Ex3 Sidereals - Charting Fates Course (Download)
Ex3 Sidereals - Charting Fates Course (Download)
Ex3 Sidereals - Charting Fates Course (Download)
Credits
Authors: Rai W. Cole, Hiromi Cota, Elliott Freeman,
Violet Green, Emily Griggs, James Huggins, John
Matyus, Eric Minton, MJ Monleón, Lauren Roy,
Monica Speca, Robert Vance, Vera Vartanian
Special Thanks
Jenna Moran, for inventing the beautiful strangeness
of Sidereal Charms.
All rights reserved. Reproduction without the written consent of the publisher is expressly for-
bidden, except for the purposes of reviews, and for blank character sheets, which may be repro-
duced for personal use only. Exalted and Exalted 3rd Edition are registered trademarks of Paradox
Interactive AB (publ). All rights reserved.
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TA B L E O F C O N T E N T S
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S I D E R E A L S : C H A R T I N G FAT E ’ S C O U R S E
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TA B L E O F C O N T E N T S
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“I’m always surprised,” said Easy-Come Dozan to the silver spider on their shoulder, “that Heaven itself still has traffic
jams.” Gilded carts, gem-crusted wagons, and peachwood palanquins filled the street from one side to the other. Here and
there, spirits tried pressing through small openings between them, succeeding only in worsening the congestion.
“I also would have thought,” continued Dozan, craning their neck, “that my dear friend, who knows the warp and weft of
the Loom like second nature, might have warned me before we left home.”
The spider gave them a long-suffering look, one that suggested this was a frequent line of conversation, and chittered
something reproachful with a buzzing voice.
Shouts echoed from farther up, accompanied by the sound of splintering wood. Dozan plucked at the sleeve of a crane-
necked god. “What’s going on?”
The god sighed, vexed. “Tarelyn of the Fretful Hours is transporting a new pet to her menagerie, and it’s not pleased with
the relocation.”
“When you say pet...” More shouts went up. Dozan winced.
“Tarelyn’s caught herself a behemoth.” The beast’s roar set teahouse awnings aflutter. “Well. ‘Caught’ is debatable.”
“Hmm,” said Dozan. “I wish her luck with it.” Surely the Department of Celestial Concerns had dispatched a team to clear
this up, but with every passing second Dozan, as one of Mercury’s Chosen, fretted they might be tapped to help. Ordinarily,
the Harbinger wouldn’t mind corraling a runaway behemoth, but there was no time for it today. Second-Look Essel had
lodged a formal grievance against the entire Division of Journeys, one that risked burying everyone from the lowliest
clerks to the division’s head in paperwork. Dozan had been tasked with leading a charm offensive to molitate the god of
hidden paths, but now, they were already running late.
Fortunately, Dozan had a way around the traffic jam, one that would make up for lost time. They beamed down at the
pattern spider, who grumbled with inflated exasperation before abseiling to the ground. Dozan climbed astride the spider,
boggling bystanders — The Sidereal was ten times their familiar’s size, and yet the spider bore their weight effortlessly.
The spider skittered toward the street’s edge, hauling itself and Dozan up a tenement wall. It was excellent timing — from
the roaring, shrieking, and billowing dust cloud coming from below, it seemed that Tarelyn’s new pet had broken free at
last. Dozan and their spider neatly avoided the commotion, descending to the streets only as Essel’s manse came into
view. As Dozan dismounted, they patted their robes to smooth them down.
A letter was tucked into the fabric, one that certainly hadn’t been there this morning.
•••••
“This violence is pointless,” said Adhim, as he dodged yet another blow. Helavarin, god of whispered bargains, had not
been pleased with Adhim’s visit to her teahouse. Perhaps this had something to do with the bars of stolen ambrosia piled
up in the basement, although it could have been the cask of Yozi venom. Before Adhim could even give his reason for
stopping by, Helvarin had launched herself at him, forcing him out the door with a barrage of blows. They’d been at this for
ten minutes, and gathered quite the crowd.
Adhim, for his part, let her do it. There wasn’t anything he needed to say to her inside that he couldn’t also say on the
street. If assembled crowdtook a lesson from it, so much the better. He kept his hands at his sides, save to block what he
couldn’t dodge, and let her Helvarin exhaust herself with futile exertion. Honestly, divine gangsters did half his job for him,
just by getting riled up so easily.
The god came at Adhim again, her fist looping toward his midsection. The Joybringer sidestepped smoothly, as though he
and Helavarin were partners in an intricate dance. His starmetal walking stick tapped out the rhythm. “I understand. You
think defeating me will help your image,” he said. “But look at yourself. You’re winded and disheveled, and you still haven’t
landed a punch. I haven’t even had to throw one.. What does that do to your image?”
A murmur traveled through the audience. A pair of Helvarian’s heavies, hulking magma-gods with fists of molten lava, moved to
step in, but their employer waved them off. If she couldn’t win without help, the damage to her reputation would still be done
“Spare yourself the humiliation,” Adhim said, a tone of irritation creeping into his voice. “All I want to do is talk.”
Instead, the god’s fist whirled at the Joybringer’s head in a blow that could have knocked the Joybringer’s teeth out.
Adhim didn’t move.
Perhaps she was exhausted. Perhaps she didn’t want to give the Bureau more reason to investigate her. Perhaps it was
the best way she could think of to save face. But whatever her reasons, at the last second,
Helavarin’s fist stopped. Had Adhim so desired, he could have daintily kissed her knuckles (he did not so desire). The god
hung her head and stepped back. Her fist unclenched, she offered him her hand. “Will you come in for some tea?”
“I’d be delighted.” He followed her inside, inwardly grumbling as he noticed a small rip the fight had left his shirt. I’ll have
to visit my tailor, he thought. Beneath his fingers, paper crinkled. The corner of an envelope poked out through the tear.
•••••
Koraia walked at Hiparkes’ side, watching herds of horses run along the rolling green hills of heavenly pasture below.
The Stallion Lord wore his human form, his skin silvery and his hair a mane of smoke. Though the horse-god towered
over her, he wasn’t quite as tall as he’d seemed when she was growing up in Marukan. She enjoyed the power and the
confidence of being Mars’ Chosen, the respect shown to her even by the gods — but this was different. Hiparkes wasn’t
just any god; he was the god of her people.
She’d ridden on his back when she was but a child, back when she had a different name. She’d spent sleepless hours
praying to him the night before she first sipped tea with the Sisterhood of the Night Ride and joined their sisterhood. Now
she was making small talk within him to suss out his opinions on heavenly politics.
“Koraia?”
Hiparkes had asked a question. “I’m sorry, would you repeat that, please?”
She had many, as a daughter of Marukan and a Shieldbearer both. Which did wish to hear? Was he merely seeking her
personal opinion, or was asking for insight on the Division of Battles’ plans? Did he want her to give destiny a nudge in the
Marukani Alliance’s favor? She’d handled borderline improper requests from gods before. Some you shut down, others
were worth hearing out. But those gods weren’t Hiparkes.
Suddenly, Koraia felt small again, awkward and unworthy. Who was she, to call herself Hiparkes’ peer? What daughter of
Marukan would flinch away from serving him?His hoofbeats, it was said, had created all the roads of Marukan, thousands
of years before Koraia was born.
I’m not ready for this. “I’m sorry,” she said, pulling fate around herself like a cloak, “but I was never here.” And it was so.
Koraia reappeared on the road leading back from Hiparkes’ stables. She drew a handkerchief from her pocket to wipe
away the sheen of nervous sweat, only to find a piece of paper neatly tucked into its folds.
•••••
Nayalu cradled the ancient igil close to her chest, careful not to put too much pressure on the fiddle’s starnetal-fretted
neck or brush the exquisitely carved tiger head at its top against the tomb’s rough stone walls. The crawlspace had barely
enough room for her to move through it. Thieves had discovered it before her, a gap in the tomb’s construction, but they’d
never found a way past.
From the other side of the bricks came the thudding footsteps of the tomb’s guardian-servitors — orichalcum automata
who’d stood vigil the ages, protecting the First Age crypt’s treasures sealed. The skeletal remains of would-be interlopers
littered the way in, but Nayalu had slipped past the servitors. The trick would be getting out.
Either battle or subsidence had caused this part of the crawlspace wall to settle. Through the cracks in the stones, Nayalu
heard sand shifting underfoot as a guardian passed close by. It didn’t breathe, but Nayalu could make out the sound of
mechanisms whirring, trying to find her. Hemmed in like this, it would only be a matter of time.
Options wheeled through her mind. No escape routes. No back-up. If there was a spell for a sorcerer stuck in a
crawlspace, she’d never learned it. The odds would favor her in a fight, at least until the reinforcements came, but she
discarded that thought out of hand. Not only would it risk damaging the igil, but the thought of destroying these guardians
felt shameful. The secret of their making had long been lost. A subtler approach was called for.
Turning to face a direction that does not exist, Nayalu stepped outside of fate’s weave, outside the reach of eyes and ears.
The automaton’s inhuman senses pierced through the stone wall as it turned its head in her direction, but registered only
empty space. She sometimes missed the challenge such escapes would have posed before her Exaltation, the terror of
certain death and the euphoria of finding the way out. But the headstrong scavenger prince she’d once been could never
have dreamed of daring a Solar’s tomb for the sake of an unwisely wagered fiddle, nor the countless other adventures
that had become her life. It balanced out.
When she was safely out of the ruins, Nayalu paused to rest beneath an ironwood tree. The warm sand felt good on
her tired muscles as she sat to take off her boots and shake out the pebbles. As the last of them tumbled out, a piece of
parchment fell out with them.
•••••
The young Lunar had eluded Silent Moth for hours. He’d taken to the trees as a mountain cat, and run fleet-footed as a
deer across the tall grass. He was no warrior; escape was his only hope of survival. Such hope was fleeting. He was far
from the first Anathema that Moth had hunted, nor the first Lunar to employ such tricks against her. She’d learned to
track as a child in Fortitude, , pursuing those who fled from her gang into the city’s underground depths. What chance did
the Lunar have?
Now, cornered, he turned to Silent Moth with pleading eyes. “I’m not your enemy,” he said. “I have no quarrel with the
Realm.” He gestured to his coat, far too thin for the cold. His too-big boots were stuffed with rags to keep them from
falling off. “You think I’m an Anathema? I can barely clothe myself.” He laughed, bitterly, through the tears streaming down
his face. “Please. I’ll swear whatever oath you ask of me.”
He almost swayed Moth. It was true — the meek youth posed no threat to her, no threat to the Realm. The status quo
could survive an act of mercy, and she wished so badly to be merciful. But she’d been meek once, too. A gang leader’s
momentary mercy had let her live another day. It was a dangerous way to think; Moth’s hand slashed down, forming the
Lesser Sign of the Sword. With that extra day, I became the person who would someday take her place. She’d seen the
projections for what would happen if this Anathema lived; meek as she seemed now, someday her actions — and that of
the army she’d lead — would spell disaster for Creation. No.
She didn’t respond, merely moved into a Ninth Direction Slash. Her blade opened the Lunar’s throat, and and ended the
girl’s fate, at least for now.
As she peeled off her gloves and tucked them into her belt, Silent Moth discovered a note tucked into it as well.
•••••
Adhim arrived early, as was his style. Fates deviate in the city of Turutan, the letter read. Discover the cause. Repair what’s
broken. It told him nothing else beyond the names of the others assigned to the task, and when and where they were to
gather.
He sat on a small stone bench, placed there centuries ago by some other Chosen who, presumably, spent a lot of time
waiting for her peers. Golden afternoon light played on the tall grass around him. After a few moments, three of his four
companions stepped through the heavenly gate: Koraia, called the Iron Thistle; the staunch Reckoner Silent Moth; the
sorcerer and Oracle Nayalu Eika. They knew one another through reputation, or brief meetings in Yu-Shan’s halls, but
little more. “We’re only missing one,” Adhim said, rising to greet them. “Perhaps we should—”
A sudden snore interrupted him, as of someone startling awake. It came from behind the bench where he’d been resting.
A moment later, Easy-Come Dozan stood, brushing bits of grass from their shoulders. A pattern spider trundled out onto
the road, stretching its legs like a contented cat.
Adhim stared, his introductory speech dying on his lips. It wasn’t so much that he hadn’t noticed Dozan’s presence —
Adhim’s horoscope hadn’t warned of any danger, and he could defend himself easily even if it had changed. It was the
oddness of Dozan’s approach: napping in the tall grass when such an important assignment was imminent. It was time
they could have spent preparing for what lay ahead.
If Dozan noticed Adhim’s agitation, they ignored it. “I hope this assignment will be easier than cleaning up after the
Tarelyn’s beast,” they said. Without further explanation, they strode off in the direction of Turutan. Adhim frowned after
them, then let out a sigh and followed.
Introduction
“I foresee that man will resign himself each day to new abominations, that soon only soldiers and bandits
will be left. To them I offer this advice: Whosoever would undertake some atrocious enterprise should act
as if it were already accomplished, should impose upon himself a future as irrevocable as the past.”
The Sidereal Exalted have many gifts to ensure this Chapter Four: Character Creation provides rules
happens. They are star-eyed seers, gifted with insight for creating Sidereal player characters.
into the secret mechanisms of fate. They are peerless
Chapter Five: Traits details the Sidereals’ Castes and
martial artists who use their esoteric wisdom to create
provides rules for arcane fate, resplendent destinies,
secret techniques capable of twisting reality itself with
and Sidereal prophecy.
every strike and blow. They are celestial powerbrokers
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INTRODUCTION
Chapter Six: Charms unleashes the strange and for those it lost when the Bureau of Seasons splintered
wondrous Charms of the Sidereal Exalted, drawing on off from it.
Creation’s constellations and the secret wisdom of the
Maidens. Bureau of Seasons, the: The bureau that oversees
weather, climate, and the changing seasons. Heaven’s
Chapter Seven: Martial Arts and Sorcery presents military, the Aerial Legion, is also part of this bureau.
new martial arts styles and spells, including the tran-
scendent secrets of Sidereal Martial Arts. censor: Enforcers of Heaven’s justice, censors are
elemental dragons invested with plenipotentiary au-
Chapter Eight: Artifacts uncovers a trove of star- thority to punish heavenly crimes and conduct audits.
metal artifacts suitable for requisition or discovery by
Sidereal agents. convention: A Sidereal working group within the
Bureau of Destiny.
Chapter Nine: The Roll of Heavenly Personages
offers an array of characters to battle, bewilder, or be- division: A sub-unit within a bureau.
friend, including Sidereal martial artists, cunning gods,
and draconic censors. Celestial Bureaucracy, the: The great bureaucracy
of Heaven, encompassing both the bureaus of celestial
gods and the countless terrestrial gods who dwell in
Lexicon Creation.
ambrosia: The currency of Heaven, made from prayer Cult of the Illuminated, the: A cult whose teachings
itself. and followers were scattered across Creation in the
mass migrations following the Great Contagion. The
arcane fate: The curse that dooms the Sidereals to Gold Faction supports it in secret to help protect young
be forgotten, erasing memories and records of the Solar Exalted from the Bronze Faction and The Realm.
Maiden’s Chosen. It came to be in the aftermath of the
Solar Purge, when the nascent Bronze Faction broke Creation-Ruling Mandate: The Unconquered Sun’s
the stars themselves to seal away the Solar Exalted. edict at the end of the Divine Revolution, granting
dominion over Creation to the Exalted rather than the
audit: A formal investigation of a spirit or Sidereal gods.
conducted by a censor before imposing punishment.
destiny: The Celestial Bureaucracy’s plan for the future
Bronze Faction, the: An informal coalition of of a person, place, or thing, mystically woven into the
Sidereals dedicated to maintaining the safety and sta- Loom of Fate. Planning destinies and ensuring they
bility of Creation’s status quo by supporting the Realm. come to pass strengthens Creation, reinforcing its
Political rival to the Gold Faction. reality against the chaos of the Wyld and other threats.
bureau: One of the five major bureaucratic sub-units enemy of fate: An otherworldly being from a realm
of the Celestial Bureaucracy, made up primarily of ce- outside of fate’s weave. This category notably includes
lestial gods. demons, fae, and the undead, as well as the Exalted of
otherworldly powers, like Getimians, Abyssals, and
Bureau of Destiny, the: The bureau to which the
Infernals.
Sidereals belong, tasked with ensuring that destiny is
fulfilled. Sometimes referred to simply as “the Bureau” elemental: Spirits that arise naturally from Creation’s
by Sidereals. Essence, who occasionally join the Celestial
Bureaucracy.
Bureau of Heaven, the: The bureau that oversees
abstract concepts and Heaven’s governance. fate: The causal laws of Creation and Heaven. Fate
dictates what futures — and destinies — are possible,
Bureau of Humanity, the: The bureau that oversees
defining the world’s natural order.
human creations and affairs.
Fivescore Fellowship, the: A colloquial term for the
Bureau of Nature, the: The bureau that oversees an-
Sidereal Exalted as a whole.
imals, plants, and other natural phenomena — except
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S I D E R E A L S : C H A R T I N G FAT E ’ S C O U R S E
god: A type of spirit, typically serving as the divine resplendent destiny: Archetypal identities donned by
steward of a place, thing, or concept as part of the Sidereals to interact with others free from the curse of
Celestial Bureaucracy. arcane fate.
god, celestial: A higher-ranking god of the Celestial Saturn: The Maiden of Endings, the goddess who
Bureaucracy whose status warrants them a place in ensures that all things end as they must.
Heaven. Celestial gods typically oversee a category of
things or phenomena, like “rivers,” or serve as atten- Shadow City, the: A colloquial term for the criminal
dants, retainers, and staff for such gods. underworld of Heaven.
god, terrestrial: A lower-ranking god of the Celestial Solar Purge, the: The mass assassination of the First
Bureaucracy that dwells in Creation. Terrestrial gods Age’s Solars, orchestrated by a Sidereal conspiracy that
typically oversee specific things or phenomena, like eventually became the Bronze Faction. Also known as
“the Meander River.” the Usurpation.
Gold Faction, the: An informal coalition of Sidereals, spirit court: A social or political association of gods or
whose diverse goals and agendas share a willingness other spirits.
to risk Creation’s safety for the sake of a better tomor-
row. The secret backer of the Cult of the Illuminated. Venus: The Maiden of Serenity, the goddess who over-
Political rival to the Bronze Faction. sees relationships of every variety.
Heaven: The celestial city of the gods, connected to Yu-Shan: See Heaven.
Creation by ancient gateways. Also known as Yu-Shan.
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INTRODUCTION
The 36th Chamber of Shaolin, directed by Lau Heaven Official’s Blessing, directed by Chen Jialin:
Kar-leung: A classic of Hong Kong’s cinema, this film This modern-day take on the celestial bureaucracy
makes its protagonist’s training in the martial arts as follows the misadventures of a down-on-his-luck god,
exciting as any fight scene, providing excellent inspi- providing ample inspiration for both Sidereals in par-
ration for storytelling Sidereal training regimens and ticular and Exalted in general.
those of other Chosen.
