten rolls.
Loyalty-Sacrificing Sidestep
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: None
When necessary, a Seer can sacrifice those close to herself in order retain her own safety and
integrity. When the Sidereal is subjected to social influence of any kind she’d like to resist she
may activate this Charm to make another character that holds a positive Tie for her within short
range the target instead.
Alternatively, she may activate this Charm to perfectly defend against any social influence that
is directed towards multiple characters instead of her specifically.
At Essence 2+, she may redirect physical danger towards such a character as well, as long as
they are within close range. Doing so decrease the intensity of one positive Tie towards her
the target possesses by one step.
At Essence 4+, she may redirect spiritual attacks, such as curses, towards such a character
within short range. Doing so decrease the intensity of one positive Tie towards her the target
possesses by one step. She may also relegate the consequences of such spiritual attacks
towards a character she metaphysically owns. Doing so releases them from her ownership.
Necessary Betrayal Attitude
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal serves the world’s needs above all else; should fate demand it, she will turn her
sword against those closest to her heart.
The Sidereal gains +2 Resolve against influence that would instill her with a positive Tie toward
a creature of darkness or outside of fate. It likewise applies against influence that would
strengthen or leverage such a Tie. Acting against these Intimacies doesn’t cause her to lose
Willpower or suffer any ill effects from magic that punishes such violations.
At Essence 3+, these benefits apply to all Tier 1 characters.
At Essence 5+, these benefits apply to everyone but other Sidereals and the Maidens.
Meditation on (Destiny)
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Sidereal Exalted are deeply attuned to the destinies sponsored by their patrons. This is a
cluster of five Charms, each to be learned separately. The first time in a Scene the Sidereal
fulfills the conditions set by this Charm, she regains 1 spent Essence or Willpower. She tracks
this limit on how often she can regain Essence from this Charm separately for every version
of it. Additionally, any auspicious fate detected by Auspicious Prospects for (Caste) and helped
along by the Sidereal counts as fulfilling the condition of the relevant meditation.
Meditation on Journeys: You overcome a significant obstacle to your travel or convince a
significant character to undertake a significant journey.
Meditation on Serenity: You reach a compromise, friendship or alliance with a significant
character or facilitate the same between two other significant characters.
Meditation on Battles: You incapacitate a significant opponent, successfully complete a
milestone in war or set a significant character on the path towards a significant challenge.
Meditation on Secrets: Learn a significant secret, change a situation or influence the
decisions of significant characters by unveiling new information.
Meditation on Endings: Kill a sentient being or convince a significant character of the futility
of their current actions and plans.
The initial purchase unlocks the version of this Charm associated with the Sidereal’s patron
Maiden. When she unlocks access to another Maiden’s Constellations, she also
automatically unlocks her version of this Charm (provided she made the initial purchase) at
no cost.
Preservation of Resolve
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
Corruption and vice beset companies of heroes from all sides, but the mazy reassurances of
a Vizier assure the triumph of righteousness. As long as the Sidereal is present to advise a
social group, she can assure that they are not easily seduced. She adds (Essence/2) to the
Resolve of members of the advised group.
Never too altruistic to pass up an opportunity, the Sidereal’s bolstering advise leaves her
targets vulnerable to her own suggestions, imposing a penalty of (Essence/2) to the Resolve
of members of the social group when it comes to social influence actions by the Sidereal
herself.
Resisting this Charm is as easy as dismissing the Sidereal’s advise entirely. Doing so renders
him inapplicable for both the Charms bonusses and penalties for the rest of the Story.
Promise of Tomorrow
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal may have no hopes, but Creation’s hopes for her sustain her. The Sidereal can
use this Charm upon discerning an auspicious prospect to form a Defining Principle of hope
toward fulfilling it. This Intimacy can’t be weakened by any means except the Sidereal’s own
Integrity Charms.
Upon fulfilling the auspicious prospect, the Sidereal loses this Principle and regains one point
of Essence and Willpower.
Unhearing Dedication
Cost: -
Type: Permanent
Prerequisites: None
The Vizier pays no heed to the mindless prattle of those less enlightened. Choose one Defining
Intimacy representing loyalty or dedication towards a plan or organization. She perfectly
defends against any attempt to weaken or influence her to betray that Intimacy.
Death-of-Self Meditation
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 2, Loyalty-Sacrificing Sidestep
When confronted with arguments she cannot deny, yet chained by convictions she cannot
abandon, the Sidereal escapes the conundrum by becoming someone else. When she is the
target of successful social influence, she may activate this Charm to perfectly defend against
it by becoming a person that would treat the influence as unacceptable influence.
Usually this entails temporarily suspending old or gaining new Intimacies. Often the change is
only subtle, though sometimes she has to take on truly psychotic Intimacies to turn an influence
unacceptable. The altered Intimacies stay for the rest of the day, after which the Sidereal
reverts back to her previous personality.
This Charm can only be used once per Story.
Dream-Sacrificing Maneuver
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Destined Perseverance
The Sidereal makes the Lesser Sign of the Sword against her own hopes and dreams, severing
them from her heart. When the Sidereal is targeted by an influence roll that’s exploits one of
her Intimacies, she may sacrifice that Intimacy completely to prevent the influence from
leveraging it. For the rest of the Story, she can’t voluntarily reform or strengthen that Intimacy.
Rolls to instill it use the rules for overturning influence.
This Charm may only be used once per Story.
Entombed Soul Monument
Cost: -
Type: Simple
Prerequisites: Essence 2, Becoming the Wilderness
The Sidereal has become one with the world’s heart, and the world with her own. After an hour
spent interacting with a natural landscape, the Sidereal buries one of her Intimacies within it,
giving it form as a small natural feature. Her duty to Heaven might become a natural pillar of
stone; compassion might become a fruit-bearing plant or freshwater spring; her love for another
might become a tree that faintly resembles them.
The buried Intimacy can’t modify the Sidereal’s Resolve, justify persuade actions against her,
or be cited in Decision Points, and it can’t be detected unless her behavior reveals it. She loses
these benefits while within long range of the natural feature. She can bury up to (Essence/2)
Intimacies.
The Sidereal can’t voluntarily end this Charm unless she’s within medium range of the feature.
This Charm ends if it’s destroyed. Only one instance of this Charm may be active at a time.
Oath of the Sword
Cost: 1+ lethal damage
Type: Reflexive
Prerequisites: Essence 2, Destined Perseverance
The Sidereal has sworn upon the Sword and the pitiless Maiden who wields it, vowing to die
before forsaking her duty to Creation. When a persuade roll or other influence would cause the
Sidereal to act against a Major or Defining Intimacy, her oath calls down a doom to stay her
hand. She suffers unavoidable lethal damage equal to the Willpower cost to resist the
influence. The Storyteller chooses what form this takes: being hit by a stray arrow mid-battle,
coughing up blood, being struck by lightning, etc.
Using this Charm terminates the offending influence and the Sidereal ignores all wound and
crippling penalties for the rest of the Scene.
This Charm may only be used once per Story, unless reset by upholding a Defining Intimacy
of that opposes the rejected influence or a Major or Defining Intimacy of loyalty or duty.
Battle-Carrying Presence
Cost: -
Type: Permanent
Prerequisites: Essence 3
So long as the Sidereal has the courage and strength to fight on, so too do her comrades in
arms. Allies who can perceive the Sidereal gain +2 Resolve against fear-based influence. Any
wound penalties such allies suffer are reduced to the Sidereal’s own if it’s lower.
Beloved Maiden’s Bride
Cost: -
Type: Permanent
Prerequisites: Essence 3
The Sidereal pledges herself to her patron Maiden in sacred marriage, catching the light of the
Pillar’s stars for her wedding band. In the process of learning this Charm the Sidereal develops
a positive Defining Intimacy towards her patron Maiden, if she does not possess one already.
- Her Tie to her Maiden can’t be weakened or altered and she can’t gain negative Ties
to the Maiden. Anyone who sees her ring is aware of her Intimacy, though those
unfamiliar with the Maidens perceive it as being directed to that Maiden’s purview
instead.
- Sidereals, the Bureau of Destiny’s gods, and spirits associated with the Maiden’s
purview who see the ring treat their negative Ties toward her as one step lower, and
she benefits from their positive Ties to her Maiden.
- Whenever she fulfills an auspicious prospect, she sees her Maiden smiling. This counts
as upholding her Tie.
The ring of stardust can’t be removed. If the Sidereal needs to conceal it, she rolls (Dexterity
+ Integrity or Larceny) against the (Perception + Awareness) of onlookers, who suffer +2 target
number. Trivial characters don’t receive a roll. It can’t be concealed while her Anima is flaring.
In Destiny’s Service
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Destined Perseverance
Without dreams, without hope, the Sidereal becomes a creature of absolute duty. The Sidereal
can cite an auspicious prospect as though it were a Major Intimacy in a Decision Point against
influence that would impede her in fulfilling it. She reduces the Willpower cost to resist by one.
At the Storyteller’s discretion, especially significant prospects count as a Defining Intimacies.
The Sidereal can alternatively cite one of the following:
Journeys: Harbingers can cite memories of places they’ve visited against influence opposing
that location, a group that resides there, its culture, or its laws.
Serenity: Joybringer can cite relationships — romantic or otherwise — that they’ve created,
protected, or improved against influence opposing the best interests of a character in that
relationship or the relationship’s overall emotional tenor.
Battles: Shieldbearers can cite memories of a battle, argument, or competition against
influence that opposes her motivation for it or a lesson she learned from it.
Secrets: Oracles can cite secrets entrusted to them or one of their own secrets against
influence opposing her reasons for keeping the secret or the best interests of someone whose
secret she keeps.
Endings: Reckoners can cite people they’ve killed or narratively relevant things they’ve
otherwise ended against influence opposing her motivation for doing so or the memory or
legacy of what she ended.
Learning this Charm unlocks the version of it that aligns with the Sidereal’s Caste, she
automatically unlocks other versions at no costs as learns their corresponding Constellations.
Joyous Grasshopper Spirit
Cost: -
Type: Permanent
Prerequisites: Essence 3
Like the shiftless grasshopper, the Sidereal eats while there is plenty, makes love when she
wishes, sleeps as much as she pleases, and if she dies of it, dies happy. The Sidereal regains
an additional point of Willpower from sleep.
Once per day, when she indulges in sensual or hedonistic pleasures or neglects a
responsibility or obligation to enjoy herself, she gains one Willpower.
Maiden Sheds No Tears
Cost: -
Type: Permanent
Prerequisites: Essence 3, Destiny-Serving Reassurance or Death-of-Self Meditation
Casting aside her heart, the Sidereal frees herself from the burden of humanity. The first time
in a Scene the Sidereal betrays one of her Major or Defining Intimacies, she does not lose
Willpower for doing so.
One Direction Invocation (Saturn)
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Unhearing Dedication
The Sidereal defines a goal and places her name on the line. She inscribes her name onto a
prayer strip bearing the Scripture of the Eternal Maiden. As long as this Charm is active, she
treats any influence that would cause her to delay reaching or abandon her goal as
unacceptable influence. If this goal is mainly motivated by one of her Defining Intimacies, then
every influence opposed to that Intimacy is rendered unacceptable as well. While she works
towards her goal she needs no rest and ignores wound and crippling penalties. All her rolls
that directly work towards reaching her goal decrease their target number by 1 (minimum 3).
At the end of every Scene in which she worked towards the sanctified goal she regenerates
one point of Willpower and Essence. She also heals one damaged health level. At the end of
every Scene in which she didn’t work towards the goal she loses 3 points of Willpower instead.
If she is reduced 0 Willpower, she cannot do anything but work towards her goal.
For the duration of the Charm her name is hidden from everyone, even herself. It is returned
to her when she achieves her goal, should she however end this Charm without doing so it is
lost forever and she will have to go through the trouble of acquiring a new one.
Satisfaction in Emptiness
Cost: -
Type: Permanent
Prerequisites: Essence 4, Joyous Grasshopper Spirit
The Sidereal finds peace in letting go, accepting the impermanence of the world she’s sworn
to serve. When a character makes an inspire roll or instill roll against the Sidereal to create or
strengthen emotion-based Intimacies, he must roll twice, taking the lower result. The doesn’t
apply to rolls based on emotions of simple happiness and joy in living.
Last Hope Salvation (Saturn)
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 5, Death-of-Self Meditation or Dream-Sacrificing Maneuver
Holding a prayer strip bearing the Scripture of the Expectant Maiden against her throat like a
blade, the Sidereal murders her most closely cherished dreams on the altar of necessity.
The Sidereal sacrifices a hopeful Defining Intimacy, cutting it from her heart so that she can
never gain it again by any means. If it’s a Tie toward someone, he senses the Sidereal
abandoning her hopes for him. Heaven recognizes this sacrifice: beneath the Violet Bier of
Sorrows, a basalt sepulcher’s sealed gates swing open, unleashing the divine intervention of
something imprisoned by Saturn before history’s dawn.
The Storyteller determines both what form this intervention takes and its mechanical effects,
but some things are always true. It will always substantially alter the Sidereal’s immediate
situation in a way that significantly and unambiguously advantages her, no matter how great
the opposition she faces. This intervention reflects both endings and the sacrificed hope in
some way and will never contravene destiny. Any harmful effects it inflicts on nontrivial
enemies can be defended against with opposed rolls or static values.
This Charm may only be used once per Story.
Investigation
Creation-Unveiling Gesture
Cost: Spend 2 Essence
Type: Simple
Prerequisites: None
The Sidereal makes the Inferior Sign of the Key over a person, object or place and it
becomes known to her. She may activate this Charm to execute a case scene or profile
character action instantly and perfectly.
At Essence 5+, she does not only see the evidence that is, but also all evidence that could
have been. This renders conceal evidence actions inapplicable against this Charm, even
perfect ones. She may only do so once per Story.
Efficient Secretary Technique
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
When the Seer first learns this Charms, a measure of her Essence crystalizes in her mouth in
the form of an invisible spider and crawls down her throat, living within her from this moment
forth. At will, she can call this spider forth and send it out to gather information for her.
The spider travels along the thread of her own fate and gathers information directly from the
Loom of Fate. It is very quick and completes its travel and search in the space of a single
action. It can locate every piece of factual information that is known by a decent amount of
people and is not deliberately kept secret. It can also retrieve any information to be found within
a library the Sidereal owns in Yu-Shan or Creation, unless it has deliberately been hidden there
without the Sidereal’s knowledge. It cannot read minds or find out about opinionated
information. Thus, the spider could find out the name of a shopkeeper or his home address,
but not his opinions about the satrap, whether there are any rumors going around about his
adultery or that he is secretly a Yozi cultists.
The first time in a Scene this Charm is used it is free.
Marvelous Inclusion of Details
Cost: -
Type: Permanent
Prerequisites: None
The world aids the Sidereal in her investigations, contriving to present her with exactly the
evidence she was looking for. When she succeeds on a case scene or profile character action,
she may specify the type of evidence she wishes to receive: “the murder weapon,” “footprints,”
“the door to a secret passageway,” etc. As long as there’s something like that involved in the
Sidereal’s investigation and it being at the scene wouldn’t contradict established facts or the
Storyteller’s plans, she uncovers it serendipitously. If not, she finds the closest equivalent
evidence.
Obituary Composition Technique
Cost: -
Type: Simple
Prerequisites: None
Having accepted death’s inevitably, the Sidereal attains clarity and insight into it.
Examining a corpse, she learns the answers to the following questions:
- What was the cause of death?
- How long has it been since he died?
- What unfinished business did he have?
- Was his death in accordance with destiny?
Alternatively, she can use this Charm when interacting with an undead character, rolling
(Intelligence or Perception + Investigation or Medicine) against his Guile.
If she finishes a ghost’s unfinished business as discovered by this Charm, she can force him
to move on into Lethe, though Tier 3+ ghosts can resist this by spending (Essence/2) points of
Willpower.
Reading Dead Eyes
Cost: -
Type: Permanent
Prerequisites: None
By eating the eyes of a corpse, the Sidereal may experience the events leading up to his death.
She gains a vision of the Scene leading up to the target’s death, as experienced by the victim
himself.
At Essence 2+, she may spend 1 point of Essence to gain this vision by consuming some other
part of the corpse if the eyes are not available anymore. Even dusting her tongue with bone
meal is enough.
Research Assistant Invocation
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
When the Sidereal finds herself busy with more important things, she can create a helper to
do academic or bureaucratic legwork for her. She simply claps her hand over a plant, causing
it to grow rapidly and take on the form of human being. The Scholar so created is perfectly
willing to dedicate his whole existence to working for the Sidereal and has a dice pool of (10 +
Essence) for all rolls involving academic research, experiments and bureaucratic paperwork.
The assistant is not good for much else, should it be attacked or otherwise be confronted with
a serious task outside of its field of expertise it panics and turns back into a plant. To the great
chagrin of Sidereals deeply besieged by the impossibly complex and tedious bureaucracy of
Yu-Shan, only one instance of this Charm may be active at the same time.
At Essence 3+, waive this Charm’s cost.
Wilting Petal Witness
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Digging into the earth with her bare hands, the Sidereal calls forth a witness to the deceits of
the wicked. The Sidereal bids a green chrysanthemum bloom. It won’t deteriorate with time,
even if plucked. If a narratively relevant lie is spoken in its presence, it withers and dies,
warning the Sidereal. A perfect Guile is forced into a roll-off by this Charm.
She may have up to (Essence) empowered plant witnesses at a time, though if multiple such
plants are present in the same Scene, they all will wither at the first lie spoken.
Embracing Life Method (Jupiter)
Cost: Commit 2 Essence, 1 lethal damage
Type: Simple
Prerequisites: Essence 3, Efficient Secretary Technique or Research Assistant Invocation
The Sidereal buries a prayer strip bearing the Scripture of That Old Thing and waters it with
her own blood, thus planting the seeds for a tree of knowledge. In a single day the prayer strip
grows into a tall mulberry tree that attracts local wood spirits. The graceful spirits thank the
Sidereal by leaving tidbits of useful information and strange trinkets for her. This process
(including the first day of growing) takes five days. When the Sidereal returns on the fifth day,
she finds a number of pieces of information and trinkets equal to (Essence or 3). Should she
return earlier the wood spirits become offended, reducing the number of gifts by the number
of days she is early.
The gifts this Charm produces are always related to the current local interests of the Sidereal.
It is limited by information that minor spirits guided by a potent destiny could locate. Thus,
information about the contents of a magically sealed tombs or the true feelings of one of the
Chosen are unlikely to be obtained, but the breadth of information this Charm can bestow is
nonetheless vast. A Sidereal investigating a local Yozi cult may find the location of its secret
meeting place scribbled onto the back of a leaf and then spot a strange bronze key under a
root that later turns out to be the key to the shack where the cult keeps its human sacrifices
contained.
Witness Invention Technique
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Marvelous Inclusion of Details
Focusing on a cherished keepsake or important piece of evidence, the Sidereal attunes herself
to its secret heart, hearing what it would say if it could speak. She can use this Charm on an
object that’s relevant to one of her investigations. This attunes her to that object’s Essence and
fate, letting her hear and interact with it as though dealing with a person.
The Storyteller plays the object like any other Storyteller character, but it isn’t real and can’t
directly affect anyone but the Sidereal. The Storyteller can assign it whatever traits he chooses;
the default is five dice for all social and mental pools and no ability to take physical action at
all. It has a positive Defining Tie toward the Sidereal chosen by the Storyteller.
The Sidereal can call upon (Essence/2) of the following effects while interacting with the object:
- The object points out something the Sidereal missed, letting her reroll an Awareness,
Investigation, or Lore roll.
- The object makes an influence roll to overturn influence affecting the Sidereal, with a
pool of (Sidereal’s Essence + 10) dice.
- The object accurately describes the last person to handle it. The Sidereal can
subsequently use this option again for a description of the possessor before the last
one, and so on.
- The object accurately describes an event chosen by the Sidereal that it was present for
and will include at least some useful information if any exists. This option uses up two
of her (Essence/2) effects.
This Charm may only be used once per Story.
Lucid Enigma Labyrinth
Cost: -
Type: Simple
Prerequisites: Essence 4, Marvelous Inclusion of Details
The Sidereal’s case leads her down into the lurid theater of the subconscious, seeking counsel
from the multitude of herself.
As the Sidereal sleeps, her player chooses a clue she’s uncovered recently with a case scene
or profile character action. Each other player (including the Storyteller) chooses one of the
Sidereal’s Intimacies. The Sidereal dreams of her investigation — whether a picture-perfect
replica of the crime scene or a grotesque symbolist nightmare — and receives counsel from
personifications of the chosen Intimacies, each roleplayed by the player who selected it. The
Scene ends once each Intimacy that wants to has offered its opinion as to how the Sidereal
should follow up on the clue. These suggestions must be mutually exclusive, an Intimacy can’t
“yes, and” another’s advice.
If the Sidereal subsequently acts on one of these suggestions, it counts as upholding the
Intimacy that suggested it and is guaranteed to be productive for her case no matter how
foolish it is or how disastrously it goes. She might find another clue that substantially advances
her investigation; befriend a Storyteller character who can provide useful information, assets,
or assistance; learn a weakness or vulnerability of a powerful suspect; etc.
Conversely, the other Intimacy’s suggestions lead only to dead ends; the Sidereal
automatically fails any Investigation rolls or other rolls that could potentially provide useful
information or advantages in the case.
The Sidereal’s dream is privileged against intrusion; any magic that would let another view,
enter, or tamper with her dreams is forced into a roll-off in which she receives 3 bonus dice.
This Charm may only be used once per Story.
Knowledge
Scholarship
Infallible Broker’s Understanding
Cost: -
Type: Simple
Prerequisites: None
The Sidereal’s discerning eye seeks out those she can trust with her secrets. Contemplating
some specific piece of information, the Sidereal makes a special (Perception + Lore) read
intentions roll against a character. Success informs the Sidereal of the answer to the following
questions:
- Does he know this information?
- What would he do to obtain this information?
- How would this information help or hurt him?
- Who would he share this information with?
This Charm may only be used once per Scene per character.
Perfect Blossom of Understanding
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
Under the wise tutelage of the Sidereal, wisdom blossoms. This Charm represents a week of
intense one-on-one training by the Sidereal. She teaches the target any Attribute, Ability,
non-innate and non-story Merit, spell or Charm the target qualifies for that she knows herself
as a training effect. When teaching beings who have their own native Charm sets, such as
other Exalted, she may teach them a native Charm that roughly translates to one of her own
Charms.
The training time can be reduced to a single day, if the player of the pupil willingly takes on
an Intimacy the Sidereal shares or tries to instill through her training.
The Sidereal herself can drink from the fountain of enlightenment she creates, allowing her to
learn a Lore Specialty with a topic related to recent events of her pupil or his own expertise.
The first time in a Story she does so, she learns this Specialty without having to pay
experience points for it.
A character can only benefit from this Charm once per Story.
Systematic Understanding of Everything
Cost: -
Type: Permanent
Prerequisites: None
In the Sidereal’s sleep, the Maiden of Secrets reveals to her the secrets of Creation. When the
character sleeps she may select a temporary Specialty. She may exchange this Specialty for
another or keep it when she next sleeps.
At Essence 3+, she may choose (Essence) Specialties. At Essence 5+, she may choose up to
(Essence) dots in Abilities instead of Specialties. She can freely mix and match Ability dots
and Specialties gained this way.
Unwritten Words Revelation
Cost: -
Type: Permanent
Prerequisites: None
What the Sidereal reads is not always what’s written; missives, poems, and books reveal their
writer’s secrets to aid in her investigation. After reading a book, letter, or other writing, the
Sidereal makes a special (Perception + Investigation or Lore) read intentions roll against its
writer’s Guile. Success reveals a relevant and useful fact about the writing of the work, plus an
additional such fact for every three extra successes: where it was drafted, the writer’s
emotional state when he wrote it, who else was present when it was written, etc. If the text
conveys written influence, she can use her successes on this roll in place of her Resolve.
This Charm may only be used once per object.
At Essence 3+, this Charm can be used against any object or artificial structure, not just
writing.
Of Weakness Laid Bare
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Systematic Understanding of Everything
Before they were Viziers to the realm of old, the Sidereals were strategists advising the Exalted
Host on how to kill that which cannot be killed. When faced with an overwhelming opponent
she rolls (Intelligence + Lore) against her target’s Guile to introduce a fact about his hidden
weakness. A perfect Guile is forced into a roll-off by this Charm. This hidden weakness may
be anything, from a weapon specifically crafted to kill that being, over an obscure law of
metaphysics, to his love for a defenseless being far away.
A physical weakness discovered this way is never currently present and the difficulty of
obtaining and exploiting it correlates to the strength of the opponent this Charm was used
upon. This Charm is not supposed to present an immediate way to defeat an opponent, rather
to guarantee that it is possible to formulate a strategy to eventually overcome even otherwise
seemingly untouchable enemies.
Lock the Ivy Gate
Cost: Spend 5 Essence, 3 Willpower
Type: Reflexive
Prerequisites: Essence 5, Of Weakness Laid Bare
It is the duty of Jupiter’s Chosen to make sure that knowledge is revealed at the right time. But
some knowledge is too dangerous to ever see the light of day. In those rare cases, the Sidereal
may make use of this Charm. She gathers all knowledge about a topic she can over the course
of a single Story and writes it down into a book. After she is done, she places the personal seal
of the Maiden of Secrets onto the book and it vanishes in a flash of ivy Essence, carried away
to Jupiter’s secret library of forbidden knowledge.
She rolls (Intelligence + Linguistics or Lore). Any character within fate other than herself whose
Resolve is overcome forgets all information on the topic she locked away. Simultaneously, her
roll acts as a conceal evidence roll, setting the minimum difficulty for anyone to find information
on this topic anywhere. Perfect effects that oppose either of these effects must succeed in a
roll-off to assert themselves, this includes perfect Resolves used to defend against this power.
The Sidereal is always affected by this power and cannot defend against it in any way.
Additionally, this information is in the future affected by the laws of Arcane Fate. Even outside
of the difficulty of lost documentation and faulty memory, any attempt by a character to
communicate knowledge of the forbidden topic to other characters must beat the Sidereal’s
roll or fails. Truly numinous beings such as the Yozi or Incarnae are immune to all these effects.
As she locks away this knowledge, an ivy key manifests inside her mind. At any time, she may
pull it forth to unlock the knowledge she has sealed away, returning the book she wrote to her,
restoring lost memories and lifting the ban on finding and communicating information about it.
If the Sidereal dies, her reincarnation will have access to this key, though most won’t know to
think of it and those who learn of this power usually know better than to unleash eldritch
knowledge whose nature she cannot fathom.
The topic the Sidereal can seal away is limited in nature. She could erase all traces of a dead
character from history, seal away the name of a particular person, hide all evidence of the
existence of a particular doorway or the location of a tomb that seals an ancient evil. She could
not seal away knowledge of cooking, but may eradicate all traces of a specific local rice dish.
She could try to seal away dangerous occult knowledge such as a specific spell, though doing
so will never remove the knowledge of or capability to cast said spell from characters who have
already learned it, though they would find it difficult to teach it to anyone else afterwards.
The Essence spent on this Charm does not regenerate normally. Instead, the spent Essence
returns at a rate of 1 per Story or season, whichever comes sooner. She may only use this
Charm once per decade.
Seer
Of the Shape of the World
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
By studying the patterns of fate weaving through a place, object or person, the Sidereal gains
a glimpse of its future. These hints tend to be vague such as “this artifact will pass to a Lunar”,
“your future holds a green-haired man” or “an army is going to pass through this place”. They
never contain specific names or a precise time. This prophecy is also not set in stone,
representing merely the most likely path destiny may take.
The first use of this Charm in a Scene is free. This Charm can only be used once per day on
the same subject.
Of Truths Long Forgotten
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Examining her memory in meditation, the Sidereal ponders paths not taken. She may activate
this Charm when considering a memory of hers to take an action she did not actually take in
the past. She then experiences the consequences that action would have had within that
Scene. This does not actually change the past but allows her access to new information.
Of Things Desired and Feared
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2, Of the Shape of the World
The Sidereal meditates upon a goal she wishes to accomplish, and fate shows her the way,
as well as the price she has to pay to reach it. She gains a rough understanding of a path of
events that will lead to her accomplishing her goal, as well as what personal cost this path has
in store for her. The price can be anything from resources she has to expend, over bodily harm
to the loss of all her friends and finally her life.
As long as she is willing to pay the price, she reduces the target number of all rolls directly
related to reaching her goal by 1 (minimum 3) and all rolls targeting Tier 1 or 2 characters or
Creation itself (e.g. balancing on a rope) that are in accordance with the path set out by this
Charm automatically succeed as a perfect effect.
Of Truths Best Unspoken
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 2, Of the Shape of the World
The Sidereal invokes her divine authority to summon forth a sepulcher interred by the
Heptarchs of Tragedy, seven gods of unpleasant truths and unhappy futures who bury
knowledge of horrors not yet come to pass beneath the earth.
The Sidereal spends three hours ritually invoking the Heptarchs of Tragedy; upon its
completion, a sepulcher is unearthed by unseen forces and whisked to her, its door swinging
open to reveal what is to come.
The Sidereal’s player makes a special introduce fact roll to reveal what secret the sepulcher
holds, introducing a fact relevant to the near future. She’s still dependent on her Lore
backgrounds but treats them as though they represented the knowledge of a savant at the
age’s end, however many decades or centuries hence that might be.
The Sidereal banks any extra successes on this roll and can add them on rolls with any Ability
that benefit from the introduced fact. If the game’s events ultimately contradict a fact about the
future, this doesn’t mean the Sidereal was wrong, but that by the age’s end, a false narrative
of events will have superseded the truth in the scholarly consensus.
Of Fates Best Avoided
Cost: Spend 4 Essence
Type: Reflexive
Prerequisites: Essence 5, Of Things Desired and Feared, Of Truths Best Unspoken
Sometimes, when the need is great, the Maiden of Secrets grants the Sidereal a detailed vision
of her immediate future. At any point the Sidereal may declare that what transpired in the
current Scene was a vision of the future, not yet come to pass. She then wakes from her reverie
at the beginning of the Scene, able to act on the information she received as she sees fit.
She may activate this Charm even if she currently is not able to pay its Essence cost, as long
as she was able to do so at the beginning of the Scene.
This Charm may only be used once per Story.
Larceny
Essence spent on or committed in Larceny Charms never counts towards increasing
the Intensity of the Sidereal’s Anima, unless she wants it to.
Enticing Puzzle Exculpation
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Sidereal shrouds misdeeds in mystery, throwing censors and investigators off the track
with tantalizing red herrings. She adds (Essence or 3) dice on a conceal evidence roll.
Characters that fail opposing rolls believe they succeeded, uncovering a false clue shrouded
under the auspices of one of the House of Secret’s constellations:
The Guardians: The evidence points to a crime committed in an attempt to cover up something
else.
The Key: The evidence points to something seemingly paradoxical or contradictory that must
have some rational explanation — the stuff of locked-room mysteries, mistaken identities, and
contrived thought experiments.
The Mask: The evidence points to a conspiracy, criminal syndicate, or other secretive
assemblage.
The Sorcerer: The evidence points to the power of supernatural beings, artifacts, places of
power, or the like.
The Treasure Trove: The evidence points to a premeditated crime that was planned out
methodically, the work of a criminal genius.
At Essence 3+, this Charm may force a perfect case scene action into a roll-off.
At Essence 4+, the investigator thinks the false evidence is genuine even on a successful case
scene roll, in addition to the true evidence. The investigator is aware of the discrepancy, but
doesn’t know which piece of evidence is true.
Gate-Commanding Attitude
Cost: Spend 1-2 Essence
Type: Simple
Prerequisites: None
Invoking the authority of the Maiden of Journeys, the Sidereal compels obedience from the
gods of thresholds and barriers. She verbally commands a gate, door, magical barrier or other
barred threshold to open, and it does. This is considered a perfect effect. Against magical
barriers or seals increase this Charm’s cost by 1 Essence (to a total of 2). Seals produced by
Thaumaturgy or similar weak magic do not incur an increased cost and do not force a roll-off.
Hayseed Eye
Cost: -
Type: Permanent
Prerequisites: None
Criminals and con artists seeking to prey on the Sidereal soon learn the folly of trying to cheat
a master cheater. The Sidereal can make a special (Perception + Larceny) read intentions roll
against other characters. Success allows her to learn the following information:
- Whether he is planning to cheat, exploit, or take advantage of her.
- Whether he is planning to commit a crime.
- Whether he thinks she suspects him.
- If any crimes weigh on his conscience. She gains no information on which crimes weigh
on his conscience.
This Charm may only be used once per Scene per character
Honorable Thief Spirit
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal affects the disreputable demeanor of the romantic outlaw. Criminals who interact
with the Sidereal count as having a Minor Tie of admiration to her. If characters interacting with
her have any negative Ties toward criminals or those condemned by a ruler, government, or
religion, those Ties are treated as one step weaker with regard to her.
Locate the Spying Eye
Cost: -
Type: Permanent
Prerequisites: None
In a flash of supernatural awareness, the Sidereal learns the location and appearance of all
who pay attention to her, flushing spies out into the open. When someone covertly observes
her, she rolls (Perception + Awareness) and compares it against the (Wits + Stealth) or
(Manipulation + Socialize) roll of all characters who try to watch her discreetly while this Charm
is active, denying them any situational bonus dice as her supernatural awareness goes beyond
circumstance. She contests those who use a perfect effect or magic to spy on her in roll-off.
At Essence 2+, she may spend 1 Essence as Simple action to perform a special case scene
action, comparing her successes to higher of the successes on any applicable conceal
evidence action or a target’s Guile. If successful she learns of any witnesses (not perpetrators)
who have observed the event she studies. She learns of their appearance and roughly their
current location (in the woods to the north, within the cinnabar district). She contests perfect
concealment of evidence and perfect Guiles in a roll-off.
Maiden-in-the-Pot Escape
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Sidereal escapes from bad into worse, trading imprisonment for the perils of freedom.
When the Sidereal rolls to pick a lock, overcome a physical obstacle to her movement or
escape physical restraints she succeeds even on a failed roll. Instead, her failure introduces
some complication: her tools break, a guard catches her, she can’t climb the wall quickly
enough to evade the Lunar chasing her, etc. If succeeding on the task would directly imperil
the Sidereal — e.g., the chest she’s opening is trapped or there are enemies on the other side
of the wall she’s climbing — she succeeds automatically without needing to roll.
This Charm can also enhance rolls to bypass esoteric barriers and obstructions, like a curtain
of sorcerous flame or a ring of runes that render a door immovable, but it doesn’t let the
Sidereal make a roll if she couldn’t normally attempt one.
At Essence 3+, she may also use this roll when she fails the control roll of a grapple. She
escapes the grapple, but the other character gets to impose two of the consequences of a
successful control roll on her.
Name-Pilfering Practice
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
With a sharp yank on a person’s fate, the Sidereal steals her target’s name. She touches her
target and rolls (Wits + Larceny) against his Resolve. The name becomes dissociated from the
original target if she is successful, and no one but the Sidereal, including himself, can recall
his true name. For the duration of this Charm the name belongs to the Sidereal and will be
accepted as her true name. She also is considered to be the same person as her target for
metaphysical effects that check a target’s identity, if she wants to be. This is considered a
perfect effect.
She may steal up to (Essence) names without additional Essence commitment.
At Essence 2+, she can perfectly imitate the voice and writing style of a person whose name
she has stolen.
At Essence 3+, she may activate this Charm against another character to attach one of her
stolen names to him instead.
Shrike-Roosting Gesture
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Sidereal tugs at a strand of fate that tethers her to something she’s recently held, calling
it to hand. The Sidereal recalls to her hand an object that she’s held or had on her person at
some point in the Scene. If there’s any obstacle to this, she rolls (Dexterity or Wits + Larceny
or Thrown) against a difficulty set by the Storyteller or as a reflexive difficulty 0 disarm gambit
against a character holding the item in question.
This Charm’s cost is waived when it is used to retrieve thrown weapons or other ammunition.
At Essence 3+, she may spend 1 Willpower to use this Charm to try and summon items she
has not held within the current Scene, so long as the item in question is within medium range,
not in active use and not an attuned artifact.
Thought-Swiping Distraction
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Sidereal makes eye contact with a target for a long moment and peers beyond them into
his soul. She rolls (Wits + Larceny or Lore) against her target’s Guile and if successful gains a
quick impression of what the target is thinking about at the moment. The target on the other
hand forgets its current train of thought, becoming briefly mildly confused.
The target of this Charm has to be within close range and it cannot be used while battle is
joined.
At Essence 4+, the range of this Charm increases to short range.
Donning the Broken Mask
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2
Arcane Fate is part blessing, part curse. The Sidereal makes the Superior Sign of the Mask
over herself and momentarily intensifies the effects of Arcane Fate, removing all traces of her
own presence from Creation. This counts as a perfect conceal evidence action, targeting only
evidence that would reveal the presence or involvement of the Sidereal. She does not need to
be present in a Scene to use this Charm, rather this targets all evidence within (Essence x 10)
miles. Tier 1 and 2 characters will forget such evidence ever existed, while Tier 3+ characters
can make an (Intelligence + Integrity) roll against a difficulty of (Essence) to remember any
evidence they were aware of before it was erased. This Charm erases physical evidence and
the memories thereof, not the memories of the Sidereal other characters have. This Charm
receives (Essence) bonus dice in any roll-off.
At Essence 4+, this Charm targets all evidence within the same realm of existence.
Dream Confiscation Approach
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Name-Pilfering Practice
The Sidereal slips a subtle net of Essence into her target with the lightest of touches, crippling
his capacity to dream. She rolls (Wits + Larceny or Occult) against her target’s Resolve. If
successful, his capacity to dream is removed as long as this Charm stays active. He still needs
to sleep, but while doing so rests him physically he cannot regain Willpower from rest. As a
dubious benefit, the Fair Folk cannot devour his dreams (and Intimacies) while this Charm is
in effect.
This Charm can only be used once per Story per character.
At Essence 3+, she can use this Charm on a creature of the Wyld, inflicting (Essence)
unsoakable levels of aggravated damage upon them and preventing them from replenishing
their Essence by devouring dreams as long as this Charm stays active. She cannot do this
against a creature of the Wyld of Tier 4+.
Masque of the Uncanny
Cost: Commit 1 Essence
Type: Supplemental
Prerequisites: Essence 2
While Resplendent Destinies hide the Vizier amongst the people of Creation, she must
sometimes walk amongst the enemies of heaven to do her duty. This Charm supplements an
attempt to disguise herself as a creature outside of fate or creature of darkness, such as
demons, ghosts, Fair Folk or stranger monsters. This Charm does not allow her to impersonate
specific creatures, nor does it allow her to take on inhuman appearances. This Charm creates
a humanoid version of a creature outside of fate, based on her own appearance.
This disguises her as a creature of this type and hides her connection to fate perfectly. In roll-
offs she gains 2 bonus dice on her roll. This Charm is even powerful enough to make her count
as her disguised type of entity for the purpose of other magical effects – if disguised as a ghost
she would be affected by all effects that distinguish such things as though she were undead.
Alternatively, the Sidereal may activate this Charm to banish all hints of the uncanny from her
appearance, perfectly disguising any sorcerous markings.
At Essence 4+, she may spend 1 Essence to activate this Charm as a Simple action, creating
a disguise on the fly in the span of a few heartbeats.
Sidereal Shell Games
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Name-Pilfering Practice
The Sidereal sweeps a hand through the weave of events wrapping her fate around that of a
target so that certain portions of one strand become temporarily indistinguishable from the
other. She rolls (Wits + Larceny) against the Resolve of a target within close range, stealing
part of his being if successful. This Charm cannot be used while battle is joined. She chooses
one of the following options, able to reverse the process and gift of herself to the target if she
wishes:
- She steals a target’s skill and knowledge, taking (Essence) dots of a single Ability the
target possesses and gaining access to those dots herself. The target suffers a penalty
of (Essence) to any use of the Ability while this Charm remains active, while she can
use (Essence or the rating of the stolen Ability, whichever is lower) instead of her own
rating in all rolls and calculations using the stolen Ability.
- She steals part of his physical or mental prowess, subtracting 1 (to a minimum of 1)
from one of her target’s Attributes and adding the stolen dot to her own (to a maximum
of 6).
- She may spend the Charm’s cost instead of committing it to steal her target’s health,
transferring one non-aggravated damage level she has suffered to her target.
- At Essence 3+, she may steal (Essence) dots of one her target’s Merits, temporarily
gaining a special aptitude of her target or being considered the true owner of his
property for a while.
Self-Annihilating Discretion
Cost: Spend 1 Willpower
Type: Reflexive
Prerequisites: Essence 3, Enticing Puzzle Exculpation or Thought-Swiping Distraction
The Sidereal entrusts her secrets to nothingness. The Sidereal seals away her own memories.
She chooses which memories to suppress, but the Storyteller may require a (Manipulation +
Larceny, Lore or Stealth) roll for extensive or complex manipulations, like suppressing the last
twenty years or selectively editing her memories of a Circlemate to suppress anything that
could reveal he’s a double agent. The Sidereal’s memory of using this Charm is always
suppressed.
The Sidereal can use this Charm after a roll against her Guile or any other roll to which its
effect is relevant, letting her negate its effect if she suppresses whatever memories are
necessary to do so. This Charm cannot erase Intimacies.
Alternatively, the Sidereal can use this Charm after she succumbs to a mind-affecting effect
that creates false memories or alters existing ones, forcing it into a roll-off. Success erases
any implanted false memories or any alterations that add new details to existing memories.
If the Sidereal’s presented with convincing evidence that her memory’s been erased, she can
use this Charm a second time to unseal suppressed memories. If the only evidence is another
character telling her she changed her own memory, he must roll as if overturning influence and
the Sidereal must cite a Major or Defining Intimacy in the Decision Point.
Conning Chaos Technique (Jupiter)
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 4, Dream Confiscation Approach
The Sidereal infuses a prayer strip bearing the Scripture of the Savory Maiden. The strip goes
rigid in the air and pulses with green light. A Tier 1-2 mortal within extreme range has short
vision of the prayer strip and becomes a bargaining chip between order and chaos. If she has
a specific target within mind, the Sidereal may pick it, otherwise fate determines one.
The Sidereal rolls (Manipulation + Larceny) against a difficulty of 5. Each threshold success
(up to a maximum of Essence) represents one month she can keep this Charm up. Each
month, the cursed mortal is harried by the forces of chaos. He may go mad, mutated as if
exposed to the Wyld, accosted by Fair Folk wishing to harass or (sometimes worse) do favors
for him. The target is never directly killed by these incursions until the final month. In return for
offering one of its own up, Creation regains lost territory from the Wyld. Each day one square
mile of bordermarches is regained or a deeper Wyld territory of the same size is reduced by
one step in intensity. This Charm cannot affect the deep Wyld.
The target of this curse has a faint chance to save himself. He may roll (Intelligence + Lore) at
difficulty 3 once per month to try and figure out the nature of this curse. If he manages to accrue
(Essence -1, minimum 2) milestones he figures out that his misfortune is linked to the
mysterious prayer strip he saw in his vision, as well as its location. While the prayer strip is
otherwise protected, it tears as normal paper in his hands.
While the Wyld gets to have its fun with this Charm’s target, the bargain is ultimately a bad
one, permanently regaining land for Creation. With repeated activations of this Charm, the
Wyld slowly becomes wise to the lopsided nature of this deal. Each time this Charm is activated
within the same decade, increase the difficulty of the activation roll by 1. Should the activation
roll be failed for any reason, the Sidereal herself becomes the victim of this Charm for
(Essence) months and cancelling the Charm or destroying the prayer strip won’t stop it.
Expedited Approval of Justice
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Maiden-in-the-Pot Escape, Sidereal Shell Games
Once the Sidereal’s confessed her guilt, there’s no need for a lengthy trial; fate ensures she
meets an appropriate sentence. Truthfully confessing a crime to a legitimate authority figure,
the Sidereal vanishes and reappears within a prison, stockade, dungeon, or other place of
confinement or punishment chosen by her within (Essence x 10) miles. She can bring her
Circlemates and up to (Essence + 1) other willing characters, even if they aren’t present in the
Scene. They appear suitably restrained and surveilled upon arrival.
Memories of the Sidereal’s disappearance are erased, while the memories of anyone involved
in the chosen location are revised to account for the Sidereal having already been imprisoned
there at the time of her confession, with a sentence dictated by her. This can be resisted with
magic that specifically protects against memory-altering effects.
The Sidereal can confess a violation of Heavenly law to any god or priest, imprisoning herself
within any of Heaven’s gaols regardless of distance. Pursuant to the Yozi’s surrender oaths,
she may travel to their prison in Malfeas without need for confession, though she must still
travel five days through the Endless Desert to reach it.
A record of the Sidereal’s confession appears in the inbox of Itzcalimon, God of Blackmail.
Medicine
Blessing of Fertility
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Sidereal may touch another character to endow them with supernatural fertility. For the
next season, the target is extremely likely to conceive a child if he engages in sexual activity
capable of reproduction. If the target was infertile, he is permanently cured of infertility.
Optionally, the Sidereal may also increase the target’s libido when activating this Charm,
adding (Essence) bonus dice to all seduction attempts towards the target and treating him as
if he possessed a Minor Principle of “I enjoy and want to partake of carnal pleasures”.
She may also inverse her blessing to curse a target with infertility. The target is rendered sterile
for the next season. Against Tier 1 or 2 characters she may render this infertility permanent
instead, if she so desires. Optionally, she may also decrease the target’s libido when activating
this Charm, applying a penalty of (Essence) to all seduction attempts towards the target and
treating him as if he possessed a Minor Principle of “I take no joy in carnal activities.”
Unwilling targets may resist this blessing or curse, forcing her to roll (Appearance or Charisma
+ Medicine or Socialize) against their Resolve to activate this Charm.
Peaceable Conclusion
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Sidereal eases the pain of her patient. When she activates this Charm, a target she
touches does not suffer from wound penalties for the rest of the Scene.
At Essence 2+, she may activate this Charm to end the life of a Tier 1 or 2 character painlessly,
ensuring their soul passes into Lethe immediately and without fail and destroying spirits
permanently. The Essence cost of this Charm is waived if the target consents. She can end
the life of Tier 3+ characters, but only if they consent without coercion of any kind.
Worsen Condition
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Sidereal touches her target and worsens her condition. Out of combat this is usually a
Simple Charm, but can be used in combat to supplement an attack. Her target immediately
suffers the effect of (Essence or 3) doses of a poison in his system. This does not reduce the
remaining duration of the poison and triples its penalty until after his next action.
Alternatively, this Charm can be used in the same fashion against a target suffering from a
disease, forcing the target to immediately roll against the disease’s morbidity. On a failure the
disease increases in intensity by one step, on a success nothing changes.
At Essence 3+, she can use this Charm as a Simple Charm to create a special difficulty 2
gambit against characters suffering from a crippling effect to worsen it. A character who lost a
finger now loses his hand, a character who lost an eye is struck blind, etc.
Terminate Illness
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Sidereal makes the Inferior Sign of the Corpse over her target and he is instantly cured of
any mundane disease or poison.
At Essence 2+, she may treat supernatural diseases and poisons as well. She rolls
(Intelligence + Medicine) against the Morbidity of the disease, curing it instantly if successful.
Diseases without a Morbidity that cannot usually be overcome such as the Great Contagion
are treated as Morbidity 10 for this roll. Supernatural poisons are cured perfectly, requiring no
roll.
Deferred Wounds
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2
The Seer has no time to bleed while the future is still at stake. She may activate this Charm to
suspend a number of damaged Health Levels equal to (Essence) she suffers, sending the
damage into the future. The damage returns when she ends this Charm. She can activate this
Charm multiple times, however every time she does after the first the cost for the new
commitment increases by 1.
At Essence 3+, she can defer the wounds of other characters by touching them as she
activates this Charm as a Simple action.
Movement
Flight of Mercury
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: None
Moving with the incomparable swiftness of the Maiden of Journeys, the Sidereal eludes her
enemies. A disengage action supplemented by this Charm is rendered perfect and allows her
to move immediately instead of waiting for pursuit.
On her next turn she may not attack a target she disengaged from in the previous turn.
Alternatively, she may reflexively activate this Charm to perfectly oppose a rush.
Forgotten Earth
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal lands on one of the hidden strands of fate running through Creation, bouncing off
it to give herself a boost. She may move one range band horizontally or vertically with a leap
instead of her normal reflexive movement action.
At Essence 2+, she may spend 1 Essence reflexively to negate one instance of falling damage,
an effect that would move her or render her prone, as the threads of fate catch her.
Inexorable Advance
Cost: -
Type: Permanent
Prerequisites: None
Eliding the moments between her footsteps, the Sidereal acts without motion. The Sidereal
ignores the mobility penalties of his armor.
At Essence 3+, she may reflexively commit 1 Essence to ignore the effects of difficulty terrain.
The Mast Sways
Cost: -
Type: Reflexive
Prerequisites: None
The Mast endures lashing lightning and mighty zephyrs, bent but unbroken, that the ship might
stay steady in its course. When an ally within medium range would be knocked prone or forcibly
moved, the Sidereal may activate this Charm to suffer it in his stead, falling prone or being
knocked back the same distance and direction. Any damage this movement would have
inflicted likewise goes to the Sidereal. This Charm can’t redirect falls due to gravity.
Unstoppable Charge of Mars
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: None
With a frightening shout and leaving blood in her footprints the Sidereal charges her enemies.
A rush action supplemented by this Charm is rendered perfect and allows her to move instantly
instead of moving on her target’s move.
Her charge is unstoppable, ignoring danger and breaking through all obstacles. She ignores
all environmental hazards between her and her target during her rush action and may
reflexively perform feats of demolition during her rush to clear obstacles between her and her
target.
Alternatively, she may activate this Charm reflexively to oppose a disengage action perfectly.
She may also use this Charm to perfectly break out of any physical restraints other than active
grapples.
At Essence 3+, reduce this Charm’s cost to 1 Essence.
Impossible Movement
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Forgotten Earth or Inexorable Advance
Mercury’s golden light illuminates the Sidereal, empowering her to overcome any obstacle.
While this Charm is active, she can move across surfaces that normally couldn’t bear her
weight and can even run up walls or upside down along ceilings.
At Essence 3+, she may even move across thin air, though she cannot ascend without a
surface to move on.
Inevitability Without Finesse
Cost: Spend 1 Essence, 1 Willpower
Type: Supplemental
Prerequisites: Essence 2, Unstoppable Charge of Mars
Grasping the skeins of her enemy’s fate in her clutched fist, the Sidereal forges an unalterable
path between the momentum behind her attack and his heart. The Sidereal chooses an enemy
she can perceive at medium range or beyond. Every turn she moves at least one range band
closer to them, no matter the respective speeds they travel at, the environmental obstacles
between them or any actions taken by the enemy or other characters. As long as she tries to
move towards him with all her might, the distance between them will be at least one range
band closer to one another by the end of the round. When she moves into close range to the
target, she performs a perfect attack. This counts as her combat action for the round.
This Charm ends if the Sidereal does not try to move closer to the target on her turn. This
Charm may only be used once per Scene.
Unexpected Delay
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Sidereal destroys not matter but the force that moves it, negating speed and momentum.
This Charm creates an unblockable slow down gambit against an enemy in close range. The
gambit’s difficulty is 2. If she succeeds, all movement by the enemy for the rest of the Scene
counts as moving through difficult terrain.
A Tier 3+ character affected by this gambit may try to shake off its effects by taking a
miscellaneous action that cannot be placed into a flurry to roll (Wits + Integrity or Occult)
against a difficulty of 5.
This Charm can also be used against inanimate objects in motion, like a barrel rolling downhill
or a ship on the sea. Success divides the speed at which the object moves by (Essence) or
applies a penalty to movement rolls equal to (Essence) in the case of vehicles engaged in
chases or other situations where movement rolls are made.
At Essence 4+, the gambit’s difficulty is decreased to 1.
Three-Body Trilemma
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2
The Sidereal’s weapon intertwines her fate with her foe’s, making them indistinguishable to the
world’s eyes. When the Sidereal incapacitates a target with an attack, she may activate this
Charm to swap positions with him.
At Essence 4+, she may swap positions with a target she merely hits with an attack.
Unswerving Juggernaut Principle
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 2
Yellow stardust falls from the sky and covers the Sidereal, then she takes off. As long as she
moves towards a goal she needs no rest, ignores terrain and is protected from the rigors of
this world. She will run across lakes, up cliffs, through active volcanoes and over thin air if
necessary. She has no need for sleep or rest and is immune to damage from environmental
hazards, poison and disease. She moves at a speed of (10 x Essence²) miles per hour. This
Charm cannot be used during combat and automatically ends when battle is joined.
Assertion of False Principles
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 3, Impossible Movement
The Sidereal navigates complicated loopholes in the weft of reality, dodging natural laws and
debating primal forces. She may supplement a movement action with this Charm, allowing her
to ignore or change how the laws of physics affect her regarding that movement action. She
can walk on thin air, pass through a wall as if it were thin air, walk through fire unharmed or
cause gravity to repulse her for one movement action.
The Sidereal may with Storyteller permission activate this Charm to enhance certain
non-movement actions, such as to phase her hands through shackles.
This Charm does not work if the Sidereal is currently within view of an official law enforcement
officer. She does not count herself or allies for this purpose, but neutral or antagonistic agents
of the law prevent her from skirting natural law.
Invisible Motion
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Impossible Movement
The Sidereal becomes a phantom, impossible to be contained. When she takes the first step
in a movement action her body vanishes, reappearing at her destination. This allows her to
ignore hazardous terrain and other dangers and obstacles that lie between her and her
intended destination. She needs to be able to perceive her destination and thus cannot use
this Charm to move through solid walls, though bars and similar obstacles would not impede
her movement.
Reverse the Flow
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Flight of Mercury or Impossible Movement
Instead of moving with the flow of time, the Sidereal can retrace her steps along its unstoppable
advance to appear in a location she was in moments ago. Activating this Charm transports the
Sidereal back to any location she occupied within the last (Essence/2) rounds. This perfectly
frees her of any grapple or restraints she was subjected to since then and perfectly disengages
from any opponents that have since moved away. At her choice, any item in her possession
that was taken from her since then is also transported back into her possession as a perfect
effect.
At Essence 5+, reduce this Charm’s cost by 1 Essence.
Eternal Infatuation Dance
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 4, Invisible Motion
Taking attention to imply invitation, the Sidereal is able to quickly close with those who draw
her notice. She may activate this Charm when targeted by any attack or social influence to
vanish in a swirl of sapphire ribbons. Against attacks this also acts as a perfect dodge.
She instantly teleports next to the person who made the attack or social influence, as long as
they are within (Essence x 5) miles. For the rest of the Scene, it is impossible for the target to
leave close range from her, she automatically and reflexively follows him wherever he goes,
even should he teleport to another realm of existence. He cannot disengage from her, even
perfect disengages fail without need for a roll-off. This Charm immediately ends when she
voluntarily disengages from her target.
At Essence 6+, she may teleport to any target regardless of distance, as long as they are within
the same realm of existence.
Flown Beyond the World
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 4, Invisible Motion
Looping a strand of saffron Essence around herself and her foe, the Sidereal pulls them both
down into the vasty depth to fight alone. The Sidereal makes a special, unblockable difficulty
0 gambit against an enemy within medium range. If successful, both of them vanish from the
battlefield, reappearing in a vast cavern, full of shadows and thorns, whose location is known
only to Mercury. The distance between the two of them remains unchanged. The combatants
return to the world once the Scene ends, when one of them is incapacitated, or if neither wish
to continue fighting. They can also escape by successfully withdrawing from combat, finding a
secret path out of the cavern.
The cavern is wide open, allowing the vanished combats to move freely across it in any
direction. At the Storyteller’s discretion, it may include difficult terrain — stalagmites, briars,
etc. — or other natural features. Some claim to have seen strange ghosts within it, though this
is unsubstantiated. While the Sidereal and her foe are within it, others can’t perceive or interact
with them, or vice versa, but magic that allows characters to enter a spirit’s sanctum, otherwise
pierce magical barriers or travel between realms of existence can allow characters follow them
into the cavern.
Victory of the Cheat (Mars)
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Invisible Motion
The Sidereal infuses a prayer strip bearing the Scripture of the Strategist with Essence and
tears it apart, releasing a flash of scarlet light. As she activates this Charm, she may reposition
every character within long range of herself immediately. She may use this save allies,
surround enemies, form occult patterns of movement or simply a quick escape. She can
reposition affected characters to any point within long range from her original starting position.
Tier 3+ character who do not wish to be moved enter a roll-off to remain in place and cannot
be moved into terrain that would be inherently dangerous to them such as a cage or a sea of
molten lava.
Suspend the Gyre
Cost: Spend 3 Essence, 1 Willpower
Type: Reflexive
Prerequisites: Essence 5, Reverse the Flow, Invisible Motion
The Sidereal steps into the moment between two heartbeats, moving outside of time. When
she activates this Charm, time stops for every other character and she can immediately take
a turn. She may activate this Charm at any moment, even if she already took a turn in the
current round. She can take any action she wishes, though some, such as social influence,
have no effect and she cannot activate Simple Charms outside of time. If she uses her action
outside of time to attack another character, her attack becomes unblockable and undodgeable,
though time resumes quickly enough that a targeted character may try to defend against such
an attack if he is able to do so through Charms or other magic.
This Charm may only be used once per day.
Occult
Sorcery
Terrestrial Circle Sorcery
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal is initiated into the Emerald Circle of Sorcery and learns one shaping ritual and
her first Terrestrial spell for free with the purchase of this Charm.
Celestial Circle Sorcery
Cost: -
Type: Permanent
Prerequisites: Essence 3, Terrestrial Circle Sorcery
The Sidereal is initiated into the Sapphire Circle of Sorcery and learns one shaping ritual and
her first Celestial spell for free with the purchase of this Charm.
Shadowlands Circle Necromancy
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal is initiated into the Iron Circle of Necromancy and learns one shaping ritual and
her first Shadowlands spell for free with the purchase of this Charm.
Telltale Symphony
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2
The presence of sorcery tugs at the strings of fate. The Sidereal, attuned to fate, hears these
vibrations, recognizing familiar tunes. She automatically recognizes when another character in
her presence starts to cast a spell and can analyze its effects reflexively and perfectly.
Sorcerous workings or spells already in place are harder to unravel, but she adds (Essence)
bonus dice to all rolls to analyze them.
Harmonious Completion Stance
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Terrestrial Circle Sorcery
The Sidereal shapes Essence in accordance with heavenly design, smoothing the process of
her sorcery. Each successful shape sorcery action completes 2 instead of 1 milestone.
At Essence 3+, she may reflexively spend 1 Essence to fulfill an additional milestone on a
successful shape sorcery action (to a total of 3). This effect may be reactivated at no additional
cost on subsequent shape sorcery actions to finish shaping the same spell.
Sorcery-Sealing Gesture
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Terrestrial Circle Sorcery
The Sidereal makes the Inferior Sign of the Sorcerer against an opposing magician or his
works. Her rolls for countermagic and distorting existing spells gain 2 instead of 1 milestone
upon success.
At Essence 3+, she may reflexively spend 1 Essence to fulfill an additional milestone on a
successful countermagic or distortion action (to a total of 3).
Curse-Breaking Prophecy
Cost: Spend 2 Essence, 1 Willpower
Type: Reflexive
Prerequisites: Essence 3, Celestial Circle Sorcery
The Sidereal spends one week studying a powerful manifestation of magic, such as an ancient
curse or a spell or working of the Solar or Void Circle. From omens and portends she forges a
dire prophecy, unveiling a circumstance or task that, if fulfilled, will break the magic. The
difficulty of achieving this condition is usually commensurate to the power of the magic it
opposes.
Beyond the Shattered Wall
Cost: Spend 2 Essence, 1 Willpower
Type: Reflexive
Prerequisites: Essence 4, Telltale Symphony
Shattering the boundaries that keep her from someone’s soul, the Sidereal rescues him from
spiritual turmoil. She enters the mindscape of a willing, unconscious, or restrained target,
allowing her to interact with his mind or soul. This can’t be used to influence others — it’s
limited to observation, healing or mitigating maladies, and esoteric interactions that aren’t
otherwise possible. The Sidereal rolls (Charisma + Medicine, Occult or Presence) against a
difficulty or opposing roll appropriate to the specific effect.
Examples include:
- Roll against a target’s Guile to sift through his memories, seeking a specific piece of
information or to look for signs of spiritual or mental maladies, like possession. She
may suffer a penalty if the memories she seeks out are old or somehow obscured. She
can make Perception-based rolls and use Charms to examine these memories for
information her target missed.
- Weaken or subvert the control exerted by a mind-affecting effect, rolling against an
appropriate (Attribute + Ability) roll by the character responsible. The Sidereal’s player
should work out the specifics with the Storyteller, but they should involve altering how
it affects the target, rather than reducing Willpower costs, mitigating penalties, or other
mechanical effects.
- Roll against a Fair Folk’s Resolve to enter its spiritual maw and wrest free the shards
of someone’s psyche that it’s devoured. A subsequent use of this Charm can return
them to that character, rolling against a difficulty based on how it’s been since the
raksha fed on him.
Freeing the Fettered Dancer
Cost: Spend 2 Essence, 1 Willpower
Type: Reflexive
Prerequisites: Essence 4, Curse-Breaking Prophecy
In failure, there is freedom, even from the baleful powers and mind-warping magic of the
world’s foes. When the Sidereal observes a character fail a roll or suffer a setback, she rolls
(Appearance or Charisma + Occult or Performance) to free him from a mind-affecting effect,
shaping effect, or sorcerous curse. The roll’s difficulty is the (Essence + 3) of the character
who used that effect.
This Charm may only be used once per Story.
Spirits
Divine Prowess Appropriation
Cost: -
Type: Permanent
Prerequisites: None
The Vizier may take part of the power of the divinities she’s grown so close to as her own. The
Sidereal may learn certain Charms used by gods. To learn such a Charm the character must
be taught its use by someone who possesses it. The first Charm learned this way is free, with
all further purchases counted as a normal Charm purchase that can be done with Sidereal
experience points.
Many Charms used by spirits and other quick characters are not balanced for use by the
Exalted. The Storyteller may veto any Charm for purchase but should try to work with the
Player to design a version of the Charm that is more balanced if it is conceivable that a Sidereal
may develop such a power. If a Storyteller does not feel comfortable doing so, Divine Prowess
Appropriation cannot be learned.
Manifestation-Haling Summons
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Citing a spirit’s responsibilities to the world, the Sidereal weaves the chains of his duty into a
worldly form. The Sidereal materializes a spirit or other dematerialized being within medium
range for the rest of the Scene for free. The being cannot dematerialize for the rest of the
Scene, unless the Sidereal allows him to do so.
The first use of this Charm in a Scene against a spirit under the auspices of the Celestial
Bureaucracy – most gods and elementals – is free.
Mark of Exaltation
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal makes of her caste mark a lantern that reveals dematerialized beings. At will,
she can reflexively cause her caste mark to glow and illuminate the area around her. This
light is only visible to spirits and other Sidereals. While this is the case, she can see
dematerialized entities. This light also impresses the favor of her patron upon those wayward
spirits she meets. Every god and elemental treats her as if he possessed a Minor Tie of
respect or awe towards her while the light shines.
Additionally, when the Sidereal successfully reads the intentions of or profiles a spirit, she
learns whether it belongs to the Celestial Bureaucracy and if so, which position he holds.
At Essence 2+, she may commit 1 Essence to gain the ability to see dematerialized beings
without giving off any treacherous light.
Of Secrets Yet Untold
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Whispering a long, soundless string of words that even the Sidereal herself does not
understand, she reveals to a god or elemental a secret about the world’s destiny. The spirit
grows faintly green as he internalizes the secret and can never repeat it to anyone. In return
for this revelation the spirit owes the Sidereal a favor, to be called in later by fate itself. Neither
spirit nor Exalt know the nature of this favor or when it’ll come due.
A Tier 3+ spirit may pay 1 Willpower to reject the secret and resulting favor. The Sidereal may
commit the cost of this Charm to make sure the favor is repaid within the current Story.
Theoretically the Sidereal can amass as many favors with this Charm as she wants but tangling
up her destiny with a multitude of different spirits is seldom wise.
Passing through the Ephemeral Gate
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal may freely enter the palaces of divinities. She may perceive and enter any
passage that requires the person passing through to be dematerialized, such as the entrance
to a spirit’s sanctum or one of the heavenly gates. She may extend this benefit to her
companions within close range. If such a passage is for any reason blocked, she may contest
this barrier in a roll-off.
At Essence 3+, the character may spend five minutes in intense concentration to roll
(Intelligence + Lore or Occult) at a difficulty of 5 to determine that the Calibration Gate should
appear in her current location within the current Scene.
Walls of Salt and Ash
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
A ship is a tiny refuge of human order in the vast, inhuman sea. As the Seer activates this
Charm, the sign of Mercury begins to blaze on the walls of her vehicle, keeping evil spirits
away from wary travelers. Any spirit with an Essence lower than (her Essence + 2) harboring
ill intentions cannot enter the vessel and must succeed in a roll-off to affect it or its inhabitants
with their supernatural powers.
This Charm is useable on any vehicle that carries more than one human being. Ships and
carriages are equally applicable, and the Charm’s protection also extends to animals drawing
the vehicle. This Charm has a blind spot in that it will not deter spirits that harbor no ill intentions
towards the passengers from their own point of view, allowing them free passage and use of
their powers. The Charm can only be active as long as the Sidereal stays on board of the
vehicle herself, ending automatically should she leave it for any reason.
This Charm has no effect on Tier 4+ spirits.
Official Notice of Alienation
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
Presenting a warrant of Heaven’s reproval, the Sidereal demands that a possessing spirit take
up refuge elsewhere. The Sidereal rolls (Charisma + Bureaucracy or Occult) against a
possessing spirit’s Resolve to exorcise it. If successful, the spirit is expelled and can’t possess
that character again until the next new moon. Enemies of fate lose one Willpower.
Terminal Sanction
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Mark of Exaltation
While killing that which usually does not die is often a burden best carried by other Exalted,
there are times when the Sidereal must intervene personally. While this Charm is active, she
can touch and be touched by dematerialized characters.
When she incapacitates a spirit, she may reflexively spend 1 Essence to make the Superior
Sign of the Haywain over her target, permanently destroying her victim. Waive this cost against
Tier 1 and 2 spirits.
At Essence 4+, she may spend 2 Essence when she incapacitates a spirit to bind it to her will
for a year and a day instead of destroying it. She must pay this cost even when it is used to
bind Tier 1 and 2 spirits.
Tomb-Parole Sanction
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 2, Mark of Exaltation or Of Secrets Yet Untold
The Sidereal dreams another life, escaping the stony tomb of her body to slumber in another’s
grave. As the Sidereal sleeps, she projects her lucidly dreaming mind into an animal or spirit
within long range, her slumbering body turning to stone as she leaves it. Alternatively, her
player may leave the choice of host up to the Storyteller, extending the range to one mile.
Against nontrivial targets, this requires a special (Charisma + Occult or Survival) roll against
the target’s Resolve. If successful, she enters her target’s mind:
- She experiences the world through his senses. She can make Perception rolls, using
her own dice pools and Charms and benefitting from her host’s sense-enhancing Merits
(but not a spirit’s Charms). Depending on her rolls, she may notice details that he
overlooks, or vice versa.
- She can make influence rolls against her host, letting her dreams seep into its mind as
fleeting whims or sudden impulses.
- If she wears a resplendent destiny, her host seems appropriate for the role: under a
soldier’s destiny, a wolf might seem a well-trained war hound; under a sailor’s guise, a
glade nymph appears to be an ocean spirit.
Other characters’ familiars are immune to this Charm. If the Sidereal uses it on her own
familiar, she ignores its range limit.
The Sidereal’s petrified body gains a minimum Soak of 10 and she may choose to wake up
when her body is exposed to damage (even if said damage is fully soaked). If her host dies
while this Charm is active, she loses 2 points of Willpower. This also occurs if exorcism drives
her out of him.
At Essence 4+, this Charm’s range increases to (Essence) miles or (Essence x 5) miles if she
lets the Storyteller choose the target.
Invocation of the Storm-Following Silence
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3, Terminal Sanction
The undead resist the end of their life, a walking blasphemy against fate. The Sidereal makes
the Superior Sign of the Corpse and violet light bursts forth from her eyes and hands. All
undead beings within short range of her are exposed to an environmental hazard with damage
(Essence/2)A/round and difficulty (Essence + 2). Mindless Tier 1 undead such as zombies or
hungry ghosts are destroyed immediately without a resistance roll instead, tripling the damage
of such an environmental hazard against battlegroups of such beings.
Entities capable of dematerialization may defend perfectly against this hazard by
dematerializing, though this prevents them from materializing again for the rest of the Scene.
Resilience
Fire and Water Treaty
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
Through a brief prayer and a quick sacrifice to a god associated with one of the elements
(inflicting a level of lethal damage upon herself as a blood sacrifice is acceptable, if no good
stunt comes to mind) the Sidereal makes a pact with the world and cannot be harmed by the
element in question as long as this Charm remains active.
This Charm’s protection includes direct and indirect harm by an element. A Sidereal protected
against water could dive to the bottom of the ocean without worrying about drowning or
crushing pressure, while one protected against fire fears smoke inhalation as little as a fire’s
burning touch.
This protection does not extend to direct attacks targeted at the Sidereal made by other
characters. She would be protected from the Anima Flux and other fire based environmental
hazards an angry Fire Aspect creates, but his Elemental Bolt Attack would damage her
normally.
At Essence 2+, this Charm adds (Essence) to her Soak against direct attacks using the
element she is protected against. Weapons of Steel do not count as being the Earth element,
nor do unarmed attacks count as being the Wood element.
Inner Flame Purification
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Sidereal cuts short the lifespan of a disease festering within her. The Sidereal may activate
this Charm to reflexively roll (Stamina or Strength + Athletics, Integrity, Medicine or Resistance)
against the duration of a poison affecting her, reducing its duration by her successes. She may
also roll against the morbidity of a disease to immediately increase its intensity on a success.
On a failure the disease does not advance in intensity.
Against poisons and diseases that cannot normally be overcome, this Charm enters a roll-off.
At Essence 3+, she can use this Charm to overcome more ephemeral maladies, such as
negative emotions created by an inspire action or curses placed upon her. To do so she uses
this Charm’s roll to oppose the roll that originally created the malady, enters a roll-off or rolls
against a difficulty set by the Storyteller, whichever is most appropriate.
Never Cease Moving
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal’s ever-mounting workload precludes such luxuries as sleep. The Sidereal treats
time spent reading, writing, researching, or performing bureaucratic tasks as restful sleep for
all purposes, including natural healing and recovering Willpower once per day.
She also extends this Charm’s benefit to any activity fitting the Resplendent Destiny she wears.
Stronger Than This Job
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Sidereal endures whatever ordeals her job might require, persisting through to the end of
her shift. The Sidereal ignores up to (Stamina/2) points of penalty on a physical roll, adding
them as bonus dice instead. Penalties to static values can likewise be negated reflexively,
adding an equal bonus to their value.
If the Sidereal’s performing menial labor for an employer, this Charm’s duration is extended
for the entirety of her shift.
Poetic Sacrifice Insurance
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, The Center Must Hold
The Sidereal reminds the world of the great sacrifices she must one day make in its service,
winning a reprieve from her current suffering. The Sidereal can use this Charm when she fails
a roll with any Ability against an environmental hazard, trap, or similar danger or to navigate a
marine hazard to roll again. It receives the benefits of all magic used to enhance the first roll
at no additional cost; the Sidereal can use additional Charms as well.
Someone Else’s Consequence
Cost: -
Type: Reflexive
Prerequisites: Essence 2, Inner Flame Purification
When the Sidereal overcomes a poison or disease, she may file it away as a memorandum to
her fate. While a poison or disease is suspended in such a way, she is immune to any further
instances of it. Poisons get stored with the full duration a single instance of the poison contains.
When she lands an attack on or touches another character, she can reflexively transfer one
poison or disease kept in suspension by this Charm to them. She can keep up to (Essence)
poisons or diseases in suspension. Once that limit is reached, a poison or disease stored by
this Charm has to be released before a new one can be filed away. Aside from transferring via
an attack she can reflexively reasserts its original destiny and take it on herself or use a
miscellaneous combat action to transfer it to any Tier 1 or 2 character she has metaphysical
ownership of.
At Essence 4+, she may file away and transfer more ephemeral maladies, such as negative
emotions created by an inspire action or curses placed upon her.
Marshalling Infinite Strength
Cost: Commit 2 Essence
Type: Reflexive
Prerequisites: Essence 3, Stronger Than This Job
Lashing her fate to that of what her job demands, the Sidereal does not allow herself to cease
from her labors. Once the Sidereal begins an extended task, she can continue to do so
indefinitely, regardless of fatigue, injury, or other conditions. This doesn’t prevent her from
suffering such effects, though she ignores any penalties related to them on rolls to achieve her
goal. If another character acts in a way that would make it impossible for the Sidereal to
meaningfully perform the task, she reduces the target number of her rolls to oppose him by 1
(to a minimum of 3).
If the Sidereal dies before completing the task, both her ghost and the hungry ghost that
resides within her corpse will continue her labors. Her next incarnation may feel an inexplicable
sense of urgency surrounding the Sidereal’s memories of the task if it remains unfulfilled.
This Charm ends if she takes any non-reflexive action not related to accomplishing her goal or
basic sustenance. If it ends prematurely, the Sidereal loses all her temporary Willpower. This
Charm may only be used once per day.
The Mast Upholds All
Cost: Spend 1 Essence, 1 Willpower
Type: Reflexive
Prerequisites: Essence 3, Someone Else’s Consequence, The Center Must Hold
The Sidereal’s passive stoicism bends the world around her to uphold others’ efforts. When
the Sidereal provides passive or unskilled support to another character’s action — bracing
against a stone block to provide leverage for his feat of strength, looming threateningly behind
him as he makes a threaten roll, providing manual labor in his workshop — she rolls (Stamina
+ Resistance). He can use her successes in place of his own. The Sidereal’s aid can’t be
noticed.
The Sidereal can’t use this Charm if she’s previously attempted the same action this scene. If
the character she aids fails, it counts as her failing for any applicable retry conditions.
This Charm may only be used once per Scene.
Dead Man’s Stand
Cost: Spend 3 Willpower
Type: Reflexive
Prerequisites: Essence 4, Marshalling Infinite Strength
The Sidereal proclaims her acceptance of her own mortality with the Greater Sign of the
Corpse; if she is to die, she will meet her end nobly. For the rest of the Scene, any non-
aggravated damage the Sidereal suffers is held in abeyance rather than being applied to her
health track. Likewise, any crippling effects used against her after this Charm is activated are
suspended for this Charm’s duration. She still suffers physical injury but doesn’t face any
consequences from them while this Charm lasts.
Once this Charm ends, the Sidereal suffers all suspended damage and crippling effects. If this
kills her (which it does if her Health track is filled completely with aggravated damage), her
corpse remains sufficiently intact for an open-casket funeral, no matter how grievous her
injuries.
This Charm can only be used once per Story. The damage suffered from it at its end is
unpreventable.
Heartless Maiden Trance
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 4, Poetic Sacrifice Insurance or Someone Else’s Consequence
The Sidereal enfolds her heart in a pocket of emptiness that separates from Creation. While
this Charm is active, she dispenses with the need to eat, drink, sleep or breathe. She does not
feel fatigue no matter the hardship, is immune to wound penalties and any environmental
hazard that would not significantly damage a corpse by itself such as the heat of a desert or
the cold of a snowstorm. Mundane poisons and diseases have no effect on her and she is
immune against any effect that specifically targets her physical or metaphorical heart.
Banishing her heart stunts her emotions, temporarily suspending any emotion-based
Intimacies she has, and rendering inspire actions and instill actions that seek to instill an
emotion-based Intimacy against her unacceptable influence.
At Essence 5+, she may take on a dual nature that is neither dead nor alive, allowing her to
reflexively decide if she wants to be affected by any effect that explicitly targets living or undead
creatures, choosing the more beneficial state for herself by default.
Nemesis Evasion Smile
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 4, Duck Fate
The Sidereal seeks out the strand of fate for one of her troubles, ensuring her own thread never
crosses it. The Sidereal chooses a character or a source of suffering that’s comparable to a
Specialty in scope: “sandstorms,” “unemployment,” etc. She gains the following benefits:
- Destiny conspires to keep the two apart. Circumstances prevent the nemesis from
coming across her way by diverting it or the Sidereal. Aside from narrative effects, this
reduces the target number of all her rolls to avoid or flee the Nemesis by 1 (minimum
3), while any rolls to reach, find or gather information about her made by the nemesis
increases their target number by 1 (maximum 9).
- She’s immune to fear-based influence by the chosen character or that relies on the
threat of the chosen woe.
- She knows whenever her nemesis is within extreme range of her. This doesn’t tell her
where exactly it is, it only alerts her to its presence.
This Charm may only be used once per Story. Only one instance of this Charm can be active
at the same time.
Now and Then Meditation (Venus)
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Someone Else’s Consequence
The Sidereal Exalted lead dangerous lives and cannot always afford the unshakable patience
of heaven’s gods. Sometimes it’s imperative to get back into the action right now and for those
situations the Scripture of the Impatient Maiden exists. The Sidereal bandages her wounds
with the prayer strip(s) and meditates for one hour. Her mind is taken to her own thread of fate,
where it races forward to a future where she has recovered from the ailments that torment her.
She faces her future-self and tells her she is needed now. She merges with the future already
foretold in the loom and finds herself healed of all damage and crippling effects back in the
present. This Charm can also remove mutations, sorcerous curses or other afflictions of the
mind and spirit.
While it may seem enticing to use this Charm to deal with any ailment, most Sidereals only
use it when the need is dire as its use can be very dangerous. At best it agitates the pattern
spiders, at worst it changes the future of the Sidereal in incalculable ways, gives memories of
things that have not happened yet and trap the Sidereal in a state of constant déjà vu or other
weirdness resultant from tangling up her own thread of fate in such a crass manner.
Resplendent Destinies
Essence spent on or committed in Resplendent Destiny Charms never counts towards
increasing the Intensity of the Sidereal’s Anima, unless she wants it to.
Assuming the Destined Shape
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
When assuming a resplendent destiny, Creation is left with the awkward task of discerning
between the Sidereal and the destiny she has assumed. In her mercy, the Vizier commits to
her ruse and fully takes on the shape she is destined to wear. This Charm perfectly disguises
her in the span of a few seconds, giving her an appearance more fitting to her current ruse.
This gives her the appearance of someone appropriate to the resplendent destiny she currently
has adopted. It also perfectly disguises any sorcerous markings that are incongruent with the
resplendent destiny.
The Sidereal usually has little input over the exact appearance she ends up with, other than
that it fits her Resplendent Destiny, but if she uses this Charm to disguise herself as a detailed
Resplendent Destiny it will always lead to the same result, determined when the destiny was
created.
Powers that are able to contest perfect disguises reveal that her current form is not her real
appearance on a successful roll-off, but are not capable of revealing her true appearance.
Excise the Mundane Chore
Cost: -
Type: Permanent
Prerequisites: None
Just like in a play, the shallow existence of a resplendent restiny does not care for the mundane
troubles of life. While she wears a resplendent destiny and fulfills its archetypical duty, such as
a merchant peddling ware or a cranky old scholar performing academic research, she does
not need rest, food, water or even air. She also ignores other mundane nuisances, such as
alcohol poisoning while playing the role of an eternal reveler.
This Charm has no effect on detailed resplendent destinies.
Wearing Local Colors
Cost: -
Type: Permanent
Prerequisites: None
Along with her destiny, the Sidereal adopts a small amount of local renown, fitting easily into
the life and memories of others. While she wears a resplendent destiny, she appears familiar
to all those who should know her. The mantle of a local merchant would cause the inhabitants
of the city to swear that they’ve seen his face before and sampled his goods. She treats
everyone as though they possessed a Minor Intimacy of belief in her role towards her, creating
little figments of fake memory to help the process along.
At Essence 3+, Tier 1 and 2 characters treat this as a Major Intimacy instead.
Extinguished Stars Constellation
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
The Sidereal conceals the threads of her companions’ fates within the constellation she stands
under, subsuming them into her resplendent destiny.
The Sidereal extends her resplendent destiny to up to (Essence) other willing characters,
giving them a semblance suitable for companions of resplendent destiny’s role and the usual
benefits of a resplendent destiny.
If multiple characters under a destiny make disguise rolls that benefit from it simultaneously,
they can all use the highest roll among them.
Instant Acquisition Style
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
Creation tends to supply the Sidereal with the bare necessities when it comes to embodying
her adopted resplendent destiny. When she embodies a travelling merchant, she may find
appropriate wares to peddle on the market to play out her role, but little useful funds in excess
of that. This Charm allows her to remedy this problem. She may activate it when she adopts a
resplendent destiny to gain access to (Essence) dots of appropriate Story Merits associated
to the destiny. A merchant may have access to Resources, while a local bureaucrat may have
some measure of Backing and a visiting relative may have Influence and Contacts.
This Charm has no effect on detailed resplendent destinies.
Hidden-in-Immersion Discipline
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Wearing Local Colors
While the Sidereal fully immerses herself in the role she has adopted, Creation forgets about
her other, Exalted self. As long as the Sidereal spends most of her time immersing herself in
the archetypical role described by her currently adopted resplendent destiny, she is perfectly
unfindable. Anyone looking for her finds no clues or tracks and would not recognize her even
if he stood right next to her. She gains (Essence/2) bonus dice in any roll-off contesting this
perfect effect.
However, she needs to fully commit to her role, leaving her little time for Exalted pursuits. She
only has (Essence/2) hours per day for tasks other than playing her role to the fullest and while
she is doing so the protection afforded by this Charm momentarily lapses.
This Charm has no effect on detailed resplendent destinies.
Ceasing to Exist Approach (Jupiter)
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Assuming the Destined Shape, Wearing Local Colors, Instant
Acquisition Style
This Charm temporarily transforms the Sidereal into someone else entirely. To activate it the
Sidereal infuses a prayer strip bearing the Scripture of Absence she carries on her person with
Essence. It flashes dark green, then slithers beneath the Seer’s ribcage to wrap itself around
her heart. As the strip cinches tight, she vanishes from her current location and appears
somewhere else in a new location and identity assigned to her by the Maiden of Secrets. This
forces wards against teleportation into a roll-off, in which the Sidereal gets 3 bonus dice.
This Charm places the Sidereal in the care of the Maiden of Secrets. She is intuitively aware
of her new location and identity, as well as any task the Division of Secrets may have assigned
her. This new identity is a temporary, detailed resplendent destiny, devised for her by the
Maiden of Secrets. While the Maiden of Secrets may have her own agenda, this Charm will
usually place her into a position that advances the Story in some form.
When she activates this Charm, she is healed of all damage and cured of all poisons. All
curses, diseases, shaping effects, crippling effects and similar deleterious effects are
suppressed for its duration. This also extends to positive mutations and supernatural Merits
she possesses, though the new identity may bring similar Merits of its own into play. Once she
ends this Charm, her original circumstances reassert themselves, though damage and poisons
stay cured.
Even increasing her Anima to flaring intensity won’t take her out of this resplendent destiny. If
she uses obvious supernatural powers, these take on a form and visuals appropriate to her
identity created through this Charm. In Unexalted covers her Anima never rises above dim.
One the Sidereal leaves the resplendent destiny created by this Charm, she can never
reassume it. This resplendent destiny is automatically and at no cost enhanced by the effects
of Assuming the Destined Shape, Wearing Local Colors and Instant Acquisition Style, doubling
her Essence for the sake of determining the effects of Instant Acquisition Style.
When this Charm is ended, her new identity vanishes, and she returns to existence as herself
at her current location.
At Essence 5+, she may activate this Charm reflexively when she is incapacitated or killed,
ceasing to exist instead of accepting death or capture. If she does so, she must stay in her
new identity for at least one season and is usually bound to a duty that requires her attention
for that time as well.
Social
Curses
Invincible Youth Attitude
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Sidereal fills the head of another with the pride of a lion and the boundless confidence of
a youth. She rolls (Manipulation + Presence or Socialize) to make another character feel
overconfident in his own abilities. If successful, his extreme confidence and pride won’t allow
him to accept help from anyone for the rest of the Scene and to insist to take the most
dangerous tasks upon himself.
His confidence makes it hard for others to protect him. For the rest of the Scene if the Defense
of a character using a defend other action on him is overcome, his own Defense gains no
bonus from the defend other action due to his unwillingness to stand back in safety while others
fight.
At Essence 3+, this Charm’s duration is increased to one day.
Shun the Smiling Lady
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Sidereal strikes the name of an enemy in her presence from the book of love. While this
Charm is active, no character can form a Tie of love towards the cursed character. Any Tier 1
or 2 character with an Intimacy of love towards her target loses that Intimacy immediately.
She rolls (Manipulation + Socialize) against the Resolve of every Tier 3+ character with a Tie
of love towards him – wherever they may be. If she succeeds their Tie of love is removed,
though they can spend (Essence/2) Willpower to instead convert it to a positive Intimacy with
a different emotional connotation (friendship, loyalty, etc.) instead. A perfect Resolve defends
against this.
Talisman Forgery Technique
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
Mortals denied destiny’s favor seek to make their own luck; the Sidereal is eager to assist,
sporting colorful paper talismans and strange-smelling elixirs.
The Sidereal makes a (Manipulation + Larceny) bargain roll to offer a character a phony good
luck talisman, medicinal elixir, or similar piece of charlatanry, along with instructions on how to
use it. Her target can’t use Intimacies of distrust, cynicism, or skepticism to bolster his Resolve
or in Decision Points against it. If she succeeds, he must keep a good luck charm on him or
display it in a meaningful place, take regular doses of a medicinal elixir, or otherwise make use
of the talisman. If it’s depletable, he’ll seek to stay in stock, though not to the point of destitution.
Affected characters will attribute any good fortune they encounter to a good luck charm —
winning a hand of cards, surviving a bandit raid, discovering fresh water in desert, etc.
Medicinal elixirs are instead credited for any improvements in an affected character’s health or
significant physical or mental accomplishments. When such an event occurs, he forms a Minor
Principle or strengthens reflecting the Sidereal’s instructions, e.g., “I must wear my lucky ring”
or “I can’t eat fowl with my medication.” As long as he continues to use the talisman, he can’t
weaken this Intimacy, though if an elixir or other depletable runs out, the Intimacy becomes
vulnerable until he’s restocked.
An affected character can only be convinced to take off or stop using a talisman if he suffers a
great misfortune despite it; doing so uses the rules for overturning influence, requiring the
victim to cite an Intimacy that’s equal or greater to the one instilled by the talisman. This frees
him from this Psyche effect, even if he later resumes using the talisman. Absent such a roll,
even the worst luck won’t make him doubt in the talisman.
Churl’s Tongue Technique
Cost: Spend 1 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3
The Sidereal places a curse on another character, causing everything he says to be viewed in
the worst light possible. She rolls (Manipulation + Linguistics or Socialize) against the Resolve
of a character in her presence. If successful, the target number of all social influence rolls he
makes in the next week is increased by 1. Tier 3+ characters reduce the duration to one Scene.
Whenever he botches a social influence roll during this time every witness treats it as an
automatically successful instill roll to create a Minor negative Tie, or to degrade an existing
positive Tie towards him.
This Charm may only be used once per Story per character.
At Essence 5+, this Charm’s duration against Tier 3+ characters increases to one day.
Shadow of the Reaper
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3
Making the Superior Sign of the Corpse, the Sidereal confronts the living with their own
mortality. The Sidereal makes a special (Charisma + Awareness, Bureaucracy, Medicine or
Presence) persuade roll against a living character. Success places him in a special Decision
Point. If he cites a Major or Defining Intimacy that supports accepting his mortality, he gains
one Willpower and the Intimacy is reinforced for the rest of the story. Influence rolls to weaken
it use the rules for overturning influence.
A character without an applicable Intimacy is haunted by his mortality, gaining the Megrims
Derangement at Major intensity. He must make a Willpower roll against it when he becomes
aware of a serious and imminent threat to his life. He can end his Megrims by upholding a
Major or Defining Tie in a way that reflects his acceptance of mortality.
This Charm can only be used once per Story per character.
Inspire
Caught in the Heart’s Wake
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Sidereal weaves heartstrings like threads of fate, laying siege to the hearts of others with
her own mighty passions. The Sidereal rolls (Appearance or Charisma + Performance,
Presence or Socialize) to wordlessly inspire whatever emotion she currently feels in against all
characters she can perceive, ignoring multiple target penalties. She can’t choose to exclude
characters from this, and is automatically affected herself, with no chance to resist. Inspired
passions penalize Guile as with Resolve against rolls to discover a character’s emotional state
or discern their emotion-based Intimacies, even those unrelated to the inspired passion.
Characters with an Intimacy instilled by Impose Nature must express the emotion in a way that
supports it. Those affected by Presence-in-Absence Technique must do so in a way that
unknowingly makes progress toward the circumstances under which the influence is triggered.
Resisting this influence requires entering a Decision Point and invoking a Major or Defining
Intimacy to pay one Willpower.
Hope-Ending Bluntness
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Hope is precious but fragile; it can be broken with but a word. The Sidereal makes an instill roll
against one character to weaken a hopeful Intimacy, a persuade roll to convince him to
abandon a course of action he thinks will fulfill his hopes, or an inspire roll to fill him with
despair.
Affected character also succumb to a dark melancholy, treating hopeful Intimacies as one step
weaker. This lasts until another character overturns this melancholy.
Instill
Favorable Inflection Procedure
Cost: Spend 2 Essence
Type: Simple
Prerequisites: None
The Sidereal can forge a powerful connection to another person just by speaking his name in
his presence. She rolls (Charisma + Craft, Linguistics, Socialize, Performance or Presence)
against his Resolve. If she succeeds, she instills a favorable Intimacy towards herself in her
target, with the exact emotional context chosen by the target. She also inspires calm, trust,
happiness or similar emotions in him.
Both instill and inspire actions have to be resisted separately with Willpower and the cost to do
so is (Essence/2) Willpower.
At Essence 2+, she may use this Charm via a written medium, forcing her to use Linguistics in
the roll.
Impose Nature
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Sidereal blesses another with the experience of being her. She rolls (Appearance or
Charisma + Performance, Presence or Socialize) to instill one of her Major or Defining
Intimacies in a single target. His Intimacies don’t modify his Resolve against this roll. Success
instills the Intimacy at Major intensity in a rush of emotions, but it subsides to Minor once the
Scene ends. As long as the target has the Intimacy, it counts as Defining for gaining Willpower
from upholding it and for purposes of his Charms and other magic.
Ego-Shattering Reminiscence
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Impose Nature
The Sidereal exhales wisps of crimson stardust heavy with her memories, sharing her past
with those caught in their light. Focusing on a memory, she makes a special (Charisma +
Presence) instill roll, ignoring multiple target penalties and the need for a shared language.
Affected characters have the memory implanted in their minds, remembering it as if they’d
lived it themselves. The chosen memory can’t be more than a Scene long, though a montage
of multiple short memories is also acceptable.
If the embedded memory is drastically inappropriate for a character’s life experiences, he
suffers a -3 penalty on social and mental actions for the rest of the Scene: giving a memory of
berserk violence to a pacifist, or of life in Yu-Shan to a peasant.
The memories shared by this Charm are usually obviously of a foreign nature, though the right
kind of memory in the right kind of circumstance may be mistaken for his own by a target. A
character so fooled who uncovers evidence of a discrepancy in his memory may pay three
Willpower to resist this Charm.
Special activation rules: If the chosen memory relates to an Intimacy, the Sidereal can
reflexively use Impose Nature at no additional cost, conveying its effect through this Charm’s
roll.
Enduring Companionship Affirmation
Cost: Spend 1 Essence, 1 Willpower
Type: Supplemental
Prerequisites: Essence 2
The Sidereal’s words strengthen bonds of love, friendship, and mutual benefit, empowering
them to withstand the test of time. When the Sidereal succeeds on a verbal or written instill roll
to create or strengthen a positive Tie, her target can’t willingly weaken that Intimacy and gains
+1 Resolve against influence that would do so. This ends if the Tie’s object mistreats or offends
her.
Alternatively, when the Sidereal rolls to overturn influence that opposes one of its target’s
positive Ties, she waives the Willpower cost for her target to enter a decision point and ignores
the Resolve bonus for overturning influence. Success reinforces that Tie as above.
This Charm’s Willpower cost is waived when used on Ties of trust.
Harmonic Completion (Venus)
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 4, Favorable Inflection Procedure
The Sidereal folds a prayer strip bearing the Scripture of the Dancer into a little square and
places it on her tongue, where it dissolves, turning her lips and tongue a regal cerulean blue
for the duration of this Charm. From now on, her words ring with the power of higher truth and
ancient wisdom.
She automatically rolls (Charisma or Appearance + Performance, Presence or Socialize)
against the Resolve of anyone she speaks to, instilling or strengthening an Intimacy of trust,
awe, admiration or similar emotion towards herself in the target if successful (the precise
emotional context is his choice). The target can spend Willpower to resist this effect, but the
cost of doing so is increased by (Essence/2). This passive instill action does not preclude any
other instill actions to instill or strengthen a Tie of trust towards her.
Those who hear her message are infused with a portion of her own heavenly authority, so that
they can pass on the truth to all who would listen. If someone spoken to by the Sidereal tries
to relay her message and any accompanying social influence she attempted to other
characters they gain a bonus to their roll equal to (Essence or 3). This effect lasts for one week.
Remembering the Best Times
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Enduring Companionship Affirmation
Under the Sidereal’s subtle ministrations, those whom she brings together are never far from
each other’s hearts. The Sidereal makes a special (Charisma or Appearance + Linguistics or
Socialize) instill roll against two or more characters, each of whom must have a positive Tie to
each other target. She may do so verbally or through a written message sent to each recipient.
Affected characters can only weaken these Ties voluntarily after a Scene in which a Tie’s
object mistreats or offends them. These Ties can be reduced to Minor intensity, but can’t be
fully removed by any means. Affected characters can and must reject mind-affecting effect that
would erase their memories of a Tie’s object or cast them in a worse light as unacceptable.
Resisting this effect forces a target to spend 3 points of Willpower each day over a period of
(Essence) days. These days may be taken non-consecutively.
Intrigue
Essence spent on or committed in Intrigue Social Charms never counts towards
increasing the Intensity of the Sidereal’s Anima, unless she wants it to.
Avoiding the Truth Technique
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
Through subtle adjustments of to her speech, the Sidereal makes her statement seem laden
with implications that listeners find too horrible or absurd to believe. This Charm supplements
a social influence action intended to convince a target that what the Sidereal is saying is a lie,
making the listener doubt the truth of what the Sidereal is saying. She can only activate this
Charm when what she is saying is, to the best of her knowledge, the truth.
She turns any penalty for an outlandish claim into a bonus and if successful her target has to
pay (Essence/2) additional Willpower points to believe what she just said is true. She appears
to genuinely believe in her statement to any witness, even though everyone doubts her words.
She adds (Essence or 3) to her Guile against any read intentions or profile character action
that tries to determine the opposite.
At Essence 3+, she is capable of contesting perfect read intentions or profile character actions
opposed by this Charm in a roll-off.
Cantarella Kiss Intrigue
Cost: -
Type: Permanent
Prerequisites: None
No matter how happy it may make people, love is a knife held to each other’s throats. The
Sidereal may use Manipulation instead of Perception or Wits and Linguistics or Performance
instead of Socialize in her read intentions rolls.
She may make a special roll to read intentions against characters who hold positive Intimacies
towards her. Success tells her what she could do that would hurt him most emotionally, either
in this moment or in general. If she has shared physical intimacy with the target during the
current Story, this read intentions action is rendered perfect.
Discrete Vizier Understanding
Cost: -
Type: Permanent
Prerequisites: None
In fulfilling her manifold duties, the Vizier learns many things that would be dangerous in the
wrong hands. She adds (Essence) to her Guile when she is opposing a read intentions, profile
character action or other effect to protect the secrets of another character. This explicitly does
not help her keep her own secrets, only those she learned that compromise others.
Follow the Blue String
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal sees the strands of fate that connect two people, sensing the emotional tenor of
their relationship. When the Sidereal succeeds on a read intentions roll that reveals a Tie to
another individual, if her successes beat the Guile of that Tie’s object, she learns what
Intimacy, if any, he has for the character she read. He need not be present for her to do so.
Maze of Infinite Possibility
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: None
When others try to gauge her mind and feelings, the Sidereal retracts into the infinite possible
versions of herself that could have been but never were. This Charm perfectly defends against
any roll or effect that would be applied against her Guile. If this effect was a read intentions
action it seems to succeed, but the Sidereal determines the result those trying to read her see.
Read the String
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: None
The Seer watches the string of fate of a target she studies for the familiar twitch of a told lie
and the tremble of a hidden face. This Charm supplements a read intentions action or a roll to
pierce another’s disguise, rendering the attempt perfect. She may only use this Charm against
targets within fate. Should a target be outside of fate, this Charm automatically and perfectly
alerts her to this fact.
Sheathing the Crimson Blade
Cost: -
Type: Permanent
Prerequisites: None
Accepting the harsh realities of battle, the Sidereal’s expression and demeanor betray no sign
of her premeditation of violence. The Sidereal may use Archery, Martial Arts, Melee, Thrown
or War instead of the Socialize to read intentions or to calculate her Guile.
She decreases the target number of rolls to uncover negative Ties by 1 (minimum 3).
Smiling Maiden Mien
Cost: -
Type: Permanent
Prerequisites: None
Keeping things light and cheery, the Sidereal hides her worries behind a smile. The Sidereal
may use Craft, Dodge, Linguistics or Performance instead of the Socialize to read intentions
or to calculate her Guile.
She decreases the target number of rolls to uncover positive Ties by 1 (minimum 3).
Suitor-Deflecting Sidestep
Cost: Spend 1 Essence, 1 Willpower
Type: Simple
Prerequisites: None
Stepping out of the way of her suitor’s attention, the Sidereal lets the arrow of his infatuation
find a new mark. The Sidereal makes a special (Appearance or Manipulation + Dodge or
Socialize) instill roll against a character who has a positive Tie toward her or who intends to
court, flirt with, or seduce her. Such Ties can’t be used to bolster his Resolve against this
influence; Ties of romantic or sexual interest toward the Sidereal penalize his Resolve against
it. If successful, she dodges his interest in her, redirecting it to another character he can
observe. (If no such character exists, this Charm has no effect.)
Any positive Ties the target has toward the Sidereal become Ties toward the other character.
If he has such a Tie to a category that includes the Sidereal (e.g., tall people), it changes to a
category that includes the other character but not the Sidereal. If he’s currently actively
pursuing the Sidereal (romantically or otherwise), he’ll do so with the new character instead.
He forgets having ever been interested in the Sidereal.
If the affected character is reminded of his previous feelings toward the Sidereal, he may spend
one Willpower to resist this. Altered Intimacies return to normal. If he had a Tie of romantic or
sexual desire toward her, he must pay three Willpower to resist. Tier 1 and 2 characters cannot
resist this Influence by spending Willpower.
Ubiquitous Paramour Daydream
Cost: -
Type: Reflexive
Prerequisites: None
The Sidereal makes a habit of contemplating potential relationships, concealing her true
feelings behind imagined passions. After successfully asserting Guile against a read intentions
or profile character roll, the Sidereal can use this Charm, causing the opposing character to
believe he succeeded. However, instead of the truth, he perceives a result that conveys or
implies one of the following:
- Someone else in the Scene, chosen by the Sidereal, holds power over her.
- Someone else in the Scene, chosen by the Sidereal, is her romantic or sexual partner.
- Someone else in the Scene, chosen by the Sidereal, is her relative or confidant.
- Someone else in the Scene, chosen by the Sidereal, is her business partner, political
ally or the like.
- Someone else in the Scene, chosen by the Sidereal, is involved in some manner of
criminal undertaking with her.
The Sidereal has some control over the context of the information the target receives. For
example she could make a character she designates as her relative appear to be a distant
cousin or as a secret son.
Eyes of (Maiden)
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
Her eyes sparkling imperceptibly with the color associated with one (or more) of the Maidens,
the Sidereal takes in those in her presence and unveils their secrets. She rolls (Perception +
Investigation or Socialize) to read the intentions of everyone present within the Scene. Success
unveils information to her depending on the version(s) of this Charm she uses.
This Charm is a cluster of 5 Charms, each associated with one of the Maidens. A single
activation of this Charm activates all known versions at no additional cost. The initial purchase
unlocks the version of this Charm associated with the Sidereal’s patron Maiden. When she
unlocks access to another Maiden’s Constellations, she also automatically unlocks her version
of this Charm (provided she made the initial purchase) at no cost.
Eyes of Mercury: The Maiden of Journeys unveils every Intimacy of curiosity, wanderlust and
appreciation towards foreign things. The Sidereal also learns of everyone who is currently on
or plans to undertake a journey and with which of the other present characters their share or
shared journeys or such plans.
Eyes of Venus: The Maiden of Serenity unveils every Intimacy of love (romantic or otherwise)
and desire. The Sidereal also learns who among those present is related by blood and who
has had sexual relations with one another.
Eyes of Mars: The Maiden of Battle unveils every Intimacy of ambition, rivalry and lust for
combat. The Sidereal also learns who among those present has fought another before and
who the victor was in that confrontation, as well as where everyone fits into the local hierarchy
of power. This only considers technical rank, subtle powers behind the throne go unnoticed by
her scrutiny.
Eyes of Jupiter: The Maiden of Secrets unveils any Intimacy related to a relationship
deliberately kept secret, as well as any Intimacies related to knowledge, religion and the
supernatural. The Sidereal also learns who among those present share a secret or are part of
the same conspiracy.
Eyes of Saturn: The Maiden of Endings unveils any Intimacy related to mourning, regret,
despair and hope. The Sidereal also learns who among those present once shared a
connection that has since been cut or changed in meaning.
Gaze the Heart’s Desire
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
Looking another deep into the eyes, the Seer briefly catches a vision of what that person most
desires. She rolls (Perception + Bureaucracy, Investigation or Socialize) to read the intentions
of another character within close range. If she is successful, she learns what his deepest wish
is. This sometimes differs from what that person thinks their deepest desire is, rather informing
her over what would truly bring him the most joy and contentment.
If the Sidereal is capable of procuring the target’s deepest desire for him, she may leverage it
as a Defining Intimacy in a bargain action, as the target suddenly realizes its true value, even
if he didn’t before.
Scry the True Name
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Sidereal focuses on a person within medium range and divines his true name. She learns
the target’ true name. This is the name the target most identifies himself with. If this name
differs from his birth name, she learns that name as well. This Charm can be opposed by a
perfect Guile or Fickle Lady’s Shifting Star in a roll-off, in which the Sidereal adds (Essence)
bonus dice if her target is within fate.
The first use of this Charm in a day is free.
Unbreakable Silence
Cost: -
Type: Permanent
Prerequisites: Essence 2, Discrete Vizier Understanding
The Sidereal has made a labyrinth of her heart, sealing her secrets away within its coils. The
Sidereal can treat influence that would make her reveal a secret or do something she knows
could give it away as unacceptable. She can voluntarily reveal secrets.
Consult the Forbidden Ledger
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Eyes of Jupiter
The Sidereal takes a peek beyond reality and spies her target’s entry in the celestial ledger of
secrets. She rolls (Perception + Lore) against the Guile of a target within short range. If she
succeeds, she learns one of his secrets. The secret she learns is equivalent to one that would
require a serious task to pry from him. If she has 5+ threshold successes, it can be a secret
that would require a life-changing task to pry from him.
This Charm may only be used once per Story.
At Essence 5+, this Charm forced a perfect Guile into a roll-off.
Persuasion
Cessation of Futile Pursuits
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
Sometimes it is best to give up and the Vizier knows exactly where to push to get someone to
see the wisdom in admitting failure. This Charm supplements any persuade action that aims
to get someone to stop doing something, abandon plans or similar undertakings. It doesn’t
help to convince targets of a different course of action, merely that the one they are currently
considering or executing should be abandoned. Her target gains no Resolve bonus from
overturning influence against this persuasion and is considered to possess a Minor Intimacy
in support of the influence.
At Essence 3+, he is considered to possess a Major Intimacy in support of the influence or
treats an existing Major Intimacy in support of the influence as a Defining Intimacy instead.
Conquering Star Command
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
Sheathing her bloodied blade, the Sidereal gives a command to her defeated foes that can’t
be disobeyed. After defeating one or more foes, the Sidereal makes a (Appearance or
Charisma + Athletics, relevant combat Ability or War) persuade roll against them, ignoring
multiple target penalties. The defeat need not be in battle: athletic competition, debate, and
the like also count. The defeat counts as a supporting Intimacy with an intensity based on its
severity:
Minor: The defeat doesn’t cause any significant setback for enemies other than their injuries:
an ordinary sparring bout, drunken brawl, friendly footrace, petty argument, etc.
Major: The defeat is a consequential setback, though not a total loss: fending off thieves, a
battle in a larger war, a competition with a significant prize at stake, etc.
Defining: The defeat thwarts an enemy’s agenda, plans, or other overall goals: decisively
defeating forces laying siege to a city, assassinating a bodyguard’s charge, swaying the public
to despise a once-influential demagogue, etc.
Resisting the command in a Decision Point costs two Willpower.
Serenity Beyond Fear
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Sidereal’s performance puts her audience at ease, freeing them to make choices
unfettered by fear or worry. When the Sidereal makes a persuade roll, it also counts a roll to
inspire calm, hope, or happiness. Her targets can’t use Intimacies of fear, doubt, or insecurity
to bolster their Resolve or in Decision Points; instead, they support the Sidereal’s influence.
Seduction
Essence spent on or committed in Seduction Social Charms never counts towards
increasing the Intensity of the Sidereal’s Anima, unless she wants it to.
Handsome Boy Eyes
Cost: -
Type: Simple
Prerequisites: None
The Sidereal need only see someone from an across the room to win his heart. The Sidereal
makes an influence roll through body language to seduce someone or instill a Tie of romantic
or sexual desire toward herself, ignoring the Resolve bonus for using body language. Other
characters won’t recognize that she attempted to influence her target unless they successfully
read her intentions or profile her that Scene.
At Essence 3+, characters who hold a Tie of romantic or sexual desire toward her cannot
recognize that she attempted to influence her target even if they successfully read her
intentions or profile her that Scene.
Hot-Eyed Snake Whispering
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2
The Sidereal exudes mysterious desirability, drawing eyes and snaring hearts with a deft hand
on the strands of fate. When the Sidereal makes an instill, persuade or bargain roll, she can
treat any positive Tie her target has toward her or a group she (seemingly) belongs to as a Tie
of romantic or sexual desire. If a character is of incompatible sexual orientation with the
Sidereal, she instead treats his Tie as one of fascination.
Leash-and-Collar Wisdom
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2
The more the Sidereal’s master thinks he can control her, the more vulnerable he is to her
honeyed words. The Sidereal may activate this Charm when someone with a Tie of romantic
or sexual desire toward her, or an Intimacy reflecting a dominant position over her, is about to
ignore her advice or act against the Intimacy. He must enter a Decision Point and pay one
Willpower to proceed with the action. If he doesn’t, he must abandon the attempt, and can’t
retry it that Scene.
This Charm may only be used once per Scene.
You-and-Yours Stance
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 2, Handsome Boy Eyes
The Sidereal vanishes within the blazing incandescence of her desirability; those who look
upon see only that she is their most valuable possession and that to disappoint her would
break their own hearts. The Sidereal gains the following benefits:
- Her identity is perfectly concealed.
- She adds the benefits of Excellence of the Stars on instill rolls to create Ties of romantic
or sexual desire toward her, on persuade and bargain rolls for seduction and to her
Guile at no cost.
- Against characters with Ties of romantic or sexual desire toward her, she’s treated as
having a bonus dot of Appearance, which can raise it above 5.
- Enemies with base Resolve less than her Appearance can’t attack her or take other
harmful action against her unless they pay (Essence/2) Willpower to resist for the
Scene.
Faceless Idol Obsession
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, You-and-Yours Stance
Cutting away her identity, the Sidereal deepens the feelings of her would-be masters into
obsession, becoming a faceless object of their desires.
The Sidereal wordlessly makes a special (Appearance or Manipulation + Performance,
Presence or Socialize) instill roll, ignoring multiple target penalties, against all characters with
positive Ties toward her or Intimacies that reflect a feeling of sexual or romantic desire towards
her, dominance over her or desire to exploit her. Affected characters treat those Ties as
Obsessions of equal intensity with the Sidereal and must immediately roll against the
Derangement and the Sidereal’s arcane fate.
Weakening these Ties voluntarily costs two Willpower, and characters can’t do so while
interacting with the Sidereal. Influence rolls to weaken them face the rules for overturning
influence. The obsession remains until the Tie has been completely removed, or the Sidereal
relents and free a victim from this curse.
Obsessed characters experience arcane fate differently. It erases all memory of the Sidereal
except for the fact of her existence and an obsessed character’s emotions involving her, even
if she has a resplendent destiny. A paramour might remember promenading with someone he
was infatuated with, but nothing else. Their rolls against her arcane fate suffer +1 target
number. Pointing out a gap in a victim’s memories works as overturning influence.
A character can only be affected by this Charm once per Story.
Spirits
Angry Maiden Mantle
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
Wreathing herself in Mars’ wrath, the Sidereal cows her inferiors in the Celestial Bureaucracy.
When the Sidereal makes an influence roll against a god to threaten him, instill a Tie of fear,
or persuade him based on a Tie of fear, the Willpower cost to resist is increased by one. If her
target has Ties of fear toward a superior within the Celestial Bureaucracy or to the Five
Maidens, it supports this influence as though the Sidereal were its object.
She can also use this Charm against other characters officially employed by the Celestial
Bureaucracy.
Divinity-Appeasing Offering
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Sidereal bears secret knowledge of what brings contentment to the hearts of denizens of
both heaven and hell. She rolls (Intelligence + Lore, Linguistics, Occult or Socialize) to
introduce a fact regarding the location of something that will make an especially pleasing
offering to a specific spirit. The difficulty is (the entity’s Essence + 2). The offering must be
specific and unique — she couldn’t introduce a fact that an entity desires apples, but could
declare that the first apple of spring that grows on a specific tree would be efficacious.
Once the Sidereal’s introduced this fact, the offering must still be secured. It counts as
exceptional equipment on a bargain roll with that entity, and also counts as a Major Intimacy
supporting that influence, or a Minor Intimacy for Tier 3+ characters, unless it was particularly
difficult to obtain. The offering’s benefit only applies to a single roll.
At Essence 3+, it counts as a Defining Intimacy (or Major for Tier 3+ characters) when the
entity in question is a god or elemental.
Ice and Fire Binding
Cost: Spend 2 Essence
Type: Simple
Prerequisites: None
The Sidereal performs a complicated song in the Old Realm tongue, taking one hour to
complete. She rolls (Charisma + Linguistics or Performance) against the Resolve of a Tier 1
or 2 Spirit who can hear her. If she succeeds, she binds the spirit to seek the health, joy and
prosperity of the inhabitants of a region or a special social group of her choice for one season.
After the season is over, the details of his summoner fade from the spirit’s mind. Tier 1 or 2
spirits cannot interrupt her song or chose to leave before she completes it, while Tier 3+ spirits
must pay (Essence/2) Willpower to do so.
Against gods and elementals with an Essence rating no higher than (Essence or 3), she can
formulate this song as a prayer to them instead, waiving the requirement for their presence
and summoning them to the location on a success.
At Essence 3+, she can bind Tier 3 Spirits with this Charm.
At Essence 6+, she can bind Tier 4 Spirits with this Charm.
Incite Decorum
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Sidereal evokes her Maiden’s authority to facilitate polite dealings with wayward spirits.
Gods and elementals must remain calm, reasonable and peaceful in her presence. They may
pay (Essence) Willpower to reject this effect, though doing so in an especially scandalous
fashion such as initiating violence against the Sidereal may be seen as an affront to the
Maiden’s dignity and constitute a crime in the eyes of heaven.
Used on other Spirits this Charm has a similar effect, though the Willpower cost to resist drops
to (Essence/2) and such spirits often do not care about heavenly justice.
Sky-Spirit Demand
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: None
The Sidereal strives to mirror a spirit’s fate, becoming his reflection as he becomes hers. She
perfectly instills a single spirit in her presence with an Intimacy reflecting one of the Sidereal’s
goals — but in return, that spirit also automatically instills the Sidereal with such an Intimacy.
Neither character can resist with Willpower, nor can they voluntarily weaken the instilled
Intimacy unless they enter a Decision Point and cite another Intimacy of equal or greater
intensity. Air elementals and other spirits associated with air must cite a Defining Intimacy in
this Decision Point. Once one character has done so, both are free to weaken their Intimacies.
This Charm may only be used once per Story per spirit.
Song of Spirit Persuasion
Cost: Spend 2 Essence
Type: Simple
Prerequisites: None
By singing to a spirit in the sacred tongue of the Old Realm, the Sidereal can calm spirits and
bind them to herself. She rolls (Charisma or Appearance + Linguistics or Performance) against
the Resolve of a spirit. If she succeeds, she instills a positive Intimacy towards herself in the
spirit, which cannot be rejected with Willpower. The Intimacy cannot be eroded below Minor
intensity for the rest of the current Story. This Charm can only be used to instill new Intimacies,
not strengthen existing ones.
At Essence 3+, she can instill any Intimacy she herself holds in the spirit, though the spirit can
reject those by paying (Essence/2) Willpower.
Salt and Ash Sleight
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Sidereal glares imperiously at a troublesome spirit radiating all the authority of the Maiden
of Journeys. She rolls (Manipulation + Bureaucracy) against her target’s Resolve. If she
succeeds the spirit remembers a pressing issue elsewhere and feels compelled to leave to
take care of that business immediately. The spirit has to cite at least a Major Intimacy in a
Decision Point in order to stay.
The pressing issue this Charm reminds the spirit of is no illusion, it is a real circumstance that
can have real consequences if neglected by the spirit. The Sidereal has no information on the
precise nature of the distracting business created by this Charm.
At Essence 4+, the Intimacy that has to be cited in the Decision Point to resist this Charm must
be Defining.
Celestial Intervention Appeal (Mercury)
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Song of Spirit Persuasion
The Creation-Ruling Mandate grants the Exalted stewardship of Creation, limiting the ability of
the celestial bureaucracy to intervene within Creation. Yet in times of great need, the Exalted
my call upon their heavenly allies. The Sidereal prays for heavenly aid, burning a prayer strip
bearing the Scripture of the Maiden in Distress. The prayer is received immediately by a
celestial censor of the Bureau of Heaven who, accompanied by his retinue immediately makes
his way to her.
The Maiden of Journeys blesses his travels and ensures he will arrive in time to have an impact
on the situation that caused the Sidereal to call the aid of heaven. This Charm constitutes a
direct admittance that the Bureau of Destiny cannot handle the current situation alone and the
censor in question will very carefully investigate the legality and necessity of taking such drastic
measures after the current crisis is over.
Secret Bloodline Revelation
Cost: Spend 3 Essence, 2 Willpower
Type: Simple
Prerequisites: Essence 4, Ice and Fire Binding, Incite Decorum
The Sidereal folds a signed petition into a paper crane, sending it fluttering off to roost in the
Celestial Bureaucracy’s records of divine lineage. The Sidereal creates a familial relationship
between a god and another character, proclaiming the god’s new child to the world. Neither
character need be present for her to do so, but each must have signed the petition, a lengthy
document written in Old Realm. These signatures may be procured through fraud, duress, or
sharp practice; a Sidereal who’s stolen someone’s name with Name-Pilfering Practice may
sign for them.
The god becomes his newfound descendant’s parent for all purposes. The descendant’s player
may choose to have this overwrite her relationship with any of her other parents, whether by
birth or adoption. This newfound parentage empowers her as a God-Blooded. Exalted
descendants gain the Divine Heritage Merit as a training effect. Mortals become Tier 2
characters, gain an Essence pool appropriate to a minor supernatural entity and learn
(Essence) Charms appropriate to their parent. They gain new Charms as their Essence
increases; player characters may purchase them with experience points.
The Storyteller should determine how non-human descendants are affected on a case-by-case
basis. Generally, supernatural beings with Charms gain Divine Heritage, while characters
without mote pools benefit as mortals. Gods can’t be made children of other gods with this
Charm.
This Charm may only be used once per Story.
Subtle Influence
Essence spent on or committed in Subtle Influence Social Charms never counts
towards increasing the Intensity of the Sidereal’s Anima, unless she wants it to. The
Sidereal cannot be perceived as the source of Subtle Influence Charms and they usually
do not require any perceivable interaction with their target. Sometimes they don’t
require the target to even be present in the first place.
Cash and Murder Games
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Sidereal sketches out the fate of a potential relationship and sets it in motion, increasing
the power someone holds over another. The Sidereal makes a special (Manipulation +
Socialize) instill roll against a single target, choosing someone he knows and a method by
which that person could gain power over him — fear, desire, obligation, etc. Success instills a
Tie toward the character placed in control with an appropriate emotional context, which can’t
be resisted with Willpower.
This Tie cannot be eroded below Minor Intensity for the rest of the Story. Rolls that aim to
strengthen the Intimacy reduce their target number by 1 (minimum 3) for that time period.
This Charm may only be used once per Story per person.
At Essence 3+, the Sidereal may use this Charm on a character who is not currently in the
Scene, so long as she has interacted with him personally during the current Story.
Force Decision
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
When people face choices, wise Viziers shape decisions. When the Sidereal is in the presence
of another character who might face a Decision Point (the Storyteller should inform her
thereof), she may activate this Charm to state a favored outcome, pushing that character in
her desired direction.
If the target enters a Decision Point to go with the direction the Sidereal favors, he reduces the
Willpower cost to do so by (Essence). If he does so to go against the direction the Sidereal
favors, he increases the cost by (Essence/2). If he would have to enter a Decision Point to go
with the favored outcome but opts not to do so, he has to pay (Essence/2) Willpower points to
refrain from entering a Decision Point.
The Sidereal may also use this Charm when she notices a moment of indecision on part of
another character, even if it technically doesn’t involve a Decision Point. In that case, she
creates the Decision Point through this Charm.
The first use of this Charm in a day is free.
Predestined Escort Coincidence
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Glimpsing the direction of someone’s fate, the Sidereal subtly tugs his strand into place. The
Sidereal makes a special (Perception or Wits + Linguistics, Ride, Sail, Socialize or Survival)
read intentions roll to discern where someone most wants to travel to. If her target already has
some business that requires travel or plans for travel, the Sidereal learns both the destination
and what he intends to do here. If not, this reveals a destination related to one of his Major or
Defining Intimacies that he yearns to visit, as well as that Intimacy — a farmer with a Defining
Principle of belief in the Immaculate Philosophy might long to make the pilgrimage to Juche.
If the Sidereal succeeds, she can then wordlessly make an influence roll a persuade roll to
convince her target to let her provide transportation, serve as a guide, or otherwise help him
in making that journey. If successful, her target realizes the Sidereal can provide such aid and
seeks it from her. She’s never perceived as this influence’s source. Successfully leading him
to his destination counts as fulfilling an auspicious prospect.
Knot of Destiny
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Sidereal speaks with a sibilance that reminds quarreling lovers or bickering siblings of all
the good their bond has brought them, mending even the most tattered threads of fate. The
Sidereal chooses a relationship — romantic, familial, business, or otherwise — between
characters present in the Scene. Addressing one or more characters involved in it, she subtly
shifts its emotional dynamic. Those involved in the relationship count as having a Minor Tie of
respect, fascination, infatuation or other emotion appropriate to the auspices of Venus to each
other person in it (even those not present). Any negative Ties they have to each other are
treated as one step weaker. These effects last for the rest of the Scene.
At Essence 4+, the effects last for the rest of the day.
Presence in Absence Technique
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
Rather than go through the trouble of presenting her viewpoint herself, the Sidereal leaves this
task to her pawns. She rolls (Manipulation + Presence or Socialize) against the Resolve of a
target she is socially interacting with to subliminally attach an instance of social influence to
his fate. If successful, she defines a type a of social influence, a target and a circumstance or
time of enacting it. When the conditions are met, the victim of this Charm will attempt the
specified social influence against the target, using the successes rolled in the initial activation
of this Charm instead of his own roll.
The victim need not be aware of what the social influence he will convey is, nor agree with it.
Circumstances conspire to make sure it comes across as intended towards the specified
target. Should a specific time be set for the social influence the target will attempt the influence
as soon as possible, should the specified target not be in range at the specified time.
Strange Days
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Force Decision
The Sidereal’s compassion warms hearts long grown cold from self-denial, weariness, and
despair, encouraging them to enjoy the good things in life. When a character is presented with
the opportunity to indulge in a sensual or hedonistic pleasure, the Sidereal places him into a
Decision Point. He must cite a Major Intimacy and spend one Willpower to resist indulging in
it. If he has a Major or Defining Intimacy that supports indulging, he must instead cite a Defining
Intimacy to resist. The Sidereal is never perceived as the source of this influence.
This Charm may only be used once per Story per character.
Subordinate Inspiration Technique
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2
The Sidereal subtly supplants the thoughts of the target with her own. When in the presence
of a character who does not know she is there, she may activate this Charm to supplement a
social influence action. Doing so causes the social influence to take place entirely within her
target’s head, causing him to think that its results were nothing more than the result of his own
thought process.
She may use this Charm on a target she is currently observing using Entangled Observation
Stance.
At Essence 3+, she can activate this Charm to converse with the target telepathically in his
head without giving away her own position or presence for the rest of the Scene, using her
own voice.
Lining the Road with Sugar and Wine
Cost: Spend 1 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Presence in Absence Technique or Subordinate Inspiration
Technique
Playing in perfect harmony with destiny, the Sidereal reveals the path to happiness. When the
Sidereal makes a persuade roll against a single character to convince him to do something
that she genuinely believes would be beneficial for him, she lowers by one the level of Intimacy
needed to justify her influence and increases the Willpower cost to resist by one.
Wanting and Fearing Prayer (Venus)
Cost: Spend 3 Essence, 2 Willpower
Type: Simple
Prerequisites: Essence 5, Cash and Murder Games
In each hand the Sidereal holds a prayer strip bearing the Scripture of the Desperate Maiden.
She speaks two names aloud and the prayer strips vanish in a flash of blue flame. She rolls
(Manipulation + Socialize) against the Resolve of both targets. If successful, they reappear
wrapped around one of the bones of each victim. The targets don’t feel or otherwise notice the
prayer strips, unless the flesh over the bones is removed. There is no range limit to this Charm,
but the Sidereal must have interacted with both targets during the current Story. A perfect
Resolve defends against this Charm without need for a roll-off.
The Sidereal crafts a new relationship between the two people, treating them as possessing a
Major Intimacy defined by the Sidereal towards one another. They cannot spend Willpower to
reject this new Intimacy and it need not be the same Intimacy for both parties. While this Charm
remains active any social influence playing off the Intimacies created by this Charm reduces
its target number by 1 (minimum 3) and the Intimacies cannot be eroded below Major intensity.
Fate works to bring the two characters together in their new relationship, aside from narrative
effects this allows the Sidereal to, once per Scene, impose -1 or +1 target number on a roll to
help bring about the relationship.
This effect is more pronounced on Tier 1 or 2 characters, for whom the Intimacy becomes
Defining and magically enforced, rendering them unable to enter Decision Points against social
influence that plays off the magically created Intimacy.
A Tier 3+ character can spend (Essence) points of Willpower after being affected by this Charm
for one Story. Doing so doesn’t remove the Intimacy imposed by this Charm, but removes all
their magical protections. Tier 1 or 2 characters are permanently affected by this Charm.
This Charm can only be used once per Story.
Utility
Breaking the Wild Mortal
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Fate hides the Sidereal Exalted from most mortals, but with the time they have found ways to
alleviate this occultation for some of their chosen mortal allies. Activating this Charm forms a
collar out of golden stardust. A Tier 1 or 2 mortal presented with this collar will calmly allow the
Sidereal to fit it on him, after which the collar and memories of it fade. This causes him to
metaphysically (and in the eyes of heaven) become her property.
When used on a Tier 3+ character, this Charm causes him to henceforth be immune to the
effects of Arcane Fate, as it relates to her and only her person, causing him to remember the
Sidereal clearly. He is not considered her property.
The Sidereal can use this Charm on up to (Essence or 3) people. While its effects are otherwise
permanent, the protection afforded by this Charm on a target of her choice will fade when she
uses this Charm again after reaching her limit or she wills it.
Celestial Union Understanding
Cost: -
Type: Reflexive
Prerequisites: None
The Sidereal understands all the ways fate brings people together. When the Sidereal
witnesses an interaction between two people in a relationship — friends, family, lovers,
business partners — she makes a special (Perception + Socialize) read intentions roll against
the higher of the two’s Guile. Success yields the following information:
- Why they stick together.
- The biggest problem their relationship is facing.
- How far each of them would go to help the other.
- Which one of them to talk to first to accomplish a specific goal.
If the Storyteller doesn’t have an answer in mind for a question, the Sidereal’s player should
provide one, as if introducing a fact.
Commanding Attitude
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal radiates intimidating charisma, commanding the obedience of her crew and the
surrender of her foes. The Sidereal’s bargain, persuade, and threaten rolls treat her targets’
negative Ties toward her as one step lower in intensity. Characters who work under her
command are treated as having a Minor Tie of loyalty to her.
Dismissive Scholar’s Sniff
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Sidereal’s comprehensive body of knowledge lets her recognize and expose the flaws in
another’s argument, citing an authority he has yet to read.
The Sidereal opposes an influence roll with an (Intelligence + Lore) introduce fact roll,
presenting contradictory evidence. She converts Resolve bonuses, like those from Intimacies,
to automatic successes or subtracts successes for Resolve penalties. If she succeeds, she
defends against the influence (if it targeted her) and adds (Lore/2) to the Resolve of others
targeted by the influence.
This Charm may only be used once per Scene.
Easygoing Friend Approach
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal moves and speaks in harmony with the fates of those around her, smoothing
over hostility, mistrust, and awkwardness. People meeting the Sidereal (or her current
resplendent destiny) for the first time count as having a Minor Tie of friendship toward her, as
do those who share in food, drugs, music, or other sensual pleasures with her. Characters with
negative Ties toward her treat them as one step weaker instead.
Idle Pillow Talk Approach
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Few concern themselves with what the Sidereal says, only the way she says it. As the Sidereal
makes a single statement, she makes a special (Manipulation + Socialize) roll against all who
hear her, ignoring multiple target penalties. Affected characters consider the statement to be
contextually appropriate and inoffensive. Simply by babbling nonsense, she could effortlessly
navigate a foreign culture’s complex etiquette, give interrogators answers that exonerate her
from suspicion, or give a password to a guard. Characters who hear the statement repeated
secondhand are likewise affected.
Tier 3+ characters may cite a Major or Defining Intimacy in a Decision Point costing 2 Willpower
to resist this Influence.
At Essence 4+, this Charm’s duration increases to one Scene.
Knuckle-Cracking Stance
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal carries herself with the swagger of a battle-seasoned bravo, making clear her
willingness to employ violence. The Sidereal can use Strength instead of social Attributes for
threaten rolls and rolls to instill Ties of fear toward her. She may also use Strength instead of
Appearance to determine how many bonus dice she adds to such rolls and is treated as
Hideous for them.
At Essence 3+, in combat, an enemy whose Resolve is beaten by such a roll loses Initiative.
Life Without Compunction
Cost: -
Type: Permanent
Prerequisites: None
To live life to its fullest means that one cannot sweat manners, protocol and other little details.
Culturally inappropriate actions of a Sidereal with this Charm are laughed off as innocent folly
or the actions of a charming rogue. She is protected from the consequences of any unknowing
faux pas or crime she commits. This only protects her when she is truly ignorant of proper
etiquette or slips up by accident, willful lawlessness is not protected.
Listen to the Heart
Cost: -
Type: Simple
Prerequisites: None
Listening to the song of someone’s heart, the Sidereal hears the notes missing from its
harmony. The Sidereal makes a (Perception or Wits + Socialize) reads intentions roll. If she
and her target are dancing or sharing physical intimacy, she adds (Performance) bonus dice
to her roll. If she succeeds, she learns what her target needs to hear and who he needs to
hear it from before he can find happiness, contentment, or hope in the face of the most urgent
distress he faces. She doesn’t learn what this distress is. Making this happen restores one
point of Willpower to both the target and the Sidereal.
This Charm may only be used once per Story per person.
Perfection in Life
Cost: Spend 1 Essence
Type: Supplements
Prerequisites: None
The kind words of a Seer carry with them assurance of one’s place in the universe. This Charm
supplements a persuasion, instill, or inspire action, granting those who are successfully
affected by it and do not resist it a point of Willpower which cannot exceed their normal limits.
Characters cannot gain more than 1 point of Willpower from this Charm per day and she cannot
use it to benefit herself.
At Essence 2+, she can activate this Charm without a concurrent social influence as a
miscellaneous action, allowing every allied character within earshot to recover 1 point of
Willpower.
Proper Plumage
Cost: -
Type: Simple
Prerequisites: None
The Sidereal’s impeccable taste earns her the world’s esteem, ensuring her wardrobe is never
found wanting. After a Scene spent trying on, styling, mending, or creating clothing, the
Sidereal dons an outfit appropriate for some specific event or occasion. While she wears it,
she gains a bonus dot of Appearance, which can raise her Appearance above 5. She loses
the Hideous Merit if she has it.
At Essence 2+, she may use this Charm on behalf of another character after a Scene spent
having him try on outfits, giving fashion advice, tailoring his wardrobe, or buying clothes for
him. Its bonus Appearance doesn’t stack with other bonus dots.
Snappy Banter Approach
Cost: Spend 1 Essence, 1 Willpower
Type: Reflexive
Prerequisites: None
The Sidereal’s quick-witted repartee extracts uncouth suitors from awkward situations. When
an ally fails a spoken influence roll with any Ability, the Sidereal can use this Charm to let him
roll again. The reroll receives the benefits of all magic used to enhance the first roll; her ally
can use additional Charms to enhance it as well. To use this Charm, the Sidereal must notice
her ally’s influence and must be able to speak to all targets so she can make her excuses.
This Charm may only be used once per Story.
At Essence 4+, it may only be used once per Scene.
Spouse-Saving Grace
Cost: -
Type: Reflexive
Prerequisites: None
When the Sidereal’s partners make fools of themselves, she steps in to repair their reputations.
When a character the Sidereal has a positive Tie toward fails a roll or otherwise commits a
faux pas, she may roll (Social Attribute + Socialize) against the Resolve of all witnesses. All
characters whose Resolve is overcome will harbor no ill will towards the character for his
mistake, forming neither negative Intimacies towards it, nor seeing any other social value in
the incident.
Wearing Red to a Wedding
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The world’s a cruel and unhappy place. That’s just how it is! People won’t comment on or
otherwise react to the Sidereal openly brandishing arms or armor, dripping with blood, or
showing other signs of battle, nor will they assume the Sidereal poses a threat to them. These
never penalize her social rolls.
This Charm ends if the Sidereal attacks or takes other overtly hostile action. If she decides to
initiate violence while using this Charm her first attack might be a surprise attack but will never
count as an ambush.
Sway of Unseen Stars
Cost: -
Type: Permanent
Prerequisites: Essence 2
The Sidereal guises herself in many seemings, her resplendent destinies shining like stars in
the constellation of herself. When the Sidereal makes an influence roll, it benefits from any of
her target’s Intimacies that would apply if she were any of her inactive resplendent destinies.
If her influence roll beats a target’s Guile, she learns what those Intimacies are.
Sweet Flirtation Smile
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Sidereal’s pleasing appearance and serene demeanor let her avoid confrontation,
sidestepping the enmity of even her worst nemesis. The Sidereal makes a special (Appearance
or Manipulation + Dodge or Socialize) influence roll against a character who can perceive her
and has a negative Tie that applies to her. If she beats his Resolve, none of his negative Ties
can apply to her for the rest of the Scene.
If the suppression of the victim’s negative Ties would make him act inconsistently with one of
his other Major or Defining Intimacies, he can spend one Willpower to resist this influence,
becoming immune for the scene.
Lover’s Oath (Venus)
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 3
By the power invested in her by the heavens, the Sidereal binds the fate of two consenting
people together. She wraps a hand of each participant together with a prayer strip bearing the
Scripture of the Bride and leads them in a recital of an ancient oath in the Old Realm’s tongue.
The prayer strip begins to glow cerulean and coalesces into two starmetal rings set with
sapphires, one on each participant’s hand. This Charm can only be used on targets who hold
a powerful (at least Major intensity) positive Tie towards one another. Though love is the most
common sanctified emotion, the Tie can also be one of respect or other mutual goodwill.
Afterwards the two are bound together. The Intimacy sanctified by this Charm cannot be
eroded below Minor intensity. By spending a Willpower point either partner can initiate
telepathic contact to the other for the rest of the Scene, as long as they are within the same
realm of existence. Sometimes a limited version of this effect comes up unbidden, allowing the
participants to feel when the other is in the grip of a strong emotion, physically harmed or a
dream is shared.
When the Sidereal is one of the participants herself the effect is more profound. A reservoir of
Essence equal to ([Essence/2] or 2) is created. Either partner can access this reservoir as a
reflexive action to restore spent points of Essence (though only 1 per Scene). The reservoir
represents the strength of their bond, it regains one point of Essence whenever a Story is
concluded and when one of the partners defends the Intimacy created against this Charm at
significant risk to themselves.
When both the Sidereal and her partner are present in the same Scene, they may decide to
suffer in the other’s place. When one partner takes damage or suffers another harmful effect,
the other can reflexively choose to transfer that damage or effect to himself instead.
A character may only be bound to a single other character to this Charm at the same time. The
rings created by this Charm are nigh indestructible (like artifacts) and cannot be removed by
any outside force short of chopping off the finger they are on.
Center of Attention
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 4, Life Without Compunction
Giving herself a destiny of being universally admired, the Sidereal makes all in her presence
read her wishes off her lips. While this Charm is active anyone who wants to perform an action
that would displease the Sidereal must roll (Intelligence or Wits + Integrity) with a difficulty of
(Essence), adding the value of any positive Intimacy they hold towards her to the difficulty.
Spending a point of Willpower allows them to act freely, however only for the duration of one
round. This Charm has no effect on those who have a negative Major or Defining Intimacy
towards the Sidereal, or those who are currently in combat with her.
Once a target has spent (Essence) points of Willpower, he shakes off the effects of this Charm
for the rest of the Story.
Understanding Ecstatic Ways
Cost: Commit 2 Essence, Spend 1 Willpower
Type: Reflexive
Prerequisites: Essence 4, Life Without Compunction
The Sidereal flenses away the consequences of her actions, freeing herself to partake in the
ecstatic battle without concern for civilities and decorum. Any violent actions the Sidereal
undertakes will not give offense to anyone, victim or bystander, nor will anyone be upset or
angered by her actions, even if she kills her victim. This doesn’t prevent characters from
fighting back or aiding those the Sidereal attacks, but they still hold no ill will against her. She
may face legal consequences for her actions, but they’re conducted dispassionately, no matter
how heinous her crime.
Tier 3+ characters may spend 3 Willpower to resist this Charm’s effects if they have a Major
or Defining Intimacy opposing the Sidereal’s violent actions. Any such character who suffers
lethal or aggravated damage due to this violence can always do so and reduces the cost to 1
Willpower. Tier 1 or 2 characters cannot resist this Charm.
Apocalypse Soothing Psalm (Venus)
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 5, Favorable Inflection Procedure, Violet Objection Appeal, Serenity
Beyond Fear
The Sidereal’s performance heals a troubled world, shaping its Essence into a pattern that
leaves no place for suffering. A prayer strip bearing the Scripture of the Maiden’s Peace is
transformed into a glittering instrument in her hands and she beings to play.
As long as the Sidereal continues to perform, she and everyone present in the Scene — friend
or foe — becomes impervious to all forms of physical harm, mind-affecting effects, Shaping
effects, curses, possession and other hostile effects. This doesn’t prevent social influence, nor
does it undo effects already in place.
If an aggressor’s harmful act is negated, he experiences what it would have been like to suffer
it in a flash of empathy. This doesn’t harm him, but gives him a Minor Intimacy chosen by his
player expressing reluctance to employ such force or weakens an Intimacy that supports doing
so by one step.
The Sidereal can’t take non-reflexive actions during this performance. Enemies wishing to
disrupt this Charm’s protection might do so by using social influence to convince her to
abandon the performance.
This Charm can only be used once per Story.
Special activation rules: The Sidereal can’t use this Charm if she or an ally’s taken a hostile
action this Scene.
Stealth
Essence spent on or committed in Stealth Charms never counts towards increasing the
Intensity of the Sidereal’s Anima, unless she wants it to.
Blinding the Boar
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Sidereal cloaks herself in the reflections of a thousand possible futures, making it
impossible to focus on the “her” that exists in the present. While this Charm is active, it perfectly
conceals her identity, making it impossible to gather any information about her appearance,
voice or other identifying features.
Foot Treads No Twig
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The world does not protest the Sidereal’s passage, a willing accomplice to fate’s covert
servant. She ignores (Essence or 3) points of penalties on her Stealth rolls.
Legend-Dimming Obscurity
Cost: -
Type: Permanent
Prerequisites: None
Embracing her arcane fate, the Sidereal fades from the world. Tier 1 and 2 characters
automatically fail their rolls against the Sidereal’s Arcane Fate. Tier 3+ characters suffer +1
target number increase on their rolls (maximum 9).
Privacy-Enhancing Gesture
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
Making the Inferior Sign of the Mask, the Sidereal shrouds the events playing out around her
with the seal of the Maiden of Secrets. The area out to short range around her becomes
impervious to scrying, teleportation, clairvoyance and other forms of magical intrusion.
At Essence 3+, the area thus protected increases to medium range.
At Essence 5+, the area thus protected increases to long range.
Soft Presence Method
Cost: -
Type: Permanent
Prerequisites: None
The Vizier steps lightly around the bonfires of heroes, dampening her own so that she may
work in peace. Increase the amount of Essence required to increase the intensity of her Anima
by 1. She may ignore this Charm’s effects reflexively, suppressing it for a Scene.
At Essence 4+, increase the amount of Essence required by 2 instead.
Underling Invisibility Practice
Cost: Commit 2 Essence
Type: Simple
Prerequisites: None
The Sidereal adopts the fate of a beggar, lowly servant or other person of no consequence.
Anyone who generally views such people as below his notice will not become aware of her
presence as long as she does not cause a major commotion through her own actions such as
stealing something important in plain sight or joining battle.
She cannot activate this Charm (and it fails if already active) while other characters within the
current Scene are actively looking for her.
Unnoticed Virtuoso Encore
Cost: Commit 2 Essence
Type: Simple
Prerequisites: None
So captivating is the Sidereal’s performance that her audience pays no heed to its performer,
letting her step out unnoticed. The Sidereal stops performing, but the performance continues.
The lingering vibrations of her performance’s fate cause audience members to believe that
someone is continuing to perform. The Sidereal can’t make influence rolls through the lingering
performance. The audience pays no heed to the apparent performer and forgets the Sidereal's
involvement in the performance, as with arcane fate.
So long as the Sidereal does not draw attention to herself, she may move through her audience
unnoticed, perfectly hidden from any observer.
Cut the Consequence
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Blinding the Boar
With surgical precision the Sidereal dissociates the connection between her own thread of fate
and her actions. She may perform one action and make it impossible for anyone to connect
that action to her. As the Loom tries to make sense of this causality error, it may try to shift
responsibility to a random Tier 1 or 2 character if they could have performed the feat.
Otherwise, the consequences of the action will just appear without apparent cause.
The action protected by this Charm must be performable by her within one round. It is
absolutely disconnected from the Sidereal and cannot be provably attributed to her even with
the use of perfect effects, though characters are free to suspect the Sidereal of manipulating
events if they have a reason to do so. Only numinous beings with a transcendent
understanding of the universe such as the Maiden themselves or the Yozi can overcome the
effects of this Charm and truly understand the connection between the Sidereal and that which
she never did.
This Charm can only be used once per Story.
Enticing Mystery Elopement
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2
The Sidereal presents an idealized image of herself for suitors to obsess over, blinding them
to the truth. When the Sidereal successfully asserts her Evasion or Guile, she can use this
Charm to reflexively roll (Appearance + Dodge or Stealth) to enter concealment. Enemies
whose Resolve is lower than her Appearance suffer a penalty on opposed rolls equal to the
difference.
This Charm may only be used once per Scene, unless reset by succeeding on a social
influence roll.
Gift of a Broken Mask
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Sidereal curses a target she touches with Arcane Fate. She rolls (Wits + Occult or Stealth)
against her target’s Resolve. If she is successful, he suffers from all effects of Arcane Fate for
(Essence) months. Tier 3+ targets suffer it for (Essence x 2) days instead.
Previous memories of the character return after the curse’s duration has passed, though
people will treat any interaction that happened during the curse’s duration subject to Arcane
Fate even after it has ended.
Stab the Seer’s Eye
Cost: -
Type: Permanent
Prerequisites: Essence 2, Privacy-Enhancing Gesture
A superior seer, the Sidereal knows when others infringe on her privacy and puts them in their
place. When another character observes her remotely through magic, she automatically
becomes aware of this fact as a perfect effect.
At Essence 3+, she may reflexively spend 1 Essence to punish a character she detected
through this Charm, rolling (Wits + Larceny or Stealth) against the target’s Resolve. If she
succeeds, he is blinded for the rest of the Story as a crippling effect.
At Essence 4+, she may choose to disable one of her target’s other senses for the rest of the
Story instead of blinding him.
At Essence 5+, this Charm alerts her of and allows her to retaliate against scrying from the
future or past.
Step-Silencing Exercise
Cost: Commit 2 Essence
Type: Reflexive
Prerequisites: Essence 2, Foot Treads No Twig
The Sidereal omits sound from her movement, even the slightest footsteps dissipating into
invisible smoke before they can be heard. The Sidereal becomes perfectly silent; rolls opposing
her Stealth that are based solely on hearing fail automatically. Other rolls to notice her in which
hearing would play an important roll suffer a -3 penalty.
This Charm doesn’t silence the consequences of her actions.
Dictate of Silence (Saturn)
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Step-Silencing Exercise
The Sidereal places a prayer strip bearing the Scripture of Silence on the ground or wears it
openly over her chest. The prayer strip darkens until it is completely black, taking on the
appearance of a solid shadow. Nothing within medium range of the prayer strip produces any
sound, nor can any sounds from outside medium range be heard within. Any supernatural
effect reliant on sound must enter a roll-off against this Charm in order to function and even
then, the effects seem muffled, applying a penalty of (Essence or 3) to any rolls associated
with the effect.
At Essence 5+, the range of this Charm rises to long range.
Walking Outside Fate
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3, Underling Invisibility Practice or Enticing Mystery Elopement or
Step-Silencing Exercise
A Sidereal who uses this Charm parts the strands of fate and steps between them and outside
of fate altogether. While this Charm is active, she becomes unnoticeable, inflicting a +1 target
number increase to all rolls contesting her stealth or to track her. She also ignores the penalties
for maintaining stealth while moving in combat, as well as for lacking suitable hiding spots. Tier
1 and 2 characters cannot perceive her at all and she is considered to be outside of fate.
This Charm cannot be active while her Anima is flaring.
At Essence 5+, she may activate this Charm at no costs, receiving none of its usual benefits
instead of being outside of fate. This version of the Charm can be active even when her Anima
is flaring.
Everywhere and Nowhere Technique
Cost: Commit 5 Essence
Type: Simple
Prerequisites: Essence 5, Blinding the Boar, Walking Outside Fate
The character can conceal herself in the most unlikely of places—between raindrops, between
the moments of the hour and behind the curtains on a dusty stair in a faraway town. The
character eats by dining on the food of others when they look away and sleeps only in the
secret places that the Division of Secrets salts across the tapestry as safe houses. None can
see her, but she sees much.
In any place where there are shadows and she is unobserved, the character can disappear
over the course of one Scene. Her body dissolves as she hides herself in esoteric places,
becoming a pervasive, yet hidden presence in the local landscape. She enters and maintains
stealth perfectly. She can perceive any place within (Essence) miles that is not guarded against
scrying, teleportation or similar magical intrusion and counts as “present” in the place she is
currently observing.
She has no physical body and thus is not a valid target for physical actions that cannot affect
dematerialized beings. As she has no body, she herself cannot take any physical actions
either, even on dematerialized beings. She may use Subordinate Inspiration Technique to
perform social influence.
She can move her perspective to a new location within her range as a move action, essentially
allowing her to travel to any point within the area in a single round. However, she is bound by
the place where she first dissolved her body and cannot venture further than (Essence) miles
from it.
Once activated, she cannot end this Charm for (Essence) days unless something dramatic
happens to the area or herself, such as the area being devastated by a natural disaster or her
taking damage despite having no body to receive that damage. When she ends this Charm,
her body reforms immediately where she first dissolved or she can chose to abandon her
existence at her current location and reform within a week at a Manse she is attuned to.
Strength
Weight Reduction Technique
Cost: -
Type: Permanent
Prerequisites: None
Lacking the raw strength of other Chosen, the Seer applies cunning to her troubles over raw
brawn. She manipulates the fate of an object, reducing its weight or density and thus rendering
it more malleable to physical manipulation. She adds (Essence or 3) to bonus dice to all her
feats of strength and ([Essence/2] +1) to her Strength to determine if she qualifies for a feat of
strength.
She may spend 1 Essence reflexively to add these benefits to a feat of strength performed by
another character within short range.
Hero-Supporting Performance
Cost: -
Type: Permanent
Prerequisites: Essence 2
The Sidereal is as strong as her strongest comrade. When she rolls for a feat of Strength and
determines if she has enough dots of Strength to perform it, she may use the highest dice pool
and Strength value among her allies in the Scene, including any magic they are willing to use.
At Essence 4+, she can draw on the Strength of enemies as well as those of allies.
Strength of the Mast
Cost: -
Type: Permanent
Prerequisites: Essence 2
So long as she is the strongest one present, the Sidereal’s strength is equal to any task. The
Sidereal adds 2 to her effective Strength for the purposes of attempting feats of Strength. If
this turns her into the strongest person present (as determined by the modified Strength rating),
she adds 5 instead.
Survival
Familiars
Ordained Bridle of Mercury
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
A shimmering bridle of golden stardust appears in the Exalt’s hand as she focusses on an
animal in her line of sight. The animal allows her to approach and fit the bridle to her. Afterwards
the bridle vanishes and the fate of animal and Sidereal are interwoven. The animal becomes
the Sidereal’s familiar and develops a Major Intimacy of loyalty to her that cannot be eroded.
Only one activation of this Charm can be active at the same time. Activating the Charm again
releases the current familiar from its hold immediately, though she may keep the former target
as her familiar, if she spends the necessary experience points. This Charm can be used on
any animal that could be made her familiar, with the exception of those that are already
familiars to another character.
God-Shape Uplifting
Cost: -
Type: Permanent
Prerequisites: Essence 2
Those who accompany the Maiden’s Chosen for long times, find themselves changed. This
Charm elevates a long serving familiar of the character into a god. The new, small god has an
Essence rating equal to (her Essence/2) and gains human-like intelligence, as well as a few
Charms appropriate to his nature. He remains her familiar and will reform over the course of a
week within her presence or home should he be slain.
This Charm never uplifts more than one familiar at the same time and once given such a
blessing cannot easily be revoked. Only the permanent destruction of the resultant spirit frees
up this Charm to uplift another familiar.
Ride the Dragon (Mercury)
Cost: Spend 4 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 5, Breaking the Wild Mortal, God-Shape Uplifting
The Sidereal affixes the Scripture of the Desirable Maiden on the forehead of one of her
familiars or a Tier 1 or 2 mortal character that she owns metaphysically. The prayer strip blazes
with saffron light for the next five rounds, during which the target’s body slowly transforms. The
process is not gentle, and the target has to be restrained to keep it from tearing the prayer strip
from her brow. Once the process is completed, the target transforms into a Lesser Elemental
Dragon of water or air (see Riding Elemental Dragon, below).
For the rest of the Scene the target keeps its shape and willingly serves as the Sidereal’s
mount and ally. It is a new creature and does not remember his past existence. After the Scene
ends, he reverts back to his original shape, a broken shell burned out by a short moment of
glory. Any trace of his personality is gone and he cannot survive on his own without help.
The only way to prevent this is for the Sidereal to use a small part of her own soul to perfect
the process. Doing so costs the Sidereal 15 experience points and makes the transformation
permanent. The dragon has its own free will, but usually remains fond of his creator and can
be counted as a 5 dot Ally unless the Sidereal mistreats him. The heavenly censors tend to
frown heavily on the creation of such upstarts.
Riding Elemental Dragon
A weaker and artificial Lesser Elemental Dragon created by the Sidereal Charm Ride the
Dragon. Should such a dragon retain her shape permanently due to her creator’s grace, she
may eventually reach the prowess of a true Lesser Elemental Dragon, though the process is
likely to take centuries. Summon Greater Elemental cannot summon and bind these dragons,
even though they are Tier 3 elementals.
Tier: 3; Essence: 3; Willpower: 5; Join Battle: 11 dice
Health Levels: 18
Actions: Feats of Strength (Strength 10): 15 dice; Flight: 10 dice; Resist
Poison/Disease/Environment: 10 dice; Senses: 8 dice
Appearance 3, Resolve 3, Guile 2
Combat
Attack (Bite): 10 dice (Damage 4, minimum 2)
Attack (Claw): 12 dice (Damage 3, minimum 1)
Attack (Heavens-Shaking Roar): 15 dice (Damage 5, minimum 3)
Combat Movement: 10 dice
Evasion 6, Parry 5
Soak: 6 dice (not halved against aggravated damage, 10 against creatures smaller than
Legendary Size)
Dragon Prowess: Spend Essence as a Simple action to do one of the following:
- Attack every opponent within short range (1 Essence, Simple).
- Perfectly soak one instance of damage (2 Essence, Reflexive).
- Add 3 dice to the next 3 actions and calculations related to physical prowess (1
Essence, Reflexive).
Element-Drinking Renewal: Once per day a Lesser Elemental Dragon may breathe in, drink
or eat a dramatic representation of her element. This process takes a few minutes and restores
5 points of spent Essence or 5 non-aggravated damaged Health Levels.
Element Immunity: A Lesser Elemental Dragon is perfectly immune to all attacks and hazards
based on her own element.
Heavens-Shaking Roar: The Lesser Elemental Dragon lets loose a terrible shout carrying the
power of her element. Spend 2 Essence as a Simple action to attack all characters within
medium range in front of her with a special unblockable attack (see stat block) that can oppose
perfect parries in a roll-off. Once per Scene unless reset by incapacitating a significant
opponent. The first time in a Scene this Charm is used, it generates 3 Flux points.
Measure the Wind: A Lesser Elemental Dragon may perfectly recognize and analyze the
nature of a being touched by the elements, such as another elemental or a Dragon-Blood.
Legendary Size: A creature of Legendary Size has 5 additional Health Levels and a minimum
Soak of 10 against the attacks of characters smaller than Legendary Size and does not suffer
onslaught penalties from their attacks, unless created by magic. This does not add to other
sources of Soak, it is merely the minimum of soak dice rolled and applies in full against
aggravated damage.
Soaring Dragon Flight: Lesser Elemental Dragons can fly at a pace of 500 miles per hour. In
combat they take 2 movement actions per turn and are capable of taking the same movement
action twice. They may attempt to rush enemies from extreme range, closing into close range
immediately on a success. The dragon’s element does not hinder its movement, allowing it to
move through solid stone or ignore even the most devious cross winds and snowstorms.
Nature Manipulation
Adopting the Untamed Face
Cost: -
Type: Permanent
Prerequisites: None
Studying the animals of the wild and braiding her own fate with those of the animal totems, the
Sidereal learns the tongue of the wild. She can communicate with animals as though they
spoke a common language, removing the penalty for lacking a shared language for social
influence. Animals count as possessing a Minor Tie of familiarity towards her, as do
shapeshifters.
By spending 1 Essence the Seer can invoke the authority of the totemic animal gods to bind
an animal to a task set out by her. For this task the animal is considered to possess human-
level intelligence and carrying it out is considered a temporary Defining Intimacy. The magical
command only lasts for a maximum of (Essence) hours or until the task is fulfilled, whichever
is shorter.
Becoming the Wilderness
Cost: -
Type: Permanent
Prerequisites: None
The Seer binds her own fate to that of the surrounding wilderness, taking on a similar role
towards the land as a local god. The local flora, fauna and land are not hostile towards her.
Animals will not attack her unless to defend themselves or their young; poisonous plants shy
away from her touch and even the rain tries to move out of her way as best it can to keep her
comfortable.
She ignores (Essence/2) points of environmental penalties and adds (Essence) bonus dice to
any rolls to find shelter, forage for food, endure natural hardships and other wilderness survival
tasks, as well as to social influence rolls to treat with animals and local nature spirits.
Creation’s Subtle Whisper
Cost: -
Type: Simple
Prerequisites: None
The land whispers to the Sidereal, telling her what she must know. The Sidereal communes
with the surrounding region, allowing her to learn the following information:
- One relevant detail about nearby flora or fauna.
- The overall mood of the nearby region’s spirits.
- The location of a nearby manse, demesne, or other place of power.
- The most significant threat to the land itself, and where it is. This is typically a
shadowland, bordermarch, baleful sorcerous working, or other large-scale
supernatural force.
If the Storyteller doesn’t have an answer in mind, the Sidereal’s player should provide one, as
if introducing a fact.
This Charm may only be used once per Story per area.
Beloved World Embrace
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Becoming the Wilderness
The world will not betray its servant; infernos and hurricanes know her as a friend. The Sidereal
rolls (Appearance or Charisma + Survival) against the difficult of an environmental hazard
within long range. If the hazard was created directly by another character’s magic, she must
succeed in a roll-off against him instead. If successful, the Sidereal wins over the hazard. She
may have it move one range band in a direction of her choosing and it won’t damage her, her
allies, and anyone or anything else she designates for the rest of the Scene.
In the case of especially large hazards, the Sidereal may only control a part of it, usually to
everything in an area out to short range of her, thus allowing her to direct and immunize herself
to parts of a roaring bushfire around her, without affecting the entire firestorm.
Dreaming the Wild Lands
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Becoming the Wilderness
The Sidereal learn to bend the wilderness to her whims. Using this Charm, she can move any
natural feature such as a clearing in a forest, a riverbend or large boulder within long range of
her, to another point within long range. Tier 1 and 2 witnesses to this effect come to believe
that things have always been arranged the way they are now.
Clever Seers can use this power to create natural hazards, such as triggering a rockslide or
avalanche. These use traits as deemed appropriate by the Storyteller. Should the Sidereal try
to directly move a hazardous terrain to another character, such as by changing the location of
a bubbling lake of lava to be underneath her enemies’ feet, those characters can make a
Dexterity + Dodge roll with a difficulty of (Essence + 3) to escape this peril before it finishes
relocating.
Sky and Rain Mantra
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Becoming the Wilderness
The Sidereal spins the fate of wind and weather in the region into a new form, allowing her to
dictate the local weather. This Charm changes the weather within extreme range of her to
whatever form she desires. Weather created this way can be unseasonable (such as a sudden
rainfall in a dry season) but not freakish (a blizzard in the deep south) and forms over the
course of the current Scene. The newly established weather pattern lasts for at least (Essence)
hours, longer the more plausible it is given the current location and season.
Alternatively, this Charm can be used to attack another character by creating a short, but
intense weather phenomenon such as a lightning strike. The Sidereal rolls (Wits + Survival) as
an undodgeable attack with damage (Essence + 3) and minimum damage of (Essence).
At Essence 4+, she can even create freak weather phenomena with this Charm, though they
never last longer than 1 hour.
Wilderness-Commanding Practice (Mercury)
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3, Adopting the Untamed Face, Sky and Rain Mantra
The Sidereal charges a prayer strip bearing the Scripture of the Maiden Entombed with
Essence and it begins to flutter in the air beside her, trailing golden sparks like a congregation
of fireflies. While the Sidereal looks at and contemplates the prayer strip, she becomes aware
of the wilderness within extreme range of her. She can make Perception rolls as if she was
present throughout the entire area. Learning the properties of any animal or plant that lives
here or of local demesnes is as simple as concentrating for a moment. This adds a bonus
equal to (Essence) to any Survival, Medicine, Craft, Lore and Occult rolls to learn about and
work with the area. It also enables her to introduce facts about the area and life within it without
a relevant Lore Specialty, rolling (Intelligence + Survival). She can extend these bonuses to
other characters or turn them into an equal penalty if she orders the wild to harass them.
Likewise, her other abilities that manipulate the wilderness become empowered. She may use
Adopting the Untamed Face to communicate with and give commands to every animal she
can feel through this Charm. Sky and Rain Mantra may be used for free once per Scene, giving
her effortless control over the weather and the range of Dreaming the Wild Lands is extended
to extreme range. She also becomes capable of using Dreaming the Wild Lands at no cost to
communicate with other characters within extreme range by making trivial changes such as
having local birds sing her words or pebbles on a path spell them out.
Neighborhood Relocation Scheme (Mercury)
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 4, Dreaming the Wild Lands
The Sidereal wraps a prayer strip bearing the Scripture of the Hunted Maiden around her waist,
wearing it like a belt. The strip begins to glow with golden light and tightens, inflicting 2 levels
of unsoakable bashing damage. Every hour this Charm is active it inflicts another 2 levels of
bashing damage on its user.
When the Sidereal moves, she drags portions of Creation around herself with her. Landscape
within a radius of (Essence) miles can be relocated. Once the Charm is ended, the area moved
by this Charm fits itself seamlessly into the current surroundings of the Seer and its origin point
is filled with terrain appropriate to the area. Most inhabitants of the moved area are none the
wiser, though Tier 3+ characters who directly witnessed the relocation can roll (Intelligence +
Integrity) against a difficult of (Essence) to remember the place used to belong elsewhere.
While this Charm is active the Sidereal must move under her own power. She can use Charms
to speed up her movement, but she cannot ride an animal or vehicle. She can only move whole
sections and landmarks within their environment. She could not move half a mountain, nor
could she only transport the market square outside of the city it belongs to. She could however
move the location of the entire city around or move the location of the market square within the
city around. She also cannot overlap existing features with her moved region. A lake moved
over an Anathema tomb would not swallow said tomb, but move it to the lake’s shores or onto
a small island in the lake. Two cities made to overlap would not fuse into one city and just place
both cities next to each other.
Tracking
Inevitable Pursuit
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: None
The Sidereal tracks her quarry through fate. This Charm renders a supplemented tracking
attempt perfect. She may use this Charm even to track entities who left no physical tracks at
all, as long as they have passed through the area within (Essence) months in the wilderness
or (Essence) weeks in heavily populated areas.
World-Witness Concentration
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal’s piercing scrutiny discerns the subtle tracks left by thoughts, words, and abstract
qualia. On a successful tracking roll, the Sidereal also learns a relevant and useful fact about
her quarry: his intended destination, his emotional state when he left the tracks, his physical
appearance, etc.
At Essence 4+, she learns two facts.
Travel
Language and Communication
Blue Vervain Binding
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Seer speaks a short prayer in the holy tongue of the Old Realm and binds people’s fates
together, so that they may understand each other. Up to (Essence + Linguistics) people in her
presence can communicate with each other without sharing a common language.
At Essence 3+, a target of this Charm may reflexively learn a language spoken by another
subject of this Charm as a training effect.
Message-Without-Messenger Pact
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Sidereal entreats the world to deliver a message for her, so that she may defend it from
the shadows. When activating this Charm, the Sidereal devises a message she wishes a
character she has interacted with during this Story to receive. That character receives that
message in some way on the same day – finding it etched into the walls of his home,
discovering a mysterious letter among a stack of documents on his desk, hearing it chanted
as a nursery rhyme by children outside his window, etc. The recipient realizes the message is
meant for him, even if it blends into the environment.
This message cannot be traced back to the Sidereal, her identity as its author is perfectly
defended against all means of detection, receiving 3 additional dice in any roll-off. A character
can still figure out the Sidereal may be its author based on context and independent deduction,
but he cannot find any evidence supporting such claims.
Superior Entreating Memorial Style
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Vizier burns a letter, sending it to a target within the same realm of existence. Creation
and Yu-Shan count as the same realm of existence for the purpose of this Charm. The letter
will appear discreetly pressed against the target’s skin after (10 - Essence) hours and vibrate
gently to announce its presence. If the target is currently naked or otherwise indisposed for
discrete delivery, the letter will wait Elsewhere for an opportune moment.
The recipient of this letter can answer the letter by writing his reply in emerald ink and burning
it within (Essence) days, transporting it back to the Sidereal.
At Essence 3+, she may use this Charm to write to targets in other realms of existence.
Sending messages from or to Malfeas takes 5 days.
Abandoned Words Curse
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Blue Vervain Binding
The Sidereal addresses a target with a sentence that becomes increasingly unintelligible. In
reality it is not her speech that loses cohesion, but her target’s understanding. She rolls
(Intelligence + Linguistics) against her targets Resolve. Success robs the target of one
language he speaks.
He loses all knowledge and ability to speak, write and comprehend the language in question,
as a curse. After the current Story is over the character can try to relearn the language in
question, taking as much or little time as he would to learn any other foreign tongue. The
Sidereal can only use this Charm to make the target forget languages she herself speaks.
Without Words, Without the Wordless
Cost: -
Type: Reflexive
Prerequisites: Essence 4, Abandoned Words Curse
The Sidereal meditates on one of the forbidden sigil-syllables sealed away within the Demon
Prince Elloge, emptying her mind to remedy that which makes her vulnerable. The Sidereal
can use this Charm after an influence roll against her that’s conveyed through language or a
roll against her Guile while she’s speaking, writing, signing, etc. She inflicts the Abandoned
Words Curse on herself to perfectly defend against the opposing roll.
This Charm may only be used once per Story.
Navigation and Travel
Fellow Traveler Rapport
Cost: -
Type: Simple
Prerequisites: None
The Sidereal comes to understand those who travel in her company, whether over a round of
grog or around the campfire’s warmth. The Sidereal makes a special (Perception or Wits +
Linguistics, Ride, Sail, Socialize or Survival) read intentions roll against a character traveling
on the same vehicle or along the same route as her. Success allows the Sidereal to learn the
following:
- Why he makes this journey.
- A place he’s been that’s of interest to the Sidereal.
- How prepared he is for the difficulties and dangers of this journey.
- Where he calls home.
If the Storyteller doesn’t have an answer in mind for a question, the Sidereal’s player should
provide one, as if introducing a fact.
Glory Path
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
Rather than merely find a path, this Charm allows a Sidereal to make one. Focusing on a
location known to her, she subtly shortens the distance between herself and her target. This
does not take her outside of reality and never helps her escape obstacles on her way such as
bandits lying in waiting, but relatively similar stretches of road on her way are folded together
as she passes, significantly increasing her travel time.
While this Charm is active, she and those who travel with her travel (Essence + 1) times faster.
At Essence 4+, if she has a deadline, she may spend 2 Essence to create a magical path that
will allow her to arrive in the nick of time at her location no matter the distance, so long as it is
within fate. The extreme folding of the world done by this effect is no longer subtle, sometimes
going so far as passing a whole desert in a single step if need be.
The deadline cannot be something she made up as is convenient to her but has to be a prior
arranged engagement or an event set to occur that she learned about. In short, it has to have
some form of narrative weight as determined by the Storyteller. She can use this Charm to
arrive in the nick of time to stop a ritual enacted at midnight, but she can’t use this Charm to
instead arrive at the same location before midday for the simple convenience of having more
time to foil her opponents. Some Sidereals arrange for complicated and impossible to keep
meeting schedules with their colleagues to open various opportunities of travel across
Creation.
Holistic Presence Method
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
A Sidereal is never late, nor is she early. She arrives precisely when she means to. She may
activate this Charm to arrive in any Scene played out at the table she is not part of, as long as
she could reasonably have gotten to the location since she was last seen.
At Essence 3+, she may activate this Charm on behalf of another character to draw him
towards a Scene in which she is present, but he is not. Tier 1 or 2+ characters always comply,
Tier 3+ characters can enter a Decision Point citing at least a Minor Intimacy to avoid having
changed their minds on where to be.
Mysterious Traveler Wisdom
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal is an enigmatic figure roaming Creation, offering her wisdom to those who join
her on the road.
The Sidereal gains the following benefits:
- Anyone journeying with her or evaluating potential guides, crew, passengers, or
other companions assume she has knowledge useful to the journey. This counts
as a Minor Tie.
- Once per day, she may grant someone following her advice -1 target number
(minimum 3) on a Ride, Sail, or Survival roll.
- Rolls to uncover how she came to be aboard a ship, with a group of travelers, etc.
suffer +1 target number (maximum 9). Trivial characters automatically fail such
rolls.
- When she and her traveling companions sleep, she senses if any of them suffer
from baleful magic. She doesn’t learn the victim’s identity but adds (Essence) dice
on rolls to follow up on this. Discovering and curing the affliction counts as fulfilling
an auspicious prospect.
Serendipitous Journey
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Sidereal’s eyes glint yellow as she looks away from the present, tracing a route backward
from its destination. She perfectly introduces the fact that there’s a vessel at a nearby port or
other vehicle that’s willing to take her aboard and that will, if even remotely possible, reach a
destination of her choice, though its captain and crew may not yet know it. If she chooses a
destination that isn’t accessible by the introduced vehicle (like an inland city if she travels by
boat), she’ll instead arrive at the location that’s the furthest that vehicle can travel toward the
chosen destination. She may activate this Charm on behalf of another character.
As long as the Sidereal or her target travels aboard it, the vessel is assured to eventually arrive
at least in the vicinity of the chosen destination unless dramatic events render this completely
impossible. However, there’s no guarantee the voyage will be safe, speedy, or cheap. If Lintha
pirates set fire to a ship, it may be that only the vessel’s wreckage will eventually wash up at
the chosen destination’s shores.
Yellow Path
Cost: -
Type: Permanent
Prerequisites: None
Guided by fate, the Star-Chosen are never lost. When the Sidereal concentrates on a location
she seeks, a yellow path appears to her sight that leads her there on the shortest route
available to her. The location she seeks cannot be a secret not known to her. She could find
the way towards a city she heard of or even to the hunting lodge of a visiting dynast deep in
the forests, but a secret cult hideout would elude her.
She may spend 1 Essence to twist fate and ease her travel by any conceivable convenience.
A saddled horse that has escaped local stables crosses her path, a charitable caravan that’ll
let her tag along picks her up and similar good luck. This allows her to always find free lodging,
transportation and food as are available along her path.
At Essence 4+, she can also find the way towards any secret location, so long as a Tier 1 or 2
entity within fate knows where to find it.
Yellow Sky Augury
Cost: -
Type: Simple
Prerequisites: None
The Sidereal tugs at the strands of fate like a leadsman’s chains, judging the depth of perils a
journey holds. The Sidereal choses one journey she or another character in her presence is
on or plans to undertake. The Storyteller informs her player how dangerous this journey would
be. She doesn’t learn the exact nature of any perils encountered along the way, but she learns
roughly how severe and how many there will be.
Avoidance Kata
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Holistic Presence Method
The Chosen frequently find themselves in situations they’d rather not be in. Thankfully, to the
Sidereal Exalted this Charm offers an easy solution. When she activates this Charm, she
vanishes and reappears in another location that she reasonably could have gone to, had she
left five minutes earlier. This does not edit the past, the actions she took up to this point all still
retain their previous consequences. Most observers however quickly will find other
explanations for their origin as their memory of the Sidereal’s presence fades.
When trouble starts, such as a fight breaking out, an ambush being sprung or the Sidereal
being placed in the spotlight as part of a social intrigue, she has to invoke this Charm within
(Essence) turns to successfully make her escape, otherwise she won’t be able to convince fate
she was never there in the first place.
Witnesses to this Charm often simply agree that the Sidereal left some time ago, if she ever
was there in the first place. Should she have caused some havoc in the Scene she left, an
alternative cause is quickly made up in the minds of observers. This illusion is perfect against
Tier 1 and 2 characters, though Tier 3+ characters can roll (Intelligence or Wits + Integrity) with
a difficulty equal to (Essence or 3) to keep their memory intact.
At Essence 4+, the Sidereal may take up to (Essence) people with her when she decides to
never have been somewhere, spending 1 Essence for every person she wishes to transport.
Tier 3+ characters can enter a Decision Point citing at least a Minor Intimacy to avoid having
left.
Desirable Maiden’s Bargain
Cost: -
Type: Simple
Prerequisites: Essence 2
The Sidereal reveals the truths that drive her, spreading them on wind and whisper, in
exchange for Mercury’s guidance. Outdoors, in the dim before dawn or the dark of a storm, the
Sidereal may use this Charm while performing a task, responsibility, or mission. The Storyteller
asks her player a question related to that task and her reasons for doing it. If she gives an
honest answer, fate conspires to reveal it to whomever that information is most dramatically
relevant to. In exchange, sunrise or a lightning flash reveals the location of somewhere nearby
where the Sidereal can find a clue, companion, tool, or other benefit that will meaningfully
advance her progress. She and her Circle gain -1 target number on Awareness, Investigation,
or Survival rolls to reach or find that location or the revealed benefit.
This Charm may only be used once per Story, unless reset by fulfilling the task, responsibility
or mission.
Elusive Path
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Glory Path
As long as the Sidereal has a goal in mind, she will make it there before her pursuers catch
up. While this Charm is active pursuers cannot catch up to the Sidereal while she is fleeing
towards a specific location. This is considered a perfect effect, no matter how fast her pursuers
are, she will always be just a little bit faster.
This Charm has no effect in combat and cannot be activated while battle is joined, nor does it
affect foot races or similar direct contests.
Five Ordeals Odyssey (Mercury)
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Glory Path or Yellow Sky Augury
When facing a seemingly impossible obstacle in her travels, the Seer casts a prayer strip
bearing the Scripture of the Maiden at Sea into the air, where it explodes into golden lightning.
Within the current Scene something will happen to make the obstacle to her travel go away
and replace it with a different obstacle. The new obstacle will be equally severe but offer
different avenues to be solved. This Charm cannot be used to remove an obstacle created by
itself.
Meticulous Disaster Agenda (Mercury)
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Glory Path or Yellow Sky Augury
The Sidereal trades safety for expedience, beckoning one of the many troubles listed in the
Division of Journeys’ records of peril by writing it onto a prayer strip bearing the Scripture of
the Prepared Maiden to win Mercury’s favor for her journey by overcoming it. During travel, the
Sidereal foretells a disaster that will come upon the group she travels with if it continues on the
chosen path.
The Sidereal chooses the general nature of the danger — “a storm”, “Fair Folk,” “privateers,”
etc. The Storyteller determines the specifics so that it can pose a significant challenge to her
and her Circle and other allies. The threat can’t come from aboard the ship, ruling out mutiny
and the like.
If the Storyteller thinks imminent peril suits the current story, the disaster occurs before the
next sunrise or sunset; otherwise, it occurs as soon as dramatically appropriate. Either way,
the Sidereal predicts the time of its occurrence with sufficient accuracy for those aboard ship
to prepare for it if they heed her.
If the Sidereal and her companions overcome the challenge, a sudden boon blesses their
travel, causing the time needed to complete the remainder of the journey to be divided by
(Essence or 3), though never sooner than the next sunrise or sunset. The Storyteller may
decide to grant the travelling party additional boons – unexpected supplies, interesting
opportunities, etc.
This Charm may only be used once per journey.
Dire Squall Forewarning
Cost: Spend 2 Essence, 3 Willpower
Type: Simple
Prerequisites: Essence 4, Five Ordeal Odyssey (Mercury) or Meticulous Disaster Agenda
(Mercury)
The Sidereal speaks of the ocean’s perils and seafarer’s sins, condemning a ship or other
travelling group to Mercury’s disfavor unless its captain or leader heeds her warning. The
Sidereal gives a fearsome admonition to a travelling group’s leader, rolling (Intelligence + Ride,
Sail or Survival) to introduce a fact about a disaster that will befall the ship. She chooses the
general nature of the danger, but the Storyteller determines the specifics. A peril that would
challenge a ship of mortals is difficulty 3; if the Sidereal wishes to pose a challenge worthy of
supernatural characters among the group, this increases to (5 + the highest Essence among
them). She can’t predict such great perils unless a supernatural character of appropriate
Essence is among the travelers.
If successful, the disaster occurs at a time chosen by the Sidereal, though she must give the
ship at least (5 + highest Essence of characters aboard ship) days to prepare. If it occurs
onscreen — typically when it’s used on player characters or when a Sidereal player character
arranges to be present for it — the Storyteller should determine the details of the disaster to
make it a challenge for the ship. If it occurs offscreen, resolve it as an opposed roll against the
Sidereal’s using the most appropriate (Attribute + Ability). Whoever aboard the ship has the
highest dice pool rolls.
The Sidereal’s warning must include a route that the target ship can take to ensure the disaster
never happens: “head due east,” “take shelter in this nearby cove,” “stay in port,” etc. By
default, it can be no greater than an inconvenient task; 3+ extra successes lets her choose a
serious task, while 6+ allows a life-changing task. Regardless of severity, the journey must be
feasible within the time given. The disaster is also averted if the Sidereal choses to end this
Charm prematurely.
This Charm may only be used once per Story.
Disaster Accelerating Expedience
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Five Ordeal Odyssey (Mercury) or Meticulous Disaster Agenda
(Mercury)
Tugging at the thread of a crisis that yet awaits her, the Sidereal pulls it forward — why put off
for tomorrow what can be done today? Upon learning of some future danger, suffering, or
disaster that she’s likely to face in the future, the Sidereal rolls (Intelligence + Bureaucracy,
Ride, Sail or Survival) to ensure it happens sooner than it normally would. The difficulty
depends on how far in the future that disaster lies: difficulty 1 for days, difficulty 3 for weeks,
difficulty 5 for months, 7 for years, or 10 for anything more. If the disaster is the result of magic
like God-King’s Shrike, she makes an opposed roll instead.
Additionally, if accelerating the disaster requires changes in the decisions of nontrivial
characters, the Sidereal’s roll must beat their Resolve. They can enter a Decision Point by
citing a Major or Defining Intimacy to resist for one Willpower, unconsciously breaking from the
course fate has prepared for them.
If the Sidereal succeeds, the disaster occurs at the next dramatically appropriate sunrise or
sunset. Though it comes early, it’s diminished or flawed in some way that gives the Sidereal a
significant advantage in overcoming it, taking into consideration the reduced time to prepare
for it. A mutiny occurs before her entire crew turns against her; the assassin sent against her
turns out to be mortal rather than an outcaste; a hurricane befalls her ship while it’s near a
refuge where the storm can be more easily weathered.
This Charm may only be used once per Story.
Legitimate Ownership Benefit
Cost: Spend 3 Essence, 2 Willpower
Type: Simple
Prerequisites: Essence 5, Holistic Presence Method, Glory Path, Yellow Path
The Sidereal makes the Greater Sign of the Captain before a heavenly gate to impose her
authority upon it, rimming its edge with saffron fire as a distant destination appears on its other
side. When the Sidereal and any characters accompanying her cross through one of Heaven’s
gates, she can use this Charm to appear at one of the following destinations instead of that
gate’s normal exit:
- A manse to which she’s attuned.
- A building she legally owns or holds legitimate authority over.
- A ship or similar vehicle she’s piloted this story or that she owns or holds legitimate
authority over.
- The Bureau of Destiny, if she’s in its employ.
Obstacle-Shattering Challenge
Cost: Spend 3 Essence, 2 Willpower
Type: Simple
Prerequisites: Essence 5, Dire Squall Foretelling or Disaster Accelerating Expedience
The Sidereal challenges those who would impede her travel, destroying them utterly if they fail
to meet her challenge. The Sidereal can use this Charm when confronted with any enemy,
obstacle, or other threat to her safety or progress while travelling.
If the Sidereal and her allies defeat their enemies or prevail over a challenge, she erupts into
a conflagration of lightning, fire, and thunder, wreaking overwhelming destruction on nearby
enemies, natural features, and other phenomena that comprise part of the challenge or are
related to it. Defeating an enemy flag ship’s crew might decimate a fleet it belongs to;
navigating through a storm could disperse it; a calm that’s stranded her ship gives way to a
powerful wind driving her to her destination. This won’t kill nontrivial characters, though it may
incapacitate them; the specifics of the destruction are up to the Storyteller. A threat defeated
by this Charm should never be greater than the initial challenge she faced.
If the Sidereal is defeated or gives up or it becomes impossible to overcome the challenge,
this Charm ends. This Charm may only be used once per Story.
Riding
Blow-Wind-Blow Style
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Sidereal rides undeterred through fire and ice, drawing on a bond between her and her
mount forged over nights spent sleeping in the open under pouring rain and miles run through
blistering heat. The Sidereal adds (Stamina/2) dice on a mounted movement actions and
ignores difficult terrain on such actions. She also adds this dice bonus on rolls for her and her
mount to resist environmental hazards, poison, disease and other hardship.
Field Mouse Rider
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Sidereal gives any animal as tiny as a small mouse the destiny of a strong riding horse.
She can ride this animal, no matter how ridiculous it may look and the animal suffers no
adverse effects from this.
At Essence 3+, she may give an inanimate object, such as a rock, the destiny of horse to act
as her steed.
Plausible Stabling Arrangement
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal need not keep precise track of her faithful steed, twining the strand of its fate
together with hers to ensure it’s there when she has need of it.
To use this Charm, the Sidereal must have dismounted and her mount must be somewhere it
can’t be perceived by any character. Her mount disappears. She can find it by going to any
stable or other place where horses are kept (regardless of whether her mount is a horse),
discovering it serendipitously waiting for her.
If there’s no time to find a stable, the Sidereal can reflexively activate this Charm by spending
1 Essence to have fate instantly return her mount to her. It runs to her, arriving instantly and
she can reflexively mount it as a movement action.
Iron Heart, Iron Horse
Cost: -
Type: Permanent
Prerequisites: Essence 2
The Sidereal masters her fear as forcefully as any stallion she’s broken, riding boldly onward
into peril. While she is mounted, both the Sidereal and her mount are immune to fear and all
threaten actions against her automatically fail. Against effects that pierce even immunity to
fear, such as the Dawn Anima, she adds +3 to her Resolve against such influence instead.
Fiend-Humbling Horsemanship
Cost: -
Type: Permanent
Prerequisites: Essence 3, Ordained Bridle of Mercury
The Sidereal binds devils to Heaven’s service, teaching them humility and repentance as they
bear her on her journeys. The Sidereal creates a stardust bridle and makes a difficulty 2
(Dexterity + Ride) gambit to place it on a Tier 1 or 2 enemy within close range. Success turns
her enemy into a horse. If her enemy was a spirit, the horse bears a noticeably otherworldly
appearance that reflects his nature. He uses a horse’s traits instead of his own for physical
actions and can’t use his Charms or other magic. He retains his cognitive faculties, memories,
and Intimacies. If the gambit’s attack roll also beat his Resolve, he gains a Defining Principle
of “I must allow the Sidereal to ride me” that can’t be weakened or altered. He is immune to
arcane fate while transformed.
The transformation lasts for the rest of the Story, though if the Sidereal manages to instill and
strengthen an Intimacy of loyalty towards her to Defining intensity before then she may choose
to render the change permanent.
Invisible Spirit Rider
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3
The Sidereal rides along the spirit world’s secret paths. When the Sidereal’s mount
dematerializes, she may do so along with it. This Charm ends if her mount rematerializes or if
she dismounts.
Spirits that are naturally material, like elementals and horses transformed with Fiend-Humbling
Horsemanship, may dematerialize while ridden by the Sidereal.
Sailing
Certain Peril Preparation
Cost: -
Type: Permanent
Prerequisites: None
Expecting no peace in her travels, the Sidereal is rarely disappointed — or caught off guard.
The Sidereal gains the following benefits:
- She adds (Sail) dice on Perception rolls with any Ability to notice hidden dangers
while traveling (by ship or otherwise), and on Join Battle rolls while aboard a vehicle.
This extends to her fellow travelers and crew mates.
- She strikes fear into the heart of oceangoing foes: enemy sailors, sea monsters,
hostile aquatic animals, and similar marine enemies count as having a Minor Tie of
fear toward her.
- When she recruits a surrendered foe into her crew, any negative Ties he has toward
her are lost and he gains a Major Tie of loyalty to her.
Stone Skipping Spirit
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Seer releases a silent breath that slips between the threads of the tapestry of Creation
and clears a space around the strand of the vessel she is on. Water in the immediate area of
the ship remains calm even in the greatest of storms, allowing the ship to ignore any penalties
or hazards associated with harsh weather or adverse currents and increasing its Speed and
Maneuverability by 1.
At Essence 3+, she decreases the target number of any rolls related to steering, fighting with
and serving on her ship by 1 (minimum 3). This effect extends to all crew members and their
allies.
Mirror-Shattering Method
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3, Stone Skipping Spirit
The Sidereal casts a handful of salt over the edge of her vessel. The whiteness of the salt
spreads out in all directions and within a blink the Seer and her crew find themselves sailing in
a featureless white void on a shifting sea of whitecaps, snowflakes, white sand dunes or lose
flower petals.
While the ship sails this strange landscape it is considered dematerialized within Creation and
can sail over solid land. During this time the ship travels (Essence) times faster. No one on the
ship can perceive the outside world with their senses while this Charm is active, though
dematerialized beings who chose to enter the ship or attack it become visible. If someone
leaves the ship, he is immediately transported back to the material plane in the corresponding
location in creation. When the Sidereal herself leaves the ship, this Charm immediately ends.
Navigating a new course while in the white sea is nearly impossible (though Charms such as
Yellow Path can circumvent this issue), though keeping the old course is just a matter of
keeping the rudder steady and the Charm will automatically end when the vessel reaches its
intended location. Alternatively, to seeking a destination within the current plane of existence,
this Charm can also be used to travel to other known realms of existence such as Yu-Shan,
Malfeas or the Underworld. Doing so always takes five whole days of travel and ends in a
sensible, but not finely controlled location in the desired realm. A Sidereal taking her ship from
Yu-Shan’s heavenly port to Creation could specify that she wishes to arrive on the west coast
of the Blessed Isle, but not a specific port.
At Essence 4+, the Sidereal can use this Charm without a vessel, affecting only herself. She
throws the salt into any body of water big enough to fit her body (a muddy puddle will do) and
dives in. She can swim dematerialized to any destination or realm of existence she knows, and
her swimming travel speed is (Essence) times faster. This Charm does not help her alleviate
issues such as fatigue while doing so.
War
Auspicious Recruitment Drive
Cost: Commit 1 Essence
Type: Supplemental
Prerequisites: None
Fate leads soldiers to the Sidereal’s command. When she uses this Charm to enhance her
own or the efforts of an allied commander to build up an army, its Size is 1 larger than it would
otherwise end up being.
Iron Drill Exercise
Cost: Commit 3 Essence
Type: Simple
Prerequisites: None
The Sidereal sets a formidable example, her every action and command honing her crew’s
discipline, seamanship, and expertise. The Sidereal spends a month training a group
equivalent to a Size (Charisma) battle group. This regimen consists of ordering that group in
the performance of its duties; its members may not even realize they’re learning from her.
Completing the training increases the battle group’s Drill by one step and grants its members
the following benefits:
- +1 permanent Willpower, maximum 5.
- +1 Resolve, maximum 5.
- +1 die on Sail-based dice pools, maximum 10.
- +1 die on dice pools based on an Ability of the Sidereal’s choice, maximum 10
This Charm can’t train Exalted, player characters, or other beings whose nature makes them
inappropriate for inclusion in battle groups.
