Professional Documents
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resisting this influence, they are immune to it for the rest of the scene. Once the martial artist activates this Charm,
they cannot do so again for the rest of their action.
Heartsong Meditation
Cost: 5m
Mins: Martial Arts 5, Essence 3
Type: Reflexive (Step 9)
Aria of Victory
Cost: 10m, 1wp
Mins: Martial Arts 5, Essence 3
Type: Simple (Speed 5)
Keywords: Combo-OK, Emotion, Vocal, War
Duration: Insstant
Prerequisite Charms: Haunting Heart-Rending Melody
The martial artist sings softly in a minor key, a tranquil harmony that calms hearts and stills passions. But as she
sees the struggle and strife around her, her heart proclaims, "no more!" Shifting into a major key, her voice swells
with glory and with wrath, a battle-anthem to give hope to her friends, and to shatter the armies of her foes. The
martial artist rolls (Charisma + Martial Arts) as a social attack against the Dodge MDV of all characters who can
hear her. Those of her enemies whose MDVs are overcome are filled with fear, suffering a -1 external penalty on
attacks made against the martial artist or her allies, and a -1 penalty to their DVs against attacks made by those
characters.
However, the martial artist's allies are filled with courage and boldness by the same song. Allied characters affected
by this influence can channel Conviction or Valor without needing to spend a Virtue channel, and add a single die to
all rolls made with those Virtues. The martial artist always receives the benefits of this benign mental influence. In
mass combat, this also adds one to the Morale of any unit commanded by the martial artist or an affected ally. This
unnatural mental influence lasts one scene, and can be resisted for a cost of three Willpower, no matter which
variant affects a character.
in which case the damage dealt is bashing, inanimate objects are not affected, and she may exclude her allies from
the effect.
Harmony-Forging Chorus
Cost: (+2m per ally)
Mins: Martial Arts 5, Essence 4
Type: Permanent
Keywords: War
Duration: Permanent
Prerequisite Charms: Aria of Tranquility, Heartsong Meditation, Resounding Songbird's Cry
With a slicing hand strike, the martial artist cuts off all sounds around her, drawing forth a terrible silence. And then,
the song begins. Every voice of friend and foe rises up in song, the glorious hymn to battle that is the completion of
the Silver-Voiced Nightingale's melody. This Charm upgrades Silver-Voiced Nightingale Form. Upon activating it, the
martial artist may choose up to (Performance) allies that can hear her voice, committing an additional two motes
for each ally chosen. Chosen allies can receive dice bonuses from both normal stunts and musical stunts, stacking
the two bonuses on valid actions. In addition, the martial artist can make coordinate attack or coordinate units
actions reflexively, substituting her Performance for her War if it is higher, so long as she designates only herself
and her chosen allies as participants in the attack. Rather than being delayed until the next time the martial artist
acts, such coordinated attack takes place instantly on the tick the martial artist rolls for them. No more than one
such attempt can be made on any single tick.
Mantis Style
The mantis is a being of deliberation and iron-hard resolve. It knows how to wait, but also how to meet a challenge
with swift force. Its grasp of the battlefield is adamant, draped in a sort of noble dignity as it methodically pulls
apart those that face it, leaving them nothing but a quivering wreck.
Mantis Style is one of the oldest martial arts in Creation, a clear and obvious outgrowth of some of the defining
principles of supernatural martial arts. Its techniques are relatively simple, archaic even, but they are effective and
enlightening.
Weapons and Armor: The mantis is lightly armored but has a sure grasp of anything it gets in its claws. Practitioners
of the Mantis Style may wear light armor and may wield any Martial Arts weapon with its Charms, treating attacks
with them as unarmed.
Martial Arts Excellencies used to enhance the character's (Strength + Athletics + Martial Arts) pool to increase the
distance covered.
Iron-Arm Block
Cost: 4m; Mins: Martial Arts 3, Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-Basic
Duration: One action
Prerequisite Charms: Leaping Mantis Technique
Like unassailable chitin walls, the mantis' forearms are not merely weapons but also shields. This Charm enhances
the martial artist's attempts to make unarmed Martial Arts-based parries. In addition to allowing him to parry lethal
and ranged attacks barehanded without a stunt, he gains a +2 cover bonus to his DV. As a cover bonus, this does
not count as a dice bonus from Charms.
Mantis Form
Cost: 6m; Mins: Martial Arts 3, Essence 2; Type: Simple (Speed 3)
Keywords: Form-type
Duration: One scene
Prerequisite Charms: Iron-Arm Block
Adopting a straight but somehow askew posture, the martial artist gains both nobility and a rock-hard but delicate
grip. Her dignity sets her apart, aloof from the carnage that may surround her as she wades into battle and does
what must be done. For the scene the character's unarmed Martial Arts attacks may inflict lethal damage if they
would instead deal bashing, and she ignores onslaught penalties to her Martial Arts-based Parry DV as long as she is
defending herself with a Martial Arts weapon or her bare hands.
A martial artist who adopts the Mantis Form and is Essence 3+ may improve the benefits of her Iron-Arm Block.
Invoked normally, it provides a shield bonus to her DV equal to her permanent Essence. Alternatively, it may be
invoked as if it were not a Charm activation at the normal +2 bonus. This latter use of Iron-Arm Block adds the
Obvious keyword to the Charm.
Joint-Disabling Attack
Cost: 5m; Mins: Martial Arts 5, Essence 3; Type: Reflexive (Step 1)
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Crushing Claw Technique
There is only one end to the feeble struggle of the mantis' prey, but to ease and speed along this conclusion the
mantis crushes, twists and disables them to make its job easier. This Charm enhances an attempt to crush a foe
with an unarmed Martial Arts clinch. If the crush would have ended with at least one die of post-soak damage,
rather than inflicting damage it inflicts the equivalent of one amputation crippling effect of the martial artist's
choice (see Exalted, p. 152). The martial artist may only disable hands, arms and legs this way, and they are not
actually amputated. This Crippling effect lasts for the rest of the scene and should likely result in situational internal
penalties to continue resisting grapples or other actions in which an arm or leg is often useful but not absolutely
necessary.
Weapons and Armor: Ebon Shadow Style treats as unarmed those attacks made with fighting chains, sai and their
artifact equivalents. It is incompatible with armor.
