Exalted 2E - Fanbase - Hundredfold Facets of Enlightenment

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The text discusses different types of magical charms and rituals that can affect both material and immaterial beings.

Some of the charms mentioned include Solar Charms, Lunar Charms, Terrestrial Charms, Abyssal Charms, Infernal Charms, and Fair Folk Charms.

The text mentions that rituals can affect gods, elementals, and spirits but that demons are more alien and difficult to fully affect with Creation's processes.

The

Hundredfold Facets
Of Enlightenment

A Charm compendium by Charles Spaulding


i

Credits

Author: Charles Spaulding Plague of Hats


http://community.livejournal.com/tpk_exalted/
http://plague-of-hats.livejournal.com/
Exalted 2nd Edition: White Wolf Publishing, Inc.
http://www.white-wolf.com/
Boatmurdered: Lets Play: Boatmurdered
http://lparchive.org/LetsPlay/Boatmurdered/
Thanks to: Jorge Desormeaux, for the title
Special Thanks & Playtesters: Boj Cea, Brent Wynkoop,
Eldorahn, Epimetheus, Errin, The Grey, Holly, JiveX, Jolie,
Jordan, Mr. Blick, Swill Wheaton, Teresa, Viscount Facekick,
William, Zachary
Some Charms are based on ideas or whole Charms originally
conceived by others. Special mention goes to (screen names on
White Wolfs forum): Friv Yeti, Holden, Mouse, Samiel, The
Wyld.

Note

This document is an unofficial supplement for White Wolfs


Exalted 2nd Edition. It is in no way affiliated with White Wolf
publishing, its parent company or any subsidiaries, it is not
intended to challenge any copyrights or trademarks of those
companies, and all original material in this supplement is
copyright its respective owners. Any incidence of copyright
infringement or other infringed laws is unintentional.

Contents

Introduction
2
Solar Charms
4
General Charms.............................................................. 4
Dawn............................................................................... 4
Zenith.............................................................................. 9
Twilight......................................................................... 15
Night............................................................................. 23
Eclipse............................................................................ 27
Lunar Charms & Knacks
33
Knacks........................................................................... 33
Strength......................................................................... 36
Dexterity........................................................................ 37
Stamina......................................................................... 38
Charisma....................................................................... 41
Manipulation................................................................. 41
Appearance................................................................... 42
Perception..................................................................... 42
Intelligence.................................................................... 43
Wits............................................................................... 46
Terrestrial Charms
48
General Charms............................................................ 48
Air................................................................................. 48
Earth.............................................................................. 51
Fire................................................................................. 54
Water............................................................................. 55
Wood............................................................................. 55
Abyssal Charms
58
General Charms............................................................ 58
Dusk............................................................................... 58
Midnight........................................................................ 61
Daybreak........................................................................ 64
Day................................................................................ 67
Moonshadow................................................................. 69

Infernal Charms
74
General Charms............................................................ 74
Malfeas.......................................................................... 74
Cecelyne........................................................................ 80
She Who Lives In Her Name....................................... 81
Adorjan......................................................................... 87
Ebon Dragon................................................................. 89
Fair Folk Charms
93
The Mask....................................................................... 93
The Heart...................................................................... 94
The Cup........................................................................ 95
The Staff........................................................................ 95
The Sword..................................................................... 95
The Way........................................................................ 95
The Raksha Way........................................................... 99
Martial Arts
103
General Charms.......................................................... 103
Miscellany
104
Artifacts....................................................................... 104
Manse Powers.............................................................. 106
Necrotech.................................................................... 108
Thaumaturgy............................................................... 108

Introduction
Charm design is an art. Theres no one thing that can tell
you how best to make a new Charm, or even if its appropriate
to whomever youre giving it to. Solar Exalted shoot flaming
energy from their swords, Terrestrials boost their Strength with
Resistance and Lunars have Attribute Charms that are more
specialized than some Charms found in Ability-based sets.
The best way to build new Charms is, first, to familiarize yourself with extant powers. Understand the themes and costs of a
Charm set, and even if youre not innovative enough to come
up with new ones yourself, youre well on the way to discerning
whether someone elses Charms are up to snuff. Second only to
that is to experiment. Few, if any, Charms in this document did
not get revised more than once, even months after they were
originally finished. Think about them. Test them. If you think
its perfectly fine after the first draft, youre probably wrong.
This document began as half a test of my own skills and half
a desire to see anything at all like it somewhere. Sometime
around November 2008, it was about 30 pages long and mostly
contained Solar Charms. The aim at the outset was to provide
100 Charms for Solars and Abyssals, 50 for Lunars and 40 for
Terrestrials. Six months later, almost none of the initial text
remains, and there are 164 Solar, 89 Abyssal, 72 Infernal, 80
Lunar, 39 Dragon-Blooded, 29 Fair Folk and 2 Martial Arts
Charms, along with a variety of additional materials including
artifacts and manse powers.

Goals

First and foremost, this document is about providing a more


robust selection of Charms for Exalted. It is not an attempt to
fix any over arching issues. The Solar Charms from Dreams
of the First Age remain unconsidered; familiar names and effects may be found here, but little else.
However, some previously published Charms require fixing
or otherwise must be addressed in order to explain why or how
new Charms function. The cost of Flowing Body Ascension
(Dreams of the First Age, Book IILords of Creation, p. 69)
is considered unacceptable, and so must be adjusted if it is to
live in the same game as this documents Dancing Shadow Evasion or Indomitable Puissance. This work strives to make such
changes few, and the majority of notes on published Charms
are meant as explanations of assumptions made when creating
new, related Charms. The Lunars Scorpion and Toad Mastery
(The Manual of Exalted PowerLunars, p. 161) does not
explain how it interacts with the spiritual diseases described in
Scroll of the Monk, so a note is made about how it is assumed
to function in this document.

Quality Control

All of the Charms in this document have been play-tested.


However, the vast majority have not been play-tested extensively. Most Charms have seen two or three sessions of actual
use in games specifically with the purpose of play-testing them.
This is, of course, not the best means of finding flaws. I can only
ask that you be forgiving.

Conventions & Suggestions

This section outlines logical trends that the rules have not
formalized (such as the interaction of Simple Charms and the
Mandate keyword), as well as expanding the rules with new
keywords or basic information that this document treats as
standardized information.

General Charms

If it doesnt say Xth Excellency its not an Excellency, and


so is not subject to the effects of Infinite (Ability) Mastery or
similar General Charms. Conversely, if it is an Excellency, it is
likewise affected by meta-Excellency General Charms.

Keywords

ArtilleryCharms with this keyword either apply only to artillery weapons or have a special function when used with such
weapons. Artillery weapons are marked with the A tag and
many mundane artillery pieces are described in Scroll of Kings,
p. 136-141. Existing Charms that should carry this keyword include: Trance of Unhesitating Speed (Exalted, p. 187; weapons
with Rate 1 that take more than one Miscellaneous action to
reload should be considered to have Rate less than 1), Rain of
Feathered Death (Exalted, p. 189), Essence Thorn Cannonade
(Dreams of the First Age, Book IILords of Creation, p.
84). The following weapons should be considered to carry the
A tag, all from The Books of Sorcery, Vol. IWonders of
the Lost Age: implosion bows (p. 130); medium, large and very
large concussive Essence cannons (p. 131); Essence twisters (p.
132); lightning ballistae (p. 132) and storm hammers (p. 135).
MandateWhen a Simple Charm produces a Mandate of
Heaven effect (Exalted Storytellers Companion, p. 130), it
is assumed that the mote cost of that Charm is deducted from
the characters pool at the beginning of their next played scene.
This extends to the mote cost of any Charms in a Combo with
the Mandate Charm. The mote costs of reflexive Mandate
Charms can be recovered normally during dominion actions
and are not missing from the characters mote pool at the beginning of his next played scene unless he somehow recovered
no or too few motes during his dominions actions.

Introduction

TouchWhen a Touch Charm targets a group, that does not


necessarily mean the character need come into physical contact
with every member of the group. Instead, the character must
be available to every member of the group, capable of meeting with each individually without necessitating face-to-face
time with all of them. It is up to the Storyteller to determine
whether or not a character can meet this requirement within
the constraints of a Charms activation, the number of people
in the group and the types of communication available.

DVs: External Penalty or Difficulty?

Treating Defense Values as an external penalty, despite what


some Charms seem to indicate, makes too many Charms overpowered or pointless by turns. Most exemplary of this is There
Is No Wind, which would negate DVs, making the subsequent
Charm Accuracy Without Distance an overpriced upgrade.
With this in mind, this document assumes DVs are simplified
contesting rolls as they are described near the beginning of
Exalteds Drama chapter, p. 122. As difficulties, DVs are not
negated in the same way as external penalties.
This can raise the question of why meeting a DV does not
allow an attacker to hit with 1 success, as meeting a difficulty
normally does. In this case, one can presume upon the Exalted
conceit of the primacy of defense: DVs, being a defense, win.
Therefore, while other contested rolls with similar results may
end with a tie, the attacker who ties a targets DV simply fails.

Feats of Strength

In more than one place, the pool for feats of strength are
defined as a static value. On Exalted, p. 185, static values are
given a very strict cap on modification, disallowing any use of
Charms to increase them by more than 50%. This makes a few
Charms already in print less useful, and it makes it difficult to
design new ways to manipulate feats of strength. If raw damage, post-soak damage or soak were treated the same way, the
same problems would arise on a wider scale. Because of this,
it is suggested that one ignore this limitation for the purposes
of feats of strength. With the Charms in this document, then,
Solar and Lunar characters can quickly reach the limits of the
table outlined in Exalted, p. 127. For every point of Strength +
Athletics beyond 20, the maximum lifting capacity of the feat
increases by 500 pounds.

Health Levels of Damage

This document assumes that, unless specified otherwise by


an effect, things that directly inflict levels of damage are soaked
just like dice, and before normal dice of damage. Any remaining levels are inflicted along with any levels rolled by dice; if
an effect doubles post-soak damage, it doubles levels just as it
doubles dice. If an effect inflicting levels of damage is reduced
below the attacks minimum damage by soak, the additional
damage gained due to minimum damage is rolled as dice.

Learning These Charms

None of the Charms in this document are necessarily the


kind of natural Charms each Exalt type has access to. They
may be lost techniques or inventions of a given character,
which would mean they take four times as long to learn (see
Exalted, p. 274). Ask your Storyteller.

Math

This document presumes that math is performed following


the normal order of operations: division and multiplication before addition and subtraction. Multipliers are additive (3x2x2
is 3x3=9; not 3x2x2 is 3x4=12).
Generally, one rounds in favor of the Essence-user in a situation. If more than one character is an Essence-user, or everyone
involved is a mortal, round in favor of the character whose trait
or traits are being used to calculate the value. If no ones traits
are being used to calculate a value, round normally.

Mortals

This document adheres to the definition of mortal found


in the sidebar on Exalted, p. 218. Abyssal and other Charms
may treat certain Essence-users, such as ghosts, as mortals for
the purposes of their Charms, but this does not actually change
the definition of mortal.

Twilight & Daybreak Anima Banner

Some believe that the anima banner effect for Twilight


and Daybreak characters is too powerful. Combined with the
Charms in this document, a character can become a little too
invincible. Some disagree. Here are some suggestions:
If you believe that the Twilight anima power is fine, but
that gaining the benefit of more damage reduction is going too
far, do not allow such effects to stack.
If you believe that the Twilight anima power is too good,
reduce its effectiveness. One way of doing this is to change it
from reducing health levels of damage to increasing Hardness.
The author suggests (Essence x 2) Hardness which explicitly
stacks with other sources of Hardness. If this still seems too
good, which may certainly be the case at high-Essence levels,
try (Essence) Hardness or disallow stacking.
Alternately, change the anima power back to its First Edition version. First Edition Twilights rolled their Essence and
then reduced incoming health levels of damage by the number
of successes. This unfortunately adds another roll to combat.
Other First Edition options include requiring the expenditure
of five motes for every use, which for fairness sake would require a new anima power, such as...
Something other than damage mitigation. The Twilight
may become a phenomenal teacher, halving the normal training times when someone has access to him as a tutor; or gaining
(Essence) dice to any rolls involved in teaching or passing on
factual knowledge. As the foremost scholars and inventors of
the Exalted, perhaps they gain bonus dice to any of their caste
Abilities. Or maybe they reduce the external penalties, or even
difficulties, that their caste Abilitys actions face.

Wordplay

Yes, the alliteration lies heavy on the ground here. Puns, too.
Film and literature references abound. Not good ones, either;
check the Lunars chapter for a Battlefield Earth joke. Its a sickness, and I apologize.

Introduction

Chapter One

Solar Charms
General Charms
(Ability) Essence Perfection

Cost: 4m, 1wp; Mins: (Ability) 5, Essence 4; Type: Reflexive


(Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any (Ability) Excellency
Perfect is a word often used to describe the exploits of the
Lawgivers, but few truly understand the heights to which the
Solar Exalted can soar with relative ease. This Charm may enhance any (Ability)-based roll or value of the Solars, adding
a number of extra successes equal to the difficulty of the task
and any external penalties or contesting rolls the action faces,
to a maximum of (Attribute + Ability) additional successes.
Feats of strength and similar actions enhanced by this Charm
increase their rating by (Attribute + Ability) up to the minimum necessary to accomplish the feat, whether it is lifting or
throwing.

Dawn

Archery

Twisting Endless Streamer

Cost: 5m; Mins: Archery 4, Essence 3; Type: Reflexive (Step 6)


Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Third Archery Excellency
The Solar Exalted do not miss their marks, but merely find
one more suitable for their missile. When one of the Lawgivers Archery attacks fails to hit its target, he may activate this
Charm to switch to another valid target. The Solar does not
treat this as a new attack for the purposes of activating Charms
or rolling dice in Steps 1 through 6 of resolution, but the target
does. If the new target is in a range bracket farther away than
the original, the Exalts successes should be reduced accordingly, and this should guide application of any other potential
environmental penalties that would not have affected the original attack. The Exalt may not switch targets with this Charm
more than (Essence) times on a single attack.

Keen-Eyed Trajectory

Cost: ; Mins: Archery 5, Essence 2; Type: Permanent


Keywords: Artillery, Mirror (Sharp Eye for Devastation)
Duration: Permanent
Prerequisite Charms: There Is No Wind

With sharp aim and sure hand, the Solar artillerist lets loose
precise attacks against distant foes. After learning this Charm
the Solar may apply his Archery Charms to artillery weapon
attacks normally, unless the Storyteller decides they could not
function in the context of artillery weapons. Normal rules for
Charm use in mass combat still apply, so a stunt is required to
use Supplemental Archery Charms with mass combat artillery
attacks.

Horde-Scattering Payload

Cost: ; Mins: Archery 4, Essence 3; Type: Permanent


Keywords: Artillery, Stackable, War
Duration: Instant
Prerequisite Charms: Forceful Arrow
This Charm permanently enhances the Lawgivers Forceful
Arrow, adding the Stackable keyword; the Exalt may activate
Forceful Arrow up to (Essence) times on the same attack. The
target only rolls to resist the knockback once, but the number
of yards they are forced back is multiplied by the number of
times the Exalt activated the Charm.
Horde-Scattering Payload also allows the Solar to enhance
Archery attacks made with complementary units or artillery
weapons (or both) without a stunt. When used to enhance an
artillery attack, the effect of the Exalts Forceful Arrow applies
to everyone and everything within ([weapons base damage] x
[Exalts Essence]) yards of wherever the projectile or barrage
strikes. Those who were not actually hit by the attack but are
within the area of effect calculate their difficulty as if they had
been hit with zero extra successes.

Trance of Unhesitating Speed

Keywords: Artillery, Combo-OK, Obvious


Note: This is a modification and clarification of the Charm
found on Exalted, p. 187, adding the Artillery keyword. Any
weapons with a Rate of 1 that take more than one Miscellaneous action to reload, such as some artillery found in Scroll of
Kings, can be considered to have Rate less than 1 for purposes
of this Charm.

Solar Spike

Cost: (+[varies]m); Mins: Archery 5, Essence 4; Type:


Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Essence Arrow Attack
This Charm permanently enhances its prerequisite. When
the Exalt uses Essence Arrow Attack to supplement an attack,

Chapter One Solar Charms

he may increase its cost, paying up to (Essence) extra motes. As


long as the attack has at least one die of post-soak damage left
to roll, it inflicts an additional number of health levels in Step
10 of resolution equal to the extra motes spent.

Singular Golden Barrage

Cost: ; Mins: Archery 4, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Phantom Arrow Technique
This Charm permanently enhances its prerequisite, allowing
it to summon otherwise mundane ammunition with a Resources value equal to half the Solars Essence. It also allows the Exalts Phantom Arrow Technique to apply to weapons that have
a hearthstone or other power requirement that is currently unavailable; this costs a number of motes equal to the rating of
the missing hearthstone or any similar rating if another power
source is used.

Illimitable Righteous Missiles

Cost: ; Mins: Archery 5, Essence 5; Type: Permanent


Keywords: Obvious
Duration: One scene
Prerequisite Charms: Inexhaustible Bolts of Solar Fire
The Solar deadeyes hands glow with red-gold Essence, infusing any Essence-discharge weapon he wields with all the
motes necessary to fire. The Solars Inexhaustible Bolts of Solar
Fire now extends its benefits to any Archery weapon, including those that require incidental mote expenditures or hearthstones to fire normally, such as concussive Essence cannons
(see The Books of Sorcery, Vol. IWonders of the Lost Age,
p. 79 and 131). The Solar no longer need pay any individual
costs for each shot, nor do such weapons require a hearthstone
to fuel them.

Rain of Feathered Death

Keywords: Artillery, Combo-Basic, Obvious


Note: This is a modification and clarification of the Charm
found on Exalted, p. 189, adding the Artillery keyword.

Thousand Arrows Cloud Attack

Cost: 18m, 1wp; Mins: Archery 5, Essence 5; Type: Simple


Keywords: Combo-Basic, Obvious, War
Duration: Instant
Prerequisite Charms: Arrow Storm Technique, Rain of
Feathered Death
The Solar archer is to be feared above all others. Raising
her bow to aim at the sky, she looses a single arrow that for an
instant disappears in a burst of golden light, washing the battlefield with its brilliance. Then, thousands of arrows fall, littering the ground before disappearing in puffs of Essence. This
Charm is a single Archery attack that is applied to every enemy
the Chosen could validly attack out to the maximum range of
her weapon; range penalties apply per each targets distance.
In mass combat, this attack is applied against every enemy unit
within range a number of times equal to their own Magnitude.

Martial Arts

Lightning Finds Tree Approach

Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 4; Type:


Supplemental

Keywords: Combo-OK, Obvious


Duration: Instant
Prerequisite Charms: Thunderclap Rush Attack
The enemies of Creation must face the unstoppable, inescapable wrath of the Solar Exalted. This Charm supplements
an unarmed Martial Arts attack, allowing the Exalt to move
up to (Martial Arts x 2) yards in a reflexive leap or dash to
the target before striking, and making the attack impossible to
either parry or dodge.

Blow-for-Blow Exchange

Cost: 4m, 1wp; Mins: Martial Arts 4, Essence 3; Type: Reflexive


(Step 9)
Keywords: Combo-OK, Counterattack, Obvious
Duration: Instant
Prerequisite Charms: Hammer on Iron Technique
The roused Lawgiver is terrible and devastating, and only the
greatest villains can survive their retribution. The Exalt may
activate this Charm during the last attack action in a flurry of
attacks that targeted her at least once, and that she used her
Martial Arts Parry DV to defend against. For each attack that
targeted her the Solar makes her own unarmed Martial Arts
counterattack in a flurry that is resolved during Step 9 of the
opponents last attack against her. These attacks are all made
at the Solars full Dexterity + Martial Arts dice pool, and they
inflict an onslaught penalty as a normal flurry would. The Exalt
only suffers the highest single DV penalty of any one of the attacks in her answering flurry.

Dousing the Glowing Iron

Cost: 4m; Mins: Martial Arts 3, Essence 2; Type: Reflexive


(Step 2)
Keywords: Combo-OK
Duration: One action
Prerequisite Charms: Any Martial Arts Excellency, Fists of
Iron Technique
The Solar Exalted are heroes of unsurpassed puissance, and
their epic feats can only bolster their confidence. When the
Exalt activates this Charm, every unarmed Martial Arts attack
she performs during her action adds one to her Parry DV instead of subtracting one, up to a maximum of (her Essence).
For the duration of the Charm the Solar can parry ranged and
lethal attacks unarmed without a stunt.

Hammer Assaults Anvil Denial

Cost: 4m or 6m; Mins: Martial Arts 4, Essence 3; Type:


Reflexive (Step 2)
Keywords: Combo-OK, Counterattack, Knockback, Obvious
Duration: Instant
Prerequisite Charms: Dousing the Glowing Iron
Though the Solar Exalted may allow their foes the chance to
strike them, they shall always deny their enemies that greatest
of desires: to win. This Charm allows the Chosen to swat aside
the assaults of their enemies, performing an unarmed Martial
Arts-based parry against an attack that is not unexpected. If
an attack is ranged the Exalt may activate this Charm for four
motes, perfectly parrying it even if it is unblockable. If the attack is in close combat, the Solar spends six motes to forcefully
knock aside the blow, perfectly parrying it even if it is unblockable; the attacker is then forced back a number of yards equal

Chapter One Solar Charms

to the Exalts Strength unless they succeed on a ([Dexterity or


Strength] + [Athletics or Resistance]) roll against a difficulty
of the Solars Essence. This Charm may be used to parry lethal
and ranged attacks unarmed without a stunt or other Charm.
When the Solar parries with this Charm using a mundane
weapon, if the incoming attack would have dealt 25L or more
raw damage the weapon is destroyed after the successful parry.
As with all Solar perfect defenses, this Charm is subject to one
of the Four Flaws of Invulnerability (see Exalted, p. 194).

Braving the Roaring Forge

Cost: (8m); Mins: Martial Arts 5, Essence 5; Type: Permanent


Keywords: None
Duration: One action
Prerequisite Charms: Hammer Assaults Anvil Denial
This Charm permanently enhances the Exalt, allowing him
to activate Hammer Assaults Anvil Denial at a cost of eight
motes to increase its duration. For the rest of the action the
Solar freely applies Hammer Assaults Anvil Denial against the
attacks of any foes who he himself previously attacked during
his action or as part of a counterattack. All such parries remain
subject to the same Flaw of Invulnerability as the Exalts Hammer Assaults Anvil Denial.

Melee

Cost: ; Mins: Melee 4, Essence 3; Type: Permanent


Keywords: Mirror (Biting Shadow Edge), Obvious
Duration: Permanent
Prerequisite Charms: Fire and Stones Strike
This Charm permanently enhances its prerequisite, allowing
a Solar to spend as many motes as he desires on its effect. However, spending more than (Strength) motes makes the Charm
Obvious.

Foe-Cleaving Force

Cost: (+1wp); Mins: Melee 5, Essence 3; Type: Permanent


Keywords: Obvious
Duration: Instant
Prerequisite Charms: Fire and Stones Strike
With unparalleled skill, the Solar Exalt turns a any strike
into a deadly blow. When one of the Solars attacks enhanced
by Fire and Stones Strike successfully hits, the Lawgiver may
pay one Willpower in Step 8 of resolution to convert (Essence)
dice of damage into automatic successes. Remaining dice are
rolled normally.
At Essence 5+ a second purchase of this Charm enhances
the effect further. When the Willpower is paid, in addition to
the base (Essence) dice converted to successes, left over dice
may be converted into levels, every three dice (or fraction
thereof) becoming one level of damage.
Cost: 15m, 1wp; Mins: Melee 7, Essence 7; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Golden Destruction Cut, Foe-Cleaving
Force (x2)
No barrier, no engine of war, can withstand the fury of the
Solar Exalted. This Charm enhances a Melee attack, adding
(Essence x 5) health levels of damage in Step 7. If the attack

Onrushing Finality Maneuver

Cost: 5m; Mins: Melee 5, Essence 4; Type: Supplemental


Keywords: Combo-OK, Mirror (Effortless Slaughter Maneuver),
Obvious
Duration: Instant
Prerequisite Charms: Hungry Tiger Technique, One Weapon,
Two Blows
The wrath of the Lawgiver is nigh unstoppable. An attack
supplemented with this Charm can not be dodged or parried.

Piercing Rays of Dawn Meditation

Cost: ; Mins: Melee 5, Essence 3; Type: Permanent


Keywords: Mirror (To-the-Quick Hatred)
Duration: Permanent
Prerequisite Charms: Glorious Solar Saber
This Charm permanently enhances any weapons the Solar
creates with its prerequisite, increasing the number of points he
has to spend to build the weapon by (his Essence) if it is Speed
3, or (his Essence x 2) if the weapon is Speed 5.

Sharp Light of Judgment

Golden Destruction Cut

Mountain-Slaying Attack

targets a structure, it inflicts damage on all the contiguous component objects and smaller structures that make it up. If the
entirety of a target is not within (Essence) miles of the point of
impact, the attack is a limited threat (Scroll of Kings, p. 41).

Cost: 5m per Magnitude, 1wp; Mins: Melee 5, Essence 5; Type:


Simple
Keywords: Combo-OK, Holy, Mirror (Blood-Streaked World
Artistry), Obvious, War
Duration: Instant
Prerequisite Charms: Invincible Fury of the Dawn, Blazing
Solar Bolt
The armies of the wicked are scattered like leaves before
the Solar Exalted. Swirling her weapon in an arc, the Exalts
anima spills onto the battlefield to sear any foes she is aware of
and chooses to target within (Essence x 10) yards. The Chosen
makes a single Dexterity + Melee attack that is applied against
each foe within range. This attack is Holy, dealing aggravated
damage against creatures of darkness. This Charms mote cost
is five per point of Magnitude that the group of collected enemies would make up. In mass combat, this attack is applied
against a target unit (targets Magnitude) times, but the attack
neither benefits or suffers penalties based on the Magnitude of
any unit the Solar leads or the target unit.
Solars with Essence 6+ may increase the cost of this Charm
by one Willpower to expand its range to (Essence x 100) yards,
or one mile at Essence 8+. Another purchase of this Charm at
Essence 6+ reduces its mote cost to three per Magnitude.

Whirling Dervish Method

Cost: 7m; Mins: Melee 4, Essence 2; Type: Reflexive (Step 1)


Keywords: Combo-OK, Mirror (Blood-Soaked Expertise)
Duration: One scene
Prerequisite Charms: One Weapon, Two Blows
A dedicated artist of the battlefield can be as unparalleled in
the grace of their work as any dancer. For the rest of the scene
the Lawgiver reduces the multiple action penalties his Melee
attacks suffer by three.
Repurchasing this Charm at Essence 4+ allows it to lower
multiple action penalties by (Essence) instead of three.

Chapter One Solar Charms

Golden Blade Art

Cost: ; Mins: Melee 5, Essence 4; Type: Permanent


Keywords: Mirror (Hungry Blade Art)
Duration: One scene
Prerequisite Charms: Whirling Dervish Method (x2)
This Charm permanently enhances the Exalts Whirling
Dervish Method, allowing the Solar to more easily slay her foes.
While not truly a reflexive action, the first Melee attack she
makes during each action is treated as reflexive for purposes of
determining and inflicting multiple action penalties.

Petal-Strewn Warrior Path

Cost: (+2m per attack); Mins: Melee 4, Essence 3; Type:


Permanent
Keywords: Mirror (Dual Slaying Stance)
Duration: Permanent
Prerequisite Charms: Whirling Dervish Method, Peony
Blossom Attack
A well-armed Lawgiver leaves behind him many fallen foes.
Whenever an Exalt with this Charm uses an Extra Action
Charm to make a flurry of Melee attacks with more than one
weapon, he may increase the number of attacks in the flurry.
The Solar chooses one of his weapons whose Rate is added as
further attacks, paying two motes for each of these additional
actions, each one being made with the weapon whose Rate is
modifying the flurry.

Steel Curtain Dance

Cost: ; Mins: Melee 3, Essence 2; Type: Permanent


Keywords: Mirror (Eightfold Steel Walls)
Duration: Permanent
Prerequisite Charms: Dipping Swallow Defense
Surrounded by a flashing corona of Essence and blades, the
Exalt is obscured by what appears to be a crowd of weapons.
When using Dipping Swallow Defense, in addition to ignoring
penalties to DV, if she is wielding more than one weapon she
adds two of her weapons Defense to her pool to determine her
Parry DV. If the Exalt has also learned Bulwark Stance, she
gains the same benefit when using that Charm.
With this Charm and Essence 3+ a Solar may replace the
Defense bonus of one of her weapons with her Essence rating
when using Dipping Swallow Defense (or Bulwark Stance), if it
would be higher. Even Exalts with one weapon may do so.

Gilded Champion Refuge

Cost: 2m; Mins: Melee 4, Essence 2; Type: Reflexive (Step 2)


Keywords: Combo-OK, War
Duration: One tick
Prerequisite Charms: Bulwark Stance
With the Solar Exalted at their head, the righteous are nigh
invincible. This Charm allows the Solar to lend his Parry DV to
all allies within (Dexterity) yards. For the duration of the tick
those allies who accept this protection have the Solars Parry
DV, which they can not enhance themselves, though the Exalt
may do so normally. The target need not be aware of the attack,
but the Exalt must see it coming. In mass combat, an Exalt
leading a complementary unit may use this Charm to protect
one other unit within the base Move range of his unit, lending
them his own unit-enhanced Parry DV.

Another purchase of this Charm at Essence 4+ allows the


Exalt to protect others within the full range of his Charm-enhanced Move action. When protecting another character more
than (Dexterity) yards away, the Charm becomes Obvious and
the Exalt actually moves to become adjacent to his ward. This
is reflexive and does not conflict with normal Move actions.

Indomitable Puissance

Cost: (+4m); Mins: Melee 5, Essence 4; Type: Permanent


Keywords: Mirror (Eternal Warrior Disdain)
Duration: One action
Prerequisite Charms: Heavenly Guardian Defense
This Charm permanently enhances the Exalts Heavenly
Guardian Defense, allowing him to increase its cost by four
motes to improve its effects against a single attacker. For the
rest of the action the Solar perfectly parries any attacks from
that attacker which are not unexpected, even those that are
unblockable. Every one of these parries are subject to the Flaw
of Invulnerability of the Exalts Heavenly Guardian Defense.
This Charm ends prematurely if the character is disarmed of
his Melee weapons.
At Essence 5+ another purchase of this Charm allows the
Solar to increase the cost further by an additional Willpower.
The Exalt then parries all attacks of which he is aware for the
rest of the action, not just those from a single attacker.

Divine Bulwark Mastery

Cost: ; Mins: Melee 6, Essence 6; Type: Permanent


Keywords: Mirror (Abyssal Guardian Mastery), Obvious
Duration: One scene
Prerequisite Charms: Fivefold Bulwark Stance, Protection of
Celestial Bliss
With the deft touch of an artist, the Lawgiver places his
weapon in the path of attacks with consummate ease. When
the Lawgivers Fivefold Bulwark Stance is active, activating his
Heavenly Guardian Defense does not count as a Charm use for
the purposes of activating other Charms or Combos.

Pressing the Golden Escutcheon

Cost: ; Mins: Melee 2, Essence 2; Type: Permanent


Keywords: Mirror (Biting Shadow Aegis)
Duration: Permanent
Prerequsite Charms: None
Even a means of protecting oneself is pressed into the service of bashing the heads of the wicked. Normally, a shield is
an improvised weapon, with Accuracy -3, Rate 1 and dealing
a base bashing damage equal to the hand-to-hand DV bonus
it provides. Spiked shields inflict lethal instead. This Charm
permanently enhances the Exalts use of shields as weapons,
increasing their Accuracy to 0 and, if it would be lower, their
damage to equal his permanent Essence.

Thrown

Glorious Rebounding Thorn

Cost: 2m; Mins: Thrown 3, Essence 2; Type: Supplemental


Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Thrown Excellency
Attacking low, the Solar strikes high; feinting to the left, the
Exalt assaults backward. With this Charm the Solars weapon
ricochets wildly before striking true. When used to enhance

Chapter One Solar Charms

one of her Thrown attacks, the Lawgiver ignores any shield or


cover bonus to DV the target might have. The attack is also
unblockable.

Exalt need not take advantage of these reductions in Speed if


he wishes otherwise. No combination of Charms including this
one can reduce the Speed of these actions below two.

Heaven-Skimming Bombardment

Incontestable Solar Strategy

Cost: ; Mins: Thrown 5, Essence 2; Type: Permanent


Keywords: Artillery, Mirror (Horizon-Shattering Attack)
Duration: Instant
Prerequisite Charms: Any Thrown Excellency, Triple-Distance
Attack Technique
With keen eye and sure hand, the Solar artillerist lets loose
precise attacks against distant foes. After learning this Charm
the Solar may apply his Thrown Charms to artillery weapon
attacks normally, unless the Storyteller decides they could not
function in the context of artillery weapons. Normal rules for
Charm use in mass combat still apply, so a stunt is required to
apply supplemental Thrown Charms to mass combat artillery
attacks.

Celestial Edge Maelstrom

Cost: 6m; Mins: Thrown 5, Essence 4; Type: Supplemental


Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Wind Full of Knives (The Manual of
Exalted PowerAbyssals, p. 132), Cascade of Cutting Terror
All the Lawgivers enemies shall fall, for as she flings bladed
death their way it multiplies a thousandfold. When a target is
successfully hit by an attack enhanced by this Charm, resolve
Steps 7, 8 and 10 (Exalts Essence 2) extra times.

Acuity of the Far-Flung Hand

Cost: (3m per action); Mins: Thrown 4, Essence 3; Type:


Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Call the Blade
Though often used to attack, the precise and artistic hands
of the Lawgiver can fling projectiles for more delicate purposes.
This Charm permanently enhances the Solar, allowing him to
spend three motes to throw an object up to 30 yards and perform a single combat-scale action with it as if he were with
the projectile. This may be a single Melee attack with a sword,
an Archery attack with an Essence cannon, or more mundane
tasks such as writing a sentence on a piece of paper, unlocking a
door with a key or tying a rope around a rock. If the action calls
for a roll, use the lower of the appropriate Ability or Thrown.
Penalties that would apply to a Thrown attack across the distance apply to any other dice pools the action calls for, treating
the action as if it had a Range of 10.

War

Swift Solar Strategy

Cost: ; Mins: War 3, Essence 2; Type: Permanent


Keywords: War
Duration: Permanent
Prerequisite Charms: Any War Excellency
The speed and cunning with which the Solar Exlated lead
others in the destruction of their enemies is incontestable. The
Speed of the Solars coordinate attack (Exalted, p. 144) and
coordinate units (Scroll of Kings, p. 110) actions are reduced
by one. At Essence 5+, their Speed is reduced by two. The

Cost: 3m, 1wp; Mins: War 5, Essence 3; Type: Supplemental


Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: Commanding the Ideal Celestial Army
A successful coordinate attack or coordinate units action
enhanced by this Charm inflicts a DV penalty on the target no
less than the Lawgivers permanent Essence.

Perfected Tiger Claw Arrangement

Cost: (+3m); Mins: War 5, Essence 3; Type: Permanent


Keywords: War
Duration: Permanent
Prerequisite Charms: Commanding the Ideal Celestial Army
In mass combat the soldiers of the Lawgivers join with the
Solar in a personal way, complementing each others glory. For
the Exalt, this grants him some benefit, but for the troops this
reflected prowess uplifts them far more. This Charm permanently enhances the Exalt when he leads a complementary unit
in mass combat, so that he need not perform a stunt to activate
reflexive and supplemental Charms that lack the War keyword.
This also allows him to regain motes and Willpower from mass
combat stunts involving such Charms normally. The Exalt can
also increase the mote cost of Simple and Extra Action Charms
by three to use them in the same way. The Storyteller is still free
to disallow the use of Charms that seem entirely inappropriate,
but wide leeway should be provided.

Bronze Tiger Litter Technique

Cost: ; Mins: War 5, Essence 5; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Legendary Warrior Curriculum
The armies of the Solar Exalted are as terrible a weapon as
the daiklaves the Chosen wield. This Charm expands the capacity of the Exalts Legendary Warrior Curriculum to teach his
troops special techniques. In the case of Essence-users the Solar may now teach them Charms that they could normally learn
from the Exalt (Solar Charms if they are Solars, Terrestrial martial arts Charms if they are nearly any Essence-user). This only
speeds the training of Charms that fall under those Abilities the
Exalt can train with Tiger Warrior Training Technique.
For mortal students, the benefits are more drastic. Instead
of granting his troops bonus dice or a bonus successthe last
effect described under Legendary Warrior Curriculumthe
Lawgiver may impart certain techniques that allow the soldiers
to perform feats similar to Exalted Charms. The Solar teaches
his pupils a single maneuver that duplicates one Solar Charm
with the following restrictions:
The Charm must come from one of the Abilities the Solar
can train with Tiger Warrior Training Technique. It must have
a fixed cost, not a variable one (Hungry Tiger Technique is
valid; Fire and Stones Strike is not), and a minimum Essence
no more than 1. The students must meet the Ability minimum
for the Charm. The Charm must be supplemental or reflexive
and of instant duration. Only Charms with no prerequisites or

Chapter One Solar Charms

whose prerequisite is a single Excellency may be taught. Mortals


wishing to take advantage of such techniques must pay a single
point of Willpower instead of the mote cost of the Charm; they
must also spend any indicated Willpower cost for the Charm
as well.

Zenith

Champion of (Virtue) Meditation

Integrity

Unstoppable Destiny Outburst

Cost: ; Mins: Integrity 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Destiny-Manifesting Method
No force in existence can set the Lawgiver on a wicked path
that she can not correct. This Charm permanently enhances
the Exalts Integrity-Protecting Prana, allowing it to shatter any
Shaping effects previously imposed on the Solar in the current
scene. As with normal activations of Integrity Protecting Prana
this does not prevent damage if the Shaping did not directly
target the Solar, but if the Exalt was directly affected harm from
Shaping effects would disappear. Turning the Exalt into a frog
would be undone, but burying her in frogs would not.
At Essence 6+ the Exalt reduces the mote cost of IntegrityProtecting Prana to one.

Lamp of Unyielding Faith

Cost: ; Mins: Integrity 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Destiny-Manifesting Method, Integrity
Essence Flow
What is the tale of a hero without triumph over adversity?
This Charm permanently alters the Solar, allowing him to enhance any of his contesting rolls during a Charm conflict with
his Integrity Excellencies, even for Charms from other Abilities. Doing so still requires that the Solar pay the normal costs
for the Excellency and other Charms and follow all other rules
for Charm conflict and timing. Treat Essence and Willpower as
Attributes for the purposes of determining dice limits when applying Integrity Excellencies to pools based on them.

Inviolable Edicts of the Sun

released and those motes are no longer truly the Solars, unless
they remain committed.
Lawgivers with Essence 6+ may also purchase this Charm
again, up to a number of times equal to the amount by which
their permanent Essence exceeds five. For each such additional
purchase of this Charm, the Exalt adds a bonus success to any
and all contesting rolls he makes during Charm conflict.

Cost: ; Mins: Integrity 5, Essence 5; Type: Permanent


Keywords: Mirror (Yawning Maw of Failure)
Duration: Permanent
Prerequisite Charms: Lamp of Unyielding Faith
The magnificent power of the Solar Exalted is as a wall of
adamant to his enemies. This Charm permanently enhances
the Exalt, increasing his resilience against effects that would
suppress, negate or otherwise manipulate his own Charms or
spells, or his motes, mote pools, Willpower or Virtue channels.
The difficulty of any rolls to do so increase by the Lawgivers
Essence. If an effect molests the Solars Charms or temporary
resources without a roll, that effect automatically fails. In the
case of spells, this makes it impossible for countermagic of the
same Circle to negate the Solars spells only during the Shape
Sorcery or Necromancy actions; once the Cast Sorcery or Necromancy action has been taken, the energy of the spell has been

Cost: ; Mins: Integrity 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Epic Zeal of (Virtue) (The Manual of
Exalted PowerInfernals, p. 132)
The Lawgivers will is power; her passions inevitable. This
Charm is actually a group of four Charms, one for each Virtue with each requiring the appropriate Epic Zeal of (Virtue).
It permanently enhances the Exalts specified Virtue, allowing
her to channel it without spending Willpower to do so. Upon
reaching Essence 6+ the Solar treats any Virtue that benefits
from this Charm as if its rating were equal to her permanent
Essence for the purposes of channeling it for successes.

Unconquerable Transcendence

Cost: ; Mins: Integrity 5, Essence 5; Type: Permanent


Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Champion of (primary Virtue) Meditation
Like the Unconquered Sun who was the template of their
power, the Lawgivers embody the greatness of the four Virtues
of Creation and through them excel beyond all others. This
Charms prerequisite must be the version based on the Exalts
primary Virtue; having learned this Charm, the Solar may bypass her current age limitation on raising permanent Essence.
This means that a Solar who had lived only a mortal life time
could raise her Essence to 6, while one only slightly over a century old could attain Essence 7. The character must still train
and buy her Essence up normally. This burning spiritual insight
comes almost solely from a deep commitment to Virtue. If the
Exalts primary Virtue somehow lowers below 5, her Essence
lowers to its normal maximum for her age, which in turn shuts
off use of Charms with minimum Essence that she does not
meet. Such dots of Essence are not lost, but they only return
when all the requirements of this Charm are met again.
One truly dedicated to Virtue may learn all four Champion of
(Virtue) Charms to purchase Unconquerable Transcendence a
second time, allowing her to raise her permanent Essence up to
two dots beyond her current age limitation. If any of the Solars
Virtues drop below 5, however, any dots beyond her normal age
cap are suppressed until her Virtue are repaired.
Essence 10 Exalts who know this Charm do not surpass all
limitations to become Essence 11 (or 12), but they come close.
An Essence 10 Exalt with this Charm is treated as effectively
having Essence 11 for all purposes, including mote pools, bonus
dice and successes in Charm conflict, etc. There is no such
thing as an Essence 11+ Charm, however, so this benefit is
largely one of raw potential power rather than transcendent
techniques. This benefit is likewise suppressed if the Exalt has
insufficient Virtues.

Chapter One Solar Charms

Heros Purpose Meditation

Cost: ; Mins: Integrity 5, Essence 4; Type: Permanent


Keywords: Mirror (Empowering Villainy Spirit)
Duration: Instant
Prerequisite Charms: Righteous Lion Defense
Those who would stand in the way of the Lawgivers face
insurmountable spirit and determination. This Charm permanently enhances the Exalt, increasing the Willpower rewards
for successful stunts that defend or support his Intimacies that
are protected by Righteous Lion Defense. When the Solar performs such a stunt and chooses to regain Willpower, she gains
a number of temporary Willpower equal to the dice value of
the stunt instead of one (one-die stunts still provide no Willpower). This does not allow the Exalt to exceed her normal
maximum amount of temporary Willpower.
The Exalt need learn this Charm only once, even if she has
learned Righteous Lion Defense twice. It applies equally to
both Intimacies.

Elemental Fury-Allaying Speech

Cost: ; Mins: Integrity 5, Essence 3; Type: Permanent


Keywords: Obvious
Duration: Instant
Prerequisite Charms: Phoenix Renewal Tactic
The Chosen of the Sun sometimes face impossible-seeming
odds, and yet they wrest astonishing victory from the jaws of
oncoming doom. When a Solar with this Charm performs a
successful two- or three-die stunt, instead of the usual rewards,
she may heal one level of bashing or lethal damage she has suffered during the current scene.

Cost: 8m, 1wp; Mins: Performance 5, Essence 4; Type: Simple


(Speed 6 in long ticks)
Keywords: Combo-OK, Obvious, Shaping
Duration: One scene
Prerequisite Charms: Face the Light (The Manual of Exalted
PowerAbyssals, p. 141)
The pathos and artistry in the voices and actions of the Solar Exalted can not be ignored, not even by the rocks and the
clouds. This Charm is an impassioned oration, musical masterpiece or some other performance that calls the attention of
even inanimate objects. The display may be a normal Performance-based action, with whatever effects it would normally
have on the usual targets; in addition, however, the trees stop
rustling and the wind stops blowing to better pay attention to
the Solar. Fire no longer consumes and grows, cold no longer
bites deep.
For the rest of the scene after this Charm is activated, all
environmental hazards stop inflicting damage within sight of
the Solar Exalt. In the case of magically conjured hazards, normal Charm conflict applies, though the Solar adds (Essence)
extra successes to her rolls. Certain environmental hazards are
exempt from this Charms effects altogether because of their
nature, as they are beings or parts of beings with their own volition, such as Terrestrial anima flux and Adorjan, the Silent
Wind of Malfeas.

Omnipotent Golden Resolve

Tears from Stones Aria

Heroic Resurgence

Cost: ; Mins: Integrity 6, Essence 6; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Righteous Lion Defense, Transcendent
Heros Meditation
Through their unassailable, glorious purpose the Solar Exalted become proof against even the most insidious trickery.
This Charm permanently enhances the Exalts Transcendent
Heros Meditation, reducing its mote cost by the Lawgivers
own permanent Essence. In addition, if all of the long-term influences that the Charm would shed conflict with one or more
of the characters Intimacies or Motivation, the Willpower cost
of the Charm is reduced to one. The Exalt may now substitute
an unsoakable aggravated health level for the entire cost of the
Charm.

Performance

Indivisible Themes of Splendor

Cost: 4m, 1wp; Mins: Performance 4, Essence 2; Type: Extra


Action
Keywords: Combo-OK, Mirror (Forum-Conquering Rant),
Obvious, Social
Duration: Instant
Prerequisite Charms: Respect Commanding Attitude
To convey the glories that occupy their minds, the Solar Exalted must express many complex ideas. This Charm is a magical
flurry of up to (Essence) Performance- or Presence-based social
attacks, ignoring the normal Rate of such attacks, all of which

10

suffer no multiple action penalties and inflict only the highest


DV penalty of any single attack in the flurry. This Charm is
only Obvious if the Exalt makes four or more attacks.

Cost: 10+m, 1wp; Mins: Performance 5, Essence 6; Type:


Simple (Speed 6, DV -3)
Keywords: Combo-OK, Obvious, Shaping
Duration: One action
Prerequisite Charms: Elemental Fury-Allaying Speech
Solar passion catches up even the rocks in the field, and causes
castle walls to part for the Lawgivers passage. This Charm is a
single Performance of indefinite length, during which the Lawgiver dances, sings, orates or otherwise convinces the unmoving matter of the world to follow his directions. The Exalt rolls
his Charisma + Performance, and if successful the target of this
Charm, though it is normally inanimate, leaps about, gambols,

How do I Shout Down an Army?

Of course, being a glorious, golden god means you should


be really loud. But how does one yell loud enough in Nexus
to wake everyone in Great Forks? You might think that this
requires a new Charm, but it doesnt. Phantom-Conjuring
Performance upgraded by the Demon-Wracking Glory (The
Manual of Exalted PowerAbyssals, p. 141) provides the
perfect opportunity to yell so loud an entire army can hear
you without straining your chords. With a range of Essence
x 100 yards, or Essence 5 miles later, a characters voice
can carry quite far. The effect will obviously be magical to
those who hear, barring a proper stunt, because that is how
Phantom-Conjuring Performance works, but this provides
ample stunt fodder itself for rallying troops in war or executing social attacks against whole cities.

Chapter One Solar Charms

dances, undulates or otherwise performs physical actions as the


Solar orders. The difficulty of this Performance is equal to the
Strength + Athletics total necessary to lift the target. As long
as the Solar has successfully controlled an item on his previous
action, he may reactivate this Charm without Willpower cost
to continue doing so without need for another roll.
The target is only granted mobility, and can not carry out
other actions; despite the name of this Charm, the Exalt can
not cause inanimate things to cry, but they can be made to pantomime. However, these items can rearrange themselves and
move about as if they possessed muscle and volition. The Exalt
may direct items to perform combat actions, in which case they
have at least Speed 6, no ratings in Abilities, Strength equal to
the Strength + Athletics necessary to lift them and Dexterity
equal to the Solars Essence.
This Charm targets only solid, contiguous, non-magical
items, such as a wall, or a tower, but not a whole village. For every 10 extra motes spent activating this Charm, the Solar may
target one more item, up to a maximum of (Essence) items. The
Exalt rolls Charisma + Performance once to control all targets.
Success is determined based on the item hardest to control.

Creation-Spanning Whisper

Cost: (+1wp); Mins: Performance 6, Essence 6; Type:


Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Demon-Wracking Glory (The Manual
of Exalted PowerAbyssals, p. 141)
This Charm permanently enhances the Exalts PhantomConjuring Performance so that he no longer needs to make use
of an Excellency to gain its benefit. When activating DemonWracking Glory or Phantom-Conjuring Performance, the Solar
may also spend a point of Willpower to enhance their range, to
(Essence x 100) yards and (Essence x 10) miles, respectively. At
Essence 8+ this increase becomes (Essence x 500) yards and
(Essence x 100) miles, respectively.

Mastery-of-Passion Nuance

Cost: ; Mins: Performance 5, Essence 3; Type: Permanent


Keywords: Emotion, Mirror (Secret Heart Iniquity), Social
Duration: Permanent
Prerequisite Charms: Heart-Compelling Method
The savvy Solar Exalted are masters of others hearts. When
a Solar makes a social attack supplemented by Heart-Compelling Method, she may name a Virtue that is relevant to her
attack. Any target whose rating in that Virtue is not less than
2 treats that Virtue as if it were rated at 3 or higher for the
purposes of reacting to the social attack. Further, the Virtue
can not be overridden with Willpower in this case; if the Exalts
attack is successful a target must fail a roll of that Virtue to act
against it. This unnatural emotion can not be resisted except
by the Exalted, who can do so by gaining a point of Limit (or
Resonance in the case of Abyssals).

Allure of Divine Beauty

Cost: ; Mins: Performance 5, Essence 5; Type: Permanent


Keywords: Mirror (Perpetual Incubus Mastery)
Duration: Permanent
Prerequisite Charms: Husband-Seducing Demon Dance

This Charm permanently enhances its prerequisite, changing its type to supplemental. It no longer is a social attack
itself, but instead enhances other social attacks, adding (Appearance) extra dice and, apart from the normal effects of the
social attack, building an Intimacy of love as described under
Husband-Seducing Demon Dance. Solars with Essence 6+
also reduce the mote cost of Husband-Seducing Demon Dance
to five, and those with Essence 8+ reduce its cost to zero motes
and zero Willpower.

Presence

Cutting Observation Interruption

Cost: 5m, 1wp; Mins: Presence 4, Essence 2; Type: Reflexive


(Step 9)
Keywords: Combo-OK, Counterattack, Social
Duration: Instant
Prerequisite Charms: Any Presence Excellency
The Solar Exalted may turn an opponents words against
him, drawing victory from the arguments of their foe. When
the Solar is engaged in social combat she may use this Charm in
response to any social attack she is aware of, even one that does
not target her. She then immediately makes her own social attack, be it Performance- or Presence-based, that must include
the original attacker amongst the targets. If this counterattack
is successful, those targeted by the original attack need only pay
one Willpower to resist the influence even if it was unnatural.
This does not make irresistible influence resistible.

Glorious Imperative

Cost: ; Mins: Presence 5, Essence 3; Type: Permanent


Keywords: Mirror (Commanding Whisper)
Duration: Permanent
Prerequisite Charms: Hypnotic Tongue Technique
Casual, easy power is natural to the Solar Exalted, just as
it is natural for others to follow their commandseven when
they dont know that they are doing so. With this Charm, the
Solar may remove the Touch keyword from Hypnotic Tongue
Technique by issuing the command as a verbal social attack
against the target. The target remains unaware of the magical
influence behind the command, but is fully aware the the Exalt
issued a command.
A second purchase of this Charm at Essence 5+ makes the
targets Dodge MDV inapplicable against the influence when it
is issued as a verbal command.

Hero-Inspiring Interrogatory

Cost: (+10m); Mins: Presence 5, Essence 5; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: You Can Be More (The Manual of
Exalted PowerAbyssals, p. 143)
This Charm permanently enhances its prerequisite, allowing
the Exalt to target Essence-users with its Motivation-changing
effects. In this case a new, more heroic Motivation is one that
involves aiding the Solar in some way. Keep in mind that aiding the Solar is extremely broad and vague, and more than one
unwary Lawgiver of the First Age regretted using this Charm
on an intractable and overprotective Lunar mate. The alien
mores of demons could produce exceptionally strange results
because of this Charm, most of them unpleasant.

Chapter One Solar Charms

11

Resplendent Aura of Awe

Cost: ; Mins: Presence 5, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Majestic Radiant Presence
The Lawgivers have more important things to do than toy
with those enemies who are not firm in their convictions. This
Charm permanently increases the difficulty of overcoming the
Solars Majestic Radiant Presence. If it requires a Valor roll,
the difficulty increases by one; if it requires a Willpower roll,
the difficulty increases by two. If a foe has paid Willpower to
ignore their awe, the Solar may attempt to reestablish its efffect
without cost. This is a Miscellaneous action and a Charisma +
Performance roll against the targets MDV. If this short display
of terrifying power is successful, the target is treated as not having spent Willpower to resist previously.
A second purchase of this Charm at Essence 5+ increases
the difficulties to overcome by one each. Another purchase at
Essence 6+ allows the Exalt to increase the cost of the Charm
by one Willpower to set the difficulty of the Valor roll at 5 or
the Willpower roll at 6.

Injunction of the Lawgiver

Cost: ; Mins: Presence 5, Essence 3; Type: Permanent


Keywords: Mirror (Commandment of the Abyss), Social
Duration: Permanent
Prerequisite Charms: Terrifying Apparition of Glory
It is the duty of the Chosen of the Sun to deliver truth into
Creation, and their power makes this truth undeniable. The
Exalts Terrifying Apparition of Glory may now enhance social
attacks that inflict unnatural influence. In addition and at the
Lawgivers choice, it may also turn natural influence into unnatural influence. A second purchase of this Charm increases
the Willpower cost to resist any attacks supplemented by the
Charm by one.

Authority-Radiating Stance

Keywords: Combo-OK, Illusion, Social


Note: This is a clarification and modification of the Charm
found on Exalted, p. 204. It gains the Illusion keyword.

Eminence of the Lawgiver

Cost: ; Mins: Presence 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Authority-Radiating Stance
This Charm permanently enhances Authority-Radiating
Stance, so that it affects anyone whose MDV is lower than the
Exalts Presence + Essence. Another purchase of this Charm at
Essence 5+ changes it to Charisma + Presence + Essence.
A third purchase of this Charm at Essence 6+ increases the
Willpower cost to resist Authority-Radiating Stance to equal
half the Exalts permanent Essence. This increase in cost does
not apply against other Lawgivers.

Unfaltering Adoration Achievement

Cost: ; Mins: Presence 5, Essence 5; Type: Permanent


Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Worshipful Lackey Acquisition

12

Giving up ones love for the Lawgiver is like giving up that


which makes one whole. People can not help but love the Solar
Exalted for the paragons of passion that they are. This Charm
permanently enhances the Exalts relationship with anyone
who has an Intimacy of love, respect or loyalty to him, improving all such attachments into unnaturally strong emotions.
Such Intimacies can not be voluntarily eroded without spending one Willpower per scene to resist this unnatural emotion.
When anothers social attack is meant to erode the Intimacy, it
automatically fails if it is natural influence and the Willpower
cost to resist unnatural influence that would erode the Intimacy is reduced by one, to a minimum of one. If a character has
a Motivation that involves loving, being loyal to or respecting
the Solar, their Motivation can not be broken (Exalted, p. 174)
and they must spend four Willpower to ignore this Charms unnatural influence before spending two experience in order to
change their Motivation without completing it.

Gilt Retrospective Faith

Cost: ; Mins: Presence 8, Essence 8; Type: Permanent


Keywords: Illusion
Duration: Permanent
Prerequisite Charms: Unfaltering Adoration Achievement
No deed of the Solar Exalted could truly be unworthy. Could
it? This Charm permanently enhances the Lawgiver and his
relationship with everyone who has formed a Motivation or Intimacy based around him. Whatever the Exalt has done, at any
time, those with emotional attachments believe that the Solar
was right and just in those actions. No matter how wicked and
vile, there were extenuating circumstances or a greater good
was served. Even those who hold negative Intimacies or Motivations towards the Solar believe that the Chosen is righteous
and that they hold a grudge against a good and honest man,
however justified that grudge really is.
This unnatural illusion can be ignored for a week by spending a point of Willpower, during which time the character
reexamines the deeds of the Solar and comes to a less biased
conclusion on their own. After that week is out, this influence
reasserts itself as the target ceases their equivocating and rationalizations, reasoning once again that the Exalt is truly holy in
word and action. After spending Willpower for ten consecutive
weeks to shuck this illusion, an individual becomes immune to
this Charms effects for a year. Those lacking Motivations or Intimacies focused on the Exalt can examine his deeds in a more
objective fashion, even if previously subject to this Charm.

Golden Retinue-Gathering Smile

Cost: 10m, 1wp; Mins: Presence 6, Essence 7; Type: Simple


(Speed 1 in long ticks)
Keywords: Combo-OK, Obvious, Servitude, Social
Duration: Instant
Prerequisite Charms: Worshipful Lackey Acquisition, HeroInspiring Interrogatory
The supernal charisma of the Solar Exalted draws lesser heroes to them, attracting bodyguards, lovers and friends nearly
as legendary as the Lawgiver herself. This Charm is a social
attack made after the Solar completes some deed successfully
with a threshold of five or more successes, during which the Exalt poses impressively, smiles confidently or says a few humble
words about intended future heroics. While everyone might be

Chapter One Solar Charms

impressed with the display, the Lawgiver is trying to impress a


particular target and in so doing rolls her ([Charisma or Manipulation] + Presence), adding (Essence) extra successes, against
the targets MDV. If this attack succeeds, the target gains both
an Intimacy of respect or love (as appropriate to the character)
for the Solar and replaces their Motivation with one for supporting the Exalts future deeds. A target may pay three Willpower to resist this unnatural servitude, and it has no effect on
targets with Essence equal to or higher than the Solars.

Devil-Flaying Proclamation

Cost: 5m, 1wp; Mins: Presence 5, Essence 4; Type: Simple


(Speed 3 in long ticks)
Keywords: Combo-Basic, Compulsion, Holy, Obvious, Social
Duration: One scene
Prerequisite Charms: Enemy-Castigating Solar Judgment
So hallowed are the Chosen of the Sun their merest dismissal is agonizing pain. This Charm is a Charisma + Presence social attack against another character, adding the Exalts
Essence in extra successes, asserting the holiness of the Solar
Exalted and their primacy over all others. If the targets MDV
fails to protect them from this verbal onslaught, they can do
naught but grovel and beg forgiveness for their presumptions
and misdeedspast, present and imaginedfor the rest of the
scene. This unnatural influence may be ignored by spending
three Willpower. Even if the Exalt or others attempt to harm
the target indirectly, through the destruction of people or objects to which the target holds an Intimacy, they will only lay
quiet or wail mournfully as they accept their just punishment.
However, any real effort on anyones part to harm the target
directly breaks the effects of this Charm, allowing the penitent
to act normally.
If the target is a creature of darkness, in addition to being
forced to beg forgiveness they lose an amount of temporary
Willpower equal to half their own Essence. Should the target
lack sufficient Willpower, they lose all available points of Willpower and suffer an aggravated level of damage as their base
wickedness burns in the presence of the holiest champions of
Heaven. The Willpower cost for a creature of darkness to resist
this influence is equal to (Exalts Essence targets Essence),
minimum three.

Celestial Partnership Reinforcement

Cost: 5m, 1wp; Mins: Presence 2, Essence 3; Type: Simple


(Dramatic Action)
Keywords: Combo-Basic, Emotion, Training
Duration: Instant
Prerequisite Charms: None
As accessories to the glory of the Chosen of the Sun, the
Chosen of the Moon should listen closely to their lords words.
This Charm is a scene in which the Exalt interacts with his
bonded Lunar mate (The Manual of Exalted PowerLunars,
p. 20, 110), strengthening the Solar Bond of the Lunar. The
Lawgiver rolls his ([Charisma or Manipulation] + Presence)
against the Lunars Dodge MDV, success increasing the Lunars
Solar Bond Background by one dot. The target may ignore this
unnatural emotion by spending two Willpower. In games that
charge experience for Backgrounds, this is a Training effect
with the usual cost of three experience per dot.

A Solar may target his Lunar mate who has Solar Bond 5
to further enhance the effects of the Background. There is no
Legendary Solar Bond, but successful application of the Charm,
which can initially be resisted at the normal cost of two Willpower, permanently imposes an otherwise irresistible unnatural
emotion on the Lunar, which inflicts an internal penalty equal
to the Solars permanent Essence on any dice pool the Lunar
uses to knowingly oppose the Solar.

Resistance

Golden Purity Bulwark

Cost: ; Mins: Resistance 5, Essence 3; Type: Permanent


Keywords: Mirror (Word of Ghostly Protection)
Duration: Permanent
Prerequisite Charms: Glorious Solar Plate
This Charm permanently enhances the Exalts Glorious Solar Plate, increasing the soak it provides by her Limit Virtues
rating and its Hardness by half that amount.

Unfailing Tortoise Technique

Cost: (+2m, 1wp); Mins: Resistance 4, Essence 3; Type:


Permanent
Keywords: None
Duration: One scene
Prerequisite Charms: Durability of Oak Meditation
This Charm permanently enhances the Solars Durability
of Oak Meditation, allowing him to commit an additional two
motes and spend an additional Willpower to extend its duration to the rest of the scene.

Endurance of Ten Thousand Cuts

Cost: 8m, 1wp; Mins: Resistance 4, Essence 3; Type: Simple


(Speed 3, DV -0)
Keywords: Combo-Basic, Obvious
Duration: One scene
Prerequisite Charms: Spirit Strengthens the Skin
Once the Lawgiver withstands misfortune, he can withstand
it again ten thousand times over. For the rest of the scene after
activating this Charm, the Exalt reduces the levels of damage
he suffers from any source (except health level costs of Charms)
by an amount equal to half his Essence.
At Essence 5+ this Charms effects improve automatically.
As long as he is not currently suffering from any health levels
of damage worse than -0, no single infliction of damage can
reduce the Solar past his -4 health level. That is, if the Exalt is
lightly or completely uninjured, no single source of damage can
render him Incapacitated or worse; he is simply reduced to his
-4 health level and ignores all excess levels of damage.

Sustenance of Inner Glory

Cost: ; Mins: Resistance 4, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Tireless Sentinel Technique (The
Manual of Exalted PowerAbyssals, p. 148)
The Lawgivers have more important things to attend to than
eating or breathing. This Charm allows the Exalt to endure
hardship (Exalted, p. 129) and hold his breath (Exalted, p.
130) for truly astonishing periods of time.
The Solar still starves, but slowly, the days he can without
food becoming (Stamina + Resistance + Essence), and only

Chapter One Solar Charms

13

accumulating a -1 penalty only every two days thereafter. With


Essence 5+ the interval between penalty increases is extended
to (Resistance) days.
The amount of time the character can hold his breath without effort is now equal to (Stamina x 10) minutes. Rolling his
Stamina + Resistance to increase this time is always difficulty
1, and each success increases the amount of time he can hold
his breath by 10 minutes each. With Essence 5+, this increases
to (Stamina x 30) minutes and 30 minutes per success.
A second purchase of this Charm at Essence 6+ increases
the amount of time the Exalt can hold his breath to one day per
dot of Stamina and per success on his (Stamina + Resistance)
roll. A third purchase at Essence 7+ increases these intervals
to one week each, and at Essence 8+ a fourth purchase increases them to one month each.

Solar Gills

One might see Sustenance of Inner Glory as partially redundant with Hardship-Surviving Mendicant Spirit. It is.
But committing ten, five or even zero motes to a Survival
Charm may not be as useful as being able to forever and always hold ones breath for long periods. Hardship-Surviving
Mendicant Spirit allows one to breathe in any environment
safely, but it doesnt actually allow you to stop breathing. A
spirit whose Possession Charm specifically involves choking
the breath from a target would bypass Hardship-Surviving
Mendicant Spirit, but not Sustenance of Inner Glory.

Battlefield Weathering Stance

Cost: (+4m); Mins: Resistance 5, Essence 4; Type: Permanent


Keywords: None
Duration: One action
Prerequisite Charms: Unbreakable Warriors Mastery
This Charm permanently enhances the Exalt, allowing him
to spend an additional four motes when activating Unbreakable Warriors Mastery to extend its duration to one action,
allowing him to benefit from it against any Crippling effects
during that time.

Indestructible Warrior Frame

Cost: ; Mins: Resistance 5, Essence 5; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Unbreakable Warriors Mastery
This Charm permanently enhances the Solars Unbreakable
Warriors Mastery, allowing it to automatically succeed against
mundane Crippling effects and against magical Crippling effects whose source has a permanent Essence that is less than
(Exalts Essence 2). An Essence 6+ Exalt who knows this
Charm also no longer pays Willpower to activate Unbreakable
Warriors Mastery.

Perfected Constitution

Cost: ; Mins: Resistance 5, Essence 5; Type: Permanent


Keywords: Mirror (Perfected Herald of Contagion)
Duration: One day
Prerequisite Charms: Immunity to Everything Technique

14

This Charm permanently enhances its prerequisite, extending its duration to one day. Another purchase of this Charm at
Essence 6+ reduces the mote cost of Immunity to Everything
Technique to (10 Exalts Essence). At Essence 7+ a third
purchase extends the Charms duration indefinitely.

Warriors Adversity Divestment

Cost: ; Mins: Resistance 4, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Body-Mending Meditation
With this Charm, the Exalt is treated as resting at all times
for the purposes of natural healing. This means, with BodyMending Meditation active, the Solar will heal one bashing
level at the end of most scenes, as they are about 15-20 minutes
long, and lethal or aggravated levels at a rate of one every half
hour (-0s), five hours (-1s), ten hours (-2s) or seventeen hours
(-4 or worse).
With another purchase of this Charm at Essence 6+, the
Exalts healing time while Body-Mending Meditation is active
is further divided by his Essence (so at Essence 6 he would heal
one bashing level every three long ticks, etc.).

The Sun Always Rises

Cost: ; Mins: Resistance 5, Essence 6; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Warriors Adversity Divestment (x2)
The Sun may always set, but it always rises again, too. This
Charm permanently enhances the Exalt, making it extremely
difficult for her to die. Whenever the Exalt would be bodily
slainlosing her last Dying health levelshe may not actually
be dead. Roll the characters Essence; on a success, the Lawgiver is still alive and will heal back to her last Dying level (11
Essence) actions later, after which she begins healing normally.
Until this Dying level is healed, the character appears to be
dead in all ways. All of her ongoing Charms lapse and she loses
the motes committed to them. Only the soul collectors and
Taru-Han know that they are not called for. Utter destruction
of the body or soul thwarts this Charm, as do certain types of
wounds such as decapitation or a missing torso, and the Exalt
may choose not to utilize this Charms effect if she so wishes.
The Exalt may make a heroic effort to return to the fray even
faster by spending a point of Willpower when her last Dying
health level returns. She rolls her Willpower and on a success
heals all her Dying levels and her Incapacitated health level.
At the Storytellers discretion and with proper incentive in the
scene for the character, the Solar may instead channel an appropriate Virtue to achieve a heroic recovery without the need
for a roll.

Extended Life Prana

Cost: ; Mins: Resistance 5, Essence 5; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: None
Even the Exalted die...eventually. To delay this horrible tragedy and allow Creation the continued protection of its most
experienced heroes, the Lawgivers developed Extended Life
Prana. Solar Exalted will die naturally about one hundred years

Chapter One Solar Charms

before or after the age of (Essence x 300). With this Charm,


the Exalt will live up to (Essence x 600 + 500) years.

Eternal Glory Meditation

Cost: ; Mins: Resistance 8, Essence 8; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Extended Life Prana
Like its prerequisite, this Charm extends the Exalts life span.
With this Charm, the Solars life will end naturally about 1,000
years after living (Essence x 5,000) years. Due to the abbreviated nature of the Age of Splendors, the Charm-enhanced life
spans of the Exalted were largely theoretical, so the functionality of this Charm was never put to the test.

Survival

Refuge-Finding Intuition

Cost: 10m; Mins: Survival 5, Essence 3; Type: Simple (Speed


5 in long ticks)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Food-Gathering Exercise
Those who follow the Solar Exalted are sheltered from the elements. This Charm is a search for natural shelter from the wilderness for the Solar and a group with a Magnitude no greater
than her Essence. She finds sufficient shelter for herself and all
members of the group as long as it exists; this may require that
her people dig holes in sand, set up branches around a pole or
go spelunking, but if the shelter is available it is found.