Knowing the Enemy
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal sees her enemy’s true face revealed in his strategy. She or an allied commander
she advises never suffer penalties due to being unfamiliar with an enemy army or its strategies.
When she or an allied commander she advises succeed on a stratagem against an enemy
force or when they otherwise outdo them, she also learns the following:
- The enemy’s main motivation for fighting. This grants her insight both into the
enemy commander and the most common sentiment among his troops.
- Knowledge of a special tactic or feint the enemy plans to use in the coming battle.
This knowledge isn’t complete, but should give the Sidereal enough of a hint that
she can prepare her troops. E.g. the enemy general plans to use a cavalry charge
to break her lines at the apex of battle. If this battle plan is associated with an enemy
stratagem, her side will receive (Essence or 3) bonus dice on its roll to oppose it.
- The opposing force’s greatest weakness.
This Charm’s information gathering prowess may only be used once per engagement.
Red Haze
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
Crimson Stardust, visible only to those who can see dematerialized beings, rains upon
Sidereal’s troops, strengthening them in the battle against the enemies of Creation. This Charm
enhances a battlegroup the Sidereal can freely move amongst, giving them +1 Tier (maximum
2) when fighting against creatures of darkness or entities outside of fate.
Someone’s Son Style
Cost: -
Type: Permanent
Prerequisites: None
The Sidereal bears the fate of an honest soldier, aided by those who know she may one day
stand in their defense. The Sidereal gains the following benefits:
- Any character she’s protected — either personally or by fighting in defense of their
community — counts as having a Minor Tie of gratitude toward her.
- She gains +1 Resolve against influence that appeals to pride, ambition, vanity, or
self-interest.
- She gains +1 Guile against any effect that would reveal information contradictory
with her being nothing more than a soldier.
- Enemy generals can’t gain milestones from using spies, informants, or traitors n
stratagems against a general the Sidereal fights alongside. The Sidereal herself
doesn’t gain this benefit as a general. This does not protect against magical effects
that create or utilize such assets.
Demon-Blocking Battle Pattern
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 2, Red Haze
The Sidereal deploys her units in a special pattern that aligns them with astrological and
geomantic patterns, sapping the power of the enemies of Creation. To enact this Charm the
Sidereal either needs to lead a battle group or advise its leader. Demons who face this battle
group in combat penalize their attack rolls against the battle group by (Essence) and their
Defense against the battle group by (Essence/2). This only applies against the battle group
itself, not to any significant characters who fight alongside the battle group such as Exalted
champions. Despite its name this Charm can also be used against ghosts, faeries and other
creatures of darkness, though only one broad type of creatures can be affected at a time as
different formations are necessary to match different enemies.
Only one Battle Pattern may be active at a time.
Heroic Exploit Propagation
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Auspicious Recruitment Drive
The Sidereal may be forgotten, but not her deeds; the world itself sings of her victory. Once a
battle ends, the Sidereal spreads its tale through the weave of fate. For the next day, anyone
who sleeps within (Essence x50) miles of the battlefield dreams of that battle, a vivid and
detailed reenactment that’s easily remembered upon waking. The Sidereal’s arcane fate
applies to her appearances in these dreams.
This Charm may be activated after any battle big enough to use the War system, but individual
heroics such as a clash between Exalted circles or similar smaller scale altercations can also
be propagated. The Storyteller is the ultimate judge on whether such a fight was heroic enough
to merit this Charm’s use.
At Essence 4+, if the Sidereal fought to uphold a Defining Intimacy, those who dream of the
battle gain that Intimacy at Minor intensity unless they spend one Willpower.
Predestined Triumph Practice
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2
Before battle is joined the Sidereal is already ahead, as fate is on her side. Once per
engagement she may use this Charm to perfectly execute or defend against a stratagem. She
may use this Charm on behalf of another commander, as long as he pays at least minimal
heed to her strategic input. However only one instance of this Charm may affect a battle, no
matter how many Sidereals are involved in planning it.
Tide of History
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Red Haze or Heroic Exploit Propagation
The Sidereal’s forces fight with the assurance of those who know their victory has already been
written into history, free of fear and hesitation. Allied battle groups gain -1 target number on
rout checks; fear-based influence suffers +1 target number against them. They gain perfect
morale against enemies of fate or in battles that align with one of the Sidereal’s Defining
Principles.
Training Mandate of Auspicious Battle
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
Armies trained by the Sidereal are bound together by fate. When she uses this Charm while
training a battlegroup, she instills its soldiers with potent but short-lived bonuses. The
battlegroup reduces the target number of attack rolls, battle rolls in war and rout checks by 1
(minimum 3). All rolls for commanders to coordinate and inspire their troops, such as rally for
numbers rolls also enjoy this bonus.
This bonus lasts for one week for each week of intense training the Sidereal undertakes with
the battle group.
Training Mandate of Celestial Empowerment
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2
Many times in the history of Creation has its destiny lain in the hands of a few powerful
individuals. When darkness threatens to swallow the light, the wise tutelage of the Seers is the
edge that enables heroes to triumph.
Activating this Charm entails a week of intensive training and tutelage of a small group of
powerful supernatural beings, such as a circle of Exalts, by the Sidereal. She prepares them
for a specific martial encounter in their future. If the engagement comes to pass within the
current Story, the training and advise they received will pay off at critical moments, decreasing
the target number of (War) rolls made to overcome their opponents by 1 (minimum 3).
Essence-Draining Battle Pattern
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3, Predestined Triumph Practice
The Sidereal deploys her units in a special pattern that aligns them with astrological and
geomantic patterns, draining the Essence of those who oppose them in battle. To enact this
Charm the Sidereal either needs to lead a battle group or advise its leader. Enemies who face
the battle group in combat must spend 1 Essence the first time they spend or commit Essence
in a Scene, as their power is being sapped by the auspicious formation.
Only one Battle Pattern may be active at a time.
Heroic General Presence
Cost: -
Type: Permanent
Prerequisites: Essence 3, Someone’s Son Style
The Sidereal stands tall as a legend of the battlefield to every soldier who has ever fought for
her. Characters who’ve served under the Sidereal’s command count as having a Minor Tie of
respect to her. If the Sidereal makes an influence roll to convince such a character to rejoin a
military she commands, it’s treated as a Major Tie for that roll unless he has a negative Tie to
her.
If any such characters have negative Ties applicable to the Sidereal that aren’t directly toward
her (e.g. a Tie of contempt for the Sidereal Exalted as a whole), their intensity is treated as
one step lower when applied to her.
Members of a battle group led by her or in which she holds rank as an officer are immune to
her Arcane Fate.
Predestined Triumph Practice
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Predestined Triumph Practice
Foreseeing how a strategy might be defeated, the Sidereal chooses an alternative.
The Sidereal can use this Charm after a stratagem has failed to reroll it. It receives the benefits
of all magic used to enhance the first roll; the Sidereal can use additional Charms as well.
She may change what stratagem she seeks to enact with the reroll. She can likewise use this
Charm to change her response to an enemy stratagem and reroll it – if enemy spies poisoned
the rations of her troops, she may ask her circlemate to guard them personally, thus allowing
him to roll his pool to catch the saboteurs instead of relying on mortal sentries.
She may use this Charm on behalf of another commander, as long as he pays at least minimal
heed to her strategic input. However only one instance of this Charm may affect a battle, no
matter how many Sidereals are involved in planning it.
Training Mandate of War-God Puissance
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 3, Training Mandate of Auspicious Battle
In times of dire need spirits of gentler purpose have to be tempered into an effective fighting
force. This Charm represents a week-long period of intense training of a group of spirits under
the Exalt’s tutelage. For one season after finishing their training, the spirits retain a heightened
capacity for combat, increasing the dice pool of their attack rolls to (10 + Essence) and their
Defense to (5 + Essence/2), if their native values are lower. Furthermore, they do not need to
commit any Essence to materialize if they do so as a combat unit.
Spirit-Binding Battle Pattern
Cost: Commit 5 Essence
Type: Simple
Prerequisites: Essence 5, Predestined Triumph Practice
The Sidereal deploys her units in a special pattern that aligns them with astrological and
geomantic patterns, channeling the momentous energies of conflict into summoning and
binding a mighty spirit to her service. To enact this Charm the Sidereal either needs to lead a
battle group or advise its leader. This Charm builds a special dice pool for summoning and
binding a spirit, starting at 0. For every milestone either army achieves in the battle stage of
war she adds 2 dice to this pool. Significant characters of either army slain during the battle,
such as Exalted Champions or the general in charge also add 2 dice to the pool. No other
Charm adds dice to this pool or modifies it in any way. At the conclusion of the battle the
Sidereal rolls the pool against the Resolve of a spirit well-known to her. This uses the same
mechanics and rules as summoning a demon via sorcery and can target all kinds of spirits,
though it has no effect on Tier 5 spirits. Using this Charm against celestial gods without proper
sanction is considered a high crime in Yu-Shan. Only one Battle Pattern may be active at a
time.
Dragon-Blooded
Character Creation
In depth rules on character creation can be found in Exalted 3rd edition. Here is only a
step-by-step process to guide you through the most important (and different) steps.
Step 1-4 of character creation remain largely the same. Spend 8/6/4 points on Attributes (each
starts at 1), 30 points on Abilities (each starts at 0) and 5 Specialties. There are no favored
Abilities. Unlike in Exalted 3rd Brawl doesn’t exist and all unarmed fighting is represented by
the Martial Arts Ability. Assign 20 dots of Merits.
Step 5: Select 12 Charms, as well as two purchases of Excellence of the Dragons. None of
your Charm selections may be spent on Evocations, Spells or martial arts Charms.
Skip Step 6: There is no Limit. Instead acting against your Intimacies drains Willpower. If you
want to use Limit in your game, use the rules as printed in Exalted 3rd edition.
Step 7: There are no Freebees, instead add 120 experience points. Only a maximum of 30 of
these experience points may be spent on Charms, otherwise spend them however you like.
Evocations, spells and martial arts Charms do not count as Charms for this purpose. If you
use experience point-based Essence advancement this starting Experience does not count
towards raising your Essence trait.
The experience point costs for the Dragon-Blooded are:
Trait Experience point cost per dot
Attribute 10
Ability 5
Specialty 2
Merit 3
Willpower 5
Charm 8
Evocation 12
Spell 12
Martial Arts Charm 12
Step 8: Finishing touches. Record your starting Essence rating (2), starting Essence Pool (8),
Tier (3, target number 7), starting Willpower (5) and Health Levels (8 + Stamina).
Essence Rating Essence Pool
1 8
2 10
3 12
4 14
5 16
Sidebar – Young Dragon-Blooded and Outcastes
The statistics given here are for creating Dragon-Blooded scions who have finished their
education and cut their teeth on their first acts of heroism. Outcastes have less access to the
splendors of ruling Creation than their pampered cousins from the Realm, but even they are
accepted among the people as the Princes of the Earth and have an easy time amassing
treasures and gaining support. No change to the character creation process is necessary,
though if the Storyteller really wants to emphasize the benefits of realm education and
connections she may reduce their base Abilities to 28 and their starting Merits to 10.
Children who freshly Exalted as Princes of the Earth are less powerful. They start with the
following: 7/5/4 Attributes, 20-25 Abilities depending on their age of Exaltation, 8 Charms, the
Excellence of the Dragons, 10 Merits and Essence 1. Their starting bonus experience points
are cut to 70 (20 of which may be spent on Charms).
Anima
General
The Terrestrial Anima begins to flare when 3 or more points of Essence are spent or committed
during a Scene, causing her to glow with elemental energy and her aspect markings to become
pronounced (flaring). When she spends or commits another 2 points of Essence in a single
Scene this display dramatically increases in power, showing off iconic imagery and other
sensations unique to the character and burning in a violent display of elemental energy (iconic).
While her Anima is flaring, any attempts at stealth suffer a -5 penalty and are only possible
with magical aid, while it is iconic, stealth is impossible.
Only Essence committed in the Scene count against this limit, long standing commitments from
earlier Scenes do not count towards it. The limits to take her from flaring to iconic is increased
by one at Essence 3+, both limits are increased by one at Essence 5. Some Charms might set
the Exalt’s Anima to a certain level regardless of Essence expenditure. Should an Exalt wish
to increase the intensity of her Anima deliberately, she can increase it from dormant to flaring
or from flaring to iconic with a miscellaneous action that cannot be placed in a flurry, but without
the need for spending or committing Essence.
All Dragon-Blooded can do the following as a function of their Anima as a reflexive action:
- Cause minor elemental effects appropriate to her Aspect
- Glow with elemental power that shows your heritage as a Prince of the Earth
- While at iconic intensity she can reflexively release the elemental energies of her Anima
into the environment to create 1 Flux point and reset her Anima to dim intensity.
While at iconic intensity, the Terrestrial Anima has another effect, called Anima Flux.
Additionally, each Aspect has its own unique and powerful Anima effects detailed in the next
section.
Anima Flux
While their Anima is at iconic intensity, the Dragon-Blooded are surrounded by a destructive
nimbus of elemental power. Everyone within close range of her suffers an environmental
hazard with damage 1L/turn, difficulty (Essence or 3) at the beginning of his turn. The Aspect
of the Dragon-Blood modifies this hazard. Dragon-Blooded are immune to Anima Flux.
A target affected by multiple instances of Anima Flux only suffers one hazard, however he
suffers the highest difficulty, damage and worst damage type among the individual hazards
and suffers any additional complications added by different Aspects.
Aspects
The Dragon-Blooded are divided into five Aspects. Your character’s Aspect determines the
powers inherent to her Anima, what element she is closest to and will color how she is
perceived by others.
Air Aspect
The Azure Dragons of the Air Aspect are the aloof visionaries and elusive spies of Creation.
The Anima of Mela’s Children confers the following abilities and boni upon her:
- She is immune to mundane cold and may leap an entire range band with her reflexive
movement action. She can reflexively spend 1 Essence to negate one instance of
falling damage.
- Her Anima Flux applies a penalty equal to (Essence) to the movement actions of
non-Dragon-Blooded within short range.
Earth Aspect
The Ivory Dragons of the Earth Aspect are the reliable architects and stoic defenders of
Creation. The Anima of Pasiap’s Children confers the following abilities and boni upon her:
- She is very hardy and adds her (Essence or 3) bonus dice to rolls to resist poison,
environmental hazards, fatigue and similar bodily frailties. She reduces all Wound
penalties by (Essence/3). She is immune to being crushed below heavy weights.
- Her Anima Flux knocks victims who fail to resist it down or throws them one range band
back, at her choice.
Fire Aspect
The Crimson Dragons of the Fire Aspect are the passionate courtiers and devoted warriors of
Creation. The Anima of Hesiesh’s Children confers the following abilities and boni upon her:
- She is immune to mundane heat-based environmental hazards, adds (Essence or 3)
dice to roll to resist magical ones and adds (Essence) to her Soak against supernatural
attacks using fire or raw energy.
- Her Anima Flux deals 2 lethal damage instead of 1.
Water Aspect
The Sable Dragons of the Water Aspect are the intrepid mariners and flexible magistrates of
Creation. The Anima of Danaa’d’s Children confers the following abilities and boni upon her:
- She can breathe underwater, is immune to oceanic pressure and the cold of the depths,
does not treat water as difficult terrain and suffers no visual penalties from being
underwater. She also suffers no penalties from being submerged, such as for fighting
underwater. If she wishes, she may walk across water as though it were solid ground.
- Her Anima Flux deals bashing damage, but the difficulty to resist it is ([Essence + 2] or
4).
Wood Aspect
The Emerald Dragons of the Wood Aspect are the joyful explorers and mindful physicians of
Creation. The Anima of Sextes Jyles’ Children confers the following abilities and boni upon
her:
- She is immune to mundane poisons and adds her (Essence or 3) to rolls to resist other
poisons.
- Her Anima Flux deals bashing damage and infects those it damages with a poison with
damage 1B/round, duration (Essence or 3) and penalty –(Essence/2).
Aspect Markings
The Dragon-Blooded are marked by the dragon’s touch, taking on progressively more
pronounced elemental traits in their appearance as they age. These marks usually start subtly
at first, such as a slight smell of ozone, smoke or sea, until they mature into more obvious
forms such as noticeable heat radiating from the character, a constant film of wetness on her
skin, flowers blooming in her hair or skin the color and texture of marble.
This makes it easy for others to recognize the princes of the Earth. A reflexive (Perception +
Awareness) roll at difficulty (6 – Essence, minimum 1) is enough to identify her as a Dragon-
Blooded. If she wishes to disguise herself as non-Dragon-Blooded these aspect markings
impose a penalty of (Essence) on her disguise roll.
Flux
The Celestial Exalted have been imbued with the awesome power of the highest among the
gods, but through the veins of the Dragon-Blooded flows the lifeblood of Creation itself. When
dragons fight, the earth and sky rage in the throes of their passions, supplying them with all
the power they need to overcome even the most tenacious of foes.
When Dragon-Blooded spend Essence, release the power of their Anima into the world or in
places where elemental energies abound Flux is created. Flux comes in two different ways.
The Flux-Level of a Scene describes the relative abundance of environmental elemental
energy, while Flux points form a special resource pool only available to Dragon-Blooded.
Flux points are created by:
- 1 point for every 3 points of Essence spent by Dragon-Blooded.
- 1 point for every 5 points of Essence spent by elementals.
- 1 point when a Dragon-Blood releases the energy of her iconic Anima into the world,
resetting her to dim intensity.
- (Essence) points of Flux whenever a Dragon-Blood is incapacitated.
- A variable number of points can be created by environmental factors.
Flux points are used to fuel certain Dragon-Blooded Charms. Sometimes Flux points can be
spent in place of Essence, usually for Charms that create a noteworthy elemental effect. At
other times a cost might have to be paid in Flux points. Flux points are a communal resource
and aggregate in a pool that is available to all Dragon-Blooded in the Scene. Sometimes
non-Dragon-Blooded Charms or Evocations have an alternative Flux cost, though only
Dragon-Blooded characters can pay this cost and is only listed for the case that one of them
may learn said power. Flux is inaccessible to non-Dragon-Blooded unless an effect explicitly
allows them to make use of Flux points. The size of the pool depends on the Flux-Level of the
Scene.
The Flux-Level of a Scene is determined by the abundance of elemental energy in the
environment and rated from 0 to 3. Sometimes a Scene will begin with a Flux-Level above 0,
but most times it will start at 0 and rise as Flux points are generated.
Flux-Level Flux pool Example Environment
0 0 calm environment
1 5 rainstorm, deep cave, heatwave, the ocean surface, a relaxed
meeting between Dragon-Blooded
2 15 •• demesne of elemental aspect, hurricane, earthquake, abyssal
depths, volcano, tense negotiations between multiple Dragon-
Blooded
3 30 •••• demesne of elemental aspect, the elemental poles, a
battlefield featuring many Dragon-Blooded
The Flux-Level of a Scene rises as soon as Flux points in excess of its pool are created. The
first Flux point generated in a Scene thus increases the Flux-Level to 1, the sixth increases it
to 2 and the sixteenth increases it to 3. It doesn’t matter if Flux points have been used up by
other effects in the meantime, as long as enough points are generated in a Scene to
theoretically make the pool overflow, the Flux-Level increases. When a Scene starts in an
environment that would have an ambient Flux-Level above 0 already as detailed above,
assume the Flux pool to be half full as befits the current Flux-Level as the Scene starts.
The Flux-Level has a profound impact on the environment of the Scene. As it increases,
elemental energies pervade the area. The effects are subtle at Flux-Level 1, causing minor
and harmless fluctuations such as the flickering of flames, ambient static causing goosebumps
and otherwise calm water to ripple. At Flux-Level 2 these manifestations become more
pronounced, though they are rarely destructive yet. A breeze begins to blow indoors without
discernable source, the ambient temperature rises or falls notably, flowers glow visibly and
bloom out of season and a slight tremor may be felt in the ground periodically. At Flux-Level 3
these phenomena become dangerous and capable of creating element-based environmental
hazards depending on where the Scene is set. Storm clouds form in a clear sky, wildfires break
out or earthquakes and avalanches occur.
Sidebar – Preparing Flux-Level
A Dragon-Blood can use a miscellaneous action to increase the power of her Anima, eventually
reaching the iconic level and then shed it to create Flux points. It follows then that
Dragon-Blooded expecting combat to take place in a certain area or wanting a high Flux-Level
for other reasons could deliberately induce said Flux without any Essence expenditure through
agitation of their Anima alone. Creating Flux via Anima build up and shedding is an acceptable
combat tactic, giving even the least combat focused character something to contribute on the
battlefield (though PCs probably should try to look for more engaging combat tactics to pursue).
An important difference to keep in mind here is the split between dramatic Scenes and
narrative time. In a dramatic Scene where everything is played out blow for blow, just use the
rules as written above. Should one or more Dragon-Blooded try to prepare an area with
increased Flux energies as preparation for a coming dramatic Scene, take the following as a
guideline.
A single Dragon-Blood can establish a Flux-Level of 1, a circle of Dragon-Blooded (3-5) can
establish a Flux-Level of 2 and a dozen or more Dragon-Blooded can create a Flux-Level of 3.
Should environmental factors already create an ambient Flux-Level, take the higher between
the Flux-Level created by the number of Dragon-Bloods present or the environmental Flux-
Level + 1.
Dragon-Blooded
Charms
General Considerations
Charms belong to one of four types.
Simple Charms need an action to be activated and cannot be placed in a flurry. Sometimes a
Charm will refer to optional effects to be activated as a Simple action, which follows the same
rules.
Supplemental Charms supplement an action the character takes.
Reflexive Charms can be activated reflexively and thus do not take up an action and can be
activated outside the character’s turn. When a reflexive Charm is used in reaction to another
action, such as an attack, it has to be activated before the effect is rolled.
Permanent Charms are always active and permanently change the character’s statistics or
the way she performs certain actions.
Unlike Charms in Exalted 3rd Edition Charms in this system are not associated with one specific
Ability. Charms often have no prerequisites. However, to learn a Charm a character should
have at least 3 dots in one associated Ability (or in the case of Lunars Attribute), such as
Presence or Performance for a social Charm or a combat Ability for a combat Charm.
Unlike in Exalted 3rd Edition Charms can usually be combined freely with another as long as
their type allows this and can be used with any Ability. A Charm than enhances an attack can
be used for any attack, whether it is a Melee Attack, a Martial Arts Attack or eye lasers your
character got through some crazy Merit or Charm. Charms that only function with certain
abilities, weapons or circumstances will say so in their description.
There are no dice caps in Exalted - Reimagined. Any and all boni you can gather onto a roll
through any combination of Charms or other sources apply in full.
Some Charms allow a character to perform an action perfectly. In such a case the action
automatically succeeds without needing a roll. In some cases, a perfect effect may still want a
roll, such as a perfect attack to determine if there will be any threshold successes. Perfect
effects do no render impossible actions possible. A sword still cannot hit people farther away
than close range and an Exalt surrounded by an iconic Anima cannot establish stealth.
An attack can never be undodegable, unblockable and unsoakable. If an attack has all three
characteristics, the player making the attack must drop one of these characteristics of her
choice. Note that a perfect attack is technically neither undodgeable, nor unblockable.
Sometimes two effects directly contradict each other. Such as a perfect attack clashing with a
perfect defense (this also includes perfect soaks). In that case the two characters enter a
roll-off. Both Characters roll their unmodified (Essence + most applicable Attribute or Ability,
ignoring Specialties) in a contested roll. Roll-offs cannot be enhanced by Excellencies or any
other Charm or Merit that doesn’t specifically enhance roll-offs. In the case that the power a
character used is based on a magical background, such as an attuned Artifact, manse or
familiar, she may replace her Essence with the Merit rating in the roll-off. Merits rated N/A use
6 as their numerical value for roll-offs.
Some Charms allow a character to react to an attack with a counterattack. Only one
counterattack may be performed for each attack. Unless otherwise mentioned, Charms or
other effects that allow a character to clash an attack also count as a counterattack for this
purpose. Clashes and counterattacks cannot trigger counterattacks or Charms that count as
such.
Charms or other effects can allow a target to ignore or be immune to certain penalties. Ignored
penalties do no penalize rolls or values, but remain exploitable by Charms that rely on the
target’s penalties for their own effects. Penalties the target is immune to do no affect the target
at all and cannot be exploited by other powers.
Certain Charms use the intensity of an Intimacy (or a phenomenon using the same intensity
system as Intimacies, such as the stages of a disease) to calculate values. In this case Minor
intensity equals 2, Major 3 and Defining 4.
Other Charms say that a character should be treated as possessing a certain Intimacies. Such
Intimacies are not real and can neither be strengthened nor weakened, persisting only for the
duration of the Charm. A perfect Resolve can remove such an imposed Intimacy for the rest
of the Scene. A character who has been thoroughly influenced by them or kept them for a long
time may decide (player’s choice) to keep it around, turning it into a real Intimacy.
General Charms
Excellence of the Dragons
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Essence of the Elemental Dragons allows the Dragon-Blooded to call upon the elements
for aid. She doubles her base (Ability) rating for the next (Essence or 3) rolls and calculations
of those Abilities within in the same Scene. Specialties count as part of the base rating if
applicable, increasing it by 1.
Each purchase of this Charm renders five Abilities applicable for use with Excellence, as
chosen by the player. This Charm can be used to enhance any roll in a covered Ability as long
as the Character has at least one dot in the Ability. It only doubles the base Ability rating,
meaning it only doubles dots the character has on her sheet, ignoring any bonusses from
Charms, Merits or other sources. A single use of this Charm can be used to enhance all
Abilities covered by this Charm.
Every Dragon-Blood starts out with Excellence of the Dragons at no cost and standard
character creation assumes a second purchase as part of her starting Charms.
Ox-Body Technique
Cost: -
Type: Permanent
Prerequisites: None
The bodies of the Exalted are durable beyond the limit of mortal endurance. Each purchase of
this Charm grants her 2 additional Health Levels. This Charm can be purchased up to
(Essence) times.
Awareness
All-Encompassing Element Sense
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood notices disruptions in the elements that surround her, such as a stirring of
the air, vibrations in the ground or a sudden unexpected source of body heat behind her.
This makes it very hard to surprise her. When she is ambushed, she may apply half her
Defense against the ambush attack, though she may not increase this Defense through other
Charms. Stunts explicitly can increase this Defense.
Furthermore, her enemies find that the elements provide them no shelter from her inquisitive
gaze. She adds (Essence/2) bonus dice to detect any enemy in stealth who has hidden in or
behind an elemental feature in the Scene, such as a rock or dense vegetation.
At Flux-Level 2+ she may spend 1 Essence to treat an ambush as a surprise attack instead
and automatically loses Initiative.
Cloud-Piercing Focus
Cost: -
Type: Permanent
Prerequisites: None
Neither ocean depths nor raging flame nor swirling sands can hinder a keen Terrestrial eye.
She negates all penalties to her senses based on elemental complications, such as smoke,
clouds, rain, gushing water, dense foliage or sandstorms.
Deep-Listening Palm
Cost: -
Type: Permanent
Prerequisites: None
Touching a surface, the Dragon-Blood displaces her sense of hearing through elemental
Essence. She can listen through a barrier such as a stone wall as though it weren’t there.
Eye of the Inner Flame
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood focusses on the fire inside, illuminating her sight with a flame that exists
only within herself. This allows her to see in darkness as if the area was illuminated by fire,
negating any visual penalties related to mundane darkness. In the case of supernatural gloom,
this only alleviates the darkness as much as a bonfire centered on her would.
Hesiesh’s Discerning Tongue
Cost: -
Type: Permanent
Prerequisites: None
When the Dragon-Blood places potentially harmful food or drink in her mouth, she feels a
warning burn on her tongue. Ordinary poisons require no roll and are automatically detected.
Odor- and tasteless poisons and diseases require a (Perception + Awareness, Craft (Poison)
or Medicine) roll at difficulty 4 to detect. If she detects a harmful substance through the use of
this Charm, she can spit it out before it causes her any harm.
At Essence 3 she may reflexively roll (Dexterity + Athletics or Thrown) to spit a detected poison
at another character within short range, exposing them to it.
Feeling the Dragon’s Bones
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2
The Dragon-Blood extends her senses through the elements around her, constructing an
accurate image of her surroundings from vibrations. She ignores any visibility-based penalties,
including blindness, for an area out to medium range around her. Certain actions ordinarily
based on sight such as reading may still be penalized or impossible.
A character who has been rendered permanently blind waives the Essence commitment of this
Charm after one Story, turning it into a Permanent Charm. This effect is lost should she
somehow regain her sight.
At Flux-Level 2+ this Charm’s range increases by one range band.
At Essence 4+ this Charm’s range increases by one range band.
Fivefold Resonance Sense
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, All-Encompassing Element Sense
Closing her eyes and stilling her mind, the Dragon-Blood reaches out to the Essence of the
world. She meditates, allowing her to sense the presence of the five elements — weather
patterns, rock formations and geology, fires, bodies of water, living plants, and similar
elemental manifestations — out to (Essence or 3) range bands. Their presence is revealed to
her without a roll. In addition, she may roll (Perception + Awareness, Investigation, Occult or
Survival) to detect or track jade, elementals, elemental demesnes and manses, or other form
of elemental magic within range.
At Essence 3+ she may use this Charm without meditating.
Horizon-Piercing Gaze
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Cloud-Piercing Focus
Casting her gaze out to the horizon, the Princes of the Earth see more clearly than any mortal.
Activating this charm, the Dragon-Blood may study any object she can see within (Essence)
miles with her sight as clearly as if she were standing next to it for up to one minute.
Sense the Hidden Ember
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Dragon-Blood can feel the lingering traces of supernatural power left by the might of gods
and Exalted. When she comes within close range of a location where an Exalt’s anima has
reached the bonfire level or where a god has used one of his miracles during the current Story,
she may use this Charm to roll (Perception + Awareness). She gains Information on the age,
power and possibly some incline about the nature of the event depending on her successes.
At Essence 4+ she compares the result of her roll against the target’s Guile. If she succeeds,
she will feel a familiar burn the next time she comes within long range of the target. This does
not identify him, it merely tells her that her prey is near.
Window-In-The-Door Technique
Cost: -
Type: Permanent
Prerequisites: Essence 2, Deep-Listening Palm
Locks and walls aren’t enough to stymie the prying curiosity of a Dragon-Blooded thief. She
may peer through an obstruction as though it were pellucid water, spying through solid walls
or examining the contents of a chest before risking its trapped lock. She must actively touch
and move her face close to the surface she wishes to peer through and cannot spy through
surfaces that are more than (Essence) yards thick.
Dragon’s Crushing Gaze
Cost: Spend 2 Essence or 2 Flux
Type: Simple
Prerequisites: Essence 3, All-Encompassing Element Sense
Locking eyes with her opponent, the Dragon-Blood freezes him in place with the intensity of
her gaze. Roll (Charisma + Awareness or Presence) against the Resolve of a target within
short range. If she succeeds her opponent is frozen in place and loses his next turn.
This Charm can only be used once per Scene per character.
At Essence 4+, Flux-Level 2+ she may use this Charm to paralyze a Tier 1 character for the
rest of the Scene.
Sense-Riding Technique
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Feeling the Dragon’s Bones
The Dragon-Blood etches an imprint of her Essence onto another living character’s
consciousness, riding his senses from afar to see what he sees and hear what he hears. The
Dragon-Blood touches a character and rolls (Manipulation + Awareness) against his Resolve.
Success establishes a link, allowing the Dragon-Blood to ride the target’s senses by
meditating. This Charm ends if the sense-ridden character goes more than (Essence x 5) miles
from the Dragon-Blood. Magics that prevents scrying blocks observation through this Charm.
Eyes of Stone
Cost: -
Type: Permanent
Prerequisites: Essence 3, Sense-Riding Technique
Even unliving stone can see when animated by the Essence of the Princes of the Earth. The
Dragon-Blood can use Sense-Riding Technique on objects made of stone, clay or similar
materials, if they are shaped into a form that mimics a sensory organ. She could hear through
the ears of statues or see from the eyes of figures carved into a stone wall.
Sense-Destroying Method
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 3, Dragon’s Crushing Gaze or Sense-Riding Technique
The Dragon-Blood may cast down her enemies into a void as dark as the earth’s depths,
stripping them of their senses. Like its prerequisite, this Charm requires her to touch her target
and roll (Manipulation + Awareness or Medicine) against his Resolve. In combat, touching an
unwilling character is a difficulty 0 gambit, allowing her to reflexively activate this Charm once
successfully executed. On a success, she may seal away one of his senses as a crippling
effect for one day. Every two threshold successes on her (Manipulation + Awareness) roll allow
her to seal an additional sense.
At Essence 4+ she may spend 1 Willpower when activating this Charm to make its effect
permanent against Tier 1 characters.
Serpent-of-the-Depths Discernment
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Cloud-Piercing Focus or Feeling the Dragon’s Bones
Attuning her senses to the subtle flow of water and Essence, the Dragon-Blood spies from the
depths. While submerged in a body of water such as a lake or river, she may displace her
sense of hearing to another point within the same body of water no more than (Essence) range
bands away from her. She’s able to hear everything around the chosen point as though she
were physically there. Magical effects that hide or dampen sound or prevent scrying force a
roll-off.
Horizon-Spanning Echoes
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 4, Horizon-Piercing Gaze, Feeling the Dragon’s Bones
Closing her eyes to the world, the Dragon-Blood casts her senses out onto the winds. Upon
using this Charm, she specifies either a specific individual whose voice she wishes to listen
for, or a specific sound to search for such as a particular phrase being spoken by any individual,
a wagon’s wheels moving across a road, or a sword being drawn. She enters a trance in which
she can hear the specified sound from (Essence) miles away, or (Essence x 5) miles if it’s
extremely loud, such as a tyrant lizard’s roar or an army on the march. If this sounds occurs
within range, she hears it perfectly and can determine the rough distance and direction in
relation to herself. Magical effects that hide or dampen sound or prevent scrying force a roll-off.
Faithful Earthen Servant
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 4, Feeling the Dragon’s Bones, Eyes of Stone
The Dragon-Blooded fashions a statue of herself from stone or clay and painstakingly paints it
to look just like her. She may animate such a statue with an imprint of her Essence, allowing
her to take control of the construct while meditating.
The construct uses her dice pools to act and she perceives the world through it as detailed in
Eyes of Stone while she is in control of it. It looks like her, but its skin feels cold and hard.
Characters who touch her can determine they are dealing with a construct with a successful
(Perception + Awareness or Investigation) roll at difficulty 2. Increase the difficulty by two if the
character does not touch the construct. The Dragon-Blood may use Reflexive and
Supplemental Charms through the construct and it benefits from all her Permanent Charms.
Simple Charms or additional effects that can be activated as Simple actions cannot be used
through the construct. This Charm ends immediately when the construct is moved more than
(Essence x 5) miles away from her.
Bureaucracy
Confluence of Savant Thought
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood’s understanding of bureaucracies is vast, encompassing the myriad ways
in which mercantile and administrative tasks pool and eddy like water. She may roll
(Intelligence + Bureaucracy) to introduce a fact about a bureaucratic or mercantile organization
that she belongs to or is familiar with.
At Essence 2+ she can introduce facts about organizations she isn’t familiar with, as long as
she has spent at least one Scene successfully gathering information about it by interacting
with its members.
At Essence 3+ she may spend 1 Essence to receive a flash of insight when she receives
payment as part of an economic transaction, informing her of the provenance of her payment.
Testing the Waters
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood attunes her senses to the tides of desire that govern markets and
negotiations. She can read a character’s intentions with (Perception + Bureaucracy) to
determine what it would take to entice him to perform a specific course of action with a bargain
roll. Success reveals a general description of the quantity and quality of payment, monetary or
non-monetary, that he’d consider for a bargain roll — for example, “he’d do this for free,” “he’ll
demand exorbitantly high payment for it,” or “he wants you to owe him a favor.” A successful
roll also reveals his strongest Intimacy relating to the price he’d place on the deal, if any.
Alternatively, she may use this special read intentions action to reveal how the target plans to
vote on an upcoming issue before a governmental, bureaucratic, or mercantile organization. It
also reveals the strongest Intimacy motiving that character’s vote, if any.
At Essence 3+ she may spend 1 Essence to apply her read intentions roll against the Guile of
all voting characters she can perceive. She doesn’t learn Intimacies for each individual voter
whose Guile is beaten, but is able to discern the major factions within the group and which one
each character whose Guile she beat belongs to, as well as an Intimacy driving each faction’s
agenda.
Dashing Brook Method
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Dragon-Blood clears the obstacles that impede the flow of her bureaucracy, channeling
its labor into efficacious speed. This Charm enhances a project or other bureaucratic task,
multiplying the speed at which the organization makes progress by ([Essence/2] + 1) as long
as the Dragon-Blood actively spends most of her time leading the efforts to complete it.
At Essence 3+, Resources 4+ she may invest copious amount of her personal fortune into the
completion of the project to further speed it up. The speed multiplier rises to (Essence +1,
maximum Resources), but afterwards her Resources score is lowered by 1 until she manages
to secure some sort of major financial gain in play.
Thrashing Carp Serenade
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Dragon-Blood impedes the flow of an enemy organization with frightening efficacy,
whether by sabotaging a rival’s commercial contracts, sowing discord among ministers of a
foreign government, or bringing about a bureaucracy’s ruin from within. She multiplies the time
an organization needs to achieve its goals by ([Essence/2] + 1) as long as she spends most of
her time impeding its efforts.
Benevolent Master’s Blessing
Cost: -
Type: Permanent
Prerequisites: Essence 2
The Dragon-Blood marks a Tier 1 or 2 subordinate with a sign of her authority, often handing
out a badge or token, or leaving a swirling black tattoo of Water Essence on his hand. If the
subordinate presents the token or mark, all who see it know instinctively that he’s the
Dragon-Blood’s servant (or, if they don’t know of her, the servant of a Prince of the Earth), and
that he carries authority to negotiate on her behalf. In addition, that character gains a temporary
Bureaucracy specialty that applies on rolls to follow the Dragon-Blood’s orders or pursue her
best interests.
She may have (Essence) marked emissaries at a time.
Water-Stained Ledger
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Dragon-Blood’s reckoning of accounts is as perfect as the calm of a still lake. Within its
depths, she conceals bureaucratic intrigue and financial maneuvering. She takes a conceal
evidence action to hide bureaucratic misdoing such as embezzlement or abuse of authority,
rolling (Intelligence + Bureaucracy). A character attempting to discover the hidden evidence
must roll (Perception + [lower of Bureaucracy or Investigation]).
Bestow the Saffron Mantle
Cost: -
Type: Permanent
Prerequisites: Essence 3, Benevolent Master’s Blessing
The Dragon-Blood bestows her favor upon one of her Tier 1 or 2 subordinates with a gift, kiss,
promotion, or the like, promoting him to her proxy in all bureaucratic matters. This must be
done in person. She insinuates her own Essence into his, allowing him to call upon her
judgment and expertise. To become a proxy, the subordinate must have a positive Major or
Defining Tie toward the Dragon-Blood. He gains the following benefits:
- He knows how she would act in any bureaucratic or market venue.
- He adds 2 to his Resolve against any social influence trying to turn him against the
Dragon-Blood.
- His Intimacy toward her cannot be weakened below Minor intensity.
- If the Dragon-Blood knows Sense-Riding Technique she can use it for free on him and
its range extends to (Essence x 50) miles. Doing so also allows her to communicate
with him telepathically.
The Dragon-Blood may only empower one proxy with this Charm at a time and he counts
against the limit of emissaries she can have through Benevolent Master’s Blessing, receiving
that Charm’s benefits as well.
At Essence 4+, she may impart her final wishes to her proxy when she dies. Doing so gives
him a Defining Intimacy of concluding his master’s last wish and extends the duration of this
Charm’s effects until he does so (or conclusively fails thereat).
Distraction of the Babbling Brook
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Water-Stained Ledger
Suffusing her language with the fluid ambiguity of water, the Dragon-Blood ensnares business
partners or customers in labyrinthine contracts. She makes a (Manipulation + Bureaucracy)
bargain roll, concealing one condition or requirement of the deal from the target. If the deal is
verbal, the hidden words slip past the target’s attention; if it’s written, his eye slips over the
obfuscated terms. Because the target isn’t consciously aware of this part of the bargain, he
cannot call on Intimacies that oppose it to bolster his Resolve or spend Willpower in Decision
Points. Similarly, his Resolve isn’t penalized by Intimacies that support it.
The Dragon-Blood’s influence roll subtracts a number of successes based on the severity of
the clause. If it’s comparable to an inconvenient task, such as a hidden fee, it suffers -1
success. If it’s a serious task, such as committing a serious crime or making payments that
risk bankrupting the target, it suffers -3 successes. If it’s a life-changing task, such as
convincing someone to sell himself into slavery or trading a queen a horse for her palace, it
suffers -5 successes.
The target may pay (Essence) Willpower to resist, becoming aware of the hidden clause and
able to call on any applicable Intimacies in response. Resisting renders him immune to this
Charm for the rest of the Story. Otherwise, he’s bound to the term — once he becomes aware
of it, his mind rationalizes an explanation for how he could have accepted it voluntarily and
why he must honor it, despite having no memory of doing so. He must comply with the bargain,
no matter how harsh, unless another character overturns the Dragon-Blood’s influence.
This Charm can only be used once per Story, unless reset by achieving a legendary social
goal through negotiation, dealmaking, or other bureaucratic means.
Drowning in Negotiation Style
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4, Testing the Waters, Distraction of the Babbling Brook
Calling upon the endless Essence of the depths to stand witness to a contract, the
Dragon-Blood binds all parties to their words. This Charm may be invoked when
the Dragon-Blood witnesses a verbal or written contract being made, causing a swirling tattoo
of water Essence to appear on the chest of those bound by it, which disappears once the
contract is fulfilled. If any party to the contract willingly violates it, he drowns on dry land as
water appears inside his mouth and lungs. This deals (Essence) unsoakable lethal damage
and leaves ink-black stains dripping from his mouth that are visible only to the Dragon-Blood
and other parties to the sanctified contract, marking him as an oathbreaker for a decade.
Graven Stone Edict
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 4, Confluence of Savant Thought
Words written in stone aren’t easily disobeyed. The Dragon-Blood imposes a binding edict,
engraved onto a stone tablet or monument, upon an organization that she either leads or holds
rulemaking authority within. The rule she imposes must be a singular task or requirement and
must be related to that group’s bureaucratic function. The prohibition or requirement carves
out a place in the memories of the organization’s members. When a character is faced with
the prospect of breaking the rule, it becomes an overwhelming duty, forcing him to comply
unless he enters a Decision Point and calls on a Defining Intimacy to spend 1 Willpower
resisting this influence. Once a character has resisted, he’s freed from the compulsion to obey
that particular rule. Characters may also disobey the rule if they resign or otherwise formally
leave the group.
The promulgation of harmonious rules with this Charm fortifies a bureaucracy against the
influence of the Wyld. Any member of an organization acting in his official capacity is treated
as wielding or touching iron so long as he abides by the Dragon-Blood’s edict. The
Dragon-Blood may only magically enforce one law at a time, consecrating another law with her
Essence causes the formerly consecrated law to lose the benefits of this Charm.
One Forest, Many Trees
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 4, Confluence of Savant Thought, Testing the Waters
The Dragon-Blood cultivates interpersonal relationships and spreads her roots through society.
This Charm depicts an Exalt whose mastery of networking ensures that she always knows just
the person for a job. Once per Story, she may make an (Essence + Bureaucracy) roll that
cannot be enhanced by magic. She immediately gains a number of dots equal to the successes
on the roll to divide among Allies, Contacts, Followers, Mentor and Retainer.
These Merits depict new Storyteller characters who have some past entanglement with the
Dragon-Blood, perhaps impressed by her bureaucratic prowess or indebted to her for a past
favor. At the end of the Story or when the Charm is ended, the Merits are lost as the recruited
characters return to their lives, unless the Storyteller deems that the Dragon-Blood’s treatment
of them qualifies to retain them long-term as Story Merits.
Combat
Defensive
Elemental Immunity Prana
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: None
The elements do not dare harm their Chosen. She halves the pre-Soak damage of an attack
against her based on one of the elements and her Soak can reduce it below minimum
damage. She can also apply this Charm against element based environmental hazards to
perfectly soak one instance of damage.
At Essence 3+, this protection extends to attacks and environmental hazards made by
element-like manifestations such as golden flames of Solar Essence or the acidic waters of
Kimbery.
Flame-Borne Interception
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: None
Flames wreathe the Exalt’s weapon, burning brighter with each blow that it deflects. She adds
1 to her Defense and ignores onslaught penalties until the start of her next turn.
Flame-Warden Stance
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Dragon-Blood’s gleaming blade flickers into place between her allies and her enemies.
She performs a defend other action that extends its benefits to one Scene, without needing to
take the defend other action again on subsequent turns. Her ward must stay within close range
to benefit, this Charm ends if he moves away from her side.
At Essence 3+, she may perform her defend other action using her Evasion instead of her
Parry.
Rapids Skirting Dance
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: None
Dancing around the blows of her enemies, the Dragon-Blood turns their weakness into her
strength. For the next (Essence or 3) rounds, every attack against her is penalized by the
attacker’s current onslaught penalty or the onslaught penalty he recovered from at the start of
his turn, whichever is greater.
At Flux-Level 2+, she applies a point of onslaught penalty against attackers when she
successfully defends against an attack.
At Essence 3+, Flux-Level 2+, she applies a point of onslaught penalty against her opponent
before he rolls his attack instead.
Whirling Mirage Step
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood becomes a whirling mirage on the battlefield, embodying beauty and death
in equal measure. She may calculate her Evasion using (Appearance, Dexterity or Wits +
Dodge or Performance).
At Flux-Level 2+, she may apply a penalty of (her Appearance – the attacker’s Resolve) to
attacks against her.
Blinding Spark Distraction
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 2
Sparks fly from the Dragon-Blood’s weapon as it wards off an attack, blinding her foes. She
may activate this Charm when she successfully parries an attack or wins a clash against an
opponent within close range to blinds her attacker until the end of his next turn.
Blade-Deflecting Palm
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 2
The Dragon-Blood channels Water Essence into her defense to disperse even the deadliest
blows. She may activate this Charm when she is attacked to add ([Dodge/2], [Martial Arts/2]
or [Melee/2]) to her Defense.
Elemental Barrier Technique
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 2
Even where there is no shelter, the Dragon-Blood is never left exposed. The Dragon-Blood
performs an automatically successful take cover action and enters heavy cover. This cover is
formed from one of the elements such as a shield of ice, a wall of rock or even a thin sheet of
fire hot enough to vaporize most projectiles before they can hit her.
At Flux-Level 3, waive the cost of this Charm.
At Essence 4+, she may once per Scene activate this Charm reflexively.
Impervious Skin of Stone
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
The Dragon-Blood’s skin takes on the strength and texture of granite. She adds (Resistance/2)
to her Soak.
At Essence 3+, this Charm becomes Reflexive.
Implacable Jade-Warrior Stance
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Flame-Borne Interception
Unshakeable in her stalwart defense, the Dragon-Blood retaliates against those who dare
assail her. She may activate this Charm when she successfully defends against an attack
made by an enemy within close range. She negates the onslaught penalty the attack would
have caused and responds with a reflexive counterattack.
This Charm may only be used once per Scene, unless reset by successfully defending against
an attack while benefitting from a full defense action.
Rippling Mirror Stance
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Flame-Borne Interception or Rapids Skirting Dance
Changing her posture fluidly the Dragon-Blood makes it impossible to be attacked without
being exposed to retribution. When the Dragon-Blood successfully defends against an attack,
she suffers no onslaught penalty from that attack, instead transferring the onslaught penalty
she would have suffered onto the opponent who attacked her.
Against Battlegroups this does not transfer the onslaught penalty onto the battlegroup. She
still suffers the onslaught penalty for the purpose of the battlegroup’s attack but negates it
should she successfully defend against the attack.
Aura of Invulnerability
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Impervious Skin of Stone, Implacable Jade-Warrior Stance
An elemental nimbus of anima engulfs the Dragon-Blood, glowing with the radiance of her own
peerless self-confidence. After paying this Charm’s cost, she gains (Essence) temporary -0
Health Levels for the rest of the Scene. Once this Charm ends, these temporary Health Levels
fade, and all levels of damage contained in them vanishes.
Fire Incites Water into a Riot of Clouds
Cost: Spend 1 Flux
Type: Reflexive
Prerequisites: Essence 3, Blinding Sparks Distraction
Water vapor or rain boils into steam as the arc of the Dragon-Blood’s attack agitates them with
ferocious Essence, whipping a great cloud from the air as she intercepts her enemy’s blow.
She may activate this Charm when she successfully parries an attack or wins a clash. She
creates a steam cloud that spreads out to close range from her, plus one additional range band
for every two successes she beat his attack by in a clash or two points of Parry over his attack
successes (maximum medium range).
The cloud applies a -3 visual penalty to attack rolls and a -1 visual penalty to Defense to all
characters within and those trying to attack people within from outside. It remains for the rest
of the Scene or until dissipated by strong winds or similar effects, which usually take at least
one round per range band it covers to do so.
This Charm may only be used at Flux-Level 2+.
Flashfire Counter
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 3, Blinding Spark Distraction or Implacable Jade-Warrior Stance
Completely forsaking any pretense to defense, the Dragon-Blood meets the blades of her
enemies head on. She may activate this Charm to reflexively clash an unblockable or
undodgeable attack made against her by an enemy within range of her weapons. This Charm’s
activation counts as a counterattack.
Perfected Scales of the Dragon
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Impervious Skin of Stone
The Dragon-Blood settles into a deep-rooted stance, will and Essence hardening her body into
an impervious form with an almost crystalline sheen. She adds (Stamina + 1) Soak against the
damage of an attack, which is not halved against aggravated damage. This Soak may reduce
the damage of an attack below minimum damage.
This Charm may only be used once per Scene.
At Essence 4+, she may increase the Soak added by this Charm to (Stamina + 3) if a dramatic
expression of an element such a large body of water, a boulder or dense vegetation is within
short range of her. She shifts the force of the blow unto that element, causing blows striking
her body to cleave nearby rocks and trees in her stead.
Rockslide-Retaliation Defense
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Implacable Jade-Warrior Stance
Malcontent to weather the strikes of her foes any longer, the Dragon-Blood erupts from her
defensive stance to meet an attack levied against her with one of her own. She reflexively
clashes an attack against her made by an enemy within close range. This Charm’s activation
counts as a counterattack.
This Charm may be used only once per Scene, unless reset by clashing an attack with a regular
combat action.
Safety Among Enemies
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Blade-Deflecting Palm, Rippling Mirror Stance
As the Dragon-Blood spins or swoops around an attack, she twists the wind around the blow
to redirect it. After the Dragon-Blood successfully dodges an attack, she may activate this
Charm to redirect the attack towards another enemy within close range of her.
She cannot use this Charm when she has used a perfect dodge. Compare the original attack
roll to the Defense of the new target to determine whether it hits. This Charm cannot redirect
an attack against the character who made it and using it counts as performing a counterattack.
This Charm can only be used once per Scene.
Portentous Comet Deflection
Cost: Spend 2 Flux
Type: Reflexive
Prerequisites: Essence 4, Blade-Deflecting Palm
The Exalt sees with eyes of fire, realizing the perfect defensive stance the moment before she
suffers an attack. She perfectly parries an attack against her, so long as it was not unblockable.
Unassailable Element-Body Defense
Cost: Spend 2 Flux
Type: Reflexive
Prerequisites: Essence 4, Blade-Deflecting Palm
The Dragon-Blood’s body dissolves into one of the elements to elude her enemy’s wrath. She
perfectly dodges an attack against her, so long as it was not undodgeable.
Whirlwind Shield Technique
Cost: Spend 2 Essence and 2 Flux
Type: Simple
Prerequisites: Essence 5, Impervious Skin of Stone, Safety Among Enemies
Whirling currents of wind swirl around the Exalt, catching her weapons as she tosses them into
the air to create a vortex of deadly steel and whatever rocks, branches, or other detritus are
caught up in the wind. The Whirlwind has (Essence x 2) Health Levels, (Stamina + 3) Soak, a
Parry of (Stamina) and is immune to wound penalties and Anima Flux. It moves with the
Dragon-Blood and she is considered to be protected by it with a defend other action at all
times. The Whirlwind lasts until the end of the Scene or until it is destroyed.
This Charm can only be used at Flux-Level 2+ and only once per Scene.
Grappling
Inescapable Whirlpool Hold
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood’s grasp is a prison that brooks no escape. She decreases the difficulty of
grapple gambits by 1.
At Essence 2+, she may reflexively spend 1 Flux to activate this Charm to apply a penalty
equal to (Flux-Level + 1) to her opponent’s roll in the contested control roll of a grapple.
Body of Deadly Thorns
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2
The Dragon-Blood draws her anima banner into her body and lets it bloom from her limbs into
a hedge of barbed thorns, skewering and impaling her enemy. She may activate this Charm
when she enters a grapple, regardless of whether she was the one who initiated it, to deal
(Stamina/2) unsoakable lethal damage to her opponent.
Current Sweeps to Sea
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 2
The Dragon-Blood reaches through water, shaping it into a flowing torrent that can constrict
foes and drag them across the battlefield. As long as there’s a source of water on the battlefield,
such as a small pool, cistern, river, or recent rainfall, she creates a grasping limb or tendril of
water, rolling a grapple gambit against an enemy at short range. If she successfully establishes
the grapple, her foe is dragged into close range with her. If there’s no source of water to use,
she may expend a level of her anima instead.
At Flux-Level 2+ the range of this Charm extends to medium range.
Undaunted Juggernaut Endurance
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 2
Focused solely on crushing her opponent, the Exalt turns away the blades of other foes with
sheer determination. She may activate this Charm when she gains control of a grapple. As
long as she maintains control of it, she adds (Resistance) to her Soak against all attacks.
Drowning Embrace
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Inescapable Whirlpool Hold, Current Sweeps to Sea
The Dragon-Blood wrestles foes into submission, breaking them with a powerful hold whose
intensity and pressure can drown men on dry land. She may activate this Charm when she
wins the control roll of a grapple, causing her victim’s lungs to fill with water. The victim will
continue to drown as long as she maintains the grapple and takes no other action than
restraining her foe.
This causes her opponent to take penalties to his rolls as if he was drowning. Her target loses
(Strength + 1) turns of air immediately, taking appropriate penalties if this pushes him beyond
his penalty-free rounds of combat without air (see Core Rules -> Survival -> Deprivation).
At Essence 4+, she may smother an opponent with the weight of a mountain instead.
Opponents incapacitated this way are petrified as their flesh is slowly turned to stone during
the grapple. The Dragon-Blood can return them to life by touching them and spending 1
Essence, otherwise only specialized magic can restore them.
Hanging Tree Technique
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4, Body of Deadly Thorns, Inescapable Whirlpool Hold
Arms and legs twist as the Dragon-Blood throws her entire body into an attack, lunging with
each of her limbs to grapple and pin down foes. She makes a grapple gambit against up to
(Dexterity) enemies in close range, clinching one or even two foes at a time with each of her
limbs. She makes only one attack roll against all enemies, and rolls (Strength + Brawl) once to
establish control against each enemy. An enemy who beats her in the control roll can only use
his roll to attack her or leave the grapple.
She may only attempt to restrain all enemies she grapples or attack all of them. In the latter
case she applies the result of her control roll for that round as an attack against all grappled
enemies and releases them from the grapple immediately afterwards.
Offensive
Black Lotus Atemi
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: None
Black and purple flowers bloom on the Exalt’s weapon as she strikes her opponent. The attack
created by this Charm poisons its target in addition to its regular effects. The poison has
damage 1B/turn, duration (Essence + 2 + Flux-Level) turns and penalty –2.
Burning Fury Wreath
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Dragon-Blood’s superheated edge cuts through her enemies as though they were ice.
She adds 1 to the damage of her attacks.
At Flux-Level 2+ she increases the damage bonus of this Charm to 2.
At Essence 3+, she adds 1 to the minimum damage of her attacks as well.
Constant Dripping Wears the Stone
Cost: Spend 1 Essence or 1 Flux
Type: Supplemental
Prerequisites: None
The attacks of the terrestrial are like a constant drip of water, wearing down the defenses of
her opponent. She may activate this Charm to supplement a pierce gambit, decreasing its
difficulty by 1 and causing it to also halve the target’s Charm-derived Soak for the duration of
the gambit.
Crimson Fang Bite
Cost: Spend 1 Flux
Type: Supplemental
Prerequisites: None
The Dragon-Blood channels the fury of the flame to strike a devastating blow. She adds
(Flux-Level + 1) to the damage of an attack and 1 to its minimum damage.
Lightning-Blade Concentration
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: None
Lightning crackles around the Dragon-Blood’s weapon or limbs as she cuts down her
opponents. For the next (Essence or 3) rounds her attacks decrease her target’s Soak by
(combat Ability/2).
At Essence 3+, she decreases her target’s Soak by (combat Ability) instead.
Seeping-Through-the-Cracks Atemi
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Like water, the Dragon-Blood’s strike flows through the openings in her opponent’s defense.
She makes an attack, adding (the opponent’s onslaught penalty) to its damage and (the
opponent’s onslaught penalty/2) to its minimum damage.
She may not add more than (Essence or 3) to damage or minimum damage.
Wind-Guided Strike
Cost: -
Type: Permanent
Prerequisites: None
Letting the wind guide her blade, the Dragon-Blood strikes true. When executing an attack that
adds bonus dice to the attack roll due to aiming, she adds an automatic success to the attack
roll. This only applies to attacks made against an opponent within close range.
Agony-Inducing Wrath
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2
The ferocious assault of the Terrestrial disrupts the circulation of Essence within her enemy’s
body, causing nerves to scream in agony. When one of her attacks deals enough damage to
an opponent to increase his wound penalty, she may activate this Charm to increase his wound
penalty by -1 as a crippling effect for the rest of the Scene.
Multiple applications of this Charm do not stack.
Crossfire Flash
Cost: Spend 1 Essence or 1 Flux
Type: Supplemental
Prerequisites: Essence 2
A wave of flame rolls down the Dragon-Blood’s weapon as she strikes, flying into her enemy’s
eyes or scorching other extremities. She adds her current onslaught penalty or the onslaught
penalty she recovered from at the start of her turn, whichever is higher, as bonus dice on an
attack.
At Flux-Level 2+, she adds half of the dice bonus to its damage as well.
Hidden Palm Technique
Cost: -
Type: Permanent
Prerequisites: Essence 2
Distracting her foes with her main hand, the Dragon-Blood prepares a deadly strike with her
offhand. When she executes a successful distract gambit against an enemy her next attack
against him in this Scene is treated as a surprise attack.
Oncoming Storm Stance
Cost: Spend 1 Essence or 1 Flux
Type: Supplemental
Prerequisites: Essence 2
Lightning arcs across the Dragon-Blood’s weapon as she hones her deadly focus. An attack
supplemented by this Charm adds (combat Ability) bonus dice to its attack roll.
Rolling Boulder Blow
Cost: Spend 1 Essence or 1 Flux
Type: Supplemental
Prerequisites: Essence 2
The Dragon-Blood strikes with the force of a falling mountain, sending her foes flying. A
successful attack supplemented by this Charm also carries the effects of a successful
knockdown or knockback gambit.
This Charm cannot be used in conjunction with a ranged attack.
Venom-Releasing Chakra Strike
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2, Black Lotus Atemi
The Dragon-Blood hits her enemy’s heart chakra, releasing the foulness that has festered
within him. She causes (Essence/2) doses of all poisons within his body to instantly take effect.
She may trade points of pre-Soak damage to add additional doses on a one-to-one basis. She
cannot reduce her damage below her minimum damage in this way. The target suffers an
aggravated penalty from the poisons until the end of his next turn, adding the number of doses
unleashed beyond the first to the poison’s penalty. This applies even if this attack used up all
doses of poison in his bloodstream.
Wind-Cutting Atemi
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Wind-Guided Strike or Oncoming Storm Stance
Expelling her killing intent in the form of a single, moderated breath, the Dragon-Blood wraps
it around her blade. When she strikes, she cuts the air itself, causing it to carry her fury as a
howling, slashing wind. For the duration of this Charm, she may target opponents out to short
range with her close combat attacks.
While this Charm is active, she also extends the effects of Wind-Guided Strike to attacks
targeting enemies at short range.
Elemental Burst Technique
Cost: Spend 2 Flux
Type: Simple
Prerequisites: Essence 3, Burning Fury Wreath, Crimson Fang Bite
Those who surround one of the princes of the earth soon learn to regret their mistake. She
makes an attack roll and applies its result against all characters within close range, using the
traits of a heavy artifact weapon. This attack takes the form of a burst of elemental energies.
Harnessed Firestorm Assault
Cost: Spend 1 Essence (and 1 Flux)
Type: Simple
Prerequisites: Essence 3, Crimson Fang Bite, Oncoming Storm Stance
Channeling pure fire Essence to stoke her spirit’s fervor and her body’s speed, the
Dragon-Blood unleashes a furious series of blows that blister the air and fell her foes. She
makes up to ([Dexterity/2] or [Wits/2]) attack rolls against her target. If she uses a Charm to
enhance these rolls (such as an Excellence) a single instance enhances all rolls at no
additional cost.
Each of her attack causes an onslaught penalty and she applies the highest result of those
rolls attacks as a single attack against her target, applying the onslaught penalties of all attacks
to his Defense before doing so. This attack can contest perfect parries in a roll-off and she
adds additional damage to it for every 2 instead of 3 threshold successes.
This Charm may only be used once per Scene.
At Essence 5+, the number of attacks she makes rises to (Dexterity or Wits)
Lightning Strikes Twice
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Lightning-Blade Concentration
Lightning arcs between the Dragon-Blood’s weapon and her opponent, as her blade
remembers the taste of its quarry’s blood. She may activate this Charm to perform a perfect
attack against an enemy she successfully hit with an attack on or since her last turn.
She may only use this Charm once per Scene. At Flux-Level 3, this limitation is waived. She
cannot use the attack of this Charm to fulfill its own activation condition.
Living Pyre Style
Cost: Spend 2 Essence or 2 Flux
Type: Simple
Prerequisites: Essence 3, Burning Fury Wreath or Crimson Fang Bite
The Dragon-Blood wreathes her weapon in flames ready to consume her enemies. This Charm
creates a special gambit with difficulty 0. On a success, she sets her opponent on fire, dealing
(Essence/2) unsoakable lethal damage to him at the start of each of his turns.
He can extinguish himself by taking a miscellaneous action that cannot be placed in a flurry,
but he needs to successfully disengage from her first to do so if she is at close range.
Rushing Zephyr Advance
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 3, Wind-Guided Strike
Billowing Wind drives the Dragon-Blood forward, lending her additional strength. She may
activate this Charm to attack a target within short range, instantly moving into close range with
him. She adds (Essence) to the damage of her attack.
Strikes Like Raindrops
Cost: Spend 1 Essence (and 1 Flux)
Type: Simple
Prerequisites: Essence 3, Constant Dripping Wears the Stone
Her hands moving through a fluid kata like water through rapids, the Dragon-Blood unleashes
a flurry of blows against her opponent. She makes no attack roll and inflicts no damage, instead
her many attacks serve to overwhelm the defenses of her opponent. She inflicts an onslaught
penalty equal to (Dexterity/2) upon her opponent that he does not recover from until the start
of his turn after her next turn.
This Charm may only be used once per Scene. At Flux-Level 3 this limitation is waived.
At Flux-Level 2+, she may spend 1 Flux point to increase the onslaught penalty created by this
Charm to (Dexterity).
Water Splits Stone
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 3, Constant Dripping Wears the Stone
Surrounding her weapon in a current of torrential water, the Dragon-Blood strikes to cleave a
beleaguered opponent in twain. This Charm creates an attack against an opponent suffering
from the effects of a pierce gambit. She applies the target’s a -3 penalty to his Defense against
the attack and adds 3 to the damage of her attack.
Burning Pinnacle Strike
Cost: Spend 2 Flux
Type: Simple
Prerequisites: Essence 4, Harnessed Firestorm Assault
The Exalt’s body, skill, and Essence unite in the moment of her triumph, striking a rapid blow
guided by sheer instinct and the flame of her fighting spirit. She performs a perfect attack. This
attack automatically completes any aim actions necessary to execute it.
She can only use this Charm while the Scene is at Flux-Level 2+.
Falling Mountain Fang
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 4, Oncoming Storm Stance
The Dragon-Blood strikes a blow laden with Earth Essence, magnifying the weight of whatever
she strikes. She makes one of the following gambits:
Weigh Down Weapons (Difficulty 2-3): Earth Essence weighs down a weapon, increasing
its weight a thousandfold for the rest of the Scene. The wielder must reflexively roll a Strength
5 feat of strength against a difficulty of (Essence + 3) or drop the weapon to the ground. Such
a feat is also required to lift it or ready it. Even if the wielder does retain his hold on the weapon
or later manages to lift it, all attack rolls with it take a -3 penalty, and carrying it while moving
counts as difficult terrain. The difficulty of this gambit is increased by 1 against artifact
weapons.
Weigh Down Armor (Difficulty 2): This gambit increases the mobility penalty of armor by -3
for the rest of the Scene. A subsequent use of this Charm costing 1 Essence allows a difficulty
3 gambit against the weighted armor that intensifies its weight until the wearer can no longer
stand, forcing him prone and preventing him from taking any movement actions at all for the
rest of the Scene. He can free himself by removing the armor.
Collapse Structure (Difficulty 1+): The Dragon-Blood can collapse flimsy, weakened, or
uneven structures, such as a poorly maintained bridge, a makeshift barricade, or an ancient
statue. The difficulty is equal to the difficulty of the feat of strength that would be necessary to
destroy that structure, although the Dragon-Blood need not actually possess that much
Strength. The Defense of a structure is usually 0 and she adds bonus dice equal to (Strength)
to her attack roll when she executes this gambit.
Mountain-Shattering Step
Cost: Spend 2 Essence or 2 Flux
Type: Simple
Prerequisites: Essence 4, Rolling Boulder Blow
Flinging herself into the air, the Dragon-Blood places the weight of a mountain into her feet.
This Charm creates an unarmed, unblockable attack against an opponent within short range.
She adds (Strength) to the damage of the attack and (Strength/2) to its minimum damage.
Against a prone opponent, the damage of this Charm is unsoakable. Regardless of whether
she hits or not, she creates difficult terrain out to close range around her target as stone
shatters beneath the weight of her “step”.
This Charm may alternatively be used to create a feat of demolition against an unmoving target
she can jump on top of. Doing so adds (Essence) to her Strength to determine whether she
can attempt the feat and (Strength + 3) bonus dice to the roll.
Reckless Mountain Descent
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 4, Harnessed Firestorm Assault
Forsaking Defense entirely, the Dragon-Blood puts all her strength into one attack.
She makes an unblockable attack, adding 5 to the attack’s damage. Using this Charm sets her
Defense to 0 until the end of her next turn. This penalty cannot be alleviated by other Charms.
Shifting Currents Understanding
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 4, Rushing Zephyr Advance or Strikes Like Raindrops
Feeling the currents of battle shift, the Dragon-Blooded is quick to capitalize upon her
opportunity. When an opponent within short range of her loses Initiative, she may activate this
Charm to make a reflexive attack against him, moving into close range with him if desired.
Weakness-Exploiting Tide
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 4, Lightning Strikes Twice or Strikes Like Raindrops
The Dragon-Blood’s assault is as merciless and inevitable as the oncoming tide, flowing into
the gaps in her opponent’s defense to ruthlessly exploit his weakness. After the Dragon-Blood
has made an attack that increases her opponent’s wound penalty she may activate this Charm
to make another attack against him.
This Charm may only be used once per round.
Pyre of the Dragon-Martyr
Cost: 1+ aggravated damage
Type: Simple
Prerequisites: Essence 5, Burning Pinnacle Strike
Crossing her arms in front of her, the Dragon-Blood gathers brightly burning Essence in her
claw-like hands. Setting her own Essence and soul on fire she unleashes a torrent of flame hot
enough to evaporate water and turn the earth to glass. She rolls a perfect, unsoakable attack
with (Charisma or Strength + Martial Arts, Melee or Presence) against an enemy within short
range. This attack deals aggravated damage. When she activates this Charm, she fills all her
undamaged Health Levels with aggravated damage as this Charm devours her own body to
annihilate her enemies. This does not kill her, but incapacitates her with aggravated damage.
The attack’s base damage is (damage suffered by this Charm; minimum Essence).
Incapacitating herself through this Charm generates (Essence) points of Flux instead of the
usual 2.
The Scene must be at Flux-Level 2+ for this Charm to be used and it can only be used once
per Story.
As In the Beginning
Cost: Spend 3 Essence, 5 Flux+, 2 Willpower
Type: Simple
Prerequisites: Essence 6, Elemental Burst Attack, Living Pyre Style, Shifting Currents
Understanding
At the apex of her power, the Dragon-Blood calls upon the power of her draconic ancestors to
shake the very foundations of Creation as she unleashes the primal wrath of the elements. To
use this Charm her Anima must be at iconic intensity and the Scene at Flux-Level 3. Her Anima
roars and expends itself in an enormous burst of elemental Essence.
All Flux points in the Scene are used up by this Charm, minimum 5. This creates a one-time
environmental hazard out to (Essence miles) around her with damage (Essence + Flux points
spent) and difficulty 7. Meeting the difficulty of the hazard does not prevent its damage, instead
every threshold success reduces its damage by 2. Dragon-Blooded and characters immunized
to Anima Flux by Dragon-Blooded Charms such as Enfolded in the Dragon’s Wings are
immune to this hazard. Charms that perfectly resist an environmental hazard or defend a
character instead add 5 automatic successes to the roll to resist this hazard. A character
cannot add more automatic successes to her resistance roll by utilizing multiple perfect
defenses.
The nature of the elemental hazard depends on the Aspect of the Dragon-Blooded using it.
Air: Roiling storm clouds darken the sky, unleashing countless bolts of lightning and raining
down hail. Any character wearing metal armor, including armor made from the magical
materials, adds its mobility penalty to the damage of the hazard. Flying characters add 3 to the
hazard’s damage and treat the area out to extreme range as difficult terrain for the rest of the
Scene.
Earth: The earth rumbles in a mighty earthquake, scattering stone debris skyward to strike
flying foes. The collateral damage of this hazard is especially destructive, levelling entire cities
within moments, creating difficult terrain out to extreme range. Characters damaged by this
hazard are rendered prone.
Fire: A pyroclasm sweeps across the battlefield, igniting anything flammable. As long as
there’s fuel, even after the vortex fades, it leaves behind a hazard with damage 2L/round,
difficulty 5 within its range, which burns for at least (Stamina) hours. These flames won’t burn
the Dragon-Blood or any allies spared from the vortex.
Water: A standing wave towers above the Dragon-Blood before collapsing outward in all
directions with tsunami force. All characters damaged by the hazard are knocked back one
range band for every 3 levels of damage they suffer.
Wood: Fast-growing briar patches and massive thorny vines spread rapidly across the
battlefield, while bright-colored flowers bloom with poisonous pollen. This creates an
environmental hazard within the hazards range with damage 0B/round, difficulty 4. Characters
who fail their resistance roll are poisoned with a random plant-based poison (e.g., curare,
hemlock). The Dragon-Blood and any allies spared from the vortex are immune.
Dragon-Bloods with Essence 4+ of other Aspects than the user of this Charm may add their
own Anima to the vortex by touching her and spending 1 Essence and 1 Willpower. Their
Anima must be at iconic intensity to do so. The Anima of the user and all other contributing
Dragon-Blooded is reset to dim intensity through this Charm.
Ranged-specific
Elemental Bolt Attack
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Dragon-Blood channels elemental Essence into a deadly blast. Air manifests as crackling
lightning; Earth as flying stones; Wood as poisoned thorns; and so on. She may make ranged
attacks against enemies out to medium range using elemental energies. These carry the traits
of light or heavy mundane weapons.
At Essence 3+ or Flux-Level 2+, she is surrounded by a mantle of manifestations of her chosen
element from which she draws her attacks, such as a curtain of levitating rocks, icicles rapidly
forming in the air around her or a steady rain of cherry blossoms. These attacks carry the trait
of light or heavy artifact weapons.
Fervent Impulse Attack
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: None
Guided by instinct, the Dragon-Blooded does not allow her fury to be stayed for even a second.
She automatically completes all aim actions necessary to enable her to attack a target,
however she takes a -2 penalty on her attack roll.
Harvest of the Hunter
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood may go to hunt with an empty quiver yet never lack for arrows. Anything
that grows will yield up arrows to the archer’s gathering hands. She can create useable
ammunition for a bow or crossbow from any kind of plant, whether it’s a marsh reed or a stalk
of corn. With a stunt she can extend this to other elements, gathering flaming arrows from a
campfire or forming them out of sand.
If a ranged weapon of any kind requires an action to reload, she may reload it reflexively
instead.
At Essence 3+, she scavenge for ammunition for all ranged weapons, including fire-discharge
weapons.
Sky-Calming Draw
Cost: Spend 1 Essence or 1 Flux
Type: Supplemental
Prerequisites: None
The Dragon-Blood’s focus quells the wind that would divert her arrow, ensuring her shot flies
true. She extends the range of an attack by one range band, maximum long range and ignores
penalties for wind and inclement weather on her attack roll.
If the Dragon-Blood has used a Charm to reflexively aim at the target, such as Fervent Impulse
Attack, this Charm’s cost is waived.
At Flux-Level 2+, the maximum her range can be increases to is extreme range.
Steady Foundation Shot
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood plants her feet firmly on the ground, enhancing the power of her shot with
the endless strength of the earth. As long as she takes no movement action on her turn and is
standing on solid ground, the Dragon-Blood adds 1 to the damage of her ranged attacks.
Dragonfly Finds Mate
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 2
Sensing the path of an enemy projectile, the Dragon-Blood strikes it aside with an arrow of her
own. She may reflexively clash any ranged attack against her with a ranged attack of her own,
without needing to aim. Winning the clash knocks the enemy’s attack away harmlessly, but
doesn’t deal any damage to him.
This display of martial brilliance shakes the confidence of her attacker, imposing a penalty of
(Archery or Thrown) on his next attack against her in the same Scene. She may forgo the
penalty levied on her opponent’s next attack to instead treat the won clash as a successful
superiority gambit against him.
Earth-Shattering Strike
Cost: Spend 1 Essence or 1 Flux
Type: Supplemental
Prerequisites: Essence 2
The Dragon-Blood’s weapon descends on her foe with the force of a hurled boulder. She
makes an attack that shatters the ground beneath her target’s feet on a hit, creating difficult
terrain out to close range beneath him.
Heartbeats Before Death
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 3, Fervent Impulse Attack
Sensing the interconnected web of life that surrounds her, the Dragon-Blood opens her eyes
to deal out death. She reflexively aims at a target and ignores any light cover the target benefits
from. She reduces the effects of heavy cover to that of light cover.
This Charm may only be used once per Scene, unless reset by taking a regular aim action
against an enemy and successfully hitting him with an attack enhanced by it.
Persistent Hornet Attack
Cost: 1 Flux
Type: Simple
Prerequisites: Essence 3, Dragonfly Finds Mate
The Dragon-Blood’s weapon takes to the air with a life of its own, pursuing her foes like a
murderous metal wasp. She performs an attack against an enemy. Afterwards her weapon
continues to circle her target carried by unseen winds. On the start of his next turn the weapon
attacks him and the Dragon-Blood can reflexively spend another Flux point to extend the
duration of this Charm by another round. The weapon stays in the air and keeps attacking until
the Exalt stops paying the cost of this Charm or the weapon is hit by a successful attack,
throwing it to the ground.
The weapon uses the Dragon-Blood’s Attributes and Abilities to calculate its attacks and
Defense. The Dragon-Blood can enhance its attacks or Defense with her Excellence, but no
other Charms or abilities can enhance it.
Seven-Year Swarm Volley
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Dragonfly Finds Mate
The Terrestrial’s hands move to swiftly nock and draw as Wood Essence strengthens her
sinew and toughens her ligaments. She designates up to (lower of Perception or Dexterity)
targets, none of which may be closer than short range and aims for one round. This aim action
cannot be completed or sped up by other Charms. She makes a single attack roll against all
targets as her combat action on her next turn.
Alternatively, she may target a battlegroup with this Charm, tripling her post-Soak damage
against them.
This Charm can only be used once per Scene.
Skyborne Avalanche
Cost: Spend 2 Essence or 2 Flux
Type: Simple
Prerequisites: Essence 4, Earth-Shattering Strike
The Exalt places a single arrow in front of her into the earth and then surveys the battlefield.
Determined to smite her opponents she pulls the arrow out of the ground. As she does so the
earth cracks open as rock and soil begin to drift into the sky. She nocks her arrow and loosens
it, the drifting earth following the arrow like men would their general, charging toward the
enemy.
She designates a point within her weapons range, creating a one-time environmental hazard
for everyone within short range of that point with damage (Essence)L and difficulty 7, resisted
with (Wits + Dodge). Battlegroups double this hazard’s damage.
Swallow Defends the Nest
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4, Seven-Year Swarm Volley
The Dragon-Blood sights along every possible line of attack, readying her arrows to strike
anywhere and everywhere in defense of her allies. Upon activating this Charm, she takes on
a stance of supreme readiness.
Whenever an enemy makes a ranged attack against the Dragon-Blood or one of her allies
within her weapon’s range, she may reflexively clash it with an attack of her own. This does
not follow the usual rules for a clash, instead each threshold success she gets over her
opponent’s attack subtracts one success from his attack roll before comparing it to the Defense
of his target. If this reduces the successes of the attack to 0, he suffers a penalty of (Archery
or Thrown) to his next ranged attack against the Dragon-Blood or any of her allies protected
by this Charm.
This Charm ends when the Dragon-Blood takes any other non-reflexive action.
City-Smiting Wrath
Cost: Spend 4 Essence or 4 Flux
Type: Simple
Prerequisites: Essence 5, Skyborne Avalanche
The Terrestrial meditates upon the core of her Essence, refining it and carefully binding it to
her weapon. Over three turns, her iconic Anima dims as it is slowly transferred into the
projectile. She then shoots it at a point within her weapon’s range. As her projectile hits its
target, the Essence bound within it sinks into the ground, which moans and heaves under the
strain, until it finally collapses, swallowing everything nearby.
The Dragon-Blood rolls an unblockable attack against all characters within medium range of
her chosen point. Those who do not escape it (as signified by being hit by the attack) are
swallowed by the earth and suffer damage as for a fall from extreme range. Significant
characters may try to reduce the falling damage with a stunt describing their feats of
awe-inspiring athletics or sheer luck, reducing the falling distance by one range band per stunt
point. Those who survive the fall and the crushing teeth of the earth, find themselves trapped
deep underground and may have to content with further hazards and obstacles.
This Charm may only be used once per Story.
Fecund Growth Arrow
Cost: Spend 2 Essence or 2 Flux
Type: Simple
Prerequisites: Essence 5, Persistent Hornet Attack
Infusing her Arrow with the abundant fertility of her own essence, it grows into a rapidly
expanding mass of vines, flowers and mosses upon hitting her opponent. This Charm creates
a special difficulty 0 grapple gambit. If successful, the opponent is grappled by a growing mass
of plant matter, leaving the Dragon-Blood free to act.
The plants use her successes on the attack roll to establish control of a grapple and only act
to restrain the target when successful. After each roll to establish control of the grapple remove
one success from the total the plants have available.
This Charm may only be used once per Scene.
Utility
Elemental Aegis
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Dragon-Blood can banish artifact armor into one of the five elements, dissolving her
hauberk into water or letting the whirling wind divest her of armor piece by piece. She may
send attuned jade armor Elsewhere through a significant and dramatic manifestation of the
chosen element: it might vanish as she walks through fire, dissolve as she meditates beneath
a waterfall, or be drawn beneath a tree’s bark or into the rocky surface of a boulder or stone
pillar. She may use this Charm to retrieve the armor from a similar elemental manifestation,
donning it instantly.
If the Exalt doesn’t have access to an appropriate elemental manifestation, she may spend the
Essence committed in this Charm to recall the banished armor from her Anima. If her Anima
is flaring or iconic, she does not need to spend the committed Essence to do so.
Additionally, she may commit the Charm’s cost as a Simple action to create mundane armor
from a nearby elemental expression or spend it to create such armor for the duration of the
Scene from her Anima.
At Essence 3+, she may spend 1 Essence while touching mundane armor to a dramatic and
significant manifestation of an element to wreathe it in its energies, turning it into artifact armor
for the rest of the Scene.
Elemental Sheath
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Dragon-Blood consigns an artifact weapon to the elements, banishing it Elsewhere
through a dramatic and significant manifestation of an element that is at least as large as her
weapon. Her daiklave might become translucent and fluid as she touches it to the surface of a
lake, dissolving into the body of water; a direlance plunged into a boulder or stone wall might
vanish into it; a goremaul fades away as a strong gust of wind carries it away. She may
alternatively recall it from a similar manifestation of the same element.
If the Exalt doesn’t have access to an appropriate elemental manifestation, she may spend the
Essence committed in this Charm to reflexively recall the banished weapon to her hand. If her
Anima is flaring or iconic, she does not need to spend the committed Essence to do so.
Alternatively, she may commit the Charm’s cost as a Simple action to create a mundane
weapon from a nearby elemental expression or spend it to create such a weapon for the
duration of the Scene from her Anima.
At Essence 3+, she may spend 1 Essence while touching a mundane weapon to a dramatic
and significant manifestation of an element to wreathe it in its energies, turning it into an artifact
weapon for the rest of the Scene.
Flash-Fire Reflex
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood’s reflexes and hands are as quick as a fire spreading through dry straw.
Once per turn she may perform a ready weapon action reflexively.
She may reflexively spend 1 Essence or Flux when rolling for Initiative. She adds (Essence or
3) successes to her result, if this allows her to act before all enemies in the Scene her first
attack gains one automatic success.
Merciful Blade of Sextes Jylis
Cost: -
Type: Permanent
Prerequisites: None
Wreathing her weapon in vital Essence the Dragon-Blood’s strikes to harm and admonish, but
never kill. When she makes an attack, she may reflexively ensure that it will deal bashing
damage, regardless of the weapon used. Damage in excess of the target’s Health Levels dealt
by such an attack never rolls over into lethal damage.
Victory-Seeking Insight
Cost: -
Type: Permanent
Prerequisites: None
Anticipating how a fight will unfold in the blink of an eye, the Dragon-Blood directs her allies
into advantageous positions and warns them of potential threats. After determining the
Initiative order, the Dragon-Blood may reflexively swap her place with that of an ally below her
in Initiative.
When an ally within short range loses Initiative, she may reflexively prevent him from doing so,
losing her own Initiative instead. She cannot do so if she has lost Initiative herself already.
Root-and-Hand Merging
Cost: -
Type: Permanent
Prerequisites: Essence 2, Elemental Sheath
The Dragon-Blood is one with her weapon. Roots spring from the bones of her wrists and
hands and from her weapon’s grip, interlocking to form an unbreakable hold when someone
tries to separate them. She increases the difficulty of disarm gambits against her by (combat
Ability/2) and never has to roll to keep a hold of her weapon due to environmental factors.
She also reduces the difficulty of any disarm gambit to take back control of a weapon that was
previously taken from her to 0.
Three-String Sword Prana
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2
Drawing on her mastery of an instrument, the Dragon-Blood suffuses its music with anima,
unleashing a deadly attack with her song. She can send spectral blades flying at a foe with a
strum of her sanxian, play a bone-shattering trill on a flute, create a phantasmal beast that
moves in time with the beat of her drums, or similarly spectacular displays of martial prowess.
As long as this Charm is active, she can make attacks against enemies out to short range
rolling (Charisma + Performance) and using the traits of light or heavy mundane weapons.
At Essence 3+, her attacks created by this Charm use the traits of light or heavy artifact
weapons instead.
At Essence 5+, the range of her attacks extends to medium range.
Craft
Flaw-Finding Examination
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood’s careful scrutiny discerns any flaw that undermines the harmony of a
project’s design. When undertaking a feat of demolition, she may perform an aim action to add
bonus dice to her roll, as she would for an attack.
Additionally, she increases the speed of non-legendary repair projects by (Essence + 1).
At Essence 3+ she increases the speed of legendary repair projects by (Essence/2).
Stone-Carving Fingers
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood can split stone with her bare hands, delivering a series of precise strikes
that carve it from within, shaping it to her will. She may undertake a non-legendary crafting
project to shape stone or earth (but not metal) without needing tools or a workshop. If she uses
tools to assist a non-legendary project, such as striking a boulder with a chisel, she multiplies
the rate at which she works by (Essence + 1).
Alternatively, she may use this Charm to craft impromptu handholds in stone surfaces on the
spot, allowing her to treat them as regular, rather than difficult terrain and adding (Strength/2)
bonus dice to rolls related to climbing.
Flawless Facet Realization
Cost: -
Type: Permanent
Prerequisites: Essence 2
The Dragon-Blood hones her own skills with the precision of a gem-cutter. For every Craft
Specialty she buys, she instantly gains another Specialty of her choice, including non-Craft
Specialties. She also awakens one Evocation of one of her attuned artifacts for free when she
learns this Charm (or whenever she attunes an artifact which has Evocations, if she has none
at the time of learning this Charm).
This Charm works retroactively, applying to any Craft Specialty she bought before
purchasing this Charm, even those added during character creation. Craft Specialties added
by this Charm don’t multiply themselves, only those purchased during character creation or
with experience points
Passion-Inflaming Artistry
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Dragon-Blood’s labors are suffused with the passionate Essence of fire. She undertakes
a basic or major project to craft a painting, sculpture, meal, or similar art object that’s primarily
aesthetic or ornamental in function. She chooses an emotion to be conveyed through her
craftsmanship, and treats the Craft roll used to complete the project as an inspire roll to spread
that emotion to any character who engages with the object if his Resolve is beaten by her
successes — a painting of a historic battle could inspire courage in those who gaze upon it,
while a bowl of noodles flavored with sorrow could bring tears to the eyes of anyone who eats
it. This effect lasts one week from the project’s completion, after which its supernatural potency
fades.
Shaping Hand Style
Cost: -
Type: Permanent
Prerequisites: Essence 2
The Dragon-Blood channels elemental energies through her bare hands, allowing her to work
non-legendary crafting projects without the need for tools. If she does use tools, she speeds
up such projects by a factor of ([Essence/2] + 1). If she is shaping stone or earth and also
knows Stone-Carving Fingers, their bonuses stack additively.
At Essence 3+ she may commit 1 Essence to speed up the completion of legendary crafting
projects by a factor of (Essence/2).
Dragon-Ancestor Bequest
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 3, Flawless Facet Realization
The wonders born from the Dragon-Blood’s forge desire worthy masters, flourishing in the
hands of their maker’s heirs and comrades. Activating this Charm entails a ritual ceremony in
which the Dragon-Blood presents an artifact she’s crafted to a blood relative or a Hearthmate.
She awakens one of the artifact’s Evocations for the recipient at no experience point cost.
Dragon Ancestor Bequest can only be used on any given artifact once.
Fortune-from-Flotsam Ingenuity
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Shaping Hand Style
The Dragon-Blood’s fluid ingenuity adapts to her circumstances, turning whatever materials
she can find into exactly what she needs. This Charm allows her to complete a major crafting
project in a single action, jury-rigging it on the spot.
This Charm may only be used once per Story, unless reset by achieving a major story goal.
Dragon-Smith Arete
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 4, Flawless Facet Realization, Shaping Hand Style
Experienced in the art of crafting wonders, the Dragon-Blood has developed a special aptitude
for working the elements that resonate with her soul. When undertaking a legendary crafting
project to shape an artifact from jade or cap a demesne with a manse of an elemental aspect
she may treat her Tier as 1 higher to determine the time it takes her to complete the project.
At Essence 5+ she may also treat her Tier as 1 higher (maximum 4) to determine what kind of
manses she can construct.
Jade-Soul Empowerment
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 5, Dragon-Smith Arete
The power at the core of the Dragon-Blood’s soul resonates with that of her kin. When
undertaking a legendary crafting project, she may join her power with that of other
Dragon-Blooded who assist in her work, allowing her to exceed her limits. If the sum Essence
ratings of her Dragon-Blooded assistants equals or exceeds 10, she may treat her Tier as 1
higher (maximum 4) to determine what artifacts she can construct from jade.
The Assistants do not need to know this Charm.
Tending the Wild Garden
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 5, Dragon-Smith Arete
With a careful hand and due diligence, the Dragon-Blood tames the land. She may temporarily
turn an attuned elemental demesne into a pseudo-manse by utilizing her mastery over
Essence and Geomancy. After tending to the location for one week she rolls (Intelligence +
Craft (Geomancy)) against a difficulty of 5 for 2-dot demesne and 7 for a 4-dot demesne. On
a success she creates pseudo-Manse by shaping the elements to focus the flow of Essence.
A hearthstone grows somewhere in the demesne and the Dragon-Blood gains some measure
of control over the demesne’s magical properties. This Charm can only be used once per Story
and only one instance of it can be active at the same time.
Integrity
Frozen Heart Prana
Cost: -
Type: Permanent
Prerequisites: None
Icy reason prevails over specious arguments or seductive wiles. She may use Linguistics or
Lore in place of Integrity to calculate her Resolve. In addition, a character influencing her must
compare his Appearance to the highest of her Intelligence, Lore, or Resolve to determine how
many bonus dice it adds to his influence roll.
She may reflexively spend 1 Essence when her Resolve is negatively impacted by an
emotion-based Intimacy to negate the penalty. This does not render social influence supported
by the Intimacy unacceptable and she cannot use other emotion-based Intimacies to bolster
her Resolve or enter a Decision Point against the influence.
Oath of the Ten Thousand Dragons
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood swears a vow of personal fealty to a character she holds a Tie of loyalty
towards or swears to complete a task at the request of such a character. She gains +2 Resolve
against any influence that would weaken or alter that Tie (if she promised personal loyalty), or
that would dissuade her from completing the task.
Only one Tie or task can be protected in this way at a time. She may choose to terminate this
protection at any time; however, she can only choose a new Tie or task to protect once the
next Story begins.
Thicker than Water
Cost: -
Type: Permanent
Prerequisites: None
Blood is thicker than water. The Dragon-Blood adds 2 to her Resolve against any influence
that aims to turn her against one of her blood relatives, whether by persuading her to act
against or by instilling a negative Intimacy towards them.
Chaos-Warding Prana
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2
Centering her mind and spirit, the Dragon-Blood embodies the stability of the Omphalos,
walking unscathed through the chaos of the Wyld. She and any items she carries are
impervious to physical transformation or addiction caused by Wyld exposure, as well as similar
environmental effects that warp mind or body. This doesn’t protect her from shaping magic
used by other characters or from non-transformative perils of the Wyld.
At Essence 3+ she may commit 1 additional Essence to extend this Charm’s protection to her
Hearthmates within medium range.
Inviolate Dragon-Spirit
Cost: Spend 1 Willpower
Type: Reflexive
Prerequisites: Essence 2
The Dragon-Blood’s mind and soul are an unassailable tower of pure will. In a Decision Point,
she may call upon the same Intimacy she used to bolster her Resolve to resist that influence.
Ten Thousand Dragons Fight as One
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Oath of the Ten Thousand Dragons
The bellicose temperament of the Dragon-Blooded has set them against each other throughout
the ages, but in times of crisis, the bonds of shared blood are stronger than any division of
house against house or nation against nation. When the Exalt witnesses another Dragon-Blood
in risk or danger — physical, social, or otherwise — she may use this Charm to instantly form
a Minor Tie of loyalty towards him, or to strengthen such a Tie by one step.
During the Scene she may add (Intimacy) dice on (Essence/2) rolls to help the character she
created or strengthened an Intimacy toward. This Charm can only be used once per Scene.
Flawless Diamond Heart
Cost: -
Type: Reflexive
Prerequisites: Essence 3, Inviolate Dragon-Spirit
Unfaltering in her convictions, the Dragon-Blood embodies the unbreakable strength of earth.
When her Resolve is beaten by influence that opposes one of her Major or Defining Intimacies,
she lowers the cost to resist by (Essence/2) Willpower, minimum 0. If she enters a Decision
Point, she must still call upon a valid Intimacy to use this Charm.
This Charm may only be used once per Story, unless reset by upholding the Intimacy this
Charm was used to protect.
Unflagging Vengeance Meditation
Cost: -
Type: Permanent
Prerequisites: Essence 3, Oath of the Ten Thousand Dragons
The Dragon-Blood swears vengeance on a character that has harmed the subject of one of
her Major or Defining Intimacies, instantly forming a Major Tie of hatred towards him, or
strengthening such an existing Tie by one step. She gains +2 Resolve against any influence
that would weaken this Tie, or that would deter her from her chosen course of revenge. For
the duration of her vendetta, she waives the cost of Untiring Earth Meditation.
If the Dragon-Blood goes a day without pursuing her vendetta, she loses two Willpower. If she
has no Willpower remaining, she suffers a level of unpreventable aggravated damage. Upon
successfully concluding her vendetta to her satisfaction, she sheds the Intimacy formed by this
Charm and gains two points of Willpower. This may bring her above her permanent Willpower
rating.
The Dragon-Blood may only pursue one Vendetta at a time. She may cancel her Vendetta
prematurely, doing so weakens the Intimacy of hatred created by this Charm by one step,
causes her to lose all points of temporary Willpower and prevents her from swearing a new
Vendetta for the rest of the Story.
Immolating Phoenix-Soul Fury
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 4, Inviolate Dragon-Spirit
The soul-twisting lies of Anathema and the curses of sorcerers cannot hope to tame the
boundless fire of the Dragon-Blood’s heart. When a mind controlling, illusion or similar
mind-altering effect would cause her to act against one of her Major or Defining Intimacies,
she may instead use this Charm to enter a berserk state in which her will cannot be
constrained. The effect is broken perfectly, but she cannot take any actions except to engage
in hostilities for the rest of the Scene.
She may fight as best she sees fit, including using disengage actions to tactically reposition
herself, but cannot withdraw from combat or accept an enemy’s surrender. The only social
influence she may attempt is threatening foes.
The Mountain Still Stands
Cost: -
Type: Permanent
Prerequisites: Essence 4, Inviolate Dragon-Spirit
The first time each day a Dragon-Blood successfully asserts her Resolve against influence that
opposes one of her Defining Intimacies, or successfully instills a nontrivial character with one
of her Defining Intimacies using any social Ability, she gains 1 Willpower.
Investigation
Permeating Insight
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Deceit, lies, and obfuscation won’t avail fugitives from the Dragon-Blood’s justice. Their sins
are pellucid as crystal in her eyes. She completes a profile character action in an instant. If she
succeeds, she gains a temporary Investigation and Socialize Specialty in the profiled
character. She retains the Specialty indefinitely but may only have one Specialty granted by
this Charm at a time.
At Essence 3+ she may contest a perfect Guile in a roll-off with a penalty of -3 dice on her roll.
Scent-of-Crime Method
Cost: -
Type: Permanent
Prerequisites: None
Even if a murderer washes the blood from his hands, the smell of iniquity that clings to his
heart draws the magistrate to him. When she successfully profiles a character, she can tell
whether he has made a Larceny roll within the last (Investigation) hours and roughly what kind
of larcenous activity he was engaged in.
Revelation-of-Associates Hunch
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
Criminals surround themselves with cronies, accomplices, and hirelings like a bonfire wreathes
itself in cast-off embers, leaving behind a trail for an intrepid Dragon-Blood to follow. When she
successfully uncovers evidence of crime through a case scene action, she can activate this
Charm to experience a sensation of flashing heat. Based on the intensity of this heat, she can
gauge roughly how many individuals were involved — a lone offender’s crime barely registers
as heat at all, while a conspiracy of hundreds roars like a bonfire.
She knows if any character she successfully profiles or has profiled this Story is connected to
the crime.
At Essence 3+ she may contest a perfect conceal evidence action with this Charm, taking a -3
penalty in the roll-off.
Tampering-Detection Technique
Cost: -
Type: Permanent
Prerequisites: None
Even the slightest disturbance at the scene of a crime can have consequences that ripple
throughout an entire investigation. Success on a case scene roll reveals whether any attempt
has been made to conceal evidence, although not the identity of the character responsible.
Alternatively, this Charm can be used when the Dragon-Blood examines an item for signs of
tampering. She can automatically tell if any character has used Larceny to interfere with that
object in the last (Essence) days — picking a lock, forging credentials, hiding contraband inside
a barrel, and so on. This reveals the nature of the tampering, but not the perpetrator’s identity
or the time it occurred.
A Face in the Fog
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Revelation-of-Associates Hunch
The Dragon-Blood draws information from the flow of Essence through a crime scene, calling
up a vision of her suspect from the murky depths of the past. When she succeeds on a case
scene roll opposed by another character’s attempt at concealing evidence, she may activate
this Charm. For a moment, her perception of the space around her is filled with a thick, heavy
mist. She catches a glimpse of the perpetrator in the mist — not enough to recognize him, but
sufficient to convey some combination of height and build, gender, age, or other distinctive
features.
If the Dragon-Blood encounters the perpetrator, a successful profile character roll allows her
to confirm that he’s the one she saw. Upon doing so, she gains a point of Willpower.
Falsehood-Unearthing Attitude
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Permeating Insight, Scent of Crime Method
Even an honest man can lie, and the Dragon-Blood knows why. She makes a read intentions
roll using (Perception or Wits + Investigation or Socialize), requiring only a few seconds.
Success reveals one of that character’s Intimacies that he’d be willing to lie to protect. If the
character has multiple such Intimacies, the Storyteller should choose the one most directly
relevant to ongoing events.
Echoes Caught in Stone
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4, Revelation-of-Associates Hunch, Tampering-Detection
Technique
Placing her ear on an earthen or stone surface, the Dragon-Blood hears echoes long lost to
the air. She rolls (Perception + Awareness or Investigation) and hears snippets of a
conversation that took place near the surface in the last (Essence) months. This prioritizes
conversations of interest to her, though she has no direct control over which conversation she
hears. The difficulty of the roll depends on the amount of conversation taking place near the
surface. Picking out a single conversation that happened on a busy street in Nexus is nearly
impossible, while the relative quiet surrounding a meditation chamber in a cloister makes every
conversation painfully obvious.
This Charm cannot detect conversations that were, at the time they took place, protected
against scrying.
Knowledge
Elemental Empowerment Stance
Cost: Spend 1 Flux
Type: Simple
Prerequisites: None
The Dragon-Blood replenishes her spirit with elemental power drawn from her understanding
of Creation. She may spend 1 Flux to replenish 1 point of spent Essence. This Charm may
only be used once per day.
At Essence 3+ she may spend 1 Flux to replenish 1 Willpower instead.
At Essence 4+ this Charm may be used once per Scene to restore Essence, Willpower can
still only be restored once per day.
Elemental Concentration Trance
Cost: -
Type: Permanent
Prerequisites: None
To use this Charm, the Dragon-Blood must spend a few minutes contemplating an expression
of an elements: observing the movement of clouds, meditating beneath a waterfall, staring
unblinking into a flame, or so on. At the end, she makes a (Mental Attribute + Bureaucracy,
Investigation, Lore, Medicine, Survival, or War) roll to introduce a fact as though she has a
Lore background in facts that relate to the Charm’s elemental aspect. Meditation on air could
introduce facts about weather or music theory; meditations on earth could relate to geology,
masonry, or architecture; and so on.
Flawless Study Focus
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood clears her mind, drawing upon the clarity of the upper air to enter a receptive
trance. To use this Charm, she must spend at least (10 - Intelligence) hours studying under a
teacher or consulting a library, archive, or similar repository of information. She gains a
temporary Lore specialty in a single topic possessed by her mentor or covered by the materials
she had access to. She retains the Specialty indefinitely, but may only have one Specialty
granted by this Charm at a time.
Opening the Mind’s Gate
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Speaking a sagely aphorism, the Dragon-Blooded calls up the winds of knowledge to disperse
whatever miasma closes a student’s mind to learning. She makes a special instill roll with
(Charisma or Intelligence + Lore) to induce a state of supernatural receptivity in a single
character, treating him as though he had a Major Principle of “I must seek out education” for
one Scene. This cannot be resisted with Willpower. If the Dragon-Blood exploits this Intimacy
with a persuade or bargain roll to convince the target to study with her, the cost of resisting
increases by 1 Willpower.
Ink-Black Ocean Depths
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 2, Flawless Study Focus
The Dragon-Blood reaches into the pages of a manuscript as though they were flowing water,
plumbing its depths to commune directly with the wisdom it contains. She can absorb and
comprehend the contents of a book or other record of information, such as a mural or coded
tattoo, in only a handful of minutes as though she’d read it completely. This doesn’t allow her
to understand information in a language she cannot read. This Charm can be used in
conjunction with Flawless Study Focus to waive the normal time requirement for using it.
At Essence 3+, once the Dragon-Blood finishes reading a text or similar document, she may
roll (Manipulation + Linguistics) to siphon away its wisdom, removing crucial facts and
key details to prevent subsequent readers from discovering useful information by reading it.
The target and intention of written social influence cannot be altered. A reader may recognize
that the text has been altered with a (Perception + [Linguistics or Lore]) roll opposing the
Dragon-Blood’s result, but this doesn’t reveal what was erased. Magic that can reveal hidden
information in texts, break cyphers or similar effects can contest this Charm in a roll-off to
restore the information.
Memory-Blurring Atemi
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
With subtle strikes the Dragon-Blood disrupts the flow of knowledge and memory in her victim.
She touches her target and rolls (Manipulation + Larceny or Lore) against his Resolve. If
successful, she blurs the target’s memory of a specific event she is aware of or academic topic
for (Essence) days. Victims cannot recall the details of a blurred event beyond the broadest of
generalities unless his lack of memory would threaten a Defining Intimacy. Academic subjects
suppress relevant Lore Specialties and render the victim incapable of introducing facts related
to them as long as his memory is blurred.
In combat using this Charm requires a difficulty 0 touch gambit, allowing her to reflexively
activate this Charm if successful.
Stern Tutor Discipline
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Flawless Study Focus or Opening the Mind’s Gates
The Dragon-Blood’s tutelage pushes her students to test their boundaries, allowing a single
player character studying under her to go into “experience debt” to purchase a single dot in an
Attribute, Ability, or Specialty, without having to spend the normal experience cost. Instead,
any experience points that player gains go towards paying off the experience debt until it has
been fully repaid. A character cannot benefit from this Charm while he’s still in experience debt
due to any effect. The training time is divided by (her Intelligence).
Alternatively, the Dragon-Blood may confer a Specialty to a single Storyteller character after a
day of training time, or a dot in an Ability or Attribute after a week. A Storyteller character can
only receive one Specialty and one Attribute or Ability dot per Story.
At Essence 4+ Exalt may teach any Charm or spell she knows, letting her student go into
experience debt to learn it as long as he’s normally capable of learning that type of power and
meets all necessary prerequisites. Storyteller characters can be trained in a Charm or spell
over the course of a month. A Storyteller character can only receive this benefit once per Story.
Eternal Mind Meditation
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Flawless Study Focus
The Dragon-Blood empties her mind of all distraction, dispersing the dark clouds of
forgetfulness and ignorance so that she might answer a conundrum with the totality of her
knowledge. After a scene spent in contemplation, she makes a roll to introduce a fact that
doesn’t need to be based on any of her Lore backgrounds. Instead, she draws this knowledge
forth by collating an entire lifetime of memories, piecing together fragments of information and
intuitions to reveal a greater whole. The Storyteller may still veto the introduction of a fact,
refunding this Charm’s cost, if it would compromise the narrative of the game, or if a player
proposes a fact that not even this Dragon-Blood’s entire lifetime of memories could reveal.
Alternatively, the Dragon-Blood may use this Charm to free herself from an effect that alters
her memories, such as the Solar Charm Memory-Reweaving Discipline, by succeeding in a
roll-off. On a success, she gradually begins recovering her true, unaltered memories; for each
day that passes, a single month’s worth of memories are restored.
This Charm can only be used once per Story.
At Essence 4+ she may draw upon the wisdom of willing Dragon-Blooded within short range
to determine what facts she may introduce using this Charm. She can use the life’s knowledge
of one of her willing Hearthmates regardless of distance, so long as they are within the same
realm of existence.
At Essence 6+ she may call upon the knowledge of all ancestors in her bloodline, dating back
as many as (Essence) generations to determine what facts she may introduce.
Mela’s Gift
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Stern Tutor Discipline
The exhortations of her kin can make the blood of a dragon sing. With a touch the
Dragon-Blood can bestow use of a single Dragon-Blooded Charm she knows to another
Dragon-Blooded for the duration of one Scene. The target has to meet all prerequisites of the
Charm in order to use it.
At Essence 5+ she may push the boundaries of her disciple’s spiritual potential. Treat the
target’s Essence as one higher for the purpose of meeting the prerequisites of the conferred
Charm.
Root-and-Branch Wisdom
Cost: -
Type: Permanent
Prerequisites: Essence 3, Stern Tutor Discipline
The Dragon-Blood learns best by teaching, cultivating the garden of her own mind as she sows
the seeds of wisdom among her students. Once per Story, when she acts as a mentor or trainer
to another character, she may impart her student with a Major Tie towards herself while
accepting a Minor Tie towards him. Each Tie has a positive emotional context that is defined
by the player of the character that gains it. If the Dragon-Blooded maintains her Tie towards a
student until the end of the story, she permanently gains a free Lore specialty that relates to
what she taught her student and what she learned from him. Providing riding lessons to a
Hearthmate might grant a Lore Specialty in equestrianism, while instructing a young scion of
a Great House in academic topics might grant a Specialty in the affairs of that house.
Ten Thousand Minds Ablaze
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Opening the Mind’s Gates
Knowledge is the spark that lights the tinder of curiosity, crackling like flame from the
Dragon-Blood’s lips as she expounds her teachings. She rolls (Charisma or Intelligence +
Lore), which is treated both as a roll to introduce a fact and as an influence roll to instill all
characters who hear her with an Intimacy of interest or fascination towards the proposed fact
or a broader field it relates to. She ignores the penalty for targeting multiple characters with the
influence roll. To resist, a character whose Resolve was beaten must pay an additional
(Intelligence/3) points of Willpower.
Fulminating Thunderhead Brilliance
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Eternal Mind Meditation
The Dragon-Blood’s mind traces countless branching paths of thought, her eyes crackling with
brilliant light. This is a special roll to introduce a fact. Instead of proposing a fact she wishes to
introduce, the player names a goal, such as defeating a rival Dynast or investigating corruption
within a bureaucracy, and asks the Storyteller to produce the insight she needs with an
(Intelligence + Lore) roll at difficulty 3. If other characters are concealing or suppressing
relevant information, the highest Guile among them is added to her roll’s difficulty. On a
success, the Storyteller introduces a relevant fact that will assist her in achieving her goal,
which she experiences as a flash of sudden insight. Threshold successes improve the
relevance and specificity of her revelation at the Storyteller’s discretion.
This Charm can only be used once per story.
Larceny
Essence spent on or committed in Larceny Charms never counts towards flaring
the Dragon-Blood’s Anima, unless she wants it to.
Artful Flowing Theft
Cost: -
Type: Reflexive
Prerequisites: None
The Dragon-Blood’s wandering fingers strike suddenly and without warning, wresting away
treasures like a riptide. She may activate this Charm when she attempts to steal from another
character and fails. Her target (and other observers) only becomes aware of the attempted
theft if he beat her roll with (Essence or 3) threshold successes.
At Essence 3+ she automatically becomes aware when she attempts to steal from one who
possesses perfect means of detecting theft. This doesn’t allow her to steal from him without
notice, but gives her the opportunity to abort her attempted theft before it is detected.
Evidence-Erasing Tide
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: None
The Dragon-Blood’s anima banner overflows, rushing across a crime scene to wash away all
signs of her presence. She completes a conceal evidence roll instantly.
Flamboyant Rogue Renown
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
Despite their best judgement, those who try to catch the Dragon-Blood cannot help but feel
impressed by this elusive master thief. She may activate this Charm to enhance a conceal
evidence action, leaving a distinctive calling card behind to build a reputation. Investigators
who fail to contest her conceal evidence action with their case scene action are instilled with a
positive Intimacy of grudging respect toward her thieving alias.
Flowing Body Disguise
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Dragon-Blood’s subtle arts make her appearance as fluid as water. She ignores all
penalties to hide her aspect markings, sorcerous markings and (Essence) additional points of
penalty on a disguise roll from impersonating a specific character, or disguising herself as
someone of another sex, body type, or similar physical traits.
At Essence 2+ she may activate this Charm as a Simple action that allows her to create a
disguise on the spot that hides her aspect markings and sorcerous markings, but otherwise
doesn’t conceal her identity.
Observer Awareness Method
Cost: -
Type: Permanent
Prerequisites: None
Even the slightest ripple of attention is perceptible to the savvy Dragon-Blood. She
automatically becomes aware when a character whose successes at stealth or whose Guile
did not exceed her (Larceny) are watching her. This does not reveal who is watching her,
merely that she is being watched.
When her suspicions are roused, she may invoke this Charm as a Simple action to perfectly
discern whether she’s being watched and by how many people. She may roll (Perception +
Larceny) against the opposing character’s stealth roll or Guile to detect who is watching her
and from where.
Still Waters Mask
Cost: -
Type: Permanent
Prerequisites: None
A consummate deceiver, the Dragon-Blood can live as countless false selves. Using this
Charm, she devises a fictitious identity over the course of at least an hour, gaining a temporary
Specialty that applies on Larceny rolls to disguise herself as that identity, to her Guile against
rolls that would contradict her disguise, and on influence rolls made to convince others of her
disguise or explain away discrepancies or inconsistencies in her portrayal of that identity.
While disguised as an identity created by this Charm, she adds +1 to her Guile against all rolls
that would uncover information incongruent with said Identity, in addition to the specialty’s
effects.
Specialties created by this Charm last indefinitely, but she may not have more than
(Manipulation) at a time.
Bramble Purse Technique
Cost: -
Type: Permanent
Prerequisites: Essence 2
It’s easier to pluck a jewel from within a briar hedge than from a Dragon-Blood’s pocket. She
may roll (Perception + Awareness, Investigation or Larceny) to detect characters attempting to
steal from her, adding the benefits of Excellence of the Dragons to the roll without needing to
pay its cost. Even if she is successfully stolen from, the one who dared take from her suffers a
price for his insolence. He suffers (Essence/2) unsoakable lethal damage as invisible thorns
pierce him.
At Essence 3+ she applies the damage dealt by this Charm to characters who take control of
her weapon with a disarm gambit in combat.
At Essence 4+ she may oppose perfect attempts at theft with a roll-off, taking a -3 penalty on
her roll. Success does not prevent the theft but does make her aware of it.
Dance of Flashing Swords
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Dragon-Blood can pass off a fight to the death as a piece of street theater. She makes a
special instill roll with (Manipulation + Performance) against all bystanders to a combat or other
violent altercation, explaining how it is actually an artistic performance. A character whose
Resolve is beaten by this roll accepts the Dragon-Blood’s explanation of the scene. He cannot
spend Willpower to resist this influence unless the circumstances of the fight dramatically
change in a way that undermines the Exalt’s lie, or if his ignorance would pose a threat to one
of his Major or Defining Intimacies.
Unlike other Simple Charms, Dance of Flashing Swords can be placed in a flurry.
Naked Thief Style
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
The Dragon-Blood is a master of concealing small items, whether smuggling contraband
through a port or concealing her lock picks in her coiffure. She may hide up to (Essence) items
small enough to fit in her palm perfectly on her person with one activation of this Charm.
Additionally, she is never without the tools she needs for her larcenous pursuits, conjuring
temporary tools out of Essence if necessary.
Rose-Amongst-Thorns Distinction
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
The Dragon-Blood weaves herself seamlessly into the company of thieves and gangsters.
After spending at least an hour interacting with a particular criminal society she may activate
this Charm to create an artificial feeling of familiarity in those belonging to the organization.
She treats all members of the organization as tough they possessed a Minor Tie of familiarity
towards her as a legitimate but unknown member of their organization such as a new recruit
or transfer from a distant branch. Characters who make a successful profile character action
against her are not affected by this Charm.
Scandalous Seizure of Property
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
A Prince of the Earth does not need to ask, bargain or steal what she desires, she just takes
it. She seizes an item openly, daring any to gainsay her. She rolls (Charisma + Larceny) as a
threaten roll against the Resolve of all onlookers, ignoring the penalty for affecting multiple
characters. Those whose Resolve is overcome need to cite at least a Major Intimacy in a
Decision Point to impede her. A Character who possesses a fear-based Intimacy towards her
needs to pay an additional point of Willpower to enter the Decision Point.
Crime-Inducing Wildfire Technique
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3, Flamboyant Rogue Renown, Rose-Amongst-Thorns Distinction
Word of the Dragon-Blood’s exploits spreads like a wildfire among the underbelly of society,
inspiring common thieves and cutthroats to strive towards her example. After using this
Charm’s prerequisites to establish the presence of an elusive master criminal in the region and
to weave herself into a criminal society she may activate this Charm. Her essence mingles
with the society, inspiring dreams and ambitions. As long as she maintains this Charm,
members of the criminal Society into which she inserted herself with Rose-Amongst-Thorns
Distinction strive to emulate the deeds of the elusive master criminal whose presence has been
established by Flamboyant Rogue Renown. A veritable crime spree erupts as copycats flood
the streets.
This Charm only functions, if the crimes she commits are within the ability and interest of the
society she tries to manipulate. If she is trying to inspire the Lintha family to commit daring
raids on Guild ships and give the spoils out to the poor, she may cause an increase in Lintha
raids, but they would likely keep any wealth they steal.
Ego-Dissolving Deception
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Still Waters Mask
Diving below the shallows of her conscious mind into the depths of her deepest self, the
Dragon-Blood submerges herself in a life of falsehoods. After spending at least an hour in
meditation, she may rewrite her own memories of a single event or relationship. She could
convince herself that a beloved spouse died in battle, erase an incriminating meeting with a
co-conspirator from her memory, or make herself believe that she’s defected from her Great
House to loyally serve a group that she’s actually infiltrating. She gains a Major Principle
reflecting this belief, and may treat any influence that would weaken it as unacceptable as long
as this Charm is active.
She may release her Essence commitment to this Charm reflexively to end it and restore her
true memories, even if she doesn’t remember using it, but the Intimacy remains in place until
she erodes it normally, until which time she may confuse her two sets of memories.
At Essence 5+, the Dragon-Blood may spend 1 Willpower to use this Charm reflexively in
response to any effect opposing her Guile, altering her memories so that even if the effect
succeeds, the information gleaned will be falsified.
This Charm can only be used once per Story, unless reset by accomplishing a major character
or story goal that the Exalt has altered her memories to achieve.
Frozen Blade Denial
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Artful Flowing Theft
Mela’s Breath escapes the Dragon-Blood’s lips and wraps itself around the weapons of her
foes, freezing them in their scabbards. She may activate this Charm outside of combat to roll
(Wits + Larceny) in a contested roll against her target’s (Perception + Awareness). If she
succeeds with 2 or more threshold successes a weapon the target is carrying is secretly frozen
in place. Swords become stuck in their scabbard, threads of frost render arrows unusable in
their quiver etc. This does not affect weapons she does not know of or that are already readied.
The weapon remains frozen for the rest of the Scene, requiring a Strength 3, difficulty (Essence
+ 2) feat of strength that cannot be placed in a flurry to be readied. This is not obvious to the
target. Should the Dragon-Blood succeed on her roll but fail to produce 2 or more threshold
successes the weapon is still frozen in place, but the target becomes aware of this fact.
Charms that alert the target to theft apply their benefits against use of this Charm, though only
insofar they pertain to alerting the target to this tampering.
Instant Disguise Prana
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Flowing Body Disguise
The Dragon-Blood calls upon the elements to change her appearance. The air distorts her
voice, simple dirt becomes her makeup and the everchanging Essence of water alters the color
of her clothes. This Charm completes a disguise action instantly, waiving the need for makeup
or other props.
Investigation-Deflecting Current
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Evidence Erasing-Tide
The Dragon-Blood diverts the watchful eyes of the law from her misdeeds, redirecting them in
pursuit of endless false leads or of her own foes, like fish swimming against the tide. She
makes a roll to conceal evidence with (Essence) bonus dice, arranging the scene so that a
specific character she knows of is implicated as the perpetrator of whatever took place.
An investigator who fails his roll to case the scene believes that he’s succeeded, but receives
a false clue that points him towards the character the Exalt framed. Even on a successful roll,
he still finds the false clue, but also discovers any genuine evidence left behind. He’s aware of
the discrepancy, but doesn’t know which clue is false.
Terrifying Forest-Devil Mask
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Instant Disguise Prana
The Dragon-Blood dons a mask and vanishes into a world of legends and devils, taking up a
disguise embodying an archetypal warrior-hero, monster, or mythic character. Most Dynasts
create ornate ritual masks from wood by hand, shaping their persona as they carve it,
but any mask suffices on short notice if it suitably evokes the persona’s image. She creates a
disguise perfectly. Her persona must be either a fictitious identity or archetypal role — such as
an Immaculate Dragon, a hero or villain out of folklore or a legendary figure of the Shogunate.
Her disguise only serves to conceal her identity, not to impersonate specific characters. She
divides (Essence) temporary Specialties that fit her persona among any of her Abilities for as
long as she remains in disguise. Upon donning the mask, the Dragon-Blood accepts a Defining
Intimacy that suits her role, such as “Those who abuse their power must be humbled” or
“Destroy all Anathema.” As long as she remains in disguise, this Intimacy cannot be weakened
or changed by any means. Onlookers who fail to see through her disguise will react to her as
though they had a Minor Tie toward her persona, with a context appropriate to her persona
and the circumstances. A folk hero might inspire gratitude among the peasants she fights for
while drawing the ire of princes and their minions; a horrible devil inspires sheer terror in all
who look upon it.
In combat, an enemy may attempt to strike away the Dragon-Blood’s mask as a difficulty 3
gambit. Success ends this Charm.
Infallible Alibi Approach
Cost: Spend 2 Essence, 1 Willpower
Type: Reflexive
Prerequisites: Essence 5, Investigation-Deflecting Current
The Dragon-Blood is everywhere and nowhere in the sea of crime. Such is her criminal
ingenuity and masterful deception that she leaves no trace of her passage. Whenever an
investigator rolls enough successes to uncover a piece of evidence she’s concealed, she
becomes aware of it and may use this Charm to perfectly conceal said evidence, causing
whatever evidence she left behind to dissolve away into water, rendering future attempts futile.
The awareness granted by this Charm does not tell her what evidence was uncovered or by
whom, only that incriminating evidence has been discovered.
This Charm can only be used once per Story.
Medicine
Ailment-Sensing Meditation
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood observes the natural rhythms of her patient’s body, intuiting any ailments
that afflict him. Diagnosing a disease, poison, or similar ailment in this way grants her a
temporary Medicine Specialty in it. She automatically realizes when a character in her
presence suffers from the ailment covered by her Specialty. She retains the Specialty
indefinitely, but may only have one Specialty granted by this Charm at a time.
At Essence 3+, she may roll (Intelligence + Medicine) to introduce a fact about an exotic
treatment method that relies on rare drugs, complicated treatment methods or a similar
narrative complication would be very helpful in treating the disease. If she manages to procure
the necessary prerequisites for such treatments, she turns the die granted by the Specialty
conferred by this Charm into an automatic success on rolls to treat the disease. Any physician
who applies this treatment after personal tutelage by also benefits from this automatic success,
as long as she retains the Specialty.
Emerald Shroud of Compassion
Cost: -
Type: Permanent
Prerequisites: None
Taming the churning elemental Essence that is her Birthright, the Dragon-Blooded protects all
that lives from the ravages of her Anima. While this Charm is active her Anima Flux deals no
damage to living beings.
This Charm is always active, but the Dragon-Blooded can suppress or reactivate it for a Scene
with a miscellaneous action, or reflexively when joining battle.
At Essence 3+ the overflowing vital Essence of her Anima is especially hurtful to undead
creatures, turning the damage dealt by her Anima Flux against undead enemies into
aggravated damage while she spares the living.
Disease-Banishing Technique
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Dragon-Blood strengthens her patient’s body against the malaise that ravages it. This
Charm supplements a treating disease action. She adds (Essence) bonus dice on her roll and
only has to treat the patient for one hour on one day of the interval. For every 3 threshold
successes by which she exceeds the disease’s morbidity, her patient can call on the result of
her treatment for an additional interval without needing further medical attention from her.
Taming the Dragon-Loins
Cost: -
Type: Permanent
Prerequisites: None
Also known as “Prudent Son Prana” in the Realm, this technique allows the Dragon-Blooded
to manipulate her own fertility. She may reflexively increase or decrease her fertility to prevent
or increase the chance of conception as she desires.
Venom Expulsion Method
Cost: Spend 1 Essence or 1 Flux
Type: Supplemental
Prerequisites: None
Tapping her patient’s pressure points with swift, precise strikes, the Dragon-Blood halts the
flow of poison through his body. She may roll to cure poison as a miscellaneous action without
facing increased difficulty for rushing treatment and needs no antidote at hand to do so. The
base difficulty of her roll is always 1, regardless of the poison. She adds (Essence) bonus dice
on her roll and may use Dexterity instead of Intelligence or Wits to calculate her dice pool.
Wound-Closing Technique
Cost: Spend 2 Essence
Type: Simple
Prerequisites: None
The Dragon-Blood spends one hour tending to a patient’s wounds, at the end of which she
rolls (Intelligence + Medicine). Each success converts a single level of lethal to bashing
damage.
At Essence 3+ she may spend 1 Willpower when activating this Charm to allow her to spend
successes to convert aggravated to lethal damage as well.
At Essence 4+ she reduces the time she needs to tend to her patient’s wounds to fifteen
minutes.
At Essence 5+ the cost of this Charm is reduced by 1 Essence.
Dread Infection Strike
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 2, Disease Banishing Technique
Drawing on her abundant medical expertise, the Dragon-Blood turns disease into another
weapon in her arsenal. She strikes at a foe with malaise-bearing Essence, afflicting him with
any mundane disease that she’s successfully made a Medicine roll to treat before. This is a
difficulty 2 gambit. Success exposes that enemy to the disease, with every threshold success
on the Dragon-Blood’s attack roll imposing a -1 penalty on his (Stamina + Resistance) roll
against its virulence.
Outside of combat she can expose a target to a disease with a simple touch, necessitating no
roll on her part and imposing a penalty of (Essence) on the target’s roll against the disease’s
virulence.
At Essence 4+ she may increase the difficulty of the gambit to 3 to try and infect the target with
a supernatural disease with a virulence not exceeding 5 she has successfully treated before.
Flesh-as-Stone Inurement
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Dragon-Blood brushes her fingers across pressure points to numb her patient to pain. She
rolls (Wits + Medicine). Every two successes allow the target to ignore one point of wound
penalties for the rest of the Scene.
Indomitable Vitality Discipline
Cost: Commit 1 Essence
Type: Supplemental
Prerequisites: Essence 2, Disease Banishing Technique
Drawing strength from the Dragon-Blood’s ministrations, her patient can fight through the worst
of his illness. The Exalt may activate this Charm when she is treating a disease or poison. As
long as it is active her patient suffers no penalties, botches or other ill effects from the disease
short of death. In case of a poison, he takes no further damage and suffers no penalties as the
effects of the poison are suspended. Damage dealt by the poison cannot be healed until the
poison is fully expelled, however.
Poisoner’s Deft Hand
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 2, Venom Explusion Method
The Dragon-Blood’s understanding of toxins and venoms can harm as well as heal. When she
poisons another character — with an attack, poisoning his food or drink, using magic, etc. —
she imposes a penalty equal to her (Medicine) on his resistance roll.
Essence spent on this Charm does not contribute to increasing her Anima’s intensity unless
she wants it to.
At Essence 4+ she also increases the duration of the poison by 1.
Eternal Body Preparation
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Indomitable Vitality Discipline
Using her boundless experience of Essence meridians and flows through the human body the
Dragon-Blooded applies a mixture of massage, exercise and acupuncture over the course of
a day to a target. As long as he receives the treatment created by this Charm once a year, his
life expectancy increases by (10 x Essence) %.
She can use this Charm on herself or other Dragon-Blooded.
Fertile Fields Endowment
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Taming the Dragon-Loins or Indomitable Vitality Discipline
With a touch and a blessing, the Dragon-Blooded endows the loins of another with the strength
of her own Progenitive Essence. A patient who received this blessing is very fertile over the
course of the next year and infertile patients are permanently healed of their ailment. Using
this Charm uses up the Dragon-Blooded’s Progenitive Essence as though she had sired a
child herself and should the patient conceive a child within the next year, it’s as likely to Exalt
as one the Dragon-Blooded had conceived herself. This technique is popular with
Dragon-Blooded monks, especially adherents of Sextes Jylis, who use it to pass on the gift of
the dragons to worthy mortals without breaking their vows.
Alternatively, she may impregnate a female patient with the use of this Charm without the need
for sexual conduct. In this case she is considered to be the parent of the child herself.
Poison-Purifying Meditation
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Venom Expulsion Method
The Dragon-Blood concentrates the unyielding vitality of her Essence into a purifying flame,
sending it through the veins of her patient to purge the last dregs of a persistent poison from a
body. She may activate this Charm to perform a treat poison action on a character she has
already treated, rolling (Intelligence or Wits + Medicine) and adding her successes to those of
her first roll, in order to remove further duration from a particularly potent poison from the
patient.
This Charm may only used once per poison to be treated, she cannot activate it again to treat
the same poison a third time.
Purity-of-Mind Method
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Ailment-Sensing Meditation
The Dragon-Blood may treat afflictions of the mind with insightful counseling, guided
meditation, soothing hypnosis, or other beneficial methodologies, granting her patient the
serenity of still air and the crystalline clarity of ice. Once she’s diagnosed a Derangement, she
may treat it with a (Charisma, Manipulation or Intelligence + Medicine) roll with difficulty (4 +
intensity). If she succeeds the intensity of the Derangement decreases by one. Derangements
of Minor intensity are cured instead. This treatment takes one month of daily sessions to
perform.
Unbinding the Inner Flame
Cost: Spend 1 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Indomitable Vitality Discipline
The Dragon-Blood stokes the flames of vitality with a precisely measured strike to the heart
chakra inflaming the Essence of herself or an ally until blood boils and thews surge with
unrestrained might. For the rest of the Scene, she grants a touched character a bonus dot of
Strength and Stamina, this can take him over his trait maximum. On a Dragon-Blooded target,
the effect is more pronounced. Every round, at the end of his turn, he may decide to accept
taking 1 unpreventable level of aggravated damage to generate 1 Flux point. Only 1 Flux point
may be generated this way per round.
Rebirth of Flesh and Ivy
Cost: Spend 3 Essence or Spend 3 Flux
Type: Simple
Prerequisites: Essence 4, Wound Closing Technique
Vines and ligneous tendrils spring from the Dragon-Blood’s anima as she lays hands upon a
wounded ally or herself. Ivy stitches shut bleeding wounds; lianas twist to set broken bones;
bark grows over damaged limbs to reinforce their strength. The Dragon-Blood rolls
(Intelligence + Medicine), instantly healing levels of non-aggravated damage equal to her
successes as plants replace damaged tissue.
If the target suffers from any crippling injuries or effects that he could eventually heal or recover
from naturally, the Dragon-Blood may split her successes between healing damage and
alleviating these wounds, spending two successes for each point of crippling penalty she
wishes to cancel.
This Charm may only be used once per Story.
At Essence 5+ she may spend 3 additional points of Essence when activating this Charm to
forgo its roll and completely heal one crippling injury the target suffers from, regardless of
whether he could recover from it naturally or not. Plant matter creates new eyes or limbs and
tiny vines form new nerve clusters. Crippling injuries healed in this way retain their plant like
look, permanently marking the character.
Movement
Bellows Pumping Stride
Cost: Spend 1 Essence or 1 Flux
Type: Supplemental
Prerequisites: None
The Dragon-Blood moves in an explosive burst of speed. She may activate this Charm to
supplement a rush or disengage action, adding (Essence) dice to its roll and moving a second
range band immediately if successfully, instead of waiting for her opponent’s movement to
trigger a response.
For the purpose of other Charms, this does not count as the enemy having provoked her
reflexive movement. If she used this Charm to supplement a disengage action, she may not
attack a target she disengaged from on her next turn.
At Essence 4+ she may contest perfect rushes, disengages or effects that oppose such in a
roll-off, albeit with a -3 penalty.
Chilling Gale Escape
Cost: -
Type: Permanent
Prerequisites: Bellows Pumping Stride
Those who try to strike the Dragon-Blood are only greeted by a chilling wind sapping the
strength from their bones. She adds an automatic success on disengages. If she successfully
disengages and her reflexive movement is subsequently provoked, she inflicts a -2 penalty on
the movement action of one target she disengaged from on his next rolled movement action.
Crashing Tide Advance
Cost: -
Type: Permanent
Prerequisites: Bellows Pumping Stride
Like the relentless tide that erodes the shore, the Dragon-Blood’s advance is inevitable, her
momentum undeniable. She adds an automatic success on rushes. If she successfully rushes
an enemy and he subsequently provokes her reflexive movement, she inflicts a -1 onslaught
penalty on him.
Dragon’s Footsteps
Cost: Commit 1 Essence or spend 1 Flux
Type: Reflexive
Prerequisites: None
Bolstered by the elements, the Dragon-Blood navigates the most tempestuous heights and
treacherous rapids. By activating this Charm, the Dragon-Blood becomes immune to all
penalties to her movement actions and difficult terrain inflicted by the elements. This does not
protect her from environmental hazards. The list below is an example, not exhaustive.
Air: Neither extreme winds, slick ice nor blizzards impede her. She can move over thin ice that
normally could not bear her weight.
Earth: Rent earth or mountain slopes do not slow her down.
Fire: The Dragon-Blooded can run through waist-high lava at full speed.
Water: Swimming and diving do not count as difficult terrain. She may walk or run on water.
Wood: She can run up trees as though they were flat ground and move through the densest
bushes without issue. She can move over plant matter that could normally not bear her weight
such as small branches.
She may spend 1 Flux instead of committing Essence to activate this Charm for the rest of the
Scene.
At Flux-Level 3 or Essence 5+ she also becomes immune to all non-magical environmental
hazards caused by the elements.
Dragon’s Trail
Cost: Spend 1 Essence or 1 Flux
Type: Supplemental
Prerequisites: None
The Dragon-Blooded leaves chaos in her wake, trailed by elemental turmoil. She may activate
this Charm when taking a movement action to leave element-based difficult terrain of her
choice in her wake, impeding characters who try to follow her. This can create slick ice sheets,
turn solid ground into soggy mud, cause roots to trip her enemies or other obstructions. This
does not create environmental hazards, only difficult terrain.
At Essence 3+ and Flux-Level 2+, she may commit 1 Essence. She leaves an elemental trail
as long as she keeps up the commitment.
Graceful Rising Breeze
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: None
Her body light as air and assisted by a gentle breeze, a fallen Dragon rises even before she
finishes her fall. She may activate this Charm to reflexively rise from prone at the start of her
turn, this does not count as her movement action for the round.
The first use of this Charm in a Scene is free.
Immovable Mountain Technique
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: None
Filling her body with the incredible weight of mountains and continents, the Dragon-Blood
refuses to be moved. She may activate this Charm when she would be rendered prone to
perfectly defend against that effect. She also may defend herself against effects that would
knock her back. This is a perfect defense against mundane knockback gambits and allows her
to enter into a roll-off to resist being knocked back by Charms and other magic.
Omphalos Guardian Stance
Cost: -
Type: Permanent
Prerequisites: None
Adopting the daunting presence of the Omphalos, the Dragon-Blood exerts a strange gravity
upon her foes. She may activate this Charm when an enemy tries to disengage from her. She
forgoes her roll to resist the disengage attempt, but the enemy automatically loses Initiative.
Soaring Leap Technique
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: None
The Dragon-Blood rises into the air on an obedient gale. She can activate this Charm to take
a movement action as a great leap, adding (Strength or Essence) dice to its roll if applicable.
Alternatively, she can take a special aim action on her turn to focus on a place two range bands
away, vertically or horizontally. On her next action she can activate this Charm as a Simple
action to cross two range bands in a single great leap.
Dragon’s Wake
Cost: Spend 1 Essence or 1 Flux
Type: Supplemental
Prerequisites: Essence 2, Dragon’s Footsteps or Dragon’s Trail
The Dragon-Blood leaves devastation in her wake. She can activate this Charm to create an
element-based environmental hazard behind her when she takes a movement action. She is
immune to the hazard herself, but everyone else trying to cross the space she moved through
is subjected to it.
Air: Lightning trails in her footprints for one round, an environmental hazard with damage
(Essence/2)L and difficulty (Essence). Against foes in metal armor, including armor of the five
magical materials, this adds the armor’s mobility penalty to both the damage and difficulty of
the hazard.
Earth: The earth cracks and heaves in her wake for one round, creating an environmental
hazard with damage (Essence/2)B and difficulty (Essence), knocking damaged opponents
prone and creating difficult terrain.
Fire: The Exalt must spend an extra point of Essence or Flux to activate this option, unless
she possesses Essence 4+. She leaves an inferno behind her, an environmental hazard with
damage 3L, difficulty 5 that burns for one round. This fire may ignite mundane fires if sufficient
kindling is available. The Dragon-Blood needs to resist any fires sparked by this Charm save
the initial blast normally.
Water: A wave of crashing water manifests from her Anima, driving back those that would
pursue her for one round. This creates an environmental hazard with damage 1B, difficulty
(Essence + 2) that must be resisted with (Strength + Athletics). Those that fail their resistance
roll are knocked back one range band.
Wood: Vines, roots and shrubbery burst from the ground, growing at alarming speed and
grasping at her enemies for one round. This exposes characters in the area to a poison with
damage 1B/round, duration (Essence + target’s mobility penalty) and penalty -(Essence/2). It
also creates difficult terrain.
Drifting Leaf Descent
Cost: -
Type: Permanent
Prerequisites: Essence 2
Spreading her arms and legs and catching the wind, the Dragon-Blood breaks a rapid fall into
a slow, drifting descent. She may reflexively activate this Charm when she is falling from short
range or higher to negate all falling damage. The Charm lasts for the rest of the fall and she
descends one range band per round. She cannot use this Charm to negate falling damage
created by enormous forces throwing her around, such as those created by Charms like
Heaven Thunder Hammer.
Hopping Firecracker Evasion
Cost: -
Type: Permanent
Prerequisites: Essence 2, Bellows Pumping Stride or Soaring Leap Technique
The Dragon-Blood’s feet strike sparks from the ground, finally igniting in an explosive leap
When she dodges an attack by a significant opponent that misses her Evasion by at least two
successes, she may reflexively move one range band in any direction.
She may only use this Charm once per Scene.
At Flux-Level 2+ she may reflexively spend 1 Flux to reset this Charm.
Incense Smoke Ladder
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Soaring Leap Technique
Like a burning ember, the Dragon-Blood drifts upwards through the air. She can run up walls
and other vertical surfaces, even upside-down along a ceiling, as long as she maintains
constant movement.
She can only remain running on surfaces she could not stop on for (Essence) consecutive
rounds.
Weight of the Mountain
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Immovable Mountain Technique or Omphalos Guardian Stance
The Dragon-Blood’s presence is like a spiritual mountain, pressing down upon her foes. She
can activate this Charm in response to an enemy in short range who is trying to rise from prone.
She forces him to roll as if enemies are nearby and applies a penalty equal to her (Athletics/2,
Presence/2 or Performance/2) to his roll, rising to (Athletics, Presence of Performance) if he is
within close range. Should he fail his roll he loses his turn for the round as well as Initiative.
This Charm can only cause any one target to lose his turn once per Scene.
At Essence 3+ she may inflict (Essence/2) unsoakable bashing damage through crushing
weight on an opponent who fails his roll to rise from prone instead of the usual punishment.
Inescapable Blazing Advance
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 3, Bellows Pumping Stride, Crashing Tide Advance
As the Dragon-Blood runs, flames streak behind her like scarlet ribbons as she builds to her
utmost speed, incinerating those left in her wake. She may activate this Charm when she
rushes an opponent and beats his roll with 3 or more threshold successes. He is set ablaze,
suffering (Essence/2) levels of unsoakable lethal damage every round at the end of his turn.
He can extinguish himself by taking a miscellaneous action that cannot be placed in a flurry on
his turn.
One-with-Earth Embodiment
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 3, Dragon’s Footsteps, Immovable Mountain Technique
At one with Creation, the Dragon-Blood may flow through earth unimpeded. Touching an
earthen surface, she may move into and through it as though moving in water. This counts as
her movement action for the round. If she doesn’t emerge from the earth upon completing her
movement, she must either use this Charm again on her next turn or be ejected from the earth
at the next possible point. While she is moving through the earth, she benefits from full cover
against all attacks that could not reach her through the earthen barrier.
At Essence 5+ she may use this Charm to move though stone as well as earth.
Seven Leagues Sprint
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3, Dragon’s Footsteps
Spurred on by the vigor of her own Essence, the Dragon-Blood covers large distances at the
speed of a rider on horseback. She sets out onto a prolonged sprint which does not tire her,
though she still needs sleep. Should she stop moving or join battle for any reason this Charm
instantly ends.
At Essence 4+ she may sleep while running.
Tempestuous Dragon-God Arrival
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 3, Drifting Leaf Descent
Shaking earth and sky as she meets the ground, the Dragon-Blood unleashes a tempest of
elemental energy upon her enemies. She may activate this Charm when she is falling from
short range or higher to descend three range bands straight down per round and negate all
falling damage. Unlike its prerequisite this Charm may explicitly be used to counter effects that
toss her around with great force.
When she touches the ground she unleashes the power of her fall into an explosion of
elemental energy, creating a special one-time environmental hazard. Unless mentioned
otherwise she herself is immune to the hazard.
Air: A deafening thunderclap accompanied by a shockwave rings out from her landing position.
This is an environmental hazard with damage 1B, difficulty (Essence + 1). Everyone within
short range rolls (Stamina + Resistance) to withstand the hazard, those that fail are deafened
for the rest of the Scene. Increase the range of this hazard to medium range and double its
damage to targets within close range, if the Dragon-Blooded absorbed a long range or higher
fall with this Charm.
Earth: The Dragon-Blooded strikes an enemy within close range of her landing spot with the
full force of her blow. She rolls an attack using (Strength or Stamina + Athletics, Martial Arts or
Melee), adding ([Essence/2] + range bands fallen, maximum 6) to the attack’s damage. The
ground below her and the target shatters, creating difficult terrain out to close range.
Fire: A pillar of intense flame shoots into the sky, burning everyone at close range and up to
medium range into the air of her landing spot. This is a special environmental hazard with
damage 2L that cannot be withstood without immunity to fire damage, a perfect defense or
method of resisting environmental damage. The Dragon-Blood is subject to this hazard herself,
though she halves the damage she takes.
Water: A torrential downpour forms around her as she falls, imposing a -1 weather penalty to
all physical actions within medium range. The penalty is doubled in regard to ranged attacks.
The downpour lasts (Essence + range bands fallen) rounds. If she absorbed a medium range
or longer fall the penalty rises to -2 and the range to long range.
Wood: Instead of a hazard everyone within close range of the impact site is poisoned by a
cloud of purple spores. This supernatural poison has a damage of 1B/round, Duration
([Essence + range bands fallen], maximum 10) and a penalty of -1. If she absorbed a medium
range or longer fall, everyone within short range of the landing zone is poisoned.
Flowing God-Dragon Stance
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 4, Dragon’s Footsteps, Crashing Tide Advance
It’s the nature of water to flow past obstacles unchanged. The Dragon-Blood sloughs off the
physicality of flesh, her body and possessions becoming fluid and translucent. With her
movement action, she may attempt to flow through locked doors, cracks in walls, or any other
obstruction that isn’t waterproof — passing through the bars of a jail cell, flowing under a door,
or pouring herself through a crack in a wall. This also lets her escape any grapple not enhanced
by magic. If this Charm ends while she’s in a space too narrow to contain her, she’s forcibly
shunted back to where she entered it, and suffers a level of unpreventable bashing damage.
Her watery nature makes it difficult to affect her and for her to affect the world in turn. The
damage of all attacks against her incapable of hitting dematerialized beings or otherwise
significantly damaging water halve (round down) their post-Soak damage, including minimum
damage. She cannot make any attacks of her own while she is in this Form.
Self-Immolating Sprint
Cost: Spend 1 Essence or 1 Flux, 1 aggravated damage
Type: Supplemental
Prerequisites: Essence 4, Bellows Pumping Stride, Dragon’s Footsteps
Such is the Speed of the Dragon-Blooded that her own skins blisters from heat as she pushes
herself to her limit. The Dragon-Blood’s reflexive move action allows her to advance two range
bands instead of one, causing her to take 1 level of unpreventable aggravated damage.
This charm can only be used once per Scene, unless reset by incapacitating a significant
opponent from close range.
Soaring Zephyr Flight
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 4, Graceful Rising Breeze, Soaring Leap Technique
Outracing even herself, the Dragon-Blood surpasses the bounds of gravity. She moves two
range bands upwards with a mighty leap, hovering in place at the apex of her jump. She can
subsequently fly through the air with her normal movement actions, moving vertically or
horizontally, and hover in place while not moving. She cannot fly higher than medium range
from the ground, though she can fly up impossible cliffs and slopes without issue.
At Essence 5+ she cannot fly higher than long range.
Occult
Sorcery
Terrestrial Circle Sorcery
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood is initiated into the Emerald Circle of Sorcery and learns one shaping ritual
and her first Terrestrial spell for free with the purchase of this Charm.
Shadowlands Circle Necromancy
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood is initiated into the Iron Circle of Necromancy and learns one shaping ritual
and her first Shadowlands spell for free with the purchase of this Charm.
Dragon-Blooded only rarely learn to utilize necromancy. Only those who stem from
Ghost-Blooded ancestry or have undertaken other trials that brought them closer to the
underworld can learn it. A Dragon-Blood who learns Shadowlands Circle Necromancy cannot
learn Terrestrial Circle Sorcery and vice versa.
Feeling the Hidden Heartbeat
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Attuning herself to the vital Essence in a living being she touches, the Dragon-Blood becomes
aware of any magic affecting it. She learns if her target is affected by a spell, sorcerous
working, curse or similar power and may roll (Perception or Intelligence + Occult) against a
difficulty set by the Storyteller to identify it.
Dragon-Sorcerer Puissance
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 2, Terrestrial Circle Sorcery
The Dragon-Blood’s elemental Essence overflows into her sorcery. When she successfully
completes a shape sorcery action to shape an elemental spell such as Flight of the Brilliant
Raptor or Wood Dragon Claw, she may activate this Charm to automatically complete one
additional milestone.
At Essence 3+, she may use this Charm to enhance non-elemental spells.
At Essence 4+, the first use of this Charm in a Scene is free.
Spell-Rending Might
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 2, Terrestrial Circle Sorcery
The Dragon-Blood draws on elemental power to banish foul sorcery by grounding gathering
Essence in the earth, burning spells with arcane fire or similar feats. She may activate this
Charm when she successfully completes a shape sorcery action to perform countermagic or
distort a spell to automatically complete one additional milestone.
At Essence 4+, the first use of this Charm in a Scene is free.
Elemental Soul Integration
Cost: -
Type: Permanent
Prerequisites: Essence 3, Dragon-Sorcerer Puissance or Spell-Rending Might
The Dragon-Blood incorporates the Essence of an elemental spell into her soul. The
Dragon-Blood gains one additional control spell, which must be a spell with an elemental effect,
learning it for free. If she already knows the spell, she wishes to empower through this Charm
she empowers it and learns another spell for free.
Frozen Sorcery
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Spell-Rending Might
With a warding gesture, the Dragon-Blood halts a just-cast Terrestrial or Shadowlands Circle
spell that either targets her directly or encompasses her within its initial area of effect, freezing
the magic in its tracks. On her next turn, she may attempt to shatter the frozen spell as a
miscellaneous action that can’t be flurried. This requires a (Wits + Occult) roll against difficulty
(caster’s Essence + 3). A success shatters the frozen spell, countering it. If she doesn’t attempt
this action or fails the roll, the spell thaws out at the end of her next turn, after she acts, and
goes off as intended.
Purifying Dragon Suspiration
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 3, Feeling the Hidden Heartbeat
The winds banish smog and miasma; the running river washes away pollution. Embodying all
the purifying power of Creation, the Dragon-Blood cleanses curses and spiritual malaise. This
Charm is an extended action that can be used to free one character of a curse, such as the
spell Corrupted Words, or a shaping effect that transforms the victim’s body. It can also lower
the intensity of a magically inflicted Derangement by one step. However, sorcerous workings
can’t be broken with this Charm.
This extended action requires a number of successfully completed milestones equal to the
(Essence) of the curse or change’s origin. Individual milestones take the form of finding more
information about the curse or its origin, securing the help of other exorcists and procuring
materials for purification rituals. The last milestone is a purification ritual, usually rolling
(Intelligence + Occult).
This Charm cannot break curses laid down by Tier 5 characters or Solar Circle Sorcery.
World-Weaving Dragon Demiurge
Cost: -
Type: Permanent
Prerequisites: Essence 4, Elemental Soul Integration
The Dragon-Blooded sorcerer shapes Creation’s elemental Essence by will alone, drawing
forth miracles worthy of the Elemental Dragons. This Charm allows the Exalt to perform
Celestial Circle workings, even though she does not possess Celestial Circle Sorcery. Any
such working she performs must incorporate one or more of the five elements in some fashion
and requires an additional, element-based, Inspiration.
Limit-Breaking Sorcerous Arete
Cost: -
Type: Permanent
Prerequisites: Essence 5, World-Weaving Dragon Demiurge
The Dragon-Blood stands at the summit of her sorcerous potential, gleaning secrets beyond
her means. She learns a single spell of the Celestial Circle of Sorcery. This spell counts as a
control spell and she learns another free shaping ritual. She counts as being initiated into
Celestial Circle Sorcery for the purpose of Countermagic and other effects, but cannot learn
more than this one spell under her own power and needs to rely on artifacts, hearthstones or
other external magic if she wishes to unlock more spells of this circle.
Spirits
Seed and Salt Warding
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Dragon-Blood lays down a line of salt or germinated grain to keep evil spirits at bay,
spanning up to a single range band. The Dragon-Blood may activate this Charm when drawing
a line of salt or germinated grain to extend its protective powers.
The empowered line extends its protective powers to all kinds of spirits, warding off demons,
raksha, elementals and gods as effectively as ghosts. Tier 3+ spirits are still immune to this
barrier.
This empowered protection lasts for the rest of the Scene, at Essence 3+ it lasts for the rest of
the day instead.
Secret Wind Revelation
Cost: -
Type: Permanent
Prerequisites: None
Attuned to subtle currents of spiritual wind, the Dragon-Blood can hear a demon’s whispers or
a ghost’s tread. When a significant dematerialized entity comes within long range or closer of
the Exalt, she notices its presence and rough location. If the spirit is actively trying to move
unnoticed, he rolls (Dexterity or Wits + Stealth), opposed by the Dragon-Blood’s (Perception +
Awareness, Investigation or Occult). The Dragon-Blood gains (Essence) bonus dice on this
roll.
Soul Fire Cremation Technique
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: None
Reciting holy texts or heartfelt words, the Exalt returns a corpse to nature. She may burn a
mortal’s corpse to ashes in a few seconds, ensuring the deceased’s lower soul won’t linger in
the world as a hungry ghost. This has no effect on the lower soul of Tier 3+ characters which
cannot be so easily appeased. An existing hungry ghost is unaffected, though the destruction
of its corpse requires it to find a new place it can spend the day without being destroyed by
sunlight.
This rite provides emotional catharsis to the deceased’s ghost, allowing it to abandon its
undead existence and enter the cycle of reincarnation if it chooses. Even if it doesn’t, the ritual
appeases it, causing it to form a positive Minor Tie towards the Dragon-Blood that cannot be
fully removed until the Story’s end.
Spirit-Chaining Strike
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: None
The Dragon-Blood attacks a dematerialized entity, treating it as if it were materialized for the
purpose of the attack created by this Charm.
She decreases the Essence or Flux cost of a single Supplemental Charm enhancing the attack
created by this Charm by one.
Spirit-Detecting Mirror Glance
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
Drawing back the veil between worlds, the Dragon-Blood makes invisible spirits and
phantasms visible within the glass. To use this Charm, she must be touching a mirror or a
similar reflective surface, such as the blade of a well-polished daiklave. The Exalt can see the
reflections of dematerialized characters in that mirror and can even hear what they say in the
form of whispers that rise up from the mirror’s surface.
Only the Exalt is capable of seeing the reflection – to others, even the spirit itself, it doesn’t
appear in the mirror.
Blazing Purification Chant
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Soul Fire Cremation Technique
Affixing a prayer strip to the forehead of a victim of possession, the Dragon-Blood speaks a
potent incantation, setting the paper alight. This flame doesn’t burn the possessed character,
but rather, the possessing entity. The Dragon-Blood rolls (Charisma or Intelligence + Occult)
against the possessing being’s Resolve. Success deals (Essence) levels of unsoakable
aggravated damage to the possessor.
If her Tier equals or exceeds that being’s Tier, it’s forced out of its host, and cannot attempt to
possess him again for the rest of the Story. Otherwise, the host can’t benefit from another use
of this Charm until a day has passed.
Righteous Bonfire Consecration
Cost: Spend 2 Essence, 1 aggravated damage, 1 Willpower
Type: Simple
Prerequisites: Essence 2, Soul Fire Cremation Technique
In a world full of darkness and wickedness the fires of the righteous become a rallying point of
hope and life. The Dragon-Blood reaches her hand into a fire at least the size of a bonfire and
lets the flames feast on her flesh. The fire becomes holy for as long as it continues to burn, its
heat a bane to demons and devils. Any creature of darkness that moves into short range of
the fire is exposed to a heat-based environmental hazard with damage 2L/round and difficulty
5.
Tier 3+ creatures of darkness may overcome the holy flame with their corruption, becoming
immune to this hazard, if they succeed on a roll to resist the fire’s hazard. This is not
automatically apparent to witnesses.
Spirit-Grounding Shout
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 2, Spirit-Chaining Strike
Rending the air with a fierce kiai, the Dragon-Blood drags a spirit halfway into the material
realm. This Charm creates a gambit with difficulty (spirit’s Essence/2) against a character. This
special gambit can target dematerialized characters.
On success she weaves gossamer threads of wind though him, binding him partly to the
material world. He becomes material for (Essence + 2) rounds. He cannot dematerialize or use
teleportation magic during this time.
Dragon’s Sacred Talon
Cost: Spend 1 Essence or 1 Flux
Type: Supplemental
Prerequisites: Essence 3, Spirit-Chaining Strike
When darkness gnaws at the roots of the world and chaos threatens the very balance of
Creation, it’s the will of the Dragons that restores order. This Charm can supplement an attack,
drawing upon the orderly Essence of Earth to strike down raksha and other creatures of the
Wyld, or channeling vital Wood Essence to destroy one of the undead. An attack supplemented
by this Charm deals aggravated damage and is rendered unsoakable.
Elemental Essence Internalization
Cost: -
Type: Permanent
Prerequisites: Essence 3
A common ancestry ties the Dragon-Blooded to the elementals of Creation as both are born
from the Essence of the Elemental Dragons. Through this shared bond, the Terrestrial may
learn to call the power of an elemental her own. The Dragon-Blood may learn certain Charms
used by elementals. To learn such a Charm the character must develop a bond with an
elemental who possesses it. This is usually done by working together on a task. For Charms
with an Essence 3-4 prerequisite this must at least be a serious task, for Charms with an
Essence 5+ prerequisite it must be a life-changing task. The first Charm learned this way is
free, with all further purchases counted as a normal Charm purchase that can be done with
Dragon experience points.
Many Charms used by Spirits and other quick characters are not balanced for use by the
Exalted. The Storyteller may veto any Charm for purchase but should try to work with the
Player to design a version of the Charm that is more balanced if it is conceivable that a
Dragon-Blood may develop such a power. If a Storyteller does not feel comfortable doing so,
Elemental Essence Internalization cannot be learned.
Sacred Fortress Benediction
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3, Seed and Salt Warding, Righteous Bonfire Consecration
The Dragon-Blood infuses her works with the warding Essence of the Elemental Dragons. She
activates and commits this Charm’s cost when she starts working on a project to build a
structure, such as a house or a Manse. The structure she builds must feature white jade
prominently in its construction. Once she finishes construction the commitment ends and the
structure is from thereon out supernaturally protected.
Its thresholds are protected as per Seed and Salt Warding and creatures of the Wyld within
the structure are slowly calcified by the steady Essence of the earth. This is an environmental
hazard affecting fae and other creatures of the Wyld within the structure with damage 1L/hour,
difficulty (her Essence at the time of consecrating the structure).
At Essence 5+, the hazard affects all creatures of darkness as well as creatures of the Wyld.
Seal of Heavenly Binding
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Spirit-Grounding Shout
The Terrestrial raises her hand in a devil-sealing mudra, raising a binding circle around a spirit
or creature of the Wyld. She rolls (Intelligence + Occult) against the Resolve of a spirit out to
short range.
On a success, the Dragon-Blood’s anima traces an efficacious sigil that entraps that spirit for
one Scene. It cannot move outside of the circle, immediately materializes at no cost and cannot
dematerialize or use the Hurry Home Charm as long as it is trapped. Every other magic that
would transport the spirit outside of the sigil must succeed in a roll-off. A caged spirit cannot
attack or use magic on characters outside the sigil. Moving into close range with the spirit
requires entering the sigil.
A caged Tier 3 spirit can use its entire turn to try and break out, forcing a roll-off.
This Charm has no effect on Tier 4+ spirits.
Spirit-Shredding Attack
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Spirit-Grounding Shout
The Dragon-Blooded rends a spirit’s form, dealing it a wound that will refuses to heal. When
she incapacitates a spirit, she may activate this Charm to maim it. Tier 1 or 2 spirits are usually
too weak to survive such spiritual devastation and are permanently destroyed, while Tier 3+
spirits targeted by this Charm lose a permanent dot of Essence and multiply the time it needs
for them to reform by (Essence).
At Essence 4+, she can spend an additional point of Essence and Willpower when activating
this Charm to offer wayward spirits a chance at redemption. The fires of her judgement congeal
as a smoldering brand of Essence above the spirit’s heart when it reforms. The Exalt defines
a serious task the spirit must perform to remove the brand. Should the spirit abandon this task
the brand ignites, inflicting the Charm’s usual consequences on the spirit immediately. When
the spirit fulfills the task, the brand vanishes without further consequences.
Anathema Sealing Tomb
Cost: Spend 2 Essence, 1 Willpower
Type: Reflexive
Prerequisites: Essence 5, Seal of Heavenly Binding, Spirit-Shredding Attack
When the Dragon-Blood incapacitates a spirit, she may use this Charm to seal its Essence
away into the nearest dramatic manifestation of Earth Essence: the depths of a cavern, a cairn
or standing stone, a statue, an Earth demesne or manse, a mountain, or something similar.
The imprisoned spirit is unable to reform itself for at least (Essence) centuries, and spirits that
cannot reform themselves (including most elementals and First Circle Demons) are sealed
away permanently. The spirit can be freed by destroying its earthen prison, a dramatic
endeavor as difficult as the Storyteller deems appropriate.
Resilience
Body-Cleansing Prana
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Dragon-Blood overcomes poison through mastery of her body’s own internal cycle of
elements, channeling Essence inward to cleanse herself of poison or disease. She may
activate this Charm to roll another resistance roll against a poison currently afflicting her. She
rolls (Stamina + Resistance) against a base difficulty of 3 for mundane poisons or 4 for
supernatural poisons and decreases the duration of the poison by her threshold successes.
Against diseases this Charm allows her to finish the current interval immediately, allowing her
to roll against the disease’s morbidity for better or worse.
Element Protection Technique
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Dragon-Blood harmonizes her body with the five elements, rendering her body almost
impervious to any harm from an elemental source. She adds (Essence or 3) to her rolls to
resist element-based environmental hazards and her Soak against attacks fashioned from
elemental energies.
The latter does not apply to most Dragon-Blooded (or Martial Arts) Charms that use elemental
force as part of an attack. It only applies to attacks fashioned wholly from elemental energies
such as Elemental Bolt Attack or Blazing Solar Bolt and would offer no protection from an
attack enhanced by Burning Fury Wreath or Perfect Blazing Blow.
Wound-Denying Dragon-Faith
Cost: -
Type: Permanent
Prerequisites: None
Unwavering in her dedication, the Dragon-Blood won’t yield even to mortal injury. As long as
she’s striving to pursue or uphold an Intimacy of duty, faith or loyalty, she ignores up to
(Intimacy/2) points of wound penalties.
At Essence 4+ she ignores (Intimacy) points of wound penalties instead.
Unbreathing Earth Meditation
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
A single breath of air is enough to sustain the Dragon-Blood as she slows the rhythm of her
lungs and the beating of her heart. She can hold her breath for (Stamina + Resistance) hours
and takes no penalties for arduous activity while holding her breath.
At Flux-Level 2+ she may spend 1 Flux to refresh the air in her lungs, resetting the time she
has until she needs to breathe again.
Untiring Earth Meditation
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
Exhausted, the Dragon-Blood may find sustenance in the ground beneath her feet. As long as
this Charm is active, she needs little food, sleep and rest. She suffers no fatigue or deprivation
penalties as long as this Charm is active and multiplies the time until she would die of
dehydration or starvation with (Resistance). She does not need to sleep more than once every
(Stamina + Essence) days and can meditate for one hour each day to regain a point of
Willpower as she normally would through sleep.
At Essence 4+ she does not need any food at all and will never dehydrate or starve as long as
she is in Creation and has regular contact with the earth.
Fathomless Depths Replenishment
Cost: -
Type: Permanent
Prerequisites: Essence 2
The Dragon-Blood meditates on the deepest depths of herself, discovering that she is eternal.
While the Dragon-Blood is at rest, comatose or meditating, her body mends itself at increased
speed. She multiplies the speed with which she recovers from injury with ([Integrity, Resistance
or Survival] x 2).
If she knows Harmonious Life-Affirming Song, she treats performing as being at rest for the
purpose of this Charm.
Harmonious Life-Affirming Song
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
The Dragon-Blood’s performance revives those who hear it, like the coming of an early spring.
All characters who witness her performance add a bonus success on rolls against poison,
disease, and other maladies, and multiply the rate at which they heal damage by (Essence +
[Appearance or Charisma]). The Dragon-Blood can take other actions while continuing the
performance by flurrying them with a miscellaneous action to continue performing.
Rock and Stone Endurance
Cost: -
Type: Permanent
Prerequisites: Essence 2
The Dragon-Blood is as enduring as the hardest rock and toughest stone, resisting the
environment with unyielding resilience. Once the Dragon-Blood has enhanced her roll against
an environmental hazard with Excellence of the Dragons, she waives the cost of further
activations of the Excellence to defend against that hazard for the rest of the Story.
This explicitly encompasses all environmental hazards, no matter the type, as well as any
magical effects that create environmental hazards.
Unfeeling Earth Meditation
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Unbreathing Earth Meditation or Untiring Earth Meditation
The Dragon-Blood suffuses her body with Earth Essence, inuring herself to the pain and frailty
of her flesh. She ignores -1 and -2 wound penalties.
At Flux-Level 2+, she instead ignores 2 points of wound penalties.
At Essence 4+, she waives the Essence commitment of this Charm while in a Scene at
Flux-Level 3.
Elemental Succor Method
Cost: Spend 1 Flux
Type: Simple
Prerequisites: Essence 3, Wound-Denying Dragon-Faith or Fathomless Depths
Replenishment
Understanding the harmonious flow of elemental Essence through the human body, the
Dragon-Blood may direct it to heal her wounds. She may spend 1 Flux to heal one level of
bashing or lethal damage.
This Charm can only be used once per day. This restriction is waived as long as she is in a
Scene with Flux-Level 3.
At Essence 4+, she may spend 2 Flux to heal one level of aggravated damage.
Eternal Elemental Harmony
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 3, Element Protection Technique
The Dragon-Blood is one with the five elements, capable of dancing with lightning and walking
through wildfires. This Charm can be used upon failing a roll against an environmental hazard.
The Exalt rolls (Stamina + Integrity, Resistance or Survival). Every two successes reduce the
damage of the hazard by 1. If she reduces the damage of the hazard to 0 this way, she gains
a point of Willpower.
She can only gain Willpower from this Charm once per day.
Well-Tended Garden of the Soul
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 4, Elemental Succor Method
The Dragon-Blood beckons to the Wood Essence that moves through the wilderness, calling
forth healing renewal from the forest’s boughs. She meditates for one hour in an area not
devoid of plant life. Her vital Essence suffuses the surroundings out to medium range during
this time, making flowers bloom, healing blighted plants and allowing plants in good health to
grow as they would in a season’s time. Once she finishes her meditation this blessing of life
returns to her. She rolls (Essence + Stamina), healing a bashing or lethal level of damage or
restoring 1 Willpower per success.
This Charm may only be used once per Story.
The Wind Turns
Cost: Spend 1+ Willpower
Type: Simple
Prerequisites: Essence 5, Elemental Succor Method
A breath sent out into the world may return as a hurricane, and Essence is the breath of the
world. This Charm restores 1 spent Essence to all Dragon-Blooded of her choice within short
range, including herself. She needs to spend 1 Willpower point per target she wants to affect.
A character can only benefit from this Charm once per Scene.
Social
Inspire
Unbearable Taunt Technique
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: None
Even the meekest hearts are tinderboxes for the flames of outrage the Dragon-Blood stirs. She
rolls to inspire a single character with anger. If successful, her target must immediately respond
to her with hostility. His player chooses the form this takes — outrage, threats, or even initiating
combat.
In combat, this influence roll instead provokes an enemy into prioritizing attacking the
Dragon-Blood instead of any of her allies on his next turn. If he spends Willpower to resist the
Influence, he loses Initiative.
At Essence 2+ every 2 threshold successes on her threaten roll force the enemy to spend
another turn prioritizing attacking her over her allies and increases the Willpower cost to resist
this Charm by 1.
Passion-Transmuting Nuance
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
Just as a rising tide transforms landscapes, the Terrestrial’s words can turn fear to hope or
delight to sorrow. She makes an inspire roll with (Manipulation + Performance, Presence or
Socialize) a single character who’s in the grip of strong emotion, either as a result of an inspire
action, or due to roleplaying reasons. Success lets the Dragon-Blood change her target’s
emotion to another, unrelated passion. The new emotion is treated as a Major Intimacy even
if the original wasn’t inspired using influence. A character must enter a Decision Point and call
on a Major or Defining Intimacy to resist this influence with Willpower.
Resolve-Shattering Crescendo
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Dragon-Blood lets loose a terrible shriek, holds a soul-crushing oration or whirls in patterns
that ruin the mind. She rolls to inspire with (Manipulation + Performance), causing feelings of
dread, despair or panic in her audience. Everyone in the audience whose Resolve is overcome
loses a point of Willpower. Those who have no Willpower left to lose are stricken with a deep
spiritual malaise, taking a penalty of (Essence) to Resolve, Guile and all actions as long as
they are impassion by this Charm’s inspire action.
Soul-Stirring Performance
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 2
The Dragon-Blood’s grace and beauty sow the seeds of passion in her audience’s hearts. She
makes an inspire roll with (Appearance or Charisma + Performance). A character whose
Resolve is overcome must enter a Decision Point to resist, calling on an Intimacy of any
intensity that opposes the emotion the performance conveys.
At Essence 4+ a character whose Resolve is overcome must call upon at least a Major
Intimacy.
Immolating Passion Alleluia
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Soul-Stirring Performance
The Dragon-Blood lets the fires of her performance consume her, radiating passionate
intensity with every word, note, or movement. She makes an inspire roll using (Appearance or
Charisma + Performance). The emotions she inflames are incredibly intense, compelling an
equally intense response from her audience.
While the player of an affected character still chooses how that character reacts to the
influence, his reaction must rise to the level of at least a serious task chosen by his player.
Resisting this influence costs three Willpower.
Immolating Passion Alleluia can only be used once per Story, unless reset by achieving a
legendary social goal by influencing a character to act on his passions.
Addictive Dragon-Dance
Cost: Spend 3 Essence,1 Willpower
Type: Simple
Prerequisites: Essence 4, Immolating Passion Alleluia
A symbol of beauty and desire, the Dragon-Blood wakes a desperate hunger in her admirers.
While everyone witnesses a divine performance, she subtly tailors her display to the
subconscious expectations and desires of one member of her audience. She rolls (Appearance
+ Performance) to inspire awe, desire, fascination or love for the Dragon-Blood in the heart of
her target, automatically instilling him with an appropriate Intimacy as well. To resist this
influence the target must enter a Decision Point citing a Major or Defining Intimacy that would
contradict his fascination with her. She must pay an additional point of Willpower to enter the
Decision Point for every die the Dragon-Blooded added to her roll due to her Appearance
exceeding his Resolve.
If the target does not resist this influence, he becomes addicted to her presence, suffering
withdrawal if he cannot spend at least one Scene with her every (Integrity) days. He can spend
a point of Willpower to ignore the need to see her for one month. Once he’s spent a number
of Willpower points equal to the amount that would have been necessary to resist this
Influence, he breaks free of his addiction.
Alternatively, she may activate this Charm with a written inspire action. Doing so addicts the
target not to her, but her works. He suffers withdrawal if he goes for (Integrity) years without
reading a new work by her.
Instill
Auspicious First Meeting Attitude
Cost: -
Type: Permanent
Prerequisites: None
Swift to win new friends and impress new acquaintances, the Dragon-Blood reads them and
tailors her bearing to their expectations to leave a perfect first impression. Upon meeting a
character for the first time, the Dragon-Blood may combine a read intentions action with an
instill action to create a positive Tie towards herself, making a single (Charisma, Appearance,
or Perception + Socialize) roll against his (lower of Guile or Resolve).
Brother-against-Brother Insinuation
Cost: Spend 1 Essence or 1 Flux
Type: Supplement
Prerequisites: None
Sometimes a lone spark is all it takes to destroy a relationship. She may activate this Charm
when she rolls to instill a negative Intimacy towards a character that belongs to the same
culture or social group as the target, or when she attempts to weaken a positive Intimacy
towards such a character. Her target cannot call on any positive Intimacies towards the target,
a shared social group or their common culture to bolster his Resolve against this influence.
At Flux-Level 2+ she also adds one automatic success towards her roll.
Elusive Siren Smile
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2
Dancing around her opponents with elusive grace and a beautiful smile, she softens the hearts
of her enemies. After successfully defending against an attack, the Dragon-Blood may activate
this Charm to reflexively roll (Appearance + Performance) against his Resolve to instill a
positive Tie towards her, adding an automatic success for every success he missed her
Defense by. If he resists this influence by spending Willpower, he loses Initiative as his internal
conflict causes him to hesitate.
The first use of this Charm in a day is free.
Heart-Conquering Prowess
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2
Such is the elegance and beauty of the Dragon-Blood’s martial prowess that even her
staunchest enemies must respect it. She may activate this Charm when she incapacitates an
opponent, defeats him in a sparring match or similar display of martial superiority. She
weakens a negative Tie towards her or instills or strengthens a positive Tie towards her. Treat
this as an instill action that succeeds automatically without a roll, although it must still leverage
a supporting Intimacy to strengthen an Intimacy to or weaken it from Major or Defining intensity.
If she incapacitated her opponent, he cannot spend Willpower to resist and is left unconscious,
even if incapacitated by lethal or aggravated damage.
The first use of this Charm in a day is free.
Inversion of the Foul Wind
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Brother-against-Brother Insinuation
The Dragon-Blooded have refined the way of saying one thing and meaning another to an art
form. She rolls (Manipulation + Presence or Socialize) to instill a target with a negative Tie
towards another character. To all witnesses, including the target, she seems to attempt the
opposite, praising the target’s virtue. To him her words sound hollow and only serve to highlight
suspected or imagined flaws.
Essence spent on this Charm does not contribute towards flaring the Dragon-Blood’s Anima,
unless she wants it to.
Haunting Words Inflection
Cost: Spend 1 Essence or 1 Flux; Spend 1 Willpower
Type: Simple
Prerequisites: Essence 3, Auspicious First Meeting Attitude
Even if the Dragon-Blood cannot persuade another with her arguments, she can give him the
clarity of air to know the truth for himself when he sees it. She rolls (Charisma + Presence) to
instill a single character with an Intimacy she possesses. Even if she doesn’t beat her target’s
Resolve or he resists, her words linger with him for (6 – his Integrity) weeks thereafter. Every
gust of wind seems to whisper her argument in endless repetition, while weather patterns take
on symbolic or allegorical meaning to him.
Each time the target learns new information that supports the Dragon-Blood’s argument and
would allow her to retry her instill action, he makes a (Charisma + Presence) instill roll against
himself, adding (Essence) bonus dice. He cannot choose to fail the roll, and the rules for
lengthy debates apply.
This Charm may only be used against any given character once per Story.
Insidious First Meeting Attitude
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Brother-against-Brother Insinuation
The Dragon-Blood preys on the weakness in the hearts of others, insinuating herself into the
memories of a confused mind. Upon first meeting another character the Dragon-Blood rolls
(Manipulation + Socialize) to instill a positive Intimacy of familiarity in the target. He may
vaguely remember her as an old acquaintance, distant relative, a new drinking buddy or similar
friend. Should the target wish to resist this influence he must spend a point of Willpower to
enter a Decision Point citing a Major or Defining Intimacy.
The vague memories and the Intimacy created by this Charm remain for the rest of the day.
The target does not automatically become aware that her memories have been altered when
this Charm ends, he simply stops caring about this relative stranger unless events have
endeared him to her or roused his suspicion.
Essence spent on this Charm does not contribute towards flaring the Dragon-Blood’s Anima,
unless she wants it to.
Unfaltering Pillar of Unity
Cost: Spend 2 Essence, 1 Willpower
Type: Supplement
Prerequisites: Essence 3, Auspicious First Meeting Attitude
Expounding on the importance of tradition and social order while inveighing against disloyalty,
the Dragon-Blood strengthens the foundations of society. She rolls (Charisma + Socialize) to
instill one or more members of a single culture or social group with a Tie of loyalty towards that
society, ignoring the penalty for influencing multiple characters. A character whose Resolve is
beaten must enter a Decision Point and call on a Major or Defining Intimacy to resist the Tie
being created. As usual, strengthening an existing Intimacy can’t be resisted with Willpower.
An affected character cannot voluntarily weaken the instilled Tie until (6 - his Integrity) weeks
have passed, nor can he take actions that would oppose the Intimacy during that time, unless
failing to do so would oppose a Defining Intimacy. Other characters can attempt to erode the
Tie normally using social influence, but are subject to the rules for overturning social influence.
Fully eroding the Intimacy frees the character from this Charm’s effects.
This Charm can only be used once per Story, unless reset by accomplishing a major character
or story goal that benefits a culture or social group that the Exalt belongs to.
Dragon Warlord’s Convocation
Cost: Spend 2 Essence, 1 Willpower
Type: Supplement
Prerequisites: Essence 4, Heart-Conquering Prowess, Unfaltering Pillar of Unity
The Dragon-Blood forges loyalty with fiery words, overawing and inspiring those who hear her.
She makes an instill roll against a single character with (Appearance or Charisma + Presence
or Socialize) to create a Tie of loyalty towards her. This creates an Intimacy at Major intensity
or strengthens a Minor or Major Intimacy to Defining intensity. If the target wishes to resist, he
must enter a Decision Point, calling on another Intimacy of equal or greater intensity and paying
(Essence/2) Willpower.
For the remainder of the Story, the target cannot voluntarily weaken this Intimacy unless the
Dragon-Blood directly harms him or threatens one of his Major or Defining Intimacies. Even
then, he can only weaken it by one level for each offense.
Dragon Warlord’s Convocation can only be used once per Story, unless reset by achieving a
legendary social goal.
Intimidation
Burning Dragon Mien
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: None
The fury of a dragon strikes fear into even the boldest hearts. Upon being targeted by social
influence, a rush or an attack she may activate this Charm to reflexively threaten her target
with a (Charisma or Appearance + Presence) roll. On a success she imposes a penalty of
([Appearance/2] or [Essence/2]) on his next ([Essence/2] or 2) actions against her, including
the one that caused this Charm to be activated. This penalty applies even if he resisted the
influence by spending Willpower.
Intrigue
Essence spent on or committed in Social Intrigue Charms never counts towards
flaring the Dragon-Blood’s Anima, unless she wants it to.
Loyalty-Reading Meditation
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
Who can conceal the heat of his passion from the Dragon-Blood’s keen eye? When she reads
intentions to discern an Intimacy based on emotion, that Intimacy penalizes the target’s Guile
as though it were his Resolve.
Hidden Petal Aria
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Dragon-Blood expresses multiple layers of meaning via an artistic performance, conveying
a secret message through nuances of speech and movement. She may embed a message
into a performance, conveying it only to select members of her audience. This can incorporate
social influence. Magical attempts to detect the message must succeed on a roll at difficulty
(her base Guile + Essence).
Slippery Thoughts Technique
Cost: -
Type: Permanent
Prerequisites: None
A consummate liar, the Dragon-Blood deftly negotiates intrigues and galas. She may use
Integrity or Larceny in place of Socialize to calculate her Guile. She also may use Investigation
instead of Socialize to read intentions.
Smoke-Wreathed Mien
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: None
Feigned languor conceals the Dragon-Blood’s true feelings. When a character rolls to read her
intentions, she can activate this Charm to apply a penalty of (Essence + Flux-Level) to his roll.
A single activation of this Charms protects against all attempts in the same Scene to read the
Intimacy or motive she protected with this Charm.
Eye-for-Passions Scrutiny
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Loyalty-Reading Meditation
When the Dragon-Blood successfully reads a character’s intentions, she may activate this
Charm reveal an additional Intimacy based on emotion that relates to the motives or other
Intimacy she discerned. For example, uncovering a courtier’s Intimacy for a beautiful performer
might reveal his Tie of hatred for a romantic rival, while uncovering that a vagabond intends to
pickpocket her might reveal a Tie of love for the family he needs to feed.
Poisoned Tongue Technique
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 2
The Dragon-Blood insinuates her influence into another’s conversation, subtly manipulating
his voice’s tone and cadence by controlling the air he speaks through. When a
character within short range makes a spoken influence roll, the Dragon-Blood may use this
Charm to roll (Manipulation + Linguistics) against his Resolve. Each threshold success on her
roll subtracts one die from his influence roll.
Shadow-Dispersing Radiance
Cost: -
Type: Permanent
Prerequisites: Essence 2
Whether enticed by her striking looks or menaced by her intimidating features, few can keep
their secrets when they look upon the Dragon-Blood. If her Appearance is higher than a
character’s Guile, she adds dice equal to the difference on read intentions actions against him.
Smoke Without Fire
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2
Those who expect intemperance or unthinking passion from the Dragon-Blood are the most
easily deceived. She may activate this Charm when another character tries to read her
intentions, adding +1 to her Guile. If the opposing character fails to read her intentions, he
believes that he’s succeeded, but what’s revealed to him is an exaggeration of the
Dragon-Blood’s emotional state or one of her emotion-based Intimacies, chosen by the player.
Irritation might be misread as a hate-filled vendetta; infatuation as passionate longing; or
boredom as soul-crushing ennui.
At Flux-Level 2+, this Charm may be declared after a character has failed a read intentions
roll, rather than before he rolls.
At Essence 4+ she may alternatively set her Guile to 0 when she is targeted by a read
intentions action. The character reading her intentions treats his roll to do so as an inspire
action against himself, inspiring an exaggeration of the Dragon-Blood’s emotional state in
himself. To resist this influence, the target must spend a Willpower point to enter a Decision
Point and cite a Major or Defining Intimacy.
Vile Kin-Slaying Attitude
Cost: -
Type: Permanent
Prerequisites: Essence 2
Bound by ties of blood, the Dragon-Blooded scheme against one another endlessly, hiding
their blades behind a veil of familial love. The Dragon-Blood gains +1 Guile against all people
to whom she is related by blood.
Reading the Unspoken Word
Cost: -
Type: Simple
Prerequisites: Essence 3, Hidden Petal Aria or Eye-for-Passions Scrutiny
The Dragon-Blood’s keen intuition can discern the words that someone expects to hear,
uncovering the expectations or assumptions couched in that language. A servant awaiting a
foreign prince expects to be greeted with haughty disdain; a disguised intruder fears his identity
will be questioned; a guard at a secret meeting awaits a specific password.
The Dragon-Blood makes a read intentions roll with (Intelligence or Perception + Linguistics or
Socialize). Success lets her discern exactly what that character expects to be told in his current
circumstances. This may assist her in impersonation or give her an opening to exploit. If she
leverages this knowledge as part of an influence roll within the same Scene, she adds
(Essence) bonus dice.
Rippling Mirror Face
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Smoke Without Fire
The sparkling waters of the sunlit ocean conceal dark depths, hidden beneath blinding
reflections. The Dragon-Blood may use this Charm when she asserts her Guile against a read
intentions roll. If that roll fails, the opposing character believes he succeeded. Instead of
revealing the truth, the Dragon-Blood may choose an Intimacy possessed by any character
present in the Scene that she’s previously discerned with her own read intentions action,
passing it off as her own.
At Flux-Level 2+, this Charm may be declared after a character has failed a read intentions
roll, rather than before he rolls.
Rumor-Dredging Gaze
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Eye-for-Passions Scrutiny
A master blackmailer, the Dragon-Blood draws forth secrets from the murkiest depths. She
rolls to read intentions. Instead of specifying an Intimacy she wishes to discern, the Dragon-
Blood instead uncovers whichever Intimacy her target most desires to keep hidden from her.
Smoothing-Over-the-Past Technique
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Smoke-Wreathed Mien
The Dragon-Blood’s lulling speech and hypnotic bearing muddles the memory of an enemy,
rival, or ill-treated acquaintance, banishing a past event that would reflect poorly on a current
conversation to the depths of his unconscious. She makes a special (Manipulation + Socialize)
instill roll against a single character to suppress his memory of a single incident of her past
misbehavior and any Intimacies associated with it. The target may not call upon negative
Intimacies toward her person to bolster his Resolve against this influence.
Success suppresses the chosen memory, allowing the Dragon-Blood to interact with her victim
for a single Scene as though it never happened. The victim cannot bring it up or even
remember it, rationalizing away any inconsistencies this causes. Any negative Intimacy tied to
the memory is likewise blunted, decreasing in intensity by one step for the Scene.
If the victim’s loss of memory would cause him to act inconsistently with a Major or Defining
Intimacy, other than a negative Tie for the Dragon-Blood, he may pay one Willpower to resist.
The same is applicable if failing to remember would place his life in danger. However, he’s
unaware she caused his memory lapse.
At Essence 5+ she may spend an additional point of Essence to permanently erase the
memory. Doing so subtracts the target’s (Essence) in successes from her roll before comparing
it to his Resolve.
Clear-Eyes Courtier’s Scrutiny
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 4, Rumor-Dredging Gaze
As she gazes down from a superior social vantage, the complexities of courtly intrigues lay
themselves bare before the Dragon-Blood. She makes a single read intentions roll
against all characters she can perceive. She may either attempt to determine each of their
intentions in the current scene — for instance, scanning an office of functionaries to determine
which ones are working dutifully, which are lazing, and which are in the process of embezzling;
or she can attempt to identify their Intimacies on a single topic — discerning how the members
of a prince’s court feel about him, or the reasons why a mob of peasant is protesting a satrap’s
rule.
This Charm may only be used once per Story, unless reset by discovering a serious or
life-changing secret of a significant character.
Mind Control
Entombed Mind Technique
Cost: Spend 1 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3
With a low droning voice, the Dragon-Blood lulls her listener into dreamless sleep. She rolls
(Manipulation + Presence) against his Resolve, causing him to fall asleep unless he pays 2
Willpower to resist. He cannot be woken from this sleep by others without magic for the rest of
the Scene and an hour thereafter and won’t awake of his own volition for at least a day. While
asleep, the Dragon-Blood may make a single influence roll against him, whispering the words
in his ear as he sleeps.
This Charm may not be used in combat.
At Essence 4+ she can place a target whose permanent Willpower is lower than her Essence
into perpetual slumber. He doesn’t suffer from hunger or thirst while he sleeps, nor does he
age, but he cannot be woken without magical intervention. She can also induce this state in
consenting targets.
At Essence 5+ she may petrify a target she could have placed into eternal slumber,
transforming him into an inanimate statue. She may spend 1 Essence while touching him to
reverse the process. Otherwise, it can only be undone by magic such as Order-Affirming Blow.
This Charm may only be used once per Story per character.
Persuasion
Grinding Millstone Approach
Cost: Spend 1 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 2
The Dragon-Blood embodies the relentless nature of earth in her persistent argument, shaking
the convictions of even her strongest-willed rivals. After failing a persuade roll, she may reset
her attempt, allowing her to try again. If her target uses the same Intimacy to bolster his
Resolve that he did against the original attempt, the bonus it provides is lowered by 1.
This Charm may only be used once per Scene and must be activated immediately after failing
a persuade roll to reset it. The same persuade roll cannot be reset more than once per Story
by this Charm.
Blazing Heart Ascendancy
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Grinding Millstone Approach
Fire is best fought with fire. This Charm supplements a persuade or threaten roll. If the target
enters a Decision Point to resist the supplemented influence, the only Intimacies he can call
upon to justify his resistance are those based on passion. Intimacies with no emotional power,
such as a Principle of belief in the rule of law, cannot be used, even if they have a higher
intensity. Characters who have no passionate Intimacies to inflame are immune to this effect.
Fruit-of-the-same-Tree Elegance
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: Essence 3, Grinding Millstone Approach
Drawing on her similarity to her relatives, the Dragon-Blood takes the place of her kin in the
hearts of their friends. When she attempts to persuade another character, she can leverage a
Tie towards one of her blood relatives as if it was a tie towards herself.
This Charm does not work if the target knows of or suspects a negative relationship between
said blood relative and the Dragon-Blood, such as trying to prey on her brother’s consort’s love
for him when he suspects she might be behind the recent assassination attempt against him.
The Dragon-Blood cannot disguise herself as the blood relative of a character she is not related
to, in order to take advantage of Ties towards him.
Seduction
Warm-Faced Seduction Style
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood radiates desirability and enchanting allure. She converts up to (Essence/2)
dice added to her influence rolls to seduce another person by her Appearance to automatic
successes.
Divine Lotus Fragrance
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2
Masters of the art of seduction, the Dragon-Blooded can capture a heart with nothing more
than a smile, the blush of a cheek or their intriguing smell. She may attempt to covertly seduce
a target with an innocuous gesture, hiding her seduction from onlookers. Her target receives
no bonus to his Resolve due to her relying solely on body language for this influence roll.
At Flux-Level 2+ she may attempt to seduce a target from short range.
At Essence 3+ she may even hide her seduction from the target himself, causing him to
rationalize his strong attraction as affection born of his own heart if he fails to pierce her Guile
with a reflexive read intentions action.
Utility
Audience-Enthusing Display
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Dragon-Blood drinks in her audience’s appreciative eyes and repays them with her
masterful performance. She ignores the penalty for targeting multiple characters on social
influence rolls.
At Flux-Level 2+ she waives the Essence commitment of this Charm.
Blossoming Instrument Evocation
Cost: -
Type: Permanent
Prerequisites: None
Nature itself yearns for the sweet music and words of the Dragon-Blood, offering itself up as
the instrument of her harmony. A tree branch will reshape itself into a sanxian should she have
need of it, and reeds become brushes of unsurpassed beauty in her hands. She may create
an instrument, writing implement or paper from a plant. These utensils count as exceptional
equipment. They revert back to their natural form after a day, though paper produced and
written upon keeps its new form indefinitely.
