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Exalted Essence Corebook

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100% found this document useful (1 vote)
2K views253 pages

Exalted Essence Corebook

Uploaded by

Uziel Yehudiah
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Index

Introduction .................................... 23 The West ...................................................... 36

This Book at a Glance ....................................23 Wu-Jian........................................................ 36


Lexicon ..........................................................23 Skullstone Archipelago ................................ 36
The Caul ....................................................... 37
Chapter One: Welcome to Creation . 25 Character Concepts ..................................... 37
The World and Its Making......................25 Archetypes ............................................................. 38

Origin of the Exalted .....................................25 Other Realms ........................................ 38


The First Age .................................................25 The Wyld ...................................................... 38
The Great Curse ............................................25
The Fair Folk ................................................ 38
The Second Age .............................................26
Other Fae ..................................................... 38
The Realm and Its Reach ...............................26
The Return of the Solars ................................26 Yu-Shan ........................................................ 39
The Time of Tumult .......................................26 The Incarnae ................................................ 39
Unwritten Histories and Their Heroes ...........27 Heaven’s Exalted ......................................... 39
Places in Creation ..................................27 Malfeas ......................................................... 39
The Center ....................................................28 Demons ....................................................... 40
The Realm ................................................... 28 The Yozis ...................................................... 40
Great Houses of the Scarlet Dynasty ........... 28 The Underworld ............................................ 40
The Blessed Isle .............................................29 Ghosts.......................................................... 41
Cities of the Realm ...................................... 29 Shadowlands ............................................... 41
Untamed Wilds............................................ 29
Character Concepts ..................................... 30
Chapter Two: The Exalted ................ 42
Archetypes ............................................................. 30 Exalts of Creation .......................................... 42
Exalts of Other Realms .................................. 42
The North......................................................30 Reading This Section ..................................... 42
Whitewall .................................................... 30 Exalt Advantages ......................................... 42
Gethamane ................................................. 31 Caste or Aspect ............................................ 42
The Icewalker Tribes .................................... 31
Character Concepts ..................................... 32 The Dragon-Blooded ............................. 43
Archetypes ............................................................. 32 Dragon-Blooded Exalt Advantages ................ 43
The East ........................................................32 Anima ........................................................... 43
Dragon-Blooded Aspects............................... 43
Nexus .......................................................... 32
Great Forks .................................................. 32 Air ................................................................ 43
The Hundred Kingdoms ............................... 33 Earth ............................................................ 43
Thorns ......................................................... 33 Fire .............................................................. 44
Character Concepts ..................................... 34 Water .......................................................... 44
Wood ........................................................... 44
Archetypes ............................................................. 34
The South ......................................................34
The Lunar Exalted.................................. 44
Lunar Exalt Advantages................................. 45
Chiaroscuro ................................................. 34
Lunar Castes ................................................. 45
Gem ............................................................. 35
The Varang City-States ................................ 35 Full Moon .................................................... 45
Character Concepts ..................................... 36 Changing Moon ........................................... 45
Archetypes ............................................................. 36 No Moon...................................................... 45
Casteless ...................................................... 46
1
The Sidereal Exalted ..............................46 Infernal Exalt Advantages ............................. 55
Anima ........................................................... 55
Sidereal Exalt Advantages .............................46
Infernal Castes .............................................. 55
Anima ...........................................................46
Sidereal Castes ..............................................46 Azimuth ....................................................... 55
Ascendant .................................................... 56
Journeys ...................................................... 46
Horizon ........................................................ 56
Serenity ....................................................... 47
Nadir............................................................ 56
Battles ......................................................... 47
Penumbra .................................................... 57
Secrets ......................................................... 47
Endings ........................................................ 47 The Liminal Exalted ............................... 57
The Solar Exalted ...................................48 Liminal Exalt Advantages .............................. 57
Liminal Aspects ............................................. 58
Solar Exalt Advantages ..................................48
Anima ...........................................................48 Blood ........................................................... 58
Solar Castes...................................................48 Breath .......................................................... 58
Flesh ............................................................ 58
Dawn ........................................................... 48
Marrow........................................................ 58
Zenith .......................................................... 48
Soil ............................................................... 59
Twilight ....................................................... 49
Night ........................................................... 49 The Exigents .......................................... 59
Eclipse ......................................................... 49 Strawmaiden Janest...................................... 59
The Abyssal Exalted ...............................49 Janest’s Exalt Advantages ........................... 59
Abyssal Exalt Advantages ..............................50 Anima Effects............................................... 59
Anima ...........................................................50 Creating an Exigent Exalted .......................... 60
Abyssal Castes ...............................................50
Step 1: Choose Exaltation Type .................... 60
Dusk ............................................................ 50 Step 2: Choose Exalted Advantages ............. 60
Midnight...................................................... 50 Step 3: Define Aspect/Caste and Anima ...... 60
Daybreak ..................................................... 50 Step 4: Choose Charms ................................ 60
Day .............................................................. 51
Moonshadow .............................................. 51 The Great Curse .................................... 60
The Alchemical Exalted ..........................51 Rules ............................................................. 61

Alchemical Exalt Advantages .........................52 Incitement ................................................... 61


Anima ...........................................................52 Great Curse Manifestation ............................ 61
Alchemical Castes .........................................52
Abyssals ....................................................... 61
Adamant ..................................................... 52 Alchemicals.................................................. 62
Jade ............................................................. 52 Dragon-Blooded .......................................... 62
Moonsilver .................................................. 53 Getimians .................................................... 63
Orichalcum .................................................. 53 Infernals....................................................... 63
Soulsteel ...................................................... 53 Liminals ....................................................... 64
Starmetal .................................................... 53 Lunars .......................................................... 64
Sidereals ...................................................... 65
The Getimian Exalted ............................53
Solars ........................................................... 66
Getimian Exalt Advantages ...........................54
Anima ...........................................................54 Chapter Three: Character Creation... 68
Getimian Castes ............................................54 Step 0: Session Zero ...................................... 68
Spring .......................................................... 54 Step 1: Concept ............................................. 68
Summer ....................................................... 54 Step 2: Attributes.......................................... 69
Autumn ....................................................... 54 Step 3: Abilities ............................................. 69
Winter ......................................................... 55 Step 4: Charms .............................................. 69
Step 5: Merits ............................................... 70
The Infernal Exalted...............................55
2
Allies (•, •••, or •••••) ......................................... 70 Righteous Demagogue ................................ 76
Artifact (•• to •••••) ............................................. 71 Fearless Leader ............................................ 76
Backing (•• to •••••) ............................................ 71
Command (••• to •••••) ...................................... 71
Kindly Healer ............................................... 76
Contacts (•• to •••••) ........................................... 71 Savant........................................................... 76
Familiar (• to •••) .................................................. 71
Followers (• to •••) ............................................... 71 Peerless Sage ............................................... 76
Hearthstone (••• or •••••) ................................... 71 Master of Sorcery ........................................ 77
Influence (• to •••••) ............................................ 72 Implacable Investigator ............................... 77
Resources (• to •••••) .......................................... 72
Criminal ....................................................... 77
Step 6: Virtues and Intimacies .......................72 Unseen Agent .............................................. 77
Virtues ......................................................... 72 Prince of Thieves .......................................... 77
Intimacies .................................................... 73 Master Assassin ........................................... 77
The Great Curse ........................................... 73 Broker ........................................................... 77
Step 7: Finishing Touches ..............................73 Silver-Tongued Diplomat ............................. 77
Essence ........................................................ 73 Shrewd Merchant ........................................ 77
Health.......................................................... 73 Fleet Courier ................................................ 77
Defense, Soak and Hardness ....................... 73 Chapter Four: Systems ..................... 79
Equipment ................................................... 73
Spark of Life................................................. 73 Basic System ......................................... 79
Character Creation Process ....................74 Building the Pool and Counting Successes ..... 79
Action Types ................................................. 79
Step 1: Concept ........................................... 74
Step 2: Attributes ........................................ 74 Opposed Actions .......................................... 79
Step 3: Abilities ............................................ 74 Extended Actions ......................................... 80
Step 4: Charms ............................................ 74 Determining Difficulty................................... 80
Step 5: Merits .............................................. 74
Step 6: Virtues and Intimacies ..................... 74 Success and Failure ...................................... 80
Step 7: Finishing Touches ............................ 74 Bonuses and Penalties .................................. 80
Attributes......................................................74 When to Assign a Bonus or a Penalty .......... 81
Abilities .........................................................74
Teamwork .................................................... 81
Merits ...........................................................74
The Dice Limit ............................................... 81
Virtues ..........................................................74
Measuring Time ............................................ 81
Intimacies .....................................................75
Attributes ............................................. 82
Advancement ........................................75
Force............................................................. 82
Gaining Milestones .......................................75
Finesse .......................................................... 82
Using Milestones ......................................... 75 Fortitude....................................................... 82
Increasing Essence....................................... 75
Abilities ................................................. 83
Advancement Templates ..............................75
Athletics ....................................................... 83
Essence 2 ..................................................... 75 Awareness ................................................... 83
Essence 3 ..................................................... 75 Close Combat ............................................... 83
Essence 4 ..................................................... 75 Craft ............................................................ 83
Essence 5 ..................................................... 76 Embassy....................................................... 83
Choosing Charms ...................................76 Integrity ....................................................... 84
Navigate ...................................................... 84
Warrior .........................................................76 Performance ................................................ 84
Stalwart Defender ....................................... 76 Physique ...................................................... 84
Swift Damage-dealer................................... 76 Presence ...................................................... 85
Untouchable Skirmisher .............................. 76 Ranged Combat ........................................... 85
Sagacity ....................................................... 85
Priest ............................................................76
3
Stealth ......................................................... 85 Focus (Awareness, Integrity, Physique) ................. 95
War ............................................................. 85 Inspire (Performance, Presence) ........................... 95
Rally (Embassy, War) ............................................. 95
Deciding What to Roll ...................................85 Outmaneuver (Navigate, Stealth) .......................... 95

Stunting .................................................86 Decisive Attacks ........................................... 96


System Terms ........................................86 Gambits ........................................................ 96
Social Influence .....................................87 Disarm (Defense) ................................................... 96
Distract (2) ............................................................. 96
Virtues ..........................................................87 Ensnare (3)............................................................. 96
Virtues in Play.............................................. 88 Knockback (4) ........................................................ 96
Knockdown (4) ....................................................... 96
Intimacies .....................................................88 Knockout (Defense) ............................................... 96
Pilfer (3) ................................................................. 96
Gaining new Intimacies ............................... 88 Pull (4).................................................................... 97
Intensities .....................................................89 Reveal Weakness (3).............................................. 97
Unhorse (5) ............................................................ 97
Influence Actions ..........................................89
Combat Movement ....................................... 97
Influence Effects .......................................... 90
Move...................................................................... 97
Dissuade (2 successes) ........................................... 90
Aim ........................................................................ 97
Instill (1 success) .................................................... 90
Rise ........................................................................ 97
Persuade (2 successes) .......................................... 90
Rush ....................................................................... 97
Read Intentions (variable successes) ..................... 90
Sprint ..................................................................... 97
Set Up (2 successes) ............................................... 90
Strengthen (2 successes) ....................................... 90 Distance ....................................................... 97
Weaken (3 successes) ............................................ 90
Damage and Health ...................................... 98
Resisting Influence ........................................91
Healing and Recovery .................................. 98
Unacceptable Influence ............................... 91 Non-Combat Damage .................................. 99
Multiple Targets .......................................... 92
Environmental Hazards ......................................... 99
Combat..................................................92 Falling .................................................................... 99
Poisons................................................................... 99
Timing ...........................................................92
Diseases ....................................................... 99
Turn Order ................................................... 92
Using Physique ........................................... 100
The Flow of Combat ......................................92 Special Combat ........................................... 100
Combat Actions ........................................... 93 Clash .......................................................... 100
Attack ..................................................................... 93 Difficult Terrain .......................................... 101
Build Power ............................................................ 93 Grapple ...................................................... 101
Defend Other ......................................................... 94 Mounted Combat ...................................... 101
Draw/Ready Weapon ............................................. 94
Naval Combat ............................................ 102
Full Defense ........................................................... 94
Miscellaneous Action ............................................. 94 Fire Ordinance ..................................................... 102
Position ................................................................ 102
Combat Modifiers........................................ 94 Ram (4) ................................................................ 102
Concealment .......................................................... 94 Boarding .............................................................. 102
Cover ...................................................................... 94 Escape .................................................................. 102
Prone ...................................................................... 94
Power Exchange ........................................ 102
Surprise .................................................................. 94
Defenses .......................................................94 Warfare ...................................................... 102

Soak............................................................. 94 The War ..................................................... 103


Hardness ..................................................... 94 Dramatic Scenes ........................................ 103
Ambush (Finesse + Stealth) ................................. 103
Building Power ..............................................95 Back to the Sea (Force + Navigate) ...................... 104
Concentrated Attacks .................................. 95 Call to Duel (Attribute + Embassy or Persuasion) 104
Demoralize Troops (Force + Embassy or
Building Power without Attacking ............... 95 Performance) ....................................................... 104
Prepare (Craft, Sagacity) ........................................ 95 Espionage (Finesse + Awareness or Sagacity) ..... 104
4
Sabotage (Finesse + Craft or War) ....................... 104 Tabletop Play ....................................................... 115
Voice and Video ................................................... 115
Command ................................................... 104 Play-By-Post ......................................................... 115
One-Roll Resolution ............................. 104 Laying the Foundation ............................... 115
Ventures .............................................. 104 Story Hooks................................................ 116
Venture Systems ......................................... 104 Wandering Heroes ............................................... 116
Intrigue ................................................................ 116
Prerequisites.............................................. 104 Home Base ........................................................... 116
Obstacles ................................................... 105 Adventure at Sea ................................................. 116
Time Scale ................................................. 105 Exploration .......................................................... 116
Strange Entities.................................................... 116
Difficulty and Advantages ......................... 105 Fish Out of Water/Hometown Tour Guide .......... 116
Consequences ............................................ 105 Echoes of Past Lives ............................................. 116
Results ....................................................... 106 ...vs. the Wyld Hunt ............................................. 116
Merits ........................................................ 106 Journey of Self-Discovery .................................... 116
Cutting Corners ......................................... 106 Struggle against fate ............................................ 116
Where Does This Game Take Place? .......... 117
Types of Ventures ................................ 107
All of Creation and Beyond .................................. 117
Action Under Duress ................................... 107 A Realm or Cardinal Direction ............................. 117
Crafting ....................................................... 107 A Specific Locale .................................................. 117
Personal-Scale Mundane Items ................. 107 What Will Challenge Us? ........................... 118
Large-Scale Mundane Items ...................... 108 Essence 1 Challenges ........................................... 118
Creative Works .......................................... 108 Essence 2-3 Challenges ........................................ 118
Artifacts..................................................... 108 Essence 4-5 Challenges ........................................ 118
Manses ...................................................... 108 Essence as Pacing ................................................ 118
Repairs ...................................................... 109 What Should We Avoid? ............................ 118
Embassy Ventures ....................................... 109 Creating Characters and the Circle .............. 119
Lead Organization ..................................... 109 Warm Up Questions .................................. 119
Act of Governance ..................................... 109
The First Session ......................................... 120
Court Intrigue/Grassroots Movement ....... 110
Recruitment............................................... 110 When to End a Scene ................................. 120
Infiltration and Espionage ......................... 111 When to End a Session............................... 120
Information Gathering ................................ 111 The Pilot Episode Rule ......................................... 120

Investigations ............................................ 111 Creating A Campaign .................................. 120


Research .................................................... 111 Starting New Sessions................................ 120
Magical Workings........................................ 112 Antagonists Act Off-Camera ...................... 121
Travel .......................................................... 112 Consequences and Callbacks ..................... 121
Letting Characters Act is Most of the Work
Chases and Races ...................................... 112 .................................................................. 121
Long Journeys and Exploration .................. 112
Advancing in Power .................................... 121
Chapter Five: Storytelling Exalted .. 114 Ending a Campaign ..................................... 122
Single Exalt-Type Stories ............................. 122
The Basics of Running Exalted: Essence114
Solars ................................................................... 122
Preparations: Session Zero .......................... 114 Lunars .................................................................. 122
Dragon-Blooded .................................................. 122
What Kind of Game Are We Playing? ........ 114
Sidereals .............................................................. 122
The Game’s Content ............................................ 114 Exigents ............................................................... 122
The Game’s Format .............................................. 114 Abyssals ............................................................... 123
The Circle’s Composition...................................... 114 Infernals ............................................................... 123
The Circle’s Power................................................ 114 Alchemicals .......................................................... 123
Adding Restrictions .............................................. 115 Getimians............................................................. 123
Liminals ................................................................ 123
Where is This Game Held? ......................... 115

5
Mixed-Group Stories ................................... 123 Instinct-Driven Beast Movement (Lunar) ............ 128
Inexorable Advance (Sidereal) ............................. 128
Chapter Six: Charms and Sorcery ... 124 Unavoidable Problem (Getimian) ........................ 128
Trajectory Enhancement Assembly (Alchemical) 128
What are Charms? ............................... 124 Monkey Leap Technique ............................ 128
Modes ................................................. 124
Soaring Crane Leap (Athletics 4, Essence 2) ........ 128
Presentation Format............................ 124 Mountain-Crossing Leap Technique (Athletics 5,
Using Charms....................................... 125 Essence 3) ............................................................ 128
Effortlessly Rising Flame (Dragon-Blooded) ........ 129
Spending and Committing Motes ................ 125 Alter Trajectory (Alchemical) ............................... 129
Regaining Essence ....................................... 125
Awareness .................................................. 129
Gaining Anima ............................................ 125
Multiple Attack Effects and Timing.............. 126 All-Encompassing Sorcerer’s Sight ............. 129
Counterattacks and Timing ......................... 126 Essence Flow Detection (Alchemical) .................. 129
Eye of the Unconquered Sun (Solar) ................... 129
Universal ............................................. 126 Scent of Midnight Dweomers (Lunar) ................. 129
Excellency ................................................... 126 Telltale Symphony (Sidereal) ............................... 129
Forgotten World Echoes (Getimian) .................... 129
[Ability] Excellency..................................... 126
Ambush Sensing Premonition .................... 129
Alchemical, Getimian, Lunar, and Liminal Mode . 126
Prior Warning (Sidereal) ...................................... 129
Athletics (Evasion)....................................... 126
Crafty Observation Method ....................... 129
Flickering Shadow Evasion ........................ 126 Heaven’s Eye (Sidereal) ....................................... 129
Flow Like Blood.......................................... 126
Enhanced Senses ....................................... 130
Onslaught Deflection Technique (Alchemical) ..... 126
Cunning Prey Reversal (Lunar) ............................. 127
Evidence-Discerning Method ..................... 130
Divine Induction Technique (Solar) ..................... 130
Mongoose-and-Cobra Escape.................... 127
Sunlight Glinting on Steel (Solar) ......................... 127
Jade Leaves a Trail ..................................... 130
Becoming Water’s Envy (Lunar) ........................... 127 Judge’s Ear Technique ............................... 130
Hopping Firecracker Evasion (Dragon-Blooded) .. 127 Sagacious Reading of Intent ...................... 130
Crystalline Foresight (Sidereal) ............................ 127
Discerning Savant’s Eye (Solar) ............................ 130
Spectral Deception (Abyssal) ............................... 127
Fateful Literary Insight (Sidereal) ........................ 130
Skyfire-Seizing Flare (Infernal) ............................. 127
Vector Improvisation Methodology (Alchemical) 127 Spirit-Cutting Glance.................................. 130
Water-and-Ice Understanding (Getimian) ........... 127
Homunculus’s Grasp (Liminal) ............................. 127 Demon-Wracking Shout (Sagacity 4, Essence 2) . 130
Uncanny Perception Technique (Solar) ............... 130
Reed in the Wind ....................................... 127 Wayward Divinity Oversight (Infernal) ................ 131

Athletics (Movement) ................................. 127 Witness Rapport Technique ....................... 131


Eagle-Wing Style ....................................... 127 Close Combat (Attack) ................................ 131
Flight of the Sparrow (Lunar) ............................... 127 Arsenal-Summoning Gesture ..................... 131
Soaring Zephyr Flight (Dragon-Blooded).............. 127
On Wings of Night (Abyssal) ................................ 127 Elemental Embodiment Expertise (Dragon-Blood)
Bonfire Anima Wings (Solar) ................................ 127 ............................................................................. 131
Integrated Armory Systems (Alchemical) ............ 131
Graceful Crane Stance ............................... 127
Dragon Coil Technique ............................... 131
Spider-Foot Style (Athletics 3) ............................. 127
Mist Over Ice (Abyssal) ........................................ 128 Crashing Wave Throw (Solar) .............................. 131
Perfect Climbing Attitude (Dragon-Blooded) ....... 128 Foe-Hammer Technique (Lunar).......................... 131
Personal Gravity Manipulation Apparatus Excellent Strike .......................................... 131
(Alchemical) ......................................................... 128
Impediment to Opportunity (Solar) ..................... 131
Lightning Speed ......................................... 128 Someone Else’s Fate (Sidereal) ............................ 131
Racing Hare Method (Athletics 4, Essence 2) ...... 128 Agony-Empowered Strike (Infernal) .................... 131
Living Wind Approach (Athletics 5, Essence 3) .... 128 Fists of Iron Technique ............................... 131
Winning Stride Discipline (Solar).......................... 128
Bellows Pumping Stride (Dragon-Blooded).......... 128 Adamantine Fists of Battle (Solar) ....................... 131

6
Claws of the Silver Moon (Lunar) ......................... 131 Quickening the Forge................................. 134
Writhing Blood Chain Technique (Abyssal) .......... 131
Vicious Devil-Arms Technique (Infernal) .............. 131 Supreme Perfection of Style (Solar) .................... 134
Blazing Dragon-Smith Arete (Dragon-Blooded) ... 134
Guard Breaking Technique ........................ 132 Inchoate Wonders Realized (Lunar) .................... 134
Blinding Glare (Solar) ........................................... 132 Sudden Trap Attack ................................... 134
Efficient Strike Calibration (Alchemical)............... 132
Foot-Trapping Counter (Lunar) ............................ 132 Bone-and-Sinew Contraption (Abyssal) ............... 134

Heaven Thunder Hammer ......................... 132 Terrain-Altering Advantage ....................... 134


Sledgehammer Punch (Solar, Abyssal) ................. 132 Elemental Fury (Dragon-Blooded) ....................... 135
Hot on Your Heels (Infernal) ................................ 132 Wonder-Crafting Initiation ........................ 135
Banishing Fist (Liminal) ........................................ 132
Strengthening Touch (Solar) ................................ 135
Many-Attacks Technique ........................... 132 Ruin Resurrection Method (Abyssal) ................... 135
Iron Whirlwind Attack (Solar, Abyssal) ................ 132 Follow the Dragons (Dragon-Blooded) ................ 135
Violence Begets Violence (Infernal) ..................... 132 Embassy...................................................... 135
Octopus and Spider Barrage (Lunar) .................... 132
Harmony of Blows (Sidereal) ............................... 132 Bureau-Breaking Method .......................... 135
Busy Harvest (Strawmaiden Janest)..................... 132
Indolent Official Charm (Solar) ............................ 135
Swift Counterattack................................... 132 Thrashing Carp Serenade (Dragon-Blooded) ....... 135
Gnawing Mouse Malaise (Lunar) ......................... 135
Ready in Eight Directions (Solar) .......................... 132 Paralyzed Mandarin Infliction (Sidereal) ............. 135
Hundred Razor Circle (Abyssal) ............................ 132 Despair-Inducing Failure (Abyssal) ...................... 135
Devilish Retribution (Infernal).............................. 132
Foe-Baiting Sidestep (Lunar) ................................ 132 Deft Official’s Way ..................................... 135
Close Combat (Defense) .............................. 132 Another Life's Lessons (Getimian) ....................... 136

Bulwark Stance.......................................... 132 Illimitable Master Fence ............................ 136


Dipping Swallow Defense (Solar, Abyssal, Infernal)
Jade Leaves a Trail ..................................... 136
............................................................................. 133 Motive-Discerning Technique .................... 136
Golden Tiger Block (Lunar) ................................... 133 Wise-Eyed Courtier Method (Embassy 4 or Integrity
Flow Like Blood.......................................... 133 4) .......................................................................... 136
Blood-to-Blood Intuition (Dragon-Blooded) ........ 136
Heavenly Guardian Defense ...................... 133
Loyal Guardian Approach .......................... 133 Morale-Boosting Meal ............................... 136
Essence Shield (Alchemical) ................................. 133
The Perfect Bargain ................................... 136
Sun-and-Moon Dance (Lunar) .............................. 133 The Perfect Price ........................................ 136
Hearth-Defending Vigil (Dragon-Blooded) ........... 133 Second Chance Approach .......................... 136
Others Before Self (Strawmaiden Janest) ............ 133 Strange Tongue Understanding ................. 136
Sunlight Aegis Stance (Solar)................................ 133
Language-Learning Ritual (Embassy 4) ................ 137
Portentous Warding Defense .................... 133 Mingled Tongue Technique (Solar)...................... 137
Infinite Blasphemy Glossolalia (Abyssal) ............. 137
Craft ............................................................ 133 Blue Vervain Binding (Sidereal) ........................... 137
Clever Improvisation Method .................... 133 Unshattered Tongue Perfection (Infernal) .......... 137

Efficient Improvisation of Materials (Alchemical) 133 Integrity ...................................................... 137


Many-Hands Technique (Dragon-Blooded) ......... 133
Loyal Guardian Approach .......................... 137
Durability-Enhancing Procedure ................ 133 Guarded Mind Meditation ......................... 137
Efficient Crafting Technique ...................... 133 Mockery of Mortal Form (Infernal) ..................... 137
Artisan Needs No Tools (Solar) ............................ 134 Shifting Silver Masquerade (Lunar) ..................... 137
Eternal Embalming Preparation (Abyssal) ........... 134 Garbed in False Destiny (Sidereal) ....................... 137
Stone-Carving Fingers (Dragon-Blooded) ............ 134 Another Life Deceit (Getimian) ............................ 137

Flawless Counterfeit Technique ................. 134 Integrity-Protecting Principle ..................... 137


Morale-Boosting Meal .............................. 134 Order-Asserting Emanation (Alchemical) ............ 137
Shared Network (Alchemical) .............................. 134 Chaos-Repelling Pattern (Solar) ........................... 137
Sweeten-the-Tap Method (Dragon-Blooded) ...... 134 Chaos-Warding Principle (Dragon-Blooded)........ 137
Poison the Well (Infernal) .................................... 134 Chaos-Defying Embrace (Lunar) .......................... 137
Emerald Hellfire Aegis (Infernal).......................... 137
7
Motive-Discerning Technique .................... 137 Armored Scout’s Invigoration .................... 141
Resolve Bolstering Declaration .................. 137 Ten Ox Meditation ..................................... 141
Staunch Ally (Dragon-Blooded) ............................ 138 Thunder’s Might (Physique 5, Essence 2) ............ 141
Triumph-Forged God Body (Essence 3) ............... 141
Righteous Lion Spirit .................................. 138
Sagacious Reading of Intent ...................... 138 Physique (Resistance) ................................. 141
Spirit-Maintaining Maneuver .................... 138 Arsenal-Summoning Gesture ..................... 141
Stubborn Boar Defense.............................. 138 Body Mending Meditation ......................... 141
Obdurate Thwarted Destiny (Getimian) .............. 138 Unstoppable Lunar Vitality (Lunar)...................... 141
Navigate...................................................... 138 Thirst for Vengeance (Infernal)............................ 141

As the Crow Flies ....................................... 138 Captivating Battlefield Display .................. 141
Iron Kettle Body ......................................... 141
Finding the Golden Path (Sidereal) ...................... 138
Adamant Skin Concentration (Solar) ................... 141
Beast-Uplifting Harmony ........................... 138 Injury Absorbing Method (Abyssal) ..................... 141
Godly Companion (Sidereal) ................................ 138 Hardened Devil Body (Infernal) ........................... 141
Stone Rhino’s Skin (Lunar) ................................... 141
Calling the Rider’s Companion................... 138
Iron Skin Concentration ............................. 141
Fathoms-Fed Spirit .................................... 138
Malady-Resisting Meditation .................... 142
Hardship-Surviving Spirit ........................... 139
Immunity to Everything Technique (Essence 3) .. 142
Beast Hide Adaptation (Lunar) ............................. 139
Ox Body ..................................................... 142
Hidden Shortcut Revelation ....................... 139
Immortal Mariner’s Advantage ................. 139 Lunar .................................................................... 142
Liminal ................................................................. 142
Blessing the Hull (Sidereal) .................................. 139 Abyssal, Infernal and Solar Mode ........................ 142
Sea-Devil Insight (Infernal) ................................... 139 Dragon-Blooded .................................................. 142
Getimian and Sidereal ......................................... 142
Rider-and-Mount Unity ............................. 139
Alchemical ........................................................... 142
King-of-Horses Surety (Solar) ............................... 139 Strawmaiden Janest ............................................ 142
Blood-of-the-Moon Blessing (Lunar).................... 139
Ride the Dragon (Sidereal) ................................... 139 Power Gathering Temper .......................... 142
Essence-Gathering Temper (Solar) ...................... 142
Swift Artillery Technique ........................... 139
Reap What is Sown (Janest)................................. 142
Trackless Region Navigation ..................... 139
Spirit Strengthens the Skin ......................... 142
Performance ............................................... 139
Impenetrable Shell (Alchemical).......................... 142
Distracting Patter Technique ..................... 139 Rust-and-Splinters Defense (Abyssal) .................. 142
Partners in Crime (Dragon-Blooded).................... 140 Once Bitten Technique (Lunar) ............................ 142
Rival-Slaying Retribution (Infernal)...................... 142
Flawless Brush Discipline ........................... 140
Presence ..................................................... 142
Signature-Stealing Calligraphy (Performance 4) .. 140
Battalion-Breaking Shout .......................... 142
Greatness-Inspiring Aura ........................... 140
Demon-Scattering Shout (Solar and Infernal) ..... 142
Masterful Performance Exercise................ 140
Artful Disengagement (Solar)............................... 140
Captivating Battlefield Display .................. 143
Cat’s Puffed Tail ......................................... 143
Memetic Dogma Discipline ........................ 140 Dread Tiger’s Symmetry ............................ 143
Poetic Expression Style .............................. 140
Terrifying Apparition of Glory (Presence 5, Essence
Glance Oration Technique (Lunar) ....................... 140 3) .......................................................................... 143
Speech Without Words (Dragon-Blooded) .......... 140 Heart-Stopping Mien (Abyssal) ............................ 143
Menacing Predator’s Posture (Lunar).................. 143
Spirit-Manifesting Word ............................ 140
Soul-Stirring Cantata ................................. 141 Glorious Presence Technique ..................... 143
Subtle Expression Method ......................... 141 Authority-Radiating Stance (Solar) ...................... 143
Letter-Within-A-Letter Technique (Solar) ............ 141 Greatness-Inspiring Aura ........................... 143
Cryptic Essence Cipher (Dragon-Blooded) ........... 141
Harmonious Presence Meditation ............. 143
Physique (Might) ......................................... 141 Majestic Radiant Presence (Essence 2) ............... 143
8
Blazing Glorious Icon (Solar) ................................ 143 The Benefit of Hindsight (Sidereal) ...................... 146
Elegant Tyrant’s Majesty (Abyssal) ...................... 143
Friend-to-All-Nations Attitude (Dragon-Blooded) 143 Essence-Lending Method ........................... 146
Wound-Accepting Technique (Sagacity 3, Essence 2)
Irresistible Presence Technique ................. 143
............................................................................. 146
Mind-Seizing Gaze (Abyssal, Infernal, Solar) ........ 144 Essence Font Technique (Solar) ........................... 146
Dragon-Kin Empowerment (Dragon-Blooded) .... 146
Listener-Swaying Argument ...................... 144 Essence-Draining Method (Abyssal) .................... 146
Fulminating Word (Essence 3) ............................. 144
Glorious Exalted Bolt ................................. 146
Impassioned Discourse Technique (Solar) ........... 144
Harmonious Academic Methodology......... 146
Second Chance Approach .......................... 144
Flowing Mind Practice ......................................... 147
Suspicion-Allaying Gesture ........................ 144 Legendary Scholar’s Curriculum (Solar) ............... 147
Hindward Bulls-eye Brand (Solar) ........................ 144 Tale-Spinning Mastery (Lunar) ............................ 147
Skein in the Wilderness Pursuit (Getimian) ......... 144 Dismissive Scholar's Sniff (Sidereal)..................... 147
Red-and-Green Reality Intuition (Getimian)........ 147
Underling-Promoting Practice ................... 144
Worshipful Lackey Acquisition ................... 144 Necromantic Initiation ............................... 147
Sorcerous Initiation.................................... 147
Ranged Combat........................................... 144 Spirit-Cutting Glance.................................. 147
Arsenal-Summoning Gesture ..................... 144 Spirit-Manifesting Word ............................ 147
Arrow Storm Attack ................................... 144 Spirit-Repelling Diagram............................ 147
Cascade of Cutting Terror (Solar) ......................... 144 Spirit-Caging Mandala (Solar) .............................. 147
Endless Pain Oubliette (Infernal) ......................... 147
Double Distance Technique ....................... 144 Argent Guardian Yantra (Lunar) .......................... 147
Triple Distance Technique (Solar) ........................ 144 Seed and Salt Warding (Dragon-Blooded, Janest) 147

Glorious Exalted Bolt ................................. 144 Spirit-Slaying Stance .................................. 147


Essence Pulse Cannon (Alchemical) ..................... 145 Ghost-Eating Technique (Solar) ........................... 147
Blazing Solar Bolt (Solar) ...................................... 145 Spirit-Shredding Attack (Dragon-Blooded) .......... 147
Elemental Bolt Attack (Dragon-Blooded) ............. 145 Demon-Drinking Fang (Lunar) ............................. 147
Crypt Bolt Attack (Abyssal)................................... 145 Terminal Sanction (Sidereal)................................ 148
Radiant Fury Revenge (Infernal) .......................... 145 God-Slaying Torment (Abyssal) ........................... 148
Life-Denying Hate (Infernal) ................................ 148
No Arrow Wasted ...................................... 145
Truth-Rendering Gaze................................ 148
Phantom Arrow ......................................... 145
Wake the Sleeper (Solar) ..................................... 148
Holistic Bullet Methodology (Sidereal) ................ 145
Elemental Truth Observation (Dragon-Blooded) . 148
Inexhaustible Solar Bolts ...................................... 145
Dreaming Wisdom Revelation (Lunar) ................ 148
Reflex Shot Technique ............................... 145 Will-Bolstering Method ............................. 148
Revolving Bow Discipline ........................... 145
Blood-Bound Rite (Dragon-Blooded) ................... 148
Trance of Unhesitating Speed (Solar, Abyssal,
Infernal) ............................................................... 145 Wonder-Crafting Initiation ........................ 148
Hunter’s Eye Precision (Lunar) ............................. 145
Many-Missiles Technique (Sidereal) .................... 145
Sagacity (Medicine)..................................... 148

Sharpshooter’s Clever Tricks ...................... 145 Master Physician Technique ...................... 148
Clever Projectile Technique ................................. 145 Body-Sculpting Essence Method (Sagacity 5,
Archer’s Keen Eye ................................................ 145 Essence 3) ............................................................ 148
Sharpshooter’s Devious Ploy ............................... 145 Body-Purifying Admonitions (Sagacity 4) ............ 148
Archer’s Centered Focus ...................................... 145 Plague-Banishing Incitation (Solar) ...................... 148
Strange Quiver Trick (Sidereal) ............................ 146 Gaia’s Bounty (Dragon-Blooded) ......................... 149
Plague-Halting Gesture (Abyssal) ........................ 149
Streaming Arrow Stance............................ 146 Plague-Devouring Kiss (Lunar) ............................. 149

Sagacity (Knowledge) .................................. 146 Flawless Diagnosis Technique .................... 149


Wellness-Restoring Meditation ................. 149
All-Encompassing Sorcerer’s Sight ............. 146
Archive Mind Mentality ............................. 146 Rebirth of Flesh and Ivy (Dragon-Blooded) ......... 149
Price of Mercy (Infernal) ...................................... 149
Counting the Elephant’s Wrinkles (Lunar) ........... 146
Ancestral Recall (Dragon-Blooded) ...................... 146 Stealth ........................................................ 149
9
A Drop Amongst the Ocean ....................... 149 Worshipful Lackey Acquisition ................... 152
Distracting Patter Technique ..................... 149
Doubt-Sealing Heist ................................... 149
Abyssal Charms ................................... 152
Flawless Pickpocketing Technique (Solar)............ 149 Athletics ..................................................... 152
Thieving Raiton Talons (Abyssal).......................... 149 Death Approaches ..................................... 152
Faster Than Sight (Infernal).................................. 149
Mine By Right (Getimian) ..................................... 150
Ebon Lightning Flash.................................. 153

Evidence Placing Method .......................... 150 Awareness .................................................. 153


As It Always Was (Getimian) ................................ 150 Corpse Questioning Technique .................. 153
Impeccable Timing (Sidereal) ............................... 150 Wickedness-Unveiling Method .................. 153
Flawless Counterfeit Technique ................. 150 Soul-Invading Gaze (Awareness 3) ...................... 153
Flawlessly Impenetrable Disguise .............. 150 Guilt’s Spectral Wake (Awareness 4) ................... 153

Eldritch Secrets Mastery (Infernal) ...................... 150 Ghostly Sentinel Technique ........................ 153
Essential Mirror Nature (Lunar) ........................... 150 Roving Shadow Scouts (Essence 4) ...................... 153
Guise of Humanity (Alchemical)........................... 150
Perfect Mirror (Solar) ........................................... 150 Close Combat .............................................. 153
Masque of the Uncanny (Sidereal) ...................... 150
Artful Maiming Onslaught ......................... 153
Guiding Shadow Shroud ............................ 150
Soul-Cleaving Wound (Essence 4) ....................... 153
Illimitable Master Fence ............................ 150
Perfect Shadow Stillness ............................ 150 Iron Maiden’s Kiss...................................... 154
Soul-Drinking Bite ...................................... 154
Quiet as Death (Abyssal) ...................................... 150
Blood-Drinking Palm (Essence 2) ......................... 154
Seasoned Criminal Method ....................... 150
Suspicion-Allaying Gesture ........................ 151 Void Avatar Embodiment .......................... 154
War ............................................................. 151 Craft ........................................................... 154
Battalion-Breaking Shout .......................... 151 All-Consuming Entropy Attack ................... 154
Battle Plan Rumination ............................. 151 Annihilating Gaze (Essence 3) .............................. 154
In Our Foremothers’ Footsteps (Dragon-Blooded) Haunting Monumental Artifice .................. 154
............................................................................. 151
Lessons of the Last War (Infernal) ....................... 151 Embassy...................................................... 154
Cunning Warrior Regimen ......................... 151 Ghost-Emperor Edict.................................. 154
Wolf’s Lair Tactics (Lunar) .................................... 151 Killing Words Technique ............................ 155
Justifiable Precaution (Sidereal) .......................... 151 Soul-Flaying Gaze (Embassy or Presence 5)......... 155
Fearless Vanguard Technique.................... 151 Reverent Mortuary Witness ....................... 155
Brave Legionnaire Incitement (Solar) .................. 151 Integrity ...................................................... 155
Death Before Dishonor (Abyssal) ......................... 151
Imperial Devotion (Dragon-Blooded)................... 151 Murder-Saint Dedication ........................... 155
League of Iron Preparation........................ 151 Wickedness-Unveiling Method .................. 155

Divine Army Supremacy (War 5, Essence 3) ........ 151 Navigate ..................................................... 155
Tiger-Warrior Training Technique (Solar) ............ 152 Stepping Outside Existence ........................ 155
Hardened Killer Training Style (Abyssal) .............. 152
Lessons of the Winter Wolf (Lunar) ..................... 152 Journey into Nightmares (Essence 5) .................. 155
Auspicious Recruitment Drive (Sidereal) ............. 152
Unhallowed Ghost Ship ............................. 155
Mouse Conquers the Lion .......................... 152 Mist-Veiled Galleon (Essence 2) .......................... 155
Panic the Wounded Beast ......................... 152 Seeking Bleak Harbor (Navigate 5, Essence 3)..... 156
Swinging the Scythe (Abyssal).............................. 152 Performance ............................................... 156
Rally the Broken Company ........................ 152 Elegy for the Fallen .................................... 156
Phoenix Banner Resurgence (Solar) ..................... 152 Withering Dirge ......................................... 156
Auspicious Realignment (Sidereal) ...................... 152
Physique ..................................................... 156
Underling-Promoting Practice ................... 152
10
Death Needs Nothing ................................ 156 Force........................................................... 159
Breathless Ghost Emulation (Essence 3) .............. 156 Advisor’s Sage Instruction.......................... 159
Cadaverous Torpor Technique ................... 156 Celestial Overseer Concordat ..................... 160
Destiny-Proclaiming Canticle ..................... 160
Mandate of Death (Essence 4) ............................. 156
Exhaustive Interrogation Method .............. 160
Presence ..................................................... 156 Insightful Managerial Aptitude.................. 160
Corpse-Commanding Attitude ................... 156 Lifesign Detecting Scan .............................. 160
Death-Pact Ascension ................................ 156 Machine-God Protector Mode ................... 160
Ghost-Emperor Edict ................................. 157 Morale Building Declaration ...................... 160
Killing Words Technique ............................ 157 Omnipresent Guardian Directive ............... 160
Reverent Mortuary Witness ...................... 157 Perfected Union Patterning ....................... 160
Skeleton-Summoning Gesture ................... 157 Priority-Discerning Protocol ....................... 161
Relentless Tracking Protocol ...................... 161
Ranged Combat........................................... 157 Truth-and-Lies Detection ........................... 161
First Blood Impulse .................................... 157 Fortitude..................................................... 161
Hundred Paces Bite ................................... 157
Body Reweaving Matrix ............................. 161
Sagacity....................................................... 157 Identity Obfuscation Matrix....................... 161
Life-Mocking Assembly .............................. 157 Lifesign Detecting Scan .............................. 161
Corpse-Beast Revivification (Sagacity 4) .............. 157
Material Resistance Procedure .................. 161
Elemental Defense Augmentation (Jade Caste) .. 161
Pestilence-Bearing Touch .......................... 157 The Machine-God’s Defenders (Adamant Caste) 161
Plague Knows It's Master (Sagacity 4) ................. 157
Outlier Analysis Method ............................ 161
Stealth ........................................................ 157 Optical Shroud ........................................... 161
Stifled Cry Exercise .................................... 157 Reinforced Chassis ..................................... 161
Relentless Tracking Protocol ...................... 162
Atrocity Without Witness (Essence 2) ................. 157
Terraforming Protocol ............................... 162
Shadow Cloak Technique ........................... 157 Verbatim Recall ......................................... 162
War ............................................................. 158 Dragon-Blooded Charms ..................... 162
Arise and Slaughter ................................... 158 Athletics ..................................................... 162
The Risen Hunger (War 5) .................................... 158 Dragon Surmounts the Waterfall............... 162
Shadowed Warfare Methodology ............. 158 Safety Among Enemies .............................. 162
Skeleton-Summoning Gesture ................... 158 Awareness .................................................. 162
Alchemical Charms .............................. 158 All-Encompassing Earth Sense ................... 162
General ....................................................... 158 Feeling the Dragon’s Bones (Awareness 5, Essence
2) .......................................................................... 162
Augmented Attribute ................................ 158
Portable Utility Compartment ................... 158 Fivefold Resonance Sense .......................... 163
Finesse ........................................................ 158 Air: ....................................................................... 163
Fire: ...................................................................... 163
Artificer’s Keen Eye .................................... 158
Sense-Riding Technique ............................. 163
Battle Form Mimicry.................................. 158
Better Than New ....................................... 159 Close Combat .............................................. 163
Bone-and-Steel Destruction ....................... 159 Current Sweeps to Sea ............................... 163
Contingency Preparation Axiom ................ 159 Dragon-Graced Weapon ............................ 163
Effective Leadership Algorithm.................. 159 Drowning Embrace .................................... 163
Efficient Planning Matrix ........................... 159 Root-and-Hand Merging............................ 163
Fine-Tuning ............................................... 159
Phase Shifting Apparatus .......................... 159 Craft ........................................................... 163
Subtle Concept Introduction Method ........ 159 Flaw-Finding Examination ......................... 163
Passion-Inflaming Artistry ......................... 164
11
Stones-from-Rubble Restoration ............... 164 Fate-Unwinding Denial .............................. 167
Space-and-Time Understanding ................ 167
Embassy ...................................................... 164
Summoned from Time ............................... 167
Thoughtful Gift Technique ......................... 164
Finesse ........................................................ 167
Wind-Carried Words Technique................. 164
Dragon’s Voice Mastery (Embassy or Performance Bent Reality Stance .................................... 167
5, Essence 3) ........................................................ 164 Devil-Queen’s Court ................................... 168
With One Mind .......................................... 164 Devil-Queen’s Intrigues (Finesse 4) ..................... 168
Devil-Queen’s Majesty (Finesse 5, Essence 3) ..... 168
Integrity ...................................................... 164
Distilled-Emotion Elixir............................... 168
Granite Curtain of Serenity ........................ 164 Here-and-Everywhere Approach ................ 168
Oath of the Ten Thousand Dragons ........... 164 Forgetting the Lie ...................................... 168
Thicker than Stone (Integrity 4, Essence 2).......... 164 Sleeper-Guiding Whisper ........................... 168
Unavoidable Confrontation ....................... 169
Unflagging Vengeance Meditation ........... 165
Force........................................................... 169
Navigate...................................................... 165
Finding the Chorus ..................................... 169
Benediction of the Living Ship.................... 165
Icon-Obliterating Passion .......................... 169
Great Heart Companion ............................ 165
Ideology Redefinition Trick ........................ 169
Performance ............................................... 165 Perspective-Consuming Grandeur ............. 169
Passion-Inflaming Artistry ......................... 165 Culture-Hero Usurpation ........................... 169
Wind-Carried Words Technique................. 165 Reality Embellishment Approach ............... 170
Prerequisite: ........................................................ 170
Physique ..................................................... 165
The Filial Chain .......................................... 170
Elemental Protection Technique ................ 165
Throne-Smashing Ambition ....................... 170
Presence ..................................................... 165 Wall-Denying Fury ..................................... 170
Entombed Mind Technique........................ 165 Fortitude..................................................... 170
Ranged Combat........................................... 165 Constant Problem Tactic ............................ 170
Arbor Sentinel Technique .......................... 165 Courage-Decanting Alchemy ..................... 170
Elemental Burst Technique ........................ 166 Folding Space............................................. 171
One-on-One Imprisonment ........................ 171
Sagacity....................................................... 166 Spatial Disjunction ..................................... 171
Elemental Burst Technique ........................ 166 Flowing ................................................................ 171
Fivefold Resonance Sense .......................... 166 Still ....................................................................... 171
Dragon Vortex Attack ................................ 166 Truth is Relative ......................................... 171
Stealth ........................................................ 166 Unforged Masterworks.............................. 171
Flowing God-Dragon Stance ...................... 166 Infernal Charms................................... 171
Rose-Among-Thorns Distinction ................ 166
General ....................................................... 171
War ............................................................. 166
Devil-Body Incarnation .............................. 171
Dragon Vortex Attack ................................ 166
Athletics ..................................................... 172
Flaw-Finding Examination ......................... 166
Storm-Calling Strategies ............................ 166 Joy in Violence ........................................... 172
Anathema-Slaying Tempest (Essence 3) .............. 167 Skin-Flaying Wind Dance ........................... 172

Ramparts of Obedient Earth...................... 167 Awareness .................................................. 172


With One Mind .......................................... 167 Joy in Violence ........................................... 172
Getimian Charms ................................. 167 Naked Soul Insight ..................................... 172
Witness to Darkness .................................. 172
General ....................................................... 167
Close Combat .............................................. 172
Alchemic Power Reserve............................ 167
12
Death of All Happiness .............................. 172 Symphony of Sinful Prayers ....................... 175
Hideous Hundred-Limb Strike .................... 172 Stealth ........................................................ 175
Wrath-Stoked Onslaught ........................... 172
Our Little Secret ......................................... 175
Craft ............................................................ 172
War............................................................. 175
Claiming the Devil’s Due ............................ 172
Oasis-Scouring Malediction ....................... 176
Embassy ...................................................... 173
Golden Years Tarnished Black ................... 173
Liminal Charms ................................... 176
Naked Soul Insight ..................................... 173 Liminal Nature Modes ............................... 176
Our Little Secret ......................................... 173 General ....................................................... 176
Unbreakable Laws of Hell .......................... 173
Corporeal Reformation .............................. 176
Integrity ...................................................... 173
Blood Mode ......................................................... 176
Acquainted with Deception ....................... 173 Breath Mode........................................................ 176
Body Obeys Ego ......................................... 173 Flesh Mode .......................................................... 176
Broken Silence Laughter Defense .............. 173 Marrow Mode ..................................................... 176
Soil Mode ............................................................. 176
Endless Nightmare Vigilance ..................... 173
Inevitable Betrayal Insight......................... 173 Gravedigger’s Elan..................................... 176
Will-Crushing Force ................................... 173 Last Exhalation of Secrets .......................... 176
Life, Death, and Rebirth ............................. 177
Navigate...................................................... 174
Scent of Blood ............................................ 177
Desert-and-Flame Endurance .................... 174 Towering Corporeal Pillar .......................... 177
Oasis-Scouring Malediction ....................... 174 True Undeath............................................. 177
Performance ............................................... 174 Undying Body ............................................ 178
Blood Mode ......................................................... 178
Devil Emperor Edict ................................... 174
Breath Mode........................................................ 178
Symphony of Sinful Prayers ....................... 174 Flesh Mode .......................................................... 178
Wish-Granting Wickedness ....................... 174 Marrow Mode ..................................................... 178
Soil Mode ............................................................. 178
Physique ..................................................... 174
Finesse ........................................................ 178
Ceaseless Demon Hunger .......................... 174
Desert-and-Flame Endurance .................... 174 Black Wind of Desire .................................. 178
Endless Nightmare Vigilance ..................... 174 Blood Mode ......................................................... 178
Scars Become Armor ................................. 174 Breath Mode........................................................ 178
Venom Blood Revenge............................... 174 Flesh Mode .......................................................... 178
Viridian Rust Defense ................................ 174 Marrow Mode ..................................................... 178
Soil Mode ............................................................. 178
Presence ..................................................... 175
Bone Deep Body Reconfiguration .............. 178
Broken Silence Laughter Defense .............. 175 Death-Sensing Probe ................................. 178
Devil Emperor Edict ................................... 175 Honored Memories of Mastery .................. 178
Joy-Blighting Malediction .......................... 175 Soft Touch of Hospice ................................ 178
Our Little Secret ......................................... 175 Tomb and Ruin Inspection ......................... 179
Ranged Combat........................................... 175 Web of Veins ............................................. 179
Weeping Crimson Gaze.............................. 179
Blinded by Hellfire ..................................... 175
Upgrade (Essence 3) ............................................ 179
Green Sun Nimbus Flare (Ranged Combat 4) ...... 175
Force........................................................... 179
Death of All Happiness .............................. 175
Autopsy-and-Dissection Glance ................. 179
Sagacity....................................................... 175 Bloodslick Crimson Barb ............................ 179
Dark Miracle Mimicry ................................ 175 Deathbound Mania ................................... 179
Inner Devil Unchained ............................... 175 Embodied Resonance Transplant............... 180
Shadow Spite Curse ................................... 175 Ever-Steady Graveward Heart ................... 180
Skin-Twisting Metamorphosis ................... 175 Muscle-Hemorrhaging Exertion ................. 180

13
Unliving Industry ....................................... 180 Nightmare Scar Memento ......................... 185
Sharing Luna’s Gifts ................................... 185
Fortitude ..................................................... 180
Fortitude..................................................... 185
Blossoming Clot Ministrations ................... 180
Breath-Tasting Ward ................................. 180 Adder Fang Method ................................... 185
Cyclic Scythe .............................................. 180 Scorpion-and-Toad Absolution (Upgrade) ........... 185
Investiture of Flesh .................................... 180
Life-Scaffolding Survival ............................ 180 Boundary-Marking Meditation .................. 185
Pain Syphoning Sigh .................................. 181 Creation Spanning Passion ........................ 185
Unleash Homunculus ................................. 181 Cunning Anglerfish Decoy .......................... 186
Dauntless Yeddim Caravan ........................ 186
Lunar ................................................... 181 Insidious Lunar Transformation ................. 186
Shapeshifting .............................................. 181 Relentless Lunar Fury ................................. 186
Sharing Luna’s Gifts ................................... 186
Ant-and-Yeddim Wisdom .......................... 181 Shattered Yoke Fury................................... 186
Chimera-Soul Expression ........................... 181 Spider-Amid-Roses Discernment ................ 186
Changing Phases Transformation.............. 181
Hybrid Body Transformation ..................... 182 Sidereal ............................................... 186
Deadly Beast Transformation (Upgrade) ............. 182 Athletics ..................................................... 186
Many-Faced Moon Transformation........... 182 Absence ..................................................... 186
Manifold Hunter’s Tactics ......................... 182 Invisible Motion ......................................... 186
Mountainous Spirit Expression .................. 182 Awareness .................................................. 186
Finesse ........................................................ 182 Efficient Secretary Technique..................... 186
Cunning Anglerfish Decoy.......................... 182 Last Vision ................................................. 186
Shedding the Spirit’s Skin (Essence 3) .................. 182 Of Truths Best Unspoken ........................... 187

Hungry All-Consuming Cloud ..................... 183 Close Combat .............................................. 187


Wasp-and-Locust Legion (Essence 3) ................... 183 Heartless Maiden Trance ........................... 187
Hunter-Baffling Quarry’s Curse ................. 183 Craft ........................................................... 187
Lasting Brand (Essence 3) .................................... 183 Mending Warped Designs ......................... 187
False Moonrise Phantasm (Essence 4) ................. 183
Embassy...................................................... 187
Laughing Devil Distraction ........................ 183
Living Hive Transformation ....................... 183 Cash and Murder Games ........................... 187
Predator-and-Prey Mirror.......................... 183 End Debate ................................................ 187
Quicksilver Second Face ............................ 183 Icy Hand ..................................................... 187
Shadow Talon Execution ........................... 183 Lover’s Oath .............................................. 187
Shadow-Hands Casting.............................. 183 Secret Sinecure Agreement ........................ 187

Force ........................................................... 183 Integrity ...................................................... 188

Beast-Soul Awakening ............................... 184 Deferred Wounds ...................................... 188


Boundary-Marking Meditation.................. 184 Indecision is Death ..................................... 188
Unavoidable Sorrow .................................. 188
Dream-Shrouded Wilderness (Essence 3) ............ 184
Navigate ..................................................... 188
Butterfly Eyes Mirage ................................ 184
Grasping Pseudopod Method .................... 184 Fortuitous Wandering................................ 188
Insidious Lunar Transformation ................. 184 In the Nick of Time ..................................... 188
Ordained Bridle of Mercury ....................... 188
Swine-and-Cattle Spite (Essence 3)...................... 184
Devourer of Form (Essence 3).............................. 184 Sculpting the Wild Lands ........................... 188

Kraken-Arm Lash ....................................... 185 Performance ............................................... 189


Memory-Drinking Meditation ................... 185 Abandoned Words Curse ........................... 189
Lifetime-Quaffing Draught (Essence 3) ................ 185 Defense of Shining Joy ............................... 189
Lessons in the Blood (Force 4) ............................. 185
14
Faultless Ceremony ................................... 189 Orichalcum Battle Soul .............................. 191
Physique ..................................................... 189 Adamant Soul Enhancement (Essence 3) ............ 191

Heartless Maiden Trance........................... 189 Star-Cleaving Crater .................................. 191


Shield of Destiny ........................................ 189 Craft ........................................................... 191
Unswerving Juggernaut Principle .............. 189
Joyous Handiwork Genius .......................... 191
Presence ..................................................... 189
World-Shaming Wonders (Essence 3) ................. 192
Abandoned Words Curse ........................... 189
Technique-From-Taste Approach............... 192
Cash and Murder Games ........................... 189
Icy Hand .................................................... 189 Legend-Drawing Invocation (Essence 2) .............. 192
Indecision is Death .................................... 189 Embassy...................................................... 192
Shield of Destiny ........................................ 189
Vacant Station Scheme .............................. 192
Shun the Smiling Lady ............................... 189
Under the Crimson Banner ........................ 189 Red Tape Daiklaive (Embassy 5) .......................... 192

Ranged Combat........................................... 190 Integrity ...................................................... 192


Shadow-Piercing Needle............................ 190 Aspect of the Virtuous Warrior .................. 192
Transcendent Hatchet of Fate ................... 190 Destiny-Manifesting Method ..................... 192
Sagacity....................................................... 190 Elusive Dream Defense ........................................ 192

Efficient Secretary Technique .................... 190 Sun King Radiance ..................................... 192
Of Truths Best Unspoken ........................... 190 Sun’s Rallied Might (Essence 2) ........................... 192
Secret Sinecure Agreement ....................... 190 Navigate ..................................................... 192
Unavoidable Sorrow .................................. 190
God-Bearing Juggernaut............................ 192
Stealth ........................................................ 190
Can’t Outrace the Sun (Essence 2) ...................... 192
Name-Pilfering Practice............................. 190
Ship-Claiming Stance ................................. 192
Thought-Swiping Distraction ..................... 190
Walking Outside Fate ................................ 190 Ship-Self Awareness (Navigate 3) ........................ 193

War ............................................................. 190 Waves-and-Rivers Ranging ........................ 193


Loved-and-Feared Command (Essence 2) ........... 193
Heartless Maiden Trance........................... 190
Under the Crimson Banner ........................ 190 Performance ............................................... 193
Solar .................................................... 190 Phantom-Conjuring Performance .............. 193
Rocks and Storms Chorus........................... 193
Athletics ...................................................... 190
Virtue-Shaping Harmony ........................... 193
Unfettered Sun Evasion ............................. 190 Memory-Reweaving Discipline (Essence 3) ......... 193
Blurred-in-Light Technique (Essence 4) ............... 190
Physique ..................................................... 193
Awareness .................................................. 190
Endurance of a Thousand Cuts .................. 193
Meditation on Rivalry ................................ 191 Blade-Cracking Attitude (Upgrade) ..................... 193
Unconquered Sun’s Sight ........................... 191
Glorious Solar Arsenal ............................... 193
Refracted Light Analysis (Upgrade) ...................... 191
Presence ..................................................... 193
Close Combat .............................................. 191
Dissident-Searing Intent ............................ 193
Behemoth-Slaying Attitude ....................... 191
Enemy-Castigating Solar Judgment ..................... 193
Humbaba-Wrestling Prowess .............................. 191
Hypnotic Tongue Technique ...................... 193
Glorious Solar Arsenal ............................... 191
Singular Solar Command (Presence 5, Essence 3) 194
Perfected Shining Summons (Close Combat 3, Suggestion Burned in Light (Presence 5, Essence 5)
Essence 2) ............................................................ 191 ............................................................................. 194
Golden Champion Glory (Close Combat 5, Essence
2) .......................................................................... 191 Ranged Combat .......................................... 194

15
Dazzling Flare ............................................ 194 No Time for Idle Dreaming......................... 197
Righteous Judgment Lance (Upgrade) ................. 194 Rough-Spun Hero Raiment ........................ 197
Stalk Blunts the Sickle ................................ 198
Glorious Solar Arsenal ............................... 194 Towering Redwood Form........................... 198
Observer-Deceiving Attack ........................ 194
Performance ............................................... 198
Mist on Water (Essence 3) ................................... 194
Caller of Wind and Rain ............................. 198
Sagacity....................................................... 194
Presence ..................................................... 198
Healer’s Boundless Grace .......................... 194
Risen Sun Renewal (Sagacity 3)............................ 194
Fieldhand Clarion ....................................... 198
Simple and Resounding Honesty ................ 198
Wyld-Shaping Technique ........................... 194 Sweat and Toil Radiance............................ 198
Wyld Cauldron Technology (Essence 3) ............... 194 This Far and No Further ............................. 198
Stealth ........................................................ 194 Vermin Clearing Shout ............................... 199

King of Thieves Spirit ................................. 194 Navigate ..................................................... 199

Disappearing Miracle Method (Stealth 5, Essence 5) Boundary-Marking Meditation .................. 199


............................................................................. 195 Dream-Shrouded Wilderness (Essence 3) ........... 199
Shroud of Night’s Law ............................... 195 Sister to Aurochs ........................................ 199
Vanishing from Mind’s Eye (Essence 3) ............... 195 Sagacity ...................................................... 199
War ............................................................. 195 Caller of Wind and Rain ............................. 199
Behemoth-Slaying Attitude ....................... 195 Whisper Sown Wisdom .............................. 199
General of the All-Seeing Sun .................... 195
Martial Arts......................................... 199
Shrouded Field of War (War 5, Essence 3)........... 195
Crane Style.................................................. 199
Solar Tactician’s Acumen........................... 195
Empowering Justice Redirection ................ 199
Shelter Under Sun Technique (War 3) ................. 195
Terrestrial ............................................................ 200
Strawmaiden Janest ............................ 195
Fluttering Cry of Warning .......................... 200
Athletics ...................................................... 195 Celestial ............................................................... 200
Ever-Ready Stance ..................................... 195 Crane Form ................................................ 200
Seven League Stride .................................. 195
Celestial ............................................................... 200
Awareness .................................................. 195 Terrestrial ............................................................ 200
Bone-Setter's Discernment ........................ 195 Humbling Enlightenment Commentary ..... 200
Creation-Embracing Gaze .......................... 196 Celestial ............................................................... 200
Stalks Have Eyes ........................................ 196 Terrestrial ............................................................ 200
Taste of Familiar Earth .............................. 196
Ebon Shadow Style ..................................... 200
Strawmaiden's Calling ............................... 196
Nothing but Shadows ................................ 200
Craft ............................................................ 196
Celestial ............................................................... 200
Bone Germinating Seed ............................. 196 Terrestrial ............................................................ 200
Watering Parched Fields ........................... 196
Ebon Shadow Form .................................... 200
Whisper Sown Wisdom.............................. 196
Celestial ............................................................... 201
Embassy ...................................................... 197 Terrestrial ............................................................ 201
Sister to Aurochs ....................................... 197 Throat-Slitting Shadow Strike .................... 201
Physique ..................................................... 197 Celestial ............................................................... 201
Terrestrial ............................................................ 201
Belle of the Bee ......................................... 197
Fieldhand Hefts the Haywain .................... 197 Mantis Style ................................................ 201
Giant-Toppling Spirit ................................. 197 Iron-Arm Block ........................................... 201
Millstone Meteor Technique...................... 197
16
Terrestrial............................................................. 201 Flickering Corona Barrier ........................... 204
Crushing Claw Technique .......................... 201 Lunar .................................................................... 204
Celestial ................................................................ 201 Snow Follows Winter ................................. 204
Mantis Form .............................................. 201 Lunar .................................................................... 205
Celestial ................................................................ 201 The Five Glorious Dragon Styles .......... 205
Terrestrial............................................................. 201
Air Dragon Style .......................................... 205
Unfolding Retribution Strike ...................... 202
Celestial ................................................................ 202
Cloud-Treading Method............................. 205
Terrestrial............................................................. 202 Dragon-Blooded .................................................. 205
Righteous Devil Style .................................. 202 Air Dragon Form ........................................ 205
Blossom of Inevitable Demise .................... 202 Dragon-Blooded .................................................. 205
Solar ..................................................................... 202 Lightning Strike Style ................................. 205
Righteous Devil Form ................................ 202 Dragon-Blooded .................................................. 205
Solar ..................................................................... 202 Wrathful Winds Roar ................................. 205
Burning Judgment Halo ............................. 202 Dragon-Blooded .................................................. 205
Solar ..................................................................... 202 Earth Dragon Style ...................................... 205
Caress of 1,000 Hells ................................. 202 Stillness-of-Stone Strike ............................. 206
Solar ..................................................................... 202 Dragon-Blooded .................................................. 206
Snake Style.................................................. 202 Earth Dragon Form .................................... 206
Serpentine Evasion .................................... 203 Dragon-Blooded .................................................. 206
Celestial ................................................................ 203 Hungry Earth Strike ................................... 206
Terrestrial............................................................. 203
Dragon-Blooded .................................................. 206
Snake Form................................................ 203
Shattering Fist Strike.................................. 206
Celestial ................................................................ 203
Dragon-Blooded .................................................. 206
Terrestrial............................................................. 203

Uncoiling Serpent Aura.............................. 203 Fire Dragon Style ........................................ 206


Celestial ................................................................ 203 Searing Edge Attack................................... 206
Terrestrial............................................................. 203 Dragon-Blooded .................................................. 206
Tiger Style ................................................... 203 Fire Dragon Form....................................... 206
Crimson Leaping Cat Technique ................ 203 Dragon-Blooded .................................................. 206
Celestial ................................................................ 203 Fiery Blade Attack ...................................... 207
Terrestrial............................................................. 203
Dragon-Blooded .................................................. 207
Tiger Form ................................................. 203
Overwhelming Fire Majesty Stance ........... 207
Celestial ................................................................ 204
Terrestrial............................................................. 204 Dragon-Blooded .................................................. 207

Angry Predator Frenzy ............................... 204 Water Dragon Style..................................... 207


Celestial ................................................................ 204 Drowning-in-Blood Technique ................... 207
Terrestrial............................................................. 204
Dragon-Blooded .................................................. 207
White Reaper Style ..................................... 204 Flowing Water Defense ............................. 207
White Reaper Form ................................... 204 Dragon-Blooded .................................................. 207
Lunar .................................................................... 204 Water Dragon Form................................... 207
Bleeding Crescent Strike ............................ 204 Dragon-Blooded .................................................. 207
Lunar .................................................................... 204 Foe-Restraining Whirlpool ......................... 207
17
Dragon-Blooded ................................................... 208 Summoning ................................................ 213
Wood Dragon Style ..................................... 208 Universal Spells........................................... 213
First Circle Spells ......................................... 213
Soul-Marking Strike ................................... 208
Cirrus Skiff ................................................. 213
Dragon-Blooded ................................................... 208
Conjuring the Azure Chariot (Sorcery) ................. 213
Wood Dragon Form ................................... 208
Death of Obsidian Butterflies..................... 214
Dragon-Blooded ................................................... 208
Flight of the Brilliant Raptor (Sorcery) ................. 214
Unbreakable Fascination Exercise ............. 208 Flesh-Sloughing Wave (Necromancy) .................. 214
Dragon-Blooded ................................................... 208 Flying Guillotine ......................................... 214
Soul Mastery ............................................. 208 Hound of the Five Winds ............................ 214
Dragon-Blooded ................................................... 209 Bone Lion (Necromancy) ..................................... 214

Sidereal Styles ..................................... 209 Lightning Spider ......................................... 214


Theft of Memory ........................................ 214
Prismatic Arrangement of Creation Style .... 209
Shade Prison Amulet (Necromancy) .................... 214
Four Magical Materials Form .................... 209
The Violent Opening of Closed Portals ....... 214
Sidereal ................................................................ 209
Second Circle Spells .................................... 215
Soul Fire Shaper Form................................ 209
Cantata of Empty Voices............................ 215
Sidereal ................................................................ 209
Getimian .............................................................. 209 Silenced Whispered Prayers (Necromancy) ........ 215

Games of Divinity Form ............................. 209 Hideous Confusion of Tongues................... 215


Sidereal ................................................................ 210
Ivory Orchid Pavilion .................................. 215
Ivory Razor Mausoleum (Necromancy) ............... 215
Prismatic Arrangement of Creation Form .. 210
Sidereal ................................................................ 210 Shadows of the Forgotten Past .................. 215
Getimian .............................................................. 210 Golden Shadow Frieze (Necromancy) ................. 215

Sorcery and Necromancy ..................... 210 Wheel of the Turning Heavens................... 215
Casting a Spell ............................................. 211 Third Circle Spells........................................ 215
Initiation Charms ........................................ 211 Atrocious Fire Transformation ................... 215
Sorcerous Initiation ................................... 211 Mirage of Protective Shelter ...................... 215
Necromantic Initiation .............................. 211 Mirage of Anguished Shadows (Necromancy)..... 215
Sorcery Shaping Rituals ............................... 211 Rain of Doom ............................................. 215
Bargain with Mara .................................... 211 Blood Monsoon (Necromancy)............................ 216
God-Machine Weaving Engine .................. 212
Ifrit Pact..................................................... 212
Sorcery Spells ...................................... 216
The Jasmine Gems of Mishiko ................... 212 First Circle Spells ......................................... 216
Raksi’s Teachings ...................................... 212 Flames of Unyielding Purity ....................... 216
Soul-Perfecting Elixir ................................. 212 Silent Words of Dreams and Nightmares ... 216
Student of the Heptagram......................... 212 Spoke the Wooden Face ............................ 216
The Talisman of Ten Thousand Eyes .......... 212 Unbreakable Bones of Stone...................... 216
Theanoan Method ..................................... 212 Wood Dragon’s Claw ................................. 216
Wyld Wisdom ............................................ 212
Second Circle Spells .................................... 216
Necromancy Shaping Rituals ....................... 212
Magma Kraken .......................................... 216
Disciple of the Void .................................... 212 Travel Without Distance ............................ 216
Half-Souled ................................................ 212 Unity of Dreams ......................................... 217
Skull Diarist ............................................... 212
Student of the Raiton Academy ................. 212 Third Circle Spells........................................ 217
Wanaasan Exorcist .................................... 213 Chariot of the Blazing Sun ......................... 217
18
Total Annihilation ...................................... 217 Excellency ............................................................ 224
Harmonious Academic Methodology .................. 224
Necromancy Spells .............................. 217 Jade Leaves A Trail ............................................... 224
Judge’s Ear Technique ......................................... 224
First Circle Spells ......................................... 217
Social Qualities .......................................... 224
Door of the Dead ....................................... 217
Academic Network .............................................. 224
Five Gifts ................................................... 217
Asset Freeze......................................................... 224
Raise the Skeletal Horde ............................ 217 Born to Lead ........................................................ 224
Stones Worn Smooth ................................. 218 Call for Backup ..................................................... 224
Trawling the Dark Waters ......................... 218 Did I Authorize This? ............................................ 224
Experienced Commander .................................... 224
Second Circle Spells ..................................... 218 Frontline Leader .................................................. 224
High-Profile .......................................................... 224
Gentle Call of Lethe ................................... 218
Higher Up the Chain ............................................ 224
Shield of Shattering Bones......................... 218 One More Thing ................................................... 225
Slumber of the Wandering Shade .............. 218 Professional Collaboration .................................. 225
Unshakeable ........................................................ 225
Third Circle Spells ........................................ 218
Spirit, Demon, and Ghost Qualities ............ 225
Barless Gate .............................................. 218
Inauspicious Citadel................................... 218 Divine Excellence ................................................. 225
Divine Strike......................................................... 225
Sorcerous Workings ............................. 219 Domain’s Beneficence ......................................... 225
Domain’s Curse .................................................... 225
Ambition ..................................................... 219 Durant Aegis ........................................................ 225
Means ......................................................... 220 Hand of Destiny ................................................... 225
Refinement ................................................. 220 Hurry Home ......................................................... 225
Immaterial ........................................................... 225
Chapter Seven: Antagonists ........... 222 Immortal (Ghost) ................................................. 225
Immortal (God) .................................................... 225
What’s an Antagonist? ........................ 222 Immortal (Demon) ............................................... 225
Measure the Wind ............................................... 225
Using This Section ................................ 222 Nine Terrors Visage ............................................. 226
Antagonists and Players’ Character’s Abilities Principle of Motion .............................................. 226
Ride ...................................................................... 226
................................................................... 222
Building Your Own Antagonist .................... 222 Outnumber Qualities .................................. 226
Extras and Significant Characters .............. 222 Brace Line ............................................................ 226
Deadly Ground..................................................... 226
Roleplaying Social Threats........................... 223 Desperate Assault ................................................ 226
Qualities ..................................................... 223 Formation Attack ................................................. 226
Formation Fighting .............................................. 226
General Qualities ....................................... 223 Harrier ................................................................. 226
Battle Group......................................................... 223 Hammer and Anvil ............................................... 226
Durable (x) ........................................................... 223 Mob Weight ......................................................... 226
Enormous Size ...................................................... 223 More of Us ........................................................... 226
Extra ..................................................................... 223 Opportunistic Threat ........................................... 226
Fierce Counter...................................................... 223 Pathfinders .......................................................... 226
Frenzied Action .................................................... 223 Spear Carriers ...................................................... 226
Furious Dragon’s Ire ............................................. 223 Sworn Guard ........................................................ 226
Heroic ................................................................... 223 Vanguard ............................................................. 226
Legendary Size ..................................................... 223 Supernatural Qualities ................................ 226
Martial Proficiency ............................................... 223
Murderous Blow .................................................. 223 Awe-Inspiring Mien ............................................. 226
Mindless ............................................................... 223 Beguile ................................................................. 226
Significant............................................................. 223 Chilling Touch ...................................................... 226
Spiritual Combat .................................................. 223 Curse of the Dead ................................................ 226
Talismans and Wards ........................................... 223 Elemental ............................................................. 227
Unstoppable......................................................... 224 God-Monster Body .............................................. 227
Well of Rage ......................................................... 224 Elemental Strike................................................... 227
Elemental Vortex ................................................. 227
Exalted Qualities ....................................... 224 Fae Nature ........................................................... 227
Defense Against Anathema.................................. 224 Glamour ............................................................... 227

19
God-Blooded ........................................................ 227 Mortals and Exalts .............................. 233
Greater Recovery ................................................. 227
Immortal (Other).................................................. 227 Agent of the Wyld Hunt .............................. 233
Lethal Ground ...................................................... 227
Living Disaster ...................................................... 227 Variant: Sidereal Assassin .......................... 233
Thousand Deaths Curse ....................................... 227
Aristocrat .................................................... 233
Trail of Carnage .................................................... 227
Trans-sacral Body ................................................. 227 Variant: Abyssal Deathspeaker .................. 233
Virtue-Poison ....................................................... 227
Wave of Carnage .................................................. 227 Champion ................................................... 234
Wyld Shaping ....................................................... 227
Variant: Infernal Vanquisher ..................... 234
Battle Groups ...................................... 228 Savant......................................................... 234
Battle Group Creation ............................... 228 Variant: Solar Historian ............................. 234
Rout Checks ............................................... 228
Mindless Enemies ...................................... 228 Soldier ........................................................ 234
Battle Group Recovery............................... 229 Variant: Young Dynast ............................... 235
Animals ............................................... 229 Sovereign .................................................... 235
Creating Animals ......................................... 229 Variant: Lunar God-Queen......................... 235
Tiny Creature ............................................. 229 Gods and Monsters ............................. 235
Small ......................................................... 229
Behemoth ................................................... 235
Medium ..................................................... 229
Celestial God ............................................... 236
Large ......................................................... 229
Deathlord ................................................... 236
Legendary Size........................................... 229
Variant: Necromancer-King ....................... 236
Animal Qualities.......................................... 229
Blessed Creature .................................................. 229
Demons ...................................................... 237
Familiar ................................................................ 229 Variant: First Circle Demon ........................ 237
Magical ................................................................. 229
Variant: Second Circle Demon ................... 237
Strange Beast ....................................................... 229
Trained ................................................................. 230 Variant: Third Circle Demon....................... 237

Flying ......................................................... 230 Elementals .................................................. 238


Swimming.................................................. 230 Fair Folk ...................................................... 238
Burrowing.................................................. 230 Variant: Imperial Raksha ........................... 238
Working Animals ....................................... 230
Ghost .......................................................... 238
Insects ....................................................... 231
Sneaking .................................................... 231 Variant: Nemissary .................................... 239
Predator Beast .......................................... 231 Variant: War Ghost.................................... 239
Fast Animals .............................................. 231 Walking Dead ............................................. 239
Strange Beasts .......................................... 231
Simple Animal Forms (Lunars) ..................... 232 Chapter Eight: Panoply .................. 240
Barracuda ............................................................. 232 Basic Equipment ................................. 240
Bear ...................................................................... 232
Melee Weapons Stats .......................................... 240
Camel ................................................................... 232
Ranged Weapons Stats ........................................ 240
Cat ........................................................................ 232
Armor Stats .......................................................... 240
Frog ...................................................................... 232
Gorilla ................................................................... 232 Equipment Tags .......................................... 240
Hawk .................................................................... 232
Iguana .................................................................. 232 Artifact ................................................................. 240
Lion ...................................................................... 232 Balanced .............................................................. 240
Mantis .................................................................. 232 Buoyant ............................................................... 240
Rat ........................................................................ 232 Chopping.............................................................. 240
Seal....................................................................... 232 Concealable ......................................................... 240
Spider ................................................................... 232 Defensive ............................................................. 240
Wolf...................................................................... 232 Disarming ............................................................. 240
Flame ................................................................... 240

20
Flexible ................................................................. 240 Midnight Thorn (Artifact 3)........................ 246
Improvised ........................................................... 240
Melee ................................................................... 240 Razor Bloom Barrier ............................................ 246
Mounted .............................................................. 240 Orichalcum Hunting Hawk (Artifact 3) ....... 246
Natural/Worn....................................................... 241
Off-Hand .............................................................. 241 Drifting Hawk Tactics ........................................... 246
One-Handed ......................................................... 241
Paired ................................................................... 241
Shining Ice Mirror (Artifact 3) .................... 246
Piercing ................................................................ 241 Cold Moon Slash .................................................. 246
Pulling .................................................................. 241
Powerful ............................................................... 241 Volcano Cutter (Artifact 5) ......................... 246
Ranged ................................................................. 241 Grand Eruption .................................................... 246
Reaching............................................................... 241 Pregnant Flame Exhumation ............................... 247
Shield ................................................................... 241 Pyroclastic Holocaust Judgment .......................... 247
Smashing .............................................................. 241
Silent .................................................................... 241 Mantle of the First Sorcerer (Artifact 5) ..... 247
Thrown ................................................................. 241
Root of All Spells .................................................. 247
Two-Handed......................................................... 241
By the Stones of Cinnabar ................................... 247
Equipment Examples................................... 241 Mother of Sorcery ............................................... 247

Light Close Combat Weapons .................... 241 Manses and Demesnes........................ 247
Light Ranged Weapons ............................. 241 Places of Power ......................................... 247
Medium Close Combat Weapons .............. 241
Medium Ranged Weapons ........................ 242 Hearthstones .............................................. 248
Heavy Close Combat Weapons .................. 242 The Freedom Stone (Water, Hearthstone 5)
Heavy Ranged Weapons ........................... 242 .................................................................. 248
Customizing Weapons ................................. 242 Rain-Grasping Evasion ......................................... 248

Everyday Wonders .............................. 242 Gem of Omens (Sidereal, Hearthstone 5) .. 248


Artifacts............................................... 243 Unraveled Future................................................. 248

The Magical Materials ................................. 243 Gem of the Wind-Blade (Air, Hearthstone 3)
Lesser Wonders........................................... 243 .................................................................. 248
Ivy-Hilt Gemstone (Wood, Hearthstone 3) . 248
Cache Egg (Artifact 1)................................ 244
Jewel of Swift-Strike (Fire, Hearthstone 3) . 248
Collar of Dawn’s Cleansing Light (Artifact 1)
Lantern-Soul Diamond (Solar, Hearthstone 3)
.................................................................. 244
.................................................................. 248
Eight-Scream Devil Powder (Artifact 1) ..... 244
Life Drain Stone (Abyssal, Hearthstone 3).. 248
Hearthstone Jewelry (Hearthstone, any) ... 244
Root-of-the-Earth Gemstone (Earth,
Silk Armor (Artifact 2) ................................ 244
Hearthstone 3)........................................... 249
Translation Crystal (Artifact 2) .................. 244
Seven Leaping Dragon Stone (Sidereal,
Greater Wonders ........................................ 244 Hearthstone 3)........................................... 249
Devil-Darting Needle (Artifact 3) ............... 244 Twin Crescent Stone (Lunar, Hearthstone 3)
.................................................................. 249
Thread from the Eye ............................................ 244
Fist of Titans (Artifact 3) ............................ 245 Appendix ....................................... 250
Idol-Toppling Shockwave ..................................... 245 Exigents and Custom Charm Creation ......... 250
Charm Adaptation and Modification ........... 250
The Emerald Thurible (Artifact 3) .............. 245
The Talisman of Ten Thousand Eyes (Artifact Modification .............................................. 250
4) ............................................................... 245 New Charm Construction ........................... 250
Astral Meditation ................................................. 245 General Principles of Charm Creation ........ 250
Eye of Crimson Warning ...................................... 245 Comparisons and Benchmarks ............................ 251
Negative Effects and Offensive Actions ............... 251
Flying Silver Dream (Artifact 4).................. 245 Defensive, Protective, and Ongoing Effects ........ 252
Flickering Moonsilver Protector........................... 246
Eternal Moonsilver Champion ............................. 246 Charm Costs............................................... 252
Third Edition Conversion Guide................... 252
21
Converting Characters ............................... 252 Choosing and Converting Charms ....................... 253

Attributes and Abilities ........................................ 252


Merits ................................................................... 253

22
Introduction
Exalted: Essence welcomes new and returning fans of Caste: A category of Celestial Exalted that divides
Exalted alike to the world of Creation. This book opens them by role or aptitude.
the doors to the wonder and majesty of epic heroes Caste Mark: A symbol of power that appears on an
striding across a fantasy world like no other. They tangle Exalt’s brow, noting their classification.
with threats physical, emotional, and structural far Celestial Exalted: One of the Exalted chosen by an
greater than those of everyday mortals. Incarna: Lunars, Sidereals, Solars and their equivalents —
Essence condenses the high-flying action of Exalted Abyssals, Alchemicals, Infernals, and Getimians.
Third Edition into an easily digestible version, so that Charm: The inherent magic of the Exalted, powered
Storytellers can guide new players on their first steps by Essence.
towards incredible adventures. Its pages provide a Creation: The world of Exalted — an enormous flat
general overview of Creation — Exalted’s unique setting plane inspired by a variety of real-world cultures.
— alongside rules for playing all ten Exalt types, a Daiklave (DY-klayv): An artifact sword.
simplified ruleset, Storytelling advice, and a roll of Deathlords: Ancient ghosts possessing enormous
customizable antagonist templates. It’s everything a power. They hold dominion in the
Storyteller needs to get started in one book. Underworld.
This book is compatible with Exalted Third Edition Demesne (di-MAYN): A place of raw magical power.
and all of its subsidiary books. Consider it a companion Can become a manse and may produce a hearthstone.
and supplement — a starting block for myriad chronicles. Demon: A creature who resides in Malfeas.
Dynast: A member of the Scarlet Dynasty, often
This Book at a Glance Exalted.
Elemental: Spirits of the natural world, make of
Chapter 1: Welcome to Creation explains the history
Creation’s five elements. They are physical beings.
of the world, its current state of affairs, and dozens of
Essence: The power that makes up Creation and fuels
places for characters to draw their origins. It also covers
its magic.
all the magical realms surrounding Creation.
Evocation: Unique Charms unlocked by having an
Chapter 2: The Exalted explains the ten playable Exalt
artifact.
types and provides the rules for using them in games.
Exalted: Humans empowered by Essence to defeat
Chapter 3: Character Creation provides a detailed
the makers of the world. Also called the Chosen. There
explanation for building an Exalted character.
are ten types of Exalted: Abyssals, Alchemicals, Dragon-
Chapter 4: Core Rules contains the basic rules for
Blooded, Exigents, Getimians, Infernals, Liminals,
playing the game.
Lunars, Sidereals and Solars.
Chapter 5: Storytelling includes all the advice new
Exaltation: The process by which a human becomes
and returning Storytellers need for running games of
Exalted. Usually, a heroic triumph or a moment of
Exalted: Essence.
extreme duress.
Chapter 6: Charms and Sorcery details all the magic
Fair Folk: Intelligent monsters that live in the wyld.
accessible to the Exalted.
Five Maidens: The Incarnae of the stars: Mercury,
Chapter 7: Antagonists covers the threats Exalted
Maiden of Journeys; Venus, Maiden of Serenity; Mars,
characters may face in a campaign.
Maiden of Battles; Jupiter, Maiden of Secrets; Saturn,
Chapter 8: Panoply is a listing of equipment, gear, and
Maiden of Endings. Patrons of the Sidereal Exalted.
wonders for Exalted characters to use.
Ghost: The soul of a being. Humans have a higher soul
Appendix: This includes information on making
and a lower soul, both of which can be different kinds of
custom material as well as converting characters to and
ghosts.
from Exalted Third Edition.
God: A spirit with a role in Yu Shan. Often a god of a
place (such as a river god) or something bigger, like a
Lexicon directional war god. Immaterial beings.
Age of Sorrows: The current time period in which the Great Curse: An ancient curse levied on the Exalted
game is set. Also called the Second Age. Anathema: A for their defiance against the makers of the world.
derogatory term for any non-Dragon-Blooded Exalt. Hearthstone: A magical gem created by a demense or
Anima: The display of divine power caused by Exalted manse.
using Essence. Immaculate Order: The dominant world religion that
Artifact: An item of great magical power. Often controls the worship of spirits and declares any non-
weapons. Dragon-Blooded Exalted anathema.
Aspect: An elemental alignment used to categorize Incarna: The gods who rule in Yu Shan, and rebelled
Terrestrial Exalted such as Liminals and Dragon-Blooded. against their makers: The Unconquered Sun, Luna, and
the Five Maidens.
23
Magical materials: Magical metals or stone from Spirit: Any being made of Essence not otherwise
which artifacts are made. categorized.
Malfeas: Hell. The twisted bodies of the defeated Underworld: The realm of the dead. Home of ghosts
titans who made the world. Residence of demons. and ruled by Deathlords.
Manse: A demense transformed into a livable, magical Will: The power to shape sorcery. Requires rituals to
fortress, base, or residence. Produces a hearthstone. attain.
Mote: The smallest unit of Essence. Charms have a Wyld: The formless chaos surrounding Creation.
cost in motes. Home of the Fair Folk.
Scarlet Dynasty: The ruling empire in the Age of Wyld Hunt: An institution of the Immaculate Order
Sorrows, made up of Dragon-Blooded. Founded by the dedicated to the eradication of anathema.
Scarlet Empress. Yozi: A name for the defeated titans who reside in
Shadowland: A liminal place where the Underworld Malfeas.
bleeds into Creation. Yu-Shan: Heaven. Home of the Celestial Bureaucracy,
Sorcery: World-shaping magic, capable of vast, which assigns jobs and roles to gods.
enduring feats. Requires Will.

24
Chapter One: Welcome to Creation
This chapter is a gazetteer for Creation, Exalted’s do, read Chapter 2.
unique setting. It gives an overview of its history, as well
as key locations in which Storytellers may want to set The Army of the Chosen
their games. The first Exalted were made in service of a war,
each with their part to play. The numerous Dragon-
The World and Its Making Blooded, Chosen of the Five Elemental Dragons,
would fill the ranks of this army. The clear-eyed
Creation is a world of epic passions, heroism, and Sidereals, Chosen of the Maidens of Fate, would
betrayal. It is the stage for the legends of the Exalted — strategize and advise. The infinitely adaptable Lunars,
mortals raised up and granted phenomenal power as the Chosen of Luna, would flit from opportunity to
chosen of the gods. It is a world of miracles, where opportunity as irregulars and saboteurs. The Solars,
countless gods, elementals, and other spirits dwell Chosen of the Unconquered Sun, would lead them all
alongside mortals, overseeing the world’s natural — whether from the pulpit or the vanguard.
order…or using their power to extort wealth, service, and
worship. It is a place where mortal kingdoms rise and fall, The First Age
drawing strength from stolen magic, wealth, labor, and
human cunning. Though created for war, the Exalted are not just
The Exalted stand between the worlds of spirit and warriors. They are priests and god-kings, whose words
mortal. For all their power, the Exalted are undeniably can inspire and uplift millions or calm the fiercest battle.
human, subject to all the joys and pains that humanity They are sages and sorcerers, capable of building palaces
brings with it. With their heroism and villainy, they may of living glass and raising entire cities into the sky. They
save Creation from its many enemies, or see it utterly are spies and saboteurs, thieves and tricksters — the
destroyed. living embodiments of cunning and secrecy. They are
emissaries between the world of mortal and spirit,
Origin of the Exalted peacemakers and lawgivers whose light can guide
empires to greatness or ruin.
The Exalted are the Chosen of the gods, imbued with With these seemingly infinite talents, the Exalted built
a fragment of their divine patron’s own Essence. This an era of splendor known as the First Age. It was a time
power — the gift of Exaltation — magnifies their talents of beauty and bounty as the Exalted tamed the wild land
many times over and grants them miraculous abilities to of Creation and brought all mortalkind under their
rival and even surpass the gods. Each Exalt is the heir of a protection. For thousands of years, the Exalted ruled over
grand and terrible legacy left by the Exalted of ages past, the world from their paradise-city of Meru, showering
but each also has the freedom to write their own legend those in their domains with the gifts of long life, security,
upon the world. and comfort. This was an age for poets and dreamers,
The Exalted were created in an act of rebellion. The savants and sorcerers; from their palaces, the Exalted
greatest of the gods sought to overthrow their creators, created breathtaking art and impossible artifice to enrich
for these ancient titans were cruel, capricious, and and transform Creation.
dangerous to the very world they had made. Creation Beneath the shimmer of the First Age, however, a
was a plaything to them, and the lives of all the creatures ravening darkness crept slowly into the hearts of the
in the world were pieces in their games, to be discarded Exalted. The time of wonders was also a time of deceit
or destroyed on a whim. Because the gods were bound and pride, vanity and bravado, excess and abandon.
not to harm their titanic creators, they instead gifted
their power to mortal heroes who became the first The Great Curse
Exalts.
This was the Divine Revolution, wherein the Exalted In the last days of the Divine Revolution, the ancients
and their armies overthrew the titans. In battles that planted the seeds of their revenge. With their dying
leveled mountains and drained seas, the Exalted breaths, those who were slain in the rebellion levied a
managed the unthinkable by slaying their otherwise- powerful curse upon the gods — one that rebounded on
immortal foes. For fear of death and the Exalted who their Exalted instead. This Great Curse exists in every
brought it, the surviving titans were sealed away in an Exalt, tempting them to give into wickedness and indulge
unbreakable prison for all eternity. At the end of the their vices, to conquer and corrupt, to vent their rage on
revolution, the gods took their masters’ place in Heaven the world and its people. In the halcyon days of the First
and rewarded their Exalted champions with dominion Age, the Great Curse stoked paranoia and mistrust,
over all Creation. fueled an unquenchable thirst for conquest, and made
To learn about who the Exalted are and what they can the Exalted callous to the needs of mere mortals.

25
As the god-kings of the First Age, the curse took its their home throughout Creation, but none is so vast or so
heaviest toll on the Solar Exalted. It drove them to feats powerful as the Realm. It spans the length and breadth of
of rage, domination, and pride as they imposed their the Blessed Isle, a land of unmatched bounty and
burning will upon a world that had no defense against security. From there, its reach extends throughout the
them. In the throes of the Great Curse, the Solars of the four directions of Creation through satrapies and vassal-
First Age might smite their enemies with merciless states that pay tribute to the Realm for the privilege of
sorcery, cast aside those they loved and trusted, or strike their continued existence. Even those kingdoms beyond
desperate bargains for power and knowledge with its rule are not beyond its influence, for the Realm holds
Creation’s deadliest enemies. massive military and economic might which it uses to
The cruel truth of the Great Curse is that despite its crush rivals, upstarts, and rebels.
power and impact, it remains a secret. Although its For more than seven hundred years, the Realm has
effects are still felt to this day in the hubris of the been governed by its Empress and her Great Houses, the
Exalted, none know that the agonies so common to powerful clans descended from her consorts and favored
Exalted of every kind are anything more than human children. The word of the Empress is law throughout her
frailty. empire, giving her the power to topple nations and shape
the fortunes of millions to suit her will. She has ruled her
The Second Age Realm for centuries, pitting its many powers against one
another for her favor to ensure that none could amass
For fear of Solar cruelty and excess, the Dragon-
the strength needed to challenge her authority.
Blooded — guided in secret by the Sidereals — rose up
But now the Scarlet Empress has disappeared.
against their lieges in a massacre known as the
None know where she has gone, or if she still lives. A
Usurpation. Before the Solar Exaltations could empower
tenuous peace has existed between the Great Houses as
their next incarnations, they were sealed away, lost to
they size one another up, ready to seize the throne if the
the world for millennia. A handful of Solars escaped this
opportunity arises. The Realm, long the greatest power
binding only to find themselves Creation’s greatest
of Creation, now stands at the edge of a civil war — one
fugitives, hunted across centuries and incarnations by the
that threatens the strength and stability of the Dragon-
Dragon-Blooded and Sidereals. The First Age ended as it
Blooded empire.
began, with betrayal and bloodshed.
In the wake of the Usurpation, the Dragon-Blooded
claimed dominion over the world. The Lunar Exalted
The Return of the Solars
withdrew to the four directions of Creation and built With Creation at the brink of disaster, a new age of
empires of their own, drawing a line in the sand which heroes has begun. For the first time since the Usurpation,
the Dragon-Blooded could not cross. The Sidereals an eclipse darkened the midday sky. The Solar Exalted
retreated to Heaven, using a forbidden magic to conceal have begun to incarnate en masse, freed from whatever
their involvement in the Usurpation. Thus began the prison kept them locked away. This new generation of
Second Age. Solar Exalted carry the light of hope into Creation,
It was a time of conquest and consolidation. The bringing with them the promise of a First Age reborn.
Lunars made war on the Dragon-Blooded from without; But the Solars did not return to Creation alone. In the
internal strife haunted them from within. The great dark heart of the Underworld, ancient ghost-kings known
wonders of the First Age fell to sabotage or disrepair. as the Deathlords have lifted up mortal champions as the
Without their Solar creators to tend to them, Creation’s Abyssal Exalted. In the prison-city of Malfeas, the demon
defenses began to falter. Into this dark and bloody time princes have anointed their own Infernal Exalted, filled
came the Great Contagion, a plague so deadly that it with the fury of hell itself. Both were crafted from the
killed nine in every ten. People and animals died by the stolen Solar Exaltations, corrupted to serve their new,
millions and entire cities were transformed into open sinister purposes.
graves. Creation will not welcome the return of the Solars and
Invasion followed the Great Contagion. The princes of the rise of their wicked cousins. For millennia, the
chaos rode into Creation from their Wyld strongholds, Immaculate Faith of the Dragon-Blooded have
preying on the disease’s survivors without mercy. demonized all other Exalted as Anathema — heretics
Creation survived only by the iron will of a humble who steal power from the gods. Bands of Dragon-
Dragon-Blooded officer. She seized control of ancient Blooded warriors, wise Immaculate monks, and seasoned
weapons laid down in the First Age and, with their soldiers track down and slay Anathema in a tradition
terrible power, banished the invaders back to the Wyld. known as the Wyld Hunt. Even in its current state, the
In the wake of her victory, she crowned herself the Realm and its nobles hold fast to this tradition, for they
Scarlet Empress and founded her Realm. know a single rogue Exalt can alter the destiny of entire
nations.
The Realm and Its Reach
Thousands of kingdoms, tribes, and city-states make
The Time of Tumult
26
The Realm’s instability has created countless Battles; Jupiter, Maiden of Secrets; and Saturn,
opportunities for enterprising merchant-princes and Maiden of Endings. Patrons of the Sidereal Exalted,
warlords to extend their influence. Rogue gods once they serve as the overseers of fate and destiny, of
cowed into submission by the Dragon- Blooded now rule what will and must come to pass. They keep their own
openly over mortals or extort worship from them in counsel on these matters, preferring instead to gently
defiance of the laws of heaven and the Realm alike. alter the destinies of others with chance encounters
Exalted heroes of every stripe are seizing the opportunity and unintuitive quests.
to build power and prestige: Lunar heroes ready their Considered by some to be the sixth Maiden, Luna
nations for war, Sidereal powerbrokers work to mend the is a force all her own, goddess of night, luck,
world’s increasingly snarled fate, and newly Exalted iconoclasm, and change. A trickster, she ventures
Solars take their first steps into a world that will shake at forth from Heaven more than any other, though every
their passing. Incarna has mastered the trick of being many places
This is Creation as it stands today: a land where at once. Every Lunar Exalted is personally greeted by
ancient wonders slumber, calling out to their long-lost the goddess, welcoming them into the ranks of her
masters from secret caches and dusty tombs. It is a place Chosen.
where the greatest empire in the world, one built on The Unconquered Sun is greatest of the Incarnae,
betrayal and slaughter, teeters at the edge of a bloody the god of virtue and will, war and enlightenment, and
war between kin. It is an age of sorrow and struggle, supreme excellence. He is the King of Heaven, the
where the return of the Solar Exalted may rekindle the patron of the Solar Exalted, and holds the Exigence,
light of hope in Exalted heroes across the world or doom the divine flame that allows lesser gods to Exalt their
all life to an era of unending tragedy. own champions. In the waning days of the First Age,
his Chosen offended him, and he turned his face from
Unwritten Histories and Their Creation as they were killed. Now, he has turned his
face back.
Heroes The Five Elemental Dragons are not accorded
The Solars, Lunars, Sidereals, and Dragon-Blooded among the ranks of the Incarnae, nor are they
were made to fight the Divine Revolution, but other properly gods, though as the foremost children of
Exalted have been created in the ages since. All have Gaia, titan of creation, they are considered peers.
made their mark on Creation’s history, great or small — Patrons of the Dragon-Blooded, they imbued the
though often in mysterious, subtle, or hidden ways. blood of their champions with the power of perpetual
The Exigents, champions chosen by lesser gods Exaltation. The Immaculate Order venerates the
throughout Creation, have always been as varied as their Elemental Dragons as the Immaculate Dragons, the
patrons, allying themselves with other Exalted or forging apotheosis of spiritual development and the lords of
their own legends throughout both the First and Second Creation. The Immaculate Dragons are Mela (Air),
Age. Since the return of the Solars, the ranks of the Pasiap (Earth), Hesiesh (Fire), Daana’d (Water), and
Exigents have swelled as gods the world over capitalize Sextes Jylis (Wood). After the Divine Revolution, the
on this moment of unrivaled potential. The enigmatic Dragons retreated to the Elemental Poles at the
Liminals first emerged from the Underworld in the distant corners of Creation, to slumber and reinforce
Second Age to enforce the laws of death, obscuring their the world. Gaia herself has largely left Creation,
exploits from the eyes of the living. A scattering of though a fragment of the titan remains behind to
Alchemical Exalts have been active throughout Creation’s romance Luna as a consort.
history in legends of holy automata made from clay and
clad in the six magical materials, though their origins as
the Chosen of the Great Maker are unknown to all but
Places in Creation
the most devoted sages. Finally, the seemingly No volume could contain all the lands and wonders of
inexplicable Getimians have fought a guerrilla war Creation. As a flat world, Creation is more than nine
against Heaven for 50 years, working to undermine the thousand miles from its center to the periphery as
Sidereals and gods alike. defined by the five Elemental Poles. Each cardinal
direction shows the influence of the dominant Pole
The Ranks of the Incarnae through climate, geography, and elemental phenomena.
The leaders of the Divine Revolution and patrons of The shifting balance between the Poles drives Creation’s
the Exalted rest in Yu-Shan, the heavenly city, ruling all seasons.
Creation and eternally enjoying the spoils of their victory. Use these examples to inspire adventure rather than
There are hundreds of thousands of lesser gods who considering them a complete depiction of Creation.
serve under the Most High with portfolios great and While more information about many of these places is
small. available in other publications, let your imagination run
The Five Maidens are Mercury, Maiden of wild and make Creation your own.
Journeys; Venus, Maiden of Serenity; Mars, Maiden of
27
other players in your group. Exalted aspires to be
The Center inclusive and welcoming to all people. Talk with your
Creation’s center is the Blessed Isle, once home to the group before portraying slavery at the gaming table
Exalted Host and to the gods before them. Now the and consider whether this topic falls behind your Lines
island continent is the seat of the Realm and home to the and Veils.
Dragon-Blooded Exalted of the Scarlet Dynasty that rule Reliance on enslaved people for labor, whether
Creation’s largest Empire. The Pole of Earth rises as a war captives, indentured criminals, or generational
massive mountain that anchors Creation on the endless captives, is present in some form across much of
sea of the Wyld. The Pole stabilizes the influence of the Creation, especially in the South and West. Observing
other elements and grants most of the Isle a mild climate the human costs of exploitative hierarchy and
that supports bountiful harvests. rejecting oppressive systems are part of Exalted’s
themes. Revolutionary reform movements exist
The Realm across Creation and supporting abolition is an
The Realm is Creation’s largest empire, ruling the appropriate player’s character’s motivation. Stories in
Blessed Isle and exerting their might against the lands of Exalted should never glorify slavery.
the Threshold ringing the Inner Sea. The Realm sends
Dragon-Blooded to direct local governance and Inspirations
perpetuate the flow of wealth, soldiers, and slaves for Much like Qin Dynasty China, the Realm served
the Realm’s benefits. one ruler in a legalistic system, and without her
Any who oppose exploitation face the might of the institutions vie for dominance and struggle to
Realm’s legions. The Scarlet Empress built the Realm in continue in any meaningful way. The Realm’s reach
the wake of the Shogunate’s — the former system of and politicking are much like early Imperial Rome, as
Dragon-Blooded rule — collapse, solidifying her control is their martial character and sense of civic virtue. The
through the Scarlet Dynasty, her extended family by satrapial system used by the Scarlet Dynasty to
descent, adoption, and marriage. control much of the world is like that of Achaemenid
The Immaculate Order, the official religion of the Persia.
Realm, preaches the doctrine of the Perfected Hierarchy,
which places the Dragon-Blooded, especially those of the Great Houses of the Scarlet Dynasty
Scarlet Dynasty, at the pinnacle of society. Mortals serve Each named for one of the Empress’ children,
according to their lot in life to achieve elevation through consorts, or allies, the Great Houses are sprawling clans
reincarnation. The gods receive worship and reverence in that serve the Realm and advance their own interest. The
proper measure and must refrain from intervention in Empress set the Great Houses to oppose each other,
mortal affairs. Those who defy the Immaculate Order, leaving her dominance unchallenged as the rest of the
especially the Solar and Lunar Exalted, face Dynasty competed for her favor. The history of fierce
extermination from the Wyld Hunt led by Immaculate rivalry has left the Dragon-Blooded ready to tear each
monks wielding powerful elemental martial arts. Through other apart to claim power.
the Immaculate Order, the Sidereal Bronze Faction lends With a culture of military discipline, House Cathak is
their aid and guidance to the Realm. the mightiest Great House. The younger members of the
Five years ago, the Scarlet Empress disappeared. house have adopted the personal piety of their matriarch
Without her guiding hand or a clear heir, the Realm Cathak Cainan. He has pledged to support the rightful
began slowly coming apart. The bicameral Deliberative claimant to the Throne, making his house a key ally or
now reigns by decree through a weak regent. But the enemy to any would-be Empress.
Deliberative is an advisory assembly and forum for Glamorous even among their peers, House Cynis
debate more than an effective ruling council and wields rumor, blackmail, poison, and hedonistic excess as
meaningful legislation is stymied by factionalism. Their political weapons. They are masters of the Realm’s slave
most radical decision was to disband the Imperial Legions trade and control the markets for illicit substances.
and divide their power among the Great Houses so no House Iselsi is the remnant of a Great House struck
one commander could claim the Throne alone through from the records after betraying the Empress. Its
force of arms. The Realm’s bureaucracy, called the members pursue revenge against the other houses for
Thousand Scales, struggles with overlapping departments the indignities done to them.
competing for resources and authority without the Unique among the houses, House Ledaal refuses to
Empress’ guidance. focus on the politics of the race for the Throne, instead
continuing their Shadow Crusade against Anathema
Slavery in Creation corruption, whether found in the Realm or in the
The enslavement and mass exploitation of people Threshold.
is one of the great evils in the world. With any Driven by their devout matriarch, House Mnemon
discussion or portrayal of slavery at your table, the maintains close ties to the Immaculate Order. Mnemon is
most important consideration is the feelings of the the oldest surviving daughter of the Scarlet Empress and

28
the self-proclaimed heir apparent. Renowned as philosophers, and freethinkers from across the Realm.
architects for the manses, temples, and public works of The port teems with Southern traders and everything
the Realm, many Mnemon scions travel broadly and from cuisine to architecture displays Southern influence.
incorporate foreign styles in their work. Dragon-Blooded visit Arjuf seeking specialized teachers
House Nellens bears the name of one of the Empress’ or guides to the South. House Ledaal’s recent dismissal of
mortal consorts, which the other houses use as an insult the elected governor and the appointment of a Ledaal
against them. Their strong position within the Thousand scion to the position foments resentment among the
Scales and careful cultivation of minor business ventures independent-minded populous.
and alliances maintain the House’s wealth and power. Bittern’s dockyards support the Imperial Navy under
House Peleps controls the might of the Imperial Navy. House Peleps. After decades of urban decay, the city
They have a strong presence in the West, where they grows once again fed by the plunder of the West. The
may have the opportunity to build a new empire. The dragon’s share flows to the city’s corrupt governor and
people of the Realm see them as dashing, romantic, and her cronies. Beneath the city, sea caves and catacombs
heroic, and they have a reputation for fair dealing. conceal smugglers, discontents, and old magic. Facing the
Ostensibly the bankers to the Realm, House Ragara city atop the jagged Isle of Wrack, the finger- like towers
lords its wealth over the other houses. They will do of the Hand of Daana’d serve as the seat of House Peleps.
anything to claim power in the Realm, including turning
to heretical sorceries and blasphemous artifacts. Untamed Wilds
Despite their powerful military, House Sesus relies on Rugged mountains, bleak deserts, and impenetrable
spies, saboteurs, assassins, and intrigue to secure their forests resist the Realm’s taming efforts.
position in the Realm and advance their claim to the The Dragon-Blooded call the Pole of Earth the
Throne. Imperial Mountain. Miles tall, the mountain is visible
While their Legions were shattered in battle against from anywhere on the Blessed Isle, even if only as a
the Anathema warlord, the Bull of the North, House silhouette on the horizon. Wild beasts, mountain spirits,
Tepet maintains their ancient military tradition and ethos and mad gods roam the slopes where few venture.
of excellence. They will not forgive the other houses that Remains of ancient cities high on the mountain promise
failed to stand with them. lost wonders to any who finds these relics and survives.
House V’neef is young and dynamic, formed around a Sorcery once made the Tarpan Wastes lush and
favored daughter of the Empress, her family, and outcast fertile, but those days have passed and the life- bringing
Dragon-Blooded adopted by V’neef. They hold great lakes and rivers of the region are disappearing into the
wealth through control of the Realm’s Merchant fleet. dry earth. Ghosts linger in abandoned towns, forgotten
With the ire of some of the other claimants, the Throne gods wander the desolate landscape, and treasure
may be their only path to survival. hunters seek abandoned ruins. The ongoing changes and
appearance of new spirits and elementals have disrupted
The Blessed Isle the local spirit courts and Immaculate monks monitor the
gods of the region to ensure compliance with Immaculate
The Blessed Isle is populous and prosperous. The doctrine.
Dragon-Blooded reap the wealth of the land. Ancient Adventurous Dragon-Blooded test themselves against
ruins, untamed wilderness, and undiscovered treasures the monsters of the Eseon Forest. Tales of an ancient
lay scattered across the continent. Demons remain manse at the heart of the forest draw explorers, but the
bound from the Realm Before, ghosts haunt old path to find it remains unmapped. The forest weaves
battlefields, and Fair Folk lurk in hidden places. illusions of branch and shade. Fair Folk occasionally ride
forth to hunt the mortals who live too close to the wood.
Cities of the Realm
The Blessed Isle’s cities support the economic, Dragon-Blooded Beyond the Realm
military, and cultural might of the Realm and serve as The Seventh Legion of Lookshy is a remnant of the
seats for the Great Houses. Shogunate. Their militarized society honors orders
As the political, economic, and administrative heart of received centuries ago to defend the Scavenger Lands.
the Realm, the Imperial City grew vast and unplanned They have resisted the Realm’s intrusions with
beyond its humble beginning as war camps ringing the Dragon-Blooded might and a dwindling arsenal of First
Imperial Manse. Grand edifices house the Deliberative, Age artifacts.
the bulk of the Thousand Scales, and representatives of Clans Burano and Ophris, once Great Houses,
the Great Houses. Embassies from the Threshold, trade alternate rule over the Empire of Prasad. From their
houses, Immaculate temples, Legion barracks, and capital in Kamthahar, they extend their reign to
tenements for artisans, entertainers, and laborers fill the control the wealth and lands around the Dreaming
sprawling city. With the Empress’ disappearance, the Sea. The Pure Way, a heretical local sect of the
veiled struggles in the city become sharper conflicts as Immaculate Philosophy, calls for the worship of the
the Great Houses hone their knives in the shadows. Dragon-Blooded as divine.
The free city Arjuf is a haven for savants, artists,
29
Courted by the Realm and mortal kingdoms, indigenous languages along with Gaelic or
outcaste Dragon-Blooded are the face of heroism Scandinavian names. With so much diversity in the
across Creation. Some outcastes organize as families, East, names vary wildly and can come from any
like the Wanasaan exorcists who battle ghosts in the source, but East Asian, Eastern European, and
North, or syndicates, like the Seven Storms descriptive sobriquets are the most common. In the
Brotherhood of bandit lords in the Southeast. The Far East, Nahautl, Quecha, and Spanish offer
Realm invites outcasts, sometimes called lost eggs, to additional naming conventions. Names in the South
serve as soldiers or monks. may come from Arabic, Yoruban, or Amharic
languages. While the islands of the West have a
Character Concepts variety of sources, Chinese, Korean, Japanese,
Their relation to the Dynasty defines Dragon-Blooded Vietnamese, and Polynesian names remain common
characters, whether as members of the Great Houses or inspirations.
Lost Eggs. The Immaculate Order views Exigents as
potential servants of the Perfected Hierarchy, while The North
looking at Liminals with wary suspicion, and allowing
Sidereals to operate covertly and beneath the notice of Long winters, meager harvests, and a myriad of
most of the Realm. Other Exalted have no clear place in threats offer bleak prospects to the people of the North.
the Realm and are often deemed Anathema — targets of Overlords who offer protection reap wealth from their
the Wyld Hunt. labors. Between the bastions of civilization, harsh
The people of the Blessed Isle have dark hair and eyes wilderness and deep snows hide lost wonders of the First
and a range of light brown skin tones. With their Age, hungry ghosts, and Fair Folk. The cold of the Pole of
eagerness to adopt foreign Dragon-Blooded, the ruling Air dominates, with harsh winters, frozen tundra, and
class of the dynasty are extremely diverse. Cities are glacial expanses dissolving in the churning sky beyond
cosmopolitan with a mix of people drawn from across the edge of Creation.
Creation.
Whitewall
Archetypes Whitewall is a city beset by the Fair Folk and the dead.
Warrior: Dueling Master, Imperial Navy Captain, Massive walls of grey marble ring the city. Multistory
Legion Deserter, Wyld Hunt Monk houses, workshops, public baths, and other buildings,
Priest: Deliberative Orator, Dynasty Gala Planner, mostly built from the same material, fill the available
Immaculate Monk, Rebel Firebrand space, leaving narrow streets. A ghost-haunted
Savant: Artifact Smith, Geomancer, Heptagram shadowland lies to the southeast and stag-horned Fair
Sorcerer, Heretic Demon-Summoner Folk hunt mortals when the ever-shifting bordermarches
Criminal: Black Market Smuggler, Coastal Pirate, Fixer draw close. On the rocky taiga, Whitewall offers the only
for the Dynasty, Foreign Agent, Great House Spy sure protection and by Northern standards, the city is a
Broker: Legion Quartermaster, Matchmaker, Satrapial teeming metropolis. Every year, desperate people
Advisor, Thousand Scales Minister indenture themselves to claim residence, safety, and a
chance to prosper. Laborers work the meager fields or
Names in Creation mine valuable ores from the mountains. Metalworkers
A name helps root characters in Creation. Each hone their craft, trading their finest work southward.
direction presents possible inspirations for names to Ennobled margraves grow wealthy from their work.
serve as a starting point, but that should not limit your The might of the Syndics, three mysterious gods of ice
imagination. Creation has a long history of cultural and silver who rule the city, protects Whitewall. Their
exchange and movement, so you can find any kind of blessings infuse the walls, visible as a faint glow in the
name in any corner of the world and people often night. Their protection extends to the Trade Road that
blend names from multiple cultures. Another connects Whitewall to Creation. Those who remain on
common practice is the use of sobriquets, whether the road are safe from predation. The Fair Folk and the
heroic, ironic, or aspirational. Examples include hungry dead snatch the unwary who step off the road.
Harmonious Jade, Righteous Endeavor, Smiling Lark, But these bargains for protection come at a price; the
and Seven Devil Clever. Many Exalted adopt a new Syndics cast out two dozen mortals, usually criminals,
name after their Exaltation. annually to sate the appetites of ghost and Fair Folk.
On the Blessed Isle, typical names among the Whitewallers view newcomers with suspicion,
Dynasty are two to three syllables alternating especially those who arrive without introduction — they
between consonant and vowel sounds, such as Ejava, could be monsters trying to enter the city. While the
Oban, or Sarissa. walls keep out most threats, Raksha or dead horrors gain
Commoner names tend to take after natural entry through tricks, illusions, or dark dealings. However,
objects, such as Emerald or Wind, or a descriptive the city values outsiders who prove their worth slaying
sobriquet, such as Crow the Boy or No Legs. Northern monsters and honors them with feasts and rowdy
names draw inspiration from North American
30
celebration. Like many Northern cities, Whitewall’s Hanging Gardens of Babylon, while the Three Temples
remote location and harsh landscape place it beyond the evoke the “great three” Gelug monasteries (Ganden,
reach of Realm control, but the Syndics maintain friendly Sera, and Drepung) of Tibetan Buddhism.
relations with the Realm.
The Icewalker Tribes
Inspirations The Icewalkers eschew the comforts of settled life and
Stylistically, the Kievan Rus and Slavic fairy tales endure even the harshest winters following the
offer inspiration for the people and culture of migrations of mammoth, elk, reindeer, and other
Whitewall, living in the shadow of the Wyld and Northern beasts. When the herds settle, they dwell in
possessed of a dark and fatalistic sense of humor. The collapsible hide-covered huts, which they bury in snow
Imperial free cities of the Holy Roman Empire provide for additional insulation. The Icewalkers trade with
aesthetic ideas for the city itself. settled folk but in lean times, they turn to raiding, leaving
behind only corpses and severed heads. Even in the
Gethamane harshest of times, the Icewalkers have strict taboos
Centuries ago, the god-blooded champion Bethan against cannibalism.
andthe ancestors of Gethamane’s people discovered the The Solar warlord called the Bull of North brings
empty mountain city. Massive carved halls and grand change to the Icewalkers. Under his leadership, dozens of
domed chambers lit by glowing crystal offered refuge tribes united for conquest, pushing southward from their
from the dangers of the North. Ornate carvings of traditional lands. The Bull’s victory against the House
strange plants and animals decorated the walls. As they Tepet legions underscores the Icewalker threat in the
explored, they discovered a wonder that would ensure eyes of their neighbors. But the cost of victory brought
their survival: the Sunken Gardens, where edible moss the conquest to a standstill while the Bull — and his
and fungi grew beneath glowing crystal panels. They now makeshift army — recover.
inter their dead in the gardens to fuel growth of the life-
sustaining food. Inspirations
Walls of wood and leather subdivide the hewn Nomadic peoples, like the Mongols or Sámi, offer
caverns into suitable living spaces. Clothing is austere and inspiration for the Icewalkers. As the capital of the
practical. Brightly colored decorations appear only in Bull’s nascent empire, early Khanbaliq provides a
private spaces. Social clubs meet in public chambers. The model for Plenilune. The Mongol Empire and Yuan
mercenary fighters of the Janissary Vault meet in a series Dynasty of China offer some ideas of the divisions of
of vaulted caves of the same name. The savants of the the Bull’s empire. The Hanseatic League is a good
Philosophy Cell meet for debate in a single small basis for the Saltspire League.
chamber. The heirs of Bethan, by blood or adoption, are
the hereditary rulers of the city. Intelligencers report Plenilune, seized in conquest, serves as the capital for
important happenings to the city’s rulers. the Bull’s empire. The city sprawls on the banks of the
The Three Temples, massive jewel-encrusted River of Tears, which flows out of the White Sea, driven
chambers near the mountain peak, induce vivid dreams by ancient sorcery. Towering above the river, the last
for those who sleep within. A few take up residence remaining saltspire manse desalinates the seawater.
within the temples, compelled by their dreams to create After the shock of conquest, the barons were initially
temporary geometric forms using bright inks, colorful pleased with the economic vigor the new empire brought
sands, and droplets of their own blood. Occasionally, the their city. Now, they begin to push back against the Bull’s
dreams induce mad terror that cannot be quelled until ever-increasing taxes. The barons quietly stoke the rising
the afflicted departs Gethamane. tensions between the Icewalkers and the deeply
Beneath the city, slick rounded tunnels descend traditional people of Plenilune. The Bull’s rule now unites
unmapped into the darkness. Horrors dwell in the the cities of the Saltspire League that once rivaled
lightless realm, occasionally emerging to wreak Plenilune’s prominence.
destruction before the Gethamane Guard slays them or Other Northern Places of Note
drives them back. The city rewards the Guard well for
The Haslanti League is a loose coalition of city
their service. Treasures lost to the ages await explorers
states in the far North united through their
who brave the subterranean dangers. These tunnels
inheritance of lost-wonders of mechanical technology,
remain strangely free of the hungry ghosts that haunt
including repeating crossbows and ultralight
places touched by death elsewhere in Creation.
feathersteel. The league dominates trade in the
Inspirations region with iceships gliding across frozen sea and
The underground cities of Cappadocia like airboats plying the Northern skies.
Kaymakli or Derinkuyu or the Ellora Caves in The Mountain of the Spider King overlooks the
Maharashtra, India offer inspiration for Gethamane. trade routes that connect Gethamane and Whitewall
The Gardens are an engineering marvel not unlike the to the rest of Creation. Ruled by the Lunar elder Aum-
Ashatra, the mountain is a warren of caves and
31
tunnels. The Spider King demands tribute from the Nexus
caravans that pass through his territory but offers Situated at the confluence where the Yellow and Grey
refuge to the downtrodden. Rivers become the Yanazee, Nexus is a cosmopolitan
Fortitude was once the prison city of a long-fallen center of trade, industry, and inequity. The controlled
Empire. The spawling fortress is now ruled by gangs. lawlessness of the city funnels wealth to the ruling
Only a heroic death allows them to overcome the oligarchy. Built on the bones of a First Age ruin, the city
curse they believe follows them from birth. From the sprawls across the swampy ground and rocky bluff
mineshafts and tunnels beneath the city, a primeval between the rivers. Along both rivers, docks jut out
god drives their fatalistic religion. offering berth to the hundreds of trade ships that pass
through daily. Canals crisscross the city and the lower
Character Concepts districts flood frequently. The wealthy and powerful live
Northerners are survivors in a harsh environment. in neighborhoods atop the hill overlooking the city. Dug
Communities are tight-knit and often warry of outsiders, into the rock, a sunless undercity shelters the desperate
relying on bonds and tradition to keep themselves safe and dispossessed.
from the many dangers that stalk their lands. The Exalted The Council of Entities rules the city through daily
may be champions of their culture, standing against decrees and collects fees and taxes from the constant
those supernatural threats. flow of trade that passes through Nexus. The mysterious
Northerners are typically the palest people in masked Emissary enforces the true law of the city: none
Creation, with skin tones ranging from warm brown to shall obstruct trade. For most, security comes from
chalky white. Beyond the common varieties of black, having the coin to pay protectors or having nothing
brown, red, and blonde, some Northerners have white, worth taking in the first place.
silver, or light blue hair. With the scarcity faced during With its ancient roots, Nexus has mysterious tombs of
long winters, most people are lean or scrawny. Excess the Anathema that date back to the Usurpation. In the
bulk is a sign of prosperity. metalworking district of Nighthammer, the glowing Slag-
Archetypes Tomb radiates enough heat to fuel the smelter built atop
Warrior: City Guard Soldier, Fortitude Gang Campion, it. The Tomb of Singing Blades features a massive
Freelance Monster Hunter, Nomadic Warrior crystalline dome surrounded by spinning knives that
Priest: Icewalker Shaman, Immaculate Missionary, whirl toward any who approach. Other hidden tombs
Gethamane Priest of the Old Temples, Servant of the present esoteric defenses. The Council of Entities forbids
Syndics interference with the tombs but the supposed treasures
Savant: Exiled Exorcist, Hislanti Shipwright, Master draw looting attempts from the daring.
Artisan, Scholar of Lost Artifice Nexus is the city of the Guild, a Creation-spanning
Criminal: Frontier Scout, Janissary Vault Assassin, network of associated traders, crafters, mercenary
Thief of Antiquities, Spy for the Bull companies, and businesses. The nine hierarchs of the
Broker: Ambassador to the Fair Folk, Caravan Master, Guild meet in an unassuming building near the markets
Clan Emissary, Elk Rider, Itinerant Storyteller, Saltspire of Nexus where they discuss and set policy that ripples
Baron out to affect the flow of coin and trade across the world.
Guild caravans offer protection for those who travel with
The East them and pay well for guardians. Many outside the Guild
despise the organization for the wealth they reap trading
The East is a verdant land of rivers and forests riven drugs (the soft trade) and slaves (the hard trade).
by conflict. The most populous region of Creation, the
East hosts dozens of metropolises and the vestiges of Inspirations
many more. Protected by the Dragon-Blooded of Nexus is the sprawl and growth of 20th century
Lookshy, the Eastern Threshold remains freer of Realm Hong Kong mixed with Victorian London’s industrial
control than any other direction. Dynasts consider the desperation layered on top of the canals of Venice.
patchwork disparate states no better than squatters in
the ruins of the Shogunate, labeling the Confederation of Great Forks
Rivers that unites against them the Scavenger Lands. The Great Forks has many names: House of Festivals, City
appellation strikes close to the truth, and so-called of Temples, or simply Decadence. The high walls
scavenger lords scour the many ruins of the East for surround a city full of temples, theaters, galleries,
treasures of the lost ages. The Eastern climate is seasonal hospitals, libraries, bordellos, drug refineries, and slave
and ranges from temperate to tropical. The Pole of Wood barracks. River trade passing through the city brings
infuses the land with verdant fertility. silver and revelers.
Primeval forests and jungles stretch across the Far Three peoples and their patron gods, Talespinner,
East. At the edge of Creation, the trees stretch impossibly Dreamweaver, and Dayshield, founded Great Forks. They
tall, supporting village and habitat where bole meets joined their strength and wit against the threat posed by
branch. one of the Deathlords. Now referred to as the Three, the
32
patron gods rule the city by example and decree, For generations, Thorns was a loyal vassal of the
overseeing an erudite bureaucracy from their temple- Realm and the Empress treated them with a light touch.
palace at the center of their city. The city was a center of learning and culture with richly
All manner of spirits, elementals, and gods make decorated libraries, universities, theaters, music halls,
Great Forks their home. God-blooded citizens are and temples to gods of knowledge. The rich and the poor
common and the city even hosts a handful of Fair Folk alike partook of Thorns’ famed vineyards, and particularly
residents. Hundreds of temples draw gods and their celebrated vintages can still be found across Creation.
worshippers to Great Forks. The temple district, which Instead of bringing strife, the Realm’s garrison brought
takes up a full third of the city, hosts nearly daily festivals Dragon-Blooded patrons of the arts. Rule passed to the
featuring parades and music. Mortal heroes compete for autocrat’s young heir a decade ago and with the Realm’s
the blessing of the Exigence from the many gods. The urging, he embarked on a ruinous war against the other
Three offer their patronage to Exalted champions willing powers of the Scavenger Lands. The war left Thorns riven
to face the cities foes. by internal strife.
The greatest threat to the City of Temples comes from The fall of Thorns was swift. From his fortress atop the
the cursed shadowland wastes, where the Contagion crawling corpse-behemoth Juggernaut, the Deathlord
dead rotted in haphazard heaps. Fragile grass grows called the Mask of Winters watched as his deathknight
through pale bones and no winds trouble the still air. At champions cut down the Dragon-Blooded defenders of
the city’s founding, the Three drove out the Deathlord the city in an hour. Instead of storming the city, the
called the Black Heron through their cunning. In the forces of death set siege. Foul rats devoured Thorns’ food
following centuries, the Walker in Darkness has claimed reserves. Necromantic disease spread and the skeletons
the dead place as his own. But the city faces internal of the infected tore forth from the screaming victims. The
threats as well, especially from criminal gods pale sky of the Underworld appeared above as a
endeavoring to steal the Exigence to Exalt their own shadowland spread from the wanton death of Thorns’
champions. people. After three days, the people of Thorns threw
open the gates and begged the Deathlord for
Inspirations deliverance.
Classical Athens exemplifies the balance of learned
citizens ruling a wealthy state on the backs of slave Inspirations
labor. For the City of Temples aesthetic, look to Thorns before the fall was a center of culture and
Southeast Asian temples sites like Angkor Wat or learning like Baghdad during the Islamic Golden Age
Banteay Srei. or Prague under Rudolf II, with a rich and diverse
viticultural tradition similar to that of Italy or Chile.
The Hundred Kingdoms Now, it is reminiscent of Baghdad after the siege of
On the eastern edge of the Scavenger Lands where 1258 — a city of ghosts and fearful survivors not long
the River Province gives way to the great Eastern Forests, for the world.
a patchwork of minor city-states and petty principalities
lays scattered across the rugged countryside. Many are The Mask of Winters does not rule Thorns directly; he
petty autocracies or simple democratic oligarchies, plays the role of advisor to the deathknight who sits as
though some have stranger governing practices. Like Thorns’ autocrat. The Mask and the new autocrat, called
much of Creation, the lands hide ancient ruins full of lost the Red Iron Rebuke, engage in diplomacy with
wonders and hidden threats. On occasion, some neighboring polities, assuaging fears of further
imperial-minded power aims to conquer the Hundred aggression and drawing common cause against the threat
Kingdoms; they oft succeed only in uniting them in of the Realm. Life is not easy in the new Thorns
resistance to conquest. food is scarce, ghosts haunt the streets, the famed
vineyards are crushed under Juggernaut, and a palpable
There Are A Hundred Kingdoms, But This One pall of despair disheartens the survivors. Yet hope has
Is Mine not been extinguished and the brave resist, sabotaging
The diversity of the Hundred Kingdoms the Deathlord’s efforts and smuggling food in and
intentionally leaves space for Storytellers to define survivors out to join the community of Thorns in exile in
them at the table. Whether you’re looking for a cities across the East.
principality that fits your character’s origin story, a
princely patron for your PCs, or lands for your Circle to More Eastern Locations of Interest
conquer, the Hundred Kingdoms can offer the right Massive redwood trees support the towns of the
land for you. The Hundred Kingdoms can also easily Haltan Republic, built on interconnected platforms in
offer the kind of story where wandering heroes the branches. The green-haired Haltans keep many
appear in a new land for each adventure. animals, some of whom speak with human voices.
Longstanding pacts with the Fair Folk keep the tree
Thorns dwelling peoples safe, but offer no protection for
those who stand on the forest floor.
33
The Linowan tribes inhabit the lush forests and energies, pursue their own imperial ambitions. The
rich plains of the Silver River basin in the North East city of Palanquin, held aloft by cyclopean statues,
and raid the other peoples of the region, saving hides a portal to a long-lost heaven. The spires of
special enmity for the Haltans. They strive for Volivat rise from the seafloor, surrounded by a
excellence in all pursuits and reward successes with massive sea wall and kept dry by pumps driven by
enchanted masks. ancient artifice. North of the Sea, two Lunar elders
Raksi, the Lunar Queen of Fangs, rules Mahalanka, dispute how best to respond to Prasad’s expansion
City of a Thousand Gold Delights. She controls the from the domain of Mount Namas, where a city of
surrounding region with puissant sorcery and her ghosts crowns the mountaintop. Tenepeshu, the
apefolk army. The towering glass and metal ruins near water dragon queen of the Court of Secrets now rules
the center of her city contain the Book of Three Champoor, called the Nighted City for the permanent
Circles, the greatest repository of sorcerous shroud of twilight the dragon-queen brought with her.
knowledge in the Age of Sorrows. Fair Folk pirates in ships of glass and fire reave the
The exorcists and morticians of Sijan travel the Sea’s shores. Grotesque monsters lurk beneath the
East and beyond tending to the needs of the dying waves and prehuman horrors devour unwary mortals.
and the internment of the dead. The city itself is The shores of Dreaming Sea are full of adventure,
surrounded by vast tombs and mausoleums filled over strange magic, lost wonders of the First Age, and
the long millennia with the dead of every nation. The boundless opportunity waiting for Exalted ready to
Sijanese Mortician’s Order offer alliance and seize the moment.
sanctuary to the Liminal Exalted, whom they view
with reverence and curiosity. The South
Character Concepts Beyond the mild coastal regions, the South becomes
The East is Creation’s most populous Direction, and hot and dry, with arid plains, rough volcanic mountains,
Easterners often exhibit fierce civic pride. Scholars, and expanses of shifting desert sands. Teeming cities
bureaucrats, and traders are held in high esteem. But thrive on trade while harsh tyrants hold wealth and
many people live under crushing inequity, whether power. The Pole of Fire sends blasts of heat out over the
exploited by those in power or driven from their deserts and spawns storms of weird flame that light the
homelands by conflict. Southern sky with an eerie glow.
Mercenary work is one path to rise out of the mud,
Chiaroscuro
but too many aspiring soldiers pay the price of ambition
The City of Vermillion Glass is the greatest and
in blood. Exaltation often inspires the drive to bring
wealthiest metropolis in the South. While over a million
change to Creation.
people dwell there today, they occupy only a small
The Scavenger Lands are particularly cosmopolitan;
portion of the sprawling First Age megalopolis. Shattered
while most peoples have brown skin and black or brown
towers of red glass, some standing over two dozen
hair, the cities are home to all kinds of people. Further
stories, inspire awe in the most jaded traders who arrive
East, bark-brown skin becomes more prevalent, with
daily at the cities bustling port. Savants long ago
green or hazel eyes. Hair color varies in shades of brown,
discovered the secret of re-forging the glass, creating
blond, red, and green.
new wonders from scavenged fragments of the
Archetypes irreplaceable material. Glittering roads extend from the
Warrior: Gladiator, Guild Mercenary, Seeker of the city, gleaming under the sun and glowing softly by night.
Exigence, Veteran of the Autocrat’s War The Delzahn are the latest peoples to make
Priest: God Cult Priest, Dispossessed Refugee Leader, Chiaroscuro their domain, defeating the petty tyrants
Sijanese Mortician, Sorcerer-Prince who ruled the city two centuries ago. Many Delzahn clans
Savant: First Age Historian, Master Surgeon, maintain ties with their nomadic cousins who still drive
Necromancer, Scavenger Lord, Hundred Kingdoms Spy herds across the expanses beyond the city. The Delzahn
Criminal: Cat Burglar, Professional Saboteur, River value honor along strict gender roles, though anyone
Pirate, Thorns Resistance Smuggler may declare themselves Dereth to present as their
Broker: Ambassador to the Confederation of Rivers, preferred gender. The Delzahn respond with hostility or
City Bureaucrat, Emissary of Thorns, Guild Factor violence to anyone who disrespect the Dereth. Men wear
veils with brightly colored elaborate embroidery that
The Dreaming Sea declares their deeds and lineage. Women display their
Far in Creation’s South East lies the Dreaming Sea. inherent honor through education and cultured self-
The Dragon-Blooded of imperial Prasad, pushing cultivation.
outward from their capital of Kamthahar, are the Delzahn rule passes down the matrilineal line of tri-
latest power driven to conquer the surrounding lands. kahtuns, who manage affairs of the city including law and
The sorcerer-princes of Ysyr, who rule as perfected finance. Her husband, the tri-kahn, leads the military and
tyrants over a people twisted by pervasive magical
34
manages foreign affairs, including keeping the Realm at the scholars Kandara of the Great Library, demon-
arm’s length. While the city is a nominal satrapy of House haunted Skarth, and the lesser Tsavo cities quickly bowed
Sesus, lavish annual tribute minimizes interference to Rankar’s will lest they face his wrath.
locally. The Realm garrison remains small and though the
Immaculate Order is the only official religious authority, Inspirations
many people in Chiaroscuro quietly keep their own gods Gem and the Tsavo Cities reflect the cultural
and practices. True control over the city would be a diversity of West Africa, drawing particularly from the
major boon for any Great House but would face stiff and Songhai Empire.
canny resistance from the Delzahn.
Millennia of conflict and destruction leaves the city The Varang City-States
riddled with small shadowlands, especially among the The Varang City-States occupy a region of river valleys
unexplored ruins. While salt lines keep the ghosts stretching from mineral-rich Summer Mountains to the
contained, scholars and treasure hunters risk exploring Inner Sea. The cities form a coalition united by shared
these regions of the city for whatever unknown wonders culture. The Varang astrologers use their understanding
they can recover. of stellar movements to assign a professional caste to
Yet some districts of the city, such as the Plaza of every child born. The birth order and status of the child’s
Grandmother Bright, recall what the city was like in family contribute to determining the exact caste. In
ancient times. public, sartorial laws require citizens to wear the colors,
patterns, and decorations that mark their caste. To
Inspirations ensure the caste-defining charts are accurate, every city
The Delzahn are inspired by the Mongols and by has at least one clock tower and several observatories.
the pre-Islamic tribes of the Arabian Peninsula. The Varangian mechanists build the finest water clocks,
city itself draws inspiration from Khanate Baghdad, mechanical clocks, and other gear-works in the South.
but also presents the seeming wonders of a ruined Those whose time of birth is lost, or who reject their
modern-day metropolis, replete with shattered assigned caste, become outcastes. Seen as fit only for
skyscrapers of adamant glass. jobs of little worth, many end up as beggars or turn to
crime to survive.
Gem Foreigners in Varangia receive a mixed welcome.
Gem escapes the harsh Southern sun on the shaded Without a clear caste, many Varangians are unsure how
slopes of an extinct volcano. By tradition and violent to treat them. The merchant castes are more
repression, the city is the center of the Southern jewel comfortable with foreigners as luxury goods from abroad
trade. The city extends into lava tubes and chambers in are highly sought after. A few Varangians hire foreigners
the basalt, offering refuge from the desert heat even on to break the law — being casteless and having no
the hottest days. In the Sunken Bazaar, built in the appropriate role in society, foreigners are more likely to
largest of the city’s subterranean lava tubes, merchant- kill, steal, and deceive. Many professional assassins,
slaves buy and sell precious stones, finely crafted thieves, and spies receive regular work in the city- states
firewands, gold and copper from the Firepeaks, and other from magistrates who would never consider approaching
fine goods. Mercenaries entertain themselves at a fellow Varang citizen to break the law.
gambling parlors, liquor-houses, fighting rings, and
brothels. Those who wish to keep their dealings away Inspirations
from prying eyes meet in the Sun Market — under the Varang cultural inspiration comes largely from
sun on the slopes above the city. ancient Mesopotamia and pre- colonial India, with the
The hereditary Despots of Gem keep their power regimented architecture, scientific instruments, and
through phenomenal wealth and the finest mercenary clockmaking skill of 17th Century Europe. Their
army in Creation. By royal prerogative, and hired arms, interest in astrology is likewise a mix of Babylonian
the Despots upholds their monopoly on the gem trade. and Vedic influence.
Every precious stone bought or sold in the city must pass
To foreigners, most cities have confusing layouts with
through the hands of the Despot’s brokers. Other noble
the streets aligned to convey cosmic principles. Urim,
families profit from their own monopolies, a privilege
called the Peacock City for the hundreds of eye-like
leased from the Despot at great cost. If the nobles cannot
lamps that light its streets and canals, is the richest of the
continue to pay, they lose their status and another family
city-states. A labyrinthine network of haunted catacombs
or merchant house has the opportunity to rise to nobility.
draws treasure hunters and outcastes seeking refuge. In
Under Rankar VII, Gem aspires to Empire, claiming
her tomb beneath the city, the preserved Blue Seeress
suzerainty over the Sabaki Tribes and the Tsavo Cities.
whispers raving prophesies about the gods of Yu-Shan
Completing the work set down by his forbearers, the
and the death of the stars. Mud- brick Yane with its radial
Despot turned the raiding Sabaki tribes into his personal
streets serves as the confederation’s capital; every seven
army. Raiders at his back, he “politely offered” to guide
years, the magistrates of one of the city-states take
the prince of Origin. And with the prince’s tacit support,
residence and govern the city. The House Cathak satrap
35
resides in a palace beyond the cities walls but rarely the Wyld flow stronger in the West, making the Fair Folk
needs to intervene in the orderly satrapy. and ever-present mercurial threat.