Greater Blessing of the Day

Cost: (+5m); Mins: Survival 5, Essence 5; Type: Permanent


Keywords: Obvious, Touch
Duration: Indefinite
Prerequisite Charms: Hardship-Surviving Mendicant Spirit,
City-Moving Secrets
This Charm permanently enhances the Solars HardshipSurviving Mendicant Spirit, allowing her to spend an additional five motes when activating it to extend its benefits to a
group she leads with a Magnitude no greater than (her Essence
5). Members of the group gain all the benefits of HardshipSurviving Mendicant Spirit, including any other Charms that
upgrade it such as Element-Resisting Prana. If the membership
of the group changes, the Charm must be reactivated.

Element-Resisting Prana

Note: This is meant as a clarification of the Charm found


in Exalted, p. 210. A Solar with Element-Resisting Prana is
made immune to all forms of environmental damage, whether
it comes from a thorny bush, a cloud of poison spores, a pot of
boiling pitch or even Kimberys own acid body.

Twilight
Craft

Perpetual Preservation Proficiency

Cost: 5m; Mins: Craft 4, Essence 3; Type: Supplemental


Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Durability-Enhancing Technique

Rivaled only by the Mountain Folk, the Solar Exalted are


masters of precision and care; their tools are longer-lasting
merely because they are cared for by a Solar. When the Exalt
performs maintenance on an object or repairs an object that
requires maintenance, he may enhance the action with this
Charm to multiply by 10 the time until the item next requires
maintenance. See The Books of Sorcery, Vol. IWonders of
the Lost Age for more on maintenance, as well as a selection
of artifacts that require regular maintenance.

Ceaseless Contrivance Competency

Cost: ; Mins: Craft 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Perpetual Preservation Proficiency
This Charm permanently enhances its prerequisite, allowing
it to enhance maintenance performed on structures, such as
very large vehicles. To apply this benefit, the Solar must be the
only one performing the maintenance, or she must personally
lead the maintenance crew in its efforts.

Worthy Panoply Investiture

Cost: ; Mins: Craft 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Durability-Enhancing Technique
The tools and weapons of the Lawgivers are proof against all
but the greatest threats. This Charm permanently enhances its
prerequisite, allowing it to increase the health levels of objects
it targets. Each application of Durability-Enhancing Technique
now increases the Damaged health levels of an object by one.
If the target is a vehicle, this increases the Undamaged health
levels of the vehicle by one. No combination of Charms including Durability-Enhancing Technique may increase an items
health levels by more than (Solars Essence).
At Essence 5+ a Solar may purchase this Charm again, which
allows Durability-Enhancing Technique to target structures.

Inimitable Assembly Exercise

Cost: ; Mins: Craft 5, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Crack-Mending Technique
This Charm permanently enhances the Lawgivers CrackMending Technique, allowing it to repair up to (Solars Essence
x 2) health levels an item has suffered in addition to any other
results of successful repair.

Expert Foreman Discipline

Cost: 5m, 1wp; Mins: Craft 5, Essence 4; Type: Simple (Dramatic


Action)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Crack-Mending Technique, Craftsman
Needs No Tools
The Exalted lead through example and instruction. This
Charm is the dramatic action of leading a work crew in the
construction or repair of a structure or a group of objects, or
any other construction project that measures time to completion in man-hours invested. For every real hour the Solars subordinates work, they effectively complete two hours of work.

Chapter One Solar Charms

15

This Charm action may be supplemented by other Craft


Charms that normally target single objects, such as CrackMending Technique. This does not speed the work crew any
further, but it allows the Exalt to perform more quickly in the
repair of structures, or to apply other Charm effects to the
whole project such as Inimitable Assembly Exercise.

Diligent Artisans Methodology

Cost: ; Mins: Craft 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Craftsman Needs No Tools
With careful purpose and fine handiwork, the Lawgiver finds
it easy to create even the most spectacular wonders. When
performing Create Item/Artifact actions (Exalted, p. 133), the
Exalt may use the higher of her Dexterity, Perception or Intelligence instead of the lower of the three. The Solars Craftsman
Needs No Tools becomes equivalent to a masters workshop (see
The Books of Sorcery, Vol. IIIOadenols Codex, p. 27-28).
A second purchase of this Charm at Essence 6+ upgrades this
to flawless, and a third purchase at Essence 7+ makes it an ideal
workshop.
In addition, if the Solar has Craft and Essence 6+ and has
learned Wonder-Forging Genius at least once, she reduces the
difficulty of any Craft-based action she performs by one, to a
minimum of one, including the difficulty of artifact creation
rolls. Upon reaching Craft and Essence 7+ and having learned
Wonder-Forging Genius a second time, this reduction increases
to two. At Craft and Essence 8+ the reduction in difficulty for
each purchase of Wonder-Forging Genius increases to two each
(for a possible total of four). This requires no additional Charm
purchases.

Tenfold Master Laborer Technique

Cost: 10m, 1wp; Mins: Craft 5, Essence 4; Type: Extra Action


Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Crack-Mending Technique, Craftsman
Needs No Tools
If the Solar Exalted make the production of wondrous treasures look easy, its because, for them, it is. This Charm is a flurry
of up to ten dramatic or extended Craft actions, none of which
suffer multiple action penalties. The targets of each of these
actions must all be in the same workshop or the Solar must be
able to reach each project within a few minutes from any other
project; greater distance prevents the use of this Charm. If the
Exalt is working exclusively on objects, he can instead build or
repair as many as (Essence x 10) items at once.

Wonder-Sculpting Alacrity

Cost: ; Mins: Craft 5, Essence 6; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Crack-Mending Technique, Craftsman
Needs No Tools
This Charm permanently enhances both of its prerequisites,
allowing a Solar using them to complete (Essence x 5) hours
worth of effort for every real hour of work.

16

Golden Prodigy Epiphany

Cost: ; Mins: Craft 6, Essence 7; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Wonder-Forging Genius (The Books of
Sorcery, Vol. IIIOadenols Codex, p. 29)
This Charm permanently enhances the Exalt, making it a
casual thing for him to plan and construct never-before-seen
wonders. Whenever the Exalt begins constructing an artifact
for which he lacks complete plans, even if he has incomplete
plans, the Solars player should roll his (Intelligence + [relevant Craft]) at a difficulty equal to the nascent artifacts rating.
The number of threshold successes are treated as incomplete
designs, adding themselves to each Craft roll to build the artifact until half the necessary cumulative successes are achieved.
If this roll produces more successes than one tenth of those
necessary to complete the artifact (e.g., more than 1 for a level
1 artifact, or more than 25 for a level 5 artifact), then the Exalt
has conjured up complete plans in his mind, which cuts the
cumulative successes necessary to build the artifact cleanly in
half. See The Books of Sorcery, Vol. IIIOadenols Codex
for more on artifact design and plans.

Investigation

Misdeed-Unveiling Illumination

Cost: 15m, 1wp; Mins: Investigation 5, Essence 3; Type: Simple


(Dramatic Action)
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisite Charms: Crafty Observation Method
That which falls under the gaze of the Lawgiver gives up its
secrets readily. This Charm is a 15-minute Investigation action
as the Exalt wanders an area, observing everything under the
light of her caste mark which glows as if she had spent 5-7
motes of peripheral Essence. At the end of this period of observation, the Solar rolls her Perception + Investigation. The
Exalt becomes aware of all the gross physical movements and
any events that can be discerned from that information that
took place in the area for a number of hours in the past equal to
the threshold successes on her roll. The Solar will not become
aware of every word in a conversation or who any given participant was, but may discern that one person was angry due to
the way their almost-invisible footprints and other cues are arranged. This insight does not reveal only those movements that
would leave foot- or hand-prints, but also those taken while
floating through the air or swimming in water.
Changes to the structure of the locale increase the difficulty
of the roll. Rearranging the furniture in a room might add one
to the difficulty, while a building burning down would increase
the difficulty by five. Magical sources of destruction or concealment would increase the difficulty by an amount equal to their
sources permanent Essence, in addition to any penalties imposed by camouflaging Charms. If the scene being investigated
is located in the Wyld, the difficulty rises by four in the Middlemarches and eight in the Deep Wyld; this Charms function is
meaningless in Pure Chaos.

Chapter One Solar Charms

Tale of the World Intuition

Cost: ; Mins: Investigation 5, Essence 5; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Misdeed-Unveiling Illumination
This Charm permanently enhances its prerequisite, allowing
that Charm to delve into the past up to one day per success. A
Solar with Essence 7 may purchase this Charm a second time
to increase the interval per success to two days, and at Essence
9+ he may purchase it a third time to increase the interval to
five days per success.

Evidence-Discerning Method

Note: This is a modification and clarification of the Charm


found on Exalted, p. 213. Pursuant to this document treating
DVs as difficulties instead of external penalties, it bears noting
that this Charm reduces both external penalties and DVs.

Oracular Magistrate Understanding

Cost: ; Mins: Investigation 5, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Evidence-Discerning Method
No secret desire is safe from the probing of the Lawgiver.
Learning this Charm permanently enhances the Exalts Evidence-Discerning Method, allowing her for the rest of the story
to apprehend the direct motivations of the targets actions during any scene in which both the Exalt and target are present.
Extra successes on the Solars Investigation roll reveal deeper
and clearer information on why and how the target acted. For
instance, one success would show that an assassin is a member
of a group that intends to kill the Solar, three successes reveal
that this group is a Creation-spanning conspiracy of rebellion,
five reveal that the conspiracy is itself being manipulated by
someone else, and more than five would reveal that the Solars
trusted advisors from Heaven have orchestrated the action.
Normally, Evidence-Discerning Method requires the Exalt
have sufficient information to profile a target, but with this
Charm and Essence 6+ the Solar needs only the meanest evidence. It is up to the Storyteller to determine exactly where
the border lies between no useful information and the tiniest
scrap of useful information.

Heart-Reading Glance

Cost: (+2m); Mins: Investigation 5, Essence 4; Type:


Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Evidence-Discerning Method
This Charm permanently enhances the Lawgiver, allowing
her when she activates Evidence-Discerning Method to pay an
additional two motes (which are not committed) to change the
Charms type from Simple to Reflexive.

Lore

Wonder-Working Syllabus

Cost: ; Mins: Lore 5, Essence 5; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisites Charms: Legendary Scholar Curriculum

This Charm permanently enhances the Exalts Harmonious


Academic Methodology, allowing him to enlighten mortals
in large groups. Instead of the usual week, the training takes
one season, each week of which the Solar must spend at least
ten hours working with his students. At the end of this period
the Lawgivers students become Essence-users of an appropriate type (enlightened mortal, awakened god-blood, etc.). This
grants those so enlightened an Essence pool appropriate to
them; as a Training effect this enlightenment usually costs four
bonus points or eight experience points, being the equivalent
of the blight Enlightened Essence (The Compass of Celestial
Directions, Vol. IIThe Wyld, p. 148), though this is not a
mutation or Shaping effect of any kind.
This Charm also allows the Exalt to train Essence-users to
increase their permanent Essence, to a maximum of three. This
process only takes the usual week. The Solar cant train mortals
to become Essence-users at the same time he is training others
to increase their Essence.
Finally, the Exalt may also teach others Charms. Teaching
Charms takes as much time as raising standard traits, and the
Exalt may only teach others Charms in this way that require a
minimum Ability 5 or lower and minimum Essence 3 or lower.
This does not allow the Exalt to teach others Charms that they
could not normally learn, such as teaching Solar Charms to
enlightened mortals; nor can the Exalt teach others Charms he
could not learn normally, such as those gained through Endowment or the caste power of the Eclipse; nor does it allow Solar
Exalted to teach others Sidereal martial arts.

Chaos-Warding Benison

Cost: ; Mins: Lore 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Chaos-Repelling Pattern
At Essence 4 a Solar may learn this Charm up to two times,
one instance extending Chaos-Repelling Patterns duration indefinitely, the other increasing its radius to (Essence x 5) yards.
A third purchase at Essence 6+ increases its radius to (Essence
x 10) yards.

Infinity-Compassing Conquest

Cost: ; Mins: Lore 6, Essence 7; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Wyld Cauldron Technology
Normally a Solar with Wyld-Shaping Technique can affect
changes on his surroundings only up to (Essence) miles away.
With this Charm, the maximum scope of his changes increases
to (Essence x 5) miles. In addition, he need no longer sacrifice
real wealth or experience to shape real land or wealth and he
may modify people through Wyld Cauldron Technology within
the maximum range of his Wyld-Shaping Technique.

Hero Draws a Second Breath

Cost: ; Mins: Lore 3, Essence 2; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Essence-Lending Method
The Solar Exalted understanding of Essence is rooted in
their unflappably heroic natures; they can exploit this to draw

Chapter One Solar Charms

17

power from the natural destiny that surrounds them, bolstering


that which they do even further. This Charm permanently enhances the Solar, allowing him perform a DV -0 Miscellaneous
action to steel himself, spending a Virtue channel during an
emotionally appropriate scene to regain (Exalts Lore + Virtue)
peripheral motes. This surge in Essence is treated as a peripheral expenditure, causing his anima banner to flare. This can not
increase the Solars mote pool beyond its normal maximum,
and any excess motes gained from this Charm are wasted.

Elder-Uplifting Generosity

Cost: 20m, 1wp; Mins: Lore 5, Essence 4; Type: Simple (Dramatic


Action)
Keywords: Enlightening, Obvious, Touch, Training
Duration: Instant
Prerequisite Charms: Soul-Enlightening Beneficence (Scroll
of the Monk, p. 18)
This patronizingly-named Charm was initially developed in
the Primordial War to quickly return the Solars Dragon King
allies to their minds after they inevitably fell in battle. Over
time its use was refined, and many Lawgivers regularly uplifted
their shorter-lived, favorite inhuman companions upon their
reincarnation. Executing this technique takes a day of mutual
meditation (or forced quiescence for Dragon King stalkers), at
the end of which the Exalt touches his companion and elevates
their soul. The target trades one dot of permanent Willpower
for one dot of permanent Essence, raising the Essence of the
non-mortal target to two. Even the rare Essence 1 Exalt, or
gods and elementals whose station and purview normally dictates their Essence, may be targeted with this Charm. There is
no experience cost for this aspect of the Charm.
This Charm may target Dragon Kings, Mountain Folk and
other natural Essence channelers. It may even be used on those
Essence-users with Essence 2+ as long as they have other avenues of enlightenment to explore. When used on Essence 2+
Dragon Kings, this Charm initiaties them into the Bulb of the
Perfected Lotus, allowing them to learn Celestial martial arts.
If used on Unenlightened Mountain Folk, this Charm transforms them into Enlightened. For other Essence-users this may
or may not have as drastic an effect as that wrought on the
Jadeborn (Storyteller discretion advised). For instance, the
Storyteller might allow the Exalt to perform the same feat on
Dragon-Blooded. This is similar to enlightening a mortal with
the Enlightened Essence blight, which costs four bonus points or
eight experience.

Binding Golden Edict

Cost: ; Mins: Lore 5, Essence 5; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Order-Affirming Blow
The Exalts Order-Affirming Blow now costs (15 Exalts
Essence) motes, and its Willpower cost is (targets Essence
Exalts Essence), minimum one.

Unified Essence Theory

Cost: ; Mins: Lore 8, Essence 8; Type: Permanent


Keywords: Wyld
Duration: Permanent
Prerequisite Charms: Infinity-Compassing Conquest

18

Unparalleled understanding of motonic relationships allows


the puissant Solar Exalted to reshape reality wherever he is and
with lightning speed...much like the ancient Primordials. This
Charm permanently enhances the Lawgivers Wyld-Shaping
Technique, allowing him to use it in places other than the Wyld,
treating non-Wyld environments as a Bordermarch. If the Exalt
is actually within the Wyld, he treats it as being one level more
severe (Bordermarches are shaped as Middlemarches, Middlemarches as Deep Wyld and Deep Wyld as Pure Chaos; Pure
Chaos is no easier to shape). Combined with a Great Hand
of the Maker and protoshinmaic vortex (Dreams of the First
Age, Book IILords of Creation, p. 93, 95), the Solar treats
Creation as a Middlemarch for the purposes of Wyld-Shaping
Technique.
The Exalt also gains the ability to redefine the fundamental
laws of reality with Wyld-Shaping Technique. The following are
guidelines, and will certainly require Storyteller involvement.
Aspects: The Exalt may manipulate reality to produce stable
expressions of that which is normally found in the Wyld. For
every five successes, the Exalt inflicts one overarching aspect of
reality on an area. The Exalt may impose up to ten such aspects
at a time, and aspects may be interdependent. For instance,
the Solar may dictate that air is a liquid in the area; this makes
it no less breathable, but it will slosh out of the region unless
contained or another aspect dictates that air flows much the
same whether it is a gas or liquid. A variety of guildeines for
creating aspects of Wyld zones can be found in The Compass
of Celestial Directions, Vol. IIThe Wyld.
Geomancy: For every success a Lawgiver spends he may
completely transform the geomancy of one square mile. This
might transform Creation-based geomancy into Underworld
geomancy, or Malfean geomancy, or some heretofore unseen
type of Essence flow. This does not actually produce demesnes
(which requires a separate use of Wyld-Shaping Technique),
but it changes the aspects of any existing demesnes in the area.
See The Books of Sorcery, Vol. IIIOadenols Codex for
more on demesnes and manses. Existing manses are resistant
to the change, losing one dot of power every month until they
reach 0, at which point they transform into a manse of the appropriate type and regain one dot per month. Hearthstones
provide motes but no special powers after the first dot lost,
and once the manses rating reaches 0 any extant hearthstones
crumble to dust.
Changes wrought by this Charm are usually temporary without proper care, and nothing stops an unprepared Solar from
destroying himself through imprudent alterations. While this
Charm does allow the Exalt to inflict strange and new realities
on other realms of existence, the Wyld will eventually devour
them, the Underworld will return to its staid procession and
Malfeas and other titanic beings are likely to perfectly defend
themselves against such presumption.

Eternal Golden Panoply

Cost: ; Mins: Lore 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Immanent Solar Glory
The diversity of the panoply that Creation offers up for its
defense can stagger even a Lawgiver. The Exalts attunement to

Chapter One Solar Charms

orichalcum artifacts can be maintained up to one week without


physical contact. In addition, the Solar never need roll his Wits
+ Lore to gain the material bonuses of artifacts that are not
made of orichalcum, and the increase in attunement cost for
doing so is lowered by (Solars Lore), to a minimum of zero.

Medicine

Woe-Conquering Hands

Cost: (2 + Magnitude)m, 1wp; Mins: Medicine 4, Essence 3;


Type: Simple (Dramatic Action)
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Any Medicine Excellency
Though conceived as weapons of war, the Lawgivers natural
facility for healing is unparalleled. This Charm is like a normal
dramatic action to diagnose or treat a patient, but the action
applies to a large group, up to (Essence 1) Magnitude worth
of people. The Exalt works quickly and efficiently, but multiplies the usual time necesssary to carry out the dramatic action
by an amount equal to the groups Magnitude.

Aura of Salubrity

Cost: (1m, 1wp); Mins: Medicine 5, Essence 4; Type:


Permanent
Keywords: (Obvious)
Duration: Instant
Prerequisite Charms: Contagion-Curing Touch, AilmentRectifying Method, Body-Purifying Admonitions
Merely being present allows the Lawgiver to cleanse the
world around her. Forever after, any mundane poison or disease
within (Essence) yards that is not currently afflicting someone
is automatically neutralized by the Exalts presence. As a Miscellaneous action, the Lawgiver may spend one mote and one
Willpower to flare her anima to the 11-15 level. Pure, golden
light bathes the Solars surroundings, extending the neutralizing aura to (Essence x 5) yards. This enhanced aura may also
neutralize magical diseases or poisons present under the same
circumstances, the Exalt rolling Essence + Medicine. Magical
poisons with a Toxicity less than her successes or magical diseases with lower Morbidity are banished as well. This Charm
does not actually inform the Lawgiver of the presence of any
diseases or poisons, it only neutralizes them.

Perfected Lustration Methodologies

Cost: ; Mins: Medicine 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Wound-Mending Care Technique,
Ailment-Rectifying Method, Body-Purifying Admonitions,
Wholeness-Restoring Meditation
Bringing surcease to pain is a simple thing for a Lawgiver.
This Charm permanently enhances the Exalt, reducing to
one the number of successes necessary to apply the effects of
Ailment-Rectifying Method, Body-Purifying Admonitions or
Wholeness-Restoring Meditation. The Solar may now apply
Wound-Mending Care Technique to a patient (Essence) times
each day. She may also add the Obvious keyword to WoundMending Care Technique to reduce its mote cost by an amount
equal to her Essence, to a minimum of zero.

Occult

Celestial Refinement Techniques

Cost: ; Mins: Occult 3, Essence 1; Type: Permanent


Keywords: Mirror (Grave Affinities)
Duration: Permanent
Prerequisite Charms: Any Occult Excellency
While it is the gods who facilitate it and the Dragon Kings
who pioneered its use, as is usually the case the Lawgivers were
the ones to truly master and excel in thaumaturgy. This Charm
permanently enhances the Exalt, reducing the necessary mote
expenditure to lower the Resources cost of thaumaturgical procedures by his permanent Essence, to a minimum of zero (see
Exalted, p. 138 for more). In addition, when the Solar learns
this Charm he chooses one Art of Thaumaturgy which then
gains the special benefits outlined below; the Exalt may purchase Refinements of other Arts at a cost 3 experience points,
or 1 bonus point during character creation, and a week of training. For more on thaumaturgy see Exalted, p. 137 and The
Books of Sorcery, Vol. IIIOadenols Codex, p. 109.
The Art of Alchemy: With exceptional preservatives and
the infusion of Solar Essence to bolster their effects, the Lawgivers concoctions can do more with less. Each alchemical
formula that produces tinctures, potions or other amounts of
some substance applied in doses doubles the amount it creates.
The shelf-life of all these products is multiplied by five. If the
duration of any of such potions is measured in real timeas
opposed to story-based time such as scenes, as many arethe
amount of time its effects last is doubled. Formulas that create damaging or painful substancessuch as Ardent Embrace
Resin (The Books of Sorcery, Vol. IIIOadenols Codex, p.
131) or 8-Scream Devil Powder (The Books of Sorcery, Vol.
IWonders of the Lost Age, p. 74) increase their respective
damage done or penalty imposed by one. The Storytellers discretion may be necessary to determine what if any effects this
Charm has on other formulas.
The Art of Astrology: While the Solar can not design better mundane orreries with this Art, she can gather more useful
information with them, increasing by one the dice bonus she
receives from them on Art of Astrology rolls. Beyond this, the
Exalt gains greater detail and accuracy from her predictions, a
benefit that lies outside the scope of this Charm to describe.
A rough guideline for the Storyteller is that any given prediction from the Lawgivers rituals will produce information that
just barely falls short of the next level of accuracy (as described
for the Divination rituals on Exalted, p. 138). Predictions with
other rituals should generally be more of a certainty than they
might otherwise be.
The Art of Biothaumaturgy: While still not comparable to the
greater art of Craft (Genesis), Solars can achieve astonishing
results with the more mundane procedures of Biothaumaturgy.
The Implant rituals the Solar can perform are all upgraded, so
that he can use them to grant a subject one higher level of mutation than normal. [Pox] Implant can then bestow both poxes
and afflictions, [Affliction] Implant can grant afflictions and
blights, and [Blight] Implant can inflict both blights and abominations. Using a procedure to bestow a higher-level mutation
than normal increases the difficulty of the ritual by two.

Chapter One Solar Charms

19

The Art of the Dead: The Solar Exalted only excel in fields
dealing with the Underworld slightly more than their peers. Art
of the Dead rituals that require less than an hour to complete
instead reduce the time of their execution to a single Miscellaneous action.
The Art of Demon Summoning: The spawn of the Yozis recognize their conquerors, and acquiesce readily. Rituals of the Art
of Demon Summoning do not cost any Willpower for the Solar
to perform; they are almost as natural as any mundane activity.
Summoning, warding and otherwise manipulating demons with
this Art requires no consumable components, not even sacrifices normally necessary to summon particular demons. The
Exalt can also perform the rites of Expulsion (Demons) and Banish (Species of demon) (see The Books of Sorcery, Vol. III
Oadenols Codex, p. 142) naturally, without learning those
rituals or achieving the requisite Degree in the Art, both as
Miscellaneous actions.
The Art of Elemental Summoning: Since they are the natural
rulers of Creation, the Solar Exalted can expect obeisance from
elementals. Rituals of this Art that take less than an hour to
perform take only a single Miscellaneous action for the Exalt.
The Summon (Species) and Beckon (Species) rituals (The Books
of Sorcery, Vol. IIIOadenols Codex, p. 136) are enhanced,
adding the Exalts Essence in extra successes to the relevant
rolls. Alternately, the Lawgiver may use those rituals to summon higher-Essence elementals; forgoing the extra successes
to summon elementals of Essence 4 or 5 with Summon (Species)
and those with Essence 6 or 7 with Beckon (Species).
The Art of Enchantment: Any rituals of this Art that take a
day or more to complete instead require only (10 Essence)
hours from the Lawgiver, to a minimum of one hour. Those
rituals that enchant an object for a limited time, such as [Lesser
Wonder] (Exalted, p. 139) have their duration multiplied by the
Exalts Essence.
The Art of Geomancy: The Exalt adds his Essence in extra
successes to rolls for the Art of Geomancy. Any rituals of this
Art that take multiple hours to perform instead take one hour,
or if they take days or weeks they instead take hours and days,
respectively. Procedures that normally take an hour or less can
instead be performed as Miscellaneous actions.
The Art of Husbandry: The Celestial Refinement of the Art
of Husbandry is not about making the Solar himself better at
the Art, but rather making him better at using it for the good
of many. The Exalt may instruct a group of people with a Magnitude up to (his Essence) in a number of rituals of this Art
equal to (his Occult). These precise directions allow those students to go forth and carry out those rituals even if they do not
know them, using the Solars dice pools if theirs would be lower.
These instructions are complex and precise, and if someone
does not perform a given ritual at least once a week they forget
how to do it properly and must be re-taught. Any given character can have learned rituals in this way from only one Solar at a
time; instruction from another Lawgiver forces them to forget
the previous instructions.
The Art of Spirit Beckoning: The Creation-Ruling Mandate
makes the Solar Exalted the ultimate authority thereof. The
difficulty of any rituals in this Art dealing specifically with a god
or gods that are officially a part of the Terrestrial Bureaucracy

20

is reduced to one. If the Solars Essence is higher than a given


Celestial gods (or higher than the highest Essence of a group
of Celestial gods), the difficulty of this Arts rituals that deal
directly with those gods is reduced by the difference between
their Essence traits. The Solar may perform rituals of this Art
that require less than an hour as Miscellaneous actions.
The Art of Warding and Exorcism: Any Art of Warding and
Exorcism rituals that take less than an hour to complete instead require a Miscellaneous action from the Solar. The Exalt
also adds (Essence) extra successes to any rolls involving building or maintaining wards with this Art.
The Art of Weather Working: Knowing the proper forms and
having the utmost authority in Creation, the Solar no longer
requires extra time nor suffers an increased difficulty for attempting more than one ritual of this Art in the same twoday period. The natural authority of the Lawgiver lends weight
to his requests, extending the durations of rituals like Minor
Changes, Transform Weather and Major Changes (The Books of
Sorcery, Vol. IIIOadenols Codex, p. 144) to five hours, one
day and one week, respectively. In addition, the effects of such
rituals all extend to a radius of up to (Solars Essence) miles.
Non-Solars, which for the purposes of this Charm does not
include Abyssals or Green Sun Princes, can not learn or use all
of the Celestial Refinement Techniques, no matter how they
manage to learn the Charm. Such lesser thaumaturges can not
enhance the Arts of Demon Summoning, Elemental Summoning or Weather Working with this Charm.
While this Charm is a Mirror and so the Solar may teach it
to or learn of it from Abyssals, they may only do so in regards to
the Art of the Dead. The monofocus of the deathknights make
them ill-suited for other pursuits. Therefore, unless the Exalt
knows the aspect of this Charm that enhances the Art of the
Dead she can not teach it to an Abyssal, nor would an Abyssal
teacher be of any help if the Solar wanted to learn Celestial
Refinement Techniques involving another Art.

Sorcerers Gilded Invocation

Cost: (+1m); Mins: Occult 3, Essence 4; Type: Permanent


Keywords: Holy
Duration: Instant
Prerequisite Charms: Terrestrial Circle Sorcery
Even when taking advantage of Primordial Essence patterns,
the actions of the Lawgivers are holy. This Charm permanently
enhances the Exalt, allowing him to spend an additional mote
when casting any sorcery spell to make the spell Holy. If the
spell inflicts damage, that damage becomes aggravated against
creatures of darkness; if it imposes influence on a creature of
darkness, the targets MDV is halved. This may have uses on
spells other than for attack, such as shielding a spell against
wicked magics that fail in the face of overwhelming holiness.

Emerald Essence Assimilation

Cost: ; Mins: Occult 5, Essence 5; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Occult Essence Flow, Terrestrial Circle
Sorcery
The Lawgiver must be free to carry out many duties simultaneously. This Charm permanently enhances the Exalt, reducing to 0 the DV penalties of any Shape Sorcery or Cast Sorcery

Chapter One Solar Charms

actions she takes. The sorcerer Exalt may also take voluntary
reflexive actions while taking sorcery actions, such as moving;
this does not allow the Solar to activate Charms or otherwise
spend motes on other powers while casting sorcery, but previously established Charm effects that allow the Exalt to perform
reflexive actions such as counterattacks are valid options.
Purchase of this Charm again at Essence 8+ allows the Exalt
to spend motes on Charms and similar powers during Cast or
Shape Sorcery actions. Even when activating only one Charm
this costs a point of Willpower, as if activating a Combo, and for
the purposes of Combo-Basic Charms Shape and Cast Sorcery
actions are treated as Simple Charms.

Sapphire Essence Understanding

Cost: ; Mins: Occult 6, Essence 6; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Celestial Circle Sorcery
Building on her understanding of sorcery, this Charm permanently enhances the Chosen, reducing the Willpower cost of
casting sorcery spells by one, to a minimum of one.

Adamant Essence Mastery

Cost: ; Mins: Occult 7, Essence 8; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Solar Circle Sorcery
Coming to an unprecedented understanding of the way
that Essence flows through Creation and herself, the Chosen
renders the shaping of sorcery almost trivial. This Charm permanently enhances the Solar, reducing by one the number of
Shape Sorcery actions she must take before she may cast any
sorcery spell, to a minimum of zero. In the case of Terrestrial
Circle Sorcery, this means a spell can be cast simply with a Cast
Sorcery action. This does not shorten the casting time of spells
that require dramatic rituals.

Ash and Bone Glory

Cost: (+5m); Mins: Occult 6, Essence 7; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Shadowlands Circle Necromancy
As incompatible as life- and death-Essence is, the Lawgivers
can accomplish just about anything if they simply apply enough
power. This Charm permanently enhances the Exalt, allowing
him to increase the mote cost of a necromancy spell by five to
increase one dice pool or other trait-based calculation by his
own Essence. This allows him to boost the dice pool for spells
like Black Candle Visage, effectively double the area of effect of
Flesh-Sloughing Wave, or add his Essence again to the number
of zombies he can summon with Raise the Skeletal Horde. Each
separate trait-based calculation may be enhanced only once,
but the Solar can apply this benefit to the same spell multiple
times.

Masters Essential Cerement

Cost: ; Mins: Occult 10, Essence 10; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Labyrinth Circle Necromancy, Ash and
Bone Glory

In the First Age, necromancy was a young art. A theoretical


understanding of this Charm existed, but it was never actually developed and used before the Usurpation. Upon learning
this Charm, a Lawgiver would need to sacrifice both the reality
and potentiality of any positive Intimacies strongly tied to one
particular Virtue of her choice. Without scouring knowledge
of this Charm from her mind, the Exalt would forever after be
incapable of forming positive Intimacies based on the chosen
Virtue. In return, the Solar gains the capacity to learn and cast
Void Circle Necromancy spells. Other than as noted here, this
Charm functions identically to other Void Circle Necromancy
Charms. For more on necromancy, see The Books of Sorcery,
Vol. IIThe Black Treatise.
While even the most rudimentary thought experiments that
would lead to the creation of this Charm obviously account for
how unhealthy death-Essence is, none truly knew how devastating tying oneself to the Neverborns cursed realm could be.
A Solar who learns this Charm exacerbates the Great Curse
that coils within her. Every scene during which she casts a
necromancy spell of any circle, she gains a point of Limit. In
addition, the first time during a scene that the Exalt spends
Willpower to resist influence when her MDV wouldve been
raised or lowered due to her crippled Virtue, she gains a point
of Limit. If that would also be the first time in the scene the
Lawgiver resists unnatural mental influence with Willpower,
the Limit gain stacks.
It should be stressed that the effects of this Charm are not
some insidious plot of the Neverborn. They did not secretly desire to be waked, the knowledge of necromancy torn from their
dreams only for some far-off future Solars to be slightly crazier
for it. Death-aspected Essence is unhealthy. With enough time
and effort, assuming they cared about their abandoned humanity, concerted Solar research might produce a version of this
Charm that is easier to learn and does not emotionally cripple
the necromancer. Such research might even unwittingly remove
the aspects of the Charm that aggravate the Great Curse.

Holistic Essence Understanding

Cost: 4m, 1wp; Mins: Occult 3, Essence 3; Type: Simple


Keywords: Combo-OK, Mirror (God-Home Invasion)
Duration: One scene
Prerequisite Charms: Spirit-Cutting Attack
With this Charm, the Exalt becomes capable of interacting with the immaterial and material on equal footing. This
allows the Exalt to perform normal physical actionsnot just
attacksthat affect the immaterial world. While this effect
lasts, the Lawgiver reflexively chooses at the beginning of each
of his actions whether to interact with the immaterial as if it
were material, or to treat immaterial items and beings normally.
The Exalt must still activate Spirit-Cutting Attack normally
to inflict aggravated damage to spirits or to strike immaterial
targets when he is treating the immaterial as intangible.

Magic-Defying Mudra

Cost: Varies; Mins: Occult 4, Essence 3; Type: Supplemental


Keywords: Combo-OK, Mirror (Divinity-Denying Strike),
Obvious, Shaping
Duration: Instant
Prerequisite Charms: Spirit-Cutting Attack

Chapter One Solar Charms

21

No evil power can stand against the might of the Chosen


of the Sun, for they can break unrighteous magic with as little
as their bare hands. This Charm enhances one of the Solars
physical attacks with any Ability, which if successful banishes
one Charm, spell or other Essence-fueled power that is currently affecting the target. Magic-Defying Mudra can not target permanent Charms or similar effects. Negating a Charm
costs a number of motes equal to ([3 x Charm users permanent
Essence]). If the effect is a spell, the mote cost is (5 x spells
circle). The attack deals damage normally.
The Exalt must be able to discern the existence of the effect
she wishes to banish before activating this Charm, so she must
have prior knowledge of the effecthaving seen the spell cast,
the Charm is Obvious, etc. Motes spent on or committed to
banished effects are lost. Reflexive Charms may be reactivated
immediately at normal cost, subject to normal timing rules, and
apply their effects normally.

Power-Sealing Chakra Strike

Cost: (+1wp); Mins: Occult 6, Essence 6; Type: Permanent


Keywords: Crippling
Duration: Instant
Prerequisite Charms: Magic-Defying Mudra
The golden holiness of the Lawgivers seals away the wicked
magics of the enemies of Creation. When the Exalt successfully suppresses a Charm, spell or other Essence-fueld power, he
may immediately spend one Willpower to seal that power away,
denying them future use of that Charm or power. The sealed
power does not return naturally; the Crippling effect must be
healed magically. Any attempts to heal the effect increase the
difficulty of any involved rolls by an amount equal to the Solars permanent Essence. A merciful Solar may free the victim
of her own Power-Sealing Chakra Strikes by touching them and
reflexively spending one mote, but this releases all his Chakra
Strike bindings on the target.

Spirit-Chaining Hero Aura

Cost: (+5m); Mins: Occult 5, Essence 4; Type: Permanent


Keywords: Holy, Mirror (Fetters of Resplendent Apostasy),
Obvious, Shaping
Duration: One scene
Prerequisite Charms: Asserting the Mandate (The Manual of
Exalted PowerAbyssals, p. 163)
This Charm permanently enhances the Solars Spirit-Repelling Diagram, allowing her to commit an additional five motes
when activating it to extend the radius to (Essence x 5) yards.
In addition, all spirits within the area are made visible and susceptible to material attacks at no cost to themselves, even if
they do not possess the Materialize Charm. The golden halo
that surrounds the Solar burns the eyes of the wicked and saps
their power, increasing by (Exalts Essence) the mote cost of
Charms used by creatures of darkness in the area.

Golden Gaoler Geasa

Cost: 5m, 1wp; Mins: Occult 6, Essence 6; Type: Simple (Speed


3 in long ticks)
Keywords: Combo-Basic, Compulsion, Obvious, Social
Duration: Instant or one year
Prerequisite Charms: Asserting the Mandate (The Manual of
Exalted PowerAbyssals, p. 163)

22

In their capacity as rulers of Creation, the Solar Exalted can


exert authority over the prisoners of Hell. This Charm allows
a Lawgiver to invoke this primacy, making it known who and
what she is, proclaiming her status as one of the Chosen of the
Sun along with her caste and name. Solars of the First Age also
made a habit of outlining their pedigree and outstanding deeds
of heroism, but this is not necessary. In so doing, she binds an
errant demon with the oaths of surrender.
The Exalt lists one or more of a First Circle or Second Circle
demons transgressions, and demands one of two things from
the escapee: that they immediately return to Malfeas, vanishing in a gout of green flame, or that they be bound to fix that
which they have wrought for a year and a day. Transgressions
include: leaving Malfeas without being properly summoned
and bound, affecting Fate in any way or performing Charms or
Charm-like effects without the express direction of whomever
summoned and bound it, or any other action the Storyteller
and player can agree technically falls outside the bounds of the
Yozis oaths despite how often such things go unpunished or are
even encouraged.
If bound to repair its evil acts, the demon must do its best to
undo the consequences of its influence in Creation since it last
escaped or was summoned. This unnatural compulsion persists
for a year and a day, and the demon may resist by spending two
Willpower to gain a day of freedom. Upon completing the task
or at the end of this period, the demon vanishes back to Malfeas. Banishment back to the Hell-prison can not be resisted.
Sorcerous binding supersedes this Charms effects in all ways,
except in the case where the summoning sorcerer is no longer
alive. This Charm can not be used to banish or compel demons
who have been properly bound, having their will broken by an
Exalts or gods use of the respective sorcery spells that summon
them. If the spell did not successfully bind the demon, or it was
summoned or escaped Malfeas in some other way, Solars with
this Charm may bind or banish a demon with impunity.

Victory Over Primordials Mudra

Cost: 50m, 3wp + 10m, 1wp per banishment; Mins: Occult 10,
Essence 10; Type: Simple (Speed 4)
Keywords: Compulsion, Holy, Obvious
Duration: Indefinite
Prerequisite Charms: Golden Gaoler Geasa
As the Unconquered Sun and his fellow gods did at the close
of the Primordial War, the Solar Exalted can arrange their Essence and hands in the occult patterns that bind the incomprehensible powers of the Yozis in Hell. But this law of the universe
was written before the Yozis were debased, and it is against all
such titanic beings that the Solar Exalted may use itbe they
Primordial or Yozi or, oddly enough, unshaped Fair Folk. Upon
making the Victory Over Primordials Mudra, any such expansive beings within ten miles, and any such beings Third and
Second Circle souls (or Emanations in the case of unshaped)
must cease all hostile activitiesincluding the environmental
damage that occurs naturally within them. This Charm does
not force environmental entities to do anything other than
lie quiescent, ready for negotiation or reimprisonment. Commoner raksha, minions, First Circle demons and the like are so
minuscule that they are not bound by this Charms effect.
The Lawgiver maintains the Mudra as long as he wishes,

Chapter One Solar Charms

and its effects are just as lasting. In the event that someone
assaults a subsidiary being, that sub-soul or noble alone may
respond in kind. If a titan or its fetichor an unshaped or its
ruling Emanationare directly assaulted, the entire being and
all its sub-entities are released from the binding and can not
be bound again until another scene has begun. By performing
a Miscellaneous action and spending ten motes (which are not
committed) and one Willpower, the Exalt may compel a single
Yozi or unshaped, or any single such beings subsidiary entities,
to flee back to Hell or the Deep Wyld, respectively. Beings so
banished must make all haste to fulfill the order, and must take
along its subsidiary entities of status (i.e., Second and Third
Circle demons, noble raksha). First Circle souls, commoners
and minions are normally carried along for the ride at the beings own initiative.
The effects of this Charm, whether binding or banishing,
are an unnatural compulsion. Unfortunately for the Yozis, the
oaths that they swore on their defeat make it impossible for
them or their souls to defy this compulsion, even with Charms
that allow resistance against irresistible influence. Unshaped
raksha and Primordials may resist either or both compulsions
this Charm produces by spending five points of Willpower. Resisting the compulsion to lie quiescent breaks this Charms hold
over a target, causing subsequent attempts to banish a target to
fail until this Charm can be reestablished in another scene.

Essential Nature Discovery

Cost: ; Mins: Occult 5, Essence 4; Type: Permanent


Keywords: Mirror (Soul-Measuring Glance)
Duration: Permanent
Prerequisite Charms: All-Encompassing Sorcerers Sight
The world is full of clues to the wondrous nature that lies
beneath. When the Exalt has All-Encompassing Sorcerers
Sight active, gauging a manse or artifacts rating or a persons
Essence successfully also informs the Lawgiver as to their basic
nature and type: demon (and of which Circle), Dragon King,
elemental (and of which element), Exalt (and of which type),
Fair Folk, ghost, god (Terrestrial or Celestial), and so on. Even
without All-Encompassing Sorcerers Sight active, the Exalt
may attempt to scrutinize an item or person with the usual
Intelligence + Occult roll, but its difficulty increases by two.
When any of this information is relevant to piercing a disguise,
the Solar gains two extra successes on rolls to do so.

Night

Athletics

Nimble Footwork

Cost: ; Mins: Athletics 2, Essence 2; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Graceful Crane Stance
This Charm permanently enhances the Exalts Move and
Dash actions, ensuring that no penalties can ever reduce them
below (Dexterity) yards per tick and (Dexterity + 6) yards per
tick respectively. This does not prevent the Solar from voluntarily reducing her speed to cover less ground. The Exalt also
automatically receives one success on any and all attempts to
maintain footing on unstable terrain (Exalted, p. 155).

Immovable Righteousness

Cost: ; Mins: Athletics 4, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Graceful Crane Stance
While the Solars Graceful Crane Stance is active, any
Knockback effect reduces the distance it throws him by (Dexterity + Athletics) yards, to a minimum of zero. While active,
the Solar may also reflexively pay one Willpower to negate all
Knockback from an attack, no matter how severe.

Implacable Warrior Thews

Cost: (2m); Mins: Athletics 4, Essence 3; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Monkey Leap Technique
No quarry escapes the determined Lawgiver. As long as the
Solars Monkey Leap Technique is active, whenever a target
performs an action to move away from the Solar, he may pay
two motes to leap after them, reflexively covering up to his
maximum leaping distance in pursuit. Valid targets include
foes in combat or simply someone the Solar is chasing. In longterm pursuits that call for contesting Athletics rolls, the Exalt
can activate this Charm on any given roll to gain (his Essence)
extra successes.

Crashing Retribution Blow

Cost: ; Mins: Athletics 4, Essence 3; Type: Permanent


Keywords: Knockback, Mirror (Foe-Prostrating Technique)
Duration: Instant
Prerequisite Charms: Thunderbolt Attack Prana
Against the unmitigated strength of the Solar Exalted, even
the best-defended foe is subject to terrible force. Whenever the
Exalt uses Thunderbolt Attack Prana to enhance an attack
against an object or being, he may choose to increase the difficulty to resist knockback (Exalted, p. 153) from the attack by
his own Essence. If the target successfully defends against the
attack, the Exalt may reflexively pay two motes to release the
force of his attack in a burst of golden Essence. This secondary effect drives the target back (Exalts Essence) yards despite
their successful defense. This Charm is ineffective against those
who benefit from perfect balance, such as Solars using Graceful
Crane Stance.

Sunbeam-Pursuing Alacrity

Cost: ; Mins: Athletics 4, Essence 3; Type: Permanent


Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Lightning Speed
With such speed and grace, it is difficult to tell whether the
Chosen truly move as humans do, or simply will themselves to
where they need to be. Moving at impossible speed, the Solar
seems to merely glance at his destination before arriving there.
In addition to its base effect, the Solars Lightning Speed now
also doubles his movement speed.
A second purchase of this Charm allows the Exalt to spend
a Willpower when activating Lightning Speed to increase the
multiplier to (Essence).

Chapter One Solar Charms

23

Castle-Toppling Shove

Cost: ; Mins: Athletics 5, Essence 3; Type: Permanent


Keywords: Mirror (Home-Wrecking Fury)
Duration: Permanent
Prerequisite Charms: Increasing Strength Exercise
Displays of awesome power are a casual thing for the Solar
Exalted. While Increasing Strength Exercise is active, the Exalt
may perform feats of strength to break objects (Exalted, p. 127)
as Miscellaneous actions.

Unconquered Might

Cost: ; Mins: Athletics 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Increasing Strength Exercise
No barrier is too strong, no obstacle too heavy, that the Solar
Exalted can not break it or lift it. As long as the Lawgivers Increasing Strength Exercise is active, when spending Willpower
to enhance a feat of strength instead of rolling Willpower the
Exalt simply adds her Willpower to her Strength + Athletics.
This increase does not count as a bonus from Charms, and it
is not compatible with normal expenditures of Willpower to
boost a feat of strength.
Exalts with Essence 6+ may instead pay three motes to gain
this benefit, instead of spending Willpower.

Adamant-Crushing Grip

Cost: ; Mins: Athletics 5, Essence 5; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Unconquered Might
Even the greatest gates of the most wicked fortress are but
paper in the hands of the Solar Exalted. While the Exalts Increasing Strength Exercise is active, he multiplies his Strength
+ Athletics for feats of strength by (Essence). Also while Increasing Strength Exercise is active, he may attempt to break
indestructible objects with a feat of strength when he spends a
Willpower to enhance the action, ignoring or contesting effects
that make the target invulnerable as appropriate.

Indomitable Sinews

Cost: 10m; Mins: Athletics 5, Essence 5; Type: Simple (Speed


5, DV -3)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Unconquered Might, Hill-Hurling Might
(The Manual of Exalted PowerAbyssals, p. 165)
Nothing is too large that the Solar Exalted can not lift it.
This Charm is a feat of strength to lift or throw something,
but instead of an object the Lawgiver may attempt to lift or
throw a structure. The structure will be whole and undamaged
by the Solars might, structural integrity is not an issue despite
the prodigious force being applied to a small area. The same
can not be said if the Exalt chooses to throw the structure; see
Scroll of Kings, p. 43 for guidelines on crashing, which can be
used to model the effects of a rough landing for a townhouse
or obelisk. The same rules for pinning a foe with Hill-Hurling
Might apply, but structures often end up damaging and pinning
multiple targets depending on their size and shape.

24

Awareness

Treasure-Warding Caution

Cost: ; Mins: Awareness 4, Essence 2; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Keen (Sense) Technique
The savvy Solar Exalted knows to keep his hand on his purse,
even in a metaphysical and metaphorical sense. This Charm
permanently enhances the Lawgiver, adding (his Essence) extra successes to any rolls he makes to oppose attempts to steal
objects he owns and carries on his person. If an effect attempts
to steal the Exalts possessions without a roll, this Charm forces
a contested roll.

Insuperable Clarity of (Sense)

Cost: ; Mins: Awareness 5, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Unsurpassed (Sense) Discipline
Nothing evades the notice of the Solar Exalted, no matter
how fast or quietly it may sneak. This Charm is a cluster of
three separate Charms, one each for sight, hearing and smell,
each of which requires the appropriate Unsurpassed (Sense)
Discipline. It permanently sets a lower bound for the range of
the Exalts sense equal to his permanent Essence in yards. Any
stimulus in that range is always difficulty 1 to detect before the
application of magical penalties or difficulty increases. This
does not make the Exalt capable of perceiving things through
otherwise impermeable barriers; he can not see through opaque
surfaces or hear in a truly soundless area. However, the loudest
sound will not make it any more difficult to hear other sounds
within range, nor will the heaviest blizzard or darkest night reduce the short-range clarity of his vision.
When the Exalt has activated Keen (Sense) Technique, the
range of his sense is increased by (Essence x 5) yards, which is
added to the normal clear range of his sense instead of setting
a lower bound. For instance, as per the visibility conditions on
Exalted, p. 135, a blizzard at night would set clear vision at 0
yards and a full moon over the desert would set it at 50 yards.
With Essence 3, Insuperable Clarity of Sight and Keen Sight
Technique, the Exalt could see clearly in the blizzard up to 15
yards and up to 65 yards in the desert.
A second purchase of this Charm at Essence 5+ extends the
minimum range of the Exalts clear sense to (Essence x 5) yards,
while with Keen (Sense) Technique it becomes one mile. It is
difficult to assimilate so much information at once, however,
so when the Lawgiver chooses to take advantage of this power
(which is an optional, reflexive choice from action to action),
he suffers a -2 internal penalty to all Awareness rolls.
At Essence 6+ a third purchase of this Charm extends the
minimum clear range of the Exalts sense to (Essence x 10)
yards, while increasing the clear range with Keen (Sense) Technique to (Essence 2) miles.

Creation-Spanning (Sense)

Cost: (1wp); Mins: Awareness 7, Essence 8; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Insuperable Clarity of (Sense) (x3)

Chapter One Solar Charms

Ruling the world requires that one know it intimately, and


none have so probing a sense of ownership as the Chosen of
the Sun. This Charm is a cluster of three different Charms,
one for sight, smell and hearing, each of which requires the
appropriate Insuperable Clarity of (Sense) as a prerequisite. By
straining to concentrate, which is a Miscellaneous action that
calls for the expenditure of one Willpower, the Exalt can attempt to perceive one specific stimulus of the given sense that
is currently within the same realm of existence (i.e., Yu-Shan,
Creation, Hell). The Exalt perceives the stimulus and ongoing
similar stimuli for the duration of the Miscellaneous action. If a
chosen stimulus is sufficiently widespread, the Storyteller may
impose a -4 internal penalty on all of the Exalts actions for the
duration of the action due to sensory overload.
For the purposes of realms of existence, the Bordermarches, Middlemarches and Deep Wyld are part of Creation. Pure
Chaos is so mutable that this power is useless there. If the stimulus is within her local reality this Charm allows the Exalt to
perceive it as if she were right next to it, as well as informing
her where it is. Like its prerequisite, this Charm fails against
effects that make the given sense completely useless, such as
solid walls or odorless beings.
When the Exalt is taking advantage of Keen (Sense) Technique to perceive many miles around herself, as per Insuperable
Clarity of (Sense), use of this Charms effect does not cost a
point of Willpower. However, by spending a point of Willpower,
the Solars perception can cross the boundaries of reality, allowing her to sense things in differing realms of existence. The
realm of existence must be a place that can be reached with
some regularity from the Exalts current realm, such as any of
Creation, Malfeas, Yu-Shan or the Underworld. Autochthonia
can not be perceived from other realms until the Seal is broken,
and locations in Elsewhere are each their own realm which may
or may not be a valid target for scrutiny. For instance, divine
sanctums can be regularly reached from Creation, but places
Pressed Beyond the Veil of Time (The Books of Sorcery, Vol.
IIThe White Treatise, p. 93) can not.

Attentive Courtier Attitude

Cost: (+1m); Mins: Awareness 5, Essence 3; Type: Permanent


Keywords: Social
Duration: Permanent
Prerequisite Charms: Surprise Anticipation Method
This Charm permanently enhances its prerequisite, allowing
Surprise Anticipation Method to be used to detect unexpected
assaults that do not actually pose a mortal threat by spending an additional mote when activating it. This extends the
Charms utility to the social arena, where unexpected social attack are generally not an immediately fatal threat. Detecting
such threats as these, unlike normal activations of the Charm,
rely on there being some immediate intent behind the attack.
For instance, a glass of wine carrying a delayed-acting poison
does not present immediate mortal danger and is an entirely
passive threat, preventing the use of this Charm.
In addition, the Lawgiver may activate Surprise Anticipation Method to notice unexpected events inflicted on others.
This follows all the same rules as a normal activation of Surprise Anticipation Method when the Solar is the target of the
attackit requires that the Solar be capable of making a valid

Awareness roll to notice the attackbut it allows the Exalt to


potentially activate protective Charms on behalf of the target
(such as the Dodge Charm Shaded Ally Intercession).

Dodge

Dancing Shadow Evasion

Cost: (+3m); Mins: Dodge 5, Essence 4; Type: Permanent


Keywords: Mirror (Howling Wind Dance)
Duration: One tick
Prerequisite Charms: Flow Like Blood
While Flow Like Blood is active, the Solar may extend the
duration of her Seven Shadow Evasion by adding three motes
to its activation cost. She then perfectly dodges every attack of
which she is aware for the rest of the tick, even those that are
undodgeable. All of these dodges are still subject to the Flaw of
Invulnerability of the Exalts normal Seven Shadow Evasion.
At Essence 5+ the Solar may spend an additional point of
Willpower to extend the duration of this protection to the rest
of the action.

Sinuous Shadow Escape

Cost: (+2m); Mins: Dodge 6, Essence 6; Type: Permanent


Keywords: Mirror (Fulgurating Smoke Evasion)
Duration: Permanent
Prerequisite Charms: Dodge Essence Flow, Flow Like Blood
Increasing its cost by two motes allows the Lawgiver to activate Seven Shadow Evasion as if it were not a Charm for the
purposes of other Charms and Combos.

Shaded Ally Intercession

Cost: 4m; Mins: Dodge 5, Essence 3; Type: Reflexive (Step 2)


Keywords: Combo-OK, Mirror (Unfortunate Bystander
Maneuver), Obvious
Duration: One action
Prerequisite Charms: Leaping Dodge Method
The mercy of the Solar Exalted puts them in danger that
their faithful followers can not hope to face. For the remainder
of the action after activating this Charm, the Exalt may take
the place of the target of an attack or flurry of attacks that is
within jumping distance. The character must be aware of any
attack he is protecting a target from, and the Exalt performs
this feat reflexively in Step 2 of combat resolution.

Larceny

Hall of Mirrors Practice

Cost: (1wp); Mins: Larceny 5, Essence 3; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Flawlessly Impenetrable Disguise
At need, the clever members of the Night caste could play a
veritable cavalcade of villains when they insinuated themselves
into criminal organizations. This Charm permanently enhances
the Exalt, making it much easier to magically disguise herself.
The Solar may spend an additional Willpower point when activating Flawlessly Impenetrable Disguiseor Perfect Mirror if
she knows that Charmto shorten their activation time from
long ticks to short ticks.
If the Solar has Essence 4+ she may also change from one
disguise to another more easily. By spending a point of Willpower while disguised with Flawlessly Impenetrable Disguise

Chapter One Solar Charms

25

or, again, Perfect Mirrorthe Exalt may switch their alter ego
without activating the Charm normally. Instead, the motes remain committed to the previous activation, and the disguise
simply changes; the Solar again rolls ([Wits or Manipulation]
+ Larceny) to determine the quality of the new faade, and
this takes the usual six long ticks. By spending two Willpower
to switch personae, the Exalt may do so in short ticks instead.

Impenetrable Lifestyle Masquerade

Cost: (1wp); Mins: Larceny 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Perfect Mirror
As infiltrators of the inscrutable Primordial slave-masters
of prehistory or the amusingly bothersome Fair Folk courts of
the First Age, few could surpass the Solar Exalted. This Charm
permanently enhances the Solar, extending the durations of
his Flawlessly Impenetrable Disguise and Perfect Mirror to one
week and one day, respectively. He may reestablish such disguises at the end of their durations by reflexively paying a Willpower point and keeping the motes committed, abrogating the
need to reactivate the Charm or roll to determine the quality
of the disguise again.

Distracting Glory Legerdemain

Cost: 1m; Mins: Larceny 3, Essence 2; Type: Supplemental


Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Larceny Excellency
Ironically to some, the glorious skill of the Lawgiver can be
used to make his actions unnoticed. This Charm enhances an
attempt to perform small feats of prestidigitation (Exalted, p.
128), making such tricks impossible to spot or confound without Charms. Even when an observer does use a Charm, the
difficulty to detect or foil the sleight-of-hand increases by four.

Elsewhere Fingers

Cost: (1m); Mins: Larceny 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Flawless Pickpocketing Technique
This Charm permanently enhances the Solars Flawless Pickpocketing Technique, allowing him to confiscate items that are
hidden Elsewhere. Doing so requires a normal attempt to pickpocket and the attempt is considered to be a contest between
the Exalts Flawless Pickpocketing Technique and the Charm
or effect that sent the item Elsewhere. The Solar still can not
steal attuned artifacts, unless the possessor is an extra.
The Solar may now also store items Elsewhere freely, with a
reflexive commitment of one mote per object, but only those
objects that he could normally hold in one hand and conceal
on his person. Retrieving hidden objects requires the release of
the mote and a Miscellaneous action to grab it; without such
an action the object instead falls to the ground near the Solar.

Wonder-Appropriating Concentration

Cost: (+1wp); Mins: Larceny 5, Essence 5; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Stealing from Plain Sight Spirit,
Elsewhere Fingers

26

This Charm permanently enhances the Exalts Stealing from


Plain Sight Spirit, allowing her to reach items that are farther
away than (Essence) yards, up to the distance she could cover
with two Move actions. In addition, by spending an extra point
of Willpower upon activating Flawless Pickpocketing Technique, Stealing from Plain Sight Spirit or Elsewhere Fingers,
she may steal attuned artifacts from heroic characters, as long
as the item is not literally in active use (being handled or used,
as opposed to simply being attuned).

Wall-Surpassing Method

Cost: (+5m, 1wp); Mins: Larceny 5, Essence 5; Type:


Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Door-Evading Technique
No barrier, great or small, may bar the Lawgiver from pursuing her foe. This Charm permanently enhances the Exalt,
allowing her when she activates Door-Evading Technique
to increase its cost by five motes and one Willpower to pass
through any barrier even if it is not a portal. Particularly thick
or magical barriers might still thwart the Solars advance. If
the wall is more than (Exalts Essence) yards thick, the Exalt
automatically fails to activate this Charm.
If the obstacle is magical, such as an artifact or an energy
field, a contested roll is called for; the hulls of First Age transports or the walls of a manse roll twice their rating against the
Solars (Essence + Larceny), while conjured barriers roll a pool
appropriate to the Charm or spell that created them. Things
specifically warded against teleportation call for an appropriate
contested roll. For any of these contested rolls, the Exalt gains
extra successes equal to her permanent Essence.

Stealth

The Sun Is Always There

Cost: ; Mins: Stealth 5, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Mental Invisibility Technique
No matter how oblivious the populace may be, no matter
how dark the night, the Sun is never truly gone. The Exalts
Mental Invisibility Technique no longer recedes entirely when
she joins battle. Only those who Join Battle in the conflict with
the Solar pierce the effect, while bystanders must deal with
the Charm normally. In addition, unless they overcome the
Charms compulsion even those in conflict with the Lawgiver
increase the difficulty of any Awareness rolls to notice the Solar
by four.
Another purchase of this Charm at Essence 4+ indefinitely
extends the duration of the Solars Mental Invisibility Technique.

Surreptitious Golden Needle

Cost: ; Mins: Stealth 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Vanishing from Minds Eye Method
No authority can hold sway over the Solar Exalted, nothing can forever know their movements. Not even Fate. While
the Solars Vanishing from Minds Eye Method is active, she

Chapter One Solar Charms

is considered to be outside Fate; none of her actions are dictated, manipulated or predicted by the Loom. This makes her
immune to any effect that targets only those that are a part of
Fate, including Sidereal astrology and many Sidereal Charms.
The Exalt can not be found by searching the Loom, and any of
her activities during this Charms duration are not accounted
for even after the Charm lapses. See The Manual of Exalted
PowerSidereals for more on Fate and the Loom.
Another purchase of this Charm at Essence 5+ extends the
duration of Vanishing from Minds Eye Method indefinitely.

Slipping Elsewhere Trick

Cost: 10m, 1wp; Mins: Stealth 5, Essence 5; Type: Simple


Keywords: Combo-Basic
Duration: (Essence) actions
Prerequisite Charms: Vanishing from Minds Eye Method
The most undetectable place to be is somewhere else. This
Charm allows the Exalt to slip Elsewhere for a short period,
where he is completely undetectable. After all, he isnt actually anywhere. When the Charm ends, the Exalt reemerges in
the same location as he left, or the nearest open space. He can
vaguely perceive the place he left from his hidey-hole, but any
rolls he makes to discern the outside world while concealed in
another dimension suffer a -1 external penalty. The place the
Exalt goes is a nondescript, gray expanse; attempting to move
around in it gets the character nowhere.

Eclipse

Bureaucracy

Halo of Ministerial Dominion

Cost: 10m, 1wp; Mins: Bureaucracy 5, Essence 4; Type: Simple


(Dramatic Action)
Keywords: Combo-Basic, Mandate, Social, Training
Duration: Instant
Prerequisite Charms: Speed the Wheels
Any institution has a place for the Solar Exalted, especially
when the Exalt puts her mind to it. This Charm is a day-long
dramatic action of bureaucratic wrangling with a group, after
which the Solar rolls her Intelligence + Bureaucracy; anyone
who opposes the Solar may roll their own Intelligence + Bureaucracy as a contested roll. On a success, the Solar gains a
position of as little or great import as she wishes, short of making herself leader of the group. This grants her an appropriate
Backing rating in the group, and may come with other Backgrounds. In the Mandate of Heaven this allows the Solar to
become the legitimate sorcerer for a turn in a targeted dominion, regardless of her Backgrounds and any competing sorcerers. Unless negated by another Charm, this one counts as one
of the dominions first actions for the turn. If the Storyteller
charges experience for Background dots, this Charm may act
as a Training effect.

Market-Commanding Proclamation

Cost: 12m, 1wp; Mins: Bureaucracy 5, Essence 4; Type: Simple


(Dramatic Action)
Keywords: Combo-Basic, Mandate, Mirror (Market-Slaying
Confidences)
Duration: Instant
Prerequisite Charms: Frugal Merchant Method, Insightful
Buyer Technique, Speed the Wheels
Solar economists do not predict trends, they create them.
This Charm is a day-long dramatic action as the Exalt manipulates an economy, buying, selling or gossping to do so. She then
sets a commoditys value at a certain level of Resources expenditure, no matter what it used to be. If someone opposes her
the two make contesting Intelligence + Bureaucracy rolls, and
on a failure the Solars machinations do not change the price.
Successful use of this Charm can bolster or cripple those who
are heavily invested in the commodity the Solar manipulates,
raising or lowering their Resources background by an amount
appropriate to both the new value of the commodity and how
deep their investment was. It takes a number of months equal
to the Exalts Essence for the market to stabilize and prices to
return to normal.
In the Mandate of Heaven, this Charm is a dominion action
(and so the Solar must be a sorcerer in the dominion). This
dominion action calls for a roll of the dominions Culture +
Bureaucracy against a difficulty of a target dominions Culture
+ Temperance. A dominion may target itself with this action.
For every extra success on this roll the target dominion gains
or loses an external bonus point at the Solars discretion. If
the dominion does not have sufficient bonus points to meet
the loss, it must immediately reduce an appropriate amount
of Attributes or Abilities to make up for the loss. If this trait
reduction still does not match the loss, the target dominion
gains an amount of Limit equal to the remaining bonus points
to be lost.

Creation-Ruling Pronouncement

Cost: 15m, 1wp; Mins: Bureaucracy 5, Essence 5; Type: Simple


(Dramatic Action)
Keywords: Combo-Basic, Compulsion, Mandate, Obvious,
Social
Duration: Indefinite
Prerequisite Charms: Bureau-Rectifying Method, Halo of
Ministerial Dominion
When irresponsible gods or lesser Exalts run roughshod over
a country, it is up to the Lawgiver to seize control and guide
society back to its rightful path. This Charm is a dramatic
speech to a group or dominion that resides in Creation (which
includes the Bordermarches of the Wyld), as the Chosen of the
Sun reminds their lessers that he holds the Creation-Ruling
Mandate. The Exalt rolls his ([Charisma or Manipulation] +
[Bureaucracy or Presence]), applying an external penalty equal
to the group or dominion leaders MDV plus the target organizations Magnitude. Success impels the natural subordinates of
the Lawgiver to obey him.
This exerts an unnatural compulsion on the leader of the
group and the group itself, forcing the leader to step down (to
an advisory capacity, or leaving the group entirely, as that character desires), granting full leadership rights to the Solar. The

Chapter One Solar Charms

27

Solar is in all ways treated as the leader of the group, gaining any appropriate Backgrounds (like Backing) and under the
Mandate of Heaven rules making him the legitimate sorcerer
for the duration of the Charm. Groups and dominions with
leaders whose Essence is equal to or higher than the Solars are
immune to this Charm, as are organizations led by other Solars
of any Essence level.
The group can not resist this unnatural compulsion, but their
leader can by spending four points of Willpower. In so doing, a
power struggle ensues, requiring more intricate maneuvering
to determine who is in charge and potentially leaving someone
else as leader in the interim or even after, or simply grinding the
groups processes to a halt. If the Exalt releases the motes committed to this Charm the group will return to their old ways and
old leader, unless they have been properly reorganized to recognize the Solar as their leader without magical compulsion.

Voice of the People

Cost: (1wp); Mins: Bureaucracy 5, Cult 1, Essence 6; Type:


Permanent
Keywords: Messianic, Touch
Duration: Permanent
Prerequisite Charms: Creation-Ruling Pronouncement
By taking advantage of the underlying nature of Creation, the
Lawgivers can, much like gods, listen to the entreaties of the
people under their charge. Upon learning this Charm, the Exalt can hear any prayer directed at him with a successful prayer
roll (Exalted, p. 132). Exceptionally popular Solars might get
too many prayers to clearly understand, but they may suppress
the noise to a soothing hum when they wish to avoid distraction. This Charm also allows a Lawgiver to invest someone as a
priest in his name, allowing them a difficulty decrease on their
prayer rolls when praying to him. This requires that the Exalt
touch the priest-to-be and spend a point of Willpower.
Knowledge of and taking advantage of this Charm, just as
having a Cult, was illegal in the First Age, but that hardly
stopped most Solars. It was difficultor at least not worth their
timeto suppress cults in their name, and if the worshipers
were going to be there anyway why not put it to use?

Forgetful Bureaucracy Technique

Cost: 3m or 5m, 1wp; Mins: Bureaucracy 4, Essence 2; Type:


Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Compulsion
Duration: Indefinite or instant
Prerequisite Charms: Indolent Official Charm
The Lawgiver may take advantage of the labyrinthine and
insular habits of a bureaucracy to conceal anything. As long
as the item or information in question is managed or otherwise overseen by the same bureaucracy, it is squirreled away
and shuffled around, with too much or too little paperwork.
Officials have poor recollections, or none at all, and the forms
were improperly filed. Whatever the actual difficulties, anyone
searching for the concealed item is unlikely to find it. This is
an unnatural compulsion that the group may resist if the leader
spends four Loyalty.
After the Solar places the target of this Charm into the bureaucracy, as long as three motes remain committed to the effect, the subject is shuffled around and a confusing array of
paperwork surrounds it. Any non-magical attempts to track it

28

down through bureaucratic means fail automatically, and magical attempts face a difficulty increased by the Exalts Essence.
Should the Solar choose instead to spend five motes and a
Willpower, the bureaucracy suffers a major dysfunction that
hides the object or information. Paperwork is lost, destroyed
or entirely erroneous, contradicting the various recollections of
any involved bureaucrats. This permanently destroys existing
information that would lead to the recovery of the subject in
question, whether it is an item or information itself. New information that enters the bureaucracy later is not affected.