Complementary Abilities: Students of Ebon Shadow Style must have at least two dots of Stealth to learn its Charms.
successes equal to his permanent Essence, against the Dodge MDV of a target within (Essence x 5) yards. If the
targets MDV is insufficient to protect them, they increase the Speed of their current action by a number of ticks
equal to half the practitioners Martial Arts rating. A target may prevent this increased wait until his next action tick
by spending two Willpower to see through the unnatural illusion, but they may only do so the instant they fail to
resist the attack. Once successfully distracted by the illusion, there is no resisting it. A target that has spent
Willpower to resist this Charm twice need not do so again for the rest of the scene.
If the target is performing a Guard, Aim or other action that they can normally abort, they cannot do so until they
wait through the delay imposed by Distracting Finger-Gesture Attack.
Limb-Immobilizing Method
Cost: 6m; Mins: Martial Arts 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Crippling, Obvious
Duration: Instant
Prerequisite Charms: Seven Points of Weakness Strike
The martial artist slips sinuously through the battlefield to steal away the puissance of his enemies, leaving them
open to the finality of his shadowy justice. This Charm enhances an unarmed Martial Arts attack in close combat,
and as it snakes through the air trailing black, smoky contrails it cannot be blocked. The martial artist may choose
to pull the blow to deal less severe or less total damage without suffering any external penalty. If the attack hits, it
also inflicts the equivalent of a Crippling amputation effect (Exalted, p. 152) on one of the targets limbs, chosen by
the practitioner when he activates this Charm. The limb that is targeted is not actually removed, and returns to
normal functionality at the end of the scene.
This Charm disrupts the chakra points of the target. Without Occult 3+ a martial artist lacks the mystical knowledge
to disrupt the similar patterns that motivate the walking dead and automata.
Shadow-Body Style
Cost: (1wp); Mins: Martial Arts 5, Essence 4; Type: Reflexive
Keywords: Form-Enhancing
Duration: Permanent
Prerequisite Charms: Blow-Concealing Gesture Technique
Nearing the pinnacle of Five Days Darkness knowledge of the shadow, the martial artist becomes indistinct as he is
to his beloved Unconquered Sun. When the character adopts the Ebon Shadow Form he becomes fuzzier around the
edges, and is only clearly a humanoid shape of some kind. This duplicates the identity-concealing effect of the Night
Caste anima banner (Exalted, p. 98). This does not flare his anima if he has one. In addition, any motes spent from
the martial artists Peripheral pool on Ebon Shadow Style Charms do not count towards his anima banner flaring, as
if they were Personal motes. This does include the initial mote cost spent activating Ebon Shadow Form.
The character may also become even more shadow-like, slipping through the cracks and into any dark place. By
performing an appropriate movement action and paying one Willpower, the characters Move and Dash actions
during that tick can validly be made through spaces normally too small for a person to go. He can fit through any
space wide enough for a finger and as tall as a handspan. If this movement does not carry him all the way to the
other side of a barrier, he must reactivate this effect continually until he exits. Failure to do so inflicts three levels of
unsoakable lethal damage on him as he is ejected from his entry point. The martial artist cannot use this effect
while suffering the all-seeing rays of direct sunlight from the Daystar or the Unconquered Sun himself.
Shadow-Stepping Motion
Cost: 7m (+1wp); Mins: Martial Arts 5, Essence 5; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Paralyzing Touch Attack, Shadow-Body Style
The martial artist knows the cold embrace of the shadow realm and treasures it, knowing that it can carry her
through any tribulation in any place. This Charm is a special form of movement action, taking the place of the
characters other Move or Dash actions on the tick it is used. Spending seven motes, the character steps into a
handy shadow and emerges from another shadow she can see within (Essence x 100) yards. Like Shadow-Body
Styles barrier-bypassing effect, Shadow-Stepping Motion cannot function under direct sunlight.
By adding a point of Willpower to this Charms cost, the martial artist can step out of a shadow up to (Essence)
miles away, even if she cannot see the destination currently. However, she must have seen the destination
previously, either personally or through some scrying magic. Traveling this way takes up the entire span of time
between the characters actions, beginning with the tick the Charm is activated and her next action tick. If the
target destination has no suitable shadows within 100 yards, this Charm fails but the cost is not refunded.
Barriers to teleportation and trespass have varying effects against this Charm. Obstructing magic that merely
discourages the martial artist from approaching, like a Spirit-Desolating Sphere or Lesser Ward, are useless against
it. Effects that pose a physical or physically harmful barrier, like the Ward Against (Creature) thaumaturgical ritual,
may be bypassed according to the effects rules as if the martial artist were attempting to pass through the barrier
normally. Effects that outright bar teleportation are contested as per normal Charm conflict.
Weapons and Armor: Righteous Devil Style is unusual, in that its Charms are mostly compatible only with firedischarging weapons specifically, and not with normal unarmed attacks. This distinction is noted in Charms where it
matters. When this styles Charms note that they enhance flame-discharge weapon attacks, this applies to either
Martial Arts or other Abilities, such as Archery, and appropriate Charms of any such Ability (or other trait) can be
placed in Combos with Charms of this style. This style is compatible with armor.
Complementary Abilities: Righteous Devil stylists must have at least two dots in Archery to learn the style. It is
strongly advised that they also possess any Craft skills necessary to perform regular maintenance on their
weapons, as flamepieces and firewands can be notoriously finicky devices.
for their misdeeds. While Righteous Devil Form is active, the character adds one to the Rate of his personal scale
flame-discharge weapons and uses half the usual ammunition with each shot. This allows him to fire up to the full
Rate of appropriate S-tagged weapons without needing to reload. He may also activate Lightning Draw Stance to
reload his weapons as if it were not a Charm activation.
each is used to make two attacks, though each weapon may target a separate foe with their attacks. Each weapon
used to make these attacks only uses up one shots worth of ammunition for their two attacks.
ends with at least one die of post-soak damage in Step 8 of resolution, the target is subject to a Crippling effect.
This effect is resolved similarly to a Poison (Exalted, p. 130-131) though it is not otherwise resisted as a Poison
effect. This shaming pain has the following traits: Damage 3*/action, Toxicity (martial artists Essence), Tolerance /
, Penalty (martial artists Essence). As noted by the asterisk, it inflicts no actual damage. Doses stack just like a
normal poison.
