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Credits
Author: John Chambers and Errata Team Prime
Editor: Peter K. Ullmann
Book Designer: Peter K. Ullmann
Art Direction & Layout: Brian Glass & Peter K. Ullmann
Cover Art: Pasi Pitkänen and UDON
Artists: Misty Coats, Jonathan Floyd, Groundbreakers Studio,
Andrew Hepworth, Imaginary Friends Studio, Shipeng Lee,
Saana “Kiyo” Lippalainen, MESS Studio, Peter Mohrbacher,
Justin Norman, Pasi Pitkänen, Mark Taduran, Andie Tong,
UDON and Melissa Uran

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LAST UPDATED ON 07/31/2010

2
Table of Contents
Chapter One: General Questions 5

Chapter Two: Second Edition Core 11

Chapter Three: Manuals of Exalted Power 19

Chapter Four: Books of Sorcery 93

Chapter Five: Rolls of Glorious Divinity 97

Chapter Six: Directional Compasses 101

Chapter Seven: Esoteric Wisdom 105

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4 Chapter One • General Questions
CHAPTER ONE

GENERAL QUESTIONS

Issue: Backgrounds and Experience the necessary Experience, she must spend at least half of all
Clarification: The core book rules do not discuss how to raise a Experience she gains toward this Background until she is no
character’s Backgrounds. Storytellers are encouraged to adopt longer in debt.
one of two methods for this, depending upon their personal
preferences and what works for their game: For example, if Dace raids his own tomb and gains a reaver
daiklave, but doesn’t have 6 Experience points banked, then
he would still gain the daiklave but would need to invest the
Method 1: Backgrounds Cost Experience. Backgrounds may
Experience as soon as possible or lose the daiklave to story de-
be raised at the cost of 3 Experience per new dot (similar to
velopment (perhaps it is stolen by a sneaky Wyld Hunt scout).
the cost of a Specialty). Thus, an Exalt raising her Allies from
4 dots to 5 dots would pay 3 Experience points. Storytellers Method 2: Backgrounds Are Free. Backgrounds do not cost
should generally let players recover Experience invested in this any Experience to raise, but they may only be raised with the
fashion if story circumstances force the character to lose dots explicit permission of the Storyteller. The Storyteller may only
in a Background. allow the increase (or loss) of Backgrounds when dictated by
the story of the game. Although Backgrounds gained under
Such protection should not be absolute – dumb moves should this method are “free” they must still be earned via in-character
have consequences – but players shouldn’t be afraid of perma- play. For Dace to gain his ancient reaver daiklave, he must
nent losses merely at a whim, either. Should the story demand delve into his tomb, while building a mercenary unit requires
that a character gain a Background in play without having active recruitment and campaigning.

Chapter One • General Questions 5


Charms Increasing DV Directly Examples include the spell Flying Guillotine and the Solar
Question: A large number of Charms say that they add to Hero Charm Adamantine Fists of Battle from Scroll of the
“DV.” Do all of these Charms actually add directly to the DV, Monk.
or to the pool used to calculate DV? Many Charms seem writ-
ten as if they should increase the DV directly, even though Answer: When effects deal levels of damage, that damage is
the core rules say that Charms that “increase DV” should be not rolled, but merely applied as if they were all successes. Soak
considered to increase the pool. does apply as normal to this damage, however.

Answer: These do increase the DV directly, yes. The reason it Question: As a follow up to the answer that levels of damage
mentions the pool is in case the character is utilizing a Combo are soaked: How are they soaked? Before dice? After? Does one
in which a Charm that directly increases DV is used along- soak one level of damage with three points of soak?
side, say, an Excellency. So, for this purpose, a Charm that
adds +3 to your Dodge DV is effectively adding six dice to Answer: The automatic levels are soaked first. So, for example,
your (Dexterity + Dodge) pool for the purpose of deriving an attack that is inflicting 10 dice of lethal damage plus five
DV. Because you can only double any pool with such effect, if levels of lethal damage going up against a lethal soak of 7 in-
you had a (Dexterity + Dodge) of 10, you could only add the flicts eight dice of lethal damage: the five automatic levels are
equivalent of four more dice (or another effect with +2 DV) soaked first, then the first two dice of damage follow, leaving
to the example above. eight dice of damage.

Committed Motes from Peripheral Pool Question: And once again. What happens when an effect
Question: In the Exalted first edition errata it is stated that that deals Levels of Damage (say 12 Lethal Levels) dealt by a
committing peripheral motes of essence does not mean the character with Essence 5 hits someone with a soak of 9? This
anima burns for as long as the motes are committed, but only reduces the total damage to a number less than the Essence,
for the normal duration. Is it still true in Second Edition? I but what is the result? Does the character deal 5 dice of dam-
didn’t find it stated in the book but I may have overlooked. age? Or does he deal 3 levels (12-9) and 2 dice? Or can he
choose between doing 5 dice and 3 levels?
Answer: It is still true.
Answer: By a strict interpretation of the rules, he should inflict
Dealing Levels of Damage five dice of damage. It is a fair approach, however, to permit
Question: A number of effects add or deal “levels of damage.” the damage to be three automatic levels of damage, plus two
How do these interact with soak? Do they bypass it entirely? dice thereof.

6 Chapter One • General Questions


Dice Caps and Non-Splat Traits Answer: For mere mortals, that is the limit. God-Bloods of
Question: Many Charms adds dice to Traits that are not asso- various types are exceptions, however. And there are no mortal
ciated with Excellencies, such as non-Lunars gaining Damage Excellencies.
dice or Soak. Is this capped in any way, and if so how?
Persons of “Latino”
Answer: Most such limits should be stated within the text of
the Charm or effect itself, and most such Charms or effects Inclination in Creation
should have such limits stated. Rather than making a general Question: Where are they as far as the ancient overtones go?
ruling, please point out any such Charms or effects that do not Most races are represented in Exalted in some form or the
have such limits in place to Errata Team Prime. other. Where are the Latino (Aztec/Mayan/Incan) groups in
Creation?

Form-Type Charms Answer: The cradle of Exalted human civilization is the Ochre
Question: All Form-type Charms lack the Combo-Basic or Fountain (introduced by name in Dreams of the First Age)
Combo-OK keywords. Being universally aspected towards once ruled by Queen Merela and centered near Rathess. It
combat, this leaves someone using these Charms very open (and to a lesser extent, the Dragon King civilization it grew
to attack, since they cannot activate defensive Charms at the out of) is similar to the groups you mention, and the human
same time at all. Many people think this discourages the use descendants of those folk still live in that area of Creation.
of Form-type Charms, or at least forces martial artists into a
particular contrivance, especially as Essence levels rise and Issue: Poisons (p. 131)
Charm-enhanced attacks become much more dangerous (the Clarification: Poisons has a chart with Damage ratings. Each
“power-up face-off”). Should these Charms perhaps have the damage rating should have a rate of damage (known as the
Combo-Basic keyword? “interval”). Arrow Frog Venom and Coral Snake Venom do
not have an interval listed. They should be intervals of 1 tick,
Answer: No. The assumption of a Form-type Charm takes and thus listed as Damage 8L/1 tick and 6L/1 tick.
time and effort. Note that you are not deprived your DV while
activating the Form-type Charm, nor are you prevented from Question: Very few Poisons list the vector. Must they all be
stunting defenses. The activation of a Form-type Charm in- introduced to a person’s system via food, drink or a cut? If you
volves the martial artist having the time and luxury to em- cut someone with a poisoned weapon but score no successes
body the sum totality of his martial knowledge of that specific on the damage roll are they poisoned? Can you smear poison
style. You’re right – you’re not always going to have that luxury. over an open wound in combat? Are there contact poisons?
That’s part of Exalted’s give-and-take system of combat. Har-
rying your opponent so that they aren’t able to get their best Answer: The three methods you mention are typically the
Charms up because they need to be constantly on the defense most efficient ways to deliver poison, though not all poisons
may be inflicted in all three ways. To deal poison damage via
against you is a viable strategy.
a weapon, one must inflict a level of lethal damage with the
weapon. Otherwise, the skin wouldn’t be broken and the vic-
Martial Arts Form Weapons tim would never be exposed to the toxin. Arguably, one could
Question: How exactly do form weapons work? Can you only try to smear poison into an open wound, but that’s a pretty
roll attacks with them using martial arts when activating a inefficient delivery method, and less likely to actually get the
charm? Or can they be used with the Martial Arts Ability per- poison into the victim’s system as the wound is likely bleeding
manently once you buy a Charm from a style? if fresh, which would carry the poison out of the wound rather
than into the body to do damage. Contact poisons do exist in
Answer: Martial arts form weapons that are defined as “martial Exalted, things such as poison oak and the like if nothing else,
arts weapons”, such as sai, are always wielded with (Dexter- but it would be a rare (and expensive) poison that could kill
ity + Martial Arts). Once a person has learned a martial art through just a touch. The Far Eastern forests probably produce
that uses, say, the slashing sword as a form weapon, she may such venoms, though.
thereafter use (Dexterity + Melee) or (Dexterity + Martial
Arts) with that weapon, typically using the score that is better.
The only exception is that she must use (Dexterity + Martial
Stunting Soak
Question: Since you can use a Stunt to add to your DV, a
Arts) when wielding the slashing sword with a Charm from the
fixed rather than rolled value, would it be possible to Stunt
supernatural martial art for which it is a form weapon.
your Soak?

Mortals and Charms Answer: Sorry, no. You may not stunt to add to your Soak,
Question: Are mortals only able to learn Terrestrial Martial because – unlike Soak – your DV is assumed to be a rolled
Arts and Terrestrial Circle Sorcery as charms? Or do there value. We just abbreviate that step and derive the DV instead.
happen to be mortal excellencies as well? It is still based on a normal dice pool.

Chapter One • General Questions 7


When does a mortal stop being a mortal? If multiple characters attempt to defend a single target, one
Question: Charm concept box Mortals (page 218 core) states guardian (generally the individual with the highest Parry DV)
“A mortal is someone who cannot spend motes of Essence becomes the leader of the guard, who actually applies his DV
to achieve effects. This includes normal people, animals and against attacks. Each additional character guarding the same
Wyld mutants.” When a mortal becomes capable of channeling ward raises the leader’s Parry DV by 1 when defending the
essence what changes precisely? Page 124 of the core states that ward. Up to five characters may simultaneously guard one
heroic mortals count stunts as one level lower than normal, but human-sized ward on open ground.
a mortal who uses essence isn’t a mortal anymore according
to the charm concept box. The same applies to rounding up/ Issue: Blockade Movement Action
down defense values (146 Core). There are also effects that Clarification: Without Charms, blocking another individual’s
specifically effect mortals differently like Flow Reversal Strike movement is a Miscellaneous Speed 5, DV -1 action. It re-
(Dragon-Blooded 208-209), Tears of the Blade (Sidereals 206), quires that the character be directly interposed between the
Soul Steel Perfected Kata Bracers (Oadenol’s Codex 42) and a individual or individuals whose movement he is attempting
number of other things that specifically state they affect mor- to restrict and the place he is attempting to keep them from
tals differently than exalted. Should mortals with essence usage reaching (such as a doorway, or another character). When the
be treated as mortals or exalted for the purposes of calculating targets attempt to move past the blocker, make a contested
these effects, and if as mortals, why even have the Charm Con- ([Strength or Dexterity] + Athletics) roll for both parties. Ties
cept: Mortals to begin with? -Update-: In the Abyssal book, favor the blocker. If the blocker wins, the target cannot move
Soul-Cleaving Wound (page 128) and Wicked Darts of Suffer- past him toward the blocked destination. If the target wins, she
ing (page 133) seems to bolster the original Charm Concept: may move as she wishes. A single blocker may impede up to
Mortals box idea that being an essence user separates you from three targets per Blockade Movement action at a time. Block-
being a mortal. ade Movement may be flurried to impede more than three
individuals at once, if needed.
Answer: A mortal who gains the ability to spend Essence may
actually effect Creation with his will in a small way to his own
benefit, even subconsciously. He’s no spirit or Exalt, but he’s
Issue: New Rule—Changing Specialties
Clarification: Once a character has three specialties for an
no run of the mill human anymore either. Think of him as
Ability, he is barred purchasing any more. While this certainly
another type of Essence user, not an Exalt any more than a
helps to define and stake out a character’s niche and signature
ghost or Dragon King is. Flow Reversal Strike would not kill
style, further growth in the character may ultimately make the
the Essence wielder outright. In this case, he’d take damage
original selection inappropriate or limiting. Characters with
like an Exalt. For Tears of the Blade, the former mortal would
three specialties can buy a new specialty at a reduced cost
suffer as a Terrestrial Exalt. Soulsteel perfected kata bracers
of two experience points, but doing so forfeits one existing
would not inflict their material-specific effect, but all other
specialty for the Ability. Once a story, this swap may be done
effects would be in force, so were I a minor Essence wielder,
for free. Learning a new specialty always requires usual train-
I’d still avoid picking fights with deathknights where possible.
ing time.
The two Abyssals Charm work as written.

Issue: Defend Other Action Issue: Charm Concept—


Clarification: Without Charms, defending another individual Reasserting Intimacies
is a Speed 5, DV -1 Miscellaneous action. It requires that the Clarification: If a Charm grants an Intimacy a character al-
character be within (Dexterity) yards of his ward, and allows ready has or specifically states that it reasserts an Intimacy, this
him to interpose his Parry DV against attacks which target the process undoes the effect of scenes spent weakening it or any
individual he is protecting. If an attacker bypasses the charac- similar “damage” to the belief.
ter’s Parry DV, she has the option of either letting the attack
continue on to the guardian’s ward (in which case the attack Issue: Speed Limit
will need to use its remaining successes to also beat the ward’s Clarification: No effect or combination of effect may reduce
DVs), or she may simply let the attack strike the guardian the Speed of an action below 3 unless it explicitly states that
himself. Parry-based perfect defenses such as Heavenly Guard- it does so.
ian Defense may be used to automatically guard others, while
dodge-based perfect defenses such as Seven Shadow Eva-
sion do not impede attacks against the character’s ward at
all. Only one Defend Other action may be placed in a flurry.

8 Chapter One • General Questions


Chapter One • General Questions 9
10 Chapter One • General Questions
CHAPTER TWO

SECOND EDITION
CORE

General Questions level of display, he automatically subtracts one level of damage


from attacks in step 10 instead; the character may choose to
Solar Visions at Exaltation (p. 32) waive this benefit to invoke his anima effect in response to a
Question: Are there any official guidelines on which Solars source of damage at normal cost, if desired. The anima powers
receive visions from the Unconquered Sun upon exaltation? of the Daybreak and Defiler Castes also work in this manner.
There seems to be some confusion about the official ruling on
this, where a common belief is the Unconquered Sun sends vi- Eclipse Solars/Moonshadow Abyssals
sions solely to those of the Zenith Caste, and to no other caste.
and Prerequisite Charms (pp. 99-100)
Question: Are Eclipse Caste Solars and Moonshadow Caste
Answer: Basically, any Solar may receive a message or vision
Abyssals able to “cherry pick” from other Exalted charm trees,
from the Unconquered Sun upon his or her Exaltation, but
or are they required to purchase all prerequisite charms? If the
Zeniths always do. latter is the case, can similar Solar charms substitute for these
prerequisites?
Twilight Anima Banner (pp. 95-96)
By spending 5 motes, a Twilight Caste may roll a number of dice Answer: All a Charm’s prerequisites must be purchased before
equal to his Essence rating, negating a number of levels of dam- that Charm may be purchased. Substitutions may be made
age from an attack in step 10 of attack resolution equal to the from Mirror Charms as explained on pages 120-121 of The
number of successes. When his anima banner flares at the 11m+ Manual of Exalted Power-The Abyssals.

Chapter Two • Second Edition Core 11


Eclipse Solars/Moonshadow Abyssals I don’t believe there will be a need for them to go higher than
10 in this edition.
and Permanent Charms (pp. 99-100)
Question: When Eclipse Caste Solars and Moonshadow Caste
Abyssals buy a permanent charm from another Exalted’s charm Willpower Recovery (p. 115)
tree, are they required to pay the 2m surcharge, and if so are Question: What effects, if any, should a botch on Willpower
these motes committed permanently? recovery incur?

Answer: They are not required to do so in the case of perma- Answer: None. No Willpower is recovered, but nothing else
nent Charms. happens. Typically, that result is bad enough.

Parry and Specialties (p. 106) Stunts and DV (p. 124)


Question: Do Melee (or Martial Arts) specialties with the ap- Question: On page 124 the core book states that dice from
stunts are added directly to DVs, as though they had been
propriate weapon (such as Melee with 3 Swords specialties
successes. On pages 147 and 148, it says that they are rolled
when using a sword) increase the die pool used to calculate
and that any resulting successes are then added to DVs. Which
Parry DV when parrying with that weapon?
rule is correct?
Answer: Yes. Answer: The first instance on p. 124 is the correct one.

Backgrounds Issue: Falling Damage (pp. 126-127)


Clarification: Falling damage is not considered an environ-
Resources (pp. 113-114) mental hazard, and cannot be defended against by Heavenly
Question: Any Solar Exalt that puts the least effort into at-
Guardian Defense or similar Charms (with the exception of
tempting to make money can be at Resources 5 within two
Duck Fate); only damage negation (such as Adamant Skin
weeks, making Resources rather weak as a starting Back-
Technique), effects which negate falling damage (such as the
ground. In several other White Wolf games, Resources can
Air Aspect anima power), or not falling from a great height in
and will require significant efforts on the part of the players
the first place may protect the character from falling damage.
to earn. However, given the relative ease that they are ac-
complished in Exalted, would it make more sense to reduce
this background’s cost? Issue: Perfect Defenses and
Answer: No.
Environmental Damage (pp. 130-131)
Clarification: In the event that a character with a combat-
Essence Ratings over 10 (pp. 114-115) applicable perfect defense finds himself subjected to environ-
Question: There is some confusion as to whether it is possible mental damage, he may be capable of applying the perfect
for a being’s Essence rating to ever exceed 10. On one hand, defense to that damage. At the Storyteller’s discretion, if it is
there are references to Greater Elemental Dragons with Es- imaginable for a character to temporarily avoid the environ-
sence ratings of “10 or greater” (supported by the fact that the mental hazard by dodging or blocking (for example, using a
Kukla is identified as “of middling power” at Essence 10), an perfect dodge to remain safe in the face of a rock slide), any
Alchemical who transforms into a transcendent Essence 14 perfect defense may be used to provide such protection. One
being, and the fact that no maximum Essence rating is men- invocation protects the character for the length of one dam-
tioned in the Traits chapter. On the other hand, there is Soul age interval.
Fire Shaper Form, the fact that no being with a full write-up
has an Essence rating over 10, and the assumption of several In the event that the Storyteller judges that there is no pos-
writers that it should not exceed 10. Are they capped at 10? sible way for any dodge or parry, no matter how skilled, to
protect the character from a source of environmental damage
Answer: The second-edition assumption is that no being will (such as if the character were fully immersed in lava), then
be portrayed as having an Essence greater than 10. That said, the character may only protect himself with perfect defenses
the system’s creation process is a fluid one, and if there were which are capable of blocking the unblockable or dodging the
ever a true mechanical need for Essence’s to go higher, it likely undodgeable, such as Heavenly Guardian Defense or Seven
would. As of right now, I don’t see it happening. Essence 10 Shadow Evasion. These defenses must still be invoked on every
clearly would provide more power to some beings than others. damage interval, necessitating that the character escape the
For instance, a Deathlord with Essence 10, Willpower 10 and environmental hazard very quickly, lest he run out of motes
5 in all her Virtues would have a total of 320 motes available and face certain death.
to her, while a Lunar with the same stats would only have
110 motes available. One can imagine the disparity between Perfect defenses which function by negating damage (such as
a Deathlord and an Incarna is even greater, to say nothing of Adamant Skin Technique) may, of course, always be used to
that between her and her Neverborn master. For that reason, defend the character from environmental hazards.

12 Chapter Two • Second Edition Core


Blindness Penalties (p. 135) Charm Issues
Question: According to page 135 of the core book, a character
being blind imposes a -4 internal penalty. According to the Social Charm Keywords
“Sample Amputation effects” on page 152, losing both eyes Question: Some of the Social combat charms seem like they
inflicts a -4 external penalty. Which may be missing keywords. Some examples are: Hypnotic
is correct? Tongue Technique (Add Keyword: Compulsion), Authority-
Radiating Stance (Add Keyword: Illusion), Unbreakable Fas-
Answer: The -4 external penalty. cination Method (Add Keyword: Compulsion).

Answer: This isn’t really a question, but yes there are some
Foraging for Food (p. 139-140) keyword mistakes in the Exalted core.
Question: The Ration-Enhancing Charm found on page 183
Manual of Exalted Power: Dragon-Blooded states that “while
the Charm is in effect, the hunting party finds twice as much Perfect Defenses and Attacks (p. 179)
food as the results on any Survival rolls would otherwise dic- Question: While the Unstoppable Force, Immovable Object
tate”. The Exalted Core rulebook does not mention any rules rules (p. 179) settle a lot of conflict between Charms, is the
for finding food in the wilderness. What are the rules for the rule absolute, or are they a base guideline which can be over-
amount of food found with a Survival roll? What kind of roll ruled by Charms which contradict it the core rule, allowing for
is needed? exceptions (for example, Charms which say they can bypass a
perfect defense)?
Answer: The rules for food foraging and hunting are indeed in
the Exalted core, on page 139 under the “Endure Wilderness Answer: The rule is absolute where the defense is appropriate
(Survival)” header. and applicable. As mentioned above, Seven Shadow Evasion
won’t protect a character from social attacks, merely physical
Issue: Perfect Defense and DV ones.

Application (pp. 147-148) Question: After using a Perfect Defense that parries an attack
Clarification: For the purpose of Charms which may only trig- (HGD), can you use counterattacks such as Solar Counterat-
ger when a DV is applied to an attack (such as Solar Counterat- tack that require the use of your Parry DV (since DV was not
tack), perfect defenses such as Heavenly Guardian Defense do actually used in any computation)?
count as applying the character’s DV to the attack.
Answer: Not unless these Charms were in a Combo together.
Mass Combat; Shields (p. 161)
Question: In order for the commander to gain the DV benefit Issue: Applicability of Perfect
of a shield, is it necessary for both the commander and the
complementary unit to use shields, or can it be just from either
Defenses (p. 179)
Clarification: Where two effects make absolute statements
one? Or, if both the commander and the complementary unit which conflict, and one effect is an attack, and the other is a
use shields, do the benefits stack? Does the formation of the defense, the defense always takes priority. For this purpose, the
unit modify only the DV benefits of the complementary unit’s statement “this attack is unblockable” and “this attack can-
shields? In other words, does the commander’s shield even not be blocked” are considered equivalent, and would pierce
matter at all in Mass Combat? certain ‘perfect’ defenses—for example, the Sidereal Charm
Impeding the Flow will not stop an unblockable attack (Im-
Answer: For a shield to matter in mass combat, the majority of peding the Flow specifically notes that it is fallible in the face
the unit would have to be outfitted with the same sort of shield. of unblockable attacks, and so there is no conflict). However,
the Solar Charm Heavenly Guardian Defense will block such
attacks, because Heavenly Guardian Defense states that it is
Mass Combat, Close Formation (p. 162) capable of doing so. These two statements (can’t be blocked /
Question: Does this also mean that close formation is the pre-
can block even unblockable attacks) are in conflict, and since
ferred formation for all units in Creation?
the first statement is an attack, and the second a defense,
Heavenly Guardian Defense takes priority.
Answer: No.
In the case of attacks which state that they defeat even perfect
Mental Defense Value (p. 172) defenses, such as the shockwave produced by a Soulbreaker
Dodge MDV is listed as being figured with ((Willpower + In- Orb, this applies only to perfect defenses which do not pos-
tegrity + pertinent specialty + Essence) ÷ 2) rounded down. sess the ‘block the unblockable/dodge the undodgeable’ clause,
In this specific instance, Willpower is treated as an Attribute such as certain Dragon-Blooded, Alchemical, and Martial Arts
for the purposes of Charm bonus maximums. Charms.

Chapter Two • Second Edition Core 13


As a final note, Heavenly Guardian Defense, Seven Shadow
Evasion, and all other combat-oriented perfect defenses do
not apply to social attacks unless they explicitly state that this
is so. The single exception to this rule is the Sidereal Charm
Duck Fate.

Committing Motes to Charms (p. 184)


Question: The sidebar on page 184 of the core book, under
“Committed Essence” mentions that it applies to Charms of
“indefinite” duration. Does this mean any Charm with a du-
ration greater than “Instant,” or specifically Charms with a
duration of “Indefinite?”

Answer: Any Charm with a duration greater than Instant ties


up the motes of Essence used to fuel it for the duration of
the Charm, and those motes may not be recovered until the
Charm ends.

Issue: The Four Flaws of


Invulnerability—Conviction Flaw (p. 194)
Clarification: All Solar perfect defenses suffer from one of
the Four Flaws of Invulnerability. Storytellers may find that
the Conviction Flaw interacts poorly with certain broad Mo-
tivations, rendering it almost impossible to exploit without es-
sentially railroading characters into moments of vulnerability.
Since the Conviction Flaw is certainly not intended to serve
as ‘no Flaw,’ the following rule is suggested:

Conviction Flaw: Charms carrying this Flaw do not function


when the character has taken some action during the scene that
is contrary to her Motivation. If, during the scene, she has acted
against any Intimacy, or a Virtue she has rated at 3+, then Charms
with this Flaw add a +3m surcharge to their activation cost.

Integrity
Elusive Dream Defense (pp. 200-201)
Question: The Charm lists a duration of Instant (Story). Does
this mean the motes are committed for the rest of the story?

Answer: Yes.

Resistance
Issue: Adamant Skin Technique (p. 207)
Clarification: As a point of clarification, this Charm (and its
Abyssal mirror Wounds Mean Nothing) reduces the raw and
final damage of an incoming attack or similar phenomenon
to zero after all other modifiers and effects. Damage added
to an attack after soak is applied, such as by Fire and Stones
Strike, cannot harm a character who activates Adamant Skin
Technique.

14 Chapter Two • Second Edition Core


Survival Sail
Element-Resisting Prana (p. 210) Salty Dog Method (p. 236)
Question: There is some question as to what “directly inflict- Clarification: This Charm’s text is in error; DVs and MDVs
are not considered external penalties and as such are not af-
ed” means in this Charm. Does this mean that environmental
fected by the Charm. Poison would be a better example of the
damage that has as it’s source a character bypasses this Charm?
sort of unrelated penalties the Charm negates.
For instance, Dragon Vortex Attack produces environmental
damage, but since it is produced by the volition of another
character, would that then render Element-Resisting Prana Issue: Defense of Possessions (p. 238)
useless against it? Clarification: Attempts to attack equipment or items on the
character’s person (for example, to slash apart a treaty stuck
Answer: Yes, environmental damage inflicted via Charms, through a loop on the character’s belt) are treated as attacks di-
spells, etc. are replicating natural environmental damage, but rected at the character, and may be defended against as normal.
it isn’t actually natural. These are supernatural assaults. So,
cite your example, Dragon Vortex Attack would, in fact, be Supernatural Martial Arts
able to inflict damage to someone under the aegis of Element-
Resisting Prana. Snake Form and Solar Hero Form (pp. 240-244)
Question: The last paragraph of the Snake Form charm states
“Characters cannot use more than one Martial Arts Form-type
charm at a time. The character must end Snake Form to as-
sume another Martial Arts form.” Solar Hero Form contains no
such text. Does this mean that this rule does not apply to Solar
Hero Form, or was the “one form at a time rule” intended to be
a sidebar covering Supernatural MAs in general?

Answer: It was an oversight. Only one Form may be active


at once.

Snake Style (p. 240)


Question: This style does not state whether it can be used
while wearing armor, or if it has any Form Weapons. Solar Hero
Style had the same problem, but was addressed in Scroll of the
Athletics Monk. Unfortunately, Snake Style was skipped over. In First
Edition you could not wear armor while using Snake Style. Is
Monkey Leap Technique (p. 223)
this still true and does it have any Form Weapons?
Question: This Charm doubles the distance of Jumps, and
allows you to jump with a move action. Does this mean you
Answer: One may not wear armor and practice Snake Style.
can Jump EVERY tick or are you still limited to only once Its form weapons are seven-section staves and hook swords,
every 5 ticks? plus their artifact equivalents.

Answer: Only once every five ticks, as normal.


Sorcery and DV (p. 251)
Question: Page 251 says “Shaping a spell takes the character
Medicine out of active participation in a battle—he may operate on com-
Wound-Mending Care Technique (p. 219) bat time, but he cannot focus on or react to events. He cannot
Clarification: Prerequisites: None. The patient recovers health use Charms or Combos, including reflexive Charms. He can-
levels at the end of the treatment, not at the end of the day. not take voluntary reflexive actions, such as speech, Move or
Dash. He can benefit from the established effects of ongoing
or permanent Charms, and he can—as a special exception to
Larceny the rule on reflexive actions— activate his anima.” Does the
Perfect Mirror (p. 228) character still get benefit of normal DV? Also, does having to
Clarification: Cost: — (+3m, 1wp). Type: Permanent. Key- use that DV (if possible), or getting attacked in general, count
words: None. Duration: Permanent. This Charm acts as a as being “distracted” (and so provoke a Wits + Occult roll)?
permanent upgrade to Flawlessly Impenetrable Disguise, al- Answer: A sorcerer does get the benefit of normal DV (hence
lowing it to be activated with a three mote, one Willpower the DV modifications given under the various Shape Sorcery
surcharge to enjoy the benefits detailed under Perfect Mirror. It actions). Getting attacked would likely count as a distraction,
also changes the duration of Flawlessly Impenetrable Disguise requiring said (Wits + Occult) roll be made after the results of
to Indefinite, even when activated for 7m. the attack were found. As explained on page 251 of Exalted,

Chapter Two • Second Edition Core 15


an external penalty equal to the health levels lost would be ply requires that players invest Experience in Backgrounds just
subtracted from the roll’s successes. as they do in other Traits.

Backgrounds and Experience (pp. 272-274) Stats (pp. 278-350)


The core book rules do not discuss how to raise a character’s Question: Almost all of the antagonists have a “defense” stat.
Backgrounds. Storytellers are encouraged to adopt one of two Why is it the pre-calculated PDV that is listed?
methods for this, depending upon their personal preferences
and what works for their game: Answer: It was an error introduced because at the last minute
we decided it would be easier for folks to have this stat al-
Method 1: Backgrounds Cost Experience. Backgrounds may ready calculated as with Dodge DV. So, the numbers ended up
changed, but not the label to Parry DV. Antagonists presented
be raised at the cost of 3 Experience per new dot (similar to
in subsequent books do have that change made as well.
the cost of a Specialty). Thus, an Exalt raising her Allies from
4 dots to 5 dots would pay 3 Experience points. Storytellers Question: Is there a reason as to why Mask of Winters can’t
should generally let players recover Experience invested in this read? He doesn’t have any dots in Lore, which is normally what
fashion if story circumstances force the character to lose dots in shows you can read.
a Background. Such protection should not be absolute – dumb
moves should have consequences – but players shouldn’t be Answer: It’s just a mistake on our part. He should possess
afraid of permanent losses merely at a whim, either. Should Lore 10.
the story demand that a character gain a Background in play
without having the necessary Experience, she must spend at Hearthstones
least half of all Experience she gains toward this Background Seven Leaping Dragon Stone (p. 384)
until she is no longer in debt. Question: This stone is considered underpowered by many
players. Wouldn’t it work better if it was also adding a +2DV to
For example, if Dace raids his own tomb and gains a reaver daiklave, Martial Arts Parries on top of the 4 dice to Martial Arts attack
but doesn’t have 6 Experience points banked, then he would still rolls? It’s a level 4 Hearthstone, you know.
gain the daiklave but would need to invest the Experience as soon
as possible or lose the daiklave to story development (perhaps it is Answer: I believe it is fine as is, and I am aware of its level.
stolen by a sneaky Wyld Hunt scout).
The Cost of Equipment (p. 356)
Some equipment items have a listed cost of “-”. This doesn’t
mean that the items are actually free, merely that their cost
is negligible.

The Cost of Artifacts (p. 385)


The Cost of Artifacts is in dots of Artifact rating rather than in
Resources, unlike non-Artifact weapons and armor.

Corrections
p. 279 – Farmer/Citizen template Dodge DV should be 1.

p. 279 – Green Troops template Dodge DV should be 2/1.


Method 2: Backgrounds Are Free. Backgrounds do not cost
any Experience to raise, but they may only be raised with the p. 280 – Elite Soldiers template Dodge DV should be 2/0.
explicit permission of the Storyteller. The Storyteller may only
allow the increase (or loss) of Backgrounds when dictated by p. 280 – Mortal Hero template Dodge DV should be 4/2.
the story of the game. Although Backgrounds gained under Essence should be 1.
this method are “free” they must still be earned via in-character
play. For Dace to gain his ancient reaver daiklave, he must p. 280 – Savants/Elders/Thaumaturges template Dodge DV
should be 3/2.
delve into his tomb, while building a mercenary unit requires
active recruitment and campaigning.
p. 282 – God-Blooded template Dodge DV should be 4/2.

Neither of these procedures is inherently better than the other, p. 291 – Gryphon has a listed Claw Speed of 9. It should be 5.
so Storytellers are encouraged to use whichever method proves
best for their game. Neither method obviates the fact that the p. 291 – Buck-Ogre template has no listed Defense value for
character must earn the Background in play. One method sim- its axes. It has a Parry DV of 2.

16 Chapter Two • Second Edition Core


p. 296 – Principle of Motion says that the Extra Actions gained p. 389 – Short Powerbow is Attune 4 and Cost ••. The values
via this Charm CAN be further split into multiple actions. This were switched.
is wrong – the extra actions gained from this Charm cannot
be used for a flurry. Also, the text says that the actions can be p. 389 – Long Powerbow is Attune 6 and Cost •••. The values
used to dodge/defend; this was a holdover from first edition, were switched.
and should be ignored. And as a clarification, the Essence spent
on this Charm is not committed. p. 392 – Lightning Torment Hatchets should be Cost •••.
This is correct in the header, but not in the actual stat strip.
p. 302 – Dragon’s Suspire does not have a Speed listed in its
write-up. It should be Speed 6. p. 392 – Daiklave of Conquest should be Cost •••••. This is
correct in the header, but not in the actual stat strip.
p. 303 – Fakharu template Dodge DV should be 8 (9 in Dragon
Form). Fakharu’s Claws are listed at Speed 7, Bite at Speed 9 p. 377 – Tower Shield should read “suffers an additional” rather
and Dragon’s Suspire at Speed 10 – this should be Claw Speed than “suffers an additionally”.
5, Bite Speed 6, and Dragon’s Suspire Speed 6.
p. 369 – Fighting Chain should have Cost 1 listed as Cost •.
p. 303 – Huraka template Claws are listed at Speed 7, Bite at
Speed 9 and Dragon’s Suspire at Speed 10 – this should be Claw
p. 370 – Wind-Fire Wheel cost is correct at 2, but it should
Speed 5, Bite Speed 6, and Dragon’s Suspire Speed 6.
be ••.
p. 306 – Wood Spider Dragon’s Suspire listed at Speed 10. This
should be Speed 6. p. 384 – Wilderness Gem description should read “take part”
rather than “take place”.
p. 309 – Octavian’s template has Malfean Iron Staff with Speed
of 7. This should be 6. p. 388 – Serpent-Sting Staff should have Cost 2 listed as Cost
••.
p. 310 – Erymanthoi bone club listed with Speed 7. This should
be Speed 5, like other clubs.

p. 318 – Hungry Ghost has a Claw Speed 7. This should be 5.

p. 319 – Nemissaries Dodge DV should be 4/3.

p. 370 – Sai should be Cost •• for both lines of the item’s stat
strip (bottom line has it listed as Cost •).

p. 370 – Axe/Hatchet has an asterisk (*) under Tags. That


asterisk should be noted as “Weapon can also be used as a
Melee weapon.”

p. 371 – Club has an asterisk (*) under Tags. That asterisk


should be noted as “Weapon can also be used as a Melee
weapon.”

p. 371 – Javelin has an asterisk (*) under Tags. That aster-


isk should be noted as “Weapon can also be used as a Melee
weapon.”

p. 371 – Thrown Knife has an asterisk (*) under Tags. That


asterisk should be noted as “Weapon can also be used as a
Melee weapon.”

p. 388 – Sky-Cutter is Attune 4 and Cost ••. The values were


switched.

p. 389 – Sling of Deadly Prowess is Attune 3 and Cost •. The


values were switched.

p. 389 – Infinite Jade Chakram is Attune 5 and Cost ••. The


values were switched.

Chapter Two • Second Edition Core 17


18 Chapter Three • Manuals of Exalted Power
CHAPTER THREE

MANUALS OF
EXALTED POWER

The Manual of Exalted Dragon-Blood and the other’s a patrician of good stock with
Dragon-Blooded relatives, the child Exalts on a roll of 1-4.
If both parents are Dragon-Bloods, the child Exalts on a roll
Power: Dragon-Blooded of 1-6. The Breeding Background adds to the number that
must be rolled, and it applies from both parents if both have
General Questions high enough Breeding. Thus, if two Dragon-Bloods, one with
The Breeding Background Breeding 4 and one with Breeding 5, have a child, the child
will Exalt on a roll of 1-9 (the normal 1-6 for the child of two
and Exalting Children
Terrestrials, plus 1 for the Breeding 4 parent, plus another 2
Question: The Breeding background boosts the roll for a child
for the Breeding 5 parent).
of a Dragon-Blood to Exalt, but such rules are not present in
the book. What is the roll for Exalting the children of Dragon-
Blooded, and do those rules include the child’s Aspect and Breeding Background Costs for Lookshy
Breeding? Question: The Breeding background seems to contradict itself
for Lookshy Dragon-Blooded. On page 94 it says that it costs
Answer: It involves rolling a single 10-sided die. If both par- 4, 7, and 10 bonus points to gain the third, fourth, and fifth
ents are patricians of proper breeding with numerous Drag- dots in Breeding. Page 106 says that the costs for the fourth
on-Blooded relatives, the child Exalts on a roll of 1-2. If one and fifth dots are doubled for Lookshy Terrestrials. What is the
parent’s a Dragon-Blood and the other is a mortal of poor total cost in background/bonus points for Lookshy characters
breeding, the child will Exalt on a roll of 1-3. If one parent’s a to have a Breeding of 4 or 5?

Chapter Three • Manuals of Exalted Power—The Dragon-Blooded 19


Answer: For a Lookshy Dragon-Blood, Breeding 4 costs 14 ting him with further action-delaying attacks. Some common
bonus points, while Breeding 5 would cost 20 (which is pa- Elemental effects function differently than printed. The -2
tently impossible except in games using the Merits and Flaws internal penalty for buffeting should be a -1 external penalty.
presented in Scroll of Heroes). Charms that induce knockback or knockdown with a success-
ful hit always function and do not afford a roll for the victim
to avoid falling prone. Further, hurling someone back or prone
Fire Aspect Anima is a Knockback effect and only imposes the buffeting penalty
Question: Page 97 states that Fire Aspects who activate their
on complementary unit targets unless the Charm encompasses
animas are immune to fire, whereas page 117 has no mention.
most of the area the unit occupies. References to bonus lev-
Are they immune to fire while their animas are up?
els of damage (usually via fire) add dice instead. Wood toxins
are a Poison effect and any penalties they impose are internal.
Answer: Fire Aspects are immune to natural fires while their
Although they do not stack, these toxins automatically take
animas flare.
hold with a successful hit to impose their usual penalty; the
victim receives no roll to avoid this. For reference, the Wood
Wood Aspect Anima anima toxin is: Damage (Essence)L/action, Toxicity (Essence),
Question: What are the statistics for the Wood Aspect anima’s Tolerance None, Penalty –(half Essence) and inflicts one dose
poison? per action to each victim who makes skin-to-skin contact,
whether momentary or continuous.
Answer: Damage (Essence)/Minute; Toxicity (Essence); Tol-
erance (None); Penalty –[(Essence)/2], rounded up.
Holy
A complementary unit primarily composed of creatures of dark-
Reflexive Martial Arts Charms ness is itself considered such for the purpose of Holy Charms.
Question: Can Terrestrials make free use of Reflexive Martial
Arts Charms?
Leader #
Any character capable of acting in mass combat may use
Answer: Yes.
Charms as explained on p. 166 of Exalted, including unit
commanders. However, applying non-Excellency Charms to
Issue: New and Updated Keywords enhance the entire unit’s action or to extend the benefits of
a personal Charm to the entire unit normally require justi-
Action-Only fication as a form of special stunt. Charms with the Leader
A reflexive Charm with this keyword can only be activated on keyword do not require this justification and have the same
a tick when the character acts and only once per tick. It may overall function in mass combat when leading a complemen-
not be used on the ticks between actions. tary unit as they do normally, whether to enhance the unit or
the unit’s actions. Unit bonuses also apply normally to use of
Cooperative (pp. 127-128) these Charms. Unless specific differences are noted, Leader
Close contact means that each participating Dragon-Blood Charms operate identically in both personal and mass combat.
must be within five yards of one or more other participants to When the Leader keyword lists a number beside it, an Exalt
harmonize animas. must have that Essence rating to apply the Charm to a unit
she leads. Cooperative Charms with a Leader function allow
the led unit to join with its special characters to produce the
Dynasty (Lords of Creation, p. 77) usual magnified effect. By definition, Charms with the Leader
A Charm with this keyword has special effects on human de- keyword automatically have the War keyword.
scendants and occasionally other blood relatives. For these
purposes, a blood relative is defined as anyone with whom
the character shares a common ancestor no more than five Purity # (Lords of Creation, p. 77)
generations back. A descendant is anyone who traces direct Charms with this keyword channel the Elemental Dragons
lineage to the Exalt, regardless of the number of generations. through birthright, requiring the minimum Breeding indicated
Some Charms differentiate between relatives who are mortal in parentheses to learn them. The Eclipse anima and similar
versus Dragon-Blooded, as noted in their description. Celestial powers allow these Charms to be learned without Breeding
Exalted are never considered blood relatives or descendants as though their minimum Essence was one dot higher. The
unless a Charm explicitly says so. steady dilution of the Dragon-Blooded race has made Purity
magic vanishingly rare, almost legendary. Knowing about each
of these Charms requires an (Intelligence + Occult) roll at
Elemental (p. 128) a difficulty of the highest minimum trait required for them.
When the same or different Charms list effects that vary by Incidentally, this is also the difficulty to know about the spe-
element which are functionally identical, these effects never cial support effects of each Terrestrial Charm capable of aiding
stack. For example, a target choking on seawater cannot have Celestial Exalted leaders, as the Immaculate Order does its
his action delayed more than three ticks by repeatedly hit- utmost to stamp out this heretical knowledge.