Eternally Argumentative Flame
Cost: -
Type: Permanent
Prerequisites: None
A Dragon-Blood’s tongue is but one of her many weapons. When she flurries a social influence
roll, the flurry penalty on both actions is reduced by one point, and she doesn’t suffer a Defense
penalty.
Friend-to-all-Nations Attitude
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood ingratiates herself into insular cliques, foreign courts, and barbarian tribes
with skillful understanding of their customs and mores. After spending at least an hour being
exposed to any culture or social group, she may gain a temporary Socialize and Lore Specialty
in it. She may have up to (Essence) specialties granted by this Charm at a time. If she wishes
to gain a new temporary specialty while at the maximum, she must abandon an old one.
Wary Yellow Dog Attitude
Cost: -
Type: Permanent
Prerequisites: None
The line between social pleasantries and drawn blades can be all too thin, but the
Dragon-Blood isn’t caught unawares. When combat is about to break out amid social
interaction, she becomes aware of this fact if a character whose intentions she has successfully
read in the Scene is the one to initiate it. She automatically wins Initiative. This protects her
from being ambushed and should she utter a warning to her comrades they add (Socialize)
bonus dice on any roll to detect an unexpected attack in the first round of combat, as well as
their Initiative roll.
Hot-Blooded Ardor
Cost: Spend 1 Flux
Type: Supplemental
Prerequisites: Essence 2
The Dragon-Blood is fire given flesh. She treats her Appearance as (Flux-Level) higher, even
above 5, when determining how many bonus dice it adds to a social influence roll.
Irresistible Whirlpool Diversion
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
The Dragon-Blood’s performance draws in her audience’s attention like a maelstrom sucking
in flotsam, making it difficult for them to pay attention to anything but her. She rolls (Appearance
or Manipulation + Performance) with (Essence + Flux-Level) bonus dice. Any audience
members with a Resolve lower than her rolled successes suffers a penalty of (Essence) to
Awareness-based rolls to pay attention to anything or anyone other than her. The Dragon-
Blood can take other actions while continuing the performance by flurrying them with a
miscellaneous action to continue performing.
At Essence 3+ Tier 1 characters increase the penalty to (higher of her Essence and threshold
successes).
Seizing-the-Tongue Technique
Cost: 1 Flux
Type: Supplemental
Prerequisites: Essence 2
Quick wits allow the Dragon-Blood to nimbly avoid social pitfalls and correct faux pas without
giving offense. She adds 1 automatic success on a social influence or read intentions action.
Alternatively, she may activate this Charm reflexively to raise her Guile or Resolve by 1 against
social influence or a read intentions action.
At Flux-Level 2+ she may activate this Charm after the social influence or read intentions action
has been rolled.
Sweeten-the-Tap Method
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
Whether it’s freely flowing libations at a Dynastic salon or a ration of rum at a military
encampment, alcohol improves moods and eases social friction. When the Dragon-Blood
supplies drinks, she may use this Charm to heighten their potency and quality. Each character
who partakes is treated as having a positive Minor Tie for his fellow partygoers — whose
context, such as affection or camaraderie, is chosen by his player — and suffers -1 Guile.
However, sweetening the tap also increases the risk of fraying tempers or violent
overreactions. If a character botches a social action, the positive Tie towards him created by
this Charm inverts into a negative Tie for all inebriated partygoers who witnessed the offense.
Blazing Hoard of Hesiesh
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Audience-Enthusing Display, Seizing-the-Tongue Technique
Flaunting her wealth, the Dragon-Blood cows those beneath her into submission. She
demonstrates her incomparable wealth and makes an instill, persuade or threaten roll, gaining
([her Resources + 1] - target’s Resources) bonus dice. If the target has a Major or Defining
negative Intimacy praising austerity, opposing ostentatious wealth or something similar he is
immune to this Charm’s effects.
Honorable Matriarch Bearing
Cost: -
Type: Permanent
Prerequisites: Essence 3, Audience-Enthusing Display
Sure in her decisions and legacy, the Dragon-Blood sets an example for her kin to follow. She
adds one automatic success on inspire, instill, persuade and threaten actions against her
descendants.
At Essence 4+ she increases her Resolve by 1 against social influence actions performed by
her descendants.
Thundering Dragon Proclamation
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Irresistible Whirlpool Diversion or Seizing-the-Tongue Technique
Breathing deep of the world, the Dragon-Blood raises her voice to a resounding shout, her
words rumbling across the sky like thunder. Her voice is loud enough to be heard clearly by
characters at extreme range, up to four bands away from her. She ignores environmental or
distance penalties to her social influence rolls. She may lower her voice to normal volume.
Virtuous Mountain Shadow
Cost: Spend 1 Essence, 1 Willpower
Type: Reflexive
Prerequisites: Essence 3, Poisoned Tongue Technique
Disharmonious words, offensive to propriety and right action, invite the Dragon-Blood’s
censure. When she witnesses a character using social influence she wishes to dispute, she
may draw on one of her Major or Defining Intimacies to make her counterargument. All
characters who hear her gain access to that Intimacy, which they may use to bolster their
Resolve against the influence or in a Decision Point. Characters who choose to accept this
benefit gain the chosen Intimacy at Minor intensity.
Vivacious Dragon Beauty
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Hot-Blooded Ardor
Suffusing her demeanor with the sensuality of Wood Essence, the Dragon-Blood affects an
efficaciously seductive bearing. She gains a bonus dot of Appearance, which may raise her
Appearance above 5.
Written
Caustic Wit Invective
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Dragon-Blood lets her scorn overflow into her words, her sarcasm and ridicule slowly
wearing down even the strongest-rooted beliefs. She writes a mocking message or satire that
conveys an instill roll to erode a specific Principle or positive Tie. Her mockery inflicts
momentary doubts on even the most dedicated readers, preventing them from drawing on the
targeted Intimacy to bolster their Resolve.
Fervor Inciting Brushstrokes
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Dragon-Blood writes words to spark flames in her readers’ hearts, incinerating all
inhibitions in a swell of passion. She makes a written inspire roll that creates anger, lust or
another powerful passion tailored to a single reader. He must enter a Decision Point and call
upon a Major or Defining Intimacy to resist.
At Essence 3+ can use this Charm to influence multiple people.
Enthralling Lotus Calligraphy
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Dragon-Blood fashions a trap from beautiful words, weaving a puissant compulsion into
every sentence and simile. She makes a written influence roll to instill, persuade, or bargain
with a specific character. The written message exerts an unnatural influence upon its intended
recipient. Once he’s able to see the document, even if he cannot see the writing, he’s subtly
compelled to begin reading it unless he spends (Essence/2) Willpower to break free. This
impulse appears natural, and won’t force the victim to endanger himself or abandon pressing
tasks.
If the target doesn’t resist and begins reading, he must do so long enough to be subjected to
whatever influence the document contains. Resisting this Charm renders the target immune to
its effects for the rest of the Story.
Rewriting the Truth Technique
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Enthralling Lotus Calligraphy
The Dragon-Blood pens a seductive deception, her words seeping into the deep channels of
the subconscious mind. She rolls (Manipulation + Linguistics) as a written instill action, ignoring
any penalties for making implausible claims. This influence must target a specific character. If
her influence roll beats his Resolve, he forms a Major Principle of belief in the lie unless he
pays 3 Willpower to resist. Attempting to voluntarily weaken the Principle instilled by this Charm
costs 1 Willpower.
This Charm can only be used once per Story, unless reset by successfully leveraging a
character’s Intimacy of belief in a falsehood to persuade him to undertake a serious or life-
changing task that directly advances the Dragon-Blood’s goals or those of her Hearth.
Wildfire Words Technique
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Fervor Inciting Brushstrokes
The Dragon-Blood’s words spread across Creation like swift-burning flame, a thousand
tongues of fire repeating her message in every direction. She makes a written (Charisma +
Linguistics) instill roll to create or strengthen an Intimacy based on a strong passion — love,
anger, valor, fear, lust, or the like.
On a success, the instilled Intimacy can’t be altered or removed for the next (6 - his Integrity)
days, although it can be weakened. The next time the target engages in a conversation during
this time, he’s overcome with a burning urge to spread that Intimacy and must attempt his own
instill roll against all listeners, adding (Essence) dice to his roll. His words don’t convey this
Charm’s effect, though he may direct listeners to the Dragon-Blood’s text.
This Charm can only be used once per Story.
Seven Ages Writ
Cost: Spend 2 Essence, 1 Willpower
Type: Supplemental
Prerequisites: Essence 4
The words carved into stone by the Princes of the Earth endure the ages. The Dragon-Blood
may activate this Charm to supplement a roll to carve a message or artwork into a stone
surface. Wind, weather and time will never wear away her work. Should somebody try to
remove her work without destroying the surface or destroy the medium it was written on he
must succeed on a Strength 10+, difficulty 15 feat of strength.
Stealth
Essence spent on or committed in Stealth Charms never counts towards flaring
the Dragon-Blood’s Anima, unless she wants it to.
Distracting Element Invocation
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: None
The Dragon-Blood calls upon the elements to aid her in her infiltrations. She may activate this
Charm when she is in concealment and wishes to move through an area where she would risk
detection. She rolls (Strength or Dexterity + Stealth) against the Resolve of any guards or other
watchers keeping an eye on the area. On a success sudden wind, guttering flames, a sudden
tremor or similar elemental disturbances cause a distraction in the environment and creates
an opening for her. She applies a penalty equal to the threshold successes on her roll on any
roll to detect her moving through the area for the next (Essence or 3) rounds.
Dragon’s Soft Tread
Cost: -
Type: Permanent
Prerequisites: None
Sometimes the wise dragon whispers instead of announcing her presence to the world with a
mighty roar. She increases the amount of Essence spent or committed in a Scene to increase
the intensity of her Anima by 1.
This Charm is always active, but she may reflexively choose not to apply its effects.
Invisible Street Performer Technique
Cost: Commit 2 Essence
Type: Simple
Prerequisites: None
The Dragon-Blood vanishes into her performance, receding from her audience’s notice. She
rolls (Manipulation + Performance). As long as she continues to perform, characters whose
Resolve is beaten by her roll cannot directly notice her, so long as the performance itself is not
wholly out of place for the location. She could move unseen through a temple, party or the
streets on a normal night, but this Charm would not hide her when she is violating a curfew or
trying to sneak in a cave.
While they see or hear her artistic display, they pay no mind to the person performing it. The
Dragon-Blood can take other actions while continuing the performance by flurrying them with
a miscellaneous action to continue performing, but this Charm ends if the Dragon-Blood stops
performing, rolls Join Battle, or takes an overt action that draws notice to herself, such as
brandishing a weapon or trying to enter a restricted area.
Vanishing Wind-Body Technique
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Dragon-Blood is one with the air around her, releasing the solidity and substance that
weigh down her body. She ignores (Essence or 3) points of penalties for attempting to use
stealth in combat and lacking appropriate cover when moving in combat.
Whispering Thief Technique
Cost: -
Type: Permanent
Prerequisites: None
A subtle current of wind carries the Dragon-Blood’s words through the air. This Charm lets her
throw her voice, making it seem to come from a character or object within short range. While
in stealth, she can use this Charm to speak without breaking concealment.
Dragon-Lair Atemi
Cost: -
Type: Permanent
Prerequisites: Essence 2
A Dragon is never more dangerous than in her own lair. When the Dragon-Blood is concealed
by a significant expression of one of the five elements, such as hiding behind a large rock,
sneaking through a cloud of smoke or lurking in the underbrush, unexpected attacks deal an
additional point of damage for every 2 instead of 3 threshold successes.
At Essence 4+ she may reflexively spend 1 Essence when performing an unexpected attack
empowered by this Charm to render it unsoakable.
Foe-Blinding Venom
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Dragon-Blood distills her Essence into a venom that burns her presence from the senses
of her enemies. While in concealment, she makes an unexpected attack that conveys a poison
which must be resisted with (lower of Perception or Stamina + Resistance). It has damage
1B/round, Duration (Stealth + [Essence/2]) rounds, and a -1 penalty. This penalty increases to
-4 on rolls opposing the Dragon-Blood.
Soundless Action Prana
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2
The Dragon-Blood silences herself with an inner whirlwind, drawing in the sound of every
unintended gasp or misplaced footstep before it reaches the ears of her foes. She imposes a
-3 penalty on any roll to detect her in stealth by hearing alone and a -1 penalty on similar rolls
in which hearing plays a role.
At Flux-Level 2+ she waives the Essence commitment of this Charm.
Burning Shadow Double
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Whispering Thief Technique
The Dragon-Blood radiates her presence through the shadows as a heat mirage, distorting the
air to create a near-perfect double of herself, tinged with glowing hints of her anima. To use
this Charm, she must be in concealment. She may place a decoy at any point within medium
range. The decoy is realistically lifelike and can appear to take most actions the Exalt could,
as determined by her, but cannot speak, make sounds, or touch anything, and has no scent.
It can’t move beyond medium range from her and vanishes if she moves further than medium
range from it, or the Scene ends.
The decoy has Evasion (Manipulation) against attacks and dissipates into nothing if struck. A
character in close range can make a (Perception + Awareness or Investigation) roll once per
round against a difficulty of (Larceny or Stealth) to realize the decoy is a sham.
A character who has not realized the decoy is a sham and focusses on it applies a -3 penalty
to any rolls to detect the Dragon-Blood and a surprise attack by her applies an additional -2
penalty against his Defense. Foes attacked by her automatically realize the Decoy was a sham.
At Essence 4+ and Flux-Level 2+ she can turn her decoy into a deadly trap. She may reflexively
detonate it in a sudden burst of flame. This creates a one-time environmental hazard against
all characters in close range of the decoy with damage ([Essence/2] + 1) and difficulty (Essence
+ 1). If she activates this in response to her decoy being destroyed by an attack from close
range, the character who performed the attack adds 2 to the difficulty to resist this hazard.
Shroud of Unseen Winds
Cost: Commit 2 Essence
Type: Reflexive
Prerequisites: Essence 3, Dragon’s Soft Tread, Vanishing Wind Body Technique,
Dragon-Lair Atemi
Air is invisible. In this, too, the Children of Mela emulate their element. By swathing herself with
transparent air, the Dragon-Blood can become nothing more than a ripple in her foes’ view.
She imposes a -2-visibility penalty on all physical actions taken against her, as well as to
Perception rolls to notice her that rely on sight.
Sleeping Dragon’s Lair
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Vanishing Wind-Body Technique
The Dragon-Blood descends into the earth beneath her, either to coil and slumber or simply to
wait. As long as she’s touching reasonably pliant ground, she may sink into it, entombing
herself just below the surface. She cannot be seen or heard without using applicable magic.
She can still be tracked by scent, but the spoor seems to abruptly end at the place where she
vanished into the earth.
She may stay hidden in the earth for as long as she wishes, the magic of this Charm provides
her with enough air to breathe, as long as breathable air is available on the surface. She may
end the Charm’s interment as a Simple action. When she emerges, she may elect to create a
dust cloud out to short range, that imposes a -3 visibility penalty.
At Essence 5+ she may use this Charm to sink and remain in solid stone as well as earth.
When she emerges from stone she may elect to emerge in a hail of shrapnel, creating a
one-time environmental hazard out to short range with damage 2L, difficulty 4.
Zone of Silence Stance
Cost: Commit 1-2 Essence
Type: Simple
Prerequisites: Essence 3, Soundless Action Prana
The Dragon-Blood weighs down the air around her, trapping sounds in frozen stillness. She
can silence the ringing of blades, the desperate cry of a wounded bandit, or the shattering of
a thousand-year-old vase. The Exalt perfectly silences her own actions, making it impossible
to detect her by hearing and applying a -3 penalty on rolls to detect her in which hearing would
play a significant role.
She can commit an additional point of Essence when activating this Charm to radiate this
complete silence out to close range, causing nothing that occurs around her to produce any
sound whatsoever.
At Flux-Level 2+ she may extend the range of this Charm by one additional range band.
At Essence 5+ she does not need to commit additional Essence to extend the range of this
Charm to close or short range and is able to reflexively readjust the range of the zone of silence
at the beginning of her turn.
Mela’s Hungry Jaw
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 4, Distracting Element Meditation, Dragon-Lair Atemi
The Dragon-Blood steals the very air from her victim’s lungs, suffocating him without ever
laying a hand on him or being seen. This Charm can only be used while in concealment,
against an enemy within medium range who’s unaware of the Dragon-Blood. She steals his
breath, causing him to begin to asphyxiate. Trivial opponents never receive a chance to hold
their breath, even outside of combat.
The Terrestrial cannot move or perform other actions while using this Charm to siphon her
foe’s breath, but neither can her victim move away from her without rolling a disengage,
regardless of the distance between them. A victim can only break free of Mela’s Hungry Jaws
by successfully finding the Dragon-Blood with a (Perception + Awareness) roll or withdrawing
to extreme range. If the Dragon-Blood is attacked by another character this Charm ends
instantly.
Tier 3+ characters targeted by this Charm add a cumulative +1 bonus to their (Perception +
Awareness) rolls to find the Dragon-Blood for each turn this Charm has been active.
Sudden Tempest Distraction
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 4, Distracting Element Meditation, Vanishing Wind-Body Technique
A sudden, short-lived tempest springs to life around the Dragon-Blood and when her
opponents regain their bearing, she is gone. Upon successfully parrying or evading an attack
made against her from close range she may activate this Charm to reflexively establish
concealment.
This Charm can only be used once per Scene.
At Flux-Level 3 there is no restriction on how often this Charm may be used.
Burning Shadow Legion
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 5, Burning Shadow Double
The Dragon-Blood is no longer limited to creating a mere decoy from stealth, surrounding her
with a legion of heat mirages and vanishing into a crowd wearing her own face. Unlike this
Charm’s prerequisite, she does not have to be in concealment to activate it. Numerous decoys,
as described in this Charm’s prerequisite, appear within medium range of her. While this
Charm is active, she can establish concealment without need for a suitable hiding place or
cover and her Anima does not impede her stealth as her numerous doubles create all the
distraction she needs. At the start of her turn, she reflexively rolls (Manipulation + Stealth) with
(Flux-Level) bonus dice to establish concealment. Should she attack an enemy who has
successfully contested her stealth she still treats her attack as unexpected should her roll have
beaten his Resolve.
The decoys created by this Charm do not follow the rules of those created by its prerequisite.
She cannot detonate them and they do not impose an additional penalty to contesting her
concealment or Defense.
At Flux-Level 3 decrease the Essence commitment required for this Charm to 2 Essence.
Strength
Strength of Stone Technique
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood reinforces her body with unyielding Earth Essence to accomplish mighty
deeds. She increases her Strength by 2 to determine what feats of strength she qualifies for
and adds ([Athletics/2] or Stamina) bonus dice to feats of strength, as long as she remains
standing on the ground or a natural stone surface.
At Essence 3+ she can draw power from other dramatic manifestations of the elements as
well, drawing on the water of the ocean she swims in, the forest that surrounds her or
channeling the might of a raging storm.
Mountain Toppling Might
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 3, Strength of Stone Technique
The Dragon-Blood is capable of hefting huge boulders or toppling wagons, drawing from the
strength of the earth. She adds (Strength + Essence) bonus dice to a feat of strength. She also
adds (Essence/2) to her Strength to determine what feats of strength she qualifies for.
Survival
Animal Empathy Technique
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood needs no words to communicate with animals, mimicking their bestial body
language or vocalizations to engage them. She waives the penalty for lacking a common
language on social influence rolls against animals. Most animals regard her warmly and
predators attack her only rarely, she treats wild animals as if they possessed a Minor Tie of
affection towards her.
Elemental Pole Orientation
Cost: -
Type: Permanent
Prerequisites: None
Feeling the element’s pull at her soul, the Terrestrial always knows the direction and relative
distance of the elemental poles. She adds (Essence) dice on any roll to navigate. If she is
trying to find her way towards a location well known to her, she doubles this bonus.
Invoking Nature’s Forgiveness
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Dragon-Blood’s skill in weathering difficult climes lets her protect her allies from even the
most hostile environments, leading them through searing desert or frozen tundra. She may
protect herself, her Sworn Kin, and (Essence) additional characters. The Exalt must spend five
minutes in one-on-one training and preparations with each beneficiary. Each protected
character gains a temporary Resistance specialty in withstanding his current environment, can
apply the effects of Excellence of the Dragons at no cost to resist hazards of this environment
even if they do not have that Charm and ignores (her Essence) in environmental penalties from
harsh climes.
Quarry Revelation Technique
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Dragon-Blood can track wild beasts back to their dens or the Anathema to their lairs. She
adds (Perception/2 or Essence) bonus dice on a tracking roll.
At Essence 2+ she ignores penalties from visual obstruction and the age of the trail on her
tracking roll or similar environmental obstructions. She can track trails up to (Essence) weeks
old in this way, or (Essence) days in a heavily populated area.
At Essence 3+ she can even attempt to track perfectly covered trails, entering a roll-off with a
-3 penalty on her roll.
Trail-Concealing Measure
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Skillfully concealing all signs of her passage, the Dragon-Blood may tread over twigs without
snapping them and walk through grass without bending a blade. She rolls to conceal her tracks
with (Wits/2 or Essence) bonus dice and completes the action in an instant.
At Essence 2+ she can extend the benefits of her roll to (Essence) additional characters or her
entire sworn hearth.
Wild-Wandering Forrester’s Charm
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood knows the wilderness as well as she knows her own domain, aware of the
secrets and wonders hidden within it. She may roll (Intelligence or Wits + Survival) to introduce
a fact about a wilderness region that she’s familiar with. She might recount her knowledge of
an animal species native to the region, the location of a rare medicinal herb, or effective
preparations against a hazard she might encounter.
At Essence 2+ she grows familiar with unknown regions very quickly, counting herself as
familiar with a region after wandering it for one week, reduced to one day if she has a local
guide.
Dragon’s Nest Shelter
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Invoking Nature’s Forgiveness
Calling upon nature’s mercy, the Dragon-Blood fortifies a shelter with the power of the
elements. Vines twine around tent poles to secure them in place; the ground beneath a hut
compresses itself to form a sturdy foundation; falling snow forms a crystalline shell atop an
igloo. This Charm wards an enclosed shelter, such as a cave or hut, that’s large enough to
comfortably house herself, her Hearth, and up to (Essence) other characters. This takes
around an hour to complete.
Characters within the shelter are protected from environmental hazards and other wilderness
perils related to the chosen element. For example, if the Exalt fortifies a cave with Air Essence,
even hurricane winds can’t pass through the cavern mouth, while a shelter fortified with Earth
Essence withstands rockslides and protects those within. This protection doesn’t extend to
elemental magic or attacks used by characters.
At Essence 5+ this shelter also protects those within from the ravages of the Wyld in Border-
and Middlemarches.
Eyes of the Forest
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Animal Empathy Technique or Invoking Nature’s Forgiveness
No trespasser, poacher or thief is safe within forests protected by a Dragon. The Exalt invests
a tiny portion of her Anima into a tree or similarly large plant within a forest or similar large area
of vegetation. From thereon out the plant acts as her eyes and ears in the forest. As long as
she is somewhere in the same area of Vegetation as the plant, she can take a Simple action
to transplant her own senses to the location of it, surveying the area. Should a significant event
transpire near the surveillance tree, she can reflexively roll (Perception + Awareness) against
a difficulty set by the Storyteller (a pair of poachers sneaking by might be a 5, a rampaging
blood ape a 1) to become aware of movement at the location.
She can sustain up to (Essence) surveillance trees with a single activation of this Charm.
Roaring Dragon Font
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Invoking Nature’s Forgiveness
Meditating in communion with the Essence of underground waters, the Dragon-Blood can find
hidden springs in the most desolate climes, beckoning them forth with a mighty stomp that
sends a font of water gushing up from underground. She rolls (Wits + Survival) against a
difficulty based on her environs — finding a spring in a region that receives regular rainfall or
has abundant natural aquifers might be difficulty 1-2, while doing so in an arid desert is difficulty
5+. A successful roll creates a spring. Normally, this spring becomes a permanent feature of
the environs, but in regions so harsh that a spring couldn’t conceivably exist, it flows for only a
limited time, providing enough water to sustain the Dragon-Blood, plus one additional character
for each threshold success, for a day.
This Charm can only be used once per day.
Dragon Beast Transformation
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Animal Empathy Technique
The Dragon-Blood draws from her bond with a familiar to emulate its nature, her Aspect
markings transforming into a more bestial appearance. To use this Charm, she must touch one
of her familiars. She gains (Essence) dots of mutations that reflect that familiar’s physical form,
behavior, or traits. Once she has chosen a set of mutations that a familiar grants her, all
subsequent uses of this Charm drawing from that same familiar will grant her the same
mutations.
At Essence 5+ she may activate this Charm without touching a familiar. She can only do so if
she has drawn on the bestial nature of that familiar with the Charm before.
Earth-Moving Kata
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Wild-Wandering Forrester’s Charm
Moving with practiced discipline through whirling steps and dragon-claw mudras, the Dragon-
Blood unleashes a seismic pulse of Earth Essence to strike aside an obstacle. Any natural
earthen scenery that bars her path can be removed, such as fallen rocks that block a road, a
boulder rolled in front of a cave mouth, or a pool of quicksand. The Storyteller describes the
exact effects of this pulse on the scenery — it might cause piled-up stones to fall away, harden
quicksand into solid terrain, shatter boulders, or cause stone to meld back into the earth.
However, she cannot use this Charm to affect masonry walls or other man-made obstructions.
Alternatively, the Dragon-Blood can create a bridge or stairway out of earth or stone to span a
canyon, chasm, or similar gap. This cannot extend more than (Essence/2, round up) range
bands from her.
Life-Spirit Symphony
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Invoking Nature’s Forgiveness
Nature dances, exultant, to the Dragon-Blood’s performance. Flowers blossom from her
footsteps, vines twist and coil with her rhythm, and thorns turn away from harming her. As long
as the Exalt continues to perform, she and all allies within medium range can ignore difficult
terrain based on foliage or vegetation, its movements opening a path to let them through.
Whenever a plant-based environmental hazard or poison threatens those allies, she may roll
(Charisma + Performance). They can use the result of her roll in place of their own rolls to
resist the hazard or poison.
The Dragon-Blood can take other actions while continuing the performance by flurrying them
with a miscellaneous action to continue performing.
Sky-Shaking Temperament
Cost: Spend 2-3 Essence
Type: Simple
Prerequisites: Essence 3, Dragon Nest Shelter or Roaring Dragon Font
With a mighty cry, the Dragon-Blood shakes the heavens. Clouds begin to form and darken,
riled up by the dragon’s fury. Within an hour a storm forms up to (Essence) miles around the
Dragon-Blood. For the rest of the day the storm rages, taking on a form appropriate to the
environment (sandstorms in the desert, blizzards in the north).
This Charm can only be used once per Story.
At Essence 4+ she may activate this Charm by spending 2 Essence to create an environmental
hazard at a place of her choice within medium range. The hazard has damage (Essence/2)L,
difficulty (Essence) and affects everything out to short range from the chosen point for
(Essence/2) turns. The hazard is created instantly, taking the form of a tornado, flash freeze,
lightning out of the blue or other freak weather phenomenon. Decrease the cost of this
application of the Charm to 1 Essence if she uses it during a storm created by this Charm. This
alternative activation of the Charm can only be used once per Scene.
At Essence 5+ characters within a hazard created by this Charm treat it as difficult terrain.
Sowing Many Seeds
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 3, Invoking Nature’s Forgiveness
Where there is only death, new life can be sown. The Dragon-Blood takes on the tasks of
Sextes Jylis, sowing new life in areas of devastation. This Charm must be used in a devastated
area where little life is left, or much death has recently occurred. The Anima of the Exalt
expands, covers the area around him and suffuses the land with the vital Essence. In an area
out to long range life takes hold again. Grass begins to grow, Flowers bloom and dead,
desiccated trees come back to life. This power alone cannot heal shadowlands, but it can stop
the formation of new ones, making it a favorite of monks riding with the Wyld Hunt and
compassionate legionnaires.
This Charm can only be used once per Story, unless used to uphold a Major or higher Intimacy
based on compassion.
Wildfire Taming Technique
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Wild-Wandering Forrester’s Charm
The Dragon-Blood may admonish even a wildfire, brandishing elemental Essence to impose
her will on the flame. This Charm can be used to divert a prairie wildfire, forest fire, or similar
free-burning flame from the path of the Dragon-Blood and her travel companions. She must
come within at least short range of the wildfire’s edge and roll (Charisma + Survival). The
difficulty of the roll depends on the fire’s size — a small grass fire or a just-kindled forest fire
might be difficulty 1, a larger forest fire difficulty 3, and an out-of-control blaze that spans miles
difficulty 5+. The Storyteller may apply penalties or bonuses based on environmental factors
such as recent rainfall or high winds that help the fire spread.
A successful roll diverts the wildfire from the DragonBlood’s path. Though it continues to burn,
it avoids the Exalt and her companions, and won’t pose any direct obstruction to them for the
remainder of the Story. If she has any threshold successes on the roll, she may redirect the
wildfire to track down a character, using her total successes in place of the (Perception +
Survival) roll for tracking. Though it lacks sapience, the tamed wildfire is able to sense its quarry
magically and contests perfectly concealed tracks in a roll-off. The Storyteller decides the fire’s
speed based on environs and weather, up to a maximum of 150 miles per hour in ideal
conditions. However, if there’s no path of forested land, grass, peat, or other fuel that the fire
can follow to pursue its target, its efforts end, making it possible to escape by fleeing from the
wilderness.
Awaken the Sleeping Forest
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4, Wild-Wandering Forrester’s Charm, Eyes of the Forest
At the behest of their queen, the forest’s loyal subjects rise from their slumber to fight. Trees
uproot themselves, grass sways to inaudible battle hymns and bushes roll into battle. She
creates a battlegroup of animated plants around her. The battlegroup has Size (Essence/2),
Average Drill, Perfect Morale and uses the traits for Battle-ready Troops, with the exception of
their Tier, which is 2. This battle group is immune to the effects of her Anima Flux and stays
active for the rest of the Scene.
This Charm can only be used in areas with sufficient vegetation to create her army and only
once per Story, unless reset by upholding a Defining Intimacy through martial means.
Travel
Language and Communication
Cryptic Essence Cypher
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Dragon-Blood’s mastery of speech and language is synonymous with her mastery of
deception. She rolls (Manipulation or Intelligence + Linguistics) with (Essence or 3) bonus dice
to create a coded message, designating a single character who can understand it. Through
her insight into his mind, she devises a cipher that he can intuitively read — for him, the
symbols on the page seem to rearrange themselves to spell out the hidden message. For
others, deciphering the message, even with code-breaking magic, requires a (Perception or
Intelligence + Linguistics) roll opposing the Dragon-Blood’s initial roll.
Alternatively, the Dragon-Blood may draw from one of her Principles to create a code that can
be intuitively understood by any character who shares that Intimacy.
At Essence 3+ the Dragon-Blood may hide a message within an elemental expression with
this Charm. A flower arrangement, a display of pyrotechnics or the stones in a rock garden all
may contain a hidden message encrypted by this Charm. To the intended recipient it is
immediately clear the arrangement contains a message and it unveils itself to him as per the
normal effect of this Charm. Others are not alerted to the presence of hidden meaning unless
magic enabling them to perceive such things succeeds against this Charm in a roll-off.
Incendiary Seal
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: None
The Terrestrial hides a sleeping flame inside her letters, to guard them from the eyes of the
unworthy. She seals a letter with wax or similar material. Should anyone but the intended
recipient of the message open the letter it immediately bursts into flame, destroying its contents
before they can be read.
At Essence 2+ she may use this Charm to protect other written messages with this Charm,
causing them to eradicate themselves when discovered by others before they can be read.
The ink scrawled into the margins of a book run until it is unintelligible, words carved into stone
instantly erode, etc.
Language Learning Ritual
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
The Dragon-Blood contemplates a foreign tongue until its meaning is, like air, transparent. She
may use this Charm to gain understanding of a language that she’s studied for a day, allowing
her to read and write it. Should she have the help of a person who speaks the language, she
can also learn to speak and understand its spoken form for in the same timeframe. Her
vocabulary is lacking and unsophisticated, imposing a -(3 – [Essence/2], minimum 0) penalty
on social influence rolls using that language.
At Essence 4+ she may spend 1 Willpower when activating this Charm to waive the need for
a day of study and activate it instantly, if she has used this Charm on that language before.
Wind-Carried Words Technique
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Dragon-Blood speaks into the wind, sending her voice afar on subtle currents of air. She
may send a spoken message of no more than a few sentences to a chosen target within
(Essence x 10) miles. Messages sent with this Charm cannot be overheard or intercepted by
any mundane means. Magical attempts to do so must overcome a difficulty of (Essence +
Linguistics).
The Dragon-Blood may freely stunt using this Charm with another element than air, hiding her
message in the rustling of leaves or spelling it out in the flickering flames of a hearth.
The first (Essence/2) uses of this Charm in a Scene are free.
At Essence 4+ the range increases to (Essence x 100) miles.
Enigma Reading Eye
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Cryptic Essence Cypher
The Dragon-Blood’s eye pierces ciphers and circumlocutions like lightning. She rolls
(Perception or Intelligence + Linguistics) to break a code or deceptive message, including
those that aren’t ciphered but have hidden subtext. Success lets her decipher the text as she
reads it, completing hours or days of work in minutes. She may also use this Charm to read a
non-ciphered text very quickly, finishing a large book’s worth of content in under an hour.
Against perfectly encrypted messages she enters a roll-off with a -2 penalty to her roll.
Speech Without Words
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Wind-Carried Words Technique
The Dragon-Blood creates a bond between herself and (Essence + 3) other characters,
allowing them to communicate silently. Hand gestures, body language, and other visual signals
are as easily understood as spoken language, although only short, simple sentences can be
conveyed.
Most onlookers don’t perceive this signaling, but a character specifically on watch for such
tactics or using superhuman or magically enhanced senses may roll (Perception + Awareness)
against any participant’s Guile to notice, but not understand, his signaling.
With One Mind
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 4, Speech Without Words
The Dragon-Blood weaves her mind together with that of her allies, creating a shared
battle-consciousness that transcends language’s limitations. She forms a mental bond with
either a single character she can see, or all of her Sworn Kin she can see. Participants in the
bond gain the following benefits:
- They can communicate telepathically with each other. This isn’t limited line of sight, but
they must share a common language.
- As long as one of them is aware of a hidden threat or concealed character, all of them
are. This may render them immune to unexpected attacks or allow them to attack a
concealed enemy.
- Whenever one of them is attacked, another bonded character within close range may
reflexively interpose his Parry, as though with a defend other action. Only one character
may make this reflexive defense against a single attack, even if several are in range.
A character who moves further than medium range away from her leaves the bond.
At Essence 5+ she extends this Charm’s range to long range.
Storm-Gathering Words Technique
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 5, Wind-Carried Words Technique
When a whisper does not suffice, a dragon must roar. The Dragon-Blood formulates a short
message as per Wind-Carried Words Technique and shouts it into the sky. The recipient of
this message is a person or location within (Essence x 100) miles. Her words beget a storm,
which forms over the recipient and rages for one hour, relaying her message accompanied by
lashing rain and thunder. This ensures that everyone within (Essence) miles of the target hears
her message. Should the message convey a threaten action this allows her to waive the
penalty for targeting multiple characters and adds (Essence/2) bonus successes.
Riding
The effects of any Movement Charms may apply to the Dragon-Blood’s mounted
movement as well. Replace Athletics or Dodge with Ride in relevant calculations.
Dance of the Jade Bridle
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Even the mightiest beasts learn to bow before the dragon. The Dragon-Blood rolls ([Attribute]
+ Ride) against an animal’s Resolve, impressing or subduing it with a stunt over the course of
a few minutes of interaction. She might win a tiger’s respect by staring it down using Charisma
wrestle a river dragon using Strength to secure a place on its back, or leap out of a tree to land
on a strix using Dexterity. On a success, the animal allows the Dragon-Blood to saddle and
mount it, forming a Minor Tie of loyalty to her.
Great Heart Companion
Cost: -
Type: Permanent
Prerequisites: None
Even the best-trained warhorse trembles at the perils that the Dragon-Blood faces, but the
bond between mount and rider is strong enough to withstand any test. The Dragon-Blood’s
steed gains +2 Resolve against any attempts to spook or frighten it. She adds 1 to the difficulty
of unhorse gambits against her and her steed becomes immune to the effects of her Anima
Flux. She may reflexively spend 1 Essence to protect her steed from any riding accident, such
as thrown shoes or a leg broken in a ravine.
Heaven-Racing Leap
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: None
The Dragon-Blood and her horse surge forward, carried by the wind to cross even the greatest
gaps. She may activate this Charm after riding in a straight line for two rounds gathering speed,
performing no non-reflexive, non-movement actions. Her steed performs a mighty jump,
carrying them across 2 range bands horizontally or vertically.
At Essence 3+ this leap may carry them across 3 range bands horizontally.
Irresistible Penetrating Charge
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Enemies ridden down by the Dragon-Blood know that escape is hopeless when they hear her
steed’s pounding hoofbeats build to a rumbling avalanche behind them. She may activate this
Charm to create a special charge attack, adding (speed bonus/2) to its attack roll as bonus
dice. She also adds (speed bonus) to the attack’s damage and (speed bonus/2) to its minimum
damage instead of 1 and causes the attack to ignore armored Soak.
Thundering Tempest Charge
Cost: Spend 1 Essence or 1 Flux
Type: Supplemental
Prerequisites: None
The fury of the storm charges alongside the Terrestrial. She may activate this Charm to
supplement a charge attack. Compare the successes of her attack roll to the Defense of all
characters within close range of the target. Those whose Defense is beaten are caught in the
shockwave of her attack, taking 1 point of onslaught penalty and knocked back one range
band. The Dragon-Blood and her mount are immune to this shockwave.
At Flux-Level 2+ the onslaught penalty inflicted to those failing to resist this Charm is increased
to (Flux-Level).
Ebony Spur Technique
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Irresistible Penetrating Charge
Dragon-Blooded cavalry learn to ride and fight together in martial harmony, creating openings
in even the strongest defenses. This Charm can be used when a mounted ally successfully
lands an attack against an enemy within short range of the Dragon-Blood, while the Scene is
at Flux-Level 2+. She may reflexively move up to one range band towards that enemy and
make an attack, adding (speed bonus) to the attack roll.
This Charm can only be used once per Scene.
Indomitable Warhorse Endurance
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Great Heart Companion
The Dragon-Blood may activate this Charm when her mount is hit by an attack to add (Ride x 2)
to its Soak. This Soak is not halved against aggravated damage and can reduce the damage
of an attack below minimum damage.
Navigating the Steel-Fang Currents
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2
Lesser opponents are like shallow puddles to the Dragon-Blooded rider, she navigates through
the ranks of ordinary soldiers like a shark on the hunt. While this Charm is active, she increases
her Defense against Tier 1 or 2 battlegroups by 2 and halves all onslaught penalties from their
attacks. She does not treat moving through them as difficult terrain and extends this, but not
the other benefits of this Charm, to any mounted combat unit she leads.
Charge of One Hundred Generals
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Ebony Spur Technique, Navigating the Steel-Fang Currents
Enveloping her soldiers in the flame of her soul, the Dragon-Blood endows her cavalry with the
inherent heroism of the Exalted for a moment of fleeting glory. The Exalt may activate this
Charm when she is leading a Size 2+ mounted battle group from the front in a charge against
an enemy battlegroup. She makes no attack of her own, instead this Charm allows the
battlegroup to attack on her turn, which does not take up its action for the round. For this attack
the Battlegroup is treated as Tier 3 characters and they add (Ride) bonus dice to the attack
roll. The enemy battlegroup must immediately make a difficulty 3 rout roll if the attack hits.
In the battle phase of war, she may use this Charm to contest a failed roll of her side instead
of playing out a short Scene. She rolls (Ride) dice and adds the result to her battlegroup’s
successes. If this is enough to turn failure to success, her army gains an additional milestone.
She can only do so if she has access to a Size 2+ cavalry detachment. The Storyteller may
decide to play out a short Scene as normal for contesting a failed roll in the battle phase. In
this case waive the roll and play out the Scene, but add the additional milestone on successful
completion.
Mountain-Trampling Hoof
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Thundering Tempest Charge
The Dragon-Blood endows her mount with the endurance of the mountains and the strength
of a falling avalanche as it charges forward like a battering ram to smash down gates and
fortifications. The Exalt’s mount makes a feat of demolition to destroy or topple an object at
least human-sized. It adds (the Dragon-Blood’s Strength) dice to the roll and its Strength is
treated as (Ride/2) higher to determine what feats of strength it qualifies for. If the Dragon-
Blood has been building speed riding towards her target over at least three range bands
without taking any other non-reflexive, non-movement actions, her mount adds (the
Dragon-Blood’s Ride + its speed bonus) dice to the roll instead.
Seven League Gallop
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 3, Heaven-Racing Leap
Imbued with legendary vitality, the Exalt’s mount achieves the apex of speed. She may move
two range bands with a reflexive movement action supplemented by this Charm.
She can only use this Charm once per Scene. This restriction is waived at Flux-Level 3.
Sailing
Dragon Mariner Attitude
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Dragon-Blood’s reputation precedes her ship to shore. She can manipulate the flow of her
reputation as though it were a stream of water, choosing one of the following effects.
Carousing: Adopting the poise of a sailor in port, the Dragon-Blood radiates a desire to take
part in drinking, gambling, and similar vices common to sailors, as well as any local
indulgences. Characters seeking to supply such vices will seek her out to provide them or
information about where to get them.
Heroism: The Dragon-Blood’s naval prowess marks her as a hero of the seas. Characters
facing problems that a seafaring hero could solve, such as pirate raids, a loved one lost on a
missing ship, or an urgent shipment of exotic goods that needs to be delivered, will seek her
out as the solution to their problem, treating this as a Minor Tie of trust to her.
Leadership: The Dragon-Blood radiates the confidence of a commanding admiral. All sailors
under her command are treated as having a Minor Tie of respect towards her, and she adds
one bonus success on inspire rolls and command actions targeting them. Trivial characters
who are seafarers gain this Intimacy even if they aren’t part of the Exalt’s crew.
Menacing: The Dragon-Blood’s bearing suggests ruthlessness and a history of violence. She
adds one automatic success on threaten rolls and gains the Hideous Merit.
Seven Seas Wind Luring Chanty
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The Dragon-Blood leads her crew in a bawdy chorus, appeasing the spirits of air. This calls up
favorable winds and currents, dissolving any doldrums and increasing her ship’s Speed by 3
for the rest of the day.
Storm-Outrunning Technique
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The Dragon-Blood is the ocean’s own kin, plying its waters not as obstacles to be overcome
but as welcome friends to be greeted. She increases her ship’s Speed by 1 and ignores
penalties to her Sail rolls created by the weather. Her ship is immune to the effects of her
Anima Flux, as well as that of any Dragon-Blooded serving under her.
At Essence 3+ she adds 1 to the Ship’s Maneuverability as well.
At Essence 5+ she increases her ship’s Speed by 2 instead.
Sturdy Bulkhead Concentration
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2
The Dragon-Blood’s anima spreads to enfold the timbers of her ship, hardening its hull to rebuff
the harshest perils of the sea or the weapons of oceangoing pirates. When her ship suffers
Hull damage, she may activate this Charm to give her ship 1 die of Soak, negating one point
of Hull damage for every success rolled.
Vanishing Fog-Bank Approach
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Dragon-Blood calls up a thick mist covering the area up to 3 range bands out from her
ship. This inflicts a -3 visibility penalty on action to navigate or spot other ships and provides
sufficient cover for ships to attempt stealth.
Benediction of the Living Ship
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Sturdy Bulkhead Concentration
Verdant Essence races across the Dragon-Blood’s ship, reawakening the sylvan vitality of its
timbers. Roots and branches knit together damaged portions of hull; flowers or fruit sprout to
nourish the ship’s crew. She heals 1 point of Hull damage her ship has taken.
The Exalt and all allied characters aboard the ship heal 1 level of non-aggravated damage as
they bask in the fragrant aroma of blossoming flowers or eat of the ship’s bounty. If the ship’s
food stores are running low, this Charm provides enough food to sustain the crew for the rest
of the Story.
This Charm can only be used once per Story.
Elemental Barrage
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3
In the hands of a Dragon-Blooded captain even an unarmed blue water merchant becomes a
deadly warship. Bereft of traditional weaponry, the Dragon-Blood blasts opposing ships with
torrents of lightning and fire, crushing waves or other expressions of the elements. The Dragon-
Blood can attack other ships even without anti-ship weaponry on board by using this Charm,
if this enhances existing weaponry the attack counts as having been performed by potent ship
weaponry, giving it a base damage of 2.
She may use this Charm on behalf of an allied captain when she is on his ship.
Hull-Shattering Avalanche Impact
Cost: -
Type: Permanent
Prerequisites: Essence 3, Sturdy Bulkhead Concentration
The Dragon-Blood’s anima banner enfolds her ship as it builds speed, growing into an
insurmountable onslaught of force to smash through enemy ships or fortifications. When she
undertakes a ram stratagem in naval combat, she inflicts 1 additional point of Hull damage on
the enemy vessel if successful.
Shipwreck-Strewn Tempest Wake
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 3, Storm-Outrunning Technique
The Dragon-Blood’s ship churns the seas into a roiling frenzy in its wake, forcing her pursuers
to choose between risking destruction or watching her sail free into the horizon. When she
succeeds on an extended roll to escape from naval pursuit or to enact an escape stratagem in
naval combat, she creates a swirling maelstrom or similar peril that the opposing captain must
contend with. Navigating this hazard is a (Wits + Sail) roll at a difficulty of (Essence + 3). A ship
whose captain fails this roll suffers one point of Hull damage. In addition, he’s either thrown off
course or otherwise delayed, leaving him unable to make any meaningful progress towards
pursuing the Dragon-Blood’s ship for (Essence) days. If multiple ships are in pursuit of the
Dragon-Blood or engaged in naval combat in the same waters, they must all navigate through
the hazard if they wish to follow her.
This Charm may only be used once per Story.
Sand-Cleaving Keel Meditation
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 4, Storm Outrunning Technique, Sturdy Bulkhead Concentration
Calling upon her kinship with the earth, the Dragon-Blood weds keel to ground. While this
Charm is active, she may sail her ship through sand and earthen ground, as if they were water.
At Essence 5+ she may increase the commitment of Essence to 2 Essence to sail through
stone and solid rock as well.
Waves Like Clouds Voyage
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 4, Storm Outrunning Technique, Vanishing Fog-Bank Approach
The Dragon-Blood’s Anima overflows, wrapping around the ship and its crew and pulls them
down beneath the waves. For the duration of this Charm the ship can move and sail underwater
with no penalty. The crew can move and breathe normally, as long as they don’t leave the
ship.
Dragon Rises from Calm Seas
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 5, Hull-Shattering Avalanche Impact, Waves Like Clouds Voyage
A true terror of the seas, the Dragon-Blood’s ship rises from the deeps to devour her enemies.
This Charm creates a special Ram gambit against a ship sailing on the surface while the
Dragon-Blood’s ship is submerged. She adds 1 to the Hull damage inflicted upon the enemy
ship by this gambit. Should the enemy ship survive this assault she can reflexively and perfectly
execute a board gambit. All characters on the rammed ship start the battle prone and take
(Hull damage inflicted) unsoakable levels of lethal damage.
War
Enfolded in the Dragon’s Wings
Cost: -
Type: Permanent
Prerequisites: None
The Dragon-Blood tempers her troops so they may withstand the fires of a dragon’s soul. A
battlegroup within medium range she commands or is an officer in is immune to the effects of
Anima Flux.
She may commit 1 Essence reflexively to extend this benefit to allies not part of a battlegroup
within medium range of her.
Tireless Footfalls Cadence
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
Earth Essence sustains the Dragon-Blood’s soldiers as they march in steady, rhythmic unison.
Her troops ignore penalties from fatigue. She adds (Essence or 3) bonus dice to any roll to
oppose a stratagem that tries to tire, demoralize, poison or hamper the logistics of her troops.
Roaring Dragon Officer
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Dragon-Blood’s voice echoes across the battlefield, reigniting the fire in the hearts of her
soldiers. She may activate this Charm to add (Presence or Performance) bonus dice to a rally
or rally for numbers action. The renewed vigor of her troops improves their performance,
adding (War/2) bonus dice on the battlegroup’s next action and increasing its damage by 1 in
case of an attack.
Army-to-Mob Assault
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2
The Dragon-Blood overwhelms enemy forces with tactics designed to spread confusion and
chaos. She may activate this Charm when she or a battlegroup she leads attacks a battle
group of Average Drill. If her attack scores at least 3 threshold successes she reduces the Drill
of the battlegroup to Poor. If the attack was made by a battlegroup she leads, she only needs
1 threshold success to activate this Charm.
At Essence 4+ she can use this Charm against troops with Elite Drill, needing 5 threshold
successes (or 3 if the attack was carried out by a battlegroup she leads) to reduce the Drill to
Average. Elite unites reduced to Average Drill by this Charm cannot be reduced to Poor Drill
by a second application of this Charm.
The reduced Drill rating only lasts for the duration of one battle. She may use this Charm in
the strategy phase of war to create a special stratagem rolling (Manipulation or Wits + War)
against the opposing commander’s (Intelligence + War). Success gains no automatic
milestone in the battle phase, but applies the reduced Drill to that side for the duration of the
battle.
She can perform this stratagem on behalf of an army she does not lead, as long as she serves
in it as an officer.
Choking Weeds Tactic
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Dragon-Blood strangles an enemy army with guerrilla raids on supply lines and base
camps, forcing them to fight on empty stomachs while her soldiers enjoy the windfall of stolen
supplies. She or troops under her command roll (Dexterity + Ride or Dodge) against the
opposing army’s (Perception + War) to enact this special stratagem. If she succeeds, she
reduces the amounts of stratagems the opposing general can attempt by 1 (to a minimum of
1). The increased supplies for her own troops also defend her army perfectly against
stratagems targeting her own supply lines.
She can perform this stratagem on behalf of an army she does not lead, as long as she serves
in it as an officer.
Thousand Thorn Artillery
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
Planting her weapon in the soil, the Dragon-Blood bids it grow into a sprawling arboreal engine
of war. This Charm allows her to plant a bow, crossbow or other ranged weapon in the ground
to grow a ballista or other siege weapon, as well as sufficient ammunition to use it during a
battle. The siege weapon cannot be moved and withers after one day. It uses the statistics of
a heavy artifact siege weapon.
In war this can be used to enact an artillery support stratagem using (Dexterity + Archery)
against the opposing army’s (Dexterity + Dodge) or the enemy general’s (Wits + War). If
successful, in addition to a milestone she may roll (Dexterity + Archery) on behalf of her army
in the battle phase of war, replacing the roll of her own army. Her roll takes the place of her
army’s. She must declare this before her own side rolls, rolling instead of them and can do so
only once per battle. She can enhance this roll with Excellence of the Dragons.
She can perform this stratagem on behalf of an army she does not lead, as long as she serves
in it as an officer.
Blessed Dragon General
Cost: -
Type: Permanent
Prerequisites: Essence 3, Enfolded in the Dragon’s Wings, Roaring Dragon Officer
When the Dragon-Blood steps forward to lead her forces into battle, she never stands alone.
The unshakeable support of her soldiers allows her to enact additional preparations. She may
enact 1 additional stratagem in the strategy phase of war.
Dragon-Guard Discipline
Cost: -
Type: Permanent
Prerequisites: Essence 3, Enfolded in the Dragon’s Wings, Army-to-Mob Assault
The backbone of the Terrestrial’s army is her personal honor guard. This Charm allows her to
train a small personal battlegroup, no larger than Size 2, into grizzled warriors worthy of
standing beside her. After one season of intensive training, she transforms a Size 1 or 2
battlegroup into her honor guard. She can only have one honor guard at a time.
Her honor guard uses the statistics of elite soldiers and possesses elite drill. Each soldier in it
possesses a Tie of loyalty to her, which cannot be weakened below Major intensity as long as
she serves in her honor guard. The Exalt herself gains a Tie of pride, gratefulness or similar
positive emotion towards her honor guard that cannot be weakened below Minor intensity. All
members of her honor guard are immune to the Anima Flux of all Dragon-Blooded.
At Essence 5+ she may train a Size 3 battlegroup for a year to create an honor guard worthy
of her status.
Storm-Calling Strategos
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Tireless Footfalls Cadence, Choking Weeds Tactic
The Dragon-Blood commands the skies themselves, calling down bolts of lightning to smite
her enemies and darkening the horizon with storm clouds that precede her armies. This Charm
creates a special stratagem rolling (Charisma or Intelligence + War or Survival) against the
opposing general’s (Wits + Survival).
Regardless of its success this builds a heavy storm accompanied by strong winds and lashing
rain, forcing the soldiers of the enemy force to make a (Stamina + Resistance or Survival) roll
against a difficulty of (Essence). A force that does not succeed suffers a penalty of (Essence/2)
on its rolls in the battle phase of war due to fatigue.
If her stratagem succeeds, a violent thunderstorm breaks loose as the battle phase
commences, lashing the enemy army with a series of devastating lightning strikes. This gains
her side two milestones instead of the regular one for successfully implementing a stratagem.
At Essence 4+ she can perform this stratagem on behalf of an army she does not lead, as long
as she serves in it as an officer.
Ramparts of Obedient Earth
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 4, Storm-Calling Strategos
The battlefield is clay to be sculpted in accordance with the tactical genius of the Terrestrial
general. This Charm creates a special stratagem, rolled with (Intelligence + War) to reshape
the battlefield. The enemy army and general cannot defend against this stratagem, unless they
can call upon magic that would prevent or counter her shaping of the earth. This stratagem
creates or destroys earthen structures on the battlefield. Three successes on her roll may be
enough to create various cover across the battlefield to give an advantage against the enemy’s
skirmishers, while ten successes may erect or breach a mighty fortress.
Aside from the usual effects of a successful stratagem, this creates advantageous situational
benefits, creating bonuses or penalties on a single roll in the battle phase of war or granting
automatic milestones to her force or denying automatic milestones due to preexisting
geography and fortifications to her enemy. The exact effects depend on the amount of
successes rolled and preexisting context, adjudicated by the Storyteller.
At Essence 5+ she can perform this stratagem on behalf of an army she does not lead, as long
as she serves in it as an officer.
Martial Arts
General Rules
Exalted 3rd Edition uses both the Brawl and Martial Arts Ability. This makes sense as Brawl
has Charm trees of its own depicting the native combat prowess of the Chosen while Martial
Arts are focused specific combat styles with their own closed Charm sets. Exalted –
Reimagined uses cross-applicable Charms that are sorted by function, not Ability (in this case
combat rather than Brawl specifically). Therefore, keeping two Abilities handling unarmed
combat is unnecessary and the Brawl Skill has been dropped.
Martial Arts is at base the skill of fighting unarmed. Characters do not need to purchase a
special Merit to learn the Ability, nor do they need to relearn it anew for every fighting style
they master.
Specific styles of Martial Arts still exist. Characters learn these styles by buying at least one of
the Merits associated with the fighting style. Any character knowing at least one Merit
associated with a Martial Arts style gains the following benefits.
- She may use her Martial Arts skill to perform attacks and calculate her Parry when
using weapons associated with the style.
- Her attacks using weapons of the style deal lethal instead of bashing damage at her
discretion.
- She can apply her unarmed Parry against lethal weapons.
- If she is a Tier 3+ character, she may learn and use Charms associated with the style.
Some Tier 2 characters are likewise capable of learning Charms in a limited fashion
(see Enlightened Mortal Martial Artists, below).
Tier 3+ characters may always deal and parry lethal damage unarmed without needing to know
any Martial Arts style. Charms that give the unarmed attacks of a character the statistics of
artifact weapons do not interfere with Martial Arts styles. However, Charms that give the body
of a character the stats of an Artifact armor disallowed by the style do interfere.
Charms and Merits belonging to a Martial Arts style may only be used while the character uses
the weapons and armor allowed by the Charm. Most Martial Arts styles have one Form Charm,
recognizable by its name. A character can only benefit from one Form at a time, unless some
effect specifically contradicts this rule.
Dragon-Blooded appreciate the power martial arts bring to their repertoire, but struggle to learn
them, considering the Essence prerequisites of Martial Arts Charms to be 1 higher for the
purpose of learning them. This can’t increase the Essence prerequisite of a Martial Arts Charm
above 5 and has no impact on upgrades that are obtained at higher Essence ratings.
Sidereals on the other hand are especially attuned to the practice of martial arts and consider
the Essence prerequisites of Martial Arts Charm to be 1 lower for the purpose of learning them.
This has no impact on upgrades that are obtained at higher Essence ratings.
Finally a Dawn Caste Solar or Dusk Caste Abyssal can empower a martial arts style through
their Supernal/Cthonic selection. Doing so allows them to ignore the Essence prerequisites of
Charms of that style, enabling them to learn every Charm of that style right out of the gate.
This has no impact on upgrades that are obtained at higher Essence ratings.
Nearly every martial arts style can be learned to be practiced with weapons beside the ones
mentioned in the style entry by learning the Exotic Weapon Training Merit. Learning this Merit
does not count as the Merit prerequisite necessary to practice that style.
Exotic Weapon Training (••): The martial artist has gone through additional training to learn
how to apply the techniques of one style to another close combat weapon. When purchasing
this Merit, she chooses one weapon. She treats this weapon as a style weapon for the purpose
of a martial arts style of her choice. This Merit may not be purchased for the following styles:
Black Claw Style, Righteous Devil Style, Silver-Voiced Nightingale Style, Steel Devil Style,
Thousand Blades Style and White Veil Style.
Enlightened Mortal Martial Artists
Some rare mortals master the power of martial arts beyond the realm of mere Merits. These
individuals are always uniquely blessed: heritage from a supernatural entity, a divine blessing,
exposure to dangerous sorceries, etc. There is no known way to guarantee a mortal to develop
this power. Most commonly it happens by accident, though some sorcerers manage to foster
such individuals through workings, usually with a high rate of fatalities.
An enlightened mortal martial artist is a Tier 2 character, counts as a minor supernatural entity
and thus possesses an Essence pool of (Essence x 2). She may learn martial arts Charms
belonging to one style up to the Form Charm of that style. They also may add (Essence or 3)
dice to combat rolls or increase their Defense by 2 by spending 1 point of Essence. Most can
only master Charms of one martial arts style they resonate with, but depending on the source
the Storyteller may allow them to learn Charms from additional martial arts styles – but never
beyond that style’s Form Charm.
Creating Enlightened Mortal Martial Artists through Sorcery
How easy or hard it is to enlighten a mortal through sorcery is up to the Storyteller. By default
it is treated as a Terrestrial Circle working requiring an appropriate Inspiration – often gained
by experimenting and burning through a cadre of test subjects. As long as such a character
remains active part of play, such as by serving as an ally or retainer, he costs the sorcerer 5
experience points through the working. Thus it is an unwieldy way for players to build armies
or mass produce powerful minions, but can find some use.
Storytellers who want to make it more difficult to create enlightened mortal martial artists can
increase the circle necessary for their creation to the Celestial Circle, limit the amount of such
enlightenments they allow in their Story or simply disallow forcing the issue with sorcery
altogether.
Arbiter Style
Founded by a former member of the Splendid and Just Arbiters of Purpose who grew
disillusioned with the Thousand Scales, the Arbiter Style focusses on personal integrity and
the pursuit of justice. Where most martial arts hone the practitioner’s body, this style sharpens
her mind with katas that mirror sagely aphorisms and techniques that are backed by a clear
purpose and a heart brimming with passion.
Style weapons and armor: Because of its mental and individual focus, Arbiter style is
practiced with many weapons. Every student chooses a close combat weapon when she starts
to study this style, treating it as compatible with all its techniques and Charms. Additionally,
the style uses unarmed techniques that practice on forceful and straightforward strikes,
tackling the enemy head on and without deception. The style is compatible with all armor.
Merits
Bright Destiny (••): Less a technique and more occult blessing, a surprising number of those
who walk on the Path of the Arbiter have been at the center of powerful destinies or blessed
by good luck. Once per Story when the Storyteller makes a roll for something out of the
character’s control – a roll to see if an enemy finds a clue to her whereabouts, a roll to see if
her student remains faithful to her teachings or a roll to see luck is on her side – the Storyteller
may reroll it, if the outcome is disfavorable for the arbiter.
Forging the Armor of Integrity (•): The martial artist has learned to wear the symbol of her
convictions with Pride. When she clearly and openly wears a representation of a Principle she
swears by on her person, she increases her Resolve by 1 against social influence opposed by
said Principle. This symbol should make the nature and her support of the Principle clear to
everyone she meets. She may only bolster one Principle in this fashion at a time.
Forging the Bond of Fellowship (•••): The Path of the Arbiter is one of inspiration, not of
loneliness. A practitioner with this Merit has amassed a sizeable fellowship, gaining one dot of
Familiar, two dot of Followers, Retainer or Command, one dot of Mentor or Allies and one dot
of Contacts. These Merit dots may not be stacked with additional dots to represent stronger
social connection – if the martial artist wants to increase the potency of her fellowship she will
have to do so in play.
Forging the Soul-Born Weapon (••): The arbiter has labored to forge a tool from the fires of
her passion and the strength of her convictions. A martial artist with this Charm has one
weapon that represents her inner strength. She either forged it herself or closely supervised
its creation process. When she wields this weapon, a mundane weapon increases its accuracy
and minimum damage by 1. This Merit has no effect on the statistics of artifact weaponry,
including such created by the Form Charm of this style.
Charms
Meditation on the Enemy
Cost: -
Type: Permanent
Prerequisites: None
It is important to know one’s enemy. But only by also knowing oneself can true victory be
achieved. When the martial artist comes across an injustice, she can swear herself to right it.
She gains a temporary Specialty that applies to all rolls that directly relate to righting this
injustice. When she makes significant headway in that struggle, she regains one point of spent
Willpower.
The martial artist can only be sworn to right one wrong at a time and she can only swear herself
to right significant wrongs – petty crime and minor grudges are below the notice of this style’s
philosophy, even if they irk the practitioner. Should the martial artist abandon a goal she is
sworn to through this Charm she loses 3 points of Willpower and cannot use this Charm again
until the next Story begins.
Once per Story, when the martial artist has successfully fought injustice, she was sworn to
battle through the use of this Charm, she gains one free Bureaucracy, Integrity, Investigation,
Resistance, Socialize or Survival Specialty related to her exploits.
Meditation on the Heart
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Arbiter summons all of her devotion and belief into a single act of power. This Charm
supplements an attack that is made while upholding one of her Principles related to justice.
She adds (Intimacy + 1) dice on the attack roll. If the Principle she upholds is of Major intensity,
she increases the attack’s damage by 1. If it is of Defining Intensity, she increases its minimum
damage by 1 as well.
Once per Story, she may activate this Charm to supplement an action that is not an attack that
is taken in the pursuit of battling an injustice she has sworn herself to combat through
Meditation on the Enemy.
Arbiter Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Meditation on the Enemy, Meditation on the Heart
The martial artist’s inner radiance bulwarks her aura, and her passion shows itself in every line
in her face, filling her gaze with fire.
While in this form, she radiates her intentions into the world, taking a -3 penalty to her Guile.
So strong are her convictions that the hearts of men and even the world itself heed them. She
adds +2 bonus dice on any social influence roll to persuade others to further the cause of
justice. Her certainty of purpose increases her Resolve by +2 against any supernatural effect
and against any social influence that would cause her to act against or weaken a Principle
related to justice or other virtuous behavior.
Additionally, her inner radiance is so strong that it suffuses her arms and armor with bright
light, giving them the traits of corresponding artifact weapons and armor.
At Essence 2+, she may manifest glowing simulacra of her chosen arms and armor when
entering this form, forging weaponry from her very soul. These use the statistics of artifact
weaponry and armor. She may unlock Evocations from them as though they were a resonant
4-dot artifact based on her own incorruptibility, strength of purpose and her sense of justice.
She may use these Evocations while this Form is active, either with the summoned simulacra
or with real weaponry empowered by this Form.
Special activation rules: When the martial artist sees another character violate a principle
she holds or when she successfully performs social influence that upholds one of her
Intimacies, she may reflexively assume this form.
Study of Greatest Devotion
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Arbiter Form
Fortified by the certainty that she is in the right, the martial artist draws even more validation
from her own greatness. When she is exposed to a supernatural effect that is resisted by her
Resolve or subject of social influence that would cause her to act against or weaken a Principle
related to justice or other virtuous behavior, she may activate this Charm to perform a
counterattack so long as the source is within medium range.
Rays of searing light race from the arbiter to those that would seek to befuddle and corrupt
her, piercing their skin with the strength of her convictions. The counterattack is automatically
and at no additional cost supplemented by Meditation on the Heart and otherwise uses the
traits of a heavy artifact weapon. If her counterattack hits, she restores one point of Willpower.
Secret of Bright-Burning Passion
Cost: Spend 1+ Willpower
Type: Reflexive
Prerequisites: Essence 2, Arbiter Form
When it is truly necessary, the martial artist has learned that she can put forth absolutely
everything she has to give—and more. This Charm allows the martial artist to enhance an
attack, her Defense or her Resolve by spending Willpower. Each point of Willpower she spends
does one of the following:
- Add 1 success to her attack roll
- Add 1 to the damage of her attack
- Add 1 to her Defense
- Add 1 to her Resolve
She may spend up to ([Essence/2] + 1) points of Willpower when activating this Charm,
increases to (Essence + 1) if the enhanced attack or defense is enhanced by the Specialty
granted by Meditation on the Enemy.
She may activate this Charm and spend Willpower on it after any necessary rolls have been
made to modify the final result.
This Charm may only be used once per Scene.
Meditation on Judgement
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Study of Great Devotion, Secret of Bright Burning Passion
The arbiter’s fortitude and integrity are so great that even the heavens take notice of their
judgement. When the martial artist confronts a villain, whose crimes she has sworn herself to
fight through Meditation on the Enemy, she may activate this Charm to pronounce her
judgement. Everyone present is forced to hear her speak and let her finish her pronunciation.
A point of Willpower may be spent to resist this compulsion only if stopping to listen to her
would likely result in direct harm or a significant tactical disadvantage (other than this Charm’s
effects). Once her judgement has been pronounced, it hangs in the balance.
Should the judged target surrender to her judgement during the Scene, he will be bound as if
he had sworn an oath sanctified by a Solar of the Eclipse Caste to abide by the terms of her
judgement. The arbiter will likewise be sworn not to harm the target in excess of her
pronounced punishment and to defend him against all others who seek further retribution in
excess of her judgement against him for the crimes she has judged.
Until the target surrenders in this fashion, the arbiter fights him with renewed passion and the
force of virtue on her side. Her next attack against him in the Scene is rendered perfect and
her attacks against him deal aggravated damage for the rest of the Scene as brands of
heavenly condemnation appear on his skin when struck.
Once the Scene ends, this Charm’s power fades. Should she have failed to compel the target
to accept her judgement by any means during this time he escapes the destined punishment
she wanted to impose upon him. She cannot use this Charm on that character again.
This Charm may only be used once per Story, though uses against Tier 1 or 2 characters do
not count against this limit.
Black Claw Style
Black Claw style is one of the rare few martial arts created by a demon, taught to the Exalted
in the First Age by Mara, the Shadow-Lover. It uses misdirection, misperception, and love as
its primary weapons. Black Claw stylists seize victory by opening themselves to their enemies’
aggressions, casting themselves as innocents who suffer the strikes of callous brutes or
sadistic madmen.
Every student of the Black Claw style has a Tie of love to the sifu who taught it to her. It is
impossible to know the secrets of this style without being exposed to the innermost heart of
one’s instructor, and impossible to understand that knowledge without accepting what’s within
that heart. This love is both genuine and unbreakable. While the Intimacy can be weakened
down to Minor intensity, it cannot be completely removed or have its context altered by any
means, mundane or magical.
Black Claw style is a subtle art, the Essence cost of its Charms does not contribute to flaring
the practitioners Anima, unless she wants them to do so.
Style weapons and armor: This style uses exclusively unarmed attacks, emphasizing claw
strikes and sudden, lunging kicks. Black Claw style is incompatible with armor which is
recognizable as such. It may be used with armor consisting of magically reinforced clothing
such as light artifact armor spun from supernatural silk.
Merits
Doe Eyes Defense (••• or ••••): Understanding that vulnerability is her greatest defense, the
Black Claw stylist exploits it ruthlessly, falling back in exaggerated response to an attack. The
3-dot version of this Merit increases her Defense by 1 against attacks by characters who have
an Intimacy of Love towards the martial artist, while the 4-dot version of this Merit applies the
same bonus against any character who has any positive Intimacy towards her or any Intimacies
related to being merciful, the innocent or similar good-hearted nature.
Open Palm Caress (•••): From the very beginning, things start to go wrong. Righteous heroes
find themselves cast as vicious bullies when they fight a student of the Black Claw – even
when she starts the fight.
Open Palm Caress can be activated reflexively when the martial artist joins battle, allowing her
to adjust her place in Initiative downwards as much as she likes in order to act after certain
opponents. As long as at least one enemy is higher in Initiative than the martial artist, he and
his allies are seen as having initiated hostilities, regardless of how the fight actually began.
This applies both to any bystanders to the fight, her allies and to the enemies themselves, who
might suddenly find themselves confused as to why they are attacking the martial artist.
Characters may see through this deception with a read intentions roll against the martial artist’s
Guile.
Storm-Calming Embrace (••): Despite being cruelly assaulted, the martial artist clasps her
foes to herself. She may add 1 bonus die to the control roll of a grapple, but can only restrain
her opponent on a success.
Charms
Outrage-Kindling Cry
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
Who can stand idly by while a fragile beauty endures torment and aggression from her brutish
foes? She may activate this Charm in response to being attacked by another character, rolling
(Manipulation + Performance, Presence or Socialize) with (Appearance) bonus dice against
the Resolve of all characters witnessing the attack, other than the attacker and herself, to instill
a positive Intimacy towards herself and a negative Intimacy towards the character attacking
her in them. She takes no penalty for affecting multiple characters and any wound penalty she
suffers is added as a dice bonus instead of a penalty to the roll. Each of the two Intimacies has
to be resisted separately.
This Charm may only be used once per Scene. She may reset this Charm and its
accompanying instill action by voluntarily choosing to forgo defending against an attack made
by a significant opponent, automatically activating this Charm at no cost when doing so.
Torn Lotus Defense
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
Every Black Claw student must submit to her sifu. As one whose heart is already conquered,
she knows that any greater defeat is impossible. Drawing on this memory of love, the martial
artist projects an unmistakable but fragile resolution. The martial artist may activate this Charm
in response to an attack, increasing her Defense by (Martial Arts/2) against it.
When she successfully defends against an attack by using this Charm, she reflexively rolls
(Appearance or Manipulation + Presence or Socialize) to instill the attacker with a positive
Intimacy towards her or to strengthen an existing positive Intimacy towards her.
Black Claw Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Outrage Kindling Cry, Torn Lotus Defense
The martial artist slips into a defensive posture, making clear both her unwillingness to fight
and her readiness to defend herself regardless. The martial artist adds +1 Evasion. If she
attacks an enemy who is in close range to another enemy that has a positive Tie towards the
martial artist, then the victim of her attack takes a -1 penalty to his Defense, as he fears his
allies have begun to turn on him. Enemies who themselves have a positive Tie towards the
martial artist also take this penalty, unable to put up a whole-hearted defense.
Special activation rules: When the martial artist is attacked by an opponent who is above her
in Initiative in the first round of combat or when all opponents in a battle have a positive Intimacy
towards her, she may reflexively activate this Charm.
Flexing the Emerald Claw
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2, Black Claw Form
Even for the unjustly wronged, there comes a time to strike back. Scratching over the invisible
lines of her enemy’s Essence meridians with an attack, the Black Claw stylist taints them with
a bilious green poison, distilled from her own malice.
An attack supplemented by this Charm carries a terrible venom. The poison created by Flexing
the Emerald Claw has Damage 1B/round, Duration (Essence + Manipulation) rounds, and a -
2 penalty. This special poison is resisted with a (Intelligence or Wits + Integrity) roll. A victim
can reflexively purge any remaining doses of this poison from his system by accepting a
positive Intimacy towards the martial artist or strengthening an existing positive Intimacy
towards her. He may do the latter even if he has no other Intimacy in support of strengthening
the existing Intimacy.
Table-Turning Reversal
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Black Claw Form
Only a coward would use a weapon to strike down an unarmed man. All Creation rejoices to
see a bully given a dose of his own medicine, and the Black Claw stylist is the one to do it. She
may activate this Charm to reflexively Clash an attack made against her by an opponent within
close range with a special difficulty 2 disarm gambit. On a success the martial artist takes
control of her enemy’s weapon. She may use weapons she acquired in this way with Black
Claw style for the rest of the battle.
At Essence 4+, the difficulty of this Charm’s disarm gambit decreases to 1.
Heart-Ripping Claw
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Flexing the Emerald Claw, Table-Turning Reversal
Eight wisdoms lie at the heart of the Black Claw style: Love is a lie, innocence is a lie, blame
is a lie – lies are inescapable; children betray their parents, gods betray their makers, students
betray their teachers – betrayal, too, is inescapable. Those who are truly wise are always first
to strike, and strike to kill. The Heart-Ripping Claw wreathes the martial artist’s hand in
screaming black shadows, lashing and razor-edged. This Charm creates a special attack
against a character who holds a positive Intimacy towards the martial artist. Intimacies of love
are treated as one step higher in intensity for the purpose of this Charm, adding 1 to any
numerical values in the case of a Defining Intimacy.
The attack by this Charm imposes a penalty of (Intimacy) on the opponent’s Defense,
increases its damage by (Intimacy) and deals unsoakable aggravated damage. If the
opponent’s Intimacy of at least Major Intensity, she may contest a perfect defense applied
against this Charm in a roll-off.
This Charm can only be used once per Scene.
Breath of Heaven Style
Created by an order of ascetic monks living in the Whispering Mountains nestled on the
southern banks of Mela’s Fangs, the Breath of Heaven Style demands rigorous discipline and
concentration from its students. Its practitioners focus their Essence through advanced
breathing techniques taking in the refined air found on the highest of mountains to give their
limbs the speed of lightning and to exhale the might of storms.
The stance of the Immaculate Order on Breath of Heaven style has varied throughout the
second age. Within the last centuries the style has been popularized by Mnemon Genol, who
participated in no less than three successful Wyld Hunts and personally slew the Anathema
Rikaru of the Lashing Tongue. Today, he teaches Immaculate disciples in the remote Frozen
Lightning Monastery on the slopes of the Imperial Mountain.
Style weapons and armor: This style uses unarmed attacks, emphasizing quick jabs and
kicks, as well as elbow and knee strikes. It also makes use of fighting gauntlets, khatars, tiger
claws, tonfas and similar weaponry meant to compliment one’s unarmed strikes and kicks.
Breath of Heaven style is incompatible with heavy armor.
Merits
Breath Preserving Attitude (•): Breath is the foundation of life. Countless hours of
regimenting her own breathing give the martial artist an incomparable stamina when fighting
without it. She doubles the rounds in combat she may hold her breath without taking a penalty.
Clarity of Air (••): Taking a deep breath of air, the martial artist clears her head and focuses
her awareness. She may add 1 bonus die to her Initiative roll.
Deep Breath Cultivation (Merit •••): The humors governed by the element of air reside in the
lungs, nourishing the entire body with vital energies. As long as the martial artist abides by an
ascetic lifestyle, she may completely refill her Essence pools with an hour of meditation and
adds 1 to the number of Essence points she recovers at the end of each Scene.
Life-Affirming Mantra (• or ••••): The martial artist learns to replenish her own life-force
through meditation. While meditating, her body recovers as though she way sleeping, allowing
her to regain a point of Willpower and the effects of a full night’s sleep while meditating for at
least 4 hours once per day. Additionally, she heals twice as fast while meditating. Tier 1 and 2
characters may purchase this Merit for 4 instead of 1 dots in order to heal like a Tier 3+
character while meditating instead.
Charms
Tempest Rush
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The martial artist surges forward with alacrity, unimpeded by those that would bar her way.
She may supplement a movement action with this Charm, allowing her to ignore the effects of
difficult terrain and adding (Essence or 3) bonus dice to any associated roll. If her movement
takes her through the area occupied by an enemy battlegroup, she may reflexively attack it.
The first use of this Charm in a Scene is free.
Way of 10.000 Fists
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The fists of the martial artist blur in a flurry of uncountable blows, overwhelming the defenses
of her enemy. She applies a penalty equal to (Dexterity/2) to her enemy’s Defense. She adds
additional damage to this attack for every 2 instead of 3 threshold successes.
Breath of Heaven Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Tempest Rush, Way of 10.000 Fists
The martial artist takes a deep breath, then she exhales the tempest inside of her. She
increases her Evasion by 1. A raging whirlwind wreathed by golden lightning drawn from her
core surrounds her and tears her foes apart. While this Charm is active, every other character
within close range of her suffers an environmental hazard with damage 2L/turn, difficulty 5 at
the start of his turn.
At Essence 5+, the damage of this hazard increases to 3L/turn.
Special activation rule: When activating Cyclone Inhalation Technique, performing a
successful opposed movement action or winning Initiative against all enemies, the martial artist
may activate Breath of Heaven Form reflexively.
Cyclone Inhalation Technique
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Breath of Heaven Form
The martial artist emulates the relentless gales of the frozen north, breathing in the air with
ferocious strength and creating a cyclone that draws in her enemies. She rolls (Stamina +
Martial Arts) opposed by the (Strength + Athletics) of all characters within short range. Each
character whose roll she overcomes is drawn one range band towards her by the furious winds.
Characters drawn into close range immediately suffer the effects of the environmental hazard
created by Breath of Heavens Form, if active, counting their own failed Athletics roll as a failed
roll to resist the hazard.
At Essence 4+, she may increase this Charm’s range to medium range.
Hand of Heaven
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Cyclone Inhalation Technique
The heavens themselves answer the martial artist’s call, lending her their strength and
becoming her fist. She summons a torrent of wind or chilling cold from the sky to smite her
enemies. This Charm creates an attack against an enemy within medium range of the martial
artist, requiring no aim action.
This attack uses the traits of a heavy artifact weapon and inflicts (Essence or 3) additional
levels of damage. The attack created by this Charm can be used to perform a knockback or
knockdown gambit, reducing the difficulty of such a gambit to 0.
A character hit by this Charm’s attack and everyone within close range of him is exposed to
Breath of Heavens Form’s hazard, if it is active.
At Essence 4+, the attack created by this Charm becomes undodgeable.
Sweeping Wind Atemi
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Breath of Heaven Form
With a series of sweeping strikes and kicks, the martial artist brings her foes to ruin. She
performs an attack and applies its results to all enemies within close range.
At Essence 3+, she may activate this Charm reflexively once per Scene after using Cyclone
Inhalation Technique.
Seven-Sided Strike
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Hand of Heaven, Sweeping Wind Atemi
Like the air she breathes, the martial artist is everywhere and nowhere at once. She becomes
still for a frozen moment, then bursts forth with impossible speed. Afterimages of her span the
battlefield, striking foes from all angles before she returns to her original position, mortal once
more. This Charm allows the martial artist to attack all enemies within short range, tripling the
attack’s post-Soak damage against battlegroups.
In the round she uses this Charm, the range of the environmental hazard created by Breath of
Heaven Form is increased to medium range.
This Charm may only be used once per Scene.
At Essence 4+, she may attack two enemies within short range of her twice instead of the
Charms normal effect.
At Essence 5+, she may attack a single enemy within short range three times instead of the
Charm’s normal effect.
Centipede Style
Centipede style is defined by speed, using swift barrages of blows to wear down enemies and
nimble footwork to outmaneuver them. Once a martial artist’s many strikes have left her
opponent reeling, she can grapple him to restrain his movement, deliver a telling blow to an
unguarded weak point, or unleash this style’s deadly venoms. Its schools are most prominent
in the East, often boasting rivalries with Snake schools or syncretizing the two styles, but it’s
also commonly taught in the South and West.
Style weapons and armor: Centipede unarmed attacks combine punches and kicks in rapid
succession. Stylists also use fighting chains, hook swords, iron boots, seven-sections staffs,
and tiger claws. Centipede style is incompatible with heavy armor.
Merits
Hundred-Legged Stride (•••): The martial artist moves with unsettling speed. When she
spends a Willpower point to purchase an additional success on a movement action, she also
ignores any applicable difficult terrain for that movement action. She may spend a point of
Willpower to enhance an unrolled movement action in this way.
Tenacious Centipede Technique (•• or ••••): Even if a centipede is cut in half, it continues to
wriggle and move about; with this persistence, the martial artist pushes her well-honed body
through injury and exhaustion. The two-dot version of this Merit allows her to ignore -1 wound
penalties, the four-dot version allows her to ignore -2 wound penalties as well.
Charms
Blurring Scurry Technique
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The martial artist’s footwork is faster than her enemies can follow, outmaneuvering their attacks
and striking with deadly speed. She adds (Martial Arts) bonus dice on an opposed movement
action. If successful, she gains +2 Evasion until the start of her next turn.
Chitinous Centipede Shell
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
Tightening muscles and expelling breath, the martial artist hardens her body. She adds (Martial
Arts) to her Soak against one attack and decreases the attacks minimum damage by 1.
At Essence 3+, her Soak may decrease damage below minimum damage, however this costs
2 successes per point of damage reduced below minimum damage.
Motion of Myriad Legs
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The martial artist’s limbs whirl with hundredfold striking force. She imposes a penalty of
(Dexterity/2) on the enemy’s Parry against the supplemented attack. She adds any wound or
poison penalty the target suffers as bonus dice to her attack roll.
Centipede Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Blurring Scurry Technique, Chitinous Centipede Shell, Motion of Myriad Legs
Moving through the 100 centipede stances, the martial artist acts with incredible speed, arms
and legs trailing afterimages that make her seem a many-limbed devil. She gains +1 Evasion
and ignores penalties for flurrying an attack with a movement action. She gains 1 bonus die
on grapple gambits and control rolls.
Special activation rules: She may reflexively enter this Form when she succeeds on an
opposed movement action or successfully hits an opponent suffering from an onslaught
penalty.
Venom-Dripping Mandible
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 3, Centipede Form
The martial artist exudes hostile intent, wreathing her blow in baleful, venomous Essence. If
an attack supplemented by this Charm hits its target, he is exposed to a poison with damage
1L/turn, duration (Essence + Dexterity) rounds and a -2 penalty.
She may activate this Charm reflexively when winning the control roll of a grapple in order to
inflict the poison on her opponent in place of the regular result of winning the control roll.
Hundred Leg Embrace
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Centipede Form
The martial artist’s limbs twist and coil like crawling centipedes, grasping her foes in
inescapable holds or wriggling out of their clutches. She may activate this Charm when landing
a successful grapple gambit to immediately impose one consequence on the enemy as if she
had succeeded on a control roll.
If she is the target of a grapple gambit, she may instead activate this Charm to force an
immediate control roll. If she succeeds, the only option she can take is to escape the grapple.
Should her opponent succeed, he can do nothing (other than prevent her from escaping). If
she escapes a grapple in this way neither she nor her opponent lose Initiative.
Numberless Blows Technique
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4, Hundred Leg Embrace, Venom-Dripping Mandible
Centering herself for a moment to perceive every possible angle of attack, the martial artist
unleashes countless strikes, her anima banner taking the form of many arms and legs to
express the fullness of her prowess. The martial artist choses one target within close range
and attacks him twice. If the target is suffering from wound penalties penalties when she uses
this Charm or is currently suffering from a poison, she attacks him one additional time.
The martial artist may use this Charm while in a grapple, allowing her to roll a number of control
rolls equal to the attacks this Charm would usually have produced. In any control roll after the
first, her opponent can only choose to leave the grapple if he wins the control roll. Doing so
means he leaves the grapple after all control rolls have been performed.
This Charm may only be used once per Scene.
Crane Style
Crane style is a defensive style, emulating the grace of the crane in avoiding the blows of an
enemy. Its student learns not just to fight with physical blows, but to empathize with her enemy,
speaking or debating with him in an attempt to bring the fight to an end without violence.
However, those who mistake the Crane master’s restraint for weakness find themselves
quickly meeting the ground. When she must, a student of this style can unleash devastating
counterattacks, flowing with the force of an enemy’s blow so she can strike back in turn.
Style weapons and armor: Crane style practitioners typically dual wield a war fan and hook
sword, using the fan for defense while disarming enemies with the sword. Unarmed attacks
usually consist of graceful kicks, but a Crane stylist lacking his usual weapons might use one
hand to deliver rapid chops while holding back the other for powerful lunges and sweeping
blows. Crane style cannot be practiced in heavy armor.
Merits
Fluttering Wing Flourish (•): The martial artist loses none of her sharpness when protecting
others. When flurrying a defend other or full defense action, she ignores the flurry penalty to
her Defense.
Empowering Justice Redirection (••): Crane stylists do not initiate hostilities – they end them.
The martial artist adds 1 to the damage of her attacks against targets who have targeted a
character she protected with a defend other action in the current or last round.
Humbling Enlightenment Commentary (•): The grace of the crane inspires those who bear
witness to it. When the martial artist flurries a full defense action with social influence, she
reduces the flurry penalty on the social influence roll to 1.
Charms
Fluttering Cry of Warning
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The sheltering wings of the Crane stylist shield her allies from the aggression of their enemies.
She adds (Martial Arts/2) to her Parry or the Parry of an ally within short range against an
unexpected attack. She may also activate this Charm to enhance her Parry against an attack
targeting an ally she is protecting with a defend other action. She may explicitly raise her or
her allies’ Parry in this way against an ambush.
Alternatively, she may activate this Charm to reflexively perform a defend other action to
protect an ally within close range when he is targeted by an attack. This also automatically
boosts her Parry as described above at no additional cost.
At Essence 3+, a single activation of this Charm enhances the Parry of all allies within short
range against unexpected attacks for the rest of the round.
Crane Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Fluttering Cry of Warning
The crane embodies not violence, but elegance. The martial artist takes on its peaceful
demeanor as she enters the stance of the Crane Form, presenting a defense that carries no
hint of hostile intent, nor any sign of weakness. While in Crane Form, the martial artist adds +1
Parry, and if she is wearing clothing with long, flowing sleeves, her garment will never be torn
or stained in combat.
While taking a full defense action, the martial artist may respond to any attack against her with
a counterattack. She may do the same in response to attacks targeting an ally she protects
with a defend other action. The first such counterattack in a round is free, all subsequent
counterattacks require her to reflexively spend 1 Essence.
At Essence 5+, she is not required to have performed a full defense action to respond to the
aggression of those attacking her with a counterattack.
Special activation rules: When the martial artist is attacked while performing a full defense
or defend other action, she may activate this Charm reflexively. She cannot perform a
counterattack against the attack that allowed her to assume this Form reflexively.
Feather Strewn Path
Cost: -
Type: Permanent
Prerequisites: Crane Form
Violence begets violence. If there is to be an end to the suffering and sorrow which afflicts the
world, something must stop this cycle. The martial artist may perform a special difficulty 2
knockback gambit with the counterattacks created by this style’s Charms. This special gambit
throws the target back two instead of one range band and knocks him prone at the fall’s
conclusion. The Feather-Strewn Path is a gentle one, and enemies flung by it suffer no further
damage when they touch down.
At Essence 3+, the difficulty of the gambit created by this Charm is reduced to 1. At Essence
4+, it is reduced to 0.
Kindly Sifu’s Quill
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2, Crane Form
Gentle masters write their lessons in bruises, not wounds. This Charm may supplement a
counterattack created by this style’s Charms, rendering its damage unsoakable and turning it
into bashing damage. This supersedes other effects that would turn the attacks damage into
lethal or aggravated damage.
A successful counterattack also counts as an automatically successful instill action to create
or strengthen a Principle representing a philosophical or ethical belief. If the target spends
Willpower to resist the Intimacy from being formed, he loses Initiative.
Crossed Wing Denial
Cost: -
Type: Reflexive
Prerequisites: Essence 3, Kindly Sifu’s Quill
The perfection of the martial artist’s defense is like the beauty of the crane, so absolute in its
calm refinement that seemingly nothing could ever disturb it. She may activate this Charm to
perfectly parry an attack directed against her or a character she protects with a defend other
action. If she currently benefits from a full defense action, she adds 2 bonus dice in case of a
roll-off.
This Charm may only be used once per Scene.
Wings Spread to Sky
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Feather Strewn Path
Majestic and beautiful as the soaring crane, the martial artist leaps into the air, flying on the
invisible currents of Essence that flow through it. The martial artist targets another character
or point within medium range and takes a leap, carrying her towards the air into close range to
him. If she targeted another character, she may reflexively attack him should she wish to do
so. She may use Charms of this style that usually enhance counterattacks in combination with
this attack.
This Charm uses up the martial artist’s movement action for the turn and cannot be used if she
has already taken a movement action on her turn. She may reactivate this Charm on
consecutive turns at a cost of 1 Essence to travel two more range bands through the air and
can carry other characters while doing so, if she is strong enough. If her movement ends within
the air and she does not reactivate this Charm on consecutive turns she glides slowly towards
the ground, descending one range band per turn, and does not suffer falling damage.
Wisdom of the Celestial Crane
Cost: Spend 2 Essence, 1 Willpower
Type: Reflexive
Prerequisites: Essence 4, Crossed Wing Denial, Wings Spread to Sky
The crane is sacred in its beauty, a bird of celestial splendor and serene repose. Such are the
virtues that the Crane master may teach to her disciples with the final move of this style. She
may activate this Charm when she non-lethally incapacitates a foe with a counterattack created
by this style’s Charms. She may increase the intensity of any one Principle instilled by or fitting
the criteria of Kindly Sifu’s Quill to Defining. Alternatively, she may leave her target with a
Defining Intimacy of love for Creation. In either way, the target cannot resist this special
influence with Willpower and it does not require other supporting Intimacies to strengthen the
affected Intimacy.
Crystal Chameleon Style
An ancient and esoteric style of battle, Crystal Chameleon style has largely been forgotten in
Creation. No dojos teach this style, which never has been popular among mortal warriors, it is
only found referenced in ancient texts, illustrations and the memories of those few who have
witnessed the enigmatic warriors who yet practice it and lived to tell the tale. While Creation
has largely forgotten this style, it remains alive and well-loved among the Five-Score
Fellowship, who praise it both for its utility as well as pushing the boundaries of what can be
accomplished by a non-Sidereal martial art.
Blinding Prisms, as its practitioners are called, overcome their foes with a combination of
impossible speed and blinding light, using their enemies’ sight against them. Hypnotic katas
and lightning-fast movements combine with distracting light and illusions to sow confusion
while the Prism eliminates her target or passes through.
The lights the Blinding Prism conjures through Charms of this style trick and impair everyone
around her, friend or foe. However, she herself is always at the nexus of these misdirections,
immune to any penalties or illusions she creates.
Style weapons and armor: Crystal Chameleon style practitioners fight with spears, staff, rope
darts and chains. The unarmed attacks of this style rely on quick thrusts and lashing strikes.
Crystal Chameleon style cannot be practiced in heavy armor.
Merits
Death from Nowhere (•••): Unlike other experts at concealment, the Blinding Prism hides in
the chaos of battle, overwhelming her enemy’s senses as much as actually evading them.
Thus, the window of opportunity to attack is small and through countless hours of training she
has learned to make the most of it. Increase the damage of unexpected attacks by 1.
Lightning-Flash Distraction (••): The Blinding Prism is a master at distraction. When
executing a distract gambit, she may stunt it in such a way that it blinds her opponent by using
chemical reaction, the position of the sun or other sudden and intense flash of light. The
Defense penalty of the distract gambit is applied as a visibility penalty to the target’s next
physical action as well.
This Merit’s effects are not compatible with magically created distract gambits.
Light-Treading Technique (••): Bright light invigorates the limbs of a Blinding Prism. She
gains 1 bonus die on all movement actions while enveloped by bright light such as the
unobstructed glare of the sun at noon or a bonfire Anima.
Charms
Just Another Branch Deceit
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
Radiating Essence through her chakras in a precisely controlled array, the Blinding Prism
breaks light around herself, creating intermittent highlights of illumination and shadow
throughout the area to confuse her enemies. The distracting interplay of illumination creates a
-2 visibility penalty on all physical actions taken against her, as well as -1 visibility penalty to
Defense against her attacks.
This Charm’s cost is waived while Crystal Chameleon Form is active.
Chrystal Chameleon Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Just Another Branch Deceit
The martial artist strikes her anima banner, fracturing it into a shifting prism. It becomes
impossible to precisely fix her location, increasing her Defense by 1. While this Charm is active
her Anima does not impede stealth and she needs no place of concealment to establish stealth,
hiding in the distracting fires of her soul and countless refracted mirror images.
Activating this Charm automatically takes an Exalt’s Anima to flaring intensity if it was at lower
intensity and her Anima cannot be reduced below flaring intensity while it is active. Spirits or
other practitioners without an Anima banner exhibit a rainbow-colored glow equal to a flaring
Anima in intensity while it is active.
Special activation rules: When the Blinding Prism successfully establishes concealment or
causes an enemy to lose Initiative, she may activate this Charm reflexively.
Flashing Passage
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: Essence 2, Crystal Chameleon Form
Collapsing her Essence into pure forward momentum, the martial artist briefly blurs and
disappears from sight. She may use her reflexive movement action, disengage or rush to move
2 range bands, as long as she is moving in a fairly straight line. Her blurring speed renders her
invisible during her movement, imposing a penalty of (Essence or 3) on the action of any other
character trying to interfere with her during her movement action such as blocking her way,
opposing her movement action, attacking her in passing, noticing her when moving stealthily
etc.
At Essence 4+, she may collapse into a beam of rainbow-colored light for the instance of her
travel, crossing the intervening space instantly and ignoring any environmental hazards or
barriers on the way that would not prevent the passage of light. Other characters who wish to
interfere with her may do so (suffering the aforementioned penalty) only if they can touch
dematerialized entities.
Flashing Leaves Evasion
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Chrystal Chameleon Form
Putting on a sudden burst of speed, the martial artist melts into a blur as an attack closes in
on her, briefly disappearing and reappearing in her enemies’ blind spot. She clashes an attack
made against her from close range, rolling (Manipulation or Wits + Stealth) with 3 bonus dice.
If she succeeds, she does not inflict damage, but rather reflexively establishes stealth using
the successes on her roll. Using this Charm counts as performing a counterattack.
Razor-Edged Prism Assault
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Flashing Leaves Evasion
Accelerating into a flickering blur of unleashed violence, the Blinding Prism strikes a foe from
many angles, moving so fast that her attacks seem to occur simultaneously. She makes an
attack against a single target, it is undodgeable and she imposes a penalty of (Essence or 3)
on his Parry. The attack created by this Charm cannot be used to execute gambits.
At Essence 4+, she adds additional damage for every 2 instead of 3 threshold successes.
Shattered Crystal Rebuke
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Flashing Leaves Evasion
Subjected to attack, the crystal shatters, leaving the aggressor to ponder his dire mistake. This
Charm may be activated in response to an attack from a character at any range, as long as
another character is within close range of the Blinding Prism. She rolls (Manipulation or Wits
+ Stealth) opposed by the attacker’s (Perception or Wits + Awareness). If she succeeds, the
attack was actually directed against another character of her choice within close range of the
Blinding Prism as her enemy fell victim to a devious illusion. Using this Charm counts as
performing a counterattack.
This Charm may only be used once per Scene per target. Waive this limitation at Essence 5+.
Stepping Beyond the Light
Cost: -
Type: Permanent
Prerequisites: Essence 4, Flashing Passage, Razor-Edged Prism Assault, Shattered
Crystal Rebuke
The Blinding Prism has come to conceive the true nature of light, blending her own physicality
with the elusive omnipresence of illumination. Chrystal Chameleon Form is permanently
enhanced in the following ways. She may choose to forgo this Charm’s effects when activating
Chrystal Chameleon Form.
She concentrates her Essence into a single point, then expands it into a shimmering
kaleidoscope that covers the area out to medium range from her. She flickers in and out of
existence throughout this area, allowing her to attack (and be attacked by) anyone within
medium range with close range attacks, though she often is gone before an attack can connect
with her. The penalties of Just Another Branch Deceit increase to -3 and its Defense penalty
to -2. When taking a movement action, the entirety of her kaleidoscopic presence moves.
Dreaming Pearl Courtesan Style
Dreaming Pearl Courtesan is a subtle style—graceful, elusive, and lethal. A student learns to
maneuver herself into the perfect position to strike, gaining the confidence and trust of her
victims as she navigates the veils of defenses they put up between themselves and the world.
Once the Dreaming Pearl Courtesan has reached her victim at his most vulnerable—whether
that is in the tangle of his boudoir’s sheets, a friendly conversation in a tearoom, or a secret
meeting at court—she reveals her true nature as a killer, fighting with a deadly grace and the
elusiveness of a dream.
Style weapons and armor: Dreaming Pearl Courtesan style uses elegant, unarmed strikes
that seem more like dance moves than attacks, as well as war fans and whips. Courtesans
also learn to wield numerous improvised weapons with this style through the use of its Form
Charm, strangling enemies with a silken sash or slashing them with the jagged edge of a
broken teacup. Dreaming Pearl Courtesan style is incompatible with armor which is
recognizable as such. It may be used with armor consisting of magically reinforced clothing
such as light artifact armor spun from supernatural silk or that created by its Form Charm.
Merits
Clearing the Banquet Table (•): Blending elegance, wit and martial instinct, the martial artist
is ready to jump into battle even during the most formal of social gatherings. When a fight
breaks out during a social gathering, negotiations or other communal activity, she adds 1 bonus
die to her Initiative roll.
Pearlescent Filigree Defense (•): The martial artist dances away from the blows of her
enemies without effort, as if her body was nothing more than so many cherry blossoms caught
on the wind. The martial artist adds one die to any roll to disengage from an opponent whose
Resolve is overcome by her Appearance.
Vindictive Concubine’s Pillow Book (•••): Once a man has let the martial artist into his heart,
his bedchamber, or his confidence, he is all but dead. When fighting against a character with
whose personal life she is intimately familiar through shared intimacy or confidence, she treats
her first attack in the fight as a surprise attack.
Charms
Flurry of August Leaves
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Just as there is beauty in the budding and blossoming of flowers in the springtime seasons, so
too is there a melancholy elegance in the fall of leaves as the autumnal seasons come in turn.
It is with this mournful grace that the Dreaming Pearl Courtesan dispatches her victims. This
Charm allows the martial artist to perform two of the following actions simultaneously when
activating this Charm.
- Aim
- An attack, including but not limited to any gambit
- Full defense
- Disengage
- Any gambit
This Charm may be used to combine two gambits, but not two regular attacks. The gambits do
not have to target the same character. She may use the same gambit against two different
targets. When using two gambits on the same target, take the higher of the difficulties between
the two to determine the combined gambit’s difficulty.
A grapple gambit created by this Charm can be performed against enemies at short range if
Dreaming Pearl Courtesan Form is active. Doing so pulls the target into close range upon
successfully establishing the grapple.
Fragrant Petal Fascination Kata
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Moving through the sultry, languid forms of a hypnotic kata, the Dreaming Pearl Courtesan
beguiles her enemies with ethereal music and the fragrant scent of flower petals. She rolls
(Appearance + Performance or Presence) to inspire every character within short range with
emotions of love, lust, mercy or similar inclinations, suffering no penalties for targeting multiple
characters. Opponents whose Resolve is overcome lose Initiative, even if they resist the
influence by spending Willpower.
She may activate this Charm reflexively when she successfully disengages, applying its effects
against all enemies she disengaged from, rather than every character in short range.
Dreaming Pearl Courtesan Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Flurry of August Leaves, Fragrant Petal Fascination Kata
The Dreaming Pearl Courtesan embodies grace and beauty even in the midst of bloodshed,
weaving through melee as if dancing through steps of a ballroom waltz, cutting down foes with
gestures so delicate they can scarcely be noticed. The martial artist may make attacks out to
short range, slashing a fan to unleash a razor-edged wind, letting a silk sash flow like a weaving
serpent to strike enemies, or sending needles of nacreous Essence spiking from her
fingernails.
Additionally, she turns her clothing and ornaments into armor and deadly weapons. Her
clothing takes on the trait of light artifact armor, while paper fans, needles, sashes and sleeves
gain the traits of light artifacts weapons.
Special activation rules: Whenever the martial artist successfully disengages from a
significant opponent or joins battle in a social setting, she may reflexively activate this Charm.
Demure Carp Feint
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Dreaming Pearl Courtesan Form
The Dreaming Pearl Courtesan dances away from the blows of her enemies without effort, as
if her body was nothing more than so many cherry blossoms caught on the wind. She adds
(Martial Arts/2) to her Evasion against an attack.
If she successfully defends and her attacker is the only opponent within close range, she may
reflexively roll to disengage as she appears hit for a moment before her opponent realizes all
he struck was a floating piece of clothing she left behind in her stead.
Seven Storms Escape Prana
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Dreaming Pearl Courtesan Form
Catching hold of the Dreaming Pearl Courtesan is like trying to remember last night’s dream –
at first, one might be able to grasp it hazily, but as time passes, it slips away into nothingness.
She imposes a penalty of (Appearance) on rolls opposing one of her disengage or withdraw
actions or on a rush against her.
At Essence 3+, she may increase this Charm’s cost by 1 Essence to enable it to enable it to
oppose perfect effects in a roll-off.
At Essence 4+, this Charm can be used to enhance any movement action allowing her to
dissolve into pastel fumes as she becomes a vortex of swirling light and vapor. She disappears,
then reappears at her destination, without crossing the intervening space, and with no regard
for any barriers or hazards in her way.
Invoking the Chimera’s Coils
Cost: Spend 2 Willpower
Type: Simple
Prerequisites: Essence 4, Fragrant Petal Fascination Kata, Seven Storms Escape Prana
When she must, the martial artist may cast off her own veils of selfhood, revealing the dreaming
pearl that is her true Essence, a dread and beautiful truth to behold. Her neck lengthens up
towards the heavens as she grows up to five times her normal height, while her head becomes
that of a delicate, gold-beaked foal. Four sets of spiraling gazelle’s horns adorn her brow, and
her arms and legs vanish while opalescent fins like those of a carp hold her new form aloft in
the air. Countless eyes run down either side of her narrow snout and continue down her back,
ranging from the size of small pearls to that of goose eggs, blazing like sapphires in the
noonday sun.
Once this Charm is activated, the transformation lasts for the rest of the Scene, though she
may end it with a miscellaneous action that cannot be placed in a flurry. When the
transformation ends, her chimeric form dissolves into ephemera and the martial artist’s body
reforms at a point of her choice within medium range. While in this transformed state, she is
considered to be a creature of Legendary Size, gaining 5 additional Health Levels, allowing
her to ignore onslaught penalties not created by magic or opponents of Legendary Size and
sets her Soak to a minimum of 10 against creatures not of Legendary Size. She may fly,
travelling up to 45 miles per hour outside of combat. Attacks performed via Dreaming Pearl
Courtesan Form can target enemies out to medium range with dream-like ephemera of any
shape she desires.
This Charm may only be used safely once per Story. The second time she activates it, she
must make a Willpower roll at difficulty 3 upon ending it, forgetting she was ever mortal on a
failure and vanishing from Creation forever in a flash of light, only returning in half remembered
fragments of dreams.
Ebon Shadow Style
Originally taught by Five Days Darkness to a Solar in the fledgling years of the Old Realm,
Ebon Shadow style has spread far and wide among thieves and assassins. Its practitioners
meld with the shadows, strike from cover and are gone before anyone can catch them.
Ebon Shadow style is a subtle art, the Essence cost of its Charms does not contribute to flaring
the practitioners Anima, unless she wants them to do so.
Style weapons and armor: Unarmed attacks, chains, sais, tiger claws, (throwing) knives and
grenades are the style weapons of the Ebon Shadow style. This style may not be practiced in
heavy armor.
Merits
Death from Nowhere (•••): The martial artist has honed her killing intent when striking from
the shadows. Increase the damage of unexpected attacks by 1.
Image of Death Technique (••): The martial artist fakes her own death. Through grueling
training, she learns to slow the beat of her heart to a crawl, entering a deathlike trance. She
may do so either as a miscellaneous action which cannot be placed in a flurry or reflexively
when she takes lethal or aggravated damage.
Any character who wants to determine whether she is still alive must succeed on a difficult (3
+ her wound penalty) Perception + Medicine roll. While in this trance she needs very little air,
multiply the time she can hold her breath by (Martial Arts).
Wall Climbing Technique (••): The martial artist quickly scales walls and runs across wires.
She may ignore such difficult terrain.
Charms
Blow-Concealing Technique
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The martial artist clouds her advance in nebulous Essence, obscuring the angle of her attack.
An attack supplemented by this Charm counts as surprise attack and increases its damage by
1.
At Essence 3+, this Charm may be activated together with Seven Points of Weakness Strike
by spending only 1 point of Essence.
Seven Points of Weakness Strike
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The martial artist strikes the weak point in her enemy’s defense with unnerving precision. Add
1 automatic success to her attack roll and ignore (Martial Arts) points of her target’s Soak.
If the attack was unexpected the damage of the attack becomes unsoakable.
At Essence 3+, this Charm may be activated together with Blow-Concealing Technique by
spending only 1 point of Essence.
Ebon Shadow Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Blow-Concealing Technique, Seven Points Weakness Strike
The martial artist blurs and becomes indistinct. While this Charm is active it becomes
impossible to discern her identity and her anima banner turns into a veil of shadows. She adds
1 die to all Stealth rolls, adds 1 to her Evasion and can calculate it using Stealth instead of
Dodge.
The martial artist may direct her attacks at a target’s shadow instead of at the target itself. Any
injuries inflicted upon a shadow in this way also appear on the victim’s body. A shadow is
equally capable of parrying and evading attacks as the target’s real body.
Her Anima does not impede her stealth in darkness and any identifying features contained
within it are hidden. Dragon-Blooded can waive the effects of their Anima Flux while this Charm
is active, If the martial artist is slain while this Charm is active her body and all identifying
trinkets dissipate into a fine, black mist. This does not destroy any artifacts she was carrying.
Special activation rules: Whenever the martial artist makes a successful unexpected attack
against another opponent or successfully establishes stealth, she may activate this Charm
reflexively.
Distracting Finger Gesture
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2, Ebon Shadow Form
The martial artist performs the Fivefold Shadow Sealing Mudra with her hands and clouds the
mind of her opponent. She rolls (Manipulation + Stealth) against the Resolve of one enemy
within short range. If she succeeds, he loses his next turn.
This Charm can only be used once per Scene per character.
Throat-Slitting Atemi
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Ebon Shadow Form
The martial artist murders an unsuspecting target from the shadows, ending a fight before it
ever began. She may activate this Charm when she performs an unexpected attack. She
increases the damage of her attack by (Essence or 3) and turns its damage aggravated and
unsoakable.
If the target is slain by this attack, his body and belongings are devoured by the shadows,
deposing of the body perfectly. Artifacts are not so easily destroyed and are left behind.
Shadow-Body Dissolution
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Ebon Shadow Form
When her enemies try to wound the martial artist, they strike only shadows. She increases her
Soak against an attack by (Stealth). Her Soak may reduce the damage of the attack below
minimum damage, however this costs 2 successes per point of damage reduced below
minimum damage.
If she reduces the damage to 0, she may reflexively try to establish concealment with (pre-Soak
damage/2) bonus dice.
Shadow-Stepping Motion
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 4, Shadow-Body Dissolution, Throat-Slitting Atemi
The martial artist slides into a shadow and exits another. She can only use this Charm while
she is unobserved. In combat, she may use this Charm to cross up to two range bands,
maintaining her concealment perfectly.
Outside of combat she may focus for a minute before stepping into the shadows, allowing her
to exit the closest, unobserved shadow to her desired destination. The maximum range of this
application is (Essence) miles. This Charm automatically fails to penetrate places warded
against teleportation and high amounts of released Essence such as a battlefield of the Exalted
or a demesne tend to cause fluctuations that make the exit point less predictable for long
journeys.
Even Blade Style
Developed by three Dragon-Blooded masters who split up over philosophical differences, the
Even Blade style demands diligence, focus and precision from its students. Sword masters of
this style become one with their blade, anticipate their opponent’s moves and strike without
hesitation or mercy when an opportunity presents itself.
As the Even Blade is centered on the use of swords, eschewing unarmed combat completely,
this martial art may be learned and practiced using the Melee instead of the Martial Arts Ability.
Style weapons and armor: The Even Blade style is practiced with the sword and no other
weapon. Slashing and straight swords are traditional, but in a pitch a chopping sword or even
a long knife will do. All armor is permissible.
Merits
Breath and Essence Control (•••): The martial artist controls her own breath, and through it,
herself. She is fully focused on the battle and cannot be distracted. She is immune to mundane
distract gambits and increases the difficulty of magical distract gambits used against her by 2.
Fiery Garda Force Attack (•••): The martial artist counters the blows of her opponents with a
ferocious onslaught of her own. She may add 1 to the damage of every successful clash attack.
Charms
Close Your Eyes and See
Cost: -
Type: Permanent
Prerequisites: None
The sword master closes her eyes and tests her opponent with sight beyond sight. In her head
a multitude of fights against her enemy play themselves out and his fighting style becomes
known to her. To use this Charm, she must either observe her opponent fight from the sidelines
or take a miscellaneous action in a fight against him.
She immediately becomes aware of her opponent’s fighting prowess. She learns roughly how
powerful her opponent is in relation to her and what his preferred method of combat is (e.g.,
he uses overwhelming supernatural strength to crush his enemies, he likes to stay at range
and harass his enemies with elemental attacks, the blades he wields curse those he strikes
with ill luck etc.). Her knowledge of her opponent’s fighting style gives her a decisive advantage
in battle, allowing her to do one of the following once per fight against him:
- Waive the cost of any Even Blade Charm that spends Essence.
- Expose a vulnerability in his fighting style – which allows her to add 3 dice to an attack
against him or 2 to her Defense against one of his attacks.
- Ask the Storyteller for additional insight – when the enemy uses a power during the
fight whose effects are not obvious or that might imperil her in ways she overlooks, the
Storyteller elaborates on that power as it becomes known to the sword master’s
understanding. The Storyteller may suggest when to use this power and may inform
the sword master’s player on keeping it available when she foresees that it may
become relevant.
At Essence 3+, she may activate this Charm in combat as a reflexive rather than miscellaneous
action by spending 1 Essence.
Death Between Heartbeats
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Close Your Eyes and See
For a moment, the sword master becomes perfectly still. When she moves again, she moves
with the speed of lightning, her blade becoming an invisible harbinger of death. She may
activate this Charm when she is attacked by another character within range of her weapon.
She reflexively clashes the attack with one of her own. Using this Charm counts as performing
a counterattack.
She can only use this Charm to clash the attacks of characters she has studied with Close
Your Eyes and See. This restriction is lifted while Even Blade Form is active.
Even Blade Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Death Between Heartbeats
The martial artist purges her posture of every flaw, presenting only a picture of martial
readiness spelling death for any fool daring to attack her. She ignores all penalties on her
attack rolls for clash attack. Additionally, she may draw and sheathe her sword(s) reflexively.
At Essence 5+, she may waive the cost of Death Between Heartbeats once per round while in
this Form.
Special activation rules: When clashing an opponent, the martial artist may activate this
Charm reflexively.
Blade-Deflecting Practice
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Even Blade Form
The sword master focuses the totality of her killing intent on a single target, dancing between
spears and deflecting blows with sword and sheath as she closes in on her prey.
When she activates this Charm, she dedicates herself to slaying one foe within medium range.
She ignores onslaught penalties against the attacks of all other foes and adds 3 dice to any
rush or other movement action roll intended to bring her closer to her prey.
Special activation rules: After successfully clashing an attack, the sword master may
reflexively activate this Charm, choosing the enemy whose attack she clashed as the target.
Void-Slicing Wind
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Even Blade Form
The sword master cuts with such power and precision that she creates a blade of deadly wind
to harry distant foes. She may activate this Charm when targeted by a ranged attack to clash
it, as long as her enemy is within medium range, ignoring the normal range restriction of her
weapon.
At Essence 4+, this Charm’s range increases to long range.
Grave Cut
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Void-Slicing Wind
The sword master strikes with all her might when her opponent’s aggression leaves him
undefended, dealing a grievous injury.
This Charm creates a clash attack, usually requiring delaying the martial artist’s combat action
to act on the same Initiative as her target. She adds (Essence or 3) bonus dice to her attack
roll and increases the damage of her attack by an equal amount. She increases the damage
of her attack by 1 for every 2 instead of 3 threshold successes. This Charm may contest perfect
attacks in a roll-off.
Impossible Unseen Strike
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Void-Slicing Wind
Those who challenge a seasoned sword master may die before they can even draw their
weapon. So great is her speed, that her attack becomes fully invisible, ending battles before
they ever truly begin.
The martial artist may activate this Charm when she would normally roll Initiative. Instead of
rolling Initiative, she rolls a clash attack, clashing the Initiative roll of another character. If she
succeeds, she treats his Initiative roll as his Defense against the attack and he immediately
loses Initiative. She herself uses her attack roll successes as her Initiative.
If she fails to beat his Initiative roll with her attack, she immediately loses Initiative as fumbling
this extremely difficult technique has thrown her off balance.
Its traditional among sword masters to perform this technique when her sword is sheathed and
to sheathe her sword once more after it is performed, all of which can be done as part of this
Charm’s activation.
Curse-Severing Riposte
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 4, Blade-Deflecting Practice, Grave Cut, Impossible Unseen Strike
The sword master strikes beyond the physical, cleaving hostile sorceries and malign curses
as surely as she rends her enemies. She may activate this Charm when she targeted by a
magical, non-physical threat, such as a spell, curse, shaping, mind-affecting or similar effect.
She clashes the effect with an attack. Against unrolled or perfect effects, this creates a roll-off
instead. On a success she both negates the incoming effect and applies the effects of her
clash attack on the enemy who produced them, so long as he is within long range of her.
Falcon Style
Falcon style is a high-flying art, its practitioners leaping across the battlefield to deliver powerful
strikes or claim elevated vantages from which to deliver the finishing blow. In addition to attacks
executed in midair, the style makes heavy use of grappling, locking enemies into painful
submission holds or throwing them to the ground before executing punishing follow-ups. Its
techniques are showy and spectacular, and many Falcon stylists draw flocks of bystanders to
their fights — whether they’re wandering folk heroes or ruthlessly dishonorable brutes. Falcon
style is most prominent in the South, although iconic masters have spread it to other directions.
Some Merits and Charms of this Style reference enemies of lower elevation. An enemy of
lower elevation is at least one range band below the martial artist before she attacks or takes
a move action in order to bring her into range to attack.
Style weapons and armor: Falcon style’s unarmed attacks use all four limbs and headbutts.
It’s compatible with the cestus, iron boots, tiger claws, and improvised weapons that deal
bashing damage. The style cannot be practiced in heavy armor.
Merits
Falcon Takes Flight (•••): The martial artist takes to the air with a powerful leap, executing
graceful aerial maneuvers with supreme agility. She may maneuver in the air. While she cannot
fly (at least not through this power alone), she can take movement actions to control her
descent mid-flight and move horizontally as if she were on solid ground. After performing an
attack, she may use her reflexive movement action to move away from an enemy without
disengaging by jumping straight up. She stays in the air until her next turn, upon which she
can maneuver as per this Merit. She cannot do so if she has already used her reflexive
movement action this turn.
Racking Talon Kick (•••): The martial artist descends upon her foes in a deadly fury. When
attacking enemies who are prone or at a lower elevation, she increases the damage of her
attacks by 1.
Charms
Raptor’s Fatal Descent
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The martial artist executes a brutal aerial attack, plummeting down onto a foe to strike with
stunning force. The martial artist performs an attack against an enemy who is prone or at lower
elevation. The damage of this attack is increased by (Essence or 3).
At Essence 2+, this attack becomes unblockable.
Swift Talon Strike
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
Launching herself at a foe, the martial artist sharpens her talons with momentum and Essence.
To use this Charm, she must move into close range with an enemy and attack him on the same
turn. She adds (Martial Arts/2) dice to the attack roll of her attack and increases its damage by
1. If the martial artist moved downward to reach close range, the attack is considered a surprise
attack.
Falcon Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Raptor’s Fatal Descent, Swift Talon Strike
Spreading her arms wide in emulation of the falcon’s wingspan, the martial artist enters a
stance as nimble as it is formidable. She can use reflexive move actions to jump one range
band and is immune to falling damage. She gains +1 Defense against attacks from enemies
who are prone or at lower elevation.
Special activation rules: When the martial artist attacks an enemy who is prone or at lower
elevation, she may reflexively enter this form.
Grasping Raptor Clutch
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Falcon Form
Grabbing her foe like a diving falcon gripping its prey, the martial artist forces him into a painful
hold, stretching his muscles and spine past what they can bear. Upon winning the control roll
of a grapple, the martial artist may activate this Charm to both drag his opponent one range
band and inflict damage upon him. This special drag option allows her to drag her opponent
vertically by jumping upwards.
Neck-Piercing Hook
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Falcon Form
The martial artist hooks her foe’s neck with one leg and spins in mid-air, sending him flying on
wings of deadly force. She throws an enemy out to short range, as per the grapple maneuver,
without having to establish a grapple first, instead rolling a normal attack. If the target of this
special throw is at least one range band above ground level, he takes falling damage as
appropriate and is rendered prone upon landing.
Hare-Killing Death Dive
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Neck-Piercing Hook
The martial artist harries her prey, striking and withdrawing before retribution can be visited
upon her. This Charm can only be activated if the martial artist is at least one range band
above ground level when she starts her turn. She moves into close range with another
character within short range horizontally and up to medium range below her vertically and
performs an attack. Afterwards, she reflexively moves one range band straight up, without the
need for a roll to disengage.
At Essence 4+, this Charm’s horizontal range increases to medium range.
Talons Greet Prey
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Grasping Raptor Clutch
The martial artist moves with unmatched grace to defend against a foe’s strike, letting its
wasted momentum drive him into her clutches. She may activate this Charm in response to an
attack to perform a difficulty 2 grapple gambit as a counterattack.
Doom Plummets Down
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 3, Hare-Killing Death Dive, Talons Greet Prey
The martial artist executes a signature finishing move that expresses her ferocious spirit in an
unbelievable display of speed and power, flinging her foe to the ground before dealing the final
blow. This Charm can be activated after throwing an enemy to follow up said throw by
immediately moving into close range with the thrown target and attacking it. This attack is
enhanced by the effects of Raptor’s Fatal Descent and Swift Talon Strike at no additional cost.
Falling Blossom Style
The codex of the Falling Blossom demands vigilance and sacrifice. This is a solemn and
selfless style, meant to protect others, at the cost of the practitioner’s life if need be. Practiced
by bodyguards and martyrs across Creation, the Falling Blossom style spends its practitioner’s
blood liberally to pave the road to victory.
Style weapons and armor: Falling Blossom style utilizes defensive postures and grand, risky
strikes. It is also practiced with knife, sword and shield. The style is compatible with all forms
of armor.
Merits
Danger Sense (•): The martial artist is always on the lookout for danger. She adds 1 die to all
Awareness rolls to detect hostile individuals. If she detects enemies before combat breaks out,
she also adds an additional die to her Initiative roll.
Mobile Defender (•••): The martial artist is trained to defend even the most recalcitrant
protégés. When someone she is defending with a defend other action moves, either through
his own actions or outside effects, she can use her reflexive movement action to move in the
same direction, if she has not yet expended it in this round. She does not need to roll to
disengage in this case. If this reflexive movement is enough to keep her within close range of
her protégé, the defend other action stays active.
Steadfast Defender (• or •••): The martial artist is a steadfast defender, unwilling to yield any
ground when others depend on her. While she is performing a defend other action, the difficulty
of all grapple, knockback and knockdown gambits against her is increased by 1. The 3-dot
version of this Merit increases the difficulty by 2 instead.
Punishment Resisting Discipline (•••): Survivor of a thousand fights, the martial artist’s body
has been hardened by her many scars. She adds 1 Health Level to her total.
Charms
Living Shield Technique
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
Like a beautiful blossom falling in a scarlet rain, the martial artist interjects herself between a
blow meant for her charge, protecting his life with her own body. She may activate this Charm
to reflexively perform a Defend Other action on behalf of a friendly character within short range
who is being attacked, moving into close range with him immediately as she does so. The
attack that triggered this Charm’s activation must target her, even if it overcomes her Parry.
If the martial artist holds a Major or Defining Tie of loyalty, subservience or similar towards the
character she protects through this Charm, waive its cost.
Undefended Assault Method
Cost: -
Type: Reflexive
Prerequisites: None
The falling blossom is always vigilant, ready to lay down her life. When she is ambushed, she
may activate this Charm to perform a defend other action towards a character within close
range of herself. Any attack against him must target her instead. She performs a counterattack
against any attacks levied against herself or the target of her defend other action in the first
round of combat.
At Essence 3+, if a counterattack generated by this Charm incapacitates the attacker, she
does not suffer any damage from his attack.
Falling Blossom Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Living Shield Technique, Undefended Assault Method
The martial artist focusses her whole being on the defense of her charge, sacrificing all other
concerns. While this Charm is active, the Martial Artist increases her Parry by 1. Any defend
other action she takes is reflexively refreshed at the start of her turn, allowing her to act freely,
however she is unable to move out of close range from her charge if she does so. The Defense
bonus to her charge should an attack aimed at him bypass her Parry is increased to +5.
Should an attack hit her charge while benefitting to her defend other action, she may add
(Martial Arts) dice to his Soak. These Soak dice are rolled separately and after the targets own
Soak. This special Soak is capable of reducing damage below minimum damage, however
every damage level soaked through them is inflicted upon the martial artist as unsoakable
damage.
Special activation rules: When the martial artist or a character within close range is attacked
by an unexpected attack or when she is performing a defend other action, she may enter this
form reflexively.
Dual Scarlet Blossom Technique
Cost: -
Type: Simple
Prerequisites: Essence 2, Falling Blossom Form
The martial artist spills her own blood in order to take down the enemy. She performs an attack
against one enemy within close range. As she does so, her opponent may perform a free
counterattack. If he does, she reflexively attacks him a second time after his counterattack is
resolved.
Purity of Purpose Attack
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Falling Blossom Form
The martial artist retaliates to any attempt on his charge’s life with clear conviction. She may
activate this Charm when a target she is protecting through a defend other action is the target
of an attack to perform a counterattack. She adds (Intimacy) bonus dice to her attack roll,
depending on her highest positive Tie to the individual she is protecting.
At Essence 3+, once per Scene, if her Intimacy is of Defining intensity, it becomes a perfect
attack instead.
Strength of Faith Meditation
Cost: -
Type: Permanent
Prerequisites: Essence 2, Falling Blossom Form
By channeling the power of her faith through meditation and quick exercises, the martial artist
rises above discomforts and pains that would otherwise slow her down. She ignores all wound
penalties while performing a defend other action. She ignores all penalties to her Defense on
attacks levied against another character she is protecting through a defend other action.
Verse of the Marty
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Dual Scarlet Blossom Technique, Purity of Purpose Attack
The ultimate expression of this style’s ethic is to put one’s own life on the line to protect another.
She recites a haiku that encapsules her resolve and increases her ability to protect another
character in the Scene, designated when she activates this Charm.
For the rest of the Scene, all post-Soak damage he takes is automatically transferred to her as
unsoakable damage.
This Charm may only be used once per day.
First Pulse Style
Eschewing the trope of the wise and calm master of the martial arts, practitioners of the First
Pulse style, also called Blood Tigers, wholeheartedly immerse themselves in violence. This is
the art of fighting in the street at the first sign of danger, holding nothing back and making do
with what you have at hand.
Style weapons and armor: Unarmed attacks, knives, brawling weapons like brass knuckles
or tiger claws and all improvised weapons are the style weapons of the Blood Tiger. All armor
is permissible.
Merits
Always Ready (••): Ready for violence to break out at any moment, the martial artist’s senses
are honed to react to the tiniest sign of danger. She adds 1 bonus die to her Initiative roll.
Artist of Mutilation (•): The Blood Tiger has elevated the art of hurting others to a fine art.
When she inflicts a crippling injury upon another character, she may pay 1 Willpower to
reflexively roll a threaten action against all enemies within short range with 3 bonus dice.
Punishment Resisting Discipline (•••): Survivor of a thousand fights, the martial artist’s body
has been hardened by her many scars. She adds 1 Health Level to her total.
Violent Improvisation (•): Brawling with her opponents in the street, the martial artist has
learned how to make do with what she has. She may spend 1 Willpower to reflexively ready
any improvised weapon she could find within close range.
Charms
Bird-of-Paradise Whistles in the North
Cost: -
Type: Permanent
Prerequisites: None
Those trying to catch the Blood Tiger unawares are in for a world of hurt. Upon being ambushed
she may activate this Charm to reflexively clash the ambush attack with a -5 penalty. This
counts as her counterattack.
At Essence 2+, this penalty decreases to -4, at Essence 4+, it decreases to -3.
Hunter Bags the Deer
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
Better to start a fight and get the drop on your enemies than to risk being put in a tight spot.
This Charm may be activated when the martial artist deliberately escalates a situation by
joining battle. She perfectly wins Initiative and if she attacks another character on her first turn
it counts as a surprise attack.
At Essence 3+, she deals additional damage for every 2 instead of 3 threshold successes on
the surprise attack generated by this Charm.
First Pulse Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Bird-of-Paradise Whistles in the North, Hunter Bags the Deer
The Blood Tigers know that a solid offense is the best defense. She adds 2 to the damage of
all attacks but decreases her Defense by 1.
Special activation rules: When the martial artist starts a fight, inflicts a crippling injury or
incapacitates a significant opponent she may enter this form reflexively.
Introduction to the Stone Prince
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, First Pulse Form
Unlike clean duels, battle in the streets is messy. Knowing that fear is an effective deterrent,
the Blood Tiger tracks down her enemies and gives them lasting gifts of pain, to make sure
everyone knows better than to mess with her.
This Charm creates an attack, forcing a damaged enemy to accept a crippling injury order to
reduce its damage. The target chooses what kind of crippling injury to take, as normal. This
does not count against the target’s once-per-Story limit for reducing damage by accepting a
crippling injury.
Crippling injuries creates by this Charm are permanent against Tier 1-2 targets. Tier 3+
targets may recover from them naturally after (7 – victim’s Stamina) days, representing
broken bones and torn muscles rather than severed limbs.
Fleeting Wings of Dust
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, First Pulse Form
Honor is a fool’s shield; on the battlefield the Blood Tiger will use every tool at her disposal.
She places particularly painful blows, blows sand directly into her enemy’s eyes and targets
old wounds. This Charm creates a special a dirty fighting gambit, increasing its penalty to -4
and causing the penalty to remain active for (Martial Arts/2) turns.
An opponent may remove the penalty early by taking a miscellaneous action that cannot be
placed into a flurry to compose himself.
Titan of the Streets
Cost: -
Type: Permanent
Prerequisites: Essence 2, Fleeting Wings of Dust, Introduction to the Stone Prince
The Blood Tiger is an indomitable champion of street fighting, shaped by a thousand hard
lessons beaten into her body. Everyone on the streets recognizes her as one to be feared and
respected. Everyone who meets her in the streets, gambling dens or other seedy part of a
larger settlement is treated as though he possessed a Minor Tie of fear or respect towards her,
awed by her prowess.
She is never truly unarmed and treats any improvised weapon she picks up from the
environment as light or heavy artifact weaponry. While First Pulse Form is active, she may also
treat her own unarmed attack as light or heavy artifact weaponry.
Five-Dragon Style
While the Five Glorious Dragon Styles are seen as the epitome of martial development by
many martial artists and philosophers across Creation, the intense discipline and harsh
physical toll they impose upon their practitioners make them impractical for a broader
population to use. The Immaculate masters thus created Five-Dragon Style, a lesser cousin of
the five Immaculate Styles that incorporates elements of all styles, fused with the power of the
elements to create a broad and accessible canvas of martial excellence.
Though Five-Dragon Style, like all martial arts styles, is by no means easy to learn, it is far
simpler and accessible than most styles. The Immaculate Order has brought this style to all
corners of Creation, teaching its tenets to less martially gifted itinerants, to border guards
protecting the edges of Creation, heroes who protect the land from the devils beyond and even
the imperial legions, who make use of it as a tool to increase both military readiness and
discipline among their ranks.
The Charms of Five-Dragon Style are especially easy to master, as this style harkens closer
to basic techniques and has been polished over countless generations to be especially easy
to learn. All characters capable of picking up its Charms can do so by paying 8 Experience
Points per Charm, regardless of what they usually have to pay for Martial Arts Charms.
Style weapons and armor: Unarmed attacks, swords, staffs and spears are the style
weapons of the Five-Dragon Style. All armor is permissible.
Merits
Exotic Weapon Training (•): The martial artist has gone through additional training to learn
how to apply the techniques of Five-Dragon Style to another close combat weapon. When
purchasing this Merit, she chooses one weapon. She treats this weapon as a style weapon for
the purpose of Five-Dragon Style. The cost here replaces the normal cost of Exotic Weapon
Training, the Merit is otherwise identical.
Group Tactics (•• or ••••): Just like the Five-Dragon Style brings together the power of all
elements, its practitioners fight together. When attacking a character that has previously been
attacked by another character with this Merit in the current round, the martial artist increases
the damage of her attack by 1. A battlegroup which possesses the 4-dot version of Merit adds
1 bonus die to all attack rolls and increases its damage rating by 1.
Punishment Resisting Discipline (•••): Survivor of a thousand fights, the martial artist’s body
has been hardened by her many scars. She adds 1 Health Level to her total.
Charms
Five-Dragon Blocking Technique
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The martial artist calls upon the adaptability of water and nimbleness of wood to block her
enemy’s strikes. She adds (Martial Arts/2) to her Parry and ignores onslaught penalties until
the start of her next turn.
Five-Dragon Claw
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The martial artist gives her fingers or weapon the aspect of a dragon’s claws, allowing her to
pierce even the toughest god-hide. The attack created by this Charm becomes unsoakable.
This attack can hit dematerialized entities.
Five-Dragon Force Blow
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The martial artist strengthens her blow with the force of the wind and the inexhaustible might
of the mountain. She performs an attack, adding (Essence or 3) to its damage. If the attack
deals more than 2 damage, he is also knocked back one range band.
Five-Dragon Fortitude
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The martial artist marshals the flame of her own inner vitality. She adds (Martial Arts) to her
Soak against one attack or as bonus dice on a Resistance roll.
Five-Dragon Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Two out of: Five-Dragon Blocking Technique, Five-Dragon Claw, Five-
Dragon Force Blow and Five-Dragon Fortitude
The martial artist performs a quick series of motions that offer thanks and claim guidance from
the elements before settling into a solid fighting stance. She adds 1 bonus die to her Soak,
attack, combat movement and feat of strength rolls.
Special activation rules: When she incapacitates a foe or when another character in the
Scene enters a form, the martial artist may enter this form reflexively.
Five-Dragon Fist
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Five-Dragon Form
The martial artist empowers her limbs with the power of the elements. While this Charm is
active, she treats her limbs as light or heavy artifact weaponry (her choice when activating this
Charm).
While she is in Five-Dragon Form, this Charm also endows her body with the traits of light or
heavy artifact armor (her choice when activating this Charm).
Special activation rules: She may reflexively activate this Charm when she activates
Five-Dragon From.
Five-Dragon Wrath
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Five-Dragon Fist
The martial artist unleashes the wrath of the elements upon her foes. She makes five attacks,
each empowered by one of the elements, against one opponent. These attacks have a
maximum damage of 2.
This Charm can only be used once per Scene.
At Essence 5+, the maximum damage of these attacks increases to 3.
Five-Dragon Invulnerability
Cost: -
Type: Reflexive
Prerequisites: Essence 3, Five-Dragon Wrath
Dragons are above the petty blows of mortals. The martial artist perfectly soaks the damage
of one attack or other source of harm.
This Charm can only be used once per Scene.
Golden Janissary Style
This ancient art has been passed down by generations of devil-fighting sages who pledged
their lives to defend Creation from darkness. Its training regimens combine weapon katas,
dance-like footwork, and meditation on light and shadow. It’s studied by holy ascetics, warriors
who guard the borders of shadowlands, and barbarian tribes dwelling in demon-haunted
wilderness, as well as Dragon-Blooded shikari.
Style weapons and armor: Sweeping unarmed attacks, staffs and spears are the style
weapons of the Golden Janissaries. All armor is permissible.
Merits
Where is Doom Inquisition (•): The janissary is always prepared to take on devils. The martial
artist can take a miscellaneous action to concentrate on her inner light. She learns whether
any creatures of darkness are within medium range of her. This does not pierce perfect
disguises or similar powers of subterfuge.
If she detects creatures of darkness and joins battle against them within the same Scene, she
adds 2 bonus dice to her join battle roll.
Devil-Slaying Sage (••): The janissaries have fought and documented the habits and
weaknesses of devils for centuries. Add two automatic successes to any roll to introduce a fact
about the behavior or weaknesses of a creature of darkness. This Merit also counts as an
applicable lore background to do so.
Anathema to Darkness (•••): Internalizing the seven Devil-Banishing Sutras of Golden Fire,
the janissary becomes an embodiment of divine punishment. All her attacks against creatures
of darkness increase their damage by 1.
Characters with this Merit often radiate divine purpose and justice to those who dwell in the
light and terror to those who do not. In their eyes a golden spark can at times be seen.
Tier 1 characters may buy this Merit a second time, becoming Tier 2 characters upon doing
so. Purchasing this Merit a second time usually takes the form of prolonged spiritual journeys
or harrowing crucibles. The second purchase of this Charm cannot be bestowed via training
effects.
Charms
Cleansing Flame Strike
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Wrapping her weapons in holy fire, the janissary expunges evil. She performs an attack and
adds (Essence or 3) to its damage. Against creature of darkness this attack deals aggravated
damage.
At Essence 3+, this attack becomes unblockable.
Rotten Leaf Arrested
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
Let no unclean thing set foot over Creation’s threshold. With a sweeping strike, the janissary
brings low her enemy. The attack supplemented by this Charm knocks the enemy prone when
it hits. If she had 3+ threshold successes on her attack roll, her target cannot rise from prone
on his next turn.
Golden Janissary Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Cleansing Flame Strike, Rotten Leaf Arrested
The janissary assumes the stance of an unwavering defender of Creation. She adds +1 to her
Defense. Against the attacks of creatures of darkness, she adds 3 dice of Soak.
Special activation rules: When the martial artist lands a successful attack on or defends
against the attack of a creature of darkness, she may activate this Charm reflexively.
Light-on-Dark Shield
Cost: -
Type: Reflexive
Prerequisites: Essence 2, Golden Janissary Form
The janissary answers an attack upon her person with her inner light, turning away blades and
searing her foes. She may reflexively clash an attack made against her.
At Essence 3+, against creatures of darkness, this clash may be enhanced by the effects of
Cleansing Flame Strike (despite it usually being a Simple Charm) at no cost.
This Charm may only be used once per Scene and using it counts as a counterattack.
Paralyzing Combustion Imbuement
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2, Golden Janissary Form
The deepest darkness yield before the smallest flame. An enemy hit by the attack
supplemented by this Charm starts to glow with golden light, impeding his stealth like a flaring
Anima (-5 penalty to all rolls to establish or keep concealment). Creatures of Darkness also
increase their wound penalty by 1. Both of these effects last for the rest of the Scene.
Multiple instances of this Charm do not stack.
Devil-Slaying Spear Dance
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Light-on-Dark Shield
The wicked fall in droves before the righteous blades of the janissary. After incapacitating an
enemy, she may reflexively activate this Charm to rush another character.
If the enemy she slew was a creature of darkness, she may instead activate this Charm to
immediately move into close range with and attack another creature darkness within short
range.
At Essence 4+, she may once per Scene increase this Charm’s cost to 2 Essence when she
incapacitates an enemy suffering from Paralyzing Combustion Imbuement. She moves in a
blur of blinding motion and rolls an attack against every other enemy within medium range who
suffers from Paralyzing Combustion Imbuement, before she finally ends her movement within
close range of one of her targets.
Lone Spark Lights the Conflagration
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Devil-Slaying Spear Dance, Paralyzing Combustion Imbuement
Purify the world with flame; let each slain devil be a spark. The martial artist focusses her
cleansing flames into a single spark, so that it may catch fire in the heart of the wicked. This
Charm creates a special unblockable attack against a creature of darkness, which deals
aggravated damage.
The struck creature flashes with brilliant golden light, causing him and any other creature of
darkness within medium range whose Evasion would have been overcome by the attack to
suffer the effects of Paralyzing Combustion Imbuement.
For the rest of the Scene any character suffering from Paralyzing Combustion Imbuement who
begins his turn within close range of the janissary suffers a special environmental hazard with
damage 2L, difficulty 5, as the holy fires burning within him are stoked into a frenzy by the
proximity to the martial artist, causing them to break free as rays of light bursting through the
skin.
Harmonious Mantra of
Completion Style
An obscure style practiced by warrior-sorcerers from Ysir and martially adept students of the
Heptagram. Harmonious Mantra of Completion style uses elaborate movements adhering to
geomantic principles, precise jabs following esoteric patterns and synchronizing one’s
breathing with the cadence of local Essence flows. It is a complicated style that has been
crafted to synergize with a sorcerer’s ability to shape Essence, allowing for full use of its
wielder’s spells within a combat scenario.
Harmonious Mantra of Completion Style is a complicated style, to learn it a prospective
practitioner needs to have learned Terrestrial Circle Sorcery. Rumors of a necromancy-aligned
version of this style practiced by the twisted ghosts of ancient sorcerers persist to this day.
This so-called Ruinous Invocation of the Void style replaced all prerequisites of Terrestrial
Circle Sorcery with Shadowlands Circle Necromancy and applies its benefits to necromancy
instead of sorcery, but is otherwise identical (aside from some aesthetic changes).
The milestone costs of Charms of Harmonious Mantra of Completion style may only be paid
by milestones accumulated through the Charms of shaping rituals of this style. Such
milestones may be spent freely without limitation on the Charms of this style, though they apply
the usual limitations of milestones gained by a shaping ritual when used to empower spells.
Learning this style does not unlock one of its shaping rituals for free, they have to be bought
separately.
Style weapons and armor: Unarmed attacks and staffs are the style weapons of the
warrior-sorcerer. The style also allows for the use of sorcerous artifacts with its techniques,
though many such artifacts make for poor weaponry. All armor is permissible.
Merits
Martial Casting (••): The sorcerer has learned to use her fighting prowess to its full potential
when working sorcery in battle. While in combat, she may use Martial Arts instead of Occult in
all sorcery related rolls and calculations.
Mystic Shield Practice (•• or •••): The sorcerer has learned how to defend against the spells
of her opponents through intimate familiarity and countless hours of training. She increases
her Defense by 1 against all spell-based attacks. The 3-dot version of this Merit also increases
her Resolve against all spells by 1. In case of spells forcing some kind of opposed or resisting
roll, she adds 2 bonus dice to her roll.
War-God Blessing (•••): The sorcerer has been blessed by a potent warrior spirit. War gods
and other spirits associated with battle treat her as though they possessed a minor Intimacy of
respect towards her. Once per Scene she may spend 1 Willpower to apply 2 milestones from
shaping rituals to a single shape sorcery action used to cast a combat spell.
Shaping Rituals
Harmonious Exercise: The sorcerer-warrior may performs a complex and draining series of
exercise taking three hours to complete once per Story to store (Martial Arts) automatic
milestones that last for the rest of the Story.
Rebounding Stamina: When she is put on the ropes, the sorcerer comes back with a second
wind. When the sorcerer is put into her -2 or higher wound penalty while in battle, she gains
(Stamina/2 or Resistance/2) automatic milestones that last for the rest of the fight. She may
add 2 of these milestones to a single shape sorcery action to shape a combat spell.
Sorcerer’s Kata: The sorcerer shapes magic with every strike and bends the cosmos with
every breath. Once per Scene she may stunt a shape sorcery action with a description of a
martial kata, breath exercise or esoteric mudra to add 1 automatic milestones to it.
Charms
Imperious Gesture of Dissolution
Cost: Spend 1 Essence or 2 Milestones
Type: Simple
Prerequisites: None
The sorcerer gestures at her foe and releases unshaped Essence in a torrent of destructive
energy to consume him. This Charm creates an attack against an enemy within short range,
using the traits of a heavy artifact weapon, dealing aggravated damage and adding (Essence
or 3) to its damage.
At Essence 3+, this attack’s range is extended to medium range. Attacking a target at medium
range with this Charm requires no aim action.
Spell-Bound Fist
Cost: Spend 1 Essence or 2 Milestones
Type: Supplemental
Prerequisites: None
The sorcerer wields her combat magic as a weapon, achieving a perfect unity of spell craft and
physical assault. She may activate this Charm when she casts an attack spell against a target
within close range. She physically wields the spell against her enemy, by wrapping the flames
of Flight of the Brilliant Raptor around her hands or wielding the ice shards of Sting of the Ice
Hornet as paired daggers. She performs the attack and adds (Essence or 3) to its damage.
She is immune to all direct negative repercussions of being close to her target, such as an
explosion causing area damage as a result of her spell.
Only the main target of the attack suffers the increased damage, using Spell-Bound Fist to
attack an enemy with Death of Obsidian Butterflies would cause increased damage to him and
apply the normal effects of the spell to every other target. The sorcerer is only protected against
direct consequences of her attack, such as an explosion or a hazard. This spell can only be
used to enhance spells that create a special one-time attack such as Flying Guillotine. Attacks
made with weaponry created by spells, such as Blood Lash or the control spell effect of Flying
Guillotine cannot be enhanced.
Harmonious Mantra of Completion Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Imperious Gesture of Dissolution, Spell-Bound Fist
The sorcerer’s stance turns her body into a crucible of Essence, channeling tremendous
amounts of sorcerous energies. While this Charm is active, she stores (Essence) milestones
when she first activates it in a Scene and an additional automatic milestone whenever:
- She completes a shape sorcery action.
- She incapacitates a significant opponent or reduces the size of a battlegroup.
- She successfully resists the effects of an adversarial spell.
- For every 2 points of Essence she spends.
She may store up to (Intelligence or Wits) milestones in this way. These Milestones last until
the end of the Scene or until the sorcerer ends Harmonious Mantra of Completion Form,
whichever comes first. Milestones accumulated through this Charm may be used to power
Charms of this style or to enhance shape sorcery actions, following the rules for milestones
gained through shaping rituals in the latter case.
At Essence 4+, she may add 2 milestones gained through this Charm to a single shape sorcery
action while in combat.
Special activation rules: When the martial artist gains sorcerous milestones in any way she
may reflexively activate this Charm. She stores 1 automatic milestone as described above for
completing a shape sorcery action if that caused her to do so.
Motonic Shield Matrix
Cost: Spend 1 Milestone
Type: Reflexive
Prerequisites: Essence 2, Harmonious Mantra of Completion Form
The sorcerer weaves motes of Essence into a protective shield around her. She may activate
this Charm when she is exposed to an adversarial a spell or targeted by an attack. She adds
the benefit of any relevant Excellence to her Defense or Resolve at no cost and increases her
Soak by 3. Against an adversarial spell this Soak bonus increases to (Martial Arts), against
spells that are resisted by Resolve or another value she adds (Occult/2) to that value instead
or (Occult) bonus dice on any resistance roll.
Violent Incantation Practice
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Harmonious Mantra of Completion Form
The sorcerer shapes Essence in the heat of battle with esoteric movements and occult strikes.
She can activate this Charm to put a shape sorcery action in a flurry with an attack. This
explicitly excludes attacks created by Charms and clash attacks.
At Essence 3+, this flurry does not create any penalties.
Arcane Burst Technique
Cost: Spend 2 Milestones
Type: Reflexive
Prerequisites: Essence 3, Violent Incantation Practice
When the sorcerer casts a spell, she bleeds of excess energy in a violent explosion around
her. She may activate this Charm when she successfully casts a spell to roll (Intelligence or
Wits + Occult) as a special unblockable difficulty 2 knockback gambit against all characters
within close range. Characters who are knocked back also suffer 1 level of unsoakable bashing
damage.
Mantra of Transcendence
Cost: -
Type: Simple
Prerequisites: Essence 4, Arcane Burst Technique, Motonic Shield Matrix
Internalizing her enlightened understanding of sorcery and the nature of Essence, the martial
artist reaches a temporary state of enlightenment. Her body begins to levitate a foot above the
ground (this does not allow her to fly or protect her from falling damage) and her chakras and
eyes begin to glow with rapidly accumulating Essence.
Upon activating this Charm, she completely fills the milestone pool created by the style’s Form
Charm. For the rest of the Scene or until she ends Harmonious Mantra of Completion Form,
whichever comes first, she waives the cost of Motonic Shield Matrix, treats all combat spells
as control spells and automatically stores 2 milestones via Harmonious Mantra of Completion
Form at the start of each of her turns.
This Charm may only be activated once per Story, unless reset by spending one day
engrossed in arcane contemplation and martial exercises to restore her body’s balance.
At Essence 5+, the martial artist may reflexively spend 4 milestones to restore 1 point of spent
Essence while this Charm is active. She may only do so (Essence/2) times per Scene.
Special activation rules: When she activates Harmonious Mantra of Completion Form, the
martial artist may reflexively activate Mantra of Transcendence.
Hungry Ghost Style
Born from the dark contemplations of cults thriving in unhallowed places corrupted by the deep
powers of the underworld, the Hungry Ghost style has always been an obscure and shunned
art. It is primarily taught by spectres who do not themselves fully understand its power and
used by reckless acolytes and ghost blooded who exult in its gory ecstasy.
In the Second Age, its most prolific practitioners are the five Ghost Tamin Sages of the
Pearlescent Shade Peninsula, whose mythic prowess is of unknown origin and who use its art
to rip secrets and power alike from both raksha and ghosts.
Beings lacking a lower soul, such as most spirits, cannot learn the Charms of the Hungry Ghost
style.
Some of this style’s Charms grow in effect when the martial artist has tasted the target’s blood.
Tasted blood must be freshly spilled when it is tasted (for the purposes of this style). When the
martial artist deals lethal or aggravated damage to another character within close range, she
can reflexively catch some of the splash blood. Otherwise she may taste the blood of an injured
character through a successful inflict gambit.
Style weapons and armor: Hungry Ghost style uses savage and brutal unarmed attacks,
supplementing its powerful claw strikes with bites and headbutts. It may also be practiced with
knives, fighting gloves, tiger claws, fighting chains, razor harnesses and similar weapons. All
armor is permissible.
Merits
Labyrinth Walker (•••): The martial artist has gained a deeper understanding of the
Underworld through communion with his own mortal soul. This protects her from most
incidental hazards of underworld travel and existence. She will suffer no harm or side effects
of eating ghostly pasture, will not slowly sicken from mere existence in the Underworld and
avoids other, similar narrative hazards related to Underworld travel and existence.
This does not mean that she is immune to all hazards the underworld has to offer – anything
that could be hazardous to one of the dead is just as hazardous to her.
Lunging Phantom Method (••): The martial artist has learned to move with the unnerving
pace and flexibility of the hungry dead, twisting around her foes. As a combat action, she may
roll (Dexterity or Stamina + Martial Arts or Stealth) against the opponents (Perception or Wits
+ Awareness). If successful, her next attack against him, either as part of a flurry or on her
next turn, will be a surprise attack. She does not need a place of concealment to perform the
maneuver and suffers no penalties for using Stealth in combat when doing so.
Passionate Catharsis (•): The martial artist has learned to give in to and exult her deepest
desires. Once per Story when the character’s emotions are inflamed by an inspire action she
may restore 1 point of spent Willpower. If she later upholds those inflamed emotions in a violent
way, she restores another point of spent Willpower.
Charms
Shrouded Claw Attack
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The martial artist’s lower soul strains against the bounds of his flesh as she unleashes her
inner bloodlust, shrouding her strike in blood-red Essence. This Charm creates an attack,
increasing its damage by (Essence or 3). This attack is capable of hitting dematerialized
characters.
If the attack created by this Charm is unexpected, it becomes unblockable.
At Essence 3+, if this attack kills another character (or incapacitates a Tier 3+ character) she
recoups its cost.
Unnatural Shambling Deftness
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The martial artist lurches across the battlefield, flickering between bursts of speed and total
stillness like the marionette gait of the hungry dead. This Charm supplements a rush action or
a roll to oppose a disengage action made by another character.
She adds (Martial Arts) dice to her roll and can rush targets at medium range. If a
supplemented action succeeds, treat her next attack against the target within the same Scene
as an unexpected attack. In the case of a rush, she takes the reflexive movement action of the
rush immediately, without need for any provoking movement by the target.
At Essence 4+, this Charm can oppose perfect effects in a roll-off.
Hungry Ghost Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Shrouded Claw Attack, Unnatural Shambling Deftness
The martial artist roars or howls in a scream of incalculable malice, allowing her worst impulses
to take hold of her. Faintly glowing eyes betray those consumed by this power, illuminating
features twisted into a rictus of taut tendons and clenched muscles. She gains the following
benefits and drawbacks:
- She is considered to possess a Defining Tie of joy in bloodshed and of hate towards
her enemies for the duration of this Charm.
- She is consumed by an insatiable bloodlust and driven to kill and consume her
enemies. She may still fight tactically, but disengages, establishes concealment or
otherwise fails to fight sufficiently savagely and aggressively, this Charm ends, she
loses 2 points of Willpower and she cannot enter Hungry Ghost Form again for the rest
of the day as she loses touch with her lower soul.
- Once per day, she may restore 1 point of spent Willpower by consuming the body of a
freshly killed foe, a process that takes a few minutes.
- She increases the damage of all her attacks by 1.
- She treats her unarmed attacks as light or heavy artifact weaponry (her choice).
Special Activation Rules: When the martial artist tastes the blood of a significant opponent
or when she performs an action that upholds an Intimacy of rage, bloodlust or similar nature,
she may reflexively enter this Form.
Blood-Freezing Technique
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2, Hungry Ghost Form
The martial artist savages her enemy’s chakras with brutal precision, causing him to feel the
chill of the grave race through his veins. When the attack created by this Charm hits, halve its
post-Soak damage and the target loses his next turn, temporarily stunned.
This Charm may only be used once per Scene, per target.
Scuttling Apparition Defense
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Hungry Ghost Form
The martial artist fades out of the path of an attack with a gruesome contortionist kata, ceasing
to exist except as blood scattered on the breeze. She may activate this Charm when attacked
to increase her Evasion against the attack by (Martial Arts/2).
She reappears within a heartbeat in a new position within close range as a kind of short-range
teleportation. If she successfully evades an attack made by an enemy within close range of
her in this way, she treats her next attack against him made on her next turn as a surprise
attack.
This teleportation also allows her to bypass physical obstacles, so long as they are not airtight,
she can see her destination and they are not thicker than close range. She may also use it
escape non-magical restraints in this way. She may activate this Charm to supplement a
grapple control roll with the intent of escaping the grapple, adding (Martial Arts) bonus dice to
her roll.
She may use this Charm outside of combat to bypass obstacles or escape restraints.
Blood-Scenting Hunger
Cost: -
Type: Permanent
Prerequisites: Essence 3, Hungry Ghost Form
The martial artist opens her mouth and flicks her tongue in unnerving ways, scenting for blood
on the wind. This Charm can be used to enhance tracking rolls or roll to search for a hidden
opponent within medium range.
If he suffers from a wound penalty, she adds its value as bonus dice to her roll. If she has
tasted his blood in the current Story, she adds 3 bonus dice to her rolls. These two effects
stack.
Soul-Flaying Strike
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 3, Blood-Freezing Technique, Scuttling Apparition Defense
Arcs of deathly white Essence swirl around the martial artist’s hands, wailing like lost souls and
burning the very soul of her enemy. She may use this Charm to supplement any unexpected
attacks she makes, as well as attacks against targets who have lost their turn in the current
round. The attack supplemented by this Charm becomes unsoakable and deals aggravated
damage.
Human targets slain by an attack supplemented by this Charm will rise as a hungry ghost on
the next night. Such ghosts obey their killer for the next month to the best of their ability and
comprehension. Spirits capable of reforming slain by this attack are destroyed permanently.
At Essence 5+, the supplemented attack deals 1 additional damage for every 2 instead of 3
threshold successes.
Soul-Consuming Transcendence
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Soul-Flaying Strike
At the apex of the Hungry Ghost style, its masters become capable of consuming much more
than just the flesh of their felled foes. When she devours the corpse of a supernatural being,
she can capture a measure of its power.
She may temporarily acquire one of the creatures Charms or other powers, as determined
through dialogue by Storyteller and player.
Many Charms used by Spirits and other quick characters are not balanced for use by the
Exalted. The Storyteller may veto any Charm for purchase but should try to work with the
Player to design a version of the Charm that is more balanced, if it is conceivable that the
martial artist may develop such a power. If a Storyteller does not feel comfortable doing so,
Soul-Consuming Transcendence cannot be learned.
This Charm does not allow the martial artist to learn the Charms of other Exalted, rather than
that the Storyteller should allow her to learn a Charm that hews to the themes of a slain Exalt,
constructed similarly to a spirit Charm.
A Charm acquired in this way lasts for the rest of the Story and the martial artist can have up
to (Essence/2) Charms temporarily acquired in this way, though she may only acquire one
Charm per slain supernatural creature.
At the end of the Story, the martial artist may choose to permanently learn any Charm acquired
through Soul-Consumed Transcendence, going into experience debt if necessary. The first
Charm learned this way is free, with all further purchases counted as a normal Martial Arts
Charm purchase.
Laughing Monster Style
The fae warrior-saints of the Court of Flayed Sinners distilled Laughing Monster style from the
digested dreams of countless thieves, scavenger princes, and oathbreakers drawn by rumors
of the unimaginable treasures they guarded. This reign of false virtue was ended by the
shaman Juven Fifth-Summer, who tore off the face of the court’s prince and coaxed the style’s
secrets from his ragged lips, using them to set the raksha against each other until none
remained.
Laughing Monster style epitomizes impetuosity and wicked humor, employing misdirection and
confusion to humiliate rivals with inordinate glee. Its stylists practice erratic breathing
exercises, rolling dance-steps, and ego-destroying meditations to fully understand its secrets.
It has spread to numerous dojos, secret societies, and criminal syndicates. It’s regarded as a
style of thieves, revolutionaries, madmen, and all manner of trickster-heroes, as unpredictable
as any devil born of the Wyld.
Style weapons and armor: Laughing Monster style uses open-handed slaps, elbow strikes,
and sweeping kicks. It also employs the staff, war fan, and whip. Laughing Monster style is
incompatible with heavy armor.
Merits
Deeper-into-Trouble Technique (••••): The martial artist jabs at sore spots and reopens old
wounds, her tomfoolery driving enemies to distraction and rage. She increases the damage of
her attacks against opponents who have a negative Major or Defining Tie towards her by 1.
Subtle Hammer (••••): The martial artist hides a deadly strike beneath a façade of foolishness.
She benefits from the Defense penalties her own distract gambits levy against opponents.
Thieves Fall Out (•••): The stylist’s wicked cunning tangles the bonds of friendship into a
tripwire. When the martial artist is attacked by an enemy within close range, she may apply
one point of onslaught penalty to another enemy within close range that considers the first an
ally, playing them against each other.
Charms
Furiously Stalling Destiny
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
Violence begets violence as the laughing monster turns every attack back against her foes,
mocking their hostility. She may activate this Charm when attacked, adding (Martial Arts/2) to
her Evasion against the attack.
When she successfully defends against an attack by using this Charm, she reflexively rolls
(Manipulation + Presence or Socialize) to instill the attacker with a negative Intimacy towards
her or to strengthen an existing positive Intimacy towards her.
Laughing Monster Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Furiously Stalling Destiny
Adopting a constantly shifting stance of revolving limbs and confused orientation, the stylist
seems wreathed with a dozen illusory arms. She increases the Defense penalty of all distract
gambits she performs to -3. She increases her Evasion by 1 against the attacks of all enemies
currently suffering from a distract gambit.
Special activation rules: When the stylist provokes a nontrivial opponent into rolling Join
Battle against her with an influence roll, or succeeds in a distract gambit against such an enemy
she may reflexively enter Laughing Monster Form.
Friendship-Dissolving Venom
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Laughing Monster Form
Lies and dissimulation intoxicate enemies with their own aggression, setting them against each
other as the stylist exults in discord. If the martial artist successfully dodges an attack, she
redirects it against another character within range of the original attack.
Compare the original attack roll to the Defense of the new target to determine whether it hits.
This Charm cannot redirect an attack against the character who made it and using it counts as
performing a counterattack. She cannot use this Charm when she has used a perfect dodge.
This Charm can only be used once per Scene.
At Essence 3+, the attack roll also serves as a social influence roll to instill a negative Intimacy
in the target of the redirected attack towards the original attacker or to degrade a positive
Intimacy towards that character instead.
At Essence 4+, she may reflexively roll (Manipulation + Presence or Socialize) to persuade the
final target of the attack to act against the aggressor’s interests in some fashion.
Inauspicious Moment for Attack
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Friendship-Dissolving Venom
With a sudden clap echoed by 98 hidden hands, the stylist adopts an off-kilter stance of chaotic
omen. She clashes an attack against her with a distract gambit. If she succeeds, one ally of
her choice within range can reflexively attack the target.
Unitary Being Forge
Cost: Spend 1 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 2, Inauspicious Moment for Attack
A true warrior sets aside everything but the fight, letting no errant idea stray onto the battlefield.
The stylist helps enemies with a strike that unbinds unnecessary thoughts, expelling such
beasts of the mind. She performs a special difficulty 2 unbinding gambit against one enemy
within close range. The target defends against this target with his Resolve instead of his
Defense. If she succeeds, she expels one negative Intimacy the target holds she is aware of
from him as a quasi-tangible imp, whose appearance reveals the Intimacy’s nature and
intensity to all witnesses.
The imp is always at the victim’s side, moving with him no matter where he goes. It remains
manifest for a Scene, during which the victim loses the Tie’s benefits (but not its negative
effects) and takes a -2 penalty to his Guile, as the imp betrays whatever he tries to conceal.
The Imp can be destroyed by a special difficulty (Intimacy) gambit. Its Defense is equal to (the
martial artist’s base Guile) and it can only be attacked by attacks capable of striking
dematerialized beings. If it is destroyed by magic capable of permanently killing spirits, its
corresponding Intimacy is weakened by one step.
This Charm may only be used once per Story, per Intimacy.
At Essence 3+, the martial artist may reflexively snatch up an imp she creates as she expels
it from the victim and wrap it around her weapon. The target is no longer affected by this
Charm’s Guile penalty. Her next non-gambit attack within the same Scene embeds the Imp in
the target’s psyche. She adds (Intimacy) to the damage of her attack. If she attacks another
character than the one, she expelled this Intimacy from, and deals more than (Resolve)
damage to him with her attack or incapacitates him, she instills him with that Intimacy at Minor
Intensity (this cannot be resisted by Willpower) and erodes its intensity in the original target by
one step.
At Essence 4+, if she transfers an Intimacy with this Charm, the final target may suffer a Minor
Derangement of the Storyteller’s choice if the transferred Intimacy runs counter to his being
(as signified by his Intimacies).
At Essence 5+, she may transfer the Intimacy captured by the Imp fully, applying it at its full
intensity to the new target and removing it from the original victim completely.
Dancing Wind-Monster Transformation
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Unitary Being Forge
Locking together a million fingers in a squirming net of self-defeat, the stylist fades from
existence, leaving only the sound of her mocking laughter and the enraged bellows of her foes.
She diffuses into a cloud of madness. Allies within short range gain Laughing Monster Form’s
benefits, and the martial artist can use Reflexive Laughing Monster Charms to benefit them.
The martial artist is dematerialized for the duration of this Charm. She can attack
dematerialized characters within short range. She can also use Unitary Being Forge or attack
materialized characters afflicted by Unitary Being Forge within short range and can be attacked
by them in turn. Enemies capable of striking the dematerialized can attack her as though she
were one range band closer to them, rending her cloud-body.
To use this Charm, the martial artist must be in Laughing Monster Form. The transformation
lasts for one Scene. The martial artist rematerializes, ending this Charm’s benefits, if there are
no nontrivial enemies within short range when her turn ends.
Laughing Wounds Style
This gruesome style was developed by the Lover Clad in a Raiment of Tears, who took cruel
pleasure in subverting the desires of her slaves. What began as an experiment in blending the
sensations of pain and pleasure over time developed into a distinct fighting style that draws
power from one’s own injuries. Practitioners of this style enjoy receiving and inflicting pain in
equal measure, often aiming to maim and subdue their foes.
Style weapons and armor: Laughing Wounds style uses wide and erratic motions in its
unarmed attacks, aiming to strain muscles and tendons to their breaking point. It also uses
whisp and fighting chains. All armor is permissible.
Merits
Rapture in Chains (••): The martial artist languishes for caress of her foes, strangling them
with their own chains. When the martial artist is targeted by a grapple gambit, she may waive
her defense to automatically gain 3 bonus dice on the first control roll of the grapple.
Scarlet Chain Mastery (•): The martial artist must know the spell Blood Lash to learn this
Merit. She may reflexively shape sorcery to cast Blood Lash when she joins battle.
Sensuous Torment (••): The martial artist takes pleasure from pain. The first time in a Scene
she takes lethal or aggravated damage, or her wound penalty increases she restores one point
of spent Willpower.
Torturer’s Gentle Touch (•): The martial artist has learned to inflict pleasure with pain, adding
the current wound penalty of her target as bonus dice on her inspire rolls.
Charms
Kiss of the Whip
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
With a predatory smile, the martial artist lashes her foe with vicious exactitude, making him cry
out in shocked agony. A target hit by an attack supplemented by this Charm increases his
wound penalty by 1 for the rest of the Scene.
Multiple applications of this Charm do not stack.
Instructive Punishment Method
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The proper application of pain swiftly teaches weaklings how to serve. The martial artist
performs an attack. She adds (Essence or 3) to this attack’s damage. The attack is resolved
normally, including determining damage and Soak, but no damage is applied. If the attack is
successful, treat it as an automatically successful threaten action, as the target briefly feels the
torment she was about to inflict upon him. If the hypothetical post-Soak damage of the attack
exceeds his Resolve, treat the threaten action as if it were exploiting a Major Intimacy.
At Essence 3+, if it exceeds his (Resolve + Essence) treat it as if it were exploiting a Defining
Intimacy.
Laughing Wounds Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Kiss of the Whip, Instructive Punishment Method
Even as blood runs down her skin, the Abyssal laughs savagely, whirling undaunted through
the battle like a scarlet-streaked demon. She ignores wound penalties, instead adding a
corresponding bonus equal to half her wound penalty to all attack rolls (maximum 3), combat
movement rolls (maximum 3) and her Defense (maximum 2). While this Charm is active the
martial artist increases all post-Soak damage she deals and takes by 1.
Special activation rules: When the martial artist’s wound penalty increases, she may
reflexively assume this form.
Insatiable Slave Stamina
Cost: -
Type: Permanent
Prerequisites: Essence 2, Laughing Wounds Form
Grinning as black bruises darken her skin, the martial artist has a greater appetite for pain than
she expects even from her slaves. The first time in a Scene she would be incapacitated, her
last health level remains undamaged instead.
Ecstatic Tenacity
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Laughing Wounds Form
The martial artist shares the bounty of pain her opponent inflicted upon her. When she is
damaged by an attack made by a character within range of her weapons, she may activate
this Charm to perform a counterattack against him, inflicting (wound penalty) levels of
unsoakable lethal damage upon him if successful. This replaces the usual damage calculation
of a counterattack.
Groveling Penitence Prana
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Laughing Wounds Form
Daring to oppose a master of the Laughing Wounds Style is like begging for humiliation. When
she successfully attacks an enemy, she may activate this Charm to reflexively roll (Appearance
+ Presence) against the target’s Resolve. If successful, he is rendered prone, forced to kneel
before her. To raise from prone, the target needs to succeed on a difficulty 2 (Intelligence or
Wits + Integrity) roll. As long as the martial artist remains within close range, he takes a penalty
equal to her (Appearance) on this roll.
Brand of Obedience
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Groveling Penitence Prana
The martial artists marks those she wishes to subdue with a painful brand. She performs an
attack against a target she wishes to subdue. If successful, the attack inflicts one level of
unsoakable lethal damage and creates a personalized brand marking the target as the property
and servant of the martial artist. A target branded in this fashion is treated as though he
possessed a Minor Intimacy of obedience towards her. This phantom Intimacy vanishes once
the damage is healed. Tier 1 or 2 characters treat this as a Major Intimacy instead and are
metaphysically considered to be the martial artist’s property for this time as well.
If the target is willing or helpless, she may inflict one unsoakable level of aggravated damage
instead.
Ravishing the Unworthy Heart
Cost: -
Type: Simple
Prerequisites: Essence 4, Ecstatic Tenacity, Groveling Penitence Prana
With a perverse expression of twisted glee, the martial artist reaches into her chest and pulls
out her own heart. She may then gift it to a person of her choice or reflexively crush it.
If she gifts her heart to another person (something she can only do out of her own free will –
social influence that aims to compel her to do so is considered unacceptable) she forms a
Defining Intimacy of love and obedience towards him for as long as he keeps it. This intimacy
is unbreakable and unalterable, it cannot be weakened, suppressed or otherwise changed by
any power barring explicit Storyteller approval. All her other emotional Ties are suppressed
while she is heartless and all effects that would target her heart (literally or metaphorically)
automatically fail. If the one she gifted her heart to loses it, her heart rots to dust and instantly
reappears in her chest, pumping hot bile through her veins. She instantly loses the intimacy
imposed by this Charm, regains all emotional Ties she had when she gave her heart away and
forms a Defining Intimacy of hate towards the one she gifted her heart to.
If she crushes her heart she is overcome with intense pain and pleasure. She immediately
increases her own wound penalty by -2. She becomes immune to poisons, disease, crippling
injuries and other deleterious physical conditions for the next (Stamina) turns and instantly
regains (Essence) points of Essence and Willpower. She also heals (Stamina) health levels,
though this does not reduce her wound penalty should she normally be eligible for a lower one.
After (Stamina) turns she is automatically incapacitated, filling all empty health levels with lethal
damage. Insatiable Slave Stamina or similar effects cannot prevent this incapacitation.
The martial artist may reflexively activate this Charm when Insatiable Slave Stamina prevents
her from being incapacitated. This Charm can only be used once per Story.
Mantis Style
Mantis style emphasizes a combination of grappling and rapid strikes. It draws no distinction
between offense and defense, employing painful joint holds that leave enemies unable to fight
back or deflecting the force of a blow so that the attacker’s guard is left wide open. It’s
commonly studied by Immaculate monks for its ability to subdue foes without killing, but is also
widespread throughout Eastern and Southern dojos.
Style weapons and armor: Practitioners deliver unarmed attacks with mantis hook strikes —
using one to three fingers to strike weak points, grab foes, and block attacks — as well as knee
and elbow strikes. Mantis style also uses batons, kamas, nunchaku, seven-section staffs, and
war fans. All armor is permissible.
Merits
Iron-Arm Block (•••): Using her defense to divert her attacker’s weapon or limbs, the Mantis
stylist creates an opening in his guard. After successfully parrying an attack made by an enemy
lower in Initiative than her, she may impose 1 point of onslaught penalty on him.
Joint-Locking Technique (••): Catching her foe’s limb, the stylist forces it into a painful lock.
When restraining a foe in a grapple, the martial artist may impose a -2 penalty on the next
control roll of her opponent.
Charms
Crushing Claw Technique
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Mantis defeats its prey with deadly speed and crushing strength. The martial artist may
use this Charm to supplement a grapple control roll, allowing her to do one of the following
on a success:
- If she inflicts damage, she increases the damage inflicted by (Essence or 3). This
doesn’t stack with other charms that increase the damage of a grapple.
- When throwing her opponent, she may throw him up to two range bands horizontally
or one range band vertically. If he crashes into hard surfaces, he suffers appropriate
falling damage.
- When restraining a foe, she may double his Defense penalty from being in a grapple
until the next control roll.
Grasping Claw Method
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
With a deft twist of her foe’s wrist, the martial artist strips him of his weapon and establishes a
hold in a single motion. Upon successfully establishing a grapple, the martial artist may spend
1 Willpower to reflexively roll a disarm gambit against her opponent. She reduces the difficulty
of the disarm gambit to 0.
Mantis Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Crushing Claw Technique, Grasping Claw Method
The martial artist adopts the signature stance of the mantis, shifting her weight onto her rear
leg as she extends her front leg forward, her hands outstretched to block and strike. She
increases her Parry by 1, ignores the Defense penalty for being in a grapple and reduces the
difficulty of grapple gambits by 1.
At Essence 3+, she reduces the difficulty of grapple gambits to 0.
Special activation rules: When the stylist established or wins control of a grapple, she may
reflexively enter Mantis Form.
Grasping Mantis Defense
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Mantis Form
Deflecting an attack with one hand, the martial artist uses the turning force of her attacker’s
blow to grab him with the other. She clashes an attack from close range with a grapple gambit.
At Essence 3+, if she wins the clash, she adds (Essence) bonus dice to the first control roll of
the grapple.
Leaping Mantis Attack
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Mantis Form
The martial artist’s rapid footwork brings her within striking range before her foe can react. She
performs a special rush action against an enemy within medium range with (Strength) bonus
dice. If she succeeds, she jumps into close range of the target and reflexively performs an
attack against him. This takes the place of the usual benefits of a successful rush.
At Essence 4+, this Charm can force a perfect effect into a roll-off.
Joint-Breaking Attack
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 3, Grasping Mantis Defense
Once the mantis catches its prey, there is no escape. This Charm may be activated when the
stylist wins control of a grapple to break one of her opponents’ limbs as a crippling effect
instead of the usual options on successfully controlling a grapple. The martial artist bends the
bone of an arm or leg until it snaps. A broken arm is useless and imposes a -3 penalty on all
actions that require two hands to perform, while a broken leg causes a character to treat all
ground as difficult terrain. Additionally, breaking a limb creates a dangerous gap in his
defenses, imposing a -2 penalty on his Parry for a broken arm, while breaking a leg imposes
a -2 penalty on his Evasion.
If not treated with applicable healing magic, the broken bone heals in (7 – victim’s Stamina)
months (or days for Tier 3+ characters), assuming he receives adequate medical treatment.
Unfolding Retribution Strike
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Grasping Mantis Defense, Leaping Mantis Attack
The signature finishing move of Mantis style is a deadly barrage of hundreds of blows in a
matter of seconds. This Charm may be activated when the stylist wins control of a grapple,
instead of the usual options on successfully controlling a grapple. She releases her target from
the clinch and reflexively performs an unblockable and undodgeable attack against him. This
attack increases its damage by 1 for every 2 instead of 3 threshold successes and imposes an
onslaught penalty equal to (Martial Arts) upon the target.
This Charm may only be used once per Scene.
Righteous Devil Style
The Righteous Devil is a figure of burning fury and solemn judgment, a wandering hero who
protects the innocent and banishes the wicked into a fiery hell of their own making. Students
of the style master the firewand, wielding these exotic weapons with a deadly precision that’s
more art than archery. However, the heart of the Righteous Devil style is not in its fiery attacks,
but in the judgment that precedes them. When the strong and powerful use their positions to
oppress those beneath them, when the selfish put their own needs above those of the
community, when the once-righteous turn from their ideals to pursue their own desires—these
are the crimes which the Righteous Devil judges most harshly, and his verdict is spoken in
cleansing flames.
Some of this Charm’s styles have special effects towards the guilty or the innocent. Innocence
and guilt are determined by the style’s own paradigm of the righteous outlaw, neither the
martial artist’s nor the victims personal code of ethics play a role. The flames of the Righteous
Devil will consume soul-eating Raksha no matter their own views on morality, nor will they
harm an innocent bystander no matter the practitioner’s own prejudices.
Unlike most martial arts styles, Righteous Devil style can be learned and practiced using
Archery instead of Martial Arts.
Style weapons and armor: Righteous Devil style uses firewands, as well as any other
flame-discharge weapons. All armor is permissible.
Merits
Cloud of Ebon Devils (••): The firewand is a terrifying weapon, but slow. It requires reloading
after every shot, limiting its uses in the hands of most. The Righteous Devil is not most. Her
hands move like lightning, allowing her to reflexively reload flame-discharge weapons after
every shot.
Twin Salamander Fist (•••): The martial artist fights with equal proficiency in close quarters
and at range. She ignores the range penalty for firing an archery weapon into close range
when wielding flame-discharge weapons. She may also use such weapon as a close-combat
weapon, fighting and parrying with them.
Blossom of Inevitable Demise (•••): Whether through mechanical expertise, a superlative
understanding of how to use the wind to one’s advantage or by infusing the flames of her
weapon with a tiny sliver of her own Essence, the attacks of the Righteous Devil’s firewands
reach further than those of others. She extends the range of flame-discharge weapons to
medium range. She still requires an aim action to attack enemies at medium range or farther
away.
Charms
Azure Abacus Meditation
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
Closing her eyes, the Righteous Devil perceives the ebb and flow of Essence around her target
through a mandala of blue rings, nine notched discs of silver-blue light that spin around her foe
in her mind’s eye. Firing through this reticule mandala homes in on an enemy’s weak spot,
denying protection from the Righteous Devil’s wrath.
The Righteous Devil may activate this Charm to supplement an attack, allowing her to aim at
her target reflexively before making the attack roll. An attack supplemented by this Charm
ignores armored Soak.
If the attack supplemented by this Charm is unsoakable, she converts any bonus dice gained
from aiming to automatic successes.
Lightning Draw Style
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Righteous Devil is the fastest flame piece in the south. She may activate this Charm when
joining battle to reflexively perform an attack against one enemy within range of her weapons.
At Essence 3+, if the enemy she targets is below her in Initiative, this attack becomes a surprise
attack.
Righteous Devil Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Azure Abacus Meditation, Lightning Draw Style
Creation itself seems to hold its breath as the Righteous Devil cloaks herself in majestic and
terrible stillness. An inescapable gravity seems to exude from her confident, unwavering
posture, sending the innocent scurrying away to safety and calling the unjust to reap the
whirlwind of judgment they’ve sown.
All enemies within medium range feel compelled to confront the Righteous Devil, whether
socially, physically or in some other way. Resisting this compulsion requires an enemy to
spend 2 points of Willpower, after which he becomes immune to this effect for the rest of the
Story.
Enemies suffer a penalty of ([Appearance/2] or [Charisma/2]) on all rolls to disengage from her
and must disengage to move away from her even when they are at short range. She deals 1
additional damage for every 2 instead of 3 threshold successes on her attack rolls.
Special activation rules: When witnessing a great injustice, luring an enemy out of hiding or
when successfully attacking an enemy with an attack benefitting from an aim action, the martial
artist may reflexively activate this Charm.
Burning Judgement Halo
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Righteous Devil Form
Those who’d raise a hand against the Righteous Devil must walk through the fire of their own
iniquities to do so. Pointing the tip of her firewand at the ground, the stylist draws a ring of
flames that encompasses all characters at close range to her. This is a heat-based
environmental hazard with damage 2L/round and difficulty 5. She is never harmed by the fires
created by this Charm – the devil walks through hell unscathed.
It is not necessary to create the full circle of flame – if the stylist is standing between a brutal
slaver and his victims, she may choose to create only a semi-circle of fire, for example.
The flames created by this Charm will continue to burn for as long as the Righteous Devil
remains at their center. Once she takes a movement action to move from that point, they will
continue to burn for a single round more, then die down on her next turn.
Phoenix Flies on Golden Wings
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Righteous Devil Form
A halo of gold and cobalt Essence rings the tip of the firewand’s barrel as the Righteous Devil
sights a foe, sending a blazing conflagration carried by six golden wings toward her foes. She
performs a single attack against an enemy and applies the result of the attack against all
characters within close range of him.
Dancing Devil Trigger
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Phoenix Flies on Golden Wings
Fire seems to take on a wrathful life of its own as it pours from the barrel of the Righteous
Devil’s weapon, shooting down arrows and swallowing energy projectiles whole. The
Righteous Devil may activate this Charm to reflexively clash a ranged attack made against her.
Against projectiles made of fire or pure energy, she gains 3 bonus dice on her clash roll.
At Essence 3+, she may use this Charm to clash ranged attacks made against other characters
within range of her weapons. Succeeding on such a clash successfully defends against the
attack, but does not inflict any negative consequence on the attacker.
Caress of 1000 Hells
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Burning Judgement Halo, Dancing Devil Trigger
There is no sin beyond redemption in the fires stoked by the Righteous Devil. The Caress of
1,000 Hells sends fiery devils of cobalt and gold flames to seek out a sinner, engulfing him in
the fires of judgement. Within this hellish pyre, disembodied voices recount his sins and
misdeeds, and offer him a single choice – repent, or burn.
This Charm creates a special attack. Instead of using his Parry or Evasion, the target uses his
Resolve as his Defense. This renders perfect parries and evasions inapplicable to this Charm’s
attack. A perfect Resolve may defend against this attack without need for a roll-off.
If the enemy chooses to repent, the flames fade away, leaving him changed but unscathed.
He forms a Defining Intimacy reflecting the nature of his atonement, chosen by that character’s
player. A Guild merchant prince who has made his fortune in the slave trade might form a
Defining Tie of hatred for all slavers, while a hedonistic Abyssal mass murderer might form a
Defining Principle of pacifism and simple living.
On the other hand, if an enemy chooses to burn, the aftermath is far simpler. The damage of
this attack becomes aggravated, unsoakable and its damage is increased by (Essence or 3).
Once a character has suffered the effects of this Charm, whether repentance or judgement,
he becomes immune to its effects until he has performed new sins.
At Essence 5+, the Righteous Devil may unleash judgement on all her foes at once. She may
increase this Charm’s cost to spend 3 Essence, 1 Willpower to target all enemies within
medium range with a single activation of this Charm.
Silver-Voiced Nightingale Style
Silver-Voiced Nightingale style is an esoteric art, focusing on the use of the stylist’s voice in
both song and warfare. Through rigorous training in breath control, circular breathing, and long,
sustained chants, students of this style learn to fight with kiais, powerful shouts with the
strength to kill. They are also consummate performers, singing on the battlefield to strengthen
the morale of their allies and shatter that of their enemies. While the style’s appellation honors
the eponymous martial artist who created it in the distant past, the full title is only remembered
by those of the Exalted with memories of past lives in the First Age, or who lived through it
themselves. In most dojos across Creation, it is known only as Nightingale style.
Style weapons and armor: Nightingale style attacks are made unarmed, each strike
accompanied by a powerful shout. For Essence-users, the style is unique in not relying upon
either weapons or unarmed strikes—instead, its practitioners learn to deliver powerful kiai
attacks through the force of their voice alone, enabled through Voice of the Nightbird. All armor
is permissible.
Merits
Harmony in Opposition (•••): Acting with preternatural timing and the grace of a trained
dancer, the Nightingale moves in perfect counterpoint to an enemy, mimicking the rhythm of
his movements and predicting his every attack. When the martial artist joins battle, she
designates one opponent. She halves the sum of all penalties to her Defense against the
attacks of this enemy. Successfully defending against attacks made by this opponent negates
the onslaught penalty that attack would have incurred.
When the opponent she designated is incapacitated or otherwise removed from battle she may
reflexively designate a new enemy. Otherwise, she may use a miscellaneous action that may
not be placed in a flurry to designate a new opponent.
Hearing the Heart’s Song (•••): Honing her senses, the Nightingale hears the music of her
foe’s heart, catching a strain of melody that betrays his true desires. When the martial artist
successfully evades against an attack, she may reflexively roll to read the target’s intentions
to determine an emotion-based Intimacy towards other characters, objects or causes present
in the Scene. This may only be used once per Scene per target.
Terrifying Battle Shriek (•): The Nightingale’s voice rings out in a deafening overture or in
mocking lyrics, promising a horrible death to her foes. Once per Scene, the martial artist may
spend 1 Willpower when performing a threaten action during combat to treat her opponent as
though he possessed a Minor Intimacy of fear towards her.
Charms
Inspiring Battle Hymn
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
As battle breaks out, the Nightingale raise her voice in a song that promises triumph, steeling
the hearts of her allies so that they may fight more fiercely. She may reflexively activate this
Charm when she rolls for Initiative, adding (Performance) bonus dice to her roll, as well as to
the roll of all allies within medium range. All characters who benefitted from this Charm add
(Essence/2) to their Resolve against social influence or supernatural effects that try to create
or leverage fear for the duration of the fight.
She may use this Charm outside of battle, to steel herself and allies against fear, enhancing
the Resolve of all affected characters for the rest of the Scene.
Voice of the Nightbird
Cost: -
Type: Permanent
Prerequisites: None
The nightingale is no bird of prey, to swoop down with curved beak and cruel talons. Its greatest
virtue is its song— and with that song, the students of Nightingale style give voice to their
victory. This Charm allows the martial artist to make kiais, unleashing forceful waves of sound
that strike her enemies like physical blows. A kiai has the traits of a mundane light thrown
weapon, capable of attacking enemies out to short range.
While Silver-Voiced Nightingale Form is active, her kiais use the trait of light artifact thrown
weapons.
At Essence 3+, her kiais use the traits of light artifact thrown weapons even while Silver-Voiced
Nightingale Form is not active.
At Essence 4+, the range of her kiais increases to medium range.
Silver-Voiced Nightingale Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Inspiring Battle Hymn, Voice of the Nightbird
Standing straight and pitching her voice to reach all listeners, the Nightingale begins a song
that rings out with exquisite clarity, a melody in perfect synchronization with her every
movement. She adds 1 to the damage of her kiai attacks. Enemies who resist her
Performance-based social influence by spending Willpower lose Initiative.
The martial artist may flurry Performance-based social influence with kiai attacks without the
usual flurry penalties, as long the content of the social influence is woven into the lyrics or
emotional tenor of a song.
Special activation rules: Whenever the Nightingale successfully overcomes a non-trivial
enemy’s Resolve with Performance-based influence relevant to an ongoing fight, she may
reflexively activate Silver-Voiced Nightingale Form.
Flashing Blade Harmony
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Silver-Voiced Nightingale Form
Humming deeply in her throat, the Nightingale causes an ally’s weapon to resonate with
vibrations of Essence, redoubling the force of his attacks. When an ally (including herself)
within short range of the Nightingale makes an attack, she may supplement it using Flashing
Blade Harmony to increase its damage by (Performance/2). She must use this Charm when
the attack is declared and before the attack roll is made.
If the supplemented attack hits, the martial artist increases the damage of her next attack within
the same Scene against the same target by (Performance/2). She doesn’t gain this benefit if
the supplemented attack was her own. This benefit doesn’t stack with itself or with Flashing
Blade Harmony.
This Charm may only be used once per round.
At Essence 3+, this Charm’s range extends to medium range.
Resounding Songbird’s Cry
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Silver-Voiced Nightingale Form
Throwing back her head and closing her eyes tight, the Nightingale shrieks out an awful cry.
Glass and crystal shatter spectacularly, metal warps, and enemies bleed from the ears as her
devastating crescendo rises to its conclusion. Resounding Songbird’s Cry applies a sonic
environmental hazard against all characters within short range of the martial artist. The hazard
has damage (Performance/2) and difficulty (Performance + 2). Characters damaged by this
hazard are deafened for the rest of the Scene as a crippling effect.
This Charm may only be used once per Scene.
At Essence 3+, on her next turn after activating this Charm, the martial artist may attack all
characters damaged by the hazard, regardless of distance, with a kiai that is dispersed through
the lingering sonic resonance of the initial cry, known as the Shattering Echo Refrain.