Other Southern Points of Interest Wu-Jian


An-Teng has long chaffed as an apparently servile From the Blessed Isle, rocky Wu-Jian is a gateway to
satrapy of the Realm. They faced devastation at the the West. The island juts out of the waves, offering
hands of the Dragon-Blooded during the Usurpation, respite for vessels making the perilous journey to the
and surrendered to the Empress’ Legions rather than greater Western archipelagos.
face such destruction once again. In the jungle Over the centuries, the tiny island has been given over
hinterland, they ready themselves to rebel should the to construction, whether the small estates and enclaves
forces of the Realm falter. of the Realm or the haphazard, towering buildings of the
A thousand miles south of Gem, Dajaz is a city of city proper. The stacked timber construction rises more
revelry, excess, and shady dealings. In the guise of the stories than one could consider safe, with the most
Benefactors, demons sustain the city, and the endless luxurious apartments of Topside swaying in the wind. The
bacchanalian celebration offers them constant prayer. middle districts, called the Shades, are a tangle of
Under the leadership of the young Lunar Lukha interconnected shops, workshops, apartments, and
Palash, the Bronze Tide slowly flees the invasion of narrow hall-like streets. At the bottom of the stacked
the Raksha Spear-Empress Bhadri. The Tide is a construction, the slums of Mud stink of salt and refuse.
melting pot for the peoples fleeing the Wyld horde. Enforcement of the Realm’s rule is impossible in the
City-states in the Tide’s path resist; they do not realize tangled neighborhoods of Wu-Jian, where criminal
the true threat still looms to the South. syndicates and simple gangs hold sway. The Dragon-
Blooded focus on the elite enclaves and the critical
Character Concepts docks. While a Dragon-Blooded governor nominally rules
Honor, family, and wealth define one’s place in the city, the House Sesus satrap cultivates influence with
society across the South. With fortunes constantly the city’s prolific criminal elements. Wu-Jian’s docks,
turning, people are meticulously polite to foreign sprawling outward from the base of the city, cradle
travelers. Many Southern cities are ready to burn with hundreds of ships. With House V’neef and House Peleps
the fires of change — a blaze the Exalted could easily reaching West, both houses have a strong presence, and
spark in the hot clime. tensions between them are running high.
Southerners tend toward darker skin tones, ranging Most of Wu-Jian is beyond the reach of Realm
from olive to brown to black. Hair tends to be wavy or authority. Gangs, sea spirits, ghosts, and sorcerers
kinky and comes in shades of red, blond, and black. Well- control the hidden corners and abandoned warren of
kept beards are common among men. chambers within the city. Strength and wit are the only
law and many band together for survival and protection.
Archetypes
The so-called Thirteen Schools are the mightiest gangs.
Warrior: Delzahn Cavalry Warrior, Rebellious An-
United by martial arts training, alliances and enmities
Tengese Prince, Sabaki Raider, Wealthy Caravan Guard
shift with the tides. While battles between pugilists of
Priest: Dereth Shaman, Immaculate Missionary, Lion-
the schools are a spectacle to behold, spectators are
Priest of Origin, Varangian Astrologer
more likely to flee the collateral damage to the city’s
Savant: Explorer of the Ruins, Firewand-smith, Glass-
makeshift structure. In the deepest reaches, stranger
forger, Mechanist, Scholar of Kandara, Skarthi Demon-
entities hold sway; an exiled Fair Folk trades charms for
Caller
sips of patron’s souls, the restless dead haunt the streets
Criminal: Guild Smuggler, Jewel Thief, Casteless
where they lived and died, strange spirits demand
Varangian Gang Member, Professional Gambler, Sun
sacrifices to the deep, and escaped demons threaten
Market Fence
violence.
Broker: Caravan Master, Courtesan Caste Entertainer,
Noble Tax Collector, Sun Market Fence Inspirations
The structure of Wu-Jian visually resembles an
The West ancient incarnation of the Kowloon Walled City in
The Great Ocean dominates the West with a hundred Hong Kong, and includes rival gangs fighting one
civilizations clinging to isolated islands. First Age ruins another in a similar fashion to the Choy Lay Fut and
await exploration on uncharted islands and the seafloor, Wing Chun martial rivalries. The pirate city of Tortuga
each hiding treasures and hidden dangers forgotten by offers a lawless and unsavory nautical flavor for the
Creation. The vast distances across the open ocean limit island’s character.
the Realm’s reach, though House Peleps and House
V’neef are both establishing a stronger foothold. The
Skullstone Archipelago
influence of the Pole of Water is obvious in the Western A shadow hangs over the extinct volcanic isles of the
Ocean. The shifting nature of water means the tides of Skullstone Archipelago. Despite the nation’s wealth, few
traders wish to tarry, for on Skullstone, the dead hold
36
status above the living. The Silver Prince, one of the Dragon-Blooded from Morovath, City of a Thousand
Deathlords, rules from his citadel-city Onyx on Darkmist Faces hidden in the southern jungles of the Caul. The
Island, the largest central island of the archipelago. He city’s appearance shifts with the phases of the moon,
teaches that life is preparation for eternity in death. At towers glowing during the full moon and taking on a
death, the Black Judges assess the character of the sinister aspect during the new moon. His generals, all
deceased to determine their worth. The Judges induct mighty Lunars, hold the shrine-cities except Faxai. Sha’a
the worthy into the Skullstone’s ghostly nobility. Oka is bound to the Caul, having disappeared and
Necropuppeteers embalm and reanimate the corpses of reappeared with the continent. Forces of the Realm claim
the unworthy to serve. In recent years, deathknight to have seen him fall in battle numerous times, only for
champions of the Silver Prince have joined the highest him to reappear leading the Silver Pact forces yet again.
ranks of the nobility. Faxai-on-the-Caul is the last stronghold of the Realm.
Skullstone derives its wealth from the dead and the The walled city is under loose siege from the Lunar
sea. Animated corpses work the docks, harvest meager forces. Banners from all the Great Houses fly over the city
crops, staff the inns, and perform most other labor on and the Dragon-Blooded put aside their feuds to face
the islands. As tireless oarsmen, they propel trade ships their common foe. Yet the Great Houses themselves
and scavenge the sea floor for treasures lost to the cannot spare their might for the Caul. And with all eyes
breathing. The dead elect representatives to the Elder on the empty throne, even Faxai does not escape intrigue
Council and the living elect the Younger Council. Both entirely. The Immaculate Order maintains many temples
councils advise the Silver Prince, though the Elder Council and shrines within the city.
holds greater respect. Without the dedicated defense of Immaculate monks,
The domain of Skullstone grows slowly but inexorably. the city may have fallen years ago.
Skullstone’s merchants record detailed reports during
their travels to provide insight to their lords. The Silver Inspirations
Prince negotiates canny bargains with his neighbors, The shrine-cities establish a sense of ancient
building a complex web of debts, favors, and mutual wonder, evoking construction like the Harappan
oaths to extend the nation’s economic hegemony. He is civilization of the Indus Valley or early Javanese
magnanimous in his dealings, excusing failings to honor architecture. Maori or other Polynesian cultures can
aspects of these treaties. He ties the oath-breakers closer provide inspiration for the Caulborn.
to Skullstone until their autonomy is polite fiction and
The Caulborn, natives of the island, remain apart from
their people clamor for the same chance at eternal life
the conflict. They dwell across the island, worshipping
that is the right of Skullstone’s citizens. Skullstone
the land itself. The matrilineal clans follow traditional
remains scrupulously neutral in the broader regional
taboos to keep them safe from the primal spirits and
conflicts, thus far avoiding entanglements with the
mighty Raksha princes in the wilds. Many Caulborn clans
Realm.
received the blessings of Luna and became beastfolk.
Inspirations Some, like the Kongar lionfolk, serve the Lunar cause.
Renaissance Venice’s focus on lineage, the Both forces of the Silver Pact and the Realm use the
separation of the nobility from the common people, Caulborn as guides to the island.
and close ties between trade, espionage, and foreign Other Western Locations
policy work as great thematic touchstones for
With rich volcanic soil, the Wavecrest Archipelago
Skullstone. For visual inspiration, look to Mycenean
is the breadbasket of the West. Driven by House
and Minoran architecture and fashion, though most
Peleps, port cities continue to grow despite the
construction on Skullstone uses volcanic stone.
endemic boardermarches. Human sacrifices appease
the islands’ volcanoes whose strange eruptions show
The Caul
the touch of the Wyld.
The mountainous, jungle-cloaked microcontinent of
The Sea Lords of Azure rule the Coral Archipelago
Caul is the largest landmass in the West. The island is
and the might of their navy extends their dominion
sacred to both Lunars and Dragon-Blooded. When the
beyond their rainy islands. Seen as conquerors or
Caul reappeared after centuries of occultation, the
privateers by most of the West, they value courage,
Scarlet Empress and Immaculate Order were eager to
ambition, and bravado.
claim it and the elemental shrine-cities of the ancient
Somewhere off the Southwestern coast in a
pilgrimage. The Realm dedicated the legions to centuries
shifting sargasso sea lies the shipwreck- city
of warfare protecting the pilgrimage routes. With the
Bluehaven, stronghold of the Lintha Family.
Empress’ disappearance, the Great Houses claimed and
Renowned for their savagery, tales abound of blue-
recalled the legions. The Lunars of the Silver Pact have
skinned, gilled pirates who walk on water and rely on
seized the opportunity to capture and hold the elemental
sea- demons to pull their mastless ships.
pilgrimage shrines.
The ancient Lunar Sha’a Oka leads the war against the Character Concepts
37
The Great Ocean unites and divides Westerners. Any Sometimes called raksha by those in Creation, the fae
who sail beyond the view of their shores put themselves princes of the Wyld accept “the Fair Folk” as an
in the hands of Fate and fickle spirits, requiring some mix acknowledgement of their predatory grace. The Fair Folk
of bravery, superstition, audacity, and desperation. are Wyld-born entities that mimic the forms and
Exaltation lifts mortals above the basic fears of survival, behaviors of Creation natives. They're powerful,
propelling them to greatness. capricious, and achingly- glamorous creatures that feed
Westerners show the touch of the Wyld. While their upon dreams and passions. Great deeds and powerful
skin is typically bronze or gold, their hair and eyes come symbols excite the Wyld, so the Fair Folk can survive
in the shades of the sea at sunset: blue, green, maroon, indefinitely there by engaging in intrigues, power
purple, black and grey. Short, compact builds are struggles, and grand battles against one another. But
common. Creation-born passions are more real and satisfying, and
can sustain Fair Folk outside the Wyld. Some Fair Folk
Archetypes
cultivate symbiotic relationships with human
Warrior: Azurite Privateer, Caul Pilgrim, Realm
communities, but most fae princes don't see the point.
Marine, Pirate Hunter, Thirteen Schools Pugilist
Instead, they hunt, lure, or purchase mortals and carve
Priest: Appeasing Priest, Black Judge of Skullstone,
emotions from souls with thoughtless cruelty. Soul-
Immaculate Missionary, Heretic Preacher
eaten mortals are numb, pliable, and valuable to human
Savant: Cartographer, Caulborn Shaman, Skullstone
slavers, so ruthless merchant princes often strike deals
Embalmer, Wu-Jian Architect
with Fair Folk courts.
Criminal: Lintha Pirate Captain, Silver Pact Spy, Wu-
Many of the aristocratic fae are inhumanly strong,
Jian Gang-Lord
beautiful, and clever, especially in their areas of
Broker: Dynastic Explorer, Quartermaster, Skullstone
expertise. Lavish in wealth and physical comforts, the
Merchant Emissary, Syndicate Fixer
lords obsess over rivalries, games, and mortals they wish
to possess. When the Fair Folk aren’t raiding mortal
Other Realms settlements, they wager priceless treasures on games of
chance and offer bargains too good for any mortal to
The world of Creation borders on other, more alien
pass up. They’re cruelly scrupulous, following customs
realms. Some realms are hidden away and secret, while
and expecting courtesies rarely explained to human
others are as vast as Creation and familiar even to
guests.
mortals.
The Fair Folk take on forms appropriate to the local
The Wyld Wyld: in the East, fae march grand armies into civilized
lands and silently abduct stray mortals in the jungle; in
Creation is an island of stability in an infinite sea of the South, they stalk the desert as black lions and
chaos. During the First Age, the Solar Exalted expanded horseback raiders, their bloodthirst matched by their
Creation’s shores by forging chaos into reality, then fascination with clever riddles and puzzles; in the West,
maintained their new borders with order-affirming needle-fanged merfolk drag mortals beneath the bloody
practices. These borders weakened over centuries waves while masked islanders put trespassers through
without Solar governance, then broke entirely thanks to terrible ritual ordeals; in the North, fur- clad sleighriders
massive depopulation during a plague called the Great organize grand hunts for unfortunate mortals while
Contagion. Chaos flooded inward and Creation suffered a enticing snow-dolls offer warmth in coldest winter. The
grand invasion led by the Fair Folk. Where the armies of Fair Folk are infinite in their variety, but they have no
chaos marched, the land grew wild and the laws of purchase over the Blessed Isle, as yet.
Creation broke down.
Once the Scarlet Empress defeated this invasion, vast Other Fae
stretches of Creation still bore chaos’ corruption. These Though the Fair Folk consider themselves natural
Wyld lands are mutated and surreal, corrupting any rulers of the Wyld, the children of chaos are variable
Creation native who stays too long. In bordermarches, beyond categorization. Mortals call the many twisted
closest to stable reality, creatures and communities creatures that serve the Fair Folk as foot soldiers and
gradually develop strange features and idiosyncrasies, manual laborers hobgoblins, for their gnarled and
but the world is largely stable. In middlemarches, bizarre elementally-derived miens. Unshaped fae entities more
prodigies and mutations develop over hours or days, and closely resemble storms, phenomena, or locations than
surreal landscapes shift with the whims and intrigues of creatures.
the Fair Folk. Creatures too strange and vast for worldly Massive unique creatures called behemoths roam the
shapes roam the deep Wyld, where Creation natives Wyld to satisfy their strange hungers or serve Fair Folk as
transform rapidly, and the world shifts sickeningly from steeds. Monstrous humanoid hannya prey primarily on
minute to minute. other fae and seek to supplant the lords stranded on the
shores of Creation. The hannya are most comfortable in
The Fair Folk the deep Wyld, making those chaotic places dangerous

38
even for the Fair Folk. Celestial Lions, guardian spirits of living gold. Sidereals
Mortals have few advantages over the fae, but Wyld- have long mapped every gate to Creation and can
born entities share a few weaknesses. First, they cannot summon a roving portal called the Calibration Gate
survive indefinitely outside the Wyld without feeding on using specialized sorceries.
emotions or souls. Second, cold iron weapons tear
through fae flesh and armor with ease. And third, the fae The Incarnae
cannot break their word. Modern cultures in Creation As the greatest of the gods and patrons of the Exalted,
pass this wisdom on through a thousand different myths the Celestial Incarnae took on the responsibility of
and stories. managing and leading Heaven’s gods. They also claimed
The Wyld also twists animals, people, and entire the creators’ greatest treasure, the Games of Divinity,
communities into new and terrible forms. Some housed in the Jade Pleasure Dome at the heart of Yu-
fortunate enough suffer mutation and live relatively Shan. The Incarnae take their leisure in this impenetrable
normal lives, while less stable Wyld-born creatures — like dome, admitting entry to other gods as a rare honor.
griffons and manticores — can’t reproduce naturally and They do not admit the Exalted, and since the end of the
may sicken and die if taken from lands touched by chaos. First Age, they have left the Jade Pleasure Dome less and
Wyld-twisted communities become more like the Fair less. The sky above Yu-Shan reflects whoever currently
Folk and raid mortal neighbors for resources and leads in the Games: the sun is usually visible in Heaven,
captives, who gradually transform to become like their with occasional periods of night dominated by the moon
captors. or a specific Maiden’s star.
Without Luna’s guidance, the Bureaus of Humanity,
Behemoths, Wyld and Otherwise Nature, and Seasons are rife with corruption and
Though the Wyld is a source of many strange cronyism. Without the Unconquered Sun’s sense of
beasts, not all behemoths hail from the Wyld. Other justice, the Bureau of Heaven has become bloated with
behemoths might be deathless creations of the fallen the legislative and judicial power it wields over other
titans, strange offspring of mismatched spirits, and Bureaus. Of the Incarnae, only the Five Maidens still
accidents of nature and sorcery. In the current era, show any interest in their managerial duties toward the
mortal communities know more about how to Bureau of Destiny, and they are notoriously inscrutable.
appease or avoid behemoths than what their origins
are. Heaven’s Exalted
Few Exalts may casually and subtly enter Yu-Shan.
Yu-Shan Many gods still recall the Usurpation and fear the Exalted
— especially Solars — might upset centuries-old patterns
Once, the enemies of the gods dwelt in otherworldly of nepotism and exploitation. Exalted are useful,
splendor and left Creation’s management to the gods. however, particularly for meddling with affairs in
The gods and the Exalted rose up in Divine Revolution Creation. Yu- Shan has a small, stable population of
and overthrew the creators. The Exalted claimed Dragon-Blooded informally called Heaven’s Dragons that
Creation. The gods claimed Yu-Shan, the celestial city live comfortably thanks to divine freelance and contract
hidden from mortal eyes. work.
Yu-Shan — also called Heaven — is a continent-sized The Sidereal Exalted are all nominally salaried
city in an endless sea of quicksilver. It teems with ten employees in the Bureau of Destiny. The Bureau finds,
million spirits, a vast bureaucracy dedicated to recording recruits, trains, and employs most Sidereals shortly after
and regulating the activities of all Creation’s peoples and their Exaltation. There they consult with the Loom of Fate
spirits. These celestial gods define the proper direction of to observe and influence important destinies in Creation.
Creation, dictating policies for the practical duties of Older Sidereals are well-established and able to
countless terrestrial gods and elementals in Creation influence Bureau policy. Younger Sidereals receive orders
itself. While terrestrial spirits live and work scattered to act as the Bureau of Destiny’s hand in Creation and,
across Creation, Yu-Shan’s residents enjoy plentiful occasionally, in Heaven. Young Sidereals sometimes
prayer and comforts unimaginable to mortals… mostly. In struggle with the obvious corruption and inequality in Yu-
the modern era, millions of gods have lost their positions Shan, as well as their duty to manipulate mortal society
in Heaven’s Bureaus to corruption, competition, and for an often-mysterious greater good. For this reason,
obsolescence. These unemployed gods dwell in sprawling some Sidereals forsake the Bureau of Destiny and its
celestial slums while their former peers work and reside resources to go rogue. Rogue Sidereals wander Creation,
in uninterrupted opulence. directing destiny according to conscience and
circumstance, though it puts them at odds with their
Doorways to Heaven former peers.
Though clever Exalts have a few ways to reach Yu-
Shan, most would-be visitors must find gates Malfeas
scattered throughout Creation. Many Yu-Shan gates
hide in disused locales, and all enjoy the protection of When the Exalted overthrew the enemies of the gods,
39
some fallen creators surrendered. As the price of their people. Malfeas, for instance, is himself the Demon City,
survival, the Exalted forced unbreakable oaths upon the and he is sometimes also the Brass Dancer that passes
deposed titans, to accept eternal imprisonment and exile through Hell, driving all who see him to ecstatic and
from Creation. The enemies of the gods became the desperate dance. Ligier, the green metal sun of Hell, is
Yozis, scarred and twisted echoes of their former titanic Malfeas’ foremost component soul and a peerless
glory. The Exalted turned the creators’ king inside out blacksmith.
and made of him the Yozis’ prison. He is Malfeas, also There are many other Yozis in Hell. Here’s a small
called the Demon City, or simply Hell. selection:
As Heaven teems with ranked and archived gods, Adorjan, the Silent Wind, never slows, and wherever
Malfeas overflows with demons beyond counting. she blows, she flays skin from bone. Demons throughout
Malfeas is a brutal, clangorous place, with air that sickens Hell fear her silence, and play music constantly in hopes
and kills mortals in a matter of days. No map could chart of warding off the killing wind. She once loved a Solar
Malfeas, for the fallen king irregularly rages against the Exalt, and conceived with him four daughters, who
torturous confines of his own brass body. In his turnings, stream alongside their mother in Hell.
massive buildings and city blocks sprout into being and Cecelyne, the Endless Desert, surrounds Malfeas in all
just as easily crush and crash against each other. directions. It is she who makes the laws of Hell. A demon
must walk her sands for five days and nights to answer a
Demons summoner, so summoned demons leave Malfeas well in
Like gods and elementals, demons are spirits that advance of their summoning.
crave prayer. Demons spring from the natures and needs She Who Lives In Her Name is a concentric mandala of
of the Yozis — this doesn’t necessarily make them evil, 99,997 crystalline spheres, each filled with vivid blue
but they are often alien and dangerous to humans even if flame and each bearing a different name. Those who
they mean no harm. A kind demon might not understand hear Her whispered names join Her hierarchical chorus
a human’s aversion to bloodshed, and a demon’s and obsessively rebuild the world to match Her perfect
definition of cruelty might not make sense to a human. order.
A Yozi’s identity is too vast and potent for a single soul The Ebon Dragon is the Shadow of All Things. He
to contain. Each Yozi has multiple component souls, forever tests the limits of his prison, for he loves doomed
called Third Circle demons, capable of bizarre, world- things, even if they are his own efforts. His shadow is the
shaking miracles. Each Third Circle demon has seven only darkness the Demon City ever knows, and night-
souls of its own, Second Circle demons with power loving things creep into the open to celebrate his
comparable to experienced Exalted and moderately passage.
ranked gods. Demons of the First Circle are different: Kimbery is the Sea that Marched Against the Flame, a
each is a member of a demon species created to perform titanic ocean of acid, maternal love, and filial malice.
specific tasks or express certain parts of their creators’ Oramus is called the Dragon Beyond the World, for he
nature. defined in the earliest days what would be Creation and
By the terms of the Yozis’ oaths, a sorcerer of what would not. Eldest of the Yozis, the victorious gods
sufficient power may summon a demon to Creation. With feared even Malfeas could not contain him, and thus
sufficient focus, the sorcerer can even bind a demon’s caged him inside his own mighty wings.
will — unless it’s destroyed or banished back to Hell, a Sacheverell is He Who Knows the Shape of Things to
bound demon must serve its summoner for a year and a Come, kept asleep by the combined power of his siblings.
day, or complete a specific task of any duration. He can see the future with perfect clarity, and were he to
awaken, he would bind all of Fate to his sight; it is for this
Cracks in the Prison
reason the Yozis engender his somnolence.
Though the Yozis can never escape their prison,
demons occasionally can. Arcane coincidences and
events with occult importance open cracks that a
The Underworld
demon can slip through. The more powerful the Once, the dead passed through Lethe to shed the
demon, the rarer the opportunity for escape, and the memories of life and be reincarnated, and if any souls
less time they can spend in Creation before returning escaped this cycle the living didn’t record it. Then the
to Hell. Exalted slew enemies of the gods, titans too grand for
Some cracks allow passage from Creation to death to encompass. The murdered creators imagined
Malfeas, but these are difficult to predict. Certain true nothingness, the Void, but could embrace neither
demons can also ferry a human to Hell across the vast oblivion nor Lethe. In dying they broke death and
desert of Cecelyne, if convinced or bound to do so. became the corpse-titans known as Neverborn.
Something else once stood beyond the veil of death,
The Yozis but the Neverborn shattered it with their arrival. Since
The Yozis are so vast that they rarely notice individual then, the Underworld is a patchwork of half-remembered
characters, even Exalted. In Hell, the Yozis are usually cultures, gloomy waterways, and the Neverborn’s
more akin to phenomena and terrain features than
40
horrific, labyrinthine nightmares. Strange creatures exist Creation, when necrosis seeps into a battlefield’s or
there, such as the mysterious ferriers who offer guidance charnel house’s very Essence, Creation and Underworld
for trade, and the monstrous hekatonkhire, deathly territories collapse into a contiguous shadowland. Ghosts
broken remnants of the Neverborn’s component souls. are comfortable in a shadowland and can manifest there
The Neverborn orbit the Void as titanic corpse- with relative ease. Though vegetation is often sparse and
monuments in the Underworld’s heart, unable to give in macabre, mortals in a shadowland can grow enough food
to the Void and unable to escape its terrible soul-sucking to survive. Structures from both sides blend in the
gravity. collapse, leading to strange but ultimately habitable
terrain. Those who can respire Essence describe a
Ghosts shadowland’s feel as oily and chilly, growing more so the
Some die at peace, already prepared to embrace closer one ventures to the Underworld.
Lethe. Those who hesitate or cling to life awaken in the A shadowland also brings dangers to Creation, from
Underworld as ghosts. Ghosts leave their bodies and alien entities to specters to Abyssals. Anyone can enter a
earthly hungers behind, so they crave memories, shadowland, but leaving one is trickier: in daytime, all
passions, and living worshipers to maintain their sense of exits lead to Creation, while at night they lead into the
purpose and identity. Some return to Creation, though Underworld. The further one gets from a shadowland,
they are naturally immaterial there. Lethe always the less Creation’s and the Underworld’s terrains match
beckons, but so does oblivion, and ghosts have a long — mortals can easily lose their way home.
time to embrace either end.
Ghosts can grow powerful over the centuries, Realm of the Great Maker
especially if they embrace the necromantic power of the One of the titans, Autochthon, King of All
Neverborn. In their desperation to rest, the Neverborn Craftsmen, sided against his peers in the Divine
demand the annihilation of all existence, and their raving Revolution and taught the Incarnae the secret of
whispers twist many ghosts into cruelly destructive Exaltation. During the First Age, the Great Maker left
specters. The Neverborn’s mightiest servants — the Creation, taking with him enough humans to create a
Deathlords — were once ghosts of First Age Exalted with world and civilization within himself, which residents
the spiritual fortitude to accept eternal contracts with call Autochthonia. There, he unleashed the full
the Neverborn. The Deathlords tyrannize vast tracts of potential of his Exalted, the Alchemicals.
the Underworld, and have recently unleashed the A rare few Alchemicals are scattered across
Abyssal Exalted to wage war on both Creation and rival Creation even in the Second Age, the proofs-of-
Deathlords. concept to convince the Incarnae that the Exalted
could be their champions. Some slumber, waiting for
Shadowlands a signal that may never come. Others awaken in this
When the weight of death grows overwhelming in Age with no memory of their original purpose.

41
Chapter Two: The Exalted
This chapter covers every playable Exalt type. These from a bizarre world sounds fun, turn to p. XX.
are the mighty champions of the gods, the heroes of Getimian Exalts never existed, but the power of their
creation, and — most importantly — the people you play. magic creates them and lets them remember a Creation
There are ten playable Exalt types: Abyssals, that could have been. If playing an outsider who
Alchemicals, Dragon-Blooded, Exigents, Getimians, remembers a world that doesn’t exist excites you, go to
Infernals, Liminals, Lunars, Sidereals, and Solars. Each p. XX.
has its own unique playstyle, granting the player access Infernal Exalted have demonic power, drawn from the
to Exalt-specific Charms, which begin on p. XX. If this hell-Realm of Malfeas. They want to violently overthrow
selection seems overwhelming, here’s a quick guide to tyrants and oppressors. If playing a rock star from hell
help you decide where to start. sounds too cool to pass up, go to p. XX.
Liminal Exalts are undead — the product of
Exalts of Creation someone’s attempt at resurrection. They are constructs
of flesh and bone, who protect the boundary between
These Exalts have their origins in places from or allied
the living and the dead. If being an undead monster is
with the main body of Creation. If this is your first time
your thing, go to p. XX.
picking up Exalted, start here.
Alchemicals, Getimians, and Liminals have rules that
Dragon-Blooded are elemental warriors who
make using their powers slightly more complicated.
currently rule the world. If playing an elementally-
Storytellers running the game for new players should
themed hero or a noble Prince of the Earth seems like
check in with them and ask if they find this kind of
your thing, turn to p. XX.
complexity exciting or frustrating.
Exigents are unique Exalted of lesser gods. Our
example Exigent is Strawmaiden Janest. If playing a
hearty, two-fisted woman of the earth sounds like a good
Reading This Section
time, turn to p. XX. This section also demonstrates how This following section contains a lot of important
to craft your own Exalt type. information for playing one of the Exalted, which means
Lunar Exalted are witches, tricksters, and monsters. it presents a lot of things to understand all at once. Some
They have the power to shapeshift into any animal or new players may find this overwhelming, so here’s a
into humans they’ve hunted, and their inherent magic is breakdown of what each section represents, and how to
equally transformative. If playing a tricky shifter sounds read it. Please note that all of the following special
fun, go to p. XX. abilities will reference the game’s core rules. If you want
Sidereal Exalts maintain the Loom of Fate in Yu Shan. to read those first, go to Chapter 4. It starts on p. XX.
They’re in charge of making sure fated things come to
pass, but also masters of martial arts. If playing a fighting Exalt Advantages
bureaucrat seems cool, turn to p. XX. These are inherent bonuses an Exalt gets for being
Solar Exalted are masters of human skill, peerless that type of Exalted. Two of them are special, always-on
sorcerers, and wondrous craftspeople. They are people abilities that change the way the character interacts with
without peer whose works and deeds have no equal. If certain rules, and the third involves what magical
being an exemplar of humanity sounds fun, go to p. XX. materials the Exalt resonates with. Resonance unlocks
If you are brand new to Exalted, Solars or Dragon- special Modes if they have taken the Artifact Merit of a
Blooded are the simplest and most straightforward corresponding material.
choices. Caste or Aspect
Each Exalt type breaks down into a series of subtypes.
Exalts of Other Realms These flavor how the character interacts with the world,
These Exalts draw their power from forces outside adjusts the way she uses certain rules, and determines
Creation, or hold dominion there. It’s helpful to know a her Anima Effect as well as how she earns Exalt
bit about the setting before playing one, but not Milestones.
required.
Anima Effects
Abyssal Exalts are powerful necromancers and
As a character uses motes, she gains anima. Anima is
emissaries to the dead. They rule over the Underworld as
a display of raw divine power — an aura of light or
its undisputed masters. If playing a chivalric deathly
shadow that surrounds them. Anima Effects are broken
knight appeals to you, turn to p. XX.
down into three categories: passive, active, and iconic.
Alchemical Exalted are created beings, some from the
Passive effects don’t turn off — the character has access
faraway world of Autochthonia or some lost to the
to its effect at all times. Active anima requires the
depths of history. If playing a heroic construct or an alien
character to have built up two anima before it turns on.
42
Iconic anima happens when the character has accrued Resonance: Dragon-Blooded are resonant with all
ten anima, and are impressive displays of power. Read p. types of jade.
XX for more information on building and using anima.
Anima
The Caste Mark
When an Exalt channels Essence, their power A Dragon-Blooded’s elemental Aspect dictates her
manifests as a sign upon their brow called the Caste anima banner’s appearance. It glows with colors
Mark. As the name implies, these are unique to a associated with that element, and may make the
particular Exalt’s caste, differing subtly in color even Terrestrial’s own Aspect markings stand out more. At the
between Exalts of the same caste, and are a clear iconic level it’s accompanied by related sounds and
indication to savants and other Exalts of the Chosen’s scents, like crackling fire or crashing waves. When a
role and purpose. It may be concealed by thick fabric Dragon-Blooded has five or more anima, all characters
while the Exalt’s anima is Dim (see p. XX) but cannot within close range must make reflexive Physique rolls at a
be concealed whenever their anima level rises. For difficulty equal to the Exalt’s Essence plus two or take
Solars, Lunars, Sidereals, Infernals, and Getimians, the one level of damage from exposure to raw elemental
caste mark is a radiant sigil in the color of the Exalt’s essence.
anima. For Abyssals, the mark appears as a burned
and blackened brand, sometimes weeping small Dragon-Blooded Aspects
trickles of blood. The five Dragon-Blooded Aspects represent each of
Alchemicals, though possessed of a caste, do not the elements.
have Caste Marks; being made of the magical
materials, their Exalted status is evident to all who Air
behold them. Dragon-Blooded and Liminals likewise Air Aspects are idealists, visionaries, scholars, and
contain all their Aspects within themselves, and do innovators. They see the potential inherent in everyone,
not display Caste Marks. Some rare Exigents possess a and view the world as it could be. Their blue and white
caste mark, especially if their patron has an Exigent of anima banners whirl and billow like stormclouds. At the
a different need and nature, but the majority do not. iconic level, lightning flashes, and birds and dragons glide
within.
The Dragon-Blooded At the end of each session, Air Aspects gain an Exalt
Milestone if they took an action toward furthering a long-
The Dragon-Blooded are the Chosen of the Elemental term goal.
Dragons. Sometimes called the Terrestrial Exalted, they
Anima Effects
are the inheritors of legendary power, and their
Buoyed by the Wind (Passive): Once per turn the Air
forebears overthrew the Solar Exalted in the Usurpation.
Aspect leaps one additional range band vertically or
Their deeds in the millennia that followed shaped the
horizontally. She takes no falling damage from short
world as it is today. All over the Creation, the Dragon-
range drops.
Blooded roam without fear, hunting Anathema and
Mela’s Breath (Active): Subtract two dice from all
forging new legends.
ranged attacks targeting the Air Aspect.
Play one of the Dragon-Blooded if you want to be a
Eye of the Hurricane (Iconic): Short-term benefits
scion of the Realm, at the heart of dynastic intrigue; a
rarely sway the Air Aspect. Add successes equal to the
soldier in Lookshy’s Seventh Legion, defending the
Exalt’s Essence on rolls to persuade or inspire a target
Scavenger Lands; an itinerant monk, spreading the
toward a long-term goal.
Immaculate Philosophy; or a wandering hero, protecting
villages from bandits and monsters. Earth
Earth Aspects are implacable foes on the battlefield,
Dragon-Blooded Exalt Advantages standing firm to defend their allies. Stoic and resilient,
Prince of the Earth: As the only kind of Exalt fully they believe in strong foundations and sturdy structures,
recognized by the Immaculate Faith, Dragon-Blooded whether they’re building a community, an architectural
find support anywhere. Once per session, the character marvel, or an imperial legion. What an Earth Aspect
may select one Merit and treat it as though it had a dot builds endures. Their yellow and white animas smell of
rating equal to her Essence, working its acquisition with loam and rumble like the shifting earth. At the iconic
the Storyteller. This benefit lasts for the duration of the level, mountains loom behind them and oxen and rocky
session. dragons plod along in their glow.
Ten Thousand Dragons Fight as One: When making At the end of each session, Earth Aspects gain an Exalt
teamwork actions, after calculating the total successes to Milestone if they stood their ground against a foe.
add as dice, add an additional die. Dragon-Blooded may Anima Effects
use any Hearth-based teamwork effects from their Fury of the Earth (Passive): The Earth Aspect reduces
Charms on any other Exalt.
43
the cost of the knockback or knockdown gambits against Flow of Daana’d (Active): Add Essence automatic
Extras to zero. Outside of combat, she may knock an successes to gambits where the Water Aspect attempts
Extra within short range prone or one range band away to Disarm an opponent or Pilfer an item. When an
without making an attack roll. opponent targets her with a grapple or attempts to
Pasiap Still Stands (Active): Add the Earth Aspect’s Ensnare her, athe Exalt adds her Essence to Defense.
Essence to the cost of grapple, knockback,and Flow Like Water (Iconic): Once per turn, the Water
knockdown gambits used against them. This cannot make Aspect may roll an attack twice on Step 3 and choose to
the cost exceed 10. keep the better result.
Unyielding Stone (Iconic): Add the Exalt’s Essence to
her Soak for the remainder of the scene. The character Wood
cannot be targeted with the knockout or knockdown Deeply attuned to the cycle of life and death, Wood
gambits. Aspects are healers and poisoners, thrill seekers, and
beast-tamers. New experiences exhilarate them. Vibrant
Fire greens color their animas, which smell of fresh-mown
Passionate and dynamic, Fire Aspects’ emotions burn grass and blooming flowers. At the iconic level riotous
brightly. They sear their marks across the world as vines surround them, and forest animals and wood
warriors, politicians, and iconoclasts. Their fiery red, dragons stalk their branches.
orange, and gold animas smell of smoke or hot metal. At At the end of each session, Wood Aspects gain an
the iconic level, volcanoes erupt within, and dragons and Exalt Milestone if they experienced something new and
phoenixes cavort in the flames. exciting to them with a significant character or group or
At the end of each session, Fire Aspects gain an Exalt their actions fostered change in a significant character or
Milestone if their passionate deeds or speeches group.
influenced a significant character or group to take action.
Anima Effects
Anima Effects Natural Immunity (Passive): The Wood Aspect is
Where There’s Smoke (Passive): The Fire Aspect’s immune to plant-based poisons, and applies a two-
player may ask her Storyteller to reveal two people success bonus on rolls to resist other poisons or disease.
within close range who harbor grudges or heated Spring of Sextes Jylis (Active): Spend 1 anima on Step
emotions. Figuring out the cause of their enmity is up to 2. Add the Exalt’s Essence to Defense against one attack.
the character. She gains a bonus die to any social actions Sap of Life (Iconic): Spend 3 Anima to heal one Health
to uncover or leverage those emotions. level, either that the Wood Aspect’s taken, or an ally
Hesiesh’s Passion (Active): The Fire Aspect gains her within short range has suffered, starting with the most
Essence in automatic successes on social actions to severe.
inspire a crowd or persuade a target to act on his
As a Dragon-Blooded, you are a Prince of the
ambitions.
Earth, heir to the bloodline of a million heroes
Wildfire Dance (Iconic): The Fire Aspect’s fury ignites
tracing back to the Five Elemental Dragons. All
her weapons. The Exalt subtracts her Essence from the
Creation respects and fears your heritage. You
target’s soak. The target catches fire and suffers from the
Exalted during puberty, earlier or later
burning environmental hazard, and increases the
depending on the strength of your bloodline, and
difficulty on the resistance roll by the Exalt’s Essence.
have been Exalted for no less than five but up to
Water twenty years.
Calm and relentless Water Aspects adapt to obstacles
and wear down stubborn foes. As diplomats, The Lunar Exalted
investigators, and naval commanders, they see many
paths to a satisfying solution. Their dark blue and sea The Chosen of Luna live on boundaries of Creation,
green animas smell like brine and babble like brooks. At traveling in and out of the Wyld as no other Exalt dares.
the iconic level, whirlpools churn within, and fish, siakas, They forged their own castes with magic never seen
and water dragons swim in their depths. before or after. Once, they were soul mates to the Solars,
At the end of each session, Water Aspects gain an and still rage and mourn over the Usurpation. Lunars
Exalt Milestone if they adapted their plans to pass wisdom and lore down through the Silver Pact,
accommodate a significant change of circumstances. presenting a more-or-less united front against the Realm.
Sorcerers of the Pact also seek out newly Exalted Lunars,
Anima Effects offering moonsilver tattoos to affirm their chosen Caste.
Surface Skimmer (Passive): The Water Aspect moves Play a Lunar Exalt if you want to oppose the
along any liquid surface like it’s solid ground — though established powers of the world, you love the free and
this doesn’t afford her protection from acid or demon-tar wild places of Creation, or if you want to be a shape-
— and breathes water as easily as air. She suffers no shifter of a thousand forms.
penalty to move or attack while underwater.
Moonsilver Tattoos
44
Lunars use moonsilver tattoos to protect against disc, and their anima shines bright and steady as the full
the warping powers of the Wyld. Any rolled Wyld moon.
effect, including Raksha charms, targeting the Lunar’s At the end of each session, Full Moon Castes gain an
physical body increases its Difficulty by the Lunar’s Exalt Milestone if they defeated a significant foe in single
Essence. Unrolled effects fail against the Lunar. Each combat.
tattoo is a personal design, and may resemble
Anima Effects
geometric shapes, animals or other naturalistic
Unstoppable (Passive): Extras cannot deal damage to
features, or mystical runes depending on the Lunar’s
the Full Moon.
choice.
Crushing Might (Active): The Lunar adds her Essence
in automatic successes to any Force + Physique roll that is
Lunar Exalt Advantages not an attack.
Ten Thousand Forms: The Lunar gains access to an Impossible Vigor (Iconic): The Lunar heals one
animal shape, representative of their character, during damage any time they Incapacitate an enemy.
their Exaltation. They also have a mode of Sacred Hunt,
Changing Moon
which the player chooses at character creation.
The Changing Moon is a silver-tongued trickster,
Predators must ritually hunt their target and drink their
relying on cleverness and irrepressible charm to beat
heart’s blood; Tricksters must outwit or beguile their
their foes. They might be a spy, assassin, or scout. Their
target; Stalkers must observe and pursue their target (if
animal shape is quick, clever, and often beautiful, such as
the target is sentient, that means learning at least one of
a fox, cat, or mink. Their Caste Mark is a crescent moon,
their Virtues or Intimacies). If the hunt is successful, the
and their anima is a shifting of silver light and dark blue
Lunar may add this target to the shapes they know.
or purple shadows.
The Lunar can spend one mote to shift into these
At the end of each session, Changing Moon Castes
shapes. Even shifted, however, they retain a unique Tell
gain an Exalt Milestone if they committed a successful act
such as silver eyes, black nails, or razor teeth — choose
of espionage or sabotage.
this, too, during character creation. A Lunar may start
play with as many forms as the player and Storyteller Anima Effects
deem appropriate. The Lunar can acquire additional Silver Tongue (Passive): Extras cannot detect any lie
forms throughout the course of the game. While in the the Changing Moon tells, and accept it as truth no matter
form of the animal, the Lunar gains access to the animal’s how outlandish.
special quality (for example: a jellyfish’s ability to sting), Trickster’s Cant (Active): The Lunar adds her Essence
plus any other narratively appropriate bonuses or in automatic successes to social rolls made to persuade,
penalties. She uses her dice pools as normal. See the bargain, or deceive. The Lunar must beguile their target
section on animals on p. XX. Transforming into another in some regard.
human grants their appearance and voice but no other Untouchable (Iconic): In combat, enemies targeting
special skills or traits without the use of magic. the Changing Moon suffer a dice penalty equal to her
Transforming into another magical creature (such as a Essence. Outside of combat, enemies cannot identify the
demon or god) requires special Charms (see p. XX). character as anything other than their animal shape.
Passionate Ideals: Once per story, if the Lunar would
gain a new Intimacy, she may create it at the Major No Moon
rather than Minor rating. Furthermore, the Lunar gains The No Moon relies on intellect and wisdom. They like
an extra die when her roll is supported by a Major riddles and secrets, and challenges clever foes just to
Intimacy or Virtue. prove their superiority. They have a knack for sorcery.
Resonance: Lunars are resonant with Moonsilver. Their animal is one of mystical importance to Luna, such
as an owl, wolf, or mink. Their Caste Mark is a silver
Lunar Castes circle, and dark blue and purple shadows cloud their
anima, with just a trace of silver light at the edges.
The Lunars count three castes of their own making. At the end of each session, No Moon Castes gain an
They all tend to have animalistic anima banners — a wolf Exalt Milestone if they saved the day or changed the
howling at the moon, a cobra poised to strike — but the course of events with an application of wisdom,
color and radiance of their anima changes with their discretion, or their secret knowledge.
Caste.
Anima Effects
Full Moon Unseen Moon (Passive): Extras cannot see or hear the
The Full Moon is a warrior to their core, meeting the No Moon unless the Lunar chooses to allow it.
world’s dangers head on through physical prowess and Silver Wisdom (Active): The Lunar adds their Essence
dogged determinations. They might be a warrior king or in automatic successes to Force or Finesse rolls involving
gloried hero. Their animal form is powerful and strong, observation, study, or the pursuit of knowledge.
such as a bear, bull, or horse. Their Caste Mark is a silver Dark Moon’s Blessing (Iconic): All mundane efforts at
45
stealth fail in the No Moon’s presence. Hidden objects characters may resist with a Difficulty 5 Integrity-based
fall from their hiding place. Creatures using Charms to roll. This doesn’t affect the character’s Circle, characters
hide must make a Finesse + Stealth against a difficulty of with an Intimacy towards the Sidereal, or heavenly
three plus the No Moon’s Essence. Extras keeping a officials (including other Sidereals).
secret from the No Moon immediately spill it, while non- Weaving Destiny: Spend 1 mote to weave a destiny
trivial characters roll Fortitude + Integrity against a based on a broad archetype, profession, or social role,
difficulty of her Essence or do the same. granting it to a character with a touch. Once per scene,
when attempting a task that resonates with that
Casteless archetype, the target may transform up to the Sidereal’s
The Casteless may be newly Exalted, and not yet Essence dice into automatic successes. New destinies
caught up with the Silver Pact. Or maybe they’re an elder override old ones.
Lunar who chooses to remain Casteless. They may have The Sidereal may weave a destiny for herself; while
any kind of animal form. Their Caste Mark and animas active, she loses Arcane Fate, allowing others to
are ever-changing like the phases of the moon. remember their destiny’s persona. Casting off this
At the end of each session, Casteless gain an Exalt destiny reasserts Arcane Fate, causing others to forget
Milestone if they successfully executed a clever and the false identity.
daring plan. Resonance: Sidereals are resonant with starmetal.
Anima Effects
Masters of Martial Arts
Reflected Moon (Passive): The Casteless chooses a
Sidereal Charms are Fate’s toolkit — specific and
Passive anima effect from another Lunar Caste to use as
unusual powers designed by the Maidens to help
their own. They can change Passive effect whenever they
maintain and repair the wefts of Fate. The Sidereal
gain a Personal or Exalt milestone.
Exalted perfected mastery over Martial Arts styles in
Shifting Moon’s Reserve (Active): Choose an Attribute
order to have tools to combat Creation’s myriad foes.
+ Ability roll iconic to the character. The Casteless always
Whenever a Sidereal Exalt gains an Exalt milestone
adds Essence in automatic successes to that roll. Choose
she may use it to purchase Martial Arts Charms as if
the Attribute + Ability when this effect comes into play. It
they were Sidereal Charms.
cannot be switched until the next scene.
Chimera’s Visage (Iconic): The Casteless may waive
the usual cost for shapeshifting. While in iconic anima, Anima
the Casteless is immune to any affect that would While active, a Sidereal anima is a bright outline of
transform her body against her will. color based on the Sidereal’s Maiden, trailing stardust as
As a Lunar Exalt, you were Chosen by Luna after they move. At the iconic level, they gain halos inscribed
a period of great struggle and strife, receiving her with ancient prophecies and radiate a sense of their
blessing and unleashing your potential. You likely Maiden’s domain.
encountered another Lunar soon after and were
invited (but not compelled) to join the Lunar society Sidereal Castes
known as the Silver Pact. You have been Exalted for The Sidereals are divided into five Castes, one for each
less than five years. of the Maidens of Fate: Mercury, Venus, Mars, Jupiter,
and Saturn. Their Caste Marks are the astrological signs
The Sidereal Exalted of those Maidens.
The Sidereal Exalted are the Chosen of the Maidens of Journeys
Fate. They are secret agents, dispatched from the The Chosen of Mercury are wanderers, pilgrims, and
heavenly city of Yu-Shan to smooth out tangled fates. explorers, always seeking the horizon. Their animas are
With the gift of astrology, they see the future — and saffron yellow, tinged with a sense of far-away places:
weave it to their own ends. They are also the masters of dust of the road, sea spray, and thunderstorms.
the esoteric Sidereal Martial Arts. At the end of each session, Journeys Castes gain an
Play a Sidereal if you want to be a powerbroker in Exalt Milestone if they solved a problem through a path
celestial politics, a wise advisor guiding your fellow of least resistance or guided others through unknown or
heroes, a genius martial artist, or an oracle working from dangerous territory.
the shadows.
Anima Effects
Sidereal Exalt Advantages Auspicious Journey Insight (Passive): When meeting a
character, the Sidereal may ask a question about their
Arcane Fate: After a scene interacting with a Sidereal, recent whereabouts, previous travel, or origins and get
other characters forget her appearance, voice, and other an honest, useful answer from the Storyteller. Additional
defining traits. Instead, they attribute the Sidereal’s questions cost one mote each.
actions to a passer-by or happenstance. Nontrivial Lesser Sign of Mercury (Active): The Sidereal and
46
allies in Close range ignore the effects of difficult terrain, Sidereal distributes 10 Power to her allies, divided as she
and add the Sidereal’s Essence in dice any time they chooses. If this makes a character exceed 10 Power, the
would need to roll for movement-related actions. These recipient may bank the excess Power as additional
dice do not count towards the cap. damage dice instead, which must be spent before the
Greater Sign of Mercury (Iconic): Spend 10 Anima. end of the scene. This does not count towards the dice
The Sidereal can teleport herself and her Circle or up to cap.
her Essence plus four allies to a location she has
previously visited, depositing them in a safe spot of the Secrets
Storyteller’s choice. The Chosen of Jupiter are occultists, sages, and secret-
brokers who work in the shadows to uncover forbidden
Serenity truths. Their animas are dark green, tinged with a sense
The Chosen of Venus are lovers, poets, and romantics of the unspoken: shuffling papers, flickering candles, and
tasked with bringing people together according to long shadows.
Heaven’s design. Their animas are deep cerulean, tinged At the end of each session, Secrets Castes gain an
with a sense of romance: rose petals, silk, and wine. Exalt Milestone if they interfered in someone else’s
At the end of each session, Serenity Castes gain an affairs or discovered a significant secret.
Exalt Milestone if they deescalated a dangerous or
Anima Effects
violent conflict or soothed the emotions of a significant
Auspicious Secrets Insight (Passive): When meeting a
character.
character, the Sidereal can ask a question about the
Anima Effects character’s criminal activities, greatest shame, or field of
Auspicious Serenity Insight (Passive): When meeting a expertise and get an honest, useful answer from the
character, the Sidereal can ask a question about the Storyteller. Additional questions cost one mote each.
character’s romantic interests, personal vices, or fond Lesser Sign of Jupiter (Active): The Sidereal and her
wishes and get an honest, useful answer from the allies may transform her Essence in dice to automatic
Storyteller. Additional questions cost one mote each. successes on Sagacity and Stealth rolls to unravel
Lesser Sign of Venus (Active): The Sidereal and her mysteries, conduct reconnaissance, or investigate the
allies may transform her Essence in dice to automatic unknown.
successes on Performance and Craft rolls based on joy, Greater Sign of Secrets (Iconic): Spend 10 Anima: For
love, or attraction, including Build Power actions. the rest of the session, actions that attempt to detect,
Greater Sign of Venus (Iconic): Spend 10 Anima. The track, investigate, or read the Sidereal and her allies
Sidereal halts all combat within the scene. Participating suffer a three-success penalty, and automatically botch if
characters, including other players’ characters, may not failed. Characters with an Essence equal to or lesser than
make attacks, purchase gambits, build power or use the Sidereal are compelled to tell the truth, and any
military tactics and naval combat stratagems until the attempt they make to deceive the Sidereal or her allies
Sidereal has had a chance to either flee or speak. also automatically fails.

Battles Endings
The Chosen of Mars are warriors, strategists, and The Chosen of Saturn are healers, prophets, and
firebrands overseeing the ebb and flow of battle. Their envoys who serve as harbingers of death and change.
animas are bold crimson, tinged with conflict: the snap of Their animas are violet, tinged with a sense of sorrow:
banners in the wind, singing blades, and blood on grass. whispering voices, crow wings, and cracking frost.
At the end of each session, Battles Castes gain an Exalt At the end of each session, Endings Castes gain an
Milestone if a significant combatant heeded their counsel Exalt Milestone if they completed a venture, brought a
or wisdom, or their advice or preparation turned the long-standing problem to a decisive conclusion, or saw a
tides of a significant conflict or lead to an acceptable loss. violent conflict to its end.
Anima Effects Anima Effects
Auspicious Battle Insight (Passive): When meeting a Auspicious Endings Insight (Passive): When meeting a
character, the Sidereal can ask a question about the character, the Sidereal can ask a question about the
character’s combat prowess, military goals, or favored character’s fears, health, or political ambitions and get an
strategies and get an honest, useful answer from the honest, useful answer. Additional questions cost one
Storyteller. Additional questions cost one mote each. mote each.
Lesser Sign of Mars (Active): The Sidereal and her Lesser Sign of Saturn (Active): The Sidereal and her
allies may transform her Essence in dice to automatic allies may transform her Essence in dice to automatic
successes on Presence and War rolls to rally troops, successes on Embassy and Awareness roles to anticipate
devise tactics, and implement strategies, including Build danger or assess hostile motivations, or reach a peaceful
Power actions. conclusion.
Greater Sign of Mars (Iconic): Spend 10 Anima. The Greater Sign of Saturn (Iconic): Spend 10 Anima: The

47
Sidereal and her allies gain +1 Overwhelming on having sworn fealty to the Deathlords, and Infernals,
withering attacks; on decisive attacks, Soak cannot who draw their might from that of the Yozis, are both
reduce their successes below the Sidereal’s Essence. considered creatures of darkness; however, despite
Enemies who take damage within short range of the being classified as undead, Liminals are categorically
Sidereal may not choose to take a Dramatic Injury. If a not.
dying character is present in the scene with the Sidereal,
she may grant them a peaceful death, sending them Anima
immediately into their next life.
When active, the Solar’s anima blazes with the sun’s
As a Sidereal Exalt, your Exaltation was destined golden light, and gusts with hot summer wind. At the
before your birth, and your life before was filled iconic level, the banner becomes a brilliant beacon. It
with strange coincidences and omens of fate. You swirls with the Solar’s personal imagery and illuminates
were compelled to join the Sidereal society called the immediate area in bright sunlight.
the Fivescore Fellowship, those who serve under
the bureaucracy of Heaven. You have been Exalted Solar Castes
for less than five years.
The five Solar Castes represent each stage of the day.
The Solar Exalted Dawn
The Chosen of the Unconquered Sun are champions The Dawn Caste are mighty warriors, charismatic
who exhibit great potential and aspire to lofty ambitions. generals, and genius strategists who fiercely defend their
Solar Exalted are warriors, orators, spies, scholars, charges and lead armies to victory. Their animas are
sorcerers, and engineers. They were the Lawgivers to sunrise-hued: pale yellow, blue, and pink. Morning birds
Creation. and hunting hawks call within, accompanied by the smell
As the Great Curse set in, some First Age Solars grew of molten metal. Their Caste Mark is a golden sunburst.
power-hungry, went mad, or declared war on former At the end of each session, Dawn Castes gain an Exalt
allies. The destruction they wrought threatened Creation Milestone if they fought in a battle or defended an ally.
itself, and the Dragon- Blooded, aided by the Sidereal Anima Effects
Exalted, overthrew them. Now, they’ve returned to the Supernal Warrior (Passive): Without needing to roll,
world, ready to save or destroy it. defeat up to the Dawn’s Essence in Extras every turn, and
Play one of the Solar Exalted if you want to be a add the Dawn’s Essence in dice to damage against battle
legendary hero seeking to right ancient wrongs; a groups. Additionally, battle groups increase the difficulty
religious leader inspiring your followers to improve the to resist a rout check by the Exalt’s Essence.
world; a sorcerer in search of long- forgotten magics; or Fearsome Visage (Active): The Dawn Caste is a
an adventurer exploring abandoned ruins and places of terrifying foe. Add the Solar’s Essence in automatic
power. successes to attempts to frighten or intimidate an
opponent. Any gambits based on fear or intimidation
Solar Exalt Advantages have their cost reduced by one.
First Among Equals: Solar Exalts always win ties, even Unconquered (Iconic): At 10 anima, follow any
when there’s no clear defender (see p. XX). Solar players’ Ranged or Close Combat attack with a secondary attack
characters win ties against Solar Storyteller characters; using a different ability. This attack must target a
player characters vying against one another use normal different opponent.
tie rules. Zenith
Supremacy of Ability: Solars don’t pay the mote cost The Zenith Caste are faithful priests and fiery orators,
to activate Excellencies. who inspire their followers to strive for justice. They’re
Divine Resonance: Solars are resonant with all holy warriors who vanquish the dead and creatures of
magical materials, especially orichalcum. darkness. Upon their Exaltation, the Unconquered Sun
Creatures of Darkness speaks directly to them. Their animas are the brilliant
Creatures of darkness are formally designated by white and gold of the midday sky, streaked with cobalt.
the Unconquered Sun. He detests them above all else, At the iconic level, images of bulls, pillars, and other
deeming them the enemies of Creation. His Exalts unyielding objects appear. Their Caste Mark is a golden
excel at many things, but one of their greatest talents solar disc.
is for destroying their patron’s enemies: Fair Folk, At the end of each session, Zenith Castes gain an Exalt
demons of all circles, the undead and their masters Milestone if they inspired a significant character with
the Deathlords. The ghosts of the dead cannot even their words.
bear the touch of the Sun’s light, though paths back to Anima Effects
the Most High’s righteous mercy exist. Abyssals, All Eyes Upon Me (Passive): Extras and non-heroic

48
mortals cannot ignore the Zenith’s social actions and will anima.
do as she asks as long as the request is reasonable. The Cloak of Shadows (Active): The Night Caste wraps her
Zenith gains the dice bonus from refusing her influence if anima around her like a cloak and moves about unseen.
any target chooses a hard bargain. Add her Essence in automatic successes to Stealth and
Purity of Purpose (Active): The Zenith adds their Athletics rolls. Anyone who does notice her sees only a
Essence in automatic successes to Presence and flickering shadow-visage; it’s impossible to discern her
Performance rolls, or instantly destroys any undead identity.
Extras they can perceive. Add the Zenith’s Essence in Vanishing Foe (Iconic): Spend 1 anima, After resolving
damage dice against undead battle groups. a successful attack, the Night Caste may move instantly
Highest of Holies (Iconic): At 10 anima, add the Solar’s to any other location in the scene and gain her Essence in
Essence in automatic successes to attacks against Power.
creatures of darkness. These attacks deal aggravated
damage. The first time the Zenith reaches iconic anima in Eclipse
a scene, any battle group lead by or consisting of The Eclipse Caste are diplomats, negotiators, and
creatures of darkness must immediately make a rout peacemakers. They mend rifts between nations, de-
check with the difficulty increased by the Exalt’s Essence. escalate conflicts, and oversee bargains with the Fair
Folk. Their white and gold animas coruscate outward into
Twilight wispy trails like the corona of an eclipse. At the iconic
Passionate in their pursuit of knowledge, the Twilight level, symbols of peace appear within them, and
Caste are traveling scholars, engineers, and sorcerers, harmonious voices sing. Their Caste Mark is a golden disc
seeking to bring wisdom to the world and improve within a circle.
peoples’ lives. Their animas reflect the colors of sunset At the end of each session, Eclipse Castes gain an Exalt
and early evening. At the iconic level, images of tomes Milestone if they successfully made a deal or defused a
and gears swirl within. Their Caste Mark is a golden circle, conflict between two significant characters or groups.
filled with gold on the top and empty on the bottom half.
Anima Effects
At the end of each session, Twilight Castes gain an
Universal Scholar (Passive): The Eclipse may learn
Exalt Milestone if they used their knowledge to help a
Charms from spirits, Fair Folk, and other supernatural
significant ally.
beings with the Eclipse keyword (See Chapter 7, p. XX).
Anima Effects For 2 anima, the Eclipse may seal an oath between two
Joyous Pursuit (Passive): Reduce difficulty to parties. Those sealed are bound to honor the oath and
overcome obstacles while working on a venture involving suffer a two- dice penalty to any subsequent rolls for the
investigation, research, or planning by the Twilight’s rest of the session if they do not.
Essence, to a minimum of one. Esteemed Guest (Active): When the Eclipse negotiates
Indefatigable Genius (Active): Add the Solar’s Essence with demons, Fair Folk, spirits, or the dead, they must
in automatic successes to Craft and Sagacity rolls, or to welcome the Eclipse and entourage and present Exalt
rolls to build Will for spellcasting purposes. with human hospitality. These beings must treat the
Summoner’s Call (Iconic): Spend 5 anima. The Twilight Circle with pleasantries and respect unless the Exalts act
may summon a minor elemental or first circle demon of with hostility first. Hostile actions by the opposing party
her choice, instantly calling it to her side. It remains (such as making attacks, threats, or building power) are
bound to her for the rest of the scene. made at a Difficulty increased by the Eclipse’s Essence.
Venerated Witness (Iconic): Everyone in the scene
Night must honor their agreements with other characters in
The Night Caste are spies and assassins, striking down the Eclipse’s presence and suffer her Essence in
the unrighteous from the cover of darkness. Where the increased Difficulty to all actions taken to go back on
other Lawgivers’ displays of power draw attention, Night their word. For 5 anima, the Eclipse may seal a greater
Caste Solars are subtle. Shades of gray, violet, and black oath between two parties. Anyone who breaks their vow
twist through their pale gold animas. At the iconic level, suffers an appropriately grand curse determined by the
they flash with the glint of moonlight on steel, and trail Storyteller. The other party is aware of when and how
shadows in their wake. Their Caste Mark is an empty the promise was broken.
golden circle.
At the end of each session, Night Castes gain an Exalt As a Solar Exalt, you were Chosen for your
Milestone if they successfully stole an important item or excellence and potential, and seek to uphold the
gained access to a locked or guarded space undetected. virtues of the Unconquered Sun. Though you are
hunted by the Realm, you have thus far escaped
Anima Effects the Wyld Hunt, and have been Exalted for less than
No One Special (Passive): The Night Caste can a year.
dampen her anima, preventing others from seeing it until
she wants to be noticed. She cannot suppress her iconic
The Abyssal Exalted
49
The Solar Exaltations stolen by the Deathlords were The five Abyssal Castes are corruptions of their Solar
transformed into the Abyssal Exalted. Each Abyssal was origins, turned to the service of the Underworld. Their
offered their Exaltation at the moment of death, knowing Caste Marks are likewise bleak and blackened versions of
that the only way to escape their own demise was to their Solar opposites.
become a harbinger of the world’s end. They have no
names, having cast that identifier into the Void — so Dusk
most go by their bestowed title. As dark mirrors to the The vanguard of Death’s army, Dusk Castes are
Solars, Abyssals embody the overwhelming and warriors dedicated to the singular beauty of slaughter in
inevitable powers of the Void. They are carnage-bringers, all its hideous forms. Their animas tend towards pitch
deathknights, and lords of the grim kingdoms of the black and blood-reds.
Underworld, masters of the dark secrets of necromancy, At the end of each session, Dusk Castes gain an Exalt
and — sometimes — tragic heroes in search of Milestone if they engaged a significant foe in bloody
redemption. combat.
Play an Abyssal if you want to be caught up in the Anima Effects
Underworld’s ghostly melodrama, pursue knowledge and Death is Inevitable (Passive): The Dusk’s attacks
power with neither hesitation nor scruples, or speak for instantly slay trivial characters without a roll; against
the dead in a world that would rather forget. nontrivial characters, their decisive attacks always inflict
at least one level of damage.
Abyssal Exalt Advantages Fear Made Flesh (Active): The Dusk can flurry
Death’s Champions: Abyssals are considered undead influence actions meant to intimidate, demoralize, or
whenever it is beneficial to them; while they may still be otherwise frighten a foe, reducing the flurry penalty by
incapacitated by fatigue, hunger, thirst, or asphyxiation, two on each action. They can also intimidate otherwise
they enter torpor rather than dying, recovering in a later mindless targets, such as automata.
scene. In places touched by death, such as the The Walking Apocalypse (Iconic): Once per turn, she
Underworld or a blood-soaked battlefield, they gain a may respond to an attack on Step 8, making a
one-success bonus on any action that evokes fear, counterattack with any combat Ability. If successful, she
sorrow, dread, or acceptance. gains her Essence as a success bonus to damage during
Cruel Banquet: Once per scene, an Abyssal may Step 5 of her next attack against the target.
replenish their Essence by inflicting a level of damage or Midnight
committing an act that frightens, subdues, or angers the
Priests to the powers of the Underworld and beyond,
target. Draining or terrifying a trivial character restores
the Midnight Caste build cults among the living and the
one mote; an elite character restores two; and a
dead, preaching the gospel of the Void. Their anima
powerful character — such as another Exalt — restores
banners show the rich dark blues and deepest blacks.
three.
At the end of each session, Midnight Castes gain an
Resonance: Abyssals are resonant with soulsteel.
Exalt Milestone if they intimidated or coerced a
The Gifts of Undeath significant character or group.
Undead creatures no longer need to eat, breathe, Anima Effects
or sleep, though they can still willingly engage in these Void Prophet (Passive): Once per scene, the Midnight
activities. They never suffer penalties from fatigue, may automatically intuit a character’s greatest losses,
exhaustion, or deprivation, and they cannot be disappointments, and sorrows, treating these pain points
affected by mundane diseases or poisons (though as a Minor Intimacy for influence. Additional uses cost
they are able to transmit those maladies to the living). one mote each.
Many undead are considered creatures of darkness Apocalyptic Voice (Active): The Abyssal gains her
and cannot bear the sun’s light. Essence in automatic successes on social influence to
inspire feelings of fear, peace, despair, or acceptance.
Anima Reveal the Faithless (Iconic): Spend 5 Anima.
Characters within the scene suffer a five-success penalty
An Abyssal’s anima is a dark wound upon the world,
to deceive or hide from the Midnight and her entourage.
tinged with bruise-blues, blood-reds, and the colors of
Those caught lying are infected with a minor disease of
pox and shadow. At the Iconic level, it erupts into a
the Midnight’s choice, even if normally immune.
fearsome symbol of the Abyssal, usually a predatory
animal, ghostly figure, or other image of the apocalypse. Daybreak
Sometimes, they swirl with a hint of the color of their Geniuses who pursue discovery at any cost, Daybreaks
Solar Caste counterparts. are brutal surgeons, necromancers, and scholars who
would unmake the world to better understand it. Their
Abyssal Castes anima banners are a stately gray shot through with the
bruise-blues and blood-reds of all the castes.
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At the end of each session, Daybreak Castes gain an supernatural beings, and seal pacts with the power of the
Exalt Milestone if they used their knowledge to provoke Neverborn. They pay the same anima cost to seal oaths
conflict with or undermine a significant foe. as Eclipses.
Speaker for the Dead (Active): While negotiating with
Anima Effects
spirits, Fair Folk, or ghosts, the Moonshadow and her
Dark Inspiration (Passive): Once per session, the
allies must be given safety and hospitality. Promises or
Daybreak may make a second roll on a Craft or Sagacity
deals made during these negotiations are sanctified;
venture regardless of if she has already made an
anyone who breaks them suffers immediate misfortune
applicable roll this scene or session.
determined by the Storyteller based on the broken oath.
Underworldly Lore (Active): Add the Daybreak’s
Gates of Death (Iconic): Spend 5 Anima to open a
Essence in automatic successes to Craft and Sagacity
portal to the Underworld within medium range. It leads
rolls, or to Build Will for necromancy.
either to a safe location over which the Moonshadow has
Gruesome Epiphany (Iconic) – When her anima
authority (such as a manse or her Deathlord’s realm), or
reaches Iconic, the Daybreak intuits, reveals, or causes a
to an interesting location of the Storyteller’s choice. The
vital weakness (physical, mental, or emotional) for a
portal stays open for the rest of the scene or until the
character, object, or structure within long range. Until
Moonshadow wills it closed.
the end of the scene, the Daybreak and her allies double
8s on all rolls to attack or otherwise leverage this As an Abyssal Exalt, you suffered an untimely
vulnerability. She may spend 2 Anima to allow this effect and likely gruesome fate, only for a Deathlord to
to persist for the rest of the scene. offer you dark power and immortality moments
before your death. The price was your name, and
Day your obeisance to beings seeking to obliviate all
The Day Caste walk under the light of the sun to do life. Having completed your training and swearing
death’s work when it is least expected. They are fealty to your feudal lords, you have been a
assassins, saboteurs, and spies in the land of the living. deathknight for less than a year.
Their animas are ethereal grays and blacks, tinged with
the colors common to all Abyssals.
At the end of each session, Day Castes gain an Exalt
The Alchemical Exalted
Milestone if they committed a significant sabotage or Legend tells that Autochthon, the King of All
infiltration. Craftsmen who slumbers beyond the reaches of Creation,
created the Alchemical Exalts as proof to the gods that
Anima Effects
Exaltation could be their greatest weapon. Autochthon
Walking in Daylight (Passive): The Abyssal may force
left Creation long ago, but sometimes, a community in
their anima to remain invisible until they reach Iconic.
need of a champion finds a hero hidden away in a time-
When their anima is Dim, they gain a three-success
lost vault.
bonus to any attempts to conceal their deathly nature.
An artificial human made of sacred clay and magical
Grim Caul (Active): The Abyssal gains her Essence in
materials, your Alchemical was created before the Divine
automatic successes on Stealth rolls while her anima is
Revolution and left behind in stasis when Autochthon
active. It is impossible to determine her identity.
abandoned Creation.
Living Shadow (Iconic): The Abyssal’s body becomes
They might also be a new Alchemical who has
immaterial — nothing more than shadow and Essence.
ventured into Creation to save their world of industrial
She is immune to being grappled or restrained and can
horrors.
move through solid matter as long as she ends her
Play an Alchemical Exalt if you want to be an
movement in an open space.
animated relic from a lost time, a stalwart champion of
Moonshadow your chosen community, or a peerless machine with
The Moonshadow Caste are death’s courtiers and endless and customizable potential.
emissaries, sent into the world to parley on behalf of the
apocalypse. Their animas are translucent silver and black
The Rite of Reconfiguration
Alchemicals acquire Charms as normal, but unlike
sheets, with a faint corona of the colors common to
other Exalted, their Charms are arcane technology.
other castes.
The Alchemical cannot use their new Charms —
At the end of each session, Moonshadow Castes gain
Alchemical or Universal — until they are physically
an Exalt Milestone if they made a deal with a significant
created and installed. Many Alchemicals cultivate
character or group or sowed discord between significant
relationships with savants in their community who
characters or groups.
assist them in building Charms to heighten their
Anima Effects power. The Exalt is effectively helpless during the Rite,
God of the Ashes (Passive): Like their Eclipse depending on their attendants, allies, and community
counterparts, the Moonshadow may learn Eclipse- for protection. Removed Charms sublimate into raw
keyword Charms from spirits, fair folk, and other anima that orbits the Alchemical as a ring of arcane
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symbols, while Charms to be installed disappear from magical material’s hue, given life and energy. Their anima
the anima and appear in the hands of your attendants banners show the process of their making, whether it’s a
ready to be equipped. great machine, ancient runes, or weird crystal shapes.
When you have access to at least two of the
following, you can spend a dramatic or recovery scene Alchemical Castes
to retrofit your Alchemical body, equipping
Alchemical Exalts come in six castes. Their bodies are
augmentations and replacements.
made of one magical metal, from which they take their
• Ritual space and magical infrastructure,
name, in addition to copper, crystals, stone, and
consecrated to your community
whatever else their maker could get their hands on.
• Trained attendants, accustomed to the Rite’s
prayers Adamant
• A friend, ally, or confidant to whom you have an The Adamant Caste is a teacher, artist, or muse. They
emotional connection (Intimacy) prize precision, artistry, and above all efficiency. They
• Sacred reagents, carefully prepared for you refract and refine the spiritual lives of others with
specifically calculated performances and inhuman discipline.
At the end of each session, Adamant Castes gain an
Alchemical Exalt Advantages Exalt Milestone if their spiritual guidance caused a
significant character to gain an Intimacy or if it improved
Living Artifact: The Alchemical is a carefully created the life of others.
machine, perhaps closer to an artifact than a living
being. She may hold an artifact to take one of its Anima Effects
Evocations as her own Charm. If the Evocation has any Muse (Passive): The Adamant Caste serves as muse to
prerequisites, she must meet those. Once installed, the any one non-Exalt. That person adds the Exalt’s Essence
Alchemical can use the Evocation as if it were an innate in dice to any roll to which the Adamant’s inspiration
Charm, without access to the artifact itself. The contributes. This immediately raises any Extras to non-
Alchemical can only have one such Evocation-Charm at a trivial characters.
time, but may switch between existing ones during a Be More Precise (Active): When an attack targeting
reconfiguration. Alchemicals may learn Evocations from the Adamant Caste misses, she may spend 1 Anima on
their own Artifacts with Exalt Milestones; these are Step 4 to inflict a success penalty to the attacker’s next
represented as certain technological aesthetics applied to attack action equal to her Essence. She may do the same
the artifact itself, such as a daiklave developing on social influence rolls that fail to meet her Resolve.
embedded circuitry. Guiding Hand (Iconic): The Adamant Caste’s allies gain
Community Spirit: The Alchemical has a deep need to dice equal to her Essence on attack or social influence
find a community that will accept her as their own, and rolls on Step 3. This costs 2 Anima and lasts until the end
to whose purpose she may lend her strength. This of the scene, so long as the Exalt is physically present and
doesn’t mean she’s fixed in place, as her chosen not incapacitated. These dice do not count towards the
community may range far such as “orphaned children” or cap.
“oppressed laborers.” Their believe in her as a guardian,
and once she’s found them, this awakens a power deep
Jade
The Jade Caste is hard-working and down to earth.
inside her. Design this as a custom effect based around
Outgoing and social, he finds himself a folk hero without
the Exalt’s purpose, one that should be tied to her
trying. He thrives working or fighting alongside his
community.
community.
Examples include:
At the end of each session, Jade Castes gain an Exalt
• Increase Resolve by one when someone targets an Milestone if sheer hard work overcame a significant
Intimacy towards her community. obstacle or lead to a victory.
• Increase Defense by two when using Defend Other
on a community member.
Anima Effects
Friendly Face (Passive): The Jade Caste can befriend
• Add a three-dice bonus to attacks when fighting for
any Extra without a roll. His new friend feels immediately
the community.
inclined to do something for him, like share a plot-
Whatever it is, it grants a small but meaningful effect. important secret or give him the keys to the jail. The
Refer to Bonuses and Penalties on p. XX. player and Storyteller should agree on what sort of
Resonance: Alchemicals are resonant with the important little favor the new friend does.
material for which they take their Caste name. Hard as Jade (Active): Spend 1 Anima to Add Essence
to soak on Step 6, until the start of your next turn.
Anima Stalwart Rock (Iconic): The Alchemical and any allies
add half his Essence, rounded up, to soak. So long as he is
Alchemical animas are the radiant versions of their
physically present and not incapacitated, Extras under his
52
protection cannot be harmed. This costs 5 Anima and wicked or just.
lasts until the end of the scene.
Anima Effects
Moonsilver Dark Presence (Passive): The Soulsteel Caste can
The Moonsilver Alchemical is the perfect spy, scout, intimidate Extras without a roll. He gains his Essence in
and assassin. They’re agile, quick, and not seen unless automatic successes to attempts to intimidate or frighten
they want to. This Exalt protects their community from non-trivial targets.
dangers no one saw coming. Shroud of Fear (Active): Anyone who targets the
At the end of each session, Moonsilver Castes gain an Soulsteel with a Close Combat attack must make a
Exalt Milestone if they infiltrated a secure location or reflexive Integrity roll against Difficulty 3 on Step 1 before
discovered a significant enemy secret. any other effects are rolled, or the attack fails and must
target someone else.
Anima Effects Steel’s Rebuke (Iconic): The Soulsteel adds her Force
Ephemeral Moon (Passive): The Moonsilver Caste can Attribute in automatic successes to any attack and
sneak past Extras without a roll. Non-trivial characters damage rolls she makes. This does not count towards the
who might catch them have to make a Force + Integritry cap.
roll at Difficulty 3 in order to remember what they saw.
Quicksilver (Active): The Moonsilver gains their Starmetal
Essence in automatic successes to ambush attacks or The Starmetal Caste is the quiet manipulator, the
attacks from concealment, and any attack actions they unseen power behind their community’s leader. They
take when acting before an enemy. always act for the greater good, but has a tendency to
Strike Twice (Iconic): The Moonsilver spends 5 Anima think they know better than everyone else.
to act again during the same round, whether that’s taking At the end of each session, Starmetal Castes gain an
social actions, stealth, attacking, etc. This is a full new Exalt Milestone if they secretly guided a group’s leader to
turn, in which she may take two more actions. decisions or persuaded a significant character to do
things her way.
Orichalcum
The Orichalcum Caste is a natural leader and hero. Anima Effects
She’s forceful and decisive, with a tendency to brashness Silent Star (Passive): The Starmetal Caste can order
and dogmatism. She unites her community to repel all Extras in a position of authority to relay her orders
outside threats. without a roll. This doesn’t work if the command works
At the end of each session, Orichalcum Castes gain an against the Extra’s interests.
Exalt Milestone if they guided a group to victory in Guiding Light (Active): The Alchemical adds their
combat. Essence in automatic successes to Embassy and Sagacity
rolls.
Anima Effects When Stars Align (Iconic): Spend 1 Anima. The
Radiant Gold (Passive): The Orichalcum can persuade Starmetal adds half their Essence, rounded up, to both
a neutral battle group into accepting her as their leader attack and damage rolls for herself and their allies, which
without a roll. If they already have a leader, the player lasts until the end of the scene. This does not count
makes a social influence against difficulty 5. She gains her towards the cap.
Essence in automatic successes to attempts to persuade
non-trivial targets to follow her lead. As an Alchemical Exalt, you were created and
Righteous Scorn (Active): The Alchemical reduces Chosen by Autochthon as living proof to the
enemy soak by her half her Essence, round up, on Step 7 Unconquered Sun that Exaltation could be the
when she targets them with an attack. weapon of the gods. The Great Maker sealed you
Golden Leader (Iconic): Mortal troops under the away before the Divine Revolution thousands of
Orichalcum’s command gain elite drill, and +1 size for the years ago, to await an unspecified hour of need.
rest of the scene. The Exalt adds her Essence in dice to That time is now, and you have been awakened
rout checks. and part of a community for less than ten years.

Soulsteel
The Soulsteel Caste brings justice. He hears tales of a
The Getimian Exalted
despot or war criminal preying on his community, and A Getimian does not exist until Exaltation. They are
sets out to punish them. No matter the distance. No discarded destinies, heroes who were never born
matter their defenses. He finds them, and makes an because their existence was inconvenient to the petty
example of them. bureaucracy of Heaven. They fight now to remake
At the end of each session, Soulsteel Castes gain an Creation into the world they alone remember.
Exalt Milestone if they punish the wicked or assisted Play a Getimian if you want to be an outsider plucked
another character with vengeance or attaining a just from an unrealized destiny, embittered by a world that
outcome. The player decides what her character deems does not recognize your glory; a ruthless seeker of self-
53
enlightenment; or a rebel against the hegemons of hospitality. Nontrivial characters can roll Fortitude +
Heaven. Integrity against Difficulty 5 to resist.
Bravery Blooms Wild (Active): Add her total Flowing
Getimian Exalt Advantages motes in dice to resist effects that inspire fear. If the
Getimian succeeds, she gains a one-success bonus on her
Getimian Alchemy: Divide the Getimian’s motes into
next roll against the source.
two pools — Flowing and Still. They may reallocate their
Better World Proposition (Iconic): When the
pools between sessions or during downtime, but must
Getimian’s anima reaches Iconic, she names a mission or
leave at least 1 mote in either pool. When they regain
goal which she believes in wholeheartedly. Characters
motes, they may choose which pool to restore first. They
within medium range must either accept a positive Minor
gain a one-success bonus on rolls with Force when their
Intimacy towards that goal or suffer a two-success
Flowing pool is larger or with Finesse when Still is larger,
penalty for the rest of the scene as they are wracked with
and also with Fortitude when the pools are balanced
visions of a perfect future.
(within 1 mote of each other).
Infected Fate: The Getimian may spend 1 mote to Summer
bind a target into her personal Loom of Fate, naming a The Summers are conquerors, mad prophets, and
role in relation to the Getimian, such as bodyguard, iconoclasts who upend the old order by their steely
business partner, or apprentice. conviction. They come from worlds of upheaval, ready to
While acting in that role, the character transforms the shatter the old ways of Creation.
Getimian’s Essence in dice into successes before rolling; if At the end of each session, Summer Castes gain an
they act against it, they suffer a one-success penalty. This Exalt Milestone if they brought a significant character or
lasts for one day. group under their control or seized control over a
Resonance: Getimians are resonant with starmetal. dangerous or chaotic situation.

Anima Anima Effects


Impossible Conquest Authority (Passive): Trivial
Getimian animas are pale colors mixed with black and characters cannot ignore or refuse the Getimian’s
white Essence. At the active level, this anima surrounds demands, and must either comply or cower. Nontrivial
them, either ever-flowing or perfectly tranquil. At the characters can resist with a Difficulty 5 Fortitude +
iconic level, it bursts outwards, becoming a web of Integrity roll, allowing them to refuse her demands or
unrealized possibilities. Vistas from the Getimian’s world leave.
can be seen within — as can scuttling pattern spiders, Ambition Always Thrives (Active): Add her Flowing
reshaping Creation in that world’s image. Spring Castes motes in dice to resist effects that would slow, paralyze,
have cherry-blossom pink scattered through their anima, or restrain the Getimian, including grapples. If she
while Summer Castes display a grass-green color. succeeds, she gains a one- success bonus on her next roll
Autumn Castes’ animas have a fallen-leaf orange tint, against the source.
while Winter Castes’ animas are the gray-blue of light Charting the Future’s Course (Iconic): When the
reflected on snowfall. Getimian’s anima reaches Iconic, roll Fortitude +
Awareness. Once per turn, she may spend one of these
Getimian Castes successes to pose a hypothetical to the Storyteller and
Each of the four Getimian Castes embodies a certain get an honest, useful answer. For example: How would
kind of destiny which was stolen from the Exalt — and the queen react if I refused? What would happen if I
which she is empowered to reclaim. Their Caste Marks choose the left door? Anyone acting on this insight gains
display an astrological sign representing that which the Getimian’s Essence in automatic success to their next
vanishes from the heavens, and then returns. applicable roll. Insight is limited to the immediate future;
it cannot predict long-term consequences, nor can it
Spring guarantee the results of a future roll.
The Springs are heroic dreamers, warrior-poets, and
guardians defined by their unshakable valor. They helped Autumn
make their world beautiful — and now Creation will The Autumns are inspirational war-leaders, healers,
benefit from their bold vision. and saviors whose wrath is born out of overwhelming
At the end of each session, Spring Castes gain an Exalt compassion. They come from worlds redeemed by their
Milestone if they inspired a significant character or group sacrifices; now they will redeem Creation, as well.
with honeyed words or visions of their perfect world. At the end of each session, Autumn Castes gain an
Exalt Milestone if they made a significant personal
Anima Effects sacrifice for the sake of others or persuaded a significant
Smiling Stranger Allure (Passive): The first time the character to put others before themselves.
Getimian meets a character, they immediately develop a
positive impression of her and offer any reasonable Anima Effects

54
Thousand Elixir Tears (Passive): Characters under the Once the victims of injustice and betrayal, the Infernal
Getimian’s care gain her Still motes in bonus dice to Exalted stride across Creation seeking brutal vengeance
resist or overcome poison and disease. Once per session, and sweeping revolution. With the Yozis’ promises
she may pay up to her Essence in motes to heal that singing in their hearts, and stolen Solar Exaltations
many levels of damage from another character. crowning them with righteousness, the formerly-
Love Never Turns (Active) — Add her Still motes in downtrodden have become the Green Sun Princes,
dice to resist effects that corrupt positive feelings or determined to remake the world in Hell’s image.
force the Getimian to act against a positive Tie. If the Play an Infernal Exalted if you want to be a fallen hero
Getimian succeeds, she gains a one-success bonus on her on a vengeful quest, an anarchist liberating the
next roll against the source. oppressed, or a general leading a demon-army.
Devil-Queen Salvation (Iconic): For the rest of the
scene, the Getimian may redirect any attack against a Infernal Exalt Advantages
character to whom she has a positive Intimacy to herself
Corona of Fury: While the Infernal is at her Critical
regardless of distance. Effects within short range that
health level or at four or more anima, the breath of war
indiscriminately slay trivial targets under her protection
restores two motes instead of one, and she recovers one
require a Difficulty 3 Force + Integrity roll to succeed.
mote between actions during social influence scenes or
Winter ventures.
The Winters are magicians, demiurges, and Unwoven Coadjutor: An Infernal develops a direct
powerbrokers who transform society according to their spiritual connection with the Demon City itself. This
incorruptible temperance. They come from worlds made manifests as a reservoir of demonic knowledge and will
orderly and grand, with the strength of will to make that only the Infernal can access. Once per session, the
whole what Creation has set asunder. Infernal may ask up to her Essence in questions to learn
At the end of each session, Winter Castes gain an about a specific situation, such as: Can you tell me the
Exalt Milestone if they created or enforced order upon a nature of this spirit? What strange history happened
significant character or group. here? What do you know about this place/object? What
unusual weaknesses does it have? What would it take to
Anima Effects destroy it? And so on.
Orderly World Insight (Passive): When she first meets Resonance: Infernals are resonant with orichalcum.
a character, the Getimian automatically gains a sense of
their status and position in society. Nontrivial characters That Hideous Strength
may roll a Difficulty 5 Finesse + Stealth to conceal Infernals brim with the raw power of the Demon
membership in a clandestine organization. City. A monster worthy of the ranks of hell lurks just
Deception Withers Away (Active): Add the Getimian’s beneath her skin. All Infernals can access the Charm
Still motes in dice to resist illusions and other magic that Devil- Body Incarnation. However, if she does not
deliberately confuses or misleads; if the effect has a fixed purchase it as a Charm, she may only activate it once
difficulty, she increases its difficulty by half that amount, she has reached her last Critical health level.
rounding up. If the Getimian succeeds, she gains a one- Purchasing the Charm allows her the freedom to
success bonus on her next roll against the source. transform at any time.
Laws of a New Creation (Iconic): When the Getimian’s
anima reaches Iconic, it burns the world out to medium Anima
range. Within this domain, she establishes a taboo —
something that must not and cannot be done in her Every Infernal’s anima banner glows with the sickly
presence. This must be a behavior or belief: the Getimian green light of Ligier, the Demon City’s sun. It exposes the
cannot force characters to stop making attacks or social flaws in all it illuminates, and causes materials to rot or
influence actions. Ignoring this requires a Difficulty 7 corrode. Often, they display subtler shades of green and
Fortitude + Integrity roll. other colors, listed with the Caste. At the iconic level,
imagery of the Yozis and the demons who serve them
As a Getimian Exalt, you never existed, Chosen swirl in its miasma. Any demons within long range are
and incarnated from a discarded destiny by the drawn to the Infernal’s beacon.
combined might of the titans now known as
Oramus and Sacheverell before their diminishment Infernal Castes
and imprisonment in Malfeas. Called into service in
a war against Heaven by the rogue Sidereal Rakan The five Infernal Castes are twisted reflections of the
Thulio, only you remember your life as a hero in Solar Exaltations they once were, representing
another world. You have existed in Creation for less astronomical positions. Their Caste Marks are similar, but
than five years. different in subtle ways.

Azimuth
The Infernal Exalted War is the Azimuths’ orienting principle. Intent on
55
destroying Creation’s and Heaven’s corrupt regimes, they out to Medium range, creating an environmental hazard
lead demon armies to pull tyrants from their thrones. that deals 2 damage per round until her anima falls
Chosen from among those who suffered from violence below 6. While her anima is iconic, her attacks deal
and powerlessness, now they conquer, bent on revenge aggravated damage to agents of Heaven — including
and protecting the weak…or destroying the mighty. Their gods loyally serving Yu-Shan, Sidereal agents, and so on.
animas ripple with the glinting tones of brass. Their Caste
Marks are an unholy sunburst with eight rays, with the Horizon
larger diagonal cross rays emphasizing a center without a Horizon Castes are sorcerers, savants, and visionaries.
circle. Before their Exaltations, Horizon Castes were denied
At the end of each session, Azimuth Castes gain an opportunities for education, via slavery, poverty, or
Exalt Milestone if they led other characters in a bloody oppressive societies. Now, their brilliant minds turn
battle or their actions caused an outbreak of violence. toward achieving the heights they’ve envisioned. Their
animas show this driving fire as ocean green and white
Anima Effects flames. Their Caste Marks are an empty green ring on the
Font of War (Passive): Without rolling, the Azimuth bottom part, with a closed horizontal line erupting into a
defeats or kills her Essence in Extras per round, and add starburst.
the Exalt’s Essence in dice to damage against battle At the end of each session, Horizon Castes gain an
groups. Additionally, each time the Exalt damages a Exalt Milestone if they used their knowledge to interfere
battle group, increase the difficulty to resist a rout check with or thwart a significant character’s plans.
by one, to a maximum of five.
Terrifying Visage (Active): Add her Essence in Anima Effects
automatic successes on social actions to intimidate or Knowledge at All Costs (Passive): Reduce the base
terrify a foe. number of obstacles the Horizon must overcome on a
Towering Demon Emperor (Iconic): At 10 anima, the venture involving investigation, research, or planning by
Azimuth may transform immediately into Devil-Body 1, to a minimum of 1.
Incarnation without paying the cost. Add the Exalt’s Principles of Hierarchy (Active): Add the Horizon’s
Essence in successes to Close Combat or Physique rolls Essence in automatic successes for Craft or Sagacity rolls,
for the rest of the scene, so long as she is in Corona of or to Focus Will for spellcasting.
Fury. Power and Control (Iconic): Spend 4 anima to disrupt
the Essence flowing through a target. The target adds
Ascendant half the Horizon’s Essence (round up) to the mote cost on
Ascendant Castes are charismatic priest-kings and Charms. They must pay 1 mote for Charms with no cost.
blasphemous missionaries, seeking to expose If they cannot afford the Charm, they cannot activate it.
weaknesses in Creation’s laws and undermine its unjust Additionally, the Horizon can steal Will with a withering
hierarchies. Chosen from those who once condemned as attack instead of gaining Power.
wicked, their insidious arguments and ominous orations
worm their way into listeners’ hearts. Their animas are Nadir
full of swirling turquoise greens and shimmering silvers, Infernals of the Nadir caste are criminals, iconoclasts,
often with faint tones of cerulean. Their Caste Marks are and anarchists. Chosen from those who were once
an empty green circle with a smaller partial circle cresting imprisoned — whether jailed, enslaved, or beholden to a
over the upper right side. rigid family — now they seek to liberate the
At the end of each session, Ascendant Castes gain an downtrodden. Bright streaks of blood red whirl around
Exalt Milestone if they caused a significant character or their sea green animas. Their Caste Mark is an empty
group to take extreme action or her own provocative green circle, with a gap on the bottom closed by two
actions caused a significant character to gain or change smaller green discs.
an Intimacy. At the end of each session, Nadir Castes gain an Exalt
Milestone if they infiltrate a significant character’s
Anima Effects protected space or undermine them on a social matter.
Shake Off Your Chains (Passive): Extras and non-
heroic mortals cannot ignore the Ascendant’s social Anima Effects
actions, giving in to their violent and rebellious instincts Subtle Enemy (Passive): The Nadir dampens her
at her behest. anima from detection unless she wants it to be seen.
Laws of Hell (Active): Rebuking any authority not of Death’s Shadow (Active): The Nadir wraps her anima
the Yozis, the Infernal encourages listeners to exact around herself, passing unseen among Extras. Add her
justice with their own hands. Add her Essence in Essence in automatic successes to Athletics and Stealth
successes on social influence rolls provoking characters rolls around non-trival characters. If she’s detected, her
to acts of rebellion or anarchy. identity can’t be determined.
No Gods, No Masters (Iconic): The Ascendant defies Hell’s Silent Wind (Iconic): A zone of absolute silence
divine hegemony. She desecrates the ground around her envelopes the Nadir. Enemies in close range can’t hear or

56
call out to allies, preventing them from taking advantage grieving parent, or the result of a powerful god trying to
of any Build Power actions that rely on sound. Before reanimate a perfect servant. They look like mortals, but
making an attack, she may spend 1 anima to gain 1 their flaring anima reveals their inner monster:
Power, to a maximum of 5 Power. patchwork stitched-together skin and necrotic limbs.
Play a Liminal Exalt if you want to be a doll on strings
Penumbra struggling for freedom, a mournful protector of the living
Ambassadors, spies, and negotiators, Penumbras are from the dead, or if you only find solace in the company
chosen from among those who rejected lives of wealth of the restless dead.
and power after seeing the corruption at its heart. Now,
they sow acrimony and distrust among the elite, The Thread of Life
determined to tear down Creation’s broken systems. The Liminal stands on the threshold of death. Only
Their animas are majestic dark greens and imperial an Intimacy (Thread of Life) towards a living being —
purples, with patches of purest black. Their Caste Mark is initially, her creator — keeps her alive. Once that
a pitch-dark disc, limned with fiery green sparks radiating Intimacy breaks, through neglect (or, if the
around the mark. relationship was abusive, through healing) or because
At the end of each session, Penumbra Castes gain an the subject dies, the Liminal starts to decompose, and
Exalt Milestone if they caused a significant character or all living creatures shun her instinctually.
group to back out of or break an agreement, contract, Decomposition reduces the Liminal to a shambling
oath, or deal. corpse or hungry ghost within one lunar month. They
lose another Intimacy per week, and can no longer
Anima Effects
use Undying. They also decompose cosmetically, per
Fiend to All Nations (Passive): Like their Eclipse
the player’s aesthetic choice. The Liminal can still
counterparts, the Penumbra may learn Eclipse-keyword
anchor her Thread of Life to a mortal within this time.
Charms from spirits, fair folk, and other supernatural
If she does, decomposition stops and she heals.
beings (except those who hail from Yu-Shan) and seal
Liminals of Essence 3+ may anchor themselves to an
pacts by the power of the Yozis. They pay the same
Exalt within their Circle, or to another powerful entity.
anima cost to seal oaths as Eclipses.
The Liminal always knows when “her” mortal is in
Dealbreaker (Active): Spend 1 anima. The Penumbra’s
grave peril, and when they’ve passed away. Liminals
player may choose a social influence effect that the
can sense one another’s presence and emotional
character automatically succeeds at. In addition, when
state, and sometimes sense mortals connected by the
the Penumbra negotiates with demons, Fair Folk, spirits,
Thread of Life; they might also feel this peril. All
or the dead, they must treat the Circle with respect
Liminals feel the impulses of the Dark Mother, the
unless the Exalts act with hostility first.
entity that Exalted them, as an atavistic pressure
Oathbreaker (Iconic): Once per scene, the Penumbra
within their minds subtly joining together her
instills a minor Tie of distrust toward a character or
children’s thoughts and feelings, compelling them
concept in a number of people equal to her Essence.
with strange urges to keep separate the worlds of the
Additionally, she may commit two motes to temporarily
living and the dead.
lift the burden of a sealed oath from a target. Any ill
effects the target would suffer from breaking his
promises are instead transferred to the Yozis, who shrug Liminal Exalt Advantages
off such trivial punishments. The person may defy their Undying: The Liminal resurrects herself so long as her
oath until the Penumbra withdraws the committed brain remains intact. This takes five days minus the
motes. Liminal’s Essence, after which the Liminal returns to
As an Infernal Exalt, a demon offered you the alien Incapacitated health. She heals normally from there. A
might of the imprisoned titans called the Yozis. Having Liminal with access to appropriate body parts, such as
lived a life of oppression and humiliation, yours is a the remains of her enemies, can replace missing limbs or
spirit kindred to their rage. You are fêted by the organs through necrosurgery and heals at twice the
Demon Princes of Hell and empowered to seek normal rate. Liminals may also replace limbs lost to
vengeance against a world that has wronged you. You dramatic injuries in the same fashion.
have been Exalted less than a year. Undying doesn’t work if the Liminal drowns, or lies
buried under running water — the former holds true
The Liminal Exalted death, and the latter requires someone moving her body
before she can regenerate.
Liminals are created with dug-up corpses, dirt, and Child of Death: Liminals are considered undead. She
thaumaturgy, the result of an attempted resurrection. can interact with incorporeal ghosts as if they were
The dead cannot be brought back, but sometimes, a corporeal and may sense ghosts possessing objects or
strange force of the Underworld puts something new in people. Ghosts can see, touch, and communicate with
their shell when someone makes the attempt. A Liminal her regardless of language barriers. Her anima powers
might be a child yanked back from a too-early grave by a
57
affect the living and the dead. Liminal must make a reflexive Fortitude + Integrity roll,
Resonance: Liminals are resonant with soulsteel. difficulty 3 plus his Essence, to strike him. If the enemy
fails they must attack someone else, at a dice penalty
Liminal Aspects equal to the Liminal’s Essence
Liminals have five aspects. They have no Caste Mark Flesh
but bear an individual symbol or rune their maker carved The Child of Flesh is the product of rage and
on their forehead. The Liminals body changes and vengeance. They thrive on aggression and lust, and hates
exhibits the call of the grave when they spend too much waiting. When they spend too much Essence, the stitches
Essence, revealing them to be patchwork corpses. Their on their skin become more pronounced, the separate
anima banners are similarly gruesome, swirling displays parts of their body barely held together while her
of luminous muscle, blood, and soil. wounds ooze black pus.
At the end of each session, Flesh Aspects gain an Exalt
Blood
Milestone if they defeated a story- important foe in
The Child of Blood is born from lust, greed, and
combat.
ambition. She is a great orator, painting a future where
her audience has exactly what it always wanted. When Anima Effects
she spends too much Essence, her skin takes the pallor of Scent of Rage (Passive): The Liminal senses if
the grave, her eyes become blood-red, and dark water someone has a Virtue or Intimacy grounded in rage or
drips from her body. vengeance. If so, they may spend one mote to determine
At the end of each session, Blood Aspects gain an its exact nature.
Exalt Milestone if they persuaded someone to act on Strike the Flesh (Active): The Liminal may subtract up
their greed for power, money, or carnal pleasure. to their Essence in dice from their decisive attack roll on
Step 3 and add them as automatic successes on the
Anima Effects
damage roll during Step 7.
Passion’s Heart (Passive): The Liminal senses if
Weakness of Flesh (Iconic): The Liminal and any allies
someone has a Virtue or Intimacy grounded in lust,
inflict one extra automatic damage on Step 7 during
greed, or ambition. If so, she may spend one mote to
decisive attacks. This rises to two extra damage when
determine its exact nature.
they reach Essence 5. This effect costs 1 Anima per round
Call for Blood (Active): The Liminal adds her Essence
the Liminal wishes to apply it. The Exalt may apply this
in automatic successes on Embassy, Performance, and
effect for the rest of the scene, even if the Liminal is no
Presence rolls when inciting lust, greed, or ambition.
longer in iconic anima.
Bloodlust (Iconic): The Liminal grant herself and all
allies automatic successes to attack rolls equal to her Marrow
target’s Wound Penalty. This effect persists for the rest Someone used ancient secrets to make this Child of
of the scene, even if the Liminal is no longer at iconic Marrow, and she has become a creature of curiosity and
anima. obsession herself. She likes to observe and analyze, ever
prying at secrets. Her body becomes desiccated if she
Breath
spends too much Essence, her teeth and nails seeming
The Child of Breath is born from a moment of regret
unnaturally long.
or repentance. He is a contemplative creature, always
At the end of each session, Marrow Aspects gain an
looking to the past or waiting for others to act first. Foul
Exalt Milestone if they learned a story- important
winds carrying the stench of open graves pick up when
information or discovered piece of lost knowledge.
he spends too much Essence. His skin and lips take on a
blueish tone, and his voice becomes a raspy whisper. Anima Effects
At the end of each session, Breath Aspects gain an Shining Obsession (Passive): The Liminal senses if
Exalt Milestone if they punish the wicked or make them someone has a Virtue or Intimacy grounded in curiosity
repent. The player determines what her character thinks or obsession. If so, she may spend one mote to
is wicked. determine its exact nature.
Hidden Marrow (Active): The Liminal adds her
Anima Effects
Essence in automatic successes on Embassy, Sagacity and
Depths of Regret (Passive): The Liminal senses if
Stealth rolls to ferret out secrets.
someone has a Virtue or Intimacy grounded in regret or
Marrow’s Riddle (Iconic): Spend 1 Anima. As a simple
repentance. If so, he may spend one mote to determine
action, the Liminal may present anyone in the scene with
its exact nature.
a riddle. The target must roll Force + Sagacity at Difficulty
Swift Retaliation (Active): Spend 1 Anima. Make a
3 plus her Essence, or stand lost in thought for her
counterattack on Step 8 and treat it as a Distract Gambit
Essence in rounds. Puzzling over the riddle may not be
to insult, provoke, or rebuke the target. The Liminal gains
part of a flurry. This reverie breaks if someone attacks
his Essence in bonus successes on this attack.
them.
Breath of Regret (Iconic): All enemies who see the
58
Soil Strawmaiden Janest is an Exigent, the Chosen of a
The Child of Soil rises from sorrow and yearning. He’s minor god of the harvest named Ten Sheaves. She is one
introspective, more interested in omens and the secrets of a kind.
of death than in human company. Grave dirt coats his Janest’s Exalt Advantages
skin when he spends too much Essence, worms writhe in
Autumnal Grimscythe: Janest has a green jade
his eyes and mouth.
grimscythe called Final Season (an artifact heavy weapon,
At the end of each session, Soil Aspects gain an Exalt
see p. XX). It counts as her primary Artifact merit,
Milestone if they acted on an omen and successfully
regardless of any other purchased merits. She cannot
avoided danger, created a positive outcome, or helped a
lose it, and may recall it to her side from anywhere in
significant character.
Creation by spending 1 mote.
Anima Effects Harvest Walker. Spend 2 motes. Janest weaves a
Sorrow’s Call (Passive): The Liminal senses if someone cocoon from her anima and vanishes — this takes one
has a Virtue or Intimacy grounded in sorrow or yearning. turn, and can be interrupted by forced movement or
If so, he may spend one mote to determine its exact being attacked. In combat, she may move to any other
nature. location in the fight. Outside of it, she appears in a field
Written in Soil (Active): The Liminal may use an action or other rural area within a day’s walking distance, in a
to invoke an omen. This adds the Liminal’s Essence in location chosen by the Storyteller at the start of the next
dice to the target’s next roll. She may use this on herself. scene.
From Dust (Iconic): The Liminal and any allies Resonance: Strawmaiden Janest is resonant with jade.
immediately heal two health boxes when he enters Iconic
anima. He may spend one mote to let them heal a third
Anima Effects
health box. Wheat-Speaker (Passive): Janest automatically
determines whether land has been cultivated or is
As a Liminal Exalt, you were Chosen by the Dark possible to cultivate, and what plants grew there as part
Mother, the chthonic entity who dwelled in the of agriculture. She gains three bonus dice to any venture
cycle of reincarnation before Time began. You are a roll that involves farming or horticulture. She’s also
new entity created from an attempt to bring life always able to orient herself to the nearest plot of
from death, answering the silent impulses of your agricultural land, granting three bonus dice to Navigate
Mother and charged by her to fortify the lines rolls to get there.
between living and dead. You have been Exalted Return to the Cycle (Active): Corpses touched by
for at least five years. Janest’s anima (out to short range) are swallowed by
sudden growth, rapidly decomposing the body and giving
The Exigents rise to fertile soil and new growth sufficient to provide a
single harvest, even in the most inhospitable regions.
The Unconquered Sun considers the petitions of gods This ensures the corpse will not rise as a hungry ghost
in crisis, and to those he finds worthy he grants the and cannot be reanimated by necromancy. She must use
Exigence — an Exaltation to be fueled with its recipient’s an action to apply this effect.
own divine Essence and bestowed on whosoever they Defender of the Harvest’s Order (Iconic): At 10
may desire. These Exigents take on myriad forms, some Anima, add Janest’s Essence in automatic successes to
singular heroes without compare, others one of many attacks against the Fair Folk or other creatures of the
like Exalted. The divine flame is a material thing, and can Wyld. These attacks deal aggravated damage. She may
be stolen, whether by deft hands or bureaucratic also summon snares of plant life to aid her, reducing the
trickery. Any god can use an Exigence to Choose a worthy cost of the disarm, ensnare, pilfer, and pull gambits by
mortal, but few know of the price demanded: to two, to a minimum of 1.
empower a champion, the patron is permanently At the end of the session, Janest gains an Exalt
lessened. For weaker gods, this may mean death Milestone if her strength or charm influenced a
outright. There are ways around this: Wun Ja, Goddess of significant character, or if she initiated or assisted the
the Shining Metropolis, graciously shares the burden of growth of a person, plant, or animal.
Exigence with the gods of cities she has obtained
Exigences on behalf of, allowing a lesser deity to survive As an Exigent, you were Chosen by a lesser god
the process of producing the Exigents known as who petitioned the Unconquered Sun for the Flame
Architects, the Exalted of Cities. of Exigence in response to a great crisis. That god
Play an Exigent if you want to create an Exalted you may still exist, gravely weakened yet remaining
don’t see represented here, if you want to have a close mighty, or they may have perished to empower
association with a god and champion their works across your Exaltation. That exigent need, and the god's
Creation, or if you want to be unique in all the world. power and purviews, are what define your own
power and purpose. You have been Exalted less
Strawmaiden Janest than five years.

59
table is okay with what you’ve chosen if you come up
Creating an Exigent Exalted with your own.
Unlike other Exalted, there are no prescribed Charms, As above, don’t just pick out the most overwhelming
Advantages, or Exalted Abilities for the Exigent Exalted. combination of options.
Many Exigents are unique, and even those who are not Describe what your anima looks like when it’s active
don’t perfectly fit the mold of existing Exalted. Exigents and when it’s iconic. What effects does it have on the
exist to provide a big tent for weird, cool ideas that don’t world, if any?
necessarily fit into the bailiwicks of traditional Exalted As the Chosen of the Harvest, Janest’s anima
types, so the process of creating an Exigent character is resonates with the cycle of life, and has the following
also the process of designing an entirely new character abilities:
type. Wheat-Speaker (Passive): This grants a strong
To create an Exigent character, begin with a concept bonus to very specific things, which are part of
— a theme that informs how the Exigent works and what Janest’s general harvest theme. She might not use
their purpose is. This section breaks down how them all the time, but when she does they’ll pay
Strawmaiden Janest is built, so players and Storytellers off.
can use her example to craft their own characters. Return to the Cycle (Active): This makes Janest
Step 1: Choose Exaltation Type especially effective against undead foes. Players
Exigents may either be Terrestrial Exalted or Celestial. may want to design something like this which gives
This choice will decide what kinds of Martial Arts and them an activated strength against a certain type
Sorcery modes the character has access to. See the of enemy.
Martial Arts and Sorcery section on p. XX. Defender of the Harvest’s Order (Iconic): This
increases her effectiveness against another enemy
Ten Sheave sacrificed himself to empower type, and interacts directly with making combat
Janest. She is one of a kind, and cannot pass her actions cheaper and easier. Iconic anima effects
power on — and, therefore, one of the Celestial usually do something major with one of the core
Exalted. Had she been one of many Strawmaidens rules, such as cheapening gambits, reducing soak,
empowered by the harvest deity, she might be increasing damage dice, and so on.
Terrestrial.
Step 4: Choose Charms
Step 2: Choose Exalted Advantages Exigent Exalted have their own Charms, giving them a
Select two Exalted Advantages and an appropriate unique kind of magic with which to influence the world
magical material resonance. You may choose an Exigent’s around them. At character creation, it’s fine to take only
Exalted Advantages from other Exalted’s Advantages, but Universal Charms, or select one or two Charms belonging
only one per type (otherwise, you’d just be a copy). You to other Exalted that also fit your Exigent’s theme. Once
may also design your own, using the existing Advantages you’ve been playing the character for a while and have a
as guidelines, but everyone at the table should be okay grasp on the system, you can start designing your own
with what you write down. Storytellers should not allow Charms, either on your own or with your group —
players to cherry-pick the best combination of though, as above, everyone at the table should be on
Advantages in order to make a broken character. board with Charms you design.
Janest’s first Advantage is her Autumnal Janest’s unique suite of Charms begins on p. XX. A set
Grimscythe, which grants her a special weapon. of directions for how to create your own, using Janest as
This advantage fits with her theme of reaping and an example, begins on p. XX.
sowing.
Her second Advantage is Harvest Walker. This The Great Curse
magical movement effect gives her an interesting
movement option in a combat scene, and provides Heroic acts and magnificent deeds echo throughout
her with a utility benefit outside of it. Creation, but the Exalted cannot escape the price of
Janest is resonant with jade. Green jade has power. Curses spat by dying divine monsters in the final
associations with life and growth, so it fits her moments of Creation’s liberation touch the lives of all
theme. Exalted, drawing forth their worst natures during times of
emotional turmoil and personal strife. Its very existence
Step 3: Define Aspect/Caste and Anima and nature unknown, but the Great Curse binds the
Some Exigents may have Aspects or Castes that Exalted all the same.
differentiate them from their fellows, like the standard The Great Curse both serves as a connection to the
Exalted. Some don’t. The choice is entirely up to you. You Exalted’s origin as warriors in the ancient war against
may choose a Passive, Active, and Iconic effect from cosmically terrible foes, and as a constant reminder of
among the extant examples, or create your own using the potential disaster for power let astray. Perhaps the
those examples as guidelines. Make sure everyone at the Chosen overcome future calamity, but they will not do so
60
unmarked by the strain of their power. providing conditions under which it will end prematurely.

Rules Abyssals
The Abyssal Exalted walk in unfathomable darkness,
In Exalted Essence, certain inciting events cause but even dire connections to dread powers cannot shield
Exalted characters to express the Great Curse: a stressful an Exalt from the Great Curse. Instead, the Curse taints
or traumatic moment leads to an explosion of distorted their connection between the Underworld and Creation,
and warped behavior by the character. often rising to the fore whenever the erstwhile
When an inciting event occurs for a character, the deathknights engage too closely with the warm world of
Storyteller, that character’s player, or another player at life and light.
the table can suggest that the Great Curse express itself All Abyssals possess additional conditions which may
for the affected character. incite the Great Curse:
Incitement • They attempt to exist amongst the mortals as a
All characters possess the following conditions to member of the living.
incite the Great Curse: • They respond to or accept address by a living
name, rather than a sobriquet or title.
• A character acts against a Major Intimacy.
• A character acts against their Major Virtue. When an Abyssal succumbs to the Curse, they
experience Grave Extremity. Grave Extremities often
Each Exalt type in this section lists additional
involve the Abyssal’s deathly nature or alienation from
incitement triggers, and whether they’re predetermined
the living world manifesting.
or defined by the player. When one or more of the
Lure of the Tomb (Scene) The Abyssal seeks the
applicable incitement conditions occur, while the
solitude of the grave, and removes themselves to
Storyteller or other players may suggest an event is an
whatever sepulcher, burial sites, or charnel fields are
appropriate incitement condition, it’s ultimately up the
available to mediate in motionless silence. In the
character’s player. If they do, then their character
Underworld, they seek the nearest place empty of ghosts
manifests the Great Curse.
or other animate beings. The Exalt strenuously avoids
attempts to interrupt them, and meets persistent
Great Curse Manifestation interlopers with sudden, dispassionate violence. Lure of
Great Curse manifestations exist for each Exalted the Tomb ends prematurely if the Abyssal is attacked, or
type. Manifesting the Great Curse doesn’t involve the if someone they have a Major intimacy to is seriously
player losing control of their character, but often involves injured or incapacitated due to their inaction.
playing an exaggerated form of the character’s Undying Order (Session): The Abyssal becomes
personality, flaws, and even virtues, as the curse obsessed with upholding or spreading the primacy of
heightens factors that are already present within in the Underworld hierarchy into Creation. Amongst the dead
character. Most such expressions of the Great Curse last they establish strict order and obtain the obedience of all
either a Scene or until the end of the current Session, spectral entities present, while amongst the living they
with certain circumstances causing them to end enforce the rule of the ancestor cults or similar
prematurely. Underworld-centric order. Those Abyssals who do not
When a player decides the Great Curse manifests, the normally hew to established orders may invent their own
Storyteller and player should decide on the appropriate ad hoc affairs, often foisting strange and singular
curse manifestation for that moment. This is a choice demands on whatever horrified adherents are available.
made each time the curse manifests, and will be different Undying Order ends prematurely if the Abyssal is unable
from occasion to occasion. Each Exalt type lists several to uphold their responsibilities as a leader to one of their
potential manifestations, but players and Storytellers erstwhile subjects.
should feel free to create additional manifestations Macabre Fascination (Session): The Abyssal obsesses
appropriate to characters and circumstances. over the material of death, pursuing both the physical
The excesses and extremity caused by the Great Curse inspection of interesting corpses and the spiritual inquiry
can be dramatic and interesting to play out, but this isn’t into remarkable ghosts with equal measure. They
an excuse to ruin other players’ time at the table. If abandon existing plans or companions to do so, moving
everyone at the table enjoys the experience, it qualifies into
as a personal milestone for advancement purposes. Shadowlands or the Underworld if available. Macabre
While the Great Curse affects a character, attempts to Fascination ends prematurely if the Abyssal’s obsession
challenge their behavior with the Social Influence system brings them to physical injury.
count as if they were opposing both a Major Virtue and a Mortality’s Shadow (Scene): Unable to stand the gaze
Major Intimacy. of the living but also unable to bear their absence, the
Most Great Curse manifestations mark a duration for Abyssal avoids living creatures’ notice at all costs while
how long the manifestation will remain, as well as still staying close enough to monitor life’s inevitable slide

61
towards decay. They utilize whatever means necessary to leadership with candidates they see as more appropriate
disengage and lurk unseen from mortals and Exalts alike, While they will initially restrict their efforts whatever
while still staying close enough to observe them. lawful or peaceable means they have available, a violent
Mortality’s Shadow ends prematurely if such lurking or forceful response from the leadership will cause the
causes a serious setback for the Abyssal. Alchemical to similarly escalate their efforts.
Infinite Anguish (Session): The impossibly heavy Supply Paranoia (Scene): Durable goods and
burden of life’s pain and continuing struggle descends perishable necessities obsess the Alchemical, who must
upon the Abyssal. They indulge in loud and public secure larger and larger supplies of both. Even if their
mourning for the state of the world, conscripting anyone community has plenty, the Alchemical stores more and
under their power to join them in a continuous and more away in apprehension of some future disaster. The
growing funeral procession. Any activity or goals they Alchemical will consider laws or property owner’s
pursue invariably carry constant references to the great objections only as long as they do not impede the
and awful suffering of the world, means and ends both Alchemical’s efforts.
tainted by their realization of the impossible weight of Universal Threat Detection (Scene): The Alchemical
universal misery. Infinite Anguish ends prematurely if the identifies and prepares to strike against threats to the
Abyssal is provided concrete evidence of improvement or community. Any theoretical enemy or hazard is a
transcendence in the world. potential target, no matter how unlikely or distant its
danger may seem. Should others attempt to dissuade the
Alchemicals Alchemical from their actions, the Alchemical may
From savant-run machine shrines to autonomous categorize them as threats as well.
sorcerous collectives, communities allow Alchemicals in
Creation to thrive. The Great Curse inflames relationships Dragon-Blooded
between the Exalts and the communities they are The Great Curse strikes the Princes of the Earth like it
inextricably linked to, causing rampant and dangerous does all Exalted, but leaves a somewhat lighter mark on
behavior rooted in the places the Alchemical is most their existence. The Dragon-Blooded still find their
tightly tied to. Exalted natures roused against them, Elemental Aspects
All Alchemicals possess additional conditions which pushing their personalities and virtues to dangerous
may incite the Great Curse: extremes, but to a lesser extent. Once instigated, they
don’t have a set duration, and Dragon-Blooded
• A community they have an Intimacy towards is
potentially return to normal within the events of a single
threatened, ignores their advice, or openly
scene.
disdains their help.
Each Aspect possess its own additional condition for
When an Alchemical succumbs to the curse, they are inciting the Great Curse.
affected by Crisis Behavior. The Alchemical attempts to
• An Air Aspects finds their ideals challenged by
materially protect or alter their communities of interest,
individual failings or the state of the world.
focusing on their immediate companions as a proxy
community if their actual community is inaccessible. All • An Earth Aspects experiences challenges to
Crisis Behavior ends prematurely if the Alchemical’s traditions or institutions they have relied upon or
actions cause a community they have an intimacy value.
towards to be damaged. • A Fire Aspect undergoes extremes of their own
Gathering Procedures (Scene): The Alchemical emotion and passion, whether due to their own
attempts to supplement a dangerously lacking actions or those of others.
community with new members, or to create a new • A Water Aspect confronts dangerous and difficult
community rom whole cloth. They will identify and obstacles which are not soon overcome.
attempt to convince potentially useful individuals to join • A Wood Aspect experiences overwhelming
their expanding or new community, resorting to steadily sensations, either of their own or by proxy, for
more extreme methods when rebuffed until resorting to those they care for.
kidnapping or coercion. Great Curse manifestations for the Dragon-Blooded
Necessary Instruction (Session): The community must don’t reach the level of a Virtue Flaw, but are rather
be improved through improving its members. The Elemental Behaviors that blend insidiously into the
Alchemical lectures, instructs, and teaches even the most Exalt’s life. All the following are examples, but
learned of leaders and savants, improving both moral Storytellers and players shouldn’t hesitate to develop
conduct and practical behavior. They will not be additional Elemental Behaviors that reflect a character’s
dissuaded by their pupils being otherwise occupied; what relationship to their Aspect element.
could possibly be more important than improvement of
the community via improvement of the self? • Air Aspects may ignore the consequences of
Revolutionary Reactions (Session): The Alchemical heedlessly pursuing their own idealism, or lash out
becomes determined to replace their community’s at those who try to moderate their behavior or
convince them to take a different course.
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• Earth Aspects can become entrenched and alien pasts are an unreliable map of the world, how can
unmoving in their positions, if they don’t release a they possibly consider the future? The Getimian
sudden explosion of violent or self-destructive abandons all attempts to plan, consider consequences
emotion against continued attacks on tradition. beyond the immediate, or devote effort for future
• Fire Aspects may become furious dynamos in results. Instead, they devote their energies to fully
support of a cause behind the inciting event, or embracing and experiencing the current moment, no
turn that same energy to self-hatred and despair in matter how mundane…or what trouble it may cause
the case of perceived personal failings. them later. They will break bread and discuss gossip with
• Water Aspects tend to attack the obstacles that tomorrow’s enemies, squander resources painstaking
stymie them with total abandon, utilizing collected for long term plans in favor of immediate
disproportionate, ruthless, or impractical means fancies, and insult necessary allies over transient
without hesitation. differences of opinion. Immanent Bliss ends if the
• Wood Aspects may pursue greater and greater Getimian causes serious complications for a plan that
hedonistic pursuits, glutting on the sensations of involves one of the Getimian’s intimacies.
overindulgence or even the moldering lows in its Impassioned Fury (Still, Scene): The flaws in Creation-
wake, or instead envelop those people that That-Is are unacceptable to the Getimian who knows of
surround them in equally overwhelming and nigh a better world, and they seek to remove them, forcefully.
stifling attempts to nurture and control them. They immediately seek to redress social, personal, and
even physical flaws in the world around them, the
Getimians appropriateness of castigating a Guild officer for their
Heroes from worlds cruelly denied, the Getimian greed in the middle of Nexus or danger of seeking to
Exalted must endure the loss of entire histories and lives clear river dragons from a village’s local waters entirely
alongside the common tragedies in the Age of Sorrows. ignored. Attempting to stop or moderate the Getimian’s
Though supernaturally anchored in the Creation that is, actions results in avoidance at best and violence at worst.
exposure to reminders of the lives never lived and Impassioned Fury ends prematurely if the Getimian or
potential worlds they’ve lost will often cause the Great something they hold a positive intimacy is injured or
Curse to manifest in dangerous imbalances. otherwise has their wellbeing hurt by the Getimian’s
All Getimians possess additional conditions which may actions.
incite the Great Curse: Melancholy Fugue (Flowing, Scene): The Getimian
• They are confronted with reminders or material respond to Creation’s insults by turning inward and still.
evidence of the world and life that are lost to Overwhelmed with memories and visions of a world lost,
them. of regrets and mistakes that they cannot and could never
make right, they ignore the outside world as best they
• They encounter someone who they remember but
can. If friends or bystanders attempt to intervene, the
who does not remember them.
Getimian responds either with breathless explanations of
Creation reacts wrongly to them, causing what they’ve lost, or by lashing out violently at disruptive
inconsistencies and inconveniences as meals eaten individuals.
appear untouched, their footprints appear before they Melancholy Fugue ends prematurely if the Getimian
take a step, or reality otherwise reminds the Getimian or someone they possess an Intimacy towards is injured
that they do not belong. due to the Getimian’s inaction.
When a Getimian succumbs to the curse, they suffer a
Catastrophic Imbalance, influenced by whether their Infernals
Flowing or Still mode has most recently been dominant. Even those Chosen by Hell are not immune to the
Desperate Discovery (Still, Session): The Getimian Curse’s poisons. Torn between their own unleashed
becomes unable to believe the truth they already know. desires and the constrained rage of the Yozis, their
Racing thoughts convince them that some proof of the monstrous devil body forms burst free as they succumb
world as it should be exists, and they are driven to to Curse-driven frenzies.
desperately search it out in places or people that should All Infernals possess additional conditions which may
be familiar to the life the Getimian believes they lived. incite the great curse:
Other activities become unthinkable while they engage in • Their plans or ambitions are directly thwarted.
this, whether it involves trying to find proof hidden away • They are obviously outmatched or defeated in a
in Dynastic vaults, or confronting high members of state contest or challenge.
who must surely remember them. Desperate Discovery
ends prematurely if a character who the Getimian When Infernals succumb to the Curse, they lash out in
believes they know develops a negative intimacy towards Hellish Eruption. All Eruptions last for a Scene, the
them. Infernal’s devil body mode forcefully activating for the
Immanent Bliss (Flowing, Session): The pressure of duration. The Infernal may choose how to pay for devil
Creation collapses the Getimian’s perceptions: If their body mode activation as normal.