20 Chapter Three • Manuals of Exalted Power—The Dragon-Blooded


War
All special characters in a complementary unit and that unit’s
champion during mid-battle duels are fellow officers to one
another. If a Charm functions differently when targeting a fel-
low officer, it deactivates if that relationship no longer applies
due to either character leaving the unit. Cooperative Charms
ignore their usual range limit for close contact when used by
fellow officers, as the unit itself conducts the harmonization.

Charm Updates
General Charms
Issue: Terrestrial (Ability)
Reinforcement (pp. 128-129)
Keyword: War. No contact is required to target a fellow officer;
Exalted fellow officers may have Abilities raised higher than
twice their rating (but still no higher than the donor’s rat-
ing). With Essence 4+, targeting an Exalted unit leader and
committing additional motes equal to the unit’s Magnitude
simultaneously applies the Charm to every member of the unit.
Only Exalted fellow officers ignore the twice rating cap for a
unit blessing, but boosting rank and file can increase the unit’s
Close Combat Rating or Ranged Combat Rating.

Linguistics
Issue: Language-Learning Ritual (p. 129)
Keyword: Stackable. Each commitment sustains fluency in a
different language (written fluency requires Lore 1).

Issue: Cipher Missive (p. 129)


Deciphering a document created with this Charm is an extend-
ed action with a difficulty of (Exalt’s Essence rating), cumula-
tive difficulty equal to the successes the Dragon-Blood rolled
and a roll interval of (Exalt’s Essence rating) days.

Issue: Craft Icon (p. 130)


Replace the word “reduce” in the second paragraph with “re-
produce.”

Issue: Thousand Tongues Meditation (p. 130)


The Exalt can reflexively shift which characters the Charm
targets at will.

Issue: Poisoned Tongue Technique (pp. 130-131)


Keyword: War. The listed duration means the character must
constantly reactivate the Charm to maintain its effects, but
the cost to do so is 0m so long as the Exalt keeps targeting
the same overall conversation. If using this Charm to alter the
resolution of a target’s social attacks, the Terrestrial replaces
the target’s dice pool with his own (Manipulation + [Presence
or Performance as appropriate to the type of address]) and may
use the hijacked action to do anything that is normally pos-
sible with a social attack using that dice pool (within the limits

Chapter Three • Manuals of Exalted Power—The Dragon-Blooded 21


established by the successes rolled). Social attacks enhanced
Lore
by magic are beyond the power of this Charm to twist. Used
in mass combat to target an enemy unit in range, each success Issue: Elemental Concentration Trance (p. 132)
reduces the total number of relays it is considered to have This Charm can accelerate training times for any Charm that
(communication failure can result). If the unit leader realizes shares the Terrestrial’s aspect or non-magical trait. Charms to
this is going on and successfully rallies for organization, relays learn sorcery or necromancy are never eligible, regardless of
aspect. The Charm may also be used to speed research or other
are restored and the unit is immune to further use of the Charm
actions to gain information from available sources.
for the rest of the scene.

Issue: Voice of Mastery (p. 131) Issue: Eternal Mind Meditation (pp. 132-133)
The Exalt can contest the effects of any Charm that altered
The Charm’s targets can’t be reset without reactivation.
the character’s memories using a standard roll-off, though the
character must first think to check the altered recollection. He
Issue: Wind-Carried Words Technique (p. 131) can also focus on memories associated with an Intimacy (which
Keywords: Social. The Charm can target any location the Exalt reasserts it) or his Motivation, doubling the MDV bonuses or
can describe, as noted. If the intended recipient is within (Es- penalties that trait provides in Social Combat for the scene as
sence x 5) miles of that location and is not in an airtight room, long as he is not already focusing on it.
the message finds them. The message can carry a single normal
Presence-based social attack as part of activating the Charm, Issue: Elemental Bolt Attack (pp. 133-134)
but this attack can’t be further augmented with Charms besides Keyword: Leader. Additional purchases of this Charm enable
Presence Excellencies. evocation of elements other than the Terrestrial’s aspect, but
each activation can only express one known element. The bolt
Issue: Speech Without Words (pp. 131-132) may also be aimed with Thrown. Characters can always en-
hance a bolt’s accuracy with Lore Excellencies (or Athletics
The Exalt must be able to see all participants at the time of acti-
Excellencies, if using that Ability). If using Archery or Thrown,
vation and can’t change them without reactivation. The roll to
the character can enhance it as normal for an attack using the
transmit or understand complex messages is reflexive and man-
Ability and may place Elemental Bolt Attack in a Combo with
datory, with a difficulty of 1-5 set by the Storyteller. Social at-
Charms of that Ability. The accuracy bonus for Cooperative
tacks may be conveyed through gestures, but may also require use of the Charm does not count against Charm dice bonus
a transmission roll for complex statements and automatically limits; the only limit is the number of Dragon-Blooded who
fail to affect targets who do not make a required understanding may be gathered together to unleash the fury of the elements.
roll. A second purchase at Linguistics 5+ removes the need Any special character can contribute to a Cooperative activa-
for transmission/understanding rolls and allows participants to tion, even heroes and relays.
gesture subtly enough that onlookers fail to recognize them as
communication without a (Perception + Awareness) roll at a
Elemental Burst Technique (p. 134)
difficulty of the Exalt’s Essence.
The Charm type is Permanent, purchase of which adds a new
“setting” to Elemental Bolt Attack that functions as described
Issue: With One Mind (p. 132) for Elemental Burst Technique (subject to the pertinent rules
Keywords: Dynasty, War. This Charm links the Exalt and up to established above for a standard Elemental Bolt Attack). The
(Linguistics rating) individuals she can perceive within a mile Exalt assigns the setting per activation.
for as long as those characters stay within this radius. Double
the number of maximum participants if all members are blood Occult
relatives of the Terrestrial. The activation cost is 1m per char-
acter, but this is waived for any character the Exalt gifts with Issue: Harmonious Wind-Luring Song (p. 134)
Type is Simple (Speed 5 in long ticks, -0 DV). Duration is one
trait dots. The difficulty of the roll to coordinate attacks by
day. This Charm does not summon an actual spirit, but rather
linked members is only 1 and they may always parry on each
invokes the power of such beings to create winds that may
other’s behalf as though they had used a Defend Other ac-
blow anywhere within a radius of (Occult x 100) yards around
tion to set this up. Trait dots conferred by this Charm cannot
the Terrestrial. Multiple currents can blow in different direc-
increase another’s rating above the Exalt’s rating. Because the tions within the radius, typically to help allies while hindering
same bonus must be purchased for each beneficiary, the Ter- enemies. When using this Charm to speed or slow a vehicle
restrial must still purchase wasted dots to give a higher bonus propelled by the wind (such as a ship or airboat with sails), the
to members who can benefit from them. Used in mass combat, net modifier to per tick speed is the Exalt’s (Sail + Essence)
the Charm can link a unit leader with fellow officers, all of and this is applied after any adjustments to the vehicle’s own
whom count as one additional relay regardless of actual role. speed. Changing the wind’s direction or rearranging where it

22 Chapter Three • Manuals of Exalted Power—The Dragon-Blooded


blows within the permitted radius is a diceless miscellaneous Issue: Soundless Action Prana (p. 136)
action. Characters using this Charm are ineligible targets for (Percep-
tion + Awareness) rolls based solely on hearing. For example,
Issue: Spirit-Grounding Shout (p. 134) if the Exalt is moving around a room, but a closed door bars
Keyword: Shaping. A spirit forced to materialize must still pos- any visual detection, the sounds he would otherwise make do
sess the Materialize Charm to do so, but accomplishes forced not prompt checks to notice him. Human-range senses other
materialization reflexively. If the spirit lacks sufficient motes than vision and hearing are insufficiently acute to detect things
to accomplish this, the Terrestrial knows how many motes are at any real range, so an Exalt using Soundless Action Prana
still required and may pay them. If he does not, the spirit also with full visual cover is basically undetectable without magic.
spends no motes and the Charm does nothing.

Issue: Zone of Silence Stance (p. 136)


Issue: Spirit-Chaining Strike (pp. 134-135) See Soundless Action Prana above. Obviously, this Charm
Keywords: Crippling, Leader. Each threshold success on the ac- suppresses spoken social attacks. If magic is used inside the
tivation roll imposes a cumulative -1 internal penalty. A spirit zone that functions via sound through than producing sound
becomes Inactive but fully conscious for a scene once the total
as an incidental effect, a standard roll-off determines whether
penalty imposed by all activations of this Charm exceeds its
it ignores the zone or fails to work (and in which case no costs
Essence rating. The only actions a paralyzed spirit can take are
are paid, though an action may be wasted, depending on the
mental actions that do not affect others. Leader only applies
if attacking a solo unit or special character spirit while com- magic).
manding a unit whose attacks can hit that spirit. A paralyzed
spirit ceases to be a special character and drops out of its unit. Issue: Distracting Breeze Meditation (p. 137)
Keyword: Leader 4. Leader allows the targeting of enemy units
Issue: Spirit-Shredding Attack (p. 135) as though they were individuals.
Keywords: Leader. Each threshold success on the activation
roll strips away (Exalt’s Essence rating)m from the spirit as a Issue: Trackless Passage Style (p. 137)
Shaping effect. The imposition of permanent death with a kill- Keyword: Leader 4. Leader treats dots of Magnitude as indi-
ing blow is not Shaping. Leader applies as per Spirit-Chaining viduals to determine cost; must conceal all Magnitude to cloak
Strike. a unit’s march.

Issue: Fivefold Resonance Sense (p. 135) Issue: Wind-Walking Technique (p. 137)
Once the Exalt has (Occult 4+, Essence 3+), this Charm can Common sense guides the definition of horizontal surface; in-
detect artifacts and other objects made of detectable magical
clines are fine, sheer surfaces are not.
materials that are attuned to someone else, but any such items
carried by their owner are considered to be concealed by any
magic that conceals said owner. With (Occult 5+, Essence Thrown
3+), the Charm is no longer automatically trumped by Celes- Issue: Loyal Weapon (p. 138)
tial or Solar magic and just uses roll-off rules when confronted
Keyword: Leader 4. If this Charm is used to retrieve a weapon
with concealing magic.
that only exists in the moment of the attack (such as Elemental
Bolt Attack or Deadly Blades of the Five Dragons), the projec-
Issue: Seeing the Maker’s Hand (pp. 135-136) tile continues to exist with the same statistics and returns to the
This Charm can never discern the workings of N/A Artifacts Exalt’s hand so that it may be hurled again without requiring
and may only analyze simple artifacts by default. Analyzing the reactivation of the effect that created it. Unless Loyal Weapon
product of exotic crafts like Magitech or Genesis require that is applied again, such projectiles then disappear like normal.
the Exalt have at least one dot in that Craft. Large artifacts
require 2 uses to yield any useful information for anything up
to the size of a warstrider or 3 for anything bigger (+1 if not a Issue: Persistent Hornet Attack (p. 138)
simple artifact). With Occult 5+, the Exalt may analyze arti- Keyword: Leader 6. The Charm’s type is Extra Action, but in-
facts attuned to others. stead of creating a flurry, each of the actions occurs sequentially
as noted in the Charm. Actions past the first use the indicated
dice pool and require no additional effort on the part of the Ter-
Stealth restrial, leaving him free to do other things. Standard Combo
Issue: Feeling-The-Air Technique (p. 136) rules govern the need to pay for other enhancing Charms per
Keyword: Leader 5. If a Dragon-Blood suffers a Crippling injury attack.
that blinds him completely, duration increases to Indefinite
and cost becomes 0m.

Chapter Three • Manuals of Exalted Power—The Dragon-Blooded 23


Issue: Invisibly Hidden Chakram
Method (pp. 138-139)
The cost is 2m and the type is Reflexive (Step 1 or 2). Each
activation may either banish a held thrown weapon the Exalt
owns Elsewhere or retrieve it from Elsewhere to an available
hand as a reflexive Ready Weapon action. The latter use may
conjure a weapon as part of the attack that throws it (and
perhaps to parry if the Exalt has some means of doing so with
a Thrown weapon).

Issue: Whirlwind Shield Form (p. 139)


Keyword: Leader. Gusts of force apply an external penalty of
half the Exalt’s Essence rating against all ranged attacks made
against him or protected allies within range. The Leader use
shields dots of Magnitude as though individuals to a maximum
of (Essence -1) dots; all dots must be protected for any benefit.

Issue: Vengeful Gust Counterattack (p. 139)


Keywords: Leader 5. Type is Reflexive (Step 5 and Step 9). The
Charm’s rolled parry is applied in lieu of the character’s Parry
DV. If this generates enough successes to throw the projectile
back, only then is a counterattack in Step 9 that applies the
appropriate number of successes in place of an attack roll and
has a base damage equal to the weapon’s base damage in its
original trajectory. With Essence 4+, the Charm can protect
any vehicle on which the Exalt is a special character.

Issue: Deadly Blades of the Five Dragons (p. 139)


Keyword: Stackable. The duration is Until Thrown. For every
3m spent during activation, the Charm creates one elemental
weapon with the normal statistics of its kind that is clearly
formed of the appropriate aspect Essence. Repeated activation
of this Charm stacks to produce more weapons, but the Exalt
cannot create more than (Essence rating) weapons among all
activations. These weapons may be given to others, and van-
ish into nothingness if thrown at their creator or used for any
purpose other than throwing them at a target. When thrown,
they ignore all multiple action penalties that apply to the attack
roll and impose elemental effects as explained, but vanish after
hitting. Additional purchases of this Charm each add another
element to the Exalt’s repertoire beyond that of his aspect, but
a created weapon can have only one element imbued in it.

Issue: Elemental Armor Technique (pp. 139-140)


Keywords: Leader, Stackable. Multiple activations of the
Charm are cumulative, but cannot exceed the stated soak
limits for a single activation of the Charm. Soak provided by
the Charm is armor. Elemental effects that state they provide
DV bonuses instead apply an equivalent external penalty to all
relevant incoming attacks. Each purchase of this Charm after
the first adds an additional element to the Charm. Characters
may evoke these by adding +2m per element to the Charm’s
cost, in which case the armor has the powers conferred by those
elements in addition to its normal effects.

24 Chapter Three • Manuals of Exalted Power—The Dragon-Blooded


Awareness Issue: Perfect Climbing Attitude (p. 142)
Characters climbing with aid of this Charm do so at twice
Issue: All Encompassing Earth Sense (p. 140) their normal walking speed. With Essence 3+, the Charm
Keyword: Leader.
helps scale any surface and can do so without digging into it
(the Exalt can’t choose to dig into anything magical, such as
Issue: Entombed Mind Technique (p. 141) a manse’s walls).
Keyword: Social. Type is Simple (Speed 5 in long ticks). This
Charm does not go into effect until the character’s DV refresh-
Issue: Flaw-Finding Examination (pp. 142-143)
es, and only if the subject has been kept motionless by her own
Keywords: Leader, War. Type is Simple (Dramatic Action). The
volition, another compulsion or physical restraints. Threshold
activation roll uses the character’s highest Craft ability. Fixing
successes determine how many hours a victim sleeps. Appro-
objects is a Shaping effect, and the Charm can only repair
priate Charms may awaken a sleep using roll-off rules. Dreams
non-magical inanimate objects by default. Broken structures
of treasure are a plot point under Storyteller control and can’t
must be repaired by mending each component object. Repair-
be deliberately induced.
ing a damaged simple artifact requires Essence 3+ and each use
counts as (Essence rating) successes toward the task. Repairing
Issue: Sense-Riding Technique (p. 141) or maintaining magitech or other exotic craft products further
Keyword: Shaping. The dice pool to notice an attempt to ride requires at least a dot of the appropriate Craft. If a special
senses is (Wits + Awareness). Tagging someone is an unblock- character uses this Charm to study flaws, she can communicate
able, undodgeable Shaping attack. Wards against scrying block her findings to her leader or a fellow officer to enhance the
this Charm. next attack against the target made by the unit or character,
respectively. If a character or unit has multiple applications of
Issue: Sense-Destroying Method (pp. 141-142) this Charm advising it on how to destroy an object, the formula
Type is Simple. This Charm requires an unblockable attack roll for damage increase is (raw damage x 2) + (total Essence of
to hit a target in line of sight using (Perception + Awareness + advisors past first).
Essence), applying an external penalty of the target’s Percep-
tion. On a hit, the number of successes remaining translate Issue: Charm of Lesser Unmaking (p. 143)
directly into the internal penalty applied to use of the tar- Keywords: Combo-OK, Shaping, Touch. The activation roll
geted sense or negation of wound penalties if numbing touch, uses the character’s highest Craft Ability. This Charm must
respectively. be successively activated a number of times equal to the diffi-
culty to disassemble the target, but all activations after the first
cost 0m. This Charm can only disassemble inanimate artifacts
Issue: Essence Disruption Attack (p. 142) that are inherently fragile, such as those made with the Art of
Keyword: Shaping. This is an unblockable, undodgeable attack
Enchantment.
with a range of (Essence x 3) yards. Reference to net successes
in the activation roll means threshold successes.
Issue: Charm of Greater Unmaking (pp. 142-143)
Cost: —. Type and Duration are Permanent. Keyword: Remove
Craft Combo-Basic. This Charm does not function at all as written.
Issue: Shaping Hand Style (p. 142) Instead, it upgrades Charm of Lesser Unmaking by allowing it
Duration is Indefinite. In addition to its martial utility, this to be placed in a Combo with Charms of other Abilities, add-
Charm provides a +3 die equipment bonus to Craft rolls that ing the option to tear something into original raw materials
could logically benefit from the emulated tool. This does not and letting a single activation destroy any non-magical object.
count against Charm bonus limits.
Integrity
Issue: Stone-Carving Fingers Form (p. 142) Issue: Unsleeping Earth Meditation (p. 144)
Cost is 1m per cubic yard. Keywords: Elemental, Shaping. Type
The number of hours is 25, not 24. Once Willpower begins
is Simple (Dramatic Action). In addition to sculpting rock,
to decay, it lowers the size of the Exalt’s Willpower pool, but
the Charm can create anything that can be made with Craft
not her permanent rating. The pool resets to normal after ap-
(Earth) by striking the appropriate raw materials, though the
propriate rest.
character can use any Craft Ability. Each additional purchase
adds another element, but he must use the appropriate elemen-
tal Craft Ability for everything besides earth. Only non-magical Issue: Untiring Earth Meditation (p. 144)
items may be created with this Charm. The only living beings Keywords: Leader 5. Blessed units can’t lose Endurance and
this Charm can modify are non-magical, non-sentient plants. add +1 to Morale from near immunity to pain.

Chapter Three • Manuals of Exalted Power—The Dragon-Blooded 25


Issue: Oath of the Ten- until the weak die or desert their mad commander. Exalted
with this Charm may swear oaths of eternal enmity with Oath
Thousand Dragons (p. 144) of the Ten-Thousand Dragons to bolster Intimacies of ven-
Keyword: Dynasty. Prerequisites: None. This Charm bolsters geance against a group or specific individual, provided they
Intimacies of loyalty, creating them as necessary. The loyalty haven’t sworn an oath of loyalty to that target.
must be to a group, a blood relative or a Celestial Exalt. The
reinforced Intimacy reasserts itself each day at dawn if removed
(temporarily nullifying that purchase of the Charm until it re- Issue: Granite Curtain of Serenity (p. 145)
turns) and the Terrestrial cannot voluntarily weaken it. The Keyword: Leader. Type is Reflexive (Step 2). Prerequisites: Add
bonus provided by this Charm is not limited by and does not Any Integrity Excellency.
count toward the maximum Charm bonus to MDV. Characters
can purchase this Charm any number of times, but can’t undo
an oath that becomes inconvenient. Issue: Inviolate Dragon Spirit (p. 145)
Keyword: Leader. Type is Reflexive (Step 2). Prerequisite: Any
Excellency (not Ten-Thousand Dragons Fight As One). This
Issue: Ten-Thousand Dragons
Charm empowers a curt retort to parry any mental influence,
Fight As One (p. 144) even unblockable attacks. It also rids the Exalt of all Compul-
Mins: Integrity 2. Duration is Instant. Prerequisites: None. Use sion effects currently affecting her, including all addiction. The
of this Charm instantly creates an Intimacy toward another Leader use can only parry attempts to sway the unit (such as
Exalt that may have any emotional context the user wishes, Performance-based social attacks) and doesn’t rid unit mem-
positive or negative. It may also reassert an Intimacy to a Ter- bers of Compulsions.
restrial or change the context of an existing intimacy. Intima-
cies created by this Charm are normal Intimacies apart from
the speed at which they form and fall away e if the character
Issue: Chaos-Warding Prana (pp. 145-146)
Keyword: Leader 7. This Charm provides absolute immunity to
has too many.
all Shaping effects save for those generated by Celestial Exalted
using any magic that Terrestrial Exalted are incapable of learn-
Issue: Unflagging Vengeance ing. This weakness does not apply if the Terrestrial’s Breeding
Meditation (pp. 144-145) is greater than or equal to the Essence of the Celestial doing
Keyword: Leader. Once an Exalt has sworn vengeance, he the Shaping. This Charm’s defense extends to all objects within
brings the Charm’s power to any unit he leads, pushing them (Essence rating) yards of a protected character who owns them.

26 Chapter Three • Manuals of Exalted Power—The Dragon-Blooded


Issue: Defense-From-Anathema Method (p. 146) est Essence rating among them to determine if the unit can be
New Keyword: Native. Replace the text of this Charm with protected, but all participants must commit motes equal to the
the following: unit’s Magnitude to do this. While an entire unit is protected,
Gaia ordered that the Dragon-Blooded should be the perfect all members are shielded—even Exalted.
army for the Celestial Host. Defense-From-Anathema Method
keys off this unique relationship between Terrestrial and Celes- Issue: Tireless Footfalls Cadence (pp. 148-149)
tial Exalted. The Dragon-Blooded’s Essence surges in response References to fangs mean 10 soldiers. If the number of affected
to the presence of the greater Chosen, bolstering his stolidity to soldiers within the unit does not equal the number of members
make him immovable and inexorable: the perfect soldier. This that constitute its Magnitude, the unit receives no benefit from
Charm was originally called Dragon’s Parable Defense, but its the Charm.
name and purpose were perverted after the Usurpation, giving
strength to the current depiction of the Anathema. Despite Issue: Armor-Hardening Concentration (p. 149)
the assertions of the Immaculate texts, this Charm is not Holy. With Essence 3+, this Charm gains the power to enchant an
When using this Charm within (Essence x 100) yards of the entire mass combat unit as per Enfolded in the Dragon’s Wings.
Celestial Exalted, add the character’s Essence to his DVs and The cost to do this is 2m per dot of Magnitude. Using the
MDVs. The bonuses garnered by Defense-From-Anathema Charm this way increases the unit’s Armor rating accordingly.
Method apply to all attacks the character experiences, regard-
less of their source, so long as the Charm remains in effect.
Issue: Phantom-Warrior Horde (p. 149)
Keyword: Action-Only. Penalties imposed by the Charm are
Resistance internal. The difficulty of a mortal’s Valor roll is the Exalt’s
Issue: Strength of Stone Technique (pp. 146-147) War rating.
Dots conferred by this Charm count against Charm bonus dice
limits. Issue: Blazing Corageous Swordsmen
Inspiration (pp. 149-150)
Issue: Mountain Toppling Method (p. 147) Keyword: Combo-OK. The extra health level conferred is a
Keywords: Leader. Strength conferred by this Charm may ex- -0. When the Charm ends, reapply each beneficiary’s current
ceed but also counts against Charm bonus dice limits. damage to his normal health track. With Essence 3+, this
Charm gains the power to enchant an entire mass combat unit
Issue: Impervious Skin of Stone as per Enfolded in the Dragon’s Wings. A unit blessed this way
Meditation (p. 147) has one additional health level at every dot of Magnitude.
Keyword: Leader. Soak conferred is natural soak.
Issue: Ramparts of Obedient Earth (p. 150)
Issue: (Element) Protection Form (pp. 147-148) Keywords: Action-Only, Shaping. By default, each activation
Keyword: Leader. Soak conferred is natural soak. of the Charm molds one cubic yard per 2m spent. All affected
volume must be contiguous. The difficulty to avoid falling in
a sinkhole is the Exalt’s Essence rating and an entire unit may
Issue: Unbreathing Earth Meditation (p. 148) be knocked down if the pit or trench is large enough. With
Type is Reflexive (Step 2). Essence 4+, the Terrestrial can shape 10 cubic yards per 2m
and can mold rock, allowing more grandiose constructions and
Issue: Unfeeling Earth Meditation (p. 148) excavations. Modifying terrain can affect the cover provided
Type is Reflexive (Step 2). and how swiftly units may move over it as appropriate to the
resultant landscape.
War
Issue: Enfolded in the Issue: Dragon-Seared Battlefield (pp. 150-151)
The deleterious conditions of this Charm impose an external
Dragon’s Wings (p. 148) penalty to all non-reflexive actions equal to half the Exalt’s
A steed is a valid beneficiary of this Charm. With Essence War rating. The listed radius is a maximum; the Exalt can cre-
3+, add the Cooperative and War keywords. Exalted acting ate a smaller effect if desired.
as special characters in a complementary unit with Magnitude
less than their Essence rating may pay 1m per Magnitude dot
to shield all members of the unit with this Charm (and all Issue: Dragon Vortex Attack (p. 151)
their mounts, in the case of cavalry). Each additional Exalt This Charm creates an environmental hazard within its radius
using the Charm this way cumulatively adds +1 to the high- that inflicts (Essence rating)L dice of damage (not levels, un-

Chapter Three • Manuals of Exalted Power—The Dragon-Blooded 27


less Essence 7+) per action with Trauma (Essence rating). If a Issue: Safety Among Enemies (p. 153)
Dragon-Blood is immune to a vortex, characters she has pro- This Charm may only be activated if the Dragon-Blood suc-
tected with Enfolded in the Dragon’s Wings are also immune cessfully dodges an incoming attack as a result of applying Step
(not just those protected by the vortex’s creator). A second 5 defenses (do not compare DV and attack pools). Because
purchase of this Charm at Essence 6+ adds the Holy keyword, the Charm is predicated on a successful defense rather than
inflicting aggravated damage to creatures of darkness. providing a defense, it is solely considered an attack for Charm
conflicts.
Athletics Issue: Elemental Defense Technique (pp. 153-154)
Keyword: Leader 6. By default, the Charm obliterates non-
Issue: Effortlessly Rising Flame (p. 151) magical projectiles that are personal scale, whether arrows or
Keyword: Leader. Using the Charm as a Leader effect also adds
thrown weapons. Inherently non-magic projectiles do not be-
the Action-Only Keyword.
come magical just because a Charm enhanced the attack. Con-
ferred soak is armor that stacks with other armor. References
Issue: Falling Star Maneuver (p. 151) to DV bonuses are separate external penalties applied against
Keyword: Leader. If applying this Charm to a ranged attack attacks. The Charm does not damage attackers directly, but
with a stunt, all that is required is for the target to lack cover. instead projects an environmental hazard in a one yard radius
around the Terrestrial with Damage: 4B/action (2L/action for
the fire version) and Trauma (Exalt’s Essence rating).
Issue: Bellows-Pumping Stride (pp. 151-152)
Keyword: Action-Only. Fires created by the Charm are treated
as a one-time bonfire with only 1L damage that fills a trail one Issue: Smoldering Karma Strike (p. 154)
yard across, tracing the path of the Exalt’s tread since his last Keyword: Leader. This Charm follows normal rules regarding
action. its interaction with other counterattack effects and may be
activated whenever the Exalt successfully dodges an attack
by any means.
Issue: Incense Smoke Ladder (p. 152)
Add the Action-Only keyword.
Issue: Unassailable Body of
Issue: Dancing Ember Stride (p. 152) (Element) Defense (pp. 154-155)
The penalty for aerial actions is internal. Keyword: Shaping. The limitations of this perfect defense con-
stitute its flaw of invulnerability.
Dodge
Melee
Issue: Threshold Warding Stance (p. 152)
Keyword: War. Issue: Dragon-Graced Weapon (p. 155)
Keyword: Leader. Each additional purchase of this Charm after
the first adds an additional element beyond the character’s
Issue: Hopping Firecracker Evasion (pp. 152-153) aspect. Every activation incorporates the Exalt’s base element,
Type is Reflexive (Step 7). This Charm may only be activated but can also incorporate any number of additional elements
if the incoming attack missed and the Exalt applied a dodge- unlocked with extra Charm purchases. The total cost to acti-
based defense against it. The character reflexively moves as vate the Charm is half the number of elements unleashed, all
per a Dash action away from the opponent, causing all subse- of which provide their usual power.
quent attacks in a flurry that can no longer reach the Exalt to
automatically miss.
Issue: Blinding Spark Distraction (pp. 155-156)
Keywords: Counterattack, Crippling, Leader. Type is Reflex-
Issue: Virtuous Negation Defense (p. 153) ive (Step 9). The Charm may be activated in response to any
Keyword: War. This Charm cannot protect against undodge- attack the Exalt defended against with a Melee-based parry,
able attacks or attacks targeting characters more than (Dodge even if that parry was not sufficient to prevent a hit. The Ter-
+ Essence) yards away. If the attack is redirected, the target restrial chooses a target within two yards (who need not be
perfectly dodges it and the attack resolves normally against the the attacker) and the Charm throws sparks at that target as
Exalt. If the activation roll isn’t sufficient to perfectly dodge the an unblockable, undodgeable -0 DV counterattack. If this hits
attack, the Terrestrial may apply his Dodge DV or Parry DV as and the target successfully looks away, she suffers a -2 inter-
normal. The possibility for failure in this Charm constitutes its nal penalty to all non-reflexive actions until her DV refreshes
flaw of invulnerability. When used in mass combat, this Charm twice. If she doesn’t look away, the penalty increases to -4.
ignores usual range limits to allow a special character to protect
any fellow officer in his unit (champions can only be protected
from attacks by non-champions). Issue: Ghost-Fire Blade (p. 156)
Keyword: Leader. If this Charm enhances the first attack in a

28 Chapter Three • Manuals of Exalted Power—The Dragon-Blooded


flurry, each activation to enhance subsequent attacks in the Issue: Threshing Floor Technique (p. 156)
flurry costs 0m. The Leader use of this Charm can inflict ag- With Essence 3+, all individuals blessed by the Charm are
gravated damage but does not extend the capability to strike considered the same character for the purpose of imposing an
dematerialized beings. Ignore the last sentence of the Charm. onslaught penalty on the target against their attacks. This on-
slaught continues to accumulate until the Exalt’s DV refreshes.
Issue: Refining the Inner Blade (p. 156) Issue: Ringing Anvil Onslaught (p. 156)
The created weapon inflicts aggravated damage to creatures of Keywords: Leader. The Charm provides a magical flurry of
darkness and benefits from all Elemental effects for elements
(activation roll successes + 1, maximum of Melee rating +
the Exalt has integrated via purchases of Dragon-Graced
1) Melee attacks against a single target that ignore rate, do
Weapon.
not suffer multiple action penalties and collectively impose a
-1 DV penalty. The activation roll may be boosted with Melee
Issue: Portentous Comet Excellencies.
Deflecting Mode (p. 156)
Keyword: Leader. The Charm can’t block unblockable attacks. Presence
The limitations on this perfect defense constitute a special flaw
of invulnerability. The Leader use cannot block designated Issue: Glowing Coal Radiance (p. 156)
area effects, but may block the massed attacks of complemen- Keywords: Combo-OK, Dynasty, Leader, War; replace Com-
tary units. pulsion with Emotion. Type is Reflexive (Step 2). No Will-

Chapter Three • Manuals of Exalted Power—The Dragon-Blooded 29


power roll is required. Instead, the Charm exerts a fear-based an environmental hazard with Damage 2L/action, Trauma 3.
internal penalty of the Exalt’s (Presence rating) to all physical Non-flammable objects suffer no damage upfront, but may be
and social attacks aimed solely at him by anyone in range with burned by the non-magical fires the Charm sets. Water: The
a dodge MDV less than his (Appearance + Presence + Breed- roar extinguishes any volume of non-magical fire it can target
ing). Apply intimidation-based effective Appearance for an and knocks targeted beings prone. Wood: As Air above, but
ugly Terrestrial. Characters who pay 2wp (4wp if a descendant) shattering non-magical wood instead of glass. A Terrestrial
become immune all use of this Charm by the Terrestrial for with Essence 5+ can pay an extra +1wp when activating the
the scene, ignoring its unnatural mental influence. Leader use Charm to unleash an area attack against every valid target in
affects units engaged with the Exalt’s unit. range.

Issue: Unbearable Taunt Technique (pp. 156-157) Issue: Warlord’s Convocation (p. 158)
Keywords: Action-Only, Combo-OK, Dynasty, Social, War; Keywords: Combo-OK, Dynasty, Social; replace Compulsion
replace Compulsion with Emotion. Type is Reflexive (Step 1). with Servitude. The type is Simple (Speed 5 in long ticks). This
Duration is always (Essence rating) actions, regardless of type Charm can exclusively target Terrestrial Exalted and humans
of combat. In personal or mass combat, an affected target or (including those with supernatural heritage or awakened Es-
unit that target commands suffers a -1 DV penalty when de- sence). The roll for the Charm’s unnatural social attack is (Ap-
fending against anyone besides the Exalt or a unit he leads. pearance + Presence + Breeding). If the attack succeeds, the
In social combat, the victim suffers a -2 internal penalty to target must pay 2wp (4wp if a descendant) or gain an Intimacy
all social actions. Spending 2wp (4wp if a descendant) makes
of loyalty to the Exalt. This Intimacy resists removal for a num-
a character immune to this unnatural influence for a scene.
ber of weeks equal to the remaining successes after applying
MDV, during which time it reasserts itself completely whenever
Issue: Moth to the Candle (p. 157) the target gets a roll to regain Willpower from sleep. Good
Keywords: Combo-OK, War. Resisting each use of this un- treatment extends the duration of enchantment as stated in
natural influence costs 2wp, and this may be done at any point the Charm. With 5+ remaining successes, a character made
to terminate its effect. Complementary units are valid targets loyal by the Charm serves as faithfully as a henchman (per the
of this Charm. Supporting special characters cannot be com- Background) while bearing an enchanted Intimacy.
pelled to leave their unit, but if affected, take no action of their
own for the duration. With (Presence 5+, Essence 3+), the
compulsion lasts one scene and range increases to (Essence x Issue: Auspicious First Meeting
100) yards. Essence 5+ removes the Essence rating limit on Attitude (pp. 158-159)
valid targets. While active, this Charm confers a +3 specialty “Exclusively
against (target character name)” that applies to all social ac-
Issue: Aura of Invulnerability (p. 157) tions using any Ability during social combat. This counts as a
Keywords: Combo-Basic, Leader, War. Conferred soak is natu- natural specialty rather than a Charm bonus for the purpose of
ral. When the temporary health levels fade, they heal three adding dice with other Charms, but the character still cannot
levels of bashing damage (and/or lethal if Essence 4+) and apply more than +3 among all specialties. Simultaneous ac-
any remaining damage is reapplied to the character’s normal tivations can target different characters. Cumulatively reduce
health levels. This can be fatal. The leader use of the Charm the Charm’s specialty by -1 per prior scene of social combat
only applies temporary levels to the unit’s health for its current in which the Exalt and the target both participated. Each ad-
Magnitude and does not provide healing. ditional purchase of this Charm allows the Terrestrial to select
one of the following conditions that “resets” the bonus: con-
Issue: Terrifying (Element) sensual sex with the target, not interacting with the target for a
season, completing a task directly requested by the target that
Dragon Roar (pp. 157-158) takes a scene or longer to accomplish.
Keywords: Combo-OK. To use this Charm, make an unblock-
able attack roll of Appearance + Presence + Breeding; the
attack’s range is (Essence x 6) yards. The target cannot be Issue: Passion Transmuting Nuance (p. 159)
larger than (Essence x 2) yards in any dimension. A successful Keyword: Combo-OK. Type is Simple (Speed 5 in long ticks).
hit causes the following effects as appropriate. Air: All non- This Charm cannot be a character’s first action in social com-
magical glass within a yard of the target shatters and the target bat (replacing the requirement of ticks spent conversing). The
suffers one level of unsoakable bashing damage; the target loses Charm’s unnatural social attack uses a dice pool of (Manipula-
its sense of hearing for a scene as a Crippling effect. Earth: tion + Presence + Essence); if it beats the target’s MDV, the
The pulverizing vocalization destroys a non-magical inani- desired emotion burns in her heart for a scene (also reducing
mate target or comparably-sized segment of a larger structure her Temperance to 1 unless that is her primary Virtue). Feel-
that is made of earth, clay, stone, etc. Other targets suffer 4B ings conferred by the Charm provide the same social combat
from the explosion of the ground beneath them. Fire: Ignites benefits and drawbacks as a high-rated Virtue. Paying 1wp at
everything readily flammable within a yard of the target as any point frees a character from this Charm.

30 Chapter Three • Manuals of Exalted Power—The Dragon-Blooded


Socialize this unblockable unnatural influence succeeds, the target can
pay 1wp right then to resist (but does not realize anyone at-
Issue: Sweeten-the-Tap Method (p. 159) tempted to alter her memories). Paying a total of 3wp this way
Keyword: Combo-OK. This Charm enchants a particular so-
immunizes a character from further use of the Charm by the
cial event attended by no more than (Socialize rating) Magni-
Exalt for a day. Once memory has been suppressed, however,
tude individuals. Anyone at the event who consumes alcohol
the cost to break free and remember the truth is 5wp per al-
or any other recreational intoxicant finds the experience far
teration. With Essence 5+, the duration drops to Instant, but
more pleasurable than normal and suffers a penalty of -1 to
suppressed memories remain so until reclaimed with appropri-
MDV for the scene from lowered inhibitions. If any social at-
ate Willpower expenditure.
tack botches against an intoxicated individual, she is deeply
offended and must pay 1wp not to Join Battle against the at-
tacker with her next action as an unnatural Compulsion. This Bureaucracy
Charm may be repurchased multiple times to enchant different Issue: Benevolent Master’s Blessing (p. 161)
social pleasures, including having sex, participating in/being an Keyword: Combo-OK. Duration is Indefinite. This Charm
active spectator to violence (such as duels or fight clubs), and does not function at all as described. Instead, while active, it
anything else the Storyteller approves. Those who indulge in improves the capability of its prerequisite to boost the Bureau-
the chosen vice are affected as above. Different versions of the cracy rating of anyone who is a recognized subordinate in an or-
Charm stack, but only one use of each version can enchant ganization to which the Exalt belongs. Applied to such targets,
the same event. Terrestrial Bureaucracy Reinforcement treats all of them as if
they were holding hands at the time of activation (regardless of
Issue: Jade Defense (pp. 159-160) actual location), ignores the usual cap of twice the beneficiary’s
Keywords: Combo-OK; remove Social. The Charm’s bonus Bureaucracy rating and has duration Indefinite.
adds directly to the Exalt’s Dodge MDV rather than the dif-
ficulty of specific rolls. The bonus to Essence functions as writ- Issue: Confluence of Savant Thought (p. 161)
ten. This Charm provides information, not access. The targeted
organization does not regard the Exalt as a member or give
Issue: Brother-Against-Brother her the privileges of such, but she does understand who within
the organization has the power to bestow such privilege and
Insinuation (p. 160) may then lobby, bully or otherwise compel cooperation from
Keywords: Combo-OK, Emotion, Illusion. The roll for the those individuals. The Charm does not reveal any secrets that a
Charm’s unblockable unnatural social attack is (Manipula- rank-and-file member of the organization could not learn with
tion + Presence), adding a number of bonus successes equal successful mundane inquiry, so insinuating into the All-Seeing
to the Exalt’s Socialize. If successful, the target instantly gains Eye does not reveal the identities of secret operatives.
a negative Intimacy toward the badmouthed person with an
emotional context appropriate to the Terrestrial’s allegations. Issue: Geese-Flying-South
If the target has an existing positive Intimacy toward the sub-
ject of the Dragon-Blood’s ire, success converts that connec-
Administration (pp. 161-162)
Keyword: Combo-OK. The cost to resist the unnatural Inti-
tion to a negative emotional context. Resisting the creation
macy formed by the Charm (and associated effects) cannot
of a new Intimacy costs 2wp to resist. Preventing a positive exceed 5wp. With Essence 3+, the Charm affects Dragon-
Intimacy from becoming tainted is easier, requiring only 1wp. Blooded descendants as though they were mortals, but said
Those who fail the roll to remember the Exalt’s involvement descendants must still be recognized subordinates of the Exalt
later on may pay 3wp to recall the truth, shattering the Charm’s within the hierarchy of the enchanted organization.
unnatural Illusion.
Issue: Bestow the Saffron Mantle (pp. 162-163)
Issue: Warm-Faced Seduction Style (p. 160) Keywords: Combo-OK, Dynasty, Servitude. The Exalt may im-
This Charm can enhance seduction-based social attacks using bue a target with less than her own Bureaucracy rating, paying
any Ability and may be put in a Combo with Charms of other accordingly. A touched mortal can pay 2wp to avoid the un-
Abilities. It boosts the Ability used as indicated, with each dot natural influence of this Charm, but must do so at the time
added counted as a bonus die from Charms. The attack also of activation. It is not possible to reactivate the Charm while
becomes unnatural mental influence costing 1wp to resist. using it. Transferring the Exalt’s soul in the moment of death is
an irresistible total control effect; the deceased uses the host’s
Issue: Smoothing-Over-the-Past Physical Attributes and Appearance, but otherwise has her
own non-magical traits while possessing her subordinate. The
Technique (pp. 160-161) Willpower rating of a spent vessel drops to 0. Dragon-Blooded
Keywords: Dynasty; replace Compulsion with Illusion. The descendants are also viable targets of this Charm, but can’t be
Charm costs only 3m to target a descendant. If the roll for possessed.