Person of Interest, created by Jonathan Nolan: A
The Adjustment Bureau, directed by George Nolfi: former CIA agent and an eccentric software genius fol-
The titular bureau is the closest thing to the Bureau of lowing the enigmatic guidance of the Machine, a mass
Destiny you’ll find in popular culture. surveillance system capable of predicting the future.
The sci-fi intrigues that unfold around the Machine
Detective Dee and the Mystery of the Phantom provide inspiration both for Sidereal missions and for
Flame, directed by Tsui Hark: The film’s titular de- what the shadowy Bureau of Destiny’s machinations
tective is sent to investigate a seemingly inexplicable might look like from the outside.
case of spontaneous human combustion. In addition
to spectacular fight scenes, it’s a good example of
how a Sidereal mission can be structured and how the
Manga and Comics
Exalted leverage their skills outside of combat.
Kill Six Billion Demons, by Tom Parkinson-Morgan:
Ink, directed by Jamin Winans: This dark urban The spectacular supernatural martial arts on display
fantasy’s most spectacular scene is a visually stunning in this beautifully illustrated webcomic are second to
example of Sidereal magic in action, courtesy of the none as inspiration for Sidereal Martial Arts and other
blind seer Jacob. mighty powers of the Exalted, while the city-world
of Throne has much in common with the slums of
Heaven.
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The Katabasis was, by all accounts, one of Turutan’s most dangerous quarters. While the others in the Circle
had ventured off on their own to gather information on the city and its residents, Silent Moth and Koraia
explored the Katabasis together. Either could have held her own alone, but each knew how valuable it was
when someone else was watching out for you, just in case.
It was Koraia who turned the conversation toward the manners of their Exaltations, as much to pass the time as
to get to know her companion.
“I was lost in the tunnels,” Silent Moth said. “For days I followed the sound of a big cat padding around, even
though such things are rare that deep underground. Now and then I’d see it at a junction, with one of the gang
leaders astride. Some sat tall. Others were bloody. The cat was a massive snow leopard, its fur the pale gray of
a winter sky. No matter how fast I ran, I couldn’t catch more than a handful of its tail. Until, that last day, when it
stopped and let me get so close I could touch the rider’s boot. Do you know who was in the saddle?”
“Who?” Koraia shook her head slightly at a man lurking up ahead. You didn’t need to understand fate’s
intricacies to know when someone was gearing up to cut your purse strings. The man thought better of it, and
found somewhere else to be.
“Me. Swathed in purple and with a pair of crows wheeling above my head.”
“I fell on my ass in the dirt.” Koraia’s laugh, full-throated and unrestrained, made something warm bloom in
Moth’s belly. “When I finally spoke to our gang’s priest, he said I was destined for more. If only he knew. What
about you?”
“I kept hearing swords ringing,” said Koraia. “It wasn’t the raiding season, and Lookshy hadn’t sent word of any
concerns. Then one night, I woke up smelling blood and hearing shouts, even though the village was quiet. I
got everyone up anyway; no one was happy about it. Turned out there was a bandit gang riding for our gates.
We survived; most of them didn’t.” She pulled up short, at the entrance to a teahouse that had seen better days.
“Here, you think?”
“I trust your instincts,” said Moth, enjoying the blush that crept into Koraia’s cheeks. She adjusted her grip on
her grimcleaver. Hopefully, their entrance wouldn’t immediately spark a fight, but it was always best to be
ready. “Let’s go find out who’s in charge.”
•••••
Later, the five gathered around a table in a rented suite of rooms, distilling their day’s reconnaissance into a
brief. Adhim wrote while the others talked, separating fact from speculation, and ensuring Heaven heard what
it needed to, when it needed to:
“Our explorations have yet to uncover the root of the anomaly, though our preliminary work points us in three
directions:
Obsidian Saber, who advises Prince Dalir, exhibits the qualities of an Exigent. Which god he represents and what
his goals are remain unknown. The prince is little more than a figurehead, though once he was well-respected.
Many weak gods make Turutan their home. The circumstances behind this phenomena remain unclear,
whether due to historical events or the draw of a charismatic figure.
Lastly, merchants, criminals, and politicians alike complained of the machinations of the Ship’s Wheel
Fellowship, a society that, while newly-formed, has gained significant power in their short investiture. I assure
you, its invocation of the constellation has not gone unnoticed among us.
— Adhim Kassar
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Chapter One
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C H A P T E R O N E : T H E S I D E R E A L E X A LT E D
The Solar Purge did not go as planned. Not all the Shogunate’s perils were born of humanity.
Aehemai the Second Death, roused from its slumber
While many Lawgivers fell in a single stroke, too in the Underworld by a mysterious necromancer-king,
many survived. Legendary Solar warriors slew the would have devoured every soul in Malishen had the
assassins sent against them, while others escaped their Joybringer Volant Stone not relocated the entire city
pursuers. Some uncovered the conspirators’ schemes to a sunlit mountain peak. The Thing-in-Mirrors
and prepared against them or had been warned by could not be slain by any daiklave, but it fell to Ei Zou’s
Sidereals opposed to the Purge. Some were vigilant or Obsidian Shards of Infinity style. The faerie hosts of
paranoid enough to have already planned for just such the Shape-Crowned King might have bested Gens
a contingency. What was meant to be a surgical strike Kamaya in the Siege of the Burning River were it not
became a years-long war — a war the nascent Bronze for the Sidereal Circle that assassinated their raksha
Faction and its allies won. warleader.
The slain Solars’ Exaltations were sealed within the But the kingdoms of the Shogunate were not the only
Jade Prison, a singular wonder that prevented their re- ones divided against themselves. The Solar Purge had
incarnation. The Bronze Faction hid it away within the pitted Sidereals against each other in battle, creating a
constellation of the Mask, the sign of secret wisdom, schism among the Fivescore Fellowship that could not
but they misjudged the Prison’s power. The Mask shat- be mended. The Bronze Faction predominated within
tered under its weight, cursing the Sidereals with the the Bureau of Destiny but faced opposition from the
arcane fate that leaves Creation unable to remember Gold Faction, a political bloc of Sidereals who had
them. This was the deathblow to the Bronze Faction’s fought against the Solar Purge or opposed the Bronze
plans, ending any prospect of Sidereal rule or a return Faction’s support of the Shogunate for their own rea-
to the First Age’s status quo. Instead, the Sidereals sons. While factional disputes never rose to the level
entrusted rulership to their Dragon-Blooded allies, of bloodshed seen in the Dragon-Blooded’s interne-
marking the Shogunate’s dawn and the First Age’s end. cine warfare, it marked the end of a unified Fivescore
Fellowship.
The Shogunate
Then came the Great Contagion, unforeseen by desti-
As the Dragon-Blooded gentes took up rule of Creation, ny, that cast the Shogunate and Heaven alike into cha-
the Sidereals struggled against the challenges of a new os. Sidereals struggled in vain to find a cure or halt the
world. Destiny had suffered greatly as a cost of the disease’s spread, but they ultimately proved powerless
Solar Purge, and establishing a new status quo under against it. Mass death cut short the threads of count-
Exalted rule would be key to mending it. As Dragon- less destinies, and Creation began to fray and dissolve
Blooded kingdoms rose, flourished, and warred, the into the Wyld. By the time the Fair Folk invaded, all
Sidereals watched from Heaven, bestowing blessings hope was lost. The Sidereals made a desperate stand
on daimyos and gentes they believed would best serve against the conquest, fighting not to win, nor even to
destiny. While they could never hope to control the survive, but only to save as much as they could. When
Shogunate’s Dragon-Blooded rulers, they could still the Sword of Creation annihilated the faerie incursion,
offer guidance and counsel despite the curse of arcane the surviving Sidereals found themselves tasked with
fate. forging a new world out of the ashes.
Throughout the Shogunate, the Bureau of Destiny’s The Rise of the Realm
Sidereals intervened to defend it from threats within
and without. The Silver Pact proved greatest among The Bronze Faction has guided the Realm since its
these, and the Bronze Faction lent substantial aid to birth, advising the Scarlet Empress and lending the
the Wyld Hunts prosecuted by the Shogunate against Immaculate Order’s support to her regime. Disguised
them, offering both intelligence and the support of as monks, functionaries, and soldiers, Sidereals have
Sidereal shikari. If there was any rival to the Pact’s cultivated influence among the Great Houses and the
threat, it was the Dragon-Blooded themselves, whose Realm’s mechanisms of governance, subtly guiding
ambition bred strife and treachery. Sidereals moved in them into alignment with destiny when they diverge.
secret to quash conspiracies against rulers blessed by The Realm’s expansion, colonization, and centraliza-
Heaven while backing coups and wars against those tion of power made it an invaluable asset to destiny’s
who obstructed destiny. servants, the keystone of a carefully planned status
quo.
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Sidereal foresight warned the Empress of threats to Exaltation. Omens and portents surround her, and the
her reign and her life, from Lunar assassins to the line between dreams and reality blurs. Coincidence
scheming of her treacherous progeny. The Wyld Hunt becomes commonplace, especially surrounding her
has continued unabated, eliminating enemies shared Maiden’s purview. The not-yet-Exalted Sidereal might
by the Bronze Faction and the Realm. But the Bureau of feel like she’s going mad, reaching enlightenment, or
Destiny serves Creation as a whole, not just the Realm, just having the strangest week of her life, but the signs
and many threats have fallen beyond the empire’s bor- are always disruptive enough to be noticed by the
ders. Across the world, Sidereals have served destiny Sidereal and often by the people around her.
by any means necessary: securing peace or sparking
war between distant Threshold kingdoms, preserving This was it? The old map had led her halfway to
far-flung trade routes against faerie raiders or outcaste Nexus and back, following riddles out of moldering
bandits, and besting the likes of the Father of Serpents codices and piecing together clues from strangers
and the Carrion Stavrophores. on the road. In a moment of desperation, she’d even
taken her direction from the albatross that had been
But as the Second Age passed under Sidereal guidance, a her constant companion — it had worked in her
new threat to destiny emerged. In the Shogunate’s early dreams the night before and worked again then. Now,
days, the ancient Sidereal Rakan Thulio defected from at her journey’s end, she’d found nothing more than
the Bureau, believing himself betrayed by his peers. After a ruined pagoda, its meditative pool filled with last
centuries, he has reemerged with strange and terrible week’s rainwater. No treasure, no wonders, not even
allies, the fate-blighting Getimian Exalted. Enemies of a sight worth seeing. She looked into the pool of still
Heaven and destiny, Getimians pursue Sidereal oper- water and saw only her reflection. Behind her rippling
atives in the field to thwart their missions and launch face, a small yellow star shone in the midday sky and,
lightning raids against the hallowed spires of Yu-Shan. when she touched the water, she finally understood.
The Time of Tumult The fated nature of Sidereal Exaltation makes them
uniquely possible to predict. Most aren’t located until
The disappearance of the Scarlet Empress gave the they’ve Exalted, but occasionally someone is identified
Bronze Faction little pause at first. It wasn’t the first long before they come into their power. In those cases,
time she’d vanished without warning; vague concern the Bureau of Destiny assigns a Sidereal to watch over
grew into dread only over months and years. The their future colleague, taking the role of a mentor, friend,
search is still on, but other matters have captured the or confidant. Officially, they’re meant only to watch and
Bureau’s attention. Something horrible has risen from advise, but a few have interpreted that role liberally
the grave and sacked the city of Thorns. Malfeas has when their charge’s life seems unbearable or when a
terrifying new agents, Exalted by Hell itself. Rakan gentle nudge might teach them an important lesson.
Thulio and his Getimian allies grow ever bolder in
Many injured strangers passed through her door, but
their war against Heaven. There simply aren’t enough
he was the first to arrive with a demon’s still-living
Sidereals in Creation to give every threat the attention
fangs buried in his flesh. She could only hold a cloth to
it deserves, and every division is stretched to its limits.
his forehead and soothe him as he died. “Do not mourn
me,” he said, faintly. “Saturn’s call is sweet, and you will
Sidereal Exaltation serve her well.” Fevered and delusional, she thought,
but still, his words gripped her heart. As the light faded
Sidereals are Chosen at birth, though they seldom from his eyes, she felt it flowing into hers, and when
Exalt before reaching adulthood. A Sidereal’s early life she opened them, the world sang with star-music.
is touched by their Maiden in subtle ways. A Chosen
of Journeys might be constantly uprooted — literally Days or weeks of confusion finally culminate in a surge
or metaphorically — throughout childhood, while a of unexplained power, imbuing the new Sidereal with
Chosen of Serenity’s life will involve powerful rela- her gift. Although the moment of Sidereal Exaltation
tionships, moving interactions with art, or intense comes with a flash of pure understanding and con-
emotional choices. These brushes with fate are seldom nection to fate, the Maidens themselves almost never
clear except in retrospect. appear, and the quickly fading moment leaves no
directive. New Sidereals are frequently confused and
This synchronicity between Chosen and Maiden alone, cut off from their previous life with no clear
heightens dramatically in the days preceding path forward.
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They’d been through so much for this wedding day. A might begin in service to the mission, but blossom into
fine Dynastic lady and a humble peasant girl, together genuine friendship, love, or hatred. Other Sidereals
despite the Scarlet Dynasty’s outrage. Her beloved draw little distinction between themselves and their
had fought so hard for this union. She had not been cover identities, using resplendent destinies to estab-
there, yet she’d seen it nonetheless in her feverish lish lasting relationships. Those who walk this path
delirium these last few days — just nerves, she was face many heartbreaks: the pain of having to deceive
sure. Now she and her bride were both visions in your closest friends, of never truly being understood,
crimson and white, standing before three Imperial of falling in love with someone who can never know
judges. She lifted her veil, but in the eyes of her your true name.
betrothed, there was only confusion. “Who are you?”
asked the Dynast, and the farmgirl’s world shattered.
In Destiny’s Service
Arcane Fate The Bureau of Destiny seeks out Sidereals soon after
their Exaltation, offering them a position as an elite
At the moment of Exaltation, the arcane fate that curs- agent of fate. Most accept, for the Bureau has much to
es every one of the Maiden’s Chosen takes hold. Now offer: a purpose in life, the otherworldly splendor of
tied to the stars, the Sidereal’s identity is obscured by Yu-Shan, and the camaraderie of fellow Sidereals free
the broken constellation of the Mask, causing her to from arcane fate. The Bureau works to ensure the des-
be forgotten by friends and enemies alike. Her closest tinies planned by Heaven come to pass, and Sidereals
friends, her wife, her children — they could forget her handle the most challenging and dangerous threats to
at any time, and one day, they inevitably will. Spirits, destiny: stopping a war one week, bringing rogue fire
the Exalted, and other powerful beings are more resil- elementals in line to stymie a volcanic eruption the
ient, but even the mightiest are not immune. next, and sabotaging a political marriage the week
after.
Arcane fate takes its toll on every Sidereal. Elders help
young Chosen of the Maidens cope with this burden, While the Bureau’s intelligence is second to none,
encouraging them to meet Sidereals of similar age or it’s not omniscient. Sometimes, a Sidereal might be
inclination. While most gods are susceptible to ar- dispatched to the general location of a major snag in
cane fate, those in the Bureau of Destiny are immune, fate and told to fix whatever’s causing it. While some
allowing Sidereals to nurture working relationships missions may seem bizarre or pointless, the Sidereals
into genuine friendship. Beyond this, all of a Sidereal’s assigned to them aren’t kept in the dark. They’re
relationships are touched by arcane fate’s inevitability. briefed on their role in the bigger picture, both to pro-
vide important background information and to ensure
Sidereals shield themselves from arcane fate by they understand the mission’s importance.
donning illusory cover identities called resplendent
destinies. The Sidereal herself is still forgotten, but While the Bureau expects diligence and devotion from
her resplendent destiny isn’t. Resplendent destinies its agents, there’s more to life as a Sidereal than their
don’t have the complexity, depth, or history of a true missions. They have time to indulge in heavenly deca-
identity — they’re archetypal personas, loose sketches dence or pursue personal agendas. Even on assignment,
that let onlookers fill in details. They don’t conceal the they have discretion to pursue their own interests and
Sidereal’s appearance, but they instead give her the goals, so long as it doesn’t threaten the mission.
seeming of that archetype in other’s eyes. Under a sol-
dier’s destiny, her posture seems more imposing, her The Sidereal host is sometimes known as the Fivescore
movements bespeak training in battle, and her swears Fellowship, for there are never more than 100 at
would be at home in any mess hall. While a resplendent once. They work more closely than any other kind of
destiny isn’t a full-fledged identity, a Sidereal must Exalted, and a new Sidereal will quickly meet almost
still play its part to an extent, lest she compromise the every Sidereal working for the Bureau and know the
ephemeral cover it affords. rest by reputation. Arcane fate makes relationships
with other Sidereals invaluable; even staunch political
Many Sidereals see their resplendent destinies as rivals may meet in a heavenly teahouse and make civil
nothing more than a necessary tool, just part of the job. conversation for the sake of companionship.
Any relationships they establish under its auspices are
not genuine, merely assets in their service to destiny. Independent Sidereals who turn down the Bureau’s
This is not always an easy matter — a relationship recruitment efforts are free to pursue their own goals
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in Creation, yet they must do so alone. Some endure mantras, breathing exercises, and meditation tech-
their solitude using resplendent destinies or by prior- niques to help them control it, but it takes many a few
itizing their relationships with Exalted Circlemates, years to fully tame their fateful Essence. Convention
worldly spirits, and others with supernatural resilience meetings and destiny planning committees are oc-
to arcane fate. The Bureau’s offer is a standing one, and casionally interrupted by youthful firebrands, and
many independent Sidereals eventually take them up on missions occasionally go off-kilter, but so long as a
it, either when arcane fate’s strain grows unbearable or Sidereal takes care of whatever problems she causes,
when they find themselves lost and seeking purpose. she can expect sympathy rather than sternness from
her seniors.
On rare occasions, Sidereals in the Bureau’s employ
have gone rogue. Some find the work of destiny un-
palatable or morally unacceptable. Some are jaded Past Lives
by the Celestial Bureaucracy’s corruption. Some find
A new Sidereal inherits her predecessors’ legacy, re-
their personal agendas have become incompatible
calling memories from her past lives. These memories
with their service to the Bureau. A single rogue agent
might rise unbidden to a Sidereal’s mind or play out in
represents a massive loss for the Bureau, but it doesn’t
her dreams. Sidereals who are particularly attuned to
hunt down rogue Sidereals unless they pose a threat to
their past lives might experience vivid, hallucinatory
destiny. Coercion is a poor means of control over the
flashbacks. The more recent a past life, the greater the
Chosen, and a rogue agent, given sufficient time, might
clarity and detail. Memories of the First Age tend to be
find their way back to the fold. Bureau Sidereals occa-
hazy and nondescript; the Divine Revolution is nothing
sionally join forces with rogue agents on missions that
more than fragments of emotion, sensory experiences,
serve both their interests, and some rogues maintain
and incomprehensible visions.
ties with their peers in the Bureau, still willing to aid
their closest companions.