In addition to the punishing virtue that enflames a targets guilt and sends them into paroxysms of shame, if a
target suffers this Charms Crippling effect they are also caught in consuming red, blue and gold flames. This is an
environmental hazard with Damage (martial artists Essence)L/action, Trauma (martial artists Essence). The
Damage becomes aggravated against creatures of darkness. It cannot be doused normally, though enchanted or
magically produced water (as with the Dragon-Blooded Elemental Bolt Attack) can quench the flames and end the
Charms effect prematurely.
One mercy of this Charm is that both the pain and the fire it inflicts can be resisted with a single reflexive (Stamina
+ Resistance) roll, making it easier on players and characters who need roll (and apply Excellencies) only once per
action.
Cost: 1m per +1L/1B soak; Mins: Martial Arts 2, Essence 1; Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: None
Captivating as baubles and precious treasures, still the shining beetle carapace and oil-slick, rainbow surface of
cabochons are impenetrable and sturdy. Activating this Charm, the stylist adopts this same combination of fortitude
and sparkling countenance, a prismatic sheen falling over his skin and clothing to turn aside blows and amaze
onlookers. Every mote spent on this Charm increases his natural soak by +1L/1B for the rest of the scene, up to a
maximum of (Martial Arts) motes.
surcharge, the martial artist may do so again after having already activated this Form. The Charm also gains the
Social keyword while this Form Charm is active, allowing it to apply its DV bonus as bonus dice to shield the users
motivations (Exalted, p. 131) and to enhance Socialize rolls to set up an unexpected social attack. These social
combat options do count as a dice bonus from Charms.
Pearlescent Filigree Defense: The soak bonus provided by this Charm increases to +1L/2B per mote. Every two
motes spent on the Charm also increases the characters Appearance for the scene, but only to a maximum of
(Essence) additional dots. No combination of Charms that includes this one may increase Appearance by more than
a total of (Essence) dots, and dice provided this way count as a Charm bonus.
Lethal Paper Fan Attack: If a weapons Accuracy would be less than +0, it rises to +1. If it is already +0 or higher,
it is increased by +2. Taking advantage of this benefit increases the Charms cost by one mote and is optional. This
same surcharge may be applied to give the Charm the Social keyword, allowing it to further emphasize the points
made by the martial artists flying weapons. This enhances a Presence- or Performance-based social attack, making
it unnatural influence that costs one Willpower to ignore as the Dreaming Pearl Courtesans words cut truer and
deeper with her showy emphasis.
Every six ticks after initiating it he reflexively maintains the clinch with ([Dexterity + Martial Arts] 2) successes,
which may be enhanced further with Charms.
He may not maintain more of these grapples than he has flying weapons as per Dreaming Pearl Courtesan Form,
and each grapple reduces by one the number of weapons considered for the effects and bonuses of the Form
Charm. A foe that gains control of the clinch can only respond by ending the clinch normally. If the flying prop used
for the grapple is attacked and destroyed or knocked out of orbit, the associated clinch ends immediately.
Courtesan or attempting to leave her presence. This lack of self-control lapses for (targets Temperance) actions if
the martial artist attacks a given target, and it may be ignored completely for two Willpower for the rest of the
scene. This cost rises to three Willpower if the target already has a positive Intimacy to the martial artist when the
Charm is activated.
The infatuation of this Charm lasts as long as a character can see the martial artist. When the Dreaming Pearl
Courtesan is out of sight, it does not fade but instead transforms into longing melancholy to recapture the vision of
one so lovely. It is otherwise dealt with in the same manner, inflicting penalties and resistible with Willpower
expenditure as above.
carp fins. These float lazily within a few inches of where one might expect them to belong on such an alluring alien
form.
When the character activates this Charm, he may reflexively and simultaneously activate Dreaming Pearl Courtesan
Form by paying its cost. The shining rainbow scales of the characters new body affords him an armor soak of
8L/12B and 4L/4B Hardness. He may substitute his permanent Essence for his Appearance rating as if it were his
natural Attribute rating for the duration of the Charm. He loses his normal appendages, but the beak and fins serve
largely the same purposes despite their odd appearance. These natural weapons of the Ascension body have the
statistics listed below. In addition, the characters fins are valid weapons to be levitated into the air around him by
his Dreaming Pearl Courtesan Form. They may be knocked out of alignment like other flying weapons, but this
merely deprives the Form Charm of their use, it does not remove them from the martial artist. They may be left
behind to conceal the character using Seven Storms Escape Prana, in which case this does count as a Crippling
amputation that removes the fin permanently (or until this Charm is ended and reactivated).
The characters gear disappears Elsewhere for the duration, though necessary equipment may be called back to
rest daintily atop a fin by paying one mote and taking a miscellaneous action to draw it forth. These appendages
offer no hardship in holding, manipulating or caressing the world around the martial artist.
Though tales may be told of the Ascension bodys physical perfection, its beauty touches something deeper than
simple visual aesthetics and transcends all known boundaries. The first time in a scene anyone with Dodge MDV
less than (martial artists [Martial Arts + Essence]) sees, hears, feels or smells the martial artist, they are subject to
an unnatural emotion that instills in them an Intimacy of heartaching appreciation for the wonderment that is the
Ascension. This Intimacy cannot be suppressed or eroded until after the scene ends, though it may be rejected
initially for two Willpower, rendering a character immune to this effect from any source for the rest of the scene.
The mystical advantages of this form can run to cruder ends, too. A character who has adopted the Cup of Pearls
and Wine Ascension body treats the Type of Fragrant Petal Fascination Kata as Reflexive (Step 2) rather than Simple.
In addition, he reduces the total cost of activating any other Dreaming Pearl Courtesan Charms (including the Form)
by one mote, to a minimum of one.
Beak: Speed 5, Accuracy +1, Damage +2L, Defense -2, Rate 3, Tags: NP
Fin: Speed 4, Accuracy +2, Damage +3L, Defense +2, Rate 1, Tags: NR*
Coils: Speed 6, Accuracy +4, Damage +4B, Defense , Rate 2, Tags: CNP
* Each fin is a separate weapon, and the character receives (Essence x 2) fins, so despite their low Rate they can be
used to flurry many attacks.
Tiger Style
Weapons and Armor: Tiger Style treats attacks with tiger claws and razor claws as unarmed. This style is compatible
with light and medium armor.