At Essence 4+, the hazard’s range increases to medium range.
Aria of Victory
Cost: Commit 1 Essence
Type: Supplemental
Prerequisites: Essence 2, Silver-Voiced Nightingale Form
Singing softly in a minor key, the Nightingale’s voice cuts through the clangor of the battlefield,
stilling the hearts and calming the nerves of her allies. Then, shifting into a major key with a
triumphant flourish, her voice swells with glory and wrath, a battle-anthem to turn the tide of
wars. While the martial artist is singing, she and all allies within medium range of her regain 1
point of Willpower whenever a significant opponent is incapacitated by one of them. She can
take other actions while keeping up (or starting) her song by placing them into a flurry. This
counts as a performance-based social influence action for the purpose of Silver-Voiced
Nightingale Form
Shattering Discord Cacophony
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Aria of Victory, Flashing Blade Harmony, Resounding Songbird’s
Cry
An eerie calm chills the Nightingale’s voice as she moves through countless scales of song,
seeking to find the one deadly note that will unravel the Essence of her foe. The enemy’s
physical form begins to decohere, his features become blurry and amorphous, trailing behind
him in streaks as his very existence threatens to dissolve into nothing more than a few notes
of music. The martial artist makes a difficulty 1 kiai gambit against her target. Upon successful
execution, the gambit’s target treats all damage he sustains within the next (Performance/2)
rounds as unsoakable.
This Charm’s attack may contest perfect defenses in a roll-off.
Snake Style
Snake style is swift and agile, moving with the speed of a striking serpent to fell stronger or
better-armed foes before they even have a chance to act. Its strikes emphasize precision over
brute strength, and a master of the style can dodge strikes with startling speed, paralyze an
enemy with a pressure-point strike, or even deliver poisonous Essence through her fingertips.
It flourishes in dojos of the South and the East, where students learn to emulate the motion
and tactics of the native serpents, but as one of the ancient animal styles whose lineage dates
back to the First Age, its practitioners can be found throughout all of Creation.
Style weapons and armor: Snake style’s unarmed attacks are usually two-fingered fang
attacks that stab at pressure points and exposed tendons. It can also be used armed with a
sevensection staff or hooked sword, which are wielded with extraordinary speed and finesse.
This style may not be practiced in heavy armor.
Merits
Poison Resistance (• or •••): The martial artist has inoculated her body to poisons through
frequent exposure. She adds 1 bonus die to the resistance roll against poisons. Tier 1-2
characters may purchase this as a 3-dot Merit instead. Doing so enables them to spend 1
Willpower when rolling resistance against a poison to waive the restriction on how low they
may reduce its duration.
Serpentine Evasion (•••): The martial artist is in constant motion, expertly dodging the attacks
of her enemies. At the start of the round, she may subtract one die from her Soak and roll it.
She adds the result to her Evasion for the duration of the round. She cannot subtract Soak
dice she does not possess.
Charms
Essence Venom Strike
Cost: -
Type: Permanent
Prerequisites: None
The martial artist distills her killing intent into venomous essence. This Charm allows the martial
artist to perform the following gambit.
Poison (difficulty 2): The martial artist poisons her victim with her Essence. Apply one dose
of Venomous Essence.
Venomous Essence: 1A/turn, (Essence + Dexterity) turns, -2 penalty.
At Essence 3+, the difficulty of the poison gambit is decreased by 1. Additionally, she may
spend 1 Essence as a supplemental effect enhancing a regular attack, inflicting one dose of
Venomous Essence on her target in addition to the attack’s regular effects. This does not count
as executing the gambit for the purpose of Snake Form.
Limb-Immobilizing Strike
Cost: -
Type: Permanent
Prerequisites: None
The martial artist temporarily paralyzes a limb by striking a vital pressure point. This Charm
grants her access to the following gambit.
Paralyze (difficulty 3): Upon success the martial artist disables one limb of her opponent. The
limb remains paralyzed until the end of the current Scene, this counts as a crippling effect.
A paralyzed arm cannot be used to hold or use any item. This applies a -2 penalty to Parry
and a -3 penalty to actions that would usually use both hands, such as most attacks with heavy
weapons and feats of strength.
A paralyzed leg causes the character to treat all terrain as difficult terrain, unless she has
alternative forms of movement that do not require the use of her legs. She also takes a -2
penalty to Evasion and a -3 penalty to all actions involving using both of her legs, such as most
movement actions.
At Essence 3+, the difficulty of the paralyze gambit is lowered by 1.
Snake Form
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence Venom Strike, Limb-Immobilizing Strike
The martial artist steps back into the posture of a wary snake – head back, ready to strike or
retreat. She increases her Evasion by 1 and reduces the difficulty of all gambits by 1. When
she performs a poison or paralyze gambit, her target suffers (Dexterity/2) points of unsoakable
lethal damage.
The damage created by this Charm is not compatible with gambits performed by using the
threshold successes of a regular attack (as made possible through certain charms), nor is it
compatible with similar Charms that create damage for successful gambits.
Special Activation Rules: When the Martial Artist successfully executes a gambit or attacks
an opponent that has not yet acted this round, she may activate this Charm reflexively.
Armor-Shattering Fang Strike
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2, Snake Form
Essence hardens the Snake stylist’s fingers into fangs capable of piercing through steel. When
the attack supplemented by this Charm strikes its target, it also applies the effects of a pierce
gambit to the enemy, in addition to the attack’s normal effects. Mundane armor is completely
destroyed instead of the regular effects of a pierce gambit.
At Essence 4+, the pierce gambit created by this Charm applies the damage of Snake Form
usually reserved for paralyze and poison gambits.
Countless Coils Evasion
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Snake Form
Moving with the reflexes and raw speed of a startled snake, the martial artist leaves no flaw in
her defenses. She adds (Martial Arts/2) to her Evasion against an attack. If she successfully
evades the attack, her attacker loses Initiative.
Snake Strikes the Heel
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Snake Form
When faced with the aggression of her opponents, the Serpent strikes to protect herself. She
may activate this Charm when being attacked to clash it. If successful, she cannot deal any
damage, however she may choose to execute one gambit for which she has sufficient
threshold successes. Using this Charm counts as a counterattack.
Striking Cobra Technique
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Countless Coils Evasion, Snake Strikes the Heel
The serpent strikes quickly and unexpectedly, like an uncoiling cobra. When the attack creates
by this Charm targets a character who has not yet acted in the current round or who is suffering
from a poison or a crippling effect, her attack becomes either unblockable or undodgeable (her
choice).
She may use this Charm’s attack to deliver a poison gambit instead of a regular attack. In that
case she reduces the difficulty of the gambit to 0 and every 3 threshold successes on her
attack increase the poison’s duration by 1.
At Essence 3+, she deals additional damage for every 2 instead of 3 threshold successes on
this attack (or increase the duration of the poison in case of a poison gambit).
Uncoiling Serpent Prana
Cost: -
Type: Reflexive
Prerequisites: Essence 3, Striking Cobra Technique
The Snake strikes before her opponent is ready. She may reflexively ignore the Initiative order
and insert her action at any point in the round. If she uses this action to attack an opponent
that beat her in Initiative before his turn, her attack is considered a surprise attack. Acting
before a person with perfect Initiative forces a roll-off.
The action created by this Charm does use up the Martial Artist’s action for the round. She
cannot use it in a round where she has already acted. This Charm can only be used once per
Scene.
At Essence 5+, she may insert her action even if she has already taken her action for the turn.
Doing so causes her to lose her combat action in the next round.
Steel Devil Style
The Steel Devils are the unquestioned masters of twin blades, staining both battlefields and
dueling grounds red with the blood of slain foes. The motions of the style have all the elegance
and grace of a ceremonial dance from afar, but those who face the Steel Devil up close see
only the impossible speed with which her weapons slice through the air, cutting off every vector
of defense and bringing down death with a thousand blows. Some claim that the masters of
Steel Devil style learn to concentrate their fighting skill in one hand, and to contain their killing
intent in the other.
Steel Devil style may be learned using the Melee, instead of the Martial Arts Ability.
Style weapons and armor: Steel Devil style can be used with paired, dual wielded swords,
usually short swords. Mastery of the style sometimes also use its techniques with swift
chopping hand strikes, embodying the cutting power of this style without need for a blade. All
armor is permissible.
Merits
Seconds Between Strife (••••): The Steel Devil’s blades hum with lethal readiness, driving
her to further bloodshed in fleeting moments of respite. If, when the martial artist starts her turn
during combat, she was not attacked by another character since the end of her last turn, she
may reflexively aim at one enemy within close range or add 3 dice to a movement roll to move
closer to an enemy, such as through a rush.
Twin Blade Defense (•••): The Steel Devil narrowly parries a fatal stroke with her second
blade. Once per Scene, she may use this Merit to stunt her Parry using her twin blades after
an attack roll has been made against her. Increase the rating of this stunt by one. This
increased stunt rating has no effect on Willpower regeneration through the stunt.
Charms
Naked Fang Draw
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The martial artist grasps a blade in each hand and makes a lightning speed draw—a technique
designed for ending a fight before it starts. She adds (Essence or 3) automatic successes to
an Initiative roll. If she is attacked by an enemy within close range whom she beat in Initiative
in the first round of combat, she automatically responds with a counterattack the first time this
happens.
At Essence 4+, she responds to all attacks made by enemies within close range she beat in
Initiative with a counterattack in the first round of combat.
Steel Devil Strike
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
This killing technique is a swift, hidden strike that follows up one of her attacks, confusing foes
by changing her target. After the martial artist hits a target with one of her attacks, she may
activate this Charm to reflexively attack another foe within close range.
She may not activate this Charm off counterattacks, area of effect attacks or attacks created
by this Charm itself.
Steel Devil Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Naked Fang Draw, Steel Devil Strike
The Steel Devil enters the stance of 108 Sharp Deaths. In her mind, she sees angles of attacks
that haven’t been launched yet, and every jugular lies exposed. Thus, she unleashes a storm
of death.
While Steel Devil Form is active, the martial artist exposes all enemies within close range to a
special environmental hazard at the end of each of her turns, representing a barrage of
lightning quick slashes in every direction as she relentlessly attacks. The damage of this
hazard is (attacks since the end of her last turn)L and its difficulty (Martial Arts or Melee).
Enemies roll (Stamina + Dodge, Martial Arts or Melee) to resist this hazard.
Any attacks she made since her last turn ended contribute to this hazard, even reflexive
attacks, clashes or counterattacks. Area of effect attacks only count as a single attack for this
purpose.
In the first round of combat, count the number of attacks she made before ending her turn to
determine the damage of this hazard.
Special activation rules: The martial artist may reflexively enter this form when she attacks
outside of her turn or attacks more than once during her own turn.
Double Attack Technique
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Steel Devil Form
Moving with deceptive speed and feinting strikes, the martial artist slashes with one blade and
strikes with another. She attacks one target within close range twice.
Sonic Slash
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Steel Devil Form
The Steel Devil crosses her blades, then draws them apart with impossible speed, blistering
the air with a razor-sharp arc of force that exposes all targets in front of her out to medium
range to an environmental hazard with damage 3L and difficulty (Martial Arts or Melee).
Afterwards her blades keep vibrating for the rest of the Scene, allowing her to make close
combat attack out to short range through sonic slashes. This allows her make (counter) attacks
generated through Steel Devil Charms against opponents at short range at no cost and to
reflexively spend 1 Essence when applying the hazard generated by Steel Devil Form to
extend its range to encompass all enemies within short range and increase its difficulty by 2.
Dervish Blade Fury
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Double Attack Technique
The Steel Devil unleashes the wholeness of her killing intent onto a single enemy, attacking
him (Martial Arts or Melee) times. Each of these attacks has a maximum damage of 2. The
target increases the difficulty to resist the hazard created by Steel Devil Form by 1 for each
time he is hit by one of these attacks. This increased difficulty affects only him, not other
targets.
This Charm can only be used once per Scene.
Whirling Guillotine Dance
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 3, Sonic Slash
The Steel Devil leaves no challenge unanswered. Until the end of her next turn, she responds
to every attack against her made by an enemy within close range with a counterattack and
ignores onslaught penalties. She cannot evade attacks she wishes to counter, forcing her to
block. If one of her counterattacks incapacitates an enemy whose counter-provoking attack hit
her, she negates the damage and all other deleterious effects of that attack.
Triple Attack Technique
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 5, Dervish Blade Frenzy, Whirling Guillotine Dance
The ultimate killing technique of the Steel Devil style is both simple and fearsome in its
elegance. The martial artist attacks a single target within range of her weapons three times.
This Charm can only be used once per Scene.
Swaying Grass Dance Style
This style’s strikes and motions resemble dancing more than a martial art, hearkening back to
its origins in slave uprisings. Disguising their training as dances and religious celebrations, the
legendary Swaying Grass Dancers of old honed their art to overthrow their captors.
The style is swift and unpredictable, employing feints and misdirection to force enemies off
their rhythm. Dance-like footwork is key, used to maneuver around foes, evade attacks, and
set up devastating kicks. Some dancers embrace the style purely as a fighting art, while others
honor its history by covertly spreading it to slaves and the oppressed, fomenting rebellions and
upheaval.
Style weapons and armor: This style’s unarmed attacks are primarily kicks and knee strikes,
though it also employs punches, elbow strikes, and headbutts. It also uses batons, iron boots,
and knives. Unarmed attacks enhanced by this style’s Charms can be stunted to deal lethal
damage. This style may not be practiced in heavy armor.
Merits
Reed Breaking Banda (•••): The dancer strikes her enemy’s legs out from under him with a
series of sweeping kicks. Once per Scene she may reflexively pay 1 Willpower to attach the
effects of a knockdown gambit to a normal attack.
Serenading the Reed (••••): The tall grass’ music grows louder as the wind blows through it,
mounting to a dramatic crescendo. Hearing this song and moving to its rhythm, the dancer
achieves an incomparable battle rhythm. When the martial artist fights in a Scene where music
is played by another character, she increases her Evasion by 1 as long as the music is played
and she can hear it.
Sweeping Meadow Awareness Method (• or ••): Swaying and weaving as she fights, the
dancer shifts her body to maintain full awareness of her surroundings. The martial artist ignores
the Defense penalty of putting a dance-based social influence action into a flurry. With the
2-dot version of this Merit, she decreases the flurry penalty when flurrying a dance-based social
influence action to -1.
Charms
Jubilant Battle Proposition
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The stylist catches foes off guard, concealing aggressive intent behind joyous dancing. She
adds (Performance) bonus dice on a Join Battle roll, and also treats it as a dance-based inspire
roll against everyone who sees her. If she uses her first turn to attack an enemy whose Resolve
was beaten by her inspire roll, it’s a surprise attack, even if he resisted the influence by
spending Willpower.
If environmental conditions conceal her footwork – e.g., tall grass, dust clouds, water – she
always treats her first attack within the fight as a surprise attack, regardless of whether the
opponent’s Resolve was overcome.
Teeth-in-the-Grass Strike
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The dancer feints high, then suddenly scythes up from below, forcing her enemy off guard.
She adds (Performance/2) bonus dice to an attack roll. If the target has been impassioned
through an inspire action or if she has beaten his Resolve with an inspire action in the current
or last round – even if he resisted by spending Willpower – this attack becomes a surprise
attack.
The first time in a Scene she uses this to enhance a distract or knockdown gambit, it becomes
an ambush.
Swaying Grass Dance Form
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Jubilant Battle Proposition, Teeth-in-the-Grass Strike
The martial artist sways and dances rhythmically, shuffling in and out of combat-ready stances
with unpredictable fluidity and playful cunning. She gains +1 Evasion and ignores penalties for
fighting while prone. She increases the damage of attacks against prone opponents or
unexpected attacks by 1. She can use Performance instead of Athletics for rushes and instead
of Dodge to calculate her Evasion.
Special activation rules: If the martial artist beats the Resolve of a nontrivial enemy at close
range with a dance-based social influence roll, she may reflexively enter this Form.
Rolling-with-the-Wind Method
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Swaying Grass Dance Form
Swift to react to danger, the dancer adapts to her enemy’s rhythm. After being hit, but before
damage is dealt, she reflexively disengages. If successful, she halves the post-Soak damage
of the attack and moves one range band away from her attacker, after the damage is dealt.
This may reduce the damage of the attack below minimum damage.
Whirling Rhythm Revolution
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Swaying Grass Dance Form
Listening to the music pounding in her heart, the dancer whirls into an attack. Upon a
successful disengage or dance-based social influence roll, she reflexively makes an attack
against one enemy within range affected by that roll.
At Essence 3+, she may use this Charm when an enemy fails to disengage from her or tries
to rise from prone within close range.
Inescapable Tumbleweed Pursuit
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 3, Rolling-with-the-Wind Method
Shuffling forward in a dizzying series of quicksteps and cartwheels, the dancer follows her
enemy’s every step, pursuing the dance towards its conclusion. A successful rush lets her
move one range band toward her enemy each time he moves away from her until the Scene’s
end. She loses this benefit if she attacks or rushes another enemy, moves away from that
enemy or loses Initiative. She can use this Charm to rush from concealment, and its reflexive
movement doesn’t require her to make new Stealth rolls.
Serval Leaps from Tall Grass
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Whirling Rhythm Revolution
Matching her opponent’s tempo perfectly, the martial artist clashes an attack made against her
by an enemy within close range with a distract, knockback or knockdown gambit, reducing the
gambit’s difficulty by 1. If she fails, her reaction nonetheless catches her enemy off guard,
turning her next attack against him within the current or next round into a surprise attack.
Using the Charm counts as a counterattack.
Tiger Style
Tiger style emulates the ferocious strength and swift, pouncing strikes of the predatory cats. A
Tiger stylist treat combat as a dance between predator and prey, pursuing her foe with
unmatched speed and unrelenting patience. Once she closes in on her victim, she brings him
down like a tiger fells its prey—knocking him to the ground, crippling his limbs, and moving in
for the killing strike. Many who follow the path of Tiger style become arrogant, impatient, or
cruel, as their trust in their killing power becomes absolute. Others learn different lessons,
adapting the patient bearing of a cat stalking its prey through the jungle.
Style weapons and armor: Tiger style uses unarmed attacks – generally raking claws strikes
– or tiger claws to slash the flesh of enemies. All armor is permissible.
Merits
Celestial Tiger Hide (••): The aggression of a raging tiger cannot be constrained by his armor.
The martial artist ignores her armor’s mobility penalty on all rush rolls.
Inescapable Predator Pursuit (•): The martial artist pursues her prey with the relentlessness
of a hungry tiger, drawn in by the smell of their fear and blood. She adds 1 bonus die to any
rush action against or roll to oppose the disengage action of a character she has wounded in
the current Scene or who holds an Intimacy of fear towards her.
Leap From Cloaking Shadows (•): The martial artist learns to stalk her prey with the same
proficiency of her style’s namesake. She may perform rush actions while in concealment
without alerting her prey to her presence.
Undying Predator’s Roar (•••): The tiger celebrates a kill with a roar of feral joy. Once per
Scene, when the martial artist incapacitates a significant opponent, she regains one point of
spent Willpower.
Charms
Crimson Leaping Cat Technique
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
Moving with the speed and agility of a leaping tiger, the martial artist closes the distance to her
prey. This Charm supplements a rush action or a roll to oppose a disengage action made by
another character.
She adds (Martial Arts) dice to her roll and can rush targets at medium range. If a
supplemented action succeeds, she immediately moves into close range with her target with
a mighty leap, rendering him prone.
At Essence 3+, this Charm can oppose perfect effects in a roll-off.
Raging Tiger Pounce
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
A downward claw strike shatters the pillar of an enemy’s balance, sending him sprawling to
the ground – exactly where the martial artist wants him. An enemy hit by the attack
supplemented by this Charm is rendered prone. If she had 3+ threshold successes on her
attack roll, her target cannot rise from prone on his next turn.
Tiger Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Crimson Leaping Cat Technique, Raging Tiger Pounce
Dropped into the crouched, predatory pose of a tiger preparing to pounce, the martial artist’s
Essence comes to embody the pinnacle of predatory grace. Her fingers seem like claws as
they move through their strikes, and her eyes narrow to cat-like slits.
Her unarmed attacks take on the traits of artifact weapons. She also increases the damage of
all attacks against enemies who are prone by 1 and adds 1 bonus die to all her rush actions.
Special activation rules: Whenever she damages or renders a significant opponent prone
the martial artist may reflexively activate this Charm.
Stalking Cat Movement Meditation
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Tiger Form
The martial artist’s terrifying presence radiates across the battlefield, leaving her foes wary and
unsure. Do they dare turn their backs on her, when at any moment she could suddenly be right
behind them? Enemies who are at short range to the martial artist must disengage to move
away from her as though they were at close range, intimidated by her deadly elusive presence.
At Essence 4+, enemies who are at medium range to her must likewise roll to disengage to
move away from her.
Special activation rules: The martial artist may activate this Charm reflexively when she
activates Tiger Form.
Striking Fury Claws
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Tiger Form
Rigorous training, intense discipline, and the suffusing Essence of the tiger gives the martial
artist’s claw strikes the force to rend flesh and disembowel fallen enemies, making her a
bare-handed killer. She may activate this Charm when an opponent within close range of her
tries to disengage from her or rise from prone, allowing her to reflexively attack him.
At Essence 4+, if Stalking Cat Movement is active, she may activate this Charm to oppose the
disengage roll of an enemy within medium range with a rush roll. If she succeeds, she
immediately moves into close range to him and performs this Charm’s reflexive attack.
Prey-Maiming Frenzy
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Stalking Cat Movement Meditation, Striking Fury Claws
Severing tendons and snapping bones, the Tiger stylist’s brutal strikes leave her enemies
helpless. When the martial artist inflicts 4 or more levels of damage on an opponent through
an attack, she may decrease the post-Soak damage he suffers by 4 to cripple him. She slashes
through tendons, smashes joints, or rends connective tissue and shatters vertebrae at the base
of the spine.
The enemy is rendered prone and cannot take movement actions as a crippling effect. Tier 3+
characters recover from this effect at the end of the Scene, but Tier 1 and 2 characters are
permanently crippled.
This Charm may only be used once per Scene, per character.
Angry Predator Frenzy
Cost: -
Type: Permanent
Prerequisites: Essence 5, Prey-Maiming Frenzy
The apex of Tiger style is nothing less than predation in its purest form. She can rush as a
reflexive action, in addition to her regular movement action for the turn.
Thousand Blades Style
Thousand Blades is an ancient battle-art of the First Age, an esoteric style that can only be
practiced with artifact weapons. Its signature technique lets a stylist wield these weapons with
Essence alone, letting them float at her side until she wills them to strike. It can be practiced
with only a single daiklave, but masters of the style often combine the Evocations of multiple
weapons to turn it into a true conflagration of deadly steel.
Students hone their mastery of Essence through meditation and breathing exercises. They
perform the style’s ancient rites and undergo tests of will and endurance to heighten their
rapport with the weapons in their arsenal.
Few in the Second Age still practice this style, but it’s not been forgotten. Prominent
modern-day masters include Sublime Danger, elder of the Silver Pact; Shadow of Night Winds,
a Dawn Caste folk hero; and the Silver Prince, the Deathlord who rules the Skullstone
Archipelago.
This style has no grounding in mundane technique, building instead on the bond the martial
artist has made with her artifact weaponry. Thus, this style possesses and requires no Merits.
To learn it a student has to first master at least two Evocations among her artifact weapons.
This Charm may be learned and practiced using the Melee instead of the Martial Arts Ability.
At Storyteller’s discretion this style may also be learnable and useable using the Thrown Ability
and using Thrown weapons.
Style weapons and armor: Artifact close combat weapons are the style weapons of the
Thousand Blades Style. Daiklaves are traditional, but other weaponry such as Goremauls or
even Razor Parasols are permissible. All armor is permissible.
Charms
Thousand Blades Unsheathed
Cost: -
Type: Permanent
Prerequisites: None
Bound to her weapons by will and Essence, the martial artist need not grasp their hilt to wield
them. The martial artist may wield her signature weapons with will alone, causing them to float
at her side and move as she directs. This has the following benefits:
- She doesn’t need her hands to wield her weapons and can use them as she sees fit.
- Crippling effects that target her limbs and similar effects don’t apply while wielding
weapons this way.
- She can still be disarmed, which knocks her weapons from the air, but the disarm
gambit suffer +1 difficulty. She can retrieve fallen weapons with a ready weapon action,
as long as they are within medium range and not in the control of another character.
- The martial artist adds 1 to the number of artifacts she can attune for free.
Flying Sword Technique
Cost: -
Type: Permanent
Prerequisites: Thousand Blades Unsheathed
The martial artist unleashes one of her flying weapons to strike a distant foe. She may use her
Signature weapons wielded via Thousand Blades Unsheathed to make attacks against
characters within short range.
While Thousand Blades Form is active, she may make attacks out to medium range, though
this requires an aim action as usual.
Wings-of-Steel Bulwark
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Thousand Blades Unsheathed
The martial artist’s weapons whirl into formation, forming a bladed aegis to fend off attack. She
may activate this Charm in response to an attack to increase her Parry by ([Martial Arts/2] or
[Melee/2]) and ignore onslaught and wound penalties to her Parry for that attack.
If Thousand Blades Form is active, she ignores onslaught penalties until the start of her next
turn.
Thousand Blades Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Flying Sword Technique, Wings-of-Steel Bulwark
Countless phantasmal copies of the martial artist’s artifact weapons fill the air around her as
her Essence becomes one with that of her chosen weapon. She gains the following benefits:
- Her weaponry cannot be disarmed or destroyed, as it is diffused among countless
reforming replicas.
- Her attacks and Parry ignore wound penalties.
- The first time in a Scene she activates an Evocation from an artifact weapon she wields
via Thousand Blades Unsheathed, she reduces its Essence cost by 1. This effect is
tracked separately for each artifact she wields in this way.
Special activation rules: When she incapacitates a significant opponent or reduces the size
of a battle group, the martial artist may reflexively enter this Form.
Thousand Blades Strike as One
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Thousand Blades Form
Blade after blades flies at the martial artist’s foe, pinning him down beneath a deadly barrage.
This Charm creates an attack and increases its damage by (Essence or 3).
While Thousand Blades Form is active, this attack’s onslaught penalty is inflicted upon its
target before the attack roll is made.
At Essence 3+, this Charm’s attack becomes unblockable.
Storm of Flying Swords
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Thousand Blades Strike as One
Wind and steel, then only blood: this is the Storm of Flying Swords. The martial artist performs
a single attack against an enemy and applies the result of the attack against all characters
within close range of him.
While Thousand Blades Form is active, this attack’s onslaught penalty is inflicted upon its
target before the attack roll is made.
Sword-Shrike Garden
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Storm of Flying Swords
The martial artist’s panoply whirls rapidly around her in a deadly ring of god-metal, cutting
down foes who dare approach her. She may activate this Charm to reflexively clash an attack.
This creates a special one-time environmental hazard against every character within close
range of herself. This hazard has a damage of 3L and a difficulty of 7. Characters can resist it
by rolling (Stamina + Resistance) or (Dexterity or Stamina + Martial Arts or Melee).
If she wins the clash, the opponent she clashed automatically fails his resistance roll against
the hazard instead of the usual consequences of a clash. If he wins the clash roll, he has to
roll to resist normally.
While Thousand Blades Form is active, the martial artist may increase the range of this
Charm’s hazard to short range.
This Charm may only be used once per Scene.
At Essence 5+, the blades embedded into the ground by this Charm may at the martial artist’s
discretion create difficult terrain.
Thousand Daiklave Wings
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 4, Thousand Blades Form
Her Essence as one with that of her weapons, the stylist takes on their weightless grace, rising
to join them in their air. She can fly using her signature weapons, either riding atop one as it
moves through the air or rising up as if her signature weapons were wings. She effectively
gains the 5-dot version of the Wings Merit while this Charm is active. She ignores the penalties
for taking actions which require finesse as described in the Merit.
Throne Shadow Style
Throne Shadow style is the fighting art of the éminence grise who lurks behind queens and
princes, moving unnoticed as all eyes watch the crown. Its practitioners master the ways of
insight, subtlety, and misdirection; they’re sometimes called viziers, for while they’re skilled in
hand-to-hand combat, their greatest strength is their students and disciples. When the vizier
feints, her student strikes; when she moves back, he advances.
Many Sidereals practice Throne Shadow style, befitting those who shape the course of history
unseen, but they’re far from its only masters. Few schools are wholly devoted to it, but some
schools of other styles incorporate it as a set of advanced techniques that must be mastered
to be recognized as a teacher of martial arts. On thistle-wreathed Mount Kenoi, courtiers and
royal consorts study Throne Shadow to survive the autokrator’s deadly court. The Celadon
Lowlands’ peasant farmers have practiced it for generations, the legacy of a wandering
Sidereal who fought alongside them in a long-ago rebellion. Among the upper echelons of the
17th “Iron Hammer” legion a secret society whose members practice this style has thrived for
over two centuries.
Many of this style’s Charms allow the martial artist to manipulate the actions of his students
(called shadow fingers), either by enhancing their actions or creating actions for them. Such
manipulation generally requires the consent of the affected shadow finger, the vizier can
enhance the actions of his followers but cannot compel their loyalty.
Style weapons and armor: Throne Shadow unarmed attacks are primarily open palm strikes,
pushes, and low kicks, though stylists make use of their forearms, elbows, and knees as well.
It’s also compatible with fighting chains, rope darts, seven-section staffs, staffs, and wind-and-
fire wheels. All armor is permissible.
Merits
Opposition-Evaluating Gaze (••): A master of both the court and the battlefield, the vizier
evaluates his opposition carefully from the shadows. When a character in a Scene she is
present in fails to hit another character with an attack, she may spend 1 Willpower to reflexively
read his intentions. If she knows Lotus Eye Tactics, she may use its special read intentions
action through this Merit.
Lion Mouse Stratagem (••): The vizier affects the unassuming air of the neophyte and the
hanger on, presenting herself as something less than she is. She adds 1 to her Guile against
all rolls to determine hostile intentions or to gauge her martial prowess.
Shadow Lost in the Court (•••): The vizier adopts the stance of one who lurks behind the
throne, vanishing in the crowd. When in a crowd or in the presence of at least two of his shadow
fingers, the martial artist may establish and maintain concealment by rolling (Manipulation +
Martial Arts).
Charms
Lotus Eye Tactics
Cost: -
Type: Permanent
Prerequisites: None
The vizier’s learned eye discerns peers and worthy foes from the masses. The martial artist
may make special (Perception or Wits + Martial Arts) read intentions rolls. Success allow sher
to learn the answers to the following questions:
- How significant a threat would he pose to me in combat?
- What should I watch out for in a fight with him?
- Does he have any weapons, armor, or nearby allies I don’t know about?
- Who’s someone he learned to fight from?
If the Storyteller doesn’t have an answer in mind for a question, the martial artist’s player may
provide one, as if introducing a fact.
Sifu’s Useful Fingers
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Lotus Eye Tactics
Disdaining such crude implements as blades, fists, and appropriated barstools, the vizier turns
others into her weapons.
The stylist can train another character over a Scene of conversation, sparring, or combat,
letting him go into experience debt to purchase either a Martial Arts Merit, a single dot in the
Martial Arts Ability, or a Martial Arts Specialty. She may teach even Merits and Specialties she
does not possess herself, so long as she is sufficiently familiar with them.
The student becomes one of the stylist’s shadow fingers, students and disciples who benefit
from other Throne Shadow Charms. The vizier can have up to (Essence x 2) shadow fingers
at a time; claiming more requires revoking an existing shadow finger’s status. She may induct
willing students as shadow fingers through this Charm, even if they do not technically learn
anything mechanically represented through this Charm.
At Essence 3+, she may even teach Martial Arts Charms in this way, so long as the students
fulfills all their necessary prerequisites.
Throne Shadow Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Sifu’s Useful Fingers
Bending her knees low to sink into a stance that minimizes her profile, the vizier recedes from
the front lines to guide her shadow fingers in battle.
When she’s attacked, the stylist may treat a shadow finger within close range as protecting her
with a defend other action. She may attack through one of her shadow fingers within short
range, allowing her to roll (Manipulation or Wits + War), modified by the accuracy of the finger’s
weapon as her attack roll as he strikes against a target within his reach. She cannot deliver
Simple Charms through this attack, but may enhance it with Reflexive and Supplemental
Charm. The shadow finger may use a weapon not ordinarily compatible with Throne Shadow
style in this attack and may choose to enhance it with any Supplemental Charms that enhance
attacks which he possesses.
At Essence 4+, a shadow finger through which she makes an attack through this Charm may
use a single Simple Charm he knows to enhance that attack.
Clear Eyes Defense
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Throne Shadow Form
Centering herself in mind, body, and Essence, the vizier strikes through magic that would cloud
her vision or twist her mind to punish those responsible.
The stylist clashes a mind-affecting effect with an attack. Winning this clash negates that effect;
if the character using it is within range of the martial artist’s attacks, he suffers the normal
consequences of her attack. She can also do so if he’s within range of a shadow finger’s
weapon, making her attack through her disciple.
At Essence 3+, she can use this Charm on behalf of a shadow finger within medium range
who comes under mental assault. If a mind-affecting effect targets both her and any number
of her shadow fingers within medium range, she may make a single clash roll to protect herself
and all of her students against that effect.
Showing the Secret Hand
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Throne Shadow Form
As the vizier’s subtle ways force an opening in her enemy’s guard, her shadow fingers strike
like her closed fist. When the martial artist succeeds on a disengage, read intentions, or
influence roll against a significant enemy or successfully asserts her Guile or Resolve against
one, she may use this Charm to have a shadow finger reflexive make an attack against him.
World-as-Weapon Mastery
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Throne Shadow Form
The vizier need not act to seize victory; the lessons she’s imparted to her shadow fingers have
already ensured her triumph. The martial artist can enhance the attacks of shadow fingers
present in the same Scene with one of the following techniques:
Deadliest of All Weapons: After a character is hit by one of her shadow fingers, the vizier
asks that enemy one question, to which he must respond truthfully unless he spends 2
Willpower. A character who resisted this power in this way becomes immune to it for the rest
of the Story. Incapacitated enemies answer before succumbing to their wounds. This use of
World-as-Weapon Mastery may be declared after the attack roll was rolled.
Flow-Breaking Strike: She adds (War/2) to the damage of the attack.
Welcoming the Uninvited Guest: The shadow finger can attack an enemy he’s unaware of
as long as the martial artist is aware of him and has beaten his Stealth, if applicable. If the
martial artist is capable of striking dematerialized entities, then this attack can do so as well.
This Charm may only be used once per round. A shadow finger may pay its cost for the vizier.
Finger-Stealing Handshake
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Showing the Secret Hand, World-as-Weapon Mastery
The vizier can’t always be assured of her trusted disciples’ presence, but with deft
improvisation and well-chosen words, she makes do.
The martial artist makes a (Appearance or Charisma + War) persuade roll against all enemies,
ignoring multiple target penalties, to sway them to her side. This is typically a life-defining task,
though it may only be a serious task for enemies who expect their side to lose, resent their
leader, etc. Tier 1 or 2 targets can be persuaded without requiring a supporting Intimacy
(though they can enter a Decision Point to resist the persuasion as normal).
In the case of battlegroups, Size 1 or 2 battle groups are usually swayed to her side completely
(unless the members are exceptionally loyal and enter a decision point as detailed above).
Size 3 or greater battle groups whose Resolve is overcome instead take magnitude damage
equal to her threshold successes and a new battle group of turncoats with Size 2 forms under
her command.
Enemies who have any supporting influence for this influence (even if the intensity of said
Intimacy is not high enough to render this influence acceptable) lose Initiative unless they
switch sides.
Characters who switch sides gain a Minor Tie of loyalty to the martial artist and count as
shadow fingers for the rest of the Scene. Once the Scene ends, if she’s able to take on more
shadow fingers, she may choose to retain any of them who’re willing to continue on with her.
This Charm can only be used once per Story.
White Reaper Style
White Reaper style uses the long reach of a spear or scythe to take on great numbers of
enemies at once. Students of the style are not only capable of fighting when hopelessly
outnumbered, but thrill in doing so, fighting their best when surrounded on all sides or single-
handedly holding off an army. While it is still formidable to face one on one, the style is
strongest when used against battle groups, cutting them down like a reaper harvesting wheat.
The distinctive visual signature of this style is the white halo that engulfs its masters as they
slay their foes, a corona of Essence that waxes as the martial artist slaughters her enemies
and wanes as she uses powerful Charms that discharge it.
Style weapons and armor: White Reaper is used with scythes and spears. It can also be
used with the staff or with unarmed strikes that emulate the wide reach of polearms in whirling
strikes, for Reapers who prefer to show mercy to their enemies. All armor is permissible.
Merits
Giant in the Grass (••): The reaper is not easily felled by swarms of enemies. She may
reflexively spend 1 Willpower to apply the onslaught penalty of a battlegroup’s attack to herself
after the attack is resolved.
Greatest Killer Attitude (••): The martial artist has dedicated herself to becoming a true horror
of the battlefield. She increases the damage of her attacks against battlegroups by 1.
Charms
Falling Scythe Flash
Cost: Spend 1 Essence or 2 Halos
Type: Simple
Prerequisites: None
After taking a moment to icily judge the optimal point to apply force to an opponent, the White
Reaper strikes without restraint. The martial artist performs an attack, adding (Essence or 3)
to its damage and 1 to its minimum damage.
The reaper may apply up to (Essence or 3) points of onslaught penalty to her own Defense
when activating this Charm, allowing her to apply an equal amount of bonus dice to her attack
roll.
This Charm is Supplemental for attacks against battlegroups and its damage bonus is doubled.
Revolving Crescent Defense
Cost: Spend 1 Essence or 2 Halos
Type: Reflexive
Prerequisites: None
The White Reaper is most at ease when surrounded by enemies, turning their strength of
numbers to her own advantage. When the martial artist uses this Charm to defend against an
attack she ignores all onslaught penalties on her Defense, turning them into an equal bonus
to her Parry instead (maximum 4).
If she uses this Charm to successfully defend against the attack of a battlegroup it suffers
(Martial Arts/2) points of unsoakable lethal damage.
White Reaper Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Falling Scythe Flash, Revolving Crescent Defense
The martial artist rears up into a grim and terrifying battle posture, regarding her opponents as
little more than grass to be scythed down before her. She increases the damage of her attacks
by 1 and ignores onslaught penalties created by battlegroups.
More spectacularly, whenever the White Reaper damages a significant opponent or
battlegroup, a halo of sizzling, silver-white Essence surges around her like a second skin.
Incapacitating a significant opponent or reducing the Size of a battlegroup grants 2 Halos
instead. The martial artist may have up to (Essence + 2) in halos, each one adding +1 to her
Parry against the attacks of battlegroups.
At Essence 2+, the reaper automatically gains (Essence/2) halos the first time she activates
this Charm in a Scene.
Special activation rules: Whenever the martial artist begins her turn in close range of three
or more non-trivial opponents, or in the space filled by a battle group, she may reflexively
activate White Reaper Form.
Bleeding Crescent Strike
Cost: Spend 1+ Halos
Type: Supplemental
Prerequisites: Essence 2, White Reaper Form
Condensing the swirling corona around her into a single, blindingly bright line, the White
Reaper suddenly strikes with preternatural accuracy. The martial artist may expend halos
gathered with White Reaper Form to enhance her attack.
She may buy 1 automatic success on her attack roll or increase the damage of an attack by 1
for every Halo expended. If she spends 2 or more Halos on this Charm, the supplemented
attack also becomes unblockable.
Enemies Like Grass
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, White Reaper Form
The martial artist swings her scythe through the ranks of her foes, trailing argent afterimages
as she waters the earth with blood. The reaper makes a single attack roll and applies its result
against all enemies within close range.
At Essence 4+, she may spend 3 Halos when she incapacitates a significant enemy to activate
this Charm reflexively.
Impenetrable White Shroud
Cost: Spend 1+ Halos
Type: Reflexive
Prerequisites: Essence 2, White Reaper Form
Taking a deep, measured breath, the martial artist draws the flickering aura of power around
her tight against her skin. This Charm allows the reaper to defend herself using the halos
generated by White Reaper Form.
She may increase her Parry against an attack by 1 for each Halo she expends, doing so also
allows her to ignore all onslaught penalties until the start of her next turn. Alternatively, she
may increase her Soak against the damage of an attack by 2 for each Halo expended, if she
spends 2 or more Halos in this way, her Soak can reduce the damage of an attack below
minimum damage.
Snow Follows Winter
Cost: Spend 1+ Halos
Type: Reflexive
Prerequisites: Essence 3, Bleeding Crescent Strike, Impenetrable White Shroud
A brilliant flare of scarlet suffuses the silver halos of the White Reaper’s corona, as if stained
with the blood of countless enemies. Then, in an instant, it flickers out, vanishing into her
wounds and sealing them with a hissing burst of steam. She expends all halos, healing twice
as many levels of bashing or lethal damage. She may heal aggravated damage on a
one-for-one ratio.
This Charm may only be used once per battle. It cannot be used in friendly sparing matches
or the like, only true battle.
At Essence 4+, she may spend (originator’s Essence) Halos in order to shake off the effects
of a curse, shaping effect or similar deleterious effect.
White Veil Style
There is no White Veil Society. It’s not a loose-knit association of martial artists, spies, and
assassins spread throughout the Realm and beyond. Its members don’t practice a deadly
martial art, nor has this style ever spread to students willing to pay vast sums for secret
instruction or to rival martial artists who haven’t uncovered records of its secret techniques. It
never sees use at dinners, salons, and galas. People don’t die from it, occasionally silently and
occasionally screaming, days or weeks after not encountering it.
White Veil style is a subtle art, the Essence cost of its Charms does not contribute to flaring
the practitioners Anima, unless she wants them to do so.
Style weapons and armor: If it existed, White Veil would use swift, precise unarmed attacks
to strike pressure points, as well as garrotes and hand-needles. It would not be compatible
with any armor that is recognizable as such.
Merits
Birdsong Over Blades (•): Concealing her hostile intentions behind common, everyday
movements, the stylist can strike without striking. She adds 1 bonus die to all rolls to deliver
hidden inflict gambits.
Blithe Unruffled Plumage (•••): The martial artist responds to attacks with speech and posture
more suited to a friendly altercation or test bouts than a life-or-death struggle. At the beginning
of a fight, the martial artist selects one enemy. Against this enemy, onslaught penalties do not
penalize her Defense, but are applied against her Guile instead, leaving her defense
untouched while her heart becomes known to him.
When her chosen enemy is incapacitated, she may reflexively choose a new enemy to which
she applies this Merit’s effects. Alternatively, she can change its target with a miscellaneous
action that cannot be placed into a flurry.
Charms
Alehouse Memory Stance
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Appearing relaxed and comfortable, the martial artist’s demeanor gives every indication that
she wants nothing more than to sit back and gossip. When activating this Charm, she attempts
to establish concealment rolling (Manipulation + Socialize), requiring no place of concealment
and ignoring the penalty for utilizing stealth while moving or in combat.
If she is considered a bystander by all opposing characters in the fight, she establishes
concealment perfectly.
This Charm can only be used when there is a relevant social context. She could vanish among
the crowds of an alehouse or make herself seem hardly of note among her far more fearsome
allies, but in a one on one duel in a forest, this Charm would have no effect.
Owl Clutches at the Night
Cost: -
Type: Reflexive
Prerequisites: None
When the silent-winged owl dives into the field and rises with empty talons, it vanishes back
into the night. After an attack, whether hit or miss, the martial artist conceals her attempt,
turning it into an automatic miss and requiring her victim and other onlookers to roll (Perception
+ Awareness) against a difficulty of (Guile + 2) to realize she attempted a hostile action.
If she broke stealth to make an attack, which she then successfully covered up by this Charm,
she reflexively and perfectly reestablishes concealment.
At Essence 2+, she may spend 1 Essence to invoke this Charms protection on a successful
inflict, subtle mercy or screaming dragon gambit without turning it into a miss.
White Veil Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Alehouse Memory Stance, Owl Clutches at the Night
The martial artist puts herself completely at ease, her palpable nonchalance drawing
onlookers’ attention from whatever she’s doing with her hands to focus on her pleasant smile
and witty repartee. She gains +1 Evasion and takes no penalty for flurrying if she includes at
least one social influence or read intentions action.
She may substitute Manipulation for Dexterity when calculating her Evasion or when rolling to
attack, enter concealment, disengage, or withdraw.
Special activation rules: When the martial artist successfully lands an inflict gambit or a
surprise attack against a nontrivial enemy, she may reflexively enter this Form.
Blinded by Laughter
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, White Veil Form
A toast to old friends, a tempting appetizer, a well-timed joke — these provide all the
opportunity the martial artist needs. She rolls (Manipulation + Socialize) against all potentially
hostile characters within close or short range in a peaceful social setting, opposed by their
(Perception + Awareness). If she succeeds, she imposes an automatically successfully
concealed inflict gambit on everyone whose roll she overcame, spreading poison or foul
magics among her enemies in the crowd in only a few short moments. Targeting every enemy
within close range takes only a single action, while extending this Charm’s range to include
everyone within short range takes approximately one minute.
This Charm may only be used once per Scene.
At Essence 3+, this charm may be applied to all potentially hostile characters within medium
range, increasing the Charm’s activation time to roughly 5 minutes.
Tickling the Dragon’s Throat
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2, White Veil Form
Jabbing a needle into a pressure point or twisting her garrote to cut off a foe’s breath, the
martial artist sends even the hardiest of carousers in search of fresh air. Every threshold
success on a successful attack or inflict gambit supplemented by this Charm impose a -1
penalty (maximum Essence) to all his actions and half that to his Defense until the end of his
next turn. This penalty is doubled on his rolls to resist diseases or poisons.
The Dragon Dies in Bed
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Tickling the Dragon’s Throat
For some, a quiet, unassuming death is a kindness. For others, it’s a shame. Either way, the
White Veil stylist allows them to experience it. She performs a special difficulty 2 Subtle Mercy
gambit against one enemy within close range. If successful, the enemy is inflicted with the
Subtle Mercy Disease.
Subtle Mercy has a virulence (Manipulation + 1), morbidity 5 and an interval of one day. In
addition to the normal effects of disease it has the following magical effects based on intensity:
Minor: The victim feels weary and lethargic, suffering a -1 fatigue penalty on all rolls unless he
receives twelve hours of sleep each day. Rolls to diagnose the disease are made at +4
difficulty.
Major: The victim’s fatigue penalty stacks by one each day he goes without twelve hours of
sleep, maximum -5. In addition, he can no longer heal damage naturally if he remains fully
active during convalescence. Rolls to diagnose the disease are made at +3 difficulty.
Defining: The victim now requires twenty hours of sleep to avoid suffering a fatigue penalty,
as well to recover Willpower from a night’s sleep. Rolls to diagnose the disease are made at
+2 difficulty.
The Dragon Dies Screaming
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Tickling the Dragon’s Throat
The martial artist’s subtle touch is laced with deadly venom, Essence suffusing her strike with
toxic potency. She performs a special difficulty 2 screaming dragon gambit against an enemy
within close range. On a success she inflicts a poison with damage 1A/round, duration
(Essence + Manipulation) rounds and penalty -4 on him. Any roll to diagnose the poison is
made at +3 difficulty.
This Charm may only be used once per Scene.
At Essence 3+, the marital artist may choose to delay the poison’s onset by anywhere from an
hour to (Essence) weeks. While delayed any attempt to diagnose the poison is made at +5
difficulty instead of the usual +3. Every target can only suffer from one delayed dose of this
poison at a time and makes its resistance roll when it becomes active, rather than when it is
applied.
The Dragon Succumbs
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, The Dragon Dies in Bed, The Dragon Dies Screaming
It’s rude to keep death waiting, and the White Veil master’s manners are beyond reproach.
The martial artist makes an attack against an enemy. In addition to the attack’s normal effects
the victim must immediately roll against the morbidity of every disease he suffers from,
increasing its intensity by one step on a failure. If a disease is already at the Defining level, it
doesn’t immediately progress to death, but instead inflicts a level of unpreventable aggravated
damage and will impose a -4 wound penalty on him for the rest of the Scene.
Additionally, the victim immediately suffers the damage of every poison he currently suffers
from, which does not reduce the remaining duration of the poisons.
Immaculate Styles
Born in times immemorial, the Immaculate Dragon styles stand at the top of the martial world.
Developed over the course of centuries by Dragon-Blooded martial artists with help from their
Sidereal sifus, these styles are perfectly aligned with the Essence of the Dragon-Blooded and
more complex than most other styles of martial arts.
As the fledgling Immaculate Philosophy struggled to contain the wayward terrestrial divinities,
a special emphasis was placed on developing techniques to rear them in, thus many of the
Charms of these styles can hit dematerialized beings or have special effects when used
against spirits.
Dragon-Blooded do not consider their Essence to be 1 lower for the purpose of learning martial
arts Charms from one of the five Immaculate Dragon styles. Some of their Charms grow more
powerful in the hands of Dragon-Blooded practitioners when the Flux-Level increases and
some of their activation costs can be paid in Flux points.
Air Dragon Style
To practice Air Dragon style is to be the wind: elusive, intangible, omnipresent, and devastating
in its fury. Its students train in acrobatics to cultivate an intuitive awareness of their body’s own
movements, and master breath control to lighten the body and walk silently. Unlike the other
Immaculate styles, Air Dragon stylists strike from afar, throwing chakrams and lightning to
claim their foes’ heads.
Style weapons and armor: Air Dragon unarmed attacks are chops and spinning kicks. They
also use the chakram, which can either be thrown as a ranged weapon or wielded at close
range as a light weapon. This style may not be practiced in heavy armor.
Merits
Air Dragon Sight (•••): The martial artist has trained fighting blindfolded and can anticipate
the movement of her opponents by the way they stir up the air around him. Reduce visibility
related action penalties for fighting against opponents within short range by 2 and visibility
related Defense penalties by 1.
Incomparable Summit Stamina (••): Through long and arduous exposure to the elements the
martial artist has inured her body to the cold. She ignores cold based environmental hazards
with an interval longer than a minute and subtracts 1 from the difficulty to resist other cold
based hazards. Against ice and lightning-based attacks she gains 1 additional Soak die.
Charms
Breath-Seizing Technique
Cost: Spend 1 Essence or 1 Flux
Type: Supplemental
Prerequisites: None
The Immaculate forces the air from her enemy’s lungs, denying him Mela’s precious gift. When
an attack supplemented by this Charm hits its target, he takes a -2 penalty to all actions and a
-1 penalty to his Defense for the rest of the Scene.
This effect can be stacked up to (Essence) times. A victim affected by this Charm can take a
miscellaneous action that cannot be placed in a flurry on his turn to catch his breath, removing
this Charm’s penalty.
Cloud-Treading Technique
Cost: -
Type: Permanent
Prerequisites: None
Following in Mela’s footsteps, the Immaculate walks paths closed to her earthbound brethren.
She has developed a perfect sense of balance, succeeding at tasks such as balancing on a
thin rope without a roll, even during an earthquake. Environmental factors that have a chance
to knock her from her feet never do so, though attacks or hazards created by other characters
can still render her prone.
She is also capable of treading over material that could normally not sustain her weight, such
as fine rice paper or thin branches.
At Essence 2+ she may commit 1 Essence to tread upon even more unstable material, such
as water, mist or smoke. Dragon-Blooded gain this benefit without the need to commit Essence
at Flux-Level 2+.
Lightning Strike Style
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Breath-Seizing Technique
Blue-white flickers of electricity arc across the Immaculate’s weapon or limbs, lancing out in a
brilliant stroke of lightning as she strikes. She performs an attack rolling (Dexterity or Wits +
Martial Arts) against an enemy within medium range, without the need to aim due to range.
The attack uses the statistics of a heavy artifact weapon, deals (Essence) additional damage
and can hit dematerialized characters.
At Flux-Level 2+, the attack created by this Charm becomes undodgeable in the hands of a
Dragon-Blooded practitioner.
At Essence 3+, the attack created by this Charm is undodgeable.
Air Dragon Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Lightning Strike Style
The Immaculate’s hands cut through the air as she executes a rapid kata and draws a deep
cleansing breath, respiring the Essence of the Air Dragon. She adds 1 to her Evasion.
She may attack foes out to short range with punches of compressed air and jabs of lightning.
These attacks carry the trait of light artifact weapons.
At Flux-Level 2+, a Dragon-Blood can use these special attacks out to medium range.
Special activation rules: When the Immaculate successfully establishes stealth or
disengages she may activate this Charm reflexively.
Avenging Wind Strike
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 2, Air Dragon Form
The Immaculate’s strikes away hostile projectiles through Mela’s exhalation, driving her foes
back with the force of fivefold winds. She may use this Charm when targeted by a ranged
attack to reflexively clash it with an attack using the traits of a light artifact thrown weapon.
She can clash attacks made from any range, however against enemies farther than medium
range away a successful clash will only prevent the attack from hitting her and not deal any
damage to the opponent.
At Flux-Level 3, a Dragon-Blooded practitioner may attach the effects of a knockback or
knockdown gambit to a successful clash created by this Charm.
At Essence 5+, the pure Essence of the Air Dragon wards away evil curses. She may double
this Charm’s cost to activate it in response to curses, shaping effects and similar hostile magic
used on her by other characters. If the clash is successful, it negates the effect and affects the
target as per a normal clash created by this Charm.
Thunderclap Kata
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 3, Avenging Wind Strike
Slamming her hands together, the Immaculate creates a deafening thunderclap. All other
characters within medium range are affected by a one-time environmental hazard with damage
3B and difficulty 7. Characters damaged by this Charm are deafened for the rest of the Scene
as a crippling injury and thrown one range band away from the Immaculate.
This Charm may only be used once per Scene.
At Essence 5+, this may be activated reflexively as a counterattack against an she successfully
defended against.
Tornado Offense Technique
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Avenging Wind Strike
The Immaculate is a deadly whirlwind, scything down foes with a spinning strike. The
Immaculate rolls an attack against all enemies within close range.
Alternatively, she may choose two characters within her weapon’s range and attack both with
a single attack roll, ignoring the need to aim due to distance to her opponents on this attack.
Wrathful Winds Kiai
Cost: Spend 2 Essence or 3 Flux
Type: Simple
Prerequisites: Essence 3, Thunderclap Kata, Tornado Offense Technique
Echoing the awful roar with which Mela rules Creation’s storms, the Immaculate gives a
ferocious shout that strikes like a gale-force blast. She rolls an unblockable attack using the
traits of a heavy artifact weapon against all characters out to short range in a ninety-degree
arc in front of her.
This attack deals bashing damage and its damage is increased by (Essence). This attack is
capable of hitting dematerialized characters. Characters damaged by it are thrown back one
range band or two range bands if they took 5+ damage from the attack.
Each significant opponent incapacitated by this attack adds 1 Flux point to the pool.
This Charm may only be used once per Scene.
Hurricane Combat Method
Cost: -
Type: Permanent
Prerequisites: Essence 5, Tornado Offense Technique, Wrathful Winds Kiai
Honing her speed and reflexes beyond their utmost, the Immaculate unleashes the hurricane.
This Charm permanently upgrades Air Dragon Form, which gains the following additional
benefits:
- It’s Evasion bonus increases to 2.
- Her ranged attacks created by the Form may strike dematerialized beings.
- Every other round she may perform a reflexive attack at any point in the round. This
consumes her reflexive movement action and she cannot do so if she has performed a
movement action that round.
Earth Dragon Style
Earth Dragon style tempers overwhelming force with meticulous deliberation, moving slowly
and surely with every technique. Students undergo training regimens that strengthen the body,
hardening fists through hours spent striking barrels of gravel and learning to ignore their pain
by sleeping on beds of nails. This training tempers them into nigh-invincible warriors who can
stand toe to toe with unruly gods and Anathema, withstanding deadly blows and answering in
kind with their mighty tetsubos.
Style weapons and armor: Earth Dragon unarmed attacks are solid, powerful strikes
delivered with the elbows, knees, or two-handed hammer blows. This style also uses tetsubos.
All armor is permissible.
Merits
Stone-Fist Hardening (•): The fists of the martial artist have become as resilient as weapons.
When she strikes against a hardened or otherwise dangerous surface (such as punching a
being made of fire or with a spiky hide) with her unarmed attacks, she reduces any damage
she may suffer from this by 1.
Unmoving Mountain Stance (••): The Immaculate has become familiar with the forces that
move the world and knows how to brace herself against them. Increase the difficulty of
knockdown and knockback gambits against her by 1.
Punishment Resisting Discipline (•••): Survivor of a thousand fights, the martial artist’s body
has been hardened by her many scars. She adds 1 Health Level to her total.
Charms
Avalanche Method
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: None
The Immaculate draws strength from the earth and smashes her foes to pieces. This Charm
creates an attack and increases its damage by (Essence or 3). This attack is capable of hitting
dematerialized targets.
At Flux-Level 2+, this attack becomes unblockable when performed by a Dragon-Blooded.
At Essence 3+, the attack created by this Charm becomes unblockable.
Shattering Fist Strike
Cost: -
Type: Permanent
Prerequisites: None
The Immaculate’s raw power is all the mightier for her precision, striking a weapon’s weakest
point to shatter it. She may add 1 to the difficulty of her disarm gambits to destroy mundane
weapons instead of merely disarming them. She may likewise add 2 to the difficult of her pierce
gambits to destroy mundane armor completely.
Alternatively, she may spend 1 Essence to add (Strength) bonus dice to a feat of demolition.
At Essence 5+, she may reflexively spend 2 Essence to extend this effect to artifacts by
defeating the artifact in a roll-off. Artifacts damaged this way cannot be used until repaired.
Stone Dragon’s Skin
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: None
Unbowed by pain, the Immaculate withstands blow after blow. She adds (Stamina) Soak
against the damage of an attack.
Alternatively, she may activate this Charm to perfectly defend against being rendered prone or
knocked back or otherwise being forcibly moved.
At Flux-Level 2+, a Dragon Blood ignores wound penalties until the end of his next turn.
At Essence 3+, her Soak may decrease damage below minimum damage, however this costs
2 successes per point of damage reduced below minimum damage.
Earth Dragon Form
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Avalanche Method, Shattering Fist Strike, Stone Dragon’s Skin
The Immaculate moves through slow and deliberate katas as though the air were stone carved
by her movements, crafting a perfect stance. She adds (Stamina/2) to her Soak and decreases
the difficulty of knockdown, knockback, disarm and pierce gambits by 1. When successfully
executing such a gambit she also deals (Strength/2) unsoakable bashing damage to its target,
if he is within close range.
The damage created by this Charm is not compatible with gambits performed by using the
threshold successes of a regular attack (as made possible through certain charms), nor is it
compatible with similar Charms that create damage for successful gambits.
Special activation rules: When the Immaculate successfully performs a knockback,
knockdown or disarm gambit or when she is damaged by an attack, she may reflexively
activate this Charm.
Stillness-of-Stone Atemi
Cost: Spend 1 Essence or 1 Flux
Type: Supplemental
Prerequisites: Essence 2, Earth Dragon Form
The staggering force of the Immaculate’s blow places the world’s weight on the shoulders of
her enemy. If an attack supplemented by this Charm hits, she imposes a -1 penalty to the
target’s Defense for the rest of the Scene. Enemies slain while under the effects of this penalty
turn to stone.
This Charm can supplement gambits.
Multiple applications of this penalty stack, up to a maximum of (Essence/2).
Weapon-Breaking Defense Technique
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Earth Dragon Form
The fool who proclaims he’ll slay the mountain can only blame himself when he returns home
with a broken sword. The Immaculate reflexively clashes an attack from close range with an
unarmed knockback, knockdown or disarm gambit.
Against unarmed attacks she instead makes a normal unarmed clash attack.
She may attempt to clash ranged attacks, though doing so only prevents the attack from
affecting her and does not disarm archery weapons used in the attack (thrown weapons may
be disarmed in this way). This Charm represents an impossible hardening of the Immaculate’s
body disarming or breaking swords and fists. Activating it does not require any active
movement on her part.
Earthshaker Attack
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 3, Weapon-Breaking Defense Technique
The ground trembles beneath the Immaculate’s blow as she drives her tetsubo or stomping
foot into the ground. This Charm creates a one-time environmental hazard for all other
characters on the ground out to short range with damage (Strength)B and difficulty
(Stamina + 2), those damaged by it are knocked prone. The hazard created by this Charm
affects dematerialized characters.
This Charm may only be used once per Scene.
At Essence 5+, this may be activated reflexively as a counterattack against an attack she
successfully defended against.
Ghost-Grounding Blow
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Earth Dragon Form
Corrupt gods and truculent spirits must bow their faces into the earth until they have learned
humility. This Charm creates a special attack capable of hitting dematerialized beings. If she
successfully hits her target it is materialized at no cost and cannot dematerialize or use magic
that teleports him away for (Strength) rounds.
Hungry Earth Strike
Cost: Spend 2 Essence or 2 Flux
Type: Simple
Prerequisites: Essence 4, Earth Shaker Attack, Stillness-of-Stone Atemi
The jaws of Pasiap yawn wide in jagged fissures to consume those the Immaculate condemns.
She makes an unarmed attack against an enemy on the ground within medium range. Instead
of applying his Defense to the attack, the target must roll (Dexterity or Wits + Athletics or
Dodge) to resist her attack, though a perfect dodge can contest this Charm without need for a
roll-off.
If she hits her target, he suffers no damage but is trapped to the waist in a chasm that opens
underneath him and then closes. Until he is freed, he suffers 1 point of unsoakable bashing
damage every round at the start of his turn from grinding stone, cannot take movement actions
and takes the penalties for being prone.
Freeing him requires an extended action with difficulty (Strength) and 3 milestones. Allies
within short range of the victim can try to work towards completing the extended roll by taking
a miscellaneous action that cannot be placed in a flurry to roll (Strength + Athletics).
Alternatively, a single difficulty 13, Strength 7+ feat of strength can free the victim without the
need for an extended roll. Magic that allows a character to phase through terrain or teleport
may also do so. If she knows Ghost-Grounding Blow a spirit trapped by this Charm will suffer
from its effects as long as it remains trapped.
This Charm can only be used once per Scene.
Perfection of Earth Body
Cost: -
Type: Permanent
Prerequisites: Essence 5, Hungry Earth Strike
The Immaculate concludes the katas of Earth Dragon Form by dropping to her hands and
knees, humbling herself before Pasiap. As she rises, her body twists and shifts as earth
Essence suffuses it, her skin becoming rough and craggy as her body hardens into living stone.
She enhances Earth Dragon Form in the following ways:
- The Soak granted by Earth Dragon Form increases to (Stamina).
- The damage created by knockback, knockdown, disarm and pierce gambits through
Earth Dragon Form is increased to (Strength - 1).
- She may perform knockback, knockdown and disarm gambits by spending threshold
successes of an attack without forgoing the damage of her attack as usual with gambits.
This waives the unsoakable damage Earth Dragon Form would usually create for such
gambits.
- She is immune to all wound penalties and other penalties related to pain.
Fire Dragon Style
Fire Dragon style demands both the capacity for unpredictable violence and immense self-
discipline. Its students train in the rhythm of combat, sparring and performing weapon drills in
time to music. Walkers on the path of Hesiesh fight with incredible speed and a dancer’s grace,
knowing when to withhold their force and when to unleash it without restraint.
Style weapons and armor: Fire Dragon unarmed attacks are rapid barrages of punches and
chops, as well as powerful kicks. The style also uses swords, traditionally wielding paired short
swords. All armor is permissible.
Merits
Burnt Wounds Technique (•): On the battlefield blood loss and infection kill more warriors
than any wound does directly. The Immaculate may roll (Dexterity or Wits + Martial Arts) to
render first aid to a wounded ally, stabilizing them if they were dying and allowing them to use
this roll instead of their own roll to resist infection.
Fire Touched (••): The Immaculate has become familiar with the kiss of the flame. She ignores
heat-based environmental hazards with an interval longer than one minute and subtracts 1
from the difficulty to resist other heat-based hazards. Against fire-based attacks she adds 1
die of Soak.
Rhythmic Conflagration Technique (••••): The Immaculate dances to beat of drums like a
fire flickering in its hearth. When the martial artist fights in a Scene where music is played by
another character, she increases her Parry by 1 as long as the music is played and she can
hear it.
Charms
Flame-Flicker Stance
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: None
Moving like the shifting flame of a candle, the Immaculate fends off blows in a dance of whirling
blades. She adds (Essence or 3) to her Parry against an attack and ignores onslaught penalties
until the start of her next turn.
At Flux-Level 2+, a Dragon-Blood the heat of a Dragon Blood’s successful parry exposes her
enemy to a one-time heat-based environmental hazard with damage 2L, difficulty 5.
Perfect Blazing Blow
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: None
The Immaculate focuses the fury of her Essence into her weapon, making it glow white-hot,
and performs a single devastating blow. This Charm creates an attack that deals (Essence or
3) additional damage due to intense heat.
At Flux-Level 2+, this attack becomes unsoakable when performed by a Dragon-Blood.
At Essence 3+, this attack becomes unsoakable.
Fire Dragon Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Flame-Flicker Stance, Perfect Blazing Blow
Flames seem to glow in the Immaculate’s eyes as she dances through a rapid kata, assuming
a graceful, deadly battle stance. She adds 1 bonus die to her attacks against enemies who are
lower in Initiative than her.
She adds 1 to her Parry and does not suffer onslaught penalties from attacks that she
successfully defends against.
Special activation rules: When the Immaculate wins join battle against all enemies or makes
an opponent lose Initiative, she may activate this Charm reflexively.
Essence-Igniting Nerve Strike
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Fire Dragon Form
Her blades rippling with invisible flame, the Immaculate agitates her foe’s Essence with a
precision strike, burning him from within. When an attack created by this Charm successfully
hits the opponent, his Essence is ignited. Her target loses one point of Essence and takes
point of aggravated damage.
If the target has no unspent Essence, he takes (Essence or 3) points of aggravated damage
instead. This Charm cannot force a target to uncommit Essence that currently is committed,
though the target can voluntarily free up Essence through decommitting to avoid increased
damage.
At Flux-Level 2+, a Dragon-Blood can use this Charm as a Supplemental instead of a Simple
Charm.
At Essence 4+, this Charm becomes Supplemental instead of Simple.
Fiery Blade Attack
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 2, Fire Dragon Form
The Immaculate delivers a rapid flurry of finishing blows, setting the air ablaze with her speed.
This Charm creates a special difficulty 0 set alight gambit, successfully executing it engulfs the
target in a bonfire (Damage 2L/round, Difficulty 5). This attack can hit dematerialized beings.
The fire burns until the character leaves it, which requires him to successfully disengage from
all enemies within close range, or it is extinguished. As long as he is engulfed by the fire,
attacking him from close range exposes the attacker to the environmental hazard for the round.
This Charm can only be used once per Scene.
Flash-Fire Technique
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 3, Fire Dragon Form
Her sense for violence honed by training and tempered by self-discipline, the Immaculate
draws her blades without needing to think. This Charm can be activated when joining battle to
win Initiative perfectly.
In the first turn of combat, if she attacks an enemy she beat in Initiative, she adds (Dexterity/2)
bonus dice to her attack.
If she were to lose her Initiative in combat, she may reflexively activate this Charm to keep her
old Initiative.
Overwhelming Fire Majesty Stance
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Fiery Blade Attack
The power and majesty of a raging conflagration cows even the bravest hearts. Flames
wreathe the martial artist allowing her to roll (Appearance or Charisma + Presence) against
the Resolve of every opponent within close range. Those whose Resolve is overcome suffer a
-3 penalty on attack rolls against her while in close range to her. Enemies who enter close
range at any time while this Charm is active need to compare their Resolve to her roll.
Special activation rules: A Dragon-Blooded Immaculate may activate this Charm reflexively
when her Anima reaches iconic intensity.
At Flux-Level 2+, the damage of the Anima Flux of a Dragon Blood using this Charm increases
by 1.
At Essence 4+, this Charm becomes Reflexive.
Breath of the Fire Dragon
Cost: Spend 3 Essence or 4 Flux
Type: Simple
Prerequisites: Essence 4, Overwhelming Fire Majesty Stance
The Immaculate ignites the air within her lungs, expelling it as a mighty gout of flame. She rolls
an unblockable attack using the traits of a heavy artifact weapon against all characters out to
short range in a ninety-degree arc in front of her. It deals aggravated damage, and she adds
(Essence) to its damage and (Essence/2) to its minimum damage.
Those damaged by her attack are set ablaze as if hit by Fiery Blade Attack. This attack can hit
dematerialized beings.
If this attack hits only a single opponent, it is considered a perfect attack instead of merely an
unblockable one. Each significant opponent incapacitated by this attack adds 1 Flux point to
the pool.
This Charm may only be used once per Scene.
God-Immolating Strike
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 4, Essence-Igniting Nerve Strike
Wayward divinities and unrighteous spirits are tinder for the flames of righteousness. This
Charm creates a special attack directed at a spirit and can hit dematerialized beings. A spirit
hit by this attack has his Essence ignited, turning the damage of the attack unsoakable,
aggravated and adding (his Essence) damage to it.
A spirit killed by this attack is permanently destroyed and will not reform.
Consuming Might of the Fire Dragon
Cost: -
Type: Permanent
Prerequisites: Essence 5, Breath of the Fire Dragon, Flash Fire Technique
A swirling flame erupts from the Immaculate’s crown chakra, engulfing her in a deadly blaze.
She permanently enhances Fire Dragon Form in the following ways:
- The bonus dice she adds to attacks against opponents lower in Initiative than her
increase to 2.
- She ignores onslaught penalties.
- Every enemy within close range automatically suffers the penalty of Overwhelming Fire
Majesty Stance, requiring no roll. She does not need to activate Overwhelming Fire
Majesty Stance separately anymore, its effects a folded into Fire Dragon Form.
- The damage and difficulty of her Anima Flux increases by (Flux Level). Her Anima Flux
may harm even other Dragon-Blooded, though she may exempt allies from its ravages.
- She generates one point of Flux every turn at the end of her turn.
This Charm’s Flux dependent effects have no effects for non-Dragon-Blooded.
Water Dragon Style
Water Dragon teaches that all things are flow — the rhythm of a fight, the blood of a living
body, the Essence of Creation. Practitioners of this style train in techniques that block, redirect,
or impede these flows, subtly manipulating the conditions of battle to seize victory. Its defense
emphasizes fluid motions and outmaneuvering enemies with footwork, while its offense relies
on repeated strikes, exploiting the smallest opening to unleash a cascading torrent of death.
Style weapons and armor: Water Dragon unarmed attacks emphasize swift sequences of
punches, kicks, and claw strikes. It also uses tiger claws and spears. All armor is permissible.
Merits
Breath Preserving Attitude (•): Used to fighting in and under water, the martial artist may
double number of rounds she may hold her breath without taking penalties in combat.
Adaptive Footwork (•• or •••): Able to deal with any situation she finds herself in, the martial
artist may spend 1 Willpower to ignore the dice penalty of difficult terrain on a movement action.
The 3-dot version of this Merit also allows her to ignore the other effects of difficult terrain when
doing so.
Merciless Siaka Spirit (••): Like a shark smelling blood in the water, the martial artist exploits
a weakness when she finds one. She increases the damage of her attacks by 1 against
characters whose Defense has been reduced to 0.
Charms
Flowing Water Defense
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: None
The Immaculate flows between offense and defense, lunging forward to strike before returning
to a defensive posture. She may activate this Charm in response to an attack to perform a
reflexive full defense action.
When she activates this Charm and successfully defends against all attacks until her next turn
begins, she may waive the cost of the first activation of Rippling Water Strike to supplement
an attack against a target who attacked her while she benefited from the full defense action
created by this Charm.
Rippling Water Strike
Cost: Spend 1 Essence or 1 Flux
Type: Supplemental
Prerequisites: None
The Immaculate’s strike breaks her foe’s guard like a pebble dropped into still water, spreading
outward to throw enemies off-balance. An attack supplemented by this Charm triples the
onslaught penalty it inflicts. Against targets that ignore onslaught penalties, she adds bonus
dice to her attack rolls equal to the ignored onslaught penalty, maximum (Martial Arts).
At Essence 3+, she adds 1 additional damage for every 2 instead of 3 threshold successes on
the supplemented attack.
Shrugging Water Dragon’s Escape
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: None
The Immaculate’s fluid posture and footwork defies all restraint. She may activate this Charm
to add (Martial Arts) bonus dice on a disengage action, a roll to resist a rush or an attempt to
escape restraints or a grapple. She may also raise her Defense by (Martial Arts/2) against a
grapple gambit.
If this Charm was used to enhance a movement action, she ignores the effects of difficult
terrain on that action.
At Flux-Level 2+, a Dragon-Blood may also activate this Charm to force a perfect effect that
would contradict one of the actions enhanced by this Charm into a roll-off.
Water Dragon Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Flowing Water Defense, Rippling Water Strike
The Immaculate drops into a fighting stance in which offense and defense are a single fluid
motion. She adds 1 to her Defense and her attacks inflict their onslaught penalty before the
attack roll is made.
Special activation rules: When the Immaculate deals enough damage to a significant
opponent to increase his wound penalty or she hits a target whose Defense has been reduced
to 0 by penalties she may activate this Charm reflexively.
Drowning-in-Blood Technique
Cost: Spend 2 Essence or 2 Flux
Type: Simple
Prerequisites: Essence 2, Water Dragon Form
Striking her foe’s chest with a rapid barrage, the Immaculate redirects the flow of his blood so
that it pours into his lungs. When the attack created by this Charm hits, halve its post-Soak
damage and the target loses his next turn, temporarily stunned.
This Charm may only be used once per Scene, per target.
Flow Reversal Strike
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 2, Drowning-in-Blood Technique
The Immaculate channels a surge of Essence through her strike, causing every moving fluid
in her foe’s body to reverse its course. An enemy hit by the attack created by this Charm must
roll (Stamina + Resistance) against difficulty 7. If he fails, his wound penalty increases by 2 for
the rest of the Scene.
This attack twists and disrupts the Essence of spirits, increasing the wound penalty increase
to 3 against them. This attack can hit dematerialized characters.
Multiple instances of this Charm cannot be stacked.
Ghost-Restraining Whirlwind
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Water Dragon Form
Moving through a winding kata, the Immaculate stirs the seas of Essence that surround her,
creating a maelstrom that inexorably draws in spirits. No character within medium range can
teleport outside of the area. Spirits within medium range can’t move away from her without
disengaging. Dematerialized spirits are even more strongly affected, treating the entire area
as difficult terrain.
At Essence 4+, the Immaculate may reflexively spend 1 Essence or 1 Flux to forcefully
materialize all characters within medium range, rendering them incapable of dematerializing
as long as this Charm is active and they are within its range.
At Flux-Level 2+, a Dragon Blood using this Charm may extend its range to long range.
Bottomless Depths Defense
Cost: -
Type: Reflexive
Prerequisites: Essence 3, Water Dragon Form
The martial artist’s body ripples and deforms around a blow, dispersing its force into the
bottomless abyss of her vitality. She perfectly soaks the damage of an attack or other form of
harm.
This Charm may only be used once per Scene.
Crashing Wave Style
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Bottomless Depths Defense, Flow Reversal Strike
The Immaculate strikes blow after furious blow, like waves pounding the shore. The martial
artist attack one target (Dexterity) times. Each of these attacks has a maximum damage of 2.
Against targets whose Defense has been reduced to 0, the attacks have a maximum damage
of 4.
She may only use this Charm once per Scene, unless reset by incapacitating the character
this Charm was used against.
Theft-of-Essence Method
Cost: -
Type: Permanent
Prerequisites: Essence 3, Water Dragon Form
Landing a telling blow, the martial artist redirects the flow of a spirit’s Essence. When she
incapacitates a spirit with an attack, she may steal 1 point of Essence from its pool.
Essence-Dousing Wave Attack
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 4, Crashing Wave Style
Striking with the dark, smothering Essence of a crashing wave, the martial artist quenches the
flame of her foe’s battle prowess. This Charm creates a special difficulty 0 Essence-Dousing
gambit. If it is successful one combat-related Charm in use by the enemy of her choice is
deactivated and any Essence committed in it spent instead of regained. The Charm that was
terminated by this technique cannot be reactivated for (Essence/2) rounds.
The attack created by this Charm can contest perfect defenses in a roll-off.
This Charm cannot cancel out Charms that function in an instant, such as Simple Charms that
create special attacks. It cannot cancel Permanent Charms either. Rather it targets Charms
with a persistent effect and committed Essence, such as a Form, a Charm that boosts the
target’s Soak while it is active, etc.
This Charm can only be used once per Scene.
Tsunami-Force Shout
Cost: Spend 3 Essence or 4 Flux
Type: Simple
Prerequisites: Essence 5, Essence-Dousing Wave Attack
Breathing deep, the Immaculate fills her lungs with liquid Essence. With a mighty, bellowing
kiai, she expels a rumbling torrent of spiritual pressure. She performs a perfect attack using
the traits of a heavy artifact weapon against all characters out to medium range in a ninety-
degree arc in front of her. The attack’s damage is increased by (Essence), and everyone hit is
thrown back one range band and rendered prone.
If she has Ghost-Restraining Whirlpool active, its currents carry the effects of this Charm to
every spirit, including dematerialized ones, within its range. Spirits are never carried past the
borders of its effect by the knockback caused by this Charm, suffering damage appropriate for
a short range fall instead when hitting its walls.
Each significant opponent incapacitated by this attack adds 2 Flux point to the pool.
Alternatively, the Immaculate may forgo this attack’s damage completely to apply either the
effects of Drowning-in-Blood Technique or Essence-Dousing Wave Attack against all
characters hit by the attack. She may even do so if a character has previously been affected
by this Charm within the current Scene.
This Charm can only be used once per Scene.
Wood Dragon Style
The most esoteric of the Immaculate Dragon styles, Wood Dragon oversees the cycles of life
and death. Its students undergo grueling regimens that bring them to the edge of death, fasting
to their bodies’ limits while consuming copious quantities of hallucinogenic and entheogenic
drugs. When they return to the world of the living, they bring mysterious insight with them. In
battle, these mystics draw on an extensive knowledge of pressure points and Essence flows
to both subdue foes and heal allies. Masters of the style are rumored to possess a technique
that can bring instant death, destroying the soul itself.
Style weapons and armor: Wood Dragon unarmed attacks are precise finger jabs targeting
pressure points and nerve clusters. The style also uses staffs. Wood Dragon stylists train in
using bows in close combat, using it like a staff. All armor is permissible.
Merits
Aegis of Sextes Jylis (••): The immaculate’s understanding has granted her limited control
over the threshold between life and death, allowing her to dissipate baleful energies. Once per
Scene, she may convert aggravated post-Soak damage she receives into lethal damage.
Combat Archery (•••): The immaculate has fully integrates the bow with her fighting style. Any
character using Wood Dragon Style can treat her bow as a staff when performing close combat
attacks with the style (treat artifacts bows as light artifact weapons for this purpose). This Merit
additionally allows the immaculate to make ranged attacks with a bow using her Martial Arts
ability, to perform Wood Dragon Charms with such attacks and to treat her bow as a staff in
close combat for the purpose of other martial arts styles.
Esoteric Insight (•): The martial artist has taken and grown used to many hallucinogens. She
has developed a unique perspective on the world and can make use of this to tackle the
esoteric secrets of the world. Once per Session, she may turn the penalty of a hallucinogenic
drug or poison into a bonus on a single roll where her unique drugged perspective could be of
use. At Storyteller discretion, this insight might allow her to introduce facts related to esoteric
matters without the need of an applicable Specialty.
Poison Resistance (• or •••): The martial artist has inoculated her body to poisons through
frequent exposure. She adds 1 bonus die to the resistance roll against poisons. Tier 1-2
characters may purchase this as a 3-dot Merit instead. Doing so enables them to spend 1
Willpower when rolling resistance against a poison to waive the restriction on how low they
may reduce its duration.
Mind-over-Body Meditation (•••): Through meditation on her own body’s rhythms and
circulations, the martial artist has attained a state of limited control over her own bodily
functions. She can put herself to sleep with a minute of concentration even in stressful
situations, doubles the time she can hold her breath without taking penalties, can try to still her
own bleeding with a difficulty 3 (Stamina + Martial Arts) roll and ignores her -1 wound penalties.
Charms
Wood Dragon Vitality
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: None
At one with the font of all life in Creation, the Immaculate suffuses her body with unyielding
vitality. She heals 1 level of bashing or lethal damage. Alternatively, this Charm may be used
to perfectly cleanse her body of one mundane poison or drug.
This Charm can only be used once per day, unless reset by incapacitating a significant
opponent, performing life-saving medical work on another character or meditating on the
nature of life and death for the duration of one Scene.
At Essence 4+, she heals 2 levels of bashing or lethal damage.
At Flux-Level 2+, a Dragon-Blood may pay 1 Essence and 1 Flux when activating this Charm
to heal twice as many Health Levels.
Soul-Marking Style
Cost: Spend 2 Essence or 2 Flux
Type: Simple
Prerequisites: Wood Dragon Vitality
Striking through her enemy’s flesh to reach at his spirit, the Immaculate drives a thorn of deadly
Essence into his soul. This Charm creates an attack. If she hits her target, she marks the soul
of her enemy, gaining the benefits of a reflexive aim action against him once per turn for the
rest of the Scene.
Though the reflexive aim action is lost after the end of the Scene, traces of her Essence remain
with the target for a long time, granting her (Essence or 3) bonus dice on all rolls to track
affected characters for the rest of the Story.
She may activate this Charm when she touches another character (using an inflict gambit in
place of the Charm’s regular attack). Use of this Charm is not obvious, except against spirits.
Spirits suffering from a soul mark suffer a -1 penalty to all actions for the rest of the Scene as
the mark causes them pain.
Wood Dragon Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Soul-Marking Style
The Immaculate strikes her own pressure points and chakras with a series of quick, precise
blows, bringing her Essence into perfect alignment. She gains (Stamina + 1) temporary Health
Levels while this form is active. These Health Levels are damaged first and damage in them
does not contribute towards calculating her wound penalty. They fade when she leaves this
form and half of the damage in them is transferred into her regular Health Levels.
She resets Wood Dragon Vitality whenever she hits a significant foe with an attack and doubles
the amount of damage she can heal with it when healing damage in the temporary Health
Levels created by this Charm.
At Essence 4+, her attacks that benefit from a dice bonus due to aiming deal additional damage
for every 2 instead of 3 threshold successes.
Special activation rules: When healing enough damage via Wood Dragon Vitality to reduce
her wound penalty or when successfully marking a target with Soul-Marking Style she may
reflexively activate this Charm.
Eyes of the Wood Dragon
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Wood Dragon Form
Perceiving the path of living Essence through chakras and meridians, the Immaculate gains
greater insight into her enemies. She can perceive dematerialized beings and is able to
automatically categorize any being she meets by recognizing the way Essence flows within
them.
This allows her to tell whether someone she sees is a living creature, a god, elemental or one
of the dead. It doesn’t allow for fine differentiation and the Exalted generally appear as normal
living creatures. Against entities disguised as something different than their nature, this allows
her to instantly roll (Perception + Awareness) against the disguise. Perfect disguises beat this
instant categorization without need for a roll-off, as does genuine shapeshifting.
Unbreakable Fascination Kata
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 2, Wood Dragon Form
Moving in a sinuous, vine-like kata, the Immaculate entrances her foes. She makes an inspire
roll using (Appearance or Charisma + Martial Arts or Performance) against the Resolve of all
enemies that can see her to fill them with fascination, suffering no penalties for targeting
multiple characters.
Each enemy whose Resolve is beaten cannot attack on his next turn, suffers the effects of a
distract gambit and cannot move away from the Immaculate without disengaging that turn.
Affected characters may spend 1 Willpower to resist this Charm’s magical effect partly, paid
separately from resisting the inspire action. This allows him to attack on his next turn, but he
still suffers the other effects. Once a character has spent this cost, he is immune to losing his
attack due to this Charm for the rest of the Scene.
Enthralling Blow Attack
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Unbreakable Fascination Kata
The Immaculate transitions through the undulating motions of her Unbreakable Fascination
Kata into a sweeping blow that sends foes reeling. This Charm creates an attack against all
enemies within close range that have been affected by Unbreakable Fascination Kata or
Soul-Marking Style this Scene.
Those hit suffer automatically suffer the magical effects of Unbreakable Fascination Kata.
At Essence 4+, this Charm may alternatively be used to create an attack against a single
enemy within range of her weapons that has been hit by Unbreakable Fascination Kata
previously in the Scene.
This allows her to reflexively aim at the target and then apply Unbreakable Fascination Kata’s
magical effect against the target before rolling her attack. She benefits from the effects of her
own distract gambit on this special attack.
Spirit-Rending Technique
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Wood Dragon Form
The Immaculate chastises unruly spirits with strikes that carry the seeds of her vital Essence,
to blossom within the spirit’s Anima. While this Charm is active the martial artist can hit
dematerialized beings with her attacks and increases her damage against spirits by 1.
At Flux-Level 2+, waive the Essence commitment of this Charm for Dragon-Blooded
Immaculates.
Death-Pattern-Sensing Attitude
Cost: Spend 2 Essence or 2 Flux
Type: Simple
Prerequisites: Essence 4, Enthralling Blow Attack
Her senses fully attuned to the web of living Essence that surrounds her, the Immaculate
becomes an instrument of impending death. This Charm creates a perfect attack against a
target suffering the effects of Soul-Marking Style.
Wood Dragon Succor
Cost: Spend 2 Essence or 2 Flux
Type: Simple
Prerequisites: Essence 4, Wood Dragon Form
The Wood Dragon lives so that all may live. The Immaculate lays hands on another character,
activating pressure points with gentle touches as verdant Essence flows from her hands to
suffuse his body and heal his wounds. She rolls (Stamina + Medicine), healing her successes
in non-aggravated Health Levels. Dragon-Blooded add (Flux-Level) automatic successes to
this roll.
She suffers an unpreventable level of bashing damage for every two Health Levels she heals
this way.
This Charm may only be used once per day. She cannot use this Charm on herself.
Soul Mastery
Cost: Spend 1 Essence or 1 Flux; 1 Willpower, 1 aggravated damage
Type: Simple
Prerequisites: Essence 5, Death-Pattern-Sensing Attitude, Wood Dragon Succor
Standing at the center of life and death, the Immaculate unleashes the legendary secret
technique of Wood Dragon style. A swirling black-green aura wreathes her weapon as she
strikes at her opponent’s very soul.
This Charm can only be used against an enemy suffering from the Immaculate’s Soul-Marking
Style. It creates a special gambit attack with a difficulty of (his Essence + Tier + 2). If the gambit
succeeds her enemy dies.
A perfect Resolve can oppose this effect, allowing the Immaculate to inflict (Essence x 2) levels
of unsoakable aggravated damage on the victim instead of the Charm’s usual effects.
Spirits killed by this Charm are permanently destroyed and the souls of the living immediately
struck into Lethe, ensuring they will reincarnate and not linger as ghosts. Should the target of
this Charm be incapacitated during the Scene, it is destroyed as detailed above, even if the
gambit created by this Charm failed.
This Charm can only be used once per Scene.
Sidereal Martial
Arts
In their millennia long quest towards enlightenment and a perfect union of body, mind and
Essence, the Sidereal Exalted have broken through the limits of traditional martial arts and
created an array of transcendental styles that straddle the line between what is real and what
is not. While the Essence-wielding martial arts of the Exalted combine mundane fighting styles
with the power of their souls, these Sidereal styles are an achievement of harmonious
understanding first and exercises of martial might second.
These extremely powerful styles are only taught to trusted and capable disciples and jealously
guarded by the Five-Score Fellowship, for should their secrets fall into the wrong hands they
could deal tremendous damage to Creation.
A few special rules need to be kept in mind with Sidereal styles. Only Sidereals can create and
learn these styles. No other kind of being, Exalted or otherwise, can normally learn them. Some
styles may have esoteric exceptions to this rule.
Unlike regular Martial Arts, no Merits related to the style have to be bought. All that is required
to learn a Sidereal style is to have fully mastered the Charms of a regular martial arts style (as
represented by learning that style’s last Charm), a Martial Arts rating of 5 and meeting the
steep Essence requirements of the Charms to be learned. Sidereals do not benefit from the
reduced Essence requirements they apply to regular martial arts Charms in regard to Sidereal
Martial Arts. Any Charm that influences or interacts with martial arts styles and Charms in some
way does not do so in regard to Sidereal styles, unless it explicitly says so.
While a Sidereal can create a style of his own, this is a very long and arduous progress, most
will require a Sifu in order to learn the secrets of one of these hidden styles.
Charcoal March of Spiders
It’s said this style was created when an ancient Sidereal witnessed Asna Firstborn, mother of
pattern spiders, kill and consume her mate. Enlightened by the sublime horror-beauty of the
act, they attained an understanding of the cosmic principles of consumption. Its practitioners
emulate the movements of pattern spiders, striking with venomous techniques that devour
Essence, dissolve souls, and reweave reality.
Students fast throughout their training as they undergo grueling regimens that hone their body
and guide them to this style’s enlightenment: elaborate footwork drills, aerial contortions while
dangling upside-down from silken threads, striking the surface of vats of poison and acid, and
meditating while surrounded with heaping platters of delicacies.
Learning this style requires Athletics and Dodge 5.
Style weapons and armor: This style’s unarmed attacks are sweeping rapid kicks and four
fingered strikes that can jab pressure points as easily as they gouge eyes. It’s also compatible
with fighting chains, knives, meteor hammers, nunchaku, rope darts, seven-section staffs, and
whips.
Dance of the Hungry Spider
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3
Adopting a shifting, sliding kata, the Sidereal’s feet move too quickly for anyone to follow, giving
the impression of her having more than just two legs.
This Charm can be invoked to perfectly defend against any attempt to knock down, grapple or
target the lower body of the practitioner. Additionally, she may invoke it to perform a reflexive
Rush or Disengage action once per round.
Unnatural Many-Step Stride
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Dance of the Hungry Spider
The Sidereal scuttles along the unseen strands of fate woven throughout Creation, allowing
her to move through or stand on thin air as if it was solid ground. This movement looks
unnerving and unnatural.
While this Charm is active, she reflexively can spend 1 Essence to dematerialize for an instant,
becoming invisible and intangible. This can be used to perfectly dodge against any attack or
harm that is incapable of hitting dematerialized targets.
Maw of Dripping Venom
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 4
The martial artist’s fingers needle into the target’s flesh, tainting his Essence such that his soul
slowly dissolves and becomes ready for consumption.
If an attack supplemented by this Charm successfully hits its target, he begins to hemorrhage
Essence. He loses 1 point of Essence per round at the beginning of his turn for (Essence/2)
rounds. A target who loses all Essence this way (or has no points of Essence to begin with)
must roll (Stamina + Resistance) against a difficulty of (Essence) or fall into a coma for a week.
The practitioner can devour the soul of a comatose target using this Charm. Doing so requires
no Essence expenditure, but 3 rounds of physical contact with the target, during which the
martial artist can take no other non-reflexive actions. She restores 1 point of spent Essence
or, in the case of Tier 3+ beings, points of Essence equal to (his Essence, minimum his Tier).
Rain of Unseen Threads
Cost: -
Type: Permanent
Prerequisites: Essence 3
The martial artist casts strands of fate from her sleeves or fingertips, spinning reality itself into
hair-fine threads. Spinning threads is a reflexive action, though using them often is not. She
can use threads to take actions out to medium range: attacking with weapons, picking up or
otherwise interacting with objects, or performing simple tasks that could be done with one
hand. The threads are exceptional equipment for weaving, climbing, laying snares, swinging
between handholds, etc. They’re also exceptional equipment for lifting or suspending heavy
objects.
The stylist can attack with the threads. They use the traits of light artifact weaponry, count as
style weapons and can target enemies out to medium range. She can grapple targets out to
medium range using her threads, however she can only take drag or restrain actions on a
successful control roll when her target is further than close range from her, while he can only
try to escape the grapple.
Nest of Living Strands
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 4, Rain of Unseen Threads
Hundreds of fine, transparent filaments of Essence launch from the Sidereal’s body, ready to
ensnare her enemies. Characters within medium range of the martial artist must roll (Strength
+ Athletics) against a difficulty of (Essence) at the beginning of their turn to evade and fight
through the barely visible threads or become ensnared until their next turn. Ensnared
characters treat the area covered by the web as difficult terrain and apply its penalty to all
actions rather than just movement action. This resistance roll supersedes all other defenses
against difficult terrain affected characters may have, afflicting them with difficult terrain if they
fail there roll even if they would otherwise be immune. This web affects material and
dematerialized entities.
Though they hinder her enemies, the threads seem to grant her passage without fail. As time
progresses, the threads become more visible and harden, though they are still capable of
granting the martial artist passage. She can use this Charm outside of combat to build
short-lived structures such as walls or bridges.
Charcoal March of Spiders Form
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 4, Unnatural Many-Step Stride, Maw of Dripping Venom, Nest of
Living Strands
The martial artist shifts languidly through interwoven stances meant for eight legs, acting with
grace and precision beyond humanity. On her turn the martial artist may perform two combat
actions. This is not a flurry, rather she has two separate combat actions she can take and
which she can both flurry, should she desire so. She could use one combat action to attack an
enemy, then use the second for a full defense action, or use both actions to attack the same
enemy, as she desires. She can only activate a single Simple Charm on her turn.
Special activation rules: When she successfully ensnares a significant opponent using Nest
of Living Strands or puts a target into a coma using Maw of Dripping Venom, she may activate
this Charm reflexively.
Cannibalistic Heritage Technique
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 4, Charcoal March of Spiders Form
Channeling the raw Essence of consumption, the martial artist creates a devouring vortex that
devours her enemy’s attack. She perfectly parries an attack or environmental hazard such as
an explosion. If the attack was made from close range, her attacker also suffers (Essence/2)
levels of unsoakable aggravated damage and any mundane weapon used is destroyed. This
counts as the martial artist’s counterattack.
Jumping Spider Strike
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 5, Charcoal March of Spiders Form
Crouching on the ground like a grotesque spider, the practitioner leaps towards an enemy with
a deadly strike. This Charm creates an attack against a visible opponent, closing the distance
between him and the martial artist. As long as she can directly see her target, the distance
does not matter. The attack created by this Charm is perfect, deals aggravated damage and
adds (Essence/2) to its damage.
She cannot use this Charm against an enemy within short or close range. She can only use
this Charm once per Scene unless reset by being attacked from long range or further away by
an enemy.
Water Spider Bite
Cost: Spend 2 Essence
Type: Supplemental
Prerequisites: Essence 5, Charcoal March of Spiders Form
Emulating the poison of a bizarre spider found in the endless oceans of the far west, the
practitioner paralyzes her opponents, body and soul. A target successfully hit by an attack
supplemented by this Charm is physically paralyzed and cannot spend or regain Essence. An
effect that perfectly resists a supernatural poison can force this Charm into a roll-off.
The victim can throw off the paralysis for one round by spending a point of Willpower and
making a reflexive (Stamina + Resistance) roll with a difficulty of (Essence) at the beginning of
his turn. To fully shake off the paralysis he must succeed in doing so (Essence/2) times.
While paralyzed the victim is immune to disease, poison, degenerative effects, hunger, thirst,
fatigue, exhaustion, worsening of wounds, cold and heat. His body is effectively caught in
stasis and only outside influence can worsen his condition, even his ageing is suspended. The
Sidereal can release any victim of her poison from its effects with a touch.
Pattern Spider Touch
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 5, Cannibalistic Heritage Technique, Jumping Spider Strike, Water
Spider Bite
Just as the Pattern Spiders can change reality by spinning the threads of fate within the Loom
into new forms, the Sidereal can use this advanced technique to fully redefine her target’s
existence. She can target another character or even appropriately sized inanimate matter with
this Charm to transform it. Transforming a Tier 3+ character requires a successful difficulty
(Essence + Tier + 2) gambit. A perfect Resolve can oppose this effect in a roll-off, should this
defense succeed the Sidereal can choose to inflict (Essence x 2) level of unsoakable
aggravated damage on the victim instead of the Charm’s usual effects. Should the victim be
incapacitated during the Scene she can reflexively apply this Charm’s effects on him without
additional cost or possible defense.
The following transformations are possible:
- She can transform her target into any Tier 1 or 2 creature, such as a duck or a person
with a personality and history determined by her.
- She can transform her target into inanimate matter, such as a corpse or a pillar of salt.
It cannot be used to transform people into one of the magical materials.
- Utterly annihilate the target, causing its body, mind and spirit to cease existing. This
permanently destroy spirits usually capable of reforming and leaves no ghost behind if
used on the living. This use of the Charm does not extinguish a target’s Exaltation,
which will reincarnate.
Against unwilling targets using this Charm requires a successful unarmed attack. People
transformed into other living beings can be restored by another application of this Charm or
other powerful magic that can reverse shaping effects. Things become more difficult when a
target is transformed into inanimate matter. A target transformed into inanimate matter is
effectively dead, though if the Sidereal wishes, he retains his spirit for (his Essence) weeks
after the transformation, after which he dies.
People transformed to be dead through this charm die immediately, with all the normal
consequences, while annihilation takes things even further. While this Charm is seemingly
capable of resurrecting the dead, it can only create perfect replica of dead people (and this
only to the degree to which the Exalt using this Charm could craft such a copy).
This Charm is incapable of stripping Exaltations from or bestowing them onto targets.
Grandmother Spider Mastery
Cost: Spend 5 Essence
Type: Simple
Prerequisites: Essence 6, Pattern Spider Touch
The martial artist seeks to emulate the grandeur of Asna, first of the Pattern Spiders. She burst
into an uncountable number of copies of herself connected by a myriad of barely visible strings
of Essence, quickly flooding the surrounding countryside. She performs a perfect attack,
adding (Essence) to its damage, against every enemy within extreme range.
In the battle phase of war, use of this devastating Charm achieves a number of milestones
equal to (Essence/2) once per battle.
This Charm may only be used once per Story.
Citrine Poxes of Contagion Style
This style is a contemplation on decay, both causing and reversing it. It was created long ago
by the Joybringer and physician Perdurance of Blossoms, who sought aid from the Three
Supreme Plagues, Heaven’s foremost gods of disease. She seduced languid Kel-Aina, ruler
of drunken moth sickness. Sylvi, the Crone of Fire, god of white sun fever, was won over by
appeals to her storied pride. The nameless god of the uttermost West who presides over jigsaw
organ condition forbade Perdurance of Blossoms from ever speaking of the favor they
demanded, and so it remains unknown.
Understanding disease, injury, and similar ailments as stemming from imbalances in one’s
Essence, this style’s students inflict strange, terrible diseases by imbalancing enemies’
Essence and curing maladies by resolving the underlying imbalance they arise from. Students
study anatomy and memorize catalogues of diseases and their cures. This foundation
undergirds esoteric regimens that hone a stylist’s awareness and control of the flow of Essence
through their body, until they can exert its full force through a fingertip or a needle’s point.
Learning this style requires 5 dots in the Medicine Ability. For more information on the
supernatural diseases caused by this style, see Core Rules -> Medicine -> Disease ->
Supernatural Diseases.
Style weapons and armor: This style’s unarmed strikes target multiple pressure points in
rapid succession or twist an enemy’s limbs to wrench their bones and spine into or out of
alignment. It’s also compatible with darts and needles. The style cannot be practiced in heavy
armor.
Feverish Essence Infection
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3
The martial artist has learned ten thousand subtle principles of infection and ten thousand
ways in which each of them might be used. This Charm creates a special difficulty 0 infect
gambit, upon success the target is exposed to a disease (mundane or supernatural) chosen
by the martial artist. Tier 1 and 2 characters don’t receive a resistance roll. Tier 3+ characters
suffer infection even if their resistance roll succeeds but automatically succeed on their first roll
against the disease’s morbidity if they this is the case. The virulence or morbidity of a disease
inflicted by this Charm is equal to her (Essence + 2), if that is higher than the disease’s own
virulence or morbidity.
The sacred diseases of the Three Supreme Plagues — drunken moth sickness, jigsaw organ
condition, and white sun fever — are so closely entwined with this style’s Essence that any
practitioner masters them. For other ailments, the stylist must first encounter the disease —
either directly or through close interaction with a victim.
Spiritual Decay
Cost: -
Type: Permanent
Prerequisites: Essence 3, Feverish Essence Infection
The martial artist understands the true nature of disease — not a malady of blood and flesh,
but a disruption in the patterns and flows of Essence. By disrupting the Essence of her
enemies, she may worsen their condition and sicken that, which cannot normally be sickened.
The martial artist may perform the worsen ailment gambit. This special gambit increases the
intensity of one disease the target suffers from to the next level if successful.
Against Tier 1 or 2 targets the difficulty of the worsen ailment gambit is 0.
Against Tier 3+ targets the difficulty of the gambit is 2 to increase a disease to Major symptoms
or 3 to increase them to Defining symptoms. The disease of a Tier 3 target cannot be increased
to the death stage.
Additionally, a martial artist who knows this Charm can use any disease-related power of this
style on beings that are normally intrinsically immune to disease – such as automata or many
undead. This doesn’t circumvent any specific powers that protect against disease, it merely
suspends complete immunity to disease based on a targets type of being.
Spirit-and-Body Purification Touch
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3
The martial artist strikes with a gentle blow, cleansing a patient’s body and spirit as cool rain
washes away blood and tears. This Charm allows her to heal various afflictions in herself or
others she touches. Activating this Charm confers one of the following effects upon the target.
Hex Negation Technique: The martial artist removes one shaping effect, curse or similar
effect from the target. At Storyteller discretion curses levied by entities with a higher Essence
rating than the Sidereal may be except.
Impurity Purging Flow: The target is cleansed of one disease.
Spiritual Parasite Banishment: The martial artist banishes a possessing spirit.
Trauma-Erasing Touch: The intensity of one Derangement suffered by the target is
decreased by one level, removing minor Derangements entirely. Alternatively, this power can
be used to remove a Scene’s worth of traumatic memories from the mind of a willing target.
Wound Negation Technique: The target becomes immune to wound penalties for the rest of
the Scene.
At Essence 4+, the martial artist may also chose from the following options:
Essence Template Restoration: The martial artist heals one crippling injury suffered by the
target.
Psyche-Cleansing Technique: The martial artist can free the target from a supernatural
power influencing his mind.
Perfect Reconstruction Method
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Spirit-and-Body Purification Touch
The martial artist batters her patient’s body back into alignment with the patterns of his
Essence. This Charm allows the martial artist to heal herself or another character she touches,
healing (Essence x 2) non-aggravated points of damage.
A character can only be affected by this Charm once per Scene.
At Essence 4+, she may turn (Essence x 2) points of aggravated damage into lethal damage.
She may freely mix and match between healing non-aggravated damage and turning
aggravated damage into lethal damage.
At Essence 5+, this Charm’s Essence cost is reduced by 1.
Citrine Poxes of Contagion Form
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3, Perfect Reconstruction Method, Spiritual Decay
The martial artist corrupts and scars the world’s Essence; a latticework of iron appears above
her like scar tissue in the sky, drenched with blood and seawater as she brings forth
Iphimedeia, the Revel Outside the Sealing of the Gates.
The martial artist gains the following benefits:
- She adds (Essence) to her Soak.
- When another character comes into short range of her, he must roll to resist infection
with Iphimedeia or another supernatural disease she could inflict via Feverish Essence
Infection, chosen when she activates this Charm. The difficulty to resist infection is
(Essence x 2). Success renders a character immune against this effect for one Scene.
- Diseased characters suffer a penalty equal to the highest intensity among diseases on
rolls opposing her.
- She is immune to all poisons and diseases. Any poisons and diseases active in her
system when she activates this Charm are suspended for its duration.
- At Essence 4+, she may use the threshold successes of her regular attacks to inflict a
worsen ailment gambit on her opponents (on top of the regular effects of her attack).
Special activation rules: When the stylist successfully infects a powerful enemy with a
disease, she may reflexively enter this Form.
Gentle Touch of the Wicked Hand
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Citrine Poxes of Contagion Form
Infusing Essence into pressure points and meridians corrupted by disease, the stylist ignites a
conflagration of decay that consumes her victim from within. This Charm creates a special
attack against a diseased character, adding the disease’s (Intensity) as bonus dice to the
attack roll, increasing its damage by (Intensity) and turning the attack unsoakable.
Spiritual Perfection
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 4, Citrine Poxes of Contagion Form
The martial artist’s understanding of the many vectors by which her Essence might be
corrupted shields her from such afflictions. She perfectly defends against a poison, disease,
crippling effect, shaping effect, mind-affecting effect, possession attempt or other manner of
curse that is being imposed on her. She is immune against this effect for the rest of the Story.
This Charm cannot be used to cure against effects that are already affecting her.
Glorious Citrine Protection
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 4, Spiritual Perfection
The martial artist channels the flow of her Essence into a tenfold pattern of harmonious
completion. She may activate this Charm when she takes damage to halve the post-Soak
damage. This effect can even be used against unsoakable damage without need for a roll-off.
Inner Dragon Unbinding
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 4, Spiritual Perfection
The martial artist acts in accordance with the quadrumvirate of redress: four patterns of
Essence that overcome restraints on the heart, mind, body, and soul. Upon activating this
Charm, she immediately throws off any deleterious magical effect that is currently affecting her
as a perfect effect.
Until the end of her next turn any magical power that attempts to affect her must succeed in a
roll-off against this power to do so. This doesn’t include effects that mainly enhance another
character trying to affect her by mundane means (such as an Excellence or a perfect attack)
but does extend to any Charm that would affect her directly (a magical projectile, a Charm that
increases the damage she would take from an attack or render it unblockable).
Flare of Invulnerability
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 5, Glorious Citrine Protection
The martial artist stirs her Essence into a furious conflagration of life and energy. The martial
artist adds (Essence) to her Soak and her Soak can reduce damage below minimum damage.
This Charm lasts for the rest of the Scene, but it ends at the end of her turn if she has spent
less than 3 Essence since the end of her last turn. If Citrine Poxes of Creation Form is active
she only needs to have spent 2+ Essence to keep this Charm from ending.
Essence-Shattering Typhoon
Cost: Spend 4 Essence
Type: Simple
Prerequisites: Essence 6, Gentle Touch of the Wicked Hand, Inner Dragon Unbinding, Flare
of Invulnerability
The martial artist’s fists blur as she pounds them against the air, infecting and shattering reality
to unleash a storm of tainted Essence. She creates a miasma of spiritual decay, an
environmental hazard imbued with a disease from Feverish Essence Infection’s repertoire, with
difficulty (Essence) and damage 2A/round. It must be resisted with (Stamina + Resistance),
and damaged characters are exposed to the disease. Even inanimate matter is infected, with
effects determined by the Storyteller.
This hazard extends out to short range; at the end of each turn after the one she used this
Charm on, the hazard’s range increases by one band, to a maximum of (Essence) miles.
This Charm ends if the stylist takes any non-reflexive actions, moves or is moved, or is
incapacitated.
Emerald Gyre of Aeons Style
Jehu Khoor aged a thousand years in a single blow from the Prince of Hours, and glimpsed
the shape of eternity thereby. He spent the remainder of his life both creating this style to
express this understanding and authoring the Tractate of Eternity. The text is infamously
impenetrable, equal parts metaphysical treatise, theory of history, and mystical allegory. It has
no end and no beginning, endlessly recursive. Interpretations vary wildly: Raxevi Alzira views
the Tractate as an allegory of the events of Creation’s history; Countervalent Raven sees it as
a guide to escaping the prison of eternity.
Students of this style consume heavy quantities of hashish, salvia, and other drugs that alter
their perception of time before practicing circle walking, breathing exercises, and weapon drills.
They also devote much time to the study of Khoor’s text, or at least their teacher’s explanation
of it. One traditionally concludes their training by penning their own exegesis, creating a body
of interpretation, critiques, and commentary as dense as the text itself.
Learning this style requires Lore 5.
Style weapons and armor: This style specializes in striking while moving, using open-palm
blows and spinning kicks whose force comes from the stylist’s spiraling body movements. It’s
also compatible with kusarigama, meteor hammers, nunchaku, rope darts, staffs, seven-
section staffs, and wind-and-fire wheels. The style is incompatible with heavy armor.
Futures Best Avoided
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3
Winding her mind through eternity’s gyre, the stylist remembers that which is yet to come. The
martial artist can use this Charm when she would be disadvantaged due to a surprising event
or something she hasn’t noticed: facing a surprise attacking, failing an Awareness roll to notice
a trap, a thief sneaking past her bedchamber while she’s asleep, etc. It can be used against
ambushes, though this doesn’t let her use other magic to enhance the roll.
The stylist rolls (Intelligence + Lore) against an enemy’s opposed roll or a peril’s difficulty
adding the benefits of Excellence of the Stars at no cost. If successful, she foresees — or
rather, remembers — this eventuality in time to defend against it as though she’d noticed the
threat in advance. Against attacks, this counts as a clash, automatically defending her but
dealing no damage herself if successful.
This Charm can also be used against threats that are more narrative in nature than an attack
or trap or that would disadvantage the stylist even if she succeeds on her roll or doesn’t get a
chance to roll. The stylist rolls as above, opposing an appropriate (Attribute + Ability) roll by
the relevant character — or the character with the highest such pool, if there are multiple
characters. If successful, her player may reveal a preparation she’s taken for this, which must
be something she could have feasibly done in the last few minutes with the materials available
to her. She might reveal’s she’s awoken everyone in her camp just before a midnight raid by
bandits, or that she’s wearing armor under her clothes in anticipation of a trusted friend’s
betrayal.
Striking Through Eternity
Cost: Spend 1-2 Essence
Type: Simple
Prerequisites: Essence 3
The stylist’s blow echoes through the future, striking at multiple points along her enemy’s
progression through time. The stylist makes an attack against an enemy. If it hits, the attack is
repeated at the end of the round as a surprise attack, inflicting a -2 Defense penalty. It benefits
from all magic used to enhance the original attack, but the stylist can’t use additional effects to
benefit it. She doesn’t need to still be within range of the enemy when the attack recurs.
This Charm may only be used once per Scene. If flurried with another Simple Charm through
the use of Emerald Gyre of Aeons Form, its cost increases to 2 Essence.
Then Is Now
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3
All things revolve through eternity’s gyre, but the stylist has learned to spin back history. The
stylist rolls (Intelligence + Lore) to revert an inanimate object that fits within a single range band
to a state it held in the past. If the object is being held, worn, or used by someone, this is a
difficulty 2 gambit against him.
The stylist can either revert the object to its condition at the time of a previous interaction she’s
had with it or by a set amount of time. She could repair a broken weapon, revert a door to a
time before it was locked, or revert an ancient skeleton to a fresh corpse to determine its cause
of death.
The difficulty of the roll depends on the amount of time unwound: difficulty 3 for up to a year,
difficulty 5 for up to a decade, difficulty 7 for up to a century, or difficulty 10 for any amount of
time. The difficulty can’t exceed the difficulty to destroy the object with a feat of demolition, at
which point the stylist can revert the object to its constituent components before it was created.
She can’t unmake artifacts, but she can revert them to damaged states, if she succeeds in a
roll-off against the artifact.
This Charm may only be used once per day.
The Perpetual Moment
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3
The stylist slows time’s flow, trapping her enemy a half-step behind her in eternity’s gyre. The
martial artist performs a difficulty 2 slowing gambit against an opponent. If she succeeds he is
slowed and suffers the following consequences:
- He needs to take a flurry to perform a single combat action on his turn. He can still take
actions that couldn’t normally be flurried, like using Simple Charms or shaping sorcery.
- He treats all terrain as difficult terrain.
- His onslaught penalty doesn’t refresh at the start of his turn — instead, it’s reduced by
one.
This effect lasts for the rest of the Scene, though the victim can try to shake it off by taking a
miscellaneous action to roll (Intelligence or Wits + Integrity) against a difficulty of (Essence +
2).
Emerald Gyre of Aeons Form
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 4, Futures Best Avoided, Striking Through Eternity, The Perpetual
Moment
The stylists circle walks in a pattern that seems to defy geometry, trailing echoes of her past
and future selves as she traces out the shape that Jehu Khoor witnessed in the depths of time.
While this Charm is active, she is immune to penalties from flurries and may use flurries to
perform the same action twice such as attacking twice, even the same target if desired. She
may place actions into a flurry that normally cannot be flurried, such as aim or shape sorcery
actions and may even reflexively spend 1 Essence to put two Simple Charms into a flurry.
Special activation rules: When the martial artist forsees an unexpected danger or
successfully slows a foe through The Perpetual Moment, she may reflexively enter this form.
Battered by Eternity’s Tide
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 4, Emerald Gyre of Aeons Form
The force of countless blows strikes not as they land, but all at once, sending enemies spiraling
away from the stylist as they impact. The martial artist may supplement one of her attacks with
this Charm, if she is successful, the damage of all attacks and other sources of harm against
the target is held in abeyance until the start of the target’s next turn. At that point all damage
is added up and applied as a single source, using the worst damage type among it for all the
damage and increasing the damage by 1 for each separate source of damage, maximum
(Essence). Upon receiving the damage, the target is knocked one range band in a direction of
the martial artist’s choosing, or two range bands if he suffered more damage than his (Stamina
+ Tier).
Unsoakable sources of damage are applied separately, though the sum of all other sources of
damage can count it as an additional source for the sake of increasing damage.
Doomed to Repeat
Cost: Spend 1 Essence, 1 Willpower
Type: Reflexive
Prerequisites: Essence 4, Emerald Gyre of Aeons Form
The stylist intertwines her enemy’s failures in the present with the mistakes to be made in his
future. The martial artist can use this Charm after someone she can perceive fails a roll, making
a special (Intelligence + Lore) counterattack opposed his (Intelligence or Wits + Integrity). If
successful, he must repeat that action on his next turn (or repeat it immediately, outside of
combat). He must target the same character, use the same Charms, and so on — for instance,
if he fails an attempt to seduce a merchant, he repeats the exact same words.
If changed circumstances make it impossible to repeat the action precisely, the enemy must
repeat as much as possible. If the target of a failed attack has moved out of range, he may
repeat the attack against a different enemy. If the enemy no longer has enough Essence to
pay the cost of all Charms used on the first action, he must use as many as possible on the
second.
This Charm can only be used once per character, per Scene.
Lotus Labyrinth Durance
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4, Doomed to Repeat
Revealing the endless coils of eternity, the martial artist imprisons her foe in an endless
succession of a single day. She rolls (Intelligence + Lore) against the Resolve of a target within
close range. Appropriate Intimacies can increase the target’s Resolve against this attack. If
successful, her enemy bears witness to the shape of eternity: in the time it takes him to blink,
he relives the past day up until the moment of being struck, at which point he returns to the
beginning of the day.
If the enemy chooses to internalize the stylist’s lesson as a Major Intimacy, he emerges from
this unscathed. If he rejects it, the endless succession ends only when his will is broken,
causing him to lose (Essence/2) points of Willpower, plus an additional point for every 2
threshold successes on the Sidereal’s roll. A character reduced to zero Willpower by this effect
is reduced to a gibbering heap, incapacitating him for the rest of the Scene.
Alternatively, this Charm can be used to train a student, letting him incur experience debt to
learn a single Charm or spell whose prerequisites he meets or up to (Essence) dots of social
or Mental Attributes, Abilities, or Specialties. This can’t confer Charms, spells, or Specialties
the martial artist doesn’t know or raise his traits above her own. She can teach Charms she’s
chosen for Histories Yet Unwritten without needing to use it. These limits can be circumvented
if the student could have found a willing teacher within a day’s time.
The martial artist can also use this Charm on herself to relive any day of her life in perfect
clarity in the span of a single heartbeat.
Histories Yet Unwritten
Cost: Commit 1+ Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Lotus Labyrinth Durance
Contemplating who she is and who she may become, the stylist takes on the power and the
pain of her future. Upon learning this Charm, the stylist’s player chooses five Martial Arts
Charm or Sidereal Charms. She must meet their prerequisites, but can use the Charms she
picks to meet the prerequisites for others chosen with this Charm.
Using this Charm causes the stylist to experience a flood of memories and emotions from a
possible future self, gaining access to up to (Essence) of these Charms by committing 1
Essence each. However, this communion with her future self changes who she is in the present
— she must change one of her Major or Defining Intimacies in a way that reflects a profound
change that might happen in her future. For instance, she might change a Tie of love to a
Circlemate to one of heartbreak.
The stylist can go into experience debt to learn a Charm she’s chosen for Histories Yet
Unwritten instantly. If she learns one of the chosen — either by going into debt or paying
experience normally — she chooses another Charm to replace it.
The Unwinding Gyre
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4, Battered by Eternity’s Tide
Sighting along the flow of time, the martial artist severs a course of events from its cause. The
stylist can use this Charm after an enemy succeeds on an action, rolling (Intelligence + Lore)
against his roll’s successes. If the action was unrolled, he rolls an appropriate (Attribute +
Ability) pool, but this Charm is incapable of contesting perfect actions. If the martial artist
succeeds, she eliminates the consequences of that action: an attack deals no damage,
movement is reversed, a drawn weapon returns to its sheath, an influence roll has no effect.
The enemy isn’t refunded any costs he paid as part of that effect. This can’t be used against
actions that affect no one but the enemy, like an Awareness roll to notice something, an
introduce fact roll, or using a Simple Charm that confers a benefit on him without affecting
others.
Alternatively, the stylist can use this Charm to undo a similar occurrence that wasn’t caused
by a character: a field catching flame, a building collapsing, Wyld mutation, etc. She rolls
against the difficulty of an environmental hazard or similar effect, or the difficulty it would have
taken to stop the event from occurring if there isn’t one associated with it, maximum 10.
If the stylist uses Futures Best Avoided against an ambush, she can use this Charm to defend
if the attack hits.
This Charm can only be used once per Scene.
At Essence 5+, she can use this Charm to affect actions that have no external effect.
Today is Tomorrow
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 5, Histories Yet Unwritten, The Unwinding Gyre
Walking the coiling path of time, the stylist puts the distance of seconds between herself and
her foes. While this Charm is active any deleterious effect that is applied to the martial artist –
getting hit by an attack, suffering a sorcerous curse, etc. – only takes effect at the end of her
current or next turn, whichever is sooner. If the source of this effect is incapacitated or
destroyed before that happens the effect is negated entirely.
The Moment that is Murder
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 5, Today is Tomorrow
Moving with a speed beyond that of time itself, the martial artist uses this style’s ultimate killing
art, a technique that Jehu Khoor forbade his disciples to use. Upon using this Charm she
designates an opponent within medium range. Time stops, allowing the martial artist to move
into close range with the enemy and make a single attack against him before time reasserts
itself. This attack is treated as an ambush.
This Charm can only be used once per Scene. It cannot be placed into a flurry through Emerald
Gyre of Aeons Form.
Obsidian Shards of Infinity Style
One morning, as the philosopher-assassin Ei Zou trimmed his whiskers while waiting for his
tea to steep, he saw himself in his mirror and was enlightened. He had no words with which to
express his understanding of the infinite; rather, his teaching was shaped like a knife. This is
Obsidian Shards of Infinity style. It is a contemplation of the interplay of choice and possibility,
of reality and its reflections. It is thus a killer’s art, for every decision murders countless futures.
The only way to learn this style is to face one of its practitioners; no student or victim of Ei Zou
has ever surpassed him in that. Students cultivate insight, imagination, and Essence by
contemplating koans, navigating mirror-filled labyrinths, and undergoing prolonged sensory
deprivation. They must be ever vigilant, for their teacher might attack at any time. Some
Sidereals follow Ei Zou’s practice of ambushing those in whom he saw potential, conferring
enlightenment with a knife’s edge.
In battle, the Obsidian Shards stylist breathes with a steady rhythm, is constantly aware of all
possible angles of attack, and makes no unnecessary movement. Every mirror is a weapon to
them; thus, they keep their blades well-polished and choose wisely the sites of their ambushes.
Obsidian Shards of Infinity style is a subtle art, the Essence cost of its Charms does not
contribute to flaring the practitioners Anima, unless she wants them to do so.
Style weapons and armor: This style emphasizes knifehand strikes, often delivered two
handed; rapid successions of kicks, and joint locks. It’s compatible with khatars, sais, and
knives, which are traditionally dual wielded. It is incompatible with heavy armor.
Ripple in the Silvered Glass
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3
Perception is inextricable from reality; space and time are illusions obscuring the truth. The
stylist can use this Charm on her turn to reveal that a willing character within medium range of
her has actually been somewhere within short range of his apparent location all along. Any
appearances to the contrary were but a trick of perspective.
This Charm may only be used once per round. If used in response to an action such as an
attack, the attack is concluded before the movement of this Charm occurs, though the martial
artist may apply her own Evasion on behalf of another character instead of his own when she
does so.
At Essence 5+, this Charm can move a character to a point within medium range of his
apparent location, so long as both start and end location are within close range of a reflective
surface.
Vanished Within the Glass
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Ripple in the Silvered Glass
There are no boundaries, save those created by perception. The stylist makes a difficulty 2
mirror trap gambit against an enemy within close range of herself and a reflective surface that’s
at least as large as he is. The target must use his Resolve instead of his Defense to resist this
gambit. If successful, she traps him within that surface. While trapped, he can perceive the
outside world and speak with characters in it, but has no physical presence. The stylist is
capable of attacking him by striking at the reflective surface.
Each turn, a trapped Tier 3+ character can attempt to escape the mirror, making a difficulty
(Perception) roll using (Perception + Occult) to find a way out or (Strength + Athletics) to make
one. He can also be freed from the outside, by destroying or significantly disturbing the
reflective surface. Doing so has a difficulty of (Perception), even if it normally would require no
roll and inflicts (Essence/2) levels of unsoakable damage on the trapped character.
At Essence 4+, she can use this Charm on a character within short range (though he needs to
be within close range of a reflective surface).
At Essence 5+, she can use this Charm on a character within medium range (though he needs
to be within close range of a reflective surface).
A Likeness of Absence
Cost: Spend 2+ Essence
Type: Reflexive
Prerequisites: Essence 4, Ripple in the Silvered Glass
Consider: There are many kinds of nothingness. The body of the martial artist shatters into a
rain of black glass, leaving her opponents behind dumbfounded. Upon being hit by an attack
or other source of damage, the martial artist can activate this Charm to perfectly Soak it. Reality
recognizes a new possibility for her location, destroying her apparent body as described above
and allowing her to reappear at another location within short range.
She may spend an additional point of Essence when activating this Charm (total 3) to
reflexively establish stealth at her new location.
At Essence 6+, she may reflexively roll to establish stealth without increasing the Charm’s cost.
Black Shards Fall Like Ice
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4, Ripple in the Silvered Glass
Every choice creates the future that follows it — but sometimes, all choices lead to the same
inevitable outcome. The stylist makes (Perception) undodgeable attacks against a single
enemy, seeming to multiply into countless reflections that strike from every possible angle.
These attacks ignore cover, full defense and non-magical defend other actions and have a
maximum damage of 3.
Once all attacks are completed the practitioner appears within close range of the target while
all her duplicates shatter into black glass, creating a one-time environmental hazard (damage
2L, difficulty [Perception]) against all characters except for the martial artist within close range
of her target.
This Charm can only be used once per Scene.
Obsidian Shards of Infinity Form
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 4, A Likeness of Absence, Black Shards Fall Like Ice, Vanished
Within the Glass
Look upon the infinite, and grasp enlightenment like a knife. The stylist gains the following
benefits:
- Her appearance is indistinct and amorphous, more reflection than flesh, inflicting a –3
penalty on attacks against her. This counts as a visibility-based penalty.
- She can attack enemies within medium range by striking a surface they’re reflected in.
If there’s a reflective surface within close range of the enemy, she can instead attack
him through any reflective surface. These becomes surprise attacks, inflicting a -2
Defense penalty.
- Her eyes become black and glassy, granting a bonus dot of Perception, which can raise
it above 5. Unlike with most bonus dots, this is counted by any Obsidian Shards Charms
that use her Perception. She ignores visibility-based penalties and can’t be blinded by
magic. At Essence 5+, she gains two bonus dots of Perception instead.
Special Activation Rules: When the stylist establishes concealment against all enemies, she
may reflexively enter this Form.
Glimpse of Infinity
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4, Obsidian Shards of Infinity Form
Those who cling to their selfhood blind themselves to infinity. The martial artist strikes her
target’s own perception of himself, an attack opposing the higher of his Defense or Resolve.
Appropriate Intimacies can bolster his Resolve against this. It ignores Soak and does not deal
damage; instead the target loses Willpower points equal to half the attack’s damage.
A character who is reduced to (or at) zero Willpower is flooded with visions of other lives he
might have lived, until he can no longer tell which life is real:
- He gains a Defining Principle of “I’m not sure who I am.” It supports all social influence
against him. It can’t be weakened or altered by any means, except as below.
- He suffers a -3 penalty on mental rolls, social rolls that involve his identity or history,
and Willpower rolls against Derangement.
- Whenever his memory of his past becomes relevant — meeting an old friend,
recounting a story his mother told him, trying to remember who his spouse is — he
must roll (Intelligence or Wits + Integrity) at difficulty (stylist’s Perception + 3). On a
failed roll, he instead remembers the details of a possible life, determined by the
Storyteller.
When a victim succeeds on a roll to remember his true past, learns something important about
himself that he’d forgotten, or has some experience that affirms his true identity, he may pay
three Willpower to weaken the instilled Principle by one step. Once this Principle has been fully
eroded, the Psyche effect ends. He gradually regains any forgotten memories over the next
few months, though he won’t forget memories of his other lives.
Shattered Self Duality
Cost: Spend 4 Essence, 2 Willpower
Type: Simple
Prerequisites: Essence 5, Obsidian Shards of Infinity Form
Nothing exists in itself; reality is defined by its reflection. The stylist manifests her reflection
within close range of herself. Its appearance is almost identical to hers, save for subtle
evidence of it having lived a different life, such as a missing tattoo, a scar, or a lack of laugh
lines. If there’s a reflective surface that’s at least as large as the stylist is within long range,
she may have her reflection emerge from it instead.
This has the following effects:
- She and the reflection share all traits, except for their health track. The reflection has
(Essence + 3) -0 Health Levels. The reflection can use any of the original’s powers,
using her Essence and Willpower pools to fuel them as necessary.
- Both the reflection and the martial artist have a turn of their own, effectively acting as
two separate characters. The reflection acts on the same initiative as the original.
- The martial artist may reflexively swap places with the reflection at any time, even when
attacked in order to apply the results of a successful attack to the reflection instead of
the original or vice versa.
- Neither she nor her reflection appear in mirrors.
The reflection remains separated for the rest of the Scene before returning to its owner. If the
practitioners’ reflection is incapacitated, it shatters into black glass, reappearing after a day.
Until then, she can’t use this Charm.
As a Permanent effect, a martial artist who knows this Charm is perfectly defended against
any outside power that attempts to usurp, control or otherwise supernaturally affect her
reflection.
Special activation rules: The stylist can use this Charm reflexively when she uses this style’s
Form.
Draw Forth Every Shard
Cost: Spend 1 Essence per turn
Type: Reflexive
Prerequisites: Essence 5, Shattered Self Duality
Shatter what is and reveal all that could be. The martial artist may fracture herself into
countless reflections, forming a battle group of one.
The Sidereal may activate this Charm at the start of her turn to become a battlegroup with Size
(Essence/2) and Elite Drill. She takes damage as normal, when her Health Levels are all used
up, she does not decrease in Size and is incapacitated instead, ending this Charm. While Draw
Forth Every Shard is active, she may not activate Simple Charms.
This Charm remains active as long as she spends one point of Essence each round (including
the initial round she activates it), ending immediately once she stops paying its cost and
depositing the Sidereal, back to her normal one person self, at a point of her choice formerly
occupied by her battlegroup.
This Charm can only be used once per day. Draw Forth Every Shard and Shattered Self Duality
may not be active at the same time.
Shattered Ego Nemesis
Cost: Spend 5 Essence, 3 Willpower
Type: Reflexive
Prerequisites: Essence 6, Shattered Self Duality
Not all possibilities can coexist. Choose carefully which ones you let survive. The martial artist
targets another character within medium range of herself, who is within short range of a
reflective surface at least as large as he himself. The Essence rating of the target must be at
least 2 below the Sidereal’s own, otherwise she cannot use this Charm on him. She draws her
enemy’s reflection forth from the mirror to fight him. Its appearance mirrors the target’s but has
some subtle difference.
The reflection’s traits are identical to the target’s (including how many points of Essence,
Willpower, undamaged health levels, etc. it has) and it acts on the same Initiative. It has copies
of all artifacts and other equipment the target possesses. It has a Defining Tie of hatred toward
him, a Defining Tie of loyalty toward the stylist, and no other Intimacies. Its sole goal in combat
is to kill the target while it will act in self-preservation, it won’t attack other enemies, help the
stylist or her allies, or the like.
Once the Scene ends, the reflection and its equipment shatter into reflective black glass.
Equipment taken from it likewise shatters into glass. The target doesn’t appear in mirrors until
then. If the reflection is incapacitated, the target doesn’t regain it until the Story ends. Tier 1 or
2 characters never regain them.
Breathing on the Black Mirror
Cost: Spend 10 Essence, 5 Willpower
Type: Simple
Prerequisites: Essence 7, Draw Forth Every Shard, Shattered Ego Nemesis
Reality is a lie. Perception is a lie. The only truth is that which you choose. This Charm can
only be used during a climactic Scene, when the outcome of a conflict central to one of the
Martial Artist’s Major or Defining Intimacies hangs in the balance. The martial artist transcends
reality as time stops and finds herself at a crossroads of possible futures beyond fate. Here
she is presented with multiple Scenarios, often related to her Intimacies or those of other
characters critical to the conflict, which detail the conclusion of this struggle. No scenario
presented here offers unconditional victory, each and every one has a price attached, usually
proportional to the goal that is achieved. Example outcomes include:
- Just as the practitioner seems to be on the brink of defeat, the tide is turned by the
arrival of her beloved son and his reinforcements — but he’ll suffer a grievous, life
threatening injury.
- The fight ends in a draw as an even greater danger appears. The stylist and her
enemies join forces against it, in accordance with her Principle of “The enemy of my
enemy is my friend.”
- As she pursues her foe through his fortress-manse, the stylist comes across her trusted
Circlemate, whom she came her to rescue — but in the time it takes to free them, her
foe will escape.
The martial artist choses one future and forgets all she has seen in this place beyond time and
fate. The future she chose comes to pass, requiring no additional rolls or expenditures.
Characters of the same Tier as the martial artist can oppose the scenario she imposes on the
world with its own ontological inertia, forcing the martial artist into a roll-off. If the target
succeeds he can prevent himself from being incapacitated, killed or otherwise maimed by fiat,
though this only adjusts the scenario accordingly (potentially also lessening the price the
martial artist has to pay) and does not completely negate it.
This Charm can only be used once per conflict and only once per Story.
Prismatic Arrangement of
Creation Style
Essence is immanent in all things, even the least grain of sand. It is both primal substrate of
reality and the grand cosmology of worlds raised upon it. The flow of Essence is the dance of
all things. Prismatic Arrangement of Creation style is a meditation on the world’s Essence.
Drawing from the primal force that gave rise to all things, it’s considered the most foundational
Sidereal Martial Art, and is among the most commonly practiced within the Bureau of Destiny.
The style’s creator is thought to have trained under many martial artists among the Exalted
and the spirits of the world, studying the nature of each master’s Essence to attain
understanding of another facet of reality. Learning the style requires refining one’s control over
Essence through breathing exercises, secluded meditation, and cyclically expending and
respiring Essence. Students also seek out spirits, other Exalted, places of geomantic power,
and other manifestations of Essence to expand their understanding of Essence beyond their
own.
This style requires the practitioner to have a solid understanding of the metaphysics governing
Creation and its spirits, requiring Occult and Lore 3+ to learn it.
Style weapons and armor: This style’s unarmed strikes are primarily pushing blows that
disrupt enemies’ balance and footing, along with offensive elbow and shoulder strikes. All
weapons and armors are permissible for this style, though they do not really matter for most
of its techniques.
Deadly Starmetal Offensive
Cost: -
Type: Permanent
Prerequisites: Essence 3
The martial artist grants her weapons the inevitability and weight of destiny. Any mundane
weapon she uses gains the traits of artifact weaponry instead.
At Essence 4+, artifact weaponry (including mundane weaponry that gains the traits of artifact
weaponry through other effects) instead reduced the target number of attack rolls by 1
(minimum 3).
Five Jade Fury
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 3
A halo of elemental power radiates from the stylist’s blow, her Essence embodying the rarefied
substance of Creation. The supplemented attack benefits from (Essence/2) of the following
benefits, as chosen by the martial artist:
Black Jade (Water): Moving with the fluidity of black jade, the attack inflicts its onslaught
penalty before the attack roll.
Blue Jade (Air): Striking with the swiftness and precision of blue jade, the stylist adds 2 bonus
dice on the attack roll. Its onslaught penalty is increased by one.
Green Jade (Wood): Imbuing her attack with the vitality of green jade, the stylist heals a level
of non-aggravated damage, if she damages her target.
Red Jade (Fire): Channeling the destructive power of red jade, the stylist adds 2 to the
damage of the attack.
White Jade (Earth): Embodying the stability and reliability of white jade, the stylist ignores
(Essence/2) points of penalties to her attack roll.
Orichalcum Sheathing Stance
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 3
Golden Essence limns the martial artist’s skin, girding her with orichalcum’s invincibility. She
may activate this Charm in response to being hit with an attack to increase her Soak by
(Essence + Lore or Occult) and decreases the minimum damage of the attack by 2.
Her Soak may decrease damage below minimum damage, however this costs 2 successes
per point of damage reduced below minimum damage.
Flickering Moonsilver Approach
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4
The stylist’s movements emulate moonsilver’s fluid and mutable nature, rendering her location
indeterminate until she strikes. The stylist makes an attack against an enemy within medium
range, appearing within close range of him as she strikes. The target rolls (Perception +
Awareness) against her attack roll; if he fails, it becomes a surprise attack. The stylist doesn’t
move through the space she crosses, letting her bypass hazards and obstacles that would
present less than full cover.
This counts as her movement action for the round and cannot be used if she has already
used up her movement action.
Four Magical Materials Form
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 4, Deadly Starmetal Offense, Five Jade Fury, Flickering Moonsilver
Approach and Orichalcum Sheathing Stance
The Sidereal draws on the quintessential qualities of Creations strongest elements,
transforming herself into a living artifact. Her skin takes on the golden sheen of orichalcum,
her joints are reinforced with jade of all five colors, her hair takes on the fluid shape and tone
of moonsilver and her nails become deadly sharp blades of starmetal. While this Charm is
active, she is considered to be resonant with orichalcum, moonsilver, starmetal and jade. She
gains the following benefits while this Form is active:
- An attack whose target number is decreased to 3 adds one automatic success to the
attack roll.
- She adds 1 to her Defense.
- She may supplement all her attacks with Five Jade Fury at no cost.
- She applies her full Soak, no matter the source, against aggravated damage.
- When using Orichalcum Sheathing Stance, she may reduce the damage of an attack
below minimum damage.
- She may use Orichalcum Sheathing Stance for free once per round.
- She may attack enemies out to short range with her close combat as it becomes hard
to tell where exactly she is.
- The cost of Flickering Moonsilver Approach is reduced to 1 Essence.
The Sidereal can buy Evocations for herself as an artifact, based on her personality as
amplified by and channeled through the four magical materials. Those Evocations can only be
used while this Charm is active.
Special activation rules: When the martial artist uses an Evocation drawn from an artifact
forged from one of the four magical materials, she may reflexively enter this form.
Astrology Interruption Method
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 3
Combining esoteric knowledge with martial skill, the practitioner attacks the targets destiny. A
successful attack supplemented by this strike takes its target outside of fate, suspending any
destinies attached to him. Alternatively, she may reverse this process to bring an enemy hit by
the attack into fate. This cannot be done against numinous beings outside of fate such as the
Yozis, Neverborn or similar creatures. Against all others it lasts at least for the rest of the
Scene, longer the weaker the creature affected is.
This Charm has a different effect on Sidereal targets, who cannot easily be taken outside of
fate. Instead, it denies them access to Resplendent Destinies for one day (one week at
Essence 5+).
Essence Redirection Technique
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 4
This technique enables the Sidereal to catch, throw and redirect the Essence composing the
powers of gods, demons and Exalted alike. She may activate this Charm when another
character uses an innate supernatural power such as a Charm in her presence. This power
does not work on spells or martial arts and Sidereal martial arts Charms.
When she actives this Charm, the Sidereal performs a roll-off against the user of the
supernatural power. If she succeeds, she gains a rough understanding of how the power she
caught works and can then annul it or change its target.
This Charm can only be used once per round.
For Annulment the following guidelines apply:
- Annulling a Simple Charm cancels the action it created, effectively causing the target
to lose his action.
- Annulling a Supplemental Charm means the base action it enhanced is still carried out.
- Annulling a Reflexive Charm allows the target to activate the Charm again, if they can
pay its Essence cost. At Essence 6+, the target cannot reactivate the Charm for the
rest of the round.
- If the annulled Charm had an Essence commitment, the committed Essence is lost as
if it had been spent.
- Permanent Charms cannot be annulled.
For redirection the following guidelines apply:
- The new target must be a permissible target for the Charm in the first place. A Charm
that hardens the targets body could not be redirected to transfer its benefits to the
practitioner unless the Charm used could bestow its benefits to people other than its
user in the first place.
- Attacks can be redirected against other valid targets, but not towards the character
performing them.
Spell-Shattering Palm
Cost: Spend 1+ Essence
Type: Reflexive
Prerequisites: Essence 3, Celestial Circle Sorcery
With a precise application of Essence, the Sidereal shatters the spells of her enemies. When
a spell targeting her or including her in its area of effect is cast, the Sidereal may activate this
Charm to roll (Intelligence or Wits + Martial Arts) as an opposed roll to the sorcerers shape
sorcery roll. Success shatters the spell, causing its casting to fail and all milestones to be lost.
At the Sidereal’s discretion she can turn the energies of the spell against the caster, causing
him to suffer (the spell’s milestone cost/2) points of unsoakable lethal damage.
Alternatively, she may activate this Charm as a Simple action by spending 2 Essence to dispel
an extant spell of the Terrestrial or Celestial Circle (or equivalent Necromancy Circles), so long
as she can touch its subject or is within the affected area. Doing so allows her to make the roll
detailed above, shattering the spell on a success, though the sorcerer remains unharmed in
this case.
At Essence 5+, she may use the Simple version of this spell to attempt to shatter Terrestrial or
Shadowlands Circle workings.
At Essence 6+, she can even attempt to shatter extant Solar or Void Circle spells.
Soul Fire Shaper Form
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 4, Astrology Interruption Method, Essence Redirection Technique,
Spell-Shattering Palm
Striking her own heart chakra, the Sidereal ignites her Essence, visible as a white fire in her
eyes. While the character is in this Form, she adds 1 to her Essence rating for all calculations,
including roll-offs. This allows her Essence to exceed 5, for the purpose of calculations. This
does not allow her to learn new Charms for which she usually lacks the necessary Essence
rating, nor does it turn her into a Tier 5 character if it takes her to Essence 6+ or increase the
rate at which her Essence regenerates.
Additionally, she can, once per round, activate Essence Redirection Technique, Spell-
Shattering Palm or Astrology Interruption Method reflexively and at no cost. In the case of
Spell-Shattering Palm and Astrology Interruption Method this may create a reflexive attack
against an unwilling target that transfers the Charm’s effects as a difficulty 0 gambit.
Special activation rules: When the Sidereal’s Anima reaches the flaring level, she may
reflexively enter this Form.
Demesne Emulation Practice
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 3
The martial artist’s stance bends the flows of Essence around her, becoming a nexus through
which the world’s breath flows. Upon purchasing this Charm, the stylist chooses (Lore or
Occult) hearthstones (standard or greater). She can reflexively manifest one of these
hearthstones as a jewel upon her brow by committing 1.
Hearthstones that enhance weapons benefit her unarmed attacks. As a Permanent effect, she
gains the increased Essence recovery for being in attuned to a Manse. The hearthstones are
indestructible but don’t survive the stylist’s death. The Storyteller can veto hearthstone choices
that are overpowered if made permanent. A Sidereal may add additional hearthstones beyond
her initial ones to her repertoire for 2 experience points each.
Demesne and Manse Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 4, Demesne Emulation Practice
The Sidereal adopts a stately stance that turns herself into nexus of geomantic power. She
begins to glow with raw Essence channeled into her body and a multicolored hearthstone
coalesces on her brow, right atop her Caste mark.
While this Charm is active, she gains access to all hearthstones she could manifest via
Demesne Emulation Practice at once, unified in the prismatic stone on her brow. Due to the
overflowing power in her body, the damage of all her attacks increased by 2 and their minimum
damage by 1. If she wishes her attacks inflict aggravated damage, as they blaze with
incandescent Essence.
Special activation rules: When fighting in a demesne or manse, the martial artist can enter
this form reflexively.
Ways of Exaltation
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3
The Sidereal strikes her crown, brow, throat, spine and abdomen, forcibly reshaping her
Essence to alter her Anima. This allows her to masquerade effectively as an Exalt of another
type, giving her access not only to the appearance, but also the abilities, of another Exalt’s
Anima, while losing her own. This does not allow her to access the greater sign of other
Sidereal Castes. While under this Charm’s effect she also treats her resonance towards
Artifacts as if she was an Exalt of the emulated type. Sidereals emulating a Dragon-Blooded
Aspect are capable of using and producing Flux points.
When She first learns the Charm, she specifies which Exalt type she learns to emulate. She
can buy additional purchases of this Charm for 5 experience points each to learn to emulate
additional Exalt types. The Sidereal learns to emulate other Sidereal Castes at no cost, when
she learns their corresponding Constellations. An Exalt type refers to a specific Caste or
Aspect. The martial artist learns to emulate e.g. Eclipse Caste Solars, not all Solars.
At Essence 6+, emulating another Sidereal Caste allows her to access their greater sign as
well.
God Ways
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4
The Sidereal steps into an object, to hide or assume control. In case of a living being, the
practitioner rolls (Charisma + Martial Arts) against the target’s Resolve. No roll is necessary to
step into an object, however against Artifacts a roll with a difficulty equal to twice Artifact rating
is made. If successful, she dematerializes and interweaves with the Essence of her target.
She can take control of her target’s actions, animating inanimate objects who move priorly stiff
parts with the flexibility and vigor of a limb. However, a living being can fight back, retaining
control of his actions, if he succeeds on a (Intelligence or Wits + Integrity) roll against difficulty
(Essence). Success keeps the practitioner from controlling her target’s actions for one turn. If
the action the practitioner seeks to impose would result in suicide or contradict a Defining
Intimacy, no roll is necessary. In combat this resistance is rolled once per round, outside of
combat once per Scene. Either way it is only rolled when the martial artist tries to influence the
targets actions and the target wishes to oppose this influence.
The martial artist can remain within an object or another person indefinitely, though he is
ejected from a living host after he opposed his control (successful or otherwise) a total of
(Essence) times.
At Essence 5+, the martial artist can activate this Charm without a target in order to
dematerialize for one Scene.
At Essence 6+, Tier 1 or 2 characters have to roll to retain control even when faced with actions
that would result in suicide or contradict Defining Intimacies.
Games of Divinity Form
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 4, Ways of Exaltation, God Ways
No imperfect creature can replicate the complicated beauty of Creation in all its facets and
layers, but the effortless grace of this posture comes close. To hurt the Sidereal is to betray
yourself and damage everything you love, thus opponents wanting to attack her with the intent
to harm have to succeed on an (Intelligence or Wits + Integrity) roll with a difficulty of (Essence)
first. If the attacker fails his roll, he must spend one point of Willpower or lose his action. Even
when he successfully resists, he suffers a -3 penalty on his attack roll.
Witnessing the sublime beauty of this fighting style is dangerous. Any witness to this Charm’s
glory must roll (Intelligence or Wits + Integrity) against a difficulty of (Appearance). Those who
fail become addicted to it, craving to see this fighting style displayed again.
Special activation rules: The martial artist can reflexively enter this form when she succeeds
on an Appearance-based influence roll or a dance-based Performance roll.
Prismatic Arrangement of Creation Form
Cost: Commit 5 Essence
Type: Simple
Prerequisites: Essence 5, three of: Four Magical Materials Form, Soul Fire Shaper Form,
Demense and Manse Form and Games of Divinity Form
As she performs the steps and katas of this Charm, the Sidereal refracts infinitely into ambient
flows of Essence, leaving her everywhere and nowhere, one with all Creation. When she
manifests again (on her next action), she is aware of everything around her and seemingly
reacts to things before they happen.
While this Charm is active the practitioner is at the top of the Initiative and cannot lose her
Initiative. This beats other perfect Initiatives without need for a roll-off. She is also aware of
everything happening out to medium range with perfect clarity, ignoring any penalties to her
senses, adding (Essence) bonus dice to any Awareness rolls and able to contest even perfect
concealment effects with a +3 bonus in a roll-off. Ambushes and surprise attacks have no
effect on her and she can sense any supernatural effect happening within medium range of
her.
Other Forms are but refracted frequencies of the unified brilliance of the transcendent Prismatic
Arrangement of Creation Form. When activating this Charm, the Exalt can chose to incorporate
the “lesser” Forms of this style that she knows into it. Doing so also gives her access to all the
benefits of Soul Fire Shaper Form, Demesne and Manse Form, Games of Divinity Form and
Four Magical Materials Form. Alternatively, she can incorporate 2 other known Form Charms
from other martial arts or Sidereal martial arts styles instead. She may freely use the weapons
and armors allowed by the styles of those 2 Forms in conjunction with all other martial arts and
Sidereal martial arts Charms.
At Essence 7+, she can incorporate up to 3 other known Form Charms from other martial arts
or Sidereal martial arts styles.
Special activation rules: The practitioner can reflexively activate this Charm when she would
normally roll join battle. She is absent for the first round of combat, manifesting at the beginning
of the second round.
Sorcery
Sorcery works similar to Exalted 3rd Edition. However, the gathering of ambient Essence and
execution of workings has been fitted to the standard model for extended actions used by
Exalted – Reimagined.
Mortal Sorcerers
Though sorcery is mostly the domain of the Exalted and of certain rare spirits that dabble in
these strange arts, there are also many sorcerers among the ranks of un-Exalted humanity.
While sorcerers are much, much rarer among mere men than among the Chosen, there are
many times more ordinary humans than Exalted. Thus mortal sorcerers make up a significant
amount of Creation’s spellcasters.
No clear path towards the enlightenment necessary for mortals to shape Essence into powerful
spells has ever been found. Mortal sorcerers usually become such through a combination of
natural, undetectable aptitude and circumstance. Exposing a score of mortals to the same
Wyld phenomenon that awoke the capability in one sorcerer is likely to lead to mutation and
death, but will not produce another sorcerer.
A mortal sorcerer is a Tier 2 character and counts as a minor supernatural entity, granting her
an Essence pool of (Essence x 2). She may learn either Terrestrial Circle Sorcery or
Shadowlands Circle Necromancy. Such a sorcerer automatically learns one shaping ritual and
one spell, which becomes her control spell.
Spellcasting
Sorcery and Necromancy
Necromancy is the dark side of the same coin as sorcery. Both schools of magic fundamentally
use the same system and powers that interact with sorcery interact the same way with
necromancy, unless specified otherwise.
Shaping the Spell
Every spell cast must first be shaped. This requires the sorcerer to gather ambient Essence
and shape it into a desired form – a process that takes time and skill. To cast a spell, she must
acquire a number of milestones specified in the description of the spell. Some spells have
Willpower and/or Essence costs, which must be paid when the sorcerer begins shaping the
spell. Essence costs are always spent, never committed.
Milestones are acquired through a shape sorcery action, which is a miscellaneous action that
cannot be placed in a flurry with an attack. This requires no roll and automatically gathers one
milestone, or more if boosted through shaping rituals or Charms.
Once the spell is completed, many spells require an effect roll. Botching that roll means the
spell may go out of control or similar mishap.
Some spells require a Ritual to complete. Such spells do not require any rolls and simply
require a certain amount of time spent noted in the description of the spell.
Shaping rituals and Charms may change the way Milestones are acquired and ease the
process.
Control Spells and Sorcerous Marks
Every Sorcerer possesses one control spell for every Circle she is initiated in, usually but not
necessarily the first spell of that circle she learns. Charms, Evocations and other effects may
grant her additional control spells.
A control spell has multiple upsides. They change the body, mind or Essence of the sorcerer,
which provides various benefits. Most spells presented here have a sample control spell effect
mentioned at the end of their descriptions, but players are free to come up with alternative
effects, as every sorcerer is unique.
There is a downside to this as well. A sorcerer is marked by the strange energies she surrounds
herself with. Every sorcerer has sorcerous marks from her esoteric workings, usually
manifesting themselves in a way in keeping with her control spell(s). Her eyes may burn with
an unnatural fire, she leaves crystal dust behind where she walks or perhaps barely audible,
unintelligible whispers follow her wherever she goes. This allows others knowledgeable of such
things to recognize her as a sorcerer.
A sorcerer may pronounce these markings, broadcasting her arcane might for all Creation to
see or she may try to contain it slightly, allowing anyone who succeeds at a (Perception +
Occult) roll at difficulty 4 to recognize her as a sorcerer after interacting with her for a full Scene.
If a sorcerer wishes to hide her sorcerous markings even more, she can try to disguise herself,
replacing Larceny with Occult on the roll if the only thing she wishes to disguise is her sorcerous
markings. Other characters who fail to pierce her disguise do not recognize her as a sorcerer
by appearance alone. Her sorcerous markings however inflict a -3 penalty on all disguise rolls
to disguise herself as a non-sorcerer.
Sorcery and Combat
Certain spells create attacks. Treat these attacks the same way as attacks created by Simple
Charms. They do use the specified weapon traits, adding bonus dice through weapon accuracy
to the attack roll where applicable. The spell’s attack may be further enhanced by non-Simple
Charms that enhance attacks.
Countermagic and Distortion
Every Sorcerer may perform countermagic to unravel the spell of another while it is being
shaped. She removes one milestone from the target spell. She may increase the number of
milestones removed through Charms or shaping rituals. If the number of accumulated
milestones is reduced to 0 by this, the spell fails and cannot be attempted again by its caster
for the rest of the Scene. Ritual spells disrupted in this way automatically fail.
If she is not initiated into the spells circle, she must roll (Perception or Wits + Intelligence)
against a difficulty of 3 for a Terrestrial or Shadowlands spell, 5 for a Celestials or Labyrinth
spell or 7 for a Solar or Void spell.
Once cast, a spell cannot be so easily negated. A spell in effect can be negated with a basic
working of the same Circle of the spell or by other powers that specifically allow for it. Such
workings never cost experience points. If there’s not enough time for that, a spell can always
be distorted.
Distortion doesn’t undo a spell, but rather twists its effects in such a way that mitigates the
benefits a spell gives or outright turns it into a harmful thing to its creator. Distortion functions
just like countering sorcery, though the sorcerer gathers milestones instead. Once the correct
number of milestones is gathered, the spell is distorted. Many spells in this chapter list example
distortion effects. Storytellers should encourage players to think of other ways to distort any
given spell and determine a number of milestones appropriate to the distortion effect.
Arcane Connections
Some spells require an arcane connection to the target to be cast. This means the sorcerer
requires a small piece of the target’s body (nail clippings, a bit of blood, a lock of hair) or an
important possession (a dear memento, a favorite bowl). Such arcane connections are usually
used up in the process of casting the spell, though larger possessions might survive the
process. Living beings can also function as arcane connections, if the character possesses a
Major or Defining Tie towards them. The sworn brothers of a Dragon-Blood always count as
an arcane connection, as does a Lunar’s mate. Attuned artifacts, hearthstones and manses
also always count as arcane connections.
Workings
Mechanics
Workings are performed using a system that parallels the crafting of artifacts. The same rules
are also used to model astrological workings (see Sidereals). To perform a working, a
character must be initiated into the Circle of sorcery or necromancy required for that working.
She then must gather a number of relevant Inspirations depending on the Circle of the working.
Working Circle Inspiration
Terrestrial/Shadowlands 1
Celestial/Labyrinth 2
Solar/Void 3
The Storyteller may adjust the amount of Inspiration needed by +/- 1 depending on the specifics
of the working, reducing it if the effects are relatively trivial (producing a well via sorcerous
means in an area not suffering from acute aridity) or increasing it if it pushes the limits of its
Circle. Workings only designed to undo the effects of a spell never require Inspiration. Once
she has all the Inspiration she needs, she must perform any other milestones that are relevant
to the completion of the working, taking a minimum amount of time dependent on the Circle of
the working. Workings that only undo the effects of a spell use the amount of time in
parenthesis instead.
Working Circle Minimum Completion Time
Terrestrial/Shadowlands 1 week (1 day)
Celestial/Labyrinth 1 month (3 days)
Solar/Void 1 decade (1 year)
Once a player has collected all appropriate inspirations, completed the necessary milestones
and put in the time, she rolls (Intelligence + Occult). The difficulty depends on the Circle of the
working.
Working Circle Difficulty
Terrestrial/Shadowlands 5
Celestial/Labyrinth 9
Solar/Void 12
Failing the role does not fail the working. The working still gets completed, however there is a
complication. Something about the working is a little off. The working should still always fulfill
its main purpose. The complication should mostly introduce a narrative twist or hook, but
sometimes can also influence a character directly if he was the target of the working itself.
If the fail botches however, the consequences can be disastrous as the working goes
completely wrong.
Workings only cost experience when they are relevant to the story. When a working stops
being relevant to the story, the experience points invested into it are refunded. The amount of
experience points a working costs depend on its Circle.
Working Circle Experience Point Cost
Terrestrial/Shadowlands 5
Celestial/Labyrinth 10
Solar/Void 20
A sorcerer may go into experience debt to pay for a working. If a character wants to grant
themselves Traits through sorcery, treat it as a training effect and calculate the experience cost
according to the Trait bought instead of using the flat costs given above.
Storytellers should be lenient in assessing when a working should cost experience points. A
working that directly affects the sheet of a player character by adding some advantage should
always cost experience points, as should workings that directly affect the gameplay, such as
by granting a follower mystic power or creating a space permanently sealed from mystical
intrusion the players use as a homebase. The moment such a working is not important to the
story anymore, any experience points invested into it are immediately refunded.
Workings that only modify the world without granting a relevant advantage in gameplay do not
cost experience points. A working to create a well in a dry area to supply the local peasants
with fresh water should not cost experience points, unless water shortages are somehow very
important to both the campaign’s themes and the current Story. Workings that are partaken as
part of a crafting project (usually to build Artifacts or Manses) never cost experience points.
Complication
A complication will haunt a failed working, presenting a twist on the working that ideally serves
as a future story hook or narrative complication. A few things should always be considered
with complications.
A complication should never undo the purpose of the working. If a sorcerer creates a well in
the middle of the desert, a complication will never render the water there unsafe to drink
permanently. But the water may also make anyone drinking from it inebriated or an elemental
may feel drawn to the well, complicating its use.
A complication should never be insurmountable. While not all complications need or even
should be overcome – often an ongoing narrative twist is just fine – if players choose to deal
with the complication, they should be able to overcome it sooner or later. This is especially
important with complications that directly affect a player character, such as an unplanned
mutation. The purpose of complications is to produce new story hooks, not to permanently
mutilate a player character.
A complication should be proportionate to its working. Only so much can go wrong when
warding a single room against intrusion from spirits, but when lifting an entire city to the clouds
the consequences can be quite dangerous.
Ideally, a complication is inspired by the inspirations used in its working.
Below is a list of sample complications a sorcerous working may evoke. Necromantic workings
can create similar complications, though usually seen through the lens of the Underworld and
necrotic magic. The categories given here are only examples.
Anomalous Backlash
The arcane energies of the working cause anomalies to ripple throughout the area. These
strange phenomena can include such things as lapses in natural law, unseasonal weather,
strange nights in the light, animals behaving weirdly, etc. Such phenomena are often temporary
in nature, but its possible that the working causes a certain kind of phenomenon to consistently
appear in the area. This can even cause short-lived incursions of otherworldly influences, such
as creating temporary and unstable Wyld zone or shadowland.
Maintenance
The working fulfills its intended effects, however it requires some manner of maintenance to
stay active. Offerings of blood performed at the working’s anchor, a weekly hour of prayer to a
patron god or the sap of a rare tree to sanctify a sorcerous engine.
Mutation
This complication is mostly reserved for workings that change the body of one or multiple
creatures, but it may also appear as a Side effect of a more powerful working that affects an
area, plaguing those living in that area. The target of the working is plagued by an unforeseen
mutation. Growing wings also causes talons to grow, creating a mental connection between
two people also causes one of their eyes to take one the color of those of the other person,
etc.
If the Storyteller decides to give out mutations that have some benefit out through this
complication (such as the above-mentioned talons) this does not cost the sorcerer additional
experience points.
Side Effects
The working performs its function, but there’s an unexpected twist. The waters of a blessed
oasis cause those who drink from it to dream of glorious battle. A working that forbids fae from
entering a village envelops the village in a multicolored halo at midnight. Giving an animal
human-like intelligence also causes it to develop a strong interest in horticulture.
Spirit Trouble
The working has caught the interest of the spirit world. Perhaps the salubrious energies have
caused a local god to take note who now covets the working or its metaphysical impact has
allowed a demon to escape the confines of Malfeas. Whatever the case, a spirit wants to
possess, destroy or use the working for some reason. Possibly the working is attracting a
certain kind of spirit continuously.
Alternatively, the workings attracts some other troublesome creature such as a large predator,
covetous bandits or the attention of another prince of the earth.
Sorcerous Workings
Sorcerous workings can do almost anything, though they fail to manipulate the Underworld,
which is the purview of necromantic workings. The Circle necessary for a working depends on
its intended effects.
Terrestrial Circle workings are usually limited to transforming, enhancing or weakening
pre-existing elements of the natural world on a limited scale. Powerful workings of this Circle
do not affect more than one person or a single chamber, while lesser effects usually do not
affect anything beyond the scope of a single village.
Examples of Terrestrial Circle workings include: Enchant a building so its household chores
take care of themselves; Ward a village against mundane dangers such forest fires or
crop-eating pests; Grant mutations to or increase the Attributes of a character; Grant
human-level intelligence to an animal or plant; Ward a chamber against scrying or
teleportation; Bless the fields of a village to always provide a bountiful harvest (or never do so);
Crossbreed species normally incapable of doing so or create a new but completely mundane
form of life.
Celestial Circle workings are miracles of supernatural power. They grant abilities beyond the
normal and can create powerful supernatural creatures. When they are used to influence an
area, they can impact entire cities or completely transform the laws of nature for areas the size
of a large mansion.
Examples of Celestial Circle workings include: Create a sorcerous bond between two people
that allows them to communicate at a great distance; Ward a structure with magical traps;
Force the weather of a town-sized area into consistent patterns; grant a supernatural power
such as a burning gaze, a hypnotic tongue or blood that turns into cursed scorpions when
shed; Spread mutations through the entire local ecosystem.
Solar Circle workings are the pinnacle sorcerous workings. In theory there is nothing that
cannot be achieved at this level, even reality itself and the laws that govern it could be rewritten,
though the more complicated and far reaching the change desired is, the more difficult it would
be to execute the working.
Examples of Solar Circle workings include: Completely transform the terrain of a region to raise
lush tropical paradises out of deserts, curse forests to wither away into scrubland, dry up seas,
and so on; Purify a hundred miles of shadowland or Wyld zone; Alter major metaphysical
properties of a city-sized region: make it capable of moving across Creation, cause it to rise
up and float in the sky, alter the nature of space within it so that it’s bigger on the inside of its
borders than the outside, meddle with the flow of time within it, make it invisible or intangible
to those who do not meet certain conditions; Utterly transform the nature of a supernatural
being - remaking a demon as a god; Make subtle alterations to the metaphysics of the entire
cosmos; Cast a city-sized region into a different realm of existence, or outside of time and
space altogether, with set conditions for when it returns or how it can be accessed.
Traits and Sorcery
What kind of traits can sorcery bestow? Where are the limits? Attributes, Abilities and
supernatural Merits based on physical mutation such as wings can be bestowed by Terrestrial
Circle workings. Supernatural abilities, such as an eye that shoots lightning bolts, require a
Celestial Circle working. Such innate supernatural abilities should mechanically take on a form
that you would be comfortable with as a supernatural Merit or a Charm that could be learned
from a spirit. Being bestowed by a working does not waive the usual limits of power on such
Charms, nor does it allow the target to ignore Essence (or other) prerequisites.
Certain abilities, such as the ability to practice sorcery itself or dots of Essence, cannot be
given via sorcerous workings. Solar Circle sorcery can potentially surpass those limitations,
though this might turn the character into something else entirely (see below).
Uplifting and Creation
Uplifting a moral (or other being) into a higher form or creating such creatures wholesale can
be accomplished to different degrees. Terrestrial workings can turn a character into a Tier 2
entity, Celestial workings can create Tier 3 entities and Solar workings can create Tier 4
entities.
This does not allow a sorcerer to create an Exalt by e.g. using a Celestial working to turn a
mortal into a Dragon-Blooded. Exaltation is beyond the ken of sorcery to grant, though turning
mortals into a God-Blooded may well be possible using the right Inspiration. Entities within a
Tier can differ greatly in power level, use the Antagonists chapter for inspiration, but examples
of extraordinarily strong characters within a Tier (such as a Celestial Lion for Tier 3) are
probably not the result you should expect.
Trying to change the underlying nature of an Exalt by granting them abilities usually denied to
them (such as a Solar trying to initiate a Dragon-Blooded into the Celestial Circle) might be
possible using Solar Circle workings (Storyteller call), however such transformations may well
transform the character into something not recognizably human anymore and cause them to
lose their Exalted status, becoming something akin to a powerful spirit or stranger creature
instead.
Immortality
Exalted 3rd edition makes a big deal out of immortality. How hard should it be to defeat the
menace of old age? Workings of the Terrestrial Circle can enhance the lifespans of mortals
similar to anagathics and restore the prime of youth to a subject’s body without increasing his
actual lifespan. Celestial Circle workings can grant a few centuries of life, while Solar Circle
workings can in theory grant an unlimited lifespan, though never without a cost and catch.
Working or Artifice?
As a general rule of thumb sorcerous workings create changes on the world and the people
within it, they do not create magical items. A working could forge a telepathic connection
between two people by placing an identical sorcerous tattoo on their bodies, but a pair of
enchanted rings that allow their wearers to communicate across great distances would be the
provenance of artifact crafting.
Workings often have some form of physical aspect or anchor (see below) and they might imbue
things, including tools, with properties that are unusual to them, such as giving a chair
intelligence. But the moment the creation is a thing that does something when used by a
character, it’s probably the provenance of artifact crafting, rather than a sorcerous working.
The Ties That Bind
While some workings affect the universe on such a fundamental level that they do not leave
behind any physical trace, most workings are not as sublime. Workings are the culmination of
physical labors a sorcerer pours into the world to bring about a certain effect. The blessing of
a field may be tied to a runestone imbued with power buried underneath it and the strength
coursing through a soldier’s limbs may be the result of the powerful elemental blood he has
been infused with.
Removing, damaging or destroying such an anchor often ends the effects of a working, though
this does not always have to be easy. The more complex and powerful a working is, the more
difficult to harm or localize its “physical” components might be. The more esoteric it is, the
more esoteric this anchor may become, a curse of eternal mist may be contingent upon the
royal family of the area covered by it not making amends in person to a powerful god they
offended.
Choosing to destroy a working through violence by attacking its physical components can often
have unforeseen consequences, potentially blighting an entire region for years or even
centuries as strange energies are released in ways never imagined. The safest way to dissolve
an existing working is to perform a working of equal difficulty to take it apart safely or to fulfill
whatever condition the working may have that would resolve it.
Necromantic Workings
Necromantic workings are similar to sorcerous workings. They manipulate the Essence of the
Underworld and spread rot and decay. Many effects achievable through sorcery are achievable
through necromancy as well, as long as they are performed through the use of the energies of
death. When it comes to the creation of Shadowlands, the summoning of ghosts and the
manipulation of the Underworld itself, necromancy is ahead of sorcery.
The sidebars under Sorcerous workings apply to necromantic workings as well. Where
applicable, replace the relevant sorcery Circle with the corresponding necromancy Circle.
Shadowlands Circle workings are usually limited to transforming, enhancing or weakening
pre-existing elements of the Underworld on a limited scale. Powerful workings of this Circle do
not affect more than one person or a single chamber, while lesser effects do not affect anything
beyond the scope of a single village.
Examples of Shadowlands Circle workings include: Raise a small workforce of zombie
laborers; Turn a single chamber into a shadowland where living and dead can meet; Plague a
village with omens, rodents or bad harvests; Turn a single mortal into a Ghost-Blooded;
Enchant a path so that those upon it are not molested by the restless dead; Place a curse upon
a mortal that will ensure his death at an appointed time.
Labyrinth Circle workings are miracles of supernatural power. They grant abilities beyond the
normal and can create powerful supernatural creatures. When they are used to influence an
area, they can impact entire cities or completely transform the laws of nature for areas the size
of a large mansion.
Examples of Labyrinth Circle workings include: Create powerful undead war machines; Turn
an entire village into a shadowland; Grant someone the death sight; Write laws that ghosts and
mortals alike are forced to uphold within your Manor; Build a stairway that leads from Creation
into the Underworld; Join a ghost with the soul of one of the living; Create a deadly plague that
will ravage the lands.
Void Circle workings are the pinnacle necromantic workings. In theory there is nothing that
cannot be achieved at this level, even the nature of death itself and the laws that govern it
could be rewritten, though the more complicated and far reaching the change desired is, the
more difficult it would be to execute the working.
Examples of Void Circle workings include: Creating a hundred miles of shadowlands;
Summoning up the collected ancestor ghosts of an entire city state; Granting a being a state
that is neither dead nor alive; Soothe one of the dead titans into a centuries-long slumber;
Reshape entire regions of the Underworld or Labyrinth to create a personal heaven or hell;
Disconnect those dying in a specific region from the wheel of reincarnation; Cause Lethe to
spill into Creation; Summon up things that never were and that never can be allowed to be
from a hole in reality.
Shaping Rituals
Mechanics
To cast spells, Essence has to be shaped by the sorcerer into wondrous and terrible forms.
There are many different ways to accomplish this feat, different sources of sorcerous might
ranging from pacts with spirits, mind-shattering experiences to ancient artifacts. Each of these
sources comes with a number of shaping rituals and Merits that help the sorcerer with
spellcasting.
Each Circle learned by a character unlocks one shaping ritual for free. This can be a new
shaping ritual associated with the same method of spellcasting she has already employed or
one related to a new source of sorcerous might, symbolizing the sorcerer discovering new
avenues of working sorcery or necromancy. Outside of being initiated into a new Circle, new
shaping rituals can be purchased for half the cost of a spell.
A shaping ritual tends to give sorcerers access to additional milestones, usually either in the
way of a set number of milestones that can be spent across the course of a Story or some
condition that can create additional milestones within the context of a given Scene. Unless
explicitly stated otherwise, a sorcerer cannot add more than 1 additional milestone to a given
shape sorcery action.
Sorcery and necromancy both use shaping rituals. Some shaping rituals are appropriate for
use with both necromancy and sorcery, while others are appropriate to only one of the two.
Many can be adapted for use with either type of magic with the right approach or aesthetic
changes, so rather than giving concrete rules on which has to be used with which, it is left to
Storyteller and player to define the applicability and limits of sorcerous initiations when they
are learned.
The following list of sources of sorcerous initiation and associated shaping rituals is not
exhaustive and merely serves as examples.
Anointed by Crimson
The sorcerer has bathed in the Sanguinary Pits of Yelud, where the spectral hordes rampage
down the rivers of the Underworld to earn the privilege of tasting crimson. Here among the
dead, blood is power, and her blood was purified into a greater substance. To wield the power
in her blood is to practice a sanguinary art that takes from the living and gives to the dead, for
blood that flows by her command is blood that she rules.
Shaping Rituals
Power from Blood: The sorcerer is a blood mage and the ability to draw power from blood is
something that has tainted her. When taking a shape sorcery action, she may draw on one
character within medium range that is bleeding (including herself), to add 1 additional milestone
to it. She may only tap a source of fresh blood once per Scene. Once per Scene she may drink
deeply of the blood of a sentient creature as it expires while performing a shape sorcery action
(requiring a flurry to do so), to add 2 milestones to it.
Crimson Pit Inundation: The blood mage dreams of the Pits and often tries to relive her
experience of purification. Once per Story, the sorcerer may bathe in the blood of the living,
acquiring (the Size of the battlegroup the individuals would have formed) milestones, which
last for the rest of the Story. Should these living be humans, she gains 2 additional milestones
and can add up to 2 of these milestones to a single shape sorcery action.
Blood-Drenched Art Invocation: There are no blood mages like those Anointed by Crimson,
who wields their blood with such poetic precision that the blood within themselves and others
urge to come out. Once per Scene, when the sorcerer stunts a shape sorcery action by using
blood in an artistic manner, she adds an additional milestone. Stunting her control spell in this
way does not count against the once per Scene limit.
Merits
Crimson Purification Prana (••• or •••••): The sorcerer renews her youth by bathing in the
blood of the living. Bathing in human blood returns the sorcerer to the prime of her youth and
fills her with unnatural vigor, granting her (Essence or 3) bonus dice to resist disease. This
lasts for one month, after which she returns to her true age. The 3-dot version of this Merit
does not actually slow down ageing and the blood bather will die of old age even if she dutifully
performs this ritual. The 5-dot version circumvents this issue, allowing the sorcerer to live long
beyond her appointed time so long as she does not miss a bath.
The blood of auspicious or powerful individuals can sustain the unnatural vigor granted by this
Merit for longer periods of time, causing sorcerer-queens to hunt for virgins, God-Blooded or
other salubrious prey.
Potent Blood (••): While all blood brings a rush of pleasure to the dead, the sorcerer’s is
particularly intoxicating; a sweet, thick smell that envelops the diseased in euphoria. While she
is bleeding, the sorcerer treats all ghosts as if they possessed a Minor Tie of desire towards
her. Her blood is especially nourishing to ghosts, doubling the amount of Essence they respire
when consuming it. This turns her blood into a potent bargaining chip, but also can bring
problems of its own as she becomes a tempting target.
Thirst for Crimson (••): The necromancer gains power from drinking the blood of the living.
Consuming one health level worth of blood counts as one meal of nourishment. The character
cannot be nourished by drinking her own blood, but she can easily live off the blood of others.
Bargain with Mara
You have met the demon Mara, the deer-footed creature of shadows who pursues lovers
marked by dark destinies and feeds them stolen souls. You may have met her as she
sojourned through Creation, or seen her lovely, wicked face in dreams—perhaps you even
summoned her yourself to make your bargain. Through cunning, charisma, or pleasing
offerings, you have made a pact with her, taking the power of the Shadow Lover for your own.
Shaping Rituals
Love’s Banquet: Like Mara herself, the sorcerer draws power from those who love her. The
Essence of their adoration is clay in her hands, taking form in her sorcery. Whenever she takes
a shape sorcery action while within medium range of a character with an unrequited Tie of love
(or a similar emotion) towards her, she may reap 1 additional milestone. Intimacies of Tier 1 or
2 characters can only be tapped once per day in this fashion, while the Intimacies of Tier 3+
characters can be tapped a number of times equal to the intensity of their Intimacy. The
sorcerer cannot benefit from this shaping ritual while she is in the presence of a character she
herself loves, as her own weakness precludes her from exploiting the vulnerability of others.
Soul Eater: When the sorcerer seduces and sleeps with a willing Tier 1 mortal, she may
choose to draw the soul out of his body, leaving it an inanimate husk that soon dies of
deprivation. The extracted soul lingers invisibly around her, tethered to her by umbral chains.
As a miscellaneous action, the sorcerer may consume a soul for power once per Scene,
gaining 2 automatic milestones that last until the end of the current Scene. Additionally, a
bound soul may be reflexively expended in place of a point of Willpower when paying the cost
of the sorcerer’s control spell, if said spell costs more than 1 Willpower. She cannot have more
than (Essence + Occult) souls bound to her at one time.
Shadow Weaver: The sorcerer draws power from shadow and darkness, weaving it into her
spells. Whenever she begins a scene in darkness or shadow heavy enough to qualify as
concealment for attempting stealth, she gains 1 milestone, which last until the end of the
Scene. Additionally, whenever she takes a shape sorcery action to shape a spell while in
stealth, she gains an additional milestone as long as the spell’s target is unaware of her. She
also receives these benefits while under the night sky during the new moon or Calibration,
even without being concealed.
Merits
Dark Paramour (••): Mara appears in the sorcerer’s dreams, feeding her with fragments of
stolen souls. Once per story, the sorcerer’s player may declare that she is visited by Mara in a
dream while sleeping. She does not recover Willpower from that sleep, but receives some
significant benefit determined by the Storyteller—tutelage in a new spell in a single night, an
additional milestone (as a shaping ritual effect) on all shape sorcery actions for the next day,
the service of a First Circle demon as a gift from Mara, or something similar. She also wakes
with a Minor Principle of “I take pleasure in death and suffering” or a positive Intimacy towards
Mara, or strengthens one such Intimacy if she already possesses it.
Mark of the Shadow Lover (••••): Mara has marked the sorcerer, taking one or more of her
own souls and rendering it down into a midnight-black tattoo that spirals around her chakras.
The sorcerer can see even in complete darkness as clear as day and adds 2 bonus dice to all
read intentions and social influence rolls while she and her target are enveloped by darkness.
She may unlock Evocations from these tattoos that allow her to manipulate or gain power from
shadows or darkness, alter her control spell to incorporate elements of darkness and
subversion, or manipulate or empower summoned demons, such as by turning them into living
shadows. Treat them as a resonant, 4-dot artifact for this purpose.
Flagellant Purification
The sorcerer has realized that no one is without sin. By stripping off her own sin like patches
of skin off her back, she has felt her own burden lessen and found purity from within. It is
through this act of self-reflection and self-infliction that she has uncovered the power of sorcery
- her dark thoughts manifested, waiting to be released.
Shaping Rituals
Spell-Scourge: The sorcerer finds purity through pain. Whenever she suffers a level of
damage, she acquires one milestone that lasts for the duration of the Scene. She may add up
to 2 milestones gained through suffering aggravated damage to a single shape sorcery action.
Purification Chant: The necromancer begins each day with an hour-long ceremony of painful
flagellation while chanting words of purification. The character may inflict as much damage to
herself as her player is willing. She gains 1 milestone for each level of lethal or aggravated
damaged inflicted upon herself, which last for the rest of the Story, up to a maximum of
(Stamina) milestones.
Pain is Enlightenment: While the sorcerer is at a -2 wound penalty, she adds 1 free milestone
to all shape sorcery actions. While the sorcerer is at a -4 wound penalty, she adds 2 free
milestones to all shape sorcery actions.
Merits
Ceremonial Sacrifice (•): Though blood sacrifices are a practice frowned upon by most, there
is no question about the power in blood. Should the flagellant cause a self-inflicted lethal wound
during a moment of prayer, she will reduce the difficulty of gaining that spirit’s attention by 1
Purity of the Devoted (•• or ••••): The flagellant casts away her sin and purifies her soul. The
2-dot version of this Merit allows her to ignore -1 wound penalties, the 4-dot version of this
Merit allows her to ignore -2 wound penalties as well.
From the Rectory of the Maw
Necromancy is not merely a power to be wielded, but an act of devotion. The practice of the
black arts is a hymn to Oblivion, poetics on the beauty of the Void. Those things that dwell
within the Labyrinth are not to be abhorred, but to be celebrated. The rectors have taught the
necromancer their hymns and she has practiced their liturgy. These books of prayer and
devotions to the Neverborn lay out a path of esoteric power, of self-flagellation, of sacrifice to
the end that comes for all. In giving her fears and weakness to Oblivion, she has attained
enlightened power over the dead.
Shaping Rituals
Hollow Soul Ecstasy: The necromancer creates an ecstatic bond between her prayers to
Oblivion and her necromantic spells, gaining 2 milestones towards a spell once per Scene after
using prayer or another grand performance to inspire an audience with feelings of nihilism or
devotion to the Neverborn. Both milestones granted by this shaping rituals can be used on a
single shape sorcery action.
Congregation of the Void: The adoration of the Neverborn among the flock gives strength to
its shepherds. Whenever the necromancer takes a shape sorcery action within medium range
of a character with a Tie of devotion to the Neverborn, she may reap 1 additional milestone
towards the completion of the spell. She can only tap each source of devotion once per day.
Satiate the Ever-Hungry Maw: When the necromancer’s followers give themselves to
Oblivion, there is a sublime power in their passing, a final exhalation of power that can be
seized. When the necromancer offers a mortal up to the Neverborn in sacrifice and kills him,
the necromancer may choose to catch his spirit as it flees his body and bind it to herself. As a
miscellaneous action, the necromancer may offer a soul up in effigy to the Neverborn once per
Scene, gaining 2 automatic milestones that last until the end of the current Scene. Additionally,
a bound soul may be reflexively expended in place of a point of Willpower when paying the
cost of the sorcerer’s control spell, if said spell costs more than 1 Willpower. She cannot have
more than (Essence + Occult) souls bound to her at one time.
Merits
Procession of Oblivion (••••): The presence of a cult to the Neverborn invigorates the act of
casting like few other things. The presence of at least a Size 1 group of worshippers of the
Neverborn invigorates the act of casting, granting one automatic success to spell effects such
as the attack roll for Flesh-Sloughing Wave.
Pact with an Ifrit Lord
The sorcerer has stood in the court of one of the ifrits or another elemental lord of fire. Beneath
the judgment of his burning eyes, she passed whatever test of righteousness he saw fit to
impose. The pact she struck lets her draw strength from the element of fire and shape its
destructive power to your will.
Shaping Rituals
Fueled by Flame: When the sorcerer takes a shape sorcery action, she may draw on any fire
within medium range to fuel her spell, adding 1 additional milestone towards the spell’s
completion. Doing so diminishes the fire in her vicinity, torches flicker and go out, while a large
bonfire may take two applications of this shaping ritual to be completely snuffed. A
Dragon-Blood of the Fire Aspect may draw on her own Anima with this shaping ritual,
decreasing its intensity by one step when doing so. The sorcerer cannot draw on the Anima of
Fire Aspects other than herself.
Glory in Smoke: The sorcerer’s patron offers her power in exchange for burnt offerings,
breathing in the smoke of her tribute and rewarding her with glory. One per Story, she may
make a ritualistic offering to her patron, receiving (Performance) milestones that last for the
rest of the Story and may be added to any spells she shapes. If her offering has significance
towards an Intimacy held by her patron or is otherwise especially valuable, she gains 1
additional Milestone and may add up to 2 milestones gained by this shaping ritual to individual
shape sorcery actions.
Fires of Passion: The sorcerer has learned to cultivate the flames of passion in her own heart,
using them to stoke the power of her spells. Whenever she would gain a point of Willpower
from upholding an Intimacy that represents a passionate emotion or fervent belief, she may
instead claim ([Essence/2] or 2) milestones. These milestones last until the next sunrise, and
can be spent towards any spell she casts. Additionally, she may shed a level of intensity from
such an Intimacy to channel its fire towards a spell she is shaping, adding 2 milestones towards
the completion of the spell on a successful shape sorcery action. She cannot tap an Intimacy
more than once per day this way.
Merits
Unburnt Majesty (•••): Having contracted with a lord of flame, the sorcerer commands the
fealty of lesser fires. The sorcerer ignores heat-based environmental hazards with an interval
longer than one minute and subtracts 1 from the difficulty to resist other heat-based hazards.
Against fire-based attacks she adds 1 die of Soak.
The Burning Name (••): With the utterance of her patron’s name, the sorcerer may call forth
flames, sending them streaming from her eyes, fingertips, or mouth. She might use this to light
a campfire or incinerate ropes that bind her hands, and can also use it as an attack, rolling
(Intelligence + Occult) to direct the flames, which are treated as a light mundane thrown
weapon.
Raksi’s Tutelage
Raksi trains Silver Pact students with a curriculum distilled from the greatest trove of sorcerous
knowledge in Creation, albeit one filtered through the lens of her own experiments and
experiences. Guiding them through study and critique of First Age texts, hallucinogen-induced
vision quests, and mystical trials, she reveals sorcery in all its gruesome splendor.
Shaping Rituals
Balancing on the Edge: Once per Story, after a Shape Sorcery roll, the sorcerer may propose
a twist or caveat for the spell being shaped — something that diminishes the spell’s effect or
her control over it but does not negate its purpose or function. A Death of Obsidian Butterflies
might veer from its course, inflicting collateral damage on bystanders as well as targeted foes;
her Peacock Shadow Eyes might continue to shine noticeably for hours after she’s cast the
spell. If the Storyteller accepts, she reflexively makes a second Shape Sorcery roll. If she used
a Charm to enhance the first roll, she applies the same benefits to the second one at no
additional cost — and, if she’s shaping her control spell, she likewise carries over the benefits
of all effects that enhanced her first roll.
Sigil-Skin Geometry: The sorcerer can mark her skin with carefully devised sigils and
formulae over several hours, binding her to one spell. She gains (Occult/2) free milestones,
which can only be spent on the bound spell. She may use 2 of those milestones on a single
shape sorcery action. She can only be bound to one spell at a time and can’t mark herself
more than once a day.
Terror-Relishing Art: Even the universe bends to its fear of the sorcerer. Once per Scene,
when she succeeds on a threaten roll or a roll to inspire fear against a nontrivial character, she
gains a milestone, which last until the scene ends. If she successfully influences a higher-
Essence character, she gains additional milestones equal to the difference in their Essence
ratings.
Merits
Scar-Strengthened Will (•••): Having endured the worst of Raksi’s mind-bending sorceries
unbroken, the sorcerer gains +1 Resolve against fear-based influence and against any social
influence conveyed through spells or sorcerous workings.
Sage of Three Circles (•••••): The sorcerer has studied the Book of Three Circles under Raksi,
and its eerie knowledge has taken root in her soul. Once per story, she may cast a spell she
does not know, although she must still meet its prerequisites. Thereafter, she may learn that
spell without requiring a mentor or source. The Storyteller may deem some spells aren’t
contained in the Book, primarily those newly invented by sorcerers of the Second Age.
Root Lore
There is a language in the world’s trees, herbs, and flowers, each teaching subtle lessons that
reveal Creation’s deepest mysteries. Not every herbalist and apothecary can divine these
secret lessons; initiation into sorcerous root-lore requires both slow, careful study of Creation’s
flora and a piercing insight into the truths behind them. Those who walk this path read secret
wisdom from the petals of flowers, and draw power from roots and herbs.
Shaping Rituals
Master Apothecary Enlightenment: Successfully introducing a fact about herbs, treating a
patient using herbal medicine or completing a basic or major crafting project to create a
medicine, drug, poison or similar compound from plants awards the sorcerer a milestone,
which last until the Story ends. The sorcerer can stock up to (Intelligence) milestones in this
way.
Sorcerer’s Harvest: When the sorcerer takes a Shape Sorcery action within medium range
of a prominent living plant, such as a tree, large hedge, or flower garden, she can draw a
milestone from it towards the spell. Each such source can only be tapped once per day. A
Dragon-Blood of the Wood Aspect may draw on her own Anima with this shaping ritual,
decreasing its intensity by one step when doing so and bypassing the once per day limitation.
The sorcerer cannot draw on the Anima of Wood Aspects other than herself.
Thousand Blossoms Arts: The sorcerer can spend a few hours foraging in the wilderness to
retrieve roots, herbs or flowers that will aid in her sorcery. Once per Scene, she may
incorporate a reagent into a spell, contributing a milestone towards it.