Sidereals have greater opportunity to study their past
lives than most Exalted, reading over their mission
Of late, the Bureau has seen the number of rogue agents
reports and personnel file in the Bureau of Destiny’s
actively opposed to Heaven increase significantly with
archives or consulting the records kept by Lytek, who
the reemergence of Rakan Thulio. Though the number
is both god and chronicler of the Exalted. The official
of defectors over the decades can be counted on one
narratives don’t always line up with a Sidereal’s past
hand, the Bureau considers it a grave threat.
lives — not everything makes it into the mission report.
Some Sidereals leave messages for their successors:
Essence Fever encrypted letters, sealed missives that can only be
opened on a certain date, and compendious biograph-
Even those Sidereals who reject the Bureau of ical tomes. New Sidereals may find themselves the
Destiny’s offer are called to serve Creation. In the beneficiaries of a predecessor’s will, inheriting riches,
throes of Essence fever, they see what destiny’s course artifacts, manses, personal libraries, and the occasional
should — must — be, understanding what must be done heap of disorganized paperwork.
with perfect clarity and knowing they must do it. They
feel an intense connection to their Maiden and to fate. Sidereals may also inherit a predecessor’s friends and
enemies. Some gods see a new Sidereal as a direct
Some Sidereals see how their lifelong goals and ambi- continuation of their past life, an old colleague under
tions could be woven into destiny; others are inspired a different name and face. A god might occasionally
to new visions of how the world should be. A young forget which name belongs to which incarnation or
Sidereal, still in training, rushes to her master’s office expect a Sidereal to be intimately familiar with the mi-
to tell them exactly how a tricky destiny should be nutiae of a past life. Most catch on within a few years,
plotted, the words overflowing before she realizes though ancient and scatterbrained gods may require
what she’s saying. A wandering hero, undiscovered by prompting even from elder Sidereals. On occasion, a
the Bureau of Destiny, witnesses the bloody aftermath god might call in a past life’s debts, refusing to accept
of a tyrant’s cruelty and knows who must claim his death as an excuse.
throne. A junior field agent sees beyond their mission
parameters to how they might truly serve destiny. Each Sidereal grapples with this legacy in their own
way. Some identify strongly with their past lives,
It’s no surprise that Essence fever can be disruptive finding meaning as part of a legacy stretching back
to the Bureau’s workings. New Sidereals are taught to the Divine Revolution. Others see their past lives
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THE STAR-BLESSED
A Sidereal having children is a recipe for heartbreak. Their Star-Blessed progeny aren’t immune to arcane
fate, remembering their Exalted parent only by their resplendent destiny, if at all. The Star-Blessed are often
strange children: wise beyond their years, with a knack for attracting the attention of spirits.
Some Star-Blessed inherit a touch of their Exalted parent’s fateful magic: prophetic dreams, an affinity for spir-
its, skill in interpreting omens, uncanny good luck, or the power to lay fateful curses or blessings. Star-Blessed
with such gifts may rise to prominence as diviners, exorcists, and wise elders. Others stay behind the scenes:
court astrologers, advisers to the wealthy and powerful, or teachers at prestigious academies.
Many Star-Blessed are plagued by the mystery of their Sidereal parent. Arcane fate may take their memories,
but the Star-Blessed retain fragments that ought to have been erased entirely. Not a name, not a face, but
enough to know that they’ve lost something. Some devote themselves to seeking out their lost parent; others
nurse lifelong grudges over their perceived abandonment. Some turn to drink, drugs, or ecstatic spiritual
practices to drown out these shreds of recollection.
as something separate from themselves, refusing to the number of casualties, only that the destined victor
be defined by their predecessors or held accountable prevails. Saturn cares not whether it is a tyrant or saint
to their obligations. They also take differing views on who dies, only that he dies at the appointed hour.
whatever guidance a past life might leave for them.
One Sidereal might prize her predecessor’s guidance, Before the Divine Revolution, they wove the destinies
even if she refuses to accept him as part of her iden- decreed by the ancients upon the Loom of Fate. With
tity. Another might discard such messages altogether, this duty entrusted to their Chosen, the Maidens are
unwilling to be micromanaged from beyond the grave. free to enjoy their idylls at the Games of Divinity. They
seem largely content to leave the work of planning
destiny to the Celestial Bureaucracy, though, on rare
Longevity occasions, a Maiden has issued an edict on a partic-
ular matter. Few within the Bureaucracy would dare
A Sidereal may live for millennia, but not a single day
gainsay the Maidens in such matters, but they can only
more than the Maidens have allotted her. For most
guess at the Maidens’ motives in doing so. Do they seek
Sidereals, this is between 3,000 and 5,000 years. No
to avert future calamities known only to them, beyond
Sidereal is known to have reached their sixth millen-
the horizon of the Loom’s predictions? Do they care
nium — with one notable exception — nor have any
for some aesthetic quality of destiny’s pattern, a beauty
succumbed to old age before their second millennium
visible only from their alien perspective? Or, as some
was nearly up. Anagathic drugs, peaches of immortal-
Sidereals have debated over after-work drinks, do the
ity, and other methods of extending one’s lifespan are
Maidens simply have a very strange sense of humor?
of no use to them. The infamous rogue Sidereal Rakan
Thulio has transcended the limit of his years through
some forbidden art, and he has offered to share his se- Mercury
cret with certain elder Sidereals in hopes of tempting
them to his cause. Swiftest of the Five Sisters, Mercury sees the fates of
all things set in motion and knows the destinations
that await them. Golden-haired and saffron-robed,
The Five Maidens she is rarely still and often distracted. Her hair, tied
roughly back, gives the impression of haphazardness;
The Five Maidens are goddesses of the stars, of fate, the unsettled state of her skirts, messiness. But when
and of destiny. They may be the least human of the her darting eyes do settle on someone, the palpable
Celestial Incarnae, enigmatic even to other divinities. intensity of her attention and focus is more than most
They see the world not as it is, but as it could be, can meet.
glimpsing every course of events fate might permit
within their purview. They are neither virtuous nor ve- Mercury is an obscure figure in Creation, but she is wor-
nal, caring only that destiny is fulfilled. Mars cares not shiped as a guardian of messengers, merchants, those given
for the valor of those who fight under her auspices or
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to wanderlust, and to sailors, who praise her for giving in labor, and divine patron of artists, rakes, and sex
them the stars they sail by. Her cults, small as they are, are workers. Her cerulean blue is the color of the lanterns
largely centered in the West; most sailors can always make hung in bawdyhouses across many cultures, of brides’
room for another god to beseech or curse at sea. wedding dresses, and of midwives’ kerchiefs in villages
scattered across Creation.
Mercury’s also the patron of those who struggle with
sitting still or focusing, receiving prayers from young Mars
and old alike. Roads, boundary markers, and ship’s sails
sometimes bear her sign in subtle ways even where she Mars rules war and strife, from the meanest barroom
has no cult, lingering as part of a people’s traditions or brawl to cunning strategies that determine the course
folklore long after they forgot her. of nations. Red of hair and hand, Mars is rarely seen
unarmed. Her preferred dress is simple, unadorned,
Venus and unrestrictive; her hair, she keeps short. She is blunt
in her language and unhesitating in even the hardest
Venus is the goddess of all human relationships, kind decisions, though never casual. She does not weep
and cruel alike. She stands behind the hand that caress- for those who meet their destined end in battle, but
es the lover and the hand that whips the slave. More neither does she disregard the weight of their deaths.
than any of her sisters, she understands humanity’s Some see her as more human than her sisters because
emotions, their needs, their irrationalities: the myriad of this, though it grossly oversimplifies the matter.
things that make up the mortal mind.
The worship of Mars is often overshadowed by that
Venus herself exudes a cool, collected serenity, her know- of other martial divinities, be they the Bureau of
ing smile subtle and oft-hidden by her deep-blue tresses. Humanity’s directional war gods or terrestrial gods of
Gods, elementals, and mortals have competed for her strife and conflict. Her cults dot Creation sporadical-
affections; to win them is a mark of pride that endures ly, with the largest typically incorporating her into a
long after the relationship’s inevitable end and which pantheon of war-gods or syncretizing her with a more
often buoys a flagging career or lifts it to new heights. well-known divinity. But even where her worship is
forgotten, her sign is still used by soldiers, armorers,
Venus is the most worshiped of the Maidens, vener- mercenaries, and brawlers, whether as a good-luck
ated widely as a fertility goddess, guardian of those charm or a symbol of their trade.
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millennium or more of practice — may discern the sub-
tle signs she gives when she desires to speak without
giving voice to her words, a treasure for the observant.
Saturn
Saturn governs the end of all things, and so she is most
feared of all the Maidens. All things have an ending,
and Saturn has never flinched from delivering it; even
her sisters expect no hesitation from her when their
time comes. With hair as white as funeral cloth and
robes of dark violet, Saturn seems somber, even mel-
ancholy, to observers. When moved, she will smile or
laugh, but none have ever known her to shed so much
as a single tear. It is not sorrow that moves Saturn, nor
Jupiter regret, but a bone-deep knowledge that all things will
end, must end, and it is hers to be there when they do.
Jupiter is the goddess of secrets, and of many things
Mourners enjoin Saturn to be kind to their departed
as mysterious as her purview. Not given to displays of
relatives, and the ill or ill-fortuned beg her to delay her
open emotion, Jupiter is as patient as she is taciturn.
fateful sign. One woman, a humble mortal grave-ten-
She says little and listens much, hiding herself beneath
der in Sijan, has apparently thus eluded death for
long cloaks of deep green, often shading her face
centuries, though none can tell why Saturn so favors
with a loose hood. Careful observers — those with a
her — or, indeed, if she does at all.
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At the heart of Turutan lay the House of Bellicose Skies, an Earth manse whose outer chambers the
Obsidian Saber called home. Its smooth samarskite walls reminded Nayalu of lava flows, frozen in
shape after they cooled.
Saber received them in the great hall, looking down on them from a marble throne. The room was
staged to impress. Behind him, a carved relief depicted a long-forgotten battle. Refreshments were
piled high on a sumptuously laid table, accompanied by wine of a rare and coveted vintage. Nayalu
recognized a grifter’s patter the moment he began speaking. She let her mind drift, listening for the
Telltale Symphony underlying his words.
The threads of fate resonated around her like plucked strings. Saber’s song was different than her
companions’: two notes at once, separate but in harmony. She cut him off mid-sentence. “He’s no
Exigent. A god speaks to us through mortal lips.”
Obsidian Saber blanched. Gone, instantly, was the charming prince’s advisor. “Who sent you?”
“Does it matter?” Adhim asked. “Heaven frowns on gods meddling in mortal affairs, and here you’re
advising a prince. You’re in trouble no matter what.”
“Wait, please.” Obsidian Saber stepped down from the throne and claimed one of the smaller chairs,
which had been placed out for his guests. “I’m Imnys-En, of the Broken Peony Court. Heaven appointed
me here centuries ago. The Contagion took my predecessor, and I’ve guarded the manse since. I’m
where I’m supposed to be.”
“Possessing a mortal was part of your writ, was it?” Adhim asked blandly.
“No.” The story spilled from Saber’s lips, of an explorer named Ydor Tal who came seeking the manse’s
secrets. Tal composed poems as he searched for a way into the inner chambers, and the god fell in love
with his words and his voice. “Sometimes I whispered back,” he said, “and he came to love me, too.”
Chair legs scraped across the floor as Dozan dragged one closer. “Oh,” they said, “Adhim, we should
listen.”
Saber didn’t quite seem to know what to make of the Harbinger hanging on his every word, but he
continued. “I thought it wouldn’t hurt to show Tal one secret, since he came here with no malice in mind.
But the manse’s builders left many traps, and Tal was poisoned. I couldn’t bear losing him. So I asked if
he’d let me care for him, until we can find a cure.”
“Possessing him staves off the poison?” asked Dozan.
“Yes. And as Obsidian Saber, we guard the manse against those who come seeking the myriad artifacts
sealed at its center.” He spread his hands. “What lies within once required a dozen guardians standing
watch. Now it’s only me, and I’m fulfilling my duties to the Celestial Bureaucracy, even though it
stretches me thin.”
Dozan smiled gently. “One bad choice shouldn’t doom you both forever. Should it, Adhim?”
The Joybringer’s lips became a thin, mean line, but Nayalu wasn’t sure whether it was because of the
god’s crimes, or because Dozan had a point. “I think,” said Nayalu, “that we can keep this quiet if you’re
willing to help us out.” She knew the value of a good informant.
“Of course,” said Saber. “Tell me how.”
“What do you know of the Ship’s Wheel Fellowship?” Now she dragged her own chair over. She sat on it
backwards-to, folding her arms on its backrest and leaning in to hear him speak.
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Chapter Two
The Celestial
Bureaucracy
The Celestial Bureaucracy tends to the orderly pro- main departments, while the Bureau of Seasons has
cession of Heaven and Creation alike, binding the both traditional ranks from the Celestial Bureaucracy
gods above and below in harmonious cooperation as and military ranks from the Aerial Legion — often held
stewards of the world. It is corrupt in ways both gross simultaneously. Conventions coexist with the Bureau of
and subtle, as all bureaucracies are. Its hierarchy is a Destiny’s five divisions, serving different but ostensibly
twisting, labyrinthine sprawl of redundancy like no compatible purposes. The more closely you study any
other bureaucracy is. But even in its fallen state, the branch of the bureaucracy, the more idiosyncrasies you
work of the Celestial Bureaucracy ensures Creation find, forged over thousands of years of restructuring.
will endure, bulwarking the world against the chaos of
the Wyld and other threats to reality itself. Terrestrial gods also belong to the Celestial
Bureaucracy, but they aren’t members of any particu-
lar bureau. For most of them, Heaven is a distant place
Organizational Structure they’ll never set foot in, full of powerful and aloof gods
who occasionally send down orders. They report to
The Celestial Bureaucracy is divided into five bureaus,
terrestrial superiors, who report to their superiors,
each with a broad remit. A bureau is further separated
until the seniormost terrestrial gods — such as the
into divisions, smaller organizations covering one ele-
chief god of a forest or river, or of a particular region’s
ment of its purview — the Bureau of Seasons’ branches
birds or battles — report to a minor functionary of a
each oversee an individual season, for example, with fur-
relevant division. Some of the topmost terrestrial gods
ther subdivisions for important aspects of each season’s
report to multiple celestial gods in different divisions
weather and celebrations. Many divisions are further
or bureaus, while junior terrestrial gods may likewise
divided into offices, committees, sub-divisions, units, task
have multiple terrestrial superiors.
forces, and the like, grouping together gods of closely re-
lated purviews, with little consistency between divisions.
Divine Purviews
Divisions run independent of one another, with senior
managers reporting back to their bureau, where the All gods employed by the Celestial Bureaucracy receive
divisions’ work is collated, cross-division problems are a purview — a thing or concept that’s theirs to manage,
solved, and next steps are planned and handed back a sacred responsibility entrusted to them, or a position
down to division workers. Bureau leaders meet to dis- as an aide or functionary to a more prominent deity.
cuss intra-bureau planning — including resolving dis- A god’s purview is not just their office, but also a part
putes over precedence between overlapping purviews, of them, reflected in their appearance, temperament,
coordinating efforts to enact relevant destinies, sharing panoply, and miracles. This is unique to the gods;
reports and plans, and enabling transfers of key person- elementals and other spirits aren’t affected by their
nel — and ultimately report to the Celestial Incarnae. station in the Celestial Bureaucracy.
That general structure is almost never followed be- When a god is promoted, demoted, or otherwise
cause each bureau has its own structural quirks. The assigned to a new purview, her very Essence is
Bureau of Heaven, for example, is divided into two transformed. In most respects, this is a slow, gradual
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CHAPTER TWO: THE CELESTIAL BUREAUCRACY
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major political players, even if they hold only a mid- Fate and Destiny
dling station. Fate is the causal law of Creation and Heaven, the
natural order imposed upon the world by its creators.
The Bureau of Destiny It’s why things fall down instead of up, why a flipped
coin has an equal chance of coming down on either
The Bureau of Destiny — formally, the Most Excellent side and why tomorrow can never be yesterday. It’s
Designers of Destiny and Sidereal Conjunctions — why Creation is something different than the Wyld. Of
ensures that destiny is fulfilled when all else fails. The particular interest to Sidereal seers, fate defines what
Bureau’s Sidereal agents stand between Creation and futures are and aren’t possible, an intricate web of
threats to reality itself. The Bureau is made up of five possibilities encompassing every path the world might
divisions, one for each Maiden, as well as numerous take.
conventions: working groups that span divisional
Destiny is Heaven’s agenda for the future, woven into
boundaries. The divisions are headed by gods, not
the fabric of fate itself to reinforce Creation’s reality
Sidereals — just as the Creation-Ruling Mandate for-
when it’s fulfilled. Destiny isn’t a single overarching
bids spirits to rule in Creation, so too does it forbid
plan — Heaven plans many destinies, plotting out the
Sidereals from heading the Celestial Bureaucracy’s
next month of an empire’s history, a few years for a
divisions and bureaus.
flock of geese, or the gradual shifting of a river’s banks
over decades. The specifics of destiny are a matter of
The Great Work of Destiny intense politicking and favor-trading, as almost every-
one involved seeks to write their agenda into Heaven’s
Heaven plans destiny and puts it into motion, reinforc- plans. Not everything is possible, though — no amount
ing the world’s edges against the lapping tides of chaos. of bribery will change the limits of what fate will allow.
The Bureau of Destiny and its Sidereal agents are key Destiny doesn’t fulfill itself; Heaven must work to en-
figures in the Celestial Bureaucracy’s great work, see- sure that its chosen future comes to pass.
ing that the future unfolds as it ought.
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Planning Tomorrow
Potential destinies are proposed, planned, and debated ISSUES OF NOMENCLATURE
in a series of committees that include gods from every
bureau, held before the Loom of Fate. To look upon the While this book is consistent in its use of “fate” and
Loom is to see the weave of fate’s possibilities spun into “destiny,” people in Exalted aren’t. The distinction
silken threads, filling the Loom’s vastness like a great is lost on most gods outside the Bureau of Desti-
web. Spirits and Sidereals of the Bureau of Destiny ny, and even Sidereals permit themselves poetic
can commune with the Loom to glimpse the fullness license in speaking of what’s “fated” or “destined”
of fate’s weave, sifting through every possible future or have an occasional slip of the tongue. Players
to find one to write into destiny. Drafts of potential and Storytellers don’t need to worry about keep-
destinies are spun from threads of fate by the pattern ing the terminology straight in play.
spiders (p. XX), weaver-spirits native to the Loom,
allowing the committee to scrutinize them in detail for
potential complications or flaws. mate, a Dragon-Blood siding with her Sworn Kinship
over a hated sibling, and so on. Even then, such des-
Which future is chosen largely comes down to the tinies are a source of major concern for the Fivescore
interests represented in the committee. The God of Fellowship and are notably more likely to fail.