Linguistics

Golden Authors Seal

Cost: (1m [+1wp]); Mins: Linguistics 3, Essence 3; Type:


Permanent
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Whirling Brush Method
This Charm permanently enhances the Solar, allowing her to
write without writing utensils, on any surface. The Exalt pays a
single mote to enhance the dramatic action of writing, her anima seeping through her fingers to leave behind golden script.
This writing is a pattern of Essence lightly imbedded into the
receiving surface, it can not be washed away by the elements
or or by hand, though erosion of the surface itself may remove
it and paint may cover it. Essence-users may pay a single mote
to erase such script, which takes about as long as it would to
thoroughly smear freshly-penned ink.
The Solar can spend an additional Willpower when writing
something in this anima-ink to imbed a mystical signature in
the text. Anyone who has analyzed such a signature before
with Charms such as All-Encompassing Sorcerers Sight may
immediately recognize works penned by the Solar in this way.
Attempts to counterfeit such magics have their difficulty increased by four.

Guiding Words of Solar Wisdom

Cost: 10m, 1wp; Mins: Linguistics 4, Essence 3; Type: Simple


(Dramatic Action)
Keywords: Combo-OK, Training
Duration: Instant
Prerequisite Charms: Flawless Brush Discipline
The insight of the Lawgivers is unparalleled and opens up
the minds of those willing to pay attention. This Charm is the
dramatic action of writing an instructional text. In that text
the Solar embeds some of his knowledge, allowing others the
opportunity to learn from it; the Exalt chooses one of the following Abilities: War, Performance, Survival, Craft, Lore,
Medicine, Occult, Larceny, Bureaucracy, Linguistics, Sail or
Socialize. Alternately, the Solars text may instruct others in
up to three different Specialties that all fall under one of the
aforementioned Abilities.
Reading the manual thoroughly is the equivalent of training
with a tutor and acts as a Training effect, allowing the reader to
incur experience debt. Anyone training with the manual may
increase the Ability up to a maximum of the Solars own rating
at the time of writing, a lesser rating of the Solars choice, or
four, whichever is lower. Repeated study provides deeper understanding, allowing for repeated use.

Chapter One Solar Charms

Writing one of these books takes an amount of time equal


to that required to learn the maximum allowed rating in the
chosen Ability (treating caste and favored Abilities as if they
were not caste or favored) or one dot of each Specialty. These
instructions need not be in book form, either. It might be a collection of sutras or a giant mural. Without special effortsuch
as the use of Craft Charmsthe manual is no sturdier than its
mundane counterparts, nor any prettier.

Infinite Potential Treatise

Cost: ; Mins: Linguistics 5, Essence 5; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Guiding Words of Solar Wisdom
This Charm permanently enhances its prerequisite, so that
the Solars texts can train others in any Ability in which he
has a rating of 4 or more. Instead of Abilities or Specialties,
the Exalt may write a manual that teaches others a single Solar
Charm, or a Terrestrial or Celestial martial arts Charm, with a
minimum Ability no higher than 5 and minimum Essence no
higher than 3. The Solar must know the Charm and anyone
who wishes to learn it must be capable of doing so in the first
place.
Alternately, the Exalt may pen a book that teaches others
the Savant Background (The Manual of Exalted PowerSidereals, p. 106 or Dreams of the First Age, Book IILords of
Creation, p. 44). It takes one week of study to increase Savant
by one dot, and if the Storyteller charges experience for Backgrounds it also costs three experience per dot. Such books can
not confer mastery of Savant to readers, only ratings up to four
dots (or the Exalts own rating if it is lower).
Charm instructions take a number of weeks to write equal to
the minimum Essence of the Charm. Passing on the knowledge
of the Savant Background requires weeks of work equal to the
maximum rating that can be trained through the text.

Golden Paradise Dialect

Cost: 20m, 2wp; Mins: Linguistics 5, Essence 4; Type:


Supplemental
Keywords: Emotion, Training
Duration: Instant
Prerequisite Charms: Excellent Emissarys Tongue, Twisted
Words Technique
Language reflects how people think, and in turn affects their
thinking. This Charm enhances one of the Exalts attempts to
invent a language; it may be an entirely new language family or
a peculiar dialect of a known language. In additon to providing
another way to communicate, this language may also change
the way people think. To influence others, the Solar still must
encourage its use in the first place. Speaking the language with
regularlity for a month imposes one or more changes on the
speaker; the Exalt chooses what these changes are when inventing the language. Each type of change (Ability, Specialty,
Intimacy) only affects a speaker once every month, but all three
may be in effect at the same time.
Abilities: The Exalt chooses up to two Abilities, each of which
may be decreased to a minimum of one or increased to a maximum of four, as a Training effect. The speaker chooses each
month which Ability they will train, but they can not choose to
train an Ability they already have at the minimum or maximum

to avoid increasing or decreasing one that is not. Storytellers


may provide compensatory experience for lowered Abilities.
Specialties: Just as with Abilities, though the Exalt simply
chooses up to three different Specialties, each of which may be
trained up to three times each (for a total of nine dots).
Intimacies: Up to (Solars Linguistics) Intimacies may be built
or eroded, one at a time. Each month counts as a scene building or eroding a given Intimacy, and the speaker gets to choose
which they are adopting or shedding each month. As with
Abilities and Specialties, a character can not choose to build an
established Intimacy or erode one she lacks to avoid reinforcing or suppressing another. These scenes of growth stack with
normal scenes of building or eroding Intimacies.
The languages influence is natural. Heroic mortals may
avoid this manipulation by spending one Willpower at the end
of any month they regularly speak the language. Essence-users
may ignore or benefit from the Ability and Specialty manipulation as they wish, but they too must spend Willpower to avoid
building or eroding Intimacies. If a heroic character is the leader
of a group speaking a Golden Dialect, they may spend a point
of Loyalty each month to shield members who are extras, but
heroic members must deal with the language on their own.

Harmony of Word and Deed

Cost: ; Mins: Linguistics 6, Essence 6; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Golden Paradise Dialect
With a transcendent understanding of communication and
how it affects the speaker, the Solar creates a language that can
thoroughly reshape a people. This Charm enhances its prerequisite, expanding its capacity to train a populace. The number
of Abilities and Specialties the Solars languages can alter both
increase to an amount equal to half the Exalts Linguistics. The
Solar may now use his languages to suppress or bolster a particular Motivation as well. Any month during which a subject
speaks the language regularly, that person and their Motivation
is protected or weakened. If the Motivation is being suppressed,
the characters will is broken (Exalted, p. 174) at any time their
temporary Willpower is reduced to zero, not just (Essence +
Willpower) days after a social attack opposing the Motivation
reduces them that low. If the Motivation is being encouraged,
no amount of natural influence can break the characters will,
nor can any unnatural influence that costs a single Willpower
to resist.

Ride

Heroic Course Familiarity

Cost: ; Mins: Ride 1, Essence 1; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: None
The important thing is not that a Solar has learned to pilot a
vehicle or tame a mount, but whether she does what her nature
calls her to do. This Charm permanently enhances the Exalt,
allowing her to ignore any penalties due to lack of appropriate
Abilities (required Ride, Lore, etc.) when attempting to pilot a
Ride-based vehicle. When she stunts to control an animal or
pilot a Ride-based vehicle, she converts any stunt dice gained

Chapter One Solar Charms

29

into automatic successes.

Attendant Chariot Gesture

Cost: 5m, 1wp; Mins: Ride 5, Essence 4; Type: Simple


Keywords: Combo-OK, Obvious, Touch
Duration: Indefinite
Prerequisite Charms: Heroic Course Familiarity
With this Charm, the Exalt can have a machine of war ready
no matter where he goes. This Charm banishes to Elsewhere a
Ride-based vehicle the Exalt owns. By releasing the committed
motes the Solar can summon the vehicle back instantly, and he
may even reflexively be inside or atop the vehicle, ready to pilot
it. Any animals or other supplements required for the vehicle
to operate are not banished by this Charm.

Impossible Maneuver Execution

Cost: 3m; Mins: Ride 2, Essence 2; Type: Reflexive


Keywords: Combo-OK, Mirror (Dark Rider Aptitude)
Duration: Instant
Prerequisite Charms: Any Ride Excellency
This Charm may be used to enhance a Ride action to pilot a
vehicle or mount, adding (the Solars Essence) extra successes
to the roll.

Pilots Steady Hand

Cost: 4m; Mins: Ride 3, Essence 2; Type: Reflexive


Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Impossible Maneuver Execution
Spinning a wagon around in mid-gallop, riding skis around
the inside of an ice cavernsuch displays of daring come easy
to the Solar Exalted. For the rest of the scene after activating
this Charm, subtract half the Solars Essence from the difficulties of any piloting maneuvers the Exalt makes with loyal animal mounts or Ride-based vehicles that he owns. This reduces
a mounts Control rating for the purposes of handling it.

Narrow Escape Strategy

Cost: 6m; Mins: Ride 4, Essence 3; Type: Reflexive (Step 8)


Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Impossible Maneuver Execution
Making things look too easy wouldnt be impressive enough,
would it? The Solar pilot of a Ride-based vehicle or mount uses
this Charm when an attack successfully hits (or when making
a ramming attack with a vehicle), adding his (Ride + Essence)
to the conveyances soak and Hardness. Vehicles may still appear to suffer the effects of damage they ignore; this is cosmetic,
serving to look cool and agitate technicians and grooms.

Majestic Bearing Intuition

Cost: 6m, 1wp or 0m, 1wp; Mins: Ride 5, Essence 4; Type:


Simple (Speed 3, DV -0)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Pilots Steady Hand
Second nature does not begin to describe how deftly the
Solar Exalted handle their conveyances. For the rest of the
scene after activating this Charm, the Exalt makes Ride rolls
to control vehicles or mounts as a reflexive instead of Miscellaneous action. This benefit is universal at the normal cost of

30

six motes and one Willpower, but the Solar may activate the
Charm at no mote cost, restricting its benefit to loyal animals
and vehicles he owns (see Exalted, p. 238).

World-Crossing Stamina

Cost: ; Mins: Ride 5, Essence 4; Type: Permanent


Keywords: Mirror (Unceasing Terror Stamina)
Duration: Permanent
Prerequisite Charms: Phantom Steed, Wind-Racing Essence
Infusion
This Charm permanently extends the durations of Phantom
Steed and Flashing Thunderbolt Steed to a number of days
equal to the Solars permanent Essence. Their durations are
extended into weeks instead of days at Essence 6 or more.

Sail

Expert Pilot Concentration

Cost: ; Mins: Sail 5, Essence 3; Type: Permanent


Keywords: Mirror (Bloody Reaver Expertise)
Duration: Permanent
Prerequisite Charms: Storm-Weathering Essence Infusion
There are no vehicles the Solar Exalted can not control, and
they control them all with unsurpassed finesse. This Charm
permanently enhances the Exalts Storm-Weathering Essence
Infusion, increasing the bonus it provides to (Solars Essence).
When the Exalt is personally piloting a vesselnot simply
commanding a crewthis Charm adds its bonus successes to
all Sail-based piloting rolls the Solar makes, even if they do not
serve to aid the ships survival.

Invincible Solar Vessel

Cost: 4m per Resources dot, 2wp; Mins: Sail 5, Essence 4; Type:


Simple (Speed 10 in long ticks)
Keywords: Mirror (Dark Souls Fly Sails), Obvious
Duration: One year
Prerequisite Charms: Shipwreck-Surviving Stamina
It is impossible for the Solar Exalted to be stranded. This
Charm conjures out of the Exalts anima a Sail-based vehicle.
It may be any mundane vessel, with a Resources cost no more
than the Exalts permanent Essence. Conjured ships have no
weapons unless they are a standard part of every model of the
ship, such as an Imperial triremes ram. See Scroll of Kings for
more on mundane vehicles.
When the Solar first learns this Charm, he understands how
to summon a single mundane vehicle that he is familiar with.
Learning to summon other vehicles costs three experience
points each.

Sun-Racing Clip

Cost: 5m, 1wp; Mins: Sail 4, Essence 2; Type: Simple


Keywords: Combo-OK, Mirror (Screaming Wind Voyage)
Duration: Varies
Prerequisite Charms: Perfect Reckoning Technique
The glorious vitality of a life at sea fills not just the crew, but
the vessel itself. Using this Charm, the Solar directs the course
of a ship, with the Charms effect ending as soon as the Solar is
no longer in charge or no longer personally directing the ships
course. While the Exalt captains the vessel, its maximum speed
increases by (Solars Essence x 2)/(Solars Essence x 4)mph.

Chapter One Solar Charms

Golden Cove Trick

Glorious Affirmation Stance

Socialize

Golden Courtier Misdirection

Cost: 8m, 1wp; Mins: Sail 6, Essence 6; Type: Simple


Keywords: Combo-OK, Obvious, Touch
Duration: Indefinite
Prerequisite Charms: Sea Ambush Technique
With some effort, the Lawgiver learns to hide his ship from
all the world. At least, until it is needed and called for again.
The Solar uses this Charm to banish a vehicle he owns to Elsewhere, which must have no crew or passengers on it and must
fit within a mile-radius sphere. When the motes are released,
the ship will appear in the nearest open space big enough to
house it; if no such space exists within a mile, the ship fails to
appear and the connection to Elsewhere is lost, dooming the
vessel to float endlessly outside Creation. This Charm does not
affect manses with the Mobile power.

Uplifting Trials of the Perfect

Cost: 8m; Mins: Socialize 4, Essence 3; Type: Reflexive (Step


2)
Keywords: Combo-OK, Emotion, Mandate
Duration: Instant
Prerequisite Charms: Wild Revelry Approach
With kings such as the Solars, what people could truly be
swayed by the enemy? The Solar activates this Charm in response to any attack that targets a group he leads. If that attack
fails to overcome the targets DV or some other value the group
opposes the attack with, the group gains two points of Loyalty,
even if this would exceed the leaders Willpower rating. Loyalty
in excees of the leaders Willpower dissipates one per day.
In the Mandate of Heaven, an Exalted savant or sorcerer
may activate this Charm when another dominions action fails
to impose Limit or trait loss on the Solars dominion. This allows the Lawgivers dominion to reduce its current Limit by
one or to regain a single Virtue channel.

Dragon-Shaping Enthusiasm

Cost: 5m, 2wp; Mins: Socialize 4, Essence 3; Type: Simple


(Dominion Action)
Keywords: Combo-OK, Mandate
Duration: Instant
Prerequisite Charms: Taboo Inflicting Diatribe
With subtle whispers or glorious commandment, the Solar
Exalted guide the structures of nations. This Charm is identical
to the Dragon Rearranges Scales Maneuver (Exalted Storytellers Companion, p. 148) except that its duration is instant. A
savant Solar may use this Charm on behalf of his dominion.

Master of Society Technique

Cost: ; Mins: Socialize 5, Essence 4; Type: Permanent


Keywords: Mandate
Duration: Permanent
Prerequisite Charms: Wise-Eyed Courtier Method, Wild
Revelry Approach, Taboo Inflicting Diatribe
This Charm permanently enhances the Solars Wise-Eyed
Courtier Method, Wild Revelry Approach and Taboo Inflicting Diatribe, reducing the effective Magnitude of groups the
Exalt targets with those Charms by (her Essence). When those
Charms are used under the Mandate of Heaven rules, a target
dominions effective Magnitude is only reduced by one.

Cost: 4m; Mins: Socialize 5, Essence 5; Type: Simple


Keywords: Mandate
Duration: Indefinite
Prerequisite Charms: Master of Society Technique
Who could but love their Solar rulers? As long as this Charm
is in effect, any time a group under the Exalts leadership would
need to spend more than one Loyalty to resist a social attack or
social Charms effects, they need spend only one Loyalty to do
so. When another dominions actions would force the Solars
to gain Limit, either through its reaction or as a direct result
of the action, the amount of Limit gained is reduced by one, to
a minimum of zero. The Exalt must be a legitimate sorcerer in
the dominion to apply this Charms effects. If the Lawgiver is
ever not the leader or legitimate sorcerer of the dominion, this
Charm lapses.
Cost: ; Mins: Socialize 3, Essence 2; Type: Permanent
Keywords: Mirror (Tomb-Soul Quietude)
Duration: Permanent
Prerequisite Charms: Mastery of Small Manners
Court is a dangerous place to display ones passion without
calculation. The Lawgivers Mastery of Small Manners adds
(Socialize) to the difficulty of attempts to discern or read her
intentions, Intimacies, Motivation, Virtues or other social qualities. See Exalted, p. 131 for more on reading a person. While
active, it also becomes impossible to tell if the Solar is lying.
If such perfect lies meet a perfect truth-discerning effect, the
Solars player adds (Exalts Essence) to their contesting roll.

Understanding the Court

Cost: 4m, 1wp


Keywords: Combo-OK, Mirror (Tension-Discerning Scrutiny)
Duration: One story
Note: This is a modified and clarified version of the Charm
found in Exalted, p. 239. It has a reduced mote cost and increased duration (and gains a Mirror found on p. 72). Pursuant
to this document treating DVs as difficulties instead of external
penalties, it bears noting that this Charm reduces both external
penalties and DVs.

Eye for Passions Scrutiny

Cost: ; Mins: Socialize 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Understanding the Court, Mastery of
Small Manners
Any action of desire reveals the truth of a person. When
someone has made a social attack in the Exalts presence while
Mastery of Small Manners is active, even if the Lawgiver is otherwise uninvolved, she learns much about the participants. If
the attack is meant to encourage others to support or adopt the
attackers Virtues, Intimacies or Motivation, or if the defender
is gaining a bonus to MDV from the same, or both, all such supporting traits are revealed to the observant Exalt. She may read
or be read the relevant traits from the characters sheets.

Chapter One Solar Charms

31

Lord-and-Vassals Agreement

Cost: 5m; Mins: Socialize 4, Essence 3; Type: Reflexive


Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Gathering the Congregation
Those that attach themselves to the Solar Exalted bask in reflected glory. This Charm is a coordinate social attacks action,
except that it is reflexive, so it suffers and imposes no multiple
action penalties and imposes no DV penalty. The participants
must still wait for the Exalts next action to make their attack.

Slumbering-Bear-Wakes Attentiveness

Cost: 10m, 1wp; Mins: Socialize 4, Essence 3; Type:


Supplemental
Keywords: Combo-OK, Mandate
Duration: Instant
Prerequisite Charms: Gathering the Congregation
The nations of the Lawgivers take swift, decisive action. This
Charm enhances a dominion action taken by a dominion that
the Solar leads as a sorcerer, reducing the activation time of
that action to instant if it would be longer. At Essence 6+ this
Charms mote cost is reduced to five.

32

Tiger-in-the-Rushes Rally

Cost: 10m, 1wp; Mins: Socialize 5, Essence 3; Type: Simple


(Dominion Action)
Keywords: Combo-OK, Mandate
Duration: Instant
Prerequisite Charms: Slumbering-Bear-Wakes Attentiveness
From out of the smallest villages, Solar heroes forge warriornations. This Charm is a single, normal dominion action taken
by a dominion that the Solar is currently residing in. This action
occurs regardless of the dominions Magnitude and any other
actions it has taken. For the purposes of this action, the Exalt
is treated as the legitimate sorcerer of the dominion, despite
any other sorcerers and their legitimacy. If another character is
the real legitimate sorcerer for the dominion, they may choose
to prevent this dominion action by increasing the dominions
Limit by one.
A second purchase of this Charm at Essence 5+ increases
the Limit cost of suppressing the Solars action by two, and
makes it impossible for the true legitimate sorcerer to suppress
the action if their Essence + Socialize is less than the Solars
Essence + Socialize.

Chapter One Solar Charms

Chapter Two

Lunar Charms & Knacks


Knacks

Form Acquisition: Human


Taste of Like Minds

Prerequisites: Intimate Training Recollection, Essence 6,


Intelligence 5
With the touchstone of familiarity, the Lunar Exalted can
expand their horizons with astonishing ease. Whenever the Exalt makes use of Intimate Training Recollection, she may now
assign the floating Ability dots to Abilities she already possess
ratings in. When activating the Knack, she may stack the two
Ability dots in the same Ability, though the resultant rating can
not exceed that which the original forms owner possessed.

Sky-Heart Mastery

Prerequisites: Flickering Star Infusion, Essence 5, Manipulation


5
Humanity is not the only race governed by Fate, but it is one
of the weakest and closest to the Lunars basic nature. This
Knack permanently enhances the Exalts Flickering Star Infusion, allowing its effect to extend to any false shape she learns
and adopts thereafter, not just to human forms.
When the Lunar takes advantage of this capability to adopt
the destiny of an immortal soul, such as those of the Dragon
Kings or Mountain Folk, the cumulative difficulty of finding
the Exalt with the Loom of Fate (The Manual of Exalted
PowerSidereals, p. 62) is reduced by an amount equal to the
permanent Essence of the current true bearer of that soul. This
reduction does not apply if the original bearer of the destiny has
truly had their soul destroyed, a fate many Dragon King souls
suffered during the Primordial War and Fair Folk Invasion.

Holistic Reality Visage

Prerequisites: Flickering Star Infusion, Essence 5, Manipulation


6
Invented long ago by the Lunars of the First Age as a simple
experiment, this Knack became a necessity for the powerful
Stewards of the Second Age as the treacherous Sidereals attempted to cut off their ties with Creation. Holistic Reality
Visage extends the rhetory of the infinite interconnectedness
of all things to a practical application, as the Exalts destinydefying Essence expands and insinuates itself into his surroundings, masking its presence behind local mundanity. This Knack
permanently enhances the Exalt when he takes on a form from
his Hearts Blood library; it doesnt apply when he adopts a true
form.

While in a false shape the cumulative difficulty of finding


the Lunar when searching the Loom (The Manual of Exalted
PowerSidereals, p. 62) is not reduced by any amount due to
the Exalts permanent Essence. Lunars with Essence 7+ may
purchase this Knack a second time, actually increasing the difficulty of searching for him through the Loom by his Essence rating as long as he wears a Hearts Blood shape, or negating the
difficulty decrease due to his Essence even if the Exalt adopts
one of his true forms.

Foreign Weavers Apprentice

Prerequisites: Sky-Heart Mastery, Essence 6, Manipulation 7


This Knack permanently enhances the Exalts Flickering
Star Infusion, allowing it to apply to the alien destinies of those
from realms not governed by the Loom. When adopting the
forms of beings such as Second Circle demons or unshaped Fair
Folk, the Lunar is considered outside fate as is normal for such
beings. If she takes on the form of an entity with conditional
fate, such as First Circle demons or ghosts, she is subject to destiny when in Creation and outside fate when elsewhere. When
adopting a form beholden to a similar but alien destiny, such as
an Autochthonian, she is subject to the alien realms version
of Fate but not to the Looms, and so is outside fate when in
Creation. The Exalts usual destiny and fate become impossible
to find until she returns to a fate-bound form. See The Manual
of Exalted PowerSidereals for more.

Form Acquisition: Supernatural


Lost Pet Phantasm

Prerequisites: Essence 3, Perception 3


This Knack expands the potential targets of the Stewards
sacred hunt to plasmics, those not-quite-ghost denizens of the
Underworld.

Am I Immaterial?

Some Knacks, such as Stygian Mask, allow a Lunar to take


on the forms of beings that are naturally immaterial. None
of these Knacks specify whether or not the Lunar becomes
immaterial when adopting those forms, though it does not
appear to be an Essence-based power. On the other hand,
changing ones state in regards to the Chasm of the Material
is an Essence-based power. This document doesnt attempt
to answer the question, leaving it up to the individual Storyteller to determine the answer both for those Knacks found
in official material and those found here.

Chapter Two Lunar Charms & Knacks

33

Stygian Mask

Prerequisites: Lost Pet Phantasm, Essence 3, Perception 4


The dread expanses of the Underworld long posed new challenges to the Exalted, requiring special attention from those
few who paid it any mind at all. This Knack makes ghosts valid
targets for the sacred hunt, which takes half a day and requires
the consumption of one of the ghosts fetters or the destruction of its corpus by the Lunar. The Lunar does not gain any
Essence-based powers of the ghosts she hunts. A Lunar must
be at least Essence 5 to target specters and nephwracks for the
sacred hunt.
A Lunar with this Knack and Heart-Theft of the Behemoth
may hunt and take the shapes of the hekatonkhire that lurk in
the Labyrinth.

Faces of the First

Prerequisites: Essence 4, Intelligence 5


As adaptive hybrids of human and animal Essence, the Lunar
Exalted find it easy to take on human and animal forms. Not so
for the shapes of other servitor races of antiquity. This Knack
can be learned multiple times, each time permanently adding
one non-human, non-animal race to the list of beings that are
valid targets of the Lunars sacred hunt. Potential targets include Dragon Kings and Mountain Folk, and if any were to be
found in the Second Age truly pure-blooded Lintha and the extinct Alaun. Any number of other servitor races may have been
created by the Primordials and not completely wiped out by the
triumphant Exaltedsuch as the innumerable Darkbroods
and those too would be valid targets. Apart from the types of
being it targets, this Knack functions as Preys Skin Disguise.
It is important to note that the People of the Air, Earth and
Sea are technically human, as are beastmen, most god-bloods
and the vast majority of seemingly inhuman humanoids that
survive during the Second and First Ages. As such, the Exalt
only needs Preys Skin Disguise to target any of those for the
sacred hunt. This Knack is for truly alien beings who are yet
natives of Creation, and so not divinities or scions of Chaos.

Outward Turmoil Disguise

Prerequisites: Lunas Hidden Face, Essence 4, Appearance 5


Truly masters of form, the Lunar Exalted can mimic even
the insane bodies of the Fair Folk. This Knack makes raksha
nobles and commoners who have adopted an Assumption valid
targets for the Exalts sacred hunt, which takes about half a day.
Sometime prior to the end of this hunt, though it need not be
during, the Lunar must have acquired and come to own the
rakshas Heart Grace artifact. At the climax of this predation,
the Lunar swallows the Heart Grace, absorbing the Fair Folks
assumed form. Without other Knacks such as Changing Plumage Mastery, this form remains the same no matter the nature
or Charms of the raksha, making long-term masquerades as one
of the Faerie difficult. While the Lunar does not gain any of the
Essence-based powers of the target, he is considered to be under the ongoing effects of the Assumption Charm that gave the
Fair Folk its form as well as any additional Assumption effects.
He still may not spend motes, Willpower or other resources on
effects granted as parts of those Charms.
A Lunar with Essence 6+ and Intelligence 7+ may gain
access to a raksha forms Essence-based powers through the
Knack Essential Mirror Form (Shaped Raksha) (Dreams of

34

the First Age, Book IILords of Creation, p. 68). While the


Exalt technically has access to every Charm the raksha knew,
he is forbidden use of any Charms that a Lunar or Eclipse Solar
could not learn, with the exception of the Assumption Charms
that gave the Fair Folk its shape. The Exalt may now also spend
motes and other resources to power secondary effects that come
with the Assumption Charms that made up the raksha. Without using a Charm that actually produces a shaping action, this
doesnt allow the Lunar to take shaping actions if he has not
had Graces forged for him, nor will he be very good at most of
the things raksha do without any Graces.
See Graceful Wicked MasquesThe Fair Folk for more on
Fair Folk and Fair Folk Charms.

Manifold Stories Self

Prerequisites: Emerald Grasshopper Form, Towering Beast


Form, Illimitable Beast Declaration (Dreams of the First Age,
Book IILords of Creation, p. 67), Outward Turmoil Disguise,
Laurels-and-Ivy Technique, Essence 8, Wits 8
Having learned to devour and mimic people who are themselves stories made manifest, the Lunar Exalt moves on to
devour and mimic whole stories of many people. This Knack
makes unshaped raksha valid targets for the Lunars sacred
hunt. Absorbing and mimicking the form of a Chaos Lord is
extremely difficult and complex compared to acquiring other
forms. To gain said form the Lunar must defeat each of the unshapeds Emanations, acquiring their forms, all within the same
week during the same story. This usually necessitates fighting
ones way to the unshapeds Heart Emanation, subjugating it
and devouring the Heart Grace artifacts of all the other Emanations, then finishing with the Heart Emanation (slaying the
Heart Emanation too soon dissolves the unshaped and aborts
the sacred hunt).
A Lunar who has acquired the form of an unshaped raksha
can adopt its shape when located at any uncapped demesne
or when in the Wyld. Adopting the form of an unshaped raksha costs ten committed motes and one Willpower. The place
the Exalt becomes is identical to the one in which he fought
and devoured the Emanations thereof, except as follows:
The number of waypoints that make up the freehold body
begin at a minimum of five, one for each standard Grace. Each
of these is populated, for free, by the form of the Emanation
that controlled it. The Exalt may evoke further waypoints that
existed in the unshaped at the time of its defeat, each additional waypoint requiring the commitment of three motes. The
Lunar may disperse or summon any number of waypoints beyond the base five at will, but each instance of doing so costs
one Willpower.
As stated, each of the five primary waypoints of the freehold body are populated by the controlling Emanations. These
Emanations, like shaped raksha the Lunar can take the form
of, have the same traits as the Lunar. However, they have no
volition without the attention of the Exalt, and performing actions through more than one Emanation at a time is difficult,
counting as a flurry with normal multiple action penalties. The
Exalt may use Charms to enhance the actions of Emanations
normally. Like the Emanations of actual unshaped raksha, the
ones that populate the Lunars false location-form can not venture outside its boundaries.

Chapter Two Lunar Charms & Knacks

Emanations all suffer damage separately, and no actions the


Lunar takes through them suffer wound penalties. However,
whenever the Exalt returns to a more coherent shape any and
all damage remaining on his Emanations is transferred to him.
In addition should any Emanation be killed, even though the
Exalt is merely an indefinable presence, he suffers one level of
aggravated damage.
The Lunar may populate his freehold-self with any other
raksha forms he knows, including other Emanations of the unshaped that he devoured or of other unshaped. Each of these
cost three uncommitted motes to conjure up, and they may
appear anywhere in the freehold. Such simulacra follow all the
same rules outlined above for the core Emanations.
As usual, the Steward lacks any Essence-based powers of
the unshaped or its Emanations, unless he also learns the Essential Mirror Form (Unshaped) Knack (Dreams of the First
Age, Book IILords of Creation, p. 68). Essential Mirror
Form (Shaped Raksha) still allows him to use the Charms of
any non-Emanation raksha he extrudes, but only through those
particular bodies that came from shaped raksha.

Innumerable Soul Community

Prerequisites: Heart-Theft of the Behemoth (x2), Root and


Branch Mastery (Dreams of the First Age, Book IILords of
Creation, p. 68), Manifold Stories Self, Essence 10, Charisma
11
Like most Solar and Lunar powers that affect the titans specifically, this one is powerful and probably untested. This Knack
seems to make whole titans valid targets for the Lunars sacred
hunt. These may be Primordials or Yozis, but not Neverborn, as
their tainted tomb-bodies are too corrosive for a Lunar to take
into himself. Much like taking the form of an unshaped with
Manifold Stories Self, the Lunar would have to use Green Sun
Child to take the forms of all of the Third Circle souls of the titan, as well as any Second Circle or lower souls hed like to later
populate himself with, saving the fetich soul for last. There is
no known time constraint on when each soul must be slain, but
if the titans nature were irrevocably changed (through fetich
death or true death of another Third Circle soul) the process
would need to begin again from the start.
The Lunar would not need to be in any particular place to
be able to take on the form of the titan, which would require
the commitment of 20 motes and an additional expenditure
of 30 motes and four Willpower. It is unlikely the Exalt would
have any finer control over his movements than a real Primordial, and so his passage would be devastating to Creation. He
would necessarily and for no mote cost be populated by all of
the Third Circle souls of the titan whose form he adopted, and
for an additional uncommitted cost of three motes each could
extrude copies of any other demon forms he knew to crowd his
vast selfdom. These would follow all the rules for populating
ones freehold body with Emanations as outlined under Manifold Stories Self.
The actual form and function of the physical body of a titan
varies by its nature. Each titanic body has traits based on the
evolution of its Charms. These Charms are not necessary to
adopt such a form, else this Knack would not be possible, but
they help describe the form. Storytellers and players will need
to look elsewhere for specifics.

Wandering Soul Homebody

Prerequisites: Manifold Stories Self or Innumerable Soul


Community, Essence 8, Charisma 9
Purchasing this Knack, the Lunar improves her Manifold
Stories Self or Innumerable Soul Community Knack; the Exalt
may purchase this Knack a second time to upgrade both. So
enhanced, the appropriate Knack allows the Exalt to extend
her Emanations outside of the environment her body has become. By committing five motes a simulacrum that populates
her may venture outside her place-body, up to (Exalts Essence)
miles away. These conjured sub-entities follow all the normal
rules as described under Manifold Stories Self, except that their
permanent Essence is half that of the Exalts and any Attributes
or Abilities in excess of the wandering souls own Essence are
reduced to equal its Essence, even if this would lower physical
traits below those of the form the phantasm is built from.
The Lunar still has full control of these phantasms, but can
not make use of Knacks or Charms through them for which
their newly lowered traits do not meet minimums. These conjured beings may be obliterated with any Necromancy countermagic spell or with Sapphire or Adamant Circle Countermagic.
The loss of any such beings outside the bounds of the Lunars
body, even if the Steward voluntarily releases the three motes
committed to their existence, inflicts two unsoakable levels of
aggravated damage on the Exalt.

Shapeshifting Refinement
Snake-Hand Style

Prerequisites: Internal Form Mastery, Essence 3, Dexterity 4


Plasticity and adaptability are not just abstract concepts to
which the Lunar Exalted hew. With this Knack the Steward
can perform a normal shapeshifting action to commit three
motes for the scene, and during that time she may manipulate
items as if she had the hands of a human, no matter what form
she takes. She suffers no penalties or difficulties in handling an
item with one hand, and it is up to the player, Storyteller or
both just how her form handles items. This does not allow the
Exalt to use items while in a form that has absolutely no capacity or is too small or large to manipulate items; if the Lunar takes
the shape of the Infinite Prison (The Compass of Celestial
Directions, Vol. IVThe Underworld, p. 141) or the body of
a housefly, this Knack will not allow her to wield a sword.

Hidden Moon-Warrior Face

Prerequisites: Subtle Silver Declaration, Essence 5,


Manipulation 5
Even in false shapes, the natural capacity for the Chosen of
Luna to conceal their true form does not prevent them from
making impressive displays of power. This Knack permanently
enhances the Lunar so that instead of being constrained to her
true forms after spending eight or more peripheral Essence, she
may spend up to 15 peripheral motes before being form locked.
A second purchase of this Knack at Manipulation and Essence
8+ allows her to spend up to 25 peripheral motes before being
restricted to her true forms.

Chapter Two Lunar Charms & Knacks

35

Ten Thousand Faces Glory

Prerequisites: Hidden Moon-Warrior Face, Essence 7, Stamina


7
The line between physical identities blur ever more as the
Lunar treads the path of enlightenment. This Knack permanently enhances the Exalt so that motes spent on shapeshifting
and Knacks do not count towards her peripheral expenditures
with regards to being locked into true forms. These motes still
count as peripheral expenditures for all other purposes.

War Form

Man-Animal Perfection

Prerequisites: Perfected Hybrid Interaction, Essence 5, Stamina


5
Though coming from a single source, the Lunar facility
for shapeshifting is distinctly different from their capacity for
Charm use. This Knack blurs that distinction, changing the
way the Steward can adopt his war form. When he does so
he may pay a point of Willpower to better integrate his Gift
Charms into the form, making them more like normal shapeshifting. This allows him to benefit from Gift Charms without
committing Essence to their use; he may adopt Gift Charm
effects that would normally require the commitment of up to
(Essence) total motes by simply spending the motes, respiring
them normally. Any Gift effect paid for in this way must benefit
in full from this discount; the Exalt cant activate a Gift effect
by paying part of its cost and committing the rest.

Strength

Attack Enhancement
Devastating Blow

Cost: 3m or 5m; Mins: Strength 3, Essence 2; Type: Supplemental


Keywords: Combo-OK, Fury-OK, Knockback, Obvious
Duration: Instant
Prerequisite Charms: Any Strength Excellency
The prodigious might of the Lunars can not be denied. When
this Charm enhances an attack, for three motes, even if the
target successfully parries they are subject to knockdown as if
the attack had hit and dealt more damage than their (Stamina
+ Resistance). By spending an additional two motes when activating this Charm the difficulty of the targets Athletics roll
to avoid falling prone is increased by the Lunars Strength. See
Exalted, p. 153 for more on knockdown. Should a target successfully dodge the attack this Charm has no effect.
When activated as part of Relentless Lunar Fury, this Charm
does not automatically impose knockdown on all targets, but
it increases the difficulty of rolls to resist knockdown from the
Lunars attacks by (the Exalts Strength).

Damage Enhancement

Red-Clawed Predator Spirit

Cost: (1wp); Mins: Strength 5, Essence 4; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Unstoppable Lunar Wound
When the Exalt activates Unstoppable Lunar Wound, she
may pay one Willpower to receive a discount on the total mote

36

cost of the Charm, reducing its cost by (Strength) motes, to a


minimum of zero. Even if it costs no motes, Unstoppable Lunar
Wound is still a normal Charm activation in all ways.
At Essence 6+ another purchase of this Charm allows it to
provide a mote discount of (Strength + Essence).

Shivering Soul Infliction

Cost: ; Mins: Strength 6, Essence 6; Type: Permanent


Keywords: Sickness
Duration: Permanent
Prerequisite Charms: Besieging the Bastion of Form
Whether Wyld-taint or simply the mercurial Essence of the
Chosen of Luna, a mere touch from an Exalt can blight the
very souls of the wicked. This Charm permanently enhances
the Lunars Form-Destroying Touch, allowing it to inflict a First
or Second Circle spiritual disease (Scroll of the Monk, p. 153)
instead of its normal effects. When the Exalt first learns this
Charm, she also learns one such disease; she may learn or invent more by spending two experience points. There is no mechanical penalty for coming up with new diseases the moment
the Charm is used, but for the sake of gameplay it is advised
that the player keep a list of favorites handy.

Twisting Essence Malady

Cost: (+5m); Mins: Strength 7, Essence 8; Type: Permanent


Keywords: Sickness
Duration: Permanent
Prerequisite Charms: Shivering Soul Infliction
This Charm permanently enhances the Lunar, allowing him
to inflict Third Circle spiritual illnesses through Form-Destroying Touch. This functions exactly as Shivering Soul Infliction,
though it increases the mote cost of the Charm by five. The
Exalt learns one Third Circle spiritual disease when purchasing
this Charm, and may learn more at a cost of two experience
each.

Feats of Strength

Yeddim Caravan Backbone

Cost: ; Mins: Strength 5, Essence 5; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Yeddims-Back Method
This Charm permanently enhances its prerequisite, allowing it to quadruple the effective Strength + Athletics of the
user. At Essence 6+ the Lunars base calculation for all feats
of strength becomes (Strength + Athletics + Essence); this is
not considered a dice bonus from Charms. The dice limit for
the Exalt to enhance feats of strength increases to (Strength +
Essence), or (Strength + Essence x 2) during Relentless Lunar
Fury.

Mountain Relocation Technique

Cost: (+5m, 1wp); Mins: Strength 6, Essence 5; Type:


Permanent
Keywords: None
Duration: Indefinite
Prerequisite Charms: Yeddims-Back Method
This Charm permanently enhances the Exalt, allowing him
to increase Yeddims-Back Methods cost by five motes and
one Willpower to allow him to perform feats of strength to lift
structures as well as objects. Most structures can not withstand

Chapter Two Lunar Charms & Knacks

this kind of pressure, so unless the target is extremely sturdy


or of First Age construction the feat can simultaneously be
considered an attempt to break the target. Apply the Strength
+ Athletics total of the Lunar as dice of damage against the
structure, but keep in mind the limited threat rule in Scroll of
Kings, p. 41.
The Steward may also use this Charm to perform feats of
strength to throw a structure, which has much the same effect
as a vehicle crashing (Scroll of Kings, p. 43). Using structures
as weapons will usually strike more than one target, and anyone
who can not avoid the attack is normally knocked prone and
pinned; victims must perform a feat of strength as a DV -2 Miscellaneous action to escape the weight. As some compensation,
those pinned under a structure usually benefit from full cover
until they extricate themselves.

Dexterity

Balance and Grace

Cost: ; Mins: Dexterity 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Lunar Blade Reconfiguration
This Charm permanently enhances its prerequisite, allowing
that Charm to reconfigure attuned moonsilver armors as well.
Making use of Lunar Blade Reconfiguration allows the Exalt to
transform weapons into armor, armor into weapons, and armor
into other types of armor. The same basic constraints of size
and magical powers still apply. The Steward can not make use
of this Charm to repurpose magitech armors at all, even if they
are made wholly out of moonsilver.
If the Exalt also knows Lunas Ubiquitous Panoply, then this
Charm also enhances Weapon-Shaping Method, allowing it to
produce armor that has no mobility penalty. Such armor must
still be donned normally, though stunt potential abounds put
on armor much faster.

Defensive

Deer-Footed Grace

Cost: 4m, 1wp; Mins: Dexterity 3, Essence 2; Type: Reflexive


Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Dexterity Excellency
The light step of the Lunar Exalted ensures their prey is none
the wiser until the last second. For the remainder of the scene
after activating this Charm, the Exalt adds (Dexterity) extra
successes to her Larceny, Stealth or other appropriate rolls to
conceal her presence. This only enhances the characters attempts to completely conceal herself or her trail, not to disguise
herself as another person.

Stalking Wind Cadence

Cost: 3m; Mins: Dexterity 4, Essence 3; Type: Supplemental


Keywords: Combo-OK, Fury-OK
Duration: Instant
Prerequisite Charms: Deer-Footed Grace
Like the wind that caresses the face of Creation, few can truly know the path of the Lunar Exalted. This Charm enhances a
physical action the Exalt performs, making the action itself perfectly silent, though any consequences of the action produce
noise as normal. For instance, the Lunar may fire a flamepiece
soundlessly, but as soon as it hits a nearby bale of hay the resultant whoosh of flame is perfectly audible. This Charm makes
it impossible for others to detect the Lunar by sound.
When activated as part of a Relentless Lunar Fury, the Exalt
takes advantage of the unnatural silence to reestablish surprise
with great ease. For the duration the difficulty of contesting
Awareness rolls increase by (half the Exalts Essence).

Crafting

Lunas Ubiquitous Panoply

Mercurial Armadillo Concentration

Cost: ; Mins: Dexterity 5, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Weapon-Shaping Method
This Charm permanently enhances its prerequisite, so that
any weapons it creates gain the magical material bonus for attuned moonsilver artifact weapons.

Ferocious Warder Approach

Cost: 6m, 1wp; Mins: Dexterity 4, Essence 3; Type: Reflexive


(Step 2)
Keywords: Combo-OK, Fury-OK, Obvious
Duration: One scene
Prerequisite Charms: Wind-Dancing Method
With unsurpassed vigor the Lunar Exalted protect their close
allies. Each time the Lunar activates this Charm she chooses an
ally to protect for the rest of the scene. Whenever that ally is
the target of an attack, and the Lunar would be able to reach
them with one of her reflexive movements (whether or not
she has already moved during the tick), the Lunar may replace
them as the target of the attack. The Lunar must be aware of
the attack to replace its target, and this replacement occurs in
Step 2 of attack resolution.
This Charm may be activated as part of Relentless Lunar
Fury, having the same effect but a shorter duration. The Exalt may activate Ferocious Warder Approach multiple times as
part of the same frenzy, attempting to protect many targets.

Mother Bear Attitude

Cost: ; Mins: Dexterity 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Ferocious Warder Approach
When the Lunar learns this Charm, he chooses one of his
protective Intimacies or his Motivation. Mother Bear Attitude
reduces the mote cost of activating Ferocious Warder Approach
by (Exalts Essence), to a minimum of zero, as long as the target
of the Charm is the subject of the chosen Intimacy or Motivation. If the Intimacy or Motivation is rendered inapplicable,
the Steward may choose a new one for this Charm to be based
on at the end of the current story. Alternately, the Exalt may
spend one point of experience to instantly switch the Intimacy
or Motivation. A Lunar may learn this Charm twice.
When the Exalt has learned this Charm twice and makes
use of the Fury-OK function of Ferocious Warder Approach, a
single Fury activation of Ferocious Warder Approach serves to
protect both of the Lunars chosen charges.

Chapter Two Lunar Charms & Knacks

37

Every-Son Guardianship

Cost: (+[units Mangitude]m, 1wp); Mins: Dexterity 5,


Essence 5; Type: Permanent
Keywords: War
Duration: One scene
Prerequisite Charms: Ferocious Warder Approach
This Charm permanently enhances its prerequisite, allowing
it to be used to protect a mass combat unit with another unit
that the Lunar is leading. This increases the cost of the Charm
by a number of motes equal to the Magnitude of the unit the
Steward wishes to protect. The Exalt can not use this Charm
as a solo unit. This effect is not compatible with the Fury version of Ferocious Warder Approach unless the Exalt has also
learned Relentless Lunar Horde (Dreams of the First Age,
Book IILords of Creation, p. 70).

Flowing Body Ascension

Cost: (+4m, 1wp)


Note: This is a modified version of the Charm found in
Dreams of the First Age, Book IILords of Creation, p. 69.
It costs an additional four motes and one Willpower instead of
two motes.

Movement

Fleet Gazelle Exercise

Cost: 3m; Mins: Dexterity 4, Essence 2; Type: Reflexive


Keywords: Combo-OK, Fury-OK
Duration: One action
Prerequisite Charms: Instinct-Driven Beast Movement
With their easy agility, the Stewards bound across a battlefield as if they were weightless. For the rest of the action the
Lunars Jump, Dash and similar actions all become reflexive,
though this does not allow the Exalt to perform any more of
one action than normal (e.g., no Move and Dash action on
the same tick; only one Jump per action). When used with Relentless Lunar Fury, this effect persists for the duration of the
frenzy.

Furious Hound Pursuit

Note: This is a modification of the Charm found on The


Manual of Exalted PowerLunars, p. 152. This Charm does
not allow the Lunar to automatically exceed the speed of his
target. Instead, it allows the Exalt to ignore any penalties to his
movement rates. Every time the target moves away from the
Lunar he may perform a reflexive action himself to keep up,
moving up to his maximum Dash speed. At Essence 3+ the
Lunar adds (his Essence) extra yards to his maximum speed in
pursuit of the target.

Singular Silver Pack Concentration

Cost: ; Mins: Dexterity 5, Essence 4; Type: Permanent


Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Furious Hound Pursuit
This Charm permanently enhances its prerequisite, allowing
the Lunar to designate up to (Essence 2) targets with each
invocation of Furious Hound Pursuit. The Exalt may now gain
the benefits of more than one activation of the Charm at once,
as it gains the Stackable keyword.

38

Speed and Extra Action


Horizon-to-Horizon Lightning

Cost: (+1m); Mins: Dexterity 4, Essence 3; Type: Permanent


Keywords: Artillery
Duration: Permanent
Prerequisite Charms: Any Dexterity Excellency
This Charm permanently enhances the Exalt, allowing him
to increase the mote cost of any of his Charms by one to add
the Artillery keyword to them, as long as the Charm could otherwise validly apply to an artillery attack. This Charm is identical to the Wits-based version and so either one can count as
the similarly-named prerequisite for Charms from either Dexterity or Wits.

Stamina
Endurance

Grizzled Cub Rejuvenation

Cost: ; Mins: Stamina 6, Essence 7; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Bear Sleep Technique
This Charm permanently enhances the Exalt, effectively reversing the aging process when she makes use of Bear Sleep
Technique. The Lunar actually ages backward, physically, while
hibernating. This can not reduce the age of a Steward who has
not achieved maturity, nor can it turn an adult into an adolescent or child, and the Exalt can never reduce her physical age
to less than half her real age in this way (though, remember,
time spent in Bear Sleep Technique does not count towards the
characters age anyway). For reference, Lunar Exalted naturally
live about (Essence x 300) years, give or take a century. Like
Solar life-extending Charms, the impact of Grizzled Cub Rejuvenation is largely theoretical, and what little experimentation
has been carried out in the short 5,000-year history of the Exalted is complicated by use of this Charms prerequisite (not to
mention the Time of Cascading Years and Primordial War).

Quicksilver Fortress Form

Cost: 6m; Mins: Stamina 5, Essence 3; Type: Reflexive (Step 8)


Keywords: Combo-OK, Fury-OK
Duration: One scene
Prerequisite Charms: Unstoppable Juggernaut Incarnation
With unmatched fortitude the Stewards protect Creation,
even after suffering the most dire wounds. For the rest of the
scene after activating this Charm, the Exalt becomes resistant
to Crippling effects. The number of health levels necessary to
inflict any such effect on the Exalt increase by an amount equal
to her Essence. If the Crippling effect does not rely on damage dealt, any rolls the attacker must make to inflict the effect
have their difficulty increased by the same amount. As part of
Relentless Lunar Fury, this Charm has the same effect, though
its duration is shorter.
Example: Normally, to cripple a target with an attack one must
inflict enough health levels of damage to kill the target. Against a
Lunar using this Charm, the attacker must deal enough damage to
kill the Steward plus an additional (Exalts Essence) health levels of
damage to inflict the same effect.

Chapter Two Lunar Charms & Knacks

Raging Possum Endurance

Cost: ; Mins: Stamina 5, Essence 5; Type: Permanent


Keywords: None
Duration: One scene
Prerequisite Charms: Lunas Fortitude
The Exalt may appear deadshould be deadbut she will
not stop until she takes her foes with her. When the Exalt is
slain while under the effects of Lunas Fortitude, the benefits
of that Charm are immediately extended for free to the rest of
the scene. The Exalt will still be dead once the scene ends, but
it costs her nothing to continue fighting until she is somehow
subdued or her mission is complete. At Essence 6+ this Charm
is automatically improved to extend the Exalts unstoppable
fortitude to a full day after dying. At Stamina 7+ a repurchase
of this Charm extends its duration to (Willpower) days.
For the duration of this Charms effect the Lunar suffers the
penalties for taking non-combat actions as if she were under
the effects of Relentless Lunar Fury, even if she does not know
that Charm. She may attempt to end this effect prematurely,
which is just like attempting to end Relentless Lunar Fury early,
and if successful she finally dies.

Environmental

Five Corners Adaptability

Cost: ; Mins: Stamina 5, Essence 5; Type: Permanent


Keywords: Wyld
Duration: Permanent
Prerequisites: (Directional) Mastery Technique (x2)
This Charm permanently enhances all the (Directional)
Mastery Techniques that the Lunar knows, reducing their mote
costs to three. If the Exalt is actually in the appropriate region
of the Wyld associated with a (Directional) Mastery Technique
(or on the Blessed Isle for Center Mastery Technique) then
that Charms mote cost is reduced to zero. Entering or exiting
the Wyld requires that the Lunar reactivate the Charm at the
appropriate cost.

Essence-Regaining

Scavenger-Wins-the-Egg Defense

Cost: 1m; Mins: Stamina 3, Essence 2; Type: Reflexive (Step 2)


Keywords: Combo-OK, Fury-OK, Obvious
Duration: Instant
Prerequisite Charms: Any Stamina Excellency
The Stewards draw strength from the trials of protecting
their wards. If the Lunar successfully defends herself from an
attack during which she activated this Charm, by meeting or
exceeding the attackers successes with her DV, the Exalt may
roll a number of dice equal to the attackers Essence. For each
success she rolls, up to a maximum of (her Stamina) successes,
the Exalt regains (her Essence) motes in either pool. The Chosen may not regain more than a total of 20 motes during any
one action through the use of any combination of Charms including this one. This Charm may not be used in conjunction
with Flowing Body Evasion, Wound Mastering Body Evolution
(when it applies) or other effects that perfectly defend against
an attack. The Lunar draws strength from the risk of injury.
When activated with Relentless Lunar Fury, the Steward regains (her Essence) motes each time an attack is thwarted by

her DV without the use of Charms that perfectly defend her.


She may still never regain more than a total of 20 motes in a
single action through this Charm or a combination of Charms
including this one. She may activate the Charm normally, but
the Exalt may not regain motes from both effects during the
same attack.

Fury

Crashing Beast-Storm Face

Cost: ; Mins: Stamina 3, Essence 2; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Relentless Lunar Fury
With bottomless fury the Lunar Exalted decimate their foes.
This Charm permanently enhances the Exalt, increasing the
number of Fury-OK effects she may benefit from with Relentless Lunar Fury by two. Lunars with Essence 5+ may purchase
this Charm a second time, increasing the number of extra Fury
effects they may activate to (Stamina 2).

Healing

Halting the Scarlet Flow

Note: This document assumes Halting the Scarlet Flow is


a normal reflexive action, not a miscellaneous one. As a Gift
effect, the Exalt commits three motes and may reflexively heal
one lethal level of damage each action. If the Gift effects of
both Halting the Scarlet Flow and Bruise-Relief Method are
active, Bruise-Relief Method is enhanced so that it can heal up
to (Stamina) bashing levels during an action.

Lunar Perseverance Infusion

Cost: 6m, 1wp, 1lhl; Mins: Stamina 4, Essence 3; Type: Simple


(Speed 5, DV -2)
Keywords: Combo-OK, Obvious, Touch
Duration: Instant
Prerequisite Charms: Bruise-Relief Method
The changeable blood of the Lunar Exalted can temporarily empower those who drink it. Activating this Charm, the
Lunar transfers the benefits of one of her other known Healing
Charms to a target, as long as that Charm has a mote cost no
greater than six and is of instant duration. The target benefits
from the chosen Charm as if they knew and had activated the
Charm themselves by spending up to six motes. The rest of
the activation cost of the Charm is unnecessary. The Lunar
must pay a lethal health level to activate this Charm, but its use
need not be bloody; the effect may be delivered with just about
any fluid exchange, though beneficiaries rarely appreciate more
than a few of the possibilities.

Unreachable Berserker Core

Cost: ; Mins: Stamina 4, Essence 3; Type: Permanent


Keywords: Fury-OK
Duration: Permanent
Prerequisite Charms: Halting the Scarlet Flow
The Stewards can overcome their bloody travails with little
more than single-minded purpose. This Charm permanently
enhances its prerequisite, allowing it to be activated as part of
Relentless Lunar Fury. When it is activated as such, the Exalt
heals up to (Essence) lethal or bashing health levels reflexively
each action until the Fury ends. The Gift and Fury-OK effects

Chapter Two Lunar Charms & Knacks

39

of Halting the Scarlet Flow and Bruise-Relief Method are incompatible, and the Exalt may benefit from only one or the
other effect during any given action (much as Fury-OK and
normal Charm activation are exclusive). Use of this Charm
counts as a Fury-OK version of Bruise-Relief Method for the
purposes of stacking their effects.

tification, so that it reduces the levels of damage he suffers from


any source by an amount equal to the health level penalty he is
currently suffering, plus one. Effects that increase, decrease or
otherwise manipulate health level penalties do not change the
amount of damage the Exalt ignores with this Charm.

Lightning Starfish Concentration

Cost: (+1wp); Mins: Stamina 5, Essence 3; Type: Permanent


Keywords: None
Duration: One action
Prerequisite Charms: Stone Rhinos Skin
This Charm permanently enhances the Lunar, allowing him
when he activates Stone Rhinos Skin to increase its cost by
one Willpower to extend its duration to the rest of the action.

Cost: 5m, 1wp; Mins: Stamina 5, Essence 4; Type: Reflexive


Keywords: Combo-OK, Fury-OK, Gift, Obvious
Duration: Instant
Prerequisite Charms: Halting the Scarlet Flow
No matter how deep the wound, the Lunar Exalted can
quickly recover. The Steward activates this Charm in an attempt to heal a Crippling wound, rolling (Stamina + Essence)
against a difficulty equal to the Essence of whoever inflicted
the wound. On a success, the Crippling effect is banished, and
whether or not he succeeds the Exalt also heals one level of
lethal or bashing damage.
The Lunar may activate this Charm as a Fury or Gift effect,
in the latter case committing three motes. Either way, for its
extended duration this Charm allows the Lunar to reflexively
spend a point of Willpower to attempt to rid himself of a Crippling effect as described above.

Blood-and-Soul Fortification

Cost: ; Mins: Stamina 6, Essence 6; Type: Permanent


Keywords: Fury-OK, Gift
Duration: Permanent
Prerequisite Charms: Purging the Tarnished Silver (Dreams of
the First Age, Book IILords of Creation, p. 70)
This Charm permanently enhances its prerequisite, adding
the Gift keyword. When adopting her war form the Lunar may
commit five motes to this effect to reflexively heal one level
of aggravated damage every action. This is incompatible with
normal activations of Purging the Tarnished Silver; the Exalts
player must choose one or the other for the action.
If the Steward knows Unreachable Berserker Core, this
Charm also adds the Fury-OK keyword to Purging the Tarnished Silver. As part of Relentless Lunar Fury, Purging the
Tarnished Silver allows the Exalt to reflexively heal up to two
levels of any type of damage each action, but only if she forgoes
taking advantage of any other healing effects her Charms provide, making this healing incompatible with normal activations
of itself, its Gift effect or the normal, Fury-OK or Gift effects of
Bruise-Relief Method or Halting the Scarlet Flow.
Upon reaching Essence 8+ the Lunar may purchase this
Charm a second time, enhancing both its uses. As a Gift effect,
the Charm now heals two aggravated health levels each action;
as part of a Fury, it heals (half the Exalts Stamina) levels.

Soak Enhancement
Foes-like-Flies Stance

Cost: ; Mins: Stamina 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Frenzied Bear Fortification
Lunar Exalted excel when they are challenged, and they excel
all the more when they are almost, but not quite, beaten. This
Charm permanently enhances the Stewards Frenzied Bear For-

40

Charging Rhino Dismissiveness

Titans Footstep Rejection

Cost: (+2m); Mins: Stamina 5, Essence 4; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Stone Rhinos Skin
As the Primordials passed across the face of Creation, as the
behemoths of the Wyld crawled across the plains at the edge
of the world, the Lunar Exalted stood firm and did not move.
When activating Stone Rhinos Skin, the Exalt may increase its
cost by two motes to add (Stamina) to the bashing and lethal
Hardness it provides. At Essence 6+ the Steward may purchase
this Charm again, doubling the extra Hardness it provides.

Substance

Scorpion and Toad Mastery

Note: This is a clarification of the Charm found in The


Manual of Exalted PowerLunars, p. 161. It is assumed that
when a Lunar uses Scorpion and Toad Mastery to reproduce
a spiritual disease that was inflicted on him, he replicates the
exact same disease, with the Virulence based on the Essence of
the attacker at the time the disease was inflicted. See Scroll of
the Monk, p. 153 for more on spiritual diseases.

Incidental Carrier Genesis

Cost: ; Mins: Stamina 5, Essence 4; Type: Permanent


Keywords: Gift, Sickness
Duration: Permanent
Prerequisite Charms: Scorpion and Toad Mastery
Like many life forms, the Lunar Exalted can make diseases a
natural part of their defenses and offenses, infecting their foes.
This Charm permanently enhances the Exalt, granting him
a mundane or supernatural disease (The Manual of Exalted
PowerLunars, p. 211) that he may reproduce normally with
Scorpion and Toad Mastery. The Lunar may invent a new or
existing disease without having been exposed to it previously.
The Exalt may learn or invent further diseases by paying four
experience points, or two bonus points at character creation.
The diseases produced by this Charm are magical but otherwise
natural, and so have a specific Virulence, unlike spiritual illnesses as described in Scroll of the Monk.
As a Gift Charm, Incidental Carrier Genesis allows the Exalt
to commit five motes to make a particular disease intrinsic to
all of his natural attacks while in his war form. The Lunar must
change forms again to get rid of this benefit.

Chapter Two Lunar Charms & Knacks

Charisma

Nation-Herding Exultations

Holy

Lunar Guardian Declaration

Cost: (+2m); Mins: Charisma 4, Essence 3; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Outworld-Forsaking Stance
The words of a Steward can stay the insidious magics of the
enemies of Creation. When a creature of darkness makes an
attack against a target within (Essence x 5) yards of the Exalt,
and the Lunar is aware of the assault, the Lunar may activate
Outworld-Forsaking Stance at an increased cost of five motes
on behalf of the target. The target gains the same benefits of
the Charm as if the Steward activated the Charm for herself.

Interaction

Cost: 10m, 1wp; Mins: Charisma 4, Essence 3; Type:


Supplemental
Keywords: Combo-OK, Mandate
Duration: Instant
Prerequisite Charms: Community-Inspiring Stewardship
Through the leadership of a Steward, whole nations can be
made adaptable in the fashion of Luna. This Charm enhances
a dominion action led by the Exalt, reducing its activation time
by one step (decade to year, year to season, season to month,
month to instant). Instant dominion actions can not be sped
up by this Charm.
A second purchase of this Charm at Essence 5+ adds the
Stackable keyword, allowing it to reduce the activation time of
dominion actions by more than one step.

Territory

Inextricable Guardian Understanding

Silver Heart Infliction

Cost: (+5m); Mins: Charisma 5, Essence 4; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Perfect Fear Scent, Terrifying Lust
Infliction
This Charm permanently enhances the Exalt, allowing her
when she activates either of its prerequisites to spend an additional five motes to expand the range of emotions those
Charms may impose. When enhanced this way, Perfect Fear
Scent may inflict any negative emotion (fear, hate, envy, anger) while Terrifying Lust Infliction may create any positive
emotion (love, hope, sympathy). This reduces the Willpower
cost to resist either of these Charms effects by one, to a minimum of one.

Cost: ; Mins: Charisma 7, Essence 6; Type: Permanent


Keywords: Wyld
Duration: Permanent
Prerequisite Charms: Boundary-Marking Meditation
With the close relationship of protector and protected, there
comes a measure of control. This Charm permanently alters the
Stewards relationship with his territories claimed by BoundaryMarking Meditation, allowing him to treat those areas as the
Bordermarches of the Wyld for the purposes of activating his
other Wyld Charms. If the territory is actually part of the Wyld
this Charm allows the Exalt to treat it as being one level more
severe for the purposes of using his other Wyld Charms.

Manipulation

Social Unit

Defense & Dissembling

Cost: 3m; Mins: Charisma 2, Essence 3; Type: Supplemental


Keywords: Combo-OK, Mandate
Duration: Permanent
Prerequisite Charms: Any Charisma Excellency
The inherent capabilities of the Lunar Exalted are not well
suited to the sprawling, fabricated structures of statecraft and
cultural warfare. However, as with all obstacles, Stewards learn
to adapt and persevere. When a Lunar sorcerer replaces his
dominions Ability with his own (Exalted Storytellers Companion, p. 139), he may enhance that action with this Charm
to instead replace the Ability with an appropriate Attribute.
Normally, Charisma or Manipulation are valid choices for most
dominion actions, though mental Attributes can easily apply to
espionage or constructive actions. Physical Attributes are the
least applicable, but it should not be difficult for the Exalt to
stunt the use of Strength to inspire conquest actions or similarly justify nearly any Attribute for any dominion action.
When a dominions Ability is replaced by his Attribute, the
Exalt may enhance the action with Attribute-based Charms as
appropriate, such as Excellencies.

Cost: 5m; Mins: Manipulation 5, Essence 4; Type: Reflexive


(Step 2)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Commanded to Fly
As the Stewards of Creation, the Lunar Exalted must contend with its innumerable external threats. This Charm makes
the Exalts mind slippery like an eel, requiring a light touch to
grasp and wriggling free under too much pressure. For the rest
of the scene after activating this Charm, when someone targets the Lunar with unnatural influence they find their greatest
powers pushing the Exalts mind away rather than drawing it
in, making it harder to influence her.
The difficulty of any rolls necessary to inflict unnatural influence on the Exalt increase by the highest minimum Essence of
any Charms involved in imposing that influence. If the influence comes from a source that is not a Charm and no Charms
are involved in the attempt at influence, the difficulty of any
of the attackers rolls increases by the difference between the
attackers Essence and the Lunars. This does mean that being
close to the same Essence is preferable to being either higher or
lower than the Lunar.

Community-Inspiring Stewardship

Eliding the Glamourized Outlook

Chapter Two Lunar Charms & Knacks

41

Appearance

Lingering Silver Scent

Disguise

World-Blending Infiltration Attentiveness

Cost: ; Mins: Appearance 3, Essence 2; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Any Appearance Excellency, Hide of the
Cunning Hunter
With Hide of the Cunning Hunter, the Lunar conceals her
distinuishing bodily marks; with World-Blending Infiltration
Attentiveness she conceals the distinguishing mark of her
body altogether. By altering her appearance, the Exalt blends
in seamlessly with her environment. This Charm permanently
enhnaces the Steward, allowing her to apply her Appearance
Excellencies to a Larceny or Stealth action to remain unseen or
change her look. The dice or successes gained from Appearance
Excellencies in this way are not subject to normal dice caps; the
Exalt may benefit from any other Excellencies or other sources
of dice to their maximum and still buy up to (Appearance) dice
or half that many successes through this Charm. Should the
roll already be Appearance-based, this Charm does not allow
the Exalt to double up on her Excellency.

Many-Moons Face

Cost: 5m, 1wp; Mins: Appearance 5, Essence 4; Type: Simple


Keywords: Shaping
Duration: One month
Prerequisite Charms: Any Appearance Excellency
Changeable and ready to adapt to any situation, just like their
patron, the Lunars of the First Age were not so tied to their
castes as the other Exalted. For the duration of this Charm, the
Steward alters her caste. The Exalt may change into any other
Lunar caste, but that caste is set until she ends this Charm to
regain her former caste or to adopt a different one. Changing
caste does not alter ones caste Attributes for the purposes of
experience expenditures on those traits or Charms based on
them, but it does lower training times and allows the Lunar to
make use of a different anima power. The Lunars of the First
Age could not become Changing Moons, nor did becoming a
No Moon make them a priest; likewise, Lunars of the Second
Age can not adopt the characteristics of the lost castes.
This Charm serves a different function and is ill-used in the
Second Age. It is incompatible with the moonsilver tattoos that
fix a Lunars caste, and so can only be used by the casteless. To
their benefit, however, for the duration of this Charm a casteless Lunar evokes only the anima power of the caste they have
chosen with this Charm, and they reduce the training times for
appropriate Attributes as if they had normal caste Attributes.

Interaction

New Friend Aroma

Terrifying Beastman Face

Cost: 5m; Mins: Appearance 5, Essence 3; Type: Simple


Keywords: Combo-OK, Emotion, Fury-OK, Obvious
Duration: One scene
Prerequisite Charms: Glance-Oration Technique
Adopting the attitude of the Bloody Huntress, the Lunar can
end a fight bloodlessly by cowing others through primal fear.
For the rest of the scene after activating this Charm, those who
would attack the Lunar are subject to an unnatural fear of the
Exalt. Those with Valor 2 or less can not bring themselves to
attack at all, while those with Valor 3+ suffer an internal penalty on their attacks equal to the difference between their Valor
and the Exalts Appearance. In either case, an attacker may
overcome the influence for the rest of the scene by spending
two Willpower.
When activated as part of Relentless Lunar Fury, this Charm
only lasts as long as the fury and imposes a -1 internal penalty
on attackers regardless of their Valor.

Perception
Craft

Wounded Ward Examination

Cost: ; Mins: Perception 5, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Flaw-Finding Examination
Discerning the pattern of a things nature, the Steward can
better understand how to restore it to its fullest potential. This
Charm permanently enhances the Exalt, cutting in half the
time it takes her to repair an item or treat a patient to which
she is tied by an Intimacy or Motivation. This shortened time
can be reduced further by use of Flaw-Finding Examination (in
the case of items), or other Charms.

Person Examination
Fly-on-the-Wall Vantage

Keywords: Combo-OK, Emotion, Social


Note: This is a modified version of the Charm found on The
Manual of Exalted PowerLunars, p. 177. The Charm gains
the Emotion keyword.

42

Cost: ; Mins: Appearance 4, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: New Friend Aroma
This Charm permanently enhances the Exalt, allowing him
when he uses New Friend Aroma to change its duration to instant and making the Intimacy it imposes as permanent as a
normal Intimacy, at no additional cost. This enhanced version
of the Charm can only be used against those to whom the Exalt
has an Intimacy or who are the subject of his Motivation. The
Exalt may ignore this limitation by spending a point of Willpower when activating the Charm.

Cost: ; Mins: Perception 4, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Motive-Dissecting Eye
During the Primordial War the Lunar Exalted were particularly well-suited to spying on the gods slavemasters, both due
to their seemingly insignificant sizes and shapes and their innate facility for understanding others. Body language is oddly

Chapter Two Lunar Charms & Knacks

paradoxical in conveying deeper feelings more readily than the


complexities of spoken language. As long as the Steward can
hear the speaker, he may now use Motive-Dissecting Eye to discern the meaning, in all its complexity, behind a spoken social
attack or equivalently long non-attack utterance. This works
functionally like granting the Steward temporary fluency in the
language, but the idiosyncracies remain foreign. If he would be
a valid target, the Lunar becomes susceptible to any such social
attack he listens to, but his MDV is +2 against the attack (this
does not count as a bonus from Charms). This does not modify
the Fury effect of Motive-Dissecting Eye.