Merits
Greenfriend (••): The sorcerer is one with the flora of Creation and worlds beyond. Wood
elementals, sentient plants, and similar beings are treated as having a Minor Tie of affection
toward her, unless they have reason to be hostile towards her.
Ever-Blossoming Mastery (••): Once per day, when the sorcerer casts a spell that creates or
manipulates plants, wood, or associated spirits, its cost is lowered by 1 milestone. If it’s her
control spell, this does not count against the once per day limit.
Scarred by Nightmares
Perhaps the sorcerer was a child lost in the warped depths of the Wyld or a hero treading
where the logic of the world crumbles away. Perhaps she was already an initiated sorcerer,
wracked by maddening dreams or secrets best left unknown. However it happened, she saw
it. Something numinous, a forgotten god or primal monster that spanned the horizon, more
beautiful than anything she’s ever seen and more horrifying than anything she’s seen since.
She caught only a glimpse of this outer thing, but it has marked her. A sliver of the Wyld now
resides within the deepest dreaming parts of her mind, and the power of chaos serves her
sorcerous will.
Shaping Rituals
Nightmare Visions: When the sorcerer sleeps, her player may describe the strange visions
that haunt her. She recovers no Willpower from sleep, instead gaining (Occult/2) milestones.
These milestones last until she next sleeps. Once per Story, the sorcerer may describe how
the current situation was somehow symbolized by her dreams, doing so allows her to add 2
milestones gained by this shaping ritual onto a single shape sorcery action.
Eldritch Taboo: The sorcerer abides by an esoteric taboo or is victim to a delusional belief
inspired by the Wyld energies inside her mind, a Defining Derangement which cannot be
removed or altered (p. 168). If she works her delusions or taboo into the description of a stunt,
she gains 1 milestone. These milestones last until she next sleeps. If the Derangement causes
significant in-character hardship she gains (Integrity/2) milestones which last for the rest of the
Story.
Feast of Passion: The sorcerer may feed on emotional energies like the raksha, shaping the
passions of others through spellcraft. Once per Scene, when another character forms,
strengthens, or weakens an Intimacy that represents an emotional feeling, the sorcerer may
feed from it, gaining (fed upon character’s Tier/2) milestones. These milestones last for the
rest of the Story.
Merits
Child of Madness (••): The sorcerer is immune to the twisting power of the Wyld, and need
never fear mutation, delusion, or addiction from time spent in chaos. However, her Wyld affinity
makes her vulnerable to iron, causing her to take aggravated damage from weapons made of
it as though she were one of the raksha.
Miracles of Shadow and Chaos (••••): The sorcerer may warp the substance of chaos to her
will. She multiplies the speed at which she completes sorcerous working while in the Wyld, as
long as its effects do not affect anything currently within Creation. Bordermarches multiply the
speed by a factor or 2, Middlemarches by a factor of 4 and the Deep Wyld by a factor of 8. If
she wishes she may waive the experience cost of such workings and decrease the number of
Inspirations required for them by 1 (or by 2 at Essence 5+). Doing so however causes such
miracles to become unstable within Creation, causing them to fray and dissolve into the stuff
of dreams when they come into contact with Creation.
If a necromancer has attained this initiation by having her mind shattered by a chthonic
creature of the underworld, she may buy this Merit with regards to the Labyrinth instead,
increasing the speed at which she works within the Labyrinth by a factor of 5. A character can
in theory purchase this Merit twice to gain the benefit in regards to both Wyld and Labyrinth, if
she manages to suffer contact with numinous entities of below and beyond.
Simendor Sorcery
In a time now lost to history, House Simendor’s ancestors cavorted with spirits of sand and
shadow in the open desert — rogue gods and elementals who refused to bow to the Old Realm.
From this so-called Court of Nameless Gods, they learned the art of sorcery. Today, many
scions still honor their house’s traditions by initiating into sorcery under these spirits’ tutelage,
seeking out their hidden pleasure-sanctums.
Shaping Rituals
God Pacting: The sorcerer may bargain with spirits for portions of their power. Once per day,
the sorcerer may strike a pact with a willing spirit. Its player proposes an Intimacy for the
sorcerer to gain. If the sorcerer’s player accepts, the sorcerer gains that Intimacy at minor
intensity and (spirit’s Essence) milestones, which last for the rest of the day. If the Intimacy
she gained would be resisted by one of her Major or Defining Intimacies, she may spend 2 of
those milestones on a single shape sorcery action.
Wild Revel: Opulence and hedonism nourish the sorcerer’s soul. Once per Scene, when she
partakes in a gala, festival, night of drunken carousing, or other form of revelry, she gains
(Resource cost/2) milestones, which last until the end of the day.
Unbroken Spirit: Like the rogue gods she emulates, the sorcerer draws power from opposing
others’ will. Once per scene, when she successfully asserts her Resolve against social
influence or another effect, she gains (Integrity/2) milestones, which last until the Scene ends.
Merits
Hedonistic Affinity (•): The sorcerer exerts subtle charm over her fellow revelers. Anyone
who’s drunk, drug-impaired, or under a Psyche effect or magical social influence that causes
hedonistic pleasure is treated as having a minor Tie of friendship toward the sorcerer. Spirits
associated with alcohol, drugs, or revelry are treated as having a minor Tie of respect toward
her instead.
Living Bezoar (••): Revelry and magic have honed the sorcerer’s body. She takes no penalties
from recreational drugs and halves the penalties of all poisons.
Anything But Temptation (•): The sorcerer gains +2 Resolve against influence that would
require her to refrain from hedonistic indulgence, or against any Psyche effect or magical social
influence that diminishes her capacity to enjoy sensual pleasures.
Soul-Perfecting Elixir
Through study of the arts of alchemy and the bodily humors, the sorcerer brewed the
Soul-Perfecting Elixir, a draught that transformed her body into a living cauldron. Hers is a
sorcery rooted in the corporal, sustained by the balance of vital forces and the flow of Essence
along meridians. Through the consumption of alchemical catalysts and adherence to ascetic
practices, she maintains her body as a pure vessel through which sorcerous forces may be
channeled into the world.
Shaping Rituals
Liquid Catalyst: The sorcerer can brew a draught that catalyzes an upswell of power from
within. Drinking this potion is a miscellaneous action, allowing her to receive 2 milestones that
last for the rest of the Scene. She may only benefit from one draught each Scene, and the
balance of reagents to humors means the potion only benefits the sorcerer who brewed it. A
prepared draught retains its efficacy for about a week, meaning that even a large batch will
soon become dilute and powerless.
Ascetic Ascension: By abstaining from rich foods, drugs, sexual intercourse, and other
indulgences that compromise the balance of forces within her body, the sorcerer may draw
greater power from within. So long as she abides by this ascetic lifestyle, she receives 1
milestone after a night of sleep, increased to 2 if she suffers from deprivation penalties. These
milestones last until she next sleeps. Additionally, once per Story, she may spend a Scene in
meditation to unlock (Stamina/2) Milestones which last the duration of the Story. Compromising
the ascetic lifestyle of this shaping ritual causes the sorcerer to lose all motes granted by it,
and denies her its benefits for the remainder of the Story
Merits
Deep Breath Cultivation (Merit •••••): The humors governed by the element of air reside in
the lungs, nourishing the entire body with vital energies. As long as the sorcerer abides by an
ascetic lifestyle, she may completely refill her Essence pools with an hour of meditation and
adds 1 to the number of Essence points she recovers at the end of each Scene.
Flowing Intention Cultivation (Merit ••••): The humors governed by the element of water
gather in the kidneys, the corporal embodiment of the sorcerer’s perseverance and effort. As
long as she abides by an ascetic lifestyle, she may waive the Willpower cost to add a bonus
success to an action once per day.
Pure Heart Cultivation (Merit ••): The humors governed by the element of fire find their seat
in the heart, animating the body and bridging the boundary between flesh and mind as blood
flows from the heart to the brain. Once per day, when her Resolve is overcome by influence
that opposes an Intimacy based on temperance or abstinence, she may lower the Willpower
cost to resist it by one point.
Vital Focus Cultivation (Merit •••): The humors governed by the element of earth rest in the
spleen, the bodily fulcrum through which the mind’s intelligence permeates through the spirit.
Deprivation penalties and wound penalties do not apply to any mental actions that the sorcerer
takes, including shape sorcery actions.
Student of the Heptagram
Graduates of the Heptagram initiate into sorcery through many different paths. The following
is only the most common initiation. This initiation is well suited to simulate the practice of
sorcery through scholarly means and academic research and can apply to those who found
access to formalized tuition into sorcery or necromancy outside the Heptagram as well.
Shaping Rituals
Sorcerous Archives: Once per Story, the sorcerer may research arcane texts to gain (Lore)
milestones, that last until the Story ends. Access to a sorcerous library or mentor adds 1
additional milestone, or 2 for an especially comprehensive library or skilled mentor.
Sevenfold Art Invocation: The sorcerer channels Essence through esoteric formulae and
rigorously practiced mudras. Once per Scene, when she stunts the first shape sorcery roll of a
spell with invocations or mudras, she gains 1 additional milestone towards completing the spell.
Enhancing her control spell doesn’t count against this once-per-Scene limit.
Geomantic Mandala: The sorcerer channels Essence through elemental geomancy, gaining
1 additional milestone each turn she spends shaping a spell in an elementally aspected
demesne or manse. Once per Story, she may tap an elementally aspected hearthstone to
which she’s attuned to add gain 2 additional milestones (3 from a greater hearthstone) to a
single shape sorcery roll. Doing so renders that hearthstone defunct until the Story ends.
Merits
Eldritch Grimoire (••• or •••••): The sorcerer has access to an ancient volume containing
sorcerous knowledge from a lost age. She may learn new spells and shaping rituals by
studying this ancient tome, conferring with the animating intelligence of the crystalized
knowledge she holds or similar practices. Additionally, she gains access to one additional
control spell of the Terrestrial or Shadowlands Circle through the grimoire, though she only
benefits from any bonuses the control spell confers so long as she carries the grimoire and
uses it in her shape sorcery actions to cast the spell.
The 5-dot version of this Merit allows access to an additional control spell in the Celestial or
Labyrinth Circle in addition to the previous additional control spell.
Geomantic Prodigy (•••): Well-versed in sacred geometry and esoteric principles of
architecture, the sorcerer may attune to a demesne or manse with a Simple action and adds
(Essence or 3) dice to any roll to design, analyze, navigate or otherwise interact with manses,
demesnes and hearthstones.
Spirit Speaker (•): The sorcerer has been schooled in consorting with spirits and other magical
beings. When she rolls a social action against such beings or asserts Resolve or Guile against
them, she benefits from any Occult specialties in that type of being as though she had them in
the relevant social Ability.
Student of the Sixfold Insight
The Mandir of Sixfold Insight’s instructors utilize a variety of mind-bending methods to unlock
mystical insight. Students employ psychedelics and austerities to break down mental barriers,
and study spells trapped in memory crystals or the dreams of imprisoned raksha. By breaking
down their minds, they break down the walls that keep them from perceiving the full breadth
of sorcerous truth. Students who attend the Mandir leave it with strange tastes and
perspectives. They’re exotic, scarred figures who draw the fascination and wariness all
sorcerers inspire in Prasad.
Shaping Rituals
Enlightenment Through Adversity: Once per Scene, when the sorcerer stunts a Shape
Sorcery roll with a description of pain, hunger, emotional turmoil, or other immediate hardships,
she accrues an additional milestone. Enhancing a control spell doesn’t count against this
ritual’s once-per-Scene limit.
Truth Through Lies: The sorcerer grasps reality by confronting ignorance and illusion. Once
per Scene, when she introduces or challenges a fact or successfully asserts her Resolve, she
gains (Perception/3) milestones, which last until the Scene ends.
Clarity Through Discovery: Once per Story, when the sorcerer studies, researches, or
personally witnesses a wonder with which she’s unfamiliar, she gains (Occult) milestones,
which last until the Story ends.
Merits
Dream-Kin (•): Having partaken of fae strangeness, the sorcerer is marked by the Wyld. Fair
Folk and other fae are treated as having a Minor Tie of familiarity toward her.
Oneiromantic Soothsayer (••): Once per Story, after listening to a description of, or otherwise
observing, a character’s dreams, the sorcerer can introduce a fact about him or his immediate
circumstances without needing an applicable Lore background.
Lens of Austerity (•••): Penalties from wounds, deprivation, fatigue, poison, and other drugs
don’t apply to the sorcerer’s Perception-based rolls or Shape Sorcery rolls.
The Imbuement of the Ancestors
The sorcerer has learned 10,000 efficacious ways to make offerings and prayers to those
ancient ghosts, the Ancestors. They are the ones who watch over families and old shrines, the
ones who repay respect with good fortune and guidance. Or at the very least, she has learned
to pretend such respect. Through dedication and interaction, the ancestors have taught her
secrets that reside in their very spectral Essence, to reach out and touch the dead, to lead
them with power that few among them command. Empowered between life and death, her
power can be a mediator, bringing balance among them, or a ferryman, speeding others on
the path to glorious ancestry.
Shaping Rituals
Ancestral Beneficence: The sorcerer knows the holiest of rituals to offer goods to the
ancestors, burning grave offerings so that they may enjoy the plenty of the living in the land of
the dead. One per Story, she may make a ritualistic offering to one of her ancestors, receiving
(Performance) milestones that last for the rest of the Story and may be added to any spells
she shapes. If her offering has significance towards an Intimacy held by that ancestor or is
otherwise especially valuable, she gains 1 additional Milestone and may add up to 2 milestones
gained by this shaping ritual to individual shape sorcery actions.
Midnight-Soul Communion: The night is a time for contemplation and communion with the
Ancestors; it brings peace and shadows. The sorcerer may draw power from the night, weaving
it into her spells. When she performs a shape sorcery action at night, she gains one additional
milestone towards the completion of her spell. When she performs a shape sorcery action
within a temple dedicated to Ancestor ghosts and if at least one of those ghosts is present and
willing to lend her his strength, she adds 2 milestones to her shape sorcery actions instead.
Impassioned Appeal: It is the power of emotions which helps bind us to our Ancestors, and
the sorcerer knows how to call upon those bonds to grant her strength. Whenever she would
gain a point of Willpower from upholding an Intimacy that represents a strong emotional tie or
belief pertaining to the Ancestors, she may instead claim ([Essence/2] or 2) milestones. These
milestones last until the next sunset and can be spent towards any spell she casts. Additionally,
she may shed a level of intensity from such an Intimacy to burn it up as an offering to her
Ancestors, adding 2 milestones towards the completion of a spell on a successful shape
sorcery action. She cannot tap an Intimacy more than once per day this way.
Merits
Embraced by the Reaper: A sorcerer initiated into the Imbuement of Ancestors is rewarded
in death by her honoring of the ancestors. She becomes a ghost of at least Tier 2, with an
Essence rating equal to her own Essence at the time of her death. If she was initiated into
Necromancy, she remains initiated into the Shadowlands Circle of Necromancy and retains
access to all spells from that circle.
This special Merit has no dot rating and can be bought for free by anyone initiated into the
Imbuement of the Ancestors.
Haunted Heirloom (•••): The necromancer bears an heirloom passed down from her own
ancestors. This small object bears with it the will of her ancestors, their aggravations, and the
state of their rest. The heirloom works as an altar guiding the necromancer’s prayers to the
ears of her ancestors, allowing them to always hear her prayers as long as they are within the
Underworld or the same realm of existence as her and not magically isolated from such
appeals. She gains (Essence or 3) bonus dice on all social influence rolls attached to her
prayers. In addition, the necromancer feels that her ancestors are always with her. Once per
day, she can feel their approval or their disapproval based on an action she has taken that
day. This information is given to the player by the Storyteller. If she has her ancestors’
approval, the necromancer replenishes another point of Willpower for that night’s rest. If she
has their disapproval, she regains no Willpower at all that night.
The Jasmine Gems of Mishiko
The ghost of the Moon-Touched sorceress Mishiko often appears to her students in the twilight
minutes between day and night as a young girl shaped from moonfire. She’s tied to Creation
by a number of crystalline flowers that emerge unbidden from unexpected places — the
sepulcher of an ancient shaman; the site of a lengthy, difficult birth; the vista that inspired a
painter’s first work; a tree that once shaded a traveling sage. Each is a sorcerous relic as well
as a conduit to Mishiko. Gentle and astute, her wisdom comes in the form of poetry, parables
and uncomfortable truths, spurring students to explore and discover. Many young Lunars find
the gems gravitating towards them as if by fate, though elders speculate that some subtler
force is at work.
Each of the Jasmine Gems counts as a 3-dot artifact (if a character picks up this shaping ritual
at character creation they do not need to pay the cost for the artifact, it is covered by the cost
of the shaping ritual) and a sorcerer can awaken Evocations from it. These may allow greater
communion with Mishiko, or draw on themes of mystery, discovery, and questing to enhance
her sorcery.
Shaping Rituals
Remembrance of Mishiko: Once per day, the sorcerer may make an offering to Mishiko,
drawing (Resources value of her sacrifice/2) milestones from it, which last until the Story ends
or she makes another offering.
Sorcerer’s Quest: When the sorcerer learns of a place she must go to advance a major
character or story goal or succeeds on a Survival roll to navigate to such a place, she gains
one milestone, which lasts until the Story ends, up to a maximum of (Wits) milestones.
Twilight Koan: Mishiko appears at every dawn or dusk to pose a seemingly nonsensical
question or riddle to the sorcerer. The sorcerer’s player can stunt an action with a description
of her realizing an answer to this koan, gaining 2 milestones which last until the Scene ends.
Once she’s done so, she must wait until the next sunrise or sunset for Mishiko to pose a new
koan before she may do so again.
Merits
Cryptic Insights (••): Once per Story, the sorcerer may confer with Mishiko when she rolls to
introduce a fact, adding (higher of Essence or 3) automatic successes to her roll and waiving
the need for an applicable Lore background, drawing instead on the ghost’s poem-prophecies.
Wanasaan Exorcist
The Wanasaan exorcists awaken their sorcerous potential through ceremonial drowning in the
Silent Isle’s frozen spring, seeing the truth of the world on the threshold of life and death.
Shaping Rituals
Living Ancestor Reverence: The sorcerer draws empowerment from offerings of paper
effigies and other grave goods made to her ghost while she yet lives. The sorcerer may draw
(the offering’s Resources rating/2) milestones from such a sacrifice once per day. These
milestones vanish at sunrise.
Drowning in Mystery: Suspending herself in a basin or body of salt water, the sorcerer draws
power from the moment she stood on the verge of death. After an hour of submerged
meditation, she gains (Occult) milestones, lasting for the rest of the Story. If she performs this
ritual in a shadowland, demesne or other place of supernatural potency and liminal nature, she
gains an additional milestone and may add up to 2 milestones gained by this shaping ritual to
individual shape sorcery actions.
Drink Deep of Lethe: By compelling a ghost to abandon its unnatural existence and return to
the cycle of reincarnation, the sorcerer may breathe in the remnants of its Essence. After
incapacitating a ghost or similar shade or using social influence to convince it to pass on (a
life-defining task), she gains (the ghost’s Essence) milestones, which last for the rest of the
Story.
Merits
Eyes in Both Worlds (•••): The sorcerer lingered a little longer than most at the edge of death’s
marches during her initiation. She can perceive dematerialized ghosts as though they were
material.
Breath Without Air (•••): Having drowned once, the sorcerer is proof against it a second time.
She may breathe normally in water. Water Aspects ignore a single point of wound penalty
while submersed, shedding the weakness of the living.
Sorcery Spells
Terrestrial Circle
Combat
Blood Lash
Milestones: 1
Cost: -
Distortion: 2 milestones
Duration: Until dismissed
The sorcerer scourges her spirit with a masochistic invocation, forcing blood from her open
wounds to coalesce into a scarlet whip tipped with black barbs. The whip uses the traits of a
light artifact weapon. She halves wound penalties, rounded down, when attacking, grappling,
or parrying with it. The sorcerer may use her Occult Ability to calculate her attack dice pool and
parry value using this weapon. This spell deals one level of unpreventable lethal damage to
the caster, unless she has any non-bashing damage in her health track. When the sorcerer
incapacitates a human enemy with the blood lash, she heals one lethal or bashing health level.
A sorcerer with this as her control spell is covered with dark, prominent veins. She can control
any blood she sheds until it dries, causing it to move as she wills. Using the blood to assist in
actions provides exceptional equipment bonuses. The blood can rarely attempt rolls by itself,
but if the Storyteller deems it possible, the sorcerer rolls normally. This power has no range
limit, but the sorcerer’s senses aren’t extended through her blood.
Distortion (2 milestones): The blood lash congeals, inflicting bashing instead of lethal
damage.
Curtain of Quartz
Milestones: 3
Cost: 1 Willpower
Distortion: 2 milestones
Duration: One Scene
The sorcerer summons a sphere of shimmering crystal shards around her that bend light in
confusing way. This creates a -2-visibility penalty against all characters and actions taken
within close range of her. Characters within close range also take a -1 penalty to their Defense,
due to lack of vision. The sorcerer herself is immune to these penalties. All characters within
close range add 3 to their Defense and Soak against attacks made by projectiles or weapons
made from light, as the crystals diffuse their power.
A sorcerer who knows Curtain of Quartz as her control spell occasionally sheds glittering
shards of crystal the size of a grain of sand in her wake, creating a glittering trail wafting behind
her in the light of the sun. The visibility penalty of this spell increases to -3.
Distortion (2 milestones): Distorting the spell turns the dizzying lights of the spell on the
sorcerer, suppressing her immunity to its penalty.
Death of Obsidian Butterflies
Milestones: 4
Cost: 1 Essence and 1 Willpower
Distortion Milestones: -
Duration: Instant
Shaping essence into black glass, the sorcerer releases a storm of razor-sharp obsidian
butterflies. She rolls an undodgeable attack using the traits of a heavy artifact weapon with
(Perception or Wits + Occult) against all targets in a cone out to medium range, requiring no
aim action. The damage of this attack is lethal, against Battlegroups she adds (Essence or 3)
to the damage of the attack. The obsidian splinters this Charm leave behind may apply difficult
terrain or environmental hazards to characters without proper footwear.
A sorcerer who knows Death of Obsidian Butterflies as her control spell may reflexively turn
her fingernails into short claws of volcanic glass at will. These count as a light artifact weapon
compatible with Martial Arts styles that use claw strikes or claw-like weaponry. She may
develop Evocations for these claws as though they were a resonant 4-dot artifact.
Flight of the Brilliant Raptor
Milestones: 2
Cost: 1 Essence
Distortion: -
Duration: Instant
The sorcerer creates a construct of fiery essence and lets it soar towards her enemies. She
makes an unblockable attack against an enemy within medium range and all other characters
within close range of him, rolling (Perception or Wits + Occult). This special attack requires no
aim action and uses the traits of a heavy artifact weapon. If the attack deals 4+ post-Soak
damage against the primary target, the area out to close range from her target is engulfed in a
bonfire (damage 2L/turn, difficulty 5), which burns for the rest of the Scene.
A sorcerer who has Flight of the Brilliant Raptor as her control spell is immune to the spell’s
hazard, though she is not immune to any secondary fires started by it. If she deals 5+
post-Soak damage, increase the area of the bonfire to short range.
Flying Guillotine
Milestones: 1
Cost: -
Distortion: -
Duration: Instant
The sorcerer makes the Sign of the Hooded Headsman and conjures a barbed chain of black
metal. The Chain flies towards an enemy within medium range, requiring no aim action. It
avoids obstacles and thus ignores everything less than full cover. Once it hits its victim it tries
to wrap itself around his neck, rotating at high speeds and eating its way through his flesh to
decapitate him. She rolls (Perception or Wits + Occult) as an attack. This attack uses the traits
of a light artifact weapon. The chain disappears in a flash of silver Essence once the attack is
done.
A sorcerer who has Flying Guillotine as her control spell may summon the chain to her side as
a weapon with a draw/ready action. The chain counts as a light artifact weapon attuned to the
sorcerer. While the chain remains materialized in her hands in this way, she cannot use this
spell. She may develop Evocations for this weapon as if it was a resonant, 4-dot artifact.
Glacier’s Touch
Milestones: 3
Cost: -
Distortion: 2 milestones
Duration: One Scene
The air within medium becomes covered by a heavy mist, choking all who breathe it with
impossible, invasive chill. This is a cold-based environmental hazard with damage 2L/round,
difficulty 3. The sorcerer is immune to this hazard.
Tier 1 characters or a Tier 2+ character who suffers damage to their –4 health levels from this
spell freezes, transforming into a living ice statue. At the end of their next turn, the victim’s
hands and feet turn to ice, imposing -3 to all physical actions. The turn after that, their arms
and legs freeze solid, imposing -5 to all physical actions and making move actions impossible.
By the end of the third turn, only an ice sculpture remains. Charms that infuse someone directly
with life energy or vital Essence may counteract the effect. An ice statue can be returned to
life with a Terrestrial Circle working or an effect that can dispel a Terrestrial Circle spell. If the
statue is shattered or melts, the target is killed. Otherwise he is placed into a mystical stasis
until he recovers.
A sorcerer who knows Glacial Touch as her control spell is immune to cold-based
environmental hazards with an interval of one minute or longer. If she is a Tier 3+ character,
she may once per day spend 1 Essence when touching a Tier 1 character to begin the process
of transforming him into a living ice statue.
Distortion (2 milestones): Distorting the spell lessens its bite, the damage of the hazard is
reduced to 1B/round and it does not turn victims into ice statues.
Impervious Sphere of Water
Milestones: 3
Cost: -
Distortion: 4 milestones
Duration: One Scene
Water streams from the sorcerer’s outstretched palms, twisting and coiling like flowing
serpents into a dome that encompasses her and her allies. The dome extends out to short
range from the sorcerer, although those within find that they can breathe the water as easily
as air. While the dome is translucent, its surface provides full cover to those within it against
attacks from without, and vice versa. Moving into or out of the dome requires a (Strength +
Athletics) roll at a difficulty of (Intelligence). If the sorcerer takes a move action, this spell ends
after two rounds. Taking any other non-reflexive action collapses the sphere at the end of the
current round. Once the spell ends, the sphere collapses, and can be collected to drink. This
spell can only be used once per Scene.
A sorcerer with this as her control spell can take move actions without ending this spell. The
sphere moves with her, although it doesn’t drag those within its area along with it, flowing
around them without friction.
Distortion (4 milestones): Distorting this spell strips the water of its breathability, causing
those within the dome to begin drowning.
Internal Flame
Milestones: 3
Cost: 1 Essence
Distortion: 2 milestones
Duration: (Essence or 3) turns
The sorcerer makes the Mudra of Molten Earth at any creature within medium range, sending
streamers of grey and crimson Essence towards him. They seep past armor and clothing to
enter his body. She rolls (Perception or Wits + Occult) as an unblockable attack against her
opponent. If she succeeds, she deals no damage, but turns his bone’s marrow into molten
lava, resulting in an environmental hazard with damage (Essence/3)L, difficulty ([Essence + 2]
or 4). The hazard has an interval of one turn and lasts for (Essence or 3) turns. While this spell
is active, the target increases his wound penalty by 2. Tier 1 targets cannot resist this hazard
and even if they manage to survive the whole duration of this spell’s hazard die after a week
or two, unless they receive supernatural healing.
The marrow of a sorcerer who knows Internal Flame as her control spell is burning. This is
neither hazardous nor uncomfortable to her and causes her body to be very hot at all times,
as if she had a fever. She ignores mundane heat- or cold-based hazards with an interval of a
minute or longer and adds (Essence or 3) to her rolls to resist any other cold- or heat-based
hazards.
Distortion (2 milestones): Distorting this spell eases the process of resisting its destructive
power, decreasing the difficulty of the hazard to (caster’s Essence).
Invulnerable Skin of Bronze
Milestones: 3
Cost: -
Distortion: 1+ milestones
Duration: One day
The sorcerer hardens her skin with Essence, giving it the sheen and resilience of bronze, while
remaining the flexibility of flesh. She counts as wearing heavy artifact armor and her weight
increases dramatically for the duration of this spell.
A sorcerer who knows Invulnerable Skin of Bronze as her control spell develops a bronze tint
to her skin and may develop Evocations for the armor granted by this spell as though it was a
resonant, 4-dot artifact and unlocks the first of these for free.
Distortion (1+ milestones): For every milestone achieved on the distortion of this spell apply
add one to the mobility penalty of Invulnerable Skin of Bronze, to a maximum of -4.
Personal Tempest
Milestones: 3
Cost: 1 Willpower
Distortion: 3
Duration: One Scene
The sorcerer performs the Five Winds Nexus Gesture and surrounds herself in a mantle of
strong winds. She is considered to benefit from heavy cover against all ranged attack using
physical projectiles.
A sorcerer who knows Personal Tempest as her control spell has greater control over it,
allowing her to extend its range out to close or short range and grant its protection to all people
within against characters outside.
Distortion (3 milestones): The protection of Personal Tempest is decreased to light cover
and the caster treats its wind as difficult terrain.
Spirit Sword
Milestones: 1
Cost: -
Distortion: 4 milestones
Duration: One Scene
The sorcerer performs the Sword-God Mudra, a sacred hand-sign the gods make over
weapons blessed with the touch of a numinous being. She forges a shard of her own soul into
a blade that shines with a thousand hues and rings like a bell when it strikes iron. The
appearance of the blade tells much about the caster’s nature and personality, imposing a -2
penalty on her Guile against read intentions actions while she wields it. The blade remains for
the rest of the Scene.
The blade is treated as a light or heavy artifact weapon (caster’s choice). While a blade is the
most common form this spell takes, variants of it summon other weapons. Born from her own
spirit, the weapon is capable of striking dematerialized entities. The sorcerer may use her
Occult Ability to calculate her attack dice pool and parry value using this weapon.
A sorcerer who knows Spirit Sword as her control spell may reflexively take a shape sorcery
action to cast this spell when she joins battle. She may develop Evocations for the Spirit Sword
as though it was a resonant, 4-dot artifact.
Distortion (4 milestones): Distorting the spell blunts the sword’s keen edge, reducing its traits
to that of a mundane light or heavy weapon.
Sprouting Shackles of Doom
Milestones: 2
Cost: -
Distortion: -
Duration: One grapple
The sorcerer animates plant life with an imperious gesture, causing it to raise up and restrain
her enemy. Upon successfully casting this spell she rolls (Wits + Occult) with (Essence) bonus
dice as a grapple gambit against an enemy within medium range. Her enemy is grappled by
nearby plant life controlled by the sorcerer. This is handled as a regular grapple, with the
following exceptions. The sorcerer rolls (Wits + Occult) in the opposed control roll of the
grapple. She must maintain concentrated on the grapple to maintain it, but she is not herself
part of the grapple and thus not a valid target for actions like close combat attacks by the other
character in the grapple.
A sorcerer who knows Sprouting Shackles of Doom as her control spell can imbue the
animated plants with a measure of autonomy. By spending an additional point of Willpower
when casting the spell, the plants can grapple her enemy without requiring her active
concentration, allowing her to perform other actions. The plants use her (Wits + Occult) to
maintain control of the grapple and can only restrain their opponent on a success.
Sting of the Ice Hornet
Milestones: 2
Cost: 1 Essence
Distortion: -
Duration: Instant
A cloud of grey mist surrounds the sorcerer as she speaks the Word of Sudden Frost,
crystalizing a swarm of ice shards and sending them to pierce a foe within medium range. She
rolls (Perception or Wits + Occult) as a special undodgeable attack against a foe within medium
range, requiring no aim action and using the traits of a light artifact weapon. She adds 2 to the
attack’s damage.
A sorcerer who knows Sting of the Ice Hornet as her control spell is permanently imbued with
a supernatural chill and faint mist often forms around her feet. She is immune to mundane
environmental hazards based on heat or cold with an interval of a minute of longer and gains
(Essence or 3) bonus dice to resist all other cold- or heat-based environmental hazards.
Thunder Wolf Howl
Milestones: 1
Cost: -
Distortion: -
Duration: Instant
White winds swirl around the sorcerer as she draws forth the ancient echo of a slain
behemoth’s death-howl. The sorcerer designates a point within medium range as the center
of a deafening thunderclap that extends out to short range from that point. Characters caught
within it are exposed to a one-time environmental hazard with damage 3B and difficulty
([Essence + 2] or 4). Characters damaged by the hazard are deafened for the rest of the Scene.
This spell may only be used once per Scene.
A sorcerer with this as her control spell increases the difficulty and damage of this spell’s
hazard by 1 each. When overcome with strong emotion, her voice booms and echoes like the
peal of distant thunder.
Virtuous Guardian of Flame
Milestones: 3
Cost: 1 Essence
Distortion: 3 or 4 milestones
Duration: One day
The sorcerer draws a flaming sword from her own heart, shaping a fiery sentinel to keep vigil
over her. As she completes the spell, the burning blade collapses into a will-o’-the-wisp no
larger than a torchlight — the sorcerer may conceal the Virtuous Guardian of Flame by
commanding it to rest within an existing lit lantern or torch she carries. Should she be attacked,
the wisp flares back into sword shape to fend off her enemy, protecting her as per the defend
other action. This spell can only be cast once per day. The guardian is a Tier 2 character, has
a Parry of (Intelligence + 1) and (Essence + Intelligence) Health Levels. It is immune to wound
penalties. It acts on the same Initiative as the sorcerer, the only action it takes is a defend other
action towards its summoner. It cannot be moved away farther than close range from its
summoner without destroying or usurping it. Its defend other action offers no protection from
unblockable or unexpected attacks.
A sorcerer who knows Virtuous Guardian of Flame as her control spell may awaken Evocations
from it as though it was a resonant, 4-dot artifact, unlocking the first of such for free.
Distortion (3 or 4 milestones): Distorting this spell lulls the guardian back to sleep, causing
the spell’s effects to be suppressed for the duration of the Scene. Alternatively, by completing
4 milestones to distort this spell, the distorting caster can usurp the Virtuous Guardian of
Flame, causing it to defend him for the rest of the Scene instead of its summoner.
White Heavens Flash
Milestones: 2
Cost: -
Distortion: -
Duration: Instant
The sorcerer gathers blazing white Essence in her hand and releases it in a flash of white
lightning through her index finger. She rolls (Dexterity or Wits + Occult) as an attack using the
traits of a heavy artifact weapon against an enemy within close range, adding 2 to the attack’s
damage.
A sorcerer who knows White Heavens Flash as her control spell fires a flash of such intensity
that it pierces her target, applying the effects of the attack to another character within a straight
line behind him if she so wishes.
Wood Dragon’s Claw
Milestones: 1
Cost: -
Distortion: 5 milestones
Duration: Until dismissed
The sorcerer transforms her hands into huge, gnarled claws of thorny oak, like those of the
majestic elemental dragons of wood. Slashing with these claws uses the traits of a light artifact
weapon. They are compatible with Martial Arts styles that use claw-type weapons or rending
strikes, such as Tiger style. They render the sorcerer’s hands incapable of fine manipulation
such as writing, wielding a weapon, or turning a doorknob.
A sorcerer who knows Wood Dragon’s Claw as her control spell may reflexively take a shape
sorcery action to cast this spell when she joins battle. She may develop Evocations for the
claws as though they were a resonant, 4-dot artifact.
Distortion (5 milestones): Distorting the Wood Dragon’s Claws causes them to begin growing
wildly, engulfing the enemy sorcerer’s arms in a tangle of twisting roots. The sorcerer cannot
take any actions that require the use of her arms, including attacking, until she has succeeded
on an extended (Strength + Athletics) roll at difficult 3 or a single Strength 5+, difficulty 7 feat
of strength that cannot be placed in a flurry. The spell cannot be dismissed while it is distorted,
but automatically ends at the end of the Scene should she fail to break free.
Communication
Commanding Presence of Fire
Milestones: 5
Cost: 1 Essence
Distortion: 4 milestones
Duration: Instant
The sorcerer creates a giant projection of herself wreathed in heatless flame at her own
location. The projection is dozens of feet tall and can easily be seen for miles. The projection
lasts long enough to perform one social influence action with the projection’s thunderous voice,
which can be heard for seven miles out from her location.
A sorcerer who knows Commanding Presence of Fire as her control spell always gives off a
slight feeling of heat and her voice rises dramatically in volume when she is impassioned. She
can always make herself clearly understood even in the greatest of storms or other tumultuous
environments and adds 1 bonus die to all rolls to intimidate or threaten other characters.
Distortion (4 milestones): Distorting the spell causes its flames to roar loud enough to
obfuscate the caster’s words, imposing a penalty of (the distorting sorcerer’s Essence or 3) on
any social influence delivered through Commanding Presence of Fire.
Emphatic Wind
Milestones: 1
Cost: -
Distortion: -
Duration: Instant
The sorcerer imposes an instant’s worth of sensory impressions, thought or emotion on a
passing gust of wind and sends it to a target within (Essence x 50) miles. Within a minute the
wind reaches its target, conveying the encoded information. The target may experience them
in full for one action or just reflexively take heed of the information, his choice. Especially
powerful emotions may convey an inspire action, in which the sorcerer rolls (Charisma +
Presence) with (Essence) bonus dice.
A sorcerer who knows Emphatic Wind as her control spell can use it to create a telepathic
connection between herself and her target. For up to (Essence) minutes the two may freely
exchange sensory impressions, thought and emotion. The target instinctively knows what is
happening when he gets the “invitation” and may accept or decline telepathic contact
reflexively. This version of the spell costs an additional point of Willpower to perform.
Infallible Messenger
Milestones: 1
Cost: 1 Willpower
Distortion: -
Duration: Instant
The sorcerer shapes a small, six-winged messenger spirit to convey her words to another
character. The spirit flies with immense speed, capable of crossing hundreds of miles
in an hour or all Creation in less than a day—only the boundaries between realms of existence
will stop it from delivering its missive. Upon arrival, the cherub is visible and audible only to its
intended target, to whom it can deliver a message of up to five minutes in length before
dissipating. Characters with supernatural senses can try to listen in on the message with a
difficulty (5 + Essence) roll. Sorcerers can convey social influence through the Infallible
Messenger, but cannot normally use their Charms to enhance the roll.
A sorcerer who knows Infallible Messenger as her control spell may pay an additional point of
Willpower to project her senses through the cherub’s own, allowing her to use Awareness and
Investigation Charms while delivering the missive. Having this spell as her control will also
cause a number of tells to begin manifesting in the sorcerer’s vicinity, even when the spell has
not been cast. It may appear in murals or paintings that she owns, carven amongst the
gargoyles of her residence, or briefly fluttering in the periphery of a mirror’s reflection.
Spoke the Wooden Face
Milestones: 1
Cost: 0
Distortion: 1 milestone
Duration: One Scene
Closing her eyes and entering a trance, the sorcerer projects her awareness into a tree that
bears her visage. To use this spell, the sorcerer must have first carved a life-sized likeness of
her face into the bark of a living tree, a basic Craft (Woodworking) project with difficulty 1.
Casting this spell lets her perceive and speak through the face, regardless of distance. She
may make Perception-based rolls from its vantage or make influence rolls as she speaks
through it, but cannot enhance her actions with Charms. While using this spell, she can’t sense
anything through her own body nor take actions with it, unless she chooses to end it
prematurely. Taking damage automatically ends this spell.
While the sorcerer isn’t speaking, her projected presence can’t be detected without the use of
magic. A character who knows or suspects that a tree has been marked for use with this spell
may destroy the carved visage to render it unusable. This usually doesn’t require a roll, unless
the tree has been reinforced with other magic.
A sorcerer with this as her control spell may simultaneously project herself into up to
(Perception) separate wooden faces, seeing and speaking through all of them simultaneously.
Once per Story, she may spend 1 Essence to step into the face, her former body collapsing
into a pile of rotting leaves while she is reborn from the tree previously bearing her face. She
can only do so if she was within (Essence x 3) miles of the tree and cannot do so while battle
is joined.
Distortion (1 milestone): To distort this spell, a sorcerer must be within short range of the
tree, not the sorcerer. Distortion renders the wooden face blind, deaf, and mute, plunging the
casting sorcerer into sensory isolation that causes her to lose one Willpower.
Social
Curse of Slavish Humility
Milestones: 3
Cost: -
Distortion: 2 milestones
Duration: One Scene
The sorcerer subjugates her opponents through supernatural might. She rolls (Manipulation +
Occult) against the Resolve, modified by applicable Intimacies, of a target within short range.
She adds automatic successes to the roll equal to the difference in their Tier, if she is of a
higher Tier. On a success, the target must fall on his knees or throw himself at her feet, using
up his action for the turn in combat and rendering him prone. Afterwards he feels a strong
compulsion to worship and appease the sorcerer for the rest of the Scene, which can be
exploited as a Major Intimacy by social influence. A target can resist this influence by spending
[Essence/2, minimum 1] points Willpower and citing a Major Intimacy in a Decision Point. This
spell can only be used on the same target once per day.
A sorcerer who knows Curse of Slavish Humility as her control spell radiates authority and
inspires devotion, causing the weak-minded (Willpower of 3 or lower) to treat her as if they
possessed a Minor Tie of slavish devotion towards her while in her presence. When a character
resists this spell by spending Willpower and entering a Decision Point he still is forced to his
knees, though he resists the compulsion.
Distortion (2 milestones): Distorting the spell turns devotion into twisted obsession. The
target still feels the need to please and worship the sorcerer, but does so as he thinks best,
paying little heed to her words or actual needs.
Peacock Shadow Eyes
Milestones: 2
Cost: 1 Willpower
Distortion: 2 milestones
Duration: One Scene
The sorcerer’s eyes blaze with many-colored flames that enrapture and entrance. She rolls
(Appearance or Manipulation + Occult) against the Resolve of a character within close range.
Success induces a trance, imposing a -2 Resolve penalty on him. He can still act, but retains
no memories of time spent in this trance, rationalizing any social influence used on him during
this time as his own thoughts and emotions. Attacking or otherwise harming him shatters the
trance. Blind or eyeless characters are immune to this spell.
If a character’s suppressed memories would endanger a Major or Defining Intimacy — e.g., if
the sorcerer revealed the existence of an imminent threat to such an Intimacy during a trance
— he may spend two Willpower to resist, reclaiming his memories. Any social influence used
on him during the trance remains in place.
This spell is subtle but noticeable; onlookers with Resolve higher than the sorcerer’s roll —
including her victim, if she fails — can roll (Perception + Occult) opposing it. Success lets them
recognize she’s employed some form of supernatural power; otherwise, they dismiss it as a
trick of the light.
The irises of a sorcerer with this as her control spell are alive with luminous shifting colors. She
treats her Appearance as one higher on influence rolls to inspire fascination with herself or any
influence rolls against characters affected by this spell, but suffers a –2 penalty on disguise
rolls.
Distortion (2 milestones): If the trance is distorted in the Scene this spell was used, the target
experiences cryptic flashbacks of the suppressed scene. After (6 – Integrity) days, he can
spend Willpower to resist, as above, in the absence of a threat to his Intimacies.
Silent Words of Dreams and Nightmares
Milestones: Ritual
Cost: 2 Willpower
Distortion: -
Duration: One dream
Staring into a polished mirror, still pond, or other reflective surface, the sorcerer brandishes a
scrap of clothing, lock of hair, or similar arcane link to another character, using it to gain power
over that person’s dreams. The next time the target sleeps, he experiences an especially vivid
and memorable dream created by the sorcerer. She may roll (Manipulation + Occult) against
the target’s Resolve to instill, inspire or persuade the dreamer. This influence cannot be tied
back to her as it is conveyed through the dream (unless she structures the dream in a way that
makes clear what is happening). A perfect Resolve rejects the dream completely, though this
does not impart the character with the knowledge that he was targeted by a spell. The arcane
link to the dreamer is burnt to a fine white ash upon his waking, requiring the sorcerer to procure
another before she can cast this spell on him again.
A sorcerer who knows Silent Words of Dreams and Nightmares as her control spell may cast
it without needing a link to her target, so long as she has interacted with him in person
previously. Once she has done so, she must meet with him once more before she can cast
this spell without a link again.
Subtlety
Assassin’s Fatal Touch
Milestones: 3
Cost: 1 Willpower
Distortion: 2 milestones
Duration: One day
The sorcerer’s touch spells doom. After casting this spell, the first person she touches is
inflicted with a dose of the Fatal Touch poison. The effects of the poison are delayed by one
hour, after that the victim begins to wither away over the course of hours.
Fatal Touch: 1A/hour, (Intelligence + 1) hours, -3 penalty; Tier 1-2 characters cannot roll to
resist this poison without magical help and mundane treatment cannot ease or cure this poison.
A sorcerer who knows Assassin’s Fatal Touch as her control spell becomes immune to all
mundane poisons.
Distortion (2 milestones): Distorting this spell applies the Fatal Touch poison to the sorcerer
if she does not transfer it to another character within (Essence) rounds of the spell being
distorted.
Corrupted Words
Milestones: 3
Cost: 1 Willpower
Distortion: 3 milestones
Duration: Indefinite
The sorcerer speaks words that bind the tongue—she evokes a seething, bilious mass of green
Essence between her hands and casts it down the throat of a victim within short range, where
it dissolves into a ward that censors that character’s mind. The sorcerer rolls (Intelligence +
Occult) against the victim’s Resolve to bind his will. If she succeeds, she forbids the victim from
speaking of a single subject, which may be as specific as “The letters I secretly send to the All-
Seeing Eye at the end of every month” or as broad as “The existence of Sidereal Exalted.”
A cursed character feels waves of nausea if he even thinks of trying to communicate anything
about the topic. If he tries to do so despite this warning, he becomes overwhelmed with
wracking pain and begins vomiting up dozens of fat, white maggots, rendering that action or
any other impossible for at least a turn. This applies to all forms of communication—speaking,
writing, telepathy, or any desperate signals the victim tries to use to circumvent the restriction
of this curse—and persists until the cursed character ceases trying to violate the ban. This
spell may be ended by the sorcerer’s death or may be willingly released, as the sorcerer
reaches a hand down the victim’s mouth and recites the last word of this spell backwards to
extract a slimy egg-sac full of squirming larvae that is the physical embodiment of this curse.
A sorcerer who knows Corrupted Words as her control spell may cast it with no obvious display
of magical intervention, leaving her victim uncertain as to the affliction’s source.
Distortion (3 milestones): Distorting this curse makes it possible for the victim to speak
around the forbidden subject matter for five minutes. He must speak using circumlocutions,
flowery metaphors, or cryptic symbolism to communicate the broad gist of the topic, and cannot
go into any level of detail beyond the most superficial. This does not avert the inevitable tide
of maggots, but gives the victim enough time to speak before he must disgorge them.
Disguise of the New Face
Milestones: Ritual
Cost: 1 Willpower
Distortion: 2 milestones
Duration: Until ended
This spell weaves an illusion that makes the target look like someone else. It transforms not
just the target’s appearance, but his voice, mannerisms and even anima. The sorcerer ties
threads of Essence around the target in an occult knot-pattern that hides the self. The process
takes ten minutes to complete. If the target remains standing and immobile the disguise may
be applied, but it becomes impossible if he does not, though the sorcerer may weave the spell
upon herself as long as she stands in place. The sorcerer makes a disguise roll using
(Intelligence + Occult). She may change her target’s race, gender, age, voice and accent, she
can alter his size, she can even change his scent. The disguise attempt ignores all penalties
to modify the appearance of the target. While the disguise may permit the target to appear
inhuman, it is only an illusion, and some illusions that are significantly removed from the
target’s own size may not be possible at Storyteller’s discretion. The disguise created by this
spell may be pierced as normal. The spell lasts until the disguise is pierced, the target chooses
to remove it (which requires a miscellaneous action) or when the sorcerer dispels it, requiring
line of sight and a reflexive action.
A sorcerer who possesses Disguise of the New Face as her control spell has mastered the art
of mystical disguise. The illusion created by the spell may not be pierced by mundane senses,
though superhuman senses such as those possessed by animals and senses heightened to
supernatural levels by Charms may enter into a roll-off against the spell. Powers that pierce
illusions or perfectly contest disguises succeed against this spell without need for a roll-off.
The sorcerer’s features seem unremarkable, as if she looked like a thousand other people at
once.
Distortion (2 milestones): Distorting a Disguise of the New Face cause disguise to fail in
strange ways. This halves the successes on the roll to establish the disguise and removes the
control spell effect.
Dirge of Shadows
Milestones: Ritual
Cost: 1 Willpower
Distortion: 3 milestones
Duration: Until sunrise
Through this ritual, the sorcerer may use her power to call another character’s shadow from
him and use it against him. The sorcerer must utilize an arcane link to the character in order
to gain power over his shadow. The ritual is begun at midnight and lasts until the moon has
set during which time the sorcerer boils a liquid medium like a pot of pitch or ink-black water
and spreads it into a binding symbol. She then must walk the edge of the symbol
counterclockwise, chanting the name of her target in a dirge for his shadow that must be
repeated fifty-five times. The sorcerer makes an (Intelligence + Occult) roll against the victim’s
Resolve in order to overcome his will and steal his shadow. On a success, his shadow is taken.
Regardless of success and what is done with the shadow, the arcane link fades and crumbles
to dust when the sun rises.
When the shadow of the victim is torn from his body, it travels over land and sea to reach the
sorcerer. The shadow moves at unfathomable speed and arrives before the sorcerer when the
final chant is complete. She may then access the shadow until the sun rises. The sorcerer may
destroy the trapped shadow with the light of the rising sun, burning away its substance to curse
her victim. The destruction of the shadow inflicts excruciating pain on the victim, who for the
rest of the week suffers a -3 penalty to all actions from pain and infirmity, as well as a -1 penalty
to Defense. The pain fades after one week, though the shadow takes a full month to grow back
to its full size and darkness. Alternatively, the sorcerer may use the shadow as a messenger,
clearly dictating a message that the shadow will then return with to its host. When the shadow
reattaches itself to the victim, only he will hear the sorcerer’s message clearly. This message
may be a social influence action, which resolves as if the sorcerer were present with the victim.
A sorcerer who knows Dirge of Shadows as her control spell can speak the secret language
of shadows, asking them questions which they must answer truthfully. The sorcerer may
interrogate the shadow about the activities of its host over the last lunar month. It knows what
a shadow knows, by the shape it takes and what light casts it. The shadow may describe its
host wielding a sword near a bonfire a week ago, or how it coiled in the embrace of another
last night, between two golden lanterns. The shadow may answer a number of questions equal
to (Essence). If the sorcerer makes use of this function, she may still send the shadow back to
the victim with a message at the end of her interrogation. Shadows flee from the sorcerer’s
presence and lean away from her regardless of where the light which casts them originates.
Distortion (3 milestones): Distorting Dirge of Shadows lowers the wound penalty to -1. A
shadow destroyed will still take time to grow back, but the pain is lessened.
Mirror of Bending Light
Milestones: 2
Cost: -
Distortion: 2 milestone
Duration: One Scene
The sorcerer summons a warding barrier around her, bending the light itself to mirror her
surroundings and gain a measure of temporary invisibility, concealing her and up to four other
allies within close range of her from sight. Upon casting the spell, the sorcerer must roll (Wits
+ Occult) to conceal herself within the illusion for the Scene. Attempts to pierce the illusion
using vision must overcome a difficulty equal her successes to see through it. This spell does
not make the sorcerer invisible to the eye, but instead conceals her within illusions of her
current surroundings. When hidden within a hallway, it simply appears empty, while in a crowd,
the enemy has an impression of people, unable to distinguish the sorcerer among them; in a
forest, they see nothing but trees and the surrounding greenery. If anyone within the illusion is
attacked, attacks an enemy or steps beyond its concealing effect, the spell’s effects come to
an end.
A sorcerer who knows Mirror of Bending Light as her control spell may bend the light to create
a false impression. She may, in addition to concealing herself, project a false illusion of what
is present at her location, such as a group of armed soldiers, or a deadly pit, or a wild animal.
The sorcerer often appears in nearby mirrors, even when it would be impossible to see her
through them relative to where she is standing.
Distortion (2 milestones): A sorcerer who distorts the illusion lowers the difficulty to pierce it
by 3, as the illusion begins to fail, portions of it cracking like glass to reveal those concealed
within.
Mists of Eventide
Milestones: 3
Cost: 1 Willpower
Distortion: 1 milestone
Duration: Instant
The sorcerer lulls the Essence of air into sleep, transforming it into an opalescent fog of
slumber. Mists of Eventide creates a cloud centered on a point out to medium range from the,
spreading to engulf all characters within short range of the center. Each round that a character
breathes or has her skin exposed to the mist must resist its poison. This poison has damage
1B/round, duration 6 rounds and a -3 penalty. Those who incapacitated during its duration fall
into a magical slumber, rendered comatose for the rest of the day. Tier 1 characters who do
not roll at least 2 successes on their resistance roll are instantly rendered comatose. Mists of
Eventide can only be cast once per Scene.
A sorcerer who knows Mists of Eventide as his control spell can control the dreams of anyone
who sleeps within his mists, causing them not only to dream what he commands, but to
physically act out those dreams while sleepwalking. They can even be forced to battle their
allies. Controlling someone in this fashion costs one point of Willpower per individual.
Sorcerers with Mists of Eventide as their control spell sleep fitfully with their eyes wide open
unless surrounded by the mist.
Distortion (1 milestone): The distorting sorcerer may wake a character rendered comatose
by this spell or halve the remaining duration of its poison a character suffers.
Sculpted Seafoam Eidolon
Milestones: 2
Cost: 1 Willpower
Distortion: 2 milestones
Duration: One day
The sorcerer shapes foam and aqueous reflections into a simulacrum of reality. From nothing,
she may create a lifelike, convincing water-replica of a person, an animal up to the size of a
horse, or an object up to the size of a wagon. She rolls (Manipulation + Occult) to determine
the quality of the illusion. The illusion performs lifelike motions, is capable of simple speech,
and has scent, body heat, and other sensory qualia, though it’s not capable of taking actions
that require rolls. While the sorcerer is present, she may direct the illusion’s behavior; if she
goes further than long range from it, it reverts to a default pattern of behavior that is realistic
but uncomplicated.
A character within short range can roll (Perception + Awareness) opposing the sorcerer’s initial
roll to realize its illusory nature. Touching the eidolon’s water-sculpted surface grants 3 bonus
dice on this roll. A character who speaks with the eidolon may realize it’s illusory by reading its
intentions, opposing the sorcerer’s initial roll. An eidolon bursts into foam if it takes damage.
A sorcerer with this as her control spell may create and maintain up to (Manipulation) separate
illusions.
Distortion (2 milestones): Distorting this spell allows the opposing sorcerer to wrest control
of the illusion away from the sorcerer who cast it.
The Spy Who Walks in Darkness
Milestones: 2
Cost: -
Distortion: 2 milestones
Duration: Until the caster next sleeps
The sorcerer transforms her own shadow into a spy. After casting this spell, her shadow gains
a life of its own and may separate from her. It roams an area out to (Essence) miles around
the caster, searching for knowledge its progenitor desires. The shadow instinctively knows
what the caster desires to know and has a dice pool equal to her (Perception + Occult) to
search, track, stalk or otherwise look for information. The shadow is very elusive, adding
(Essence) bonus dice to its rolls as long as it moves in dark areas or such that throw a lot of
shadows (such as an area lit by torches or under a thick forest canopy). It is a dematerialized
entity and is destroyed when it suffers any damage, instantly returning to the caster who loses
one point of Willpower as she suffers through the echo of her shadow’s death. While the
shadow is away to search for information, the sorcerer casts no shadow. Once the caster goes
to sleep, the shadow returns and whispers its findings to her, causing her to receive the
information in the form of dreams where she witnesses events as a disembodied shade.
The shadow of a sorcerer who knows The Spy Who Walks in Darkness as her control spell is
unusually active, often moving in ways that do not reflect the sorcerer’s own movements. When
she detaches her shadow it benefits from enhanced agility, allowing it to flatten itself to flit
through tiny gaps and even step from one shadow to another within short range to pass
otherwise unpassable barriers.
Distortion (2 milestones): Distorting the spell, cast on the detached shadow, causes it to
forget everything it witnesses in the current Scene.
Theft of Memory
Milestones: 3
Cost: 1 Willpower
Distortion: 1 milestone
Duration: Instant
When casting this spell, the sorcerer plucks a memory from the mind of a victim and crystallizes
it into a small gem. The sorcerer must know which memory she intends to take when she casts
this spell, and must then gently touch her victim to steal the memory, drawing it out by rolling
her (Intelligence + Occult) against the victim’s Resolve. On a success, the sorcerer takes the
memory, which vanishes from her victim’s mind in a flash of green light. The light curls around
the sorcerer’s hand, coalescing in the form of an emerald in her palm. A memory cannot be
taken in combat, although one can be taken from a victim that is restrained. The victim relives
the memory in an instant before it is taken, crystallized in the heart of the conjured emerald.
Looking closely at the gem reveals impressions of the memory being replayed constantly within
its facets. Anyone who possesses this emerald may clasp it to her forehead and concentrate
to relive the memory as if she were the one who experienced it. Theft of Memory may only
take the memory of a specific incident, it may not steal capabilities or abstract knowledge.
Intimacies tied to specific memories do not fade upon memory loss; even if the victim doesn’t
remember why he feels the way he does, the emotions remain. The victim can only regain the
memory by acquiring the conjured emerald and swallowing it or by utilizing other magic.
A sorcerer who takes Theft of Memory as her control spell can replace the memory she stole
with a false one of her design, she can alter events however she sees fit and the victim will
believe that this is how they truly occurred. Attempts to convince the victim that the memory is
false is treated as if overturning successful social influence. Strange emeralds occasionally
grow on the skin of the sorcerer; Looking closely at the emeralds reveals faint images of
memories from her life.
Distortion (2 milestones): Distorting Theft of Memory will render the memory captured in the
crystal foggy and flawed, requiring a (Wits + Investigation) roll at a difficulty of 4 to discern the
event whenever anyone attempts to view it.
Summoning
Calling the Stalwart Servitor
Milestones: 3
Cost: 0
Distortion: 3 milestones
Duration: Instant
Reaching into the ground, the sorcerer pulls up a servitor made of clay, capable of lifting great
weights. The servitor has a dice pool of 20 for performing feats of strength and can attempt
Strength 10 feats. It can do nothing else than perform feats of manual labor. Unless dismissed
early, the servitor lasts for up to (Essence) hours. The sorcerer can only summon one servitor
at a time.
A sorcerer who knows Call the Stalwart Servitor as her control spell may summon up to
(Essence or 3) servitors at the same time. Her skin has a peculiar, earthen scent and she gains
(Essence) bonus dice on all rolls related to pottery.
Distortion (3 milestones): Distorting a servitor causes it to grow increasingly clumsy. When
performing a feat of strength, it rolls 5 dice at difficulty 2. If it fails, it loses control of the mass
it was stemming, turning the feat of strength into a botch.
Dance of the Smoke Cobras
Milestones: 3
Cost: 1 Essence and 1 Willpower
Distortion: 3 milestones
Duration: One Scene
Dark, fiery Essence shatters the ground at a point within short range of the sorcerer in a star
pattern. Thick, grey smoke rises from the ground and coalesces into black cobras with burning
red eyes. These cobras form a Size 1 battlegroup of Smoke Cobras (see below the spell) with
perfect morale and attack the sorcerer’s enemies. Consecutive castings of this spell increase
the Size of the battlegroup by 1, to a maximum of 3.
A sorcerer who knows Dance of the Smoke Cobras as her control spell gains a permanent
smoke cobra as her familiar. This special smoke cobra reforms in the sorcerer’s Anima within
a day should it be killed and can disguise itself as a normal snake (using a dice pool of 8 to do
so). This special smoke cobra adds (the sorcerer’s Essence) to the duration of its poison.
Distortion (3 milestones): Distorting the spell causes the cobras to go rabid, attacking any
character in the area, friend or foe. The sorcerer can take a command action on her turn to
keep the cobras focused on the enemy until her next turn.
Smoke Cobra
Black cobras with eyes of burning like fire, these supernatural creatures are summoned forth
by the spell Dance of the Smoke Cobra (see above).
Tier: 2; Essence: 1; Willpower: 4; Join Battle: 7 dice
Health Levels: 3
Actions: Senses: 5 dice; Stealth: 3 dice; Threaten: 6 dice; Tracking: 6 dice
Appearance 3 (Hideous), Resolve 1, Guile 1
Combat
Attack (Bite): 12 dice (Damage 1)
Combat Movement: 6 dice
Evasion 5, Parry 2
Soak: 0
Automaton: Created and controlled by sorcery, these beasts are mindless and treat all social
influence as unacceptable.
Poisonous: A successful bite attack by a smoke cobra that inflicts damage onto its target
poisons it with one dose of Arrow-Frog Venom.
Demon of the First Circle
Milestones: Ritual
Cost: 1 Willpower
Distortion: -
Duration: Instant
The sorcerer calls up a Demon of the First Circle from hell, trying to suborn it to her will. The
summoning ritual begins at sundown and concludes at the stroke of midnight. She rolls
(Intelligence + Occult) against the demon’s Resolve. On a success she binds it to her service
for a year and a day or to a task indefinitely.
If her roll fails, she may roll (Wits + Occult) against a difficulty of (the demon’s Willpower) to
banish it whence it came.
Hound of the Five Winds
Milestones: Ritual
Cost: -
Distortion: -
Duration: (Essence x 2) hours
The sorcerer summons winds from the five elemental poles in an hour-long ritual and makes
the Gesture of the Huntsman. The winds swirl together and form a massive, horse-sized
wolfhound, the Hound of Five Winds (see below). The summoned hound stays in the sorcerer’s
service for (Essence x 2) hours and can only be summoned once per day.
A sorcerer who knows Hound of the Five Winds as her control spell gains the Hound of Five
Winds as her permanent familiar. Should it be slain it reforms in over the course of the next
storm the sorcerer spends under an open sky.
Hound of the Five Winds
A great wolfhound the size of a horse. This creature has extremely sharp senses it uses to
track for its summoner. It will allow its summoner to mount it, but resist all other characters who
attempt to do so violently. These animals are frighteningly intelligent, equaling an average
human intellect and can learn how to speak, though normally only familiar of sorcerers who
have Hound of the Five Winds as their control spell exist long enough to develop a personality
and acquire advanced skills.
Tier: 2; Essence: 1; Willpower: 6; Join Battle: 10 dice
Health Levels: 6
Actions: Resist Poison: 9 dice; Senses: 8 dice; Stealth: 7 dice; Threaten: 6 dice; Tracking:
13 dice
Appearance 3 (Hideous), Resolve 1, Guile 1
Combat
Attack (Tooth and Claw): 9 dice (Damage 2)
Combat Movement: 11 dice
Evasion 3, Parry 4
Soak: 1 die
Explosive Demise: When incapacitated, the Hound of Five Winds explodes in a violent
eruption of air. This is a special one-time environmental hazard with damage 1B, difficulty 3
against every character in short range.
Speed bonus: The Hound of Five Winds has a speed bonus of +3.
Summon Elemental
Milestones: Ritual
Cost: 1 Willpower
Distortion: -
Duration: Instant
The sorcerer draws a Tier 1 or 2 elemental to her side through the dragon lines in a ritual that
takes four hours, trying to suborn it to her will. She rolls (Intelligence + Occult) against the
elemental’s Resolve. On a success she binds it to her service for one lunar month or to a task
for a year and a day.
If her roll fails, she may roll (Wits + Occult) against a difficulty of (the elemental’s Willpower) to
banish it whence it came.
Travel
Calling the Wind’s Kiss
Milestones: 2
Cost: -
Distortion: 3 milestones
Duration: (Essence) hours
The sorcerer calls up a stiff breeze to fill the sails of her ship, allowing a sailing ship within
extreme range to travel at maximum speed and also inuring it to any adversarial effects of
currents or inclement weather less in intensity than a full blown storm for the duration of the
spell. Alternatively, she may use this spell to curse a vessel with adversarial winds, applying a
penalty of (Essence) to the ship’s Speed for the spell’s duration.
A sorcerer who knows Calling the Wind’s Kiss as her control spell is frequently surrounded by
air currents, even indoors. She attracts the attention of air elementals, who often perform small
favors for her. She treats all air elementals as though they possessed a Minor Tie of affection
towards her.
Distortion (3 milestones): Distorting the Wind’s Kiss causes the blessing to go wild. It still
provides it full benefits, but the chaotic winds make maneuvering the ship very difficult, applying
a penalty of (the caster’s Essence) to the ship’s Maneuverability. Distorting the curse version
of this spell instead halves both penalty and duration of the spell.
Cirrus Skiff
Milestones: 3
Cost: 1 Essence and 1 Willpower
Distortion: 2 milestones
Duration: Until ended
The sorcerer calls down a Cirrus Skiff to bear her skyward, a small white puffy cloud just large
enough for her and one other passenger to ride upon. The cloud descends from the sky and
hovers near the sorcerer like a faithful puppy until she steps on, at which point it rises into the
air, obeying her mental commands. It is slow-moving, managing a pace of only (Essence x 6)
miles per hour, but is virtually unlimited in its flight capability, able to rise upward with no limit
other than the ability of its caster to endure the rarefied air of the upper atmosphere. In combat,
the sorcerer rolls (Wits + Occult) in place of standard movement rolls to mentally direct the
cloud, but otherwise faces no complications or penalties.
If the sorcerer wishes to sleep, study, or otherwise rest on the Cirrus Skiff without having to
give it constant instructions, she may give it a set command, such as “Fly a mile up into the air
and stay there” or “Circle around the satrap’s palace,” which it will obey until she gives it new
orders. The sorcerer may disembark from the skiff for up to one scene without ending this spell,
but any absence beyond that ends the spell, sending the cloud flying back up into the
stratosphere.
A character who knows Cirrus Skiff as her control spell may cast it with an Indefinite duration.
Her conjured cloud will follow after her after she disembarks, eagerly awaiting her return
without ever leaving. It will follow simple instructions from the sorcerer, even when she’s not
riding it, and can be summoned by the sorcerer’s call from anywhere in Creation, proceeding
to her side at the best speed it can manage.
Distortion (2 milestones): Distorting a Cirrus Skiff weighs it down, turning the cloud into a
heavy, dense fog for a scene. The sorcerer suffers a -3 penalty on the (Wits + Occult) rolls to
control the distorted skiff’s movement, and it cannot fly above long range from the ground. If it
is already higher than that, it begins dropping at a rate of two range bands per round, in addition
to any other movement the sorcerer takes.
Conjuring the Azure Chariot
Milestones: 3
Cost: 2 Essence and 1 Willpower
Distortion: 2 milestones
Duration: Until Sunset or landing
The sorcerer conjures a billowing fogbank. Four cerulean horses coalesce from the mist,
pulling a coach the hue of the noonday sky behind them. The horses snort steam and trail
lightning sparks from their manes. Their hooves freeze the ground where they touch. When
the sorcerer takes the carriage’s reins, the steeds launch themselves into the air, pulling the
chariot behind them. Once the sorcerer tells the horses her destination, they circle once to get
their bearings as they rise and then gallop away, leaving a trail of fog in their wake. The Azure
Chariot may only be called during daytime and will descend to the ground and dissolve at
sunset.
The chariot travels at a pace of 100 miles per hour. Passengers in the coach benefit from
heavy cover against attacks from outside, while the coach box offers only light cover. The
chariot can carry 2 characters in the coach box and 6 in the coach. One character needs to
hold the horses’ reigns at all times or the chariot will land.
The coach and horses are treated as a single Tier 2 mount. They have Parry of (Essence + 5),
([Essence x 3] + 5) Health Levels. Damage slows the chariot down, divide its speed by the
total of its damaged health levels.
A sorcerer who knows Conjuring the Azure Chariot as her control spell travels in exquisite
luxury. Passengers in the coach always experience mild temperatures and are protected from
any temperature-based environmental hazards with an interval longer than a minute. Inside
the passengers can partake of a variety of pleasant distractions such as dream-spun music,
phantasmal plays and ephemeral foodstuffs that provide no lasting nourishment but are
delectable, nonetheless. If she wishes, the sorcerer can conjure a misty coachman to take the
reins, leaving none of the passengers with the thankless duty of steering the coach.
A less auspicious variant of this spell called Conjuring the Onyx Chariot exists, which is
functionally identical but can only be cast during the night, creates a chariot and horses of
living shadow and lasts until sunrise. Rumored to be of demonic origin, the spell nonetheless
has found wide distribution over the ages. A sorcerer can never learn both versions of this
spell, knowing one precludes the other.
Distortion (2 milestones): Distorting the spell confuses the horses and messes with their
sense of direction. They will fly unnecessary detours and at times, in circles, effectively dividing
the chariot’s travel speed by (distorting caster’s Essence + 1). The coachman can try to
counteract this with an hourly (Charisma + Ride) roll at difficulty (distorting caster’s Essence +
1) to keep the horses on track.
Flight of Separation
Milestones: 3
Cost: -
Distortion: 3 milestones
Duration: Until ended
Reciting a short paean in praise of things both small and many, the sorcerer disintegrates into
a flock of dozens of diminutive birds. Her consciousness diffuses across many bodies,
becoming the flock’s guiding intelligence. She designates a location within 10 miles and begins
flying toward it. The flock uses her traits, but the only physical actions she can take are
movement actions and dodging. She gains +2 Evasion, although not against area-of-effect
attacks, and adds (Essence or 3) dice on disengage and withdraw rolls. Outside combat, she
flies at ([Dexterity + Athletics or Occult] x 2) miles per hour. She can end this spell reflexively
at any time. It also ends upon reaching her destination or being incapacitated.
Sorcerers with this as their control spell can speak to and understand birds, though some may
not make for the best conversation. Treat birds and bird-like spirits as having a Minor Tie of
fondness for her.
Special activation rules: After collecting the milestones to cast this spell, the sorcerer may
“hold” it rather than casting it. She suffers a -1 penalty to all actions and static values while
doing so, as she must will her body not to burst into birds. Waive this penalty if Flight of
Separation is her control spell. She can cast it reflexively at any time, although if any enemies
are at close range, she must reflexively disengage against them (benefitting from the spell’s
bonus dice to disengage actions). On failure, the spell is lost.
Distortion (3 milestones): Distorting this spell undermines the flock’s unity, sending it darting
in different directions. In combat, the sorcerer must make a difficulty 2 (Wits + Integrity) roll
each turn, suffering one level of bashing damage on failure as parts of herself fly away. Outside
of combat, she must make this roll each mile, and failure halves her speed, rounded down, for
that mile.
Floral Ferry
Milestones: 3
Cost: -
Distortion: 1 milestone
Duration: Until journey is completed
Tossing a leaf, petal, or fruit into a body of water, the sorcerer beckons it with mudras of the
turning seasons to grow into a small, seaworthy craft. This is a ship with the following traits:
Speed: Magically impelled +2; current +1; oars +1; empty cargo hold +1
Maneuverability: +3 Hull: 5
Cargo: One ton. The ship can comfortably carry half a dozen passengers.
Upon casting this spell, the sorcerer names the destination she intends to sail to. If she has
even approximate knowledge of its location, the Flory Ferry will sail itself as close as possible
to that destination, using the sorcerer’s (Essence + Occult) for sailing rolls. However, it lacks
the sapience to engage in pursuit or naval combat. Other characters can attempt to sail it,
although the Speed bonus from its magically impelled travel becomes a -1 penalty if they
attempt to travel anywhere but the named destination. Once it’s reached its destination and its
crew has disembarked, the ferry shrinks back into the foliage from which it was summoned.
A sorcerer with this as her control spell doubles the Speed and adds +1 to the Maneuverability
of the Floral Ferry. She may awaken Evocations from the Floral Ferry as though it were a
resonant 4-dot artifact.
Distortion (1 milestone): Distorting the Floral Ferry allows the opposing sorcerer to name a
new destination that it will sail itself towards.
The Horse that Travels Earth and Water
Milestones: 2
Cost: -
Distortion: 1+ milestones
Duration: Until dismounted
The sorcerer makes the sign of the Horseman and summons multicolored winds to her side,
which coalesce into a majestic horse marked by the element of the nearest elemental pole.
The horse consents to being mounted by its summoner and remains as long as she stays in
the saddle, dissolving once she dismounts. The mount known no fear, never suffers random
accidents such as thrown shoes, does not feel exhaustion and can run across water as easily
as land. It has a speed bonus of (Essence or 4).
A sorcerer who knows The Horse that Travels Earth and Water as her control spell may try to
shape this spell as a reflexive shape sorcery action on the start of her turn, reflexively mounting
it if successful. Horses feel instinctively drawn to her, treating her as though they possessed a
Minor Tie of trust towards her.
Distortion (1+ milestone): Distortion reduces the speed bonus of the summoned mount by 1
for the rest of the Scene, to a minimum of 0.
Invocation of the Living Ship
Milestones: 4
Cost: -
Distortion: 2+ milestones
Duration: Until dawn or dusk
The sorcerer lays her hand upon the figurehead of a ship and calls it to awaken. The figurehead
opens its sea-green eyes and answers her call. An awakened ship comes alive until next dawn
or dusk and is able to operate itself without a need for a crew, using a dice pool of (Essence +
5) to steer and administer itself. The ship possesses human-like intelligence for this time and
will follow the sorcerer’s commands even if she leaves it. She can only use this spell on a ship
she commands and is attuned to, in the case of an artifact vessel.
A sorcerer who knows Invocation of the Living Ship as her control spell can permanently
awaken one ship in her possession granting it an animating intelligence equal in power to a
Tier 2 god. Powerful artifact ships empowered in this way may develop more potent spirits.
Distortion (2+ milestones): Distorting this spell confuses the animating intelligence, imposing
a penalty of -(distortion milestones – 1, maximum -5) on all its actions.
Keel Cleaves the Clouds
Milestones: 5
Cost: 3 Essence and 1 Willpower
Distortion: 2 milestones
Duration: One day
As fog or clouds touch the seas, the sorcerer speaks honeyed lies to a ship, convincing it that
it may sail forward upon them. The enchanted ship may sail over mist, fog, or other vapors as
though they were water, and can ascend vertically through such vapors until it’s skimming over
their surface. In sufficiently misty environs, it’s even possible for the ship to rise high enough
to sail on the clouds themselves. However, while vapor-borne, the ship cannot benefit from
Speed bonuses from oars or currents. If this spell ends, or there’s no vapor left for the ship to
sail on, it descends, landing safe and undamaged, albeit potentially landlocked.
A sorcerer with this as her control spell is constantly wreathed by pale mists, though she may
disperse them with a thought unless distracted by involved activity, deep contemplation, or
tumultuous emotion. She may walk on mist or fog as though it were solid ground, albeit as
difficult terrain.
Distortion (2 milestones): Distorting this spell causes mist to envelop the ship in a thick cloud,
making it all but impossible for its crew to see outward. Sail rolls to pilot it suffer a -3 penalty,
and those aboard have no warning if it’s about to run out of mist that can support it.
Stormwind Rider
Milestones: 4
Cost: 2 Essence and 1 Willpower
Distortion: 2+ milestones
Duration: (Essence) hours
Bending the winds to her will, the sorcerer creates a servile dust devil to ride. The Stormwind
Rider is treated as a flying mount with a speed bonus of (Essence or 3), although it cannot
take the sorcerer to more than short range above the ground. The whirlwind can carry up to
(Essence x 2) additional characters, or one hundred pounds of cargo in place of a single
passenger. When traveling in a straight line, the whirlwind can reach speeds of up to 100 miles
per hour. It can also navigate cities, forest or similar obstacle strewn areas, though at reduced
speed. The intense winds count as light cover for attack made into or out of the whirlwind.
A passenger who is damaged is knocked out of the whirlwind, if the sorcerer herself is knocked
out of it, the spell ends. Enemies within close range may try to enter the whirlwind by
succeeding on a contested roll of (Strength + Athletics) against the sorcerer’s (Wits + Occult)
as a miscellaneous action.
A sorcerer who knows Stormwind Rider as her control spell is buffeted by winds whenever she
is beset by strong emotions. Sudden movements cause a small vortex powerful enough to
scatter papers, upset furniture and topple someone caught off-guard. Her vertical leaps are
buoyed by wind, allowing her to leap upward a single range band as her movement action.
Distortion (2 milestones): Distorting a stormwind rider causes it to buck and swerve violently
in its flight, threatening to throw off its riders. All characters carried by the whirlwind must
succeed at a difficulty 4 (Dexterity + Athletics) roll to maintain balance, although the sorcerer
who cast it may substitute (Wits + Occult). Characters who fail their roll fall out of the whirlwind.
Utility
Beckoning That Which Stirs the Sky
Milestones: Ritual
Cost: 3 Essence and 1 Willpower
Distortion: 5 milestones
Duration: (Essence or 3) hours
As the sorcerer recites ancient prayers to deities long forgotten beneath the open sky, huge
chitinous limbs emerge from above, weaving the wind and clouds to her will. Shaping the
weather is an (Intelligence + Occult) roll that takes a few minutes to complete, with a difficulty
based both on how drastic the change the sorcerer wishes to make is and how typical the
desired weather is for her current climate and season. Creating a light rain in a temperate
climate might only be difficulty 1, while strengthening a heavy rain to a thunderstorm or halting
it completely might be difficulty 2-3. Summoning a thunderstorm from blue skies or diminishing
a hurricane to a severe storm would be difficulty 5+. Likewise, any attempt to create rain might
incur increased difficulty if attempted in a desert, as would calling a blizzard outside of the
winter season. This spell can never create extreme natural disasters such as hurricanes,
though it can diminish them to lesser weather.
If the sorcerer succeeds, That Which Stirs the Sky weaves the desired weather in an area out
to (Essence) miles from the point she cast the spell. It lasts for (Essence or 3) hours before
reverting to normal. Subsequent castings by any sorcerer cannot alter the weather within the
spell’s range until its duration elapses. Characters within the weather can identify its unnatural
origin with a (Perception + [Occult or Survival]) roll of difficulty 1-5, with subtler alterations being
more difficult to detect.
A sorcerer with this as her control spell may create sorcerous weather that follows her as she
moves. She also adds 2 to her Essence to determine the range and duration of the weather.
Distortion (5 milestones): Distorting this spell reverses the alteration to the weather. It doesn’t
merely revert back to its previous conditions, but is changed in the other direction — if the
original sorcerer had calmed a thunderstorm, distortion would result in an even greater storm;
if she’d summoned rain, distortion could result in intensely arid heat.
Coin of Distant Vision
Milestones: 1
Cost: -
Distortion: 1 milestone
Duration: Until ended
The sorcerer spits into her palm and conjures a black ceramic coin inscribed with sigils. She
can place the coin wherever she likes, thereafter, if she concentrates and takes no other action,
she may project her consciousness to the coin. She sees, hears and smells everything as if
she stood at the coin’s location. If the coin is in a pocket, pouch or container with at least one
opening, she can sense the environment both inside and outside that container. She senses
only the inside of a container that is completely enclosed, such as a strongbox. Because she
cannot project her sense of touch, she knows instantly if her body is shaken or injured. The
sorcerer instinctively knows the distance of her senses from her body and the direction to the
coin. She can find the coin just by traveling toward it, concentrating periodically to discover if
it has moved. The sorcerer may only conjure a single coin at a time. If she has no further use
for it, she may reflexively dispel her existing coin, which crumbles into dust, allowing her to
form a new one.
A sorcerer who knows Coin of Distant Vision as her control spell may project her senses to the
coin’s location, occupying the space as if she was there. As she occupies the coin’s vicinity,
her senses are identical to her senses in her body, and she may utilize sense-enhancing
Charms.
Distortion (1 milestones): Distortion renders the coin blind and deaf, plunging the casting
sorcerer into sensory isolation that causes her to lose one Willpower when she projects her
senses into the coin.
Commanding the Beasts
Milestones: 3
Cost: -
Distortion: 2 milestones
Duration: One Scene
Glittering streamers of Essence emerge from the sorcerer’s hand to wrap around the animals
she seeks to command, carrying energies of peace, obedience and understanding. This spell
affects only a normal animal of average or low intelligence. The sorcerer rolls her (Intelligence
+ Presence) against the Resolve of (Essence) targeted animals. This spell does not affect
magical creatures, Wyld-twisted beasts, sentient beings or familiars. If the sorcerer succeeds,
the animals are mesmerized. For the rest of the Scene, the affected animals obeys the
sorcerer’s commands, the magic rendering them capable of understanding her orders as if
they were a familiar. Spellbound animals have a Defining Tie of loyalty to the sorcerer and
never spend Willpower to resist the sorcerer’s commands. If the sorcerer instills intimacies in
the animal during the duration of the spell, the animal retains them, and may remain tame and
obedient to the sorcerer even after the spell ends. However, once the spell wears off, the
animal will no longer possess an enhanced understanding of her commands.
A sorcerer who knows Commanding the Beasts as her control spell mesmerizes the animals
around her. Animals are treated as having a Minor Tie of curious respect for her and may seek
her out or come to her aid without prompting.
Distortion (2 milestones): Distorting Commanding the Beasts partially breaks magical control
of the sorcerer – the animal retains only a Minor Tie of loyalty to the sorcerer, but they are no
longer compelled to obey her commands and can be convinced to act against her or to flee.
Dragon of Smoke and Flame
Milestones: 4
Cost: -
Distortion: 2 milestones
Duration: Until the destination is reached
The sorcerer expels a flying, serpentine guide from the center of her chest. It leads her on
while she moves, and loops and whorls around her when she’s still. By day or in light, the guide
is formed of inky black smoke. By night or in darkness, the smoke transforms into heatless
white flame visible for miles, illuminating its immediate surroundings as brightly as daylight.
The creature can infallibly guide the sorcerer to any specific location that is well known to her.
A lost sorcerer can use the dragon of smoke and flame to find her way to a known location
even out of dangerously variable environments, such as the Wyld or the twisting Labyrinth of
the Underworld. Alternatively, the sorcerer can bid the guide to seek a destination with a
specific desired property, such as the nearest source of water. In this case the dragon uses
the sorcerer’s (Wits + Occult) as a dice pool to locate and navigate to such a place.
A sorcerer who knows Dragon of Smoke and Flame as her control spell can light up her own
eyes with its fire reflexively to see in the dark, ignoring all visibility penalties caused by
mundane darkness.
Distortion (2 milestones): Distorting this spell suppresses the Dragon’s infallibility. It uses the
sorcerer’s (Wits + Occult) to navigate towards even locations that are well known to her.
The Eye and the Mouth
Milestones: 1
Cost: -
Distortion: 2 milestones
Duration: 10 minutes
Drawing from ancient bargains with creatures beyond this world, the sorcerer conjures a
disembodied mouth and eye made of golden light. The eye can read any text (though it does
not break cyphers) and the mouth translates and reads these texts in any language the
sorcerer desires. The mouth will pause in its dictation if the sorcerer asks, but it will not translate
the same text twice for a single sorcerer, nor repeat itself if the sorcerer mishears or is
distracted during the translation. The eye and the mouth consent to only 10 minutes of
servitude per day before they return whence they came.
Distortion (2 milestones): Distorting the spell causes the mouth to translate the read text into
a language the distorting caster determines.
Food from the Aerial Table
Milestones: Ritual
Cost: 1 Willpower
Distortion: -
Duration: One day
The sorcerer conjures food from ambient Essence in an hour-long ritual. The food takes the
form of relatively flavorless petal like chips of variable color. She conjures enough food to feed
up to (Essence x 5) people and it keeps for (Essence) days before it sublimates back into its
original state. While relatively bland on its own, it can be mixed with other foods and spices to
make for a more savory meal or stretch existing food supplies.
A sorcerer who knows Food from the Aerial Table as her control spell can conjure more
complex and flavorful food, creating Essence-based foodstuffs of varying shape, consistency
and taste. She may roll (Intelligence + Occult) in order to perform cooking-based crafting
projects.
Fugue of Truth
Milestones: Ritual
Cost: -
Distortion: 2 milestones
Duration: One day
The sorcerer meditates for one hour to place herself into a meditative fugue state for the rest
of the day. During this fugue she is attuned to truth and sees through illusions and disguises,
opposing perfect effects in a roll-off. True shapeshifting is not detected by this spell. She adds
(Occult) bonus dice to read intentions, profile character and case scene rolls.
However, the fugue state makes her sluggish and distant, imposing a -3 penalty on all physical
and social influence actions.
A sorcerer who knows Fugue of Truth as her control spell may use the fugue state to examine
herself, noticing any illusions and obfuscations placed onto her memory or supernatural mind
control that twists her mind and may enter a roll-off to shake them off.
Distortion (2 milestones): The sorcerer’s dissociation from the real world is exacerbated,
increasing the penalty on all physical and social influence actions to -5 and preventing her from
exiting this state for 3 rounds.
Incantation of Effective Restoration
Milestones: 3
Cost: 1 Essence and 1 Willpower
Distortion: -
Duration: Instant
The sorcerer returns a damaged item to a pristine state by recalling its original form from the
patterns of its Essence. This item only restores items small enough that an average human
could lift it and she requires more than half of the decayed item’s remains. Anything restored
by this spell appears as if new and is permanently restored. This spell can only repair mundane
items, it does not restore broken magic, magical materials or repair damaged artifacts. The
spell also does not restore spent reagents, fuels or ammunition.
A sorcerer who knows Incantation of Effective Restoration as her control spell can use it to
restore larger items, restoring objects up to the size of a small house.
Librum-Devouring Maw
Milestones: 1
Cost: -
Distortion: -
Duration: (Essence + Intelligence) days
The sorcerer’s forehead blossoms open into a toothy mouth above his third eye chakra. By
consuming a single tome or scroll, she can memorize its contents for (Essence + Intelligence)
days, after which it is forgotten unless she transcribes it.
A sorcerer who knows Librum-Devouring Maw as her control spell may consume texts in
languages she cannot speak. As a mystic ban, she cannot transcribe such knowledge, though
she may otherwise communicate it.
Lightning Spider
Milestones: 3
Cost: -
Distortion: -
Duration: One Scne
This spell involves the steps of the Storm Spider Dance, a tribal dance in the Northeast that
celebrates the spiders that crawl among the highest, cloud-scraping treetops. As the sorcerer
raises her arms like a hunting spider about to strike, eight legs of coherent lightning sprout
from her back. These legs are not solid, though they carry the sorcerer’s weight and gain
purchase on physical objects themselves. They can touch living flesh without harm, causing
only a slight tingle.
These legs can carry the sorcerer across vertical walls, ceilings or simply rough terrain,
allowing her to ignore difficult terrain caused by uneven or shaking ground. She adds (Wits)
bonus dice to all rolls to climb, keep her balance or resist hazard based on moving earth.
A sorcerer who knows Lightning Spider as her control spell summons especially puissant legs.
She gains the benefit of the supernatural Merit Extra Limbs, which reduces the penalty of a
flurry from -3 to -1 for one of the actions in a flurry she takes. The legs also are capable of
performing feats of strength, having an effective Strength rating of (Intelligence + 2) and rolling
(Wits + Occult) to perform feats of strength.
Distortion (3 milestones): Distorting the spell gives the legs a life of their own. At the
beginning of each turn, the sorcerer has to roll (Wits + Occult) against difficulty 3 to maintain
control of the legs. If she fails, she treats all terrain at difficult terrain until the start of her next
turn.
Malediction of the Distorted Compass
Milestones: 2
Cost: -
Distortion: 1 milestone
Duration: Until sunrise
The sorcerer makes the Spinning Sign at another creature within medium range and confuses
her sense of direction. She rolls (Wits + Occult) against the target’s Resolve, if she succeeds
the target adds (Essence or 3) to the difficulty of all navigation rolls, even normally unrolled
actions such as entering an adjacent room have a minimum difficulty of (Essence or 3) for the
duration of this curse.
A sorcerer who knows Malediction of the Distorted Compass as her control spell confuses
navigational tools such as compasses or sextants within medium range, preventing them from
granting the exceptional equipment bonus to any navigational rolls within long range of her.
The power of her curse is likewise enhanced, allowing her to target creatures out to long range
with this spell and adding half the spell’s penalties to all physical action the target takes as he
is unclear about where is left and right or up and down even in his direct environment.
Distortion (1 milestone): Distorting the spell causes its victim to no longer have to roll to
perform otherwise unrolled navigational tasks, such as enter an adjacent room in a building.
Open the Spirit Door
Milestones: 3
Cost: -
Distortion: -
Duration: Instant
Tugging on the spiritual Essence that impregnates the world, the character pulls it through
herself and anyone else she chooses. As the sorcerer casts this spell, she must stand within
close range of an entrance to a spirit’s sanctum. The caster and up to (Essence) allies within
short range vanish in a flash of light and reappear just inside the entrance. Characters may
leave the sanctum under their own power without need for another casting of this spell.
A sorcerer who knows Open the Spirit Door as her control spell can perceive the entrance to
a spirit’s sanctum with her senses without other aid and is always aware of the exact position
of such entrances within short range of her. She may roll (Perception + Occult) at a difficulty
of (the spirit’s Essence) to determine the rough power and nature of a spirit whose sanctum’s
entrance she perceives.
Paralyzing Contradiction
Milestones: 4
Cost: 2 Essence and 1 Willpower
Distortion: 1 milestone
Duration: One Scene
The sorcerer traces a complicated figure before her while quietly reciting one of the Ineffable
Koans. A white sigil appears in the air above her, captivating every sentient being who can see
it within medium range before vanishing in a flash of light. The sorcerer rolls (Intelligence +
Occult) against the Resolve of every character present to affect them. Characters who try to
avert their eyes from the mystic sigil may, at their choice, contest her roll with a (Wits +
Awareness) instead of asserting their Resolve. Those who are affected are paralyzed by a
tantalizing riddle, rendering them incapable of any action save pondering the koan. To solve
the paradox, he must succeed at a (Intelligence + Lore) roll at difficulty (her Lore). In combat
this can be attempted as a miscellaneous action that cannot be placed in a flurry, outside of
combat time, each attempt at a solution takes roughly 5 minutes. Each affected character must
find a solution for himself, the solutions other have found make no sense for one still trapped
in the paradox. Paralyzing Contradiction can only be cast once per Scene.
Should an affected character be attacked, or his life otherwise be placed into direct danger,
this spell’s effect end immediately. Otherwise, it lasts until he finds a solution or the Scene
ends. Tier 3+ characters can spend (sorcerer’s Lore/2) points of Willpower to enter a Decision
Point when they are first affected, if being paralyzed would endanger (not merely oppose) a
Major or Defining Intimacy.
A sorcerer who knows Paralyzing Contradiction as her control spell has fine control over the
mysteries she unleashes upon the world. When casting the spell, she may exempt certain
characters in the area from its effects. In her presence, riddles and paradoxes can sometimes
be heard whispered in the wind by disembodied voices.
Distortion (1 milestone): Distorting the spell grants one of its targets a sudden insight into its
mystery. The character gains (the distorting sorcerer’s Lore) bonus dice on his rolls to solve
the koan.
Plague of Bronze Snakes
Milestones: Ritual
Cost: 1 Willpower
Distortion: -
Duration: One night
The sorcerer performs an hour-long ritual at night, blessing a previously prepared brass mallet
with the Sign of the Hammer. She strikes the ground three times, on the third strike a hole
opens in the ground which swallows the hammer. A dozen bronze serpents wriggle out of the
hole and form a circle around the sorcerer and bow to her once. Then, they scatter to plague
the surrounding countryside. They travel up to (Essence or 3) miles from the point they were
summoned at. Motion attracts them, though they only bite domesticated livestock. Their bite
injects a magical venom that turns such animals into granite after a few hours of excruciating
pain. A skilled physician with access to the right alchemical antivenins or access to
supernatural avenues of healing can attempt to save a poisoned animal with a successful
(Intelligence + Medicine) roll against a difficulty of (sorcerer’s Essence + 3). Once the dawn
comes the serpents die and rapidly decompose into scraps of tarnished metal.
A sorcerer who knows Plague of Bronze Snakes as her control spell is a walking menace.
Domesticated animals shy away from her touch and cower as she passes, treating her as if
they possessed a major Intimacy of fear towards her. Tattoos of entwined serpents mark the
back of her dominant hand, and she can inject the snake’s magical venom into any
domesticated animal whose skin she touches with that hand as a miscellaneous action.
Additionally, she may cast Plague of Bronze Snakes without a ritual, treating it as a spell
requiring 3 milestones instead and has no need of a previously prepared mallet, striking the
ground with her marked hand instead.
Private Plaza of Downcast Eyes
Milestones: Ritual
Cost: 2 Willpower
Distortion: -
Duration: (Essence) weeks
The sorcerer performs a 6 hour-long ritual and marks the exits of a room or draws an unbroken
circle with ground glass. At the ritual’s end, she makes the Mudra of Separation and thus wards
the area against scrying and teleportation. This spell can affect an area up to the size of a large
room, or a circle stretching out to medium range from a character standing at its center. Once
cast, the ward stays in effect for (Essence) weeks and blocks any ability that would scry or
teleport into or out of the warded area. Disturbing the line of ground glass ends this spell’s
protection immediately.
Purifying Flames
Milestones: 3
Cost: -
Distortion: 1 milestone
Duration: Five turns
The sorcerer conjures a white flame from the depths of her Essence. It moves, as if with a
mind of its own and burns, but does not consume, everything within short range of the caster
over the course of the next five turns. This white flame does not hurt or consume anything it
burns, characters set alight by it find its touch pleasant (though they may be distressed if they
are not familiar with this spell) and find themselves refreshed and cleaned afterwards. Should
the flame find poison or disease, it turns black and begins to consume the impurity. In food or
drink, this cleanses the offending stain within the duration of a turn. When attached to a sick
or poisoned person, it causes them to sweat out their malady. The affected character adds
(Essence or Medicine) bonus dice to his next roll to resist a disease or rolls these dice instantly
and subtracts the successes from the duration of any poison currently in his system.
A sorcerer who knows Purifying Flames as her control spell has a constant crucible of purifying
fire burning in her stomach. She is immune against any ingested poisons or diseases and adds
the spell’s dice bonus to her resistance roll against all other poisons and diseases. The flames
in her stomach increase her appetite enormously, but keep her slim and in good health no
matter how much she eats.
Distortion (1 milestone): Distorting the spell wards an area out to close range around the
distorting sorcerer against the flame’s touch, rendering them unable to enter it.
Raising the Earth’s Bones
Milestones: Ritual
Cost: 1 Willpower
Distortion: -
Duration: Instant
The sorcerer may reshape the landscape to raise earthworks and stone walls to defend herself
or entrap her enemies. This is a five minute ritual which requires the sorcerer to pace and lay
ritual lines along the area she wishes to work. With all living things larger than a rabbit cleared
away from the space where the sorcerer will work, she may construct a structure of up to 200
square yards in size or 200 yards of earthworks and up to three stories of height or depth. The
spell may create simple, unadorned fortifications such as walls, trenches, pits or even a small
fort. Once the sorcerer has visualized the structure in her mind, earth and stone flow like wax
to bring the structure into being. All of this happens within the space of a moment, as the
structure solidifies into what the sorcerer envisioned in her mind. The walls and structure of
the building are typically as durable as walls made from stone or brick, but they are only as
tough as the materials they are made from, and may be weaker or collapse by the end of the
Scene if the area does not provide adequate building material for the spell to work with.
Otherwise, the structure fashion by this spell is permanent, much like a mundane wall.
A sorcerer who possesses Raising the Earth’s Bones as a control spell is capable of casting
the spell in the heat of battle to create simple constructs, such as walls, mounds of earth or
pits which cannot cover more than two range bands. This version of the spell has a cost of 3
milestones. Those caught within the area of the spell’s effect must roll (Dexterity + Athletics)
at a Difficulty of 3 to prevent themselves from being knocked prone by the sudden alteration
to the landscape. Wherever the sorcerer goes, she leaves heavy footfalls that deeply impact
the earth. When sprinting, dust and stones explode in her wake.
Ravenous Fire
Milestones: 3
Cost: -
Distortion: 1 milestone
Duration: One minute
The sorcerer conjures an imperishable fire that consumes almost any mundane material as if
it were dry timber. She need only point at what she wishes to incinerate within close range and
a jet of blue-white flame shoots from her fingertip instantly ignite the substance. Deadwood is
instantly consumed, while granite burns as if candle wax. Metals crumble to ash and slag under
the flame’s heat. The fire can consume an object the size of a person, such as a column or an
individual piece of equipment. The flames only consume the object which the sorcerer pointed
towards, and cannot be stopped by mundane means. The fire burns out after a minute, but if
the object will continue to burn as a normal flame if it hasn’t been completely consumed by the
unnatural blue fire. This fire cannot affect artifacts or enchanted items and cannot burn living
substances. Creatures that touch the flames feel an intense but harmless cold instead of heat.
A sorcerer that possesses The Ravenous Fire as her control spell can ignite a forest fire with
the destruction of a simple object. When the ravenous flame completely consumes its target,
it erupts into a large, natural fire – an environmental hazard at close range with damage 2L
and difficulty 5. This flame will ignite anything at close range with supernatural ease, and acts
as an easy accelerant for initiating a large scale fire. Flame in the sorcerer’s presence turns
blue when she angers, becoming incredibly hot. Candles quickly melt while firepits cast
unearthly light.
Distortion (1 milestone): Distortion turns the ravenous fire into a normal flame, which can be
put out by mundane means. This will not fix any damage it may have already done to the object
it was used on, however.
Sacred Tongue
Milestones: 3
Cost: -
Distortion: 3 milestones
Duration: One Scene
The Eternal Word belongs to no known language but is a word of power recognized in every
tongue. The sorcerer shapes the Eternal Word into a dusky gold mask of Essence covering
her ears and the lower half of her face for the rest of the Scene. While she wears the mask,
her speech is translated into the strange echoing cadences of a mystic language that is known
to none but understood by all. Similarly, the mask translates the speech of others into this
strange tongue, allowing her to understand them in turn. This allows for communication past
language barriers, but is obviously magical in nature.
A sorcerer who knows The Sacred Tongue as her control spell fashions a permanent mask by
binding herself to the Eternal Word. Aside from performing this spell’s effects, she can develop
Evocations for the mask as though it were a 4-dot artifact and unlocks the first of those for free.
Distortion (3 milestones): Distorting the spell twists the perception of the mystic language
created by the mask, causing the contents of speech to remain untouched, but the emotional
subtext to be perverted. Words of praise sound like hidden threats and annoyed rejection is
perceived as playful invitation.
Sorcerer’s Irresistible Puppetry
Milestones: Ritual
Cost: 2 Willpower
Distortion: 2 milestones
Duration: Indefinite
This ritual prepares a mortal for later possession by the sorcerer. This ritual is an hour long,
the sorcerer must have her victim unconscious and immobilized, or have a willing subject who
cooperates with the ritual. The sorcerer binds her victim with sigil-inscribed paper and
surrounds him with incense. In order to complete the ritual, the sorcerer must overwhelm her
victim’s will, rolling her (Intelligence + Occult) against her victim’s (Resolve + 4). On a success,
she suborns his body. A jewel appears on her victim’s forehead, a focus which allows the
sorcerer to possess her target when she wills it. This spell may only be used against Tier 1
targets. A sorcerer may create a number of jewels equal to (Manipulation).
To commandeer her victim, the sorcerer must concentrate with the jewel clasped to her
forehead. She rolls her (Intelligence + Occult) against his Resolve to take control of his body.
If she succeeds, she may control her victim for an entire day without his knowledge. If she fails,
he is unaware of the attempt, but suffers from a sudden, strong headache, and she may not
attempt to take control again for another day. While she is concentrated on possessing her
victim, the sorcerer’s body is immobile and she is unaware of her surroundings, though she
may reflexively disengage her concentration at any time to return to her own body, she then
cannot possess him again until the next day. While the sorcerer is in control of her victim’s
body, she uses his physical Attributes and health track in place of her own for the duration of
her possession. She may not utilize any supernatural capabilities that the victim possesses.
She may not use her own Charms or spells while possessing her victim. If the sorcerer’s victim
dies while she is possessing him, she suffers a shock and loses 3 points of Willpower. While
normally the sorcerer suffers no harm when her victim is struck, attacks capable of striking the
immaterial damage the sorcerer as they do her victim, though she only suffers bashing
damage.
While possessed, the sorcerer’s victim has no control and no conscious knowledge of what is
being done to him. He may notice discrepancies afterwards and characters who interact with
the possessed may notice changes in his demeanor. If the sorcerer attempts to make the victim
act against a Defining Intimacy he possesses, he may roll his Willpower against a difficulty
equal to the sorcerer’s Resolve to resist it unconsciously. If successful, the sorcerer loses
control and is banished from his mind for the rest of the day, though he knows nothing of what
occurred. This may only occur once per Scene. This spell may be ended by the sorcerer’s
death or by destroying the jewel. If the victim consumes its own jewel he can never again be
subjected to this spell by the sorcerer.
A sorcerer who knows Sorcerer's Irresistible Puppetry as her control spell can synchronize
perfectly with her victim, she may cast Terrestrial Circle spells and utilize her shaping rituals
while possessing her victim, though she may still not use his supernatural capabilities or her
own Charms.
Distortion (3 milestones): Distorting this spell severely weakens the control of the possessing
sorcerer, who must spend a Willpower every time she attempts to seize control of her victim.
If he is forced to act against a Major or Defining Intimacy, he may roll to banish the sorcerer’s
influence as per normal. Regardless of success or failure, he becomes aware that his will has
been usurped.
Stalwart Earth Guardian
Milestones: Ritual
Cost: -
Distortion: 4 milestones
Duration: One day
Drawing a geometric figure in the soil or tracing it out on stone with chalk over the course of a
few minutes, the sorcerer wards herself and her allies from harm. This figure spreads out to
short range from its center. Characters within the ward gain +1 Defense and +1 Resolve
against any attacks or other effects used on them from without. Characters outside the ward
but within medium range of its center come under attack as the earth turns against them, an
environmental hazard with difficulty (Essence or Intelligence) and Damage 1B/round.
Characters who fail a roll against the hazard treat moving through it as difficult terrain for that
round. In addition, the churning earth makes stealthy approaches all but impossible, increasing
the mobility penalty of characters caught within it by -2 and making enough noise to awaken
anyone sleeping inside the ward.
A sorcerer with this as her control spell has a certain earthiness to her, smelling of plowed soil
and loamy clay. She can use her fingernails to etch lines in stone, an exceptional tool for Craft
rolls to work stone or Linguistics rolls to inscribe writing on it.
Distortion (4 milestones): Distorting this spell inverts the ward, nullifying its effects outside
while causing those within to suffer the environmental hazard and mobility penalty.
Unconquerable Self
Milestones: 0
Cost: -
Distortion Milestones: -
Duration: Instant
More an act of will than a proper spell, Unconquerable Self allows a sorcerer to end her own
life in a manner that utterly destroys her spirit, ensuring she does not leave behind a ghost,
nor any other spiritual trace short of an Exaltation. She can use this spell while bound and
gagged or paralyzed. The only requirement is that she can think clearly.
Learning this spell costs no experience points, though few sorcerers actively seek out this
spell.
Unstoppable Fountain of the Depths
Milestones: 4
Cost: 1 Willpower
Distortion: 1+ milestones
Duration: (Essence of 3) rounds
The sorcerer strikes the ground in front of her and calls upon the water hidden in the bowels
of the earth. She unleashes a powerful torrent of water that gushes out of the ground and
surges with the strength of a powerful river, covering an area out to medium range in front of
her and short range across. The impromptu river crushes all non-fortified construction in its
path and characters caught in it must roll (Strength + Athletics) in order not to be swept away
with it, traveling at least out to medium range from the sorcerer and suffering damage
equivalent to a short range fall if hard or dangerous objects just as trees, buildings or sharp
rocks are in the spell’s area of effect. The powerful stream lasts for (Essence or 3) rounds,
after which it loses in power and becomes a gentle stream for (Essence) days before dying out
completely.
A sorcerer who knows Unstoppable Fountain of the Depths as her control spell leaves behind
wet footprints even when completely dry. She has greater control over the movement of water
and may decrease the power of this spell to summon forth a useful, but not destructive, fountain
in a desert or even use it on a ship in water to create a powerful current carrying it forward.
Distortion (1+ milestone): Distorting this spell decreases the number of rounds it remains at
full power by 1 for each distorting milestone, to a minimum of 1 round.
Violent Opening of Closed Portals
Milestones: 4
Cost: 1 Willpower
Distortion: -
Duration: Instant
The sorcerer stamps on the ground and projects a wave of force that opens all non-magically
sealed entrances within medium range of her or those of a single structure she touches. Any
portal made from a material less durable than stone or metal is destroyed. Windows shatter
and wooden doors are blown to splinter, while sturdier obstructions such as a portcullis are
blasted from their moorings. This spell has no effect on entrances reinforced by magic, made
of the made of the magical materials or otherwise reinforced by Essence, such as being part
of a manse.
A sorcerer who knows Violent Opening of Closed Portals as her control spell radiates a
fearsome aura of liminal authority. Entrances quiver in fear before her power, causing handled
to tremble when she is nearby and unlocked doors and windows to open before as if moved
by an unseen hand when she comes close. So great is her power over entrances, that she can
even create one where there is none. When faced with a manmade barrier, such as a wall,
she can use this spell to create an opening in it big enough to allow her comfortable passage
to the other side, usually by violently blasting a hole into it. The same restrictions as for the
base spell in regard to magic apply.
Whisperer of Grasses
Milestones: 2
Cost: -
Distortion: -
Duration: One Scene
The sorcerer rouses the plants to speak to her, perceived as whispers on the wind. Plants
speak the Old Realm tongue and willingly answer her questions. They are conscious of what
transpires around them, but only in vague terms: a bush could describe that a trio of wanderers
has come by earlier in the day and perhaps even guess at their height from the way they
obscured the sun or the weight of their step, but it couldn’t tell you about the scar on the left
cheek of the man in the front of the group.
Grasses will only remember a few days back, while bushes will remember a few weeks and
mighty trees may remember centuries long gone by. How longer the memory of a plant is
however, the smaller the impact a specific event may have had on it.
A sorcerer who knows Whisperer of Grasses as her control spell grants plants she converses
with a measure of the clarity of her own thoughts, allowing them to answer questions more
intelligently and to more efficiently translate their own sensations into useful information – from
a human perspective.
Celestial Circle
Combat
Army of the Wild
Milestones: 6
Cost: 2 Essence and 1 Willpower
Distortion: 4 milestones
Duration: Until next sunset
Exerting dominion over the natural world, the sorcerer may call a legion of animals to fight
alongside her. She sends forth her a wave of green Essence and piping music that flows out
into the wilderness, around obstacles and even into caves to touch the summoned beasts. All
animals within five miles must come to the sorcerer’s aid. This spell affects all normal animals
of average to low intelligence, including well-trained creatures who are normally loyal to their
masters (even those of the enemy). The sorcerer rolls (Intelligence + Occult) to summon the
battle group of creatures using the traits of the most common animal comprising the
battlegroup. Enemies can try to contest her roll with a (Charisma + Ride or Survival) roll to
tame their own mounts or vital animals in their care, though this does not impede the
battlegroup from forming. The battlegroup possesses one point of Size for every two successes
on the roll to the maximum of Size 5. The army possesses Average Drill and can be
commanded by the sorcerer through a mystical link as long as she is present alongside them.
This spell does not affect magical creatures, Wyld-twisted beasts, sentient beings or familiars.
This spell also does not call invertebrates, fish, amphibians or mobile plants.
A sorcerer who knows Army of the Wild as her control spell finds that the animals she summons
are well-coordinated and terrifying on the battlefield, striking with an efficiency that can send
even an accomplished army reeling. The battlegroup summoned gains Elite Drill.
Distortion (4 milestones): Distorting the animals weakens their coordination and damages
their loyalty to the caster. Distortion lowers their Drill by one step. It also increases the difficulty
of their next rout check by +1. The animals are more likely to flee in a blind panic once many
of them become injured.
Blood of Burning Oil
Milestones: 6
Cost: 1 Essence and 1 Willpower
Distortion: 2 milestones
Duration: (Essence) rounds
The sorcerer enchants her touch to curse her enemy to a terrible, painful death. The sorcerer
summons a sphere of Essence that burns red hot before disappearing, leaving her hands
covered in glowing scarlet sigils. This twisting effect causes the next living creature the sorcerer
touches to have its blood transmuted to boiling oil. When attempted in combat, this is a difficulty
1 gambit. This enchantment lasts for one minute, after which the spell’s searing Essence
begins to devour the caster’s own blood, applying the spell’s effects to herself.
Tier 1 characters are immediately killed when touched. Other opponents suffer a special
heat-based environmental hazard affecting only them for the next (Essence) rounds as his
blood boils him alive. The hazard has damage (Essence - 1)L/round, difficulty (5 + Essence).
Medicine Charms or other healing effects that are capable of curing a disease instantly may
banish this affliction, if they succeed in a roll-off against the spell.
A sorcerer that possesses Blood of Boiling Oil as her control spell may bring an explosive end
to an enemy incapacitated by this spell. The moment the target dies, the sorcerer may
reflexively cause his body to explode, spreading his boiling blood all over everyone and
everything within short range of him. This is an environmental hazard with a difficulty of 5 to
avoid using (Dexterity + Dodge), failure covers the victims in boiling blood which inflicts the
hazards damage of (Essence - 1)L one time. The sorcerer bleeds from the eyes, ears and
nose when angered, the blood is hot enough to scald others when touched.
Distortion (2 milestones): Distorting the Blood of Boiling Oil brings its effects to a quick end,
regardless of how many rounds it may have left to affect the victim, it ends on the following
turn. Distorting the spell does not undo the damage it has already done.
Cantata of Empty Voices
Milestones: 5
Cost: 2 Essence and 2 Willpower
Distortion: 2 milestones
Duration: Until ended
A choir of silver-white wraiths surrounds the sorcerer, inciting utter agony with their keening
song. This is an environmental hazard against all characters within short range, with difficulty
(Intelligence) and damage 1L/round. Characters who fail the roll may elect to lose a point of
Willpower instead of suffering damage, battle groups damaged by the hazard immediately
check for rout.
Once the sorcerer has begun the Cantata of Empty Voices, she may sustain it with an unrolled
shape sorcery action taken on each subsequent turn. As she continues the song, its range
expands—to medium range on the first subsequent turn, then to long range. Every three turns
after that, it expands to cover another range band, until it ultimately spreads to a maximum
radius of one mile. If the character takes damage for any reason while sustaining the Cantata
of Empty Voices, the spell is instantly ended.
A sorcerer who knows Cantata of Empty Voices looks hollow and emaciated, her voice is
followed by an ethereal echo. She may sustain the spell even when she suffers damage.
Distortion (3 milestones): Distorting the spell robs the cantata of its killing power. The
damage of its hazard is turned into bashing damage that will not roll over into lethal damage.
The cantata will still cause wide-spread harm, but will itself not be the cause of death.
Geyser of Corrosion
Milestones: 5
Cost: 1 Willpower
Distortion: 2 milestones
Duration: Instant
The sorcerer may call forth a jet of scalding hot liquid that bursts from the ground and dissolves
everything it touches; this spell is feared for its destructive power. The sorcerer gathers
Essence into a swirling ball of amber light in her hand and throws it to a point at up to medium
range from her. Wherever it strikes, it explodes in a shower of viscous amber acid that envelops
everything within short range, those attempting to avoid the acid spray must roll (Dexterity +
Dodge) against a difficulty of 5. Failure sees the victim coated in the geyser’s acid, which
adheres to his form and eats away at flesh and equipment alike. The amber acid consumes
everything coated in its substance, living beings an environmental hazard with damage
2L/round, difficulty 5 as long as they are coated in acid, which can only be washed away if the
victim fully immerses himself in water or performs an appropriate stunt as a miscellaneous
action. Mundane items such as weapons or armor are most often destroyed by the acid,
requiring repair projects in order to make them usable again. The acid destroys mundane
equipment left unattended. A battlegroup drenched in the acid immediately makes a rout check
at +2 difficulty and may lose access to certain weapons or other equipment at Storyteller’s
discretion.
The acid eats away at the environment that soaks in it. The ground covered in the corrosive
acid becomes a pool of viscous sludge that scours the earth, turning the area into difficult
terrain for those attempting to navigate it. Those who try to travel through the muck during the
Scene must be careful or risk exposure to the acid at a reduced difficulty of 2. The acid
dissolves wooden structures, it corrodes rock and metals leaving surfaces burned and pitted
and those smaller animals and plants are annihilated by its passage. The acid neutralizes by
the scene’s end, but the consequences of the geyser do not: fields are rendered barren and
homes utterly destroyed by the corruption.
A sorcerer that possesses Geyser of Corruption as her control spell creates a continuous font
of the terrible acid. Where the sorcerer strikes, the amber acid erupts from a font, continuing
to rain down on everything at short range for the rest of the scene. The sorcerer leaves
corrosive footsteps in her wake, rotting the earth and vegetation wherever she walks.
Distortion (2 milestones): Distorting this spell neutralizes the worst of the acid’s
effectiveness, lowering the hazard’s damage to 1L/round and its difficulty to 4. The destructive
potential of the acid is reduced; the acid damages structures and equipment but does not
completely destroy them as it would otherwise.
God-Forged Champion of War
Milestones: 10
Cost: 2 Essence and 2 Willpower
Distortion: -
Duration: Until sunrise or sunset
The sorcerer speaks several of the Five Hundred Words of War and draws a latticework of
Essence around herself. During the day, sparks of sunfire swirl down from the sky to join the
lattice, while at night, the sorcerer’s anima catches glowing motes of moonlight or starlight. As
the magic builds, the sorcerer rises into the air. Dozens of distant voices rise in an indistinct
war chant, as the light of the Incarnae forges thick plates of armor around her. Upon completion
of the spell the caster finds herself in command of a warstrider forged from light. The warstrider
is automatically attuned to her at no cost and does not require any hearthstones to function. It
lasts until sunrise (if summoned at night) or sunset (if summed by day). It also disappears if
she exits it for any reason.
A sorcerer who knows God-Forged Champion of War summons a personalized vehicle of war
instead of a basic template. She may develop Evocations for the warstrider summoned by this
spell as though it were a resonant, 5-dot artifact and unlocks the first of those for free.
Magma Kraken
Milestones: 7
Cost: 2 Essence and 2 Willpower
Distortion: 2 milestones
Duration: One Scene
Calling to the Essence of fire and earth that roils deep beneath her, the sorcerer wills ten
tentacles of lava to erupt from the ground, shaking the earth as they burst forward in torrents
of molten stone. She designates where each appears, out to as far as long range from her.
Together, these form the Magma Kraken. As it erupts from the ground, any character who is
at the point where a tentacle emerges must make a difficulty 2 (Dexterity + Athletics) roll to
avoid it, or else be flung one range band away and knocked prone by the eruption.
The Magma Kraken is not truly intelligent, though its bond to the sorcerer allows it to spare her
allies and attack her enemies. If there are no enemies to attack, it will simply cause as much
devastation to the environment as it can. The Magma Kraken acts on the same Initiative as its
summoner, it does not act on the turn it is summoned forth. Its tentacles rolls the sorcerer’s
(Wits + Occult + Essence) as a feat of destruction or to attack, targeting a character within
short range of itself and hitting everyone within close range of its target. Its attacks have a
damage bonus and minimum damage of 2. A tentacle has (Essence) Health Levels, Parry 5,
Evasion 0 and a Soak of 10 against smaller enemies, as per the Legendary Size Merit. If
multiple tentacles are in the same area of the fight, treat them as a Size 1 Battlegroup with
Poor Drill or Size 2 if the majority of them are there. Add 5 to the Magnitude of such a
battlegroup. At the end of the scene, the tentacles or their broken remains harden into obsidian
and remain fixed where they stand or lie.
A sorcerer who knows Magma Kraken as her control spell is forever chased by magmatic
flame. An open fire curls into tentacles around her, or a torch flame licks out from its sconce to
light her pipe. When she is angry, the walls or ground become blistered and hot, with faint
tentacle shapes writhing in rising smoke. The sorcerer can use these effects to intimidate, set
fires, melt minor obstacles and perform other similar stunts.
Distortion (5 milestones): Distorting the spell cuts the emphatic connection between the
sorcerer and the kraken, causing it to attack anyone within range without concern for friend
and foe.
Thorn of Cold Rebuke
Milestones: 3
Cost: -
Distortion: -
Duration: Instant or Indefinite
Pursing her lips, the sorcerer exhales a puff of shimmering mist that condenses into a javelin
of ice. She hurls it at a point within long range, shattering into a burst of icy blue mist. This
creates a one-time, cold-based environmental hazard for every character within medium range
of the impact site with damage 3L and difficulty (Intelligence + 2). Battlegroups double the
damage taken from the hazard.
For (Essence) hours thereafter, an eerie cold fills the area, a difficulty (Intelligence), Damage
1B/hour hazard. Exposed surfaces freeze over for the duration, becoming difficult terrain and
imposing a –3 penalty on balance-related rolls. Bodies of water freeze into icebergs and floes,
which are naval hazards requiring a single roll at difficulty (Intelligence); failure inflicts one Hull
damage and leaves the ship immobilized, requiring it to be broken free before it can move.
These can dam all but Creation’s widest rivers.
A sorcerer may withhold the Thorn, wielding it as a light artifact spear. She can use her entire
turn to hurl the spear and unleash the effects of the spell as stated above.
A sorcerer with this as her control spell may extend its effects to (Essence) days. Treat wood
and water spirits as having a Minor Tie of fear toward her, cowed by her wintry presence. While
she wields the Thorn, it’s exceptional equipment for intimidating them.
Communication
Gift of Knowledge
Milestones: Ritual
Cost: 1 Willpower
Distortion: -
Duration: Instant
The sorcerer enters a deep trance together with her subject, who must be in contact with her.
Over the course of one hour, she transmits knowledge to him. Small wisps of light flow
between the characters during this spell’s casting. The spell can impart the target with a
specific memory the caster holds or transmit the knowledge and aptitude for a skill to him.
This allows the caster to teach the target any Ability, Specialty, spell, Martial Arts Charm or
Martial Arts Merit she knows as a training effect, putting him into experience debt
accordingly. If the subject is capable of learning such, she may even teach him the use of
one of her Charms, such as when a Solar uses this spell on another Solar.
A character who knows Gift of Knowledge can take as well as give. She may accept any
memory or tutelage a willing pupil can bestow on her, treating herself as the spell’s subject.
Starless Night Council
Milestones: 5 milestones
Cost: 1 Willpower
Distortion: -
Duration: Instant (one Scene)
The sorcerer forms a complex mudra, invoking the Maiden of Secrets with the Sign of the
Hood. The world seems to freeze in place and fades to black as she inaudibly whispers the
name of a person she has personally met before or to whom she has an arcane link. Her
target hears this call and can chose to follow it or reject it. If he accepts, she and her target
meet in this black void. They may interact with each other as they wish for the duration of
one Scene. Neither has access to any magical powers and any damage done or other
physical exchange turns out to be nothing more than a memory as the spell ends, as their
exchange was purely ephemeral. After their meeting is concluded, both feel themselves snap
back to their body in their previous location, finding that no time has passed while they were
away. Both sorcerer and target must be in the same realm of existence for the spell to
function.
A sorcerer who knows Starless Night Council as her control spell decreases the Willpower
cost of casting it by 1. She may designate two realms of existence she can bridge with this
spell, such as Yu-Shan and Creation or the Underworld and the Wyld, treating both as the
same realm of existence for the purposes of this spell. During Calibration strange entities
from outside reality haunt the sorcerer, entreating her with offers of knowledge or power if
only she would help them become real.
Voices of Distant Regard
Milestones: Ritual
Cost: 2 Willpower
Distortion: 3 milestones
Duration: Until the sorcerer sleeps
Performing a ritual in silence for an hour, the sorcerer shuts out all other voices to concentrate
on distant voices: hushed conspiracy, desperate prayers and fearful curses, until the sorcerer
can hear them all. The sorcerer may hear any conversation where participants are discussing
her until she next sleeps. Conversations taking place in areas warded against scrying are
protected from this spell. Her name need never be mentioned as the intent of the speaker calls
the sorcerer’s attention. She also becomes vaguely aware of the distance and direction of
these conversations. The sorcerer can hear all the participating voices as if she were in the
same room with the speakers, and she may recognize the voices of acquaintances. Listening
to multiple conversations at once can be difficult and require (Perception + Awareness) checks
to be made to correctly parse them with difficulty determined by the amount of conversation
she wishes to listen to. She can concentrate and take no other action to shut out all but one
conversation to listen to. Attempting to hold a conversation while listening to others through
the spell may inflict penalties from distraction.
A sorcerer that takes Voices of Distant Regard as her control spell sometimes becomes aware
of conversations about her even when she does not cast the spell. Once per Story she hears
one full conversation about her. This tends to be the most dramatically important conversation
taking place. She does not choose when to benefit from this, it happens automatically and at
the discretion of the Storyteller. It is never truly quiet around the sorcerer; she is accompanied
by a susurrus of conversations at the edge of hearing, a nonsensical echoes of words spoken
about her.
Distortion (3 milestones): Distorting this spell raises the volume of the voices speaking in the
sorcerer’s head to a cacophonous din, making it impossible to focus on one of them without
rolling (Perception + Awareness) to hear them all. The voices are distracting and afflict the
sorcerer until the spell’s effect comes to an end; this is a -2 distraction penalty that applies
when she is being discussed.
Social
Insidious Tendrils of Hate
Milestones: Ritual
Cost: 2 Willpower
Distortion: 2 milestones
Duration: (Manipulation) days
For two hours, the sorcerer feeds her malice into a fire until it blazes green as Hell’s sun. At
the ritual’s culmination, she casts an arcane link to her intended victim into the flames: a piece
of the target’s body — e.g., hair, nail clippings, blood — taken within the past three days, or
something of personal significance to him.
Upon completing the ritual, smoke envelops the target, seeping into skin and soul. The sorcerer
rolls (Manipulation + Occult) against his Resolve and that of anyone within short range of him.
This is an inspire roll to create hatred, but can’t be resisted with Willpower, and its effects last
for the spell’s duration. Victims become paranoid and hateful, perceiving insults in every word
and assuming the worst of everyone. Their positive Major Ties count as Minor; positive Minor
Ties are suppressed entirely.
A sorcerer with this as her control spell exhales subtle wisps of acrid smoke when she exhales.
She adds (Essence) dice on rolls to inspire hatred, including this spell’s roll, and on influence
rolls leveraging hatred-based Intimacies.
Distortion (2 milestones): Distorting this curse on an individual lets him resist for one
Willpower, though his positive Ties still remain diminished for the spell’s duration.
Threefold Binding of the Heart
Milestones: 6
Cost: 3 Willpower
Distortion: 4 milestones
Duration: Indefinite
This spell lays an absolute and stringent binding on the heart of a Tier 1 or 2 victim at up to
short range, rendering him utterly devoted to the sorcerer’s interests. The sorcerer weaves a
binding around the victim’s heart which emerge from her as ropes of orange and yellow light
that coil around the victim and wrap around his spine, ending in three knots that slither through
the flesh towards the heart, merging with his Essence. She sorcerer rolls (Charisma + Occult)
against the higher of the victim’s Resolve or Willpower to successfully bind his heart. The
sorcerer may only bind one victim at any given time.
Upon being successfully bound, the sorcerer’s victim gains a Defining Tie of loyalty towards
the sorcerer that cannot be weakened by mundane means and sets his Resolve to 0 against
any influence rolls the sorcerer makes. The sorcerer must determine the shape that this
relationship takes at the time of binding. Some bind their victim to look to them as a mentor,
while others bind them in romantic attraction or a soldier’s camaraderie. Regardless, the victim
will have a slavish mentality but will listen intelligently to the sorcerer’s wishes and act in what
he believes to be the sorcerer’s best interests. To others, it is terribly clear that the victim’s will
has been suborned in some fashion.
This binding lasts indefinitely unless tampered with, but has a few weaknesses that make it
possible to break the binding. If the sorcerer attempts to persuade the victim to act in a way
that endangers or violates another Defining Intimacy they possess, the victim may begin to try
to break free of the influence roll (Wits + Integrity) against a difficulty of 5. If he succeeds on
the roll, he may spend Willpower to reject the influence in a Decision Point. In this situation,
the victim is apologetic but unable to comply with the sorcerer’s wishes. When the victim does
so for a number of times equal to (Essence), he breaks free completely, ending the spell. A
roll to resist can also be triggered by a confrontation with a person who is the subject of a
Defining Tie.
The victim cannot be subject to the spell again for at least a full year after successfully breaking
free. The binding may end prematurely with the sorcerer’s death, or may be willingly released
by the sorcerer. She must reach into her victim’s chest to pull the bindings loose, ending the
spell.
A sorcerer that takes Threefold Binding of the Heart as her control spell, can conceal the
bindings around her victim’s heart as a mundane relationship. It is not obvious the sorcerer
has suborned her victim's will, observers may still discover this by succeeding on a read
intentions action to uncover the Intimacy created by the spell. Such sorcerers often have a
magnetism to them that causes fixation in their friends, and even the most innocuous of
relationships has a tinge of unhealthy focus on the sorcerer. She may bind up to (Charisma)
characters to herself at a time.
Distortion (4 milestones): Distorting the binding makes it easier to resist the sorcerer’s will
when it requires the victim to go against the things he holds most important. Successful
distortion lowers the difficulty of the (Wits + Integrity) check to resist to 3. Distortion also allows
the target to immediately make one such roll.
Summoning
Demon of the Second Circle
Milestones: Ritual
Cost: 3 Willpower
Distortion: -
Duration: Instant
The sorcerer calls up a Demon of the Second Circle from hell in a ritual that has to be
performed on the night of the new moon. She rolls (Intelligence + Occult) against (the demon’s
Resolve + [Essence/2]). On a success she binds it to her service for a year and a day or to a
task indefinitely.
Hidden Judges of the Secret Flame
Milestones: Ritual
Cost: 1 Willpower
Distortion: -
Duration: Instant
The sorcerer performs a complicated, formal ritual from sunset to sunrise to call one of the
Hidden Judges. These gods can be called upon at any time of the year save Calibration, to
bring those to justice who have violated heavenly law. The judges cannot be compelled and
will only persecute what they see as legitimate breaches of the law. When he arrives, the
sorcerer must tell him (in Old Realm) who has violated celestial law in what way. The Hidden
Judges are willing to educate their summoner on what does and what does not constitute a
breach of celestial law. The Hidden Judges can be fooled (though it is not easy) and their
investigative prowess leads them to usually find out the truth at the end. They are more than
willing to bring the full power of the Bureau of Heaven to bear against any who dare trick them.
Once they learn and accept the request of a summoner, they will investigate and hunt down
the guilty party. They use their miracles and Charms to mete out justice. Defeating one of the
judges – whether in combat or another form of contest the judge accepts, redeems the guilty
party of most offenses in the eyes of heaven.
A sorcerer who knows Hidden Judges of the Secret Flames as her control spell possesses the
personal favor of one of the Hidden Judges. He allows her to summon his sword to her side
as a reflexive action. A powerful weapon, treated as 5-dot light artifact weapon possessing
Evocations related to meting out divine justice. The sorcerer unlocks the first of these
Evocations for free. She cannot summon this sword during Calibration.
Hidden Judge of the Secret Flame
There are seven ancient judges, tall, cloaked and hooded in black, each of whose limbs have
withered to darkened bones and whose face is but a single blue flame. The Hidden Judges
each carry one of the Swords of the Secret Flame and have the right to destroy even gods and
Exalted who forget their responsibilities. The Judges have no names but are addressed by the
names of their swords, such as Hekateron, Amantythae, Sebelle, Kasimodente and
Pheberester. In Yu-Shan, they enforce the peace at the Calibration festival.
Tier: 3; Essence: 5; Willpower: 10; Join Battle: 15 dice
Health Levels: 15
Actions: Heavenly Law: 17 dice; Investigation: 12 dice; Knowledge: 11 dice; Read
Intentions: 14 dice; Resist Poison: 14 dice; Senses: 9 dice; Social Influence: 10 dice; Stealth:
9 dice; Tracking: 12 dice
Appearance 5 (Hideous), Resolve 8, Guile 5
Combat
Attack (Hekateron, the White Blade): 16 dice (Damage 4, Minimum 2)
Combat Movement: 9 dice
Evasion 5, Parry 8
Soak: 10 dice (or 0 see Bulwark Against the Wicked)
Bulwark Against the Wicked: The Hidden Judge has a Soak rating of 10 against every attack.
Attacks made by a weapon anointed by the freely-given blood of one innocent of any breaches
against celestial law circumvent this protection.
Divine Bloodhound: The Hidden Judge can spend 2 Essence when casing a Scene to gain
a vision of any breach of celestial law that transpired in this place, up to one century ago. He
may also spend 1 Essence to perfectly track a character who has broken celestial law, his
supernatural gaze following tracks that are up to one month old even if they cannot be detected
by mundane means.
Hekateron, the White Blade: This sample Hidden Judge bears Hekateron, the White Blade.
This slim, pale sword of enchanted salt inflicts aggravated damage upon ghosts and
permanently destroys any ghosts it kills.
Know Your Place: Anyone who sees around a Hidden Judge’s concealing hood or uncovers
the fire of a Judge’s face is pierced by complete understanding of his true place in, and
responsibilities to, the Celestial Hierarchy. The Judge may spend 1 Essence to roll his
Heavenly Law dice pool against the Resolve of another character to persuade him to aid in its
investigations and pursuit for justice. The character’s responsibility towards heavenly law is
treated as a Major Intimacy in support of the influence for this purpose, unless the target
considers himself an enemy of heaven.
Measure the Wind: The Hidden Judge can tell at a glance wheather a creature has ever
broken the celestial laws he guards and whether a creature considers itself or an enemy of
heaven or is considered such by heaven. All these are perfect effects.
Miracles: The potent miracles of the Hidden Judges enforce their verdicts. This can take many
different forms, from magically enforced oaths to karmic curses or turning a defeated enemy
into a pillar of salt to forever mark the consequences of defying celestial law.
Principle of Motion: Once per Scene, the god can reflexively spend 2 Essence to take a
second turn right after their first in a round.
Unconquerable Arbiter of Law: The Hidden Judge may spend 1 Essence to perform one of
the following effects:
- Create a perfect attack against a target who has breached celestial law (Simple).
- Perfectly parry an attack performed by a character who has breached celestial law
(Reflexive).
- Create an attack that increases its damage by 5 and its minimum damage by 3
(Simple).
- Supplement a persuade roll to try and persuade a target to accept its divinely mandated
punishment, increasing the Willpower cost of entering a Decision Point by 2
(Supplemental).
Prince of the Fallen Tower
Milestones: 6 milestones
Cost: 2 Essence and 1 Willpower
Distortion: -
Duration: Instant
A shimmering doorway of foul water opens, beckoning forth a 20-foot ogre covered in rust-
colored chitin and weeping sores, a Prince of the Fallen Tower (see below) sealed away long
ago. It’s largely unintelligent, but will obey the sorcerer’s commands faithfully, and forms a
Defining Tie of loyalty to her that can’t be weakened or altered. If summoned into combat, it
rolls Join Battle immediately. Sorcerers can’t have more than (Essence) princes summoned at
a time.
A sorcerer with this as her control spell may pay a one-Willpower surcharge to summon a
prince permanently, which doesn’t count against her limit on summoned princes. It may
develop unique powers over time, comparable in power to those of other princes. She can only
have one permanently summoned prince at a time. If it dies, a summoned replacement retains
any Charms gained by its predecessors.
Prince of the Fallen Tower
Hulking creatures long ago banished from Creation.
Tier: 3; Essence: 3; Willpower: 5; Join Battle: 13 dice
Health Levels: 12
Actions: Feats of Strength: 14 dice (may attempt Strength 10 feats); Resist Poison: 12 dice;
Senses: 8 dice; Threaten: 9 dice
Appearance 5 (Hideous), Resolve 4, Guile 3
Combat
Attack (Unarmed): 13 dice (Damage 3, Minimum 1)
Combat Movement: 7 dice
Evasion 2, Parry 6
Soak: 3 dice (or 10 against those not of Legendary Size)
Corrupting Touch: The prince may destroy up to 10 cubic feet of mundane wood, stone, or
metal as a miscellaneous action. Targeting a worn or wielded object requires a successful
disarm gambit.
Essence Bite: The prince may spend 1 Essence as a simple action to make an attack that
increases its damage by 3.
Entropic Urge: Any influence that would cause the Prince to cease engaging in destruction is
unacceptable, even its summoner’s orders.
Maker’s Bane: The attacks of the prince ignore armored Soak and deal aggravated damage
to earth and wood spirits.
Red Rending Fury: The prince may spend 1 Essence to adds 3 automatic successes to a feat
of demolition.
Legendary Size: A creature of Legendary Size has 5 additional Health Levels and a minimum
Soak of 10 against the attacks of characters smaller than Legendary Size and does not suffer
onslaught penalties from their attacks, unless created by magic. This does not add to other
sources of Soak, it is merely the minimum of soak dice rolled and applies in full against
aggravated damage.
Summon Greater Elemental
Milestones: Ritual
Cost: 3 Willpower
Distortion: -
Duration: Instant
The sorcerer draws a Tier 3 elemental to her side through the dragon lines in a ritual that takes
eight hours and can only be performed on the first day of the season. She rolls (Intelligence +
Occult) against the elemental’s (Resolve + [Essence/2]). On a success she binds it to her
service for one lunar month or to a task for a year and a day.
Travel
Cloud Trapeze
Milestones: 6
Cost: 3 Essence and 1 Willpower
Distortion: 4 milestones
Duration: Until dismissed
Wrapping her fingers in a fiendish cat’s cradle, the sorcerer weaves vapor and Essence into a
massive barge of cloud stuff. It lifts the sorcerer and (Essence x 10) tons of cargo and willing
characters within long range, flying at (Essence x 10) miles per hour. Strong winds might propel
it at faster or slower speeds. If the sorcerer must navigate through obstacles or perils, she rolls
(Wits + Occult) to do so. In combat, the sorcerer may move the cloud and everything in it one
range band in any direction as a miscellaneous action, which counts as her movement action
that turn. Its passengers aren’t affected by ill weather and the cold of high altitudes.
The cloud conceals those within it, imposing a –3 penalty on vision-based rolls made against
those within it from outside. Those within the trapeze can see out of it as though it were
transparent. If it ascends high enough to travel among other clouds, it requires a difficulty 5
(Perception + Occult or Survival) roll or the use of weather-predicting magic to discern.
The sorcerer must remain aboard the trapeze to direct its course, though she need not
constantly focus on piloting it. If she disembarks, the cloud descends swiftly, depositing its
passengers and cargo as safely as possible before dissipating.
A sorcerer with this as her control spell adds (Intelligence/2, rounded up) to her Essence when
determining the trapeze’s carrying capacity and speed. While within medium range of mist,
fog, or a body of water, she can make a difficulty 2 (Intelligence + Occult) roll as a
miscellaneous action to shape water vapor into a solid bridge, ladder, etc. spanning one range
band.
Distortion (4 milestones): Distorting a cloud trapeze inverts its opacity, rendering it
transparent to those outside while obscuring the view of those within.
Rolling Earth Carpet
Milestones: 6
Cost: 1 Willpower
Distortion: 4 milestones
Duration: Until the sorcerer rests
The sorcerer reshapes the surrounding landscape in order to ease her travels. The land
becomes flat, lakes and puddles dry up and big caverns open up in mountains to let her
through. Rivers remain, but giant bridges span them as she approaches to allow her
unobstructed passage. When traveling across large bodies of water, such as the open ocean,
she creates a featureless platform of unmalting ice upon which to walk. This ice is neither cold
nor slick and it requires little strength to break through it from below, though it can bear even
the weight of elephants without issue. This spell transforms the area out to long range from
her into easily passable terrain, an area large enough to comfortably march a Size 4
battlegroup through. As she passes, the terrain assumes its original shape, which was only
temporarily suppressed to ease her travels. This spell has no effect on manmade structures.
The weather is similarly becalmed in the spell’s area, dry and as warm as a mild summer day
even when surrounded by a raging blizzard. Supernatural effects that change the weather
apply their effects unimpeded, however.
As the spell reshapes the terrain in her passing, it leaves no evidence behind for eventual
trackers. Mundane tracking is simply impossible, while supernatural tracking enters into a
roll-off against the spell.
The spell ends when the sorcerer stops traveling, whether because she has reached her goal
or wishes to rest. If she rests within potentially harmful territory (such as inside of a mountain
or on the ocean) the spell’s effects in place until she finishes her rest, giving her enough time
to recast the spell when she wishes to continue travelling. If she somehow teleports away or
otherwise abandons her companions in such a place they will benefit from the spell’s effects
until they have left the area of immediate danger on the shortest route possible.
A sorcerer who knows Rolling Earth Carpet as her control spell finds her path cleared in front
of her. Dirt is swept aside as she passes on a road and unlocked doors open before her as if
moved by invisible hands. She never suffers random accidents on the road as the elements
wait for her passing before unleashing calamities and holes move out of the way to spare her
horse. Earth elementals know and respect her shaping prowess, treating her as if they
possessed a Minor Tie of respect towards her.
Distortion (4 milestones): Distorting the spell causes its reshaping to become less absolute.
In mundane areas the terrain is still flattened, but major features such as fully grown trees or
hills are not moves out of the way. In dangerous or otherwise unpassable terrain such as the
open ocean or the inside of a mountain these frequent obstructions turn the area into difficult
terrain.
Summon Spirit Boat
Milestones: 6
Cost: 2 Essence and 1 Willpower
Distortion: 5 milestones
Duration: Until the sorcerer rests
The sorcerer shapes the light of sun, moon and stars reflected on a body of water into a
sparkling, translucent ship. The ship is equal to a blue water merchant, except that it adds
(Essence) to its Hull points and Speed. The sorcerer may speak the name of any maritime
location when on board the ship and the ship will travel to the location as if manned by a full
crew of exceptional skill (8 dice). The ship offers luxurious repasts and rooms to its passengers
and its storage room is greater on the inside than the outside would suggest. The ship remains
until the sorcerer leaves it, though he can extend its existence even in her absence by one day
by spending 1 point of Willpower as she leaves. If she makes it back to the ship within one
day, it will remain until she leaves again.
A sorcerer who knows Summon Spirit Boat as her control spell can summon different ship
types. She cannot summon artifact ships or other magical vessels but any mundane ship type
is within her grasp. She adds (Essence) to the summoned ship’s Maneuverability as well as
its Speed and Hull. Warships summoned in this way count as being equipped with especially
potent ship weaponry.
Distortion (5 milestones): Distorting the spell confuses the sentient ship, halving its dice
pools for the rest of the Scene.
Travel Without Distance
Milestones: Ritual
Cost: 3 Essence and 2 Willpower
Distortion: -
Duration: Instant
The sorcerer shapes a blazing corona of Essence around herself through mudras that describe
the warp and weft of space in a ritual that takes a minute to perform. She cannot cast this spell
while battle is joined. As she completes the spell, she is engulfed in whirling clouds of Essence
and energy, and then is gone. She may reappear in any location within (Essence x 10) miles,
as long as she has seen it before, either firsthand or through scrying magics. She may not cast
Travel Without Distance again until one hour has passed. This spell is highly valued by both
the Sidereal and Lunar Exalted, who maintain hidden meeting-places that can only be reached
with this spell.
A sorcerer who knows Travel Without Distance as her control spell may bring up to (Essence
+ 1) willing characters within short range along with her when she casts this spell.
Utility
Crumbling Walls
Milestones: Ritual
Cost: 3 Willpower
Distortion: -
Duration: Instant
The sorcerer holds an elaborate ritual beseeching the gods of boundaries and warfare, paying
special homage to Amoth City-Smiter. She walks around the walls of a city five times as she
does so, a process taking at least five hours. She must be within long range of the city walls
as she circumvents them, though she need not announce her presence and may use Charms
and other magic to hide herself from any defenders. As she completes each circuit, ill omens
can be seen across the city, informing savants that something bad is about to happen. Once
she finishes the ritual a loud noise like the bellowing of ten thousand trumpets can be heard
everywhere in the city and its walls begin to crumble. Starting with cracks at first and then
rapidly accelerating, the walls of the city are completely demolished over the next five minutes.
This spell destroys the outer walls and fortifications of a city or other stronghold, including
watchtowers and guardhouses built into the walls, but cannot destroy buildings such as a keep
or a manse directly.
A sorcerer who knows Crumbling Walls as her control spell can breach barriers of any kind
with ease. She can cast this spell using a cost of 5 milestones and 1 Willpower to blast a
breach into any wall or other barrier in front of her. Magically reinforced barriers force a roll-off
and are immune to this version of the spell for the rest of the current Story if they succeed.
Faithful Ally
Milestones: Ritual
Cost: 2 Willpower
Distortion: 4 milestones
Duration: Indefinite
The sorcerer performs a small ceremony with another willing character over the course of one
hour, mixing their blood with sapphire dust (requiring about 1 Health Level worth of blood from
each and a Resources 2-3 expense depending on the area) and painting each other with the
resulting liquid, applying a mark of their heartfelt devotion towards one another. This spell
creates a powerful bond between the two characters for the rest of the Story. They both hold
a Major Intimacy of Trust towards another that cannot be removed or weakened for as long as
the sigil remains, count as an arcane link towards one another and can telepathically
communicate across any distance, so long as they are within the same realm of existence.
The mark is not obviously magical, though savants who see it can recognize its connection to
powerful magics that bind people together with a difficulty 5 (Intelligence + Occult) roll. The
mark remains indefinitely but can be removed by a wearer at any time. A character can only
bear one mark at the same time, though the sorcerer may use this spell to create a mark
between two other characters.
A sorcerer who knows Faithful Ally as her control spell can call upon her allies in need. She
may carry up to (Essence) marks at one time, linking her to as many different people. If they
are in the same realm of existence and agree, she can spend 1 Essence as a Simple action
to teleport one of them to her side or spend 3 Essence to teleport all of them to her side at
once. Drawing on the mark in such a fashion removes it.
Distortion (4 milestones): Distorting the spell causes the bond to fray momentarily. This
suppresses the ability to telepathically communicate (and teleport) for the rest of the Scene.
Hideous Confusion of Tongues
Milestones: 6
Cost: 2 Willpower
Distortion: 2 milestones
Duration: (Essence) hours
The sorcerer curses those around her with an infectious glossolalia that confuses her foes and
makes communication impossible. She emits a wave of turquoise Essence that expands
outward like a ripple in a pond out to medium range, infecting all those caught within it. The
sorcerer must roll (Intelligence + Occult) against the Resolve of all victims to successfully infect
them with the curse. Each victim successfully cursed becomes unable to speak intelligibly for
several hours. Instead, what comes from their mouths is gibberish made from known words
that have no meaning when strung together. Hideous Confusion of Tongues makes verbal
social influence impossible, and prevents the usage of powers contingent upon verbal
communication. Nonverbal communication may still be attempted as normal. Any of those
infected who speak to others may pass on this curse to those listening. Transmission is
resolved by comparing the successes rolled by the sorcerer with the Resolve of the uninfected.
A battle group that is cursed by the spell immediately makes a rout check at +1 difficulty. Even
if they should avoid dissolution, the cacophony caused by the spell makes it incredibly difficult
to coordinate among those infected, inflicting sorcerer’s (Essence) penalty on command rolls.
The spell’s effects may be ended early with the death of the sorcerer.
The sorcerer that takes Hideous Confusion of Tongues as her control spell may exempt her
allies from the curse’s effects, allowing them to communicate and listen to those who have
been cursed without fear of suffering the same fate. The sorcerer’s enemies find themselves
tongue-tied in her presence, uttering nonsense when their gaze lingers on her too long.
Distortion (2 milestones): Distorting Hideous Confusion of Tongues may cure an individual
of its effects and prevent them from being infected again. Distortion may be attempted once
for each victim.
Impenetrable Veil of Night
Milestones: 6
Cost: 2 Essence and 2 Willpower
Distortion: 3 milestones
Duration: One day
A twisting nexus of living shadows takes form between the sorcerer’s hands. As she completes
the spell, she casts the umbral tangle upward, where it expands into a column of ebon
darkness centered on the sorcerer that extends out one mile in horizontal diameter and
immeasurably high vertically. Within the Impenetrable Veil of Night, torches, lanterns, and even
anima banners cast light out only to close range, while speech and noises echo in strange,
unnatural ways. Even characters with supernatural senses capable of seeing in mundane
darkness still suffer a -2 penalty on all Awareness or Perception-based rolls made within the
veil. A battlegroup that is caught within the darkness immediately makes a rout check at +1
difficulty.
A sorcerer who knows Impenetrable Veil of Night as her control spell speaks with a distorted
voice, as if she were always standing within the nihil of the spell. Light subtly flees her body.
Her eyes perfectly pierce any gloom or darkness perfectly, including the darkness created by
this spell.
Distortion (3 milestones): Distorting the veil causes the darkness to part around the sorcerer,
out to medium range from her, for up to an hour.
Ivory Orchid Pavilion
Milestones: Ritual
Cost: 1 Willpower
Distortion: 3 milestones
Duration: One day
As the sorcerer spends a few minutes tracing the borders of this spell with her footsteps, a
spire of ivory rises from the ground like the calyx of an immense flower carved from marble.
Once she completes the circuit, the central pillar unfurls its petals to reveal a splendid mansion.
Ornate furniture, silk curtains, and fine beddings adorn the chambers of the palace, and the
pleasant scent of fresh orchids is everywhere. Feasting tables within the mansion’s dining room
are replete with fresh fruits and nuts and bowls of wine, never seeming to run empty, though
vanishing if taken outside. Any character who enters the Ivory Orchid Pavilion and partakes of
its amenities or sleeps within it is treated as having a Major Tie of blissful contentment towards
dwelling within it until the end of his stay—most spirits and cultured sorcerers consider this a
luxury rather than an imposition, relishing the chance to forget their troubles. Once this spell
ends, the mansion folds back into the ground, safely depositing all guests outside. For five
years after the casting of the spell, white orchids will grow from the ground where it was cast.
Should the sorcerer desire to stay longer in one place, she may retrace the ritual in the hour
after sunrise or before sunset to extend its duration by another day.
A sorcerer who knows Ivory Orchid Pavilion as her control spell at all times smells of fresh
orchids. She exudes an air of culture and generosity, treating everyone who accepts her
hospitality, in the pavilion or otherwise, as though they possessed a Minor Tie of gratitude
towards her.
Distortion (5 milestones): Distorting an Ivory Orchid Pavilion subtly inverts the blissful
atmosphere of the sanctum, transforming the Intimacy imposed by this spell into a Minor Tie
of suspicion and distrust of all other characters within the pavilion. This inversion lasts until it
leads to a Scene in which built-up suspicion comes to a head in a dramatic fashion.
Maiden’s Deliverance
Milestones: Ritual
Cost: 3 Willpower
Distortion: 8 milestones
Duration: Instant
The sorcerer marks an area of her choice, up to extreme range from its center (a palace, a
village or a neighborhood) with astrological warding symbols, invoking the protection of the
Maidens of Destiny. The length of the ritual depends on the size of the area to be covered, a
single room can be warded within minutes, while a whole neighborhood may take hours to
cover. At the ritual’s conclusion, the sorcerer retreats to the center of the area to be protected
and lays her hand on the ground. The warding sigils across the area flare up in brilliant light
reminiscent of the Maiden of Destiny and a glittering dome of starlight forms over the area.
Then the lights vanish and the spell is complete. For the next (Essence) weeks, the area inside
is protected from sorcery. Magic of the Terrestrial and Celestial Circle cannot be cast within
and all spells that cross its border are suppressed until they exit it again. Workings of the
Terrestrial and Celestial Circle are likewise suppressed. The same goes for spells and
workings of the Shadowlands Circle. Spells and workings suppressed never cause harm in
this way. A sorcerer who gave himself wings through a working may find them nonfunctional
while inside, but he would not suffer wounds as they are violently torn out and a person on the
cusp of dying suspended in a magical stasis field would stay suspended. The ward also
protects against scrying and teleportation of any kind. Solar Circle magic, as well as Labyrinth
and Void Circle Necromancy are unaffected. A sorcerer can only ward one area, no matter its
size, against sorcery at the same time using this spell.
A sorcerer who knows Maiden’s Deliverance as her control spell is followed by auspicious
omens. She can light her eyes up with starlight as a miscellaneous action, waiving visual
penalties based on insufficient illumination, but making her stand out in darkness. She is
immune to her own wards against sorcery, allowing her and her alone to work magic in an area
she has warded with Maiden’s Deliverance, as though it had been distorted.
Distortion (8 milestones): A sorcerer who makes it to the center of the protected area, where
the spell was originally completed can try to distort the spell, allowing sorcery to be worked
within its confines, though sorcery still cannot cross inside from without.
Servant of Infallible Location
Milestones: 5
Cost: 2 Essence and 2 Willpower
Distortion: 2 milestones
Duration: Until it finds what is sought
The sorcerer summons a sparrow of blue flame. This creature can find any item, person or
location the sorcerer has previously personally encountered or to which she has an arcane link
as a perfect effect, leading the sorcerer to its location. The bird can fly with a speed of 50 miles
per hour. It can also be instructed to find the nearest example of a general object within extreme
range of the caster, as long as it is objectively definable. “The nearest piece of jade”, “the
nearest man” or “the exit from this maze” would be permissible, “my nearest ally” or a “safe
place” would not.
Perfect means of covering tracks or supernaturally enhanced stealth force this spell into a
roll-off.
A sorcerer who knows Servant of the Infallible Location as her control spell has internalized its
Essence. The sparrow lives in her heart and can be called forth with an unrolled miscellaneous
action instead of casting the spell normally. She adopts a Principle of “My curiosity knows no
bound” or a similar Principle encompassing curiosity, discovery or wanderlust. This Principle
cannot be reduced below Minor intensity.
Distortion (2 milestones): Distorting the spell confuses the sparrow, causing it to meander
as it searches for its goal, doubling the time it needs to lead the sorcerer towards her goal.
Shadows of the Ancient Past
Milestones: 3
Cost: 2 Willpower
Distortion: 1 milestone
Duration: Instant
The sorcerer calls up the lingering echoes of the past to reenact themselves before her. The
sorcerer may choose a specific time in the past she wishes to view, such as “One hundred
years ago, on the first day of Ascending Air,” or a subjective time that relates to something in
the Scene, such as “When this corpse died.” The spell creates translucent, insubstantial
illusions that fill the room or area and display the events of the specified point in time. The
sorcerer may mentally pause the action for detailed examination with Awareness or
Investigation actions, or accelerate the flow of time within the illusion so that up to an entire
day passes by in the space of the scene. Attempting to view events from more than five
centuries ago call only vague, indistinguishable images that rarely convey useful details. The
events of the recent present—within the past year or so—have yet to form substantial echoes,
providing only the barest of imagery conjured.
Should the events she tries to scry have been concealed with a perfect conceal evidence
action, the sorcerer must succeed in a roll-off to conjure them up, becoming forever
inaccessible to her through this spell should she fail. Should they have been warded by magic
against scrying when they transpired or the area within which she tries to perform this spell be
warded in such a way in the present it automatically fails.
A sorcerer who knows Shadows of the Ancient Past as her control spell may mentally record
all illusions conjured by any casting of this spell. She may cause them to reappear at a later
point at any time by taking a shape sorcery action at no cost.
Distortion (1 milestone): Distorting this spell allows the opposing sorcerer to falsify the
illusions for the duration of the spell, warping and obfuscating the truth. While she cannot totally
eliminate the information the casting sorcerer is attempting to discern, she may introduce all
manner of contradictory evidence, red herrings, or misleading images in an attempt to throw
him off the trail.
Torrential Cascade
Milestones: 6
Cost: 3 Essence and 3 Willpower
Distortion: 2 milestones
Duration: Instant or Indefinite
The sorcerer sings in meaningless glossolalia that evokes the Storm Who Drowned the World.
A churning pillar of water forms above her, drawn from nearby lakes and rivers, deep aquifers,
and the clouds themselves. It then collapses in a great wave, engulfing a 90-degree arc out to
short range. This is a difficulty (Intelligence), damage 1B/round environmental hazard. Battle
groups that fail their roll against the hazard check for rout. Mundane structures less than one
range band high and similar inanimate objects suffer uncountable damage at the Storyteller’s
discretion, as the wave uproots trees, crushes stone buildings, and washes away fields.
Characters caught in the wave suffer a –3 penalty on rolls other than those against the hazard.
Once the sorcerer’s begun casting, she can sustain the spell with an unrolled Shape Sorcery
action each turn at no cost, causing the wave to advance another range band, maximum three
consecutive rounds. Characters who failed their roll on her previous turn are dragged along. If
it caused significant structural damage, the hazard’s damage increases by one level each
subsequent round from the debris caught in the wave. Some circumstances, like being
dammed by a structure too sturdy to break, may block it, in which case it’s redirected in one or
more different directions, at the Storyteller’s discretion. The sorcerer can’t continue sustaining
the spell if she takes any movement actions.
Once the sorcerer ceases sustaining the wave or is damaged or incapacitated, it collapses,
drenching the ground with water. Earthen surfaces caught in the spell’s area become difficult
terrain until they dry out; the Storyteller dictates how the water behaves on other surfaces,
which may include drowning those unable to escape.
A sorcerer with this as her control spell can guide and shape the wave as it moves. She can
cause it to change direction in mid-course, flow around obstacles, or split and harmlessly flow
around certain characters or structures. When she experiences strong emotions, nearby
bodies of water become agitated, furiously roiling and churning.
Distortion (2 milestones): Distorting the wave causes it to flow harmlessly around the
distorting sorcerer and anyone within close range of him for the duration. This can be
accomplished even by a sorcerer already engulfed in the wave.
Wheel of the Turning Heavens
Milestones: 6
Cost: 1 Willpower
Distortion: 3 milestones
Duration: (Essence) hours
The sorcerer may entrance a large group of people so that they become placid and unaware
of their surroundings in the night. The sorcerer reaches towards the night sky to channel a
burst of light that transforms into a field of false stars in the sky that glow bright, entrancing all
intelligent beings that look upon these stars within a half mile of the sorcerer. Trivial opponents
and battle groups are immediately entranced, while non-trivial opponents may roll to avert their
gaze at the last second using (Wits + Integrity) against a difficulty of 5. Even if this effect is
successfully resisted, any action which requires the victims to direct their gaze up from the
ground risks being entranced again, necessitating an additional roll. Those who become
entranced forget what they are doing, unable to do anything save stare at the sky. When the
spell’s effects come to an end, they have no recollection of what happened around them
afterwards. This spell’s effects end prematurely if the sorcerer is slain. If any of the victims
enchanted by the spell is harmed while entranced, he is immediately freed of the effect for the
remainder of its duration. A perfect Resolve defends against this spell’s effects for its entire
duration without need for a roll-off.
A sorcerer that knows Wheel of Turning Heavens as her control spell can cast an alternative
variant of the spell during the day, called the Archway of Resplendent Paradise, which
summons a wondrous rainbow that entrances those who look upon it, but otherwise functions
identically to the Wheel of the Turning Heavens. The sorcerer possesses an aura of tranquility
which overwhelms those in her presence; some forget why they sought her out, while others
find themselves drowsy as if they’d consumed a soporific.
Distortion (3 milestones): Distorting the Wheel of Turning Heavens gives those caught within
its sway the opportunity to break free. Victims must spend 1 Willpower and then gain another
chance to resist the entrancement. Those that break free this way are immune to the spell for
the rest of its duration.
Whirlwind of Fate
Milestones: 6
Cost: 1 Willpower
Distortion: 6 milestones
Duration: One Scene
The sorcerer forms a lance of starlight and inserts it into the chaotic weave of fate, clearing a
path to her goal. She creates a short-lived destiny, nudging events that unfold in the current
Scene a certain way. She designates a goal when casting this spell. All actions taken in the
current Scene that work towards the completion of this goal decrease their target number by 1
(to a minimum of 3). If the goal of this spell is opposed by a Tier 3+ character in the Scene, the
sorcerer must succeed on a (Manipulation + Occult) roll against his Resolve for the spell to
succeed.
This has no effect on any actions taken by creatures outside of fate, but can apply to actions
taken against them. Sidereals with the appropriate version of Auspicious Prospects for (Caste)
Charm can detect the artificial destinies created by this spell. While this spell is well known to
the Five-Score Fellowship, they usual prefer to rely on their innate powers of destiny
manipulation as the crude insertion of this Charm often causes damage to the local weave.
A sorcerer who knows Whirlwind of Fate as her control spell is attuned to the weave of destiny.
Starlight can be seen sparkling in her eyes and she can tell when a creature or object she can
see has an important destiny. With more detailed study she can potentially find out if the
destiny has recently been altered and what its nature is. She always is reflexively aware if her
own destiny is being altered.
Distortion (6 milestones): Distorting the spell allows the distorting caster to add an additional
goal to the Scene which gains the same benefits as the goal originally stated by the caster.
Even when an action works towards both goals, its target number is only decreased by 1.
Solar Circle
Combat
Essence Inversion
Milestones: 6
Cost: 3 Essence and 2 Willpower
Distortion: 4 milestones
Duration: (Essence) turns
Twisting her fingers together and flicking them toward her enemy, the sorcerer releases a
roiling black and violet beam that penetrates her target’s chest. She rolls (Intelligence + Occult)
as an unblockable and undodgeable attack. If the enemy is successfully hit, she inverses his
Essence, causing his own power to be his demise. For the next (Essence) turns, whenever a
target hit by this spell spends a point of Essence, he suffers (Essence/2) points of unsoakable,
aggravated damage for every point of Essence spent. A perfect Resolve, used the instant the
target is hit, protects him from this curse.
This spell may only be cast once per Scene.
A sorcerer who knows Essence Inversion as her control spell has a keen eye for disruptions
of Essence, adding (Essence/2) bonus dice to any roll to diagnose a disease or poison. Her
reflections are color-inverted.
Distortion (4 milestones): Distortion ends this spell early, causing it to end at the end of the
taget’s next turn, no matter how many turns of duration were left.
Light of Solar Cleansing
Milestones: 8
Cost: 3 Essence and 3 Willpower
Distortion: -
Duration: Instant
A golden nimbus of sunlight coalesces around the Sorcerer as she casts this spell. Upon
completion it explodes outward in a surge of light. All Tier 1 or 2 mindless undead characters
within (Essence) miles of the caster are immediately destroyed. Every Tier 1 or 2 ghost within
this radius is immediately banished to the Underworld. Tier 3+ undead take (Essence x 2)
unsoakable levels of aggravated damage. A perfect defense protects against this spell without
need for a roll-off.
This spell may only be cast once per day and it may only be cast during daytime.
A sorcerer who knows Light of Solar Cleansing radiates holy purpose and is at all times
surrounded by a faint halo of golden light. She may cast this spell even during night time,
carrying the sun’s power in her heart.
Total Annihilation
Milestones: 10
Cost: 5 Essence and 5 Willpower
Distortion: 5 milestones
Duration: Instant
The sorcerer holds out her hand, summoning an emerald mist of Essence that swirls about
her, gathering into the form of an opalescent green orb about the size of an apple in her palm.
She may fling this miniature green sun at any target within long range of her, sending the orb
to strike the range band that the sorcerer’s target inhabits. Where the emerald sphere strikes,
it explodes into a column of bright light that fills out to short range around itself and extreme
range above its target, annihilating everything caught within it. The field of destruction begins
to grow outward, a wave of destructive energy that expands one range band every turn until it
reaches extreme range.
The field of destruction created by Total Annihilation is an environmental hazard with damage
6A/round, difficulty 10. Against battlegroups this damage is tripled. Tier 1 and 2 characters
cannot resist this hazard. These victims are immediately vaporized if caught in its wake, leaving
behind a faint silhouette of ash when the destruction finally comes to an end.
The field of destruction is blindingly radiant. Those who look at the field of destruction and are
standing at up to medium distance away from it may be blinded for the rest of the Scene if they
don’t succeed at a (Wits + Awareness) roll to avert their gaze at a difficulty of 4. The cacophony
and light inflicts a -5 circumstantial penalty on those attempting to do anything other than flee
the field of destruction at medium range of or within it.
Total Annihilation can only be cast once per Story. Total Annihilation devastates the landscape,
dealing recurring uncountable damage to terrain and mundane structures or objects caught in
the blast, utterly annihilating them and leaving behind churned earth and ruin, poisoned by
hellish energy. The spell wreaks havoc on the geomantic energy of the area, and
fundamentally warps the Essence of the region. Demesnes may alter or die, and storms may
ruin crops or cause mass floodings thanks to the environmental chaos.
A sorcerer who knows Total Annihilation as her control spell is completely immune to all of the
negative effects caused by the field of destruction or its fallout. She may walk into the field
without harm, stare down its glow unphased and live in the wasteland it leaves behind without
fear of illness. This immunity does not extend to her allies, however. The heart of the sorcerer
resembles a green sun glowing in her chest, filling her eyes and mouth with a terrible, green
illumination. In a certain light, her bones can be glimpsed through the skin, limned by the
unnatural glow radiating from within her.
Distortion (5 milestones): Distorting this spell prevents the field of destruction from
expanding any further. The field of destruction remains for the number of turns it would have
taken to reach the extreme range band.
Wrath of the Five Elements
Milestones: 7
Cost: 2 Essence and 1 Willpower
Distortion: 4 milestones
Duration: Five rounds
The sorcerer admonishes her opponent with a prayer to the five Elemental Dragons, invoking
their wrath. She gestures towards an enemy within medium range. On each of the next five
rounds, he is visited by the wrath of one of the Elemental Dragons. Each is a one-time
environmental hazard with damage 3A and difficulty 8.
The Wrath of Mela lashes the enemy with frost and lightning, increasing his difficulty to resist
this hazard by 2 if he wears armor fashioned from metal, including the magical materials.
The Wrath of Pasiap shatters the ground beneath his feat, rendering him prone if he fails to
resist the hazard.
The Wrath of Hesiesh burns him from the inside, increasing the hazard’s damage by 1.
The Wrath of Danaa’d causes his blood to roil inside his body and pool in his sweat, imposing
a -4 penalty to any action he takes on the turn he is wracked by it.
The Wrath of Sextes Jylis causes vines and stalks of green to burst forth from his skin,
causing him to suffer from difficult terrain on the turn he is wracked by it.
This spell may only be cast once per Scene.
A sorcerer who knows Wrath of the Five Elements as her control spell incites the elements
with her emotions, causing them to grow agitated when she experiences strong passions. She
ignores element-based difficult terrain.
Summoning
Demon of the Third Circle
Milestones: Ritual
Cost: 5 Willpower
Distortion: -
Duration: Instant
The sorcerer calls up a Demon of the Third Circle from hell in a ritual that has to be performed
on the night of the new moon. She rolls a contested (Essence + Willpower) roll against the
demon, which cannot be modified or enhanced by Charms or effects that do not explicitly do
so. On a success she binds it to her service for a year and a day or to a task indefinitely.
Travel
Chariot of the Blazing Sun
Milestones: 6
Cost: 3 Essence and 2 Willpower
Distortion: 4 milestones
Duration: Until sunset
The sorcerer may call upon a legendary method of transportation, summoning a chariot and
horses made from living flame, which will carry her and up to five other people to wherever she
may wish to go. She may only summon the Chariot of the Blazing Sun between sunrise and
sunset. The sorcerer closes her eyes and chants toward the sun as a flame flares in the
heavens, out of that flame rides the golden chariot with its five fiery steeds. The Chariot of the
Blazing Sun is treated as a flying mount. While driving the chariot, (Wits + Occult + Essence)
replaces the usual rolls for all the sorcerer’s combat movement actions and her movement
actions cover two range bands instead of one, ignoring all difficult terrain. Controlling the
chariot requires all of the sorcerer’s attention, she cannot perform other strenuous actions while
directing it. The chariot can be directed to anywhere in Creation the sorcerer can name.
Outside of combat it is fast enough to reach any point within 1000 miles in less than an hour
and any point in Creation, no matter how far away, within 8 hours. It may even travel beyond
Creation into the Wyld, to the Elemental Poles or to Celestial City of Yu-Shan, provided the
sorcerer knows how to enter it. The chariot acts as heavy cover against ranged attacks, it also
protects the sorcerer and her passengers from any extreme weather, supernatural energies
and the twisting effects of the Wyld.
A sorcerer who possesses Chariot of the Blazing Sun as her control spell can embody the sun
even in the black of night. The sorcerer may summon the Chariot of the Blazing Sun during
the night, the flames burn with the intensity of the sun, and as the chariot travels through the
sky, it looks like a small sun to those beneath it. The chariot is treated as if it were the sun for
the purpose of magical effects. This version of the spell lasts until sunrise. The sorcerers
features become marked with the essence of the Sun, she looks warm and tanned by the
sunlight, with an invigorating warmth and eyes that radiate solar flame.
Distortion (4 milestones): Distorting the chariot causes it to enter a dangerous freefall that
threatens the lives of all those on board. All characters carried by the chariot must succeed at
a difficulty 5 (Dexterity + Athletics) roll to not be thrown from the chariot during its descent,
while the sorcerer piloting it must succeed at a difficulty 6 (Wits + Occult) action to save the
chariot from freefall right before it crashes. Success allows the sorcerer to save the chariot
from its crash at short range from the ground, though the chariot will attempt to land at the end
of the Scene, bringing the spell’s effects to an end. Failure crashes the chariot into the ground,
dealing damage to all inside as though they had suffered an extreme range fall.
Utility
Atrocious Fire Transformation
Milestones: 8
Cost: 3 Essence and 2 Willpower
Distortion: 4 milestones
Duration: One hour
The sorcerer imbues a body of water the size of a large lake or small river with fire Essence.
On the open ocean, this affects an area out to extreme range around the caster. This creates
a towering wall of flame, reaching out to short range above the water. Everything within or on
the water is exposed to a heat-base environmental hazard with damage 3A/round, difficulty
7.
The burning water cannot be quenched, any added water boils away in clouds of scalding
steam. If the added quantities of water are truly enormous, such as a burning river flowing
into the ocean, the burning water will float on top and heat up the remaining water until it
eventually disperses.
A sorcerer who knows Atrocious Fire Transformation as her control spell burns with an inner
flame. She may ignite flammable materials with a touch, fire spirits treat her as if they
possessed a Minor Tie of respect for her and water spirits treat her as if they possessed a
Minor Tie of fear towards her.
Distortion (4 milestones): Distorting the spell creates a pocket of relative safety out to short
range around the distorting sorcerer. Nearby water is still scalding-hot, an environmental
hazard with damage 1B/round, difficulty 3.
Benediction of Archgenesis
Milestones: Ritual
Cost: 4 Willpower
Distortion: -
Duration: Instant
Chanting from one sunrise to the next, the sorcerer calls down a soft, warm rain that carries
life-giving Essence. Over the course of this spell’s ritual, the rain falls on up to (Essence x 100)
squares miles of land which the Solar wishes to revitalize with the Benediction of Archgenesis.
If the land is infertile, such as an arid desert, marshy bog or rocky mountain face, then the
Benediction transforms it into arable terrain, encouraging plant growth and making it possible
to sustain a productive agricultural community off the land. Weather is temperate, with only
enough rain to keep crops well-watered and unseasonably pleasant temperatures year-round.
Animal populations from other regions migrate to the newly-fertile ground, while indigenous
species have been known to grow to prodigious sizes off the bounty conjured by the
benediction. Even the spirit world is affected—elementals become far more likely to arise from
the blessed land, while displaced gods may seek to find a position of stewardship over the
terrain, flora, or fauna of the region.
If the land is already fertile, Benediction of Archgenesis causes life to grow at an almost
impossible rate. Fields of wheat grow to tower over those that tend them, while man-sized
pumpkins and gourds become a common sight. Animals flock to the lush vitality of the region
to the point of overpopulation. While this swell is enough to multiply the bounty of a single
year’s harvest by nearly a hundredfold, the surge of growth can easily deplete the soil of
nutrients and create ecosystem imbalances that will persist for years. Unless the sorcerer is
vigilant in counterbalancing the effects of this lush growth, she may leave famine in her wake
for years thereafter.
Benediction of Archgenesis can only be cast once per Story. The geomantic upheaval it causes
prevents the sorcerer from casting it within one thousand miles of any region that she has
previously blessed with the spell within the same year, with the exception of performing a
second casting of the spell to transform a barren region made fertile into a supernaturally lush
overgrowth.
A sorcerer who knows Benediction of Archgenesis as her control spell reduces the distance
requirement to one hundred miles. Wherever she goes, life tends to spring up in her wake—
flowers grow around her when she sleeps, grasses become taller in her footsteps and her
home becomes a veritable wildlife sanctuary if she isn’t careful.
Distortion (10 milestones): Distorting the Benediction of Archgenesis causes all plant life
within (Essence) miles of the distorting sorcerer to wither and die, leaving a barren dead zone
within the blessed land. Animals in the blighted region are driven outwards as the ecosystem
collapses in an instant. Herbivorous creatures may stampede or raid the food supplies of
settlements within or near the blessed lands, while predators respond to the flight of their prey
by turning man-eater, attacking any human settlements they can find. Note that this spell can
only be distorted once— an enemy sorcerer could create a rotting nexus of corruption at the
heart of the Benediction of Archgenesis, but she could not utterly undo the spell without a
sorcerous working.
Curse of Unyielding Mist
Milestones: 8
Cost: 4 Willpower
Distortion: 1 milestone
Duration: Until ended
The sorcerer who invokes this vile malediction inflicts upon an area a fog that will not lift. The
mist blocks out most light and casts the region into a perpetual twilight, a gloom of unparalleled
strength. The sorcerer must stand at the border of the region she wishes to curse, an area the
size of a small city or a major district of a metropolis such as the Imperial City. As she casts
the spell, small tendrils of fog begin to form in sparks of purple lightning trace, snaking out
along the ground towards the region subject to the sorcerer’s curse. She must declare a
condition by which the curse would be lifted. This must be a dramatic event or achievement,
the slaying of a beast, an admission of guilt, the murder of one man or the suicide of another.
The condition thus named, the curse is sealed, and the mist begins to descend upon the land.
From the outside, the unyielding mist appears to be a single thick gray cloud a hundred feet
high, similar to a normal mist but more substantial. Inside, it is quite different from normal fog.
Light is dimmed during the day, but the fog is slightly luminescent at night, and a diffused light
fills the air at all times. Night and day merge into one dour pall, making it difficult to tell time.
The mist also has an unusual, acrid scent to it that is reminiscent of brimstone. Inside the mists,
visibility is hampered. A man can hardly see a few feet away from him, and beyond that, he is
nearly blinded. Spotting anything at short range or beyond requires a (Perception +
Awareness) test with the difficulty increased by 2. Similarly, tracking enemies through the mists
are all but impossible, inflicting the same increase in difficulty on both mundane and
supernaturally enhanced tracking through the mists.
Moods are altered by the mist. The perpetual pall of fog, day in and day out, begins to depress
and dishearten all of those within it. Soon after the mist takes hold, social interactions with and
between residents of the afflicted region become strained. Social influence actions suffer a -2
emotional penalty. In addition, plant growth is inhibited. Without sunlight, the flora of the cursed
area slowly withers and dies. Crops are ruined, and even ancient forests cannot withstand the
power of the mist for more than a few years.
Perhaps most strangely, the mist also allows fungus to proliferate. As indigenous plants die,
many bizarre species of fungi spread rapidly. Blacking film similar to rust covers the facades
of buildings, while dark places become home to nameless slimes. Over the course of months
the fungi reach inside houses and domiciles, spreading overnight to the floors and walls of any
except the most frequented of chambers, eventually sleeping people have to clean germinated
spores off of themselves when they wake in the morning. All fungi that grow in the mists taste
foul and are inedible.
This spell may only be cast once per Story.
A sorcerer who knows Curse of Unyielding Mist as her control spell may curse an individual
with the effects of the Mists, the curse follows him wherever he goes, and settles any place he
might call home. The victim must be within medium range of the sorcerer when she casts the
spell, the sorcerer must roll (Intelligence + Occult) against the victim’s Resolve to successfully
curse him. Thereafter, wherever he sleeps, the curse will fall upon the region, its effects
proceeding as normal for as long as he remains there. If he dies, the curse settles at the place
of his death as per usual. The sorcerer is unnaturally pale, and her touch infests almost
everything with spores of unusual fungi that grow overnight.
Distortion (1 milestones): Distorting this spell does not impede its function in any way, but
informs the distorting sorcerer about the condition which has to be fulfilled to life the curse.
Enemy of Nature
Milestones: 8
Cost: 3 Willpower
Distortion: 5 milestones
Duration: One month or Indefinite
The sorcerer curses a person, region or group to be the mortal enemy of all animals and plant
life. A region or a group targeted by this spell can be no larger than a single city, army or fleet.
She must be within long range of the target and rolls (Intelligence + Occult) against the Resolve
of the individual or the average of the people in the group of region. A perfect Resolve defends
against this spell, exempting the person from the spell’s effects in the case of a curse that
targets a group or region. The sorcerer pronounces the doom of those she curses, and if
successful, all nearby forms of life turn hostile against the targets for the next month.
Smaller animals and plants will harass or disable the targets of the spell. Depending upon the
animal and plant life in a region, the victims suffer between a -1 and a -3 penalty to all actions
thanks to the harassment. Roots and vines animate to trip and choke the target while foliage
gets in the way and dangerous plants appear in their path. Rats, insects and other small
animals attack them, forcing the targets to fend them off. These attacks are enough to kill trivial
opponents at Storyteller’s discretion. Larger animals become violent: trained horses, yeddim
or other mounts will attempt to kill their riders and handlers, then seek out others to attack.
Wild animals emerge from the wilderness in search of cursed prey. Such animals tend to attack
in battle groups with Poor Drill, frenzied by the curse’s nature. These animals attack with a
single-minded purpose, ignoring anyone or anything that has not been cursed. Familiars and
animals twisted by the wyld are immune to the spell’s effects.
Against cities or regions, the animals don’t just attack the residents, they also perform uncanny
acts of sabotage. A ship’s rats chew through the rigging as readily as they chew through the
throats of sleeping crew, while creatures of the deep attack the deck. Other animals consume
food stores or befoul the water supply to ruin a region with disease and famine. Nomad camps
or lesser settlements will be all but overrun by violent animals and sabotage, while even the
most fortified cities will see immense loss of life as all living things turn against the residents.
When people abandon the region or city in sufficient quantities, this may qualify, while an army
must disperse itself and not reform to escape the curse. For individuals, the curse ends when
they lie dead. The curse may be revoked by the sorcerer if she shouts a simple invocation, but
killing the sorcerer does not bring an end to the spell.
A sorcerer that possesses Enemy of Nature has her control spell may observe the actions of
the animals remotely, scrying through their vision or other senses, this allows her to see what
the wolf pack sees on its frenzied hunt. She can listen through the ears of vermin as the scurry
beneath the boards of homes. This may allow the sorcerer and her allies to capitalize on the
actions of the animals as she observes their work. The sorcerer’s mood is reflected in the
animal kingdom for miles around her: When she is happy, birds sing, and different species
drink from their watering hole in harmony. When the sorcerer is angry however, animals
become aggressive and uncooperative, or attempt to flee her location.
Distortion (5 milestones): If the curse targets an individual, distortion only prevents the least
aggression of the creatures, small animals and plants will not harass the target, allowing him
to ignore the penalties they cause. Larger hostile animals will still seek the victim out. If the
spell has been cast on a region or an army, then distortion must target individuals and offers
individuals immunity to the curse. Those who are distorted are treated as if they did not live in
or belong to cursed population. An individual sorcerer may save no more than (Essence)
targets from the curse in this fashion.
Evocation from the Mirror
Milestones: 8
Cost: 3 Essence and 2 Willpower
Distortion: 3 milestones
Duration: Until ended
The sorcerer seals a target within a mirror using the Mudra of Opposition and summons forth
his mirror image to take his place. She rolls (Intelligence + Occult) against the Resolve of a
character within short range that stands within close range of a large mirror or other sufficiently
large reflective surface. If successful he is imprisoned within the reflective surface, while his
mirror image is freed to act in his stead.
The mirror image summoned by this spell is the exact reverse of the original. He possesses
all memories of the victim and an opposing Intimacy for every Intimacy of his. He carries copies
of all possessions the original had on him, though these only last for as long as the mirror
image remains free. He even has access to the victim’s own supernatural prowess.
Releasing the victim is as easy as breaking (or seriously disturbing to the point that no
reflections can be perceived) the reflective surface in which he was trapped. The original will
appear in the reflection of the mirror image and can act as he pleases to try and alert others to
his peril and encourage them to free him, though only breaking the original surface breaks the
spell. He always appears in the surface that initially trapped him, even when the mirror image
is not present. The victim himself can try to break this curse with any magical means for
breaking curses or escaping supernatural confinement he has. Once the victim is released,
the mirror image and any copied possessions shatter into a rain of obsidian glass.
This spell can only be cast once per Story.
A sorcerer who knows Evocation from the Mirror as her control spell may banish people into
reflective surfaces smaller than themselves, such as a hand mirror or the gleaming edge of a
daiklaive. Her own mirror image in afraid of her, sometimes shying away from her or
supplicating itself when she gazes into her own reflection.
Distortion (3 milestones): Distorting this spell, which has to be done targeting the released
mirror image or the original surface the victim was banished into, allows the victim to speak
from inside the reflections she appears in for the rest of the Scene.
Incantation of the Invincible Army
Milestones: Ritual
Cost: 2 Willpower
Distortion: 1 milestone
Duration: Until ended
The sorcerer positions herself in a location overlooking the battlefield and rises her weapon to
the sky, imploring the gods of war to look kindly upon her truth. Once successfully casting the
spell, she must maintain it with an unrolled shape sorcery action at the start of each of her
turns. She cannot take any other non-reflexive action while upholding this spell.
Strange banners appear amongst her troops and strange sigils, war paints and tattoos form
on their skin for the duration of this spell. A battlegroup she commands in war increases its
Tier by 1 (maximum 3), gains perfect morale and uses the statistics of elite soldiers, if better
than their own. Every enemy is immediately aware that the sorcerer is the source of this
supernatural puissance.
This spell may only be cast once per battle.
A sorcerer who knows Incantation of the Invincible Army as her control spell is never without
soldiers. In any Scene she may reflexively spend 1 Essence to turn available trivial Tier 1
mortal characters into a Size 3 battlegroup under her command, using the statistics of elite
soldiers. These temporary soldiers do not remember their actions after the Scene’s end, their
minds temporarily overcome by the sorcerous ideal form of a loyal soldier. She may only use
this effect once per Scene.
Distortion (4 milestones): Distorting the spell doesn’t rob her soldiers of their puissance, but
breaks their unquestioning valor, robbing the battlegroup of the perfect morale granted by this
spell.
Rain of Doom
Milestones: 8
Cost: 3 Essence and 3 Willpower
Distortion: 4 milestones
Duration: Until sunrise
The Rain of Doom can be called down only as the setting sun touches the horizon, as the
sorcerer stands at the boundaries of what she’d consign to destruction. The sky darkens at an
unnatural pace, with thick, oily clouds that roil with thunder forming over an area the size of a
small city (or a major district of a metropolis such as Nexus). The storm gathers for an hour,
building in intensity, until it finally climaxes in a downpour of apocalyptic devastation that lasts
until sunrise. The spell can be countered by any opposing sorcerer within the affected area
during the one hour period in which it takes form, assuming a sorcerer can recognize the signs
of an oncoming Rain of Doom.
The Rain of Doom has the following effects:
Caustic rain falls, a difficulty 4 environmental hazard with damage 1A/round that affects anyone
beneath the open sky. Even after a character has found shelter, he continues suffering from
the corrosive rain at a reduced difficulty of 2 until he’s stripped off all clothing and armor worn
in the downpour. Most mortals and animals die within seconds of exposure, and the Storyteller
need not roll dice for each individual victim.
The Rain of Doom wreaks mass destruction on any structures or objects caught in its
downpour. Any mundane object left unattended in the rain is destroyed. Wooden structures
may be dissolved entirely by the downpour, while even stone and metal are damaged, their
faces burned and pitted. Only manses, magically reinforced structures, or deep subterranean
buildings are safe from this desolation. If it becomes dramatically relevant to see if a structure
will remain intact to provide shelter to characters, the Storyteller can make a roll of five dice at
intervals of an hour. One success is sufficient to damage structures made of wood or any
weaker material, three successes will damage structures made of stone, and five successes
will damage those made of metal. It takes two intervals of damage to destroy a house-sized
structure, and five to collapse a mighty palace—prior to total collapse, the structure may begin
to partially dissolve, creating openings in the roof and walls through which the rain might enter
to menace those within.
Any character bold or insane enough to try and fight while exposed to the storm must contend
not only with the corrosive rain, but with harsh winds that impose a -3 penalty on all actions he
takes.
The runoff from the Rain of Doom remains potent until neutralized by the touch of daylight,
causing any character who comes into contact with the runoff to roll against the environmental
hazard of the rain. Even after sunrise, the rain’s poison guarantees that nothing but stunted
scrub will grow on the land washed by the storm’s runoff for years or even decades to come.
A sorcerer who knows Rain of Doom as her control spell may move the storm through the sky
at a rate of (Essence x 3) miles in an hour. She is often followed by dark clouds and natural
light becomes gray in her presence, making others feel uneasy.
Distortion (4 milestones): Distorting the Rain of Doom creates a break in the storm’s
downpour surrounding the sorcerer, large enough to shelter a single structure or a large group
of people. Within this break, no acidic rain falls and lightning will not strike, although the
mundane effects of the storm’s winds still remain in force.
Winds of Confusion
Milestones: 7
Cost: 2 Willpower
Distortion: 1 milestone
Duration: One hour
The sorcerer summons a howling gale that strips the memories and purpose from all those
who are touched by it. The onyx winds rage out to one mile around where the sorcerer
summoned them in every direction, tearing at anyone that doesn’t seek shelter from the winds.
The Winds of Confusion are an environmental hazard that occurs once every round and is
resisted by the victim’s (Wits + Integrity) against a difficulty of (Intelligence). Those that fail to
resist immediately lose 1 Willpower. As long as the victim is caught within the winds, he suffers
a -2 penalty to all actions, his mind worn away by the wild currents. Each round continues to
drain 1 Willpower on every failure to resist, until the victim runs out of Willpower. At that point,
his intelligence is stripped from him: He behaves like a zombie, with no conscious thought or
volition of his own. Many wander around aimlessly or stand in place staring blankly at nothing.
The sorcerer is the only person safe from this black wind, which parts for her if she travels
through the gale. Once the spell’s effect comes to an end, those caught within the winds begin
to regain their minds, though their memories of the period they were mindless are gone and
impossible to recover.
A sorcerer who knows Winds of Confusion as her control spell strips the minds from her victims
completely, so that only she may return them to wholeness. Those who lose all will within the
winds do not regain their minds once released from it, unless the sorcerer returns intelligence
to them with her touch. Those whose minds are not returned to them become husks, unable
to take care of themselves, they soon die of deprivation. The sorcerer exudes an aura of
forgetfulness, causing herself and those around her to have difficulties remembering
information.
Distortion (4 milestones): The distorting sorcerer creates a pocket of protection from the
winds effects, preventing the winds from touching him and (Essence) others standing with him
at close range. This pocket of protection moves with the distorting sorcerer, allowing him to
safely navigate the gale.
Necromancy Spells
Shadowlands Circle
Combat
Bone Puppet Dance
Milestones: 2
Cost: -
Distortion: 2 milestones
Duration: (Essence + 2) rounds
The necromancer targets an enemy up to medium range and rolls (Charisma + Occult) against
the target’s Resolve. If successful, the skeleton attempts to move as the caster wills for a
number of rounds equal to (Essence + 2). The skeleton acts with either its own dice pools (use
the traits of a Zombie) or those of its fleshy owner should it successfully perform an action
without its host resisting it.
This animated skeleton shares the Initiative of its host as long as it remains within his body.