Shoots and Sprouts might campaign for a drought and
forest fire that the God of Ancient Trees would rather If predicting a single Exalt’s decisions worries the
avoid. Partisans of the Fivescore Fellowship’s Bronze Fivescore Fellowship, the Realm is a nightmare.
Faction use destiny to ensure the continuing stability Lookshy, Prasad, Great Forks, and other major su-
of the Realm as best they can, while their Gold Faction pernatural polities are little better. It’s infeasible to
opponents would write radical changes into the fu- simply leave Creation’s largest empire or other prom-
ture. The August Minister of Tempests and the Serene inent geopolitical forces out of destiny altogether, but
Custodian of Fields can spend hours grandstanding the chances of failure are far beyond the Bureau of
over annual rainfall amounts, though it’s not troubled Destiny’s tolerance. The Bronze Faction’s close collab-
their marriage. oration with the Scarlet Empress and their influence
in the Immaculate Order has kept catastrophic failures
Before a proposed destiny can be submitted, the to a minimum, but her disappearance and the Realm’s
Bureau of Destiny must assure its feasibility. When a imminent descent into civil war mean all bets are off.
destiny comes to pass, Creation’s reality is strength-
ened, but a failed destiny snarls the weave of fate and Destiny Fulfilled
risks destabilizing local reality. Once a planned destiny is approved, the pattern
spiders weave the threads of its fate into the Loom’s
Timing is crucial: a destiny planned over too long a tapestry. The pattern spiders are also the first to tend
timeframe leaves more room for things to go wrong. to irregularities in destiny, tweaking a strand here or
Not all destinies are equally sensitive to time pressures there in the Loom to make the subtlest of adjustments
— weather patterns are far easier to keep on course to probability: a cow bears two calves instead of one, a
than cats. Similarly, a single destiny can’t account for rotted tree finally falls just in time to block a peddler’s
everything; the more that must go right, the harder it is route, a lantern gutters at a crucial moment to let a thief
to keep something from going wrong. slip past in the dark. Errors the pattern spiders don’t
catch are usually too minor to meaningfully threaten
Spirits, the Exalted, and other supernatural beings are
destiny’s outcome.
another major stumbling block to potential destinies.
It’s little trouble to nudge a mortal who strays off their If the spiders’ subtle influence isn’t enough to catch
destined path back on track, but it’s far harder to pup- a serious problem, or if they let one slip through, the
pet master the likes of the Chosen, even with Sidereal task falls to the gods. The Bureau of Destiny coordi-
intervention. The Bureau strives to avoid destinies nates with both terrestrial gods and any appropriate
contingent on the acts of the Exalted whenever possi- divisions to intervene. Most significant complications
ble, but that’s not always feasible. are caught at this level — healing a wounded courier
so she can complete her journey, turning a battle’s tide
Some destinies rest on Exalted whose temperament
with a fortuitous storm, or swaying a truculent mortal
and history are known to Heaven as following their
with well-chosen words.
usual patterns: a Solar defending her beloved Lunar
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a proposed timeline of promotions. This isn’t strictly confidantes among the Maiden’s Chosen are most often
a matter of merit — just because a Sidereal’s formal members of her own generation, though the mentor-stu-
training has concluded doesn’t mean there aren’t any dent relationship often transcends generational divisions.
lessons left for her mentor to pass on.
The Fourth Generation: Forged in Sorrows
Sidereal Status
Sidereals hold a unique position in Yu-Shan. They be- A majority of the Fivescore Fellowship belongs to the
long to the Celestial Bureaucracy, but their authority fourth generation, those who Exalted in the centuries
comes from the Maidens of Fate themselves. Their since the Realm’s birth. They often have closer rela-
humanity sets them apart from those they work along- tionships with mortals than other Sidereals, having
side, but it’s also a source of novelty and fascination to not yet experienced a thousand years of arcane fate
the gods. Heaven at large regards Sidereals as diligent and life among the gods. As a consequence, they feel
servants of destiny, mysterious heroes, and occasional- arcane fate’s sting the most sharply. Their elders meet
ly as celestial celebrities. this with sympathy and commiseration — few in the
Fivescore Fellowship can say they were any different.
In Heaven, Sidereals enjoy a quality of life seldom
matched in Creation. Even an ill-regarded or disgraced This generation’s goals and motivations are likewise
Sidereal can put Creation’s princes to shame, with sec- often still rooted in the old priorities of their mortal
retarial spirits and other staff to aid in personal affairs lives, with a tendency toward a greater focus on the
and handle administrative tedium. short term than their elders. The Realm’s world-span-
ning political influence has shaped this generation’s
Sidereals are entitled to take sabbaticals — time off that perspective on factional politics more than any other.
can be spent however they wish. These allow them to
deal with unfinished business from their mortal lives, The Third Generation: Children of the Contagion
pursue personal projects, lend aid to allies in Creation,
carry out factional business, and occasionally to sim- The Fivescore Fellowship’s third generation is said to
ply relax. Even junior agents can expect a few weeks have begun with the first Sidereal to fall to the Great
each year, while most Sidereals can manage a season Contagion, the single greatest loss of Sidereal life since
off every year or two. The Bronze and Gold Factions the Solar Purge. It’s by far the smallest generation,
often approve extended sabbaticals for their mem- having spanned only a few decades, but its ranks are
bers to carry out the factions’ long-term plans. Such disproportionately large compared to those of the oth-
corruption rarely comes to light; both factions stand er, century-spanning generations.
to benefit more from having their own practices go
The Contagion’s survivors are tightly-knit, brought to-
unscrutinized than exposing the other’s.
gether by collective trauma, and separated by only the
Sidereal Generations briefest of intervals. Having experienced the chaos of a
world on the brink of collapse, some have a tendency to
The Fivescore Fellowship can be roughly divided into
fixate on the work of destiny and the affairs of Heaven,
four generations. Most Sidereals form their closest
preferring the timeless and eternal to the transience of
personal relationships with others in their generation,
things in Creation. Others endure it through philoso-
as young Exalted find it easiest to connect to those
phy, hedonism, or mysticism, pursuing these endeav-
similarly new to Heaven’s service and the tragedies of
ors to epic heights only possible in Yu-Shan.
arcane fate.
The Shogunate’s collapse is to the Contagion gen-
Most Sidereals have a few peers who Exalted around
eration’s factional politics what the Realm is to the
the same time they did — when things go wrong
younger generation, though allegiances have shifted
enough for a Sidereal to die, it’s not uncommon for
over the centuries. Some saw it as a testament to the
others to fall as they risk their lives fixing it. A handful
grave import of the Bronze Faction’s work; others took
of Sidereals dying within weeks of each other is a tragic
it as a damning condemnation of its methods.
calamity, but it makes for a new Circle with immediate
common ground. The Second Generation: Stewards of the Shogunate
As decades become centuries, a generational cadre’s Few Sidereals born during the Shogunate are alive to-
web of relationships and shared experiences bind them day, having died en masse during the Great Contagion
together. A Sidereal’s friends, lovers, Circlemates, and and the Fair Folk invasion. Shepherding Creation
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through the Solar Purge’s aftermath and the warring Rakan Thulio, who Exalted as the Divine Revolution
of Dragon-Blooded kingdoms taught many in this gen- drew to a close.
eration the ways of both war and political intrigue. The
lives lost for the sake of feuding warlords’ ambitions First Age elders prioritize the Solar Purge in their
and vendettas taught another lesson — the value of factional politics more often than the Shogunate gen-
duty and discipline. Many in this generation hold high eration, having experienced the atrocities that led to it
rank within the Bureau, having filled the roles of the and the terrors of war against the Solars firsthand. But
many First Age elders lost in the Purge. a millennium and more is a long time, and many have
moved on from the factions’ founding conflict.
The Shogunate generation saw the formal beginning of
the factional schism. While it came in the Solar Purge’s This generation was born into a world that’s now
wake, few of this generation still base their politics on it, long dead. While their origins were scattered across
with equal emphasis given to the events of Shogunate Creation’s breadth and the First Age’s span, they’re
history, the Great Contagion, the Realm’s rise. united by the shared experience of a loss that few
others can understand. Even sworn enemies whose
The First Generation: Elders of the First Age enmity traces back to the First Age sometimes take tea
together, reminiscing on a time before the Mask broke.
First Age Sidereals are rare, and they grow increasingly
so as their allotted lifespans have begun to run out. Missions
These living legends are ancient and revered masters,
leaders of the Bureau and the factions, and the most Junior Sidereals are assigned missions either by one
sought-after of mentors. Their ages vary widely, given of the Bureau’s divisions or a convention. While some
the five millennia of the First Age and the unpredict- missions are suitable for a lone Sidereal, some warrant
ability of those who fell in the Solar Purge. The oldest a full Circle, drawing on the diverse skills of multiple
surviving elders were born near the midpoint of the Castes. Sidereals who prove they can work well togeth-
First Age; the youngest Exalted in the weeks leading er — or at least well enough to complete the mission
up to the Purge — with the exception of the traitor
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chronicles are great for playgroups where players drop Lost in the Wyld: After a fae raid on a settlement, a
in and out of the game, with players who can’t make pair of mortals — a foul-mouthed warrior and a gloomy
it to the session sitting out missions or making a late shaman — are pursued by the Fair Folk reaver and his
arrival as reinforcements. hobgoblin retinue into the bordermarches, only to find
themselves lost in the Wyld. The Convention on the
If it suits your group’s play style, an “easy” mission Wyld projects that their survival will significantly de-
could also serve as the backdrop of a character-driven crease the chances of the village falling to the Wyld. The
session that lacks traditional challenges. Perhaps a player characters are tasked with finding and retrieving
Sidereal is sent back to her hometown to intervene in them, though circumstances — and the mortals them-
a festival she once attended as a child, forcing her to selves — may not make this easy. Potential complications
face the loss of her family to her arcane fate. A heartfelt include finding the mortals imprisoned by a faerie court
conversation between Circlemates as they watch pa- and ensnared in its intrigues, a Wyld parasite that’s se-
per lanterns floating across a river can be compelling cretly infested one or both of them, or a living labyrinth
on its own, even if the dice and character sheets sit that’s swallowed them up into its fractal gullet.
untouched.
The Prodigal Dragon: A strategically located town’s
If you aren’t interested in the Bureau of Destiny, mis- destined growth and prosperity have come under threat
sions can show up irregularly or serve as jumping-off from a veritable army of bandits led by a powerful
points for unrelated stories. Sidereal player characters Demon-Blooded sorcerer. According to the Division of
can uncover unrelated problems while handling sim- Serenity’s predictions, the best chance for bringing des-
ple assignments that end up taking priority over the tiny back on course lies in a wandering Dragon-Blooded
mission. If you don’t want missions from Heaven to be outcaste born to that village and in a demon-slaying
part of your game at all, even young Sidereals are en- daiklave forged by the outcaste’s great-grandmother.
titled to sabbaticals, and you can handwave the details The player characters’ mission is twofold. First, they
of how they got all this free time. A long sabbatical ar- must retrieve the daiklave from its current owner — a
ranged off-screen frees up a Sidereal to adventure with Guild factor and collector of artifacts, whose vaults are
other Exalted without having to worry about Heaven’s guarded by God-Blooded sentries, sorcerous wards, and
politics at all. traps looted from First Age tombs. Then, they must con-
vince the outcaste to return and defend the village that
Briefings from the Bureau rejected them. If they can’t, it’s up to them to defend the
Babysitting Duty: A sorcerer-prince is projected to village — a task that might be complicated if the bandit’s
unleash a terror of the ocean depths through a ritual leader has the backing of an unbound Second Circle
that requires the sacrifice of one of his descendants. demon or an Infernal Exalt.
Destiny’s needs make assassination infeasible. The
Sidereals must remove his three children from his Save the Ship: Destiny requires that a deckhand of the
household and hide them as necessary to ensure the Denzik city-ship court (and eventually wed) the mortal
ritual can’t be completed. (They need not see to the son of a visiting Realm diplomat. The player characters
question of future children — the appropriate fertility are tasked with ensuring a copy of the Immaculate
gods can handle that.) If they fail in this, it falls to them Texts falls into the deckhand’s possession in time for
to slay or recapture the unleashed behemoth before its him to acquire an understanding of the Immaculate
rampage can disrupt destiny. Philosophy prior to the son’s arrival. Potential com-
plications include an assassination attempt on the
The City of Glass: An entire city has been severed Dragon-Blooded ambassador by a rival Great House
from fate without any apparent cause. Preliminary or the Silver Pact, an attack by Lintha reavers bearing
reconnaissance found that all inanimate matter within demonic blessings, or social unrest caused by an unex-
the city has been transmuted to glass. No life is evident pectedly rapid spread of Immaculate doctrine.
— neither plant nor animal, human nor spirit. The
player characters are tasked with further investigation The Five Divisions
that inevitably leads them into peril. This mystery
could have any number of causes — examples include a of the Bureau of Destiny
malfunctioning First Age reality engine reactivated by
a scavenger prince, a faerie prince who’s imprisoned Each of the Bureau’s divisions is made up of its
the city’s populace within its glassy walls, or a Circle of Maiden’s Chosen and gods who hold related purviews.
Getimians setting a trap for unwary Sidereals. Each has its own unique institutional culture and
maintains a separate headquarters. The divisions liaise
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frequently, as many events fall within the remit of division’s employees take well to this environment,
more than one — bringing a war to an end, for instance, with some preferring a more meticulous approach
requires involvement from the Divisions of Serenity, that’s focused on the long term. This aspect of the
Battles, and Endings at bare minimum. Inter-bureau division’s culture is concentrated at the top — its head,
coordination is equally common. The Bureau’s gods the road-god Ruvia, is an exemplar of diligence and
coordinate with those whose purviews overlap their rigor, and disproportionately selects gods who share
own in other bureaus, while Sidereals sometimes serve his proclivities to supervisory positions.
as liaisons to the heads of divisions or entire bureaus.
The tension between these two work cultures can be
The five divisions’ headquarters, together with the exhausting, but it’s also the reason why the Division of
dome that houses the Loom of Fate, make up the com- Journeys is among the most efficient in the Celestial
pound known as the Most Perfect Lotus of Heavenly Bureaucracy. Its hierarchy is streamlined to minimize
Design, a district unto itself. The land between head- bureaucratic delays without compromising effective-
quarters is filled with overflow office space, apart- ness. Resources — materiel, personnel, and more — are
ments for lower-ranking gods, merchants who cater reallocated quickly and smoothly to meet crises or
to Sidereal needs, private parks reserved for Bureau seize opportunities. Office space is reassigned or re-
employees, and other amenities. imagined to suit today’s needs, not yesterday’s bureau-
cratic squabbles. Still, the division’s hectic pace and
The Division of Journeys ever-shifting processes can easily lead to burnout, as
gods and Sidereals don’t realize they’re about to reach
The Division of Journeys oversees the destinies of trav- their limits until months of hustle and haste ends in a
elers as well as the fruits of their voyages: traders and crash. Ruvia and his officers are quick to sweep these
commerce, messengers and communication, envoys mistakes under the rug as the cost of doing business,
and diplomacy, armies on the march, and the logistics but the strain is especially noticeable when the divi-
of warfare. It sees to explorers and itinerants, animal sion is strained to its limits — as it is today.
migrations and the movements of the stars. It also
watches Creation’s boundaries, standing vigil against Working Relationships
otherworldly incursions, working to close shadow- The Division of Journeys works closely with all four
lands and seal accursed gateways, and reclaiming of the other bureaus, on top of frequently liaising with
the expanses of Creation lost to the Wyld. Mercury’s its sister divisions. In the course of overseeing a Realm
Chosen play an important role in coordinating with legion’s march, it might coordinate with the Division
the special conventions that deal with the Underworld, of Battles, the Bureau of Heaven’s Division of War, and
the Wyld, and other realms of existence. the Bureau of Humanity’s Division of Weapons, while
consulting the Bureau of Nature on the terrain and the
The division’s headquarters, the titular Golden Barque Bureau of Seasons on the weather.
of the Heavens, is a gleaming skyship said to have
been both created and captained by Mercury herself Outside of the Bureau of Destiny, the Division of
in the Divine Revolution. Heaven demarcates its days Journey’s working relations are strongest with the
by the Barque’s ascent from the Quay of Dawn on the Bureau of Seasons. The division was one of its early
Quicksilver Sea’s easternmost edge and its descent to allies in the labor dispute that led to the bureau splin-
the western Quay of Dusk. The Barque can be boarded tering off from the Bureau of Nature, and they work
either at one of the quays or by cloud-skiff, aerial rick- together closely to coordinate travel and weather. The
shaw, or other means of flight. It can also be reached Bureau of Heaven’s Department of Celestial Concerns
by a mysterious passageway within the Loom’s dome, also has a favorable relationship with the division,
though its entrances on both sides are rarely found in owing both to their close cooperation in overseeing
the same place twice. the celestial gates and the friendship between Ruvia
and the department’s head, Ryzala — one of the few to
Institutional Culture recognize the genius of the division’s structure.
The Division of Journeys is best described as controlled
chaos. Work moves at a hurried pace — time-sensitive Matters are frostier between the Division of Journeys
tasks are assigned just ahead of deadlines, offices are and the Bureau of Humanity. Wun Ja, the bureau’s
regularly relocated and shuffled among the Barque’s head, seeks to promote the direct rule of mortals by
many decks, and its corridors are filled with frantic gods. Ruvia has no hard evidence, but he suspects
couriers racing to deliver their messages. Not all the something’s rotten in the Bureau of Humanity.
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Working relations have suffered significantly since he Faction, she more often sides with the Bronze Faction
first caught wind of this corruption. Division officials in destiny planning committees to keep herself and her
are encouraged to circumvent the Bureau of Humanity convention in its good graces.
wherever possible, while destinies proposed by the
bureau face fierce opposition from Ruvia’s allies — and Ruvia, Captain of the Golden Barque, Lord of Roads
Wun Ja has returned the favor.
Ruvia steers the ship of the Division of Journeys
Most in the Celestial Bureaucracy form their opinion both literally and figuratively. Famed for his quiet
of the division based solely on the more outgoing and confidence, good cheer, and skill at logistics, he’s the
hectic half of its work culture, seeing it as a demand- stable center that allows the rest of the division to flex
ingly fast-paced and haphazard institutional partner. and bend. He seems little more than a white-haired
Even within the Bureau of Destiny, it’s not uncom- old man with a long beard, dressed in simple robes
mon for more punctilious members of the Division of saffron embroidered with a grid of red thread. His
of Battles and Endings to grumble at its last-minute panoply is oddly humble for a god of his station — a
adjustments to schedules and unexpected personnel seemingly bottomless sack of useful odds and ends, a
changes. Its incredible efficiency is unfairly attributed great wooden mallet that dispenses both blessings and
to chance more often than competence, and its more curses, and a much-put-upon donkey who once ate a
diligent members are viewed as outliers rather than a peach of immortality.
core part of the division’s culture.