Chapter Three • Manuals of Exalted Power—The Dragon-Blooded 31


Issue: Thrashing Carp Serenade (p. 163) Issue: Drowning in Negotiation Style (p. 164)
Upon activation, the Exalt targets an organization. For the Keyword: Combo-OK. A contract is not binding unless the
duration of the Charm, whenever any member of the targeted signatories do so of their own free will (i.e. not compelled by
organization who can perceive the Exalt takes any action that unnatural influence). Less invasive coercion such as threats
directly advances the group’s official agenda, that action suf- don’t void a signature. It is not required for all signatories to
fers an external penalty of the Exalt’s Bureaucracy rating. This benefit from the contract. The penalty for deliberate breach
does not apply to actions taken in personal or mass combat. of contract is (Exalt’s Essence rating at the time of activation)
It is not immediately evident that the Terrestrial is the source L unsoakable damage. A signatory has a number of days equal
of the disruption. These rules entirely replace the listed rules to her Essence rating to fix an accidental breach to avoid this
for the Charm. Only the highest penalty among all uses of this damage, but the countdown only starts upon becoming aware
Charm applies to any action. of the error. Essence 4+ makes this Charm holy, inflicting ag-
gravated damage to creatures of darkness.
Issue: Testing the Waters (p. 163)
Keyword: Combo-OK. Voters with a dodge MDV greater than Investigation
the Exalt’s (Perception + Bureaucracy) count as abstentions.
The Charm also can’t analyze potential voters whom the Ex- Issue: Scent-of-Crime Method (pp. 164-165)
alt can’t perceive, such as those who are not present for the A Storyteller should assess a character’s actions against her
meeting. Because the Charm extracts the information from the Virtue ratings, Intimacies and Motivation when assessing how
minds of others rather than divining the future, it can predict much guilt she carries. The following tiers provide a basic ru-
the votes of beings outside fate. bric for comparison: none, minimal (I’m not perfect, but I feel
good about my deeds), slight (I harbor regrets, but nothing I
Issue: Finding the Water’s Depth (pp. 163-164) can’t live with), moderate (I don’t think I’m a bad person, but I
Keywords: Combo-OK, Dynasty, Compulsion. Duration is one really screwed up in a way I can’t get over), intense (No matter
scene. Add a number of successes to the activation roll equal what good I do, I can’t atone for my mistakes and frequently
to the Exalt’s Essence rating (or twice that number if target- brood on these failings), severe (I’m a bad person), overwhelm-
ing a descendant). The number of successes remaining after ing (I deserve death or worse for what I’ve done).
applying the target’s Dodge MDV (the attack is unblockable)
determines what the Terrestrial learns. If the Exalt pays a price Issue: Tampering Detection Technique (p. 165)
that he learns is acceptable before the Charm ends, the target
The use of any Charm to enhance an action that qualifies as
must accept the deal unless she pays 2wp to resist the Charm’s
tampering forces a roll-off to determine if the Terrestrial dis-
unnatural influence (which prematurely ends it).
cerns that action, even if that Charm is merely an Excellency.

Issue: Thoughtful Gift Technique (p. 164)


Cost is 8m, 1wp. Keywords: Combo-OK, Dynasty, Servitude.
Issue: Bloodhound’s Nose Technique (p. 165)
This Charm duplicates the effects of the Solar Charm Know This Charm does not function as printed. Instead, it allows the
the Soul’s Price (Exalted, p. 214) with the following excep- character to make a standard Investigation roll in a matter of
tions: the activation roll is (Perception + Bureaucracy) and seconds to find clues that would normally take ten minutes of
the target is free after spending a total of 5wp. Also, the Charm careful searching. If the roll yields any successes, the Exalt also
exerts no Servitude when targeting a character with an Essence receives a brief murky glimpse of whatever individual the in-
rating more than one dot higher than the Terrestrial unless the vestigation is trying to locate (usually the criminal responsible
target is the character’s sibling, parent or child. The Exalt may for a crime). This glimpse is not enough to make an identifica-
know what gifts are best for her elders, but this does not place tion, but always contains clues that are relevant and useful in
them in her debt when she shows due reverence and gratitude solving the mystery. The Charm automatically loses all roll-offs
for their daily beneficence. with other Charms that conceal evidence or otherwise contest
its effects.
Issue: Distraction of the Babbling Brook (p. 164)
Keywords: Replace Compulsion with Illusion. This Charm can Issue: Revelation of Associates Hunch (p. 166)
enchant any written contract already written or any spoken The soldiers of the gods should not pry into the affairs of their
contract the Exalt plans to offer with his next action. Either betters. Beings with a higher Essence rating and all Celestial
way, it requires an activation roll of (Wits + Bureaucracy), Exalted are invalid targets of this Charm. All demons are valid
adding successes equal to the Exalt’s Essence. Anyone whose targets regardless of their Essence. The Charm never reveals
Dodge MDV is less than the number of successes falls prey to associates who are invalid targets.
the unnatural Illusion unless she pays 3wp to notice the truth
for a scene. Higher Essence and use of appropriate Celestial
Charms also provides immunity as stated in the Charm. Ap- Issue: Homeward Trail Discovery Method (p. 166)
plication of MDV replaces the listed roll for defense. Knowing the location of a target’s home yields direction and

32 Chapter Three • Manuals of Exalted Power—The Dragon-Blooded


distance. If the Exalt already knows the location of the resi- Issue: Ears of the Snowy Owl (p. 167)
dence through other referents, the information is more specific Use of this Charm eliminates penalties from obstruction and
(e.g. “on Redstone Street a block south of the intersection with makes sounds valid targets for Perception rolls to notice as
Orchid Way”). The Charm cannot find residences in another though such obstructions were not present. Wards against scry-
realm of existence. ing block this Charm.

Larceny Issue: Naked Thief Style (pp. 167-168)


Issue: Observer Awareness Method (pp. 166-167) Type is Reflexive. Use of the Charm negates all penalties for
The (total number of successes x 10) determines the radius in failing to have the right tools for a Larceny action (including
yards in which the Charm pinpoints the location of observers, all rolls of an extended action). It also provides a +2 quality
but it can’t pinpoint observers who are supernaturally con- equipment bonus that does not count toward Charm bonus
cealed (just note their presence). limits.

Question: Will this charm invoke itself automatically, in the


same manner as Surprise Anticipation Method, to grant a Issue: Window-in-the-Door Technique (p. 168)
character that is unaware he is being watched a flash of insight, Wards that block scrying stop this Charm. Transparency ex-
i.e. “Egads! I’m being watched!”? Or, must a character ‘manu- tends one inch through metal, three inches through stone and
ally’ activate this Charm, i.e. “I wonder if I’m being watched... six inches through anything else. With Essence 3+, all mea-
why yes, yes I am”? surements upgrade to yards instead of feet or inches. Only the
Terrestrial sees through matter affected by this Charm; others
Answer: The Charm has to be consciously activated by the perceive its usual opacity.
Dragon-Blood.

Issue: Imposter’s Voice Technique (p. 168)


Issue: Trackless Walk Style (p. 167) Keyword: War. The disguise created by this Charm is purely
Use of this Charm thwarts non-magical tracking attempts,
auditory, but infallible to those without supernatural senses to
but does not affect the resolution of supernatural tracking
pierce it. Using this Charm to disrupt a unit’s relays requires
contests against Celestial Charms or comparable powers. Any
Investigation roll to find clues at a crime scene protected by concealment and close proximity (generally restricting it to
this Charm suffers an external penalty of the Dragon-Blood’s solo unit saboteurs), but the unit is considered to have (Exalt’s
Larceny rating. Larceny rating) fewer relays for the purposes of communication

Chapter Three • Manuals of Exalted Power—The Dragon-Blooded 33


failure until the commander successfully rallies for organiza-
Five-Dragon Style
tion to make the unit immune for a scene. All Charms save Five-Dragon Fist and Five-Dragon Wrath
have the Leader keyword.
Issue: Precise Ink Technique (p. 168)
The roll to remember handwriting is difficulty 2. Issue: Five-Dragon Invulnerability (p. 191)
Used as a Leader effect, the Charm treats all attacks as magical.
Issue: Waters of Honesty Method (p. 168)
If observed cheating attempt is accomplished or hidden via
Charms, standard roll-off determines whether Waters of Hon-
Terrestrial Hero Style
All Charms save Currents Sweep From Sea, Riptide Method,
esty Method functions (with a +5 success bonus given to the and Drowning Embrace have the Leader keyword.
opposing magic).

Issue: Blade-Deflecting Palm (p. 169)


Issue: Perfect Gambling Prana (p. 168) Keyword: Leader. Duration is one scene. Prerequisites are Cur-
Type is Reflexive. This Charm enhances a non-magical effort rents Sweep to Sea or Pounding Surf Style (not any Martial
to cheat in ways that that are possible (if highly improbable), Arts Excellency or supernatural martial arts Charm). The
ensuring the desired result. It does not alter probability or oth- character also adds one to his Parry DV.
erwise interact with fate.
Issue: Become the Hammer (p. 169)
Issue: Flood of Victory Prana (p. 168) Keyword: Leader. Duration is one tick, type is Reflexive (Step
Duration is one game. Cheating is accomplished in the same 1).
ways as Perfect Gambling Prana.
Issue: Disarming Strike Prana (p. 169)
Keyword: Leader. Cost is 1m, type is Reflexive (Step 1). As a
Martial Arts Leader effect this Charm may only target special characters
Leader Charms with grappling benefits only apply those bene-
or solo units. This takes precedence over the version of the
fits to clinch special characters or solo units, as complementary
Charm listed on p. 41 of Scroll of the Monk.
units are invalid targets of such attacks.
Issue: Smashing Tidal Wave Technique
Issue: Elemental Styles
Clarification: Most martial arts styles do not resonate with a
(Scroll of the Monk, p. 42)
Keyword: Combo-OK. Cost is 0m or 3m (+3m per target),
particular elemental aspect. Those that do follow certain rules. 1wp. Duration is instant, type is extra action, total DV penalty
Any being that naturally resonates with the proper element (an and Speed are equal to the highest of any single attack in the
Air Aspect or air elemental for air, etc.) uses elemental style flurry. Ignores Rate. If this Charm is being activated to sustain
Charms as-written. ‘‘All other users add a one mote surcharge grapples initiated through previous use of the Charm, the cost
to the activation cost. Water Aspected Dragon-Blooded are is 0m.
considered to resonate with all five Gaian elements for the
purpose of elemental martial arts. Learning (Elemental) Style Issue: Dragon-Claw Elemental Strike (p. 169)
Formulation may remove this surcharge for Terrestrial styles of Keyword: Leader. This Charm enhances an unarmed attack.
the appropriate element. Alternately, mastery of any Glorious The earth effect blocks conscious movement that shifts loca-
Dragon Style removes the surcharge for all Charms of that ele- tion, such as walking or using a teleport power. It does not stop
ment (even non-martial arts Charms). Other specialized Ce- the target from moving in place to dodge or other wise defend
lestial styles exist that similarly attune practitioners to exotic (albeit with a penalty). Being rooted in place is a -1 external
elements. Among Primordial Exalted, Alchemicals resonate penalty and -1 to DDV, not a -2 internal/DV.
with all six Autochthonian elements, Infernals resonate with
Vitriol and Abyssals resonate with all corpse elements. The
Enlightening Charms
Five Glorious Dragon Styles only confer their form weapon
enhancements to Dragon-Blooded practitioners, just as some Issue: Tiger-and-Bear Awareness (p. 195)
Celestial styles provide unique benefits to other types of beings. Keyword: Leader. This Charm fails against supernatural con-
cealment of any kind.

Issue: (Elemental) Style Formulation (p. 189)


This is a general Terrestrial Martial Arts Charm and may be
Issue: Tiger-and-Bear Unity (p. 195)
Keyword: Leader. This Charm applies successes in Step 4 (not
learned by non-Dragon-Blooded.
Step 6).

34 Chapter Three • Manuals of Exalted Power—The Dragon-Blooded


Air Dragon Style Issue: Force of the Mountain (p. 201)
The style’s power to throw two chakrams at once is incompat- Keyword: Leader. This Charm may be placed in a Combo with
ible with flurries. Charms of other abilities.
Issue: Wind Dragon Speed (p. 198) Issue: Stone Dragon’s Skin (pp. 201-202)
Keyword: Leader. Keyword: Leader.

Issue: Breath-Seizing Technique (p. 198) Issue: Earth Dragon Form (p. 202)
Keyword: Stackable. Keyword: Leader. This Charm’s soak bonus is natural.

Issue: Shrouding the Body and Mind (p. 198) Issue: Shattering Fist Strike (p. 202-203)
Characters cannot lead a complementary unit while using this Keyword: Leader.
Charm.
Issue: Weapon-Breaking Defense
Issue: Air Dragon Form (p. 198) Technique (p. 203)
Keyword: Leader. The character may add dice to any unarmed Keyword: Counterattack. Type: Reflexive (Step 9). This
martial arts attack (not any ranged attack). Charm may only be activated if the martial artist has success-
fully blocked an attacked with an unarmed parry, in which case
Issue: Tornado Offense Technique (p. 198) it launches an automatically successful counterattack, with the
This Charm ignores rate, and all actions in the flurry must be effects described in the Charm’s rules. If used to ‘break’ an arti-
unarmed martial arts attacks. fact weapon, the weapon not destroyed, but loses attunement
and all powers save its innate indestructibility for one day.

Issue: Wrathful Winds Maneuver (pp. 199-200)


Keyword: Crippling. To use this Charm the character makes Issue: Earthshaker Attack (p. 203)
an an attack roll of (Strength + Martial Arts), which is sepa- This Charm has a range of (Essence x 5) yards. If used while
rately applied to the defenses of all characters in the affected leading a complementary unit, the Charm forces a route check
area and can’t be parried. Targets hit by the attack suffer auto- among the character’s own forces.
matic knockdown, deafening, and inactivity for the durations
specified in the Charm. Targeting a single individual for +1wp Issue: Stillness of Stone (p. 203)
makes this attack undodgeable. All other printed rules for this Cost is 5m, 1wp. This Charm cannot effect beings of higher
Charm do not apply. Essence than the martial artist and petrification includes non-
magical possessions on the victim’s person.
Issue: Thunderclap Kata (p. 200)
Keyword: Crippling. All beings in range of the Charm make Issue: Ghost-Grounding Blow (p. 204)
a Stamina + Resistance roll at a difficulty of the martial art- Keyword: Compulsion. 5wp to resist per use. This Charm grants
ist’s Essence rating. Those who succeed are unaffected; those the target the ability to reflexively use any Charm required to
who fail become inactive until their next action and suffer materialize, even if this violates normal Charm timing rules.
a number of levels of bashing damage equal to (the Martial
Artist’s Essence – successes rolled), which ignore armor. Af-
fected victims are deafened as explained. This attack is an Issue: Perfection of Earth Body (pp. 204-205)
environmental effect. Keyword: Leader. This Charm’s bonuses are dice added by a
Charm, not an enhancement to the character’s natural ratings.

Issue: Lightning Strike Style (p. 201)


Keyword: Leader. This Charm extends the range of all unarmed Fire Dragon Style
attacks by (Essence x 3) yards, and adds (Essence) to their raw Issue: Flash-Fire Technique (p. 205)
damage. This Charm may be used to enhance a Join War roll if the
character is a solo unit.
Issue: Hurricane Combat Method (p. 201)
The extra attacks generated by this Charm are unarmed mar- Issue: Flame-Flicker Stance (p. 205)
tial arts attacks which ignore rate and may not be subdivided Keyword: Leader.
into flurries. The damage inflicted on the user by this Charm
cannot be prevented by any means. Issue: Searing Fist Attack (p. 205)
Keyword: Leader. As a Leader effect this Charm may only tar-
Earth Dragon Style get special characters or solo units.

Chapter Three • Manuals of Exalted Power—The Dragon-Blooded 35


Issue: Perfect Blazing Blow (p. 205) Keyword: Leader. The Essence bonus to Martial Arts is a dice
An attack that hits as a result of this Charm is considered to bonus added by a Charm and does not add to the character’s
have hit with 0 successes for the purpose of calculating raw natural rating.
damage.
Issue: Crashing Wave Style (p. 209)
Issue: Fire Dragon Form (p. 205) This flurry ignores rate and has a total DV penalty of -1.
Keyword: Leader.
Issue: Theft-of-Essence Method (p. 209)
Issue: Fiery Hand Attack (pp. 205-206) Keyword: Shaping.
Keyword: Leader. Use normal environmental damage rules for
(Martial Arts) actions of exposure to a bonfire. Issue: Ghost-Restraining
Whirlpool Stance (p. 209)
Issue: Breath of the Fire Dragon (p. 206) Keywords: Crippling, Shaping.
Keyword: Leader. This Charm inflicts dice of damage, not lev-
els.
Issue: Bottomless Depths Defense (p. 209)
Keyword: Leader. Duration: One tick. The aggravated health
Issue: Essence-Igniting Nerve Strike (p. 206)
Keywords: Shaping, Touch. level in this Charm’s cost is considered a unique flaw of in-
vulnerability. This Charm’s Leader benefit may not be applied
to area-of-effect attacks. Danaa’d is not harmed by the use of
Issue: Overwhelming Fire Majesty this Charm.
Stance (pp. 206-207)
Keywords: Emotion, Leader. This Charm’s influence is unnatu-
ral and costs 3wp to resist for a scene.
Issue: Essence-Dousing Wave Attack (pp. 209-210)
Keyword: Shaping. This Charm enhances an unarmed martial
arts attack. It cannot suppress Adamant or Obsidian circle
Issue: Consuming Might of the spells and has no effect on astrological Charms.
Fire Dragon (p. 207)
Keywords: Emotion, Leader. Characters who spend 3wp to
resist this Charm for a scene also become immune to Over-
Issue: Tsunami Force Shout (p. 210)
Make a single unblockable attack roll of (Charisma + Martial
whelming Fire Majesty Stance.
Arts + Essence), and compare separately to the defenses of
all targets in range. Those hit by the attack are affected as
Water Dragon Style explained.
Issue: Flowing Water Defense (p. 207)
Keyword: Leader. Cost is 2m, opponents suffer a -2 external Wood Dragon Style
penalty (not -3 internal).
Issue: Wood Dragon Vitality (p. 211)
Keyword: Leader.
Issue: Rippling Water Strike (p. 207)
Radius is 3 yards. The character makes one attack, and com-
pares it separately to the defense of all targets in range. This Issue: Soul-Marking Strike (p. 211)
attack is piercing to all targets, but only inflicts bashing damage This Charm has the crippling keyword when applied to spirits.
to secondary targets.
Issue: Unbreakable Fascination Kata (p. 211)
Issue: Drowning-in-Blood Technique (p. 207) Keyword: Emotion. This unnatural mental influence costs 2wp
Keyword: Crippling. to resist for a scene.

Issue: Shrugging Water Dragon Issue: Enthralling Blow Attack (p. 211)
Escape (pp. 207-208) Keyword: Compulsion. This unnatural mental influence costs
Type: Supplemental. Any valid action to escape personal re- 3wp to resist. This resistance supersedes the rules given in the
straint automatically succeeds with a threshold of (character’s Charm’s text.
Martial Arts rating).
Issue: Spirit-Wracking Method (p. 211)
Issue: Water Dragon Form (p. 208) Keyword: Crippling.

36 Chapter Three • Manuals of Exalted Power—The Dragon-Blooded


Issue: Spirit-Rending Technique (p. 212) Issue: Deck-Striding Technique (p. 171)
This Charm inflicts damage equal to 1 + (threshold successes Keyword: Leader 4. The Leader effect of this Charm extends
/ spirit’s Essence, round down). its benefits to Magnitude (Essence rating) crewmembers of a
naval unit under the Exalt’s command. Any Sail vehicle is a
valid target of this Charm.
Issue: Death-Pattern Sensing Attitude (p. 212)
Cost: 0m. Paying 1m to use this Charm’s benefit does not count
as a Charm activation or require commitment of Essence. Archery
Issue: Beyond Bows
Issue: Soul Mastery (p. 213) Clarification: Terrestrial Archery Charms can be used to en-
Keyword: Shaping. Aggravated damage inflicted by this Charm hance attacks using any personal-scale Archery weapons, but
add a one mote surcharge to their activation cost if the weapon
bypasses armor.
isn’t primarily constructed of jade/wood or doesn’t launch jade/
wood projectiles. For example, strafing a flurry of shots with a
Sail firewand using Swallows Defend the Nest would cost (num-
ber of attacks +1) motes. Some outcastes wield exceptional
Issue: Hurricane-Predicting Glance (p. 170)
firewands carved of thaumaturgically-hardened ironwood to
The Charm can detect impending changes to the weather
avoid this surcharge.
caused by magic that has already been activated at the time
the Terrestrial checks. With Essence 2, the Charm functions
above water aboard an aerial vehicle piloted with Sail. With Issue: Dragon-Graced Arrow (p. 172)
Essence 3+, it functions onboard any Sail vehicle without Keyword: Leader. The Wood power delivers a dose of poison if
needing water. it hits with: Damage 4L/action, Toxicity (Exalt’s Essence rat-
ing), Penalty -0. Only one use of this Charm can enhance an
individual attack, but repeated use can enhance any number
Issue: Seven Seas Wind-Luring Chanty (p. 170) of attacks made as part of a flurry. Each additional purchase of
This Charm functions on or above any body of water at least this Charm after the first adds an additional element beyond
a mile across, but deactivates if the Exalt goes ashore. With the character’s aspect. Every activation incorporates the Ex-
Essence 3+, it works in any terrain. alt’s base element, but can also incorporate any number of ad-
ditional elements unlocked with extra Charm purchases. The
total cost to activate the Charm is half the number of elements
Issue: Storm-Outrunning Technique (p. 170) unleashed, all of which provide their usual power.
This Charm can enhance any Sail vehicle, doubling the speed
of its propulsion. Vehicles lacking propulsion receive no ben-
efit; a massive caravan wagon without teams of yeddim to pull Issue: Swallows Defend the Nest (p. 172)
it is as helpless as a becalmed ship. Solar and Abyssal counter- Keyword: Leader 5. The Charm’s flurry ignores rate and has a
parts of this Charm exist named Fleet-Outrunning Flagship total DV penalty equal to the highest penalty of any attack.
and Wave-Slicing Keel Method, both of which have Indefinite
Duration, require Any Sail Excellency as a prerequisite and do Issue: Dragonfly Finds Mate (p. 172)
not require any extra Sail checks to traverse dangerous waters. Keyword: Leader. Other characters may be protected with this
Charm, provided they are within the base range increment of
the Exalt’s weapon. Used by any special character in a unit, the
Issue: Fine Passage Negotiating Style (p. 170) Charm can protect the entire unit or fellow officers within it.
With Essence 3+, this Charm adapts itself to map the terrain With Essence 3+, the Charm can parry any ranged personal-
hazards appropriate to a Sail vehicle the Exalt is aboard (so a scale attack, even those lacking a solid component (such as a
skyship crewmember could sense turbulence and topographi-
cal features that rise high enough to pose a crash risk, etc.). blast of elemental Essence). Essence 4+ allows parrying of larg-
er ranged attacks, such as from siege weapons and warstriders.
Issue: Sturdy Bulkhead Concentration (p. 170)
This Charm adds Undamaged health levels. When these lev- Issue: Seven Year Swarm Volley (p. 172)
els are gained or vanish with the Charm’s deactivation, reap- Keyword: Leader. Replace Combo-OK with Combo-Basic.
ply the vehicle’s current damage to its new health track. The The Charm protects those within the base range of the Exalt’s
soak bonus adds directly to bashing and lethal armor. Use of weapon; it can also protect an entire unit or fellow officers
this Charm by separate Dragon-Blooded to enhance the same within it if the Terrestrial is a special character.
vehicle is permissible, but a character cannot use the Charm if
the total number of extant activations exceeds his Sail rating. Issue: Sparrow Dives At Hawk (p. 173)
Any Sail vehicle is a valid target of this Charm. Cost is — (4m, 1wp). Type is Permanent. This Charm upgrades

Chapter Three • Manuals of Exalted Power—The Dragon-Blooded 37


Dragonfly Finds Mate. If that Charm successfully parries an wooden cover. Adding +1wp allows negation of any cover,
attack, the Exalt can pay an extra 4m, 1wp during Step 9 to provided some indirect path exists to hit the enemy. If this
launch an unblockable, undodgeable counterattack that ap- Charm enhances Elemental Bolt Attack (p. XX) or another
plies a number of successes to hit equal to the (parry successes Charm that creates an attack out of raw elemental Essence,
rolled – original attack successes) in place of an attack roll. The the Exalt may summon the destructive forces from an available
attack otherwise uses the statistics of the Terrestrial’s weapon. source to strike indirectly (like calling down lightning strikes
Using Dragonfly Finds Mate this way follows standard Dragon- from the clouds).
Blooded Reflexive Charm rules.
Issue: Life-Swelling Sap Strike (pp. 173-174)
Issue: Harvest of the Hunter (p. 173) Keywords: Holy, Leader. The term “undead” encompasses
With Essence 4+, this Charm may be used to harvest other ghosts, walking dead and necromantic war machines. Incorpo-
non-artifact Archery weapon ammunition from appropriate real undead are hit by the attack as though solid. With Essence
concentrations of elemental Essence, such as collecting hand- 4+, all creatures of darkness with an equal or lesser Essence
fuls of firedust that spark out of a bonfire and fall to the earth. rating to the Terrestrial suffer as undead. A complementary
Collecting ammunition for immediate use requires a standard unit must be chiefly comprised of undead to be a valid target.
draw weapon action.
Issue: Ravenous Thorn Technique (p. 174)
Issue: Unobstructed Hunter’s Aim (p. 173) Damage inflicted by the Charm is based on the base damage of
Keyword: Leader 4. For its base cost, the Charm only negates the projectile without any Strength modifiers and has the ap-

38 Chapter Three • Manuals of Exalted Power—The Dragon-Blooded


propriate type. For projectiles that do not have a listed damage vides “free” experience points requires that the patient pay
less than the weapon itself (such as firewand blasts), the dam- the appropriate number of experience points over time as a
age at each interval is 4 dice. Retry penalties apply to efforts Training effect.

to remove the embedded projectile and accumulate with each Issue: Jade Crucible Method (p. 176)
would-be surgeon’s failure. Characters can’t activate this Charm while holding more Pe-
ripheral motes than their Essence pools normally allow.
Medicine
Issue: Infection-Banishing Prana (p. 174) Performance
With Essence 4+, this Charm can also treat magical infections Issue: Talented Improvisation (pp. 176-177)
(but not other types of diseases), provided the Exalt’s Medicine Type is Reflexive. Specialties aren’t needed to use the Perfor-
and Essence ratings are both higher than the Essence rating of mance ability with any instrument. Instead, this Charm cancels
the infection’s source.
all external penalties that apply to Performance rolls for its
duration and increases the rating of a stunt by +1 (max 3)
Issue: Dread Infection Strike (pp. 174-175) whenever the action involves creating a new routine or act on
Keyword: Sickness. Type is Reflexive (Step 1). This Charm the spot instead of presenting a rehearsed work. As a reminder,
can enhance any physical attack that successfully inflicts non- an opponent’s DV is not an external penalty.
bashing damage. With Essence 3+, infection is automatic and
must be overcome normally.
Issue: Dance of Flashing Swords (p. 177)
Keyword: Leader 5. Resisting the unnatural influence imposed
Issue: Disease-Banishing Technique (p. 175) by all activations of this Charm for a scene costs 3wp. It is pos-
Type is Simple. When time is of the essence, this Charm may sible to hide a fight in which the Exalt is merely an observer to
alternately accomplish a standard diagnosis action in the span two heroic combatants. With Essence 3+, the Charm can hide
of time used to activate it and touch the patient. This only any number of heroic characters. The Leader effect allows the
detects physical diseases, does not ensure a successful diagnosis character to hide his unit’s involvement in mass combat, pay-
and requires a second activation to administer treatment. The ing as if cloaking a number of individuals equal to the total dots
agony of purging a disease is a Crippling effect that only lasts of Magnitude among all hidden units; a war can rage through
one action. the streets with the citizens none the wiser.

Issue: Wound-Closing Touch (p. 175) Issue: Blossom Hides Thorns (pp. 177-178)
This Charm can heal a patient’s Dying levels of lethal damage
Type is Reflexive. Use of this Charm enhances the (Dexterity
outright (instead of converting them to bashing). Healing all
+ Stealth) roll needed to launch a surprise attack from plain
Dying levels stabilizes the patient at Incapacitated.
sight, removing the usual +2 difficulty and instead adding a
number of bonus successes equal to the Exalt’s Essence rating.
Issue: Madness-Analyzing Stare (p. 176) A single activation also adds a like number of successes to
The Charm can diagnose any externally-imposed conditions the Terrestrial’s Join Battle roll. If the opening attack misses,
that negatively affect the patient’s mind, as well as all insanity the Charm exerts an unnatural Illusion forcing all witnesses
arising from external trauma or poor health. Having Virtues to ignore that an attack was made (and thus not Join Battle),
with a rating of 1 is considered madness. The Charm detects though anyone can pay 2wp to ignore all instances of this Il-
unnatural mental influence, but not natural. Learning the lusion for a scene. Although it is tradition to make surprise
source of a particular effect means it becomes Obvious to the attacks in the midst of performing, this is not required. An
Exalt, not that he knows who specifically caused it or when. identical Stealth Charm also exists named Tempest From Blue
Skies Ambush that requires Stealth 4 and has Wind-Walking
Issue: Verdant Curtain of Serenity (p. 176) Technique as a prerequisite.
Keyword: Leader. Type is Reflexive (Step 2). Prerequisites:
Madness-Analyzing State (not Purity of Mind Method). Issue: Hidden Petal Aria Method (p. 178)
Keywords: Leader, Stackable. Duration is one scene. With Es-
Issue: Purity of Mind Method (p. 176) sence 3+, the character may hide subtext in the oration of
This Charm cannot cure influence imposed by Adamant or everyday speech. The Leader effect of this Charm costs only
Obsidian spells and costs 10 motes when treating effects of 2m to convey coded orders to all fellow officers, adding the
Sapphire or Onyx spells. Treating a derangement mutation Exalt’s Performance to the difficulty of Read Strategy rolls to
that offsets the cost of positive mutations or otherwise pro- study the Terrestrial’s unit (Scroll of Kings, p. 110).

Chapter Three • Manuals of Exalted Power—The Dragon-Blooded 39


Issue: Soul-Stirring Performance power. Any mode of artistic expression that falls under Perfor-
mance may serve as a focus for a parry. Eloquent prayers turn
Method (pp. 178-179) aside blows, while a dancer’s gyrations drum staccato rhythms
Keyword: Social. Type is Supplemental. This Charm enhances on enemy weapons mid-swing. No specialty is required to use
a (Manipulation + Performance) social attack, making it un this Charm, though applicable specialties improve its effec-
tiveness.
blockable, unnatural influence and allowing it to be conveyed
by any Performance-based action. The attack only affects mor-
tals and may be selectively targeted to affect some observers Issue: Three-String Sword Prana (pp. 179-180)
and not others. If used to instill an Emotion, affected targets Minimum Essence is 3. Damage is in dice, not levels. Like
act accordingly and suffer a -2 MDV penalty for the rest of the Vibrating Strings Defense, other Performance mediums may
scene against mental influence that preys on this emotional conjure destructive phantasms through the use of this Charm.
state. If used to incite action, the Compulsion is limited as Using the Charm in conjunction with prayers to the Elemental
described. In either case, affected characters can pay 3wp to Dragons or any of the Incarnae makes the attack Holy, inflict-
become immune to the Charm for a scene. Ignore the roll to ing aggravated damage to creatures of darkness. As usual for
determine how many listeners are affected; as a performance its type, this Charm can’t be part of a flurry without placing it
attack, anyone who hears is potentially affected. With Essence in a Combo with an Extra Action Charm.
3+, the Charm functions against all beings with an Essence
rating less or equal to the Terrestrial. Ride
Issue: More than Horses
Issue: Protective Performance (p. 179) Clarification: Although horses are certainly the most com-
Keywords: Leader. This Charm provides a Dodge MDV bonus mon riding animal in the Second Age, they are hardly the only
of (Exalt’s Essence rating) against all unnatural mental influ- mounts Terrestrial Exalted use. Dragon-Blooded Ride Charms
ence from anyone other than the Terrestrial, followed by a function on any familiar or non-sentient beast large enough
+2 Dodge MDV bonus against specific unnatural influence as to carry the Exalt. In addition, Ride Charms may enhance the
specified. Characters may pay 1wp to make them immune to
piloting of vehicles piloted with that Ability, but any Charm
all use of this Charm for a day, as it is a specialized unnatural
with a Minimum Ride requirement of 1-4 requires an extra dot
Compulsion unto itself. The Leader use of this Charm turns the
of Ride above the minimum to be used this way.
act of command into an artistic performance, protecting the
unit itself and all members as individuals (except the leader).
Issue: Heaven-Graced Riding Technique (p. 180)
Issue: Invisible Street Performer Cost is 1m. Duration is one action. A mount or vehicle tar-
geted by this Charm doubles its speed (and jumping distance),
Technique (p. 179) rather than the listed bonus. When used in conjunction with
This Charm may be used in conjunction with any form of ar- other Dragon-Blooded Ride Charms that quicken a mount or
tistic expression that falls under Performance, from a steady increase its jumping distance, the increase provided by those
quiet monologue to a sensuous dance. Resisting the unnatural Charms doubles before it is applied (so the Air version of Five-
Illusion for a scene in the event of a failed roll to notice the Dragon Horseman Prana multiplies the mount’s jump distanc-
Exalt costs 1wp. An applicable specialty is not required, but es by a factor of [Essence x 2] while boosted by Heaven-Graced
improves the Charm’s effectiveness. Riding Technique).

Issue: Tireless String-Plucking Issue: Ebony Spur Technique (p. 181)


Meditation (p. 179) Keyword: Leader. If this Charm is used to enhance an attack
While this Charm is active, the character accumulates no fa- using a lance or other weapon with the L tag, the damage bonus
tigue from any Performance actions and ignores all internal increases to (Ride x 2). With Essence 3+, no activation roll
penalties for such rolls except multiple action penalties. She is required.
can dance for a day while grievously wounded or spend a night
in the embrace of her lover without breaking a sweat. The
sharp beauty of well-manicured nails fittingly accompanies all
Issue: Charge of One Hundred Generals (p. 181)
Remove minimum War. Type is Reflexive. Any special char-
art forms and therefore always applies; paying a mote to make
acter in a complementary unit can use this Charm to enhance
an unarmed attack lethal does not count a Charm activation.
it, but a unit can only benefit from one activation at a time. A
Time spent performing while using this Charm also counts as
unit so enhanced gains the listed bonuses while it is carrying
sleep for all purposes if the performance is at the direct request
out successive charge actions (i.e. dashes) and loses no Endur-
or command of a Celestial Exalt.
ance from doing so. Once the unit stops charging or makes a
close combat attack, the Charm ends. If aborted by making an
Issue: Vibrating Strings Defense (p. 179) attack, all benefits last through the resolution of that attack
Keyword: Leader. Music is not the only medium for this Charm’s and the Terrestrial’s Ebony Spur Technique becomes Stackable

40 Chapter Three • Manuals of Exalted Power—The Dragon-Blooded


for that attack to a maximum number of activations equal to Issue: Great Heart Companion (pp. 181-182)
the actions spent charging (or the charging character’s Essence A mount emboldened by this Charm is control rating 0, Valor
rating, if lower). Disregard the Charm’s printed rules for per- 5 and automatically succeeds on all Valor rolls. Getting onto
sonal combat. Instead, this Charm allows successive mounted an unfriendly animal to tame it with this Charm requires a
dashes to build up the potential for Stackable activations of successful grapple, though it isn’t necessary to win control of
Ebony Spur Technique as explained above. This benefit can be the clinch. When used on a Ride vehicle, the Charm keeps
extended to any mounted characters who know Ebony Spur the character in her seat and lets her perform piloting actions
Technique within 100 yards who are also dashing at the time reflexively, allowing her to devote full attention to other tasks.
of activation, allowing them to build up separate momentum.

Issue: Elemental Halo’s Mercy (p. 182)


Issue: Irresistible Penetrating Charge (p. 181) Mins: Ride 2, Essence 2. Type is Reflexive. The Charm also pro-
Remove minimum War. Type is Reflexive. Duration is one tects Ride vehicles and any passengers on the mount/vehicle,
charge. Disregard the Charm’s printed rules. It enhances a as well as all personal possessions carried or worn by protected
mass combat unit’s charges using the same overall rules as characters. Reduce the cost to 0m if targeting a mount or ve-
Charge of One Hundred Generals. However, the benefit con- hicle the Exalt owns.
ferred to a charging unit is an external penalty of the Exalt’s
Ride rating applied against all attacks aimed at the unit or
its special characters. Once the charge ends for any reason Issue: Five-Dragon Horseman Prana (p. 182)
(including to make an attack), the protective penalty lasts for This Charm is actually a cluster of five Charms. Dragon-Blood-
one more action before receding. ed must learn the version associated with their aspect first. A

Chapter Three • Manuals of Exalted Power—The Dragon-Blooded 41


Ride vehicle is also a valid target, in which case the Air power radius in yards no larger than (intended number of occupants
adds the Exalt’s Essence rating to its Maneuverability in ad- x 2). It has a soak of 5L/10B and crumbles apart once it suffers
dition to cold immunity. Once a Terrestrial has enchanted a 10 levels of damage. With Essence 4+, the structure forms
target with one version of this Charm, the cost to apply other instantly. A second purchase of this Charm makes the shelter
any other versions drops to 1m. With Essence 4+, the charac- extremely restful, converting all dice to automatic successes
ter can commit an additional mote per valid target within 500 when a character rolls to regain Willpower after a night’s rest.
yards, extending the Charm’s benefits to that target as long as
it stays within range.
Issue: Extension of the (Element)
Issue: Dance of the Jade Bridle (p. 182) Dragon Blessing (p. 185)
Keyword: Replace Compulsion with Servitude. Type is Simple Once a character has any version of this Charm active, other
(Dramatic Action). Duration is Instant. If the activation roll known versions cost only 1m to activate and allies already
succeeds, the Exalt spends a scene subduing the target animal, protected by the first activation inherit other version benefits
after which the benefits of Great Heart Companion automati- at no additional cost. Essence 5+ Exalted with all five ver-
cally apply while riding it and the steed gains an Intimacy of sions active suffer no penalties, damage or other harm from any
loyalty toward the Terrestrial, doing all within the limits of its environmental conditions—even those not native to Creation
bestial intelligence to obey and please her. If the Exalt mistreats like Primordial weather. Whenever an Exalt with this Charm
the mount, the effect only lasts a month; it is otherwise perma- creates a shelter with its prerequisite, the structure itself and
nent. On a failed roll, the training scene goes very poorly and all those within it automatically gain the protection associated
the Exalt suffers unsoakable levels of lethal damage equal to with all known versions of Extension of the (Element) Dragon
the net successes by which the mount won. Ignore the listed Blessing.
surcharge to apply other Ride Charms to large mounts. A Ter-
restrial can use this Charm to break a mount for a Celestial
Exalt, in which case the animal transfers its loyalty as soon as Issue: Nature’s Healing Bounty (p. 185)
it meets its owner. Cost: —. Remove minimum Medicine and Medicine Charm
prerequisites. Type and Duration are Permanent. A Terres-
trial with this Charm can use Survival Excellencies to benefit
Survival Medicine actions as though they were Medicine Excellencies,
Issue: Quarry Revelation Technique (p. 182) provided she has access to medicinal plants. Enough plants for
If contested by another Charm, standard roll-off rules deter- a single treatment can be foraged as per a day’s worth of food
mine which wins. or purchased at a Resource cost equal to the difficulty to forage
in the local terrain. She may apply any combination of relevant
Issue: Trail-Concealing Measurement (p. 182) Medicine and/or Survival specialties to the action, but remains
If contested by another Charm, standard roll-off rules deter- capped at a +3 bonus.
mine which wins.

Issue: Ration-Enhancing Method (p. 183)


Cost is 1m. Type is Supplemental. This Charm enhances a
hunting/foraging action, allowing the hunt to be accom-
plished in one hour regardless of terrain or skill. The roll ig-
nores penalties for lacking tools or weapons and further adds
a number of bonus successes equal to the Exalt’s Essence
rating.

Issue: Hostile Environment


Preparation Method (p. 183)
This Charm reduces all external penalties
imposed by hostile environmental conditions by the Exalt’s
Survival rating and provides a like number of bonus successes
on all Survival rolls to avoid suffering and possible death from
extreme climates.