On each of the target’s actions, the necromancer determines an action for the skeleton. If this
action goes against the action of the host, the host must roll (Strength or Stamina + Athletics,
Integrity or Resistance) against difficulty 3. A successful roll means that the host overcomes
the skeleton for a round, being able to take an action like normal. A failed roll means that the
host may still perform her action, but at a -3 penalty. A botched roll means that the host cannot
resist at all, and the skeleton performs its action. He also suffers one unsoakable level of lethal
damage on a failed or botched roll.
Skeletons that kill their contravening hosts claw their way free of the body and become
permanent walking dead under the caster’s control. Similarly, casting this spell on an existing
skeleton raises it as a permanent undead skeleton. Targeting a skeleton that is already an
active walking dead rips its control from its current master.
A character who knows Bone Puppet Dance as her control spell may increase the penalty
induced by the skeleton to -4, as well as the damage on a failed or botched resistance roll to
2 lethal damage. In addition, whenever the necromancer experiences strong, uncontrollable
emotions, such as anger or sadness, parts of her own skeleton may uncontrollably distort her
limbs into twisted positions reminiscent of a marionette doll. This lets the necromancer
experience the penalty to physical actions for one dramatic moment, at the Storyteller’s
discretion.
Distortion (2 milestones): Distorting Bone Puppet Dance takes away the caster’s control over
the skeleton’s actions. It still remains animate for the remainder of the spell’s duration, but
instead of the caster the target’s Po drives its actions. The affected character feels his
skeleton’s intend and can waive his resistance roll to perform the action his Po wants to take,
suffering no ill side effects when he does so.
Death Inversion Loop
Milestones: 1
Cost: -
Distortion: -
Duration: Instant
Catching the gaze of a character no further away than short range, the caster can force him to
experience a bizarre vision of his death. She rolls (Appearance or Charisma + Occult) against
the target’s Resolve. On a success, he suffers a disorienting vision of his own death, causing
him to lose Initiative and 1 point of Willpower. Ghosts are especially strongly affected by reliving
their own death, rendering them prone.
This spell can only be used once per Scene per character.
A necromancer who knows Death Inversion Loop as her control spell inflicts nightmares upon
her enemies, causing them to relive horrifying visions of their own death when they next sleep,
preventing them from recovering Willpower from that rest.
Drawing Blind Edge
Milestones: 1
Cost: -
Distortion: 4 milestones
Duration: One Scene
The necromancer exhales blue flame, coalescing into a flickering blade in her hands. This
blade uses the traits of a light artifact weapon. It is immaterial, though visible, to the living, but
always material to ghosts, capable of striking them even when they are dematerialized and
dealing aggravated damage against them. Against the living its attacks only deal bashing
damage, halved. Attacks made by it against the living are unblockable, unless the attacker or
the attacked can touch immaterial beings, in which case they can be blocked normally, may
deal non-bashing damage and do not halve their damage.
A necromancer who knows Drawing Blind Edge as her control spell may develop Evocations
for Blind Edge as though it was 4-dot artifact and awakens the first one for free.
Distortion (4 milestones): Distorting Blind Edge causes its blade to flicker and wane, causing
its traits to be reduce to those of a light mundane weapon dealing lethal damage to ghosts for
the rest of the Scene.
Emperor’s Chains
Milestones: 3
Cost: -
Distortion: 1 or 2 milestones
Duration: One Scene
The necromancer claps her hands, and her Essence rings like a dull but very loud gong. When
the sound strikes a ghost, it becomes sluggish and has difficulty moving. All ghosts within long
range of the caster at the time when she casts this spell suffer a penalty to all movement
actions equal to (Essence or 3) for the rest of the Scene.
By focusing the sound to a specific target in range, only that ghost is affected by the spell but
it becomes unable to use combat movement actions at all unless it first spends a point of
Willpower. After the Willpower has been spent, it can perform the combat movement action,
but at the penalty determined above. After the ghost has spent Willpower (Essence or 2) times,
he only suffers the penalty and has to spend no more Willpower to move. Affecting a Tier 3+
ghost with this effect requires a successful roll of (Charisma + Occult) against his Resolve.
A necromancer with Emperor’s Chains as her control spell asserts such force upon the affected
ghosts that they experience one unsoakable level of bashing damage the first (Essence or 2)
times they move from one range band to another. However, the necromancer often dreams
that she is chained to a greater emperor. The next time she rests after having used this spell,
she’s experiencing nightmares of not being able to escape a great, invisible threat. She
becomes unable to replenish Willpower from that rest.
Distortion (1 or 2 milestones): Distorting this spell removes its effect from one affected ghost.
If the spell was focused on one ghost, distorting it costs 2 milestones and only removes the
Willpower cost of taking movement actions.
Field of Fell Dreams
Milestones: 1
Cost: 1 Essence
Distortion: 2 milestones
Duration: One Scene
Laying her hands onto the ground, the necromancer calls up the restless dead to grasp for the
living. Arms rise from the ground grasping for anyone out to short range from a targeted point
within medium range from the caster, turning the area into difficult terrain.
A necromancer who knows Field of Fell Dreams as her control spell does not suffer from the
difficult terrain created by this spell herself.
Distortion (2 milestones): Successfully distorting this spell slows down the spectral arms,
allowing nimble characters to evade their grasping hands. A character moving through the
difficult terrain may roll (Dexterity + Athletics or Dodge) at difficulty 3, ignoring the difficult
terrain for the rest of the Scene if successful.
Flesh and Bone Winds
Milestones: 3
Cost: 1 Essence and 1 Willpower
Distortion: 3 milestones
Duration: One Scene
Shards of shattered bone and ribbons of pink wet flesh burst forth from a thousand wounds in
the air, forming a deadly nimbus around the caster. Every character other than the caster within
close range of her is exposed to an environmental hazard with difficulty (Occult) and damage
1L/round. Should the winds incapacitate a combatant, increase their damage by 1L for the rest
of the duration, to a maximum of ([Essence/2] + 1).
A necromancer who knows Flesh and Bone Winds as her control spell has enough control
over the winds to make them distinguish between friend and foe, sparing her allies if desired.
Distortion (3 milestones): Distortion slows down the murderous whirlwind, causing its
damage to no longer be increased when it incapacitates living beings. Additionally, should the
necromancer attempt to take a movement action on her turn, she is exposed to the
environmental hazard of Flesh and Bone Winds herself.
Flesh-Sloughing Wave
Milestones: 4
Cost: 1 Essence and 1 Willpower
Distortion: -
Duration: Instant
The caster shapes an ivory ball of necrosis in her hands, then hurls it to the ground. It shatters
there and releases a translucent ivory wave that cleanses flesh from bone, rolling (Perception
+ Occult) as an unblockable attack against all targets in a cone in front of her out to medium
range. The attack uses the traits of a heavy artifact weapon and adds (Essence or 3) to its
damage against battlegroups. Undead creatures not reliant on their flesh are immune to this
attack.
A necromancer who knows Flesh-Sloughing Wave as her control spell has sagging flesh that
looks as though it may slough off at any moment, gaining the Hideous Merit. She can protect
allies within her field of fire from this spell by reflexively spending one point of Willpower per
target she wishes to spare.
Hungry Creeping Shadow
Milestones: 4
Cost: 1 Essence
Distortion: 2 milestones
Duration: One Scene
Dragging from herself the worst of her inner darkness, the necromancer vomits a sticky, black
ooze, which flows from her to attack an indicated enemy within medium range. The summoned
shadow is a Tier 2 entity with 5 Health Levels and a grapple and rush pool of 10. It can only
be harmed by magic and fire. It acts on the same initiative as the caster and will try to move
towards its target and grapple it. On a successful control roll the shadow restrains its target
and forces part of itself down his throat, inflicting 1 level of unsoakable lethal damage that
cannot be healed as long as the shadowy ooze has not been removed from his body. If the
shadow kills its target it vanishes, leaving the corpse behind without discernable blemish.
This spell can only be used once per Scene.
A necromancer who knows Hungry Creeping Shadow as her control spell may hide the
summoned shadow in her own when she casts the spell. There it remains for up to one hour.
At any point she can order the shadow to burst forth from its hiding place to attack a target as
described in the spell with a miscellaneous action. Doing so counts as using the spell in the
current Scene.
Distortion (2 milestones): The oozing shadow becomes rendered prone and incapable of
taking actions for (the distorting sorcerer’s Essence) turns.
Master Puppeteer’s Knife
Milestones: 1
Cost: 1 Willpower
Distortion: -
Duration: Instant
The necromancer cuts the threads that bind a necrotic semblance of life into a lifeless corpse.
All animate dead within a short range arc in front of the necromancer collapse, as dead as
before they were animated. If this targets an active battle group, it eliminates a Size 1
battlegroup and deals (Occult + Essence) unsoakable magnitude damage against larger
battlegroups. Sentient undead may resist this spell only if they pay a number of Temporary
Willpower equal to (Essence). Resisting this spell once makes the ghost immune to further
activations throughout the scene. Tier 3+ characters and creatures of Legendary Size are
immune to this spell.
A necromancer with Master Puppeteer’s Knife as her control spell increases the arc to medium
range, instantly eliminating Size 2 battlegroups and doubling her Essence when calculating
her damage against larger battlegroups. She is a natural bane to minor (Tier 1) undead,
inflicting one level of aggravated damage to them upon touch whether she wants to or not.
Even the decaying remnants of the deceased wither at her touch. If the necromancer means
to ever physically touch a corpse or a minor undead, she must cover her skin to avoid direct
contact.
Projection of the Antithesis
Milestones: 1
Cost: -
Distortion: -
Duration: Instant
The necromancer confronts that which lives with its demise. She conjures forth a wisp-like
stream of white Essence that is the antithesis of life, rolling an attack against an enemy within
medium range with (Perception or Wits + Occult). This special attack requires no aim action to
attack an enemy at medium range. The attack deals aggravated damage and uses the traits
of a heavy artifact weapon. It only affects living targets, having no effect ghosts or other
undead.
A necromancer who knows Projection of the Antithesis as her control spell can wrap herself in
its baleful energies, allowing her to cast this spell requiring 3 milestones. For the rest of the
Scene she inflicts (Essence/2) unsoakable levels of aggravated damage against every living
being that successfully hits her with an unarmed attack or whose unarmed attack she
successfully parries. This effect can only affect a character once per Scene.
Ringing Rebuke
Milestones: 3
Cost: -
Distortion: 2 milestones
Duration: One Scene
The necromancer strikes metal against metal, creating a ringing sound that persists for the
Scene. Ghosts find this tone abhorrent and have difficulty approaching the necromancer,
rendering them incapable of moving towards her unless they first spend 1 point of Willpower.
Even then, reaching the necromancer is a hurdle. Ghosts that attack the necromancer suffer
a -3 penalty to their attack rolls. If the necromancer moves towards the ghosts, they are
compelled to keep at a safe distance. Tier 3+ ghosts may shake off this spell’s effects by
spending 1 point of Willpower and successfully rolling (Wits + Integrity) against a difficulty of
(Charisma) as a miscellaneous action.
A necromancer with Ringing Rebuke as her control spell are as abhorrent to ghosts as the bell
of a holy temple. Moving towards the necromancer or attempting to resist the spell costs 2
points of Willpower. Ghost part for her in crowds and largely ignore her when they can, feeling
a repulsing force even when the spell is not active.
Distortion (2 milestones): Distorting the spell renders its pitch temporarily inaudible to ghosts,
suspending the spell’s effects for (distorting caster’s Essence or 3) rounds.
Shattering Void Mirror
Milestones: 2
Cost: 1 Essence
Distortion: -
Duration: Instant
The necromancer throws her arms out at her opponent and speaks his name in the glossolalia
of the Void. She rolls (Intelligence or Wits + Occult) as an undodgeable attack against an
enemy at up to medium range as the proclamation streaks across the space between them,
baneful words carried on black Essence fringed in purple. This special attack requires no aim
action to attack an enemy at medium range. The attack uses the traits of a light artifact weapon
and its damages increases by 2. A character killed by this spell has all color drained from his
body.
A necromancer who knows Shattering Void Mirror as her control spell may leverage the
knowledge of her victim against him, allowing her to once per Scene add (Intimacy/2) bonus
dice to her attack roll against a target whom she possesses an Intimacy towards. Only Ties
specifically attached to the person in question apply, Principles or Ties towards groups do not
affect the spell. The necromancer may speak in the glossolalia of the Void, allowing her to
understand and be understood by all dead things.
Communication
Blood Mirror Speech
Milestones: 1
Cost: -
Distortion: -
Duration: Instant
The necromancer cuts her hand and flings her blood against a mirror or other reflective surface
within close range with a message in mind. The next time the intended recipient of the message
looks at a reflective surface such as a mirror or a still pond, he sees the message spilled out
in blood on the surface.
The message can be several paragraphs long and is only visible to the intended recipient,
though others with access to supernatural senses can read the message if they succeed at a
(Perception + Awareness) roll with difficulty (5 + Essence).
A necromancer who knows Blood Mirror Speech as her control spell may allow the target to
respond by writing a message back in his own blood. Mirrors around her sometimes begin to
bleed, especially when she is in the grasp of strong emotions.
Bonfire Visions
Milestones: Ritual
Cost: -
Distortion: 3 milestones
Duration: Three hours
Bones of creatures that once lived are rare finds in the Underworld, but this spell requires one.
The necromancer draws up a spiral on the ground and casts the bone in the spiral’s center. A
large, blue bonfire that burns for three hours appears from the spiral, and the fire burns brightly
for a thing of the dreary Underworld. It is visible for miles, and its vibrant glow attracts ghosts.
Ghosts who peer into the fire can see their fetters with perfect clarity. Ghosts are often willing
to pay a necromancer for such a chance to check on the status of their fetters
Should this ritual be done in Creation, those who still mourn their deceased loved ones may
peer into this blue flame and see the shade of the ones they’ve lost. The sad blue flames show
them the ghost of their loved one as he is right that very moment, or as the necromancer wants
him to appear to be. Sometimes deceit is necessary to soothe the mourning heart.
A necromancer with Bonfire Visions as her control spell may initiate an interaction between the
ghost and the living. She may also use this ritual for her own sake, to communicate with positive
Ties of Major or stronger intensity on the other side.
Distortion (3 milestones): Distorting this spell breaks the Necromancer’s control over what
visions others experience. For the rest of the current Scene, the bonfire will only show the truth
to those who gaze into it.
The Face of Bone
Milestones: 1
Cost: -
Distortion Milestones: 1 milestone
Duration: One Scene
Closing her eyes and entering a trance, the necromancer projects her awareness into a ritually
prepared skull. To use this spell, she must first have prepared a skull by carving it with eldritch
runes as a major crafting project. While she projects her awareness she can see, hear and
speak through the skull, whose eyes burn with blue fire while she does so. If desired the skull
may hover in midair and turn to give her a better view of its surroundings. Social influence and
perception through the skull cannot benefit from non-Permanent Charms. While using this spell
she can’t sense anything with her own body, taking damage ends this spell.
A necromancer who knows The Face of Bone as her control spell can project her awareness
into a skull without giving off any visible signs of supernatural activity. She may project her
awareness into up to (Perception) skulls simultaneously, perceiving and speaking through all
of them at once.
Distortion (1 milestones): To distort this spell a sorcerer must be within short range of a
prepared skull, rendering it blind, deaf and mute on a success.
Travel
Death Flies Two Sails
Milestones: Ritual
Cost: -
Distortion Milestones: 2 milestones
Duration: Until dawn
Sailing on the Sea of Shadows, the Underworld equivalent to the Inland Sea, is a dangerous
prospect. Spectres sail the black waves on ectoplasmic flotsam, the sea’s black waters seep
in with their nightmares and poisons, and hekatonkhire rise from the depths for food. As the
waters of the Underworld lap at her feet, the caster sings a lullaby to the dead.
Activating this spell requires seven minutes of song. A sailing ship rises to the water’s surface,
and it fits a number of passengers equal to (Essence + 5). The ship’s figurehead is a spectre,
bound there to sing for the ship’s protection. Characters sailing on this ship have less chance
of dangerous encounters on any sea it travels upon. The hekathonkires of the Sea of Shadows
will not attack the ship unless provoked.
Speed: current +1, light hull +1, large sail +3
Maneuverability: +0 Hull: 3
Cargo: Virtually none
The ship allows only for short voyages, as the light of dawn burns its sails. Even if the ship has
been summoned in the Underworld, or in another realm without sunlight, the sails will burn
whenever dawn reaches Creation. This will not sink the ship, but it will be rendered immobile
until the ritual is repeated at twilight.
A necromancer who knows Death Flies Two Sails as her control spell can summon a greater
ship, doubling the number of passengers her ship can fit and increasing its Speed,
Maneuverability and Hull by 1. When she travels on a ship by night, even those not summoned
by this spell, she must sing a lullaby to it or otherwise suffer the ship’s wrath, suffering a -2
penalty to all actions taken aboard.
Distortion (2 milestones): Distorting the spell confuses the spectre singing for the ship’s
protection, waiving the song’s protection until the necromancer succeeds at soothing the
spectre with a Performance roll at difficulty (distorting caster’s Essence + 3).
Door of the Dead
Milestones: Ritual
Cost: 2 Essence and 1 Willpower
Distortion Milestones: 2 milestones
Duration: Until dawn
Reflections look alive but are not alive, and this property gives the surfaces that create them
an affinity with the Underworld. The necromancer caresses a reflective surface for 10 minutes
as she casts this spell, opening a quicksilver doorway between Creation and the nearest
reflective surface in the Underworld—or vice versa. Travel between the two is instantaneous,
and the passage remains open for three rounds in combat, or for one minute outside of combat.
Things can come through the other way, too. Once the connection fades, the road closes
viciously. Mirrors crack, water boils, and silver tarnishes.
The smaller surface of those connected limits what can pass through the passage and it is
impossible to partially pass through, such as extending only a hand into the underworld from
Creation or vice versa.
A necromancer who knows Door of the Dead as her control spell may create a more stable
passage, multiplying the time it remains open by (Essence or 3). She may also cast a simpler
version of this spell requiring 1 milestone to link two reflective surfaces, causing them to reflect
what is on the other side but facilitating no travel. It is a common occurrence for this
necromancer’s reflection to act unlike her own self.
Midnight Shadow Sun
Milestones: Ritual
Cost: -
Distortion Milestones: 3 milestones
Duration: One hour
Though the Abyssal Exalted and most denizens of the Underworld can force the borders of a
shadowland to obey their will, some necromancers may need to move greater numbers in
between realms. This spell is a ten-minute ritual that must be performed at the border of a
shadowland. Upon the ritual’s completion, anyone within the shadowland can choose which
realm to depart in. This effect lasts for an hour, when the doors between worlds close shut.
A necromancer with Midnight Shadow Sun as her control spell can gaze through borders when
standing in a shadowland, being able to perceive both the Underworld and Creation at once.
She no longer needs to perform the full ritual to activate this spell, instead being able to activate
it by accumulating 2 milestones. Possessing this mastery over shadowlands has earned the
attention of the Sleeping Masters, sending her strange dreams rife with omens of things to
come when she rests within a shadowland.
Distortion (3 milestones): Distorting this spell causes it to temporarily inverse its effect,
causing it to lead those who cross to the realm opposite of the necromancer’s choosing. This
distortion lasts for (distorting caster’s Essence) minutes.
Piercing the Shroud
Milestones: Ritual
Cost: 2 Willpower
Distortion Milestones: -
Duration: Instant
This spell can only be cast at night. A shimmering, faint shadow manifests in the air at waist
height, like the reverse of light on water. After the necromancer has whispered dark prayers
for ten minutes, the liquid shadow darkens, the earth trembles, and every animal nearby panics
and tries to flee. At the end of the ritual, the necromancer slashes a blade into the inky surface,
which falls and drains away. A rough-hewn onyx staircase now yawns at her feet.
The staircase remains open for a minute before closing with a horrible, sucking sound, like
slurping a maggot soup. It leads to the Labyrinth, whence there is no easy escape. Not even
the portal itself will allow the necromancer to return, once she has placed her foot upon the
first step.
Social
Five Gifts
Milestones: 2
Cost: -
Distortion: 1 milestone
Duration: One Day
The necromancer anoints a ghost with blood, allowing him to experience the world as he did
in life once more. Dulled nerves and dead senses come to life, sounds are vibrant and food
savory. This experience restores (Essence) points of spent Willpower to the ghost and is very
pleasurable. The necromancer rolls (Charisma + Occult) to instill or strengthen a positive Tie
towards herself in the ghost by using this spell, penalizing his Resolve as if a Major Intimacy
supported the influence.
A necromancer who knows Five Gifts as her control spell forces the ghost to enter a Decision
Point citing at least a Major Intimacy if he wants to resist the influence created by this Charm
with influence.
While this spell can be used as often as desired, it only instills or strengthens an Intimacy for
the caster once per Story per ghost.
Distortion (1 milestones): Distorting this spell causes one of the senses brought to life to dull
again. This doesn’t render the experience unpleasurable, but takes a certain something away
from it, halving the amount of Willpower points the ghost restores.
Gathering the Ghost’s Strings
Milestones: 2
Cost: 1 Willpower
Distortion: -
Duration: Instant
The necromancer’s eye become pitch black as she gathers information about a ghost she can
see. She rolls (Perception + Occult) against the ghost’s Guile. On a success she receives a
vision of his fetters and learns one of his Major or Defining Intimacies.
A Necromancer who knows this as her control spell, can cast this spell again on a Tier 1 or 2
ghost after she has determined his fetters or Intimacies using this spell. She changes the
emotional context or perspective on the relevant fetter or Intimacy, rolling (Manipulation +
Occult) against the target’s Resolve, bolstered by the relevant Intimacy. If successful she
changes the perspective of the ghost on his fetter or Intimacy, turning loyalty to frustration or
similar changes. The ghost is aware of this crude manipulation of his perspective, but helpless
to stop it initially. He can spend 1 Willpower per month to try and struggle against this warped
perspective, throwing it off once he has spent a total of (Essence) points of Willpower.
Seat of Deadly Splendors
Milestones: 1
Cost: -
Distortion: -
Duration: Indefinite
The necromancer lets a drop of blood fall from her finger to the ground, the drop causing a
tremor when it lands. As the ground shakes, a skeletal fist burst forth, its fingers uncurl to
reveal jagged claws, and the palm reclines until it is supine.
This hand is a throne waiting for the necromancer to take a seat. Once she does, all social
influence she performs benefits from a two-die bonus (turned into automatic successes against
ghosts). As long as the necromancer remains on the throne, she can see immaterial spirits
and both her Resolve and Guile are increased by 1.
This throne remains until the necromancer willingly stands up, after which the fingers curl and
the fist disappears into the ground. If the necromancer is forced from the throne, it remains
there still, but she does not benefit from its bonuses until she becomes seated once again.
A necromancer who knows Seat of Deadly Splendors as her control spell increases the dice
bonus and the bonus to Resolve and Guile it offers by 1. Bone horns have emerged from the
necromancer’s skull like a crown, revealing her dark pride to everyone she encounters. This
inflicts a -3 penalty on all rolls to disguise herself as a non-horned individual.
Summoning
Call Ghost
Milestones: Ritual
Cost: 1 Willpower
Distortion: -
Duration: Instant
Late at night, the necromancer traces a circle upon the ground. After a three hour long ritual in
which she pours blood upon black earth and whispers the hidden names of the Neverborn,
she may bring forth a Tier 1 or 2 ghost from the Underworld. The ghost arrives through a portal
of yawning red-black shadow and smoke, which smells faintly of a river and smells faintly of
death.
This spell summons a specific ghost and to perform it she needs an arcane link to it, such as
one of its fetters, pieces of its corpse or an item that has been important to him during his
lifetime. Once it arrives, she may either let it go free or roll (Intelligence + Occult) against his
Resolve to bind it to a task indefinitely or to her own service for a year and a day.
On a failed roll she may reflexively roll (Wits + Occult) against a difficulty of (the ghost’s
Willpower) to banish it.
Raise the Rotting Horde
Milestones: 3
Cost: -
Distortion: 1 milestone
Duration: Indefinite
With this spell the necromancer raises the dead to perform work on his behalf. She raises
corpses as zombies, up to a Size 2 battlegroup with poor Drill under her control. Zombies
remain animated indefinitely unless exposed to sunlight for a full Scene. She may only raise
one battlegroup of zombies at a time.
A necromancer who knows Raise the Rotting Horde as her control spell raises a battlegroup
with Average Drill instead or Elite Drill if she spends an additional point of Willpower when
casting the spell.
Distortion (3 milestones): Distorting this spell disturbs the necromancer’s control over the
battlegroup, causing them to attack the closest living creatures for the rest of the Scene, at
which the point the necromancer can resume control.
Summon Shadow-Eaten
Milestones: Ritual
Cost: 1 Willpower
Distortion: -
Duration: Instant
Summon a Tier 1-2 ghost who has been driven insane by the influence of the void in a
night-long ritual, rolling (Intelligence + Occult) against its Resolve to bind it to her service for a
year and a day or to a task for an indefinite amount of time.
On a failed roll she may reflexively roll (Wits + Occult) against a difficulty of (the ghost’s
Willpower) to banish it.
Utility
Black Candle Visage
Milestones: Ritual
Cost: 1 Willpower
Distortion: -
Duration: Instant
The necromancer spills drops of blood from both hands, and her Essence spins it into a cat’s
cradle of crimson strands. Pulling and tugging at any ghost in line of sight, the character shapes
her target’s corpus like an artist shapes wax. Alterations require a major crafting project,
usually requiring a (Dexterity + Relevant Craft) roll. Fitting Craft Abilities are Moliation,
Chandlery or Pottery. To use this spell the target must either consent, be fully restrained or
incapacitated. It is generally not useable in combat, even when combined with Charms that
allow for instant completion of projects.
Only Tier 1 or 2 ghosts can be altered through this spell without their consent.
Bless the Rapine Soul
Milestones: 3
Cost: -
Distortion: 2 milestones
Duration: One week
The necromancer scourges the soul of a mortal, rendering it vulnerable to possession by a
specific ghost. This spell targets a Tier 1 mortal, rolling (Charisma + Occult) against the target’s
Resolve. If she succeeds a nearby ghost within short range gains the Possession ability, which
can only be used on the prepared target. This unnatural possession, if successful, lasts for up
to one week, after which the mortal automatically ejects the ghost riding it.
If the necromancer knows Bless the Rapine Soul as her control spell she increases the duration
of the possession to one month and adds her threshold successes on the activation roll of this
Charm as bonus dice to the possession roll of the ghost.
Distortion (2 milestones): Distortion of this spell allows the mortal being ridden to roll a
contested Willpower roll against the ghost riding it when the spell is distorted and at every
sunrise on following days until the spell ends. If she succeeds, she is in control of her actions
and the ghost is either ejected or forced into dormancy for the rest of the day (the ghost’s
choice).
Blessed Dead Fools
Milestones: Ritual
Cost: -
Distortion: -
Duration: One performance
Just as twilight becomes night, the necromancer spends up to an hour singing a small pavilion
and flag of pale blue flame into existence around her. Whether the ritual takes place in Creation
or the Underworld, any ghost in either realm within leagues of the ritual is aware of its presence
and many are drawn to it as moths to flame.
Any ghost who steps into the tent’s location, whether in Creation or in the Underworld, appears
before the necromancer and understands the bargain: The spell increases a willing ghost’s
Performance by an amount equal to the necromancer’s Essence, up to a maximum of 5. As
payment for this blessing, the ghost must appear and perform at a certain place and time.
Ghosts who accept are bound not to speak of the event they partake in or anything they learn
there. When the sixth ghost agrees to the deal, the event begins, or night becomes dawn,
whichever comes first, the blue-flame pavilion gutters out.
The music of a necromancer who knows Blessed Dead Fools as her control spell sounds
especially vivid to ghosts, reminding them of life. She adds one automatic success to all
musical performance action against ghosts or ([Essence/2] or 2) automatic successes when
performing at the event together with her blessed fools. However, once a year under a blood
moon, the necromancer becomes the blessed fool, being unable to gain rest for a night as she
must dance uncontrollably from dusk till dawn. Most necromancers feel this night coming and
prepare a location of solitude for it, so that their dark performance can be left undisturbed.
Death Mask
Milestones: 3
Cost: 1 Willpower
Distortion: 1+ milestones
Duration: Indefinite
To use this spell, the necromancer first has to oversee the ritualistic sacrifice of a human being.
As life flees her victim, she catches his higher soul and washes away his sentience, leaving it
an empty shell of soul-stuff she may don to disguise herself.
Casting this spell allows her to don the spectral guise of one of her past victims, allowing her
to roll (Intelligence + Occult) to establish her disguise and ignoring any penalties for different
body types or to impersonate another character. The disguise shows her victim as he would
look like as a ghost.
A necromancer who knows Death Mask as her control spell may use a special ritual to hollow
out a captive ghost, turning it into a disguise as she would a living sacrifice.
Distortion (1+ milestones): Distorting this spell causes the current disguise to remember itself
in small ways, causing rolls opposing her disguise to gain (distortion milestones, maximum 4)
bonus dice. This is permanent, affecting this particular disguise even if she drops it and later
reestablishes it.
Dusk Eyes
Milestones: 1
Cost: -
Distortion: 2 milestones
Duration: One Scene
Her eyes alight with blue fire, the necromancer looks across the barrier between the worlds.
This Charm allows her to look into the corresponding area of the Underworld from Creation
and vice versa. She does not see her own side while this spell is active. In areas that have no
direct correspondence within the other world she sees only darkness. She may end this spell
at any time.
A necromancer who knows Dusk Eyes as her control spell can project all her senses to the
other side. She may appear as a translucent ghostly image on the other side and speak to
communicate with characters there.
Distortion (2 milestones): Distorting this spell causes a translucent of image of the caster to
appear on the other side.
Gentle Call of Lethe
Milestones: 1
Cost: -
Distortion: -
Duration: Indefinite
The necromancer marks a person’s forehead with a stylized cicada, the symbol for eternal life.
Doing so binds the creature into the cycle of reincarnation. The glyph shines for a moment
before disappearing, after which it is invisible, though a skilled occultist can divine its presence
with a short test.
When the person dies, the glyph shines again, preventing him from becoming a ghost. The
deceased’s soul instead enters the cycle of reincarnation. If the character would become a
ghost by his own power and choice, he cannot be kept from becoming so by Gentle Call of
Lethe. Outside powers, including those related to the target’s nature but going against his
desire, must succeed in a roll-off against the spell to prevent it from ferrying the target’s soul
to Lethe. Casting Rune of Sweet Passing on a target affected by Gentle Call of Lethe removes
its effects without need for a roll-off and vice versa.
A necromancer who knows Gentle Call of Lethe as her control spell can cast it even upon the
dead. She may cast the spell on a recently slain corpse, no more than (Essence or 3) hours
old, to ferry its soul into Lethe. Furthermore, she may cast it upon a ghost to allow him an
immediate and peaceful passing into Lethe, should he accept it. Once per day, when a soul is
ferried into Lethe by the power of this spell, she regains 1 point of Willpower.
Mother Darkness
Milestones: Ritual
Cost: 1 Willpower
Distortion: -
Duration: (Essence or 3) hours
The necromancer curses the sun in a ritual taking a few minutes under its light, and changes
her environs to better suit her temperament. The sky clouds over and blocks out the sun, winds
carry the scent of rotting meat and freshly spilled blood and at times it rains fine flakes of ash.
This spell affects the area out to (Essence) miles and can be banished by other
weather-affecting magic. Creatures of death are comfortable within the area affected by this
spell and treat it as a shadowland by night (though it does not allow for crossing into the
underworld).
A necromancer with Mother Darkness as her control spell can once per Story expand its range
to (Essence x 10) miles and its duration to one week. Any weather-affecting magic seeking to
clear disturb this effect must succeed in a roll-off against her, in which she gains (Essence)
bonus dice. However, the necromancer is cast out by the sun. She counts as a creature of
darkness and takes one level of bashing damage if she is hit by the light of the sun at its zenith
without wearing sufficient cover.
Piercing the Heel
Milestones: Ritual
Cost: 1 Willpower
Distortion: 2 milestones
Duration: Indefinite
This ritual requires a ghost and the feet of its mortal remains. The necromancer speaks the
ghost’s name, then ritually pierces the tendons above the heel of each foot with iron. After the
ritual is completed, the ghost becomes incapable of harming the necromancer. If it tries, either
directly or indirectly, it immediately falls to the ground. Its legs do not support it, and it cannot
move, even to speak, until it abandons the intention.
This effect remains until the iron is removed from the feet or fetter, until the necromancer dies,
or until she deliberately releases the spell. A sufficiently powerful ghost (Tier 3+) can shake off
this spell’s effects by spending a number of Willpower points equal to (Essence or 3).
A necromancer with Piercing the Heel as her control spell is hated and feared by ghosts. She
gains (Essence) bonus dice on her efforts to intimidate or threaten ghosts, but she suffers a
penalty of (Essence/2) on efforts to inspire or bargain with them. The ghost that is under its
influence gains a Defining Tie of fear for the necromancer. This Intimacy cannot be eroded by
mundane means so long as this ritual is in effect.
Distortion (2 milestones): Distorting Piercing the Heel allows the victim to act against her
master for a number of minutes equal to the distorting necromancer’s (Essence or 3). If the
affected ghost is a necromancer, it cannot attempt to distort the spell itself.
Rune of Sweet Passing
Milestones: Ritual
Cost: 1 Willpower
Distortion: -
Duration: Indefinite
With a mixture of honey, blood and graveyard earth, the necromancer spends an hour carefully
painting a rune on her victim’s flesh. At the completion of the ritual, the rune soaks into the
skin, binding the target’s soul to the necromancer. When the target dies, the soul is pulled from
its destined path and then emerges from a similar rune coruscating from the necromancer’s
palm. The necromancer may reflexively try to bind it to her service as per the spell Call Ghost.
While the victim lives, a sorcerous or necromantic working can release him from his ill fate.
This ritual inflicts a curse, and various Charms that directly affect curses can also affect this
spell. Casting Gentle Call of Lethe on a target affected by Sweet Rune of Passing removes the
spell and vice versa.
Shade Prison Amulet
Milestones: Ritual
Cost: 1 Willpower
Distortion: -
Duration: Indefinite
Hungry ghosts can be trapped, but only once-living bone can hold them. The necromancer
cuts a rune into a piece of bone. This spell enchants the bone, making it capable of absorbing
a hungry ghost when touching it. Only if the bone breaks will the ghost be released. Tier 3+
hungry ghosts are too powerful to be captured by this spell.
The rune can be inscribed onto the body of a still living subject, capturing the next hungry ghost
he touches into his body, a thoroughly unpleasant process. During the day a living victim
harboring a foreign hungry ghost feels fine, but during the night nightmares, strong anxiety,
vicious urges and sleepwalking torment him.
A necromancer with Shade Prison Amulet as her control spell may use this spell without having
to prepare an amulet to trap a hungry ghost within herself by accumulating 1 milestone. She
may then release that ghost whenever she desires. She still suffers the same anxiety and
urges as any other victim once the ghost is trapped within her. If she has access to shaping
rituals that are fueled by souls bound to her, she may use hungry ghosts trapped in this fashion
for that purpose.
Silent Master’s Pollen
Milestones: 3 milestones
Cost: -
Distortion: 2 milestones
Duration: Instant (one Scene)
The necromancer creates a pinprick-small hole in the world, peering into a luminous space
that tickles a faint memory of renewal. As the shining point of gray-white light hovers before
her eyes, she may offer it to a willing target convinced to accept it, or throw it at an enemy out
to short range. This spell only affects ghosts, it has no effects on other targets.
When offered to a willing target, this energy promises an end and a beginning. Accepting it,
they fade into a white light, presumably entering into the mythical state of Lethe in the cycle of
reincarnation. Against an unwilling target the caster performs a difficulty 2 gambit using
(Intelligence + Occult) as her attack roll. The target may apply his Resolve instead of his Parry
to block the attack. A successful gambit exposes him directly to a force which urges him to let
go. The ghost must either enter Lethe or lose a part of himself in the struggle to resist it. Should
the target resist he immediately takes 2 level of unsoakable aggravated damage and doubles
his wound penalties for the rest of the Scene as a crippling effect.
A necromancer who knows Silent Master’s Pollen as her control spell can use it to break
supernatural bindings on ghosts. If another supernatural binding effect has been placed on the
ghost by another being, the necromancer may attempt to break it. This forces her to perform a
special gambit rolling (Intelligence + Occult) with a difficulty of (the binding character’s
Essence) against the target’s Resolve. The target cannot waive its Defense against this
gambit. Success scours the binding from the ghost. If this binding is what prevented them from
going into reincarnation, they might immediately do so if they are willing. This spell cannot
break bindings created by magic of the Void Circle or cast by Tier 5 characters.
Distortion (2 milestones): Distorting this spell before has accepted its offer or after a ghost
has been crippled by it prevents its transition into Lethe. In the case of a crippled ghost it
removes the crippling effect.
Soul Brand
Milestones: Ritual
Cost: -
Distortion: 2 milestones
Duration: Indefinite
The necromancer performs a ten-minute ritual to shroud a creature in deathly Essence,
anchoring it to him with a mystic brand on his palm or forehead. Near-mindless undead horrors
such as zombies or hungry ghosts will not attack the Soul Brand’s bearer unless they are
specifically compelled to do so by necromancy or other magic. The brand lasts indefinitely, and
may only be removed by a working, or its creator’s whim.
A necromancer with Soul Brand as her control spell may activate it by accumulating 3
milestones instead of performing a ritual, though she must physically touch the target on the
location where the brand should emerge. Near-mindless undead are naturally compelled to
ignore the necromancer unless directly motivated or compelled to attack her. However, even
lowly (Tier 1) ghosts who are perfectly sentient are compelled to ignore the necromancer. They
usually ignore her presence unless they are directly interacting with her, or unless she does
something to make a lasting impression.
Trolling the Dark Water
Milestones: 2 milestones
Cost: -
Distortion: 2 milestones
Duration: One Scene
The necromancer draws violet threads of Essence from the Underworld and weaves them into
a net. As she completes the spell, the net expands to cover a medium range radius surrounding
the necromancer. All immaterial ghosts caught within this web become visible to everyone
present. The web itself sticks to the ghosts so long as they are within its area, and the
necromancer may accumulate a milestone through a shape sorcery action in order to force an
individual ghost within the web to materialize. Even ghosts who normally can’t materialize will
do so. Ghosts who are already material become incapable of dematerializing while caught
within the spell’s area.
A necromancer with Trolling the Dark Water as her control spell is a spider in a web of souls.
She may cast this spell to trap living (Tier 1) mortals within the web, forcing their souls to cling
to it. The mortals themselves feel this as a heavy exhaustion, causing them to suffer a -1
penalty to all rolled actions so long as they remain within this web. By tugging the thread of an
individual with a miscellaneous action that cannot be placed in a flurry, the necromancer drains
1 Temporary Willpower from that target. She may restore 1 point of Willpower drained in this
way to herself per day. She may not drain more than (Essence) points of Willpower from a
single victim within the same day.
Distortion (2 milestones): Distorting the spell temporarily suspends its effects for (distorting
caster’s Essence or 3) rounds. Ghosts materialized through this spell may remain so if they
wish, though materialized ghosts in the area can dematerialize while it is suspended should
they wish to do so.
Labyrinth Circle
Combat
Brick-by-Brick Solitude
Milestones: 5
Cost: 2 Essence and 1 Willpower
Distortion: 2 milestones
Duration: One Scene
The necromancer shapes protective runes from her Anima, surrounding herself with a wall
impassable for the dead. As the spell finishes, the runes push outwards expanding to a warding
circle out to medium range around her that moves with her for its duration.
Any ghost caught within the ward’s area when it is cast are shoved outward to the boundary.
Ghosts cannot make close combat attacks against the caster. Likewise, the character can only
attack ghosts at range. If the caster herself is a ghost, she will not be cast out of her own ward,
instead moving through a safe spot like the eye of a hurricane. Tier 3-4 ghosts may try to
breach this ward by spending 2 Willpower and rolling (Wits + Integrity) against a difficulty of
(Essence x 2). Tier 5 ghosts are unaffected by this spell.
A necromancer with Brick-by-Brick Solitude as her control spell may expand the warding area
to long range and have it encompass allies even if they are ghosts. The warding runes of this
spell are carved on her very soul, necessitating the expenditure of a point of Willpower the first
time in a Scene she wants to touch a ghost in a way involving skin contact and vice versa.
Distortion (2 milestones): Distorting the spell weakens its wards, creating a temporary
exception. This allows the distorting caster or a ghost chosen by him to pass the wards
boundary by spending 1 point of temporary Willpower. The caster may try to strike this
exception from the target by performing a successful difficulty 3 gambit, causing the ghost to
immediately flung out of the ward again upon a success.
Clamoring Shackles
Milestones: 4
Cost: -
Distortion: 2 milestones
Duration: Instant
The necromancer pulls apart her palms to reveal a thin, black shaft between them. The shaft
grows a barbed point and black fletching. The arrow remains for the rest of the Scene and she
may launch it as her attack action on her turn against any enemy within long range, requiring
no aim action. She may choose to launch the arrow reflexively upon successfully casting this
spell. No more than one arrow may be summoned at the same time.
The arrow creates a special (Perception or Wits + Archery or Occult) attack, using the traits of
a heavy artifact weapon and adding (Essence or 3) bonus dice to the attack roll.
If a ghostly target is incapacitated by this spell, its body blackens and warps hideously,
shrinking and screaming until all that remains is a set of soulsteel shackles. On the
necromancer’s next action, she may command these ebon gyves to lash out at a character
within short range of them as a miscellaneous action. She rolls (Wits + Occult) as a difficulty 2
shackle gambit to lock them around its wrists, ankles and neck.
The character wearing the shackles suffer a -3 penalty to all physical actions, and it cannot
flurry movement actions. Their dark nature makes him susceptible to the necromancer’s
influence, allowing her to treat him as though he possessed a major Intimacy of cowed
submission towards her. The necromancer may release the target from its shackles at any
time, otherwise the vanish after one week or when otherwise removed. Picking the lock of the
shackles has a difficulty of (5 + caster’s Essence), the target suffers the shackle’s penalty if
she tries to free herself in this way.
A necromancer who knows Clamoring Shackles as her control spell may warp a living target
incapacitated by the spell into its shackles, causing that target to leave no ghost behind. She
may perform the gambit created by this spell reflexively.
Distortion (2 milestones): Distorting the shackles weakens their hold on its bearer, reducing
the penalty to -1 and halving the difficulty of picking their lock for the rest of the Scene.
Grey Eyes Shield and Shell
Milestones: 4
Cost: 1 Willpower
Distortion: -
Duration: One Scene
The necromancer imbues a handful of dirt into the grey dust of the underworld and anoints
herself or the brow of another target with it. The target’s eyes take on the same grey,
unremarkable color and inure her to the power of lesser ghosts and other dead creatures. For
the rest of the Scene he is immune to the effects of Charms used by Tier 1 or 2 creatures of
death, such as many ghosts or other residents of the Underworld.
Alternatively, the necromancer may anoint a Tier 1 or 2 ghost (either willing, incapable of
resisting or as a action upon a successful grapple control roll) with this spell, rendering him
incapable to use his Charms for the rest of the Scene.
A necromancer who knows Grey Eyes Shield and Shell as her control spell may extend the
duration of the spell’s effects by spending an additional point of Willpower. Doing so extends
its effects to the rest of the Story. Her eyes have permanently taken on the dull grey brought
forth by this spell.
Hundred Shade Breath
Milestones: 4
Cost: 1 Essence and 1 Willpower
Distortion: -
Duration: One Scene
The necromancer bites her own cheek or tongue and allows blood to pool in her mouth. She
summons up her inner darkness, goaded by her own Po and exhales it as a dark mist taking
on the shape of a host of raging hungry ghosts that tear at her enemies. The ghost’s violence
cannot be contained, save for sparing the caster herself their relentless assault. This creates
an environmental hazard with damage 3L/turn and difficulty 5 in a 90° arc in front of her out to
medium range. Battlegroups double the damage taken from this hazard. The hazard remains
for the rest of the Scene and may be resisted by rolling the pool that is used to calculate a
character’s Parry or Evasion. The area affected by this hazard counts as difficult terrain to
characters who would treat battlegroups as difficult terrain.
A necromancer who knows Hundred Shade Breath as her control spell can direct the fury of
the phantasmal shades she summons, sparing designated allies the hazard she creates,
though they still treat it as difficult terrain.
Ivory Razor Forest
Milestones: 6
Cost: 1 Essence and 1 Willpower
Distortion: 2 milestones
Duration: One Scene
The necromancer’s bones glow through her flesh as she draws ivory Essence from them,
forming it into a pale spike. She rams the spike into the ground, causing veins of white Essence
to run through the earth like a skeletal tree. Numerous large bone spikes break through the
ground in an area out to medium range from the necromancer. Characters whose movement
is unimpeded can dodge these spikes without issue, though those who are restrained may be
impaled by the spikes, suffering 3 levels of unsoakable lethal damage.
The necromancer has full control over the layout of the bone-forest, allowing her to create
walls, an arena or other makeshift obstacles as she desires when she casts the spell. The
spikes are one range band high. Characters can attempt to climb over a bone wall by taking a
miscellaneous action which cannot be placed into a flurry, rolling (Strength or Dexterity +
Athletics) at difficulty 3. On a failure the character suffers a short range fall.
A necromancer who knows Ivory Razor Forest as her control spell can summon the bone
spikes faster, allowing her to endanger even unrestrained foes. The spell creates a one-time
environmental hazard against enemies within its area of effect with damage 3L, difficulty 5 and
rolling (Dexterity or Wits + Dodge) to escape it.
Distortion (2 milestones): Distorting the spell creates an opening in an obstacle created by
the Ivory Razor Forest.
Shield of Shattering Bones
Milestones: 5
Cost: -
Distortion: 2 milestones
Duration: One Scene
The necromancer wreathes herself in a mantle of ivory Essence. The next time she would take
damage within the current Scenes, it is automatically transferred unto an undead servant of
her within medium range. If no such servants are available when she is damaged, this spell
ends without effect. Perfect attacks and unsoakable damage force a roll-off to be transferred.
No matter whether the damage is successfully transferred or not, the spell ends as her ivory
aura shatters.
This spell can only be cast once per Scene.
A necromancer who knows Shield of Shattering Bones as her control spell can reflexively try
to shunt the damage she would have suffered onto an undead being within short range of her,
even when it is not under her control. She must succeed on a (Appearance or Charisma +
Occult) roll against the creature’s Resolve to do so, on a failure she can still direct the damage
towards a creature under her control instead.
Distortion (2 milestones): Distorting the spell waives its protection for (distorting caster’s
Essence or 3) rounds, after which it returns.
Stealing the Gathered Breath
Milestones: 3
Cost: 2 Essence and 1 Willpower
Distortion: -
Duration: Instant
Those unfortunate enough to be within the presence of the necromancer gasp for a breath that
never comes. Tier 1 mortals within short range of her die from asphyxiation when she
successfully casts this spell. This destroys Tier 1 mortal battlegroups wholly present within this
space and deals (Essence x 2) points of magnitude damage to battlegroups which are only
partially within the spell’s area of effect. A battlegroup damaged by this spell must immediately
roll for rout. The necromancer is nourished and rested as if she had partaken of a full meal and
a night’s rest (though no Willpower is restored) when the use of this spell kills at least one
mortal. If she is holding her breath, it is restored as well.
A necromancer who knows Stealing the Gathered Breath draws in not only her victim’s breath,
but also part of their souls, waiving the spell’s Essence cost and restoring 1 point of Essence
the first time in a Scene she uses this spell to kill at least one mortal.
Striking Specter Lash
Milestones: 5
Cost: 1 Essence and 1 Willpower
Distortion: 2 milestones
Duration: One Scene
The necromancer slashes open her skin to the bone, inflicting 2 levels of unpreventable lethal
damage on herself upon successfully casting this spell. The black skeleton of a serpent spring
forth from the wound to strike at her foes. The serpent acts on the necromancer’s turn once
per round. It is not directly under her control, but it will refrain from attacking her allies. The
serpent has (Essence) health levels, a Parry of (Occult) and will attack using (the
necromancer’s unmodified Wits + Occult). The damage of its attacks is (Essence/2) and its
minimum damage 1. Tier 1 enemies struck by it are killed instantly, regardless of damage.
Opponents with an Essence pool lose 1 point of Essence the first time in a Scene they are
struck by the serpent, as it drains their life force.
This spell can only be cast once per Scene. The spell ends should the snake be incapacitated.
When the spell ends the skeleton struggles from the necromancer’s body, falling to the ground
where it rapidly transforms into blackened coals.
A necromancer who knows Striking Spectre Lash as her control spell can reflexively take a
shape sorcery action to cast this spell the first time in a Scene she takes lethal or aggravated
damage.
Communication
Dead Man’s Voice
Milestones: 5
Cost: -
Distortion: 2 milestones
Duration: One Scene
Through an arcane link—a piece of flesh or blood, or something important to the target—the
necromancer can use another person as a conduit for her own awareness. Invoking the spell
and closing her eyes, the necromancer rolls (Charisma or Perception + Occult) against the
target’s Resolve. If successful, she sees around the person whose arcane link she holds,
having overwhelmed the victim’s mind to use her as a mouthpiece. A willing target may forfeit
Resolve and freely open himself to the necromancer’s intrusion. Unwilling targets may throw
the necromancer out only if they can counter her influence with an opposing Defining Intimacy
and spending 3 points of Willpower to enter a Decision Point. If the Necromancer’s takeover
would put him in a life-threatening position, he needs no Intimacy to call on and can enter the
Decision Point by spending 1 point of Willpower.
Once the necromancer possesses a victim, she sees and hears with his senses, and her own
voice speaks through his mouth. She prevents her victim from taking actions of his own, but
she cannot do much more herself than turn her borrowed body and incline the head to face
different people. She cannot walk, run, fight or anything else that requires significant control.
The necromancer can use Awareness, Investigation and Social Charms through her puppet
body.
A necromancer with Dead Man’s Voice as her control spell may further enhance her
possession over others. Tier 1 or 2 targets overtaken by this spell cannot resist its influences
by entering a Decision Point. Tier 1 targets may be puppeted completely by the necromancer
for the spell’s duration, allowing her to perform any action she likes, using the lower of her own
and his Traits for any action unrelated to perception or social influence.
Distortion (2 milestones): Distorting the spell gives the body’s owner back full control over
his body for (distorting caster’s Essence or 3) rounds, during which the necromancer can
neither control nor perceive through the target.
White Shard Funeral
Milestones: 5
Cost: -
Distortion: 2 milestones
Duration: One Scene
A drop of blood and an imperious gesture link a mirror within the necromancer’s care to any
other mirror within the same realm of existence of which she knows. Icy mist streams from
both mirrors, announcing the spell’s presence to anyone nearby. The caster may see and hear
through the mirror, anyone on the other side can do the same. The mirror-link lasts for the rest
of the Scene. When the spell ends, the mirrors shatter violently.
A necromancer who knows White Shard Funeral as her control spell may link up to (Essence)
mirrors together simultaneously, allowing everyone with access to one of the mirrors to look
out to and hear what occurs around every other mirror.
Distortion (2 milestones): Distorting the spell causes the mirror, which was targeted to
blacken, preventing seeing through it. Alternatively, the sound transmitted through a mirror
may be targeted.
Social
Puzzle Box of Love
Milestones: Ritual
Cost: 1 Willpower
Distortion: 3 milestones
Duration: Indefinite
The necromancer takes the fetter of a Tier 1 or 2 ghost and puts it into an elaborately carved
box and wraps the box in iron chains. She rolls (Manipulation + Occult) against the ghost’s
Resolve. If the ghost successfully resists this spell, it cannot be used on him again for the rest
of the Story. On a success, she may freely change the ghost’s Intimacies and fetters to suit
her desires. She may also create an unbreakable Defining Tie of slavish devotion or love
towards herself.
Once per year, on the day of its death, a ghost may try to escape the chains of this spell by
rolling (Wits + Integrity) against a difficulty of 5. Success reverts one Intimacy or fetter to its
original state. The unbreakable Tie created by this spell cannot be removed in this way,
however. Breaking open the puzzle box and removing the fetter ends this spell. The ghost
bound by this spell can sense the direction of the puzzle box and the vague distance between
them as a reflexive action, so long as both are in the same realm of existence.
A necromancer who knows Puzzle Box of Love as her control spell may use it on any ghost,
regardless of its Tier, though the fetters of powerful ghosts are often hard to obtain and the
most powerful ghosts, such as the deathlords, may possess other methods to protect
themselves from such domination.
Distortion (3 milestones): Distorting the spell reduces the difficulty of the next (Wits +
Integrity) roll to resist this spell to 3. A ghost bound by this spell cannot distort it himself.
Summoning
Bone Lion
Milestones: Ritual
Cost: 2 Willpower
Distortion: -
Duration: One hunt
A human is hung, blinded, bled and eviscerated over a pit while the necromancer chants
dreadful incantations for an hour. At last, the necromancer casts a pair of diamonds carved to
look like eyes into the pit of viscera, and shapes white and crimson Essence with the Lion
Mudra. The earth cracks open, and the bone lion leaps out through the draining blood. The
skeletal lion stands the height of a man at its shoulders, with a mane of bone quills. The
diamonds gleam in its deep black eye sockets. Its talons are the size of sickle blades, and its
fangs are like daggers.
The necromancer holds out an item with the target’s scent. The lion consumes this item, bows
once to its master, and then bounds off in pursuit of the target. The lion will neither rest nor
halt until the target is dead. If will use shadowlands to pass between the Underworld and
Creation, though it will usually not follow prey past the boundaries of Creation and the
Underworld. If a target hides in another realm of existence, it patiently waits until it feels the
return of its prey. It does not hunt other prey but it will not hesitate to kill others if they are
threatening its existence or intervening with its hunt.
Should the bone lion kill its target, it crumbles into a cairn of bone atop the target’s corpse. If it
is destroyed, it collapses into a pile of bone and diamonds. Unless every trace is burned,
though, the bone lion springs back to life the next sunset, with full strength and an even greater
lust to destroy the target. Charms capable of permanently destroying spirits kill the bone lion
for good, even without burning its corpse.
A character may not be hunted by more than one bone lion at a time. This spell can only be
performed once per Story.
A necromancer with Bone Lion as her control spell may summon the creature indefinitely
without a specific target in mind. Doing so will turn the lion into the necromancer’s Familiar,
and it will follow her commands. Though despite its loyalty, the lion is hungry, and it will attack
its master if a month has passed without it having been allowed to hunt and kill a human victim.
Bone Lion
A great lion of bone with eyes of diamonds. These immortal and relentless killers do not rest
until they have slain their target. A bone lion summoned as a Familiar has no set prey,
rendering its Charms that target its prey inapplicable. The necromancer may set a prey for its
familiar by performing the customary ritual. The bone lion is then dedicated to this target until
it is dead, returning to its summoner after its work is finished.
Tier: 3; Essence: 3; Willpower: 8; Join Battle: 14 dice
Health Levels: 12
Actions: Feats of Strength (Strength 7+): 12 dice; Senses: 11 dice; Stealth: 8 dice;
Threaten: 11 dice; Tracking: 13 dice
Appearance 3 (Hideous), Resolve 5, Guile 2
Combat
Attack (Fangs and Claws): 13 dice (Damage 4, Minimum 2)
Combat Movement: 8 dice
Evasion 3, Parry 5
Soak: 5 dice
Essence Bite: The bone lion may spend 1 Essence (Simple) to make an attack that
increases its damage by 4 and its minimum damage by 2. Halve these values when attacking
anyone other than its prey.
One-track mind: Created and sustained by sorcery, the bone lion stalks its victims with
cunning and eerie intelligence. It starts out incapable of speech and with little knowledge of the
world, but is capable of learning and changing tactics, even going so far as eventually
concocting elaborate schemes and social engineering to get to its prey in case of especially
difficult hunts. The bone lion treats all social influence or magical effects that would cause it to
abandon or compromise its hunts as unacceptable influence.
Prey-Finding Instinct: The bone lion can sense its prey’s location like a compass senses
north. Once it enters the same area as its prey, this location sense becomes slightly less
reliable, forcing it rely on its mundane abilities to find its exact location.
Prey-Rending Claws: The bone lion adds (Essence) bonus dice to rush actions and attack
rolls against its chosen prey, and (Essence/2) to its Parry against attacks made by its chosen
prey.
Principle of Motion: Once per Scene the bone lion may spend 3 Essence reflexively to take
a second turn immediately after its first.
Speed bonus: If used as a mount, the bone lion has a speed bonus of 4.
You Cannot Hide: The bone lion may reflexively spend 1 Essence to perfectly contest its
prey’s disguise or stealth.
Links Born of Tumult
Milestones: Ritual
Cost: 1 Willpower
Distortion: -
Duration: Indefinite
The necromancer tempers a silver wire hook in a funeral pyre and quenches it first in mortal
blood and then in ghostly plasm. She then lowers the hook down her own throat and catches
her own lower soul on it, pulling it out and binding it into her own shadow. This turns her
shadow into a potent hungry ghost, bound to her will. She may end this spell at any point by
swallowing her own shadow, reintegrating her Po.
While her Po is bound to her shadow, she immune to magic that would steal her shadow. If
her shadow-bound Po is incapacitated, this spell ends and it returns to her, forcing itself
down her throat as a column of black smoke. This prevents the necromancer from
performing non-reflexive actions for one round and causes her to lose one point of Willpower.
If the shadow-bound Po is destroyed by an effect capable of permanently destroying spirits, it
returns in violently shred tatters, causing her to lose all temporary points of Willpower and
rendering her unaffected by base urges and unable to experience strong passions for one
month as her Po recovers.
A necromancer who knows Links Born of Tumult may use this spell on targets other than
herself. This requires the target to be willing or incapable of resisting. She may only bind one
hungry ghost to her shadow at the same time and cannot bind hungry ghosts to shadows
other than her own. While holding the Po of another captive in her shadow, she is aware of
all passions and base urges he experiences, learning of related Intimacies. She may whisper
to her shadow as he dreams to try and influence him, allowing her to attempt social influence
on him in this way. A Tier 3+ target whose Po she has stolen may try to regain it by using
magic that steals shadows, breaks curses or similar effects, forcing a roll-off and returning
the Po to its rightful owner if successful.
Shadow-Bound Po
The Po soul of a mighty necromancer, bound to her own shadow.
Tier: 3; Essence: (necromancer’s Essence); Willpower: (necromancer’s Willpower);
Join Battle: 12 dice
Health Levels: 10
Actions: Senses: 10 dice; Stealth: 14 dice; Threaten: 9 dice
Appearance 3 (Hideous), Resolve 3, Guile 2
Combat
Attack (Grasping Shadow): 12 dice (Damage 2, Minimum 1)
Combat Movement: 10 dice
Evasion 6, Parry 3
Soak: -
Detachment: The shadow-bound Po can detach itself from its master, taking on a tenebrous
3-dimensional form. It is capable of touching (and being touched by) materialized entities
while doing so. However while detached from its master he casts no shadow and the
shadow-bound Po is not immune to sunlight.
Essence Bite: The shadow-bound Po may spend 1 Essence as a Simple action to create an
attack which increases its damage by 2 and minimum damage by 1. When attacking an
enemy for whom its master holds a defining tie of hatred, the damage caused by this attack
is unsoakable.
Invasive Shadow Possession: When detached the shadow-bound Po may reflexively
spend 2 Essence when successfully establishing a grapple to silence its victim for the
duration of the grapple and allow it to take the invasion action upon successfully
incapacitating its victim. Using the invasion action allows the shadow-bound Po to enter its
victim’s body through his mouth, taking possession of him until it decides to let go, the body
is destroyed or it is recalled by its casters. While possessing a body, the shadow-bound Po is
immune to sunlight. The eyes of its host a turned into inky black orbs for the duration of the
possession.
Limited Sunlight Immunity: Unlike other hungry ghosts, the shadow-bound Po is immune
to sunlight, so long as it stays attached to its master. When it detaches to take on a physical
form capable of action, it takes 1 unsoakable level of aggravated damage each round it is
exposed to direct sunlight.
Lower Soul: The shadow-bound Po is the expression of its master’s passions and lower
urges. It follows all commands given by its master automatically and is immune to all social
influence from other characters, except when such influence leverages an Intimacy related to
strong passions or urges its master possesses.
Shadow: As a shadow, this creature is naturally 2-dimensional and cannot be touched save
by effects capable of affecting dematerialized entities.
Summon Nephwrack
Milestones: Ritual
Cost: 3 Willpower
Distortion: -
Duration: Instant
The necromancer summons a Tier 3 Nephwrack in a ritual culminating at midnight during the
new moon, rolling (Intelligence + Occult) against a difficulty of (the Nephwrack’s Resolve +
[Essence/2]). Success binds it to her service for a year and a day or to a task for an indefinite
amount of time.
On a failed roll she may reflexively roll (Wits + Occult) against a difficulty of the ghost’s
(Willpower + Essence) to banish it.
A sorcerer initiated into the Void Circle of necromancy may use this spell to summon a Tier 4
Nephwrack instead.
Travel
Infinite Footsteps
Milestones: Ritual
Cost: 3 Willpower
Distortion: 8 milestones
Duration: One day
The labyrinth is a shifting, dangerous place constructed from nightmares older than time itself.
Those who dare delve into its depths may find many treasures and buried lore more ancient
than the Realm before here. It is also connected to all of the Underworld, allowing a canny
traveler to reach any point within it from here, though most who know of this fact recognize the
inherent folly of such a shortcut. A necromancer who knows this spell however, may use it to
reach any point within the Underworld within one day.
The necromancer throws a token of the destination she seeks to reach into the mad realm – a
bit of dust originating there or plasm from a creature that dwells in it – and allows the chaos to
guide her. She rolls (Wits + Survival) against a difficulty of 7 to change the Labyrinth into a
smooth, obsidian hallway leading her to her destination within one day without suffering any of
the Labyrinth’s usual perils. If she fails this roll, the Labyrinth will still lead her towards her
destination, but she will not be protected from its inherent dangers along the way. The tunnel
collapses when she exits it, though it remains stable until any others that pursue her through
it have completed their journey or left the tunnel otherwise. No new pursuers may enter the
tunnel after she has completed the journey however, even if the tunnel remains stable because
others have yet to complete their journey.
A necromancer who knows Infinite Footsteps as her control spell enjoys greater flexibility when
creating passages within the Labyrinth. She may create a passage to another point within the
Labyrinth, provided she has a valid token and can even connect such a passage to a point
within Creation, creating a stairwell as described in the spell Piercing the Shroud, only leading
upwards instead. The tunnels she creates through this spell are more stable, lasting a number
of days equal to (Essence) before collapsing, allowing her to travel back and forth or leaving
the way open for others to follow her. She may still decide to collapse a tunnel earlier, should
she like.
Distortion (8 milestones): Distorting the spell weakens its protections, causing spectres or
other hazards of the Labyrinth to leak into the passage as though the spell’s (Wits + Survival)
roll had failed.
Utility
Baneful Sun and Shadow
Milestones: 5
Cost: 1 Willpower
Distortion: 2 milestones
Duration: Indefinite
A necromancer can taint a soul so it shrivels in the light of Creation. She rolls (Intelligence +
Occult) against a target’s Resolve. If successful, the victim becomes vulnerable to sunlight,
feeling weak and vaguely ill. The target suffers a -1 penalty to all actions as long as he’s been
struck by sunlight at some point within the day. The target suffers from a magical disease with
morbidity (Essence) and an interval of one month as long as he remains within Creation. This
disease cannot be healed completely as long as the curse persists. No doctor can find signs
of an ailment and no mundane treatment will help. If he spends too much time outside the
Underworld or a shadowland, he slowly withers and dies— and if the spell kills him, he rises
as a ghost. Should the cursed character travel to the underworld, he will find his woes lessen
immediately. Alternatively, a necromancer can inverse this curse and cause a target to be
rejected by the underworld instead, though one target cannot be afflicted with both versions of
this curse at the same time.
Tier 3+ targets generally do not die as a result of this curse alone, though they will rise as a
ghost while laboring under it. A character who successfully resisted this curse – whether
through his Resolve or by removing it afterwards in another fashion – is immune to further
applications of this curse for the rest of the Story. Once inflicted the affliction remains
indefinitely, until removed by magic or the necromancer speaks a word of release.
A necromancer with Baneful Sun and Shadow as her control spell increases the effects of the
penalty to -3 and decreases the interval of the disease to one week. However, the necromancer
is cursed to feel at home in neither realm, forever suffering a -1 penalty to all actions unless
she dresses in the trappings of death within Creation or the trappings of life within the
Underworld.
Distortion (2 milestones): Distorting the spell temporarily eases the cursed soul’s pains,
suppressing the disease and penalty created by this spell for one Scene. This spell cannot be
distorted more than once per day.
Bauble of the Captive Soul
Milestones: Ritual
Cost: -
Distortion: -
Duration: Indefinite
Similar to Shade Prison Amulet, this spell creates a bone trap. However the trap created by
this spell can trap any ghost. The necromancer cuts a rune into a piece of bone, enchanting it
in the process and rendering it capable of absorbing a ghost when touching it. Only if the
bone breaks will the ghost be released. Tier 1 and 2 ghosts are automatically absorbed, Tier
3+ ghosts require a successful (Charisma + Occult) against their Resolve to be trapped. A
ghost who resisted being trapped becomes immune to further imprisonment through this spell
for the rest of the Story.
The rune can be inscribed onto the body of a still living subject, capturing the next hungry ghost
he touches into his body. The more powerful the ghost, the more its presence may disturb its
living host.
A necromancer with Bauble of the Captive Soul as her control spell may use this spell without
having to prepare an amulet to trap a hungry ghost within herself by accumulating 1 milestone.
She may then release that ghost whenever she desires. She still suffers the same anxiety and
urges as any other victim once the ghost is trapped within her. If she has access to shaping
rituals that are fueled by souls bound to her, she may use hungry ghosts trapped in this fashion
for that purpose.
Black Vial Medicine
Milestones: 5
Cost: 1 Willpower
Distortion: -
Duration: Instant
The necromancer manifests her inner darkness into a crystal vial containing a starry blackness.
She may offer it to a willing target convinced to accept it or throw it at an enemy out to short
range. When offered to a willing target, this blackness offers peaceful rest to an endless
torment. Accepting it, any magic binding the ghost to a task or a servitude breaks, freeing the
ghost from its shackles. The ghost may now choose to continue its unlife as a free shade, or
to find its final rest in the blackness of Oblivion. The first time in a day a ghost choses the latter,
the necromancer is rewarded 1 point of Willpower.
The necromancer may also throw the vial at or near her target, to which it breaks and spills a
cloud of stars on all ghosts within short range of the impact location. The necromancer rolls
(Intelligence + Occult). If the roll exceeds the (binding character’s Resolve), the ghosts become
free. If it also exceeds their Resolve as boosted by their fetters, they may choose to join
Oblivion.
A necromancer who knows Black Vial Medicine as her control spell may store 1 milestone
whenever she sends a ghost to Oblivion with this spell. She may store up to (Intelligence)
milestones in this way and may attach them to her shape sorcery rolls as if they were
milestones gained from a shaping ritual. Sending a Tier 3+ ghost to Oblivion through this spell
grants 2 milestones, which may be attached to the same shape sorcery roll.
Crystal Ghost Shard
Milestones: Ritual
Cost: 1 Willpower
Distortion: -
Duration: Indefinite
After an hour of careful meditation, and reflection upon her own soul and its fetter to existence,
the necromancer steps up off the ground as she ends the ritual, whose final motion crystallizes
the air around her. Her encasement becomes a smoky, opaque crystal that closes around her
and supports her in midair. Once the cocoon is complete, it frees the caster’s higher soul from
her body. She appears before her crystal-wrapped body as a ghost, with all that it entails.
The ghost shares the necromancer’s traits, but is clearly no longer human. She cannot use the
Charms or powers associated with her humanity. This becomes a secondary form, a ghost
form, which the necromancer may don until her ghost returns to the cocoon containing her
living form, or until the ghost is defeated in combat and the soul restored a week later in the
human body, assuming it is still intact (if the ghost is destroyed using a power capable of
permanently slaying spirits, the necromancer will die and the cocoon will shatter). In her ghost
form, she may use her Excellence, any ghost Charms she has learned and may develop
Evocations for her ghost form, the first of which she unlocks for free. She cannot use other
Charms or magical abilities.
While the necromancer is outside her body, the Crystal Ghost Shard lightly sheds a dark mist
and protects her body. The shell is near-invulnerable as it can only be destroyed using a
Strength 10 feat of strength supplemented by a magical attack or weapon. Successfully
breaking the cocoon jerks the caster’s consciousness back to her body and causes her one
level of unsoakable aggravated damage. Otherwise the caster has to enter the cocoon in her
ghost form to return to his body and emerge from it unscathed. In cases of dire need the caster
can abandon her ghost form and snap back to the cocoon immediately at the cost of all her
current Willpower points, allowing her to emerge from it unscathed after one hour.
A necromancer with Crystal Ghost Shard as her control spell emanates a constant dark mist,
faint enough to only be seen in certain lights, but increasing in intensity during moments of
heightened emotion. While in ghost form, she can meditate upon her physical body, sharing
its senses throughout her concentration. Additionally, the necromancer will instinctively know
if someone is attempting to destroy or otherwise tamper with the cocoon, regardless of distance
to it. Snapping back to her body immediately only costs half her current Willpower, rounded
down, and allows her to emerge from the cocoon immediately.
Denying the Call
Milestones: 6
Cost: 2 Willpower
Distortion: -
Duration: One day
Balling her hands into fists, the necromancer forces a soul recently dead to reanimate its body
and ties it there. The target must have died no more than (Essence) minutes before the spell
was cast. When raised by the necromancer, it’s at only a single Health Level above
Incapacitated. Further damage cannot fill this Health Level unless the damage is aggravated
or until it is sufficiently crippling, at Storyteller’s discretion, such as being submerged in magma.
The raised target is considered a creature of darkness, but it is not considered undead. For
one day, this target is considered alive once more. Once the spell ends, he dies again.
A necromancer with Denying the Call as her control spell can keep a target from dying for the
rest of the Story. If the victim has no unfinished business left, he will enter Lethe when the spell
ends, as there is nothing left tempting him away from the cycle of reincarnation. The
necromancer may release the target from his second life at her own leisure, but there is often
a reason for why the necromancer wants to keep her subject alive.
Reaping the Fallen
Milestones: 5
Cost: 1 Willpower
Distortion: -
Duration: Instant
The necromancer falls upon her knees, touching her head to the ground. Then she opens her
mouth and drinks in the dark blood she draws forth from the earth. This spell may only be used
on a site of mass death, such as a serial killers lair, a battlefield where many soldiers have
died or in a city brought to its knees by disease. Using it restores between 1 and 5 points of
spent Essence, depending on how many people died here (Storyteller’s discretion, use the
Size of a respective battle group as a hallmark). The death does not have to be recent, ancient
battlefields yield as much power as recent slaughter, however each site of death may only be
tapped once per Story.
A necromancer who knows Reaping the Fallen as her control spell treats places of death as
an attuned demesne while within them, allowing her to recover her Essence more quickly while
within, even if the site has already been drained by this spell in the current Story.
Shadow Stones
Milestones: 7
Cost: 1 Willpower
Distortion: -
Duration: One Story
The necromancer cuts her hand and lets corrupted blood spill upon the earth, taking 1
unpreventable level of lethal damage as she completes this spell. A wind reeking or rot and
gore spreads drops of this blood in the area out to long range of the necromancer. Over the
following hour a startling change comes over the covered area, turning it into a shadowland
for the rest of the Story. For the hour of the transformation this spell may be countered by other
sorcerers and necromancers as if the spell was currently being cast. No two shadowlands
created with this spell may be within 50 miles of one another.
A necromancer who knows Shadow Stones as her control spell reduces the time the
transformation takes to 15 minutes. Ghosts always treat the area out to short range of her as
a shadowland, causing frequent hauntings and other strangeness to take place in her vicinity
as ghosts flock to her.
Silenced Whispered Prayers
Milestones: 4
Cost: 1 Willpower
Distortion: 5 milestones
Duration: One Story
The necromancer speaks a prayer in the forbidden tongue of silence, wrapping her victim in a
shroud of ignorance. To perform this spell the necromancer must be in a properly consecrated
temple or the presence of a properly ordained priest of a character with the Cult Merit. She
rolls (Manipulation + Occult) against the target’s Resolve, removing access to his Cult Merit
for the rest of the Story if successful as she silences the prayers directed towards him.
The effects of this spell may be undone by magic that breaks curses.
A necromancer who knows Silenced Whispered Prayers may not only isolate a cursed
character from his cult’s nourishing prayers, but draw a part of the power of the prayers
swallowed by this curse’s silence into herself. She gains a Cult rating equal to half that of the
one suppressed by the spell’s curse. No matter how many cults she suppresses (and if she
has a cult of her own), she only benefits from the highest Cult rating.
Distortion (5 milestones): Distorting the spell temporarily undoes the mantle of silence
around the target, allowing him to draw upon his cult normally for the rest of the Scene. This
spell may only be distorted once per week.
Spiteful Passing
Milestones: -
Cost: -
Distortion: -
Duration: Instant
The necromancer curses those who slew her with her dying breath. Upon being killed (or
incapacitated lethally in the case of spirits capable of reforming) her dying breath echoes
across the battlefield. This is a one time environmental hazard with damage (Essence)A,
difficulty (Essence + 2) resisted with (Intelligence or Wits + Integrity) affecting an area out to
medium range from her. Regardless of whether the target successfully resisted or not,
everyone who does not manage to leave area on their next action is transported into the
Labyrinth as the ground seems to collapse underneath them.
If the necromancer knows more than one dying curses, only one may be activated upon dying.
Learning this spell costs no experience points, though it requires effort and time.
Void Circle
Combat
Abyssal Aegis
Milestones: 2
Cost: 1 Willpower
Distortion: 3 milestones
Duration: One Scene
The necromancer summons a faint aura of light, then consigns it to the Abyss with an
incantation of the three unspeakable words. For the rest of the Scene, she is surrounded by
an aura of darkness that swallows all light. It is impossible to make out any identifying features
about her by sight for the rest of the Scene. The aura counts as light artifact armor and halves
the damage of all light- and fire-based attacks and hazards for its duration, including minimum
damage. All effects that have additional, adverse effects against creatures of darkness lose
these additional effects when used against her.
This spell may only be cast once per day.
A necromancer who knows Abyssal Aegis as her control spell is haunted by darkness. Flames
and other sources of light tend to flicker and go out in her vicinity. She may develop Evocation
for the Abyssal Aegis as if it were a resonant 5-dot artifact and unlocks the first such Evocation
for free.
Distortion (3 milestones): Distorting Abyssal Aegis weakens its ability to protect from light
and flame. The armor does not halve damage from light- and flame-based attacks for
(distorting caster’s Essence or 3) rounds.
Blood from the Slaughter
Milestones: 8
Cost: 3 Essence and 2 Willpower
Distortion: 3 milestones
Duration: One Scene
Red veins travel throughout the ground beneath the necromancer’s feet as she channels her
Anima into the ground. For the rest of the Scene, whenever a significant opponent dies within
extreme range of her, she heals (Essence/2) Health Levels. Battlegroups reduced in Size
within range regenerate (Size/2) Health Levels instead.
A necromancer who knows Blood from the Slaughter grows sharp canines. They may drain
the life of Tier 1 mortals by drinking their blood to heal even without casting this spell. Draining
a Tier 1 mortal is an action that can be taken on a successful control roll of a grapple. It kills
the mortal and heals 1 Health Level.
Distortion (3 milestones): Distorting the spell prevents the necromancer to heal through this
spell until the distorting caster’s next turn.
Mouth of the Void
Milestones: 10
Cost: 2 Willpower
Distortion: 3 milestones
Duration: Instant
The necromancer performs the mudra of the hungry void and cuts herself in various places.
Instead of blood, black oil pours forth from her wounds. The black oil fills the area out to
medium range around her upon casting this spell over the course of the next 3 rounds.
Characters within the oil treat it as difficult terrain and must roll to disengage from the
necromancer if they wish to move away from her.
Once the area has been covered it, all light inside vanishes and a frozen moment later the
darkness vanishes. Every living being inside that does not defend itself with a perfect defense
(Dodge, Parry, Soak or Resolve) is killed. A perfect defense protects from this effect without
need for a roll-off.
This spell may only be cast once per day.
A necromancer who knows Mouth of the Void as her control spell is living conduit of death.
Flowers, small animals, the young and the infirm die at her touch. She reduces the rounds until
the spell’s killing effect takes place by 1.
Distortion (3 milestones): Distorting the spell slows the spread of the black oil, postponing
its killing effect by 1 additional round.
Social
Lord of the Dead
Milestones: 7
Cost: 2 Willpower
Distortion: 6 milestones
Duration: One Scene
The necromancer speaks the forgotten word of dominion, assuming the mantle of sovereign
over the dead. For the rest of the Scene all Tier 1 or 2 ghosts are treated as though they
possessed a Defining Tie of slavish devotion towards her. She does not need to roll social
influence against such creatures, it is considered to automatically exceed their Resolve.
Tier 3+ ghosts are more difficult to influence. They only treat the Tie of slavish devotion as a
Major Intimacy and can rid themselves of the spell’s effects with a perfect Resolve.
This spell may only be used once per Story.
A necromancer who knows Lord of the Dead as her control spells treats all ghosts as though
they possessed a Minor Tie of obedience towards her at all times.
Distortion (6 milestones): Distorting the spell turns those she would command
uncomprehending of her commands. When she issues a command to a ghost while this spell
is distorted, the ghost will still obey, but it will misinterpret every command as much as is
reasonably possible, turning every instance of influence more complicated than a simple
command hazardous.
Sins of the Father
Milestones: 5
Cost: 2 Willpower
Distortion: -
Duration: Indefinite
The necromancer touches the face of his victim, leaving a scar or other mark upon him that
marks him as hers. The mark cannot be removed without magic that is capable of breaking
powerful curses. After the next dusk, this mark appears on any of the cursed targets
descendent and all future offspring will likewise bear this mark.
When a marked target dies, it will rise as a ghost after three days within the underworld,
possessing a Defining Tie of Obedience towards the necromancer who issued the curse. If the
necromancer is within the Underworld at the time, he will rise as a ghost at her side, no matter
the distance to his corpse. The Intimacy towards the necromancer cannot be weakened without
freeing the victim of the curse.
Removing the mark is impossible without magic capable of removing curses. Successfully
removing the mark frees both the target and all of his offspring, but no other cursed targets.
Only one family line may be cursed at the same time by a single necromancer, issuing a new
curse releases the old line.
A necromancer who knows Sins of the Father as her control spell may curse up to (Essence)
family lines.
Distortion (5 milestones): Distorting the spell causes a cursed target which dies within
(distorting caster’s Essence or 3) rounds of the distortion not to rise as a ghost, allowing him
to pass into Lethe instead.
Summoning
Summon Hekatonkheire
Milestones: Ritual
Cost: 5 Willpower
Distortion: -
Duration: Instant
The caster summons a Hekatonkheire from the depths of the Underworld in a ritual culminating
at midnight during Calibration, rolling a contested (Essence + Willpower) roll against it, which
cannot be modified or enhanced by Charms or effects that do not explicitly do so. Success
binds it to her service for a year and a day or to a task indefinitely.
Travel
The Barless Gate
Milestones: 8
Cost: 5 Essence and 3 Willpower
Distortion: -
Duration: Instant
The caster touches a mirror and steps into it, shattering it as she steps through. Another mirror
of the caster’s choice immediately turns black and shatters, expelling the necromancer who
gracefully floats to the ground. She may target any mirror she knows of in the same realm of
existence as her destination.
This spell can only be cast once per Story.
A necromancer who knows The Barless Gate as her control spell may aim for a location,
arriving from the nearest mirror. Mirrors in her vicinity sometimes show glimpses of far-away
places.
Utility
Anguished Shade Harvest
Milestones: Ritual
Cost: 1 Willpower
Distortion: 1 milestone
Duration: Until next dusk
The necromancer races as the sun goes down to surmount an area up to (Essence x 5) square
miles in diameter. She must complete her journey by midnight for the spell to take effect. When
she finishes her spell, the area inside becomes overcast by heavy clouds, blocking out the sun
until the next dusk. Ghosts treat the area inside as a shadowland. Every mortal who dies inside
immediately rises as a hungry ghost, attacking everyone except the necromancer with
unabated fury. Once the spell has run its course it cannot affect the same area for the rest of
the Story.
A necromancer who knows Anguished Shade Harvest as her control spell gains command of
the hungry ghosts her spell raises, allowing her to issue orders to them and compelling them
to spare her allies even when she is not present to command them to do so.
Distortion (1 milestone): Distorting the spell causes a target within the area of the spell not
to rise as a hungry ghost, should he die within (distorting caster’s Essence or 3) rounds.
Barred Tomb
Milestones: 8
Cost: 2 Willpower
Distortion: -
Duration: One Story
The necromancer grants life to that which has been dead for ages. This spell grants a ghost a
return to life for a time, forming a mortal body for them to inhabit. The resulting creature is truly
alive for the duration of one Story, allowing the ghost to taste true life again. This spell can only
target Tier 1 or 2 ghosts, Tier 3+ ghosts are too closely tied to the Essence of death to be
returned to life. A ghost can only be targeted by this spell once per century.
A necromancer who knows Barred Tomb as her control spell holds power over life and death.
She may keep characters within medium range of herself on the threshold between life and
death, when they would otherwise die. This allows her to protect another against dying from
being incapacitated by lethal or aggravated damage or from blood loss. It does not allow her
to save people from injuries they could not possibly survive, such as decapitation or being
immersed in magma.
Blood Monsoon
Milestones: 10
Cost: 3 Essence and 2 Willpower
Distortion: 4 milestones
Duration: Until sunrise
The caster summons up dark clouds the color of curdled blood. The clouds gather over the
course of an hour, then a rain of blood begins. Until sunrise it rains blood in an area out to
(Essence) miles. For that time the affected area is considered to be part of the Underworld.
Animals in the area grow aggressive and go into killing frenzies, while mortals in the area grow
sick.
A necromancer who knows Blood Monsoon as her control spell may cast this spell again after
the Rain has to begun, requiring only 4 milestones and 1 Willpower to create environmental
hazards based on eldritch weather in an area extending out to short range from a point within
long range of her. The eyes, ears and nose of the sorcerer constantly drip a small stream of
blood, making her attractive to ghosts, but hideous to mortals.
Distortion (4 milestones): Distorting this spell causes an area out to short range from the
distorting sorcerer to be spared the blood rain. This area of reprieve moves with the sorcerer.
Clay of Warped Dreams
Milestones: Ritual
Cost: 2 Willpower
Distortion: 8 milestones
Duration: One Story
The necromancer intones a day-long prayer to the powers of the void within the Labyrinth,
imprinting her own dreams onto the Labyrinth. This reshapes the Labyrinth within (Essence)
miles of her position to reflect her own personality and desires. To use this spells she must
first coerce the cooperation or remove any dissenting powerful (Tier 3+) entities tied to the
Labyrinth (such as Nephwracks or Hecatonkhires) first. The area reshaped by this spell
remains stable for the duration of the current Story, granting her a haven of stability molded in
her image within the madness of the Labyrinth. After the end of the current Story, the area
loses its stability and is once again warped by chthonic nightmares.
This spell may only be used once per Story.
A necromancer who knows Clay of Warped Dreams as her control spell can cast this spell with
an indefinite duration, allowing her to create a permanent sanctuary within the Labyrinth. She
may only have one such permanent sanctuary at a time, though she can create a second,
temporary sanctuary with use of this spell without endangering her permanent one.
Distortion (8 milestones): Distorting the spell creates a pocket of chthonic chaos within the
order imposed by this spell. An area out to medium range of the distorting caster is freed of
this spell’s protection and begins immediately to deviate from the imposed image. The spell
can be distorted in this fashion only once.
Empty Night Future
Milestones: 8
Cost: 2 Willpower
Distortion: -
Duration: One hour
The pure foreboding darkness of a black, starless night flows out of the necromancer’s eyes,
quickly covering an area out to 1 mile from her for one hour. In this area all celestial bodies
vanish, and it is treated as being engulfed by night. The Incarnae do not perceive what
transpires inside for the duration of the spell unless they go through the trouble of manifesting
inside it. Prayers uttered inside do not reach the outside and the entire area is considered to
be warded against scrying and teleportation. Those who die within the spell’s duration leave
no ghost behind.
This spell may only be used once per Story.
A necromancer who knows Empty Night Future as her control spell always reflects the spell’s
darkness within her eyes. She can perfectly see in darkness of any kind.
Sorcery and Necromancy Overlap
Sorcery Spells as Necromancy
The following sorcery spells may be learned using necromancy instead of sorcery at an
equivalent Circle. In some cases, an adjusted theme may be appropriate – Infallible Messenger
creates a ghostly imp, Flight of Separation transforms the necromancer into a flock of raitons
or bats, etc.
Shadowlands Circle
Assassin’s Fatal Touch
Blood Lash
Calling the Stalwart Servitor
Coin of Distant Vision
Conjuring the Azure Chariot – Only the Conjuring the Onyx Chariot version
Corrupted Words
Dance of the Smoke Cobras
Dirge of Shadows
The Eye and the Mouth
Flight of Separation
Flying Guillotine
Glacier’s Touch
Infallible Messenger
Invulnerable Skin of Bronze – called Invincible Bone Armor instead, does not increase weight,
obvious bone carapace
Mists of Eventide
Open the Spirit Door
Paralyzing Contradiction
Plague of Bronze Snakes
Private Plaza of Downcast Eyes
The Sacred Tongue
Silent Words of Dreams and Nightmares
Spirit Sword
The Spy Who Walks in Darkness
Sorcerer’s Irresistible Puppetry
Theft of Memory
Thunder Wolf Howl
Unconquerable Self
Wood Dragon Claw – called Bone Dragon Claw instead
Violent Opening of Closed Portals
Labyrinth Circle
Cantata of Empty Voices
Crumbling Walls
Geyser of Corrosion
God-Forged Champion of War – known as Rattled Bones of War, creates a warstrider out of
bones and shadows
Magma Kraken – called Shadow Behemoth Lure, summons tentacles of tangible darkness
instead
Impenetrable Veil of Night
Incomparable Body Arsenal
Insidious Tendrils of Hate
Ivory Orchid Pavilion – The Tie of contentment only affects creatures of death, which treat the
pavilion as a Shadowland in Creation
Shadows of the Ancient Past
Thorn of Cold Rebuke
Travel Without Distance
Void Circle
Essence Inversion
Evocation from the Mirror
Curse of Unyielding Mist
Rain of Doom
Total Annihilation – Called Soul-Swallowing Nihil, creates a wave of annihilating blackness that
swallows all light and life instead. Doesn’t destroy inanimate objects and doesn’t blind people
who look at it. The aftermath doesn’t cause Green Sun Wasting, but creates a shadowland if
a sufficient amount of life was extinguished.
Winds of Confusion
Necromancy Spells as Sorcery
The following sorcery spells may be learned using sorcery instead of necromancy at an
equivalent Circle. In some cases, an adjusted theme may be appropriate – Seat of Deadly
Splendors creates a glorious throne of precious gems and metals instead, etc.
Terrestrial Circle
Seat of Deadly Splendors – Called Throne of the Righteous Sovereign, made from gems and
precious metals instead of bone. The control spell effect instead causes regalia to fuse with
her head, displaying her royal status to all.
Blessed Dead Fools – Called Joyful Spirit Ensemble, this spell attracts local gods and
elementals instead and provides it bonus when used in regard to gods and elementals instead
of ghosts.
Trolling the Dark Waters – Called Spirit-Ensnaring Web, this spell affects gods and elementals
instead of ghosts. This spell has no control spell effect.
Celestial Circle
Ivory Razor Forest – Summons Plant thorny plant life or spikes or earth instead of bone spikes
Striking Spectre Lash – Called Burning Essence Whip, this spell summons a whip of burning
Essence and does not automatically kill Tier 1 mortals hit.
Dead Man’s Voice
White Shard Funeral
Bone Lion – instead of a lion of bone, the creature summoned by sorcerer resembles a living
beast of a metallic automaton
Silenced Whispered Prayers
Solar Circle
The Barless Gate
Artifacts
The Chosen wield mighty weapons into battle and rediscover relics of unknown power left over
from a forgotten age. The basic values for artifact weaponry and rules for the creation of new
artifacts are given in the Core Rules chapter (Combat, Craft). This chapter serves to add details
to the rules for using artifacts and providing some examples. The examples listed later in this
Chapter are by no means meant to be exhaustive.
Attunement
To unlock the power of most artifacts, a character has to attune to it. Not every character is
capable of attuning artifacts. Most mortals, even those who have learned sorcery or other
supernatural talents, cannot attune to artifacts. As a rule, all Tier 3+ characters can attune
artifacts. Supernatural Tier 2 entities are an edge case adjudicated by the Storyteller
depending on the needs of the Story and the artifact in questions. Some artifacts are more
permissible in who can attune them, while others are harder to attune.
Tier 3+ characters can attune up to (Essence) artifacts without issue. Any artifact beyond that
forces them to commit 1 Essence to the attunement, as she tries to uphold a connection to too
many objects of power. Certain artifacts are harder to attune and circumvent this rule. In
addition to the free (Essence) attunements, she also can attune 1 miscellaneous artifact
without it counting against her limit. This is mostly a narrative convenience as miscellaneous
artifacts are often minor supernatural trinkets or supporting power sources without a major
impact on Essence expenditure intensive Scenes such as combat.
Attuning to an artifact, demesne or other object capable of attunement usually takes one Scene
of handling or meditating upon the object. Certain artifacts may have other, more esoteric
requirements for attunement, allowing attunement only after learning its true name, after
developing a certain Principle or only to a certain kind of being.
Evocations
Artifacts are more than just extraordinary equipment. They enable a character wielding it to
unlock powers born of its purpose, heritage and legend far beyond their use as a simple tool.
In systems terms Charms attained via artifacts are called Evocations. Not every artifact needs
to have fully written out Evocations, if an artifact has a straightforward function, even if it is a
powerful magical effect, just put it into the description of the artifact as an attunement effect.
Evocations that need to be unlocked by paying experience points are only necessary when an
artifact has special powers that go beyond its basic functions.
Evocations tend to be similar in power to Martial Arts Charms. They are rarely workhorses
(such as perfect attacks etc.) and rather focus on supernatural effects caused by the artifact
that would normally be unavailable to (some of) the Chosen.
Resonance and Dissonance
The Exalted resonate with certain materials, while others grate against their nature. Unlike
Exalted 3rd edition, resonance and dissonance do not affect the power of Evocations. Instead,
they influence how easily Evocations can be learned and the artifact be wielded.
Characters resonant with an artifact treat the Essence prerequisite of every Evocation as one
lower. This does not extend to additional effects that get unlocked by higher Essence ratings.
Characters who are dissonant treat the Essence prerequisite as one higher instead.
Additionally, a dissonant artifact cannot be attuned with the free (Essence) attunements a
character has available, instead forcing the character to commit 1 Essence as if she had gone
over her limit.
Miscellaneous artifacts usually don’t care about resonance and dissonance. Ignore the effects
of resonance and dissonance for them unless the artifact possesses Evocations or explicitly
says otherswise. For artifacts made from multiple magical materials, apply the most favorable
state of resonance.
Solars are resonant with all magical materials.
Lunars resonate with moonsilver and are neutral towards other magical materials.
Sidereals resonate with starmetal and are dissonant towards all other magical materials.
Dragon-Blooded resonate with jade, are dissonant with soulsteel and neutral towards all other
magical materials.
Abyssals are resonant with soulsteel and neutral towards all other magical materials.
Infernals are too disparate to make a blanket statement about their resonance. They tend to
resonate with demonic materials and one or two other magical materials depending on their
patron. They tend to be neutral towards other magical materials.
Alchemicals are resonant with the material of their Caste and neutral towards all other magical
materials.
Dissonance Sucks
Being dissonant with an artifact is bad, to the point that it can make using a dissonant artifact
barely worth the cost at all. Resonance and dissonance are meant to act as a general guideline
as to what artifacts different types of Chosen use. It’s also sometimes used as a balancing
factor. This however should not stop a cool character concept based around a particular artifact
to be completely unfeasible. A Dragon-Blood who wields a bloodthirsty soulsteel blade or a
Sidereal wielding paired red jade daiklaives that synergize with her mastery of the Fire Dragon
style are perfectly valid concept.
Resonance, neutrality and dissonance are base states and like most other things the chosen
set their minds to are more obstacles to be overcome than insurmountable barriers. A great
task undertaken with an artifact, a personality that aligns especially well, the Sword Soul Gem
(see Example Hearthstones -> Earth) or a sorcerous working can grant a dissonant character
neutral status towards an artifact. This can be accomplished either in play or as part of a
character’s background story, pending Storyteller permission.
Reaching resonant state with a formerly neutral (or even dissonant) artifact is harder and
should be accomplished in play. Difficult workings, journeys of self-discovery or the boon of a
powerful spirit who resonates with the artifact could all be examples of ways to achieve
resonance.
First Age Artifice
First Age Artifice is a loose term governing all such works of artifice that break the swords and
sorcery “feel” of the Exalted setting. They are not necessarily stronger than regular artifacts,
but achieve either effects that don’t fit the default setting of the game or achieve their function
in a way that deviates from its core aesthetics. This often, but not always, takes the form of
First Age Artifice taking the shape of highly advanced technology powered by Essence.
Evocations and effects of such artifacts are not stronger than those regular artifacts but
sometimes achieve different effects, open up new possibilities or have powerful benefits for
those who have access to large scale geomantic infrastructure.
Artifacts of First Age Artifice are marked with a § next to their dot-rating.
Maintenance
One drawback of First Age Artifice (aside from its reliance on complex infrastructure and
long-lost knowledge) is its need for maintenance. While most regular artifacts function until
they are broken by some awe inspiring force, works of First Age Artifice are often a complex
array of interlocking systems. While they are still as unbreakable as any other artifact, they
start to act up and eventually cease to function if not properly maintained by sufficiently
schooled artisans after extensive use.
Not all First Age Artifice artifacts require maintenance, some are simple enough that they
function reliably at all times and others have been crafted by legendary craftsmen whose magic
proofed them against the rigors of eternity long ago. For those artifacts that do require
maintenance, the following rules apply: After each Story in which the artifact saw heavy use
(being used in combat or to travel, fulfilling a passive function over a long time period) the
artifact needs to be maintained by a skilled professional. A skilled professional needs to
possess an applicable Craft and Occult rating equal to the artifacts dot-rating and the
thaumaturgical Occult Specialty Enchantment. To maintain N/A artifacts Terrestrial Circle
Sorcery must be known by key members of the maintenance crew. Maintenance also uses up
rare materials and alchemical compounds, requiring a Resources rating of (artifact’s dot-rating
– 2) to maintain unless access is secured otherwise. The time (and amount of personnel)
required for proper maintenance vary depending on the artifact in question. A beamklaive may
only take an hour’s attention of a skilled craftsman every so often, while a building sized array
of shifting spheres may require an entire crew that performs daily maintenance rituals.
Should a First Age Artifice artifact not receive its proper maintenance, roll one die for every
Story in which it failed to receive maintenance at the beginning of the next Story. For every die
that comes up as a 1, the artifact acquires a quirk. This seldom results in a complete loss of
functionality, but it may increase the cost of using certain powers or disable a specific
Evocation. Multiple layers of quirks stack up until the artifact ceases to function completely
when it receives a number of quirks equal to its dot-rating (6 for N/A).
The difficulty of removing quirks depends on the amount gathered already. Removing a single
quirk requires a proper maintenance cycle to be performed. This special maintenance takes
one day and the artifact cannot perform any function during this time. Removing two quirks
requires a maintenance cycle that requires a week of dedicated work. Three+ quirks require a
repair project, though the artisan attempting the project increases her Tier by 2 (instead of 1)
to determine what projects she can attempt and how long it takes. Once the artifact has broken
down completely a regular repair project is required, which removes all quirks once completed.
Mass Produced Artifacts
One of the greatest miracles of the first age was the mass production of certain artifacts. Only
few artifacts beyond the simplest works were ever fit for mass production (see Factory
Cathedral under Example First Age Artifice), but this allowed the Old Realm to create
wonderous cities and field armies the likes are very rarely seen in the Second Age.
Power Armor
One of the most iconic works of First Age Artifice is the ancient art of creating power armor,
suits that incorporate physical and magical enhancements that aid the wielder. Power armor
comes in two different kinds.
The first is power armor that was designed to enhance the prowess of mortal soldiers. This
armor usually relies on specific methods of enhancements such as Aegis-Inset Amulets to
empower mortals with arms and armor that usually would be too powerful for their use. While
some of these armors are as complex and storied as the legendary arms of the chosen, many
more of these suits did not grow beyond their basic power as they were mass produced to field
the most powerful elite forces the Old Realm could muster.
The second is power armor created for the Chosen, expensive and powerful suits of armor as
storied and unique as any other armor worn by heroes of legend. These suits are built to take
advantage of the vast resources and power the Chosen of old had amassed, drawing power
from manses through their linked hearthstones to supplement the Exalted prowess of their
wearers.
The many small enhancements and complex systems sustaining power armor require its
wearer to commit 2 points of Essence to attune them (or to take up two free artifact
attunements, a wearer can mix-and-match). Power armor gets access to a special resource
called Power that can be used to fuel its Evocations. Each hearthstone connected to manse
that is socketed into the armor adds points to the Power pool available to the wearer. Standard
hearthstones provide 1 Power, while greater hearthstones provide 2 Power. Power
regenerates at a rate of 1 point at the end of each Scene. Hearthstones socketed this way do
not increase the wearer’s Essence regeneration.
Warstriders
The big brother of power armor, the towering warstriders are even more reliant on geomantic
power to function. A warstrider requires its wearer to commit 3 Essence to attune it (or to take
up three free artifact attunements, a wearer can mix-and-match). At least one greater
hearthstone needs to be socketed into it to function at all and that hearthstone does not provide
Power points or any other benefit as long as it is used to power the warstrider.
The rules for piloting warstriders remain the same as in Exalted 3rd edition (see Arms of the
Chosen). Warstriders have a Soak of 10 and 30 Health Levels. Attacks or effects against the
warstrider do not damage the pilot and she is considered to possess full cover.
A warstrider’s weaponry always counts as artifact weapons, is unblockable for mundane
weapons and doubles its post-Soak damage against battlegroups. Attacks using it negate the
advantages conferred by Legendary Size and its pilot benefits from all advantages of
Legendary Size against smaller foes. Once per turn, the pilot of a warstrider may make a
reflexive attack against a battlegroup within range.
Warstriders take a -4 penalty to physical actions taken against human-sized objects or people
such as attacking a lone soldier. This also applies to Perception rolls to detect such targets.
Stealth in a warstrider is nigh impossible, subtracting 4 successes from the pilot’s roll.
Artifact dot-rating
Artifacts are rated between 2 and 5 dots, with Artifact N/A presenting a special case beyond
Artifact 5 that is not available at character generation (without Storyteller permission). But what
separates a 2 from a 3-dot artifact? This section is meant to give a guideline for artifact rating.
As a general rule, a higher-level artifact does not usually have access to better Evocations
than one of a lower level, though it may have more of them. A 5-dot artifact sword does not cut
better than a 3-dot artifact, it cuts in ways that are more complex and abstract, less closely
related to the theme of the artifact’s material or on a larger scale.
Artifact ••: Minor artifacts which grant a small narrative benefit.
Artifact •••: The first real instruments of power. This level is the baseline for artifact power, it’s
here where most artifact armaments are found. Artifacts of this level develop Evocations
closely related to a clear theme which is strongly related to the magical material from which
they are crafted. Artifacts with narrative effects may grant wondrous effects on a personal scale
that enhance the wielder’s prowess and competence or influence the environment to a limited
degree or scope. Many personal-scale vehicles may also fall into this category. Artifacts of this
level seldom have more than 2-3 Evocations
Artifact ••••: Artifacts of this degree are a bit more flexible, drawing on more complicated
themes for their power or drawing from concepts peripherally related to the magical material
they are crafted from. Artifacts that draw on multiple themes at once and combine them also
fall into this category. On a narrative scale these artifacts may grant their wielder access to
abilities that are usually hard to come by other means or manipulate the environment to a
significant degree and scope. This level is also used for small vehicles and powerful enhanced
versions of conventional large crafts, such as sailing ships. Artifacts of this level have up to 6
Evocations.
Artifact •••••: Near the pinnacle of artifice, these artifacts are capable of affecting large areas
or groups of people with their power and dominate the environment for miles on end. Vehicles
at this level may transport entire battlegroups and are potent tools of war. Artifacts of this level
can have up to 10 Evocations, though this degree of mechanical complexity is the exception,
not the rule.
Artifact N/A: Is whatever you thought of too strong for one of the other categories? Then it’s
artifact N/A. What’s the limit? There is not limit. Ish. This is the macguffin level of artifice,
everything you want to be possible is possible, there is no limit in theory. In practice, though it
takes significant effort, players can manage to craft these wonders themselves. An N/A artifact
should always be a cooperative effort between players and storyteller, even more so than
usual. It artifact should be a plot device, meant to achieve or lead towards a narrative goal.
There is very seldom the need for a piece of personal equipment to be of N/A level.
Not all N/A artifacts are created equal
N/A is the category in which all artifacts fall that somehow violate basic setting assumptions or
are of exceedingly vast power. It’s a category with no ceiling. The Emerald Thurible and Brigid’s
Mantle are both N/A artifacts and both enhance the capabilities of their wearer to interact with
sorcery, but the latter is far more powerful than the former. A third artifact that is even more
powerful than Brigid’s Mantle could exist. How do you determine what power level a given N/A
artifact in your Story should have?
If it’s a story hook you introduce as the Storyteller, things are easy. It’s as powerful as it needs
to be to serve its function in the story. Things get a bit more complicated when a player wants
to craft one, especially if the player wants to craft an artifact that enhances the personal
prowess of a character. How do you determine whether the fruits of their labor are the Emerald
Thurible or Brigid’s Mantle? First of all, talk to your player, figure out what they want. Secondly,
determine what level of power you are comfortable with for your campaign. If you are fine with
the Emerald Thurible, but the power of Brigid’s Mantle goes too far, then the Emerald Thurible
it is. Lastly, the more powerful an artifact is, the more epic the Inspirations necessary for its
crafting are. A player seeking to build his own Sword of Creation should be prepared to create
his own Omphalos and Creation-wide manse support network to house and power it.
Magical Materials
The magical materials used in an artifacts construction govern the kinds of themes and powers
its Evocations can draw from.
Orichalcum
This warm, brilliant metal is as invulnerable and puissant as the Unconquered Sun himself. It
gleams at all times as though sunlight shone upon it, its color richer and more vibrant than
gold. Its nature resonates with that of the Solar Exalted, for whom its use seems natural as
breathing. Veins of orichalcum ore appear close to the sun, beneath mountain peaks and
alpine plateaus. Ancient savants knew methods to distill gold into orichalcum using lava and
sun-focusing magic mirrors, but the relevant tools and techniques are lost.
Orichalcum partakes most purely of potencies mythically associated with the sun: raw power,
unshakable strength, excellence, light and shadow, revelation, healing, divine judgment, purity,
majesty, and glory. Orichalcum channels Essence and sorcerous energies better than any
other magical material. While lacking jade’s pure elemental character, it can harness forceful,
vibrant, or energetic natural phenomena such as floods, earthquakes, or volcanic eruptions,
and can channel, absorb, and redirect elemental forces. Most orichalcum artifacts are
straightforward, direct, and unsubtle. Like the sun, they claim the center of attention.
Pre–First Age orichalcum artifacts often exhibit a greenish patina, a consequence of
channeling overwhelming amounts of baleful sorcerous Essence. Between this and its long
association with the Solar Anathema, some Dragon-Blooded call orichalcum “demon-gold” and
reject it as tainted with infernal power. Dynastic military forces aligned with the Wyld Hunt
guard known orichalcum lodes, anticipating that returning Solars will try to gain access to their
favored metal.
Moonsilver
Moonsilver is harder than steel, never tarnishes, and exhibits a special brilliance in moonlight.
Though it’s the color of ordinary silver, it reflects light in ripples like troubled water, and its
surface slowly shifts and pulses as if alive. Moonsilver has an affinity for the Lunar Exalted.
The metal is most often found at world’s edge, on the borders of chaos. Its ores manifest in
liminal places where land meets water, such as riverbanks, lake shores, sea-caves,
mountainous islands, or benthic chasms. Lodes of moonsilver have grown rarer of late; the
Realm has sealed off many sources, while others have simply vanished.
Moonsilver hosts a feral magic. Some moonsilver artifacts bristle with barely-restrained fury.
Others are cool and subtle, their Evocations lurking like serpents. Like ever-changing Luna
herself, the metal is associated with transformation and inconstancy: shapeshifting,
malleability, cyclic change, reflection, opposition, duality, purification, emotion, creativity,
secrecy, insight, intuition, dreams, madness, and otherworldly realms. Like Luna’s Chosen, it
also has affinities for beasts, predation, pair bonds, adaptation, strength, deftness, vitality,
trickery, and witchcraft. These effects are often internal to the artifact or its wielder.
Some moonsilver artifacts can modify their own shape or substance — normally an unobtrusive
process, but occasionally a spectacular one. The metal’s sorcerous applications lean toward
internal power and transformations, as well as transmogrification of others.
Starmetal
Where other magical materials originate beneath the earth, starmetal comes from the sky.
Creation’s anima — formed of Essence expenditure by terrestrial and celestial gods — gathers
among the constellations like fishes in a net. Masses of this gathered power fall from the
heavens as meteors. Meteoric ore appears identical to ordinary iron, and is refined using the
same techniques. Purified starmetal resembles polished steel, albeit harder and lighter, and it
flashes with the Five Maidens’ colors when it catches the light.
No other magical material is scarce as starmetal — meteors fall but rarely, and their size cannot
compare to veins of subterranean ore. The Sidereals claim most of it, their astrology leading
them unerringly to freshly fallen meteorites. Artificers use it sparingly, forging it into slim
unadorned designs, or applying it as inlay or filigree to artifacts of other magical materials.
Gathering as it does among the constellations, starmetal has an affinity for the thrumming
threads of the Loom of Fate, and for the magic of the Sidereal Exalted. Starmetal is associated
with fate, destiny, luck, time, knowledge, foresight, mysteries, esoteric forces, and ephemeral
things. Some meteors retain qualities of the constellations they fell from, or the astrological
Houses of Journeys, Serenity, Battles, Secrets, or Endings.
Coming as it does from the heavens, starmetal holds influence over gods and other spirits.
Some starmetal artifacts possess Evocations that replicate spirit Charms.
Soulsteel
Soulsteel is the only magical material that doesn’t naturally appear in Creation. It’s occasionally
found in the Underworld’s depths, where many ghosts have fallen into oblivion, or where
necrotic energies gather into demesnes. Writings from the First Age — when a handful of
Chosen smiths made occasional use of the metal — mention primeval veins forming where
the blood of dying enemies of the gods seeped into the earth. But most soulsteel is smelted in
the soul-forges of the Underworld, alloying strange shadow-ores with souls of the tormented
dead.
Though soulsteel resembles dark iron at first glance, further examination reveals its ghastly
nature in the faces of horror-stricken ghosts writhing and wailing beneath its surface. Battle
and ritual intensify their torment, calling forth terrible moans or screams.
The Abyssal Exalted possess an affinity with this macabre material, whose magic is linked with
the negative influences of suffering, emptiness, and endings — blood, silence, cold, darkness,
death, disease, weakness, violence, pain, fear, despair, rage, greed, and hatred. In addition,
no other substance has such strong ties to the Underworld, commanding, banishing, binding,
transforming, and slaying ghosts and other undead. Soulsteel can efficaciously channel
sorcerous Essence towards destructive ends, and is an ideal focus for the necromancy of the
Abyssal Exalted.
Jade
More common than any other magical material — though still far scarcer than mundane silver
— jade appears throughout the lands of Creation. Unlike the others, jade is stone rather than
metal, though powdered jade is usually alloyed with steel to craft weapons and armor. It’s
smooth and glossy in either state, its colors rich and brilliant. The Realm covets jade, using it
both for currency and for almost all of its artifacts, and the Empress dedicated much of her
foreign policy to controlling Threshold jade mines. With her disappearance, the Great Houses
and other Dynastic factions squabble to control this rare, precious resource.
Like the Dragon-Blooded who resonate with its elemental nature, jade comes in five hues. As
stone, it comes in endless patterns and gradations of subtle shades, though jade-steel alloy
loses those natural variations. Each of jade’s colors has its own characteristics, rooted in
affinity for one of the five elements. This includes both direct elemental manifestations and
more metaphorical expressions.
Black Jade
Black jade glitters black as the sea at midnight, though some is shot through with shadowy
swirls and whorls. It’s most often found near rivers, along coastlines, and on the ocean floor.
Its powers draw on the Essence of water — the subtle fluid motion of currents, the ebb and
flow of tides, and the irresistible pull of the deeps. Its affinities include aquatic life, resilience,
fluidity, elusiveness, deception, illusion, mystery, intuition, emotion, indirect forces, change,
adaptation, corrosion, acid, dissolution, and spirits.
Blue Jade
Blue jade glows blue as a cloudless sky, whether the pale azure of winter dawn or a summer
evening’s rich cerulean. It feels lighter than other jades, and is cool to the touch. Veins appear
atop snow-capped mountains and throughout the frozen North. Its magic is tied to air and
winter, and its affinities include wind, cold, ice, precipitation, lightning, flying creatures,
swiftness, precision, intellect, understanding, memory, language, philosophy, music, and
silence.
Green Jade
Green jade appears in all the vibrant hues of fresh vegetation, sometimes mottled brown. Even
when worked, it looks more grown than carved. It can be found within forest-cloaked hills,
beneath the jungle soil, or caught in the roots of ancient trees. Its Evocations tap the Essence
of life, giving it an affinity for plants, animals, wilderness, fertility, growth, vitality,
interconnection, pleasure, nourishment, healing, narcotics, and poisons.
Red Jade
Red jade blazes scarlet, often shot through with fiery orange and yellow veins, occasionally
streaked with smoky gray. Its colors shift as it catches the light; it feels warm to the touch. It’s
found in places that have known great heat — volcanic islands, lava tubes, or under burning
desert sands. It has affinities for flame, smoke, heat, light, illumination, revelation, warmth,
passion, zeal, unpredictability, flickering movement, violence, destruction, purification, and
renewal.
White Jade
White jade feels heavier and denser than other jades. Most often ivory-hued, it can be white
as mutton fat, while Underworld veins tend to be ashen gray. Found inside mountains and
deep within Creation’s bedrock, it’s associated with the roots of the earth: solid as a mountain,
stable as a foundation, unstoppable as a landslide. White jade artifacts have affinities for earth,
stone, solidity, stability, harmony, strength, momentum, gravity, resistance, inertia, magnetism,
stubbornness, tradition, history, passivity, and sleep.
Exotic Materials
Creation’s artisans recognize the five magical materials as the most potent occult substances
available to their art. Nonetheless, it’s common for artifacts to incorporate other exotic materials
and supernatural reagents into their manufacture. Exotic materials offer distinct mystical
affinities that can synergize with an artifact’s intended qualities. Examples include the time
twisting starmetal wrackstaff Gnomon, with its shaft of ageless celestial peachwood; the
moonsilver lamellar Eyebright, whose seventy-seven star sapphires served as eyes for the
blind warrior Ophione; and the behemoth-ivory core of the Tusk of Galaech-Ma.
Most artifacts created by the Exalted use at least one of the five magical materials. Save for
the Solars, few Exalts can resonate with exotic materials, leaving them unable to draw forth
such an artifact’s most powerful Evocations. Spirits and other inhuman artificers often
incorporate exotic materials into their numinous panoplies — Ligier’s brazen blade, Siakal’s
sharkskin armor, Ahlat’s bow of gold and lion bone.
Example Miscellaneous Artifacts
Aegis-Inset Amulets (Artifact ••)
Small nodules of jade that are implanted into major pulse points of a mortal’s body, requiring
a difficulty 3 (Intelligence + Medicine) roll. Once installed the mortal becomes a Tier 2 character
and is capable of attuning to special suits of artifact armor created for use with the Aegis-Inset
Amulets. However, there is a price: while the Aegis-Inset Amulets remain embedded in his
body, the mortal ages twice as fast.
Collar of Dawn’s Cleansing Light (Artifact ••)
This artifact comes in a variety of forms including studded bands, chokers, torcs, collars or
delicate necklaces. Common as far as artifacts go, their purpose is to keep the user clean in
every situation, causing grime and dirt of any kind to leave no stain on the wearer’s skin and
clothes. This artifact does not need to be attuned.
Essence Glider (Artifact ••)
This fragile-looking construct of magical material, feathersteel, and Essence has a wingspan
of 20 feet. It appears to be an exceptionally slender and delicate glider frame that lacks a cloth
covering. It weighs less than half as much as a conventional folding glider, and folds small
enough that the user can wear it underneath a cloak. When an attuned user wills it, the glider
automatically unfolds and the framework is covered with a faintly glowing fabric of solidified
Essence. The glider remains active as long as she desires it.
It can soar on thermals and also multiplies the distance the user can jump horizontally by five
(if the user has room to unfold its wings), this usually amounts to a gliding distance of four
range bands, at a rate of one band per round, though launching from great heights can
dramatically expand this range. For long distance travel, an Essence glider has a speed of 50
mph.
Golden Flame (Artifact ••)
A golden pendant in the shape of a stylized flame with a small core of orichalcum or red jade,
this artifact fills its wearer with pleasant warmth, preventing them from suffering from cold less
severe than an environmental hazard with an interval of one minute or less.
Hearthstone Amulet (Tiara, Bracer, etc.)
(Artifact ••)
The main purpose of this small piece of jewelry is to provide a socket within which to mount a
hearthstone. Attuning Hearthstone Amulets is free and does not count against the limit of
artifacts a character can attune without cost.
Lorestone (Artifact ••)
A fist-sized precious stone that acts as a repository of knowledge regarding a specific topic. A
character holding this stone can close her eyes and concentrate to peruse the knowledge
stored within, allowing her to Introduce facts regarding the topic covered by the stone without
need of a fitting Lore background or Specialty or a Lore 3+ rating. She gains (Wits) bonus dice
on the roll to introduce the fact. This artifact does not need to be attuned.
Personal Seal (Artifact ••)
A signet used to mark and protect one’s personal correspondence. If a letter sealed with this
artifact is opened by anyone but its intended recipient, the message contained within vanishes
before it can be read.
Privacy Veil (Artifact ••)
Magical curtains that come in a variety of different forms and shapes. They are all opaque,
clearly designed to ensure privacy. Attempting to spy on what is going on behind the veil with
mundane senses fails automatically, trying to do so with magic suffers a -5 penalty and the
area cordoned off by them is considered to be warded against scrying and teleportation.
This artifact does not need to be attuned.
Stone of Whispers (Artifact •• or •••)
A dark blue cabochon, which gives the illusion of unintelligible, barely audible whispers
emanating from it when pressed to one’s ear. An attuned user can hear any sound occurring
around the artifact as if she was present herself.
The 3-dot version allows an attuned user to reflexively spend 1 Essence to recall the stone to
her side instantly, as long as she and the stone are in the same realm of existence.
Ultimately Useful Tube (Artifact ••)
Normally, this artifact seems nothing more than a footlong, finger-thick wooden tube. Closer
examination shows one end is rimmed in red jade, the other in blue, while the shaft itself —
cut from the timeless Liar’s Tree south of Lake Grayglass — is inscribed with minuscule sigils
in an unknown tongue. Requiring no attunement, its bearer can manipulate it in many ways.
Used as a snorkel, it automatically adjusts its length between one and six feet to match the
swimmer’s depth, keeping out waves and spray. Used as a breathing tube or straw, it halves
the duration of airborne or ingested toxins. One may even twist it to reveal holes allowing its
use as an exceptional flute.
But the tube is also a weapon. With a simple tug, its bearer can stretch it to six feet to serve
as a mundane staff. Stretched to three feet, it becomes a mundane blowgun; the character
commits 1 Essence and blows to create and fire poisoned needles. Blowing from the blue end
creates curare-coated darts; from the red, darts coated in arrow frog venom.
Wave-Stepping Boots (Artifact ••)
Wave-stepping boots are waterproofed leather boots with soles made of flexible black jade.
While attuned, they allow the wearer to treat water as though it were solid ground. She may
reflexively (de)activate this effect.
Belt of Shadow Walking (Artifact •••)
Night-black belts made from leather from the wings of giant bats, trimmed with black jade and
soulsteel, these artifacts can control shadows and cause them to conceal the wearer. When
the wearer spends 2 Essence as a Simple action, she can transform into a living shadow for
one Scene. In this form, she can slip under the space beneath a door or slide through the
thinnest crack. In well-lit regions, observers notice the existence of an unusual shadow if they
make a (Perception + Awareness) roll at difficulty 3, unless the wearer conceals herself in a
larger shadow.
When the character is a shadow, she is dematerialized and can only affect or be affected by
other dematerialized creatures or by Charms and weapons capable of attacking dematerialized
foes.
Death Shield Ring (Artifact •••)
This artifact is a ring blending orichalcum and soul steel in seemingly organic ways. The
sorceries placed upon it protect its wearer from death. Should she ever be incapacitated by
lethal or aggravated damage, the ring protects her and she is immediately healed of any
damage in her incapacitated Health Level, allowing her a second chance (though heavily
wounded). Upon protecting the wearer, the ring loses its power for the rest of the Story.
A character can only attune one Death Shield Ring at a time.
Dragon Tear Tiara (Artifact •••)
This elegant black jade and starmetal circlet has a single hearthstone setting over the Exalt’s
caste mark. Attuned, the tiara wonderfully refines its wearer’s sensitivity to the flow of Essence.
She adds (Essence) dice to any rolls related to geomancy and analyzing Essence and
becomes capable of perceiving dematerialized beings.
Geomantic Tap
Cost: -
Type: Permanent
Prerequisites: None
The Dragon Tear Tiara helps focusing the geomantic energies of a hearthstone set into it. If
the wearer has a greater heartstone connected to a manse set in the tiara, she may draw on
its Essence to power her magic. When she commits Essence, she may draw on the power of
the hearthstone to do so, reducing the commitment of Essence by 1 or 2 in case of a greater
hearthstone.
This effect does not stack, she may only reduce the total amount of Essence she has
committed by 1 (or 2) using Geomantic Tap. While she draws on the hearthstone to support
her magic in this way, she does not benefit for the accelerated Essence regeneration it
provides. She decides whether to use Geomantic Tap when she activates the effect she wants
to discount and can only release the hearthstone’s commitment when that effect ends. During
this time taking off the Dragon Tier Tiara (a difficulty 3 disarm gambit for enemies in combat)
ends the effect it supports.
Illusion-Piercing Mirror (Artifact •••)
This elegant hand mirror has a reflective surface of polished orichalcum set in a moonsilver
frame. When attuned it reflects the truth for its wielder, revealing the truth behind false images.
This perfectly pierces disguises and illusions.
Jade Steed (Artifact •••)
This green jade statue is a life-sized representation of a horse, perfect in every detail. Attuned,
it comes to life as an animated jade steed that needs neither food, water, air, nor sleep, and
knows no fear. The steed has near-human intelligence and can understand and follow spoken
commands. Weighing nearly a ton, it sinks in water like a stone; wooden planks can rupture
beneath its tread.
Magical Prosthetic (Artifact •••)
A hand, leg, eye or other organ fashioned from one of the magical materials. Such a prosthetic
functions as a perfect replacement of the limb or organ it replaces once installed. Such
prosthetics often develop Evocations based on their function viewed through the lens of its
material’s theme and the personality of the person they have been fashioned for.
Night’s Sweet Whisper (Artifact •••)
Allia the Songbird remained independent of the Silver Pact throughout the Shogunate,
shepherding and protecting the people of the small, isolated village in which she’d lived all her
life rather than joining her fellow Lunars’ war against the usurpers. Queen Nabira of Many
Hands forged Night’s Sweet Whisper from moonsilver and the bones of angyalka for the singer
shaman in hopes of earning her gratitude and admiration — but, while Nabira succeeded in
that regard, Allia still refused to join the Pact.
When the crusading armies of the Fair Folk fell upon Creation, Allia’s village was one of the
few places spared from annihilation. For seven days and nights she played Night’s Sweet
Whisper without ceasing, and such was her song’s beauty that no Wyld-born nightmare dared
harm her or the land that birthed her. The fae passed by, but Allia was not content to simply
protect her homeland. She departed to Creation’s edge, doing whatever she could to help stem
the invasion. She fought alongside the Silver Pact, but also aided Dragon-Blooded, Sidereals,
and mortals taking up arms in defense of their homes.
For all Allia’s efforts, the lives she saved were but a grain of sand, while those claimed by the
Fair Folk were a great desert. Though she survived, her spirit could not withstand this despair,
and she returned to her village to live out the rest of her life in seclusion. She left Night’s Sweet
Whisper with Nabira’s apprentice, Snow Devil, for the queen had fallen to a raksha’s lash.
Since then, Silver Pact shamans and artists have continued Allia’s song — as well as the
occasional outsider, for to keep Night’s Sweet Whisper solely in the Pact’s hands wouldn’t
honor Allia’s independence.
Night’s Sweet Whisper is an exceptional instrument. Fae suffer -2 Resolve against
Performance-based inspire, instill, and persuade rolls made by playing it. Silver-Voiced
Nightingale style kiais or other sound-based combat powers who use the pipes to attack deal
aggravated damage to fae.
Moonlit Serenity Pean
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The piper’s music brings peace even to the Age of Sorrows. When she makes a (Charisma +
Performance) roll to persuade a character to refrain from harming her or the object of one of
her positive Ties, the roll waives the Resolve bonus for not using spoken language and counts
as being supported by a Minor Intimacy. For fae, this counts a Major Intimacy instead. If a
target already has a supporting Intimacy of that intensity or higher, he suffers an additional -1
Resolve.
Edge-of-Chaos Hymn
Cost: -
Type: Permanent
Prerequisites: Essence 2, Moonlit Serenity Pean
Even the crumbling borders of reality and the hungry tides of chaos that wait beyond heed the
musician’s melody. As long as she plays on Night’s Sweet Whisper, the area within earshot
(usually medium range) is subjected to the laws of Creation.
Lullaby for the Damned
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Edge-of-Chaos Hymn
Allia’s soul is reborn in the piper’s song, calling out to the living nightmares and soul-drinking
princes of the Wyld and offering them peace. The piper rolls (Charisma + Performance) against
the (Resolve + 4) of a fae within long range. Success transforms it into a harmless shape — a
small animal, tree, mortal child, etc. — for a year and a day. It retains its intellect, Essence,
and Charms, but its memories of the time before the transformation become hazy and
dreamlike. It forms a Defining Principle of belief that it has always been whatever it was
transformed into, and a Defining Principle of nonviolence. Any Intimacies incompatible with
these are suppressed for the transformation’s duration. Some fae may remain transformed
permanently, at the Storyteller’s discretion — usually weak fae, or those who prefer their new
existence.
This Evocation can only be used once per story, unless reset by succeeding on an influence
roll against a nontrivial fae that’s opposed by a Defining Intimacy or instilling a nontrivial fae
with a Defining Intimacy.
Revelation Sphere (Artifact •••)
Amilar Mia awoke in the frozen North, a sphere of dreams clutched in her fist. She knew not
how she’d found it, had no memory of her journeys over the last months, but she could feel the
power slumbering within the fist-sized orb of rune-etched jade, banded with orichalcum rings.
Though seemingly solid, an attuned wielder can twist and manipulate segments of the sphere
like a puzzle-box, manipulating it into various configurations of uncertain purpose.
It’s since been passed down through the generations, along with the study of its ancient origins,
whether researched in the ruins of Shogunate archives or translated from archaic runes that
occasionally drift to the puzzle-sphere’s surface. Amilar Borulan speaks of how the Widow
Daimyo, in her folly, created it to seek out the tombs of the Anathema and despoil their
treasure-laden graves; his great-niece Veja calls him a fool, and insists the ancient
Dragon-Blooded hero Ophalon ra-Vamaja plucked it from the eye socket of a titanic sorcerer-
behemoth.
Whatever the Revelation Sphere’s true origins, it’s a powerful relic in the hands of those
seeking after the truth, lending supernal percipience and a clarity as cold as the
land in which it was found. Sorcerers can tap its potential to fuel scrying and divinations. Amilar
Nefa made her fortune locating jade mines with its power; Amilar Kopal cast open a window in
time to find the lost panoply of the Scarecrow Prince, scattered across the Scavenger Lands.
Those who’ve truly bonded with the sphere begin to dream of icy labyrinths, feeling a subtle
call toward the North and the ends of the earth beyond it. Loyalty to the Seventh Legion and
the watchful eyes of their kin have thus far ensured no Amilar has deserted Lookshy in search
of this maze, but perhaps someday…
The Revelation Sphere is exceptional equipment for rolls to navigate to a manse, demesne, or
similar place of power; rolls to track a character bearing an artifact, hearthstone, or similar
magical object the wielder knows of; and Investigation rolls to find hidden artifacts, concealed
entrances to manses or similar places of power, and the like. If an enhanced roll upholds a
Major or Defining Principle, an attuned wielder adds (Intelligence/2) bonus dice to her roll.
Dreams of Ancient Ice
Cost: 1 Willpower
Type: Reflexive
Prerequisites: None
Holding the Revelation Sphere to her chest as she sleeps, the wielder dreams of an
otherworldly maze of ice, chasing her unknown goal through its gelid passageways. She gains
(Lore/2) milestones she can add to her shape sorcery rolls. These milestones last until she
next sleeps and are treated as milestones gained via shaping rituals – including the limitation
that only one may be added to a shape sorcery roll at a time.
Horizons Beyond Horizons
Cost: -
Type: Permanent
Prerequisites: None
Visions, waking dreams, and hidden portents reveal Creation’s secrets to the Revelation
Sphere’s master. She can make an introduce fact roll regarding the existence or details of a
manse, demesne, spirit sanctum, shadowland, Wyld zone, deposit of magical materials, or
similar place of power without needing an applicable Lore background. If she has an applicable
Lore background, a successful roll grants her one Willpower.
This Evocation can only be used once per Story, unless reset by successfully navigating to the
introduced location and achieving one of the wielder or her allies’ goals.
At the Labyrinth’s Frozen Heart
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Dreams of Ancient Ice, Horizons Beyond Horizons
As the wielder deftly twists the Revelation Sphere to solve its puzzle, the orichalcum bands
locked around it slide and retract, their bindings no longer fettering the dreaming power that
lies within. The runes etched on its surface drift into the air as shimmering patterns of azure
light, surrounding her with ancient words of power. She gains the following benefits:
- She may instantly activate Dreams of Ancient Ice at no cost even though she is not
sleeping, gaining (Lore) milestones. Any milestones left over from a previous activation
of Dreams of Ancient Ice are lost.
- She may add up to 2 milestones gained via the special activation of Dreams of Ancient
Ice to a single shape sorcery action.
- For the rest of the Scene, when she performs a shape sorcery action, she increases
her Soak by (Essence or [Occult/2]) until her next turn. This benefit does not stack,
should she somehow perform multiple shape sorcery actions.
This Evocation may only be used once per Story, unless reset by solving an important esoteric
mystery or achieving a major story goal through erudition, discovery or sorcery.
Second-Shadow Drum (Artifact •••)
Long ago, the Northern sorcerer Ash of Buyan constructed this hourglass drum to command
hungry ghosts. Over its intricate frame, carved beneath the waning moon from yew wood
secured by soulsteel nails, he stretched his twin brother’s skin. When the drum is pounded, its
music exerts an unholy sway over hungry ghosts and the po, or lower soul, from which hungry
ghosts derive.
While a character attuned to it plays on the drum, she treats hungry ghosts as if they possessed
a minor tie of obedience towards her. The Evocations awakened from the Second-Shadow
Drum only function at night.
Shadow-Soul Enthrallment Rhythm
Cost: -
Type: Permanent
Prerequisites: Essence 2
The drummer attunes her rhythm to the heartbeat of nearby mortals to arouse their lower souls.
While the drummer plays the drum, nearby humans who can hear her are considered to have
a Minor Tie of obedience toward her for purposes of social influence rolls promoting feelings
or actions tied to base passions such as gluttony, bloodlust, jealousy, or greed.
Sleepwalker Drumming Method
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Shadow-Soul Enthrallment Rhythm
This slow, subtle rhythm wakes the lower soul while the conscious mind still sleeps. The
drummer makes a persuade roll against a sleeping human as if he had a Major Tie of
obedience toward her. If successful, the sleeper’s lower soul takes command of his body and
sleepwalks to the drummer, who can then make a single spoken persuade action. Because
the lower soul is the seat of passion without reason, any of the sleeper’s Intimacies with no
emotional content are suppressed for purposes of this influence. The sleeper must fulfill the
task before waking if possible. Taking damage or entering life-threatening danger wakes the
sleeper. He remembers nothing of what he did under the influence of this Evocation.
Soul-Disgorging Syncopation
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 4, Sleepwalker Drumming Method
The drummer’s driving, insistent rhythm rises to a crescendo that beckons the lower soul from
a living body. She rolls (Manipulation + Performance) against the Resolve of a willing,
restrained, or unconscious human within short range. On a failure, this roll can’t be retried that
night. If successful, the target’s lower soul boils forth from his mouth as a hungry ghost. This
hungry ghost obeys any command from the Exalt that neither conflicts with the target’s Major
or Defining Intimacies nor prevents it from returning to the target before sunrise. Lacking the
higher soul’s reasoning power, it remembers sensory data but not abstract ideas, limiting its
ability to provide coherent information if interrogated. The target remains comatose until the
hungry ghost returns. Tier 1 or 2 characters die if the hungry ghost is destroyed; Tier 3+
characters instead suffer (their Essence) aggravated damage as their dispersed lower soul
reforms within them.
Wings of the Raptor (Artifact •••)
These artifacts take the form of exquisite floor-length capes fastened at the throat with ornate
clasps that hold a single hearthstone socket. An attuned user can reflexively command them
to unfurl into a pair of fully functional wings, granting her the 5-dot version of the Wings Merit.
She suffers no penalty to actions taken in the air which require finesse as described in the
Merit and may travel at a pace of 80 miles per hour outside of combat.
Cloak of Vanishing Escape (Artifact ••••)
A heavy cloak lined with thread spun from one of the magical materials. This useful artifact
allows an attuned user to spend 2 Essence as a Simple action to teleport to any point within
(Essence) miles that she can clearly see or towards a specially prepared place of safety within
the same range. This cloak provides protection equivalent to light artifact armor.
Folding Ship (Artifact ••••)
This ocean-going vessel has a hull of strong, gold-tinged wood and brilliant white sails. It
requires no crew: the ship handles its own sail, bilge and maintenance. It needs only a captain.
From the helm, the captain can verbally command the rest of the ship using her Sail skill.
At its owner’s command, this ship can fold itself up in a visual spectacle, completing the
one-minute process as a 1’ x 6” x 6” box that weighs 20 pounds. It takes just as long for the
boat to unfold. The ship has the traits of a standard, nonmagical vessel decided at the time of
its creation or purchase—several models of folding ships were created in the long-ago days
when the Exalted made such wonders, from fast couriers to war triremes. The vessel repairs
all damage if it spends one full day as a box.
Shadow-Casting Jewel (Artifact ••••)
A cage of moonsilver and soulsteel rings encircles this hen’s-egg-sized black Underworld
diamond, cut beneath a lunar eclipse. Its bearer may spend 2 Essence and recite an
incantation etched on its rings to call forth a flare of blinding light. In combat this is a
miscellaneous action that cannot be placed into a flurry. The shadows thus cast by all other
creatures within medium range immediately come to life and attack their owners!
A shadow is rolled into battle as a Tier 2 character with its owner’s Attributes, Abilities, and
equipment — though lacking Charms, Evocations, and other magical abilities — and Health
Levels equal to (the jewel-wielder’s Essence + 2). Its only Intimacy is an unbreakable,
unalterable Defining Tie of bloodthirsty rage toward its owner; social influence that would
dissuade it from attacking its owner is unacceptable. A shadow vanishes if slain or if the
character who cast it dies.
After use, the Shadow-Casting Jewel must be recharged by an entire night’s exposure to the
new moon’s unlight before it can be activated again.
The Veil That Holds Back Time (Artifact •••••)
This sheet of pale gauzy fabric, three yards on a side, scarcely conceals whatever it covers.
Said to have been woven from the cocoon of what would become the Butterfly Star, its
gossamer fabric is delicate enough that an infant could tear it. The veil has one simple, subtle
power: Anything it covers is unaffected by the passage of time, utterly immune to decay. A
living creature is frozen between one breath and the next: alive but unmoving, unthinking,
undreaming, not perceiving the passage of moments or centuries. Lifting or disarraying the veil
returns what it covers to the natural flow of time. A living being must be immobile — either
willing, paralyzed, or unconscious — to be affected, lest his struggles rend the veil and destroy
its magic.
Example Artifact Weapons
Close Combat
Artifact •••
Calumny (Green Jade Wrackstaff, Artifact •••)
Two centuries ago, a lone thief drove the Great Houses to wrath. Concealed behind her
signature mask, the Artful Tanuki uncovered the Realm’s rarest treasures and most forbidden
secrets. She sold both to eager buyers, sowing chaos among the Scarlet Dynasty.
Peasants and Dynasts alike speculated about the Artful Tanuki’s prowess and motivations.
Magistrates and assassins sought the thief’s head and the mysteries kept therein. After years
of infamy, the Artful Tanuki vanished. Then her true work began. Without her mask, no one
recognized the daughter of House Cynis as the infamous thief, and her stolen secrets fed a
budding political career.
Though many spoke of her insolent mask, few recalled the Artful Tanuki’s unassuming staff.
Calumny is a length of bamboo cut from the slopes of the Imperial Mountain and banded with
green-and-brown speckled jade. It has been passed down through generations of Cynis
blackmailers, offering its secrets to those who feed its hunger.
Calumny is a light artifact weapon. It may be collapsed to a jade-tipped rod six inches in length
or concealed in a magical illusion to disguise it as an ornamental fan, necklace or similar small
accessories. Collapsing and extending the staff is reflexive, while concealing the artifact in an
illusion takes five minutes and a roll of (Wits + Larceny). Contesting the illusion requires no
magical ability and uses a roll of (Perception + Awareness or Investigation), however only
characters who closely study the disguised item for any reason are eligible for the roll. Effects
thar pierce illusions automatically best this illusion without need for a roll-off.
Calumny feeds upon secrets. A secret’s intensity corresponds to the level of task that would
be required to persuade the person it concerns to reveal it to the world: inconvenient, serious,
or life-changing. A secret can lose or gain intensity as circumstances change, such as being
widely revealed.
Rustling Grapevine Whispers
Cost: -
Type: Permanent
Prerequisites: None
Hidden truths speak through silence. The wielder may activate this Evocation whenever she
hits or touches another character with Calumny. The target’s unspoken secrets vibrate up
Calumny’s length, whispering a one- or two-word clue to the target’s most potent or most
immediately relevant secret, decided by the Storyteller. This provides an automatic success to
any read intentions or profile character action taken within the same Scene to learn more about
this secret.
Swallowtail’s Grace
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
He who denies, attacks; she who knows, invites. After parrying an attack made by an enemy
within close range whose secrets she knows, the wielder makes a counterattack. The attack
roll of this counterattack receives a bonus successes if she knows an inconvenient secret or
two if she knows a serious or life-changing secret. If she knows a life-changing secret the
counterattack is unblockable.
Ripened Bitter Fruit
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Swallowtail’s Grace
Secrets poison the heart in which they take root. The wielder whispers one of her opponent’s
secrets to Calumny, and ferments that secret into a deadly poison. She reflexives envenoms
Calumny with a special poison. This poison has damage 1L/round, duration (5 + Essence or
secret value) and a penalty depending on the severity of the secret she used to create it. The
penalty is -1 for an inconvenient secret, -2 for a serious secret and -3 for a life-changing secret.
She may also use the numerical value of the secret (1, 2 or 3) in place of her Essence in the
calculation of the poison’s length, if higher. The roll to resist this special poison is (Wits +
Integrity). Characters poisoned by Ripened Bitter Fruit cannot speak above a whisper until free
of the poison. Hearts stopped by this secret-poison grow hard and black, like the stone of a
fruit.
The poison is only effective against a person who considers the information used in its creation
a personal secret. It is transmitted when the wielder first hits her target with an attack made
with Calumny, even if the attack does not deal damage. A secret becomes in regard to this
Charm once it has been used to create a poison once.
Faith’s Pillar (White Jade Grand Goremaul, Artifact •••)
Mnemon Beral, son of Mnemon herself, set the house standard for proselytizing across
Creation. His journeys led him to every corner of Creation, then to the secretive cities of the
inhuman Mountain Folk below its surface. The Jadeborn do not speak of their faith in their few
exchanges with the Dynasty, but they speak of Beral with the utmost respect.
Mnemon Beral never returned home. Faith’s Pillar did. The Mountain Folk carved it out of
respect for Beral’s wisdom and courage against the unholy monsters of the depths, and he
carried it into battle against those horrors. After he fell in defense of a Mountain Folk city, the
Jadeborn entrusted the weapon to his family.
Faith’s Pillar is a glittering white jade obelisk representing the Imperial Mountain, with symbols
for the four outer Directions on each of its faces. At the end of its long haft, the pommel bears
a sign of the Center, just as the mountain’s roots reach far below the light of day. Faith’s Pillar
traditionally serves monks of House Mnemon, consecrated in a Mountain Folk dedication
ceremony kept by house savants.
Faith’s Pillar is a heavy artifact weapon. Upon attuning to Faith’s Pillar, the wielder chooses
one of her Principles of religious belief or social order to dedicate the goremaul to, gaining an
additional +1 Resolve against influence opposing it. She may change the chosen Principle
once per story with a ritual rededication.
If the wielder has taken no movement action on her last turn, she gains +1 Soak until she takes
a movement action.
Dragons Provide
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
When the faithful call, the very stones answer. On her turn, the wielder draws Faith’s Pillar
through earth, loose stones, or even solid rock, compacting them into a boulder to serve as
her hammer’s head. This boulder adds 1 to the damage and minimum damage of attacks made
with Faith’s Pillar.
At Essence 2+ she may reflexively detonate the boulder-head created by this Evocation by
spending the Essence committed in it when she hits an enemy. Doing so increases the attack’s
damage by (Essence or 3) and selectively deafens the target for (Charisma) rounds. He hears
only the wielder’s voice and takes a -2 Resolve penalty against her.
At Essence 3+ this Evocation becomes Reflexive.
Foundations of Sand
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Dragons Provide
The earth shall not suffer the heretic’s tread. When the wielder successfully parries an attack
made by an enemy within close range, she may use this Evocation. Her attacker is sucked into
the ground up to the waist, suffering the effects of being prone. He must succeed at a difficulty
2 (Strength or Dexterity + Athletics) roll to free himself as a miscellaneous action, which counts
as his movement action for the turn.
The wielder may end Dragons Provide, detonating the boulder-head of Faith’s Pillar, upon
successfully parrying with Foundations of Sand to instead shatter the surface (earthen or
otherwise) on which the attacker stands, creating a hole one range band deep. The attacker
falls if he doesn’t catch its edge with a reflexive (Dexterity or Wits + Athletics) roll with a difficulty
of (1 + the number of successes he missed by).
Pasiap’s Gentle Embrace
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Foundations of Sand
Those who shun the perfected path deserve only the mercy of a proper burial. Immediately
after incapacitating or hitting an opponent with a -4 wound penalty with one of her attacks, the
wielder prays for nearby earth and stone to rise and entomb the fallen.
Success seals the opponent in a rocky tomb without light, air, or room to move. Shattering the
tomb is a Strength 3 feat of strength, with a difficulty of (Stamina), or (Stamina + the dedicated
Principle) if that enemy has violated the Principle. Outside of combat, each roll takes 20
seconds to complete, and time is of the essence as the sealed character asphyxiates. Ghosts,
demons, and other creatures of darkness suffocate and die within the tomb as if made of flesh
and blood, sending ghosts to Lethe and destroying other beings incapable of reforming. Spirits
capable thereof reform, if able, sealed within the tomb until freed.
This Evocation may be used once per day, unless reset by instilling a nontrivial opponent with
the Principle Faith’s Pillar is pledged to at Major Intensity.
At Essence 4+ she may use this Charm when she hits an opponent with a -2 wound penalty
with one of her attacks.
At Essence 5+ she may use it after rendering an opponent prone.
Frost-Thorn Knuckles (Moonsilver and Blue Jade Razor Claws,
Artifact •••)
The Frost-Thorn Knuckles are gauntlets of runeetched moonsilver. They have no blades,
instead forming talons of diamond-hard ice when attuned. Amid the uttermost North’s glacial
cold, the huntress Orphan-Maker wrought the Frost-Thorn Knuckles from the Essence of great
beasts. The moonsilver and jade of their forging were tempered with the savagery of northern
predators and the chill of the eternal ice. With the Frost-Thorn Knuckles, Orphan-Maker cut
out the Many-Limbed Queen’s heart, stalked the sorcerer Yevash Jul in his own eldritch lair to
drink his heart’s blood, and drove an invading host of Winter Folk back into the Wyld.
Orphan-Maker was buried with her weapons, put to rest in a tomb carved into a savage
mountainside by her fellow Silver Pact elders. It went undisturbed until just recently, when the
Lunar’s new incarnation — CatFooted Jal — followed her past life’s memories back to the
sepulcher. As she confronted her predecessor’s hungry ghost, Jal spoke of her own hunt, a
vendetta against the Guild merchants whose heroin had left her lover dead. She took the
weapons from the tomb with her predecessor’s blessing, and left a trail of ice-cold corpses
behind her.
The Frost-Thorn Knuckles are light artifact weapons. When attuned, the Frost-Thorn Gauntlets
grow claws of ice. The wielder can attack out to medium range with the claws using Thrown,
sending the talons flying forward like darts before reflexively creating new ones.
Glacial Beast Claw
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The killing speed of the wielder’s strikes is like a chilling wind, leaving her victims traced with
rime and blood. This Evocation enhances an attack. Upon a hit, an enemy is knocked prone
and covered with a layer of thick frost that imposes a -3 penalty on his rolls to rise from prone.
Even if no enemies are nearby, he must roll to shake off the frost and rise.
Blood-Freezing Strike
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Glacial Beast Claw
Striking with icy fury, the Frost-Thorn Knuckles freeze their victim’s blood into crimson razors
slashing him from within. Blood-Freezing Strike creates an attack and adds (Strength) to its
damage. If performed against a prone enemy, the attack is rendered undodgeable.
Ravening Fimbulwinter Approach
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Blood-Freezing Strike
Moving with inescapable speed, the wielder descends like a storm of ice to fall on her prey. To
use this Evocation the wielder must succeed at a rush. Activating this Charm allows her to
move one range band towards the target of her rush and allows her to makes a reflexive attack
against him. If this incapacitates her target, she may reflexively rush another target.
Pyre of Legions (Red Jade Grand Daiklaive, Artifact •••)
Cathak Falu was never well-loved by her comrades or her commanders in the house legions.
She was an adequate but unexceptional officer, never equaling the martial glory of her fellow
Dragon-Blooded no matter how doggedly she practiced weapon drills with her daiklave or
memorized strategies from The Thousand Correct Actions. Perhaps this could have been
forgiven, if not for her lack of social graces, her standoffish demeanor, and her taciturn
brooding. She was most comfortable on the battlefield, and spent the rest of her time isolated
from the women and men of her legion. Her fellow Dynasts often wondered why she hadn’t
been married off quietly and never spoken of again, and rarely cared whether or not she was
in earshot of their questions.
It was at the Rainbow Scales that Cathak Falu, for once in her life, won the admiration of all in
her house. The Dynasty lost a soldier, but the invaders lost a vanguard. House Cathak
recovered her blade from the boiling river that had been the Rainbow Scales. Now celebrating
the former reject as the pinnacle of soldierly virtue, Cathak elders show the blade called Pyre
of Legions to their young heirs in its resting place before Cathak Falu’s tomb, her burning
handprint still visible upon its hilt.
Pyre of Legions is a heavy artifact weapon. Falu’s last desperate thoughts were burned into
Pyre of Legions when she fell in battle, carved into searing hot jade, and any who wield the
blade feel them coursing through their own heart as surely as though they were her own. Its
wielder gains a Defining Principle of “I will give anything to protect my comrades” that cannot
be weakened or altered so long as she’s attuned to the daiklave.
All-Consuming Guardian Stance
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: None
Flames leap from Pyre of Legions to guard a comrade, burning away volleys of arrows and
pushing back errant blades. She takes a defend other action to protect an ally within medium
range.
The first use of this Evocation in a Scene is free, reset every time she takes a significant risk
to uphold the Principle imprinted on Pyre of Legions.
Army-Routing Aegis
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
The passion within Pyre of Legions cannot be contained in the form of a single hero — she’s
consumed alive, becoming a walking pyre that scorches the earth around her. She wreathes
herself in a bonfire, a damage 2L/turn, difficulty 5 environmental hazard that affects everyone
within close range – including herself.
At Essence 3+, she extends the range of this hazard to short range. Against targets within
close range, she increases the damage and difficulty of the hazard by 1. A Dragon-Blooded
wielder can unlock this benefit at Flux-Level 3, even if she has not reached the necessary
Essence rating yet.
Ashes Feed the Seeds
Cost: -
Type: Reflexive
Prerequisites: Essence 3, Army-Routing Aegis
No matter how an inferno scars the countryside, it leaves fertile soil ripe for the future. The
wielder of Pyre of Legions ignores wound penalties for the rest of the Scene, as well as
onslaught penalties created by battlegroups. She may spend 1 Willpower to automatically
succeed on the roll to resist the hazard created by Army-Routing Aegis.
This Evocation may only be used once per Story. This may be reset by accomplishing a
legendary social goal.
Sun’s Brush (Orichalcum Grimcleaver, Artifact •••)
Once, the old legends say, the sun shone with a stark white radiance, devoid of wholesome
yellow warmth or the many-colored splendor of sunset. They say that Arajati, the many-armed
god of art, had fallen in love with the Unconquered Sun, and painted the sun’s rays with the
many colors of his brush to woo him. The Sun’s paramour — a figure whose identity changes
from telling to telling — killed Arajati for his transgression and sent his brush falling to Creation.
The fallen brush was found by a Twilight Caste savant and philosopher. Seeking to preserve
Arajati’s passion and story, he forged it into a weapon, an orichalcum naginata built around the
brush at its core. Sun’s Brush becomes a teacher to its wielder, guiding her towards wisdom
and self-revelation. Its greatest powers are attainable only by those who see the world with a
legendary scholar’s insight.
Sun’s Brush is currently guarded by a monastic order of scholars, who tend to one of Creation’s
greatest libraries in the frozen depths of a ruined tower built at the dawn of time. It’s said they
await the coming of a candidate able to pass their trials of knowledge and cunning to claim the
weapon.
Sun’s Brush is a heavy artifact weapon. It serves as a writing implement as well as a weapon.
It has an illimitable supply of gold ink, and its blade-tip is capable of writing on any surface not
warded by nigh-impervious magic. Using Sun’s Brush to write on an enemy is a difficulty 2
foe-scribing gambit.
Radiant Brushstroke Flourish
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The wielder’s scholarly mastery flows through her and into Sun’s Brush, spelling out his
opponent’s doom with every stroke. This Evocation functions like a foe-scribing gambit, but
instead of writing a full message, the Exalt brands her target with one of three words:
Falsehood, Ignorance, or Wickedness. The target of a successful gambit can try to hide or
cover it, but it shines through most clothing. This Evocation is incompatible with written social
influence. She may mark an opponent with each of the three words, but cannot stack the same
gambit.
Falsehood (difficulty 2): When an enemy hit by this gambit lies or tells a half-truth, his brand
burns painfully, applying a -2 penalty to his Guile.
Ignorance (difficulty 3): The enemy’s brand burns with golden light whenever he attacks or
makes an opposed roll against a character with a higher base Intelligence + Lore dice pool,
inflicting a -3 penalty.
Wickedness (difficulty 3): This gambit can only be used against a creature of darkness. It
deals (Intelligence/2) levels of unsoakable aggravated damage as Sun’s Brush burns the word
onto its target. Any character that sees the brand intuitively understands that its bearer is a
creature of darkness.
The effects of the words inflicted by this Evocation remain active until the golden ink is washed
off. The ink is resistant to casual washing and will not be removed even underwater, though a
thorough effort at scrubbing it off will eventually remove it.
At Essence 3+ the wielder decreases the difficulty of the gambits created by this Evocation by
1.
Sunset Blaze (Red Jade Direlance, Artifact •••)
This mighty lance was commissioned by Cathak herself and bore witness to many victories.
The cloth-of-jade banner attached to it catches fire in the heat of battle, inspiring those following
its wielder’s commands to ever greater feats of heroism.
Sunset Blaze is a heavy artifact weapon. The banner attached to Sunset Blaze bursts into
flame when its wielder joins battle, granting an automatic success on command actions she
takes and impeding stealth as a flaring Anima would. The wielder can suppress this from
happening reflexively or take a miscellaneous action to douse (or rouse) the banner’s flame if
she wants to act subtly. Sunset Blaze’s Evocations can only be used while the banner is alight.
Streaming Flames Spear
Cost: Spend 1 Essence or 1 Flux
Type: Supplemental
Prerequisites: None
Brandishing Sunset Blaze, its wielder spins its banner in a fiery spiral that sears her foes. This
Charm supplements an attack against an enemy who has been attacked by an allied
battlegroup on this or his last turn, applying a penalty equal to (the battlegroup’s Size) to the
enemy’s Defense. This is not an onslaught penalty.
The first use of this Charm in a Scene is free.
At Essence 3+ she also adds (the battlegroup’s Size/2) to the attack’s damage.
Scarlet Banner Inspiration
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2
Soldiers see fire on the horizon and know that their general stands with them. This Charm
supplements a rally or rally for numbers action. The general adds (Essence or 3) dice to her
roll and restores as many additional points of Magnitude on a rally for numbers action. If her
roll is successful, the affected battlegroup adds half her successes as bonus dice to their next
attack roll.
In war this Charm may be used to create a special burning inspiration stratagem as the general
plants her burning banner in a visible location and holds an inspiring speech setting fire to the
hearts of her men. She rolls (Appearance or Charisma + Performance or Presence) to inspire
her troops, opposed by the enemies attempts to demoralize her troops (if any). If successful
she adds half her threshold successes as bonus dice to her army’s first roll in the battle phase
of war. Should the banner be removed from where it has been planted during the battle for any
reason her soldiers lose heart and the enemy army gains one milestone. This Evocation has
no effect on armies with perfect morale.
Tanoa’s Kiss (Red Jade Reaper Daiklaive, Artifact •••)
This blade was once forged by Ragara Tanoa, who coated the dagger-like tooth of a mighty
behemoth that stalked her ship near the cinder isles in red jade. The blade has since seen
much use among the seafaring scions of the house, though rumors say that it was stolen
decades ago in Wu Jian.
Tanoa’s Kiss is a light artifact weapon. A character attuned to it ignores all environmental and
visual penalties from watery environs short of being whole submerged – rainfall, fog and similar
conditions. She also never needs to roll to keep her balance on a ship’s deck.
Veiling Mist
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: None
To use this Evocation, the wielder must be in a watery environ (rainfall, fog, near a lake or on
the deck of a ship on sea). She sweeps Tanoa’s Kiss to gather moisture around herself into
hissing steam. This creates fog out to close range around herself that conceals and protects
her, imposing a -3 visibility penalty and granting everyone inside light cover against those
outside.
She may activate this Charm reflexively when she successfully attacks against an attack or
being strongly associated with water.
At Essence 3+, she may use this Evocation outside of watery environs as Tanoa’s Kiss stores
and releases the necessary moisture itself.
Leaping Flame Cut
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 2
Tanoa’s Kiss is consumed with burning heat while striking, causing hungry flames to lash out
at nearby enemies. This Evocation creates a special attack that, if successful, in addition to its
normal effects exposes all enemies within close range to a one-time fire-based environmental
hazard with damage 2L, difficulty 5.
At Essence 4+ this increases to all enemies within short range.
Artifact ••••
Asphodel (Soulsteel Goremaul, Artifact ••••)
Before the First Age reached its height, Kesuth Amaldui of the Copper Spiders bound the soul
of the mortal sorcerer Shou Ren into a jewel. In exchange for the sorcerer’s wisdom, Amaldui
crafted a hidden world inside the stone for Shou Ren to rule. The Twilight set this jewel at the
heart of a mighty mace. He became an enigma to his peers, seeming to converse with the
mace he bore, and vanishing into its hidden world for months at a time. From the stone’s depths
he called forth ghostly soldiers to garrison Hollow against the Forty-Fourth Immortal; into the
stone’s depths he bound dark powers as he plumbed the Underworld for fell secrets.
Asphodel is a seven-flanged artifact mace of soulsteel. Its construction is airy and light, every
surface inlaid with delicate white jade scrollwork. Where the flanges meet the shaft, they cage
a fist-sized smoky gemstone of irregular, wavy facets.
Asphodel is a heavy artifact weapon. Whenever the Exalt is touching Asphodel, she can
converse with Shou Ren. She may call upon him for counsel regarding whatever lore he can
share on a specific topic. The ghost can also serve as a tutor for appropriate Abilities,
Specialties, spells, and sorcerous Merits.
The wielder may petition Shou Ren for more tangible aid with a bargain action. If successful,
he loans one of his retainers — such as a war ghost, spectral steed, mortwight, or jade effigy
— to serve for one night. In exchange, he requests some piece of lost lore to enrich his library.
If the Exalt has awakened Shadow-World Snare, Shou Ren may instead solicit a specific ghost
or type of undead to supplement his menagerie. If the wielder has awakened Enter the Hidden
World, Shou Ren may instead request specific human comforts — a Tengese banquet,
perhaps, or a concert by Sijanese musicians.
At Essence 3+, the Exalt may bargain for a retainer’s attendance every night for a month. This
increases to one season at Essence 4, and one year at Essence 5+. Alternatively, she may
bargain for a group of retainers — equivalent to a battle group of Size 1 and Might 2 — at
Essence 3+, increasing to Size 2 at Essence 4, and Size 3 at Essence 5+. The Exalt suffers a
cumulative -2 penalty to the bargain roll for each increase in size or duration. An extended or
expanded bargain adds a surcharge of one Willpower.
Envoy to Stygia
Cost: -
Type: Permanent
Prerequisites: None
This Evocation allows the wielder to see dematerialized creatures of death and perceive the
flows of deathly Essence, giving her insight in chthonic magics or the presence of abyssal
demesnes or shadowlands.
Shade-Revealing Radiance
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
A black incandescence spills from Asphodel, wreathing the spirits of the dead in a wash of
chiaroscuro. Immaterial undead within short range are both visible and tangible. All undead
thus illuminated glow from within, their secret selves limned in fire that shines through the most
dispassionate visage, imposing -1 Guile.
Shadow-World Snare
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Shade-Revealing Radiance
This Evocation creates a gambit against a Tier 1 or 2 ghost, banishing it into the shadow-world
hidden within Asphodel to be dealt with by the prince in the jewel as he sees fit. The gambit’s
difficulty is (his Essence).
At Essence 3+, she may activate this Charm reflexively when slaying a Tier 1 or 2 mortal with
Asphodel to draw his soul into the jewel. She may do the same by gently touching a dying Tier
1 or 2 mortal with Asphodel.
Enter the Hidden World
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Shadow-World Snare
Cool black fire blossoms from Asphodel to engulf the Exalt, along with any number of other
willing characters in close range. Vanishing, they reappear in the world hidden in the jewel.
Asphodel accompanies the wielder, nestling inside itself. This is a lifeless realm, lovely and
cold; a place of nacreous mists and quicksilver pools, of vertiginous promontories and
crystalline spires. At its heart rises Shou Ren’s onyx and silver palace, where he rules in ennui
over hundreds of ghosts drawn into his realm over the millennia.
The hidden world provides a place for rest and recovery; for study with the prince in the jewel
and his ghostly advisors; and for artifice and sorcerous workings amid wondrous libraries and
laboratories. It is secure against mundane intrusion but can be entered for this Evocation’s
duration as though it were a spirit sanctum by dematerialized characters or characters using
sanctum-opening magic to pursue the Exalt and her companions between worlds. When the
Exalt wishes to depart, she and her companions reappear the next midnight at the same spot
where they entered.
Enter the Hidden World may not be used in combat.
The Distaff (Silk-Blunted Moonsilver Daiklaive, Artifact ••••)
A wicked blade wrapped in magical silk by an ancient prince, The Distaff has the shape of a
sword, but it is completely tangled in raw silk from point to pommel. A shimmering moon-gray
outer layer — shot with silver, as though it had leached away some of the sword’s metal —
conceals twining veins of the most brilliant colors. Beneath its wielder’s fingertips, the silk
moves like a living thing, whether to weave itself into lovely cloth or to tangle enemy limbs and
blades.
The Distaff is a light artifact weapon. Its silk is spun from the weapon’s Essence. Its threads
move almost as an extension of the Exalt’s will, coming together in intricate patterns and
assuming any imaginable color without needle or loom. It is an exceptional tool for Craft actions
involving weaving and related areas of specialty.
The Distaff’s threads cling to its wielder’s wrist so that the blade may not be wrested away.
This increases the difficulty of Disarm gambits against her by 1.
Silkworm’s Nostrum
Cost: -
Type: Permanent
Prerequisites: None
The Distaff’s threads are imbued with gentle healing magic. Bandages, compresses,
dressings, sutures, or the like spun from its silk count as exceptional equipment for treating
wounds.
When treating a willing patient, the wielder may spend 1 Essence to weave him into a cocoon
of silk within which he can heal faster. Within the cocoon Tier 1 and 2 characters heal as Tier
3+ characters would. Tier 3+ characters instead increase the speed at which they heal by
(Essence x 3). The patient falls into trance, unaware of the world and needing no nourishment.
Once he is fully healed, the cocoon opens and he emerges renewed.
Tarantula’s Grip
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The Distaff’s threads are quick to catch at enemy limbs and blades. This Evocation allows the
wielder to make a disarm or grapple gambit as a counterattack against an attacker within close
range.
Wrapped Fly Atemi
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Tarantula’s Grip
The wielder may use this Evocation when she wins the control roll of a grapple, forgoing the
usual effects of doing so. She entangles her opponent with silk — tying his limbs together,
blindfolding or gagging him, or so on. This imposes the effects of a Flaw that fits the nature of
the restraint, such as Amputee, Blind, or Mute. This isn’t a crippling effect. The bindings can
be broken with a difficulty 4 feat of strength. The Strength 3+ requirement to attempt a feat is
waived if a character uses a cutting edge, allowing her to use Melee instead of Athletics in the
roll. Another character may attempt to free her as a miscellaneous action using the same roll.
Poppet-Knitting Practice
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Tarantula’s Grip
Weaving a gauzy human silhouette of silk, the Exalt breathes her desire into it, giving it a sort
of life. The resulting creature has a mortal’s strength despite its fabric frame, and needs neither
nourishment nor sleep. Its gestures are deeply expressive, but it cannot speak. Though it lacks
independence, creativity, and a soul, the servant can follow complex instructions within its
ambit.
Weaving a fabric servant is a basic project requiring one Scene of work. It’s a noncombatant
built as a mortal Quick Character. The Exalt chooses a role for the servant, such as farmhand,
valet, sentinel, spy, chirurgeon’s aide, or weaver. It has (her Essence + Craft [Weaving]) dice
for actions relevant to its focus, and 3 dice for other actions. It cannot roll more dice than the
Exalt’s own unmodified pool for any action.
A fabric servant is utterly loyal to its maker. She may delegate authority over it to any number
of individuals or groups; it will serve them with equal loyalty, overridden only by its maker’s
instructions. It won’t destroy itself by accident, but has no compunctions about being undone
in the course of its duties.
The wielder may have (Essence) fabric servants active at the same time. Once per Story she
can weave an especially durable servant, endowing him with permanence. Creating such a
servant is a major project taking one day of work, it does not count against the limit of how
many servants she may have active.
Snarled-Silk Pankratiast
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 3, Poppet-Knitting Practice
The wielder tangles an opponent with silk that takes on a life of its own, assuming a wiry bipedal
form and seizing her foe. This Evocation supplements a grapple gambit. If successful, she
does not enter the grapple herself and instead a fabric doppelganger grapples her foe. The
doppleganger rolls (her Wits + Crafts [Weaving]) in the control roll of a grapple. It can damage
(treat the doppelganger as a light artifact weapon), restrain or release its opponent on a
success. The doppelganger stays active until it takes damage or the grapple ends – whichever
comes first – then unravels into lifeless threads.
The Silken Army
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4, Snarled-Silk Pankratiast
In times of dire need, the wielder goes into a weaving frenzy, spinning the Distaff’s silk far and
wide, creating an army out of silken simulacra. Activating this Evocation creates a Size 3
battlegroup with Average Drill, Perfect Morale and using the traits for Battle-ready Troops, with
the exception of their Tier, which is 2. The battlegroup remains active and under her command
for the rest of the Scene.
This Evocation may only be used once per day.
Flying Silver Dream (Moonsilver Daiklaive, Artifact ••••)
With the death of her Lunar partner Leynon HundredWings, Ciel Seratta was inconsolable.
The timeworn Eclipse would accept no other guard nor sword-sibling; for decades she traveled
alone through the most treacherous realms, and suffered greatly at the hands of ghosts and
devils. Frey Irenio, that gifted sorcerer-smith, could not bear to see his friend imperil herself
unaccompanied, and forged her a sword with a will and vitality of its own — a companion that
could not die, and thus could never abandon her.
Seratta named the new sword Flying Silver Dream. She shed her pain as she placed her trust
in the blade, and danced joyously with it in her legendary crossing of the Plain of Wings and
Fangs, and her storied duel with Etar of the Endless Ride. She rejoined the society of her peers
in time to be caught up in that dreadful Calibration Feast that began the Usurpation. Loyal to
the end, Flying Silver Dream fought on for three full days after its master fell before it allowed
the usurpers to lay its hilt in Seratta’s dead hand.
Seratta’s tomb was looted amid the wars of the Shogunate. For a thousand years thereafter,
Flying Silver Dream has passed from one champion to another. With it, Daimyo Meraj of
Senedin carved a path through the waspfolk hordes from the East; Wyra Moondrinker subdued
the dragon Threefold Emerald and forced from him a boon; and Finder-of-Folly survived the
inescapable gauntlet of the mad queen of Mahalanka. Seized in a Wyld Hunt, the sword was
claimed by House Ledaal and was thereafter borne by many of its scions. Recently, however,
it has been rumored stolen, its whereabouts unknown.
Flying Silver Dream is a light artifact weapon. An attuned wielder can sense its exact location
if it is within (Essence) miles and a general direction as long as it is in the same realm of
existence. Drawing and readying Flying Silver Dream is reflexive and incurs no Defense
penalty. Its wielder awakens Arise, Moonlight Blade for free upon attuning to Flying Silver
Dream.
Arise, Moonlight Blade
Cost: Commit 2 Essence
Type: Simple
Prerequisites: None
The wielder’s Essence flows into the sword, bringing it to life. The blade then leaps from her
hand to do battle. Flying Silver Dream is rolled into battle independently, tracks its own
Initiative, and can perform combat actions appropriate to an animated sword. It uses the
statistics given below.
It flies freely in any direction, but can’t move farther than medium range from the wielder, and
if forcibly moved beyond that range will do nothing but attempt to return. While it is within short
range of the wielder and a clear path exists, she may call it back to her hand reflexively without
ending the Evocation.
When Flying Silver Dream is incapacitated the animating magic ends and it falls to the ground.
This Evocation cannot be reactivated for the rest of the Scene.
Sword-Soul Unbinding
Cost: -
Type: Permanent
Prerequisites: Essence 2, Arise, Moonlight Blade
When the wielder lets go of Flying Silver Dream to let it fight on its own, a simulacrum made
from moonlight remains in her hands so that she is never without a blade. The moonlight
simulacrum uses the statistics of a light artifact weapon. If she does not desire a backup
weapon, she can suppress its formation reflexively when activating Arise, Moonlight Blade.
Eternal Moonsilver Champion
Cost: -
Type: Permanent
Prerequisites: Essence 4, Arise, Moonlight Blade
Once the wielder is incapacitated, her Essence merges more fully with the blade than ever
before. Arise, Moonlight Blade activates for free if not currently active, even if the sword has
been previously incapacitated in this Scene. Flying Silver Dream is fully healed, its Willpower
set to 10 and it gains an Essence pool with points equal to (Essence) which it can spend on
any Charm its wielder knows which may reasonably be used by a flying sword. It uses the
better of its own and its wielders traits to calculate its dice pools. This effect usually lasts for
the rest of the Scene, but if its wielder is incapacitated it lasts for as long as the Storyteller
deems dramatically appropriate, up to the rest of the current Story.
This Evocation can only be used once per Story, unless reset by defeating the foe who
incapacitated her or making peace with him after forming a positive Major or Defining Tie
towards him.
Flying Silver Dream
A flying sword wrought from Moonsilver. Its prowess grows with its wielder’s Essence. Its own
unique powers listed here can only be used while it is flying on its own. They cannot enhance
actions taken while it is being actively wielded.
Tier: 3; Essence: (Essence); Willpower: 5 + (Essence); Join Battle: 13 dice
Health Levels: (6 + Essence)
Combat
Attack (Flying Silver Dream): (10 + Essence) dice (Damage 2, Minimum 1)
Combat Movement: (10 + Essence) dice
Evasion 6, Parry 7
Soak: 4 (2 vs aggravated)
Mindless Construct: While animate, Flying Silver Dream is not truly intelligent and merely an
extension of its wielder’s spirit. It treats all social influence as unacceptable and is immune
against most effects that would be resisted by a character’s Resolve or Guile. Flying Silver
Dream’s Willpower pool refreshes at the start of every Scene.
Furious Dream-Sword Assault: When Flying Silver Dream spends 1 Willpower to enhance
an attack, it adds (Essence) dice to its action, in addition to the automatic success. Flying Silver
Dream’s wielder needs to possess Essence 2+ for the sword to unlock this power.
Winged Argent Guardian: While within close range of its wielder, Flying Silver Dream may
spend 1 Willpower to perform a reflexive defend other action to protect her. Flying Silver
Dream’s wielder needs to possess Essence 2+ for the sword to unlock this power.
Moonbeam Razor Flash: Flying Silver Dream may reflexively spend 1 Willpower when
attacked by an enemy within close range of it to perform a counterattack. Flying Silver Dream’s
wielder needs to possess Essence 3+ for the sword to unlock this power.
Flickering Lunar Protector: Once per Scene, Flying Silver Dream may spend 3 Willpower to
perfectly parry an attack directed against it. Flying Silver Dream’s wielder needs to possess
Essence 4+ for the sword to unlock this power.
Perdurant Vault (White Jade Thunderbolt Shield, Artifact ••••)
Perdurant Vault — a reflective disc of milk-white jade — emerged from the workshop of the
occultist Ragara Lasime during his family’s solidification as “the Imperial Bank.” Among the
innumerable deals House Ragara struck during that climb, Lasime sojourned to the
Underworld to treat with the ghost-queen Hymn of Shackles, whose consortium once
monopolized earthly goods passing through Stygia. No one knows what Lasime offered, but
the fruits of his workshop display what he gained.
Strung with an obsidian chain, this ornate aegis complements high-society fashion, offering
Evocations that shield the wielder from Dynastic intrigue. Its polished surface occasionally
reflects glimpses of an ethereal city, a secret world hidden within its depths. Perdurant Vault
has been wielded by bureaucrats, sorcerers, and politicians of House Ragara, and seen use
in occult experiments conducted by the house’s inner circle. It’s often entrusted to scions
carrying out important matters for the house that require the utmost discretion and incorruptible
will.
Perdurant Vault is a light artifact weapon. When an attuned wielder takes a full defense action,
she increases her Defense by 1 and her Resolve by 2, in addition to the Defense bonus from
the full defense action itself. This effect cannot be used outside of battle.
Clairvoyant Mirror Technique
Cost: -
Type: Permanent
Prerequisites: None
Perdurant Vault’s gleaming surface reflects the hearts of those who engage with its wielder,
providing her with secret insight. When the wielder resists an instill action, she makes a
reflexive read intentions roll against the influencing character. Success reveals that character’s
Intimacy most relevant to his attempted influence.
Unblemished Petal Prana
Cost: Spend 1 Essence
Type: Relfexive
Prerequisites: None
Perdurant Vault’s elegance bolsters its wielder against defilement by pestilence and poison.
She perfectly resists a mundane disease or poison or adds (Essence or 3) bonus dice to a roll
to resist a magical disease or poison. Activating this Charm also protects her from a poison’s
penalty or a disease’s botches for the rest of the Scene.
Subliminal Sanctuary
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Clairvoyant Mirror Technique
Perdurant Vault shelters the wielder’s psyche behind an ephemeral spiritual wall. She gains
+2 Resolve against a social influence roll or other effect that is resisted by her Resolve.
Alternatively, this Evocation may be used to negate the penalty to Guile for being unaware of
an observer for the rest of the Scene.
Banish the Affliction
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Unblemished Petal Prana
Perdurant Vault’s Wielder may banish a disease or poison she suffers from into the shield’s
dream-realm. When the wielder purges a disease or poison using this Evocation, that affliction
manifests as a spirit in the City of Opal Unstained, as per Protect the Empress. Such spirits
attack visitors to the dream-realm and attempting to corrupt them when encountered.
Destroying them ends this Evocation. Should it be ended without destroying the resultant spirit,
the banished affliction returns to plague the wielder.
This Evocation can be activated multiple times to banishes different afflictions.
Protect the Empress
Cost: Spend 1 Essence, 1 Willpower
Type: Reflexive
Prerequisites: Essence 3, Subliminal Sanctuary
In moments of vulnerability, Perdurant Vault conceals its wielder’s deepest beliefs from all
prying minds — including her own. When a character penetrates the wielder’s Guile with a
read intentions action, she may use this Evocation before any information is revealed to seal
away one of her Major or Defining Intimacies inside the City of Opal Unstained, a dream-realm
within Perdurant Vault. That Intimacy is sealed away for (Willpower) days, during which it has
no effect on the wielder.
Hidden Intimacies manifest in the City of Opal Unstained as spirits of appropriate nature whose
strength is based on their intensity: Minor Intimacies yield spirits only as strong as weak gods
or First Circle Demons, while a Defining Intimacy’s spirit is comparable to a notable terrestrial
god or a Second Circle Demon. A Principle of faith in the Immaculate Philosophy might
manifest as a pious, ceremonially robed monk, whereas the Principle of “Creation must burn”
might appear as a raging fire elemental. If the wielder enters the dream-realm via Traverse the
Secret City, she can interact with her Intimacies, potentially learning some insight or nuance
about her belief or destroying a spirit to remove the Intimacy entirely.
Alternatively, she can activate this Evocation as a Simple action to deliberately send one of
her Intimacies into the dream-realm at will, rather than in response to social influence.
This Evocation can only be used once per story, unless reset by successfully preventing the
discovery of a Defining Intimacy whose revelation would have significant consequences for the
wielder.
Traverse the Secret City
Cost: Spend 2 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Protect the Empress, Banish the Affliction
A wielder who masters Perdurant Vault gains access to its secret depths: the City of Opal
Unstained, a dream-realm of timeless purity. The city contains an urban landscape of white
marble, alabaster, and jet — a jewel-box of domed villas, near-vertical amphitheaters, filigreed
cupolas, and hidden courtyard fountains. It serves as private retreat and storage space,
offering many halls and daises for meditation, as well as alcoves and pedestals for the wielder’s
panoply. She also might encounter here any Intimacies, diseases, or poisons she manifested
as spirits via Protect the Empress or Banish the Afflictions.
When the wielder activates this Evocation, her body and other willing characters within close
range leave Creation and manifest within the City. Any belongings she wears or carries
accompany her, including Perdurant Vault itself. At the Storyteller’s discretion, the City of Opal
Unstained may contain artifacts or legacies of narrative significance hidden somewhere
throughout its spires and corridors that once belonged to the shield’s former wielders, whose
locations might be bargained from its resident spirits.
Any changes visitors make to the City disappear as soon as all visitors leave. (Spirits count as
visitors and prevent this reset, until the City dissolves them.) The City is secure against
mundane intrusion, but can be entered for this Evocation’s duration as though it were a spirit
sanctum by dematerialized characters or characters using sanctum-opening magic to pursue
the wielder and her companions at the spot where they entered. When the wielder wishes to
depart, she and her companions reappear instantly at the same spot where they entered.
Mistweaver (Black Jade Daiklaive, Artifact ••••)
In the latter years of the Shogunate, Kaito Owari — that infamous plunderer of tombs and lost
cities — sought to loot the Valley of Golden Needles, the legendary kingdom smothered
beneath a curse of endless mist. He commissioned Mistweaver to aid him in this venture, and
it did its work well. He returned from his first two ventures with priceless relics of ancient times
and trophies of marvelous beasts, but he never returned from his third. Historians speculate
that Owari crossed paths with No Key, the legendary Mushroom King, and met his end thereby.
After Owari’s disappearance, the blade resurfaced centuries after the Contagion in the hands
of Lady Ermine, the dreaded one-eyed Northern reaver, who used its power to master the
deadly freezing fogs of the White Sea coast. Ermine terrorized cities from the Saltspires to
Grieve for a decade, taking merchant ships as prizes and ransacking many a port while
evading or defeating every mercenary and pirate-hunter sent against her. Her reign was only
ended by the devious Realm dragonlord Peleps Mizu, who has since made the sword’s legend
her own.
The sword is jet black but for its edge, which gleams ultramarine from blue jade worked into
the alloy. Coils of fog perpetually cascade from the blade. These form only a few thin swirls in
the desert heat, but thicken in cold maritime air until the blade is invisible beneath its cloak of
mist.
Mistweaver is a light artifact weapon. While an attuned wielder bears Mistweaver, obscuring
manifestations of water cannot cloud her senses. She can see right through heavy fog, hear
clearly amid a downpour, and feel the prickle of danger on her skin beneath a turbulent sea.
Many of Mistweaver’s Evocations benefit from watery concealment — water-based
obscurement sufficient to impose Awareness penalties. The Exalt suffers no penalties from
watery concealment.
Once per turn as a reflexive action, the Exalt can carve an opening through watery
concealment: either a clearing out to close range, or a path out to short range. The cut edges
remain intact until the end of her next turn, after which the vapor, turbidity or precipitation flows
back at a natural rate. For cloudy or turbid water, only the obscurement is cut away, not the
water itself. At Essence 3+, carved borders remain intact until end of scene
Fog-Raising Gesture
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: None
With elegant gestures, the Exalt knits the tendrils of mist that fall from her blade into a thick,
opaque blanket of fog that encompasses everything within short range. It is thick, damp, quiet,
and almost impossible to see through, imposing a -3 visibility penalty.
Gale winds or noonday desert heat can disperse this supernatural fog in as little as (Essence)
turns. Even more powerful effects, such as hurricanes and volcanic heat, can disperse the fog
instantly, while stunted area-effect Charms and spells can carve gaps and paths through it.
Otherwise it stays in place until end of scene.
The Exalt may continue to weave the mist, activating this Evocation for free on successive
turns to expand its area. Each turn spent weaving mist extends its area by one range, to a
maximum of long range.
At Essence 3+ the maximum area she can cover in mist rises to extreme range.
Death in the Mist
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Fog-Raising Gesture
The mist is kind to its master, but treacherous to her foes. This Evocation supplements a
surprise attack within watery concealment, increasing the Defense penalty to -4. This attack
inflicts additional damage for every 2 instead of 3 threshold successes.
Essence spent on this Evocation does not contribute to flaring the wielder’s Anima, unless she
wants it to do so.
Brumous Entanglement
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 2, Death in the Mist
Though her mist remains untouchable, the wielder empowers it to touch others, weaving
vaporous coils and tendrils to ensnare her enemies. She rolls (Wits + Melee) against the
Evasion of an opponent within long range. On success, he treats watery concealment as
difficult terrain for his next (Melee/2) turns.
Mist-Weaving Mastery
Cost: Spend 5 Essence, 2 Willpower
Type: Simple
Prerequisites: Essence 5, Brumous Entanglement
Surpassing her limits, the Exalt weaves a blanket of unnatural fog that engulfs an entire region.
This can extend as far as 100 miles in radius, swallowing all but the highest mountaintops. It
lasts for weeks or months, no matter the local climate. Crops spoil, predators skulk easily from
wilderness to town, vagabonds and refugees travel unseen, and armies can march openly with
little chance of discovery. Most magical wind or weather manipulation is incapable of dispersing
this fog, but it can be banished with a Celestial Circle working and a city-sized region can be
cleared with a Terrestrial Circle working.
Alternatively, the wielder may weave a supernatural mist of a sort native to the place and time
in which she activates this Evocation, such as freezing fog in the far North, Wyld-mists in the
bordermarches, or blood-drenched brume on Calibration. Such weird phenomena are smaller
in scale and duration, generally encompassing no more than several square miles and lasting
only days.
Mist-Weaving Mastery can only be used once per Story, unless reset by accomplishing a
legendary social goal under the cover of Mistweaver’s fog.
Sea’s Verdict (Black Jade Longfang, Artifact ••••)
When the wheel-priests of Zumachi made sacrifices to the Vortex of Scales, begging him to
wreck an inbound Peleps tribute ship, they assumed they’d won a few months respite. An hour
later, the folly of assumptions was laid bare when Peleps Lirel stalked from the waves, dragging
their elemental patron’s serpentine carcass up the beach.
Sea-soaked and glaring, she recited a list of charges as the three lead priests threw
themselves on her mercy, promising the young judge whatever she desired. In reply, she
dragged the triumvirate to the secret jade monolith on which they offered their youths, bound
them with their silver chains of devotion, and waited for the tide to come in.
The final judgment she returned to House Peleps included “Attempted bribery.”
Hewn from the dismantled sacrificial stone, Sea’s Verdict is a jet-black trident engraved with
argent serpents and capped by moonsilver prongs. In the hands of poets and pirate-hunters
it’s smashed through the living masts of the Lintha, drowned shining bandit queens in their
desert castles, and cast evildoers to distant shores.
To those versed in its use, Sea’s Verdict is a reminder that seafaring romance is a pleasant
illusion. The trident’s spirit remains unstained by those it’s condemned, unmoved in its search
for justice. Guilty or innocent, its victims are mere crimson drops in the deep black sea within.
The sea has only one verdict, which it returns without thought or qualm.
Sea’s Verdict is a heavy artifact weapon, which can be wielded one-handed. In the hands of
an attuned wielder its silver engravings write and dissolve like broken chains in battle and the
black jade itself begins to expand, crack, rumble, and leak or spray dark water; a dam ready
to burst. When she makes an attack with Sea’s Verdict, the wielder may reflexively roll a feat
of demolition with (Essence or 3) bonus dice against an object within close range of her target
that is not being carried. If this feat of destruction targets cover protecting her target from her
attack it is resolved before the attack.
From the Depths
Cost: -
Type: Reflexive
Prerequisites: None
Drifting in pelagic shadow, Sea’s Verdict remembers its true nature. Sea’s Verdict may be
banished Elsewhere by immersing it in water. While it is banished, its wielder can call it to her
side from any body of water large enough to contain it within medium range, reflexively
readying it. If she does so the next use of Kraken’s Gavel or Lost Blade Riptide within the same
Scene is free.
Kraken’s Gavel
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: None
The crushing weight of the sea whirls between Sea’s Verdict’s forks, sweeping foes to the
depths. She makes an attack against all characters, excluding herself, within close range of
her target. Characters hit by this attack are automatically knocked back one range band in
addition to suffering the usual consequences of her attack. If this special attack is used to
perform a knockback gambit or knockdown gambit, she decreases the difficulty of the gambit
to 0 and the attack is rendered unblockabale.
Lost Blade Riptide
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Sea’s Verdict’s prongs spin and twist, unleashing a whirl of black water that rips weapons
away. She performs an unblockable attack. If an enemy tries to parry her attack, he is
automatically disarmed.
Awaken the Tide
Cost: Commit 1-2 Essence
Type: Simple
Prerequisites: Essence 2, Kraken’s Gavel
A dark ocean stirs into wakefulness, its waters spilling forth to swirl around the wielder’s feet
and drag at enemies with unnerving strength. Characters within close range of the wielder are
affected by difficult terrain. She herself is immune to this effect.
At Essence 3+, this Evocations becomes Reflexive.
At Essence 4+, she may extend the range of this effect to short range by increasing the
Essence commitment to 2 Essence.
Thunder of the Abyss
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 3, Awaken the Tide
The Sea’s Verdict strains under the pressure of its own infamous Gaol, black water spraying
from every crack. The released waters unnaturally swirl above the wielder as a great
maelstrom that she can collapse into a pelagic hammer blow.
She performs an unblockable attack, increasing its damage by (Essence) and rendering its
target prone. If she performs this attack against an opponent who is already prone, she adds
(Essence) to the attack’s minimum damage.
Gaol Without Fathom
Cost: Spend 2 Essence or 2 Flux
Type: Simple
Prerequisites: Essence 4, Thunder of the Abyss
The air flickers with hadal darkness and insurmountable pressure as the wielder slams Sea’s
Verdict to the ground, fraying the chains on its power. She makes a special unblockable attack
against all characters within close range, pinning them beneath spiritual pressure like that of
the ocean depths. Instead of the usual consequences of an attack, characters hit suffer
(Essence) levels of unsoakable bashing damage, are rendered prone, lose Initiative and their
next turn. Until the end of her next turn, they are rendered deaf, mute and blind, as lightless
silence presses against them.
This Evocation may only be used once per Scene.
At Essence 5+ she extends this Evocation’s range to short range.
Smiling Razors (Red Jade Short Daiklaives, Artifact ••••)
Sesus Kalama, the Grinning Wicked Flame, received the Smiling Razors from the Empress for
exceptional service in the Immaculate Order. She wielded them in many a Wyld Hunt, stalking
Anathema as a flickering shadow and gouging painful burning wounds across their skin before
dispatching them.
Kalama loved the violence of the Wyld Hunt, but grew discontent with the life of a monk. She
publicly decried the Order, igniting her anima to incinerate her robes and profaning an offering-
laden Immaculate altar. She declared herself a force against those who clung too tightly to
tradition and order, publicly challenging monks to duels so that she might demonstrate the
fallibility of the Immaculate Texts, and seducing Dynasts into apostasy.
There was only one word for what the Grinning Wicked Flame had become — Anathema. A
Wyld Hunt was dispatched to hunt down the flame-devil, led by her cousin Sesus Bajo tracking
her by the wake of blasphemy and fire she left across the Blessed Isle. Kalama fought fiercely,
and maimed many of the shikari sent to kill her, but in the end, she fell. Her death became an
object lesson to young Dragon-Blooded on the dangers of heresy, and the specter of the flame-
devil lingered as a threat whispered to rebellious adults and disobedient children alike.
Bajo retrieved the Smiling Razors from his cousin’s corpse to return them to his house. Though
the cruel blades were ill-suited to his temperament, he made a show of wielding them publicly
to cleanse the stain of Kalama’s blasphemy. Once the house deemed its reputation suitably
repaired, the Smiling Razors were turned over to its vaults. House Sesus’ Masked Council has
chosen subsequent wielders of the Smiling Razors, reforging Grinning Wicked Flame’s legacy
into a weapon suited to their clandestine purposes.
The Smiling Razors are a pair of light artifact weapons. Both can be attuned as a single artifact
and are meant to be wielded together. Should only a single blade (Artifact •••) be attuned,
Coiling-Smoke-Plume Distraction and all Evocations following it cannot be unlocked. Essence
spent on or committed in the Evocations of the Smiling Razors do not increase the intensity of
the wielder’s Anima, unless she wants them to do so.