Ruvia’s leadership has seen his division grow so
Notable Figures efficient that his active management is no longer
Radiant Sky, Chosen of Mercury necessary on a day-to-day basis — something he takes
immense pride in. He spends most of his time tending
After more than a millennium of diligence spent pri- to the duties of his purview, the web of roads through
oritizing work above all else, Radiant Sky has risen to which trade, news, and travelers flow like lifeblood.
the chair of the influential Convention on Commerce. He’s well-liked by terrestrial road gods, interceding for
Now, it’s time for her to kick back and enjoy the fruits them with supervisors in exchange for their reports
of her labor. She indulges in exotic vices and wears her on goings-on in Creation. He also tends to the devel-
scandals like a crown. Once a notorious micromanager, opment of junior Sidereals, offering plum assignments
she’s mastered the art of delegation, letting young to agents of all divisions that double as tests of their
Sidereals “learn by doing” while she recovers from temperament and flexibility. He favors those who pass
last night on her office couch. Her galas are the stuff his tests with his patronage, though he’d never let
of legend, and they open the doors to all manner of them know of it. He maintains a cordial but impartial
backroom dealings. She’s always willing to trade favors relationship with both the Bronze and Gold Factions,
with young Sidereals seeking an invitation. unwilling to be beholden to either of them — though in
practice, this favors the Bronze, which has much less
When she’s not enjoying her debauches, Radiant Sky need of his political backing than their opposition.
serves as an unasked-for mentor to young Sidereals
she thinks are taking their work too seriously. She The Division of Journeys’ feud with the Bureau of
assigns them missions that require working with their Humanity is largely driven by personal matters between
more carefree peers, makes social invitations they can’t Ruvia and Wun Ja. The God of Roads was once the city
refuse, and drags them on adventures as forced sabbat- father of a metropolis now lost to time, and he takes his
icals. She doesn’t want her protégés to be just like her former superior’s corrupt scheming with Creation’s
— she knows full well she’s no role model — but seeks city fathers as an insult to his many centuries of duty
to spare them from burnout and self-isolation. in her name. He generously rewards anyone who can
give him evidence of the Bureau of Humanity’s misfea-
Between her centuries of overwork and her current sance, and occasionally recruits trusted Sidereals for
lifestyle of debauchery, Sky’s had little time for fac- off-the-books intelligence operations.
tional politics and proclaims herself an independent
when the question’s raised. She’s long found the Wyld Swooping Heron,
Hunt an odious waste of life that’s cost the Bureau Celestial Courier of Mail and Deliveries
potential allies in the Silver Pact, but keeps her reser-
vations to herself out of political expedience. While Swooping Heron oversees memoranda and correspon-
she’s unreservedly convivial with her peers in the Gold dence sent between all of Heaven’s bureaus and divi-
sions. He’s an amiable god who lives in the moment,
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easily recognized by his long neck and ardeid mien. Nysela, Advocate of Righteous Ideals,
Should he desire, Heron could snoop on every little Charioteer of the Daystar
secret sent through his office. He prides himself on
not doing so, but it’s well known that he sometimes Bureau of Heaven Liaison to the Division of Journeys
“forgets” to lock the door to his office in exchange for
a suitable gift (he’s particularly fond of candied eels). The Bureau of Heaven’s liaison to the Golden Barque,
Nysela once drove the resplendent war-chariot of her fa-
Heron’s aligned himself loosely with the Bronze ther, Unconquered Sun, against the ancients’ forces. She’s
Faction. The Realm boasts Creation’s largest and most among the most prominent members of his spirit court,
sophisticated mail system, and he’ll do anything to pre- having been entrusted with his authority over the move-
serve that. Most assume this is motivated by ambition, ment of Creation’s sun. The Bureau of Heaven has made
but it’s actually the opposite — if the Realm’s postal her its liaison to facilitate this, letting her coordinate the
system were to fall, the Bureau of Humanity’s Division motion of celestial bodies with the Division of Journeys.
of Correspondence might be dissolved entirely, putting
the responsibility of overseeing mortal communica- Nysela’s devotion to her duties and unfailing resource-
tions squarely on his office. fulness have rebuked those who once accused her of
nepotism. A born rule follower who’s direct to a fault,
Heron frequently visits Creation and has numerous she’s not always well-suited to bureaucratic maneu-
God-Blooded children. He leaves them to make their vering. As outsiders to both the Bureau of Heaven
own way in life rather than bringing them to Yu-Shan, and the Sun’s spirit court, Sidereals often prove useful
but treasures stories of their accomplishments and allies to her in such matters, though the Advocate of
dotes on those who offer them a discreet helping hand Righteous Ideals offers no rewards for such assistance
or encouraging word. Should one of his descendants beyond what bureau regulations permit.
face peril beyond the god’s power to thwart, he’d of-
fer almost anything to secure the aid of sympathetic Nysela is largely an outsider to the Fivescore
Sidereals. Fellowship’s factional conflict, with strongly mixed
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CHAPTER TWO: THE CELESTIAL BUREAUCRACY
feelings. She sees the Bronze Faction as a den of un- It’s not uncommon to see the division’s employees
principled opportunists and sycophantic schemers, smoking pipes of cannabis or snorting from heaped-up
but she respects those truly committed to its ideology. platters of cocaine while at their desk.
She extends the same to those committed to the Gold
Faction’s ideals, though this doesn’t translate to direct The Cerulean Lute also places much greater emphasis
aid — at least, not yet. on its employees’ personal wellbeing than any other
branch of the Celestial Bureaucracy. It keeps a ver-
Nysela has great hopes for the return of her father’s itable legion of chefs, masseurs, physicians, jesters,
Chosen, but she hasn’t forgotten the atrocities that musicians, and attendants on its payroll, ensuring
led to the Solar Purge. Depending on whether the Joybringers need not leave the office to rest body and
Lawgivers prove themselves worthy of her father’s mind. Sabbaticals are regularly approved for periods
blessing, she may well lend her support to either the much longer than average; Joybringers who push
Gold Faction’s efforts with the Cult of the Illuminated themselves too hard may find themselves assigned the
(p. XX) or the Bronze Faction’s prosecution of the task of taking a sabbatical to relax.
Wyld Hunt.
The Cerulean Lute isn’t without its flaws, though. In
The Division of Serenity the absence of a formal hierarchy, questions of deci-
sion making may come down to schoolyard popularity
The Division of Serenity oversees all aspects of mortal contents. Rumors, gossip, and innuendo are an ines-
relationships and culture: romance, marriage, family, capable part of the work culture — while bureaucratic
art, diplomacy, health, vice, and much more. Of late, infighting, contentious office politics, and personal
it’s been anything but serene, as its members carry out vendettas are as common here as anywhere else,
countless schemes to avert, postpone, or mitigate the it’s considered gauche for them to boil out into the
Realm’s looming civil war: facilitating negotiations be- open. Sidereals who complain about the worst of the
tween Great Houses; arranging star-crossed matches Cerulean Lute’s work culture may spur an appropriate
within the Scarlet Dynasty; and supporting orators, response to workplace issues, but at the risk of being
artists, and poets seeking to turn public opinion against labeled naive, out of touch, or a spoilsport.
the war. Both the Bronze and the Gold Factions in-
Many in Heaven see the Cerulean Lute as a hotbed of
creasingly rely on the Joybringers among their ranks,
interoffice romance and the conflicts and corruption
seeking to ensure the Cerulean Lute’s plans align with
that so often accompany it. In truth, it’s no more
their own.
common here than anywhere else in the Celestial
The Division of Serenity makes its headquarters in the Bureaucracy — the Division of Serenity just doesn’t
pleasure manse called the Cerulean Lute of Harmony. bother trying to keep them secret. At times, it can be
A beautiful work of geomancy, its sinuous curves, and difficult to just reach one’s office in the Cerulean Lute
the turquoise-paved pathways seem to draw one in without facing a barrage of romantic advice or match-
like an inexorable tide. It’s even more splendid from making offers from one’s peers. Breakups are little dif-
the inside — in addition to the division’s offices, the ferent than any other conflict in the Cerulean Lute: all
Cerulean Lute also houses theaters, ballrooms, gam- smiles in public, pure venom in private. Veiled jabs in
bling tables, smoking lounges, baths, and galleries division-wide memoranda, briefings, and post-mission
of art from Heaven, Creation, and beyond. Even the reports are practically tradition.
meanest denizens of Yu-Shan may freely enter to take
Working Relationships
in these wonders — the Division of Serenity knows the
importance of its popularity. The Division of Serenity’s informal work culture often
clashes with those of their institutional partners. It
Institutional Culture has an exaggerated but not entirely unjustified repu-
The Division of Serenity’s culture encourages infor- tation for indolence, inefficiency, and flouting proper
mality, amicability, and interoffice harmony. There’s procedure, though it’s somewhat counterbalanced
little formal hierarchy among Sidereals; Yaogin, the by the fondness with which many in the Celestial
bureau’s head, has little interest in throwing his Bureaucracy regard the Cerulean Lute’s hospitality.
weight around, while many senior Joybringers prefer The division’s well-prepared for confronting such
to be their juniors’ friends rather than their superiors. image issues — often, by the time a joint venture is
Meetings take place in nearby teahouses, eateries, and commenced, any potential friction has already been
dens of vice as often as in the Cerulean Lute’s offices. smoothed over.
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S I D E R E A L S : C H A R T I N G FAT E ’ S C O U R S E
The division works closely with the Bureau of he carries holds heavenly draughts of inspiration,
Humanity on both day-to-day matters and long-term pleasure, and vitality. But he’s no guileless innocent
operations involving mortal culture and civilization. — his cheery disposition hides a deep melancholy as
It’s a celebrated partnership, the subject of many of the often as not, and while he never grows visibly wroth,
toasts given in the Cerulean Lute’s alehouses. The di- neither does he ever forget a grudge. Most of his days
vision also coordinates with several others within the are spent half asleep, lending inspiration to artists,
Bureau of Heaven’s Department of Abstract Matters, poets, and others whose work is done half in dreams.
most notably the Division of Peace. Navigating the ten- He’s unconcerned if his interventions flout heavenly
sions between the Bureaus of Heaven and Humanity is law — he’s too high-ranking, too well-connected, and
a delicate matter, but there are few places in Yu-Shan too beautiful for any real consequences to stick.
where the two bureaus’ employees are more likely to
set aside their differences to enjoy themselves. Yaogin’s current fascination is a burgeoning iconic
art movement in the Realm. He’s employed his con-
Notable Figures siderable influence to protect the movement from the
Fox of Paradise, Chosen of Venus Immaculate Order, including recruiting Sidereals to
aid him. His interference complicates matters for the
Fox of Paradise is a celebrated author of Yu-Shan and Bronze Faction, but it’s far from the greatest threat to
one of the Cerulean Lute’s finest gossips and informa- the Realm’s stability. Better to indulge him and then
tion brokers. He doesn’t look the part, unremarkable clean up the occasional mess than risk rousing the
in appearance and modest in garb, save the starmetal typically apolitical Yaogin’s ire against them.
frames of his eyeglasses. Witty, incisive, and shockingly
foul-mouthed, he excels in convincing others to lower Yaogin was once mortal, but his beauty captured Venus’
their defenses and share their secrets. heart. She stole him away to Heaven and blessed him
with divinity, that his beauty might endure for eternity.
Fox of Paradise is the first to know who’s up for a pro- Alas, the two are no longer on friendly terms. Neither
motion, who’s dating whom, and who can’t stand each will speak of whatever ended their legendary romance,
other — and his knowledge can be had, for a price. He’s but the Lute’s higher echelons are curiously devoid of
amassed political capital beyond his scarce few centu- art depicting the Maiden of Serenity.
ries by supplying intelligence to high-ranking gods and
his Sidereal elders, along with occasional blackmail. Gentle Pherula, Divine Provisioner of Maiden Tea
The choicest morsels, though, he reserves for himself,
drawing inspiration for his work from Heaven’s juici- Pherula is the goddess of Creation’s most common
est scandals. contraceptive and abortifacient. She’s caught up in sev-
eral illegal schemes to promote the use of maiden tea
Fox plans destinies with an eye for drama, irony, and or facilitate its spread throughout Creation, hoping to
symbolism — priorities that often conflict with the bolster her purview’s importance within the Division
destiny’s feasibility and the various political interests of Serenity. If she rises high enough, the Bureau of
involved. As a mid-ranking member of the Division of Humanity or the Bureau of Nature might recruit her
Serenity, he has limited options to push through his to a position as division head. She offers preferential
agenda, though he does call in the occasional political treatment or sizable bribes to Sidereals who aid in
favor from highly placed gods or Sidereals who’ve ben- her schemes, whether by carrying out her designs in
efitted from his intelligence. He’s long aligned himself Creation or helping cover her tracks from the censors.
with the Gold Faction, whose members occasionally
support his proposals over Bronze objection, though Pherula is not just the goddess of the maiden tea, but
he has little interest in the faction’s larger projects, like the tutelary guardian of those born when the tea proves
the Cult of the Illuminated. ineffective. She answers their prayers with blessings
of health and succor, symbolically adopting them as
Yaogin, Bearer of the Lapis Ewer, her own God-Blooded children. On occasion, she’s
God of Beautiful Dreams recruited Sidereals to whisk away unplanned-for chil-
dren born into truly dire straits, that her wards might
Yaogin guides the Cerulean Lute with a light hand. dwell with her in Heaven. Some return to Creation
He seems a beautiful youth, with raven-dark hair, once they’ve come of age; others work alongside the
dreamy eyes, and a bright, easy smile. The Lapis Ewer Celestial Provisioner in the Cerulean Lute; yet more
blaze a path of their own in Yu-Shan.
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CHAPTER TWO: THE CELESTIAL BUREAUCRACY
Yo-Ping, Celestial Minister of Peace The division’s headquarters, the Crimson Panoply of
Victory, resembles an encampment of massive tents.
Bureau to Heaven Liaison to the Division of Serenity What seems to be cloth is actually jade, carved so deli-
cately as to look wind-rustled. Much of the manse is
Yo-Ping longs for the First Age, when he could tally up devoted to war rooms, arsenals, gymnasiums, arenas, and
how many days had passed in Creation without a war. training grounds; the Crimson Panoply’s offices are spar-
He heads the Bureau of Heaven’s Division of Peace and tan compared to those of its sister divisions. The panoply
is a favorite of Venus’ spirit court, but his fortunes has is ringed with the ambrosia-smithies of divine armorers
fallen far since his division’s heyday. Under his watch, and weaponsmiths, legendary schools of martial arts, and
the Division of Peace has lost much of its former stand- the workshops of meticulous prayerwrights who sculpt
ing within the Bureau of Heaven since the Solar Purge the impossibly detailed miniature statuettes the division
plunged Creation into a seemingly ceaseless cavalcade uses as models, commendations, and game pieces.
of wars. Meticulous to a fault and often accused of mi-
cromanagement, Yo-Ping hasn’t let the Age of Sorrows Institutional Culture
lower his standards. The Division of Battles is run with an army’s rigid
chain of command. Every member knows to whom
Yo-Ping works closely with the Cerulean Lute, coordi- they’re accountable and for whom they’re responsible.
nating efforts to secure Creation’s peace and prosperi- Orders are promulgated, received, and executed with
ty and currying favor with Venus’ Chosen. He seeks to military efficiency. As they say in the trenches, the
restore the Division of Peace to the prominence it once shit rolls downhill — while the Crimson Panoply’s
held, and few are better positioned to intervene in fa- Sidereals enjoy the same high status as their peers in
vor of Creation’s peace than the Division of Serenity’s other divisions, the lower ranks’ workload is thank-
agents. They’re also potential allies in his division’s less and grueling. At its best, this forges bonds of
conflict with the Bureau of Heaven’s increasingly camaraderie among the Crimson Panoply’s gods; at
aggressive Division of War, which sees the Time of its worst, it breeds resentment against the division’s
Tumult as an opportunity to conquer the Division of higher-ranking spirits and its Sidereal agents. On sev-
Peace and absorb it as a subdivision. eral occasions in the division’s history, such tensions
have seen it grind to a halt, often leading to reforms or
Yo-Ping has never fully let go of his grudge against
reorganization within the Crimson Panoply.
the Bronze Faction over the Solar Purge, but with the
advent of the Realm, he’s found common cause with Among the division’s Shieldbearers and high-ranking
them. Though the Realm appalls him, he believes it gods, the Crimson Panoply is more akin to an officer’s
still prevents more conflict than it creates. Much of his club than a barracks. But while the division’s upper ech-
time is spent aiding in the faction’s efforts to stave off or elons eagerly enjoy the perks of high rank, they’re held
prevent the Realm’s coming civil war, but he still feels to equally high standards of duty, responsibility, and
no loyalty for the Bronze. In these desperate times, loyalty. The Panoply’s upper brass often accept conspic-
he’ll work with almost anyone and would sacrifice the uous discipline for failures that other divisions would
rest of the Bronze agenda in a heartbeat to advance the overlook. Official letters of reprimand are read aloud,
cause of peace. forfeiture of pay is publicly disclosed, and demotions
are conducted with ceremony. Success is lauded just
The Division of Battles as conspicuously, however, and officers are expected to
spend a not-insignificant part of their salary celebrating
The Division of Battles oversees every form of conflict, the awards and promotions of their subordinates.
from the clash of armies to words spoken in anger
between lovers. It sees to the destinies of soldiers and The division’s Sidereals have a different relationship
generals, of mercenary companies and camp followers. to their subordinates than other divisions — not just
The Time of Tumult has plunged Creation into chaos employer and employee, but officer and subordinate,
the likes of which hasn’t been seen for centuries, and with all the responsibility and prospect for abuse that
Mars’ Chosen lack the resources to attend to every comes with that. Effective Sidereal commanders are
battle that breaks out. Their work is triage, doing what advocates for their rank and file, offering training,
can be done to see destiny fulfilled and never looking praise, and promotions with a just hand; others de-
back at the cost. mand perfection, drilling their subordinates to nearly
impossible standards.
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Working Relationships red-lacquered armor, nor is her hand ever far from her
The Crimson Panoply’s military chain of command direlance — a spear whose length changes as she wills,
sometimes meshes poorly with the way things are adorned with her crimson banner of office. She also
done in other divisions. It’s often seen as humorless, sports a pair of butterfly wings, rosy red and etched
inflexible, and rank-obsessed. Others view the Division with black. Shogun Hu’s leadership is as deliberate
of Battles as reliable, pragmatic, and goal-oriented, and far-seeing as any Gateway master’s game. Her
a bastion of discipline amid the corrupt Celestial severe personality would put the most rigid martinets
Bureaucracy. Much as the division’s leadership would to shame, but not out of cruelty — her harsh discipline
like to limit their cooperation solely to those divisions is the flame with which she tempers the division’s
with similarly rigid command structures, necessity members into weapons of Heaven.
rarely permits them to pick and choose.