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Throne Toppling Mood: The Infernal refuses to Liminal Exalted attempt to navigate the boundaries of life
submit to any authority or demands for obedience. They and death.
oppose and destroy rulers and states through the most All Liminals possess additional conditions which may
efficacious means available. Throne Toppling Mood ends incite the Great Curse:
if the Infernal’s efforts result in serious damage to their
• The Liminal fails to intervene when the life or
long-term goals.
welfare of their creator or bonded anchor is
Shrine Scorning Tirade: The idea of veneration itself
threatened.
offends the Infernal, both in the abstract and the specific.
They act out against public displays of piety, disrupt any Mortals reject the Liminal due to their unnatural
organized religion and harangue or even assault available nature and gross construction. When a Liminal succumbs
religious figures. Priests and gods receive the brunt of to the Great Curse, they become possessed by Undying
their abuse if present, but failing that, the Infernal will Horror.
happily desecrate relics, vandalize shrines, and otherwise Perhaps because of their unique natures, the curse
lay waste to the trappings and architecture of faith. quickly abates. Once instigated, Horrors don’t have a set
Shrine Scoring Tirade ends prematurely if the Infernal’s duration. Liminals are potentially able to return to
actions result in a character who the Infernal has a normal within the events of a single scene, often after
positive Intimacy towards to reject the Exalt. companions or local mortals turn against them.
Heaven Challenging Thunder: The Infernal Raging Blood: The Liminal’s future desires and
demonstrates their supernatural power over the world, passions ride them ragged and bloody. The Liminal will
employing whatever the most obvious and impressive abandon a hunt or present concerns in favor of future
powers they possess to overawe those in their presence. ambitions, grandiose plans, and far off goals even if they
Anything they do will be accomplished with mystical only exist in flights of fancy or as theoretical constructs.
power, if at all possible: doors will be blown open by Objections from their friends, mortal law, or threats of
bolts of essence, crowds will be dispersed by dread physical violence will not stop them as they pursue their
magics, messages will be delivered by carving the earth goals, inhumanity on full display.
with summoned demons. Heaven Challenging Thunder Choking Contrition: Stopping at nothing to make up
ends prematurely if the Infernal’s efforts cause major for past misdeeds, the Liminal atones to the living and
setbacks for their immediate plans. the dead who have suffered due to the Exalt’s actions or
Luxurious Hoarding Tendency: What is, is theirs. The inactions. Their attempts to assuage mortals who the
Infernal desires and attempts to acquire anything of Liminal believes they have failed will take grotesquely
particular value or desirable quality in their presence, overbearing form, as the undying Exalt utilizes their
and then seek out more. supernatural abilities to solve prosaic problems in mortal
Treasures they consider priceless and worth killing for life.
one moment are discarded as mere baubles the next, Wounded Soul: Every source of irritation, emotional
their insatiable avarice always driving them on to the harm, or physical comfort becomes intolerable for the
next prize. Luxurious Hoarding Tendency ends Liminal. They lash out disproportionately at whatever
prematurely if the Infernal suffers injury due to their torments them, unrestrained strength deployed against
greedy efforts. biting flies or snide nobility alike.
Tyrannous Hell Presence: That mortals and lesser Bone-Deep Musings: Every incidental detail and
beings would not join the Infernal’s cause is unthinkable. mundane diversion catches the Liminal’s attention. They
They attempt to coerce, suborn, or otherwise demand abandon any manner of focus or haste in favor of
support, patronage, or service of mortals and lesser pursuing investigations into sensation and common
supernatural creatures, resorting to violence in the case phenomena, their alien nature readily apparent as they
of serious opposition. Receiving compliance, the Infernal are transfixed by water droplets, piglets eating, or the
becomes determined to put their allies and subjects to patterns their own blood makes on the ground.
use, devising taxing and strenuous tasks for their new Smothering Despair: The Liminal descends into bleak
allies and minions. Tyrannous Hell Presence ends emotional depths, regret for their past deeds and failures
prematurely if the Infernal is bested by those they are overwhelming them. They will resist all attempts to rouse
attempting to subjugate. them to action, even in the face of danger or personal
suffering, and will openly display their unliving nature as
Liminals an action of horrifying self-loathing.
The Liminal’s Curse inexorably entwines with their
unnatural creation. No matter whether they adore, Lunars
despise, or ignore their creators or subsequent anchors, The Great Curse calls to monstrosity in the hearts of
the Dark Mother’s chosen cannot deny the strong pull Luna’s Chosen. When emotions run high, Lunars run the
these living lodestones have on their passions. Similarly, risk of giving in to urges which amplify and distort the
their fraught relationship with the living masses of Lunar’s Exalted nature.
Creation can also threaten to rise the Curse, as the All Lunars possess the following condition for inciting

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the Great Curse World-Ways Scurrying (Scene): The places nearby
that the Lunar does not know intimately become
• They experience strong anger they are unable to
intolerable to the Exalt. They will investigate every
express or address.
secluded or hidden space, infiltrate secured compounds
All Lunars possesses an additional condition which and explore cracked foundations to the exclusion of all
may incite the Great Curse, relating to frustrating, else. The Lunar will attempt to disengage for anyone
stressful, or traumatic situations the Lunar may find trying to waylay or slow them; they have more important
themselves in. Lunar inciting conditions often relate to business in the unseen places of the world. World-
rage and anger, existing as either as its cause or its effect. Ways Scurrying ends prematurely if the Lunar’s
Players of Lunar characters should pick one of the investigations cause physical harm to befall them or
following or create their own: something they have a positive Intimacy towards.
Lair Dwelling Beast Frenzy (Session): There can be no
• The Lunar loses something or someone valuable to
safety without ownership, no ownership without safety.
them.
The Lunar secures a nearby place against enemies and
• The Lunar is deliberately insulted or mocked.
threats, attempting to cajole allies and loved ones into
• The Lunar sees victory and success stymied at the
staying inside boundaries the Lunar considers theirs,
last moment.
while building defenses and sealing off entrances. That
• A peer or mentor humiliates or rejects the Lunar.
others may consider the territory theirs is of little
• An adversary causes the Lunar to endure suffering concern to the Exalt; the den must be claimed and
and deprivation. protected! Lair Dwelling Beast Frenzy ends prematurely if
• Others ignore the Lunar’s wisdom and good advice. the Lunar or someone they are trying to keep safe is
• The Lunar’s virtue is taken advantage of by the physically injured in the process of trying to secure the
iniquitous. lair.
When the Lunar succumbs to the Great Curse, their
Monstrous Urge manifests. The worst elements of the
Sidereals
The Chosen of the Maidens enmesh themselves
Lunar’s personality swell, waxing as their suppressed
deeply in the web of fate, and the Great Curse follows.
anger and frustration pour forth in a torrent of driven
The Sidereal’s connections to other members of their
awful behavior.
rare fellowship and to their closely held confidants alike
Bellowing Tyrant Proclamation (Session): All must
can become twisted and perverted by the Curse’s
know the Lunar’s majesty and might! Those who do not
influence. With the Great Curse ascendant, feelings of
acknowledge the Lunar’s primacy must be put in their
comradery and intimacy turn into dangerously rampant
place, whether through barbed insults, blatant displays of
distortions of the Sidereal’s true intentions.
superiority, or some other means of making the offender
All Sidereals possess additional conditions which may
submit. Bellowing Tyrant Proclamation ends prematurely
incite the Great Curse:
if the Lunar suffers a serious setback or meaningful
defeat through attempting to provide their obvious • When serious difference of opinion or suggested
quality. course of action strains the Sidereal’s relationship
Enraged Behemoth Rampage (Scene): The Lunar’s with another Chosen of the Maidens
rage provides the solutions for all problems. If anything • When a non-Sidereal who the Sidereal has positive
stands in the Lunar’s way? Smash it. If anything disturbs Intimacies towards is exposed to danger or
the Lunar’s senses? Destroy it. Only people or things to emotional strife.
which the Lunar has positive Intimacies escape their
When a Sidereal succumbs to the Great Curse, a
wrath, and the Lunar will even try to overawe them into
Dolorous Portent affects them, usually centering on the
compliance with the Lunar’s ire.
Sidereal’s relationship to their peers and confidants. All
Enraged Behemoth Rampage ends prematurely if the
Dolorous Portents end prematurely if the Sidereal’s
Lunar’s behavior causes a character who the Lunar has a
behavior causes an Intimacy to weaken or a negative
positive Intimacy towards to reject the Lunar.
Intimacy to form.
Laughing Devil Spirit (Session): A trickster-sage
Sign of Separation (Session): The present
dispensing lessons to the unwary and the unwilling;
circumstances presage disaster and calamity. The
that’s what the world needs! The Lunar provides such a
Sidereal knows that unless they swiftly vacate the current
service by subjecting Storyteller characters to what the
course of action, point of view, or even physical location,
Lunar sees as instructive disruption, causing problems
the consequences will be dire. They will try to convince
and chaos that will surely teach lessons to their victims.
everyone of the importance of deserting the situation, no
The Lunar targets the powerful and established with
matter how inappropriate or inopportune the behavior,
these efforts first; who better to receive such useful
and potentially resort to coercion or duress to try and
instruction? Laughing Devil Spirit ends prematurely if the
force their companions to the Sidereal in their flight.
Lunar’s efforts create a major obstacle for them or their
Placid Tidings (Session): Whatever the pressing issue,
entire circle.
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threat, or argument, the Sidereal knows that it’s the makes sense for their character:
disruption it’s causing that’s the real problem. The Exalt
• The Solar endures serious insults or disparagement
becomes convinced that as long as they can prevent
by another character.
anyone from doing anything rash, drastic, or hasty,
• The Solar engages in deceitful or treacherous
everything will be just fine. Decorum, proper procedure,
behavior, or circumstances and companions
and agreed upon form become the Sidereal’s primary
attempt to push the Solar towards such acts.
concerns, along with ensuring their companions behave
• The Solar encounters the needy and suffering, but
properly. The Sidereal will prioritize preventing disruptive
events and circumstances conspire to prevent the
and uncouth behavior through subtle interference or
Solar from helping.
forceful suasion even in the face of evidence that such an
approach is ineffective or counterproductive. • Allies or companions refuse the Solar’s advice or
The Breaking Hour (Scene): There is a threat, a leadership and suffer for it.
concern, an enemy: these things are targets. The Sidereal • The Solar’s mistakes present themselves in
knows that it is the moment to strike, to break the foe or unavoidable fashion.
dispute or issue through immediate force, and that their • The Solar’s companions overindulge in vice and
allies and loved ones must help guide the strike. personal gratification despite the Solar’s best
Hesitation is death; inaction is anathema. If the Sidereal’s efforts.
friends will not act, the Sidereal will do their best to make • The Solar’s companions prevent the Solar from
them act, going to extreme measures if necessary. engaging in their preferred vices.
Omen of Occlusion (Scene): Strife, suffering, and When Solars succumb to the Great Curse, their Virtue
difficulty spread like the Contagion from the knowledge Flaw manifests. These cause the Solars to become a
of their presence; so it’s best to quarantine it. The source of harm for themselves or others, as the Great
Sidereal is utterly convinced that her friends and allies Curse amplifies and twists their personalities in the
already know too much for their own good; strict moment.
information security and secrecy are what’s required. All-Consuming Grief (Scene): The Solar obsesses over
Distorting the truth, hiding facts and evidence about the death and injury, to their companions, themselves, and
source of harm, and outright fabrication are all just all of Creation. They breathe only to mourn, seeking
different ways for the Sidereal to protect those closest to solitude away from others, and ignoring the outside
them. world when they are forced to endure company. All-
Annihilation’s Augury (Session): The current problem, Consuming Grief ends prematurely if the Solar is
issue, and enemy are symptoms of a greater problem. attacked, or if someone they have a Major intimacy to is
There is always another threat waiting in the wings, or seriously injured or incapacitated.
another mover providing the impetus for the current Berserk Anger (Scene): The Solar becomes a ceaseless
disaster. The Sidereal knows this, and the importance of engine of violence. The strike out at anyone in reach,
ignoring the transient problem in front of them in favor starting with enemies and attackers, but assailing
of dispatching the true problem on the horizon. If their bystanders and rampaging through noncombatants when
comrades insist on addressing the paltry immediate there are no more foes to slay. They can spare those they
concern, the Sidereal will either have to lead them after have intimacies towards in their frenzy, unless those
the true threat, or take matters into their own hands. companions raise weapons or opposition to the Solar’s
rampage. Berserk Anger ends prematurely if there are no
Solars
potential victims left, or if the Solar incapacitates
The Sun’s Chosen unknowingly shoulder the heaviest
someone they have an Intimacy to.
portion of the Great Curse. When their passions become
Contempt of the Virtuous (Session): The Solar
inflamed, their principles challenged, or they reach
embodies moral certitude, and woe to anyone who falls
emotional extremes, the Curse threatens to rise up and
short of their expectations. The Solar will admonish and
cast a great and destructive shadow across all their
correct those who overindulge, lie, or otherwise fall short
actions.
of the Solar’s moral expectations with all angry
All Solar Exalted possess the additional condition for
condemnation. Should the Solar’s instructions be
inciting the Great Curse:
dismissed or belittled, they may use force.
• A Solar Exalt acts against a Minor Virtue. Contempt of the Virtuous ends prematurely if the
Solar is provided with reason to doubt the righteousness
Each Solar also possesses an additional, personal
of their own actions.
condition which may incite the Great Curse, relating to
Seething Genius (Session): The Solar stops at nothing
frustrating, stressful, or traumatic situations in which the
to work on their long-term projects and aspirations,
Solar may find themself. Players should determine what
whether magical constructions or societal revolutions.
their individual characters treat as an additional inciting
They abandon immediate concerns and joint efforts in
condition, either by choosing one from the following list,
favor of their individual interests and bespoke
or by working with the Storyteller to make one that
masterpieces, no matter how impractical or far from
66
completion those efforts are. Allies who object to their bring calamity, and their cooking will poison their
conduct will be ignored or actively belittled. Seething families. The Solar works ceaselessly to tear undo their
Genius ends prematurely if immediate or short-term past efforts, seeking to destroy what they can and seal
problems damage the Solar’s long-term efforts. away things too durable to break.
Imperfection’s Scourge (Session): The Solar becomes Imperfection’s Scourge ends if the Solar’s disassembly
convinced that their previous works are fatally flawed: leads to provably worse results or others’ suffering.
Their treaties will lead to war, their magical workings will

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Chapter Three: Character Creation
You need a character to play Exalted. This chapter Most characters play a role in their group
walks you through all the steps, as well as character corresponding to five common archetypes: warriors,
advancement. priests, savants, criminals, and brokers. If you’re
having trouble deciding what you’d like to play, here
Step 0: Session Zero are suggestions for which Exalt types, Castes, and
Aspects fit those roles. Remember that this isn’t set in
Before you start working on your character,
stone: Any Exalt can fill any role, and these may
coordinate with your group (Storyteller and fellow
change over the course of a story. A series of Charm
players alike) on the theme, tone, and mood of the
and build templates for these archetypes can be
campaign. This brainstorming session is typically called
found on p. XX.
Session Zero, and you can find more about it on p.xx in
Warrior: Skilled at arms and combat, these
Chapter 5.
characters are mercenaries, soldiers, generals,
brawlers, and bodyguards.
Step 1: Concept Associated Exalted Types: Dawn Caste Solars, Dusk
Every character starts with a concept. Exalts are Caste Abyssals, Azimuth Caste Infernals, Full Moon
heroes by nature, so you can draw inspiration from Caste Lunars, Sidereal Chosen of Battles and Endings,
popular media. Don’t worry about the details — you’ll Spring Caste Getimians, Dragon-Blooded Fire and
find enough prompts once you go over the other steps. A Earth Aspects, Liminal Children of Flesh, Jade and
sentence or two is enough for now: A smuggler turned Orichalcum Caste Alchemicals, an Exigent who is a
hero against an oppressive empire, or a chosen one gladiator god’s Chosen.
destined to heal the world’s trauma. Priest: Holy persons, cult leaders, wandering
Check with your Storyteller if your concept works, as monks, and hermits, these characters may lead
they might have specific suggestions based on the congregations or strive for personal enlightenment.
campaign. Also check with your fellow players. Maybe Associated Exalted Types: Zenith Caste Solars,
one of them has a great hook to tie your characters Midnight Caste Abyssals, Ascendant Caste Infernals,
together. Or you discover you have four “introverts with Changing Moon and No Moon Caste Lunars, Sidereal
a penchant for sorcery” in the group and decide that’s a Chosen of Serenity, Spring and Summer Caste
bit much (or not — maybe this is now a campaign about Getimians, Dragon-Blooded Fire Aspects, Liminal
sorcerers!). Children of Blood, Adamant and Soulsteel Caste
Once you have your concept, pick an Exalt type and (if Alchemicals, an Exigent whose divine patron is the god
applicable) Caste or Aspect. Different types of Exalts can of a city.
and do work together, but the Storyteller may choose to Savant: Scribes, sorcerers, craftspeople, scholars,
run a game for one type only. or they might decide this is healers, and explorers, these characters focus on
a Creation-focused game, no Abyssal Exalts allowed. gaining and disseminating knowledge, whether for
Similarly, check with your fellow players — perhaps their personal betterment or to gain broader power.
Solar has a Dragon- Blooded childhood friend, and wants Associated Exalted Types: Twilight Caste Solars,
to establish that as the relationship between your Daybreak Caste Abyssals, Horizon Caste Infernals, No
characters. Moon Caste Lunars, Sidereal Chosen of Journeys and
Chapter Two explains the Exalt types. While you’re Secrets, Autumn and Winter Caste Getimians, Air and
there, make a note of the three Advantages your Exalt Wood Aspect Dragon- Blooded, Liminal Children of
has. Breath and Soil, Adamant Caste Alchemicals, an
Exigent who is a forge-god’s Chosen.
Tamara wants to play an “invincible sword
Criminal: Comfortable among society’s underbelly,
princess” sworn to protect the Kingom of Ur in the
these characters are thieves, spies, gamblers,
Hundred Kingdoms of the East. After talking to the
assassins, and others who reject social norms or balk
group and Storyteller, she decides her character
at moral codes.
isn’t just interested in protecting Ur, but all of the
Associated Exalted Types: Night Caste Solars, Day
East against all manner of threats – colonizing
Caste Abyssals, Nadir Caste Infernals, Changing Moon
Dynasts, unscrupulous Guild merchants, tricky
Caste Lunars, Sidereal Chosen of Journeys and
Raksha, and nefarious Deathlords alike. Obviously,
Endings, Summer Caste Getimians, Dragon-Blooded
such a grand warrior would be a Dawn Caste. She
Water Aspects, Liminal Children of Marrow, and
decides her character needs a suitably heroic
Moonsilver Caste Alchemicals, an Exigent who is a
sobriquet, and names her Radiant Sun of the East.
gambling god’s Chosen.
Character Archetypes Broker: Couriers, diplomats, businesspersons, and
administrators, these characters are social movers
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and shakers. Most Exalts are excellent at something once they apply
Associated Exalted Types: Eclipse Caste Solars, themselves, so this might be a skill they just started. or,
Moonshadow Caste Abyssals, Penumbra Caste for an interesting subversion of the excellent Exalt, it
Infernals, Changing Moon Caste Lunars, Sidereal might be that one area that eludes them — perhaps your
Chosen of Journeys and Serenity, Winter Caste Exalt wanted to be a singer, but they can’t carry a tune
Getimians, Dragon-Blooded Air and Water Aspects, and so they went into sword-smithing.
Liminal Children of Marrow, and Jade and Starmetal You probably noticed that a spread of eight leaves you
Caste Alchemicals, an Exigent who is a commerce- with six Abilities at 0 dots. That’s okay — those are skills
god’s Chosen. your character has no real experience with. Even Exalts
can’t be great at everything.
Step 2: Attributes A sword princess must be able to fight above all.
Your character has a preferred approach to problems. As actual princess and second in line to the throne
Three Attributes: Force, Finesse, and Fortitude, represent of Ur until her sister – the heir presumptive –
these approaches. Chapter Four, p. XX, explains each ascends and has daughters of her own she also
Attribute in detail, but in a nutshell your character uses knows a little etiquette. Tamara goes for
Force to power through a problem with physical prowess Awareness 2, Close Combat 5, Embassy 2, Integrity
or hard logic, Finesse when they use quickness or 3, Performance 1, Physique 3, Presence 3, Ranged
cleverness, and Fortitude if they endure until it’s over. Combat 4. Had Radiant Sun of the East paid any
Take a moment to picture your character under attention during her lesson, she’d also have
duress, backed into a corner, or standing up to fight for Sagacity – but she didn’t.
what’s right. What do they do? Your answer should be
More Flexibility
which Attribute is their strongest.
Some play groups may find applying a fixed array
Assign 4, 3, and 2 to Attributes. A rating of five is the
of points for Abilities inflexible. Essence presents
pinnacle of human achievement, two is about average for
these values because they are fast and simple to
a mortal, and one is just not very good.
understand. If the group has not played Exalted
Your attributes have no bearing on your appearance.
before, starting with the fixed array is recommended.
You can be a seven-foot-tall hulking brute and have the
However, players with a background in Exalted may
Finesse of a classically trained dancer. Likewise, you can
want to play more freely with these points.
be unremarkable but have a such a forceful personality
Storytellers are free to modify the array of points by
that queens bow before you.
adding or subtracting the dot values, or to simply add
The Radiant Sun of the East is powerful and up the total (which amounts to 25 Ability points) and
enduring, but not very subtle. Tamara chooses assign them in any order.
Force 4, Fortitude 3, and Finesse 2. When taking this option, Storytellers may want to
put a limit on how high Abilities can go, but it doesn’t
Step 3: Abilities change much if the Storyteller allows characters to
begin play with multiple Abilities at five.
Every character comes with a skill set gained through
training and dedication. One character is an excellent
hand-to-hand fighter, another runs like the wind, and a Step 4: Charms
third has an unshakable will. Fourteen Abilities represent Exalts are avatars of Creation’s essence, and Charms
these skills: Awareness, Athletics, Close Combat, Craft, are essentially their super powers. Chapter 6 lists all
Embassy, Integrity, Navigate, Performance, Physique, Charms in detail.
Presence, Ranged Combat, Sagacity, Stealth, and War. You start the game with Ox Body Technique or an
Each has a rating of one dot (beginner) to five dots Excellency, and four other Charms of your choice. You
(exemplar). Chapter Four, p. XX, explains all Abilities in can take the Excellency as part of your four chosen
detail. Charms if your first pick was the Ox Body Technique, and
Assign one 5, one 4, three 3s, three 2s, and one 1 to vice versa.
your character’s Abilities. Beyond that, choose whatever fits your character. You
The five-dot rated Ability is what your character does can find a guide to how to pick Charms most suitable to
best, maybe even what they’re already famous for. your character on p.XX. If this means rearranging your
Someone who crafted the sword Nyandarr, Bringer of Abilities slightly to fit the suggestions, you may do so
Ten Thousand Deaths, has Craft 5. Unless the sword is now.
useless, but your character spun tales of The Great Sword If you chose a Circle of Sorcery as Charm, you can also
Nyandarr until everyone believed it — that’s select Spells. You get one free Spell to go with the Circle.
Performance 5. Every Spell on top of that counts as a Charm. The same
At the other end of the range, the one dot rating one-for-one replacement holds for Martial Arts Charms.
represents an Ability your character isn’t very good at. Some Charms have prerequisites which you must
69
meet before you can take it. Feel free to go back to Steps Choosing to offer up your Merit as a Dramatic Injury
one and two, and rearrange your spread, if there’s a means that you will either be presented with the
Charm you really want but currently don’t have the right opportunity to recover a lost or broken Merit, or acquire
dots for. a replacement. The Sanctity of Merits does have its limits
though. If you send a familiar to spy on the Mask of
Tamara chooses Ox-Body Technique and
Winters, or tell that villain to go ahead and kill the friend,
Bulwark Stance, Excellent Strike, Resolve-
it won’t end well for them. Use common sense, and heed
Bolstering Declaration and Glorious Solar Arsenal
any warning your Storyteller might give you. If you do
for Radiant Sun of the East. That’s two Charms to
lose the target of your Merit dots, you and the Storyteller
increase her defensive capabilities, one to enhance
should work out replacement targets free of charge.
her Close-Combat attacks, an Integrity Charm for
Your Storyteller may restrict Merits at the start of the
helping others, and a Solar Charm that lets her
campaign. If they want the characters to meet while
summon a blade of sunlight.
they’re down on their luck and alone, it doesn’t make
Step 5: Merits much sense for your character to have a small battalion
at their back through the Command Merit. In this case,
Your character did not spend their life in a void. They ask your Storyteller if your character could gain that
had exploits, impressed people, and maybe found an Merit later. Alternately, maybe you see a Merit you want,
ancient relic in their pre-campaign adventuring career. but which doesn’t make much sense for your character to
These are represented by Merits. Every Merit comes with start with. A sorcerer starting their quest for the secrets
a dot rating of one to five. Some have a range such as (•- of Creation might gain a Hearthstone later. Discuss
•••), while others jump between ratings such as (• or options with your Storyteller and determine a rough
••• or •••••). When a Merit adds its rating as dice to any timeline for when your character might have the
roll, these do not count towards the dice limit. narrative arc to gain that Merit. You can bank some of
Pick three starting Merits for your character: a your Merit dots now, with Storyteller permission, until
primary, secondary, and tertiary. The primary Merit may you can buy it.
have a dot rating of 5-3, the secondary at 4-2 dots, and
the tertiary at 2-1 dots. How this applies to each You don’t need a Merit for that
individual Merit is explained within each entry. Some Essence has a pretty short Merit list. That’s
Merits such as Familiar only go to three dots, so you can’t because Exalts are awesome all by themselves. Want
choose those as Primary Merit even if your character’s your character to have great stamina? Take Fortitude
beloved dire cat is the most important person in their •••• and purchase Physique Charms. Want them to
life. This is a ceiling, not a floor. If a player wishes to use speak a thousand languages? That’s the Embassy skill.
her Primary Merit on Artifact ••• because it is important Want them to be a Beastman or extraordinarily tall?
to her concept, she may. Characters are not required to Don’t need a Merit for that.
have a ••••• Merit, unless it suits them.
You may purchase multiple instances of any given
This is a Lot Merit, each applying to a new benefit. For example, Allies
It may seem overwhelming or immersion-breaking (•) would be your God-Blooded friend, and Allies (•••)
to allow characters to start with a five-dot Merit your Sidereal friend in the Celestial Bureaucracy. You can
immediately. As explained on p. XX, the dot limit on a take them both as Secondary and Tertiary Allies, and still
Primary Merit is the ceiling, not the floor. If this be able to make Artifact your Primary.
causes difficulty for the table, players may instead Allies (•, •••, or •••••)
choose to take one additional Secondary Merit and Everyone makes friends. This Merit represents a loyal
one additional Tertiary Merit, rather than one friend or companion willing to put themselves in harm’s
Primary. way if need be.
Storytellers whose play groups desire more When choosing this Merit, discuss with the Storyteller
flexibility can instead allow players to assign 10 dots what this ally can and cannot do. The daughter of a
of Merits, with a limit on one five-dot Merit. Goddess of Etiquette won’t join in physical combat, but
she can help writing a petition to another god.
Merits enjoy the Sanctity of Merits. That means the
Meanwhile a brash Dragon-Blooded is far more likely to
Storyteller can’t just take them away. A third party won’t
join on a quest. Allies have a life of their own, so cannot
kill your character’s friend (Allies) for helping them, and
be at your character’s side all the time. They might also
their pet (Familiar) won’t die in combat. The Storyteller
ask your character for favors in return.
might temporarily take them away if it makes narrative
(Tertiary) Your friend is a mortal or minor magical
sense, or furthers the plot. Think of a villain capturing
character, such as the daughter of a lesser god.
your character and taking their magic sword (Artifact)
••• (Secondary) Your friend is as powerful as a young
away — that’s just sensible precautions. or another
Exalt or lesser god (see p. XX).
villain abducting that friend we mentioned, as bait. In the
••••• (Primary) Your friend is as powerful as n
end though, your character should save both of them.
70
experienced Exalt or greater god (see p. XX). does, and cannot die of natural causes until they do.
(Tertiary) The Familiar is relatively harmless, such as a
Artifact (•• to •••••)
cat or hedgehog.
Your character owns an Artifact with a rating equal to
••• (Secondary) The Familiar can keep their own in
this Merit’s rating (see p. XX for a list of Artifacts to
combat, such as a horse or tiger.
choose from). This Artifact might grant a Charm via
••• (Secondary) The Familiar is an exceptional or
Evocation — make sure to write those down on your
magical animal, such as a war elephant or talking
Charms list. • or •• is Tertiary, ••• or •••• is Secondary
monkey.
and ••••• is Primary.
Followers (• to •••)
Backing (•• to •••••)
(Cannot be primary)
Your character has standing in an organization,
Your character’s heroic exploits attracted a band of
whether it’s the Guild, the Celestial Bureaucracy, or a
mortal followers. These may be people who travel with
conspiracy to overthrow the Prefect of Gem.
the Exalt, but they might also be people who venerate
You define which organization when you purchase this
them from afar.
Merit. You add dice equal to this Merit’s rating to all rolls
You specify who your followers are — merchants,
made through the organization — for example, when
spies, entertainers — when you purchase this Merit. A
your character exerts influence by leveraging their
higher Merit rating denotes your choice of either better
position. Once per story, they can loan equipment with a
trained followers, or more followers. Your character can
total Resource rating equal to the rating of this Merit,
set their followers to any task, which they perform with
provided it makes sense for the organization to have
this Merit’s rating plus three additional dice for tasks
access. A rating of •• is Tertiary, while a rating of ••• or
they’re suited to (spies spying), or the Merit’s rating plus
•••• is Secondary and ••••• is Primary.
one additional dice for other tasks (spies baking a cake).
Command (••• to •••••) If your character oversees the work, instead add those
(Cannot be tertiary) dice to your roll. A rating of • or •• is Tertiary, and a
Your character commands a militant group, whether rating of ••• is Secondary.
they’re actual soldiers or zealous cultists.
Hearthstone (••• or •••••)
••• (Secondary) Either a Size 3 group with Elite Drill
(Cannot be tertiary)
— or — a Size 4-5 group with Average Drill.
Creation teems with elemental, celestial, and abyssal
•••• (Secondary or Primary) Either a Size 4-5 Group
power. Fiery volcanoes, moonlit glades, and dark
with Elite Drill — or — two Size 5 groups with Average
graveyards are all places where this power may come to
Drill — or — a Size 3 battle group with Elite Drill and the
the surface. Hearthstones can be Elemental or Celestial,
traits of elite troops.
depending on the theme of the connected manse or
••••• (Primary only) Either a Size 5 group with Elite
demense.
Drill and the traits of elite troops — or — five Size 5,
A demesne is a natural wellspring of power.
groups with Average Drill — or — two Size 5 groups with
Meanwhile a manse is a building, like a palace or fortress,
Elite Drill.
harnessing the natural properties of a demesne. A fiery
Contacts (•• to •••••) volcano would be a fire demesne, while a beautifully
Maybe your character has the kind of face that wins moonlight glade is a Lunar demesne. A hidden palace
trust. Maybe they have the kind of coin that buys friends. inside the caldera, or a home wrought from the glade’s
Either way, people tell them things — including trees would be a manse. A hearthstone is a gem grown
information they probably shouldn’t. from this power, corresponding to the essence of the
Name a group when you purchase this Merit such as domain — the volcano produces a hearthstone of fire,
House V’Neef, or the Hastlanti League. When gathering the moonlight glade a Lunar hearthstone.
information on a subject, if that group could feasibly You design your domain, decide whether it’s a
know, add dice equal to this Merit’s rating to your roll. demesne or a manse, and choose a corresponding
The Storyteller can, and should, also have contacts come hearthstone when you pick this Merit. You can find a list
forth with information unprompted. A rating of •• is of standard and greater hearthstones on p. XX. This
Tertiary, while a rating of ••• or •••• is Secondary and Hearthstone likely grants a Charm via Evocation — make
••••• is Primary. sure to write that down on your Charms list. Some
greater Manses also provide benefits to certain actions
Familiar (• to •••) taken within them. Note that down, too.
(Cannot be primary) All Manses come equipped with Hearthstone jewelry
Your character has a magically bonded animal of your choice, which allows the Manse’s owner to
companion. They understand their familiar, and share its benefit from the Hearthstone, unless it specifically says it
senses. Touching the familiar restores motes equal to this must be socketed in a weapon.
Merit’s rating. The familiar’s essence replenishes at the You can decide your character owns the hearthstone
start of each session. The familiar ages as your character but doesn't know where the domain is. Alternately,
71
perhaps they control the domain, but its hearthstone is They have lofty apartment with two servants. Then can
lost. Reclaiming such is a narrative journey, and free with gain audiences with anyone in their line of business by
your initial Merit purchase. leveraging their economic power.
••• (Secondary) Your character owns a demesne or ••• (Secondary) The Exalt holds a monopoly or
manse, and a standard hearthstone. Your character impressive portfolio of businesses. The Exalt owns
regains one mote per hour when resting in their domain. several apartments, or one large estate, and their choice
They also regain Essence outside their domain if they of fine mounts. Then can gain audiences with any leader
wear the hearthstone in an attuned artifact. Your in their city by leveraging their economic power.
character may make an automatic Awareness check at •••• (Secondary) The Exalt has a monopoly or
difficulty 3 to detect essence expenditure within their substantial stake in a thrive, wide-spread business. The
domain. Exalt owns several estates and a stable full of prize race
••••• (Primary) Your character owns a demesne or horses. They can gain an audience with kings, minor
manse, and a greater hearthstone. Your character regains satraps and young Dynastic scions by leveraging their
three motes per hour when resting in their domain. They economic power.
also regain Essence outside their domain if they wear the ••••• (Primary) The Exalt is a major business power
hearthstone in an attuned artifact. Your character in one of the Directions. They can outfit a trading ship in
automatically detects essence expenditure within their the West, or equip an army in the Hundred Kingdoms.
domain. They can gain an audience with important satraps and
the leaders of Dynastic Houses by leveraging their
Influence (• to •••••)
economic power.
Your character is a person of renown. They might be
nobility, a celebrated war hero, or a venerated Radiant Sun of the East owns an ancient sword
philosopher. When they speak, people listen. named Sun’s Caress (primary Merit: Artifact •••••)
You make an applicable social roll to sway people as which once belonged to her previous incarnation.
normal, but your character’s words carry much farther. She also has Hearthstone connected to a Manse
The Storyteller remains the final arbiter of how affected (secondary Merit: Hearthstone •••) in Ur – though
people react. For example, your character makes a technically it’s on loan from the Kingdom. As
speech denouncing the evils of inherited nobility. That second in line to the throne, she also has Influence
may not sway the queen to relinquish power, but it does •• in Ur as her tertiary Merit.
sow the seeds of rebellion among her people.
(Tertiary)Your character carries sway in a local village Step 6: Virtues and Intimacies
or town.
After deciding what your character can do, we’ve
•• (Tertiary) Your character carries sway in a minor
come to why they do it. What do they believe in, fight
city-state or satrapy
for, and — if it comes to that — die for?
••• (Secondary) Your character carries sway in a
Discuss your ideas with the table. Having two
powerful city-state or kingdom
character with opposing Intimacies in a group — say, “I
•••• (Secondary) Your character carries sway in an
never kill” versus “I do whatever it takes” — can be a
entire region such as the Hundred Kingdoms, or
source of excellent drama, or it can tear the group apart.
Scavenger Lands.
Talk things through to make sure it’s the former.
••••• (Primary) Your character carries sway in an
entire Direction Virtues
Resources (• to •••••) Exalted Essence uses seven Virtues: Ambition,
Exalts don’t need money to provide for themselves. Compassion, Courage, Discipline, Justice, Loyalty, and
They have the skill to earn or create basic necessities. Wonder. Chapter Four, p. XX, explores them in detail.
This Merit, however, describes wealth beyond the basics. Choose one to be your character’s Major Virtue, and
This need not represent hard cash, but can also mean a another to be their Minor Virtue. A wide-eyed explorer
stake in a V’Neef shipping company, or standing to call in may have Wonder as their Major Virtue and Courage as
financial favors. Whenever you’re making a check that their Minor, while a martial artist defending the weak has
involves money, such as bribing someone or haggling for Justice as their Major and Discipline as their
equipment, add your Resources dots as bonus dice to the Minor. Don’t be afraid to subvert the type. Maybe
roll. your wide-eyed explorer wants to be brave, but in
(Tertiary) A modest flow of cash, more a side hustle actuality they’re not, or the defender works for fame
than a business, such as being a silent partner in a more than actual justice, making Ambition rather than
successful inn or bath house. The Exalt enjoys a modestly Justice their Major Virtue.
comfortably lifestyle – good food, clean rooms, but If you choose Ambition, you must choose a specific
nothing spectacular. thing that drives your character, such as Ambition: Drive
•• (Tertiary) This represents either a broad range of the Guild from Nexus, or Ambition: Rule Over the Deserts
investments, or a budding monopoly in a city of choice. of the South. If you choose Loyalty, you must choose a

72
leader or institution to which you are loyal, such as associated with Loyalty”, and “Ur (my people)-
Loyalty (House Ragara) or Loyalty (the Mask of Winters). attached to Loyalty”.
See p. XX for more explanation. Tamara reads over the Great Curse and thinks
that Berserk Anger seems like a fun way to express
Intimacies lashing out when Radiant Sun’s Courage is
An Intimacy is a belief or relationship essential to your provoked. When that comes up in play, she’ll
character. You choose one Major and two Minor choose it.
Intimacies — there’s no pre-written list. A Major Intimacy
greatly influences what your character does and how Step 7: Finishing Touches
they behave. A Minor Intimacy also influences your
character, but it’s not the defining factor in their decision This is where we fill in the last blank spots on your
making. All Intimacies must be influenced by their character sheet.
associated Virtue. You can find how Intimacies affect
Essence
gameplay on p. XX.
All starting Exalts have Essence 1, with a pool of five
Use an “I” sentence to check if a belief works for your
motes. Check p. XX under Advancement Templates if
character. I never kill. Does that sound like something
you’re starting the campaign at a higher Essence.
they’d say or think? If so, that qualifies as a good Major
Intimacy. If you wanted it to be a Minor Intimacy, I try Health
not to kill is better. Your Exalt starts with six Health levels (two 0, two -1s,
Relationships are about attachment, which needn’t be two -2s and Incapacitated), plus any gained from Ox Body
to a person. Nor do relationships need to be positive. Technique. You can find more on damage and healing on
Nexus (protective), My Sister (rivalry), and The Mask of p. xx.
Winters (burning hatred) are all relationships. A
character’s Intimacy of The Mask of Winters (burning Defense, Soak and Hardness
hatred) may be attached to her Justice Virtue, while My Your Defense is Parry Attribute + Close Combat
Sister (Rivalry) may be attached to her Courage Virtue. divided by two (round up) or Evasion Attribute + Athletics
Make sure your Storyteller can work with the Intimacies divided by two (round up) whichever is higher. Add in any
you’ve chosen. Charm effects. See p. XX for Evasion charms, and p. XX
Nexus (protective) isn’t very interesting if Nexus never for Parry Charms.
comes under threat, nor is Mask of Winters (burning Without armor, your Soak is 1, plus another 1 if your
hatred) if your campaign is miles away from that Fortitude is higher than 3. If you are wearing armor, add
Deathlord. On the other hand, an Intimacy might inspire the Armor Soak Value to this total.
your Storyteller, prompting them to rewrite “a recurring Characters start with a Hardness 2 plus any applicable
rival” as your character’s sister. bonuses from armor. Exalted characters add their
The Storyteller has final say in what makes a good, Essence rating to their Hardness value.
applicable and not overly-broad Intimacy, as per p. XX. If
The Radiant Sun of the East is newly exalted,
at this point you’re struggling to choose three Intimacies:
and thus has Essence 1. Tamara adds her Ox- Body
don’t worry, you can leave any number of them
Health levels to the usual starting Health. She’s
undefined and pick them during play!
likely to use Fortitude 3 + Close Combat 5 for her
The Great Curse Parry, which brings her Defense to 4 before any
All Exalted are touched by ancient curses. The Great Charms.
Curse drives them to take their Virtues and Intimacies Equipment
too far. Compassion for the disenfranchised prompts
Your character may have any mundane equipment
them to kill every authority figure in the village. Discipline
that fits their character concept and background,
turns their heart to uncaring stone.
regardless of their Resources. They also have enough
Refer to p. XX for facets of the Great Curse. You get to
money to pay for food, lodgings, bath services, and so on.
choose one of the manifestations when it triggers — you
may want to review them now, and pick which one you Radiant Sun of the East has a royal steed, a fine
think is most interesting. You do not have to stick with leather outfit, a ball gown tucked away at the
this choice for the entire game and may choose a bottom of her pack just in case, and the usual
different manifestation each time Curse triggers. travel equipment.
The Radiant Sun of the East is brave and fights Spark of Life
for her people. Courage is her Major Virtue, and Now it’s time to fill in the details. What does your
Loyalty her Minor. character look like? This is Exalted, and your character
Her Major Intimacy is “I protect the people of looks however you want. Do they have any peculiar
the East”- associated with Courage, and her Minor quirks or strange habits? What about social ties beyond
Intimacies are “My Sister (close older sister) – their Intimacies — any family, or old lovers around?
73
Make sure to look to the other characters too — does with a weapon.
your character know any of them already, and how is Craft: Create items, food, structures, or art, including
that relationship working for both of them? their magical counterparts.
Embassy: Navigate social structures and bureaucratic
Character Creation Process procedures.
Integrity: Withstand mental duress, outside
Step 1: Concept influences, and magical manipulation.
Design a character concept. Choose an Exalt type and Navigate: Find one’s way across Creation, and utilize
Caste/Aspect. transportation.
Performance: Influence others through artful
Step 2: Attributes expression, influence spirits through prayer.
Distribute 4, 3 and 2 dots among Force, Finesse, or Physique: Perform physical feats, resist the
Fortitude Add any Advantages granted by your Exalt type. environment, illness, and poison.
Presence: Influence others by personal magnetism,
Step 3: Abilities persuasion on an individual level.
Assign one 5, one 4, three 3s, three 2s and one 1 to Ranged Combat: Fight at range with a variety of
your character’s Abilities. Add any Advantages granted by weapons.
your Exalt type. Sagacity: Understand academic and historical
Step 4: Charms teachings, languages, occultism, and medicine.
Choose Ox-Body Technique -or- an Excellency. Stealth: Perform unseen actions, pass unnoticed, use
Choose four other Charms. Spells and Martial Arts disguises.
Charms count as one Charm. War: Command others, employ battlefield tactics.

Step 5: Merits Merits


Assign dots to your primary/secondary/tertiary
Allies: People who take risks for your character.
Merits. Add any applicable Evocations from Merits to
Artifact: An item of great power.
Charms.
Backing: Standing in an organization.
Step 6: Virtues and Intimacies Command: Militant followers. Cannot be Tertiary.
Choose a Major and a Minor Virtue. Contact: People who serve as informants.
Create one Major and two Minor Intimacies. Familiar: A mystical pet. Cannot be Primary.
Followers: Any non-militant followers. Cannot be
Step 7: Finishing Touches Primary.
Write down Essence 1 and five motes. Hearthstone: A powerful gem, tied to a geomantic
Health levels: two 0, two −1s, one −2, and domain.
Incapacitated, plus any from Ox-Body Technique. Influence: Influence within a location.
Defense: Parry equals Attribute + Close Combat divided Resources: Financial standing.
by two (round up) or Evasion equals Attribute + Athletics
divided by two (round up) whichever is higher. Add in any Virtues
Charm effects.
Ambition: Your character seeks to accomplish
Soak is 1, + 1 if your Fortitude is higher than 3, then
something big. Decide what that is when choosing this
add any Armor Soak Value Hardness is equal to Essence
virtue.
plus two, plus any from armor.
Compassion: Your character puts others before
Any mundane equipment that fits your concept. Any
themselves, and values empathy and selflessness. They
artifacts gained from the Merit.
uplift the oppressed and cast tyrants down.
Attributes Courage: Your character acts in the face of adversity.
They are not easily intimidated and rise to meet any
Force: Physical strength, force of personality, direct challenge.
logic. Discipline: Your character acts with precision and
Finesse: Quick thinking, clever words, dexterity. methodical planning.
Fortitude: Physical endurance, vigilance, composure. Justice: Your character strives to do the right thing,
and cannot abide by wrongdoing or injustices.
Abilities Loyalty: Your character is dedicated to something or
someone: an organization, a leader, a country, etc. This is
Awareness: Survey a scene, notice details, spot
typically not another individual, unless they hold a
ambushes, and use physical senses.
position of authority.
Athletics: Move quickly, balance, dodge attacks.
Wonder: Curiosity, inquiry and a sense of adventure
Close Combat: Fight in close quarters, unarmed or
drive your character. They wish to learn all the secrets of
74
Creation. A minor Milestone lets you pick a new Charm, or
increase an Ability by +1.
Intimacies A major Milestone lets you increase an Attribute by
+1, raise an existing Merit, or pick a new Merit. You may
Major: Relationships or beliefs that influence the
also change your Virtues if the story warrants such.
choices your character makes, and how they behave.
Exalt Milestones may be used for the benefit of either
Minor: Relationships or beliefs that influence your
a personal or minor Milestone, but must be used for
character, but do not change their major decisions.
Exalt-specific things — such as acquiring a new Exalt
Charm, new Mode, or repurchasing an Exalt Charm. If a
Advancement character would acquire both in the same session of play,
they stack.
Characters advance on a milestone system. Minor and
Whenever the Circle increases their Essence, each
major Milestones are communal. Everyone advances at
character may choose another Ox Body or Excellency to
the same pace, allowing characters to face threats on
acquire for free. This includes starting characters at
equal footing. This carries across Exalt types — a Dragon-
Essence ratings higher than 1.
Blooded and a Solar enjoy the same increase. Personal
Other effects, such as Charms, may have benefits or
and Exalt Milestones are individual, and the Storyteller
triggers that occur on specific Milestones.
should make sure each character has a chance to earn
Exalt Milestones equally. Milestones can overlap and Increasing Essence
flow into each other, allowing characters to gain multiple Characters increase their Essence ratings at significant
Milestones for the same accomplishment. points in the story. This represents growth and
enlightenment, so Storytellers and players should agree
Gaining Milestones that their characters have undergone significant change
Exalted Essence has four types of Milestones: and thus raise their Essence ratings. Alternatively, a
personal, minor, major, and Exalt milestones. Storyteller may want to progress the power level of the
A personal Milestone represents a character game along in order to introduce more dangerous
accomplishing a personal goal, or doing something challenges. The rate of speed at which characters
extraordinary that doesn’t affect the narrative arc. progress is up to the taste of the table. It is
Solving the current mystery, defeating a rival, or recommended that two major milestones be
describing an amazing stunt all count as personal accomplished between Essence increases, but this is a
Milestones. The Storyteller should ask characters for flexible rule.
their goals at the start of each session to help create (and
earn) personal milestones. Even if a character hits several Advancement Templates
of these requirements, they only earn one personal You may not want to start with beginning characters.
Milestone per session. If a player attended the game and If you want to jump straight in at a higher Essence, we’ve
contributed but did not accomplish a personal goal or listed a good distribution of points between brackets.
perform a radical stunt, Storytellers should still give out a
Milestone for attending. Essence 2
The group should keep track of each personal or Exalt Motes: 7
milestone met. Once a total number of personal or Exalt Attributes: Assign one 4 and two 3s
milestones equal to the number of characters has been Abilities: Assign one 5, one 4, six 3s, one 1
met, all characters involved gain their player’s choice of a Charms: 9 Charms
Personal or Exalt milestone. Exalt Milestones differ per Merits: Pick a primary, secondary, and two tertiary
Exalt Caste, and are covered in Chapter 2. Merits.
A minor Milestone is completing a single adventure or
story chapter, like discovering the Mask of Winters has Essence 3
been spying on the Circle. This is a significant story beat, Motes: 10
but not the end of the story itself. Minor milestones Attributes: Assign two 4s and one 3
should happen roughly every other session of play. Abilities: Assign two 5s, two 4s, four 3s, one 2
A major Milestone furthers the narrative progression, Charms: 13 Charms
like completing a story arc by battling the Day Caste who Merits: Pick a primary, two secondary, and one
infiltrated Great Forks at the Mask of Winter’s behest. tertiary Merits.
This is the end of a story. Essence 4
Using Milestones Motes: 12
A personal Milestone lets you acquire a new Mode or Attributes: Assign one 5 and two 4s
repurchase a Charm. You may also gain, intensify, or Abilities: Assign two 5s, four 4s, three 3s
change an Intimacy if the story supports it. Charms: 17 Charms
Merits: Pick a primary, two secondary, and two
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tertiary Merits. and Guard-Breaking Technique, Monkey Leap Technique,
Sharpshooter’s Clever Tricks, or Reflex Shot Technique
Essence 5 Battles (Sidereal): Shadow-Piercing Needle
Motes: 15 Spring (Getimian): ?
Attributes: Assign two 5s and one 4 Flesh Aspect (Liminal): Bloodslick Crimson Barb
Abilities: Assign three 5s, four 4s, two 3s
Charms: 20 Charms Priest
Merits: Pick two primary, two secondary, and one
tertiary Merits. Use these archetypes to guide your charm selection
for your Priest character. Priests should have Presence or
Choosing Charms Integrity at 4 or 5.

Selecting which Charms a character should start with


Righteous Demagogue
is perhaps the most daunting decision a player faces The Righteous Demagogue campaigns for what’s right,
when building their Exalt. This section will help players using the power of their voice to sway the masses.
new to the game decide how to get started, or give Additional Ability: Performance at 3 or higher.
experienced players a template to build from. These Universal Charms: Presence or Performance
templates can also be used to make characters quickly Excellency and Glorious Presence Technique, Listener-
for off-the-cuff and one-shot games. The Charms listed in Swaying Argument, Righteous Lion Spirit, or Stubborn
this section are all found in Chapter 6, beginning on p. XX. Boar Defense
Midnight (Abyssal): Ghost-Emperor Edict
Warrior Ascendant (Infernal): Devil-Emperor Edict
Summer (Getimian): Sleeper-Guiding Whisper
Here are a few Warrior archetypes for characters to
use. Warriors should have Close Combat or Ranged Fearless Leader
Combat at 4 or 5. The Fearless Leader commands a group of followers,
or guides and directs the Circle. Their leadership makes
Stalwart Defender everyone stronger.
The Stalwart Defender protects her Circle by having a Additional Ability: War 3 or higher.
strong defense and enduring damage. They’re willing to Universal Charms: Ox Body and Cat’s Puffed Tail,
put themselves in danger for others. Greatness-Inspiring Aura, Harmonious Presence
Additional Ability: Physique 3 or higher. Meditation, or Underling-Promoting Practice
Universal Charms: Ox Body and Bulwark Stance, Iron Zenith (Solar): Dissident-Searing Intent
Kettle Body, Loyal Guardian Defense, or Portentous Soulsteel (Alchemical): Celestial Overseer Concordat
Warding Defense or Streaming Arrow Stance Fire Aspect (Dragon-Blooded): Storm-Calling
Dawn (Solar): Orichalcum Battle Soul Strategies
Full Moon (Lunar): Relentless Lunar Fury
Earth Aspect (Dragon-Blooded): Dragon-Graced Kindly Healer
Weapon The Kindly Healer has a soothing presence. They take
Janest (Exigent): Others Before Self good care of others, but especially their Circle.
Additional Ability: Sagacity 3 or higher.
Swift Damage-dealer Universal Charms: Presence or Sagacity Excellency
The Swift Damage-dealer moves in a flurry of blows, and Harmonious Presence Meditation, Master Physician
devastating their foes with an onslaught of attacks. Techinque, Second Chance Approach, or Resolve-
Additional Ability: A second attack Ability at 3 or Bolstering Declaration
higher. Serenity (Sidereal): Of Truths Best Unspoken
Universal Charms: Close or Ranged Combat Excellency Changing Moon (Lunar): Sharing Luna’s Gifts
and Arrow Storm Attack, Excellent Strike, No Arrow Blood Aspect (Liminal): Soft Touch of Hospice
Wasted or Revolving Bow Discipline
Dusk (Abyssal): First Blood Impulse Savant
Azimuth (Infernal): Vicious Devil-Arms
Technique Orichalcum (Alchemical): Bone and Steel Savant characters may use these guidelines to help
Destruction select their Charms. Savants should have Sagacity or
Performance at 4 or 5.
Untouchable Skirmisher
The Untouchable Skirmisher cannot be pinned down,
Peerless Sage
moving from place to place while fighting either at range The Peerless Sage is a font of knowledge — the
or in swift, close-combat bursts. secrets of Creation compel them to discovery. They’re
Additional Ability: Athletics 3 or higher. willing to risk danger for their curiosity.
Universal Charms: Close or Ranged Combat Excellency Additional Ability: Integrity at 3 or higher.
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Universal Charms: Sagacity Excellency and Archive Universal Charms: Embassy or Stealth Excellency and
Mind Mentality, Harmonious Academic Methodology, Evidence-Placing Method, Flawless Counterfeit
Sagacious Reading of Intent or Spirit-Detecting Glance Technique, Illimitable Master Fence, or The Perfect
No Moon (Lunar): Memory-Drinking Meditation Bargain
Air Aspect (Dragon-Blooded): Fivefold Resonance Changing Moon (Lunar): Butterfly Eyes Mirage
Sense Nadir (Infernal): ?
Autumn (Getimian): Here-and-Everywhere Approach Water Aspect (Dragon-Blooded): ?

Master of Sorcery Master Assassin


The Master of Sorcery has dedicated themselves to The Master Assassin is a hidden blade in the night.
the pursuit of Creation’s most dangerous art: weaving They might be in the employ of a nation or work as a
spells. They are also well-known as artificers or mercenary. However they earn their keep, they are a
geomancers. killer for hire.
Additional Ability: Craft at 3 or higher. Additional Ability: Close or Ranged Combat at 3 or
Universal Charms: Sagacity Excellency and Sorcerous higher.
Initiation, or Necromantic Initiation, All-Encompassing Universal Charms: Ox Body and A Drop Amongst the
Sorcerer’s Sight, Spirit-Repelling Diagram, or Will- Ocean, Excellent Strike, Double Distance Technique, or
Bolstering Method Perfect Shadow Stillness
Twilight (Solar): Technique-from-Taste Approach Endings (Sidereal): Thought-Swiping Distraction
Daybreak (Abyssal): Life-Mocking Assembly Night (Solar): Shroud of Night’s Law
Horizon (Infernal): Symphony of Sinful Prayers Summer (Getimian): Spatial Disjunction

Implacable Investigator Broker


Nothing gets past the notice of the Implacable
Investigator. Whether a treasure hunter, a collector of Use these archetypes to guide your charm selection
wonders, or a Magistrate of the Realm, they turn their for your Broker character. Brokers should have Embassy
curiosity towards solving mysteries. or Presence at 4 or 5.
Additional Ability: Awareness at 3 or higher.
Silver-Tongued Diplomat
Universal Charms: Awareness or Sagacity Excellency
The Silver-Tongued Diplomat knows just what to say
and Crafty Observation Method, Enhanced Senses,
and when, and understands that a well- placed word is as
Judge’s Ear Technique, or Witness Rapport Technique
powerful as any weapon.
Adamant (Alchemical): Exhaustive Interrogation
Additional Ability: Integrity at 3 or higher.
Method
Universal Charms: Embassy or Presence Excellency
Secrets (Sidereal): Efficient Secretary Technique
and Deft Official’s Way, Listener-Swaying Argument,
Breath Aspect (Liminal): Scent of Blood
Strange Tongue Understanding or Wise-Eyed Courtier
Criminal Method
Here are a few Criminal archetypes for characters to Eclipse (Solar): Impassioned Discourse Technique
use. Criminals should have Stealth or Awareness at 4 or Changing Moon (Lunar): Predator-and-Prey Mirror
5. Moonshadow (Abyssal): Wickedness Unveiling
Method
Unseen Agent
The Unseen Agent moves through society without Shrewd Merchant
detection. They might be a spy, an information broker, or The Shrewd Merchant knows how to make money —
simply a rogue agent for hire. whether that’s through cutthroat practices or fair trade.
Additional Ability: Presence 3 or higher. They’re a master of commerce and making a quick sale.
Universal Charms: Presence or Stealth Excellency and Additional Ability: Sagacity at 3 or higher.
Dread Tiger’s Symmetry, Enhanced Senses, Flawlessly Universal Charms: Embassy or Sagacity Excellency and
Impenetrable Disguise, or Suspicion-Allaying Gesture Jade Leaves a Trail, The Perfect Bargain, The Perfect
Moonsilver (Alchemical): Contingency Preparation Price, or Strange Tongue Understanding
Axiom Winter (Getimian): Reality Embellishment Approach
Marrow Aspect (Liminal): Breath-Tasting Ward Penumbra (Infernal): Naked Soul Insight
Day (Abyssal): Shadow Cloak Technique Wood Aspect (Dragon-Blooded): Thoughtful Gift
Technique
Prince of Thieves
The Prince of Thieves is the master of the underworld, Fleet Courier
networking easily amongst criminals while managing The Fleet Courier delivers: missives, parcels,
their own illicit empire. contraband — you name it. Whether connected to a
Additional Ability: Embassy 3 or higher. nation, a legitimate business practice, or a criminal
empire, they transport important things from point A to
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point B. Journeys (Sidereal): Fortuitous Wandering
Additional Ability: Navigate at 3 or higher. Starmetal (Alchemical): Insightful Managerial
Universal Charms: Navigate or Embassy Excellency, Aptitude
Graceful Crane Stance, Hidden Shortcut Revelation, Marrow (Liminal): Tomb-and-Ruin Antiquity
Illimitable Master Fence, or Trackless Region Navigation Inspection

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Chapter Four: Systems
This chapter details Exalted Essence’s core rules. It action, unless it is part of a flurry. Making an attack is
contains everything a Storyteller needs to know when always simple, but a simple action might also be studying
running a game. ancient glyphs on a ruin, or convincing a bloodthirsty foe
to stand down. Sometimes Charms or other effects will
Basic System note that something requires “an action” — this is the
same as a simple action.
To play Exalted Essence everyone will need a set of at Flurries allow a character to take two simple actions.
least 10 10-sided dice (or “d10s”). In a pinch, rolling 20- These must be two different actions, so it cannot be two
sided dice works just as well: treat 11-20 as another attacks, or two attempts to talk down a foe, but it can be
instance of 1-10. Players can share dice, or use dice an attack and an attempt at intimidation. When your
rolling apps on their phones, such as Onyx Dice, or the character makes a flurry, reduce both pools by three
Storyteller might provide dice for the table. Regardless, dice. This penalty cannot be reduced or ignored unless an
everyone will be creating a pool of dice and rolling them. effect specifically states so. No matter what, a character
can only take two actions per turn. This includes actions
Building the Pool and Counting taken in response to things, like counterattacks (see p.
XX).
Successes All actions have a set difficulty, explained on p XX.
The player builds a pool of d10s consisting of Attribute
+ Ability + any other relevant modifier. Each 7, 8 and 9 Opposed Actions
that appear counts as one success, and any 10 that Opposed actions happen when two or more
appears counts as two. This is called “double 10s.” Some characters contest each other. This might be two athletes
special abilities may allow doubling of another number, racing or three debutantes trying to outdo each other at
such as “double 9s” or “double 7s” — in this case, every a soiree. Opposed actions have no difficulty; all parties
number from the specified target up to 10 doubles as involved make rolls as normal and compare the number
well. Successes are the metric by which Exalted Essence of successes rolled. The character with the greatest
measures how well a character does with whatever task number of successes “wins.” In the event of a tie, favor
she attempted. Attributes and Abilities are explained in players’ characters over Storyteller characters. If the
more detail beginning on p. XX. This core dice mechanic contest is between players, then the Storyteller should
builds the fundamental system for all actions characters help adjudicate an interesting result with input from the
take in Exalted Essence. players.
Sometimes ties happen, where both parties in an
Doubling Up opposed roll have the same number of successes. In this
Characters might have multiple effects that call for case, ties favor the defender which means the character
double 9s or double 8s, etc. When there’s overlap of resisting the action. For instance, the guard standing
two or more identical doubling effects, they double watch as characters sneak past is “defending” against
the next number down. So, if a character has two their infiltration attempts. Where the defender is
double 9 effects on her social action, she treats the unclear, favor the players’ characters over Storyteller
applicable rolls as though she had double 8s. This characters. If the tie is between two players’ characters
stops at double 7s. and there is no clear defender, the two players should
In the event of two or more differing double work out how they think it would be coolest for the
effects (such as double 9s and double 8s), take the action to resolve, with mediation from the Storyteller.
better effect.
Unstoppable Force/Immoveable Object
Sometimes two effects both happen uncontested,
Action Types flawlessly, or without needing to roll. For example: a
Any action a character can perform falls into one of character might have an effect that allows her to
the following categories. Charms, the Exalted’s unique disguise herself perfectly, and another character
special powers, utilize action types heavily. might have an effect that lets him see through all
Reflexive: a reflexive action is something that requires deceptions. In this case, it creates an opposed roll
no conscious effort. Noticing oncoming danger, or using the most appropriate pools. In the example:
making idle banter during battle, for example. Reflexive Finesse + Stealth for the disguise and Force +
actions do not count towards the total number of things Awareness to see through it. Storyteller characters
a character can do during her turn. should use whichever pool is the most appropriate —
Simple: a simple action is something that does require typically their Primary pool (see p. XX for Antagonist
thought and effort. It takes up a character’s whole rules).

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Extended Actions can meet by halving their pool and rounding down.
Extended actions cover anything a character attempts If a roll or an effect does not have a stated difficulty,
over a period of time. This period of time might be over it is always difficulty 3.
several turns of combat while a character frantically tries Success and Failure
to disassemble an overheating artifact or over the span
Meeting or exceeding the difficulty constitutes a
of years as a character writes her magnum opus.
success. In the most basic terms, it means the character
These types of actions are called ventures. See p.XX.
accomplished her goal. At the Storyteller’s option, she
may gate additional information behind a certain amount
Determining Difficulty of extra successes.
All actions also have difficulty. This is the minimum Example: Esme, the Storyteller, calls for an
number of successes required to achieve whatever the Awareness roll to spot a would-be assassin trailing
character was trying to do. Some tasks have a pre-set the characters. She tells them the base difficulty is
difficulty, determined by a Charm or Artifact’s effect. three to notice the enemy, but additional
Others require the Storyteller to adjudicate on the fly. information is available if anyone gets five
Here are some guidelines for figuring out just how hard a successes. Jordan rolls five successes, so Esme
roll should be: informs her that her character notices the glint of a
Difficulty 1 and difficulty 2 are beneath the Exalted. poisoned blade hidden up the assassin’s sleeve.
Difficulty reducers might bump difficulty down to this
level, but if a Storyteller decides that an action requires Failure occurs when a roll does not meet the
two or fewer successes, then she shouldn’t call for a roll difficulty. Narrating failure should never be a hard stop,
at all. In corner-case situations, a Storyteller might and should never reflect poorly on the competence of
consider calling for a difficulty 1 or 2 roll if the Exalt has the characters. If the group’s savant fails to read the
four or fewer dice in her pool if the failure would be inscription on the tomb’s door it’s because there’s too
interesting. Otherwise, there’s no need to make a much debris in the way, not because they failed to
character roll for these trivial things. understand. The Storyteller should then give the players
Difficulty 3 is a suitable challenge for an Exalt. A enough information to enter the tomb, but keep its
difficulty 3 task might be something like stealing the keys ravenous guardian a secret.
off the belt of an alert guard, spotting the insignia of the Botches occur when no dice show successes and
assassin’s guild hired to kill you on a man in a crowd, or some dice show 1s. In this instance, the failure should be
breaking encryption with some of the cipher missing. This dramatic. Bear in mind the existing rules for failure: this
is the basic difficulty for all tasks in Exalted: Essence. If a should never prevent the story from progressing and
roll does not state a difficulty, assume it is difficulty 3. should never humiliate or embarrass the character. Even
Difficulty 5 is a challenging feat for the Exalted. in utter failure, the Exalted are heroes. Instead, offer a
Actions at this difficulty might be: climbing up a smooth hard choice, an entirely unexpected outcome, use up a
surface with no handholds, surgically reattaching a resource, or put the character in a difficult position.
freshly severed limb, or counting the whiskers on a
Margins of Success
fleeing Lunar in fox form.
Sometimes, a character barely misses the success
Difficulty 7 pushes the limits on what the Exalted can
requirement. Missing by one feels terrible. Treat
accomplish without aid of magic. Difficulty 7 actions
every two successes a “margin” of success. If a
might include: instantly punching through a fortified
character misses by one or two, the Storyteller should
stone wall, sneaking past a vigilant guardian of Heaven,
provide necessary information or context to proceed,
or translating a text in a language lost to time.
but the outcome isn’t what they’d hoped for.
Difficulty 10, most of the time, will not be achievable
In the same regard, Storytellers may provide
without Charms. To perform a difficulty 10 feat without
additional useful details if characters hit a number of
magic borderlines on impossible. This might be: lying to
margins of success above the stated difficulty.
the face of the Unconquered Sun, swimming through the
Wyld and coming out unaltered, or successfully
recreating an artifact from a fragment of a First Age Bonuses and Penalties
manual. In the course of Exalted play, many things from the
Any successes over the difficulty are called extra environment to Charms will alter the size of a character’s
successes. Extra successes may be important to obtaining dice pool, or the number of successes she achieves.
further information or result above meeting the base Bonuses and penalties come in the form of additional
difficulty. Some Charms may grant additional effects with dice or additional successes.
extra successes, and extra successes are also important Anything that positively impacts the dice pool is
to combat rolls. called a bonus. This will be noted as “a two- dice bonus”
Remember that two dice average one success. The or “a two-success bonus” — as examples. When you see
Storyteller can estimate the average difficulty a character this notation, you know to add two extra dice to your
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pool, or two extra successes to the final result. same Ability the character in need of help is rolling, but
Sometimes, a success bonus is noted as “automatic doesn’t have to be. A character with high Physique may
successes.” These are the same thing. offer to lift and carry materials for the character using
Anything that negatively impacts the dice pool is Craft’s building venture, or a character with Presence
called a penalty. This will be noted as “a two-dice might pitch in to help with another character’s Embassy
penalty” or “a two-success penalty.” Similarly, when you roll to inspire stubborn bureaucrats to help. Characters
see this notation, you know to remove two dice from must narratively be able to participate in teamwork, and
your pool, or two successes from the final result. the assisting action should make sense. A character not
Outside of Charms, a situational or environmental present in the scene cannot help, for example, and if the
penalty should not exceed three. crafting venture does not require heavy labor, then a
When calculating your pool first add bonuses, then character with Physique may not be of assistance.
remove penalties. Add dice bonuses first, then remove Regardless of how you assist, when making a
dice penalties. After seeing the result of the roll, add teamwork roll, roll your applicable pool. Any successes
success bonuses and then remove success penalties. you achieve are added as a dice bonus to the assisted
Here are a few examples of what might constitute player’s roll. These dice do not count toward the dice
situational or environmental bonuses and penalties: limit, below.
• Bonus: clear visibility, pleasant background music,
obvious clues 1 - Penalty: driving rain, the cover of
The Dice Limit
darkness, uncomfortable heat 2 - Bonus: finely- Playing Exalted sometimes calls for rolling fistfuls of
made tools, advantageous terrain, a detailed map dice, but there are practical limits. When adding dice or
• Penalty: a moonless night, a hostile environment, successes, follow these rules:
a furious storm Any combination of bonuses cannot exceed 10 extra
• Bonus: the blessing of a major god, the benefit of dice added to the pool. In the case of successes, these
Sidereal Astrology, a Charm bonus 3 - Penalty: cannot exceed five. The limit on dice is separate from the
misfortune woven into Fate, the curse of a limit on successes, so a character can potentially have 10
Deathlord, a Charm penalty bonus dice and five bonus successes.
If an effect would transform dice into successes, these
When dice are added to a static value, such as
count towards the success limit. If something increases a
Defense, take half the number of dice and round up.
static value — such as soak or Defense — treat this as
Then add that number to the value. If you add four dice
though they were added successes. Therefore, anything
to Defense, that Defense rating increases by two, as an
that increases a static value above its base value
example.
(calculated with derived stats, such as Force + Athletics)
When to Assign a Bonus or a Penalty cannot increase it above a margin of five.
Exalted characters have access to incredible power via Penalties follow the same rule, but in the inverse. A
their Charms. Why would anyone need to worry about dice pool cannot be reduced by more than 10 dice or five
equipment or the environment? The bonus and penalty successes. If something would reduce a static value
rules allow Storytellers to add a level of texture to the (including difficulty) this cannot be reduced below 1.
outcome of rolls outside of adjusting difficulty. If a Anything that breaks this limit will say so in the text.
character attempts something under unusual or pressing Sometimes, an effect will tell you to set a value to
circumstances, the Storyteller can apply a penalty another value. For example: Set Soak equal to Fortitude.
instead. This is usually from the environment, or some Effects like this change the base value for the purposes of
other external cause of trouble, such as thick fog, a heavy determining how many additional successes a character
thunderstorm, intoxication, and so on. can add. If two effects like this are in play and would
Bonuses exist to give characters a little boost for modify the same value (such as Soak) take the higher.
something that might be outside the usual realm of These do not stack.
Charm benefits. Charms magically enhance a character’s If an effect adds dice or successes for a repeatable
ability to do things or grant them the power to perform duration, it does not stack unless it says otherwise. For
superhuman feats. The bonus dice from wearing fancy example: if an effect says add three dice until the start of
clothing, having a good idea, or appealing to a Storyteller your next turn, repeat uses of it do not stack.
character’s aesthetics feels good and might make the
difference between success and failure. Measuring Time
Days, hours, and even years pass in the narrative, but
Teamwork Exalted Essence structures time passing during play into
Sometimes, a task is too daunting to face alone, and the following categories: scenes, sessions, stories, and
players need to band together to overcome it. When downtime. These categories help Storytellers organize
assisting a teammate, choose which Ability you think is the flow of their games, but also put limits on how
most appropriate to help with. Often, this will be the frequently certain powers or abilities can be used.
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Scenes are any amount of time in which a series of Grasshopper (an Eclipse Solar), wants to convince a
related events occur. An entire fight sequence taking Nexus boatman to ferry her circle down the Yanaze
place on a Dynastic villa’s rooftop is a scene. Scouring the river for a much lower price than the laborer is
ancient library for lost secrets is a scene. Grilling the asking. She describes the Solar trying to win him
criminal lord about where she has stashed the magically- over with a bit of flattery and charm. Wyatt, the
charged contraband is a scene. Some special abilities may Storyteller, suggests this is a Force approach:
call for a dramatic scene. This is a brief montage of Grasshopper is using the force of her personality,
whatever action the character is doing, typically over a and it’s likely the boatman might be offended by
period of downtime (see below). If all parties involved her attempts to butter him up. Cris agrees and
feel like roleplaying, it can be more in-depth. adds Grasshopper’s Force of 3 to the pool.
Sessions constitute everything that happens during
one period of playtime. A session is everything that Finesse
happens in the game from its beginning to whenever it
Approaching an action with quick thinking, clever
resolves and all players head home. What happens in a
words, or dexterous capability.
session can constitute a minor milestone (see p. XX).
1: Average — There is nothing remarkable about your
Stories are a culmination of the series of sessions that
speed, wits, or turn of phrase.
make up one concrete story beat. If the characters were
3: Capable — Friends and colleagues commend your
trying to infiltrate one of the Realm Great Houses and
swiftness, your insight, or your quick remarks.
finally have a strong foothold within it, that’s the end of
5: Exceptional — Poets write of your legendary rapier-
the story beat. If the characters were trying to push the
sharp retorts and honeyed words, your peerless mental
influence of a Deathlord from their city and finally drive
acumen, or your inhuman dexterity.
the last war-ghost from its limits, that’s the end of a
Key Concepts: quick wit, manual dexterity, delicate
story. The end of a story always grants a major milestone
approach, honeyed words, reflexes, instinct
(see p. XX).
Consequences: Your target sees through you; you risk
Downtime refers to any time that passes in a
a delay in the swiftness of your plans; you must contend
montage or off-screen. If characters spend hours
with more obstacles than you expected.
searching a vast First Age library, those hours pass during
downtime. If characters take time between sessions to Example of play: Winnie, playing Wicked Silver
spend years working on a magnificent artifact, those (an Adamant Alchemical), faces a sealed door in an
years also pass during downtime. ancient tomb. Her Circle has already determined
Exalted Essence also uses turns and rounds to that deadly hazards await if doors are not opened
measure time, but these units apply to combat only. See properly. She describes Silver extending the
p. XX. mechanisms in her fingers to feel around the frame
of the door for any hidden buttons, catches, or
Attributes levers that she might be able to disarm. Winnie
proposes using Finesse, since this is her character’s
When faced with a task, the player decides how her highest Attribute. Jordan, the Storyteller, agrees
character approaches it. Attributes also determine the and informs her that failure on this roll could cause
consequences for failure. one of the traps to be partially triggered and thus
Each has a rating of 1 to 5. require the Circle to contend with the additional
obstacle. Winnie agrees and adds Silver’s Finesse of
Force 4 to the pool.
Approaching an action with physical strength, force of
personality, or direct logic.
Fortitude
1: Average — You are not especially strong, logical, or Approaching an action with physical endurance,
charismatic, but not lacking in any of those traits, either. vigilance, or composure.
3: Capable — You’re known for your physical 1: Average — Your physical durability, perceptions, or
prowess, your sharp intellect or your likable personality. ability to stay calm leaves something to be desired.
5: Exceptional — Nothing can withstand your forceful 3: Capable — You have a reputation for being
approach, whether through overt, raw might, cutting especially hale, observant, or unflappable.
intelligence and reason, or your irresistible charisma. 5: Exceptional — Other heroes are envious of your
Key Concepts: might, forcefulness, directness, excellent health, your implacable nature, or your
aggression, logic, applied research unavoidable perceptions.
Consequences: Your equipment breaks; you offend Key Concepts: grace under fire, spotting trouble,
your target; you fail to perceive small details in favor of enduring hardship, persistence, labor
the bigger picture. Consequences: Your resistance efforts prove
Example of play: Cris, playing Emerald ineffective; you lose your patience; the situation spirals

82
out of your control. 5: Exceptional — Nothing escapes your perceptions.
You can spot motes of dust out of place.
Example of play: Denzel, playing Mnemon
Special uses: Awareness may be used for big-scale
Karato (an Earth Aspect Dragon-Blooded), wants
investigation ventures such as solving a crime, or
defeat the demon Sigereth, the Player of Games.
unraveling an ancient mystery.
She has trapped one of their Circlemates, and
Karato volunteers to play for his freedom. The Example Difficulties
demon offers Karato a game of skill that will last Difficulty 3: Picking out small details in a busy scene.
five days, and the Dragon-Blood agrees. Denzel Difficulty 5: Hearing the tones of an assassin’s voice
describes his character persevering through the over the din of a crowded market.
clever demon’s constant torment, and striving for Difficulty 7: Tracking an enemy by scent after meeting
success by being patient, steadfast, and refusing to them once.
give in to the creature’s taunts. He asks if he can
use Fortitude for this roll, since he is choosing to Close Combat
endure. Nagomi, the Storyteller, agrees and states The character’s ability to fight in close quarters —
that if he fails this roll, Karato will lose their temper both armed and unarmed.
and suffer a penalty to another roll. Denzel accepts 1: Average — You know your way around a weapon
this consequence, and adds Karato’s Fortitude of 3 or can throw a decent punch, but are not a master of the
to the roll. art.
3: Capable — Foes think twice before engaging you
Abilities hand-to-hand.
5: Exceptional — Peerless master of your chosen
Each of the Exalted had a mortal lifetime of training in fighting style. Students regularly flock to you and rivals
a variety of different skills. Whether a laborer, a try to defeat you.
diplomat, a priest, or a career soldier, she has talents and Special uses: Close Combat determines your Parry
qualities that reflect her life. Abilities cover the specific Defense and can be used to make close-quarters attacks
skills that characters in Creation use to accomplish their in combat. See p. XX.
goals. Each has a rating of 1 to 5. This section provides
Example Difficulties
examples of the kinds of challenges these Abilities might
Difficulty 3: Disarming an enemy with a flourish.
be used to overcome, as well as any special uses they
Difficulty 5: Throwing your blade across a crowded
might have.
room to pin an enemy to the wall.
Athletics Difficulty 7: Wrestle a creature five times your size.
The character’s athleticism and speed. Used for Craft
evading attacks as well as moving swiftly across the
The character’s ability to create items, food,
battlefield.
structures, or works of art, including their magical
1: Average — You’re light on your feet and sometimes
counterparts.
win footraces.
1: Average — You’re new to the craft. You’ve made a
3: Capable — You twist easily away from attacks and
few nice things, but are still learning.
most people have a hard time keeping pace with you.
3: Capable — A practiced craftsperson. You take
5: Exceptional — You can outrun a team of horses or
commissions from important people, and can make your
dodge raindrops.
livelihood on your craft alone.
Special uses: Athletics is used to calculate Evasion
5: Exceptional — A master of your craft. You produce
Defense and maybe be used to enhance combat
peerless works of art. There’s nothing you can’t build or
movement actions.
fix.
Example Difficulties Special uses: Beyond mundane craftsmanship, Craft is
Difficulty 3: Dodge away from a mortal soldier’s used to build magical items such as Artifacts or Manses.
bowshot. Climb a slick wall. See the venture section starting on p. XX.
Difficulty 5: Swim against a riptide. Leap over a house.
Example Difficulties
Difficulty 7: Evade a Deathlord’s curse. Balance on a
Difficulty 3: Forge a fine weapon or cook a perfect
strand of Fate.
meal for your Circle.
Awareness Difficulty 5: Craft or repair an Artifact at the
The character’s ability to survey a scene, notice secondary Merit level.
details, spot ambushes, and use their physical senses. Difficulty 7: Craft or repair an Artifact at the primary
1: Average — You pay attention most of the time, but Merit level.
might miss details when it’s important. Embassy
3: Capable — You understand that situational
The character’s ability to navigate and negotiate social
awareness is key. Only the smallest details get past you.
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structures, large social systems, and bureaucratic 5: Exceptional — Any journey you embark upon is
procedures. sure to succeed. Even the flying wonders of the lost age
1: Average — You know how to navigate a are no challenge for you.
bureaucracy and red tape only slows you down
Example Difficulties
sometimes. When you go to court, you don’t embarrass
Difficulty 3: Lead your followers to safety through a
yourself.
storm.
3: Capable — An accomplished politician. You know
Difficulty 5: Lead an expedition through the barren
how to network and how to leverage favors.
desert or empty tundra.
5: Exceptional — A seasoned diplomat. You know the
Difficulty 7: Journey safely into Malfeas, the Wyld, or
ins and outs of political intrigue and no amount of
Autochthonia.
bureaucratic confusion can stop you.
Special uses: In addition to being the skill of the Performance
diplomat, Embassy also covers a character’s ability to The character’s ability to influence others through
speak and read multiple languages. A player may declare artful expression, such as oratory, prose, music, or dance
they understand a number of languages equal to their - as well as poetry or other written arts. This also covers
Embassy at the start of any campaign, and may learn the character’s ability to influence spirits through prayer
more in play through study or magic. as well as work with ritual or folk magic.
Example Difficulties 1: Average — You can carry a tune and sway a few
Difficulty 3: Convincing a clerk to grant you clearance listeners. You’ve just begun to pick up an instrument, or
without proper paperwork. learn to dance.
Difficulty 5: Restructuring the bureaucracy of a local 3: Capable — You hold spirits in rapt attention with
kingdom. your words. Powerful gods cannot ignore your prayer and
Difficulty 7: Change a culture’s socially acceptable offerings.
practices. 5: Exceptional — The mightiest gods turn their faces
toward you when you perform.
Integrity Special uses: Besides being a character’s artistic
The character’s ability to withstand mental duress, expression, Performance also interacts with prayer,
magical manipulation, and resist the influence of others. allowing characters to exert magical sway over Creation’s
1: Average — You can turn down a tempting desert or gods. This type of prayer can be a venture (see p. XX),
one more drink. You can walk away from a mediocre depending on how the character chooses to approach it.
salesperson. This Ability may also be used in place of Sagacity to
3: Capable — You easily spot the tell of a liar. Your perform any other kind of ritual magic, or interaction
friends speak highly of your convictions. You cannot be with the spirit courts.
easily persuaded or duped.
Example Difficulties
5: Exceptional — Unshakeable in your beliefs. The
Difficulty 3: Sway an attentive crowd to your cause.
shaping effects of the Wyld barely affect you. Liars and
Difficulty 5: Calm a rioting mob with your music or
cheats fear you.
dance.
Special uses: Integrity increases the difficulty of social
Difficulty 7: Demand the attention of the
actions targeting you (called Resolve, see p.XX). You may
Unconquered Sun himself.
always use Integrity to Read Intentions.
Example Difficulties Physique
Difficulty 3: Resist the sales pitch of a Nexus snake-oil The character’s ability to perform physical feats, from
seller. lifting prodigiously heavy objects, to toiling without stop
Difficulty 5: Wade through the edges of the Wyld to resisting grievous injury.
unprotected. 1: Average — You rarely get sick, and physical activity
Difficulty 7: Shrug off the shaping effects of a Solar doesn’t wear you out.
Circle spell. 3: Capable — Even among the Exalted, you’re
impressively strong. You cannot remember the last time
Navigate you’ve felt ill.
The character’s ability to find her way across Creation, 5: Exceptional — You sprinkle poison in your tea to
as well as utilize modes of transportation from riding enjoy the taste. You weight train with stone pillars.
beasts to sailing ships. Special uses: Characters use Physique to perform
1: Average — You can read a compass and a map, and physical feats of strength as well as resist poison and
know how to handle a beast of burden. disease. See p. XX.
3: Capable — You’ve charted dangerous waters and
Example Difficulties
are a keen hand at controlling various vehicles, as well as
Difficulty 3: Heft a sizeable boulder above your head.
leading expeditions.
Run a mile.
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Difficulty 5: Work all day without tiring. Shrug off a Special uses: It is the prerequisite for learning sorcery,
virulent disease. as well as curing diseases. Sorcerers use Sagacity to Focus
Difficulty 7: Tear down a rampart with your bare Will.
hands. Survive a deadly plague.
Stealth
Presence The character’s ability to perform unseen or
The character’s ability to influence others by her underhanded deeds from passing unnoticed to picking
personal magnetism and persuasion on an individual locks, or creating disguises.
level. 1: Average — You’re a novice criminal. You know how
1: Average — Sometimes people go along with what to move silently, and avoid detection.
you ask of them. 3: Capable — You can pick any non-magical lock. Your
3: Capable — Others willingly do what you say. Even footsteps leave no trace.
your enemies pay attention when you speak. 5: Exceptional — You’re well-known among the
5: Exceptional — You could demand your way into underworld. You could slip into the vaults of Heaven
Heaven. unnoticed.
Special uses: Presence is used to make social actions, Special uses: Besides disguises and going unnoticed,
starting on p.XX. Stealth may be used in place of Presence or Embassy
during social interactions with criminals or criminal
Example Difficulties
organizations. During a fight, a character may use Stealth
Difficulty 3: Command a city’s guards to stand down.
to hide from her enemies, creating concealment.
Difficulty 5: Intimidate a Second Circle demon.
Difficulty 7: Demand a favor from a Celestial Censor. Example Difficulties
Difficulty 3: Slipping away unnoticed from the gaze of
Ranged Combat a watchful guard.
The character’s ability to fight at range with a variety Difficulty 5: Create a disguise that fools your closest
of weapons. 1: Average — You hit your target more often friends.
than not. Difficulty 7: Steal a forgotten treasure from the
3: Capable — Your attack finds its mark even against Forbidding Manse of Ivy.
the wind, or in the dark.
5: Exceptional — Your marksmanship is peerless; you War
could shoot the moon from the sky. The character’s ability to command others (especially
Special uses: Ranged Combat is used to make attacks in combat), as well as create battlefield strategies and
using bows, thrown weapons, or artillery. See combat, understand their enemies.
starting on p.XX. 1: Average — You have a head for strategy and
frequently win when playing tactical games.
Example Difficulties
3: Capable — Your leadership brings decisive
Difficulty 3: Hit your target on a moonless night.
victories, even if outnumbered.
Difficulty 5: Hit a target using only the sound of their
5: Exceptional — Enemies fear your prowess as a
movements.
general, ready to surrender before the fight begins.
Difficulty 7: Hit a target within your perceptions while
Special uses: War is the Ability used for any kind of
your arms are tied down.
mass combat or warfare. The rules for clashing armies
Sagacity begin on p. XX.
The characters ability to understand the Example Difficulties
academic/historical teachings and the ability to Difficulty 3: Keep a well-trained squad from routing.
comprehend the mystical realities of Creation, as well as Difficulty 5: Hold a chokepoint while outnumbered.
medicinal practice. Difficulty 7: Lead an army against a demonic force.
1: Average — Your peers respect you as a
knowledgeable person. Deciding What to Roll
3: Capable — You are a learned scholar, familiar with
much of Creation’s strange workings. You may also be a When determining how to accomplish a task, the
sorcerer of some regard. Ability stands out as the obvious choice. If a character
5: Exceptional — You are a renown sage, capable of wants to overhear the caravan guards gossiping about
curing any disease and well-versed in the mysteries of the Guild merchant they work for, that’s Awareness. If a
the world. character wants to steal a priceless heirloom from a
sleeping Dynast’s room, that’s Stealth. If a character
Example Difficulties convinces an Immaculate monk to have mercy on her
Difficulty 3: Identify the needs of a local spirit. Circle, that’s Presence. The greater challenge is deciding
Difficulty 5: Cure a plague ravaging a city. which Attribute to pair with the Ability.
Difficulty 7: Solve a forgotten First Age riddle. Follow the basis of the player’s description and don’t
85
be shy about asking them how they think their character that will allow them to escape a collapsing room, and so
approaches the situation. The Storyteller then also uses on.
this approach to determine how this might go wrong. Instant training: allowing characters to instantly learn
Between these two aspects, you’ll be able to create a a new Charm, or acquire a new Merit, within reason.
gripping and engaging scene. Characters can only benefit from instant training once
per session.
Using Your Best Attribute All Stunt dice go away at the end of the session, so
You might read this section and think, well, there’s use them or lose them!
no reason not to always use my best Attribute by
justifying it any way possible. This is correct. It’s fine
to always want to use your strongest pool. The
System Terms
Storyteller should veto any suggestions that are a big This chapter introduces a lot of new system terms.
stretch and is free to dictate that certain rolls must be Here’s a brief glossary of what these things mean.
based on a specific Attribute, but beyond those two Ability: A reflection of a character’s trained skill.
corner cases, should not disallow characters to act in action: Something a character attempts to do, from
their areas of strength. The Exalted are Chosen of the attacks to persuasion.
Gods and Princes of the Earth, let them be mighty! aggravated damage: Magical damage that cannot be
easily healed.
Stunting Attribute: A reflection of a character’s approach to
actions. Determines the consequences of failure.
A staple of Exalted play, Essence rewards players for botch: A dramatic failure with no successes and 1s
describing their action in a cool fashion. Any cool showing on the dice.
description is a Stunt. There’s no need to write flawless concentrated attack: Repeat withering attacks made
prose, or perform perfect oratory in order to qualify for a against the same target. Reduces Hardness.
Stunt. Just put an interesting spin on how you describe damage: The result of a decisive attack. Reduces
what your character does, to help everyone feel Health.
immersed in the action. decisive attack: An attack that deals damage. It
A Stunt can be something like: My sword flashes as I requires Power equal to a target’s Hardness.
swing it downwards and it bites into the armor of my Defense: How difficult it is to hit a character with an
enemy with a singing crash! Or perhaps something like: attack.
The glimmer of my anima reflects in the cathedral’s dice pool: The number of dice a player rolls. Equal to
windows, as I stare directly into my enemy’s eyes and say Attribute plus Ability.
“You will stand down.” Anything more than just difficulty: How many successes are required for a
declaration of intent counts as a Stunt. player to succeed on an action.
When a player earns a Stunt, they gain two dice that double (number): Double (number) — such as 9 or 8
they may cash in immediately to add to their roll. At their — counts that number twice for the purposes of
choice, they may also hold on to these dice to apply to determining successes.
any other roll during the same scene — theirs or another effect: Any mechanical function that interacts with
player’s. You may bank as many sets of Stunt dice as you the core systems. Charms, Sorcery, dice from Merits, and
choose, but a player may only benefit from one set of antagonist Qualities are all effects.
Stunt dice at a time. extra successes: The total number of successes above
Additionally, Stunt dice may be cashed in for any of the difficulty.
the following benefits, including any banked Stunt dice or flurry: Making two actions in the same turn. Imposes
gifted Stunt dice, though only one benefit may apply to a -3 dice penalty to both actions.
any action. A player cannot choose to add dice to a roll gambit: A special decisive attack that does not deal
and select one of these options. damage but instead inflicts another condition.
Restore resources: Restore a point of Power or gain a Hardness: The amount of Power required to launch a
point of Will. Choosing to restore resources can make decisive attack.
Stunting feel like a requirement, so be aware when Health levels: The number of hits a character can take
taking this option. before being in danger.
Dramatic Edit: Allow characters to slightly modify the Influence action: Socially interacting with another
scene, declare items or people who were not initially character. A break down of each action can be found on
present, or shift the flow of the action — within reason. p. XX.
This is often part of a Stunt’s description. Cashing in Intimacy: Something to which a character holds
Stunt dice for this benefit should mean something emotional or moral value.
impactful happens: an ally arrives in time to aid the Power: A combat resource that fuels decisive attacks.
Circle, a character remembers they have a much- needed reflexive: An action that does not take up a
item on their person, the Circle locates a hidden door character’s turn.

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Resolve: The static value that determines the corruption from the Realm or Drive the Guild from the
difficulty of an influence action. Southern threshold. This goal can be changed during the
Soak: A static value that determines the difficulty of game when the character accomplishes a major
dealing damage. Milestone. For example, Lydia the Dragon-Blooded’s
static value: A value that is not rolled, such as Soak or Ambition is to become the leader of House Cynas to
Defense. prove her brother wrong.
Stunt: Any cool description provided by the player. Compassion: The character easily puts herself out for
success: Rolling a 7 or higher on a die. Determines the sake of others. She is empathetic to their needs and
how well a character performs an action. wants, and often sacrifices her own in order to help
target number: The number on the die required for others. She cares for the downtrodden, the oppressed,
success. Usually 7. and the meek and makes enemies of the wicked and
Virtue: A defining principle that guides the character’s tyrannical. For example, Rhaetmandius the Infernal’s
worldview and behavior. Compassion is driven by his desire to relieve the common
withering attack: An attack that builds Power. people of the burden of oppression.
wound penalty: A dice penalty equal to the severity of Courage: The Exalt thrives in adversity, viewing each
Health levels lost. new challenge as a chance to prove herself. She values
decisive actions, and scoffs at things like impossible odds
Social Influence or dangerous endeavors. She is not easily intimidated,
and scorns those who are cowardly. For example, The
When a character interacts with someone to get them Gate that Stems the Flow the Abyssal’s Courage comes
to act in a way that she desires, she uses social influence. from her deep desire to show everyone she is the best.
Social influence represents anything a character may Discipline: The character values personal restraint and
want to do to another (or multiple other) character such dedication. She acts with precision and methodical
as persuading, intimidating, coercing, seducing, thought using caution to ensure victory. While cautious,
commanding, or any other action to get someone to do she is not cowardly, that would go against her own views
what you want without involving direct violence. of dedication or devotion. She hates rash action and
Every Exalt has aspects of her life which are the most impulsivity. For example, Violet Sky the Liminal’s
important to her, and personality traits that define how Discipline drives her to resist the advances of wicked
she engages with the world. In Exalted, these are Virtues necromancers who would turn her from her work of
and Intimacies. Virtues define what drives an Exalt and laying the dead to rest.
how she acts, creating a worldview and defining how she Justice: The Exalt values the laws and behaves
engages with every other part of her life. Intimacies righteously. She cares about doing the right thing above
define what the Exalt cares most about in her life. All all else and cannot abide wrongdoing of any kind. She
Intimacies are viewed through the lens of the character’s feels it is her personal responsibility to punish
Virtue. For instance, if a character has a Justice Virtue, wrongdoers, seek revenge for crimes, and protect the
then her intimacies are often bound up in righting innocent. For example, Wandering Teeth the Solar’s
wrongs or seeking revenge and she perceives everyone in Justice stems from his need to oppose rampant banditry
her life as someone to be protected from wrongdoing. and criminality in and around Nexus.
Together Virtues and Intimacies define what a character Loyalty: The character dedicates herself wholly to
values, and how she acts to uphold those things. someone or something that she values. It may be an
Social interactions are a give and take between organization, a leader, a country, or an institution. She
character’s Virtues and Intimacies, and getting someone values loyalty in others and reacts in kind. She acts for
to act requires appealing to their fundamental desires. the good of those she is loyal to and abhors betrayal of
any kind. For example, Silver Star the Lunar’s Loyalty is to
Virtues the Southern Tribal Confederation for saving her life.
Wonder: The Exalt views the world with a sense of
Every character has two Virtues, one Major and one
wonder and curiosity. She always tries to discover new
Minor. Together, they define how she interprets the
things and treats all experiences as valuable for learning.
world around her. A Virtue isn’t just what drives an Exalt
She values learning, discover, adventure, and
to act, it defines what kinds of actions she’ll take to
exploration. She can’t stand to see the destruction of
accomplish a goal or deal with a situation. Her Virtues
knowledge or the incurious. For example, Amber Rose
color everything she does and explain where her
the Sidereal’s Wonder comes from their desire to go new
impulses come from and her base reactions to any
places and find new experiences.
situation. When choosing your character’s Virtues,
Virtues are defining features that an Exalt isn’t going
consider why she has this outlook.
to leave behind or abandon on a whim. The only way to
Ambition: The Exalt desires greatness through action.
change a character’s Virtue is during game and through a
She sets goals for herself regularly and works towards
story that changes the character’s fundamental nature
overcoming them. When choosing this Virtue, decide on
and applies when she accomplishes a major Milestone.
a large-scale goal for the character, such as Purge
87
The story is likely to happen over time, and cause a for his student.
gradual shift, and could happen between large time Principles represent your character’s goals, ambitions,
skips. For example, a Loyal character may experience so and personal code. A character might be a pacifist who
much betrayal that she becomes disillusioned and shifts tries not to hurt others, or a pragmatist who does
her Virtue to Justice. Or an adventurous character with whatever it takes to get things done. These are her
Wonder as a Virtue might encounter so many dangerous principles.
situations that she loses her sense of Wonder and shifts Intimacies are tied to a character’s Virtues, and when
instead to Courage. Work with your Storyteller to help describing an Intimacy, the character must decide which
decide when these kinds of shifts make sense. Virtue it falls under. It helps describe how the character
relates to the Intimacy and what she’ll do to defend it.
Changing Virtues For example: Amethyst loves her wife dearly and has
While shifting a character’s Virtue in play requires “Loves Sonya” as a Justice Intimacy. Amethyst believes it
a story and time, sometimes you may find that your is her duty to protect her wife from those who would
chosen Virtue no longer represents your character’s treat her wrong or stop Sonya from breaking the law
outlook without even trying. Sometimes you pick a herself.
Virtue for your character, but through play realize
they are focused on something else entirely. Players Gaining new Intimacies
should feel free to change out one Virtue for another As a character grows, she is bound to develop
if it just isn’t working for the character without going attachments to new people and ideals, and discard those
through the process of shifting a Virtue with story. she’s grown out of. While her Virtues rarely change
without a life-changing event, Intimacies may come and
Virtues in Play go.
Exalts are people who act in extremes. Without You may gain new, change, or even remove Intimacies
outside impetus, the character acts in line with her as it makes sense for your character and the story.
Virtues. Both trivial actions made without thought, and Characters can change their intimacies in the following
large decisions follow in line with them. She isn’t ways:
incapable of acting outside of her Virtues, and she might
• A social influence action may strengthen or lessen
obfuscate her true intentions to manipulate her foes, but
the intensity of an Intimacy.
it takes outside input for her to even consider acting any
• A social influence action may create or remove a
other way.
Minor Intimacy.
Use your character’s Virtues to help decide how to
react to most situations. When hung up on an action, Whenever a player feels it is appropriate for her
how to proceed during a story, or just what to say to a character, she may change her Intimacies. Either by
Dynast who is asking your group for assistance, look to gaining or losing a Minor Intimacy or changing the
the character’s Virtues for guidance. You can also use the intensity of an Intimacy up or down. This should come
character’s Virtues to help describe Stunts or influence with some story or drama that reflects the change, and
dramatic moments for your character. should involve consultation with the Storyteller, and
usually happens at the completion of a Minor Milestone.
Intimacies A player can choose to change an Intimacy out for
another one between games with Storyteller approval. If
A character’s Intimacies define what she cares most
a player finds that her Intimacy isn’t good for the story or
about in life. From her relationships with others to her
doesn’t fit her current ideals, she can exchange it for
beliefs and ambitions. Characters start the game with
something more fitting.
one Major and two Minor Intimacies.
A character may lose a Major Intimacy through
While Virtues drive how a character acts and views
dramatic roleplay, such as the loss of a loved one, or a
the world, Intimacies are concrete people, goals, or ideals
sudden discovery that shatters a strongly held belief.
that the character values and will act to protect.
These losses should be directed through the Storyteller
Intimacies are broken down into two different overall
and should make sense. If the character is simply growing
categories based on if it is a person or a concept. These
apart from the Intimacy, it is better to downgrade it
categories help narrow the scope of the Intimacy and
slowly over time.
give it definition, but do not alter its functionality or
intensity. Love and Loss
Ties represent how your character feels about Intimacies are not set in stone. People grow apart,
another character. Intimacies define a character, so this find new interests, take up new causes, and fall in and
is more than just camaraderie for a fellow soldier. It is out of love regularly. Players should feel free to
the love a mother has for her child, or the admiration upgrade or downgrade an Intimacy’s intensity as they
from a student to a teacher, or the bloodlust one has for see fit or change them out if they become
his enemy. Reciprocation is not a requirement for ties — inconsequential to the story or the character. We
a child may hate her mother, or a teacher may care little
88
suggest letting characters downgrade or upgrade or four if it has an appropriate Primary trait.
Intimacies each time they achieve a Minor Milestone A character’s Virtues and Intimacies may adjust her
if they wish, but if it just isn’t working, players should Resolve up or down if it is relevant to a social influence
feel free to change them out as they wish. action targeting her. When targeted by a social influence
Sometimes characters develop intimacies to things action, determine if any of her Virtues and Intimacies are
due to someone else’s actions. This should only ever relevant to the nature of the influence. If more than one
happen if the player is okay with it, and if the newly Virtue, or more than one Intimacy is relevant, choose the
enforced Intimacy ever makes a player feel one from each category with the highest intensity.
uncomfortable, they should drop it or change it This relevant Virtue or Intimacy modifies her Resolve
immediately. See Resisting Influence p. XX for rules on and determines how hard it is to get her to act. If the
what happens when a player doesn’t want to accept influence would cause her to act out of alignment with
an influence action and apply those rules retroactively her Virtue or Intimacy, it increases her Resolve against
if necessary. the action. If the influence would cause her to act in
alignment with it, it lowers her Resolve against the
Intensities action. Minor intensities add or remove two to the
character’s Resolve. Major intensities change the bonus
Both Virtues and Intimacies have an intensity rating or penalty to her Resolve to three. The minimum Resolve
that determines how important that aspect is to a a character has against an influence action is one.
character. Having something listed as a Virtue or Intimacy For example, if an enemy warlord attempts to
means that it is important to the character, but when convince Amethyst to abandon her pursuit of him to
trying to decide how to act or between pursing one goal protect her wife, the influence would be in accordance
over the other, the intensity rating helps. with her Major Intimacy to Sonya, but against her Minor
Minor: These are notable beliefs, relationships, or Virtue of Justice. This would remove three from her
personality quirks that have some influence over the Resolve for the Intimacy, but add two to her Resolve for
character, but don’t impact major decisions. Minor the Virtue, creating a net total or removing one from her
Virtues are ones that the character acts on without Resolve against that social influence.
thinking, but when she must really consider her course, To use a social action, the character declares her
she can easily avoid acting on the Virtue. Minor intention, stating the general effect from the list of social
Intimacies are ones that the character cares about but actions detailed on p. XX. At this time, declare if the
does not factor into every decision she makes. action is targeting a Virtue, Intimacy, both, or if she has
Major: These are important relationships, beliefs, and appropriate leverage. The player forms a dice pool for
drives that influence the way the character behaves and the action using an appropriate Attribute + Ability and
the choices she makes. Major Virtues are ones that color adding any modifiers. The target’s Resolve starts at two
every decision a character makes, and she has a hard and gains any appropriate bonuses or penalties from
time acting without taking it into consideration. Major Virtues, Intimacies, and Integrity. On success, the player
Intimacies are important enough to always be on the achieves her stated action and can spend extra successes
Exalt’s mind, as she considers them before making any to purchase additional or greater effects. The target may
major decision. always choose to resist the social influence.
Characters can have varying intensity Intimacy with
either of her Virtues, even if they don’t match intensity. Breaking it Down
Using the example from above, Amethyst’s Justice may Characters may use social influence in action
be her Minor Virtue, but her Intimacy to Sonya is Major. scenes and during combat, and Charms may modify
She factors Sonya into every decision she makes, but she their use. To know when a Charm could apply, we
doesn’t always act for Justice. break the individual steps down into numbered
components then tie the Charm’s activation time to
Influence Actions this. What that means for the player is that you can
only declare a single Charm at each step of the
When one character tries to influence another, roll
influence. The steps are as follows:
Attribute + Ability as an influence action. The most
Step 1: The player declares her intention for the
common Abilities for influence actions are Embassy,
influence.
Performance, Presence, and War, though the Storyteller
Step 2: Form the dice pool for the action using an
is the final arbiter of which Ability fits which situation.
appropriate Attribute + Ability and adding any
Characters have a Resolve against social influence set to
modifiers.
two modified by the character’s Intimacy, Virtue, and
Step 3: The target determines if any Virtues or
Integrity. If the character has at least one dot in the
Intimacies adjust his Resolve.
Integrity Ability, her Resolve is set to three, and if the
Step 4: On success, the player utilizes extra
Integrity Ability is three or higher, her Resolve is four
successes to determine the extent of her influence
instead. For antagonists who do not have Integrity, set
action on the target. The target may choose to resist
Resolve to three if it has an appropriate Secondary trait
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the social influence. generally targets a Virtue or Intimacy, but if the character
When declaring the intentions for the influence has suitable leverage in the form of bargaining, coercion,
action, the player must at that time declare what her or intimidation she doesn’t need to know her target’s
intended outcome is. If the target’s Virtues and Virtues or Intimacies. Persuade covers all types of
Intimacies come into play, then he modifies his actions, from threats, sweet talking, or inspiring one to
Resolve accordingly. Social actions do not need to act.
target a character’s Virtue or Intimacy, though trying On success, the target acts to the best of her ability as
to get her to act in accordance with them is easier long as it does not pose more than a minor
than not. She describes what kind of action she is inconvenience to herself. You may spend extra successes
taking, such as sweet-talking a judge or intimidating a to purchase Persuade multiple times to increase the level
legionnaire. She then rolls her Ability and if she of action a target takes on your behalf.
overcomes his Resolve, her stated goal is successful. If Extra successes spent on the same action persuades
she has additional successes after overcoming the the target to take on a serious task that would pose
Difficulty, she can use those extra success to create inconvenience, and even danger to herself or others. She
additional effects. will not risk serious injury or her livelihood for the task.
Where it would apply, increase the success of Purchasing it a second time persuades the character
additional effects by the Virtue or Intimacy value. to risk almost everything to perform the task. She is
For example: Trying to persuade a character to act willing to put everything on the line, going so far as to
against her Major Virtue with additional successes allowing it to change her life. She won’t risk death, but
increases its cost by two. short of that, she’s up for the challenge.
A note on surrender: Begging for your life in most
Influence Effects cases is a basic Persuade — letting a defeated stranger
The following are influence actions a character may live is little inconvenience. If the character deems your
take against her target. In parenthesis is the cost to buy character a threat to her life or that of an Intimacy, you
the action with extra successes on another influence may need to spend extra successes to convince her to
action. spare the character’s life.
Dissuade (2 successes) Read Intentions (variable successes)
You convince your target to stop performing an action You read your target, learning something about her as
she wants to take. Dissuade covers anything from you do. When taking this action, your character chooses
threats, convincing arguments, and acting in a calming which bit of information she wishes to learn: the target’s
manner. motives, Virtues, or Intimacies. On success, learn your
On success, the target refrains from the described stated goal. Spending extra successes gives you
action for a single turn. You can spend extra successes to additional information. For one extra success learn a goal
purchase this again to extend the amount of time the or intention the character has for the current scene.
target will refrain from taking the action to a scene. Spend two successes to learn one Minor Intimacy or
Spending the extra successes a second time will prevent Virtue. Spend three successes to learn one Major
the target from acting for a story. Intimacy or Virtue. The cost of Read Intentions is not
Instill (1 success) modified by the target character’s Virtues or Intimacies.
You create a new feeling or belief for the character Set Up (2 successes)
tied to a character’s Virtue. Instill covers actions to You create a situation in which the target is more
convince a character of a truth, inspire her to belief or likely to accept social influence from one of your allies.
great emotion, or create fear. This can come in the form of intimidation through a show
Create a new minor Intimacy for the character based of force, playing up the other character’s abilities, or
on what you’ve made her believe or feel. This could be displaying lack of empathy for the target. Unlike other
anything from a new belief, a strong emotion, a fear of forms of social influence, Abilities such as Close Combat,
something (or someone), or even a new person she’s Physique, Ranged Combat, and War work well for Set Up.
decided she cares about. The newly instilled Intimacy On success, remove one from the target’s Resolve on
must be attached to one of the target’s Virtues. If you the next social influence used against him by a friend or
don’t know the character’s Virtues, then they decide ally. Extra successes can be used to remove another one
which one the Intimacy is tied to. You may only instill a from the target’s Resolve. A target’s Resolve can never go
single Intimacy per social influence action. below one.
A character may Instill an Intimacy without Strengthen (2 successes)
attachment to a Virtue (such a temporary Tie of Fear). You strengthen an existing Intimacy, taking it from
However, this requires magic such as a Charm otherwise Minor to Major. This cannot be used to strengthen an
the Intimacy persists only until the end of the session. Intimacy created in the same scene.
Persuade (2 successes) Weaken (3 successes)
You convince the target to take an action. This action You weaken an existing Intimacy, taking it from Major
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to Minor, or from Minor to removed completely. You influence action if she feels it is too far out of her
may only weaken a given Intimacy once per scene. character’s nature. If she ignores it, the influencing
If a character fails on a social action, she can’t just character does not get any of his chosen influence effects
retry immediately using the same tactics. The situation and instead gains his extra successes as bonus dice to
must change in some way to allow her to attempt again. another roll in the same scene. These dice cannot be
She may need to come up with additional evidence to used to reattempt the same influence. The Red Rule and
persuade someone or instill a belief, find additional unacceptable influence still apply.
money for a bribe, or increase the stakes. A character
Example: Heather decides Mercurial Iris would
may take an entirely different approach, turning from
never reveal information about the heir to this
bribes to threats on a failed action, but doing so
guard. The Storyteller offers Heather the choice to
increases the target’s Resolve by two. Otherwise, the
instead give up the location of the Circle, selling
acting character must wait until the end of the story to
out her friends rather than the character she’s
try again, or at least until the circumstances have
trying to rescue. She chooses not to accept the
changed greatly.
bargain, and the bodyguard gains three bonus dice,
Example: Heather’s character, Mercurial Iris (a which the Storyteller chooses to apply to the first
Nadir Infernal) is trying to help a Dynastic heir combat roll.
escape from her corrupt family’s holdings. While
attempting to flee, she is confronted by the heir’s Unacceptable Influence
bodyguard, a towering Earth Aspect, who demands Certain types of influence never work on a character.
the Infernal reveal the hidden location of his No amount of oration or debate will make someone
charge. This social roll is made against a Difficulty commit suicide or turn against their strongest ideals. If a
of 6 determined by adding her three to her base request is so antithetical to the nature and personality of
Defense of three from her Major Virtue of Courage. its target, it is unacceptable influence. A character
He succeeds with 9 successes. He succeeds on the targeted with unacceptable influence may reject it
basic persuasion action, which has her reveal outright without granting bonus dice to the influencer,
reveals that the heir is no longer in the family even before the roll. A player may still choose to have her
home. If he wants the full location of the heir’s character follow a course of action put forward by
whereabouts, he needs to spend two additional unacceptable influence, but only because she thinks it
successes, as revealing that information is a serious makes sense — the character cannot be coerced into
risk for the Infernal. He spends those two successes doing it. Some Charms can force a character into certain
to force her to talk. He then has one additional kinds of unacceptable influence.
success which he spends to read the Infernal’s The following are examples of unacceptable influence:
intentions, which tells him she intends to kill him. • Persuading a character to perform an action above
the threshold of successes spent on Persuasion.
Persuading a Willing Target
For example, asking someone to take on a serious
It should be easy to get a character to act in
or dangerous task without spending extra
accordance with her Virtues or Intimacies, so much so
successes.
that the players or Storyteller might not feel like it is
• Any influence that would cause a character to kill
worth rolling to get the character to act.
himself or do something he knows would result in
A player may choose to have her character act on a
his certain death.
persuasion influence action in accordance with a
• Asking a character to act in a way that would
Virtue or Intimacy without a roll. Doing so grants the
require her to abandon or ignore her Major Virtue
player Stunt dice for the action.
is unacceptable.
Resisting Influence The Red Rule
A player-controlled character can only be seduced
Social influence isn’t magical, nor is it mind control.
or otherwise put in a sexual situation if the player is
Characters may be susceptible to influence, but there are
okay with it. Otherwise, such an attempt fails
limits to what you can get them to do. When an influence
immediately. This is completely up to the player’s
action succeeds, but the target is unwilling to go along
discretion. Only they can decide if they want their
with whatever they’ve been influenced to do, they have
character to be seduced, and applies on an attempt-
two choices: accept a hard bargain instead or ignore it
by-attempt basis — allowing it once doesn’t void your
entirely.
ability to deny an attempt in the same scene or even
A hard bargain is a narrative tool that allows a player
by the same character. If no one in your group
to resist a social influence at a cost to the character. The
chooses to invoke this rule, that’s fine too, but players
Exalt might perform a different related action, suffer a
don’t have to watch their character put into a sexual
setback, or weaken one of her Intimacies by doing so.
situation if they aren’t comfortable with it.
A player can always choose to completely ignore an
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Groups that feel comfortable doing so should allow The first thing to consider in combat is timing. Just as
player characters the full range of their seductive other parts of the game are concerned with units of time
prowess when entangled with Storyteller-controlled such as days, weeks, or longer, combat focuses on the
characters. But remember, the Storyteller is also a immediate units of time that happen between the blows.
player and actions should also respect her boundaries. We break these down into three basic units: scene,
rounds of action, and individual turns.
Multiple Targets
• Scene: The time it takes for characters to take
Most social influence actions only influence a single
turns dealing damage or interacting from start to
character at a time. Sometimes an Exalt may want to
finish. scenes are often composed of multiple
sway a crowd or convince a group of soldiers to take an
rounds. Often, a full combat sequence will
action. When attempting to target multiple targets with
comprise a single scene.
an influence action, the Ability roll suffers a three dice
penalty. • Round: The time in which all characters involved in
the combat have a chance to take a single turn.
Because everyone in the group is different with
differing Virtues and Intimacies, their Resolve is applied • Turn: The shortest element of time for the combat.
individually. The influencing character rolls her Ability When a character takes her action, it is considered
and counts her successes, and each defending character her turn.
compares his Resolve to the result. If she spends extra Turn Order
successes, she spends the maximum amount of extra Whenever physical conflict arises, all characters
successes for the action that applies to the entire group. present in the scene get ready for combat. Even if the
She spends extra successes based on the lowest Exalt isn’t going to take combat actions, she gets a place
Resolve of the group, but each individual removes in the turn order.
successes from the action depending on their own Roll for Join Battle (Appropriate Attribute +
Resolve. Appropriate Ability) to determine whether the players’
Example: Danielle is playing Amethyst Blade (a characters or the Storyteller characters goes first. Any
Dawn Solar) who is trying to inspire a group of character from the winning side may act first. Whomever
soldiers to attack. She rolls with a three-dice goes first then decides who acts next. Players can choose
penalty and nets five successes. Any character with to go next after another player character, but important
Defense 4 or lower is persuaded to act but will not Storyteller characters may have the ability to interrupt
put themselves in danger. The lowest Defense player order to take their action. Players may nominate
against the action is 2, and she spends two Storyteller characters to act next, if this would be an
successes to Persuade the group to go all in and interesting or tactical choice. Whichever side acted first
risk injury. The soldiers with Defense 2 act with the continues to act first for the duration of the combat.
full effects of the influence. Anyone with a Defense
of 3-4 will act under the base level of success. And Turning it Up
anyone with Defense 5 or more will ignore the Initiative determines which side goes first. If the
effects of the influence. Storyteller characters get to go first, they all act
before the players’ characters get to act, unless the
Social Actions in Combat characters have a Charm that lets them take an action
A character may make an influence action during during that phase. When the players’ characters go
combat as her action. Doing so works the same as it first, only important Storyteller characters can choose
written, though it must make sense. You can certainly to interrupt that turn order and take an action in the
shout out a fast set of commands, or even make a middle of players’ actions.
quick emotional plea, but a long-winded discussion or For example, if Mercurial Iris, Amethyst Blade, and
oratory takes too long for the fast action in combat. Emerald Grasshopper gain the initiative to act first in
Influence actions count as combat actions and the round, they choose who goes first, and then
declaring them starts on Step 1 of combat. Influence choose which of them acts next until all have acted.
actions can be performed as part of a flurry. Then the Storyteller characters may act. But, The
Unwelcome Visitor from the Grave’s Depths is an
Combat important Storyteller character who can choose to
take his turn after Amethyst Blade takes her action
When diplomacy fails — or was never an option — the but before Mercurial Iris takes hers.
only way through a situation is to fight. The rules for
combat function as a series of actions in which characters The Flow of Combat
take turns wearing each other down and dealing damage
Now that we know who acts, we can talk about the
until one side or the other gives up or is taken out.
flow of combat. Characters make withering attacks to
Timing wear down their opponents and build up Power to get an

92
upper hand to then make decisive attacks to deal a simple process but Exalts have access to powerful
damage to their opponents. Charms that can greatly modify this process. As such,
Withering attacks build up Power. These attacks we’ve broken down combat into a number of specific
reflect the characters clashing against one another, steps to let players know if and when they can apply
glancing blows, feints, and the maneuvers that give one Charms or other abilities. What this means for the
character an upper hand over the other. These are players is that you can only activate a single Charm at
serious attacks, but they do not deal direct damage to each step of the combat round. You don’t need to
the opponent. memorize it, instead we’ve provided this handy chart
Decisive attacks utilize the Power built up through for determining when you can apply your Charms in
withering attacks to deal damage. These attacks reflect combat.
the characters getting in a lucky shot, staggering the Step 1: Declare your action. Declare if the attack is
enemy, cutting through armor, or otherwise effectively withering or decisive. The character must have
dealing lasting damage to an opponent. accrued enough Power equal to or greater than a
To make an attack, the character first describes what target’s Hardness to make a decisive attack.
she is doing and determines stunts. When the player Step 2: Declare defensive action. The Storyteller or
declares a combat action for the character, she must the player states their defensive intent and provides
decide if the action is withering or decisive. The an interesting stunt.
character must have accrued enough Power equal to or Step 3: Determine attack pool and roll dice. Form a
greater than a target’s Hardness to make a decisive dice pool using Attribute + Combat Ability and apply
attack. The player forms a dice pool using an Attribute + any bonuses or penalties. Roll the dice and apply any
Combat Ability + additional dice-based modifiers. After success-based bonus or penalties to the result.
the roll, she adds any success-based modifiers then Step 4: Apply Defense. The opponent’s Defense is
subtracts her target’s Defense from her successes. If she a static value for either Parry or Evasion, whichever is
has any left-over successes, then she hits. higher. Defense subtracts successes from the
If the character makes a withering attack, she gains 1 attacker’s roll.
Power for meeting the target’s Defense, and the extra Step 5: Determine damage pool. If the attack is
successes are converted directly to Power. A target’s withering, do not deal damage, instead each extra
Defense may never reduce a withering attack’s successes success left over after applying Defense are added to
below the character’s Overwhelm value on her weapon. the character’s Power. Go to Step 8.
On withering attacks, the attack ends there unless the If the attack is decisive, the damage pool is equal
target uses a Charm to counterattack. to the amount of Power spent + extra successes over
If the character makes a decisive attack, she must Defense + any other modifiers.
decide how much Power to spend before rolling for the Step 6: Roll damage. Apply any success-based
attack, and she must spend as much Power as the bonuses or penalties to the damage result.
target’s Hardness rating. Step 7: Apply Soak. Soak subtracts successes from
Successes on the attack are then added to her spent the damage roll. Any remaining successes deal Health
Power to form a new dice pool for damage which she damage to the character. Soak can reduce damage to
rolls. She adds any success-based damage modifiers to 0.
the result of that roll. The target’s Soak reduces Step 8: Counterattack, if applicable. This starts the
successes from the damage roll and any left-over process over from step 1.
successes deal damage to the target. The target’s Soak
can reduce damage to 0, and a weapon’s Overwhelm Combat Actions
rating does not apply to damage rolls. During combat, a character may take a variety of
actions to gain advantage, wear down an opponent, or
Example: Marcel, playing Silver Poppy (the
support her allies. These are basic combat actions, that
Exigent Chosen of Mirrors), decides to make a
anyone can take on their turn during a combat sequence.
withering attack on his opponent Silas The
Bloodied. His dice pool is 9 using Silver Poppy’s Attack
Force + Close Combat to make a melee attack. This is the most common action a character may take,
Marcel rolls 5 successes and adds one additional and it is either withering or decisive. Melee attacks use
success from his medium weapon’s accuracy Attribute + Close Combat and ranged attacks use
bonus, and subtracts Silas’s Defense of 4. This Attribute + Ranged Combat. Attacks always target enemy
brings his final successes to 2, which go directly characters and cannot be taken against friendly
into his Power pool. characters — unless the character is being controlled by
an enemy or the story dictates such a thing (like
Breaking it Down characters fighting in a tournament).
In basic combat, characters roll dice to attack and Build Power
subtract Defense then either build Power or roll The character takes a non-combat action to accrue
damage dice to and subtract Soak to deal damage. It’s
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Power. This action could be anything from a social action movement actions other than the Rise movement action
to insult an opponent to inspiring others around you. Roll to regain her footing.
an Appropriate Attribute + Ability against Difficulty 3. Surprise
Gain one Power plus an additional one for each extra Characters may surprise on an enemy through an
success (see “Building Power without Attacking”). This ambush or other means of advanced action. Surprise
action cannot be used in a flurry with any other actions. always checks at the start of combat. Usually characters
Defend Other gain surprise with a successful Stealth roll, though the
A character may defend an ally within Close Range. Storyteller may allow other rolls to grant surprise.
The defending character applies her Defense to any Surprised characters reduce Defense by one for the first
incoming attacks against her ward until the next round. If round of combat. When the characters have surprise,
the attack is decisive, the defending character takes the Storyteller characters cannot interrupt their turn order
damage and applies her own Soak. for the first round of combat.
Draw/Ready Weapon
The character unsheathes her weapon or strings her Defenses
bow, readying herself for action. At the start of combat, a Characters can use Parry or Evasion to avoid damage
character can take this action as a reflexive action. If a from an incoming attack. Each of which is a static derived
character wishes to change weapons in the middle of a value. Characters apply the highest of the two values as
combat, or retrieve a fallen weapon, then she must use their Defense value against incoming attacks. When
this action as a simple action. determining the Parry or Evasion value, characters use
Full Defense their highest, most appropriate Attribute (typically
The character takes his whole action to defend Finesse or Fortitude).
himself. Until his next turn, add his weapon’ Defense. Characters can use their Parry Defensive if they are
This action cannot be used in a flurry with other actions wielding a weapon or are inducted into a martial arts
except social influence. school. Parry is calculated by adding Attribute + Close
Miscellaneous Action Combat then dividing by two (round up) + any bonuses.
Evasion is calculated by adding Attribute + Athletics
This action is for anything a character may do within a
divided by two (round up) – armor’s mobility penalty (if
combat that isn’t necessarily combat related. This could
any) + any bonuses.
be anything from a social influence action, to picking a
Some bonuses or penalties specify they apply to Parry
lock. The action must be something the character could
or Evasion while others state they apply to Defense,
accomplish with just a few seconds to act. The Storyteller
which modifies both Parry and Evasion.
is the final arbiter of what kinds of actions may be
performed in combat. Example: Marcel calculates Silver Poppy’s
Defense value. He calculates his Parry Defense as 5
Combat Modifiers from Fortitude 5 + Close Combat 4 divided by 2. He
When characters are fighting, special circumstances calculates his Evasion Defense as 3 from Fortitude
may arise that modify certain actions. Most combat 5 + Athletics 1 divided by two. Because his Parry
modifiers give penalty dice for certain conditions or Defense is higher, his Defense is set at 5.
change a character’s Defense or mobility.
Concealment Soak
is any obstruction that interferes with targeting the Characters have a Soak value which determines how
character within it, but does not afford specific resistant she is to damage. While Defense applies to an
protection (such as a screen of leaves, or a plume of incoming attack roll and determines the character’s
smoke). It imposes a two-dice penalty to attacks ability to avoid or deflect blows, Soak applies to incoming
targeting a character within it. damage rolls.
Soak generally comes from a character’s armor and
Cover Fortitude. A character not wearing any armor has a
Characters can take cover from attacks using parts of natural Soak of 1 plus an additional 1 if her Fortitude is
their surroundings. Cover is either Light or Heavy and rated three or higher. Add her armor’s Soak rating to this
adds to the character’s Defense against incoming ranged value to generate total Soak.
attacks or Hardness against melee attacks. Light cover
adds 1 and Heavy cover adds 2. If a character would Example: Marcel calculates Silver Poppy’s Soak
benefit from cover and concealment, the player chooses at 3: One from base, one from his Fortitude being
which modifiers she prefers. at 5 and one from his artifact armor.
Prone Hardness
An incoming attack forces the character to the A character’s Hardness reflects how easy it is to
ground. When prone, reduce Defense by two and attacks overwhelm and wear her down. Hardness is the value an
suffer a three-dice penalty. She cannot take any opponent must meet or exceed to make a decisive attack
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against the character. The more experienced a character actions using the Build Power action. When gaining
is, the more Hardness she has. Power through non-combat actions, the acting character
Characters start with a Hardness 2 plus any applicable has the ability to keep the Power generated in her own
bonuses from armor. Exalted characters add their pool or distribute it to her allies, depending on the action
Essence rating to their Hardness value. she takes.
Players roll Attribute + Ability against a Difficulty 3.
Example: Marcel calculates Silver Poppy’s
The following actions are ways a character can build
Hardness as 4: Two from base, one from his
power during combat without taking attack actions. The
Essence rating of 1, and one from his artifact
Ability necessary to take the action is listed in
armor.
parentheses.
Building Power Prepare (Craft, Sagacity)
The character prepares herself or her allies for an
As characters make withering attacks, they accrue incoming conflict. She may call out a quick set of
Power. Power is an out of game term that puts a number directions or a combat plan for the next round of combat,
on the advantage a character holds over her enemies. It or she may adjust or tinker with a piece of equipment to
reflects maneuvering into better position, testing her make sure it is performing its best. The character may
opponent’s defenses, finding weak spots, finding her own accrue Power or distribute it to her allies.
inner strength, and wearing her opponent down until it is
time to strike a finishing blow. Focus (Awareness, Integrity, Physique)
Power is a personal character resource that builds The character spends her action centering herself for
throughout the battle and characters spend either to a strike, focusing on the combat and her opponent as she
make decisive attacks or to make gambits. All characters watches for an opening. The character may accrue Power
begin with 0 Power regardless of how much they accrued for herself only.
in previous battles. Characters charge their Power by Inspire (Performance, Presence)
making withering attacks using their basic Close Combat The character shouts out an encouraging word, plays
or Ranged Combat pool against their enemy’s Defense. an inspiring tune, or performs some other act or antic to
Each extra success adds 1 Power to the pool, to a lift the spirits of those around her. The character may
maximum of 10. If an action would increase the distribute Power to her allies only.
character’s Power pool above 10, the player may grant Rally (Embassy, War)
the extra Power to another character, or for every two The character barks out orders, gives commands
additional Power, they may gain a point of anima. through the chaos, or otherwise invigorates her allies to
Once a character has accrued enough Power to make battle. Under her command, their actions are more
a decisive attack, she can make real, devastating blows potent than individually. The character may accrue
causing true injury to her opponent. An enemy’s Power or distribute it to her allies.
Hardness determines the amount of Power the character
must have (and spend) to make the decisive strike.
Outmaneuver (Navigate, Stealth)
Enemies can have a wide variation on Hardness. A mortal The character repositions herself, stepping around an
caravan guard might only have Hardness 2, while a enemy, or maneuvering in a way that gives an ally
Deathlord might have Hardness 10. advantage. She may move herself into a hidden location
The player commits Power on Step 1 and decides how or cover waiting to press her advantage. The character
much to spend at that time. She must spend as much as may accrue Power or distribute it to her allies.
her opponent’s current Hardness but may spend more. Example: Susanne, playing Rain Falling on a
Any attack, withering or decisive, only targets enemy Petal (a Zenith Solar), wants to spur her allies to
characters. A player cannot build up Power by making action using an inspire build Power action. She rolls
withering attacks repeatedly against her own allies and nine dice from her Force 4 + Presence 5 against a
Circlemates. Difficulty of 3. Her anima is in active state, which
means she gains one bonus success on the action.
Concentrated Attacks She nets 5 successes on the action and grants Silver
Characters may make several concentrated attacks on Poppy 4 Power and the archer who already has a
the same target to stagger them, making them easier to great deal of Power the remaining 1 Power.
damage. If a character is targeted by multiple withering
attacks in the same round, each additional attack reduces Build Power and the Combat Abilities
the character’s Hardness by 1 to a minimum of 1. This You may have noticed that Athletics, Close
Hardness reduction lasts until the next decisive strike Combat, and Ranged Combat do not have unique
against the character, at which point their Hardness Build Power actions. This is because those Abilities are
resets to normal. involved with the basic combat stats, such as
attacking, defending, or maneuvering. However,
Building Power without Attacking there’s nothing stopping an enterprising player from
Characters can build Power without taking attack
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stunting a non-attack action to Build Power with any A character can perform most gambits with any
of these Abilities. A trick shot that grazes an enemy’s combat Ability and are limited to the range of that
cheek or making a display of one’s impossible speed Ability’s action. A few have special requirements, such as
could be Build Power actions with Ranged Combat or a weapon that can perform the maneuver the gambit is
Athletics, for example. The Storyteller is the final describing or the use of a non-combat Ability. Anything
arbiter of what is and isn’t allowed, but Exalted outside of a normal attack with a standard weapon is
Essence encourages fun and creativity. called out in the gambit’s text.
The following is a list of possible gambits a character
Decisive Attacks might engage in. Feel free to make up your own gambits.
Once a character has built up Power that equal or To do so, set the Power cost, the effect, and the extra
exceeds her target’s Hardness on her turn, she can make success effect. Remember that the bigger the effect or
a decisive attack. She wagers how much Power to spend an effect that would end a combat quickly should cost
at Step 1, which must be as much as the target’s more Power to perform.
Hardness, but she can choose to spend more in order to Disarm (Defense)
make a more devastating blow. Then she makes an The Exalt removes her opponent’s weapon and leaves
attack against her opponent’s Defense as per normal. If him open for attack. This gambit requires the use of a
the attack is successful, she rolls dice equal to Power physical attack, such as with a melee or ranged weapon,
Spent + Extra Successes + Any other modifiers. Total up or an unarmed attack. Force the opponent to drop his
the successes and add any bonus successes from weapon weapon and give a single ally one Power for each extra
damage at this time. Then subtract the opponent’s Soak Success.
rating from the total. Any leftover successes are applied
to Health levels as damage. Distract (2)
If the attack misses, the character spends one Power The character throws sand in her opponent’s eyes,
and keeps the rest. makes a snide remark, or otherwise takes her opponent
off guard. The character may use her Performance or
Example: Luis, playing Yasuke the Unbending Presence Ability instead of a combat Ability when using
(Zenith Solar), has built up 8 Power, enough to this gambit. Decrease the target’s Defense by one for
make a decisive attack against the Abyssal, Hole- each extra Success for the rest of the round.
in-the-Sky. She’s a dangerous opponent, requiring 5
Ensnare (3)
Power. Luis chooses to risk 6 Power and rolls Force
The Exalt moves into her opponent’s way, shoots an
+ Close Combat and gets 6 successes, enough to
arrow through his foot, or otherwise corners him making
beat her Defense of 4 by 2. His damage pool is
movement difficult. Prevent the target from taking any
equal to 8 dice (2 successes + 6 Power spent). He
movement actions. This lasts for one round per extra
rolls it and gets 5 successes. She has Soak 3, so he
success. The target may attempt to break free with a
subtracts that from 5, and deals 2 Health levels of
successful Force + Close Combat roll versus a Difficulty
damage.
equal to the extra Successes.
Gambits Knockback (4)
The character shoves, swings, or causes him to
Sometimes a character wants to do more than just stumble backward away from her. Move the target one
wear her opponent down or deal damage. She may want Range Band away and decrease his Defense by one for
to push him away or steal an important document out of each extra Success for the rest of the round.
his pocket. Anything a character does in combat that isn’t
a basic attack is a gambit. Knockdown (4)
Gambits are special decisive attacks that impose The character trips her opponent, shoves him down,
debilitating effects, rather than deal damage. Each or puts him off balance so he falls. Knock the target
gambit has Power cost associated with it in parentheses prone.
following its name. Knockout (Defense)
The player must decide to use a gambit on Step 1 of The Exalt knocks her opponent unconscious or beats
the combat sequence and wagers any requisite Power at him into a stupor. Treat this as a decisive attack and roll
that time. Determine the attack pool and Defense, then extra successes as though dealing damage. The damage
roll as normal. Enemies cannot counterattack a does not inflict injury, but instead knocks the target out
character’s use of a gambit. If the attack roll generates for a number of rounds equal to successes. This knockout
enough successes to overcome the Defense, the gambit damage ignores Soak. Battlegroups increase the cost of
is successful. Gambits utilize additional successes in this gambit by their Size. Players’ characters targeted
unique ways, such as providing a duration, adding Power with the gambit are treated as though they were
to an ally’s pool, or reducing Defense or Soak. On a miss, Incapacitated. Another character can wake a knocked out
spend one Power. Using a gambit against an opponent target with a successful Sagacity or War roll.
counts as part of a concentrated strike. Pilfer (3)
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The character steals an item out of her target’s pocket band towards her target and then makes an attack with a
or bag. Roll Finesse + Stealth to use this gambit. Take a three-dice bonus. This can be part of a flurry. If a
single non-weapon item from the target and give a single character cannot rush a target she moved away from on
ally 1 Power for each extra success. the same turn.
Pull (4) Sprint
The character pulls her opponent towards her from a As a simple action, a character moves two Range
distance. The character must have a weapon with the bands. Mounted characters may take the Sprint action as
Pull Tag in order to use this gambit. Move the target one their reflexive move action, allowing them to move two
range band toward the character and decrease the Range bands instead of one.
target’s Defense by one for each extra success for the
rest of the round. Distance
Characters move around a great deal in combat,
Reveal Weakness (3) executing maneuvers to get into better positions and
The Exalt exploits or points out a weakness in her take advantage of the field. Exactly how far a character
opponent’s armor, making it easier for others to damage moves is less important than where she moves in relation
him. Roll an attack against the target’s Defense, and on to other characters. For this reason, we present distances
success reduce the target’s Soak value by 2 for a number as abstractions, discussing if someone is close enough to
of rounds equal to the extra successes. This gambit may hit, or too far to get to this turn.
always be used with Craft or War in place of an attack We talk about these distances as range bands, which
roll. denotes how far someone (or something) is from your
Unhorse (5) character. These are always comparisons and determine
The character unseats her opponent, making him fall the character’s position relative to someone else. Your
from his mount. Knock the target from a mount and character may be at close range to one character, while
choose one: knock him Prone or decrease his Soak by being short range to another, and at short range to
one for each extra success for the rest of the round. another in a different direction. The two characters at
short range to you may be at medium range to one
Combat Movement another.
Again, these ranges are relative, and not specific, so
Nobody fights while standing completely still swinging
don’t worry about trying to keep a map of the field inside
swords at one another. They circle, maneuver for
your head. Often characters maneuver around the space
advantage, close in, fall back, and a variety of other
which can be hard to keep track of. If it is easier, imagine
movements that make combat dynamic. A character can
all the players’ characters on one side of the battlefield
only take one move action a turn (even if the move is
and all the Storyteller characters on the other. Your
reflexive), unless she activates a Charm which gives her
opponents are always in the same direction, so you don’t
additional movement. Some movement actions can be
need to worry about who is in which direction in relation
used as part of a combat flurry, which will be stated in
to each of the characters.
the action’s text.
Move Visual Play Aids
The Exalt moves one Range band as a reflexive action. If keeping a mental map of the area feels difficult
This movement is horizontal in any direction, or up only if or unwieldy, the group may use visual aids to help
the character is climbing with equipment. Some Charms keep track. Because Exalted Essence doesn’t use
may modify this standard move action by changing the concrete numbers for distances, these visual aids can
direction or how many Range bands the character may be anything that helps keep relative distances in mind
move. Swimming or climbing without equipment or other without needed to be “to scale.”
non-standard movement is not reflexive. You can use a play mat with rough areas drawn on
Aim it or create a map out of index cards. Give those areas
As a simple action, the character stands still and takes rough descriptions written on the play space such as
aim at a target then makes a ranged attack with a three- “the teahouse entrance” and “dozens of tables.”
dice bonus. This can be part of a flurry. A character may Players can then use tokens to represent their
not Aim and use her reflexive move on the same turn. characters and place them on a card or map. Each
card or area represents a single range distance
Rise between each other. This allows players to easily
The character stands after being knocked prone as a judge how far away opponents and allies are without
reflexive action. If an enemy opposes the action, it is having to draw out intense maps or measure
instead a contested roll using Athletics and the enemy’s distances.
relevant combat Ability.
Rush At close range, characters are close enough to quickly
As a simple action, the character moves one Range engage. They aren’t necessarily touching already, but a