Wyld Perception

Slippery Reality Escape

Cost: ; Mins: Perception 4, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Wyld-Sensing Instincts
Though the Lunars have never developed Charms that make
them immune to the ravages of Wyld mutation, their common
forays to the edges of the world led them to invent many that
made the Wyld much less dangerous. This Charm permanently
enhances the Exalts Wyld-Sensing Instincts, so that those that
fall under its protection can avoid the stronger radiations of
the Wyld and thereby stave off mutation. This allows those so
protected to check for Wyld mutation only as often as if they
were in a Wyld zone of one less severity; checking daily in Pure
Chaos instead of every minute, for example. Excursions into
Bordermarches still call for those under this Charms aegis to
roll to resist mutation, but they need do so only seasonally. See
Exalted, p. 283 and The Compass of Celestial Directions,
Vol. IIThe Wyld, p. 140 for more information on mutation.

Waxing Steward Lunacy Conquest

Cost: 15m, 1wp; Mins: Perception 5, Essence 5; Type: Simple


(Dramatic Action)
Keywords: Combo-Basic, Obvious, Wyld
Duration: Instant
Prerequisite Charms: Eagle-Fish Transition Prophecy
Within the Wyld lies boundless potentiality, and with their
will and purpose the Stewards can tame the roiling chaos for
the protection of Creation. Some even take this outer madness
into themselves and turn it to Creations survival. This Charm
is a vision-, power- or treasure-quest into the Wyld (see The
Compass of Celestial Directions, Vol. IIThe Wyld, p. 139141), though it always takes a single day no matter where in
the Wyld the Lunar quests. The Exalt rolls for a vision-quest at
the end of the day, regardless of how many times she had been
called to resist Wyld exposure, and the roll may be enhanced
by Excellencies if they are in a Combo with this Charm. Forcing
the Wyld into patterns, and doing so quickly, is difficult; the
difficulty of vision-quests pursued with this Charm are reversed
(Bordermarches are difficulty 7, Pure Chaos difficulty 3, etc.).
When power- or treasure-questing with this Charm, the player
makes an Intelligence + Occult roll rather than the normal
Willpower + Essence roll; however, all the difficulties listed on
the table are increased by two.

Intelligence

Crafting & Organization

Clever Lunar Formation Technique

Cost: 12m, 1wp; Mins: Intelligence 4, Essence 3; Type:


Simple
Keywords: Combo-OK, Social
Duration: One project
Prerequisite Charms: Instinctive Intelligence Unity
Moonsilver is mutable, filling many needs at once; the Lunar
Exalted are similar, and can complete many tasks with amazing
ease due only to their ready adaptability. The Exalt activates
this Charm before beginning work on an Intelligence-based
action or extended action meant to build, repair or organize
an object, structure or group. The time necessary to create or
maintain an object or group is cut in half, to a minimum of one
hour. If the project involves a structure, then the Lunar does
the work of (Essence) laborers.

Impossible Conjunction Sculpture

Cost: ; Mins: Intelligence 5, Essence 5; Type: Permanent


Keywords: Shaping, Wyld
Duration: Permanent
Prerequisite Charms: Clever Lunar Formation Technique
This Charm permanently alters the Lunars Clever Lunar
Formation Technique, allowing the Exalt to take advantage of
the malleable nature of reality in the Wyld to enhance its effect. When in a Middlemarch, the time necessary for the project is reduced by three-fourths instead of one-half. In the Deep
Wyld and Pure Chaos, the project time is instead divided by an
amount equal to the Exalts permanent Essence. In the case of
structures, the Lunar does the work of (Essence x 2) men in
Middlemarches or (Essence x 4) men in the deeper Wyld.
This Charm is a Shaping effect inflicted upon the surrounding Wyld, though not necessarily on the target of the project
itself. It manipulates time and probability and otherwise incorporates the Wylds mutability into the work but does not infect
the result unless that is part of the projects goal. As such, this
Charm does not function in stabilizied bubbles of the Wyld,
such as those created by Ritual of Lunar Stability or ChaosRepelling Pattern (Exalted, p. 216).

Infinite Ingenuity of Luna

Cost: (3m, 1wp); Mins: Intelligence 6, Essence 5; Type:


Permanent
Keywords: None
Duration: One project
Prerequisite Charms: Clever Lunar Formation Technique,
Lunas Blessed Hands
The insight and resourcefulness of the Lunar Exalted is unbounded. This Charm permanently enhances the Steward, allowing her when she begins a Craft project to commit three
motes for the duration of the project and spend one point of
Willpower, to extend the benefits of Lunas Blessed Hands to
the project even if it contains little or no moonsilver. If the item
being constructed is composed primarily of moonsilver, the Exalt receives (Essence) bonus successes on all Craft actions to
complete the project.

Chapter Two Lunar Charms & Knacks

43

Silvered Artificers Deftness

Cost: ; Mins: Intelligence 6, Essence 6; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Infinite Ingenuity of Luna
When the Exalt enhances his work on a Craft project with
Infinite Ingenuity of Luna, instead of the lower of Dexterity,
Perception or Intelligence the Lunar may use his Intelligence to
perform the action regardless of how high or low it is.
A second purchase of this Charm allows the Exalt to use the
higher of any of the three Attributes.

Ritual of Lunar Stability

Prerequisite Charms: Form-Fixing Method or Form-Fixing


Meditation (see Intelligence Wyld Charms)
Note: This is a modified version of the Lunar Charm found
in The Manual of Exalted PowerLunars, p. 187. It adds
Form-Fixing Meditation as an alternative prerequisite, which is
found under the Intelligence Wyld Charms in this document.

Devouring the Fat Belly of Madness

Cost: 25m, 2wp (+10m); Mins: Intelligence 6, Essence 5; Type:


Simple (Dramatic Action)
Keywords: Combo-Basic, Obvious, Shaping, Wyld
Duration: Instant
Prerequisite Charms: Ritual of Lunar Stability
To the horror of the Fair Folk, the Lunar Exalted can draw
the Wyld-infected lands that they guard closer to the stabilizing protection of Creation proper. This Charm is a dramatic
day-long meditation at the center of a waypoint that the Exalt
owns (as with Boundary-Marking Meditation, The Manual of
Exalted PowerLunars, p. 170 or Exalted, p. 238). The Exalt
rolls Intelligence + Occult against a difficulty of 5 if the waypoint is in the Middlemarches and 10 if it is in the Deep Wyld.
Stealing a home from Pure Chaos is impossible, and this Charm
can not turn a location in the Bordermarches into a true part
of Creation.
This Charm transforms the waypoint into a less chaotic one,
turning Deep Wyld locations into Middlemarch waypoints and
Middlemarch waypoints into Bordermarch locales. As the severity of Wyld influence on the locale decreases it slides closer
to Creation to join the majority of other waypoints of the same
severity. The Storyteller should decide just what effect this has
on the physical and metaphysical nature of the environment.
It should remain thematically the same, but as per the descriptions of each type of Wyld environment in The Compass of
Celestial Directions, Vol. IIThe Wyld, as the severity of
Wyld-taint decreases the level of insanity and nonsense should
decrease as well.
During this transition into a more stable form, the Lunar
may help shape the land to be more suitable for him, dictating
certain features as the waypoint draws closer to Creation. The
desired changes need not be subtle, but they must be consistent with the directional properties of the local Wyld (trees in
the East, water in the West, etc.). Directing the Wyld in this
way makes the already daunting task of taming it even more
difficult. The Storyteller should assess how contrary to the
themes of the local Wyld the changes are and how sweeping
they are in general, assigning a difficulty increase of one to five
for the Lunars Intelligence + Occult roll.

44

These changes may even include very particular alterations,


increasing the Resources value of the land or discovering a
cave full of treasure. The Resources value of these conjurations
are added as an increase to the difficulty of the roll. The Exalt
may even conjure artifacts into the land to be found. Producing these artifacts increases the difficulty of the Lunars roll by
(Artifact rating + 2), and the severity of the local Wyld limits
the power of potential artifacts. Only Artifact and items
may be conjured when transforming Middlemarches into Bordermarches, while Deep Wyld waypoints being turned into a
part of the Middlemarches can produce Artifact items.
Like anything born of the Wyld, the bounties extracted by
this Charm are not entirely real. As with other dreamstuff, such
treasures will disperse if taken too far from the Wyld, though
the Exalt can use Harmony with Reality Technique to shield
them.
When he decreases the Wyld influence on a waypoint with
this Charm, the Lunar may reflexively commit an additional
ten motes to affect the location with Ritual of Lunar Stability.
This acts as a normal invocation of Ritual of Lunar Stability,
though it costs no Willpower. A waypoint affected by Ritual of
Lunar Stability can not be targeted by this Charm, even if the
Lunar does own it.

Insight

Silver-Faced Succor

Cost: (+1wp); Mins: Intelligence 4, Essence 3; Type:


Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Inevitable Genius Insight, Flaw-Finding
Examination (The Manual of Exalted PowerLunars, p.
178)
The natural facility of the Lunar Exalted can bolster the panoply and allies they hold dear. When the Lunar uses Inevitable
Genius Insight to enhance a project to repair an item or treat a
patient, the target is healed of one extra bashing or lethal level
of damage after its repair or convalescence. During a patients
convalescence under this Charms effect, they gain a bonus die
on any Resistance rolls to survive disease or poison.
By spending a point of Willpower at the beginning of each
interval of work, the Exalt instead heals the target of up to (half
the Lunars Intelligence) levels of bashing or lethal damage; or
converts all the aggravated levels of damage the target is currently suffering to lethal; or grants them (Intelligence) extra
dice to Resistance rolls to survive disease and poison.

Sorcery, Necromancy & Thaumaturgy


Silvered Protector Procedures

Cost: ; Mins: Intelligence 3, Essence 2; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Any Intelligence Excellency
It lies within the nature of Stewards to rally even the basic
functions of Creation to better protect their wards. This Charm
permanently enhances the Exalt, granting him greater facility
with the Arts of thaumaturgy as long as he performs rituals
in pursuit of protecting or nurturing a subject of one or more

Chapter Two Lunar Charms & Knacks

of his Intimacies or Motivation. When the Exalt first learns


this Charm, he gains one of the below Protector Procedures;
he may learn more at a cost of three experience or one bonus
point each.
The Arts of Alchemy and Enchantment: When producing items
with the express purpose of being used by the Lunars charge,
the time necessary to complete those rituals is divided by the
Exalts Essence, to a minimum of one hour. This is a single Protector Procedure that affects both Arts.
The Art of Astrology: Any rituals of this Art that pertain to
the Lunars charge have their difficulty reduced by two, to a
minimum of one. As long as he regularly interacts with his
charge, the Lunar may perform the Compile Chart procedure
(Exalted, p. 138) as a reflexive mental action. Charts produced
in this way are all in the Exalts head and unavailable to others
unless he takes a few minutes to commit the chart to writing.
The Art of Biothaumaturgy: When the Lunar uses this Art to
modify or care for a character or group who is the subject of
his Intimacies or Motivations, the difficulty of the procedure is
reduced by half the Exalts permanent Essence, to a minimum
of one.
The Art of Geomancy: When using the Art of Geomancy to
tend, maintain or otherwise care for a demesne or manse that
is the home or somehow important to protecting the Lunars
charge, the difficulty of those rituals are reduced by two, to a
minimum of one. With the Stewards aid a character who is his
charge may perform the rituals Magical Attunement and Bathing
in the River Meditation even if they do not know them (both
rituals found in The Books of Sorcery, Vol. IIIOadenols
Codex, p. 138). If the charge has no Essence pool, they may
instead commit a single point of Willpower to attune an item.
Helping his charge do so requires that the Lunar be present for
the rituals duration, giving advice and instruction.
The Art of Husbandry: The Exalt may maintain wards that
protect a charge with a Miscellaneous action of touching the
ward to perform the maintenance ritual. Rituals of this Art that
the Exalt uses on his charge reduce their difficulty by two, to
a minimum of one. If the Stewards charge is a valid target of
the various summoning rituals, the difficulty for the Exalt to
perform those rituals is reduced by two, to a minimum of one,
and they require no Willpower expenditure.
The Art of Warding and Exorcism: When maintaining wards to
protect his charge or to perform an Explusion on a charge, the
Exalt may do so as a Miscellaneous action with no Resources
cost, requiring only a touch from the Exalt.
This Charm does not enhance the Arts of the Dead, Demon
Summoning, Elemental Summoning or Spirit Beckoning.

Million Eye-and-Hand Virtue

Cost: 1wp; Mins: Intelligence 5, Essence 5; Type: Reflexive


Keywords: Combo-Basic, Obvious
Duration: (Lunars Intelligence) actions
Prerequisite Charms: Terrestrial Circle Sorcery
Sorcery is a mastery not only of the outer world, but the inner one as well; the Lunar Exalt tames both her own essential
nature as well as the chaos around her, shaping it as she sees
fit. By spending one Willpower the Exalt gains a small window of time during which she may make easier use of sorcery.
While this Charm is in effect, the Lunar treats Shape and Cast

Sorcery actions as Miscellaneous actions which can be flurried normally. Making use of sorcery still prevents the use of
Charms or other Essence-based powers, but the Exalt can take
other actions while she shapes and releases a spell. This effect
is too short-lived to be compatible with spells that require a
dramatic ritual, nor is it compatible with necromancy.

Silver Soul Transition

Cost: ; Mins: Intelligence 6, Essence 6; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Million Eye-and-Hand Virtue
When weak in some area, draw strength from another. This
is versatility, it is adaptability and it is survival. This Charm permanently enhances the Exalt, allowing her to spend five motes
in place of any Willpower point necessary to cast a sorcery spell,
or to spend one Willpower in place of five motes of a spells
cost. The Exalt may transform motes into multiple points of
Willpower or Willpower points into motes, though he can not
reduce the mote cost of casting the spell below half nor the
Willpower cost to less than zero.

Silver-Horned-Walker Prana

Cost: (1wp); Mins: Intelligence 8, Essence 8; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Million Eye-and-Hand Virtue
By paying one Willpower per action, when the Lunar uses
Million Eye-and-Hand Virtue she may also activate one reflexive Charm during that action at normal cost.

Wyld

Form-Fixing Meditation

Cost: 7m, 1wp; Mins: Intelligence 3, Essence 2; Type:


Reflexive
Keywords: Combo-OK, Fury-OK, Wyld
Duration: One month
Prerequisite Charms: Any Intelligence Excellency
All but forgotten in the Second Age, this Charm allows the
Lunar to absorb the Essence of his surroundings to bolster his
own self-imposed destiny. The irony is not lost on knowledgeable savants. This Charm protects the Exalts selfdom, making
him immune to Shaping effects he does not impose on himself.
When used in the Wyld, this Charm is empowered further, as
the Exalt feeds off of its boundless potentiality. Every action
during which the Lunar spends motes of Essence to activate a
Charm or Knack, he regains a number of motes depending on
the strength of the local Wyld: one for Bordermarches, two for
Middlemarches, three for the Deep Wyld, four for Pure Chaos.
This can not increase the characters mote pools beyond their
maximum.
When activated as part of Relentless Lunar Fury, the Exalt
becomes immune to external Shaping for the duration of the
Charm. In addition, as long as he is in the Wyld he regains one
mote every action during which he spends Essence.

Breathe Deep the World

Cost: ; Mins: Intelligence 6, Essence 5; Type: Permanent


Keywords: Wyld
Duration: Permanent
Prerequisite Charms: Form-Fixing Meditation

Chapter Two Lunar Charms & Knacks

45

This Charm permanently enhances the Exalts Form-Fixing


Meditation. In addition to providing motes while in the Wyld,
it also reduces the Willpower cost of any Wyld Charms he uses
by one, to a minimum of zero. When activating Charms geared
towards use in other realms of existence, this enhanced version
of Form-Fixing Meditation reduces their Willpower cost as well
as long as the Exalt is within the specified realm.

When making a group social counterattack, the Lunar may


increase the cost of Serpents Tooth Reply by another Willpower to attempt to make the group counterattack coordinated.
The Lunar uses his full dice pool on the Charisma + Socialize
roll and suffers -1 DV for the attempt, and its effects occur
immediately instead of during a later tick, but he otherwise follows the normal rules for coordinating social attacks.

Form-Restoring Memory Invocation

Speed and Extra Action

Cost: ; Mins: Intelligence 5, Essence 5; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Burgeoning Wyld Infliction
Despite any common examples of the Wyld, the power to
change can return the insane to mundanity. With this Charm
the Lunars Burgeoning Wyld Infliction is permanently enhanced, allowing it to suppress Shaping in the same way that it
inflicts it. This occurs just as a normal activation, only instead
of inflicting points of mutation equal to the rolled successes,
the Exalt suppresses the same number of mutation points. The
Lunar can only suppress whole mutations, and can not downgrade those that are normally stackable by removing only
some of the point value of a costly mutation. Targets may shed
a mutation permanently by spending experience equal to the
amount they would pay in order to keep it.
If the Lunar also knows Eternal Wyld Gift (Dreams of the
First Age, Book IILords of Creation, p. 70), doubling the
activation cost allows her to permanently suppress mutations
on her own initiative, and in the Wyld permanent suppression
is mandatory and does not double the cost of the Charm.

Cost: (+1m); Mins: Wits 4, Essence 3; Type: Permanent


Keywords: Artillery
Duration: Permanent
Prerequisite Charms: Any Wits Excellency
This Charm permanently enhances the Exalt, allowing him
to increase the mote cost of any of his Charms by one to add
the Artillery keyword to them, as long as the Charm could
otherwise validly apply to an artillery attack. This Charm is
identical to the Dexterity-based version and so either one can
count as the similarly-named prerequisite for Charms from either Dexterity or Wits.

Many-Armed Monkey Style

Note: This is meant as a clarification of the Charm found on


The Manual of Exalted PowerLunars, p. 193. Many-Armed
Monkey Style only provides combat-scale or otherwise shorttick actions, though it can be used under normal restrictions in
mass combat as well (as a solo unit, etc.).

Chittering Monkey Patter

Keywords: Combo-OK, Counterattack, Social


Note: This is a modification of the Charm found on The
Manual of Exalted PowerLunars, p. 193. The Charm gains
the Counterattack keyword.

Cost: (+1wp); Mins: Wits 4, Essence 3; Type: Permanent


Keywords: Social
Duration: Instant
Prerequisite Charms: Many-Armed Monkey Style
With astonishing speed, the Lunar makes many points in a
short time. This Charm permanently enhances the Steward,
allowing him to add one Willpower to the activation cost of
Many-Armed Monkey Style to add the Social keyword to the
Charm and use it to perform magical flurries of social attacks or
other social actions.

Nest of Vipers Response

Flitting Moonlight Completion

Wits

Reaction

Serpents Tooth Reply

Cost: (+2m, 1wp); Mins: Wits 5, Essence 3; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Serpents Tooth Reply
In social scenes, a single mistake can be the signal for any
potential rivals to gang up on someone in a weak position. This
Charm permanently enhances the Lunar, allowing her to activate Serpents Tooth Reply at an increased cost of seven motes
and one Willpower. Doing so allows her to invite others to join
her in her counterattack. Each extra counterattacker makes
a normal Presence-based social attack against the original attacker at their full dice pool, suffering a -1 DV penalty. No more
than (Lunars Wits) additional characters may join in.

Snake-Pit Deliberation

Cost: (+1wp); Mins: Wits 5, Essence 4; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Nest of Vipers Response

46

Horizon-to-Horizon Lightning

Cost: 5m, 1wp; Mins: Wits 4, Essence 3; Type: Supplemental


Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Many-Armed Monkey Style
Lunas changeable nature leads many to think her as flighty
as the Maiden of Journeys, but her adaptability actually allows
her to do what she must at amazing speed. Like her Chosen.
This Charm may supplement any dramatic action that takes
an hour or less to complete, such as providing medical treatment, whittling a spoon, cooking a meal, or building a crude
lean-to. The action need not be Wits-based. When an action is
enhanced by this Charm, it becomes a Speed 5 Miscellaneous
action in long ticks. If the action were already that fast or faster,
such as making a medical diagnosis, it instead becomes a Speed
10 Miscellaneous action in short ticks.

Chapter Two Lunar Charms & Knacks

Frantic Monkey Exercise

Cost: ; Mins: Wits 4, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Many-Armed Monkey Style
This Charm permanently enhances its prerequisite, allowing
it to ignore any Rate restrictions or other restrictions on the
number of times the Exalt may perform a non-reflexive action.
For instance, the Lunar may exceed the Rate of his weapon in
making a flurry of attacks and perform more than one Jump
action in a flurry.

Twisting Infinity Strike

Cost: (+10m); Mins: Wits 6, Essence 6; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Blinking Eye of Chaos
By straining her predictive abilities and preternatural sense
for the Wylds eddies, the Lunar can slip her enemies from one
stream of slow-time to another. This Charm permanently enhances the Exalt, allowing her to spend an additional ten motes
when activating Blinking Eye of Chaos to increase the number of independent actions it provides to (half her Essence).
This Charms effect is inapplicable in the Bordermarches of the
Wyld and can only provide a maximum of three independent
actions in the Middelmarches. There is no special limit to the
number of independent actions the Exalt can take in the Deep
Wyld or Pure Chaos.

Chapter Two Lunar Charms & Knacks

47

Chapter Three

Terrestrial Charms
General Charms
Expansive (Ability) Prowess

Cost: ; Mins: (Ability) 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Any (Ability) Excellency
Because their power comes from archetypal focus, the clever
Dragon-Blooded have managed to expand their minds to focus
on more than one thing to the same degree as even the greatest
mortal focuses on just a few. This Charm grants the Terrestrial an additional Specialty in (Ability), even if she already has
three Specialties in that Ability. The character still can not actually gain more than three dice on any roll due to Specialties.
For every dot by which the characters permanent Essence
exceeds four, she may purchase another extra Specialty through
this Charm. If the Ability is aspect or favored, this costs four experience per Specialty; if not, it costs six experience. Learning
these Specialties takes one week of normal training time. The
total number of normal Specialties and Specialties gained with
this Charm cant exceed the characters rating in (Ability).

Air

Linguistics

Immaculate Clarity Inscription

Cost: 4m, 1wp; Mins: Linguistics 5, Essence 4; Type: Simple


(Dramatic Action)
Keywords: Combo-OK, Martyr
Duration: Instant
Prerequisite Charms: Craft Icon
The Terrestrial Exalted can not always be present in person
to aid their fellows in tasks that want for their knowledge. This
does not prevent them from lending a hand. This Charm is
an hours-long dramatic action during which the Exalt pens an
instructional text on a specific dramatic action another character is meant to take. The instructed action must be exactly
duplicated from the text, meaning that if the Terrestrial directs
the reader to build a house, anyone who follows the texts directions creates the exact same house as any other reader. Performing the action exactly to specifications allows the reader
to replace any or all of their Abilities or relevant Specialties for
that action with the Exalts. This does not count as a dice bonus from Charms, and the reader can enhance the action with
their own Charms normally.

48

The effects of this Charm extend beyond allowing others to


benefit from higher than normal dice pools, allowing the reader
to treat the Exalts traits as his own when meeting minimum
requirements for building certain things. Such tasks include
manse construction, mundane item creation and artifact creation (Exalted, p. 133-134), though the reader can only produce the exact same item described by the text. Relevant texts
created with this Charm even count as complete instructions
for building an artifact, reducing the cumulative difficulty of
the project by half (see The Books of Sorcery, Vol. IIIOadenols Codex, p. 18).
The Martyr effect of this Charm allows a Dragon-Blood with
Essence 5+ to produce a glorious opus before dying quietly as he
sets aside his pen. This produces the same text described above,
but the Terrestrial may enhance the actions of the reader with
a Charm or Combo that could validly apply to the instructed
action. The Exalt must know any Charms they wish to apply to
the action, but he need not have learned the specific Combo
to include in the text. When benefiting from this magicallyenhanced text the reader may spend one Willpower to activate
the Charm effects, but otherwise pays nothing. Charms with
variable effects, such as the Second Excellency, have their level
of effect set when the Exalt writes the manual and can not
exceed the maximal effect the Dragon-Blood could have produced. Normal Charm use and timing rules apply to the action
and to the user, so the instructional magic will usually prevent
the reader from activating their own Charms. Books with such
extensive instruction are Artifact and can be recognized as
such.

Melas Banner-Bearer Stance

Cost: 4m, 1wp; Mins: Linguistics 5, Essence 3; Type: Simple


(Speed 3 in long ticks)
Keywords: Combo-OK, War
Duration: One scene
Prerequisite Charms: Wind-Carried Words Technique
For the rest of the scene after activating this Charm, the
Dragon-Blood functions as if she were up to (Essence) relays for
the purposes of keeping a mass combat unit functioning. The
Exalt may act as a special character or even the commander of
the unit, but this reduces the number of relay roles she fills by
one. The majority of the unit must be within a mile of the Exalt
for this Charm to be effective.
This Charm may be activated in cojunction with Charms
such as The Dragonlord-and-his-Winglords Consolidation
belowthat allow her to act as a commander of more than one

Chapter Three Terrestrial Charms

unit, but this does not enhnace the effect of this Charm. Only
a unit the Dragon-Blood is personally leading can benefit from
Melas Banner-Bearer Stance.

increases to (Essence + Compassion), and when one of their


descendents has great need (Storytellers discretion), they may
learn from said ancestor without any knowledge of them.

The Dragonlord-and-his-Winglords Consolidation

Occult

Cost: 5m per unit, 2wp; Mins: Linguistics 5, Essence 5; Type:


Simple (Speed 3 in long ticks)
Keywords: Combo-OK, Obvious, War
Duration: One scene
Prerequisite Charms: With One Mind, Melas Banner-Bearer
Stance
Wrapping his army in the sweet whispering winds of Mela,
the Exalt can command vast numbers of soldiers with ease.
The Exalt invokes this Charm by targeting a number of mass
combat units which have a total Magnitude no greater than
(the Dragon-Bloods Linguistics + Essence). For the rest of
the scene, for the purposes of changing formation, rallying and
other mass combat Miscellaneous actions the unit treats the
Exalt as its commander, using his dice pools and Charms to
form ranks and maintain coherence. The Exalt may issue commands to distant units (up to [Essence] miles away) reflexively,
as long as they remain within line-of-sight. The Dragon-Blood
may also reflexively spend three motes to shore up the spirits of
the troops in any of the affected units, reducing their effective
Magnitude by one for the purposes of hesitation and rout.

Lore

Ancestor-Hero Reverberation

Cost: 10m, 1wp; Mins: Lore 4, Breeding 3, Essence 3; Type:


Simple (Dramatic Action)
Keywords: Dynasty, Martyr, Purity, Training
Duration: Varies
Prerequisite Charms: Eternal Mind Meditation
The epic deeds of Terrestrial heroes echo through their
children and uplift them. This Charm is a five-day meditative
training regimen during which the Terrestrial learns a Specialty
or increases an Ability that a progenitor of his knew. The Exalt
may not increase these traits higher than the ratings which his
progenitor had, and only progenitors who used the Martyr effect of this Charm are valid teachers for the purposes of this
Charm. A Terrestrial may also use this Charm to learn certain
Charms that an ancestor knew (see below), as long as he could
learn the Charm normally. An Exalt using this Charm must
have some knowledge of the ancestor and his deeds to tap into
this wellspring of power; Ancestor-Hero Reverberation cant be
used to fish around for convenient teachers.
With Breeding 4+ and Essence 4+ a Dragon-Blood who
knows this Charm may also increase his Virtues and Willpower
with this Charm. Those traits do not require training, but it
does allow the character to enter experience debt when increasing them. At Essence 5+ any Dragon-Blood who knows
this Charm may, when they die, become a valid teacher for
the purposes of this Charm. The Exalt may also choose up to
(Compassion) of his Charms that may be learned through this
Charm. Unlike most Martyr effects, this one may be activated
along with other Martyr effects regardless of their number or
the Dragon-Bloods permanent Essence.
Finally, Essence 7+ Terrestrials may purchase this Charm
again. The number of Charms they may pass on when they die

Methodologies of Gaian Affinity

Cost: 3m; Mins: Occult 2, Essence 2; Type: Supplemental


Keywords: Combo-OK, Elemental, Obvious
Duration: Instant
Prerequisite Charms: None
Though fundamentally different in a number of ways, gods,
elementals and Terrestrials all owe their existence ultimately to
Gaia, and so all are related. This Charm enhances a ritual from
the thaumaturgical Arts of Elemental Summoning, Geomancy
or Spirit Beckoning. If the ritual summons, commands or detects a spirit, demesne or manse that shares the elemental aspect of the Dragon-Blood, this Charm reduces the difficulty of
that ritual by (the Exalts Essence + Breeding), to a minimum
of one. Rituals enhanced in this way include Alloyed Essence
Indicator and Beckon (Elemental).
On the other hand, rituals that expel, ward against or are
otherwise adversarial towards the target increase their efficacy
against targets who are aspected to an opposing element. (Air
opposes Water, Earth opposes Air, Fire opposes Wood, Water
opposes Fire and Wood opposes Earth.) The Exalt adds extra
successes equal to his Essence to rolls for the ritual if his element opposes the targets. Such rituals include Expulsion (Elementals) and the various Wards.
This Charm applies equally well to elementals and to gods
who are strongly associated with an element; however, it provides no benefit against a Celestial god, no matter how tied to
the elements it is. It also provides no benefit against demons,
Fair Folk or other things from beyond Creation, no matter how
closely they may appear to be tied to an element. See Exalted,
p. 137 and The Books of Sorcery, Vol. IIIOadenols Codex
for more on these Arts and thaumaturgy in general.

Dragons Older Brother Rapport

Cost: ; Mins: Occult 5, Breeding 3, Essence 5; Type:


Permanent
Keywords: Purity
Duration: Permanent
Prerequisite Charms: Terrestrial Circle Sorcery, Methodologies
of Gaian Affinity
Their command of the elemental aspects of Creation extend
beyond simple personal power, and allow Dragon-Bloods to
command extant elements throughout the world. This Charm
permanently enhances the Exalt, reducing the mote cost of elementally sympathetic spells she casts by (Essence x 2) motes,
to a minimum of half the normal mote cost of the spell. This
only reduces the total mote cost of the spell, so those with variable costs only receive this discount once.
Sympathetic spells are those that summon or deal primarily with the element of the Terrestrials aspect. For instance, a
Wood aspected Exalt casting Summon Elemental would receive
a discount when she uses the spell to bind a Wood elemental,
but not when binding any other elementals. If the Exalts permanent Essence is 7 or more, she may also reflexively spend an
extra point of Willpower when casting the spell to apply the

Chapter Three Terrestrial Charms

49

discount a second time; this still does not allow her to reduce a
spells mote cost to below half its normal cost.

Dragonseed Soul-Companion

Cost: 15+m, 2wp, 1lhl; Mins: Occult 5, Essence 3; Type:


Simple (Dramatic Action)
Keywords: Elemental, Obvious, Shaping, Training
Duration: Instant
Prerequisite Charms: Methodologies of Gaian Affinity, SpiritChaining Strike
With a brief but powerful effort of Essence and will, the Exalt
can inject a bit of her soul into the world around her, creating
an imbalance that produces an elemental bound to her. This
Charm is a scene-long interaction with a place expressive of
the elemental aspect of the Dragon-Blood, at the end of which
an elemental Familiar for the Exalt rises from an appropriate
example of that element. The base mote cost of this Charm
produces a three-dot Familiar elemental, while every extra five
motes increases the Familiars rating, to a maximum rating of
five or the Exalts Essence, whichever is lower.
This elemental has all the normal properties of an elemental
of its type, along with those of a Familiar of its rating. In addition, the elemental gains an extra Motivation to Serve my
Dragon-Blooded master loyally. Three-dot Familiar elementals created with this Charm are usually Essence 1 or 2, while
those rated at four may be Essence 3. Five-dot elemental Familiars are at least Essence 3, and rarely Essence 4. Consult your
Storyteller, and see Exalted, p. 300 and The Books of Sorcery,
Vol. IVThe Roll of Glorious Divinity I for specimens and
guidelines for creating elementals.
As usual, the character may only have one Familiar, whether
through use of this Charm or acquiring a more mundane animal companion. If players are required to spend experience
points to acquire Backgrounds for their characters, this Charm
acts as a Training effect, imposing experience cost or debt of
(Familiar rating x 3).

Weight of the Dragons Displeasure

Cost: 5m, 1wp; Mins: Occult 5, Essence 4; Type: Simple (Speed


4)
Keywords: Combo-Basic, Obvious, Shaping, Touch
Duration: One scene
Prerequisite Charms: Spirit-Grounding Shout, Fivefold
Resonance Sense
The Dragon-Blooded have a natural control over jade and
artifacts made from jade. This Charm is an attack which must
normally be made with Martial Arts to touch the target, but the
Terrestrial may make a Melee attack instead if he is using an attuned jade weapon. As long as the attack is successful, whether
or not it inflicts any damage, the resonance of the Elemental
Dragons in their children and their material substance weighs
down the enemy of the Dragon-Blooded Host. If the target is
carrying any jade items, their weight becomes unbearable. This
inflicts an external penalty on all of the targets physical actions
equal to half the Exalts Essence, doubles the fatigue value of
any jade armor the target is wearing and causes any activity
the target carries out while weighed down in this way to count
as strenuous (Exalted, p. 130). The increased weight of a few
jade coins is noticeable but not significant enough to actually
impose this penalty; Storyteller discretion is advised.

50

This Charms effects can be mitigated in a few ways, most


obvious of all being to avoid the use of jade items. Throwing
away a jade sword would suffice to divest one of its weight,
while a suit of jade armor would have to be doffed. Artifacts
and other items made only partially of jade do not inflict this
penalty, though the common alloy of jade and steel that makes
up most jade artifacts is considered pure jade for the purposes
of this Charm.

Familiar Gaian Resonance

Cost: ; Mins: Occult 5, Breeding 1, Essence 5; Type:


Permanent
Keywords: Purity
Duration: Permanent
Prerequisite Charms: Weight of the Dragons Displeasure
The Dragon-Blood with this Charm is more in tune with
the powers of jade and geomancy than almost any other being.
When the Dragon-Blood learn this Charm he chooses one pure
jade or jade-and-steel alloy artifact that he owns; therafter, the
cost for him to attune the item is reduced by an amount equal
to his permanent Essence, to a minimum of one. An Exalt may
learn this Charm up to (his Breeding) times, each iteration reducing the cost for him to attune to a different artifact.
If the specified item is destroyed or the Dragon-Blood no
longer owns it, he may choose a different artifact to resonate
with at the end of the current story. Alternately, the Exalt may
pay one experience point at any time to immediately target a
different artifact with the Charm, though he must still own the
new target prior to applying Familiar Gaian Resonance.

Thrown

Tightening Grasp of the Five Winds

Cost: 4m; Mins: Thrown 4, Essence 3; Type: Reflexive (Step


6)
Keywords: Artillery, Combo-OK, Stackable
Duration: One scene
Prerequisite Charms: Loyal Weapon
This Charm attaches a current of air to a fired missile, which
can help to guide later shots against the same target. When the
Exalt makes a ranged attack with a personal-scale or artillery
weapon against a target she may activate this Charm to better
guide her subsequent attacks. Each use of this Charm adds one
extra success to future attacks against the target, to a maximum of (Essence) extra successes. This Charm may enhance
both Archery- and Thrown-based attacks.
When the Exalt is directing an artillery weapon that is locked
into place for bombardment (Scroll of Kings, p. 137), this
Charm adds to the threshold of the attack, increasing its raw
damage as if the attack had rolled extra successes normally.

Boulders-like-Raindrops Shower

Cost: ; Mins: Thrown 5, Essence 3; Type: Permanent


Keywords: Artillery
Duration: Permanent
Prerequisite Charms: Deadly Blades of the Five Dragons,
Tightening Grasp of the Five Winds
This Charm permanently enhances the Exalt, allowing him
to use his Thrown Charms normally with a specific type of
mundane artillery weapon, such as siege slings or onagers. The
Dragon-Blood may pay three experience each, or one bonus

Chapter Three Terrestrial Charms

point during character creation, to add another weapon to the


list of those she can affect with Thrown Charms. See Scroll of
Kings for more on mundane artillery.

Screaming Claws of Heaven

Cost: (2m); Mins: Thrown 5, Essence 5; Type: Permanent


Keywords: Artillery
Duration: Instant
Prerequisite Charms: Boulders-like-Raindrops Shower
This Charm permanently enhances the Dragon-Blood, so
that she may reflexively spend two motes when making an attack with a Thrown-based artifact artillery weapon to apply any
of her other Thrown Charms to the attack. The Exalt may also
use this Charm on mundane Thrown-based artillery to apply
the elemental effects of Deadly Blades of the Five Dragons to
an attack.

Dragonclaw Gale

Cost: 7+m, 1wp; Mins: Thrown 5, Essence 4; Type: Simple


Keywords: Combo-Basic, Elemental, Martyr, Obvious
Duration: One scene
Prerequisite Charms: Deadly Blades of the Five Dragons,
Elemental Armor Technique
The presumption of associating the Dragon-Blooded with
the Wyld is likely to get one killed, but the comaprison is not
without merit. The weapon storms of the North are famed far
and wide, but their like can be seen anywhere with this Charm.
The activation of this Charm is a normal Thrown attack with
one of the Exalts weapons. This weapon, upon completing the
attack, whirls back through the air to return to the DragonBlood, all the while trailing crystalline phantoms of itself. These
phantoms multiply and multiply, gathering round the Exalt and
forming a deadly storm.
The Dragon-Blood activates this Charm by spending seven
motes and a Willpower, creating a cloud of weapons around
himself that surrounds the character, extending up to (Essence)
yards plus another (Essence) yards for each additional mote
spent activating the Charm. The Terrestrial may not spend
more motes to extend the radius than his permanent Essence.
This cloud inflicts environmental damage on everything in the
area, with Damage (weapons damage)L/action, Trauma (Exalts Essence). The Exalt may reflexively vary the actual radius
of the storm, up to the maximum distance he paid for when
activating the Charm or to a minimum of one yard. If he wishes
to expand the maximum radius of the Charm after its initial
activation, the Terrestrial must release the motes committed to
the Charm and reactivate it at a higher cost.
Anyone suffering damage from this hazard is also subject
to the unique elemental effects of having been injured with
a weapon created by Deadly Blades of the Five Dragons. As
an elementally-based storm, Dragon-Bloods of the same aspect
are immune to the environmental damage this Charm inflicts,
as are others who can boast immunity to the Exalts element
(such as soldiers protected by Enfolded in the Dragons Wings).
The Exalt is also protected from damage by this storm as if he
had paid one mote to activate Elemental Armor Technique.
This effect stacks with normal activations of Elemental Armor
Technique.
By sacrificing his life to activate this Charm with the Martyr
effect, an Essence 6+ Exalts body sublimates into sparkling

motes that form the weapons of the storm. When activated in


this way, the Thrown weapon that makes up the storm can be
any one that the Exalt has ever wielded in their life, though
only its damage is significant. The storm extends out to the
maximum space the Exalt could have affected with a normal
activation of the Charm, unless he chooses to make the storm
smaller. Such a storm lasts much longer than normal, decreasing in radius by a number of yards equal to the Exalts Essence
every scene (or 15-20 minutes) until it disappears.

Earth
Craft

(Element) Dragon Architecture

Cost: 5m; Mins: Craft 5, Essence 3; Type: Supplemental


Keywords: Combo-OK, Elemental, Obvious
Duration: Instant
Prerequisite Charms: Stone-Carving Fingers Form
Though associated with the aspect of Earth, all the aspects
of the Dragon-Blooded can excel in the art of making wonders,
and each is an expert in its own field. This Charm enhances
a Craft action using the specific mundane Craft Ability that
matches the Exalts aspect. In addition to the aspect-specific
effects, this Charm reduces the difficulty of the action by one.
Air is delicate but unceasing, and those things the Exalt
makes with Craft (Air) are the same, requiring no regular
maintenance. Earth is strong and eternal, so the items made
by the Exalt with Craft (Earth) are immune to damage from
attacks or feats of strength that are not enhanced by Charms
or made with artifacts or that have as its source things foreign
to Creation (demons, Fair Folk, etc.). Fire promotes passion
and vigor, so when the Exalt makes a tool with Craft (Fire)
it provides a bonus die to appropriate actions when it is used,
even if the item is already of perfect qualitysuch as increasing
the Accuracy of a weapon or the dice gained from a set of lock
picks. Water is adaptive, so when the Exalt uses Craft (Water)
to produce a potion or poison, every time the imbiber fails a
Resistance roll against its effects they suffer a cumulative -1
internal penalty on further Resistance rolls against the concoction until it has run its course. Wood survives, and so do the
Exalts creations made with Craft (Wood), as they are immune
to mundane environmental damage, from the fires set by an
angry mob to the battering storm-winds of the North.

Enduring Earth Dragon Design

Cost: 3m per 1L/1B soak; Mins: Craft 4, Essence 3; Type:


Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Flaw-Finding Examination
One of the greatest qualities of Earth is its stability, and the
Dragon-Blooded can lend some of that power to the tools they
use. Every three motes spent on this Charm to enhance a Craft
(Earth) or Craft (Fire) action to build an object increases the
objects soak by one, to a maximum of (Terrestrials Essence).
The Strength + Athletics total needed to break the object increases by half this amount (round down). No combination of
effects including Enduring Earth Dragon Design may increase
these values for an object by more than the Exalts Essence.

Chapter Three Terrestrial Charms

51

Integrity

Oath of the Ten-Thousand Dragons

Note: This is a clarification or modification of the Charm


found on The Manual of Exalted PowerDragon-Blooded,
p. 144. When the characters Oath would no longer be valid,
because the group has been destroyed or otherwise dissolved,
the Terrestrial may transfer her loyalty to a new group at the
end of the current story.

Majordomos Tight-Lipped Dedication Example

Cost: ; Mins: Integrity 3, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Oath of the Ten-Thousand Dragons
Be it the First or Second Age, every mortal in the world is
like to see a Dragon-Blood rather than any kind of Anathema.
Terrestrials are the ones who truly lead the people, Exalted who
know the importance of ones subordinates and peers. When
the Dragon-Blood has made an Oath of the Ten-Thousand
Dragons to a group that he is not the leader of, he bolsters the
solidarity of other members of the group with his example. This
Charm permanently enhances one of the characters Oaths of
the Ten-Thousand Dragons. When an outsider makes a social
attack that would cause the target to betray the expressed, perceived or even conjectured (by the target) policies of the group
in question, that social attack increases its difficulty by two.
An Exalt may learn this Charm only once, and it applies to
only one of his Oaths of the Ten-Thousand Dragons. If the
Dragon-Blood wishes to transfer its effects from one Oath to
another, he may do so only when the currently affected Oath
has become invalid and will be applied to a new group at the
end of the story.

Eternal Enmity Edict

Cost: (+5m, 1ahl); Mins: Integrity 6, Breeding 3, Essence


7; Type: Permanent
Keywords: Compulsion, Dynasty, Martyr, Purity
Duration: Permanent
Prerequisite Charms: Thicker Than Stone (Dreams of the
First Age, Book IILords of Creation, p. 79)
One wroth Dragon-Blood is much the same as one wroth
Dragon-Blood and ten thousand of his friends. This Charm
permanently enhances the Exalt, allowing him to spend an additional five motes and an aggravated health level when activating Unflagging Vengeance Meditation to increase its efficacy. In addition to any other characters who spend Willpower
to join the Terrestrial in his vendetta, any of his blood descendents can spend Willpower at any time to join the mission for
vengeance as long as the Charm is ongoing. The period of time
that passes before the Exalt suffers damage for not fulfilling his
vengeance is multiplied by 10.
Anyone who has sworn vengeance on the Dragon-Bloods
enemy through this Charms effect can spend an extra Willpower when they do so to transform the Intimacy it creates into
a Motivation. This Motivation coexists with any other Motivation the character has, but it takes precedence; the character
suffers an unnatural compulsion to focus most of their efforts on
fulfilling this Motivation, which may be ignored for one week
by spending two Willpower. Anyone who adopts this Motiva-

52

tion is subject to the same recurring, unsoakable damage that a


normal activation of Unflagging Vengeance Meditation would
inflict for delayed satisfaction (based on the joiners permanent
Essence, not the vengeance swearers). Exceptionally vengeful
characters can only collect a maximum of (their own Conviction) extra Motivations with this Charm or any combination of
Charms including this one.
With the Martyr effect, the Exalt gives up his life to lend
a clear purpose to the lives of his descendents. The effects of
the Terrestrials Unflagging Vengeance Meditation persist in
perpetuityor until the vendetta is dischargedfor any descendents who pay the Willpower as described above.

Demon-Fighting Proscriptions

Cost: (+3m per ally); Mins: Integrity 5, Essence 5; Type:


Permanent
Keywords: Touch
Duration: One scene
Prerequisite Charms: Defense-From-Anathema Method
As the Dragon-Blooded Host took the reins of the world, it
was important for them to fulfill the traditional duties of the
Solar Anathema to greater degree than the indolence of their
former lords previously required. This Charm permanently extends the benefits of its prerequisite to defend against one of
the following: demons, ghosts or Fair Folk. At Essence 6+ the
Terrestrial can purchase this Charm again, choosing another of
the three enemies against which her Defense-From-Anathema
applies; at Essence 7+ she can purchase the Charm a third
time to defend against all three.
Dragon-Blooded with Essence 6+ who learn this Charm
can also extend the benefits of their Defense-From-Anathema Method to others. This requires that they take their allies hands and increases the cost of the Charm by three motes
per compatriot, granting them the benefits of Defense-FromAnathema Method as modified by this Charm. The Exalts allies calculate the benefits of Defense-From-Anathema Method
based on their own permanent Essence.

Resistance

Stone Sinews Exercise

Cost: 5m or 5m, 1wp; Mins: Resistance 4, Essence 3; Type:


Simple (Speed 5)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Mountain Toppling Method
This Charm is a feat of strength to break a mundane object,
reducing the Strength + Athletics total necessary to do so by
an amount equal to the Terrestrials Essence. Adding a point
of Willpower to the cost allows the Exalt to apply the Charm
against magical objects as well, but the Strength + Athletics
necessary to break them is only reduced by (half the Exalts
Essence).

Fortification-Tumbling Bullrush

Cost: 3m, 1wp; Mins: Resistance 5, Essence 4; Type: Simple


(Speed 3, DV -2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Stone Sinews Exercise

Chapter Three Terrestrial Charms

Rushing forward like an avalanche, unstoppable and overwhelming, the Dragon-Blooded can penetrate any barrier. This
Charm is a Dash action that the Exalt takes to slam his body
against a barrier, hoping to punch through and continue on to
the foes on the other side. The Terrestrial rolls his Strength +
Resistance as an attack against the obstacle, while the attacks
base damage is equal to his bashing soak and is bashing itself. If
the Dragon-Bloods lethal soak is higher than the targets, the
attack becomes piercing. The Exalt suffers no damage from the
use of this Charm, barring special contact-based defenses on
the surface he plows into. Keep in mind the limited threat rules
in Scroll of Kings, p. 41. The Exalt may finish his movement
on the other side of the barrier if he inflicts a number of health
levels in excess of an items Damaged track or enough health
levels on a vehicle to begin marking Minor Damage against it.
The Storyteller may allow other methods of activating this
Charm, such as while falling through the sky on to the hull of a
flying battle carrier. Keep in mind that powerful motion is more
important than whether or not the Exalt is actually performing
a Dash action according to the rules.

Unshakable Hero Foundation

Cost: (5m); Mins: Resistance 5, Essence 5; Type:


Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Unfeeling Earth Meditation
Chipping away pieces of the Earth Dragon are as effective
as chipping away hunks of the Imperial Mountain. Neither
is meaningfully lessened. This Charm permanently enhances
the Dragon-Bloods Unfeeling Earth Meditation, allowing her
when it is active to reflexively spend five motes during Step
10 of attack resolution to attempt to negate a Crippling effect.
The Exalt rolls her Stamina + Resistance against a difficulty
that varies depending on the nature of the Crippling effect.
This difficulty is equal to the internal penalty the effect would
impose plus the Essence of the attacker imposing it; if the penalty is somehow external, the difficulty is equal to twice the
penalty plus the attackers Essence. If the effect would instead
lower one of the Exalts traits, the difficulty is equal to three
times the lost dots, plus the attackers Essence. More exotic
effects are left up to the Storyteller to adjudicate.

War

One Thousand Angry Dragons

nating mass combat units (Scroll of Kings, p. 110).


For every Terrestrial in the coordinated assault (including
himself), the leader may spend an additional mote of Essence
when activating this Charm to reduce the difficulty of the roll
to coordinate the attack. Each mote reduces the number of
participants used to calculate the difficulty of the action by
one; the Exalt may not spend more than (Essence) additional
motes for this effect. In mass combat, when coordinating units
with this Charm, the commander spends these motes based on
the Terrestrial Exalted who are actually leading any involved
units.

Brotherhood-in-Arms Tactics

Cost: 5m + 1m per ally, 1wp; Mins: War 4, Essence 3; Type:


Simple (Speed 5)
Keywords: Combo-OK, Touch, War
Duration: One scene
Prerequisite Charms: Terrestrial War Reinforcement, One
Thousand Angry Dragons
No plan survives the first encounter, but the best plan lasts
a good long while throughout. Gathering his fellows and subordinates, the Dragon-Blood enforces their sense of camaraderie and sympatico, allowing them to better strike the enemy;
he spends five motes, plus one more mote for each ally to be
included in the plan, up to a maximum of (Exalts Essence)
additional motes. For the rest of the scene, the Exalt and his
affected allies can execute minor coordinated attacks without
taking a coordinate attack Miscellaneous action (Exalted, p.
144). Each time during the scene that two or more of these
allies attack the same target on the same tick, they all impose
a -2 external penalty on that targets DV. This penalty does not
stack with normal coordinated attack penalties.
In mass combat, the Exalt may bring together and coordinate
the leaders of multiple units, paying one mote for each unit to
grant them the same benefit as for individual soldiers.

Blazing Courageous Swordsmen Inspiration

Keywords: Touch
This is a clarification and modification of the Charm found
in The Manual of Exalted PowerDragon-Blooded, p. 149.
The Charm gains the Touch keyword. Please refer to the rule
for targeting mass combat units found on Exalted, p. 162 and
the clarification of the Touch keyword in this documents introduction.

Dragon Spirit Charge

Cost: 2m per penalty + 1m per Terrestrial; Mins: War 3, Essence


1; Type: Supplemental
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: Any War Excellency
The Dragon-Blooded capacity for heroic deeds is only magnified when they surround themselves with their peers. This
Charm enhances a coordinating attacks action (Exalted, p.
144). Every two motes spent activating the Charm increases
the maximum penalty the coordinated assault can inflict by
one, regardless of the number of attackers being coordinated,
to a maximum penalty equal to the Exalts War rating. The
penalty still can not exceed the successes on the players War
roll for the action. This Charm is equally effective for coordi-

Cost: ; Mins: War 5, Essence 3; Type: Permanent


Keywords: War
Duration: Permanent
Prerequisite Charms: Blazing Courageous Swordsmen
Inspiration
This Charm permanently enhances the Terrestrials Blazing
Courageous Swordsmen Inspiration. While a complementary
mass combat unit benefits from the Charm and is led by the
Exalt, the Dragon-Blood may use supplemental and reflexive
Charms with the unit without a stunt and without losing the
motes or Willpower reward for stunting.

Chapter Three Terrestrial Charms

53

Fire

Omen-Defying Soldiers Recourse

Athletics

Stones-like-Leaves Updraft

Cost: 4m; Mins: Athletics 3, Essence 2; Type: Simple (Speed


3)
Keywords: Combo-OK, Cooperative, Obvious
Duration: Instant
Prerequisite Charms: Any Athletics Excellency, Effortlessly
Rising Flame
This Charm is a feat of strength to lift or throw an object,
though it is only a Speed 3 action. When used to throw an
object, the Range of the attack is increased by (Exalts Essence)
yards. Multiple Dragon-Blooded may combine their efforts with
this Charm, activating it simultaneously. This team effort acts
just like normal cooperation on a feat of strength (Exalted, p.
127), except that each additional Exalt adds two points to the
total instead of one. The team still can not provide more than
(leaders Athletics) extra points. This increased bonus from
team effort does not count as a bonus from Charms.

Dodge

Presence

Fog of War

Cost: 8m; Mins: Dodge 5, Essence 4; Type: Reflexive (Step 1)


Keywords: Combo-OK, Obvious
Duration: Two actions
Prerequisite Charms: Safety Among Enemies
Taking a deep breath, the Exalt blows out a great smog that
obscures the identity of combatants and confuses attackers.
This cloud surrounds the character out to (Essence x 3) yards.
The Exalt, Fire aspects and anyone in the same Sworn Brotherhood as the character remain unhindered by the fog. Any other
characters have a harder time of it, suffering a -2 external penalty to Perception- or Awareness-based actions, even hearing as
the cloud dampens sound. Affected characters may also think
they are attacking one person when they are actually attacking
another. Whenever more than one character in the cloud is
within range of an affected characters attack (even ranged attacks from outside the cloud), the attacker must reflexively roll
their Perception + Awareness against a difficulty equal to the
Dragon-Bloods Essence (remember the -2 external penalty the
cloud imposes). On a failure, the attacker assaults a character
other than their intended target, usually the next closest.

Melee

Dragon Soul Rebuke

Cost: 3m; Mins: Melee 4, Essence 3; Type: Reflexive (Step 6)


Keywords: Combo-OK, Counterattack, Elemental, Obvious
Duration: Instant
Prerequisite Charms: Blinding Distraction Strike
Who would be so foolish as to assault the Dragon-Blooded,
when elemental fury courses through their blood and bursts
from their pores? When the Exalt successfully parries a handto-hand attack she may activate this Charm to perform an
environmental counterattack, engulfing the attacker in a brief
elemental maelstrom. This inflicts (Exalts Essence) lethal dice
of damage as an environmental effect which ignores armor.

54

Cost: ; Mins: Melee 5, Breeding 3, Essence 5; Type:


Permanent
Keywords: Purity
Duration: Instant
Prerequisite Charms: Portentous Comet Deflecting Mode
The nuances of the powers of the Soul Hierarchy are lost
on lesser beings; to mortals, god-blooded and the like, the
Dragon-Blooded can be as perfect as the Chosen of the Sun.
This Charm permanently enhances its prerequisite, removing
the need for a roll to perfectly parry attacks that are not sorcerous or that are not enhanced by Charms, even if made with an
artifact. In addition, the Terrestrial may now apply Portentous
Comet Deflecting Mode against attacks that are made with
sorcery or enhanced by Charms. Doing so requires that the
Exalt succeed on a Dexterity + Melee roll against a difficulty
equal to the Essence of the attacker. She still may not parry
unblockable attacks.
A second purchase of this Charm at Essence 6+ removes the
Willpower cost from Portentous Comet Deflecting Mode when
it is used to defend against non-magical attacks.

Wildfire Soul Prana

Cost: 3+m (+1wp); Mins: Presence 5, Breeding 1, Essence 4;


Type: Reflexive (Step 2)
Keywords: Combo-OK, Counterattack, Elemental, Obvious,
Purity
Duration: Instant
Prerequisite Charms: Aura of Invulnerability
Like a brushfire, the Exalts flame is blown over by a powerful
wind only to rise up stronger and hungrier. The Dragon-Blood
activates this Charm when an attack would change the way
he spends motes or suppress one of his Charms, such as Essence Disruption Attack or Maw of Dripping Venom (Scroll
of the Monk, p. 120). Doing so adds the Terrestrials Breeding
background to any dice pool he rolls to contest the effect. If
the effect does not allow the Dragon-Blood a contesting roll,
any rolls to inflict the effect or for the effect to take hold have
their difficulty increased by the Exalts Breeding. If no rolls are
involved, this Charm is useless.
If the Dragon-Blood successfully defends himself with this
Charm, and the character who attempted to inflict the effect is within (Essence) yards, the Terrestrial may spend a
point of Willpower and additional motes of Essence in Step
9. This causes his anima to flare to the 8-10 level temporarily
as it whips out to rebuke the enemy. This acts as a reflexive
activation of Elemental Bolt Attack (The Manual of Exalted
PowerDragon-Blooded, p. 133), with base damage calculated using the extra motes spent activating the counterattack.
Because this is a reflexive defensive action, other Terrestrials
can not join in on the counterattack.

Chapter Three Terrestrial Charms

Water

Sail

Pirate-Scuttling Invocation

Bureaucracy

Conscientious Clerk Camaraderie

Cost: 5m; Mins: Bureaucracy 5, Essence 3; Type: Simple


(Dramatic Action)
Keywords: Combo-OK, Training
Duration: Instant
Prerequisite Charms: Thoughtful Gift Technique
Like Daanad, the clever Terrestrials influence insinuates itself everywhere. A Dragon-Blood activates this Charm as part
of a campaign of get-to-know-yous, meet-and-greets and other
attempts to ingratiate herself with a group. This usually takes
a few days for small groups of Magnitude 1-4, a week or more
for large groups of Magnitude 5 to 8 and upwards of months
for a larger group. The Exalt rolls ([Charisma or Manipulation] + Bureaucracy) at a difficulty equal to the Magnitude of
the group. On a success the Dragon-Blood has made enough
friends and gotten to know enough people that she ignores one
point each of any internal or external penalties her other bureaucratic or social actions would suffer due to dealing with the
group (corruption, inefficiency, etc.). The Exalt may apply this
Charm multiple times to the same group, but can ignore no
more than (her Essence) points worth of penalties.
The Dragon-Blood must maintain her relationship with the
group to continue benefiting from this Charm. Smaller groups
(Magnitude 1-8) require reapplication of this Charm once each
season, while larger groups require maintenance once every
year. Unlike normal activations of the Charm, these friendly
updates and reminders of whos a friend take a week regardless
of the size of the group. Failure to maintain ones relationship
with a group resets the penalty negation this Charm provides
to zero.
Use of Conscientious Clerk Camaraderie can provide dots in
the Contacts or Connections Backgrounds, at the Storytellers
discretion. In such cases, the Terrestrial gains one dot in the
appropriate Background for each use of this Charm, which is
a Training effect that costs three experience per dot. The Exalt need not go to special lengths to retain these Backgrounds,
though this does not mean she can ignore friends gained with
this Charm any more than she other comrades.

Investigation

Heart-Maze Navigation

Cost: 3m, 1wp; Mins: Investigation 4, Essence 3; Type:


Supplemental
Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: Revelation of Associates Hunch
The observations of the Dragon-Blood open the passions of
others hearts to her. This Charm enhances an attempt to read
a targets motivations for the scene (Exalted, p. 131). If successful, the Exalt alters her arguments to better suit the targets
sensibilities. When the Dragon-Blood makes Presence-based
social attacks against the target, the target gains no bonus to
MDV from its Motivation, Virtues or Intimacies; if they would
instead suffer a penalty for a Motivation, Virtue or Intimacy,
that penalty increases by one.

Cost: 10m, 1wp; Mins: Sail 4, Essence 3; Type: Simple


Keywords: Combo-Basic, Cooperative, Obvious, War
Duration: Instant
Prerequisite Charms: Seven Seas Wind-Luring Chanty, Fine
Passage Negotiation Style
Terrestrial pirates tend to call this Charm by other names, if
for no other reason than to keep from damaging morale. With
a dramatic gesture and burst of blue Essence, the Exalt calls
up a sudden rush of wind and water to founder an enemy vessel. Upon activating this Charm the vehicles pilot must make
an immediate piloting roll against a difficulty equal to half the
Terrestrials Essence, failure resulting in a crash. In the case of
ships on the open sea, they are violently tossed about and, usually, take on too much water (making sealed First Age vessels
immune to the effect). If the target vehicle is near shore or flies,
the wind and current cause it to run aground or nosedive, taking damage as outlined for crashes in Scroll of Kings, p. 43.
Many sea-going Dragon-Blooded may combine their efforts
to increase this Charms potency. The total number of participants can not exceed the highest permanent Essence amongst
them. Each additional invocation of the Charm increases the
difficulty of the piloting check by one.
The scope of this Charm is too minor to normally be used
in mass combat, but when used cooperatively every additional
participant allows it to affect one Magnitude worth of a whole
vehicular unit. As long as at least half of the units Magnitude
is paid for, the whole unit is treated as having been affected,
vessels thrown off course careening into their fellows.

Salt Spray Familiarity

Cost: 3m; Mins: Sail 5, Essence 3; Type: Reflexive


Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Deck-Striding Technique
The Children of Daanad have a natural command of both
the sea and sea-borne vessels. For the rest of the scene after
activating this Charm, the Dragon-Blood treats any sea-based
vehicles as having a Maneuverability of -0 if they would be any
lower. If the Exalt has any relevant Sail Specialties in piloting
the vehicle he helms, he also converts those Specialty dice into
bonus successes when piloting the ship.

Wood
Archery

Dragonwrath Fusillade

Cost: 1m; Mins: Archery 4, Essence 3; Type: Simple


Keywords: Artillery, Combo-OK
Duration: One scene
Prerequisite Charms: Dragon-Graced Arrow
Familiarizing herself with the weapons of war that are hers,
the Dragon-Blood becomes better able to make use of them. By
committing one mote for the scene, the Exalt can use Archery
Charms normally with a specific type of mundane Archerybased artillery, such as ballistae or sailcutters. See Scroll of
Kings for more on mundane artillery.

Chapter Three Terrestrial Charms

55

Essence Thorn Cannonade

Keywords: Artillery, Combo-OK, Obvious


Prerequisite Charms: Swallows Defend the Nest, Sparrow
Dives at Hawk, Ravenous Thorn Technique, Dragonwrath
Fusillade
This is a modified version of the Charm found in Dreams of
the First Age, Book IILords of Creation, p. 84. It adds the
Artillery keyword and includes Dragonwrath Fusillade in the
list of the Charms prerequisites.

Medicine

Toxin Rejection Benediction

Cost: 2m per die + 1m per ally; Mins: Medicine 3, Essence 1;


Type: Simple (Speed 4)
Keywords: Combo-OK, Cooperative, Obvious, Touch
Duration: One hour or more
Prerequisite Charms: Any Medicine Excellency
It is within the children of Sextes Jylis to control not just
their own bodies, but the bodies of others, to better protect
their companions against poison and disease. Despite this
Charms name, it applies equally well against diseases, granting
the Exalt and up to (Essence) companions greater resilience
against the maladies of the world. The Dragon-Blood commits
two motes per bonus die, up to a maximum of (Medicine) dice,
and one mote for each character beyond herself that benefits
from this protection. These bonus dice apply to any rollsnot
just Resistance rollsto resist the effects of poisons and diseases for the next hour.
Multiple Dragon-Blooded who know this Charm may join
together to bolster its effects. One Exalt becomes the primary
director of the Charm, spending Essence as described above;
the others each commit two motes to the Charm. For every
additional Terrestrial, the primary Charm-user may affect two
more allies with the Charm, or she may extend the duration of
the Charm by one hour, to a maximum of (directors Essence)
additional hours.

Burning Vein Lifesap

Cost: (5m, 1wp); Mins: Medicine 4, Essence 3; Type:


Permanent
Keywords: Sickness
Duration: Permanent
Prerequisite Charms: Dread Infection Strike
With the lack of Solar Medicine Charms in the Second Age,
this Charm has fallen out of favor; it once went by a different
name, lost since the Contagion made it even less popular. In
any case, when the Exalt learns this Charm she gains access
to a single malady which she may inflict on others with her
physical attacks by reflexively spending five motes and a Willpower during Step 1 of attack resolution. The Exalt can learn
an extant malady or create her own, and may even invent or
learn more.
Each time the Dragon-Blood learns a malady with this Charm
she chooses a mundane disease or poison that she may now reproduce with her Essence. She may learn diseases that have a
Virulence no greater than (her Essence + 1), or poisons with
a Resources value equal to or less than her Essence. The Terrestrial automatically learns one malady when she learns this
Charm, and may gain access to further maladies by training for

56

a week and paying two experience, or one bonus point during


character creation. The Exalt may only apply one disease or
poison at a time to a single attack.

Fevered Dragon Essence Infiltration

Cost: ; Mins: Medicine 6, Essence 6; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Burning Vein Lifesap
When the Exalt learns this Charm, he immediately gains
the ability to inflict a specific supernatural disease or magical
poison with Burning Vein Lifesap. These may mimic real supernatural diseases such as Grinning Fool Death (The Manual of
Exalted PowerLunars, p. 212) or the Terrestrial may invent
his own (Scroll of the Monk, p. 153). However, these maladies
are spiritual in nature, and not simply magical, so they are not
contagious and their Virulence or Toxicity is always equal to
the Exalts Essence. The Dragon-Blood can not learn to inflict
Third Circle illnesses with this Charm. See Scroll of the Monk
for more on spiritual diseases.
The Exalt may learn or invent more spiritual diseases or
magical poisons just as he can mundane maladies with Burning
Vein Lifesap. Doing so requires a month of training and costs
four experience or two bonus points. An Exalt can not learn
to inflict diseases or poisons that have their origins completely
outside Creation, such as the Great Contagion or Yozi venom.

Dragons Blessing of Elemental Vibrancy

Cost: ; Mins: Medicine 5, Breeding 4, Essence 6; Type:


Permanent
Keywords: Purity, Shaping
Duration: Permanent
Prerequisite Charms: Most Beneficent Seed of the Five
Dragons
As they progress through the coils of enlightenment, either
those taught by the Immaculate Order or the simpler, more natural teachings of native Terrestrial power, the Dragon-Blooded body grows to strongly express its elemental nature. This
Charm permanently alters the Exalt, allowing her to choose up
to two elemental mutations with a total mutation point cost
of no more than six. These mutations must be based on the
characters elemental aspect and provide benefits appropriate
to that aspect. Negative mutations may not be taken to offset
the point costs of positive mutations; the character can gain
only one or two positive mutations from this Charm. For more
on mutations and their point costs, see Exalted, p. 288; The
Compass of Celestial Directions, Vol. IIThe Wyld, p. 144;
and The Manual of Exalted PowerLunars, p. 206.
These mutations are obviously an expression of the strong
elemental aspect of the Dragon-Blood, and can be recognized
as such; the ignorant may believe the Exalt to be Wyld-tainted,
but they would likely think the same of a strongly-aspected
Terrestrial without this Charm. The mutations imposed by this
Charm are natural parts of the Dragon-Blood, and do not hinder her existence in Creation as Wyld mutations would. Something that banishes Shaping effects, such as Order-Affirming
Blow (Exalted, p. 218), merely suppresses this Charms mutations for the remainder of a scene.
Every purchase of the Charm Transcendent Gaian Harmony
(Dreams of the First Age, Book IILords of Creation, p.

Chapter Three Terrestrial Charms

84), allows the character to learn this Charm again, gaining


new mutations based on the additional elemental aspect she
has adopted. Unlike the core effect of this Charm, adopting so
many elemental markings by purchasing it multiple times can
result in being mistaken for a Wyld-tainted creature even by
other Terrestrials.

Ride

Dragon-Hoof Approach

Cost: (4m); Mins: Ride 5, Essence 3; Type: Permanent


Keywords: Elemental, Touch
Duration: One scene
Prerequisite Charms: Five-Dragon Horseman Prana
The mounts of Dragon-Blooded cavalry are empowered by
their masters anima to become terrifying beasts of war. This
Charm permanently enhances the Dragon-Blood, allowing him
to reflexively commit four motes for the rest of the scene to
enhance his mount that is already under the effects of FiveDragon Horseman Prana. While under this Charms effect, the
mounts attacks increase their Accuracy by one and successful
strikes inflict additional elemental effects based on the Terrestirals aspect:
The targets of Air-infused attacks always check for knockdown (Exalted, p. 153) even if the raw damage of the attack is
not sufficient to normally inflict it. Earth-infused mounts cause
a special kind of stunning damage; for every two health levels of
damage they inflict, the target suffers an additional -1 internal
penalty for three actions. Fire-infused mounts add +2L to the
damage of their attacks, which can set flammable materials on
fire. The attacks of Water-infused mounts can work their way
through any barrier, ignoring (Dragon-Bloods Essence) soak of
the target. Wood-infused mounts that deal at least one level of
damage also inflict the target with a poison, with the following
properties: Damage 5B/1 action, Toxicity 3, Tolerance /,
Penalty -1.