Tiger Form
Cost: 5m; Mins: Martial Arts 3, Essence 2; Type: Simple (Speed 3)
Keywords: Form-type
Duration: One scene
Prerequisite Charms: Striking Fury Claws Attack
The martial artist crouches low and spreads his hands wide, ready to move or strike in any direction with savagery
and surprising purpose. While this Charm is active the martial artists unarmed Martial Arts attacks increase their
Damage trait by (his Martial Arts) and they deal lethal damage if they would otherwise inflict bashing. The martial
artist ignores the -1 external penalty to his non-reflexive physical actions when prone (Exalted, p. 144), and while
fighting prone his low profile and swift movements on the ground provides him with +1 DV against others attacks.
Spine-Shattering Bite
Cost: 4m; Mins: Martial Arts 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Crippling, Obvious
Duration: Instant
Prerequisite Charms: Raging Tiger Pounce
Taking his foe in hand or mouth, the martial artist gives a brutal shake, twisting the target about like a ragdoll. An
unarmed Martial Arts attack enhanced with this Charm counts 10s on the damage roll as two successes. As long as
the attack inflicts at least one level of damage, the target must roll to overcome being stunned (Exalted, p. 153).
The difficulty of this roll is never lower than the martial artists Essence.
and the more free she is to practice it. No Trait increases by more than (Essence-1) points in this manner.
Thischarm is not compatible with other charms which increase barehanded Accuracy, Defense and Rate, only the
highest bonus to any given trait apply.
WALKING IN THE FOOTSTEPS OF TEN THOUSAND THINGS
Cost: 7m (+2xp); Mins: Martial Arts 5, Essence 3;
Type: Refl exive (Step 2)
Keywords: Obvious, Combo-OK
Duration: Instant
Prerequisite Charms: Body of War Meditation
It is said that nothing human disgusts the blissful sage, for they have walked in the ways of a ten thousand things.
By meditating on every aspect of the natural world around them, Blissful Sages can understand the manifold ways
Essence flows through Creation. By emulating the phenomena on which they meditate (by walking in the footsteps
of ten thousand things) they can evoke such things in themselves. This charm requires the Martial Artist spend a
number of actions in close range combat with an opponent equal to that opponent's (Essence) earlier in the scene
and an equal number of successful applications of physical DV's against attacks by that enemy (which also must be
made at close range). Defenses which are enhanced by charms that have a Flaw of Invulnerability do not count
towards fulfilling this minimum. This charm cannot be invoked unless the Exalt has met both these criteria. During
this time the Martial Artist comes to understand his foe and their passions, his not sympathetic per-se, sympathy
requires attachment which the Blissful Sage does not allow himself. He views the foe with a sort of mirthful pity.
Many take umbrage to this percieved mockery, but the sage's jests serve the cause of enlightenment, showing his
foes that their passions are indeed a liability. To foes whom he adequately observed earlier in the scene, the sage is
a illusive as laughter and unassailable as bliss. His freedom of mind is reflected in his movements as he seems to
flow with impossible flexibility and ease out of the path of enemy attacks.
Activating this charm enables the martial artist successfully dodges any attack the opponent makes (which could
be dodge). If the attackwas enhanced by a virtue channel, reduce the cost of this charm by a number of motes
equal to the attackers Virtue. An exalt who uses this charm cannot channel a virtue on the same tick as he
activates this charm. Whenever the Martial Artist activates this charm, he may spend 2xp to commit to memory his
opponent's combat style. This provides several benefits. First, the martial artist can use this charm against that
target on future encounters without needing to observe him for several actions. Second, he may employ this
charm against unexpected attacks that target him specifically which an internalized foe launches at him. Should
the opponent raise his essence, the exalt looses the benefits of this effect and must spend another 2xp to
internalize them. This charm cannot dodge attacks made by entities who are not sentient, such as certain
automata, zombies and impersonal forces of nature.
FOUR HALO GOLDEN MONKEY PALM
Cost: 3m, 1wp; Mins: Martial Arts 5, Essence 3;
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One Tick
Prerequisite Charms: Walking in the Footsteps of Ten Thousand Things
Essence fl ows through all things, and supernatural martial arts provide a way to channel and direct this energy. Just
as Essence concentrates in certain geographical nexus points known as demesnes, so too do similar nexus points
exist in the body. Blissful Sages pay special attention to four of these chakras, which they call the Gates of Virtue.
Celestial Monkey practitioners believe each gate is attuned to one of the Divine Virtues: the Crown of Temperance
(head), the Chalice of Compassion (sternum), the Throne of Conviction(stomach) and the Root of Valor (groin).
When the martial artist invokes this Charm in combat, she sees glowing rings encircle these gates on her opponent,
each of which glows with an intensity proportional to the strength of the corresponding Virtue. These rings provide
more than knowledge about a foes personality. Activating this charm, the exalt's eyes glow, reflecting the lights of
the nimbuses of essence she perceives on the body of a single target.
With a +1 difficulty called shot, the martial artist may strike these gates while the charm is active. Succesful
unarmed martial arts attacks against these Chakras add a number of post soak damage dice equal to value of
whichever of the target's Virtues is associated with the Gate. This damage is of the same type as the attack that
inflicted it. The Martial Artist may, by striking multiple Gates, benefit from this charm several times, but cannot add
more than (sum of the Opponents Two Highest Virtues) cumulative dice of post soak damage against a target. Each
activation of this charm reveals the gates of a single target, but multiple simultaneous activations can reveal the
Virtue Gates of several targets. Automatons or entities without self awareness are immune to this effect.
FOUR HALO GOLDEN MONKEY INVULNERABILITY
Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 3;
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms:
The Celestial Monkey is the master of his virtues, not the other way around. Virtues are potent indeed and like any
savvy fighter, the Celestial Monkey utilizes such things, drawing on the strength of their influence when doing so
serves his interests. Activating the gates of virtue in his own body, the blissful sage spreads the essence that flows
through them over his form. To the observer, it appears as if rings of light manifest around the locations on the
body corresponding with the gates, and then begin to soften in intensity, diffusing into a single, soft, flowing nimbus
that surrounds the martial artist's body. For the Duration of the scene, the Exalt's DVs may not suffer more points
of penalty than the value of her highest Virtue. Furthermore, the martial artist does not consider any attack that
has been aided by a virtue channel to be undodgeable regardless of circumstances, provided he is aware of them.