Issue: (Element) Shelter Creation


Technique (pp. 184-185)
Keyword: Shaping. Duration is Indefinite. The structure fills a

42 Chapter Three • Manuals of Exalted Power—The Dragon-Blooded


The Manual of Exalted Answer: All forms of tattoo artifacts are constantly visible, ex-
cept where specific Knacks or Charms would render a Lunar’s
artifacts invisible to detection. This only counts for those tattoos
Power: Lunars that are actually artifacts. The remainder of a Lunar’s moonsil-
ver tattoos function as normal. As to whether always having ac-
Backgrounds cess to built-in artifacts outweighs the stealth issues, that would
Tattoo Artifact (pp. 111-112) be for the individual player to decide.
Question: The write up of the background mentions both
Hearthstone Bracers and Hearthstone Amulet as sample arti- Question: Can tattooed armor stack with any other worn ar-
facts that can be tattooed into a lunar. Does this mean Tattoo mor?
Artifacts can have working hearthstone settings? If yes, then
how does it exactly work? Does the hearthstone just stick to Answer: Typically, yes.
the Lunar’s skin? Does it partially sink in wearer’s flesh? Or
something completely else perhaps? Question: Does tattooed armor count as armor for the purpose
of Martial Arts?
Answer: Tattooed hearthstone bracers and hearthstone amulets
would indeed possess working hearthstone settings. As for how Answer: No.
it works, I imagine the hearthstone is encompasses about the
edges by the mixture of moonsilver and flesh that makes up the
tattoo. It’s very similar to the way a skin mount amulet works, Shapeshifting
though it counts more on the natural proclivities of moonsilver Moonsilver Armor
and the malleability of Lunar flesh.
Question: Can Moonsilver Armor or Moon-Faced Mail change
Question: The write up says Tattoo Artifacts “cannot be hid- shape with a Lunar to fit his new appearance? Is it only restricted
den by shapechanging Knacks or Charms unless such power to human/humanoid forms or can it be used in any shape (any
explicitly allows the Lunar to hide her artifacts as well.” Does animal, demon, behemoth, etc.)?
it pertain to all forms including those acquired through Sacred Answer: The armor alters its own shape to conform to the Lu-
Hunt (which would render the entire Background useless) or nar’s own shapeshifting. A Lunar may gain its benefits in all
only to Lunar’s true forms? his various forms.

Chapter Three • Manuals of Exalted Power—The Lunars 43


Question: If it can shift to fit non-humanoid, non-warforms, Issue: Claws of the Silver Moon (p. 144)
is this a choice the Lunar makes when shifting, or do you have Clarification: This Charm bases its modifiers on the natural,
to take your armor off if you want to not have the armor on in
unmodified Attribute ratings of the Lunar’s true human form.
your shapeshifted forms?

Answer: One would have to either remove the armor or reclaim Dexterity Charms
the Essence committed to attuning it.
Issue: Flowing Body Evasion (p. 151)
Clarification: This Charm has a Duration of Instant rather
Moon-Faced Mail (p. 128) than One action.
Question: It says that any type of armor can be made into Moon-
Faced Mail. Does this apply to fine, exceptional and perfect
grades of that same equipment? Issue: Snake Body Technique (p. 152)
Clarification: Although declared in Step 2, this Charm resolves
Answer: No. as normal for a counterattack in step 9, permitting the original
aggressor to defend himself against his redirected attack.
Question: As a follow up to the answer above, is there a specific
“in-game” reason for this (something that a player character will
know) or is it due to game balance? Stamina Charms
Issue: Halting the Scarlet Flow (p. 160)
Answer: Artifacts are always intrinsically superior to non-mag- Clarification: When used as a Gift, this Charm requires the
ical equipment. The effort an artisan would expend to create commitment of 3m and permits the Lunar to reflexively regen-
superior but mundane gear is expended to instead make moon- erate one lethal health level at the beginning of each action.
faced mail able to change shape.

Adder Fang Method (p. 162)


The Tell Question: The damage for Luna’s Spite does not mention
A Lunar’s Tell is considered an Illusion effect. Observers ex- whether the damage is Lethal or Bashing. The text suggests
plicitly cannot spend Willpower to see through a Lunar’s Tell; lethal, as it mentions what happens to people who die of the
only Illusion-negating magic and sufficiently high MDVs are
venom, but, officially, which damage type is it?
capable of piercing the layers of misdirection Luna granted to
her Chosen.
Answer: It’s lethal.

Knacks Cobra Eye Method (p. 162)


Green Sun Child (p. 133) Question: Just to be clear: When you buy this charm, do you
Question: The natural state of a demon being incorporeal, is a automatically get the use of one of the acids listed, or do you
Lunar using this Knack dematerialized? have to buy any and all of them separately?

Answer: No. Answer: The Lunar receives one gratis when the Charm is pur-
chased.

Hybrid Body Rearrangement (p. 135)


Issue: Replace the text of the Knack with the following: Appearance Charms
Issue: Clover Can’t Be Found (p. 177)
A dedicated Lunar can learn to change just part of his body to Clarification: This Charm is a Simple Charm.
gain some special benefit or attack. The character may transform
part of her body, producing any mutation she desires, so long
as the mutation is based on her spirit shape or a shape in her Martial Arts Charms
heart’s blood library. Producing a pox or deficiency costs 1m, Question: Can a Lunar with Martial Arts as a favored ability
an affliction or debility costs 2m, a blight or deformity costs 3m, buy Martial Arts Charms for the experience cost of Favorite
and an abomination costs 4m. These motes are not committed, Attributes Charms?
the Lunar may simultaneously wear as many mutations as she
wishes, and the mutations last as long as the Lunar desires. Such Answer: Yes, he or she can.
mutations do not recede when the character’s anima flares to
the 8m+ level.
Benefits of Chimerism (p. 203)
Clarification: Rather than paying (bonus point cost of muta-
Charm Updates tion x 3) motes to manifest mutations, as detailed on page 203,
chimera pay only 1m per mutation regardless of the strength of
Strength Charms the mutation manifested.

44 Chapter Three • Manuals of Exalted Power—The Lunars


The Manual of Exalted Meditation on War (p. 156)
Question: This Charm is not required to reach the pinnacle
Power: Sidereals Charm of the tree. This seems odd.

Charm Updates Answer: It may be unusual, but it’s hardly unique in that regard.

Generic Charms War


Issue: Fateful (Ability) Excellency—
Training Mandate of Auspicious
Essence Auspicious (p. 144)
Clarification: This Charm has the Combo-OK Keyword.
Battle (pp. 159-160)
Question: This Charm has the Training keyword but does not
appear to train anyone.
Survival
Answer: True, despite the fact that training is involved, the
Issue: Dreaming the Wild Lands (p. 136)
members of the unit under the command of the Sidereal gain
Clarification: This Charm has the Shaping Keyword.
no permanent knowledge in the way one expects from a Charm
with the Training keyword.
Craft
Issue: Implicit Construction Training Mandate of Celestial
Methodology (p. 143) Empowerment (p. 160)
Clarification: This Charm may only be applied to a single roll Question: This Charm has the Training keyword but does not
per project. appear to train anyone.

Dodge Answer: True, despite the fact that training is involved, the
members of the unit under the command of the Sidereal gain
Issue: Duck Fate (p. 143)
Clarification: This Charm may be employed to avoid any harm- no permanent knowledge in the way one expects from a Charm
ful effect (including all undesired physical, social, mental and with the Training keyword.
spiritual influence), regardless of applicability or the scope of
the attack, so long as the Sidereal succeeds on the Charm’s ac- Investigation
tivation roll. It fails only against Limit Break and Pattern Bite.
Duck Fate’s fallible activation roll is considered a unique Flaw Embracing Life Method (p. 163)
of Invulnerability. Question: This Charm lacks the Obvious keyword, was this
intentional?

Athletics Answer: Yes. The Charm isn’t Obvious according to the defini-
Forgotten Earth (p. 153) tion of that keyword. Burying a seed and spilling your blood
Question: The Charm is Reflexive, does it provide the jump, on it doesn’t immediately draw the attention of passers-by and
and if so what is the Speed of such an action? Or does it supple- inform them that magic is afoot, and the seed’s growth, though
ment the character taking a Jump action? fast, is not so fast that it does so either.

Answer: It does not provide the jump. It does, in fact, triple the
leaping distance of a regular Jump action. Lore
Issue: Of Horrors Best Unknown (p. 168)
Melee Clarification: This Charm has the Shaping Keyword. To clarify,
it brings creatures outside of fate inside of fate for a year and
Harmony of Blows (p. 155) a day, while its “Target Number”-modifying curse lasts only for
Question: This Charm says that the Sidereal “can take two extra
the first scene in which the net’s criteria are met.
attack actions.” Does this mean she makes three attacks in total?

Answer: Yes, three attacks. Stealth


Issue: Soft Presence Practice (p. 170)
Issue: Serenity in Blood (p. 155) Clarification: This Charm has a Duration of One scene and is
Clarification: This Charm only applies its listed Willpower cost a Simple Charm.
the first time it is invoked during the character’s action.

Chapter Three • Manuals of Exalted Power—The Sidereals 45


Awareness Sidereal Mental Influence
Supernal Awareness Issue: Sidereal Mental Influence
Question: This Charm has a Instant duration, but the effects Clarification: Unless otherwise specified, Sidereal Charms
and the description seem to indicate that it should have a dura- which leverage mental influence cost one Willpower to resist.
tion of One Scene.
The following Charms require two Willpower to resist:
Answer: You are correct. It should in fact have a duration of 1. Adopting the Untamed Face, p. 136.
one scene. 2. Favorable Inflection Procedure, p. 145.
3. Life Without Compunction, p. 149.
4. You and Yours Stance, p. 150.
Bureaucracy 5. Force Decision, p. 156.
Issue: Terminal Sanction (p. 176)
Clarification: Spirits may not resist this Charm’s Servitude ef- The following Charms require three Willpower to resist:
fect. 1. Becoming the Wilderness, p. 136.
2. Sky Spirit Demand, p. 137.
3. Song of Spirit Persuasion, p. 148.
Integrity 4. Avoiding the Truth Technique, p. 163.
Issue: (Virtue) Essence Replenishment (p. 178) 5. Masque of the Uncanny, p. 165.
Clarification: This Charm no longer provides motes for chan- 6. Icy Hand, p. 176.
neling a Virtue once that Virtue has been channeled a number 7. Underling Invisibility Practice, p. 176.
of times in a day equal to its rating. 8. Unwavering Well-Being Meditation, p. 178.

The following Charms require five Willpower to resist:


Martial Arts 1. Neighborhood Relocation Scheme, p. 144.
Issue: Blade of the Battle Maiden (p. 182) 2. Abandoned Words Curse, p. 145.
3. Ice and Fire Binding, p. 148.
Clarification: This Charm may only apply its purchased dice
4. Shun the Smiling Lady, p. 149.
to attacks or Parry DV, as decided at the time of activation—not
5. Spirit-Binding Battle Pattern, p. 161.
both at once.
6. Of Secrets Yet Untold, p. 167.
7. Ceasing to Exist Approach, p. 172.

46 Chapter Three • Manuals of Exalted Power—The Sidereals


The Manual of Exalted Feeding (p. 95)
Abyssals can feed on Alchemical Exalted to regain motes,

Power: Abyssals though not past the moment of death (i.e. no minute long
postmortem window of opportunity due to immediate physi-
cal dissolution). Though no Abyssals yet realize it, Primordial
The Abyssal Condition jouten are succulent beyond imagining, yielding five motes per
Cheating Death and Eternal Life health level consumed.
The Black Exaltation of an Abyssal shields her body from the
injury that should have killed her and further heals her body of Whispers (p. 100)
all damage. Like all Exalted, deathknights surge to full motes, Storyteller-triggered insights into the future granted by an
full Willpower points and full Virtue channels in the Abyssal’s Whispers sometimes reveal tragedies and massacres
moment of their Exaltation. that will result in a large number of deaths, even if the Nev-
erborn should not be privy to that plan (such as a terrorism
Damned (p. 95) plot to detonate a Soulbreaker Orb known only to living con-
Thaumaturgical prognostication using probabilistic modeling spirators). In such cases, the Neverborn have glimpsed some
or consulting the Design of Autochthon is no more effective deeper horrid truth in the structure of the universe through
at determining an Abyssal’s future than reading the stars of their own nihilistic Charms. The dead titans cannot reliably
Creation, though rolling five or more successes reveals the do this, however, and so neither can their Whispers reliably
taint of the Void marring the reading. provide such information on demand. Prophetic visions are a
plot device, not a power.
Rejected by Creation (p. 95)
The -2 internal penalty for being in areas of living Essence ap- Anima Banner (p. 101)
plies only to non-reflexive actions. The penalty is a Crippling Replace the second and third paragraph on page 101, under
effect and may be defended against as such. Abyssals suffer in “Anima Banner,” with the following:
all realms of existence suffused with living Essence, which is
to say all places save the realms of the dead and blight zones Mortals who botch a Morale roll in the same scene as they wit-
of Autochthonia. Areas the Storyteller deems closely associ- nessed that Abyssal Exalt’s iconic anima not only flee, but must
ated with death like graveyards provide their own trappings of spend 1 Willpower point not to gouge out their own eyes in a mad-
death to keep the penalty at bay. Committing motes to block dened attempt to remove the horrors etched behind their lids (or do
the discomfort is a reflexive action. something similarly self-destructive). The unnatural Compulsion

Chapter Three • Manuals of Exalted Power—The Abyssals/Graceful Wicked Masques 47


expressly overrides a mortal’s basic survival instinct to impose this of death still applies even though defending the specific life
unacceptable order. is permitted). With a positive Intimacy, the deathknight can
safely ignore her Liege’s command to murder her mate and can
Dusk Anima (p. 103) even fight the Deathlord in defense of that one precious life.
The anima effect of the Dusk Caste is identical to that of the Monstrance Magic Resistance Monstrances may only be
Dawn Caste. harmed by inflicting damage on them. Any magic which would
harm them in another fashion (for example, Shaping magic
that would dissolve a Monstrance outright) simply fails. Mag-
Midnight Anima (p. 105) ic that could open them from the inside like Lock-Opening
Creating a zombie by touch is a (Speed 5, DV -0) diceless mis- Touch must beat a flat 20 successes applied to the roll-off,
cellaneous action. Smiting a mortal, natural animal or ghost though such magic works normally from the outside.
is an unblockable, undodgeable (Speed 3, DV -1) attack that
inflicts (Essence rating) levels of aggravated levels. If the target
is protected by a Defend Other action, the midnight must smite Unholy Monstrance Compulsion
the guardian instead (if a valid target) or remove that guardian In case it needs to be said, the compulsion a Monstrance of
before the ward may be attacked with this power. Celestial Portion exerts on the living to flee its presence is about
as unnatural as mental influence gets.

Daybreak Anima (p. 107)


The anima effect of the Daybreak Caste is identical to that of Broken Solar Prisoners
the Twilight Caste (see Scroll of Errata, p. 11). Lawgivers trapped in a Monstrance who succumb to the de-
spair of Oblivion can choose death, catatonia or defilement
into an Abyssal. No matter what she chooses, her choice exerts
Dark Fate (pp. 112-116) an irresistible compulsion upon her of such terrible power that
Though the Neverborn can instill Resonance in their slaves, it overrides even the normally unacceptable nature of suicidal
they are merely conduits of Oblivion. So long as Oblivion commands as an unnatural Servitude effect. Suicidal urges are
threatens the universe, the dark fate of the Abyssal Exalted carried out by the most expedient means available until suc-
is an immutable facet of their existence. Destroying the Nev- cessful. Catatonia means the Solar falls into a coma and cannot
erborn will not free them from this curse. Only by becoming awaken or be awakened. Willingness to convert lasts until a
something else—most likely through redemption into a So- conversion can be accomplished; the Solar cannot pursue any
lar—can the Chosen of the Void escape the doom they must other goal until she has been twisted into an Abyssal. Magic
bring upon the world. Like the Clarity of Alchemicals, dark that can cure a Servitude effect of this severity is rare, but
fate is an intrinsic property of Abyssal Exaltation rather than causes the Solar to regain one Willpower point (at which time
an external malediction. Thus, it is categorically impossible to her will is no longer broken and she can once again choose
be an Abyssal and not suffer Resonance. her actions).

Flawed Virtue (p. 112) Destroying a Monstrance of Celestial


Abyssals do not gain Resonance for rolling a flawed Virtue
solely to regain Willpower (usually a Conviction roll following Portion
sleep) or from channeling a Virtue in defense or direct support Though some Deathlords attempt to control their servants
of their Lunar mates as explained below. with tales of Exalts’ souls held hostage in their Monstrances,
such threats are hollow lies. If an Abyssal’s Monstrance is de-
stroyed, the only repercussion for the Exalt is a sudden feeling
Resonance and Lunar Mates of hope that replenishes all her Willpower.
The mystical ties that bind Lunar Exalted to their Solar mates
offer Abyssal Exalted a tiny sliver of hope. Resonance is never
gained from sins of life directly associated with the appropriate Dimming of the Light (p. 117)
Lunar. If the deathknight’s mate calls her by her forsaken name, A Solar corrupted into an Abyssal converts all Combos con-
she may answer to it. She can protect her mate from harm and taining lost Charms back into experience, as well as all known
love her with a positive Intimacy. The two can even have chil- Solar Circle sorcery spells. The new deathknight can teach
dren together safely, for all that the Neverborn impotently roar previously known Charms, combos and spells as though he still
in fury. If the Abyssal actually does hold a positive Intimacy knew them. These rules also apply when an Abyssal redeems
for her mate, the protection goes even farther, shielding her into a Lawgiver.
from sins of death so long as her actions are in direct support
or defense of the Lunar. Thus, an Abyssal with no positive Call the Black Sun (p. 117)
Intimacy could safely protect her mate from demons, but not a There is no question that this spell can exist, but it is left
horde of specters (since the sin of death for opposing creatures to Storytellers to decide whether the Deathlords have yet

48 Chapter Three • Manuals of Exalted Power—The Abyssals/Graceful Wicked Masques


done so. It is likely that at least some of the thirteen foresaw provide this knowledge, though humble mortals often have as
the danger of losing a Monstrance and developed the spell much to teach as cosmic powers like Primordials or the Uncon-
as a contingency plan. However, the epic mad genius of the quered Sun. Arduous ordeals of trial and error also provide a
Deathlords has not kept them from ill-conceived plans across viable path to enlightenment in the absence of direct instruc-
the centuries, and failing to plan for loose Abyssals is exactly tion. The Charm Unconquered Hero’s Faith (The Manual
the sort of apocalyptically unwise move they seem prone to. of Exalted Power—The Abyssals, p. 140) offers tantalizing
It is possible to cast Call the Black Sun without a Monstrance hope and gives a reliable firsthand opportunity to study Solar
by having the necessary raw materials on hand and incorpo- Essence, but characters aren’t required to learn it to achieve
rating a standard prayer roll to the slain Primordials into the redemption and should be mindful that rapid Resonance ac-
final Shape Necromancy action; if the prayer succeeds and the cumulation tends to do horrible things to bystanders.
Neverborn approve the request, their unholy power shapes
the raw materials into a new Monstrance into which the sum- • Redemption always involves building relationships with the
moned Exaltation appears. It is even possible to use Call the living, helping others, affirming life and directly opposing the
Black Sun for the purposes of obtaining a blank Monstrance forces of Oblivion. Such actions accumulate significant Reso-
without summoning a specific Exaltation. Worst of all, Essence nance, punishing the character with regular Dark Fate mani-
7+ necromancers do not need to beseech the Neverborn, but festations and concomitant tragedy.
may personally shape a blank Monstrance into being them-
selves as part of the spell. • Redemption always involves some form of meaningful sac-
rifice, often the hero’s own life (especially if the final act of
heroism involves destroying a greater threat, like one’s Liege).
Abyssal Redemption An Abyssal who dies as a Solar passes on to Lethe or lingers
The guidelines and rules for Abyssal redemption are as follows:
as a ghost as desired, while her cleansed Essence incarnates
in a new Solar.
Trapped inside the tainted Essence of every deathknight is
a dim spark of Solar glory, a fragile hope that gutters like a
• Redemption is absolute. Once a Solar Essence slips from
windblown candle with the faint promise of redemption. The
the grasp of the Neverborn, the only way to steal that Essence
epiphany that damnation isn’t inevitable eventually occurs to
back to the side of Oblivion is to wait until it incarnates again
almost every Abyssal despite the best efforts of the Neverborn,
in a new host (or to assist that reincarnation process along).
triggered by a conflict between an Intimacy (or former Inti-
macy) and the murderous urgings of Dark Fate. Canonically,
• If an Abyssal attains redemption, her anima flares iconic
no Abyssal has ever followed through on this hope to earn re-
as her Caste shifts to a Solar analogue, mirroring the process
demption, making any player-controlled deathknight to rejoin
and rules of corruption (see The Manual of Exalted Power—
the light the first of her kind. While the specific requirements
The Abyssals, p. 117). Known Void Circle spells remain only
of redemption are left to Storytellers to decide based on the
as inaccessible occult theory. The Lawgiver probably loses all
needs and scope of each series, the basic guidelines and the
Whispers, but may retain her rating as a psychic “scar” of her
results are explained below:
former state if that suits the character better. If the new Solar
had a monstrance, it shatters violently with her redemption in
• Redemption should represent the culmination of a great and
an explosion of Holy golden flames that inflict 10A levels of
lengthy quest rather than a reward for singular acts of heroism.
damage to creatures of darkness within five yards as a one-time
A bare minimum of one story devoted to the task per dot of
Trauma 10L environmental hazard. Especially generous Story-
Essence is highly recommended, reflecting the fact that it is
tellers may allow Solars to reclaim experience points spent on
harder to turn back from the darkness the farther you explore
Void spells and Combos lost in the conversion, though this is
its power. Abyssals can also choose to permanently lower their
hardly required. After all, the character should seek redemp-
Whispers rating by one dot at the end of each story devoted to
tion because she believes it is the right thing to do no matter
redemption (returning 3 experience points if Storytellers give
the price.
compensatory experience for lost Backgrounds).
• A redeemed Solar lacks the Great Curse, and may not be
• Redemption is a personal quest and does not require any
subjected to it again by any means in this or any future incarna-
external assistance or permission, nor may it be accomplished
tion. Similarly, children of Dragon-Blooded freed of the Curse
by another entity on the Abyssal’s behalf—not even the U
retain this immunity and pass it on to all their descendents. All
conquered Sun or Autochthon. The inherent power to seek
Exalted who have been cured of the Great Curse still possess
redemption is the legacy of every Solar Exaltation, drawing on
a Limit track, but no longer gain Limit by any means other
the metaphysical inviolability of Ignis Divine. Because redemp-
than having it inflicted upon them directly by magical effects,
tion is so personal, one deathknight’s path to the light may not
such as the Abyssal Charm Sanity-Eroding Diatribe, or the
work for others, depending on personality and background.
Solar Charm Bloodthirsty Sword-Dancer Spirit. Resisting un-
natural mental influence is not such an effect and does not
• Redemption requires profound understanding of Solar Ex- grant Limit any longer. Their Virtue Flaw disappears. When
altation and the ideals of the four Virtues. Wise mentors can the character’s Limit hits 10, she loses one dot of permanent

Chapter Three • Manuals of Exalted Power—The Abyssals/Graceful Wicked Masques 49


Willpower (minimum Willpower 1) instead of entering Limit
Break madness. Lost dots naturally return at the rate of one Graceful Wicked Masques
per month since experiencing Limit Break The original Exalted
Limit track was originally designed by the gods and Autoch-
General Questions
thon to act as an ablative defense against madness-inducing Assumption Charms’ Committed Cost
Primordial magic. Unfortunately, Limit created an unintended Question: Are the motes spent invoking an Assumption charm
backdoor vulnerability that the dying Primordials exploited committed or not?
and corrupted with their Great Curse, bypassing anti-Shaping
defenses through this hidden imperfection. It is scant comfort Answer: They are committed.
that only the death curses of the Primordials could exploit this
crack and that they cannot do so again. Alchemical Exalted,
who were never subject to the Great Curse, also possess such
Experience and Training
Question: The XP chart for shaped raksha is missing from the
a Limit track, though they are unaware of this as there are
Storytelling chapter. What are the experience costs and training
no beings in Autochthonia with Limit-inducing magic, and
times for the Fair Folk?
Alchemical Charms cannot give their own user Limit. Abys-
sals form the singular exception to this rule—their Limit track
Answer: See below. All other costs are as per the Solar experi-
has been twisted into the apparatus by which the Neverborn
ence table on page 274 of Exalted, but the training time becomes
inflict Resonance on them, and any effect which would give an
“tale” where the Fair Folk are concerned.
Abyssal Limit instead grants equivalent Resonance.

• Any Charms which rely on the character possessing the Trait Increase Cost Training Time
Great Curse to function (such as Stubborn Boar Defense) are Caste or Favored Ability current rating x 2 tale
converted into experience, but are considered known for the
purpose of meeting Charm prerequisites. Charms that merely Other Ability current rating x 3 tale
add Limit function as stated above. Major Grace current rating x 3 tale
Minor Grace current rating x 6 tale
Charm Updates Heart Grace to 4† 20 tale
Integrity † Available only at 200+ experience.
Issue: Immortal Malevolence Enslavement
and Unconquered Hero’s Faith (p. 140) New Trait Cost Training Time
Clarification: Unconquered Hero’s Faith may never be learned
or used by any character that possesses Immortal Malevolence Charm 6 tale
Enslavement. Furthermore, Deathlords are incapable of learn- Specialty (commoner) 2 tale
ing Unconquered Hero’s Faith or any other Charm based upon
Specialty (noble) 5 tale
fundamental elements of Abyssal Exaltation.

50 Chapter Three • Manuals of Exalted Power—The Abyssals/Graceful Wicked Masques


The Manual of Exalted of page)? And on a related note, wasn’t Sondok a soul of the
Ebon Dragon?
Answer: The Blood Queen’s an akuma of the Ebon Dragon via
Power: Infernals the Second Circle demon Makarios. Also, Sondok is the warden
soul of Ligier and thus descended from Malfeas.
General Questions
Life expectancy of Infernals Chapter 4: Traits
Question: What is the life expectancy of Green Sun Princes
and Akumas? Infernal Limit (p. 80)
Question: Intimacies the Yozis don’t approve of are also affected
Answer: Akuma typically age as the beings from which they by Torment. Can any creature be affected through an Infernal’s
were spawned do, though exceptions do exist. Sacrificing one’s intimacies? gods, demons, ghosts, exalts, rakshas...?
soul to dark powers for an extended life is a staple of myth and
fiction, after all. As for the Green Sun Princes... well, let’s just Answer: Theoretically, yes. Think of it operating similar to the
say they have an interesting destiny to look forward to if they way and arcane link does. Also, take the story into account.
can survive long enough to seize it. Don’t just inflict it on a supernatural being because it is possible
to do so, but because it in some way advances the story to do so.

Chapter 2: Servants of the Yozis Anima Effects (p. 87)


Investiture of Infernal Glory (p. 53) Question: The first and second bullet points both state that
Question: On the bottom of page 53, in the ‘mechanical ben- they illuminate the Infernal’s caste mark “as if the character has
efits’ section, it says “It is rare for a Yozi to reduce any Virtue spent 4-7 motes of Peripheral Essence”, is this a mistake? Should
to 1 or less (except for Appearance) and almost unheard of to one of these instead light up an aura rather than the caste mark
reduce one of an akuma’s Virtues that low.” Should this read ‘it (possibly at the 8-10 mote level)?
is rare for a Yozi to reduce any Attribute to 1 or less...’?
Answer: It is a mistake. The second bullet point should have
Answer: Yes, it should be “any Attribute”. the character’s anima expand to the 8-10 mote level.

Question: Do Akuma gain the full effect of the Demonic In-


heritance background? Specifically does the Perception + Occult Defiler Anima Power (p. 93)
roll to recognize demonic heritage apply to them? The anima effect of the Defiler Caste is identical to that of the
Twilight Caste (see Scroll of Errata, p. 11).
Answer: Yes they do, and yes it does.
Fiends Anima Power (p. 97)
The Blood Queen (pp. 55-56) Question: Can Fiends learn SMAs with their anima power?
Question: Is the Blood Queen an Akuma of Malfeas via Son- According to their caste entry (p. 97), “Finally, Fiends, like their
dok (p. 55, first two full paragraphs), or of the Ebon Dragon Solar and Abyssal peers, are talented generalists and can learn
via Erembour via Makarios (p. 56, partial paragraph at start Charms from any type of Exalt or from spirits. The only limita-

Chapter Three • Manuals of Exalted Power—The Infernals 51


tion is that a Fiend can never use any Charm that carries the
Holy keyword.” However, this contradicts the section on Infer-
Chapter 7: Storytelling
nal Martial Arts in Chapter 5 (p. 103), saying, “Unlike Celestial XP Costs and Infernal
akuma, Hell’s Chosen lack the native connection to Creation’s Charms—“Favored” Skills/
principles to access the Blossom of the Perfected Lotus by any
means.” Is the Fiend power meant to bypass this restriction? Charms and Infernals (p. 218)
Answer: The prohibition still stands. No Green Sun Prince, Question: The Infernals, seem only to have their caste charms
even a Fiend. is capable of learning Sidereal martial arts. and no equivalent of favored charms. However, the XP costs
table lists a cost for “Caste or Favored” charms at 8xp each, and
Favored charms are referenced in the text. Is there any such
Chapter 5: Charms thing as “Favored” charms? Do you choose another Yozi’s tree
as “Favored”?
Wayward Divinity Oversight (p. 118)
Question: Is the 3rd purchase of Wayward Divinity Oversight Answer: This confusion comes from a mistake made in the
(p. 118) supposed to be at Essence 4+ or 5+? character creation chapter. Each Green Sun Prince possesses
Caste Charms based on the Yozi who acts as her patron, but she
Answer: Essence 4+, but it does require that one already possess should also choose a second Yozi whose Charms are considered
the Essence 4+ version that allows one to perceive and track Favored.
elementals.

Infernal Monster Style


World-Breaker Grip (p. 160)
Question: When using a held enemy as an improvised weapon,
this charm says that the ‘weapon’ has “Damage: (Strength x2)
B + attack successes.” What does this mean? Weapon statistics
do not normally include an “attack successes” term in their
damage rating. Is this after adding the usual Strength + Extra
Successes in the base damage of an attack? Should it really just
be “Damage: (Strength)”?

Answer: It should be Damage: (Strength x 2)B.

Chapter 6: Wonders of
the Demon Realm
Chalcanth & Azoth (pp. 174-76)
Question: When purchasing Chalcanth or Azoth (at the prices
listed on p.176) instead of making it yourself, how much Essence
does it contain (meaning what should the Essence & Willpower
of the dissolved demon be treated as)? The Chalcanth Reservoir
(p.186) requires this information to function when filled with
purchased chalcanth.

Answer: It’s really up to the Storyteller to determine. Demons


vary in Essence and Willpower within the circles, but Resources
is an abstraction that covers a range rather than any specific
monetary value. Assume the value of a chalcanth or azoth catch
varies from day to day in the same way the quality of tuna at a fish
market does. Sometimes, the selection is better. Sometimes it’s
worse. It depends greatly on what demon got careless or pissed
the wrong being off.

52 Chapter Three • Manuals of Exalted Power—The Infernals


Dreams of the First Attributes, 45 dots of Abilities after Training Abilities, 30 dots
of Backgrounds, 35 Charms, five dots of Virtues, and 35 bonus
points. The Influential Solar begins with 12/10/8 Attributes,
Age: Lands of Creation 60 dots of Abilities after Training Abilities, 40 dots of Back-
grounds, 85 Charms, five dots of Virtues, and 50 bonus points.
Chapter Four: The South The Legendary Solar begins with 15/12/10 Attributes, 90 dots
Pure-bred Lintha of Abilities after Training Abilities, 50 dots of Backgrounds,
Pure-bred Lintha utilize their own unique Charms, dif- 155 Charms, five dots of Virtues, and 75 bonus points.
ferent from those of the Exalted. These may be approximated
by using spirit Charms thematically resonant with the Yozi Lunar Character Generation
Kimbery. (The full Charm set of the Lintha will be detailed in Standard Lunars begin with 25 Ability dots after Celestial
forthcoming material.) Lintha cannot use Holy Charms, but and Caste Training Abilities, 15 Background dots, 12 Charms
are not actually creatures of darkness. They may also learn
and/or shapeshifting Knacks, and 18 bonus points. The Estab-
Terrestrial Circle Sorcery and Terrestrial martial arts.
lished Lunar begins with 11/9/8 Attributes plus two dots to
spend in Caste or Favored Attributes, 38 dots of Abilities after
Training Abilities, 20 dots of Backgrounds, 30 Charms and/or
Dreams of the First Age: shapeshifting Knacks, five dots of Virtues, and 35 bonus points.
The Influential Lunar begins with 13/11/9 Attributes plus two
Lords of Creation dots to spend in Caste or Favored Attributes, 50 dots of Abili-
ties after Training Abilities, 30 dots of Backgrounds, 74 Charms
Chapter One: First Age and/or shapeshifting Knacks, five dots of Virtues, and 50 bonus
points. The Legendary Lunar begins with 16/13/10 Attributes
Character Creation plus two dots to spend in Caste or Favored Attributes, 75 dots
Solar Character Generation of Abilities after Training Abilities, 40 dots of Backgrounds,
Standard Solars begin with 28 Ability dots after Celestial 140 Charms and/or shapeshifting Knacks, five dots of Virtues,
and Caste Training Abilities, 20 Background dots, 15 Charms, and 75 bonus points.
and 18 bonus points. The Established Solar begins with 9/7/6 First Age Lunars cannot use Sidereal Martial Arts.

Chapter Three • Manuals of Exalted Power—The Infernals 53


Sidereal Character Generation Legendary Breeding
Standard Sidereals begin with 25 Ability dots after Ce- Replace the text of this section with the following:
lestial and Caste Training Abilities, 15 Background dots, a You are one of the tiny handful of Terrestrials whose blood
free dot of Cult, 12 Charms, and 18 bonus points. The Es- is completely unsullied. None of your ancestors ever saw fit to
tablished Sidereal is worth Mentor 3, begins with 9/7/6 At- dally with mortals, demons, petty gods, or any other beings
tributes, 38 dots of Abilities after Training Abilities, 20 dots of beyond the mandate of the Elemental Dragons. Your blood
Backgrounds, 30 Charms, five dots of Virtues, and 35 bonus is as pure as that of the first generation of Dragon-Blooded,
points. The Influential Sidereal is worth Mentor 4, begins with and were you to have children with another character possess-
ing Legendary Breeding, their Terrestrial Exaltation would be
12/10/8 Attributes, 50 dots of Abilities after Training Abilities,
guaranteed. You add +6 motes to your Personal Essence pool,
30 dots of Backgrounds, 74 Charms, 22 dots of Colleges, five
+11 motes to your Peripheral Essence pool, and reduce the
dots of Virtues, and 50 bonus points. The Legendary Sidereal
cost of activating your anima banner by three. Unfortunately,
is worth Mentor 5, begins with 15/12/9 Attributes, 75 dots of
your anima markings are so clearly apparent that the difficulty
Abilities after Training Abilities, 40 dots of Backgrounds, 140 of any attempt to pass as a mortal increases by two. Unlike oth-
Charms, 35 dots of Colleges, five dots of Virtues, and 75 bonus er Legendary Backgrounds, Legendary Breeding may be taken
points. Sidereals also get dots in Astrological Colleges, which before Essence 5, and may be taken by Dragon-Blooded—but
facilitate Sidereal Astrology. only with Storyteller approval.

Terrestrial Character Generation Legendary Manse


Standard Dragon-Blooded begin with 15 Background Replace the first paragraph with the following:
dots, 10 Charms, and 18 bonus points. The Young Dragon- There has only been one officially sanctioned manse in
Blood begins 25 dots of Abilities after Training Abilities. The history built with a rating in excess of 5, the Sword of Cre-
Influential Dragon-Blood begins with five free specialties, five ation. All attempts to create another such “super-Manse” have
dots of Virtues, and 35 bonus points. The Legendary Dragon- bogged down in territory disputes (the geomantic web required
Blood begins with 55 dots of Abilities after Training Abilities, for such a project would span a significant portion of a Direc-
nine free specialties, five dots of Virtues, and 50 bonus points. tion, passing through the territories of numerous Lawgivers) or
been met with stiff political opposition within the Solar Delib-
erative. While members of the Twilight Caste are eager to press
New and Altered Traits the outer boundaries of geomancy, their neighbors have no
First Age Linguistics wish to see a second Sword of Creation, or anything remotely
Add the following to the list of notable First Age languages: like it, in the hands of a single Solar. As such, any Legendary
• Rocktongue: The language of Autochthon’s strange Manses in existence channel their power to more subtle uses
children, the Jadeborn. It was once intensively studied by than the Sword, or are quite well-hidden, or are dubious in
early Twilight savants, as the language’s exacting vocabulary their qualification for the title, being “merely” 5-dot manses
contained a number of peerlessly nuanced terms relating to of unusual power. Characters may not begin play with posses-
manufacturing, craftsmanship and creativity, and some key- sion of a “Legendary Manse.” An Exalt who has the six-dot
stone concepts of early motonic theory were found within. It level of this Background simply has access to an extraordinary
is now considered a subject well past interest, all of its secrets number of manses, many of which have been specially designed
having been long ago uncovered. to produce certain effects. The character holds two level-5
hearthstones and additional lesser stones totaling 20 levels
Breeding Background (including the two large stones).
Replace the description of the Background with the following:
Among Dragon-Blooded Gentes, Breeding represents Mentor
the purity of an Exalt’s bloodline and how strongly the power Replace the second through fifth dot ranks with the following:
of the Elemental Dragons flows through it. Breeding confers •• Your mentor is an Established Lunar or a major ter-
two benefits. First, as a Dragon-Blood’s Breeding increases, restrial god (Essence 3+).
so does his ability to harmonize Essence. Accordingly, each ••• Your mentor is an Established Solar or Sidereal, an
dot of Breeding grants him extra motes of Essence to add to Influential Lunar, a Legendary Dragon-Blood, a minor spirit of
his Personal and Peripheral Essence pools. Second (and more Yu-Shan or possibly a Second Circle demon.
important for the more status-conscious Dragon-Blooded), the •••• Your mentor is an Influential Solar or Sidereal, a
higher a Terrestrial Exalt’s Breeding is, the more likely it is that Legendary Lunar, a Celestial censor, or a prominent god in the
his children will Exalt as well. Although the Deliberative has Yu-Shan bureaucracy.
made it legal for Dragon-Blooded to mate with non-Exalts, ••••• Your mentor is a Legendary Solar or Sidereal, a divi-
most Dragon-Blooded families continue to carefully arrange sional head or possibly even a bureau head in Yu-Shan, a god
their intermarriages to make sure that their ancestral power of Essence 6+ who serves as an emissary to one of the Incarnae
is preserved. or (if you have the nerve) a Third Circle demon.