Chapter Three Terrestrial Charms

57

Chapter Four

Abyssal Charms
General Charms

Fourth (Ability) ExcellencyEssence Abolition

Cost: 4m; Mins: (Ability) 3, Essence 1; Type: Reflexive (Step


4 for defender, Step 6 for attacker)
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: None
While the Neverborn hate everyone and everything, being
their favored servants gives deathknights a leg up on all those
other festering sores of ongoing existence. As long as it all falls
into the Void eventually, the dead gods of the Abyssals are willing to devour the success of their foes now in lieu of the success
of their servants later. When the deathknight is participating
in a contested roll or other activity in which another character makes a roll that he directly opposes, he may activate this
Charm to force that character to reroll their dice pool. The
worse of the two results applies. If the targets contesting value
is static, then the pool used to determine that value is reduced
by (targets Ability) dice. This Charm and the Third Excellency
cancel each other out, resulting in no net effect.

Creeping (Ability) Tribulation

Cost: 5m; Mins: (Ability) 5, Essence 4; Type: Reflexive (Step


1 for attacker, Step 2 for defender)
Keywords: Avatar (3), Combo-OK, Obvious, Spectral
Duration: Instant
Prerequisite Charms: Any (Ability) Excellency
The Neverborn imbue their servants with the hungry power
of Oblivion, allowing them to chip away at those bits of existence that vex them. This Charm changes the circumstances
of an action the Abyssal takes, reducing by his Essence any
difficulties or external penalties his own (Ability)-based actions
face. Because attacks and defenses are contesting rolls they are
opposing difficulties, so this Charm acts as an external penalty
on attacks against the deathknight and on DVs applied against
his own attacks.

Hatred Strewn Like Grass

Cost: (+1wp); Mins: Archery 5, Essence 3; Type:


Permanent
Keywords: Artillery
Duration: Instant
Prerequisite Charms: Twisting Spiteful Shaft
The Exalt who learns this Charm may now apply Twisting
Spiteful Shaft to artillery weapon attacks as easily as personalscale Archery attacks. Also, by spending an additional Willpower when activating Twisting Spiteful Shaft the projectile in
question explodes in a shower of green-and-black shrapnel or
flame, spreading its effects to everyone within (Exalts Essence)
yards of the original target. This is resolved normally for the
original target, while those around him must resist an environmental hazard of Damage (special)/instant, Trauma (Abyssals
Essence). Those who fail to resist this hazard are subject to
the ongoing damage of a successfully inflicted Twisting Spiteful Shaft. When this version of the Charm is used to enhance
an artillery attack, if the base damage of the weapon is greater
than the Exalts Essence, the effect extends out to a number of
yards equal to the base damage of the weapon instead of the
deathknights Essence.

Melee

Biting Shadow Edge

Archery

Cost: (+1wp); Mins: Melee 4, Essence 3; Type: Permanent


Keywords: Mirror (Golden Destruction Cut), Obvious
Duration: Permanent
Prerequisite Charms: Artful Maiming Onslaught
This Charm permanently enhances its prerequisite, allowing
a deathknight to spend an extra point of Willpower to fully amputate the limbs of Exalted victims even if they have the same
or higher permanent Essence. The Charm becomes Obvious
when enhanced in this way.

Cost: ; Mins: Archery 5, Essence 2; Type: Permanent


Keywords: Artillery, Mirror (Keen-Eyed Trajectory)
Duration: Permanent
Prerequisite Charms: Pulse of the Prey

Cost: ; Mins: Melee 4, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Artful Maiming Onslaught

Dusk

Sharp Eye for Devastation

58

The life of a deathknight is one of negativity, but they are


allowed some simple pleasures, such as the glee of watching
giant rocks smash castles and armies to bits. After learning this
Charm the Abyssal may apply his Archery Charms to artillery
weapon attacks normally, unless the Storyteller decides they
could not function in the context of artillery weapons.

Torturous Vignette Punishment

Chapter Four Abyssal Charms

With cold satisfaction, the Abyssal Exalted watch their foes


futilely cling to their lives. The Exalt may use Artful Maiming
Onslaught to bleed her foes slowly, allowing them to weaken
before their compatriots eyes before finally dying. When she
enhances an attack in this way, instead of a Crippling effect,
the Charm inflicts a terrible form of bleeding (Exalted, p. 151),
even when used with a weapon that deals bashing damage. In
the case of the Exalted, the difficulty to reflexively stop the
bleeding increases to (Abyssals Melee), and they must receive
care like a mortal to stop the bleeding necessitating a Wits +
Medicine roll. Mortals can not stop the bleeding in any way
without magical aid, even if just an Excellency-enhanced roll
to stanch the bleeding. The difficulty to stanch bleeding caused
by this Charm is (deathknights Essence) for mortals and Exalts
alike.
A second purchase of this Charm at Essence 4+ allows the
deathknight to quicken the loss of blood when she uses Artful
Maiming Onslaught to inflict bleeding. The target then suffers
one lethal level of damage every (Stamina) actions instead of
minutes. This is always an optional enhancement.

Keywords: Combo-OK, Mirror (Whirling Dervish Method)


Duration: One scene
Prerequisite Charms: Five Shadow Feint
With workmanlike efficiency or gleeful vigor, the Abyssals
have a propensity for natural and easy killing. For the rest of the
scene the deathknight reduces the multiple action penalties his
Melee attacks suffer by three.
Repurchasing this Charm at Essence 4+ allows it to lower
multiple action penalties by (Essence) instead of three.

Crumbling Soul Pollution

Cost: (+2m per attack); Mins: Melee 4, Essence 3; Type:


Permanent
Keywords: Mirror (Petal-Strewn Warrior Path)
Duration: Permanent
Prerequisite Charms: Blood-Soaked Expertise, Unfurling Iron
Lotus
Near an Abyssal, bodies litter the ground like leaves. Whenever an Exalt with this Charm uses an Extra Action Charm to
make a flurry of Melee attacks with more than one weapon, he
may increase the number of attacks in the flurry. The deathknight chooses one of his weapons whose Rate is added as
further attacks, paying two motes for each of these additional
actions, each one being made with the weapon whose Rate is
modifying the flurry.

Cost: (+1lhl); Mins: Melee 5, Essence 4; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Soul-Cleaving Wound
Giving up a part of his necrotized soul, the Abyssal passes
on the taint of the Void to his target, bolstering the effects of
Soul-Cleaving Wound. By adding a lethal health level to the
cost of the Charm, the trait damage inflicted by Soul-Cleaving
Wound becomes permanent even for the Exalted and can not
be replaced with experience expenditures; the maximum
value of the damaged trait is reduced by one. Exalted and other
Essence-users suffering from such an effect, though they no
longer heal the trait loss, still do not respire motes or heal levels
of damage for a day after suffering the wound.

Endless Cruelty Prana

Cost: ; Mins: Melee 5, Essence 6; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Soul-Cleaving Wound
This Charm permanently enhances the deathknights SoulCleaving Wound and Artful Maiming Onslaught, removing the
Willpower cost from both of those Charms. If the Abyssal has
learned Biting Shadow Edge he still must pay Willpower to amputate the limbs of Exalted with equal or higher Essence.

Effortless Slaughter Maneuver

Cost: 4m; Mins: Melee 5, Essence 4; Type: Supplemental


Keywords: Combo-OK, Mirror (Onrushing Finality Maneuver),
Obvious, Spectral
Duration: Instant
Prerequisite Charms: Savage Shade Style, Five Shadow Feint
Their dark powers resplendent above all others, none can
withstand the bloody onslaught of the Abyssal Exalted. An
attack supplemented with this Charm can not be dodged or
parried.

Blood-Soaked Expertise

Cost: 7m; Mins: Melee 4, Essence 2; Type: Reflexive (Step 1)

Hungry Blade Art

Cost: ; Mins: Melee 5, Essence 4; Type: Permanent


Keywords: Mirror (Golden Blade Art)
Duration: One scene
Prerequisite Charms: Blood-Soaked Expertise (x2)
This Charm permanently enhances the Exalts Blood-Soaked
Expertise, allowing the Abyssal to more easily slay her foes.
While not truly a reflexive action, the first Melee attack she
makes during each action is treated as reflexive for purposes of
determining and inflicting multiple action penalties.

Dual Slaying Stance

Eightfold Steel Walls

Cost: ; Mins: Melee 3, Essence 2; Type: Permanent


Keywords: Mirror (Steel Curtain Dance)
Duration: Permanent
Prerequisite Charms: Elegant Flowing Deflection
The eight principle directions of threatening action are just
as meaningless to the Abyssal as life itself. When using Elegant
Flowing Deflection, in addition to ignoring penalties to DV, if
the Exalt is wielding more than one weapon she adds two of her
weapons Defense to her pool to determine her Parry DV.
With this Charm and Essence 3+ an Exalt may replace the
Defense bonus of one of her weapons with her Essence rating
when using Elegant Flowing Deflection, if it would be higher.
Even Abyssals with only one weapon may do so.

Hatred to the Quick

Cost: ; Mins: Melee 5, Essence 3; Type: Permanent


Keywords: Mirror (Piercing Rays of Dawn Meditation)
Duration: Permanent
Prerequisite Charms: Resplendent Shadow Blade
This Charm permanently enhances any weapons the Exalt
creates with its prerequisite, increasing the number of points he
has to spend to build the weapon by (his Essence) if it is Speed
3, or (his Essence x 2) if the weapon is Speed 5.

Chapter Four Abyssal Charms

59

Blood-Streaked World Artistry

Cost: 5m per Magnitude, 1wp; Mins: Melee 5, Essence 5; Type:


Simple
Keywords: Combo-OK, Mirror (Sharp Light of Judgment),
Obvious, Spectral, War
Duration: Instant
Prerequisite Charms: Thousand Wounds Feinting, Ebon
Lightning Prana
When ones existence is as tenuous as the half-dead, halfalive Abyssal Exalted, can anyone be truly certain they exist,
and if so where they are? When the deathknight activates this
Charm, he disappears in a cloud of acrid smoke, reappearing
out of a similar cloud before every enemy up to (Essence x 10)
yards from his starting point that he can see and cares to strike.
The Exalt makes a single Dexterity + Melee attack that is applied against every one of his chosen foes, before settling back
into staid existence in front of any one of his targets. The raw
damage of this attack is doubled in Step 7 of combat resolution.
This Charms mote cost is five per point of Magnitude that the
group of collected enemies would make up. In mass combat,
this attack is applied against a target unit a number of times
equal to its Magnitude, but the attack neither benefits from any
complementary unit the Exalt leads nor does it suffer penalties
due to the Magnitude of the target unit.
Exalts with Essence 6+ may increase the cost of this Charm
by one Willpower to expand its range to (Essence x 100) yards,
or one mile at Essence 8+. Another purchase of this Charm at
Essence 6+ reduces its mote cost to three per Magnitude.

Wicked Blade Mastery

Cost: 2xp, 1lhl; Mins: Melee 5, Essence 5; Type: Simple


Keywords: Combo-Basic, Obvious, Touch
Duration: Instant
Prerequisite Charms: Torturous Vignette Punishment,
Thieving Raiton Claws
This Charm targets a Melee weapon that the Abyssal owns,
investing it with some of his necrotic energy. Forever after, no
other person may own the weapon, and the mote cost for the
deathknights Blade-Summoning Gesture is reduced to zero
when summoning the weapon. Worse, when the Exalt wields
the weapon it bites deeper, inflicting an extra number of lethal
health levels of damage in Step 10 of attack resolution equal to
half the Exalts Essence with any successful attack that rolls at
least one die of post-soak damage.

Eternal Warrior Disdain

Cost: (+4m); Mins: Melee 5, Essence 4; Type: Permanent


Keywords: Mirror (Indomitable Puissance)
Duration: One action
Prerequisite Charms: Death-Deflecting Technique
This Charm permanently enhances the Abyssals DeathDeflecting Technique, allowing him to increase its cost by four
motes to improve its effects against a single attacker. For the
rest of the action the Exalt perfectly parries any attacks from
that attacker which are not unexpected, even those that are
unblockable. The Flaw of Abyssal Invulnerability of the deathknights Death-Deflecting Technique applies to all such blocks.
This Charm ends prematurely if the character is disarmed of
his Melee weapons.

60

Another purchase of this Charm at Essence 5+ allows the


deathknight to increase the cost further by one Willpower. The
Abyssal then parries all attacks of which he is aware for the rest
of the action, not just those from a single attacker.

Abyssal Guardian Mastery

Cost: ; Mins: Melee 6, Essence 6; Type: Permanent


Keywords: Mirror (Divine Bulwark Mastery), Obvious
Duration: Permanent
Prerequisite Charms: Eye of the Tempest, Fluttering Moth
Defense
Through the deathknights frightening mastery of nihilism,
the yawning maw of the Void consumes the potential for others to harm her. With Eye of the Tempest is active, activating
Death-Deflecting Technique does not count as a Charm use for
the purposes of activating other Charms or Combos.

Biting Shadow Aegis

Cost: ; Mins: Melee 2, Essence 2; Type: Permanent


Keywords: Mirror (Pressing the Golden Escutcheon)
Duration: Permanent
Prerequsite Charms: None
Deathknights turn even their safeguards into weapons. Normally, a shield is an improvised weapon, with Accuracy -3, Rate
1 and dealing a base bashing damage equal to the hand-tohand DV bonus it provides. Spiked shields inflict lethal instead.
This Charm permanently enhances the Exalts use of shields
as weapons, increasing their Accuracy to 0 and, if it would be
lower, their damage to equal his permanent Essence.

Thrown

Horizon-Shattering Attack

Cost: ; Mins: Thrown 5, Essence 2; Type: Permanent


Keywords:
Artillery,
Mirror
(Heaven-Skimming
Bombardment)
Duration: Permanent
Prerequisite Charms: Any Thrown Excellency, Aid of Ill
Wind
The life of a deathknight is one of negativity. But they are
allowed some simple pleasures, such as the glee of watching
giant rocks smash castles and armies to bits. After learning this
Charm the Solar may apply his Thrown Charms to artillery
weapon attacks normally, unless the Storyteller decides they
could not function in the context of artillery weapons. Normal
rules for Charm use in mass combat still apply.

War

Legion-Dispersing Howl

Cost: (+3m); Mins: War 5, Essence 4; Type: Permanent


Keywords: Avatar (1)
Duration: Instant
Prerequisite Charms: Morale-Shattering Method
Terrifying even the most hardened warrior, the deathknight lets loose an unearthly moan that drowns out all other
sounds and carries across the largest battlefield. This Charm
permanently enhances the Exalts Morale-Shattering Method,
changing the difficulty to resist to three no matter the target
units Magnitude. The deathknight may pay an additional
three motes when activating the Charm to change its type from
Simple to Reflexive.

Chapter Four Abyssal Charms

Black Sun Horde

Cost: ; Mins: War 5, Essence 5; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Hive Mind Horror Tactics
This Charm permanently enhances an Abyssals Hive Mind
Horror Tactics. While Hive Mind Horror Tactics remains active, the deathknight may use all of his non-Permanent Charms
with the unit normally without a stunt, including Simple and
Extra Action Charms. He also regains motes or Willpower from
stunts using those Charms normally, since they are no longer
necessary to power the Charms.

Midnight
Integrity

Empowering Villainy Spirit

Cost: ; Mins: Integrity 5, Essence 4; Type: Permanent


Keywords: Mirror (Heros Purpose Meditation)
Duration: Instant
Prerequisite Charms: Faithful Killers Reprieve
Gnashing, gnawing, unceasing and unstoppable, the wrath of
the Neverborn eat away at the roots of the world. Sometimes,
deathknights learn to skim a bit of power off of the sluicing
life of the world as entropy drains it away. This Charm permanently enhances the Exalt, allowing him to recover a point of
Willpower whenever he is directly responsible for thwarting the
action of another character that was itself enhanced by a twoor three-die stunt. This effect only applies if the deathknights
foe was defending or supporting one of their own Intimacies
or Motivations, or if the action was dictated by a controlling
Virtue or ongoing Limit Break. Such points of Willpower can
not exceed the Abyssals normal maximum.

Yawning Maw of Failure

Cost: ; Mins: Integrity 5, Essence 5; Type: Permanent


Keywords: Avatar (3), Mirror (Inviolable Edicts of the Sun)
Duration: Permanent
Prerequisite Charms: Freedom in Slavery Understanding, Faithful
Killers Reprieve
With their greatest faith invested in their dark masters, the
truly unrighteous deathknight can rely on the Neverborn to
consume the power of those that oppose them. This Charm
permanently enhances the Abyssal, protecting him against effects that manipulate his Charms or spells, motes, mote pools,
Willpower and any Virtue channels except Compassion. The
difficulty of any rolls for such effects increases by an amount
equal to the Exalts permanent Essence. If an effect would do
so without a roll, that effect fails automatically. In the case of
spells, this makes it impossible to countermagic them only during the Shape Sorcery or Necromancy actions of the Exalt;
once the Cast Sorcery or Necromancy action has been taken,
the energy of the spell has been released and those motes are
no longer truly his own, unless they must remain committed for
the spell to continue functioning.
This Charm protects the Abyssal by forming a close bond
with the Neverborn. Any deathknight who knows this Charm
can not learn Unconquered Heros Faith, nor vice versa. If the
Exalt has permanent Essence 6 or more, this bond is so close

that those who would suppress his power might briefly touch
the Neverborns chill dead souls. If the suppression fails to affect
the deathknight, the attacker suffers a number of unsoakable
aggravated levels of damage equal to (Exalts Essence 5).

Performance

Forum-Conquering Rant

Cost: 4m, 1wp; Mins: Performance 4, Essence 2; Type: Extra


Action
Keywords: Combo-OK, Mirror (Indivisible Themes of
Splendor), Obvious, Social
Duration: Instant
Prerequisite Charms: Morbid Fascination Style
The vile tongues of the deathknights are insidious and quick.
This Charm is a magical flurry of up to (Essence + 1) actions
in social combat, all of which ignore any Rate restrictions that
might apply, suffer no multiple action penalties and inflict only
the highest DV penalty of any single action in the flurry. The
actions that may be a part of this flurry are Performance- and
Presence-based social attacks, and Miscellaneous actions to reestablish surprise with Manipulation + Socialize. The social attacks that are a part of this flurry can only be made to attack a
targets Motivation, erode a targets Intimacies, or encourage or
instill negative emotions and beliefs (see sidebar, The Manual
of Exalted PowerAbyssals, p. 137). Use of this Charm is
only Obvious if the Exalt makes four or more attacks in the
flurry.

Secret Heart Iniquity

Cost: ; Mins: Performance 5, Essence 3; Type: Permanent


Keywords: Emotion, Mirror (Mastery-of-Passion Nuance), Social
Duration: Permanent
Prerequisite Charms: Soul-Dessicating Style
Tucked away in the corners of even the most compassionate,
valorous and temperate hearts are nuggets of disdain, cowardice and unbridled lust. The Abyssal Exalted know how to bring
out these deeper, truer emotions. When a deathknight makes a
social attack supplemented by Soul-Dessicating Style, he may
name a Virtue that is relevant to his attack. Any target whose
rating in that Virtue is not 5 treats the Virtue as if it were instead rated at 1 for the purposes of responding to the attack.
Those with a rating of 1 in the chosen Virtue instead drop to 0,
becoming completely detached from the tenets of the Virtue.
Further, to act in accordance with the chosen Virtue in response to the social attack, a target must succeed on a roll of
that Virtue (at the lowered rating) and the character may not
spend Willpower to automatically succeed. This unnatural
emotion can be resisted by spending two Willpower, except in
the case of the Exalted, who spend no Willpower but gain one
Limitor one Resonance in the case of Abyssalsto resist the
effect. This Charm may supplement other Abilities, and it has
no effect on the primary Virtue of Exalted who suffer the Great
Curse.

Perpetual Incubus Mastery

Cost: ; Mins: Performance 5, Essence 5; Type: Permanent


Keywords: Mirror (Allure of Divine Beauty)
Duration: Permanent
Prerequisite Charms: Irresistible Succubus Style

Chapter Four Abyssal Charms

61

This Charm permanently enhances its prerequisite, changing its type to Supplemental. It no longer is a social attack itself, but instead enhances other social attacks, adding (Appearance) extra dice and, apart from the normal effects of the social
attack, building an Intimacy of lust as described under Irresistible Succubus Style. Abyssals with Essence 6+ also reduce the
mote cost of Irresistible Succubus Style to five, and those with
Essence 8+ reduce its cost to zero motes and zero Willpower.

Presence

Commanding Whisper

Cost: ; Mins: Presence 5, Essence 3; Type: Permanent


Keywords: Mirror (Glorious Imperative)
Duration: Permanent
Prerequisite Charms: Poisoning the Will
Channeling the unnatural power of the Neverborn through
his mind, the Abyssal lets their overwhelming presence do all
the hard work. With this Charm, the Exalt may remove the
Touch keyword from Poisoning the Will by verbally issuing the
command as a social attack against the target. The target remains unaware of the magical influence behind the command,
but is fully aware the the deathknight issued a command.
A second purchase of this Charm at Essence 5+ makes the
targets Dodge MDV inapplicable against the influence when it
is issued as a verbal command.

Painful Majesty Aura

Cost: (2m); Mins: Presence 5, Essence 4; Type: Permanent


Keywords: Obvious, War
Duration: Permanent
Prerequisite Charms: Heart-Stopping Mien
It means death merely to approach the wrathful Exalt. When
the deathknight uses Heart-Stopping Mien to enhance Dread
Lords Demeanor, he now becomes capable of performing a
Miscellaneous action and spending two motes to instantly slay
all living extras within (Essence) yards, as an environmental
hazard. In mass combat, this Charm is generally ineffective unless the unit the Abyssal is engaged with is small enough that
most of it fits within (Exalts Essence) yards, in which case the
Exalt may use it to instantly slay the entire unit.
At Essence 6+, this effect can harm living heroic mortals as
well, inflicting three levels of lethal damage. Use of this effect
may be part of a flurry, but it may not be used more than once
in each flurry. Also at Essence 6+ the deathknight may purchase this Charm again to make its use reflexive. Purchasing
the Charm a third time at Essence 8+ increases the damage
it does to (half Exalts Essence) levels and allows it to harm
Essence-users.

Howling Labyrinth Communion

Cost: 8m; Mins: Presence 5, Essence 5; Type: Simple


Keywords: Combo-Basic, Obvious, Spectral
Duration: One scene
Prerequisite Charms: Painful Majesty Aura
Tearing a hole in the world, the sucking cracks of reality that
run through the Labyrinth of the Underworld spill out of the
Abyssals anima and into his surroundings. For the rest of the
scene after activating this Charm, the Exalt is surrounded by an
aura that inflicts environmental damage on those who approach
within (Essence) yards. The hazard inflicts Damage (Essence

62

2)L/action, Trauma 5L, and is treated as a natural hazard of the


Underworld. It has no effect on specters, hekatonkhire, Deathlords or Exalts using Maelstrom-Weathering Indifference (The
Manual of Exalted PowerAbyssals, p. 150).

Shambling Horde Appropriation

Cost: (+1m per Magnitude, 1wp); Mins: Presence 4, Essence


4; Type: Permanent
Keywords: Social, War
Duration: One day
Prerequisite Charms: Command the Dead
Taking control of a mindless corpse is easy; mastering all the
undead takes a little more effort. This Charm permanently
enhances the deathknight, allowing him to target Magnitude
dots worth of undead instead of individuals with Command the
Dead, even if the targets are not organized into a single group
(which could then be targted normally as per Exalted, p. 162).
This increases the cost of the Charm by one mote per dot of
Magnitude and also costs an additional Willpower.

Fulfilling the Graves Cupidity

Cost: 6m; Mins: Presence 3, Essence 3; Type: Simple (Speed


4 in long ticks)
Keywords: Combo-OK, Emotion, Social
Duration: Until next dawn
Prerequisite Charms: Heartless Fiend Insinuation
While personal conquests are due reward for the Abyssals
who do all the work, the natural despair of life is owed respect.
This Charm is a social attack against a mortal, the Exalt rolling ([Charisma or Manipulation] + Presence) against the
targets MDV. Success shakes the targets love of life, twisting
their thoughts to despair and suicide. This unnatural emotion
imposes an Intimacy to the good aspects of death and giving uprelease from torment, finding ancestors in the Underworld, etc.which cant be eroded until the next dawn.
While the Intimacy remains magically bolstered, any social
attacks against the target encouraging him to kill loved ones or
commit suicide are considered unnatural mental influence that
are not unacceptable orders. Despite the relatively positive
outlook of the imposed emotion, it is a negative Intimacy (see
sidebar, The Manual of Exalted PowerAbyssals, p. 137).
Initially the target may throw off this influence by spending two
Willpower, banishing both magic and Intimacy, but once dawn
has passed the Intimacy must be eroded normally.
At Essence 4+ the Abyssal can target Essence-users with
this Charm at no additional cost.

Commandment of the Abyss

Cost: ; Mins: Presence 5, Essence 3; Type: Permanent


Keywords: Mirror (Injunction of the Lawgiver), Social, Spectral
Duration: Instant
Prerequisite Charms: Soul-Flaying Gaze
The chill winds of the tombs of the Neverborn spill from the
deathknights mouth to pierce the soul, delivering the painful
truth. The Exalts Soul-Flaying Gaze may now enhance social
attacks that inflict unnatural influence. In addition and at the
Abyssals choice, it may also turn natural influence into unnatural influence. A second purchase of this Charm increases
the Willpower cost to resist any attacks supplemented by the
Charm by one.

Chapter Four Abyssal Charms

Mind-Cracking Invective

Cost: 8m, 1wp; Mins: Presence 5, Essence 3; Type: Simple


(Speed 3 in long ticks)
Keywords: Combo-OK, Sickness, Social
Duration: Instant
Prerequisite Charms: Sanity-Eroding Diatribe
Filling her mouth with verbal spleen, the deathknight lets
loose with a horrendous, otherworldly obscenity that shatters
the minds of the weak-willed. This Charm is a social attack
against a single target, the Abyssals player rolling (Charisma +
Presence) against the targets MDV. If successful, this Charm
breaks the targets mind, inflicting a mental illness. If the attack
rolls extra successes exceed the targets MDV by an amount
greater than their permanent Essence, the madness is doubly
worse. This unnatural influence may be resisted at the time of
infliction by spending three Willpower, ignoring the effects of
the Charm; if this opportunity is not taken, the madness must
be dealt with as a Sickness effect.
See The Compass of Celestial Directions, Vol. IIThe
Wyld, p. 148 and The Manual of Exalted PowerLunars, p.
209 for suggested derangements; this Charm inflicts deficiencylevel derangements normally, or debility-level if the attack rolls
threshold exceeds the targets Essence. Essence-users shake off
this madness after spending Willpower to suppress it a number
of times equal to the Abyssals Essence; it does not matter if a
subsequent roll to resist the madness fails, as long as the magical being spends the Willpower. Mortals will require magical
healing.

Dread Mind-Spider Swarm

Cost: (+10m); Mins: Presence 5, Essence 5; Type:


Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Mind-Cracking Invective
This Charm permanently enhances the Abyssals MindCracking Invective, doubling the number of times an Essenceuser must spend Willpower to shed the madness. In addition,
if the attack achieves a threshold twice as great as the targets
Essence, the deathknight may inflict a deformity-level insanity.
Such strong derangements can not normally be resisted with
Willpower expenditure, but an Essence-user may spend one
Willpower point per scene to fight against this madness; the
derangement is still in effect, but this counts as spending Willpower to rid them of the insanity.
By spending an additional ten motes when activating MindCracking Invective, the Exalt may also assault more than one
mind with his dread madness. This follows the normal rules
for Mind-Cracking Invective, though instead of Presence the
Abyssals player must roll Performance. The deathknights
player makes a single attack roll that applies against anyone
who can hear and understand the Exalt.

Resistance

Word of Ghostly Protection

Cost: ; Mins: Resistance 5, Essence 3; Type: Permanent


Keywords: Avatar (1), Mirror (Golden Purity Bulwark)
Duration: Permanent
Prerequisite Charms: Inauspicious Inner Aegis

This Charm permanently enhances the Exalts Inauspicious


Inner Aegis, increasing the soak it provides by her Whispers
rating and its Hardness by half that amount.

Insensate Corpse Flesh

Cost: 3m, 1wp (8xp); Mins: Resistance 3, Essence 2; Type:


Reflexive
Keywords: Combo-OK, Taint
Duration: One scene
Prerequisite Charms: Injury-Absorbing Discipline, Cadaverous
Torpor Technique
The bodies of the Abyssal Exalted straddle the thin, fragile
line between life and death. By drawing necrotic Essence into
her frame, the deathknight can tip the balance farther toward
the static, unfeeling implacability of nothingness. While this
Charm is active the Abyssal ignores all wound penalties as well
as any other penalties based on physical pain. The Taint drawback to this Charm is that the Exalt can never again feel physical pleasure. Be it delicious food, sexual release or the simple
caress of water in a hot bath, the deathknight has given up any
claim to the pleasures of the flesh. Physical sources of release
or encouragement can provide no benefit to the Exalt. On the
bright side, social attacks and similar effects that promise physical release become less effective, losing bonus dice, increasing
the Exalts MDV or simply becoming ineffective as the Storyteller judges appropriate. This Charm may become a Taint at a
cost of four bonus points or eight experience.

Unstoppable Grotesquery

Cost: ; Mins: Resistance 4, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Insensate Corpse Flesh
This Charm permanently enhances its prerequisite, so that
while in effect it allows the deathknight to remain active after
the damage he has suffered reaches his Incapacitated or Dying
health levels. When damage or any physical pain would make
the Exalt Inactive, he ignores that effect, though he will still die
when he has no Dying levels left and mind control that forces
him to stop acting is unimpeded by this Charm.

Furious Abolition Empowerment

Cost: (+3m; 1+ Resonance); Mins: Resistance 5, Essence


4; Type: Permanent
Keywords: Avatar (2)
Duration: Instant
Prerequisite Charms: Insensate Corpse Flesh
The wicked power of Oblivion can have a certain beauty
to it, particularly on the battlefield. This Charm permanently
enhances the Abyssal, allowing her to commit an additional
three motes when activating Insensate Corpse Flesh and in so
doing instead of ignoring wound penalties they are inverted to
become bonus dice. These bonus dice do count toward dice
limits from Charms, and they only apply to actions taken to
inflict harm. The Exalt still ignores the penalties for all other
purposes. If the Abyssal has not destroyed something or killed
someone by the end of the scene, she gains one Resonance.
If the Exalt has acquired the Taint version of Insensate Corpse
Flesh, she may commit three motes to gain the above benefits
for a scene. Unfortunatelyat least by some measuresthe

Chapter Four Abyssal Charms

63

Abyssal regains the ability to feel pleasurable sensations when


she enhances her Tainted Flesh in this way, and so immediately
gains a point of Resonance for opening herself to physical happiness once more. She will also gain another point of Resonance at the end of the scene if she has not slain or obliterated
at least a number of beings or items equal to her Essence.

quires the expenditure of Willpower to function from action to


action when outside a Shadowland or the Underworld. Whichever version of Indifferent Cadaver Meditation the Abyssal
uses, it now succeeds automatically against all mundane Crippling effects and magical Crippling effects that have a source
whose Essence is less than (deathknights Essence 2).

Endless Shifting Offal

Perfected Herald of Contagion

Cost: 8m, 1 Resonance (12xp); Mins: Resistance 5, Essence 5;


Type: Reflexive (Step 10)
Keywords: Avatar (3), Combo-OK, Spectral, Taint
Duration: One scene
Prerequisite Charms: Insensate Corpse Flesh
When one is dead or nearly so, what does it matter when
the flesh is punished? Its all meat and bone, and in the end
it amounts to nothing anyway. For the rest of the scene, this
Charm allows the Void to devour the specifics of a wound,
making the worst assaults as meaningless as any lesser injury.
When a source of physical damage would inflict levels of lethal or aggravated damage equal to or less than the Abyssals
Essence, or twice that many levels if the damage is bashing,
the deathknight instead suffers only a single level of damage.
Endless Shifting Offals effect occurs after all other forms of
damage mitigation, so things like a Daybreak castes anima can
not combine with this Charm to make the Abyssal completely
immune to small amounts of damage.
The deathknight may adopt this Charm as a Taint for six
bonus points or twelve experience points. When this Charm
becomes a permanent Taint, the deathknight benefits from its
effect constantly at no mote cost, but if he suffers no levels of
damage by the end of a scene involving combat he gains a point
of Resonance. Additionally, his injuries are less meaningful and
so provide less power to bloody magics, doubling the number
of health levels necessary to power Charms with health level
costs.

Indifferent Cadaver Meditation

Cost: 5m; Mins: Resistance 5, Essence 2; Type: Reflexive (Step


10)
Keywords: Combo-OK, Mirror (Unbreakable Warriors
Mastery), Spectral
Duration: Instant
Prerequisite Charms: Any Resistance Excellency, Ox-Body
Technique
The necrotic Essence of the Underworld is ill-equipped to
shield one from harm, but it is nearly as good at simply sucking
away the potential of others to inflict that harm. This Charm
functions identically to its Mirror, except as noted above. See
Exalted, p. 208 for more.

Ceaseless Shambling Frame

Cost: (+3m, 1wp); Mins: Resistance 5, Essence 5; Type:


Permanent
Keywords: None
Duration: One scene
Prerequisite Charms: Indifferent Cadaver Meditation
This Charm permanently enhances the deathknight, allowing him to activate Indifferent Cadaver Meditation with an
increased cost of eight motes and one Willpower. This extends
the Charms duration to a scene, though its Spectral nature re-

64

Cost: ; Mins: Resistance 5, Essence 5; Type: Permanent


Keywords: Mirror (Perfected Constitution)
Duration: One day
Prerequisite Charms: Plague Knows Its Master
This Charm permanently enhances its prerequisite, extending its duration to one day. Another purchase of this Charm at
Essence 6+ reduces the mote cost of Immunity to Everything
Technique to (10 Exalts Essence). At Essence 7+ a third
purchase extends the Charms duration indefinitely.

Daybreak
Craft

World-Killing Urgency Cleverness

Cost: ; Mins: Craft 5, Essence 4; Type: Permanent


Keywords: Avatar (2)
Duration: Permanent
Prerequisite Charms: Frenzied Forge Within
Dead and dreaming though they are, the Neverborn can be a
source of great insight and instruction in the art of killing. This
Charm upgrades the workshop provided by the deathknights
Frenzied Forge Within to a masters workshop. In addition, the
Exalt adds (Whispers) extra dice to his Create Item/Artifact
(Exalted, p. 133) dice pools, even when not using Frenzied
Forge Within. This does not count as a bonus from Charms.
Buying this Charm a second time at Essence 5+ increases
the quality of workshop provided by Frenzied Forge Within to
ideal, and a third purchase at Essence 6+ provides a flawless
workshop.

Fathomless Nightmare Inspiration

Cost: ; Mins: Craft 5, Essence 6; Type: Permanent


Keywords: Avatar (3)
Duration: Permanent
Prerequisite Charms: World-Slaying Arsenal Epiphany
With a close connection to their dead gods, the deathknights
can wrench terrible secrets of creation from the dreams of the
Authors of Existence. Taking advantage of this Charm requires
that the Abyssal go on a guided Whispers vision-quest (The
Manual of Exalted PowerAbyssals, p. 100), with a focus on
creating an artifact or necrotech creation that fits the criteria
allowing application of Frenzied Forge Within. The Exalt rolls
([Perception or Intelligence] + appropriate Craft) against a
difficulty of the artifacts rating or half the necrotech creations
coil rank.
On a success, the deathknight returns to the waking world
with complete designs for the device. In the case of artifacts,
this halves the cumulative difficulty to complete the project
(The Books of Sorcery, Vol. IIIOadenols Codex, p. 18);
for necrotech animations the Abyssal increases her effective
Ability + Specialty by her Whispers rating for the purposes of

Chapter Four Abyssal Charms

designing and building the thing (which does not count as a


dice bonus from Charms), allowing the Exalt to create necrotech of coil ranks normally beyond her facility. Should the roll
to interpret the messages of the dread dreams fail, she snaps
back to waking with a terrible certainty that she has somehow
misinterpreted her masters plans, losing a point of Willpower
in the process.

Investigation

Fate-of-all-Heroes Intuition

Cost: (+1wp); Mins: Investigation 5, Essence 3; Type:


Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Soul-Invading Glance
With malevolent purpose the deathknight worms her way
through the mind and soul of a potential victim, uncovering
their greatest weakness. This Charm permanently enhances
the Abyssal, allowing her to increase the cost of Soul-Invading
Glance by one Willpower to change its effect. Instead of uncovering the Motivation and Intimacies of a target, the Charm
reveals the Flaws of Invulnerability (or equivalent) that any of
their perfect defenses suffer from. This does not reveal which
Charms suffer which Flaws, only which Flaws the character
may be subject to if they choose to use a perfect defense.

Lore

Dead Dream Insinuation

Cost: ; Mins: Lore 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Teaching Incomprehensible Truths
This Charm permanently enhances its prerequisite, allowing it to inflict (half the Exalts Essence) Whispers instead of
a single dot. If the target wishes to permanently adopt the increased Whispers rating, they may do so at the normal cost of
three experience per dot. When the Charm targets someone
who already suffers from Whispers, the targets old Whispers
rating is replaced by that inflicted by this Charm if it would be
higher. If the targets Whispers is already the same or higher,
this Charm increases it by one, to a maximum of five. The target may permanently increase their Whispers rating by paying
three experience per dot, discounting the cost of any dots they
would normally have.

Medicine

World-Killing Malady Enhancement

Cost: 3+m, 1wp; Mins: Medicine 4, Essence 3; Type: Simple


Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Plague-Eating Kiss
Abyssal Exalted use this Charm to twist a disease with their
necrotic Essence, increasing its potency immensely. By paying
(3 x diseases Virulence) motes and a Willpower, the Abyssal
alters a disease in a victim the Exalt touches or within herself.
The Exalt then chooses to increase the diseases Virulence, Untreated Morbidity or Difficulty to Treat by one. A diseases Virulence, Treated Morbidity and Difficulty to Treat may not be

increased to more than (Essence) by any combination of effects


including this Charm, while its Untreated Morbidity may be
raised as high as (Essence + 2). In the case of magical diseases,
for every two points by which the mundane Difficulty to Treat
rises, the magical Difficulty to Treat rises by one. See Exalted,
p. 129, The Manual of Exalted PowerLunars, p. 211 and
Scroll of the Monk, p. 153 for more on diseases. This Charm
does not change any other aspects of the targeted disease, so
spiritual afflictions do not become contagious while mundane
diseases remain resistible by mortals without magical aid.

Occult

Grave Affinities

Cost: ; Mins: Occult 3, Essence 1; Type: Permanent


Keywords: Mirror (Celestial Refinement Techniques)
Duration: Permanent
Prerequisite Charms: Any Occult Excellency
Not only is it a natural aspect of the Abyssal Exalted to have
command over the dead, they can excel in the art like no other.
This Charm permanently enhances the Exalt, granting him
a phantom Degree in the thaumaturgical Art of the Dead
(The Books of Sorcery, Vol. IIIOadenols Codex, p. 133).
This phantom Degree is in all ways like a normal Degree in
that Art, but even after mastering the Art normally this Charm
has its uses. The Degree provided by this Charm stacks with
any normally learned Degrees, even if such a bonus would add
more than three dice to rolls. Deathknights with this Charm
add bonus successes equal to their Essence to any rolls for the
Art of the Dead. The Exalt also reduces the motes necessary to
lower the Resources cost of Art of the Dead procedures by his
own permanent Essence (see Exalted, p. 138 for more). Any
ritual of this Art that requires less than an hour to perform instead necessitates the Abyssal simply perform a Miscellaneous
action.
The deathknight may enhance his mastery over the Art of
the Dead further by spending 3 experience points (or 1 bonus
point during character creation). Doing so, he increases by one
the maximum bonus from relevant Specialties that can apply
to uses of the Art of the Dead. For example, with this enhancement and the Master Degree of the Art of the Dead, the Abyssal would gain three dice from his Degree, another from this
Charms phantom Degree and one more from a relevant standard Occult Specialty. Abyssals may purchase this increase on
the limit of Specialties a total of three times, allowing them to
add up to seven total dice from Degrees and related Specialties
in the Art of the Dead.
When Abyssals or Solars teach each other of this Charmas
per the Mirror keywordthey can only do so in regard to the
Art of the Dead. Despite the breadth of the Solars Celestial
Refinement Techniques, the limited purview of deathknights
restrict just what kind of knowledge they can pass on to or
learn from each other.

World-Shredding Evocation

Cost: (+5m); Mins: Occult 5, Essence 4; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Terrestrial Circle Sorcery or Shadowlands
Circle Necromancy

Chapter Four Abyssal Charms

65

By bleeding some of their necrotic Essence into the patterns


shaped by their spells, deathknights can add pain and suffering
to the most benign-seeming magic. This Charm permanently
enhances the Exalt, allowing him to increase the mote cost of
a spell by five to alter a sorcery or necromancy spell he casts
that produces a violent reaction of some kind. This of course
includes spells such as Death of Obsidian Butterflies or FleshSloughing Wave, but it also includes the burst of birds in Flight
of Separation or the dusty flash of Unconquerable Self (see The
Books of Sorcery, Vol. IIThe White and Black Treatises
for information on these last three spells). A wave of necrotic
Essence washes out from the deathknight as soon as he casts
the spell. This inflicts (Essence) dice of aggravated damage on
everything within one yard of the Abyssal (except the Exalt
himself), and the same amount of lethal damage dice against
everything out to (Abyssals Essence) yards. Whether lethal or
aggravated, this damage ignores soak from armor.

Rotting Essence Integration

Cost: ; Mins: Occult 5, Essence 5; Type: Permanent


Keywords: Avatar (3)
Duration: Permanent
Prerequisite Charms: Shadowlands Circle Necromancy
With the dark touch of the Neverborn upon him, the twisted
Essence patterns of necromancy come easily to the Abyssal.
This Charm permanently enhances the Exalt, decreasing by
one the Willpower cost for him to cast necromancy spells, to a
minimum of zero. Eclipses and Fiends can not learn this Charm,
as it specifically requires an Abyssal Exaltation.

Cursed Blessing of the Neverborn

Cost: (1 Resonance); Mins: Occult 5, Essence 5; Type:


Permanent
Keywords: Avatar (4)
Duration: Instant
Prerequisite Charms: Rotting Essence Integration
Imposing upon his dead, dreaming gods, the Abyssal siphons
off some of their power to ease the casting of a spell. With this
Charm, when the Abyssal casts a necromancy spell she may
choose to gain one Resonance in return for the Neverborn empowering her ritual. This allows her to reduce the Willpower
cost of casting the spell by one or reduce the mote cost of the
spell by an amount equal to (Exalts Essence Resonance before imposing), each to a minimum of zero. If the deathknights
Resonance outstrips her permanent Essence and for some reason she prods her dark masters, even if she would have opted
for the reduced Willpower cost she instead loses a number of
motes equal to the difference between her Resonance (including the one she just received) and Essence. If this would reduce
her mote pool below zero, her mote pool remains zero but the
spell immediately shatters as if she had lost her concentration.

Fever Dream Clarity

Cost: ; Mins: Occult 7, Essence 7; Type: Permanent


Keywords: Avatar (5)
Duration: Permanent
Prerequisite Charms: Rotting Essence Integration
Absorbing as fully as he can the mad dreams of the Neverborn, the Abyssals psyche cracks and the necrotized patterns
of primeval Essence left behind by the deaths of Primordials

66

make perfect sense to him. This Charm permanently alters the


character, and as an extra cost of learning it he must adopt one
debility-level derangement; he gains no bonus or experience
points for this, nor can it offset the cost of mutations or other
related point costs. If this derangement is suppressed, the Exalt
loses the use of this Charm until it returns; if the madness is
cured, the Abyssal unlearns the Charm and must relearn it if
he wishes to regain the effect.
While suffering from a transcendent understanding of the
dreams of the Neverborn, the deathknight becomes acclimated
to using necrotic Essence. When casting necromancy spells
that do not require a dramatic ritual, the Shape Necromancy
actions necessary to cast the spell are compressed into a single
DV -3 Miscellaneous action which may be flurried normally.
The necromancer may even use reflexive Charms and Combos
during this action, including relevant Excellencies to enhance
the spell itself. This last benefit extends to Cast Necromancy
actions as well.
For more on derangements, see The Compass of Celestial
Directions, Vol. IIThe Wyld, p. 148-150 and The Manual
of Exalted PowerLunars, p. 209-210.

God-Home Invasion

Cost: 4m, 1wp; Mins: Occult 3, Essence 3; Type: Simple


Keywords: Combo-OK, Mirror (Holistic Essence Understanding)
Duration: One scene
Prerequisite Charms: Corpus-Rending Blow
For the rest of the scene, this Charm allows the Abyssal to
infiltrate the immaterial world as if it were material. The Exalt
can perform normal physical actionsnot just attacksthat
affect the immaterial world. While this effect lasts, the deathknight reflexively chooses at the beginning of each of his actions
whether to interact with the immaterial as if it were material,
or to treat immaterial items and beings as intangible. The Exalt
must still activate Corpus-Rending Blow normally to inflict aggravated damage to spirits or to strike immaterial targets when
he is treating the immaterial as intangible.

Divinity-Denying Strike

Cost: Varies; Mins: Occult 4, Essence 3; Type: Supplemental


Keywords: Combo-OK, Mirror (Magic-Defying Mudra),
Obvious, Shaping, Spectral
Duration: Instant
Prerequisite Charms: Corpus-Rending Blow
The lesser magics of the rebellious gods and their Exalted
champions are no match for the all-consuming hunger of
Oblivion. This Charm enhances one of the Abyssals physical attacks, stripping away the extant power of the target. As
long as the attack successfully hits, one Charm, spell or other
Essence-fueled power that is currently affecting the target is
banished. Permanent Charms and similar effects can not be
targeted by Divinity-Denying Strike. The attack deals damage
normally in addition to suppressing the chosen effect.
Negating a Charm costs (3 x targets permanent Essence)
motes. If the effect is a spell, the mote cost is (5 x the circle of
the spell). The deathknight must be able to discern the existence of the effect she wishes to banish before activating this
Charm, so she must have prior knowledge of the effecthaving
seen the spell cast, utilizing Through Dead Eyes, the targeted
Charm is Obvious, etc.

Chapter Four Abyssal Charms

Motes spent on or committed to banished effects are lost.


Reflexive Charms may be reactivated immediately at normal
cost after being devoured by this Charm, subject to the usual
timing rules, and apply their effects normally.

Spiritual Decrepitude Infliction

Cost: (2m per permanent Essence); Mins: Occult 5, Essence


5; Type: Permanent
Keywords: Crippling, Shaping
Duration: Instant ([10 targets Essence] ticks)
Prerequisite Charms: Divinity-Denying Strike
Dark magic wraps itself around the deathknights weapon
before shattering the surprisingly delicate spiritual connection
a foe has with the rest of the world. Though temporary, this
condition is devastating. When using Divinity-Denying Strike
instead of suppressing a Charm the Abyssal may cut the target
off from Essence use entirely. This costs (2 x targets Essence)
motes, and successfully striking the target with this power
makes it impossible for them to spend motes or use Essencefueled powers. The target loses the ability to make use of any
Charm, Combo or other power that requires the expenditure of
motes. The victims power remains crippled for (10 targets
Essence) ticks.
A second purchase of this Charm at Essence 6+ increases
the effects duration to (10 targets Essence) actions, while
a third at Essence 7+ increases it to (15 targets Essence)
actions.

Fetters of Resplendent Apostasy

Cost: (3m); Mins: Occult 5, Essence 4; Type: Permanent


Keywords: Mirror (Spirit-Chaining Hero Aura), Obvious,
Shaping
Duration: One scene
Prerequisite Charms: Divinity-Banishing Contempt
This Charm permanently enhances the Abyssals DivinityBanishing Contempt, allowing her to commit three motes
when activating that Charm to shackle the targeted spirit in
a material state. This causes Divinity-Banishing Contempt to
always force the spirit to materialize, at no cost to the spirit,
even if it is naturally immaterial. The target remains materialized for the rest of the scene or until the deathknight releases
the committed motes.

Soul-Measuring Glance

Cost: ; Mins: Occult 5, Essence 4; Type: Permanent


Keywords: Mirror (Essential Nature Discovery)
Duration: Permanent
Prerequisite Charms: Through Dead Eyes
The Abyssal Exalted must account for every wondrous thing
in the world to properly annihilate existence. When the Exalt
has Through Dead Eyes active, gauging a manse or artifacts
rating or persons Essence successfully also informs the Abyssal
as to their basic nature and type: demon (and of which Circle),
Dragon King, elemental (and of which element), Exalt (and
of which type), Fair Folk, ghost, god (Terrestrial or Celestial),
and so on. Even without Through Dead Eyes active, the deathknight may attempt to scrutinize an item or person with the
usual Intelligence + Occult roll, but its difficulty increases by
two. When any of this information is relevant to piercing a disguise, the Exalt gains two extra successes on rolls to do so.

Day

Athletics

Grasping Void Sinew

Cost: ; Mins: Athletics 4, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Corpse-Might Surge
Muscles straining painfully, the Exalt cracks even the most
well-built object as if it were made of egg shell. As long as the
Exalts Corpse-Might Surge is active, she may reflexively pay
two motes to double her effective Strength + Athletics when
performing a feat of strength to break an object.
A second purchase of this Charm at Essence 5+ changes it
so that it multiplies the Abyssals Strength + Athletics total
by her permanent Essence. In addition, the deathknight may
use Grasping Void Sinew to break objects that are nominally
indestructible, contesting the effect normally.

Cracked Foundation Roar

Cost: (+1wp); Mins: Athletics 5, Essence 4; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Grasping Void Sinew
With the intimacy of a lover, the Abyssal finds just the right
spot in some grand architecture, then tears out vast chunks of
it. Though not necessary, this is usually accompanied by a great
roar or a scream through gritted teeth as the characters tendons strain just short of snapping. With this Charm, the deathknight can spend an additional Willpower to use Grasping Void
Sinew to target an entire structure with a feat of strength to
break the target. The Strength + Athletics of the deathknight
is compared to the lethal soak of the structure as if that were
the total necessary to break it. Instead of outright breaking the
structure, any points of Strength + Athletics in excess of the
targets reduced soak are applied as levels of lethal damage. As
per the vehicle rules found in Scroll of Kings, p. 40-42, a feat
of strength enhanced by this Charm is a comparable threat.

Home-Wrecking Fury

Cost: ; Mins: Athletics 5, Essence 3; Type: Permanent


Keywords: Mirror (Castle-Toppling Shove)
Duration: Permanent
Prerequisite Charms: Corpse-Might Surge
The Abyssal Exalted dismantle the glories of the world
with frightening ease. For the rest of the scene after activating
Corpse-Might Surge, the Exalt may perform feats of strength to
break objects (Exalted, p. 127) as Miscellaneous actions.

Foe-Prostrating Technique

Cost: ; Mins: Athletics 4, Essence 3; Type: Permanent


Keywords: Knockback, Mirror (Crashing Retribution Blow),
Obvious
Duration: Instant
Prerequisite Charms: Falling Scythe Attack
The prodigious weight of the Void drives all foes to their
proper place: groveling on the ground. When the Exalt uses
Falling Scythe Attack to enhance an attack, if that attack successfully hits its raw damage is increased by (Essence) and the
target is automatically knocked prone.

Chapter Four Abyssal Charms

67

Insidious Shadow Trick

Cost: 3m or 3m, 1wp; Mins: Athletics 4, Essence 3; Type:


Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Shadow Races the Light
What need have the champions of the fallen Creators for the
laws of time and space? This Charm replaces the normal Move,
Dash or Jump action of the Abyssal during one tick of movement. The deathknight covers the same distance he otherwise
would have when taking that action, but instead of actually
moving he disappears in a cloud of blue and green smoke, appearing in a similarly odious fashion at his destination. While
all other rules apply normally to this movementsuch as that
the character can only Jump once each action or Move once
each tickbecause this Charm is reflexive, Dash, Jump and
similar actions it mimics have a Speed of 0 and no DV penalty.
The Exalt also need not make any tests for unstable terrain
unless his beginning or ending points are on such instabilities;
intervening impediments are ignored.
Normally, this Charm does not allow the Exalt to bypass
barriers that an unenhanced movement action could not get
around. However, deathknights with Essence 4+ may spend a
Willpower point when activating this Charm to pass through
such barriers, as long as the character can see his destination. If
the barrier is warded against teleportation, this Charm fails.

Starving Devil Advance

Cost: ; Mins: Athletics 5, Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Insidious Shadow Trick
This Charm permanently enhances the Abyssals Insidious
Shadow Trick, allowing her to use it in two new ways. She may
activate it multiple times on a single tick when pursuing someone. The deathknight may activate the Charm any time the
target she is chasing performs their own movement actions. If
the Exalt herself is fleeing or simply attempting to cover ground
towards no particular foe, she can not activate the Charm more
than once per tick as normal.
The deathknight may also use Insidious Shadow Trick to enhance an attempt to reestablish surprise (Exalted, p. 156), in
which case it adds (Essence) successes to her Stealth roll.

Dodge

Howling Wind Dance

Cost: (+3m); Mins: Dodge 5, Essence 4; Type: Permanent


Keywords: Mirror (Dancing Shadow Evasion)
Duration: One tick
Prerequisite Charms: Untouchable Phantom Mien
While the Abyssals Untouchable Phantom Mien is active,
she may extend the duration of her Flickering Wisp Technique
by adding three motes to its activation cost. She then perfectly
dodges every attack of which she is aware for the rest of the
tick, even those that are undodgeable. All of these dodges are
still subject to the Flaw of Abyssal Invulnerability of the Exalts
normal Flickering Wisp Technique. The deathknight moves
(Essence) yards only on the initial activation of this Charm; he
must reactivate it to gain that benefit against further attacks.

68

At Essence 5+ the deathknight may spend an additional


point of Willpower to extend the duration of this protection to
the rest of the action.

Fulgurating Smoke Evasion

Cost: (+2m); Mins: Dodge 6, Essence 6; Type: Permanent


Keywords: Mirror (Sinuous Shadow Escape)
Duration: Permanent
Prerequisite Charms: Dodge Essence Flow, Untouchable
Phantom Mien
Increasing its cost by two motes allows the deathknight to
activate Flickering Wisp Technique as if it were not a Charm
for the purposes of other Charms and Combos.

Unfortunate Bystander Maneuver

Cost: 2m; Mins: Dodge 5, Essence 3; Type: Reflexive (Step 2)


Keywords: Combo-OK, Mirror (Shaded Ally Intercession),
Obvious
Duration: Instant
Prerequisite Charms: Foe-Shaming Defense
Wicked as they are, what Abyssal would not shield himself
with other people? When the deathknight is the target of an
attack, he may activate this Charm to roll his (Dexterity +
Dodge), subtracting an external penalty equal to the Dodge
DV of another character other than the attacker within (Exalts Essence + Dodge) yards. If this roll is successful, the Abyssal and his victim switch places, the bystander now being the
target of the oncoming attack. The replacement target may
defend against the attack normally, but if it was unexpected it
remains so, even though the Exalt would have had to notice it
to make use of Unfortunate Bystander Maneuver.

Larceny

Shade Prisoner Futility

Cost: 10m; Mins: Larceny 4, Essence 4; Type: Reflexive


Keywords: Combo-OK, Obvious, Shaping, Spectral
Duration: Instant
Prerequisite Charms: Chains Cannot Hold
Nothing stops the inevitability of entropy, everything will
eventually fail; barriers break, locks rust away and all that is
left are the ghosts of failure. This Charm enhances one of the
deathknights Move or Dash actions, allowing her to melt into
bloody plasm as she steps into the face of a wall, door or other
barrier, congealing back into her normal shape on the other
side. If the Abyssals speed would allow her to cover the thickness of multiple barriers in a single tick, she need only activate
this Charm once to pass through all of them. Passing through
magical barriers is difficult, requiring contested rolls of the Exalts (Essence + Larceny) against twice the obstacles Artifact
or Manse rating. This Charm can also contest wards against
teleportation and other magical intrusion. In either case, this
Charm adds (Exalts Essence) extra successes to the roll.
If the Exalt can not proceed all the way through the obstacle
in a single tick, she must reactivate this Charm on subsequent
ticks and must continue on a straight path through the obstacle
until she reaches the other side. Failure to activate the Charm
while she moves within a solid object inflicts a number of bashing or lethal levels of damage the Storyteller deems appropriate
for being crushed from all directions inside and out by whatever
substance surrounds the Exalt.

Chapter Four Abyssal Charms

Treasured Heirloom Betrayal

Cost: (varies)m, 1wp; Mins: Larceny 5, Essence 3; Type: Simple


(Speed 5)
Keywords: Combo-OK, Obvious, Touch
Duration: One scene
Prerequisite Charms: Reality-Subverting Gesture
The Abyssal Exalted subvert even the magical wonders of
their foes. This Charm is an attempt to steal a hand-held object
from another character, even one that is in use, the Abyssals
player rolling (Dexterity + [Martial Arts or Larceny]) as an
unarmed attack. If this attack is successful, instead of dealing
any damage the Exalt has stolen and now holds the targeted
object. If the object is mundane, it immediately falls under the
Abyssals ownership (Exalted, p. 238); if it is an artifact, the
Exalt may immediately commit the normal mote cost to attune
the item, temporarily breaking the original owners attunement.
This temporary attunement lasts for the rest of the scene, after
which it lapses and the item is not attuned to anyone.
This Charm costs one Willpower and one mote when the
deathknight pilfers a mundane object. When used to steal
someones artifact, it costs one Willpower and a number of
motes equal to (Artifacts rating x 3).

Stealth

Dark Heart Humility

Cost: ; Mins: Stealth 3, Essence 2; Type: Permanent


Keywords: None
Duration: Indefinite
Prerequisite Charms: Shadow Cloak Technique
Their presence always humble before the infinite hate of the
Neverborn, the Abyssal Exalted know that all is equally pitiful
in the sight of their dead gods. This lesson hides the deathknights from their peers. This Charm permanently enhances the
Exalt, allowing him to reflexively suppress his apparent power
when he conceals his presence or identity with Stealth, Larceny or other appropriate actions. When another character uses
a Charm such as All-Encompassing Sorcerers Sight (Exalted,
p. 222), they do not gain bonus dice equal to the Abyssals Essence to attempts to perceive him, nor do they gain bonuses to
detect any attuned artifacts he carries. This does not actually
reduce the power of the Exalts Essence or artifacts, it merely
masks them.

Shadow-Lengthening Presence

Cost: 4m; Mins: Stealth 4, Essence 2; Type: Simple


Keywords: Combo-OK, Spectral
Duration: One scene
Prerequisite Charms: Shadow Cloak Technique
The darkness reaches out to grasp the resplendent powers of
the Abyssal Exalted, yearning for the dark glories they achieve.
This Charm deepens the deathknights relationship with that
darkness for the rest of the scene, drawing the shade towards
him. Whenever the Exalt would use or rely upon a Charm, spell
or other effect that depends on shadows, he acts as though he is
standing directly in a shadow even when he is up to (Essence)
yards away from one. When he is actually standing in shadows
the Exalts Charms treat even the faintest shade as the deepest
darkness. The Abyssals own shadow does not count for the
purposes of this Charm.

At Essence 3+ a second purchase of this Charm extends its


duration until the next sunrise. A third purchase at Essence 5+
extends its duration indefinitely. After the third purchase and
Essence 6+ its mote cost is reduced to one.

Moonshadow
Bureaucracy
Black Primacy

Cost: ; Mins: Bureaucracy 5, Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Accursed Overlord Authority
As some of the foremost servants of the Neverborn, the
Abyssal Exalted have enormous sway over the dead. This
Charm permanently enhances the Exalt, reducing the MDVs
of any creatures of death that face his attacks by an amount
equal to his permanent Essence. This external penalty does not
apply against the Neverborn, hekatonkhires or the Deathlord
that the Abyssal serves.

Nihil Priest Investment

Cost: 20m, 2wp; Mins: Bureaucracy 5, Essence 4; Type: Simple


(Dramatic Action)
Keywords: Avatar (4), Combo-OK, Obvious, Servitude,
Shaping
Duration: Instant
Prerequisite Charms: Accursed Overlord Authority
The mindless babbling of the Void insinuates itself into the
minds of ghosts and turns them into spectres, lashing them to
the will-less purpose of destruction. The champions of dead
gods can do much the same thing, but they provide more sense
of purpose to their servants. This Charm is an hour-long ritual
of investiture during which the deathknight anoints the wouldbe ghost-priest with foul water and fell prayers. The ghost need
not be willing, but they must be present and they can not
already be a spectre or nephwrack. At the end of this ritual,
the ghost is torn asunder by ambient entropy, reformed by the
dreams of the Neverborn and then coalesces back into existence before their new master...if they are lucky.
The Abyssal who uses this Charm pleads with his corpsetitan patron to gift him with a powerful servant. The Exalts
player rolls ([Charisma or Intelligence] + Bureaucracy) in an
attempt to convince the Neverborn not to simply devour and
excrete the ghost into Oblivion. The difficulty of this roll is
equal to ten minus the ghosts permanent Essence. Successful
use of this Charm empowers the ghost in a fashion similar to
the way Yozis create akuma. The ghost remains similar to its
previous incarnation, but is changed in the following ways:
Attributes and Abilities: Up to (Exalts Essence) dots of nonfavored Abilities and Attributes may be removed, the experience value of the removed dots then being spent to increase
other of the ghosts Abilities and Attributes. These experience
points may alternately be spent on Virtues, Arcanoi or necromantic spells. No Attributes may be reduced to zero. The Abyssals player and the Storyteller should work together to build a
servant suited to the deathknights service (as seen through the
lens of his insane taskmaster).

Chapter Four Abyssal Charms

69

Motivation, Virtues and Intimacies: The ghost gains a new fearbased Intimacy of duty to the Abyssal. Its Motivation is replaced
with one of servitude to the Neverborn that transformed it,
with the understanding that to fulfill that Motivation it should
serve the Abyssal. A ghost who harbors any positive Intimacies
probably wont return, and if it does only as nothing more than
an object lesson. The ghosts Virtues may also be reduced just
like its Attributes, with no limit on the number of dots removed
as long as they have one dot left in each Virtue. Experience
points gained from reducing Virtues can be spent to increase
other Virtues, or to increase Attributes, Abilities or to learn
Arcanoi or necromantic spells.
Charms and Necromancy: The ghosts Arcanoi can be completely rearranged by the Neverborn, removing knowledge of
one Charm to be replaced with knowledge of another. In the
end, the ghost should have the same number of Charms. Like a
nephwrack, the ghost becomes capable of learning and casting
necromantic spells of the Iron Circle. The ghost can learn (or
be given through the transformation) the Shadowlands Circle
Necromancy Charm, with an experience cost equal to the normal cost for its Arcanos Charms. Some of the ghosts Charms
may also be discarded to be replaced by spells on a one-for-one
basis.

First Amongst Rabble Elevation

Cost: 10m, 1wp, 1lhl; Mins: Bureaucracy 5, Essence 5; Type:


Simple
Keywords: Avatar (5), Combo-OK, Touch
Duration: Indefinite
Prerequisite Charms: Nihil Priest Investment
By imbuing a ghost with his own personal Essence, the
deathknight opens a conduit of power between the ghost and
their Neverborn master. For as long as the motes remain committed to this Charm, the targeted ghost gains the capacity to
learn and use Abyssal Charms; each Charm costs 10 experience to learn and requires normal ghostly training times. This
Charm can only target ghosts that have a Motivation to serve
the Neverborn or an Intimacy to do so that does not conflict
with their Motivation.
Since this Charm establishes contact between the ghost and
a Neverborn, and the ghost draws power from this relationship,
the Abyssal does not have complete control over the powers of
the ghost. The ghost may spontaneously learn certain Charms,
Abyssal or Arcanos. In addition, when the Exalt releases the
motes committed to this Charm, its effects migh not end if the
Neverborn sees greater use still left in their ghostly servant.
Such favor is very rare.

Market-Slaying Confidences

Cost: 12m, 1wp; Mins: Bureaucracy 5, Essence 4; Type: Simple


(Dramatic Action)
Keywords: Combo-Basic, Mandate, Mirror (MarketCommanding Proclamation)
Duration: Instant
Prerequisite Charms: Calculated Avarice Understanding,
Eloquent Example Inspiration, Cunning Subversion Style
Only a few words of rumor can send a marketplace into a
frenzy, be it a tiny bazaar in a single city or the network of traders
that criss-cross a nation. This Charm is an hour-long dramatic
action as the Exalt spreads informationtrue or notabout

70

the instability and pending collapse of up to (Exalts Essence)


commodities. If someone opposes the Exalts efforts, they and
the deathknight make contested Intelligence + Bureaucracy
rolls; should the Abyssal fail, the market remains stable.
Successful use of this Charm causes the market to panic and
collapse, destroying the value of related commodities. All the
goods that the Exalt spread rumors about lose value, reducing
the Resources cost to buy them by one, to a minimum of zero.
Anyone whose Resources background was heavily based on
the specified goods is also reduced by an amount equal to the
number of goods the Exalt undermined. It takes a number of
months equal to the Exalts Essence for the market to stabilize
and prices to return to normal.
When used in the Mandate of Heaven, the Abyssal activates
this Charm normally, rolling a contest of his Intelligence + Bureaucracy against a target dominions Culture + Bureaucracy.
Should the Abyssal succeed, the target dominion reduces its
Attributes and Abilities by a number of dots equal to one-third
of the threshold of the deathknights roll, to a minimum of one,
recovering bonus points as normal for doing so. This can not
reduce a traits base rating. The player of the target dominion
gets to choose which traits are reduced.

Linguistics

Idyl-Undermining Catchphrase

Cost: 10m, 1wp; Mins: Linguistics 5, Essence 4; Type: Simple


(Speed 6 in long ticks or Dramatic Action or Dominion
Action)
Keywords: Combo-OK, Emotion, Mandate
Duration: Instant
Prerequisite Charms: Soul-Snaring Tract
No rainstorm nourishes a seed faster than bloody hatred, and
no seed drinks more deeply than resentment. This Charm may
be used as a spoken or written social attack, in either case the
Abyssal rolling ([Charisma or Manipulation] + Linguistics) to
overcome the audiences MDV. Failing to defend oneself from
this Charm results in the immediate adoption of an Intimacy of
hatred toward something or someone of the Abyssals choice.
Resisting this unnatural emotion costs two Willpower.
Those who adopt this negative Intimacy become superbly
capable of passing on the compelling words of the deathknight.
Anyone so infected who performs a social attack, written or
spoken, to convince others to adopt the same Intimacy gain
one bonus success on their attack and those convinced to
adopt the same Intimacy suffer the same unnatural emotion as
those who were originally targeted by this Charm. Any effect or
effort that banishes the viral Intimacy also rids the infected of
the bonus success and capacity to infect others with the same
Intimacy.
This Charm may be used as a dominion action if the Exalt is
a sorcerer in a dominion. The Abyssal targets a dominion (even
his own) with a roll of Culture + Presence against a difficulty of
the targets Culture + Temperance. Success increases the Limit
of the target dominion by an amount equal to the threshold
successes on the roll.

Chapter Four Abyssal Charms

Ride

Dark Rider Aptitude

Cost: 3m; Mins: Ride 2, Essence 2; Type: Reflexive


Keywords: Combo-OK, Mirror (Impossible Maneuver Execution)
Duration: Instant
Prerequisite Charms: Any Ride Excellency
Few can match the skill of wicked Abyssals in giving chase or
evading capture. This Charm may be used to enhance a Ride
action to pilot a vehicle or mount, adding extra successes equal
to the Exalts Essence.

Battlement-Piercing Trick

Cost: 4m, 1wp; Mins: Ride 4, Essence 3; Type: Reflexive (Step 1)


Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Cruel Masters Whip
This Charm enhances a ramming attack made with a Ridebased vehicle or even with an animal mount. This allows vehicles to double the raw damage they inflict against their target,
while animals inflict damage with a ramming attack as if they
were a vehicle. In either case, neither conveyance suffers any
damage from the attack. See Scroll of Kings, p. 43 for more
on ramming.