He knows the fundamental forces at work in the minds of his enemies and no force on earth can deny him the
protection his enlightened transcendence of virtue affords him.
CELESTIAL GODBODY UNDERSTANDING
Cost: ; Mins: Martial Arts 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Four Halo Golden Monkey Invulnerability
Blissful masters of this martial art transcend its limits as surely as they transcend any other. Wearing armor no
longer hinders the character from performing the Charms of this martial art, his freedom is not so fragile it can be
constrained by mere metal. Learning this charm enables the Exalt to practice this style in armor, provided the
armor's Fatigue and Mobility penalty are cumulatively less than his (Essence)/2. This enlightenment is pervasive,
enabling the Martial Artist to wear light armor with any other Celestial or Terrestrial style he knows up to the Form
charm, provided it doesn't already permit armor. Furthermore, while the form charm is active, increase the
maximum benefits provided by Celestial God Body Meditation to (Essence) and broaden the scope of its benefits
such that it also applies +1L/+1B in addition to its other rewards for resisting mental influence.
Foot-Trapping Counter
Cost: 3m
Mins: Martial Arts 3, Essence 2
Type: Reflexive
Keywords: Combo-OK, Hero
Duration: One action
Prerequisite Charms: None
Combat does not end until the Lunar allows it. Whenever a character within (Dexterity) yards of the martial artist
attempts to move away from him, he may activate this Charm to make a reflexive Blockade Movement action,
rolling ([Strength or Dexterity] + Martial Arts) in place of the usual roll. If the martial artist succeeds, his enemy
cannot move away from him for the rest of the action. This Charm cannot be used on a single character more than
once per action, and it cannot be activated during attack resolution. It cannot impede non-physical forms of
movement such as teleportation.
Hero: If used by a Lunar, this Charm can be activated during attack resolution, allowing it to be used to impede
counterattacks that allow his enemies to flee from him.
Cost: 3m
Mins: Martial Arts 3, Essence 2
Type: Reflexive (Step 1)
Keywords: Combo-OK, Hero
Duration: One action
Prerequisite Charms: None
The Lunar cuts down both hoard and herd, scything through his mobbed opponents. For one action, any multiple
action penalties to the martial artist's unarmed attacks are reduced by one. In addition, he increases the penalty
reduction to two if attacking an enemy he has not already attacked that action. He also adds one to the Rate of all
his unarmed attacks.
Hero: If used by a Lunar, this Charm's penalty reduction applies to the total of all penalties on his unarmed attacks,
rather than only reducing multiple action penalties.
move from where they are until their DV next refreshes. This Charm cannot impede non-physical forms of
movement such as teleportation.
Hero: If used by a Lunar, this Charm's Crippling effect lasts until its victim's DV has refreshed twice.
Expansions
Bristling Moonsilver Hide
Cost: (+1m)
Flight of Mercury
Cost: 5m; Mins: Martial Arts 2, Essence 1; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Scene
Prerequisites: Secrets of Future Strife
She said, "Someday, I'm getting out of this place."
The character moves with the swift precision of one who knows her destiny. The Speed of her unarmed Martial Arts
attacks is set to 3. Any effects that would further reduce Speed have no effect.
Cost: 6m, 1w; Mins: Martial Arts 3, Essence 2; Type: Reflexive (Step 1 offensive or Step 2 defensive)
Keywords: Combo-OK, Obvious
Duration: Scene
Prerequisites: Secrets of Future Strife
"Someday, I'm going to kill that boy that put me here."
Essence shines around the character's hands (or weapons), tracing with their every movement crimson trails
through the air. While this Charm is active, the character may replace the statistics of her natural Punch and Kick
weapons with those of a starmetal daiklave (Speed 5, Accuracy +4, Damage +9L, Defense +1, Rate 3). She may
parry lethal attacks unarmed. If she is wielding a form weapon instead, the weapon becomes unbreakable, may
deal lethal damage if it deals bashing naturally and adds the starmetal Magical Material bonus (+1 Accuracy, +3
Damage) to its statline.
Death-Parrying Stroke
Cost: 2m per health level; Mins: Martial Arts 5, Essence 2; Type: Reflexive (Step 8 )
Keywords: Combo-OK
Duration: Instant
Prerequisites: Violet Bier of Sorrows Form
"I'm holding at bay," she said, "what I know to be true."
In a blur of violet Essence, the character's blade catches an attack that might otherwise have killed her. If the
character chose to use her PDV against an incoming attack and failed to parry it, she may decide to invoke this
Charm after damage has been rolled, reducing damage by one level per 2 motes spent. This Charm, like all health
level reduction effects, activates on the same instant as the Twilight anima power effect.
Life-Severing Blow
Cost: 2m per health level; Mins: Martial Arts 5, Essence 3; Type: Reflexive (Step 8 )
Keywords: Combo-OK
Duration: Instant
Prerequisites: Violet Bier of Sorrows Form
"That I'll never get out. I won't let my dreams die!"
Drawing on the Essence of Endings, a character can add power to a blow that she realizes is about to pierce her
enemy's defenses. If she hits with an unarmed Martial Arts attack, she may purchase automatic damage successes
after damage has been rolled at a cost of 2 motes each. She cannot purchase more successes on any given attack
than her permanent Essence rating.
Clarification: use of a automatic soak Charm like Iron Skin Concentration or Adamant Skin Technique nullifies all
damage from this Charm.
Metal Storm
Cost: 2m per attack; Mins: Martial Arts 5, Essence 3; Type: Extra Action
Keywords: Combo-OK
Duration: Instant
Prerequisites: Life-Severing Blow
"I'll hang on to hope," she said, "until Time itself ends. But-"
Not even the most cunning of opponents can evade a sword that strikes everywhere at once. This Charm is a
magical flurry of two or more unarmed Martial Arts attacks. Each attack in the flurry costs two motes, including the
first. The character may not make more attacks with this Charm than her Martial Arts rating +1. All attacks
produced by this Charm must be directed at the same target. These attacks may be made regardless of Rate, do
not suffer multiple action penalties, and only impose a DV penalty equal to the highest penalty for any one attack.
