Exalted Essence Corebook
Exalted Essence Corebook
                                                                                  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
                                                                                      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
   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
  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
      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
                                                                         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
     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
                                                                                            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
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
                                                                                           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
  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
                                                                                   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.
                                                              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.
                                                               50
   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
                                                             51
   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.
                                                               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.
                                                             62
   • 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.
                                                             63
    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
                                                               64
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.
                                                                 65
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
                                                               67
               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
                                                               68
   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.
                                                           78
                               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).
                                                              79
                   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
                                                                  80
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.
                                                              81
    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.
                                                                  83
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.
                                                                 84
    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.
                                                                86
    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
                                                                89
   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
                                                              90
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
                                                               91
      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
                                                             93
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
                                                              94
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
                                                              95
   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)
                                                             96
    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.
                                                               103
   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
                                                              105
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
                                                                 107
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
                                                               109
    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
                                                                 110
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
                                                               111
(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
                                                              112
    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
                                                               113
                 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
                                                              114
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
                                                                  115
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
                                                             116
   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
                                                               117
      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
                                                               118
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
                                                              119
      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
                                                              120
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
                                                               121
   • 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
                                                               122
   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
                                                              123
                  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.
                                                               124
                                                                        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
                                                                125
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.
                                                               126
   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)
                                                             127
    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
                                                               128
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.
                                                              129
                 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.
                                                             130
   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.
                                                              131
           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.
                                                               133
   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.
   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
                                                               136
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
                                                               137
    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
                                                               138
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
                                                              139
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.
                                                               140
               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.
                                                               143
   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.
                                                              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
                                                               148
   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
                                                                149
   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.
                                                             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.
                                                               155
   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
                                                               156
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.
                                                            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.
                                                                168
   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.
                                                               169
   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.
                                                                170
    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.
                                                                 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
                                                              174
    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.
                                                               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.
                                                              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.
                                                                 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.
                                                             195
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.
                                                              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
                                                              208
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
                                                             209
   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.
                                                             210
    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
                                                            211
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
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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,
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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
                                                               215
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
                                                                   216
    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
                                                              217
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
                                                               222
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
                                                                 223
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
                                                                224
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
                                                                225
   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.
                                                                 229
   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.
                                                                230
                        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,
                                                              231
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.
                                                              236
                                                                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,
                                                                238
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,
                                                               243
    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
                                                                244
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:
                                                              245
    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
                                                             247
       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
                                                              250
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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