Cruel Masters Whip

Cost: 3m, 1wp; Mins: Ride 5, Essence 4; Type: Simple (Speed 3)


Keywords: Combo-OK, Obvious, Touch
Duration: One scene
Prerequisite Charms: Soul Reins, Dark Rider Aptitude
As with everything, the Abyssal Exalted drain away the will
and purpose of their conveyances, subjugating them perfectly.
Upon touching a Ride-based vehicle or a mount that is not
owned by any other Essence-user, the deathknight activates
this Charm, his anima oozing over the target. For the rest of
the scene, the Exalt can pilot the vehicle or mount with reflexive instead of Miscellaneous actions. Even when not mounted,
the character may direct its course with an imperious gesture,
which is a Speed 3 Miscellaneous action, as long as the conveyance is within (Essence x 10) yards. For the duration of the
Charm, the target becomes a creature of darkness, even if it is
an inanimate vehicle, and so is susceptible to Holy effects. At
the end of the scene, the target suffers a single level of unsoakable lethal damage as the necrotic Essence eats its way to the
outside world and dissipates.

Unceasing Terror Stamina

Cost: ; Mins: Ride 5, Essence 4; Type: Permanent


Keywords: Mirror (World-Crossing Stamina)
Duration: Permanent
Prerequisite Charms: Spectral Steed, Wretched Ridden
Nightmare
This Charm permanently extends the durations of Spectral
Steed and Wretched Ridden Nightmare to a number of days
equal to the Abyssals permanent Essence. Their durations are
extended into weeks instead of days at Essence 6 or more.

Wicked Beast of War

Cost: 5m, 1lhl; Mins: Ride 5, Essence 4; Type: Simple


Keywords: Combo-OK, Obvious, Shaping
Duration: One day
Prerequisite Charms: Wretched Ridden Nightmare

Ripping out a bit of his own soul and crudely grafting it on to


his mounts, the deathknight turns his Wretched Ridden Nightmare into a terrifying, Essence-using beast. The Abyssal and
Storyteller should work together to choose (Exalts Essence)
spirit Charms (The Books of Sorcery, Vol. IVThe Roll of
Glorious Divinity I) which the horrible steed may now use.
These Charms follow all the normal rules, so they should be
suitable for a spirit whose purview encompasses being a wicked
beast of war in service to a cruel master. The steed also gains a
temporary Essence rating of 3 and a personal mote pool of 30
motes, which it may use freely or at the direction of the Exalt.
This does not actually make the mount a spirit. This Charm
may only be used on a mount that is currently under the effects
of Wretched Ridden Nightmare. The Abyssal may renew this
Charm without normal reactivation by suffering another unsoakable level of lethal damage when its duration expires.

Sail

Bloody Reaver Expertise

Cost: ; Mins: Sail 5, Essence 3; Type: Permanent


Keywords: Mirror (Expert Pilot Concentration)
Duration: Permanent
Prerequisite Charms: Ruthless Captain Efficiency
With their hearts full of hate and bloodlust, Abyssal captains
direct their vessels with hungry vigor. This Charm permanently
enhances its prerequisite, granting the crew and its captain extra successes equal to the deathknights Essence for piratical
actions. These include ship-to-ship combat, boarding actions
and even combat on other vessels as long as the Exalt is leading the crew. The entire crew must be under the effects of the
Abyssals Ruthless Captain Efficiency to gain this bonus.

Screaming Wind Voyage

Cost: 5m, 1wp; Mins: Sail 4, Essence 2; Type: Simple


Keywords: Combo-OK, Mirror (Sun-Racing Clip)
Duration: Varies or one scene
Prerequisite Charms: Dark Water Odyssey
The dark soul of its master impels a ship forward. Using
this Charm, the deathknight directs the course of a ship, with
the Charms effect ending as soon as the Exalt is no longer in
charge or when sunlight burns this power out of the ship. While
the Exalt captains the vessel, its maximum speed increases by
(Abyssals Essence x 2)/(Abyssals Essence x 4)mph.

Dark Souls Fly Sails

Cost: 4m per Resources dot, 1wp; Mins: Sail 5, Essence 4; Type:


Simple (Speed 10 in long ticks)
Keywords: Mirror (Invincible Solar Vessel), Obvious, Spectral
Duration: One month
Prerequisite Charms: Shipwreck-Surviving Stamina
From the depths of the black sea or the moist, secret caverns
of the earth, the Abyssal calls up a bloody vessel of bone and
sinew. This Charm wrenches bone and muscle and soulsteel
from some mysterious place deep in the ocean or the ground,
forming it into a Sail-based vehicle. It may be any mundane
vessel, with a Resources cost no more than the deathknights
permanent Essence. Conjured ships have no weapons unless
they are a standard part of every model of the ship, such as an
Imperial triremes ram. See Scroll of Kings for more on mundane vehicles.

Chapter Four Abyssal Charms

71

When the Abyssal first learns this Charm, he understands


how to summon a single mundane vehicle he is familiar with.
Learning to summon other vehicles costs three experience
points each.

Socialize

Tomb-Soul Quietude

Cost: (8xp); Mins: Socialize 3, Essence 2; Type: Permanent


Keywords: Mirror (Golden Courtier Misdirection), Taint
Duration: Permanent
Prerequisite Charms: Exquisite Etiquette Style
As still as the grave, the Abyssals manner reveals nothing.
While active, the Abyssals Exquisite Etiquette Style adds the
Exalts Socialize to the difficulty of attempts to read his motivation (Exalted, p. 131). While active, it also becomes impossible
to tell that the Exalt is lying, adding (Essence) successes to contesting rolls against perfect truth-detecting Charms.
The Abyssal may strengthen this Charms effect as a Taint
by spending four bonus points or eight experience. This grants
him the benefits of this Charm at all times, without activating
Exquisite Etiquette Style (though he must still activate that
Charm for its basic benefits). In doing this, the deathknight is
scoured of emotional attachment, losing all Intimacies and becoming incapable of forming new ones. Natural influence can
not overcome this effect, though unnatural influence may as
long as it lasts. Other emotional beings find the Exalt disturbing, which imposes a -1 external penalty on all social rolls the
deathknights player makes, except in cases where this might be
a boon such as intimidation.

Wretched Vassal Eyes

Cost: 6m; Mins: Socialize 4, Essence 3; Type: Reflexive (Step


9)
Keywords: Avatar (1), Combo-OK, Emotion, Counterattack,
Illusion
Duration: Instant
Prerequisite Charms: Tomb-Soul Quietude
What good are the windows to the soul when ones soul
has been hollowed out by dead gods? Staring into the hateful
void of a deathknights soul is not just fruitless, it is unnerving. When someone attempts to read the Abyssals motivation,
makes a Presence-based social attack against him, or otherwise
attempts to discern his intentions, Intimacies, Motivation or
Virtues, the Exalt may respond with this Charm. If the attack
or any rolls associated with the intruders action garner fewer
threshold successes than (Abyssals Socialize), the intruder is
afflicted with an unnatural illusion that they have failed even
if they have succeeded. They also suffer an unnatural emotion
which inflicts a -2 internal penalty to any of the actions they
take for the rest of the scene that are directly contested by the
deathknight. These effects may be ignored by spending a point
of Willpower to shrug off each one.

Tension-Discerning Scrutiny

Cost: 4m, 1wp; Mins: Socialize 5, Essence 3; Type: Simple


(Dramatic Action)
Keywords: Combo-OK, Mirror (Understanding the Court;
Exalted, p. 239)
Duration: One story
Prerequisite Charms: Any Socialize Excellency

72

Abyssals understand the dark hearts that sow betrayal and


tragedy. After all, whence do they come? This Charm is an
attempt to map the lines of tension within a social environment, determining who dislikes whom and for what reasons.
The character builds an accurate profile of the people and the
vices involved, which the Storyteller can detail as desired. The
Exalts player rolls ([Perception or Intelligence] + Socialize),
adding bonus dice equal to his Essence. The difficulty of this
roll is always 1, but if any involved groups are deliberately sending misleading signals subtract an external penalty equal to the
highest of any one such groups ([Manipulation + Socialize +
Magnitude] 2).
If the character succeeds, each threshold success reduces external penalties on further dramatic and social actions to sow
discord amongst or dismantle the profiled group environment.
This Charm can not reduce external penalties by more than an
amount equal to the deathknights Essence.
The Exalt can have only one profile at a time of a given social environment, and such profiles are valid only for the duration of the current story or until the Abyssal allows this Charm
to lapse. The deathknight can not use this Charm in the same
environment again to try to achieve a better profile unless a
new story has begun or a dramatic change in the social environment merits a reconceptualization by observers, as the Storyteller deems appropriate.
Note: This Charm presumes that the published version of
Understanding the Court is in error, and that its mote cost
should be four and its duration one story.

Suppurating Grudge Tendencies

Cost: 8m, 1wp; Mins: Socialize 5, Essence 4; Type: Simple


(Dramatic Action or Dominion Action)
Keywords: Combo-OK, Compulsion, Mandate, Social
Duration: Instant
Prerequisite Charms: Tension-Discerning Scrutiny, Cancerous
Dissent Technique
A simple twisted word can bring a kingdom toppling down
under the weight of its own factionalism. This Charm requires
the Abyssal interact extensively with the target group over
the course of a day, sowing the seeds of hate, at which point
he rolls Manipulation + Socialize. This roll suffers an external penalty equal to its leaders MDV plus half its Magnitude,
rounded up. If successful, the leader must spend six Loyalty
to maintain his groups cohesion, or else the group becomes
fractious and splits apart. A splinter group breaks off from the
larger group, its own Magnitude no more than the Abyssals
Essence or half the Magnitude of hte original group, whichever
is lower, and both groups adopt as part of their Policies the goal
of destroying the other. Should either of these groups fracture
further, any resulting group must include the destruction of one
or the other original two groups in its Policy, unless they spend
six Loyalty to ignore this Charms unnatural compulsion upon
their formation.
In the Mandate of Heaven, the Abyssal must be a sorcerer
in a dominion to perform this Charm as a dominion action. If
the targeted dominion does not voluntarily gain three Limit, a
splinter dominion of Magnitude (lower of [Abyssals Essence
2] or [half original dominions Magnitude]) splits off. This
otherwise functions as a normal use of this Charm.

Chapter Four Abyssal Charms

Heart-Breaking Revelation

Cost: 5m; Mins: Socialize 5, Essence 4; Type: Reflexive (Step


9)
Keywords: Combo-OK, Counterattack, Social
Duration: Instant
Prerequisite Charms: Exquisite Etiquette Style, TensionDiscerning Scrutiny
Life is vicious, on the battlefield or at dinner conversation;
any opening should be taken and used. The Abyssal activates
this Charm in response to a social attack, even one that targets
another character; the Exalt makes her own (Manipulation +
Presence) social counterattack. This counterattack may target
either the original attacker or the original target (if it was not
the Abyssal).
If the target of this counterattack suffered a penalty or gained
a bonus to MDV due to their Intimacies, Virtues or Motivation
during the previous attack, the deathknight takes advantage of
the pathetic display of emotion. Whether or not it was a bonus
or penalty, the same value applies as a penalty to the targets
MDV against the Exalts counterattack, even if the Abyssals
counterattack has nothing to do with the targets core values.
This penalty supersedes the bonus or penalty the target would
normally receive if the counterattack does involve his Motivation, Virtues or Intimacies.

Chapter Four Abyssal Charms

73

Chapter Five

Infernal Charms
If the Yozis were ever singular beings, some of the Charms
here represent their evolution into place-selves; if they were always location-entities, then these represent the basic principles
upon which they built themselves. Access to these Charms may
have ramifications well outside the scope of their immediate
power and use, and the question of whether or not a Yozi grants
access to them should always be kept in mind.

General Charms

Sorcerous Integration of (Yozi) Principles

Cost: (1wp); Mins: Essence 4; Type: Permanent


Keywords: Shaping, Sorcerous
Duration: One scene
Prerequisite Charms: Sorcerous Enlightenment of (Yozi)
By manipulating the underlying strata of reality that he occupies at the moment, the Infernal can make it much easier
to alter that reality as he wishes. This Charm is a collection of
Charms, each based on one of the Yozis and requiring the associated Sorcerous Enlightenment of (Yozi). By spending a point
of Willpower the Exalt harmonizes local existence with himself;
for the rest of the scene, as a Shaping effect, this contests with
any other locational Shaping within ten yards. The Exalt receives (Essence x 2) bonus successes on contesting rolls.
As long as the inflicted state of reality remains in strength,
the sorcerer finds it much easier to manipulate, reducing the
number of Shape Sorcery actions necessary to cast sorcery
spells by one. In the case of Emerald Circle sorcery, this means
that such spells can be cast immediately with a Cast Sorcery
action. This Charm does nothing to speed the casting of spells
requiring dramatic rituals.
This Charm relies on an understanding of reality particular
to each Yozi, just as its prerequisite does. As such, the Infernal
may only benefit from its effect when casting sorcery through
that understanding. An Exalt who casts spells according to the
strictures of the Sorcerous Enlightenment of Cecelyne could
not reduce the Shape Sorcery actions necessary to do so with
Sorcerous Integration of Malfeas Principles.
At Essence 6+ this Charm may be purchased again to make
its effect indefinite. Buying the Charm a third time at Essence
7+ allows the Exalt to reduce the number of Shape Sorcery
actions to cast spells by two, to a minimum of zero. Upon
reaching Essence 10 a fourth purchase allows him to reduce
the number of necessary Shape Sorcery actions by three, to a
minimum of zero.

74

Malfeas

By Torment Immortalized

Cost: ; Mins: Essence 4; Type: Permanent


Keywords: Obvious
Duration: Indefinite
Prerequisite Charms: By Pain Reforged
Malfeas cradles himself in a calloused shell of his body, trying
to deaden the unending pain of his imprisonment. The Infernal
may now commit the health level cost of By Pain Reforged as
if it were a mote cost and thereby extend the duration of the
Charm indefinitely. This covers the Exalt in a layer of terrible
brass callous, making the Charm Obvious. When the Exalt
might heal such damage, he may instead retain a bashing level
in lieu of truly healing.

The Best Defense

Cost: (+2m); Mins: Essence 3; Type: Permanent


Keywords: Obvious
Duration: Instant
Prerequisite Charms: Invulnerable Wounding Futility
The foolish first bloody their fists against the walls of Malfeas
before being thrown back or outright destroyed by his clanging, cacophonous growth. The Infernal may now increase the
cost of Invulnerable Wounding Futility by two motes so that it
inflicts lethal damage. A second purchase of the Charm allows
the Exalt to spend a point of Willpower to slam the opponent
back, even if they successfully block (but not if they dodge).
This is a Knockback effect that flings the foe (Exalts Essence)
yards away, and necessitates they succeed on a ([Dexterity or
Stamina] + [Athletics or Resistance]) roll at difficulty two or
be knocked prone as well. A third purchase of this Charm at
Essence 4+ increases the difficulty of the knockdown check to
(Infernals Essence).

Impenetrable Warlord Condescension

Cost: 3m, 1wp; Mins: Essence 2; Type: Simple (Speed 4)


Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Pathetic Distraction Rebuke (x2)
What Malfeas has once overcome becomes a triviality in his
future endeavors. For the rest of the scene the Infernal suffers
no onslaught penalty due to attacks that he successfully blocks,
and he may activate Pathetic Distraction Rebuke as if it were
not a Charm for the purposes of activating other Charms or
Combos. In addition, at Essence 3+ while this Charm is active
it enhances the Exalts use of Ablation of Brass and Fire, grant-

Chapter Five Infernal Charms

ing a mote discount similar to that gained by a second purchase


of Pathetic Distraction Rebuke. For every subsequent use of the
Charm to defend against attacks in a flurry, the Charms cost
drops by half, round down, to a minimum of zero.
At Essence 4 the Infernal may purchase this Charm again to
further enhance its interaction with Ablation of Brass and Fire,
so that for its duration the Exalt may spend a Willpower when
parrying to gain the cascading discount against all attacks for
the rest of the tick, instead of simply those in a single flurry. At
Essence 5+ this effect is further enhanced to apply for the rest
of the Infernals action instead of a single tick. A final purchase
at Essence 6+ allows the Exalt to treat Ablation of Brass and
Fire as an innate power, not requiring a Combo to use with
other Charms, while this Charm is active.
All such discounted parries, even those that cost zero motes,
still suffer the Imperfection of the Demon City.

Cracking Swords Dismissal

Cost: (+0wp or 1wp); Mins: Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Invulnerable Wounding Futility
This Charm permanently enhances its prerequisite. When
an Infernal successfully parries an attack made with a mundane
weapon and responds with Invulnerable Wounding Futility, he
may destroy that weapon. If the attacker is using an indestructible weapon, such as those made of the magical materials, he
may choose to pay an extra Willpower to swat the weapon
away. The attacker then rolls their (Wits + [weapon-wielding
Ability]) against a difficulty of the Infernals Essence. Failure
flings their weapon (Exalts Strength) yards away.

Hell-Soothing Reprieve

Cost: ; Mins: Essence 2; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Nightmare Fugue Vigilance
What unadulterated joy is left to Malfeas lies in dancing, and
it is through dancing that he rests from his wearying rage. An
Exalt with this Charm may shuck all fatigue-based penalties
by dancing for at least one hour, much like the benefits of a
nights sleep. In addition, at the end of such ecstatic dancing
the Infernal may roll Conviction to regain Willpower, but only
up to a maximum number of dice equal to the number of hours
he danced.

Restrained Punishment Generosity

Cost: 4m; Mins: Essence 3; Type: Reflexive (Step 1)


Keywords: Combo-OK, Social
Duration: One action
Prerequisite Charms: Nightmare Fugue Vigilance
The favor of Malfeas is in his lack of attention, for to know
his gaze is to know his wrath over your every failing. The first
time the Exalt performs a social attack during an action, she
may activate this Charm to enhance it and all subsequent social attacks. As she begins her attack, the Infernal makes an
intensely rude or threatening gesture, though not so combative
as to call for Join Battle, or opens with a vicious comment. This
grants the Exalt (Charisma) extra successes for the rest of the
action on all social attacks against those who can feel fear.

World-Ruling Intensity

Cost: ; Mins: Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Restrained Punishment Generosity
The very motes of the world are the fearful subjects of the
King of Primordials. With this Charm, the Exalt is forevermore
capable of inflicting fear or benefiting from effects that rely on
fear (such as Restrained Punishment Generosity) against any
volitional being, even the mindless undead and automata. This
includes forcing such normally fearless beings to make Morale
checks when confronted by the Exalt. Even the dumb matter of
the world, the truly inanimate and senseless things, are terrified
by the Infernal, though they can not express their feelings.

Loyalty-Invoking Demonstration

Cost: ; Mins: Essence 3; Type: Permanent


Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Crowned With Fury
Clearly, the rightful vassals of the Primordials do not properly
acknowledge his majesty. They rebelled, despite the awesome
might of Malfeas and his brethren. If awe is not sufficient to
keep the rabble in line, true, sickening terror will have to do.
For the rest of the scene after the Infernal first kills someone or
otherwise performs some frightening deed that would call for
a roll of Valor or Morale (Exalted, p. 156, 169), any character
that is following him as a leader becomes immune to the effects of fear that do not come from the Infernal himself. The
Exalts allies and troops automatically succeed on Valor rolls
to stand their ground, more scared of what the Infernal would
do to them if they failed him than of anything else. Characters
who lose sight of the Exalt for more than one action become
susceptible to normal fear again until they can once again see
the Infernal.
Some Infernal Exalted and demonswhen not in earshot
of the servants of Malfeascall this Charm Loyalty-Invoking
Tantrum or Loyalty-Invoking Fit.

Malachite Crown Tyranny

Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (Speed 5 in


long ticks)
Keywords: Combo-OK, Compulsion, Mandate, Social
Duration: Indefinite
Prerequisite Charms: Crowned With Fury
The domineering bellows of Malfeas set the world in order.
Infernals use this Charm to command the rabble of the world to
do their bidding, making a social attack that would be an unaccpetable order according to Impervious Primacy Mantle. This
Charm inflicts an unnatural compulsion on targets to follow
the orders of the Exalt. The Infernal may target any who can
hear with a Charisma + Performance roll against the listeners
MDV to gather the masses into a group under his command,
which he may then take advantage of in social combat and
mass combat. Individuals may ignore this unnatural influence
by spending two Willpower.
To commandeer a specific group, the Exalt rolls Charisma +
Presence against the leaders MDV, with an additional external
penalty equal to half the groups Magnitude, to cow the group
into doing his bidding. If the attack is successful the group

Chapter Five Infernal Charms

75

adopts the Infernal as their leader unless the current leader


spends two Loyalty to maintain control. In mass combat, a
group commadeered with this Charm has Drill (Exalts Essence
2) no matter what it would normally be.
Groups gathered with this Charm remain under the Exalts
control only so long as he actively commands them, returning
to their ignorant habits if he is absent for more than an hour.
In the Mandate of Heaven, the Infernal may use this Charm
to commandeer a dominion with Magnitude no greater than
(Essence 2). The Infernal contests for legitimacy even if he
could not otherwise be a sorcerer in the dominion (Exalted
Storytellers Companion, p. 139), gaining a number of extra
successes equal to his permanent Essence. This legimitacy lasts
for the duration of the current dominion action.

Unbarred Durance Terror

Cost: ; Mins: Essence 4; Type: Permanent


Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Malachite Crown Tyranny, World-Ruling
Intensity
With this Charm, an Exalt using Malachite Crown Tyranny
may leave her group unattended for up to (Essence) days before
it disbands. Repurchase of this Charm at Essence 5+ and then
6+ each increase the amount of time the Infernal may leave
her subjects unattended by (Essence) days. A fourth purchase
at Essence 7+ increases this period to one season, while a final
purchase at Essence 8+ extends the duration to one year.

Crashing Rage Catharsis

Cost: 2m; Mins: Essence 2; Type: Supplemental


Keywords: Combo-OK, Stackable
Duration: Instant
Prerequisite Charms: By Pain Reforged
As much as his imprisonment is his own fault, Malfeas easily
and frequently directs his self-hatred towards others. And what
titanic anger that is! This Charm enhances an attack in close
combat, increasing its raw damage by (Strength) should it hit.
This Charm may be appiled to an attack up to (Valor) times.
At Essence 3+ the Infernal may purchase this Charm again,
allowing her to spend a Willpower in Step 8 to convert up to
(Strength) post-soak damage into automatic successes. This effect is not Stackable. A third purchase allows the Exalt to do
so without Willpower cost against targets to whom she has an
Intimacy of any kind.

Implacable Heart-Seeking Fingers

Cost: 2m or 1m; Mins: Essence 2; Type: Supplemental


Keywords: Combo-OK, Obvious, Stackable
Duration: Instant
Prerequisite Charms: Crashing Rage Catharsis
Malfeas scours his very streets, hoping to distract himself from
his own pain with the pain of others. A hand-to-hand attack
enhanced by this Charm becomes piercing. This Charm may
be applied to the same attack twice, reducing armor soak by
half again (ending with one-fourth its original value). Against
most foes this Charm costs two motes to activate, but against
inanimate targets it only costs one mote.

76

World-Ordering Clangor

Cost: 10m; Mins: Essence 2; Type: Supplemental


Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Crashing Rage Catharsis
With unbridled strength, Malfeas commands the world into
pleasing shapes. When the Exalt enhances a Craft project to
build someting, for every hour of real work he completes the
equivalent of (Essence x 2) hours of work. The end product of
this project must be sturdy enough to take a solid punch from
the Infernal, so it must have a bashing soak and Hardness equal
to or greater than the Exalts Strength.
Purchasing this Charm a second time at Essence 4+ allows
the Exalt to perform Craft actions it supplements with Strength
instead of the usual Dexterity, Perception or Intelligence. A
third purchase at Essence 5+ increases the hours of effective
work completed for every real hour of work to (Essence x 4).

Purity-of-Anger Sculpture

Cost: (+1wp); Mins: Essence 3; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: World-Ordering Clangor
Like the callousing, coruscating pain that drives Malfeas to
distraction, this Charm allows the Exalts powerful violence
to cleanse his creations of their weakness. Increasing the cost
of World-Ordering Clangor by one Willpower adds (Essence)
to a resulting objects bashing and lethal soaks permanently.
No combination of Charms including this one can increase an
items soak by more than (Exalts Essence). To benefit from this
effect the object must be crafted entirely using Purity-of-Anger
Sculpture; any interval carried out without its effect forfeits this
increased soak. If the objects soak would be too low without
this effect to be built with World-Ordering Clangor, this Charm
toughens it up enough that it is not so fragile.
A second purchase of this Charm allows the Exalt to benefit
a structure he is building in the same way, as long as he works
alongside any other workers for the entirety of the project.

World-Blemishing Crater Strike

Cost: (+1wp); Mins: Essence 3; Type: Permanent


Keywords: Knockback
Duration: Instant
Prerequisite Charms: Crashing Rage Catharsis
The raging of Malfeas in himself leaves great furrows of ruin
throughout his cityscape jouten, cancres of his self-loathing.
With this Charm the Infernal teaches other worlds that feeling.
When the Infernal successfully deals damage with Crashing
Rage Catharsis, he may now pay a point of Willpower to turn
the blow into an explosive force that leaves behind only ruins
and scattered populace. The post-soak damage of the attack is
then applied as raw damage to all structures within (Essence)
yards of the target, while all objects and characters in the area
suffer knockback (Exalted, p. 153) as if they had been struck by
an attack that did that amount of raw damage. Characters and
objects do not actually take damage, nor do they suffer harm
from hitting something in-flight. The battered structures left
behind by this Charm are explicitly never so totally pulverized
as to invoke the Imperfection of the Demon City. Keep in mind
the rules for threat levels in Scroll of Kings, p. 40-42.

Chapter Five Infernal Charms

Another purchase of this Charm at Essence 4+ allows the


Exalt to apply this effect to any physical attack that bases its
raw damage on his Strength, even ranged attacks or attacks unenhanced by Crashing Rage Catharsis. At Essence 6+ a third
purchase increases the radius of effect to (Essence x 5) yards.

Overwhelming World Rasp

Cost: 5m or 5m, 1wp; Mins: Essence 3; Type: Extra Action


Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: World-Blemishing Crater Strike
From all sides and with some trace of glee, the tumorous brass
skin of Malfeas crushes his least citizens between its layers. The
Infernal makes a flurry of at least three close combat attacks
against one or more targets, ignoring multiple action penalties
and Rate, and only suffering the highest DV penalty amongst
them. By paying an additional Willpower when activating this
Charm, the Infernal may make one more attack against each
separate target, as well as one additional attack against each
target for every dot by which his Essence exceeds theirs.
A second purchase of this Charm at Essence 4+ increases
the base number of attacks to equal the Exalts Essence. Buying
it a third time at Essence 6+ allows the Infernal to make two
attacks for each dot by which his Essence exceeds a targets, as
long as he is willing to spend the Willpower.

Aloof Genocide Achievement

Cost: (+2m); Mins: Essence 3; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Overwhelming World Rasp
Having learned this Charm, the Infernal may increase the
cost of Overwhelming World Rasp by two motes to use it to
make ranged attacks.
Another purchase allows this Charm to enhance Crashing
Rage Catharsis so that it can be used on ranged attacks. A third
purchase at Essence 4+ expands this Charms function to add
the Artillery keyword to the Charms it is used to enhance.

Imperious Flagellation Invulnerability

Cost: ; Mins: Essence 3; Type: Permanent


Keywords: None
Duration: Permanent ([Essence] actions)
Prerequisite Charms: World-Blemishing Crater Strike
Malfeas claws at his hateful new form as if to tear away his
skin and reveal his pristine former self beneath, but to no avail.
This Charm permanently immunizes the Exalt to bashing or
lethal damage he may suffer due to environmental concerns
that he is directly responsible for. This protection lasts for up
to a number of actions equal to the Exalts permanent Essence.
Were an Essence 3 Infernal to burst a cask of ardent embrace
resin above his head, the conflagration could not harm him for
three actions. If the Exalt were punched into a column that
then collapsed on top of him, he would not be invulnerable
to the falling stone. An Exalt who knows this Charm and By
Agony Empowered is also hardened against aggravated damage
that follows from his own actions.
A second purchase of this Charm extends the duration of
protection to (Willpower + Essence) actions, while a third at
Essence 5+ extends its duration to the rest of the scene.

Unquestionable Decree

Cost: ; Mins: Essence 2; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Insignificant Embers Intuition
The King of Primordials does not twist and subdue the truth
to lie to others, he tells casual lies that none may gainsay for
he is the lord of existence. Through a combination of indifferent superiority and frightening might, the Exalts word becomes
unassailable truth. When the Infernal tells a complete lie, without equivocation or half-truth, discerning that it is falsehood
(Exalted, p. 131) is based on the Infernals Charisma rather
than Manipulation. If a persons Essence is less than the Exalts,
it is impossible for them to tell the Infernal is lying. If a lesser
dupes Charm contests the Infernals perfect lie, the Exalt gains
(Essence) extra successes on his contesting roll.
A second purchase of this Charm at Essence 3+ makes it
impossible for anyone with an Intimacy of loyalty, respect or
terrified awe to tell that the Infernal is lying, even if the listener
has the same or higher Essence.

Unstoppable Searing Might

Cost: (5m or 7m); Mins: Essence 3; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Green Sun Nimbus Flare
When he deigns to turn his full attention on a foe, none
can withstand the crushing might of Malfeas. The Infernal may
now activate Green Sun Nimbus Flare at an increased cost of
five motes to make the attack it supplements unblockable. At
Essence 4+ an Exalt may purchase this Charm a second time,
allowing him to increase its prerequisites cost to seven motes
to make the attack impossible to dodge or block.

Brass Majesty Palace Shintai

Cost: 15m, 2wp; Mins: Essence 4; Type: Simple (Speed 10)


Keywords: Combo-Basic, Form-type, Obvious, Sorcerous,
Touch
Duration: One hour
Prerequisite Charms: Viridian Legend Exoskeleton (x2),
World-Ordering Clangor (x2), Gifts of Invisible Flame
Malfeas jouten are things of beauty and terror, majesty and,
perhaps most apparent, great size. It is through the walls of the
world that his blood flows, entire city districts his breath heats.
Activating this Charm, the Infernal bashes himself mightily against the walls of some building small enough to be described as an object (Exalted, p. 213), his body exploding in
glorious white-and-green flame and brassy viscera. This Charm
has no effect on buildings that are too weak to be fashioned
with World-Ordering Clangor, nor can it target a manse. The
Exalts soul insinuates itself into the building, turning its walls
to brass and its support struts into fleshy bone and sinew over
the course of ten ticks. During this transformation is the only
time the Charm is vulnerable to countermagic, which expels
the Exalt violently but without harm. After the integration is
complete the Infernal can not be expelled this way, though he
can choose to reflexively end the Charm on his own. Unlike
other Sorcerous effects, the motes spent on this Charm remain
committed until it ends.

Chapter Five Infernal Charms

77

The building that the Infernal commandeers transforms into


a body not unlike his own, though the basic structural makeup remains unchanged. It appears as brick, mortar or wood,
though sheathed in brass, and it takes the shape of a man (or
whatever form the Exalt may have), with the same volume as
the base building. Anyone caught inside will certainly suffer
penalties for unstable footing (Exalted, p. 155), and depending on the actions of the Exalt they may also suffer the same
effects as a crash (The Books of Sorcery, Vol. IWonders
of the Lost Age, p. 32). Luckily, for them, all of their attacks
against the Infernal are considered piercing, unblockable and
undodgeable. The exact hazards are up to the Storyteller, as
is any possible means of escape. While the Exalt is a buildingperson, he gains a number of advantages (and disadvantages):
The Infernals traits remain the same, but he adds the
bashing soak of the building to his Strength. This counts as a
bonus from Charms, but it also may exceed normal dice caps.
Likewise, the bashing and lethal soak of the building is added
to the Infernals natural soak, and he has Hardness equal to his
natural soak. Unfortunately, he becomes susceptible to Charms
or other effects that specifically affect inanimate targets.
Being equally a person and a thing, the Exalt is immune
to Poison and Sickness effects, with the exception of spiritual
diseases as described in Scroll of the Monk. In addition, any
physical Crippling effect imposed on the building-body does not
transfer to the Infernals human form when the Charm lapses.
The Exalt has total health levels equal to the higher of his
own or those of the building, all of which are -0s, except for
the final Incapacitated level. If the Infernal is Incapacitated,
the building collapses with predictable results, while his original, true body is expelled violently out of the rubble (suffering
no further damage). Whether the Charm lapses normally or
he is expelled due to damage, the Infernal is treated as having
suffered the same amount and type of damage as the building,
which may cause him to be Dying or dead. The building-body
does not heal naturally, but it can benefit from both standard
healing magic as well as repair (mundane or magical) as if it
were an inanimate item.
If the building-person he becomes would be taller than 10
feet, it becomes difficult for the Exalt to interact with smaller
beings. He suffers a -2 external penalty to physical actions dealing only with human-sized targets, including Dodge and Parry
DVs, as well as Perception- and Awareness-based actions.
The Infernals body is, at no additional cost, automatically
under the effects of Gifts of Invisible Flame (The Manual of
Exalted PowerInfernals, p. 116). Like this Charm itself, this
is not actually a Sorcerous effect after it is in place.
The massive size and power of the Infernals new body
is wide-reaching. All of the Exalts attacks are considered to
have the Reach tag against any smaller opponent, and even his
simple unarmed attacks can reach up to five to ten yards away
depending on the size of the building he has incorporated. Any
effect that causes the Exalt to fall onto, brush against or otherwise lean into other buildings or inanimate items is treated as
an attack dealing (Exalts Strength) damage to the target.
Because the Exalt is made of a place developed for habitation, it is impossible to exploit the Imperfection of the Demon
City against him until he is expelled from the building, or some

78

transformative effect turns his new body into something else, in


which case the Infernal is also expelled.
Clearly, the Exalt can no longer make normal use of his
equipment. All the Infernals gear, including artifacts, is sent
Elsewhere until the Charm lapses. If he has appropriately sized
weapons or other equipment (such as warstrider-scale gear),
they are not banished.
A second purchase of this Charm at Essence 5+ allows the
Exalt to subvert buildings that would be classified as structures
(Exalted, p. 213). Keep in mind the limited threat rules from
Scroll of Kings, p. 42. Such targets must be small enough to
fit within a sphere with a radius of (Essence x 10) yards or less.
A third purchase at Essence 6+ extends the Charms duration
to one day.

Hell-Body Kingdom

Cost: ; Mins: Essence 7; Type: Permanent


Keywords: Blasphemy, Shaping, War
Duration: Permanent
Prerequisite Charms: Brass Majesty Palace Shintai (x3)
Malfeas, Demon City and King of Primordials, is not merely
an immense being, he is a kingdom unto himself. He is a black
and terrible habitat for his vassals, teeming with uncounted and
unconsidered peasantry, populated by an elite upper class that
itself constitutes the biomes of his countryside. This Charm is
the most transformative, irrevocable step an Infernal takes on
the road to becoming truly like the Demon City. As with its
prerequisite, the Exalt dashes herself against a structure, but
instead of mimicking her human shell she discards it, forever
appropriating a city as her new body. The brassy bone and black
sinew that reinforces Brass Palace Majesty Shintai spreads not
just throughout the targeted building, but through all adjacent
buildings, and over the streets and into the wells, climbing the
towers of the ruling class and consuming the theatres and stalls
of the market. The Infernal need not adopt a city-form as soon
as she learns this Charm, becoming the seed of a cancer that
seeks a nourishing home, but once the transformation begins it
can not be undone.
Assimilating the first building is instantaneous, while the
cancer of the Exalts expansive soul spreads in all directions to
adjacent structures at a rate of (Essence) yards per hour. As a
Shaping effect this acquisition can be defended against, but a
structure that has been subsumed is wholly part of the Infernal
and is no longer considered shaped or the target of a Shaping
effect. This proccess continues until the Exalts new body has
reached a size with a radius no greater than (Essence) miles.
The Exalt may even assimilate places and areas of wilderness,
but nothing small enough to be considered an object. The city
becomes identical in nature to a district of Malfeas, though it
is not trapped in Hell. Targeted structures too weak to be built
with World-Ordering Clangor are destroyed, while sturdier
structures, once assimilated, benefit from increased soak as if
they had been built with Purity-of-Anger Scultpure. Magical
structures that are not tainted relics of Hell can not be targets
of this Charm, nor can manses or demesnes of any kind (unless
the Exalt learns Breath of the City, below). The Exalts very
existence is an ongoing Blasphemy effect, and as a location she
is considered outside of fate.

Chapter Five Infernal Charms

The Infernal is now an environmental being. She can produce her voice from any surface in the structures that make
up her body just as she can perceive through them. Without
contrivances such as specially prepared frescoes or masks from
which to speak, the Infernals Appearance is 0 for the purposes
of making social attacks, but the Exalt is likewise immunized
from the effects of Appearance on social attacks that target her.
Her alien selfdom transcends the aesthetics of servitor races.
She suffers a -4 internal penalty when performing actions that
deal solely with things small enough to be classified as objects
(Exalted, p. 213) and her Dodge and Parry DV are inapplicable
against the attacks of such small characters. A lesser, -2 penalty
applies when dealing with structure-sized things smaller than
50 yards in their longest dimension, though foes this large allow
the Exalt to apply her DVs. On top of these penalties, noticing
such tiny things (Exalted, p. 135) incurs a -2 internal penalty.
The Exalt may interact with and notice large collected groups
(Magnitude 3+) of these small things at no penalty. None of
these penalties apply to the characters MDVs, but if she fails to
notice someone so small their social attacks against the Infernal
automatically fail. The Exalt may voluntarily ignore tiny social
attacks, rendering her immune to her inhabitantss pleas.
Such a metropolis-body may move at the characters standard Move and Dash rates, but speeds in excess of (Stealth)
yards per tick impose unstable footing on residents (Exalted,
p.155) and may also result in environmental damage (Exalted,
p. 131) from loose objects. Flying furniture usually has Damage
2B to 5B per minute, Trauma 2. Unless she employs Charms or
other methods, the landscape that the Infernal moves across
is usually decimated, digging great furrows in the ground as a
city, its streets and even attached countryside drags itself over
or through another environment. As her physical body is now
made up entirely of structures, she is inflexible and enormous.
She can rearrange her own structures, moving any of them
around at a rate of one yard per tick, which may be necessary to
extricate herself from a manse or magical structure in her center that she could not absorb. Faster repositioning is possible
but more violent, allowing the Infernals structural components
to rearrange with similar actions and speeds as a normal Move
or Dash. Rearranging a structure at a rate faster than one yard
per tick has the same effects as the whole city-self moving too
quickly. Other methods of rearrangement exist; Malfeas often
unmoors layers of himself to crush others out of spite.
Worth specific mention are Craft projects to build, repair or
alter structures that are part of the Infernal, which the Exalt
may initiate without a humaniform manifestation or a labor
pool to do the work for her. Her body consumes and dashes together building materials until she grows. She may repair, alter
or tear down her structures, and with sufficient raw materials
may build new structures that she need not pay to assimilate.
When the Exalt uses World-Ordering Clangor to work on herself, it allows her to complete (Essence x 10) effective hours of
work for every real hour of effort.
When called to combat a foe, without the use of Charms she
may collapse one of her structures over an area, dealing damage as if the structure were a vehicle that crashed into those
unfortunate enough to be a target (see The Books of Sorcery,
Vol. IWonders of the Lost Age, p. 32 and Scroll of Kings,

p. 43). Such attacks are made with (Dexterity + [Martial Arts


or Melee]) as improvised weapons, and if they are not simply
so enormous as to make defenses inapplicable, may have a +1
Accuracy for every square yard of surface that is falling on an
area. Needless to say, most building-attacks should be able to
strike many foes at once without any special effort or Charm
use. The city may even launch its structures, heaving and
buckling to perform thrown attacks using entire structures as
an improvised weapon (Exalted, p. 127). Soaring buildings are
thrown with the Infernals normal Strength + Athletics, but
receive bonus dice equal to the bashing soak of the structure
being thrown. These bonus dice count towards dice limits but
may exceed them. Throwing pieces of itself detaches structures
from the spiritual body of the Infernal, and usually results in the
same hazards to remaining inhabitants as moving too quickly.
The Infernals health level track remains the same as it did
when she was a humanoid character, but it is protected by the
sheer immensity of her body. The Infernal suffers damage like
a large vehicle (Scroll of Kings, p. 40-42), ignoring or lessening damage based on the comparative magnitude of the threat.
Each component structure also suffers damage on an individual
basis, allowing parts of the Infernal to be devastated and weakened while the whole remains relatively unharmed.
In mass combat the Exalt usually functions as a solo unit, unless part of or leading a unit of other environmental beings. The
Infernal is always considered to have Magnitude three greater
than foes small enough to incur penalties due to their size even
when they are in a Magnitude 3+ group. Against larger foes,
her comparative Magnitude may vary depending on their size.
She benefits from bonuses even when a solo unit, gaining a
Close Combat Rating calculated using her own traits and a
Close Combat Damage bonus based on the average bashing
soak of her component structures.
She remains a massive structural being, so most individual
attacks will be insignificant to her (Scroll of Kings, p. 40), but
a mass combat unit can wreak widespread havoc. The Exalt has
soak in mass combat and suffers damage like a regular character, but her soak is equal to the average of her structures soak,
plus she grants herself Armor as a mass combat unit based on
this same soak value. She may benefit from a complementary
unit, but if the unit is made of beings small enough to incur
penalties she suffers the same penalty to all of her actions as
she distracts herself with the insignificantly human scale of her
troops. If a complementary units traits would provide better
bonuses than the Exalts own, she may use those instead while
still benefiting from any of her better, personal bonuses.
As a city, the Infernals body is immune to most frailties that
afflict her minuscule inhabitants. Unless entirely spiritual in
nature, like many diseases from Citrine Poxes of Contagion
(Scroll of the Monk, p. 124), the Exalt is immune to Poison
and Sickness effects. She is also immune to physical Crippling
effects, unless the Storyteller judges them sufficiently exotic
that they may affect a city. Crippling effects that strip away
traits spiritually, like a deathknights Soul-Cleaving Wound
(The Manual of Exalted PowerAbyssals, p. 128) may reduce the Infernals traits if the attack is sufficiently massive
(i.e., as long as the attack is not insignificant) to deal damage
to the Exalts core selfdom.

Chapter Five Infernal Charms

79

Any structure or land that touches another structure or land


that is already part of the Infernals body may be assimilated, up
until the Exalt reaches her maximum bodily radius of (Essence)
miles. Acquiring a new, contiguous and complete structure is
an hour-long Shaping attack that costs the Infernal ten motes
and one Willpower. Larger structures and open land may be
absorbed at a rate of (Essence x 50) cubic yards per ten motes
and one Willpower, though a structure is not considered a part
of the Infernal until the cost to absorb it all has been paid.
The Exalt can not claim open air as part of her body, even as
undeveloped wilderness, and she faces the same restrictions on
assimilation of magical structures and manses as when she first
activates this Charm.
Subject to Storyteller approval, any of the Infernals Charms
may enhance her actions as a city. The Exalts city-self might
float above the ground or soar through the sky if she knows
Adorjans Earth-Skimming Gale Tread. A collapsing building might crush intruders and, supplemented with Green Sun
Nimbus Flare, explode into a viridian conflagration. The same
attack might also produce inordinate collateral damage if the
Exalt enhances it with World-Blemishing Crater Strike. Any
target touching a structure that is part of the Infernal should
be a valid target for her Touch Charms, unless they specifically
require a physical attack.
The Exalt may produce avatars to better interact on a closeto-human level through Brass Palace Majesty Shintai. Doing so
allows her to use the Charm to inhabit a valid target, but the
Charms duration becomes indefinite. Conditions which would
eject the Infernals body from the building instead collapses the
appendage and inflicts a level of unsoakable lethal damage on
the Exalts overself. Unlike a humaniform Infernals activation
of the Charm, damage dealt to the building-body is not transferred to the Exalts true form when the Charm lapses.
As a city unto herself, the Infernal may seem to shed any fear
of the Imperfection of the Demon City, but this is not so. If a
part of the Exalts city-self can be sufficiently devastated that it
no longer counts as a place developed for use or habitation, it
remains a part of her but Charms that suffer the Imperfection
no longer work there. Likewise, the Exalt can assimilate wilderness if she so wishes, but these places remain equally vulnerable
until they are developed for habitation.
At Essence 8+ the Exalt may purchase this Charm again,
increasing the maximum radius of the size of her city-body to
(Essence x 10) miles. A third purchase increases this radius to
(Essence x 100) miles, while a fourth purchase at Essence 9+
increases it to (Essence x 1,000) miles. Purchasing this Charm
a fifth and final time at Essence 10 allows the Exalts body to
achieve any size.
This Charm is so fundamentally alien that only Infernal
Exalted may learn it. Under no circumstances can Eclipses,
Moonshadows or others learn this Charm.

Breath of the City

Cost: ; Mins: Essence 8; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Hell-Body Kingdom
The soul of an Infernals Hell-Body Kingdom is similar to
geomancy, but it does not produce demesnes and can not be

80

used to build manses. That is, until the Exalt learns Breath of
the City. Upon learning this Charm, the Infernal develops his
own unique geomancy. This geomancy is identical to that of the
Demon Citys. It pools into demesnes and may be developed
into manses as normal. The Exalt himself, if he wishes to do
so, may manipulate the geomancy violently and quickly. This
functions just as normal geomantic manipulation (The Books
of Sorcery, Vol. IIIOadenols Codex, p. 45-54), but any period of time necessary to change the geomancy is reduced to a
single Miscellaneous action which can not be part of a flurry
and does not require normal geomantic tools or restructuring.
Each Miscellaneous action costs the Exalt a single level of aggravated damage. Manses are too stable to disrupt in this way.
The Exalt may also molest his own geomancy in the normal,
less harmful fashion as if he were 100 laborers.
The Infernal may now also absorb existing manses into his
Hell-Body Kingdom as he would other structures, as well as demesnes. Vitriol-aspected manses and demesnes may be assimilated as normal, but there is difficulty in grafting the geomancy
of Creation or other places onto ones city-self. Every hour that
the Exalts Hell-Body Kingdom contains a non-vitriol manse or
demesne, he suffers one unsoakable level of aggravated damage. A manse of foreign aspect will likely have to be destroyed
so that the Exalt can quickly change the underlying demesnes
aspect; otherwise, the manse is simply too stable and would
require years-long work.

Kissed By Hellish Noon

Note: This is a modification of the Charm found on The


Manual of Exalted PowerInfernals, p. 117. The Essence 4+
purchase of Kissed By Hellish Noon adds the Artillery keyword
to Green Sun Nimbus Flare.

Cecelyne

Infernal Adjutant Sacrament

Cost: 5m, 1wp; Mins: Essence 2; Type: Simple (Dramatic


Action)
Keywords: Servitude, Training
Duration: Instant
Prerequisite Charms: Demonic Primacy of Essence
Cecelyne structures the society of the Demon City at large,
but at times she can take special interest in the interrelationships of individuals. This Charm is an hour-long ritual that
ties a First Circle demon to the Infernal or another being as a
demonic familiar (The Manual of Exalted PowerInfernals,
p. 76). This unnatural servitude is irresistible by demons with
Essence less than the Exalt, and costs three Willpower to resist
if they are of equal Essence. Demons of higher Essence can not
be bound in this way. The Familiar (Demonic) rating of the
familiar will vary based on its own qualities. If the Storyteller
charges experience for Backgrounds, this Charm is a Training
effect that incurs debt of three experience per dot. The Exalt
can not steal demons that are already familiars or bound by
sorcery to other characters.
A second purchase of this Charm at Essence 6+ allows the
Exalt to bind Second Circle demons as familiars. This functionally grants the recipient Familiar (Demonic) (Legendary), but
it can only be carried out on a demon whose Essence is at least

Chapter Five Infernal Charms

two lower than the Exalts. This generally places only the very
weakest Second Circle souls under the power of the Infernal to
bind, at least until his Essence climbs higher. There will almost
always be political ramifications to binding such high-order
souls, as their Third Circle masters are never pleased if this
Charm is used without first seeking their permission. Usually,
Second Circle demons become familiars through this Charm
only by personal dispensation of their progenitor Yozi, such as
Kimberys Dawn being bound to Lintha Ng Hut Dukantha.

World Author Eminence

Cost: 3m; Mins: Essence 3; Type: Supplemental


Keywords: Combo-OK, Obvious, Social
Duration: Instant
Prerequisite Charms: Wayward Divinity Oversight, Demonic
Primacy of Essence
The law of the Endless Desert does not extend solely to they
whom she created, but to all existence. It is Cecelyne who laid
the foundation of law on the hierarchy of her sister, embedding
these precepts into the world and beyond. When this Charm is
used to enhance a social attack against a target who would treat
it as unnatural influence due to Demonic Primacy of Essence, it
costs an additional Willpower to ignore the attack. This effect
may be combined with other forms of unnatural influence to
increase the Willpower cost to ignore them. If the target would
not normally be affected by Demonic Primacy of Essence, this
Charm causes them to suffer the normal MDV penalty against
the attack as if they were a god.

Multitudinous Repletion

Cost: ; Mins: Cult 1, Essence 3; Type: Permanent


Keywords: Messianic
Duration: Permanent
Prerequisite Charms: Temple Self Apotheosis
Cecelyne suffers ravenous hunger to find the borders of herself, but she is ever bloated by her undifferentiated worshipers.
An Exalt with this Charm increases her peripheral mote pool
by an amount equal to the Magnitude of the collected mass of
those who form her Cult. This extended mote pool can not be
refilled except by other Cecelynian Charms that restore motes
or through the motes normally recovered through the Cult
Background.

Teeming Swarm Reprimand

Cost: (+1m, 1wp); Mins: Cult 2, Essence 5; Type: Permanent


Keywords: Messianic
Duration: Permanent
Prerequisite Charms: Scorpion-Tailed Mirage Technique (x1)
The widespread influence of Cecelynes law builds its own
momentum to crush opposition with little or no effort from the
lawmaker herself. When the Exalt makes a flurry of attacks with
Scorpion-Tailed Mirage Technique, each and every target with
permanent Essence lower than the Infernals may be subject to
(Cult) additional attacks. The Exalt need not benefit from this
enhancement against every valid target, but each additional set
of attacks increases the cost of Scorpion-Tailed Mirage Technique by one mote and one Willpower.
A second purchase of this Charm at Essence 6+ allows the
Infernal to activate Scorpion-Tailed Mirage Technique without
Willpower cost, but this limits him to making a flurry of (Cult)

attacks with it. This modified version of the Charm may still be
further enhanced by use of Teeming Swarm Reprimand, which
still costs one mote and one Willpower per target.

Lawful World Benefaction

Cost: ; Mins: Essence 5; Type: Permanent


Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Holy Land Infliction
Cecelyne pours out her judgment to drown challengers to
her law in a wasteland of her power. When the Infernal uses
Holy Land Infliction, he may expand the space it covers to as
much as (Essence x 10) square yards. Desolations created with
the Charm can also grow in new ways, drawing strength from
oppression. This functions like expansion due to prayer, but is
based only on the presence and activity of a spiritually desolate
society or group as per Withered Soul Wastes or Sand-Scoured
Society Infliction.

Bleak Spirit Internalization

Cost: ; Mins: Essence 5; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Withered Soul Wastes
The Infernals Withered Soul Wastes lowers its mote cost
to 10 and extends its duration to five days. Another purchase
of this Charm at Essence 6+ removes the Willpower cost and
extends its duration indefinitely.

She Who Lives In Her Name


Fundamental Systems Understanding

Cost: (1wp); Mins: Essence 2; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Factual Determination Analysis
The Principle of Hierarchy laid the foundations of the world
and the sciences that its populace study. Such trivialities are no
challenge for her chosen servants to master. An Infernal with
this Charm may pay one point of Willpower to perform a ritual
of any Art and of any Degree of thaumaturgy, without actually
learning the procedure or Degree. If the Exalt has learned the
procedure or Degree, it costs no Willpower at all to enact and
the mote cost to reduce the Resources cost of the ritual is only
one mote per Resources dot. An Infernal practicing the Art of
the Dead can not gain any of these benefits with its rituals.

Imposition of Inherent Purpose

Cost: ; Mins: Essence 3; Type: Permanent


Keywords: Compulsion, Social
Duration: Permanent
Prerequisite Charms: Unshattered Tongue Perfection
Within all things lies the seed of their ultimate purpose, and
it is ultimately from the Principle of Hierarchy that function
and purpose flows. Characters affected by the Infernals Unshattered Tongue Perfection treat any influence to fulfill or
pursue their duties within the group or to support the groups
Policy as an unnatural compulsion which costs one Willpower
to ignore. This influence is not concurrent with the stronger
unnatural influence inflicted by any higher-ranking member.

Chapter Five Infernal Charms

81

Organizational Efficiency Architecture

Cost: 5m, 1wp; Mins: Essence 3; Type: Simple (Speed 5 in


long ticks)
Keywords: Combo-OK, Compulsion, Social
Duration: Instant
Prerequisite Charms: Imposition of Inherent Purpose
The Principle of Hierarchys plan for the arrangement of the
universe is one of strict, unflinching order. Cecelynes society
might rule where ones position falls, but She Who Lives In Her
Name ensures that one stays there. This Charm is a Presencebased attack against a group with any kind of hierarchy, the
Infernal rolling against the leaders MDV plus an additional
external penalty of half the groups Magnitude. Success causes
the hierarchy of the group to solidify. There is no upward or
downward mobility unless such concepts are part of the groups
Policy or established bylaws; a members replacement only
comes with death or by the strict letter of the law. In turn, the
groups Policy becomes extremely resistant to change, increasing the difficulty of any rolls to do so or number of scenes to
build or erode part of the Policy by four. The group may shed
this rigidity for a day by spending a point of Loyalty, and a group
that has spent ten total Loyalty to do so shakes it off entirely.
While under the effects of this Charm, an organization can
ignore any penalties due to corruption and inefficiency. Any
successful mundane social attack that is opposed by the groups
Policy can be ignored at no Loyalty cost, while the Loyalty cost
to shake off unnatural influence of a similar nature is reduced
by one, to a minimum of one.

Conceptual Redundancies Excision

Cost: 5m (+1 Limit); Mins: Essence 3; Type: Supplemental


Keywords: Combo-OK, Crippling, Obvious, Shaping, Touch
Duration: Instant
Prerequisite Charms: Imposition of Inherent Purpose
With her vision, She Who Lives In Her Name would define
all those things that exist by their most irreducible traits and
nothing more. With this Charm, the Infernal imposes some
semblance of that plan on those around her, reducing one of
a targets non-favored or -caste Attributes or Abilities by one
dot, her choice. Unfortunately, the world does not function by
the strict tenets of the Principle of Hierarchy, so this reduction
fades after (Exalts Essence) days. By accepting a point of Limit
when activating this Charm, the Exalt can reduce one of a targets caste or favored traits. This Charm can never be used to
reduce a Primordial-created races Performance. Attacks with
Mind-Hand Manipulation explicitly count as touching for the
purposes of this Charm.
At Essence 5+ a second purchase of this Charm extends the
duration of the excision indefinitely, unless the excised trait
was caste, aspect, favored, etc. A third purchase at Essence 6+
allows the Exalt to extend even caste or favored excisions at a
cost of one Willpower when activating the Charm.

Attenuated Morphology Realization

Cost: (+1wp or 2wp); Mins: Essence 4; Type: Permanent


Keywords: Desecration
Duration: Instant
Prerequisite Charms: Conceptual Redundancies Excision
With this Charm, the Infernal may remove mutations with
Conceptual Redundancies Excision by increasing the Charms

82

cost by one Willpower. This excises one mutation of any point


value completely; it does not downgrade stackable mutations.
If the target is not already a creature of darkness, this costs
two Willpower instead and the attack becomes a Desecration,
replacing the excised mutation with the Creature of Darkness
deformity (The Manual of Exalted PowerInfernals, p. 64).
Though it costs no Limit to inflict such changes, the duration
of this alteration is the same as if it were the excision of a caste
or favored trait.

Core Principles Focus

Cost: 4m; Mins: Essence 3; Type: Reflexive (Step 2)


Keywords: Combo-OK, Stackable
Duration: One scene
Prerequisite Charms: Cosmic Transcendence of (Virtue)
Though loathe to admit it, She Who Lives In Her Name
relies on her emotional attachment to her ideals for strength.
It is this emotional strength that allowed her to swallow her
pride over free will at the beginning of time, and has carried
her through the despair of Hell. When an Infernal activates
this Charm, she chooses one of her Intimacies, which for the
rest of the scene provides a perfect mental dodge against any
influence that would allow the Exalt to gain +1 MDV based on
that Intimacys opposition. Unfortunately, the Exalt becomes
susceptible to manipulation through the Intimacy, making the
Infernals Dodge MDV inapplicable against influence that so
resonates with the Intimacy that it would impose a -1 MDV
penalty, and increasing the penalty to Parry MDV due to the
Intimacy to -4.

Cautious Analysis Methodology

Cost: (1wp); Mins: Essence 3; Type: Permanent


Keywords: None
Duration: One scene
Prerequisite Charms: Counter-Conceptual Interposition
Understanding the hierarchy of the world requires that one
understand the things that fill the world. As She Who Lives In
Her Name has learned, however, the world is filled with dangerous things. This Charm permanently enhances the Infernal,
allowing her to spend a Willpower and designate a specific foe
which is present and can be perceived, against whom she is
better able to defend herself. This provides her a discount of
two motes on uses of Counter-Conceptual Interposition for the
rest of the scene against the target. If the target ever exploits
the Principle of Hierarchy against her, this benefit vanishes but
may be reactivated.
At Essence 4+ this Charm may be purchased again, allowing
the Exalt to designate up to (Essence) foes instead of just one.
At Essence 6+ another purchase allows the Infernal to make
use of the effect against up to (Essence x 2) targets. When a
target exploits the Imperfection of the Principle of Hierarchy,
it removes itself from consideration for the discount but it does
not end the effect against other targets.

Specimen Preservation Technique

Cost: ; Mins: Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Counter-Conceptual Interposition

Chapter Five Infernal Charms

It would be a shame for a useful or unstudied phenomenon to


be removed before proper assessment can be made. This Charm
permanently enhances its prerequisite, allowing the Infernal to
use Counter-Conceptual Interposition to defend a target from
an attack of which she is aware, as long as they or the path of
the attack fall within (Willpower) yards of the Exalt.
Another purchase of this Charm at Essence 4+ increases the
range to (Essence x 5) yards.

Emergent Principles Adjustment

Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (Dramatic


Action)
Keywords: Shaping, Touch, Training
Duration: Instant
Prerequisite Charms: Imposition of Inherent Purpose, PatternReassertion Touch
This Charm is a day of training, taking about eight hours,
during which the Exalt remaps the mind and musculature of
one character (herself or another) to better fulfill their intended
purpose. While such purposes were better defined in the Age
of Glory, in this fallen era purpose includes any caste, aspect,
favored or similar Abilities or Attributes; this Charm increases
such traits by one dot, to a maximum of four. This Charm may
also be used to train targets in one Specialty that falls under
the aforementioned Abilities. Each use of this Charm inflicts a
lethal health level of damage on the target. In addition, even
if it is not caste or favored the Performance of any Primordialcreated race may be increased with this Charm up to a maximum of five. It was the ultimate purpose of those peoples to
nourish Heaven with their prayers.
A second purchase of this Charm at Essence 4+ allows the
Infernal to enhance up to (Essence) people at once. With MindHand Manipulation active at the same time, she may train a
group made up entirely of the same type of character whose
Magnitude is less than her permanent Essence. Unlike many
other Charms that can train large groups, this one requires actual physical contact between the Infernal and her students.
Alternately, with Mind-Hand Manipulation active the Exalt
may train a single student over the course of one hour instead
of eight, but the damage inflicted becomes aggravated and the
Charms activation costs an additional point of Willpower.
A third purchase at Essence 6+ allows the Infernal to use
this Charm without inflicting harm on the subject.

Servitor Function Experimentation

Cost: ; Mins: Essence 4; Type: Permanent


Keywords: Desecration
Duration: Permanent
Prerequisite Charms: Emergent Principles Adjustment
Though her ideal is one of crystallized perfection, She Who
Lives In Her Name acknowledges and, begrudgingly, works
within an imperfect world. While she herself is an expression of
perfection, her servants require adaptability. Upon learning this
Charm, instead of using Emergent Principles Adjustment to increase common traits, the Infernal may impose one mutation
with a point value no more than her own permanent Essence.
Mutations inflicted through this Charm must obey certain
guidelines. First and foremost, they must fit the vision of the
Exalt and the Principle of Hierarchy that they plan to impose
on the world and the subject in particular. Second, once a tar-

get has been subjected to this change, they may only receive
further mutations from this Charm if these new mutations are
supplementary to the vision emergent in the initial mutation.
For instance, if the vision of the Exalt was to create a world of
smaller, more fragile servitor races, she could inflict the Tiny
mutation on someone with this Charm. Even if her vision later
changed, any member of a servitor race that had received a
mutation with this Charm previously could not then be subject
to the Large mutation from the same Exalt. If a target loses all
such mutations through some means, the Infernal may then
impose mutations of a new vision on them.
A second purchase of this Charm allows the Exalt to inflict a
set of mutations with a total point value equal to her Essence,
instead of just one at a time.

Inclusive Archetype Reification

Cost: (+1 Limit); Mins: Essence 5; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Emergent Principles Adjustment
In a world overrun with chaos, the adherents to the Principle
of Hierarchy must arrange for more extensive adaptability than
should be strictly necessary. By accepting one Limit while activating Emergent Principles Adjustment, the Infernal may use
that Charm to increase any Attribute, Ability or Specialty. He
may also use it to push inborn traits beyond their proscribed
limits, increasing inherent Backgrounds (Breeding and Hearts
Blood as opposed to Contacts or Cult). The Infernal still cant
increase traits apart from servitor races Performance beyond
four. However, upon reaching Essence 6+ the Exalt may do just
that, while accepting one Limit (in addition to Limit gained
for increasing non-favored traits) as penance for seriously overextending the function of his subject. This does not allow the
Infernal to increase traits beyond the normal maximum rating
for the target, except in the case of Performance.

Reinforced Pattern Matrix

Cost: ; Mins: Essence 3; Type: Permanent


Keywords: Sorcerous
Duration: One day
Prerequisite Charms: Pattern-Reassertion Touch
Though her attention moves elsewhere, She Who Lives In
Her Name leaves her mark on all that she finds. When an Exalt
with this Charm uses Pattern-Reassertion Touch on a target,
that target remains protected from further Shaping effects for
the rest of the day. This makes the target immune to Fair Folk
glamours entirely, as well as Wyld mutation; rolls to inflict other
Shaping effects, including those for Sidereal astrology, increase
their difficulty by (Exalts Essence). While the target is in the
Wyld or similarly chaotic places such as the Labyrinth, random
hazards are inflicted on them with 10% of the usual frequency.
Charms of the Principle of Hierarchy explicitly ignore the protections of this Charm. This Sorcerous effect is different from
its prerequisite; either one must be countered separately from
the other.
A second purchase of this Charm at Essence 5+ increases
its duration to (Infernals Essence) days. At Essence 7+ a third
purchase increases its duration to until next Calibration.

Chapter Five Infernal Charms

83

Defective Subject Disassembly

Cost: 2m per attack or 5m, 1wp; Mins: Essence 3; Type: Extra


Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Mind-Hand Manipulation
With careful, persistent application of force the Principle of
Hierarchy wears her enemies down to nothing. This Charm is
a flurry of up to (targets Essence + 1) attacks which suffer
no multiple action penalties and impose only the highest DV
penalty of any one attack. If these attacks are made with MindHand Manipulation, the flurry also ignores Rate. This Charm
normally costs two motes per attack. If a target has previously
exploited the Imperfection of the Principle of Hierarchy against
the Infernal during the scene, the Exalt may instead activate
this Charm at a cost of five motes and one Willpower against
that target to perform a flurry of ([higher of Exalts or targets
Essence] + 1) attacks.
Purchasing this Charm again at Essence 4+ increases the
maximum number of attacks that can be made using either
function of this Charm and Mind-Hand Manipulation by one.
At Essence 5+ a third purchase allows the Infernal to make
(Exalts Essence + 2) attacks against targets with lesser Essence
even if they have not exploited the weakness of Hierarchy, but
only if the perpetrated violence could have validly been enhanced by the First She Who Lives In Her Name Excellency.

Severe Punishment

Cost: 7m; Mins: Essence 4; Type: Supplemental


Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Principle-Invoking Onslaught
With the merest echo of the Three Spheres Cataclysm, the
Infernal may use this Charm to assault the underlying structure
of a targets existence, materializing a crystalline sphere that
immediately shatters, revealing to them unrepeatable secrets
that unmake their very Essence. An attack enhanced by this
Charm is unblockable and undodgeable and inflicts aggravated
damage as a Shaping effect. If a target defends against the Shaping aspect of this Charm, the damage is no longer aggravated,
but it remains unblockable and undodgeable. This Charm can
not enhance attacks other than those made with Mind-Hand
Manipulation.

Constriction of Local Possibilities

Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (Speed 3)


Keywords: Combo-OK, Shaping, Sorcerous
Duration: Indefinite
Prerequisite Charms: Principle-Invoking Onslaught
Her laws foundation laid countless eons ago, the Principle
of Hierarchy inflicts order and unity of purpose on all she can.
This Charm extends a zone of reality beholden to the aspect
of ascendant Yozi principlesthat is, an area that obeys only
Malfeas laws. The area extends (Essence x 5) yards around the
Exalt, and when another effect contests this one the Infernal
gains (Essence) extra successes on her Charm conflict roll. As
long as this zone of transcendent hierarchy remains in power,
any She Who Lives In Her Name Shaping Charms in the area
reduce their mote cost by one, to a minimum of one, as long
as their origin and effect remain entirely within this inflicted

84

bubble of reality. In contrast, Shaping Charms that do not flow


from the Principle of Hierarchy increase their mote cost by one,
which is itself a Shaping effect inflicted on those Charms users.
Countermagic must target the Exalt to banish this Charm, and
unlike most Sorcerous Charms the motes remain committed to
this effect, though it can be cancelled reflexively. This Charm is
ineffective in the Underworld and in Shadowlands it provides
no mote discount, though it still increases the cost of others
Charms.
At Essence 4+ another purchase of this Charm increases
the radius of effect to (Essence x 10) yards. When the Infernal
activates it, she may now choose to enforce the basic laws of
Creation instead of Malfeas. A third purchase of the Charm
at Essence 5+ allows the Infernal to extend its radius to one
mile as an ongoing Blasphemy effect. A fourth purchase at Essence 7+ increases the bubbles maximum radius to (Essence
x 10) miles. At Essence 10, a fifth purchase allows the effect to
extend to the entirety of the realm of existence the Infernal is
currently in.

Collapsed Potentialities Injunction

Cost: ; Mins: Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Constriction of Local Possibilities
The law of Cecelyne is part of the world, but the law of She
Who Lives In Her Name is part of reality. With this Charm, the
Infernals Constriction of Local Possibilities increases the mote
cost of Charms other than Shaping. This extends the increase
in cost to all Charms of a specific type of Essence-user, such as
Dragon Kings, pure-bred Lintha or Fair Folk. The first time the
Infernal learns this Charm, she chooses one subject to inflict
with an increased cost; each additional type of subject costs
four points of experience or two bonus points to suppress.
Exalted and gods are a special case, and learning to suppress
their Charms requires Essence 5+. Apart from Shaping, which
is universally suppressed, the Charms of the Exalted are not
subject to this effect if the permanent Essence of the Exalt is
greater than the Infernals. The Exalted are not so constrained
by the rules of the universe as others.

Persistent Conceptualization Resiliency

Cost: ; Mins: Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Crystal-Fire Barrier Technique
Like the shinma she wound together to form the underlying
strata of existence, many of the things She Who Lives In Her
Name creates may seem irreducible to others. As the Infernal
wishes, the obstacles she creates with Cyrstal-Fire Barrier Technique may be more resilient, granting them (Willpower) Damaged and one Destroyed health levels. As the barrier suffers
damage, it becomes visibly murkier and cracks begin to spread
through its crystalline surface.
Another purchase of this Charm increases the Damaged
health levels of the barrier to (Willpower + Essence) and its
Destroyed levels to (Essence). A third purchase at Essence 5+
makes these barriers completely immune to damage from mundane attacks (those made without Charms or artifacts).