54 Chapter Three • Manuals of Exalted Power—The Infernals


Sifu
A Lunar’s beginning Sifu rating cannot exceed 3, and a
Chapter Two: The God-
Dragon-Blood’s cannot exceed 2—the Five-Score Fellowship
does not allocate its greatest masters to students who cannot Kings’ Prowess
wield their ultimate techniques. Replace the first three dots of
this Background with the following:
The Solar Exalted
• Your sifu knows one supernatural martial art style and General Charms
has partially mastered one Sidereal style. Ultimate Mastery of (Specialty)
•• Your sifu knows two supernatural martial arts styles Replace this Charm in its entirety with the following:
and one Sidereal style. This is the maximum Sifu rating for a
beginning Dragon-Blood. Divine Transcendence of (Ability)
••• Your sifu knows three supernatural martial arts styles Cost: —; Mins: (Ability) 5, Essence 5; Type: Permanent
and two Sidereal styles. This is the maximum Sifu rating for a Keywords: Native, Mirror
beginning Lunar Exalt. Duration: Permanent
Prerequisite Charms: Any (Ability) Excellency
All limitations in existence shrink in the face of Solar
determination. That which is impossible becomes merely
Teach Me, Sifu! difficult; that which is indestructible crumbles; that which
The First Age relationship between the Chosen of cannot be slain lies dead upon the earth. When a Solar crashes
Sun and Stars is an odd one. On the one hand, the Solar against the boundaries of her own power, that limit also
Exalted are the undisputed lords of Creation, rulers of all falters. All Charms within the Ability corresponding to this
things within the span of the five Poles, and first among the Charm reduce their minimum Ability and Essence ratings by
Exalted. On the other hand, there exists a long tradition one when the character attempts to learn them. All subsidiary
of Solars studying beneath Sidereal sifus—for the Chosen powers contained within such Charms (such as the Archery 6+
of the Maidens were created in large part to advise, assist, damage upgrade of Lambent Bolt of Annihilation) also lower
and train the Solar Exalted. their requisite Ability and Essence ratings by one. For example,
This extends to study of the martial arts. The two if a character learned Divine Transcendence of Linguistics,
Chosen have not yet become alienated from one another the Charm Beautiful Essence-Born Rune would drop from
as they will be in the Age of Sorrows, and Sidereals have minimums of Linguistics 6, Essence 6 to Linguistics 5, Essence
never had reason to withhold the secrets of their ultimate 5. Under Divine Transcendence of Melee, all of the repurchase
martial arts from their allies and leaders. They have, how- opportunities of Golden Destruction Cut would become
ever, had reason to carefully ration out those secrets. Long available one dot earlier. Divine Transcendence of (Ability)
trial and error has taught the Seers of Heaven that the cannot reduce the requirements of any Charm with minimums
Solars become sullen and unresponsive at best—jealous of (Ability) 10 or Essence 10. Charms retain their original
and mistrustful at worst—when denied access to Sidereal ratings for all other purposes, such as building Combos. Upon
Martial Arts. The Viziers cannot advise resentful heroes achieving (Ability) 10, Essence 10, this Charm vanishes and the
who will not listen to them! However, the Sidereals also Solar is refunded its cost.
have no interest in becoming the absolute vassals of the New Abyssal Charm: This Charm’s Abyssal Mirror is
Lawgivers, dispensing lessons like an automaton when- called Apocalyptic Evolution of (Ability). It is otherwise identical
ever a Solar snaps his fingers—so they are very particular to its Solar counterpart in all regards.
about the sifu-student relationship inherent to martial arts
training. A Solar may be worshiped by a million mortals,
eat the viands of the gods on plates of red jade, and com- Supreme Perfection of (Ability)
mand an army capable of conquering the new worlds he Replace this Charm in its entirety with the following:
rips from the depths of the Wyld… but upon entering the Supreme Perfection of (Ability)
dojo he addresses his sifu with respect, accepts the master’s Cost: —; Mins: (Ability) 5, Essence 5; Type: Permanent
curriculum with humility, and, if wise, considers the words Keywords: Mirror
of the “lesser Exalt” carefully. At the dawn of the First Age Duration: Permanent
the Sidereals were granted the individual right to choose Prerequisite Charms: (Ability) Essence Flow
which Solar students to teach and which not to, and they This Charm permanently alters the cost of the Solar
have never relinquished that discretionary power. Excellencies associated with the Ability this Charm is purchased
The Solars, for their part, have not sought to remove for. The First Excellency’s cost becomes “one mote per two dice
this authority from the hands of the Sidereals… but to added,” while the Second Excellency’s cost becomes “one mote
the Fivescore Fellowship’s dismay, an increasing number per success added” and the Third Excellency’s cost drops to a
of Lawgivers have begun to decide that they simply have flat three motes. Fractional values are lost; for example, a Solar
no need of the advice or martial knowledge of the Viziers. with Dexterity 4, Melee 5 who spent five motes on the First
or Second Excellency would add nine dice or four successes,
respectively. This discount only applies when the Excellency

Chapter Three • Manuals of Exalted Power—The Infernals 55


in question is channeled through the appropriate (Ability) A second purchase of this Charm, at Archery 7+, Es-
Essence Flow. Supreme Perfection of (Ability) is incompatible sence 7+ permits the Lawgiver to activate Lambent Bolt of
with any other Charm which provides cost discounts to the Annihilation for 10m, expanding its radius to (Essence x 50)
Excellencies, such as Infinite (Ability) Mastery. yards. This benefit upgrades to (Essence x 100) yards at Ar-
New Abyssal Charm: This Charm’s Abyssal Mirror is chery 8+, Essence 8+.
identical to its Solar counterpart in all regards. This Charm’s Abyssal Mirror is called Howling Shadows
of the Void. Its Prerequisite is Splinter of the Void, and it is
identical to its Solar counterpart save that the Abyssal may
Archery not spare allies with her Compassion. Instead, at Essence 5+,
Lambent Bolt of Annihilation the Charm does not destroy any undead the Abyssal has per-
Cost: 5m sonally animated.
New Keyword: Mirror
Prerequisite Charms: Essence Arrow Attack Golden Artillerist Method
Replace the text of the Charm with the following: Cost: —. Mins: Archery 5, Essence 5; Type: Permanent
The Lawgiver’s arrow detonates in a searing flare as it Keywords: Mirror, Obvious
hits. If an attack enhanced by this Charm successfully strikes Duration: Permanent
its target, then the target is surrounded by a one-time envi- Prerequisite Charms: Phantom Arrow Technique
ronmental damage effect with a radius of (Essence x 5) yards, Replace the text of the Charm with the following:
Damage (Essence)L and Trauma (Essence). This damage is This Charm acts as a permanent upgrade to Phantom Ar-
doubled against structures. If the Solar is caught within the row Technique, allowing the archer to fire any ranged weapon
radius of this effect, she is immune to it. At Essence 5+, if he may lay his hands on, be it a firewand, prayer piece, light
the Solar has Compassion 3+, the explosion produced by this implosion bow, or giant steam cannon. Firing a personal-scale
Charm will not harm any characters she does not wish it to. weapon which uses exotic ammunition, or ammunition with a
At Archery 6+, the environmental field’s Damage upgrades Resources cost, demands 3m per shot fired; firing an artillery-
to (Essence x 2)L. scaled weapon with this Charm costs 3m, 1wp per shot. If the

56 Chapter Three • Manuals of Exalted Power—The Infernals


effect of Inexhaustible Bolts of Solar Fire is active, such at- This Charm’s Abyssal counterpart is called Agony of the
tacks require one mote per shot, or 1m, 1wp per artillery shot. Black Messiah. Its prerequisite is Ravaging Blow, and it causes
This Charm’s Abyssal Mirror is called Uncanny Extermi- each hit to produce a stackable -2 wound penalty that lingers
nation Instinct. Its Prerequisite is Relic Arrow Method. It is until the Abyssal’s DV refreshes, but is otherwise identical to
identical to its Solar counterpart, including compatibility with its Solar counterpart.
Quiver of Souls.
Swallowing the Lotus Root
Boundless Arrow of the Sun Mins: Martial Arts 5, Essence 2
Cost: — (+9m, 1wp). Mins: Archery 7, Essence 7 Prerequisite Charms: None
Type: Permanent Replace the text of the Charm with the following:
New Keyword: Mirror (Caught in Oblivion’s Eye), Obvious The greatest among the Exalted find it no great feat to
Duration: Permanent master the arts of their subordinates. The experience cost of
Prerequisite Charms: Accuracy Without Distance Terrestrial Martial Arts Charms is reduced to 4xp, or 5xp if
Though he flees to Heaven or to Hell, the target can- Martial Arts is not a Caste or Favored Ability (or if the char-
not escape the Lawgiver’s arrows. Tilting her head back to acter has no Favored Abilities, as in the case of Alchemicals),
feel sunlight on her face, the Solar squints and fires one shot and their training time is halved. During character creation,
toward her Celestial patron. That shot will strike the target Terrestrial Martial Arts Charms cost half as much as native
as long as the target is under an open sky—be he in Malfeas, Charms, meaning that each starting Charm (or Charm pur-
the Underworld, the Wyld, Yu-Shan or anywhere else. The
chased with bonus points) allocated to such a style provides
archer need not know where her enemy is, but she may attack
two Charms instead. As a final benefit, the character no lon-
a given distant target thus only once until she sees him again.
ger needs to pay a surcharge when using elementally aspected
This Charm acts as a permanent upgrade to Accuracy With-
Terrestrial Martial Arts styles. Should a character who already
out Distance whose benefits cost +9m, 1wp to activate. It ex-
plicitly can’t be used at night or indoors, and won’t hit indoor knows Terrestrial Martial Arts learn this Charm, the experi-
targets. It works in Yu-Shan only when the Unconquered Sun ence cost of those Charms is retroactively lowered and the
is ahead in the Games of Divinity and his image is projected character is refunded the difference.
across the sky. A second purchase, at Archery 9+, Essence This is a stand-alone Celestial Martial Arts Charm,
9+, permits the Charm to attack a target up to five times which may only be learned by Celestial Exalted and akuma.
before the Solar sees him again. A third and final purchase, Non-Solar Exalted know the Charm by different names;
at Archery 10, Essence 10, permits the Lawgiver to use this Abyssals call it Blood-Soaked Lotus Roots, while the Green
Charm whenever she stands in sunlight, and to target her en- Sun Princes know it as Roots of the Brass Lotus and Sidereals
emies so long as they are exposed to any degree of light; thus have dubbed it Perfected Lotus Mastery. Lunar Exalted know
are the enemies of the greatest of the Chosen forced to dwell the Charm as Terrestrial Bloodline Integration.
in absolute darkness forever. This final mode of attack may Alchemical Exalted achieve an identical effect through
only be used once until the Lawgiver sees her target again. the use of a Perfected Lotus Matrix submodule called Lotus
New Abyssal Charm: Caught in Oblivion’s Eye (Prereq- Filament Conduction (Essence 2; 6xp).
uisites: Flawless Archer Discipline). This Charm is similar to
its Solar counterpart, save that the archer and his target must
Orichalcum Fists of Battle
both be under the open sky at night. The Essence 10 version
Type: Reflexive
of Caught in Oblivion’s Eye permits the Abyssal to strike his
Prerequisite Charms: Solar Hero Supremacy
target so long as both characters stand in darkness illuminated
Replace the text of the Charm with the following:
by light no brighter than that of a moonless night.
The Solar’s fists crash with the sound of thunder as they
batter her opponents into submission. The Solar multiplies
Martial Arts her Strength by her Essence for the purpose of calculating
Solar Hero Supremacy the raw damage of her unarmed attacks. These attacks ignore
Cost: —. Mins: Martial Arts 5, Essence 5; Type: Permanent hardness.
Keywords: Mirror, Stackable
Duration: Permanent New Solar Charm: Wicked Dissolve Dust
Prerequisite Charms: Fists of Iron Technique Cost: 1m, 1wp; Mins: Martial Arts 7, Essence 7
Replace the text of the Charm with the following: Type: Reflexive (Step 10)
The Chosen of the Most High need no esoteric lessons to Keywords: Combo-OK, Crippling, Obvious
rock the world back on its heels—their strength and prowess Duration: Instant
are weapons enough. The Solar’s unarmed attacks automati- Prerequisite Charms: Solar Hero Supremacy
cally stun opponents they strike and roll damage against (see Having already prepared his opponent for her grand de-
Exalted, p. 153). This stunning effect is cumulative—if a So- feat, the Solar brings a battle to a thunderous conclusion. This
lar made a three-attack flurry and struck his opponent with Charm constitutes a monstrous blow which raises a massive
all three attacks, his target would suffer a -6 internal penalty cloud of dust and debris on impact, knocking the opponent
until the Solar’s next action. senseless. The target is rendered Inactive for a number of ticks

Chapter Three • Manuals of Exalted Power—The Infernals 57


equal to the post-soak damage dice of the attack (rounded Solar’s weapon strikes an incoming tidal wave, sending a sheet of
up). Wicked Dissolve Dust may only be activated if the target Essence boiling across it surface and evaporating it before it can
suffers a stunning penalty (such as from Solar Hero Suprema- smash into Chiaroscuro. The Lawgiver’s sword dissolves the lead-
cy) higher than their Stamina rating. ing edge of a Total Annihilation shockwave, unraveling the spell in
moments. The Solar plunges his weapon into the ground, stilling an
earthquake with a pulse of Essence.
Melee • Sustained: Sustained attacks include attacks made of
Golden Destruction Cut the five magical materials, attacks which are part of the body
Cost: —. Mins: Melee 5, Essence 4; Type: Permanent of a living being, permanent environmental hazards, and en-
Keywords: Obvious vironmental hazards or attacks which the Storyteller deems
Duration: Permanent unsuitable to arbitrary destruction. Attacks made with imper-
Replace the text of the Charm with the following: ishable materials (such as a rain of jade arrows) are simply
This Charm acts as a permanent upgrade to its prereq- scattered and deflected without harm. Attacks made by per-
uisite, allowing the Solar’s player to count extra successes on manent environmental hazards (such as the Pole of Fire) are
the attack roll three times rather than twice for the purpose stilled within (Essence) miles for (Essence) actions. Attacks
of determining raw damage. A second purchase, at Melee 6+, made by living environmental hazards (such as the winds
allows extra successes to be counted four times rather than of Adorjan or a Lunar using a swarm Knack) are prevented
three, while a third purchase at Melee 8+ allows extra suc- from moving to intersect or bypass the position of Solar or
cesses to be counted five times. A fourth and final purchase at any complementary unit he is a member of until their DV
Melee 9+ causes each extra success to be counted ten times has refreshed. Attacks unsuitable for arbitrary destruction are
for the purpose of determining raw damage. generally one-of-a-kind storyline events, and are deflected or
otherwise handled according to the Storyteller’s discretion.
Unassailable Aegis of Dual Armament Potential examples of resolution of such attacks:
Replace this Charm in its entirety with the following: Golden lightning leaps from the Solar’s blade to catch Mount
Guarding Star Tactics Metagalapa before it can fall on her army, then shifts the moun-
Cost: — (+4m); Mins: Melee 6, Essence 6; Type: Permanent tain so that it is deposited safely on the ground several miles away.
Keywords: Obvious, War A shockwave erupts from the Solar’s blade, knocking the flying
Duration: Permanent manse away without harm moments before it would have crashed
Prerequisite Charms: Protection of Celestial Bliss into Tzatli. A pillar of sunfire rises from the Lawgiver’s blade, pre-
The Solar Exalted embody a limitless destructive power venting two of Malfeas’s layers from crashing together and sending
which is second to none. Using this Charm, the character them slowly drifting apart. A slash releases a cyclone which ironi-
may tap into that power, focusing it into a large-scale de- cally carries Adorjan away.
fense capable of striking down and turning aside all oncom-
ing forces with an even greater force of her own. Defending Sharp Light of Judgment Stance
herself is not good enough; even if a star should fall, the Exalt Cost: 12m, 1wp
may use Guarding Star Tactics to deflect it away from all that New Keywords: Mirror, War
she wishes to protect by an unrivaled display of power. This Prerequisite Charms: Blazing Solar Bolt
Charm serves as a permanent upgrade to Heavenly Guard- Replace the text of the Charm with the following:
ian Defense, allowing it to be activated with a four mote sur- Light breaks across the edge of the Lawgiver’s weapon.
charge to serve as a perfect parry against any area-of-effect Whirling into a devastating attack, she hurls this shattered
attack, environmental damage effect, or ranged attack from brilliance outward in a terrible storm that fells all who would
a complementary unit—a parry which destroys or turns aside stand in opposition to her. The character makes a standard
the offending attack. Players should feel free to invent suit- Melee attack and applies it against all enemies within (Melee
ably dramatic stunts to express the way in which attacks are x 100) yards. Allies are immune to this onslaught; the waves
defeated. of lethal radiance dance deftly past them. This attack is also
Attacks may be divided into two categories: transitory applied against any enemy who moves into the effect radius
and sustained. during the Charm’s duration, and applied again once per tick
• Transitory: Transitory attacks are attacks composed of against any enemy attempting to move toward the Lawgiver.
non-imperishable physical matter, energy, or non-permanent If used while the Solar’s weapon is touched by sunlight, this
environmental hazards. Defending against a transitory attack Charm becomes Holy and deals aggravated damage to crea-
destroys that effect utterly at the point where it intersects tures of darkness.
the Lawgiver’s weapon, preventing it from harming anything If used over consecutive actions, the Charm loses its
behind the Solar, or any complementary unit he is a special Willpower cost after the first use, and the range of its area of
character in. destruction doubles with each activation.
For example:The Exalt unleashes an arc of solar flame from Directed against a complementary unit in mass combat,
his blade, burning away an arrow volley as it descends toward his this Charm renders the attack unblockable and undodgeable,
army. Crackling waves of golden lightning erupt from the Solar’s and multiplies its final damage in Step 10 by the Lawgiver’s
daiklave, shattering a swarm of obsidian butterflies in midair. The Essence.

58 Chapter Three • Manuals of Exalted Power—The Infernals


This Charm’s Abyssal Mirror is called Symphony of the Acuity of the Far-Flung Hand
Flayed Legion, and its prerequisite is Ebon Lightning Prana. Cost: — (3m). Mins: Thrown 5, Essence 5; Type: Permanent
Gathering shadows about his weapon, the Abyssal casts New Keyword: Obvious
shrieking waves of razor-edged darkness across the battlefield. Prerequisite Charms: Call the Blade
This Charm is identical to its Solar counterpart, save that it This Charm costs three motes every time its benefits are
lacks a Holy effect; instead, mortals slain by this Charm au- invoked. It allows the character to hurl implements in order to
tomatically rise one day later as uncontrolled zombies, full of take normal actions out to a range of (Essence x 10) yards; for
risen hunger for the flesh of the living. This effect fails au- example, the character could throw her lockpicks at a lock to
tomatically in the face of any magic designed to prevent a make a normal Larceny roll, or hurl her daiklave at an oppo-
corpse’s reanimation. nent to make a standard Melee attack. Acuity of the Far-Flung
Hand does not help the character retrieve tossed items. Penal-
Thrown ties that would apply to a Thrown roll (such as as those due to
wind or poor visibility) apply to the roll for the action taken.
Torrent of Inner Light
Cost: —. Mins: Thrown 5, Essence 4; Type: Permanent
Maelstrom of Celestial Dominance
Keywords: Obvious
Cost: 10m, 1wp. Mins: Thrown 6, Essence 6; Type: Simple
Duration: Permanent
Keywords: Combo-OK, Mirror, Obvious
Prerequisite Charms: Falling Icicle Strike, Spirit Weapons,
Duration: Instant
Triple-Distance Attack Technique
Prerequisite Charms: Cascade of Cutting Terror
Replace the Charm’s text with the following:
Replace the text of the Charm with the following:
The Solar is a living weapon, every mote of his Essence The Solar focuses the apocalyptic might of his Essence
a microcosm of the perfect assassin. The character gains the into a weapon and hurls it out into the world, where it becomes
following permanent benefits: a vortex annihilation formed of ten thousand glittering blades.
• Triple Distance Attack Technique: The Charm extends the The character makes a single Thrown attack with a readied
range of thrown weapons by a factor of ten rather than three. weapon. This attack is unblockable and undodgeable, and ap-
At Thrown 6+, Essence 6+ this Charm changes a weapon’s plies to every character within a line (Essence x 3) yards wide,
range value from yards to miles. (Essence x 2) yards high, and (Thrown) miles long. At Thrown
• Spirit Weapons: This Charm’s Cost becomes zero motes. 8+, Essence 8+ the Charm’s distance extends to (Thrown x
Additionally, all unexpected Thrown attacks ignore the tar- 3) miles.
get’s Hardness. A second purchase of this Charm at Thrown 7+, Essence

Chapter Three • Manuals of Exalted Power—The Infernals 59


7+ upgrades its destructive power to the point that the attack In the Era of Dreams, Solars of the Dawn Caste are as
lacerates the very fabric of the cosmos. A million white-hot legends outside of time, relics of a Primordial War long ended,
cuts sizzle in the air, leaving behind a ragged white scar of known for their ability to stand alone against armies. The
sunfire. This acts as an environmental attack within the area Lawgiver’s insuperable tactics wreak havoc upon enemy for-
covered by the Charm’s initial attack with Damage 3L/action mations, turning their numbers into a liability and lessening
(Damage 3A/action as a Holy effect against creatures of dark- the effectiveness of their attacks. This Charm may be acti-
ness), Trauma 3. This scar lingers for (Solar’s Essence) hours. vated when the Solar fights as a solo unit. All attacks against
The Lawgiver is advised to be wary of this barrier, as he is not her by complementary units suffer an external penalty equal
immune to its power. to (the total aggregate Magnitude of opponents facing her on
This Charm’s Abyssal Mirror is called Bone-Filled Mael- the battlefield) – (unit’s Might).
strom Gust. Its prerequisite is Burrowing Bone Magot. The For example, if the Solar faced a force of 10,000 ery-
jagged, weeping slits its repurchase leaves in the fabric of the manthoi, split into 10 Magnitude 6 units, this would count
world radiate the power of Oblivion and have no Holy aspect. as Magnitude 9 opposition, not magnitude 60. Since a unit of
The Charm is otherwise identical to its Solar counterpart. erymanthoi enjoys Might 3, each unit’s attacks upon the Solar
would suffer a -6 external penalty. Were the units composed
of mortal soldiers with mundane weapons, the penalty would
War instead be -9 (reflecting their Might 0).
Forging the Sun’s Legions Practice The Solar also ignores any formation benefits such a unit
Replace this Charm in its entirety with the following: may enjoy.
Behemoth-Slaying Attitude
Cost: 7m; Mins: War 5, Essence 5; Type: Reflexive New Solar Charm: One With Strife Method
Keywords: Combo-OK, Mirror (Filling the Elephants’ Grave- Cost: 5m, 1wp; Mins: War 5, Essence 4
yard), War Type: Reflexive
Duration: One scene Keywords: Combo-OK, Counterattack
Prerequisite Charms: Mob-Dispersing Rebuke Duration: One scene
It is the lot of Solars to stand before the titans and their Prerequisite Charms: Fury Inciting Presence
creations, and to be unafraid—they were made to kill giants. Some Solars learn to avoid conflict. Those of the Dawn Caste
The Solar sets herself into a battle rhythm which causes larger learn to revel in it. One With Strife Method enhances the
opponents to expose their weak points and get in their own Lawgiver’s capacity for violence, allowing him to use any of
way as they attempt to destroy her; their strength becomes his combat abilities to make one free counterattack per action
her own. Any warstrider-sized or larger opponent suffers a -3 against each opponent that attacks him during that action.
external penalty on all attempts to strike the Lawgiver, while
her own blows ignore half the target’s soak and raise the mini- New Solar Charm: Yozi-Fighting Principle
mum damage of successful attacks by two. The Solar also ig- Cost: 10m, 1wp; Mins: War 8, Essence 8
nores any Magnitude advantages enjoyed by opponents who Type: Reflexive
are considered to be solo mass combat units due to their vast Keywords: Combo-OK, Native
size, such as Juggernaut. Finally, if facing landscape-scale op- Duration: One scene
ponents (such as Mount Mostath or Mother Bog), the Solar Prerequisite Charms: One With Strife Method
may always use that opponent’s own bulk as a point of con- Yozis are one of the greatest challenges a Solar will ever
cealment permitting her to attempt to re-establish surprise. face in combat, for they are not one being, but hundreds.
At War 6+, Essence 6+, while this Charm is active the Yet none may stand in superiority to the Solar Exalted. Us-
Solar lowers by one mote (to a minimum of one mote) the cost ing Yozi-Fighting Principle, the Lawgiver’s killing instinct ex-
of all Charms which create undodgeable attacks or cause at- pands to encompass foes which are armies unto themselves.
tacks to be undodgeable, so long as those attacks are directed By conceptualizing all such combatants as intrinsically linked,
solely at warstrider-sized or larger opponents. the character may extend the actions he takes against one
New Abyssal Charm: Filling the Elephants’ Graveyard opponent to all of them, enabling him to face impossible odds
(Prerequisites: Morale-Shattering Method). This Charm is and engage in legendary battles which form the heart of my-
thology.
identical to its Solar counterpart.
While Yozi-Fighting Principle is in effect, any Charm ac-
tivated against or in response to a networked being is con-
Immunity to Armies Approach sidered to have had its cost pre-paid for use against all other
Replace this Charm in its entirety with the following: elements of that networked being. This cost discount applies
In Doubt of Legions Spirit until the Exalt’s next action tick.
Cost: 8m, 1wp; Mins: War 6, Essence 6; Type: Reflexive For example: A Solar is attacked by Ligier and activates
Keywords: Combo-OK, War a Combo of Heavenly Guardian Defense and Solar Counter-
Duration: One scene attack, paying normally for this defense and counterattack.
Prerequisite Charms: Behemoth-Slaying Attitude One tick later, he is subjected to a two-attack flurry by Ligier’s

60 Chapter Three • Manuals of Exalted Power—The Infernals


soul, Gervesin. The character may activate Heavenly Guard- finally be the one to end even the Underworld, setting them
ian Defense and Solar Counterattack for no cost in response free. As a result, the Exalt no longer accumulates Resonance
to Gervesin’s first attack, but would need to pay for it against for fighting spectres, Nephwracks, Deathlords or any other
his second. Then, one tick after that, Malfeas himself strikes other creatures of death. This Charm cannot be learned by
the Solar with a three attack flurry. The Solar may use Solar the Deathlords.
Counterattack and Heavenly Guardian Defense twice in re-
sponse to the titan’s onslaught for no cost, but would have to Sacrosanct Soul Retribution
pay a third set of activations. Cost: 8m. Mins: Integrity 5, Essence 5
“Networked beings” are considered to be creatures whose Type: Reflexive (Step 9)
sum totality of being is encompassed by multiple bodies—Yozis New Keywords: Counterattack, Holy, Shaping
and Primordials are the premiere example, but the Emana- Prerequisite Charms: Spirit-Maintaining Maneuver
tions of an unshaped raksha also count. This Charm is effec- Replace the text of the Charm with the following:
tive moving both ‘up’ and ‘down’ a Yozi’s chain of souls—an Those who would tempt the noble Lawgivers from their
attack against Gervesin could roll over into a discount against righteous path pay a price in fire. This Charm is a counterat-
Malfeas as easily as an attack against Malfeas could roll over tack that may be used in response to any unnatural mental
into a discount against Gervesin. Attacks against Exalted are influence directed at the Solar. The Solar’s caste mark blazes
never discounted, though in the bizarre event that an Exalt white and red for a moment; then, wherever the attacker may
somehow began growing subsidiary souls, attacks directed at be, she is engulfed in a bonfire of pure white flames. This is
the Exalt would provide a discount to then target her souls. treated as an automatically successful Shaping counterattack
Exalted akuma form an exception to this rule—they are con- which inflicts (Essence) dice of lethal damage (aggravated
sidered a part of the Yozi they have sold themselves to, and against creatures of darkness). Should any astrology be used
may be fully treated as such by this Charm. to attempt to divine the target’s fate during the scene in which
Sacrosanct Soul Retribution is directed at him, such inquiries
Integrity automatically succeed, but return only the following puzzling
message: THE ANATHEMA IS HERE.
Lion’s Roar Recovery This Charm may be used regardless of the range from
Cost: —. Mins: Integrity 5, Essence 4; Type: Permanent
which unnatural mental influence is deployed, but may only
Keywords: Mirror, Native
be used once in response to a particular static source of
Duration: Permanent
mental influence. For example, the Solar could only deploy
Replace the text of the Charm with the following:
this Charm in response to a book enhanced with Linguistics
Reality itself bows to the prowess of the Solar Exalted
Charms once, no matter how many times he read the book.
when they act in accordance with the power infusing their
At Integrity 6+, Essence 6+, the Solar may also pay one
Exaltation. All of the Solar’s stunts are upgraded by one cat-
point of Willpower to bestow the creature of darkness muta-
egory (to a maximum of being three-point stunts) when the
tion on targets of this Charm, as a Shaping effect. Additional-
Lawgiver’s actions reinforce her role as a god-king. Specifi-
ly, at this level, anyone slain by Sacrosanct Soul Retribution’s
cally, the Solar’s actions must involve: ruling over or protect-
white fire is twisted and castigated into a new form, reborn as
ing those less powerful than herself; administrating territory
a terrible monster possessing the same nonmagical traits they
or resources she owns; educating others; spreading either
previously enjoyed, with (Solar’s Essence x 3) points of muta-
the worship of the Unconquered Sun or herself; or combat-
tions added. If the beast was not a creature of darkness before,
ing creatures of darkness. Successful stunts that are upgraded
it is now. This beast is cleansed most of its previous memo-
from two to three points by this Charm are not elligible to
ries, all Intimacies, and any Essence-based powers it may have
draw a point of experience as a reward. Natural three point
possessed. It is reborn with a new, unalterable Motivation: To
stunts, rather than being upgraded, add automatic successes
loyally serve the Lawgiver who created it. Thus do those who
rather than dice. If a stunt has already been upgraded due to
would dare tamper with the minds of the Sun’s champions pay
resonance with the Solar’s Motivation, Lion’s Roar Recovery
for their temerity.
provides no benefit.
New Abyssal Charm: Underworld Executioner Stance.
(Prerequisite: Faithful Killer’s Reprieve.) This Charm works Zeal
like its Solar counterpart, except that rather than acting as a Replace this Charm in its entirety with the following:
god-king, the Abyssal must play out her part as a world-killing Should The Sun Not Rise
weapon. Stunts are upgraded only when the Abyssal seeks to Cost: —; Mins: Integrity 6, Essence 6; Type: Permanent
slay either the living or the dead, inflict needless cruelty upon Keywords: Holy, Native
another (mentally, emotionally or physically), inspire fear, or Duration: Permanent
ruin Creation (salting fields, burning homes, poisoning rivers, Prerequisite Charms: None
orchestrating massacres to expand shadowlands, and so forth). In eternal night, the Solar Exalted are evidence of a per-
Additionally, embracing this Charm raises the Abyssal’s value fect light that once was and shall be again. Should the sun go
in the eyes of the Neverborn above all other servants of Obliv- down forever, the Lawgivers stand as proof of an imperishable
ion; hope is kindled in their dead hearts that the Abyssal may hope, surpassing the light from whence they sprang. By learn-

Chapter Three • Manuals of Exalted Power—The Infernals 61


ing this Charm, the Solar substantiates for himself the foun- unnatural mental influence persists so long as the positive In-
dational principles of Holy by which the universe abides and timacy does, but may be ignored for one scene by paying a
the Unconquered Sun decides. In the event of the death of point of Willpower, or broken altogether by paying five points
the Unconquered Sun, the Solar’s Holy Charms retain their of Willpower at once.
full capacity against all creatures of darkness. This Charm also
permanently lowers the cost to activate all Charms with the Rocks and Storms Chorus
Holy Keyword by one mote, to a minimum of zero motes. Replace this Charm in its entirety with the following:
Cast Out Beyond Regard
Performance Cost: 40m, 2wp; Mins: Performance 8, Essence 8
Infatuation-Gathering Idol Methodology Type: Simple (Speed 7 long ticks, DV -3)
New Keywords: Emotion, Illusion Keywords: Combo-OK, Native, Obvious, Shaping
Replace the text of the Charm with the following: Duration: One performance
The charismatic soul of the Lawgiver bleeds into every Prerequisite Charms: Catching the Sun’s Glance
song she sings, every word she reads, every act she plays and Creation was given into the hands of the Lawgivers; it
every step she takes, making her beautiful. Even if she’s just is theirs to govern and to judge, forever. Through the pow-
singing softly to herself, she inspires adulation. Whenever she er of this Charm, a Solar may exile those who have proven
successfully influences a target with a social attack, that target themselves unworthy to exist in the world he rules. The Law-
acquires a positive Intimacy toward her, with an emotional giver’s player makes a prayer roll against a difficulty of (5 +
context of the target’s player’s choosing, so long as the target Magnitude of group targeted); this works in the same fashion
does not choose to reject the social attack by paying Will- as Catching the Sun’s Glance, save that the Charm cannot
power or invoking an appropriate Charm. If the target already discriminate to target sub-groups within a geographic region;
has an existing positive Intimacy toward the Solar, then he in- for example, it can only target “everyone in Nexus,” not “all
stead suffers an Illusion effect which causes him to regard the Guildsmen in Nexus.”
Lawgiver as having twice her true Appearance rating. This Unlike its prerequisite, the Charm does not render its

62 Chapter Three • Manuals of Exalted Power—The Infernals


targets creatures of darkness. If used while the sun is out, the Guild members not in Nexus would not be affected, and if
day grows dark as night as the Unconquered Sun turns his the army’s general were back in the Lap receiving new orders,
face away from what is to come. If used by night, the light of he would be spared, as he is not with the targeted bulk of
the stars becomes weird and green, casting everything into a the group. Likewise, “all members of the Guild” or “all Brides
febrile haze. Creation’s Essence sizzles and screams at the cul- of Ahlat” would not be valid targets, because those organiza-
mination of the Lawgiver’s ritual condemnation; the bound- tions are spread far and wide geographically. The Solar must
aries of the cursed area blacken, char, and erupt into flights of be close enough to the targeted group for at least one targeted
blind doves. A patina of silver sand drips from the stars. These individual to hear the prayers and condemnations he speaks
omens persist for one long tick following the successful con- to the Unconquered Sun.
clusion of the Lawgiver’s prayer, which must be uttered within
earshot of at least one targeted individual.
At the end of that long tick, the entire targeted region
Presence
and all inhabitants who have not fled or established Shaping Mind-Blanking Rebuke
defenses are torn from Creation in a surge of crimson Essence. Cost: 5m; Mins: Presence 5, Essence 4
Where the targeted region stood, there is only a plain of black Type: Simple (Speed 6 Long ticks, DV -1)
glass holding Ligier’s sullen reflection. He speaks a grudging New Keywords: Mirror, Social
word of ritual thanks for the Solar’s offering, and then van- Replace the text of the Charm with the following:
ishes. The Lawgiver issues a powerful admonition against a tar-
The targeted region is deposited somewhere within a ran- get, forbidding him from taking a certain action. The Solar’s
dom layer of the Demon City, which reflexively reorganizes player makes a (Charisma + Presence) social attack against
its geography to make room for the new arrival. The lethal the target’s Dodge MDV; if successful, he may forbid the tar-
miasma of Malfeas avoids such imported bits of Creation, but get from performing an act of his choice for the duration of
this is the only mercy the new deportees are granted; demons the scene. This ban may be no wider than the scope of a single
are always quite interested in the novelty of a freshly-arrived Ability or Charm, at the Storyteller’s discretion. Examples of
army encampment or city, and soon come to investigate. forbidden actions include “dodging my attacks,” “attacking
The Sidereal Exalted have repeatedly pressed for legisla- me with your daiklave,” “picking any locks,” or “using Seven
tion to outlaw the use of this Charm, or at least require De- Shadow Evasion.” The Lawgiver cannot prevent the target
liberative-authorized advance warning of its deployment, as it from resisting Mind-Blanking Rebuke, or forbid any necessary
wreaks untold havoc on the Loom of Fate whenever it is used. life function (“do not breathe” is not a valid ban).
To date, these efforts have met with little success. This unnatural mental influence may be resisted for one
action by spending a point of Willpower, and the target be-
comes immune to the Charm’s effects for the rest of the scene
Catching the Sun’s Glance once he has spent 3 Willpower resisting it.
Cost: 20m, 2wp. Type: Simple (Speed 7 long ticks, DV -3)
This Charm’s Abyssal Mirror is called Insidious Forbidding
New Keywords: Native, Shaping.
Command. Its prerequisite is Dread Lord’s Demeanor, but it is
Prerequisite Charms: Any Performance Excellency, Respect-
otherwise identical to its Solar counterpart.
Commanding Attitude.
Replace the text of the Charm with the following:
The Unconquered Sun trusts his Chosen to separate out Searing After-Image Passion
the righteous from the wicked. By the power he has invested New Keyword: Mirror
in them, the Lawgivers may send forth the specter of his rage Prerequisite Charms: Enemy-Castigating Solar Judgment
to be visited upon the enemies of the Exalted. This Charm al- This Charm may not force a target to spend more than 5
lows entire groups to be labeled enemies of Creation and giv- Willpower to resist a single instance of mental influence.
en the creature of darkness deformity. The Lawgiver’s player New Abyssal Charm: Stalking the Shadowed Mind (Pre-
makes a prayer roll against a difficulty of (3 + Magnitude of requisite: Sanity-Eroding Diatribe). This Charm may only be
group targeted). If successful, the day dims and the air quivers, used to enhance a negative emotion, negative Intimacy, or
or the night grows hot and feverish and bright. Targeted beings the Abyssal’s Motivation; it is otherwise identical to its Solar
realize what is about to happen as the wrath of Heaven gath-
counterpart.
ers (the Charm is Obvious to them), and have one long tick
to prepare themselves—Essence-users are advised to establish
some form of Shaping defense. After one long tick passes, a Eternal Empress of Love Attitude
surge of Essence rips through the area, flaring it bright as noon Cost: 5m, 1wp. Mins: Presence 6, Essence 6
and rendering every targeted being a creature of darkness. New Keywords: Compulsion, Mirror
This Charm may only be used to target relatively geo- Duration: Indefinite
graphically compact groups, up to about the size of a city. Prerequisite Charms: Authority-Radiating Stance
Targeting may be based on geography or political affiliation. Replace the text of the Charm with the following:
“Every member of the Guild in Nexus” would be a valid tar- All characters in existence who possess a positive Inti-
get for the Charm, as would “every man woman and child macy toward the Lawgiver find that they cannot intentionally
in Nexus” or “the army encamped in that valley.” However, raise a hand against her while this Charm is active. This un-

Chapter Three • Manuals of Exalted Power—The Infernals 63


natural mental influence forces characters who wish to delib- Duration: Five actions
erately take some action they believe will bring harm to the Prerequisite Charms: Body-Mending Meditation
Solar (be it physical, emotional, political or even financial) Perfection is the nature of the Solar Exalted, and the best
to spend one Willpower per action to do so. Spending three efforts of the world cannot draw them away from that state
Willpower in this fashion within the course of a single scene for long. The Solar’s Essence surges and begins to catalyze,
negates the effects of Eternal Empress of Love Attitude for producing a crackling, charged feeling in the air around her,
the rest of the scene, but the only way for a target to perma- as though a storm were about to commence. Once her DV
nently escape the effect of the Charm is to remove her posi- has refreshed five times, she erupts into a torrent of blue-
tive Intimacy for the Charm’s user. A second purchase of this white Essence, shining like a newborn star. When this surge
Charm at Presence 7+, Essence 7+ renders mortals incapable of power passes, the Solar stands unmarred—all her health
of spending Willpower to resist the Charm. restored. Activating a Charm with a Flaw of Invulnerability
This Charm’s Abyssal Mirror is called Eternal Overlord of at any point during the Charm’s ‘charging’ period resets its
Dread Attitude. Its prerequisite is Broken Heart Triumph. It is countdown. For example, if a Solar used Rising Sun Renewal,
identical to its Solar counterpart, save that it affects charac- had her DV refresh three times, and then activated Heavenly
ters who possess an Intimacy of fear toward the Abyssal. Guardian Defense, she would need to wait until her DV re-
freshed five more times before her health levels would be re-
New Solar Charm: Hastening Night’s End stored. Losing more health levels than the Lawgiver’s Stamina
Cost: 10m; Mins: Presence 5, Essence 4 during the course of a single action delays the countdown by
Type: Simple (One dramatic action) one DV refresh.
Keywords: Combo-OK, Emotion, Obvious At Resistance 6+, Essence 6+, this Charm will also re-
Duration: Instant move all Crippling effects in addition to healing the character.
Prerequisite Charms: Husband-Seducing Demon Dance
A touch, a kind word, a moment of intimacy—through Endurance of 10,000 Cuts
such gestures the Solar Exalted may straighten that which is Replace this Charm in its entirety with the following:
bent and mend that which is broken. This Charm’s activation
requires at least one hour of personal interaction, which may Ruin-Abasing Shrug
take a wide variety of forms. Patiently listening to a subject Cost: 5m; Mins: Resistance 6, Essence 6
while they explain what ails them, sitting together to watch Type: Reflexive (Step 10)
the sun rise or set, or an evening of lovemaking would all qual- Keywords: Combo-OK, Mirror (Far Beyond Ruin)
ify. This Charm has two effects. First, the Solar may target and Duration: Instant
remove one derangement from the target’s mind, regardless of Prerequisite Charms: Adamant Skin Technique
whether it was inflicted by Charms, sorcery, the Wyld, or the Considerate of others, a Solar may choose not to flaunt
simple stresses of life (if any effect contests this, the Solar adds his invincibility until the very last instant. This Charm is a
his Presence in automatic successes to the roll-off). Second, perfect defense, having one of the Four Flaws of Invulnerabil-
the Solar forges in the target an Intimacy to a specific memory ity (see Exalted, p. 194). Upon activation, reduce the final
in the target’s life of which she is aware. So long as this Inti- damage inflicted by an attack to zero. Those crippled by in-
macy endures, the target may not reacquire the derangement iquity are not availed of perfection. Characters with two or
the Solar cured, nor may that memory be in any way tampered more points of Limit experience a failure in this defense: final
with, altered, poisoned, removed, or corrupted. damage is reduced to a number equal to the Solar’s (Limit /
Hastening Night’s End may be resisted for a cost of 0 2, round down), as a crack in the Solar’s aegis allows damage
Willpower—the Charm will only help those who wish to be to slip through. Under this condition, Ruin-Abasing Shrug
helped. loses its Flaw of Invulnerability. Ruin-Abasing Shrug may not
There exists a similar Charm utilizing Medicine as a be used in a Combo with any Charm carrying the Reactor
prerequisite called Mind-Soothing Anodyne (Prerequisites: Keyword if it carries a Flaw of Invulnerability. A repurchase
Flawless Diagnosis Technique, Touch of Blissful Release). Its
activation requires an hour of careful psychoanalysis or hyp-
notherapy, but is otherwise identical to Hastening Night’s
End.