A target hit by an attack made with the Smiling Razors is marked, as the wounds it strikes glow
with a mocking red-orange fire. Attacks made with the Smiling Razors against a marked target
receive 1 bonus die on the attack roll, or 2 bonus dice in case of an unexpected attack.
Searing Pain Infliction Tactic
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Exalt descends upon her victim with the intent to inflict terrible pain as smoke and coiling
flames roll from the Smiling Razors’ blades. A target hit by an attack supplemented by this
Evocation increases his wound penalty by 1 for the rest of the Scene as a crippling effect.
The effects of this Evocation cannot be stacked multiple times.
At Essence 4+ she increases his wound penalty by 2 for the rest of the Scene.
Still-Burning Ember Ambush
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
Like an ember that burns an unsuspecting hand, the wielder strikes suddenly from ambush
and vanishes as quickly as she came. She adds (Essence or 3) dice to any roll to establish
concealment in combat. As long as she has a place of concealment available, she also ignores
all other penalties to her roll. If she makes an attack against an enemy, she successfully
established stealth against on (or before) her next turn, she adds (Essence or 3) bonus dice
to the attack roll.
Coiling-Smoke-Plume Deception
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 3, Still-Burning Ember Ambush
Wisps of smoke rise from the Smiling Razors, enveloping its wielder and the area out to short
range around her. The smoke cloud imposes a -3 visibility penalty to actions taken within short
range of her. Characters within short range who need to breathe also take a -1 penalty to all
physical actions and Defense due to smoke inhalation, which does not threaten suffocation but
causes discomfort and distracting smoking fits. The wielder of Smiling Razors is immune to
the dangers and annoyance of smoke inhalation, but the visibility penalty affects her normally.
The smoke cloud moves with the wielder. She may choose to cut it off, in which case it stays
within its current location and dissolves after (Essence) rounds. Should she reactivate the
Evocation any other remaining smoke plumes created by this Evocation instantly dissolve.
At Flux-Level 3 increase the area covered by the smoke cloud to medium range.
At Essence 4+ this Charm becomes Reflexive.
Drifting Smoke-Cloud Passage
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 3, Still-Burning Ember Ambush
The wielder of the Smiling Razors transmutes her body into drifting smoke, passing through
places where she normally couldn’t. She can fit through spaces so tight that only smoke could
pass through with a single move action on her turn and ignores difficult terrain or environmental
penalties on the roll. Any tight space she wishes to flow through must be short enough that
she could successfully traverse it in a single move action. If she’s in concealment, she doesn’t
need to make another Stealth roll as long as she ends her movement in a location that provides
concealment, and she may even rush while in concealment.
Once per Scene, she may activate this Charm in response to an attack to perfectly dodge it.
At Essence 4+, she may do so after the attack roll has been made.
Smoke-Devil Laughter
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 4, Drifting Smoke-Cloud Passage
Sadistic laughter echoes through the smoke as the Smiling Razors turn friend against foe. She
rolls (Appearance or Manipulation + Presence) against the Resolve of every character
currently within the smoke cloud created by Coiling-Smoke Plume Deception. The senses of
affected characters are confused as the smoke stings in their eyes and distorts their sense of
smell, hearing and direction. She may designate the target of the attacks made by any affected
character until the start of her next turn as they mistake friend for foe. She cannot cause a
character to redirect an attack against themselves in this fashion and she cannot redirect it into
nothing – the attack has to target another character, staying with its original target if it’s the
only valid target for the attack.
This Evocation can only be used once per Scene, unless reset by tricking a significant
character into incapacitating a character towards whom he holds a positive Major or Defining
Intimacy.
Soulfarer (Soulsteel Grand Grimcleaver, Artifact ••••)
Soulfarer is a two-headed battle-axe traced with shallow grooves running around the weapon’s
two hearthstone sockets to channel whatever blood it spills. Its haft is carved from the bones
of the Locust Moon, a hekatonkhire of direful hunger, though it must be kept wrapped with silk
funerary talismans. It is said to be the last relic of an empire of necromancer-kings who warred
against the Exalted host in the First Age. After the rebellion of ghost-princes was put down,
Soulfarer was claimed by the young sorcerer Yasha Vol, for whom this was the first taste of
true battle.
She soon discovered Soulfarer’s dark hunger for blood. Every battle, the grimcleaver
demanded more of her, draining her vitality even as she became renowned as a legendary
master of both axe and sorcery. In the early years, she put it to noble purposes — executing
loathsome criminals, slaying great beasts, and striking down enemies of Creation. As time
went on, she became indiscriminate in finding foes, welcoming wars of conquest or murders
in the heat of passion. Soulfarer had triumphed over her resolve, making her its weapon.
Yasha Vol was ultimately slain by her own Circle, horrified at the monster she had become.
Deciding that Soulfarer was the corruption’s source, they journeyed into the Underworld,
sealing it in that realm’s darkest depths. But five years ago, the grimcleaver returned to
Creation, wielded by a deathknight’s hand. Daughter of Wisps Unremembered swears fealty
to no Deathlord, but pledges her victories to the Unconquered Sun instead.
Soulfarer is a heavy artifact weapon. An attuned user who damages a living being with it,
allows it to drink on the blood and pain of her enemies, storing 1 milestone in the weapon.
Incapacitating a Tier 3+ opponent instead gains 2 milestones. Soulfarer can store up to
(Essence or 3) milestones at a time. Milestones within Soulfarer can be used to empower
spells or the Evocations of Soulfarer. When used to empower spells, milestones from this
artifact are treated as milestones gained by a shaping ritual and are subject to the same rules
and limitations.
Pain-Eating Empowerment
Cost: Spend 1 Milestone or 1 lethal damage
Type: Simple
Prerequisites: None
Soulfarer feasts on blood and vitality to nourish its own power, caring little for whether it takes
its fill from its master or her foes. She adds (higher of her own or the target’s wound penalty)
to the damage of an attack.
At Essence 3+ this Evocation becomes supplemental.
Blood-Stained Secrets Initiation
Cost: -
Type: Permanent
Prerequisites: Terrestrial Circle Sorcery of Shadowlands Circle Necromancy
Steeped in fell power from before the world, Soulfarer is willing to share its knowledge with a
sorcerer who sates its hunger. The wielder is able to draw knowledge of a spell of a circle of
sorcery or necromancy she is initiated into from the axe. As long as she wields it, she can cast
the spell and treats it as her control spell. If she learns the spell by spending experience points
she can draw on the secrets stored in Soulfarer to perform another spell through it. Only the
spell currently drawn from Soulfarer is treated as an additional control spell.
At Essence 4+ she may perform a spell of the Celestial or Labyrinth Circle through Soulfarer,
even if she is only initiated into Terrestrial Circle Sorcery (for a Celestial spell) or Shadowlands
Circle Necromancy (for a Labyrinth spell). She cannot perform the spells Demon of the Second
Circle, Summon Greater Elemental or Summon Nephwrack through Soulfarer.
Sorcerer’s Reaving Strike
Cost: Spend 1 Essence or 2 Milestones
Type: Simple
Prerequisites: Essence 2, Pain-Eating Empowerment
Soulfarer channels its wielder’s sorcerous power through its own strikes. She attacks an enemy
with Soulfarer; if her attack is successful, she then performs a reflexive shape sorcery action.
Soul-Devouring Strike
Cost: -
Type: Reflexive
Prerequisites: Essence 2, Pain-Eating Empowerment
Each time that Soulfarer claims a life, its victim’s soul is imprisoned forevermore within the
grimcleaver’s steely depths, suffusing the weapon with fell puissance. She may activate this
Evocation when she kills another character. The soul of a mortal enemy incapacitated by this
attack is drawn out of his body and into Soulfarer, denying him the chance to reincarnate
normally or linger in the Underworld as a ghost. Spirits are permanently destroyed if slain by
this Evocation. Using this Evocation against a spirit requires the wielder to spend 1 Essence.
Once per Story she may draw on the power of a soul devoured by her blade as a Simple action,
granting Soulfarer (Tier) milestones, which can exceed Soulfarer’s usual maximum capacity.
Any excess milestones beyond its capacity are lost at the end of the current Scene.
Agony Mandala Meditation
Cost: 2 Milestones
Type: Reflexive
Prerequisites: Essence 4, Sorcerer’s Reaving Strike, Soul-Devouring Strike
Clasping her hands around Soulfarer to drive it deeper into the flesh of her foe, the wielder
enters dark throes of blood-fueled sorcery. Upon incapacitating a non-trivial enemy with an
attack made by Soulfarer, she may activate this Evocation to make a reflexive shape sorcery
action. This shape sorcery action cannot be used to cast spells of the Solar or Void Circle.
Strife’s Crucible (Starmetal Slayer Kathars, Artifact ••••)
Strife’s Crucible is a monument to the duel — a bold form of combat with countless age-old
traditions spanning Creation’s cultures. It was forged by Iron Temper, a Chosen of Battles who
viewed the Usurpation as a failure of all the Exalted. We are not ready, he thought. So he
petitioned the Maidens for starmetal containing remnants of Mars’s own power, and melted
down a slain Lawgiver’s red jade daiklave to fashion into a pair of deadly khatars that would
test the Exalted hosts.
The starmetal blade of each gauntlet is two feet long and one foot wide but thin as a finger,
gleaming opalescent in the light. The red jade gauntlets — wrapped with starmetal wire — are
engraved with depictions of the constellation of that name. The khatars exult in their mission,
speeding their wielder with auspicious grace when that mission is at hand. Its wielder can spur
others to battle and test their mettle, while ensuring that they live to improve and fight another
day.
Strife’s Crucible are light artifact weapons. When an attuned wielder joins battle, she
designates one enemy as her chosen opponent, adding one automatic success to all attack
rolls against him. When she incapacitates, performs a successful superiority gambit against or
otherwise defeats her chosen opponent, she can offer him an end to hostilities. If he accepts,
he gains one point of Willpower and forms a Major Intimacy of his choice reflecting the lesson
he’s learned from this fight.
Gleaming Dagger Dissent
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Strife’s Crucible believes that only the pure thrill of the duel can truly test Chosen born to
rebellion and war. The Essence of Mars pierces the target’s fears and composure, removing
mental obstacles to combat. She enhances an influence roll to inspire anger or hostility by
incorporating Strife’s Crucible into a stunt such as issuing a challenge while pointing it at her
opponent or performing a weapon kata. A character whose Resolve is beaten forms a Major
Intimacy of his player’s choice that will encourage him to fight the wielder — either immediately
or at a later time — in additional to the influence’s usual effects.
If the target of this Evocation initiates hostilities against her, she may reflexively clash the first
attack he makes against her.
Truth in Strife Riposte
Cost: -
Type: Reflexive
Prerequisites: None
The duel opens its wielder’s eyes to the truths revealed about someone fighting for what he
believes in. After successfully parrying an attack, the wielder can use this Evocation to read
her attacker’s intentions. Success reveals the Intimacy that is that character’s primary reason
for fighting — not only in the present battle, but more generally. This might include a Tie of
vengeance, a Principle of defending the weak, or a Tie to his sifu.
If his reason for battle is weak, Strife’s Crucible punishes him. If his reason for fighting is only
a Minor Intimacy, she adds 2 bonus dice to all her attacks against him for the rest of their fight.
If he has no Intimacy that gives him reason to fight at all, this bonus rises to 5 bonus dice.
Shining Duelist’s Challenge
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Gleaming Dagger Dissent
Radiating deadly intent with her battle stance, the wielder exudes an aura of terror that
prevents any interference in her duel. As long as the wielder attacks only her chosen opponent,
other characters cannot interfere with their battle unless they spend 3 points of Willpower in a
Decision Point citing at least a Major Intimacy to resist this Evocation. Once a character resists
this effect the cost for others to resist falls to 1 Willpower and they do not need to cite an
Intimacy to resist it.
To use this Evocation the wielder of Strife’s Crucible must be engaged in legitimate battle with
her chosen opponent. A formal duel definitely applies, so does meeting a worthy foe on a larger
battlefield. Assassinating a target does not.
Final Blood Sanction
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Shining Duelist’s Challenge
Strife’s Crucible severs the threads of battle, ending it on the wielder’s terms. To use this
Evocation, the wielder must choose the most powerful foe in the fight as her chosen opponent
and incapacitate or perform a successful superiority gambit against him (if multiple foes appear
roughly tied for most powerful, she may choose one). She rolls (Appearance or Charisma +
Performance or Presence) with (Essence or 3) bonus dice as an influence roll against the
Resolve of all enemies present in the Scene, ignoring the penalty for group influence. Her
chosen opponent and Tier 1 or 2 targets succumb to the influence with no chance to apply
Resolve.
If this roll beats all enemies’ Resolve, combat ends. All characters drop out of Initiative order
as everyone on the battlefield becomes apathetic to the outcome, no longer certain why they
were fighting in the first place. Any Tier 3+ character — friend or foe — that wishes to reinitiate
hostilities may enter a Decision Point, invoking a Major or stronger Intimacy to spend one
Willpower. Once any character does so, all other characters may join the renewed hostilities
without needing to resist.
Final Blood Sanction can only be used once per Story, unless reset by defeating a chosen
opponent of considerable strength who threatens or opposes one of the wielder’s Major or
Defining Intimacies. Using Final Blood Sanction in a fight with no Tier 3+ opponents does not
count against this limit.
Terms of the Spear
Cost: -
Type: Permanent
Prerequisites: Essence 4, Final Blood Sanction
As the wielder prays to Mars to sanctify her duel, shining red stars add the constellation of the
Spear, governing the terms of battle, to the astrological etchings of Strife’s Crucible, charging
it with the weight of destiny. She may use this Evocation to consecrate the rules of any duel or
terms of engagement for a battle that she agrees to. If either she or her chosen opponent
breaks the sanctified rules, the blades glow an unearthly red as destiny imposes a punishment
fitting to the crime, as though they’d broken an oath sealed by the Eclipse Caste anima power.
At the very least, the curse for breaking the oath makes it impossible for the cheater to
legitimately win the duel.
The winner of a battle sanctified by this Evocation gains two points of Willpower. The loser
draws inspiration from the fight, gaining a Major Intimacy to reflect the lessons he learned from
it, as well as a single Charm or Evocation that reflects this Intimacy. She must meet all
prerequisites of the effect she learns and is placed into experience debt accordingly.
This Evocation can only be used once per story, unless reset by achieving a major character
or story goal thanks to the help of a past opponent or an enemy’s change of heart.
Talion (Orichalcum Wrackstaff, Artifact ••••)
Near the end of Old Man Kai’s first life, his brusque manner incensed a passing Prince of the
Earth, who thrashed Kai within an inch of death. Finding no redress in his own land, Kai
traveled ten thousand miles to Meru, heart of the Old Realm, to seek justice from the holy
Ambrani Rao, high priest of the Sun. But Rao would not see an elderly, pilgrimage-scarred
peasant from the provinces. Offended beyond endurance, Kai took the Second Breath.
Brushing Rao’s guards aside, he burst into the holy sanctum and berated the Sun’s own priest
for pride and lack of compassion.
Old Man Kai forged the wrackstaff Talion as a vessel for his angry, unquenched sense of
righteousness. With it he thrashed the Prince of the Earth who had first offended him, then
went out into the world to chastise all — gods, demons, princes and thieves — whom he
deemed unjust. Today the staff itself is an object of veneration by a Southern cult whose
ecclesiasts claim that it reveals to them the iniquity in mortal hearts — though, conveniently, it
never disagrees with their judgments.
The staff is a plain shaft of orichalcum, its surface cunningly worked to resemble rough wood
grain. A thin band of starmetal encircles each end, while squares of starmetal inlaid along the
shaft spell out the name “Talion” in Old Realm characters.
Talion is a heavy artifact weapon. Talion’s wielder may devote herself to pursuing a grievance
against someone — termed the offender — who has wronged her in a manner defined by one
of her Major or Defining Intimacies. Her desire for justice becomes a Defining Principle that
cannot be altered or diminished while the wielder remains attuned, or until end of Story after
her attunement ends. Violating this Intimacy drains her of 2 points of Willpower.
While pursuing that grievance, she adds 2 bonus dice to track the offender; to mitigate
environmental hazards that obstruct pursuit of her grievance; and on feats of strength and
demolition against obstructions to pursuing her grievance, treating her Strength as two higher
for purposes of meeting Strength minimums.
When the wielder satisfactorily concludes pursuit of a grievance — e.g., via punishment,
compensation, or penitence — she sheds the associated Principle and gains one temporary
Willpower per session the pursuit lasted.
The wielder may only pursue one grievance at a time. Once she concludes her pursuit
successfully or it becomes impossible to pursue, she may choose a new grievance, though no
more often than once per session. She can abandon an existing grievance when a new Story
begins.
Humble the Wicked
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
The proper place for one who has wronged the wielder is on the ground, groveling. She may
activate this Charm after successfully performing a superiority gambit against an offender. She
renders him prone and reflexively targets him with a social influence action related to the
grievance. If his Resolve is overcome, resisting the influence costs an additional point of
Willpower.
Rise Up, Penitent!
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: None
The wielder’s righteous fury sears her adversary’s soul. When the wielder successfully
compels an offender to submit to her authority, she may activate this Evocation. The offender
takes on a Major Principle of his player’s choice that stands in opposition to his actions in the
original grievance. This Principle cannot be altered or eroded below Major for the duration of
the Story.
Contrition-Appraising Stare
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Rise Up, Penitent!
Talion cannot be deceived by false promises of redress and redemption. When the wielder
uses a read intentions action to discern whether an offender or one of their minions has
repented their actions, the attempt is rendered perfect.
Path of the Nemesis
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2, Humble the Wicked
Nothing can stand between the wielder and the object of her wrath. She adds 2 bonus dice on
all movement actions taken in pursuit of the offender and on superiority gambits performed
against him. She ignores all difficult terrain when moving towards the offender. She is immune
to onslaught penalties created by battlegroups of his minions and ignores all onslaught
penalties against their attacks.
Special activation rules: When the wielder is confronted by new evidence of the offender’s
wrongdoing or confronts him after a lengthy pursuit she may activate this Evocation reflexively.
Curse of Talion
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 4, Path of the Nemesis
The wielder lays her curse upon her adversary, dooming him to know the same suffering that
he has caused. She must be within close range of the offender, touch him with Talion and
proclaim his doom. She rolls (Appearance or Charisma + Presence) against the offender’s
Resolve. If she succeeds, it imposes a poetic doom of the Storyteller’s choice based on the
curse spoken by the Exalt and the nature of the grievance, as though the offender had broken
an oath sanctified with the Eclipse Caste anima power. An assassin might become the target
of his employer’s other hired knives; a merchant who has turned a blind eye to the suffering of
the poor might lose his eyesight. The wielder may remove the curse with a touch and a word.
This Evocation may only be used once per Story, unless reset by accomplishing a legendary
social goal in pursuit of her grievances.
Zelator (Orichalcum Direlance, Artifact ••••)
Forged in the First Age by the champion Ostra Luka, this lance of orichalcum is engraved with
prayers of retribution and wards against foul sorcery. It was created to smite the vile sorcerers
of the Hexmanse and has been designed to pierce spells with its thrusts.
Zelator is a heavy artifact weapon. Its attacks deal aggravated damage against those shaping
sorcery, summoned spirits and magical constructs.
Spell-Piercing Strike
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
Zelator penetrates dark magic with contemptuous ease. This Evocation supplements a pierce
gambit, reducing the difficulty of the gambit to 0 and rendering any defensive sorcery that
would protect the target from attacks inapplicable against this attack without need for a roll-off.
If the gambit is successful any defensive sorcery on the target is suspended for the duration
of the gambit’s effects.
Golden Deviltry Mirror
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2
Zelator’s blade flares in the face of dark magic, reflecting it back at the unrighteous. Zelator’s
wielder may activate this Evocation when she is the target of a sorcerous or non-physical
ranged attack. If she successfully parries that attack, she may redirect it at its source, no matter
the range. Activating this Charm allows her to apply her Parry normally against an unblockable
sorcerous attack.
At Essence 3+ this Evocation may be activated after successfully parrying the attack.
Hell-War Veteran’s Benison
Cost: Commit 1 Essence
Type: Simple
Prerequisites: Essence 2
Knowledge of ancient battles against warlocks and devils shines forth from the Exalt’s weapon
and spreads across her soldiers, crowning each in a nimbus of righteous power. This Evocation
enhances a battlegroup Zealtor’s wielder commands, giving it +1 Tier (maximum 2) when
fighting against supernatural creatures.
Goetic Condemnation
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Spell-Piercing Strike
This Evocation turns a sorcerous foe’s tools against him, using them as the vehicle for burning
vengeance. When Zelator damages an opponent currently shaping sorcery, its wielder may
activate this Evocation to cause the next shape sorcery action taken by the target to
automatically result in a botch.
Sorcery-Rending Thrust
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Spell-Piercing Strike, Golden Deviltry Mirror
The blade of Zelator flares with golden light as it slices through witchcraft, banishing foul
sorcery with the cleansing light of the dawn. This Charm creates a special banish sorcery
gambit, with a difficulty equal to (the sorcerer’s Essence) against a character who is affected
by a spell. If the spell affects an entire area, the attack must be directed against the sorcerer
who cast it or the center of the area if he is not present. If the target of the attack chooses not
to defend against it, the gambit is automatically successful.
Success on the gambit allows the wielder to enter a roll-off with the sorcerer. On a success,
spells of the Terrestrial or Shadowlands Circle are dispelled completely, while spells of a
higher Circle are instead distorted.
Alternatively, this Charm may be activated reflexively to clash a spell targeting Zelator’s
wielder. On a success the spell is dispelled, regardless of Circle, or redirected via the effects
of Golden Deviltry Mirror at no additional cost if it was a sorcerous attack.
At Essence 4+ this Charm may completely dispel Celestial or Labyrinth Circle spells as well.
Breaking the Hexmanse
Cost: Spend 3 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Goetic Condemnation, Sorcery-Rending Thrust
The wielder thrusts Zelator into the ground below him, causing a shockwave of golden light to
emanate out from him, banishing foul sorcery around him. She rolls (Strength + Melee or
Martial Arts). For every 3 successes on the roll, the Evocation affects one range band out from
the wielder. Sorcery within this range is immediately affected by the effects of Sorcery-Rending
Thrust without need for a roll-off, while characters shaping sorcery within range are
immediately affected by the effects of Goetic Condemnation. For the rest of the Scene, shape
sorcery actions within the area covered by this Charm add (Essence) to their difficulty.
An Exalt at iconic Anima intensity (flaring for Sidereals) may channel their Anima through
Zelator when activating this Evocation, reducing its Essence cost by 1 and setting their Anima
to dim intensity. Once this Evocation has been used, the golden fire of Zelator flickers and
temporarily gives out, making it impossible to use its other Evocations for the rest of the Scene.
This Evocation may only be used once per Story.
Artifact •••••
The Forgotten Blade (Starmetal Daiklaive, Artifact •••••)
The origins of this mysterious blade are lost to history and only a scant few magically protected
writings locked away in hidden libraries of the First Age or obscure archives of heaven note its
existence at all. The power of the Forgotten Blade lies in its ability to cut the memory of its
victims and its power is so great that only few people remember its existence at all.
The Forgotten Blade is a light artifact weapon. Its attacks deal either bashing or lethal damage
at the wielder’s discretion and she may use Manipulation instead of Dexterity when making
attack rolls or calculating her Parry with it. The Forgotten blade can be used to perform special
difficulty 3 memory-excision gambits. The difficulty of this gambit is reduced by 1 at Essence
3+. A successfully executed memory-excision gambit causes its victim to forget all memories
of a specific person, thing or place of the wielder’s choice. This does not destroy Intimacies,
potentially causing people to feel strongly about things they have no recollection of. A perfect
Resolve can defend against this memory loss when it occurs, but does not retroactively restore
lost memories.
The Forgotten Blade is legendarily unmemorable. Unless readied for battle, it never draws
attention to itself unless a character is specifically inspecting its wielder for weapons. It evokes
the effects of Arcane Fate in everyone but an attuned user. Treat its Essence as 5 for this
purpose. Characters that are normally innately immune to Arcane Fate still suffer this effect,
though magic that would protect one from Arcane Fate also protects characters from the
Forgotten Blade’s aura of forgetfulness. Sidereals who know Destiny-Obscuring Determination
are likewise immune to this effect.
Faceless Warrior Method
Cost: Commit 2 Essence
Type: Reflexive
Prerequisites: None
Those wielding the Forgotten Blade become a shadow, vanishing from the mind after but an
instant out of sight. While this Charm is active, people form no memory of her presence. They
don’t remember her or their interactions with her at all and even when reminded by other
people cannot remember any details. Individual characters may remember her if she joined
battle against them, her actions threatened one of their Intimacies or she used social influence
on them.
Essence committed in this Evocation does not contribute to increasing the intensity of an
Exalt’s Anima, unless she wants it to.
At Essence 2+ she may persuade another character to perform an Inconvenient Task without
losing the protection of this Charm.
Death of the Past
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The blade’s corona of power expands, destroying memories with but a graze. An attack
supplemented by this Charm may be used to perform a memory-excision gambit as well as
inflicting the usual consequences of an attack, subtracting the difficulty of the gambit from her
threshold successes before calculating damage.
At Essence 4+ this Charm becomes Reflexive, allowing the wielder to activate this Charm after
comparing her attack roll successes to the target’s Defense, but before determining damage.
Amnestic Desolation
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 2, Death of the Past
The Forgotten Blade’s true master needn’t merely shave slivers from an enemy’s memory; she
may sever it at the root. When she incapacitates a character with the Forgotten Blade, she
may forgo the damage inflicted by her attack to instead render her target unconscious for the
rest of the Scene. Once he awakes, he suffers total retrograde amnesia, losing all episodic
memory of his life up to this point. He loses neither Abilities nor Intimacies, though he may
forget he has them until circumstances remind him.
A perfect Resolve can contest the memory loss (though not the unconsciousness) in a roll-off.
Elegant Fugue Strike
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Death of the Past
A swordsman faces the woman wielding the Forgotten Blade. Suddenly, the Blade is stained
red. He feels blood drip from a stinging cut in his side. But when did she wound him? How did
she strike him? He cannot recall.
This Evocation may be activated at the start of the wielder’s turn to create a reflexive attack
using the Forgotten Blade against an enemy in range, as she creates an opening by
hypnotizing everyone present into a momentary fugue state and obfuscating the details of her
attack. Afterwards she takes her turn normally, though she cannot activate Simple Charms in
a turn in which she used Elegant Fugue Strike.
This Evocation may only be used once per turn.
At Essence 3+ if she successfully wounded the opponent attacked by this Evocation in the
current or last round or has successfully performed a memory-excision gambit on him this
Scene the attack created by this Evocation is a surprise attack.
At Essence 5+ she may activate Simple Charms in a round in which she has used Elegant
Fuge Strike.
Technique-Dissociating Stroke
Cost: Spend 1 Essence, 1 Willpower
Type: Reflexive
Prerequisites: Essence 3, Elegant Fugue Strike
A warrior’s skills are ingrained in his memory through training and experience, yet memory is
merely food for the Forgotten Blade. After the wielder successfully blocks an attack with the
Forgotten Blade, she chooses a Simple or Supplemental power that created or enhanced the
attack. For the remainder of the Scene, the attacker forgets that he ever possessed that
Charm, Evocation, or spell and can no longer use it, though it remains valid as a prerequisite.
A perfect Resolve defends against this Evocation without need for a roll-off.
Lacunar Mantle
Cost: Commit 3 Essence
Type: Simple
Prerequisites: Essence 4, Faceless Warrior Method, Technique Dissociating Stroke
The wielder has drawn her blade’s cloak of forgetfulness around her. While this Evocation’s
commitment remains, nobody can remember her. If failing to remember the wielder would
endanger a Defining Intimacy or the life of a subject, he may spend 1 Willpower to throw off
the effects of this Evocation. Once the commitment of this Evocation is ended all memories of
her return immediately.
Essence committed in this Evocation does not contribute to increasing the intensity of an
Exalt’s Anima, unless she wants it to.
To Fall Unmourned
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 4, Amnestic Desolation
As the Exalt kills an enemy, she cuts away all memory of him from the world. His body is
unrecognizable even to those closest to him; he fades from the thoughts and memories of
everyone who has ever encountered him, leaving only a nameless, shadowy gap in their
mutual history. Documents, paintings and other material proof of his existence is henceforth
subject to an effect similar to Arcane Fate following the same rules that apply for the Forgotten
Blade itself. Only the wielder herself is immune to this effect. Others who are immune to the
Forgotten Blade’s own unmemorability can spend (Manipulation) points of Willpower when
they see the body of the deceased or are reminded of his memory in a significant way to regain
their memory.
At Essence 5+ The Exalt can strike a single inanimate object, structure, or location in order to
sever the world’s memory of it, rendering it unrecognizable and unmemorable. Those who
enter an affected structure or area can recognize and remember it normally while inside. This
power fails against colossal natural features such as mountains and seas, or against truly
potent magical objects such as N/A artifacts and manses, though the Storyteller is encouraged
to allow narratively appealing player ideas to stretch these limits.
The Ghostfire Blade (Orichalcum, Starmetal and Blue-and-Red Jade
Reaper Daiklaive, Artifact •••••)
At the dawn of the First Age, the mighty sorcerer-king Mata Koral set out to master the fires of
creation. In his quest to conquer rivals and protect his people from dangerous foes he created
a puissant blade, its handle and core made of Orichalcum, its blade forged from steel mixed
with blue and red Jade in the fires of five gods of flame and its edge reinforced with a sliver of
Starmetal. Thus, the Ghostfire Blade was created.
With this weapon in hand, Mata Koral got to work, using his sorcery to create seven secret
flames in the span of as many centuries, which he bound to the blade. Eventually, Mata Koral
fell before the demon Ligier, who held on to his weapon for millennia while the world moved
on. Should a mighty Chosen impress the proud devil, it is but one of many rewards he might
shower upon her.
The Ghostfire Blade is a light artifact weapon. Unlike most artifact weapons, it possesses no
hearthstone slot. Its hilt is made of Orichalcum bound in black leather. There are several small,
round indentations of varying size within the hilt, as though jewels that have since been
removed once adorned it. When the blade is wreathed in one of its flames, these indentations
are filled by that flame as well. The long, thin blade of the weapon is a swirl of red and blue
steel, with a thin rainbow sheen of Starmetal on its edge. Touching the blade usually feels both
hot and cold and can evoke even stranger feelings at times. A character cannot successfully
complete the attunement to the Ghostfire Blade without learning the Evocation Satu: The
Flame that Burns Heat. Trying to attune to the blade exposes her to that Evocation’s hazard.
The Evocations of the Ghostfire Blade are sorcerous in nature. They can be activated normally
by spending Essence, but can also be cast like spells. While they cannot be countered or
distorted, the wielder may activate them by accumulating milestones via shape sorcery actions.
Shaping Rituals and Charms may add milestones to these as normal. The difficulty of the
shape sorcery action to shape one of its Evocations is 3, in the case of Evocations that have
an effect roll that pool may be used to shape it and the final roll may be used as the effect roll.
Any Willpower costs must be paid whether the Evocation is cast or activated via Essence
expenditure, casting an Evocation successfully does not restore a point of Willpower spent in
its casting as casting a spell does.
The Ghostfire Blade can burn with seven secret flames. A wielder who has mastered one or
more of the flames (as signified by learning the relevant Evocations) can wreathe the blade in
these strange flames, adding benefits depending on the flame used. Wreathing the blades is
a reflexive action and the wielder may change the employed flame reflexively once per round.
Satu: Satu is a pale, azure flame that devours heat as surely as normal fire creates it. Attacks
made with the Ghostfire Blade while it is wreathed in Satu increase their minimum damage by
1. Against fire elementals and similar beings their damage is also increased by 1, while some
air elementals and others strongly associated with cold, ice or similar are immune to this effect.
Dua: Dua is a brilliant phlox flame beset with frequent black sparks. Attacks made with the
Ghostfire Blade while it is wreathed in Dua can target dematerialized entities.
Tiga: Tiga is an invisible flame. Those near it feel the memory of heat, but otherwise it is
imperceptible. While the Ghostfire Blade is wreathed in Tiga, a successful attack erases the
recollection of it in its victim. The victim still knows he was attacked and can remember who
attacked him, but any details about the attack are lost to Tiga. A character incapacitated by
such an attack loses all recollection of the Scene in which he was incapacitated, as well as the
preceding day.
Empat: Empat burns with a bright malachite color but is visible only to those who can see the
immaterial. Only when it burns falsehoods does it become visible to other characters. While
Ghostfire Blade is wreathed in Empat, attacks made by it increase their damage and minimum
damage by 1 against raksha, burning away the falsehoods they present to the world. Such an
attack also cannot take any penalties created by illusions of any sort.
Any character touching the blade while it is wreathed in Empat is licked by its flames, taking a
-2 penalty to his Guile and is susceptible to the effects described in the Evocation Empat: The
Flame that Burns Flasehoods as long as he maintains contact.
Lima: Lima devours light and as such its flames manifest as a flickering, impenetrable
darkness that casts no shadow. While the Ghostfire Blade is wreathed in Lima, she suffers no
visibility penalties from darkness, mundane or supernatural, but takes penalties in anything
more than dim light.
Characters other than the wielder who touch the blade while it is wreathed in Lima are struck
blind for as long as contact is maintained. Maintaining contact is usually a difficulty 0 touch
gambit, which maintains contact between another character and the blade until the wielder’s
next turn or until the target moves out of close range with the wielder.
Enam: Enam is a bright white flame whose touch conveys a cornucopia of sensations. While
the Ghostfire Blade is wreathed in Enam the wielder may restore an additional point of
Willpower or Essence from any effect or circumstance that restores such resources. This effect
can only trigger once per Scene.
Tujuh: This aurate flame burns with the strength of the wielder’s pride. While it wreathes the
Ghostfire Blade, everyone who sees her automatically becomes aware of the Intimacy of pride
towards herself. The flames of Tujuh promise perfection, adding one to her Essence for the
purpose of calculating the effects of spells and of the Evocations of the Ghostfire Blade while
active.
Secret Flame Wisdom
Cost: -
Type: Permanent
Prerequisites: Terrestrial Circle Sorcery
The Ghostfire Blade absorbed many of the secret wisdoms Mata Koral whispered into his
creation and distilled even greater insights from those it burned. This Evocation allows its
wielder to draw one fire-associated spell of a sorcery Circle she is initiated into from its depths,
such as Flight of the Brilliant Raptor or Virtuous Guardian of Flame. The wielder can freely use
that spell as long as she keeps her attunement to the Ghostfire Blade and treats it as a control
spell. Should she learn the spell she draws from the blade herself it stops being empowered
and she can draw on another spell through this Evocation.
At Essence 3+ she counts every fire-based spell she knows as a control spell as long as she
stays attuned to the Ghostfire Blade.
Soul Fire Gathering Practice
Cost: -
Type: Permanent
Prerequisites: Essence 2, Secret Flame Wisdom
The strange flames of the Ghostfire Blade light up the wielder’s soul, fueling her sorceries.
When she learns this Evocation, the Ghostfire Blade gains a reservoir of up to (Intelligence or
Wits + Essence) milestones. Whenever she successfully casts or activates an Evocation, she
banks one milestone that she retains for the rest of the Scene. Other Evocations of the
Ghostfire Blade may also add to this pool, as mentioned in their description.
The wielder may use milestones from this pool to activate the Evocations of the Ghostfire Blade
or to add to spells. When adding milestones to spells, these count as milestones added by a
shaping ritual and she may add 2 milestones to a shape sorcery action that is shaping a
fire-based spell. When using them to activate Evocations of the Ghostfire Blade, she may add
any number of milestones to any shaping roll.
At Essence 3+, she may stunt combat spells to take on the nature of the flames currently
wreathing the Ghostfire Blade, allowing her to add the effects of that flame (the wreathing
described above, not the Evocation effects) to the spell.
Satu: The Flame that Burns Heat
Cost: 1 Essence or 2 milestones
Type: Simple
Prerequisites: None
First Mata Koral set out to vanquish the Heart that Bleeds Fire, seeking to kill the southern
devil for its presumption of having a greater command of fire than he. For this he created Satu
in the depths of the Frostfire Mountains, a flame that burns heat, leaving behind a cold
wasteland.
This Evocation calls forth the azure flames that devour the heat of life and flame alike. It creates
a special difficulty 0 Satu gambit against an enemy within short range with a (Perception or
Wits + Occult) attack roll. A successful gambit sets the target ablaze with Satu, suffering an
cold-based environmental hazard with damage 2L/round and difficulty ([Essence + 2] or 5).
This fire burns until it is put out, which can usually be accomplished with a difficulty 3 (Stamina
or Wits + Occult) miscellaneous action. Fire elementals or similar creatures strongly associated
with fire increase this difficulty by 1. A creature incapacitated while burning with Satu adds 1
milestone to the blade’s reservoir.
Immunity or resistance to fire or heat does not protect from Satu, any benefits that protect from
cold-based environmental hazards apply and beings that require no heat at all to live, such as
beings of living ice, are immune to its hazard.
The wielder may also use this Evocation to use Satu in more narrative ways: freezing enough
water to create a small floating platform, throwing Satu onto a mundane fire to extinguish it,
etc.
At Essence 3+, this Evocation becomes unblockable.
Special activation rules: To learn this Evocation, the wielder has to be incapacitated by the
flames of Satu. She may go into experience debt to instantly learn this Evocation when this
happens. A character trying to attune to the Ghostfire Blade automatically sets herself ablaze
with Satu.
Dua: The Flame that Burns the Soul
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Satu: The Flame that Burns Heat
After being defeated by him, the spirit of his erstwhile rival Third Sun Lance haunted Mata
Koral, poisoning his dreams and sowing hate in the hearts of his people. Thus, Koral created
Dua with the help of the Secret Judges of the Hidden Flame, so he could finally be rid of his
old rival.
Upon incapacitating a spirit normally capable of reforming, the wielder of the Ghostfire Blade
may immolate it with Dua, causing the spirit to be devoured and permanently slain. Doing so
adds (spirit’s Essence) milestones to the blade’s stores.
Waive this Evocation’s cost against Tier 1 and 2 spirits.
If she wishes, she can use this power on human targets to ensure that no hungry ghost will
raise from their corpse, though this does not generate milestones and does not prevent the
higher soul from remaining as a ghost.
Special activation rules: To learn this Evocation, the wielder must first develop a negative
Intimacy towards a spirit to Major intensity. She can then instantly learn this Evocation when
she defeats that spirit in battle, going into experience debt if necessary.
Tiga: The Flame that Burns Memories
Cost: Spend 1 Essence or 4 milestones, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Dua: The Flame that Burns the Soul
Mata Koral found one of his greatest challenges in Toramu, the Serpent that Stalks the Halcyon
Dreams. Toramu had burst forth from the Sphere of Speech to haunt the minds of the Chosen,
trapping them within their own recollections of better times, until Koral tricked the monster to
visit his own mind and trapping it with Tiga, the Flame that Burns Memories. Toramu was
consumed by the flames, but so were Koral’s most cherished memories.
This Evocation creates a special difficulty 0 Tiga gambit against a target within short range, as
the wielder tries to set his memories ablaze. She rolls a special (Intelligence + Occult) attack
roll, resisted by the target’s Resolve instead of his Defense. If she is successful, his memories
are set ablaze, playing out one last time before his eyes before he loses them forever. This is
both tiring and distracting, imposing a -3 penalty to all physical and mental actions, a -2 penalty
to Defense and a -4 penalty to Resolve onto the target while he is burning. At the beginning of
each turn, he loses more of his memories and loses one point of Willpower. For each point of
Willpower the target loses to Tiga or attempts to resist it, the Ghostfire Blade gains one
milestone. A target at 0 Willpower when he should lose Willpower to Tiga is incapacitated and
will permanently suffer from retrograde amnesia when he wakes up in the next Scene.
To quench Tiga, the target must empty his mind. He can take a miscellaneous action that
cannot be placed into a flurry to roll (Intelligence or Wits + Integrity, Lore or Occult) against a
difficulty of (Essence + 2) in order to still the flames. He can spend as many points of Willpower
to buy automatic successes on this roll as he’d like, each point spent in this way adding a
milestone to the Ghostfire Blade. If the object of a Major or Defining Tie is present, she adds a
penalty of (Intimacy) to her roll, though she can turn that penalty into a bonus if she reflexively
sheds that Intimacy, abandoning it to the flames of Tiga.
At Essence 4+, this Evocation’s milestone cost is reduced to 3.
Special activation rules: To learn this Evocation the wielder has to suffer its touch first. For
one Story she suffers from a special Amnesia Derangement, which causes her to suffer
memory lapses in stressful situations. At the end of the Story, she may permanently shed one
of her Major or Defining Ties, losing all memory associated with it. Doing so allows her to learn
this Evocation instantly, going into experience debt if necessary.
Empat: The Flame that Burns Falsehoods
Cost: Spend 2 Essence or 5 milestones, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Tiga: The Flame that Burns Memories
When the Broken Mirror Covenant shattered alliances across the Realm of old, the fires of
Empat halted its progress. When Laughing Briar choked the lands of the east with her
hallucinogenic pollen, Empat drove her off. Empat is a flame that burns falsehood, punishing
falsehoods of the heart, ignorance and illusory magic in equal measure.
The wielder may activate this Evocation to cover the area out to medium range with the
immaterial flames of Empat, which burn for the rest of the Scene, but do not spread beyond
this range. Within the area three kinds of falsehoods are burned away. Alternatively, the wielder
may target one specific character within short range with a difficulty 2 Empat gambit, resisted
by Resolve instead of Defense. Success causes the evocation’s effect to only target him for
the rest of the Scene. The milestone cost of casting this Evocation to target a single individual
is reduced by 2 and the Essence cost by 1.
Any time a character within range deliberately lies or states a falsehood, the wielder may
reflexively roll (Perception or Wits + Occult) to read his intentions, even if she cannot perceive
him. She adds the benefit of any Excellence she possesses to these rolls at no cost and cannot
chose to fail these rolls. If she succeeds, the liar is set on fire with the malachite flames of
Empat, using the traits of a normal bonfire (damage 2L/turn, difficulty 5) until he is put out,
usually a miscellaneous action that requires no roll.
Any time a character makes a statement that is factually incorrect, the wielder rolls (Intelligence
+ Lore) against a difficulty of (his Intelligence). She adds the benefit of any Excellence she
possesses to these rolls at no cost and cannot chose to fail these rolls. She cannot roll if she
lacks a fitting Lore background or Specialty. If she succeeds, he is set ablaze as described
above. This aspect of Empat punishes lack of factual knowledge. It has no effects on matters
of opinion such as philosophy, religion or speculations about the thoughts and intentions or
other people. It also punishes exaggerations that are common in popular speech. “Everybody
knows…” is factually incorrect and thus liable to burn a character.
Lastly, all illusions, whether magical or mundane in nature are incinerated. Illusions created by
magic catch fire and burn to cinders, while those only existing in the heads of people cause
them to catch fire, suffering the above-mentioned hazard a single time and freeing them of the
effects of afterwards. It likewise burns any hallucinogenic or confusing drugs or other
substances out of bodies and temporarily suppressive hallucinatory derangements as if a
character had paid Willpower to suppress them.
When a Tier 3+ character or a battle group or other large group of lesser characters takes
damage from Empat, the Ghostfire Blade stores 1 milestone. It also stores a milestone when
an illusion is incinerated by it.
At Essence 4+, the area covered by Empat increases to long range.
At Essence 5+, the wielder reflexively opposes any attempt to enter concealment within the
area of Empat with a (Perception + Occult) roll. She adds the benefit of any Excellence she
possesses to these rolls at no cost and cannot chose to fail these rolls. On a success the target
is set ablaze as described above and his position is exposed to every character in the Scene.
Special activation rules: To learn this Evocation, the wielder has to banish falsehood herself.
She dedicates herself to learning this Evocation, suffering its hazard when she speaks
falsehoods for the duration of her learning process. In order to master the flame, she must
achieve a significant goal opposing falsehood – exposing an important secret, defeating a
powerful raksha, banishing an illusion that impedes her goals etc. When she does so, she may
instantly learn this Evocation, going into experience debt if necessary.
Lima: The Flame that Burns the Light
Cost: Spend 2 Essence or 6 milestones
Type: Simple
Prerequisites: Essence 4, Empat: The Flame that Burns Falsehoods
When the Servants of the Prismatic Penitent threatened to trap the people of his kingdom in
the coruscant nightmares of the Shining Crystal Wave, Mata Koral traveled to a place beyond
both Creation and Wyld, a place of emptiness never before touched by the light of any sun to
forge Lima, the Flame that Burns Light.
The wielder may activate this Evocation to cover the area out to short range around her in the
flames of Lima, swallowing all light. The flames burn for at least one Scene and afterwards
remain until there is not enough light to sustain them – outdoors this usually happens during
nighttime. Characters within this area are treated as blind. Powers that allow a character to
see in the dark do not negate this effect, unless they specifically allow a character to see
darkness itself. Effects that negate or mitigate visibility penalties in ways unrelated to sight –
by enhancing another sense, magically guiding the target, creating a new sense whole cloth,
etc – work normally.
The wielder may continue to spread Lima, activating this Evocation for free on successive turns
to expand its area. Each turn spent spreading darkness extends its area by one range band,
to a maximum of extreme range. Lima does not spread on its own.
Creatures made of light suffer an environmental hazard with damage (Essence/2)A/turn and
difficulty (Essence + 3) while in the area covered by Lima.
At Essence 5+, the initial area covered by Lima is medium range.
Special activation rules: To know the flame that devours light, the wielder must consign
herself to darkness. The wielder must blind herself for the duration of one Story. How she does
this is irrelevant, something as simple as a (thick, impenetrable) blindfold suffices. If she tries
to circumvent her blindness during any point of the Story, the flames of Lima strike her blind
for the rest of the Story and she must begin the process anew in the next Story or abandon
her attempt then. One she maintained her blindness for the duration of one Story, she may
learn this Evocation immediately, going into experience debt if necessary. At Storyteller
discretion a significant commitment to darkness – being permanently blinded, meditating for a
long time in a place far away from any light, etc. – may allow her to learn this Evocation mid-
Story.
Enam: The Flame that Burns the Void
Cost: Spend 1 Essence or 4 milestones, 1 Willpower
Type: Simple
Prerequisites: Essence 4, Lima: The Flame that Burns the Light
Enam was never intentionally created, surprising even Mata Koral himself when it appeared.
After his expedition into the void to create Lima, a shard to that untouched emptiness rooted
itself in Koral’s heart. The mood and thoughts of the sorcerer king grew dark, and his land
began to suffer droughts and famine. Then Enam emerged from the Ghostfire Blade, setting
Koral ablaze and burning the void from his spirit.
Enam is an especially weird and esoteric flame, even among all the other secret flames. It
burns absence, seeking to fill it. The wielder may activate this Evocation to perform a difficulty
2 Enam gambit against a target within short range, against which he defends using his Resolve
instead of his Defense. A target set ablaze with Enam benefits from the following effects.
Enam burns spiritual void, providing plenty where there is little. A target set ablaze by Enam
restores (Essence/2) points of spent Willpower or Essence (his choice). If he possesses any
Intimacies of grief, pessimism, ennui or similar spiritual emptiness, the fire continues to burn,
reducing such an Intimacy by one step per turn and restoring another point of spent Willpower
or Essence until it is eradicated. Enam also eradicates any other traits or conditions based on
any form of spiritual or supernatural “emptiness”, e.g. the Megrims Derangement or a curse of
endless hunger. Should a character for some reason want to save such Intimacies or effects,
he can roll (Intelligence or Wits + Integrity) against a difficulty of (Essence + 2) to shake off the
effects of Enam as a miscellaneous action.
On the undead, Enam has a more destructive effect, burning away the emptiness of their
existence and replacing it with life. An undead character burning with Enam takes (Essence)
levels of unsoakable aggravated damage at the start of his turn. He can try to put out the
flames by asserting his own spiritual integrity against the flames, rolling (Intelligence or Wits +
Integrity or Occult) against a difficulty of (Essence + 2) as a miscellaneous action. If an undead
being with a higher soul is incapacitated while burning with Enam, the Ghostfire Blade gains
(spirit’s Essence) milestones and he is permanently slain but the higher soul is neither
destroyed nor sent into Lethe. Instead, his soul is reborn in the womb of another human
capable of bearing children nearby, impregnating her. This doesn’t necessarily target the
nearest character and can occur a significant distance from the ghost’s demise away, often
targeting otherwise barren characters as Enam burns away the void of physical reproduction.
A player can always veto her character being impregnated by Enam in this way.
A character can only be targeted with this Evocation once per day.
At Essence 5+, Enam transcends its limitations and grows capable of affecting physical voids
as well as spiritual ones. The wielder may use Enam to fill a hungry belly, refill an empty jar or
similar feats, within the bounds of Storyteller discretion.
Special activation rules: A character who wishes to master Enam needs to experience a
profound spiritual emptiness in order to coax this flame to relieve her. When the character
suffers from a Major or Defining Intimacy or another effect that would be purged by this
Evocation she may be freed of it and learn this Evocation instantly, going into experience debt
if necessary.
Tujuh: The Flame that Burns with Pride
Cost: -
Type: Simple
Prerequisites: Essence 5, Enam: The Flame that Burns the Void
As Mata Koral grew old, he looked back upon his works and felt overwhelming pride. Certain,
that no one could ever surpass him but he himself, he forged his pride into a mighty flame,
both to keep himself humble and to wield it as a weapon against his greatest foes. This
certitude proved to be his downfall in his ill-fated duel with Ligier, whose own Pride proved to
be beyond the reach of even Tujuh.
The wielder may use this Evocation to set herself ablaze with Tujuh. This secret flame burns
pride and produces greatness, allowing the wielder to draw on an Intimacy of pride in herself
for power. She adds (Intimacy) dice to all rolls she undertakes and (Intimacy/2) to all her static
values. Her rolls and static values are capable of forcing any perfect effect into a roll-off.
However, whenever she fails an action or her defenses are overcome, she suffers one point
of unsoakable aggravated damage.
Tujuh continues to burn for the rest of the Scene. Afterwards, her Intimacy of pride is
temporarily removed, recovering at a pace of one level of intensity per Session. This Charm
can only be used once per Story.
Special activation rules: A wielder wishing to learn this Evocation must first develop a
Defining Intimacy of Pride in herself. As a Permanent effect, this Intimacy cannot be weakened
or altered by any means save this Evocation once she learns it.
Secret Flame of the Green Sun
Cost: -
Type: Permanent
Prerequisites: Essence 5, Soul Fire Gathering Practice, Tujuh: The Flame that Burns with
Pride
For thousands of years, the Ghostfire Blade rested in the vaults of Ligier. The Blade
remembers its defeat at the hands of the fires of the Green Sun well and a worthy bearer may
persuade the demon to share the secret of his flames.
When the wielder learns this Evocation, she learns the spell Total Annihilation, treats it as a
control spell and can cast it, even if she is not initiated in the Adamant Circle of sorcery.
milestones from Soul Fire Gathering Practice treat this as a fire-based spell.
Special activation rules: In order to learn this Evocation, the character must convince Ligier
to test her worth. He will then task her with a harrowing trial or mission, equal to at least a
serious task. During this task, she will suffer from Green Sun Sickness, treating its morbidity
as 10. She cannot reduce the disease below Minor intensity, but also cannot die to it. Should
she conclusively fail her task this supernatural protection fades and she can both be cured of
it or die to it. If she succeeds at the task she is cured of the disease and may unlock this
Evocation for free when she returns to Ligier to gain his blessing.
The Essence prerequisite of this Evocation is not reduced for characters resonant with the
Ghostfire Blade.
Gorgon (White Jade Reaper Daiklaive, Artifact •••••)
Gorgon contains an ancient monstrosity, neither god nor demon, that once walked in deep
places that have yet to see the sun. A sluggish thing, its undying hatred for all life restrained
only by its sloth, this monster was bound by an ancient race, sealed within a weapon where its
wickedness might be turned to practical use. But that was ages ago, and its makers, its victims,
and even the horror’s name have long been forgotten — as has the nameless artificer who
reshaped it into a daiklave for use by mortal hands.
Though storied in the Underworld, Gorgon appears in only a few of Creation’s legends, such
as the tale of how Prince Oye returned from the grave to turn her seven daughters to stone,
only for her youngest to sing the blade to sleep. Most recently, in the Age of Sorrows, it has
been claimed by Shards of Basalt, a deathknight in service to the Walker in Darkness. Her
relentless will drives the listless blade to action, and in her hands it has left a trail of petrified
corpses across Underworld and Creation alike.
Gorgon’s white jade blade, quarried from the shadowed mines of Nhur, is the gray of wood
ash. Blood leaves no stain upon it, instead being absorbed into the jade, which grows paler
and brighter with each drop until it glows a brilliant, unnatural white. A closed eye is engraved
on one side of the blade. Though the sword sleeps, its malice confined by its prison of jade,
violence bloodshed can stir it from dormancy. As it wakes, its eye slowly creeps open, its
nameless evil flowing outward through its dreadful gaze.
Gorgon is a heavy artifact weapon. Gorgon drinks the life of those it kills, and their remains
immediately turn to stone. The Essence of an immortal spirit thus slain is trapped until the
statue is broken, as are the ghosts and hungry ghosts of mortal victims.
The devil in the sword only stirs at the taste of blood. Gorgon’s Evocations can only be used
when the blade has been stirred to wakefulness. An attuned wielder can stir it by taking a
miscellaneous action and spending a point of Willpower. It is automatically stirred to
wakefulness when a sentient being is slain with its blade. Stirring the blade causes the eye to
open halfway and increases the damage of attacks made with Gorgon by 1.
Abyssal Exalted have an affinity for the devil in the sword. They’re resonant with Gorgon even
though it’s made of jade.
Granite Venom Strike
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
Gorgon leaves a wound that doesn’t bleed, for it turns blood and flesh to stone. When using
this Charm, the wielder reflexively envenoms Gorgon with a special poison. This poison has
damage 1L/turn, duration (Strength + 2) and penalty special. Its penalty starts at 0 but
increases by -1 every time the target takes damage from the poison. It lasts until the poison
has run its course against Tier 3+ characters, but is permanent for Tier 1 or 2 characters unless
they are subjected to magical healing. This unnatural poison takes the form of black bile similar
in color and consistency to blood running over the blade. It sizzles, for its unnatural nature is
rejected by Creation, rendering the poison inert by the end of her turn. In the Underworld it
stays potent for the rest of the Scene.
Shackles of Lassitude
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
Gusts of lethargy clutch at the Exalt’s foes, holding them close. When an opponent attempts
to disengage or withdraw from the wielder, this Evocation imposes a penalty of (Strength) on
his roll.
At Essence 2+ this Evocation applies its penalty to all attempts to disengage or withdraw from
the wielder until the end of her next turn.
The Dead Eye Opens
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 2, Shackles of Lassitude
The eye momentarily fully opens to fix an opponent with its ghastly stare, such that its glittering
malice holds him in thrall. She ensnares a target within short range, rolling (Strength +
Presence) against his Resolve. If she succeeds, he loses his next turn.
This Evocation may only be used once per Scene per opponent.
At Essence 3+ she may petrify a Tier 1 or 2 opponent whose Resolve she overcomes, killing
him instantly.
At Essence 4+ this Evocation’s range is extended to medium range.
Life-Devouring Hellion Blade
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Granite Venom Strike
Gorgon’s roused hunger unleashes a tide of blood sufficient to sate its thirst. The wielder may
activate this Evocation when she kills a significant opponent or reduces the Size of a
battlegroup with an attack. She immediately can attack another enemy within close range.
At Essence 3+ she may attack an enemy at short range, reflexively moving into close range
with him to perform the attack.
Ever-Hungry Devil Sword
Cost: -
Type: Permanent
Prerequisites: Essence 3, Life-Devouring Hellion Blade
As Gorgon sheds its lassitude to feed, it drags its wielder from one victim to the next. When
she incapacitates a significant opponent or reduces the size of a battlegroup with an attack
made with Gorgon, she waives the cost of the next use of Granite Venom Strike, Shackles of
Lassitude or Life-Devouring Hellion Blade within the same Scene.
Unblinking Eye of Nightmare
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 4, The Dead Eye Opens, Ever-Hungry Devil Sword
Gorgon’s Eye fully opens, releasing a terrible radiance upon her foes. Enemies recoil from the
sword’s dread gaze, she adds 1 automatic success to threaten actions and battlegroups (allied
or enemy) increase the difficulty of all rout checks by 1. Those who dare strike against her
suffer a -3 penalty to their attack rolls. Those who cannot see the dreadful eye are immune to
these effects. The wielder increases the damage bonus from Gorgon’s wakefulness to 2 while
this Evocation is active.
This Evocation can only be activated upon taking the life of a sentient being with Gorgon.
Apocalypse in Onyx
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 5, Unblinking Eye of Nightmare
The wielder unleashes the full rancor of the devil-beast inside the sword. The gaze of its eye
becomes a palpable force that petrifies with but a passing glance. She may make Melee
attacks using Gorgon out to extreme range, attacking enemies with the petrifying gaze of the
eye instead of the blade. She waives the cost of Granite Venom Strike, Shackles of Lassitude
and Life-Devouring Hellion Blade.
Whenever the wielder makes a ranged Melee attack, she petrifies all trivial character, battle
groups without Might whose members individually would be trivial characters, and nonmagical
inanimate objects within medium range of the target. This turns rain to pebbles, snow to
volcanic ash, clouds and fog to dust, rivers to sand, and soil to stone right down to the bedrock.
This Evocation can only be activated while Unblinking Eye of Nightmare is active. It lasts for
the duration of the Scene. While the devil-blade is unleashed, its bloodlust is nigh
insurmountable. If the wielder has the option of attacking an enemy, including those that have
surrendered to her, on her turn and chooses not to, she must succeed on a difficulty 5 (Wits +
Integrity) roll to keep the blade from attacking him with its petrifying gaze, using her own
statistics to make the attack and using up her combat action in the process.
This Evocation can only be used once per Story.
Ranged
Artifact •••
Far-Ranging Eye (Moonsilver Infinite Chakram, Artifact •••)
A swooping circle of moonsilver inset with seven glinting jewels, Far-Ranging Eye was created
not as a weapon, but as a vow. Ojun of Qamad was a prince of modest power and ambition
who trusted too easily and inquired too little after his generals and counselors. Ripped from his
throne and left on the savannah, Ojun found unknown courage, resolve, and ferocity. When
he returned to Qamad, he was a hardened creature, made strong by exile and raised high by
Luna’s grace.
None speak of the bloody day of his vengeance, except to say that he tore seven jewels from
his ancestral crown before putting it on the head of some cousin. He swore to keep better vigil
over Creation than he’d managed over his homeland, and forged those jewels into Far-Ranging
Eye, so he might always remember his inattention’s cost.
In the hands of the outcaste Ahta Najit, Far-Ranging Eye was a weapon of justice, ever vigilant
for bloody hands and guilty minds. For Starless Shadow, it was a bulwark against countless
assassination attempts. Today, Far-Ranging Eye has passed back into legend, last seen in
the treasure-house of Highroost — a falconfolk clan fallen into chaos and infighting.
Far-Ranging Eye is a light artifact thrown weapon. An attuned wielder adds (Perception/2)
bonus dice on her Investigation rolls involving evidence of violence and on rolls to track
characters she has hit with Far-Ranging Eye in the current Story.
Soul-Piercing Lens
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Holding Far-Ranging Eye to frame her suspect, the wielder pierces defenses both literal and
figurative. She instantly completes a read intentions or profile character roll with (Thrown)
bonus dice against a character within medium range. If she is successful, she counts as having
successfully hit her target for the purpose of Far-Ranging Eye’s Evocation and attunement
bonus. In combat using this Charm also counts as an aim action taking against her opponent.
At Essence 3+ this Evocation can oppose a perfect disguise or illusions in a roll-off.
Reflections on Adversity
Cost: -
Type: Permanent
Prerequisites: Essence 2, Soul-Piercing Lens
Once per day, when the wielder sleeps, she rolls (Perception + [Investigation or Socialize])
against the Guile of a character she’s successfully examined with Soul-Piercing Lens that day.
Success reveals a piece of valuable information about him — a forthcoming plan, flash of his
history, etc.
Seven Eyes Cyclone
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Reflections on Adversity
Far-Ranging Eye glints madly as it flies in an arc, searching out thieves, traitors, and usurpers.
The wielder performs a special attack against all enemies within short range, even those in
concealment she is not aware of, though the attack will not target enemies she is aware of but
does not recognize as such. Against enemies she has successfully profiled in the current Story
this attack is undodgeable. Enemies within concealment that are hit by this attack are
automatically revealed to all.
This Evocation may only be used once per Scene, unless reset by revealing a previously
concealed enemy through it.
The Hawk Star’s Jess (Starmetal Sling of Distant Surprise,
Artifact •••)
Among the oldest known artifacts, dating back to the Divine Revolution, this weapon’s forgotten
maker tamed the mighty Hawk Star, binding a measure of its power into a fist-sized starstone
to be spun into wire and woven into a sling. Together, that Sidereal and the Hawk Star’s Jess
cast down many demons and behemoths that served the enemies of the gods.
The Jess has been used many times since to defeat powerful, dangerous foes that threatened
the order of Creation. Its stones slew gigantes of Dis in their days of empire, struck down a
Solar prince in the Usurpation, and pierced the brain of the mile-high wolfstag that followed its
raksha masters into the world during the Contagion. It remains a valued tool in the hands of
the Five-Score Fellowship, loaned out to end marauding demons, behemoths, and other
mighty monsters that oppose the will of Heaven.
The Hawk Star’s Jess is a heavy artifact thrown weapon capable of making attacks out to long
range.
Doom-Gathering Arc
Cost: Spend 2 Essence
Type: Simple
Prerequisites: None
As the constellations of the House of Endings cross the sky in their arc, the Exalt’s slung stone
arcs to follow an inescapable destiny of death. This Evocation creates an attack that ignores
(Essence or 3) points of penalties on the attack roll, adds (Essence or 3) points of damage and
reduces the Defense of the target by (Essence or 3).
This Evocation may only be used once per Scene unless reset by incapacitating a significant
opponent or reducing the size of a battlegroup.
At Essence 2+, she may reflexively aim at her target before making the attack created by this
Evocation.
At Essence 3+ the attack created by this Evocation is capable of contesting perfect defenses
in a roll-off. It also ignores the protections offered by the Legendary Size Merit.
At Essence 4+ she adds 1 damage for every 2 instead of 3 threshold successes on her attack
roll.
At Essence 5+ she may shed her iconic Anima (flaring for Sidereals) and reset it to dim in order
to increase her Essence by 2 for the sake of this Charm’s calculation.
Heartsong (Red Jade Powerbow, Artifact •••)
In the First Age, Arelys Turan of the Dragon-Blooded Host forged Heartsong from the bodies
and living Essence of the Fair Folk loreleis Imban Dying-Light and the Orange Lily Chatelaine,
twisting their yearnings together into an unbreakable braid to serve as the weapon’s spine.
Heartsong’s wielder can feel their tempestuous passions surging and pulsing beneath the
surface of the jade, locked together in eternal love and hate. In doing this, Turan had no greater
purpose than to make something beautiful. Indeed, Heartsong appears more ornamental than
practical, with every inch of its surface covered with fluting and decorative scrollwork.
Heartsong is a light artifact archery weapon. Heartsong can pour an emotion of the wielder’s
choice into an arrow. As it leaves the bow, that arrow dissolves into a blaze of golden light that
seeks its target’s heart. This is a special difficulty 2 passion-inciting gambit, against which
enemies may use their Resolve instead of their Parry to calculate their Defense. If successful,
the target is automatically inspired with an emotion or instilled with an Intimacy of the wielder’s
choice. Though automatically successful, these inspire and instill actions otherwise follow the
normal rules for social influence. At Essence 3+ the difficulty of the passion-inciting gambit is
decreased by 1.
Suitor-Punishing Shot
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
The Exalt’s arrow dissolves in flight, becoming a name writ upon the air that seeks its target’s
heart. This Evocation creates an attack against an opponent who has an emotional Intimacy
or Derangement toward her, or who has focused an inflamed passion or other strong emotion
on her, the Exalt adds that Intimacy or Derangement’s rating to her attack and damage rolls,
treating an inflamed passion as a Major Intimacy. Only the Intimacy or Derangement of the
highest intensity applies to this Evocation.
At Essence 3+ the first use of this Evocation in a Scene is free.
Lover’s Quarrel
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Suitor-Punishing Shot
Heartsong blends love and hate into a single shot. The special attack created by this Evocation
is both a normal attack, inflicting damage as usual and a passion-inciting gambit.
Delirium’s Dart
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Lover’s Quarrel
The Exalt fires an arrow of wildly blazing colors that strikes at its target’s sanity. This Evocation
is a passion-inciting gambit that also imposes a Minor Derangement related to the inflamed
passion. If he already has a related Derangement, its intensity is strengthened one step
instead. The Willpower cost to resist the inspire action created by this Evocation (and the
attached Derangement) increases by (Essence/2).
Heavenly Typhoon (Blue Jade Infinite Chakram, Artifact •••)
Many among the Scarlet Dynasty have heard of Heavenly Typhoon, but few know its true story.
The common tale in House Ledaal is that the magnificent chakram was forged in a bygone era
by an ancient Dragon-Blood who used it to cut down Anathema through the ages. Inspired by
a summer gale, the artisan made a weapon to strike down the unjust like a thunderbolt and cut
down the wicked, as a storm tears down trees and buildings. Heavenly Typhoon’s real origin
is more complex.
In truth, Heavenly Typhoon dates back to the First Age, when the Lawgiver Sees-in-Shadow
forged it for her spymaster (and sometimes lover), the Dragon-Blood Rising Storm. Together
they uncovered plots, hunted the corrupt, and slew infernalists and blasphemers. Rising Storm
passed her drive for retribution unto her lineage. In the Usurpation, Rising Storm’s
granddaughter took up Heavenly Typhoon and struck down Sees-in-Shadow, grown wicked in
the centuries since Rising Storm’s death, at the cost of her life. Over a thousand years later, it
would be discovered by a distant descendant and scion of House Ledaal, drawn to the
Anathema-slaying weapon by their shared lineage.
Heavenly Typhoon is a blue jade infinite chakram. Orichalcum inlay on its cloudy, marbled
surface resembles a jagged bolt of lightning. Viewed from another angle, the pattern looks like
bared dragon fangs.
Heavenly Typhoon is a light artifact thrown weapon. When the wielder is confronted with
evidence of major violent crimes by or successfully hits another character with an attack, she
can condemn him, forming a Minor negative Intimacy towards him on the spot. The character
stays condemned until the Intimacy is fully eroded. All creatures of darkness are automatically
condemned and she adds 1 bonus die to her attack rolls against them.
Demon-Slaying Zealot Mantra
Cost: -
Type: Reflexive
Prerequisites: None
When a condemned target attacks the wielder, a ring of ancient script appears in gold around
her, driving her attacker to fear and despair. She rolls (Appearance or Charisma + Presence)
against the attacker’s Resolve. If successful, the damage of her next attack that successfully
hits him is unsoakable.
This Evocation can only be used once per Scene unless reset by incapacitating a significant
opponent.
Storm-Shield Bulwark
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The Exalt draws a line with the keen edge of Heavenly Typhoon and creates a stormy boundary
no condemned creature may cross. Tier 1 or 2 condemned creatures cannot cross the line
created by this Evocation. Tier 3+ condemned characters can spend 1 Willpower and roll
(Strength + Athletics) against a difficulty of (Appearance or Charisma) to cross it. Once a
character has successfully crossed the line, they are immune to this Evocation’s barriers for
the rest of the Scene.
A line consecrated with Storm-Shield Bulwark maintains its magic for the rest of the Scene. A
single activation of this Evocation is sufficient to activate a barrier large enough to surround a
house, though the wielder will likely require several rounds to draw the line.
Searing Wind-Razor Bolt
Cost: -
Type: Simple
Prerequisites: Essence 2
Golden lightning trails behind Heavenly Typhoon as the wielder summons a storm to cut down
an unjust foe. The wielder makes an attack against a condemned foe, adding (Essence or 3)
to its damage and knocking him back one range band.
This Charm can only be used once per Scene.
At Essence 3+, the attack created by this Charm becomes unblockable.
Mela’s Breath (Blue Jade Powerbow, Artifact •••)
The Dragon-Blooded explorer Amilar Jinoz fashioned the powerbow Mela’s Breath from the
bounties of his travels. From the farthest north-east he brought the strange unmelting icewood
that would form its spine, in Great Forks he took a lock of hair from a divine paramour that
would be its string and jade from a black and blue twin deposit in Mela’s Fangs supplied the
final ingredient. Mela’s Breath takes the form of a pale hunting bow permanently rimed with
frost. When an arrow is draw, the air around it condenses, giving the projectile the appearance
of a ghostly exhalation once loosened.
Mela’s Breath is a light artifact archery weapon. It has inherited the icy nature of its origin,
leaving its victims encased in ice as umelting as its spine. A character attuned to Mela’s Breath
shares its chill, becoming immune to cold related environmental hazards with an interval longer
than one minute. An unattuned character who tries to pick up the weapon suffers an
environmental hazard with damage 1B/minute, difficulty 3, as the icy cold of the weapon saps
her of warmth.
Rime-Spreading Exhalation
Cost: -
Type: Permanent
Prerequisites: None
Arrows loosened by Mela’s Breath trail a wake of rhyme and fresh frost behind them. This trail
is slippery, forcing characters who try to cross the area between her and her target during this
or the next round to make a reflexive (Dexterity + Athletics) roll at difficulty 3 or fall prone as
they try to move across the frozen path. Charms that grant perfect balance or that protect from
ice-based difficult terrain waive the need for a roll.
Narratively this Charm can be used to freeze soil or even water, creating a short-lasting
impromptu bridges and pathways. Additionally, the archer may reflexively fashion arrows from
her own breath, waiving the need for ammunition.
At Essence 3+ the wielder of Mela’s Breath may reflexively spend 1 Essence when she
incapacitates another character with it to encase him in unmelting ice. Doing so ensures that
the character does not die but enters stasis instead. She can melt the ice to free and revive
the character by touching it. Other characters need to succeed on a difficulty 11 feat of strength
requiring Strength 7+ or perform a Terrestrial Circle working to free the trapped character. The
ice melts naturally after one century if the one trapped within wasn’t freed.
Frost Shackle Shot
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 2, Rime-Spreading Exhalation
Interweaving her own breath with the freezing nimbus of her arrows, the archer traps her foes
in chains of ice. This Charm creates a special difficulty 2 frost shackle gambit. If successful
she either freezes the opponent in place by encasing one of his legs in a prison of ice, rendering
him incapable of taking movement actions or she freezes one of his arms to his body, rendering
him incapable of using said arm and imposing a -2 penalty on his Parry.
An opponent trapped in this way can try to free himself by performing a difficulty (Essence + 1,
minimum 4) feat of strength requiring Strength 3+ as a miscellaneous action that cannot be
placed in a flurry. An ally can try to undertake this action on his behalf. The ice melts at the
end of the Scene should he not be freed before.
Blizzard-Summoning Recollection
Cost: Spend 2 Essence or 2 Flux
Type: Simple
Prerequisites: Essence 3, Frost-Shackle Shot
Mela’s Breath remembers the frozen wastes that have given birth to it. The archer weaves a
special arrow from her breath and loosens it into the sky. On her next turn a freak snowstorm
begins to cover the area out to medium range from where she activated this Evocation with
heavy precipitation. This imposes a -2 penalty to all physical actions and Perception rolls within
the area, increased to -4 for ranged attacks using physical projectiles. The blizzard remains
for the rest of the Scene.
Attacks made with Mela’s Breath are not penalized and gain +2 bonus dice on the attack roll if
its target is within the blizzard. The difficulty of the frost shackle gambit is decreased by 1
against targets within the blizzard and the trail left by Rime-Spreading Exhalation is considered
difficult terrain in addition to its usual effects within its boundaries.
This Evocation may only be used once per Scene.
Artifact ••••
The Bloom of Hope (Green Jade Powerbow, Artifact ••••)
Once, so the legend goes, the lesser Elemental Dragon of Wood Zhu Lung wandered through
the lands devastated by the Great Contagion. The unyielding Essence of the dragon had
protected him from the ravages of the disease, but the spiritual malaise had scarred his mind
and infected his perceptions. Wherever he went, all Zhu Lung could see is the death wrought
by the disease, blinded to the resurgence of life that was happening around him. So great was
his woe, that he left a trail of rot and death in his wake.
Then Zhu Lung came across a young scion of the dragons, a Prince of the Earth who was
tending to a demesne corrupted by the disease in order to create a shelter for a rugged group
of survivors. Confronted with a living being who managed to weather his own grieving Essence,
the dragon was delighted and engaged the Exalt in conversation, sharing his troubles. The
young man in turn shared his hope for the future with the grieving dragon, which infuriated him
greatly. For three days and nights the raging dragon destroyed all evidence of resurgence of
life, until the Dragon-Blood managed to calm him with a soothing song. Becalmed, the he
presented the dragon with his instrument, a humble flute, which in his hands turned back into
a single, still-living flower which had survived the dragon’s temper.
This was enough to finally break the curse of Zhu Lung and grateful he blessed the flower
which had saved him with a measure of his own might and renewed optimism. He shaped the
flower into a mighty bow, which he strung with his own hair. He then gifted this bow to the man
who saved him from his own temper. Legends differ as to the man’s identity. Some say it was
no one else than Sextes Jylis who rekindled hope in the venerable dragon, a claim that has
sparked many agitated debates.
The Bloom of Hope is a heavy artifact archery weapon taking the form of a bow nearly the
height of grown man. Its wooden throwing arms seems to be shot through with veins of green
jade, forming artful reliefs of local flowers in summer and of evergreens in winter. A character
who is attuned to Blood of Hope ignores plant-based difficulty terrain and increases the
Resolve bonus from any Intimacies of hope and optimism by 1.
Resurgence-of-Life Shot
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The wielder infuses an arrow with a measure of the bow’s unyielding vitality. The arrow glows
ferociously with vital Essence and has especially devastating effects on undead targets. This
Evocation creates an attack that increases its damage by (Essence or 3). She ignores wound
penalties on her attack roll and the attack deals aggravated damage against undead targets.
At Essence 3+, the first use of this Evocation in a Scene is free, reset when the wielder suffers
a -2 or higher wound penalty for the first time in the Scene.
Invocation of the Auspicious Seed
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: None
The wielder fires a volley of arrows into the ground, causing them to spring alive and instantly
grow. This Evocation targets a point within medium range, causing a quick growth of plant
matter to spring up within close range of the targeted point. This counts as light cover and
plant-based difficult terrain. She can direct the growth in such a way, that one character within
range automatically benefits from the cover. The plant growth is of a nature befitting the region,
though she cannot use this Evocation to create rare crop or similar plants in order to create
additional harvests of valuable, hard to cultivate plants.
At Essence 3+, she may choose to have the plant matter generated by this Evocation spread
to short range of the targeted point or to create heavy cover through it.
At Flux-Level 3, this Charm’s cost is waived.
Wood-Kin Understanding
Cost: -
Type: Permanent
Prerequisites: Essence 2, Invocation of the Auspicious Seed
Through her connection with the artifact its wielder partakes of a measure of the elemental
nature of its creator. Elementals of Wood treat her as though they possessed a Minor Tie of
respect, familiarity or affection towards her. She can see through wooden barriers, as long as
they are not thicker than one range band by concentrating and bringing her face close to the
barrier. She may spend 1 Essence as a Simple action to pass through such a barrier as though
it weren’t present.
Once per Story she can reflexively tap into the power of a place of ample plant growth (e.g. a
forest, wide fields or a place where she has repeatedly used Invocation of the Auspicious Seed)
to regenerate one point of spent Essence or generate two points of Flux. At Essence 4+, she
regenerates two points of Essence or generates three points of Flux instead.
Arrow of Hope
Cost: Spend 1 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Resurgence-of-Life Shot
The Bloom of Hope remembers the joy of understanding that life will always persevere. The
Exalt can gather her levity in an arrow, to better share it with others. A target who is hit by this
arrow takes no damage, but feels a burden lift from his heart. If he is in the grasp strong of
negative emotions such as Grief, Anger or Fear, they are banished. If he suffers from a
supernatural curse that influences his mood or mind it is lifted, requiring a successful roll-off if
the curse was created by a Tier 4+ character.
Additionally, this arrow eases a target’s pain. He reduces all wound penalties and other
penalties based on exhaustion, weakness or similar things by (Essence/2) for the rest of the
Scene.
A target can benefit from this Evocation only once per Story. The Exalt cannot target herself
with this power – she cannot share hope and vitality with herself.
Wood Dragon Call
Cost: Spend 2 Essence or 2 Flux
Type: Simple
Prerequisites: Essence 3, Resurgence-of-Life Shot, Wood-Kin Understanding
The wielder strums an echo of the melody that freed Zhu Lung on Bloom of Hope’s string.
Creation remembers this deed and answers it with an echo of the ancient dragon. To use this
Evocation, a sufficient amount of plant matter must be present within short range of the wielder.
Plants within short range of the wielder come to life, take on the shape of a dragon and rush
to her aid. This dragon is about as big as a large horse, is active for the rest of the Scene and
uses the traits given below.
This Evocation can only be used once per Scene. At Essence 4+, she can permanently
summon one Wood Dragon and make it her familiar. Such a Wood Dragon may develop a
consciousness and personality of its own over time. Still, she cannot summon more than one
Wood Dragon at a time.
Wood Dragon
Tier: 2; Essence: 2; Willpower: -; Join Battle: 11 dice
Health Levels: 10
Actions: Feat of Strength (Strength 7): 14 dice, Resist Poison/Environment: 9 dice; Senses:
10 dice
Appearance 3, Resolve -, Guile -
Combat
Attack (Bite): 9 dice (Damage 3, Minimum 1)
Attack (Claw): 11 dice (Damage 2)
Combat Movement: 10 dice
Evasion 3, Parry 4
Soak: 3 dice (1 vs aggravated)
Bound to the Bloom: The wielder may enhance any action the Wood Dragon takes with the
Evocations of the Bloom of Hope, paying the relevant costs herself.
Hover: The Wood Dragon hovers a few feet over the ground and swims through the air. He
cannot rise higher than close range off the ground but can effortlessly scale sheer walls and
ignores many types of difficult terrain. He always ignores plant-based difficult terrain.
Mindless: The Wood Dragon is merely a construct, devoid of thought. All attempts at social
influence targeting the Wood Dragon automatically fail. The dragon carries out any orders
given by the wielder, which she can transmit telepathically as long as it is within medium range
of her.
Never-ending Regeneration: The Wood Dragon regenerates one point of bashing or lethal
damage at the start of its turn and is immune to wound penalties. It does so even if it was
incapacitated before, reanimating itself. Should the Wood Dragon be incapacitated by
aggravated damage or be incapacitated (wielder’s Essence or 3) times in the same Scene it
stops regenerating.
Speed Bonus: Should the Wood Dragon be ridden it has a speed bonus of +3.
Nightbane (Moonsilver Powerbow, Artifact ••••)
When the physician’s slave Copper Turtle Exalted, Luna wore the form of one of the plague-
stricken wretches his master had left for dead. With a gurgling death rattle, Luna told him how
he might cure both the pestilence ravaging the land and his own imprisonment. That night, he
tossed his master into the corpse pit; a week later, he returned in jackal shape to gnaw his
master’s spine free of rotting flesh. From moonsilver and bone he fashioned a purifying weapon
to slay all manner of afflictions. His arrows drove the plague from the land, and slew slavers,
ministers, and princes.
When the Great Contagion struck, Copper Turtle — by then an esteemed shahan-ya —
bequeathed Nightbane to his most gifted student, sending her south while he traveled eastward
to fight the pestilence. Neither survived. The Silver Pact, hard hit by the Contagion, was too
late to retrieve Nightbane; instead, an opportunistic scavenger prince looted it and countless
other valuables from the corpse-strewn desolation. Despite the Pact’s efforts to reclaim it, it’s
currently kept well-guarded in the Guild’s Nexus headquarters, used by an Exigent champion
to cure high-ranking Guildsmen of their infirmities.
Nightbane is a light artifact archery weapon. An attuned wielder adds 2 bonus dice to diagnosis
rolls, Craft and Survival rolls to create or gather medicinal substances and on rolls to detect
and track fae and creatures of darkness.
Argent Panacea Arrow
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Nightbane’s arrows scour venom and pestilence from the blood. She rolls (Intelligence + lower
of Archery or Medicine) against the remaining duration of a poison or the morbidity of a disease
she has diagnosed. On a success she expels the poison or decreases the disease’s intensity
by one step. A target must wait the full interval of a disease before he can benefit from Argent
Panacea Arrow’s healing power again against that disease.
When used in combat against an unwilling target, Argent Panacea Arrow requires a successful
difficulty 2 gambit to be performed against the target. Upon a hit, the wielder may reflexively
activate this Evocation.
Hundred Devils Purgation
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
The wielder’s arrows fall like shafts of moonlight, denying devils refuge in the darkness. She
makes an attack against a fae, creature of darkness or a person she has witnessed acting
against a Defining Principle of hers. The damage of the attack is aggravated and she adds
(Essence or 3) to its damage.
At Essence 3+ the attack is undodgeable.
Nightmare’s End Arrow
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Argent Panacea Arrow
Nightbane pierces the soul, banishing dark passions and maddening afflictions. The wielder
rolls (Charisma + lower of Archery or Presence) against a difficulty of (the target’s Resolve +
3). If successful, she purges the target of one of his negative Ties or decreases the intensity
of one of his Derangements by one step for the rest of the Story. The target can resist these
effects by spending ([Essence/2] + 1) points of Willpower.
When used in combat against an unwilling target, Nightmare’s End Arrow requires a successful
difficulty 2 gambit to be performed against the target. Upon a hit, the wielder may reflexively
activate this Evocation.
At Essence 3+ Derangements are permanently decreased in intensity by the use of this
Evocation.
At Essence 4+ even if the target resists the removal of one of his negative Intimacies by
spending Willpower its intensity is still decreased by one step. He cannot spend Willpower to
prevent Minor negative Intimacies being removed at all. An Intimacy reduced in intensity by
one step this way cannot be targeted again by this Evocation for the rest of the Story.
Curse-Breaking Quarrel
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Nightmare’s End Arrow
Her arrows wreathed in moonlight, Nightbane’s master burns away vile sorceries and the
twisting taint of chaos. She rolls (Intelligence + Archery or Occult) against a difficulty of (3 +
higher of origin’s Essence or Tier; minimum 5). On a success she undoes a shaping effect or
curse the character suffers from. This can undo the twisting influence of the Wyld or a
sorcerous curse.
This Evocation always works against physical twisting of the body, but fails against powerful
curses of subtler nature. She can break curses caused by magical environments or Tier 1 to 3
characters without issue, the curses of Tier 4+ entities are too powerful to be so easily broken.
The exception to this are curses created via sorcery and necromancy. This Evocation can
always break curses created by Terrestrial and Shadowlands Circle spells and workings,
regardless of their creator’s Tier. Spells and workings of the Celestials, Labyrinth or higher
circles are beyond its power to break. This Evocation can only break curses that affect
individuals, it cannot break curses affecting places or communities.
Divine Huntress Curse
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4, Curse-Breaking Quarrel
As Nightbane’s master lays eyes on a wicked monster clothed in human skin, or an
otherworldly devil whose very presence taints the world, she looses an arrow wreathed in
transformative Essence, cursing her foe with a shape better suited to his dark heart.
She makes an attack against a fae, creature of darkness or character she witnessed acting
against one of her Defining Principles. If this attack incapacitates the enemy, she permanently
transforms him into an animal not of Legendary Size of her choice. This effect functions as
Lunar shapeshifting does. Tier 1 or 2 characters hit are always transformed, whether the attack
incapacitates them or not.
This Evocation can only be used once per day. Using it against trivial foes does not count
against this limit and reduces its Essence cost to 1 Essence.
Rose and Ivy (Red and Green Jade Devil Casters, Artifact ••••)
After the young Dragon-Blooded Scion V’Neef Lyra made an end to the infamous Seven Devil
Gang that had plagued the Lap for more of a decade, her matriarch rewarded her by passing
Rose and Ivy, a lavish gift commissioned for her by the Empress 20 years earlier, on to her
use. Rose is a sleek flame piece fashioned from red jade and loaded with spikes. Ivy is a larger,
more cumbersome weapon made from green jade, it’s thick barrel full of seeds and strange
alchemical compounds.
Rose and Ivy differ from conventional Devil Casters, for they do not discharge flame. Rose
spits white-hot thorns that burrow into the flesh of its target, while Ivy shoots clouds of acid and
choking gas. Instead of only requiring firedust, strange alchemical reagents and enchanted
seeds are necessary to load them. This increases the difficulty of all ammunition rolls by 2 and
renders scavenging for ammunition impossible without magic. Buying ammunition requires
access to a skilled alchemist or similar expert.
Rose and Ivy are twinned weapons that have been designed to be used together. They may
be attuned together by committing only a single point of Essence. Individually each is a 3-dot
artifact, Rose having access to Flash-Fire Trigger Discipline and Incendiary Thorn Technique,
while Ivy has access to Venom Cloud Bomb and Wild Growth Barrage.
Rose and Ivy are light artifact archery weapons capable of attacking enemies out to short
range. Attuning to Rose and Icy unlocks Thorn-and-Seed Expertise for free. While Wood
Aspect wielder’s Anima is at iconic intensity, attacks made with Rose and Ivy are envenomed
with the poison of her Anima.
Flash-Fire Trigger Discipline
Cost: Spend 1 Essence
Type: Simple
Prerequisites: None
Wielding Rose with nerves of steel and reflexes like lightning, she mows down her enemies.
She makes a single attack roll and applies the effects of her attack against two targets within
range of her weapon.
At Essence 4+ she applies the effects of her attack against three targets within range of her
weapon.
Thorn-and-Seed Expertise
Cost: -
Type: Permanent
Prerequisites: None
The wielder has learned to make the best use of Rose and Ivy’s individual talents, wielding
them with swift hands and coaxing just a little more power out of them. She increases the range
of Rose and Ivy to medium range and can reload them reflexively, instead of taking an action
to do so.
Venom Cloud Bomb
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: None
The wielder loads Ivy with a cocktail of foul-smelling reagents and then shoots a glob of green
and black Essence at a point within medium range of her. The glob explodes into a cloud of
noxious gas, exposing anyone within short range of the impact point with one dose of a special
poison with damage 1B/round, duration 6 rounds and penalty -2.
If she has other poisons on her person, she may load them into ivy as a miscellaneous action
(envenoming her weapon) causing the cloud produced by this Charm to carry the effects of
that poison instead.
Incendiary Thorn Technique
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 2, Flash-Fire Trigger Discipline
A single, white-hot thorn the size of a thumb leaves the barrel of Rose and lodges itself into its
target’s body. This is a special difficulty 1 thorn gambit, inflicting ([Dexterity/3] or [Wits/3]) levels
of unsoakable lethal damage on the target and increasing his wound penalty by -2 for as long
as the thorn remains lodged into his flesh. An enemy may attempt to pull the thorn from his
flesh as a miscellaneous action that cannot be placed in a flurry and rolls a Strength 3+ feat of
strength using (Strength + Athletics or Medicine) against a difficulty of (her Essence + 1,
minimum 4).
The exacerbated wound penalty created by this Evocation does not stack with multiple
activations of this Evocation.
At Essence 3+ the damage inflicted by this Evocation increases to ([Dexterity/2] or [Wits/2]).
Wild Growth Barrage
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 2, Venom Cloud Bomb
A volley of small seeds burst forth from Ivy in rapid fire, covering an area out to short range
from a point within medium range of the wielder. As soon as the seeds touch the ground, they
grow rapidly into thick vines of poison ivy, creating plant-based difficult terrain. Those who fail
a movement action or are rendered prone within the area are affected with a harmless, but
distracting poison causing itching rashes with damage 0B/round, duration 10 rounds and
penalty -2. The wielder herself is immune to the difficult terrain and poison created by this
Evocation as the vines moves out of her way.
At Essence 3+ she may alternatively activate Wild Growth Barrage to perform a special
difficulty 2 grappling vines gambit against an enemy. If successful, the target is covered by the
ivy vines created by this charm, rendering him incapable of movement actions until he is freed
by a difficulty (Essence +1, minimum 4) Strength 3+ feat of strength (a miscellaneous action
that cannot be placed into a flurry).
Fumes and Thorns Inferno
Cost: Spend 2 Essence or 2 Flux
Type: Simple
Prerequisites: Essence 3, Wild Growth Barrage, Incendiary Thorn Technique
The wielder shoots a cloud of thick yellow gas at an enemy within her weapon’s range with ivy,
then immediately follows it with a barrage of burning thorns from Rose. Fire and wood Essence
intermingle and feed off each other, leading to a terrible conflagration of fire and burning thorns.
She rolls a single attack against every character within short range of her target. Regardless
of the attack’s results, every character she attacked is also exposed to a special one-time
environmental hazard with damage 3L, difficulty ([Dexterity or Wits] + 2).
This Evocation can only be used once per Scene and the wielder of Rose and Ivy must make
an ammunition roll immediately afterwards.
Sekhem (Red Jade Dragon Sigh Wand, Artifact ••••)
When the ifrit courts beyond the borders of Dazra Province rejected Daimyo Sirisun’s authority,
he commissioned the Old Zephyrite artificer Open Hand to forge a weapon that would
demonstrate his power over such earthly spirits. Using a coruscating crimson dragonscale
unearthed from a vault deep beneath Chiaroscuro — marked as having come from the
Elemental Dragon itself — and the finest red jade, Open Hand forged a weapon of such
incendiary might that even fire elementals would wither in its flames.
Sekhem is a dragon sigh wand of red jade with orichalcum fittings. A draconic carving winds
along the barrel, its mouth the muzzle, its long sharp tongue a thrusting blade that serves as a
bayonet. The weapon is hot enough to sear flesh and char wood, burning those who grasp it
as per Smoldering Steel Ignition. An accompanying pair of red jade gauntlets protects against
this heat. Attuning to Sekhem attunes the gauntlets at no cost.
Sekhem is a heavy artifact archery weapon which can attack enemies out to short range. As a
flame-discharge weapon it requires reloading (using a combat action) after every shot. It fires
burn so hot that even entities normally resistant or immune to fire are affected. It deals damage
against such creatures normally, ignoring any immunity or bonus Soak against heat-based
attacks.
Incandescent Exhalation
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: None
Sekhem belches forth fire so hot that the air itself seems to boil. She performs an attack,
increasing its damage by (Essence or 3).
At Flux-Level 2+ the attack becomes unsoakable in the hands of a Dragon-Blooded wielder.
At Essence 3+ the damage of this attack becomes unsoakable.
Smoldering Steel Ignition
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 2, Incandescent Exhalation
Mere metal cannot endure Sekhem’s flames. This Evocation creates a special difficulty 2
overheat gambit that overheats an opponent’s weapon. If successful mundane weapons are
destroyed, while artifact weapon becomes too hot to hold safely for the rest of the Scene.
Holding on to an overheated weapon exposes its wielder to an environmental hazard with
damage 1L/turn and difficulty 5. He also takes a -2 penalty on any action performed while
holding the weapon.
A character can try to undo the overheating of his weapon as a miscellaneous action that
cannot be placed into a flurry if he has access to some form of cold generating magic or
performs an appropriate stunt such as immersing the weapon in cold water or snow.
Phoenix-Immolating Conflagration
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 3, Smoldering Steel Ignition
Sekhem unleashes a conflagration of flame in which even divinity burns to ash. This Evocation
creates a special difficulty 2 immolate gambit. If successful, its target is engulfed by a bonfire
(damage 2L/turn, difficulty 5). Against spirits associated with fire the damage of this
environmental hazard is aggravated and should they be incapacitated while immolated, they
are permanently destroyed.
Extinguishing the flames without magic is a miscellaneous action that cannot be flurried, loses
Initiative and leaves the victim prone.
Stone Cannot Endure
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 3, Smoldering Steel Ignition
Not even well-tempered steel can survive the full force of Sekhem’s fire. This Evocation burns
or melts almost any non-magical substance, affecting an area within close range that’s roughly
ten feet in diameter and three feet thick. This can carve a hole in a wall or floor, vaporize the
bars of a cage, or turn bedrock into a seething pool of lava. Characters standing in or caught
beneath a wash of molten stone face a one-time environmental hazard with damage 3L,
difficulty 6.
Stronger Than Fire
Cost: Spend 2 Essence
Type: Reflexive
Prerequisites: Essence 4, Phoenix-Immolating Conflagration, Stone Cannot Endure
Sekhem’s fire is stronger than jade, but the Exalt’s will is stronger than fire. As Sekhem begins
to crack, its wielder lays her will upon the weapon, holding its furiously fracturing shape
together with her Anima. Once activated, this Evocation lasts for the rest of the Scene. She
may activate Incandescent Exhalation and Smoldering Steel Ignition at no cost. When the
scene ends, Sekhem becomes wholly nonfunctional, and must be repaired before it can be
used again.
At Essence 5+ she may activate Stone Cannot Endure and Phoenix-Immolating Conflagration
at no cost as well.
Artifact •••••
Dreamer’s Mercy (Orichalcum Prayer Piece, Artifact •••••)
The details of the creation of this ancient and powerful artifact have been lost to legend.
According to myth, the goddess Birana, Celestial Admiral of the South, once fell in love with
young sailor, who braved the changing tides of the Dreaming Sea. He was lost to the
depravations of the fair folk and with the echoes of his last desperate prayer for rescue
resounding in her mind, Birana beseeched the mightiest weapon-smiths of heaven to forge the
pleas for help, rescue and vengeance of those who sail the Dreaming Sea into a weapon
capable of annihilation and salvation. Birana values Dreamer’s Mercy highly, often wielding it
side by side with her daiklaive, Noon’s Respite. On occasion, she lends it to a worthy champion
willing to wield it in her name.
Many of Dreamer’s Mercy’s Evocations deal with innocents and those who have harmed them.
What is and is not an innocent, is determined by the weapon, neither the wielder nor its target.
It applies a lenient view on innocent, extending the definition to most people who are being
unjustly wronged and hurt while trying to live an honest life. Like its creator, Dreamer’s Mercy
has a soft spot for sailors and is willing to strike back at those who harm them with extreme
prejudice. Demons, ghost, raksha and other creatures of the Wyld always count as having hurt
innocents, no matter their nobility. Dreamer’s Mercy is a moody weapon and may deattune
itself and refuse to be reattuned by a user who regularly hurt the innocent herself, especially if
she tries to use Dreamer’s Mercy to do so.
Dreamer’s Mercy is a light artifact archery weapon which can attack enemies out to short
range. Its attacks are equal parts fire and blinding light and leave an ephemeral trail
unintelligible prayers and broken dreams behind. Unlike most fire-discharge weapons,
Dreamer’s Mercy does not have to be reloaded, indeed it does not use conventional
ammunition at all. As long as Dreamer’s Mercy’s attuned wielder has at least 1 dot in the Cult
Merit, the prayers of her worshipers fuel the fires of Dreamer’s Mercy. A character who
possesses no Cult cannot attune or fire Dreamer’s Mercy.
Chaos-Stemming Tide
Cost: -
Type: Permanent
Prerequisites: None
The strange tides of the Dreaming Sea have swallowed many a lost ship. The wielder of
Dreamer’s Mercy is never lost in the twisting depths of chaos. She can perfectly find the
shortest and safest way out of the Wyld leading towards the safety of Creation.
She may reflexively commit 1 Essence to emit a glowing, golden halo of soft light from
Dreamer’s Mercy, holding chaos at bay. While she does so, she imposes the laws of Creation
upon the area out to medium range. If she is currently on a vessel or other vehicle, she extends
this effect to the entire vessel and the area out to short range from it, no matter how big it is.
Righteous Soul Torrent
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
Cries for justice escape the barrel of Dreamer’s Mercy alongside searing light. If the target has
harmed an innocent person within the last year, the attack deals aggravated damage and she
adds 2 automatic successes to the attack roll.
At Essence 3+ this attack becomes unsoakable for valid targets.
Incandescent Savior Halo
Cost: Commit 1-2 Essence
Type: Simple
Prerequisites: Essence 2
Pointing Dreamer’s Mercy at an innocent within short range, he is engulfed with a sacred flame,
which seems to consume him in moments and then is sucked in by the prayer piece’s barrel.
Using this Charm dematerializes the target and places him into a magical stasis, stored inside
of Dreamer’s Mercy where he is safe from the depredations of the wicked who would harm
him. The wielder may at any point release the Essence committed in this Evocation as a
miscellaneous action to release the sacred flame and return her charge to corporality.
Innocents absorbed in this way must be willing, though their willingness does not have to be
conscious. A character who wishes to be saved can be absorbed, even if he thinks the wielder
is another monster and he is scared of her. Tier 3+ characters need to be incapacitated and
willing in order to be absorbed. Even then, they can only be absorbed for the duration of one
Scene and only once per Story, as their personal prowess makes it difficult for the weapon to
contain their Essence.
At Essence 3+ she may activate this Evocation by committing 2 Essence, absorbing all
innocents within short range for safekeeping.
At Essence 5+ this Evocation’s range, as well as that of the Essence 3+ effect, increase to
medium range.
Glory Hymn Empowerment
Cost: Commit 1 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3, Incandescent Savior Halo
The disembodied voices of the wielder’s worshippers whisper on the wind, growing in strength
until she is surrounded by a beautiful chorus exhorting her righteousness and appealing to her
to deliver the innocent and punish the wicked. While this Evocation is active, she adds (Cult/2)
bonus dice to her attacks made with Dreamer’s Mercy against those who have hurt innocents
within the last year. If she absorbed an innocent who was in substantial danger using
Incandescent Savior Halo in the current Scene, increase this value by one as his exhortations
drive Dreamer’s Mercy into a righteous fury.
Special activation rules: When witnessing the slaughter of an innocent or when absorbing
an innocent via Incandescent Savior Halo the wielder may activate this Charm reflexively.
Gossamer Consuming Inferno
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Righteous Soul Torrent
Dreamer’s Mercy overpowers the twisted fantasies of the fae and the chaos of the Wyld with
the urgency of its prayers and the divine authority of its mistress, leaving only broken dreams
in its wake. This Evocation creates a special unblockable attack against raksha or other
creatures of the Wyld. Increase the attack’s damage by (Cult or Essence) and its minimum
damage by (Cult/2). A creature damaged by this attack also loses Essence points equal to
(Cult/2). Creatures reduced to 0 Essence in this way immediately calcify.
Alternatively, she may perform a special difficulty 2 gossamer breaking gambit against a valid
target, destroying an item shaped from chaos by one of the fae, such as a raksha prince’s
weapon or armor. Particularly powerful items may enter into a roll-off and reform after the
Scene’s end if destroyed.
This Charm may only be used once per Scene per target.
Light and Fire Judgement
Cost: -
Type: Simple
Prerequisites: Essence 3, Gossamer Consuming Inferno
The wielder of Dreamer’s Mercy will see her enemies consumed by light and fire. She performs
a perfect attack against an enemy who has hurt an innocent within the last year.
This Evocation can only be used once per Scene.
At Essence 5+ this Evocation becomes Supplemental.
Legion of the Righteous Dead
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 4, Glory Hymn Empowerment
In a moment of silence and contemplation, the wielder of Dreamer’s Mercy pleads with those
who have perished to take up arms once more, so that no other will have to share their fate. A
legion of souls, formed from aurate fire, spring forth from the barrel of her gun, ready to hold
down the wicked. This Evocation summons a Size 3 battlegroup of righteous souls. The
battlegroup moves with the wielder and acts on her turn. The only action it takes is to perform
a difficulty 0 engage gambit against all those who have hurt innocents within the last year, for
which they roll (8 + Cult) dice.
The righteous souls have perfect morale, Parry and Evasion 5, Magnitude 5 (bonuses from
Size not yet calculated in) and can only be hurt by attacks capable of harming dematerialized
beings. Should their Size be reduced to 2, the range of their engage gambit decreases to short
range, while a Size 1 groups only engages enemies within close range of the wielder.
Dreamer’s Mercy
Cost: Spend 5 Essence, 3 Willpower
Type: Simple
Prerequisites: Essence 5, Legion of the Righteous Dead, Light and Fire Judgement
Birana arrived too late when her lost love was devoured by a twisted prince of chaos. Never
again. Loading her gun with prayers, dreams and sparking it with hope, the wielder points it at
the corpse of an innocent who has been killed in the current Scene. Such is the power of her
wish, that the unthinkable happens and a miracle is wrought from chaos, bringing the target
back from the dead. The target is incapacitated with bashing damage, but otherwise unharmed.
She may reflexively absorb him with Incandescent Savior’s Halo when activating this
Evocation. She may even do so if he is a Tier 3+ character, even if he had already been
affected by this Evocation in the current Story.
She may use this Evocation on a target for whom she holds a positive Defining Tie, even if he
is not innocent, as love conquers all.
This Evocation cannot be used to resurrect anyone who has been dead for longer than a
Scene, or whose soul has somehow been manipulated since his demise. If a character’s ghost
has shown up or been sent to lethe or annihilated, he cannot be resurrected. While it may
seem differently to characters within the game, this Evocation does not violate Exalted’s ban
on resurrection. Rather it targets the time at the end of his life where death yet has to fully set
in, even though he appears to all intends or purposes dead and slain. This is why this Charm
can’t affect anyone whose soul has truly moved on already.
Weirdflame (Moonsilver Devil Caster, Artifact •••••)
In the Usurpation’s aftermath, the shaman-smith Saint of the Sands fled to the Wyld and built
a palace-forge in its depths. He savaged the Fair Folk, feeding them to his furnace to quicken
his weapons of vengeance. Weirdflame was the last of these masterpieces, crafted from the
chaos-twisted ruins of his workshop itself.
Since the Saint’s death, Weirdflame and the rest of his arsenal have been scattered across
Creation and the Wyld, wielded by the Silver Pact and its enemies alike, but few have matched
Weirdflame’s infamy. Its flames burn with the Wyld’s power, twisting and tainting that which
they touch rather than consuming them. In the hands of Eight-Eye Weaver, Weirdflame razed
satrapies and transformed warriors into faceless monsters. The witch-king Kurzimand used it
as an instrument of fear, warping criminals into awful grotesques.
Weirdflame is a gaudy weapon, with a spiral moonsilver barrel shot through with veins of
garish, pulsating chaos and a mother-of-pearl grip. Its flames burn in a rainbow of colors, both
those known in Creation and alien spectra of the Wyld. It currently lies where its last wielder,
the Four Pine Sage, sealed it away…yet Weirdflame still burns, beckoning its next master.
Some of Weirdflame’s Evocations have special effects against character who suffer from
Derangements or are mutated. For the sake of its Evocations, fae and other creatures of the
Wyld always count as both mad and mutated.
Weirdflame is a light artifact archery weapon which can attack enemies out to short range.
When a character attunes to Weirdflame, her player choses a Derangement. The character
suffers this Derangement at Major intensity for as long as she is attuned to Weirdflame.
Reducing or otherwise mitigating the effects of the Derangements with any power except the
Eovcations of Weirdflame itself instantly deattunes the weapon.
Unlike most fire-discharge weapons, Weirdflame does not have to be reloaded, indeed it does
not use conventional ammunition at all. It is fueled by its wielder’s madness, giving the flames
consuming her mind physical shape. Attuning to Weirdflame unlocks the Evocation Moon in
Flames for free.
Moon in Flames
Cost: -
Type: Permanent
Prerequisites: None
Weirdflame sets the mind of its wielder ablaze, filling it with confusing thoughts and strange
visions. Yet her madness never takes away from her fighting prowess, her esoteric movements
confusing those who have not tasted the lash of insanity and her familiarity with madness
granting her inside into her fellow deranged. A character with this Evocation always may
choose to fail resistance rolls against Derangements.
When the wielder of Weirdflame is in the grasp of a Derangement (as triggered by failing a
Willpower roll to resist it) she adds 1 to her Defense against all characters who do not suffer
from a Derangement and adds 2 bonus dice to her attack rolls against those who suffer from
a Derangement. Her Derangement never penalizes or confuses her ability to fight, cancelling
all penalties and allowing her to discern friend from foe even when immersed in wild
hallucinations. She may behave strangely and make erratic decisions, however.
At Essence 3+ she decreases the difficulty of gambits created by the Evocations of Weirdflame
by one while in the grasp of a Derangement.
Spark of Madness
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Moon in Flames
The swirling colors of Weirdflame’s fires burn the mind as well as the body. This Evocation
creates a special difficulty 2 madness gambit. On a success, the target is inflicted with a
Derangement (his player’s choice) for (Essence or 3) days. He must immediately roll to resist
the Derangement, increasing the difficulty of his Willpower roll by (her Essence) for this roll.
Tier 1 characters are permanently driven mad.
The Derangement begins at Minor Intensity, though further successful madness gambits can
increase its intensity or create new Derangements. Against targets who already suffer from a
derangement decrease the difficulty of the madness gambit by 1.
This Evocation’s effects can be resisted by a perfect Resolve.
At Essence 4+ the effects of this gambit are permanent against Tier 2 characters as well.
Wyld-Flame Crucible
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Moon in Flames
Unleashing a conflagration of morphic fire, Weirdflame’s master twists her foe in a gruesome
display of power. She performs a difficulty 2 mutation gambit, inflicting one of the following
effects on the target for (Essence or 3) days. Tier 1 characters are permanently changed.
These mutations are shaping effects that twist their target’s body.
- Humanity-Immolating Pire: Twisted into a gruesome and terrifying shape, the victim
inspires fear in all who behold him. He gains the Hideous Merit and suffers a -2 penalty
on inspire and instill rolls based on any emotion but fear, and bargain and persuade
rolls. Anyone who sees him assumes he’s a demon, fae, or similar horror unless they
succeed on a difficulty 3 (Perception + Occult) roll. Characters who know him add +3
dice on this roll; on a failure, they assume he’s a monster that’s somehow stolen the
original’s shape.
- Limb-Twisting Molt: One of the victim’s limbs or organs is grotesquely transformed —
a leg turned to coral, an arm stripped of bones, eyes becoming fungal growths, etc. —
inflicting a -3 penalty on rolls requiring its use.
- Melting Face Curse: Weirdflame’s fire burns away the victim’s face and identifying
features. Recognizing him by sight, scent, or voice is impossible without magic, and
even then, requires a (Perception + Awareness) roll at difficulty (Manipulation). This
can’t disguise him as another individual.
At Essence 4+ she may increase the gambits difficulty by 1 to perform a normal attack, dealing
damage as usual and performing the gambit using the attack’s threshold successes.
Mad-Fire Ultimatum
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 3, Spark of Madness, Wyld-Flame Crucible
The fires of Weirflame are fueled by the madness of its victim. This Evocation creates a special
attack against a deranged or mutated character. It is unblockable and its damage is
unsoakable. Increase its damage by 2 against a character that is mad or mutated and by 3
against a character who is both mad and mutated.
Deluge of Madness
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4, Spark of Madness, Wyld-Flame Crucible
Strange creatures burst forth from the barrel of Weirdflame, nightmares and fantasies of its
wielder come to life. Activating this Evocation creates a Size 3 battlegroup with Average Drill,
Perfect Morale and using the traits for Battle-ready Troops, with the exception of their Tier,
which is 2. The battlegroup remains active and under her command for the rest of the Scene.
This Evocation may only be used once per day.
At Essence 5+ she may increase the Evocation’s cost by 2 Essence (to a total of 4) to also
summon a mighty creature along with the battlegroup. Use the statistics of a Fair Folk
Cataphract (see Antagonist’s Chapter, ignore Nightmare Army) or a similarly powerful creature
to represent this monster.
Wyld Nightmare Inferno
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 4, Spark of Madness, Wyld-Flame Crucible
Raising Weirdflame skyward, the wielder unleashes a Wyld-fire vortex, engulfing the world
around her in chaos. This is a damage 2L/turn, difficulty 5 environmental hazard affecting every
character out to short range from her. The hazard remains until the end of the Scene,
Weirdflame is disarmed or she is incapacitated.
If she is currently in the grasp of a Derangement, the wielder of Weirdflame is immune to this
hazard. She may reflexively choose to be overwhelmed by one of her Derangements when
activating this Evocation.
Characters who fail their resistance roll can prevent its damage by accepting to suffer the
effects of a successful madness or mutation gambit instead.
At Essence 5+ the range of the hazard extends to medium range.
Wyld-Fire Domain
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 5, Deluge of Madness, Wyld Nightmare Inferno
As the fires of her madness cannot be contained any longer, the wielder of Weirdflame bursts
with coruscating light and flame. The area out to long range of her is transformed into a
temporary middlemarch until the end of the current Scene. Strange twists of physics, wondrous
creatures and weirder things occur here frequently, creating new environmental hazards and
creatures that interfere on battle on either side every turn. Effects that enforce the laws of
Creation onto an area enter into a roll-off against this Evocation.
This Evocation may only be used once per Story.
Example Artifact Armors
Baldaquin (Orichalcum Lamellar Armor,
Artifact •••)
Broken Thunder forged this armor for Shadow-ofMars to guard her as she set off on the Eight
Directions Embassy, traveling to every corner of Creation and beyond as an emissary of the
Exalted Host. She wore it as she entreated Western Fair Folk nobles to endorse the Formless
Concordance, as she sailed into Old Stygia’s bleak harbor to pay deference to the Dual
Monarchs, and as her sandship skimmed across the Endless Desert toward an audience with
the Demon City’s princes. Through every storm and quake, through all the bluster and
blandishments, she remained true to her mission, and the armor remained true to her.
Centuries later, older and wiser, Shadow-of-Mars set traveling aside to make her home in
Asmay on the Isle of Nine Cities, near Luthe. She passed Baldaquin to a new generation of
Quicksilver Falcons, that they might be likewise protected as they traveled the Great Western
Ocean and realms beyond in service to the newly established Deliberative.
Each rondel on this suit of small orichalcum plates bears the insignia of the nigh-mythical Eight
Directions Embassy — eight arrows radiating outward from the Imperial Mountain.
Baldaquin is a suit of light artifact armor. While the Exalt travels in order to act as an
intermediary or advocate for another, she adds (Essence) bonus dice to all rolls to endure or
bypass hostile environments and hazards.
Austere Ambassadorial Mien
Cost: -
Type: Permanent
Prerequisites: None
The Crowned Suns braved the courts of Creation’s enemies to forge pacts of embassy, and
their strength of will gleams from every plate of the armor many of them wore. While
Baldaquin’s wearer and her companions are guests of, or guided by, spirits or the Fair Folk,
they gain +1 Resolve and Guile, so long as they respect the local terms of hospitality. Their
host and his retinue cannot attack them without just cause unless the attacker spends
([Essence/2] or 2) Willpower. Once combat has broken out additional attackers do not need to
spend this Willpower surcharge.
Parting the Winds of Chaos
Cost: -
Type: Permanent
Prerequisites: Essence 2
Warping from alien energies cannot broach Baldaquin’s iron defense. The wearer of Baldaquin
is immune to the warping influence of the Wyld. She may reflexively commit 1 Essence to
extend this effect to all allies within long range or on the same vessel as her.
Celestial Safe-Passage Compact
Cost: Spend 5 Essence, 2 Willpower
Type: Simple
Prerequisites: Essence 3, Austere Ambassadorial Mien
Baldaquin recalls how the Eight Directions Embassy forged pacts between the Crowned Suns
and the spirit courts, allowing its wearer to forge similar pacts between any two of Creation’s
rulers or governments. Once both rulers or their rightful representatives agree to the pact,
envoys and their entourages traveling on official business from one ruler’s court to the other’s
gain the benefits of diplomatic immunity provided by the Eclipse Caste anima power. The pact
persists through succession, usurpation, or even civil war so long as continuity of government
remains. Once either ruler or ruling body officially forswears the pact, or either government
ceases to exist in its current form, future envoys lose the pact’s protection, but envoys currently
on official business retain its protection for the duration of their embassy.
This Evocation can be used once per story.
Brilliant Sentinel (Orichalcum Heavy Plate,
Artifact •••)
Forged long ago as a memento of a fallen paradise, Brilliant Sentinel is a gleaming golden suit
of armor fashioned from orichalcum reinforced with red jade. Its metal is capable of absorbing
the Anima of the Exalted to strengthen its defense.
Brilliant Sentinel is a suit of heavy artifact armor. An Exalt attuned to it can allow the armor to
absorb her Anima as a reflexive action. Doing so decreases the intensity of her Anima by one
step and increases the armored Soak of Brilliant Sentinel by 1 for the rest of the Scene, to a
maximum of (5 + [Essence or 3]). When Brilliant Sentinel has absorbed Anima it glows brightly
for the rest of the Scene, rendering stealth impossible. Each time the wearer reduces damage
via Soak, this Soak bonus is reduced by 1. The Exalt may chose not to apply the bonus
armored Soak to a Soak roll in order to prevent the bonus from decaying.
Dawn of a Hundred Rebukes
Cost: -
Type: Reflexive
Prerequisites: None
To look directly at the sun is to dare beyond daring. She releases the Anima stored within
Brilliant Sentinel, resetting its armored Soak bonus to 0 and imposing a visibility penalty on the
next physical action taken by all other characters within medium range who were looking in
her direction equal to the amount of armored Soak relinquished.
If she had a Soak bonus of 3+, she may activate this Evocation and roll (Charisma +
Performance or Presence) against the (Stamina or Wits + Resistance) of all affected
characters. On a success, she blinds affected characters for the rest of the Scene as a crippling
effect. Those who pass their resistance roll instead only suffer the normal penalty inflicted by
this Charm.
Eyebright (Moonsilver Lamellar Armor,
Artifact •••)
Having retired from soldiering, Ophione grew old and blind with her kin, but her alertness never
dimmed. When her village sheltered a band of travelers overnight, she sensed a wrongness
about them. When the bandits threw off their disguises to strike by night, she Exalted fighting
them off.
Though Ophione loved her people, a small village offered little scope for her renewed vitality
and heroic passions. While wandering Creation, Ophione encountered the Dragon-Blooded
prince Anandra of Brass; she deemed him honorable and well-intentioned, and eventually
sought a commission among his captains. Anandra had Eyebright forged so that Ophione need
not go without sight in his service. She was his strong right hand on the battlefield and in his
Dreaming Sea court, but Anandra’s lifespan proved shorter than hers. Though she was his
logical heir, she had no interest in ruling or generalship, and left to wander Creation once again.
After Ophione perished in the fateful duel where she slew her overambitious mate, the
formidable East Wind Prince, Eyebright vanished from history for centuries, reappearing after
the Usurpation in Thousand-Swords Oravan’s armory. Since his Silver Principiate’s fall, the
hauberk has passed between many Lunars; it currently resides in the treasure vaults of the
Three Devil Princes of the Southwest, who await a worthy bearer.
A coat of glittering moonsilver scales reinforced with pauldrons and vambraces, Eyebright’s
most noteworthy features are its star sapphires. Seventy-seven in number, large as robin’s
eggs, the gems sparkle all across its surface. Each serves as an eye, its chatoyant star shifting
to follow its wearer’s attention.
Brilliant Sentinel is a suit of light artifact armor. Eyebright’s wearer can see in all directions,
adding one success on sight-based rolls opposing Stealth. She ignores penalties from visual
impairment to her own eyes, such as blindness, but not from impairment that also affects the
armor’s eyes, such as darkness or fog.
Heart-Evading Sidestep
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
When the wearer knows an enemy’s heart, she sees where his every strike is aimed. She adds
(Perception/2) to her Evasion against an attack. She may only use this Evocation against an
attacker she understands, as signified by knowing of at least one of his Intimacies.
The first use of this Charm in a Scene is free, reset every time she learns of an Intimacy held
by a significant character relevant to the fight.
Knowing the Hunter’s Soul
Cost: -
Type: Permanent
Prerequisites: Essence 2, Heart-Evading Sidestep
Upon successfully discovering an enemy in concealment during combat or after successfully
parrying or evading an attack made against her, the wielder may reflexively roll a read
intentions action against him to learn of one of his Intimacies relevant to the fight.
Additionally, the wearer may calculate her Evasion using her Perception in place of her
Dexterity or Wits.
All-Seeing Awareness Stance
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 4, Knowing the Hunter’s Soul
Eyebright’s sapphires blaze like tiny suns, their perceptions sharpening to supernal heights. At
the start of each turn, the Lunar reflexively aims at an enemy whose most relevant Intimacy
towards the fight she knows. She adds (Essence) bonus dice on all rolls to detect such
enemies in rolls to oppose their concealment or disguises.
Midnight Thorn (Green Jade Chain Shirt,
Artifact •••)
This chain shirt of green jade links — treated with the mystical inks certain far-Eastern
barbarian tribes use to camouflage themselves with occult tattoos — is worn atop a hooded
tunic of soft black velvet, made with silk spun by rare worms that inhabit deep places beneath
the Imperial Mountain. Completing the set is a pair of bracers made from the stripped bark of
ironwood trees, carved with symbols representing Sextes Jylis and Mela, with a hearthstone
socket set in the left bracer. Midnight Thorn was forged by the DragonBlooded artificer Iselsi
Uja, and was among the arsenal of artifacts House Iselsi employed in their disastrous rebellion
against the Scarlet Empress. She stripped it away from the House and bestowed it on her elite
spies, the All-Seeing Eye. Its last known bearer, sent by the Empress herself to infiltrate Lunar
bases on the Caul, wore Midnight Thorn to conceal him in the jungles, but he never returned
to report his findings, and the armor was presumed lost.
Midnight Thorn is a suit of light artifact armor. Its wearer adds an automatic success on all
Stealth rolls she makes while concealed by forests, jungle, or other plant-based concealment.
Leaf-Susurrus Mimicry
Cost: Commit 1 Essence
Type: Simple
Prerequisites: None
Midnight Thorn’s wielder vanishes among the dense vegetation of the forest. While surrounded
by plant-based concealment, she may activate this Evocation to become invisible as long as
she stays perfectly still and performs no non-reflexive actions.
Essence spent on this Evocation does not contribute to flaring the wielder’s Anima, unless she
wants it to do so.
At Essence 3+ this Evocation becomes reflexive.
Razor Bloom Barrier
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
Opening her palm and feeding Essence into the bracer bearing Sextes Jylis’ sigil, the wearer
creates a flower. She may use this Evocation once on her turn to throw such a flower to a point
at close range, where it grows into a bush or shrub in seconds. This counts as light cover and
she may reflexively take cover behind it. At the end of the Scene, the razor blooms wither into
nothingness.
She may reflexively activate this Evocation upon being damaged by an attack, creating a plant
obstruction between herself and her opponent. These plants count as cover, difficult terrain
and her opponent has to roll (Dexterity + Athletics or Dodge) against a difficulty of (Essence or
3) to avoid being rendered prone by the rapid growth.
At Essence 3+ the Evocation summons a briar hedge instead of a bush, increasing the cover
created to heavy cover.
Five Edicts Dominion (Soulsteel Articulated
Plate, Artifact ••••)
Legend claims that this hulking black suit of plate armor may be the first soulsteel artifact ever
created, dating back to the Divine Revolution. Whether or not it was first, it’s assuredly ancient.
Five Edicts Dominion was forged from the laws of the ancients themselves as they tumbled
past the lips of dying titans on the winds of their final breaths. Indistinct shades of long-extinct
species shift slowly across its matte-black surface. Wicked spikes protrude from its majestic
pauldrons and regal crown-helm. It was worn in battle only once, by the Night Caste assassin
Khour-Rudjek, before he sealed it away under a mountain for thousands of years, fearing what
its corrupting influence might do to his fellow Chosen. That mountain lies in a shadowland now,
and a mysterious necromancer-king’s dark agents have been seen plumbing the ruins.
Over the millennia, the restless dreaming of the Old Laws trapped in the steel has woken
something inside. The dying breaths of beings not meant to die are too potent to be silently
tamed, and they have formed a consciousness over time. The armor is sentient and can speak
to an attuned Exalt even when not worn, or anyone close by when unattuned. What it ultimately
wants is anyone’s guess, but canny Exalts are wary of its promises.
While Five Edicts Dominion is unattuned, it exerts social influence on any character in long
range capable of attuning to it that sees it, making a 10-die bargain roll to convince her to
attune to it.
Five Edicts Dominion is a suit of heavy artifact armor. Once attuned, Five Edicts Dominion fills
its wearer’s mind with words of those long dead, adding an automatic success on Occult rolls
concerning the undead or the Underworld, and on Linguistics rolls to understand archaic or
dead languages.
On Your Knees
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
Five Edicts Dominion rebukes those who lack the strength to pierce it, channeling dead gods’
whispers to speak an incomprehensible word — one lost to all languages, but universally
understood as a command to kneel. This Evocation may be activated when the wearer is hit
by an attack, but before she rolls her Soak. Her Soak roll may reduce the damage of the attack
below minimum damage. If it does so, the attacker is rendered prone. She gains a Minor Tie
of contempt for her attacker or strengthens such an Intimacy by one step without need of a
supporting Intimacy if she already has one.
The first use of this Evocation in a Scene is free, reset by successfully preventing an enemy
from rising from prone via 10000 Years Humiliation or preventing an attack via On a Pedestal
of Your Bones.
10000 Years Humiliation
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
Five Edicts Dominion channels a word of denial through its wearer’s lips, tainting the air with
its chilling timbre. Whenever an enemy within short range of the wearer attempts to rise from
prone, she may activate this Evocation to roll (Appearance or Charisma + Presence) against
his Resolve. If successful, that character doesn’t dare rise from prone until his next turn.
Dread Majesty Command
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, 10000 Years Humiliation
With a shout dredged from the slag of extinct languages, the Exalt unleashes a torrent of
Anima, force, and sharp black needles across the battlefield. All enemies within short range
must roll (Stamina + Resistance) against a difficulty of the wearer’s (Linguistics) or be knocked
back one range band and fall prone.
On a Pedestal of Your Bones
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, On Your Knees
The Exalt’s anima melds with the words of ancient dead things into an aura of disdainful
whispers and Essence. When an enemy who’s prone or who the wearer has a Tie of contempt
for hits her with an attack, she may activate this Evocation to roll (Appearance or Charisma +
Presence) against the attacker’s Resolve. If she succeeds, his attack fails.
She can only prevent a successful hit by a significant character in this way once per Scene.
Covenant of the Old Laws
Cost: Spend 4 Essence, 2 Willpower
Type: Simple
Prerequisites: Essence 4, Dread Majesty Command, On a Pedestal of Your Bones
To use this Evocation, the wearer must spend at least five minutes meditating in the
Underworld, a shadowland, or an Abyssal demesne or manse. The world around her seems
to crumble into nothingness, revealing the all-devouring void that lurks just beneath Creation’s
skin. There, on the edge of the void, the wielder may bargain with the ancient and unknowable
dead.
Any gift gained through this Evocation comes at a price specified by the Storyteller. Depending
on what the wearer requests, it is treated as a Minor, Major, or Defining pact. Minor pacts
should be relatively simple for the wearer to accomplish, and completable within the current or
next session. Fulfilling a Major pact requires an undertaking equivalent to a major character or
story goal. Defining pacts require an undertaking comparable to a legendary social goal to
repay. If the wearer fails to uphold her end of the bargain or appears to renege on it, she suffers
the void’s wrath, as though she’d broken an oath consecrated by the Eclipse anima power.
Artifacts: The void can reveal the location of an artifact that’s free to claim. The wearer may
freely specify the details of the artifact she wishes for, such as an orichalcum daiklave or a
weapon with power against the Fair Folk, but cannot choose a specific artifact. Asking for a
two-dot artifact requires a Minor pact; a three- or four-dot artifact requires a Major pact; and a
five-dot artifact requires a Defining pact. Artifact N/As cannot be granted except at the
Storyteller’s dispensation.
Favor: The wearer may ask the void to curry favor with a specific undead, such as an ancestor
spirit or the tyrannical nephwrack queen Scorpion-Flail Kigaru. The next time she interacts with
that character, she is marked with a bloody sign of the void’s favor. The chosen character is
treated as having a positive Defining Tie with a context of the Storyteller’s choice towards the
wearer for the Scene, and his retinue gain it as a Major Tie. This normally requires a Major
pact, but is a Defining pact if the Storyteller deems the chosen character is too powerful to be
easily swayed, such as a Deathlord or any undead Exalted.
Manses: If the wearer uses this Evocation in the Underworld or on an Abyssal demesne, she
may beckon the void to raise an Abyssal manse, its structure taking form from shadowy
Essence that suppurates up from the void into the world. The manse is lesser unless it is raised
on a greater demesne. This requires a Major pact.
Other Merits: The wearer may petition the void for undead armies, lost treasures of the grave,
spectral retinues, or any other Underworld-related asset that could be represented as a Story
Merit. One- or two-dot Merits require a Minor pact; three- or four-dot Merits require a Major
Pact; five-dot Merits require a Defining pact.
Power: The void may grant powers the Storyteller deems suitable, such as custom Evocations
of Five Edicts Dominion, Charms that resonate with the armor’s themes, or spirit Charms
suitable for use by an Exalt possessed by the undead. The wearer must meet all minimums
and prerequisite and is placed into experience debt. This normally requires a Major pact,
although the Storyteller may require Defining pacts for bestowed powers that are stronger than
these guidelines describe.
Glacial Mantle (Blue Jade Articulated Plate,
Artifact ••••)
It was the Anathema Wilting Taiga who forged Glacial Mantle amid the mountain fastness of
the Three Diamonds, but the armor’s boreal power couldn’t temper the young Solar’s
impetuous Essence fever. While his early raids proved fruitful, they caught the attention of the
Lookhsyan ranger Maheka Katsuro. Far from home, Katsuro turned to a nearby satrapy for
aid, joining forces with a Sworn Kinship of Dynasts to prosecute a Wyld Hunt against Wilting
Taiga. They ultimately slew the Anathema, but not before Taiga killed Katsuro, impaling him
on a spike of ice.
Iselsi Ofava, Peleps Tarik, and Akiyo Valen all coveted the Anathema’s puissant armor, but
when Tepet Rekal declared that she would go on a pilgrimage to the River Province to bring
Glacial Mantle to the honorable Dragon-Blood’s family, none of her Hearth could disagree with
her. Even today, Lookshyans allude to the story of the four Dynasts’ journey as a reminder that
the Realm’s Dragons can at times be worthy allies.
Glacial Mantle is a suit of articulated plate (heavy artifact armor) forged from blue jade, and
inlaid with black jade mined from an underground river and unmelting ice from the North’s far
reaches. When attuned, a cape of frost crystallizes across the wearer’s back, displaying the
mons of the wearer’s gens or some other personal symbol. Glacial Mantle’s wearer is immune
to mundane environmental hazards based on cold and adds (Essence or 3) bonus dice on rolls
against magical hazards based on cold. Glacial Mantle add 1 to its Soak against cold-based
attacks.
Tundra-Conquering Strategos
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: None
Glacial Mantle’s master and her armies are undaunted by even the harshest winter, marching
implacably through snow and ice. The wearer isn’t affected by difficult terrain or other
movement penalties due to snowy or icy terrain. She can also extend this Evocation’s benefit
as well as the attunement benefit of Glacial Mantle to allies and allied battle groups within long
range. Outside of combat and in War, she may extend this Evocation’s benefit to one army
under her command that she personally leads, even if individual members of the battlegroup
are further than long range away from her.
At Essence 4+ this Charm loses its cost and becomes Permanent.
Unleashing Winter’s Heart
Cost: -
Type: Simple
Prerequisites: None
Slamming a mailed fist into the ground, Glacial Mantle’s master unleashes a wave of freezing
Essence to sculpt the battlefield to her will. She rolls (Intelligence or Wits + War) to freeze the
battlefield with one of the following effects, at the listed difficulty.
Ice Platform (Difficulty 1): The wearer freezes the surface of a body of water to create a
platform of ice within close range that’s capable of bearing her weight.
Ice Slick (Difficulty 3): The wearer rimes over a surface within close range of her, creating a
patch of difficult terrain large enough to encompass a single character. If she uses this
Evocation to create an ice slick directly beneath an enemy, the roll’s difficulty is (higher of his
Evasion or 3).
Ramp/Bridge (Difficulty 4): The wearer creates a bridge or ramp of ice within close range,
providing unobstructed passage over pits, difficult terrain, and the like. The bridge or ramp is
only a single range band long. There must be a significant source of water she can draw from
to create it, such as a barrel or stream. An enemy can destroy it with a Strength 3+, difficulty 4
feat of destruction.
Wall (Difficulty 4): The wearer creates a barrier of ice within close range, capable of providing
light cover. If there is a significant source of water, such as a barrel or stream, this provides
heavy cover instead. An enemy can destroy this barrier with a Strength 3+, difficulty 4 feat of
destruction.
Glacier Bulwark Fortification
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2, Unleashing Winter’s Heart
Dense layers of ice freeze over Glacial Mantle, reinforcing the armor with impervious strength.
She gains (Essence or 3) temporary -0 health levels. These temporary levels are the first to
be filled when she’s damaged and vanish when damaged or at the end of the Scene.
The wearer can use this Evocation reflexively when she activates Unleashing Winter’s Heart
or Harvest-Killing Frost.
This Evocation can only be used once per Scene.
Harvest-Killing Frost
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Unleashing Winter’s Heart
An eerie chill falls over the battlefield as Glacial Mantle’s wielder advances to the frontlines.
She exudes supernatural cold out to short range, an environmental hazard with difficulty
(Essence or 3) and Damage 1B/round. Allies that benefit from Tundra-Conquering Strategos
are immune to this hazard. If this depletes an enemy battle group’s Magnitude, the rout check
is made at +1 difficulty.
Winter Brings Death
Cost: Spend 2 Essence
Type: Simple
Prerequisites: Essence 3, Tundra Conquering Strategos
An icy wind heralds the arrival of Glacial Mantle’s master and her army, plunging the battlefield
into an unseasonable winter. This Evocation creates a special magical stratagem rolling
(Charisma or Intelligence + Survival or War) against the opposing general’s (Wits + Survival).
Success, in addition to the usual milestone, envelops the battlefield in a heavy snowstorm and
biting cold, inflicting a -2 penalty on all physical actions, awareness rolls and movement actions
on the battlefield. Allies and allied battlegroups or armies benefitting from Tundra Conquering
Strategos are immune to this penalty.
Mela’s Frozen Legion
Cost: Commit 2 Essence
Type: Simple
Prerequisites: Essence 3, Winter Brings Death
Glacial Mantle’s master blesses her soldiers with boreal might, encasing their weapons and
armor in ice as strong as jade. She increases the Tier of a battlegroup fighting under her
command by 1 (maximum 2). While fighting in the snowstorm created by Winter Brings Death,
this battlegroup adds 1 bonus die to its rolls.
Kaijin (Starmetal Reinforced Buff Jacket,
Artifact ••••)
This green leather jacket — made with a patchwork of hides from a dozen God-Blooded
monsters — is reinforced with starmetal plates and epaulettes, and rivets of opal mined from
the bottom of the Great Western Ocean. It still recalls the immaterial nature of the many
disparate spirits who touched the meteor from which its starmetal was extracted.
Kaijin is a suit of light artifact armor. A character attuned to it may reflexively commit 1 Essence
to see and touch dematerialized beings. While this effect is active, she sticks out to
dematerialized entities and can be touched by them in turn.
Hazy Mirage Edge
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: None
Weapons that should have just barely hit their mark slide through the edges of her outline
instead. This Evocation is activated in response to an attack, increasing her Evasion by 1 and
her armored Soak against it by (Dodge or Occult). This Evocation may be activated after the
attack roll has been made, but before damage is rolled.
The first time this Evocation is used in a Scene is free, reset by successfully disengaging from
a significant opponent or not being hit by an attack for 2 rounds.
Fateful Shift Evasion
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Hazy Mirage Edge
Flickering into nothingness for a second, the Exalt lets her foe pass through her. She may
clash attacks made against her with a (Wits + Dodge) roll with (Essence or 3) bonus dice. If
she succeeds, she does not deal any damage and may instead move one range band in any
direction or cause an attacker that attacked her from close range to move one range band past
her. She does not gain any bonus dice against attacks that are capable of hitting
dematerialized targets.
Immanent Mantle of Divinity
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2, Hazy Mirage Edge
For just a moment, the stars align to bring Kaijin’s wearer briefly out of phase with the material
world. This Evocation enhances a disengage roll or a roll to escape a grapple. She adds
(Essence or 3) bonus dice to the attempt and lowers the target number on her roll by 1
(minimum 3).
Alternatively, this Evocation allows her to ignore difficult terrain on one of her movement
actions.
At Essence 3+, this Evocation is capable of contesting perfect effects in a roll-off.
Donning the Ethereal Form
Cost: Commit 2 Essence
Type: Reflexive
Prerequisites: Essence 4, Fateful Shift Evasion, Immanent Mantle of Divinity
Harmonizing her Essence with the invisible world of spirits around her, Kaijin’s wearer walks
between worlds. She and all objects on her person become dematerialized, unable to interact
with the material world or be harmed by it without the use of magic. She remains visible to
materialized characters but seems like a divine spirit rather than flesh and blood.
The Quincunx (Orichalcum Breastplate,
Artifact ••••)
Forged in the High First Age by the renowned Twilight sorcerer Devon, who believed that the
secrets of the universe could be harnessed with careful mathematical reckoning, the Quincunx
put to rest any claims that a sorcerer could not hold his own on the battlefield. When his
Circlemate, the Dawn warrior Kati, plunged headlong into Malfeas alone to settle a score with
a demon lord, Devon saw little choice but to gird himself for battle and follow, donning the
Quincunx as a sorcerous defense against the alien geometries he would encounter there. The
breastplate was buried along with its creator and lies entombed still, waiting for the hand that
will awaken its mystical potential once more.
This breastplate consists of two perfectly symmetrical pentagonal plates of burnished
orichalcum. Both are inlaid with resonant crystals aligned in significant occult patterns and
inscribed with runes. The front plate has one hearthstone socket in the center of the prominent
quincunx pattern that gives the artifact its name. The breastplate is worn over a long, high-
collared tunic with flared sleeves, lined with the fur and Essence of five huraka. The sorcerer
who dons this armor can calculate his opponent’s next move and capture mystical energies to
power acts of occult might.
The Quincunx is a suit of light artifact armor. An attuned character can store sorcerous
energies within the armor, storing up to (Essence or 3) milestones within the armor. A
milestone is stored by performing one hour of complicated mathematical calculations.
Milestones within the Quincunx can be used to empower spells or the Evocations of the
Quincunx. When used to empower spells, milestones from this artifact are treated as
milestones gained by a shaping ritual and are subject to the same rules and limitations.
Aegis of Geometric Perfection
Cost: Spend 1 Milestone
Type: Reflexive
Prerequisites: None
The Quincunx’s design embodies perfection, channeling occult energies to harmlessly
disperse force. This Evocation may be activated when the wearer of Quincunx is hit by an
attack to add 3 to her Soak. If she is currently shaping a spell or if the attack was created by
sorcery, necromancy or is otherwise non-physical in nature, this increases to (Occult or 3).
When targeted by a spell resisted through her Resolve, she may activate this Evocation to add
(Occult/2) to her Resolve instead.
At Essence 3+ neither the Soak dice created by this Evocation, nor her armored Soak gained
from the Quincunx, are halved against aggravated damage.
Harmonic Crystal Vessel
Cost: -
Type: Permanent
Prerequisites: Terrestrial Circle Sorcery
In tomes depicting treasures of the lost Age, the Quincunx is sometimes called the Harmonic
Crystal Vessel for its ability to utilize crystal’s natural resonance to trap sorcerous energy.
When the wearer performs a successful shape sorcery action to counter or distort another
spell, she stores 1 milestone in the Quincunx. She also stores 1 milestone in the Quincunx
when she is hit by a sorcerous, necromantic or otherwise non-physical attack.
Sorcerer’s Crystal Aegis
Cost: Spend 1 Essence or 2 Milestones
Type: Reflexive
Prerequisites: Essence 2, Harmonic Crystal Vessel
Channeling sorcerous power through the Quincunx’s crystals, the wearer perfectly calculates
the trajectory of an attack and sends whips of Essence lashing to intercept the strike. She rolls
(Wits + Occult) to clash an attack against her. If she succeeds, the attack is canceled out,
though she inflicts no other consequence upon her enemy.
Against sorcerous or other non-physical attacks she adds (Essence or 3) bonus dice to her
clash roll and refunds this Evocation’s cost if she successfully clashes it.
At Essence 4+ she may activate this Evocation to defend against a sorcerous or other
non-physical attack even after it has successfully overcome her Defense.
Brilliant Backlash Cascade
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 3, Sorcerer’s Crystal Aegis
The Quincunx’s master releases a torrent of gathered power as an unblockable attack, rolling
(Wits + Occult) with (Essence) bonus dice against all characters within short range. This attack
deals lethal damage, has a damage bonus of (Essence + milestones stored in Quincunx) and
minimum damage (Essence). Damaged characters are knocked back one range band and
rendered prone.
This Evocation can only be used while the Quincunx stores 3 or more milestones. Using this
Evocation automatically expends all milestones stored within the Quincunx. This Evocation
can only be used once per Story.
Sozen, the Cataphract of Keys (Malfean Brass
and Orichalcum Articulated Plate, Artifact ••••)
Sozen’s name is spoken in whispers in the Demon City’s gaming houses and seraglios, its
alleyways and thieves’ dens. Even Hell has its laws and boundaries, and when one wishes to
break them, who better to turn to than the Cataphract of Keys? No brazen gate can bar her
way, nor thousand-eyed sentinel glimpse her passage. She is queen of Hell’s underworld,
admired and feared, a legend made flesh.
She also does not exist.
When the first Deliberative collapsed, its embassy to Malfeas — perhaps an ill-considered
venture — vanished utterly. Seeking a lover thus lost, Thousand-Named Orphan pledged to
sieve Hell to find her again. He went to Zakhar of the Yellow Lamp for aid, that drunken
apostate priest said to be the era’s finest artificer. Zakhar forged the Orphan a suit of armor
containing the Essence of a demon that never was, laboring with such skill that the world itself
forgot that Sozen was false. Thus clad, the Orphan walked the Demon City’s brazen streets
for seven years undiscovered.
A mass of spiked orichalcum plates tarnished green by demonic Essence, Sozen covers its
wearer from head to toe. Each plate’s underside is filigreed with occult glyphs of starmetal and
black jade. The faceplate is an exaggerated demonic mask; even when worn, there appears
to be nothing behind the eye and mouth slits. An Exalted wearer’s anima throbs with unnatural
colors — poisonous greens and purples, opalescent sheens, and flickers of nameless demon
hues. Only her iconic manifestation’s natural color scheme remains untouched.
Sozen generates specific ominous phenomena. Shadows twist and writhe around the wearer,
dancing like revelers. Where she walks, vegetation rustles, while standing water bubbles like
a rushing brook. As she speaks, the strings of musical instruments vibrate, sending forth
tangled echoes of former songs. At her touch, tarnish spreads across mirrors like frost.
Sozen is a suit of heavy artifact armor. While an attuned Exalt wears the armor, she takes on
Sozen’s aspect and mien. She is perfectly disguised as Sozen. Powers that reveal creatures
of darkness will perceive her as such (though perfect effects enter a roll-off), but other magics
that specially affect creatures of darkness do not treat her as one (unless she is one even
without wearing Sozen).
Hell-Soul Masquerade
Cost: -
Type: Permanent
Prerequisites: None
The wearer veils her spirit beneath the Cataphract of Keys’ illusory identity. If a character fails
an attempt to discern the wearer’s intentions or Intimacies, she sees only Sozen. The demon
persona’s intentions are always mercenary, and her Intimacies are as follows:
- Defining Principle: “I am the greatest thief that Hell will ever know.”
- Defining Tie: Sozen, the Cataphract of Keys (Vanity)
- Major Principle: “I will abide no disrespect for my skills and achievements.”
- Major Principle: “I take what I desire.”
- Major Tie: Precious things (Covetousness)
At Essence 3+, the wearer may reflexively spend one Willpower to use one of Sozen’s
Intimacies to bolster her Resolve against influence or in a Decision Point. Doing so causes her
to gain that Intimacy at Minor intensity, or to increase its intensity if she already has it (though
no higher than Sozen’s intensity). She cannot voluntarily diminish the Intimacy during that
Story.
Infernal Omen Shroud
Cost: -
Type: Reflexive
Prerequisites: None
The armor’s ominous phenomena intensify to shelter its wearer from scrutiny — seething
waters muffle her conversation, shadows enfold her to hide from prying eyes, leafy branches
furl around her protectively. This Evocation can be used when one or more characters make a
Perception or read intentions roll against the wearer or anything in arm’s reach of her, before
they’ve rolled. She imposes a -3 penalty to the roll.
This Evocation may only be used once per Scene, unless reset by suffering some form of
setback or harm due to her ominous phenomena.
The Orphan’s Key
Cost: Spend 1-2 Essence
Type: Simple
Prerequisites: Essence 2, Hell-Soul Masquerade
Forged to be a legendary thief, worn by a legendary thief, Sozen conveys mastery of its art.
Sozen’s wearer may open any lock with a touch. Multiple locks barring the same barrier all
open with one use of this Evocation. Against magical seals she increases this Charm’s cost to
2 Essence and enters a roll-off. Seals produced by Thaumaturgy or similar weak magic do not
incur an increased cost and do not force a roll-off.
Evanescent Omen Body
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 2, Infernal Omen Shroud
Sozen’s omens are no mere display; they are part of her, and she can become one with them.
The Exalt dissolves into surrounding ominous manifestations, adding +2 to her Evasion and
ignoring Sozen’s mobility penalty against an attack. If the wearer successfully dodges the
attack, she may reform at some other point within short range where the environment allows
for appropriate phenomena. This doesn’t count as her movement action for the round.
Otherwise, she reforms at her current location.
At Essence 3+ she may reflexively spend 1 Essence to perform a reflexive disarm gambit
against her attacker after dodging his attack with the help of this Evocation. If successful, the
weapon dissolves with her into the ominous manifestations. The wearer may choose to have
it reappear in her hand or anywhere that Evanescent Omen Body would allow her to reform; if
it’s nonmagical, she may instead leave it dispersed among dapple and shade, gone forever.
Ever-Thieving Demon Hand
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2, The Orphan’s Key
Theft is Sozen’s Essence. This Evocation supplements an attack. If successful, the wearer
makes a reflexive pickpocket roll with (Essence or 3) bonus dice against the target. If the
pickpocket attempt succeeds, her opponent loses Initiative.
Heart-Seizing Legerdemain
Cost: Spend 1 Essence
Type: Reflexive
Prerequisites: Essence 4, Evanescent Omen Body, Ever-Thieving Demon hand
Thousand-Named Orphan was a masterful musician and lover, and it was said that he could
steal anyone’s heart. Clad in alien armor with its own demonic soul, he discovered a more
literal expression of that gift. When Sozen’s wearer incapacitates an enemy with an unarmed
attack, she may waive the damage of her attack to instead steal her target’s heart. Dissolving
into chiaroscuro and music, the wearer’s hand flickers through an opponent’s chest to steal his
heart — the actual organ.
A stolen heart still functions; it continues to beat, and somehow its owner’s blood still flows
through his veins, but he feels the constant ache of its absence. If Sozen’s wearer wishes, she
may crush the heart in her orichalcum grip. This results in the target’s death, unless he did not
depend on his heart to live or he uses a perfect defense and succeeds in a roll-off, in which
case his heart is restored to him. When the wearer wills it or dies, the heart returns to its proper
place in its owner’s chest if he is still alive. The heart of Tier 3+ characters is returned to their
chest at the end of the Story, the hearts of Tier 1-2 characters may be kept until returned
otherwise.
Example First Age Artifice
Gunzosha Armor (Power Armor, Artifact § •••)
The most popular of a number of different suits of armor designed during the First Age for use
by mortal elite soldiers. At the height of the Old Realm’s power, an entire army could be
outfitted with Gunzosha armor, though even then Gunzosha units were more commonly
employed as specialist troops to swing the tides of battle at key locations. Gunzosha suits may
be fashioned from any of the magical materials, though most suits were built using jade.
Gunzosha armor is heavy artifact armor. Mortals equipped with Aegis-Inset Amulets (see
Example Miscellaneous Artifacts) can attune it at no additional cost.
An attuned wearer adds 3 dice to feats of strength and 1 to her Strength to determine what
feats of strength she qualifies for. She always qualifies for strength 3 feats of strength. Her
unarmed attacks count as heavy mundane weapons.
Life-support systems integrated into the armor automatically stabilize its wearer, stop bleeding
and prevent the infection of wounds. She adds one automatic success on rolls to resist poison
and disease.
The sophisticated visor of the armor enhances her vision, decreasing any visibility penalty by
1.
Exalted and other non-mortal wearers may develop Evocations based on the history,
construction and legend of a particular suit of Gunzosha armor.
Seralawi (White Jade Gunzosha Armor, Artifact
§ •••)
A suit of alabaster-white Gunzosha armor distinguished by a single gauntlet of red jade and
orichalcum, Seralawi was not among the Seventh Legion’s initial arsenal when it encamped at
Deheleshen. Instead, it was the scavenger prince Geshel Reave who discovered it in the Tomb
of Ten Thousand. The fragmentary First Age texts he recovered along with it showed how to
create and implant the attunement amulets but contained no mention of the toll gunzosha
armor took on its wearer. Geshel entered old age a decade too early, believing his unnatural
aging to be some curse left upon the Tomb.
Geshel sought the counsel of many savants to free him of this curse, but it was not until he
met Amilar Hakala of Valkhawsen Academy that he learned the truth. Crushed by this
revelation, Geshel offered the armor to Hakala in exchange for a sorcerous working that would
restore the semblance of his youth, if not his lifespan.
Seralawi is a suit heavy artifact power armor. It is a suit of Gunzosha armor and provides its
wearer with all the benefits described under Gunzosha Armor (see above).
Iron Will Aegis
Cost: Spend 1 Essence or 1 Power
Type: Reflexive
Prerequisites: None
Serawali draws from its master’s will, becoming as unbreakable as her spirit. She doubles
Seralawi’s base armored Soak against one attack.
At Essence 3+ she adds (Essence) to her armored Soak after doubling it against non-Perfect
attacks.
Sunfire Gauntlet
Cost: Commit 1 Essence
Type: Reflexive
Prerequisites: Essence 2
The embers of fury that resides in Seralawi’s Red Jade and Orichalcum gauntlet awaken,
draping it in a furious anima of holy flame. While this Charm is active, the Gauntlet uses the
statistics of a heavy artifact weapon. When used to attack at a creature of darkness, increase
the damage and minimum damage of the attack by 1.
The fires of the gauntlet extend to any other heavy weapon wielded with the gauntlet,
enveloping it in holy fire. This allows the wearer to treat them as heavy artifact weaponry and
increase their damage against creatures of darkness.
Earth’s Heart Awakens
Cost: Spend 1 Essence or 1 Power
Type: Reflexive
Prerequisites: Essence 3, Iron Will Aegis
Seralawi recalls countless battles, empowering its master to take her place in the armor’s
legend. When the wearer would lose Initiative, she can activate this Charm to apply Iron Will
Aegis against all attacks for the rest of the current round. At the beginning of the next round,
she automatically and perfectly wins Initiative.
This Evocation may only be used once per Scene.
The Silent Guardians of Glory (Starmetal and
Orichalcum Discreet Essence Armor, Artifact §
••••)
Long ago the Conveyor of Hidden Spheres secretly plucked the fates of a prince and his
bastard brother from the Loom of Fate to create a suit of armor that would protect his love,
Horizon’s Daughter. He intertwined the twin threads with fine bands of starmetal spun from a
meteorite that had formed betwixt the Guardians. The resulting cables he wrought into strange
geometries with his sorcery and encased them in a thin sheet of orichalcum, creating two
beautiful bracers and two matching anklets, engraved with pleasing geometric forms and
prayers to the Maiden of Secrets. Each of the bracers houses one hearthstone socket.
The Silent Guardians of Glory are beautiful and count as exceptional equipment on social
influence that seeks to leverage the character’s good looks, wealth or glory. An attuned
character can reflexively cause a faint nimbus of green energy to form on her skin, turning the
Silent Guardians of Glory into light artifact power armor. The guardians glimpse a heartbeat
into the future and act as if of their own volition to protect their charge, protecting the wearer
even against unexpected attacks.
Due to the strange sorceries used in their construction, the Silent Guardians of Glory do not
require maintenance.
Glory Unrecognized
Cost: -
Type: Permanent
Prerequisites: Essence 2
At times, a queen needs to walk unseen among her people. When the wearer disguises herself,
she may change the appearance of the guardians to any small ornament she would wear on
her person, such as a flower in her hair, a pendant around her neck or a small bracelet on her
wrist. The guardians are perfectly disguised, even if the rest of her disguise is not perfect.
She may spend 1 Essence or 1 Power to cause a wave emerald light to wash over herself and
hide her true features behind an illusion. This negates (Essence or 3) points of penalties to her
disguise from assuming a different sex, build, etc. and allows her to complete a disguise action
in an instant as a Simple action and without need for a disguise kit. Alternatively, she may use
this effect at no cost to change the appearance of her attire without disguising herself.
Opportunity in Distress
Cost: Spend 1 Essence or 1 Power
Type: Reflexive
Prerequisites: Essence 2
The guardians see to it that their charge finds reward at her foes expense when they dare
strike her. This Evocation creates a counterattack against an attacker within close range, rolling
(Dexterity + Larceny) with (Essence or 3) bonus dice. On a success she deals no damage,
instead stealing an item her opponent carries on his person and does not currently actively
use.
At Essence 3+ she may instead use this Charm to reflexively clash an attack made from close
range, using the same mechanics as the counterattack.
Glory-Shifting Legerdemain
Cost: Spend 1 Essence or 1 Power
Type: Reflexive
Prerequisites: Essence 3, Glory Unrecognized
Her eyes flashing imperceptibly with green sparks, the wielder interposes herself when others
seek to ingratiate themselves. When a character within short range tries to instill a positive
Intimacy towards a character other than the wearer within another character, she may
reflexively activate this Evocation to roll (Appearance or Charisma + Larceny) and compare
her result to that of the social influence. If she wins, she causes that influence to instill a positive
Intimacy towards her instead.
The Silent Guardians Awaken
Cost: -
Type: Permanent
Prerequisites: Essence 3, Opportunity in Distress
The guardians come to life with a surge of power, intent of protecting their charge against
underhanded aggression. The first time in a Scene the Silent Guardians of Glory reflexively
activate to protect their wearer from an attack, she perfectly soaks the damage of that attack.
If the attack was unexpected, she adds 3 bonus dice in any necessary roll-off.
Assumption of Sovereignty
Cost: Spend 2 Essence or 2 Power
Type: Simple
Prerequisites: Essence 4, Glory-Shifting Legerdemain, The Silent Guardians Awaken
The guardians take the fealty others swear towards those less deserving and transfer it to their
charge. She makes a persuasion roll against another character which is automatically
supported by the strongest tie of loyalty, obedience or similar context the target possesses as
if it were towards her. The target cannot draw on any other ties of loyalty to bolster his Resolve
or use them in a Decision Point, though they may still render the influence unacceptable.
This Evocation can only be used once per Story.
Lightning Tiger (Blue Jade Immaculate Dragon
Armor, Artifact § •••••)
A sleek suit of armor forged long ago for the Dragon-Blooded champion of an ancient Lunar
prince, Lightning Tiger channels geomantic Essence into its claw-tipped gauntlets to tear apart
foes with the terrifying speed of a lightning bolt and the force of a whirlwind.
Lightning Tiger is a suit of light artifact power armor, possessing two hearthstone sockets.
Attacks delivered with its clawed gauntlets use the traits of light artifact weapons. Its
life-support systems unfailingly protect its wearer against cold- and lightning-based
environmental hazards and provide her with fresh air. Its visor negates any visibility penalties
based on atmospheric obstructions such as heavy rain, mist or smoke.
Hurricane Strike
Cost: Spend 1 Essence or 1 Power
Type: Simple
Prerequisites: None
Lightning Tiger strikes with the force of a hurricane, blowing nearby enemies away. This
Evocation creates a special attack that, in addition to the effects of a normal attack, knocks all
other characters within close range back one range band.
Harassing Jolt Interference
Cost: Spend 1 Essence or 1 Power
Type: Reflexive
Prerequisites: None
Sparks of lightning nip at the wearer’s foes as they try to escape her wrath, sending spasms
through their muscles and tripping them up. This Evocation may be activated reflexively when
she opposes a disengage action, applying a penalty of (Essence or 3) to her opponent’s
disengage roll and rendering him prone if he fails to disengage from her.
At Essence 3+ this Evocation may oppose perfect disengages in a roll-off.
Gale-Force Defense System
Cost: Spend 1 Essence or 1 Power
Type: Reflexive
Prerequisites: Essence 2, Hurricane Strike
To focus on the destruction of a target, distractions need to be removed. This Evocation
activates hidden vents installed into the armor’s torso, allowing her to clash an attack made by
an opponent within close range with a difficulty 0 knockback gambit, rolling (Wits + Dodge)
with ([Dexterity/2] or [Wits/2]) bonus dice.
Thunderbolt Targeting Matrix
Cost: Spend 1 Essence or 1 Power
Type: Reflexive
Prerequisites: Essence 2, Harassing Jolt Interference
Lightning races through the wearer’s nerves and muscles, granting her terrifying speed as
Lightning Tiger calculates the ideal vector of attack. She may activate this Evocation when an
opponent in close range loses Initiative or tries to disengage from her to reflexively attack him
using Lightning Tiger’s claws.
Adrenalin Rush Rejuvenation
Cost: -
Type: Permanent
Prerequisites: Essence 3, Thunderbolt Targeting Matrix
Lightning Tiger exults in its kills. When the wearer incapacitates a significant opponent,
Lightning Tiger regains one point of spent Power.
Additionally, this increases the maximum of the Power pool by 1, though at least one
hearthstone needs to be socketed within Lightning Tiger to have a Power pool at all.
Chain-Lightning Assault Pattern
Cost: Spend 1 Essence or 1 Power
Type: Simple
Prerequisites: Essence 3, Thunderbolt Targeting Matrix
For an instant, Lightning Tiger’s wearing vanishes in a flash of lightning, before reappearing
where she stood, surrounded by the bodies of her foes, rent by strikes too quick to be seen.
This Evocation creates a special attack that is applied against all enemies within short range.
Her enormous speed makes it difficult for her foes to defend against this attack, applying a
penalty of (Essence/2) against their Defense.
This Evocation may only be used once per Scene, unless reset by regaining spent Power via
Jade Capacitors.
Jade Capacitors
Cost: -
Type: Permanent
Prerequisites: Essence 3
Blue Jade capacitors built around a liquid moonsilver core and connected through orichalcum
wires allow lightning Tiger to absorb electricity for power. When the wearer of Lightning Tiger
is attacked with lightning or victim of any kind of effect that uses lightning as a vector, she
perfectly defends against it and regains 1 point of spent Power. This may also occur when
exposed to a significant electricity-based environmental hazard, such as being struck by
lightning.
She may spend 1 Essence or 1 Power reflexively when targeted by an attack or effect using
cold or wind to perfectly defend against it, though this does not restore spent Power.
Aerial Mobility System
Cost: Spend 1 Essence or 1 Power
Type: Simple
Prerequisites: Essence 3, Gale-Force Defense System
Activating the aerial compression disks installed into the armor’s boots, Lightning Tiger soars
into the sky. As long as this Evocation is active air underneath the wearer’s feet is condensed
into a small levitating platform, allowing her to walk on thin air in any direction. Should she be
knocked back or down while in the air she will start falling, though a rise from prone action will
stop her fall immediately.
At Essence 4+ this Evocation becomes Reflexive.
Lightning Charge Transformation
Cost: Spend 2 Essence or 2 Power
Type: Simple
Prerequisites: Essence 4, Chain-Lightning Assault Pattern
The foes of the Lightning Tiger think themselves yet safe as they spy her on the horizon. They
are wrong. This Evocation allows the wearer to rush a perceivable target up to (Essence) range
bands away with (Dexterity) bonus dice. On a success she transforms into lightning and
immediately moves into close range with him. This is capable of contesting effects that oppose
a rush perfectly in a roll-off, in which she gains 3 bonus dice.
As she closes in on her target, she performs a lightning-fast strike against him. She reflexively
attacks her target, using her successful rush roll to determine her threshold successes and
adding (crossed range bands) to its damage. Since the target already failed to defend himself
(use his roll opposing the rush as the Defense) he cannot use a perfect parries and dodges
against this attack.
This Evocation may only be used once per Scene, unless reset by successfully rushing a
character that has previously successfully disengages from her in the same Scene.
Factory Cathedral (Artifact § N/A)
One of the most impressive feats of artifice ever performed was the creation of factory
cathedrals. These compounds the size of sprawling manors were complex arrays of
thaumaturgical and sorcerous artifice using prayer engines and geomantic alignments to
facilitate the mass production of lesser wonders. Each factory cathedral was dedicated to the
creation of a specific type of wonder and requires a small army of enlightened artisans
supported by thaumaturgical workers and overseen by sorcerer-engineers to ensure a smooth
workflow and proper maintenance. None are known to have survived into the Age of Sorrows
in Creation, though whispers of a secret functional cathedral deep in the bowels of Lookshy
surface among savants every other decade or so.
A factory cathedral allows an artisan of Tier 2+ to treat her Tier as 1 higher in order to determine
what artifacts she may craft and with what speed. It also reduces the Inspiration necessary to
produce three-dot Artifacts to 0. This only applies to the specific type of artifact the factory
cathedral was designed to produce, allowing enlightened mortals to “quickly” produce two-dots
artifacts and to produce certain three-dot artifacts at all.
Hearthstones
Effects
A Hearthstone is a boon to any chosen who can claim it as her own. Most hearthstones are
the congealed geomantic energy of a manse and allow a user to attune to said Manse even
when not in its presence, allowing the user to regenerate an additional point of Essence after
every Scene. Multiple instances of this effect do not stack. Should the parent manse of such a
hearthstone be disrupted, it quickly loses its power and will crumble into rapidly evaporating
crystalline dust.
Sometimes a hearthstone is the result of strange energies and has been formed in a demesne,
the Wyld or for even stranger reasons. Such hearthstones may provide a magical effect, but
do not grant the benefit of attunement to a manse and magical effects that draw on the Essence
of a hearthstone cannot be powered by it (such as generating Power points for Power Armor).
All hearthstones provide some manner of magical effect. Most hearthstones needs to be
placed into the hearthstone socket of an attuned artifact in order to provide their magic.
Hearthstone related keywords do not exist in Exalted – Reimagined.
Sockets
Unless otherwise noted, light artifact weapons and armor possess one hearthstone socket,
while heavy artifact weapons and armor possess two hearthstone sockets.
Miscellaneous artifacts only sometimes possess hearthstone sockets, usually noted in their
write up.
Destruction
Similar to artifacts, hearthstones are not easily destroyed, but a skilled a craftsman can take
them on. In combat or similar short term engagements, treat hearthstones as artifacts for the
sake of breaking them. A hearthstone is never damaged, it is completely destroyed by any
effect that would damage an artifact. A character with Occult 3+, who has multiple days to
study the hearthstone, can attempt to perform a Major crafting project to break it, rolling
(Dexterity + Craft [Jewlery or Gemcutting]) at a difficulty of 3 (for a standard hearthstones) or
5 (for a greater hearthstones).
Significantly damaging or destroying a hearthstone’s parent manse automatically destroys it.
Example Hearthstones
Air
Crosswind Stone (Standard)
When this gray-streaked blue gem is socketed into an attuned artifact, its bearer may call up
short, choppy gusts of wind to obstruct enemy projectiles for one Scene as a miscellaneous
action, imposing a -1 penalty on ranged attacks against her. She can also use the winds to
blow out candles, scatter papers, or cause equally minor disturbances within short range.
Crystal of the Frozen North (Standard)
Snowflake patterns run through this translucent white, hexagonal crystal. While socketed in an
attuned artifact, the bearer becomes immune to mundane cold-based environmental hazards.
Additionally, she can create cold with a touch, allowing her to perform minor narrative feats
such as chilling a hot drink.
She may spend 1 Essence to create one of the following effects:
- Freeze the ground out to short range (Reflexive). This can create a floating ice platform
on a water surface.
- Freeze an object up to the size of a horse (Simple). In combat this constitutes as special
(Dexterity + Martial Arts) attack with accuracy and damage (Essence of 3) and
minimum damage (Essence/2).
- Imbue herself with supernatural chill (Reflexive), increasing her Soak against a
heat-based attack by (Essence or 3) or gaining that many bonus dice to resist a
heat-based environmental hazard.
Eiderdown Gem (Standard)
This striated gray-and-white stone feels as light as a soap bubble. When socketed into an
attuned artifact, it softens gravity’s grip on the bearer. She adds 1 bonus die to all movement
pools when flying or gliding. When she falls from a height, calculate falling damage as though
she’d fallen one less range band.
Gem of the Wind-Blade (Standard)
When this orange-streaked blue stone is socketed in an attuned melee or thrown artifact
weapon, it increases the weapon’s maximum throwing range by one, though not beyond Long.
Set into a melee weapon that cannot normally be thrown, it allows that weapon to be thrown
against enemies within short range.
Godspeaking Trillion (Standard)
This hearthstone resembles a square-cut piece of milky blue topaz. It gives the bearer’s voice
the timbre and intonation of the Council of Winds. This evokes feelings of familiarity and
sympathy in air elementals and weather deities. While socketed in an attuned artifact, the
bearer treats such entities to possess a minor positive Intimacy towards her.
Jewel of Swift Comprehension (Standard)
This colorless ovoid of ice-clear crystal speeds the comprehension of visual information, from
reading a text to searching a room. While socketed in an attuned artifact, the bearer speeds
up such tasks by a factor of (Essence or 3)
Orb of Cool Breezes (Standard)
As long as this stone is exposed to the open air, it causes cool breezes to play within two miles.
These breezes make hot days more comfortable and particularly blow through windows and
ventilation shafts to cool the interiors of warm houses and blow fresh air into cellars and
mineshafts. In the winter these breezes moderate cold temperatures somewhat but also
produce cool drafts even in well-sealed houses. If the stone is sealed somewhere airtight, its
effects cease until it is again exposed to the open air.
Purifying Mercy Stone (Standard)
This clear jewel purifies the air within short range of its bearer, filtering out mist, smoke, poison
gas, and foul odors. Visible vapors clearly delineate the globe of clear air’s outer edge. The
hearthstone only functions in a gaseous atmosphere; it doesn’t create air underwater or
underground.
Memory Stone (Standard)
This hearthstone is outwardly clear and colorless, with a shifting prismatic radiance held deep
within. It perfectly reflects and stores all of its bearer’s memories within its facets, so long as it
resides within an attuned hearthstone socket and those memories were made while carrying
the stone. The bearer of the Memory Stone may draw pristine recollections from the stone’s
depths whenever she chooses, granting her perfect recall. If the stone ever falls from
attunement for more than a day, all stored memories within it fade away, and the stone’s former
master must once more rely upon her own fallible recollections.
Stone of the Spider’s Eye (Standard)
Thin lines of pale blue run through this square, white stone. While socketed in an attuned
artifact, it helps its bearer to see through magical distractions. This cancels up to 2 points of
visibility penalties the bearer suffers. This only affects magical penalties, allowing her, for
example, to pierce supernatural gloom but doing nothing to otherwise improve her night vision.
The reduction is applied to the sum of all penalties, not each magical visibility penalty
individually.
Far-Seeing Stone (Greater)
The bearer of this cat’s-eye gem can conjure a blazing electric-blue eye from inside the stone.
It moves as she directs, and she sees through it as if it were her own. The magic eye is
immaterial and incapable of attacking; uses the Exalt’s Join Battle, combat movement and
Evasion. It has one health level. It can’t travel more than one mile from the stone.
Gem of Elemental Travel (Greater)
While socketed in an attuned artifact, this hexagonal, brilliant-red hearthstone allows the
bearer to walk safely over any elemental horizontal or gradually inclined surface, including
water, lava, mud, ice, quicksand, on top of a field of grain or on any similar terrain. The bearer
can move over these surfaces without injury, slowed movement or an increased chance of
slipping or falling. However, this stone does not allow its bearer the ability to walk on air, walk
up walls or on ceilings. It also only protects her from hazards originating from the surface itself.
The heat of lava would not harm her, but noxious gases emitted from it might still poison her.
Gem of Fair Winds (Greater)
This azure blue stone has a small white swirl on one side. It ensures that all winds within three
miles of this stone blow in the direction the swirl is facing. The wind blows no harder or softer
than normal, but always blows in the correct direction. If someone changes the stone’s
orientation, the direction of the wind shifts gradually over the next 15 minutes until it blows in
the new direction.
Gemstone of Spoken Language (Greater)
While socketed in an attuned artifact, this blue-green prism allows the bearer to understand
and speak any language or dialect, no matter its origin. However, the stone’s power does not
extend to written language.
Stone of Air-Walking (Greater)
This spherical white stone looks like a tiny, solidified cloud. While socketed in an attuned
artifact, the bearer can walk on air as if it was solid ground. If she is rendered prone while in
the air, she begins to fall until she gets her feet back under her.
Twice-Striking Lightning Prism (Greater)
This prism-shaped, translucent crystal feels metallic to the touch. While socketed in attuned
artifact weapon, this hearthstone enhances its destructive prowess. Whenever the bearer uses
a Charm or Evocation to create or enhance an attack performed by the weapon in direct
support or furtherance of a Defining Intimacy, geomantic power surges forth from the gem to
empower the magic, increasing the damage of the attack by 1.
Earth
Cold Iron Bauble (Standard)
This small sphere of black iron gives any attuned artifact it is socketed into the spiritual
properties of cold iron, turning it into a deadly weapon against many Wyld-related threats.
Gem of Safe Harvest (Standard)
While socketed in an attuned artifact, the bearer of this irregular lump of unpolished,
dark-yellow amber neutralizes any poison, disease or other inimical effect she would suffer
from ingestion of substances.
Gem of Synchronicity (Standard)
Five of these hearthstones are produced by a single greater manse. While socketed in an
attuned artifact, the bearer can faintly sense pain and strong emotions of the bearers of other
Gems of Synchronicity born from the same manse. With a moment’s concentration she can
feel a series of slight tugs, pulling her in direction of the other hearthstones in the set. These
effects only work while both hearthstones are in the same realm of existence. A single user
cannot benefit from more than one Gem of Synchronicity from the same set at once (e.g. you
cannot slot multiple Gems of Synchronicity into power armor to gain multiple Power points).
Iron Soul Stone (Standard)
This highly-coveted hearthstone looks like a perfectly smooth grey stone plucked from a
riverbed. It grants complete immunity to the passive transformative power of the Wyld to
everyone within 100 yards (or long range, in combat), even preventing the onset of Wyld
addiction. The fae find the stone’s radiance unpleasant, and gain a Minor Tie of aggression
against its bearers while within the field of effect.
Root-of-the-Earth Gemstone (Standard)
An attuned artifact socketed with this dark blue stone is as light as ever in the Exalt’s hands,
but becomes as heavy as a boulder whenever she sets it down. Just shifting it a little ways is
a Strength 5+, difficulty 7 feat of strength, while dragging it over a distance is a Strength 7+,
difficulty 12 feat. (For an unattuned character to pull the stone from its socket is more difficult
still — Strength 10+, difficulty 16). If an active opponent is prone, pinning him down with the
socketed artifact is a difficulty 4 gambit, though the difficulty may vary with circumstances or
for nonhuman opponents of unusual size or form.
Stone of Comfort (Standard)
This smooth white hearthstone offers stability to souls caught in the midst of inward strife.
Within a one-mile radius, all characters gain 2 bonus dice on Willpower rolls to resist
Derangements, and the cravings of addicts are quelled.
Stone of the Ram’s Horn (Standard)
When this furrowed brown orb is socketed into an attuned artifact weapon, it grants the power
to strike with enormous force. Reduce the difficulty of knockback gambits performed with that
weapon to 0.
Stone of Reprieve (Standard)
While this simple oval of white jade is socketed in an attuned artifact, the bearer treats the
intensity of one derangement she suffers from as one step lower, completely suppressing
Minor intensity derangements. This hearthstone can be used without socketing it into an artifact
by sleeping with it placed onto the bearer’s chest, bestowing its benefits until the bearer next
sleeps.
Stone of Stability (Standard)
This stone causes all structure within three miles to become unusually sturdy and stable. In
addition to surviving all but the worst earthquakes without harm, bridges are able to bear more
weight than normal and mineshafts are unlikely to collapse even if poorly reinforced and shored
up. This stone does not allow entirely unstable structures to stand, or a flimsy bridge to support
a caravan of yeddim. Instead, it roughly doubles structures’ strength and durability. This stone
only affects structures like houses, mineshafts and bridges that are built on or into the ground
and cannot be moved without great effort. Also, this stone provides no protection against
deliberate physical attacks on what it reinforces.
Sword Soul Gem (Standard)
This unusual stone appears chalky-white while held, but assumes the same hue as the
dominant magical material of an artifact it’s socketed into. While socketed into an attuned
artifact, it mediates between it and a dissonant wielder. A character who usually dissonant with
the artifact treats it as neutral instead.
Earth Shaping Jewel (Greater)
This stone allows anyone who has touched the jewel within the last day to turn unworked stone
into clay or transform dirt or clay into stone. To accomplish this feat, the jewel must have been
in the same location for at least one full week and people who have touched the jewel can only
affect earth or stone within three miles of the jewel. Anyone using the power of this jewel must
touch the stone or earth they wish to transform. Each touch can transform up to one cubic yard
of earth or stone. This transformation takes roughly a minute to complete.
Gem of Adamant Skin (Greater)
While socketed in an attuned artifact, the bearer of this glittering, flawless black ovoid can
momentarily strengthen the tenacity of her skin to resemble the unbreaking endurance of pure
adamant. She may reflexively spend 1 Essence to perfectly soak one instance of damage. She
may not do so more than once per Scene.
Gem of Immortality (Greater)
This hearthstone is a smooth, darkest black, with the faintest rainbow sheen playing across its
surface. While socketed in an attuned artifact, the bearer does not age, nor does she suffer
any infirmities or illnesses of old age should she already be old.
Mountain-Burden Stone (Greater)
This unusual, chalky-black jewel offers no benefit when placed into a hearthstone socket.
Rather, it is a weapon. If placed into an open hearthstone socket on an enemy’s equipment (a
difficulty 3 gambit in combat), the stone locks into place with an audible ringing crash, and
dramatically increases the artifact’s weight. This automatically disarms weapons, sending them
smashing to the ground where they cannot be retrieved so long as the hearthstone remains in
place. It makes armor so heavy that movement actions become impossible and all other
actions suffer a -3 penalty. Forcibly prying the stone loose requires a difficulty 4 feat of strength
that cannot be placed in a flurry.
Spirit-Grounding Stone (Greater)
This gold-speckled brown stone abhors the evanescence of the spiritual world. All spirits that
find themselves within one mile of the stone become material at no cost, though Tier 3+ spirits
may pay a Willpower point to remain immaterial for the duration of their stay.
Fire
Ardor-Igniting Gemstone (Standard)
This orange jewel glows brighter when its bearer seeks to share her passions with others.
While socketed in an attuned artifact, if the Exalt attempts an inspire action while she is in the
throes of the same emotion that she seeks to evoke, she gains 2 bonus dice.
Firebird Gem (Standard)
This palm-sized, egg-shaped ruby glows with a flickering golden light. While socketed in an
attuned artifact, its bearer can spend 1 Essence as a Simple action to perform a special attack.
Use the effects of the spell Flight of the Brilliant Raptor. This attack is not actual sorcery, cannot
be countered as sorcery would and does not require the accumulation of milestones to perform.
Firestop Stone (Standard)
Within three miles of this hearthstone, fires spread more slowly and become more difficult to
ignite. Even with optimal tools and kindling, starting even the smallest fire is a difficulty 1 task,
and accidental fires are extremely rare. Marking a stove, hearth, kiln or forge with a special
sigil and saying a short prayer once a month at noon allows fires to be kindled and to burn
normally in these locations, but these fires are unlikely to spread beyond these locations. Arson
and attacks with flaming projectiles cause at most minimal damage in a region protected by
this stone, while forest fires and prairie fires are exceptionally rare. This Stone does not
influence the damage fire-based attacks deal to individual characters, only how far fires
resulting from such attacks spread in the area.
Gem of Night Vision (Standard)
While socketed in an attuned artifact, the bearer of this clear, crystal cabochon can see in
darkness as the world around her is illuminated by a bonfire only visible to her own eyes. This
does not counteract supernatural gloom that would keep fire from illuminating the area, but
eliminates all natural visibility penalties based on lack of light.
Gemstone of Shattering Force (Standard)
A vermilion line bisects this gray-brown gemstone. Socketed in an attuned artifact, it magnifies
the bearer’s knack for destruction, adding 1 bonus die to feats of destruction. If it’s set in a
weapon that’s used to stunt a feat of demolition, the bonus die becomes an automatic success.
Hearth’s Fire (Standard)
This orange-and-red crystal looks like a frozen tongue of flame. It bursts into flames the instant
the bearer places it on any solid surface. Regardless of the weather, the stone creates a fire
two meters in diameter, which burns without fuel and is hot enough to keep a dozen people
warm and dry even in heavy rain or extreme cold. An attuned bearer may safely snuff the fire
with a thought. Otherwise, it burns until sunlight strikes it on the following dawn.
Jewel of the Swift Strike (Standard)
While this yellow gem is socketed in an attuned artifact weapon, the wearer adds 1 bonus die
on an attack roll if she moved one or more range bands immediately before attacking.
Passion-Unbinding Stone (Standard)
Within a mile of this sparkling amber jewel, folk struggle to master their passions. Oaths are
casually sworn and as easily broken; strangers and spouses fall in and out of love; teahouses
can barely clean up after each impromptu revel or brawl before the next begins. Inspire rolls
receive an automatic success. Guile takes a -1 penalty when used to conceal emotions.
Sphere of the Revolutionary Dog (Standard)
This is a brilliant orange orb which seems to be filled with slowly billowing tongues of flame.
When socketed into an attuned artifact, the owner may send the point of recovered Willpower
that she regains during her sleep into the hearthstone rather than gaining it herself. At any later
point, she can retrieve and spend this stored Willpower point. The Sphere of the Revolutionary
Dog can only hold one Willpower point at a time.
Trance-Scorching Sardonyx (Standard)
When this striped red and black orb is socketed in an attuned artifact, its bearer can call upon
its inner fire to burn away unnatural lethargy. She gains +2 Resolve against magical effects
that induce sleep, apathy, forgetfulness, or other passive mental or emotional states.
Bloody-Eyes Burning Jewel (Greater)
This hearthstone is transparent, four-sided jacinth with a deep red sphere at its center. While
socketed in an attuned artifact, its bearer can shoot bolts of brilliant fire from her eyes, using
the traits of light artifact archery weapons that can attack characters out to short range. She
may develop Evocations for this hearthstone as if it were a 3-dot artifact.
Bright Eye of the Fire Dragon (Greater)
This octahedral ruby holds a fleck of iridescent black in its heart. While socketed in an attuned
artifact, its bearer knows the location of every fire within a mile and can concentrate to see
through a fire of her choice.
Fire-Eating Rock (Greater)
This hearthstone looks like a globe of gray rock flecked with red sparks. While socketed in an
attuned artifact, it can reflexively consume any natural fire within short range of its bearer,
allowing her to cut a swath through an inferno.
Gem of the Burning House (Greater)
While socketed in an attuned artifact, this cube of crimson stone renders the bearer immune
to harm from natural heat and fire, including the risks of smoke inhalation.
Gem of Endless Summer (Greater)
The presence of this hearthstone warms the land and air around it to the temperature it would
normally assume in the height of summer. Both day and nighttime temperatures mirror summer
equivalents. This effect extends for four miles around the stone and ends abruptly at the edge.
If someone moves the stone, the warmth moves with it, but snow and frozen ground thaw only
as fast as they would if exposed to normal summer temperatures. The effect extends several
yards down into the soil, allowing normal plant cultivation in the frozen depths of a northern
winter.
Gem of White Heat (Greater)
This translucent, red-orange dodecahedron grants its bearer the ability to surround herself with
a nimbus of fire reminiscent of a Fire Aspect. While socketed in an attuned artifact, the bearer
may commit 1 Essence as a miscellaneous action to invoke this elemental mantle, causing
Anima Flux as if she was a Fire Aspect. She is immune to the Anima Flux created by this
hearthstone.
Water
Fountain-Summoning Stone (Standard)
This hearthstone is a dark oval emerald, cold and moist to the touch. If the Fountain-
Summoning Stone is buried in the soil and left undisturbed for a short period (ranging from a
minute in fertile riverlands to half an hour in the desert), it will presently spring back to the
surface atop a gushing fountain of water, which persists until the sun rises and sets. The
Fountain-Summoning Stone won’t operate anywhere that a spring couldn’t possibly appear,
such as a balcony garden or in a barrel of soil aboard a ship.
Purity Gem (Standard)
All water drawn from wells or rainwater cisterns within three miles of the stone tastes pure and
sweet and never ontains poisons or disease. Any toxins or diseases added to this water are
instantly neutralized, and the water retains this property as long as it remains within the area
affected by this gem. Even water in mugs or cookpots neutralizes all poisons and kills all
diseases.
Sapphire Duck Stone (Standard)
Feathery white striations run through this blue gemstone. Within a two-mile radius, non-aquatic
mortals and animals gain increased buoyancy, floating easily atop even the most turbulent
waters. Even non-swimmers are unlikely to drown, saving lives among sailors and fisherfolk;
pearl divers require heavy ballast to perform their duties. Within the affected area, attempts to
swim downward suffer a -2 penalty, while swimming for the surface adds two bonus dice.
Restrain or drag actions to hold someone underwater likewise suffer a -2 penalty on the
grapple’s control roll.
Stone of Aquatic Prowess (Standard)
This hearthstone looks like a smooth ovoid of pure water bound into a solid shape. It becomes
completely invisible if placed in water. While socketed in an attuned artifact, its bearer becomes
fully amphibious, allowing her to breathe underwater and swim with supernatural ease, she
does not treat swimming as difficult terrain.
Stone of Gender Transformation (Standard)
While socketed in an attuned artifact, this peach-colored, almond-shaped crystal enables its
bearer to change gender at will. Changing gender takes a miscellaneous action. The character
looks as she would as a member of the opposite sex during the transformation. The transition
reverses itself to its original state, should the bearer lose the hearthstone.
Stone of the Vanisher (Standard)
When this cloudy gray stone is socketed in an attuned artifact, its bearer’s image fades like
mist from pursuers’ minds. On any roll to investigate her, track her, or contest her efforts to go
to ground, apply a -1 penalty.
The Labyrinthine Eye (Standard)
Alternating bands of gold and brown cover this spherical stone. While socketed in an attuned
artifact, its bearer can perfectly navigate the quickest route to the center or exit of any structure
she is in.
Bloodstone (Greater)
Socketed in an attuned artifact, this red-speckled green gem protects and purifies its bearer’s
blood. She is immune to mundane poisons and diseases and adds (Essence) to her resistance
roll against supernatural ones. If any supernatural power would somehow alter the properties
of her blood, she may perfectly defend against said power by reflexively spending 1 Essence.
Additionally, she does not bleed unless she wants to, even severed limbs will not shed a single
drop of blood.
Fighting-the-Tides Gemstone (Greater)
Pale streaks crisscross throughout this sea-green stone. When socketed in an attuned artifact
weapon, its bearer is as indifferent as the tide to an opponent’s fury. The first time each round
that she successfully parries an attack, she takes no onslaught penalty from that attack.
Freedom Stone (Greater)
This hearthstone is a murky blue-black, full of shifting shades. When mounted in an attuned
hearthstone socket, the Freedom Stone allows its wielder to reflexively spend 1 Essence to
perfectly escape any physical restraints. She also may reflexively spend 1 Essence when
rolling for the control of a grapple to perfectly escape it.
Orb of Calm (Greater)
For four miles around the stone, seas remain relatively calm, rain is never heavy, and winds
remain light. Waves never become higher than three yards high and winds are never stronger
than 25 miles per hour. This stone only functions if it is within two miles of an ocean or of a
lake at least 50 miles across in its smallest dimension. If placed on a ship, seas around the
ship remain as a moving zone of calm. The stone does not create doldrums; it merely prevents
weather from becoming dangerously powerful.
Wood
Adder’s Eye (Standard or Greater)
This polished wedge banded with gold and black is much prized by assassins and other people
who hunt large and dangerous prey. While socketed in an attuned artifact weapon, its bearer
can cause it to reflexively coat her weapon with poison once per day. This poison uses the
traits of Arrow-Frog Venom.
As a greater hearthstone, the weapon it is socketed in will be permanently coated in venom,
exposing enemies to its poison with every cut.
Faery-Ring Jewel (Standard)
Within a two-mile radius of this many-colored pastel stone, fungi grow with far greater rapidity
and vigor than normal. Mushrooms and toadstools alike grow thickly in every pasture and
glade; fallen timber and abandoned houses become encrusted with shelf fungi, molds, and
mildews, rotting away with unusual swiftness. Rolls to forage for fungi — whether for food,
drugs, or poisons — gain 3 bonus dice.
Gem of Injury Sense (Standard)
Fine, iridescent cracks run through this transparent, blue-green teardrop. While socketed in an
attuned artifact, its bearer can reflexively tell whether any character she sees is sick or injured
and how life-threatening his circumstances are. She can also reflexively detect if someone is
dead.
Gem of the Shield-Sister Tree (Standard)
When this gray-dappled green orb is socketed in an attuned artifact, living vegetation twists
and bends of its own accord to protect the bearer. When the bearer takes cover behind living
vegetation, light cover protects as heavy, while heavy protects as full.
Gemstone of Deep Drink (Standard)
While socketed in an attuned artifact, this sharp-edged chunk of grass-green stone grants its
bearer the ability to consume as many intoxicants as she would like without suffering any
adverse effects. While she may enjoy the buzz of drink or the high of marijuana, she can
reflexively purge these drugs from her system to sober herself up.
Health Stone (Standard)
This stone is mahogany red and marked with a black spiral. It repels spirits of rot and disease
within two miles of the stone. Food keeps at least twice as long and is always obviously foul
before it can make anyone sick. Also, everyone within this area who wears an amulet marked
with a spiral like the one on the stone gains two additional dice to resist and recover from all
diseases and infections. This stone does not prevent desired fermentation or aging, but aged
meat is less likely to rot and wine and beer are less likely to go off.
Ivy-Hilt Gemstone (Standard)
This black stone is shot through with interwoven green lines. When socketed in an attuned
artifact weapon, the bearer can cause vines to grow from the weapon and cling to her fighting
hand, raising the difficulty of disarm gambits against it by 1.
Monkey Stone (Standard)
This stone is a rich reddish-brown, with a surface that feels like soft, furry bark, and grants its
bearer the agility and balance of its namesake. When socketed into armor, it negates the
armor’s mobility penalty for the purpose of climbing, leaping, or other acrobatic or arboreal
actions, though not movement actions on relatively flat ground. If the armor has no mobility
penalty, then the Exalt instead gains one automatic success on all rolls to climb, leap, swing,
and perform other acrobatic or arboreal actions. Finally, the character never treats tree
branches, limbs, crumbling ramparts, or other elevated and treacherous ground as difficult
terrain.
Stone of the Emerald Rooster (Standard)
Sunlight strikes rainbows from this green jewel. Its bearer’s passions guide and strengthen her
on her journeys. While traveling on a task related to a Major or Defining Intimacy, she needs
no rest to regain Willpower each night.