Chapter Five Infernal Charms

Constituent Logic-Construct Motility

Cost: (+[varies]m); Mins: Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Crystal-Fire Barrier Technique
This Charm permanently enhances its prerequisite, allowing
the Infernal to use it up to (Essence) times in a single tick. In
addition, by infusing a barrier with Essence by committing up to
(Dexterity) motes to it, the Exalt may cause the barrier to move
up to that many yards per tick with a thought. The Exalt may
release these motes at any time, but he cannot commit motes
to barriers that have already been created or to those that had
motes released from them. The fact that these constructs can
move does not remove them from the category of inanimate
objects for the purposes of Charm effects and other rules.

Extensible Will Invocation

Cost: 15m, 1wp; Mins: Essence 5; Type: Simple (Speed 7)


Keywords: Shaping, Sorcerous
Duration: Indefinite
Prerequisite Charms: Constituent Logic-Construct Motility
The shinmaic substrata that are the foundation of the world
are eminently exploitable, and none know this better than She
Who Lives In Her Name. It is the nature of existence that the
raw potentiality of the world be subservient to the Principle of
Hierarchy. With this Charm the Infernal conjures a spirit from
nothing to do his bidding. This minor demon has a permanent
Essence equal to or less than half the Exalts Essence, and the
mind and Virtues of an automaton (The Books of Sorcery,
Vol. IWonders of the Lost Age, p. 97). Its appearance may
vary but it is usually a crystalline geometric shape. The specific
traits of the construct are determined when the Infernal first
learns this Charm, though its Motivation may vary with each
use. To learn to summon a different kind of servant costs five
experience points or three bonus points. An Infernal may summon only up to (Essence) of these constructs, and they persist
until they have completed their Motivation or are destroyed.
For more on building spirits see The Books of Sorcery, Vol.
IVThe Roll of Glorious Divinity I.

Soul-Matrix Crystallization

Cost: 20m, 2wp; Mins: Essence 5; Type: Simple (Speed 5)


Keywords: Combo-Basic, Form-type, Shaping, Sorcerous
Duration: Indefinite
Prerequisite Charms: Ego-Infused Pattern Primacy (x3),
Persistent Conceptualization Resiliency (x3), Constituent
Logic-Construct Motility
She Who Lives In Her Name transcends even the mundane
abstractions that her fellows embody themselves as. Rather
than a kingly city or oppressive desert, she is first and foremost
a beautiful, logical arrangement. Only the ignorant mistake her
crystalline spheres as the totality of her selfdom; their position
and relationship to each other are just as important as what they
each look like. Infernals with this Charm transcend the crude
physical shells of others, taking on conceptually pure bodies
like those of the Principle of Hierarchy. Activating this Charm,
the Exalts humanoid form burns to ash in silver flame which
is then caught up in a hollow, crystalline geometric shape of
her choosing, from the rough size of a human torso to a sphere
large enough to contain an uncomfortable human adult. The

silver flame may then take an abstract appearance of its own,


to reflect the Exalts personality. This construct represents the
totality of the Exalt, and is them for all purposes.
The crystal that encloses the Exalts soul has all the traits of
her Crystal-Fire Barriers, and provides 100% hard cover to the
central self. It can be healed as if it were the Exalts own body,
but the enclosure is otherwise treated as an inanimate object.
Damage to the object does not impair the Infernal, and touching it does not count as touching the Exalt, though once it has
lost all its Damaged health levels it only provides 75% cover
to the abstract selfdom it contains, allowing the Exalt to be
attacked directly. Once the encasing object is destroyed, the
abstract representing the Infernals soul is manipulable like a
normal character, apart from any exceptions listed below.
The Infernal has abandoned all pretense of human physical
form, so their physical Attributes are meaningless and their Appearance is 1. If a physical Attribute is necessary for an effect or
calculation, her Strength is equal to her Essence, her Dexterity
to Willpower and her Integrity replaces her Stamina. Substitutions in excess of the Attribute they take the place of count as
a dice bonus from Charms, but these may exceed the normal
limits themselves. While in this state, the Infernal is immune to
amputation-based Crippling, Poison and non-magical diseases,
fatigue, and any other effect which could logically not work on
a crystalline object with an abstract inside.
The object-self can float anywhere so long as it remains
within (Perception) yards of a solid surface, and it moves at a
speed of (Wits) yards per tick with Move actions or (Wits + 6)
with Dash actions. Apart from running into things and rolling
around, the Exalt must activate Mind-Hand Manipulation to
interact with the world around her. Infernals with Ascendant
Objectivity Stance may activate an alternate version of that
Charm, incorporating its effects into their object-selves; this
version of the Charm provides no cover, but it does not require
the use of Mind-Hand Manipulation and lasts indefinitely.
The Infernals carried and worn equipment is sent Elsewhere. Though the geometric abstract of the Exalts body can
not wear or take advantage of most equipment, with MindHand Manipulation she can still make use of most tools or even
weapons. Any piece of banished equipment can be summoned
back to the Exalts grasp as a Miscellaneous action by spending
one mote. With Mind-Hand Manipulation active, this counts
as readying the item for use; without that Charm, the object
simply falls to the ground near the Exalt. The Infernal may also
banish owned objects back to Elsewhere in the same way.
Sounds can issue from any point on the crystalline shell at
any volume, allowing the Exalt to converse, usually in sharply
clear monotones. The entire surface of the object-self acts as
an eye, allowing the Exalt to perceive everything in all directions to the limits of normal perception, which may grant one
to three bonus dice to Perception + Awareness rolls to spot
ambushes. However, the object is not actually an eye for all
purposes, making the Infernal immune to powers that specifically require eye contact, and equally incapable of using such
powers on others. If the object is destroyed, she can still perceive as a normal character without omnidirectional sight. The
Exalt may also manifest translucent, two-dimensional images
of any type or complexity on the surface of the object.

Chapter Five Infernal Charms

85

As a Sorcerous Charm, Soul-Matrix Crystallization does not


require committed motes but neither can its effect be ended
easily. An Infernal may reverse the Charm by activating it again,
paying the full cost to recoalesce her human body from the underlying abstract. Despite its minimum Essence, this Charm is
as resilient to countermagic as Adamant sorcery. If the Charm
is subject to countermagic, the Exalt reflexively pays the cost
of the Charm to reform her human body; if she lacks sufficient
motes or Willpower, the Exalt suffers a level of aggravated damage as her soul consumes a piece of itself to fuel the change.

Supernumerary Soul Extrusion

Cost: ; Mins: Essence 6; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Core Principles Focus, Extensible Will
Invocation
Even before the creation of the universe as it is known today,
the Principle of Hierarchy defined the rules by which the most
real, the Primordials, existed. Despite the chaos of her siblings
souls, there is in them an echo of the crystalline perfection She
Who Lives In Her Name envisoned before acquiescing to the
desires of her King and chaining the shinma as he wished. As
the Infernal Exalted evolve ever closer to the pinnacle of Yozi
power, their souls can grow too large to contain. The soul of
an Infernal who learns this Charm distends grotesquely over
the training time it takes to acquire, at the end of which the
Exalt calls forth, vomits or otherwise appropriately births a new,
subsidiary soul. While this subsidiary soul gestates, the Exalt
appears to those that can detect such things as if his permanent
Essence were one higher, but he in fact temporarily commits
half of her total mote pool to the effort of bringing his new
soul to term. This commitment and illusory jump in power ends
when the component soul is born, and the Infernal thereafter
possesses a weak soul hierarchy.
The first such soul is nominally the fetich of the blossoming
titan, though it is pitiable in comparison to a true Third Circle
demon and possesses no component souls of its own. It is, however, a unique spirit in the same vein as any demonic soul. As
this soul gestates it ties itself to one of the Infernals Intimacies,
taking it or a variation as its Motivation and purview, guiding how it functions and what it does. In turn, upon the birth
of this soul, the Intimacy transforms into an inviolable second
Motivation for the Exalt. Any unnatural influence that directly
contends with this Motivation is considered an unacceptable
order. However, this Motivation makes the Infernal inflexible;
it must remain identical or a close extrapolation of the fetichs
Motivation, and no power can directly change this Motivation
of the Exalts. Only by somehow changing the fetichs Motivation (which is as difficult as it would be for any other character)
can the Infernals secondary Motivation be altered. The Exalts
permanent Essence is considered one higher for calculating
mote pools, and he gains an extra success Charm conflict rolls.
The fetich itself may have a permanent Essence ranging from
4 to the Exalts own Essence. As with the fetiches of the Yozis
proper, it may sacrifice a permanent dot of Willpower to temporarily gain access to the Charms and Combos of the Infernal for
a scene. The fetich treats all influence from the Infernal as unnatural. At need, the Infernal may spend a point of Willpower

86

to tap into the resources of his fetich, draining it of any number


of motes or Willpower points to replace his own spent reserves;
these drained motes and Willpower can not exceed the Exalts
normal maximums. The permanent slaying of the Exalts fetich
is horrible and transformative; the Infernal reflexively grows a
new fetich, but its Motivation and the secondary Motivation it
provided the Exalt are changed. This new Motivation is at best
related and sometimes opposed to the Motivation it replaces.
As its Motivation defines its spiritual purpose, the fetich rarely
retains the same Charms or personality.
As the Exalts soul grows in power, it also expands. When
both the Infernal and his fetich are Essence 7+ it spawns two
component souls of its own, each of which take their Motivations from one of the fetichs Intimacies. Unlike the fetich,
these budding Second Circle souls do not make their associated
Intimacy inviolable, nor do changes in their Motivations affect
the Intimacies that spawned them. These sub-component souls
have permanent Essence no higher than (fetichs Essence
2), and are as unique and powerful as demons of their Essence
should be. If such a component soul should be slain, the fetich
soul temporarily lowers its permanent Essence by one until its
component soul reforms.
At Essence 7+ the Infernal may purchase this Charm again,
spawning another soul. Like the Exalts fetich, the Motivation
and spiritual purpose of this component soul is based on one
of his Intimacies. However, this Intimacy does not become a
new Motivation for the Exalt; it remains an Intimacy, though
it becomes as inviolable as the secondary Motivation. Only by
persuading this new component soul to alter its Motivation can
the corresponding Intimacy of the Infernal be changed. The
Exalt may purchase this Charm a third time to spawn another
Third Circle demon, and as his soul becomes so very expansive
his component souls grow to spawn their own full complement
of seven Second Circle souls. These Second Circle souls are
tied to Third Circle Intimacies, as described above. When five
or more of a Third Circle souls components have been slain,
its Essence temporarily drops two points instead of one until
it reforms sufficient component souls to have at least three, at
which point its permanent Essence is only lowered by one. A
Second Circle soul that is slain reforms over a year and a day,
rather than instantly like a Third Circle soul.
At this point, the Infernals soul hierarchy has reached the
limits of its expansion. To expand further, the Exalt must have
Essence 8+ and transform into an environmental being (as per
Hell-Body Kingdom, p. 78; or Fourfold Body Abnegation, see
below). Achieving this level of transcendence, the Infernal may
purchase this Charm as many times as he wishes, spawning a
vast soul hierarchy like a full-grown Yozi, trading freedom of
thought and purpose for vast power.
See The Books of Sorcery, Vol. IVThe Roll of Glorious
Divinity I for more on spirits in general, and The Books of
Sorcery, Vol. VThe Roll of Glorious Divinity II for more
on demons.

Underlying Tenets Internalization

Cost: ; Mins: Essence 5; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Tool-Transcending Constructs (x2)

Chapter Five Infernal Charms

When She Who Lives In Her Name familiarizes herself with


something, it becomes a part of her and, if she deigns to favor it with existence, it is an easily reproducible phenomenon.
An Infernal with this Charm benefits from (Integrity) bonus
successes on any Lore or Occult roll to recall information she
has encountered previously. More impressively, the Exalt may
reverse engineer artifacts (The Books of Sorcery, Vol. III
Oadenols Codex, p. 19), even those that exceed her capability
to build on her own. Having reverse engineered an artifact,
the minimum Craft, Lore, Occult and other traits necessary to
build the item are reduced by two each, to a minimum of one,
allowing the Exalt to craft artifacts beyond her normal facility.
If the Infernal has successfully built an artifact through reverse
engineering, she gains this same benefit and is treated as having
complete plans on all future attempts to build the same artifact.
A second purchase of this Charm allows the Exalt to use her
Intelligence for all Create Item/Artifact rolls (Exalted, p. 133),
instead of the lower of Dexterity, Perception or Intelligence.

Adorjan

Dancing in Blood Partnership

Cost: (1m); Mins: Essence 2; Type: Permanent


Keywords: None
Duration: Instant
Prerequisite Charms: Wind-Born Stride
First, Adorjan fixates on those who must learn her lessons,
then she finds and devours them. This Charm permanently enhances the Exalt, allowing her to pay one mote to reflexively
make a Move action, no matter if she has made one or more
Move actions previously during the tick, to pursue a retreating
foe who she has attacked or been attacked by previously in the
scene. Characters are considered to be retreating if they take
any action to move away from the Exalt for any reason. This
Charm can only be activated once for each movement action
the target takes during a tick.

Hells Wind Staff

Cost: (1lhl); Mins: Essence 5; Type: Permanent


Keywords: Obvious, Velocity, War
Duration: Permanent
Prerequisite Charms: Scarlet Rapture Shintai (x2)
Nowhere and everywhere, the wind is not so constrained as
the king or the hero. Screaming soundlessly throughout the
Demon City, Adorjans fingers are long and uncountable. In
a brief moment of concentration the Exalt shatters her soul
into pieces, blowing them out into a whirlwind that surrounds
her. These countless soul-shards form the seed of a wind-born
body, surrounding the Exalt with shimmering waves of heat and
red lightning. When the Infernal first activates Scarlet Rapture
Shintai for twelve motes and a Willpower she may also pay a
lethal health level to enhance it in the following ways. These
benefits persist at no further cost as long as the Exalt maintains
Scarlet Rapture Shintai on consecutive actions.
The Exalts close combat attacks have a range from the
central point of her true location, up to (Essence x 3) yards.
She may also perform other actions involving hands or feet
within this radius.

The capacity to surround something with oneself allows


the Infernal to benefit from teamwork (Exalted, p. 125) without a team, as if she were aided by a number of helpers equal
to her own permanent Essence. The Exalt may also perform
coordinated attacks with herself, against those within range of
her close combat attacks, though this calls for a flurry of a coordinate attack action (Exalted, p. 144) and attacks.
In mass combat as a solo unit, the Exalt gains bonuses or
suffers penalties as if she were a Magnitude 3 unit. She can not
coordinate units (Scroll of Kings, p. 110) in this context, nor
does she gain any health level buffer.
Mimicking the body of Adorjan requires constant movement,
else ones expanded soul lies quiescent. If the Infernal fails to
cover her maximum Move distance on a tick, this Charms benefits temporarily lapse for the rest of the action. Failing to move
sufficiently on all ticks of a single action causes the characters
soul to collapse back into her body, ending both this Charms
effect and Scarlet Rapture Shintai.
At Essence 5+ a second purchase of this Charm expands
the Infernals radius to (Essence x 10) yards and increases her
effective Magnitude as a solo unit to 5.

Fourfold Body Abnegation

Cost: ; Mins: Essence 6; Type: Permanent


Keywords: Blasphemy, Velocity, War
Duration: Permanent
Prerequisite Charms: Hells Wind Staff (x2)
Adorjan teaches that you must let go, and through this and
other lessons one can come to know and contemplate quietly
with the Silent Wind. As the Infernal dances madly down the
paths of Adorjan, he gives up what it means to many to be a
person; even other Yozis consider Adorjan strange and unsettling. As with Hells Wind Staff, the Exalt sublimates his soul
into a wind-body, but this is now his new, true form. The Exalt
no longer possesses a real human body, though other Charms
may allow him to fashion simulacra to better teach the world.
The Infernal has become an environmental being after the
fashion of Adorjan, the Silent Wind of Malfeas.
The Infernal is a wind in a very literal sense. He can not act
like a normal character, as he is more literally immaterial than
most spirits. He is a gust, a current and a storm of air; his body
may have a radius as small as human head or as expansive as
(Essence x 10) yards. Increasing or decreasing his size occurs
as and takes up movement as regular Move and Dash actions.
Without the use of Charms, he can not manipulate the world
except by blowing over things as a wind would. However, even
something as mean as an Excellency allows him to perform
any action a character normally could within his selfdom. This
wind-body must remain close the ground, moving like a normal
character, unless the Exalt makes use of Charms like EarthSkimming Gale Tread (The Manual of Exalted PowerInfernals, p. 144).
Attacks made without the benefit of Charms or Essencedischarge weapons are ineffective against the Exalt. Damage
inflicted on the Exalt is proportionally significant (Scroll of
Kings, p. 40-42) depending on his current size. Unlike larger
titans, the Infernal suffers no internal penalties when interacting with small structures or object-sized beings or items. The
Exalts DVs remain applicable against small beings, but he is

Chapter Five Infernal Charms

87

also subject to social attacks normally. Though shot through


at times with blood red lightning and black, biting winds, it
is difficult for others to understand and target the Infernal as
another character. This renders him half invisible, imposing a
-1 external penalty on attempts to notice or target the Exalt
with actions. This benefit only applies during any tick in which
the Infernal used no Obvious Charms or Combos. Natives of
Malfeas are wise to the threat of Adorjan and are not subject
to this penalty.
Like most titans, he becomes immune to nearly all Poison
and Sickness effects; only those of a powerful spiritual nature
can afflict the Exalt, and then only if they can reasonably apply
to a wind. Convulsive Displacement Infectious Atemi would
be useless against the Infernal, but Feverish Essence Discharge
Atemi would work (see Scroll of the Monk, p. 125, for both
these diseases and more).
In mass combat, the Exalt can not lead a complementary
unit unless every member has a form of Essence sight or he uses
Charms that specifically allow him to lead a unit. Luckily, in
such cases, the unit requires no relays as the Infernal whispers
commands to the troops in his belly. Acting as a solo unit, the
Infernal suffers no penalties for having a lower Magnitude than
an enemy unit. Even as a solo unit, enemy units that attack
him are considered engaged, and the difficulty to disengage
(Exalted, p. 165) is always 8. The Exalt suffers no such limitations when acting as a solo unit and may engage or disengage
as he pleases. When he activates Hells Wind Staff, the Exalt is
treated as having three more Magnitude than any smaller unit
when attacking or defending.
The wind must move or die. On any tick during which the
Infernal does not move at least one yard he suffers an unsoakable level of bashing damage. Remember that changing size is
a form of movement.
At Essence 7+ the Infernal may expand up to a radius of
(Essence x 100) yards. When the Exalt adopts a size larger than
100 yards, he suffers a -2 internal penalty when interacting
with individual things that are small enough to be considered
objects (Exalted, p. 213), except to his MDVs. If acting against
a large collected group (Magnitude 3+) of such small things,
the Infernal suffers no penalty.
Another purchase at Essence 8+ allows the Exalt to achieve
sizes up to (Essence x 1,000) yards in radius, while at Essence
9+ this increases to (Essence x 5) miles. A third purchase at
Essence 10 allows a radius up to (Essence x 10) miles. Any size
in excess of one mile increases the penalty for interacting with
object-sized things to -4 and renders the Infernals Dodge and
Parry DV inapplicable against attacks from beings that small. A
lesser -2 internal penalty applies against structure-sized things
that are still smaller than 50 yards in their longest dimension.
A further -2 internal penalty applies to standard Awareness
rolls to notice anything (Exalted, p. 135) small enough to incur
the above penalties. The Infernals MDVs are never subject to
these penalties, but if he fails to notice someone their social
attacks automatically fail against him and he may voluntarily
ignore such tiny attackers.
This Charm is so fundamentally alien that only Infernal
Exalted may learn it. Under no circumstances can Eclipses,
Moonshadows or others learn this Charm.

88

Crowded, Windy, Dead Cities

Adopting the bodily characteristics of more than one titan


might seem too powerful. On the other hand, each titanic
body comes with a number of restrictions that may come into
conflict with each other. Being a city that is both made of
crystalline geometric shapes and the wind can be very cool,
but a potential Yozi-body Charm for the Principle of Hierarchy could prevent a character with Hell-Body Kingdom (p.
78) from rearranging himself, while Fourfold Body Abnegation (p. 87) would be hampered by the slowness and patterns
of the former two. It is up to the Storyteller whether a character can combine titanic morphologies

Lessons in Motion

Cost: 5m; Mins: Essence 2; Type: Reflexive (Step 9)


Keywords: Combo-OK, Counterattack, Knockback, Velocity
Duration: Instant
Prerequisite Charms: Thousandfold Typhoon Hand
The Exalt helps a foe let go of their attachment to her, by
imparting to them some of her speed. The Infernal may use
this Charm in response to a close combat attack, sending the
attacker flying away from her a number of yards equal to the
higher of the distance the Exalt moved this tick or the last.
When the attacker lands, they must roll Dexterity + Athletics against a difficulty of the Infernals permanent Essence or
fall prone. Hitting an obstacle arrests an attackers flight but it
does not harm them unless it is particularly dangerous (like a
spiked wall). The Exalt may not use this Charm if she has not
covered at least her maximum Move distance during the current or previous tick.
At Essence 3+ the Exalt may use this Charm to respond to
any physical attack from an attacker within (Essence) yards.
Another purchase at Essence 4+ extends this to (Essence x
10) yards, but each use of this Charm against an attacker more
than (Essence) yards away effectively reduces the amount of
movement the Infernal has covered each of the past two ticks
by one yard for the purposes of her Velocity Charms.

Millennia Wind Footprint

Cost: ; Mins: Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Pellegrinas Fury
This Charm permanently upgrades its prerequisite. It now
inflicts damage on everything within range, not just stone.
Against characters, this damage is an environmental hazard
with Damage 6L/action, Trauma (Essence 2). Another purchase at Essence 6+ adds the L tag to the hazards Trauma.

Rending Gale Godbody

Cost: ; Mins: Essence 5; Type: Permanent


Keywords: Velocity
Duration: Permanent
Prerequisite Charms: Hells Wind Staff (x2), Millennia Wind
Footprint
Her devotion to the truths she knows and must teach drive
Adorjan in every direction, and she very nearly reaches them
all. While the Exalt has both Pellegrinas Fury and Hells Wind
Staff active, the two effects combine to bolster each other. The
Exalts Pellegrinas Fury affects all valid targets within the reach

Chapter Five Infernal Charms

of her Hells Wind Staff. This evolution comes at a price: the


Infernal suffers an unsoakable level of lethal damage when
Scarlet Rapture Shintai ends as she consumes her obese soul to
resolidify her humaniform self.
A second purchase of this Charm at Essence 6+ enhances
how it interacts with Pellegrinas Fury. When active together,
Pellegrinas Fury now inflicts aggravated damage.

The sly-mindedness this Charm grants the Exalt is weakened


by direct exposure to righteousness. When in direct sunlight,
the Infernal suffers a -1 external penalty to all Manipulationbased actions. When the Exalt contends with a Holy effect, he
must spend a point of Willpower or he is treated as not having
any of the extra dots of Manipulation that this Charm grants.

Endless Breath Excitement

Cost: 2m (1wp); Mins: Essence 3; Type: Reflexive (Step 2)


Keywords: Combo-OK, Social
Duration: One scene (One story)
Prerequisite Charms: Selfishness Is Power
Whatever it is he wants, the Ebon Dragon has wanted it ever
since he crystallized his selfdom from the formless chaos. Just
ask him. This Charm modifies the Infernals emotional needs,
adding a new Intimacy or modifying an appropriate existing one
to reflect his desire for something relevant to the current scene.
Such an Intimacy can not be eroded or removed, and any influence that directly contests it is treated as an unacceptable
order. At the end of the scene the Exalt may pay one Willpower
to extend this Charms duration to the rest of the story.
While the Exalt has such altered desires, it becomes impossible to detect that they are new, and any falsehood the Infernal
utters in accord with his desire is perfectly successful. Being in
accord with a desire includes lies that, if they are or could be
social attacks, would benefit from lowering a targets MDV if
the target had the same Intimacy. In addition, any lie that the
Storyteller judges directly aids the Exalt in coming closer to attaining his new desire also qualifies. In the face of Charms that
contest these lies, the Exalt receives (Essence) extra successes
to his contesting roll.
A second purchase of this Charm allows the Exalt to increase
its cost by two motes and one Willpower. Doing so, he may gain
a second Motivation instead of gaining or altering an Intimacy;
this otherwise functions the same as a normal activation of the
Charm. At Essence 4+ this Charm may be purchased a third
time, adding the Stackable keyword and allowing up to two
instances to be active at once. At Essence 6+ the limit automatically increases to (Essence 2).

Cost: ; Mins: Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Sacred Kamillas Inhalation
Silence spurs Adorjan ever onward to quiet clamorous dissonance elsewhere. Each corpse consumed with Sacred Kamillas
Inhalation confers an additional yard to the maximum speed of
any Move or Dash action the Infernal performs on the same or
following tick. Even if the Exalt does not take advantage of this
additional speed, as long as she moves one yard she is treated
as moving (1 + inhaled corpses) yards on those ticks for the
purposes of her Velocity Charms.

Ebon Dragon
A World of Fools

Cost: 1m; Mins: Essence 2; Type: Supplemental


Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: First Ebon Dragon Excellency, Witness
to Darkness
At the heart of every mote that makes up existence, there
lies a seed of wickedness. Infernals use this Charm to enhance
Attribute-based actions, replacing the Attribute normally used
in that actions dice pool with Manipulation for all purposes, including dice limits for Charms. This Charm is a Shaping effect
in the same way as (Yozi) Inevitability Technique; it does not
directly affect others and so is not defended against by them.
Instead, it is susceptible to large area anti-Shaping effects.
Purchasing this Charm again at Essence 4+ allows the Exalt
to activate it as if it were not a Charm for the purposes of other
Charms and Combos. A third purchase at Essence 6+ reduces
the Charms mote cost to zero.

Resplendent Shadow Heart

Cost: ; Mins: Essence 3; Type: Permanent


Keywords: Stackable
Duration: Permanent
Prerequisite Charms: A World of Fools
Personifying subtlety, the Ebon Dragon overwhelms with his
cleverness, conquers with his calumnies and crushes his foes
through scheming. This Charm increases the maximum rating
of the Exalts Manipulation by one, and also increases the trait
by one dot. This acts as a natural increase in all ways. When
the character raises the Attribute with experience normally,
he purchases dots as if those that came from this Charm were
not there (so, if one purchase granted him Manipulation 3, he
would pay eight experience for Manipulation 4). An Infernal
may learn this Charm again at each of the following thresholds:
Essence 4, 6, 8 and 10.

What Ive Always Wanted

Succulent Fruits of Self-Deception

Cost: 4m or 2m; Mins: Essence 3; Type: Supplemental


Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: What Ive Always Wanted
The needs of others make them delectably susceptible to the
machinations of the Ebon Dragon. Even, or especially, when
those desires are the same that spur the Shadow of All Things.
This Charm enhances a Manipulation-based social attack that
incurs a penalty in the target due to an Intimacy they hold. If
these conditions are met, this Charm makes the targets Dodge
MDV inapplicable. If the target and Exalt share the Intimacy,
this Charms cost is only two motes; otherwise, it is four. This
Charm provides no knowledge of what Intimacies a target has.
A second purchase at Essence 3+ allows the Infernal to play
upon the targets Motivation. If the attack resonates with the
targets Motivation, the Exalt may pay an additional Willpower
when activating this Charm to make the attack both unblockable and undodgeable.

Chapter Five Infernal Charms

89

Extraneous Soul Sacrifice

Cost: 10m, 1lhl; Mins: Essence 2; Type: Reflexive


Keywords: Combo-OK, Shaping, Sorcerous
Duration: Instant
Prerequisite Charms: Witness to Darkness
Foremost in the Ebon Dragons mind is his personal safety
and survival. He even gladly offered up one of his souls to the
triumphant rebels at the end of the War so that what was left
of him could live on unscathed. Taking this lesson to heart, the
Infernal uses this Charm to metastasize undesirable parts of his
soul, budding a new, secondary soul that he sacrifices to rid
himself of his ailments. For the brief instant that this newborn
soul exists, it has all of the Exalts own memories, thoughts and
mental traits, including Virtues, but it is a fleeting Essence 1
construct that evaporates. As the soul born to die dissipates,
it takes with it any ongoing magical Poison, Sickness or Shaping effects that troubled the Infernal. It also removes with it
any Crippling effects that alter the Exalts Willpower, Virtues or
magical traits (like Essence). Unlike other Sorcerous Charms,
instead of the Charms minimum Essence, the difficulty to
counter it is based on the Exalts own permanent Essence.
As the Infernals mastery over Essence and his own soul increases, it becomes easier to birth sacrificial selves. At Essence
4+ this Charms mote cost falls to five, and at Essence 6+ the
mote cost is further reduced to one.

Abundant Soul-Mate Forfeitures

Cost: 15m, 1ahl; Mins: Essence 3; Type: Simple


Keywords: Combo-Basic, Shaping, Sorcerous
Duration: Indefinite
Prerequisite Charms: Extraneous Soul Sacrifice
When one is rich, sacrifice is as unpalatable, or even more so,
than when one is poor. But at times it is necessary. The Infernal
activating this Charm gives birth to (Essence) superfluous souls
similar to the one created by Extraneous Soul Sacrifice. These
souls have the same basic traits as those created by this Charms
prerequisite, except that they are preemptive sacrifices, created
in case of emergency. These tiny buds of soul remain attached
to the Exalts true, original soul, and can be detected as extra
souls by magic capable of uncovering such things. This may
be perceived by observers as some form of possession, though
multiple spirits can not normally inhabit a single body at the
same time.
Whenever one of those effects that is shed by Extraneous
Soul Sacrifice would be inflicted on the Exalt, he may sacrifice
one of his supernumerary souls to perfectly defend against the
effect, unless that effect is also Holy. This slays the soul in the
same way as using Extraneous Soul Sacrifice. The Exalt may
also give up one of these souls to gain the same benefits as
a normal activation of Extraneous Soul Sacrifice, and like its
prerequisite this effect can be used to shed ongoing Holy impedimentia. As with its prerequisite, this Charm is resistant to
countermagic based on the Infernals own Essence, and each
soul must be countered individually.
As the Infernal transcends mortality, his soul grows too
large to be singular. At Essence 6+ the Exalt may purchase
this Charm again to gain both of the following benefits. First,
he has a single, natural supernumerary soul that functions just
as one created with this Charm would, although countermagic

90

cant destroy it. It does not require activation of the Charm to


extrude, but instead grows (or regrows) over a months time.
Secondly, this Charm gains the Stackable keyword, allowing
the Exalt to benefit from its effect a number of times at once
equal to half his own permanent Essence. At Essence 8+ the
natural extraneous soul regrows in five days.

Crowded Soul Expectoration

Cost: 5m per Magnitude, 1wp, 1lhl; Mins: Essence 3; Type:


Simple (Speed 7, DV -3)
Keywords: Combo-OK, Obvious, Shaping, Social, Sorcerous,
War
Duration: One scene
Prerequisite Charms: Abundant Soul-Mate Forfeitures
There is safety in numbers. The Infernal activates this Charm
by shearing off a piece of his soul and vomiting forth a veritable
crowd of himselves, a social group or mass combat unit with
a Magnitude equal to his Essence or less. Producing a group
with Magnitude 5 or greater is a Blasphemy effect. Each one
of these beings has the same basic traits as the Exalt, including
Attributes, Abilities, Virtues, Willpower and thoughts, though
they are all Essence 1 extras with no magical items or powers.
Each one is a creature of darkness. They are all bound to the
Infernals will completely, treating any persuasion to betray him
as an unacceptable order unless it comes from the Exalt himself. This Charm is only Obvious at its activation, and when it
ends, as the crowd moans slightly in pain before oozing back
into the Exalts mouth. In direct sunlight, the Infernal may only
produce units with Magnitude less than (Essence 2), though
once conjured sunlight does not hinder the simulacra.
Each member of the group appears as the Infernal does, even
if the Exalt disguises himself, though there are minor variations to each facsimile based on the piece of the Exalts soul
they once were. Should the Infernal also know Loom-Snarling
Deception, he may pay one additional mote per Magnitude to
make every member of the group a distinct-looking individual.
Without such disguise, it is immediately apparent on a face-toface encounter that each member of the group is the same as
every other member, but this isnt relevant in mass combat.
The group created through this Charm can be used in social
and mass combat as if it were a normal group made up of people
with traits identical to the Infernals. In mass combat the group
has Drill equal to the Exalts Temperance and Might 0. There
are plenty of other uses, too, such as concealing oneself in a
crowd of duplicates.
This Sorcerous Charm is only susceptible to countermagic
when it is activated. However, the simulacra it creates are susceptible to sorcerous banishment like First Circle demons (The
Books of Sorcery, Vol. IIThe White Treatise, p. 44, 80,
87). As a final vulnerability, every member of the group counts
as an Arcane Link to the Infernal for the purposes of any and
all spells, even those that normally require more specific components.
At Essence 4+ another purchase of the Charm makes the
simulacra as resistant to banishment as Second Circle demons
and extends the Charms duration to one day. A third purchase
at Essence 6+ reduces its mote cost to three per Magnitude, or
four per Magnitude if the Exalt wishes for each fake to look like
a separate individual.

Chapter Five Infernal Charms

Piercing Darkness Fingers

Cost: 3m (+4m, 1wp); Mins: Essence 2; Type: Extra Action


Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Witness to Darkness
The Ebon Dragon is strongest when others are weakest. As
his shadow stretches to consume the world, the righteous can
never tell which threat is most dire. By paying three motes the
Infernal attempts to establish surprise against a foe (Exalted,
p. 155), gaining three extra successes on his roll to do so. If
successful, he may then pay an additional four motes and one
Willpower to make (Stealth 2) ranged attacks against the
target, all of which benefit from being unexpected. If the attempt to surprise the target is unsuccessful, the Infernal makes
a single attack and may retreat up to his maximum Dash speed
as a reflexive action for one tick. These actions suffer no multiple action penalties, and only the highest of any one actions
DV penalty applies, but this flurry does not ignore Rate. If the
Exalt is in sunlight, he receives no extra successes to establish
surprise and even if successful he may only make two attacks at
most, though he may also retreat as if he had failed.
A second purchase of this Charm at Essence 4+ increases
the bonus successes on the attempt to establish surprise to
equal the Infernals Essence. Another purchase at Essence 5+
allows the flurry to ignore a weapons Rate at no extra cost.

Shadow Panoply Appropriation

Cost: 4m or 4m, 1wp; Mins: Essence 3; Type: Supplemental


Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Selfishness Is Power
What falls in shadow the Ebon Dragon claims as his own. In
direct sunlight and at a cost of four motes, this Charm merely
adds (Essence) successes to a standard Larceny action to pick
locks, pickpocket or perform sleight of hand (Exalted, p. 128),
or to a Stealth action. If he and his target are in shadow, the
Infernal may activate this Charm at a cost of four motes and
one Willpower to pickpocket or pick a lock up to (Larceny +
Essence) yards away in addition to garnering extra successes on
the attempt.
The Infernal may also slip through the shadow realm that is
his home, spending four motes and one Willpower to enhance a
Jump Miscellaneous action. Instead of actually leaping through
the air, the Exalt leaps into a shadow and emerges from another
shadow that he can see up to (Essence x 5) yards away. If the
destination is warded against teleportation, the Exalt receives
(Essence) extra successes on any contesting roll.

When a Plan Comes Together

Cost: ; Mins: Essence 4; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Selfishness Is Power
The bigger they are, the more satisfying their fall. At the
culmination of his schemes, the Ebon Dragon breathes deep
his victory and relaxes in his power. At the end of a scene in
which the Infernal has unambiguously thwarted or put at a disadvantage someone, he regains one temporary Willpower. This
Willpower may exceed the normal maximum, though he may
only have one excess Willpower due to this Charm at any one

time. If the Exalts unfortunate target has an Intimacy that is


clearly tied to and dependent on the success of whatever they
were thwarted in, and the Exalt knows of it, he regains two
Willpower (both of which may exceed the maximum, are not
stackable, etc.). This Charm only provides the single greatest
reward available in a scene; the scope is unimportant, only the
depth of villainy truly matters.
The Exalt may choose to make this Charm Obvious at the
culmination of the scene. This usually involves respiring clouds
of noxious fog, crackling with dark energy or similarly ostentatious displays of power.
A second purchase of this Charm allows the Exalt to bolster
his spirit even further when thwarting a targets Motivation.
If successful, he regains (targets Essence) Willpower, or two if
that would be a greater reward.

Cracked Mirror Incitement

Cost: (+1wp); Mins: Essence 3; Type: Permanent


Keywords: Emotion
Duration: One scene
Prerequisite Charms: Soul Crack Exploitaton
The Ebon Dragon twists the desires of others to suit his own
needs. A careful word is all it takes to turn lovers against each
other and spur nations to war. When activating Soul Crack
Exploitation, the Exalt may pay an additional Willpower to enhance its potential effect. If the social attack is successful, the
most relevant Intimacy of the target that the Infernal exploited
becomes inverted as through Nemesis Self Imagined Anew.
The Intimacy must have been capable of penalizing the targets
MDV (or even increasing it, with a second purchase of Soul
Crack Exploitation), even if they suffer a higher penalty due to
their Virtues or Motivation. A target may spend two Willpower
to throw off this unnatural emotion and come to their senses.
If the target does not resist, the emotion remains altered for
at least the rest of the scene, though the target may choose to
adopt this new version of the Intimacy as a replacement. After adopting it as a replacement, it becomes a normal Intimacy
which may be manipulated in the usual fashion.
A second purchase of this Charm allows it to change the
Intimacy into one of love, respect or trust for the Exalt, as long
as this makes sense in the context of the social attack and is still
in some way antagonistic to the original Intimacys subject.

To Love is to Destroy

Cost: 15m, 1wp; Mins: Essence 4; Type: Simple (Speed 4 in


long ticks)
Keywords: Combo-OK, Servitude, Social
Duration: One week
Prerequisite Charms: Cracked Mirror Incitement
Before a potential servant can be truly free to serve the Ebon
Dragon, they must destroy that which chains them to their
past. This Charm is a Manipulation + Presence social attack
against a single character, encouraging them to betray their
Motivation. Unlike mundane attacks of this nature, the target
is not obligated to spend Willpower to resist this influence. If
the attack is successful, the targets Motivation is twisted into
an antagonistic opposite of itself, as if they had made use of
Nemesis Self Imagined Anew. Ignoring this unnatural servitude
for one scene costs one Willpower, and after spending five Willpower in this way the Charm ends.

Chapter Five Infernal Charms

91

If a target performs a stunt that resonates with this new, evil


Motivation or regains Willpower for accomplishing significant
progress in its pursuit, they may choose to adopt it as their real
Motivation, ending the Charm but retaining their antagonistic
mission.
An Essence 6+ Infernal may use this Charm to alter another
Green Sun Princes or akumas Urge, though the antagonistic
Urge must still be somehow compatible with the Yozi patrons
overarching goals. No matter their stunts or accomplishments,
an Infernal can not permanently adopt a new, inverted Urge;
these subverted Urges always fade with this Charm. The Ebon
Dragon uses this Charm sparingly on the akuma of other Yozis.
It is a useful tool for manipulating his own servants, but overuse
elsewhere would result in too much of his peers displeasure.

Only Shadows Remain

Cost: (+3m, 1wp); Mins: Essence 5; Type: Permanent


Keywords: None
Duration: One action
Prerequisite Charms: Bloodless Murk Evasion
When the Infernal activates Bloodless Murk Evasion, he may
increase its cost by three motes and one Willpower to extend its
duration to the rest of the action. He then perfectly dodges all
attacks of which he is aware, even undodgeable ones, subject to
the Imperfection of the Shadow of All Things. Unfortunately,
the Exalt must concentrate on defense more than escape when
using this Charm, so he may only move (temporary Willpower)
yards once per attackers flurry, on any attack of his choice.

92

Chapter Five Infernal Charms

Chapter Six

Fair Folk Charms


The Mask

Wistful Memory Authority

Past Glories

These Charms build on the underlying Charm Assumption


of Cerements and Bone. Raksha entering Creation through a
use of that Charm can use these Charms to build innate powers
similar to those of ghostly Charms into his shaped form. Unless
specifically stated otherwise, the raksha must have Assumption of Cerements and Bone active in order to use any of these
Charms, and any effects invoked by them must be associated
with the woeful tale the raksha has assumed.

Recollection of the Crow

Cost: 3m, 1g; Mins: Essence 1; Type: Reflexive


Keywords: Emotion, Glamour, Mutation
Duration: Assumption
Prerequisite Charms: Assumption of Cerements and Bone
By twisting the emotions of the Creation-born, the Fair Folk
can at their whim create ghosts from those that they kill. When
the raksha activates this Charm along with Assumption of
Cerements and Bone, he gains the following innate power:
Innate Power (Cost: 5m, 1g; Speed: Reflexive): When a
Creation-born who could normally become a ghost dies during
an encounter with the raksha, the Fair Folk may reflexively pay
five motes and one gossamer to force the victim to become a
ghost. The raksha and victim make contesting Essence rolls,
with failure on the part of the Creation-born meaning they automatically become a ghost. At least one of the resulting ghosts
Passion dots must be based on the Fair Folk who forced its existence, and one of the ghosts starting Intimacies is based on the
Fair Folk; a nascent ghost may refuse this unnatural emotional
connection by sacrificing a dot of permanent Willpower. Those
Creation-born who succeed on this roll may still become ghosts
normally, but they are not tied to the Fair Folk in any special
way. See The Books of Sorcery, Vol. VThe Roll of Glorious Divinity II for more on ghosts. The raksha may only target
any given character once with this power.
Glamour Resistance: If the targets (Integrity + Essence)
exceeds the rakshas Occult, they are immune to this power.
Creation-born who are immune may still become ghosts after
the normal fashion, and while those that succumb have been
turned into ghosts through a glamour the resultant condition
of being a ghost is permanent and natural.

Cost: 2g; Mins: Essence 1; Type: Reflexive


Keywords: Emotion, Glamour, Mutation
Duration: Assumption
Prerequisite Charms: Assumption of Cerements and Bone
As concatenations of Essence and powerful memory, desire
and will, ghosts are drawn to that which is familiar. With this
Charm, the raksha fashions a form for himself that plays on this
dependence, appearing familiar to many. The Fair Folk activates
this Charm in conjunction with his Assumption, designating a
broad type of past-tense association he has to something that
people feel emotional about. While this Charm lasts, those it
affects treat the Fair Folk as the subject of the associated Intimacy, but the bonus or penalty they incur when dealing with
the Fair Folk is equal to the rakshas permanent Essence instead
of one. While this effect does not make all associated social
attacks magical, the improved impact of Intimacies is itself a
form of unnatural emotion which can be ignored for a scene by
spending two Willpower.
Example: A raksha adopts the Wistful Memory Authority form of
a family sword. For the duration, the raksha is treated as a subject
of any Intimacies that center around family swords. These could be
heirlooms or a peculiar design smithed by a specific family.
Glamour Resistance: As a work of glamour, this Charm has
no effect on Creation-born whose (Temperance + Essence) is
greater than the rakshas Manipulation.

Past Glories Evocation

Cost: 10m, 1g; Mins: Essence 2; Type: Simple (Speed 3)


Keywords: Evocation, Shaped-Only
Duration: Instant
Prerequisite Charms: Wistful Memory Authority
This Charm functions as Elemental Evocation (Graceful
Wicked MasquesThe Fair Folk, p. 162), except that the
summoned possession is reminiscent of past experience, defeat
and enduring memory. A warrior-devil might summon a whirlwind of nicked and bloodied blades, a murderstorm of weapons
dropped on countless battlefields; while a haunting beauty may
conjure up a looming alleyway where countless whores had
been murdered.

Grows-in-the-Telling Ancestors Boast


Cost: 1g; Mins: Essence 3; Type: Reflexive
Keywords: Glamour, Mutation, Shaped-Only
Duration: Assumption
Prerequisite Charms: Past Glories Evocation

Chapter Six Fair Folk Charms

93

As beings of Essence cohered and spurred on by memory,


the ghosts of the Underworld are not too different from raksha.
This kind of revelation may or may not horrify. By spending one
gossamer to activate this Charm in conjunction with adopting
a shape with Assumption of Cerements and Bone, the raksha
gains the following innate power:
Innate Power (Cost: 10m, 1wp, 1+g; Speed: One scene):
With the collaborative memory of storytelling, the raksha
wraps a ghost in the tallest of its tales. By spending ten motes,
one Willpower and a variable amount of gossamer, the Fair Folk
grants a ghost whatever mutations are most appropriate to reflect the realities of its story, no matter how bald-faced the lies.
The raksha rolls (Charisma + Performance) against a difficulty
of the mutation point cost of the alteration; this may include
negative mutations to offset the costs of positive mutations, but
the difficulty can not be reduced below one. Success costs the
raksha an amount of gossamer equal to the mutation points
inflicted, and the ghost gains those mutations for the rest of the
story. These mutations do not affect the viability of the ghost
outside the Wyld as normal Wyld mutations would.
When used on a raksha under the effects of Assumption of
Cerements and Bones, the target Fair Folk can not purchase
the mutations granted by this power as permanent mutations.
Glamour Resistance: Because these alterations are dreamy
evocations of storied deeds, they are not really real. Creationborn with (Perception + Essence) greater than the Fair Folks
Charisma are immune to the effects of any mutations wrought
by this Charm. Even the ghost targeted by this Charm may be
immune to its effects normally, which means that it can not
take direct advantage of the mutations; the ghost may gain
wings, but with high enough (Perception + Essence) it can not
actually fly, whereas while it knows the claws the Charm grants
it are not real and he can not slice himself with them, those
with insufficient glamour resistance would still be subject to the
lethal unarmed attacks of a ghost with claws.

Fallen Heros Sword Transmutation

Cost: 2g; Mins: Heart 3, Essence 4; Type: Reflexive


Keywords: Glamour, Mutation, Shaping
Duration: Assumption
Prerequisite Charms: Grows-in-the-Telling Ancestors Boast
Reminescent of Alveua of the Night-Forge, the Underworldsavvy raksha can transform ghosts into the objects they desire.
By activating this Charm in conjunction with Assumption of
Cerements and Bone, the Fair Folk gains the following innate
power:
Innate Power (Cost: Special): For the duration of the Fair
Folks Assumption, he may forge consenting ghosts into soulsteel
objects that the ghost wishes it had. Ghosts can only be forged
into objects they truly desire, though this desire can be inflicted
through natural or unnatural influence, as can consent to be
forged. The actual forging functions just like Essence-Forging
Art or Gossamer-Forging Art (Graceful Wicked Masques
The Fair Folk, p. 193-194), with the same costs and restrictions, except the raksha need not actually know those Charms,
the gossamer cost of doing so is decreased by (ghosts Essence),
to a minimum of zero, and none of the soulsteel creations are
or may be made permanent. Such items may be carried into
the Underworld without the need for an Evocation, but they

94

must still be evoked into Creation and other places outside the
Wyld. While made of soulsteel, objects conjured through this
Charm are not artifacts and provide no additional powers.
Glamour Resistance: As with Essence-Forging Art, items
created through this power are useless against Creation-born
whose (Perception + Essence) exceeds the rakshas Intelligence. Ghosts themselves can not be forged into items with
this Charm unless their (Perception + Essence) is equal to or
less than the rakshas Occult. Finally, as impermanent works
of glamour, items crafted through this effect instantly revert to
actual ghosts when touched by cold iron.

The Heart
Name

Bastion of the Self (Grace)

Note: This is an addendum to the Charm found on Graceful


Wicked MasquesThe Fair Folk, p. 168. It adds the following information about the Way Grace iteration of the Charm:
Bastion of the Self (Way): The raksha is protected from
mundane damage involving momentum and distance as well
as Way-shaping attacks. This includes ranged attacks, crashing
vehicles (whether he is in it or crushed by it) and avalanches.
Hand-to-hand attacks, objects falling less than five yards and
falling less than five yards himself bypass this protection, as do
ranged attacks enhanced by Charms or made with artifact or
enchanted weapons.

(Grace) Earth-Bone Accord

Cost: 2mp; Mins: Heart 3, Essence 2; Type: Permanent


Keywords: Mutation, Stackable
Duration: Permanent
Prerequisite Charms: Bastion of the Self (Grace) (Graceful
Wicked MasquesThe Fair Folk, p. 168)
As is their nature, the raksha can squirm around and through
nearly any sworn oath, usually by swearing another, conflicting oath. By binding herself closer and closer to the precepts
of terrible shape, the Fair Folk becomes less susceptible to the
ravages of cold iron. This Charm permanently mutates the raksha so that cold iron no longer automatically banishes works of
glamour based on (Grace) as they normally would (Graceful
Wicked MasquesThe Fair Folk, p. 149), instead increasing
by +5 the (opposed trait + Essence) a target uses as glamour
resistance when touched by or holding cold iron.
This mutation can be adopted multiple times. Each purchase
may apply its protection to a different Grace (as long as the
raksha knows the appropriate Bastion of the Self [Grace]), or
the benefits it grants a Grace may be improved. Two purchases
to protect one Grace reduces the bonus cold iron provides to
+3, and three purchases reduces it to +1. No more than three
purchases may apply to a single Grace.

Ferocious Concessions of Shape

Cost: 3mp; Mins: Heart 3, Essence 3; Type: Permanent


Keywords: Mutation
Duration: Permanent
Prerequisite Charms: Any (Grace) Earth-Bone Accord
By tying himself tightly to the precepts of Creation, the Fair
Folk gains some measure of protection from that which is most

Chapter Six Fair Folk Charms

terribly inimical to his kind. This permanent mutation makes


the raksha less susceptible to cold iron, allowing him to soak
damage from cold iron weapons with his natural lethal soak
and lethal soak gained from Charms. The levels of damage inflicted by cold iron weapons are still aggravated.

Undetectable Lie

The Cup

The Way

Cup Combat

Dissonance of Principles

Keywords: Combo-OK, Emotion, Glamour, Mutation,


Shaping
Note: This is a modification of the innate power of the
Charm found on Graceful Wicked MasquesThe Fair Folk,
p. 174. It gains the Emotion keyword, which reflects the kind
of unnatural mental influence it inflicts.

The Staff

Nirupadhika is the shinma of the Way, representing spatial


locations and the separation of things by distance. By taming
Nirupadhika the raksha not only manipulate locality but relationships based on location, granting or stealing knowledge of
distance, volume and momentum. This section expands on the
Way Grace and its Charms, as described on Graceful Wicked
MasquesThe Fair Folk, p. 66 and 77.

Way Combat

These Charms facilitate Way-shaping attacks and defense.


Unless stated otherwise, they have no utility in Creation.

Everywhere is Nowhere Principle

Grace-Forging

Forging the Garden

Cost: 20m, 2g; Mins: Staff 2, Essence 2; Type: Simple


Keywords: None
Duration: Instant
Prerequisite Charms: Forging the Way Grace (Graceful
Wicked MasquesThe Fair Folk, p. 77), Forging the Arcane
Redoubt
This Charm permits the raksha to embed a Way Grace in her
possession into the spiritual structure of a freehold, giving it the
benefits of having a Garden (see p. 102).

Great Works of the (Grace)

Note: This is an addendum to the Charm found on Graceful


Wicked MasquesThe Fair Folk, p. 204. It adds the following information about the Way Grace iteration of the Charm:
Great Works of the Way: The raksha forges a Way Grace
into a spectacle. See p. 101 for more on spectacles.

Unshaped (Grace) Transformation

Note: This is an addendum to the Charm found on Graceful


Wicked MasquesThe Fair Folk, p. 204. It adds the following information about the Way Grace iteration of the Charm:
Unshaped Way Transformation: The raksha reshapes one
existing spectacle. See p. 101 for more on spectacles.

The Sword
Domination
Beguilement

Keywords: Combo-OK, Glamour, Illusion, Mutation, Shaping


Note: This is a modification of the innate power of the
Charm found on Graceful Wicked MasquesThe Fair Folk,
p. 208. It replaces the Compulsion keyword with Illusion.

Keywords: Compulsion, Glamour, Mutation, Shaping


Note: This is a modification of the innate power of the
Charm found on Graceful Wicked MasquesThe Fair Folk,
p. 206. It gains the Compulsion keyword. The activation roll is
treated as an attack against characters MDVs which inflicts an
unnatural compulsion that can be ignored by spending three
Willpower per scene. The scenes for which the effect lasts are
based on the extra successes on the attack after comparing it to
an individuals MDV.

Cost: 3m; Mins: Way 1, Essence 1; Type: Supplemental


Keywords: Combo-OK, Shaping
Duration: One shaping battle
Prerequisite Charms: None
If all things are one, all things are in the same place and so
moving from one place to another is meaningless. This Charm
enhances one of the Fair Folks Way-shaping attacks, so that if
it inflicts any damage the target increases the Speed of journey
actions they take by four for the rest of the shaping battle, or
until the raksha releases the motes committed to this Charm.

Gnashing Tooth Stormfront

Cost: 3m per attack, 0g; Mins: Way 3, Essence 2; Type: Extra


Action
Keywords: Combo-Basic, Glamour, Mutation, Shaping
Duration: Instant or Assumption
Prerequisite Charms: Everywhere is Nowhere Principle
Like the roiling tides of Chaos, the raksha themselves move
swiftly inward and outward in unpredictable ways. This Charm
is a magical flurry of Way- or Sword-shaping attacks, paying
three motes for each attack up to a maximum of (Way) attacks.
When adopting an Assumption, the Fair Folk may choose to
gain the following innate power:
Innate Power (Cost: 3m per action; Speed: [highest of any
action in the flurry]): By adopting the sudden, unpredictable
movements of his home, the raksha achieves much with little
effort. Using this innate power the Fair Folk performs many actions in combat without suffering multiple action penalties and
only the highest DV penalty of any one of those actions. The
Fair Folk may perform up to (Way Grace) actions in the flurry,
at a cost of three motes per action. These actions may be of any
sort that can be carried out in short ticks, though they are still
subject to normal limitations of Rate. Since this power targets
the raksha, it does not invoke glamour resistance.

Wildly Expansive Gesture

Cost: 3m; Mins: Way 2, Essence 1; Type: Supplemental


Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Any Way Excellency

Chapter Six Fair Folk Charms

95

This Charm enhances one of the rakshas Cup-, Ring- or


Way-shaping attacks, giving it a Range of 1 waypoint if it has
none or increasing its Range by one.

This Charm functions as Peerless Ways of the Cup (Graceful


Wicked MasquesThe Fair Folk, p. 176), except that the
raksha can parry any shaping attack with her Way Parry DV.

Touch of Totality

Rejection of Proximity

Strangling Scrutiny of Nirupadhika

Finding & Hiding

Cost: 5m, 1wp; Mins: Way 3, Essence 2; Type: Supplemental


Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Wildly Expansive Gesture
The separation of one from another, identity or no, is just an
illusion imposed on the world. Stepping back far enough, all
that exists is one thing. This Charm enhances one of the Fair
Folks Way-shaping attacks, giving it a Range of 5 waypoints.
Cost: 3m, 1wp, 1g; Mins: Way 5, Essence 4; Type:
Supplemental
Keywords: Combo-OK, Glamour, Mutation, Shaping
Duration: Instant or Assumption
Prerequisite Charms: Gnashing Tooth Stormfront, Touch of
Totality, Vibrating the Threefold Web (see Finding & Hiding
Charms below)
The Creation-bound aspect of Nirupadhika demands that all
things have a place, and that they be there. Skillful Creationborn and the Fair Folk can subvert the laws of Nirupadhika, but
with this Charm the raksha can subvert that subversion. This
Charm enhances a Way-shaping attack; if the attack successfully bewilders the target, the raksha has also vexed them as if it
were a successful Sword-shaping attack. The Fair Folk still can
not vex away a targets Heart Grace without first vexing their
Sword Grace; normal limitations on how often a target can be
vexed also still apply (see Graceful Wicked MasquesThe
Fair Folk, p. 125-126). By paying one gossamer when assuming a form, this Charm grants the raksha the following innate
power:
Innate Power (Cost: 3m, 1wp, 1g; Speed: Reflexive): Hiding things Elsewhere is, by some accounts, an affront to Nirupadhika. Certainly, the raksha would not risk his own safety
by leaving his Graces out in the open, but thats no reason to
let others go unpunished. With this power the Fair Folk can
shatter the mystical sleights-of-hand that conceal a targets
items Elsewhere. The raksha rolls Dexterity + Integrity against
a difficulty of the targets Larceny as she touches the target
(which may require that she make a Martial Arts attack). Each
threshold success on this roll breaks one effect keeping an item
Elsewhere that is tied to the target, causing the item to appear
in the nearest open space capable of containing it. If this power
targets an artifact or other effect that is used to send things
Elsewhere without tying them to a person, the difficulty of the
rakshas roll is (artifact or effects rating + 2).
Glamour Resistance: As a work of glamour, this Charm is
ineffective against Creation-born whose (Lore + Essence) is
greater than the Fair Folks Larceny.

Peerless Ways of the Way

Cost: 5m; Mins: Way 3, Essence 3; Type: Reflexive


Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: None

96

Cost: 3m, 1wp; Mins: Way 5, Essence 3; Type: Reflexive


Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Peerless Ways of the Way
As per Rejection of Desire (Graceful Wicked Masques
The Fair Folk, p. 176), except the raksha perfectly parries a
Way-shaping attack.
With these Charms the Fair Folk occlude, reveal and even
alters the spatial qualities of things and people, including waypoints, artifacts or other Fair Folk. Except for Forging the Way
Grace, the Charms found on Graceful Wicked Masques
The Fair Folk, p. 77 fall under this category.

Watchtower Eye Gaze

Cost: 4m, 1g; Mins: Way 2, Essence 1; Type: Supplemental


Keywords: Combo-OK, Glamour, Mutation, Shaping
Duration: Instant or Assumption
Prerequisite Charms: None
At its root, all existence is a single point in space. How this
grates, all that stuff bunched up together. When performing
a survey waypoint Way-shaping action (Graceful Wicked
MasquesThe Fair Folk, p. 118), a raksha may enhance the
action with this Charm to search for specific qualities in the
surrounding Wyld. Instead of surveying the nearest 20 waypoints, the Fair Folk searches for those things associated with
one of his active Assumption Charms up to 100 waypoints distant. The quality and amount of information remains the same
as with a normal surveying action. By spending a point of gossamer the Fair Folk may gain the following innate power when
they don an Assumption:
Innate Power (Cost: 4m, 1g): By activating this power the
raksha immediately notices any and all things he could potentially see, hear or smell that are associated with his current
Assumption. For instance, a Fair Folk using Assumption of
Dreams and Passions aspected to love could use this power to
immediately recognize any talk about love, any characters who
are in love and anyone who is suffering from unrequited love
in his field of vision or range of hearing. This power fails in the
face of perfect forms of concealment. Since this power only allows the raksha to notice what already is, it does not provoke
glamour resistance.

Vibrating the Threefold Web

Cost: 3m, 1g; Mins: Way 2, Essence 2; Type: Simple


Keywords: Combo-OK, Glamour, Touch
Duration: Instant or Assumption
Prerequisite Charms: Watchtower Eye Gaze
Shaped existence is an entangling net of connections. With
this Charm, the raksha hooks herself into the pattern weaved
by another, sucking them dry of information. The raksha must
touch a character in the Wyld to activate this Charm, at which
point she rolls (Perception + Survival) against a difficulty of
the targets Lore. Each threshold success on this roll grants the
raksha knowledge of the location, if it has a singular location, of

Chapter Six Fair Folk Charms

one of the Backgrounds or the subject of an Intimacy possessed


by the target. This does not provide the raksha any information
on just what these Backgrounds or Intimacies are.
By spending one gossamer a raksha donning an Assumption
can gain the following innate power:
Innate Power (Cost: 5m): Using this power, the raksha sees
all the tangling webs of emotion that tie the world together.
The Fair Folk rolls (Perception + Survival) against a difficulty
of the targets ([Manipulation + Socialize] 2). On a success
the raksha becomes aware of the presence of any people, items
or situations in the current scene that are the subject of the targets Intimacies or Motivation. This does not inform the raksha
as to which subject falls under which Intimacy, but if they are
visible the raksha can pick out the subjects by sight. The raksha
activates this Charm and can intuitively pick out each subject
that was present when he did so for the rest of the scene.
Glamour Resistance: The reality of Creation is at once staid
and fragile, connections occluded by their tenuous nature despite the astonishing power they hold over the shape-locked.
This Charm is ineffective against Creation-born whose (Temperance + Essence) is greater than the rakshas Investigation.

Blowing on the Sandy Path

Cost: 5m, 1g; Mins: Way 3, Essence 2; Type: Simple


Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Vibrating the Threefold Web
When everything is one, it is in one place. This can be very
confusing. This Charm is a Way-shaping action that targets the
waypoint in which the raksha currently sits. If it is successful,
one of the journeys that connects the waypoint to an adjacent
waypoint is obscured. That journey effectively no longer exists
for the rest of the tale.
A raksha with this Charm may reverse its effects. This is just
like using it to obscure a journey, but even if the waypoint is
otherwise undefended the extra successes on the original Wayshaping action to obscure the journey acts as a DV against this
attempt to repair the journey.

Everyplace Bodhisattvas Path

Cost: 5m, 1wp, 2g; Mins: Way 4, Essence 3; Type:


Supplemental
Keywords: Combo-OK, Shaped-Only, Shaping
Duration: One quest
Prerequisite Charms: Blowing on the Sandy Path
Enlightenment comes from all corners, so what need have
the Fair Folk of taking any particular road? When the raksha
makes a Sword-shaping roll to initiate a challenge against one
of the unshaped (Graceful Wicked MasquesThe Fair Folk,
p. 61), he can enhance the action with this Charm. Should the
challenge be successfully issued, its nature is changed; instead
of questing into the body of the unshaped, the unshaped sends
forth a messenger to offer the challenging raksha an alternate
quest. This quest involves venturing into another unshaped,
Creation or some even more dangerous realm to find, acquire
or change some objective, or even to simply perform a specific
action in some other place. This alternate quest should be just
as difficult, but in a different way, as would be the rakshas challenge if this were a normal quest into the unshaped.

Most often, the quests put forth due to this Charm reflect
the interest that the unshaped has in Creation. The Chaos
Lord usually demands that the challenger bring it back some
piece of seemingly trivial but hard-to-find information or perform an extremely dangerous, unnecessary-seeming task. In
any case, having achieved whatever goal the unshaped sets for
him, upon returning the raksha is given safe passage to the Arcane Redoubt of the formless monster where he may attempt to
wrest his reward from its Heart Emanation as normal (Graceful
Wicked MasquesThe Fair Folk, p. 63).
If the challenging raksha finds the alternate quest too daunting or otherwise unpalatable, he may choose to carry out the
standard quest available to all raksha. Failure or a botch on the
Sword-shaping roll to initiate the quest has the usual results
either way.

Dream-Scent Trail

Cost: 2m, 1g; Mins: Way 3, Essence 2; Type: Supplemental


Keywords: Combo-OK, Glamour, Mutation, Shaping
Duration: Instant or Assumption
Prerequisite Charms: Hound of Land and Seas
The greatest dreamers leave the strongest impressions on
the world. This Charm enhances one of the rakshas attempts
to survey a waypoint (Graceful Wicked MasquesThe Fair
Folk, p. 118), whether as a Way- or Ring-shaping action. If
another Fair Folk attempts to hide from this scrutiny, the raksha using this Charm receives bonus dice to her Perception +
Awareness roll equal to the skulkers Heart Grace (or the highest Heart Grace of any raksha hiding from her). When the Fair
Folk dons an Assumption she may spend one gossamer to gain
the following innate power:
Innate Power (Cost: 1g): The idea of ones location is contagious. For the rest of the scene after activating this power the
raksha gains a number of bonus dice to any rolls to pierce other
characters attempts to conceal themselves or their presence,
in both physical and social contexts. This bonus is equal to the
Magnitude a unit would be if it were made up of all characters
(except the raksha) currently involved in the scene. This effect
is equally useful against disguises of Larceny, Survivals camouflage and simple Stealth. Since this effect targets the raksha
herself, this does not provoke glamour resistance.

Community Footpad Veil

Cost: 5m, 0g; Mins: Way 3, Essence 2; Type: Supplemental


Keywords: Combo-OK, Glamour, Illusion, Mutation, Shaping
Duration: Instant or Assumption
Prerequisite Charms: Trackless Dreamscape Movement
Like a great robe, the rakshas understanding of Nirupadhika
sweeps the ground behind him, obscuring all knowledge. With
this Charm the Fair Folk may enhance an attempt to conceal
himself with a Way-shaping action (see Graceful Wicked
MasquesThe Fair Folk, p. 118). In so doing the raksha may
conceal the presence of others at his waypoint with the same
action and roll, up to a maximum of (Way) Magnitude worth
of additional characters. Fair Folk who know this Charm may
include the following innate power in the shapes they adopt at
no gossamer cost:
Innate Power (Cost: 5m, 0g): The Creation-born are blinded by their reliance on the straightforward. What if honesty
were a lie? For the rest of the scene after activating this power

Chapter Six Fair Folk Charms

97

the rakshas Stealth, Survival and other actions to conceal his


own presence and up to (Way) additional characters are automatically successful against those who do not use a Charm or
stunt to pierce the concealment. This power even allows the
Fair Folk to hide himself and his compatriots in plain sight, at
no difficulty increase, but the effect then becomes an unnatural
illusion that can be ignored by spending one Willpower. Those
who use Charms or stunts must make a contesting Perception
+ Awareness roll against the Fair Folks (Manipulation + [appropriate Ability]).
Glamour Resistance: This power only provokes glamour resistance when the raksha hides out in the open, making it an
illusion as he wraps himself in the comforting spaces between
Nirupadhikas presence. Apart from their ability to spend Willpower to pierce the illusion, Creation-born with (Awareness +
Essence) greater than the Fair Folks Integrity are immune to
this power.

Moving

By taming Nirupadhika, the Fair Folk change the way they


and others move through the universe. Slower, faster, here,
there; all are ultimately the same and ultimately manipulable.

Seven League Stride

Cost: 5m, 1g; Mins: Way 2, Essence 2; Type: Supplemental


Keywords: Combo-OK, Glamour, Mutation, Shaping
Duration: Instant or Assumption
Prerequisite Charms: Everywhere is Nowhere Principle
One step is much like another, and a journeys end is inevitable. This Charm enhances one journey action the Fair Folk
takes, increasing its Speed by one (to 4, usually) but allowing
him to treat a waypoint up to (Way) journeys distant as if it
were adjacent to his current waypoint. When adopting a form
a raksha may pay one gossamer to gain this innate power:
Innate Power (Cost: 5m, 1g): The understanding that space
is not some iron chain around ones neck is freeing. For the rest
of the scene or tale after activating this power, the raksha adds
(Way) to all his movement ratesMove, Dash, Jump or otherwise. This benefit is Stackable up to (Essence) times. While a
work of glamour, this power is not subject to glamour resistance
since it targets only the raksha.

Wave-Racing Clip

Cost: 4m, 1wp, 1g; Mins: Way 3, Essence 2; Type: Reflexive


Keywords: Combo-OK, Glamour, Mutation, Shaping
Duration: Instant or Assumption
Prerequisite Charms: Seven League Stride
The Fair Folk can match any attempts to flee with unbridled
vigor in giving chase. Whenever another character at the same
waypoint as the raksha undertakes a journey to another waypoint, the Fair Folk may activate this Charm to also make a
journey to follow. This reflexive journey has the same Speed as
that undertaken by the rakshas quarry. Spending a gossamer
on taking a shape grants the raksha this innate power:
Innate Power (Cost: 4m, 1wp): Those who pique the rakshas interest have no hope of escape. For the rest of the scene
after activating this power the raksha may make up to one reflexive movement action per tick to pursue another character
in addition to any other movement actions she takes. As it only
targets the raksha, this does not provoke glamour resistance.