Conclusion-Pursuing Approach
Cost: 10m 1w 1hl; Mins: Martial Arts 5, Essence 4; Type: Simple
Keywords: Combo-OK, Prayer Strip (Crippling, Obvious)
Duration: Scene
Duration: Permanent
Prerequisites: None
And, as she slept, she fought and loved and saw the world.
This Charm permanently enhances the Sidereal. Charms with the Gossamer keyword and all works of gossamer
become Obvious to the character. Material gosammer itself, too, becomes Obvious to her when she perceives it.
The Sidereal also adds (her Martial Arts) to her Gossamer Resistance. The martial artist also resists the Wyld as if it
were (Essence 2) steps closer to Creation. For example, at Essence 4, the character treats the Deep Wyld as if it
were the Bordermarches. Therefore, at Essence 8, the Sidereal is permanently immune to the warping effects of
Chaos.
multiple times on a single target, only the last dream infused manifests; the rest are erased. The infused dream is
considered an unnatural Illusion, which can be resisted by spending (Essence - 1, max 5) Willpower.
At Martial Arts 4+, Essence 4+, the Quicksilver Hand may infuse a target with a dream even while he is awake,
albeit in a more limited form. This costs ten motes and one Willpower. This daydream hallucination can introduce or
modify one element in the victim's perception. His best friend becomes a terrible deathknight (although the
Sidereal cannot change what friend says), or a dingy hovel becomes a small but opulent palace. This cannot bestow
an external penalty greater than (Essence) to the target, however. At Martial Arts 5+, Essence 5+, the number of
elements in the victim's perception that can be altered or added is increased to (Essence) by paying 16 motes and
one Willpower.
For every -1 external penalty due to visibility conditions for the area the character is in, as well as for every degree
of surrounding Wyld, all attacks against the Sidereal and all rolls to perceive him suffer a -1 external penalty. The
martial artist, on the other hand, increases his movement rates by (Martial Arts) for every penalty or degree of
Wyld, as long as he's moving under his own power. For example, a Quicksilver Hand standing in a location in the
Middlemarches with poor visibility would increase his movement speed by (Martial Arts x 3) and would impose a -3
external penalty upon everyone attempting to perceive or attack the Sidereal. Additionally, the Quicksilver Hand
does not suffer any penalties due to visibility conditions while this Charm is active.
Finally, no matter the visibility conditions or location, the martial artist negates all penalties to DVs from
coordinated attacks and does not suffer and penalties or unexpected attacks from being surrounded; the character
is never exactly where he appears to be.
Dreamwalker Kata
Cost: 15m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple
Keywords: Combo-OK, Obvious, Shaping, Touch
Duration: One scene
Prerequisites: Ephemeral Presence Technique
She had questioned questioned everyone in her dream;
The Sidereal must Touch a sleeping target to use this Charm, which is considered a Shaping attack. A silvery,
shimmering portal opens. If he steps through, he dematerializes and merges with the target, his Essence
intermingling with the target's, in a process that is essentially the same as possession by spirits (see The Book of
Sorcery Vol. IV - The Roll of Glorious Divinity, p. 160). If the target stops dreaming, for whatever reason, the Sidereal
is ejected, immediately materializing next to the target, and takes 10 dice of aggravated damage that cannot be
soaked by armor. The target will not naturally awaken why this Charm is active, however; only outside forces can
wake her up.
For the remainder of the scene, the martial artist enters the target's dreams. The target has no conscious control of
her dreams, even herself (although the target's player does). The Sidereal also has no control over the dream,
although he does have normal control over himself and his possessions; he can act normally, but he cannot change
himself into a towering monster, or his simple knife into a grand daiklave. If he uses the basic application of Fervent
Night Phantasm at any time during the scene, however, he can take full control of the dream, allowing him to
change any or all aspects of it, even the target's dream-self. (He is considered to be automatically Touching the
target, who can resist the Illusion as normal. The character's actual presence in the dream, however, allows him to
make as many social attacks as he wishes against the target, with the normal limitations. Other options include
training the target, or any other bestowal of knowledge.)
Essence, Willpower, Virtue channels, or health used by either party in the dreamscape are considered actually
spent. Since the dream is not real, any physical actions that take place within the dreamscape are dramatic actions,
even combat. If the target's dream-self dies, he wakes up. If the Sidereal's dream-self dies, he is immediately
ejected, as described above.
If the Quicksilver Hand possesses a the dream-gossamer of a character who is sleeping, or if a character is
experiencing a dream implanted with Fervent Night Phantasm, the character may roll (his Willpower + Martial Arts),
difficulty 5, to attempt to use this Charm on that character. If he succeeds, the Touch requirement is removed, and
the Sidereal may open the silver portal at his location, if he is within one mile of the target. Every threshold success,
however, increases the distance the target can be increases ten-fold, up to a maximum of 1,000 miles. (For
example, rolling two threshold successes allows the Sidereal to use this Charm on a target up to 100 miles away.)
This roll automatically fails if the target is protected from scrying or teleportation. Passing through the portal, he
dematerializes and rushes toward his target, always traveling fast enough to reach the target in five minutes. If the
martial artist ends this Charm voluntarily, he may choose to return to his original location, stepping back through
the silvery portal, or exit next to the target. If the target awakens, the Sidereal is ejected immediately next to the
target.
Note that all the effects of this Charm are considered to be Shaping the martial artist and the world around her. So,
while personal Shaping protection, such as Integrity-Protecting Prana, will not stop any of the effects of this Charm,
stopping Shaping in an entire area, such as with the spell Infinite Catalepsis Macrame or the Abyssal Charm DreamSlaying Defense, will suppress the effects of Quicksilver Hand of Dreams Form while the martial artist is in the
effected area.
Gossamer Understanding
Cost: 14m, 2wp; Mins: Martial Arts 5, Essence 5; Type: Simple
Keywords: Combo-OK, Obvious, Shaping, Touch
Duration: One scene or instant
Prerequisites: Quicksilver Hand of Dreams Form
The Dreaming Elder's Sutra: The maiden awakened into daylight, silver tear tracks across her cheeks,
Gossamer, at its heart, is pure potentiality; the capability to become anything one can imagine. The Lord of Dreams
internalizes the principle, unlocking an unlimited capacity to transform gossamer into anything of which she can
dream. While this Charm remains active, the Sidereal can forge any single piece of gossamer she holds into any
mundane object with a reflexive Craft (Gossamer) roll, adding (Martial Arts) automatic successes (see Exalted, pp.