Hu Dai Liang is a great believer in the power of vio-
The Division of Battles works closely with the Bureau lence to effect change and often advocates for surgical
of Heaven’s Division of War and the Bureau of Seasons’ strikes against enemies of fate. As the Mask of Winters
Aerial Legion. It orchestrates training drills and heavenly laid siege to Thorns, Hu Dai Liang advocated for de-
wargames for them and coordinates deployments of ploying the Aerial Legion against his armies and the
martial deities. It conducts security operations in concert undead monstrosity Juggernaut, but her wisdom went
with the Department of Celestial Concerns, a duty that’s unheeded. Had the rest of the Bureaucracy listened,
grown increasingly prominent as the Getimians have she’s convinced Thorns would never have fallen. She
struck at Heaven itself. It also maintains close working loathes such indecisiveness — while she continues to
relationships with a number of gods in the Bureaus of coordinate with her counterparts in other bureaus, she
Heaven and Humanity whose purviews concern warfare: no longer relies on them, reserving such trust solely for
war orphans, weaponry, battlefield illnesses, and so on. those in the Division of Battles.
Notable Figures Shogun Hu has long been a staunch ally of the Bronze
Ashen-Eyed Ludall, Chosen of Mars Faction. She fought alongside it in the Solar Purge,
beginning their longstanding political alliance. She
Many in the Bureau feel that Ashen-Eyed Ludall chairs the goes to great lengths to ensure her impartiality as
prestigious Convention on Hell solely by nepotism. Son of division head can’t be questioned, lest the appearance
Verumipra, Heaven’s Ambassador to Hell, Ludall’s unde- of corruption compromise the division’s discipline and
niably young for the position at a mere century, and he has morale. Outside of division business, though, she’s a
become a target for those of his seniors who feel the chair reliable ally for the Bronze, whether backing them in
should have rightfully gone to them. With his control over destiny-planning committees, bestowing her blessings
the convention cast into doubt, Ludall prepares for a fierce on Wyld Hunts, or instilling a sense of discipline in a
battle, seeking allies among his peers and juniors. disreputable faction member.
Ludall is headstrong and eager to prove himself wor- The brewing Realm civil war weighs heavily on Hu Dai
thy of his chair. He doesn’t shy away from challenges, Liang as she works to delay it until she can seize the
often seeking them out unwisely. As an accomplished advantage. While she has little intention of betraying
master of the glaive and Celestial circle sorcerer, many her old allies, the Bronze Faction would be just as sure
demons have fallen before him. While his control of to suffer if she were to be ousted as division head by
the convention is challenged, none dispute that he the likes of Siakal or Ahlat. She’s begun recruiting
deserves a place there. Sidereals for off-the-books assignments to sabotage
other war-gods’ preparations, mount false flag oper-
Ludall witnessed the Realm’s atrocities firsthand and ations in the satrapies, and retrieve ancient weapons
has strong political sympathies for the Gold Faction. stored in the Scarlet Empress’ secret arsenal-vaults.
However, in his current embattled position, he can’t
afford any more enemies — prudence requires that he Bahal Hesh, Preceptor of Ten Thousand Styles
toe the Bronze Faction’s line more often than not.
The sagacious Bahal Hesh oversees the martial arts and
Hu Dai Liang, Shogun of the Crimson Banner, those who practice them. His battle prowess is formida-
God of Decisive Stratagems ble even among the ranks of war-gods, but his wisdom,
insight, and understanding of the martial arts surpass
Hu Dai Liang is among Heaven’s finest warriors even his legendary skill in them. He’s one of the few spirits
and generals. None have ever seen her remove her
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CHAPTER TWO: THE CELESTIAL BUREAUCRACY
to have ever mastered the reality-warping styles created her daughters’ independence, she shows great favor to
by the Sidereal Exalted, though he rarely practices them. Sidereals who’ve aided them.
Many in Heaven remember how Hesh defeated the be-
hemoth Parnassian using the Pattern Spider Touch, but The Division of Secrets
few know of the grievous spiritual affliction he suffered
thereafter, one whose scars he still feels today. Mystery and revelation, truth and lies, knowledge and
ignorance — such things are the Division of Secrets’ re-
Hesh brings a strong sense of morality to his work, act- mit. Its agents regulate the flow of knowledge through
ing as the secret judge of all who study his purview. He Creation, whether this means putting the right book
prizes those who fight in defense of the weak, oppose in a promising savant’s hands or burning down the
unjust authority, and pass down martial traditions greatest of libraries.
while reviling cruelty, disregard for life, and self-serv-
ing pride. As Heaven’s foremost intelligence service, the division
has hands and eyes everywhere: monitoring potential
Martial artists whose deeds catch his eye earn the priv- threats, cataloging assets and resources, compromis-
ilege of a duel against him — though it’s not until the ing Heaven’s enemies, and gathering secrets for the
fight begins that they learn whether this is a reward or division’s Infinite Archive. Gods in every branch of the
a punishment. For the righteous, this is a friendly bout Celestial Bureaucracy rely on the division’s savants,
meant to teach them and inspire further greatness. records, and intelligence gathering, passing its arcane-
Those he deems wicked face a far different Hesh, one ly dense requisition forms onto their secretarial staff.
whose lessons are conveyed through career-ending They’re also the gaolers of many of Heaven’s prisoners,
injuries. Calling the Preceptor’s attention to the mis- who vanish into the division’s midnight cells.
deeds of one’s enemies can be an effective tactic against
superior opposition, so long as one’s own motives are The division is headquartered in the Forbidding
impeccable. Manse of Ivy, an austere manor of white marble whose
walls are covered with creeping vines. Its labyrinthine
Rashan, Divine Arbiter of Trial by Combat hallways are filled with libraries and archives, heavily
secured vaults and gaols, sorcerous laboratories, and
Division of Battles Liaison to the Bureau of Seasons
garden courtyards perfect for discreet conversation.
Rashan is a storied veteran of the Divine Revolution, Outside the Manse lies a warren of back alleys and
entrusted with the Division of Battles’ authority to shadowy corners, packed tight with bookshops, cof-
deploy the Aerial Legion by Hu Dai Liang. She priori- feehouses, darkened salons, and purveyors of scribal
tizes results over proper procedure, at times to Shogun supplies. Only the foolish trust in the privacy they find
Hu’s frustration — but the Crimson Panoply’s leader here — the division is always watching from a window
knows the benefits of a trusted subordinate willing to or listening at a door.
work outside the rules. At times, she’s circumvented
Institutional Culture
the Aerial Legion’s leadership entirely, authorizing
limited deployments of rank-and-file elementals and Information security is paramount within the Manse.
leading them into skirmishes against the likes of faerie All of the division’s operations are compartmentalized,
legions. Shogun Hu publicly censures such conduct even internally, let alone with other branches of the
but pointedly refrains from any reprimand of Sidereals Celestial Bureaucracy. Information is shared on a
recruited into Rashan’s schemes. need-to-know basis, leaving many low-ranking spirits
with little idea of what project they’re working on.
As divine arbiter, Rashan presides over trials by com- Work takes place behind closed doors and mystical
bat from afar when her rites are performed, subtly in- wards, while memoranda and records are frequently
tervening based on her judgment of the accused. She’s written in code to further stymie snooping.
also the mother of two other great divinities: Sunipa,
the Eastern Goddess of War, and Shield of a Different Despite this, the division is a surprisingly friendly
Day, one of Great Forks’ patron gods (Exigents, p. XX). place. Discourses and debates over tea are a regular
While her daughters have at times worked together fixture of the workday. Documents containing infor-
for purposes legitimate and otherwise, millennia of mation that’s amusing or interesting are often left out
interpersonal conflict and accusations of nepotism in the Manse’s tightly-secured offices for anyone with
have sorely strained their relationship with their the necessary clearance to see. Colleagues poke and
mother. While Rashan has little desire to impinge on prod at one another’s security measures and ciphers
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S I D E R E A L S : C H A R T I N G FAT E ’ S C O U R S E
to expose potential vulnerabilities, satisfy personal from a merchant prince’s prodigal child to a sorcerer’s
curiosity, and express professional admiration for bound demon. She vanishes utterly into her resplen-
their peers. Such competitions typically stay friendly, dent destinies and cover identities, using mind-warp-
though the division’s leadership has had to intervene ing magic to restructure her own personality and
in cases of sensitive information being leaked and ven- memories.
detta by blackmail. The upper ranks use this tradition
to identify employees in need of further instruction in When she’s not wearing another’s identity, she comes
subtlety and security — and whose clearance should be across as cautious but friendly, perpetually exhausted
strictly limited until such training’s complete. but never ill-humored. In politics, she’s staunchly
Bronze, often working with them and the Immaculate
Working Relationships Order’s Wyld Hunts to bring down undead Anathema.
The Division of Secrets plays a key role in supplying None can tell how much of this is just another mask,
intelligence to the entire Celestial Bureaucracy. It takes not even her oldest colleagues and closest friends.
pains not to be standoffish, inviting official visitors
to one of the many coffeehouses, parlors, or salons An experienced necromancer of the Ivory Circle,
surrounding the Manse while their paperwork is pro- the Green Lady has taken interest in affairs of the
cessed. It welcomes Yu-Shan’s wider public into its Underworld since her Exaltation in the First Age’s final
outbuildings to peruse unrestricted texts and attend century and swiftly found her way to the chair of the
lectures by learned sages. Maintaining good relations Convention on the Dead. With the Underworld being
with the rest of Heaven is essential to the division’s role, seen as largely subdued by the Old Realm’s exorcists
as is observing those with reason to visit the Manse. and necromancers, giving the role to a junior Sidereal
was barely considered a risk. The First Age’s end put
Despite this, the division’s reputation isn’t as positive the lie to that, leaving an inexperienced Green Lady
as they’d like. It’s widely seen as the least cooperative faced with an Underworld whose horrors had been set
of the five divisions — few remember the routine re- free from their fetters. Many expected her to resign,
quests it fulfills, but none can forget when the Manse but at her mentor’s urging, she persisted, rising to the
stonewalls an urgent inquiry without so much as an challenge as she conducted intelligence operations
explanation. Many of the Celestial Bureaucracy’s other and intrigues throughout the Underworld.
branches also resent the division’s demands for broad
access to information and the bureaucratic lengths to When Thorns fell, more than a millennium later, the
which they’ll go to obtain it. As a result, those who now-legendary Green Lady was prepared to head what
work most closely with the Manse are both its closest became one of the Bureau’s highest priorities. The con-
allies and its worst enemies, with little else between. vention’s vastly expanded budget supports operations
to contain and neutralize undead horrors, cultivate
The closest of the division’s contentious working part- alliances among the dead, and follow up on reports of
ners are the Bureaus of Heaven and Humanity. It co- the Abyssal Exalted. She remains active in the field,
ordinates with the Bureau of Heaven’s Department of having spent much of the last five years in deep cover
Celestial Concerns on counterintelligence operations among the courts of Stygia and the inner circles of
and heavenly security, and it works closely with many the Underworld’s major power players, though she
divisions of the Department of Abstract Matters. The still directs Heaven’s efforts from behind enemy lines,
Manse’s gods have counterparts in countless divisions leaving her reports in dead drops and coded missives.
of the Bureau of Humanity, working together on issues
of scholarship, crime, religion, and many more. The Nara-O, Gatekeeper of the Forbidding Manse,
Manse’s only uncomplicated working relationships are Lord of Secrets Untold
with its sister divisions, though jokes at the expense
of its rigorous security and arcane procedure are com- The Forbidding Manse’s head, Nara-O of the Hundred
mon even within the Bureau of Destiny. Veils, is a living enigma. All traces of their identity
and history prior to claiming their purview of secrets
Notable Figures yet to be told have been erased. Their appearance is
The Green Lady, Chosen of Jupiter shrouded by countless layers of blue and gray silk,
fluttering in the air as if blown by a gentle wind. Their
The Green Lady heads the Convention on the Dead voice never rises above a whisper. They move silently
and is an expert — perhaps the expert — on espionage and unseen through the Forbidding Manse — many of
and infiltration. She’s passed herself off as everything Jupiter’s Chosen have had the startling experience of
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CHAPTER TWO: THE CELESTIAL BUREAUCRACY
Nara-O appearing behind them to whisper an order or his displeasure. He’s sought out some of the greatest
question in their ear. Whether this is a quirk of their sorcerers, mystics, and healers of Creation and Heaven
inhuman nature or a sign of an all-too-human sense of alike, yet none have broken his terrible curse. He pays
humor remains a matter of debate. exorbitant bribes to Sidereals willing to follow up on
rumors of possible cures, leaving no stone unturned.
As far as the Bureau of Destiny can tell, Nara-O’s fore- His hopes have long since died, but his pride as a god
most priority is their duty to the Division of Secrets of the Division of Secrets won’t let him abandon the
— if they have any selfish motivations, they’ve kept search.
them well-hidden. On the rare occasions when the
taciturn god has discussed the matter, they speak of Despite all he’s suffered, Xaos still plays an import-
their work as an almost religious devotion to Jupiter, ant role within the Bureau of Destiny. Within the
a purpose far greater than the petty politics of Heaven. Forbidding Manse, he specializes in missions involv-
Their relationship to the Maiden of Secrets is a fiercely ing secrets too dangerous to reveal directly, dictating
debated topic within the Forbidding Manse — it’s been cryptic mission briefings and taking the first glance
speculated that they’re Jupiter’s child, her lover, some at perilous texts. He’s also a trusted advisor of the
aspect of her nature that she removed from herself, or Convention on the Wyld. Field work assigned by these
simply just a mask worn by the Maiden. cells is often inexplicable; one team was sent simply to
ensure that no one pronounced a particular phoneme
Nara-O has access to every piece of sensitive infor- around a random stablehand on a particular day.
mation the division’s gathered and puts it to use pro-
moting the division’s interests. Many in Heaven seek Ydia, Sub-Director of Looted Tombs
to curry favor with the Lord of Secrets Untold to gain
an advantage over a rival or unravel some mystery Bureau of Humanity Liaison to the Division of Secrets
that touches on their goals, for Nara-O is willing to
share their secrets to suppliants who could be useful Ydia’s position as god of grave robbery understates
assets for the Forbidding Manse. If their information her true importance. Once a minor functionary of the
is incomplete, the division head often recruits junior Bureau of Humanity, she’s risen to great prominence as
Sidereals, providing whatever leads they can and the divine patron of the Second Age’s countless scav-
turning the young Circle loose to follow them up. But enger princes and the bureau’s liaison to the Division
despite their strong sense of purpose, Nara-O isn’t of Secrets. She’s a brash, irrepressible trickster who
entirely above the Celestial Bureaucracy’s corruption. cares little for proper procedure and the wishes of
For those who can offer the god a secret they don’t her superiors. Not content with the prominence the
already possess, there are few things in the Forbidding Second Age has brought to her office, she seeks to rise
Manse’s archives that can’t be had. ever higher.
Xaos, Scholar of the Undiscovered Ydia’s current aim is the position now held by Amoth
City-Smiter, God of Tumbled Ruins (p. XX). Such an
Woe unto Xaos, He Who Peers Beyond the Veil, Scholar ambition greatly exceeds her political capital for now,
of the Undiscovered! As the Fair Folk poured through but Ydia’s cultivated a network of relationships with
Creation’s borders in the Great Contagion, Xaos ventured low-ranking gods slighted by Amoth, divine criminals,
into the Wyld’s uttermost depths in hopes of uncover- and a handful of Sidereals and Heaven’s Dragons will-
ing the secret to their defeat. He found nothing, and he ing to aid her. Secrecy is paramount to her success — if
returned to Heaven irrevocably warped by the touch Amoth catches wind of her schemes before she’s ready,
of chaos. He’s tormented by visions of things beyond she’s likely to wind up imprisoned beneath a mountain
describing, never knowing whether these are figments of for the next few centuries at least.
the Wyld or glimpses of some awful truth. He conceals his
ever-shifting flesh behind a curtain of bamboo fabric, for Since the Solars’ return, many of Ydia’s assignments
even looking upon his form imperils the mind. He’s always have involved monitoring the tombs of the First Age’s
delighted by visitors and is a garrulous and convivial host. Lawgivers and reporting on those young Chosen
Nara-O encourages young Sidereals to visit him, as Xaos is who delve them. She’d find this terribly boring if the
prone to brooding and great melancholy otherwise. Unconquered Sun’s Chosen weren’t such fascinating
figures. Impressed by the revitalized Gold Faction’s
While Xaos is counted as a hero of Heaven for his audacity, she seeks to curry favor with them, sending
sacrifice, most see him as an object of pity, much to copies of her reports to her Sidereal contacts long be-
fore they’re submitted to the Bureau of Humanity. She
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also provides reports to Lytek (p. XX), having found a dimly by lanterns of purple flame or not at all. Within
fast friend in him over their shared passion for stories its walls can be found memorials to fallen gods, poi-
of the Chosen. He’s made overtures at recruiting her son gardens, meditation chambers, and archives of
to the Division of Exaltation, though she’s yet to give the Bureau’s most perilous texts. Outside the Violet
up on her ambitions within the Bureau of Humanity Bier, the atmosphere is far less somber — alehouses,
for now. gambling dens, and dance halls cater to off-duty em-
ployees. While their exteriors are drab and colorless, a
The Division of Endings riot of color and noise lies just behind their soundproof
doors, offering a reprieve from the division’s solemnity.