Resistance
Wound-Mending Purity Stance
Replace this Charm in its entirety with the following:
Rising Sun Renewal
Cost: 10m, 1wp; Mins: Resistance 5, Essence 5
Type: Simple (Speed 5, DV -0)
Keywords: Combo-OK, Obvious

64 Chapter Three • Manuals of Exalted Power—The Infernals


at Essence 7 allows the Lawgiver to extend this Charm’s dura- Survival
tion to One Tick by paying seven motes upon activation, or to
One Action by paying seven motes, one Willpower. Solar Flare Methodology
New Abyssal Charm: Far Beyond Ruin (Prerequisite Replace this Charm in its entirety with the following:
Charms Wounds Mean Nothing). This Charm is identical to Guiding Light Shines On
its Solar counterpart, save that Abyssals substitute Resonance Cost: 5m; Mins: Survival 5, Essence 4; Type: Reflexive
for Limit. Keywords: Combo-OK, Obvious
Duration: Indefinite
Incomparable Soulborn Warstrider Prerequisite Charms: Trackless Region Navigation
Replace this Charm in its entirety with the following: Guided by the light of the Solar Exalted, none shall lose
their way. Flaring his anima to a towering iconic representa-
Unbroken Chain Resolve tion that surges a mile into the sky, the light of the Solar’s
Cost: 6m; Mins: Resistance 5, Essence 5 Essence shines through all barriers and obstacles and may be
Type: Reflexive (Step 10) seen up to (Essence x 10) miles away. All attempts to navigate
Keywords: Combo-OK toward the Solar automatically succeed—for both allies and
Duration: Three actions enemies. Astrology used within this range returns only the
Prerequisite Charms: Iron Kettle Body message “THE LAWGIVER BECKONS.”
The Solar’s defense must hold at all costs. If the Solar At Survival 6+, Essence 6+ this Charm may be acti-
falls, so does all that she holds dear. From this grim resolution vated for a cost of 10m to provide one of two alternate ben-
a Solar draws the power to survive all onslaught. The charac- efits. The Solar may act as a beacon only for those he wishes
ter may use this Charm in response to an attack that incurs to attract without needing to flare his anima; alternately, the
pre-soak damage. Upon activation, his hardness to rises to a Solar may send his anima burning even higher into the sky,
level equal to the pre soak damage of the attack. This does not extending the range of its visibility and navigation benefits to
prevent damage dice from being rolled, but rather guarantees (Essence x 100) miles.
that all lesser attacks are turned harmlessly aside. The Solar’s
hardness remains at this level for three actions, or until he is Greater Blessing of the Day
struck by an attack that overcomes his hardness. Should the Replace this Charm in its entirety with the following:
Solar suffer such an attack, he may reflexively pay six motes to
drive his hardness up to match the attack’s raw damage. This
Life-Sustaining Shelter Preparation
Cost: 10m, 1wp; Mins: Survival 5, Essence 5
does not count as a Charm activation. This renewed defense
Type: Simple (One dramatic action)
will last for three actions or until it is dispelled by a greater at-
Keywords: Combo-OK, Shaping
tack, whichever comes first. This Charm is ineffective against Duration: Indefinite
attacks the Solar permitted to be inflicted upon himself. Prerequisite Charms: Food-Gathering Exercise, Hardship-
Surviving Mendicant Spirit
New Solar Charm: Inner Fire Unleashed The Solar Exalted may survive anywhere. By his mastery
Cost: —; Mins: Resistance 6, Essence 6; Type: Permanent of Survival, he may guarantee this protection to his followers.
Keywords: Native, Reactor Even in the depths of Hell or the tunnels of the Labyrinth,
Duration: Permanent Solars using this Charm may erect a shelter which is stable
Prerequisite Charms: Ox-Body Technique and safe from forces which would seek to harm those within.
Essence permeates every fiber of the Solar’s being. Law- Once she has found shelter large enough to protect all of her
givers with this Charm have learned to focus that Essence followers from the elements (an Intelligence + Survival roll
upon their vital centers, imbuing their very cells with limit- with a difficulty of the Magnitude of the character’s entou-
less energy. Whenever a Solar with this Charm heals damaged rage), the Solar personally builds this shelter. She places rep-
health levels, she recovers two motes per level. After twenty resentations the five elements at the center and directional
motes have been restored in this fashion in the course of a boundaries of the shelter (these representations can be actual
scene, the Solar only gains one mote per health level healed. examples of each element, such as twigs, stone, cinders, etc, or
When twenty more motes have been paid out in this manner the Solar may use a few drops of blood, paper effigies, Dragon-
within the same scene, the Solar only gains one mote per two Blooded willing to sit still or other tokens) during its construc-
health levels restored. This healing may only occur as a result tion, blessing the configuration with his power and claiming
of rest or of Solar Charms which heal damage. Though this all within its borders as his dominion. For a larger group, the
Charm is permanent, it is perpetuated and substantiated by Solar supervises the process of building this shelter (an action
regular meditation upon inner forces turning outward. It is a normally requiring one hour), but otherwise using the same
sacred power which relies upon the Lawgiver’s utmost care for process as described above.
her own well-being. This power fails the Solar if she inflicts This Charm protects an area large enough to house the
harm upon herself or allows others to harm her: injuries from Solar and up to her Essence in Magnitude of her followers.
attacks thrown without killing intent will not yield motes The inclement conditions of harsh weather hold no sway over
when healed. the camp—all individuals within are protected as though with

Chapter Three • Manuals of Exalted Power—The Infernals 65


Hardship-Surviving Mendicant Spirit. Moreover, the camp
is immune to the inclement conditions of alien worlds. The
Wyld will not mutate the camp’s land, the Solar’s followers, or
their belongings, nor will Malfeas’s toxic miasma poison them.
The Solar and her followers may respire Essence normally
even in the Underworld or the Blight Zones of Autochthonia.
Moreover, the Solar’s followers will take no harm from
any nourishment scavenged within the confines of the camp.
Wyld berries will not poison them, nor singing fish give them
mutations. The iridescent locusts which swarm across the
sands of Cecelyne will not infect them with demonic taint.
Finally, the Solar’s Food-Gathering Exercise may secure
enough food to feed the entire camp with only a single use—
even if there is no food to be had in the region. As if produced
by faith alone, the Solar finds clean water flowing from the
rocks of Malfeas, fresh fish in the acrid seas of Kimbery, and
living fruit upon dead branches.
A second purchase of this Charm at Survival 6+, Es-
sence 6+ sanctifies the camp as Holy ground. Creatures of
darkness must spend five points of Willpower to set foot with-
in the camp unless formally invited by the Solar.

God-King Benevolence
Cost: —. Mins: Survival 7, Essence 7; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: City-Moving Secrets, Element-Resist-
ing Prana
Replace the text of this Charm with the following: Duration: Permanent
The unbound anima of the Solar Exalted subverts the Prerequisite Charms: Durability-Enhancing Technique
wrath of nature, cowing the elements in order ensure the safe- The Solar Exalted see potential in the matter and Es-
ty of the followers of the sun. When faced with the unmiti-
sence of Creation far beyond the petty limitations of Primor-
gated purity of the sun’s light, all lesser forces must bow. By
dial vision—and make that potential reality. A character who
voluntarily flaring her anima into an enormous pillar of light,
knows this Charm may design artifacts and manses more ef-
the Solar banishes the wrathful elements. Lava flows part or
harden to admit the passage of the Solar’s followers. Flesh- ficiently.
scouring sandstorms whirl about and leave them untouched. The character may cap a demesne with a manse rated
The Solar may extend the effects of Hardship-Surviving Men- one dot higher than the demesne. For example, the Lawgiver
dicant Spirit to a unit he leads with a Magnitude of up to could cap a 3-dot demesne with a 4-dot manse; the difficulty
his Essence, so long as that Charm is active. They are also of all design rolls and the required construction time would
immunized against toxic atmospheres such as the miasma of be that of a 3-dot manse, but the resultant structure would be
Malfeas. a 4-dot manse in all regards (producing a 4-dot hearthstone,
having creation points equivalent to a 4-dot manse [see The
Books of Sorcery, vol. III—Oadenol’s Codex], and so forth).
Craft The Solar may still deliberately weaken his designs to produce
Keen Understanding of the Core Imperfection one-dot manses, if desired. If used to design a 5-dot manse,
If the object is completely indestructible, the Charm’s Design Beyond Limit does not raise it to N/A level, instead
duration becomes Instant, and Lawgiver is instead granted di- providing ten additional creation points with which to design
vine inspiration, discovering an existing Flaw of Invulnerabil- its features, and it makes the manse a potential geomantic
ity (created by the Storyteller) that would permit the object’s channel to sustain a N/A level manse elsewhere.
destruction. Genius and excellence springs from the Solar’s hands
almost unbidden when crafting artifacts. She needs only ac-
cumulate a number of successes equal to an artifact rated one
Glorious Halo of the Builder’s Grace dot lower than her actual project (see Exalted, p. 134). For
Replace this Charm in its entirety with the following:
example, if attempting to forge a grand daiklave, the Solar
Design Beyond Limit would need only 30 successes rather than the usual 60. This
Cost: —; Mins: Craft 5, Essence 4; Type: Permanent Charm provides no benefit when the Solar deigns to construct
Keywords: Mirror one-dot artifacts.

66 Chapter Three • Manuals of Exalted Power—The Infernals


New Solar Charm: a quick study of a subject, allowing him to see his target’s ge-
netic inheritance so acutely that he may discern their ethnic-
Holistic Miracle Understanding ity and even the bloodline from which they arose—commen-
Cost: —; Mins: Craft 5, Essence 5; Type: Permanent surate with his Lore rating. The character’s discernment of
Keywords: None heredity is so keen that he can tell which gente’s bloodline a
Duration: Permanent Terrestrial descends from at a glance.
Prerequisite Charms: Design Beyond Limit As the Lawgiver grows in experience, so does this
The Solar craftsman has progressed beyond applying Charm’s capabilities. At Investigation 5+, Essence 5+, the
discrete bits of knowledge and skill—every part of him is an Solar catches physiognomic cues more readily; he can know if
extension of his prowess, and intuitive understanding blos- people are genetically related just by looking at them, and in
soms from every aspect of the world around him. The Solar what manner; or what a Dragon-Blooded target’s Breeding is
perfectly understands how to recreate any object he makes and exactly who the Terrestrial is descended from. The Law-
use of. When he climbs into a warstrider, he is able to estimate giver is also able to see into spirits; by glancing into a person’s
what prayers accompanied its creation, the temperatures used eyes or speaking to them for any length of time, the Lawgiver
to forge its armor, and the order in which its parts were as- can see who they were in their former life.
sembled. When he fires a bow, he deduces the materials and At Investigation 6+, Essence 6+, the Solar need only
methods used to create it—and to fletch the arrow it just look at someone while using this Charm to see directly into
fired. When he eats a cake, he deduces all the particulars of their soul: the Exalt can see his target’s past 10 incarnations.
its recipe. By using Legacy-Detecting Glance at this level while speak-
Any effort the Solar undertakes to precisely reproduce ing with Celestial Exalted, the character’s past life memories
an object analyzed by this Charm reduces its cumulative diffi- begin to resonate with the Exaltation before him, discerning
culty by half and the total number of successes required by his the previous bearer of the subject’s Exaltation. If the Law-
(Essence x 2), to a minimum of 5. With Craft 6+, Essence 6+ giver were to handle an Exaltation in Lytek’s office directly
the Solar also counts each hour of work invested in building while using this Charm, he could discern the identity of ev-
such a replica as three hours of labor. ery person to have contained that Exaltation. At Investiga-
This Charm cannot perfectly analyze N/A-rated wonders tion 7+, Essence 7+, the Lawgiver can use this Charm to
like the Five-Metal Shrike or unique miracles of Primordial (or see directly into a targeted Chosen’s Exaltation and discern
stranger) design such as the Sword of Creation, the elemental all of the bearer’s past incarnations; alternately, he may ex-
poles, or the Well of Udr. Instead, it grants the Solar a sense of amine the subject’s soul and witness its last 100 incarnations.
vague but potent inspiration—a clue as to where useful infor- At Investigation 8+, Essence 8+ the Solar may examine a
mation about or elements of the wonder’s construction might subject’s soul and trace its reincarnation history all the way
be sought. On all occasions when the Solar Exalted have at- to the beginning.
tempted to use Holistic Miracle Understanding to examine an When activating this Charm, the Solar may choose to
Exaltation, they have experienced only an encouraging-but- look into the genetic, mimetic, or Exalted history of his sub-
vague sense that the answer rests within themselves. ject, but not all three at once.
The benefits of this Charm extend beyond genealogical
The Art of Permanence trivia. If the Solar knows Evidence-Discerning Method and
Mins: Craft 6, Essence 6; has ever used it to profile any previous incarnation of the sub-
Prerequisite Charms: Durability-Enhancing Technique. ject’s soul or Exaltation, he automatically recovers that profile
Applying this Charm’s benefit raises an item’s effective and may employ Evidence-Discerning Method against the
Resources value by one. Applying it to an artifact raises the subject for a cost of 1m.
artifact’s effective background rating by one dot. The benefit
granted by this Charm is optional; the Solar may still produce Oracular Magistrate Understanding
lesser works, if she wishes. Prerequisite Charms: Evidence-Discerning Method
Replace the text of this Charm with the following:
The Solar’s Evidence-Discerning Method is permanently
Investigation enhanced, strengthening the connection to those she has pro-
Unknown Wisdom Epiphany filed. The Charm’s Duration becomes Instant; profiles no lon-
Replace this Charm in its entirety with the following: ger require committed Essence to grant a mechanical benefit.
Legacy-Detecting Glance A profile remains valid until the subject’s Motivation or Vir-
Cost: 4m; Mins: Investigation 4, Essence 4 Type: Reflexive tues permanently change (temporary changes brought about
Keywords: Combo-OK by magic will not spoil a profile).
Duration: Instant At Essence 5+, the Solar may roll (Wits + Investigation)
Prerequisite Charms: Know the Soul’s Price one month before an individual he has profiled is planning to
The superior detective is aware that the physiognomy of a undertake any sort of premeditated larcenous enterprise (ex-
subject may reveal that subject’s history. The Lawgiver knows amples might include robbing a bank, staging a kidnapping,
this and more, for he may see into souls. The character makes attempting an assassination, or, in the case of the Yozis, escap-

Chapter Three • Manuals of Exalted Power—The Infernals 67


ing from Hell). This roll has a difficulty of half the subject’s into the grasp of the Solar Exalted. Emptying himself of all
(Intelligence + Larceny), rounded down. Success grants the thought and desire, the Lawgiver becomes a vessel for the
Solar an idea of what the subject plans to do, including at least knowledge of the shinma. Entering a trance state, his eyes be-
the general location, and nature of the crime. Examples in- come unblinking lanterns and his caste mark appears, glowing
clude: “Splendid Magister is planning to illegally experiment the same stark white for one full day. During this time, the So-
on hun souls within a private, hidden manse on the Blessed lar subtly alters universal principles with the force of her will,
Isle,” “the Ebon Dragon is going to try to break out of Hell to great effect. The character may use Shinmaic Communion
with the assistance of a Yozi cult in Denandsor,” or “Tammuz to target a landscape he has created with Wyld-Shaping Tech-
is going to attempt to murder his Solar Mate aboard a pleasure nique, redefining its relationship with the great cosmic ele-
yacht.” ments known as the shinma. The character gains ten ‘points’
At Investigation 6+, Essence 6+ the Lawgiver may also with which to edit the region in accordance to his will, which
make this roll to realize from subtle context clues whenever may be spent on the following modifications:
a profiled subject comes within (Investigation x 10) miles of • Nirupadhika, the Way, governs spatial relationships.
him. The Solar may also anticipate non-premeditated larce- For one point the Solar may enchant the roads in the region
nous actions at this level, though he suffers a -3 external pen- such that they prevent travelers moving along them from get-
alty on attempts to do so. ting lost, or infallibly lead them to specific places regardless
of where they intend to travel. Two points allow the Solar to
speed up or slow down travel according to his design; by de-
Heaven’s Gaze fault, this halves or doubles travel times, though each point
Replace this Charm in its entirety with the following: invested beyond the initial two raises this by a factor of one.
Lawgiver’s Parable Defense Three points may designate points within the region as impos-
Cost: 3m; Mins: Investigation 7, Essence 7; Type: Reflexive sible to miss, or occlude them so that all efforts to find them
suffer an external penalty equal to half the Solar’s Lore. Four
Keywords: Combo-OK, Native
points make the region mobile, able to move (Solar’s Lore
Duration: Indefinite
miles / day). Each additional point spent on mobility doubles
Prerequisite Charms: Oracular Magistrate Understanding
the region’s movement rate. Five points doubles the interior
A Lawgiver can stop the hands of time to protect the ones
size of the region without altering the size of its borders—the
he loves. This Charm allows the character to find evidence
region is simply bigger on the inside. Each additional point
of crimes that have yet to be committed, thereby preventing
spent on this aspect increases the region’s size by a factor of
future tragedies. The Solar may make (Wits + Investigation)
one.
rolls to detect impending threats to any person or location he
• Dharma, the Cup, governs corrosion, ignorance and
has an Intimacy toward, even those posed by individuals he
desire. For one point, staying within the region for at least one
has not profiled. The difficulty of this roll is always 5. This
week counts as a scene spent building an Intimacy of hatred
warning manifests itself one week before the danger actualizes
toward a particular social group not native to the region. Two
itself. For example: “The mercantile district of Hollow will be
points cause each week spent within the region to count as a
destroyed by a magically-triggered earthquake” or “My Lunar
scene eroding an Intimacy of the Solar’s choice. Three points
mate will be slain by another Exalt.” Spending one Willpow-
create a tenor of desire within the region according to the
er when the roll is made grants the Solar a flash of intuitive
Solar’s definition; all actions which directly reject this desire
insight gleaned through context clues in his surroundings—
are taken at a -2 internal penalty, while all actions in pursuit
the Storyteller informs the Solar’s player of a place where he
of it enjoy a +1 circumstantial bonus die. Four points produce
might profitably begin investigating the impending disaster.
a regional agenda—the Solar defines an Intimacy, and each
As the Era of Dreams progresses, a growing number of
time an individual sleeps within the region, this counts as a
Solars have stopped using this Charm, suspecting some defect
scene spent building that Intimacy. Five points hide knowl-
in its design—surely Lawgiver’s Parable Defense must be in
edge about a particular thing from those within the region,
error when it points to the Solars themselves as the threats
inflicting an external penalty equal to (Solar’s Lore / 2) on all
that menace the things they love.
attempts to uncover information about the thing; alternately,
the Solar may ensure that anyone who seeks a certain thing
Lore will find it. This thing must exist within the region, be in-
tangible, of limitless supply, and likely to bring the individual
Aspect of the Philosopher Prince significant turmoil in the future. Valid examples, then, might
Replace this Charm in its entirety with the following:
include worldly insight, occult secrets, or love.
Shinmaic Communion • Nirvishesha, the Ring, governs identity. One point
Cost: 30m, 2wp; Mins: Lore 7, Essence 7 raises or lowers the region’s level of Wyld infection by one
Type: Simple (One day-long dramatic action) stage, for example changing a Tainted Land to a stretch of
Keywords: Native, Obvious, Shaping Bordermarches. Two points summon a certain common va-
Duration: Instant riety of little god or minor elemental to flock to the region,
Prerequisite Charms: Wyld Cauldron Technology according to the Solar’s will (consider the differences between
The concepts which engender the universe fall readily a region full of field gods as compared with one full of bloody

68 Chapter Three • Manuals of Exalted Power—The Infernals


hands). Three points may create or close a shadowland within Communion’s effects vanish upon the Solar’s death, unless a
the region, with a diameter no greater than one mile. Four surcharge of one permanent point of Willpower is paid upon
points may create an Essence bias within the region with the the Charm’s activation.
same range of flavors as demesnes enjoy (the five elements, This Charm may be purchased up to (Lore) times. Each
Solar, Lunar, vitriol, etcetera). Beings matching this Essence purchase after the first grants two additional points to spend
bias raise their hourly respiration rate by four motes. Five on shinmaic alterations.
points may alter the cycle of life and death within the region.
This may guarantee that all souls go on to lethe, linger as
Terrestrial Edification Program
ghosts, or plunge into Oblivion; or it might create a closed
New Keyword: Training
reincarnation loop, where all residents who enter lethe within
Prerequisite Charms: Legendary Scholar Curriculum
the region are guaranteed to reincarnate somewhere within Replace the text of this Charm with the following:
its borders. The Solar’s Harmonious Academic Methodology is per-
• Nishkriya, the Sword, governs conflict. For one manently enhanced by her greater enlightenment. The Solar
point, the region takes on a martial tenor—its people slowly may now use her instruction to enlighten mortals, granting
become more generally warlike and inclined to the ways of them the enlightened essence blight (see The Compass of
battle. Each season spent within the region acts as a scene of Celestial Directions, Vol. II—The Wyld, p. 148). She also
building a positive intimacy of some kind toward conflict into abolishes the 4-dot training cap from Harmonious Academic
the Policy of all social groups. For two points, the region be- Methodology and Legendary Scholar Curriculum; only the
comes a magnet for conflict—it will begin to produce natural age and Essence of her students limits their potential to absorb
resources needed or coveted more by the region’s neighbors knowledge at the Solar’s feet. She may also use Harmonious
than by the region itself. For three points, the region becomes Academic Methodology to impart knowledge of thaumaturgy,
a den of brotherly raiders—all military units raised within sorcerous initiation Charms, or spells, assuming her students
the region have a Drill one higher than normal, and all indi- are capable of using such magic.
viduals enjoy a +2 situational bonus to all attempts to take
something from another person or group by force. Four points Wyld-Handling Science
formidably defends the region against invasion—its animals Replace this Charm in its entirety with the following:
attack intruding military forces, and the land itself rises up in
protest, causing all movement to be across what is considered Shinmaic Calibration
difficult terrain, and producing a -1 external penalty to all Cost: 20m, 1xp; Mins: Lore 7, Essence 7
military activities by invaders. Five points tithed to Nishkriya Type: Simple (One day-long dramatic action)
turns the region into a weapon against hostile forces attempt- Keywords: Combo-OK, Native, Obvious, Shaping
ing to move into the Lawgiver’s domain, raining down at least Duration: Instant
one environmental attack per hour against any invading mili- Prerequisite Charms: Shinmaic Communion
tary unit, of a sort devised by the Solar—avalanches, rains of Having communed with the foundational elements of
lightning, supernatural ice storms and localized earthquakes the cosmos, the Solars forge miracles. This Charm must be ac-
are only the beginning of the woes that may be hurled at un- tivated in a region the Solar has altered with Shinmaic Com-
welcome guests. munion. The character defines a wondrous aspect or blessing
• Nirvikalpa, the Staff, is the medium through which for inclusion within the region. Much like artifact crafting,
communication occurs. One dot makes the region a gathering this Charm is conceptually broad and depends on cooperation
place for societies, by increasing its yield of timber or making it between players and Storytellers to design uncanny wonders
more fecund farmland. Two dots make the region a magnet for that later Ages will disbelievingly mythologize and dream of.
The parameters of the effect depend on the Shinmaic Com-
commerce, increasing the amount or value of mineral resourc-
munion elements affecting the region this Charm is used in.
es found within. Three dots make the region a point of inter-
• Nirvikalpa determines the power of the miracle. One
action between its inhabitants and the supernatural world, by
point affecting the region permits the Solar to produce works
seeding the region either with raw materials capable of being equivalent to mundane effort. Two points may produce un-
refined into the magical materials, or with those materials di- canny effects equivalent to thaumaturgy. Three points pro-
rectly. Four dots makes the region a point of communion be- duce wonders equivalent to Terrestrial Circle sorcery. Four
tween Creation and Heaven, by causing each prayer uttered points are equivalent to the Celestial Circle, and five points
within the region to count as though it had been spoken from may produce awe-inspiring effects comparable to Solar Circle
five mouths rather than one. Five dots makes the region a sorcery. Zero points limits the effects to only the weakest hap-
communication network between Creation and itself, draw- penstance, the equivalent of mood lighting—effects with no
ing dragon lines together to create a three-dot demesne. This mechanical repercussions at all.
value may be raised by one dot per additional point invested. • Nishkriya determines the strategy of the miracle. Each
The Solar is not obligated to spend ‘left-over’ points, if point of Nishkriya invested in the region allows one trigger
he does not wish to do so. A region may only be affected by to be built into the miracle. Examples of potential triggers in-
one use of Shinmaic Communion at a time; additional uses clude “entering the region,” “praying to the Yozis,” “sleeping
cancel any existing alterations and overwrite them. Shinmaic within the region,” “stealing from a merchant,” “marching un-

Chapter Three • Manuals of Exalted Power—The Infernals 69


der the flag of a foreign power,” or “disguising one’s identity.” is known as a shinmaic potentiality or “Miracle Shell,” an Es-
.• Dharma determines who the miracle affects. One sence-shaped working which exists in potential but does not
point permits only a very limited subset of a population—old interface with Creation. Greater arts than Shinmaic Calibra-
men of Varangian descent. Two points allows the miracle to tion are required to integrate a Miracle Shell into reality—the
affect a population—Varangians. Three points permits a cat- Salinan Working is likely the most well-known example of
egory of magical beings to be targeted (such as gods, or Drag- such an integration.
on-Blooded). Four points affect all individuals who wish to
be affected. Five points allows the miracle to target everyone New Solar Charm: Legend-Drawing Invocation
within the region. Zero points limits the miracle to working Cost: 5m; Mins: Lore 5, Essence 4
upon the environment; it cannot affect people at all. Type: Simple (Speed 3, DV -0)
• Nirvishesha determines how long the miracle persists. Keywords: Combo-OK, Obvious
One point causes the effect to last unto the third generation Duration: Indefinite
(60 years). Two points last unto the seventh generation (140 Prerequisite Charms: Essence-Lending Method
years). Three points last until the 30th generation (600 years). By speaking to the soul of an artifact, a Solar may remind
Four points last unto the 50th generation (1,000 years). Five a broken wonder of its legendary purpose, briefly restoring it
points create a permanent miracle. Zero points invested in to working order. Channeling Essence through her sagacious
Nirvishesha produces a miracle lasting a single paltry year. knowledge, the Solar is able to revive a legendary wonder and
• Nirupadhika determines the scope of the miracle. One temporarily restore it to functionality. The Solar may restore
a broken or damaged artifact to full working order so long as
point affects all regions the Solar has shaped out of the Wyld
Essence is committed to sustain this Charm. In order to use
within a single Direction. Two points affect all such regions he
this Charm, the Solar must know what the artifact in question
has shaped within the boundaries of Creation, and any realms
is and what it does.
of the Faraway which he has visited. Three points affect all of
the above, as well as the entirety of Creation. Four points af-
fect all of Creation as well as all directly adjoining realms (the Medicine
Underworld, Malfeas, Yu-Shan, Autochthonia, the Wyld). Aura of Hygiene
Five points are conjectured to affect all of existence—even Replace this Charm in its entirety with the following:
those conceptual frontiers the Exalted have yet to discover or
invent. Zero points invested in Nirupadhika affects only the
A Hood On Death
Cost: 20m, 1wp; Mins: Medicine 7, Essence 7; Type: Simple
Shinmaic Communion-marked region in which the Charm is
Keywords: Obvious
used.
Duration: Instant
For example, a Solar might lay a blessing of protection
Prerequisites: Ailment-Rectifying Method, Contagion-Cur-
on a region lasting for seven generations, so that all invading ing Touch
armies are scoured at its borders by enormous pillars of white- Transcending individual treatment, the Solar exercises
hot sunfire and other horrifying manifestations of Adamant sovereignty over disease, giving it form at her behest. The So-
Circle destruction. This would require that the region be af- lar selects a specific disease. All instances of the targeted dis-
fected by two points under Nirvishesha, five under Dharma, ease within (Essence x 20) miles are immediately pulled from
five under Nirvikalpa, and two under Nishkriya. Or a Solar those who suffer from them, traveling at the speed of prayer
might attempt to permanently ennoble all the cosmos so that to the Solar’s location. There they coalesce over the course of
anyone attempting to initiate into the practice of sorcery will one day, leaping together in a roiling mass of filth and shadow
receive this tutelage by the world itself. This would require that eventually becomes a single, powerful plague god of that
five points of Nirupadhika, five points of Nirvishesha, four particular disease—one which harbors an indestructible Inti-
points of Dharma, one of Nishkriya, and two points of Nir- macy of loyalty to the Solar who caused it to come into being.
vikalpa. The spirit may somewhat resemble the Solar in appearance.
Crafting a miracle is an extended dramatic action using a This god is equivalent to a spirit of the second rank or third
dice pool of (Intelligence + Lore) with an interval of one day, rank, depending on the virulence and magnitude of the dis-
a difficulty of (points of Nirupadhika used), and a cumulative ease and its outbreak (see The Compass of Celestial Direc-
difficulty of (total number of points used x 10). Abandoning tions, vol. III—Yu-Shan, pp.122-124) The spirit always has
the effort at any point before completion causes the effect to the Bane Weapon Charm, which is efficacious against other
unravel harmlessly, and the Solar is refunded the xp cost of spirits of the disease it represents, and a special Charm called
the Charm. A botch causes the miracle to erupt in some dan- Consume Sickness, which allows the spirit to spend 10 motes
gerous and unpredictable manner—at best, everyone in the to draw out the sickness it represents from a person and con-
region is likely to have a very interesting day. sume it, gaining a point of Willpower or restocking a Virtue
This Charm’s miracles take effect automatically once channel in the process. This Charm may only function if a
crafting is complete, unless the Solar has utilized one or more number of individuals of Magnitude 6 or above are infected
points of Nirupadhika. In that case the miracle becomes what with the disease within the targeted area.

70 Chapter Three • Manuals of Exalted Power—The Infernals


Solar Apothecary Practice tations no greater than the Solar’s successes. (See Exalted,
Replace this Charm in its entirety with the following: pp. 288-290, The Manual of Exalted Power—The Lunars,
pp. 206-209, and The Compass of Celestial Directions, Vol.
Miracle Worker’s Redemption II—The Wyld, pp. 144-148. Poxes and deficiencies are one
Cost: —; Mins: Medicine 5, Essence 5; Type: Permanent point; afflictions/debilities, two points; blights/deformities,
Keywords: Native, Reactor four points; abominations, six points.) This procedure inflicts
Duration: Permanent a number of levels of lethal damage equal to the point value of
Prerequisite Charms: Wholeness-Restoring Meditation the mutation bestowed (extras cannot die from this treatment
Creation sets a grim course for those who cycle through unless the activation roll botches).
it. By healing others, a Solar finds the power and resolve to This Charm can remove Wyld mutations, but the muta-
continue her journey. The Lawgiver regains two motes per tions it grants aren’t usually of the Wyld. Unless the storyteller
health level restored to another character through the appli- rules otherwise, mutations granted by this Charm don’t re-
cation of her healing arts, so long as that character’s wounds strict the target’s ability to live in Creation.
were not inflicted by the Solar or at the Solar’s behest. Once
per story, the Lawgiver may waive this benefit to instead re-
duce her Limit by one point. Occult
Rings of Spiritual Frailty
Replace this Charm in its entirety with the following:
Science of Mutation
Cost: 10m per mutation point, 1wp Eclipsing the Sun
Mins: Medicine 5, Essence 4 Cost: — (3m, 1wp or 3m, 1wp, 1 Limit)
Type: Simple (Dramatic Action) Mins: Occult 6, Essence 6; Type: Permanent
New Keywords: Combo-OK, Stackable Keywords: Native
Prerequisite Charms: Wholeness-Restoring Meditation Duration: Permanent
The Lawgiver need not only heal, but may re-create Prerequisite Charms: Ghost-Eating Technique
bodies as she sees fit. After she spends five hours perform- It is the duty of the son to surpass his father. The Exalt
ing a Medicine-based action (and making an Intelligence + may pay three motes and one point of Willpower whenever he
Medicine roll), her target gains or loses points of physical mu- activates a Charm with the Holy keyword. Doing so allows the

Chapter Three • Manuals of Exalted Power—The Infernals 71


Solar to treat the target of the Charm as if it were a creature of ous to the Lawgiver’s senses to be a valid target for Magic-
darkness. When using Eclipsing the Sun, the Lawgiver manip- Shattering Strike. If the attack (which may use any combat
ulates his instinctual understanding of Holy to supersede—if Ability) successfully strikes the beneficiary of the spell, then
only for an instant—the will of Ignis Divine. Doing so against the spell is broken as though targeted by the weakest level
another Solar Exalted incurs the additional cost of one point of countermagic capable of affecting it. If the spell creates or
of Limit, as the Exalt’s will strains against the authority of the summons an automaton or spirit, the Lawgiver’s attack must
Most High. target that automaton or spirit. If the spell is a free-standing
effect, such as Rain of Doom, then the attack must be gener-
ally aimed at the center of the spell’s area of effect, and the ef-
The Time Is Now
fect is considered to have a Parry DV of (Circle x 3) for spells,
Cost: — (+10m, 1wp); Mins: Occult 6, Essence 6
or (Minimum Essence + 2) for Sorcerous Charms. Should the
Type: Permanent
Solar successfully shatter a spell or Charm in this fashion, he
Keywords: Native, Obvious
gains (Spell’s Circle x 4) or (Charm’s Minimum Essence + 2)
Duration: Permanent
motes for doing so. Magic-Shattering Strike may explicitly be
Prerequisite Charms: Solar Circle Sorcery
placed in a Combo with Charms of other Abilities.
When the Solars graciously accepted the surrender of the
Lunar Exalted have a similar Charm called Sorcery-
vanquished Primordials, they gained authority over their nu-
Rending Talons, which is identical to Magic-Shattering Strike
merous souls and mimetic races, including the power to sum-
with the following exceptions: Its minimums are Perception
mon and bind them into service. Sometimes waiting for Cali-
5, Essence 4, its prerequisites are God-Cutting Essence and
bration—or even sundown—is an affront to the Lawgivers,
Instinctive Essence Prediction (see The Manual of Exalted
as if to mock them for the mercies they once accorded. This
Power—The Lunars, p. 179), and it restores only (Spell’s
Charm enhances the spells Demon of the First Circle and De-
Circle x 3) or (Charm’s Minimum Essence) motes on a suc-
mon of the Second Circle. At Essence 7+, this Charm’s power
cessful application.
expands to encompass Demons of the Third Circle as well.
This Charm’s Abyssal Mirror is called Magic-Devouring
When casting one of these spells, the Solar may spend an ex-
Strike. Its prerequisite is Spirit-Sensing Meditation. It is other-
tra 10 motes and one Willpower to gain the following benefits:
wise identical to its Solar counterpart.
The casting time of the spell is reduced to a single hour, and
the dramatic action used to shape this spell may begin at any
hour of the day and on any day of the year. The concentrated Power From Darkness
power of the Solar’s will visibly strains the boundaries of exis- Cost: 3m per Charm, 1wp. Mins: Occult 7, Essence 7;
tence, causing a localized Calibration more ominous and bi- Type: Simple
zarre than the natural fixing of Creation that marks the begin- Duration: Indefinite
ning and end of each year. For an area of (100 yards for a First Prerequisite Charms: All-Encompassing Sorcerer’s Sight,
Circle demon, 500 for Second Circle demon, and one mile Solar Circle Sorcery
for a Third Circle demon) around her, sunlight bleeds away Replace the text of the Charm with the following:
as surely as the coming of midnight, and sounds somewhere Veiling her nature in the essence of the eclipse, the So-
between great hollow wails of torment and the grating of brass lar reaches through the cracks in the universe the Primordi-
echoes out from her location. The Bureau of Destiny is made als forged to rip forth power hidden from lesser minds. This
explicitly aware every time this Charm is used to enhance a Charm allows the character to instantly learn one Charm per
summoning, and knows where it was used. three motes committed to Power From Darkness. The only
Whenever this Charm is used to summon a demon of the limit on this number is the amount of Essence the Lawgiver is
Third Circle outside of Calibration, the Solar must reflexively willing to commit. These do not have to be Solar Charms, but
make a contested roll of his (Intelligence + Occult) against they must be Charms a character of the Eclipse Caste could
potentially learn through the Eclipse anima power. Power
the Dodge MDV of each Third Circle demon he has currently
From Darkness is subject to the following limitations:
bound. Failing this roll for a single demon permits all currently
The character must satisfy the trait minimums and pre-
bound demons to slip free of their bindings.
requisites of all Charms bestowed by Power From Darkness.
The character must have not only personally witnessed all
Magic-Shattering Strike bestowed Charms in use, but must have analyzed them with
Cost: 15m; Mins: Occult 5, Essence 4 All-Encompassing Sorcerer’s Sight. Power From Darkness
New Keywords: Mirror may not bestow spells or Combos, nor may Charms acquired
Prerequisite Charms: Spirit-Detecting Glance through Power From Darkness be placed into Combos. The
Replace the text of the Charm with the following: Solar activates bestowed Charms as though they had been
Before Brigid discovered sorcery, the Solar Exalted had to learned with the Eclipse anima power. Finally, Power From
counter the world-twisting powers of the Primordials through Darkness may only be activated during Calibration, though it
other means. Magic-Shattering Strike permits the Solar’s at- may be sustained normally with committed Essence through-
tack to disrupt sorcery, necromancy, and Sorcerous-keyword out the year.
Charms. The Lawgiver targets a spell or appropriate Charm Whenever the character gains Limit while using Power
and spends fifteen motes. The Charm or spell must be Obvi- From Darkness, she gains one extra point of Limit on top of

72 Chapter Three • Manuals of Exalted Power—The Infernals


whatever amount she would have normally accumulated. The New Abyssal Charm: Death Draws Near. (Prerequisite:
Solar Exalted remain unaware of this flaw in the Charm. Shadow Races the Light). This Charm is identical to its Solar
A second purchase of this Charm, at Occult 10, Essence counterpart.
10, reduces its cost to 2m per Charm, 1wp and upgrades the
character’s Limit gain from +1 to +2.
Speed of Light Approach
Cost: 7m, 1wp; Type: Simple (Speed 4)
Athletics New Keyword: Mirror
Duration: One scene
Unparalleled Acumen Meditation Prerequisite Charms: Godspeed Steps
Type: Simple (Speed 3, DV -0)
Replace the text of the Charm with the following:
New Keyword: Mirror
A Solar who dedicates herself to the principles of speed
Replace “any Charm with a Minimum Essence of 2” with
is as omnipresent as sunlight, and just as impossible to grasp.
“any Charm with a Minimum Essence of 2 or less.”
All of the character’s movement rates are doubled, as long as
This Charm’s Abyssal Mirror is called Nimble Ghost
she is moving under her own power. More importantly, when-
Grace. Its prerequisites are Any Athletics Excellency and
ever the character takes a Move, Dash or Jump action, she
Raiton’s Nimble Perch. It is otherwise identical to its Solar
vanishes into a blur, only to reappear at her destination. The
counterpart.
Lawgiver is impossible to target while moving, unless the at-
tacker succeeds on a reflexive (Perception + Awareness) roll
Unconquered Might against a Difficulty of (Solar’s Dexterity). The Solar may be
Cost: 7m targeted normally during any tick on which she takes an ac-
Keywords: Combo-OK, Mirror, Obvious tion other than to Move, Dash or Jump.
Prerequisite Charms: Increasing Strength Exercise. A second purchase of this Charm at Athletics 7+, Es-
At Athletics 6+, Essence 6+ the Solar may add a point sence 7+ triples the character’s movement rates and causes
of Willpower to the Charm’s cost, permitting it to also de- any Move, Dash or Jump action she takes to count as an op-
stroy magical artifacts. This renders the Charm Simple, with portunity to re-establish surprise.
a Speed of (Artifact’s dot rating) minutes and a DV penalty This Charm’s Abyssal Mirror is called Swifter Than a
of -3. N/A artifacts are immune to this Charm, as are objects Scream. Its prerequisite is Death Draws Near, but it is other-
which are specifically noted as being indestructible. wise identical to its Solar counterpart.
This Charm’s Abyssal Mirror is called Oblivion’s Triumph.
Its prerequisite is Corpse-Might Surge, but it is otherwise
identical to its Solar counterpart.
Awareness
Deific Vantage Stance
Replace this Charm in its entirety with the following:
New Solar Charm: Godspeed Steps
Cost: 3-7m or 8m, 1wp; Mins: Athletics 5, Essence 5 Falling Sun Eyes
Type: Reflexive Cost: 3m; Mins: Awareness 5, Essence 5
Keywords: Combo-OK, Mirror (Death Draws Near), Obvi- Type: Reflexive (Step 1)
ous Keywords: Combo-OK, Holy, Illusion, Obvious, Shaping,
Duration: Instant Touch
Prerequisite Charms: Lightning Speed Duration: Indefinite
A Solar need only will himself to move with speed be- Prerequisite Charms: Eyes of the Unconquered Sun
yond all reckoning. This Charm allows the character to cross Speaking a condemnation into the world, the Lawgiver’s
extreme distances with a normal Move action. Upon activat- eyes blaze like twin suns, while the rest of him darkens like the
ing this Charm the Solar may travel up to (Essence x 10) yards onset of night. Laying a hand upon his target, the Solar curses
for three motes, (Essence x 20) yards for four motes, (Essence him with the gaze of the wrathful sun. While this Charm re-
x 40) yards for five motes, (Essence x 60) yards for six motes, mains in effect, sunlight itself becomes the eyes of the Solar…
(Essence x 100) yards for seven motes, and up to one mile and the target knows it. Wherever she should go, she feels the
by paying eight motes and one Willpower. When using this Solar’s gaze upon her in the light of the sun. As a result, the
Charm the Exalt is seen to flash from location to location target feels constantly watched and followed—even indoors,
instantaneously. This is not teleportation—the Solar must she can feel the baleful sun dogging her every step. As a re-
actually cross the intervening distance. Should the Lawgiver sult, all Awareness rolls to detect hidden characters are made
encounter a barrier that impedes his progress prematurely, at a -3 external penalty; the character cannot sort out true
he is refunded Essence and Willpower as appropriate to the feelings of being watched from the ever-present oppression of
distance already traveled—for example, if an Essence 5 Solar the sun. This unnatural Illusion costs one Willpower to resist
paid seven motes to traverse a 300 yard long canyon instantly, for a scene, and cannot be made to permanently vanish until
but discovered a wall of invisible force blocking him after only the Solar lifts his curse. Moreover, the feelings instilled by this
80 yards, he would be refunded three motes. This Charm may Charm are not wholly false—the sun’s light shows the Solar
be activated no more than once per action. all of the target’s failings. Whenever the target fails a Virtue