133-4 for rules on mundane crafting). The difficulty of the craft decreases by one for every degree of the
surrounding Wyld. The end result is a gossamer item (see Graceful Wicked Masques, p. 194 for the bonuses
gossamer gives an item). Do note that, while the crafting itself is reflexive, the martial artist must be carrying only
the single piece of gossamer in at least one hand. This requires, therefore, that the character ready every piece of
gossamer with a miscellaneous action beforehand. The martial artist can even reforge gossamer items into
something completely new, with another reflexive Craft (Gossamer) roll.
Any weapons, armor, or shields the character forges with this Charm are compatible with this style. The weapons,
however, must follow the same principles as Master's Hand Envisioned Anew (see Dream of the First Age: The Lords
of Creation, p. XXX), armor must be light, and no shield may be larger than a target shield.
Sadly, as with all dreams, they end, often sooner than we wish. At the end of the scene, all items the Lord of
Dreams forged from her gossamer revert back to their original potentiality as simple pieces of dreamstuff. The Lord
of Dreams may alternatively forge more permanent works. Each gossamer craft requires an activation of this Charm
at an 'instant' duration, and the Craft (Gossamer) roll becomes a dramatic action taking one season of work. The
martial artist does not need any tools or workshop for this craft; only her imagination is required.
Chimerical Ascension
Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 5; Type: Simple
Keywords: Combo-OK, Obvious, Shaping, Stackable
Duration: Instant
Prerequisites: Quicksilver Hand of Dreams Form
and as she rose from her bed and blinked the last tears away,
The Lord of Dreams strikes Creation, and it breaks. The martial artist increases the degree of Wyld in an area
(Essence x 20) yards around him by one step. Therefore, in Creation, he creates a Wyld zone equivalent to the
Boardermarches, while using it in the Middlemarches creates an area of Deep Wyld. This Charm is Stackable,
however; each use of it in the same area increases the degree of Wyld by one step. The degree of Wyld in the area
drops by one per scene after the one this Charm was activated in, until all that's left is tainted lands, which fade at
the regular rate.
In addition, the Sidereal is permanently enhanced when he learns this Charm. While he is in the Wyld, he gains
the following benefits:
He gains an amount of natural bashing and lethal soak equal to the three times the degree of the surrounding
Wyld.
He is granted one automatic success to all rolls to resist environmental effects for each degree of the surrounding
Wyld.
He gains a number of automatic successes on all Charm roll-offs equal to the degree of the surrounding Wyld.
He gains the benefits of All-Encompassing Sorcerer's Sight and Integrity-Protecting Prana.
Peaceful Repose Touch: For 22 motes and two Willpower, the minimum duration of sleep (or insomnia) can be as
long as the Sidereal desires, even indefinitely. During this sleep, the target does not age, nor does she need to eat,
drink, or perform any other bodily functions; she is affectively in stasis. If this Charm is used in this way, the
Quicksilver Hand must choose a set of conditions that will wake up the victim, such as a kiss from beautiful
(Appearance 3+) maiden, or the strike from the hand of a Dragon-Blooded. These conditions permeate the dreams
of all who sleep within a thousand miles of the victim of this Charm while she sleeps. While they may not
consciously know it, they will know how to wake the sleeper if asked, and if they have the drive to wake her, they
will know generally how to do it.
Fervent Night Phantasm: For 24 motes and two Willpower, the Sidereal has unlimited control over what the
victim perceives. She may throw him into a dreamworld with no connection to reality, or work more subtly,
changing the emphasis and a few key words of a conversation. There is no limit to the external penalty that can be
imposed, as long as the Lord of Dreams can find a proper justification for it.
Dream Ravager Hand: For 17 motes and one Willpower, the special gossamer that is the victims ability to dream will
never disintegrate, denying the target of his dreams indefinitely.
Infinite Fantasy
Cost: 20m; Mins: Martial Arts 7, Essence 7; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: One scene
Prerequisites: Gossamer Understanding, Chimerical Ascension, Providence of the Dream Lord
...and saw that her lover stood, waiting.
Within a dream, there is the potential for anything, for the human mind is a creative thing. The greatest fears form
our nightmares, while our greatest hopes drive us to our greatest heights. The Lord of Dreams fully internalizes the
capability that dreams have, and...
Charcoal March of Spiders Rewrite
Weapons and Armor: The Charcoal March of Spiders Style may not be practiced with weapons or in armor other
than those created by Rain of Unseen Threads.
Toxicity: (Essence)
Tolerance: --/-Penalty: (Essence)
Unlike normal poisons, this toxin causes the target to bleed motes of Essence instead of dealing damage directly.
Multiple applications are cumulative. A successful (Stamina + Resistance) prevents the mote drain. A creature that
no longer has motes of Essence and fails the resistance roll falls unconscious for a number of hours equal to (the
martial artists Essence) at which point the target discontinues suffering from the effects of the venom.
Should a target be rendered unconscious by this Charm, each lethal health level of damage the Charcoal Spider
directly inflicts while clenching his prey restores (Essence / 2) motes of Essence as the spider sucks the life energy
out of his captured meal. The martial artist may not use this effect in combination with any other mote
regeneration techniques to regain more than 20 motes of Essence per action.
Cost: 10m; Mins: Martial Arts 5, Essence 4; Type: Simple (DV -2)
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisite Charms: Rain of Unseen Threads
Casting a web takes most spiders hours of careful work and diligent craftsmanship, but the necessities of the world
rarely affords the martial artist the luxury of time. Throwing his hands outward, the martial artist covers an area
with a radius equal to his (Essence x 6) yard radius. As the threads expand, they strike each foe the martial artist
can perceive in the area with a single martial arts clinch attempt using the martial artists unarmed traits. Should
the clinch succeed, the target can attempt to break free of the webbing each action by rolling a feat of strength
with a difficulty equal to the number of successes the martial artist rolled for the clinch attempt. Further, everyone
other than the martial artist that moves in this area after the initial attack must succeed on a reflexive (Dexterity +
Athletics) check each tick they move at difficulty 2 or become stuck to the ground unable to move. Freeing a target
from the webbing requires that the webbing be destroyed or a successful (Strength + Athletics) roll to break free, a
difficulty 4 miscellaneous action. If left alone, the webbing dissolves completely by the end of the scene.