The Division of Endings oversees the conclusion of all
things: lives, ideas, nations, eras, and all other transient Institutional Culture
things. Most in Heaven think only of the grim work The Division of Endings’ culture is as solemn as its
of bringing matters to their appointed ends when purpose. While all the Bureau’s divisions expect pro-
they think of the division, but this overlooks its many fessionalism from their members, none of them go
other duties. Much of the division’s day-to-day work as far as the Violet Bier. Personal agendas, romance,
involves recording the details of endings and ensuring and frivolous diversions are left at the door; the work
that they’re marked with the proper rites and ceremo- of Saturn demands the undivided attention of those
nies. For every undead abomination brought low by in the division. Those who struggle against such
the blades of Saturn’s Chosen, countless more never strictures receive no formal punishment, but the cold
get the chance to rise from their graves thanks to the disregard of their peers and superiors is often worse.
funeral rites the division promulgates. In the Bureau’s less severe divisions, one often hears
jokes about young Reckoners disciplined for speaking
The division’s headquarters, the Violet Bier of Sorrows, too loudly (that is, above a whisper) or inappropriate
rises high above its nearby outbuildings like a towering facial expressions in public (i.e., smiling).
cenotaph, its long shadow plunging its surroundings
into perpetual twilight. The Violet Bier is a somber The grim work of Saturn’s Chosen takes a toll on them,
place, its dark-draped halls and silent chambers lit but it’s easier to bear together than alone. After-work
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drinks or entertainment are a nearly daily affair, giving The fall of House Iselsi dealt Dogara a shattering blow,
the division’s Sidereals a chance to fraternize, unwind, breaking his faith in the Bronze Faction. They didn’t
and cut loose after a long shift spent in somber silence. give the order, but neither did they try to intercede
Others find joy in pursuing esoteric hobbies: crafting with the Scarlet Empress or stop the other Great
miniature daiklaves, collecting insects, or courtly card Houses from picking Iselsi’s bones clean. He supports
games long forgotten to Creation. When a spirit or his family from Heaven’s shadows, spending the bulk
Sidereal has need of an expert in niche fields of study of his amassed favors to supply them with information,
and bizarre minutiae, the Violet Bier is the first place resources, and materiel. He relies greatly on his fellow
that those in the know look. Sidereals for this but brings few into his confidences.
Secrecy is as crucial to him as to his kin — were the
Working Relationships Bronze Faction to learn of the Vendetta’s full extent
The Division of Endings works more closely with and the part that Dogara’s played in it, his life may well
other bureaus than any of its sister divisions — with come crashing down.
a rare few exceptions, every branch of the Celestial
Bureaucracy oversees at least some things that must The Realm’s impending collapse has become an obses-
eventually come to an end. Few enjoy the experience, sion for Dogara. There’s never been a greater opportu-
even under the best of circumstances; the cold pro- nity for the Vendetta, but that’s cold comfort if it leaves
fessionalism and stifling formality of the Violet Bier him as the last Iselsi. He’s surprised even himself by
rarely make for genial working relationships. They’re returning to the Bronze fold, hoping against hope the
well-respected, with a reputation for diligence and faction actually can avert civil war, or at least delay it.
selfless duty, but that doesn’t endear them to their Few among the faction’s elders remember him fondly,
colleagues in the Bureaucracy’s less morbid branches. but he’s gone to great lengths to curry favor among its
younger members.
The Violet Bier works closely with both the Bureau of
Humanity and the Bureau of Nature in matters of life Wayang, Mourner of the Violet Bier,
and death, as well as the offices of Taru-Han, Lady of Lord of Silence
Souls (p. XX). The Second Age has seen such collabo-
ration become far more frequent, much to the distress Wayang leads the Division of Endings with a light, but
of these institutional partners. The Department of firm, touch. Order is his watchword, but the centuries
Celestial Concerns refers high-priority internal affairs have taught him the limits of micromanagement — the
matters to the Division of Endings, letting Saturn’s independence and initiative of the division’s Sidereal
Chosen take point — and take the heat from those with agents is an asset he’s come to appreciate. His appear-
a bone to pick with their investigators. ance is that of a living shadow clad in midnight silks
and ornaments of onyx and black jade, featureless save
Notable Figures for his glowing yellow eyes. He cannot speak, employ-
Iselsi Dogara, Chosen of Saturn ing sign language for day-to-day conversation and
elaborate shadow plays for speeches and other formal
A legendary physician and a grandmaster of Citrine occasions. He learns sign languages as a hobby — doing
Poxes of Contagion style, Iselsi Dogara is sought out so is one of the few reasons he ever visits Creation.
by gods and Exalted suffering from maladies beyond
mortal ken. When a Sidereal returns from a mission in- The Lord of Silence is a solitary figure, counting
fested with parasitic demons or with a sapling growing none as his friend. He’s neither cruel nor merciful, a
from the stump of a severed limb, Dogara is the man to remorselessly efficient leader who expects the same
turn to. He enjoys the challenge, to be sure, but enjoys from his subordinates. Much of his time is spent
the favors he extracts from his patients all the more. in the Violet Bier’s darkest chambers, planning the
division’s operations and poring over reports, but his
Dogara was born into House Iselsi in its halcyon days, life doesn’t stop at the division’s doors. He enjoys Yu-
and his Dynastic upbringing still shows in his haughty Shan’s theaters, galleries, and museums, so long as he
manner and decadent tastes. A Bronze Faction devotee can enjoy them alone. On at least three occasions, he’s
in his early days, he was a natural choice for assign- been convinced to join a Sidereal for drinks, though he
ments involving the Immaculate Order or the All- pointedly ignores any mention of this.
Seeing Eye, providing opportunities to stay in touch
with his Dragon-Blooded kin that few other Sidereals Wayang’s purview as god of silence affords him a
could enjoy. unique understanding of death. He hears the whispers
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of the Neverborn within the Violet Bier’s darkened figure — a reedy, soft-spoken god in a drab but well-tai-
chambers, occasionally gleaning cryptic insights into lored suit — but he commands the fear of many in the
the Underworld. If this has corrupted him, he hides it Celestial Bureaucracy nonetheless.
well — but with the Deathlords now near the top of the
Bureau’s priorities, it’s brought him under close scru- There’s one small mercy for those who come under
tiny from both the Department of Celestial Concerns Izaros’s investigation: he’s a true believer in the letter
and the Convention on the Dead. — not the spirit! — of the law. As far as he’s concerned,
innocence on a technicality is innocence, full stop.
Zenesh, Executor of Royal Succession This occasionally leaves him at loggerheads with the
Department of Celestial Concerns, but he’s yet to back
Zenesh, Executor of Royal Succession, is there when- down. If Celestial Concerns isn’t happy with him, they
ever a hereditary monarch breathes their last — in should write better laws. Nonetheless, the technical-
spirit, if not in fact. In the First Age, she was little more ly innocent should take care not to anger him in the
than a jumped-up clerk, but the Age of Sorrows is a process; making an enemy of the god of bankruptcy is
graveyard of kings. Zenesh has seized every opportuni- rarely a sound financial decision.
ty to promote her purview’s significance, granting her
blessing to palace coups, assassination attempts, and Conventions
bloody peasant uprisings. Far-seeing and methodical,
she takes great pains to ensure she avoids the censors’ While each division wields enormous skill and insight
scrutiny. She never dirties her own hands, relying on for planning, enacting, and troubleshooting destinies
agents and intermediaries: her priesthood of assassins within their fields, the messy realities of Creation often
and revolutionaries, her God-Blooded children, terres- demand an interdisciplinary approach. To collaborate
trial gods on the take, and outcastes and Exigents of on such matters, Sidereals participate in working
mercenary inclination. groups called conventions — the primary means by
which Heaven identifies issues with destiny, devises
Savvy as Zenesh is, she can’t keep it up forever. She’s
solutions, and takes action. Most Sidereals belong to
yet to come under investigation, but her name’s come
at least one convention. The newly Exalted attend
up in more than one audit. She’s lying low for now,
their mentor’s convention meetings as part of their
unable to make use of any intermediaries who could be
training, often joining one of them once they’re ready
traced back to her. She’s made overtures to a handful
to take part in convention business. While a Sidereal’s
of Sidereals and Heaven’s Dragons whom she suspects
division is a permanent assignment, conventions are
are willing to work outside the law, offering the assis-
less restrictive — transfers between conventions aren’t
tance of her network of contacts in Creation to those
uncommon over the course of a Sidereal’s career, and
who carry out her will.
most eventually hold seats on multiple conventions.
Izaros the Final Reckoner, God of Bankruptcy
Directional Conventions
Division of Endings Liaison to the Bureau of Heaven Largest and most influential are the five directional con-
ventions, each tasked with high-level oversight of one of
In many places in Creation, merchants keep the first Creation’s cardinal Directions. In addition to enormous
coin they earn as a talisman, piercing it through the institutional expertise regarding its Direction’s states,
middle and hanging it on a string in their shop or cultures, and geopolitics, each directional convention
stall. While this is simply tradition for some, others maintains numerous safehouses and bases of operation
understand its true meaning: a prayer to Izaros, God scattered across the Direction, along with networks of
of Bankruptcy, that he might turn away his ever-cal- contacts and agents available to members on assign-
culating eye. ment throughout the region. On paper, their member-
ship makes up a majority of the Fivescore Fellowship,
Alas, the Final Reckoner is not one for bribes. though this is somewhat inflated — every other conven-
Humorless, severe, and incorruptible, he’s perfect- tion sends liaisons to the directional conventions, which
ly suited for internal affairs, acting as the Division are counted among their ranks.
of Endings’ liaison to the Department of Celestial
Concerns in such matters. Not even the slightest The Convention on the Center has always been
accounting discrepancy escapes his sight, and his the most well-funded and prestigious, overseeing the
knowledge of Yu-Shan’s laws concerning business and affairs of the Blessed Isle throughout the First Age,
finance is comprehensive. He’s far from an imposing Shogunate, and Realm. Since the Solar Purge, it has also
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been the stronghold of the Bronze Faction and their younger members often receive opportunities for lead-
attempts to stabilize Creation. Chejop Kejak is the con- ership roles early in their time with the convention.
vention’s unquestioned chairperson, but he more and The current chair, the affable Shepherd of the North
more often delegates his duties to allies and promising Star, is well-suited to the convention’s laissez-faire
juniors, testing their judgment and leadership. culture, letting consensus drive its agenda and giving
members ample leeway to include personal flourishes
The Convention on the West is led by the painstaking in the destinies proposed by the convention.
hand of Jha-ma-Etum, whose economic acumen has
shaped the convention’s culture over the centuries, Special Conventions
backing trade companies and other mercantile ven- Special conventions are organized to handle specific
tures in the West to cultivate them as Bureau assets. issues of great importance to Creation, coordinating
The convention’s culture is meticulous, sometimes to with directional conventions to address threats and
the point of distraction — members are occasionally crises. Some minor conventions exist only for a specif-
buried under intelligence briefings and exhaustive ic purpose — wrangling out the details of a politically
reports, while the convention’s leadership investigates complicated destiny, usually — but most are standing
unexplained events more often and more carefully organizations with specific remits. While many con-
than any other directional convention. Most of these ventions deal with supernatural issues, others help
investigations come to nothing, frustrating junior plan more mundane destinies: natural disasters, cultur-
Sidereals assigned to them — but once they’ve had al diffusion, diseases, and especially trade. Wherever
such an investigation bear fruit, the value of diligence ledgers are involved, destiny must ensure figures sum
becomes clear. as they are expected.
Under the leadership of Midnight Tiger Killer, the The Convention on Hell is among the oldest and most
Convention on the North takes a reactive posture, influential special conventions, the nerve center for
devoting its resources to operational readiness over the Bureau’s demon-hunting efforts. It also oversees
long-term planning. The convention’s leadership tri- intelligence gathering on infernalist cults and their
ages threats to fate and deploys its limited resources plots, like An-Teng’s Seven-Stranded Vine, the Sunless
in response to unscheduled pestilence, rogue spirit Chapel in the Northwest, and the strange occurrences
courts, Fair Folk invaders, and the indescribable hor- surrounding the city of Dajaz. The Infernals are an un-
rors that stalk the Northwest. The convention also resolved question for the convention — some members
works closely with the Bureau of Seasons to manage argue that the self-proclaimed Chosen of the Yozis fall
the timing and impact of the Direction’s most perilous clearly within its remit, while others believe such a
weather. decision is unsupported by the intelligence available.
Further complicating matters, the convention’s chair,
The Convention on the East is well-funded for a rea- Ashen-Eyed Ludall (p. XX), is seen as a weak and inex-
son. Between the Dragon-Blooded polities of Lookshy perienced leader by the convention’s most prominent
and Prasad, the petty wars and ancient magics of the members, who scheme to take his place or wrestle him
Scavenger Lands, and the wonders of the Dreaming under their thumb.
Sea, it has a monstrous workload. Its meetings are
hectic but well-ordered, moving through proposed While the Convention on Rogue Assets was estab-
destinies and requests for Sidereal intervention in a lished to monitor and liaise with Sidereals who’ve left
brisk, no-nonsense fashion. Its chair, the First Age Bureau’s employ, it’s become increasingly dominated
elder Howl of the Mountain, is a staunch Gold Faction by the matter of Rakan Thulio and his Getimian allies
partisan, but their personal ties to many of the Bronze (p. XX). Its chair, the intrepid warrior-exorcist Strike
Faction’s most prominent members smooth the con- the Heart, has capitalized on Getimian attacks against
vention’s dealings with them. Yu-Shan to reallocate Bureau resources to the once-mi-
nor convention’s operational budget. Under this new
The Convention on the South is often seen as a plum remit, its members coordinate with the Department
assignment: not as prestigious as the Center, but not of Celestial Concerns on matters of heavenly security,
nearly as demanding, thanks to the Convention on the surveil Yu-Shan for signs of Getimian subversion, and
East taking oversight of the Dreaming Sea. The South conduct operations against Rakan Thulio in Creation.
still poses abundant challenges to the convention’s
members, but they’re rarely shorthanded. Its chair The Convention on the Wyld coordinates missions
rotates frequently compared to other conventions, and to monitor or halt fae incursions, track Wyld storms,
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CHAPTER TWO: THE CELESTIAL BUREAUCRACY
“A temporarily unoccupied manse in the Five Auspicious Angles District suffered a catastrophic geomantic
imbalance, causing a cascade failure that destroyed the manse and damaged multiple other manses and
buildings along the same dragon line. Lion-dogs dispatched to search for survivors encountered sorcerous
traps in many of the damaged structures, leaving four permanently dead and sixteen injured.”
“During a meeting of the Tearful Foxglove Society, the countermeasures put in place for the assembly of ven-
om-gods inexplicably failed. Unshielded exposure to the presence of gods such as Mistress Nerium, goddess
of poisonous plants, left multiple spirits in attendance incapacitated for weeks and others with severe spiritu-
al maladies. An investigation by the Division of Endings discovered that none of the Tearful Foxglove Society’s
members had called the meeting, and that the invitations were elaborate forgeries.”
“Pattern spiders from the College of the Key reported an attempt by an unknown pattern spider to access the
Loom of Fate. The College’s pattern spiders succeeded in killing the intruder, but the Bureau of Destiny has
received unconfirmed reports of multiple sightings of other such spiders within the Most Perfect Lotus.”
the greatest threat to the Celestial Bureaucracy since safety. Not every strike has been successful; much of
the Great Contagion. Getimians have launched dozens what the Bureau of Destiny knows of the Getimians
of attacks against Heaven and the Bureau of Destiny, comes from attackers subdued by Sidereals, celestial
striking quickly or in secret before withdrawing to censors, or powerful martial deities.
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Solars
Since the Purge, the Solars have been low on the MIXED CIRCLES
Bureau’s list of priorities. While there have been Solars
who posed significant complications to Heaven’s plans, While Sidereals are well-suited for games in
like the Bull of the North, their rarity has made them which every player plays one of them, they’re flex-
a footnote compared to the likes of the Lunar Exalted. ible. Rogue Sidereals and those who never joined
the Bureau can easily fit into a Circle with any kind
The Gold Faction has supported the few Solars who es- of Exalted, but there are also a number of ways to
caped the Jade Prison as assets against the Realm, do- include Bureau Sidereals in mixed Circles.
ing so under the auspices of the Cult of the Illuminated
(p. XX). The Cult has taken on newfound importance Exigents of appropriate power can always fit into
within the Gold Faction with the Solars’ return, now a primarily Sidereal Circle as agents or trouble-
one of the faction’s most important projects. shooters recruited by the Bureau of Destiny. Gold
Faction Sidereals could easily work alongside a
Exigents Circle of Solars or Lunars
Lunars.. Getimians
Getimians,, Abys-
Centuries ago, the Bureau of Heaven succeeded in sals,, and Infernals are enemies far more of-
sals
foisting responsibility for oversight of Exigents onto ten than they are allies, but it’s possible that one
might have been offered a chance to serve the
the Bureau of Destiny, arguing that the Exalted should
Bureau rather than face imprisonment or death.
deal with the Exalted. On paper, the Sidereals are re-
sponsible for investigating gods for illicit exchanges of Dragon-Blooded are significantly less powerful
the Exigence and dealing with Exigents who aid their than Sidereals, which can be an obstacle to mixed
patron gods in violating Heaven’s laws. In practice, the Circle play, but your playgroup may be comfort-
Bureau lacks the staffing, resources, and political will able with this asymmetry. Heaven’s Dragons can
to fully carry out this function on top of the work of always fit into a primarily Sidereal Circle, while
destiny. As long as an Exigent isn’t threatening destiny, Bronze Faction Sidereals might work alongside
many Sidereals are willing to overlook a great deal. the Realm’s Dragon-Blooded. For more informa-
The Bureau occasionally recruits Exigents, making use tion on mixed Circle games with disparate power
of their unique talents, as well as the connections of levels, see Crucible of Legends,
Legends, p. XX.
those whose patrons are prominent figures in Heaven.
Missions for the Bureau of Destiny typically take a
Abyssals and Deathlords backseat in mixed Circle games where a majority
of player characters aren’t Sidereals. This might
The Deathlords have long been a blind spot for the
be explained by Sidereal player characters being
Bureau, and the Abyssal Exalted are the consequence
on sabbatical, or it may be that missions simply
of this oversight. Despite the Convention on the Dead’s take place off-screen.
best efforts, it wasn’t until the Mask of Winters con-
quered Thorns that the Bureau realized the nature and
extent of the threat he represented, a threat now made
all the more dire by the honor guard of deathknights sunless necropolis, as well as a number of other pow-
that cut through Thorns’ defenders. In the years since, erful necromancer-kings, ghostly power players, and
the Bureau has gone to great lengths to obtain infor- specters warped by the Neverborn.
mation on the Abyssals, seeking to understand how
these seemingly corrupted Solars have come to serve Infernals and Demons
the Deathlords and how they relate to the breaking of The Sidereals have specialized in demon hunting since
the Jade Prison. the First Age, tracking down and neutralizing those
who slip the bars of Hell and intervening when sorcer-
The Convention on the Dead’s intelligence oper- ers’ demonic retinues threaten to disrupt fate. With the
ations have confirmed the identities of two other emergence of the Green Sun Princes, this already-high
Deathlords — the Black Heron, an assassin-queen of priority has become all the more urgent. Attempts at
Stygia, and the Walker in Darkness, warrior-priest of performing reconnaissance in Malfeas have largely
the Neverborn and tempter of the living. Others are been fruitless thus far, owing both to the Demon City’s
suspected, with the convention’s search focused on impossibly vast scale and the ancient enmity many
the other Signatories of the Stygian Pact who rule that demons hold for the Maidens’ Chosen.