Chapter Three • Manuals of Exalted Power—The Infernals 73


roll or spends Willpower to suppress a Virtue while touched by tence becomes Obvious to his senses, as does the identity of
the light of the sun, the Solar is granted a vision of the target’s the individual speaking his name. The Solar may reflexively
moment of self-compromise. If the target is a creature of dark- spend 1m per long tick to hear exactly what the individual
ness, the sun’s heat stifles them even indoors or at night; the speaking his name is saying, and may continue to listen in for
character suffers a -1 external penalty to all actions while this as long as he cares to spend Essence or has Essence to spend.
Charm remains in effect. If in direct sunlight, such wretches He only hears the voice of individuals who have spoken his
suffer a blistering heat environmental effect (see Exalted, p. name, however; any replies that might occur are inaudible. At
131). Awareness 7+, the Solar may hear his name when it is spoken
At Awareness 6+, Essence 6+ the Solar may use an en- by beings in other realms of existence.
hanced version of this Charm costing six motes. Used in this All manner of wards against scrying automatically cause
fashion, all targets suffer the effects reserved for creatures of this Charm to fail; the Seal of Eight Divinities that separates
darkness, above. Additionally, if the Solar voluntarily ends Autochthonia from Creation is considered to be such a ward
this Charm by withdrawing committed Essence, creatures of so long as it remains intact.
darkness spontaneously combust in a blaze of sunfire, suffering A second purchase of this Charm at Awareness 6+,
a one-time environmental damage effect with Damage 10A, Essence 6+ allows the Lawgiver to reflexively spend 5 Will-
Trauma 5. power to redefine the sound this Charm listens for. This must
With Awareness 7+, Essence 7+, the Solar may issue a be a specific noise, rather than a general class of sounds; “the
summons to targets afflicted with either version of this Charm, sound of the Guide to Meru I handed to Arlot landing in a
so long as they are within one mile of her. The summons is trash bin” would qualify, as would “someone speaking the
Obvious to the target’s senses, as is the location where the name of my wife, Lilith,” but “anyone plotting against me” or
Solar expects to meet (also within the same one-mile radius). “someone professing love to my wife, Lillith” would not.
The target has one day to reach this meeting point, and must There exists a similar Linguistics Charm, called The Ever-
arrive in broad daylight. Should she fail to do so, she will be Vigilant Scribe (mins: Linguistics 5, Essence 4; Prerequisite:
branded with the Creature of Darkness mutation as a Shaping Discerning Savant’s Eye), which alerts the character if anyone
effect. At this level Solars may also target mortals with Falling writes his name. Rather than listening in on a conversation,
Sun Eyes simply by speaking their name, dispensing with the the Lawgiver has the option of spending 10m to memorize the
Touch Keyword. This is a favored method used by the Night entirety of the missive in which he is mentioned, for later de-
Caste to summon alleged criminals to face trial by the law. tailed perusal. The Ever-Vigilant Scribe’s repurchase benefit
allows the character to remain vigilant for the writing of other
particular words or phrases.
Ever-Watchful Sentinel Dedication Abyssal Exalted, having cast their names away into
Keywords: None
Oblivion, cannot develop a Mirror to this Charm.
Prerequisite Charms: Surprise Anticipation Method
Replace the text of the Charm with the following:
The Lawgivers know those they love and those they Dodge
have sworn to protect. No wicked treachery may deceive a
Refinement of Flowing Shadows
Solar who has learned this Charm, for he sees with his heart
Cost: — (+3m or +3m, 1wp); Type: Permanent
as much as his eyes. The Solar automatically sees through
Keywords: Mirror
any disguise, Illusion or other effect that would allow a be-
Duration: Permanent
ing to falsely masquerade as a character the Lawgiver harbors
Replace the Charm’s text with the following:
a positive Intimacy for. He likewise knows any free-standing This Charm enhances its prerequisite. The Lawgiver may
illusions or hallucinations which attempt to depict such char- opt to pay a +3m surcharge when activating Seven Shadow
acters for the vile falsehoods they are. This Charm does not Evasion, extending its duration to one tick rather than sepa-
cause the Solar to know the true identity of a character wear- rately activating the Charm against each individual attack.
ing such a false seeming—it only makes the attempted decep- Solars with Essence 5+ may extend the duration of per-
tion apparent to him. This Charm applies (Solar’s Awareness) fect dodging to one action by paying a +3m, 1wp surcharge.
automatic successes to any effect-conflict roll-off. Only when the character’s DV refreshes does the maelstrom
of flickering shadows resolve back into the familiar form of
Omniscient Ears Approach the Lawgiver.
Cost: —. Mins: Awareness 5, Essence 5; Type: Permanent This Charm’s Abyssal Mirror is called Thousandfold Shad-
ow Dance. Its prerequisite is Flickering Wisp Technique. It is
Keywords: None
identical to its Solar counterpart, save that it delays Flickering
Duration: Permanent
Wisp Technique’s reflexive relocation until the end of the tick
Prerequisite Charms: Unsurpassed Hearing and Touch Dis-
or action, as appropriate.
cipline
Replace the text of the Charm with the following:
Hearing beyond hearing, the Lawgiver is supremely at- Aegis of Altruistic Imposition
tuned to the tenor of his own Essence. Any utterance of his Cost: 4m; Mins: Dodge 5, Essence 4; Type: Reflexive (Step 2)
name by any individual anywhere in the same realm of exis- Duration: One action

74 Chapter Three • Manuals of Exalted Power—The Infernals


Prerequisite Charms: Leaping Dodge Method that location is within (Essence x 50) yards; walls and other
Replace the text of the Charm with the following: obstacles are no impediment to this evasion. She may also
The Lawgiver dissolves into a swarm of flitting shadows, carry out any consenting characters she is protecting with De-
obfuscating the precise location of his allies and drawing at- fend Other actions at the time of activation. At Dodge 6+,
tacks toward himself. He may apply a Dodge DV-based De- Essence 6+ this restriction disappears, and the Solar’s leaping
fend Other action to all willing individuals within (Essence x dodges will carry her as far as necessary to remove her from
3) yards. At Essence 5+, this Charm’s zone of protection may the effect.
be extended to (Essence x 10) yards. New Abyssal Charm: Shadow Fades at Dawn (Prereq-
A second purchase of this Charm, at Dodge 6+, Essence uisites: Flickering Wisp Technique, Foe-Shaming Defense).
6+, adds an additional feature to Aegis of Altruistic Imposi- Mocking laughter marks the Abyssal’s relocation away from
tion; if the Lawgiver is struck by an attack intended for an- the area of effect. This Charm is otherwise identical to its So-
other while using this Charm, he may pay four motes and one lar counterpart.
point of Willpower in Step 9 to perfectly redirect that attack
to a different character within the radius of the Charm. The Larceny
attack does no harm to the Lawgiver, and instead applies its
original roll and effects to its new target as a Counterattack. Shroud of Night’s Law
Cost: 7m, 1wp; Type: Reflexive
Keyword: Illusion
Divine Witness of Utter Safety Duration: One scene
Cost: — (+4m); Mins: Dodge 5, Essence 5; Type: Permanent This Charm is a form of unnatural mental influence
Keywords: Mirror, Obvious which costs 3 Willpower to resist.
Prerequisite Charms: Leaping Dodge Method, Seven Shad-
ow Evasion
Replace the text of the Charm with the following: Elsewhere Fingers
When the Primordials once uprooted mountains and Replace the text of this Charm with the following:
cast them down against the armies of the gods. The Solar Ex- Gear-Stripping Method
alted, embarrassed by such clumsy efforts, learned to absent Cost: 2m; Mins: Larceny 5, Essence 4; Type: Supplemental
themselves from the paths of these excessive demonstrations. Keywords: Combo-OK, Crippling, Touch
A character who has learned this Charm may pay a four mote Duration: Instant
surcharge when invoking Seven Shadow Evasion to avoid an Prerequisite Charms: Reversal of Fortune
attack which inflicts damage on everything within an area Not all creators are as perfect as the Solars. In the magi-
(such as Lambent Bolt of Annihilation). The Solar’s dodge tech-rich Era of Dreams, haywire automaton servitors and war
deposits her at the nearest safe edge of the damage effect, if machines gone berserk must sometimes be dealt with. This

Chapter Three • Manuals of Exalted Power—The Infernals 75


Charm supplements an attempt to steal key parts from a ma- Going Elsewhere Stance
chine in order to cripple or instantly disable it. The Exalt’s Replace the text of this Charm in its entirety with the follow-
hand flashes through the target, stripping out parts. ing:
If targeting an automaton (zombies are valid targets for
this Charm), roll the Solar’s (Dexterity + Larceny), resisted Everywhere and Nowhere Stance
by the target’s highest DV. Characters with Craft (Magitech) Cost: 4m; Mins: Stealth 5, Essence 5
may add (their rating in that Ability) in automatic successes Type: Simple (Speed 4, DV -0)
to this attempt. If successful, automaton extras and mechani- Keywords: Combo-OK, Illusion, Touch
cal booby traps are instantly disabled, falling into a heap at the Duration: Indefinite
Solar’s feet. Non-extra automatons instead take the Solar’s Prerequisite Charms: Mental Invisibility Technique
(Wits + Larceny + threshold successes) dice of unsoakable The eyes of the Solar Exalted are always watching.
aggravated damage. Through the use of this Charm, the Solar becomes omnipres-
Targeting an artifact with a Repair rating requires the So- ent in the minds of the wicked. The Solar touches a target
lar to roll (Dexterity + Larceny), resisted by the user’s highest (this may require a Dexterity + Martial arts attack if the tar-
DV. Until repaired, all attempts to use the damaged artifact get attempts to avoid contact) and spends four motes. The
suffer an external penalty equal to the Solar’s threshold suc- sensation of the Solar’s touch lingers on and on, eventually
cesses. If the artifact also requires maintenance, each thresh- spreading to encompass all of the target’s senses. So long as
old success counts as 100 hours of use. these motes remain committed, the Lawgiver seems to be con-
Alchemical Exalted, as well as spirits which have the stantly shadowing his mark—the target frequently glimpses
appearance of machines (such as Autochthon’s Divine Min- the Solar leaning in doorways, or disappearing down alleys.
isters) are invalid targets for the purposes of this Charm’s ef- He sees the Exalt’s silhouette watching him from rooftops or
fects.
following him through crowds. The Solar seems to be watch-
ing more often than not, always vanishing if confronted di-
King of Thieves Spirit rectly. This is an unnatural Illusion effect which costs two
Cost: 5m, 1wp; Mins: Larceny 5, Essence 4 Willpower to ignore for a scene; the effects of the Charm end
Type: Supplemental once the target has spent a total of twenty Willpower fighting
Keywords: Combo-OK, Obvious, Touch it. The Lawgiver adds his Essence in bonus successes to all
Duration: Instant attempts to establish or re-establish surprise against individu-
Prerequisite Charms: Reversal of Fortune als afflicted by Everywhere and Nowhere Stance—it becomes
When a Solar avows another of the idea that they own difficult to discern the Solar’s true presence from the shadows
something, he is being generous; when he grows bored of pre- in the target’s mind.
tending, he simply takes what he wants. This Charm supple- A second purchase of this Charm at Stealth 6+, Essence
ments a blatant attempt to strip something from another per- 6+ permits the Solar to use this Charm on an area. Used in
son (treat as a disarm attempt using Larceny in the place of a this manner, Everywhere and Nowhere Stance has a cost of
combat Ability). The character explicitly can steal things in
6m, 1wp. So long as the Solar commits Essence to the Charm,
active use, such as weapons, clothing, or even armor, so long
everyone in the affected region suffers visions of the Solar’s
as he can reach them, or any object on the target’s person
presence, as detailed above, though with lower frequency—no
which he is aware of (examples might include a coin purse
held in a clenched fist inside of a pocket, a sheathed sword more than once per scene. Individuals in the affected region
the target is menacingly fingering the hilt of, or the target’s may resist the Charm’s Illusion for one Willpower per scene,
undergarments). but cannot permanently immunize themselves to it so long
At Essence 5+, the Exalt may steal attuned artifacts, in- as they remain in the area. Everywhere and Nowhere Stance
stantly breaking the artifact’s attunement in the process. may initially be used upon an area a mile in diameter, but with
With Larceny 6+, Essence 6+, the Exalt may reflexively Stealth 7+ the Solar may affect an area up to (Essence x 2)
and instantly attune a stolen artifact by paying its commit- miles, and with Stealth 8+ may affect (Essence x 10) miles.
ment cost. At Stealth 9+ the Solar may spread her presence across (Es-
With Larceny 7+, Essence 7+, the Solar may use King sence x 100) miles, and with Stealth 10 the Lawgiver may
of Thieves Spirit to steal Alchemical Charms, though he may encompass an entire Direction.
not attune to them. At Larceny 8+, Essence 8+ even this re- At Stealth 7+, Essence 7+, the Solar may add a point
striction vanishes, and the Solar may equip and wield a stolen of permanent Willpower to the Charm’s cost when used to
Alchemical Charm, if he has an open Charm Slot in which target a region. Doing so changes the Charm’s Duration to
to place it. instant, requiring no Essence commitment on the part of the
All attempts to steal armor suffer a -2 external penalty. Lawgiver… and renders its effects permanent. The Solar’s
shadows will continue to haunt the area forever, even after
Stealth his own demise.

Hooding the Solar Lantern


In addition to the effects listed, the Exalt gains the ability Walking in Legend’s Shadow
to reflexively flare her anima to any higher level of display at Cost: 10m, 1wp; Mins: Stealth 6, Essence 6; Type: Simple
no cost, if she wishes. Keywords: Combo-OK, Illusion

76 Chapter Three • Manuals of Exalted Power—The Infernals


Duration: Indefinite onlookers who recognized him would go home to reminisce
Prerequisite Charms: Vanishing From Mind’s Eye Method about the time he bravely taught the behemoth Oliphem the
Legend and fact soon become interchangeable in the cost of defying the Solar Deliberative. This unnatural mental
lives of the Exalted, and the Solars embody this principle—to influence costs three points of Willpower to resist.
the degree that the Princes of the Earth sometimes find it nec-
essary to hide even from themselves. This Charm allows the
character to walk directly out of the ongoing narrative of his
Bureaucracy
life, either dimming himself to the eyes of history, or increas- Halo of Ministerial Dominion
ing interest in his legend until he himself is all but forgotten. New Keyword: Social
Should the Solar dim himself, he passes from the ac- Duration: Instant
tive thoughts of Creation. His personal acquaintances will Roll (Intelligence + Bureaucracy + Essence), not Influ-
still recognize him, but strangers will not. Even if the Solar ence. This Charm’s (Dramatic Action) activation time gener-
stands directly next to a poster bearing his face and name, ally requires one day of effort per dot of Magnitude of the
those without a personal relationship simply will not connect bureaucracy the character attempts to gain support within,
the two. The Lawgivers use this Charm to temporarily escape though stunts may reduce this period at the Storyteller’s dis-
from the public eye. This unnatural mental influence costs cretion. Halo of Ministerial Dominion’s activation roll must
four points of Willpower to resist, or only one if someone ac- overcome the Dodge MDV of the leader of the targeted or-
tively points out the Solar’s identity. ganization for the Charm to take effect. This Charm may not
Alternately, the Solar may enhance his glory until its glare be resisted with an opposed roll; instead, the leader of the
blinds the world. The Lawgiver once again cannot be recog- bureaucratic organization may choose to block a successful
nized as himself—even by those who know him. The reality
activation by spending 5 Loyalty. Doing so immunizes the or-
of the man simply does not connect to the stature of his leg-
ganization against this Charm for one season.
end. Used in this mode, the Charm requires only two points of
Willpower to resist, but offers an additional benefit: No action
the Solar takes will besmirch his reputation, as bystanders are Market Buster Strike
overcome by memories of the Exalt’s glory days rather than Prerequisite Charms: Frugal Merchant Method
circulating news of his misbehavior. For example, Desus could This Charm’s (Dramatic Action) activation time gener-
beat an orphan to death in the middle of the street, and any ally takes one week, though stunts may reduce this period at

Chapter Three • Manuals of Exalted Power—The Infernals 77


the Storyteller’s discretion. Its activation roll may not be re- suffer a -2 external penalty, and any character doing so suf-
sisted; instead, the Lawgiver’s (Intelligence + Bureaucracy) fers a three mote surcharge on the cost of all Charms while
roll must overcome a difficulty of ([Bureaucracy + Influence] masquerading as the Solar. The motes spent to satisfy this
/ 2), with the Bureaucracy and Influence values derived from surcharge are tithed to the Solar, delivered when he next
the highest total rating possessed by any character who op- awakens from at least one hour of uninterrupted sleep. The
poses the Solar’s market manipulations. Ignore the final sen- Solar may voluntarily exempt specific individuals from this
tence of the Charm. cost and penalty, if he desires, and may just as easily revoke
such exemptions. Additionally, whenever another individuals
New Solar Charm: wears his face (either by magic or mundane disguise) that fact
becomes Obvious to the Lawgiver when he next awakens—
Charter-Stripping Condemnation though the location, identity, and goal of the imposter are not
Cost: 0m; Mins: Bureaucracy 6, Essence 6; Type: Reflexive revealed.
Keywords: Combo-OK, Native, Reactor, Shaping Finally, no effect may draw motes out of the Solar’s Es-
Duration: Instant sence pool without his consent, and no form of magical men-
Prerequisite Charms: Foul Air of Argument Technique tal influence may force him to give such consent.
That which the Solars have brought into the world, they
may take away with a word. The shinma shiver as the Solar ut-
ters a condemnation into the cosmos, consigning to destruc-
New Solar Charm:
tion a bureaucratic organization he has created. The Lawgiv- Legend Lives On
er’s player rolls (Willpower + Bureaucracy) against a difficulty Cost: —; Mins: Bureaucracy 7, Essence 7; Type: Permanent
of the (Wits + Bureaucracy + Essence / 2) of the head of the Keywords: Training
targeted organization. Should this roll succeed, the targeted Duration: Permanent
organization will collapse into utter ruin over the course of Prerequisite Charms: Bureau-Rectifying Method
the next season: its employees resign, papers catch fire, of- The Solar pours her very soul into the works she has
fice buildings are flooded or collapse into sinkholes. The Solar brought forth in Creation. Upon learning this Charm, the
immediately gains a number of motes equal to twice the Mag- character selects a bureaucratic organization she presently
nitude of individuals employed by the targeted organization. leads. Should the Solar come to no longer lead that organiza-
Alternate functions of this Charm exist, if the Solar has a tion (whether due to resignation, coup, or the organization’s
rating of 6+ in the appropriate Ability: dissolution), she may spend one Willpower to target a differ-
With Craft 6+ the Solar may irreparably compromise ent organization she leads; or she may spend five Willpower
artifacts and manses he has created, causing the magic to at any time to transfer this Charm’s focus to a different orga-
leak out of them. A daiklave simply becomes an inert hunk of nization.
orichalcum, while a manse will no longer channel Essence—it This Charm takes effect when the Solar meets his final
is simply a building sitting in a demesne. Roll (Willpower + day. Upon death, rather than guarding the Lawgiver’s corpse,
Craft) against a difficulty of the owner’s (Wits + Craft + Es- his po soul becomes the quiet guardian of the targeted organi-
sence / 2). Success restores (rating x 2) motes.
zation, bending its strength toward guiding the new leadership
With Occult 6+, the Solar may rend asunder spells he
of the organization. In essence, the po does everything in its
has cast, restoring (Spell’s Circle x 3) motes.
power to ensure the organization continues to run as though
With Lore 6+, the Solar may dissolve a landscape he
created with a single invocation of Wyld-Shaping Technique the Solar were still alive, sometimes prompting rumors that
back into the chaos from which it arose, restoring five motes. a Lawgiver has not truly died at all, but is simply guiding the
With Integrity 6+, the Solar may destroy one of his own organization in secret.
Intimacies, so long as he has held it for at least one season, A po spirit empowered by this Charm possesses the So-
restoring five motes. lar’s Attributes, Abilities, Essence rating, and, in addition to
This Charm may be activated no more than once per an array of dangerous arcanoi, the following unique powers:
scene. • All General Charms the Solar knew in life, though they
may only be used to support, lead, or defend the organization
the spirit is attached to.
New Solar Charm: • The ability to manifest itself in a form indistinguishable
Visage Made Law from the living Solar.
Cost: —; Mins: Bureaucracy 7, Essence 7; Type: Permanent • The po cannot be permanently destroyed short of
Keywords: Native Ghost-Eating Technique or equivalent magic, reforming at
Duration: Permanent sunset each evening so long as the idea remains in the heart’s
Prerequisite Charms: Bureau-Rectifying Method of the organization’s members that the Solar or his vision lives
Upon learning this Charm, the Solar impresses his iden- on, and so long as the organization it was set to guide endures.
tity upon the very fabric of the cosmos. The shinma open eyes Furthermore, when the Solar’s Exaltation next incar-
they do not possess and behold the Exalt’s face. They know nates, this spirit will seek out the new hero and seek to teach
him then, and will accept no substitutes. her everything it knows about the organization and how to
Henceforth, all attempts to impersonate the Lawgiver carry on the last incarnation’s work, effectively and smoothly

78 Chapter Three • Manuals of Exalted Power—The Infernals


returning the fallen Solar to his rightful place at the head of Learning this Charm permits the Lawgiver to invent one
the order. In addition to imparting detailed knowledge about Golden Tongue; the Charm may be re-purchased an unlim-
the organization in question, this consists of a Training effect ited number of times to produce additional Golden Tongues.
allowing the po to impart dots of Bureaucracy at a rate of one Essence-users are immune to the magical repercussions of
per week, up to a limit of the former incarnation’s Bureau- speaking a Golden Tongue.
cracy rating. This may explicitly break the newly incarnated
Solar’s normal age cap—for example, a Solar who had only
been Exalted for a year could be trained up to Bureaucracy
Ride
7 (the rating of her former incarnation), as a Training effect. Shining Inevitable Lasso
A similar Charm exists for the War Ability called The Replace this Charm in its entirety with the following:
Unending March (Prerequisites: Heroism-Encouraging Pres-
Sun-Towing Method
ence), which targets a military organization and permits train-
Cost: 2m; Mins: Ride 5, Essence 5; Type: Reflexive
ing in the War Ability.
Keywords: Combo-OK, Obvious
Duration: Indefinite
Linguistics Prerequisite Charms: Draft Horse Measure, Single Spirit
Method
Guiding Words of Solar Wisdom In the Time of Glory the Solars used this Charm to pull
New Keyword: Combo-OK
down the sky and drop mountains on the heads of the Pri-
This Charm may explicitly be placed in a Combo with mordials. In the Era of Dreams, a Solar once saved a caravan
any Training-Keyword Charm, even in violation of standard stranded in the desert after a Fair Folk attack by using Sun-
Combo rules, permitting those effects to be encoded into the Towing Method to haul their entire wagon train to Chiaroscu-
resultant magical training manual. ro with a single horse. Essence imbues the Lawgiver’s mount
with incredible strength to pull massive loads, incidentally
Beautiful Essence-Born Rune also rendering any means used to attach the load (such as a
Mins: Linguistics 6, Essence 6 rope tied off to a mount’s saddle) unbreakable. The Solar’s
New Keywords: Obvious, Training mount may pull any object with no loss of speed, regardless of
Prerequisite Charms: Flawless Brush Discipline the object’s weight. This does not imbue the object with any
Replace the text of the Charm with the following: unusual durability.
This versatile Charm allows Lawgivers to radically com- At Ride 6+, Essence 6+ Sun-Towing Method may be
press magical instruction while simultaneously encoding the used to drag any vehicle, regardless of its size—even those
theories or biases of the scribe into the lesson. The character normally large enough to qualify as structures, such as ships.
meditates upon a Charm or spell she knows, and then designs At Ride 7+, Essence 7+ the Solar may haul structures
a single glyph encompassing the totality of her understanding with a spherical mass up to up to (Essence x 50) yards in di-
of the effect. This glyph transcends language and its mean- ameter. Should he tie off to a larger structure or landscape
ing may be effortlessly intuited by any character capable of feature, his horse will tear out an appropriately-sized chunk
learning the Charm or spell the glyph is based upon. Beautiful and drag it away. For example, a Solar with Ride 10, Essence
Essence-Born Runes contain more than simply instructions 10 could tear off the peak of a mountain and ride away with it
in the use of a Charm or spell, however; when created, they at full gallop. Manses cannot be moved in this fashion.
are also designed to encompass additional lessons desired by
their creator. In game terms, each glyph contains one Charm Mounted Invincibility Companionship
or spell, and one Intimacy. Thereafter, characters who study Replace this Charm in its entirety with the following:
the glyph may learn the spell or Charm coded into it a single
scene, as a Training effect. However, the character also gains Draft Horse Measure
the Intimacy coded into the Charm, and it is fundamentally Cost: 8m; Mins: Ride 5, Essence 4; Type: Reflexive
embedded into her understanding of the magic. The learned Keywords: Combo-OK
Charm or spell may not be used while the character does not Duration: One day
harbor the encoded Intimacy. This restriction may be over- Prerequisite Charms: Horse Skids Trick
come, eventually, by spending an additional 2xp. The mounts of the Solar Exalted are as tenacious as their
Designing a rune takes only (minimum Essence of effect) riders. The Lawgiver may use this Charm to ‘lock on’ to a tar-
get no more than (Essence x 3) yards away. Doing so causes
hours of effort, and a character may design an unlimited num-
an invisible tether of force to bind his mount into an orbit
ber of runes. Actually scribing the rune requires an investiture
around the target. Carried on the momentum of the target’s
of Essence, as reflected in the Charm’s cost.
movements, the Solar’s mount may effortlessly keep pace with
the target, moving freely to any point within (Essence x 3)
Understanding of the Golden Tongue yards in order to maintain the minimum distance required for
Cost: —; Type: Permanent this Charm. The Lawgiver’s mount becomes tireless so long
Duration: Permanent as Draft Horse Measure is in effect, and all Ride Charm costs
Prerequisite Charms: Twisted Words Technique are lowered by 2 motes (to a minimum of zero motes). This

Chapter Three • Manuals of Exalted Power—The Infernals 79


Charm does not confer the ability to fly or to run across wa- low. The Solar may also declare one particular environmental
ter, so other Charms are required in order to ride the Silent hazard that the ship is immune to upon activating this Charm
Winds of Adorjan across Malfeas or chase Leviathan across (for example, the acidic waters of Kimbery, or the razor-edged
the ocean. waves of a Wyld-tainted sea).
At Ride 6+, Essence 6+ the Solar may tether himself to Finally, this Charm’s prerequisite is also permanently im-
weather patterns, enabling him to draft behind a hurricane or proved, changing its duration to one action.
trade wind. This Charm’s Abyssal Mirror is called Black Fleet Van-
guard. Its prerequisite is Hull-Hardening Concentration. It is
otherwise identical to its Solar counterpart.

Misty Voyage
Replace this Charm in its entirety with the following:
Ship and Soul Union
Cost: —; Mins: Sail 5, Essence 5; Type: Permanent
Keywords: Native, Obvious
Duration: Permanent
Prerequisite Charms: Immortal Captain’s Advantages
The power of the Solar Exalted extends to all things
which enable their legends. This truth is demonstrated clearly
by this Charm, through which any ship the Solar commands
becomes an extension of his anima. Upon first purchasing this
Sail Charm, the Solar’s the effect corresponding to his caste. Ad-
ditional powers may be purchased for two experience points
Omnipotent Admiral Authority each. The Solar’s vessel may only benefit from one effect at
Cost: 10m; Type: Simple
a time.
New Keyword: Mirror
• Dawn: For three motes, the Solar’s ship becomes an
Duration: Indefinite
extension of his terrifying might for the rest of the scene—the
Replace the text of the Charm with the following:
minds of his opponents are clouded with fear at the thought
The Solar’s anima erupts into an aureate corona which
of the reprisals that would be invited by assaulting such a ves-
washes over a ship she owns or commands. The magic quickly
sel. Opponents must pay two points of Willpower to ignore
sinks into the boards of the vessel, visible only by the lanyards
this unnatural Compulsion if they wish to target the ship with
which untie themselves, the sails which raise and lower in ac-
their attacks. This power in no way prevents the ship’s crew
cordance to the Lawgiver’s will, and the other processes by
from being targeted.
which the ship obediently tends to its own upkeep and opera-
• Zenith: For three motes, the Solar’s ship becomes
tion. So long as this Charm remains in effect, the ship requires
Holy ground for the rest of the scene. Any creature of dark-
a crew of zero sailors. So long as the Solar remains within (Sail
ness boarding the vessel enters an environmental hazard with
x 100) yards of the ship, she may direct its course as though
(Damage 2A/action), Trauma (Sail).
she were onboard.
• Twilight: The ship becomes aware of all threats ap-
This Charm’s Abyssal Mirror is called Shadow-Driven
proaching within (Essence x 30) yards, from above, below, or
Ghost Galleon. Its prerequisite is Ruthless Captain Efficiency,
and it operates by filling vacant positions on the ship with beside the ship; this warning is communicated to the Solar in
murky apparitions drawn from the Abyssal’s anima. It is oth- the form of eerie sea-sounds which appraise him of the posi-
erwise identical to its Solar counterpart. tion and bearing of the threat (for example, something below
the ship and approaching fast). This benefit costs one mote,
and lasts for one day.
Invincible Solar Vessel • Night: For three motes, a mist rises up around the
Cost: 8m
ship’s shrouding it from view. This grants a +3 bonus to all
Keywords: Combo-OK, Mirror, Obvious
Stealth attempts, and reduces the cost of Sea Ambush Tech-
Duration: Indefinite
nique by one point of Willpower.
Prerequisite Charms: Hull-Preserving Technique
Replace the text of the Charm with the following: • Eclipse: The Solar may pay five motes to cause his
The path of a Solar must not be impeded, nor the glory of anima to surmount the ship as a flag bearing complex sigils
his vessel diminished. While this Charm is in effect, any craft which may be understood by all observers. This flag may offer
the Solar is aboard becomes immune to Shaping effects, and it the terms of a truce, alliance, or financial arrangement. It is
and all passengers are immunized against the warping powers clear that this offer is genuine, and magically binding; should
of the Wyld. Additionally, the ship will not burn, cannot be the captain of another vessel verbally agree to the terms of-
capsized by waves or impacts, and is immune to sorcery of the fered by this flag, that fact becomes Obvious to the Solar and
Terrestrial Circle and Sorcerous Charms of Essence 3 or be- he may pay one Willpower to sanctify the oath as though with

80 Chapter Three • Manuals of Exalted Power—The Infernals


the Eclipse anima power. Additionally, if the character is a Prerequisite Charms: Understanding the Court
member of the Eclipse caste, he may sanctify any oath spoken Replace the text of the Charm with the following:
aboard his ship that he is aware of for a cost of only one point Seasoned Princes of the Earth are no longer surprised by
of Willpower. the schemes and treacheries of their subjects and peers. Their
At Sail 6+, Essence 6+ this Charm gains the Stackable petty games are transparent before the Lawgiver’s jaded eyes.
Keyword, and the Solar may simultaneously apply up to (Es- While this Charm is active all social magic directed at the
sence - 4) different effects at a time. character becomes Obvious to his senses. At Socialize 7+,
Essence 7+ this Charm’s duration becomes Indefinite. At So-
Socialize cialize 9+, Essence 9+, its cost drops to 1m.
A second purchase of this Charm at Socialize 6+, Es-
Web-Cutting Eyes sence 6+ adds a second benefit: While the Charm is active,
Cost: 5m any social Charm directed at a social unit the character is a
New Keyword: Mirror member of or which includes loyalty to him as part of its Pol-
Prerequisite Charms: Mastery of Small Manners
icy becomes Obvious to his senses, though the identity of the
Replace the text of the Charm with the following:
character attempting to influence his social group is not auto-
The Solar’s cunning gaze cuts across all subtleties of mo-
matically made known to him. For example, if a young Solar
tive and concealment, laying bare the intentions of those who
attempts to use Taboo-Inflicting Diatribe on the capital of a
stand before him. While this Charm is active, all attempts to
prefecture the Solar rules, he becomes aware that someone
read the motivation of other characters (see Exalted, p. 131)
is attempting to influence the people of the city with Taboo-
are made at difficulty 1.
Inflicting Diatribe, but would have to personally investigate to
This Charm’s Abyssal Mirror is called Merciless Dissecting
discover the identity of the offender.
Stare. Its prerequisite is Exquisite Etiquette Style. It is other-
wise identical to its Solar counterpart.
The Lunar Exalted
Mastery of Society Technique Knacks
Cost: 3m, 1wp; Mins: Socialize 5, Essence 5; Type: Reflexive
Keywords: Combo-OK
Compassionate Mirror Nature
Prerequisites: Prey’s Skin Disguise, Essence 3, Perception 4
Duration: One scene

Elder Essence Minimums


Charms running from Essence 1 to 5 are detailed on page 184 of Exalted.
Charms having Essence minimums from 1 to 5 encompass the complete array of effects for which the
Solars were given purpose. Having conquered chaos and ascended to rulership of Creation, Solars expand
to represent a purpose for which there was no design. Charms beyond the Essence minimum of 5 suggest
a force for which there is no peer, and a measure for which there is no call. In short, these effects equip
the Solars with a new array of effects of such magnitude and scope that there could be no known reason.
Beyond this point, Solars transcend humanity, expand their notice beyond the core of existence, bargain
with incomprehensible forces, and build new worlds—if only to have more to conquer.
Charms with an Essence minimum of 6 leave behind worldly miracles—the Exalt now engages in the
work of gods. Her power redefines her standing among the Exalted, and it is on the back of these wonders
that an Age may be built.
Charms with an Essence minimum of 7 depict the authorial primacy of one who knows no value she
cannot change and no limit she cannot reach. These miracles leave marks on the world that last for untold
generations, each application a legend unto itself. The holy might contained by these Charms evoke such
awe and terror that the Celestial Exalted look upon them with shocked remove.
Charms with an Essence minimum of 8 touch the very foundation of the universe. The Solar lays hands
upon the forces of the very cosmos, and they recognize in her Essence a peer.
Charms with an Essence minimum of 9 affect all the heavenly glory of the sun unbound. Solar power
expands almost beyond the capacity of the world to contain it. What is the possible purpose of such great
and terrible power?
Charms with an Essence minimum of 10 denote powers beyond those which forged the universe.
Not even the Primordials fully understand Essence 10; at this level of effect, the intellects which defined
existence find themselves in the position of discovery. What challenges even the Primordials, a Solar may
come naturally to grasp and engender: power beyond all reason.

Chapter Three • Manuals of Exalted Power—The Infernals 81


Courtesan’s Possession Iron Tyrant Impact
Prerequisites: Essence 4, Wits 4 New Keyword: Obvious
Taking a form in this way does not trigger a Compassion Replace the text of the Charm with the following:
roll. Should targets hunted with this Knack die, you may still Worldly materials do not hinder the Stewards. This
benefit from the effects of Flickering Star Infusion. Charm supplements a feat of strength to break a mundane
object, rendering the attempt automatically successful. With
Strength 7+, Essence 7+, the Lunar may add a point of Will-
Essential Mirror Form power to the Charm’s cost, permitting it to also destroy magi-
Primordial Charms (including those of the Yozis) are cal artifacts. This renders the Charm Simple, with a Speed of
considered “the Charms of other Exalted” for the purpose of (Artifact’s dot rating) minutes and a DV penalty of -3. N/A
this Knack. This Charm also will not allow Lunars to use any artifacts are immune to this Charm, as are objects which are
Charm with the Native Keyword. specifically noted as being indestructible.

Root and Branch Mastery Dexterity


Replace this Knack in its entirety with the following: Flowing Body Ascension
Moon and Earth Song This Charm adds a +3m, 1wp surcharge to its prerequisite
Prerequisites: Laurels-and-Ivy Technique, Essence 7, Percep- when employed, rather than +2m.
tion 7
This Knack allows the Lunar to pay 10m, 1wp to assume Becoming Water’s Envy
the form of a natural geographic feature—a cloud bank, a This Charm grants one free perfect dodge per action, not
mountain, a forest, a stretch of river, a creeping fog. The Lu- one per tick.
nar must have within her heart’s blood library the form of a
spirit corresponding to the feature she wishes to become—a World-Bending Guardian Attentiveness
river god, for example, if she wishes to become a river. The Lu- Replace the second paragraph of the Charm with the follow-
nar is only semi-mobile in this form, moving at most ten miles ing:
per day, and unable to directly act upon anything venturing The character constantly benefits from the effects of a
within her boundaries, though she may observe the interior of Defend Other action used on his behalf by the Wyld itself.
her being from any point as though she were present, and adds This Defend Other action has a DV of two per degree of
three dice to all Perception rolls to notice intruders within surrounding Wyld, from two in the Bordermarches to eight
her. While not immune to damage in landscape form, per se, in Pure Chaos. Since the defender is the Wyld itself, attack-
the Lunar is formidably protected—destroying a Lunar wear- ers may not choose to divert their attacks to strike the Wyld
ing the form of a mountain, for example, would likely require rather than the Lunar, and no other effect may force them to
Solar Circle sorcery or powerful artifacts of mass destruction. attempt to do so. Lunar Exalted use this Charm for an advan-
The Lunar may not destroy any existing landscape fea- tage against the Fair Folk on those monsters’ own turf.
tures by using this Knack; existing geography instead recon-
figures itself to account for the new inclusion. For example, Moonlight Hunt
if the Lunar were to become a river winding its way through This Charm provides an opportunity to re-establish sur-
the middle of Whitewall, the city’s streets and roads would prise when the character teleports, rather than automatically
temporarily route themselves around it, span the Lunar with re-establishing surprise.
bridges, and so forth. A Lunar who became a forest in Nexus
would briefly transform Nexus into a thriving trade city lo-
cated in the heart of a forest. The Lunar also may not assume Star Falls Through
a geographic form in a place where it is impossible for that New Keyword: Shaping
feature to exist (clouds, for example, are rarely found under- Replace the text of the Charm with the following:
water, and mountains and rivers generally do not float two Stewards refuse assaults on their favored grounds. With
hundred feet above the ground), unless she is in the Wyld. lightning speed, the Lunar tricks someone who attempts to
Finally, the Lunar’s Tell extends to blanket her in a veil of harm her into a Wyld instability. In a silver-and-rainbow flash,
normalcy; observers must pierce the Tell in order to realize the aggressor disappears. The Lunar makes a standard close-
there is anything unusual about a mountain suddenly spring- range counterattack. If the attack succeeds, the aggressor is
ing up overnight. lost in the warp of the Wyld for ten ticks, reappearing in a
place of the Lunar’s choosing up to (Lunar’s Essence) miles
away. The Lunar may not relocate her opponent to an imme-
Strength diately hazardous location (so, no teleporting her into the air
Herd-Strengthening Tactic above a volcano’s caldera).
If a Crippling injury enhanced by this Charm is cured by
magic, this occurs at the normal rate, not the extended speed Unhesitant Scorpion Lash
indicated by the text. Replace the text of the Charm with the following:

82 Chapter Three • Manuals of Exalted Power—The Infernals


Lunar heroes strike with unhesitating speed. Unhesitant Prerequisite Charms: Hide-Toughening Essence
Scorpion Lash permanently enhances the character’s capabili- Lunars are survivors, accustomed to the hardships the
ties. When he invokes a Charm that provides a flat number of world demands of its heroes. Knowing that misfortune is in-
extra actions for a flat cost, the Lunar adds two to the number evitable, hardy Stewards prepare for the worst. With a few
of actions provided. moments’ concentration, the Lunar causes his body to grow
redundant physical systems—secondary organs, reinforcing
musculature, additional ligaments. The character gains (Stam-
Stamina ina) additional -1 health levels. These levels persist as long as
Native Son’s Grace the Charm remains active, and vanish as soon as damage is
Mins: Stamina 5, Essence 4 marked off in them; as the Lunar’s additional body parts are
As a point of clarification, this Charm acts as a perfect destroyed, they sublimate back into the Essence that formed
soak, negating the damage of the attack. It does not negate them.
any other repercussions of the attack. The Charm’s restriction
to being used within the Lunar’s territory constitutes a unique Charisma
Flaw of Invulnerability.
Loyal Beast-Friend Enlightenment
In case it should come up, health levels trained via this
Immovable Defender of the Land Charm cost the animal (12 – wound penalty associated with
Replace this Charm in its entirety with the following: health box) xp each, or (6 – wound penalty associated with
health box) bonus points during character creation.
Indestructible Recursive Design
Cost: 8m; Mins: Stamina 4, Essence 4
Type: Simple (Speed 5, DV -2) Snake-Vine Integration
Keywords: Combo-OK In case it should come up, the first dot of an Attribute
Duration: Indefinite costs 5 xp.

Chapter Three • Manuals of Exalted Power—The Infernals 83


Morning Blossoms Blooming Releasing the Spider’s Tension
Cost: 12m, 1wp Replace this Charm in its entirety with the following:
“Effects within the area that are adverse to the Lunar,
her allies or natives of Creation” is intended to mean all en- Evading the Spider’s Eye
vironmental damage other than that generated by the Charm Cost: 5m, 1wp; Mins: Perception 4, Essence 4; Type: Reflexive
itself, the Essence respiration issues produced by the Under- Keywords: Combo-OK
world and Blight Zones within Autochthonia, and all hostile Duration: (Essence) days
Shaping Actions. The Charm’s environmental damage has an Prerequisite Charms: Eye of the Cat
interval of one action. The Lunar may reflexively grant or re- Canny Lunars know when they are being watched, and
voke amnesty, excluding specific creatures of darkness from may use this heightened sensitivity to move through the world
the Charm’s environmental damage (most commonly bound unseen—even by the pattern spiders. A Lunar using this
demons; or, in the Time of Tumult, the Lunar’s Abyssal or Charm moves through the moments and spaces that escape
Infernal mate). the notice of the tenders of the Loom of Fate, rendering him
invisible to astrological predictions and the Loom. All attempts
to use the Loom or astrology to divine the Lunar’s location or
Manipulation future automatically fail. Furthermore, the Lunar may observe
Mirror-Shattering Word many secrets from his vantage point between destiny’s threads;
A character need not be of higher Essence to cure the all Sidereal Astrology becomes Obvious to his senses. If he
insanities this Charm inflicts. chooses, he may even follow the threads of infectious destiny
back to their point of origin; by starting with an individual who
has had an ascending or descending destiny placed on him, the
Appearance Lunar may track down the Sidereal who laid the blessing or
Air Body Style curse, adding (Perception) automatic successes to all tracking
Mins: Appearance 5, Essence 5 rolls. This Charm does not inform the Lunar of which Side-
Replace the text of the Charm with the following: real laid any given Sidereal Astrology effect on an individual;
Walls and gates erected to hide prey from the hunter are of in order to find out, he must follow destiny’s thread and see
no concern to a Lunar. Likewise, the keenest eyes and canniest where it leads.
screening for her Tell only make a Steward laugh. Briefly draw-
ing her anima into her body, the Lunar inverts her own physi-
cal nature, causing herself to dematerialize. She may freely
Intelligence
interact with other dematerialized beings and attempt to enter Perfect Dragon Understanding
sanctums as a spirit would. However, should the Lunar’s anima Replace this Charm in its entirety with the following:
flare to the 11m+ level it becomes visible even to those who
cannot see dematerialized beings. Perfect Outsider Understanding
Cost: 15m, 1wp; Mins: Intelligence 6, Essence 6; Type: Simple
Keywords: None
Stance-as-Thought Stride Duration: One day
New Keyword: Illusion
Prerequisite Charms: Predator’s Insight
As a point of clarification, this Charm’s effects constitute
Luna’s Chosen are the ultimate outsiders, freely walking
unnatural mental influence which costs two points of Will-
between nations and worlds. They are at home in the outlands,
power to resist. recognized as kindred spirits and ideal champions by the odd
inhabitants of the Threshold and beyond. Upon purchasing
Perception this Charm, the Lunar selects a particular sort of outsider from
the following list: Demons, Dragon Kings, elementals, ghosts,
God-Body Dissection Jadeborn, Lintha, raksha. The Storyteller may add other alien
Keywords: Combo-OK, Crippling, Obvious
races and classes of being to this list as he feels appropriate.
This Charm may only eliminate Charms, Combos, and
When this Charm is active, the Lunar’s player adds a number
spells from target spirits and Fair Folk. It cannot target per-
of automatic successes equal to the character’s Intelligence to
manent Charms, Native Charms, sorcery-enabling Charms or
all social rolls for the character to deal with that particular class
Assumptions. The target is still considered to know removed
of outsider. Additionally, the Steward gains three artificial spe-
Charms for the purpose of fulfilling prerequisites for other
cialties in all of his Abilities focused on the outsider in question.
Charms. Additional outsiders may be added to this Charm for a
cost of two experience points each. The Charm must focus on
God-Body Consumption a single type of outsider, selected when activated, and if the
This Charm may not permanently devour panoply Lunar wishes to deal with a different sort of being, she must
Charms, such as the signature Charms of the Incarnae. deactivate the Charm and reactivate it.