97
simple shift of stance or two-step forward will get you the character is in dire straits and needs her allies to
there. Melee happens at Close range. assist her if she wants to get out of the situation. When
At short range, characters are too far apart to swing a Incapacitated, the character is set to zero Power, and can
sword, but near enough to close the distance with a few still take limited actions, but she cannot build Power for
fast steps. herself, make decisive attacks, nor flurry actions.
At medium range, characters are far apart. One would When a character would take enough damage to bring
need take a concentrated action to get to the other, and her to Incapacitated, the player may choose to ignore
conversations must be shouted to be heard. This is the that damage and take a dramatic injury instead. A
Range band that covers the maximum distance for dramatic injury introduces a different setback for the
thrown weapons. character other than injury. The player can choose from
At long range, characters are so far apart that while one of the following effects when gaining a dramatic
they can see to one another, they cannot speak without a injury: Take the injury to one of the character’s Attributes
device or signal. The characters are too far apart to get to or Primary Merit. Characters can take a dramatic injury to
in a single movement action without magical assistance, each of their Attributes.
and the only way to engage in combat is with ranged Attributes with a dramatic injury associated with it
weapons. impose a one dice penalty to actions using that Attribute
At extreme range, characters are effectively so far until recovered. Dramatic injuries affecting a Primary
away from each other that they cannot engage in any Merit may cause damage to an artifact or ally, damage
meaningful way. They can barely see each other, even social capital, prevent access to a manse, or loss of
the longest ranged weapons cannot reach a target. resources as she throws money at the problem.
Combat is effectively impossible without magical Some magical attacks may deal aggravated damage.
assistance. This is a special damage type and should be marked
differently when a character suffers it. Aggravated
Damage and Health damage cannot be healed through normal means and
does not recover during recovery scenes. The only way to
A character’s health track represents her physical
heal aggravated damage is using Charms or other magic.
state of being, how hurt she is, and how much more
damage she can endure. Healing and Recovery
Characters suffer damage during combat, after being Recovering from injury or a serious blow takes time of
on the receiving end of decisive attacks. When a dedicated rest and relaxation, or magic. Characters
character suffers damage, track it by marking off the always heal naturally over time, as long as they spend
boxes associated with their Health Levels from left to adequate time resting and recuperating.
right. Characters clear all their marked Health Levels over
Each Health Level has a number associated with it. the course of recovery scenes. Exalts and other greater
When the box for that level has a mark in it, the beings recuperate faster than normal mortals. This is
character suffers that number as dice penalty to all rolled denoted by a recovery quality: mortals have lesser
actions (but not damage rolls). The dice penalty is not recovery which means that healing wounds and
cumulative, meaning the rightmost filled Health Level is recovering from sickness requires multiple recovery
the dice penalty applied to all rolls, and just that number. scenes or whenever the characters would hit a Major
Characters start with five Health Levels: one at 0, two at Milestone whichever comes first. Exalts, demons, gods,
−1, one at −2, and one at Incapacitated. Exalted and other magical entities have greater recovery which
characters gain extra Health Levels from the Charm, Ox- allows them to heal in a single recovery scene.
Body Technique. Recovery scenes are scenes in which the characters
These numbers indicate the penalty in dice a interact with each other without taking actions that
character suffers from the pain and distraction of her require rolls. These could encompass anything from the
wound. These are called wound penalties. Each Health characters debriefing about their previous encounter,
Level also has a name: Bruised (0), Injured (-1), and discussing strategy, or just having fun together. These
Critical (-2). When an effect refers to “Critical Health scenes often happen over the course of several hours or
level” you know that it means her -2 Health Levels, and days, but the length of time is immaterial to the recovery.
vice versa. Recovery scenes do not clear dramatic injuries, as
When a character reaches the Incapacitated Health they are a larger setback. Instead, the characters must
Level, she has suffered a serious blow. This could be wait for the injury to recover on its own. Characters can
anything from her being placed at the edge of death and remove one dramatic injury upon achieving a personal
needing immediate medical attention, being put into a Milestone. Players can choose to recover dramatic
compromising position in which the enemy is sure to injuries in any order, regardless of what order they
capture her, losing all hope and being in danger of joining received them.
the enemy side, or losing her weapons and armor to the If the characters are under a time crunch, or a
enemy and being left defenseless. Whatever happens, character requires immediate healing or attention, the

98
characters must use magic to heal the damage. When durations and aggressive intervals that last only rounds.
healing this way, damage is healed from most severe to When a character rolls to resist a poison’s damage, she
least severe removing marks from the right to the left of also reduces its duration by the same number of
the Health track. successes.
An Incapacitated character requires immediate
Example: Mercurial Iris has ingested an
attention, sometimes that’s in the form of magic to heal
aggressive poison that deals 2 damage each round
a grievous injury, but it could also entail rescuing the
and lasts for 5 rounds with a Difficulty 5 to resist.
character from the enemy’s clutches or tossing her a new
On her turn, she rolls 8 dice from her Fortitude 5 +
weapon to get back into the fight. While a character is
Physique 3 to resist the damage and nets 5
Incapacitated, her allies can take actions to build Power
successes. She reduces the incoming damage by 1
for the Incapacitated character, bringing her from zero
and suffers 1 damage even though her Soak is 2,
up to ten. Once her Power is filled, she is no longer
but also reduces the poison’s duration to 4 rounds.
Incapacitated, and her Power is reset to zero again.
Next round, she will need to roll to resist again on
Characters can use any build power action to assist the
her turn, but the poison’s duration will have 3
Incapacitated character, including using Sagacity to heal
rounds left, and another successful attempt could
her.
eliminate it completely.
Non-Combat Damage Non-Combat Damage Examples
While combat is the most common way a character Name Dmg/Interval Duration Diff.
takes damage, there are plenty of other aspects of Severe heat/cold 1/5 rounds - 2
Creation that can cause her injury. Not every part of Burning Building 2/round - 3
Creation is easy to traverse and welcoming to all who Lava 3/round - 5
enter. Severe 1/5 rounds - 3
Non-combat damage deals damage over time while a sand/thunderstorm
character is exposed to the threat. This is called the Supernatural ice 1/5 rounds - 5
interval, and is measured in rounds, scenes, or days. At storm
each interval the effect deals its damage rating in The Silent Wind of 2A/round - 5
damage to the exposed characters ignoring Soak. Hell
Characters can mitigate the damage with an appropriate Tainted Food 1/round 5 rounds 3
Attribute + Ability roll against the effect’s Difficulty. (poison)
Success on the resistance roll subtracts one incoming Contact Poison 2/round 5 rounds 5
damage, extra successes reduce the damage on a one for
one basis. Some effects, such as poisons, have a Diseases
duration, which is how long the effect persists beyond Like poisons, diseases affect a single character, but
first exposure, measured in rounds, scenes, or days. often last for multiple scenes or days and instead of
Environmental Hazards dealing damage at intervals, the disease impairs the
Environmental hazards affect all characters in the character for its duration, getting increasingly severe at
environment and often deal damage every few rounds. each interval. Depending on how severe the disease is, or
Certain perilous hazards deal damage every round until if it is mundane or magical in nature, influences the
the characters are free. Traps are environmental hazards penalties is applies. Untreated diseases can be fatal for
that characters can avoid using the Awareness Ability to mortals, though Exalts are immune to death from
spot them before triggering them. Environmental mundane diseases.
damage affects a character once per round, either when When a character contracts a disease, determine the
they enter the source or end their turn within the source. severity. After an interval has passed, the player must
make a Fortitude + Physique roll against the Difficulty. If
Falling the roll fails, the disease increases in severity while
Characters who fall a great distance take damage successfully resisting the disease reduces its severity,
immediately when they fall, and do not suffer intervals. A which can cause minor diseases to clear up completely.
fall’s damage rating is based on how far the character fell Each level of disease has a different interval and
in range bands, increasing by one for each range after Difficulty to resist listed in parentheses as
close (so one for short, two for medium, etc.). The (Interval/Difficulty).
Difficulty to resist damage from the fall is equal to the
fall’s damage. • Minor (1 Week/3): The disease is relatively minor
causing discomfort and pain every now and then.
Poisons
Once per session, the character suffers a two-dice
Poisons affect a single character and are often
penalty to a physical action. The Storyteller decides
administered through ingestion or direct skin contact
when to apply this penalty.
(such as from a weapon), though some come from
• Major (1 Month/5): The disease is a persistent
injections or inhalation. Poisons often have short
problem, hindering the character’s ability to act
99
normally. The character suffers a two-dice penalty action.
on all physical actions.
• Lesser: Requirement 1-4. Lesser feats of strength
• Extreme (1 Month/7): The disease has progressed
involve lifting, pulling, or breaking items a normal
to nearly all-encompassing discomfort. The
mortal could do with training. Lifting a full-grown
character suffers a two-dice penalty to all actions.
person or an anvil over your head or kicking open
This penalty also applies to static values such as
an oak door (Standard). Lift a full-grown warhorse
Defense and Soak.
or bend an iron bar with both hands (Challenging).
Characters can attempt to cure a disease, which • Greater: Requirement 5-9. Greater feats of
prompts the afflicted character to roll against the strength involve acts that no mortal could achieve.
Difficulty before the interval has lapsed. To do so, the Lift a yeddim, raise a drawbridge by hand, or punch
player must make a successful Force + Sagacity roll through a brick wall (Standard). Carry an enormous
against a static Difficulty 5 applying extra successes as stone statue on one shoulder, force open a locked
bonus dice to the afflicted character’s resistance pool. and reinforced fortress gate (Challenging).
The character attempting to cure the disease must have • Extreme: Requirement 10+. Extreme feats of
access to materials, medical equipment, and spend time strength are impressive even for an Exalt. Pull an
working on the cure. Without these, the Difficulty entire caravan chained cart-to-cart, crack a giant
increases to 7. boulder in two (Standard). Outpull a team of
yeddim, tow an enormous boat away from a
Using Physique waterfall, tear open a crevasse in the earth
(Challenging).
Sometimes characters want to deal damage to
inanimate objects or lift and throw them out of the way. When attempting feats of strength to break an object,
Any time a character wants to use her raw strength to using a tool that would help in the endeavor grants one
interact with the environment, this is considered a feat of bonus success to the action. Using an artifact grants a
strength, and uses the Physique Ability. two-success bonus.
Exalts are nearly divine beings and can perform
impressive feats of strength. Lifting light objects is simple Special Combat
and requires no roll, but lifting heavy objects, such as a
The characters aren’t always fighting in the middle of
fallen pillar or boulder, do require a roll. Even though
a flowing wheat field, on foot, while clashing swords.
Exalts are capable of amazing feats, they are still
Sometimes they are mounted on horseback or fighting
constrained by their physical size, meaning they can’t lift
across a set of cliffs with a 500-kilometer drop. These
entire mountains or stop an ocean, though they can try
special combat scenarios help adjudicate rules for out of
to turn the flow of a river. In most instances, an Exalt can
the ordinary situations.
easily perform any feat of strength she meets the
requirements for. If she wishes to heft a stone pillar over Clash
her head and hurl it at her foes, she can do so. However, When an opponent targets a character with an attack,
sometimes feats of strength fall into extreme cases — the character may choose to take a special attack called a
such as forcing a river to flow a different way, or clash. This attack is a reflexive response to an incoming
deconstructing a tower brick by brick with one’s bare attack, allowing the character to strike back immediately,
hands. In these instances, treat them as ventures. For resisting the attack in an active way rather than being on
most feats of strength ventures, the characters will be the defensive. A clash action happens outside the
Acting Under Duress (see p. XX). character’s turn but counts as an action. If a character
Characters can lift, throw, or break anything that is has already acted in the round in which she chooses to
light or flimsy. Once they try to lift or move larger make a clash, it uses up her turn in the following round.
objects, then the player needs to roll for a feat of The character chooses to respond to an attack during
strength. The type of feat depends on the size and weight Step 2 of combat as her “defensive action,” but instead
of the object placing it into one of three categories: of defending she makes an opposed attack. Though this is
lesser for objects at or near the same size and weight of initiated on Step 2, clashes create a unique situation.
the character, greater for objects significantly larger or Treat both characters as though they were acting on Step
heavier than the character, and extreme for objects far 1 for the purposes of declaring Charms or other effects.
outweighing or outclassing the character. If an Exalt has Once a clash is initiated, only effects that can modify
at least one dot in Physique, she can perform lesser feats clashes may be applied. If the attacker has made an
of strength without a roll, denoting her superior physical invalid choice, she may change her declaration when the
training. clash is declared. This eliminates Steps 2 and 4,
Performing a feat of strength is against a set Difficulty, effectively replacing them with repeat instances of Steps
5 for standard or 7 for challenging. The Storyteller 1 and 3. After both characters roll, go immediately to
determines both the Difficulty and success requirement Step 5, following the process for a withering or decisive
for the feat of strength when the player describes her attack as detailed below.
100
When engaging in a clash, the character rolls an attack • Escape: The character without dominance can
against her opponent at the same time as he attacks her. attempt to escape the grapple. Roll Finesse +
Instead of utilizing Defense, these rolls subtract from Athletics or Physique as an opposed action against
each other. In the case of a withering attack, this could the dominant character’s Force + Athletics or
mean both characters add to their Power pool based on Physique. If the character is successful, this ends
their weapons’ Overwhelm ratings. In the case of a the grapple.
decisive attack, then only the one with left-over • Overcome: The character without dominance can
successes may roll to deal damage. The reacting attempt to gain dominance. Both characters roll
character does not need to respond to an incoming Force + Close Combat to re-establish dominance. If
attack with the same type of attack, meaning she can this action is taken while the subject of a pin, the
choose withering or decisive regardless of what is aimed character simply escapes the pin, but does not gain
at her. She must still spend Power to make a decisive dominance.
attack though. • Pin: The character with dominance can immobilize
A character cannot flurry a clash action with other her opponent, making it easier for allies to attack.
actions. Additionally, clashes cannot be counterattacked Roll Force + Physique and reduce the character’s
by either participant since their attacks have both Hardness by one on success. The character may
happened simultaneously. A character can only make one retain this pin on subsequent actions without a
clash per round. roll, but she can take no other actions while
maintaining it.
Difficult Terrain • Throw (Force): The dominant character can throw
Difficult terrain encompasses anything that makes
her opponent out of the grapple as a Close Combat
standard combat more difficult. Fighting among craggy
gambit. Make a melee attack roll as though it were
rocks, through thick underbrush, between closely packed
a decisive attack. Success moves the opponent one
buildings, amid a dense forest, or across shattered glass
Range band away or leaves her prone. Additional
all constitutes difficult terrain. The Storyteller determines
successes are rolled for damage. Do not add Power
what constitutes difficult terrain, but anything from thick
spent to this damage. This ends the grapple.
mud to a packed crowd could qualify.
When attempting to move through difficult terrain, Mounted Combat
the move action is a simple action rather than reflexive, Characters on mounts enjoy several advantages when
characters cannot take the sprint action, and rush fighting opponents on foot. Mounts are more mobile and
attempts suffer a three-dice penalty. At Storyteller increase the character’s ability to maneuver about the
discretion, the difficult terrain may be easier to take field, giving her the ability to perform the Sprint move
cover, providing the character a one-dice bonus to her action as a reflexive action. Whenever the character
Defense. takes advantage of this sprint, they then reduce the cost
of riding-related gambits by one to a minimum of one.
Grapple For example, scattering troops by charging into them
Sometimes characters get into a brawl that devolves
would be using knockback, driving a lance through an
into a grasping, scrabbling grapple. Some characters
enemy might be reveal weakness or ensnare, throwing a
excel at close quarters fighting and prefer to get
lasso around a fleeing target is pull, and so on. If the
someone onto the mat to wear them out.
reflexive sprint is used as part of a Build Power action,
To engage in a grapple, take a standard unarmed
gain an additional Power.
withering attack action using Force + Close Combat
Additionally, mounted characters gain one-die bonus
versus the opponent’s Defense. If successful, instead of
on melee attacks and increases Defense by 1 when
gaining Power, declare a grapple. Both characters
fighting unmounted opponents. Characters using
immediately make an opposed roll using Force + Close
weapons with the Reach Tag negate these bonuses.
Combat, to establish dominance in the grapple. The
If the character is mounted atop an unusual mount,
initiating character gains her extra successes on the
such as a huge hawk or an elephant, she has a few other
attack roll as bonus dice to her roll. Grapples may not be
issues to worry about. While up high, such as on a huge
clashed.
or very tall mount, she cannot make melee attacks on
Characters in a grapple reduce Defense by one against
opponents who are not at the same height as her
anyone not also in the grapple. Characters within the
without also having a weapon with the Reach Tag.
grapple have no Defense against one another and instead
Opponents on foot without the Reach Tag can attempt to
make contested rolls (see below). While in a grapple,
climb the mount using the Athletics Ability at Difficulty 3
characters can perform the following actions:
to close the distance.
• Attack: The characters can make withering or Flying mounts afford the character additional
decisive attacks using opposed Force + Close mobility, allowing her to make a standard move action
Combat rolls. This action cannot be taken while the twice as part of a flurry with another combat action, but
dominant character is pinning the other character. not another move action. This does allow the character

101
to move into Close Range, attack, and move back to character on the rammed ship must make a Position
Short Range. action to disengage the ships.

Naval Combat Boarding


When out on the ocean (or sailing in a giant The character can leave her ship to enter the other as
contraption, miles in the air), characters may come into a simple move action, so long as the Ram gambit has
conflict not between individuals, but between their been taken. This action can be flurried with a standard
vessels. Ship to ship combat flows in the same way as attack action but cannot be taken without the aid of
regular combat, except that the crew acts in coordination magic if the ships are too far apart.
to attack the ships rather than each other. Unless of Escape
course, one crew boards the other’s ship. The ship disengages from the other ships as a simple
During a naval combat, characters can take combat move action. To take this action, the ship must have
actions using the ship to attack the opposing ship enough Power to overcome the opposing ship’s
accruing power jointly for the ship and making decisive Hardness.
attacks that destroy the hull of the other vessel. These Use the tables below to create your vessel. A ship’s
attacks use any appropriate ability, typically Navigate. If a Defense increases by +1 when the pilot or captain’s
character has applicable warfare effects, she may also Navigate is 3, and by another 1 at Navigate 5.
use these to modify rolls or actions as appropriate.
Ship Type
A character can also take regular combat actions to
Hull Defense Soak Hardness HealthLevels
make ranged attacks on the crew of the other ship, or to
Light 3 2 5 4
repel boarders. Ships have Health Levels, Defense, Soak,
Medium 2 3 6 6
and Hardness and apply their own weapon and armor
Heavy 1 4 7 7
bonuses, depending on the type of ship. The ship does
not act on its own or in the turn order, the characters act Ship Weaponry
for it. Weight Accuracy Damage Overwhelming
When determining the scale and distance on the Light +2 +1 1
water, use range bands as usual, but the distances are Medium +1 +2 2
relative to the size of ships, rather than humans. A ship Heavy +0 +3 3
can move reflexively once per turn, as a normal character Ship weapons add tags as appropriate, following the
would but when trying to put itself into an advantageous general guidelines on p. XX.
position, it must use the Position action.
Characters cannot flurry two ship actions, though they Power Exchange
can perform some ship actions as a flurry with other When a character gains Power, it normally goes into
actions. When acting to utilize a ship in combat, her personal Power pool. Some Build Power actions fill
characters can choose to take the following actions: ally’s Power pools instead, but those actions do not
transfer Power from the user to an ally. If a character has
Fire Ordinance Power in her pool, but wants to transfer it to an ally, she
This is a basic attack action using Force + Navigate or can do so as a simple action, but the recipient must be in
Ranged Combat. Ordinance attacks can be either the same range band. On the action, the character can
withering or decisive. This action can only happen twice transfer as much Power from her own pool into her ally’s
per round. Characters with Artifact ranged weapons or Power pool as she wants, though this does not let the
ranged magic (including spells) can count as ordinances recipient exceed her maximum Power cap.
for the purposes of this action. This action may be flurried with other actions,
Position including actions that increases the character’s Power
Characters manning the sails can maneuver the ship pool.
into better position. Make a withering attack using
Finesse + Navigate or War. When positioning, increase Warfare
the ship’s Defense by one until the acting character’s
next turn. If the ship has oars, this can also be rolled with Normally, combat reflects small skirmishes between
Physique. two small groups of characters. Even when Exalts are
facing off against hordes of mortals, the standard combat
Ram (4) rules apply. When dealing with the concept of warfare, or
This action is a gambit. The characters ram their ship two armies facing off against each other over multiple
into the other, leaving it vulnerable. The ships become battles, the combat rules are less useful in adjudicating
entwined, and the rammed ship’s Soak decreases by 1 for who wins the overall war.
each extra success. If this reduces Soak to 0, the ship also Battles and skirmishes are still important, but now
takes 1 damage. If the damage as a result of Ram reduces instead of having a simple goal of defeat the enemy Exalt,
a ship’s health below half (round down), it immediately the goals are more strategic, and play into the larger
starts sinking. This also allows for the boarding action. A battle. When the characters are facing war, the follow
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rules can help adjudicate the outcome. other downtime-based dramatic scene (see p. XX) with
one key difference: the leader, or tactician, for the army
The War decides on a tactic that the characters are attempting as
The war itself is represented by a project that has a part of the dramatic action. The character who sets the
time scale over days, weeks, or even months. The tactic rolls an appropriate Attribute + Ability as an
opposing side presents obstacles for each other to opposed roll against the opposing side’s tactic.
overcome in the project action. This is the high-level Whichever side nets the most successes enact their tactic
aspect of the war, not the day-to-day actions, or even the successfully and gains a bonus towards the effort in the
small skirmishes that make up a full battle. This is the ebb ensuing dramatic scene. If the roll is tied, neither sides
and flow of the tides of war and depending on how well gains the bonus, unless one of the characters is a Solar
each side does in their individual skirmishes determines Exalt, in which case First Among Equals declares them the
how well the war is going for them. winner.
This action is opposed between the leaders of the When enacting dramatic scenes, characters may enter
armies involved. The basic breakdown is as follows: the fray engaging in battles or skirmishes, or they may
• The best War Ability rating (or appropriate dice attempt covert operations, sneaking into an enemy camp
pool divided by two for antagonists) between all to steal horses. Whatever the characters do, their actions
leaders present in the action plus one determines aid the war effort in some way. Dramatic scenes grant
the number of obstacles for the project. This bonus successes to the leader’s next obstacle roll for the
represents the leader’s ability to push her war project if they succeed. Any character can be the
combatants into clashes. lead tactician in a dramatic scene, and we encourage
• The generals create a strategy, form dice pools, each character having a chance to lead an operation.
and add any modifiers (which may come from When fighting battles, the characters often find
dramatic scenes). This action requires the War themselves in one of two positions: They are fighting
Ability with an appropriate Attribute based on the groups or units of troops which use the battle groups
leader’s strategy. rules (see p. XX), or they are fighting one on one duels
• Both sides roll their action to accumulate successes between champions. In the case of the first option, one
towards the war effort as part of a project action Exalted character may take on an entire unit by herself,
using each other’s roll as their obstacles. or a small team of characters will take on a larger
Whichever side wins in the contested roll wins that battlegroup led by an elite commander. In the latter case,
skirmish. The time scale for mass combat is at one character may take the mantle of champion and fight
minimum a day, though it could be weeks or a duel. Either way, these scenes utilize the normal
months depending on the conflict. combat rules with whatever bonuses they gain from the
• Whichever side nets the most successes after all tactic decided at the start of the dramatic scene.
the obstacles have been resolved is the victor in War Made Simple
the battle. Successes netted on both sides
If the players wish to bypass a dramatic scene for
determine the number of troops, land, and
whatever reason, you can abstract their characters’
resources remain after the fighting.
contributions to the war effort with a support roll
• When a character commands her troops, she may using an appropriate Attribute + Ability against
use their Drill rating as bonus successes to Difficulty 8 minus their leader’s War Ability. Extra
applicable rolls. successes give bonus successes to the leader’s next
Each obstacle roll in the project is modified by obstacle roll for the war project.
environmental factors and actions the characters take Example actions include finding reinforcements,
between them. The character can perform actions to reinforcing/sabotaging supply lines, digging trenches,
reduce morale of the enemy army, boost her own troops, poisoning troops, scouting for troop movements,
or perform espionage or sabotage missions to help her rallying the troops, or assassinating lieutenants.
army. These actions are played in short scenes within the
overall war creating a backdrop to the action. The following are some example tactics the characters
If naval warfare is involved, it can use the naval may attempt along with the benefit for succeeding at
combat rules found on p. XX. them. The dice pool for each is listed in parentheses.
Ambush (Finesse + Stealth)
Dramatic Scenes The winning leader tricks his enemy into a trap which
The various actions characters take to help the war he springs at the last minute. For this dramatic scene, the
effort happen in dramatic scenes. Generally, the characters have Surprise on the enemy at the start of all
characters play through one dramatic scene between combats.
each roll for the war, but they may go through more if Success on this tactic grants the leader one bonus
the Storyteller feels it necessary. success + any extra successes from the tactic roll to her
Dramatic scenes in war situations function like any next war project action.

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Back to the Sea (Force + Navigate) Sometimes, the Exalted encounter obstacles in the
The victorious leader backs his enemy into a place form of trivial characters: a nameless prison guard who
that is impossible to escape from. The enemy may blocks the way or a stubborn horse-seller who won’t
literally have their backs against the sea, or cliffs, budge on price. Rather than roll out the full system to
mountains, or some other impassible terrain. The enemy dispatch with this kind of impasse, Storytellers instead
has nowhere to go and is desperate. Reduce battle may resort to one- roll resolution. The Exalt rolls Close
groups’ health by five for this dramatic scene. Combat or Embassy, and if they get three or more
Success on this tactic grants the leader one bonus successes, defeat the trivial target. If the consequences
success + any extra successes from the tactic roll to her of failing this roll would not change the outcome of this
next war project action. story, Storytellers should not call for a roll at all, and
Call to Duel (Attribute + Embassy or Persuasion) allow the player’s character to succeed.
The winning tactician calls out the opposing force and
demands them pick a champion on short notice. During Ventures
this dramatic scene, the enemy champion reduces his
Sometimes, a character may want to do something
Soak by one.
that would take more time or require more complexity
Success on this tactic grants the leader four bonus
than a simple action would reasonably allow. For
successes on her next war project action. This tactic can
instance, characters may craft wonders, work to change
only be performed once per war.
laws, or even shape the Wyld through will and magic.
Demoralize Troops (Force + Embassy or Activities like these would be uninteresting to play out
Performance) action by action, especially those that may take weeks or
The winning tactician figures out a way to intimidate months to complete.
and demoralize the opposing forces. During this dramatic In other cases, characters may do something that
scene, enemy battle groups reduce Accuracy by two, and would take more than one simple action and must be
enemy characters reduce Accuracy by one. completed in a limited amount of time. For instance, they
Success on this tactic grants the leader three bonus might try to solve a complicated puzzle lock before an
successes to her next war project action. ancient tomb guardian catches up to them, or engage in
Espionage (Finesse + Awareness or Sagacity) a chase that ends in one party catching the other or
The winning tactician leads a small team into the escaping the scene.
enemy camp to steal supplies, battle plans, and key In both cases, the Storyteller may model the activity
information to help with the war effort. During this as a venture. This section presents rules that allow
dramatic scene, characters do not fight battle groups any Storytellers to create a venture on the fly to represent
lager than Size 1, and characters gain a two bonus to whatever epic deeds the characters wish to accomplish,
Stealth Ability rolls. as well as a large selection of common, premade
Success on this tactic grants the leader two bonus ventures for the Storyteller to use. Those examples
successes + any extra successes from the tactic roll to her include:
next war project action. • Ordinary simple actions under duress
Sabotage (Finesse + Craft or War) • Crafting objects and structures, both mundane and
The victorious leader derails supply trains, destroys magical
weapons, or otherwise sabotages the enemy army, • Making changes that involve communities, society,
causing a major setback. During this dramatic scene, the and people
characters gain one bonus success to Damage rolls made • Complex investigations and research
on Athletics or Physique Ability rolls. • Rituals and other supernatural workings
Success on this tactic grants the leader three bonus • Travel, chases, and exploration
successes to her next war project action.
Venture Systems
Command
Whenever a character takes an action that would
When an Exalt is in charge of a battle group outside of reasonably require more time or effort than a single roll
war scenes or ventures, she does not need to roll to issue suggests, one that depends on multiple separate steps,
orders to her troops. Dots of Command take their action or one that represents a race against time, the Storyteller
as a separate character during normal combat scenes, can fashion it into a venture. Ventures possess the
and will do as she says. If her commands are especially following basic elements.
dangerous, resisted by an enemy, or against the nature
of her soldiers, this requires a War roll. For more Prerequisites
interactions with battle groups, see p. XX. Determine whether the character has the right
prerequisites: Abilities or other traits necessary to
One-Roll Resolution attempt the action. In most cases, they do, even if they

104
have zero dots in an Ability — anyone can attempt to depth research usually takes place on a scale of scenes
perform research or ride a horse. Exceptions are usually (i.e. hours), while a foot race would take place over the
actions that require specific supernatural capabilities, course of rounds.
such as an anima or possession of a familiar. Example The character is, however, assumed to be spending
exceptions include crafting artifacts and Wyld shaping, downtime between intervals on the venture as well.
each of which requires a different specific Charm that Perhaps they’re spending hours in the library in between
allows a character to attempt it. the scenes the group actually plays out at the table, or
spreading the word to recruit members for an army. As a
Obstacles result, each roll is the culmination of the downtime
Each roll in a venture represents overcoming an work the character has performed since the last obstacle.
obstacle of some kind. Each example venture type This means that each roll should take place during a
starting on p. XX presents its own list of common scene, at a dramatic moment appropriate to the action.
obstacles, but the Storyteller can adjust them based on Players can certainly initiate a dramatic scene
circumstances and whether or not the characters have specifically for the purpose of making such a roll, similar
already performed some task that would preclude an to dramatic scenes in warfare. However, even if a scene
obstacle. has nothing in particular to do with the venture, the
Determine the first obstacle that stands between the player may still roll as long as they can come up with a
character and success up front. If someone tries to stop stunt that allows the character to run across a particular
them or they’re actively competing, this obstacle can be resource or gain an insight that could help them
another person. Otherwise, it’s a situation that presents overcome the current obstacle. Alternatively, the
problems or a task built into the process that requires Storyteller may allow this to count as a dramatic scene
skill and effort to perform. The dice pool used to (see below).
overcome the obstacle depends on how the character
goes about it, as normal, but each venture type has one Difficulty and Advantages
or more common pools. The Storyteller sets the difficulty of each obstacle roll
Once the character overcomes this first obstacle, the as it comes up, as normal (see p. XX for how to determine
Storyteller determines the next one. She can come up difficulties). If the obstacle is another character, the roll is
with a list of obstacles beforehand and introduce each opposed instead.
one at the proper time, but circumstances may change If the player succeeds on a roll, they may spend any
depending on the Circle’s actions and those of other extra successes on advantages based on the venture
characters, and thus the obstacles may also change. For type. Each advantage costs a specific number of
instance, an opponent may find out about the venture successes. On any venture type, a player may convert
midway through and attempt to interfere. extra successes to bonus dice on the roll to overcome the
The Storyteller sets the minimum, or base, number of next obstacle on a one-for- one basis, to a maximum of
obstacles a venture encompasses at the beginning. This five. On any kind of opposed venture, a player may
number may increase over the course of the venture as a convert extra successes to a dice penalty for the
result of consequences (see below). It may also decrease opposition on the next obstacle roll instead on a one-for-
if the character or Circle accomplishes something one basis, to a maximum of five. Neither of these basic
significant over the course of their adventures that would advantages can result from the venture’s final obstacle
reasonably remove an obstacle, subject to the roll. Each example venture type lists more specific
Storyteller’s approval, but these accomplishments can’t common advantages, but Storytellers can come up with
reduce a venture to fewer than one obstacle. others where appropriate.
Generally, a venture begins with a base of between If the player fails a roll or chooses to cut corners (see
two and five obstacles, depending on its complexity. For p. XX), the character still overcomes the obstacle in some
instance, writing a novel may be relatively simple but fashion but introduces a consequence (see below) in the
time-consuming, resulting in two obstacles with a full process.
story between each one, while a foot race through If the player botches a roll, the character doesn’t
crowded urban streets takes little time but is full of overcome the obstacle at all and must try again at the
exciting twists and turns, resulting in five obstacles with next interval in addition to suffering a consequence.
just one round between them. Alternatively, the Storyteller may rule that the botch has
rendered the entire venture impossible to complete,
Time Scale imposing one final consequence and ending the venture
The time scale on which the venture takes place immediately.
defines how often the player can roll to overcome an
obstacle — which is to say, make progress on the venture Consequences
— measured in narrative time. These increments are Failure on an obstacle roll doesn’t mean nothing
turns, scenes, sessions, and stories. happens. Instead, the character makes progress as
The Storyteller determines the time scale up front normal, but the failure introduces a consequence to the
based on the venture type. For instance, performing in- venture or its outcome. The Storyteller decides on its
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nature based on the venture type. Each example venture the venture. Their final consequence is whatever the
type comes with a list of common consequences for its opposition chooses to do with their victory.
common obstacles. Some consequences are tied to a
particular obstacle, such as losing access to a workshop Results
for crafting, which is tied to the “Materials and If the character hasn’t failed the venture due to
Tools” obstacle. Others only affect the finished running out of time, losing to the opposition, or botching
product or simply get in the character’s way at the time. a roll, then once they overcome or bypass all the
On any venture type, the Storyteller may add an obstacles, the venture is complete. The character
obstacle to the venture’s total count as a basic accomplishes what they set out to do, but must deal with
consequence. This consequence can’t result from the any consequences their efforts generated along the way.
venture’s final obstacle roll, to prevent a venture from Merits
dragging on indefinitely.
The possession of some Merits may make a venture
If the obstacle on a given roll for any venture type is
easier or less dangerous to complete. For instance,
another character, the Storyteller can’t add obstacles as
throwing large sums of money (Resources) at a venture
a consequence. Instead, the consequence becomes
almost always helps, while having a cadre of Followers to
whatever advantages the opposition earned with their
do grunt work speeds things along.
extra successes.
If the Storyteller rules that the character possesses
The Storyteller may rule that a venture has a
one or several Merits that could aid in overcoming an
maximum number of consequences the character can
obstacle and the player comes up with a stunt to show
suffer before something worse happens. If the time it
how they’re helpful, the player adds bonus dice equal to
takes to complete the entire venture matters because
their total dots in relevant Merits to that obstacle’s roll,
the character is racing against the clock, the Storyteller
to a maximum of five. These bonus dice may stack with
sets a maximum based on how urgent the deadline is. For
any purchased with extra successes from a previous
instance, if characters are trying to perform an occult
obstacle roll, but both are subject to the usual dice cap.
ritual before the pursuers right on their heels find them,
Alternatively, the player may invest one or more dots
that venture is extremely urgent! Thus, the Storyteller
of relevant Merits, in any combination, into an obstacle
might set the maximum at only one consequence. On the
to devote more of their resources to the venture, thus
other hand, if their pursuers are down the street, the
diverting them from other uses. A Merit dot invested in a
situation is slightly less urgent, and the Storyteller may
venture becomes unavailable until the character
set the maximum at three or four consequences instead.
overcomes the next obstacle. Treat their rating in the
Even if the time scale is long, the venture can be urgent
Merit as though it were reduced by the invested amount
— for instance, a character might need to craft an artifact
for that duration. Dots invested in a venture don’t add
before a demon forces its way into Creation within the
bonus dice. Instead, they add bonus extra successes to
month. That venture could take place on a scale of
the obstacle’s roll as long as it’s successful in the first
stories with a maximum of only one or two
place, which don’t count toward the usual bonus success
consequences.
cap. The player may spend these successes on
If the player fails the maximum number of rolls, the
advantages as normal, or may spend them to negate a
venture fails outright, and the final consequence is
consequence at a rate of three successes per
automatically whatever fate the Circle is trying to avoid.
consequence.
In the above example, the final consequence is that they
The Merit must be relevant not only to the venture
don’t pull off the ritual before their enemies find them,
itself but to the obstacle in question; advantages
and combat probably ensues. The Storyteller doesn’t
purchased and consequences negated with successes
need to roll for those enemies to find the characters —
from invested Merits must make sense for the Merit
their success or failure is determined by the player’s
used. For instance, using Followers to help overcome a
result. However, if the enemies have particular edges
“Too Much for One Person” obstacle in a crafting venture
that should allow them to act faster than usual, such as
makes sense, and investing them to win the loyalty of
tracking Charms or a hunting hound that has the
other notable artisans to negate the “incomplete”
character’s scent, the Storyteller can increase the
consequence does as well. However, using Followers to
difficulty of the player’s obstacle rolls or remove
overcome an “Unstable Demesne” obstacle or gain the
advantages they’ve earned.
advantage of increased mote regeneration while building
If the venture competes with other characters
a manse doesn’t work.
performing the same activity, such as in a foot chase or
weaving competition, the Storyteller instead makes Cutting Corners
obstacle rolls for each adversary as well, which oppose A character can complete most ventures faster than
the player’s rolls as normal; each side is the obstacle for usual by cutting corners: taking shortcuts to success that
the others on an opposed roll. Whichever side result in more severe consequences. Once per session,
accumulates more total consequences by the time they the player may announce at any time that they want to
make the final obstacle roll wins, and the losing side fails cut corners on a venture for which they’ve already
106
overcome at least one obstacle. Doing so allows the
player to make their next obstacle roll immediately, even
Action Under Duress
if the required interval hasn’t yet passed, in exchange for Any mundane simple action can become a venture if a
accepting an automatic consequence from the character has to do it in a rush or with a knife to their
Storyteller. If the roll fails, the failure consequence stacks throat. This is a generic venture type that can encompass
— they might be two separate consequences, or they anything from quickly breaking out of shackles before the
might combine to make a more serious one that’s harder guard comes back to reading a ransom note without
for the Circle to deal with. No consequence resulting losing composure while held hostage at daiklave-point.
from cutting corners can add obstacles to a venture. The Storyteller sets the base number of obstacles and
A player may only cut corners if their stunt reflects a dice pool based on the specific action. More than most
way in which the character could reasonably accomplish ventures, this type is open to all kinds of more specific
their goal within the scene. For instance, taking a obstacles, advantages, and consequences created on the
shortcut to enlist a mercenary company’s help may let fly; those listed here are highly general to serve as
them overcome an obstacle to raising an army faster examples or templates.
than taking the time to recruit handpicked soldiers Venture actions under duress always have an obstacle
would, but in return they owe the mercenaries above maximum.
and beyond their usual price in exchange for their Prerequisites: None
immediate availability. If the obstacle roll fails, the Time scale: One round
Storyteller might represent it as a separate consequence Base obstacles: Varies
— perhaps these mercenaries have a shady reputation, Common dice pools: Varies
which now sours the Circle as well — or might simply Common obstacles: Missing Minor Resources
increase the price even more due to poor negotiations or (Difficulty 3); Resist Fear/Pressure (Difficulty 3);
undue leverage, putting the character deeply in debt. Outnumbered (Difficulty 4); Missing Crucial Resources
Charms that allow a character to speed up the time it (Difficulty 5); Severe Limitation (Difficulty 6)
takes to complete a venture, such as Artisan Needs No Common advantages: gain +2 dice on attempts to
Tools for crafting ventures, negate the consequences that deal with consequences arising from cutting corners (1
result from cutting corners unless the Charm says success, maximum +4 dice); call for backup, finding a way
otherwise. to immediately contact Circlemates or other allies (3
successes); create distraction, automatically gaining
Storyteller Characters and Ventures surprise if combat interrupts or follows venture (5
Working on long-term projects is typically the successes)
purview of the players’ characters. After all, the focus Common consequences: messy rush job reduces
of the narrative remains on them at all times. That’s effectiveness of action; panic and make concessions to
not to say that story-important Storyteller characters foes; leave behind incriminating evidence
can’t have long-term goals or work on things while
they’re “off screen.” Perhaps a necromancer weaves a Crafting
dark ritual to raise an army of the shambling dead or a
brutal tyrant works to rearrange laws in order to levy Exalted artists and artisans are known far and wide for
punitive taxes in order to fund their arms race. their extraordinary skills and wondrous creations. This
Storytellers should treat these background ventures venture type covers both utility craftsmanship and
as progressing at the pace of plot, and in the same creative works; this includes performed works such as
amount of time that the players’ characters spend on composing music and playwriting, although the actual
their own pursuits. Charms like Bureau-Breaking performance of these works doesn’t fall under its
Method may sabotage these events, and the auspices.
Storyteller should decide how this impacts its progress Crafting artifacts and manses is a special case that
narratively. They do not need to roll to determine any requires purchasing the Wonder-Crafting Initiation
outcome. Charm and apprenticing with a craftsperson experienced
in creating magical wonders for at least one story. The
Types of Ventures latter prerequisite may be assumed at character creation
if the player takes an appropriate Merit to represent it.
Below is a list of the major types of ventures this Personal-Scale Mundane Items
system can represent, including any special rules that
Crafting personal scale mundane items such as
may apply.
swords, rafts, furniture, ornaments, and the like
If players want to attempt something that fits the
ordinarily doesn’t require a venture, or indeed any roll at
description of a venture but doesn’t fall under one of
all. If a character wishes to craft a chair or a bow, they
these specific types, the Storyteller can create their own
can simply do it as long as they have the time.
using the guidelines above.
Mundane crafting ventures exist for situations in
which the character competes with another, needs to
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craft something more quickly than usual or with a strict Performance
deadline, or is making something for a particular reason Common obstacles: Materials and Tools (Difficulty 3);
other than the existence of the object itself, such as to Complexity (Difficulty 4); Competition (opposed)
impress a monarch or gain a reputation. Common advantages: grants +1 die to social rolls
Prerequisites: None creator’s player makes against anyone familiar with the
Time scale: One scene work (1 success, maximum +3); gain a temporary dot of
Base obstacles: 2 Resources as a profit on the work that lasts for the
Common dice pools: Finesse + Craft session (2 successes, maximum 3 dots); make an
Common obstacles: Materials and Tools (Difficulty 3); additional copy of the same work in the same amount of
Design Flaw or Challenge (Difficulty 4); Competition time (3 successes, no maximum); dedicate work, giving
(opposed) recipient a temporary minor tie for you or upgrade
Common advantages: increase difficulty of feats of existing minor to major for the session (4 successes,
strength to break item by 1 (1 success, maximum +3); maximum one
increase one trait of item by 1 (2 successes, maximum Common consequences: tarnished reputation as an
+2); make an additional one of the same item in the same artist; work offends someone in power; someone else
amount of time (3 successes, no maximum); gift item, claims credit
giving recipient a temporary minor tie for you or upgrade
existing minor to major for the session (4 successes, Artifacts
maximum one) Crafting artifacts is a wonder beyond mortal ability,
Common consequences: altered item traits; limited and always requires a venture. See p. XX for a description
number of uses; tarnished reputation as an artisan; of how to design an artifact and p. XX for example
destruction of some necessary materials artifacts that a character could craft.
If a character wants to build a large-scale artifact, such
Large-Scale Mundane Items as a magical ship, the Storyteller should adjust the
Crafting a large-scale mundane item, such as a ship, a following elements accordingly.
building, a defensive wall, a highly complex mechanism, Prerequisites: Wonder-Crafting Initiation (see below)
or a large number of smaller items such as an entire Time scale: One session
armory’s worth of swords, always requires a venture. Base obstacles: 4
Prerequisites: Craft 1 Common obstacles: Materials and Tools (Difficulty 4);
Time scale: One session Design Flaw or Challenge (Difficulty 5); Need to Keep
Base obstacles: 3 Artifact Secret (Difficulty 5); No Existing
Common dice pools: Finesse + Craft, Force + Physique Examples/Records (Difficulty 5); Artifact or Materials
Common obstacles: Materials and Tools (Difficulty 3); Coveted or Reviled (opposed)
Design Flaw or Challenge (Difficulty 4); Too Much for One Common advantages: increase difficulty of feats of
Person (Difficulty 4); Infrastructure and Location strength to break item by 1 (1 success, maximum +5);
(Difficulty 5); Structural Integrity (Difficulty 5); increase one trait of item by 1 (2 successes, maximum
Competition (opposed) +3); gift item, giving recipient a temporary minor tie for
Common advantages: increase difficulty of feats of you or upgrade existing minor to major for the session (4
strength to break/damage item by 1 (1 success, successes, maximum one); item has one additional
maximum +5); increase size or number of item by half Evocation (5 successes, maximum +2 Evocations)
again as much as the original plan (3 successes, maximum Common consequences: altered item traits; attracts
2 increases); gift item, giving recipient a temporary minor unwanted attention; Evocation comes with a drawback
tie for you or upgrade existing minor to major for the or increased cost; artifact is sentient and hostile;
session (4 successes, maximum one) destruction of some necessary materials; artifact is
Common consequences: lesser durability; glaring cursed
weak spot; incomplete; destruction of some necessary
materials Manses
Crafting manses is like the large-scale version of
Creative Works crafting artifacts, requiring the same Charm and always
Like personal-scale mundane items, creative works requiring a venture. See p. XX for an explanation of how
such as novels, paintings, sculptures, musical to design a manse and p. XX for example hearthstones
compositions, choreography, and the like only require that a manse can create.
ventures to create if they’re doing so with a time limit, as Prerequisites: Wonder-Crafting Initiation, a demesne
a competition, under duress, or to achieve a greater to cap (see p. XX)
result than the work itself. Time scale: One story
Prerequisites: None Base obstacles: 3
Time scale: One scene Common obstacles: Materials and Tools (Difficulty 5);
Base obstacles: 2 Too Much for One Person (Difficulty 5); Design Flaw or
Common dice pools: Finesse + Craft, Finesse + Challenge (Difficulty 6); Need to Keep Manse Secret
108
(Difficulty 6); No Existing Examples/Records (Difficulty 6); wants to safely navigate an area full of dangerous
Unstable/Hostile Demesne (Difficulty 7); Manse or wildlife, the Storyteller could model it as leading the
Materials Coveted or Reviled (opposed) organization (the caravan), if the player’s stunt suggests
Common advantages: increase difficulty of feats of that they’re doing so through wrangling the various
strength to damage manse by 1 (1 success, maximum merchants, guards, and other caravan members.
+5); increase size of manse by half again as much as the Alternatively, the same goal might warrant a long
original plan (3 successes, maximum 2 increases); journey venture instead, if the stunt suggests that the
increase mote regeneration by 1 mote per hour (3 character is primarily relying on their superior ability to
successes, maximum +1 mote per hour); add one navigate and travel efficiently, and the rest of the
additional Evocation to hearthstone (5 successes, caravan is simply following their lead.
maximum +1 Evocation) A character can also use this venture to delegate tasks
Common consequences: manse is sentient and to the organization’s members, to be performed without
hostile; manse is cursed; attracts unwanted attention; the leader. This way, the character’s group can still
hearthstone Evocation or mote regeneration comes with accomplish goals elsewhere while the Circle is busy
drawback or increased cost; destruction of some adventuring. It can even replace warfare or naval combat
necessary materials; trapped in manse scenes if the army or navy engages the enemy without
the Circle present.
Repairs When acting against another organization, the
Repairing an item, artifact, or manse works the same player’s obstacle rolls may have static difficulties
way as crafting one from scratch, but reduces the base representing how powerful, efficient, or resourceful the
number of obstacles by half (rounded up) and all opposing organization is, or they may be opposed by the
difficulties by one (to a minimum of one). Every repair rival organization’s leader.
venture has one obstacle representing how damaged the Ventures to lead organizations are only applicable
item is, with a variable difficulty the Storyteller sets when the character is the leader of the entire
based on the extent of the damage. The Storyteller may organization and has free rein to direct it as they see fit.
rule that something is too damaged to be repaired, For ventures undertaken as part of a governing body or
although Charms and other magic can get around that other larger-scale hierarchy, see “Acts of Governance” on
limitation. p. XX.
Prerequisites: Recognized authority
Embassy Ventures Time scale: One scene
An embassy venture is one that deals with people and Base obstacles: 3
society. Most embassy ventures work on a larger scale, Common dice pools: (Force or Finesse) + Embassy,
such as an organization or a government, but some Presence, or War
embassy ventures may function on more of a personal Common obstacles: Funds and Resources (Difficulty
scale, such as espionage. As long as it makes changes to a 3); Infamous Reputation (Difficulty 4); Insufficient
community and its members, it’s considered an embassy Numbers (Difficulty 4); Low Morale (Difficulty 4); Danger
venture. to Members (Difficulty 5); Unrest/Internal Conflict
Obstacle rolls for embassy ventures are usually made (Difficulty 5); Acting Without the Leader (Difficulty 6);
during scenes in which the character interacts with one Stiff Competition (opposed)
or more of the people involved in whatever group or Common advantages: training for members,
partnership is involved with the venture. increasing Drill of their battle groups by one level (4
successes, maximum +2 Drill); gain a temporary dot of
Lead Organization Followers as potential new recruits that lasts for the
Leading an organization requires coordinating groups session (2 successes, maximum 3 dots); gain a temporary
of people to work toward some common goal. dot of Backing in a different organization as support from
Accomplishing that goal is a venture that the leader a powerful sponsor that lasts for the session (2 successes,
undertakes. Common organizational goals include gaining maximum 3 dots); accomplish an additional minor task as
or generating new resources, acting against another part of this venture (3 successes, maximum 2 additional
organization, and making local societal changes. A pirate tasks); win loyalty, giving all members a temporary minor
captain might undertake a venture to plunder merchant tie for you or upgrade existing minor to major for the
ships or raid island villages (thus gaining new resources session (5 successes, maximum one)
through piracy), while the leader of an athletic team Common consequences: fractured loyalties; hidden
might undertake ventures to defeat opposing teams in a traitor in the ranks; external intrigues; incompetent or
tournament. overworked members; loss of membership; resources
This activity is broad to encompass many kinds of gained turn out to be illicit or blood money;
goals an organization might have and forms it might take, organization’s meddling attracts rivals
so in some cases its applicability can overlap with
another venture type. For instance, if a caravan master Act of Governance
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An act of governance works toward a goal that the becoming indebted to someone; risk to citizens’ safety or
character pushes a government or other complex or livelihoods
large-scale hierarchy to fulfill. The character must belong
to the group they wish to sway and hold a position that Court Intrigue/Grassroots Movement
could reasonably give them enough clout to do it. Acts of Whether the character does it through garnering
governance involve navigating complex politics and public support and local influence or through careful
bureaucracy to accomplish anything, so if the character is maneuvering among noble courts with clandestine deals
the overarching leader and can simply hand down and bribing officials, they work to make sweeping
mandates, use the “Lead Organization” venture instead. changes to their society or community without using a
Example acts of governance include passing or position of authority. They might galvanize the populace
enforcing laws; changing policies or verdicts; military or into a rebellion; pressure the government into doing
diplomatic engagements with neighbors; mustering an something through protests, bribes, threats, or blackmail;
entire navy or army; building infrastructure such as city overthrow the government entirely; maneuver to play
walls, war trenches, or canals; pushing a measure kingmaker; sway public opinion significantly; etc.
through quickly; and dismantling or altering the Prerequisites: None
organization’s structure. In some cases, a character may Time scale: One session or one story (Storyteller’s
want to accomplish something so drastic that it’s really discretion)
multiple related ventures, such as doing away with an Base obstacles: 2
entire government and replacing it with a new one, or Common dice pools: (Force or Finesse) + Embassy or
abolishing slavery and changing the country’s Presence
infrastructure to run effectively without it. Common obstacles: No Leverage/Social Currency
A Sidereal Exalt can perform an act of governance in (Difficulty 3); Competition with Existing Bribe (Difficulty
Yu-Shan to win a god’s favor or aid, get an important 4); Infamous Reputation (Difficulty 4); Under Surveillance
destiny changed, petition the Maidens of Fate for advice, (Difficulty 5); Active Opposition or Sabotage (opposed)
or make a major change to the way an abstract concept Common advantages: someone owes you a
or part of nature manifests in Creation through significant favor/debt (3 successes, maximum one per
politicking with appropriate gods and departments. indebted character); increase the difficulty of rolls that
Anyone can attempt the latter using Performance instead oppose yours by 1 for the rest of this venture (2
of Embassy to pray and offer bribes to a god, but successes, maximum +3 difficulty per opponent); gain a
difficulties increase by 2; doing so has no prerequisites. temporary dot of Contacts with an appropriate group
Prerequisites: Embassy 1, Backing 1 (Merit) or an that lasts for the session (2 successes, maximum 3 dots)
appropriate Command 1 (Merit) Common consequences: exposing your true goals to
Time scale: One story the wrong person; retaliation or slander against your
Base obstacles: 3 supporters; someone reneging on a deal
Common dice pools: (Force or Finesse) + Embassy Recruitment
Common obstacles: Funds and Resources (Difficulty
A character can undertake a venture to recruit people
3), Red Tape (Difficulty 3-5 depending on hierarchy’s
for any kind of group, whether it’s building a true
complexity), Hostile Public Opinion (Difficulty 4), No
organization from the ground up or just gathering like-
Internal Support (Difficulty 4), Redundancy/Conflicting
minded troublemakers for a conspiracy. As long as
Policies or Laws (Difficulty 5), Unrest/Internal Conflict
they’re recruiting a group of people for a singular
(Difficulty 5), Active Opposition or Sabotage (opposed)
purpose, it counts as a recruitment venture. Examples
Common advantages: expose corruption or
include hiring a militia or ship’s crew, starting up a
conspiracy (false or real) in the ranks, removing one
mercenary or mercantile company, holding auditions for
person from a position of power (1-5 successes
a performing troupe, inciting a mutiny or riot, talent
depending on importance/rank of target, no maximum);
seeking for a project or team, replenishing an army’s
gain +1 to social rolls to interact with a foreign institution
depleted ranks, or starting a cult.
whose trust you’ve won (1 success, maximum +3); gain a
Prerequisites: None
temporary dot of Backing in this hierarchy as social
Time scale: One scene
currency that lasts for the session (2 successes, maximum
Base obstacles: 3
3 dots); gain a temporary 1-dot Ally from within the
Common dice pools: (Force or Finesse) + Embassy,
hierarchy as someone in your debt that lasts for the
Presence, or War
session (2 successes, maximum 3 Allies); gain a
Common obstacles: Funds and Resources (Difficulty
temporary 3-dot Ally as above (4 successes, maximum 2
3); Hard Sell (Difficulty 3); Infamous Reputation (Difficulty
Allies); gain a temporary 5-dot Ally as above (6 successes,
4); Dangerous Prospects (Difficulty 5); Stiff Competition
maximum 1 Ally)
(opposed)
Common consequences: endangerment or loss of
Common advantages: specialized recruits grant a +1
privileges or an official position; making a powerful
dice bonus to all actions the group takes in a particular
enemy; all operations disrupted and subject to delays;
area of expertise (1 success, maximum +5); gain a
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temporary dot of Resources brought in by a recruit that Prerequisites: None
lasts for the session (2 successes, maximum 3 dots); Time scale: One scene
increase Drill of recruited battle group by one level (4 Base obstacles: 2-5, at Storyteller’s discretion
successes, maximum +2 Drill); win loyalty, giving all Common dice pools: Finesse + Awareness
recruits a temporary minor tie for you or upgrade (observation), Presence (interrogation), or Sagacity
existing minor to major for the session (5 successes, (deduction)
maximum one) Common obstacles: Slightly Old Mystery (Difficulty 3);
Common consequences: inadequate vetting leads to Evidence Was Tampered With (Difficulty 4); Old Mystery
incompetent or traitorous recruits; new group attracts (Difficulty 5); Evidence Was Destroyed (Difficulty 6);
rivals/pits your enemies against the whole group; recruits Ancient Mystery (Difficulty 7); Deliberate Misdirection
bring baggage along (opposed); Reluctant Witness (opposed)
Common advantages: accurate profile of offender,
Infiltration and Espionage granting +1 to Sagacity rolls related to them (1 success,
Short-term acts of espionage, such as sneaking into a maximum +3); learn someone’s secrets, decreasing their
teahouse to eavesdrop on one conversation or posing as Resolve by 1 against you when you leverage it (2
a government official to steal some documents, don’t successes, max −3 Resolve); official authority (false or
require ventures. This venture type is applicable when a real), allowing access to one off-limits resource, place, or
character spends a significant amount of time living information source (3 successes, maximum two uses)
another life, such as playing the role of a courtesan in a Common consequences: tip off foes to your snooping;
noble’s private chambers by night to learn secrets or get accidentally destroy proof; harm your credibility; make
close enough to assassinate someone while adventuring enemies of those you interrogate
with the Circle by day.
Prerequisites: Performance 1 Research
Time scale: One session Research is most often done via books and learning
Base obstacles: 2 from teachers, but an Exalt might glean knowledge from
Common dice pools: Finesse + Performance or Stealth stranger sources, too. They could visit an abandoned
Common obstacles: Damaged Disguise (Difficulty 3); manse to view its ancient murals, perform a ritual to
Someone Here Knows Me (Difficulty 4); Telltale access information frozen in magical crystals, read
Ignorance (Difficulty 4); Suspected/Under Surveillance predictions in the stars, or interrogate a spirit. Sidereal
(Difficulty 5); Caught Red- Handed (Difficulty 7) Exalts can peruse the Loom of Fate or requisition records
Common advantages: gain leverage over someone, from various divine departments, while Infernal Exalts
reducing their Resolve against you by 1 (2 successes, can force their demonic servants to reveal dark secrets,
maximum −3 Resolve); win trust, giving mark a and Abyssal Exalts can scour the Underworld for lore lost
temporary minor tie for you or upgrade existing minor to to Creation’s history.
major for the session (4 successes, maximum one); you Some Exalts might even delve into the murky
may declare one related Read Intentions action against memories of past lives to dredge up things their previous
you this session unacceptable influence with a perfect selves knew.
alibi (5 successes, maximum one action). In many cases, the group will play out scenes like
Common consequences: outed and exiled or wanted; confronting a tomb guardian to access its trove, arguing
captured by mark; someone falls in love with false with Pattern Spiders, or translating ancient tongues. That
persona doesn’t preclude a research venture, though, because
once those important tasks are done, the character still
Information Gathering must take the time to read, find, or otherwise absorb the
information.
When characters take their time to gather
Ordinary research has no prerequisites. More esoteric
information, whether to research it in libraries and
repositories or methods may require special skills or
ancient tombs or seek evidence to solve a crime, the
magic at the Storyteller’s discretion, such as the
Storyteller can model it with this venture type.
examples listed above. The base number of obstacles for
Investigations a research venture is variable depending on the rarity
Simple investigations, such as searching a ruler’s room and scarcity of the information the character seeks.
for incriminating letters or asking around for information Prerequisites: Variable
about a suspicious person, don’t require ventures. An Time scale: One scene
investigation venture is for entire sessions or stories that Base obstacles: 2-5, at Storyteller’s discretion
revolve around a single mystery for which the Storyteller Common dice pools: Finesse + Sagacity
wants to spread multiple leads and clues out for the Common obstacles: Too Much to Sort Through
characters to find one by one. The number of obstacles (Difficulty 3); Booby-Trapped Repository (Difficulty 4);
varies so that the Storyteller can seed as few or as many Only Partially Preserved (Difficulty 5); Requires
clues as they like. Decrypting or Translation (Difficulty 5); Cursed Tome

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(Difficulty 6); Guarded Repository (opposed) becomes a venture.
Common advantages: take notes, granting +1 die to
Sagacity rolls using them (1 success, maximum +5); player Chases and Races
may ask Storyteller a relevant yes/no question and get a A chase or race usually takes place on a short time
truthful answer (2 successes, maximum three questions); scale and involves multiple participants. Unlike other
player declares one relevant fact that doesn’t contradict opposed ventures, a chase or race has a certain
what’s already known as information the character momentum to it that potentially makes it harder to catch
learns, subject to Storyteller approval (4 successes, up once you fall behind.
maximum two facts) For the first obstacle, all participants make opposed
Common consequences: damage/destruction of rolls as normal. Whoever wins among all of them doesn’t
source materials; one important thing you learned turns have to make an opposed roll on the next obstacle;
out to be false later; attract enemies for knowing too instead, they may choose to roll against an obstacle with
much; suffer a curse for learning forbidden secrets; a static difficulty, chosen by the Storyteller. Storytellers
trapped in the repository shouldn’t reveal the difficulty before the choice is made,
as it’s meant to be a tactical decision to either accept the
Magical Workings known quantity but risk the opponent rolling well, or
chance a difficulty that could be lower or higher than the
Exalts, gods, and other supernatural beings are opponent’s average successes. Subsequent obstacles
capable of astonishing feats of magic, but some of those work the same way unless characters tie on a roll, in
feats require time and effort to reach their fantastical which case the next roll is opposed for everyone again.
potential. Charms such as Wyld- Shaping Technique and If all participants don’t travel by the same means —
other effects can create ventures with their effects. This for instance, all on foot or all on horseback — then
venture type includes any project or time-sensitive anytime two participants oppose one another on an
accomplishment in which the process itself is generated obstacle roll, the one with the faster means gains one
by magic. extra success on the roll, subject to the usual cap. If the
Sorcerous workings are another, separate type of Storyteller rules that their means are significantly faster,
magical working venture, detailed on p. XX. such as a Lunar Exalt in cheetah form chasing someone
Prerequisites: Charm, Evocation, spell, or ability that on foot, player’s characters always beat Storyteller
creates the venture characters unless Charms or other effects put them on
Time scale: Specified by the effect that generates the more even footing.
venture Prerequisites: None
Base obstacles: 5 Time scale: One round
Common dice pools: (appropriate Attribute) + Base obstacles: 5
Sagacity Common dice pools: Finesse + Athletics or Navigate
Common obstacles: Extremely Flashy (Difficulty 4); Common obstacles: Lost Track of Opponent (Difficulty
Materials and Tools (Difficulty 5); Need to Keep Working 3); Poor Visibility (Difficulty 3); Rough Terrain (Difficulty
Secret (Difficulty 6); Unstable/Hostile Environment 4); Severe Weather (Difficulty 4); Damaged
(Difficulty 7); Magic Coveted or Reviled (opposed) Mount/Vehicle (Difficulty 5); Dangerous Terrain
Common advantages: regain one mote (3 successes, (Difficulty 5); Urban/Literal Jungle (Difficulty 5);
maximum 3 motes); observe or deduce an important fact Deprivation/Fatigue (Difficulty 7 – Fortitude, minimum
about the magic or its effects (1 success, no maximum); 3); Getting Attacked (opposed)
learn one person present in the scene who has the Common advantages: impress crowd, granting +1 to
capability to perform the same or a similar working (2 social rolls with anyone who witnessed race (1 success,
successes, no maximum); conceal the type of magic you maximum +3); grant bonus dice to another competitor’s
work from later investigation, i.e. a Solar Charm won’t next obstacle roll (1 success per die, or 2 per die not
show as Solar magic unless investigator uses magic and subject to usual cap); impose an additional obstacle on
wins opposed Essence roll-off (5 successes) an opponent for the next roll by adding its difficulty to
Common consequences: magical buildup or backlash that of the existing one, including opposed rolls (2
that causes damage; Charm/effect that generated the successes per 1 difficulty, maximum +5 difficulty’s worth
working costs one additional mote, Will, or other of obstacles); deal damage to opponent or opponent’s
appropriate resource; working flares the Exalt’s anima mount/vehicle (4 successes, no maximum); automatically
gain surprise against opponent if combat interrupts or
Travel follows chase (5 successes)
Ordinarily, traveling doesn’t require rolls or even take Common consequences: death/destruction of
up a scene, because it happens in the downtime between mount/vehicle; getting completely lost; collateral
events. However, if the characters race against time or damage to bystanders or important property; severe
another traveler, endure harsh terrain, weather, or other fatigue that causes penalties to other actions
elements, risk severe fatigue, or travel under duress, it Long Journeys and Exploration
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This venture type encompasses any journey that Prerequisites: None
would take more than a scene’s worth of travel to Time scale: One scene
complete, whether the characters are walking, mounted, Base obstacles: 3-5, at Storyteller’s discretion
sailing, or flying. The number of obstacles varies Common dice pools: Fortitude + Navigate
depending on the length of the trip and how likely it is to Common obstacles: Insufficient Supplies (Difficulty 4);
get interrupted by threats or complications. Walking Rough Terrain (Difficulty 4); Severe Weather (Difficulty
along a well-kept road from one village to another is a 4); Unknown Route/Lack of Map (Difficulty 4); Damaged
less fraught prospect than trekking across a desert with Mount/Vehicle (Difficulty 5); Dangerous Terrain
limited supplies, for instance. (Difficulty 5); Completely Lost (Difficulty 6); Deprivation
As usual, long journeys don’t require a venture unless or Fatigue (Difficulty 7 – Fortitude, minimum 3)
characters are on a time limit, such as beating a rival Common advantages: create accurate map or
caravan to a port city or reaching a kingdom 100 miles travelogue, granting +1 die to Navigate rolls using it (1
away before its monarch dies, or travel conditions are success, maximum +5); reputation as reliable messenger,
difficult, such as sailing through a hurricane or living famous explorer, etc. granting +1 to social rolls with
entirely off the land. A trip undertaken solely to explore a those who have heard of you (1 success, maximum +3);
brand new place is always a venture. gain a temporary dot of Familiar by encountering
Even if characters on an extended journey have creature in the wild that lasts for the session (2
competition, obstacle rolls are never opposed due to the successes, maximum 3 dots)
long intervals and distances at play. If competitors are Common consequences: death/destruction of
close enough to directly oppose the Circle, the venture mount/vehicle; getting completely lost; collateral
ends immediately and another kind of scene begins, such damage to transported cargo; severe deprivation or
as combat, naval combat, or a race. fatigue that causes penalties to other actions

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Chapter Five: Storytelling Exalted
You’ve made your characters, you’ve decided what generational game of Dragon-Blooded intrigue should
part of the world you want to play in, and everyone’s make use of time skips. Games with a mission-based
excited to start. There’s only one thing left to do — play! format could use rotating parties — which helps when
That means someone has to run the game. If that not every player can make every game.
someone is you, this chapter will help you get started. The Circle’s Composition
Certain concepts call for certain compositions — you
The Basics of Running could say the politics of the dead requires a Circle of
Abyssals and necromancers; or, exploring past lives
Exalted: Essence means no Dragon-Blooded or Exigents allowed. Keep an
eye on whether to emphasize specific archetypes and
If you have never run a game of Exalted before, or
roles, as well: a heist game by necessity needs at least
have never run any roleplaying game before: first of all,
one criminal, and a campaign of fighting tournaments
welcome to an exciting and rewarding aspect of the
calls for one or more warriors. And, as Storyteller, you
hobby! Secondly, don’t worry too much! Storytelling
also have final say on what is or isn’t allowed, purely by
seems like complicated work, but this chapter will get
right of being Storyteller. We’ll get to restrictions on play
you up-to-speed on how to run your first session of
a bit later.
Exalted: Essence in no time.
What’s a Circle?
Preparations: Session Zero Like a group of geese is called a gaggle, a group of
Before you can organize and run your first session, player-characters is often referred to as a “party” by
there are preparations to make with your players. roleplaying games. Exalted uses the term “Circle” as a
Session Zero is made of those preparations and lays the broad label for groups of Exalts working together.
groundwork for your fledgling campaign. Now is the best Some types of Exalts have their own, even more
time to make sure everyone — players and Storyteller specific names — for example, several Dragon-
alike — are on the same page. Blooded together are called a Hearth, Sidereals are a
Fellowship, and Lunars are a Pack. Individual Circles
What Kind of Game Are We Playing? can have their own, more evocative names to
Start by suggesting basic campaign ideas to your describe their history, reputation, or deeds.
players. Begin with an elevator pitch — a short statement
describing the action and emotions your players can Make sure your players understand some overlap isn’t
expect. Be ready to brainstorm and collaborate even at a bad thing. Having multiples of one Exalt type, one
this point. If you have no idea where to begin, only that Aspect or Caste, or multiples of one role doesn’t mean
you have a group of people begging you to run Exalted the characters are copies of each other — there are
for them, turn it around: ask them what the game’s pitch enough ways to customize a character to keep everyone
should be. From there, decide on the content and feeling unique and useful to the Circle.
format. For advice on how best to implement hooks and genre
based on Circle composition, read Single Exalt-Type
The Game’s Content Stories and Mixed-Group Stories. Whether you’ve limited
Genre, mood and tone can be hard to nail down but choices to a few Exalts or archetypes, or thrown the
there are clues to what your players want. They are doors wide open, your players have some decisions to
usually heard when someone says something like “I want make. When they narrow down their character, make
to play a game where—” or “I want to play something sure to ask why they’ve picked what they did: what drew
with—” If you are comfortable creating your own hooks them to this type of Exalt and archetype? Is there an
and plots, continue asking questions to narrow down aspect of the character’s role, history, or themes they’re
ideal settings and Circle composition. most excited to explore? Make note of the answer before
However, if your players are stumped, or if you are moving on to the next big decision.
new to running Exalted games, make sure to turn to the
list of Story Hooks on p.XX. There are a variety of themes
The Circle’s Power
and genres detailed here, complete with ideal Exalt Some concepts call for higher Essence ratings. The
types. coming-of-age tale of childhood friends attending the
Heptagram together: Essence 1. A Pack of Lunars stalking
The Game’s Format every Wyld Hunt they find, hoping to rescue their
Some concepts benefit from unusual formats. A game reincarnated Solar mates: Essence 3. A Fellowship of
of strange entities invading all of Creation might call for Sidereals racing against time to stop a Deathlord’s from
an ensemble, where players guide one cast of characters dragging all of Great Forks into the Underworld: Essence
in one location and another cast in a different location. A
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5. Refer to the end of the Character Creation chapter on professional sound and lighting and careful editing. It
p.XX — there are templates for how to start characters at looks so polished because it is! They look like they’re
different Essence levels. playing a game but mostly they’re putting on a show.
Adding Restrictions You don’t have to be polished, and you don’t have to
Beyond the needs of your genre or theme, you might be a professional performer to enjoy a game.
want to place restrictions on character types or builds for
Play-By-Post
different reasons: maybe to keep the game simple,
If you’re playing online with text only, decide which
maybe to stick to aspects of the setting that are more
platform you’ll be using, and if you intend for the
familiar, maybe to avoid running certain character types
gameplay to be simultaneous (with everyone playing the
you personally don’t enjoy.
game at the same time) or asynchronous (with everyone
If you don’t want to deal with a certain Exalt, or even
playing game at whenever time they can manage). Chat
a specific Merit or Charm or Artifact, you are within your
programs and message boards have been around since
rights to tell players those are off-limits for this game. If a
the dawn of the Internet, and the only limit on game
player requests similar restrictions, they are also within
pacing is how quickly someone can type. Preparations
their rights to do so, though you have the final say.
are otherwise the same as a Video or Voice game, but for
Exalted: Essence is not an all-or-nothing game and you
asynchronous play, find an online dice-roller with a log to
can curate it as you see fit.
keep track of player results.
Where is This Game Held? Laying the Foundation
You know what they say: Location, location, location.
During Session Zero, talk about why characters who
At this point you should broach the topic of where to
might normally be at odds are working together. What
hold the game.
might make a Sidereal and a Getimian put aside their
Tabletop Play differences? Do the Solar and the Abyssal remember one
If you’re playing in person, on a table, decide where another from past lives? If your game begins with
that table will be. This could be someone’s home, a game everyone meeting for the first time, collaborate with
stores with space dedicated to play, or a game cafe. Print your players on reasons their characters will work
character sheets and other aids you think your players together. This may be a set of shared goals, mysterious
need, have extra dice on hand, and bring this book or the orders from higher-ups, an invasion from the Wyld, or
digital version. Discuss food and travel accommodations whatever other cool ideas the group pitches. Think about
for everyone. And, whether game is in someone’s home things that might happen over the course of their first
or someone’s place of business, remember to be a good adventure together to forge and strengthen bonds
host and a good guest. between them.
Voice and Video If the characters come to the story with their alliance
If you’re playing online using video or voice, decide already in place, have the players sketch out some of
which platform you’ll be using. There are several online their backstory. How did the group originally form? What
tabletop simulators and even more streaming and VOIP are the characters’ connections to one another? Which
software: make sure your players have access to the characters are close, and which ones butt heads?
platforms you choose. Share any digital play aids and find Consider loosely defining a few of the adventures they’ve
an online dice-rolling program that works for you (or already been on, and the roles the characters played in
download the Onyx Dice app to your mobile device). them. These can be just a few words or a short phrase:
The Chiaroscuro Heist, That time we gambled with the
To AP, or not to AP? god of the dice, How our Liminal friend got that Tyrant
Exalted as a game and setting is cinematic and Lizard-hide armor. The details can come later, through
lends itself to storytelling. You might find it a good fit roleplay or as a future plot hook. During character
for an AP, or Actual Play: a game played live over a creation, it serves as a way to build up the characters’
streaming video service or recorded for an audience. relationships.
Keep in mind an AP is more like improv acting with Finally, discuss any friction that might exist between
rules than it is a game: it requires a slightly different the characters. Players should decide up-front how much
skillset some people favor and some people don’t. If they want the various rivalries and enmities that exist
you want to give Exalted: Essence the AP treatment, between different types of Exalted to be part of the
go for it! But be sure to do some research into what game. Establish some rules at the outset — while tension
performing on camera or mic requires before between player characters can be excellent roleplaying
everyone commits to it. fodder, it can also grow tiresome. “Nobody trusts the
Related, if you find yourself thinking you’d be Infernal” might be an interesting part of the group
“bad” at running or playing tabletop roleplaying dynamic at first, but having to defend your character’s
games because your favorite APs seem so slick and actions every session gets old after a while. Check in with
professional, remember they are professionals: they your players, and be ready to step in if they need a
are actors, broadcasters, comedians, etc., often with
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change. battles and sail to any port. Lunar Exalted, Water Aspect
Once your game is under way, look for opportunities Dragon-Blooded, Starmetal Alchemicals, Chosen of
to shine the spotlight on the various characters, and Journeys
consider having sessions whose theme and mood match Exploration
their Exalt types. Think about television shows with First Age tombs, ancient ruins, and long-abandoned
ensemble casts: Some episodes focus on something cities abound throughout creation. Forgotten constructs
happening in a specific character’s life, while the whole stir within them, threatening the surrounding population.
team works together to solve that episode’s overarching A sorcerer claims a manse as his fortress, turning its
mystery. weapons on his enemies. A powerful artifact lays within
Story Hooks the tomb, waiting for the person who braves its traps and
Following are some potential genres, story themes, dangers to claim it. Solar, Abyssal, Infernal, and Getimian
and plot hooks to consider for mixed- Exalt groups. In Exalted, No Moon Caste Lunars,
some cases, we’ve listed various Chosen or Castes and Strange Entities
Aspects that are well-suited for these plots, but they’re The Exalted aren’t the only powerful beings in
intended to work for all combinations. Storytellers should Creation. Gods, elementals, demons, and the Fair Folk all
use these as inspiration to customize their game to their have business here, and may be the characters’ allies or
particular group’s makeup. enemies. Eclipse Caste Solars, Moonshadow Abyssals,
Wandering Heroes Penumbra Infernals, Sidereals and Getimians, Exigents
The characters travel throughout Creation, taking jobs Fish Out of Water/Hometown Tour Guide
and solving problems in the various kingdoms and The group visits a region that is home to one of them,
principalities they pass through. They fight strange but unfamiliar to the rest. An Alchemical brings her
monsters, root out bandits harrying caravans along a companions to Autochthonia, an Infernal provides her
trade route, or drive a tyrant from his throne. They might Circle safe passage in Malfeas, or a Sidereal leads the
help put a town’s unquiet dead to rest, or train villagers party through a gate to Yu-Shan. Any Exalt Types
planning a revolt. Echoes of Past Lives
Consider letting characters take turns selecting who The Exalts discover who they were in previous
they help next. Storytellers might offer some rumors at incarnations, and learn what their prior selves built or
the end of a chapter leading to the next job. As the destroyed. They may try to set old wrongs right, or have
group’s legends grow, pleas for help or offers to stop a disastrous plan their predecessor set in motion.
employment may find them wherever they end up. New foes turn out to be First Age allies. Any Celestial
Liminal Exalted, , Lunars, Solars, and Dragon-Blooded. Exalted
Intrigue ...vs. the Wyld Hunt
The Exalts are drawn into a web of lies and deceit, Word has reached the Realm of the Exalts’ presence
where everyone has their own agenda and no one is in the area, and a Wyld Hunt marches to annihilate the
quite who they appear to be. They may be approached threat.
by a prince in disguise, attempting to keep an ambitious While this plot places the Dragon-Blooded in the
relative from stealing the throne. villains’ role and works most easily with a party
Guild machinations in Nexus might require their composed of any other Exalt types, it’s still possible for
intervention. A satrap in a Threshold territory turns to groups with Dragon- Blooded characters to participate.
the party when no one around her can be trusted. They may be Chosen who weren’t born in the Realm, or
Intrigue games are also perfect for showcasing Dynastic their loyalty to their allies helps them stand up to the
politics in an all-Dragon-Blooded story. Night Caste Great Houses. Any Exalt Types
Solars, Moonsilver Alchemicals, Sidereal Chosen of
Journey of Self-Discovery
Secrets, Changing Moon Lunars.
While Exalted stories often deal with external
Home Base mysteries, sometimes figuring out who you are is just as
Working together, the group adopts a city or vital a story. The Exalts set off on a quest to learn about
neighborhood as its home territory, or builds a their makers or their patrons, dragging secrets long-
community from the ground up. They may operate out of buried into the light. These stories can take place on
that place, returning to it between adventures, or their varying scales — the Exalt might pursue clues in her
presence might draw the curiosity (and the ire) of other downtime, piecing information together over the course
powers in the area. Alchemicals, Liminals, Abyssals, and of several sessions or chapters for a personal epiphany.
Lunars. What she finds might also lead to a bigger puzzle
Adventure at Sea requiring her friends’ help, or uncover a conspiracy
Explore the oceans, fighting Lintha pirates and bigger than she’d ever imagined. Solars, Liminals,
massive sea monsters. Discover islands full of Fair Folk, Exigents
and underwater cities ruled by seafolk. Engage in naval Struggle against fate
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Heaven’s demands aren’t always fair, and sometimes Become comfortable enough to make up something
the threads in the Loom of Fate snag. It’s up to the Exalts that would conceivably fit in the place they’re headed —
to set destiny back on its course, or rail against it. and if you like, take a look at the more in-depth setting
Sidereals and Getimians, Adamant Caste Alchemicals, information in other books of the line, like Exalted Third
Exigents Edition, The Realm, and Across the Eight Directions.
Exalted: Essence paints the vastness of the setting with
Where Does This Game Take Place? broad strokes and you are encouraged to fill in the blanks
Creation is vast, with plenty of room for any kind of as necessary to suit your story and your players’ needs.
story you and your players could want to tell. That said,
you’ll need to narrow it down based on the genre and
A Realm or Cardinal Direction
theme of your game. Hooks: Any, especially Adventure at Sea, Echoes of
Past Lives, and vs. the Wyld Hunt
All of Creation and Beyond If your game takes place in a cardinal direction, like
Hooks: Wandering Heroes, Adventure at Sea, the great seas of the West, or a special realm like
Exploration, Journey of Self-Discovery Malfeas, then there are likely a few locations returning
If your game takes place all over, no one location is throughout the campaign. This a good sweet-spot for
more important than the others, and the characters most concepts, and is perfect for relevant, location-
spend a lot of time travelling. As such, they shouldn’t specific Merits, Intimacies, and other specialties:
take location- specific Merits, Intimacies, or other
specialties, unless the location they’re tied to comes back • Contacts. Too specific a group and this Merit won’t
around a lot: be applicable very often (for example, the Haslanti
League doesn’t reach far beyond the North).
• Hearthstone. Don’t get too attached to the • Hearthstone. The Manse could be a safe house the
Manse! This game takes the Circle far from it. Circle returns to every few sessions, or the center
• Influence of three or less. This refers to an area of their regional operations.
small enough to risk leaving it, and the Merit’s • Influence of all levels. Influence 3 or higher is used
benefits, behind. almost every session, while 1-2 shines in special
• Other location-based specialties. Discourage Ties situations.
to specific locales, and Lunar territory-based • Other location-based specialties. Ties to specific
Charms like Boundary-Marking Meditation. locales and Lunar territory-based Charms can
As for the issue of long travel times, there are a few provide hooks for special bottle episodes focusing
approaches. You can tweak the Venture system for travel on individual characters’ interests.
by setting a maximum number of obstacles or reducing As Storyteller, become knowledgeable about the area
the time scale universally. You can also tweak how travel your players are exploring. Your goals are to remember
works specifically for the players, by granting them the major cities, organizations, and characters, retain
access to custom Charms, sorcery, or artifacts that ease some pertinent lore, and be comfortable enough to make
long- distance travel. You can also skim or skip the travel up the rest as needed.
sequences altogether.
A Specific Locale
You’re Going to Need a Montage Hooks: Home Base, Hometown Tour Guide, Intrigue,
The venture system exists to create narrative cost vs. the Wyld Hunt
and reward for undertaking extended actions. If there If your game takes place in a single location, such as a
is neither a cost nor a reward to using Ventures in a specific city, kingdom, Heavenly office, or Malfean
specific instance, you don’t have to use it. Use the district, the focus is less on the sight-seeing and more on
venture system if success or failure of the venture the cast of characters. This option is great for “dug-in”
matters, or if a player wants to use their skills and specialties and other applications of the Venture system,
Charms that interact with it. If success or failure isn’t but unless you are willing to accommodate them by
critical, and the players aren’t interested in playing having a travel story, characters shouldn’t take Merits or
out the venture, dictate the progress of the venture in the like tied to distant locales:
a montage ending with the desired or most likely • Contacts. As with the Realm or Direction games,
outcome. keep an eye on the regional limitation. If the locale
As Storyteller, get yourself familiar with the shape of is a metropolis or important hub, a player could
Creation, the sorts of civilizations one might encounter in justify finding their contacts here.
each corner, and the potential ways to enter one of the • Hearthstone. The Manse should be close by if a
other realms. Your goal is to know the largest points of player wants to use it.
interest in each Direction and realm, and one or two of • Influence of all levels. If the Influence comes from
the sorts of antagonists your player characters might this locale, it is used every session.
encounter. • Other location-based specialties. A Lunar’s
territory should be close at hand or relocated to
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the game’s locale. Ties to distant locations are threaten all of Creation — the rampage of a Greater
discouraged. Elemental Dragon, civil war among the Great Houses of
the Dragon-Blooded, a coup against the Deathlords or
Make sure to ask yourself what the characters lose
another Great Contagion. These are the ventures of
access to by staying in this region. If they’re in Great
ancient Terrestrial Exalts, established Celestial Exalts, and
Forks at the heart of the Scavenger Lands, or the Imperial
influential gods. World- shaping sorcery and artifacts are
City on the Blessed Isle, they won’t want for anything. If
almost certainly in play.
they’re stuck in the Duchy of Lanterns at the far edge of
Choose antagonists with Intimacies toward ideals and
the Hundred Kingdoms, certain material goods and
schemes that last generations. Character’s face
trades might be hard to come by.
combatants with up to 10 Hardness: these include the
As Storyteller, become an expert in this small region
Behemoth, the Lunar God-Queen, and the Militant God,
— its potential antagonists and factions, its industry,
but also Solar Circle sorcerers, Void Circle necromancers,
common faiths and pastimes, anything relevant to your
and Sidereal martial artists.
game’s theme, mood and tone. This intimate part of
Creation is your players’ focus for several sessions, so Punching Above Your Weight Class
don’t be afraid to memorize or prepare relevant details. The Exalted are mighty, and the thrill of having
Or, at least, become confident enough in your setting you power may drive players to want to take on bigger
can come up with what you need on-demand. and bigger threats before the suggested Essence level.
What Will Challenge Us? Be advised that the stronger and more challenging an
There can’t be a game without conflict. Consider enemy is, the more the players will need to engage
where to start their power curve based on the mood and with the system tools. Exalted: Essence proves players
tone of the game. with a lot of tactical depth — but they need to be
And remember, “conflict” does not always equal aware of all the tools at their disposal. Throwing
“combat.” Fighting is one of the least dangerous things inexperienced players into a tough fight is a recipe for
you can do in Exalted when there’s a demon out there frustration and we advise against it.
trapping the souls of people who lose a board game (for Essence as Pacing
example). Some antagonists are social forces, some are Storytellers should keep in mind that recovering
investigators, spies and saboteurs, and all are fearsome Essence is, first and foremost, a tool for setting the pace
in their own ways. and cadence of a game. Barring any truly exceptional
Essence 1 Challenges circumstances, a good night’s sleep and a hearty meal is
At the beginning of the power curve are challenges going to restore an Exalt’s mote pool to full. In fast-paced
facing a community or city—a flood, a crime wave, a sessions without the chance to rest between
petty tyrant or an epidemic. These are the ambitions of apocalypses, characters have to squeeze every last mote
powerful mortals, spirits and lesser gods, and young to its utmost potential.
Terrestrial Exalted. In more leisurely sessions, Essence respiration can
Choose antagonists with Intimacies toward immediate help to organize how much a character can realistically
or local concerns. Combatants with 4 Hardness are the accomplish during downtime: An Essence 1 physician
upper limit of what a starting-level character can face: who spends one mote to heal a patient has a fairly tight
these include Agents of the Wyld Hunt, Guardian Spirits, budget, able to use the Charm five times before needing
and Young Dynasts; they shouldn’t have martial arts or to rest. This also means that she’d dramatically increase
sorcery more powerful than the Terrestrial level. her speed if she could transfer her patients to a demesne
Essence 2-3 Challenges or other source of ambient Essence. Don’t sweat the
At the middle of the curve are challenges with the hard-and-fast numbers in these cases, but do let them
potential to affect an entire region — a blight, a give you and the players a sense of how much can be
conquering army, a rebellion or a plague. These are the done in a given timeframe.
concerns of established Terrestrial Exalts, powerful spirits What Should We Avoid?
and young Celestials. There could be important artifacts,
The lore and setting of Exalted are rich, in-depth, and
wonders, or potent sorcery involved.
massive. It’s okay to not include all of it — you can avoid
Choose antagonists with Intimacies toward long-term
bits you won’t interact with or don’t want to interact
or larger-than-life ambitions. Combatants with 7
with. If no one is playing an Alchemical and nobody has
Hardness are the upper limit of an established
interest in visiting Autochthonia, then don’t feel as
character’s challenge level: these include the City-
though you have to mention either in your game. If
Destroying Horror, the Proven Vanquisher, and the
nobody has the War skill, and no one wants to tell stories
Sidereal Assassin; they shouldn’t have martial arts or
involving mass combat, then don’t worry about teaching
sorcery more powerful than Celestial.
them about Dramatic Scenes until it becomes relevant.
Essence 4-5 Challenges Related, Session Zero is the best time to have an open
At the end of the power curve are challenges to discussion with your players about potential content that
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makes them uncomfortable to the point of no longer compromise allowing them to have fun with the
being fun. concept without dragging down the game: “Your
Discuss safety tools the players wish to use, including character is an emotionless mercenary — what if their
the Red Rule and our recommendation below, Lines and arc is learning how to form friendships, thanks to the
Veils. efforts of the Circle?”
Draw Lines as necessary that will never be crossed, for And if there isn’t an elegant way to get what
the topics or content that simply will not appear in this everyone wants it may be time to gently suggest the
game: for example, if someone at the table does not player make a different character: “I’m not
want to deal with harm to children, draw the line at comfortable running for a character who acts like this
portraying this in any way. Draw Veils over topics and and it sounds like there’s no good option for softening
content that can potentially exist but will never be in the their personality without changing them. What do you
spotlight: for example, if someone would rather not think about playing something different?”
encounter the ubiquitous Fantasy Giant Spider but isn’t Most people don’t want to alienate everyone in
averse to spiders in general, draw a veil over this. the game and at the table, so do your best to find a
Remember: The Storyteller can introduce Lines and way to honor their concept without taking the fun out
Veils, too. of play for everyone else.

Respecting Comfort Levels Keep one step ahead, though: character creation
Exalted is a many-faceted game, full of action and doesn’t take long! Have an idea of what to do after this
intrigue and questions about power. It assumes that to get everyone warmed up and ready for the first
some degree of violence will happen, and it uses a session. You could hold a lightning-quick combat or other
world inspired by late antiquity as a backdrop. When rolled conflict, introduce something requiring narrative
you talk through your Lines and Veils, make certain to Charms, or even start with the first session.
discuss what kinds of things the players are
comfortable engaging with. There are certain types of
Warm Up Questions
violence that might be repulsive or upsetting to To get everyone in the mood for roleplay and to put
people, while some other folks might want to your players in the mindset of their characters, wrap up
confront the horrors of the world head-on (see session zero by asking some warm-up questions. Go
Slavery in Creation, p. XX). Keep discussion open at around the table, have everyone introduce themselves
your table, and you’ll improve everyone’s enjoyment in-character, and give a brief description of their
of the game. character, as well as their Major and Minor Virtues. This
will give the group a sense of these characters and
cement their appearances in everyone’s imagination. If
Creating Characters and the Circle players struggle with coming up with an appearance (not
With all that out of the way, the preparations most everyone has a picture-perfect mind’s eye), ask a few
people consider “preparations” can start. Do your best leading questions: Are they tall or short? Muscular? Fat?
not to come with too many set-in-stone ideas for the Lean? What color is their hair? Their skin? Their eyes? Tell
campaign — you should learn who your player-characters me something about their outfit. Are they wearing
are and what they’re bringing to the literal table. armor? Do they wear jewelry or have tattoos?
During character creation, keep an eye out for when After everyone has describe themselves, ask the
to ask the questions in Laying the Foundation. Players players to give you a few details about the section of the
may already be discussing the answers amongst world you intend to play in. A one-sentence statement of
themselves but prod them for answers to things fact will do — tell them not to overthink it. Write all
especially relevant to your game’s theme and mood. these down, and use them to flavor the game.
Take note of their Virtues and Major Intimacies. If they Then, go around and ask the characters questions
have trouble deciding how to come together as a Circle, about each other. This question should be leading and
we recommend asking them to all have a subject in should set the nugget of a relationship between the
common for one Intimacy. characters. This can and will change over the course of
play, but it helps people get ready to start. Make sure
My Character Broods in the Corner that everyone has something to say about at least one
Playing a scowling hardcase — the shadowy guy other person.
who broods in the corner — can be fun, but without
Example: Alexandria is the Storyteller of a game
care it makes it difficult to play with others.
for Jordan (playing an Abyssal), Parker (playing a
Encourage the player to be flexible with their
Sidereal), and Forrest (playing a Lunar). She asks
character concept if it is antagonistic to the other
Forrest, “What do you think of The Fangs at the
characters: “What if your character isn’t actually a
Throat of the World (Jordan’s Abyssal)? Could she
sullen jerk, just shy and misunderstood on account of
possibly be your bonded mate?” Forrest says yes,
his scary face?”
he thinks that’s pretty cool — and Jordan agrees,
If necessary, help steer them toward a
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saying it could make for excellent drama. Then, take place within a scheduled block of time, and
Alexandria asks Parker, “Who do you think is a Storytellers feel pressured to fill that time. But it’s always
bigger risk to Fate? Quicksilver Snake (Forrest’s better to end early on a great note than to end later in
Lunar) or Fangs? What will you do if they prove to the middle of something without a good sense of closure.
be a bigger threat than you imagined?” Parker Look for a “bow-tie” moment: an event near the end
surprises the table by saying they’re more afraid of of your session either answering a big question or asking
the Lunar than the Abyssal, then coyly folds their a new one. Also look for a cliffhanger to leave the players
hands and says they know just the department in with — something revealed, something about to happen,
Yu Shan to discuss such a problem with. This or something happened and the player- characters have
discussion continues until everyone has an idea of yet to react.
what their relationships might be like. With the rest of your time, you can hand out
Milestones. Ask each player in turn if their character
The First Session earned a personal Milestone. Then, ask the group if they
think they achieved a minor Milestone. It’s unlikely on
Your first session is pilot episode, test run, and
the first session, but if they achieved a major Milestone,
opening chapter all in one. Start as close to action as
let them know that, too. Once you’ve been playing
possible, stay flexible with your answers to player
awhile — at least one completed story arc — ask the
prompts, and get ready to be a huge fan of the Circle.
players if they feel their characters have undergone
Here are a few suggestions for how to start your first
enough character growth to merit increasing their
session strong:
Essence. Alternatively, players may be bored with the
Start en media res. Drop the Circle into the middle of
current threats and powers they have access to, and wish
the action with an immediate call for a roll. Set the scene
to progress their power level for the next story. This is
with the details they know about as the roll’s results are
fine too.
decided and give them the context for what’s happening
After this, ask your players for feedback: what they
as they play.
enjoyed about the session, what they want to see more
Start with a cutscene. Describe a scene to them
of, and if there’s anything they want to change before
setting the tone for their game and foreshadows the
the next session. And, if you’re using it, remind them of
events of the first session or story. Write it down ahead
the Pilot Episode Rule.
of time and read it aloud if it helps.
Start with a question. Pick one character to lead The Pilot Episode Rule
everyone else into trouble. Immediately ask them a If a player isn’t thrilled with how they arranged their
leading question, suggesting something happened before skills or how their Charm selection panned out, allow
the session began. them to rearrange their character sheet before the next
session. In extreme situations, if one or more characters
When to End a Scene aren’t gelling with each other or the game’s mood and
Knowing when to end a scene is crucial to maintaining tone, allow players to “recast” their characters and
the pace of your game and keeping it on track. That said, create new ones.
scenes are fairly clear within the structure of the game. A Thankfully, Exalted: Essence is not so complicated a
scene changes when the setting does — the Circle player couldn’t swap out Charms they’re not using or
disembarks at Great Forks and now tries to fast-talk rearrange their stats at any time. If you’re on your
customs. Emerald Grasshopper ends her talk with the second or twenty- second session, and someone isn’t
Satrap and leaves for her Manse. happy with a Charm or Artifact or point spread, it won’t
Alternatively, a scene has a question to be answered. hurt to let them adjust it.
How does the Circle resist the Dragon-Blooded official’s
interrogation? Will Emerald Grasshopper escape the Creating A Campaign
Wyld Hunt waiting for her outside? When the question is
answered (the official seizes their cargo for inspection; If you’ve run an entire first session and are about to
she escapes but barely), the scene ends. start your second — congratulations, you’re running an
Most scenes lead into another, immediate follow-up Exalted campaign!
(How does the Circle get their cargo of Celestial Wine Starting New Sessions
back? Who is the man with silver tattoos who held off Bring tactile or visual materials to game. Exalted does
the Wyld Hunt long enough for Emerald Grasshopper to not require battle maps, though a useful map for the
flee?), but when the primary question of the scene is players’ current location and a “set piece” map for flavor
answered or the setting has changed, consider ending are great assistants. Share Charm cards if players request
the scene and transitioning to the next. them. Bring doodads for tracking motes, Power, anima
When to End a Session and Will. Advice for using visual play aids is on p. XX.
Knowing when to end a scene is simple — knowing Put a limit on pre-game talk: when everyone arrives,
when to end a session is harder. Sessions are planned to announce they have 10-20 minutes to chat. At the game

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start, use an official gesture or ritual: turn on music, trigger: After a number of scenes or sessions, or maybe
change the lights, or simply begin the scene in a grand after a number of failed rolls, or maybe the next time a
voice. character gets too comfortable... anything you like. Then
Beginning with handouts is a good way to keep create the consequence: “Magistrate brings posse to
everyone up-to-speed on the campaign’s progress and arrest Cricket.”
set the tone for the impending session. Write letters to Remember to foreshadow: if you drop conflict on your
their characters (or describe visions from Luna, or a players without warning they will be understandably
conversation they had with an ancestor in a dream), upset. The session letters are a great way to remind them
reminding them of what they accomplished last session, they’re going to pay for their actions sometime. On top of
foreshadowing potential consequences, and nudging that, think of three clues to the upcoming consequence
them toward their goals. You can also use these letters to — players are all but guaranteed to miss two of them.
start them off with a leading question or give them For example: “Written flyers passed out around town
information only their character would have access to. calling for able-bodied fighters to assist the Magistrate.
Rumors flood local tea house: Magistrate is assembling a
Antagonists Act Off-Camera posse. Cricket’s local contacts ghost her.”
You don’t need to simulate all of Creation for your If your player catches on and tries to stop the
game. All you need to know is, “What do my antagonists consequence from catching them, give them a chance!
want (found in their Major Intimacy), and how are they But always remember your game’s theme, mood and
accomplishing it (dictated by their Virtues)?” Because tone. Consequences for player-character actions should
while your player-characters are working to accomplish always fit your game. A social thriller doesn’t suddenly
their motivations and see to their Intimacies, your become a slapstick comedy to get even with its
antagonists are doing the same, whether player- characters.
characters are there to witness it or not.
Come up with four steps or events leading to the Letting Characters Act is Most of the Work
moment your antagonist gets what they want. Write Keep tabs on where your players are with their
them as though your player-characters never intervene. characters’ journeys. What arc do they have in mind, or
For each step, think of three clues to foreshadow what do they want to personally interact with? We know
something is happening, even if the players can’t see it. this from our Session Zero notes but keep up with any
You can come up with triggers for these steps as you changes and make room for them in your story. In-
would for player consequences (which we’ll explain between managing player-character arcs, haunting them
later), or wait for a dramatic moment to decide the next with consequences, and foreshadowing what antagonists
step is in effect. are doing... the plot rises.
Getting your characters involved in your antagonist’s Keep tabs on where your players are with their
plan doesn’t need to be complicated. If you took our groups’ journey, too. Are they happy with the game’s
earlier suggestion during character creation, your direction? Does the theme still work? Steering the game
characters should all have a subject of one Intimacy in in a new direction within the mood and tone is easy
common. It’s as simple as creating an antagonist who enough. You can always move on from the home base or
also shares that Intimacy, but in a Major strength and a settle your wandering heroes in a specific region of
context opposite the Circle’s. Otherwise, get creative Creation. Jumping moods and tones is a bit trickier,
with how your player character’s Intimacies interact with however, and if your players are suddenly craving a light-
the antagonist’s motivation. “Emerald Grasshopper’s hearted romance when the campaign began as horror, it
Major Intimacy of ‘Everyone should be free to pursue may be time to wind down and start planning the next
their own destiny’ conflicts with the Wyld Hunt veteran’s game.
Major Intimacy of ‘The Immaculate Philosophy is the only
true path,’ so—” Advancing in Power
That said, if you can’t think of reasons why at least a
Your players likely advance in Essence every other
few members of your Circle should care about this
session with fast advancement, every three sessions with
antagonist’s actions, change your antagonist until they do
typical, and every four with slow.
care.
Advancing in Essence rating also earns new points in
Consequences and Callbacks Attributes and Abilities, new Charms, and new Merits.
Keep tabs on actions that could come back to haunt These increases don’t spontaneously generate from the
your characters: “Cricket angered the Magistrate.” player character, but we also don’t require training
Remember this doesn’t have to be a thing gone wrong — times. There are a few ways you can choose to handle
it could also be things gone right, as your Circle earns the this in your story:
attention of more powerful antagonists with ambitions at • The Circle gets a certain amount of “down time”
odds to their own. when they reach their next Essence rating, to
Also keep track of what the consequences are, and represent them learning their new power.
when those consequences happen. Come up with a
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• The time between raising Essence ratings is the concentrate on their present-day roles as generals and
training time. Advancement is the payoff. warriors, religious leaders, and nation-builders. The Solar
• It’s fine the way it is: They’re Exalts, and suddenly Exalted never shy away from going toe-to-toe with gods,
having more friends or being better at Close monsters, and other Exalts to protect their followers and
Combat is the least unbelievable thing they will do uphold their beliefs, which brings powerful challengers to
all day. their doors.
If you have the time, keep track of their milestones for Lunars
them. Between saving the Scavenger Lands from Tales of the Lunar Exalted often center around their
advancing armies of undead, mending the wounded roles as revolutionary heroes and defenders of their
heart of the ancient Lunar haunting Luthe, and chosen people. They seek vegeance on the Realm’s
unraveling the despicable plans of the wretched Ebon Dragon- Blooded and the Sidereals who orchestrated the
Dragon, they will forget how many milestones they have Usurpation. In addition to being fierce warriors, their
achieved. stories may showcase the Lunars in their roles as
Occasionally, a new character joins the Circle, either tricksters and witches.
because someone has made a new one to play, or Some Lunars find the return of their Solar mates an
because you’ve gained a new player. Allow them to start opportunity: united, they can devastate the Realm’s
with everyone else’s level of advancement. If everyone in legions. Others note the Solars’ resurgence with caution
the group is Essence 2, 30 Ability points and has 15 — the Lunars have lived all these millennia without them,
Charms, the new character gets the same. There is no after all; the world and the Lunars themselves have
reason to make them start at the campaign’s original changed much in their absence.
Essence rating unless they specifically request it. Dragon-Blooded
Dragon-Blooded campaigns lend themselves well to
Ending a Campaign stories about intrigue and political maneuvering, tales of
camaraderie on the battlefield, and journeys into
When the theme of the game is approaching its
dangerous territory to pursue Anathema as part of the
answer, or when your players are beginning to make
Wyld Hunt. Dragon-Blooded campaigns may be
noise about another kind of game they’d like to play, it’s
generational stories as well, with players portraying their
time to think of a finale to end your current campaign on.
characters’ descendants as campaigns go on. Dragon-
Ask your players what kind of note they’d like the
Blooded themes include the strength that comes in
Circle to go out on—if they want to have a triumphant
numbers, family drama, and the passion of the elements.
ending to their work, a tragic one, or somewhere in-
Some Dragon-Blooded characters may want to
between. Also ask them as individuals what ending
strengthen the Realm, while others prefer to leave the
they’d like for their characters. Depending on the
political machinations to their relatives and travel the
answers, the ending could be next session, or it could still
world as wandering monks. While the Dragon-Blooded
be several sessions away. Put a lot of planning and
are free to wander many places in Creation, their
fanfare into the series finale, at least as much as you did
greatest strongholds are the Blessed Isle and Lookshy.
for the series premiere—make it a campaign to
remember! Sidereals
And then, start preparing for your new campaign. Games about the Sidereal Exalted often involve their
roles as Heaven’s agents and the tenders of fate. They
Single Exalt-Type Stories are advisors to the Scarlet Dynasty, and for centuries
have acted as hidden puppeteers, guiding the world’s
Games that focus on one specific type of Exalt allow leaders on the path the Loom of Fate has spun out for
you to explore the themes and stories associated with them. Sidereals are also superior martial artists, making
those Chosen, or move about more freely in regions them perfect candidates for stories focused around epic
where their presence is commonplace. Storytellers and one-on-one battles. Though they can be found almost
players should discuss the themes and character arcs anywhere in the world, Yu-Shan, the city of the gods, is
they’d like to delve into over the course of the campaign. their domain.
What compelled the group to choose this type of Exalt? Is
there a particular genre that matches well with them? Exigents
What parts of Creation would they like to visit? Exigent games can be as varied as the gods who
Following are some themes, genres, and plot hooks create them. They may have echoes of superhero stories:
for each of the Exalt types. a regular person gains supernatural gifts, adapts to her
newfound abilities, and uses them to protect her patron’s
Solars followers. They can be intimate, community-focused
The Solar Exalted are suited to epic tales of heroism stories, or facilitate a journey across the eight directions
wherever they go. Solar stories may focus on learning the to explore a world that’s suddenly full of duties for the
secrets of their First Age incarnations and seeking out the Exigent to carry out.
weapons they once wielded. They may instead

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Abyssals and ushering restless spirits to their eternal peace. Their
The Abyssal Exalted are darkly romantic figures. stories are also those of outsiders, as the living fear and
They’re warrior-poets clad in rotting lace, brooding reject them. Some Liminals carve out their own places in
funerists, and emissaries of the grave. Storytellers may the world, while others choose instead to wander it. Both
wish to play up those elegiac elements in their games. carry their own kinds of melancholy. Like their namesake,
Many deathknights ride in service to the lords of the Liminal stories take place in-between: on the borders
Underworld, carrying out their masters’ ominous bidding. between life and death, Creation and the Underworld,
Other Abyssals reject the deathlords and become anti- the Dark Mother’s bidding or their maker’s influence.
heroes. They hold estates in the shadowlands and
traverse the Underworld without fear. Mixed-Group Stories
Infernals Exalted: Essence is intentionally designed to support
Games involving the Infernal Exalted often have dark mixed-group games. Each of the 10 Exalted types has its
threads running through them. They’re anarchists and own special themes and abilities, ensuring that every
liberators, exacting revenge upon the world for an unfair character has an equal and important part to play in their
and unasked-for fate, sowing discord and chaos as they troupe’s story. The Castes and Aspects across the various
tear down corrupt power structures. Through acts of war Exalted types allow for combat-focused characters, spies
or devious genius, the Infernals free victims of cruel and assassins, social movers and shakers, sorcerers,
regimes and recruit them to their cause. When Infernals bureaucrats, performers, and more, allowing you to put
aren’t carrying out their machinations on an together any combination of Exalts your players are
unsuspecting Creation, they are at home in Malfeas, the drawn to. Each character may be a different type of Exalt
Demon City. filling a different role in the Circle, or you might have a
Alchemicals Dawn Caste Solar and a Sidereal who is a Chosen of
Alchemical stories are also the stories of the Battles as your primary fighters. Both are skilled warriors,
communities they protect. They’re the defenders of but how they approach a fight makes them unique.
Autochthonia: its cities, its citizens, and the Machine-God Once your players have chosen their Exalt and Caste
who encompasses it. Games for Alchemical characters or Aspect, talk to them about what drew them to that
might involve fending off outside threats and combination. Is there a specific facet of their Chosen’s
encouraging the populat to band together and fight. theme or backstory they’d like you to bring into the
Outside of Autochthon’s realm, Alchemicals still seek out game? Perhaps a Solar’s player wants her character to
community, both because they need others to help learn something about a previous incarnation. Maybe a
maintain them and because the need and desire to watch Dragon-Blooded character is trying to win his house
over mortals is hard-wired into their systems. This opens matriarch’s favor so she’ll entrust him with an heirloom
up opportunities for stories about found families, fiercely daiklave. The Liminal might be searching for her missing
defending the Alchemicals’ communities if they’re in Maker, or an Infernal is on a quest to prove an old rival
jeopardy. wrong. While these ambitions might not be the primary
focus of your chronicle, they provide opportunities for
Getimians
character development and plot hooks.
The Getimian Exalted are heroes from a life that never
Additionally, consider where your story will be set.
was. If the Abyssal Exalted are the Solars’ dark mirrors,
Are any Exalts particularly welcome or feared in those
the Getimians are their Sidereal cousins’ ghostly echoes.
places? Are the characters about to set foot in another
Their stories lend well to clever revenge and espionage,
Exalt’s kingdom? What do people in that region know
as they attempt to thwart the Sidereals’ plans. They
about the Chosen, and what rumors and superstitions do
infiltrate Yu-Shan, carrying out acts of sabotage from
they believe?
within. This doesn’t have to make the Getimians the
An all-Dragon-Blooded group can move about easily
villains of their own story — in fact, to many Getimians,
within the Realm’s borders, but Solars and Abyssals alike
they’re reweaving the Loom of Fate to include the things
would have to be careful about displaying their powers.
that never were but ought to have been. They strive to
Many Lunar dominions would be extremely wary of — or
set the timeline right, even if Heaven’s bureaucracy
hostile to — Dynasts in their midst. This isn’t to say only
doesn’t believe they existed.
Dragon-Blooded characters should roam the Blessed-Isle,
Liminals or that they can never be welcome in the Silver Pact’s
Liminal campaigns are excellent venues for ghost lands. As the Storyteller, you control how (or even
stories, horror, and dark fantasy. The Chosen of the Dark whether) such issues come up during play.
Mother attend to the dead, both hunting the deceased

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Chapter Six: Charms and Sorcery
This chapter details the special powers that each of Characters using a Charm do not have to activate the
the Exalted possess. effects of a mode at their option (but most of the time,
they’ll want to).
What are Charms? Exalt Modes add a benefit to an existing Charm
specific to the Exalt type, further refining its effects for
Charms comprise the magic of the Exalted. They are their unique expression of Essence. Most Charms with
the special powers wielded by the Chosen that grant Exalt modes grant them automatically. Exalt Modes
them the power to topple the beings that shaped the appear most commonly on Universal Charms. Like Exalt
world itself. Charms separate an Exalt from an ordinary Charms, these are foreign to other Exalt types and cannot
hero. Characters are aware that they have unique be copied or taught.
abilities or special techniques for dealing with situations Mastery Modes appear on Martial Arts Universal
far beyond mundane approach, though the term Charms. They reflect an Exalt category’s understanding of
“Charm” is an out-of-game classification. Your Dawn the style’s expression. Like Exalt modes, Mastery modes
Caste Solar would not say to her Fire Aspect ally, I know are attained automatically unless otherwise specified.
many Close Combat Charms but might say, I know the Unique Modes are more specific, sometimes requiring
Iron Whirlwind Technique in the same way that real- a repurchase and sometimes simply changing the
world martial artists study weapon forms and sequences function of the charm depending on other circumstances.
or the way artists understand medium and method. Dragon-Blooded Charms have Aura, Getimian Charms are
Charms come naturally to the Exalted through practice Flowing or Still, and Liminal Charms have Nature. Each of
and application. these adjusts the basic function of a Charm but is neither
Universal Charms belong to all the Exalted. Any Exalt, an Exalt Mode nor a Mastery Mode.
from the mightiest Lunar to the newly created Liminal, Sorcerous and Necromantic Modes modify Sorcery
can learn them. They cover the core competencies that spells. See p. XX.
any god-slaying hero should possess.
Martial Arts are also a classification of Universal
Charm: short, codified series of techniques that make up
Presentation Format
a supernatural fighting style taught in formal schools. Charm Name: The title of the Charm. A Charm name
While any Exalt can learn Graceful Crane Stance, and is usually a three-word phrase that describes what the
likely thinks of it as an application of proper balance, a Charm does in an epic and eye-catching way. Charm
student of Snake Style thinks of it as particular fighting names are things like Heaven Thunder Hammer and
techniques that she learned from a master, or a manual Graceful Crane Stance. It’s up to you whether or not your
she found, and so on. Mortals and other creatures who character thinks of their Charms as discrete, unique
cannot use Essence also learn the same Martial Arts techniques with special names, or if they just consider
styles; it is the application of Essence that shapes them them to be Essence-laden expressions of their own
into something truly formidable. An Exalt can learn Crane ability. Whatever you think is cool. Each character’s
Style from a mortal master, for example, and teach it to relationship with power is different.
her mundane followers. Prerequisite: Some Charms require a certain Ability to
Exalt Charms are specific to their Exalt type. They be at a specific rating, or require the mastery of another
represent that particular Exalt’s expression of their use of Charm, or for Essence to be at a specific level before it
Essence. No matter how much an Abyssal desires to learn can be purchased. If a Charm has any of these
it, she cannot comprehend the way an Alchemical shapes requirements, they will be listed. A Charm can have
Essence into Bone-and-Steel Destruction. multiple prerequisites, or none. If a Charm has none, that
will be noted as well.
Modes Description: The Charm provides a line of flavor text,
to help players visualize how their characters might use
Modes further modify the function of a Charm. the effect. Then, it explains the cost of the Charm (if any)
Whenever a character purchases a Charm with a mode, alongside when and how it can be used.
they gain the default capabilities of the Charm, plus any Modes: If the Charm has any applicable Modes, they
relevant modes automatically. will appear at the end of the Charm’s presentation. As
Some Universal Charms have modes that express a noted above, a character gains any modes appropriate to
particular Exalt’s unique take on that Charms power, their Exalt type immediately but are not required to use
while others may have a mode that requires an the additional effects. Some Exalt-type Charms have
additional purchase. Should this be the case, it will be unique modes, which are explained in each section.
noted, alongside a cost. If a Charm does not have a mode
relevant to the character, then they gain the Charm as-is.
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available mote pool. It remains spent and
Using Charms unavailable until the character does something to
recover resources. This can be through ordinary
Motes, an individual unit of Essence, typically fuel
rest, a Charm or Hearthstone effect, or by the
Charms. Some Charms involving the pace and tempo of
breath of war. Using Essence comes naturally to
battle may require an expenditure of Power, while others
the Exalted; it is a motion of the soul, as intuitive as
requiring a certain amount of magical effort may require
flexing a muscle or taking a breath. Through study
Anima. Exceptionally powerful Charms might have more
and practice, they unlock deeper, more esoteric
than one cost. Unless otherwise noted, using a Charm is a
movements.
reflexive action. If it creates an action, it will specify.
Actions created by Charms count towards the normal
action limit unless it says otherwise. Most Charms modify
Regaining Essence
an action taken by a character, which is stated in the Many Exalted liken the feeling of restoring Essence to
Charm’s description. “catching your breath,” and call the process Essence
Outside of combat, characters may freely use as many respiration. Characters recover one mote at the end of
Charms as they can pay for. During a fight scene, only any combat scene and one at the start of every non-
one Charm may be used per step of combat. No matter combat scene. If characters spend some downtime
how many fun and interesting Step 1 Charms a character resting and relaxing between scenes, they recover half
has, she can only use one. Make this declaration when their motes round up. A full night’s rest restores all her
the Step begins. If a Charm has no listed Step, treat it as a motes.
Step 1. In this case, rest entails almost any slow, leisurely
Charms must also obey any other rules and pursuit that does not tax the character’s body or mind
restrictions, unless they specifically say otherwise. If a with worldly cares: A Dawn-caste tactician might count a
Charm counts as a flurry, then a character cannot use game of Gateway as restful, but not time spent at her
two of them in the same action, even if they would be maps devising battle plans. The Circle might share a meal
activated on different Steps. If a Charm adds five together, or spend time enjoying each other’s’ company
successes, a character cannot then add three more from on a long journey. Non-combat scenes include anything
her Artifact weapon unless the Charm specifies that the more strenuous, such as travelling through difficult
successes do not count towards the limit. terrain, working a forge, or entertaining prickly envoys
If an effect says make a Sagacity roll or any other from a hostile nation.
Ability without a specified Attribute, this means the Combat is an exception. Characters automatically
player chooses the most appropriate Attribute for the roll recover one mote at the end of their turn as the thrill of
(usually their highest). Otherwise, a player must use the battle quickens the flame of their Essence into a raging
Attribute stated in the text. inferno. This is sometimes called the breath of war
among poetically-minded Exalts, although it is not limited
Spending and Committing Motes to them: All Essence-wielding characters benefit from
this effect, making it difficult to win a fight by sheer
Charms fueled by Essence have a cost in motes. Most
attrition. The breath of war only applies when characters
Charms cost a single mote, though more powerful effects
fight in earnest, with the possibility of defeat; it does not
or effects gated off by higher Essence requirements may
apply when sparring or dispatching opponents with no
cost up to five motes. Motes have three states: available,
hope of overcoming the character.
committed or spent. At the start of play, a character has
a number of available motes determined by her Essence
rating (see p. XX).
Gaining Anima
When committing a mote, remove it from your A character gains 1 Anima for every mote used on an
available mote pool and set it aside until the duration of effect or Charm. It does not matter whether the motes
the effect ends. You may make a mark on your character are committed or spent, nor does it matter if the action
sheet or use tokens, beads, or dice to visually represent was successful — paying the mote cost builds Anima.
this. While a mote is set aside this way, it cannot be Whenever you mark a mote committed or spent on your
restored until the effect resolves or the character character sheet, also mark 1 Anima. The only exception
chooses to end it. If a character runs low on motes, she to this rule is motes spent to power Anima effects do not
may always decide to terminate one of her committed build additional Anima. Characters must use motes on
effects and regain those resources. Once a mote is no effects for Anima to increase — they cannot burn motes
longer committed, it immediately returns to the pool. If from their pool without using them.
she chooses to relinquish that mote, she may not Every two points of Anima increases the level of
reactivate the same Charm the following turn. If a Charm display from Dim to Iconic. At Dim (1-2) the character’s
has no specified duration, it lasts until the Exalt chooses Caste Mark becomes visible. At Glowing (3-4), the
to end the effect. character is lit by a soft light. At Burning (5-6) the aura of
When spending a mote, remove it from your their anima can light up a room. At Bonfire (7-9) it’s
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visible from bowshots away. At Iconic (10), it’s visible on the off-the-cuff suggestion first, and then working
the horizon, and it displays an image unique to the with the player to write a new Charm afterwards.
character and her personality. At the first three points,
Storyteller characters don’t immediately notice unless
they have a reason to. Once a character reaches 5 Anima,
Universal
they can no longer hide their divine nature. Magic belonging to all the Exalted, Universal Charms
This overt show of power persists for the duration of are organized by Ability in alphabetical order.
the scene, and fades by one level for every scene
thereafter unless a character has an effect that allows Excellency
them to suppress their Anima otherwise.
To express the basic competency of the Exalted, all
Multiple Attack Effects and Timing Exalts have the ability to pour Essence into the mundane
effort of using a skill. The Excellency adds dice as a
Charms and Exalt Advantages that create additional reflection of this beyond-mortal capacity.
attacks pose a unique mechanical situation. The
additional attack resets the Steps of Combat back to Step [Ability] Excellency
1 when it initiates. Characters using additional attack Prerequisite: [Ability] 1
effects may continue to modify these attacks with one Whatever the Exalt attempts, she does so with
charm per Step, as per the normal Charm rules. As superhuman ability.
always, they must abide by all other restrictions. The When purchasing this Charm, choose an Ability. Spend
additional attacks created do not need to be the same 1 mote. This applies on Step 1 during combat. Outside of
kind of attack. The initial attack may be withering and combat, this may be used to boost passive values. Add
any subsequent attacks can be decisive if the initial that Ability as a dice bonus to an applicable roll involving
attack granted the character enough Power to do so. the chosen Ability. You may add Close Combat dice to
Even if an effect does not state that it counts as part Close Combat attacks, or add Integrity dice to Integrity
of a flurry, a character can never take more than two rolls to resist the sway of a Deathlord, but may not use
actions per turn. For example, the Iconic Dawn Caste Stealth dice to add to a Close Combat attack or Ranged
Anima effect, Unconquered, allows the Solar to make an Combat to add dice to a Navigation roll. This Charm may
additional attack with a different Ability after resolving be purchased more than once, but you must choose a
an attack roll. This new attack action cannot be used to different Ability every time.
activate a multiple attack effect. Alchemical, Getimian, Lunar, and Liminal Mode
When purchasing this Charm, also choose an
Counterattacks and Timing Attribute. If your Attribute is higher than the chosen
Similarly, counterattack effects create another unique Ability, you may add it as a dice bonus instead.
mechanical interaction. Like their multiple-attack
counterparts, a counterattack resets the Steps of Combat
Athletics (Evasion)
back to 1 and the attack may be modified following all Flickering Shadow Evasion
normal restrictions. A counterattack always counts as an
Prerequisite: Athletics 2
action and so therefore must follow the rule that a
Attacks strike empty space, the Exalt’s dodge so fast
character cannot take more than two actions per turn.
as to be nearly imperceptible.
Charms may bend this rule, on a case-by-case basis.
Spend 2 motes on Step 2. On Step 4, roll your choice
However, if a character chooses to flurry or use a
of Attribute + Athletics, and add your successes to your
multiple-attack Charm, she cannot then also
Defense against the attack.
counterattack unless the Charm has specific provisions
otherwise. Flow Like Blood
Prerequisite: Athletics 4 or Close Combat 4
Improvising with Charms The Exalt moves in time with the flow of battle,
Sometimes, a player wants to use their Charms in a slipping between swords with dismaying ease.
clever and outside-the-box way. Someone suggests Commit 1 mote for the scene. The Exalt adds one to
using their Essence Bolt to blast a lock off a door in her Defense against attacks at close range, and steals 1
lieu of a lockpick, or using their long-term Craft Power from her attacker when she successfully defends
charms to create a tool on the fly, or any other against such an attack. If the target has no Power to
improvisational use within the spirit of the Charm. steal, he suffers a two-die penalty to his next attack
When this situation arises, Storytellers are strongly instead.
encouraged to say yes! Using your power in cool ways
adds to the joy of playing one of the Chosen. If the Onslaught Deflection Technique (Alchemical)
suggested improvisational use might turn a Charm Spend 1 additional mote. On Step 2, add the Exalt’s
into something entirely new, we recommend allowing Essence rating to their defense against a single attack.