98

Infinity-Eel Traversal

Cost: 1m, 1wp, 1g; Mins: Way 4, Essence 2; Type: Simple


Keywords: Combo-OK, Compulsion, Glamour, Mutation,
Shaping
Duration: Instant or Assumption
Prerequisite Charms: Wave-Racing Clip
Like Adran, the River of All Torments, the Wyld bounds
Creation and contains its vast, cancerous shape. The raksha,
then, slither along and through the borders of this cancre, like
eels darting through the muck to feast on unwitting fish. This
Charm is a Way-shaping action to slide a waypoint (Graceful Wicked MasquesThe Fair Folk, p. 118); as explained
on p. 101, this requires a Perception + Craft (Glamour) roll.
However, this waypoint manipulation is more powerful. The
raksha faces no external penalty when moving a Bordermarch
waypoint, and may move waypoints of the deeper Wyld with
the same action. Moving waypoints in the Middlemarches or
deeper incurs an external penalty equal to the highest permanent Essence of any Creation-born present. This Charm can
not move waypoints that are part of a freehold.
By paying one gossamer when donning an Assumption, the
Fair Folk gains the following innate power:
Innate Power (Cost: 3m, 1wp, 1g): Like all shape, singular
identity is no real barrier to raksha magic. This power allows a
Fair Folk to manipulate the way others move, exhorting them
to great speed. Upon activating this power the raksha rolls
Charisma + Linguistics, and anyone present whose MDV is
lower than the successes on the Fair Folks roll must take a
reflexive movement action every time the Fair Folk does. This
allows affected characters to perform more than one movement
action per tick. This is an unnatural compulsion that may be
ignored for the scene by spending two Willpower.
Glamour Resistance: Creation-born whose (Awareness +
Essence) is greater than the rakshas Survival are immune to
this glamour.

World-Dreaming Gaze

Cost: 3g; Mins: Way 4, Essence 3; Type: Reflexive


Keywords: Glamour, Mutation, Shaped-Only
Duration: Assumption
Prerequisite Charms: Infinity-Eel Traversal
Space is an uncomfortable knot, to be untied by the Fair Folk
for the sake of freedom. The raksha may pay three gossamer
when donning an Assumption to gain the following innate
power:
Innate Power (Cost: 10m): Life for the raksha in Creation
is harsh, but the world remains so full of dreams it is hard not
to become distracted. This power allows the raksha to perform
Way-shaping actions in Creation to survey his surroundings.
Such actions face an external penalty of -6 in Creation at large.
Creations geomancy ironically bolsters this Charms use, reducing the external penalty by an amount equal to the level
of any demesne the raksha is in. In a Creation-bound freehold
the penalty is always -2. The extent of the rakshas perception
is much more limited, allowing him to perceive the major landmarks and actors within only 10 miles. If the threshold successes on the Way-shaping roll are insufficient to overcome a
given characters Stealth or other concealing actions dice pool,
they remain invisible to the rakshas survey. If the raksha is an

Chapter Six Fair Folk Charms

augur making use of a Garden in a freehold in Creation, his


survey instead stretches 100 miles. Because this power simply
allows the raksha to assimilate the information that surrounds
him, it does not provoke glamour resistance.

Wayward Battlement Approach

Cost: 15m, 2wp, 3g; Mins: Way 5, Essence 5; Type: Simple


(Speed 5 in abstract ticks, DV -2)
Keywords: Combo-Basic, Shaping
Duration: Instant
Prerequisite Charms: Infinity-Eel Traversal
By understanding the universal possessive nature of location
and identity, the raksha can steal a place and put it somewhere
else, along with anyone who is there. This Charm is a Wayshaping action to slide a waypoint, much like its prerequisite.
However, this action can move waypoints much farther. When
moving a waypoint the raksha can cause it to traverse up to 500
miles per success on her Perception + Craft (Glamour) roll, to
a maximum of 5,000 miles. This otherwise follows the same
rules outlined for Infinity-Eel Traversal.
Fair Folk with this Charm can even move waypoints that
are part of a freehold. The controlling raksha or the freeholds
augur can defend against this attempt as if it were a shaping
attack, though if they have no Way Grace their DV will be
0. If the attacking Fair Folk is successful, the waypoint loses
all connecting journeys to other waypoints in the freehold, except one that functions similarly to a breakthrough (Graceful Wicked MasquesThe Fair Folk, p. 143). The freeholds
general picks which journey is preserved; if the freehold has no
general, the raksha using this Charm gets to choose. Wherever
the waypoints new home is, it establishes normal connections
to adjacent waypoints immediately.

The Raksha Way

This section expands the necessarily sparse information on


the Way Grace found in Graceful Wicked MasquesThe
Fair Folk adding rules for ravishing, artifacts and more.

Ambience and the Way Grace

All characters have a trait called Ambience. This trait is


based on the nature of a character. Inanimate beings that can
be described as an object, such as a talking sword, have Ambience . Immobile, thinking structures such as gemlords and
mobile individual beings with no special travel powers, such
as mortals and Solars without Athletics, Ride or Sail Charms
have Ambience . Individual beings with special travel powers that require minimum Essence 3 or less and mobile thinking
structures up to a mile in their longest dimension have Ambience . Individuals with Essence 4+ travel powers and mobile structures up to 10 miles at their longest have Ambience
. Finally, mobile environmental beings of larger stature
have Ambience .
Fair Folk characters begin with a Way Grace of 0 unless they
are a Guide or derivative noble caste. If the character is a Guide
or Way-based noble, their Way Grace begins at a rating equal to
their Ambience. The Storyteller may allow non-Guide-based
raksha to purchase Way Grace during character creation.
Way Grace artifacts manifest as implements of guidance,
such as maps, sextants, telescopes, signs and travelogues.

The Lure of Obliviousness

As with all other Graces, the raksha suffer a curse based on


the Way and their Ambience, even if they do not actually have
a Way Grace. However, like Willpowers Curse of Stubbornness, the Curse of Obliviousness is always in effect on the Fair
Folk. This Curse dictates that the Fair Folk are forever separated from that which is without them, by both physical and
spiritual distance. The mechanical effect of this Curse is that
characters are separate beings. This is not the same as having
or not having ones own identity, as per the Ring, but rather
reflects that those identities the Ring creates are not a swirling
mass always aware of each other. For more on lures and curses,
see Graceful Wicked MasquesThe Fair Folk, p. 99-101.

CasteThe Guide

The Guides allow raksha to seek and to find. Without their


way, the Fair Folk would be lost wandering a meaningless expanse of Wyld; without their Guides, the Fair Folk would be a
jumbled mass that, in its incoherence, could not understand or
interact with itself or others. Guides use their Ambience to give
their environment interest and lessons to teach. To the raksha,
the Way is how the parts of the whole come together and move
apart without dissolving into each other. In this way, the Way is
necessary and subservient to all the other Graces.
Guides that travel Creation seek the enlightenment that its
strange mixture of sameness and diversity can provide. The lie
of Creation in promising newness all across its face is sumptuous to the raksha, who find the fresh-faced contrivance of each
hilltop, city and valley somehow unique. While the raksha can
rearrange any waypoint in the Wyld with relative ease, and a
freeholds general can do even more, it is the perpetual subtlety
of variation in Creation that fascinates the raksha. These tiny
changes mean everything to the Creation-born, and it is this
vital connection to their surroundings the Guide feeds on.
Guides in Creation will act as messengers and literal guides,
leading the Creation-born to new places.
A Guide that hates Creation resents the chains that it binds
him with. It takes months or years just to cross the face of the
world, and even more to truly explore it in full, and in the end
it all looks remarkably similar. This weighty indistinguishability
even shackles the greater Wyld and Chaos, where the Guide is
always aware on some level that they are near or far from that
central point that Creation has become. Creation rejects the
quest for enlightenment that all Guides are on, forcing them to
see the same sight over and over again no matter how mightily
they strain to see new places. Their weakness lies in finding a
fascinating new place where they wish to stay.
Caste Traits: Guides maintain and change transactions over
divisions. Their caste Abilities are Integrity, Linguistics, Sail,
Stealth and Survival.
Grace and Virtue: Guides devour Ambience. They favor
the Way Grace and its Charms, which molest the Ambience
of a scene or character to change the way either interacts with
the other. Through the Way, Guides move the actors to change
their relationships.
Associations: The outward direction, the color yellow,
the shinma Nirupadhika, Elsewhere, external transition and
knowledge.

Chapter Six Fair Folk Charms

99

Sobriquets: Ananasi, Ekhau, Lamp-Bearers, Lock-Breakers,


Makhati, Rainbow Wolves, Smiling Foxes, Swamp Lights.

Emissary (Shadowed Diplomat)

Emissaries seek to take the laws of their society and impose


them on the rest of the world. They travel out from their court,
or send servants out, to carry their civility elsewhere. When an
Emissary arrives in a court, he brings change wrought by someone else in some distant location. Emissaries do not always seek
to conquer the world, but that is one means to their end. The
transition that a place undergoes is less important than that the
place changes at all. Emissaries seek upheaval of social order.
Inversion: Most commonly, the Emissary realizes that his
own court is stagnant, and instead of seeking outward change
becomes a Harbinger, carrying change home. Emissaries can
also become Harbingers when they realize that the instability
they bring is unwanted. Their rebellion rejected, they turn from
a revolutionary to a doomsayer.

Vagabond (Shadowed Entertainer)

A Vagabond moves or is moved by the world, seeking those


pleasures it has to offer. It is the experience of change that the
Vagabond cherishes. A lone Vagabond may cross the face of
Creation or travel to many courts hundreds of times, bringing
news of delights and teaching natives new ways of doing things.
A courtly Vagabond may depart to carry out these same tasks,
but is just as likely to lure visitors to court to bring those new
things he desires. Vagabonds are seekers of the new and the enjoyable, but most important is the journey which is often more
important than the destination.
Inversion: Vagabonds value the lessons taught by seeking
something more than the lessons at the end of their travels. But
sometimes what they find is so tempting that they fixate on it,
becoming a Deviant.

Outrider (Shadowed Warrior)

Outriders find and combat threats to their courts. They go


to new places to fight new foes. The Outriders path is often
fraught with conflict, as he brings his own contentiousness with
him wherever he goes. Like a crusader, the Outrider carries a
message from his home to the rest of the world, seeking other
messages with which to contend.
Inversion: Belief inevitably leads to betrayal, and when that
betrayal comes the Outrider becomes a Mercenary. When the
purpose of an Outrider is revealed as pointless, undervalued or
somehow a trick played on the raksha, they become pugnacious
and willing to fight for any reason, anywhere. This traveling
conflict makes it difficult to tell the two castes apart.

Dilettante (Shadowed Worker)

The Dilettante moves from one hobby to the next, always in


motion. She seeks to build kingdoms, contraptions and cults,
sometimes in the same month or even all at once. Dilettantes
are changeable in what they desire to build, but their desire
to build never changes. A court benefits a great deal from the
inclusion of a Dilettante as they turn out new and interesting
toys or shore up weaknesses in the court itself. Unfortunately,
like most castes of the Ascendant Way, Dilettantes have a habit
of departing suddenly to find new, interesting places to ply their
trade. Even if this is ultimately helpful to the court they call
home, it affords them a reputation for being flighty.

100

Inversion: When a Dilettante realizes she has become so


preoccupied with finding new ways to forge the world into
more pleasing shapes, she may step back and notice that what
she has wrought lacks technical merit. Her spirit is in the right
place, but she can not build a beautiful world on enthusiasm
alone. Dilettantes who come to this realization choose to focus
their efforts, becoming Virtuosos.

Other Noble Castes of the Way


Harbinger (Ascendant Diplomat)

Mirroring their counterpart the Emissary, the Harbinger


seeks change in a particular place. The transition from one set
of laws to another is the most important aspect of a Harbingers
message, not that the message be carried far and wide. Most
courts that house a Harbinger are tempestuous, as they are under the constant assault of the Harbingers opposing views. The
Harbinger questions and foretells the failure of current habits.
Inversion: Harbingers experience inversion very often, as
their messages make them many enemies. It is difficult to fulfill
the mission of a Harbinger when one is always driven from the
court. Like the Imperial Raksha, the Harbinger comes to see
her society as undeserving of her efforts, and so transforms into
an Emissary to carry change elsewhere.

Deviant (Ascendant Entertainer)

Where a Vagabond travels for travels sake, the Deviant is


more interested in finding all the different ways to enhance the
experience of a given fixation. Obsessed is usually the right
word for the rakshas focus, awash in the ecstasy of discovering
every facet of joy that can be derived from a particular source.
Inversion: When the sameness of a Deviants pursuits gets
to him, he begins to seek new experiences by abandoning that
which has become stale. Deviants become Vagabonds when it
seems they can find no new pleasure in their obsession.

Mercenary (Ascendant Warrior)

Mercenaries dont bring anything but conflict, even to those


they may agree with. A raksha Mercenary seeks new fights, no
matter the cause or nobility, or even despite any cause. Many
believe that the Mercenary has no honor, but he simply seeks
the honor of pure conflict in all its myriad forms. Courts that
house Mercenaries must be careful to invite new targets for him
to play with, lest his nature get the better of him and he sullies
the courts name by attacking embassies or other courts. That
is, if the court cares.
Inversion: Mercenaries that find a cause to believe in apart
from the joy of interesting fights become Outriders, seeking to
fight other viewpoints instead of just other people. It can often
be difficult to sway a Mercenary from his path, but inversion of
this caste usually has its roots in the noble becoming attached
to a particular character who, in turn, teaches them to care for
other people, places or ideas.

Virtuoso (Ascendant Worker)

A prize to be displayed by a court, a Virtuoso seeks to mend


or improve his court and the world it inhabits. Virutosos can
work well enough alone, traveling through the Wyld and Creation to find that which they love to fix and fixing it, but they
work best in a court with many others, drawing on their experience to help their fellows and to guide them to appreciate that
which they already know to be great.

Chapter Six Fair Folk Charms

Inversion: When a Virtuoso questions his purpose, he turns


to all the different paths in the world to find a new purpose. In
time, he may return to his expert focus, but as he abandons his
professional pride to dabble in many fields, he wanders and can
not truly master any one thing, as he has become a Dilettante.

Reality Shaping

Default shaping rolls (Graceful Wicked MasquesThe


Fair Folk, p. 116) are based on ([Dexterity, Perception or Wits]
+ [any Guide Ability]). Way-shaping actions create scenes of
movement, physical interaction and assimilation of external
information.
Fair Folk may use the Way to perform the shaping actions
found on Gracetful Wicked MasquesThe Fair Folk, p. 118.
While they both otherwise follow the presented rules, raksha
may survey adjacent waypoints with a Way-shaping action instead of a Ring-shaping action, and they may hide from such
scrutiny with Way-shaping actions instead of Staff-shaping actions. Fair Folk may also slide waypoints along the edge of Creation with a Way-shaping action instead of Ring-shaping, but
instead of Intelligence + Craft (Glamour) the rakshas player
rolls Perception + Craft (Glamour) and the external penalty
on the action is only -1.

Way-Shaping Combat

Way-shaping attacks are made using a pool of (Perception +


[highest Guide Ability] + [weapon Accuracy]). These attacks
occlude or divert the travels and locations of targets, evoking
crowds, events or stunning vistas meant to distract a traveler.
The Way emulates Ambience and is associated with Dexterity, Perception and Wits. Its color is yellow and its direction is
outward. Raksha in the Wyld travel elsewhere to seek worldspanning quests.
Way contests change or suppress a targets capacity to see
and understand the outside world, as well as the facility with
which they interact with that world.
A rakshas Way health track is equal to the characters
(Ambience + Way). A character heals all levels of Way health
at the end of every tale.
Raksha who have been bewildered can not be bewildered
again nor may they make Way-shaping attacks until they have
healed at least one level of Way damage.
Fair Folk may ravish a characters Ambience. In addition
to the rules for losing dots of Ambience (see The Way of Enchantment, below), raksha and Creation-born targets alike either cannot leave the waypoint or must leave it; resisting either
compulsion costs a number of Willpower equal to their own
Cup rating. This compulsion lasts for the rest of the tale.

The Way of Enchantment

A characters Ambience defines their capacity to interact


with the world around them. Raksha may use the Charm Ravishing the Created Form (Graceful Wicked MasquesThe
Fair Folk, p. 176) to consume a targets Ambience. When a
character loses dots of Ambience, this cripples their interaction
with momentum and space. This does not lower any of their
other traits, but it imposes an internal penalty equal to the dots
of Ambience they are missing. This penalty applies to all gross
movement, navigation and understanding of geography and
distance. A character whose Ambience is ravished could per-

ceive the spatial arrangement of things around him but would


have trouble judging their distance. His hand-to-hand attacks
and close combat defense would not suffer, but ranged attacks
and defense would. No matter how low their Ambience, their
Move and Dash actions can not be slowed to less than one and
two yards per tick, respectively.
A character enchanted (Graceful Wicked MasquesThe
Fair Folk, p. 179) by having their Ambience reduced to 0 is
nearly incapable of navigating from one point to another. All
locations are the same to them, and they have no sense of
direction outside their immediate perceptions. They can still
perceive things such as distant mountain ranges, but this is as
impactful as looking at a childs crude drawing.
Victims of this enchantment cant meaningfully perceive,
understand or navigate to any location more than 10 miles
away. Attempts to do so automatically fail. In the Wyld, such
characters can not leave the waypoint they currently occupy
under their own power. They are incapable of undertaking
journeys unless carried along by other characters. These unfortunates must be actively shepherded or bodily moved from
place to place, since following a guide or purposefully going to
one place is no different from wandering anywhere else. No
amount of Temperance or Willpower may prevent this; those
so enchanted simply wander if given the chance.
As with Virtues and Willpower, raksha can not reduce a target with Essence 2+ to less than Ambience .

Wyld ArtifactsSpectacles

Like other Graces, the Way Grace can be forged into Wyld
artifacts (Graceful Wicked MasquesThe Fair Folk, p. 133145). These artifacts are called spectacles, and they are used
to manipulate whole scenes and the way people interact with
those scenes. Think of a spectacle as a set piece on a stage, one
that becomes integral to the action on that stage. Like adjurations and treasures, a character must possess a spectacle to
make use of it. Attuning to a spectacle requires the commitment of two motes per dot of its Artifact rating.
Spectacles can be divided into two basic categories: trails
and trials. A trail allows those who follow it to get to interesting destinations more quickly, while a trial hampers those who
travel it. In either case, the spectacle adds methods and barriers
to travel into a location, granting or requiring that one have
one or more mutations to be able to move about in a waypoint.
Each spectacle comes with a certain number of mutation points
with which customize the trails and trials it imposes.
Much like oneiromantic spells, spectacles require Assumptions to exist as physical objects, which must be bought using
the mutation points available to build the spectacles effect. To
gain the benefits of these trails and trials, the raksha who possesses it imbeds the item in a prominent landmark in a waypoint.
This allows the spectacle to immediately take effect, altering
the landscape or available methods of travel. The landmark
that a spectacle merges with gains a certain level of protection,
imposing an increase in difficulty to change it with shaping actions equal to its Artifact rating. The landmark itself also gains
the same level of resiliency as an equal level artifact. The owner
may remove a spectacle at any time, ending the effect; others
may remove a spectacle as well, but this requires a Strength +
Athletics total of (10 + spectacles Artifact rating).

Chapter Six Fair Folk Charms

101

Trails allow others to move in new ways; when someone sets


off down a trail, they gain the benefits of the mutations used to
build that trail. Trials impose restrictions on travel; if someone
does not have the method of travel required by the trial, they
suffer an external penalty to their actions. This penalty affects
the same actions as having a lowered Ambience (see The Way
of Enchantment in the previous section).
Multiple spectacles may be in force on the same location, but
a character may take advantage of only one trail at a time and
while the penalty of more than one trial may be applicable they
suffer only the highest amongst them.
All spectacles are perfect quality Way-shaping weapons.
Spectacles can be made to affect Creation only by including
Assumption of the Lands Heart or similar Charms in their construction.

Puri, Katra and Padinath Spectacles


(Artifact to )

Puri spectacles are Artifact and built using two mutation


points; Katra spectacles are Artifact and built using three
mutation points; and Padinath spectacles are Artifact and
built using four mutation points. Puri, Katra and Padinath trials
inflict a -1 external penalty when someone fails to meet them
properly.
Blue Lips Lamp (Padinath Trial): This blue-burning lamp
declares an area one of joy and union. Those who enter the
waypoint affected by a Blue Lips Lamp must seek to join others
and can not initiate physically hostile actions or else they suffer
a -1 external penalty to Ambience-related actions. Creationborn with (Temperance + Essence) greater than the artifact
owners Presence are immune to this spectacle. Assumption of
Dreams and Passion (1mp) gives this trial its shape. Compelling
Presence (3mp) gives it a function.

Haridwan Spectacle (Artifact )

Haridwan spectacles are built using five mutation points. A


Haridwan trial inflicts a -3 external penalty on those who are
unprepared to travel it.
All-Peoples Peace Standard (Haridwan Trial): Streamers
of blue trail from the edges of this immaculate white banner
blazoned with a sigil of harmony. When the raksha plants this
banner, those who would come to treat with each other must
do so recognizing that those they seek are akin to them and
are friends. Those that treat others as alien or strangers suffer
a -3 external penalty to Ambience-based actions, mired as they
are in their reluctance to accept others. Assumption of Dreams
and Passion (1mp) gives this artifact its shape, while Hiding the
Wylds Touch (4mp) defines how it hampers travelers.

Vindarva Spectacle (Artifact )

Vindarva spectacles are built using seven mutation points.


Vindarva trials inflict -5 external penalties on those incapable
of meeting their challenge.
Patagiast Shoppe (Vindarva Trail): A shop window without
a shop, the raksha implants this artifact into a flat, vertical surface to spur the shopkeep inside to raise the shutter. Inside, a
tiny man-bat waits to furnish anyone willing to rent one of his
pairs of bat wings. Usually this is a Resources expenditure,
though the owner of the spectacle may direct the shopkeep
to charge more or less. Money spent in this way is lost, trans-

102

formed into gossamer to fashion the wings. Each pair is custommade for one person and are useless to others. Putting them on,
a character can fly through the air with Move and Dash actions
at twice their normal movement rates; they can also ascend at
normal movement rates and dive at 10 times normal speed.
Attempting to carry the wings outside the waypoint results in
their extricating themselves and flying back to the patagiast;
this is often fatal for those who try to fly away. Assumption of
Bestial Visage (1mp) gives this trail its shape, while Abomination (6mp; Wings mutation) defines the advantage it provides.

FreeholdsThe Garden

The Garden is the luxurious space of a freehold, a place to


lose oneself in travel, intrigue and hunting. It is created by embedding a Way Grace in one of the freeholds waypoints with
the Charm Forging the Garden (see p. 95). Gardens provide
open areas for movement and assimilation of information from
a distance. They may actually be gardens, or they may be fortress walls, hunting preserves, watchtowers or orreries. The
freehold gains a Way trait equal to the Way Grace used to create the Garden.
Attuning a Garden requires six Attune Grace actions and a
one-mote commitment. This attunement erases any previous
rakshas attunement. The raksha attuning to the Garden must
lead most of the nobles of the freehold to the end of a hunt
for riches, spiritual or material, or the attunement will fail. A
raksha attuned to a freeholds Garden is the freeholds augur.
One need not be the freeholds master, nor win his consent, to
become a freeholds augur.
The augur controls the freeholds perception of and influence over adjacent waypoints. As a difficulty 3 Way-shaping
action he or any Guide with his consent may survey any one of
the waypoints (Graceful Wicked MasquesThe Fair Folk, p.
118) up to (freeholds Way trait x 20) journeys distant from the
outermost waypoints of the freehold. The augur himself may
flurry two Way-shaping actions, one to survey a waypoint as
noted above and the other, difficulty 4, to open a temporary
journey to the surveyed waypoint. The augur immediately undertakes this journey, which is then no longer available unless
the augur returns to the freehold and opens it again. The augur
may lead any number of other characters on this journey with
him. While these benefits are only useful for freeholds in the
Wyld, the augur can learn Way Charms that extend a freeholds
capacity to see and touch the outside world even in Creation.
The augur may embody himself in the physical structure of
the freehold. This gives him awareness of all Way-shaping actions within the freehold, allows him to use applicable Wayshaping defenses against shaping attacks made against the freeholds waypoints and lets him perform Way-shaping actions as
if he were present in any of the freeholds waypoints.
Unlike creating an Arcane Redoubt, the process of creating
a Garden inflicts no particular negative effects on the bearer of
the Way Grace used. The augur owns this Way Grace, but Creations imposition of distance means that all raksha are subject
to the Curse of Obliviousness at all times (see above section).
See Graceful Wicked MasquesThe Fair Folk, p. 139-143
for more on the structure of freeholds.

Chapter Six Fair Folk Charms

Chapter Seven

Martial Arts
General Charms

Sidereal Martial Arts

Perfected Lotus Understanding

Celestial Martial Arts


Swallowing the Lotus Root

Cost: 5m or 10m, 1wp; Mins: Martial Arts 5, Essence 3; Type:


Simple (Dramatic Action)
Keywords: Training
Duration: Varies
Prerequisite Charms: One entire Celestial Martial Art
Like the ouroboros, the martial artist comes to an end only to
return to a beginning. This Charm is a day-long meditation on
the nature of one Terrestrial Martial Art that the martial artist
wishes to pursue; he can not have started learning any of that
styles Charms yet, else he can not use Swallowing the Lotus
Root to understand the path ahead. After this long concentration on the principles of the style, the character must keep a
number of motes committed for the duration of his tutelage
in that style. Celestial Exalted must commit five motes. Other
Essence-users must commit ten motes and pay a point of Willpower when activating the Charm.
While this Charm remains in effect, the martial artist can
learn the chosen style at a phenomenal speed. The number
of days necessary to learn each Charm is reduced to an equal
number of hours, and the practitioner may go into experience
debt as a Training effect when learning the styles Charms. The
student must keep the motes committed to this Charm until he
completely masters the Terrestrial style in question. If, for some
reason, these motes are released, the martial artist can not
reinvoke this Charm for the same style, and they must finish
learning the style normally before they can activate this Charm
in pursuit of learning another style. Once the style is mastered
this Charm lapses with no ill effect.

Cost: (1m per Charm); Mins: Martial Arts 6, Essence 6;


Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Swallowing the Lotus Root, One entire
Sidereal martial art, Drowning in Understanding Kata (Dreams
of the First Age, Book IILords of Creation, p. 83)
Even the most prideful who scale the Perfected Lotus learn
to have a sense of perspective. Out of the lessons of failure and
success, ones own or ones foes, experience can be drawn. This
Charm permanently enhances the martial artist, allowing her
when she witnesses the use of a Celestial or Terrestrial Martial
Arts Charm to commit one mote to memorizing the precise
patterns of Essence that created the effect. As long as that
mote remains committed, the character can learn the observed
Charm as if she were being tutored in its use. If the martial
artist actually benefits from a teachers presence, the training
time to learn the Charm is reduced from the indicated number
of days to an equal number of hours instead. All other training
time and experience cost restrictions apply.
Note that for meeting the prerequisites of this Charm, the
character need only learn a single version of (Type) Exalt
Ways from Prismatic Arrangement of Creation Style to qualify
as having learned the entire style. Similar Sidereal styles may
meet this requirement in the same way, at the Storytellers discretion. As a Sidereal martial arts Charm, Solars and Abyssals
can learn but can not teach Perfected Lotus Understanding.

Chapter Seven Martial Arts

103

Chapter Eight

Miscellany
Artifacts

Hyperion Key (Artifact )

Repair: 3
In the First Age, there was a vast infrastructure built on everincreasing complexity of design and artifice. Iconic of this ethos
was the Hyperion key, an artifact for making other artifacts.
Each key was cast first from orichalcum before being carved
and hollowed to accept a series of starmetal-and-moonsilver
studs and wiring. A completed Hyperion key could be used to
unlock the potential mystical resources that are bound up in
nearly everything. Hyperion keys are special tools that make
excellent additions to an artificers workshop, as long as he is
willing to commit four motes to attune them for the duration
of a project.
While benefiting from a Hyperion keys effect an artificer
ignores the -2 internal penalty due to working with magical
materials they do not resonate with. More impressively, the key
can be used to unlock the potential in mundane items, allowing
them to substitute for standard exotic ingredients. Doing so,
the artificer must make use of a less impressive but similar ingredient, such as a common sword instead of a legendary blade.
A project to create an artifact may only benefit from one such
elevated ingredient at a time; any other ingredients must be
suitably exotic as normal.
A Hyperion key draws out and destroys impurities in the
materials used to construct an artifact, but some of the mundanity of the items it uplifts accumulates around its studs and
wiring. Every day of use necessitates a technician with Craft
(Magitech) 3+ spend an hour purifying and recalibrating the
key. Missing one such maintenance reduces the keys efficacy,
so that it only lowers the internal penalty of working with inappropriate magical materials to -1. Two missed maintenance
periods and it no longer elevates mundane ingredients. Missing
three maintenance cycles, the key is rendered inoperative and
must be repaired.

The Curse of Boatmurdered


(Artifact ; Desire Circle spell)

Warstrider Mantis Frame (Artifact or )

The delicious vigor of the Creation-born is spurred by the


tragedy of the world in which they live. This spell gives them
the opportunity to fulfill their potential. It takes the form of a
homey wooden signpost, the words Human traders welcome
scrawled across it. When the raksha plants this sign in a place
of habitation it calls to the very animals of the world to bring
the strife people so need to persevere. This affords the town

104

or village the fortune to witness and suffer the conflict of elephant, mandrill and dog. The targeted area must be home to
1,000 or fewer people, or roughly Magnitude 2 or less according
to the Mandate of Heaven (Storytellers Companion, p. 133).
The lorekeeper rolls their (Dexterity + Martial Arts) twice every scene as contested rolls against each other, as the elephants
and mandrills battle the noble dogs that protect the Creationborn. If the dogs side wins or there is a tie, then they have successfully protected the people of the area. Should the elephants
and mandrills win, however, the extra successes on the roll are
treated as an attack that targets everyone in the area. The base
damage of the attack is (lorekeepers Essence x 2)L.
Every scene that Creation-born are present for such conflict,
the lorekeeper also rolls his (Manipulation + Medicine). This
roll is applied to each target individually, treating their Essence
as the difficulty. Should it succeed against a given target, they
gain bonus dots of Valor equal to the threshold successes on the
roll against them. Extra dots of Valor gained from this spell are
treated as a normal increase in the trait in every way, except for
the purposes of nourishing raksha. These bonus dots last for a
single scene and a target can not gain more dots of Valor from
this spell than their permanent Essence.
The elephant and mandrill hordes do not trouble Creationborn whose (Stamina + Essence) exceeds the lorekeepers
Dexterity, and Creation-born with (Wits + Essence) greater
than the lorekeepers Medicine are immune to the courage this
spell grants. Though it is generally less effective against them
than other Creation-born, the raksha delight in posting signs
that inflict the Curse of Boatmurdered near Mountain Folk
settlements. Only the Fair Folk truly know why.
This spell is built on the Assumption of the Citys Heart
(4mp), producing conflict with two different applications of
Thousand Gnawing Fangs (1g x 3 x 2 = 6mp). It encourages
bravery through the Manacles of Virtue (3mp). For more on
oneiromancy and the aforementioned Charms, see Graceful
Wicked MasquesThe Fair Folk.
Repair: 2 or 3
Named for their massive, scything blades, these warstrider
accessories are devastating and, in the Second Age, considered
an underhanded and dishonorable weapon. An enormous steel
frame reinforced with white jade supports jade blades that are
held down with powerful moonsilver-alloy springs wound tight.
Upon release, these scythes whip over the warstriders shoulders to decimate whatever unfortunate target lies in front of

Chapter Eight Miscellany

the war machine. During the Age of Sorrows thats all there is
to these weapons, but in the First Age the wicked mantis frame
was a complex machine that whirled deadly blades around the
warstrider throughout combat.
Attaching or removing a mantis frame from a warstrider
should be treated as building a one-dot artifact.
Second Age Mantis Frame (Artifact ): The simplistic,
wound-spring version of the mantis frame that modern warstriders sometimes sport is merely a set of heavy blades held
down with tension and released at an opportune time. It takes
an hour and a successful Intelligence + Craft (Magitech) roll
to set the blades, but during combat the pilot merely releases a
catch as a Miscellaneous action, sending the blades arcing over
his head and into his foe. A pilot can try to reset the blades
in the heat of battle, but this requires a Miscellaneous action
and a successful difficulty 4 Dexterity + Craft (Magitech) roll
(remember that warstriders usually impose large mobility penalties). Failure on either of these rolls renders the blades inoperable, and a failed battlefield reset damages the springs, necessitating repair. These mantis frames are powerful but simple
machines, and do not require attunement.
First Age Mantis Frame (Artifact ): More elaborate than
their modern counterparts, First Age mantis frames involve a
complex series of jade wheel-locks, steel cables and pulleys.
These weapons are nearly identical in function to Second Age
versions, but they operate almost completely independent of
the pilot and do not require arduous work to reset. Every other
action during close combat, the mantis frame can execute an
attack against any foe the warstrider is engaged with. The pilot
must attune these frames by committing five motes; otherwise,
they function just like a Second Age mantis frame.
Making an attack with either version of the mantis frame requires the pilot to make a Dexterity + Martial Arts roll, though
the First Age version does not actually count as a dice action
for the pilot. Before combat a clever technician can disguise a
mantis frame as part of the architecture of a warstrider, which
increases the time to set the frame to three hours (or, in the
case of First Age frames, requires that they be set at all, which
still takes three hours). The Intelligence + Craft (Magitech)
rolls difficulty rises to 3, but any threshold successes on this
action are added as bonus successes to make the first attack in
a scene using the frame unexpected.
Both versions require an hour of maintenance for every scene
in which they are used, and if they are in arrears by five or more
hours they cease to function. Second Age mantis frames have a
Repair rating of 2, while First Age versions are Repair 3.
Speed Acc.
Dmg Def
Rate
Tags
*
+3
26L/5
1/2 or 1 O, P

Biogenesis Tank (Artifact or )

Repair: 4
As the First Age drew to a close, despite their growing madness the Solar Exalted presided over a world largely known for
its prosperity and peace. With a massive infrastructure in place
to leaven the cares of humanity, even the ravages of age or
simply disliking ones body were small concern. Body modification became a common fixture amongst the rich, and even
the moderately wealthy could afford treatments to keep them
young for hundreds of years.

A biogenesis tank is a large, crystalline container capped on


either end with complex magitechnological apparatus that feed
nutrient and anesthetic fluid into the chamber and monitor a
patient. Patients are suspended in the tank, but can be made to
bob to the surface for surgeries or closer examination. A fully
functional biogenesis tank provides two bonus successes to all
rolls to perform Craft (Genesis) experiments or rituals of the
Art of Biothaumaturgy on a patient. When used to perform an
Implant procedure from the Art of Biothaumaturgy, the tank
also ensures the patients safety; successful procedures inflict
no damage at all, and normal failures only inflict a single level.
The nutrient suspension of a tank was fairly expensive, even
in the First Age, with a Resources cost for one human- to
moose-sized subjects worth. Larger subjects require Resources
worth, while a bulk purchase of enough for 10 human
subjects also cost Resources . In the Age of Sorrows,
these costs all increase by one dot. The tanks themselves can
hold anything about the size of a moose ( version) or even
elephantine creatures like yeddims ( version).
These tanks also require regular cleaning and maintenance,
which is itself not difficult. An hour-long procedure to remove
impurities that build up in the filtration systems can be carried
out by any briefly trained technician with at least Lore 3 and
Medicine 2. When a tanks maintenance is in arrears the contaminants build up; after 10 missed cleanings, the tank no longer provides bonus successes, and after 50 a tank does nothing
but anesthetize patients. Biogenesis tanks also need regular attention from more qualified hands, necessitating cleaning and
recalibration by someone with Craft (Genesis) or Craft (Magitech) 4+ after every 1,000 maintenance cycles. Complete systems failure is the result of missing this maintenance, requiring
an overhaul and repair of the artifact to get it running again.

Reality Inversion Detonator (Artifact )

Repair: 5
Even ancient Solars of the First Age with the loftiest of ideals
understood that war, or the prospect of war, spurred technological development. So even the wonder-workers who conjured
nascent universes out of roiling chaos turned their genius to
crude devastation. The reality inversion detonator (RID) not
only relies on but enhances the inherent instability of a protoshinmaic vortex (Dreams of the First Age, Book IILords
of Creation, p. 95) (PSV) to produce a truly monstrous weapon. These precision instruments are calibrated to hold the vortex in a stasis field, extending its maintenance life-time until
the weapon is used, at which point it destabilizes the motonic
shell of the singularity and rips the raw potentiality out into the
world at large.
A RID is usually constructed as an unassuming gray box, one
side of which folds out to reveal intricate series of mirrors and
focusing lenses that channel local geomancy into a stabilizing
web around the containment cusps in the center. These cusps
are the resting place for the PSV. Once primed by placing a
vortex in the device, it extends the stable life of the plasmoid
ball from one month to an entire season. The builder usually
chooses three command codes, one for maintenance, one for
safe disarming and one for detonation. Each must be input in
sequence after the previous, so one must know all three to use
a RIDs greatest, most terrible function.

Chapter Eight Miscellany

105

Entering the maintenance code grants access to the internal machinery while keeping the PSV shielded, allowing the
device to continue working safely without exposing technicians to dangerous radiation or temptation. It takes an hour
to reset all of the lenses and balances, a simple diceless action
for anyone with Craft (Magitech) 4+. This maintenance must
be performed once every week; missing one week requires actual repair of the stressed and cracked lenses and overheated
starmetal probability wiring. Missing two weeks of maintenance
in a row completely dissociates the machinery from the PSV,
and the vortex will begin destabilizing normally.
With the safe disarm code, the PSV is deliberately but carefully destabilized, allowing the singularity to dissipate as if it
had been abandoned during construction. The RID still needs
regular weekly maintenance, or else it can no longer maintain
containment and the PSV will destabilize dangerously.
By inputting the final code and choosing a detonation time
up to a week away, the device is set to shear the motonic shell
of the singularity in as dangerous a way as possible while focusing the released energies through adamant lenses which, while
obliterated in the potentiality-explosion, spread the devastation far and wide. Disarming a RID during countdown requires
an extended Wits + Lore roll with a cumulative difficulty of 50,
an interval of ten minutes and a normal difficulty of 4 for those
familiar with First Age technology or 6+ for anyone else. Upon
detonating the RID and everything for miles around evaporates
in a maelstrom of Wyld energies, as the device cuts away as
much of the vortexs corona as possible and at the same time
compresses what geomancy can be detected around the thing
into a feedback loop.
Everything within five miles is Shaped into component motes
as the local reality buckles and becomes Pure Chaos. For a mile
outside this area, everyone and everything is subject to such
Wyld energies that they must roll their Willpower + Essence
against a difficulty of 5 or they, too, will be annihilated as their
surrounding environment transforms into Deep Wyld. Another half mile outside this ring of Deep Wyld the area becomes
Middlemarch-strength Wyld and a mile outside that becomes
as strong as the Wylds Bordermarches. In these last two fringe
areas, potential victims are only subject to the normal hazards
of the Wyld, but they must make immediate Willpower + Essence rolls to resist mutation as if they had spent the appropriate amount of time in the area to merit regular Wyld mutation.
See Exalted, p. 283 and The Compass of Celestial Directions,
Vol. IIThe Wyld, p. 139 for more on the Wyld and Wyld
mutation. As with a normal PSV rupture, each of these Wyld
zones reduces its severity by one category every century that
passes, leaving behind tainted land.

Blasphemoose (Artifact ;
Deep Wyld Horror)

Centuries ago a great Fair Folk noble became infatuated with


the Unconquered Sun. He sheathed his body in gold, grew two
extra arms, slew dark unholy things; all to catch the Suns attention. No matter what this raksha did, the Unconquered Sun
would not respond to the Infallible Messengers he sent via a
sorcerer he had captured from a Yozi cult. The noble grew jealous of all those who lived in Heaven, close to the Sun, and even
of the stars above. This jealousy turned to bitterness, and the

106

raksha swore vengeance on the gods of Creation. For decades


he labored, questing in the Wyld for a great weapon to vex the
divinities of the world. The end result was the Blasphemoose.
The Blasphemoose stands thirteen feet tall at the shoulder,
with antlers over three yards wide. Apart from its size, it appears
to be a normal moose, physically. Hanging from its antlers are
prayer strips, all of them beautiful paeans to the Unconquered
Sun and other Incarnae and most prominent gods...sarcastic
beautiful paeans. Everywhere the moose goes it spreads blasphemous discontent, speaking sincere devotions to the gods
that those who hear take for horrible insults against divinity
itself. On the rare instances the beast is angered, it speaks true
blasphemies of exquisite construction. In any case the moose
spreads confusion and disorder.
The Blasphemoose has two more Charisma and two more
Appearance than its handler. At the beginning of each scene
the Blasphemooses handler rolls its Charisma + Socialize
against the MDVs of all present who have (Wits + Essence)
or Willpower equal to or less than the beasts Charisma. Those
affected suffer an unnatural illusion, believing the beautiful
prayers that hang from its antlers to be written in a disrespectfully irreverent, sarcastic manner. Should someone attempt
to engage the Blasphemoose in social combat, its outrageous
words leave them taken aback and off-balance, imposing an
internal penalty on social attacks against the moose equal to
(handlers Valor x 2). On the frequent occassions that the Blasphemoose has angered listeners to the point they assault it, it
can make use of its four wicked hooves, which are equivalent to
starmetal god-kicking boots (Speed 5, Accuracy +2, Damage
+11B, Defense -1, Rate 4, Tags: MNP). It costs fifteen motes
to attune to the Blasphemoose.
The perceived sarcasm of the Blasphemooses prayer strips is
achieved through Beguilement (9mp). The moose speaks eloquent blasphemies with Imposition of Law (2mp; Charisma +
Performance [blasphemies]) and leaves those who encounter it
spluttering in outrage through Dissonance of Principles (3mp).
It has higher Charisma and Appearance than its handler because of two instances of Glorious Hero Form (4mp). For more
on behemoths and the aforementioned Charms, see Graceful
Wicked MasquesThe Fair Folk.

Manse Powers
One-Point Powers
Booster Engines

Craft (Magitech) 6; Structures: Mobile (Dreams of the First


Age, Book IILords of Creation, p. 102)
If the decadence of flying about in magical cities wasnt
enough, the Solars of the First Age devised methods of doing
so in thrillingly speedy fashion. Great motonic dischargers, firedust-based thrust cannons or simply an intricate series of clockwork devices that resemble nothing so much as cheetah legs,
Booster Engines increase the speed of a mobile manse while
sorely draining the resources of other manses. Every purchase
of this power multiplies the maximum speed of the manse by (1
+ number of times this power has been purchased).
The power requirements for this technology are prodigious.
The geomantic relays necessary to reach a particular speed are

Chapter Eight Miscellany

equal to the square of the multiplier applied to the manses


speed (i.e., a manse with one purchase of this power can move
20/40mph and has a multiplier of 2; this requires 4 points of
geomantic relays). The geomantic relays necessary for this increased movement are doubled for flying manses. The power
dedicated to this enhanced speed can be varied, reallocating
geomantic relays to more vital tasks; a manse can even move at
fractional factors of 10/20mph, but the total geomantic relays
required are always rounded up.

Maneuvering Thrusters

Craft (Magitech) 6; Structures: Mobile (Dreams of the First


Age, Book IILords of Creation, p. 102)
Carefully placed Essence vents, tubes that shoot steam, fire
or worse, gyroscopes, or simply motonic vibrotrons that change
the course of a moving manse. Each purchase of this power increases the Maneuverability of a mobile manse by one, and this
power may be purchased up to (Manse rating) times.

Tainted Altar (Abyssal, Infernal favored)

Structures: Temple Manse


By subtly (or not so subtly) twisting and corrupting a temple
manses architecture, the prayers therein become tainted and
destroy a gods mind. This manse power is almost exclusively
used by Yozi cult infiltrators to slowly drive a specific god mad,
though it saw some use in the First Age as a retributive strike
against gods that had displeased a Celestial Exalt. Certainly, it
was illegal by the laws of both Heaven and Creation, but blame
could be easily deflected.
When prayers are made to the temples god within the
manse, they spread cracks through the divinitys psyche. Every
month of daily prayers to the god within the temple calls for a
roll of (average Magnitude of supplicants) against a difficulty
equal to six minus the gods Compassion. If successful, the god
accumulates one point toward purchasing a given derangement chosen at the time the manse is constructed. Once the
god has accumulated enough points, they acquire the specified
derangement. Further points upgrade its intensity. For more on
derangements see The Compass of Celestial Directions, Vol.
IIThe Wyld, p. 148 and The Manual of Exalted Power
Lunars, p. 209. Derangements gained in this way are a form
of insidious Sickness. This power normally only affects gods,
who are by nature the only ones who can hear prayers. Some
Charms and artifacts allow others to hear prayers, which makes
them susceptible to this manse power.
The nature of a tainted altar can be hidden in subtle architecture, though there are always clues and this increases
the point value of the manse power by one. Those suspicious
enough may attempt to investigate (Exalted, p. 136), but the
difficulty of the roll is equal to the architects relevant Craft
when he designed the manse, to a maximum of 5. Specialties
such as secret rooms, if they applied during the building of
the manse, may also raise this difficulty and may even raise it
above 5.

Three-Point Powers

Alternate Locomotion ([Varies] favored)

Craft (Magitech) 6; Structures: Mobile (Dreams of the First


Age, Book IILords of Creation, p. 102)
Each time this power is purchased, it expands the capacity of

the manse to travel across and through different media. There


are three possible media: ground, air (which is Air Favored)
and water (which is Water Favored). Normally, a Mobile manse
can move through only one of these three, but with a single
purchase of this power a land-based manse could also fly, or
swim through the water. With a second purchase this power
allows a manse to move through all three environments. The
power requirements for flight remain unchanged, so the geomantic relays necessary to keep the manse moving can vary.
This power may also be used to specify unusual forms of locomotion that, while technically falling within one of the three
media outlined above, are so odd that the Storyteller deems it
necessary to purchase a power to move in such a way. This may
include climbing vertical surfaces like a spider, which is neither
flying or simple ground-based movement, or hopping about in
a most destructive manner.
One particular variation which bears special discussion is that
of teleportation, which is not favored by any aspect. Performing such fundamental motonic restructuring of reality is geomantically draining. A teleporting mobile manse can change its
location as a Speed 3 action in long ticks, traversing up to a
number of miles equal to those it could cover in an hour using
more conventional means. However, after doing so it can not
perform the same feat until an hour has passed, as its geomancy
realigns itself. The power points used to fuel teleportation can
not be reallocated in any way, as the act inflicts something like
temporary power failure.
Teleportation outside a manses sensory range is dangerous,
and requires a five-minute dramatic action of plotting course,
which is a roll of (Intelligence + Sail) at a difficulty equal
to ([{destination distance} {sensory range}] [sensory
range]). Failure results in the manse crashing into something
(see Scroll of Kings, p. 43). A botch results in both teleporting
in a completely inappropriate direction and a crash. Architects
are advised to include Pasiaps Pervasive Attention (see below)
in their teleporting manses.

Four-Point Powers

Pasiaps Pervasive Attention (Earth favored)

Structures: Extended Zone of Influence (Dreams of the First


Age, Book IILords of Creation, p. 101), Pasiaps Buried
Whiskers
Geomancy is one of the underpinning principles of existence,
and manses with this power can exploit that stratum of reality
to pry far and wide. With the two powers this one requires, the
manse can sense stimuli up to (rating) miles away. This power
does not extend its zone of influence any farther, but its range
of sense increases dramatically. The base purchase of this power
increases the range of the manses senses to (rating) miles outside its zone of influence (whatever that may be).
If the manse is part of a geomantic network, a number of
power points may be allocated to increasing this range, multiplying it by an amount equal to the points invested in doing so
(meaning at least two must be allocated to increase the range
at all). The manses senses are not as robust at this extended
range. Outside its normal, lesser range of perception it or anyone taking advantage of its senses suffers an internal penalty
equal to the multiplier necessary to extend it to that range.

Chapter Eight Miscellany

107

Necrotech

Attribute Augmentations

Courtly Stillness: 2 pts: Necrotech animations can not, on


their own, appear graceful in more than a gross physical way.
However, there is a certain beauty in the everlasting motionless
body of a statue or, say, corpse. This augmentation increases the
animations Appearance by one, but only when it is relatively
motionless; it may move about deliberately, but its Appearance
drops to 1 when it carries out gross movements such as running
or fighting, its joints bending too far and its limbs swinging wide
and dead. (Max = 3)

Thaumaturgy

The Art of Alchemy

Synthesize Leather (1, Intelligence, 2, 2 hours): With this procedure the alchemist can create a false type of leather common
to the Mountain Folk (Scroll of Fallen RacesMountain
Folk, p. 22). It takes two hours to prepare and lay out a single
yards worth of synthetic leather, but it takes a week for the substance to dry. The drying process can be sped up with the use
of moderated heat sources, reducing the time to a single day,
but in the Second Age this requires an additional Resources 3
expenditure per yard as well as needing someone to constantly
watch the fire (a fine alternative is to summon a fire elemental
for the task). Any First Age magitechnological workshop would
be equipped with the necessary heating elements, as are the
Mountain Folks underground manufactories.
Wode (1, Intelligence, 2, one hour): Northeastern tribes are
known to apply dyes to their bodies, stinging substances that
heat the blood and burn the skin, sending warriors into frenzy.
Pounding the wode leaf and mixing it with water to make this
dye is not particularly difficult, and so it is common. Depending
on the complexity of the patterns, it can take anywhere from a
few seconds to many hours to apply wode. This ritual produces
enough wode to paint five men.
Shortly after application, the recipient begins to feel feisty.
This has no mechanical effect unless the hopeful berserker can
succeed on a difficulty 2 Charisma + Integrity roll. If successful, they suffer a -1 internal penalty to Temperance rolls and
gain a bonus die to Valor rolls. As an astringent, wode helps to
keep mortals from bleeding to death; if a single wound inflicted
on a mortal only deals one level of lethal damage, wode will
keep it from bleeding. This lasts for six hours per application.
August Flesh Bathos Treatment (2, Wits, 4, five minutes):
Whether or not they are destined to reform (as a god) or become something else (as an elemental), the concatenated
motes that make up a divine corpse persist for a short period
before dissipating. While the body lasts, a quick thaumaturge
can wrest a gruesome souvenir from it for preservation, either
as a trophy or mystical component of some larger project. This
ritual must be performed within the scene that the spirit was
slain, and it does not grant the thaumaturge the ability to reach
the bodies of naturally immaterial beings which immediately
dematerialize upon death. Of course, spirits with even more
insubstantial bodies than others, such as volitional winds and
fogs, require even more exotic exercises to harvest.

108

Celestial Wode (2, Intelligence, 3, one hour): In the East


and Northeast many barbarians make use of wode, an astringent that livens them up for their berserker frenzies and helps
keep their wounds from bleeding too much. Celestial wode, in
contrast, is not a simple paste-paint mashed from plants, but
includes minuscule amounts of celestial cocaine and finely
powdered red jade. With their body covered in Celestial wode,
warriors become more aggressive, suffering a -1 internal penalty
to Temperance rolls and gaining one bonus die to Valor rolls.
To make up for their more pugilistic inclination, these warriors roll their Stamina + Integrity whenever combat begins,
applying rolled successes as scene-length bonus dots to their
Strength, Dexterity and Stamina, though these increases can
not exceed the characters normal maximum trait ratings. Further, mortals who benefit from celestial wode may also reflexively attempt to stop their wounds from bleeding, just like Exalts (Exalted, p. 151). It takes anywhere from seconds to hours
to apply celestial wode, depending on how fancy the artist is,
but its effects last for a day. This ritual produces enough celestial wode to paint five men.
Distill Pyromantic Gel (2, Intelligence, 4, 5 hours): This ritual
produces enough pyromantic gel (Scroll of Fallen Races
Mountain Folk, p. 22) to reload a flame-weapon like a firewand (Exalted, p. 373) or plasma tongue repeater (Books of
Sorcery, Vol. IWonders of the Lost Age, p. 75). It is slightly
more time-consuming than the firedust-based procedure because pyromantic gel includes ground red jade. This is also why
the ritual and substance are cheap in the realms of the Mountain Folk and so expensive elsewhere.
Godstriking Admixture (2, Intelligence, 3, one day): With this
procedure, the alchemist produces 10 doses of godstrike oil
(Scroll of Fallen RacesMountain Folk, p. 22). Much like
Distill Pyromantic Gel this ritual and its resulting product are
cheaper to create in the subterrene realms of the Jadeborn because the materials for the procedure are abundant there.
Celestial Cocaine (3, Intelligence, 4, one day): With delicate
hands and clean utensils, the thaumaturge purifies and refines
the leaves of a coca plant from Yu-Shan. This procedure is as
much about keeping pollutants out of the refinement process
as it is about rendering the leaves into cocaine. This ritual
can convert a bushel of coca leaves at a time, each containing
roughly 500 leaves and every 10 leaves becoming a single dose
of celestial cocaine (Scroll of the Monk, p. 20).

The Art of Biothaumaturgy

At the height of the First Age, not only Solar Exalted but
mortals could alter the very nature of humanity, transforming
people into barely recognizable members of their species. With
the Art of Biothaumaturgy, the thaumaturge can modify the
bodies of living beings to improve them, making them age
slower, giving them claws or changing the gross shape of their
body. This Art is largely lost in the Second Age, as it required a
powerful infrastructure and intense training to support, but the
return of the Lawgivers may see the return of transhumanist
body modification.
This Art is one of changing the Essence and nature of a
subject, improving or at least modifying its health, sometimes
in the form of imposing mutations. These mutations are not
Wyld-based and do not hamper its viability in Creation, nor

Chapter Eight Miscellany

are they produced through a normal Shaping effect that can


be banished with Charms. They are surgical enhancements to
a body, and only to a particular bodythese implants do not
breed true (such wonders are true Craft [Genesis] projects).
Though so rare in the Second Age as to be unheard of, the
products of this Art were relatively common in the First Age.
A starting character may purchase such modifications just as
they can Wyld mutations, by spending bonus points. They may
even offset the cost of gaining positive mutations by acquiring
negative mutations, though doing so is very rare in the field of
biothaumaturgy. During play the Storyteller may or may not require players to spend experience to acquire positive mtuations,
and may or may not allow these costs to be offset with negative
mutations. The experience cost to gain a mutation during play
is equal to twice its normal value in bonus points. See Exalted,
p. 288, The Compass of Celestial Directions, Vol. IIThe
Wyld, p. 144, The Manual of Exalted PowerLunars, p. 206
or Dreams of the First Age, Book IILords of Creation, p.
45 for lists of mutations and mutation point costs.
A few mutations can stack, having a building effect by
combining to form a higher-level, better version of the base
mutation. Mutations imposed with Biothaumaturgy can not be

The Three Bs

The Art of Biothaumaturgy may seem redundant or at


odds with biomagitech and Craft (Genesis), as presented in
The Books of Sorcery, Vol. IWonders of the Lost Age.
Not so. Each has their advantages and disadvantages.
Biothaumaturgy is a difficult, natural procedure that
applies what are clearly mutations to a subject. They gain
things that become, essentially, natural parts of their bodies.
It is faster but not easier to perform biothaumaturgic surgery
on a patient, making it an attractive alternative to mortals
who simply do not have season upon season to spare just to
give someone a biomagitech hand.
Biomagitech grants someone artifacts that can not be removed, that can provide effects far better than mutations.
The Claws or Talons mutations are nice, but as weapons they
are no match for the razor claws that can be had with prosthetics of clockwork elegance. On the other hand, magical
effects such as the Greater Sign of Venus dont shut off your
mutation wings, while biomagitech would become inert. See
The Books of Sorcery, Vol. IWonders of the Lost Age,
p. 70 for more on biomagitech.
Craft (Genesis) is much more versatile and has a greater
potential impact on the setting at large. Where biomagitech
and biothaumaturgy might grant someone wings to fly, the
Genesis solution is to spawn an entire race of flying people.
The guidelines presented on The Books of Sorcery, Vol. I
Wonders of the Lost Age, p. 117-118 are rather vague. As a
supplementary guideline, the author suggests that each level
of Genesis creation can benefit from roughly the following
number of points and types of mutations:

3; poxes or afflictions.

6; poxes, afflictions, blights.

10; poxes, afflictions, blights.
14; poxes, afflictions, blights, abominations.
18; poxes, afflictions, blights, abominations.

stacked. Rather, the higher-level version must be imposed on


its own; the biothaumaturge can not use [Pox] Implant twice
to impose an affliction-level mutation. If a subject already has
a lower-level version of a mutation and wishes to acquire an
upgrade, they must have the previous implant removed before
the new one can take its place. This involves the Remove Implant procedure described below. A body can take only so much
modification, even over time, so a characters biothaumaturgic
implants are limited by their Stamina + Essence. A character
may not gain more poxes and debilities than this amount, while
stronger mutations count double toward the limit. Negative
mutations do not subtract from this limit, but count towards
it normally.
Biothaumaturgical rituals that modify a being require long
hours of difficult surgery, changing the humours of the body or
grafting on new body parts. Any ritual that adds a mutation to
a subject is considered a strenuous activity for the thaumaturge
(Exalted, p. 130); if the surgeons Stamina + Resistance is not
equal to or greater than the time the ritual takes to complete,
they suffer the difference as an internal penalty to the rituals
roll and subsequent activities normally affected by fatigue.
Worse still, this surgery is always mildly harmful to the subject,
inflicting an unsoakable level of lethal damage even on a resounding success. On a failure, the subject suffers a number of
unsoakable lethal levels equal to the degree of the ritual, and
on a botch the subject dies on the table unless they themselves
succeed at a Stamina + Resistance roll against a difficulty equal
to the rituals degree.
Patients are generally rendered unconscious for these procedures. If a patient wishes to stay awake during an implantation they must succeed on a difficulty 3 Temperance roll; failure
inflicting three levels of lethal damage and an aborted surgery
(which does not cause any further damage as a failed or botchd
surgery roll would). Biothaumaturges must manage appropriate
stunts to perform these rituals on themselves.
Biothaumaturgy requires a fully-stocked workshop similar to
those required for building artifacts (The Books of Sorcery,
Vol. IIIOadenols Codex, p. 28); Genesis Laboratories count
as ideal workshops (The Books of Sorcery, Vol. IWonders of
the Lost Age, p. 117 and Dreams of the First Age, Book II
Lords of Creation, p. 103). Further hindering the prospective
student is that they always use the lower of their Medicine or
Occult when performing these rituals.
Characters with Craft (Genesis) may apply its principles to
the various Implant surgeries, allowing them to enhance those
procedures with appropriate Craft Charms. In the First Age the
Art of Biothaumaturgy was facilitated with biogenesis tanks
(see p. 105), which made its use much easier and safer.
Finally, every ritual above Apprentice-level requires materialsalchemical reagents, animal parts, etc.that can not be
obviated with the expenditure of Essence. These components
have a Resources cost equal to the level of the ritual plus two.
[Deficiency] Implant (0, Intelligence, 4, 3 hours): At its most
rudimentary the surgeries of biothaumaturgy can only generously be called experiments, though most might call them mistakes or tortures. The cruel and curious biothaumaturge can
use this procedure to afflict a subject with negative mutations
known as deficiencies. Each application of this ritual applies

Chapter Eight Miscellany

109

a single deficiency. These may help offset bonus or experience


point costs for positive mutations.
Sturdy Soldier Reinforcement (0, Wits, 2, 5 minutes): With the
greater knowledge of the living body that this Art provides, the
thaumaturge can perform amazing feats of battlefield surgery.
By performing this ritual on a subject, they temporarily overcome a non-magical Crippling effect (Exalted, p. 152)even
amputation, as the doctor lends them a crude prosthesis and
some invigorating drugsfor the rest of the scene. Alternately,
a single application of this ritual allows the subject to ignore
wound penalties for the rest of the scene. The practitioner always uses his Medicine with this ritual, never his Occult.
Community Health Regimen (1, Intelligence, 1, [Magnitude]
hours): By ensuring proper respect for the little gods that surround them as well as distributing any necessary Lifes Little
Luxury Blends (The Books of Sorcery, Vol. IIIOadenols
Codex, p. 130), the thaumaturge improves the health of a community. Carrying out this procedure is largely the act of seeing
each member of the community, assessing their health and giving them minor supplements and advice that grant them the
healthiest possible lifestyle. The time it takes to perform this
ritual is a number of hours equal to the squared Magnitude of
the group being cared for, making large populations a full-time
career. The populace gains a bonus die to all Stamina + Resistance rolls to stave off natural infections, diseases, poisons and
similar maladies. This bonus die persists for a full year.
[Debility] Implant (1, Intelligence, 4, 4 hours): As [Deficiency]
Implant, but this procedure inflicts a debility instead.
[Organ] Correction (1, Intelligence, 4, 5 hours): With some
difficulty, thaumaturges can achieve feats comparable to the
healing magic of the Exalted. This procedure is a corrective
form of surgery to repair a mundane Crippling effect that does
not reflect the amputation of an organ. Successful surgery with
this ritual fixes the malfunctioning organ; a lame leg is whole
again, short-sightedness is cured, a bad heart is strengthened.
This eliminates whatever internal penalties these failing body
parts were inflicting.
[Pox] Implant (1, Intelligence, 5, 5 hours): With extensive
knowledge of both the living body and how it may be improved,
the biothaumaturge performs the arduous task of giving nature
a little boost. This procedure, once complete, grants the subject
a single pox.
[Affliction] Implant (2, Intelligence, 5, 5 hours): Like [Pox]
Implant, but this procedure grants an affliction instead.
[Deformity] Implant (2, Intelligence, 5, 5 hours): Similar to
[Deficiency] Implant, this procedure inflicts a deformity.
Ingenious [Organ] Prosthesis (2, Intelligence, 6, 5 hours): This
procedure is similar to [Organ] Correction, but instead replaces
an amputated organ with a functional prosthetic. This ritual
encompasses replacement of both limbs and internal organs.
Unfortunately, thaumaturgy can not approach the ingenuity of
Exalted artifice; any internal penalties the mundane Crippling
effect inflicted can not be raised above -1 with prostheses that
this procedure installs. Fortunately, these relatively simplistic
replacements require no maintenance and are permanent unless removed like a real organ (such as through violence, presumably again). If the prosthesis replaces an external organ, the
thaumaturge may choose to use an appropriate Craft (usually

110

Fire or Wood; Storytellers discretion) instead of Medicine or


Occult when performing this procedure, even if it is higher.
Remove Implant (2, Intelligence, 5+, 5 hours): Whether for
cosmetic, social or purely practical reasons, a transhumanist
sometimes needs to get rid of a modification. This procedure
allows the biothaumaturge to remove an existing implant, but
not other mutations such as those inflicted by the Wyld. Often
partially-formed biomotonic replicants (Dreams of the First
Age, Book IILords of Creation, p. 91) or other sources of
replacement parts are necessary.
The difficulty of this ritual is 5 for poxes and deficiencies
and 6 for more powerful mutations. Unlike other biothaumaturgic surgeries, this one is more harmful, inflicting a number
of unsoakable lethal levels of damage on the subject equal to
the point value of the mutation being removed. The number
of health levels inflicted by this procedure are reduced by the
threshold success of the thaumaturgy roll, to a minimum of
one. On a failure, the subject suffers these levels of damage in
full and the mutation remains in place; on a botch the subject
rolls their Stamina + Resistance against a difficulty of the mutations point value and dies on a failure.
[Blight] Implant (3, Intelligence, 6, 8 hours): This procedure
mimics the [Pox] Implant, but instead grants the subject a blight
mutation.

First Age Mortal Longevity

The processes by which the Exalted prolonged human life


are notable, here, because the sidebar in Dreams of the First
Age, Book ILands of Creation, p. 27 does not entirely
agree with the Art of Biothaumaturgy. Freely purchasing the
Longevity pox with Resources 3 means that it is nominally
a Resources 2 commodity, which clearly conflicts with the
given value of the procedure in the Art of Biothaumaturgy.
This can easily be explained away by both the massive magitechnological infrastrucure of the First Age and that infrastructures particular focus on extending life. The Resources
cost of the Longevity Implant is reduced to two both because
it is the most common biothaumaturgical procedure carried
out and because the Deliberative helps to subsidize its spread
through government programs.
It is often assumed that the average human mortal has Attributes all rated at two. However, this need not be the case,
and in the First Age likely wasnt. One of the Deliberatives
purposes was giving humans longer, more luxurious lives; the
general medical practices and regular health service of the
time could increase the average humans Stamina to 3. With
that in mind, the given average lifespan of 170 years would
be correct.
Finally, the sidebar mentions an anagathic drug that extends a persons life by 40% with an apparent cost of Resources 3. Except for the percentage given, the age-staving
cordial (Exalted, p. 378) is a perfect candidate for this drug.
Two options present themselves: treat the given percentage
in Dreams of the First Age as an error, or find another potion. By considering age-staving cordial the correct drug and
the math in error, the given lifespans change only slightly, to
220 years and 420 years, not far off from those in the book.

Chapter Eight Miscellany

The Art of the Dead

Empower Charnel Servant (3, Intelligence, 4, one day): Called


by true necromancers tin animation or pig iron animation,
this ritual twists deathly Essence into the false chakras necessary to mobilize a necrotech creation. This procedure can animate a necrotech creation of up to coil rank 2, but the effect
persists only for a number of weeks equal to the threshold successes on the roll to perform the ritual. On top of the constant
decay common to necrotech animations, those spurred on by
this procedure suffer an additional aggravated health level of
damage every 10 maintenance intervals. See The Manual of
Exalted PowerAbyssals, p. 193-220 for more on necrotech.
This procedure can be used to attach a graft to a living being (The Manual of Exalted PowerAbyssals, p. 206). Used
to do so, the graft remains nonfunctional for three days after
it is attached as the beings living Essence acclimates to the
addition, though it still requires regular maintenance during
this time. Attaching such grafts requires a successful eight hour
Intelligence + Medicine dramatic action at a difficulty equal to
(prosthesis coil rank + 5). Failure inflicts two level of unsoakable lethal damage on the patient, while a botch does the same
and causes wound infection (Exalted, p. 151) automatically
without checking for Virulence.

The Art of Enchantment

Celestial Fugitive Knife (2, Intelligence, 4, one hour): By way


of this ritual, mortals can have some hope of dealing with troublesome gods and elementals. Unlike Ghost-Smiting Salt Weapon
(Scroll of Kings, p. 141), which aligns the Essence of the weapon with salt so that it becomes inimical to the death energies of
the Underworld, anointing the weapon with oils and charcoal
from burnt prayer strips coaxes the least god of a weapon to
channel its power into striking immaterial gods and elementals
for the good of Creation. Use of this ritual without good cause
can be taken by the divine bureaucracies as intereference,
which may call for retribution. This ritual enchants one handto-hand weapon, or 10 pieces of ammunition; Essence-users
may spend an additional 3 motes per extra threshold success to
enchant an additional weapon or 10 more pieces of ammunition. The enchantment can last up to a week, but dissipates at
the end of a scene in which the weapon is actually used.

The Art of Geomancy

Geomantic Reinforcement Grid (3, Intelligence, [reinforcement rating], [reinforcement rating] weeks): Preparation for
this procedure requires that the thaumaturge make a thorough
survey of all the wellsprings of Essence to be included in a geomantic relay network; this ritual produces a plan that will bolster the Essence reserves of that network (Dreams of the First
Age, Book IILords of Creation, p. 99). The thaumaturges
player counts up all the geomantic relays in the network and
divides that number by ten, rounding down, to find the reinforcement rating. Every manse to be a part of the network
must be accounted for, and any change in the network or power
failure renders this boost unavailable until the network returns
to its original state or is rebuilt according to the plan. While
the network is operable, it receives an extra number of power
points to distribute equal to (reinforcement rating).
This involves making minor but integral modifications
to the geomancy of each involved manse. This does not increase the difficulty of building or designing the manses, but
the plan must be followed from beginning to end in the manse
construction process; they can not be added to a completed or
mid-construction manse. This rituals difficulty is equal to the
reinforcement rating, and it takes an equal number of weeks
to draw up the plan. This ritual requires no Resources expenditures except whatever might be necessary to travel to each
manse and demesne to assess its dragon lines.

Hitting Demons & Hurting Gods

With the somewhat completionist tone of including a


ritual so that mortal thaumaturges can produce weapons to
strike immaterial gods and elementals, it may seem odd that
there is a lack of rituals to hit immaterial demons or cause aggravated damage to gods and elementals. This is deliberate.
In the latter case, the little gods that manage Creation and
are appeased or prodded into action through most rituals are
unwilling to go so far as to cause real harm to their more
sentient brethren. In the former case, demons are sufficiently
alien to the processes of Creation, even when they appear
identical to other spirits, that the science of Creation can not
fully affect them. While plating a weapon in gold or silver to
deliver holy wrath to the denizens of Hell is fairly straightfoward, slipping into the spaces that demons inhabit in the
Chasm of the Material is another matter.

Chapter Eight Miscellany

111

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