Eye on the Spider Defeated Technique Mastery


Cost: 4m. Type: Reflexive Cost: 10m, 1wp
No roll-off primacy. New Keyword: Training

84 Chapter Three • Manuals of Exalted Power—The Infernals


Duration: Instant Charms, bringing the esoteric power of destiny to bear in
Replace the text of this Charm with the following: their quest to guide Creation and its rulers toward a better
Stewards claim prizes from their defeated foes: part of future. Sidereals may invent new Charms for this tree, and
their powers. The Lunar may activate this power to issue a these are considered Sidereal Charms, not Celestial Martial
formal challenge to an opponent of her own devising. This Arts Charms. This distinguishes Throne Shadow style from
could take almost any form—a foot race, combat to first blood the other instinctively-grasped art of the Sidereals, Violet Bier
or to submission, to be the first to seduce the regional satrap… of Sorrows, which is a closed style designed for the Viziers by
almost anything will do. The target is free to refuse the chal- the Maiden of Endings.
lenge, but if she accepts and prevails, the Lunar owes her a Weapons and Armor: This style counts as unarmed at-
boon to be named by the target. Refusing or failing to discharge tacks the cestus, fighting gauntlet, khatars, pankrator’s cestus,
this debt causes the Lunar to be punished as though she had tiger claws, and other such ‘brawling aides,’ as well as impro-
broken an oath sanctified by an Eclipse with an Essence rating vised weapons. It is compatible with any sort of armor.
equal to her own. Requested boons may not be impossible or
inherently lethal, but they may be very dangerous.
By contrast, should the Lunar win, she may claim one of A Tale of Two Styles
the target’s Charms. She may only claim Charms whose mini- Fate’s Guardian style continues to be practiced into
mum traits and prerequisites she meets, and which she could the Time of Tumult, but never again matches the
have potentially learned either herself or with a Lunar equiva- widespread popularity it enjoys in the First Age. The
lent of the Eclipse anima power. Sidereal Martial Arts remain breaking of the Mask, murder of the Solars, and exile
inaccessible. While the Lunar has claim to a Charm, the Lunar of the Lunar Exalted all undermine the elements that
may freely use the effect as though it had been learned with the make this style a lynchpin of First Age Sidereal power.
Eclipse anima power, and the target suffers a three mote sur- With the removal the most potent of the Sidereals’
charge on its activation cost. The Lunar’s claim ends after one common students and allies, and the difficulties the
month has elapsed, though she may permanently retain the Arcane Fate introduces to recruiting long-term mor-
power if she wishes as a Training effect. Doing so immediately tal or Dragon-Blooded assistants, Throne Shadow is
cedes her claim over the Charm, restoring its cost to normal slowly eclipsed in popularity by Violet Bier of Sorrows
for the original owner. Charms the Lunar could normally learn in the days after the Usurpation.
retain their standard experience point and activation costs;
Charms which would require the Eclipse anima power to learn
cost 20 experience points and have a two mote surcharge when
activated. New Martial Arts Charm: Lotus Eye Tactics
If either the Lunar or the target agree to the challenge in Cost: 1m or 3m; Mins: Martial Arts 3, Essence 2
bad faith (i.e., intending to rig the contest so that the Lunar Type: Reflexive
may simply learn a power the target knows), the Charm fails Keywords: Combo-OK
to function. Duration: Indefinite
Prerequisite Charms: None
Sidereals understand the world; much of their power to
Wits act upon the world proceeds from this fact. When the charac-
Fluid Essence Refinement ter perceives an individual whose Martial Arts rating is equal
This Charm has no effect on Countermagic spells. to or higher than his own, that fact becomes Obvious to his
senses unless the character is using a supernatural disguise of
some kind. Alternately, for a cost of 3m, the character knows
Soldier Bee Emulation Extraction all combat Abilities a perceived individual possesses which are
New Keyword: Shaping.
rated equal to or higher than his Martial Arts rating.

The Sidereal Exalted New Martial Arts Charm: Lion Mouse Stratagem
New Martial Arts Style: Throne Shadow Style Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive
This Charm tree comprises the ‘natural’ Sidereal style of Keywords: Combo-OK, Illusion
unarmed fighting. The saying among the Viziers goes: “Every Duration: Indefinite
Sidereal is a master of the arts—even on his first day in the Prerequisite Charms: None
dojo.” Other Exalted tend to dismiss this logic as an idle boast, Sidereals deceive the world, presenting themselves as
missing the point of Throne Shadow style. Viziers instinctively less than what they are; much of their power to act upon the
understand that the aspects and individuals of the world make world proceeds from this fact. The Sidereal cloaks herself in
for the best weapons, not fists or blades—and as a result, they the humble and unassuming air of the neophyte student, the
tend to think of this martial art as Fate’s Guardian style. civil servant, or the hanger-on in the company of legends. She
For other Exalted, this is a Celestial Martial Arts style seems unthreatening, imposing a -3 external penalty on all
that emulates and imitates the ways of the Seers of Heaven. attempts to gauge her nature and the level of her skill. This
They may learn the core Charms of the style, but may not unassuming mien also makes it difficult to view the Sidereal
expand upon it or learn any special extension Charms. as a serious threat; all attempts to re-establish surprise enjoy a
For Sidereals, these Charms are ordinary Sidereal bonus of (Sidereal’s Essence) dice. This Charm constitutes a

Chapter Three • Manuals of Exalted Power—The Infernals 85


form of unnatural mental influence costing two Willpower to New Martial Arts Charm: Throne Shadow Form
resist for one scene. Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Simple
Keywords: Form-type
New Martial Arts Charm: Sifu’s Useful Fingers Duration: One scene
Cost: 1m; Mins: Martial Arts 3, Essence 2 Prerequisite Charms: Lion Mouse Stratagem, Lotus Eye Tac-
Type: Simple (One dramatic action) tics, Sifu’s Useful Fingers
Keywords: Combo-OK Combining insight, deceit, and the shadow fingers she
Duration: Indefinite has accumulated, the Sidereal makes a terrible fist with which
Prerequisite Charms: None to guard all things within destiny’s design. While this Form
Sidereals advise the world; much of their power to act is active, all shadow fingers within (Dexterity x 3) yards are
upon the world proceeds from this fact. Disdaining such crude considered to be protecting the martial artist with a Defend
weapons as fighting gauntlets or appropriated barstools, the Other action at all times. Additionally, the Sidereal may
Sidereal turns others into his instruments—be they pawns launch coordinated attacks with her shadow fingers, substi-
or kings. The Sidereal may enlighten an individual with five tuting Martial Arts for War, and such attempts are made at
minutes of one-on-one advice and simple-but-profound mar- difficulty 1 regardless of the number of fingers participating in
tial demonstrations. The beneficiaries of such instruction the attack. The Sidereal and her fingers may also strike dema-
temporarily enjoy one bonus dot of Martial Arts and add the terialized targets while this Form is active, though this Charm
Sidereal’s Martial Arts rating to their Dodge MDV so long as does not help them find and target such beings.
the Vizier commits Essence to this Charm. She may sustain
a commitment to up to (Essence x 2) beneficiaries at once.
Sidereals know such beneficiaries as shadow fingers. New Martial Arts Charm:
If the character is a Sidereal Exalt, she automatically Shadow Lost in the Court
becomes aware when one of her shadow fingers is attacked, Cost: 3m, 1wp; Mins: Martial Arts 4, Essence 2
regardless of the distance separating them. Type: Supplemental

86 Chapter Three • Manuals of Exalted Power—The Infernals


Keywords: Combo-OK Type: Reflexive
Duration: Instant Keywords: Combo-OK, Counterattack
Prerequisite Charms: Shadow Throne Form Duration: One scene
The world of the Exalted is a world of vast, eye-catch- Prerequisite Charms: Throne Shadow Form
ing luminaries; nobody notices a shadow lost in the tangle of The Sidereals are destiny’s guardians and the eyes of the
the crowd. This Charm enhances an attempt to re-establish Exalted. Their vision must not be clouded, and those who
surprise in a crowd (defined as a scene in which at least 20 would attempt such stratagems must be punished. While this
characters are present), producing a -2 external penalty on Charm is active, the Sidereal may launch an unarmed Martial
attempts to spot the Sidereal. If the Sidereal has at least two Arts counterattack in step nine against any individual who
shadow fingers present, this also qualifies as a crowd, permit- attempts to inflict unnatural mental influence on him. If this
ting her to attempt to re-establish surprise. influence is ongoing, the counterattack triggers the first time
the Sidereal is exposed to it after activating Clear Eyes De-
fense.
New Martial Arts Charm: Pneuma-Sealing Strike
If the character is a Sidereal Exalt with Essence 3+, then
Cost: 4m; Mins: Martial Arts 5, Essence 3
Type: Reflexive (Step 1) a counterattack which successfully strikes its target also per-
Keywords: Combo-OK, Crippling, Obvious fectly negates the unnatural mental influence which triggered
Duration: Instant it.
Prerequisite Charms: Shadow Lost in the Court
Sidereals are known for their discretion, never sullying
New Martial Arts Charm:
the courts of the Lawgivers with the blood of would-be assas-
sins or the screams of intercepted fanatics. Their killing arts Welcoming the Uninvited Guest
are cleaner than that. This Charm supplements an unarmed Cost: 3m; Mins: Martial Arts 5, Essence 3
martial arts attack. Should it successfully strike its target, that Type: Simple (Speed 3, DV -0)
individual’s breath is sealed, and he begins suffocating (see Keywords: Combo-OK, Obvious
Duration: Five actions
Exalted, p. 130). The target may make a reflexive (Strength +
Prerequisite Charms: Throne Shadow Form
Athletics) roll every thirty seconds at a difficulty of the mar-
Striking the air with her palm, the Sidereal sets an Es-
tial artist’s Essence rating to attempt to break free and resume
sence-vibration racing through the world. The Exalt makes
breathing normally. Until he does so, he suffers a -2 internal
an unarmed martial arts attack; all hidden characters within
penalty to all actions. The martial artist may also restore a
(Martial Arts x 10) yards must make a reflexive opposed Dex-
target’s breath by striking them with this Charm again.
terity + Stealth roll against the attack’s successes. Should the
If used by a Sidereal Exalt, then this Charm may alter-
nately be used to steal the target’s breath altogether. The Si- Sidereal garner more successes, then a series of ripples and
dereal may subsequently try to strangle the target with her distortions in the air give away the individual’s location and
own breath, treating such attempts as a dire chain-assisted render stealth impossible for five actions. This Charm also au-
grapple attempt. Should the target regain her breath, this tomatically reveals dematerialized beings within its range in
weapon vanishes from the Sidereal’s grasp. this manner.

New Martial Arts Charm: New Martial Arts Charm:


Deadliest of All Weapons Finger-Stealing Handshake
Cost: 3m; Mins: Martial Arts 5, Essence 3 Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple
Type: Reflexive (Step 1) Keywords: Combo-OK, Servitude
Keywords: Combo-OK, Poison Duration: One scene
Duration: Instant Prerequisite Charms: Clear Eyes Defense, Welcoming the
Prerequisite Charms: Pneuma-Sealing Strike Uninvited Guest
There is no deadlier weapon than truth, which Sidere- Improvisation is a cherished skill of brawlers and courtly
als may unleash on destiny’s behalf. Should an unarmed at- guardians alike. The Sidereal rolls (Charisma + Martial Arts),
tack supplemented by this Charm strike its target, they are issuing an exhortation to abandon arms and loyalties and rally
poisoned with a toxin with the following traits: (Special/one to him for the sake of the world’s preservation. This battlefield
hour, 5, —/—, -1). Rather than doing damage, this toxin in- plea is ineffective against heroes and supernatural beings, but
fects the victim’s chakras and her mind, rendering her inca- the weak minds of the world’s extras may be easily swayed to
pable of lying or dissembling. Should she speak, she may only change their loyalties. Compare the Sidereal’s roll to the high-
speak the truth as best she knows it. est MDV of any hostile extra present; should the Sidereal suc-
ceed, (Essence x 2) extras switch sides and immediately be-
New Martial Arts Charm: Clear Eyes Defense gin fighting under the Sidereal’s leadership (assuming that so
Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 2 many are present). These extras are considered to be shadow

Chapter Three • Manuals of Exalted Power—The Infernals 87


fingers until the end of the scene; after that point, the Sidereal has earned its gratitude. It moves to punish those would at-
must use Sifu’s Useful Fingers on them if he is to retain them tempt to strike down such a wise master. All shadow fingers
as his tools. This Charm’s unnatural mental influence costs within range of the Sidereal’s attacker reflexively launch one
three points of Willpower to resist. attack with the combat Ability of their choice at that indi-
If the character is a Sidereal Exalt with Essence 4+, then vidual. With Martial Arts 7+, Essence 7+ the Sidereal may
this Charm may also win the loyalty of mindless automatons, add a one Willpower surcharge to this Charm’s cost to au-
including undead, though such beings add their master’s Es- tomatically render this mass-counterattack a coordinated at-
sence to their MDV if they are under magical control. tack. Individual shadow fingers may opt not to participate in
this attack if they choose, at no cost. This Charm may be used
New Martial Arts Charm: no more than once per action.
World as Weapon Mastery
Cost: —; Mins: Martial Arts 5, Essence 4; Type: Permanent
Keywords: None The Terrestrial Exalted
Duration: Permanent Linguistics
Prerequisite Charms: Deadliest of All Weapons, Finger-
Stealing Handshake Honored Ancestor Exhalation
Those who wield the world as a weapon are never alone, Characters wishing to be part of a family lineage subject
and as such, cannot be defeated. The attacks of the Sidereal’s to a Martyr usage of this Charm may possess one such Mo-
shadow fingers are now considered to be her unarmed attacks tivation, subject to the Storyteller’s approval, per dot of the
for the purpose of Charms of Throne Shadow style. Family Background (see The Manual of Exalted Power—
The Dragon-Blooded, p. 109). Buying Family in this man-
Throne Shadow Extensions ner negates the normal bonuses for buying that dot of the
Background. Ancestors purchased with this Background are
New Sidereal Charm: Flow-Breaking Strike assumed to have died with Essence 6. Optionally, rather than
Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 4 using an additional dot of Family to add a second Motivation,
Type: Supplemental
such dots may be used to upgrade an existing ancestor’s Es-
Keywords: Combo-OK, Crippling, Stackable
sence rating by one dot, up to a maximum of Essence 8.
Duration: Instant
Prerequisite Charms: Finger-Stealing Handshake
Feeling along a tenor of fate, a Sidereal may strike at her Craft
opponent’s relevance, separating the momentous from the
also-ran. This Charm supplements an unarmed martial arts Unchain the Dragon’s Heart
attack; should the attack strike its target, that all of that tar- This Charm’s second paragraph should state “with
get’s actions raise their Speed by one for (Sidereal’s Essence / Essence 7+” instead of “with Essence 6+”.
2, round up) actions. Subsequent strikes reset this timer and
cumulatively increase the Speed of the target’s actions. This
Charm may not raise a target’s Speed higher than 7.
Integrity
Thicker Than Stone
The Family Background may be used to represent a char-
New Sidereal Charm: The Lotus Blossoms
Cost: —; Mins: Martial Arts 5, Essence 5; Type: Permanent acter under the benefits of the Martyr form of this Charm
Keywords: Native (though only if the character possesses Breeding 3+), as with
Duration: Permanent Honored Ancestor Exhalation. The Exalt is considered to be
Prerequisite Charms: Lotus Eye Tactics, One complete Ce- linked by the Charm’s Martyr benefit to (Magnitude [2 +
lestial Martial Arts style Number of dots of Family allocated]) other blood relatives.
Masters of space and time, Sidereals embody the prin- Storytellers should very carefully consider the implica-
ciples which engender the Martial Arts. This Charm repli- tions of allowing characters in Second Age games to purchase
cates the effects of the Solar Charm Divine Transcendence of this benefit, as it can easily grow to encompass entire Great
Martial Arts. Houses, potentially shifting the tone of an Exalted series.
By default, it is assumed that the Empress has gone to great
New Sidereal Charm: Showing the Secret Hand lengths to discourage the Martyr form of Thicker Than Stone
Cost: 10m; Mins: Martial Arts 6, Essence 6 from being used within her Dynasty, as it suits her purposes for
Type: Reflexive (Step 9) her children to constantly be set at the throats of their broth-
Keywords: Combo-OK, Counterattack ers and sisters. Lookshy, by contrast, has no such manipulative
Duration: Instant agenda, but the gentes of the Seventh Legion are consider-
Prerequisite Charms: Clear Eyes Defense ably less numerous than their Dynastic counterparts and have
The Sidereal, having enriched the world with his lessons, fewer elders to learn the Charm.

88 Chapter Three • Manuals of Exalted Power—The Infernals


only be used on orichlacum weapons, it lacks the Elemental
Keyword, and it does not replicate Dragon-Graced Weapon;
instead, the weapon raises the Solar’s minimum damage by
one and counts 10s twice for the purpose of determining dam-
age. Unlike Dragon-Blooded, Solars may buy this Charm as
many times as desired to cover different weapons.
Finally, the Lawgiver’s Lunar mate may wield a weapon
enhanced with Honored Companion of the Sun without re-
quiring attunement or suffering botches, if the Solar desires.
Larceny
Flowing God-Dragon Shintai
This Charm’s name is Flowing God-Dragon Stance.

Medicine
Transcendent Gaian Harmony
If the Storyteller permits the option, attaining a transcen-
dent state requires five purchases rather than six as indicated
in the Charm’s writeup.

Chapter Three: Wonders


of the Age
Warfare
Metasorcerous Phylactery
Under this artifact’s ‘trigger’ function: Only one spell
may be keyed to a particular trigger until that trigger has dis-
Resistance charged, and only one trigger at a time to a particular spell. For
example, the sorcerer could not key five Flights of the Brilliant
Perfected Scales of the Dragon Raptor to all trigger when he shouts “Now!” Nor could he es-
The distant love of the Emerald Mother for her grand- tablish five different conditions under which Travel Without
children is of limited efficacy in the face of the Exalted. Rath- Movement will whisk him away to safety. The sorcerer may
er than being immune to physical harm from such characters, sustain a number of simultaneous triggers no greater than the
the Dragon-Blood instead enjoys +15B/+15L natural soak, rating of the hearthstone powering his phylactery, and remov-
Hardness 10B/10L, and (Essence / 2) automatic successes on ing that hearthstone cancels all spells and triggers.
all rolls to resist Poison effects and environmental damage
originating with such Exalts.
Chapter Five: The Mighty
War Stat Blocks
Stat blocks should be modified to account for the re-
As In the Beginning placement of former Charms and insertion of new Charms.
Type: Simple (Speed one hour, DV -3)
This Charm’s damage is considered to be environmental
damage and may be resisted as such. The Charm unleashes its Master’s Hand Envisioned Anew
devastation after one hour, not ten seconds. This Charm may not be used to add weapons that func-
tion on a range scale radically dissimilar to the default form
weapons of the style; for example, adding a crossbow (or Es-
Melee sence cannon) to Wood Dragon style would be valid, but add-
Ordained Talon of Draconic Fury ing such a weapon to Snake style would not. Also, Storytellers
Keywords: Elemental, Obvious are permitted to veto, at their discretion, any weapon addition
This Charm grants the weapon the benefits of Dragon- that would significantly shift the power level of the style to
Graced Weapon according to the Terrestrial’s Aspect, not Re- which it is attached, or which seems completely inappropriate
fining the Inner Blade. Solar Exalted possess a similar Charm to the style’s aesthetics. For example, adding the short sword
called Honored Companion of the Sun. It is identical to Or- to Crystal Chameleon or Snake style would be fine, while add-
dained Talon of Draconic Fury save that its prerequisites are ing a grand goremaul would violate the aesthetics of the for-
Fire and Stones Strike and Summoning the Loyal Steel, it may mer and unbalance the latter.

Chapter Three • Manuals of Exalted Power—The Infernals 89


Glories of the Most High: Secrets of the Unconquered Sun
Shedding Infinite Radiance (pp. 37-38)
The Unconquered Sun The Twilight/Daybreak iteration of this Charm reduces the
cost of appropriate spells by half or (Essence x 2), whichever
The Unconquered Sun is less.

Incandescent Ascendancy (p. 10)


The Unconquered Sun moves at a base speed of 20 yards per
tick, not 15. Glories of the Most High:
Gifts to the Chosen Luna
Martial Arts Gifts to the Chosen
Armor-Shattering Strike (pp. 20-21) Charisma
The second paragraph should read: Sacred Guardian Renewal (pp. 24-25)
Replace the text of the Charm with the following:
Should the attack also actually inflict damage, the Solar may
pay an extra 1m to immediately cancel all Charms, spells and This Charm functions identically to the Solar Charm Phoenix
astrological powers with a duration greater than Instant but Renewal Tactic (see Exalted, p. 200), save that the Lunar may
less than Permanent which provide the target with increased only regain Virtue channels from appropriate stunts which
soak or hardness. This nullification is a Shaping effect.” serve to protect or promote anything toward which the Lunar
has a positive Intimacy, be it a way of life, a place, a society or
Integrity a specific individual.
Glory to the Most High (pp. 24-25)
As an additional benefit, the Steward is not required to spend
This Charm converts to experience when the character be-
Willpower to channel any Virtue she has purchased Sacred
comes old enough to naturally buy Essence 10.
Guardian Renewal for on behalf of her Solar mate.

Performance Thousand Streams Defender (p. 25)


Rose-Lipped Seduction Style (p. 26) Replace the text of the Charm with the following:
New Keyword: Mirror. While the Charm is in effect, all charac-
ters who possess any sort of positive Intimacy toward the Solar Luna smiles to see the passion of her Chosen when they rise in
have their MDVs set to 0 against seduction attempts by her so defense of the world her lover made. As a permanent upgrade
long as she is of a gender they are normally attracted to; if she to the Steward’s competence, she doubles the number of dice
is not, then such targets halve their MDVs instead. rolled as a result of channeling any Virtue she has purchased
Sacred Guardian Renewal for on any action which protects
The user’s Lunar mate has his MDV set to 0 regardless of or promotes anything toward which the Lunar has a positive
normal preferences. Intimacy.

This Charm’s Abyssal Mirror is called Lust and Loathing


Stance. Its prerequisite is Irresistible Succubus Style. Unlike
its Solar counterpart, Lust and Loathing Stance is Obvious,
Glories of the Most High:
only keys off of negative Intimacies or Intimacies of lust, and
it halves MDVs regardless of the target’s normal sexual prefer- The Maidens of Destiny
ences. It has no particular efficacy against an Abyssal’s Lunar
mate. Gifts to the Chosen
Sapphire Veil of Passion Style
Arms of the Unconquered Sun Style Sapphire Veil of Passion Form (p. 30)
Crowned Sun Form (p. 37) New Keyword: Reactor. The martial artist only gains 5 motes
Non-Martial Arts Form-type Charms are not valid targets for when her DV refreshes if she has inflicted either damage or a
the Sun Burning Upon the Mirror technique. new Intimacy on another character since her DV last refreshed.

90 Chapter Three • Manuals of Exalted Power—The Infernals


Greater Arts of Astrology when assaulted by the character (such as by defending them-
selves), it merely ensures that there will be no hard feelings
Inevitability Without Finesse (p. 33) afterward.
This Charm only imposes a universal penalty to Craft (Fate)
rolls the first time the Sidereal uses it within the course of a day.
Replace the last sentence with the following: “The Sidereal
Maiden and Gambler Stance (p. 35)
This Charm’s defensive benefit functions by shaping the target’s
perfectly dodges until his DV refreshes, including undodgeable
destiny so that his blows cannot find purchase upon the Side-
and unexpected attacks.” This Charm’s destiny-warping ele-
real. As such, this Charm will not protect the user from beings
ments constitute a special Flaw of Invulnerability.
outside of Fate, and is considered a Shaping attack against the
target. If the Charm does find purchase upon its target, then
Angry Maiden Mantle (p. 34) attacks enhanced with a channeled Virtue bypass the otherwise-
Duration: One season. perfect defense afforded by this Charm. This is considered a
special Flaw of Invulnerability.
Understanding Ecstatic Ways (pp. 34-35)
Duration: One week. Add the Illusion Keyword. This Charm Well-Schooled Pedant Defense (p. 36)
does not prevent targets from acting in their own best interest Duration: One season.

Chapter Three • Manuals of Exalted Power—The Infernals 91


92 Chapter Four • Books of Sorcery
CHAPTER FOUR

BOOKS OF SORCERY

Wonders of the Lost Age Warstriders


Warstrider Magical Material Bonuses
Question: Can warstriders gain magical material bonuses?
Purview of the Forbidding Manse Answer: Yes.
Builder Bugs (pp. 117-119)
Question: Builder Bugs as presented in the book are a level
3 artifact that provides 24 insects that can build things. The Warstrider Artifact Weapon Attunement Costs
combat stats presented are on par with Omen Dogs, Large Cats Question: On page 152, the text states that most warstrider
and other major predators, even though they are individually artifacts require 12 motes to attune, but exceptionally large
the size of a house-cat. Are the combat stats presented in- ones require as many as 18. However, this is contradicted by
tended to be for the entire swarm attacking a target? the table on page 160, which has their attunement costs as
equivalent to normal sized artifact weapons. Which is correct,
Answer: No, the stats are for the individual insects, whose the text or the table?
large, sharp mandibles and insect strength make them the
equal to many predators if pressed into combat. Answer: The text is correct.

Chapter Four • Books of Sorcery—Wonders of the Lost Age 93


The White and Disguise of the New Face (p. 43)
Question: What is the system for Appearance bolstering? By
Black Treatises how many dots can you change it?

Answer: You can change it to any value between 0 and 5 (the


General Questions normal range) by adding 1 to the difficulty of the initial disguise
roll. Inhuman levels of beauty may be emulated with the spell,
Dodging or Parrying Without An Attack Roll but the entire range of Appearance may never be more than
Question: Some spells say that they can not be dodged or par-
(sorcerer’s Essence) dots different from the natural Appearance
ried, but have no attack roll against which to apply DV. How
of the target, and raising Appearance above 5 costs +2 difficulty
does one apply their DV against these spells?
per dot.
Answer: I’m not sure what you mean. If something cannot be
dodged or parried, then why would these spells need an attack Celestial Circle Spells
roll one would defend against? One wouldn’t apply DV because
Cloud Trapeze (p. 70)
it isn’t applicable.
Question: This spell does not indicate a maximum weight or
passenger capacity, nor does it list a size for the cloud. Does
Terrestrial Circle Spells this mean it can transport an unlimited amount of cargo and
passengers?
Cirrus Skiff (p. 40)
Question: The box information says that this conveyance car-
Answer: No. It should be 500 pounds of cargo and/or passen-
ries one passenger per two dots of Essence of the caster, while
gers per dot of permanent Essence.
the text of the spell says it can only carry one passenger total.
Which is correct?
The Crumbling Walls (p. 70)
Answer: One passenger per two dots of Essence the caster pos-
Question: This spell says that “During the casting, the sorcerer
sesses.
and her companions are prohibited from defending themselves
against attack, though they may have bodyguards accompany
Dance of the Smoke Cobras (p. 43) them or use armor or magic to enhance their ability to avoid
Question: What is the duration for this spell? harm.”
Does this mean they are forbidden from using their DVs? Or
Answer: (Essence) actions. can they simply not strike back at attackers?

94 Chapter Four • Books of Sorcery—The Black and White Treatises


Answer: Both. They may neither defend themselves in any way
nor strike their attackers. Oadenol’s Codex
Imbue Amalgam (pp. 74-75) General Questions
Question: The Attribute and Ability sections of this Charm list Essence and Mortals (p. 6)
a maximum of (Essence + Occult). Is this the maximum that Question: What is the experience cost for mortals to raise Es-
any one trait can be granted, or is that the maximum that that sence?
category of traits can gain?
Answer: Rating x 20
Answer: It is the maximum that that category of traits can gain.
Issue: Wonder-Forging Genius (p. 29)
Question: The last sentence of the spell reads: “No conferred Clarification: Mins: Craft 5, Essence 4. Prerequisites: Crack-
Ability can exceed the rating of its “donor”. Does this limit Mending Technique, Craftsman Needs No Tools. This Charm
apply only to Abilities, or to Attributes, Willpower, etc. as well? may be purchased a second time at Essence 5+. When the char-
acter’s traits are high enough to build five-dot artifacts without
Answer: It applies to all traits. this assistance of this Charm, all purchases are refunded as
experience.
Magma Kraken (pp. 76-77)
Question: How many tentacles are created by this spell? How
wide is their reach?
Demesne, Manse and Hearthstone
Wilderness Gem (p. 104)
Answer: Ten tentacles are created. They may reach up to 15 Question: This hearthstone is listed in the Second Edition
yards. Core, p. 384 and grants four successes on Survival rolls, and is
also listed in Oadenol’s Codex, p. 104 granting only two extra
successes. Which is the correct version?
Summoning the Greater Minions
of the Eyeless Face (p. 83) Answer: Two successes.
Question: How long do Greater Minions last before perishing?
The Gem of Perfect Mobility (p. 107)
Answer: A year and a day. Question: The text says that this hearthstone reduces the Speed
of a character’s actions, but then takes about the “actions
Question: If Greater Minions are created like Heroic Mortals, gained” from it being incompatible with Extra Action Charms.
can they learn thaumaturgy and take Merits and Flaws? Does this hearthstone grant additional actions? Does it only
reduce Speed?
Answer: No and no. Though they are built similarly, minions
are not heroic mortals themselves. Answer: It only halves the Speed all actions require. This effect
of this hearthstone can’t be combined with any Extra Action
Question: Do you have to choose between extra bonus points Charms, however.
and more Greater Minions when expending extra motes or do
you gain both?
Thaumaturgy
Answer: One has to choose between the two. Dishonest (Creature)’s Rebuke (p. 142)
Question: What is the difficulty of this ritual? None is listed.
Solar Circle Spells Answer: The difficulty should be 1.
Unity of the Closed Fist (pp. 98-99)
Question: This spell lacks a limit on number of participants, Magical Flora, Fauna and Phenomena
allowing it to get physical attributes in the hundreds simply by
using mass extras. Ironwood (p. 157)
Question: The text says that weapons made of hardened iron-
Answer: Five is the maximum number of participants, which led to wood cost one resources dot higher than their normal counter-
the spell’s name: five fingers together making for a single closed fist. parts. Does hardened Ironwood equipment offer any mechani-
cal advantage over its normal counterparts?

Winds of Confusion (p. 99) Answer: No, except in a case where a metal weapon might be
Question: This spell lacks a duration. vulnerable to a specific attack that a wooden one wouldn’t, and
vice versa (ironwood versus a Wood Aspect’s anima power, for
Answer: It lasts one hour. instance).

Chapter Four • Books of Sorcery—Black & White Treatises / Oadenol's Codex 95


96 Chapter Five • Rolls of Glorious Divinity
CHAPTER FIVE

ROLLS OF GLORIOUS DIVINITY

The Roll of Glorious can derive Speed 5, Accuracy +2, Damage +16B/4, Defense
+2 or +3, Rate 2, and at least the Overwhelming tag, but
this leaves the exact Defense, the minimum Strength required,
Divinity I: Gods whether it has the Piercing tag like Marnhammar, and whether
it attunes as Orichalcum or not up in the air.
& Elementals Answer: It’s Speed 5, Accuracy
General Questions +2, Damage +16B/4, Defense
+2, Rate 2, Tags O. It requires
Priesthood (p. 169) Strength 3 to wield and costs 6
Question: The sidebar here states that Day Caste Abyssals motes of Essence to attune. It does
are always considered priests of every god. Shouldn’t that be not gain the orichalcum magical
Midnight Caste? material bonus.
Answer: It should indeed.

Warclubs (p. 98)


Question: What are the game statistics of a Warclub? It refer-
ences the “notes below”, but aside from the stat block there are
no notes below. From reverse engineering the stat block, one

Chapter Five • Rolls of Glorious Divinity—Gods & Elementals 97


The Roll of Glorious Special
Shift Passion
Cost
20
Training Time
6 months/dot
Shift Fetter 10 1 year/dot
Divinity II: Ghosts
Heroic Ghosts and Martial Arts Charms
& Demons Question: Previous books have Ghosts remember their Martial
Arts charms from life, however the rules for converting Exalted
General Questions and heroic Mortals to Heroic Ghosts has them lose any (all)
Ghost XP/Training times their charms from life, excepting Ox-Body Technique. Does
Question: What are the XP costs and training times, particu- this mean that Ghosts can not mentor Martial Arts charms
larly for Arcanoi, for ghost PC’s? they had in life now?

Answer: See below. Answer: Ghosts lose access to all Charms unique to their Exalt
Trait Increase Cost Training Time type, with the exception of Ox-Body Technique, which has a
Attribute current rating x 8 (current rating x ghostly equivalent. Martial Arts Charms, being not tied to a
3) months specific type of supernatural being, are still available to ghosts
Favored Ability (current rating x 4) – 1 (current rating x who meet their minimums, though Sidereal Martial Arts are
2) weeks too tied to the fate they’ve cheated to maintain their unlives
Ability current rating x 4 (current rating x and may not be practiced.
2) weeks
Essence current rating x 12 (current rating x Ghosts and Spirit Charms
2) months Question: The core and the underworld books mention cer-
Virtue current rating x 6 (current rating x tain ghosts having spirit charms, but nothing is mentioned on
10) weeks how they learn them. Is it the same as learning Arcanoi?
Willpower current rating x 5 (current rating x
6) weeks Answer: Yes.
Fetter current rating x 3 6 months

Evoke the Ancient Clay


Question: The Underworld book, as well as multiple Arcanoi
New Trait Cost Training Time reference Evoke the Ancient Clay Arcanoi. Was this left out
Ability 12 12 weeks of the book? Will it be added to some other book or as a sepa-
Charm 14 8 weeks rate pdf?
New Fetter 20 1 year
Answer: It’s available in the pdf Lost Arts of the Dead.

98 Chapter Five • Rolls of Glorious Divinity—Ghosts & Demons


Chapter Five • Rolls of Glorious Divinity—Ghosts & Demons 99
100 Chapter Six • Directional Compasses
CHAPTER SIX

DIRECTIONAL COMPASSES

The Compass of Terrestrial The Compass of Celestial


Directions: The South Directions: The Wyld
Heroes of the South Point Values for Mutations (p. 144)
Question: Would the listed point values also count as experi-
Celestial Exalted ence point values for “buying” mutations after character cre-
Question: What are the motivations of Scarlet Whisper and ation, or should different values be used? Or is that completely
Dozima Wokish? prohibited, with Wyld Mutation being the domain of random
chance (and acts of ST) alone?
Answer: Scarlet Whisper: Reveal the human condition in
such a way that humanity chooses peace and order. Dozima Answer: After character creation, the cost would be twice as
Wokish: Explore every culture in the South, that Heaven may much, and it would require Storyteller approval, as yes, these
guide them to their best potential. are usually just gained from Wyld exposure and would have to
be worked into the story.

Chapter Six • Directional Compasses—The South / The Wyld 101


Regeneration from Exalted Healing might perhaps leave not a single scar, while others’ mutation
might fill in damaged areas with tumorous growths. Whatever
(p. 146) works best for the mutant’s concept.
Question: The Exalted Healing affliction mentions that, if
taken twice, it becomes the Regeneration Abomination, which
is not a published mutation. What are statistics for the Regen-
Raising Enlightened Essence (p. 148)
eration Abomination? Question: This mutation says that a character under its effects
“can increase his Essence trait by spending experience points
Answer: It doubles the healing rates gained with the Exalted at the normal rate for heroic mortal characters.” What is the
Healing affliction. experience cost for a heroic mortal raising their Essence?

Question: As a follow up question to this, what would the Answer: rating x 20


regeneration abomination “look like”. It seems that abomina-
tions are generally very obvious, so I’m wondering how regen- Question: And, if one were to buy this mutation at character
eration would physically manifest itself, outside of interesting creation, what would the bonus point cost for raising it be,
effects whenever the mutant gets hurt. then?

Answer: However you want it to look. For some mutants it Answer: Four bonus points (covered in Scroll of Heroes).

102 Chapter Six • Directional Compasses—The Wyld


Chapter Six • Directional Compasses—The Wyld 103
104 Chapter Seven • Esoteric Wisdom
CHAPTER SEVEN

ESOTERIC WISDOM

Scroll of The Monk Answer: It reduces damage being dealt to the martial artist
using this Charm. It ties into the above assertion that "Those
who still try to argue find it more difficult to harm such a
Laughing Wounds Style gentle soul."
Kiss of the Whip
Question: Should this Charm have the Crippling keyword?

Answer: No.

Scroll of The Monk:


The Imperfect Lotus
Instruction in Good Will
Question: It mentions 'This Charm also reduces damage by
one die in Step 8, after soak but before the damage is rolled'.
Is this damage being done to the martial artist, damage the
martial artist is inflicting, or both?

Chapter Seven • Esoteric Wisdom—Scroll of the Monk / The Imperfect Lotus 105
The Path of the Arbiter Style Answer: No. These items aren't in fact made of jade, but of
light. They just share jade's magical material bonuses.
Destiny and the Arbiters (Sidebar, p. 7)
Question: This style allows a user to earn & raise the Destiny Question: The Artifacts & Familiars acquired with the 3 Forg-
Background in play. But Celestial Exalted can not normally ac- ing Charms seem a bit weak because they are capped at level
quire the Destiny Background. Does this style allow a Celestial 2 if not augmented with the Destiny Background. Even then,
Exalt martial artist to gain this background? only one Charm can benefit. Can a Martial Artist increase the
ratings of these Traits in other ways, such as Experience Points,
Answer: No. or using Craft on the Artifacts?

Destiny and the Forging Charms (Sidebar, Answer: No. The style is only a Terrestrial one after all. Celes-
tial Exalts have plenty of ways to gain superior familiars already.
p. 9)
Question: The Destiny Background (normally off-limits to
Celestials) can improve the effects of one Forging Charm. If
this Path does not allow Celestial Exalted to gain Destiny, can
Celestials substitute another Trait to gain the bonus to a Forg-
ing Charm?

Answer: No.

Forging Charm
Question: Can a Celestial using Forging the Soul-Born Sword
& Forging the Armor of Integrity, create a weapon &/or armor
made of her preferred magical material, instead of jade?

106 Chapter Seven • Esoteric Wisdom—The Imperfect Lotus


Scroll of Fallen Races Question: What Attribute is combined with Archery or
Thrown when making an Artillery attack roll?
Mountain Folk Answer: Dexterity.
Question: What is the story with Paths in the Experience
Costs chart for the Mountain Folk?
Question: What items published before Scroll of Kings, e.g.
Essence Cannons, should have the Artillery Tag?
Answer: Um... it was a mistake. It should be New Charm with
a cost of 12 and New Caste Pattern Charm with a cost of 10.
Answer: Much of the Purview of the Violet Bier, technically:
The training times for both are (minimum Essence x 3) days.
implosion bows of every size, concussive Essence Cannons of
medium size and higher, Essence twisters, lightning ballistae,
Question: Sleepless Rock Emulation is listed as Stackable, but
glorious scythes and storm hammers. However, most First Age
does not actually say what getting it more than once does for
weapons don't suffer from the long reload times endemic to
you. It seems that taking it once removes your need for sleep,
modern artillery, so the tag means less where such weapons
what would greater levels do?
are concerned.
Answer: It should not possess the Stackable keyword.
Sijan Black Watch Fang (p. 97)
Question: Should the Magnitude of the Black Watch Fang
Dragon Kings be 1, instead of 2? The unit is listed as having five members,
Question: What are the Breed Paths for Raptok? The Breed
albeit powerful ones.
Page states The Growing Wood Path and The Solid Earth Path.
The Character Creation Summary page states The Yielding
Answer: It should, in fact, be Magnitude 1.
Earth Path and The Growing Wood Path. Finally, in the path
write-ups, both The Yielding Earth Path and The Solid Earth
Path state a Favored Breed of "None", while both The Shaping
Wood Path and The Growing Wood Path state a Favored Breed
of "Raptok". (The other breeds have consistent answers in all
three locations, and the First Edition Players Guide did not
state which Breeds had an affinity for given Paths.)

Answer: The Raptok Breed Paths are The Growing Wood Path
and the Shaping Wood Path.

Scroll of Kings
Chiaroscuran Glass Blades (p. 131)
Question: No Resources cost is given for glass blades. Is this
because they are unavailable for normal Resources, because
they cost the same as non-glass blades or is it an oversight?

Answer: It was merely an oversight. As stated in The Compass


of Terrestrial Directions, Vol. IV--The South, page 24, these
glass weapons cost one Resources dot more in the South and
two Resources dots more elsewhere in Creation.

Artillery
Question: The description of Artillery prohibits the use of
Charms not expressly for use with Artillery, except for the Ar-
chery and Thrown Excellencies. Does this imply a prohibition
against Lunars applying Dexterity Excellencies to Artillery at-
tack rolls?

Answer: No, Lunars can indeed use their Dexterity Excellen-


cies in such circumstances.

Chapter Seven • Esoteric Wisdom—Scroll of Fallen Races / Scroll of Kings 107

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