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Cunning Prey Reversal (Lunar) attack.
On Step 5, if the Lunar successfully defended, she Spend 1 mote on Step 2. The Exalt increases Defense
steals half the target’s generated Power (round down). by one and gains 1 Power whenever she successfully
dodges an attack from a nontrivial foe.
Mongoose-and-Cobra Escape
Prerequisite: Finesse 2 or Athletics 2 Athletics (Movement)
The Exalt avoids a blow and leaps away, putting space
between her and her enemy. Eagle-Wing Style
Spend 1 mote after successfully defending against an Prerequisite: Athletics 5, Essence 3
attack to move one range band as a reflexive action. This The Exalt’s anima lifts them into the air in pursuit of
is Step 4 unless modified by the mode. their goals, allowing transcendent flight.
Sunlight Glinting on Steel (Solar) Commit 2 motes. For the scene, the Exalt may fly up
A Solar shines brightly, stunning onlookers and adding to two range bands above the ground. They may engage
her Essence to her Defense until the start of her next in aerial combat with other enemies and effortlessly
action. climb surfaces by flying near them. They may ignore any
difficult terrain and hazards they are able to fly over.
Becoming Water’s Envy (Lunar)
A Lunar may use Mongoose-and-Cobra Escape even Flight of the Sparrow (Lunar)
when grappled. Doing so immediately ends the grapple. Mighty wings unfold from the Lunar’s back.
The Exalt may fly indefinitely at any range above the
Hopping Firecracker Evasion (Dragon-Blooded) ground.
A Dragon-Blooded creates difficult terrain between
her and her opponent. Soaring Zephyr Flight (Dragon-Blooded)
The Dragon-Blood surpasses the bounds of gravity
Crystalline Foresight (Sidereal) soaring through the air on gusts of Air Essence.
A Sidereal tests the weft and weave of the target’s Spend 2 anima. While the Exalt soars, they may fly
Fate as she evades his blows. On the next turn, when her over enemies and afflict them with the wake of their
target acts, she may spend 1 mote and choose to take frigid anima. Targets must reflexively resist a severe cold
her action immediately beforehand at any point before hazard. While in Air aura, the Exalt flies as per Lunar
Step 3. Mode.
Spectral Deception (Abyssal) On Wings of Night (Abyssal)
An Abyssal leaves behind a spectral image of herself On wings of black anima or a cloud of deathly Essence,
while fading into the shadows. The image lasts for one the deathknight takes flight through the night sky.
turn, and is real to mundane senses. Make an The soaring Abyssal treats herself as a mounted
Outmaneuver roll, and Build Power accordingly. combatant for the purposes of purchasing gambits. This
Skyfire-Seizing Flare (Infernal) does not apply if the Abyssal is already mounted. At
An Infernal’s spite manifests as a wisp of green flame night, the Abyssal flies as per Lunar mode.
that detonates just as she leaps away, activating on Step Bonfire Anima Wings (Solar)
8. This flame ignites anything flammable and must be The anima becomes like a pair of burning wings that
resisted as an environmental hazard, difficulty 3, dealing carry her across the sky.
Essence plus three damage against anyone in close While in combat, the Exalt may fly towards another
range. Each time Skyfire-Seizing Flare is used in a scene, flying enemy no matter how many range bands above
lower its damage by one. Once this reaches zero, this the ground they are and remain at the same height while
mode cannot be used until the next session. they battle. If she is no longer fighting, she returns to the
Vector Improvisation Methodology (Alchemical) ground without harm. At Iconic Anima, the Solar flies as
The Alchemical gains her Essence in dice to her next per Lunar Mode.
Rush attack against the target she dodged.
Graceful Crane Stance
Water-and-Ice Understanding (Getimian)
Prerequisite: Athletics 1
A Getimian can move one range band in any direction
The Exalt gains perfect balance, able to stand on wire,
she likes and may do so regardless of obstructions. She
a crumbling parapet, or the top of a pine tree without
may spend an additional mote to move her target in any
issue.
direction, instead.
Commit 1 mote. For the rest of the scene, the Exalt
Homunculus’s Grasp (Liminal) can stand on or run along things too narrow or weak to
A Liminal may maintain a grapple even while dodging support them normally, with no chance of falling or
by disarticulating parts of her anatomy. breaking through. They never have to roll Finesse +
Athletics to avoid falling. Increase the cost of the
Reed in the Wind Knockdown gambit by her Essence.
Prerequisite: Athletics 2
The Exalt moves with grace, flowing around every Spider-Foot Style (Athletics 3)
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The Exalt scales sheer surfaces and even ceilings like a behind.
spider, feet bound to all things by inertia and Essence. If the Exalt succeeds on a roll enhanced by Lightning
While Graceful Crane Stance is active, the Exalt may Speed, she may either activate Lightning Speed once
scale sheer surfaces, run across all liquids as if it were again in the same scene at no cost, or gain one Power.
solid ground, and even runs upside down along the Bellows Pumping Stride (Dragon-Blooded)
ceiling. This effect comes to an end when the Exalt stands The Dragon-Blooded leaves a trail of flames where she
still. runs.
Mist Over Ice (Abyssal) The Exalt may leave a fiery environmental hazard with
The Abyssal drifts over snow and still waters with the difficulty 3, Damage 2/round in the Exalt’s wake when
weightless poise of ghosts. using Lightning Speed or Racing Hare Method that affects
The Exalt may walk across water as if it were solid anyone within close range of the intervening range bands
ground and may stand still on its surface without falling or the Exalt’s destination. Lasts for Essence rounds.
through. She leaves no footprints behind. Instinct-Driven Beast Movement (Lunar)
Perfect Climbing Attitude (Dragon-Blooded) Lightning Speed and Racing Hare Method apply to any
The Exalt may carve handholds from stone or earthen form of movement in animal form. When in animal form,
surfaces, allowing them to remain still or for others to Lightning Speed additionally grants one automatic
climb behind them. Handholds count as exceptional success on travel ventures.
equipment for climbing. The handholds persist while the Inexorable Advance (Sidereal)
mote remains committed. Lightning Speed ignores all wound or mobility
Personal Gravity Manipulation Apparatus penalties on an attack as part of Rush action and the
(Alchemical) follow-up attack against the Exalt’s enemy. She moves
For the duration of the scene, whenever she takes a instantaneously without crossing the space in between.
movement action, “down” is wherever the Exalt wants it Unavoidable Problem (Getimian)
to be, within close range. This allows her to walk up walls Lightning Speed ignores all wound or mobility
or stand on ceilings. She may jump from one non-ground penalties on an attack as part of Rush action and the
surface to another using this Charm. follow-up attack against the Exalt’s enemy. She moves
instantaneously without crossing the space in between.
Lightning Speed
Prerequisite: Athletics 4 Trajectory Enhancement Assembly (Alchemical)
The Exalt becomes a blur of motion, anima streaming The character can move two range bands on a
in their wake as they flash from one point to another. reflexive move action.
Spend 1 mote. Double 8s on a movement action
Monkey Leap Technique
involving running or swimming or to any venture roll
Prerequisite: Athletics 2
involving foot racing, chases, or swift escapes. This does
The Exalt leaps with speed and grace, carrying them
not apply to attacks made following a Rush. If used when
soaring into the air, or from rooftop to rooftop.
moving towards an enemy, the Exalt gains one Power.
The Exalt may leap vertically one range band into the
Racing Hare Method (Athletics 4, Essence 2) air as a movement action. Additionally, she may leap
The Exalt moves along the Essence currents of forward horizontally to leap across rooftops, move
Creation, travelling in sprinting bounds over the terrain. stylishly through the air, and avoid appropriate hazards
Spend 2 motes to do one of the following: Move three and obstacles, bypassing them without a roll.
range bands along the ground as a simple movement
Soaring Crane Leap (Athletics 4, Essence 2)
action; quickly sprint to a location within a few days, such
Striking an efficacious pose, the Exalt catches the wind
as a neighboring village or point of interest, to arrive
to slow a fall.
before the end of the scene; once per interval,
Commit 1 mote for one scene. While active, the Exalt
automatically overcome an additional obstacle on a
floats, she may choose to fall only one range bands per
travel venture using her speed.
round, she is immune to fall damage, and she may use
Living Wind Approach (Athletics 5, Essence 3) her reflexive movement action to float one range band
The Exalt disappears in flash, stepping from one across while airborne.
location to another without disturbing the space
Mountain-Crossing Leap Technique (Athletics 5,
between.
Spend 1 mote. The Exalt instantly travels the distance Essence 3)
she could move with a reflexive or simple movement The Exalt infuses her legs with great spiritual pressure
action, ignoring any obstacles or hazards between her to launch into the sky, surmounting mountains, or striking
and her destination. foes among the clouds.
Spend two motes to leap forward three range bands,
Winning Stride Discipline (Solar) or two into the sky straight above as a simple movement
Racing against herself, the Solar leaves competition action which can be flurried. When jumping upward, she
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may remain at the apex of her jump long enough to take Telltale Symphony (Sidereal)
her combat action before falling back to the ground. Essence floes become music or static to the Exalt’s
Upon landing, the Exalt ignores falling damage and ears or revealing spirits and artifacts through tones,
craters the ground where she lands, knocking prone all echoes, and low hums.
extras within close range and damaging the ground The Exalt gains her Essence in bonus successes to rolls
below her. to detect spirits, artifacts and sorcerous workings. She
Effortlessly Rising Flame (Dragon-Blooded) also gains this bonus on rolls to understand magic that
A burst of flame sends the Dragon-Blooded soaring. interacts with fate, such as Sidereal and Getimian
The Exalt may reflexively rise from prone when this Charms.
Charm is activated. Forgotten World Echoes (Getimian)
Alter Trajectory (Alchemical) Essence floes become music or static to the Exalt’s
The Exalt may change direction while she’s in mid-air. ears or revealing spirits and artifacts through tones,
echoes, and low hums.
Awareness The Exalt gains her Essence in bonus successes to rolls
to detect spirits, artifacts and sorcerous workings. She
All-Encompassing Sorcerer’s Sight also gains this bonus on rolls to understand magic that
Prerequisite: Spirit-Cutting Glance, Sagacity 4 or interacts with fate, such as Sidereal and Getimian
Awareness 4 Charms.
The Exalt may gaze into the world’s Essence and
unravel the patterns of magic that make up Creation. The Ambush Sensing Premonition
secrets of Creation’s mystical workings, spirit magics, and Prerequisite: Awareness 3
sorcery are unveiled. Detecting an ambush before it happens, the Exalt
Commit 1 mote for the scene. The Exalt perceives the reacts just in time.
presence of Essence, including dematerialized spirits and Commit 1 mote. This may be used on Step 1 as a
borders between worlds such as the Wyld or simple action which lasts for the scene or reflexively in
shadowlands as gauzy distortions. Attuned artifacts response to a surprise attack made against the character
appear as though lit from within, and hearthstones burn on Step 4 by spending 1 mote instead. This negates any
like embers. Whenever a character uses Essence to non-magical bonuses the attacker may have from making
power Charms or any other effects, these are always a surprise attack.
visible to the user as though the character had an active Prior Warning (Sidereal)
anima. They may make Force + Sagacity rolls to try to The Sidereal may retroactively announce how she
understand spirit magics, sorcerous workings and other prepared for this eventuality. She may reveal a single
strange phenomena like those produced by demesnes, action taken in preparation, such as grabbing a rope
the Wyld and the Underworld or to identify the use of a before being thrown overboard or bringing antivenin to a
Charm. Such effects may have variable difficulty — state dinner.
typically three plus the creator’s Essence or a difficulty
modified by the effect’s nature and complexity. Crafty Observation Method
Prerequisite: Awareness 3
Essence Flow Detection (Alchemical) The Exalt surveys the scene, reconstructing what
The Storyteller names any unusual fluctuations or
recently transpired there.
strong concentrations of Essence within a day’s journey,
While investigating the evidence of an event, roll
and the direction from which it’s coming. This may
Finesse + Awareness. Note the number of extra
indicate the location of a demesne, the entrance to a
successes. During this scene, you may expend one
First Age tomb, or the place where a mighty sorcerous
success to ask one of the following questions. If the total
working was cast.
number of successes exceeds the number of available
Eye of the Unconquered Sun (Solar) questions, the player may improvise additional questions
The Solar’s keen eyes burn with power, scouring in the spirit of this Charm. The Storyteller will answer
deception from sight. The Exalt may see through illusions, truthfully.
magical disguises, and shapeshifting effects that conceal
• What happened here?
her enemies, adding her Essence in bonus successes to
the roll to pierce the deception. Unless stated otherwise, • What object was integral to the event?
seeing through magical deceptions is a difficulty 5 feat. • How many people were involved?
• When did the event take place?
Scent of Midnight Dweomers (Lunar)
• How can I identify the responsible party?
The Lunar scents magic on invisible winds.
The Exalt may determine the nature of a spirit or fae Heaven’s Eye (Sidereal)
using this Charm. Disguise magic increases the difficulty. Sidereal Exalted may ask the following question:
Gain her Essence as bonus successes on a roll to track a
• How has this event disturbed Fate?
spirit scented with this Charm.
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Enhanced Senses second one tucked away?
Prerequisite: Awareness 1 Judge’s Ear Technique
The Exalt’s superior senses grant her additional input
Prerequisite: Awareness 3
about her surroundings.
The Exalt’s persistence grinds away lies to reveal the
Each purchase of this Charm upgrades a single sense
truth.
(sight, hearing, touch, smell, or taste). Double 9s on
When another character knowingly lies to the Exalt,
awareness rolls related to the enhanced sense. This
he must make a hard bargain: either the Exalt knows the
Charm may be purchased a number of times equal to the
character is lying, or the character reduces all future dice
Exalt’s Essence.
pools for fooling the Exalt by two. This effect may trigger
Evidence-Discerning Method multiple times per scene, and the reductions stack to a
Prerequisite: Awareness 3 maximum of the Exalt’s Awareness + Essence. At the end
By examining a person’s possessions, the Exalt learns of the story, all reductions are reset.
about the person. Sagacious Reading of Intent
While examining a target’s personal possessions or
Prerequisite: Awareness 3 or Integrity 3
other evidence associated with them, roll Finesse +
The Exalt may read a text to understand its author,
Awareness. Note the number of extra successes. During
gleaning deep insights from penmanship and rhetoric.
this scene, you may expend one success to ask one of the
Commit 1 mote for the duration. After spending a
following questions. If the total number of successes
dramatic scene reviewing a written text, the Exalt
exceeds the number of available questions, the player
automatically discerns if any of the writer’s Intimacies
may improvise additional questions in the spirit of this
inform the work and reveals one Intimacy that is most
Charm. The Storyteller will answer truthfully.
relevant to the work’s subject matter. The absence of
• What Intimacy most drives the target? Intimacies may indicate that the work is a forgery, a copy
• What social class does the target belong to? or that the author did not believe what they were
• How does the target present themself to others? writing. If the writer sought to conceal their feelings,
• What distinctive trait would I notice about the contest with Force + Sagacity.
target if I met them? Discerning Savant’s Eye (Solar)
• What telltale sign does the target leave behind? This action automatically succeeds unless contested
by magic.
Divine Induction Technique (Solar)
Solar Exalted may ask the following question: Fateful Literary Insight (Sidereal)
The Sidereal also learns a fact related to the writing of
• Who does the target answer to? the work, such as where it was drafted, the emotional
Jade Leaves a Trail state of the writer at the time, or who else was present
Prerequisite: Awareness 2 or Embassy 2 to see it written.
The Exalt senses when more powerful people are Spirit-Cutting Glance
pulling the strings, and follows the money and favors Prerequisite: Awareness 3 or Sagacity 2
traded all the way to the top. The Exalt peers into the realm of spirits where invisible
Commit 1 mote while investigating a situation. This beings that dwell, able to strike them with Essence should
may be a crime scene, a fraudulent operation, a they come to blows.
politician’s activities, or other appropriate subject. The Commit 1 mote for the scene. the Exalt can see
character can exchange successes on relevant Awareness dematerialized spirits that are present in the scene. The
or Embassy rolls to ask the following questions, which the Exalt may attack dematerialized spirits as if materialized.
Storyteller must answer truthfully. If the total number of
successes exceeds the number of available questions, the Demon-Wracking Shout (Sagacity 4, Essence 2)
player may improvise additional questions in the spirit of The Exalt speaks an unutterable word or issues a
this Charm. forceful shout as they attack, pulling a spirit into the
physical world.
• Who does the target work for? Spend 1 mote on Step 1. An enemy spirit struck by an
• What is not as it seems? attack is forced to become materialized for two turns.
• Who benefits the most from the actions being Decrease their Hardness by one for this duration, to a
investigated? minimum of one.
• Has the target recently come into money — an Uncanny Perception Technique (Solar)
inheritance from a long-lost relative, a gambling Whenever a spirit enters within medium range of the
windfall, or other lucky find? Exalt, she experiences a warning sensation that may
• To whom did the target owe any large debts, prompt her to activate this Charm. Spirits using
whether monetary or in favors owed? concealing magic must contest against the Exalt’s Force +
• If the target keeps an accounting ledger, is there a Awareness.
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Wayward Divinity Oversight (Infernal) Crashing Wave Throw (Solar)
The Infernal can automatically perceive demons and When using the throw action, the Solar may spend
gods with lower Essence than her own without activating Power to boost the damage dice.
this Charm, though they may not target the spirit with an Foe-Hammer Technique (Lunar)
attack. The Lunar may use the throw action to hurl a
Witness Rapport Technique grappled target at another enemy within close range.
Prerequisite: Awareness 2 When rolling damage dice, apply it against the Soak of
The Exalt’s deft questioning and formidable presence both the thrown character and the target. Both
draws the truth out of witnesses. characters take any damage rolled.
Commit 1 mote while questioning a witness to a crime Excellent Strike
or other interaction. Trivial characters answer all of the Prerequisite: Close Combat 3
Exalt’s questions truthfully. If a non-trivial character The Exalt’s strikes find their mark regardless of any
attempts to tell a half-truth or leave out information, the obstacles.
Storyteller alerts the player to their obfuscation. This Spend 1 mote on Step 3. Double the extra successes
grants the Exalt a bonus success to any further Read after applying Defense but before any bonus successes
Intentions rolls to discern the truth. are applied. Additionally, remove all penalties hindering a
single Close Combat attack.
Close Combat (Attack) Impediment to Opportunity (Solar)
Arsenal-Summoning Gesture Add any penalties cleared by this Charm as bonuses to
Prerequisite: Close Combat 2 or Ranged Combat 2 or the attack instead.
Physique 2 Someone Else’s Fate (Sidereal)
The Exalt’s weapons and armor respond to her will, If the attack is successful, the Sidereal may spend one
flying to her at her call. additional mote to inflict any penalties she removed
When the Exalt takes this Charm, choose whether it through Excellent Strike on the target’s next action.
applies to weapons or armor. Purchase this Charm a
Agony-Empowered Strike (Infernal)
second time to use it on both.
If the Infernal waived a three-die penalty or greater,
Spend 1 mote to summon your weapon or armor, or 2
she gains a two-die bonus to her damage.
motes to summon both. If the weapon or armor in
question is within short range, Arsenal-Summoning Fists of Iron Technique
Gesture is a reflexive action. If it is not, Arsenal- Prerequisite: Close Combat 3
Summoning Gesture is a simple action. Spend 1 mote to The Exalt throws punches like sledgehammers and
banish your weapon or armor into Elsewhere, a non- kicks like mighty pistons.
space where your arsenal waits to be called upon as per At the start of any combat scene, the Exalt may
above. choose that his unarmed attacks count as medium or
Elemental Embodiment Expertise (Dragon- heavy weapons, rather than light. Spend 1 mote on Step
Blood) 1 to change this as a reflexive action. This does not count
A Dragon-Blooded may dissolve her weapon in an as the Exalt’s Charm on that Step. When activating this
embodiment of her Aspect’s element. When she recalls Charm, also choose one tag to apply to the Exalt’s
the weapon, she may do so from any embodiment of her unarmed attacks while Fists of Iron is active, excluding
element within medium range, gaining a Power boost Artifact. The tag does not change when the weapon
equal to her Essence. classification changes. This may be used during a clash.
Integrated Armory Systems (Alchemical) Adamantine Fists of Battle (Solar)
An Alchemical always treats Arsenal Summoning Spend an additional mote to grant the Exalt’s
Gesture as a reflexive action. unarmed attacks the Artifact tag.
Claws of the Silver Moon (Lunar)
Dragon Coil Technique Spend an additional mote to grant the Exalt’s
Prerequisite: Close Combat 3 unarmed attacks the Artifact tag.
The Exalt’s mighty limbs hold her opponent fast.
Spend 1 mote on Step 1. Double 9s on a withering Writhing Blood Chain Technique (Abyssal)
attack to initiate a grapple, gain dominance in a grapple Your unarmed attacks gain two tags of your choice
or take the attack action while grappling an opponent. In when the Charm is activated, and can make attacks out
a successful grapple initiated by Dragon Coil Technique, a to short range.
grappled opponent loses two dice on attempts to escape. Vicious Devil-Arms Technique (Infernal)
A second purchase of this Charm allows the character Your unarmed attacks gain two tags of your choice
to initiate grapples with a weapon, so long as it has the when the Charm is activated, and can make attacks out
Flexible, Improvised, and/or Pulling tags. to short range.
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Guard Breaking Technique Violence Begets Violence (Infernal)
Prerequisite: Close Combat 2 Reduce the flurry penalty to one die. If the first attack
Her blows send the enemy reeling. killed the target or reduced them to a new wound
Spend 1 mote on Step 5. On a withering attack, penalty, the second attack gains a one-success bonus.
reduce the target’s Defense by one until the start of the Octopus and Spider Barrage (Lunar)
next turn. On a decisive attack, reduce the target’s Soak The second attack may be substituted for any other
by one until the start of the next turn. If the target has Finesse-related combat action, instead.
Soak 6 or higher, instead halve the target’s soak (round
Harmony of Blows (Sidereal)
down). This Charm does not stack with itself.
The Sidereal may trade extra successes on the first
Blinding Glare (Solar) attack for bonus dice on the second.
The Solar catches light off her weapon, disorienting
Busy Harvest (Strawmaiden Janest)
her foe. In addition to reducing the target’s Defense or
Janest’s mode functions as Solar mode.
Soak, also apply a one-success penalty to the target’s
attacks until the end of their next turn. Swift Counterattack
Efficient Strike Calibration (Alchemical) Prerequisite: Close Combat 3
Spend an additional mote on Step 7 to add two dice to Reading her enemy’s movements, the Exalt unleashes
the damage of a decisive attack. a deadly counterattack.
Spend 1 mote and 1 Power on Step 8. The character
Foot-Trapping Counter (Lunar)
makes a Close Combat counterattack targeting one
The target must remain in the same range band as the
enemy who attacked her this round. She must be able to
Lunar until the end of the Lunar’s next turn.
strike her target within the range of her weapon. This is
Heaven Thunder Hammer treated as though it were part of a flurry. The initial
Prerequisite: Close Combat 4, Essence 2 attack is not penalized.
The Exalt’s blows land with devastating force, sending Ready in Eight Directions (Solar)
her enemies flying. The Exalt instead commits 1 mote until the end of the
Spend 1 mote on Step 7 of a decisive Close Combat scene, and may make additional counterattacks at the
attack. At the end of the attack, the target is knocked cost of 2 Power each. The additional attacks do not suffer
back one range band and falls prone. If the attack the dice penalty, and do not count towards the action
inflicted three or more levels of damage, the target is limit.
knocked back two range bands instead. This may be used
Hundred Razor Circle (Abyssal)
during a clash.
The Exalt instead commits 1 mote until the end of the
Sledgehammer Punch (Solar, Abyssal) scene, and may make additional counterattacks at the
This Charm can be used with a withering Close cost of 2 Power each. The additional attacks do not suffer
Combat attack, counting extra successes as damage for the dice penalty, and do not count towards the action
determining knockback. limit.
Hot on Your Heels (Infernal) Devilish Retribution (Infernal)
The Infernal may spend one additional mote to The Exalt instead commits 1 mote until the end of the
appear at anywhere within close range of where the scene, and may make additional counterattacks at the
target lands. cost of 2 Power each. The additional attacks do not suffer
Banishing Fist (Liminal) the dice penalty, and do not count towards the action
When used against an undead character, the target limit.
must use a miscellaneous action to make a Difficulty 5 Foe-Baiting Sidestep (Lunar)
Force + Integrity roll to willingly approach the Liminal. As part of the counterattack, as long as the Lunar and
This effect lasts for the rest of the scene. her target are within the same range band, she switches
places with him. Lower the target’s Hardness by one, as
Many-Attacks Technique though he had been the subject of a withering attack.
Prerequisite: Close Combat 3
The Exalt blurs into action, attacking with a furious
series of blows.
Close Combat (Defense)
Spend 2 motes on Step 1. After resolving a Close Bulwark Stance
Combat attack, the character makes a second Close Prerequisite: Close Combat 2
Combat attack against the same target or a different one. The Exalt moves into a fluid defensive stance, turning
This attack is treated as though it were part of a flurry. away attacks easily.
The initial attack does not suffer the dice penalty. Spend 1 mote on Step 2. At your choice, either clear
Iron Whirlwind Attack (Solar, Abyssal) any penalties affecting your Defense, or reset your
The second attack is made without a dice penalty. Hardness after a concentrated attack.

132
Dipping Swallow Defense (Solar, Abyssal, targets within close range.
Infernal) Sunlight Aegis Stance (Solar)
Also increase Defense by one. A Solar adds three to Defense when protecting their
Golden Tiger Block (Lunar) ward from a creature of darkness.
Also increase Defense by one.
Portentous Warding Defense
Flow Like Blood Prerequisite: Close Combat 3
See. The Exalt moves with purpose, firmly barring the way
of an attack.
Heavenly Guardian Defense When attacked, spend 2 motes on Step 2. On Step 4,
Prerequisite: Close Combat 5, Essence 2 roll your choice of Attribute + Close Combat, and add
The Exalt puts her weapon between herself and a your successes to your Defense against the attack.
hazard, blocking the environment itself.
Spend 2 motes. The Exalt applies her Defense against Craft
a single instance of a hazard, a trap, a disease, a great
fall, or some other source of harm that she could not Clever Improvisation Method
normally apply her Defense against. She compares her Prerequisite: Craft 2
Defense rating to the difficulty of the hazard. If it is the The Exalt sees the potential in all things. Using only
same or greater, she ignores the effects as if she had the materials at hand, reinforced by her Essence, she
passed the roll to resist it. Once per session, characters pieces together a useful tool.
can use a Stunt to improvise with this Charm, allowing Spend 1 mote to fashion an item for immediate use in
them to escape a collapsing building or parry the ground the scene. This must be a simple object: a makeshift pot
while falling from a great height. If appropriate, mundane to cook in, a raft lashed together from logs and vines, or
weapons may be destroyed by being used to block the a simple pulley system. The Storyteller dictates what
environment. materials are available, and has final say over whether
Special: This Charm may be used on any Step, in the proposed item can be reasonably crafted. The item
response to any environmental damage, disease, poison, holds together long enough to serve its intended purpose
trap, or similar hazard. It cannot be used against weapon before becoming unusable.
damage or damage from attacks. It must follow the same The player may use banked Stunt Dice to add a
rules of activation otherwise. component to the list of useful materials, or to make the
item last for a second use.
Loyal Guardian Approach
Efficient Improvisation of Materials (Alchemical)
Prerequisite: Close Combat 4 or Integrity 4
The Exalt adds gears, screws, or other pieces of her
It is the prerogative of the Exalted to stand vigil over
own metallic enhancements to the item. She may use the
those she holds dear, standing between them and all
item up to her Essence additional times.
harm.
Commit 1 mote for the scene. The Exalt may take Many-Hands Technique (Dragon-Blooded)
reflexive Defend Other actions on behalf of another If the Dragon-Blooded uses components her
character within close range. hearthmate contributed, the item gains an additional
Special: This Charm may be used in response to an equipment tag.
attack on Step 2.
Durability-Enhancing Procedure
Essence Shield (Alchemical) Prerequisite: Craft 3
The Alchemical increases their Defense and Soak by The works of the Exalted weather time and wear more
one, and adds two successes when shielding another gracefully than mortal creations.
person with the Defend Other action. Spend 2 motes when undertaking a mundane craft
Sun-and-Moon Dance (Lunar) venture. An object created through this Charm increases
While defending a Solar, Abyssal, or Infernal, spend 1 the difficulty to break or damage it by the Exalt’s Essence,
additional mote on Step 2 to add the Lunar’s Intimacy with a minimum of difficulty 3. These objects resist wear
towards them to her Defense. and tear, extending their usual lifespan by tenfold —
Hearth-Defending Vigil (Dragon-Blooded) food prepared by this magic endures without spoiling,
weapons never need sharpening and withstand magic
While defending a member of their hearth, spend 1
that might break them otherwise, and walls stand for
additional mote on Step 2 to ignore all penalties to
centuries beyond mortal craft.
Defense for a single action.
Others Before Self (Strawmaiden Janest) Efficient Crafting Technique
Janest gains one Defense when protecting another, Prerequisite: Craft 2
and gains 1 Power if defending a non-combatant. At With an eye for their craft, the Exalt obviates waste
Essence 2, she may apply this Charm to any number of and extravagance.

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Spend 1 mote. The Exalt may reduce penalties from people. The Infernal chooses two targets at the table and
lacking the appropriate tools or workspace for a crafting doubles 9s on social actions intended to increase their
venture by three. enmity toward one another.
Artisan Needs No Tools (Solar) Quickening the Forge
At Essence 2, the Solar waives all penalties from Prerequisite: Craft 3
inappropriate tools or workspace. Even drudgery knows to give way to a determined
Eternal Embalming Preparation (Abyssal) Exalt, who works with impossible alacrity.
This Charm may be used to embalm a corpse, Commit 2 motes. While working on a crafting venture,
preserving it indefinitely against decay. the Exalt reduces the time scale by one step.
Stone-Carving Fingers (Dragon-Blooded) Supreme Perfection of Style (Solar)
While working with earthen materials such as stone or Select a type of craft, such as blacksmithing, cooking,
clay, the Dragon-Blooded works with just her hands at no or carpentry; you reduce the time scale by two steps to a
penalty. minimum of once per scene. You gain an additional field
of specialty at Essence 3 and Essence 5.
Flawless Counterfeit Technique
Prerequisite: Craft 4 or Stealth 3 Blazing Dragon-Smith Arete (Dragon-Blooded)
The Exalt’s skill and attention to detail are exquisite; When working with stone, metal, clay, wood or other
even trained professionals mistake her work for the natural materials, the Exalt reduces the time scale by two
original. steps, to a minimum of once per scene.
Spend 1 mote. The Exalt spends a dramatic scene Inchoate Wonders Realized (Lunar)
creating an exact replica of an item she has available to The Lunar may reduce the time scale by three steps to
study. The item must be made from mundane materials a minimum of once per scene, but this progress is
and cannot be complex machinery: a statue, a coin, a undone at the end of the story as castles and swords
dagger, or a necklace, for example. The replica looks collapse into foundations and schematics.
exactly like the original. Attempts to discover its
fraudulent nature are made at Difficulty 7. Sudden Trap Attack
At Essence 2, the Exalt matches the flow of Essence Prerequisite: Craft 3
through her copy to that of the original. Magical Through ingenuity and efficacious planning, the Exalt
attempts to tell the items apart fail, unless the effect is may craft excellent traps and prepare the battlefield to
flawless in which case, roll off. surprise their foes.
Spend 1 mote. With access to sufficient materials, the
Morale-Boosting Meal Exalt may create or retroactively reveal a trap they have
Prerequisite: Craft or Embassy 2 placed in a single range band at up to medium range. This
Sharing a meal can build rapport. Cooking a meal for is a one-time environmental hazard that afflicts a single
others builds community. The Exalt pours her feelings for target in the same range band with difficulty 3. At
her companions into a meal she makes, and brings them Essence 3, this increases to difficulty 5. Injurious traps
closer together. deal three damage. If caught in a snare, treat as the
Spend 2 motes. If purchased as a Craft Charm, the target as prone, but they cannot rise without breaking
Exalt spends a dramatic scene making a meal for her free. It is a difficulty 6 Force + Physique roll to break free
companions. If taken as an Embassy Charm, the Exalt from a snare. If retroactively declared, this charm may
spends a dramatic scene arranging a meal together: only be used once per scene unless reset by trapping an
inviting the guests, determining seating, guiding enemy successfully.
conversation, and the like. For the rest of the session, Bone-and-Sinew Contraption (Abyssal)
anyone who partook in the meal may double 9s on a roll The Abyssal may construct deadly traps from or
of their choice or begin the next combat scene with 1 hidden within corpses. Viscera and bone transform into
Power. snares of entrails and scything osseous blades.
Shared Network (Alchemical) The trap may be crafted from a corpse or hidden
The Exalts work together as a smoothly-run system. within one littering the battlefield. If hidden as a corpse,
Until the end of the session, Alchemical Exalts who the difficulty of the trap increases by two.
shared the meal may have one extra Alchemical mode
installed. Terrain-Altering Advantage
Prerequisite: Craft 5, Essence 2
Sweeten-the-Tap Method (Dragon-Blooded) With a quick glance, the Exalt sees how she can turn
The Dragon-Blood applies this Charm to libations, the battlefield itself against her enemies.
allowing her and her hearthmates double 9s on social Spend 1 mote. On Step 1, the Storyteller lists items or
influence actions for the rest of the scene. features within short range of the Exalt that could be
Poison the Well (Infernal) used to create an environmental hazard or difficult
Family dinners can sometimes bring out the worst in terrain. The player gains two bonus successes on a Build
134
Power roll to prepare. At the start of the next round, the Through ripples in the Essence of human connection,
environmental hazard takes effect, lasting one round. the Exalt may bring the wheels of government to a
The player may spend Power to keep the effect going, at grinding halt by sabotaging a small portion of the
a rate of 1 Power per round. bureaucracy.
Elemental Fury (Dragon-Blooded) Spend 1 mote. The Exalt must spend a scene
The Dragon-Blooded adds her Aspect’s element to the sabotaging a venture or bureaucratic task, using a Force +
hazard in some way. A Fire Aspect may ignite a barrel of Embassy roll if necessary. On success, this introduces a
spilled oil, or a Wood Aspect might hide uneven terrain number of new obstacles on bureaucratic ventures equal
beneath a layer of vines. to the Exalt’s Essence or the number of successes on the
roll (to a maximum of five) whichever is higher. For
Wonder-Crafting Initiation Storyteller characters, the Storyteller may decide this
Prerequisite: Craft 2 or Sagacity 2; Hearthstone Merit makes the venture impossible to complete, and cause it
(manses only) 3 to fail outright.
Learning at the feet of a master, the Exalt unlocks the Indolent Official Charm (Solar)
secret to evoking wondrous power. Through mere speculation, the Solar sabotages their
The Exalt gains the ability to craft artifacts, given the enemies.
proper materials and a bit of divine magic; crafting or The Exalt may sabotage a venture just by speaking
repairing such an item requires at least one extraordinary about it, whether or not they know it is occurring.
or magical material, which is not an obstacle the Exalt
can overcome. Each obstacle roll costs 1 mote to make
Thrashing Carp Serenade (Dragon-Blooded)
when crafting an artifact. The Dragon-Blood’s associates make waves that
If the character has the Hearthstone Merit, they can impede entire operations.
also apply this Charm to building manses. If they obtain The Exalt may activate this Charm when hearthmates
the Merit after purchasing this Charm, they gain the or agents who possess a Major tie of loyalty to them
ability to build manses then. engage in bureaucratic sabotage in their stead.
A character may only learn this Charm after Gnawing Mouse Malaise (Lunar)
apprenticing for at least one story with another character The Lunar poisons armies and ministries from within,
who has the ability to craft artifacts or similarly sowing chaos and turmoil.
instructive texts. Commit 1 mote while sabotaging an organization the
Every Exalt type has their own unique mode; the Exalt or one of her shapes holds authority within. For the
following are only examples. rest of the story or until commitment ends, increase the
Strengthening Touch (Solar) difficulty of all ventures undertaken by the target group
When making the final obstacle roll to craft any by two. This ends immediately if it is uncovered that the
mundane or magical item, spend 1 mote to increase the Exalt was responsible for the sabotage.
difficulty to destroy that item by three and add one Paralyzed Mandarin Infliction (Sidereal)
obstacle roll to any feat of strength venture to do so. The Sidereal declares an ending to a bureaucracy’s
Ruin Resurrection Method (Abyssal) usefulness. Officials become either overwhelmed by the
Drawing on the memory of a destroyed object that futility of their work or paralyzed by frenetic, indecisive
lingers in the Underworld, spend 1 mote while repairing planning.
any mundane or magical item to automatically overcome Commit one mote for the rest of the story. The Exalt
an Excessively Damaged obstacle of up to difficulty 3. declares the target of the Charm without having to
This Charm can also allow reparation ventures to restore undertake any sabotage. Every venture undertaken by
objects that would otherwise be beyond repair entirely, the initial target suffers the same consequences. This
as long as enough of the original remains in some form effect may be contested with appropriate magic.
(i.e. the ashes of a burnt letter or the shards of a Despair-Inducing Failure (Abyssal)
shattered window). Sabotage begets despair. Failing officials take their
Follow the Dragons (Dragon-Blooded) own lives before facing their failure.
Through innate resonance with dragon lines, spend 1 Commit 1 mote for the story. This increases the
mote while making an obstacle roll to build a manse with difficulty of all ventures undertaken by the target group
an Elemental hearthstone. Whoever bears the by two. This ends immediately if it is uncovered that the
hearthstone in an artifact regains one mote per half-hour Exalt was responsible for the sabotage. Officials involved
instead of per hour. in the venture will turn up dead each time they fail to
overcome an obstacle, their ghosts haunting their offices
Embassy or homes as a result.

Bureau-Breaking Method Deft Official’s Way


Prerequisite: Embassy 2
Prerequisite: Embassy 3
The Exalt storms the labyrinthine halls of bureaucracy,
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cleaving through all that impedes her. Wise-Eyed Courtier Method (Embassy 4 or
Spend 1 mote while navigating a bureaucracy. The Integrity 4)
Exalt chooses one of the following effects to apply to a The Exalt gains access to the following questions.
leadership or bureaucratic venture. She chooses this
when she spends the mote: • Who’s really in authority here?
• What do I have that someone here wants?
• Once per session, make a second roll on the • What would constitute a grievous faux pas in this
venture during an interval, regardless of the time circle?
scale involved. • What grudge is being hidden?
• Reduce the difficulty of a venture roll by one to a • Who doesn’t belong here?
minimum of one.
• Ignore the results of cutting corners once per Blood-to-Blood Intuition (Dragon-Blooded)
scene. Dragon-Blooded may ask the following question:

Another Life's Lessons (Getimian) • How are the character and I related?
Spend an additional mote. Leveraging secret
Morale-Boosting Meal
knowledge from their origin, the Getimian may choose
See.
any number of common advantages from the venture to
add to their roll, to a maximum of two successes. The Perfect Bargain
Prerequisite: Embassy 2
Illimitable Master Fence
The Exalt, regardless of her familiarity with her
Prerequisite: Embassy 2 or Stealth 2
surroundings, is always at home in a market or among
The Exalt takes the pulse of economic activity in a city,
traders.
and fluidly integrates herself into it.
Commit 1 mote for the duration of negotiations.
Spend 1 mote and enter a dramatic scene observing a
When bartering or negotiating (making a purchase,
locale’s normal economic activity. During that scene, you
forging a peace treaty, etc), the difficulty for any social
may ask up to her Essence of the following questions.
rolls cannot rise above 5.
The Storyteller will answer truthfully.
• Who can I bribe to get what I need? The Perfect Price
• What good or service is this market lacking? Prerequisite: Embassy 2
• Who’s the wealthiest person here? The Exalt weighs the true value of what she offers or
desires, not in her own heart but in the hearts of others.
• Who here is most connected with criminals?
The Exalt intuitively understands the worth of a given
• Where is the best place to do business quietly?
object, service, or favor in the estimation of her target.
Once the questions have been asked, gain one bonus The Storyteller will tell the player what the character
success to acting on the answers. would want in exchange for the object in question, or
what they would give to possess it. When she leverages
Jade Leaves a Trail this information, she gains one bonus success which
See. applies on Step 4.
Motive-Discerning Technique Second Chance Approach
Prerequisite: Embassy 2 or Integrity 2 Prerequisite: Embassy 2 or Presence 2
The Exalt measures another, and nothing escapes her The Exalt turns an unfavorable initial interaction into a
careful eye. positive one.
While interacting with another character, roll Finesse Commit 1 mote. For the duration of the scene, reduce
+ Embassy. Success grants one question. Note the the difficulty of social actions against characters with a
number of extra successes. During this scene, you may negative Intimacy towards the Exalt or her cause by two.
expend one of these successes to ask one of the The character also double 9s on attempts to instill
following questions. If the total number of successes positive Intimacies towards the Exalt or her cause while
exceeds the number of available questions, the player the Charm is active.
may improvise additional questions in the spirit of this
Charm. The Storyteller will answer truthfully. Strange Tongue Understanding
• Does the character feel positively, negatively, or Prerequisite: Embassy 2
neutrally about me? The Exalt contemplates a foreign tongue, bridging the
gap between knowledge and understanding.
• Do the character and I share a Virtue?
Commit 1 mote for the scene. The Exalt may
• Do the character and I share an Intimacy?
understand basic sentences communicated in a language
• What haven’t I noticed about the character
they do not know. Their understanding is not
• How could I get the character to do what I want?
sophisticated, however. They get by with minimal

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reading and speech in a foreign tongue without needing another with Infected Fate, the Exalt may dim her anima
to roll, but complex discussion or literature requires an as long as she possesses no more than five anima.
Embassy roll at default difficulty. The difficulty of being
influenced in the translated language is increased by two. Integrity-Protecting Principle
Prerequisite: Integrity 2
Language-Learning Ritual (Embassy 4) The Exalt is the embodiment of order, protecting them
If the Exalt has studied a language for at least four from the twisting power of chaotic forces.
days of downtime or during a dramatic scene, they may Spend 1 mote. For the rest of the scene, the Exalt and
speak and write in the studied language with perfect their possessions become immune to the twisting effects
understanding, but their diction is inelegant, they suffer a created by the environment. If used in a venture, this
two-success penalty on social influence rolls using that protects the equipment for the time scale between
language. After a week of commitment, the Exalt may obstacles. The Wyld cannot mutate them or transform
learn the language with a personal milestone. their possessions. Against the twisting powers wielded by
Mingled Tongue Technique (Solar) the fae, the Exalt gains her Essence in automatic
Both the Exalt and their conversation partner successes to resist, or increases the difficulty of being
automatically understand one another as though they targeted by her Essence. This does not protect them from
shared a common language. direct attacks by Wyld creatures or the non-
Infinite Blasphemy Glossolalia (Abyssal) transformative perils of the Wyld.
The Exalt may converse with any creature of darkness Order-Asserting Emanation (Alchemical)
as if they both shared a common language. The Exalt’s certainty about how the world should be
Blue Vervain Binding (Sidereal) affects the Wyld around her.
The Exalt may active this Charm on behalf of another Creatures of the Wyld who come into close range
character, granting them its benefits instead. suffer a two-dice penalty on attack rolls.
Unshattered Tongue Perfection (Infernal) Chaos-Repelling Pattern (Solar)
The Infernal speaks in an ancient tongue that may be Everything within short range is completely immune
understood by all others, but cannot inspire or draw on to environmental twisting effects, the Exalt’s allies also
positive Intimacies. gain their Essence in successes to resist enemy twisting
effects. This will prevent the environment from twisting
Integrity around them, creating a small island of stability wherever
the Exalt goes.
Loyal Guardian Approach Chaos-Warding Principle (Dragon-Blooded)
See. The Exalt’s hearthmates gain the benefits of this
Guarded Mind Meditation Charm as long as they remain within medium range of
each other.
Prerequisite: Integrity 2
The Exalt flenses herself of emotion and expression, Chaos-Defying Embrace (Lunar)
shedding her passions to become inscrutable. The Exalt may extend this effect to a character within
Commit 1 mote for the scene. The Exalt increases her medium range she has a positive Major Tie or Virtue
Resolve against Read Intentions actions by her Essence. towards or to her Solar mate.
She gains one automatic success on social influence Emerald Hellfire Aegis (Infernal)
actions which take advantage of her lack of emoting. In addition to the Wyld, the Infernal is protected
Additionally, she may dim her anima as long as she against the twisting magic of Hell and its demons.
possesses no more than three Anima. Characters may not
make rolls to notice her Caste mark nor tell-tale glow. Destiny-Manifesting Method
Mockery of Mortal Form (Infernal) Twisting effects that alter the mind, body, or soul
The Infernal may freely dim her anima so long as she find less purchase on the Exalted. Whenever the Exalt
is not benefitting from Corona of Fury. is unwillingly affected by a twisting effect, fate always
provides her with a condition to shatter the effect. No
Shifting Silver Masquerade (Lunar) curse is irreversible. While the resolution of the
While shapeshifted or disguised, the Lunar may dim twisting effect is not automatically made apparent to
her anima as long as she possesses no more than five the Exalt, Storytellers should ensure that they become
anima. aware of a way to remove the effect before the end of
Garbed in False Destiny (Sidereal) the session in which it is inflicted.
While wearing a resplendent destiny or ensnaring
another with Infected Fate, the Exalt may dim her anima Motive-Discerning Technique
as long as she possesses no more than five anima. See.
Another Life Deceit (Getimian) Resolve Bolstering Declaration
While wearing a resplendent destiny or ensnaring
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Prerequisite: Integrity 3 the path is slightly unconventional. This may mean going
The Exalt’s confidence in her ally’s position lends them over rooftops or cutting through a teahouse’s kitchen
the strength to stand firm. rather than navigating the city’s busy streets. She may
Spend 1 mote and name an ally who is the target of a cut corners a number of times equal to her Essence
social action. The Exalt makes a declaration in their during a travel venture without suffering the
friend’s favor. This may be a simple statement of consequences.
confidence, like “I trust you to do the right thing,” or a Finding the Golden Path (Sidereal)
deeper conversation, whatever feels appropriate to the Commit 1 mote. Name a destination on the same
scene. Increase the difficulty of the social action by two. plane of existence. When journeying towards it, the time
Staunch Ally (Dragon-Blooded) scale is reduced by one step.
On Step 3 of a social action, the Exalt increases her
ally’s Resolve bonus from Integrity to two. Beast-Uplifting Harmony
Prerequisite: Familiar Merit, Navigate 3
Righteous Lion Spirit An Exalt uplifts and empowers her animal
Prerequisite: Integrity 4, Essence 2 companions, helping them become more than they were.
The deepest passions of the Exalted are the stuff of When she takes this Charm, the Exalt may choose up
myth and opera, beyond any other’s ability to corrupt. to her Essence of the following benefits for her Familiar;
Upon learning this Charm, the Exalt strengthens one she automatically gains additional benefits as her
of her Major Intimacies, making it unbreakable. She Essence increases. If the Exalt has acquired multiple
cannot be forced to act against it by any outside Familiars, she may purchase this Charm additional times,
influence — only through her own choice may she betray applying it to a different familiar.
those feelings. Regaining this effect once broken or
• The familiar increases one of its current dice pools
changing the targeted Intimacy requires a dramatic
by two.
action that qualifies as a major Milestone.
• It gains a new dice pool reflecting a strange trick,
Sagacious Reading of Intent knack, or ability, starting at five dice.
See. • The Exalt always knows the familiar’s location,
condition, and surface thoughts.
Spirit-Maintaining Maneuver • The familiar becomes intelligent and capable of
Prerequisite: Integrity 3 human speech.
The Exalt’s will is so great, she may cast aside • The familiar gains two additional health levels (or
mundane and sorcerous influences over her mind. three, if the Exalt is a Lunar).
Spend 2 motes reflexively on Step 4 to cause an • The familiar gains a significant physical feature,
influence action or a psyche effect targeting the Exalt to such as wings, venom, or amphibious gills.
automatically fail as though the target had not achieved
enough successes to overcome her Resolve. Read Godly Companion (Sidereal)
Intentions actions may not be contested with this Charm. The familiar becomes a minor god and can travel to
This may only be used once per session. and from Yu-Shan on the Exalt’s behalf to deliver or
retrieve messages and small objects, requiring a dramatic
Stubborn Boar Defense scene in either direction.
Prerequisite: Integrity 2
When the Sun and Moon set their course in the Calling the Rider’s Companion
heavens, who can convince them to stray? Prerequisite: Navigate 3
Spend 2 motes after resisting or refusing a social With a whistle or a gesture, the Exalt summons a
influence action. Increase the base difficulty of similar faithful companion.
influence by two for the rest of the session. Spend 1 mote. The Exalt summons a mount, which
arrives as quickly as possible, usually by the end of the
Obdurate Thwarted Destiny (Getimian)
scene. She needs no tack to ride this mount safely and
Halve the bonus dice (round up) awarded to the
comfortably, and reduces environmental penalties to
influencing character when the Getimian ignores
riding-based rolls by two. This mount persists until the
influence.
end of the session. If the mount is her Familiar, it appears
by her side in mere instants.
Navigate
Fathoms-Fed Spirit
As the Crow Flies Prerequisite: Navigate 1
Prerequisite: Navigate 1 The Exalt is at home on the waves, and is inured to the
The Exalt’s impeccable sense of direction and distance sea’s commonplace cruelties.
never fails her.
The Exalt is able to navigate to any port to which she’s
The Exalt always knows the shortest mundane route
been to before, removing any venture obstacles involving
between where she is and where she wants to be, even if
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getting lost. Additionally, she cannot be knocked movement-enhancing and defensive Charms on behalf of
overboard, even if she’s affected by Knockdown or her steed.
Knockback effects. She may commit 1 mote to reduce King-of-Horses Surety (Solar)
environmental penalties or hazards associated with The Solar’s mount cannot be knocked back or prone,
sailing by her Essence as long as she is engaged in the and unhorse gambits against the Solar increase their cost
work of sailing a boat. by three.
Hardship-Surviving Spirit Blood-of-the-Moon Blessing (Lunar)
Prerequisite: Navigate 2 or Physique 2 When her mount is attacked, the Lunar may trade one
The Exalt is at ease even in the most extreme weather. of her own health levels on Step 5, reducing the raw
Spend 1 mote. The Exalt doubles 9s on all rolls to damage by three dice.
resist mundane heat or cold, including environmental Ride the Dragon (Sidereal)
hazards. When foraging for food and water, she Commit 2 motes. The Sidereal’s mount transforms
automatically finds provisions for herself, her Circle, and into a draconic version of itself capable of flight at twice
up to five other people in any climate, no matter how its normal movement speed. At the end of the scene (or
hostile. the end of a dramatic journey), the mount is exhausted,
Beast Hide Adaptation (Lunar) suffering a five-die penalty until it has had a full day of
While in the shape of an animal native to a region, the rest.
Lunar automatically receives the benefits of this Charm at
no cost.
Swift Artillery Technique
Prerequisite: Navigate 4
Hidden Shortcut Revelation An Exalted artillerist defies all opposition—not just the
Prerequisite: Navigate 2 perils of the sea, but the physical limits of her weaponry.
The flow of Essence alerts the Exalt to paths mortal Spend 1 mote in Step 1 of a fire ordinance action. The
eyes cannot perceive. Exalt reduces all environmental and flurry penalties on
Spend 1 mote. The Storyteller reveals the location of her attack by two, and it does not count towards the
any concealed passages, doorways, or portals within long usual limit of two fire ordinance actions per round,
range. Though they’re aware of the passage’s existence, allowing the Exalt to retroactively load or reload
the Exalt must still fulfill any requirements to use them, ammunition. If no spare ammunition is at hand, she may
whether that’s picking a lock or disabling any wards spend 1 mote or 1 anima to create one from pure
placed upon it. If this passage was hidden by flawless Essence.
magic, add her Essence in bonus successes to the roll off.
Trackless Region Navigation
Immortal Mariner’s Advantage Prerequisite: Navigate 3
Prerequisite: Navigate 2 The Exalt’s understanding of the land is intuitive and
With power, age, and wisdom, Exalts of every stripe unsurpassed, allowing her to survive and find her way
come to dominate the seas. with ease.
Commit 1 mote. The Exalt gains a three-success bonus Commit 1 mote. For as long as that mote is
on all mundane sailing tasks — whether charting a committed, the Exalt reduces penalties to all Navigate
course, repairing a leak, organizing the fleet, or sailing rolls by her Essence, and can always find shelter. She
through storms. This does not apply to contested rolls, treats herself as an advantage while making travel
like boarding parties or ramming attempts. ventures. Even in the harshest terrain, the Exalt does not
Blessing the Hull (Sidereal) suffer obstacles based on injury or fatigue while engaging
Characters who attempt to board without permission in a travel venture.
from the Sidereal, owner, or captain must make a
difficulty 3 Fortitude + Integrity roll or be thrown
Performance
overboard. This increases to difficulty 5 for entities from Distracting Patter Technique
beyond Creation such as demons, ghosts, and Fair Folk. If Prerequisite: Performance 3 or Stealth 2
this expels a character, gain 1 anima. The Exalt’s engaging banter lets her accomplish
Sea-Devil Insight (Infernal) stealthy feats in plain sight. Every gesture she makes
While aboard a vessel, it is immune to the hazards of serves the story she’s telling; while the crowd’s eyes are
Malfeas, such as the acidic waters of Kimbery. on her left hand, her right tucks a pilfered object up her
sleeve.
Rider-and-Mount Unity Commit 1 mote. The Exalt intentionally draws
Prerequisite: Navigate 4 attention to herself — making a speech, telling an
When the Exalted ride to battle, it is as one mind with involved story, or reciting an epic poem. For the duration
their stalwart mounts. of the scene, reduce the difficulty of her Stealth rolls by
While mounted, the Exalt may use her own three. If purchased as a Performance Charm, reduce the
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difficulty of her allies’ Stealth rolls instead. This inflicts a two-dice penalty to their actions. If they
Partners in Crime (Dragon-Blooded) refuse to perform, they may make attack actions but
The Dragon-Blooded keeps the crowd’s attention so cannot gain Power.
her partner can do the sneaking. Commit 1 mote and add Memetic Dogma Discipline
the Exalt’s Performance to her hearthmate’s Stealth rolls Prerequisite: Performance 3
for the duration of the scene. This does not count The Exalt gives a fiery speech, her Essence subtly
towards their dice limit. influencing and directing her audience to spread the
Flawless Brush Discipline word.
Prerequisite: Performance 2 Spend 1 mote when making a social influence roll as
The Exalt may quickly compose a fiery letter or a part of a Performance action. Characters she successfully
lengthy manifesto in perfect, elegant script. influences add the Exalt’s Essence in extra successes with
Gain double 9s on a single written Performance which to purchase influence effects when spreading the
action. If the message would take minutes to write, it is Exalt’s message to others.
completed in moments. A detailed report which might Poetic Expression Style
otherwise take hours to draft may be written in minutes. Prerequisite: Performance 3
The Exalt may copy written work with the same speed. Through careful expressions and subtle movements,
Signature-Stealing Calligraphy (Performance 4) the Exalt may communicate through body language
As long as the Exalt has access to at least one example alone.
of the target’s writing, they may make a Finesse + Commit 1 mote for the scene. For each action the
Performance roll to make a forgery of their writing. If the mote remains committed, the Exalt may perfectly convey
writing contains social influence, it uses the same roll. a single sentence to their target non-verbally, such as
The forgery may only be detected by superhuman or “open the gates now, or I will return with an army,”
magical senses at difficulty 7. though this does not allow for poesy, such as “Fill your
hands with steel and prepare to dance, you devils!”
Greatness-Inspiring Aura Suffer a two-success penalty to social influence rolls done
Prerequisite: Performance 4 or Presence 4 this way.
When the Exalt walks into danger undaunted, they
cannot help but uplift any who follow. Glance Oration Technique (Lunar)
Commit 1 mote for the scene. The Exalt adds a two- In human or animal form, the Exalt possesses
success bonus to inspire rolls to build Power. Allies within supremely expressive muscles.
short range who have a positive Intimacy toward the Communicate across a language barrier or in the form
Exalt may use her Performance or Presence when making of an animal using this Charm. This removes the success
their own inspire actions, drawing on the Exalt’s own penalty.
eloquence and bearing. Speech Without Words (Dragon-Blooded)
Using hand gestures, body language and other hidden
Masterful Performance Exercise signals, the Terrestrial and their kin maintain perfect
Prerequisite: Performance 2 communication.
The Exalt instills her performance with Essence, This Charm’s effects may be utilized by all
touching the hearts of all who see and hear. hearthmates and her Essence in additional characters to
Commit 1 mote. For the duration of her performance, communicate with one another at no extra cost. This
anyone who wishes to interrupt or otherwise interfere signaling may not be noticed without superhuman or
with the Exalt doing so must accept a hard bargain. In magical senses contested by the Exalt’s Fortitude +
addition, the Exalt doubles 9s for any rolls relevant to the Integrity.
performance or influencing others with it. The effects last
for as long as the mote is committed. Spirit-Manifesting Word
With a repurchase, this Charm may be used with Prerequisite: Performance 4 or Sagacity 4
writing, the following effects replacing the above. The The Exalt calls upon her status as one of the Chosen,
Exalt’s calligraphy and style are powerful works of art, and demands a spirit appear.
inspiring respect and awe for the word itself. Any Spend 1 mote. The Exalt uses an influence action to
character who wishes to tear down or otherwise deface demand a spirit materialize, treating the difficulty of the
the Essence-imbued message must accept a hard bargain Performance or Sagacity roll increased by the spirit’s
to do so. Essence rather than Intimacies or Virtues. If successful,
Artful Disengagement (Solar) the target manifests for the remainder of the scene.
At Essence 3, Solar may instead commit 2 motes to Alternatively, a single spirit ally may effortlessly
activate this Charm during combat. Anyone who resists materialize at no cost or without its own magic for one
may continue to attack her or her allies only if they scene.
incorporate their actions into the Solar’s performance.
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Soul-Stirring Cantata Triumph-Forged God Body (Essence 3)
Prerequisite: Performance 2 The Exalt may spend an additional mote to perform a
The Exalt’s music invigorates the hearts of those single Extreme feat of Strength without needing to roll.
around her, urging them to bold action.
Commit 1 mote. Treat all Minor Intimacies belonging Physique (Resistance)
to characters who can hear the Exalt as Major Intimacies
instead for the duration of the Exalt’s performance. All
Arsenal-Summoning Gesture
influenced characters are additionally immune to fear- See.
based effects. While using this Charm, the Exalt can’t Body Mending Meditation
flurry; she must focus on her art. Prerequisite: Physique 4
Subtle Expression Method Circulating Essence through her body, the Exalt wills
Prerequisite: Performance 2 herself to heal.
The Exalt knows how to conceal ideas behind Commit 1 mote. The Exalt automatically heals one
innocuous words and incomprehensible ciphers, on the level of damage each at the start and end of each scene,
page and in speech. regardless of her activity or exertion. Once per scene, she
Spend 1 mote. Through writing or speaking for the may spend 2 motes when incapacitated to heal one level
duration of the scene, the Exalt may speak in code which of damage, returning to the fight.
can only be understood by a single recipient. Other Unstoppable Lunar Vitality (Lunar)
readers or listeners either perceive innocuous Reduce the cost to heal and return to a fight to 1
statements or an incomprehensible cipher. Attempts to mote.
decipher the message may be contested by the Exalt’s Thirst for Vengeance (Infernal)
Finesse + Performance roll with her Essence in automatic When the Exalt spends motes to return to the fight,
successes. Alternatively, anyone who shares a designated she also gains 2 Power.
Principle with the Exalt may understand their messages.
Letter-Within-A-Letter Technique (Solar) Captivating Battlefield Display
The Exalt’s communiques may only be deciphered by Prerequisite: Physique 4 or Presence 4, Essence 2
magic. The Exalt’s incredible display draws all eyes — and
weapons — to him.
Cryptic Essence Cipher (Dragon-Blooded) Spend 1 mote on step 2 and target an opponent who
The Exalt may allow any of their hearthmates to is attacking an ally. The target’s attack now hits the Exalt
automatically understand their communications. instead. The ally may attack the target on step 8 of this
resolution as a counterattack, even if she’s already acted
Physique (Might) this round. This extra attack does not count towards the
Armored Scout’s Invigoration action limit. She may not augment this attack with
Charms.
Prerequisite: Physique 3
The Exalt’s impressive strength and stamina makes Iron Kettle Body
her at home in her armor, even in the direst Prerequisite: Physique 2
circumstances. The Exalt braces herself and endures an otherwise
An Exalt with this Charm no longer suffers a mobility lethal attack.
penalty from wearing armor, and is as comfortable in full Spend 1 mote on Step 7. Increase the character’s total
plate as they are in silken pajamas. They suffer no Soak against a single attack by three. Alternatively, the
additional penalties for taking physical actions (such as Exalt may apply her Soak against an environmental
running, climbing, or swimming) while wearing armor. damage effect that was created by a Charm or other
Ten Ox Meditation magic.
Prerequisite: Physique 2 Adamant Skin Concentration (Solar)
Pouring Essence into her muscles, the Exalt performs Increase this value by Physique instead.
impossible physical feats. Injury Absorbing Method (Abyssal)
Spend 1 mote. When the character attempts a feat of Increase this value by Physique instead.
strength, reduce the difficulty of the roll by her Essence
Hardened Devil Body (Infernal)
plus one, to a minimum of one. If this reduces the
Increase this value by Physique instead.
difficulty below the need to roll, the attempt happens
automatically. Stone Rhino’s Skin (Lunar)
Increase this value by Fortitude instead.
Thunder’s Might (Physique 5, Essence 2)
At Physique 5 and Essence 2, the Exalt may spend an Iron Skin Concentration
additional mote to attempt a feat of strength that would Prerequisite: Physique 3
normally require a venture in a single roll instead.
141
Through endurance training, the Exalt learns to Spend 1 mote on Step 5. The Exalt gains a number of
withstand blows that would topple a lesser person. Power equal to the amount the attacking enemy gained
Permanently increase the character’s base Soak by after a successful withering attack or 1 Power for every 2
one. At Physique 5, this Charm may be purchased a Power an attacker spends on a decisive attack.
second time. Essence-Gathering Temper (Solar)
Malady-Resisting Meditation The Exalt also recovers 1 mote for every 2 Power the
Prerequisite: Physique 2 attacker gains.
The Exalt’s Essence pervades her body, hardening her Reap What is Sown (Janest)
against toxins and disease. The Exalt also recovers 1 mote for every 2 Power the
Commit 1 mote. The Exalt gains her Essence in dice to attacker gains.
all rolls to resist poisons, venoms, infectious diseases,
and similar maladies. In addition, she may accept a hard
Spirit Strengthens the Skin
bargain to temporarily nullify the effects of whatever she Prerequisite: Physique 2
suffers from for her Essence in turns. When all other defenses fail, the Exalt may infuse her
body with ablative Essence.
Immunity to Everything Technique (Essence 3) Spend up to 3 motes on Step 5. Each mote reduces
At Essence 3, this Charm may be purchased a second the attack’s damage pool by one die. Against
time, reducing the difficulty to resist all mundane environmental damage levels or dice, the Exalt may
diseases, venoms and toxins, etc, to one. If the spend up to 6 motes. In this instance, every 2 motes
character’s total dice pool would automatically succeed, spent reduces 1 level of damage.
she does not need to roll. The difficulty of all other
maladies is reduced by the Exalt’s Essence, but must still Impenetrable Shell (Alchemical)
be rolled, unless this reduced the difficulty to zero. The Alchemical may activate this on Step 2 and adds
her Essence to Hardness when the enemy’s weapon
Ox Body matches her Caste’s magical material.
Prerequisite: None Rust-and-Splinters Defense (Abyssal)
By virtue of her Exalted health, the character endures Mundane weapons used in this attack suffer a two-die
greater levels of injury. penalty until they can be properly cleaned and mended.
The Exalt gains an additional -1 level. This may be If Spirit Strengthens the Skin reduces the attack to zero
purchased a number of times equal to the character’s damage, the weapon shatters, instead.
Physique.
Once Bitten Technique (Lunar)
Lunar If the Lunar activates this Charm later in the scene
The Exalt gains an additional -1 and -2 Health Level. against an attack with the same type of weapon, she
This may be purchased a number of times equal to reduces its total cost by one mote — once one axe strikes
Fortitude. her, no other will find her flesh as soft. Artifact weapons
Liminal are unique for the purposes of this Charm, even of the
The Exalt gains an additional 0 Health level. This may same general type; no two daiklaves strike in quite the
be purchased a number of times equal to Fortitude. same way.
Abyssal, Infernal and Solar Mode Rival-Slaying Retribution (Infernal)
The Exalt gains their choice of an additional 0 or two - The Infernal adds any damage dice cancelled by this
1 Health levels. Charm to her next attack against her attacker.
Dragon-Blooded
The Exalt gains an additional -2 Health Level.
Presence
Getimian and Sidereal Battalion-Breaking Shout
The Exalt replaces the default -1 Health level with a 0 Prerequisite: War 3 or Presence 3
Health level. With a battle-cry that could break the resolve of
Alchemical demons, the Exalt robs a group of its cohesion.
If Fortitude is higher than Physique, this may be Spend 1 mote. Roll Force + War or Presence against a
purchased a number of times equal to Fortitude, instead. battle group’s Resolve. Success lowers their effective Drill
by one, or by two if three or more extra successes are
Strawmaiden Janest
rolled. This penalty lasts until a commander takes a
Janest gains Ox Body as a Solar Mode.
difficulty 5 War or Presence based action to restore
Power Gathering Temper order.
Prerequisite: Physique 3 Demon-Scattering Shout (Solar and Infernal)
The Exalt’s endurance turns a staggering blow into an The Exalt’s scream echoes in the ichor of the devil-
opportunity. kings themselves.

142
Rallying a demonic battle group is difficulty 7 instead. Until the end of the scene, characters successfully
influenced gain a two-dice bonus to resist fear while
Captivating Battlefield Display acting on the Solar’s orders.
See.
Greatness-Inspiring Aura
Cat’s Puffed Tail See.
Prerequisite: Presence 1
Like a cat appearing bigger to frighten a foe, the Exalt Harmonious Presence Meditation
looms over his enemies. Prerequisite: Presence 3
Spend 1 mote. On Step 1 of a combat action, gain two The Exalt embodies magnetism and grace, charming
bonus successes on a Force-based or Inspire Build Power every courtier she meets. No matter her behavior, all
roll. This does not count as her Charm use for that step. people listen when she speaks.
This Charm may also be used during a social influence Commit 1 mote for one scene. For the duration, the
action, granting two bonus successes on an attempt to Exalt may add an automatic success to all social
Instill, Persuade, or Threaten an opponent. influence, excluding Read Intentions actions. She ignores
up to three dice of mundane situational penalties to her
Dread Tiger’s Symmetry social influence actions that arise from her unfamiliarity
Prerequisite: Presence 3 with customs, fashion, or past actions.
The Exalt is a singular and terrifying being, awesome
to behold. People and animals instinctively shy away from
Majestic Radiant Presence (Essence 2)
her. The Exalt’s spirit shines with aspects of glory and
Commit 1 mote for the scene. The Exalt adds her terror; enemies hesitate to raise their voice or weapon
Essence in bonus dice and gains double 9s on any against her.
threatening influence actions. If a character has a Tie of Commit 1 additional mote. Characters attempting to
Fear towards the Exalt, add bonus dice equal to its oppose the Exalt socially or physically must accept a hard
intensity. The bonus dice from Ties do not count towards bargain to do so. At Active Anima, waive the additional
the limit. Mundane animals and Extras flee from the Exalt commitment.
outright, unless compelled to remain through training or Blazing Glorious Icon (Solar)
magic. The Solar’s glory burns like the sun, an aura impossible
Terrifying Apparition of Glory (Presence 5, to ignore.
At Active Anima, add an additional automatic success
Essence 3)
on all social influence actions. At Iconic Anima, waive this
The Exalt becomes an icon of terrible majesty that
Charm’s cost.
drives her enemies to flee.
At Active Anima, gain double 8s. At Iconic Anima, gain Elegant Tyrant’s Majesty (Abyssal)
1 Power whenever an enemy is successfully influenced The deathknight radiates a terrible allure that inspires
using this Charm. awe and dread among the living and the dead.
Against the undead, subordinates, or characters with
Heart-Stopping Mien (Abyssal)
a Tie of fear towards the Exalt, add an additional
Being terrified by a deathknight can be fatal.
automatic success on all social influence actions. At
Gain the Exalt’s Essence dice in addition to double 9s.
Active Anima, this applies to all characters.
When intimidation succeeds, the Exalt gains 1 Power, and
may inflict two dice of damage against the target. This Friend-to-All-Nations Attitude (Dragon-Blooded)
becomes four dice if they possess a Tie of fear to her. At home in any land, Dragon-Blooded draw new allies
Soak does not apply to this damage. with ease thanks to their princely reputation.
Gain two dice on an Instill action to give the target a
Menacing Predator’s Posture (Lunar)
positive Tie towards the Exalt, her hearthmates, or an
Every detail of the Lunar’s bearing radiates predatory
organization she belongs to.
menace.
Ties of fear to the Exalt’s shapes grant the same Irresistible Presence Technique
benefit. In a predatory animal shape or hybrid form, gain Prerequisite: Presence 5, Essence 3
three bonus dice in addition. The Exalt dominates the will of her target with the
force of her soul’s presence.
Glorious Presence Technique
Spend 2 motes to make a special Force + Presence
Prerequisite: Presence 2
influence action as simple action with the target’s
Even the least of the Exalted are overwhelming to look
Essence added to his Resolve. On success, he is
upon.
hypnotized for one round, unable to take any actions. As
The Exalt doubles 9s on a roll to instill respect, awe, or
a psyche effect, the Exalt may issue a single instruction in
obedience. If her anima is at the Iconic level, she doubles
a short, clear sentence which the target will carry out
8s.
immediately. Afterward, he will have no memory of being
Authority-Radiating Stance (Solar) commanded. This may only be used once per story.
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Mind-Seizing Gaze (Abyssal, Infernal, Solar) abilities.
The Exalt may issue a number of instructions equal to Commit 1 mote and designate one of the Exalt’s
her extra successes as short, clear sentences instead. The mortal followers, or commit 2 motes and designate a
target remains hypnotized until all instructions are group. Choose a single Ability. For as long as those motes
complete. remain committed, the Exalt’s underlings substitute the
Exalt’s rating in that Ability for their own.
Listener-Swaying Argument
Prerequisite: Presence 2 Worshipful Lackey Acquisition
The Exalt’s passionate arguments can reach even Prerequisite: Presence 3 or War 3
hearts of stone. The Exalt knows how to leverage her social weight to
Spend 1 mote on Step 4 to reduce the cost of accrue aides, advisors, and lackeys of all stripes.
purchasing Persuade and Dissuade to one success. If an Spend 1 mote. The Exalt gathers a group of hangers-
Intimacy or Virtue raises the difficulty of the influence, on to aid her, creating a temporary Tertiary Followers
add one additional success on Step 4. Merit. The Exalt may specify what sort of lackeys she
Fulminating Word (Essence 3) wants (spies, socialites, mercenaries, etc). All lackeys
When the Exalt argues from the heart, it is nearly behave as if their Minor Virtue was Loyalty for the Exalt,
impossible to disagree. unless she does something to betray them or otherwise
The target must accept a hard bargain to resist the casts them off. If the lackeys are of a type suited to
Exalt’s influence — they cannot choose to ignore it. fighting, the Exalt may lead them into combat, where
they function as a Size 0 Battle Group with Regular Drill.
Impassioned Discourse Technique (Solar) At Essence 3, this charm creates Secondary Followers
The Solar argues from her beliefs, persuading with the instead of Tertiary Followers. If used to create a Battle
depth of her emotion. Group, this may either create a Size 1 Battle Group with
If the Exalt possesses a Principle relevant to her Regular Drill, or a Size 2 Battle Group with Poor Drill.
Persuade or Dissuade action, gain double 9s.

Second Chance Approach Ranged Combat


See. Arsenal-Summoning Gesture
Suspicion-Allaying Gesture See.
Prerequisite: Presence 2 or Stealth 2 Arrow Storm Attack
With clever misdirection, the Exalt casts suspicion Prerequisite: Ranged Combat 3, Essence 2
intended for her onto someone else. Blotting out the sun with her volleys, the Exalt routs
Commit 1 mote for the duration of the scene when legions.
encountering someone suspicious of the Exalt. The Exalt Spend 1 mote on Step 1 of a Ranged Combat attack
deftly misdirects that suspicion, pinning it on another against a battle group. The Exalt increases her damage
person. This automatically succeeds against trivial and dice and the Overwhelming value of her attack by the
non-magical targets; significant characters (demons, battle group’s Size on Step 5. Against battle groups of
gods, Exalts, etc.) may take a Fortitude + Awareness extras, the bonus damage becomes successes on Step 7,
action, resisted by the Exalt’s Finesse + Stealth, to break instead.
through the illusion.
Cascade of Cutting Terror (Solar)
Hindward Bulls-eye Brand (Solar) A Solar may spend 2 Anima to reduce the target battle
The Exalt chooses a specific target for the suspicions group’s Defense to 1 on Step 4.
of others, pinning all blame on them without needing to
roll. If this would be contested by another flawless effect, Double Distance Technique
roll off. Prerequisite: Ranged Combat 2
Skein in the Wilderness Pursuit (Getimian) The Exalt’s attacks fly far and true.
The Exalt conjures a version of her pursuer from her The Exalt extends the reach of one of her ranged
Origin to serve as the person of interest. If her pursuer weapons by one range band. This cannot supplement
captures their illusory quarry, they persist for a heartbeat attacks made with pure Essence (such as Glorious Exalted
and then fade. When this happens, the Exalt may Bolt).
reflexively make a Force + Presence social influence roll, Triple Distance Technique (Solar)
expending successes only to instill or strengthen the The Solar may spend an additional mote to extend the
following Principle: “I question whether reality is real.” range an additional band, to a maximum of extreme
range.
Underling-Promoting Practice
Prerequisite: Presence 3 or War 3 Glorious Exalted Bolt
The Exalt blesses her underlings with a small measure Prerequisite: Ranged Combat 2 or Sagacity 2
of her own power, greatly increasing their natural The Exalt forms a blazing bolt of Essence aligned with
144
their nature to strike their enemies. effects (such as poisoning the target).
Spend 1 mote on Step 1. Make a ranged essence Inexhaustible Solar Bolts
attack at short range using either Sagacity or Ranged A Solar’s anima ammunition adds 1 Overwhelming,
Combat. Treat as a heavy ranged weapon with short and will never strike an unintended target, dissolving into
range, the Artifact and Ranged tags. Spend 1 anima to specks of light before contact.
increase range to medium. This may be used during a
clash. Reflex Shot Technique
Essence Pulse Cannon (Alchemical) Prerequisite: Ranged Combat 3
The Exalt’s forearm transforms into a weapon itself, The Exalt’s instincts align in a perfect moment,
storing a charge of Essence in its bore. The Alchemical allowing her to take careful aim even when she doesn’t
may use Glorious Exalted Bolt to enact the knockback have the time to do so.
gambit. Spend 1 mote. The Exalt uses her reflexive Move
action while simultaneously taking an Aim action.
Blazing Solar Bolt (Solar)
Spend 1 additional mote to add two bonus successes Revolving Bow Discipline
to damage on a decisive attack. Prerequisite: Ranged Combat 3
Elemental Bolt Attack (Dragon-Blooded) The Exalt fires shot after shot with focus and speed.
On Step 7, targets hit must make a reflexive Physique Spend 1 mote on Step 1. After resolving a Ranged
roll at difficulty 3 to resist environmental damage equal Combat attack, the character makes a second Ranged
to the Exalt’s Essence plus two. Combat attack against the same target or a different one.
This attack is treated as though it were part of a flurry.
Crypt Bolt Attack (Abyssal)
The initial attack does not suffer the dice penalty.
Crackling ebon lightning corrodes armor and withers
flesh. Trance of Unhesitating Speed (Solar, Abyssal,
Ignore 1 Soak, and mundane armor is destroyed as Infernal)
long as a decisive damage roll generates at least one The second attack is made without a dice penalty.
success. These must be successes on the roll, not Hunter’s Eye Precision (Lunar)
successes from the Charm or its damage rating. The second attack may be substituted for any other
Radiant Fury Revenge (Infernal) Finesse-related combat action, instead.
The Infernal gains a two-dice bonus to damage if she Many-Missiles Technique (Sidereal)
has a negative Intimacy towards the target. Reduce the flurry penalty on the second attack to one
die.
No Arrow Wasted
Prerequisite: Ranged Combat 3 Sharpshooter’s Clever Tricks
The Exalt’s arrow always hits a useful target, even if Prerequisite: Ranged Combat 2
it’s not their primary one. With a flourish, the Exalt fires a shot or hurls her
On Step 5 of a ranged combat action, if the Exalt’s weapon with intent to distract.
original attack failed to defeat her target’s Defense, When the Exalt purchases this Charm, choose two of
spend 1 mote and 1 anima. Declare a different target and its unique modes. At Ranged Combat 4, you may
roll a ranged attack against that target instead. The purchase this Charm a second time to gain an additional
redirected attack may target Extras or objects in the mode. Its effects cost 1 committed mote for the scene.
environment as well as other combatants. This attack
Clever Projectile Technique
cannot be modified by Charms.
Reduce the cost of gambits using Ranged Combat by
Phantom Arrow one, to a minimum of one. The Exalt may use the Distract
Prerequisite: Ranged Combat 2 gambit with Ranged Combat.
The Exalt never need fear exhausting her supply of Archer’s Keen Eye
ammunition, for her Essence is a never-ending font of it. Reduce all penalties from the environment, poor
Commit 1 mote. For as long as the mote remains visibility, or other hazards on Ranged Combat attacks by
committed, the Exalt draws ammunition from her anima. the Exalt’s Essence, to a minimum of zero.
This reduces all Ranged Combat penalties by one,
Sharpshooter’s Devious Ploy
including flurry penalties, to a minimum of zero. No
The Exalt may use Build Power actions with Ranged
narrative effect can force the Exalt to be out of
Combat by making non-attack warning shots or
ammunition.
distracting volleys. This action benefits from the
Holistic Bullet Methodology (Sidereal) weapon’s Overwhelming rating, but no other equipment
A Sidereal may fire literally anything she can pick up bonuses.
from a ranged weapon. While most improvised
Archer’s Centered Focus
ammunition functions as normal shot or arrows, certain
The character may Aim and take a reflexive move
things (such as a venomous snake) may have additional
145
action, but no other movement actions. event.
Strange Quiver Trick (Sidereal) Essence-Lending Method
The Sidereal transforms her ammunition midflight, Prerequisite: Sagacity 1
granting it two of the following Tags: Artifact, Disarming, With a touch, the Exalt may share their spiritual
Flame, Piercing, Pulling, or Powerful. The Sidereal may reserves with allies.
commit three motes to gain this effect indefinitely, but Spend any number of motes. The Exalt transfers these
chooses a Tag upfront. motes from their pool to a person they are touching. If
Streaming Arrow Stance the target cannot accept all the motes transferred, they
Prerequisite: Ranged Combat 4 have until their next action to spend them before they
One by one, her projectiles turn away attacks and her dissipate. Temporary motes do not increase the target’s
warning shots make enemies think twice about getting anima rating.
close. Wound-Accepting Technique (Sagacity 3,
Commit 1 mote for the scene. While Streaming Arrow Essence 2)
Stance is active, the Exalt calculates her Defense using The Exalt may channel her life force into another
Ranged Combat instead of Close Combat or Athletics. through Essence, taking on their injuries.
How the character does this is up to the player: perhaps For an additional mote, The Exalt may instead heal up
she blocks with the bow itself, throws weapons to defer to her Essence in damaged health levels in her target,
foes, or fires arrows that knock other projectiles out of taking that damage herself. It is possible to be
the air, etc. Incapacitated by this Charm.
Essence Font Technique (Solar)
Sagacity (Knowledge) Roll Finesse + Lore against difficulty 3. On success, the
All-Encompassing Sorcerer’s Sight Exalt generates three additional motes which may be
See. transferred to the target in place of their own. These
motes dissipate immediately if not transferred.
Archive Mind Mentality Dragon-Kin Empowerment (Dragon-Blooded)
Prerequisite: Sagacity 3 The Exalt sends forth a brilliant flow of elemental
The Exalt’s mind is as an enormous library, each Essence to their kin. This Charm extends to short range
moment of her life and each lesson she has learned with hearthmates. The Dragon-Blooded may instead
assiduously filed and tracked like so many precious transfer one anima for every two motes spent. A target
volumes. cannot gain temporary anima.
The Exalt’s memory is perfect, allowing her to recall
Essence-Draining Method (Abyssal)
anything she has witnessed with absolute clarity. This
The Exalt may drain up to her Essence in motes from
requires only a moment’s concentration, though
their target instead. In combat, declare this Charm on
attempts to reexamine past events for clues may require
step 1. This requires an unarmed Close Combat attack.
a roll. The player asks the Storyteller for details her
character may remember. She may also use Stunt Dice to Glorious Exalted Bolt
dramatic edit in details she thinks are appropriate. See.
Counting the Elephant’s Wrinkles (Lunar)
A Lunar is always aware if a memory she recounts has
Harmonious Academic Methodology
been tampered with. Prerequisite: Sagacity 3
The Exalt is a master instructor able to pass on
Ancestral Recall (Dragon-Blooded) esoteric truths and incredible talents to their students.
A Dragon-Blooded may spend an hour of downtime in Such is their wisdom, they may pass on knowledge that
meditation to recall events from their ancestors’ lives, would otherwise take years to learn.
though these details are often hazy. Use a dramatic Commit 2 motes for the duration. Treat as a special
scene. Research venture with three obstacles and a time scale of
The Benefit of Hindsight (Sidereal) scenes each representing a couple days of instruction.
A Sidereal may make changes to scenes they recall by Upon completion, the Exalt may select one of the
dramatic editing with Stunt Dice; for example, if they following options for all students:
neglected to open a lockbox, they might do so in their
• Move a single topic from the target’s Tertiary Pool
memories instead — revealing information or clues as if
to Secondary.
they had done so in reality. This does not materially alter
• Add an additional topic to their Tertiary Pool based
the flow of a scene’s events, nor may they harm others
on one of the Exalt’s Abilities.
within the dream; to do so would cause tremendous
harm to Fate, necessitating truly heroic measures to Additionally, the Exalt may give the target a Minor
preserve simple things like causality associated with the Intimacy towards the Exalt or change the target’s Minor

146
Virtue to one of the Exalt’s own Virtues. This Charm may Prerequisite: Sagacity 3
only affect the same students once per story. The Exalt The Exalt draws forth a blazing diagram of Essence
may instruct up to twice her Essence in students. from the universe into a circle which drives lesser spirits
Flowing Mind Practice away.
At Essence 2, the Exalt may select two options with Commit 1 mote for a scene as a simple action to draw
each activation. a circle around the Exalt out to short range. Spirits with
Essence equal to or lower than the Exalt’s must either
Legendary Scholar’s Curriculum (Solar) become materialized or flee the circle immediately.
The Exalt may instruct a group of students equal to These spirits may not attack characters inside the circle
the Exalt’s Essence plus Sagacity. when outside of it. The Exalt rolls Fortitude + Sagacity
Tale-Spinning Mastery (Lunar) against difficulty 3, increased by the spirit’s Essence. On
The Exalt teaches through storytelling, folktales, success, treat as if their Essence were lower.
legends or history. Spirit-Caging Mandala (Solar)
The Exalt may instruct a group of students equal to The Exalt may instead trap a spirit at short range
the Exalt’s Essence plus Finesse if they share a common within the circle for one scene. Trapped spirits cannot
culture. move and may only attack characters inside the circle at
Dismissive Scholar's Sniff (Sidereal) close range.
The Exalt may select an additional option so long as Endless Pain Oubliette (Infernal)
the instructee's Sagacity (or appropriate pool) is less than As the Solar Mode, but cannot trap ghosts. Captured
hers. gods and demons increase their wound penalties by one.
Red-and-Green Reality Intuition (Getimian) Argent Guardian Yantra (Lunar)
The Exalt may select an additional option so long as Repels both spirits and the fae. The circle may be
the instructee's Sagacity (or appropriate pool) is less than drawn as a line across a single range band.
hers.
Seed and Salt Warding (Dragon-Blooded, Janest)
Necromantic Initiation The Exalt lays down a line of salt or germinated grain
Prerequisite: Sagacity 1 to keep ghosts at bay.
The Exalt has dredged up dark secrets from the Commit 1 mote for the session. A line of salt or
Underworld and the Void at its heart — secrets which germinated grain laid by the Exalt is treated as the Spirit-
grant tremendous power. Repelling Diagram against the undead, including walking
The necromancer gains the ability to learn and cast dead and hungry ghosts.
First Circle Spells. This Charm can be repurchased at
Sagacity 3, Essence 3 to gain access to Second Circle Spirit-Slaying Stance
Spells. A final repurchase at Sagacity 5, Essence 5 grants Prerequisite: Sagacity 3
access to Third Circle Spells. Not every Exalt can use The Exalt wounds the very Essence of a spirit,
every circle. weakening or outright destroying it forever. An Exalted
With each purchase of this Charm, the necromancer power that even the gods themselves fear.
also gains a free Spell and shaping ritual. Spend 1 mote on Step 3 on a decisive attack to inflict
aggravated damage against a spirit (god, demon, or
Sorcerous Initiation ghost). If the Exalt slays a spirit with this Charm, it is
Prerequisite: Sagacity 1 unable to reform for a number of months of downtime
The Exalt has internalized the inner workings of equal to the Exalt’s Essence rating or until the end of the
Creation’s Essence, giving the power to reshape the world story.
at its fundament. Ghost-Eating Technique (Solar)
The sorcerer gains the ability to learn and cast First Destroy motes in the spirit’s pool equal to its total
Circle Spells. This Charm can be repurchased at Sagacity health lost. Destroyed motes are considered spent. If
3, Essence 3 to gain access to Second Circle Spells. A final slain by this Charm, the spirit is permanently destroyed.
repurchase at Sagacity 5, Essence 5 grants access to Third
Circle Spells. Not every Exalt can use every circle.
Spirit-Shredding Attack (Dragon-Blooded)
With each purchase of this Charm, the sorcerer also If slain by this Charm, the spirit is diminished. When it
gains a free Spell and shaping ritual. reforms, its Essence score is lowered by one. This may be
healed as a Dramatic Injury. At Storyteller’s discretion,
Spirit-Cutting Glance the spirit may lose access to some of its Charms or reflect
See. its diminishment in other ways.
Demon-Drinking Fang (Lunar)
Spirit-Manifesting Word
Inflicts aggravated damage against both fae and
See.
spirits. If slain by this Charm, the spirit is permanently
Spirit-Repelling Diagram destroyed.

147
Terminal Sanction (Sidereal) Harmonizing her mind with another’s, the Exalt
If slain by this Charm, the Sidereal may choose one imparts her own sorcerous power to a spell.
option: Slay the spirit permanently; bind the spirit in The Exalt may exchange Power granted by an ally into
servitude as if they had summoned the spirit; let the Will, or give Will to an ally in place of Power via the
spirit reform naturally. Power exchange action.
God-Slaying Torment (Abyssal) Blood-Bound Rite (Dragon-Blooded)
If slain by this Charm, the Abyssal may choose to If the beneficiary is a hearthmate casting a sorcery
temporarily hold the spirit from oblivion until the end of spell, they gain an additional point of Will. This cannot
the scene to interrogate them, taunt them or hear their benefit necromancy.
final words. Afterward, the spirit is permanently
destroyed.
Wonder-Crafting Initiation
See.
Life-Denying Hate (Infernal)
When used against a god or demon, the Infernal may Sagacity (Medicine)
destroy them utterly or inflict a powerful curse upon
them; until treated by powerful magical healing, the Master Physician Technique
target cannot dematerialize without the Infernal’s Prerequisite: Sagacity 3
approval and has only a single health level. Through efficacious treatments, the Exalt may tend
grievous injuries and defeat pestilences.
Truth-Rendering Gaze Commit one mote for the duration of treatment.
Prerequisite: Sagacity 4 Using appropriate tools, the Exalt may spend a scene
The Exalt focuses intensely on an item or a place with treating a patient, accomplishing one of the following
a hidden nature, using their Essence to divine function effects:
and purpose.
Spend 1 mote. The Exalt may automatically divine the • Treat a diagnosed disease. Treat as a venture with
purpose and function of a mundane object, a structure, a time scale of a couple days of treatment.
or even the geomancy and advantages of natural terrain. Mundane diseases are typically difficulty 3, while
For Artifacts, First Age Artifice and other magical objects particularly deadly, esoteric or supernatural
and technologies, make a Force + Sagacity roll against diseases may be difficulty 5 to achieve the same
difficulty 5 to achieve the same effect. Success may effect. Some supernatural diseases such as the
reveal details like the name of an Artifact, its history and Great Contagion may not be treated by this Charm.
previous wielders or momentous events it may have • Treat injuries. Make a Force + Sagacity roll with
been involved in. If applicable, add their Essence in dice double 9s against difficulty equal to the total levels
to a single relevant Craft, Navigate or War rolls based on of damage in their patient’s health track. Success
information gleaned from this Charm. allows the patient to treat the scene as if it were a
Wake the Sleeper (Solar) recovery scene and regain all lost health levels.
The Solar draws out an Artifact’s power with her Aggravated damage cannot be healed by this
touch. Charm.
Once per story, as a simple action, success on a roll to Body-Sculpting Essence Method (Sagacity 5,
learn about an Artifact awakens the first Evocation for Essence 3)
the Exalt at no cost. The Exalt may restore a patient to health in the time it
Elemental Truth Observation (Dragon-Blooded) takes to lace boots.
The Essence of jade and the elements whisper their Complete a treatment action which would take a
truths to the Dragon-Blooded savant. scene in a handful of moments. Once per story, unless
When studying jade artifacts or terrain that matches reset by treating injuries or disease without using this
the Exalt’s Aspect, this Charm automatically succeeds. upgrade.
Dreaming Wisdom Revelation (Lunar) Body-Purifying Admonitions (Sagacity 4)
The Lunar uses mystic practice to realize uncanny Using precision strikes to their patient’s pressure
insights, after time spent reading animal entrails, points, the Exalt may force deadly poison from the body.
interpreting dreams, imbibing psychedelics, following a Spend 1 mote. As a simple action, the Exalt may roll
vision in the Wyld, performing austerities, or similar. Force + Sagacity against a difficulty equal to a poison
The Exalt spends a dramatic scene performing her hazard’s damage to immediately cure a patient receiving
ritual action, making a Force + Sagacity roll against treatment. Against supernatural and esoteric poisons,
difficulty 5 to learn about the subject, without inspecting increase this difficulty by two. With a scene of treatment,
it, visualizing it from afar. the Exalt may automatically cure a mundane poison;
supernatural and estoeric poisons still require a roll.
Will-Bolstering Method
Plague-Banishing Incitation (Solar)
Prerequisite: First Circle Sorcery
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The Exalt demands the malaise leave the patient’s disability into their daily life. A patient blinded in battle
body, initiating a miraculous recovery. might grow accustomed to operating without sight, or
When treating a diagnosed disease, the Exalt may roll have his eyesight restored through efficacious
Force + Sagacity to immediately cure the disease allowing treatments. The Exalt must dedicate a few hours of
the patient to recover by the next scene. This increases downtime per recovery scene to treating the Dramatic
the difficulty of treatment by two. Injury with the appropriate tools or description.
Gaia’s Bounty (Dragon-Blooded) Rebirth of Flesh and Ivy (Dragon-Blooded)
The Exalt adds two automatic successes when using Ivy and vines spring from the Exalt’s anima to set
medicinal herbs or exotic flora as tools to treat her broken limbs and grow casts of bark upon the skin. Scars
patients. resemble wood more than flesh, with strands of green
Plague-Halting Gesture (Abyssal) woven into tissue.
Roll Force + Sagacity against difficulty 3 for mundane The Dragon-Blooded may apply this Charm to up to
diseases or 5 for supernatural ones. On success, the Exalt her Essence in additional hearthmates.
may choose to immediately halt the progress of a Price of Mercy (Infernal)
disease, rendering it dormant rather than cure it. For the The Infernal may commit an additional mote to grant
rest of the story, they may reflexively resume its effects the target demonic mutations that obviate a dramatic
on the target at will. wound, adjusting to these new limbs in a single recovery
Plague-Devouring Kiss (Lunar) scene. If they accept, they are in the Infernal’s debt and
The Exalt devours a malaise afflicting their patient. cannot outright refuse her next significant request.
The Exalt may roll Force + Sagacity against Difficulty 5
to instantly cure a mundane disease by taking it onto Stealth
themself. Against supernatural diseases, the difficulty is
A Drop Amongst the Ocean
7.
Prerequisite: Stealth 3
Flawless Diagnosis Technique The Exalt masks her brilliance for a time, disappearing
Prerequisite: Sagacity 3 among the crowds of mortals around her.
The Exalt’s expertise reveals the truths of bodies living Commit 1 mote. So long as the mote remains
and dead. By examining a subject closely, the Exalt may committed and the Exalt remains within or close to a
flawlessly diagnose what ails them, or discern what lead large group of people, she becomes functionally invisible;
to their death. others can see her, but pass her off as simply “one of the
Spend 1 mote as a simple action. Within moments, crowd.” Awareness Charms and similar powers may allow
the Exalt may automatically diagnose a mundane illness, others to find the Exalt, but she always receives a chance
allowing her to determine what the illness is, its typical to resist their roll with Finesse + Stealth.
symptoms and whether it is supernatural or not. For
Distracting Patter Technique
unknown, esoteric, or supernatural illnesses, make a
See.
Force + Sagacity roll for the same result. Although they
may not always know what disease their patient carries, Doubt-Sealing Heist
the Exalt will never misdiagnose it. Prerequisite: Stealth 3
Alternatively, the Exalt may use this Charm while The Exalt leaves no trace when she takes that which is
examining a corpse, allowing her to automatically not hers. Yet.
determine how recently they died, the cause of death, or Commit 1 mote when the Exalt successfully steals an
other unusual qualities of the corpse. If the corpse is object. For as long as the mote remains committed, no
unusual, tampered with, or slain through esoteric means, one will notice the stolen item is missing.
the Exalt must make a Force + Sagacity roll to determine
Flawless Pickpocketing Technique (Solar)
the same result.
The Exalt’s movements are so subtle and quick, they
If applicable, the Exalt gains her Essence in bonus dice
may steal with abandon.
on the next roll to treat the diagnosed illness, or to
An Exalt may steal something even in plain sight
further investigate the corpse.
without being noticed. This provokes a roll-off if an
Wellness-Restoring Meditation observer has an effect that would perfectly counter this.
Prerequisite: Sagacity 5 Thieving Raiton Talons (Abyssal)
Through a regimen of therapeutic treatments and The Exalt’s movements are so subtle and quick, they
excellent care, the Exalt may help their patients recover may steal with abandon.
from even the most difficult injuries. An Exalt may steal something even in plain sight
Commit 1 mote. Over the course of three recovery without being noticed. This provokes a roll-off if an
scenes, the Exalt may assist a patient in recovering from a observer has an effect that would perfectly counter this.
Dramatic Injury, either through miraculous restoration or
Faster Than Sight (Infernal)
wellness training to help the patient incorporate their
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The Exalt’s movements are so subtle and quick, they skin, making her appear like the other people around her.
may steal with abandon. Perfect Mirror (Solar)
An Exalt may steal something even in plain sight A Solar may commit 2 motes to forge a false Essence
without being noticed. This provokes a roll-off if an rating and model small supernatural details, such as
observer has an effect that would perfectly counter this. glowing skin, crystalline hair, or dragon eyes.
Mine By Right (Getimian) Masque of the Uncanny (Sidereal)
Whatever a Getimian steals has always been the At Essence 3, a Sidereal may commit an additional
Getimian’s possession, and therefore no theft has taken mote to choose a type of spirit, ghost, raksha, or other
place (though the authorities may have questions for the Exalted as her disguise, gaining a three-success bonus to
whoever was in possession of it before, i.e., the actual pass herself off accordingly. Her Charms, anima, and
owner). other aesthetics change appearance to accommodate
Evidence Placing Method this deception.
Prerequisite: Stealth 4 Guiding Shadow Shroud
Just because the corrupt official has hidden the Prerequisite: Stealth 3
evidence of his crimes doesn’t mean he never committed The Exalt shares her gifts for subtlety with her
them. Sometimes, the truth needs a little help coming to more…conspicuous allies.
light. Commit 1 mote. The Exalt may activate her Stealth
Spend 1 mote. The Exalt places a piece of physical Excellency, Perfect Shadow Stillness, or similar self-only
evidence somewhere in their current location without Stealth Charms on behalf of other characters, helping
being observed. If she is placing it on another person, them to move undetected. If they stay within close range
gain three bonus successes on the Stealth roll. of the Exalt, they reduce penalties to Stealth rolls by two.
As It Always Was (Getimian)
Items the Getimian Exalted place have always existed; Illimitable Master Fence
increase the Difficulty of attempts to prove otherwise by See.
the Exalt’s Essence. Perfect Shadow Stillness
Impeccable Timing (Sidereal) Prerequisite: Stealth 2
The Sidereal Exalt places her evidence where it will be Quiet the breath. Quiet the heart. Be still. Be silent.
discovered at the worst possible moment for her target. Commit 1 mote. The Exalt doubles 9s on all Stealth
Gain three automatic successes on a social action to rolls to remain undetected. If she didn’t move on her last
influence a person or group’s attitude toward the target. turn, she doubles 8s instead. This includes the
Outmaneuver Build Power action.
Flawless Counterfeit Technique
See. Quiet as Death (Abyssal)
While in darkness, the Abyssal doubles 8s, or 7s if she
Flawlessly Impenetrable Disguise didn’t move.
Prerequisite: Stealth 3
The Exalt clothes herself in another’s garb, or employs Seasoned Criminal Method
trickery to pass as someone she is not. Prerequisite: Stealth 2
Commit 1 mote when assembling a disguise. If this The Exalt steps into the shadowy realm of the criminal
disguise is general (a servant, a trader, a soldier, etc.) it underworld, wearing deception like a cloak.
remains impenetrable to mortal senses for as long as the Commit 1 mote and choose one of the following
mote remains committed. Resist magical senses with modes.
Finesse + Stealth. If the disguise is of a specific person, Special: The character gains all of the modes attached
significant characters may attempt to discover the ruse, to this Charm upon purchase.
resisted by the Exalt’s Finesse + Stealth. • Familiarity: Appear to be a member of a criminal
Eldritch Secrets Mastery (Infernal) organization, allowing her to use any appropriate
The Infernal may hide her nature as a creature of Intimacies to leverage against members of the
darkness while disguised. organization.
Essential Mirror Nature (Lunar) • Dissonance: Officials attempting to identify or
The Lunar copies the anima (and, if applicable, the track the Exalt reduce their Awareness and
caste mark) of a specific kind of Exalted. Until she Embassy pools by two.
uncommits this mote, her own anima and caste mark are • Vulnerability: Appear vulnerable, attracting those
indistinguishable from that of the target Exalt. who would take advantage. Lower the target’s
Resolve by one whenever you leverage your
Guise of Humanity (Alchemical) vulnerability.
While this Charm is active, the Alchemical’s implants • Receptivity: Appear to be an interested buyer or
and augmentations recede into her body and alter her patron of criminal activities (drug buyer or seller,
150
gambler, etc). Others will offer appropriate Quality even if their Size is less than an enemy’s.
information regarding such activities when asked. Justifiable Precaution (Sidereal)
Suspicion-Allaying Gesture Rather than granting a battle group access to an
See. Outnumber Quality, the Sidereal teaches
countermeasures. During a future battle, the group may
War retroactively reveal the Outnumber Quality they have
learned to overcome, becoming immune to its effects.
Battalion-Breaking Shout Fearless Vanguard Technique
See.
Prerequisite: War 3
Battle Plan Rumination When the Exalt leads her soldiers into combat, she
Prerequisite: War 3 reveals the hidden depths of their courage and resolve.
The Exalt recalls famous battles she’s studied, and Commit 1 mote for the scene. During a dramatic
shapes her own strategy based on generals of the past. scene, the Exalt’s soldiers gain a two-success bonus to
Spend 1 mote. If a roll during a warfare dramatic Resolve against social influence that would frighten,
scene fails, the Exalt may use this Charm to immediately distract, or confuse them so long as she leads them. If
reroll it. If the reroll result is lower, she takes the higher she is present, when her battle groups make rout checks,
result of her original roll and increases the successes by she gains two successes to the roll, which does not apply
two. to the dice limit. She reduces the penalty to flurry actions
to command her troops by 1.
In Our Foremothers’ Footsteps (Dragon-
Blooded) Brave Legionnaire Incitement (Solar)
The Dragon-Blooded share stories of their ancestors’ The Exalt’s soldiers treat their Major Virtue as
victories. Courage. The flurry penalty is reduced to 0.
The player whose character is the lead tactician in the Death Before Dishonor (Abyssal)
dramatic scene chooses another player. They decide on a The Exalt’s soldiers treat their Major Virtue as
significant battle both characters’ forbears took part in, Courage. The flurry penalty is reduced to 0.
and the roles those family members played in it. Add the Imperial Devotion (Dragon-Blooded)
second character’s relevant Ability to the tactic’s dice The Exalt’s soldiers treat their Minor Virtue as Loyalty
pool. to their commander.
Lessons of the Last War (Infernal)
The Infernal remembers how she fought with honor in League of Iron Preparation
a past incarnation, and now sees how she could have Prerequisite: War 3
bucked the establishment instead. The Exalt may quickly train even the most inveterate
Perhaps her conservative choices caused her death, or militia into a fighting force to be reckoned with.
allowing the enemy to regroup lost her the battle, but Commit 2 motes for a scene. With a dramatic scene of
the Infernal will make different choices in this drilling and instruction, a group of noncombatants or
incarnation. Add three automatic successes to a conscripts can be trained to fight competently; they
Sabotage tactic. become a battle group of conscripts with Size equal to
the amount of people trained and Regular Drill. As an
Cunning Warrior Regimen unrolled Recruitment venture, the Exalt may spend a
Prerequisite: War 3 week of downtime or one session involving a dramatic
Under the Exalt’s instruction, her soldiers learn to seize scene drilling a unit trained with this Charm, allowing her
opportunities whenever they appear on the battlefield. to select one of the following benefits. Each benefit
Commit 2 motes for one week of downtime. With at provided by this Charm can only be applied to a given
least five hours of instruction during this week of unit once:
downtime (which may be used during a series of
• The conscripts become soldiers.
dramatic scenes), the Exalt may train a battle group,
• Gain one additional Outnumber Quality.
granting them an Outnumber Quality of the Exalt’s
choice. The Exalt may condense the training to one • Designate Loyalty to the Exalt, or a target of her
dramatic scene, but the battle group retains the choosing as their Minor Virtue.
Outnumber Quality for only a single battle. A group can Divine Army Supremacy (War 5, Essence 3)
only learn one Outnumber Quality through this Charm, or The Exalt may effortlessly forge any army into a divine
two if they possess Elite Drill. weapon with words of wisdom and exemplary
Wolf’s Lair Tactics (Lunar) demonstration.
While fighting on territory they are familiar with (such Training a unit no longer uses one of the Exalt’s
as their homeland, or an area thoroughly scouted as part ventures. She may also train units of spirits, animals or
of tactics roll, the battle group can use the Outnumber other non-humans, who retain their characteristics but

151
improve their Drill like a regular unit. Additional benefits Under the guidance of Exalted tactics, a dozen good
may be selected: soldiers may stem the tide of an enemy legion.
Commit 1 mote for the scene. The Exalt’s battle group
• Gain one additional Outnumber Quality.
treats its Drill as 3 for the purposes of accuracy and
• Units with Regular Drill gain Veteran Drill. Units
damage. It also gains additional Outnumber Qualities of
with Veteran Drill gain Elite Drill.
the commander’s choice equal to her Essence. Enemies
• Designate a specialized enemy, such as creatures
making decisive attacks against the battle group suffer a
of darkness, the living, fae, or beastfolk. The unit
three-die penalty to their attacks and damage.
increases their Drill by the Exalt’s Essence against
that type of foe. Panic the Wounded Beast
• The unit no longer fears death. They possess Prerequisite: Battalion-Breaking Shout, Essence 3
perfect morale. Requires at least Veteran Drill. When the Exalt takes the battlefield, enemies flee and
fall at every swipe of the sword.
Tiger-Warrior Training Technique (Solar)
Spend 2 motes on Step 7 of a decisive attack against a
The Solar Exalted may transform the feeblest farmer
battle group. The group must make a Difficulty 5 route
or disloyal bandit into a fighting force to be feared.
check, regardless of Drill.
With just a single scene, the Exalt may train a unit
noncombatants or conscripts to become soldiers. As Swinging the Scythe (Abyssal)
additional benefits, the Exalt may select: If the battle group fails its route check, the Abyssal
gains one Power, or two if the group had Elite Drill.
• Soldiers become champions with Veteran Drill.
• Gain one additional Outnumber Quality. Rally the Broken Company
• Designate Loyalty to the Exalt, or a target of her Prerequisite: War 3 or Presence 3
choosing as their Major Virtue. Like hope born amidst tumult, an Exalted commander
may restore the fighting spirit of the weary, worn, and
Hardened Killer Training Style (Abyssal)
wounded.
The Abyssal tempers raw recruits in a crucible of
Spend 1 mote. The Exalt makes a reflexive route check
brutality and hatred, refining them into incarnate
on behalf of an allied battle group. Extra successes on the
weapons.
roll are added to the battle group’s next attack as bonus
As Solar Mode. Alternatively, the Exalt may put
dice.
soldiers through a scene of training they will not survive.
They arise that night as war ghosts with a Major Virtue of Phoenix Banner Resurgence (Solar)
Loyalty to the Exalt. The Solar may spend extra successes to heal the battle
group, trading two successes for each level healed.
Lessons of the Winter Wolf (Lunar)
The Lunar’s harsh training flenses weakness from her Auspicious Realignment (Sidereal)
warriors. The Sidereal may set aside any number of extra
Units of beastfolk may select one additional benefit successes. Instead of adding to the next attack, they are
from below when trained. As additional benefits, the reflexively rolled the next time the group is forced to
Exalt may select: make a route check.

• Soldiers gain Veteran Drill. Underling-Promoting Practice


• Gain one additional Outnumber Quality. See.
• The unit may ignore up to three dice in penalties
from deprivation or fatigue. Worshipful Lackey Acquisition
See.
Auspicious Recruitment Drive (Sidereal)
Fate leads soldiers to a Sidereal’s command; an army
can be easily mustered, though they may not always
Abyssal Charms
understand why they march. Alternatively, the Exalt may The magic of the Abyssal Exalted focuses on death,
recruit people to fight for a cause of her choice, calling penalizing the enemy, and grievous damage.
together a unit of conscripts with Size equal to the lesser
of her Essence or three and Regular Drill. The unit gains Athletics
one benefit immediately, with the limitation that the
Exalt may not designate herself as the subject of their Death Approaches
Loyalty Virtue, she may only designate others, the Prerequisite: Athletics 3
specified cause, or one of her resplendent destinies. The The deathknight bears down on her target with killing
unit gains a Minor Tie of Devotion to their cause; should intent.
their goal be achieved, they may disband. Spend 1 mote on Step 1 when the Abyssal moves
towards and attacks an enemy, including rushes. On a
Mouse Conquers the Lion withering attack, the target loses Power equal to the
Prerequisite: War 4
152
extra successes rolled, rather than the Abyssal gaining each extra success: An automatically successful Read
Power. She gains 1 Power as though her Overwhelming Intentions action, Reveal one Minor Intimacy relevant to
were 1 and she’d missed, regardless of what weapon she the Exalt’s interests, or discern one of the target’s
uses. On a decisive attack, if she deals any damage to the Virtues. For two extra successes, the Exalt may reveal
target on Step 7, they also lose 3 Power. one Major Intimacy instead of a Minor. The Exalt may
choose whether their presence in the target’s mind is
Ebon Lightning Flash subtle or obvious.
Prerequisite: Athletics 5, Essence 2
The Abyssal’s terrible speed leaves only corpses in her
Guilt’s Spectral Wake (Awareness 4)
wake. The scent of death clings to the living. Killers are
Spend 1 mote on Step 1. Choose a target within the revealed by the ghosts in their wake.
scene who has less Power than the Abyssal. Cross the Spend 1 mote. Gain double 8s on an Awareness or
distance to be within attack range instantly. A withering Integrity roll to locate a concealed killer, such as a soldier,
attack causes the target to lose 1 Power, even on miss, or a slave overseer, or a serial killer. Against mass
her choice of 1 mote if she hits. A decisive attack adds murderers, generals, or the rulers of warring
her Essence in dice to damage on Step 5. This counts at principalities, gain double 7s instead.
the Abyssal’s movement action for the round. This may Ghostly Sentinel Technique
be used during a clash. Prerequisite: Awareness 4, Essence 2
Wraiths of smoke and spectral metal emerge from the
Awareness deathknight’s outstretched fingertips to watch over
distance locations.
Corpse Questioning Technique
Commit up to 3 motes. For each mote, a single wraith
Prerequisite: Awareness 1
appears at close range. The Exalt may see through the
The Abyssal imbues a cadaver with their Essence,
wraiths using her senses wherever they are present as if
granting enough unlife to speak in feeble gasps and
she were present herself, and may use her Awareness
answer whatever questions they wish.
Charms through them. She may ignore vision-based
Spend 1 mote. For one scene, a corpse at close range
penalties to her senses if at least one wraith is not
sits up and speaks, answering any question it knows the
suffering from them.
answer to honestly in the languages that it knew when
The wraiths are naturally immaterial, possess a single
alive, though lacking the deceased’s personality. The
health level and count as Extras. Should the Exalt conceal
more decayed a corpse is, the greater difficulty it will
herself using stealth, the wraiths are also concealed
have answering questions; an ancient skull will only be
against enemies who can perceive them. Wraiths can
able to answer yes-or-no questions, while a well-
move one range band as their reflexive movement action
preserved corpse may provide more details.
on the Exalt’s turn. They cannot move beyond long range
Wickedness-Unveiling Method of the Exalt.
Prerequisite: Awareness or Integrity 2 Roving Shadow Scouts (Essence 4)
The deathknight’s darkness calls to that of others. The wraiths persist no matter their distance from the
Death whispers their misdeeds into the Abyssal’s ear. Exalt, though moving an individual wraith beyond long
The Exalt gains double 8s on a Read Intentions action. range requires the Exalt to use their reflexive movement
Each extra success up to the Exalt’s Essence plus two action.
allows them to ask one of the following questions:
• How many people have they killed?
Close Combat
• Who did they kill last? Artful Maiming Onslaught
• Who was the last person they saw die? Prerequisite: Close Combat 2
• Are they feeling guilty about something? The Abyssal elevates the infliction of pain to an art
• Who is another murderer that they know? form. Each strike leaves a grievous wound that howls
At Storyteller’s discretion, each question answered with pain for the rest of the battle.
may reveal a single relevant Intimacy. Spend 1 mote and 1 Power on Step 1. A successful
decisive attack leaves a painful, scarring wound that
Soul-Invading Gaze (Awareness 3)
inflicts a one-success penalty to all actions for the rest of
The whispers of the Neverborn invade the target’s
the scene. This stacks up to three times. These count as
mind, binding their soul to the deathknight’s for a
wound penalties for the purposes of other effects. Only
moment. The Abyssal enters their mind, able to judge the
the Exalted heal these scars naturally over time. This may
contents of their heart.
be used during a clash. Gain an additional anima.
Spend one mote to Roll Force + Awareness against the
target’s Resolve. Against ghosts, gain three bonus dice. Soul-Cleaving Wound (Essence 4)
On success, the Exalt may do one of the following for The deathknight’s weapon cleaves off part of their

153
foe’s soul with a flash of sickly green pyreflame. Victims Necrotic flames wreath her body as she becomes a black
waste away from spiritual lack. silhouette of the void.
Spend 1 mote and 5 Anima. A successful decisive Commit three motes at Active Anima. For the rest of
attack adds a five-success bonus to damage if the target the scene, the Exalt doubles 9s on movement and
does not accept a Dramatic Injury reflecting the wound combat actions. Once per round, the Exalt may respond
to their soul. If accepted, in addition to the usual effects, to an attack with a clash without using her action.
their Essence score is lowered by 1 while the wound Success allows her to reflexively move to the range band
heals. If the target’s Essence score is lowered to zero, her opponent occupies in a flash of Essence. She adds
they are rendered comatose and will not heal without three to her Hardness for the Charm’s duration. At the
the intervention of magic. start of each round, gain one Anima. Living enemy battle
groups that perceive the Exalt must immediately check
Iron Maiden’s Kiss for rout with difficulty increased by two, and trivial
Prerequisite: Close Combat 5, Essence 3 opponents are compelled to flee.
The Abyssal encases an enemy in a suit of armor
forged from screaming souls. Lined with spikes, the Craft
phantasmal armor seals shut around the enemy, impaling
him. Those slain become grim statues of smoke and All-Consuming Entropy Attack
metal, or arise as corpse-cataphracts to serve the Prerequisite: Craft 3
deathknight. With a touch, the Abyssal suffuses an object with
Spend 2 motes on Step 1. The Exalt makes a Knockout necrotic Essence. Cracks appear along the surface, limned
gambit, replacing its effects with the following. She may in ghostly light as the object disintegrates in a flash.
spend Anima instead of Power on this gambit. Trap the Nothing is left behind but acrid dust and memories.
target in a suit of armor for the duration equal to extra Spend 1 mote. A hand-held mundane object or one of
successes. For each turn he remains encased in the similar size is immediately destroyed. If held or worn by
armor, he suffers two aggravated damage. When the another character, the Exalt must succeed on a Disarm
gambit ends, the target must break free from the armor gambit to activate this Charm. For larger or more
with a simple Force + Physique action at Difficulty 7. complex objects, the Exalt may roll Force + Craft at
Allies may attempt to sunder the armor at the same Difficulty 5 to destroy them.
difficulty. He may try to move or attack while encased, Annihilating Gaze (Essence 3)
but at a success penalty equal to the Exalt's Essence. If This Charm can be used on an object the Exalt
the Exalt’s Essence is equal to or greater than the target, perceives. The target cannot apply their defense against
and he dies, the Exalt may resurrect him as a war ghost the Disarm gambit. The Exalt may commit an additional
without the Immaterial tag. Those that swear fealty to mote to suspend the destruction of an object until they
the Exalt gain a major tie of loyalty and the Elite tag. release commitment.
Soul-Drinking Bite Haunting Monumental Artifice
Prerequisite: Close Combat 2 Prerequisite: Craft 2, Essence 2
The Abyssal bares fanged teeth to feast upon her Imbued with deathly Essence, necklaces and
victim’s lifeblood. monuments attract the attention of the dead. Shades
Spend one mote on Step 3 on a decisive attack while may touch these trinkets as if they were still alive, and
in a grapple. The attack inflicts two additional dice of dwell within buildings to acquire physical form once night
damage and causes the target to lose motes equal to the falls.
damage suffered. The Abyssal gains the stolen motes at Spend one mote while making an object or
the same amount up to a limit of her Essence. The Exalt completing a mundane Crafting venture. The result is
gains one Anima. imbued with haunting deathly Essence that attracts the
Outside of combat, feeding on a willing or helpless undead to its location. Personal-scale mundane items
victim confers a single mote and inflicts Essence damage. may be interacted with by ghosts as if they were
If the Exalt needs sustenance, she may treat feeding in materialized. Alternatively, a ghost may conceal herself
this manner as a full meal and drink. within the object, even from beings able to perceive
Blood-Drinking Palm (Essence 2) immaterial spirits.
The deathknights blows reap a crimson bounty Buildings, boats, and similar large-scale objects
absorbed by her skin. constructed using this Charm may treat their interiors
Pay 1 Power in addition to use Soul-Drinking Bite on like shadowlands, allowing ghosts to materialized on the
an unarmed attack. This may be used during a clash. premises at night.
Void Avatar Embodiment Embassy
Prerequisite: Close Combat 5, Essence 5
The Abyssal attunes her mind and Essence to oblivion. Ghost-Emperor Edict
154
Prerequisite: Embassy 3 or Presence 3 The Abyssal hardens her soul against the suffering of
The Abyssal may proclaim edicts empowered by the the living. She is dedicated to her grim cause.
most ancient laws of the Underworld, binding spectral The Exalt increases her Resolve by two against social
nations and afterlives to their will. influence to instill or strength positive Ties to the living,
Commit 1 mote. Undertake a venture to alter the or to dissuade her from violence against them.
mystical laws of the Underworld that a particular group
must obey. Success allows the Exalt to create a law which Wickedness-Unveiling Method
all targets are compelled to follow, suffering the effects See.
of an Eclipse oath if they knowingly violate the law. Laws
might include offering hospitality to guests, never striking Navigate
an enemy without giving them warning, always walking
Stepping Outside Existence
on the left side of the road, etc.
Prerequisite: Navigate 4, Essence 3
Killing Words Technique The deathknight rips open a vortex of darkness that
Prerequisite: Embassy or Presence 4, Essence 2 allows them to travel through the mad somnolence of
The Abyssal’s words carry the entropic power of the dead titans to a location remembered by the Abyssal and
void itself. Those who are moved by their words either the Neverborn.
suffer a subtle, life-draining weakness or spectacular Spend 3 motes. The Exalt creates a portal which they
unnatural stigmata that brings death. may enter using a movement action, which then
Spend 1 mote. This Charm supplements a written or immediately disappears. The Exalt reappears at a location
spoken influence, granting double 9s. If successful, the they have previously observed nearby (such as a
target of the influence must accept either five health neighboring town, or location of interest). This allows her
levels of damage or a Dramatic Injury reflecting the to travel short distances without need for a venture.
Exalt’s choice of unnatural withering or violent stigmata. During travel they experience disturbing visions and
Trivial targets may be slain outright. Once per story, disembodiment, and must roll Fortitude + Integrity
unless reset by accomplishing a legendary social goal as a against difficulty 3. Failure means the Exalt is disturbed
consequence of this Charm. by the visions they witnessed, suffering an emotional
three-success penalty to social rolls until the next night.
Soul-Flaying Gaze (Embassy or Presence 5)
The deathknight’s gaze alone may slay mortals. Journey into Nightmares (Essence 5)
The Exalt gains double 8s and may supplement non- The Abyssal may hold the portal open for allies for up
verbal social influence with this Charm. to three turns, who must enter before they do, appearing
at the Abyssal’s destination.
Reverent Mortuary Witness While travelling, living allies must make a Fortitude +
Prerequisite: Embassy or Presence 3 Integrity roll against difficulty 7; the deathknight may
Those who pray to the deathknight for guidance may spend a mote to exempt her Circlemates or allies with an
find their prayers answered by a spectral vision or Intimacy to her, and another mote to exempt everyone
disembodied voice. else. Failure means they must accept a Dramatic Injury
Commit 1 mote while present in a place of death. representing sanity-rending visions experienced on the
When a worshipper prays to her, the Exalt may visit them journey. The dead must make the same roll as the
as a spectral apparition or as a disembodied voice, able Abyssal.
to see, hear and speak as if physically present in the
scene. The Exalt may also use this Charm to Unhallowed Ghost Ship
communicate with her Followers or Command, if she has Prerequisite: Navigate 2
them. In disembodied form, the Exalt may float up to one The deathknight calls forth waterlogged wraiths to
range band off the ground, and may be perceived and claim a vessel as her flagship.
attacked through magic such as Spirit-Cutting Glance, Spend one mote while aboard a ship to claim it as the
even if disembodied. If the Exalt’s real body is attacked, Exalt’s own. She may inflict a one-die penalty on anyone
this Charm ends immediately. who does not have her permission to be aboard. Spectral
sailors may serve as her crew in place of the living. They
Places of Death are immaterial but may interact with the ship to crew it
Graveyards, battlefields, and sites of mass death all as if materialized.
count as places of death. Abyssal manses, demesnes, Mist-Veiled Galleon (Essence 2)
shadowlands, and the Underworld likewise count. The Abyssal calls forth a chilled cloud of fog to
surround her vessel for miles.
Integrity Commit one mote for a scene to surround the Exalt’s
vessel with a supernatural mist that inflicts a three-die
Murder-Saint Dedication penalty to vision-based rolls such as Awareness and
Prerequisite: Integrity 1 Navigate at sea.

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Seeking Bleak Harbor (Navigate 5, Essence 3) Cruel Banquet, she also gains 1 anima.
The Abyssal may sail Creation’s waters following Breathless Ghost Emulation (Essence 3)
strange currents and dark omens to the bleak harbors of Like a ghost, the deathknight respires only Essence,
the Underworld. transcending the need for air altogether.
Spend one mote while commanding a ship, the Exalt The Abyssal does not need to breathe and may ignore
makes a Finesse + Navigate roll at difficulty 7. On success, suffocation, drowning, or any other detrimental effects
the ship may travel to the Underworld, appearing at a from breathing or lack thereof.
point of safe harbor. If the Exalt possesses a positive tie
towards a particular place, they may choose to arrive Cadaverous Torpor Technique
there. If not, the destination is determined by the Prerequisite: Physique 5, Essence 2
Storyteller. The Abyssal Exalted may reach the brink of death, only
to return. Death will not come until their oath is fulfilled.
Performance If Incapacitated or opting to receive a Dramatic Injury,
spend 1 mote. The Exalt appears as if dead, slain by
Elegy for the Fallen whatever attack struck them. Only magical senses such
Prerequisite: Performance 2 as All-Encompassing Sorcerer’s Sight may detect that the
The Abyssal may lead others in a night-time ceremony Exalt is still alive, contested by their Finesse + Physique.
to honor the dead. This practice may take the form of The Exalt must choose a condition under which to revive
high ritual, a mournful song or dance, or even a from this state, such as by midnight, or in the presence of
celebratory wake. someone they hold a Tie towards, or being delivered to a
Commit 1 mote at night or in a place of death. The location they’ve been to previously. If Incapacitated, they
Exalt leads a ceremony to honor an individual ghost or a revive with health levels equal to the Exalt’s Essence.
community of ghosts with a group of revelers using a
Mandate of Death (Essence 4)
dramatic scene. The ghost increases their pools by three
Death offers no release for the Abyssal, who
dice and may utilize the Abyssal’s Charms. The Abyssal
disappears into a rush of black mist when struck by the
pays the mote cost for the Charms as normal. The
fatal blow.
celebration must last at least an hour of downtime.
If the Charm is activated when Incapacitated, the Exalt
Withering Dirge may choose to disappear, reforming the next session in
Prerequisite: Performance 5, Essence 3 the nearest place of death. If attuned to an Abyssal-
The Abyssal channels deathly Essence into a aspected manse or demesne, the Abyssal may choose to
performance so powerful it may draw the souls of the reform there regardless of distance, and does so in the
living from their bodies. Whether a haunting, beautiful next scene. Effects such as Ghost-Eating Technique
requiem or terrible, discordant screaming, the music ignore this Charm, permanently slaying the Exalt.
leaves no physical marks on those it slays.
Commit 1 mote. For one song, the Exalt makes a Presence
Finesse + Performance roll against the Resolve of all
Corpse-Commanding Attitude
listeners, modified by Intimacies and Virtues as normal
Prerequisite: Presence 3
depending on the content of her song. Rather than
All dead things must answer to Death’s Lawgivers.
persuade the listeners to action, success inflicts one
Spend 1 mote. As a simple action, reanimate a corpse
health level of damage each turn the Abyssal performs
within close range as one of the walking dead with a
until the target is Incapacitated. Trivial characters
Defining Tie of obedience to the Exalt which cannot be
affected die. Those affected by the song are unable to
weakened. Alternatively, spend 1 mote to add the higher
take any action but listen to the song. Those who resist
of Essence or three dice to social influence with an
the song suffer a three-success fatigue penalty as a soul-
undead target. Social influence enhanced by this Charm
wearying lethargy overcomes them. Striking the Abyssal
may affect mindless undead.
brings an end to this Charm. This is a psyche effect and
may only be used once per scene. Death-Pact Ascension
Prerequisite: Presence 4, Essence 2
Physique The Abyssal may offer ascension to the ranks of the
honored dead. Those who die in such a pact are assured
Death Needs Nothing ghostly existence and will not pass into Lethe unless the
Prerequisite: Physique 5
deathknight wills it.
The Abyssal may ignore the pang of hunger and the
Spend 1 mote. If successfully persuaded to undertake
siren call of sleep, for they no longer need such things in
a task, the target is guaranteed to leave behind a ghost
service of death.
should they die while completing it. Upon death, the
The Exalt does not need to sleep, eat or drink at all,
target becomes a nemissary with a Minor Tie of loyalty to
and ignores all penalties resulting from fatigue or
the Exalt. As long as this tie is maintained, the ghost
deprivation. If she leverages her unliving state to provoke
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cannot be permanently killed, resurrecting after a period successes the Abyssal may raise a battlegroup of walking
of time as if sustained by prayer. Effects such as Ghost- dead, up to the maximum of corpses available. Treat this
Eating Technique or Gentle Call of Lethe ignore this process as a venture with an interval of two sessions for
Charm. The Exalt may reflexively end this effect at any each point of (Size). If raising a single corpse, the mote is
time. Suicidal tasks are valid targets for this Charm. committed, and the process takes one scene.

Ghost-Emperor Edict Corpse-Beast Revivification (Sagacity 4)


See. This Charm may be used on animal corpses.
Reanimated animals gain the Undead and Mindless tags.
Killing Words Technique If the animal possesses the Legendary Size tag, the
See. process takes a session.

Reverent Mortuary Witness Pestilence-Bearing Touch


See. Prerequisite: Sagacity 3
The Abyssal may wield disease as others wield blades,
Skeleton-Summoning Gesture beginning their spread with but a simple touch.
Prerequisite: Presence 2 or War 2 Spend 1 mote. The next person the Exalt touches is
The Abyssal channels a bolt of dark Essence into the exposed to a mundane disease as if they’d been infected
ground or a nearby corpse, raising it as one of the naturally at Major Intensity. The Exalt selects a particular
walking dead, swollen with the deathknight’s power. mundane disease which becomes their signature, such as
Spend 1 mote. If a corpse is available, it is raised as Cholera or the Plague, though they may choose to infect
one of the walking dead. It gains the Elite tag for the their target with any disease they have cured using
duration of the scene but persists indefinitely beyond the Plague-Halting Gesture.
scene. Afterward, it becomes trivial.
Plague Knows It's Master (Sagacity 4)
The Exalt may spread even supernatural diseases they
Ranged Combat have encountered and cured.
First Blood Impulse They may ignore all but the penalties afflicted by
Prerequisite: Ranged Combat 1 supernatural diseases.
Seizing the slightest moment of hesitation, the Abyssal
fires a shot or hurls her weapon to strike down unwary Stealth
foes. Stifled Cry Exercise
Spend 1 mote when Join Battle is rolled. The Abyssal
Prerequisite: Stealth 3
gains 1 Power and acts first, regardless of the results of
The deathknight smothers her victim’s voice and
any Join Battle Roll. If another player’s character also has
struggle in deathly Essence so that none hear his
an ability to act first, they should agree out of character
slaughter.
on who takes the first action. The Abyssal gains the
Commit 1 mote for the scene. As long as the Exalt’s
Power by using this Charm regardless. During an ambush,
target remains within medium range, he cannot speak or
increase the Accuracy and Overwhelming value of her
make any other noise, and the sounds of their combat
weapon by one. Gain an additional anima.
are muffled, inflicting a three-success penalty on hearing-
Hundred Paces Bite based rolls to perceive the combat. This Charm is
Prerequisite: Ranged Combat 3 ineffective against targets with an Essence score greater
The Abyssal’s attack devours her target’s energy and than the Exalt’s.
life-force. Atrocity Without Witness (Essence 2)
Spend 1 mote on Step 5. On a decisive attack, if she The Abyssal is a walking nightmare that should not be.
deals any damage, she may treat this attack as a valid No entreaty can convince bystanders to see what is
action for Cruel Banquet. Alternatively, she may choose happening before them.
to force the target to lose a number of Power equal to If used in an ambush, make a Force + Presence roll
the damage rolled before weapon damage successes are against the target’s Resolve. On success, everyone at
applied. She may not choose both. short range freezes, unable to process what is happening
or lend their aid. At the end of the scene or when the
Sagacity effect is ended, they regain consciousness, with no
memory of what transpired. Ineffective against targets
Life-Mocking Assembly with an Essence score greater than the Exalt’s.
Prerequisite: Sagacity 3 or War 3
The Abyssal performs grisly surgeries to infuse the Shadow Cloak Technique
Essence meridians of a collection of corpses with the Prerequisite: Stealth 2
semblance of life, raising them as loyal undead servants. The Abyssal may call upon the shadows themselves to
Spend 1 mote. Roll Force + Sagacity; for every two cloak their movement.
157
Commit 1 mote. Vision-based rolls to perceive the she may only have one manifested Evocation on her
Exalt suffer a three-success penalty. In deep shadows, at person at a time as per Living Artifact. This requires
night or in the Underworld, increase the penalty by two the character to participate in the Rite of
and extend the effect to everything out to short range. Reconfiguration to exchange. As stated in Chapter 2,
the Alchemical's Charms are physical manifestations
War and make her obviously a magical thing. Once per
story when she opts into the Rite of Reconfiguration,
Arise and Slaughter she may exchange any Charm she knows for a new
Prerequisite: War 4 Charm with similar prerequisites without needing to
The Abyssal raises their hand skyward, causing accomplish a Minor Milestone.
tendrils of ebon lightning to strike the ground. Corpses
struck rise or emerge from the earth to reinforce the
deathknight.
General
Commit 1 mote. If there are corpses buried in the Augmented Attribute
ground or slaughtered on the battlefield, Roll Force + Prerequisite: Any Excellency
War. Success creates a Size 1 battlegroup of walking dead Improvements to the Exalt’s mind and body allow her
at out to short range with an additional point of (Size) for to think and move faster than other members of the
every two successes on activation. Alternatively, heal one populat. Her muscles are stronger, her convictions are
health level of damage inflicted on a battlegroup of unshakeable. She moves with utmost grace in her actions
walking dead within short range for every two successes and interactions. Her agile mind makes connections that
rolled. If the battlefield is littered with corpses to would take mundane mortals weeks, or even years.
reanimate, gain two automatic successes. These Each purchase of this Charm upgrades a single
additional walking dead remain for the scene before Attribute (Force, Finesse, or Fortitude). On Step 1, the
falling inanimate. Alchemical treats the relevant Attribute as one higher
The Risen Hunger (War 5) when adding dice with an Excellency, to a maximum of
Whenever the walking dead inflict two damage with five dice. At Essence 2, she gains double-9s on rolls
an attack, heal one health level. If they have the involving her chosen attribute whenever she uses the
opportunity to consume the corpses of their enemies, mode on her Excellency.
the battlegroup may persist indefinitely after
commitment ends.
Portable Utility Compartment
Prerequisite: Any Augmented Attribute
Shadowed Warfare Methodology The Exalt is never without the tools of her trade,
Prerequisite: War 2 whether they are hammers and nails, pen and ink, or
The Abyssal warps the Essence of the battlefield into knives and poisons. Her body has been modified to store
that of death, allowing their spectral armies and sorceries them in a limb or within her torso, so they’re always
to manifest as if in their native shadowlands. The twilight available.
nature of the land is demoralizing to even the fiercest Spend 1 mote. A compartment opens on the Exalt’s
enemies. body, and any mundane tools she needs are within. The
Commit 1 mote. The Exalt and their allies to treat the Storyteller has the final say over what is reasonable.
entire battlefield as a shadowland for the duration of the Out of combat, this Charm adds two automatic
battle for the purpose of materializing and Charms and successes to a related roll.
creates a Demoralize Troops scene. At night, in In combat, this Charm supplements a Build Power
shadowlands or the Underworld, the roll during that action, adding 2 Power to the result of the roll.
scene automatically succeeds unless contested by magic.
Finesse
Skeleton-Summoning Gesture
See. Artificer’s Keen Eye
Prerequisite: Finesse 2
Alchemical Charms As created beings themselves, Alchemicals strive for
perfection in their own handiwork.
Alchemicals are built to protect their communities. Items the Alchemical creates as part of a venture
They are the champions of those they have sworn their count as exceptional equipment.
loyalties to. Whenever an Alchemical uses a Charm for At Finesse 3, you may purchase this Charm a second
the benefit of her community (as defined by Community time to add an additional equipment tag of your choice
Spirit, p. XX), she gains 1 anima. to weapons or armor the Alchemical creates.