Stone of Shelter (Standard)
When placed upon the ground, this green-flecked, dark-blue spindle creates a temporary
shelter out to medium range. Winds and rain do not penetrate the invisible dome of this shelter
and inside it is warm and dry. Wild animals will not initiate hostilities against those inside. The
shelter cannot protect from truly extreme or supernatural environmental hazards such as a
volcano or a rain of fire. The shelter remains in place until the hearthstone is picked up again.
Survival Stone (Standard)
Brown striations mark this leaf-shaped, green hearthstone. While socketed in an attuned
artifact, its bearer is sustained by it, suffering no penalties from deprivation. While she still
experiences hunger and thirst, she cannot die to starvation or dehydration.
Harvest Gem (Greater)
Any fields within five miles of this stone are exceptionally fertile. On good or average years all
crops regularly produce yields more than twice as large as their normal best, and even in bad
years, harvests are equal to the best yields that could normally be produced with the same
tools and effort. This stone does not reduce the need for labor or seed, but it guarantees this
labor will always be well rewarded.
Jewel of the Forest Warrior (Greater)
Opaque brown veins run through this translucent, emerald-green triangle. While socketed in
an attuned artifact, its bearer can spend 1 Essence as a Simple action to animate plants within
medium range. These plants come alive to form a battlegroup of Size 2, using the traits of
Battle-Ready Troops with perfect morale and Average Drill. The battlegroup is under her
command and remains active for the rest of the Scene.
Rose of Millions (Greater)
This hearthstone appears as an eight-sided pink and black tourmaline cross-section. When
placed in an attuned hearthstone socket, the bearer may enshrine one of her Major or Defining
Intimacies in the gem as she falls asleep by spending four motes. Thereafter, she automatically
knows when she perceives another character who shares that same Intimacy, though she
doesn’t learn what intensity they hold the Intimacy at. The Rose of Millions can only hold one
Intimacy at a time.
Solar
Gem Day’s Light (Standard)
This Solar hearthstone is a yellow gem burning with an inner light. It allows the Exalt who owns
it to travel confidently, knowing that the light of the Unconquered Sun will be with her. She has
only to concentrate on the gem to make it glow like a miniature sun, illuminating everything
within up to a mile’s radius with the light of day. The Exalt can determine how far the effect
stretches by concentrating on the gem. The effect lasts for as long as needed. Concentrating
to activate the effect is a miscellaneous action, though it can be ended reflexively. Hungry
ghosts react to this light as they do to the actual sun.
Gem Inner Power (Standard)
This gleaming red-gold gem’s facets focus the eye inward toward a core that gleams and glows
when it catches the light. When the Gem of Inner Glory is socketed into an artifact it may be
attuned without counting against the limit of free attunements.
Gem of Sorcery (Standard or Greater)
Though transparent, this many-pointed crystal has an oily golden sheen and glows with inner
light. Enshrined in it is a sorcery spell of the Terrestrial Circle. While socketed in an attuned
artifact, its bearer can cast the spell enshrined in it, even if she does not know the spell. If she
knows it, she treats it as if it was her control spell. The bearer must be initiated into Terrestrial
Circle Sorcery to cast the spell encoded within. This hearthstone cannot encode demon or
elemental summoning spells.
As a greater hearthstone it may contain a Celestial Circle spell instead. The bearer may cast
it even if she is only initiated into the Terrestrial Circle, though she adds 3 milestones to its cost
if that is the case.
Jewel of the Shining Heart (Standard)
This golden stone transforms its bearer’s righteous passions into action. When attuned, the
bearer chooses a Defining Intimacy and treats it as a relevant specialty for any action that
upholds it, as long as it remains at Defining intensity. Once per Story, she may switch to a
different Defining Intimacy.
Lantern-Soul Diamond (Standard)
While this clear, colorless hearthstone is socketed in an attuned artifact, the Exalt can spend
five minutes of meditation to funnel the entirety of her bonfire anima into its depths. Thus
charged, the stone blazes with the colors of the Exalt’s anima, shedding light as brightly as
any lantern. At any time, she may expend this charge to raise the intensity of her Anima by
one level.
Stone of Innocent’s Protection (Standard)
Within two miles of this stone, no Tier 1 or 2 creature of darkness can enter any dwelling
containing either a child under the age of ten or someone currently asleep. Tier 3+ creatures
of darkness need to spend 1 Willpower to enter such a dwelling. Spending this cost once
renders them immune to this ban for the rest of the day.
Aetherial Sphere (Greater)
This clear, perfect sphere seems to swirl with prismatic facets when viewed from different
angles. While socketed in an attuned artifact, its bearer can attempt to capture sorcery directed
at her within it. When targeted by a spell of the Terrestrial Circle that has just been cast
(including being in the area affected by a spell) she may reflexively enter a roll-off against the
caster, drawing the spell into the hearthstone. It begins to glow with an inner light while storing
a spell. At any time after storing a spell in this way, the bearer may release it as a miscellaneous
action which cannot be placed in a flurry. She choses a new target for the spell as she releases
it.
This hearthstone cannot store more than one spell at a time and may only absorb a spell once
per day. An equivalent Abyssal hearthstone targeting Shadowlands Circle necromancy exists,
called Necrotic Sphere.
Hierophant’s Eye (Greater)
This black octagonal stone blazes with orange-gold light along each of its perfect edges. The
Hierophant’s Eye allows a wearer to use her Excellence to enhance shape sorcery actions at
no cost.
Abyssal
Death-Sense Stone (Standard)
While socketed in an attuned artifact, the bearer of this disc of opaque white can sense the
death of any creatures within one mile. She can home in on the location of any death she
sensed this way perfectly and can discern between the death of sentient and non-sentient
creatures. When she comes across a corpse she may reflexively determine the time of its
death perfectly.
Ghost-Eye Crystal (Standard)
While socketed in an attuned artifact, the bearer of this dark-blue octahedron can see and hear
dematerialized ghosts. If she wills it, she glows with necrotic Essence to ghosts, alerting them
to her supernatural significance.
Stone of Nightly Reunion (Standard)
Every night, people can visit any graveyard within three miles of the stone and speak with the
dead buried there. The dead can hear and respond and can also create slightly transparent
images of the way their bodies appeared in life. However, without using any special abilities
neither the dead nor the living can touch or affect each other in any way.
Walking Corpse Stone (Greater)
This rough-hewn grey hearthstone feels leathery to the touch, and is shot through with crimson
flaws. When placed within a corpse just prior to burial (the grave may be as shallow as desired,
but the corpse must be completely buried), this jewel will cause the corpse to rise as a zombie
at the next sunset, under the control of the one who buried it. The stone need not remain with
the corpse for it to stay animated and loyal, and may be used to raise another zombie at the
next sunset.
Lunar
Ever-Open Eye (Standard)
This triangular prism is colorless in itself, but takes on the colors of whatever surface it touches.
When placed in an attuned hearthstone socket, the character may spend a point of Willpower
to change his skin, hair, and eye colors to blend in with the natives of the area where he travels.
Facial structure may also very slightly change to facilitate this blending-in if necessary,
producing epicanthic folds or the like. Removing the gem or spending another point of
Willpower returns the character to their true appearance.
Ever-Open Eye (Standard)
While socketed in an attuned artifact, the bearer of this dull-gray disk of smooth stone can
remain awake without fatigue or impairment. However, after not sleeping for one week, the
bearer must make a (Stamina + Resistance) roll with a difficulty of (days awake – 5) every day.
If she fails, she is plagued by waking dreams. These hallucinations may confuse her and
impose a -2 penalty on all actions.
Key to the Dream Palace (Standard)
One side of this black opal is round and smooth, the other a fantasia of minuscule turrets,
domes, and spires. Everyone who’s touched the stone in the past day shares a collective
dream when they sleep. Within the walls of a fabulous black opal palace, they live dream-lives
of unimaginable opulence and partake in diverse decadent diversions — dressing like princes,
dining like queens, engaging in courtly dalliances and intrigues, perusing otherworldly lore
meaningless in the real world. These dreams are experienced lucidly and recalled as clearly
as waking life. The palace and its inhabitants are unaffected by dream-influencing magics less
potent than Celestial or Solar Circle spells and workings.
Mount-and-Rider Onyx (Standard)
This stone’s surface is a tangled interweaving of black and white. Socketed in an attuned
artifact, it allows bearer and steed to fight as one. Increase the difficulty of unhorse gambits
against her by 1.
Snakeskin Stone (Standard)
This smooth, irregular stone appears covered in black, red and white snake scales. While
socketed in an attuned artifact, its bearer can shed her skin while sleeping. Doing so helps her
healing process, healing one point of aggravated or two points of lethal damage during her
sleep. It also, at her discretion, removes any physical marks on her skin such as scars, brands
or tattoos.
Stone of Nature’s Bounty (Standard)
Anyone who falls asleep within three miles of this stone awakens the next day with an intuitive
understanding of how to find nutritious food and pure water in their current environment. While
it doesn’t allow someone to find food or water where none exists, the stone grants a +2 bonus
to all Survival rolls to find food or water in the area around the stone. This knowledge lasts until
next time the person falls asleep.
Twin Crescent Stone (Standard)
While this moonstone is socketed in an attuned one-handed artifact weapon, the Exalt can
create a duplicate of the weapon from moonlight and shadow as a miscellaneous action. The
duplicate functions exactly as the original, granting the benefits of dual wielding. It dissolves if
either it or the original is wielded by another.
Beast Stone (Greater)
All trained animals within three miles of this stone are unusually healthy and fertile. More
importantly, they give birth to exceptional offspring. The offspring of trained animals born in
this area are all obedient, good-tempered and as smart as monkeys, while also being as
healthy and strong as the best members of their breed. This stone only affects the offspring of
animals who are born in this region and at least one of whose parents were trained as a riding
animal, beast of burden or guard animal.
Stone of Dream Entrance (Greater)
The bearer of this smooth, oval moonstone can enter the dreams of others. To do so she must
place the stone on the brow of a sleeping individual, which puts her into a trance as she enters
her target’s dreams. She may reflexively end this trance at any moment to exit the dream.
Sidereal
Dream Stone (Standard)
This hearthstone is a smooth black stone with abstract white markings. While socketed in an
attuned artifact, its bearer will sometimes receive prophetic dreams. Once per session, she
may forgo recovering a point of Willpower from sleeping to gain some insight into what lies
ahead in her immediate future.
Gem of Luck (Standard)
This gem causes everyone within the village, town, or city where it’s located to be resistant to
bad luck. Dropped plates are less likely to break, lost items are easier to find, stray sparks and
dropped lanterns are less likely to start large fires and people performing difficulty 1 tasks never
botch. This stone has no effect on any forms of deliberate malice and also cannot undo curses
or prevent large disasters, unless those disasters were precipitated by a single small accident.
Jewel of the Celestial Mandarin (Standard)
This transparent, faceted square stone glows with a violet light. Any individual bearing it in an
attuned hearthstone socket may glimpse the abodes of spirits—the doors of the sanctums
where gods dwell become visible to her eyes. Although this hearthstone doesn’t grant the
power to enter such sanctums, she can speak and her voice will be heard within, booming with
celestial authority—any command to come forth is treated as though it aligns with a Minor
Intimacy.
Jewel of the Rabbit’s Sword (Standard)
This chartreuse gem’s facets seem to change in number and shape each time they’re viewed.
The stone counters ill fate with luck; once per day, its bearer may spend one Willpower to reroll
all 1s for a single action until no 1s remain.
Precision of Form Gemstone (Standard)
While socketed in an attuned artifact, this brilliantly iridescent, egg-shaped opal allows its
bearer to activate martial arts Form Charms as a miscellaneous action, allowing them to be
placed into a flurry.
Home’s Hearth (Greater)
Each side of this irregular, six-sided gemstone is a different color. Once per day, it allows the
bearer to teleport herself and up to (Essence) other willing passengers to the stone’s manse
by concentrating for one minute. She can only do so as long as she is in the same realm of
existence as the manse. Creation and Yu-Shan count as the same realm of existence for the
purpose of this hearthstone.
Scrying Stone (Greater)
The bearer of this black stone can see visions of other times and places in its flat, highly
polished surface—visions of the past, the present or the potential future. She has no control
over what she sees, nor does she gain any insight into the context of these visions – though
the visions are often somehow related to her own fate or current local events.
Stone of Hidden Safety (Greater)
This stone protects a single settlement, which can be as large as a small city or as tiny as a
village of a dozen people. It cannot be used to protect a vast metropolis like Nexus,
Chiaroscuro, or the Imperial City, because such settlements are simply too large to be hidden.
This stone protects the city against anyone traveling there via mundane means with an intent
to conquer, rob, harm or disrupt the city as a whole or a large number of its inhabitants. It has
no ability to deter anyone with a supernatural ability to locate places, but everyone else hostile
to the city will become lost. A seemingly straight road to the city seems to twist and double
back upon itself in impossible ways. This stone increases the difficulty for hostile people to
locate this settlement to 5, even if they are traveling on a road that seems to head directly to
the city or town. Anyone without hostile intent must still make a difficulty 1 roll to locate this
settlement. If a hostile person or army accompanies a guide with no ill intent, the guide is
almost certain to become separated from the bandits or invaders. Merchants, pilgrims,
performers and other travelers have little trouble locating the city; only those who seek to harm
it will be unable to locate it.
Stone of One Voice (Greater)
Glimmering lines and arcs dance through this milk-blue stone. All humans within four miles of
the stone find they possess the ability to speak and understand Old Realm, even if they lack
the Lore or Occult prerequisite. This understanding is unconscious and automatic, though
those who make the effort can learn the language permanently with time, as can children raised
there.
Vitriol
Stone of Chrysalis (Greater)
A tiny creature lies frozen within this translucent green stone, its appearance differing every
time it’s viewed. While socketed in an attuned artifact, its bearer may activate this hearthstone
to encase herself in a chrysalis of green silk. The next morning, she emerges from the chrysalis
evolved, gaining (Essence or 3) dots of mutations. These mutations disappear if she loses
attunement to the hearthstone or reactivates it.
Adorjan
Unconquerable Silence Gemstone (Standard)
While socketed in an attuned artifact, the bearer of this opaque white stone may selectively
blend out all sound created by specific creatures in her presence. This includes speech as well
as footsteps or the sound of clashing blades, though the roar of an avalanche or similar large
chain reaction will not be covered up by this effect. Silencing or undoing the effect for a specific
creature or all creatures is a reflexive action.
Empty Heart Stone (Greater)
The sharpened edges of this lenticular stone are shot through with many colors, but the center
is clear as glass. While socketed in an attuned artifact, its bearer can temporarily achieve a
transcendent state of detachment. Once per Story, she may reflexively spend 1 Willpower to
suppress all of her Intimacies for the rest of the Scene. She is still aware of what her own
values and goals are, but her heart is not ruled by them anymore.
Cecelyne
Jewel of the Desert-Boddhisattva (Standard)
A soothing silvery-blue light emanates from this gemstone, surrounding its bearer with a
messianic aura. While socketed in an attuned artifact, the bearer of this hearthstone increases
the rating of her Cult Merit by 2 (to a maximum of 5). She needs to possess the Cult Merit to
benefit from this effect, the hearthstone enhances the efficacy of her adherent’s prayers, it
does not create worship out of thin air.
Panopticon Stone (Greater)
While socketed in an attuned artifact, the bearer of this transparent pale green gem can spend
1 Essence to manifest a small hovering sphere of glass. This is a demon of the first circle,
identical to the Eye of Orabilis (see Orabilis, Antagonists chapter), save that it relays its own
perceptions to the bearer of the hearthstone instead of Orabilis. The bearer of this hearthstone
may have up to Essence creatures of this kind in her service at any time. Creating more will
sever her connection to the oldest one, setting it loose.
The Ebon Dragon
The Dream-Merchant’s Coin (Standard)
This coppery disk gleams with a peculiar iridescence. By spending 1 Willpower upon going to
sleep, a character holding it may visit the dream palace of the demon Makarios.
Pearl of Shadow Form (Greater)
While socketed in an attuned artifact, the bearer of this jet-black orb may spend 2 Essence as
a Simple action to transform into a living shadow for one Scene. In this form, she can slip under
the space beneath a door or slide through the thinnest crack. In well-lit regions, observers
notice the existence of an unusual shadow if they make a (Perception + Awareness) roll at
difficulty 3, unless the wearer conceals himself in a larger shadow.
When the character is a shadow, she counts as a creature of darkness, is dematerialized and
can only affect or be affected by other dematerialized creatures or by Charms and weapons
capable of attacking dematerialized foes.
Elloge
Glyph-Voice Stone (Standard)
When the bearer of this black and gold rectangle speaks while it is socketed in an attuned
artifact, no sound emerges; instead, her words manifest briefly in midair as supernally elegant
calligraphy. This allows her to use Linguistics instead of Presence when performing social
influence.
Inviolate Narrative Stone (Standard or Greater)
The bearer of this stone cannot be drawn into the tales of the Wyld, for she has her own story.
While socketed in an attuned artifact, its bearer is immune to the warping influence of the Wyld.
As a greater hearthstone, she projects her own narrative onto the Wyld, imposing her own
natural law onto the area out to medium range around her in the Wyld. What this natural law
is depends on her own mindset, though she has no conscious control over it and all but the
most alien minds would instinctively impose the natural laws of Creation.
Savant’s Lense (Standard)
This lenticular blue stone translates any text viewed through it into Old Realm script. Codes
and ciphers appear in Old Realm script but are not decrypted.
Hegra
Lips-like-Poppies Gemstone (Standard)
Oil-slick colors ooze across this teardrop stone. While socketed in an attuned artifact, it infused
the bearer’s saliva with liquid dreams, exposing those who kiss her or consume something
tainted with her saliva with a psychedelic drug. Treat this drug as a supernatural poison with
damage 0B, duration (Essence + 3) hours and penalty -3. While drugged, a victim will suffer
hallucinations as dream fragments overlap with his own senses.
Passion-Drinking Lightning Stone (Standard)
An attuned artifact weapon socketed with this hearthstone crackles with Hegra’s black
lightning, a dark power that feast on its victim’s passions. When this weapon damages a
character, he is drained of emotion, automatically successfully inspiring him with apathy or
nihilism.
Stone of Emotional Alchemy (Standard)
This silver-streaked yellow stone can change the emotional tenor of its bearer’s passions.
While socketed in an attuned artifact, she may reflexively spend 1 Willpower while she is in the
grip of strong emotions (such as those created by a successful inspire action) to transmute the
emotion into another, such as turning love into anger or grief into happiness.
Isidoros
Sone of the Solipsist (Standard)
What the bearer of this shining white gem doesn’t perceive cannot harm her. While socketed
in an attuned artifact, the bearer increases her Soak against ambush attacks by 5. Her Soak
may reduce the damage of ambush attacks below minimum damage. If she reduces the
damage of an ambush attack to 0 in this way, she doesn’t even notice she was attacked in the
first place.
Kimbery
Against-the-Flame Pearl (Greater)
While socketed in an attuned artifact, the bearer of this nacreous stone may match her enemy’s
ability to move and survive in any environment. Upon being attacked, she may adapt to her
opponent, granting her the same avenues of mobility and survival he has. This allows her to
fly when fighting a flying opponent or to breathe and quickly move underwater and endure
tremendous pressure when fighting horrors of the deep sea.
She may only activate this effect in response to being attacked. The attack must be genuinely
intended to vanquish her, a half-hearted slap or a training fight cannot be used to activate this
stone’s power, only true combat. The adaptability lasts for the duration of the combat,
extending afterwards as long as the bearer continuously moves towards the nearest
environment where she could survive on her own.
This hearthstone only copies continuous modes of mobility and adaptation. It can copy an
opponents ability to fly, whether that is part of its nature or a temporary magical ability (such
as gained through a Charm). She cannot copy special one-time forms of mobility, such as a
power that allows her opponent to teleport or quickly move across a great distance by spending
Essence or a Charm that prevents falling damage.
Malfeas
Gem of the Viridian Lance (Standard)
Where other hearthstones are set into artifacts, this green jewel forms its own. Its bearer may
commit 1 Essence to it (or use one of her free artifact commitments) to transform it into a spear
of green light. The spear counts as a heavy artifact weapon and its bearer may develop
Evocations for it as if it was a 3-dot artifact. Solars and Infernals are Resonant to it, everyone
else is Neutral.
Shattering-Emerald Aegis Stone (Greater)
Green light flares among the rays of this star-shaped stone. While socketed in an attuned
artifact, its bearer may once per Scene reflexively spend 1 Essence when successfully parrying
an attack made with great force (such as those performed by Tier 3+ entities or otherwise
backed by magic) to shatter the force of the attack into spears of emerald light that lance out
in all directions. This creates a one-time environmental hazard against every character within
medium range with damage 3L, difficulty 5. Characters damaged by this hazard are blinded
for (Essence or 3) rounds. The bearer is immune to this hazard.
Oramus
Gem of Dream Acquisition (Standard)
While socketed in an attuned artifact, the bearer of this rippling rainbow gemstone can shape
an item of her desire by spending a point of Willpower when falling asleep. The item, which
cannot be notably larger than a human being, lays by her side when she wakes up. It is made
from solidified chaos, showing slight signs of mutability when closely inspected (requiring a
difficulty 3 Perception + Intelligence roll). The artifact vanishes into nothingness when it leaves
her person for more than a few minutes, she loses consciousness (including going to sleep) or
it touches cold iron.
Mortality-Entangling Gem (Greater)
This diamond-bright stone flickers in and out of visibility. When its bearer would be killed by an
attack, it shatters in a breach of causality, so that the bearer both does and does not die. The
bearer finds herself standing over her own corpse at the beginning of the next Scene
unaffected by the killing blow. Magical possessions on the body are not duplicated. This blatant
breach of causality causes significant damage to the Loom of Fate if performed in Creation or
Yu-Shan and attracts the attention of the Bureau of Destiny.
She Who Lives In Her Name
Deterministic Orb (Greater)
The bearer of this flawless crystal sphere thinks, speaks and acts with punctilious balance,
moderation and restraint, such that randomness plays no part in her work. While socketed in
an attuned artifact, the bearer always gains successes equal to half her dice pool instead of
rolling dice. This does not affect roll-offs.
Szoreny
Style-Emulating Stone (Standard)
This scarlet-tinged silvery gem is a mass of reflective facets. While socketed in an attuned
artifact, she may spend 1 Willpower when engaged in a direct contest of some sort (a foot
chase, a debate, a duel) to mirror the style of her opponent. This sets her Ability rating in the
relevant Ability to the same rating as her opponent’s (up to the maximum of her own trait
maximum). The enhanced Ability rating stays for the duration of the contest, only one Ability
can be mirrored at the same time.
Mirror-City Gateway Stone (Greater)
While in Malfeas or otherwise within the area of influence of the demon Kagami, the bearer of
this polished silvery gemstone can freely pass into or out of the City of Mirrors by stepping
through any reflective surface large enough to accommodate her form.
Antagonists
Quick Characters
Basic Considerations
Designing Quick Characters remains largely the same as it was in Exalted 3rd edition. There
are however some considerations to make:
- Characters in Exalted – Reimagined have a Tier.
- The damage rating of attacks is much lower – the base should usually be equal to
1 + the damage rating of the weapon used by the opponent, putting it in a range of
1-4 for most opponents. Minimum damage is usually at 0-2. This damage already
includes the base 1 for hitting, all weapon bonusses and all boni from persistent
Charms or Merits. Minimum damage is only listed when its larger than 0.
- Soak tends to be significantly lower. Without supernatural aid, Soak should be at
0-2, even with heavily armored creatures of significant power baseline Soak should
rarely exceed 9. Unless specifically listed Soak does not apply against aggravated
damage.
- Health is calculated as (Tier + Stamina), adding 5 for Tier 3-4 or 10 for Tier 5
characters. Eyeball the Stamina of the creature.
- The Essence pool for non-Exalted creatures capable of channeling essence is
usually equal to [(Essence x 4) - 2], unless noted otherwise.
The Example Quick Character given later in this section sometimes list a dice pool range rather
than a specific rating, giving an alternative higher rating for individuals or groups more
specialized or gifted for certain actions. Just pick whatever value feels right, defaulting to the
lower end if you are unsure.
Cooking Up Traits, Charms and Merits
This Chapter is not supposed to be an exhaustive list and more as a source of inspiration on
how to convert material from official Exalted material and to give you a rough estimate of the
power range different creatures may occupy.
When designing powers for your antagonists keep one thing in mind: They do not need to
possess the same level of detail as rules meant for player characters. There should be some
consistency in the world, of course. A mortal who has a mundane light armor shouldn’t have
more than one Soak die. But what if he has thaumaturgical enchantments stacked on that
armor? Not enough to make it an Artifact, but enough to give it a second Soak die? Just do it.
You don’t need to write up the full ritual or give the NPC a specific Merit, just write in a fitting
Soak value. This gets even more pronounced with supernatural creatures. A powerful earth
Elemental might have a Soak rating of 7 as a combination of innate armor and defensive
Charms. Spare yourself the work of writing out the Charm unless its somehow very interesting.
Just put in the Soak value. In general, Charms that would commit Essence to give a boost for
their duration, such as all-purpose Soak and damage boosters can just be folded into the stats
and don’t need to get any more attention than that.
When you do write up Charms or Merits keep them as succinct as possible. You don’t need
clever Charm names, moving fluff text and detailed mechanics for something the players will
likely never see or use themselves. Writing “this Char can perfectly defend against attacks and
mind control by spending 1 Essence” is perfectly serviceable.
Of course, this all changes the moment players take a deeper interest. Perhaps the players
want to learn that Enchantment ritual, in which case you need to work out its difficulty and
limits. Or a player wants to learn a Charm from a spirit. In that case try to work together with
the players and encourage them to present their own ideas if they are inclined that way. This
chapter features numerous example Charms intended for potential player use, shown by using
the usual Charm formatting rather than the reduced version for them.
Balance-wise things depend on the encounter you want to build and individuals can always
break out of the usual rules. That said when assigning trait bonusses such as extra Soak dice
beyond armor or additional attack damage consider the following soft limits.
Miscellaneous dice pool (Senses, Social Influence etc): Tier
Extra Damage on a successful attack: Tier/2, round up
Extra Defense: Tier/2, round up
Extra attack dice: Tier
Extra Soak dice: Tier
Keep in mind that you don’t have to go to those limits. Especially at low Essence ratings Exalted
will run out of juice quickly. An opponent who has multiple passive boni and is at the top of
human ability thus quickly becomes a difficult opponent even for a Celestial Exalt. Especially
if there’s more than one.
The limits in this Chapter are not supposed to be absolute and more of a guideline, which may
be disregarded for especially Tier 3+ characters (as a rule of Thumb, Essence may replace
Tier in the above calculations for such characters). Third Circle Demons, the principal war
gods, Deathlords and similarly powerful entities can and should easily challenge a whole circle
of Celestial Exalted in their field of expertise. The Exalted may have overthrown the creators
at the dawn of time, but they did so as a host, not alone. Truly numinous powers like the
Incarnae and Yozi should not be statted at all, defeating such entities should happen on a
narrative level – or at least working to weaken them to a point where they can be fought
conventionally at all.
Mortal Foes
Bandits/Milita
These opponents possess no special training or expertise for combat. As a battlegroup they
likely possess poor Drill.
Tier: 1; Essence: 1; Willpower: 3; Join Battle: 4 dice
Health Levels: 3
Actions: Senses: 4 dice; Stealth: 3-5 dice; Threaten: 3-4 dice; Tracking: 4 dice
Appearance 2, Resolve 1-2, Guile 1-2
Combat
Attack (Bow): 6 dice at short range (Damage 1)
Attack (Short sword): 6 dice (Damage 1)
Combat Movement: 4 dice
Evasion 2, Parry 2
Soak (buff jacket): 1 die
Battle-Ready Troops
These men-at-arms have received extensive training and drilling, turning them into a
competent combat force. As a Battlegroup they would have at least average Drill, with some
commanders even establishing elite Drill.
Tier: 1; Essence: 1; Willpower: 5; Join Battle: 6 dice
Health Levels: 4
Actions: Senses: 5 dice; Stealth: 4-6 dice; Threaten: 4 dice
Appearance 2, Resolve 2-3, Guile 1-2
Combat
Attack (Crossbow): 6 dice at short range (Damage 2)
Attack (Sword): 8 dice (Damage 1)
Combat Movement: 5 dice
Evasion 0, Parry 3
Soak (heavy chainmail): 2 dice
Elite Soldiers/Royal Guard/Infiltration Unit
These are the best of the best, the cream of the crop. While more talented people may exist,
those are singular talents perhaps better represented as individual characters. Some units like
this benefit from enchantments, boons or alchemical potions that increase their Tier to 2. As a
battlegroup they have Elite Drill.
Tier: 1; Essence: 1; Willpower: 7; Join Battle: 9 dice
Health Levels: 5
Actions: Senses: 8 dice; Stealth: 3-9 dice; Threaten: 5-8 dice
Appearance 3, Resolve 4, Guile 2-3
Combat
Attack (Warhammer): 9 dice (Damage 2)
Attack (Sword): 11 dice (Damage 1)
Combat Movement: 6 dice
Evasion 0, Parry 4
Soak (enchanted brocade): 3 dice
Hero
A hero is an exemplar of mortal skill, as such they are not really a run of the mill goon but
rather characters with their own backstories and individual skillset, even though they are not
much of an obstacle to a skilled Exalt in combat. Don’t be afraid to give even relatively young
and inexperienced heroes powerful stats, heroism breeds competence. After all that’s how
many player characters start as well. The stats here represent a wizened old master who
through practice of the martial arts and meditation has honed his body and spirit and is
surprisingly quick for her age.
Tier: 2; Essence: 1; Willpower: 8; Join Battle: 10 dice
Health Levels: 5
Actions: Sage advice: 10 dice; Senses: 9 dice; Stern Reproach: 8 dice
Appearance 2, Resolve 5, Guile 4
Combat
Attack (Unarmed): 13 dice (Damage 1)
Combat Movement: 10 dice
Evasion 5, Parry 5
Soak: -
God-Blooded
Sometimes immortal ichor mingles with mortal blood, producing human offspring that is
touched by the divine. Gods, demons, ghost, fae and at times stranger beings have all
reproduced with humans over the ages. In some cases, the child is seemingly human, except
for the slightest of oddities. Other times more visible mutations afflict the child. In the case of
very powerful parents or when mixing divine heritage with the spark of Exaltation, the product
is more pronounced, allowing the child to wield the strange magics of its non-human parent.
In most cases, Good-Blooded characters can be treated as normal mortals with some cosmetic
changes or supernatural Merits. In rare cases God-Blooded can develop into powerful beings
of their own, either through a powerful divine parent (and their help) or through other means.
The character below is one such exceptional talent.
Hel, Daughter of Rot
Hel war born as scion of Lum-Yang, the god of decay, almost a century ago. Her divine parent’s
power overwhelmed the young child, killing her mother during labor and almost ending the life
of the infant as well. Only her kindly father’s mercy preserved her life, as he brought her into
the care of Lerina of the Azure Respite, a goddess overseeing a demesne’s healing hot
springs. In her care Hel, who looks just like a normal woman on the right side of her body and
like a decaying corpse on the left side, grew up. Her contact with other mortals was limited, as
they feared the disfigured girl. Eventually she took to veiling herself to obfuscate her strange
body and later started to look for a cure to her condition.
For this reason, she has traveled far and wide and dealt with ghosts, sorcerers and demons.
The gifts of her father, though painful, have allowed her to initiate herself into the dark arts of
necromancy and that in turn has drawn the attention of other powers. Older now, she still looks
for a cure to her affliction, though acceptance has begun to set in. Hel prefers to keep the
company of gods and ghosts, who are more likely to accept her true nature.
Amongst mortals Hel conceals her entire body beneath cloth, wearing long robes and leather
gloves. Her face is hidden beneath an enchanted onyx mask that hides the sickly-sweet scent
of decomposition produced by her rotting flesh. She prefers reaching her goals through stealth,
spellcraft or theft if possible, resorting to bribes or threats when forced to interact with people.
While her own goals often drive her to pursue ancient lore, miraculous cures or strange
phenomena, she also performs various tasks on behalf of her father (and through him, the
Violet Bier of Endings).
Intimacies: Defining: “I will give anything to be free of this curse”; Major: Lum-Yang (reluctant
gratitude), Lerina (familial love), “I prefer cunning and intelligence to strength and charisma”,
“I crave relief from pain”; Minor: “My endless quest tires me”, “I prefer non-human companions”,
Secrets (curiosity), Corpses (affinity)
Tier: 2; Essence: 3; Willpower: 8; Join Battle: 9 dice
Health Levels: 7
Actions: Larceny & Investigation: 9 dice; Lore: 8 dice; Medicine: 9 dice; Necromancy: 10
dice; Resist Poison/Disease: 9 dice; Senses: 7 dice; Stealth: 9 dice; Threaten: 6 dice
Appearance 3 (Hideous), Resolve 4, Guile 3
Combat
Attack (Knife): 9 dice (Damage 1, Minimum 1)
Attack (Necrotic Energy): 10 dice at short range (Damage 3)
Combat Movement: 8 dice
Evasion 5, Parry 3
Soak (Cloak of Vanishing Escape): 2 dice (1 vs aggravated)
Cloak of Vanishing Escape: A gift by her father, this black cloak fashioned from the hide of
a hekatonkhire reinforced with Soulsteel thread allows Hel to spend 2 Essence as a Simple
action to teleport to a place she can see or a specially prepared place of safety, with a
maximum range of 3 miles.
Daughter of Rot: Once per Scene, Hel can spend 1 Essence to perform minor miracles related
to the concept of decay. She could reduce a fresh corpse to ash within a minute, prevent a
wound or disease from worsening for a day or cause ropes holding a heavy weight to snap.
Decaying Body: Hel’s body is trapped in a state of constant decay. She takes 1 level of
unpreventable lethal damage every day and her body is incapable of healing naturally. The
painful experience of rotting alive causes her to always suffer at least a -2 wound penalty. She
can suspend the effects of Decaying Body for one day by performing a short routine treatment
on herself using strange and rare ingredients such as Lerina’s soothing waters or ground
flowers from a shadowland.
Divine Ichor: Her decent from Lum-Yang gives Hel power beyond that of most mortals not
touched by Exaltation. She has an Essence pool equal to twice her Essence rating (6).
Empowered by Decay: When Hel spends a point of Willpower to buy an automatic success
on an action related to decay, such as studying a corpse or shaping sorcery, she adds 3 bonus
dice to the action as well. She can use this bonus on actions not directly related to decay by
using an appropriate stunt, such as taking off her mask to reveal her half-rotten face when
performing a threaten action.
Longevity: Hel’s efforts to ward of the rot that is killing her and the divine ichor in her veins
have increased Hel’s lifespan significantly. Though she is almost a century old, her physique
is that of a middle-aged woman.
Necromancy: Hel is initiated into the Shadowlands Circle of Necromancy. She shapes sorcery
through mastery of her own half-corpse nature, rot and stale blood. She knows the spells Blood
Mirror Speech, Bonfire Visions (her control spell), Call Ghost, Conjuring the Onyx Chariot,
Drawing Blind Edge, Door of the Dead, The Face of Bone, Five Gifts, Flesh-Sloughing Wave,
Hungry Creeping Shadow, Soul Brand and any other spells the Storyteller may deem fitting.
Will of Heaven: When Hel (unknowingly) works on behalf of the Bureau of Destiny, fate aligns
in her favor. Once per Story an unexpected windfall may come her way, in the form of a relevant
clue she stumbles over, a distraction just when she needs it or other miraculous turn of luck.
Corpse-Ichor Knife
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: None
Hel coats her blade with the poisonous secretions of a rotting corpse. If the attack hits, she
poisons her foe (damage 1L/turn, duration (3 + Essence), penalty -3).
At Essence 2+ the first time in a Scene this Charm is used is free.
Creatures of the Wyld
Mutants, unicorns, birds of living flame, infectious songs and stranger things still all fall under
this category. Animals and humans that just underwent slight mutation are Tier 1 characters,
while strongly mutated or downright magical creatures are Tier 2 characters. Some creatures
may be Tier 3+, though those are often raksha, Behemoths or uniquely powerful specimen.
Wyld Mutant
Members of a tribal society, mutated through generations of life in the Wyld. These humans
have four arms, three legs, skin of translucent glass and shimmering, yellow blood they can
inject into victims through a bite with their sharp canine teeth.
Tier: 2; Essence: 1; Willpower: 5; Join Battle: 8 dice
Health Levels: 5
Actions: Resist Poison: 8; Senses: 5 dice; Stealth: 3 dice; Threaten: 6 dice; Tracking: 5 dice
Appearance 3, Resolve 3, Guile 1
Combat
Attack (Bite): 6 dice (Damage 2)
Attack (Primitive Weaponry): 8 dice (Damage 1)
Combat Movement: 5 dice
Evasion 2, Parry 3
Soak: 0
Body of Glass: The skin of these mutants is made of glass, vulnerable to being shattered.
Blunt weapons, such as a warhammer, increase their damage and minimum damage against
them by 1.
Cold Iron Bane: Iron weapons deal aggravated damage to these heavily mutated humans.
Extra Limbs: When a mutant performs a flurry, one of his actions only suffers a -1 instead of
a -3 penalty.
Tainted Blood: The blood of these mutants brims with strange energies, twisting the bodies
of those injected with it. When a successful bite attack is performed the target is injected with
a poison with damage 1L/round, duration 3 and penalty -3. If a target is incapacitated wile
suffering from this poison, the mutagenic properties of this poison twist his body in strange
ways.
Razor Bear
A bear-shaped amphibian whose body is covered in three layers of fish scales. Lidless eyes
and a barracuda-like jaw give them a frightening appearance. In the water these creatures
move with surprising quickness.
Tier: 1; Essence: 1; Willpower: 5; Join Battle: 5 dice
Health Levels: 7
Actions: Feats of Strength (Strength 5): 7 dice; Resist Poison: 6; Senses: 4 dice; Stealth: 3
dice; Threaten: 7 dice; Tracking: 5 dice
Appearance 3 (Hideous), Resolve 3, Guile 1
Combat
Attack (Bite): 8 dice (Damage 3)
Attack (Claw): 11 dice (Damage 1)
Combat Movement: 6 dice
Evasion 1, Parry 4
Soak: 4 dice
Aquatic Predator: Add 3 bonus dice to all Perception and movement rolls while in water. The
Razor Bear does not treat water as difficult terrain.
Cold Iron Bane: Iron weapons deal aggravated damage to razor bears.
Wind Whale
Giant Whales 50 meters in length, these mutated creatures float through the air thanks to
heated gasses inside of internal bladders. Their thick and enormous fur serves as a miniature
ecosystem for smaller airborne creatures. Raksha sometimes tame these gentle creatures to
use them as living yachts.
Tier: 2; Essence: 1; Willpower: 4; Join Battle: 2 dice
Health Levels: 15
Actions: Feats of Strength (Strength 10): 12 dice; Flight: 7 dice; Resist Poison: 10;
Senses: 4 dice
Appearance 1, Resolve 2, Guile 1
Combat
Attack (Accidental Tackle): 5 dice (Damage 5)
Combat Movement: 7 dice
Evasion 1, Parry 5
Soak: 5 dice (2 vs aggravated, 10 against creatures smaller than Legendary Size)
Deadly Surprise: While Wind Whales are gentle and mostly harmless creatures, the same
cannot always be said for the strange creatures that nest and live in its expansive fur coat,
which is yards deep at times. When attacked a swarm of dangerous creatures may burst forth
from their fur to drive off attackers.
Flight: Wind Whales fly through the air, usually letting the air currents take them along. They
move at a pace of 50 miles per hour if they drift with the currents, 10 miles per hour if they do
not.
Legendary Size: A creature of Legendary Size has 5 additional Health Levels and a
minimum Soak of 10 against the attacks of characters smaller than Legendary Size and does
not suffer onslaught penalties from their attacks, unless created by magic. This does not add
to other sources of Soak, it is merely the minimum of Soak dice rolled and applies in full
against aggravated damage.
Grelidaka
Also known as the Thousand Hungry Wings, grelidaka are a true menace. They are hive
beings, taking the form of a massive swarm of black birds with red eyes that strip the flesh of
every living thing in their way. Single birds removed from the whole quickly sicken and die, the
swarm itself is one massive being, drowning everything in its way in a tide of black feathers
and sharp claws. Worse, this aggressive swarm only gets stronger as its victims fight back, for
it reproduces by tearing itself apart. Every bird killed spawns two new ones, turning fights
against it futile. If there is one good thing about grelidaka, it’s that they are not very smart and
tend to have difficulty separating individuals from a group, rendering it possible to hide from
the storm and wait it out where resistance brings only death.
Grelidaka always act as a battlegroup, never as lone beings.
Tier: 3; Essence: 3; Willpower: 5; Join Battle: 9 dice
Health Levels: 9 + Size + (0, 5 or 10 depending on Size)
Actions: Feats of Destruction (Strength 5): 5 + Size dice; Flight: 8 dice; Resist Poison: 10
dice; Senses: 6 dice
Appearance 1, Resolve 4, Guile 1
Combat
Attack (Beak and Claw): 7 + Size dice (Damage Size)
Combat Movement: 7 + Size dice
Evasion 6, Parry 4
Soak: (Size) dice (0 vs aggravated)
Blot out the Sun: Terrain within short range of a grelidaka swarm is considered difficult.
From One, Many: A grelidaka comes into being as a Size 1 battle group with elite Drill. When
its Magnitude track fills with damage, it gains a level of Size instead of losing it. If the group
grows to Size 5, the next time its Magnitude track fills with damage, it splits into two Size 3
grelidaka. Once the two flocks finish off their current prey, they go their separate ways. Attacks
that completely annihilate the bodies of slain grelidaka allow an attacker to ignore the effects
of From One, Many.
Legion Swarm Tactics: The grelidaka adds Size to feats of destruction, combat movement
and attack rolls. The base damage of its attacks is equal to its Size.
Nearly Mindless: Grelidaka treat all social influence as unacceptable and have perfect
morale.
Abacasteri
Lion-shaped creatures with skin of solid gold and gemstones for eyes that roam the southern
Wyld. They run in Prides and dissolve the flesh of their enemies with their acidic saliva. When
an abacasteri dies, its body dissolves into a pile of worthless yellow dust. Very few people
know that this can be avoided by draining an abacasteri of its molten blood while it still lives.
Tier: 2; Essence: 2; Willpower: 5; Join Battle: 9 dice
Health Levels: 8
Actions: Prowling: 6 dice; Senses: 7 dice; Threaten: 8 dice; Tracking: 8 dice
Appearance 4, Resolve 3, Guile 4
Combat
Attack (Bite): 9 dice (Damage 4, Minimum 2, aggravated)
Attack (Tooth and Claw): 11 dice (Damage 3)
Combat Movement: 9 dice
Evasion 5, Parry 4
Soak (Golden Skin): 6 (2 vs Aggravated)
Burning Blood: Molten Gold flows through the veins of the creature. When it is hurt by a close
combat attack dealing lethal or aggravated damage it may spend 1 Essence to make an
automatically successful counterattack with Damage 3, Minimum Damage 1. This
automatically happens when the abacasteri is incapacitated by lethal or aggravated damage.
Cold Iron Bane: Weapons made of cold iron deal aggravated damage to abacasteri.
Fire Resistance: The creature is immune to all but the very highest temperatures. Any fire- or
heat-based attack that has less than 4 damage pre-Soak is soaked perfectly.
Hard Skin: When the abacasteri completely soaks the damage of a successful attack, any
mundane weapon breaks on its hard skin. Unarmed attacks deal 1 point of damage to the
attacker which cannot be soaked with armor.
Living Treasure: The extremely valuable materials that make up the abacasteri decompose
after its death. This can be prevented by draining it of all its molten blood before killing the
creature, a little-known fact.
Speed Bonus: If somehow tamed by a daring rider, abacasteri have a speed bonus of +3.
The Fae
Also known as the Gentry, the Fair Folk or raksha, the fae and their creatures are the most
dangerous of all Wyld creatures to the denizens of Creations, on whose dreams they dine to
survive in this cold and merciless world of oppressive order.
Fae fear the touch of cold iron. Weapons wrought from it deal aggravated damage to most of
them and weaken lesser illusions and spells they weave. Most people in the far threshold keep
small charms of cold iron around their house and on their person to ward of the fae, though
this does little to keep away a determined raksha noble.
Every fae has the following Merits, unless a Merit in their own writeup supersedes it.
Cold Iron Bane: Weapons made of cold iron deal aggravated damage to this creature.
Fae Nature: The raksha inhabits a body of woven dreams. It does not need to eat, is
immune to most mundane diseases and poisons and does not age. Most raksha still need to
breathe, but this is not universal. Creation is anathema to these creatures, slowly calcifying
them. They cannot regenerate Essence normally while outside a Wyld zone in Creation and
lose 1 point of Essence per month (Tier 3), day (Tier 4) or hour (Tier 5). If they are out of
Essence when this tithe comes due, they calcify or dissolve.
They can regain Essence by feasting on the Intimacies of creatures. Defining Intimacies
restore 2 points of Essence, while Major and Minor Intimacies each restore 1. Feasting on an
Intimacy degrades its intensity by one step and prevents the target from forming new
intimacies for a month. To feast on a target’s Intimacies their target needs to be at their
mercy and within close range. Most raksha have specific Intimacies they feed on, such as
fear or love.
The Intimacies of the Exalted provide especially rich nourishment to those few raksha who
are powerful enough to taste them. Feasting on the Intimacies of an Exalt postpones the next
Essence cost to stave off calcification by one month, no matter the Raksha’s Tier.
Animals and other non-sentient beings, as well as any creatures of the Wyld provide no
nourishment to raksha.
Shaping Chaos: Noble raksha (Tier 3+) can perform the equivalent of sorcerous workings
while in the Wyld. Raksha of Tier 3 can perform the equivalent of Terrestrial Circle workings,
Raksha of Tier 4 can perform up to Celestial Circle workings and raksha of Tier 5 up to Solar
Circle workings. A Terrestrial Cricle analogue only requires a bordermarch, while a Celestial
Cricle analogue must be performed in a middlemarch or the deep Wyld and Solar Circle
equivalents are only possible in the deep Wyld.
When determining what a given working can accomplish keep in mind that the shifting laws
of the Wyld may ease or hinder certain workings.
Hobgoblins
Figments of horrid imagination given form; these creatures are usually created en masse by
more powerful fae. While they are easily detached by the Chosen, they present a significant
threat when encountered in large numbers.
Tier: 1; Essence: 1; Willpower: 2; Join Battle: 6 dice
Health Levels: 3
Actions: Senses: 5 dice; Threaten: 6 dice
Appearance 3 (Hideous), Resolve 2, Guile 1
Combat
Attack (Claws): 8 dice (Damage 1)
Combat Movement: 6 dice
Evasion 3, Parry 3
Soak: 1 die
Cold Iron Bane
Feast on Fear: When attacking an enemy with a Tie of fear towards the goblin, add 2 dice to
the goblins attack. When the enemy lacks such an Intimacy remove 1 die instead.
Terror of the Common Folk: When attacking an unarmored enemy, add 1 to the attack’s
damage.
Fair Folk Lorelei
Impossibly beautiful, these faerie tempters wield desire as a weapon. Feasting on love,
desire and adoration, they lure lovers to their deaths. They are the origin of the myth of the
alluring siren or nymph and haunt the roads and places of respite in the wilderness of
Creation. More sophisticated Loreleis serve as servants or courtiers in freeholds or ensnare
the hearts of mortals forming hidden cults amidst the cities of Creation. The example stats
given here are intended for a “wild” Lorelei luring travelers to their pleasant demise on the
road.
Tier: 2; Essence: 2; Willpower: 5; Join Battle: 8 dice
Health Levels: 5
Actions: Disguise: 9 dice; Inspire: 12 dice; Instill or Persuade: 11 dice; Read Intentions: 10
dice; Senses: 6 dice; Stealth: 7 dice
Appearance 6, Resolve 3, Guile 6
Combat
Attack (Hidden Claws): 8 dice (Damage 1)
Combat Movement: 7 dice
Evasion 3, Parry 3
Soak: -
Cold Iron Bane
Fae Nature
Beguiling Idyll: Spend 1 Essence to put an illusion on a victim that obfuscates any dangers
or perils that would contradict the mood of an inspire action, such as the sharp rocks
separating a ship’s captain from the beguiling apparition floating on the surf. Resisting this
illusion costs three points of Willpower. Touching cold iron reduces the cost by 1, so do
others who try to point out the dangers to a charmed victim (to a minimum of 1).
Untouchable Performer Technique: The Lorelei may use her instill pool to roll for Initiative,
treating her roll simultaneous as an instill action to build a Tie of adoration in all witnesses.
Characters who do not resist this influence will not fight the Lorelei except in self-defense
and try to talk down or restrain others who try to do so for the rest of the Scene. If the Lorelei
gains bonus dice on her roll due to her Appearance, the Willpower cost to resist this
influence is increased by 1.
Fair Folk Cataphract
These fearsome warriors form the militant ranks of lesser Raksha nobility. They sup on fear
and pain, are clad in terrible, yet beautiful armor and bear their hunger and raw unreality
against their foes.
Tier: 3; Essence: 3; Willpower: 8; Join Battle: 11 dice
Health Levels: 13
Actions: Command Soldiers: 10 dice; Feats of Strength 12 dice (Strength 7); Threaten: 12
dice; Resist Poison/Disease/Environmental Dangers 12 dice
Appearance 4 (both Beautiful and Hideous), Resolve 6, Guile 2
Combat
Attack (Glass mace): 15 dice (Damage 2, Minimum 1)
Attack (Nightmare Shard): 13 dice at short range (Damage 3, Minimum 2)
Combat Movement: 8 dice (12 while mounted)
Evasion 3, Parry 7
Soak (raiment of frozen screams): 6 dice (3 vs Aggravated)
Cold Iron Bane
Fae Nature
Shaping Chaos
Essence Bite: Spend 1 Essence as a Simple action to make an attack that increases its
damage by 3 and its minimum damage by 2.
Nightmare Army: The Cataphract spends 2 Essence as a Simple action to create a
battlegroup of Hobgoblins from the fragments of half-devoured nightmares. This Charm
creates a Size 3 battlegroup which immediately after its creation rolls to threaten everyone
out to medium range to instill a Tie of fear. Using the Charm is very exhausting, it can only be
used once per Scene.
Writhing Ego Inversion: The Cataphract may spend Willpower to add an automatic success
to its Soak roll. This doesn’t work against weapons made of cold iron.
Dream-Woven Attack
Cost: Spend 1 Essence
Type: Supplemental
Prerequisites: Essence 2
The raksha briefly turns her weapons into a dream of violence, bypassing her opponent’s
defenses. An attack supplemented by this Charm becomes unblockable and ignores the
opponent’s armored Soak. Tier 3+ characters may pay 1 Willpower to substitute their
unmodified (Resolve/2) in place of their armored Soak.
Ghosts
A departed soul that fights against the pull of Lethe. Most ghosts are Tier 1 characters, with
revered ancestors and valuable specialists such as nemessaries often becoming Tier 2
characters. Tier 3+ ghosts are rare but do exist and hail from the ranks of dead champions or
those who make pacts with vile entities of the Underworld.
All ghosts possess the Ghost Merit and most shades important for play possess one or more
of the following ways to materialize.
Ghost: The character is a ghost, a soul that defies the pull of Lethe. She does not to breathe,
drink or eat to survive. She does not tire and has no need for rest, automatically regaining 1
point of Willpower at midnight. She is immune to natural poisons and diseases. In the
Underworld she is fully corporeal while she is dematerialized in Creation. In a Shadowland she
is dematerialized by day and material by night.
Ghost regenerate Essence normally while in the Underworld or Shadowlands. In Creation they
only regenerate Essence through sacrifices or in the vicinity of their fetters. A sacrifice
regenerates (Resource Value – Tier) points of Essence to the ghost, calling for especially
elaborate and expensive rites for venerable and powerful ancestors. Blood may be substituted
for Resources as there is nothing ghosts value more than the Essence of life itself. Here the
amount of Health Levels of lethal damage sustained by the donors replaces the Resources
value of the sacrifice. The blood need not be freely given and some desperate shades prey on
the living to sustain and gorge themselves. Ghosts in the Underworld or in Shadowlands can
benefit from sacrifices as well and usually find it very pleasant even though they do not depend
on it.
Ghosts cannot cross lines of salt or germinated grain. Ghosts using Corpse Possession,
Possession or Inhabit ignore this restriction, Tier 3+ ghosts are immune to it.
When a ghost is killed, she needs to make a Willpower roll against difficulty 3. If she succeeds,
she resists the pull of Lethe and will reform within a month, losing one dot of Willpower in the
process. If a ghost has no fetters, the difficulty to resist the pull of Lethe is increased to 5.
Materialization
In the following the most common forms of materialization are listed. There may be other,
stranger ways for ghosts to leave their mark upon the world. The methods listed here are the
most general and broad versions. Individual ghosts may well know more limited versions of
these powers, limiting a given ghost with Possession to humans or even men descended from
a specific family line instead of any mortal being. They all require a Simple action to be
activated.
Project: Commit 1 Essence. As long as the Essence stays committed, the ghost is visible and
audible to creatures in Creation but remains otherwise immaterial. If this Apparition is exposed
to sunlight, it immediately vanishes. This is by far the most common method of materialization.
Possess: Commit 2 Essence. The ghost tries to take over the body of a living mortal or animal.
This form of materialization can only be used by Tier 2+ ghosts, must be used on a target of a
lesser Tier and cannot be used on Tier 3+ characters. The ghost rolls possession (QCs with
this Materialization will usually list a possession pool) against the Resolve of her victim as a
Simple action. If she fails, she cannot try to possess the being again for the rest of the Story.
If she succeeds, she gains complete control over her victims’ body, with the original inhabitant’s
consciousness falling into a coma for the duration of the possession. Damage done to the
inhabited body only carries over to the ghost’s own if the source can harm dematerialized
beings.
Corpse Possession: Commit 1 Essence. Practiced by the feared nemissaries, this art allows
the Ghost to possess a corpse, giving it a new live. The ghost acts through the corpse using
her own dice pools. If the corpse is fresh and shows no obvious signs of mortal injury observers
must succeed on a Perception + Awareness roll with difficulty 2 to notice they are facing a
dead corpse. Damage done to the inhabited corpse only carries over to the ghost’s own body
if the source can harm dematerialized beings.
Inhabit: Commit 1 Essence. The ghost takes possession of a thaumaturgically prepared
artificial body. Often this is an empty suit of armor animated by the ghost’s Essence. Damage
done to the inhabited construct only carries over to the ghost’s own body if the source can
harm immaterial beings.
Materialize: Commit half of the ghost’s Essence pool. The ghost becomes fully material,
fashioning a body for itself from shadows and necrotic Essence. Sunlight burns this accursed
body, dealing one unsoakable level of aggravated damage to the ghost at the end of her turn.
This damage is waived if she is forced to materialize against her will.
Ancestor
Revered by her descendants and bound to her kin by memory and blood, this ghost guides
her family from beyond the grave.
Tier: 1; Essence: 1; Willpower: 5; Join Battle: 4 dice
Health Levels: 3
Actions: Advise: 8 dice; Culture: 6 dice; Persuasion: 7 dice
Appearance 4, Resolve 3, Guile 3
Combat
Attack (Unarmed): 4 dice (Damage 1)
Combat Movement: 4 dice
Evasion 1, Parry 1
Soak: -
Ghost
Project
Ancestors’ Favor: Commit 1 Essence. The ancestor blesses a project undertaken by her
mortal descendants, allowing them to reroll a single failure or botch. This Charm cannot be
used to bless a single undertaking more than once and only once per Story.
Blood Omen: The ancestor feels ill tidings for her descendants before tragedy strikes in
Creation. When an unexpected danger looms over her family, she is granted a vague vision
hinting at the impending peril.
Nemissary
The ghost below is a skilled nemissary, adept at assassination and infiltration.
Tier: 2; Essence: 2; Willpower: 7; Join Battle: 9 dice
Health Levels: 5
Actions: Impersonation: 9 dice; Read Intentions: 8 dice; Senses: 7 dice; Social Influence: 7
dice; Stealth: 7 dice
Appearance 3-5 (depending on the “host”), Resolve 3, Guile 4
Combat
Attack (Stiletto): 8 dice (Damage 1)
Combat Movement: 6 dice
Evasion 4, Parry 3
Soak: -
Ghost
Corpse Possession
Mortal Mien: Commit 1 Essence. The Nemissary weaves a comforting illusion of mortality
around its chosen shell. This Illusion masks the decay and death of a vessel occupied via
Corpse Possession. The vessel appears as it did before its death, seeming to breathe and
appearing warm to the touch. Even mere skeletons can be made to appear to be alive in this
way. Supernatural senses allow for a roll-off, magic that pierces illusions automatically sees
through this façade.
Corpse Ichor
Cost: Spend 1 Essence
Type: Simple
Prerequisites: Essence 2
The nemissary concentrates the rot in her decaying body into a single drop of deadly poison.
The atrocious taste and smell of this vile substance may be hidden amongst especially
flavorful food or drink. Once ingested, it applies one dose of the The Rot to its target. The
poison generated by this Charm retains its potency for (Essence) days.
The Rot: damage 1L/hour, duration 8 hours, penalty -0. This poison affects the internal
organs of its victim with accelerated decay. Those killed by it turn into a bloated corpse within
the hour, showing signs of days of decay.
Nephwrack
Nephwracks are the prophets of the dead creators, spreading the twisted madness of the void.
Nephwracks are Tier 3-5 characters, but even the least of them is a terror that can give a young
Celestial Exalt pause. They are competent magicians and possess potent Charms. Not all of
them are fighters, however. The Nephwrack below can hold its own in a fight if it has to, its true
power however lies in its perversion of natural law and the human mind.
Tier: 3; Essence: 5; Willpower: 9; Join Battle: 9 dice
Health Levels: 10
Actions: Impersonation: 13 dice; Lore: 9 dice; Necromancy: 14 dice; Senses: 7 dice; Social
Influence: 16 dice; Read Intentions: 13 dice
Appearance 3-5 (depending on the “host”, 5 Hideous in its true form), Resolve 5, Guile 7
Combat
Attack (Psychic Scream): 14 dice out to short range (Damage 5, Minimum 2, ignores
armored Soak, unblockable)
Attack (Necrotic Energy): 14 at short range (Damage 3, Minimum 1)
Combat Movement: 12 dice
Evasion 8, Parry 0
Soak: 5 (3 vs aggravated)
Ghost
Possession
Project
Materialize
Accursed Wraith Body: The Nephwrack’s body fades in and out of the material plane. She
does not suffer onslaught penalties and automatically succeeds perfectly on disengage actions
while materialized. These benefits do not apply to dematerialized opponents or those capable
of touching dematerialized entities.
She can spend 2 Essence to perfectly dodge an attack reflexively, even those capable of hitting
dematerialized entities.
Dread Secrets Mastery: The Nephwrack is a capable necromancer, initiated into the secrets
of the Shadowlands circle. Whenever she successfully rolls to complete a Milestone for
casting, countering or distorting a spell she receives an additional free Milestone. Tier 4
Nephwracks have access to the Labyrinth circle, while a hypothetical Tier 5 Nephwrack would
have access to the Void circle, equaling even the Deathlords themselves.
Mind-Twisting Tongue: The Nephwrack has access to powers that are identical in effect to
the Solar Charms Hypnotic Tongue Technique and Memory Reweaving Discipline.
Additionally, she can spend Essence to:
- Clash a social influence action targeting another character undertaken in its
presence (1 Essence, Reflexive).
- Perform a perfect read intentions action (2 Essence, Simple).
- Cause characters to call on a Major or Decisive Intimacy in a Decision Point to join
battle against it (1 Essence, Reflexive).
No Chains: The Nephwrack has cut its ties to the cycle of rebirth. When it is destroyed it will
reform within a month in the depths of the Labyrinth without need for a roll or loss of a dot of
Willpower.
Reality Twisting Sermon: The Nephwrack speaks caustic orders in a primordial tongue long
forgotten in the world above. Spend 1 Essence as a Simple action. The Nephwrack creates
difficult terrain or an environmental hazard out to short range from any point within sight. The
difficulty of an environmental hazard creates by this Charm is 5, its damage is 2. These
changes manifest as freakish twists of physics as the words of the Nephwrack corrode natural
law itself and remain for the rest of the Scene. Gravity may change its direction like a roller
coaster to make movement harder or friction may be increased to levels where simple
movement flays skin. The Nephwrack and those under its protection are immune to this
Charm’s effects.
Slave to Darkness: The Nephwrack may spend 2 Essence and roll social influence against
the Resolve of a Tier 1-2 ghost. If she succeeds, she may completely rewrite the ghost’s
personality, turning him into a devoted servant as desired. Used against a Tier 1-2 mortal this
effect instead empowers an inspire action to create an unnatural craving in the victim’s heart.
The inflamed passion counts as a Defining Intimacy and the victim has to pay 1 Willpower
every day he refrains from indulging it. For a mortal to resist this influence he needs to enter a
Decision Point calling on a Major or Defining Intimacy and spend 3 Willpower. Ghosts cannot
resist this effect with Willpower. On ghosts this change is permanent, on mortals the effects
last for a month.
Other Dead Things
Not all dead things are ghosts, the higher souls left behind by those who died. Aside from
minions created by Necromancers there are also strange chthonic creatures that roam the
Underworld and sometimes beyond.
Hungry Ghost
If a body does not receive the proper burial rites a hungry ghost arises from it. The hungry
ghost is the lower soul of the deceased, feral and vicious it hunts at night for its killers – or
anyone unfortunate enough to cross its way.
Tier: 1; Essence: 1; Willpower: 3; Join Battle: 7 dice
Health Levels: 4
Actions: Senses: 6 dice; Threaten: 5 dice; Tracking: 7 dice
Appearance 3 (Hideous), Resolve 3, Guile 1
Combat
Attack (Claws or Scavenged Weapons): 8 dice (Damage 1)
Combat Movement: 6 dice
Evasion 2, Parry 3
Soak: -
Bloodhound: The Hungry Ghost can track via scent. It can track down any bleeding target
within a mile, gaining 3 bonus dice to do so.
Earthbound Ghost: As with the Ghost Merit, but with the following changes: The Hungry
Ghost is material in creation. If touched by sunlight it takes 1 Level of aggravated damage each
turn. It can take refuge within its own corpse. A hungry ghost that is destroyed does not roll to
resist Lethe but is permanently destroyed.
Lower Soul: Without the higher soul the Hungry Ghost is a vessel for passion without intellect.
It retains the Intimacies it had in life, but its only as intelligent as an animal.
Zombie
Unyielding and tireless, these reanimated bodies fight until the end. They can take a lot of
punishment but aren’t very dangerous themselves. They will usually appear as a battlegroup
and can complicate the life of heroes fighting more worthy foes with onslaught penalties.
Tier: 1; Essence: 1; Willpower: -; Join Battle: 2 dice
Health Levels: 5
Actions: Senses: 3 dice; Threaten: 4 dice
Appearance 3 (Hideous), Resolve 1, Guile 1
Combat
Attack (Nail and Tooth): 4 dice (Damage 1)
Combat Movement: 3 dice
Evasion 1, Parry 1
Soak: 3
Reanimated Corpse: The zombie is a reanimated, dead body. It does not need air, food or
drink. Even should all the fleshy bits be seared off its body, the skeleton can still carry on the
fight. They don’t take wound penalties and zombie battlegroups have perfect morale. They are
usually directed by some form of magic and treat all conventional social influence as
unacceptable.
Rantai
From a distance, a rantai resembles a tangle of scarlet ribbon drifting on the breeze. Closer, it
resolves into an airborne mass of blood-drenched chains, each link a barbed loop of bone.
Dozens of ghosts writhe on these hooks, their shrieks a cacophony of woe.
The rantai collect ghosts for inscrutable reasons. Hundreds dangle from the barbs of the most
ancient of their breed. The spirits’ agony only ends if another Underworld predator snatches
them away and devours them — or if violence or parley frees them. Though rantai cannot
speak, they compel bound ghosts to reveal their wishes. They demand peculiar terms to
release a prisoner — a test of skill against the ghost to be freed, planting a living tree in
Underworld soil, or the right to name a first-born child.
Rantai also imperil the living. Wounded rantai seek Shadowlands that mortals inhabit and strip
out their skeletons, reshaping them into new rings of bloody bone to replace those they have
lost.
Tier: 2; Essence: 3; Willpower: 8; Join Battle: 11 dice
Health Levels: 9
Actions: Feats of Strength (Strength 3): 7 dice; Flight: 10 dice; Senses: 8 dice; Social
Influence: 8 dice; Underworld Lore: 8 dice
Appearance 5 (Hideous), Resolve 5, Guile 3
Combat
Attack (Chain lash): 11 dice (Damage 2)
Combat Movement: 10 dice
Evasion 2, Parry 5
Soak: 3 (1 vs aggravated)
Ghost-Gaoler’s Leash: The rantai can temporarily detach up to 3 ghosts impaled on its spike,
keeping them on a spectral leash and bound to its commands. Attackers capable of hitting
dematerialized entities can attempt a special difficulty 3 gambit to sever the chain binding a
detached ghost, freeing it if successful.
Impaling Barbs: Rantai add an automatic success to an attack that seek to establish a grapple
gambit and to grapple control rolls. Ghosts that become incapacitated while grappled by the
rantai are automatically impaled and added to its collection.
Skeletonize: The rantai regenerates one non-aggravated damaged Health Level every time it
incapacitates a living opponent. Against a battlegroup a successful attack restores (Size)
Health Levels.
Gods
While the highest gods roam the streets of Yu-Shan, Creation teems with small gods. Every
city has its gods, as do the fields of a village. Most gods are Tier 2 characters, with more potent
gods being Tier 3-4. Only the most powerful gods of heaven and the Incarnae are Tier 5
characters. Every god, big or small, has access to the following powers.
God: The character is immaterial. It regenerates Essence normally in Creation and Yu-Shan.
Prayer sustains it, allowing the character to draw upon its Cult for Essence, up to a number of
points of Essence equal to its Cult rating per Story. When the character is killed it will reform
after one month inside its Sanctum. Gods have no need for sleep, food, drink, rest or breath
and do not age. Regardless many of them enjoy such pastimes. Celestial gods may treat Yu-
Shan as their Sanctum if they so chose.
Hurry Home: Spend 1 Essence as a Simple action. At the start of the god’s next turn, it
discorporates and immediately reforms within its Sanctum.
Materialize: The god commits half its Essence pool as a Simple action and becomes material.
Certain gods have special circumstances that allow them to materialize for free.
Measure the Wind: Spend 1 Essence as a Simple action to acquire information about a
subject. The amount of detail gained, feasible subjects and method depend on the god’s
purview.
Miracles: The god can spend 1-3 Essence as a Simple action to perform a miracle tied to its
purview. These are narrative effects that change a Scene or influence an area over time.
Bloody Hand
Bloody Hands are the gods of murder. Whatever form they take, they can easily be recognize
by sanguine fluids steadily dripping from their hands. Bloody Hands usually only observe
murder and do not commit it themselves; they are however very willing to aid an enterprising
human murderer. Attracting their attention is as easy as taking a life within their domain and
holding it requires exquisite and creative ways of taking the life of one’s fellows.
Tier: 2; Essence: 2; Willpower: 5; Join Battle: 6 dice
Health Levels: 4
Actions: Conceal/Discover Evidence: 14 dice; Lure victim: 7 dice; Senses: 10 dice; Stealth:
9 dice; Threaten: 7 dice
Appearance 3 (Hideous), Resolve 3, Guile 4
Combat
Attack (Bloody Claws): 7 dice (Damage 2, Minimum 1)
Combat Movement: 5 dice
Evasion 2, Parry 3
Soak: -
God
Hurry Home
Materialize
Measure the Wind: Bloody Hands can tell immediately how many people a person killed, as
well as their motivation for doing so and the names of their victims.
Miracles: Bloody Hands can stoke the dark passions of the inhabitants of their domain, making
murder more likely. They can restore evidence of a murder or make it vanish (use
conceal/discover evidence dice pool), summon blood and push characters on the cusp of dying
over the edge.
Mortal Mask: The Bloody Hand may commit 1 Essence to take on the appearance of any
human. This disguise is flawed however, as one of its hands is always dripping blood.
Witness to Murder: The Bloody Hand is always aware of murder taking place within its
domain, witnessing the events leading up to and after the taking of life. They may use their
Hurry Home Charm to relocate to the site of a recent murder. The domain of a bloody hand is
usually not larger than one city.
Wisdom of the Corpse
Cost: -
Type: Permanent
Prerequisites: None
Upon laying eyes on a corpse, the character automatically knows how it died and if it was the
consequence of a deliberate action by another person. This works even if decomposition has
reduced the corpse to a skeleton or only part of the corpse is present.
If the corpse is a murder victim, she may spend 1 Essence to witness up to (Essence) minutes
of events leading up to and after the murder from the victim’s eyes. If only part of the corpse is
present this also allows her to determine the location of the other fragments.
Dryad
Dryads are the gods charged with the protection of old and venerable trees. Their sole concern
is the survival and care for their charge and they meet any perceived threat aggressively.
Dryads of trees that are a central part of a community tend to be more civilized, caring for the
community as they care for the tree and often becoming de facto village gods. This difference
in attitude often leads to confusing myths and deadly misunderstandings.
Dryads are bark-skinned humanoids of any gender. Their Sanctum is within their tree and they
often carry spears wrought from one of its branches.
Tier: 2; Essence: 2; Willpower: 6; Join Battle: 8 dice
Health Levels: 6
Actions: Senses: 9 dice; Stealth: 7 dice; Threaten: 6 dice; Tracking: 5 dice
Appearance 4, Resolve 4, Guile 2
Combat
Attack (Spear): 8 dice (Damage 2, Minimum 1)
Combat Movement: 8 dice
Evasion 4, Parry 4
Soak: 3 dice
God: Unlike most gods Dryads are naturally material. They cannot dematerialize and die within
three days should their tree charge be destroyed.
Hurry Home
Measure the Wind: Dryads can identify the source and nature of any harm to their charge.
Miracles: Dryads can heal and strengthen their charge. They can create difficult terrain out to
medium range from their location as long as they are within a forest area. Dryads that develop
close ties to a community often learn to work their powers in new ways on its behalf.
Forest Ghost: Dryads ignore difficult terrain from undergrowth, trees and similar sources.
Within such areas they add 3 dice to their movement, stealth and attack rolls. Damage from
fire is always aggravated to them.
Nature’s Wrath: After successfully damaging an enemy the Dryad may reflexively pay 1
Essence to apply one dose of any natural plant poison to her target.
Lion Dog
Lion Dogs resemble huge dogs with skin of jade. They are the least of the heavenly guardian
deities and were sent to posts in Creation to guard the palaces and temples of the Exalted as
a sign of divine blessing. With the turn of the ages many Lion Dogs fell victim to the internecine
conflicts of the Chosen or find themselves guarding long abandoned places no one has visited
in centuries. Some still perform their duty, waiting with the patience of a god for better times,
while others have chosen to stray from the path of virtue and make their own luck in the world.
The latter work as mercenaries or set themselves up as the “guardian” of a village, killing
anyone who “threatens the peace” of their rule.
Tier: 2; Essence: 3; Willpower: 8; Join Battle: 10 dice
Health Levels: 8
Actions: Resist Poison/Disease/Environmental Damage: 10 dice; Senses: 12 dice;
Threaten: 8 dice
Appearance 3, Resolve 4, Guile 2
Combat
Attack (Unarmed): 13 dice (Damage 3, Minimum 1)
Combat Movement: 9 dice
Evasion 2, Parry 5
Soak: 5 dice (2 vs aggravated)
God
Hurry Home: Lion Dogs may activate Hurry Home to teleport to a structure they guard.
Materialize: As long as they are within a mile of a place they guard, they do not need to commit
Essence to materialize.
Measure the Wind: Lion dogs can get a rough idea of the abilities and power of visitors and
intruders to their domain. One activation of this Charm is enough to scan whole groups.
Miracles: Lion Dogs perform miracles to determine if intruders have trespassed on their
domain (use Senses dice pool) and to activate and direct the defenses of a structure they
protect.
Essence Bite: Spend 1 Essence as a Simple action to make an attack that increases its
damage by 2 and its minimum damage by 1.
Principle of Motion: Once per Scene the god can reflexively spend 3 Essence to take a
second turn right after their first in a round.
Speed Bonus: A Lion Dog possesses a speed bonus of +3 when used as a mount.
Celestial Lion
The Celestial Lions are gods blessed by the Unconquered Sun. They are given bodies of living
Orichalcum and the form of gigantic lions. Their eyes pierce deception and their claws rend
evil without fail. Each celestial gate is guarded by a group of Celestial Lions, as are important
buildings and officials in Yu-Shan.
Tier: 3; Essence: 4; Willpower: 9; Join Battle: 12 dice
Health Levels: 15
Actions: Investigation: 14 dice; Resist Poison/Disease/Environmental Damage: 12 dice;
Read Intentions: 15 Dice; Senses: 16 dice; Threaten: 10 dice
Appearance 5, Resolve 10, Guile 3
Combat
Attack (Unarmed): 17 dice (Damage 5, Minimum 2)
Combat Movement: 10 dice
Evasion 3, Parry 8
Soak (orichalcum skin): 10 (5 vs aggravated)
God
Hurry Home
Materialize: As long as they are performing their celestial duties, Celestial Lions need not
commit Essence to materialize.
Measure the Wind: Celestial Lions can pierce any disguise, determine whether a target is a
creature of darkness and read their intentions. All of these are considered perfect effects
gaining +3 bonus dice in a roll-off and a single activation is enough to scan a whole group.
Miracles: Celestial Lions detect violations of heavenly law and place criminals under arrest
through divine miracles.
Essence Bite: Spend 1 Essence as a Simple action to make an attack that increases its
damage by 4 and its minimum damage by 2.
God-Forged Body: Celestial Lions are immune to wound penalties. They may spend 1
Essence to perfectly soak damage from any source (Reflexive) or to render an attack perfect
(Simple). Against creatures of darkness their attacks deal aggravated damage.
Principle of Motion: Once per Scene the god can reflexively spend 3 Essence to take a
second turn right after their first in a round.
At Storyteller discretion Celestial Lions may also use abilities similar to low-Essence Solar
combat Charms.
Birana, Celestial Admiral of the South
The Celestial Admiral of the South and god of southern ships is in charge of the sandships
plying the vast deserts of the south and those sailing the Dreaming Sea, though the manifold
rivers that feed into it are the purview of her colleague Baris. She is an indolent god, preferring
to laze in the sun and only occasionally waking to speed across the sands and waves in her
ship of fire and red jade.
Frequently she takes the form of a slothful sailor on one of the ships under her purview. While
she skirts her duties as best she can, such vessels are usually blessed with good winds and
swift journeys. Should the ship Birana is on be set ablaze, her passion awakes and she takes
charge of the crew to steer the ship though firestorms or fierce naval battles with the fire-ships
of the fair folk.
Birana usually appears as a young woman with eyes shining bright as the desert sun. Her
lustrous red mane seems to catch fire when the light of the sun shines on it at the right angle
or when she becomes emotional. She wears plate forged from orichalcum, white and red jade,
a burning rapier and an ephemeral flamepiece loaded with the prayers of desperate sailors
who got lost in the changing currents of the Dreaming Sea. She travels the dunes of the
southern desert and the strange tides of the Dreaming Sea alike onboard of Radiant Blaze,
her flagship. When she assumes a mortal guise, she sheds all hints of supernatural prowess
and leaves her panoply behind, appearing as an attractive young sailor with a talent for getting
into trouble and an even greater talent for getting out of it unscathed.
Intimacies: Defining: “Fire is the ultimate expression of passion”; Major: “I will enjoy life to the
fullest”, Combat (Joy), Radiant Blaze (Pride); Minor: Fiery Salt Spirit (Friendship), Work
(Slothful Annoyance), Sailors (Benevolent Camaraderie), “I enjoy being praised”
Tier: 4; Essence: 6; Willpower: 7; Join Battle: 16 dice
Health Levels: 15
Actions: Command: 16 dice; Charming Slouch: 15 dice; Resist
Poison/Disease/Environmental Damage: 10 dice; Sailing: 17 dice; Senses: 12 dice; Social
Influence: 12 Dice
Appearance 4, Resolve 7, Guile 5
Combat
Attack (Noon’s Respite, Reaper Daiklaive): 16 dice (Damage 3, Minimum 2)
Attack (Dreamer’s Mercy, Prayerpiece): 13 dice at short range (Damage 4, Minimum 3)
Combat Movement: 10 dice
Evasion 5, Parry 8
Soak (Burning Dune Bastion): 7 dice (4 vs aggravated)
God
Hurry Home
Materialize: As long as Birana is on board of a ship or directly performing her duties as one of
the Celestial Admirals, she can materialize at no cost.
Miracles: Birana can repair, reinforce or even miraculously create ships from sand, foam or
fire. Her blessings ease voyages and deter calamity, her anger calls up sandstorms,
treacherous currents and scorching heat. It is said that at times she takes on mortal sailors
she has taken a liking to as part of her own crew, transforming them into God-Blooded through
her grace.
Admiral’s Prowess: Spend Essence to do one of the following:
- Render an attack perfect and add 3 to its damage and 2 to its minimum damage
(2 Essence, Simple).
- Perfectly parry an incoming source of harm (2 Essence, Reflexive).
- Deal 3 levels of aggravated damage to an enemy who has attacked her as a perfect
counterattack (1 Essence, Reflexive)
- Grant an allied battlegroup within long range perfect morale for the rest of the Scene
or battle (1 Essence, Simple).
- Perfectly execute a feat of maritime skill, including movement and attack rolls in
naval combat (1 Essence, Simple).
- Perfect her Resolve against anything but social influence (2 Essence, Reflexive)
- Add 6 dice to her next 6 actions and calculations related to combat, sailing, military
leadership and carousing (1 Essence, Reflexive).
All Hands on Deck: Birana can summon her subordinates to her side to aid her. She may
spend 1 Essence to summon a retainer or a battlegroup of lesser gods and elementals to her
side, as described in her Command Merit. Battlegroups of Size greater than 1 appear as a
Size battlegroup on the turn she calls them and then reinforce up to their final Size at a rate of
1 point of Size per round. Birana may instead spend 5 Essence and 3 Willpower to call the
Southern Fleet to her location, causing divine warships to gather over the course of the current
Scene. She hasn’t had a valid reason for doing so since the Balorian Crusade and would
delight in a battle grand enough to justify her doing so.
Charming Slouch: Whenever someone on or associated with a vessel upon which Birana
masquerades as a Sailor is incensed by her slothful conduct, she reflexively rolls her Charming
Slouch pool against him in an attempt to persuade him to overlook her infraction. The target is
considered to possess a Major Intimacy of affection towards her roguish behavior for this
purpose.
Command: Birana commands the Southern Celestial Fleet and with it a plethora of lesser
gods and fire elementals. Most often she calls on the crew of her own ship to help her out, a
Size 3 battlegroup with Elite drill using the characteristics of Flame Ducks (though in reality
made up of a variety of gods and elementals).
Cult 5: Aside from her appointed veneration through the Immaculate prayer calender, sailors
all across the south pray to Birana for safe travels or victory.
Divine Panoply: Birana can summon or dismiss her divine panoply as she desires.
Summoning a weapon or armor is reflexive and free. Birana’s prayer piece, Dreamer’s Mercy,
is detailed in the artifact chapter. She has unlocked all its Evocations. Summoning Radiant
Blaze requires her to spend 2 Essence and takes 3 turns, during which the vessel and its crew
will approach her location at impossible speed. If Birana is currently on board of a mundane
sailing vessel, she may choose to instead replace said vessel with Radiant Blaze, changing
said vessel into her flagship over the course of 3 turns and causing her crew to slowly appear
as per All Hands on Deck.
Dune-Conquering Sealord: Birana adds 2 to the number of stratagems she may employ and
can perfectly complete or defend against one stratagem per martial engagement. This only
applies to martial engagements related to naval warfare.
Light ‘em up, boys!: Birana gestures towards an enemy within long range as a Simple action
and spends 4 Essence to command her crew to destroy her foe with a terrible barrage. This is
a perfect attack (Damage 10, Minimum 5) against all targets out to medium range from the
targeted foe. Against ships this attack deals 4 points of hull damage instead. Birana herself is
immune to the effects of this Charm. She can only use this Charm when Radiant Blaze is within
extreme range of her and only once per Scene, unless reset by incapacitating a ship or
significant opponent. When the entire Southern Celestial Fleet is present the power of this
Charm is increased significantly, rendering the damage unsoakable and adding 6 dice to her
roll in a roll-off. Against ships, the hull damage of this attack increases to 6.
Look at Me, I am the Captain now!: As Celestial Admiral, every ship is hers to commandeer.
Birana may spend 1 Essence to treat everyone on a ship she is on that is not her enemy as if
they possessed a Major Intimacy of dutiful submission to her for the duration of one Scene.
Battlegroups of Sailors brought under her sway in this way have perfect morale.
Principle of Motion: Once per Scene the god can reflexively spend 3 Essence to take a
second turn right after their first in a round.
Radiant Blaze: Birana’s flagship is a great a construct of jade, orichalcum and sculped flame.
It has Speed +14, Maneuverability +3 and 12 Hull Levels. It’s weaponry of fire-spewing dragon
cannons and solar discharge batteries count as particularly potent ship weapons.
Retainer: Fiery Salt Spirit a seasoned Ifrit and centuries-long companion of Birana commands
and steers her flagship, Radiant Blaze.
Sea Legs: While aboard a ship, Birana executes all movement actions perfectly, has perfect
balance and is perfectly defended against any attempt to drive her from the vessel against her
will. She can spend 1 Essence (Reflexive) to teleport to any point on board the vessel she last
sailed on.
Demons
The spawn of the vile Yozi come in many shapes and forms. First Circle Demons abound and
are usually Tier 1-2 characters. Second Circle Demons are usually Tier 3 characters, with
especially powerful individuals reaching Tier 4. Third Circle Demons are Tier 4 characters that
can easily challenge a whole group of young Celestial Exalted in their own area of influence,
with the mightiest among them being Tier 5 characters.
Summoning Demons is dangerous business. Many demons are hostile towards summoners,
but even friendlier ones have an alien mindset and incomplete understanding of Creation.
Ordering a Blood Ape to protect a child may end up with a dead village as the Blood Ape took
out any potential threat and ordering a Hopping Puppeteer may well result in a dead child.
Second and Third Circle Demons always have a Demonic Urge, a certain circumstance tied to
their nature that can influence, distort or outright break any sorcerous binding. Some of these
are well known, while others are very obscure. The wise summoner always acts very carefully
in their dealings with the princes of hell.
Unlike in Exalted 3rd Edition demons are not presumed to be inherently immaterial. Their base
state of being is material, with those that are not mentioning it explicitly. Second Circle Demons
and above always have the Dematerialize/Materialize ability. Bound demons bound to a
sorcerer’s service (not a task) gain the Hurry Home Charm, allowing them to travel to the
sorcerer that bound them. Second Circle Demons and higher reform in Malfeas one month
after being slain.
Hurry Home: Spend 1 Essence as a Simple action. At the start of the demon’s next turn, it
discorporates and immediately reforms next to the sorcerer who bound it.
Dematerialize: The demon commits half its Essence pool as a Simple action and becomes
immaterial. In Malfeas and other places overflowing with the essence of the Yozi this is
especially easy, waiving the need to commit Essence. Demons that are immaterial by nature
may use this Charm to become material instead.
First Circle Demons
Aalu, the Cannibal Bureaucrats
Aalu take the form of child-sized locust. Though they have many eyes, they are blind and
operate by scent and sound alone. They are obsessed with record keeping, producing fully
drafted documents directly from their spinnerets. Blind as they are, they cannot read, so they
devour documents instead and digest their meaning.
Tier: 2; Essence: 2; Willpower: 7; Join Battle: 9 dice
Health Levels: 4
Actions: Bureaucracy: 9 dice; Investigation: 6 dice; Lore: 7 dice; Poetry: 7 dice; Read
Intentions: 6 dice; Resist Poison/Disease: 4 dice; Senses: 10 dice
Appearance 2, Resolve 4, Guile 2
Combat
Attack (Bite): 6 dice (Damage 1)
Combat Movement: 6 dice
Evasion 3, Parry 2
Soak: 0
Benefaction: The aalu may commit 2 Essence to weave a prayer strip of talismanic power
and attach it to a building in which bureaucratic tasks are fulfilled. That building and its workers
act with uncanny coordination and speed, halving the time required for any bureaucratic tasks
performed at the building. Only one instance of this Charm may be active at any one time.
Hoodwink: The aalu baffles opponents by distracting them with bureaucratic jargon. Spend 2
Essence as a Simple action to roll the aalu’s Bureaucracy pool against the Resolve of one
target within short range. On a success, the target loses its next turn as its mind is mired in a
maze of bureaucratic nonsense. This Charm may only be used once per Scene per target.
Hunger for Writing: The scent of the written word in all its forms entices aalu like no other.
When in the presence of writing, the aalu has to succeed on a difficulty 2 Willpower roll in order
to refrain from eating some form of written document within the Scene.
Keen Senses: The aalu’s blindness does not impede it, levying no penalties to its actions and
allowing it to ignore all visibility-based penalties. The exception to this rule are actions that are
normally impossible to do while blind, such as recognizing colors.
Spinnerets: Aalu can produce fine silk from their spinnerets. They may produce fine pages
filled with writing composed in their mind in this way, allowing them to write without any utensils.
Document Digestion Approach
Cost: -
Type: Permanent
Prerequisites: None
Unable to read, the aalu instead devour texts to comprehend their meaning. A character with
this Charm is capable of understanding any written text by devouring the medium it is written
on. Understanding is instant, once the process of eating the text has concluded.
Understanding the text means that the character is aware of all that is written in it, regardless
of language barriers, but does not confer deeper knowledge on how to interpret such words.
A technical text regarding a topic the character has no clue about would be just as arcane
when digested as when the character read it conventionally. This Charm does transcend
language barriers, allowing the character to understand texts in languages she does not speak.
Agatae, the Beauteous Wasps
Agatae are horse-sized wasps with bodies of crystal who are renowned for their beauty and
tempestuous passions. They make for excellent and loyal mount for those riders who do not
tempt their jealousy.
Tier: 2; Essence: 2; Willpower: 6; Join Battle: 9 dice
Health Levels: 7
Actions: Feats of Strength: 8 dice; Lore: 6 dice; Resisting Poison/Disease: 8 dice; Senses: 4
dice; Social Influence: 5 dice
Appearance 5, Resolve 4, Guile 2
Combat
Attack (Claws): 9 dice (Damage 2)
Combat Movement: 11 dice
Evasion 5, Parry 3
Soak: 1 die
Kaleidoscopic Dodge: The agata may reflexively spend 1 Essence to add +2 to its Evasion
against an attack. If it successfully dodges, it seems to dissolve into a rainbow of color and
may reflexively move one range band. It may use this Charm to reflexively apply its own
enhanced Evasion against an attack against its wearer, if his Evasion is lower. This is not a
defend other action and does not transfer any other benefits a defend other action would grant.
Principle of Motion: Once per Scene the demon can reflexively spend 3 Essence to take a
second turn right after their first in a round. When acting as a mount, the agata can use this
Charm to grant her rider a second movement action on his turn.
Shimmering Crystal Beauty: The transcendent beauty of the agata stays the hands of
ruffians. A character whose Resolve is overcome by the agata’s Appearance must succeed on
a difficulty 2 Willpower roll before attacking the agata, unless acting in self-defense. This
protection does not extend to the agata’s rider. Anyone who looks upon the agata is treated as
possessing a Minor Tie of wonder for the purpose of social influence.
Speed Bonus: When used as a mount, the agata has a speed bonus of +4.
Amphelisae, the Teakettle Courtiers
Amphelisae are strange creatures. These six-legged lizards constantly emit a low whistle, like
a teakettle on a stove, giving them their name. They are playful and friendly for a demon and
fascinated by reflective surfaces. The sound of laughter however drives them to rage and
unveils their poisonous nature.
Tier: 2; Essence: 2; Willpower: 6; Join Battle: 6 dice
Health Levels: 7
Actions: Medicine: 7 dice; Senses: 4 dice; Resisting Poison/Disease: 12 dice
Appearance 2, Resolve 2, Guile 3
Combat
Attack (Claws): 7 dice (Damage 1)
Combat Movement: 5 dice
Evasion 2, Parry 3
Soak: 2 dice
Poisonous Bite: The Saliva and claws of the amphelisae are poisonous, applying the effects
of a random poison from the animal kingdom upon a successful attack.
Water Affinity: Amphelisae have a curious connection to water, allowing them to control it. By
spending 1 Essence the amphelisa may create a flood wave as an environmental hazard for
one round out to short range with difficulty 4 and damage 1B that leaves everyone damaged
by it prone. There needs to be enough water within short range to make this feasible.
Whispering Incomprehensible Truths: The noises amphelisae produce are secrets
incomprehensible to anyone but the Yozi. Whispering them is an intrinsic part of their nature
and should they ever be silenced they immediately die and dissolve into a poisonous wind.
Venomous Rage: When enraged the amphelisa may spend 1 Essence to summon poisonous
things such as snakes, frogs and vermin into existence. This creates and environmental hazard
out to medium range with a difficulty of 3. Those who fail receive no damage but are instead
afflicted by one dose from a random poison of the animal kingdom.
Angyalkae, the Harpists
With their two dozen fingers, angyalkae draw music from the flow of time as if it were an
exquisite harp. They never stop playing, even when embroiled in struggle Those who listen to
their music hear in it a reflection of their own soul.
Tier: 2; Essence: 3; Willpower: 6; Join Battle: 7 dice
Health Levels: 5
Actions: Obscure Knowledge: 7 dice; Performance: 13 dice; Reading Intentions: 10 dice;
Resisting Poison/Disease: 4 dice; Senses: 8 dice
Appearance 4, Resolve 3, Guile 5
Combat
Attack (Prehensile Hair): 6 dice (Damage 1)
Combat Movement: 5 dice
Evasion 4, Parry 2
Soak: 0
Divine Prerogative: Any influence, including sorcerous bindings, that aim to cause the
angyalkae to stop playing music is treated as unacceptable influence.
Hoodwink: The angyalkae’s music reflects the souls of those who hear it, filling them with
fascination or plunging their minds into deep introspection. She may spend 2 Essence as a
Simple action to roll her Performance pool against the Resolve of all listeners. Those whose
Resolve is overcome must stop to listen to her song for the rest of the Scene, dropping all
other tasks and suffering a -3 penalty to all Awareness rolls. An affect character can spend 2
Willpower points to break free from this enchantment, any situation that threatens bodily harm
to the audience automatically breaks it. Once a character has broken free from this Charm’s
effects, he is immune to it for the rest of the day.
Natural Prognostication: As the angyalkae touches time when playing her music, her fingers
sometimes brush against the subtle strands of fate, alerting her to the presence of unfolding
destinies. Those affected who hear the angyalkae’s music likewise gain the impression that
something of especial import is happening.
Paper Tiger Arrangement: While playing her song, the angyalkae may create small illusions
of light, sound and smell to accompany it. The shape of these illusions is determined by the
music drawn from the flow of time and the souls of those present. They cannot be shaped for
deliberate deception, though they often prove quite distracting, especially for those in the
audience whose passions are inflamed.
Anhules, the Demon Spiders
Anhules are not a single species and more of a catchall category for the myriad different kinds
of giant spiders of the demon realm. Ranging in size from between a dog and a draft horse,
anhules come in many breeds and often have unique powers and capabilities depending on
the purpose their creator had in mind for them. The statistics below give a general template for
a demon spider that has no particular special abilities.
Tier: 2; Essence: 2; Willpower: 5; Join Battle: 9 dice
Health Levels: 7
Actions: Conceal/Disguise Webs: 7 dice, Feats of Strength (Strength 3): 7 dice; Intimidate: 7
dice; Resisting Poison/Disease: 6 dice; Senses: 10 dice; Spin Silk: 12 dice; Stealth: 8 dice;
Tracking: 8 dice
Appearance 3 (Hideous), Resolve 3, Guile 3
Combat
Attack (Bite): 10 dice (Damage 2 and poison)
Combat Movement: 12 dice
Evasion 4, Parry 4
Soak: 0
Dripping Fangs: The bite of an Anhule transfers a deadly, quick venom that dissolves the
victim’s innards with damage 2L/turn, duration 4 turns and penalty -1.
Hell-Silk Weaver: The silk anhules weave is as tough as steel, requiring a Strength 5+,
difficulty 8 feat of strength to break. When an anhule is grappling an opponent, each time it
choses to restrain its opponent he suffers a -1 penalty to all control rolls for the rest of the
grapple. Once that penalty rises to -5 he is completely ensnared in a cocoon of hell-silk and
incapacitated unless he can attempt Strength 5+ feats of strength, in which case the above
mentioned feat to break free is all he can do.
Baidak, the Empty Pawns
Those who default on their debts to Sigereth become wholly hers and she transforms them
into the baidak. Baidak are humanoid in shape but have skin of ivory and move with mixture
of precision and stiffness that suggests something almost mechanical. It is said that it is within
Sigereth’s power to restore those who have become baidak to their former existence. Likewise,
it is said that Sigereth has endowed a rare few baidak with sentience of their own, promoting
them to officers that better serve her goals either as lone agents or by leading other baidak in
battle. The statistics below are a template for a regular baidak footsoldier.
Tier: 2; Essence: 2; Willpower: -; Join Battle: 9 dice
Health Levels: 8
Actions: Feats of Strength (Strength 3): 6 dice; Resist Poison/Disease: 8 dice; Senses: 5
dice
Appearance 3, Resolve 1, Guile 1
Combat
Attack (Light Weaponry): 10 dice (Damage 1)
Attack (Heavy Weaponry): 8 dice (Damage 2)
Combat Movement: 7 dice
Evasion 2, Parry 4
Soak: 3 dice (1 vs aggravated)
Automaton: Baidak have no personality of their own. They follow the will of Sigereth or their
Summoner without question, performing order to the letter with no own initiative. Should such
orders contradict one another, they will do nothing. As automata, baidak treat all social
influence as unacceptable, with the exceptions of orders from Sigereth or their summoner,
which automatically succeed. Battlegroups composed of baidak have perfect morale and elite
drill.
Call: Baidak can communicate telepathically with other baidak within long range.
Essence Bite: A baidak may spend 1 Essence as a Simple action to create an attack that
either adds 1 to its damage and minimum damage or adds 3 dice to the attack roll. If the target
has been attacked by another Baidak since its last turn, this attack benefits from both effects
instead.
Shield Phalanx: A baidak may spend 1 Essence reflexively to perform a defend other action
on behalf of another character within close range.
Bisclavarets, the Shadow Eaters
Bisclaravets are creatures of twilight and decay. In their true form they are humanoid creatures
with a face dominated by a muzzle webbed with shadow, however they usually take on the
shape of humans and beasts in the hours between night and day, walking amongst Creation’s
peoples unseen until they reveal their true nature.
Tier: 2; Essence: 3; Willpower: 7; Join Battle: 10 dice
Health Levels: 5
Actions: Feats of Strength (Strength 3): 6 dice; Larceny: 9 dice; Read Intentions: 3 dice;
Resist Poison/Disease: 6 dice; Senses: 4 dice; Social Influence: 4 dice; Stealth: 8 dice;
Threaten: 8 dice
Appearance 2, Resolve 2, Guile 4
Combat
Attack (Unarmed): 10 dice (Damage 1)
Attack (Bite): 8 dice (Damage 2)
Combat Movement: 6 dice
Evasion 2, Parry 4
Soak: 0
Create Fear: The bisclavaret can spend 1 Essence to roll its Threaten dice pool to inspire a
target within medium range with fear. The bisclavaret is not the obvious source of this fear and
may use this Charm from concealment without breaking stealth.
Essence Bite: The bisclavaret can spend 1 Essence as a Simple action to create an attack
that drains its target of one point of Willpower in addition to the normal effects of a successful
attack.
Harass: Bisclavarets can spend 1 Essence as a Simple action to roll their Threaten dice pool
against the Resolve of another character within short range, exhorting them to perform violent,
demeaning or otherwise degenerate acts. On a success the target is convinced as by a
successful threaten action, but forms no negative Intimacy towards the bisclavaret.
Shadow Eater: The bisclavaret can spend 2 Essence of a Simple action to devour the shadow
of a willing, sleeping, incapacitated or restrained human. It rolls its Larceny dice pool against
the target’s Resolve. If successful, it devours its shadow, inflicting a crippling injury upon its
opponent that renders the victim unable to sleep. This prevents the victim from regaining
Willpower by sleep and imposes a penalty of -1 on all actions for every day that goes by without
sleep, up to a maximum of –(Essence). Tier 3+ characters recover from this injury after one
month, but the effect is permanent on Tier 1 or 2 characters barring magical healing. A 3-dot
Alchemy potion can heal this crippling injury, taking one week to do so.
Shadow Hold: The bisclavaret can gain 3 bonus dice on any roll to establish control of a
grapple. If the bisclavaret does so, it can only restrain its opponent on a success by grappling
his shadow.
Shapechange: In the hour between dawn and dusk, the bisclavaret can spend 2 Essence to
assume the shape of any human or beast in size between that of a dog and a horse.
Chrysogonae, the Crying Women
Chrysogonae appear as gnarly homunculi of dried or petrified wood between one and two
meters long, to which a tragedy mask is attached. Extending from the wooden trunk are, on
average, 10 stick-like fingers, though the true number fluctuates as the creature moves. A
crying woman does not walk on her fingers, for to do so is painful. Instead, she constantly
generates new fingers as she moves, while causing old fingers to catch fire and burn to ash
from the ground up to her body. In this way, the crying woman does not walk so much as float,
her body suspended on a disturbing parody of Creation’s cycle of death and renewal.
Chrysogonae feed on ambition and are deadly courtiers, fostering intrigue to and backstabbing
wherever they go. They are not heartless however, feeling deeply sorrow and crying profoundly
over beauty destroyed and true love betrayed.
Tier: 2; Essence: 2; Willpower: 7; Join Battle: 8 dice
Health Levels: 4
Actions: Bureaucracy: 7 dice; Investigation: 7 dice; Lore: 5 dice; Reading Intentions: 11
dice; Resist Poison/Disease: 5 dice; Senses: 8 dice; Social Influence 13 dice; Stealth: 7 dice
Appearance 3 (Hideous), Resolve 4, Guile 6
Combat
Attack (Bite): 5 dice (Damage 1 and poison)
Combat Movement: 4 dice
Evasion 1, Parry 2
Soak: 2 dice
Benefaction: The Chrysogonae can bless a willing Tier 1 or 2 character with social aptitude
by spending 3 Essence. The target gets 2 bonus dice to all social influence rolls and adds 1 to
his Guile for the next week. He often has dreams of wooden fingers caressing his skin during
this time and for a year and a day afterwards.
Fan the Flames: Spend 1 Essence to roll a special inspire action to inflame a single target’s
ambition. The target has to call upon a Major or Defining Intimacy in a decision point to negate
the influence should his Resolve be overcome.
Measure the Wind: The Chrysogonae can determine the greatest ambition, even if kept
secret, of anyone whose Guile she overcomes with her Read Intentions pool.
Poison: The Chrysogonae can inject a terrible poison with her bite. The poison has damage
1A/turn, duration 6 and penalty -3. This poison slowly turns its victims into wood, turning
incapacitated characters into wooden statues. Tier 1 or 2 mortals that are transformed in this
way are transfigured into a new Chrysogonae themselves.
Subtle Whisper: The Chrysogonae can spend 1 Essence to visit a sleeping target within long
range that she can see or has an arcane link to in his dreams. She may always target anyone
who has been targeted by her Benefaction within the last year and a day, even if they are
outside long range (or even in another realm of existence).
Decanthropes, the Body Snatchers
Decanthropes are powerful and frightening Demons of the First Circle. They are obscure, as
they rarely find their way to Creation on their own. A decanthrope resembles a four-foot-long
green tongue in its natural form and is parasitic in nature. It will seek out human bodies to add
to its collection, winding its way around a victim’s nervous system and assuming control.
Tier: 2; Essence: 3; Willpower: 7; Join Battle: 5 dice
Health Levels: 5
Actions: Possession: 9 dice; Senses: 5 dice; Social Influence: 7 dice
Appearance 4 (Hideous), Resolve 3, Guile 4
Combat
Attack (Grapple): 7 dice (no damage, can only grapple)
Combat Movement: 4 dice
Evasion 1, Parry 0
Soak: 0
Parasitic Possession: Decanthropes can take over the body of a Tier 1-2 mortal. To do so
they must hang their victim from a tree for three days, upon which they roll their possession
pool against the target’s Resolve. If successful, the decanthrope gains permanent control of
the body. A decanthrope can take control of up to 10 bodies in this way but can only control
one of it directly at a time. Bodies not directly controlled obey the decanthrope but are easily
confused and sluggish.
A decanthrope uses its own stats for mental and social tasks but uses the Appearance and
physical stats of its host (see Mortal Foes for appropriate stat lines). Use Bandit/Militia stats
for bodies currently not controlled, even should they usually be more able combatants. If a
body the decanthrope is actively controlling dies it suffers one point of unsoakable lethal
damage and may reflexively activate Meat-Canal Network.
Emergency Possession: Should the Decanthrope find itself without a host it can try to
forcefully take over a suitable vessel. It must establish a Grapple with a Tier 1 mortal and keep
control of it for 3 consecutive rolls. After that it may spend 1 Essence to roll its Possession pool
against the target’s Resolve to take control of his body.
Acquiring a body in this unusual way damages the host irreparably, causing the body to expire
after one month. This Charm can only be used if the Decanthrope has no other bodies.
Meat-Canal Network: The Decanthrope burrows through space and flesh to jump from host
to host. It may spend 1 Essence as a Simple action to teleport from one host body to another,
assuming direct control immediately.
Mindful Swarm Coordination: If all 10 bodies of the Decanthrope are in one place it may
reflexively commit 3 Essence to transform them into a Size 1 Battlegroup with Elite Soldiers
Statistics and Elite Drill.
Demjen, the Quickeners of Ores
These aquatic creatures look like a mixture of humanoid and ichthyoid, but their elegant bodies
swim through water and air with equal grace. Despite their connection to the sea, demjen are
often found deep in the bowels of the earth, where their song animates ores into simpleminded
servants that accompany and aid them.
Tier: 2; Essence: 3; Willpower: 7; Join Battle: 8 dice
Health Levels: 5
Actions: Command: 6 dice; Mining: 9 dice; Performance: 8 dice; Reading Intentions: 5 dice;
Resisting Poison/Disease: 7 dice; Senses: 6 dice; Social Influence 6 dice;
Appearance 4, Resolve 3, Guile 3
Combat
Attack (Tail Slap): 6 dice (Damage 2)
Combat Movement: 5 dice
Evasion 4, Parry 3
Soak: 0
Servant of Quickened Ore: The song of a demjen can give live to unworked metals, animating
raw ores as small, child-minded servants known as chalcothetes. A demjen can have up to 20
chalcothetes at one time and may endow one of them with increased intelligence, usually to
keep it as a companion or pet. When a demjen dies, its chalcothetes die with it, though there
are rumors of rare, unbound chalcothetes eking out a living in the depths of Malfeas’ bowels.
Chalcothetes
A three-foot-tall insect or crustacean cobbled together from raw metal encrusted with scraps
of rock. Chalcothetes are about as smart as a two-year-old child and completely loyal to their
creator, even unto death.
Tier: 1; Essence: 1; Willpower: 3; Join Battle: 6 dice
Health Levels: 5
Actions: Mining: 7 dice; Resisting Poison/Disease: 4 dice; Senses: 3 dice
Appearance 2, Resolve 1, Guile 1
Combat
Attack (Pincer): 7 dice (Damage 1)
Combat Movement: 5 dice
Evasion 3, Parry 2
Soak: 0
Eristrufa, the Mist Demon
These creatures of fog and trickery swim across the seas of the demon realm. At most times
they prefer to take the shape a large fog bank that drives those caught within insane, but when
pressed it can manifest as a giant tangle of tentacles snapping and tearing at everything in
range.
Tier: 2; Essence: 4; Willpower: 7; Join Battle: 10 dice
Health Levels: 12
Actions: Resist Poison/Disease: 8 dice; Senses: 5 dice; Terrorize: 8 dice
Appearance 4 (Hideous), Resolve 3, Guile 3
Combat
Attack (Tearing Tentacles): 12 dice (Damage 3)
Combat Movement: 8 dice
Evasion 4, Parry 6
Soak: 0 (10 against those not of legendary size)
Confuse: The eristrufa may spend 1 Essence as a Simple action to try to confuse a character
within short range. Roll the eristrufa’s Terrorize dice pool against the target’s Resolve. On a
success he is confused and suffers a -3 penalty on all mental rolls for the rest of the Scene.
While the eristrufa’s fog form is active it may use this Charm on anyone within its mist bank.
Deadly Chill: The erstitrufa can commit 2 Essence reflexively to imbue its body with a deadly
chill, causing anyone who touches the eristrufa to suffer an environmental hazard with damage
1L/turn, difficulty 5.
Dematerialize
Dreambane: The eristrufa may spend 1 Essence as a Simple action to roll its Terrorize dice
pool against the Resolve of a sleeping target within short range or within its fog bank. If
successful the target regains no willpower from sleeping and will start the next day sleep
deprived, applying a -2 penalty to all actions. Moreover, this deprivation and the nightmares
sent by the eristrufa can cause the target to hallucinate at random intervals during the following
day.
Fog Form: While dematerialized, the Ersitrufa can materialize a mile wide bank of fog at its
location in the material world. This fog can only conjured on water and the eristrufa can sense
all that occurs within it and even use some of its powers while dematerialized. Those within
the fog can tell of its haunted nature, as ghost sounds and movements caught only in the
corner of the eye keep them constantly on their feet. From the outside however it looks like
normal fog, except when it moves against the wind.
Hard to tame: Eristrufa are especially hard to bind, gaining a +3 (total 7) to their Resolve
against being bound by sorcery.
Legendary Size: A creature of Legendary Size has 5 additional Health Levels and a minimum
Soak of 10 against the attacks of characters smaller than Legendary Size and does not suffer
onslaught penalties from their attacks, unless created by magic. This does not add to other
sources of Soak, it is merely the minimum of soak dice rolled and applies in full against
aggravated damage.
Tentacle Ball of Death: The massive eristrufa can attack all enemies within short range of it
with a single Tearing Tentacle attack, apply 2 points of onslaught penalty to all enemies before
its attack is resolved. It does not add additional onslaught penalties after the attack.
Erymanthoi, the Blood Apes
The erymanthus or blood ape is for many one of the most iconic demons. These brutes take
the form of a giant ape with sharp teeth and fur the color of clotted blood. They are extremely
violent and are used by sorcerers all over creation as simple, but effective guards or disposable
military assets.
Tier: 2; Essence: 2; Willpower: 4; Join Battle: 7 dice
Health Levels: 7
Actions: Resist Poison: 9 dice; Senses: 6 dice; Threaten: 7 dice; Tracking: 5 dice
Appearance 3 (Hideous), Resolve 2, Guile 1
Combat
Attack (Claws): 11 dice (Damage 2)
Attack (Bite): 9 dice (Damage 3, minimum 1)
Combat Movement: 6 dice
Evasion 2, Parry 4
Soak: 2 dice (1 vs aggravated)
Brutal Simpleton: Blood apes are aggressive and will fight rather than flee, adding 3 to their
Resolve against threaten actions out of combat and treating them as unacceptable commands
while in combat.
Jumping Assault: The blood ape may spend 1 Essence as a Simple action to launch itself at
a target within short range. It immediately closes the distance and performs an attack. If the
attack deals any damage the target is knocked prone.
Scar-Skin Defense: The blood ape may reflexively spend 1 Essence to add 4 to its Soak or
half that against aggravated damage.
Firmin, the Needlemakers
Although firmin appear relatively human from the front, their backs bristle with sharp spines.
The demons share some of their maker’s craftsmanship but have more in common with simple
beasts. Their intelligence is more like that of a parrot than comparable to a human’s. Organs
underneath their fingernails produce a thick, black mucus that quickly hardens into shiny black
needles.
Tier: 2; Essence: 2; Willpower: 4; Join Battle: 8 dice
Health Levels: 7
Actions: Craft (Firmin Ichor): 9 dice; Resist Poison/Disease: 6 dice; Senses: 6 dice; Stealth:
6 dice; Threaten: 5 dice
Appearance 2 (Hideous), Resolve 2, Guile 1
Combat
Attack (Needle): 8 dice (Damage 1, out to short range)
Combat Movement: 5 dice
Evasion 3, Parry 3
Soak: 0 (5 against being pierced)
Call: Firmin are able to communicate with others of their kind telepathically out to medium
range. Increase the Drill rating of any Firmin battlegroup by one step.
Ichor Crafting: Firmin can produce a black mucous that quickly hardens and is tougher than
steel once fully solid. Firmin can use this to create needles and other simply tools on the fly as
a stunt, but can also create more sophisticated items such as blades by using molds provides
by enterprising summoners. Items created from this ichor vividly reflect any sunlight that hits
them, potentially causing penalties to stealth.
Needlekin: The Firmin are kind of needles of all kinds. They are immune to all environmental
hazards based on needles (such as their own nests) or similar piercing objects. Against all
attacks based on piercing the Firmin (such as being pierced by a spear or arrow, but not against
being slashed by a blade or pummeled by a fist) the Firmin apply 5 dice of Soak.
Fulopes, the Choral Equestrians
Fulope are masses of flexible fibers like spun glass, each aglow and moving as if adrift
underwater. When calm, a fulope swims through the air, but fits of passion tangle it into knots,
each snarl blistering into a burning eye with a lamprey-like maw as its pupil.
They are beautiful singers, however they require a vessel to give their music shape and often
take possession of other demons or mortals to do so.
Tier: 2; Essence: 3; Willpower: 7; Join Battle: 8 dice
Health Levels: 4
Actions: Beautiful Song: 11 dice; Fly: 4 dice; Impersonation: 8 dice; Possession: 10 dice;
Read Intentions: 6 dice; Senses: 6 dice; Social Influence: 7
Appearance 3, Resolve 4, Guile 3
Combat
Attack (Tendril Lash): 8 dice (Damage 1)
Combat Movement: 4 dice
Evasion 3, Parry 2
Soak: 1 die
Neural Reins: When winning the control roll of a grapple (or when hovering over an
unconscious or restrained mortal) with a Tier 1 or 2 being, the fulope can roll its Possession
dice pool (10) against the target’s Resolve. If successful it fastens itself to the nape of its
victim’s neck and sends searing, yet painless nerve-fibers into the victim’s brain and larynx to
seize control. In most cases the fulope stays in control until it relinquishes its victims, but in the
case of heroic characters the Storyteller can allow them to roll (Wits + Integrity) against difficulty
4 once per day as a complex action requiring 4 milestones to eject the possessing demon.
When the fulope forces the host to act in a way that violates a Major or Defining Intimacy, they
get an immediate roll to work towards breaking free, even if they already rolled for the day.
Gallmau, the Hooded Lanterns
On first glance these subterranean demons may look like a hooded, seven feet tall human, but
differences quickly become apparent. Their hands sprout sharp claws and where a head
should be is one long fleshy snout emitting a pale blue glow. When guiding others through the
bowels of the earth in those few places where Ligier’s light does not shine, they draw back the
skin from their snout, revealing a lamprey like maw with rows of teeth and a longue tongue
glowing bright blue.
Tier: 2; Essence: 2; Willpower: 5; Join Battle: 8 dice
Health Levels: 5
Actions: Bargaining: 5 dice; Feat of Strength (Strength 3): 7 dice; Investigation: 5 dice;
Larceny: 7 dice; Resist Poison/Disease: 7 dice; Senses: 4 dice; Stealth: 9 dice; Threaten: 6
dice; Underground Navigation: 9 dice
Appearance 4 (Hideous), Resolve 2, Guile 1
Combat
Attack (Claws): 9 dice (Damage 1)
Attack (Bite): 7 dice (Damage 2)
Combat Movement: 7 dice
Evasion 4, Parry 3
Soak: 0
Diseased Bite: The Gallmau’s bite exposes to damaged by it to rabies (Virulence 2, Morbidity
4, Interval: One Day).
Gethin, the Harvesters of Rarities
Gethin appear as man-sized salamanders swathed in oily black plumage, but can take on the
shape of humans by way of their hypnotizing gaze. Gethin are curious collectors, searching
out treasures with a combination of wonder and determination without fail.
Tier: 2; Essence: 2; Willpower: 7; Join Battle: 7 dice
Health Levels: 5
Actions: Feat of Strength (Strength 3): 5 dice; Investigation: 9 dice; Larceny: 8 dice; Resist
Poison/Disease: 5 dice; Read Intentions: 5 dice; Senses: 8 dice; Social Influence: 7 dice;
Stealth: 8 dice
Appearance 3, Resolve 3, Guile 3
Combat
Attack (Claws): 7 dice (Damage 1)
Combat Movement: 6 dice
Evasion 3, Parry 2
Soak: 1 die
Identity-Stealing Gaze: A gethin may take the appearance of a Tier 1 or 2 being by gazing
deeply into his eyes and spending 2 Essence as a Simple action and rolling its Larceny dice
pool against the target’s Resolve. The gethin takes on the target’s appearance on a success,
the target meanwhile is put into a hypnotic trance (-2 to mental Attributes, Resolve and Guile)
for as long as the gethin keeps his appearance. He wanders around aimlessly, following the
routines of his life until threatened by something that’ll break him out of his funk. During this
time even the world partly forgets about him, granting him a temporary form of Arcane Fate
(treat his Essence rating as 3). A gethin disguised in this fashion perfectly mirrors the outward
appearance of its target, but it sometimes leaves black oil stains behind. A gethin can only
steal one identity at a time and needs to assume its natural form before stealing another.
Memory Mirror: A gethin may roll its Read Attention dice pool against the Guile of the person
whose appearance it has stolen via Hypnotizing Gaze at any time, even across great
distances. If it succeeds it can access a memory of the target.
Gilmyne, the Dancers at the Saigoth Gates
Gilmyne are beautiful dancers, who tirelessly perform for the glory of the nebulous Saigoth
Gates, which may or may not exist. In their true form, the gilmyne is a column of silver fire, but
the subtle magics of their being cause most observers to perceive them as a member of their
own species.
Tier: 2; Essence: 3; Willpower: 7; Join Battle: 9 dice
Health Levels: 5
Actions: Performance: 13 dice; Resist Poison: 7 dice; Senses: 5 dice
Appearance 6, Resolve 4, Guile 1
Combat
Attack (Fiery Embrace): 8 dice (Damage 2, minimum 1)
Combat Movement: 8 dice
Evasion 5, Parry 3
Soak: 0
Dances: Gilmyne know a number of supernatural dances. The most powerful of them are the
Dance of Existence and the Dance of Extinguishment. The former pains the undead, while the
latter extinguishes life. While dancing either of these dances, the gilmyne creates an
environmental hazard to all affected characters within medium range with damage 2A/turn,
difficulty 6. Dancing either dance is a Simple action and thus cannot be placed into a flurry.
Dematerialize
One of Us: Some property of their being makes the gilmyne familiar to all who lay eyes on
them. A character whose Resolve is overcome by the gilmyne’s Appearance perceives her as
a member of his own species.
Heranhal, the Fervent Smiths
These red-skinned, dwarfish humanoids work hard and play hard. They are dedicated to their
craft and exceptional smiths, but once the glow of the forge has gone away their passions burn
just as bright. It is said that heranhal know many secrets of the forge to create exotic and occult
materials of interest to thaumaturges and wonder-smiths.
Tier: 2; Essence: 2; Willpower: 5; Join Battle: 9 dice
Health Levels: 7
Actions: Feat of Strength (Strength 5): 8 dice; Lore of the Forge: 9 dice; Party Hard: 6 dice;
Resist Poison/Disease: 10 dice; Senses: 4 dice; Smithing: 13 dice; Thaumaturgy: 7 dice
Appearance 6, Resolve 4, Guile 1
Combat
Attack (Hammer Bash): 7 dice (Damage 3)
Combat Movement: 5 dice
Evasion 1, Parry 3
Soak: 3 dice (1 vs aggravated)
Fire Immunity: Heranhal are immune are immune to all damage from fire- or heat-based
sources.
Malediction: A heranhal may spend 1 Essence as a Simple action to put a curse on another
character within short range, rolling its Thaumaturgy dice pool against the target’s Resolve and
imposing a -4 penalty to its next roll or causing some minor misfortune to befall him over the
course of the next week.
Secret Craft: Heranhal know many secrets crafts, enabling them to create many wonderous
materials that, while not as powerful as the magical material, are of great value to
thaumaturges and sorcerer-engineers.
Thaumaturgy: Heranhal are skilled thaumaturges. All heranhal are capable of performing
3-dot Alchemy and Enchantment procedures, with individuals knowing further thaumaturgical
arts.
Luminata, the Deer That Hunt Men
From a distance, a luminata appears as a glorious white stag, up close however their true
nature is revealed. A luminata is a mass or writhing pale tendrils marked only by two brown
eyes. When it gets close to its favorite prey, the tentacles burst forth to rip and tear at its victim.
Oak, ash and rowan trees are the luminata’s bane. Even contact with one of these substances
burns them and weapons fashioned from such material bring a swift end to them.
Tier: 2; Essence: 3; Willpower: 6; Join Battle: 11 dice
Health Levels: 5
Actions: Resist Poison: 6 dice; Senses: 8 dice; Stealth: 9 dice; Tracking: 9 dice
Appearance 4 (Hideous), Resolve 4, Guile 2
Combat
Attack (Tentacle Burst): 11 dice (Damage 2, minimum 1)
Combat Movement: 9 dice
Evasion 3, Parry 5
Soak: 4 dice
Bane: Each round a luminata is in contact with oak, ash or rowan wood or leaves, it takes 1
unsoakable aggravated damage. Weapons fashioned from such material increase their
damage by 1, cause aggravated damage and are unsoakable for luminata.
Forest Terror: Luminata blend into the forest, becoming almost invisible. They ignore all plant
based difficult terrain and while in a forest add 3 dice to all movement actions and stealth rolls.
While in a forest, the luminata may spend 2 Essence to roll 9 dice against a target within long
range. If the luminata successfully overcomes the taget’s Resolve, he begins to suffer vivid
hallucinations for the rest of the Scene, suffering a -3 penalty to all actions as well as his
Defense.
Marottes, the Hopping Puppeteers
An inactive hopping puppeteer resembles a knotted ball of phlegm-soaked cord. They rarely
stay still however, driven by an instinctive need to alter their surroundings. Typically, they
unravel into dozens of gangly legs reaching up to 50 or 100 yards in length, extending from a
coin-sized central gnarl. These thin legs stretch or draw tight individually, resulting in the
demons’ eponymous gait.
They are expert, if dim, builders and love babies. Their utter lack of comprehensions for the
needs of a baby often results in tragedy if they are left unattended.
Tier: 2; Essence: 2; Willpower: 3; Join Battle: 7 dice
Health Levels: 6
Actions: Crafting (Carpentry, Landscaping, Masonry, Architecture): 9 dice; Feat of Strength
(Strength 7): 11 dice; Resist Poison: 8 dice; Senses: 5 dice; Stealth: 4 dice (10 when
inactive)
Appearance 1 (Hideous), Resolve 2, Guile 6
Combat
Attack (Cord Kick): 7 dice (Damage 2)
Combat Movement: 8 dice
Evasion 3, Parry 3
Soak: 2 dice
Mutable Form: The marotte can retract itself into a tangle the size of a coin or expand its many
legs to cover a large area. Doing so, a marotte can take up space roughly equal to medium
range in any direction from its center and can apply the mechanics of a battlegroup (Size 1) to
its own attacks if desired.
Intoxicating Phlegm: The sticks phlegm covering the bodies of the marotte is rarely left
behind, but it is in fact a powerful and highly addictive narcotic to humans.
Metody, the Malfean Elementals
Twisted cousins to Creation’s elementals, the metody are animated expressions of Theion To,
the acid of hell. They range from small, animal like creatures to massive behemoths of
awe-inspiring power. The statistics below represent a method of roughly human size.
Tier: 2; Essence: 3; Willpower: 6; Join Battle: 7 dice
Health Levels: 6
Actions: Feat of Destruction (Strength 5): 9 dice; Resist Poison/Disease: 8 dice; Senses: 5
dice; Weaken Intimacy: 9 dice
Appearance 1 (Hideous), Resolve 4, Guile 2
Combat
Attack (Frothing Acid): 7 dice (Damage 3)
Combat Movement: 6 dice
Evasion 4, Parry 2
Soak: 3 dice (1 vs aggravated)
Blessed Acidic Body: Most materials (excluding the magical materials) that come into contact
with the meotdy corrode quickly, dissolved by its transcendent acidic nature. Objects the
metody touches are corroded over a few turns or hours, depending on the object. Striking the
metody with a mundane weapon often causes it to deteriorate, while it doesn’t break
immediately it will likely need repairs to remain functional afterwards. Striking the metody with
an unarmed attack or being in a grapple with it exposes another character to an environmental
hazard with damage 2L/turn, difficulty 5. The metody is immune to this and any other
acid-based hazards or attacks.
Essence Bite: The metody can spend 1 Essence as a Simple action to create an attack which
increases its damage by 2 and is unsoakable.
Shifting Mutable Form: The metody assumes any humanoid or similarly sized animal (or
animal-like) shape as a miscellaneous action. In fluid form, it ignores difficult terrain and can
fit through any space a liquid could squeeze through, but can’t take any non-movement actions
outside of feats of demolition leveraging its acidic nature.
Naneke, the Readers of Forbidden Texts
Appearing as men with the head of a mantis, the naneke haunt the glass libraries of Malfeas
in search of forbidden knowledge, yearning for the burning touch of Orabilis.
Tier: 2; Essence: 2; Willpower: 8; Join Battle: 5 dice
Health Levels: 4
Actions: Investigation: 7 dice; Lore: 12 dice; Resist Poison/Disease: 2 dice; Senses: 5 dice;
Social Influence: 6 dice; Stealth: 3 dice
Appearance 1 (Hideous), Resolve 4, Guile 2
Combat
Attack (Dagger): 5 dice (Damage 1)
Combat Movement: 3 dice
Evasion 2, Parry 1
Soak: 3 dice (1 vs aggravated)
Baffling Koan: The naneke may spend 3 Essence to recite a baffling koan as a Simple action,
forcing every character within earshot to roll (Intelligence + Lore) at difficulty 6. Those who fail
lose their next turn. This Charm can only be used once per Scene, other Naneke are immune
to this power.
Lore Obsession: All naneke have Defining Principles of “I must pursue forbidden knowledge
at all costs” and “I yearn for the burning touch of Orabilis”. They treat any influence trying to
instill another Defining Intimacy in them or to weaken either of these intimacies as
unacceptable.
Nourished by Scholarship: Learning significant new knowledge nourished the naneke like a
full meal would and also waives the need for sleep for one night.
Plague of Scholar Mantises: The naneke may split itself into multiple copies in order to
quickly search through large bodies of lore. When doing so it divides any time needed to study
or search for specific information in a lore depository by 10.
Wall Climber: Naneke can climb on walls and ceilings without issue and do not treat such
surfaces as difficult terrain.
Neomah, the Makers of Flesh
Beautiful and androgynous, the neomah are renowned as courtesans both within and without
the demon realm. In truth, these creatures are expert craftsmen, capable of shaping cast-off
flesh into new life.
Tier: 2; Essence: 2; Willpower: 4; Join Battle: 6 dice
Health Levels: 4
Actions: Disguise: 7 dice; Resist Poison: 6 dice; Read Intentions: 7 dice, Senses: 6 dice;
Sensual Amusements: 10 dice; Social Influence: 5 dice; Stealth: 7 dice; Weave Flesh: 11
dice; Writing: 7 dice
Appearance 5, Resolve 3, Guile 4
Combat
Attack (Brass Hairpin): 6 dice (Damage 1)
Combat Movement: 7 dice
Evasion 3, Parry 2
Soak: 0
Alluring Scent: Neomah are universally attractive to all creatures, regardless of species. Their
beauty compels humans, demons, raksha, and stranger things yet. When taking a persuade
action to seduce a character, the neomah is always treated as exploiting a Minor Intimacy, and
never faces penalties for seduction across lines of species.
Expressive Demeanor: Neomah takes no penalties for communicating via body language,
and can communicate even complex messages or carry out conversations with nothing more
than their extraordinarily expressive faces and posture.
Seductive Shapechanging: A neomah may spend 1 Essence to read the intentions of another
character to determine his sexual preferences. The neomah may then commit 1 Essence
reflexively to change its appearance to appeal to any one character she has read with this
Charm before, taking on a shape more pleasing to that individual. Its demonic shape remains
apparent, but the neomah can change its gender, height and other aesthetic traits. While doing
so, the neomah’s appearance rises by 2 in regard to the person it tries to appeal to.
Tower of Brass: Each neomah has within itself a tower of brass, fire and tin. Provided enough
space it can spin this tower from its own burning breath over the course of an hour. It may
collapse the tower by the same method over another hour.
Weave Flesh: Neomah may shape infants from a combination of flesh and sexual fluids,
creating the hybrid offspring of two or more parents. The demon shapes an infant from some
combination of flesh, semen, or menstrual fluids. The more people that provide the flesh, and
the more types of creatures among them, the greater the odds that the child—though
appearing normal—will develop strangely, its personality aberrant in some unexpected
manner. This is treated as a crafting project, using the weave flesh dice pool listed above.
Creating a human or human-like child is a basic project that typically takes a day of labor. More
unusual or monstrous prodigies take major projects to create.
Noresores, the Passion Morays
These nearly transparent gelatinous eels glide through the air seeking emotional memories for
sustenance. Noresores are almost invisible, but in mirrors they can be seen as networks of
throbbing red veins.
Tier: 2; Essence: 3; Willpower: 5; Join Battle: 4 dice
Health Levels: 4
Actions: Eat Passion: 9 dice; Senses: 4 dice; Resist Poison: 4 dice; Stealth: 8 dice
Appearance 2 (Hideous), Resolve 4, Guile 1
Combat
Attack (Constricting Coils): 7 dice (Damage 1)
Combat Movement: 6 dice
Evasion 2, Parry 3
Soak: 1 die
Bane: Each round a noresore is in contact with tin it takes 1 unsoakable aggravated damage.
Weapons fashioned from such material increase their damage by 1, cause aggravated
damage and are unsoakable for noresores. Additionally, tin and items consisting of it are
always material to noresores, even when they are dematerialized.
Dematerialize
Feast of Passion: When it comes across a source of great passion, such as person
impassioned by a successful inspire action, the noresore can spend 1 Essence to attempt to
devour it. It rolls its Eat Passion pool against the Resolve of the target. If successful, the
noresore devours its victim’s passion and the most important memories associated with it. A
Tier 3+ character can spend one point of Willpower to defend against the theft of memory,
though his passions will no longer be inflamed for the rest of the Scene, after which he may try
to rekindle them if desired. To use this charm the noresore must either succeed in the control
roll of a grapple or be within close proximity of its victim for several turns to feed more covertly,
usually requiring multiple stealth rolls. The noresore can spend another point of Essence to
regurgitate a passion and associated memories within one week of devouring them to feed
them to another person, allowing the target to experience them as if they were his own.
Gliding Eel Body: A noresore glides through the air as moves, swimming through it like an
eel swims through water. It may not swim farther than short range from the next solid surface,
however. They are almost invisible, imposing a -3 penalty on any Perception rolls used against
them, especially applying to all rolls opposing their stealth reliant on sight. In an environment
featuring mirrors this penalty is waived.
Oldrasek, the Eternal Wheels
These demons appear as a set of ever turning rings of bone, flesh, basalt, crystal and brass
encapsulating a scintillating fire opal heart. They are messengers and unconcerned with
anything not related to the delivery of their charge, smashing through any obstacle in their way,
often even when doing so is not necessary. Once they reach their recipient, they recite their
message in a language the recipient understands and then leave.
Tier: 2; Essence: 3; Willpower: 8; Join Battle: 8 dice
Health Levels: 4
Actions: Feat of Strength (Strength 7+): 13 dice; Linguistic Feats: 8 dice; Navigation: 10
dice; Resist Poison/Disease: 8 dice; Senses: 5 dice
Appearance 2 (Hideous), Resolve 2, Guile 2
Combat
Attack (Rolling Trample): 8 dice (Damage 2)
Combat Movement: 13 dice
Evasion 4, Parry 3
Soak: 2 dice (1 vs aggravated)
Earth-Defying Gyration: As long as they have a surface to roll on, an oldrasek may freely
defy gravity in its movement.
Eternal Wheel: So long as an oldrasek bears a message and continues to move, it needs no
rest or nourishment, suffers no penalties for difficult terrain, and ignores damage from
environmental hazards.
Sturdy as Stone: An oldrasek cannot be knocked back or prone except by magical effects or
creatures of Legendary Size.
Unstoppable Dervish Approach: As long as a oldrasek moved one range band before
attacking, add 2 to the attacks damage and 1 to its minimum damage.
Perroneles, the Living Armor
Perroneles manifest as puddles of grey ooze capable of sliding across any surface under their
own power. They have no eyes, ears or mouths, but can manifest such orifices on any point
of their body at will. Among the more well-known and popular demons amongst summoners,
a peronele can cover another being to act as living armor.
Tier: 2; Essence: 2; Willpower: 7; Join Battle: 7 dice
Health Levels: 7
Actions: Influence Host: 9 dice; Senses: 7 dice; Resist Poison: 7 dice; Writing: 8 dice
Appearance 2 (Hideous), Resolve 5, Guile 2
Combat
Attack (Tentacle Slam): 8 dice (Damage 1)
Combat Movement: 5 dice
Evasion 1, Parry 3
Soak: 4 dice (2 vs aggravated)
Living Armor: A perronele can cover another willing or restrained character not of Legendary
Size. Once covered it can use some of its Charms on behalf of its wearer and use its Influence
Host dice pool to perform social influence against its host. It also gains +3 to its Guile against
its host. A peronele develops a low level of emphatic bond with its wearer, automatically
informing it of any incoming attacks its wearer is aware of. Any attacks targeting the wearer
also automatically target the peronele.
The flesh of a perronele blends imperfectly with a mortal, causing its wearer to appear very
pale or sickly. Those knowledgeable of peroneles can spot them when worn with a successful
difficulty (Perception + Awareness) roll. Only one peronele can cover any given character at
the same time.
Scholar of Tongues: Perroneles are exceptionally capable linguists. Aside from being
capable writers, they are exceptional translators and each peronele knows at least three
languages, whether ancient or new, aside from Old Realm.
Sheathing the Material Form: The peronele can spend 1 Essence to harden momentarily in
order to lessen a blow directed at itself or its wearer. Doing so adds 3 dice of Soak to both the
wearer’s and the peronele’s soak and allows the peronele’s Soak to reduce the damage dealt
to it (not the wearer) below minimum damage. Alternatively, the peronele may spend 2
Essence to perfectly soak the damage dealt to it as a result of an attack against its wearer.
The wearer still only gains the 3 additional Soak dice, in this case.
Radeken, the Madling Hellstorms
Radeken are dangerous creatures, embodiments of chaos and violence. Their form resembles
an unholy hybrid of dragon, cat and scavenger bird. Just as often they travel in the form of dark
clouds reeking of blood and brine. They steal weather and bend it to their own purposes,
demanding sacrifices of burnt effigies and blood from those who cross its way.
Tier: 2; Essence: 4; Willpower: 7; Join Battle: 11 dice
Health Levels: 8
Actions: Feat of Strength (Strength 5): 8 dice; Resist Poison/Disease: 11 dice; Senses: 3
dice; Threaten: 9 dice
Appearance 2 (Hideous), Resolve 5, Guile 2
Combat
Attack (Claws): 11 dice (Damage 2)
Attack (Bite): 9 dice (Damage 3, minimum 1)
Combat Movement: 5 dice
Evasion 5, Parry 3
Soak: 4 dice (2 vs aggravated)
Cloud Form: As a Simple action, the radeken can commit 3 Essence to transform into a roiling
cloud reeking of blood and brine. Even in this shape, the clouds often take on feline or reptilian
shapes. In this form the radeken can bypass any barriers that are not air tight and ignores most
difficult terrain (except for those that would affect a cloud such as strong winds). It cannot
attack in this form, but is immune to all attacks that could not damage a cloud or target a
dematerialized being in turn.
Essence Bite: The radeken may spend 1 Essence as a Simple action to create an attack. This
attack is enhanced with lightning and tearing winds, adding 2 to the attack’s damage and 1 to
its minimum damage.
Material Tribulation Divestment: The radeken may reflexively spend 3 Essence when
attacked to perfectly dodge an attack levied against it by transforming into a roiling cloud of
black storm clouds. This perfect defense has no effect against effects that would be capable
of targeting dematerialized characters or damaging a storm cloud. This Charm may only be
used once per Scene.
Principle of Motion: Once per Scene the demon can reflexively spend 3 Essence to take a
second turn right after its first in a round.
Speed Bonus: A radeken has a speed bonus of +3 when used as a mount.
Thunderous Roar: The radeken may spend 1 Essence as a Simple action to roll 11 dice in a
difficulty 0 knockdown or knockback gambit against all characters in a 90° arc in front of it out
to short range.
Weather Devouring Maw: A radeken can devour weather phenomena, drawing power from
them or storing them for later. This allows the radeken to reflexively clash any attack based on
wind or lightning with its Claw attack, absorbing it harmlessly if successful. With environmental
weather effects of great strength (sufficient to cause an environmental hazard) the radeken
rolls its Resist dice pool instead against the hazard, absorbing (part of) it on a success.
Absorbed extreme weather may either restore 1 point of Essence, heal one point of
non-aggravated damage or be stored for later use. The radeken can store only one piece of
weather in this way, allowing it to unleash it at a later day by spending 1 Essence as a Simple
action. A stored attack is released and directed at a target of the radeken’s choosing. Stored
environmental hazards instead lash the area out to long range of the radeken for the rest of
the Scene. The radeken is immune to such hazards.
Wind Control: A radeken can control the air, causing winds from small breezes to tempest
level gales to appear within long range of its location as a Simple action, spending 1-3 Essence
depending on the intensity. Such winds last for the rest of the Scene and may create
environmental penalties or even hazards in the right situation.
Sesseljae, the Stomach Beetle Bugs
The sesseljae are a favorite among demon summoners. They are fist-sized, ten-legged,
intelligent bugs driven to consume everything that is impure. They devour poisons and disease
with abandon, whether it is in a container or within a living person. Amongst summoners they
are prized for their abilities as surgeons and to keep the summoner safe from poison and
disease.
Tier: 2; Essence: 3; Willpower: 5; Join Battle: 3 dice
Health Levels: 6
Actions: Medicine: 9 dice; Senses: 3 dice; Resist Poison or Disease: 12 dice
Appearance 1 (Hideous), Resolve 3, Guile 1
Combat
Attack (Crawl under Skin): 8 dice (No damage)
Combat Movement: 5 dice
Evasion 3, Parry 1
Soak: 0
Iron Stomach: Sesseljae resist poisons and disease as Tier 3+ characters do.
Fleshcrawl: The sesseljae may commit 1 Essence to crawl into the flesh of another character.
Doing so does not hurt them, but if they are unwilling it must make a successful Crawl under
Skin attack. Only one sesseljae can inhabit a given body at a time.
Consume the Affliction: Sesseljae may spend 1 Essence to roll its Medicine pool in order
consume any Poison or Disease afflicting a body they inhabit. Successes reduce the remaining
duration of the poison on the host by the sesseljae’s successes. In case of a disease the roll
is made against the disease’s morbidity. This cures the host, but forces the sesseljae to content
with the poison or disease themselves, affecting them normally, without an initial roll to resist.
Mend: By committing 1 Essence the sesseljae ensures that the body it inhabits heals as a Tier
3+ character. It can also commit 2 points of Essence per wound penalty the body suffers to
allow its host to ignore them. By spending 3 Essence as a Simple action, it can heal 1 level of
bashing or lethal damage its host has suffered.
Teodozjia, the Lions Sent into the World
Exceedingly dangerous, the Teodozjia are the immortal emissaries, missionaries and heralds
of the Yozi. Grand lions forged from jade, these creatures share a hive mind with others of
their kind and tirelessly work to spread the works of the Yozi.
Tier: 2; Essence: 4; Willpower: 9; Join Battle: 10 dice
Health Levels: 8
Actions: Lore: 8 dice; Read Intentions: 9 dice; Resist Poison/Disease: 10 dice; Senses: 7
dice; Social Influence: 10 dice; Stealth: 7 dice; Walking Sacrilege: 7 dice
Appearance 5, Resolve 7, Guile 5
Combat
Attack (Claw): 13 dice (Damage 3, minimum 1)
Attack (Bite): 10 dice (Damage 4, minimum 2)
Combat Movement: 9 dice
Evasion 2, Parry 5
Soak: 5 dice (2 vs aggravated)
Dematerialize
Essence Bite: Spend 1 Essence as a Simple action to make an attack that increases its
damage by 2 and its minimum damage by 1. Against sacred objects of people (such as all
Celestial Exalted) this attack deals aggravated damage.
Death-Transcending Hive Mind: The teodozjia exist as a hive mind, what is known to one of
them is known to all. When a teodozjia dies, a new one with identical memories may be born.
Sorcerers often summon teodozjia to probe the depths of this nigh infinite store of knowledge
or memory. However knowledge drawn from the hive mind can only be gained by bargain and
not be forced by the bindings of a summoning.
Measure the Wind: A teodizjia may spend 1 Essence to roll its Senses pool against the
Resolve of a target. If successful, it learns one of his weaknesses, whether in the form of an
Intimacy, physical frailty or other point of vulnerability.
Principle of Motion: Once per Scene the demon can reflexively spend 3 Essence to take a
second turn right after its first in a round.
Speed Bonus: A teodozjia possesses a speed bonus of +3 when used as a mount.
Walking Sacrilege: The mere presence of the teodozjia causes ill omens and defiles holy
places. When in the presence of something holy to one of the gods, such as a temple, shrine
or divine symbol, the object may be destroyed or otherwise befouled in a display of
supernatural power. Roll the teodozjia’s Walking Sacrilege pool against a difficulty set by the
Storyteller depending on the holiness and power of the object or place in question, defaulting
to 3 for most such items.
The teodozjia need not be the obvious cause of this effect. This effect only takes place when
the teodozjia is material, though if a dematerialized teodozjia haunts a place for some time
less dramatic effects of deterioration may be seen on holy symbols.
Shun the Treacherous Heavens
Cost: Spend 3 Essence
Type: Simple
Prerequisites: Essence 3
The teodozjia loathe the sky that hosts the great usurpers. By gathering its hate and
resentment and spitting it into the sky, the teodozjia causes black clouds to gather over the
curse of a single round within an (Essence) miles radius. These clouds block out the sky
completely until the next dawn or dusk.
This Charm may only be used once per Story.
At Essence 5+ this Charm may be used once per day.
Spiteful Blasphemy
Cost: Spend 1 Essence, 1 Willpower
Type: Simple
Prerequisites: Essence 3
Speaking words anathema to the traitor gods and all their cronies, the teodozjia force the
enemies of the Yozi to their knees. Every character who is not a demon or carries the favor of
the Yozi within medium range is exposed to a one-time environmental hazard with Damage
([Essence/2] + 1)L, Difficulty (Essence +1). Creatures that take damage from this Hazard also
lose one point of Willpower.
This Charm may only be used once per Scene.
Tinsiana, the Scorpion Demons
Tinsiana are fearsome warriors and enforcers of the demon realm. Their body resembles a
human’s from the torso upwards, with the exception of their hands which are replaced by two
large chelae. Their lower body is that of a massive scorpion. They often operate in groups of
three and relish in the opportunity to inflict pain.
Tier: 2; Essence: 3; Willpower: 6; Join Battle: 10 dice
Health Levels: 6
Actions: Desert Survival: 7 dice; Feat of Strength (Strength 3): 8 dice; Resist
Poison/Disease: 6 dice; Senses: 6 dice; Threaten: 8 dice
Appearance 3 (Hideous), Resolve 3, Guile 2
Combat
Attack (Chelae): 10 dice (Damage 2)
Attack (Giant Stinger): 8 dice (Damage 3, minimum 1, plus poison)
Combat Movement: 8 dice
Evasion 3, Parry 5
Soak: 2 dice (1 vs aggravated)
Poison Stinger: The giant scorpion stinger of the tinsiana holds a powerful paralytic venom.
This poison has damage 1B/turn, duration 5 turns, penalty -4. A character who is incapacitated
by this poison remains conscious but paralyzed for the rest of the Scene.
Ruby Rebirth: When backed into a corner, a tinsiana can abandon its own body, fleeing its
corpse as a small ruby scorpion. This scorpion has 1 health level, Evasion 5 and 9 dice for
Stealth rolls. When it finds a willing, sleeping or otherwise restrained Tier 1 or 2 mortal it can
crawl into his mouth and roll 7 dice, opposed by the mortals (Stamina + Resistance). If
successful it crawls into the mortals brain and begins to devour him from the inside, eventually
bursting forth from the mortal husk after three days as a fully grown tinsiana.
Sand Devil: A tinsiana can move through sand without issue, burrowing through it at its full
speed.
Weather Control: Three tinsiana can come together in a desert like area and work together
over the course of an hour to summon up a sandstorm.
Tomescu, the Cloud Arsenals
The tomescu live a tormented existence, for each one of them is haunted by the knowledge of
their own death. Their true form cannot be discerned, as they are surrounded by a thick fog,
revealing only the many insectoid limbs bearing weapons that protrude from it. Tomescu have
no love for violence, but their nature imparts them with a preternatural ability to inflict it.
Tier: 2; Essence: 2; Willpower: 6; Join Battle: 9 dice
Health Levels: 7
Actions: Feats of Strength (Strength 3): 6 dice; Honor the World-Makers: 8 dice; Read
Intentions: 7 dice; Resist Poison/Disease: 9 dice; Senses: 7 dice; Social Influence: 10 dice;
Threaten: 8 dice
Appearance 4 (Hideous), Resolve 4, Guile 3
Combat
Attack (Armed Limb): 10 dice (Damage 3)
Combat Movement: 7 dice
Evasion 3, Parry 5
Soak: 3 dice (1 vs aggravated)
Ten Thousand Deadly Limbs: Tomescu are not armed, they are a floating arsenal. A tomescu
cannot be disarmed and can respond to every attack made against it with an immediate
counterattack. It is also immune to onslaught penalties.
Will of the Yozi: Tomescu hear the will of the demon princes on the wind, in a song or the
sorrow of their own pained screams. Sometimes this results in uncanny insight a tomescu may
share with those willing to listen, other times it comes as a command, causing the Tomescu to
perform seemingly random and strange acts. Sorcerous bindings cannot stop Tomescu from
carrying out these strange urges.
Second Circle Demons
Janequin, Fortune’s Fool
A woman clad in luxurious garments wanders the streets of the Demon City, gambling,
carousing and meddling with the plans of her brethren. Her eyes lack pupil and iris, rippling in
strange colors and her mouth often bears a daring smile.
Janequin is chance, chaos, a spanner in the works masquerading as a swashbuckling
daredevil. She brings motion into stalemates and sure deals. Even though she commonly puts
herself into extreme danger during these jaunts, she always seems to escape relatively
unharmed, ready to meddle again elsewhere.
Intimacies: Defining: “Chaos is its own reward”, “I will survive”; Major: “When you do
something, do it in style”, “Why stick to a plan when you can improvise”, Gambling and
Carousing (Joy); Minor: “A plan is never too convoluted”, “If it’s predictable, it’s boring”, Raksha
(delighted curiosity)
Tier: 3; Essence: 4; Willpower: 7; Join Battle: 10 dice
Health Levels: 11
Actions: Gambling: 15 dice; Getting out alive: 30 dice; Senses: 7 dice; Social Influence: 11
dice; Stealth: 7 dice; Subterfuge 9 dice; Resist Poison or Disease: 6 dice
Appearance 6, Resolve 4, Guile 6
Combat
Attack (Rapier): 11 dice (Damage 2, Minimum 1)
Combat Movement: 7 dice
Evasion 4, Parry 5
Soak: 2 dice (1 against aggravated, 15 during Undying Fool)
By Chance: When Janequin fails to overcome the Defense of another character with one of
her attacks, roll a d10. On a 1-6 the attack misses, on a 7-9 it hits due to sheer luck and on a
10 it hits and she increases the damage of her attack by 2. Similarly, when an enemy attack
overcomes her Defense roll a d10. On a 1-6 the attack hits as normal, on a 7-9 she successfully
defends and on a 10 she defends and imposes a -2 penalty to the enemy’s Defense until the
end of her next turn as well. This Charm cannot defend against or pierce perfect effects.
Chaos Infusion: Janequin may reflexively spend 1 Essence when she witnesses a rolled
action. Increase or decrease the target number of that action by 1.
Demonic Urge: Janequin is a being of chance and chaos. When bound and ordered to perform
a duty by a sorcerer, secretly roll 1d10. On a 1-6 she performs the duty normally. On a 7-9 she
feels compelled to escalate and complicate the situation as much as possible while still trying
to achieve the goal she was ordered to achieve. This can be good or bad for the sorcerer but
will always be chaotic. On a 10 her machinations will take a form that is actively harmful to
completing her orders as her nature overcomes the sorcerous bond. Due to her unpredictability
Janequin is not very popular amongst summoners.
Out of the Blue: Janequin spends 2 Essence as a Simple action to introduce a new element
to a situation. She has no control over what form that element takes, but something about the
situation will change. An Earthquake literally shakes up tense negotiation, a duel is interrupted
by the sudden appearance of a long-lost lover, etc.
Principle of Motion: Once per Scene the demon can reflexively spend 3 Essence to take a
second turn right after their first in a round.
Undying Fool: Janequin should have been destroyed over and over, prone as she is to
meddle in the affairs of powerful beings. When Janequin gets incapacitated she instantly
regains 5 Health Levels and refills her Essence pool. For the rest of the Scene she gains a
Defining Intimacy of “escape unscathed” superseding any other Intimacies she may have and
treating all social influence and orders opposed to it as unacceptable influence. Her Soak and
Defense (both Evasion and Parry) are set to 15 and she may use her getting out alive dice
pool (30 dice) for all actions to facilitate her escape. She may reflexively spend 1 Essence to
perfectly defend against any attack or instance of physical harm during this time. This extreme
competence manifests as a series of ridiculously unlikely coincidences and lucky breaks. If
escape seems impossible for some reason, events conspire to create a possibility. This is
considered a perfect effect and can only be prevented by Solar Circle sorcery, Charms of Tier
5 characters or similarly powerful magic.
Lucien, the Guardian of Sleep
This soul of the End of All Wisdom is tasked with an important duty. It is his responsibility to
ensure that Sacheverell continues to sleep untroubled. Acts of resistance and revolution
disturb the dread Yozi’s sleep and thus Lucien has become an unrelenting enforcer of the law
of the Demon City. Whenever demons dare raise a hand against their betters, they mark
themselves as prey for Lucien.
Lucien most commonly appears as a gaunt, emaciated man whose skin breaks open in
countless places to reveal tiny mouths. He is however an expert Shapeshifter, capable of
assuming any form whether human, demon or rock to get close to his target. In battle he wields
two Daiklaives with blades of ivory that cut the spirit rather than the body.
Intimacies: Defining: Laws of Cecelyne (Worshipful Submission), Sacheverell (Duty); Major:
Rebellion (violent distaste); Minor: “I don’t forget and I don’t forgive”, “Those that arouse my
suspicion are guilty until proven innocent”
Tier: 3; Essence: 5; Willpower: 8; Join Battle: 14 dice
Health Levels: 13
Actions: Impersonation: 16 dice; Senses: 9 dice; Social Engineering: 9 dice; Stealth: 15
dice; Tracking: 11 dice; Resist Poison or Disease: 6 dice
Appearance 4 (Hideous), Resolve 4, Guile 8
Combat
Attack (Ivory Blades): 15 dice (Damage 3, Minimum 1)
Combat Movement: 12 dice
Evasion 7, Parry 3
Soak: 5 dice (3 against aggravated)
Dematerialize
Demonic Urge: Rebellion is anathema to Lucien, he will never act against the orders of his
summoner. Should he however be used as a tool of rebellion by his summoner, the sorcerous
bond will break upon completion of his orders and Lucien will immediately use Haunting Pursuit
on the summoner.
Haunting Pursuit: When Lucien witnesses or is ordered to punish an act of rebellion he may
take on that task as a Defining Intimacy. Any influence or power that would cause him to
abandon this Intimacy is treated as unacceptable influence. His target starts to suffer from
haunting dreams warning him of the coming reckoning. As long as he is pursued by Lucien he
has to roll Willpower at a difficulty of 3 each time he sleeps, failing to regenerate Willpower if
unsuccessful.
Ivory Blades: The blades of Lucien are half dream, half hardened vengeance. They pass
through armor unopposed, cutting the spirit of his opponents directly. Lucien’s attacks ignore
armored Soak. His unexpected attacks add 2 to their damage and he can reflexively spend 1
Essence after hitting but before Soak is rolled to turn the damage of his attack unsoakable.
Phantom Horde Assault: Lucien’s form blurs and splits into a veritable army of ephemeral
clones. Only one of them is real, but which one is hard to tell. Lucien may spend 1 Essence as
a Simple action to add 7 dice (total 22 dice) to his attempt to establish stealth. This Charm also
removes the necessity for a reasonable hiding spot as he hides in plain sight.
Principle of Motion: Once per Scene the demon can reflexively spend 3 Essence to take a
second turn right after their first in a round.
Shapeshifter: By committing 2 Essence, Lucien can change his shape into that of any human,
animal, demon or inanimate object. The process requires 3 full turns to complete, during which
Lucien can only perform reflexive actions. The transformation lasts as long as desired and
Lucien has access to all his senses regardless of the shape he takes on. Turning back into his
original form merely takes a Simple action. This disguise is in most ways perfect, but subtle
details of his infernal heritage is always present. These become apparent to characters who
succeed on a Profile Character action against Lucien.
Mara, the Shadow Lover
Mara is notorious across Creation as the Shadow Lover, a demon that takes the shape of a
lovely woman that seduces the impious and feasts upon their soul. She wears many faces,
lovely all, but always has bright blue eyes and the hooves of a deer. She favors forest colors
and feels a kinship to creatures of the woods, but her true affection is towards those doomed
to bleak fates. Those chosen few she sometimes spoils with her love and stolen secrets,
eagerly awaiting the fulfillment of their destiny. On rare occasion she truly, against her own
prejudices, falls in love with such an individual.
Mara is one of the most ambitious and dangerous demons of the second circle. Throughout
the ages she has concocted multiple schemes to bring down the gods and their chosen, both
grand and small. Her exceptional skill and pleasant demeanor have made her a favorite of
Exalted summoners, nonetheless. She serves willingly and intelligently, often lulling her
summoner into a false sense of security while she corrupts him utterly.
Intimacies: Defining: “I take pleasure in death and suffering”; Major: Lovers with dark destinies
(Eager Interest), “Love is a weakness”; Minor: “I am a creature of the woodlands and kin to
deer”, Beautiful mortals (Loveless Attraction)
Tier: 4; Essence: 6; Willpower: 9; Join Battle: 13 dice
Health Levels: 13
Actions: Demonic Lore: 11 dice; Disguise: 11 dice; Read Intentions: 16 dice; Resist Poison:
9 dice; Shape Sorcery: 18 dice; Senses: 7 dice; Social Influence: 18 dice; Seduction: 21 dice;
Stealth: 9 dice; Tracking 7 dice
Appearance 7, Resolve 5, Guile 9
Combat
Attack (Unarmed): 17 dice (Damage 2, Minimum 1)
Combat Movement: 9 dice
Evasion 8, Parry 6
Soak: 2 dice (1 against aggravated)
Black Claw style: As the inceptor of the Black Claw style, Mara has full command of all its
Charms and all Merits associated with it.
Cult 3: Aside from a number of small infernalist cults, Mara is venerated by misguided
mortals as a spirit of the woodlands.
Demonic Urge: Sorcerous bindings cannot keep Mara from performing any action primarily
motivated by love and any bindings on her break when her summoner threatens to seriously
harm an individual she truly loves.
Devil Seraglio Ways: Mara may reflexively spend 1 Essence to increase the Willpower cost
to resist a seduction action leveraging or instilling an Intimacy of lust, desire or similar nature
by 3.
Essence Bite: Mara may spend 1 Essence as a Simple action to create an attack that adds 6
dice to the attack roll, increases its damage by 4 and its minimum damage by 2 as she tears
at her target’s soul. This attack can contest a perfect parry in a roll-off.
Handmaid of Dark Fates: Mara is immediately and perfectly aware of dark destinies that hang
above mortals. She does not know their exact destiny but gains a sense of magnitude and
urgency. When a moment arrives where their destiny could be advanced, she becomes aware
of this and treats the target of the destiny as if he possessed a Major Principle of “I must fulfill
my destiny” for the purpose of any persuade actions she takes to push him along the path of
fate.
Hundred-Faced Shadow: Mara can change her own form to assume any humanoid, female
shape she desires. Her bright blue eyes and deer hoves always stay, however. If she uses this
ability to disguise herself, she ignores all penalties to her disguise and can complete it instantly.
She may also assume the form of a black cat or that of a swirl of mist. In her mist form she
increases her Evasion by +3, cannot be harmed by attacks that are not capable of striking
immaterial beings and cannot attack or cast spells herself.
Loveless: Mara treats any influence to instill an Intimacy of love in her as unacceptable
influence and increases her Resolve by 3 against any attempt to instill a positive Intimacy
towards another character other than loveless attraction or lust in her. This Charm’s protection
is waived against characters who bear a potent dark destiny.
Measure the Wind: Mara can determine the nature, power and a rough description of the
supernatural abilities of anyone she kisses.
Principle of Motion: Once per Scene the demon can reflexively spend 3 Essence to take a
second turn right after their first in a round.
Shy Maiden Smile: Those who who peer into Mara’s depths may lose themselves inside her.
She may reflexively roll to seduce any character who tries to read her intentions.
Siphon Soul: Mara may take the soul of a Tier 1 or 2 mortal with a kiss, requiring a difficulty
2 gambit in combat. A siphoned soul emerges in the form of a tiny creature that Mara swallows
and can bring forth intact, either to nourish another with it using her Soul Feeding Charm or to
return it to its original body, which remains alive but inanimate until it dies of deprivation.
Sorcery: Mara is a powerful sorceress, initiated in the Emerald and Sapphire Circle. She
knows many spells of both Circles, her control spells are Silent Words of Dreams and
Nightmares and Impenetrable Veil of Night. She has access to all shaping rituals listed under
Bargain with Mara. She takes souls using her own unique Charms and has no limit on how
many of them she may tether to herself.
Soul Feeding: Mara may feed souls to another willing character to bestow them with infernal
power. She may bestow the target with a dot in any Attribute or Ability or grant the target
knowledge of a spell she possesses or a Charm or other power fitting her own themes and
powers fit for use by another character (the usual rules for such Charms apply) as a training
effect, placing the target in experience debt if necessary. The recipient also develops a Minor
Intimacy of lust for Mara or a Principle of “I take pleasure in death and suffering”, or strengthens
such an Intimacy if he already possesses it without need for a supporting Intimacy. He cannot
resist this by spending willpower.
Octavian, the Living Tower
Octavian is one of the most ambitious warlords of the Demon City. His conquering armies have
laid claim to an entire quarter of a layer of Malfeas, earning him the moniker Quarter Prince.
He prizes strength above all and wears the severed and mummified heads of three Solar
Exalted on his belt, gruesome trophies of past victories. He is a ten feet tall vaguely humanoid
giant, head crowned with the petrified teeth of slain behemoths and his dark skin covered in a
thin sheet of black oil.
In battle as in war, Octavian prefers brute force over cunning tactics. He will obliterate anyone
who dares to challenge his strength or stand in his way. Any displays of weakness drive him
into a rage. He rides into battle on his Agata mount and fights with a massive staff of iron called
Equitable Resolution.
Intimacies: Defining: “I will test my strength against the world”; Major: “Strategy and cunning
are no match for brute force”, His empire (Ambition); Minor: “Love is unnecessary”
Tier: 4; Essence: 6; Willpower: 8; Join Battle: 14 dice
Health Levels: 16
Actions: Feats of Strength (Strength 7): 15 dice; Senses: 8 dice; Threaten: 14 dice; Resist
Poison or Disease: 15 dice
Appearance 5 (Hideous), Resolve 6, Guile 2
Combat
Attack (Malfean Iron Staff): 18 dice (Damage 6, Minimum 3)
Combat Movement: 9 dice
Evasion 2, Parry 9
Soak: 10 dice (13 against fire, 5 against aggravated)
Black Oil: The oil covering Octavian pains the earth. Where it drops it permanently stains the
earth and any earth elemental treats touching it as an environmental hazard with damage
1A/turn and difficulty 3. The oil does not burn, adding 3 dice of additional Soak against
fire-based attacks and increases the difficulty to grapple him by 3.
Demonic Urge: Octavian always responds to a challenge – by crushing his opposition. He
furthermore despises weakness. When he is challenged while sorcerously bound he will delay
any other orders until his opposition is crushed or at least fled the battle. When he witnesses
a moment of true weakness in his summoner her hold over him breaks – usually with deadly
consequences.
Earth-Smiting Stride: The earth trembles around Octavian. Every character within medium
range is affected by those tremors, taking a -3 penalty to all actions and -2 to Defense. Perfect
balance, flying etc. render a character immune to these penalties.
Equitable Resolution: Octavian’s gigantic staff can pulverize anything in his way with ease.
If used for feats of destruction it adds 5 automatic successes to Octavian’s roll. His attacks hit
anyone within close range of his main target and deal an additional 5 damage to Battlegroups.
Finally attacks with this weapon neutralize the defensive effects of Legendary Size.
Far-Flung Stars: Upon successfully hitting with an attack Octavian may reflexively spend 1
Essence to hurl his enemy two range bands away, dealing appropriate falling damage if they
crash into obstructions.
Infernal Supremacy: Octavian can spend 2 Essence to perfectly soak one instance of
damage (Reflexive). He can spend 2 Essence to deliver a perfect attack or to deliver two
attacks (Simple).
Principle of Motion: Once per Scene the demon can reflexively spend 3 Essence to take a
second turn right after their first in a round.
The Tower Still Stands: No single instance of harm can deal more than 5 levels of damage
to Octavian and he is immune to wound penalties.
Vanquished Skull Requiem: Octavian may reflexively pay 3 Essence to start lighting the
skulls at his belt. Over the three consecutive rounds one skull starts glowing in tormented
golden light per turn. On the third turn, when all three skulls glow, Octavian wields the power
of his conquered foes in a terrible onslaught. He makes an attack against a target in close
range with +3 dice and +3 damage. This attack cannot be perfected in any way; however, it
also cannot be defended against with a perfect defense. He can only use this power once per
Scene.
Third Circle Demons
Orabilis, the End of All Wisdom, Sixth Soul of Cecelyne
Orabilis is a shepherd of knowledge. He builds grand cathedrals of learning, crystal libraries
containing wisdom beyond comprehension. And just like a shepherd, he ensures that the flock
stays safe within the bounds of knowledge that the Yozi allow their creations. Whenever
someone learns something that only the Yozi may know, Orabilis is there and corrects that
mistake.
Orabilis appears as man dressed in finery, his tongue split like that of a serpent and every
motion dropping sand. His voice is like a throaty whisper and when he speaks up his words
congeal as molten glass dropping to the ground in a fiery rain, destroying anything in its path
and leaving behind strange libraries filled with crystal scrolls. Around him balls of colorful
crystals come into being and float their way, those ever watchful eyes of his roam the demon
city, in search of those who would claim knowledge not meant for their kin for themselves.
When he finds such a criminal, he lays his hands upon them and casts them in the sky, where
they burn as a constantly falling star until the winds of Adorjan extinguish them.
Tier: 4; Essence: 7; Willpower: 9; Join Battle: 16 dice
Health Levels: 15
Actions: Knowledge: 24 dice; Senses: 14 dice; Social Influence: 16 dice; Sorcery: 20 dice
Appearance 5, Resolve 10, Guile 7
Combat
Attack (Words of Molten Glass): 18 dice at short range (Damage 5, Minimum 3)
Combat Movement: 8 dice
Evasion 6, Parry 4
Soak: 6 (3 against aggravated)
Dematerialize
Demonic Urge: Orabilis purpose is to contain the wisdom of others in the bounds the Yozi
decreed. He cannot be forced to give up knowledge meant only for the Yozi, nor can sorcerous
bonds prevent him from removing that knowledge.
Eye of Orabilis: With a word, Orabilis congeals some of the sand dripping from his body into
a floating orb of glass. These demons of the first circle are not very powerful, but Orabilis is
aware of everything transpiring in their presence. The first he creates in a Scene is free,
afterwards he can create up to 8 of them for 1 Essence.
Molten Glass Rain: Orabilis spends 5 Essence as a Simple action, causing the sky to catch
and rain fire in an area up to one mile across within his line of sight. This counts as an
environmental hazard with damage 4L/turn and difficulty 7. Orabilis and his Eyes are immune
to this damage. This rain lasts for up to an hour and if he so wishes will congeal into a
magnificent library made from crystal over the next five days.
Principle of Motion: Once per Scene the demon can reflexively spend 3 Essence to take a
second turn right after their first in a round.
Sorcery: Orabilis knows many things, among them a sheer endless array of spells sprung
from the thoughts of the Yozi. He can cast any spell of the Terrestrial and Celestial Circle and
may even be able to perform certain spells of the Solar Circle (and knows many more). When
he successfully completes a milestone he automatically finishes another and he reduces the
amount of milestones needed for every spell he casts by 1 (to a minimum of 1).
Starfire Yeet: Orabilis spends 2 Essence as a Simple action and touches a target in close
range. This is considered a perfect attack and the target immediately enters into a contest of
wills with Orabilis, rolling a contested (Essence + Willpower) roll. If Orabilis wins he casts the
victim into the skies of Malfeas (regardless of where they currently are), where they continue
falling endlessly as a burning star. Such a victim is essentially incapacitated and must be saved
(or finished off) by outside help. Should a character survive this fate they will find that the
offending knowledge has been burned from their memory. Characters of Tier 4+ are more
resistant and are instead set on fire and hurled into the sky up to long range. Treat this as a
long range fall and the character being affected by a bonfire until they dowse themselves. They
likewise lose the offending knowledge. Should his opponent win the contest, then Orabilis loses
claim to that knowledge and is forced to bother the character no longer because of it.
The End of Wisdom: Orabilis spends 2 Essence as a Simple action and rolls his knowledge
dice pool against the Resolve of a target in sight. If successful he strikes knowledge from their
minds, deleting any knowledge regarding one topic, skill or memories of up to one week of
continuous time from their minds.
The Limits of Wisdom: Orabilis can spend 1 Essence to succeed perfectly on any Knowledge
related roll. He may replicate the effects of various Knowledge Charms (Storyteller’s choice)
and by spending 3 Essence can cancel the effects of any knowledge related Charm on the
world, such as those of God-King’s Shrike without need for a roll-off.
Elementals
Born from the Essence that sustains Creation, Elementals are spirits that are aligned with one
of the five elements. They are often born in demesnes or at other confluences of power. Some
of them have a limited lifespan while others are immortal. Most are material beings. Some rare
few elementals undergo a strange transformation as they refine their Essence, becoming the
powerful Lesser Elemental Dragons.
Flame Duck
Once upon a time the flame ducks followed the Lesser Elemental Dragon Sorsa Endi in a
glorious convoy across the heavens. But Sorsa Endi was lost to the Wyld and the flame ducks
remain, cast into the world without purpose. These elementals take the form of green-skinned
women with hair of fire or burning ducks. They are strong willed and use their innate prowess
and beauty for their own benefit. A deep sorrow weighs on the heart of older flame ducks, a
hidden guilt that drives them to fight for justice in Sorsa Endi’s name, afraid the world will forget
their paragon.
Tier: 2; Essence: 2; Willpower: 7; Join Battle: 8 dice
Health Levels: 6
Actions: Feats of Strength: 7 dice; Senses: 6 dice; Social Influence: 6 dice;
Appearance 4, Resolve 4, Guile 3
Combat
Attack (Sword): 10 dice (Damage 1)
Scorching Blast: 7 dice at short range (Damage 2, Minimum 1)
Combat Movement: 7 dice
Evasion 3, Parry 4
Soak: 2 (1 vs aggravated)
Essence Bite: A flame duck may spend 1 Essence as a Simple action to sheathe her weapon
in roaring flame and perform an attack with +2 Damage.
Limited Shapeshifting: Flame Ducks can take the form of a green-skinned woman with hair
of fire or that of a burning duck. Changing shapes takes a miscellaneous action. Due to the
corona of fire surrounding them in either form anyone grappling with them is exposed to a
bonfire (difficulty 4, damage 2L/turn).
Stick Person
Stick People are tree branches that came to life and decided to explore the world. They are
small stick figures of knotted wood and the larger ones among them may reach the height of a
grown man’s waist. They are very naive and possess a strong moral compass, thirsting for
adventure and fighting for justice! Those who share their values (or pretend to do so) can
expect their fervent support… if they can remind them of it often enough to make up for their
dreadfully short attention span.
Tier: 1; Essence: 1; Willpower: 6; Join Battle: 6 dice
Health Levels: 2
Actions: Being Adorable: 9 dice; Senses: 5 dice; Read Intentions: 1 die
Appearance 5, Resolve 3, Guile 1
Combat
Attack (Tiny Wooden Sword): 5 dice (Damage 1)
Combat Movement: 4 dice
Evasion 4, Parry 1
Soak: 0
Cute Little Rascal: Stick persons feel inherently trustworthy and treat every character as if
they possessed a Minor Intimacy of delight for the stick person. They may use their Being
Adorable dice pool in social influence actions leveraging that Intimacy.
Easily Distracted: Whenever the stick person sees, hears or otherwise notices something
interesting it must pay a point of Willpower or forget about what it was doing and focus on the
distraction. The bar for what a stick person considers interesting is usually very low.
Vodonik
Shapeshifters that often take the appearance of old men, vodonik are curmudgeons of the sea.
These elementals loathe the presence of all but other vodonik and the human slaves they keep
in their elaborate underwater palaces. One of their teeth, placed under a mortal’s tongue,
allows him to breathe and live underwater. Vodonik believe that they were once mortal and
that their soul reincarnated into their current form through some strange spiritual alchemy.
They explore themselves and their emotions for centuries on end to unravel said mystery and
extort sailors and coastal communities for butter, tobacco and new slaves to sustain
themselves.
Tier: 2; Essence: 3; Willpower: 7; Join Battle: 6 dice
Health Levels: 5
Actions: Lore of the Sea: 8 dice; Philosophy: 7 dice; Social Influence: 8 dice; Swimming and
Feats of Strength: 8 dice
Appearance 4, Resolve 5, Guile 3
Combat
Attack (Enchanted Spear): 9 dice (Damage 2)
Combat Movement: 8 dice
Evasion 3, Parry 4
Soak (seaweed armor): 2 (1 vs aggravated)
Blessed Passage: The vodonik spends 1 Essence and blesses the passage of a seafaring
Vessel. For one month the Vessel will be spared natural storms and other perils of the sea as
long as the crew does not tempt their fate. Supernatural creatures may still try to make their
life harder, but they can feel the vodonik’s seal on the ship and risk her wrath if they challenge
her authority. She learns who dared to attack the Vessel under her protection in such a way
as the attack takes place and may spend 2 Essence to teleport to a place within long range of
the vessel.
Creature of the Sea: Vodonik are creatures of water and need it to survive. They die within 5
turns of entering land and thus never leave the sea. They are very good swimmers and may
spend 1 Essence to move 2 range bands with their reflexive movement actions instead of 1
while in water.
Shapeshifter: The vodonik can take on any form she desires. She can appear as a human,
as a bunch of drifting sea weed, a fish or any other form that doesn’t have the Legendary Size
Merit or is smaller than a shrimp. Shifting shape requires her to spend 1 Essence as a Simple
action.
Ifrit
Flamboyant, powerful and righteous, the ifrit are powerful fire elementals that often gain high
positions in the terrestrial courts and are welcome guests in the heavenly city of Yu-Shan. They
pursue their chosen calling with flair, perseverance and excellence and most often feel drawn
to causes that are virtuous and righteous. If they have a flaw (do not suggest so in their
presence) it may be their vanity. Whether an ifrit is a brave warrior, a gentle diplomat or a
resolute hermit in search of enlightenment, all of them desire praise and have little patience
for criticism. Ifrit resemble exceptionally tall humans with glowing skin and burning eyes.
Ifrit are powerful elementals, their Essence rating ranges between 3 and 5 depending on the
individual’s age, wisdom and skill. The example below describes a noble warrior, individual ifrit
vary widely in their area of competence depending on their chosen calling, though most retain
a degree of physical aptitude equal to at least a skilled mortal champion.
Tier: 3; Essence: 4; Willpower: 9; Join Battle: 8 dice
Health Levels: 12
Actions: Desert Survival: 8 dice; Feats of Strength (Strength 3): 7 dice; Philosophy: 9 dice;
Senses: 7 dice; Social Influence: 8 dice; Stealth: 1 die
Appearance 5, Resolve 5, Guile 3
Combat
Attack (Fiery Sword): 14 dice (Damage 3, Minimum 1)
Attack (Unarmed): 10 dice (Damage 2)
Combat Movement: 8 dice
Evasion 4, Parry 7
Soak: 2 dice (12 against magical fire)
Body of Fire: Ifrit are immune to natural fire. Against magical fire-based hazards they halve
its damage and add 5 bonus dice to their desert survival action to resist them. Against attacks
delivered through magical fire, they add 10 to their Soak, not halved against aggravated
damage.
Essence Bite: Spend 1 Essence as a Simple action to increase the damage of an attack by
3. If the target takes at least 3 levels of damage from this attack and has an Essence pool, 1
of its Essence points is spent as its consumed by the fires of the ifrit.
Martial Excellence: When she spends a point of Willpower to add an automatic success to a
martial task (rushing an enemy, threatening an opponent, increasing her Parry rating, attacking
a foe) she adds 4 bonus dice to the roll or calculation in addition to the bonus success gained
from spending Willpower.
Regalia of Righteousness: Adorned by fiery displays, the ifrit commands the respect of her
subjects and kindles the flames of passion in their hearts. Ifrit may spend 1 Essence to increase
the cost to resist any of their social influence rolls with Willpower by 1. The cost to resist inspire
actions rises by 2 Willpower instead.
Stoke the Inner Flame: Spend 1 Essence to turn the ifrit’s body into a fire-based
environmental hazard (difficulty 5, damage 2L/turn) for 4 turns, affecting all other characters
out to close range. Alternatively spend 2 Essence to affect all characters out to short range.
The first time in a Scene this Charm is used, generate 2 Flux points.
Evident Superiority
Cost: Spend 1 Essence or 1 Flux
Type: Simple
Prerequisites: Essence 2
The vainglorious Soul of the ifrit burns brightly at the prospect of displaying her worth. This
Charm creates a perfect superiority gambit.
At Essence 3+ she may instead forgo the perfection of her attack and perform a regular
superiority gambit attack with (Essence) bonus dice on the attack roll. On a success she
performs both the effects of a superiority gambit and those of a normal attack.
Pyroclastic Slash
Cost: Spend 1 Essence or 1 Flux
Type: Reflexive
Prerequisites: Essence 3
For an instant, the Ifrit’s blade contains the force and heat of a volcanic eruption, batting away
daring foes like flies. She reflexively clashes an attack made against her by an enemy within
short range. If she succeeds, the enemy loses Initiative and is set on fire. At the beginning of
each of his turns he suffers an environmental hazard with difficulty 5, damage 2L/round. He
can put out the fire by taking a miscellaneous action that cannot be placed into a flurry to douse
the flames.
This Charm can only be used once per Scene, unless reset by incapacitating a significant
opponent.
At Essence 4+ there is no limit on how often this Charm may be used.
Lesser Elemental Dragon
Sometimes an elemental reaches a pivotal point in its life and attains an enlightened state that
causes a strange evolution to occur. It sheds its former shape and takes on the form of a
mighty dragon bristling with elemental energy. Thus, Lesser Elemental Dragons are born. The
birth of such a creature is exceedingly rare and they are afforded the greatest respect by both
the terrestrial and celestial divine courts, often holding high positions in them. They are
particularly valued as Censors for their worldly perspective and divine enlightenment.
Every Lesser Elemental Dragon is an individual, with a personality and goals of her own. They
have unique Charms that fit their own nature and agenda, the example below is a template of
basic competency that every Lesser Elemental Dragon should have due to its mighty form and
transcendent Essence. Individualize it by increasing favored stats, adding further fields of
competency and unique powers befitting the individual.
Tier: 4; Essence: 6; Willpower: 8; Join Battle: 15 dice
Health Levels: 22
Actions: Ancient Lore: 13 dice; Feats of Strength (Strength 10): 25 dice; Flight: 15 dice;
Resist Poison/Disease/Environment: 15 dice; Senses: 12 dice
Appearance 3, Resolve 6, Guile 3
Combat
Attack (Bite): 12 dice (Damage 6, minimum 3)
Attack (Claw): 15 dice (Damage 5, minimum 2)
Attack (Heavens-Shaking Roar): 20 dice (Damage 8, minimum 4)
Combat Movement: 15 dice
Evasion 7, Parry 7
Soak: 8 dice (not halved against aggravated damage, 10 against creatures smaller than
Legendary Size)
Dematerialize: Lesser Elemental Dragons may commit half their Essence pool as a Simple
action to dematerialize.
Dragon’s Prowess: Spend Essence to do one of the following:
- Attack every opponent within short range (1 Essence, Simple).
- Render an attack perfect and increase its damage by 3 and its minimum damage
by 2 (1 Essence, Simple).
- Perfectly soak one instance of damage (2 Essence, Reflexive).
- Render a rush or disengage perfect (2 Essence, Supplemental).
- Add 6 dice to the next 6 actions and calculations related to physical prowess or
otherwise strongly related to the dragon’s personal field of expertise (1 Essence,
Reflexive).
Element-Drinking Renewal: Once per day a Lesser Elemental Dragon may breathe in, drink
or eat a dramatic representation of her element. This process takes a few minutes and restores
5 points of spent Essence or 5 non-aggravated damaged Health Levels.
Element Immunity: A Lesser Elemental Dragon is perfectly immune to all attacks and hazards
based on her own element.
Heavens-Shaking Roar: The Lesser Elemental Dragon lets loose a terrible shout carrying the
power of her element. Spend 2 Essence as a Simple action to attack all characters within
medium range in front of her with a special unblockable attack (see stat block) that can oppose
perfect parries in a roll-off. Once per Scene, unless reset by incapacitating a significant
opponent. The first time in a Scene this Charm is used, it generates 6 Flux points.
Measure the Wind: A Lesser Elemental Dragon may perfectly recognize and analyze the
nature of a being touched by the elements, such as another elemental or a Dragon-Blood.
Legendary Size: A creature of Legendary Size has 5 additional Health Levels and a minimum
Soak of 10 against the attacks of characters smaller than Legendary Size and does not suffer
onslaught penalties from their attacks, unless created by magic. This does not add to other
sources of Soak, it is merely the minimum of soak dice rolled and applies in full against
aggravated damage.
Limited Shapeshifting: A Lesser Elemental Dragon can take on one specific human shape.
Often this shape has elemental or draconic features, though this is not always the case.
Soaring Dragon Flight: Lesser Elemental Dragons can fly at a pace of 500 miles per hour. In
combat they take 2 movement actions per turn and are capable of taking the same movement
action twice. They may attempt to rush enemies from extreme range, closing into close range
immediately on a success. The dragon’s element does not hinder its movement, allowing it to
move through solid stone or ignore even the most devious cross winds and snowstorms.
Animals
A plethora of animals inhabits Creation, from small birds and house cats to mighty Tyrant
Lizards and Giant Sloths. Stats for animals can usually be lifted without much modification
(except for damage, where most animal attacks will have a damage of 1 or 2) from Exalted 3rd
edition, ignoring most non-Supernatural merits and abilities.
Bear
Prized game for nobles and the terror of those who get lost deep in the woods, Creation’s
bears roam the forests and plains of the Blessed Isle and Threshold.
Tier: 1; Essence: 1; Willpower: 5; Join Battle: 5 dice
Health Levels: 7
Actions: Feats of Strength (Strength 5): 7 dice; Senses: 4 dice; Stealth: 3 dice; Resist
Poison: 6; Threaten: 7 dice; Tracking: 5 dice
Appearance 3, Resolve 3, Guile 1
Combat
Attack (Bite): 8 dice (Damage 2)
Attack (Claw): 11 dice (Damage 1)
Combat Movement: 6 dice
Evasion 2, Parry 4
Soak: 1 die
Bear Hug: A bear may use its Claw attack in grapples and reduces the difficulty of grapple
gambits by 1.
Berserker: Wound Penalties are ignored and instead add bonus dice to attack actions.
Speed Bonus: Should a brave soul tame a bear to act as their ride, it would have a speed
bonus of +2.
Dream Hawk
These Eastern raptors prey not on rodents or insects, but on dreams. The birds resemble their
mundane cousins, brown-feathered and hook-beaked, but their extremities — the cruel curves
of their beaks, the sharp points of their talons, the mesmerizing tips of their feathers —
coruscate with brilliant colors leeched from stolen dreams. Particularly gluttonous dream
hawks have more resplendent plumage and display it proudly, signaling their dominance over
others in the flock.
Tier: 2; Essence: 2; Willpower: 6; Join Battle: 8 dice
Health Levels: 5
Actions: Fly: 6 dice; Threaten: 7 dice; Senses: 6 dice; Tracking: 5 dice
Appearance 3, Resolve 3, Guile 1
Combat
Attack (Beak and Claws): 7 dice (Damage 1)
Attack (Claw): 11 dice (Damage 1)
Combat Movement: 6 dice
Evasion 4, Parry 1
Soak: -
Dream Feast: The hawk perches near its victim’s sleeping form, pulling dreams from his head.
This process takes an hour. The victim doesn’t regain a Willpower from the night’s sleep; one
full day afterward, the hawk digests the dream, regaining that Willpower itself and ending the
Charm. The hawk may digest multiple victims’ dreams at a time, but can’t gain more Willpower
than its usual maximum.
Dream Feeding: The dream hawk regurgitates dreams it consumes using Dream Feast into
its master’s mouth, as though feeding its young. The player rolls (Wits + Occult), difficulty 3,
for the character to piece the fragments back together, experiencing the dream as a vision and
learning one of the dreamer’s Intimacies of the Storyteller’s choice. The dream hawk can also
feed the dreams to a dreamstone without a roll.
Dream Raptor: The dream hawk learns how to read its foes from their dreams. It adds 2 bonus
dice to its attack rolls and 1 to its minimum damage against targets whose dreams it has
feasted on in the last week.
Raiton
Black-feathered reptiles that stalk the battlefields of Creation in search of carrion.
Tier: 1; Essence: 1; Willpower: 3; Join Battle: 6 dice
Health Levels: 7
Actions: Fly: 8 dice, Senses: 5 dice; Stealth: 4 dice; Threaten: 3 dice; Tracking: 6 dice
Appearance 2, Resolve 2, Guile 1
Combat
Attack (Peck): 6 dice (Damage 1)
Combat Movement: 8 dice
Evasion 4, Parry 1
Soak: -
Carrion Hunter: Raitons add three successes on any roll to detect or track carrion.
Harmless alone: Against opponents of human size or larger, lone Raitons cannot deal
damage. Only battlegroups can use their Peck attack to damage such targets.
Simhata
The simhata is a proud and majestic creature combining the best aspects of lion and horse in
its build, with a vicious temper and a predatory gaze. Simhata roam Southern savannas and
Eastern grasslands, disemboweling prey with powerful claws before moving in for the killing
bite. They are also praised as steeds by the Chosen, for whom they develop a deep seated
loyalty once bonded.
Tier: 2; Essence: 1; Willpower: 6; Join Battle: 8 dice
Health Levels: 6
Actions: Feats of Strength (Strength 5): 9 dice, Senses: 6 dice; Stealth: 8 dice; Threaten: 8
dice; Tracking: 4 dice
Appearance 4, Resolve 4, Guile 1
Combat
Attack (Bite): 8 dice (Damage 2)
Attack (Claw): 10 dice (Damage 1)
Combat Movement: 13 dice
Evasion 5, Parry 4
Soak: 1 die
Bonding: With great effort, lots of meat and at great personal risk it is possible to bond with a
simhata. Once bonded, a simhata forms a Major Tie of loyalty to its rider and will stay with her
for life. It will not accept any other riders. In the distant past simhata were bred as war horses
for the Chosen. An Exalt whose Anima is flaring may attempt to roll (Charisma + Ride) against
the simhata’s Resolve, bonding with it if she is successful. This even overrides the bond to
another un-Exalted rider, though once bonded to an Exalt it will stay loyal to her. When bonded
to an Exalt increase the intensitiy of the Tie of loyalty to Defining. An Exalt who tries to bond
multiple simhata is in for trouble, as these majestic predators don’t like to share.
Raging Lion-Horse Fury: A simhata who suffers more than 3 levels of damage or who
witnesses the death of its bonded rider enters a berserker rage, ignoring wound penalties and
adding them as bonus dice to its attack rolls instead. The simhata will remain in this rage for
the rest of the Scene and attack the nearest target, friend or foe on its turn, sparing only a
bonded rider. A bonded rider may attempt to calm its fury by rolling (Charisma + Ride) at
difficulty 4 as a miscellaneous action which may not be placed in a flurry.
Speed Bonus: A simhata has a speed bonus of +3.
Tyrant Lizard
Monstrous Reptiles that stalk jungles and grasslands of the east.
Tier: 1; Essence: 1; Willpower: 5; Join Battle: 6 dice
Health Levels: 12
Actions: Feats of Strength (Strength 7): 12 dice; Hide in dense forest or swamps: 8 dice;
Senses: 5 dice; Stealth: 3 dice; Resist Poison: 13; Threaten: 10 dice; Tracking: 8 dice
Appearance 4 (Hideous), Resolve 3, Guile 1
Combat
Attack (Bite): 11 dice (Damage 3, Minimum 1)
Attack (Claw): 13 dice (Damage 2)
Combat Movement: 7 dice
Evasion 3, Parry 6
Soak: 4 dice (2 vs aggravated)
Legendary Size: A creature of Legendary Size has 5 additional Health Levels and a minimum
Soak of 10 against the attacks of characters smaller than Legendary Size and does not suffer
onslaught penalties from their attacks, unless created by magic. This does not add to other
sources of Soak, it is merely the minimum of soak dice rolled and applies in full against
aggravated damage.
Speed Bonus: Should someone manage to tame a Tyrant Lizard, it’d have a speed bonus of
+2 as a mount.
Wolf
Wolves hunt in packs, using coordinated attacks to their advantage.
Tier: 1; Essence: 1; Willpower: 4; Join Battle: 7 dice
Health Levels: 7
Actions: Senses: 6 dice; Stealth: 4 dice; Threaten: 3 dice; Tracking: 7 dice
Appearance 2, Resolve 2, Guile 1
Combat
Attack (Bite): 7 dice (Damage 1)
Combat Movement: 8 dice
Evasion 3, Parry 2
Soak: 0
Pack Tactics: A battlegroup of wolves adds 2 automatic successes to its attack rolls. A lone
wolf adds 1 automatic success to its attack roll if an ally is within close range of its target.