The webbing is extremely difficult to remove and sticks to just about anything it touches. It has a bashing and
lethal soak of (Martial Arts) and successfully dealing one lethal health level of physical or environmental damage to
the web is enough to destroy three cubic yards of it. Any damage that targets the web stuck to a victim also affects
the victim, but only one lethal health level of damage is necessary to free the victim from the webbing. Terrestrial
anima flux dealing at least 1 die of damage an action that comes into contact with the web is enough to destroy it.
Duration: Instant
Prerequisite Charms: Cannibalistic Heritage Technique
Prey often struggles as the spider leaps along his web to devour it, rarely realizing the more it struggles the more
futile its escape becomes. This Charm allows the martial artist to reflexive Jump to a sentient target up to (Martial
Arts x 50) yards away and guarantees the martial artist succeeds on the roll to clinch his target by one success.
Effects that contest this Charm are rolled off as normal. While clinched, the martial artist gains the benefit of a
temporary Ovedrive pool. This Ovedrive pool gains (targets Essence) motes each action the target unsuccessfully
attempts to escape the clinch. Note that choosing not to resist the clinch does not provide the martial artist with
motes. The martial artist may not store more than 20 motes in this fashion, and the motes vanish as soon as the
target successfully escapes the clinch or the martial artist releases the target from the clinch. Further, these motes
count against the maximum number of Overdrive motes that can be stored by the martial artist normally but my
exceed the martial artists existing Overdrive pool maximum if it is below 20 motes. Motes gained from this Charm
otherwise follow the same rules outlined in the Overdrive keyword.
Prerequisite Charms: Thumbnail Spider March, Jumping Spider Strike, Water Spider Bite
Emulating the deadliest spider in existence, the martial artist strikes his foe and unravels the fate which destiny has
woven for him. To wield the power of the pattern spiders is to wield the power of Fate itself.
A successful strike from this Charm deals no damage but changes the identity of the target as a Shaping effect. To
determine the new identity of the target, use the following steps:
Appearance: The martial artist changes the targets appearance to his specifications. The target must remain the
same species but can otherwise be changed to the martial artists specifications. These changes may not be drastic
enough to grant effects similar to mutations. The target may spend a point of willpower to keep one feature the
same, such as eye color or a scar from a previous battle.
Intimacies: Remove all of the targets intimacies and replace them with an equal number of intimacies determined
by the martial artist. The target may preserve an existing intimacy for a point of willpower.
Motivation: The target gains a new motivation determined by the martial artist. For a point of temporary
willpower, the target may change one word in the new motivation.
Backgrounds: All backgrounds based on the targets identity, such as Backing, Command, Contacts, Connections,
Face, etc., are removed. The martial artist reassigns the total number of dots removed in new backgrounds to fit
the targets new identity. This effect is woven into Fate itself, reinforcing the new identity which mortals may not
resist as an Illusion effect. Essence wielders that are a part of the removed or new background traits are immune to
this Illusion effect and recognize the target has never been associated with a background prior to. Backgrounds
may be preserved for a willpower point per rating of the background (e.g. 3 willpower for a background rated at 3),
though the martial artist determines a suitable justification for the target to have that background which the target
believes.
Other traits: The target is filled with a lifetime of memories fitting for his identity which the martial artist may
build with fictitious or real people he is aware of. Consequently, the target loses all memories of its former self.
Things dependent on his physical state, such as his age, remain the same even though the target may be made to
look younger.
Under no circumstance may this Charm change a target enough to cause their Exaltation to flee, change anything
about their Exaltation or other supernaturally reinforced traits such as Charms or the fact that the target knows its
an Exalt, or any other traits specifically not described above along with traits deemed inappropriate by the
Storyteller. A violent warlord could be made to believe he is a humble librarian, but he will most certainly second
guess himself when he easily bests five armed muggers in a dark ally with his bare hands. The same warlord may
also wonder why he's constantly confrontational with those around him due ot his abnormally high Valor score.
Exceptionally powerful magic intentionally used to reverse this Charms effect such as Adamant Circle Countermagic
or Order Affirming Blow may reverse the effects of this Charm subject to Storyteller discretion, effectively restoring
the target to its former identity. The previous use of this Charm is not apparent to Essence sight, however. Any
experience points spent by the target while under an alternate identity remain spent. The exception are traits
purchased that are specific to the targets former identity (like backgrounds such as Backing), for which the target
receivess an experience point refund.
This Charm augments an unarmed attack that targets a non-sentient spider. Should the strike hit, it instantly kills
the spider so that it can be reborn anew. Essence begins rising out of the creatures body and forms into a spirit
which takes a number of hours equal to its permanent Essence rating to shape. The supernatural version of the
mundane spider gains the attributes, abilities, health levels, virtues and willpower of the martial artist in place of its
own. The spider is enlightened to a permanent Essence of (the Martial Artists unaltered permanent Essence 5)
and obtains a mote pool calculated in the same manner as a spirit. It gains the motivation to serve its creator and
any intimacies the martial artist desires. The spider also gains the ability to speak one language per dot in
Linguistics chosen by the martial artist and Old Realm as its native language. Further, the spider knows any martial
arts Charms the martial artist possesses (excluding Sidereal Martial Arts Charms) for which it meets the
prerequisites and can wield them as innate abilities. In addition, the spider gains (Martial Arts + Essence) spirit
Charms of the martial artists choosing and can be altered with up to (Martial Arts x 3) points of mutations.
Only (Essence) spiders may be created using this Charm at a time and only a single spider can be created per
activation of this Charm. The spiders are in all other ways treated as Familiars per the background with the
exception of immortality and the ability to store Essence for their creator. While they exist, each spider is
recognized by the Celestial Bureaucracy (provided their creator is as well) as a spirit with status of their appropriate
Essence rating with the domain of serving their creator. While anti-shaping effects can stop this Charm during its
activation, the spiders are treated as Spirits for all other considerations after their creation is complete. Any
increases in traits to the Sidereal that created the spider do not retroactively upgrade existing spiders. Using this
Charm to impersonate a pattern spider constitutes a Severity 5 offense.