Mechanical Customization Battle Form Mimicry


Alchemicals have no restrictions on how many Prerequisite: Finesse 5, Essence 2
Charms they can learn at any given time. However, The Exalt mimics her opponent’s movements, using his
158
own fighting tricks against him. Efficient Planning Matrix
Commit 1 mote. When the Exalt’s target uses a Charm Prerequisite: Finesse 2
to attack her, she may temporarily learn that Charm. The Exalt oversees all facets of a plan and makes
Until the fight ends, she may spend 1 Anima plus the adjustments to produce the best results in the shortest
Charm’s cost to use it on the appropriate Combat Step. amount of time.
Better Than New Spend 1 mote. When the Alchemical’s undertakes a
venture, the player may either reduce the number of
Prerequisite: Artificer’s Keen Eye, Finesse 3
obstacles needed to successfully complete the project by
The Alchemical restores damaged items to their
one or shorten the time scale of the next interval. The
original state, and adds an improvement of her own.
Storyteller has the final say over how much time this
Gain two bonus successes on a successful roll to repair
Charm removes from the project, or what requirements
an item. These successes may be combined with other
have been met.
extra successes to add a new advantage to the object.
When the Alchemical takes advantage of this, gain 1 Fine-Tuning
anima. Prerequisite: Finesse 2
Bone-and-Steel Destruction The Exalt makes small adjustments and refinements,
ensuring that all components are working at their
Prerequisite: Efficient Strike Calibration
optimum capacity.
The Alchemical calculates how much pressure it takes
Add two bonus successes to a Prepare Build Power
to break a bone and where to hit a breastplate so it will
action as the Alchemical double checks her or her allies’
shatter.
equipment. Gain 1 anima when the Exalt benefits from
Spend 2 motes on Step 3. Gain 2 extra Power on a
this Charm.
successful withering attack, or halve the target’s soak
(round up) on a decisive attack. For a number of rounds Phase Shifting Apparatus
equal to the Alchemical’s Essence, reduce the target’s Prerequisite: Finesse 3
Soak by two, reflecting a broken bone or damaged The Exalt examines the Essence around her and
armor. changes the density of her body in relation to it.
Contingency Preparation Axiom Spend 1 mote. On Step 4 of a combat action, after
resolving the attack roll, the Exalt reflexively moves one
Prerequisite: Efficient Planning Matrix, Essence 2
range band in any direction, regardless of any other
The Exalt maps out all possible problems and
movement taken this turn. This movement happens as
complications. When one rears its head, she recalibrates
though the Exalt were immaterial — passing through
her plan with ease.
walls, traps, and hazards alike with no damage to herself.
Spend 2 motes. When the Alchemical fails a roll, she
While this does not cause the attack to miss, it allows the
may immediately make a second attempt at achieving
Alchemical to set up for another attack, break line of
her goal using a different dice pool, signifying a different
sight with her attackers, or to flee the scene.
approach to the problem. This must use a different
The Alchemical may also use this Charm out of
Ability. If this Charm is used in Combat, it must be used
combat, committing 1 mote to turn immaterial for a
on Step 3, and resets the action back to Step 1. She may
scene. While in this state, she may pass through
use new Charms to modify this new action, but any
mundane barriers no more than two feet thick. She may
motes spent on other effects up to Step 3 are expended.
end the effect at will.
Effective Leadership Algorithm At Essence 3, you may buy this Charm a second time.
Prerequisite: Finesse 4 The Exalt doubles 9s on clashes and rolls to mitigate the
The Exalt recognizes leadership capabilities and uplifts damage from an environmental hazard or falling.
those who will get things done. She analyzes the data and
brings together those with the greatest potential.
Subtle Concept Introduction Method
Prerequisite: Finesse 3
Commit 2 motes. To enhance a venture, the Exalt
The Exalt plants seeds of an idea in her opponent’s
spends a day of downtime observing operations within
mind. So subtle are her suggestions and so in-keeping
an organization. She processes the data she collects and
with the opponent’s own beliefs that, when it begins to
chooses a small team of the best candidates. These
bloom, the opponent thinks the idea was his own.
aren’t necessarily those in the highest positions —
Spend 1 mote. The Storyteller reveals the target’s
diligent workers, innovative newcomers, and lifelong
Major Virtue. Double 9s on a subsequent social action to
employees may all be the ideal fit. Until the motes are
instill or persuade the opponent.
withdrawn, treat the team as the Exalt’s Followers (see
Merits, p. XX) with a rating equal to her Essence who will
carry out tasks relating to their organization at the
Force
Alchemical’s command. Once per project, this team can Advisor’s Sage Instruction
reduce the project’s time scale by one degree. Prerequisite: Perfected Union Patterning, Force 4
159
When an organization’s leadership steps down a honesty.
poorly-chosen path, it is the Exalt’s duty to steer them
back onto the correct one. Insightful Managerial Aptitude
Spend 1 mote. The Exalt substitutes her own agenda Prerequisite: Force 2
for that of the group she’s advising. Extras in the scene The Exalt recognizes the strengths and abilities of the
automatically accept her authority. Add the Alchemical’s workers she leads. She efficiently assigns people to the
Essence in dice to social action rolls to persuade non- jobs they’re best suited for, and watches as they excel.
trivial characters to adopt her cause as their own, Commit 1 mote. The Alchemical names a goal she and
doubling 8s. Gain an additional anima. her allies are working towards in the immediate scene.
For the duration of the scene, reduce the Difficulty of
Celestial Overseer Concordat related rolls by one.
Prerequisite: Force 2
The Machine-God charged the Alchemicals with Lifesign Detecting Scan
watching over all Exalts, everywhere. They stand vigil Prerequisite: Force 2 or Fortitude 2
over the worlds his hands helped shape, and all the The Exalt is a superior tracker. Clever hiding places
creatures therein. and evasion tactics don’t fool her.
Spend 1 mote. The Alchemical is aware of the nature Spend 1 mote. The Alchemical scans an area out to
of other beings in medium range of herself. These may be medium range, looking for her target. She learns their
mortals, spirits, Fair Folk, gods, other Exalts, and so on. If location and distance from her, even if the target is
other Exalts are present, she is aware of what kind of behind cover. If the target is perfectly concealed, gain
Exalt they are. She may ask up to her Essence in two bonus successes on an opposed roll to detect him.
questions about their presence in the scene, including: Machine-God Protector Mode
• What is their purpose here? Prerequisite: Celestial Overseer Concordat, Battle
• Are they attempting to conceal their nature? Form Mimicry, Essence 3
• Is the person they’re speaking with aware of who The Alchemical guards the far edges of their domain,
they are? striking down all who would harm Autochthon and his
• Does their business interfere with my own? companions.
Spend 3 Anima. Gain her Essence in Power after a
Destiny-Proclaiming Canticle successful withering attack. The Exalt may make a
Prerequisite: Celestial Overseer Concordat, Force 4 second attack against the same target. This counts as the
The Machine-God’s body hums with insight and character’s flurry for the turn.
probability. The Alchemical draws melodies out of its
cacophony, their songs echoing throughout the wild Morale Building Declaration
places. Prerequisite: Insightful Managerial Aptitude, Force 4
The Exalt’s Starmetal circuitry helps them to calculate When the job seems impossible, the Alchemical
a probable future. Spend 1 mote to weave that reminds their teams they will persevere through strength,
prediction into another character’s fate. This takes the skill, and competence.
form of a short statement which must be fulfilled during Spend 1 mote. Up to Essence people, including the
the current chapter, though the Storyteller has the final Exalt, gain two bonus dice on rolls to Build Power for the
say over the statement and its implementation. duration of the scene. These don’t have to be the same
If this Charm is used on another player’s character, Build Power action for everyone. Outside of combat, this
that player may spend Stunt Dice to fulfill the prophecy Charm grants two bonus successes on actions, including
at a convenient moment. For example, if the Adamant projects, and may exceed the success limit by up to two.
predicted “You will make a powerful ally,” her Jade Gain an additional anima.
companion might spend her Stunt Dice on a Dramatic
Omnipresent Guardian Directive
Edit to insert a scene where a person she helped out
Prerequisite: Force 3
turns out to be the satrap’s trusted advisor. Whenever
When the Exalt assembles a militia to defend their
the Exalt or her companions spend the Stunt Dice to
community, it is the Exalt’s job to defend the defenders.
make a prophecy come to pass, both the Alchemical and
Spend 1 mote. When a battle group the Alchemical is
the recipient gain 1 anima.
leading is the target of a successful attack, activate this
Exhaustive Interrogation Method Charm to transfer damage to the Exalt instead.
Prerequisite: Force 2
Perfected Union Patterning
Determined to eliminate inefficiencies, the Exalt draws
Prerequisite: Priority-Discerning Protocol
the truth out of her target.
The Exalt proposes a logical course of action, tailored
Spend 1 mote. Double 8s on Read Intentions rolls
to appeal to those beliefs her targets hold dear.
when questioning a character. For each extra success, the
Spend 1 mote. Using what she knows of her target’s
character must answer one question with complete
Intimacies and Virtues, the Exalt suggests a plan. Double
160
9s on rolls to persuade targets to follow her Commit 1 mote. The Alchemical’s appearance changes
recommendations. completely, as dictated by the player. If the character has
had upgrades like an extra limb or spider-like legs that
Priority-Discerning Protocol are harder to hide, she must commit 2 motes to conceal
Prerequisite: Force 2 these features.
Through careful analysis of conversations, actions, and A second purchase of this Charm allows the character
responses to others, the Exalt understands her targets’ to spend 1 mote to perfectly mimic another character’s
ambitions and desires. voice and inflection.
Spend 1 mote. When speaking to people in positions
of power, the Exalt gets a sense of their goals and Lifesign Detecting Scan
priorities concerning their organization. Name up to her See.
Essence in targets. The Storyteller must reveal those
targets’ Intimacies towards the group. This may be a one- Material Resistance Procedure
word description (“loyalty,” “obligation,” “disdain,” etc.), Prerequisite: Fortitude 2
or a statement (“The Blue Crane Syndicate must The magical materials enhancing the Alchemical’s
prosper.”) body protect her from hazards and attacks based on
those same metals and elements.
Relentless Tracking Protocol Spend 1 mote. Add the Alchemical’s Essence to Soak
Prerequisite: Lifesign Detecting Scan, Force 3 or against attacks from weapons made of a magical material
Fortitude 3 matching the Exalt’s Caste.
Once the Exalt is locked on to her target, nothing will Elemental Defense Augmentation (Jade Caste)
stop her from hunting him down. Gain Soak against attacks based on the element
Commit 1 mote. While the Alchemical is engaged in a associated with the Exalt’s color of jade: blue for air,
venture to track the target, she automatically knows her white for earth, red for fire, black for water and green for
target’s location and direction at the start of each wood.
interval. While pursuing her quarry, needing food or rest
aren’t obstacles the Exalt faces. The Machine-God’s Defenders (Adamant Caste)
When this Charm is invoked, the Adamant Caste
Truth-and-Lies Detection Alchemical declares which magical material to apply its
Prerequisite: Force 2 effects to.
By observing the slightest change in her target’s
posture and identifying fleeting changes in his expression,
Outlier Analysis Method
the Exalt learns more than her opponent realizes he’s let Prerequisite: Fortitude 2
on. The Alchemical’s synapses make her an innovative and
Commit 1 mote. For the duration of the scene, the flexible thinker. She considers solutions others dismiss or
player may ask whether a Storyteller character’s deem improbable, and find a way to make them work.
statements are true or false, or what emotion their body Gain two additional Stunt Dice for the Exalt to apply
language conveys. The Storyteller must answer truthfully. to an Awareness, Embassy, or Sagacity roll where she’s
solving a problem or applying logic. For example, she may
Fortitude be trying to find a way past a physical barrier with no
obvious openings, or seeking a way to bring two feuding
Body Reweaving Matrix families to the negotiating table. If the Exalt gifts these
Prerequisite: Reinforced Chassis, Fortitude 4, Essence additional stunt dice to a Circlemate or member of her
2 community assisting with the problem or task at hand,
Tiny, spider-like automatons swarm over the gain 1 anima.
Alchemical’s wound, patching and repairing the damage.
Heal 1 Health Level per mote spent, up to the Exalt’s
Optical Shroud
Prerequisite: Fortitude 2
Essence plus Fortitude. This is a simple action and cannot
The Exalt’s implants bend light around her, hiding her
be flurried. If a character is incapacitated, she may
from view.
instead commit 1 mote and generate 2 Power per turn
Commit 1 mote. The Alchemical disappears from view
which counts towards the total required to return to the
and gains two automatic successes on Stealth rolls. She
fight.
cannot be detected by sight-based means. If she makes
Identity Obfuscation Matrix noise or touches items in the scene, others may be
Prerequisite: Fortitude 3 alerted to her presence. This effect lasts for the scene or
The Exalt’s mission requires him to move unidentified until the character releases the mote.
through the city. His implants rearrange his features,
making him unrecognizable and unremarkable to
Reinforced Chassis
Prerequisite: Fortitude 2
passers-by.
Working with the populat, Alchemicals select hardier
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upgrades and implants to lead and defend the people in a Dragon-Blooded uses a Charm’s special effect to
their charge. switch to a different Aura, she gains an additional
Spend 1 mote. On Step 2, add two to the Alchemical’s point of anima.
Hardness. If this makes the target unable to make a
decisive attack, because their Power is now lower than Athletics
the Exalt’s Hardness, they must switch to a withering
attack instead. Dragon Surmounts the Waterfall
Prerequisite: Athletics 3
Relentless Tracking Protocol The Dragon-Blooded is a legendary swimmer, capable
See. of incredible grace and movement while submerged.
Terraforming Protocol Commit 1 mote for the scene. While this Charm is
active, the Exalt may take normal movement actions
Prerequisite: Material Resistance Procedure
while submerged. She may use her reflexive movement
The Exalt alters her immediate environment, making
action to swim without needing to roll, but may rush and
the terrain more favorable to herself or hazardous to her
sprint under water without issue. She may also apply any
enemies.
movement Charm to submerged movement. This does
Spend 1 mote. Ignore penalties imposed by an
not afford her any protections from drowning.
environmental hazard or difficult terrain for her Essence
Special: Using this Charm allows the Exalt to access
in rounds.
Water aura.
Alternatively, the Alchemical may commit 1 mote to
impose an environmental hazard or difficult terrain in Safety Among Enemies
close range of their opponent. Prerequisite: Athletics 5, Essence 3
Verbatim Recall The Dragon-Blooded forms a tunnel of wind around
their enemy’s attack, redirecting it towards another
Prerequisite: Fortitude 2
target.
Nothing escapes the Exalt’s notice. Every word is
Spend 1 mote on Step 4. If a decisive attack misses
evidence.
the Exalt, they may redirect it at another character within
Spend 1 mote. The Alchemical can not only recall a
range of the original attack. Roll the attack again, which
conversation exactly, she can also repeat it word-for-
resets steps to 1 but with all the same Charms applied to
word, perfectly mimicking the participants’ voices and
the original attack steps. The Exalt may expend up to five
inflections. This affords the Exalt her Fortitude in
of the target’s Power to inflict damage on the character
automatic successes where remembering precise details
their attack is redirected towards.
or mimicking a specific character would apply. This bonus
may exceed the usual limit by a margin of two.
Awareness
Dragon-Blooded Charms All-Encompassing Earth Sense
Prerequisite: Awareness 3
Due to the nature of their Essence, Dragon-Blooded
The Dragon-Blooded can sense the vibrations of a
Charms have two special cases. First, each Exalt benefits
soldier taking a step as easily as a leaf falling from a
from elemental aura while their anima is active. Second,
branch.
some charms have hearthmate effects which apply to
Commit 1 mote. The Exalt automatically perceives a
any other Dragon-Blood who has an Intimacy to the
hidden danger or concealed character out to medium
character forged via Oath of the Ten Thousand Dragons.
range as long as they are on the same surface, or no
Elemental Aura more than one range band above on structures or
While the Exalt is in Active anima, she is scenery resting on the ground, such as a roof or a tree
considered to be in the elemental aura corresponding branch. If the target is hidden flawlessly, contest it with a
with her aspect. To enter the elemental aura of a roll off using Awareness. The Dragon-Blood gains double
differing element, the Exalt must spend an action 8s on this roll. This may not sense threats which are
attuning her Essence to another element by being airborne, waterborne or taking other measures to avoid
close to it: she might touch an open flame, wrap moving across a solid service. Hearthmates within range
herself in leaves, meditate upon a piece of stone, may benefit from this enhanced perception.
submerge herself in water, or expose herself to the Special: Using this Charm allows the Exalt to access
air. Having done so, she may use this element’s aura Earth aura.
until the end of the scene, or until she reaches Iconic Feeling the Dragon’s Bones (Awareness 5,
anima — at which point she may only access the aura Essence 2)
of her natural element. Some Charms may have By spending an additional mote, the Exalt applies this
special functions that allow the Dragon-Blooded to effect in all directions, rather than just her immediate
switch without communing with the world. Whenever range band. This also reveals any hidden traps for
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structures. Double 7s on any contested rolls. Water aura.
Air: If the lash is used to inflict the Knockback gambit,
Fivefold Resonance Sense decrease the cost by one.
Prerequisite: Awareness 1 or Sagacity 1 Earth: If the lash is used to inflict the Knockdown
The Dragon-Blooded closes their eyes and stills their gambit, decrease the cost by one.
mind. By meditating, they may sense the presence of the
Elements nearby, scrutinizing their nature. Dragon-Graced Weapon
Commit 1 mote. The Exalt meditates for a scene, Prerequisite: Close Combat 3
allowing them to glean information based on the Mode The Exalt blesses her weapon or fists with elemental
used. The Exalt may receive three bonus dice on a single fury.
roll to act on information provided by this Charm. Commit 1 mote. For the duration of the scene, the
Alternatively, apply the bonus on an Awareness, Sagacity Exalt’s weapon is wrapped in an element matching her
or Navigate roll to detect or track jade, elementals, aura. At Essence 2, she may bless a Hearthmate’s
demesnes and manses, or other forms of elemental weapon with this Charm.
magic. Special: Using this Charm allows the Exalt to access
Air: Predict the weather within the next day, sensing any aura.
impending storms or the direction of the wind. Air: Its attacks are deadly cold. When it deals damage,
Fire: Sense nearby fires the size of a bonfire or larger, the target suffers a cumulative -1 die penalty to physical
or pockets of accumulated heat, like from an enemy rolls for the rest of the scene, to a maximum of -5.
camp at night. Earth: The weapon grows heavy with the earth’s
Water: Sense the qualities of bodies of water, such as grace. Increase damage by one.
salinity, toxicity, the current or disturbances caused by Fire: Flames surround the blade, empowering the
storms and boats. wielder. Increase Overwhelming by one.
Earth: Observe geological qualities of the area, Water: The weapon twists and flows. It gains the
predicting tremors or earthquakes. They may also Flexible tag. If it already has one, gain a bonus die to
observe the presence of large caverns or underground attack rolls, which does not count toward the limit.
structures as well as buried things. Wood: Reaching vines sprout from it. It gains the
Wood: Sense the qualities of the vegetation nearby, Disarming tag. It already has it, gain a bonus die to attack
and gatherings of living creatures such as animal packs or rolls, which does not count toward the limit.
villages.
Drowning Embrace
Sense-Riding Technique Prerequisite: Close Combat 5, Essence 3
Prerequisite: Awareness 5, Essence 3 While clinching her target, the Dragon-Blood forces
The Dragon-Blood etches an earthly imprint of their her victim to drown on dry land.
Essence onto another living being’s consciousness, riding Spend 1 mote while the Exalt has dominance in a
their senses from afar. grapple. She may attempt the Knockout gambit as part of
Commit 2 motes and choose one target the Exalt can a grapple attack, rather than any other action. Reduce
perceive. The Exalt may see and hear through the target the cost of the gambit by two, and if successful, the
as if they were physically present, wherever they go. target falls unconscious as their lungs fill with water. This
They use their own dice pools to perceive through the does not work on targets that do not need to breathe. At
target. This effect ends after Essence + Finesse days, or if Essence 5, ignore this restriction.
the target leaves the same overall location as the Exalt
(such as the same town or city). Hearthmates may ignore Root-and-Hand Merging
these limitations. Prerequisite: Close Combat 5, Essence 2
Roots sprout from the Exalt’s skin, and bind the
Close Combat weapon to her.
Commit 1 mote for the scene. While the mote is
Current Sweeps to Sea committed, the weapon gains the Natural tag, and her
Prerequisite: Close Combat 3 Defense increases by one while she uses it. She may
The Dragon-Blood may call upon water from a nearby choose to activate this Charm on Step 2 in response to a
source or from their own anima to form tendrils around disarm attempt. While in Wood aura, this does not count
their arms to strike enemies with at range. as her Charm for that Step.
Spend 1 mote on step 1. Also spend 1 Anima if there is
no large source of water within short range, such as a Craft
river or cistern. This creates a lash of water which allows
the character to initiate a grapple, as well as access the Flaw-Finding Examination
Pull gambit, out to short range. Treat this as an unarmed Prerequisite: Craft 2 or War 2
attack. The Exalt spots weaknesses in her target’s defenses
Special: Using this Charm allows the Exalt to access and gear.
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When using the reveal weakness gambit, reduce its within the same narrative location (such as a town or
cost by one, to a minimum of one. Hearthmates within city). The message cannot be overheard or intercepted
close range of the Dragon-Blooded may use her Craft or by mundane means. Magical attempts to do are made at
War in place of theirs when they apply this gambit. While Difficulty 7. To reach their hearthmates, the Exalt may
in Earth aura, the Dragon-Blooded and her allies send a message much further such as a neighboring city
benefitting from this Charm gain two additional dice to or town.
applying the gambit. Special: Using this Charm allows the Exalt to access
Air aura.
Passion-Inflaming Artistry
Prerequisite: Craft 3 or Performance 3
Dragon’s Voice Mastery (Embassy or
The Exalt imbues her work with the passionate Performance 5, Essence 3)
Essence of flame. The target may be in a neighboring location.
Spend 1 mote. Create a crafting venture with three Hearthmates need only be in the same Direction.
obstacles at difficulty 3 and a time scale of once per With One Mind
scene. During each roll, the character may use extra Prerequisite: Embassy 5 or War 5, Essence 4
successes on a special advantage, treating it as a future The Dragon-Blood weaves their mind together with
influence roll. When this venture is complete, the Exalt their allies, creating a shared battle-consciousness that
presents her handiwork to her target — a beautiful transcends language’s limitations.
sculpture, a poem, a handmade meal, etc. Apply the Commit 1 mote. For one scene, the Exalt either forms
successes applied to this Charm’s unique advantage as a bond with one character they can see, or all
influence against the target’s Resolve. hearthmates. Participants may communicate
Special: Using this Charm allows the Exalt to access telepathically with one another, not limited by range or
Fire aura. sight, but must share a common language. If any
Stones-from-Rubble Restoration participant perceives a hidden character, they cannot
Prerequisite: Craft 3 ambush anyone else in the network. Whenever one of
With but a moment’s examination, the Dragon- the participants is attacked, another participant within
Blooded knows where a broken object’s pieces fit. close range may perform a reflexive Defend Other action.
When the Dragon-Blooded undergoes a repair Hearthmates may freely share Power among one another
venture, reduce the difficulty of all rolls by one to a in the network.
minimum of one. If the Storyteller informs the player that
the object is beyond repair, the Exalt may spend 1 mote Integrity
or banked stunt dice to veto this statement, and be
Granite Curtain of Serenity
presented with an opportunity to learn how to fix it.
Prerequisite: Integrity 2
While in Earth aura, she does not need to pay that cost.
Calming her heart with the stillness of stone, not even
the fieriest words can move the Exalt.
Embassy Spend 1 mote on step 2. Against a social influence
Thoughtful Gift Technique action that leverages the Dragon-blooded’s emotions or
Prerequisite: Embassy 2 would otherwise provoke rage, panic, or terror, increase
The Dragon-Blood diplomat presents her target with the Exalt’s Resolve by two.
the perfect welcoming gift — or the perfect bribe. Special: Using this Charm allows the Exalt access to
When the character offers a gift or a bribe to her Earth aura.
target, she gains double 9s so long as the intended social Oath of the Ten Thousand Dragons
action is persuade or instill. No matter the scruples or Prerequisite: Integrity 3
moral strictures the target character may adhere to, they The Dragon-Blooded swears a vow of fealty towards
are never offended by the gift. Where appropriate, the someone worthy of their loyalty, and resists all things
character may also add her dots of Resources to this roll, that would break their bond.
if a display of wealth would further the cause. While in Spend 1 mote. The Exalt swears a vow of fealty
Fire aura, she may use this Charm to automatically instill towards a character they hold a Tie of Loyalty towards, or
a temporary, positive Minor Intimacy to herself, once per swears to complete a task on behalf of them. For the
scene. purpose of resisting social influence that would alter that
Wind-Carried Words Technique Tie or dissuade them from their task, increase the
Prerequisite: Embassy 3 or Performance 3 difficulty by two and treat Loyalty as their Major Virtue if
The Dragon-Blood speaks into the wind, sending their it is not already.
voice afar on subtle currents of air. Thicker than Stone (Integrity 4, Essence 2)
Spend 1 mote. The Exalt may send a spoken message For the Dragon-Blooded, the bonds of shared blood
of no more than a few sentences to a chosen target are stronger than the division of nations.
164
When the Exalt witnesses another Dragon-Blooded in Elemental Protection Technique
danger (physical or otherwise), Spend 1 mote. Instantly Prerequisite: Physique 2
form a Minor Tie of loyalty towards the other Dragon- The Dragon-Blooded harmonizes their body with one
Blooded, or strengthen the Exalt’s existing Tie to Major. of the five elements, rendering them almost impervious
For the rest of the scene, treat as if the Dragon-Blooded to any harm from it.
used the prerequisite on the target. The Exalt adds her Commit 1 mote. Gain two additional Soak and
Essence in dice to the first roll made to support the other Hardness against attacks made using a single element
Dragon-Blooded in the scene. (such as the fiery breath of an elemental). This always
Unflagging Vengeance Meditation applies to her current aura. The Exalt may lower the
damage of any environmental hazards of the appropriate
Prerequisite: Integrity 5, Essence 2
element by two. If lowered to zero, the Exalt may ignore
No one harms the Dragon-Blooded’s loved ones and
the effect entirely. This effect may only be used once per
gets away with it.
scene. At Essence 2, choose an additional element when
Spend 1 mote. The Exalt swears vengeance on a target
activating this Charm. At Essence 3, extend this Charm’s
that harmed the subject of one of her major Intimacies ,
effect to all hearthmates and her Essence in additional
which immediately forms a major Intimacy of hatred
allies. Other hearthmates may activate this Charm to
towards him. If she already has one, increase its Resolve
offer protection against multiple elements.
bonus by one. While in battle against her target, her soak
and Hardness against his attacks increase by one.
Resolving the vendetta removes the intimacy and always
Presence
counts as a Personal milestone. Entombed Mind Technique
Prerequisite: Presence 5
Navigate With a low, droning voice, the Dragon-Blood may lull
Benediction of the Living Ship listeners into a dreamless sleep.
Spend 1 mote. Instead of normal influence, the
Prerequisite: Navigate 5, Essence 3
Dragon-Blood’s words force targets to sleep. The target
Verdant Essence transforms the Exalt’s ship into a
must make a Fortitude+Integrity roll at a difficulty equal
blossoming, living thing.
to the Exalt’s Essence plus two. If they fail, they fall into a
Commit 2 motes. Whenever characters take recovery
deep sleep for the rest of the scene unless roused by
scenes aboard the ship, the number required to heal a
allies. If they succeed, they suffer a two-dice penalty to
dramatic injury decreases by one. For characters aboard
physical actions for the rest of the scene while they
with lesser recovery, they require one less scene to heal.
struggle with sluggishness. Trivial listeners sleep
The ship blossoms with fruit and vegetables — during
instantly. While in Earth aura, increase the difficulty of
long voyages, the crew and passengers never have to
the Integrity roll and the penalty by one.
deal with venture obstacles from lack of food or diseases
from malnourishment. All members aboard gain a one-
success bonus to resist poison and disease while on
Ranged Combat
board. While in Wood or Water aura, reduce the mote Arbor Sentinel Technique
cost by 1. This Charm may only be used once per story. Prerequisite: Ranged Combat 2
Special: Using this Charm allows the Exalt to access The Dragon-Blooded lowers their bow to the ground
Wood aura. and call once-living wood to remember what it was. It
Great Heart Companion grows into a small tree, which blossoms unending
Prerequisite: Navigate 3 flowered arrows.
The Exalt and her mount act as one. Nothing can sever Commit 1 mote. The Exalt’s bow becomes a tree
their spirit-deep bond. which provides them with the benefits of heavy cover,
The Dragon-Blooded’s mount is immune to damage and cannot be disarmed, and provides them with never-
from her anima, and is treated as a hearthmate for the ending ammunition. This effect ends if the Exalt moves.
purposes of applying Charms. Special: Using this Charm allows the Exalt to access
Wood aura.
Performance Fire: This effect applies to firewands, instead. Instead
of providing cover, the Exalt’s enemies must resist an
Passion-Inflaming Artistry environmental hazard with Difficulty 4, Damage 3/round.
See. Earth: The Exalt stomps the earth, causing a pillar to
rise from the ground from which to attack their enemies.
Wind-Carried Words Technique This vantage point grants a two-dice bonus to Ranged
See. Combat actions and provides light cover. It shatters when
commitment ends.
Physique
165
Elemental Burst Technique Climbing out of the chasm counts as difficult terrain.
Prerequisite: Ranged Combat 5 or Sagacity 5, Essence Fire: If flammable material is present, the fire
3 continues to burn as an environmental hazard with
The Dragon-Blooded concentrates their elemental difficulty 5, Damage 4/round within its range, which
Essence into an explosive tempest of power. burns for the rest of the session. These flames won’t
Spend 1 mote on Step 1. The Exalt must be able to burn the Dragon-Blood or any allies spared from the
make a decisive attack area of effect. The type of vortex.
damage this deals is based on the Exalt’s aura. This may Water: A wave washes over enemies with tsunami
only be used once per scene, reset when the Exalt force.
changes aura. The attack is treated as an artifact ranged If the targets take damage from the hazard, they are
weapon, per Glorious Exalted Bolt. knocked back one range band and fall prone.
Air: Lightning arcs from foe to foe. For every enemy Wood: Targets damaged are exposed to a poison with
hit by the attack, increase damage by one die, to a Damage 1/round, Duration (Essence) rounds. The area of
maximum of her Essence, against each target. the hazard becomes difficult terrain until the plant
Earth: Boulders smash all enemies from their feet. All growth has been cleared. The Exalt and any allies spared
targets that suffer any damage from the attack must from the vortex are unimpeded by this terrain.
make a reflexive Fortitude + Athletics roll against the
Exalt’s Essence in difficulty or become prone. Stealth
Fire: Flames bathe the enemy in an inferno. The
Flowing God-Dragon Stance
targeted area catches alight, becoming an environmental
Prerequisite: Stealth 5, Essence 3
hazard that inflicts 2 damage per round. It burns for her
The Dragon-Blood sheds the restrains of her flesh-and-
Essence in rounds unless extinguished.
blood form and becomes a thing of water.
Water: Tendrils of water thieve weapons from hands.
Commit 2 motes. Her body becomes water and
Enemies with less Power than the Exalt are disarmed if
sloughs free to restraints and may pass through any
they take any damage.
obstruction that is not waterproof. Gain her Essence in
Wood: Poison lashes the Dragon’s foes. Any enemies
automatic successes to all Stealth rolls made while in this
that take damage from this Charm are poisoned and
form, and if she submerges herself in water, she cannot
must make Fortitude+Physique rolls at standard difficulty
be detected at all. If she activates this Charm while in a
during the start of their turns, or lose two Power.
grapple, it immediately ends. While in Water aura, this
does not count as her Charm activation.
Sagacity
Rose-Among-Thorns Distinction
Elemental Burst Technique Prerequisite: Stealth 3
See.
The Exalt makes herself approachable, an underworld
Fivefold Resonance Sense type like anyone else.
See. Spend 1 mote. After the Exalt spends a dramatic scene
engaging with criminals and gangsters, she spends this
Dragon Vortex Attack mote to create a temporary minor Intimacy to the group.
Prerequisite: Sagacity 5 or War 5, Essence 5 This Intimacy lasts until the character next reaches a
The Dragon-Blooded calls upon ancestral power to minor milestone and may be leveraged, strengthened, or
shake the foundation of Creation with a radiating storm eroded as normal. While she has this Intimacy, members
of the primal elements. of the group treat her as one of their own without
Spend 3 motes. The Exalt creates a one-time question.
environmental hazard that radiates outward to close
range plus additional range bands equal to the Exalt’s War
Essence. The hazard is difficulty 3, inflicting 6 damage,
with additional effects based on Mode. Each hearthmate Dragon Vortex Attack
may contribute 1 Anima to increase the Difficulty of the See.
hazard by one to a maximum of 10. Once per story.
Flaw-Finding Examination
Special: Using this Charm allows the Exalt to access
See.
any aura.
Air: Summon driving rain and hail. If they suffer any Storm-Calling Strategies
damage from the hazard, enemies suffer a two-dice Prerequisite: War 3
mobility penalty until the start of their next turn. The Dragon-Blooded darkens the horizon with
Earth: A target that takes three or more damage falls thunderstorms, gale-force winds or snowfalls that
into a chasm one range band deep and lands prone, precede their army.
suffering damage as if they fell from medium range. Commit 1 mote. The enacts this Charm as a tactic for

166
a single battle. Enemy battle groups suffer a three-dice dynamism. When they regain Essence, the Getimian
environmental penalty on all physical actions taken in can choose which pool is restored first.
combat. Individuals suffer a two-dice penalty instead.
Allies are unaffected. General
Special: Using this Charm allows the Exalt to access
Air aura. Alchemic Power Reserve
Anathema-Slaying Tempest (Essence 3) Prerequisite: None
The Dragon-Blood commands the skies themselves, When violence breaks out, the Getimian consumes
calling down bolts of lightning, avalanches and terrible reagents and creates a powerful elixir to aid her allies.
squalls to smite their enemies. If the Exalt possesses 5 Spend 1 mote. When rolling Join Battle, treat the
Power at the start of a round, they may expend it to successes as though it were a Build Power roll. The
inflict a one-time environmental hazard against an Getimian creates a dose of alchemical elixir. This potion
enemy battle group with difficulty 5 and Damage equal may be given to any ally within close range as a simple
to Essence + Force, representing a bolt of lightning, action. An ally consumes it as a reflexive action and gains
avalanche or similar danger. the built Power. This transfer may not be used on the
first turn.
Ramparts of Obedient Earth
Prerequisite: War 3 Fate-Unwinding Denial
The battlefield is clay, to be sculpted in accordance Prerequisite: None
with the tactical genius of the Terrestrial general. They The Getimian denies Fate’s will, reshaping the
may tear open sinkholes between the ranks of their outcome of events.
enemies, wrench up great fortifications of stone from the When a target of her social influence chooses a hard
earth to halt their foes. bargain, the Getimian may spend 1 mote or a set of
Commit 1 mote. The Exalt enacts this Charm as a banked Stunt dice. The player determines the
stratagem for a battle. The Exalt may enact an elemental consequences of the bargain, with agreement from the
stratagem with one of the following effects: Storyteller. If the target refuses her influence outright,
the Getimian gains two additional dice above the usual.
• Sinkhole: The Dragon-Blood opens a hole or Also, gain 1 anima.
constructs an obstacle of stone between the enemy
ranks. The ground out to short range around a Space-and-Time Understanding
target battlegroup becomes difficult terrain. The Prerequisite: Essence 3
target battlegroup acts last in the round. The battle The Getimian understands the shape of reality, and
group’s commander may attempt to oppose this how to best take advantage of it.
delay, by making an opposed War roll. Whenever the character takes any movement action
• Barricade: The Dragon-Blood wrenches up the including sprint and rush, she may spend 1 mote to cross
earth into barriers and walls to fortify their the distance instantly and without any trace of her
position. The Exalt may instantly enact a Back to passage. This does not count as her Charm use for that
the Sea action without needing to roll. Step. She may bypass obstacles, environmental hazards,
difficult terrain, traps and so on with this instant
Special: Using this Charm allows the Exalt to access
movement. This movement may be in any direction.
Earth aura.
Summoned from Time
With One Mind Prerequisite: Essence 3
See.
The Getimian calls forth allies and resources from a
forgotten time and place.
Getimian Charms Spend up to the Getimian’s Essence in motes. For
each mote spent, she instantly summons one dot of a
Getimian Charms, like Getimians themselves, have
Merit per mote spent. This must follow all Merit rules
two aspects: Flowing, and Still. Getimians may activate
otherwise. If a Merit cannot be tertiary, the Getimian
either Mode of a Charm based on whether or not they
must spend 3 or more motes. If the Merit cannot be
are presently Flowing or Still. If the Getimian has a
primary, the Getimian cannot spend more than 3 motes
majority of one type of motes, they may access that
on it. The Merit appears in the scene instantly, drawn
Mode. A Charm, when used, is always either Flowing or
into Creation from her Origin. It persists until the end of
Still; there is no neutral Mode.
the session, though the character may use an Exalt
Motes and the Getimians milestone to purchase it permanently.
As a reminder, the Getimian Exalted divide their
motes into two pools: Still and Flowing. This Finesse
represents the delicate balance they cultivate through
internal alchemy, focusing either on tranquility or
Bent Reality Stance
167
Prerequisite: Finesse 4, Essence 3 Distilled-Emotion Elixir
Twisting space to her will, the Getimian makes striking Prerequisite: Finesse 3
her disorienting and difficult. The Getimian creates an alchemical tincture that
Spend 2 motes on Step 2. An enemy attacking the bubbles with trapped emotion.
Getimian must be able to make two attacks in order to Spend 1 mote. Make a social influence roll as though
strike her. If they can, only one attack may apply against the character were attempting to instill a minor Intimacy.
her. If they cannot, treat their attack as though it were If successful, this coalesces into an alchemical potion that
part of a flurry, but increase the dice penalty by two. the Getimian may administer as a simple action to any
Flowing: If the attack misses, steal one Power from target later in the story. The target is then affected by
the target. Gain an additional anima. whichever effect she chose. She or her target may gain 1
Still: If the attack hits, gain two Power. Gain an anima.
additional anima. Flowing: The Intimacy is a Tie relative to passion, fury,
Devil-Queen’s Court righteousness, or indignation.
Still: The Intimacy is a Principle relative to lawfulness,
Prerequisite: Finesse 3
justice, vengeance, or order.
The Getimian binds others to her, keeping them close
and drawing upon their power. Here-and-Everywhere Approach
When you use this charm, choose a number of allied Prerequisite: Finesse 4
targets equal to the Getimian’s Essence + Finesse. This Twisting reality, the Getimian works more efficiently
includes any character with a positive Intimacy towards by being in two places at once.
her, any member of her Circle, plus any dots of an Spend 2 motes. During any venture roll, the character
appropriate social Merit (like Allies or Followers). Create rolls twice and applies both results. They may not apply
a pool of dice equal to those characters. These dice do additional charms to these rolls. The Exalt may make two
not count towards the dice limit. When the dice are different Ability rolls, and may take venture actions that
exhausted, this charm’s duration ends. The type of mote would require her to be in two different locations
used frames how these dice can be applied. Dice from simultaneously.
this Charm may always be applied against members of
her court, and only be used once per scene. Forgetting the Lie
Commit 2 Flowing motes. Add dice to any roll Prerequisite: Finesse 5, Sleeper-Guiding Whisper 1
involving movement, persuasion, or Close Combat. Memory is reality, and if the Getimian cannot change
Commit 2 Still motes. Add dice to any roll involving the latter, she can most assuredly change the former.
subtlety, stealth, or precision (including Ranged Combat). Spend 1 mote and take an influence action. If you use
Devil-Queen’s Intrigues (Finesse 4) instill to create new Intimacies in a target, these do not
The Getimian may apply additional Essence to adjust reflect emotional ties, but rather altered memories
the way she applies her Devil-Queen dice. implanted in the target’s mind.
Committing 1 Flowing mote allows dice from the pool Flowing: Commit 1 additional mote. The target’s
to add or subtract two dice from any one roll made by a altered memory becomes contagious, and he’s
member of her court. This occurs during Step 1 in compelled to spread it; every time he successfully instills
combat. the Intimacy representing the Getimian’s inserted
Committing 1 Still mote allows her to sense the memory, that memory imprints on his target. Targets he
members of her court, and eavesdrop on any of their infects cannot spread the memory further.
interactions. Still: The altered memory is anchored deep within the
target’s mind. The associated Intimacy cannot be
Devil-Queen’s Majesty (Finesse 5, Essence 3) eliminated without the use of powerful magic, unless the
At Essence 3 and Finesse 5, she may instead exchange Getimian wishes it.
the collection of significant characters for trivial targets.
These characters become secondary Command, adding Sleeper-Guiding Whisper
the Getimian’s Essence in dice to their primary pool and Prerequisite: Finesse 3
increasing their Defense and Soak by half her Essence The Getimian shifts reality ever so slightly, making
(round up). subtle tweaks in the minds of the unsuspecting, in service
Committing 1 Flowing mote allows the Getimian may of a day yet to come when she’ll require their aid.
spend one die from her pool to summon a member of Spend 1 mote and take an influence action, gaining
her court. They arrive within the scene. Gain her Flowing the Getimian’s Essence in extra dice. This action creates a
motes in dice to any roll to influence the target. shadow Intimacy – which behaves as a normal Minor
Committing 1 Still mote allows the Getimian to spend Intimacy but lasts only for the duration of the scene.
one die from her pool to transport herself instantly to the After the scene, the Getimian may spend an additional
location of a member of the court. Gain her Still motes in mote to force the target to forget their interaction with
dice to any roll to heal her target or to read their the Exalt so long as the target has an Essence equal to or
intentions. less than the character.
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Flowing: You may purchase the persuade action for entreaties to Heaven are lost in the Celestial
free, as long as you beat the target’s Resolve. Bureaucracy’s inboxes, and her temples lie cold and
Still: You may purchase the instill action for free, as empty.
long as you beat the target’s Resolve. He cannot choose
to make a hard bargain; resisting this influence action Ideology Redefinition Trick
always grants the Getimian extra dice, as if the target Prerequisite: Force 3
chose that option. The Getimian reaches out and snuffs the flames of
conviction in her enemies’ hearts.
Unavoidable Confrontation Commit 1 mote for the scene and choose a target the
Prerequisite: Finesse 2 Getimian interacts with socially. The target’s Virtues
Warping destiny, the Getimian brings herself into cannot be used to increase the difficulty of social actions
immediate conflict with an enemy. against the target, and cannot be applied to other
Spend 1 mote on Step 3. If the Exalt takes the rush effects. Only one target at a time may be affected by this
action, she may exchange the bonus dice to reduce the Charm.
target’s Defense or Hardness by two. She may not benefit Flowing: Trying to influence the target provokes an
from this Charm if the rush is part of a flurry. uncontrollable anguish. Any actions they take must be
Flowing: Increase the Overwhelming value of her flurried.
attack by one, on step 5. Still: When influenced, the target’s soul reaches for
Still: If the attack hits, steal 1 Power from the target. the empty place where those Virtues should be, straining
the target’s health to the breaking point. She takes a
Force level of damage, unless she succeeds on a Fortitude +
Physique or Integrity roll, difficulty equal to the
Finding the Chorus Getimian’s Essence.
Prerequisite: Force 3
The Getimian binds those closest into her personal Perspective-Consuming Grandeur
history for but a heartbeat, letting them see her as she Prerequisite: Force 4
was meant to be. Tearing down the walls around the human soul, the
Commit 1 mote for the scene. Until the mote is Getimian infects her target with her own point of view.
uncommitted, all observers gain a temporary Minor Commit 1 mote and name a target the Getimian has
Intimacy toward the Getimian. interacted with socially and a detail about the Getimian’s
Flowing: The Getimian inflames the hearts of those unreal past — the target now remembers that detail as
around her, drawing them to her comparative coolness. though it transpired in reality for the duration of this
The Intimacy is one of “Love,” “Affection,” “Loyalty,” etc. Charm’s effect. Additionally, gain the appropriate benefit
Still: The Getimian stills the world around her, making listed below.
her inner fires seem to rage and burn brightly. The Flowing: Until the mote is uncommitted, the target
Intimacy is one of “Awe,” “Fear,” “Reverence,” etc. gains a Major Intimacy toward either the Getimian or
something she represents (a unified empire, a religion,
Icon-Obliterating Passion etc).
Prerequisite: Force 5, Essence 4 Still: Until the mote is uncommitted, replace the
The Getimian’s surety of self becomes a sword, target’s Major Virtue with one the Getimian’s choice,
wielded expertly against Heaven and all its lackeys. reflecting who he is in the Getimian’s native timeline.
Spend 2 motes on Step 5. If you make a successful
decisive attack against a god or elemental, you may Culture-Hero Usurpation
activate this Charm for 1 mote instead. The Getimian Prerequisite: Force 5, Perspective-Consuming-
may strike dematerialized enemies. The target must Grandeur, Essence 5
immediately materialize, and cannot dematerialize for The Getimian goes beyond merely rewriting another’s
the remainder of the scene. heart, and begins to rewrite their legend.
Flowing: If this Charm slays a god, the Getimian hacks Spend 3 motes and name a target of major renown.
the god’s connection to the Loom of Fate, redefining Roll Force + Presence against their Fortitude + Integrity. If
reality within that god’s purview. This change is successful, the Getimian seizes her target’s presence and
commensurate with the god’s power; slaying the god of a stature in society and consumes it. It cannot be re-
small river allows the Getimian to redirect its course, invoked against the same target until the end of the
while slaying one of the Directional Gods of War allows story.
the Getimian to revive a never-forged empire. All Flowing: Once per session, the Getimian may assert
changes made with this Charm are subject to Storyteller that she is responsible for something that her target did,
approval, and create obvious errors in Fate. owns something belonging to the target, or take the
Still: Sever the god from their sources of worship and target’s place in a relationship. She pries that history
power, permanently weakening them. If the god is slain, away from her target, gaining a relevant Merit or
the god fades from the memories of her worshippers, her becoming the focus of a relevant Intimacy.
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Still: Once session, the Getimian may name an action conspiring against him, etc. This lasts until the mote is
the target took, something that belongs to the target, or uncommitted or the end of the story.
a relationship the target has with a third party. The Spend 1 Still mote to downgrade social status
named detail fades from memory, with only the Getimian belonging to the target, as though they’d diminished a
and the target remembering it. Physical objects get lost, relative Merit (for example: diminishing a prince to a
or claimed by others who are no longer aware of who it duke would count as a reduction in Backing). Players’
belongs to. characters may resist with a Fortitude + Embassy roll,
Difficulty equal to the Getimian’s Essence. If they fail,
Reality Embellishment Approach they lose access to the Merit until they reach a Major
Prerequisite: Force 3 milestone.
The Getimian taps into her never-achieved greatness,
refracting it out into Creation where it nests in the hearts Wall-Denying Fury
of others. Prerequisite: Force 3
Commit 1 mote. While the mote is committed, gain The Getimian strides confidently forward, obstacles
two bonus dice for all attempts to influence others. tearing themselves asunder to abase themselves at her
When the Getimian influences her targets, this creates a feet.
fluctuating emotional state, based on the Mode: either Spend 1 mote and take a simple movement action.
charged with dynamic energy or inhumanly tranquil. This action may be taken in addition to her reflexive
Flowing: The target character cannot be intimidated movement but cannot be flurried with an attack. The
for the remainder of the scene. Getimian’s forward movement must be towards an
Still: Name a character and make a statement about obstacle she could not normally pass through. What
her to a third party (which need not be true), which the becomes of the obstacle depends on the mode. Gain an
third party will spread; by the end of the scene, everyone additional anima.
present will have heard it save the named character. Flowing: The target obstacle detonates violently. At
her option, this is an environmental hazard that deals her
The Filial Chain Force in damage and has a difficulty to resist equal to her
Prerequisite: Force 5, Essence 3 Essence plus two. The area becomes difficult terrain
Welcoming all into her embrace, even her most dire of after she passes through.
enemies, the Getimian makes an aegis and a yoke out of Still: The target obstacle reshapes itself, flickering and
her heart. shuddering as it becomes something else, drawn from
Spend 1 mote and choose a target present in the the Getimian’s Origin. This transformation is permanent.
scene. If the target speaks against or opposes the
Getimian either in combat or in social interactions, the Fortitude
Getimian may immediately impose a shadow Intimacy of
Obligation on the target. While the target has this Constant Problem Tactic
shadow Intimacy, they can be affected by this Charm’s Prerequisite: Fortitude 3, Essence 2
modes. The Getimian’s presence is a never-ending curse.
Flowing: The Getimian may resist influence applied by Spend 1 mote. Choose a target that the Getimian has
the target on behalf of others, and if she chooses a hard either successfully influenced socially or dealt at least
bargain, the target suffers the consequences rather than two levels of damage to. The target must contend with
the Getimian. the Getimian depending on the mode.
Still: The Getimian may redirect influence targeting Flowing: This is a step 4 Charm. Whenever the target
herself at a character with a shadow Intimacy. The target takes a movement action away from the Getimian, apply
must resist the influence. If he does not, treat it as a hard this effect. The Exalt instantly moves to be within close
bargain; either the target takes one damage, or the range of the target, regardless of the distance her target
Getimian gains her Essence in dice to her next action traveled, even if she used her movement this turn.
against the target. Still: The Getimian may make an Awareness roll. If
successful, she knows where her target is. Spend the
Throne-Smashing Ambition mote, and the Exalt appears instantly in the same scene
Prerequisite: Force 4, Essence 2 as the target. She transports only herself.
The Getimian shifts reality and turns the world against
her target. Courage-Decanting Alchemy
When you make a successful decisive attack against a Prerequisite: Fortitude 3
target, you may activate this Charm reflexively on Step 5. The Getimian expresses her valor, giving it physical
If you roll any damage, rather than harm the target, this form that it might fuel the courage of others.
attack afflicts the target with a curse. Commit 1 mote for the scene. The Getimian creates
Commit 1 Flowing mote. Reverse a target’s social an Elixir of Courage that may be imbibed by another
standing. Troops turn on their beloved general; a prince character, or by the Getimian herself. When someone
is forced into exile; a merchant finds his contacts does so, they gain the effects listed below.
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Flowing: When in battle, the character gains a three- target makes a statement or takes action in support of an
dice bonus to Close Combat rolls as long as she is Intimacy, this Charm’s effects activate.
pursuing or upholding an Intimacy or Virtue. If she takes Flowing: The target gains the Exalt’s Flowing motes in
any other actions, they suffer a one-die penalty. dice for the action, but afterward must succeed on a
Still: For the purposes of calculating the character’s Fortitude + Integrity roll with a Difficulty equal to the
Resolve, treat a Minor Virtue or Intimacy as if they were Getimian’s Force. Failure causes the Intimacy to reverse
Major instead, or increase the benefits of a Major Virtue its emotional underpinnings; love becomes hate, desire
or Intimacy (character’s choice) by one. becomes disgust, ambition becomes apathy, etc.
Still: The target loses the Exalt’s Still motes in dice
Folding Space from his roll, and must succeed on a Fortitude + Integrity
Prerequisite: Fortitude 5, Essence 3 roll with Difficulty equal to the Getimian’s Finesse to
Collapsing space between two points, the Getimian prevent the Intimacy from downgrading (if Major) or
and her cohorts arrive at their destination in a blink. disappearing (if Minor).
Spend 2 motes. The Getimian gathers space between
her current location and another destination within Unforged Masterworks
Creation she has previously been either on this timeline Prerequisite: Fortitude 3
or in her Origin and then slingshots herself and her allies The Getimian draws on her memories of the world as
there. She may bypass up to her Essence in Obstacles in a it should be, and pulls forth — for just a few moments —
travel venture, and declare an advantage from her Origin. a shining exemplar of that reality.
Gain an additional anima. Commit 1 mote for the scene. The Getimian creates
an Artifact weapon. This temporary weapon gains a
One-on-One Imprisonment unique inherent ability of the player and Storyteller’s
Prerequisite: Fortitude 5, Essence 3 design. If she cancels the committed mote and
The Getimian binds an enemy to herself, entrapping reactivates this Charm in the same scene, the same
them in the prison of her presence. weapon appears. She may repurchase this Charm to
Spend 2 motes and choose one target within short transform the weapon into an Artifact capable of
range of the Exalt. This shifts reality, transporting the unlocking Evocations. This may be used during a Clash.
Getimian and her target temporarily into a bubble of her Flowing: Every Extra she strikes down with this
Origin. For two rounds in combat or for two social weapon vanishes and reappears as the Getimian’s
influence actions, the Exalt and her target can only affect Origin’s version of him. Treat this as a temporary
and be affected by each other. No other environmental Followers Merit if the Getimian uses this charm on
or situational bonuses, penalties, or dangers apply, and multiple targets. At the end of the scene, all loyal Extras
they cannot be detected or interacted with by any other created by this charm vanish with the Artifact weapon.
character. Once this effect ends, the Getimian cannot use Still: When she successfully defends against a decisive
this Charm again until the start of the next scene. This attack, she may make an influence action against her
may be used during a clash. opponent on Step 8, as if it were a counterattack.
Spatial Disjunction
Prerequisite: Fortitude 3 Infernal Charms
Tearing a rift in reality, the Getimian makes
Infernal Charms grant them the power to control
approaching her impossible.
destructive energies, hideous transformations, and
Spend 1 mote. Until the start of the Getimian’s next
heaven-defying feats.
turn, treat the space between her and an enemy as
either one range band closer or further. If this would put General
the Getimian out of range of the attack, the target may
still roll but suffers a success penalty equal to half the Devil-Body Incarnation
Getimian’s Fortitude, round up. Prerequisite: None
Flowing: This is a Step 3 Charm. If this puts the target The Infernal reshapes herself into a form that reflects
immediately into melee range, gain three bonus dice to her innermost nature — sometimes demonic, sometimes
the attack roll. sublime, but always powerful and strange.
Still: This is a Step 4 Charm. If the attack hits, steal 1 Commit 1 mote and spend 2 anima. The Infernal’s
Power from the target. Devil-Body is built by choosing two of the following
Truth is Relative benefits when learning this Charm. The Infernal may
purchase this again at Essence 3 and again at Essence 5
Prerequisite: Fortitude 3
and choose one additional effect each time.
The Getimian strips the blinders from others, forcing
them to confront the comfortable lies they tell • You gain a Natural melee or ranged weapon with
themselves. your choice of weight and Artifact plus one of the
Commit 1 mote and touch a target. The next time the following Tags: Balanced, Chopping, Defensive,

171
Disarming, Flame, Flexible, Piercing, Pulling, how best to damn their prey.
Powerful, Reaching. Spend 1 mote. Ask the Storyteller a question about
• You radiate an intense emotion that overwhelms the character’s deepest desires — their fantasies, wishes,
characters who approach within short range. and blue-sky goals. The Storyteller will provide an honest,
Nontrivial characters can resist with a Difficulty 5 useful answer; when the Infernal leverages that desire to
Fortitude + Integrity roll or gain a Minor Intimacy influence the character, she may ignore the Resolve
based on your chosen emotion until the end of the increase from their Major Virtue.
scene.
• You grow up to twice your normal size, reducing
Witness to Darkness
the Difficulty of feats of strength by three. You Prerequisite: Awareness 2
can’t be grappled by smaller characters unless The Infernal’s eyes blacken, opening her sight to the
their attempt is supplemented by Charms or other secret world of darkness.
powers, as though you had the Legendary Size Commit 1 mote. The Infernal ignores all penalties
quality. based on darkness and gains a three-dice bonus if there
is no light source within medium range. Direct sunlight,
• You can perceive everything out to long range,
however, inflicts a one-die penalty.
seeing and hearing through mundane walls,
structures, and obstructions as if they weren’t
there. Attempts to hide from you suffer a dice
Close Combat
penalty equal to your Essence. Death of All Happiness
• Your transform your surroundings out to medium Prerequisite: Close Combat 5 or Ranged Combat 5,
range into difficult terrain befitting your aesthetic. Essence 3
Allies may move through this terrain unimpeded. Wracking her victim with overwhelming dread, the
• You gain a special form of movement: flight, Infernal wipes all happiness from their mind.
swimming without the need to breathe, or the Spend 2 motes and 2 anima on Step 1. If the attack
ability to pass through earth and stone. deals any damage, the target loses the benefits of any
positive Intimacies for the rest of the session, and any
Athletics influence from or against them based on joy, peace, love,
or passion suffers a three-die penalty. This effect is
Joy in Violence
permanent against trivial characters.
Prerequisite: Athletics 2 or Awareness 2
Blood quickens blood, and the Infernal’s instincts are Hideous Hundred-Limb Strike
attuned to the rush of oncoming battle. Prerequisite: Close Combat 5, Essence 3
Spend 1 mote when rolling Join Battle. The Infernal The Infernal lashes out at her enemies without mercy
takes her turn for the first round of combat before any or cessation.
other characters, including ambushes and other Spend 1 mote and 1 Power on Step 1 while Corona of
interruptions. This does not reveal hidden characters. If Fury is active. The Infernal may make a Close Combat
she can perceive an enemy, she must use her turn to attack against one target she has not already attacked
attack or approach them. Gain an additional anima. this turn, which may include clashes. This does not count
towards her action limit for the turn.
Skin-Flaying Wind Dance
Prerequisite: Athletics 2 Wrath-Stoked Onslaught
When the Infernal runs, searing Hell-winds surround Prerequisite: Close Combat 3
her. Wreathing her weapon in emerald devil-fire, the
Commit 1 mote. The Infernal must end each of her Infernal strikes a deadly blow.
turns at least one range band away from where she Spend 2 motes on Step 6 of a decisive attack. The
started, and cannot return to previous locations unless Infernal gains an additional die of damage for every 2
forced. While doing so, increase Defense by one. Any Power spent on the attack. While the Infernal benefits
character who begins their turn in close range is subject from Corona of Fury, if she spends at least 7 Power, add
to an environmental hazard (Damage 1, difficulty 3). an additional die of damage. This may be used during a
While in Corona of Fury, difficulty 5. clash. Gain an additional anima.

Awareness Craft
Joy in Violence Claiming the Devil’s Due
See. Prerequisite: Craft 4, Essence 2
Laying hands on an item, the Infernal bathes it into
Naked Soul Insight
the vicious Essence of Hell.
Prerequisite: Awareness 4 or Embassy 4, Essence 2
Spend 1 mote. A mundane object the Infernal can
It is the prerogative of the Infernal Exalted to know
172
touch radiates with wisps of green hellfire for the rest of The Infernal has survived the lies of Hell; no other
the story. Characters who attempt to touch, wield, or use deceptions compare.
it are sickened and suffer a three-die penalty for the rest Commit 1 mote for the scene. The Infernal
of the scene. This does not affect demonic characters automatically knows when a character is lying, although
(including other Infernals) with higher Essence than the they do not know which part may be a lie and which the
Infernal’s own. At Essence 3, she may spend 3 motes to truth. Against lies backed by magic, the Infernal and
affect a mundane structure instead. Gain an additional target make an opposed Essence roll-off to determine
anima. whose power is dominant.

Embassy Body Obeys Ego


Prerequisite: Integrity 3
Golden Years Tarnished Black So powerful is the Infernal ego that their physique
Prerequisite: Presence 4 or Embassy 4 cannot help but conform to their self-image.
With nothing more than a poisonous insinuation, the Commit 1 mote. The Infernal may suppress one
Infernal transforms happy memories into misery. ongoing effect that transforms or weakens her body,
Spend 1 mote. With a successful Finesse + Presence or such as her wound penalties, dramatic injuries, or forced
Embassy roll, the Infernal may poison a target’s transformations. While active, this Charm allows her to
memories about a person, place, or group. Positive ignore that effect (and fundamentally similar effects),
Intimacies based on the chosen topic are one step waiving any penalties and allowing her to act as normal.
weaker than normal, and Minor Intimacies invert Once per scene, if in Corona of Fury, the Exalt may spend
entirely, becoming negative Minor Intimacies. This effect 1 mote to heal one level of non-aggravated damage.
lasts for one session, plus another session for each extra
success. Gain an additional anima.
Broken Silence Laughter Defense
Prerequisite: Presence 3 or Integrity 3
Naked Soul Insight The Infernal’s loud and wicked laugh spoils an attack
See. with the force of their manic glee.
Spend 1 mote. On Step 6, the Infernal may subtract
Our Little Secret one success from a damage roll for every die that shows
Prerequisite: Embassy 2, Presence 2, or Stealth 2 a 1. If she had not spoken or otherwise vocalized yet in
Wrapping a victim in a web of secrecy, the Infernal the scene, the mote cost is waived and the attack loses
ensures the utmost discretion. one additional success. Gain an additional anima.
Spend 1 mote. The Infernal may make a Finesse +
Presence, Embassy, or Stealth dissuade roll against a Endless Nightmare Vigilance
character; if successful, the character cannot discuss, Prerequisite: Integrity 3 or Physique 3, Essence 2
imply, or otherwise communicate anything the Infernal The Infernal’s ever-burning anger is as restful as any
has discussed with them in the current scene. Against pleasant dream.
nontrivial characters, this effect lasts for the rest of the The Infernal no longer needs to sleep and is immune
session. to any effect that would force her to sleep. She may
shrug off the effects of the Knockout gambit by spending
Unbreakable Laws of Hell 1 mote. For 2 motes, she may return to the fight from
Prerequisite: Embassy 4 Incapacitated as though her Circle had given her 10
The Infernal knows the secrets of Hell’s bizarre laws — Power.
mortal rules are hers to command at her will.
Commit 1 mote. The Infernal may strengthen an Inevitable Betrayal Insight
existing law or rule they know about in their current Prerequisite: Integrity 4
locale or organization for the session; willingly violating it It is the burden of the Infernal Exalted to know that all
requires a Difficulty 5 Resistance + Integrity roll, or things will betray them, given the chance.
Difficulty 7 for demons and the Infernal’s worshippers. Spend 2 motes when attacked by a character to whom
Repurchase at Essence 3 allows the Infernal to spend the Infernal has an Intimacy — positive or negative. The
2 motes to create a law for the scene, rolling Force + Infernal increases her Defense by three and ignores any
Embassy or Presence against all characters present in the penalties from surprise or ambushes. Any Intimacy
scene. These laws are subject to the usual rules for towards that character instantly becomes negative if not
unacceptable influence and can’t require characters to already, and the Infernal’s next decisive attack against
perform deliberately impossible tasks. reduces their effective Hardness by two.

Integrity Will-Crushing Force


Prerequisite: Integrity 3, Essence 3
Acquainted with Deception The Infernal lashes out to maim her foe — not his
Prerequisite: Integrity 3 flesh, but his very soul.

173
Spend 2 motes and 1 anima. The Infernal makes a their general whereabouts, condition, and concerns. She
decisive attack using Force + Integrity against a character may then ask a follow-up question and get an honest,
at up to medium range, treating her Essence as an useful answer or ask to hear the prayers of a specific
accuracy bonus. If successful, rather than take damage, character.
the target loses access to their Minor Virtue and treats
their Major Virtue as Minor. This effect lasts for the rest Wish-Granting Wickedness
of the session. Prerequisite: Performance 5, Essence 3
Hell abounds with thralls who thought to ask for
Navigate something from nothing — and received it, to their
eternal misfortune.
Desert-and-Flame Endurance Spend 3 motes to grant a character’s fondest wish for
Prerequisite: Physique 3 or Navigate 3 wealth, power, or prestige. They gain the benefits of an
The Infernal strides free and comfortable, even in the appropriate Major Merit, with circumstances arranging
most desolate of lands. themselves to grant and maintain the Merit. At the end
Commit 1 mote. The Infernal is immune to penalties of the story, the Merit disappears just as inexplicably. A
and hazards from desolate environments, like desert character must accept a hard bargain to refuse having a
heat, arctic cold, and the native perils of Hell. This does wish granted, such as giving up an important ambition to
not protect from dangers in verdant locales such as avoid temptation. If the character accepts, they are in the
jungles, forests, and lush isles. Infernal’s debt; the next time she makes a persuade roll,
he can’t refuse by taking a hard bargain.
Oasis-Scouring Malediction
Prerequisite: Navigate 5 or War 5, Essence 5 Physique
Spreading their dark influence over a region, the
Infernal transforms it into a blighted hellscape. Ceaseless Demon Hunger
Spend 3 motes or 5 anima. Roll Force + Presence or Prerequisite: Physique 2
Performance to scour the land with the demon-winds of The Infernal may consume flame, poison, stone, and
Hell for miles around you, up to the perimeter of a small blade as readily as any repast.
city. This is normally Difficulty 5, but may increase to The Infernal may safely consume any mundane
Difficulty 7 for areas under magical protection (like a substance; it is destroyed the instant it is swallowed,
Lunar’s domain) or Difficulty 10 for overwhelmingly providing nourishment as if it were normal food. If this
blessed locations like the districts of Heaven itself. The disgusts or horrifies another character in the scene, gain
curse lasts for one year, plus one more for each extra 1 anima.
success. During this time, nothing will grow there but
scrub grass, and wildlife becomes desperate as even the Desert-and-Flame Endurance
most docile herbivores transform into vicious carnivores. See.
This increases the Difficulty of rolls to survive in the Endless Nightmare Vigilance
region by five and inflicts a two-die penalty on gods
See.
inside this spiritually-devastated area.
Scars Become Armor
Performance Prerequisite: Physique 4, Essence 2
The Infernal’s battered body flares with veins of sickly
Devil Emperor Edict green fire.
Prerequisite: Presence 5 or Performance 5 Commit 1 mote. On Step 7, the Infernal increases Soak
The Infernal speaks in the language of hellfire; those by one after taking any levels of damage, or by two if
who fail to hear are doomed to burn. they took three or more damage. This can reduce the
Spend 1 mote when making an influence roll based on total amount of damage to zero.
intimidation or authority. If the target refuses a hard
bargain, they suffer a level of automatic damage in Venom Blood Revenge
addition to the dice bonus to the Infernal’s next action. Prerequisite: Physique 4
This can only be used against a given target once per When struck, the Infernal’s corrosive blood sprays
scene. Gain an additional anima. forth in a vengeful burst.
Spend 1 mote on Step 8 as a special counterattack.
Symphony of Sinful Prayers Characters in close range must make a Physique-based
Prerequisite: Performance 3 or Sagacity 3 roll at Difficulty 3 plus the number of levels of damage
The Infernal turns her attention to the prayers of her inflicted on the countered attack that targeted the
followers. Infernal, or suffer four dice of environmental damage
Spend 1 mote. The Storyteller describes the state of themselves.
any characters connected to her through Merits (such as
Allies, Followers, Contacts, and Command), describing Viridian Rust Defense
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Prerequisite: Physique 3 committed. They must pay its cost as usual. This cannot
Covering herself in a corrosive patina, the Infernal copy abilities from characters with higher Essence than
strengthens her armor. the Infernal, or abilities based on light, sanctity, or
Commit 1 mote while wearing armor. The Infernal positive emotions.
gains two additional Soak. On Step 4 of Close Combat
attack, she may pay 1 Power to destroy a mundane Inner Devil Unchained
weapon used against her. Prerequisite: Sagacity 3, Essence 2
While in Corona of Fury, the Infernal may spend 2 Drawing forth the depravity of their victim, the
motes or 1 anima on Step 6 to forcibly de-attune an Infernal transforms them into a lesser demon.
artifact or magical weapon. The target loses access to its Spend 2 motes when touching a mortal character. The
inherent properties and Evocations until the end of the Infernal can transform them, granting the target demonic
scene. features. This grants them a three-die bonus to a specific
Attribute + Ability combination — such as Force +
Presence Physique to imbue them with the strength of a blood
ape, or Finesse + Performance to make haunting music
Broken Silence Laughter Defense like a devil-harpist. This bonus manifests as hideous,
See. obviously supernatural changes in the target’s
appearance. A character can only receive the benefits of
Devil Emperor Edict this Charm once; removing the curse requires magical
See. intervention from a god of healing, sorcery, or Exalted
medicine.
Joy-Blighting Malediction
See. Shadow Spite Curse
Prerequisite: Sagacity 3
Our Little Secret
The curses of the Infernal Exalted transform bad luck
See.
into utter humiliation.
Spend 1 mote. A character making a roll loses one
Ranged Combat success for every die that shows a 1. Against attacks, use
Blinded by Hellfire this Charm on Step 2. If this causes them to fail, they do
Prerequisite: Ranged Combat 2 so in spectacular fashion, and suffer a three-dice penalty
The Infernal’s missile ignites with radiant hellfire, for the rest of the scene when trying to use social
dazzling and disorienting their opponent. influence to impress, convince, or threaten. Gain an
Spend 1 mote on Step 5. During a withering attack, additional anima.
the target suffers a dice penalty to all attack actions he Skin-Twisting Metamorphosis
takes until the end of his next turn equal to the amount Prerequisite: Sagacity 3
of Power the Exalt generated before her Overwhelming When bent towards mercy, the Infernal may transform
rating is applied. On a decisive attack, this applies a dice a foe, rather than kill.
penalty to all actions and Defense equal to the wound Spend 1 mote. The Infernal makes an unarmed attack
penalty inflicted plus one. This Charm may not be applied to place a curse upon her target. While doing this, she
on a consecutive turn following the end of the penalty. may use Sagacity in place of Close Combat. On Step 5,
Green Sun Nimbus Flare (Ranged Combat 4) instead of inflicting damage, if the Infernal rolls any
A target suffering from the dice penalty cannot damage successes she transforms the target, inflicting a
benefit from concealment and reduces the Defense three-die penalty to rolls with a chosen Ability —
boost from cover by one to a minimum of zero. inflicting a withering curse for Physique, a raspy and
discordant voice for Presence, luminous skin for Stealth,
Death of All Happiness and so on. Treating this curse requires divine or Exalted
See. medicine, at difficulty 7. Gain an additional anima.
Sagacity Symphony of Sinful Prayers
See.
Dark Miracle Mimicry
Prerequisite: Sagacity 4, Essence 2 Stealth
The Yozi made the world and its gods, and so their
Chosen are free to pilfer their miracles. Our Little Secret
Commit 2 motes. The Infernal copies a magical ability See.
(including spells, Charms, and other Essence-powered
effects) from a character in the scene to whom they hold War
a negative Intimacy so long as the motes remain

175
Oasis-Scouring Malediction Health levels, and ignore the effects of one Dramatic
See. Injury for the scene. Using this Charm is a simple action.
Blood Mode
Liminal Charms If attacked by someone who has an intimacy related
to the Liminal or while the Liminal is in Blood Nature,
As creatures of undeath, Liminal Charms are altered spend 1 mote on step 7. Heal one Health Level
by two types of modes: nature modes and aspect immediately. If both are true, heal up to two.
modes. Nature modes shift as the Liminal acts as a thing
Breath Mode
of undeath, and Aspect modes tie directly into the
Spend 1 anima when the character defeats an
Liminal’s origin. Nature modes may be shifted depending
opponent or destroys an undead creature to heal one
on the actions taken by the character, while Aspect
Health Level. If in Breath Nature, heal an additional
modes are purchased with a milestone as normal.
Health Level.
Whenever Liminals spend Health levels on their Charms,
they gain anima as though they had spent motes. Flesh Mode
Once per scene, spend one Health Level on step 1 of a
Liminal Nature Modes decisive attack. Heal Health Levels equal to the Health
The Liminal may enter Blood Nature if the Liminal has Levels successfully done to the enemy. If in Flesh Nature,
been wounded this turn, if they voluntarily inflict 1 health this may be used a second time in the scene.
level of damage on themselves as a reflexive action, or if Marrow Mode
they are present in a scene dominated by emotions of Spend 1 mote to heal all but Bruised health levels
ambition, greed, or lust. once per scene as a simple action. If in Marrow Nature,
The Liminal may enter Breath Nature if there is a this may be done reflexively on Step 8.
corpse or other remains within short range by drawing its
lingering breath into themselves as a reflexive action, or Soil Mode
if they spend a scene in a tomb, graveyard, or other place Once per scene, the Liminal may heal one Health
of final rest. A Liminal may only target an individual Level when they inter, memorialize, or put to rest a
corpse for these purposes once. deceased sentient creature or person. If they are in Soil
The Liminal may enter Flesh Nature by harvesting Nature, they may do this reflexively, even in combat.
flesh and bodily material from a corpse within reach as a Gravedigger’s Elan
reflexive action, or by spending a scene in a place of Prerequisite: None
recent death or slaughter. The relief and release of properly interring the
The Liminal may enter Marrow Nature on any round departed connects the Liminal back to the great cycle of
they start with a wound penalty or Dramatic Injury, after life and death, strengthening them and their course.
spending a scene pursuing their own or a friendly undead Once per session, when a Liminal properly inters a
character’s obsessions, or after spending a scene in a deceased sentient creature or marks their death with an
wholly novel or unknown place to the Liminal. appropriate memorial, they and those who help them
The Liminal may enter Soil Nature if another living may regenerate their Essence in motes and heal one
creature suffers injury or an undead creature is health level of damage.
destroyed in the Exalt’s presence, or after spending a Blood Nature: The Liminal adds two dice for any social
scene in a place of rot or new growth. actions upholding or promoting the deceased’s major
Whenever a Liminal takes an action to enter a Nature, virtue or intimacies until the end of the session.
they gain 1 anima. Breath Nature: Gain the benefit of a tertiary merit
Liminal Aspect Modes possessed by the deceased until the end of the session.
For Charms with aspect modes, a Liminal Flesh Nature: Those participating may heal a Dramatic
automatically gets the Mode that corresponds to their Injury.
Aspect, but may purchase the others as upgrades if Marrow Nature: The Liminal may immediately use the
they wish. knowledge of the deceased to cut corners on a venture
without suffering consequences.
Soil Nature: The Liminal may choose one action
General before the next sunrise to gain a dice bonus as if they had
Corporeal Reformation received a teamwork action from the deceased
Prerequisite: None character.
Skin cracks and veins bulge as wounds knit themselves Last Exhalation of Secrets
closed. The act of healing and recreation of the self is part Prerequisite: None
of the Liminal’s core nature, and they may develop many The Liminal can wring answers from the dead,
ways to repair their physical forms. shambling corpses, and the feral depths of living souls,
Once per session, the Liminal may heal up to three stirring the lower soul to speak the truth to the Exalt.
176
The Liminal may target unintelligent undead or Prerequisite: None
corpses with social actions to ferret out the answer to a Blood and passion cry out to the Liminal, leading them
specific question. They reply in a wordless exchange of to whatever wellspring they seep from.
information that only Liminals, Abyssals, and other Commit 1 mote. Until the start of the next session, the
undead can understand. Such targets don’t benefit from Liminal gains double-9s for any rolls for tracking or
any Virtues if they resist, but may still possess meaningful pursuit, and two bonus successes if their quarry are
Intimacies. The Liminal may target a deceased individual undead, wounded, or have recently killed a living being. If
with this charm only once. the Liminal has wounded or been wounded by the target,
Blood Nature: The Liminal may target places of great the Liminal cannot lose the trail, barring magical effects
passion or violence, which responds as if it was an on the target’s part. Liminal Natures apply both bonus
intelligent character. successes and an unshakable trail for targets with virtues
Breath Nature: The Liminal may target intelligent or intimacies related to that Nature.
living characters, whose lower souls respond in the same Blood Nature: Virtues or intimacies relating to
way. If successful, the target realizes they have somehow ambition. greed, or lust.
given up information, though not how. A living target Breath Nature: Virtues or intimacies relating to regret
may be affected once per scene. or repentance.
Flesh Nature: The Liminal may target weapons or Flesh Nature: Virtues or intimacies relating to anger,
living animals, which respond as if they were an rage, or vengeance.
intelligent character. A living target may be affected once Marrow Nature: Virtues or intimacies relating to
per scene. curiosity or obsession.
Marrow Nature: The Liminal may ask a second Soil Nature: Virtues or intimacies relating to sorrow or
question of a valid target. yearning.
Soil Nature: The Liminal may target intelligent
undead. Those with an equal or lower Essence cannot Towering Corporeal Pillar
resist for a single question, while those with a higher Prerequisite: Essence 3, Undying Body, one other
Essence never increase the difficulty to obtain Force or Fortitude Charm.
information from them with their Virtues. The Liminal engorges their flesh into an intimidating
and mighty mien.
Life, Death, and Rebirth This charm modifies Undying Body, allowing the
Prerequisite: Essence 5 Liminal to spend a combination of up to 3 Health Levels
The Liminal opens the border of life and death, or anima when they activate it. Each point spent makes
Creation and the Underworld; all souls present feel their form larger and more powerful, with the following,
themselves caught in the great flow as the Exalted diverts cumulative effects:
the flow of Essence and souls to wreak great weal or woe.
• One: The Liminal may immediately inflict three
Once per session, spend any number of Health Levels
health levels of damage against an extra,
as a simple action. For each, select one effect from the
battlegroup, or undead with lower Essence who
list. Effects may be chosen multiple times, targeting
fails an attack against the Liminal as a Step 8
characters within short range. Effects that correspond to
counterattack, and is immune to the effects of the
a Nature the Liminal is currently in may be used once
Legendary Size merit.
freely.
• Two: Mundane weapons lose their tags and
Soil Nature: Cause a ghost of lower Essence (or a
bonuses against the Liminal, explicitly including
willing volunteer) to return to the cycle of reincarnation,
grave weapons and the natural attacks of the
permanently destroying its ghostly form.
undead. The Liminal gains a two-success bonus to
Flesh Nature: Heal another character of all Health
damage rolls against extras, battlegroups, and
Levels of damage, or all diseases suffered, or all dramatic
undead.
injuries.
• Three: The Liminal’s horrific form can make Close
Breath Nature: Gain all the skills of a present corpse
Combat attacks out to Short Range. The Liminal
or undead for the scene, gaining two bonus successes on
gains a two-success bonus to damage rolls against
rolls that does not count against the normal cap.
everyone. At Essence 4, they gain the Legendary
Blood Nature: Cause another character to
Size quality.
immediately act according to a Major Virtue or Intimacy
of theirs that the Liminal knows of, unless they succeed True Undeath
at a Fortitude + Integrity roll with a difficulty equal to the Prerequisite: Essence 2
Liminal’s Essence. This is a psyche effect. The Liminal’s deathly nature overrides her limited
Marrow Nature: Gain knowledge of all of another mortality, making her completely into an unliving thing.
character’s Virtues and Intimacies. They may spend one The Liminal’s Undying Advantage now applies even if
Health per Intimacy or Virtue they wish to conceal. the Liminal drowned or was buried. As a truly undead
Scent of Blood thing, she also gains a bonus success whenever she
177
interacts with ghosts or any other thinking undead being. Breath Mode
Additionally, she may commit 1 mote and bestow the A tie based on regret or repentance.
benefits of this Charm and undeath itself to one ally she Flesh Mode
can touch for the duration of a scene. A tie based on anger, rage, or vengeance.
Undying Body Marrow Mode
Prerequisite: None A tie based on curiosity or obsession.
The Liminal’s body churns and reconstructs itself, bone Soil Mode
and innards shifting to inure them to damage and ready A tie based on sorrow or yearning.
them for battle.
Commit 2 motes for the scene. The Liminal reduces all Bone Deep Body Reconfiguration
wound penalties by one, and gains two Soak and two Prerequisite: Finesse 3
Hardness. All modes cost one Health Level to activate, The Liminal’s body shifts and cracks as it reshapes its
unless the Liminal is in the respective nature. internal components to better take advantage of the flow
At Essence 3 and again at Essence 5, gain an of battle.
additional Bruised Health level when activating this Spend 1 mote or 1 Health Level when making a Build
charm. Power action. Gain double-9s on the roll and gain three
Blood Mode additional Power if the action succeeds.
Become flowing blood and constant motion, Breath Nature: The Liminal may spend 1 anima to
increasing Defense by one and adding two dice to all reflexively Clash an attack this turn.
Athletics rolls related to movement. Marrow Nature: The Liminal may reflexively move a
range band when activating this charm, in addition to
Breath Mode their normal movement for the turn.
Become unreal and insubstantial, reducing all
Overwhelming values against the Liminal by two, and Death-Sensing Probe
increasing Power generated by their successful Maneuver Prerequisite: Finesse 3
actions by two. The Liminal’s senses spread outwards, dark tendrils of
Flesh Mode awareness alerting them of any undead or other dangers
Become a seething mass of muscle and scar tissue, present.
gaining one additional soak and reducing the cost for the Commit 1 mote for the scene. The Liminal becomes
Knockback, Knockdown, and Knockout gambits by two. aware of the presence of any undead within the scene,
including numbers, general location, and type, even if
Marrow Mode
such creatures are dematerialized or hidden. They cannot
Become too-long limbs and turn to strange angles,
be surprised by the undead as long as this effect is active.
gaining one additional overwhelming and increasing the
If other living or animate dangers are present, the Exalt
cost of gambits targeting the Liminal by two.
knows they are present and general number or size, but
Soil Mode not other benefits.
Become whispering dust and walking decay, reducing Breath Nature: The Liminal’s Focus actions gain
enemy Hardness and Soak by one. double successes on any 9s rolled, and they cannot be
surprised by any foes.
Finesse Marrow Nature: Ignore up to the Liminal’s Essence in
penalties to defense.
Black Wind of Desire
Prerequisite: Finesse 3 Honored Memories of Mastery
The Liminal can bind individuals together, speaking Prerequisite: Finesse 3
the name of one into earthen hollows to cast the other The Liminal coaxes knowledge and skills from the
into tumbling emotions. residual memories of the deceased.
Spend 1 mote. The Liminal chooses a target who Commit 1 mote for the session. If the Liminal has
they’ve observed for at least a scene, and speaks their access to a corpse, they can pick one narrow area of
name into a natural earthen hollow or purpose-dug expertise or ability their target possessed in life:
passage. They pick another individual, and their target Backstreet Nexus Knife Fighting, Haslanti Trade Deals,
gains a Minor Intimacy tie towards that individual of Chiaroscuroean cooking, or similarly specific deeds. For
either “Confused Feelings” or based on what mode the the duration, the Liminal may double-9s and add their
Liminal uses. A target may only be affected by one use of Essence in automatic successes for rolls related to that
this charm at a time. specific expertise.
At Essence 2, pay a Health Level to make it a Major
Intimacy. Soft Touch of Hospice
Prerequisite: Finesse 3
Blood Mode
The Exalt’s presence brings pain and suffering to its
A tie based on ambition, greed, or lust.
178
conclusion. generate 1 anima.
The Liminal may spend a recovery scene in discussion Soil Nature: Increase Damage by 1 against already
and commiseration that cuts through a character’s pain wounded targets.
and regret. The character may voluntarily remove a
Minor Intimacy. If they do so, they also heal a Dramatic Force
Injury, disease, or other malady afflicting them.
Blood Nature: An affected character may instead Autopsy-and-Dissection Glance
voluntarily reduce a Major Intimacy to a Minor Intimacy. Prerequisite: Force 3
Breath Nature: Once per scene, an affected character A single look tells the Liminal how a body died and
may regain 1 mote. whether or not someone or something has disturbed its
souls.
Tomb and Ruin Inspection The Liminal instantly knows the material cause of
Prerequisite: Finesse 3 death for bodies they encounter. For instance, they learn
The Liminal touches an ancient relic or bit of detritus, a man was stabbed to death from behind in an ambush
its history flooding back to the Exalt as they inhale the attack, not that a bandit did it to steal the man’s purse.
unliving breath from the area. They may spend 1 mote to further know whether the
Spend 1 mote as a simple action. The Liminal learns deceased was subjected to any magical effects after
the history of an object or item they touch, from its death, whether its lower soul has risen as a hungry ghost,
manufacture to emotionally charged moments of its use. and whether its higher soul has reincarnated or not, and
This removes any circumstantial penalties for attempting gain two bonus success to rolls for tracking or talking to
to use or modify an item, from wielding an exotic ancient any resulting ghost.
weapon to bypassing a complex lock.
Breath Nature: This charm costs 0 motes, but Bloodslick Crimson Barb
increases anima by 1. Prerequisite: Force 3
Essence infused blood connects coat’s the Liminal’s
Web of Veins weapon and allows them to create a grisly tether to their
Prerequisite: Finesse 3 opponent, preventing them from escaping the Liminal’s
The Liminal forges connections to each of their allies, reach.
sensing the ebb and flow of their companions’ lives and Commit 1 mote and spend one Health Level on step 1
providing swift aid through their bond. of an attack. Bloody essence infuses the Liminal’s
Commit 1 mote for the scene and select any number weapon, granting it the Pulling, Piercing Tags, and
of willing allies present. The Liminal knows their physical Thrown (Short) tags. If it already has the Pulling tag,
and emotional conditions for the scene, including reduce the cost for the Pull gambit by two; if it already
whenever they are wounded or otherwise adversely has the Piercing tag, reduce an additional two points of
affected. If a connected character suffers two or more soak, and if it already has a range, increase its range by
Health Levels of damage, the Liminal may spend 1 mote one band. A target successfully pulled has the barb
and 1 Health Level of damage to reduce the damage by attached, and cannot move to a range band further away
one. At Essence 3, spend additional Health Levels to from the Liminal unless they succeed on a Gambit with a
reduce additional levels of damage. Power cost equal to the Liminal’s Force. At Essence 2, the
Flesh Nature: Whenever reducing damage for a Liminal generates two additional Power on withering
connected character, gain one Power. attacks against an attached target.
Soil Nature: No mote cost for reducing damage for Blood Nature: Remove the Health Level cost for using
connected characters. this charm.
Flesh Nature: Attached targets decrease Defense by
Weeping Crimson Gaze one.
Prerequisite: Finesse 3
The Liminal floods their eyes with bloody Essence, the Deathbound Mania
sanguine vision enabling them to strike the dead and Prerequisite: Force 3
living alike with uncanny accuracy. The Liminal’s presence suffuses their surroundings,
Spend 1 mote. The Liminal ignores all penalties for causing the living and dead like to suffer swings in
detecting, interacting with, or attacking undead for a emotion, from terror to euphoria and back again.
single roll. In combat, the Liminal may use this on Step 3 Spend 2 motes or 1 Anima. A character attempting to
to additionally gain double-9s on attacks, even against resist Social Influence in your presence must either
non-undead targets. reduce Resolve by two, or create a Minor Tie of Fear or
Upgrade (Essence 3) Obsession to you, as you choose. At Essence 3, they
At Essence 3, reduce the difficulty an affected roll or suffer both effects instead.
the Defense of a target in combat by 1. Blood Nature: Reduce the target’s Resolve by your
Blood Nature: This charm costs 0 motes, but may still wound penalty.
Marrow Nature: If they choose to create a Tie, you
179
benefit as if you successfully made a Read Intentions Blossoming Clot Ministrations
social action against them. Prerequisite: Fortitude 3
Embodied Resonance Transplant The Liminal accelerates the processes at work in a
body, speeding the healing of the living or turning a
Prerequisite: Force 3, Essence 2
corpse into soil and dust.
The Liminal integrates a limb or organ from a
Spend 1 mote. The Liminal immediately heals a target
deceased Essence channeler, and in doing so gains
of a single Bruised or Injured wound level, or transmutes
greater mastery over the deceased’s magical materials.
a corpse into soil and dust, preventing it or its lower soul
The Liminal may spend a scene replacing a limb or
from rising as any sort of undead.
integrating an organ from one of the Exalted or other
Special: A living target may only be affected by this
character who is resonant with a magical material. The
charm once per day. The Liminal may enter Soil Nature if
Liminal then becomes resonant with that magical
they destroy a corpse with this charm.
material, until they choose to replace that limb or organ
or lose it through a Dramatic Injury. A Liminal may Breath-Tasting Ward
benefit from this charm up to their Essence times, adding Prerequisite: Fortitude 3
an additional magical material each instance. Absorbing the pneuma their enemy respires as they
Ever-Steady Graveward Heart attack the Liminal, the Exalt gains a greater
understanding of their enemy and their movements.
Prerequisite: Essence 3, Force 4
Commit 1 mote on Step 4. The Liminal learns a Virtue
The heart pumps roiling blood and essence throughout
or Intimacy they didn’t know their attacker possessed,
the Liminal’s body, forcing it to rapidly repair damage no
and the attacker suffers a one-success penalty on attack
matter the cost to long term stability.
and damage rolls against the Liminal as long as this
Commit 3 motes for the scene. At the beginning of the
charm is active.
round, the Liminal heals one Health Level. If this or any
Breath Nature: While this charm is active you may
other effect would heal the Liminal and they are already
spend 1 anima to make a counterattack on step 8 against
at full health, they gain one anima instead. At the end of
enemies who are undead or whose major virtue you
the scene, the Liminal suffers an appropriate Dramatic
know.
Injury from overextending their body’s ability to heal. At
Essence 5, the Liminal may purchase this charm again, to Cyclic Scythe
heal two Health Levels each round. Prerequisite: Fortitude 3
Muscle-Hemorrhaging Exertion The Liminal’s body becomes covered in rot and
regrowth, a constant tidal shift of death and rebirth
Prerequisite: Force 3
which howls alongside their attacks as a hungry black
Muscles twist and bones crack, sinews fray and veins
wind.
explode as the Liminal pushes their body far beyond even
Commit 1 mote for the scene. The Liminal may pay
the monstrous form’s normal limits for a moment of
one health level on step 5 of an attack to generate three
unbelievable power.
additional Power on withering attacks or add three dice
Spend 1 anima and 1 Health Level. Add three bonus
on decisive damage rolls. Increase all Power or dice
successes to a Feat of Strength or a damage roll on Step
bonuses by one at Essence 3 and again at 5.
5.
Flesh Nature: Reduce the cost of all gambits by one.
Flesh Nature: Additionally, gain double-9s on the Feat
Soil Nature: Extend the range of all the Liminal’s
of Strength or damage roll. The Liminal may spend 1
attacks by an additional range band.
more Health Level to make it double-8s instead.
Soil Nature: The Liminal may spend 1 additional Investiture of Flesh
anima to double extra success rolled. Prerequisite: Fortitude 3
Unliving Industry The Liminal hemorrhages life and essence, healing an
ally or briefly allowing a ghost to walk amongst the living.
Prerequisite: Force 4, Essence 3
Spend up the Liminal’s Essence in motes and an equal
Pushing their body beyond the limitations of mortal
number of Health Levels as a simple action. For each
flesh or corpse animation, the Liminal accomplishes tasks
mote spent in this way, heal one Health Level on an ally
through diligence and pure effort.
within short range. Alternatively, the Liminal may commit
Commit 2 motes for the duration of a venture and
those motes for the scene in order to allow a friendly
spend 1 Health Level. Immediately overcome an obstacle
ghost to materialize. If they do so, the materialized ghost
with a difficulty of 3 or lower. At Essence 5, remove any
has Health Levels equal to those the Liminal spent, and
obstacle.
will immediately dematerialize if those Health Levels are
Flesh Nature: Take one level of aggravated damage,
lost.
and remove an additional obstacle.
Life-Scaffolding Survival
Fortitude Prerequisite: Fortitude 3, Essence 2
180
Bones shiver, tearing through muscle and skin as they Such creatures are unerringly loyal, and always
grow and realign, and veins and arteries reroute to keep possess a Major intimacy towards you. If you activate this
the Liminal functioning despite whatever damage has charm in a shadowland or the Underworld, reduce the
been dealt to them. cost of this charm by two Health Levels. You may have no
Commit 1 mote for the scene and spend 1 Health more creatures than your Fortitude created by this ability
Level. Reduce all wound penalties by one and ignore the at one time. When the charm ends, the creatures
effects of any Dramatic Injuries. Increase Soak and crumble to grave soil, and you gain access to their
Hardness by the Liminal’s wound penalties and increase memories.
Defense by one if the Liminal has any Dramatic Injuries. At Essence 5, repurchase the charm to raise a legion
Blood Nature: Reduce Health Level cost of this charm of such creatures from a shadowland or the Underworld.
to zero. They count as Secondary Command, and as a single
Soil Nature: Activate reflexively on Step 2. entity for the purposes of this charm.

Pain Syphoning Sigh


Prerequisite: Fortitude 3
Lunar
The Liminal breathes in another’s suffering, either to Lunar Charms allow the Exalt to be a silver-tongued
ease their pain or discover their weaknesses. trickster, a terrifying predator-god, or a witch lurking at
When making a Social Influence roll, spend 1 mote. the fringes of society.
Gain three bonus successes for any Read Intentions
focused on discovering recent or ongoing sources of pain Shapeshifting
for the character. You may relieve their pain by taking it
onto yourself, gaining three bonus success for any These Charms have no Attribute prerequisites.
additional Social Influence rolls for the rest of the scene, Ant-and-Yeddim Wisdom
or choose to exploit it, gaining those successes to any
Prerequisite: None
single roll targeting the affected character. You may
The Lunar’s ability to change shape extends, allowing
activate this charm in response to a character divulging
her become creatures wildly different from her in size.
their suffering to you outside of a social action.
The Lunar may claim the shape of tiny animals, such
Discovering a ghost or other deceased character’s cause
as insects or spiders, or the shape of creatures with
of death is always a valid use. At Essence 3, this effect
Legendary Size, granting her a success bonus to all
succeeds automatically unless the target has a charm or
relevant actions (sneaking when tiny, smashing buildings
other supernatural way of concealing their emotions.
when enormous) equal to the Lunar’s Essence.
Breath Nature: Reflexively affect a target
automatically whose Resolve is lower than your Chimera-Soul Expression
Fortitude. Prerequisite: None
Soil Nature: Spend a Health Level to heal a Health The Lunar adopts a new shape as her true self,
Level of your target. allowing it to intermingle with her extant form.
The Lunar becomes a chimera, having a spirit shape
Unleash Homunculus that fuses two or more animals. When you purchase this
Prerequisite: Fortitude 4, Essence 3
charm, you have the option of selecting one of the
From their own churning flesh, the waters of the
following Modes. This Charm is permanent, and may be
underworld, and the black soil of the earth, the Liminal
purchased more than once; however, each purchase
forms a loyal flesh creature, of similar composition to
beyond the first must be taken as a minor milestone,
their own.
rather than personal; hybridizing yourself to such an
Spend 3 Health Levels and commit 1 mote. You
extent isn’t easy.
assemble a creation from your own flesh and essence
New Type: If the animal you are hybridizing your true
that will remain intact until destroyed or you end the
shape with is markedly different, select a different animal
charm. Your creature has the abilities of one of the
type (e.g. Flying, Burrowing, etc). You gain the benefits of
following:
that animal type when in your spirit shape.
• A Secondary Familiar, of any animal or near-animal Double Down: If the animal you are hybridizing with
construction. It’s able to conceal its unnatural your true shape is similar, add two dice to your animal
nature barring close inspection. type’s benefit. If the benefit is not rolled, double its
• A Champion but possesses your choice of effects.
additional capability to its primary die-pool. They
can pass as mortal barring supernatural effects.
Changing Phases Transformation
Prerequisite: Essence 2
• Any undead creature, but possess your choice of
The Lunar’s body becomes fluid, allowing her to
additional capability to its secondary die-pool.
reconstruct it to better suit the task at hand.
They are obviously a creature of death.
Commit 1 mote. Redistribute your character’s

181
Attributes however you desire, so long as each Attribute payment.
has at least one dot and no more than five dots. This • Face-Taker’s Gaze: Copy the shape of someone for
Charm ends when the mote is uncommitted or the scene whom you have learned a Major Intimacy by
ends. While this Charm is active, treat choose an cultivating an intimacy of like subject and intensity.
Attribute and treat it as one higher for the purposes of • Heart-Drinking Allure: Copy the shape of someone
using the Excellency — to a maximum of five. who has an Intimacy of love or lust towards her (or
her current shape) by engaging in an intimate (not
Hybrid Body Transformation necessarily sexual) physical act with them.
Prerequisite: None
• Hero’s Heart Challenge: Copy the shape of
The Lunar sheds the mask of humanity and becomes
someone by defeating them in a physical contest.
an enormous beastfolk-like creature.
The Lunar must gain a Major Intimacy (Respect)
Commit 2 motes. Gain one bonus die to all rolls; this
towards the opponent. Winning by cheating is
die does not count toward the dice limit. Additionally,
valid, as long as the Lunar isn’t found out.
gain the benefit of your animal spirit shape’s special
• Nest-Raiding Slyness: Copy the shape of someone
abilities, and add her Essence in automatic successes to
by infiltrating their home while they’re inside it
all actions that fall within the scope of your animal spirit
and escaping without being captured while leaving
shape’s milieu (dodging for a mongoose, goring for a bull,
evidence of her passage (stealing a valuable item,
etc). Your hybrid shape can take on whatever appearance
carving her name into a wall, etc).
you like, which need not involve a full transformation of
• Whispering Heart Revelation: Copy the shape of
your body and may subtly change each time it’s invoked.
someone by learning a secret they would do
Deadly Beast Transformation (Upgrade) anything to hide. The Lunar retains the stolen
A second purchase of this Charm allows the character shape even if she later reveals the secret.
to enter a frenzied, hybrid war form. At her option, she
treats her unarmed attacks as heavy weapons, increases Mountainous Spirit Expression
her Hardness and base Soak by one, and adds three Prerequisite: None
bonus dice to performing Feats of Strength. These dice The Lunar transforms any of her shapes into an
do not count towards the limit. While transformed in this impossibly large beast.
way, decrease her Defense by one. Commit 1 mote. Choose a form the Lunar knows.
When she shapeshifts into it, it gains the Enormous Size
Many-Faced Moon Transformation quality if it does not have it already.
Prerequisite: None At Essence 2, she increases the size her form can grow
The Lunar’s visage blurs and shifts ever so slightly as to, to Legendary Size. If the creature is already Enormous
she refines the shape she wears. or Legendary Size, increase the cost of the Ensnare,
Spend 1 mote. The Lunar alters her current shape’s Knockback, Knockdown, and Knockout gambits by two.
appearance, changing the color of hair, skin, and eyes, At Essence 3, second purchase of this Charm allows
shifting its build (adding or subtracting subtle changes to the Lunar to apply this to herself, rather than her forms.
its original height and weight), altering or obviating
sexual characteristics, etc. These changes last until the Finesse
Lunar uses Many-Faced Moon Transformation to alter
them again. Cunning Anglerfish Decoy
Prerequisite: Finesse 3 or Fortitude 3, Essence 2
Manifold Hunter’s Tactics The Lunar sheds a bit of herself, transforming it into a
Prerequisite: None perfect replica to distract her foes.
The Lunar broadens her portfolio of methods for Commit 1 mote. The Lunar plucks a hair, spits, sheds a
stealing others’ shapes. scale, or in some way leaves a bit of herself behind,
The Lunar gains one other method of learning a shape which transforms into a convincing duplicate of herself.
listed under Lunar Advantages in addition to the one she This duplicate cannot take actions, but can appear to,
took at character creation. Each repurchase of this charm and can avoid attacks using the Lunar’s Defense. If
grants access to two of the below methods, which the successfully struck, the duplicate vanishes. When she
Lunar may invoke by spending 1 mote. creates a duplicate, the Lunar may reflexively
• Argent Trickster’s Rook: Copy the shape of Outmaneuver her foe to Build Power. The Lunar may
someone by winning it in a game of skill or chance. spend additional motes to summon additional duplicates
The Lunar must make a wager that her target at a rate of two per mote spent, up to a maximum of her
considers of equal value, even if he doesn’t believe Essence + 5 total duplicates.
she can steal his shape. Shedding the Spirit’s Skin (Essence 3)
• Debt of Borrowed Skin: Copy the shape of At Essence 3 or higher, the Lunar may opt to have one
someone as payment for a debt they owe to her, or more of her duplicates take the form of another shape
so long as the target consents to this form of in her heart’s blood library.
182
Hungry All-Consuming Cloud The Lunar’s body begins to molt and change as her
Prerequisite: Finesse 5 body partially transforms into a swarm of small animals.
The Lunar becomes a swarm of small creatures, Commit 2 motes for the scene. Expend 1 anima on
moving and attacking as one. Step 8 to make a decisive counterattack with an unarmed
Commit 2 motes. The Lunar breaks down into a strike or a natural weapon. She discounts the cost of the
swarm of creatures. She gains her Fortitude in temporary decisive attack by her Essence. She may also make
Bruised health levels and a swarming attack (use light counterattacks against any grapple techniques her
weapon traits; the Lunar may attack anyone within close enemy uses while in a clinch.
range once per turn with a single attack roll). Only the Lunars may reflexively activate Living Hive
highest withering damage roll made grants Power. Transformation when they activate Hybrid Body
Decisive attacks split Power between all targeted Transformation.
enemies. Subtract one level of damage from all decisive Predator-and-Prey Mirror
attacks she suffers except those with the Flame tag.
Prerequisite: Finesse 2
Human-sized or smaller characters reduce Defense by
The Lunar hides her own nature behind a mask,
one against rushes, and any characters engaged in Close
tricking others into playing their role in nature’s bloody
Combat with the Lunar must flurry their movement to
game.
get away.
Commit 1 mote and choose a Mode. For the duration
Wasp-and-Locust Legion (Essence 3) or the scene or until you uncommit the mote, you may
At Essence 3, the Lunar may repurchase this Charm to leverage the impression the Mode grants your character
allow Hungry All-Consuming Cloud to transform her into as if it were a Minor Intimacy.
a battle group with a dice pool equal to her Finesse + Predator: The Lunar presents herself as a natural
War and base Drill equal to her Essence. She can’t benefit predator for whoever she speaks to — to a corrupt
from command actions or Charms that aid battle groups. bureaucrat, she might seem like an auditor; to a humble
farmer, a bandit.
Hunter-Baffling Quarry’s Curse Prey: The Lunar presents herself as vulnerable, easy
Prerequisite: Finesse 3
prey. Anyone not familiar with her capabilities will
The Lunar curses another to be mistaken for herself.
assume her to be an easy mark until she proves
Commit 1 mote when you touch a target and roll
otherwise.
Finesse + Stealth, Sagacity, or Presence, opposed by the
target’s Fortitude +Integrity. Success leaves the victim Quicksilver Second Face
with a physical mark identical to the Lunar’s Tell, which Prerequisite: Finesse 3, Essence 3
lasts for a number of scenes equal to extra successes plus The Lunar’s form is as mutable as water, flowing
one. This mark is obvious to all who see it, and the target instantly to fit whatever shape she desires.
suffers a four-die penalty to all attempts to disguise Commit 1 mote. For the remainder of the scene, treat
himself. Onlookers must succeed on a Difficulty 7 shapeshifting as a reflexive action, and pay no costs for
Fortitude + Awareness roll to realize the deception. assuming a form that you have already shifted into
Lasting Brand (Essence 3) previously this scene.
At Essence 3, the Lunar may keep the mote
Shadow Talon Execution
committed to extend the Charm’s duration to days
Prerequisite: Finesse 4
instead of scenes.
With the merest cover, the Lunar vanishes from her
False Moonrise Phantasm (Essence 4) target’s sight and reappears in a brutal flash.
At Essence 4, the Lunar may commit 1 mote every Spend 1 mote on Step 1 while benefitting from
time she would increase her anima to displace that stealth-created concealment. Treat the target as though
increase to a marked target instead. they had been ambushed regardless of if the action is
taken after the first turn. Charms or other powers which
Laughing Devil Distraction
negate surprise negate this effect.
Prerequisite: Finesse 2 or Force 2
The Lunar cajoles and teases her target, driving them Shadow-Hands Casting
to rage and distraction. Prerequisite: Finesse 3
When the Lunar uses the Distract gambit, its duration The Lunar’s shadow comes to life, weaving itself into
is at least her Essence in turns plus any extra successes. arcane postures as the Lunar attends to other matters.
She also gains one bonus success to any Inspire or Rally Commit 1 mote for the scene. The Lunar may flurry a
Build Power action when she stunts using provocation to Focus Will action with any non-attack action, and ignores
empower her allies. If she grants four or more Power the flurry penalty to do so.
while benefitting from this Charm, gain 1 anima.

Living Hive Transformation Force


Prerequisite: Finesse 4, Essence 2
183
Beast-Soul Awakening Prerequisite: Force 3
Prerequisite: Force 5, Essence 3 The Lunar’s gaze fascinates her prey, blinding them to
The Lunar crafts a sacred place that postulants may their surroundings.
test themselves against, to be rewarded with Luna’s Commit 1 mote when the Exalt makes eye contact
grace if they endure its trials. with a target, and make a Force + Presence,
The Lunar engages in a venture in a demesne or Wyld Performance, or Stealth instill roll. If successful, name
place, meditating, etching occult glyphs into the terrain, one thing in the scene that the target is incapable of
or engaging in other forms of mystical behavior. She noticing so long as the Lunar continues to interact with
transforms the location into a sacred testing ground, him (requiring a reflexive action on subsequent turns if
transforming any mortal who successful completes the used in combat).
testing ground’s trial by transforming them into beastfolk If the Lunar prevents the target from noticing another
of a type specified by the Lunar, granting them the character, treat it as if that character had successfully
appropriate animal’s special abilities. These changes are established concealment against her victim. If the Lunar
hereditary, allowing the Lunar to raise entire cultures of prevents the target from noticing a dangerous feature of
beastfolk. the surrounding area, the target notices them in time to
This project begins with a base of two Obstacles, with attempt to mitigate the harm, but not before the
each Obstacle representing one day. Common Obstacles absolute last second.
include gods the Lunar must wrestle or cajole into If the Lunar attempts to conceal something the target
obedience, ancient debris tainting the ritual purity of the has a Major Intimacy towards, the target may accept a
site, or encroachment by others tampering with the hard bargain to resist this charm.
area’s geomantic Essence flows. The player may elect to Grasping Pseudopod Method
add other Obstacles; each additional Obstacle, to a total
Prerequisite: Force 4, Essence 2
maximum of the Lunar’s Essence, allows the player to
Seizing tentacles or entangling pseudopods sprout
add one of the following features to characters who
from the Lunar’s body, keeping her hands free while she
complete the trial:
wrestles an enemy.
• Gain +1 Attribute (or add one die to an Commit 1 mote for the duration of a grapple. The
Antagonist’s Primary Pool) Lunar may flurry miscellaneous actions while
• Gain an Essence 1 non-Shapeshifting Lunar Charm. participating in a grapple with no dice penalty. She may
• Add a second animal type, creating chimera use gambits, but may not make other attacks, even if she
beastfolk. has a Charm that would permit her to do so.
Outside of combat, she may use this Charm to hold a
Characters who successfully complete the trial also
target fast while doing other tasks, including participating
gain all benefits of Sharing Luna’s Gifts.
in social influence.
Boundary-Marking Meditation Insidious Lunar Transformation
Prerequisite: Force 3 or Fortitude 3
Prerequisite: Force 4 or Fortitude 4, Sharing Luna’s
The Lunar claims a stretch of land as her own letting
Gifts
her Essence pervade and empower it.
The Lunar’s blood twists and reshapes her target,
The Lunar claims a region of land, and defines three
transforming them into a beast.
qualities about it; for example, overgrown, labyrinthine,
Commit 1 mote when you share blood with a target
and dark for a stretch of thick jungle. Characters taking
(feeding it to them, blood-to-blood contact, etc) and roll
an action fitting those qualities within the Lunar’s
Force + Sagacity or Presence against the target’s
territory gain one automatic success. Characters who
Fortitude + Integrity. The target is transformed into any
take action opposing those qualities suffer a two-die
animal or human whose heart’s blood the Lunar
penalty. The Lunar may always revoke the benefits of this
possesses. This transformation lasts for one + Lunar’s
Charm for a given target, if she is aware of them.
successes days of downtime, or until the next of the next
Qualities may change as a result of events in the story
session, but the Lunar may cancel the transformation
(for example, if a blight sweeps through the
before then. Certain Charms or other effects that
aforementioned jungle). Once per Major milestone, the
neutralize curses may also undo the effects of this
Lunar may change the qualities of her territory. When
Charm.
target characters are benefitted or penalized by this
Charm’s effects, gain 1 anima. Swine-and-Cattle Spite (Essence 3)
With an Essence 3 repurchase of this Charm, the
Dream-Shrouded Wilderness (Essence 3) Lunar may use Insidious Lunar Transformation on a target
At Essence 3, the Lunar may socially influence targets
without sharing blood, so long as she possesses a
who sleep in her territory by entering or sharing their
negative Major Intimacy towards the target.
dreams.
Devourer of Form (Essence 3)
Butterfly Eyes Mirage With an Essence 3 repurchase of this Charm, the
184
Lunar may use Insidious Lunar Transformation without anointing him with their sacred blood. His body
cost and regardless of range when successfully transforms to resemble one of the Lunar’s animal shapes,
completing a Sacred Hunt against the target. becoming beastfolk.
Spend 1 mote. The target consumes or is anointed in
Kraken-Arm Lash the Exalt’s blood. They increase base Soak by one —
Prerequisite: Force 3 or Fortitude 3 representing hide, scales, fur or another mutation. They
The Lunar’s limbs elongate into a grasping tendril to may add one of the following topics to their Primary Dice
ensnare an enemy at range. Pool: Bestial Combat, Outdoor Survival or Striking
Spend 1 mote. The Lunar initiates a grapple out to Appearance.
short range, granting her unarmed attack the Pulling tag. Whichever options are not selected are added to their
Whether or not she gains dominance over the grapple, Secondary Dice Pool. Their appearance and the logical
she and her target are pulled into the same range band. limitations of these actions are based on a single shape
She may also use Kraken-Arm Lash to perform the Pull the Lunar choosesOther Exalted may be targeted by this
gambit. Reduce the gambit’s cost by one, to a minimum Charm; however, if undesired (either at the time this
of one. Charm is used or at any time in the future), the
Memory-Drinking Meditation transformation will fade over a number of days of
downtime or a number of sessions (whichever comes
Prerequisite: Force 3
first) equal to the Lunar’s Essence. Instead of adding a
The Lunar sifts through the memories of her prey,
qualifier to their dice pools, they gain a three-dice bonus
scenting details and tasting truths.
when acting in accordance with the transformationSelkie
Spend 1 or more motes when the Lunar completes a
Mantle Endowment (Upgrade)
sacred hunt to take a human’s shape. She also takes one
At Force or Fortitude 4 and Essence 2, the Lunar may
of her target’s Intimacies toward an individual character,
spend an additional mote to bless a target with any one
gaining it at the Minor level. She must be aware of the
heart’s blood shape. The target can assume that shape
Intimacy beforehand. As long as she is in the target’s
whenever they desire with a Finesse + Integrity,
shape, she has access to all memories relating to the
Navigate, or Sagacity roll, difficulty 3.
adopted Intimacy. The Lunar may expend multiple motes
when using this charm to gain multiple Intimacies from
the same target.
Fortitude
Lifetime-Quaffing Draught (Essence 3) Adder Fang Method
At Essence 3, the Lunar may repurchase this Charm, Prerequisite: Fortitude 3
adding the following to its text: The Lunar may expend 2 Growing dripping fangs or toxic glands, the Lunar
motes to gain general access to her target’s memories secretes a poison or bites with venom.
along with the adopted Intimacy instead of only Commit 1 mote for the scene. While this Charm is
Intimacy-specific memories. active, the Lunar’s unarmed attacks inflict poison while
Lessons in the Blood (Force 4) deals two damage per round with a duration of her
At Force 4, the Lunar may repurchase this Charm, Fortitude in rounds. The target must make a roll to resist
adding the following to its text: The Lunar may treat the poison at Difficulty 3. At her option, she may instead
memories gained through Memory-Drinking Meditation use a poison or venom from any animal form she
as a valid source of training for any Ability, Martial Arts possesses. The Lunar may envenom a weapon with her
Charms, or Sorcery. toxin as a simple action.
Scorpion-and-Toad Absolution (Upgrade)
Nightmare Scar Memento A second purchase of this Charm allows the Lunar to
Prerequisite: Force 4, Essence 2 instead inflict any poison she is currently afflicted with or
The Lunar leaves behind a cruel mark — a fearsome has been afflicted with in the same scene with her
reminder of her prowess. natural attacks.
Spend 1 mote on Step 7. When the target accepts a
dramatic injury from the Lunar, they also gain a Minor Boundary-Marking Meditation
Tie of fear towards her until the injury recovers. If the See.
injury would remove a limb, leave a lasting scar, or
caused damage to one of the target’s assets, this become Creation Spanning Passion
a Major Tie instead. The Lunar adds her Essence in bonus Prerequisite: Fortitude 3, Essence 2
dice to any dissuade influence rolls against the character The Lunar’s Essence reaches far beyond her presence,
until the injury is healed. bound to those she carries in her heart.
If the Lunar has a Major Intimacy toward someone,
Sharing Luna’s Gifts and that Intimacy is reciprocated, the Lunar may share
Prerequisite: Force 3 or Fortitude 3 dreams with the target regardless of her location. Each
The Exalt shares their protean Essence with another, player may intuit the general location, condition, and

185
emotional state of the other with a successful read object (including food) or interacts with a diseased
intentions roll. If the Lunar has a Solar mate, she may character, if the poison or disease has not been
always share dreams with them, regardless of the concealed with magic (such as a Charm) she
intensity or content of their feelings for one another. automatically recognizes its toxic scent. If it has been
concealed by a magical effect, the Lunar gains double 8s
Cunning Anglerfish Decoy on any roll to identify it or discern its nature.
See.

Dauntless Yeddim Caravan Sidereal


Prerequisite: Fortitude 2
Sidereal Charms harness the strange weavings of Fate,
The Lunar leads her comrades safely through the most
put the Exalt in beneficial positions, or allow her to
hazardous locales.
leverage herself and her allies to further her goals.
While leading a group participating in a travel venture,
Whenever a Sidereal uses Stunt Dice to fuel her Charms,
a Lunar with this Charm may ignore any obstacles related
she gains 1 anima as if she had spent a mote.
to environmental hazards such as blistering deserts, toxic
swamps, stormy seas, and so on. Athletics
Outside of a venture, she may commit 1 mote for a
scene to grant her allies her Essence in bonus successes Absence
to any roll to resist environmental hazards. Gain 1 anima Prerequisite: Athletics 4, Essence 2
whenever the benefits of this Charm protect herself or Faced with trouble, the Sidereal remembers: I was
another. never here in the first place!
Insidious Lunar Transformation Spend 2 motes. The Sidereal disappears, retroactively
declaring that she was never present in the scene; this
See.
can be used to duck out of battle in Step 2, escape a bad
Relentless Lunar Fury situation, or avoid social consequences. Characters forget
Prerequisite: Fortitude 4 she was ever there as per Arcane Fate. If she has already
Once wounded, the Lunar enters a berserk rage and taken any significant actions in the scene, the cost
draws power from her unending anger. increases to 4 motes. If all characters in the scene forget
Commit 1 mote on Step 7. For the rest of the scene, her, gain 2 anima.
the Lunar reduces all wound penalties or other penalties
Invisible Motion
from pain by one to a minimum of zero. On Step 5 of a
Prerequisite: Athletics 4, Essence 2
decisive attack targeting her, she may spend 1 mote to
All motion is equal for the Sidereal, and neither gravity
per damage die the enemy has in their pool which grants
nor logic may gainsay them.
the Lunar one Power, as she empowers herself with rage.
Spend 1 mote. The Sidereal moves up to one range
If this would cause her to exceed 10 Power, rather than
band in any direction without travelling through the
donate it to allies or convert into anima, she may bank
space between. She cannot move through solid walls, but
the extra Power as bonus damage successes on her next
can slip through any other opening, no matter how small.
decisive attack against the target.
She may take this action even if she has already moved
Sharing Luna’s Gifts that turn.
See.
Awareness
Shattered Yoke Fury
Prerequisite: Fortitude 3 Efficient Secretary Technique
The Lunar’s presence is corrosive of hierarchy, Prerequisite: Awareness 2 or Sagacity 2
authority, and decorum, giving voice to the oppressed. For an overworked Sidereal, nothing is so vital as a
Whenever a character makes a hard bargain in the meticulous assistant.
Lunar’s presence, that character gains an additional Commit 1 mote. The Sidereal manifests a fist-sized
option: she may form a Major Intimacy of rage toward spider construct which serves a one-dot Ally or Familiar.
the character attempting to influence them. Characters It gains a two-success bonus on actions to serve as the
who choose this option must immediately act to express Sidereal’s secretary and answer almost any general
their anger, as if they were successfully influenced with question about Creation or Yu-Shan unless the answer is
inspire. Gain 1 anima. deliberately hidden. The secretary always assists the
Sidereal with any action as though it had made a
Spider-Amid-Roses Discernment teamwork roll, contributing twice the Sidereal’s Essence
Prerequisite: Fortitude 3 in extra successes to the rolls in which it assists. It cannot
To the Lunar’s keen nose, toxins are as obvious as assist with anything combat-related.
cloying perfume.
Whenever the Lunar observes or handles a poisoned Last Vision
186
Prerequisite: Awareness 4 Cash and Murder Games
Sometimes, the ending is a very good place to begin. Prerequisite: Presence 3 or Embassy 3, Essence 2
Spend 1 mote. The Sidereal may see the last moments The Sidereal weaves fate into an invisible chain
of a corpse within medium range. This reveals the between her targets.
character’s last scene and always provides at least one Spend 2 motes. Roll Force + Embassy or Stealth as a
important clue or connection. If the corpse is older than a special influence action against two characters. Success
day, this requires a Fortitude + Awareness roll at gives each character a Minor Tie towards the other based
difficulty 3 for up to a week, 5 for up to a year, and 7 for on a social context of the Sidereals choice — student and
anything more. teacher, business rivals, and so on. Actions that support
Of Truths Best Unspoken this Tie transform one die into an automatic success,
pushing the targets towards the chosen context.
Prerequisite: Awareness 3 or Sagacity 3
Discerning the artificial nature of the Tie requires a
The Sidereal may search out misfortune yet to pass —
Difficulty 5 Fortitude + Integrity roll. When the two
all the better to prepare for it.
targets finally fall into their arranged relationship, gain 1
Spend 1 mote. Name a character, place, or group;
anima.
after three hours of meditation in downtime under a
starry sky, roll Fortitude + Sagacity. Success reveals the End Debate
greatest tragedy soon to befall the target. She may spend Prerequisite: Embassy 5, Essence 3
extra successes one for one to ask additional questions With a single motion like the snip of shears, the
about the tragedy, such as how she can intervene and Sidereal brings a topic to its inevitable conclusion.
what price the target would pay to avoid it. On failure, Spend 2 motes. All characters within the scene must
she gets a hint, but no clear direction. These questions end all argument and discussion about the current topic,
may be asked retroactively and the character may use growing unnaturally silent. The Sidereal, or a character
Stunt Dice to dramatic edit taking an action to either she chooses, is allowed to make one final influence roll to
prevent this tragedy or enable it. Gain an additional settle the matter. The topic cannot be broached again
anima when using Stunt Dice this way. until the next session (or five days of downtime).

Close Combat Icy Hand


Prerequisite: Presence 3 or Embassy 3
Heartless Maiden Trance The Sidereal’s touch is cold as the reaper — and all
Prerequisite: Essence 3, Close Combat 5 or Physique who shirk their duty are wheat.
5, or War 5 Spend 1 mote. The Sidereal makes a special Embassy-
The Sidereal shrouds their heart in emptiness, freeing based influence roll against a character. If successful, he
them from mortal fragility. must attend to all his official duties and obligations in
Commit 2 motes for the session. The Sidereal ignore good faith for the rest of the session, or the rest of the
all penalties from fatigue, disease, poison, exposure, story for trivial characters. If he accepts a hard bargain to
hunger, thirst — even the need to breathe. She also gains resist, the Sidereal gains the bonus to all actions to track,
one temporary Bruised health level, which heals at the expose, or humiliate the target for the session, rather
beginning of each scene. In exchange, she cannot benefit than just her next roll against him.
from any positive Intimacies or her Virtues, or use
influence to appeal to the emotions of others. This Lover’s Oath
Charm cannot be ended prematurely. Prerequisite: Embassy 4, Essence 3
The Sidereal may sanctify a promise between allies
Craft and lovers in the eyes of Heaven.
Spend 2 motes and 1 anima. Two willing characters
Mending Warped Designs gain Major Intimacies towards one another which can’t
Prerequisite: Craft 2 be degraded or altered except by the characters
Smoothing the tangled weave of fate, the Sidereal themselves. If they are within close range, they may
restores order where it has been split asunder. automatically protect their partner as if they had taken a
Spend 2 motes. Choose a wound, curse, or other defend other action. At the start of their turns, they may
effect caused by something beyond Creation, such as a reflexively exchange Power at up to medium range, or
demon, ghost, or Fair Folk. The Sidereal heals one level of long range as a simple action. This binding lasts for the
damage or repairs one effect. If the effect was created by rest of the story.
a character with higher Essence or expended
considerable resources, roll Finesse + Craft. Gain an Secret Sinecure Agreement
additional anima. Prerequisite: Embassy 5 or Sagacity 5, Essence 3
Whether a reward or bribe, it is the Sidereal’s right to
Embassy make divine appointments.
Spend 1 mote. The Sidereal offers a new job or
187
portfolio to a god or elemental. For relatively innocuous travel a short narrative distance (such as the distance
positions, this happens automatically but for bigger between two neighboring towns) in an instant. This is not
changes, requires an Embassy or Sagacity roll at difficulty teleportation, but the retroactive declaration that she
3 to a maximum of 7 for truly meaningful or influential was heading there already. If the Sidereal would have
offices in the Sidereal’s division. If they accept, the spirit normally needed a roll to get into the scene, such as a
develops any Charms and powers necessary for its role Stealth roll to infiltrate a fortress, she makes it
and owes the Sidereal a single, life-altering favor, cashed immediately after appearing — she is definitely there,
in at her leisure. Gain an additional anima when the spirit but might have attracted unwanted attention in the
accepts, and another when the favor is called in. Reckless process.
abuse of this Charm can slow the Bureaucracy of Heaven
and invites censure from the Sidereal’s colleagues. In the Nick of Time
Prerequisite: Finding the Golden Path, Navigate 4,
Integrity Essence 2
Fate conspires to deliver the Sidereal faster than logic
Deferred Wounds should allow.
Prerequisite: Integrity 3 Commit 2 motes when you learn about a change in
Unable to afford any distraction, the Sidereal delays circumstances, such as an impending Fair Folk raid or the
an injury to a more convenient time. fall of the city of Thorns. Regardless of the distance, you
Commit 1 mote. Roll Fortitude + Integrity to send the and your allies are able to arrive soon enough to matter
damage from an attack or other physical ailment such as — you might not arrive before an attack begins, but you
poison or disease into the future. Three successes delays will be there before it ends, with a chance to turn the
the effect until the next scene, five successes delays it tides or minimize damage. If the Sidereal does not have 2
until up to the end of the session, and seven successes motes available, they may instead pay its cost in stunt
delays it until up to the end of the next session. At the dice.
appointed time, the Sidereal suffers the effect —
hopefully, having made appropriate arrangements.
Ordained Bridle of Mercury
Prerequisite: Navigate 3
Indecision is Death The Sidereal wraps their target with a ribbon of
Prerequisite: Presence 4 or Integrity 4 saffron light, binding them into service.
Doubt is a decadence the Sidereal cannot afford; those Spend 1 mote. With a touch, transform a mortal into a
who cannot choose will be chosen for. Follower or an animal into a Familiar, rated at 2 or 3 dots
Spend 1 mote when a character considers a hard based on the target’s nature and skill. This lasts for the
bargain to avoid social influence. The Storyteller provides rest of the story unless they are deliberately endangered
two hard bargains which the Sidereal chooses between or mistreated.
on the target character’s behalf. If the Storyteller can’t
think of an alternative bargain, the Sidereal’s player
Sculpting the Wild Lands
should propose one. If the target refuses influence, the Prerequisite: Navigate 5, Essence 3
Sidereal may spend Stunt Dice to make it a hard bargain With a sigh of yellow stardust, the Sidereal coaxes
instead. nature into reshaping itself.
Commit 2 motes. The Sidereal may undertake a
Unavoidable Sorrow special project to reshape natural features such as
Prerequisite: Integrity 3 or Sagacity 3, Essence 2 mountains, forests, and rivers. Unless she wishes
Sometimes, the Sidereal must hasten that which is otherwise, these changes never create immediate
already writ in fate. danger. She may spend two stunt dice to reduce the time
Spend 2 motes. The target suffers an immediate scale by one for a single roll.
interval, rolling to resist damage or avoid worsening Repurchase at Essence 4 allows the Sidereal to use a
symptoms. This doesn’t count against the effect’s shape wilderness project to move a named settlement up
duration. At Essence 3, this Charm can be used on an to one hundred miles from its original position. Obstacles
environmental hazard in the scene, subjecting all targets for moving large cities are Difficulty 5 or higher,
to an immediate interval of its effects. especially if the change is opposed by supernatural
characters.
Navigate
Shape Wilderness Project
Fortuitous Wandering Prerequisite: None
Prerequisite: Navigate 3 Time scale: One scene
The Sidereal is wherever she is needed, and has been Base obstacles: 2
there the whole time, thank you. Common obstacles: Obstinate Spirits (Difficulty 3),
Spend 1 mote or banked Stunt Dice. The Sidereal may Hostile Terrain (Difficulty 3), Tedious Details (Difficulty
appear in a scene she was not otherwise present in, or 4)

188
Common advantages: One-die bonus to inspire See.
certain moods (2 successes per die, max three),
enhanced/hindered travel or survival (3 successes to Shield of Destiny
increase or decrease Difficulty by 2), uncovered Prerequisite: Presence 3 or Physique 3
resources (3 successes to reveal a significant resource Grabbing hold of a baleful fate, the Sidereal pawns it
like silver veins), harmonious spirits (3 successes to off on someone unsuspecting.
lure in or banish a kind of minor spirit) Spend 2 motes on Step 4 when attacked to make a
Common consequences: Unwanted attention; Force + Presence or Stealth roll against the current
animal migration; strange appearances; changes Hardness of a character within Short range. On success,
aren’t permanent the attack is redirected to that character instead. The
Sidereal can transfer exposure to a poison or illness with
a Difficulty 3 roll, foisting it on someone else in short
Performance range.
Abandoned Words Curse Unswerving Juggernaut Principle
Prerequisite: Presence or Performance 4, Essence 2
Prerequisite: Physique 4, Essence 2
The Sidereal knots her target’s tongue with the
Fate parts in front of the frenzied Sidereal; lesser
threads of Fate.
chains must follow suit.
Spend 1 mote. Make a Force + Presence or
Commit 2 motes. Announce a destination or goal;
Performance roll against a target’s Resolve; if successful,
while the Sidereal pursues it to the exclusion of all else,
the Sidereal strips them of the ability to speak a chosen
she may reroll all dice that do not show successes once
language until the end of the story or up to one year of
per action and cannot be grappled, dismounted, or
downtime (whichever is longer). Targets deprived of all
physically restrained. If she ends this Charm without
language can still communicate through gestures (but
reaching her goal, she suffers a level of aggravated
not sign language) at a four-die penalty. Failure on the
damage and cannot use this Charm again during the next
roll inflicts a die penalty to verbal social interactions
session.
equal to the Exalt’s Essence.
Nontrivial targets can make a Difficulty 5 Finesse +
Integrity roll at the end of each scene to recover a lost
Presence
language. Abandoned Words Curse
See.
Defense of Shining Joy
Prerequisite: Performance 1 Cash and Murder Games
The Sidereal moves to auspicious music, weaving song See.
and sword into a single serenade.
The Sidereal may use Performance instead of Athletics Icy Hand
to calculate her Evasion. Whenever the character makes See.
a flurry with a Performance action, she may spend 1
mote to negate the penalty. This does not count as a Indecision is Death
Charm use. Gain an additional anima when she takes See.
advantage of this benefit. Shield of Destiny
Faultless Ceremony See.
Prerequisite: Performance 4 Shun the Smiling Lady
The Sidereal draws the eyes of Heaven, parting storm Prerequisite: Presence 3
clouds over a festival and forcing assassins to sheathe Fate connects all those who love — and the Sidereal
their blades. can snip those threads.
Spend 2 motes. No mundane outside influence will Commit 1 mote. Roll Finesse + Embassy or Presence
interrupt or spoil the scene. Anyone who attempts to against a character’ Resolve. Success suppresses any
initiate violence must succeed at a Difficulty 5 Fortitude + Intimacies based on love towards that character,
Integrity roll, although characters are allowed to defend preventing them from being used in social influence.
themselves. The Sidereal may spend any number of stunt Nontrivial characters can overcome this effect with a
dice on Step 4 to subtract one success for every set of Difficulty 5 Fortitude + Integrity roll, remembering their
two stunt dice spent from any attack, explaining how love for the target for a single action.
misfortune spoils an enemy’s attempts. Gain two
additional anima. Under the Crimson Banner
Prerequisite: Presence 3 or War 3, Essence 2
Physique Those who rally under the Sidereal’s banner are
empowered to fight back against all who invade Creation.
Heartless Maiden Trance
189
Commit 2 motes. The Sidereal and allies who fight character in the scene. If successful, the target suffers
alongside them gain a Major Intimacy against creatures Arcane Fate as if they were a Sidereal and has a three-
from beyond Creation such as the Fair Folk, demons, and success penalty on rolls to lead or interact with
ghosts. They gain a three- success bonus to resist curses governments and organizations for as long as the
and other shaping effects from such creatures, or Sidereal commits the mote. Gain an additional anima.
increase the Difficulty to curse them by three. If the
Sidereal is part of a battle group, they add her Essence in Thought-Swiping Distraction
bonus successes to resist rout checks. Prerequisite: Stealth 2
The Sidereal skims her target’s thoughts, momentarily
Ranged Combat blanking out his mind.
Spend 1 mote. The Sidereal makes a Finesse + Stealth
Shadow-Piercing Needle roll against his Resolve, with success revealing a brief
Prerequisite: Ranged Combat 3 overview of the topics currently weighing on his mind.
The Sidereal forges Essence into a crimson needle, This can be used to inflict a two-die penalty on a target
holding their foe in place by their shadow. within short range; in combat, this is done on Step 2.
Spend 1 mote on Step 1. If the ranged attack
succeeds, the Sidereal also pierces the target’s shadow,
Walking Outside Fate
staking them in place for the scene. They cannot move Prerequisite: Stealth 3
more than one range band from their current position. As Loosening her own strand from the Loom of Fate, the
a miscellaneous action, they can make a difficulty 3 Force Sidereal steps halfway out of Creation’s boundaries.
+ Physique roll to claw an additional range band away, or Commit 1 mote. Characters with Essence equal to or
difficulty 7 to break the effect entirely. lower than the Sidereal cannot detect her presence;
nontrivial characters can attempt a Difficulty 5 (Fortitude
Transcendent Hatchet of Fate + Integrity or Awareness) roll, but even then, they cannot
Prerequisite: Ranged Combat 4, Essence 3 make out the Sidereal’s exact identity and suffer a two-
Fate is fickle, and may be shaped into an abhorrent die penalty on rolls to attack or track her. If the
weapon. character’s anima exceeds 5, this Charm ends.
Spend 2 motes on Step 7. When making a decisive
attack, the Sidereal reduce the total damage by up to War
three levels to instead twist her opponent’s fate. One
level inflicts a minor inconvenience, such as missing an Heartless Maiden Trance
important meeting; two levels inflicts a considerable See.
setback, like losing a lucrative contract; three successes Under the Crimson Banner
inflicts a terrible (but never fatal) outcome such as
See.
bankruptcy, infamy, or exile. Fate connives to make this
come to pass in no more than one year of downtime, but
always by the end of the story. Solar
Solar Charms are expressions of pure skill, bolstered
Sagacity by the power of sunlight and the might of their Virtues.
Efficient Secretary Technique
See.
Athletics
Of Truths Best Unspoken Unfettered Sun Evasion
See. Prerequisite: Athletics 5
The Lawgiver’s impossible speed leaves sun-ghosts in
Secret Sinecure Agreement her enemy’s eyes.
See. Commit 2 motes. For the rest of the scene, the Solar
cannot be targeted by the Ensnare, Pull, or Knockdown
Unavoidable Sorrow Gambits, and moving through difficult terrain is reflexive.
See.
Blurred-in-Light Technique (Essence 4)
At Essence 4, a repurchase of this Charm allows the
Stealth Solar to name one additional Gambit she can no longer
Name-Pilfering Practice be targeted by. Additionally, any Essence 1 enemies
Prerequisite: Stealth 3, Essence 2 suffer a three-success penalty on Step 3 of all withering
Borrowing even an inch from a target’s thread of attacks targeting her.
destiny, the Sidereal absconds with their name.
Commit 1 mote for the rest of the story. The Sidereal Awareness
makes a Finesse + Stealth roll against the Resolve of a
190
Meditation on Rivalry against creatures of darkness, the weapon deals
Prerequisite: Awareness 1 aggravated damage and the armor has two additional
The Lawgiver feels the unexpected stirring of a divine Soak. Gain an additional Anima. Activating this Charm is a
hunch. simple action.
The Solar receives divine intuition when investigating Perfected Shining Summons (Close Combat 3,
an unlawful act. Ask the Storyteller one question from Essence 2)
the following list; additional questions cost one mote At Close Combat 3, Essence 2, this Charm becomes
each: reflexive.
• What is the criminal’s motive? Golden Champion Glory (Close Combat 5,
• How far am I from the criminal? Essence 2)
• Does the crime oppose one of my Intimacies or At Close Combat 5, Essence 2, activating this Charm
Virtues? grants a reflexive Focus, Inspire, or Rally Build Power
• What can I do to unravel their plan? action.

Unconquered Sun’s Sight Orichalcum Battle Soul


Prerequisite: Awareness 3 Prerequisite: Close Combat 2
A Caste mark gleams within her pupils at the first sign The Lawgiver’s attacks flash with golden sparks.
of deceit. Commit 2 motes when the Solar fights for one of his
Commit 1 mote. For the scene, the Solar recognizes Intimacies or Virtues. For the scene, his body gains the
when someone uses deception to masquerade as artifact tag, conferring the weapon bonus if unarmed or
something toward which she has an Intimacy. When the the armor bonus if unarmored. His withering attacks
player suspects falsehood, she may ask the Storyteller generate two additional Power for a Major inspiration, or
Are they lying? Or What is being concealed here? The one additional Power for a Minor inspiration. Gain an
Storyteller must answer truthfully. This reveals only the additional anima.
falsehood. Adamant Soul Enhancement (Essence 3)
Refracted Light Analysis (Upgrade) At Essence 3, repurchasing this Charm allows the Solar
The Solar may purchase this Charm a number of times to spend 1 Anima at Step 7 to add a one- or two-dice
equal to her Essence, each time naming an ally of her bonus to the damage of a single decisive attack,
Essence or lower, to recognize deceptions related to their according to the strength of his inspiration.
Intimacies, as well. Whenever an ally benefits from this
Charm, gain 1 anima.
Star-Cleaving Crater
Prerequisite: Close Combat 4
Close Combat Her mighty blow sends enemies hurtling through solid
walls.
Behemoth-Slaying Attitude The Knockback and Throw Gambits, and other enemy-
Prerequisite: Close Combat 4 or War 2 relocating effects, move the Solar’s target one additional
His essence more than makes up for the difference in Range band. When the opponent “lands,” they must
mass. immediately resist an environmental damage effect at
Commit 2 motes. For the scene, enemies with difficulty 3 plus the Solar’s Essence or take half the Exalt’s
Legendary Size take a three-dice penalty to attack the Close Combat in damage dice (round up) for each
Solar, and he negates the penalty to withering attacks additional band beyond the first they travelled. The
made against such opponents. Battle groups he leads target may resist this effect with either Athletics or
against enemies with Legendary Size increase their Drill Physique.
by one. Gain an additional anima. At Essence 3, the damage dice increases to Close
Combat dice.
Humbaba-Wrestling Prowess
At Close Combat 5 or War 3, this Charm allows the
Solar to establish dominance in grapples and no longer
Craft
pay extra for Gambits against enemies with Legendary Joyous Handiwork Genius
Size. Prerequisite: Craft 2
Glorious Solar Arsenal With a Solar’s handiwork, everyday objects can
Prerequisite: Close Combat 1, Physique 1, or Ranged become masterpieces.
Combat 1 Crafted mundane items and creative works are
He unsheathes a ray of light from the air, solidifying it extraordinary by default, granting a two-dice bonus to
into a weapon. impressing others. The Solar may improve this bonus
Commit 1 mote to summon a weapon or armor of the using a venture to reflect the time spent on it. This adds
Solar’s choice, made of sunlight, with the artifact tag; an additional obstacle, that if overcome, increases the
bonus to three dice which do not count towards the dice
191
limit. Furthermore, spending one mote adds Essence in Destiny-Manifesting Method
automatic successes to overcome an Impress Recipient Prerequisite: Integrity 1
obstacle during a Craft venture, and the Solar gains two His eyes glow with the color of his anima, reinforcing
additional Anima. his will.
World-Shaming Wonders (Essence 3) Spend 2 motes on step 2. Add three to Resolve against
At Essence 3, this Charm applies to crafting artifacts Instill and Weaken actions.
and manses, in exchange for increasing the difficulty of Elusive Dream Defense
keeping these ventures secret by two. The Solar no The Solar’s eyes flare; when the light dims, his resolve
longer faces tarnished reputation as a consequence of has changed him.
failing a craft obstacle, unless he chooses to cut corners. At Integrity 5, when the Solar is targeted by a
Technique-From-Taste Approach Persuade influence, he may commit the motes to gain
the bonus until the end of the scene. The Solar may end
Prerequisite: Craft 3
this Charm to gain a Major Intimacy opposed to the
If anyone can improve on perfection, it’s the Solar
persuader’s intent. The Intimacy fades at the end of the
Exalted.
scene and the committed motes become spent.
Name a crafting discipline at Charm purchase. When
using a mundane item or construct from this discipline, Sun King Radiance
ask the Storyteller any of the following, spending one Prerequisite: Integrity 3
mote per question: His presence alone inspires others to heroism.
• How can this be repaired? Commit 1 mote. For the scene, gain 2 Power, 1 Anima,
• How can this be improved? or 1 Will each time an ally in the same scene successfully
• How can this be replicated? defends against social influence from a nontrivial enemy.
Allies with one of the Solar’s Intimacies or Virtues in
Legend-Drawing Invocation (Essence 2) common treat these as Major for the purposes of
This Charm may be repurchased at Essence to 2, and resisting social influence.
then applies its effects to artifacts and other wonders.
Sun’s Rallied Might (Essence 2)
At Essence 2, allies in the same scene and sharing his
Embassy intent may add the Solar’s Integrity bonus to their
Vacant Station Scheme Resolve.
Prerequisite: Embassy 3
The Lawgiver uses an office’s flaws against it, for a Navigate
greater purpose.
God-Bearing Juggernaut
Roll Finesse + Embassy as part of a dramatic action to
Prerequisite: Navigate 2
create temporary laws or phantom employees in the
When she advances while mounted, light blooms in
target organization. Spend one mote to buy a point of
her wake.
fraudulent Backing in the organization for every margin
Spend 1 mote on Step 1 while the Solar’s anima is
of success. This does not gain the Sanctity of Merits.
active. Add the number of Range bands traveled by
Red Tape Daiklaive (Embassy 5) mount or small vehicle this turn to the Solar’s Power,
At Embassy 5, reduce the difficulty of overcoming before step 3 of a decisive attack. Gain an additional
obstacles in the Solar’s ventures by half her fraudulent Anima.
Backing score, provided the venture aims to somehow
Can’t Outrace the Sun (Essence 2)
improve or degrade the organization. If her venture
A repurchase at Essence 2 allows the Solar to spend 2
results in its dissolution or reform, her Backing is
motes while her anima is active to add her Navigate in
revoked. Gain a personal Milestone.
bonus dice to step 2 of a mounted clash. If her anima is
at the Iconic level, add her Navigate in bonus successes
Integrity instead. If her clash succeeds, her opponent must accept
Aspect of the Virtuous Warrior a Minor Tie of awe toward her or accept a hard bargain.
Prerequisite: Integrity 5 Ship-Claiming Stance
She is the Sun’s Chosen — she won’t allow things like Prerequisite: Navigate 1
“the laws of reality” to impede her. The Solar’s essence paints her ship with a unique
When the Solar’s stunt serves a Principle, the reward golden signature.
is four dice, instead of the usual two. These dice can Spend 1 mote to claim divine ownership of an
instead be banked to increase the difficulty of the next unclaimed large vehicle. While the Solar holds a positive
social influence targeting her by two. Gain 1 anima when Tie to this vessel, it gains a reserve of 2 motes or 2 Will
this Charm is invoked. she can use to pay the cost of Charms or sorcery. This
reserve refreshes at the beginning of a session, or when
192
she incapacitates an enemy ship. bonus to Instill in his audience one of his own Intimacies.
Ship-Self Awareness (Navigate 3) This must be attached to the Virtue adopted by the
At Navigate 3, commit 2 motes to ensure while the Charm.
Solar is aboard her vessel it requires no crew and will Memory-Reweaving Discipline (Essence 3)
never wreck regardless of the damage it suffers. This At Essence 3, instead of one of his Intimacies, the
does not render the ship invulnerable, merely Solar may Instill a belief-based Principle, provided it
unsinkable. A scuttled ship will take on water as soon as would not lead to Unacceptable Influence. This ignores
she disembarks, falls to Incapacitated, or releases the the three-dice penalty for influencing multiple targets.
commitment.
Physique
Waves-and-Rivers Ranging
Prerequisite: Navigate 3 Endurance of a Thousand Cuts
Her orders awaken an uncommon savvy in the Prerequisite: Physique 3
caravan. The flesh she lost was weak — their attacks only made
Spend 1 mote. The Solar allows a story-important her stronger.
member of her crew or traveling entourage to use her Spend 1 Anima on Step 5. Add the Solar’s current
Navigate rating for one roll. If she has higher Essence, wound penalty to her soak for the scene. When her soak
they gain the difference in their Essence ratings in bonus reduces an attack’s damage to zero, she gains 1 Power.
successes. Gain two additional Anima. Blade-Cracking Attitude (Upgrade)
Loved-and-Feared Command (Essence 2) Anima ripples over the Solar’s skin from the point of
At Essence 2, if the crew member has a Tie of respect impact.
or fear to the Solar, they may use her Navigate Excellency A repurchase of this Charm allows the Solar to spend
on this roll without paying its cost. 1 Anima on step 2 to reduce the accuracy or damage
rating of her attacker’s weapon by one. Artifacts are
Performance dulled until the Solar’s next turn; mundane weapons are
permanently damaged.
Phantom-Conjuring Performance
Prerequisite: Presence or Performance 1 Glorious Solar Arsenal
She sings a tune and whimsical images dance around See.
her.
Using a Performance or Presence Charm creates Presence
phantom displays from ambient essence, supplementing
the Solar’s actions. Anyone who works the phantoms into Dissident-Searing Intent
a stunt description gains an additional stunt die and may Prerequisite: Presence 1
restore a spent mote or gain an additional Anima once a The Solar channels the raw force of their virtue into
scene. their advance.
Choose one Intimacy or Virtue to benefit from this
Rocks and Storms Chorus Charm. When the Solar undertakes social influence in the
Prerequisite: Performance 5, Essence 3 name of this Intimacy or Virtue, a target who wishes to
When the Solar lifts his voice, the monsoon pauses to resist must tithe a number of motes, Power, Anima, or
listen. Will equal to the Solar’s Essence, in addition to the usual
Spend 2 motes when the Solar activates this Charm as cost. The benefitting Intimacy or Virtue cannot be
part of a performance. For the scene, or as long as he changed until achieving a personal or Exalt Milestone.
performs, all environmental hazards, traps, poisons and Gain an additional anima when the Solar benefits from
diseases cease inflicting damage, extending protection to this Charm.
ally and enemy alike. Gods and other spirits who hear Enemy-Castigating Solar Judgment
this song reduce their Resolve by three. Gain an A second purchase of this Charm allows the Solar to
additional Anima. force a creature of darkness to tithe motes, Power,
Virtue-Shaping Harmony Anima, or Will even if they do not resist. Alternatively,
Prerequisite: Performance 3 she may spend 1 Anima on step 6 of a decisive attack
The Lawgiver lays his passions bare, fundamentally against a creature of darkness to deal aggravated
changing his audience. damage.
Spend 1 mote to activate this Charm at the beginning Hypnotic Tongue Technique
of a performance to have the audience adopt one of the Prerequisite: Presence 3
Solar’s Virtues as their Minor Virtue for as long as he As the Lawgiver speaks, his words feel unusual and
performs. At the end of his performance, he may spend 1 warm in the target’s ears.
Anima to attempt social influence with a three-success Spend 2 motes when the Solar attempts to convince a
193
target he has their best interests at heart and roll a Prerequisite: Sagacity 1
special Weaken action with his Essence in bonus Tending to the weak is enough to restore the Solar’s
successes. Instead of spending successes for the usual spirit.
effect, he may spend four successes to allow his next Once a scene, every three successes the Solar earns
Persuade action to benefit from their targeted Intimacy on a successful roll to treat or heal another restores 1
as though it were in accordance with it. spent mote. This effect fails if the Solar caused the
Singular Solar Command (Presence 5, Essence 3) damage.
At Presence 5, Essence 3, a repurchase of this Charm Risen Sun Renewal (Sagacity 3)
prevents the target from using their Virtues to defend A Sagacity 3 repurchase of this Charm improves the
against the special Weaken action provided by this Solar’s Power Exchange, allowing him to spend 1 mote to
Charm. grant three additional Power to an incapacitated ally.
Suggestion Burned in Light (Presence 5, Essence Gain two additional Anima.
5) Wyld-Shaping Technique
At Presence 5, Essence 5, the targeted Intimacy is Prerequisite: Essence 2, Sagacity 3
weakened by this Charm indefinitely, or until the target With just wits and words, she forces chaos into the
raises their Essence or the completion of a story for shape she requires.
characters who do not have an Essence rating. With access to chaotic Wyld essence — usually by
immersing herself in it — the Solar may use a Magical
Ranged Combat Working venture to create personal-scale and large-scale
mundane items, with a time scale in scenes. When
Dazzling Flare
selecting advantages, the Solar may choose from the lists
Prerequisite: Ranged Combat 1
under Magical Working, Craft Personal-Scale and Large-
Her anima pours into a single fateful shot.
Scale Mundane Item. She potentially faces additional,
Spend 1 mote on Step 5 to add a four-dice bonus to
more exotic obstacles, such as Wyld Tides (difficulty 3) or
the damage of a decisive ranged attack. If the Solar’s
Fair Folk Sabotage (opposed). Items created this way
ammunition is magically created by a Charm or artifact,
must interact with Creation daily, or risk dissipating into
also ignore one point of the enemy’s soak. At Essence 3,
chaotic essence. Gain 1 anima every time the Solar rolls
this bonus increases to five dice, and at Essence 5, it
on this venture.
increases to seven dice. Every two dice that would
exceed the dice limit become automatic successes. This Wyld Cauldron Technology (Essence 3)
may be used during a clash. Gain an additional Anima. At Essence 3, the Solar may also create temporary
points of a Merit with a Magical Working venture. Each
Righteous Judgment Lance (Upgrade)
point she wishes to “craft” requires overcoming an
Repurchase this Charm. Spend an additional mote to
obstacle — for example, shaping a 3-point Familiar for
make the Solar’s decisive ranged attack deal aggravated
herself requires a Venture of at least three obstacles.
damage to a creature of darkness.
Cutting corners or failing an obstacle roll represents a
Glorious Solar Arsenal flaw in the Merit of the Storyteller choice. This Charm
See. may create dots in any of the following:

Observer-Deceiving Attack • Command


Prerequisite: Ranged Combat 3 or Stealth 3 • Followers
Wrapped in the absence of light, his movement is • Familiar (maximum of 3)
imperceptible. • Resources
Spend 2 motes. The Solar may attempt a Distract These do not improve existing Merits but represent
Gambit with a two-dice bonus and immediately follow new instances of the Merit. Maintaining the reality of
with a withering ranged attack. This attack does not Wyld-created Merits requires a commitment of 1 mote
suffer flurry penalties and cannot be countered. per dot. The character may solidify these Merits as
Mist on Water (Essence 3) permanent with a major Milestone as usual.
At Essence 3, victims of this Charm are supernaturally
silenced for three of the Solar’s turns. He may also Stealth
commit 1 mote on Step 5 to conceal the direction of his
attack and its effects, such as blood or bodies. This effect
King of Thieves Spirit
lasts indefinitely, or until someone successfully notices Prerequisite: Stealth 3
his work. Grinning, the Solar reveals items purloined in plain
sight.
Sagacity The Solar may attempt to steal mundane items in use,
including weapons or clothes. Regardless of who owns
Healer’s Boundless Grace these things, the attempt is never more challenging than
194
difficulty 3. The Pilfer Gambit costs 1 Power. Gain 1 Solar Tactician’s Acumen
anima if the Solar successfully flees the scene with the Prerequisite: War 1
stolen goods. His presence can be felt like sunlight across the
Disappearing Miracle Method (Stealth 5, battlefield.
Essence 5) Commit 1 mote. For the scene, the Solar he may flurry
At Stealth 5, Essence 5, a repurchase of this Charm Rally with other actions and adds his Essence in bonus
allows the Solar to spend 3 motes on attempts to steal successes to this roll when he does so. Gain 1 anima
major wonders, even if they are currently in use — for whenever an ally gains Power from a flurried Rally action.
example, attuned artifacts, the Sun’s Chariot, or Pattern Shelter Under Sun Technique (War 3)
Spiders. The difficulty of stealing these things cannot At War 3, when the Solar commands a battle group
exceed 7. Successfully stealing an attuned wonder breaks while this Charm is active, he may trade Power to negate
the attunement. penalties imposed on the group for one action, at a cost
of 1 Power per die penalty or 2 Power per success.
Shroud of Night’s Law
Prerequisite: Stealth 1
The man-shaped shadow compels unwanted observers Strawmaiden Janest
to avert their eyes. As an Exigent, Janest’s Charms cling closely to a very
Commit 1 mote. For the scene, the only people specific theme. She is the Chosen of Ten Sheaves, a
capable of noticing the Solar’s actions are those directly harvest god, so all her abilities focus on being a hardy
affected by them. This does not guarantee their notice — woman of the earth and a hero of common people. Use
the Solar may still attempt an action to conceal himself her Charms as examples for how to design the powers of
from them. a unique Exigent.
Vanishing from Mind’s Eye (Essence 3)
At Essence 3, the Solar may activate this Charm Athletics
retroactively by spending 2 motes. He erases his
presence from the applicable witness’ memories of Ever-Ready Stance
events. Prerequisite: Athletics 2
No matter what comes her way, the Strawmaiden is as
War steady as the sun, moon, and stars.
Spend 1 mote on Step 2. Increase the cost of any
Behemoth-Slaying Attitude Gambits against Janest and the difficulty of any other
See. methods to move her by her Athletics. If used in a field,
reduce this Charm’s cost to 0 unless Janest has taken
General of the All-Seeing Sun Injured health levels of damage, or at Essence 2, Critical
Prerequisite: War 3, Solar Tactician’s Acumen health levels of damage.
For a moment, he sees the engagement from the
highest possible vantage. Seven League Stride
Commit 1 mote while the Solar commands units in Prerequisite: Athletics 3
battle during a Dramatic Scene. During the scene, ask the When it comes time to travel, the Strawmaiden can
Storyteller up to Essence rating in the following cross entire fields in the time it takes to blink.
questions. Commit 1 mote. Janest may move an additional range
band and ignore difficult terrain when sprinting or
• What is the best way through or around the
rushing. At Essence 2, she may instead commit 2 motes
enemy?
to reduce the time scale for long distance travel to one
• Which enemy unit is most vulnerable, and which is
round until she fails a roll.
most dangerous?
• How can I best protect my soldiers? Awareness
• Is something in the battlefield hidden from me?
• What is the enemy commander’s next move? Bone-Setter's Discernment
Shrouded Field of War (War 5, Essence 3) Prerequisite: Awareness 3
At War 5, Essence 3, a repurchase of this Charm A glance and a sniff are all the Strawmaiden needs to
allows it to block an enemy’s magical attempt to determine injury or illness.
determine the Solar’s own strategy. If they are allowed to Spend 1 mote when attempting to diagnose a
ask questions, he may plant false answers by spending 2 character’s injury, illness, or other malady. If the roll
motes each. If they must roll, the roll suffers a two-dice succeeds, Janest may add the extra successes as dice on
penalty if their Essence rating is higher than his, and a her next roll to attempt to treat the patient. These do not
two-success penalty if their Essence is lower. count against the usual cap. At Essence 2, Janest may
commit instead of spending the mote to detect all injury

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or malady a creature suffers within short range for the Who are they? What do they need help with? Are they in
scene, and gain double-9s on her diagnosis rolls. danger? And so on. Gain an additional anima.
This charm may be repurchased at Essence 4 to
Creation-Embracing Gaze extend the range to a significant distance (such as a
Prerequisite: Awareness 5, one other Awareness neighboring town or city).
charm
The Strawmaiden regards Creation fondly, and it Craft
rewards her with knowing in return.
Once per session, Janest may reroll an Awareness roll, Bone Germinating Seed
benefitting from any charms or effects the initial roll did Prerequisite: Essence 3, Craft 5
without paying for them again. Alternatively, she may Cut Mortals flourish with the Strawmaiden’s ministrations
Corners on an Investigation venture once without as well as any crop and twice as feisty.
suffering consequences. Janest may reset usage of this Commit 3 motes and Health Level for a session. Janest
charm by aiding a community without expectation of brews beer or other suitable drink from grain and her
compensation or payment. Gain 1 anima when Janest own blood, empowering mortals (human or otherwise)
benefits from this Charm. who drink it. A group of up to a Size equal to Janest’s
Essence who partake become the Soldier template if
Stalks Have Eyes their stats were previously inferior, and may gain one
Prerequisite: Awareness 3 Quality agreed upon between Janest’s player and the
The living world of plants lends the Strawmaiden their Storyteller. Janest or a friendly character may gain these
senses. followers as the Command merit, cementing it next time
Commit 2 motes for the scene and touch living they reach an appropriate milestone.
vegetation. For the duration, Janest can send her senses
through connected or related vegetation (such as a field Watering Parched Fields
of grain or copse of trees) out to long range, gaining two Prerequisite: Essence 4, Craft 4
bonus successes for Awareness rolls in the area. She can Fields respond to Janest’s call, thirsting for the blood
still move her now-insensate body, but suffers a three- of her enemies.
die penalty to any rolls she must make that would rely on Commit 3 motes for the scene and spend 1 Health
her body’s perception. If she loses contact with the Level by watering a field with Janest’s blood. If Janest has
vegetation, this charm immediately ends. At Essence 2, taken damage causing her to bleed in the present scene,
she can displace her senses up to her Essence in miles she may waive the Health Level cost. Any qualifying field
away with the same limits. out to Long Range becomes hostile to Janest’s enemies.
Janest rolls Fortitude + Craft, Sagacity or War, and can
Taste of Familiar Earth spend successes to:
Prerequisite: Awareness 2
The strawmaiden knows the smells and tastes of • 1+ Successes: Cause the field to alert her to
Creation like the back of her hand. enemies, inflict a die-penalty on any stealth- or
Spend 1 mote for the scene. Janest’s senses of smell sneaking-related and Build Power (Maneuver) rolls
and taste sharpen: she can identify characters out to equal to the successes Janest spends
short range by smell, and gains one bonus success to • 2 Successes: Cause the field to bog town and
attempts to track a target or use the Read Intentions entangle her enemies, making them treat the area
influence effect. At Essence 2, Janest can determine the as difficult terrain
provenance of a person or thing by its taste. If Janest has • 3 successes: Rally the field to attack her enemies,
visited that region or is familiar with its food, she can forcing them to treat the area as hazardous terrain
immediately identify where a food, mineral, or other inflicting one Health Level of damage on any turn
natural product was produced, and if tasting blood, she they don’t succeed at a difficulty 3 roll to move
can determine the origins of a creature or character. through it safely.
• 1+ Successes: Increase the danger of any present
Strawmaiden's Calling environmental damage or other hazardous terrain
Prerequisite: Awareness 5 by increasing either its difficulty or its damage per
No cry for help escapes the Strawmaiden’s notice. success spent (either to a maximum of 5).
Janest automatically knows when anyone within her
immediate location cries out for help or to be saved, as Whisper Sown Wisdom
well as if it’s an individual familiar to her. She may Prerequisite: Craft 1 or Sagacity 1
immediately spend 1 mote to roll Finesse + Awareness at What the strawmaiden sows grows healthy, strong,
standard difficulty and ask one question on a success, and tall.
plus one more question for every success rolled. Any seeds Janet plants will grow healthy and in great
Examples include but are not limited to: How far away quantities, resisting natural pests, weather, and disease,
are they? What direction should I travel to find them? and producing twice the expected amount of crop or

196
usable material aside from wood. This adds her Essence used for a Build Power roll. If successful, an ongoing task
in bonus successes on all rolls during any long-term such as carrying an enormous object, holding up a
agricultural venture. Spend 2 motes to affect an entire crumbling building, or holding a behemoth in pace so its
field Janest shares with others with this charm, allowing nails may be trimmed may be continued indefinitely.
others’ plantings to benefit from Janest’s blessing. Ignore one obstacle during a venture. Gain an additional
Spending 2 motes also allows Janest to infuse seeds anima.
with blessings of health. Those who ingest them reduce
the penalties they suffer from a mundane disease by one Giant-Toppling Spirit
for the next day, and gain a one success bonus on their Prerequisite: Physique 5, Essence 3
next roll Interval roll. Hard work can solve even the largest and meanest
Repurchasing this charm at Essence 3 makes blessed problem.
plants and fields immune to magical threats, and Spend 1 mote on Step 1 when attacking a foe that
increases by yield by Janest’s Essence. Those who ingest benefits from Legendary Size, an Outnumber quality, or
her seeds immediately reduce the severity of mundane another size- or numbers-based quality or on Step 2
diseases by one level, and gain a bonus success against when defending against them.
magical diseases. Ignore the benefits of those qualities. Against an
enormous foe, apply the effects of the knockdown
Embassy gambit on any successful decisive attack that does at
least four health levels of damage. This charm allows
Sister to Aurochs Janest to grapple a Legendary Size target. Against a battle
Prerequisite: Embassy 2 or Navigate 2 group, cause a rout check on any decisive damage. Gain
The strawmaiden converses easily with fellow an additional anima.
fieldworkers, be they ploughman or yeddim.
Commit 1 mote. Animals can understand Janice’s
Millstone Meteor Technique
speech clearly, removing any penalties she might have to Prerequisite: Physique 3 or Ranged Combat 3
social actions towards them. Domesticated animals gain Pitchforks, millstones, offended yeddim; there are few
a minor tie towards Janest and she gains her Essence in things Janest can’t heft to good effect in battle.
bonus successes to attempt to command or train them. Commit 1 mote for the scene. Janest may reflexively
Repurchasing this charm at Essence 2 allows Janice to ready improvised weapons, which gain the Thrown
understand animal speech and body language as (Short) tag, and lose their accuracy penalty when she
naturally as her own, and reduces the difficulty and wields them. At Essence 2, she may make a Feat of
success cost for the Read Intentions action against them Strength roll as a reflexive Build Power action when
by one. readying an impressive object as a weapon.

No Time for Idle Dreaming


Physique Prerequisite: Physique 3
Belle of the Bee The Strawmaiden does not indulge in idle dreaming
when there’s work to be done, and will not permit anyone
Prerequisite: Physique 5, Essence 2
else to divert her industry either.
Always mighty, the Strawmaiden’s greatest strength
Increase the difficulty of a magical effect that seeks to
reveals itself when she moves earth and heaven for the
entrance Janest’s mind or senses or Janest’s roll to resist
people of the land.
such an effect by two successes. If she successfully
When making a Feat of Strength or Build Power roll on
resists, she may spend 1 mote to learn useful
behalf of a community (including her Circle), gain two
information, such as the source of the effect its wielder’s
dice if either Janest or the community have a minor
intent, or how to protect others from it. At Essence 2,
intimacy towards each other, or two successes for a
this applies to any attempts by Fair Folk or Wyld effects
major intimacy. These bonuses stack, and do not count
to alter or affect her in any way.
against the normal die cap. When honest labor and hard
work to aid a venture for a community, Janest Cuts Rough-Spun Hero Raiment
Corners without accepting a consequence once per Prerequisite: Physique 2
venture. At Essence 4, when benefitting from this charm, The Strawmaiden’s clothes are comfortable, practical,
Janest may ignore the requirements for greater feats of and often far more protective than they appear.
strength. Janest may treat mundane clothes as Light or Medium
Fieldhand Hefts the Haywain armor, chosen when she dresses for the day, gaining one
additional Soak if they were made by or for her. This
Prerequisite: Physique 2
charm may be repurchased at Essence 2, allowing her to
The Strawmaiden excels at honest work, even at
commit 1 mote to treat mundane clothes as Light or
enormous scale.
Medium artifact armor. This benefit does not apply if
Spend 1 mote. Gain Janest’s Essence in bonus
Janest is already wearing armor.
successes and dice to a Feat of Strength, which may be
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Stalk Blunts the Sickle double 8s when she commands or fights alongside those
Prerequisite: Physique 2 protecting their homes.
Weapons that strike at the Strawmaiden come away Simple and Resounding Honesty
weighted with rust, soil, and the ravages of age.
Prerequisite: Presence 3
Spend 1 mote on Step 4. The weapon used in the
Words of truth come easily from the Strawmaiden’s
attack against Janest reduces its damage and
mouth, but prove much more difficult for others to
Overwhelming values by one. Mundane weapons must
disregard.
be repaired, while artifact and natural weapons require
Commit 1 mote for the scene when making a social
their users to take a simple action to clean them off. This
influence roll that aligns with one of Janest’s intimacies.
charm may be repurchased at Essence 3 to allow its
Reduce the difficulty and cost of the Instill Intimacy
effects to stack against a weapon used to attack Janest
action by one for the chosen intimacy. If Janest succeeds,
multiple times.
increase the bonus or penalty or acting in-line or against
Towering Redwood Form that intimacy by one. If Janest’s social influence roll
Prerequisite: Essence 4, Physique 5 succeeded, increase the bonus or penalty by two instead.
Sometimes it is necessary for the Strawmaiden to be a At Essence 2 and Presence 4, Janest may attempt to
larger-than-life legend in more than a figurative sense. strengthen such an intimacy in the same scene she
Commit 3 motes for the scene. Janest gains the created it.
benefit of the Legendary Size Quality, may make area Sweat and Toil Radiance
attacks in close combat and with thrown weapons, and
Prerequisite: Presence 3
gains double-8s on all rolls for Feats of Strength, and to
There are few things more impressive than the
inspire or terrify. At Essence 5, she may activate Giant-
Strawmaiden hard at work, and no sweat, blood, or toil
Toppling Spirit for free while using this charm.
dims her shine.
Janest ignores all penalties to influence or other social
Performance rolls due to conditions directly affecting her such as
Caller of Wind and Rain fatigue, wounds, or unkempt appearance. Spend 1 anima
Prerequisite: Essence 3, Performance 4 or Sagacity 3 to reduce the difficulty and extra success cost of an
A song to turn the weather fair, a scowl to turn it foul, Influence or Build Power action by one, or two against
the Strawmaiden influence extends to even the skies characters who have also been engaging in strenuous
above the fields. activity (such as combat). At Essence 2 and Presence 5
Spend 3 motes and a scene praying, singing, or this Charm may be purchased again. This causes those
cajoling the weather. Janest requests a particular sort of who engage in strenuous activity in Janest presence gain
weather such as “driving rain,” “clear skies,” or a minor positive tie towards her unless they spend a
“dangerous winds,” and then make an appropriate simple action to steel themselves against her radiance.
Sagacity or Craft roll against standard difficulty, increased This Far and No Further
by one or two if it’s particularly outlandish for the area. If Prerequisite: Essence 5, Presence 5
Janest is set against another supernatural power Sometimes it is necessary to draw a line in the loam
controlling the weather, she gains her essence in none may cross.
automatic success to the opposed roll. If successful, the Commit 4 motes and an aggravated health level for a
weather will change over the course of a day. If Janest week of downtime, after working a field during a
has five or more extra successes, she may instead force it dramatic scene. This allows Janest to specify a threat
to change in the course of an hour, which may have which may not cross the field, and then make a Force +
dangerous side effects. On a failed roll, Janest may not Presence roll. This creates a line that can extend around
try again for the rest of the session. the perimeter of a large city, centered where she
activated this charm. If Janest has chosen a mundane
Presence natural disaster such as a flood or wildfire, five successes
Fieldhand Clarion Prerequisite: Presence 2 holds it at bay. If she has chosen a supernatural disaster,
The Strawmaiden wields strong voice to match strong such as a Wyld-spawned carnivorous mist or the
purpose, audible across even the greatest fields. unleashed hellish desert, seven successes stops it at her
Commit 1 mote for the scene. Janest’s voice can be line. If it is a group or individual, such as a hostile army or
heard clearly out to long range, allowing her to ignore an enemy Deathlord, they may not pass unless they have
penalties for intervening terrain, environmental noises, a relevant die-pool which, when halved, exceeds Janest’s
or targeting multiple characters with Presence-based successes. At the end of the duration, Janest may
rolls. Attempts to magically silence Janest must oppose reactive the charm by spending the cost again (though
her Force + Presence roll with her Essence in bonus she does not need to roll again unless she wishes to), but
successes. Janest gains double 9s for command or Build may not heal any of the Health Levels of damaged caused
Power rolls using Presence. At Essence 2, this becomes by it as long as it is active.
198
Vermin Clearing Shout Caller of Wind and Rain
Prerequisite: Presence 1 See.
Pests and other threats know to flee at the
Strawmaiden’s voice. Whisper Sown Wisdom
Spend 1 mote when making an Influence or Build See.
Power roll based on intimidation, threat, or a
demonstration of might. Reduce the difficulty of the roll Martial Arts
by one, or two if the target is an enemy of the
community. At Presence 4, this charm may be While other Charms express an Exalt’s innate power,
repurchased. Janest may commit the cost to make the martial art Charms are specialized combat techniques
effect last a scene, and Janest’s Influence and Build that any supernatural creature can learn. Young Exalts
Power rolls gain an automatic success that don’t count usually learn martial arts from tradition-oriented schools
against the cap for each of the following that is true of or lone instructors, but persistent students or prodigies
Janest’s foes: may decipher a style’s secrets through training manuals,
oral histories, Wyld-touched dreams, First Age memories,
• They outnumber Janest and her allies and other unusual sources.
• They possess great power Mortal martial artists can wield the weapons, ethos,
• They inhabit positions of influence and affluence. and strategies of a given style, but only supernatural
Enemies of the Community beings can learn a style’s Charms. To learn a martial art
Charm, a martial artist must have complementary
Enemies of the community oppose the welfare and
Abilities that support a style’s strategy and philosophy. If
wellbeing of any group or place under Janest’s
a Charm doesn’t require specific complementary
protection. This is based on intent, and not Janest’s
Abilities, dots from any of the style’s complementary
perception. Many Fair Folk, demons, and unnatural
abilities can count toward the minimum total. To use a
monsters will always be enemies of the community.
style’s Charms, the Exalt must wield weapons with style-
Navigate appropriate tags and avoid wearing armor forbidden by
the style. A style also grants improved weapon benefits
Boundary-Marking Meditation upon learning any of a style’s Charms.
Prerequisite: Navigate 3 Martial art Charms have two unique modes: Celestial
Strawmaiden Janest claims a stretch of land as her modes offer benefits for Abyssals, Getimians, Infernals,
own letting her Essence pervade and empower it. Lunars, Sidereals, and Solars, while Terrestrial modes
Strawmaiden Janest claims a region of land, and offer benefits for Alchemicals, Dragon-Blooded, and
defines three qualities about it; for example, overgrown, Liminals. Exigents and other supernatural entities access
labyrinthine, and dark for a stretch of thick jungle. whatever modes best fit their nature, as decided by the
Characters taking an action fitting those qualities within Storyteller.
the Strawmaiden Janest’s territory gain one automatic
success. Characters who take action opposing those Crane Style
qualities suffer a two-die penalty. Strawmaiden Janest Crane style emulates the defensive grace of the crane,
may always revoke the benefits of this Charm for a given which warns attackers before punishing their hostility.
target, if she is aware of them. Crane students practice empathy, philosophy, and
Qualities may change as a result of events in the story debate as rigorously as any form or strike, for a well-
(for example, if a blight sweeps through the placed admonition can halt a foe where fists might fail.
aforementioned jungle). Once per Major milestone, Crane Weapon Tags: Disarming, Natural, Shield.
Strawmaiden Janest may change the qualities of her Crane martial artists prefer weapons that excel at self-
territory. When target characters are benefitted or defense and render opponents toothless, such as war
penalized by this Charm’s effects, gain 1 anima. fans and hook swords. Many martial artists wield both
Note: The region affected should be a rural area, field, form weapons at once, backed up with graceful kicks and
or other productive, cultivated land, or the qualities that precise hand- chops. The martial artist’s impeccable
Janest defines should turn it into one. defense provides the shield tag even when unarmed.
Dream-Shrouded Wilderness (Essence 3) Crane Armor: Crane style is incompatible with armor.
At Essence 3, Strawmaiden Janest may socially Complementary Abilities: Crane martial artists
influence targets who sleep in her territory by entering or require some combination of Embassy, Presence, and
sharing their dreams. Sagacity.

Sister to Aurochs Empowering Justice Redirection


See. Prerequisites: Close Combat 1, Complementary Ability
Total 2
Sagacity The Exalt exploits an opponent’s aggression.
199
Spend 1 mote on Step 1 of a withering attack against additional dice to the attack’s damage roll. If the attack
an opponent that attacked the Exalt (or an ally the Exalt deals three or more damage, the Exalt may instill a Minor
defended) since the Exalt’s last turn. The Exalt adds one intimacy by educating the opponent. This attack is never
success to their attack roll and gains one additional fatal, regardless of damage dealt — at worst it leaves an
Power if the attack succeeds. If the opponent’s attack opponent unconscious, with one health level remaining.
succeeded, double the successes and Power granted by This may be used during a clash.
this Charm. Celestial
Terrestrial If the above stunt exploits an opponent’s Virtues or
If an opponent attacks a mortal or one of the Exalt’s intimacies, apply the highest relevant Virtue/intimacy
Circlemates, this Charm’s effects apply as if the opponent penalty to the opponent’s Defense. The opponent can
had attacked the Exalt. call on other Virtues/intimacies to counter this penalty,
but not to increase their Defense.
Fluttering Cry of Warning
Prerequisites: Close Combat 2, Complementary Ability
Terrestrial
Total 3, Empowering Justice Redirection If the enhanced attack is a decisive counterattack
The Exalt shelters allies with preternatural alertness. against an opponent’s decisive attack, the Exalt can use
Spend 1 mote on Step 1 when taking the Defend the Power that the opponent spent on the initial attack,
Other action. Increase the Exalt’s Defense and the instead of spending the Exalt’s own Power.
defended ally’s Hardness by one each until the Exalt’s
next turn.
Ebon Shadow Style
Celestial Ebon Shadow martial artists vanish into shadow and
The Exalt can activate this Charm on Step 2 of an strike when least expected. Though righteous killers
attack against an ally to reflexively defend that ally until designed the style in the First Age, Ebon Shadow style
the Exalt’s next turn. now belongs to knaves and guilds of paid assassins. As
the Solar Exalted return, so do memories of Ebon
Crane Form Shadow’s grim legacy.
Prerequisites: Close Combat 3, Complementary Ebon Shadow Weapon Tags: Concealable, Flexible,
Abilities Total 5, Fluttering Cry of Warning Natural. Ebon Shadow assassins keep hidden blades at
The Exalt assumes the bearing of the Crane, the ready and wield tricky weapons like chains and rope
embodying elegance, not violence. darts. They often coat weapons with poison. Unarmed
Commit 1 mote on Step 1 for the scene. The Exalt’s martial artists target weak points with cruel efficiency,
Defense increases by one, or by two against opponents giving their unarmed attacks the piercing tag.
acting in opposition to the Exalt’s Virtues. The Exalt’s Ebon Shadow Armor: Ebon Shadow style is
presentation is immaculate, protecting their clothing and incompatible with armor.
hair from stains and tearing. Once per round, when the Complementary Abilities: Ebon Shadow Exalts require
Exalt successfully defends against a close-range attack, Stealth.
they can spend 1 Power to make a counterattack against
the attacker on Step 8. Nothing but Shadows
Prerequisites: Close Combat 1, Stealth 2
Celestial
The Exalt dominates the battlefield from hiding, fading
The Exalt can glide horizontally as a reflexive
in and out of sight.
movement action. While gliding, the Exalt can carry one
Spend 1 mote on Step 2. Penalize the attack as if the
ally they are defending.
Exalt had concealment. If the Exalt successfully defends
Terrestrial against this attack, add a two-die bonus to the Exalt’s
The Exalt can counterattack ranged attacks by Stealth rolls until their next turn ends. This may be used
redirecting projectiles back to their source. The Exalt uses during a clash as though it were a Step 3 Charm.
Close Combat to do so and must successfully defend first.
This attack is treated as an unarmed attack out to Long
Celestial
If the Exalt successfully defends against the above
range.
attack, the Exalt may take an extra reflexive movement
Humbling Enlightenment Commentary action on Step 8.
Prerequisites: Close Combat 4, Essence 2, Terrestrial
Complementary Abilities Total 8, Crane Form While Nothing but Shadows enhances the Exalt’s
The Exalt’s greatest weapon is wisdom, wielded with Stealth rolls, the Exalt can hide in plain sight by faking
razor-sharp acuity. their own death. Observers suffer a three-die penalty
Spend 1 mote on Step 1 of a decisive attack. When when trying to diagnose or otherwise notice that the
stunting this attack with analysis and/or lecturing about Exalt is still alive.
an opponent’s fighting style and temperament, add two
Ebon Shadow Form
200
Prerequisites: Close Combat 2, Stealth 3, Nothing but While grappling, the martial artist may treat their
Shadows natural attacks as medium weapons.
The Exalt’s outline distorts and flickers like an Mantis Armor: Mantis style is incompatible with
inhuman shadow cast by an unsteady flame. armor.
Commit 1 mote on Step 1 for the scene. The Exalt may Complementary Abilities: Mantis martial artists
calculate Evasion using Stealth instead of Athletics. When require Physique.
the Exalt makes a decisive attack from concealment, that
attack ignores soak equal to the Exalt’s Essence. The
Iron-Arm Block
Exalt’s Anima becomes dark and murky, and if the Exalt Prerequisites: Close Combat 1, Physique 2
dies, their body evaporates into greasy smoke, leaving The Exalt diverts enemy hostility with firm block-
behind no evidence of their identity. counters.
Spend 1 mote on Step 2. The Exalt increases Defense
Celestial by one and doesn’t lose Hardness from concentrated
At the end of each round, if the Exalt is hidden from attacks until after their next turn. When the Exalt flurries
all opponents or has successfully evaded all attacks made Defend Other action with an attack, reduce the dice
against them that round, the Exalt gains 1 Power. penalty to one die.
Terrestrial Terrestrial
The Exalt may end Ebon Shadow Form and spend its If the Exalt successfully defends against an attack with
committed mote on Step 6 of an opponent’s decisive Iron-Arm Block, they may attempt a Disarm gambit as a
attack to add their Essence to soak. The Exalt can’t re- counterattack on Step 8.
activate this Charm on their next turn.
Crushing Claw Technique
Throat-Slitting Shadow Strike Prerequisites: Close Combat 3, Physique 2, Iron Arm
Prerequisites: Close Combat 3, Essence 2, Stealth 4, Block
Ebon Shadow Form The mantis catches prey with deadly speed and an
The Exalt’s weapon is shrouded in darkness, closer and implacable grip.
deadlier than their opponent can see. Commit 1 mote on Step 3 when initiating a grapple. If
Spend 1 mote on Step 5 of a decisive attack. Each the grapple succeeds, add one success when rolling to
extra success on the attack roll converts one damage die establish dominance or pin the Exalt’s opponent. While
into an automatic success. The Exalt can convert up to the Exalt dominates the grapple, reduce their opponent’s
five dice into automatic successes when attacking from Hardness and soak by two against the Exalt’s attacks.
concealment, or two dice otherwise. If this attack kills the
Exalt’s opponent, the corpse vanishes into smoke as Celestial
described in Ebon Shadow Form. While the Exalt dominates the grapple, add the Exalt’s
Force in bonus successes to contested defense rolls.
Celestial
If the enhanced attack deals damage, the Exalt cuts Mantis Form
away part of their opponent’s shadow. The Exalt steals 1
Prerequisites: Close Combat 3, Physique 3, Crushing
mote, if the opponent has any motes. If the opponent
Claw Technique
does not, gain Power instead.
The Exalt assumes the fabled Mantis stance, arms
Terrestrial outstretched and legs ready to spring forward.
If the Exalt is in concealment, they may fashion a form Commit 1 mote on Step 1 for the scene. Increase the
weapon from their opponent’s shadow to wield in the Exalt’s defense and soak by one each. If an opponent has
enhanced attack. If the enhanced attack deals damage, lower Power than the Exalt, or if the opponent is
the Exalt may keep the shadow-weapon for the scene, or grappling with the Exalt, double 9s on the Exalt’s damage
until disarmed. rolls against that opponent.
Celestial
Mantis Style When the Exalt deals damage with a decisive attack
Mantis style leverages painful joint-locks and forceful during a grapple, they may end Mantis Form, spend its
deflections to render opponents harmless. Immaculate committed mote, and halve the attack’s damage in Step
monks favor Mantis style as a nonlethal deterrent, but its 7, rounding down. This inflicts a wrenching injury that
strong fundamentals give it widespread popularity. keeps the opponent from using one of their limbs until
Mantis Weapon Tags: Balanced, Flexible, Natural. the scene ends, or until they heal the injury’s health
Mantis martial artists wield sturdy, versatile weapons, levels. The Exalt can’t re-activate Mantis Form on their
like batons, kama, nunchaku, and seven-section staffs. next turn.
When left unarmed, Mantis students use hook strikes — Terrestrial
powerful and precise finger jabs — to strike weak points When the Exalt makes a decisive rush attack, add
and intercept attacks. three dice to the attack’s damage.
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Unfolding Retribution Strike Prerequisites: Presence 2, Ranged Combat 2, Blossom
Prerequisites: Close Combat 4, Physique 4, Mantis of Inevitable Demise
Form The Exalt dons the majestic and terrible stillness of the
The Exalt unleashes countless blows sufficient to wear Righteous Devil, whom the wicked dread.
down the mightiest foe. Commit 1 mote on Step 1 for the scene. Opponents
Spend 2 motes on Step 1 of a decisive attack. Halve with Power lower than the Exalt’s Force who begin their
the opponent’s Hardness and Soak against this attack, turn in close range of the Exalt cannot move away from
rounding down. If the Exalt attacks a grappled opponent, her reflexively, and cannot gain the benefits of cover or
this attack roll gains three automatic successes. This may concealment. In addition, the Exalt may wield form
be used during a clash. weapons with Close Combat as if they had the melee tag,
similar to a staff, club, or spear.
Celestial
If the enhanced attack inflicts damage against an Solar
opponent, set the opponent’s Hardness to zero as if The Solar gains extra attack dice when aiming: three
they’d suffered countless concentrated attacks until the dice at close range, two dice at short range, and one die
start of their next turn. at medium range. She increases her Accuracy and
Damage by one against creatures of darkness.
Terrestrial
If the enhanced attack incapacitates an opponent, the Burning Judgment Halo
Exalt regains half the Power spent on the attack, round Prerequisites: Presence 2, Ranged Combat 3,
up. Righteous Devil Form
The Exalt rains fire upon the earth and walks through
Righteous Devil Style the purifying heat unscathed.
The Righteous Devil is a legendary figure who once Spend 1 mote and 2 Power on Step 1. The Exalt
scoured Creation’s frontiers of wickedness and creates a bonfire centered around them and extending
lawlessness. Students from all walks of life embrace the out to short range. This bonfire is an environmental
Righteous Devil’s duty to judge evildoers. Righteous Devil hazard that deals three damage per round, has difficulty
martial artists who give in to wickedness remain just as equal to the Exalt’s Force, and has a duration of three
dangerous, creating Creation-spanning rivalries. rounds. The bonfire doesn’t harm the Exalt or interfere
Righteous Devil Weapon Tags: Flame. Righteous Devil with the Exalt’s visibility but counts as concealment for
martial artists wield firewands and other flame-discharge attacks targeting her.
weapons. The Righteous Devil’s peerless firewand Solar
mastery adds the balanced tag to their attacks. Unlike The Solar may spend 1 Anima and extend the bonfire
most martial arts, Righteous Devil style doesn’t allow out to long range, with damage and difficulty reduced by
unarmed attacks. one for each range band past short range.
Righteous Devil Armor: Righteous Devil style is
compatible with light and medium armor.
Caress of 1,000 Hells
Complementary Abilities: Righteous Devil martial Prerequisites: Essence 2, Presence 3, Ranged Combat
artists require Presence and Ranged Combat. 4, Burning Judgment Halo
The Exalt’s flame is righteous and won’t harm those
Blossom of Inevitable Demise who repent.
Prerequisites: Presence 1, Ranged Combat 2 Spend 2 motes on Step 5 of a decisive attack against
The Exalt’s hands move faster than the eye can follow, an opponent that’s violated the Exalt’s Virtues or
raining fire upon the wicked. intimacies. The opponent may repent for their crimes
Spend 1 mote on Step 1 when aiming a firewand and immediately form an appropriate major Intimacy,
attack. The Exalt may either double 9s on damage or then pass out without taking damage from the attack,
extend the firewand’s maximum range by one range treating them as though they were Incapacitated. If the
band. If the firewand requires reloading, the Exalt may opponent doesn’t repent, they suffer four dice of
also reflexively reload while aiming. aggravated damage in addition to the attack’s normal
Solar damage. These dice do not count toward the usual limit
The Solar may activate this Charm when rolling Join and ignore Soak.
Battle with (Finesse + Ranged Combat). This adds Solar
automatic successes to the Join Battle roll equal to the An opponent who wishes to repent must also accept
Solar’s Finesse or Ranged Combat, whichever is lower. an Intimacy of fear, awe, or guilt toward the Solar. If the
Opponents with lower Join Battle results can’t use an target is also a creature of darkness all damage dealt is
interrupt to act before the Solar during the first round of aggravated.
combat.
Snake Style
Righteous Devil Form
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Snake style emphasizes swiftness and agility over The Exalt lashes out with a serpentine ribbon of
strength. Students learn to target pressure points and Anima, striking an opponent from afar. The Exalt may
express venomous essence through their fingertips. make unarmed or form weapon attacks out to short
Snake style is most popular in the South and East, but as range, including clashes.
one of the oldest martial arts in Creation, it has While in Snake Form, extend this to long range. If the
practitioners everywhere. Exalt initiates a grapple with this Charm, they can
Snake Weapon Tags: Disarming, Flexible, Natural. immediately pull the grappled opponent into close range
Snake martial artists prefer weapons that can attack from without needing to utilize the Pull gambit.
multiple angles, such as hook swords and seven-section Celestial
staffs. When unarmed, martial artists rely on two- If an enhanced decisive attack damages an opponent,
fingered jabs against pressure points and exposed the Exalt may spend 1 mote on Step 7 to poison the
tendons. Their fluid movements give their unarmed opponent with essence. This poison deals three damage
attacks the flexible tag. per round, has difficulty equal to the Exalt’s Fortitude,
Snake Armor: Snake style is incompatible with armor. and has duration equal to the Exalt’s Finesse.
Complementary Abilities: Snake martial artists
require Athletics. Terrestrial
The Exalt may spend 1 mote on Step 3 of an enhanced
Serpentine Evasion decisive attack to reduce the opponent’s soak by three.
Prerequisites: Close Combat 2, Athletics 1
Ducking and weaving, the Exalt confounds all Tiger Style
attackers.
Tiger style emulates the strength and ferocity of great
Spend 2 motes on Step 2. Add one to the Exalt’s
cats. Martial artists stalk foes relentlessly and put down
Defense and two to Soak.
weak opponents ruthlessly. Some Tiger martial artists
Celestial tend toward cruelty or arrogance, while others bear the
If the attacker has less Power than the Exalt, the Exalt patient confidence of an apex predator.
may activate Serpentine Evasion on Step 4. Tiger Weapon Tags: Concealable, Disarming, Natural.
Terrestrial Tiger martial artists stay well-armed with brass tiger
If the Exalt successfully defends against a decisive claws, cesti, and katars. Unarmed martial artists rake
attack from an opponent with lower Power, the Exalt opponents with bare- handed claw strikes. When rushing,
gains 1 Power. a Tiger martial artist may treat light form weapons and
natural weapons as medium weapons.
Snake Form Tiger Armor: Tiger style is compatible with light
Prerequisites: Close Combat 2, Athletics 2, Serpentine armor.
Evasion Complementary Abilities: Tiger martial artists require
The Exalt assumes the sinuous and hypnotic some combination of Physique and Stealth.
movements of the snake, ready for attack and retreat.
Commit 1 mote on Step 1 for the scene. Set the Exalt’s Crimson Leaping Cat Technique
soak equal to half Finesse, round down, before adding Prerequisites: Close Combat 2, Complementary Ability
soak bonuses from other Charms. Opponents who can Total 2
see the Exalt suffer a one- die penalty when attacking the The Exalt runs down prey with startling speed.
Exalt, or a three-die penalty if the Exalt has more Power Spend 1 mote on Step 1. If the character moves
than them. towards an enenmy: On a withering attack, increase her
accuracy by 1. On a successful decisive attack, knock the
Celestial
target prone. On any successful rush, steal 1 Power from
The Exalt can use a special “Enervate” gambit by
that opponent. If the character did not move towards an
targeting pressure points. For 2 Power, the Exalt can
enemy, reduce the cost of the Knockback or Knockdown
disable an opponent’s eye (removing their ability to take
gambits by 1 to a minimum of 1.
the Aim action); for 3 Power, an arm (causing them to
drop their weapon or another held object); and for 4 Celestial
Power, both legs (preventing them from taking a If the opponent took the Full Defense action or moved
reflexive Move). This effect lasts for the scene, or until an away from the Exalt since the Exalt’s last turn, the Exalt
enervated opponent receives medical care at difficulty 5. can rush an additional range band.
Terrestrial Terrestrial
An opponent with less Power than the Exalt loses one If the opponent took the Full Defense action or moved
soak and one Hardness against the Exalt’s attacks. away from the Exalt since the Exalt’s last turn, the Exalt
adds three dice to an enhanced decisive attack’s damage.
Uncoiling Serpent Aura
Prerequisites: Close Combat 3, Essence 2, Athletics 3, Tiger Form
Snake Form Prerequisites: Close Combat 3, Complementary Ability
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Total 4, Crimson Leaping Cat Technique White Reaper Form
The Exalt assumes the predatory grace of the tiger, Prerequisites: Close Combat 3, Complementary Ability
crouched low and prepared to pounce. Total 3
Commit 1 mote on Step 1 for the scene. After a The Exalt rises into a grim and terrible battle posture,
successful withering attack, gain 2 additional Power on looking down upon foes like grass for the scything.
Step 5. Ignore penalties for fighting prone. Whenever the Commit 1 mote on Step 1 for the scene. The Exalt
Exalt succeeds on a rush attack, they gain 1 Power. doubles 9s on decisive damage rolls. Battle groups lower
Celestial their Defense by two against the Exalt’s attacks. Once per
When the Exalt would take damage from a decisive round, after dealing damage with a decisive attack, the
attack, they may end Tiger Form on Step 7 (spending the Exalt gains one brilliant white halo of temporary Anima.
committed mote) and spend any number of Power. For Halos last for White Reaper Form’s duration and
each Power spent, the Exalt gains one soak until the start count toward the Exalt’s total Anima, but can’t be spent
of their next turn. This does not count toward the usual like normal Anima. Each halo increases the Exalt’s
limit. The Exalt can’t reactivate Tiger Form on their next Resolve by one. The Exalt can have up to three halos at
turn. one time.
Terrestrial Lunar
While the Exalt dominates a grapple, increase the Each halo increases soak by one. When White Reaper
Exalt’s soak and Hardness by two. Form ends, the Lunar can exchange their halos directly
into Anima.
Angry Predator Frenzy
Prerequisites: Close Combat 4, Essence 2, Bleeding Crescent Strike
Complementary Ability Total 6, Tiger Form Prerequisites: Close Combat 3, Complementary Ability
The Exalt gives into raw predatory instinct, refusing to Total 4, White Reaper Form
accept any insult. The Exalt’s brilliant corona trails their weapon, cutting
Commit 1 mote on Step 6 of an attack against the bloody ribbons across the battlefield.
Exalt to declare the attacker “prey.” The Exalt can rush an Spend 1 mote and any number of halos on Step 1.
additional range band against their prey. When the Exalt Double 9s on this attack roll, or double 8s if attacking a
makes a decisive attack against their prey, each extra battle group. For each halo the Exalt spends on an
success converts a damage die into an automatic success. enhanced decisive attack, add one die to the attack’s
The Exalt can convert up to three damage dice this way. damage, or one automatic success if attacking a battle
Celestial group.
Whenever the Exalt successfully attacks their prey, Lunar
the Exalt steals 1 Power or 1 Anima, if the prey has any. An enhanced decisive attack may target one
Terrestrial additional opponent per halo spent, calculating damage
Whenever the Exalt damages their prey with a separately for each opponent. The Lunar must pay Power
decisive attack, the Exalt regains half the Power spent on equal to the highest Hardness of any targeted opponents.
that attack, round up. This counts as the Lunar’s flurry for their turn.

Flickering Corona Barrier


White Reaper Style Prerequisites: Close Combat 3, Complementary Ability
The White Reaper is a slayer of armies, a long-armed Total 4, White Reaper Form
destroyer that decimates foes with each sweep of the The shimmering aura surrounding the Exalt protects
scythe. Martial artists learn through brutal experience, her from harm.
for the style only truly shines on the battlefield. The style Spend 1 mote and any number of halos on Step 2. The
is distinctive from a distance due to the signature white Exalt’s Defense increases by one, plus one per halo spent.
Anima halos that Exalts bear. For each halo spent, the Exalt also reduces Defense
White Reaper Weapon Tags: Balanced, Reaching, penalties by one.
Natural. White Reaper martial artists prefer sweeping Lunar
weapons like scythes, greatswords, and staffs to scatter Increase the Lunar’s soak by two per halo spent.
foes. When unarmed, the martial artist relies on
aggressive, sweeping strikes and leaps to keep opponents Snow Follows Winter
off-balance, granting the martial artist’s attacks the Prerequisites: Close Combat 4, Essence 2,
reaching tag. Complementary Ability Total 6, Flickering Corona Barrier,
White Reaper Armor: White Reaper style is Bleeding Crescent Strike
compatible with all armor. The Exalt’s brilliant halos bloom with the bright scarlet
Complementary Abilities: White Reaper martial of fresh blood, then sizzle away, sealing the Exalt’s own
artists require some combination of Integrity and War. wounds.
Commit 2 motes on Step 1. The Exalt must spend a
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halo each turn, and this Charm ends when the Exalt can’t ignores environmental penalties to Defense and adds one
spend halos. For each halo spent this way, the Exalt heals bonus success to all movement-based rolls. Increase the
one health level. While this Charm is active, the Exalt cost of all forced movement gambits targeting the Exalt
immediately regains any halos spent on Bleeding by one. When wielding a form weapon with Close
Crescent Strike and Flickering Corona Barrier. Combat, that weapon gains the balanced tag.
Lunar Special: Using this Charm allows the Exalt to access
The Exalt’s blood-soaked Anima terrifies non-Exalted Air aura.
opponents. The Exalt’s Hardness increases by two against Dragon-Blooded
these opponents’ attacks. Non-Exalted opponents reduce Concentrated withering attacks don’t reduce the
Hardness by two against the Exalt’s attacks. Dragon-Blood’s Hardness if the Exalt successfully evades
them.
The Five Glorious Dragon Lightning Strike Style
Styles Prerequisites: Close Combat 3, Complementary Ability
Total 5, Air Dragon Form
The Immaculate Order’s signature martial arts make Lightning arcs from the Exalt’s Anima and strikes with
Immaculate monks some of Creation’s most fearsome explosive force.
combatants. These five styles resonate with Dragon- Spend 1 mote on Step 1. This modifies a decisive
Blooded Essence and help the Immaculate Order police attack, making it against all characters within close range
unruly spirits. of a central target within the Exalt’s attack range. This
attack never harms the Exalt. The Exalt must pay enough
Air Dragon Style Power to overcome the highest Hardness among all
targets, and calculates damage for each target
The Elemental Dragon of Air is elusive, intangible, and separately. This counts as the martial artist’s flurry for
omnipresent. She’s also devastating in her sudden fury. their turn. This attack cannot be clashed.
Immaculate students of the Air Dragon undergo acrobatic
training to help them move lightly and silently, and
Dragon-Blooded
master ranged weapons to challenge spirits from afar. The Exalt may attack a central target one range band
Air Dragon Weapon Tags: Natural, Thrown. Air further than their weapon’s usual range.
Dragon martial artists wield throwing weapons, though Wrathful Winds Roar
they’re just as capable in melee. Thrown weapons Prerequisites: Essence 2, Close Combat 5,
capable of returning (such as chakrams and boomerangs) Complementary Ability Total 6, Lightning Strike Style
gain the pulling tag. Unarmed Air Dragon martial artists The Exalt unleashes a deafening roar accompanied by
favor hand chops and spinning kicks. hurricane winds.
Air Dragon Armor: Air Dragon style is compatible with Spend 1 mote and 2 Power on Step 1. The Exalt’s roar
light armor. creates a one-time environmental hazard that affects all
Complementary Abilities: Air Dragon martial artists other characters within medium range of the Exalt,
require some combination of Ranged Combat and including dematerialized spirits. This hazard deals
Athletics. damage equal to the Exalt’s Force + Essence, resisted at
Cloud-Treading Method difficulty 5.
The Exalt moves as lightly as a cloud, leaving hardly a Dragon-Blooded
breeze in her wake. The Dragon-Blood may extend this Charm’s effects to
Prerequisites: Close Combat 2, Complementary Ability long range.
Total 3
Commit 1 mote on Step 1 for the scene. The Exalt Earth Dragon Style
moves over difficult terrain as easily as normal terrain,
The Elemental Dragon of Earth is forceful, but
and can flurry an attack and a sprint action.
deliberate. Immaculate students undergo extreme
Dragon-Blooded training for strength and durability, so they might stand
The Dragon-Blood can move over liquid and vapor, as toe-to-toe with unruly gods and Anathema.
long as they end their movement on solid terrain. Earth Dragon Weapon Tags: Natural, Smashing, Two-
Handed. Earth Dragon martial artists wield weapons with
Air Dragon Form significant impact and reach, such as tetsubos,
Prerequisites: Close Combat 3, Complementary Ability
warhammers, and great axes. Even unarmed they
Total 4
emphasize impact with elbows, knees, and two-handed
With a deep cleansing breath, the Exalt assumes the
hammer blows. After aiming, the martial artist may treat
clarity and speed of the Air Dragon.
their natural weapons as medium weapons.
Commit 1 mote on Step 1 for the scene. The Exalt
Earth Dragon Armor: Earth Dragon style is compatible

205
with all armor. strength or a Disarm gambit. An enhanced feat of
Complementary Abilities: Earth Dragon martial artists strength adds five automatic successes. An enhanced
require some combination of Integrity and Physique. Disarm gambit destroys an opponent’s mundane weapon
or forcibly deattunes an opponent’s artifact weapon. A
Stillness-of-Stone Strike forcibly-deattuned artifact loses access to Evocations and
Prerequisites: Close Combat 2, Complementary Ability its inherent ability for the rest of the scene unless the
Total 3 wielder succeeds at an appropriate simple action at
The Exalt beats an opponent with staggering force, as difficulty 7.
if wielding the weight of the world.
Spend 1 mote on Step 1 when enacting the Knockback
Dragon-Blooded
or Knockdown gambit. Either gambit costs 2 Power. If the After defending against a melee attack, the Dragon-
gambit’s attack roll succeeds with at least two extra Blood may instead activate this Charm on Step 8 to enact
successes, the Exalt may pay an additional 2 Power on an enhanced Disarm gambit as a counterattack.
Step 5 to enact both gambits at once.
Fire Dragon Style
Dragon-Blooded
An opponent struck with an enhanced gambit acts as The Elemental Dragon of Fire weds abrupt violence
if they’re standing on difficult terrain until the end of the and immense self-discipline. Immaculate students
Dragon-Blood’s next turn. perform intense weapon drills to the beat of music, that
they might battle with speed and grace.
Earth Dragon Form Fire Dragon Weapon Tags: Balanced, Paired, Natural.
Prerequisites: Close Combat 3, Complementary Ability Fire Dragon martial artists traditionally wield paired
Total 4, Stillness of Stone Strike weapons, such as short swords, scimitars, and daggers. If
With slow, deliberate movements, the Exalt crafts a the martial artist wields a matched pair of form weapons,
stable stance worthy of the Earth Dragon’s grandeur. their relentless attacks grant those weapons the
Spend 1 mote on Step 1 for the scene. The Exalt’s soak chopping tag. When unarmed, martial artists unleash
increases by three. The Exalt also adds two bonus dice rapid barrages of punches and chops, punctuated with
when using Knockback or Knockdown gambits, or when powerful kicks.
attacking prone opponents. Fire Dragon Armor: Fire Dragon style is compatible
Special: Using this Charm allows the Exalt to access with light and medium armor.
Earth aura. Complementary Abilities: Fire Dragon martial artists
Dragon-Blooded require some combination of Performance and Athletics.
The Dragon-Blood ignores wound penalties and
Searing Edge Attack
increases Hardness by one.
Prerequisites: Close Combat 2, Complementary Ability
Hungry Earth Strike Total 1
Prerequisites: Close Combat 4, Complementary Ability The Exalt’s killing intent expresses itself through the
Total 5, Earth Dragon Form overwhelming heat of each strike.
The Exalt slams an opponent into the very earth. Spend 1 mote on Step 1. If an enhanced attack hits,
Spend 1 mote on Step 1 of a grapple or decisive the opponent loses 1 Power or 1 mote.
attack. If the Exalt initiates the grapple or deals damage Dragon-Blooded
with the decisive attack, the opponent becomes partially If the target opponent’s Power is lower than the
trapped in the earth. A trapped opponent can’t take Dragon-Blood’s, they lose 1 Power and 1 mote when hit.
movement actions and acts as if prone. To escape If they do not have motes, the Exalt gains 1 anima
entrapment, the opponent must succeed at an instead.
appropriate simple action with difficulty equal to the
Exalt’s Fortitude. Fire Dragon Form
Prerequisites: Close Combat 3, Complementary Ability
Dragon-Blooded
Total 4, Searing Edge Attack
The Exalt can target immaterial spirits with an
The Exalt’s eyes glow with heat as they slip into a
enhanced grapple or decisive attack. If an immaterial
deadly, graceful dance.
spirit would be trapped in the earth, the spirit instead
Commit 1 mote on Step 1 for the scene. If the Exalt
immediately materializes and can’t dematerialize or
makes any withering attacks on her turn, decrease the
teleport away for the rest of the scene.
target’s Hardness by another 1 after all attacks resolve.
Shattering Fist Strike When the Exalt successfully defends against decisive
Prerequisites: Close Combat 5, Essence 2, attacks, the attacker loses 1 Power.
Complementary Ability Total 6, Hungry Earth Strike Special: Using this Charm allows the Exalt to access
Steel buckles before the Exalt’s inexorable might. Fire aura.
Spend 1 mote on Step 1 of a destructive feat of Dragon-Blooded
206
Whenever the Dragon-Blood incapacitates a non-extra artists require some combination of Physique and
opponent or routs a battle group, the Dragon-Blood gains Sagacity.
1 anima.
Drowning-in-Blood Technique
Fiery Blade Attack Prerequisites: Close Combat 2, Complementary Ability
Prerequisites: Close Combat 4, Complementary Ability
Total 2
Total 5, Fire Dragon Form
With a rapid barrage of strikes, the Exalt redirects
The Exalt attacks with speed enough to set an
bloodflow into an opponent’s lungs.
opponent alight.
Spend 1 mote on Step 1 of a decisive attack. If the
Spend 1 mote on Step 1 of a decisive attack. If the
attack deals damage, the opponent’s wound penalties
attack deals any damage, the opponent catches aflame.
increase by one. As long as the Exalt remains conscious,
This fire is an environmental damage effect which deals
this effect lasts for the rest of the scene but does not
three damage per round and has difficulty equal to the
stack with itself. This Charm also redirects essence in a
Exalt’s Force. The fire lasts until someone puts it out with
spirit’s body — the above penalty stacks up to three
an appropriate simple action at the same difficulty.
times for a spirit.
Spirits suffer aggravated damage from this fire. This may
be used during a clash. Dragon-Blooded
If the enhanced attack deals damage, the opponent
Dragon-Blooded
suffers a secondary pool of damage dice equal to the
The Dragon-Blood may target immaterial spirits with
wound penalty they had before the attack, applied on
this Charm. If an immaterial spirit catches fire, they
Step 6. This damage pool ignores soak.
materialize for the rest of the scene.
Flowing Water Defense
Overwhelming Fire Majesty Stance Prerequisites: Close Combat 3, Complementary Ability
Prerequisites: Close Combat 5, Essence 2,
Total 4, Drowning in Blood Technique
Complementary Ability Total 6, Fire Dragon Form
The Exalt flows from every attack, becoming
The Exalt’s brilliant, burning aura cows even the
impossible to pin down or bind.
bravest foe.
Spend 1 mote on Step 2. The Exalt’s Defense increases
Commit 1 mote on Step 2 for the scene. Opponents in
by one, or by two against attacks that would limit or
close range suffer a three-die penalty when attacking the
control the Exalt’s movement (e.g. grapples, the Ensnare
Exalt, opponents at medium range suffer a two-die
gambit). If the attacker suffers any wound penalties,
penalty, and opponents at long range suffer a one-die
increase the Exalt’s Defense by one again.
penalty. If the Exalt suffers damage from a close-range
attack, the searing heat lowers the attacker’s Defense by Dragon-Blooded
two until the start of their next turn. The Dragon-Blood may use this Charm on Step 1 of
any attempt to escape physical constraint. This adds
Dragon-Blooded
automatic successes equal to Finesse.
Spend 3 Power to exhale a gout of flame that sears
the Dragon-Blood’s surroundings out to short range, as a Water Dragon Form
simple action. This is a one-time environmental damage Prerequisites: Close Combat 4, Complementary Ability
effect that deals three damage and is resisted at difficulty Total 5, Flowing Water Defense
5. The Exalt drops into a rolling stance, allowing offense
and defense to flow together.
Water Dragon Style Commit 1 mote on Step 1 for the scene. The Exalt
The Elemental Dragon of Water teaches that all things adds two bonus dice to attacks against opponents with
flow, from fights to essence to blood in the body. wound penalties. The Exalt may set soak equal to half
Immaculate students learn to block, impede, and redirect Fortitude, round down, before applying bonus soak from
these flows, to better exploit every opportunity for other Charms.
victory. Special: Using this Charm allows the Exalt to access
Water Dragon Weapon Tags: Natural, One-Handed, Water aura.
Piercing. Water Dragon martial artists wield cruel Dragon-Blooded
weapons ideal for in-fighting, like tiger claws and wind- When the Dragon-Blood suffers damage from a
and-fire wheels. Unarmed martial artists strike in swift, decisive attack, they may add their Fortitude to soak on
adaptable combinations of punches, kicks, and claw Step 7. This does not count towards the usual limit. Once
strikes. These combinations can fit any situation, granting the attack is resolved, this Charm ends and its committed
the martial artist’s unarmed attacks the balanced tag. mote is spent. The Dragon-Blood can’t re-activate this
Water Dragon Armor: Water Dragon style is Charm on their next turn.
compatible with light and medium armor.
Complementary Abilities: Water Dragon martial Foe-Restraining Whirlpool
The Exalt’s swirling Anima draws opponents
207
inexorably inward. The Dragon-Blood can target an immaterial spirit with
Prerequisites: Close Combat 5, Essence 2, an enhanced attack. If the Dragon-Blood deals damage,
Complementary Ability Total 6, Water Dragon Form the Dragon-Blood can clearly perceive and attack the
Commit 1 mote on Step 1 for the scene. Characters spirit while the mark remains.
who begin their turn within medium range of the Exalt
cannot move reflexively, and must flurry an Athletics roll. Wood Dragon Form
This affects immaterial spirits as well. Affected spirits Prerequisites: Close Combat 3, Complementary Ability
materialize immediately, can’t dematerialize or teleport Total 4, Soul-Marking Strike
away, and must spend 1 Power to move away from the The Exalt strikes their own pressure points, bringing
Exalt. Enemies that successfully move decrease their their essence into perfect alignment.
Defense by two until the start of their next turn. Enemies Commit 1 mote on Step 1 for the scene. The Exalt
that stay within close range of the Exalt suffer a two-dice increases Defense and Soak by one. Against opponents
penalty to all attacks. marked with Soul-Marking Strike, increase these values
by two instead. On the Exalt’s turn, they can spend 1
Dragon-Blooded anima on Step 1 to restore a health level. In addition,
The Dragon-Blood can end this Charm, spend its wooden form weapons gain the flexible tag.
committed mote, and spend 2 Power on Step 1 to Special: Using this Charm allows the Exalt to access
unleash a shout with the force of a tsunami. This is a one- Wood aura.
time environmental damage effect that extends out to
medium range. This environmental effect inflicts four Dragon-Blooded
damage and is resisted at difficulty 7. Characters who fail The Dragon-Blood can deactivate this Charm on Step
their roll are knocked back one range band as described 1, spend its committed mote, and spend up to three
in the Knockback gambit. Power. For each Power spent, the Dragon-Blood or an
ally within close range regains one health level. The
Wood Dragon Style Dragon-Blood can’t re-activate this Charm until after
their next turn.
The Elemental Dragon of Wood oversees the cycle of
life and death. Immaculate students practice fasting and Unbreakable Fascination Exercise
consume hallucinogenic drugs to discover esoteric Prerequisites: Close Combat 4, Complementary Ability
mysteries about their bodies, souls, and place in Total 5, Wood Dragon Form
Creation. With sinuous, vine-like movements, the Exalt
Wood Dragon Weapon Tags: Natural, Reaching, Two- entrances foes until it’s time to strike.
Handed. Wood Dragon martial artists use finger-jabs and Commit 1 mote on Step 2 for the scene. Opponents
wooden-hafted weapons to strike pressure points. They with Power lower than the Exalt’s Finesse plus one suffer
can also wield bows as if they were staffs with the melee a two-die penalty to attacks against the Exalt. If any
tag. Wood Dragon Charms aren’t compatible with opponent in close or short range misses the Exalt with an
Ranged Combat attacks. attack, that opponent must pay 2 Power to move away
Wood Dragon Armor: Wood Dragon style is from the Exalt until the Exalt’s next turn.
compatible with light armor. Dragon-Blooded
Complementary Abilities: Wood Dragon martial The Dragon-Blood may end this Charm on Step 1 and
artists require some combination of Awareness and spend its committed mote to make a decisive attack
Sagacity. against all opponents within close range. The Dragon-
Blood must pay enough Power to attack the opponent
Soul-Marking Strike
with the highest Hardness among their targets, and
Prerequisites: Close Combat 2, Complementary Ability
calculates damage separately for each opponent. This
Total 3
counts as the Dragon-Blood’s flurry for their turn.
The Exalt strikes an opponent’s pressure points to
inject a seed of essence. Soul Mastery
Spend 1 mote on Step 3 of a decisive attack. If the Prerequisites: Close Combat 5, Essence 2,
attack deals damage, the Exalt invisibly marks the Complementary Ability Total 6
opponent and knows the opponent’s rough location for The Exalt stands at the center of life and death and
the rest of the scene. The target cannot benefit from unleashes the Wood Dragon’s ultimate judgment.
concealment or cover while marked. If there is not cover Spend 2 motes and 2 Anima on Step 1 of a Knockout
or concealment to benefit from, the target instead gambit. The gambit can target any living, spiritual, or
decreases their Defense by 1 until the start of their next undead entity, even creatures that normally couldn’t be
turn. knocked out. This gambit cannot ever cost more than 10
Marked spirits find the experience painfully Power. If the gambit would knock an Exalt out for five or
distracting and increase their wound penalties by one. more rounds, or any other entity for three or more
Dragon-Blooded rounds, the Exalt may force a Dramatic Injury or kill their

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opponent instantly. If the target is capable of taking forced-movement gambits by 2.
Dramatic Injuries, the player determines how the target • Moonsilver: Silvery essence ripples outward from
takes the injury instead. If a target has a perfect effect the Exalt’s blows. The Exalt can attack opponents
that prevents them from being rendered unconscious, from short range. She may initiate grapples or
this provokes a roll-off. clashes from this distance.
Dragon-Blooded • Orichalcum: The Exalt’s skin takes on a golden
If the Dragon-Blood kills a god, elemental, demon, or sheen. The Exalt’s Hardness increases by two and
other spirit with Soul Mastery, that spirit is permanently their soak increases by three. Her Hardness does
destroyed. This Charm sends slain living opponents and not decrease from concentrated attacks.
ghosts directly to Lethe. • Starmetal: The Exalt’s hair and fingernails bear the
gleam and sharpness of starmetal. The Exalt’s
Sidereal Styles unarmed attacks gain the Artifact tag, with an
effective Artifact rating equal to the Exalt’s
Sidereal styles are the pinnacle of martial arts, kept Essence. Increase the Accuracy and Damage values
secret from most Exalted. Only Sidereals can develop and of her unarmed attacks by 1. She gains an inherent
fully master these styles, though Abyssals, Getimians, artifact property appropriate to her character.
Infernals, and Solars can learn directly from Sidereal
Sidereal
tutors. Terrestrial Exalted typically cannot access these
The Sidereal is as unbreakable as the magical
Charms without first undergoing some sort of unusual or
materials. If an attack would incapacitate the Sidereal or
extraordinary story event as determined by the
render them unconscious, the Sidereal may deactivate
Storyteller and player. The style presented below is one
this Charm in Step 7 and spend its committed motes. The
of the more common and accessible Sidereal styles.
Sidereal remains conscious and negates all damage that
would remove their last health level. The Sidereal can’t
Prismatic Arrangement of reactivate this Charm on their next turn.
Creation Style Soul Fire Shaper Form
Through the Prismatic Arrangement of Creation, Prerequisites: Awareness 3, Essence 2, Close Combat
martial artists comprehend, master, and embody the 4, any three martial art Charms
essence of creation’s flow through heaven and earth. The Exalt embraces their place in the world’s invisible
Martial artists practice subtle movements that seem essence flows, breathing essence as spirits do.
effortlessly graceful, though in truth their forms express Commit 2 motes on Step 1 for the scene. While in this
esoteric geomancy and sorcerous essence flows. form, for the purposes of all static value calculations,
Prismatic Arrangement of Creation Weapon Tags: rolls, or costs, the Exalt treats her Essence as though it
Natural. Prismatic Arrangement of Creation martial were two higher. This does not grant additional motes.
artists fight unarmed, with an economy of motion that Additionally, the Exalt may use a special Disrupt gambit.
belies the powerful essence behind each strike.
• Disrupt (Essence plus two): Forcibly end a
Whenever the martial artist has one or more Prismatic
currently-active Charm, quality, or spell affecting
Arrangement of Creation Charms active, they may treat
the Exalt’s target. A disrupted effect’s mote cost
their natural weapons as heavy weapons.
remains committed until the user’s next turn. An
Prismatic Arrangement of Creation Armor: Prismatic
already committed mote is spent at the end of this
Arrangement of Creation style is incompatible with
effect. The Exalt must target a specific quality,
armor.
Charm or spell, even if the Exalt doesn’t know all of
Complementary Abilities: Prismatic Arrangement of
the target’s effects.
Creation Exalts require Awareness, Embassy, and
Sagacity to unlock their greatest techniques. Sidereal
Once per round, when the Sidereal successfully
Four Magical Materials Form defends against an attack, they can attempt a Disrupt
Prerequisites: Close Combat 4, Essence 2, Sagacity 3, gambit against the attacker as a counterattack in Step 8.
any three martial art Charms
With sorcerously-charged stances, the Exalt channels Getimian
the classical magical materials through their body. Spend an additional mote when making the Disrupt
Commit 2 motes on Step 1 for the scene. The Exalt gambit. By enacting the hidden technique, Astrology
chooses one of the following benefits, which they may Interruption Method, the Getimian suppresses the
change reflexively on Step 1 on their turn: benefit of Weaving Destiny or any Active Sidereal anima
effect until the start of her next turn.
• Jade: The Exalt’s stances express geomantic
power. The Knockback and Knockdown gambits Games of Divinity Form
cost 1 Power each. Reduce the cost of any other Prerequisites: Close Combat 4, Embassy 3, Essence 2,
any three martial art Charms
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The Exalt channels the addictive allure of the Games of Sorcerers are not commonplace across Creation. Rare
Divinity, embodying perfection beyond the dreams of are those who possess the necessary understanding of
gods. Essence to master the secrets of sorcery, and of them,
Commit 2 motes on Step 1 for the scene. The Exalt few are willing to make the sacrifices required to initiate
calculates Defense with Embassy or Sagacity instead of into the art. The Exalted are perhaps the foremost
Athletics or Close Combat. Extras and spirits with Essence practitioners of sorcery, but gods, powerful entities,
lower than the Exalt’s can’t attack the Exalt. All other demons, and talented mortals are capable of wielding
targets must flurry an Integrity roll to attack her. Once sorcerous miracles - though the process necessary to gain
per round, when the Exalt successfully defends against an an understanding of Essence always results in that mortal
attack, they may attempt social influence against the becoming something more than purely human. Across
attacker as a counterattack on Step 8. the land, sorcerous academies exist to instill the methods
Sidereal of titanic Essence manipulation of the sort that forged
The Sidereal’s decisive attacks add two automatic Creation itself.
successes damage rolls against opponents with Sorcery is divided into three circles of understanding
intimacies toward the Exalt. and power — First, Second, and Third. In the First Age,
these were called the Terrestrial Circle, the Celestial
Prismatic Arrangement of Creation Form Circle, and the Solar Circle, for the Third Circle was the
Prerequisites: Close Combat 5, Essence 3, province of Solars alone. If spoken of at all in the Second
Complementary Ability Total 12, Four Magical Materials Age, sorcerers sometimes refer to these as the Emerald,
Form, Games of Divinity Form, Soul Fire Shaper Form Sapphire, and Adamant Circles.
The Exalt briefly vanishes from existence, then Necromancy is the dark mirror of sorcery — many of
assumes the bearing of one who exists, gaining perfect the same principles of Essence manipulation apply, but
self-knowledge in the process. necromancy manipulates chthonic energies dredged
Commit 2 motes on Step 1 for the scene. While this from the Underworld and the shattered nightmares of
form is active, the Exalt cannot be ambushed and the Neverborn. Though a much rarer art than sorcery in
enemies do not gain the benefit of Stealth-based this Age and the last, necromancy still has many
concealment, and ignores any penalties to Awareness adherents in Creation, especially among Ghost-Blooded,
rolls. She may spend 1 Power to cancel an enemy the children of congress between the living and the dead.
interrupt and take her action instead. While in this form, If sorcery manipulates life, necromancy forces death and
she may use the form weapon benefits and tags of any unlife into the world. Like sorcery, necromancy is divided
other Martial Art she knows as form weapons for any into three circles, called Ivory, Shadow, and Void,
other style’s Charms, including this one. respectively. Here too, though, the Exalted persist as the
Sidereal foremost wielders of necromancy; only the Abyssal
When the Sidereal activates this Charm, she may Exalted and the ancient ghosts known as the Deathlords
commit an additional mote to activate any one other may master the bleak miracles of the Third Circle.
form Charm she knows at the same time. She may Who Can Learn What?
change the benefits of this form with a flurry on Step 1.
Every Exalt can use their Essence to create
Getimian miracles, but some — those willing to initiate into the
When assuming this Form, the Getimian activates mysteries of sorcery and necromancy — come to a
Demense-and-Manse Emulation. This brings the Essence deeper understanding of the cosmos. In addition to
of their origin into Creation, manifesting as a five-dot their usual Charms, they gain the ability to cast Spells
Hearthstone upon their brow, which grants an Evocation of devastating power and near-limitless variety.
and effect that matches the Getimian's personality and Sorcery is an ancient practice, with traditions
thwarted destiny. The Getimian treats anything up to dating back to the First Age. It draws on the elemental
extreme range as their domain. forces of Creation, the weave of Fate, and the ancient
powers of Hell to enact dramatic changes to the
Sorcery and Necromancy world. Sorcerers ascend through three circles of
power as they master the art, each purchased as an
If Charms are an expression of the Exalted's own Initiation Charm.
Essence, sorcery is the expression of the Essence of the The art of sorcery has a dark mirror in necromancy.
world itself, shaped by a sorcerer's will. Sorcerers are Sorcery may be an act of hubris, but necromancy is a
courted by the powerful and feared by the common folk, vivisection — the naked world shaped by the tip of a
for they command the essential forces of reality, consort knife. It draws on the power of death, darkness,
with demons and spirits, and forge impossible wonders entropy, stasis, and the grim phenomena of the
that transform Creation. Sorcerers codify these Underworld. Like sorcery, it is divided into three
expressions into spells, but also work great feats and circles of increasing power and peril, accessed
projects called sorcerous workings. through their own Initiation Charms.

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Not every Exalt learns sorcery; it’s an art that Whispers of the Neverborn — may use Second Circle.
requires talent, time, and sacrifice. Many Exalts have Only the Deathlords use Third Circle necromancy.
found great heroism and power elsewhere. Learning
sorcerous arts requires great arcane study, but even Casting a Spell
with their long lives no Exalt can master every Circle
of both sorcery and necromancy. Specific Exalted can Sorcerers and necromancers shape their Spells
only learn certain Circles due to the power and nature through raw force of Will, sharpening their resolve until
of their patron. These are guidelines for the the world has no choice but to conform to their
Storyteller; if you want a player character to have a expectations. This requires a Focus Will action; the
special artifact or technique that allows them to use a character rolls any Attribute + Sagacity at a default
higher Circle than normal, go ahead! Two such difficulty of 3, adding any extra successes to her current
artifacts, the Emerald Thurible and the Mantle of the Will pool. A character can hold up to 10 Will at a time,
First Sorcerer, are presented on p. XX and XX. but unspent Will is lost at the end of the scene.
Solars may learn Third Circle sorcery and Second On their turn, a character can use an action to cast a
Circle necromancy. They are unparalleled among Spell by spending the require Will. This effort drains their
sorcerers in Creation. Defense by one point for Spells of the first circle, two
Dragon-Blooded may only learn First Circle points for the second circle, and three points for the
sorcery. A rare few may learn First Circle necromancy third. At the start of each of her turns, this penalty lowers
instead, but never both. by one.
Lunars may learn the Second Circles of both
sorcery and necromancy. Initiation Charms
Sidereals may learn Second Circle sorcery and First At some point in their training, the character’s
Circle necromancy. understanding of sorcery or necromancy crystallizes,
Exigents may learn the First Circles. Beyond that allowing them to purchase an Initiation Charm. These can
level depends on the Exigent; Chosen of sorcery- be chosen during Character Creation like any other
inclined gods might be able to learn Second Circle, Charm, and offer a chance for the player and Storyteller
while a singular Chosen of a god with a very particular to establish how the character came to learn their art.
purview might be able to learn Third Circle. It’s rare
for a god’s Essence to allow their Chosen to learn Sorcerous Initiation
necromancy, but it does happen among harvest gods See p. XX.
and psychopomps, although never beyond Second
Circle. Necromantic Initiation
Alchemicals may learn Second Circle sorcery (with See p. XX.
initiations typically using a physical object as a focus,
such as God-Machine Weaving Engine). Rumors exist Sorcery Shaping Rituals
of a forbidden way to initiate them into First Circle No two sorcerers walk identical paths. Even the most
necromancy. devoted students stray from their teachers, discovering
Abyssals, as dark mirrors of Solars, may learn Third some divergence in their understanding of spellcraft.
Circle necromancy and Second Circle sorcery. Each time the character initiates into a new level of
Infernals may learn Third Circle sorcery and sorcery or necromancy, she gains a shaping ritual to
Second Circle necromancy. reflect her particular path to greater mastery.
Getimians may learn Second Circle sorcery and Unless otherwise specified, each Initiation can only be
First Circle necromancy. Rumors exist of internal used once per session. Will generated from shaping
alchemical transformations that allow an inversion of rituals lasts until the end of the session and does not
access, granting them Second Circle necromancy and count towards the sorcerer’s normal maximum.
First Circle sorcery.
Liminals may only learn First Circle necromancy. A Blazing a New Path
rare few may learn First Circle sorcery instead, but Players should feel free to work with the
never both. Storyteller to devise new Initiation rituals that reflect
Beyond the Exalted, most gods, elementals, and their character’s journey. Most rituals describe a
demons can use First Circle sorcery, and particularly circumstance the sorcerer can use to bank Will in
strong gods, greater elementals, or powerful demons advance, with more Will offered for difficult or
may use Second Circle. Only the Incarna or the direct inconvenient tasks.
fetich souls of the Yozis may use Third Circle sorcery
— though not all of either group do. For necromancy, Bargain with Mara
many ghosts and Ghost-Blooded may use First Circle, You learned sorcery at the cloven feet of Mara, the
while ancient ghosts like the Dual Monarchs or the demon-queen of love betrayed.
nephwracks — dread spectres touched by the When a nontrivial character expresses unrequited
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love, admiration, or obsession for the sorcerer, she gains sorceries.
three Will. The sorcerer may imbue a fraction of their Will inside
the Talisman, banking one Will from a Focus Will action
God-Machine Weaving Engine to use later. This Will persists until it’s used. The sorcerer
A fusion of technology and mysticism manifests as two may also use Evocations of the Talisman.
spinning adamant rings embedded in your forehead, one
inside the other, together granting access to reality- Theanoan Method
altering command protocols. You apply divine numerology and written sigils
When the sorcerer incorporates local spirits or other towards calculating the strange, unintuitive truths of
subservient supernatural entities into creating a spell, Creation. The sorcerer gathers strength from arcane
such as commanding fire elementals into a casting of mathematics.
Flight of the Burning Raptor, gain three Will. As long as they’re able to inscribe some element of
the spell they’re casting as a reflexive action, they gain
Ifrit Pact one additional Will for every Focus Will action they take
You offered three labors to an Ifrit Lord — princes of to a maximum of three per session.
fire — in exchange for the secrets of sorcery.
The sorcerer gathers strength from burning ritual Wyld Wisdom
offerings. Tokens grant one Will; valuable sacrifices grant You wandered the nightmare-tides of the Wyld in
two; and exotic, unique, or powerful sacrifices generate search of enlightenment.
three. When the sorcerer wakes from slumber, her player
may ask the Storyteller for a strange taboo — something
The Jasmine Gems of Mishiko she must not do or, alternatively, must always do. The
The gems holding the thoughts and lessons of the first impact of this taboo determines how much Will she
Lunar sorcerer have come into your possession, teaching gains, up to three. If she violates the taboo, she loses all
you to channel Essence into spells. Mishiko’s spirit Will and the difficulty of Focus Will actions increases by
appears at dawn or dusk to pose a seemingly nonsensical two for the rest of the session.
riddle to the sorcerer.
Answering this twilight kōan correctly (or correctly Necromancy Shaping Rituals
recognizing the lesson it means to impart) involves a
Sagacity roll at Difficulty 3 and grants the sorcerer two Disciple of the Void
Will. An intricate tattoo made of softly-moaning soulsteel
adorns your body and recites an Old Law — the principles
Raksi’s Teachings which governed the Underworld before the Neverborn —
The secrets of sorcery revealed themselves to you to grant you sinister insights.
under the cruel tutelage of the Lunar Queen of The necromancer gathers strength from death; use
Mahalanka, a fabulous and ruined city of sorcerers. the conditions for the Abyssal Advantage Cruel Banquet
When a nontrivial character expresses fear of the but gain Will instead of motes. An Abyssal necromancer
sorcerer, or upon success of an intimidation roll against may only benefit from one or the other once per scene.
them, gain three Will.
Half-Souled
Soul-Perfecting Elixir You forged a small portion of your higher soul into
You found enlightenment at the bottom of a cauldron, soulsteel, leaving a token physical remnant and a spiritual
concocting awareness-expanding potions. hollow filled by necromantic energies.
When the sorcerer has the opportunity to retrieve Incorporating the physical representation of your
complicated or unusual ingredients and render them into sundered soul into the ritual of casting a spell grants one
an elixir through intricate procedures, she gains two Will. Will.
Student of the Heptagram Skull Diarist
You learned sorcery at the Heptagram, the preeminent Ancient and inhuman skulls, adorned with
institution of sorcerous learning in the Realm and the necromantic runes, constantly babble with soft whispers
origin of most Realm sorcerers. and teach you the secrets of the dead.
Students of the Heptagram learn to recognize dragon When necromancer makes a sacrifice of a living thing
lines and the hidden geomantic mandalas in the world, and anoints the skulls with blood, gain one Will for
using them to puissant magical effect. When the sorcerer sacrificing minor or trivial creatures; two for important
spends a dramatic scene studying the local geomancy of personages; and three for powerful characters.
an area, she gains two Will.
Student of the Raiton Academy
The Talisman of Ten Thousand Eyes You learned necromancy at the Raiton Academy, an
A great gleaming ruby with ten facets, set in a rune- ancient and preeminent school based on Nightfall Island.
etched orichalcum amulet, allows you to channel baleful The Academy gleans arcane insights from understanding
212
the history of death. demons, and nephwracks; three purchases for Third
When the necromancer spends a dramatic scene to Circle demons and hekatonkheires).
understand the funerary customs and overall history of Time scale: One hour.
death in an area (plagues, battles, major burial grounds, Base obstacles: 4 (including final obstacle).
etc.), gain two Will. Common obstacles: Creating Summoning Circle
(Difficulty 4); Using Appropriate Ritual Items (Difficulty 3);
Wanaasan Exorcist Detailing the Nature of Service (Difficulty 5); Applying
The ancestor-ghosts of the West reveal their drowned Specific Task Instructions (Difficulty 5); Correctly naming
secrets to you. specific ghost (Difficulty 3); Correctly naming Second
When the necromancer spends a scene fully Circle Demon or ancient ghost (Difficulty 5); Correctly
immersed in a body of water to commune with her naming Third Circle Demon or Hekatonkhire (Difficulty 7);
ancestor-ghosts, she gains two Will. Incorrect Celestial Alignment (Difficulty 7).
Common advantages: increase Ally’s dice pools upon
Summoning success (1 success, maximum +3); increase service time
Sorcerers have the right and the means to conjure (3 successes per month’s time, maximum +2 increases);
powerful servants and allies, binding them to service or allow for free materialization (3 successes); summoned
to a task. When bound to service, the character becomes entity has additional powers (5 successes, maximum +2
an Ally to the sorcerer, obeying their commands to spirit powers).
and letter in good faith for up to a month. When bound Common consequences: summoned entity is
to a task, the sorcerer names a specific job to be unbound and hostile; binding and personality template
completed, and the character must attempt it to the best are flawed, allowing for bad faith actions; ghost or
of their ability until the task is complete — which can be demon cannot materialize in Creation.
an exceedingly long time indeed, since hundreds of
demons stationed by the Solars still stand guard over the Universal Spells
treasures of the First Age, long since forgotten. While some Spells are unique to either sorcery or
Necromancers cannot bind elementals or demons, but necromancy, most are shared between the two, albeit
instead bind ghosts and the ancient unliving things in the with varying aesthetics — when cast through
Underworld. necromancy, a cirrus skiff might take the form of an
Summoning is a venture requiring many hours of work Underworldly ash-cloud, while a river transformed into
around a binding circle sealed by various arcane fire burns bright white and orange for sorcery and a sickly
reagents. Elementals can be summoned at any time, but blue-green for necromancy.
summoning rituals for ghosts and first circle demons can Like Universal Charms, Universal Spells often include
only be done at night, second circle demons can be Modes which modify their function based on whether
summoned only under a new moon, and third circle they’re cast using Sorcerous or Necromantic Initiation.
demons can be summoned only once per year during the Characters who can use both sorcery and necromancy of
five days of Calibration; this prohibition can only be the required circle may freely choose which Mode to use.
circumvented through extreme acts of will (see common
obstacles). As the final obstacle at ritual’s end, the First Circle Spells
sorcerer must make a (Force + Sagacity) roll against
Difficulty 3 for first circle summonings, Difficulty 5 for First Circle spells far outstrip the minor magics of even
second circles, and Difficulty 7 for third circles to break the most talented mortals. They are potent supernatural
the summoned entity’s will and bind them. Binding a effects.
target to service or a task contrary to its nature can
Cirrus Skiff
increase this Difficulty.
The sorcerer calls down a cloud to serve as their
A successful sorcerous summoning creates an
personal ferry.
elemental out of ambient Essence and unmakes it when
Spend 4 Will. The cirrus skiff can carry up to 1,000
the service or task is complete or summons a random
pounds of cargo and passengers, and travels as fast as a
first circle demon of the specified type into Creation at
horse. It can fly up to a mile off the ground, and
the sorcerer’s circle. A successful necromantic
disappears if the caster travels underground, falls asleep,
summoning brings a specific person’s ghost within the
or is rendered unconscious. When used as part of a travel
necromancer’s circle. At higher levels, the sorcerer must
venture, it reduces the number of obstacles by one.
individually summon specific second and third circle
demons, while nephwracks and the terrible undead Conjuring the Azure Chariot (Sorcery)
behemoths known as hekatonkheires need only be This spell summons a bright blue sphere eight feet in
loosely described by the necromancer to be called forth. diameter around the sorcerer and her possessions. In
Prerequisites: Sagacity 4, Sorcerous or Necromantic addition to reducing the number of obstacles, the chariot
Initiation (one purchase for First Circle demons or remains unaffected by any obstacles related to inclement
elementals, and ghosts; two purchases for Second Circle weather. The sphere only persists from dawn until dusk,
213
and may not be cast at night. sorcerer’s back.
Spend 2 Will. The caster can scuttle across walls and
Death of Obsidian Butterflies ceilings at her usual movement speed and cannot be
Sculpting Essence into volant black glass, you unleash knocked prone. Where terrain allows, the Exalt can climb
a torrent of razor-sharp obsidian butterflies. around environmental hazards, thereby avoiding
Spend 5 Will. Make an attack as a medium ranged damage. This lasts until the caster sleeps or falls
weapon that affects every ranged band up to long range, unconscious.
so long as it is within the character’s field of perception.
This attack reduces Heavy cover to Light and destroys Theft of Memory
Light cover. The player may optionally treat the Placing a crystal on the target’s skin, you coax out the
character’s remaining Will as though it were Power for memory of a single event or character — trapping it
the purposes of making a decisive attack. The butterflies within the shimmering facets.
remain after the spell is cast, creating difficult terrain. Spend 3 Will. Make a Finesse + Sagacity or Stealth roll
Flight of the Brilliant Raptor (Sorcery) to steal the character’s memories of an event or a
The sorcerer conjures an eagle-sized bird of diamond character in up to the previous year. The standard
and ruby flame that possesses the Flame tag. The bird difficulty is 5, but stealing especially important events or
explodes when it reaches a target within long range, characters increases the difficulty by one, or two if the
making an attack against everything in the target’s close target has Essence 5 or higher. The target cannot recover
range and creating an environmental hazard equivalent the memory until the crystal is destroyed.
to a burning building that persists for three rounds. Shade Prison Amulet (Necromancy)
Flesh-Sloughing Wave (Necromancy) When used on a ghost, the necromancer may extract
The necromancer unleashes a wave of ivory light up to her Essence times 10 years of memory and explore
teeming with fanged ghostly creatures, ripping flesh from them while touching the crystal, using Resistance +
bone while leaving inorganic structures intact. This wave Sagacity to sift through and find specific details.
emanates from the necromancer in every direction up to The Violent Opening of Closed Portals
medium range, adding the Piercing tag to the attack and You stomp the ground, forcing your Essence into a
ignoring all cover, Light or Heavy. structure to throw it open to you.
Flying Guillotine Spend 3 Will. Any portal within a single structure the
You make the Sign of the Hooded Headsman, sorcerer touches or stands inside that is blocked by
conjuring a barbed silver-bladed chain that flashes materials less durable than fine steel is violently
towards a target until it wraps around their neck. destroyed. Windows shatter, wooden doors are smashed
Spend 4 Will. A Flying Guillotine manifests as an to splinters, and even iron bars are blasted from the rock.
artifact ranged weapon (long range, +2 Accuracy, +2 If there are no barriers to breach, the spell creates one,
Damage, 3 Overwhelming) for a single attack. If this making a roughly sorcerer-sized hole.
attack reduces the target to Incapacitated, they may not
Applying an Area of Effect
accept a dramatic injury to avoid decapitation. The player
When casting a spell that applies to an area of
may optionally treat the character’s remaining Will as
effect (such as all targets within close range), the
though it were Power for the purposes of making a
character rolls once and applies the successes against
decisive attack.
the Defense of all targets. Then they must spend
Hound of the Five Winds Power equal to the highest threat. If this varies and
You conjure an enormous wolf from raw air Essence — the sorcerer cannot afford to pay the Power cost of
a fine mount, companion, guardian, and bloodhound. the highest threat, they are exempt, and the spell
Spend 3 Will. The Hound of the Five Winds is treated targets the next highest. Add the lowest success
as a predator beast, adding tracking to its primary pool. margin, plus Power spent, plus any damage bonus
The hound is large enough to use as a mount, immune to from the spell and roll once. Apply the total number
fear, and never tires. It also gains a one-success bonus on of successes against each individual character’s soak.
scent-based tracking rolls. It serves loyally and eagerly for Example: The Lunar Weyna Who-Sees-Much casts
one day before disappearing. Death of Obsidian Butterflies and rolls 12 successes,
against four Dragon-Blooded, each with Defense 5
Bone Lion (Necromancy) and Defense 4. The leader’s hardness is 6, and Weyna
The necromancer conjures a skeletal lion with
has 8 Power. She spends 6 Power, plus the lowest 7
diamond-fire eyes. It will not bear her as a mount, but it
success margin and rolls 5 successes. Flying Guillotine
will serve for up to seven days before decaying, hunting
makes that 7 successes. Two of the Dragon-Blooded
its quarry without rest.
have Soak 5 and take two damage. The other two
Lightning Spider have Soak 3 and take four damage.
Long, barbed limbs of electricity sprout from the

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has happened at their location within a decade. If they
Second Circle Spells know the event or the period to be replayed, this is
Spells of the Second Circle perform unbelievable feats automatic; otherwise, this requires an Act Under
from making communication impossible to traveling Pressure venture using Sagacity, with each obstacle
across Creation in mere instants. representing an hour of sifting and searching.
Golden Shadow Frieze (Necromancy)
Cantata of Empty Voices
The necromancer may retrieve an event up to a
You make the Sign of the Tomb-Harp, creating
century old, but can only those that happened at night, in
crystalline entities that sing a deadly song and resonate
complete darkness, or within shadowlands or the
on a frequency inimical to life.
Underworld.
Spend 7 Will. Every living being within long range of
you begins weeping and suffers a -2 penalty to dice rolls Wheel of the Turning Heavens
and suffers unique environmental damage (1A/round, When the sky is dark, you create a brilliant display of
duration 10 rounds, Difficulty 5) as the piercing song Essence in the heavens, distracting all who view it.
causes deep hemorrhages and internal bleeding. Spend 9 Will. When the sorcerer casts this spell
Silenced Whispered Prayers (Necromancy) towards a darkened sky, it creates a dazzling illusion out
Instead of causing damage, the dark harmonies of the of Creation’s constellations (or, for necromancy, overlays
Underworld sing once and fall silent, removing any them with the alien stars of the Underworld). This display
benefits conferred by the Hearthstone Merit for a night lasts for two hours. Any sentient creatures who can
and a day. Any prayers made by those within range are perceive the display forget and forgo their current
stifled as they are uttered, for the same duration. actions, staring in mute awe at the sky. Exalts and other
Essence wielders may break free with a Force + Integrity
Hideous Confusion of Tongues roll, Difficulty 6.
You make the Sign of the Shattered Tower, conveying
a contagious linguistic curse to all within range. Third Circle Spells
Spend 5 Will. A burst of turquoise energy alights on
the tongues of everyone within long range as a unique Spells of the Third Circle reshape the face of Creation
environmental hazard (no damage, duration special, itself or create atrocities that level cities.
Difficulty 5 to resist with Integrity). Anyone so affected Atrocious Fire Transformation
speaks, writes, or communicates only gibberish from that
Even the ocean may burn.
moment onward, though they do not realize this at first.
Spend 10 Will. A body of water (or portion thereof) up
Moreover, people who hear, read, or witness the
to 10 miles wide bursts into flame, burning for five
glossolalia of those cursed become cursed themselves.
terrible hours. The blaze travels downstream on moving
The effect lasts for a day since the infliction of the curse
water, and the area up to a thousand feet below the
(and written items lose their power in this time), though
surface becomes a deadly boil. The sorcerer is immune to
sufferers who originally may find themselves cursed
the flames, as is their vessel.
again in turn unless they isolate themselves.
Mirage of Protective Shelter
Ivory Orchid Pavilion Pulling a shroud of phantasmagoria across their
A white flower emerges from the ground and shapes
sanctuary, you protect it from outsiders.
itself into a grand palace complex.
Spend 7 Will. An area up to five miles wide becomes
Spend 7 Will. The conjured palace provides food and
wrapped in powerful illusions. Intruders must make a
comfortable lodging for up to one hundred guests. Those
Difficulty 5 Fortitude + Integrity roll to enter the area or
within its walls gain a two-success bonus against hostile
else become hopelessly lost. Even on success, they treat
mind-altering effects and ignore all penalties from pain,
it as difficult terrain and travel at half speed. This adds an
wounds, or illness. After five days, the palace disappears
obstacle to any travel ventures, or applies a significant
in a puff of white petals.
narrative delay to any Storyteller characters traveling
Ivory Razor Mausoleum (Necromancy) through a protected area. This protection lasts for up to a
The palace is a construct of elegant bone. It provides year.
sustenance fit only for creatures of death. Rather than
Mirage of Anguished Shadows (Necromancy)
protect against mind-altering effects, the grounds count
Rather than difficult terrain, the area endangers
as a shadowland, allowing guests to enter or leave to
intruders with dark phenomena as an environmental
Creation or the Underworld at their pleasure.
hazard (Difficulty 5, 1L/ten minutes).
Shadows of the Forgotten Past Rain of Doom
Spectral images play out a farce of what has occurred
You summon a supernatural storm of vast proportions
here before.
to blight the land.
Spend 6 Will. The sorcerer can replay any event that
This spell requires a magical working to prime the
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area, which involves tracing a circuit (magically-aided or still add Virtues. The symbolic link burns to ash at the end
mundane) around an affected area over the course of a of the spell, necessitating the acquisition of another one
full day. If the sorcerer manages to complete their circuit before it may be cast again.
by dusk of the following day, spend 9 Will. A rain of
corrosive venom falls from the jet-black clouds in the sky, Spoke the Wooden Face
while sickly green lightning lashes the ground. The venom You transform a living tree into a conduit for long-
falls in sheets from dusk until dawn, creating an distance communication.
environmental hazard within the area equivalent to a Spend 4 Will. The sorcerer must carve a likeness of
severe thunderstorm and inflicting contact poison her own face into a living tree (this requires no roll). For
damage to anyone caught outside. Any material not as long as the tree lives, the sorcerer may spend a mote
made of a Magical Material is corroded and permanently to see and hear from the carved image, and speak with
destroyed by exposure to the rain; nothing but stunted her voice through the tree. A sorcerer can create as many
scrub and strange, poisonous giant mushrooms will grow wooden faces as she pleases, and a tree can host more
on the land washed by the rain. than one wooden face; an ancient grove on the Blessed
Isle contains many such trees and faces that are now
Blood Monsoon (Necromancy) forever silent.
The rain is sanguine, and the lightning is similarly
crimson; while the environmental hazard is the same, the Unbreakable Bones of Stone
sun is blotted out, ghosts become material in the rainfall, You sing the Irresistible Song of Stone, but you do so
and exposed animals become permanently maddened. off-key, prompting local earth elementals to correct the
The land is diseased after the rain stops, while the pools song deep in your bones.
of blood mystically animate and attract undead for miles Spend 4 Will. The sorcerer’s eyes become granite, her
around. skin becomes ashen and cold, and her weight
dramatically increases as her bones turn to stone. Reduce
Sorcery Spells all dice penalties associated with wounds by one (to a
minimum of zero); the sorcerer adds two to her soak and
Spells exclusive to sorcery deal in purification, fertility, her dice pools for feats of strength, and she does not
and life, drawing on Creation’s primal elements and raw take damage from falling regardless of height.
vitality. As a general rule, sorcery is also better suited to
safely transforming and enhancing the sorcerer and her Wood Dragon’s Claw
allies — Creation’s living Essence is more mutable and One of your arms transforms into a twisted bough of
forgiving than the Underworld’s. vine, muscle, and thorns.
Spend 3 Will. The sorcerer treats her transformed arm
First Circle Spells as a medium melee weapon with the Natural, Pulling,
and Reaching Tags. She can spend 1 mote to extend the
Sorcerous First Circle spells create powerful effects
limb out to medium range for an action to make an
from Creation’s natural elements.
attack or gambit. Lasts until released.
Flames of Unyielding Purity
You spread a web of colorless fire that burns only the Second Circle Spells
impure. Second Circle Sorcery weaves esoteric magic to
Spend 3 Will. Toxins, diseases, and other physical facilitate communication over impossible distances,
corruptions are burned out at up to medium range, cause feats of incredible destruction, or summon
purifying spoiled food or water and sterilizing any unheard of power.
wounds. Illnesses are not cured but cannot be spread for
the next day. Inherently impure creatures, such as Magma Kraken
undead or plague-gods, suffer a one-time environmental Combining the Prayer to the Kraken with the Sign of
hazard (Difficulty 3, Damage 1L). the Burning Earth, you cause red strands of volcanic
Essence to erupt from the ground, striking at your foes.
Silent Words of Dreams and Nightmares Spend 7 Will. You cause the ground within close range
Staring into a mirror and brandishing an object linked to erupt with magma tentacles, writhing and smashing
to another person, you gain power over their dreams. any who oppose you, with the broken earth making
This spell requires a venture to acquire a scrap of everything up to long range into difficult terrain. This
clothing, piece of hair, drop of blood, or similar symbolic creates an environmental hazard equivalent to lava; on
link to someone else. After success in the venture, spend the sorcerer’s turn, the tentacles may initiate a grapple
3 Will. The next time the target sleeps, they experience with a dice pool of 12 against any foe within long range
an especially vivid dream created by the sorcerer, making of the original casting point, inflicting environmental
a remote social influence action to incept an idea or damage as long as the tentacle controls the grapple.
belief into their target. The target may not add Intimacies
to their Resolve to resist this influence, though they may Travel Without Distance
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Gathering a blazing corona of Essence around in its path.
yourself, you teleport with a flash of light. Anyone within that area suffers from a unique
Spend 7 Will. The sorcerer may choose to bodily environmental hazard (5A/round, duration 10 rounds,
appear in any location they have seen before within a Difficulty 12 to resist with Integrity or Physique), while
radius of twenty leagues, whether through their own anything within extreme range of the blast suffers a
eyes or through scrying. Besides the necessary time to shockwave (1A/round, 2 rounds, Difficulty 9 to resist with
Focus Will, this teleportation occurs across two turns — Integrity or Physique). Trivial and non-significant
one to leave and one to arrive. This spell cannot override characters simply perish. This spell typically results in a
certain wardings, which must be renewed every few smoking crater and shattered countryside.
days. Once per session, the sorcerer may teleport their
Circle along with them, so long they’re within short range
of the sorcerer.
Necromancy Spells
Spells exclusive to necromancy deal in the dark
Unity of Dreams secrets of the Underworld and the all-consuming Void. In
Binding your dreams with another’s using the Sign of general, necromancy has an advantage in conjuring and
Mercury, you may communicate while sleeping. animating minions without the need for rituals and
Spend 5 Will. The sorcerer must cast this with one or bargains — with only a thought, dust and bones may
more participants up to five, who must all be present become a legion of willing soldiers. Transformations and
when the spell is cast. Afterwards, the participants may blessings often come with dire prices or undesirable
commune in a shared dream space, communicating while consequences.
they are asleep regardless of distance. If the participants
have Intimacies towards one another, the shared sense First Circle Spells
of community adds two to their Resolve against influence
actions to weaken the intimacy. This effect lasts for five First Circle necromancy spells create effects from the
months. At any time when all participants are asleep, one Underworld’s elements, and enable access to that dark
of the dreamers may ask for the others to join him; if all realm.
agree, they jolt awake moments later in the same Door of the Dead
location as the requestor, though this ends the spell
Your hands trace a bleeding portal in the air, opening
prematurely.
to the lands of the dead.
Spend 4 Will. The necromancer opens a doorway to
Third Circle Spells the Underworld that remains open for five minutes. It
Spells of the Third Circle of Sorcery call upon the leads to a roughly equivalent area in the Underworld
powers of things greater than Creation: the most chosen by the Storyteller based on the necromancer’s
powerful demons of Malfeas, or the strength of the current location — though the two worlds are not
Incarnae themselves. contiguous outside shadowlands. The location is always
safe and secure, at least for the character’s arrival — the
Chariot of the Blazing Sun spell never leads the necromancer into an ambush, or
Sending a helix of Solar and worldly Essence to into immediate danger.
Heaven, you conjure a chariot pulled by one of the
Unconquered Sun’s own stallions. Five Gifts
Spend 7 Will. The chariot can carry up to one ton of Anointing a willing ghost with five drops of blood, you
cargo and passengers, and can travel to any point in let them experience the world without senses dulled by
Creation at rapid speeds, even from other realms such as death, as if they were still alive.
Malfeas. At the end of the journey, the horse and chariot Spend 5 Will. Any ghost so anointed gains two dice to
disappear in a blaze of sunfire visible for miles around. all dice pools and may manifest within a shadowland for
When used as part of a travel venture, the total number free; this lasts until the next sunrise. They also get an
of obstacles cannot exceed three, and the total amount Intimacy (Devotion) towards the necromancer, and
of downtime spent on the venture is never longer than remember forevermore the taste of life from the blood,
five hours. giving the necromancer a one-success bonus on persuade
actions.
Total Annihilation
Uttering the secret name of Ligier, the fetich soul of Raise the Skeletal Horde
Malfeas, you unleash an orb of pure destruction. With a gesture of upraised arms, you command the
Spend 10 Will. The sorcerer may target any location dead to rise and obey.
up to extreme range and hurl a fiery crystal sphere of Spend 4 Will. Every corpse, human, animal, or
emerald Essence to the location. Anything within long otherwise within medium range without Enormous or
range of that location, sorcerer excepted, explodes in a Legendary Size animates as mindless dead. They count as
towering verdant blast of energy that destroys anything a battle group with an equivalent number of Command

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dots equal to the summoner’s Essence plus one, though Shield of Shattering Bones
the group may be far smaller in areas that have few Crimson Essence flows to your outstretched hand,
corpses, at the Storyteller’s discretion. The battle group then expands outward to touch nearby undead,
has Poor Drill, but is Mindless. The walking dead burst dispersing any wounds you suffer to their dead frames.
forth from topsoil graves or simply lurch to their feet in Spend 6 Will. This spell targets a battle group of
an action. They crumble to dust at the end of the scene if unintelligent undead up to Size 3 within medium range of
the spell is cast in daylight, or until dawn if cast at night. the necromancer. Any damage the necromancer would
A second purchase of this spell with Second Circle suffer is born instead by the battle group, instantly
necromancy grants an enhanced spell called Arisen Dead transferred to them by bands of shining crimson. A hit
Legion, which costs 7 Will, improves Drill to Regular, adds from a warhammer would cause a skeleton to shatter,
Command equal to Essence plus two, and summons while a sword’s slice to the guts instead spills those of a
undead from a vast distance, making the availability of nearby animated corpse. This spell lasts until the
corpses a non-issue. battlegroup is destroyed or until the next sunrise,
Stones Worn Smooth whichever comes first.
Shaping one arm into a spectral claw, you gesture Slumber of the Wandering Shade
towards a nearby ghost, who is compelled to throw You sleep while a fragment of your soul is free to walk
themselves upon your talons. Grasping their pale pink the world.
heart, you crush it into a black diamond. Spend 4 Will. The necromancer controls a spectral
Spend 3 Will. This spell targets a nontrivial ghost the facsimile of herself while their true body slumbers. This
necromancer has bound through a summoning, and they facsimile has only a single mote and suffers the usual
cannot resist. This spell instantly dissipates the ghost drawbacks for being a ghost but is otherwise identical to
(who may reform normally and is still bound to you) and the character. The player may end this effect
grants the Hearthstone Merit (••• normally, ••••• for automatically, sensing any danger to the necromancer’s
heroic or significant ghosts) of Abyssal aspect. This stone true body.
confers a base power determined by the nature of the
wounded ghost but does not confer Evocations. Third Circle Spells
Trawling the Dark Waters Third Circle necromancy calls upon the bleak oblivion
Drawing violet threads of Essence from the of the Void itself.
Underworld, you weave a net across a large area,
revealing any ghosts. Barless Gate
Spend 3 Will. This spell affects any unmaterialized You step into a mirror, then explode out of another
ghosts or Underworld denizens within long range. They mirror in a cloud of dark Essence.
immediately become visible to the caster; the Spend 7 Will. This requires the necromancer to know
necromancer may then spend a mote to force all affected the location of a destination mirror exactly; they need
to materialize, even if they cannot normally do so. only see it and know that it is there. The necromancer
may step through a mirror and arrive at their target
Second Circle Spells location, so long as it is on the same plane of existence
(shadowlands count as both Creation and the
Second Circle necromancy spells corrupt the elements Underworld).
of the world and twist them toward darkened aspects, or
allows fine control over souls and the workings of Inauspicious Citadel
reincarnation. Cutting the Last Sign of the Labyrinth into your own
heart, you hurl yourself into a desecrated pit and rise up
Gentle Call of Lethe atop a fortress of black iron erupting from the
You mark a living person’s forehead with a stylized
Underworld.
cicada and utter the Five Words of Release, binding their
After success on a magical working to prepare a ritual
soul to the cycle of reincarnation. pit, requiring the blood sacrifice of hundreds, spend 10
Spend 2 Will. You may mark a living person’s body and Will. This citadel of black iron, basalt, and obsidian is
higher soul; when they die, the cicada rune shines again, adorned with the mazy marks of the Labyrinth and
and they do not become a ghost but are instead features every manner of comfort suitable for housing an
reincarnated. army or small city. It functions as a shadowland. The
By inverting the rune and painting the symbol with lowest chamber holds a shrine to the Neverborn,
honey, blood, and graveyard earth, this spell becomes rendering the citadel an ideal location for necromantic
the Rune of Sweet Passing, ensuring the target will workings. Besides instantly creating a stronghold on short
become a ghost when they perish. The necromancer is notice, the citadel contains its own perverted geomancy;
automatically aware when the target dies, in either case. it functions as a primary merit Hearthstone with
accompanying manse properties. The unique power and
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Evocation conferred are designed by the player and bind someone’s ghost into their corpse and restore
Storyteller and should fit the character. them to a semblance of vitality, or prime a
A character may only have on Inauspicious Citadel reincarnating soul to perfectly remember their past
active at any time. Casting the spell in a new location life; sorcery may transform a dead or dying person
consigns the old, and all within, to the Void. into a new form of existence, or imprint memories
upon a simulacra or vat- grown clone, but all of these
Sorcerous Workings will permanently alter a person in body and soul. The
dead cannot truly come back as they were.
While a spell is a discrete magical effect, sorcerous No Time Travel: What happened, happened.
workings are great feats and projects of sustained Sorcery can be used to slow localized time to a crawl
supernatural power. As described on p. XX, sorcerous or create an area of looped time, while necromancy
workings are a specific type of magical working venture. can shape scattered memories and psychic
Magical workings typically only last for the duration of phenomena to give the dead a voice in the present,
the venture — a weather-witch’s ritual may create an but neither can be used to travel into the past or
unusually strong and sudden storm on a clear day, for rewrite past events. Sorcery can’t be used to see
example, but a storm that dissipates normally. Sorcerous infallibly into the future, though limited rituals of
workings allow characters to reshape the world astrology and other auguries exist.
permanently and perpetually through their occult skill,
enacting blessings, curses, or transformations. Through Ambition
sorcerous workings, sorcerers may perform all manner of
miracle, from renewing the fertility of a barren harvest After the character has chosen their intention, the
field, to creating life in a vat of alchemical reagents, to Storyteller determines the Circle needed to match the
raising a city up from its foundations to rest in the sky. sorcerer’s ambition. Without the proper level of
Sorcerous workings consist of three components: initiation, the sorcerer cannot attempt the ambition.
Ambition, Means, and Refinement. Despite the name, First Circle workings are generally rooted in
necromancy can create appropriately bleak sorcerous transforming, enhancing, or weakening pre- existing
workings, and they can achieve roughly similar effects. As elements of the natural world, rather than directly
a rule of thumb, sorcery is better at healing, nurturing invoking supernatural forces. First Circle workings
life, or summoning spirits and demons, while augment the natural properties of a small region or
necromancy is better at curses and hexes, manipulating protects it against a mundane threat or nuisance but
the Underworld or shadowlands, and summoning, does not completely overwrite the nature of that area
creating, and controlling the undead or souls. through magic.
Attempting to use sorcery to approximate Ambition Examples: create or bind magical entities
necromantic effects, or vice-versa, is subject to capable of performing mundane chores; create a new,
Storyteller agreement and may result in increased but mundane, form of life; enchant roads to guide lost
Ambition, Means, or Refinement needed to complete the travelers; work minor magical mutations or physiological
working. alterations, such as changing sexual characteristics or
growing wings; instill human-level intelligence in a plant,
The Limits of Sorcery animal or object; ward a chamber against scrying or
Some things are beyond even sorcery’s power. The mundane intrusion and pests; cause a field to always
Unconquered Sun and Luna do not permit themselves deliver bountiful harvests or a spring to always produce
to be moved by sorcery, for example, but there are fresh water; curse a farm, orchard, or family with
other, more fundamental limits. The purpose of these infertility; create a rift between two realms of existence
restrictions is to create a sense of consequence, that allows communication but not transportation;
change, and finality in the world of Exalted regardless engender the creation of a shadowland in a place of mass
of personal power; there is no going back and no death; create a sacred place where the dead may
staying the same. commune with the living outside a shadowland or during
Immortality Has A Catch: No one lives forever. the day; or enchant the edge of a shadowland so that it
Sorcery or necromancy can make a character always exits into Creation or the Underworld.
immortal or unkillable, but never in an unconditional, Second Circle workings are outright miracles of
guaranteed fashion. There may be periodic rituals or supernatural power that rewrite physical laws of nature
sacrifices necessary to renew the immortality, or a in a localized area or instill arcane might into mundane
magically removed heart may instantly kill its owner if objects or beings.
harmed, or the sorcerer may be vulnerable to death Ambition Examples: Create a telepathic bond between
outside of a specific regional area. The more potent two characters; enchant a town or small city with
the invulnerability, the more dire the means persistent illusions; ward a chamber against teleportation
necessary to maintain it. or other magical intrusion; maintain sorcerous
No Resurrection: Dead is dead. A necromancer can infrastructure; alter weather on a permanent scale, such

219
as extending the length of harvest season by a month • Exotic Components: Rare reagents, rare artifacts,
every year or making winters exceptionally brutal; or esoteric materials that anchor the magical effect
transfer memories from a ghost to a living mortal, or the sorcerer is attempting. The head of a rare
vice-versa; instill human-level intelligence in a structure behemoth, an orichalcum lamp burning bright
and granting it the capacity to rearrange itself at will; since the First Age, snow from the peak of the
create a new form of supernatural life; curse a family line Imperial Mountain, or massive salt- diamonds
or a city-state’s farms with infertility; open or close a dredged from the bottom of the ocean are all good
permanent portal between two realms of existence, such examples.
as a small shadowland or a faerie ring that leads to the • Sorcerous Infrastructure: Sorcerous laboratories
Wyld; access the memories of a soul’s past life; hide a and cathedrals are the result of multiple sorcerous
living person’s fate in the stars of the dead; recreate the workings and innumerable magical ones. In the
memory of a destroyed artifact that can never leave the First Age, they were rare and enabled the creation
Underworld; imbue a loyal subject with supernatural of unimaginable wonders; in the Second Age, they
might or the ability to channel Essence; cleanse, or are all but lost to the world.
imbue, the taint of the Void within a ghost; or enchant a
battleground to always form walking dead and hungry Refinement
ghosts regardless of funerary rites.
Third Circle workings rewrite the laws of reality or A powerful enough sorcerer can simply will a city into
create new ones. Their power and scope range from the air with enough raw focus; getting the city to a
affecting entire cities to adjusting the fundamental laws specific height, undamaged, unmoved by wind, with a
of the cosmos. It can alter souls, permanently change the habitable clime and installed safety precautions is a great
boundaries of worlds, or bend time and space. deal harder. The player and character must account for
Ambition Examples: Completely transform a region of the individual ventures that encompass a sorcerous
land into a different climate, such as transforming working; the more of these completed, the finer and
deserts into rainforests or mountains into smooth and more precise the ultimate result of the working.
arable land; create new sorcerous infrastructure; make a Refinement ventures contribute towards the overall
city defy laws of reality, such as moving it into the sky or effect, chosen individually by the Storyteller. A single
altering its borders so that it is bigger on the inside; completing venture will always accomplish the ambition,
enchant a city-state-sized region to forever change the provided the character has the requisite initiation, but
nature of death within it, such as designating particulars the details and ultimate efficacy of the working are up to
of how souls reincarnate, transforming the dead into the Storyteller. Degrees of detail or specificity to the
elementals, or shunting souls to a custom afterlife; working requires a total of three ventures to complete,
transform the nature of a supernatural being, such as but this still leaves some degree of detail to Storyteller
remaking a demon into a god; lay a potent curse on a control. Five total ventures will yield whatever precise
city, region, or group of people that can only be broken effect the player wishes.
under conditions you specify; or create a potent The Storyteller should spread these ventures out over
supernatural being from powerful forces, such as the course of an adventure or allow the player to
elemental displays or the writhing nightmare narratives accomplish them during downtime. Refinement ventures
of the Underworld. are short, and often magical workings, but not always;
planting a hundred thousand acorns in a barren
Means wasteland will certainly aid in making a forest grow on
the spot, and allow an enterprising character to craft
The Means of a sorcerous working are arcane groves, meadows, and perhaps even shape the resulting
resources brought to bear on the venture beyond the Essence into forming a demense.
sorcerer’s own power. A sorcerous working always
requires at least one Means. Each additional Means Storytelling Sorcerous Workings
beyond the first mitigates one consequence of a failed Sorcerous workings are meant to be grand feats of
obstacle roll in the venture. The following are sample magic, but they do take a lot of effort for even a
Means: simple working. In theory nothing stops a sorcerer
from preparing a five-venture working every time to
• Complementary Spells: The sorcerer knows a spell maximize Refinement, but practically, this takes up a
whose purpose is related to the working she is great deal of time — even abstracted time — and
trying to perform. magical resources tied up into individual ventures that
• Cooperation: The assistance of another sorcerer of can be used for still other ventures or more mundane,
the same Circle the Ambition requires, or an practical things. A character seeking to transform a
initiated group of sorcerers using one lesser Circle. dying comrade into a new form of existence barely
• Extra Time: Additional effort and time spent on the has time for one venture, much less four more. Feel
working — deliberately increasing the time scale free to impose a time and Refinement limit based on
by one increment. the working’s necessity.
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Still, Storytellers, err on the sides of permission the working to become apparent later during a more
and leniency. Even the single Refinement venture dramatically convenient moment.
needed to complete the working should roughly
accomplish the player’s goal without serious, obvious
flaws — there’s time enough for long- term issues in

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Chapter Seven: Antagonists
This section details Storyteller characters from god? An Exalt? Assign Advantages and determine
familiars to enemies to allies. Essence and motes.
• Choose its areas of focus. It is a martial character,
What’s an Antagonist? or social? Decide what sort of actions it takes, like
“Rulership” or “Bite Attacks.”
Antagonists are characters controlled by the • Assign dice pools. Use a baseline of 6 dice, 5 dice,
Storyteller. These characters oppose the players’ and 4 dice. Then, if they are a stronger opponent,
characters, but not always. This section contains rules for increase these values by up to 8 additional dice. If
any Storyteller character, including allies or summons. they are weaker, decrease them by 1 or 2. Assign
the areas of focus to each dice pool. Two or three
Using This Section for each will do.
• Determine defensive values. Choose its Hardness
With this section, the Storyteller can create unique rating by using these examples and the directions
characters on the fly. For guidance on running the game on p. XX under Storytelling. Use these templates to
itself, see Chapter 5. create a comparable amount of defense, soak, and
health. Adjust any of these numbers by up to 3,
Antagonists and Players’ depending on how defensive you want it to be.
Character’s Abilities • Assign Qualities. Choose appropriate qualities
from the list beginning on p. XX. Most antagonists
Some Charms or other effects call out specific Abilities have two or three, but can have up to six. If the
to be rolled. Storytellers will note that Antagonists have character is an Exalt, they may take Charms
no such thing. In this case, use the most appropriate pool instead. Storytellers can distill Charms down to
for the character. When in doubt, go with the character’s basic functions, such as “Adds 2 to Defense or Soak
secondary pool, or tertiary if the roll seems out of on Step 2” rather than having to manage the full
character. version.
Other rules, such as aiding with Incapacitated are
designed to keep the heroic protagonists (the players’ The templates provided in this chapter detail the
characters) in a fight longer. Once an enemy has reached character’s unique qualities. The Storyteller should assign
Incapacitated, they’re out of the scene. If Storytellers any other qualities they feel are appropriate.
wish to use this rule to make recurring villains, they may Modifying the Templates
create it as a Quality.
The templates provided in this chapter suggest a
Antagonists that work together with teamwork only
base line of competency for that character type. They
add one die for each participating character. The
are not hard and fast prescriptions, and they’re not a
Storyteller is not required to roll for each. Storyteller
commentary on the reality of Creation. These
characters cannot benefit from more than three
templates are suggestions only with numbers tuned
character’s teamwork actions at once.
towards a Circle with moderate focus in their areas of
Antagonists creating their own ventures or doing
expertise.
other “off screen” activity automatically pass or fail any
Storytellers should absolutely take liberty with
rolls by applying half their pool, round up, against the
these templates and make them their own. If a table
difficulty. An antagonist with a pool of 10 automatically
doesn’t feel challenged by the character templates as
succeeds at any roll difficulty 5 or lower, for example.
presented, feel free to adjust dice pools and static
When wounded, if the antagonist has taken half their
values by up to +3. Alternatively, if the character
health (round down) in damage or more, they suffer a -2
template proves to be too punishing, reduce its pools
dice penalty to all actions. Antagonists are assumed to
and values by -3.
heal entirely off-screen between appearances.
Otherwise, antagonists have access to all the same Extras and Significant Characters
rules as players’ characters, from combat modifiers to Exalted stories, much like action cinema, have dozens
gambits and so on. of background characters who don’t get names or
significant story beats. These are also called trivial
Building Your Own Antagonist characters or trivial targets. They are shopkeepers, gate
While this section has templates for immediate use, guards, porters, petty criminals, and so on. Overcoming
Storytellers may wish to design their own unique them involves one roll resolution. Many anima effects
characters. Use the following steps. allow characters to do this without needing any kind of
• Choose what sort of character it is. A mortal? A roll. Trivial characters who are still potential threats or

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problems in combat are represented with the Extra Power, spend 1 mote to make a decisive counterattack
Quality. on Step 8.
Significant characters occupy an important space in Frenzied Action
the story whether as allies or enemies. If a character has Spend 2 motes to take an additional action. Reduce
an impact on the Circle (positive or negative), they are the cost to 0 if the character has a wound penalty. This
significant. They also have special turn order rules. ignores action-type restrictions.
Roleplaying Social Threats Furious Dragon’s Ire
This quality applies only to a significant character with
Creating a threat for your epic heroes to face in battle the Heroic quality or Essence 3 or higher. Whenever the
is often simple: The Storyteller decides what the threat character is outnumbered, they may take additional
looks like, and then all the cool things it can do. It doesn’t turns, up to a number of turns equal to the characters in
necessarily need attachments or deep motivations. Social the opposing Circle but may not act twice in a row. When
threats require the Storyteller to define what makes they start an additional turn, reduce the duration of any
them tick: their Virtues and Intimacies. Think about what multiple-round effects on this character by one round.
they value and are willing to defend. Note these down as Heroic
basic ideas which can be fleshed out into full Intimacies
The character is an Exalt, a uniquely exceptional
during play. Remember, also, capable social threats
mortal, or something similar. They benefit from being
control resources, have the backing of powerful
Incapacitated the same way as the players’ characters.
organizations, or command significant influence over a
They can also take Dramatic Injuries the same way the
place or location. Locking horns with a terrible sovereign
players’ characters can, applying them to their pools
in her territory should be as dangerous as plunging into a
instead of attributes. They can interrupt the initiative
chthonic monster’s lair.
order.
All significant characters have the ability to outright
refuse social influence. Unless a character absolutely Legendary Size
would never take that course of action, Storytellers are This character is gigantic. Extras cannot hurt this
encouraged to use the hard bargain outcome instead. It’s character, and they cannot suffer more than one damage
far more interesting to put characters in difficult per turn from any attack unless supplemented by magic
situations than to shut down the encounter entirely. or from another creature of Legendary size. Mundane
weapons lose all tags when used against it. Withering
Qualities attacks by smaller individuals suffer a three-success
penalty against it. Knockback, knockdown, Knockout, and
Qualities are character traits that reflect the Pull Gambits increase their cost by three. This character
character’s person or state of being. Some cost motes. If always has dominance when in a grapple.
a character does not have motes, pay the cost in Power
Martial Proficiency
instead.
Select a Martial Art; they gain access to its Form
General Qualities Weapon benefits. Mortal masters and prodigies may use
General qualities can apply to any kind of character. the style's first Charm for free once per scene.
Battle Group Murderous Blow
This character belongs to a battle group (see p. XX); Gain 2 additional damage when they spend 5 or more
every member of the group gains this Quality. Battle Power on a decisive attack.
groups may take outnumber qualities. Mindless
Durable (x) Characters with this quality have no reason, fear, or
This character gains soak against environmental ability to make rational decisions. They are not valid
effects, the Knock Out gambit, and other non-standard targets for social actions, and battle groups made of
sources of damage by this Quality’s rating, to a maximum them have special rules.
of 5. Significant
Enormous Size This character is important to the story; they cannot
Withering attacks by individuals against this character be killed outright and survive until the Storyteller deems
suffer a two-success penalty. Knockback, knockdown, their death important.
Knockout, and Pull Gambits increase their cost by 1. Spiritual Combat
Extra Spend 1 mote to attack dematerialized opponents for
This is a trivial character for the purposes of special one round. If the antagonist is unfamiliar with the spirit,
abilities and charms. Their Hardness is 1, and a single suffer a three-die penalty to the attack.
level of damage will remove them from the fight. Talismans and Wards
Fierce Counter Against a supernatural enemy, increase Defense,
If a withering attack fails to generate 5 or more Hardness, and Soak by 1. Sacrifice these defenses to
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shake off possession or other mental effects inflicted by reduces all future dice pools for fooling the character by
their enemy. one for the rest of the story. This effect may stack up to
Unstoppable four times.
This quality only applies to a significant character with Social Qualities
the Heroic quality. Increase the cost of the Knockout
gambit against this character to 10. Once per fight, when Academic Network
this character would be incapacitated they instead regain Once per story, provide another character with the
half their health (round up). expertise they are looking for — if it is magical in nature
where they can find the expertise they are looking for.
Well of Rage This is not a pro bono service, and may need persuasion.
This character applies all wound penalties as bonuses Sometimes this requires a Persuade action, but other
successes to damage rolls. times requires payment.
Exalted Qualities Asset Freeze
Most Exalted qualities mimic Charms. In most This character aids or interferes with someone’s social
instances, the Charm as-written works without needing Merits (Backing, Command, Contacts, Followers,
modification for an antagonist. This section provides a Influence, or Resources) by succeeding on a roll with a
few examples of how to modify ones that don’t. difficulty of the Merit’s rating. Success adds a two-dice
bonus or penalty to utilizing these Merits. This effect
Exalted Opponents lasts until the antagonist ends it, the target leaves the
Typically, the most fearsome foes the Exalted will character’s jurisdiction, or the target takes a dramatic
face are other Exalted, whether it’s Solars dueling action and makes a corresponding Ability (Embassy,
Dragon-Blooded in the Wyld Hunt or Liminals warring Performance, Presence or Stealth or War) roll exceeding
against Abyssals in the Underworld. Exalted always the original successes.
have the Heroic and Excellency Qualities. The Charms
Born to Lead
featured in Chapter 6 are primarily tuned towards
Summon a Soldier in combat once per scene. If
player characters, but feel free to adopt them. To
multiple characters share this ability, they may expend it
speed things along, assume Exalted opponents have
together to summon a size 1, Drill 2 Soldier battle group.
access to the different Qualities in this section, and
adapt Charms to fit. Call for Backup
Once per story, they may request assistance — usually
All Exalted opponents automatically gain their in the form of a Size 1-2 battlegroup of Soldiers,
Advantages and Anima Effects, as normal. sometimes with a Sovereign.
Defense Against Anathema Did I Authorize This?
Spend 1 mote on Step 2. Increase Defense by 2 This character may add or remove an obstacle to any
against attacks made with non-Jade weapons or by non- venture within their jurisdiction, as soon as they become
Dragon-Blooded magic. Solar, Lunar, Abyssal, and aware of it.
Infernal Exalted never possess this Quality.
Experienced Commander
Excellency Reduce the difficulty for all rolls to command or Build
Spend 1 mote. Add a four-dice bonus to a roll using Power for mortal characters and battle groups by 1.
their Primary Pool, or three dice to their Secondary pools.
Frontline Leader
Harmonious Academic Methodology When mortal characters or battle groups generate or
Commit 1 mote. Characters in the same scene as a give Power to this character, gain 1 additional power.
character with this Quality add four dice to Sagacity rolls
High-Profile
involving the antagonist’s expertise. Does not count
The consequences for harming or otherwise wronging
towards the dice limit.
this character are harder to duck. Up to four times per
Jade Leaves A Trail story, the offender faces an unexpected mundane
Spend 1 mote. Gain two automatic successes on a complication as a result of earning this character's enmity
Read Intentions roll against a player’s character to — a one-die penalty to a Merit or specific type of social
uncover their participation in an obligation —example: influence, to represent a mutual friend suddenly going
recently bribing an official, being blackmailed, or holding cold, or scandalous rumors spreading through town.
an Intimacy toward an authority figure. The player’s Cancel this effect if the offender offers penance
character does not need to be present to be targeted by according to the character’s Major Virtue. If the
this Charm. Antagonist is a strong supernatural being, these
Judge’s Ear Technique consequences might be supernatural.
When a player’s character attempts to conceal truth Higher Up the Chain
from this character, spend 1 mote. Make a hard bargain: In response to conflict beyond their scope, once per
either the character knows the PC is lying, or the PC
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story this character may summon a powerful ally or effect’s damage roll.
battle group to assist them — this is usually a Size 1 Hand of Destiny
battlegroup of Champions, but sometimes an Exalt. Once a story, the god may mark a certain part of their
One More Thing domain for personal attention, compelling subordinate
After a scene spent questioning a target, the character spirits to drop everything and work inexorably toward
may roll to overcome any source of opposition to the end result of a project. This Charm reduces the time
appearing in other scenes with them. If she successfully scale of a venture by a factor of two, to a minimum of
gains access to the target, the character may commit 1 completion in one scene. Using this Charm without
mote to reduce the difficulty of social influence rolls permission from a superior earns censure from the
against them by her Essence for the scene. Bureau of Destiny.
Professional Collaboration Hurry Home
Once a scene, a character with the appropriate Spend 2 motes to mystically retreat back to the god’s
expertise can complete a venture action or equivalent sanctum, a personal spiritual realm with a fixed, normally
task on behalf of another. A character with support staff invisible entrance in the material world.
adds a three-success bonus to this action. At Storyteller’s Immaterial
discretion, a character with no support may also add this Spirits, ghosts, and demons are normally
bonus, though this injects a flaw into the final product dematerialized. Dematerialized creatures cannot
which does not become obvious until the worst possible mundane influence material creatures, but most
moment. mundane attacks can’t hurt them, material creatures
Unshakeable can’t see or hear them, and they pay one fewer mote to
This character adds 1 to the difficulty of Instilling them use Charms. To physically interact with Creation, the
with a Principle. creature must pay three motes to materialize. This
makes them visible, vulnerable to physical attacks, and
Spirit, Demon, and Ghost Qualities forces them to pay the normal cost to use their Charms.
Gods, demons, and ghosts share a common suite of Certain Exalted Charms and other magical effects can
Qualities. A god’s domain refers to their divine portfolio; also force a spirit to materialize.
demons do not have domains, while ghosts may
occasionally treat their bodily or adopted descendants as
Immortal (Ghost)
their domain. Gods use domain charms targeting their This character does not die when reduced to
domain or individuals interacting with their domain while Incapacitated or more, but reforms near a person, place
dematerialized at no penalty or mote cost. However, if a or object important to the spirit in life by next evening,
god uses a domain charm on a target not currently part unless slain with magic capable of killing a spirit. If they
of their domain they must manifest and pay the normal are reduced to Incapacitated or more again within a year,
mote cost. the ghost permanently dissipates. Ghosts always have
this Quality.
Divine Excellence
See Excellency p.XX
Immortal (God)
This character does not die when reduced to
Divine Strike Incapacitated or more, but instead dissolves into motes
Spend 1 Mote or 1 Health Level to make an attack out and reforms in their sanctum or place of safety over the
to Long Range. If the god’s domain is applicable to the course of a month unless slain with magic capable of
attack, ignore any penalties to the attack. killing a spirit. Gods always have this Quality.
Domain’s Beneficence Immortal (Demon)
(Eclipse-OK) Spend 1 mote to rally the god’s domain Demons of the First Circle die permanently when
to a character’s aid for one action, granting them a three- slain. Characters who are Second or Third Circles reform
dice bonus to a relevant roll—for example, the Goddess in Hell; if they are slain with magic capable of killing a
of Intoxicants blessing a single interval of a brewmaster’s spirit, they may be re- created over time in a different
Craft venture. form within their Yozi’s spiritual hierarchy. Demons
Domain’s Curse always have this Quality.
(Eclipse-OK) Spend 1 mote to rile the domain against a Measure the Wind
character, inflicting a two- success penalty to a relevant Spend 1 mote to know if an individual is a mortal,
roll—for example, the Goddess of Revenge and Betrayal Exalt, or other supernatural creature, and what kind of
cursing an assassin’s Stealth as he approaches his rival. Exalt or supernatural creature it is. This penetrates
An Exalt may oppose this with Integrity or Physique mundane disguises, but not magical deceptions.
versus the god’s primary pool. Sometimes, spirits will recognize an Exalt or other
Durant Aegis reincarnated being from their previous life, with all the
Spend 3 Motes on Step 5. Apply the spirit’s Essence as accompanying personal baggage.
a success penalty to the opponent’s or an environmental
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Nine Terrors Visage Mob Weight
Spend 1 mote to change shape and form; replicating a Enemies must treat the range band this character is in
specific person in detail requires a primary pool roll. as difficult terrain for purposes of movement, while allies
Principle of Motion may treat it as light cover.
Once per turn, spend 2 Motes or 2 Health Levels to More of Us
take an additional action. This ignores the action limit. If this character doesn’t benefit from a commander,
Ride they may add 3 dice to their attacks and gain 1 Power at
Spend 1 mote to inhabit a mortal or a small inanimate the end of every round.
object for a scene — which type is chosen when this Opportunistic Threat
Quality is taken. For mortals, the spirit shares all of their This character may take the Exchange Power and be
senses, and may attempt to persuade the character by targeted by the Exchange Power action reflexively. A
speaking into their thoughts. The mortal is always aware battle group gains this automatically at Drill 2.
of a foreign presence unless the spirit has some other Pathfinders
magic to cloak themselves. For inanimate objects, the Allies gain an additional 2 Power on successful Build
spirit may move or work the object as if they held it in Power rolls.
their hands — lifting vases or opening doors and drawers.
Spear Carriers
Outnumber Qualities Allies may take the Aim action reflexively once per
turn.
Abilities that rely on weight of numbers and Sworn Guard
coordination, Outnumber Qualities always benefit battle
This character may Defend Other as a reflexive action
groups, or two or more individual combatants who
on Step 2.
possess them in a given Range Band. Any number of
different Outnumber benefits may apply, but the same Vanguard
type of Outnumber benefits don’t stack. When hit by an attack, this character gains their Drill
Individual characters with these abilities count their in Power. A battle group gains this automatically at Drill
Drill as the minimum to possess the quality. Unless 3.
otherwise noted, these qualities affect targets in Close
Range, and don’t apply if a battle group is routing. Supernatural Qualities
Brace Line These Qualities are typically possessed by behemoths,
Enemies Rushing into Close Range with this character Fair Folk, God-Blooded, or elementals.
suffer from Difficulty 3, Damage 2 environmental hazard. Awe-Inspiring Mien
Deadly Ground (Eclipse-OK) Commit 1 mote. The character surrounds
Enemies in Close Range reduce their Defense by 1. themselves in fearsome illusions for the scene — targets
Desperate Assault who can perceive this character have a one-die penalty
When making a decisive attack, this character may to all combat rolls. Exalts may resist this effect with a
spend up to its target’s Hardness or its own Size in Health difficulty 3 Integrity roll.
Levels instead of Power. Beguile
Formation Attack Spend 1 mote on Step 4 of successful social influence
Once per turn, a commander may make this character attached to an Intimacy or Virtue, when their target
attack with an action, using a War roll or appropriate die chose to resist. The beguiler feeds on their target’s
pool. This attack benefits from this character’s weapon, emotion, temporarily reducing the strength of the
Drill and Size ratings, and may use either the Intimacy or Virtue: for the scene, Major becomes Minor
commander’s or this character’s Power. A character used and Minor is disabled, and the Fair Folk adds a three-dice
to attack this way may still take their action as usual. A bonus to their primary pool. Exalts may instead tithe 1 or
Battle group gains this automatically at Drill 1. 2 motes, based on the strength of the targeted Virtue. A
character may not Beguile a specific Intimacy or Virtue
Formation Fighting more than once a scene.
Allies gain 1 Soak and the Quality: Durable 1.
Chilling Touch
Harrier Spend 1 mote on Step 3. Reduce the Soak and
Allies gain +1 Accuracy and +1 Damage. Hardness of the target by 1 against the attack.
Hammer and Anvil Curse of the Dead
This character gains 3 power when it declares a Rush. (Eclipse-OK) Commit 1 mote and make a threaten
Friendly characters making a Rush against an enemy action roll against a target within medium range. Success
within Close range gain this character’s Drill in dice to inflicts a Dramatic Injury representing paranoia and
attack and damage. sleeplessness from nightmares. This curse lasts until

226
broken or until the ghost ends commitment. An occultist patron, or a Fae-woven narrative of invulnerability. They
may break this curse with a difficulty 3 abjuring ritual at do not die when reduced to Incapacitated or more; what
dawn using Force + Sagacity. happens to their body is up to Storyteller’s discretion.
Elemental Every immortal has a catch, however — a weakness or
This character is a living embodiment of one of the situation or fate that will permanently destroy them.
five elements. Elemental domains are related to physical Lethal Ground
energies that make up the elementals themselves. (Eclipse-OK) When targeted by a decisive attack,
Naturally material creatures, elementals enjoy the spend 1 mote on Step 8 to cause an attacker to suffer
domain discount when interacting with a target inside or one health level of damage for every 1 they roll on
with their natural domain. Fair Folk and God-Blooded damage.
may possess this Quality. Living Disaster
God-Monster Body At the beginning of the round, this character gains 10
Commit 2 motes; gain an additional form of Power. They may always strike dematerialized targets.
movement to avoid difficult terrain, destroy mundane Antagonists with Hardness less than 7 may not take this
weapons that successfully hit them and deal 1 Health quality.
Level of damage when attacked with a natural weapon. Thousand Deaths Curse
Enemies must treat them as one range band further At 10 Power, spend 1 mote and roll Social Influence
away when attacking at range or move closer. against the Resolve of a target within medium range.
Elemental Strike Success causes the target to lose his action and flee in
Spend 1 mote on Step 1. Increase the power terror for the rest of the scene. This is a psyche effect and
generated by a withering attack or the damage by a ends when the target takes damage.
successful decisive attack by Essence. Trail of Carnage
Elemental Vortex After damaging a battle group or defeating an
Spend 1 mote. Characters who end their turn within opponent, gain 2 Power. Once per scene, if there are no
close range suffer a 1 damage/interval elemental hazard. Extras or battle groups present, reflexively gain 5 Power.
Fae Nature Cannot be taken by Antagonists with Hardness less than
Cold iron weapons deal aggravated damage to this 6.
character. They don’t need to eat or drink. They are Trans-sacral Body
incapable of breaking the letter of a promise or oath. By Spend 1 Mote on step 6 to avoid non-damaging
using an action to make a difficulty 5 Integrity roll, Exalts effects of an attack.
can end one lingering magical effect inflicted on them by Virtue-Poison
this character. (Eclipse-OK) Spend 2 motes on Step 1 to supplement
Glamour either a decisive attack or social influence action,
Create illusions indistinguishable from reality. In the suffusing the character’s weapon or words with a poison
Wyld, these last indefinitely. In Creation, they last a that erodes personality. Virtue-Poison weakens a target’s
minimum of one scene and a maximum of the story, Virtues with an interval of 1 day, a duration of 3 days,
depending on their complexity. Glamour cannot create and difficulty 5: it first weakens a Minor Virtue, then a
artifacts or other wonders. Exalts may attempt to see Major. Success on the resistance roll negates the effects
through Glamours with an Awareness or Integrity roll, of an interval. At the end of the duration, the Virtues
difficulty 5. return to their previous strength.
God-Blooded Wave of Carnage
This character is the descendant of a god. They share Once per scene, spend 5 motes to make an area
a simple physical or metaphysical trait with their attack out to long range. This ability can be used again if
supernatural parent. Commit 1 mote to add their this character spends a round without attacking. Cannot
patron’s “Knowledge of Their Domain” and be taken by Antagonists with Hardness less than 6.
“Manipulating Their Domain” Skills to their Primary Pools Wyld Shaping
for a scene. Within the Wyld, this character can perform dramatic
Greater Recovery edits as though they were a player character, spending 1
This character is magical. As an ally, they may mote instead of stunt dice. When this is opposed by
participate in recovery scenes. As an enemy, they are other Wyld denizens or the Wyld itself, they roll Shaping
assumed to recuperate fully between appearances. the Wyld. For 1+ motes, Shape the Wyld performs reality-
Always significant characters. warping dramatic edits in line with their Defining
Immortal (Other) Intimacy or Major Virtue — Exalts may revise these edits
This character is protected from death by some with an Integrity roll, difficulty 3, with each extra success
external means — a sorcerous working, an external dictating a detail of the edit an Exalt may change or

227
outright deny. discipline. While better-trained warriors are part of elite
formations, that’s not always the case. It’s possible for a
Children of Spirits unit of poorly organized duelists or fractious champions
While the term "God-Blooded" can be used to to have poor drill, or dedicated militia members armed
refer specifically to someone related to a Terrestrial with wooden spears to be superlatively drilled.
or Celestial god, it can also broadly refer to someone Drill determines bonus successes for the following:
descended from any kind of spirit, including • Attempts to use miscellaneous actions such as
elementals, demons, and ghosts. The Storyteller can Build Power
change the benefit of the God-Blooded Quality to • Their leader’s rolls to command them, including
reflect this as needed. The child of a flame duck could ventures
instead commit 1 mote to gain the skill "Manipulate • Rout checks And
Fire;" the grandchild of a Neomah might gain the skill
• Additional attack and damage dice equal to its
"Flesh Sculpting;" a ghost-blooded person may even
rating, which must obey the usual limits.
drop this aspect of the God-Blooded Quality in favor
• Optionally, additional Outnumber Qualities beyond
of gaining the Abyssal Deathspeaker's Summon the
any their base stat block possesses.
Dead.
Storytellers should feel free to replace, add, or
Battle Groups remove Outnumber Qualities to battle groups of differing
makeup as appropriate. Battle groups begins with More
Exalts fight against or alongside groups of lesser of Us for free, and all groups of Regular Drill or better
combatants. Ranks of imperial infantry, howling hordes gain Formation Attack.
of hungry ghosts, or determined mobs of enraged Battle Group Drill
farmers can become worthy adversaries or useful allies in Succ
Drill Qualities Route Checks
battle when banded together. These groups of Mod
combatants are battle groups. Whenever successfully
Rather than tracking every member of a peasant mob, Poor 0 Mob Weight attacked or they suffer
brigand band, or army detachment, battle groups possess damage.
a single stat-block and act as a single entity in combat. Whenever they suffer
The battle group’s Health Levels function as an Regular 1 Vanguard damage equal or greater
abstraction of its numbers and its members’ morale, than their size (minimum 1)
decreasing as combatants become unable or unwilling to Opportunistic Whenever they suffer five or
Veteran 2
fight. When a battle group runs out of Health Levels, it’s Threat more damage
not because every member of it is dead, but because its Whenever they’re reduced
Deadly
injured and fleeing members are not continuing the fight. Elite 3 to half their maximum
Ground
Health Levels
Battle Group Creation
First, select an antagonist template to base the battle Rout Checks
group on. Note that enemies capable of using Essence or When a battle group suffers a rout check, its
other supernatural abilities will be considerably more commander or another friendly authority figure must
dangerous than mundane human or animal enemies. This succeed on a War or Presence roll as against difficulty 3
determines the battle group’s basic die pools, Defense, as a simple action on the next round. If they fail, the
Soak, and weapon accuracy, damage, and defense, as battle group begins fleeing, until an authority figure
well as any special abilities its members might have. The succeeds at such a roll, or the battle group successfully
battlegroup modification does not alter the modified exits the battlefield. Note Storytellers should feel to
template’s Hardness. apply penalty or difficulty modifiers due to particularly
Then decide the battle group’s size, from a handful of bloody battles, sorcerous enemies, or other factors at
individuals to a teeming army. This determines the battle their discretion.
group’s Health Levels and the Overwhelming rating of its
Leaderless Troops
attacks, based on the following table.
Leaderless troops of less than veteran drill are
Battle Group Sizes susceptible to routing and fleeing the field. If the
Size Number of Fighters HLs Ovw Storyteller doesn’t intend to have a battle group be
0 A small handful of combatants 7 1 leaderless or vulnerable to rout but also doesn’t have
1 A small group, up to a dozen. 10 2 a commanding character in mind, they should simply
2 A moderate group, up to fifty. 12 3 include a character based on the same antagonist
3 A large group, up to a hundred. 15 4 template as the battle group as their nominal leader.
4 A huge group, up to several hundred. 20 5
5 A full army, over a thousand. 30 5 Mindless Enemies
Choose the battle group’s drill: its coordination and Battle groups incapable of fear or reason such as
228
some sorcerous constructs and certain undead don’t flee Hardness: 2;
from failed rout checks. Instead, they immediately suffer Soak: 1.
additional damage equal to the unmet Difficulty as their
enemies overrun them. Medium
Primary Pool: 5;
Battle Group Recovery Secondary Pool: 3;
At the end of a scene, a battle group able to tend to Tertiary Pool: 2;
its wounded and regroup recovers back to its full health Health Levels: 5;
levels, unless it fled the field or took more than half its Defense: 3;
total Health Levels in damage. In that case, it loses one Hardness: 3;
size and reduces its maximum Health Levels accordingly. Soak: 3.

Large
Animals Primary Pool: 8;
Creation is home to many kinds of creatures. In this Secondary Pool: 5;
section are common types with which players’ characters Tertiary Pool: 3;
might interact, whether as threats, mounts, potential Health Levels: 7;
familiars, or helpers and companions. Players can use Defense: 4;
animals in this section for Lunar forms and their Spirit Hardness: 5;
shapes. Soak: 4.
Animal sizes vary widely within those types.
Sheepdogs, reindeer, and elephants are all working
Legendary Size
Primary Pool: 10;
animals; the differences between them aren’t only a
Secondary Pool: 7;
matter of big and small, but how nimble they are, and
Tertiary Pool: 4;
how hardy they can be.
Health Levels: 10;
Creating Animals Defense: 5;
Hardness: 8;
In order to represent that variability, stats for animals Soak: 7;
based on their size are below. Within each animal type Special Abilities: Creatures of Legendary Size cannot
are a list of Common Actions creatures in that group be grappled by smaller opponents, except through
might have. To create an animal, select the stats magical means.
appropriate to that animal’s size, then choose four to five
Common Actions and distribute them into the Primary, Animal Qualities
Secondary, and Tertiary Pools that best fit the specific
Some animals have additional abilities gained by their
animal. If a creature is small but sturdy, like a badger, it’s
relationships with humans, Exalts, and gods. Add these to
fine use the values for the next size up instead. Feel free
any animal’s template to further customize them.
to change any values to better reflect the animal you’re
creating, upping their Hardness or adding or subtracting Blessed Creature
Health Levels as appropriate. This animal has gained the favor of a god. Choose one
of its patron’s Charms. The animal may use that Charm
Tiny Creature reflexively. If anyone harms the creature, its patron takes
Primary Pool: 3; notice, and may appear to express their displeasure or
Secondary Pool: 1; visit a curse upon the culprit.
Tertiary Pool: 1;
Familiar
Health Levels: 3;
This animal gains the benefits of the Familiar Merit.
Defense: 3;
Hardness: 1; Magical
Soak: 0; The animals’ master has trained it to use certain
Special Abilities: Tiny Creatures are hard to spot. magical talents. Spend motes to activate these abilities.
Opponents suffer a two-dice penalty on rolls to notice These may be offensive actions, like creating a
them. shockwave with a stomp; or defensive ones, such as
strengthening the beast’s hide to increase its soak.
Small Strange Beast
Primary Pool: 3; This is an animal out of legend, with abilities beyond
Secondary Pool: 2; what its mundane brethren can perform. The animal
Tertiary Pool: 1; gains an Essence rating from 1-5, based on its size, and a
Health Levels: 4; mote pool equal to Essence plus four. It gains 2-3 Charms
Defense: 2; or Special Abilities reflecting its nature.
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Trained Common Actions: Bite, Camouflage, Claw, Grapple,
The creature has been trained to do its master’s Rush, Senses, Swim, Tail Swipe, Threaten, Tracking
bidding. Add two dice to the action it’s best at, and grant • Crab: Fierce defenders, crabs add 2 dice to their
it one simple special ability. This may be something like Defense Pool.
“Carries messages to a specific person or location” or • Jellyfish: Add Sting Attack to the Primary Pool.
“Can detect the presence of magical materials within Decisive attacks inflict a venom with 1 damage per
short range.” round, with a duration 2 rounds with a difficulty 3
to resist.
What I’m Looking for Isn’t Here • Kraken: Gain Legendary Size. With its many arms,
This section could not possibly list every creature the kraken doubles 8s on grapples.
one might encounter in Creation, or on Earth for that • River Dragon: Gain Legendary Size. Thirty feet long
matter. Many of these entries special abilities can and with hundreds of teeth, River Dragons lurk in
serve double duty. The bat’s ability to change Eastern and Southwestern waters. Once per fight
direction in flight works just as well for a falcon, while at Power 10, the River Dragon doubles 7s on a
a scorpion’s sting mechanically works the same as decisive bite attack.
viper’s bite, and so on.
Burrowing
Flying Burrowing animals dig holes and tunnels in the
Denizens of the skies, these animals fly or glide ground. These passages provide shelter from the weather
through the air. This is a method of transportation and a and protection from predators. Throughout Creation,
way to avoid ground-based predators. For those flying rabbits, moles, and pangolins create networks of tunnels
creatures who are hunters, flight gives them an and warrens. Termites bore holes in wood, while clams
advantage over their prey. Their sizes range from tiny settle into the sand. In the South, aardvarks, gophers,
hummingbirds to massive great rocs and flying lizards. In and foxes burrow to escape the day’s heat. Far to the
the forests of the East, people train them to carry North, even the massive polar bears dig dens in the snow
messages. Dynasts train falcons to act as hunting to nurture their cubs. Insects and sea creatures burrow
companions, while bandits in the South learn to follow as well.
circling vultures toward lost and vulnerable caravans. Common Actions: Bite, Burrow, Claw, Kick, Senses,
Larger species, like the Metagalapan Riding Hawk, may Stealth, Tracking
also be used as mounts. • Mongoose: The mongoose is immune to mundane
Common Actions: Beak Attack, Fly, Dive, Senses, venoms. Increase its Hardness and Soak by one.
Stealth, Talon Slash, Tracking • Pangolin: Overlapping plate-like scales cover the
Bat: Bats can change direction easily while in flight. pangolin. It curls up into a ball to defend itself from
Increase Defense by 2 while in flight. predators. Increase its Hardness and Soak by two.
Eagle: Among the most keen-eyed of birds, eagles On Step 7, the sharp scales cause one damage to
double 9s on sight-based rolls. the perpetrator after a decisive attack against it.
Great Roc: Gain Legendary Size. Great rocs can lift • Rabbit: Rabbits are swift, and may make one extra
humans and horses in their talons. Double 8s on grapple short range leap per turn.
rolls.
Vulture: Vultures can eat carrion without rolling to Working Animals
resist illness. These creatures have been domesticated and are
Winged Thunder Lizard: Gain an Intimidate pool of six used for labor. Oxen pull plows behind them, while
dice, reflecting their horrifying screech. elephants haul logs from the Eastern forests to waiting
river barges. Horses, camels, and mules carry their
Swimming masters from place to place. Cows provide milk, and pigs
Rivers, lakes, and oceans teem with aquatic life. These root rare truffles out of the ground.
creatures move through the water via fins, powerful tails Common Actions: Bite, Feats of Strength, Harry, Haul,
and tentacles, or by scuttling along the ocean or river’s Herd, Kick, Search, Senses, Stomp, Threaten, Tracking
floor. From venomous jellyfish to deadly sharks, the • Dog: Double 9s on rolls related to tracking,
waters are as dangerous as they are deep. V’Neef herding, and searching.
captains on the trade route between the Blessed Isle and • Elephant: The elephant’s thick skin increases its
Wu-Jian warn of siaka swarming around their hulls. Soak by two.
Pirates swap tales of • Horse: Horses are quick to flee from danger.
the kraken’s ship-breaking fury. Gentler animals exist Double 9s on rolls to disengage or withdraw.
here, too, such as otters, octopi, and walruses. Some • Mule: On a successful withering Kick attack, the
sailors see omens in the markings on whales’ tails, while mule knocks its opponent back 1 range band.
others consider it lucky when dolphins swim alongside
• Yeddim: Gain Legendary Size. Double 8s on Feats
their vessels.
of Strength rolls to haul or carry.
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Insects Common Actions: Beak Slash, Bite, Claw, Dive, Feats
Millions of insect species inhabit Creation. Some, like of Strength, Grapple, Rush, Senses, Slam, Stealth,
honey bees and silkworms, produce materials people use Tracking, Tail Attack, Talon Attack
in textiles, trade, and as components in sorcerous rituals. • Bear: On a withering attack that gains 2+ Power,
Others are far less benign, destroying crops, or swarming the bear may reflexively make a grapple attack.
and stinging their enemies. This is a new action that counts as the bear’s flurry.
Common Actions: Dig, Fly, Pincers, Pollenate, Senses, • Boar: On a successful rush action, the boar may
Stealth, Sting make a goring tusk attack as part of a flurry. The
• Ant: Ants are intelligent. Gain two automatic attack doesn’t suffer the flurry penalty.
successes on rolls to solve puzzles. • Crocodile: The crocodile’s powerful jaw gives it an
• Beetle: The beetle’s exoskeleton increases its Soak upper hand when it seizes its prey. It wins ties in a
by 1. roll to control a grapple.
• Fly: Thanks to its many eyes, the fly doubles 8s on • Death Moa: This carnivorous land bird is bigger
Senses rolls involving sight. than a horse. Its brutal beak attacks can shatter
• Scorpion: On Step 7 of a successful decisive attack, bone. Double 10s on Step 7.
the scorpion inflicts a venom that does 2d per • Giant Constrictor: Each round the boa constrictor
round, for a duration of 2 rounds with difficulty 3 controls a grapple, it attempts to crush its prey. On
to resist. Step 7, roll 5 damage dice.
• Wasp: A swarm of wasps imposes a –1 success • Great Cat: Great cats add 1 Power to withering
penalty to enemies targeting it with attack actions attacks made from Stealth.
or gambits. • Killer Whale: Gain Legendary Size. On a successful
• Water Strider: Water striders don’t suffer withering tail attack, enemies are knocked prone.
movement/difficult terrain penalties for running • Wolf: Wolves are pack animals. On Step 3, add one
across water. automatic success for each wolf in close range of
the target, to a maximum of three successes.
Sneaking • Wolverine: Fierce and hardy fighters, wolverines
Stealthy animals lurk unnoticed in their habitats. They may attack creatures larger than they are without
sneak into other creatures’ nests and steal eggs. They penalty.
mimic competitors’ calls, and slink away before anyone
notices what they’ve taken. Some people view these Fast Animals
animals as a nuisance: Foxes steal chickens, and crows Being fleet of foot is a defense mechanism for some
peck away at crops. Others train these clever companions animals. Deer, rabbits, and gazelles avoid predators by
to aid them in the hunt, or even to snatch precious items being faster than their pursuers. Others, like falcons,
from their rivals. cheetahs, and swordfish use that speed to take down
Common Actions: Bite, Cunning, Distract, Flee, Mimic, their prey.
Senses, Stealth, Theft, Tracking Common Actions: Bite, Chase, Claw, Grapple, Run,
• Cuttlefish: The cuttlefish can camouflage itself, Senses, Swim, Talon Slash, Tracking
blending into its environment. Rolls to notice it • Cheetah: The cheetah attempts to knock its prey
suffer a – 2 dice penalty. off-balance. On a withering attack that gains 2+
• Ferret: The ferret can squeeze through any small Power, the target is knocked prone.
gap, as long as it can get its head through. • Deer: Deer flee at the first sign of danger. Double
• Fox: Clever foxes wait until their prey is most 8s on rolls to disengage or withdraw.
vulnerable to attack. Double 9s on Cunning rolls. • Falcon: The falcon gains speed during a steep dive,
• Orchid Mantis: The orchid mantis takes on the delivering a powerful blow to its prey. On Step 3,
appearance of a flower. Increase the difficulty of add two automatic successes after making a flying
rolls to distinguish it from others by one. Rush.
• Possum: When in danger, the possum plays dead. • Swordfish: The swordfish slows down its prey with
Add two automatic successes on rolls to disengage. a slash from its pointed bill. Gain 1 extra Power
• Raven: Highly intelligent, ravens add two dice to from a successful withering attack.
Cunning or Distract rolls.
Strange Beasts
Predator Beast Some creatures have powers beyond what their
The wilds of Creation are home to predators of all mundane kin exhibit. These wondrous beings may be
kinds. Many hunt animals smaller than themselves, or blessed by a god, twisted by the Wyld, or have another
those they can quickly overpower. That may be a comfort supernatural origin. While strange beasts may become
when the predator’s an owl or a raccoon, but when the familiars or mounts, they are not eligible for Lunar
animal is as large as a bear or a crocodile, even humans shapeshifting forms.
may become a tantalizing meal. Common Actions: Bite, Claw, Feats of Strength, Fly,
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Healing, Lure, Run, Senses, Stealth, Tracking brightly-colored, others are camouflaged to evade
• Chillikin: The long-forgotten guardians and predators’ notice. Some frogs can secrete toxins through
playmates of the Lawbringers’ children, these their skin.
monkey-like creatures sense their target’s dreams, Gorilla
and shape objects from those visions out of Gorillas inhabit the East, from the mountains to the
Essence. North, to the deepest Far Eastern jungles, and in the
• Eight-Tailed Mole Hound: In the southern deserts, Threshold’s lowlands. They are intelligent creatures, and
these armor-plated, eight-tailed beasts hunt in are peaceful unless provoked. They attempt to frighten
packs. They can burrow through sand as fast as enemies away with intimidating displays. Forced to fight,
they can run. a gorilla’s sharp teeth are its deadly weapons.
• Fogshark: Mist-dwelling predators that swim
Hawk
through fog to prey on humans, the fogshark
The hawk is a bird of prey. It hunts at night and kills
doubles 9s on tracking rolls to follow the scent of
prey with its talons. Hawks have extremely sharp
blood.
eyesight, and can even perceive things beyond the
• Mouse of the Sun: Companions to the Solar
regular spectrum.
Exalted, Mice of the Sun may perform small,
simple tasks for their masters. A mouse may also Iguana
gain an aura resembling its master’s anima banner; The iguana is a small lizard. Its coloration helps hide it
the Solar can spend 1 Anima to allow the mouse to from predators. Its keen vision lets it see shapes and
use her anima effects. movement out to long range. The iguana can run
extremely fast in short bursts.
Simple Animal Forms (Lunars) Lion
The lion is a large ambush predator. Lions are social
The Lunar Exalted take on animal forms and traits via
animals, living and hunting with their prides. Like their
the sacred hunt. Following are some common shapes
smaller feline cousins, they see well in the dark. Lions
they may adopt, with a few traits typical of the creature.
stalk their prey, and attack from stealth.
Lunars may use their animal’s special abilities, such as the
boar’s tusk attack or the falcon’s steep dive. Players can Mantis
use any of the rules above or modify them to better fit A mantis is an insect with a long body and large
the character. Lunars are typically normal animals, and forelegs, which it uses to grab and hold its prey. Some
not strange beasts. mantises have wings. The mantis’ coloring often
resembles leaves or bark, hiding it from predators.
Barracuda
Barracuda are predator fish found in the Western Rat
seas. Their silvery bodies make them hard to spot in the Rats are rodents found throughout Creation. They live
water, helping them to stalk schools of fish and other in the wild, but also thrive in human cities and aboard
prey. They attack in short bursts of speed. ships, where food is plentiful. Rats are intelligent. They
Their mouths are full of many sharp teeth, allowing bite when cornered, and may carry diseases. A rat can
them to tear chunks from their victims. shed its tail to escape from predators.
Bear Seal
Bears appear throughout Creation. They can run, Seals abound in the cold waters of the North. They’re
climb, and swim, and are fierce protectors of their young. fast and flexible swimmers, and have a fat layer that
Bears can perform Feats of Strength. They excel at protects them from the freezing temperatures. Seals are
grapples, and crush and bite enemies they’ve clinched. carnivores. In addition to excellent hearing and eyesight
underwater, they can sense the vibration of fish and
Camel
other animals swimming nearby via their whiskers.
Camels can be found in the Southwest. They’re well-
suited to making long treks across the sands. Camels can Spider
withstand the intense desert heat better than other Spiders are eight-legged arachnids. Creation is home
creatures, and can go for up to 10 days without drinking to thousands of different species, ranging from tiny to
water. the size of large dogs. Their bite may be venomous.
Spiders spin webs to catch their prey, and can walk up
Cat
walls and along ceilings.
Cats are nimble and clever. They are stealthy
predators and solitary hunters, preying on rodents and Wolf
small animals. Cats are good climbers, and have excellent Wolves are sleek, swift hunters. Working together as a
vision in the dark. pack, they can bring down much larger animals as prey.
Wolves’ strong jaws can crush bone. Their howls, used to
Frog
communicate with other members of their pack, can
Frogs are amphibians, living in Creation’s wetlands.
carry out to extreme range.
They have stout bodies built for hopping. While some are
232
sway them from their mission.
Mortals and Exalts The Assassin gains the following Qualities, Charms,
and an appropriate form weapon:
The ordinary people of Creation, and their mighty
Exalted counterparts. • Martial Proficiency (see p. XX)
• Walking Outside Fate: Commit 1 mote. Characters
Agent of the Wyld Hunt with Essence 3 or less cannot detect the Sidereal’s
presence. Significant characters may sense them
The Wyld Hunt specializes in hunting anathema: any with a difficulty 5 Integrity or Awareness roll,
non-Dragon-Blooded Exalt, or anything else determined though they still cannot make out the Sidereal’s
to be threats to Creation and the Realm. They are always identity and suffer a two-dice penalty to attack or
significant characters, and usually Dragon-Blooded Exalts track them.
— well-trained Dynasts or outcastes hoping to earn
renown. Whether they are true believers in the Aristocrat
Immaculate Philosophy or adventure-seeking
opportunists hardly matters. Agents of the Hunt travel in Aristocrats are mortals with social specialties. They
groups of three to five, though one or two may have are trained in negotiation and have numerous resources
command of their own battle groups if the situation calls at their disposal, including secrets, “friends,” and cold
for it. hard cash. In sophisticated locales, this is a diplomat, a
Primary Pool (9): Combat, Tracking and Investigation well-paid captain, or a Guild official. In rural or local
Secondary Pool (7): Anathema Lore, Battle Group communities, this is a landlord, a trader, or the heir to an
Tactics, Immaculate Faith estate. Aristocrats usually favor the Virtues of Ambition,
Tertiary Pool (4): Disobeying Orders Discipline, and Loyalty.
Resolve: 3 Primary Pool (6): Dueling, Social Influence
Health Levels: 7 Secondary Pool (5): Calling in Favors, Throwing
Essence: 2 or 3 Money at It
Defense: 5 Tertiary Pool (2): Accepting Defeat Gracefully
Hardness: 4 Resolve: 3
Soak: 4 Health Levels: 5
Defense: 2
Attacks and Qualities Hardness: 1
Oath of the Ten Thousand Dragons: This character Soak: 1
has sworn an oath to defend their fellow Hunters and see
their mission through to the end. The difficulty of social Qualities
influence to sway them from this oath increases by two. High-Profile: (See p. XX)
Opportunistic Threat (Outnumber): (See p. XX) Well-Connected: (See p. XX)
Weapon: Hunter’s Direlance (+2 Accuracy, +1 Variant: Abyssal Deathspeaker
Defense, +1 Damage, 3 Overwhelming. An aristocratic Abyssal Exalt trained in the mediation
Tags: Reaching, Two-Handed) of disputes between ghosts and the living. Deathspeakers
Variant: Sidereal Assassin have the support of a Deathlord, and either travel with
Wearing a destiny to enable them to work incognito, one or two Exalted bodyguards, or an entire court of
the Sidereal Assassin is a member of Heaven’s Bronze death priests.
Faction, dedicated to upholding the Dragon-Blooded as Apply the following adjustments:
rulers of Creation. More often than not, they complete • Increase pools by two
their mission with neither foreshadowing nor fanfare, • Increase Defense and Hardness by two
with no one in Creation the wiser. However, other Exalts • Essence 2.
have a greater chance of penetrating the Sidereal’s High-Profile inflicts supernatural complications—
arcane fate — their cover is not entirely perfect. Sidereal
nearby food rots, animals flee or attack, and nightmares
Assassins work alone by necessity, though important or plague the target.
dangerous missions require them to form fellowships of Well-Connected no longer ends if the target leaves
up to five. the Deathspeaker’s jurisdiction. Additionally, the
Apply the following adjustments: Deathspeaker gains the following Charms and artifact
• Increase pools and Resolve by 1 weapon:
• Replace “Immaculate Faith” with “Subterfuge.” Reverent Mortuary Witness: (See p. XX)
• Increase Defense and Hardness by 2 Second Chance Approach: (See p. XX)
• Essence 3. Summon the Dead: Spend 1 mote to summon a
The Assassin cannot swear an Oath of Ten Thousand specific lesser ghost as though they were an initiate in
Dragons, but adds two to the difficulty of attempts to First Circle Necromancy, though the ghost is not bound to
them.
233
Weapon: Soulsteel Goremaul (+0 Accuracy, +2 Tertiary Pool (2): Anything Outside Their Study
Defense, +2 Damage, 3 Overwhelming.) Resolve: 1
Health Levels: 5
Champion Defense: 2
Hardness: 1
Among the greatest of Creation’s mortal warriors are
Soak: 1 (2 for artisans, naturalists, or delvers).
elite military forces and handpicked fighters, from chosen
clan champions of independent peoples to elite Qualities
formations assembled by empires. Incredibly well armed, Academic Network, Professional Collaboration (See
well trained, and often eager to fight, they are dangerous p. XX)
even to Exalts. They are rarely Extras, particularly
dangerous in groups, and always desirable allies in a Variant: Solar Historian
fight. Before exalting as a Solar, they matriculated through a
Primary Pool (9): Athletics and Combat River Province university, earning a robust education.
Secondary Pool (6): Campaigning and Senses Now, with newfound power and motivation, they take a
Tertiary Pool (4) more hands-on approach to their studies, travelling
Health Levels: 5 between sites of historical import and lending their
Resolve: 3 expertise on matters relevant to their interests. The Solar
Defense: 5 Historian prefers to work alone but may have pressed an
Hardness: 3 assistant into their service.
Soak: 4 Apply the following adjustments
• Increase pools and Resolve by 2
Attacks and Qualities • Increase Defense and Hardness by 1;
Martial Technique: This character’s successful • Knowledge Expertise “First Age Ruins”
withering attacks generate 1 additional Power. • Essence 2.
Murderous Blow: (See p. XX)
Weapon: Glaive (+0 Accuracy, +1 Defense, +3 Damage Academic Network may be used a second time, but
2 Overwhelming, Tags: Two-Handed, Reach) the local area will learn the Historian is an Anathema.
Using Professional Collaboration when the Historian
Variant: Infernal Vanquisher has no support staff can now grant the three-success
Killer of kings, wrestler of gods, enemy of empire and bonus without introducing flaws into the final product,
authority, the Infernal Vanquisher bears an exaltation but doing this more than twice a story will cause the
bestowed by the imprisoned things in hell. They wield its Historian to Limit Break.
power in opposition to Heaven and every mundane Additionally, the Historian knows the following Charm
authority, and upend all order in Creation. and carries a useful wonder:
Apply the following adjustments: • All-Encompassing Sorcerer’s Sight
• Increase pools by one • Harmonious Academic Methodology
• Increase Resolve by one • Translation Crystal.
• Add “Spreading Chaos” to primary pool and
“Inspiring Emotion” to secondary pool Soldier
• Add three Health
Whether mercenaries, disciplined militia, or
• Essence 4
legionnaires in the Realm’s Imperial legions, going to war
The Vanquisher may exchange Martial Technique for requires professional soldiers. Carrying decent arms with
any Close Combat Infernal Charm (starting on p. XX). the skill to use them, professional soldiers fight
Weapon: Screaming Hell Chain (+3 Accuracy, +1 in groups under clear direction, and are always
Defense, +0 Damage, 3 Overwhelming. Tags: Flexible) dangerous in numbers. They are often Extras or part of
armed groups.
Savant Primary Pool (8): Following Orders and Group Combat
Secondary Pool (5): Campaigning, Maneuver, Single
Savants are mortals with specialized knowledge
Combat
requiring training, personal study, or a formal education.
Tertiary Pool (4): ?
They can be city-born scholars, but also naturalists, tomb
Resolve: 3
delvers, smiths and self-taught experts. Their Knowledge
Health Levels: 5
Expertise pool should be a specific topic or craft —
Defense: 3
“Translating Old Realm” works, but “Languages” is too
Hardness: 2
broad. Savants favor the Virtues of Curiosity, Discipline,
Soak: 3
and Wonder.
Primary Pool (7): Knowledge Expertise Special Defenses, Attacks and Qualities
Secondary Pool (4): Ad-Hoc Solutions, Endurance Formation Fighting (Outnumber), Formation Attack
234
(Outnumber): see p. XX. beyond her borders, but that doesn’t mean her reach is
Weapons: Infantry Weapons (+1 Accuracy, +1 short — she has the resources and the army to aid or
Defense, +1 Damage, 1 Overwhelming) plague a region. The God-Queen is always surrounded by
Javelins: (+1 Accuracy, +2 Damage, 1 Overwhelming. her entourage of elite Beastfolk Soldiers, though
Close range) sometimes she stalks her borders alone on sacred hunts.
Apply the following adjustments:
Variant: Young Dynast • Increase primary and secondary pools by 4
Recently graduated from the Realm’s institutions, • Increase Resolve by 2, Defense and Soak by 3, and
deeply enmeshed in its culture, and determined to leave Hardness by 5
their mark on the world, young Dynasts represent one of
• Add “Hybrid Form Combat” to primary pool
the most dangerous weapons of the Scarlet Dynasty.
• Essence 4
They have retinues of mortal followers or command
• Did I Authorize This? manipulates the God-
formations of soldiers, are never extras, and can be
Queen’s territory, allowing her to increase or
members of battle groups.
reduce the difficulty of obstacle rolls by three.
Apply the following adjustments
• Higher Up the Chain summons aid from additional
• Replace primary pool with “Combat” and “Politics”
Lunars.
or “Athletics”
• Increase secondary pool by 1 with “Endurance, Additionally, the God-Queen gains the following
Inspiring Emotions, Senses” Charms and an artifact weapon:
• Increase Defense and Hardness by 1 Boundary-Marking Meditation: See p. XX. The God-
• Essence 1 Queen’s nation is defined by three qualities — example:
overgrown, labyrinthine, dark.
Replace their Outnumber Qualities the following Red-Tooth Diplomacy: Spend 1 mote. Another
Qualities and Charms. They are armed with at least one Storyteller character acts against a Virtue or Intimacy,
artifact weapon. provided they know the God-Queen subjugated others
Excellent Strike earlier in the scene. If one of the player’s characters
Glorious Exalted Bolt opposes the action — the God-Queen rolls Command
Hopping Firecracker Evasion and Law with a four-success bonus to overcome the
Weapons: Familial Daiklave: (+1 Accuracy, +1 opposition.
Defense, +2 Damage, 3 Overwhelming) Weapons: Moonsilver Powerbow (+3 Accuracy, +1
Damage, 3 Overwhelming. Long range) Beastform Claws
Sovereign (+3 Accuracy, +1 Defense, +1 Damage, 1 Overwhelming.
Sovereigns are mortals with administrative specialties. Tags: Natural)
They can be found organizing villages, tribes, satraps,
confederacies — anywhere with enough people gathered Beastfolk Soldiers with Hatchets (+1 Accuracy, +1
to require a leader, a council, or an advisor. The skills Defense, +1 Damage 2 Overwhelming. Tags: Chopping,
below reflect what they can accomplish with the Dual-Wield)
resources at hand. Skill at Civil Administration does not Size Health Def Soak Drill Qualities
automatically grant the steel to forge weapons for every Deadly Ground, Terrain
1 10 3 3 Elite
villager, but it can arrange for securing it. Sovereigns Adaptation
favor the Virtues of Ambition, Discipline, and Justice.
Primary Pool (8): Civil Administration (militaristic Gods and Monsters
leaders use War Administration)
Secondary Pool (5): Command and Law, Knowing A collection of terrifying supernatural threats.
What’s Best for the People, Managing the Treasury
Tertiary Pool (3): Quick Decisions Behemoth
Resolve: 2 Living weapons from unfathomably ancient wars.
Health Levels: 7 Unreal terrors from the Wyld. Heaven-threatening
Defense: 4 horrors sealed away for millennia. Creation trembles at
Hardness: 3 their passage, and whatever their origin, only bold
Soak: 4 actions by great heroes will prevent apocalyptic disaster
Qualities from following in their wake.
Did I Authorize This?, Higher Up the Chain: Primary Pool (10): Enduring, Tracking Assailants,
Wreaking Havoc
Variant: Lunar God-Queen Secondary Pool (7): Navigating the World, Resisting
A champion of her culture and defender of her Manipulation, Spreading Terror
territory, the Lunar God-Queen is not just a terrifying Tertiary Pool (4): Acting with subtlety
warrior but also a capable ruler. She rarely ventures Resolve: 5
235
Health Levels: 30
Essence: 10
Deathlord
Motes: 20 The patrons of the Abyssal Exalted are the undisputed
Defense: 4 rules of the Underworld. Each is a centuries-old ghost
Hardness: 9 grown mighty through pacts with the fallen Neverborn,
Soak: 8 though they take pains to bury this fact within legend.
These pacts render the Deathlords personally puissant
Attacks and Qualities
and proficient in the highest echelons of necromantic
The Behemoth has up to six Exalted, Outnumber,
workings, and immortal beyond the usual powers of
Supernatural, or Spirit Qualities. As a serious threat, the
ghosts.
Behemoth has Furious Dragon’s Ire, Unstoppable, and a
All Deathlords have the following qualities:
minimum of Durable 1. Some behemoths have Immortal
Immaterial, Immortal (Other), Measure the Wind, Nine
(Other), and are fated to never die.
Terrors Visage, Significant
Colossal Presence: This character always qualifies for
All Deathlords additionally possess distinct other
Outnumber qualities.
qualities:
Weapons: Shattering Ire (+1 Accuracy, +3 Damage, 2
Eyes of Oblivion: The Deathlord may slay any trivial
Overwhelming. Extreme range) Murderous Caress (+0
foe with or those with the Extra quality with the
Accuracy, +1 Defense, +4 Damage, 3 Overwhelming)
expenditure of a mote. This effect can apply to multiple
Celestial God characters at once; a single mote will slay every valid
target the Deathlord can perceive up to Extreme range,
More abstract in scope than their Terrestrial kin, though the Deathlord can be selective as to whom their
Celestial Gods hold positions within Yu-Shan and the gaze falls upon. If this power is used in the Underworld or
Celestial Bureaucracy. They collect a godly salary and a shadowland, a target becomes a ghost beholden to the
maintain an estate in Heaven. While they appear devoted Deathlord for one thousand days.
to their domain as an expression of specific concepts Command of the Dead: The Deathlord spends a mote
(such as revenge and betrayal, intoxication, or gambling), and gains control of any mindless walking dead they can
in reality many gods are little more than middle perceive. This power lasts for a scene.
managers who consider their position just a rung on the Feed on the Dead: The Deathlord may drain motes
ladder of upward mobility. Within Heaven they scheme from the Essence of myriad dead it can perceive —
for promotions and usurp each other; many are indolent, typically, one mote per dot of Size. This effect is
and few are above bribery. Employed Celestial Gods co- instantaneous and does not require a roll.
work with peers of related domains, with Exigents, and Void Circle Necromancy: Deathlords have mastered
with Sidereal Exalted; they oversee subordinate spirits, all three circles of necromancy and have a vast repertoire
Terrestrial Gods, and Celestial Gods of lesser Essence. of spells. They often have significant necromantic
Several are old enough to remember the First Age and infrastructure for performing necromantic workings.
hold biases toward different Exalt types as a result, even
nursing grudges against individual Exalts across their Variant: Necromancer-King
reincarnations. This Deathlord is of an ambitious and martial bent but
Primary Pool (10): Heavenly Politics, Manipulation of not completely so, rendering him a ready participant in
Their Domain the war against the living. He is head of a vast army and a
Secondary Pool (8): Bribes and Blackmail, Knowledge far vaster network of spies. Yet he has not neglected his
of Their Domain, Loopholes in Celestial Law necromantic might, using it to augment his army by
Tertiary Pool (4): Working Hard (or Hardly Working?) reanimating vast hordes and dead behemoths felled
Resolve: 2 (3 for the rare virtuous god) millennia ago by Exalted heroes.
Health Levels: 7 (10 for powerful or martial gods) Primary Pool (15): History and modern, occult
Defense: 5 (6 for martial gods) knowledge, perception, social and political manipulation
Essence: 3 to 5 Secondary Pool (13): Combat functions, secondary
Hardness: 6 interests
Soak: 4 (5 for martial gods) Tertiary Pool (9)
Resolve: 5
Attacks and Qualities Health Levels: 5 to 10 (depending on hardiness)
Choose one Exalted Quality and up to three Spirit Essence: 7 to 10
Qualities. Defense: 6
Domain Hardness: 8-12 (as per Essence)
Hurry Home Soak: 6 (9 for tough characters)
Measure the Wind
Weapon: Divine Panoply: (+1 Accuracy, +1 Defense, Attacks, Qualities, and Charms
+2 Damage, 3 Overwhelming) Any appropriate qualities for a centuries-old veteran
of Exalted combat.
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sorcery and devourer of souls; Octavian, the Living Tower
Demons — hell’s peerless general and conqueror; Stanewald, She
The residents of Malfeas, the Demon City, demons Who Surmounted the Omphalos — whose efficacious
live in a cacophonous, bizarre society. Each demon is a dances destroy any construct made of stone.
spirit with a specific purpose — far more focused than Primary Pool (12): Area of expertise or purpose,
gods or elementals. They are stratified into three Combat or social function
“circles” or classification of demon with increasing Secondary Pool (9): Secondary interest or function;
power. All demons possess some degree of intelligence, ancient history or senses
though First Circle Demons hew closer to intelligent Tertiary Pool (7)
beasts while Second and Third Circle Demons are unique Resolve: 4
individuals with identities and agendas. They were the Health Levels: 7 to 12
losers in the Divine Revolution, and the terms of their Essence: 5 to 7
surrender allow them to be summoned and bound via Defense: 5 to 8
sorcery. Each demon’s relationship with Creation is Hardness: 6 to 9
complicated, to say the least. The following templates Soak: 4 to 10
are frameworks from which Storytellers should build
Attacks, Qualities, and Charms
customized demons present in their campaigns.
Demons of the Second Circle may have any
All demons have the following qualities: Immaterial,
appropriate spirit qualities. Each has unique abilities
Immortal (Demon), Measure the Wind
based on their purpose. For example: Stanewald may
All Second and Third Circle demons have the Heroic
spend 3 motes to destroy any earthen wall or construct;
and Significant qualities.
Octavian always doubles 8s against battle groups; Mara
Variant: First Circle Demon grants a unique sorcerous initiation to her student;
Sorcerers call upon First Circle demons to perform Alvuea may spend 3 motes to automatically succeed at a
small but crucial tasks. Examples of First Circle demons crafting venture to transform a human into an Artifact.
include: Blood apes — fierce, bloodthirsty hominids who Variant: Third Circle Demon
serve as guards and soldiers; stomach- bottle bugs —
The most powerful demons, Third Circle demons can
beetle-like creatures that mend flesh and devour poison;
only be summoned during Calibration, the five days at
beauteous wasps — enormous glass wasps who are
the end of the year. They are capable of world-shaking
breathtaking to behold and serve as loyal, flying mounts;
feats and make extraordinarily powerful allies, equals to
living armor — bits of flesh fallen from a greater demon
the greatest of gods. Examples include: Jacint, the Prince
to be worn by the summoner like a second skin.
Upon the Tower — who builds roads with a word or a
Primary Pool (9): Area of expertise or purpose,
gesture; Ligier, the Green Sun — the beating heart of
Combat or social function
Malfeas itself, he is a smith without equal; Orabilis, the
Secondary Pool (6): Secondary interest or function;
End of All Wisdom — keeper of an infinite infernal library
ancient history or senses
who retains all the world’s secret knowledge.
Tertiary Pool (4)
Primary Pool (15): Area of expertise or purpose,
Resolve: 3
Combat or social function
Health Levels: 6 to 10
Secondary Pool (13): Secondary interest or function;
Essence: 1 to 4
ancient history or senses
Defense: 5
Tertiary Pool (11)
Hardness: 3 to 6
Resolve: 5
Soak: 3 (6 for tough characters)
Health Levels: 10 to 20
Attacks, Qualities, and Charms Essence: 8 to 10
First Circle demons have any appropriate qualities Defense: 5 to 10
that fit their purpose. Beauteous wasps may take fast Hardness: 7 to 10
animal abilities, while living armor counts as light armor, Soak: 4 to 10
for example.
Attacks, Qualities, and Charms
Variant: Second Circle Demon Demons of the Third Circle may have any appropriate
Summoners beckon Second Circle demons from spirit qualities. Each has unique abilities based on their
Malfeas to perform either one extraordinary, purpose. For example: Jacint may spend 5 motes to
supernatural feat or to serve as an ally or mentor for the instantly craft a roadway from two points of the
year-and-a-day of sorcerous binding. Each is a wholly summoner’s indication. Ligier can create any mundane
unique character with personalities and motives. object made of brass without needing to roll. He may
Examples include: Alveua, Keeper of the Forge of Night — spend 3 motes to create a hellish Artifact In one dramatic
her hammer and anvil transform willing mortals into scene. Orabilis succeeds on any knowledge-based action
priceless artifacts; Mara, Shadow-Lover— a tutor of without rolling and can answer any question asked of

237
him, though usually with a price. Tertiary Pool (2): Blending In
Resolve: 2
Elementals Health Levels: 8
Defense: 3
Spirits of primeval and raw energies, elementals have
Hardness: 4
existed nearly as long as Creation has, as various species,
Soak: 3
orders, and entities embodying its natural forces. While
individual Gods represent physical and natural features, Attacks and Qualities
elementals materially are the powers they exemplify. Glamour, Virtue-Poisoning, Wyld Shaping
Ageless but naturally material and vulnerable to death by Fae Nature (p, XX)
raw force or mischance, many lesser elementals follow
pure instinct, pursuing the dictates of their nature. Jokun, Variant: Imperial Raksha
guardians of gem and mineral courts, transform into The nobility of the Fair Folk is exponentially more
flowing mud and silt to travel through the earth in powerful and hungrier than their commoner kin. Imperial
endless service to their masters. Greenmaws, predatory Raksha seize political power among their kind. They
jungle-elementals, hunt for fresh meat and blood to fuel possess a freehold — an area of relative stability —
their vegetable bodies. The crocodilian sobeksis can’t live within the Wyld where they hold court. This may be the
apart from their watery homes. Garda birds live their size of a manor or encompass hectares of protean
austere existences beyond the reach of mortals, one of landscape. The Imperial Raksha commands four or five
the few truly immortal elementals able to rebirth Fair Folk courtiers, an army of wyld beasts, or a dozen
themselves in endless cycles of fire. Storm Serpents ensorcelled mortals. They may even have Exalts in their
embody the fury of uncontrollable weather, amplifying employ.
its destructive power before expiring with the storm’s Apply the following adjustments:
end. • Increase pools by 4
Primary Pool (9): Embodying Their Element and • Increase Resolve by 2, Defense, Hardness, and
Wielding Natural Power Soak by 3
Secondary Pool (6): Mastery of Their Natural Habitat • Essence 4.
and Unsubtle Physical Feats • Add four Health Levels.
Tertiary Pool (4) • Add “Melodramatic Combat” to their Primary pool,
Resolve: 3 and “Hosting and Entertaining” to their Secondary.
Health Levels: 5 to 10 (depending on hardiness) • For 1+ motes, Wyld Shaping perform reality-
Essence: 1-4 warping dramatic edits in line with their Defining
Defense: 5 Intimacy and Major Virtue — Exalts may revise
Hardness: 3-8 (as per Essence) Soak: 3 (6 for tough these edits with an Integrity roll, difficulty 5, with
characters) each extra success dictating a detail of the edit an
Exalt may change or outright deny.
Attacks, Qualities, and Charms Domain
Domain’s Beneficence, Domain’s Curse Additionally, the Imperial gains the following Charms
Weapon: Elemental Panoply (+1 Accuracy, +1 and a gossamer weapon:
Defense, +2 Damage, 3 Overwhelming) Gossamer Rapier: (+1 Accuracy, +1 Defense, +0
Damage, 2 Overwhelming. Tags: Piercing)
Fair Folk
Ghost
Fair Folk, also known as raksha, are champions and
shapers of the Wyld. They are walking stories, The shadows of the restless mortal dead often
exemplifying their chosen Virtue and defining their resemble their living selves clad in ethereal essence,
existence by their most important Intimacy. Just as though some are marked by their death. Ghosts
denizens of Creation consider them alien, they find worshipped by mortal family or bound by occult
Creation mystifying: for some, it is a blight to be erased, phenomena occasionally reform once defeated. Typically
and for others, a source of delightful adventure. Fair Folk immaterial, ghosts can interact with Creation when night
take on the appearance of their local climate and culture falls in shadowlands, and must use alternative means to
— fiery hair and garnet skin in the South, flesh like ice in acquire material form. Ancestors watch over their
the North, etc. Whichever Virtue they favor, they live its families from shrines, tombs or nearby shadowlands,
tenets to the fullest, allowing it to dictate every aspect of blessing and cursing their descendants. Nemissaries
their behavior. learn to possess corpses to touch the world again, acting
Primary Pool (7): Embodying Their Virtue, as spies and agents for more powerful dead.
Manipulating Mortals Mortwrights, twisted by despair transform into
Secondary Pool (5): Dramatically Appropriate Actions, monstrous spirits, hunting through shadowlands in packs.
Fair Folk Politics, Shaping the Wyld Hungry Ghosts arise from improperly buried corpses,

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hiding from the sun in their body during the day and • Increase secondary pool by 1 and replace Disguise
hunting the living at night. War Ghosts are warrior dead with Campaigning
who endlessly battle in the Underworld’s great wars. • Increase Defense by 2; increase Soak and Hardness
They possess suits of armor to walk Creation. by 1.
Natural sunlight will destroy a ghost, leaving them to • Add 2 Health Levels.
reform the next night. For this reason, many ghosts • Replace Weapon with Black-iron Spears and
retreat to the Underworld, stay within a shadowland, or Shields (+1 Accuracy, +1 Defense, +2 Damage, 3
hide in corpses or possessed objects during the day. Overwhelming).
Primary Pool (7): Underworld Lore, Senses, Social
Influence Additionally, the War Ghost has the following Charms:
Secondary Pool (5): Fighting, Disguise, Haunting Forge-born Form: Commit 1 mote to possess a suit of
Tertiary Pool: 3 armor. The war ghost gains the possessed armor’s Soak.
Resolve: 3 Any injuries inflicted on the armor cannot be healed, but
Essence: 1-4 also are not suffered by the ghost, unless inflicted using
Health Levels: 5 magic that can harm dematerialized spirits. Armor
Defense: 2 destroyed by incapacitating the ghost must be repaired
Hardness: 2 before it can be possessed again.
Soak: 1
Walking Dead
Qualities and Charms
Immaterial Immortal (Ghost) Decaying corpses reanimated by necromancy or other
Apparition: Commit 1 mote for one scene to become dark power. Most bear no weapons and or armor,
visible but not material. Others may hear the ghost and instead attacking with gore-laden teeth. Unless directed
speak to her, but not physically interact. by a greater power, they seek out the living to feed
Thrashing Ghost Tantrum: Spend 1 mote and 1 without end.
Power. This creates an environmental hazard out to Primary Pool (6): Maul Victims, Grapple, Feats of
medium range around the ghost. Pay the cost on Strength
subsequent rounds to sustain it. Alternatively, a ghost Secondary Pool (4): Climb Obstacles, Scent Prey
may use this Charm to pick up and throw an object out to Tertiary Pool: 3
medium range as an attack. Usable while immaterial. Resolve: 1
Weapon: Grave Good Weaponry (+1 Accuracy, +1 Health Levels: 6
Defense, +1 Damage, 1 Overwhelming) Defense: 2
Hardness: 2
Variant: Nemissary Soak: 3
To make a Nemissary, add the following Charm.
Qualities
Nemissary’s Ride: Commit 1 mote to possess a
Mindless
corpse. Any injuries inflicted on the body do not heal
Deathly Stench: Within close range of walking dead,
naturally, but also are not suffered by the ghost, unless
roll Fortitude + Physique. On failure, lose 1 Power and
inflicted using magic that can harm dematerialized spirits.
take a one-die penalty on all rolls for the rest of the
Injury or decay inflicts a three-dice penalty on social
scene from nausea. Only affects the living. Once per
influence, which may be mitigated with a disguise.
character per story.
Variant: War Ghost Weapon: Claws and Teeth (+0 Accuracy, +0 Defense,
To make a War Ghost, apply the following +2 Damage, 2 Overwhelming)
adjustments:
• Increase primary pool by 1 and replace
Underworld Lore and Social Influence with Group
Combat and Following Orders.

239
Chapter Eight: Panoply
This chapter details all the equipment Exalted All weapons have either the Melee or Ranged tag.
characters need. Mundane equipment has up to two additional tags.
Artifact equipment always gains the Artifact tag, and up
Basic Equipment to two more. Armors have up to two tags, adding Artifact
if it was purchased as a Merit.
The following tables list standard statistics for Artifact
weapons and armor found in this book. Successes added
Artifacts are ancient weapons and armor with
from equipment count towards the standard success
fantastical effects. Artifact weapons increase
limit of five. Weapon equipment successes apply only to
Overwhelming by two and either Accuracy or Damage
attack actions.
rating (player’s choice) by one. Artifact armors increase
Melee Weapons Stats Hardness by one and increase Soak by one.
Category Acc Dmg Def Ov Balanced
Light +2 +0 +1 1
A superbly balanced weapon. It increases its
Medium +1 +1 +1 1
Overwhelming by one.
Heavy +0 +2 +1 1
Unarmed +2 +0 +1 1 Buoyant
An armor that is lighter than most. Do not apply
Ranged Weapons Stats movement penalties to swimming.
Category Range Acc Dmg Ov
Thrown Medium +2 +1 1 Chopping
Light Long +3 +0 1 A melee weapon meant to be used in a chopping
Medium Long +2 +1 1 motion. Chopping attacks decrease the wielder’s Defense
Heavy Long +1 +2 1 by one until her next turn. Chopping grants three bonus
dice to withering attacks or decreases an opponent’s
Armor Stats Hardness by two for the purpose of making decisive
Category Soak Mobility Penalty Hardness
attacks.
Light +2 0 0
Medium +3 −1 0 Concealable
Heavy +4 −2 0 The weapon is easily hidden on the person (Difficulty
Note: Mobility penalties are success-based and apply 1 to do so with Stealth).
to Athletics or Stealth rolls involving movement and Defensive
Physique rolls where enduring fatigue or the The melee weapon increases the character’s Defense
environment apply. by an additional one when taking the Defending Other or
Accuracy (Acc): A weapon’s accuracy adds successes Full Defense actions.
to the attack roll. Disarming
Damage (Dmg): A weapon’s damage adds successes The melee weapon reduces the Power cost by one for
to the damage roll. disarm gambits.
Defense (Def): A weapon’s defense increases the
character’s Defense by its rating when taking the Flame
Defending Other or Full Defense actions. A ranged weapon that shoots a narrow blast of fire,
Overwhelming (Ov): A weapon’s overwhelming is the which can ignite flammable objects. Attacks made at
minimum Power generated on a withering attack (even if close range with this weapon gain one bonus Damage.
the attack misses). Overwhelming cannot exceed 4. Flexible
Range: A ranged weapon’s range value is the optimal The weapon ignores the Defense bonus granted by
distance for use with the weapon. Full Defense actions. Flexible weapons reduce the cost of
Soak: An armor’s Soak value adds to the character’s the ensnare gambit by one to a minimum of one.
Soak, which subtracts successes from incoming damage Improvised
rolls. A weapon made of anything available. Treat as a
Mobility Penalty (MP): An armor’s mobility penalty weapon of the same size but reduce the Accuracy rating
reduces the wearer’s Evasion rating by the listed value. by two.
Hardness (Hard): An armor’s Hardness increases the
amount of Power required for a character to make a Melee
decisive attack against the wearer. This weapon uses the Close Combat Ability to make
attacks.
Equipment Tags Mounted
The ranged weapon can be used while mounted on a
240
steed. weapons have a standard Range band that they are rated
Natural/Worn for. Attacking a target in a closer Range band grants three
The weapon is part of the user’s body and cannot be bonus to the Accuracy rating for the attack.
disarmed, lost, or stolen. If worn, increase the cost of the Two-Handed
Disarm gambit by one. The weapon must be wielded with two hands,
Off-Hand preventing the character from dual wielding or carrying a
The melee weapon can be used in the off-hand along shield. Two-handed weapons have damage rating one
with a one-handed weapon. The weapon does not add its higher than their stated class. So, a medium two-handed
Accuracy or Damage rating to an attack, instead when weapon would have a damage rating of 2.
making an attack action as part of a flurry, reduce the
action’s dice pool by 1 die instead of 3 dice. Equipment Examples
One-Handed Use the following examples, if players prefer not to
A ranged weapon that can be wielded in one hand, construct gear from scratch.
leaving the user’s other hand free.
Light Close Combat Weapons
Paired Cestus/Gauntlets: A studded leather wrapping for the
Weapons meant to be used as a set. Successful hand, or a series of metal plates to enhance unarmed
withering attacks generate 1 additional Power. strikes. Concealable, Melee, Worn, sometimes Paired
Piercing Club/Cudgel/Baton: A short length of heavy wood,
The weapon is especially good at defeating armor. meant for bludgeoning. Melee, One- Handed, sometimes
Attacks with this weapon decrease the wielder’s Defense Improvised.
by one until her next turn. Reduce the opponent’s Soak Khatar: A long blade attached perpendicularly to a
on decisive attacks by two. handle made to be held in a closed fist. Melee, Piercing,
Pulling One-Handed.
Pulling weapons have both a melee and ranged attack Knife: A short blade for cutting, up to a foot in length.
element. Make a ranged attack with the Physique Ability. Concealable, Melee, Thrown, sometimes Paired.
These weapons also allow the character to take the pull Sai: Three-pronged, fork-like weapons meant to
gambit as a ranged attack on the target. puncture and disarm. Disarming, Melee, Piercing,
sometimes Paired.
Powerful Short Sword: A short blade up to two feet in length,
Powerful ranged weapons deal damage like a heavy used as a sidearm. Balanced, Melee, One- Handed,
melee weapon at close range. sometimes Off-Hand.
Ranged Tiger Claws: A gauntlet or a handle with three blades
This weapon uses the Ranged Combat Ability. Ranged shaped to resemble raking claws. Paired or Off-Hand,
weapons have a standard range band that they are rated Melee.
for. Attacking a target in a closer range band grants one Whip: A corded length of leather or other flexible
bonus to the Accuracy rating for the attack. material, primarily used on beasts of burden. Flexible,
Reaching Melee
A melee weapon which negates the advantages of Wind-and-Fire Wheel/War Fan: A ring with bladed
mounted combatants and the penalty from enormous protrusions, used to slash and disarm. Disarming, Melee,
size. Paired.
Shield Light Ranged Weapons
A melee weapon that acts to protect the wielder, and Bolas/Lasso: Thrown weights of a length of rope,
allows him to flurry the Full Defense action. Shields have meant to entangle. Mounted, Ranged (Medium).
a damage rating one lower than their stated class. So, a Chakram/Discus: A disc or ring of bladed metal.
medium shield would have a damage rating of 0. Concealable, Ranged (Medium), Thrown, sometimes
Smashing Paired.
A heavy melee weapon meant to unbalance an Dart/Needle: A pointed length of metal, meant to
enemy. Reduce the cost of Knockback and Knockdown puncture or deliver poison. Piercing, Ranged (Short).
gambits made with this weapon by 1 to a minimum of 1.
Medium Close Combat Weapons
Silent Axe: A broad-bladed weapon used in one hand for
Armor that does not make noise when moving. Do not chopping or bashing attacks. Chopping, Melee, One-
apply movement penalties to silent movement. Handed, sometimes Thrown.
Thrown Fighting Chain: A flexible length of chain for
This weapon can be used with the Ranged Combat entangling enemies. Flexible, Melee, Pulling.
Ability or in melee with the Close Combat Ability. Thrown Hook Sword: A hooked blade meant for disarming
241
strikes, often in pairs. Disarming, Melee, Paired. Combat roll. If this roll fails, the character has run out
Mace/Hammer: A blunt weapon meant to smash of ammunition and will need to retrieve arrows, flurry
armor. Melee, Piercing, Smashing sometimes Thrown. an action to reload, and rely on the magic of her
Seven-Section Staff: This weapon can have between Charms instead.
three and twelve sections, making it a dangerous, flexible
weapon used as both a staff and a flail. Disarming,
Flexible, Melee.
Everyday Wonders
Shield: A flat piece of wood or metal, meant to deflect Many are the mortal miracle-workers practicing
blows. Defensive, Melee, Shield, sometimes Off-Hand. alchemy, geomancy, astrology, warding, weather
Spear: A sharpened head at the end of a length of working, and other crafts. Most often, these minor
wood, used for fighting at reach. Defensive, Melee, miracles exploit hidden occult mechanisms in Creation
Reaching, sometimes Thrown or Off-Hand. placed by the gods or Exalted of yore, accessed by using
Sword: A popular weapon in a variety of styles, the Sagacity Skill via a highly specific method called
consisting of a long blade, a hilt, a grip, and a pommel. thaumaturgy. While some thaumaturges ply an honest
Balanced, Chopping, and/or Off-Hand, Melee. trade, cold readers and conniving would-be soothsayers
Staff: A length of heavy wood up to six feet long, used out to defraud a mark outnumber them. Below are some
for bludgeoning strikes. Balanced, Melee, Smashing. common items made through these minor magics:
Maiden Tea (Resources 1): A common name for a
Medium Ranged Weapons variety of herbal drugs that are favorites of concubines,
Crossbow/Longbow: Either a mechanically fired bow, courtesans, soldiers, travelers, or adolescents, maiden
or a manually powered one. Crossbows require less tea is useful for anyone who wants to avoid conception.
strength to draw. Balanced, Ranged (Long), sometimes Available across Creation, imbibing maiden tea will
Mounted. temporarily decrease the user’s fertility. In stronger
Flamepiece: A single-shot flamethrower, shaped like a doses, it will terminate a pregnancy or even render a user
pistol. Requires fire dust ammunition. Flame, Ranged permanently infertile.
(Short), One-Handed, sometimes Paired. Fire Dust (Resources 1 in the South, Resources 2
Heavy Close Combat Weapons elsewhere): This highly combustible, brick- red powder
Heavy weapons include things like: Great Axes, Great can be used as fuel for flame weapons, a vital addition to
Swords, Great Hammers, Poleaxes, Lances, and Tetsubos. creation high-temperature metalwork, or — if the
Use the heavy weapon profile and add the Two- reaction is contained somehow — as a potent explosive.
Handed or Smashing tag to axe, sword, mace/hammer, Ghost Flower Tea (Resources 2): Created from leafy
spear, and club. flowers that grow in shadowlands, this faintly luminous
tea induces sleep produces vivid dreams that allow a user
Heavy Ranged Weapons to converse with any ghosts around their sleeping body.
Firewand: A rifle-shaped flamethrower. Requires fire Continued use to build tolerance lessens the soporific
dust ammunition. Flame, Powerful, Ranged (Short), effect, allowing the user to see ghosts even in their
sometimes Mounted. waking hours.
Bright Morning (Resources 3, Resources 4 in the
Customizing Weapons Realm): This purple powder is known as vision dust, and
is the result of a mixture of Eastern herbs. This highly
This section could not possibly contain every weapon
addictive, mildly hallucinogenic drug allows the user to
imaginable from all the varieties of cultures present in
see ghosts, spirits, and perceive the flow of Essence. The
Creation. Players should feel free to design their own
user crashes after three hour; going more than a week
using the specifications, above, and any weapon class. A
without using creates potentially lethal withdrawal
weapon can be a heavy dart, for example, or a light
symptoms of delirium, fever, and severe pain.
crossbow.
Talismans (Resources 1-4): While some occur
These are examples, not restrictions.
naturally and others are fakes, many gifted thaumaturges
Ammunition? produce charms with varying effects. If they’re real, good
Exalted: Essence is a game of epic heroic fantasy. luck charms protect their bearer from negative effects of
Characters are assumed to have come to battle a botch once per story. Some charms are meant to create
prepared with everything they need. There’s no need good health, adding one die to all Physique rolls to resist
to nickel and dime players into tracking every single poison or disease. Those charms meant to protect
bowshot. However, there’s a lot of drama in an archer against the walking dead or the Fair Folk cause beings of
reaching for her quiver and discovering it’s empty at a the appropriate type to suffer a - 1 penalty to all dice
critical moment. pools when attempting to affect the bearer.
As an optional rule, whenever a character misses Age-Staving Cordial (Resources 5): The epitome of
on a decisive ranged attack, the Storyteller may the alchemist’s art, this small packet of dark red powder
request that the player make a reflexive Ranged created from rare reagents is worth a king’s ransom.
242
When mixed with water or wine and taken as a weekly or suggestions of Solar Caste Marks.
dosage, it extends a person’s lifespan by a full quarter of Jade is more common than any other magical
years. material, though still far scarcer than silver. A stone often
alloyed with steel, jade comes in five different hues.
Artifacts Black jade glitters like the midnight sea, and thematically
encompasses deception, illusion, aquatic life, and
Many and varied are the arms of the Chosen, and the adaptation. Blue jade is sky-blue, ranging from pale azure
Exalted are capable of forging wonders. Artifacts channel to cerulean, thematically encompassing winds, cold, ice,
the Essence of the wielder and blend it with that of the rain, lightning, flying creatures, memory, and language.
world to create unique magics. Below is a small sampling Green jade is the hue of fresh vegetation, and carries an
of what a gifted Exalt can create with steel, spell, and affinity for plant life, poisons, fertility, growth, and
hammer. healing. Red jade catches the light with ease, revealing
ruddy-red veins and smoky tones; it has affinities for
The Magical Materials flame, smoke, warmth, revelation, movement, violence,
and purification. White jade is ivory-hued, with affinities
The universal basis for artifact creation are the
for earth, stone, solidity, harmony, strength,
magical materials, the six most mystically potent
stubbornness, and sleep. Jade artifacts from the First Age
materials in Creation. Artifacts made from these
abstractly emulate elemental shapes or have
materials often possess their own Charms, known as
representation of various elemental dragons. Post-
Evocations, to carry the themes present in the dominant
Contagion jade is typically of much cruder workmanship
magical material used in the forging and inherent within
and generally carved into symbols that venerate the
the rich, storied history of the artifact. As they pass from
Immaculates.
hero to hero, the caliber and soul of the artifact changes
Moonsilver is far harder than steel and looks like
to match the deeds of the wielder, and the Evocations
ordinary silver, but shifts and swirls as if alive. It carries
drawn forth likewise change in a subtle but inevitable
themes of transformation and inconstancy, reflection,
manner. An artifact is a mighty tool to be used — and a
secrecy, insight, intuition, beasts, and dreams. Designs
powerful legacy to uphold — for any Exalt.
feature the moonburst, a stylized moon-face that depicts
While all Exalted may wield any artifact made of any
both the full and crescent moon. Other common symbols
material and draw Evocations from them, different types
are animal heads, inward-turning spirals and simple
of Exalted are resonant with the themes and powers of
teardrops or other abstract natural expressions.
different materials. This resonance determines whether
Starmetal looks like mundane but shining iron that
they can add Modes to an Evocation or draw power from
inexplicably catches the light, throwing off a rainbow hue
a socketed hearthstone; for this reason, most Dragon-
when it does. It is formed of Essence that condenses
Blooded prefer to wield jade weapons, while Abyssals are
around the stars in the sky, falling to Creation in
often heavily armored in soulsteel. Some artifacts may
incredibly rare meteorites. It carries themes of fate,
resonate with multiple Exalt types due to special rules or
destiny, luck, time, knowledge, foresight, mysteries, and
construction; these exceptions will be called out in the
esoteric things. Starmetal artifacts are typically
artifact’s description.
minimalist, reflecting the precious rarity of the metal.
Solars are masters of Evocations and resonate with
Soulsteel is a dark black metal that moans softly. It
every material. Exigents may resonate with all materials,
occurs naturally only rarely; most commonly, it is forged
with none, or with materials or artifacts requiring a
from veins of ore deep within the Underworld alloyed
specific component depending on the nature of their
with the screaming souls of the dead. It carries themes of
progenitor god; the Exigent champion of a sacred grove’s
blood, silence, death, darkness, disease, pain, binding
god might only resonate with artifacts made from green
and banishing ghosts, or slaying the undead. Soulsteel
jade and blessed wood, for example. Certain other
channels necromantic energies better than any other
artifacts may resonate with a certain kind of Exalt if their
material. Common designs include death’s heads and
construction, themes, or history evoke some sense of
abstract expressions of violence.
sympathy at the Storyteller’s discretion; a moonsilver
Adamant is formed only under unnatural pressure
cage made to hold a trilling demon bird might resonate
and heat. A translucent glass-like crystal tinged with a
with both Lunars and Infernals, for example.
faint blue hue, adamant is dense and harder than any
Orichalcum is a warm, brilliant, golden metal as
other material. It carries themes of sharpness,
invulnerable and puissant as the Unconquered Sun. The
fascination, illusion, scrying, logic, order, protection, and
material carries with it raw power, unshakeable strength,
extremes of hot or cold. Adamant designs incorporate
excellence, authority, and channels Essence and
crystalline elements and appear grown rather than
sorcerous energies far better than any other material. It
forged.
also carries themes of harnessing powerful natural
phenomena such as earthquakes, floods, or storms. Most
orichalcum designs are sunbursts in varying patterns.
Lesser Wonders
Other common shapes include animal or demon heads,
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Lesser wonders are items that are either purely Silk Armor (Artifact 2)
utilitarian or have expendable uses. They are always a This armor, spun from the finest silk and threads of
Tertiary Artifact, if taken with the merit. Consumable magical materials, protects the wearer like armor but
merits require downtime or a dramatic scene to looks like nothing more than fine clothing. It increases
replenish once their uses run out. Lesser Wonders do not the wearer’s soak by one, has no mobility penalty and
have Evocations. does not count as armor for the purposes of martial arts
Cache Egg (Artifact 1) forms. It does count towards the dice limit for the
purposes of soak-based Physique Charms. Its innocuous
A cache egg is an ovoid vessel, typically made from
appearance will not provoke any negative social
jade, that unfurls at its owners touch and allows the Exalt
response, the way wearing full armor to a diplomatic
to store their possessions within. The Exalt may stash up
meeting might.
to three times their Essence in objects within the egg,
regardless of their size, then seal it by committing one Translation Crystal (Artifact 2)
mote. No amount of force or magic can pry the egg open The translation crystal is a large, flat rectangular
while it is magically sealed. For another mote, the owner crystal set in a frame of blue jade and orichalcum. When
may banish the egg into the void of Elsewhere — a placed over any text — including any ciphers — it
hidden dimension that no one else can access. At any automatically translates it to the ancient language of Old
time, the Exalt may reflexively open or recall her cache Realm. A character who does not understand Old Realm
egg and retrieve what is inside. While the egg typically can commit a mote to read it in their native language
materializes upon release of the committed motes, instead.
including the death of the wielder, subsequent
reincarnations of a Celestial Exalt may access a cache egg Greater Wonders
hidden by a prior incarnation. This does not require
commitment of motes until the character remembers Typically weapons and armor, these masterpieces of
their prior incarnation hid the egg. the magical materials are always Secondary or Primary.
Players may choose to transform any mundane weapon
Collar of Dawn’s Cleansing Light (Artifact 1) or armor into its artifact equivalent by granting it the
This stylish collar fashioned of any of the magical Artifact tag. This is a secondary Artifact, or Artifact 3.
materials keeps its wearer perfectly clean. They could roll They should give it a unique name and detail a sentence
in a rubbish heap or wade through a Deathlord’s gore- or two of its history. There’s no need to define its
mired battlefield and come out without so much as a Evocations immediately — those can be added later as
stain. This grants a two-dice bonus to resist poison and the Essence of wielder and artifact grow used to one
disease, but also to any social interactions where the another.
character’s pristine appearance would benefit them.
Devil-Darting Needle (Artifact 3)
Eight-Scream Devil Powder (Artifact 1) Adamant Dire Lance
Eight-Scream Devil Powder is a reddish dust that A diamond-sharp blade shaped like a dragonfly’s
comes in folded parchment pouches sealed with the wing, veined with golden circuitry; once an ornamental
maker’s mark. When opened and hurled at an opponent, weapon displayed by an indolent senator of the First Age.
the powder causes extremely painful stinging and itching Type: Heavy Melee Weapon
— enough to deter enemies from continuing to fight. Tags: Artifact, Melee, Reaching, Two-Handed
To use Eight-Scream Devil Powder, the character Hearthstone slots: 2
makes a gambit requiring three Power and targeting a When Devil-Darting Needle is readied, its wielder
single enemy within short range. If successful, the target cannot be targeted by ranged combat attacks during a
suffers a four-dice penalty to all actions until the end of round if she has already Rushed or Sprinted, or taken
the scene. Eight-Scream Devil Powder has five uses other special movement such as those granted by
before it must be replenished. Charms.
Devil-Darting Needle contains the following
Hearthstone Jewelry (Hearthstone, any) evocation:
Some hearthstones require socketing into a weapon.
Others note “while in possession” — in these instances, Thread from the Eye
the manse also comes with a piece of hearthstone Prerequisite: Finesse 2
jewelry. These take whatever form is most aesthetically When an opponent the wielder has previously
pleasing to the player: an amulet, a brooch, a tiara, a targeted with an attack using Devil-Darting Needle moves
circlet, stylish cuff, and so on. These pieces of jewelry are away from her, she may spend 1 Power to reflexively
made out of magical materials resonant to the character. move one Range band directly toward them if she has
The associate hearthstone must be socketed into its the physical means to do so, even if she has already
accompanying piece of jewelry in order to confer its moved this round. This evocation may be used even if her
benefits. target has concealed themselves, though it does not

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grant exact knowledge of their location. eponymous shaping ritual as its primary power, even for
Resonant: The wielder’s next attack against an enemy mortal characters. The Talisman reveals its true power
targeted with Thread from the Eye ignores half their only to the Exalted.
Defense, if withering, or half their soak, if decisive. The Talisman contains the following Evocations:

Fist of Titans (Artifact 3) Astral Meditation


White Jade Grand Goremaul Prerequisite: Sagacity 3
Taller than most men, with a massive head shaped like The Eye aids a character in projecting their senses
two bejeweled fists; once wielded by the Nameless Hero beyond their body. Any spell or effect that allows her to
during the Divine Revolution to defeat monstrous living sense things remotely or project her presence from afar,
mountains. such as Silent Words of Dreams and Nightmares, may
Type: Heavy Melee Weapon reduce its cost by two motes or 3 Will, to a minimum of
Tags: Artifact, Melee, Two-Handed, Smashing zero.
Hearthstone slots: 3 Resonant: The character may bank an additional Will
Close combat attacks with Fist of Titans can benefit into the Eye, gathered during a remote projection or
from Aim actions. Every Aim action builds one charge astral sojourn. This Will exists alongside the base and
within the weapon. The wielder may exchange charges persists until it’s used.
for bonus successes on step 3 of Knockback and Eye of Crimson Warning
Knockdown gambits, as well as any other gambits Prerequisite: Astral Meditation, Sagacity 4
involving overwhelming force. Fist of Titans can hold a The character may double-9s on any Awareness roll
number of charges equal to the number of its socketed meant to reveal an ambush, long-term hidden threat, or
Earth-aspected hearthstones plus its wielder’s Essence innocuous arcane detail that would be overlooked by
Rating. someone less studious.
Fist of Titans contains the following Evocation: Resonant: The character may double-8s on any such
Idol-Toppling Shockwave roll. When taking a Focus Will action based on the results
Prerequisite: Force 3 of an Awareness roll, the character may bank an
Spend one or more charges to supplement a special additional Will into the Eye.
Knockdown gambit targeting everyone — friend or foe — Flying Silver Dream (Artifact 4)
within short range. Add the number of charges spent Moonsilver Daiklave
both as bonus dice and bonus successes on Step 3 of the A blade like a silver bird’s wing, the hilt warm and
gambit. Characters with Legendary Size reduce Defense comfortable in its wielder’s hand; forged in a past era for
by one against this attack. Characters who are knocked one who grieved the loss of her Lunar companion.
prone by Idol-Toppling Shockwave lose 1 Power. Type: Medium Melee Weapon
Resonant: The wielder may flurry this Knockdown Tags: Artifact, Balanced, Dual-Wield
gambit with a withering attack against a prone enemy, Hearthstone slot: 1
gaining one additional Overwhelming rating for each When invested with at least three of its wielder’s
charge previously spent on Idol-Toppling Shockwave. Power, Flying Silver Dream becomes sentient — a
The Emerald Thurible (Artifact 3) separately-controlled character. It gains the stats below,
An ancient censer of Malfean bronze worn on a golden which are all increased by the wielder’s Essence:
chain, redolent with forbidden incense and graven with Primary Pool (7): Melee Combat, Mobility, Defending
demonic runes. Does not actually contain emeralds, Its Wielder
surprisingly. Secondary Pool (5): Join Battle
Hearthstone slots: 1 Tertiary Pool (1): Disobeying Its Wielder’s Orders
The Emerald Thurible is a unique artifact that aids in Essence: Wielder’s Essence
demon-summoning. When incorporated into a Defense: 3
summoning venture, a sorcerer may summon a demon of Hardness: 3
one circle beyond what their initiation allows. When Soak: 5
filled with the appropriate herbs and incense gathered Flying Silver Dream may take actions independent of
from the Demon City itself, it reduces all obstacles in the its wielder, tracking its own Power separate from his. It
summoning venture by a level of Difficulty. flies freely in any direction but cannot travel farther than
short range from the Exalt. If forced beyond that range, it
The Talisman of Ten Thousand Eyes (Artifact will devote its actions to returning. Flying Silver Dream
4) has a Power track but no health levels — instead,
Wrought from rune-etched orichalcum, this artifact decisive attacks drain it of Power. When Flying Silver
hosts a blazing ruby with ten facets, each containing a Dream reaches 0 Power, it flies back to its wielder’s hand,
thousand reflections. inactive.
The Talisman allows for initiation into sorcery with an Flying Silver Dream contains the following Evocations:

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Flickering Moonsilver Protector Charms or other effects that enhance his vertical
Prerequisite: Forging an Intimacy toward Flying Silver movement (such as Monkey Leap Technique or Eagle-
Dream Wing Technique) carry him one Range band further.
Flying Silver Dream may use the Charms Guard Orichalcum Hunting Hawk contains the following
Breaking Technique and Loyal Guardian Approach, evocation:
spending either 2 Power or one of its wielder’s motes. Drifting Hawk Tactics
Resonant: Flying Silver Dream has access to the Solar, Prerequisite: Ranged Combat 2
Lunar, or Alchemical modes of these Charms at your After taking Aim or making a ranged attack in midair,
choice. the wielder may continue to hover in place until the
Eternal Moonsilver Champion beginning of his next turn. By spending two Power, he
Prerequisite: Flickering Moonsilver Protector, Essence can also drift one Range band up and away from his
2 targets, even if he has already taken his move action.
When its wielder fills his Incapacitated level for the Resonant: The turn after spending two Power to drift
first time in a scene, Flying Silver Dream activates with 1 further, the wielder may make a decisive attack before
Power. The weapon’s Power track cannot be reduced landing, spending 1 mote on Step 3 to add successes
below 1 for the scene, and it gains access to his motes equal to the number of Range bands between him and
and Anima track, as well as any of his Charms a flying his opponent.
daiklave could feasibly benefit from. If the wielder dies,
this effect lingers for as long as the Storyteller deems
Shining Ice Mirror (Artifact 3)
appropriate. Blue Jade Reaper Daiklave
A minimalist blade, the color of primordial elemental
Midnight Thorn (Artifact 3) ice; recently unearthed from a First Age tomb beneath a
Green Jade Chain Shirt glacier, its last three owners have been found frozen and
Rather than the clink of metal, the rings of this chain torn asunder.
shirt sound like rustling leaves; a tool of the Scarlet Type: Medium Melee Weapon
Empress’ favored spies, now thought lost. Tags: Artifact, Melee, Paired
Type: Light Armor Hearthstone slot: 1
Tags: Artifact, Silent When Shining Ice Mirror is used in a stunted defense
Hearthstone slot: 1 against social influence meant to threaten, intimidate, or
Wearing Midnight Thorn when rolling to establish overawe the wielder, she increases her Resolve by two.
Stealth under plant-based concealment removes up to Shining Ice Mirror contains the following evocation:
three points of penalties from the roll. If the plant-based Cold Moon Slash
concealment was created using Razor Bloom Barrier, the Prerequisite: Close Combat 3
bearer may add her Navigate as bonus dice to the roll. Spend 1 Mote to supplement a decisive attack taken
Midnight Thorn contains the following evocation: at up to short range. Enemies damaged by the wielder’s
Razor Bloom Barrier attack also suffer a one-success penalty to Athletics rolls,
Prerequisite: Navigate 3 or Stealth 3 and reduce Defense by one until the start of her next
Spend 1 mote to create a razor bloom and throw it turn.
within close range. In seconds, the bloom grows into a Resonant: Enemies affected by Cold Moon Slash can
thick growth of native plant life, providing light cover neither flurry actions nor move more than one Range
without penalizing the bearer’s Accuracy. The plant band in their turn.
growth withers to dust at the end of the scene.
Resonant: The bearer may use Razor Bloom Barrier at
Volcano Cutter (Artifact 5)
Step 8 after an attack damages her. If her attacker is at Red Jade Grand Daiklave
close range, they must succeed a Finesse + Physique roll A massive, weighty blade carved with dark channels
difficulty 5 or be knocked prone by the rapid growth. shaped like flames; powered by a fire- aspected manse
dedicated solely to its function.
Orichalcum Hunting Hawk (Artifact 3) Type: Heavy Melee Weapon
Orichalcum Powerbow Tags: Artifact, Melee, Reaching, Two-Handed
Fashioned in the shape of a swooping kestrel, strung Hearthstone slots: 2
from between the tips of its wings; a gift of love from a Withering attacks with Volcano Cutter grant two
Solar artisan to his sky-spirit mate, stolen during the Wyld additional Power when no 1s appear on the roll.
Crusade. Volcano Cutter contains the following evocations:
Type: Medium Ranged Weapon Grand Eruption
Tags: Artifact, Ranged (Long) Prerequisite: none
Hearthstone slot: 1 Spend 2 Anima to thrust Volcano Cutter into the
Wielding Orichalcum Hunting Hawk allows the wielder ground, creating an eruption point at the wielder’s feet.
to take Aim actions while leaping, falling, or flying. Also, This eruption point is an environmental hazard with the
246
stats of a burning building, extending through the The Mantle reinforces a sorcerous working. The
entirety of his Range band and lasting the scene, or until Mantle counts as an additional Means, or the primary
she uses Pregnant Flame Exhumation or Pyroclastic Means if the sorcerer has none other.
Holocaust Judgment. When an eruption point Resonant: The Mantle also reduces the number of
successfully damages a significant enemy or battle group, ventures needed for Finesse by one.
the wielder gains one Power. Mother of Sorcery
Resonant: The wielder ignores damage from eruption Prerequisite: By the Stones of Cinnabar, Sagacity 5
points while she holds Volcano Cutter. The character may adopt multiple shaping rituals
Pregnant Flame Exhumation beyond those of her initiations, opening infinite variety in
Prerequisite: Grand Eruption, creating an eruption gathering Will. Each shaping ritual must be learned
point 3 times in past conflicts normally and purchased along with a suitably similar
The wielder draws Volcano Cutter along the surface of spell.
an eruption point to call the power back into her blade,
removing the hazard from the battlefield. Her next
decisive attack deals two dice of damage for each
Manses and Demesnes
significant enemy or battle group damaged by the A manse is sacred architecture constructed over a
eruption point. place of power: a demesne. Manses can range in size
Pyroclastic Holocaust Judgment from a road-side shrine able to shelter a single traveler
from the rain, to a city-spanning redoubt housing an
Prerequisite: Pregnant Flame Exhumation, reaching
entire legion. The nature of Creation is that geomantic
iconic anima while holding Volcano Cutter three times in
leylines can and do shift, revealing and dissolving
past conflicts
demesnes frequently enough that unclaimed places of
All existing eruption points explode, transforming into
power still exist in the present age.
cataclysms with a damage/interval of 10/round, difficulty
It takes a skilled architect to erect functional manses
7. After two of the wielder’s turns, they become fields of
— while a manse can be its own reward, the ultimate
lava and no longer feed Pregnant Flame Exhumation. This
goal is to funnel a demesne’s raw energies into a
evocation may only be used once a story.
hearthstone. Hearthstones are jewels of crystallized
Resonant: The wielder ignores damage from
essence, usually produced by the careful design of a
cataclysms while she holds Volcano Cutter.
manse though rarely formed “wild” in an uncapped
Mantle of the First Sorcerer (Artifact 5) demesne. Every hearthstone is as unique as the
A simple and worn greatcloak of red silk, bearing the geomancy that produced it — though they’re all roughly
shadowed silhouette of a feminine form and threaded the size of a chicken’s egg — and, like manses and
with hair-thin designs of orichalcum and red jade. demesnes, every hearthstone’s power reflects one of the
Rumored to be the actual cloak of Brigid, Mother of five elements, the sun, stars, moon, or Underworld.
Sorcery, the Mantle of the First Sorcerer bears her legacy
nonetheless. It is one of the most puissant sorcerous
Places of Power
Essence exists throughout Creation — in fact, Creation
artifacts in existence.
is made of Essence. This power is at its purest form in
Previously, the Scarlet Empress bore the mantle; since
demesnes and manses, where Essence is so concentrated
her disappearance, the Mantle’s current whereabouts
along the crisscrossing ley-lines of Creation that it warps
are unknown. The Mantle allows a character to purchase
the world around it, filling it with natural wonders and
a sorcerous initiation greater than normally permitted for
strange magic. Characters within the grounds of a
her Exalt type (see p. XX), so long as she meets the
demesne or manse regenerate one additional mote per
prerequisites. This extends to sorcerous workings,
scene. Taking a recovery scene within a manse or
allowing for greater Ambitions, but doesn’t work for
demense restores all motes.
necromancy. The mantle counts as orichalcum and jade
Although uncommon, some effects can duplicate the
for resonance.
Essence-restoring power of a demesne. The Baths of
The Mantle contains the following Evocations:
Bahab-Ust are famed in the South for their recuperative
Root of All Spells powers; while they do not sit on any ley-lines, the baths
Prerequisite: Sagacity 3 are stoked with rare herbal reagents. Master
The Mantle focuses the sorcerer. During a Focus Will thaumaturges sometimes produce elixirs that quicken
action, she may reroll up to three failed dice per action. Essence respiration as well, although the process is
Resonant: The sorcerer may treat the Mantle as a unpredictable and the medicine is swift to spoil.
repository of Essence and Will; she may hold an Whatever the source, these effects do not stack with the
additional mote or Will inside the Mantle indefinitely, Essence regeneration of a proper demesne or manse —
withdrawing it when needed. they merely replicate them.
By the Stones of Cinnabar
Prerequisite: Root of All Spells, Sagacity 4 Essence in the Underworld

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Previous iterations of Exalted have penalized living If the bearer succeeds on the roll granted him by the
characters when in the Underworld and vice-versa, Gem of Omens, he may replace the result of one other
making it harder to respire motes and requiring a non-combat roll — his or someone else’s — with the
Hearthstone to recover their energies when they’re same number of successes this session.
not somewhere they should be. This does not apply in
Exalted: Essence — the living find it uncomfortable to Gem of the Wind-Blade (Air, Hearthstone 3)
filter the bleak Essence of death through their souls, A rectangular prism of sapphire streaked with orange.
while the dead are discomfited by the cloying vitality Demesne Attributes: An open plain of remarkable
of Creation, but they respire the same rate flatness, from which the peak of the Imperial Mountain
everywhere. Consider this an incitement: Go can be seen; the wind gusts here are unpredictable by
somewhere you’re not supposed to be and do any means.
amazing things when you get there. While set in a weapon: Increases the maximum range
of a thrown weapon by one, to a maximum of long range;
or, grants a melee weapon the tag Thrown (Short).
Hearthstones
Taking Hearthstone as a secondary merit grants a 3- Ivy-Hilt Gemstone (Wood, Hearthstone 3)
dot hearthstone with standard power and a potentially A simply polished black agate with lacy green
useful manse or demesne. Taking it as a primary merit inclusions.
grants a 5-dot hearthstone with greater power and a Manse Attributes: A smithy of Shogunate design,
single evocation, and a powerful manse. overgrown such that ironwood covers every possible
surface. Clearing the growth is a venture that will only
The Freedom Stone (Water, Hearthstone 5) deter its return for a season.
A stone with the appearance of tumbled turquoise, While set in a weapon: The bearer may reflexively
though its darker veins drift like rainclouds. command vines to creep from the stone and further bind
Manse Attributes: A multi-tiered palace under a great her grip to the weapon, increasing successes required to
waterfall; many of the dividing walls are actually curtains Disarm her by two.
of water, and it grows larger in rainy seasons. Its several
hidden rooms and entrances grant a three-dice bonus to Jewel of Swift-Strike (Fire, Hearthstone 3)
ventures involving spying, intrigue, and smuggling. Rare yellow obsidian chipped into the shape of an
While in possession: Mundane attempts to restrain arrow.
the bearer slip off, break, or otherwise suffer critical Manse Attributes: A modern hunting lodge, carved
failure within seconds of touching her. This does not from a delta of obsidian and pumice formed at the
affect structures, like prison cells or cattle cars. The intersection of a pyroclastic flow and a river feeding the
bearer also gains access to the following evocation if she Dreaming Sea.
meets its prerequisite: While set in a weapon: The bearer rerolls all non-
successes on Step 3 of an attack, if he moved at least one
Rain-Grasping Evasion Range band immediately before attacking.
Prerequisite: Physique 3
Spend 1 mote to replace the Force + Close Combat roll Lantern-Soul Diamond (Solar, Hearthstone
to establish dominance in a grapple with Finesse + 3)
Physique. If the bearer fails the dominance roll, she adds A royal-cut diamond of enhanced fire and brilliance.
three successes to her next escape or overcome action. Manse Attributes: A lighthouse at the shore of the
Gem of Omens (Sidereal, Hearthstone 5) Imperial Sea, chiseled from a single, massive piece of
A stone of murky blue-gray, with irregular, free-form white marble. The door is only visible under the light of a
facets. shining Solar caste mark.
Manse Attributes: A high-end chateau in Yu-Shan, While in possession: The bearer may fill this
richly furnished, with a grand balcony and stunning view hearthstone with up to two points of Anima, causing it to
of the Loom of Fate. Intended for hosting dinner and glow with the color of her anima banner. Points of Anima
Loom-viewing parties for the divine, its impressive design can be drawn from the hearthstone at any time after to
grants a three-dice bonus to ventures involving pay the cost of a Charm.
impressing clients and winning favor. Life Drain Stone (Abyssal, Hearthstone 3)
While in possession: The bearer gains incomplete A black teardrop cut through with opalescent red
glimpses of the future, allowing him to use Sagacity in ribbons.
place of another Ability for one roll, once a session. He Manse Attributes: A physician’s laboratory in the
also gains access to the following evocation if he meets midst of a field of unmarked graves — constructed of
its prerequisite: stolen gravestones.
Unraveled Future While set in a weapon: Once a session, when this
Prerequisite: Sagacity 4 weapon deals at least one health level of damage to a

248
significant character, the bearer heals the highest of their pointed mesa. Legal attunement requires permission
damaged health levels. from the Bureau of Manses, and the wait list is eighteen
decades long.
Root-of-the-Earth Gemstone (Earth, While in possession: The bearer gains two Power
Hearthstone 3) when she activates a Form Charm.
A blue-black star sapphire, heavy for its size.
Manse Attributes: A comfortably furnished bunker Twin Crescent Stone (Lunar, Hearthstone 3)
carved so deeply into bedrock, the pressure is White hecatolite with an unusual, spherical black
uncomfortable for all but the attuned. inclusion — a crescent moonstone.
While set in a weapon: When not in his possession, Manse Attributes: A small Lunar temple atop a
the bearer’s weapon becomes unnaturally heavy, treacherously smooth glacier. Each apparent window and
requiring a Greater Feat of Strength to lift it. Dragging it doorway is false — however, studying the structure’s
at length requires an Extreme Feat. Using this effect to reflection in the ice will reveal its true entrance.
pin a prone character is a Difficulty 3 gambit. While set in a paired weapon: The bearer may
reflexively create a phantom duplicate of his weapon.
Seven Leaping Dragon Stone (Sidereal, This duplicate has the same traits as its original, but none
Hearthstone 3) of its magical effects.
A flawless orange sapphire that appears freshly-cut.
Manse Attributes: A meditation pyramid of adamant
and iron, embedded firmly in the table-top of a five-

249
Appendix
player also decides that it should play into Janest’s focus
Exigents and Custom Charm on fields, cultivated land, and rural communities. The
Creation Storyteller agrees, but reminds Janest’s player that since
Janest is a celestial-level Exigent, the Strawmaiden’s
Exalted: Essence provide many charms, both for version of the charm shouldn’t be noticeably weaker or
general use and specific Exalted types. While Exigent more restricted. The final modifications focus on Janest
Exalted can and should take advantage of Universal using the power on an area of cultivated land or using
Charms, their bespoke nature requires players and the qualities she defines to make the region more like
Storytellers adapt or create new modified or new Charms one.
and Modes for their use.
New Charm Construction
Charm Adaptation and There are many reasons players and Storytellers want
to create additional Charms. There may be effects or
Modification powers that feel sensible for a particular Exalt that aren’t
The simplest way to provide Charms or Modes for an present, or a desire for a character to develop their
Exigent character is to adapt them from other Charm abilities in a unique way. Or there might be an interest in
sets. This serves as a mechanical example from which to exploring Exalted capabilities in a way that the game
borrow. hasn’t yet addressed; the potential for exploring the
Adapted Charms should fit the Exigent’s theme and abilities of any single type of Chosen is much deeper than
particular Exaltation. For Janest, the Strawmaiden, can be met by an entire series of books. Or a player may
chosen of Ten Sheaves the Harvest God having a version want to convert favorites from Exalted Third Edition
of Boundary Marking Meditation focused on fields and content. For more direction, see p. XX.
rural land for her use is a natural fit. For Exigent Exalted, there’s a more pressing desire to
However, giving her a version of the Liminal charm create new Charms. Universal Charms offer a wide swath
Muscle-Hemorrhaging Exertion to represent the of capabilities, but by their generalist nature they lack
Strawmaiden’s impressive physical might may not fit. powers that directly tie into the Exigent’s theme.
Muscle-Hemorrhaging Exertion carries with it costs and Adapting powers from other Exalt types runs into a
additional effects very specific to its Liminal nature that similar problem, especially for abilities that should be
don’t cleanly map to the ideas behind Janest’s Exaltation. thematically central.
Self-destructive acts of brute strength don’t fit an The following rules outline a useful process for
Exaltation fueled by community and growth. creating and evaluating new powers for the various
Keep in mind the Celestial or Terrestrial nature of the Chosen.
Charm being adapted is important. Exalted: Essence These rules assume a certain level of good faith on
doesn’t rely on a wide gap between Exalt types in general their users’ part. Adding new mechanical elements to a
ability, deciding that a Solar Charm should be adapted game always runs the risk of creating undesirable or
directly into a Terrestrial Exigent’s Charm should involve unpredictable results, and attempts to “break” the game
tightening the scope of the Charm to reflect nature of the may certainly be possible. If a new creation unbalances
Exigent. Janest’s general heroic prowess allows her direct the game or otherwise creates a negative play
access to Iron Whirlwind Technique, but a member of a experience, players and Storytellers should work to
Sword God’s numerous chosen of blades might have a revise it to something more acceptable for everyone
more limited version that only functions with specific around the table.
consecrated blades.
Terrestrial Charms may also be too limiting or specific
General Principles of Charm Creation
The definitions and expectations for Charms are set
for a Celestial Exigent’s use. All- Encompassing Earth
on p. XX, under “What are Charms?” This provides basic
Sense’s range and limitations for mobile targets can be
precepts for Charm creation: Charms typically do one
dispensed with in favor of Stalks Have Eyes’s greater
specific thing or linked set of things, rather than offer a
range and bonuses.
wide or nebulous swath of abilities. The way a Charm
Modification represents its narrative, in-setting capabilities may have
Sometimes, the general capabilities of a Charm or several mechanical expressions, but they all serve the
Mode fit an Exigent’s theme, but there are small changes same core idea.
desired. When adapting Boundary Marking Meditation, An example: A Charm such as Graceful Crane Stance
Janest’s player changes the Attribute-based offers a narrative capability alongside two mechanical
requirements for the Lunar charm to Ability based benefits. The Charm’s description is that it provides
requirements reflecting Janest’s charm set. Janest’s “perfect balance,” which means the user can run along

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impossibly thin or delicate objects (an explicit ability not and either build a Mode into Subtle Expression Method
normally possible in the narrative), never risks simply for a crowd-centric variant or use it as a starting point for
falling over (and specifies the mechanical test that might a separate Charm.
normally provide that result) and gains specific Similarly, a new Charm shouldn’t be so powerful or
mechanical bonuses to avoid being knocked down (in the efficient that it’s strictly better than a Universal Charm.
form of automatic successes opposing such an effect). All Giving the Lunar Exalted or an Exigent of Swords
of its effects, narrative and mechanical, work together to “Excellent Strike but it does extra Damage too!” at the
express the single idea and capability of “perfect same level of availability and cost would obsolete the
balance.” existing Charm, and give those Exalts with access to the
new Charm a disproportionate advantage in that Charm’s
Charms that provide positive but specific
area (in Excellent Strike’s case, Close Combat.) More
benefits, so as Graceful Crane Stance’s perfect
powerful attack charms are possible, but not for the
balance or Chaos-Repelling Pattern’s defense
same cost and accessibility as Excellent Strike.
against environmental warping and corrupting
When it comes to Charms meant to add raw
effects offer expansive and powerful narrative
competency, measure them against the basic Excellency.
effects. They grant complete immunity to one set
A Charm shouldn’t be replaceable by an excellency;
of effects, and then mechanical bonuses against an
otherwise, why take it? On the other hand, a charm
enemy trying to inflict that condition on them for a
shouldn’t be universally better than an excellency, either.
sizable duration. Such effects, allowing characters
Janest’s Fieldhand Hefts the Haywain gives a more
to preserve against specific threats or concerns,
specific boost than her Physique Excellency that scales
should be afforded a wide remit, offering perfect
more slowly since it’s based off of Essence instead of her
protection against the environment or hostile
Ability. On the other hand, it also provides a useful effect
coincidence, while leaving the possibility open that
narrative effect which allows her to carry a barn
a specialized or persistent enemy might still be able
indefinitely.
to affect them.
Exalted acting in their areas of strength may have
Effects that involve general protection from harm exceptions: Lunar shapeshifting tricks are better than
during combat tend to be more specific and limited. many disguise or stealth abilities, Liminal self-healing
Charms such as Bulwark Stance refresh the user’s puts most Universal medicine effects to shame, and a
defenses, but won’t directly reduce damage form a Chosen of Falcons’ flight abilities should be superior to
successful blow, while Charms like Iron Kettle Body Universal jumping charms. This must be done judiciously
reduce damage but don’t make the Exalt harder to hit. If and with care that the theme of the Exalted type being
a charm does both, it’s usually a capability built through created for isn’t just being used as carte blanche to make
multiple purchases or automatic upgrades. Undying Body uniformly superior charms.
is an example of such a charm; its various modes provide Negative Effects and Offensive Actions
additional benefits, but require additional investment of
Actions that negatively affect another character,
resources.
whether through physical harm in combat, mental stress
Charms that give bonuses to attacks are similarly
in personal interaction, political fallout in intrigue, or
limited. Excellent Strike removes penalties to an attack
miscellaneous penalties in the wider swath of Creation,
and increases extra successes if it succeeds, but doesn’t
should require an opposed roll or overcoming static
provide bonuses in most Modes. Many Attacks
resistance. In some cases, such as combat or social
Technique offers an additional attack, but doesn’t
influence, the general system offers explicit guidance on
directly boost Power or damage. Other Charms that harm
what to use.
or otherwise inflict an undesirable condition on another
In other cases, especially involving magical curses or
character follow these guidelines as well. Charms that
unearthly ills, it may be necessary to determine suitable
fold in additional effects have increasing cost,
dice pools for the Charm’s user and its potential victim.
culminating in powerful multifaceted but devastatingly
These should be symmetrical; if the Charm’s user gets to
expensive powers like Janest’s “Tall as the Trees, Strong
use their full Attribute + Ability Roll, the opposing roll
as the Land”.
should have a similarly constructed pool. Culture-Hero
Comparisons and Benchmarks Usurpation provides a useful example of die-pools
The existing Universal charms provide useful constructed for enacting and resisting an esoteric effect:
templates for newly minted Charms. As the baseline for stealing the past deeds of a target.
Exalted abilities, they demonstrate what any of the For simple effects, a difficulty instead based on a
chosen can do if they focus on a given area. When a static number for storyteller characters (usually 3, 5, or 7,
player wordlessly conveys messages through the based on how difficult or complex the effect is) or
movements of crowds, Subtle Expression Method shows Attributes/Abilities for player characters. Because it is
that the charm shouldn’t concern itself with “will this harder for a target to use Charms or other active
message be understood by my target?” The player can defenses to resist such actions, this should be reserved
safely assume that ability is well within Exalted capacity, for effects that are hindrances or inconvenient, rather
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than truly damaging or awful consequences. expansive effects against extras or other unworthy foes,
Powers that inflict double-edged effects on a target, such as A Drop Amongst the Ocean. Because they still
such as Intimacies or paired die-bonuses and penalties involve risk on the user’s part, they’re inexpensive in
may benefit from unrolled efficiency; the effect happens, terms of spent or committed motes.
unless the target has a defense against it. These effects
should be used sparingly, and for specific Intimacies or Charm Costs
effects tied to the theme of the Charm and Exalt using it, As a general rule, if it does one thing it costs one
such as with Black Wind of Desire. It is inappropriate to mote. If it does two things, it costs two motes. If the
inflict an intimacy of “Avoid doing whatever this Charm’s focus of the Charm is notably powerful, it may also cost
user doesn’t like” or paired dice conditions “one die two motes or one anima. If it breaks any of the limits, it
bonus on rolls I approve of; one die penalty on rolls I may cost Power or anima in addition to the mote cost.
dislike” as an unrolled effect.
Defensive, Protective, and Ongoing Effects
Third Edition Conversion Guide
Defensive effects provide bonuses against certain Use this section to help players convert their
attacks or threats, fully negate damaging or deleterious characters from Exalted Third Edition to Exalted Essence
effects, or allow a character to avoid an undesirable fate and vice-versa.
that wouldn’t otherwise permit a roll.
Numeric bonuses to general resistance rolls and Converting Characters
combat-related statistics should always consider the This covers the basics of the character sheet.
limits and costs of existing defensive charms such as Attributes and Abilities
Bulwark Stance and Iron Skin Concentration. Other Exalted Essence uses a simplified list of Abilities and
concerns include issues of duration: Any power which Attributes, condensing twenty-five Abilities down to
enables its user to maintain a uniformly high Soak for an fourteen, and nine attributes down to three. The
entire combat drastically increases their survivability distinction between a character with a high Dexterity but
against most foes, while one that dramatically increases a low Strength can still be represented meaningfully by
Defense makes it incredibly difficult for many enemies to taking higher Finesse than Force, and a higher Athletics
negatively affect the user at all. Such Charms may define than Physique. You’ll note that Archery, Brawl,
an Exalt’s approach to combat. This isn’t necessarily bad, Bureaucracy, Dodge, Investigation, Larceny, Linguistics,
but they should come with an appropriately high cost or Lore, Marital Arts, Medicine, Occult, Resistance, Ride,
difficult limitation, to avoid being a thoughtless defense Sail, Socialize Survival, and Thrown have been condensed
against everything. into the smaller Ability list. Here’s how to determine
On the other hand, defensive Charms with limited where your Ability points should go when converting
uses due to high costs or specific usage riders such as your character. This applies to conversions to or from
“once per combat,” “once per session,” or the like make Exalted Third Edition
good candidates for effects that allow themselves to Athletics covers the movement aspects of Athletics
break the dice limits. As long as these aren’t always- and Dodge. Awareness encompasses Awareness and
available abilities a character can “turtle” behind, a Investigation. Close Combat covers Brawl, Melee and
nearly unbreakable defense is an interesting tool in Martial Arts. Embassy covers Bureaucracy, Linguistics,
combat making for potentially dramatic moments. and Socialize. Physique covers the feats of strength part
Dangerous environmental effects, atmospheric of Athletics as well as Resistance. Navigate contains Ride,
physical maladies, and unnatural warping of the body Sail, and Survival. Ranged Combat entails Archery and
and soul are all excellent choices for preventative Charms Thrown. Sagacity includes Lore, Occult and Medicine.
that automatically work. The Exalted should be able to Stealth encompasses Larceny and Stealth. All other
survive the rigors of Creation and other realms, and a Abilities remain the same.
Charm investment that provides perfect protection When converting either way, players will want to
against environmental hazards through mote spread their points among the closest approximation. A
commitment is perfectly appropriate. Such effects Third Edition character focused on Melee and Ride easily
shouldn’t offer flawless protection against attacks translates his Abilities to Close Combat and Navigate. An
directed at the user by hostile individuals, but instead Essence character focused on Physique and Sagacity
provide bonuses against such attacks, such as Chaos- must look at her Charm focus. If she is based on Feats of
Repelling Pattern’s bonus against Fair Folk shaping Strength and sorcery and spirit lore, then she will assign
attacks. These Charms offer powerful but very specific her Third Edition character dots of Athletics and Occult.
defenses, and their costs shouldn’t be high, usually one The simplified Ability list may seem like it makes
committed or spent mote. characters too similar. However, the difference between
Charms that allow the Exalted to escape unwanted a bare-knuckle boxer with high Brawl and a sword-
notice, influence, or consequences through a roll expand wielding princess with high Melee can still be
the capabilities of the Chosen without removing drama represented mechanically in Essence, even if they use the
from a tense scene. These effects are often paired with same Ability to attack. Different weapons, armor, and
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Charms enable different playstyles. The boxer takes Charms that alter probability or raw numbers — such
Charms that augment their unarmed attacks, amplify as dice adders, double-9s, rerolling 1s, and so on — do
their damage rolls and allow for stronger gambits and not need to be converted. If players enjoy that kind of
grappling, while the sword princess takes Charms to effect, convert them as Charms with narrative
increase her number of attacks, strengthen her ability to permissions and no cost. Dice adding is covered under
defend her allies, and charge enemies down. the Excellency, and should not be replicated.
This applies to non-combat Abilities too. If a player is If an effect isn't easily converted or simply doesn't
worried about her character being too competent at work, consider looking for alternative ways to represent
things that they shouldn't be, she can relax. A high it that captures the spirit of the original. It could use an
Sagacity Wood Aspect healer may have a lot of folksy alternative mechanic, or be broken up into multiple
knowledge, but her focus is saving lives. She'll always be Charms.
able to do more with healing people than memorizing Players converting characters from Essence to Third
ancient lore because that's what she bought Charms for. Edition are presented with a wide swath of options. Feel
Merits free to use the increased mechanical specificity and
The merits present in Exalted Essence cover the complexity as a chance to refine character concepts.
majority of what Exalted Third Edition calls “story” Choose effects that work similarly to the concept and feel
merits. Each merit’s dot rating should convert to Third of the character’s existing build. For example: if the
Edition and vice-versa. If a Third Edition character has a character is focused a warrior-poet, writing ballads of
number of purchased or supernatural merits, they can their exploits on the dueling grounds, but skilled
simply become cosmetic (such as giant size) or the exclusively in unarmed combat in Essence their character
Storyteller may allow them to apply bonuses (see p. XX) uses Close Combat and Embassy. In Third Edition they’ll
when they would apply otherwise. choose Charms from Brawl and Linguistics in favor of
Melee or Lore.
Choosing and Converting Charms
Essence uses less to do more. Charm effects are
condensed and numbers are trimmed, but they do more
individually. Characters converting from Third Edition to
Essence will cut their amount of Charms in half. That's
okay; between Exalt and Caste or Aspect Advantages, and
the actual effect of Charms in Essence typically having
the effect of one or more 3e Charms, the difference
should feel minimal. If you want more Charms in Essence,
feel free to take more. Up to three extra per Essence
level is a good amount.
When converting Charms from Third Edition into
Essence, it's important to look at what effect the Charm
has. Some Charms convert better than others because of
differing approaches. Certain effects do not exist in
Essence, such as rerolling specific numbers or initiative
crashing, and vice versa, like a lowered dice cap and
Building or sharing Power. Essence Charms also have a
shorter template and a briefer description. Keep this in
mind when deciding how to convert Charms.
When looking between an existing Charm list from
Third Edition and converting to Essence, review the
section on General Principles of Charm Creation. This
walks players and Storytellers through Essence’s
approach to Charm design. Together, the table should be
able to figure out the best way to carry their effects over.
As a general principle, if a Third Edition Charm affects
initiative, then it should interact with Power. Power is a
much more valuable resource in Essence, however, so
Charms that cost initiative do not need to cost Power
unless they also have the Perilous keyword. Charms that
cost anima retain this cost — both systems place equal
value on that resource. If a Charm has a Willpower cost,
this extra charge can be reflected either by a second
mote, one anima, or one power. Do not use Will for this.

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