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Many in the Old Realm came to realize the danger But in truth, the plan was never forgotten. A conspira-
posed by the Exalted, themselves included, and sought cy of Sidereals — those who’d eventually be called the
an answer to this dilemma. Within the Bureau of Bronze Faction — continued to secretly explore the
Destiny, Sidereals debated many plans and proposals, possibility. They envisioned a single coordinated strike
but none secured sufficient support to mobilize the against the Solar Exalted, felling the lion’s share in one
Fivescore Fellowship as a whole. Ultimately, a propos- decisive swoop and hunting down those who survived.
al was put forward that none could ignore: the Solar The cost to Creation would be great, but once the Purge
Purge. While any of the Exalted could pose a threat to had been completed, an interregnum government of
Creation, the Solars’ supreme might and their mastery Sidereals would shepherd the Old Realm and bring a
of sorcery and artifice made them the greatest danger. new equilibrium to the First Age — lesser, but safe.
If they could be removed from the equation, Creation
might be able to endure. The greatest of the many obstacles to the Solar Purge
remained the question of the Lawgivers’ reincarnation.
This plan appalled many. It was one thing to make The nascent Bronze explored many possibilities, ulti-
sacrifices in destiny’s name, but premeditated mass mately discovering a way to cage the power of Solar
murder, without regard for culpability or innocence, Exaltation. Drawing on secrets older than Creation
was unthinkable. Even those willing to pay so high a and forbidden magics, the conspiracy’s greatest sor-
price didn’t believe it was possible. Even if every Solar cerers and artificers created the Jade Prison, a vast
could be slain — a feat to rival the Divine Revolution — casket of jade inlaid with impossibly fine starmetal
new Lawgivers would still arise, reincarnating as their inscriptions of binding and concealment. Countless
predecessors fell. The plan died in committee before irreplaceable wonders were used in its creation, but
ever coming before the Bureau as a whole, and it was the greatest of these was the tear of molten gold shed
largely forgotten as the Fivescore Fellowship contin- by the Unconquered Sun when he turned his face
ued to debate its options, seemingly abandoned by its from Creation. The tear was made to serve as a bea-
supporters. con, drawing the power of fallen Solars into the Jade
Prison before they could reincarnate. With the Prison
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completed, their real work began. protection from old allies, or continued the fight alone,
but the age of Solar god-kings had come to a close. The
As it prepared to set the Solar Purge in motion, the na- Bronze Faction had won, though few in their ranks
scent Bronze Faction recruited allies and co-conspir- could call it victory. The Purge’s most ardent support-
ators to their cause. The Dragon-Blooded backed the ers still grieved the cost of their success, even as they
Purge in the greatest numbers, as those who supported accepted its necessity.
the Purge’s cause rallied entire lineages and gentes.
Lunar radicals, Exigent heroes, and gods of every rank As the surviving conspirators surveyed what remained
joined the conspiracy for reasons both noble and self- of the Old Realm, their first move was to ensure the Jade
ish. Some of the Old Realm’s oldest foes fought along- Prison could never be found and opened. They sought
side their ancient enemies: Lintha armadas, Niobraran the furthest West, where the constellation of the Mask
wraiths, sapient plagues created by the fallen Genesis shines bright on still waters. Invoking the sign of secret
Lords of Heartwind, and more. Even a scant handful of knowledge, the Sidereal conspirators sealed the Jade
Lawgivers joined in, fearing what they and their fellow Prison behind the stars, using the Mask’s reflection
Solars might become. as a gateway to the outer darkness. Overhead, the sky
groaned at the weight of this working, like iron beams
But for all the preparation that had been put into it, the straining against rupture. After a terrible moment of
Purge went far differently than planned. Solar warriors waiting, the Mask shattered beneath the Jade Prison’s
overpowered the assassins sent against them, while weight, twisting in the firmament as its brightest stars
masters of stealth and subterfuge evaded and outwit- winked out like candles.
ted their pursuers. Some Solars had uncovered enough
evidence of the conspiracy to grow suspicious, or they The breaking of the Mask reverberated throughout
were warned by Sidereals opposed to it, giving them a fate, and the consequences fell upon the Fivescore
chance to prepare their defenses. Others were so par- Fellowship as a whole, cursing them with the arcane
anoid that they needed no further preparations. Such fate that plagues them to this day. After all the Bronze
Lawgivers met their assailants with countermeasures Faction had sacrificed in the Solar Purge’s name, this
boasting the full power of the Solar Exalted. Starmetal was the final price of their victory: to be forevermore
hunter-killer automata battled Sidereal assassins, forgotten by history. The Bronze Faction’s plans of
predicting alterations to fate to neutralize their most guiding Creation through a brief interregnum of
potent techniques. Sorcerous traps ensnared Dragon- Sidereal rule already faced serious setbacks from the
Blooded battalions in nightmare worlds and beguiling massive casualties they’d suffered and the devastat-
paradises. Mighty skyships scythed down armies with ing toll the Solar Purge had taken on the Old Realm.
barrages of implosion bows and lightning ballistae, Arcane fate dealt the deathblow, ending any chance of
before hastening away from the usurpers’ forces. Sidereal rulership.
In a single night, Creation was plunged into total war, After a fierce but swift debate, the Bronze Faction
marking the beginning of a blood-soaked era that chose to entrust rule of Creation to a coalition of
would leave the world forever changed. Gruesome Dragon-Blooded gentes, those that had best weathered
battles erupted throughout Meru, Ankiluke, Myion, the Purge. Thus began the Shogunate. Rather than gov-
and other bastions of Solar might throughout Creation. erning Creation outright, the Bronze Faction offered
The closest of friends became fierce enemies as the war its guidance and counsel to Dragon-Blooded leaders,
drew in Exalted from across the Old Realm. Islands granting secret knowledge, powerful blessings, and
and mountains were shattered by terrible war-sorcer- Heaven’s aid. As Creation came under the reign of its
ies; kingdoms and cultures were blighted by the curses new masters, the Sidereals receded into legend and
of Solar sorcerers. All the while, casualties continued apocrypha, the shadows behind the world’s thrones.
to mount under the weight of increasingly desperate
escalation, rising into the hundreds of millions. The Bronze Faction
The Purge ended one silent morning, as the sorcer- The machinations of the Bronze Faction ended one age
ies and astrological magics that held open the Jade and helped to shape another, embracing a lesser future
Prison’s doors finally sputtered out and died. Only a to ensure that there was any future at all. It advocates
scant handful of Solars escaped this imprisonment — for planning destinies and devoting Heaven’s efforts to
not enough to continue their war against the surviving ensure the world’s safety and stability, even if it means
usurpers. They fled to Creation’s far corners, sought Creation falls short of what it could be. This is the price
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While the Realm is the heart of the Bronze Faction’s puppet master, but as a friend and confidant. He sus-
plans, its satrapies and neighboring cultures, have al- pects the current Mouth may have seen past his arcane
ways been vital assets as well, letting the Bronze project fate, which has been both boon and bane to him with
control deeper into the Threshold and surveil external different Mouths throughout the Order’s history.
threats like Lookshy and the Guild. The machinery of
the Realm has afforded them many powerful assets in Chejop is renowned for pragmatism and prudence.
doing — satrapial governance, the Imperial legions, He was chosen to prosecute Heaven’s case against
the All-Seeing Eye — but the Empress’ disappearance the Sidereal traitor Ruin-of-Nations. He brokered
has greatly diminished the faction’s ability to influence the Truce of Ivy that saw a five-year peace amid the
these organs of empire. The Immaculate Order still Shogunate’s darkest days. He played a key role in the
remains aligned with Bronze interests and has become Jade Prison’s creation, bargaining with demonic po-
a bastion for such efforts. tentates for secret knowledge and impossible reagents
necessary to gainsay the Unconquered Sun’s will. He’s
Chejop Kejak paid dearly for his victories, his dreams haunted by the
Chejop Kejak would never claim to be the leader of the sacrifices he’s made until finally he chose to sleep no
Bronze Faction. He doesn’t need to. longer, dedicating every hour to tireless work.
He’s sometimes called “the man with no secrets,” for he Chejop is nearing the end of his life. As he approaches
lives a life of austere duty, giving opponents no scandal the day of his fated death, he grows wistful, reflecting
to leverage against him. His few entanglements are on his long career and the Bronze Faction’s future. He
a matter of open record, and he scrupulously avoids has no successor — while he trusts and respects his
favoritism for lovers, children, or friends. Famously fellow elders, he doubts their willingness to sacrifice
patient and stern-faced, he’s also sharp-witted, with a their deepest desires upon the altar of necessity as he
love of dry humor and wistful self-deprecation. Chejop has. He’s devoted more and more time to mentoring
is a man focused on reality; he’s done his best to choose young Sidereals and guiding those yet to Exalt, seeking
wisely and well, but he isn’t without regrets. to instill some spark of his philosophy in the youngest
generation and to perhaps find one final, worthy ap-
Kejak is a skilled martial artist and a master sorcerer, prentice before his end arrives.
but his true genius lies in intrigue and influence. He’s
spent his Exalted lifespan as a scrupulous collector Shajah Holok
of intelligence and favors both great and small — he Chejop may be the Bronze Faction’s de facto leader, but
knows that sometimes a matter is best served by a many see Holok as its heart. A burly man with a thick,
puissant god’s direct intervention, and other times black beard, he prefers the simple pleasures of rustic,
by a few words with that god’s lowest clerk. He also mortal life to heavenly luxury, drinking tea barely worthy
wields considerable authority within the Bureau as the of the name and wearing his humble garments ragged.
Division of Secrets’ eldest Sidereal member and the His gruff, unsophisticated demeanor presents a welcom-
chair of the Convention on the Center. He doles out ing contrast to the stuffy formality of many in the Bureau
duties and assignments both to advance the Bronze of Destiny, and he never turns away a young Sidereal
Faction’s agenda and to demonstrate its necessity to looking for advice, conversation, or spiritual guidance.
those opposed or uncommitted to it. Gold Faction ide-
alists might receive orders that send them delving into While Holok doesn’t look it, he’s a brilliant theologian
First Age ruins lost to Solar caprice. Young Sidereals and moral philosopher. He played a prominent part
unaligned with either faction are given a chance to in the synod of Dragon-Blooded and Sidereals who
see the value of the Bronze’s methods as a well-timed assembled the Immaculate Texts, and he quotes from
Wyld Hunt comes to their aid against a demon they’ve them regularly. His unrivaled understanding of the
been tasked with slaying. Texts and his skillful tongue have led him to over-
see much of the Bronze Faction’s dealings with the
Chejop permits himself little time to enjoy his prestige Immaculate Order, an institution he regards as his per-
and status. His domicile is dusty with disuse, overflow- sonal legacy. He’s seen many young Sidereals through
ing with records, memoranda, and his personal library; crises of faith, reconciling what they’ve learned in the
his office in the Forbidden Manse of Ivy is the same Bureau with whatever beliefs they might hold.
one he was assigned when he first joined. Most of his
days are spent in the role of secretary to the Mouth But while Holok plays a key part within his faction,
of Peace, offering her guidance not just as a Sidereal he has no ideological commitment to it. His loyalties
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lie instead with Chejop Kejak, his former mentor and Gold’s largest in centuries, bringing new perspectives,
his closest friend for millennia. As Kejak’s death draws ideas, and agendas into the mélange of the faction’s
nearer, many question whether Holok will hold faith politics.
with the Bronze in honor of his friend’s passionate
ideals, seize the opportunity to transform it from No longer led by older generations, the Gold Faction
within, abandon it for the Gold, or disclaim politicking reevaluated what it was and what it should be. Though
altogether. it had no central ideology, its members shared two
things in common. All of them sought to change the
The Gold Faction world in a way that the Bronze Faction’s status quo
wouldn’t allow and, perhaps even more importantly,
The Gold Faction has been many things since the Solar all had chosen to join the Gold Faction, to stand by
Purge: the Bronze Faction’s distinguished opposition, each other even without a shared goal or creed.
a political bloc of idealists and iconoclasts, a school of
The Gold Faction still remained a minority party, es-
philosophy concerned with the ethics of destiny, and
pecially after the Realm’s ascendancy saw the Bronze
more. For much of its history, the Gold Faction had
rise back to its pre-Contagion prominence. Many of
no unifying ideology beyond its opposition to what it
its members saw notable success in their personal
considered as the Bronze Faction’s worst excesses, but
agendas, but these largely failed to unite the faction
it’s grown beyond these origins into a coalition repre-
as a whole or draw new members to it. Some sparked
senting a wide range of radical agendas.
conflicts between opposing cliques within the faction,
The Gold Faction emerged in the Shogunate’s early sometimes leading to members cutting ties with the
days, a political alliance brokered between Sidereals Gold entirely. And in the face of a seemingly unstoppa-
who’d fought against the Solar Purge and those who’d ble Bronze Faction, a persistent pessimism permeated
come to regret their part in it. Many of its first recruits the Gold Faction’s dealings.
were the reincarnated Circlemates of these founding
The Time of Tumult has breathed new life into the
members. The Purge — or as the Gold Faction knows
Gold Faction again. With the Bronze Faction facing
it, the Usurpation — was their rallying cry in those
the collapse of all they’ve worked for and the return of
days; their opposition to the Bronze agenda founded as
their ancient enemies in the Solars, the Gold Faction’s
much on personal enmity as principle. At a time when
never had greater reason for hope. Lapsed members,
the Fivescore Fellowship was still raw from bloodshed,
former independents, and young Sidereals alike have
there were moments when it seemed like the factions’
joined the fold, swelling the Gold Faction’s ranks to
political conflict might boil over into open violence,
their largest in memory. This growth has proven some-
but elders on both sides worked to maintain the peace,
thing of a double-edged sword — every recruit brings
establishing the traditions of civility the factions still
a new agenda into the faction, and, potentially, a new
observe.
dissenting voice.
As centuries passed, the Gold Faction slowly waned.
The modern Gold Faction conducts its affairs much
As its elders reached the end of their allotted spans,
differently than either the Bronze Faction or its own
the intense and personal commitment they’d brought
Shogunate-era incarnation. Without a unified upper
to the faction was lost. Without any unifying ideology,
echelon of elders, the faction’s younger members have
few young Sidereals saw reason to align themselves
more opportunities to take a firsthand role in shaping
with the Gold. Those who joined did so for a hodge-
policy and carrying out high-priority missions. There’s
podge of different reasons: outrage at the state of
much more tolerance for expressing dissent and
the Shogunate, past life memories of betrayal in the
challenging the agendas of one’s seniors. At its best,
Usurpation, or frustration with Bronze Faction elders
this fosters productive debates that bring the faction
blocking proposed destinies.
together; at its worst, it devolves into a circular firing
The Great Contagion marked a turning point for the squad of Sidereals sniping at one another from the
Gold Faction’s understanding of itself. Many of its moral high ground.
oldest members died in the Contagion or fell in battle
The Gold Faction has yet to unanimously recog-
against the Fair Folk, while the perceived failure of the
nize a single leader, de facto or otherwise. While
Bronze Faction drove some independents and former
Ayesha Ura is perhaps the strongest candidate,
Bronze devotees to the Gold. Though they were still
she’s far from the only serious contender. Her great
far smaller than the Bronze Faction, this influx was the
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political opponents are the relentlessly brilliant Sing Some of the Gold Faction’s projects have seen long-last-
in Tongues of Steel, who would put accelerating the ing success. The Seven-Rivers Treaty united the riv-
Realm’s collapse before all other goals, and the so- er-towns of the Lanternhold and the spirit courts of the
called Empty Thrones, a coalition within the faction neighboring wilderness into a polity powerful enough
that’s staunchly opposed to any unified leadership to push back against the Realm’s expansion. The
or agenda. Cult of the Illuminated has likewise flourished under
Sidereal patronage, with sects scattered throughout
Priorities Creation now rising to new prominence as havens for
The Gold Faction’s projects are as numerous and newly-returned Solars under Gold Faction guidance.
diverse as its members. Some cultivate and promote
Immaculate heresies that threaten the religious hege- Others have had only fleeting success, some little
mony of the Realm’s state religion. Others are patrons more than proofs-of-concept. The fabled kingdom of
to dissidents and revolutionaries within the Realm’s Isqadeen, ruled by the three Sidereals who reclaimed
satrapies, providing them with information, resources, it from the Wyld, was a safe haven for enemies of the
and the stars’ blessing. Still others have made a project Shogunate gentes until the reality engines sustaining it
of a single kingdom or city-state, striving to realize failed. Others remain purely hypothetical, like Sauvon
their vision of a brighter tomorrow within it. Hak’s plan for direct Sidereal governance by delegating
their authority under the Creation-Ruling Mandate
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to trusted terrestrial gods (and subject to Terminal total destruction of the Realm, though they’re much
Sanction, as Hak reminds all who listen). less unified in their plans for what should replace it.
With the Realm on the edge of civil war, some Gold lu- Ayesha Ura
minaries back contenders for the throne whose inter- Ayesha has risen far to reach her position. Early in
ests are opposed to the Bronze Faction’s or the Scarlet life, she lost her home to the Shogunate’s wars, saved
Dynasty’s. These include the likes of Bal Keraz (The from starvation only by an Immaculate monk’s com-
Realm, p. 50), whose loyalties lie with the Realm’s passion. Under her tutelage, young Ayesha came to be
patriciate against the Great Houses, or Nellens Ikona a renowned preacher and theologian, her fiery tongue
(Dragon-Blooded, p. 51), whose popularity with the feared by priests and monks of other sects. After her
Realm’s peasantry could make her the perfect leader Exaltation, the new Harbinger so impressed Chejop
for a popular uprising. Kejak that he sought her out as a protégé, already
thinking of training her as his successor. But in time,
Other Sidereals propose plans to ensure no one can- she grew disillusioned with the Bronze agenda and
didate can win, splintering the Realm into multiple, the Immaculate Faith as she witnessed her peers’
weaker states — though those old enough to remember willingness to accept the bloodshed and atrocities
the bloody infighting of the Shogunate counsel against of a war-ravaged Creation in the name of the greater
this. The faction’s more radical members call for the good. The Shogunate’s collapse dealt the deathblow to
her commitment — every sacrifice, every acceptable
loss, every drop of blood on her hands had all been for
nothing.
from some of her peers. For centuries, she remained birds devoted to the pursuit of poetry, philosophy, and
on the faction’s fringes, embracing her reputation as ethics. The Shining Ones and many of their followers
a headstrong idealist. But when the Jade Prison was died in the Great Contagion, and the survivors were
broken and the Solar host returned in full, Ayesha and scattered across Creation in the mass migrations that
her allies stood ready to capitalize on the opportunity followed.
while the rest of the faction scrambled to react.
Over the centuries, the scattered Cults of the
The success of the Cult of the Illuminated in the last Illuminated have diverged greatly through interaction
five years has ensured Ayesha’s meteoric rise to prom- with local cultures and changing interpretations of the
inence. Many consider her the Gold’s de facto leader, Cult’s texts and traditions. In Chiaroscuro, the Shining
even those who were once among her greatest de- Ones are seen as avatars of Iosis, a transcendent being
tractors. But declaring success would be premature — of light from pre-Delzhan traditions. In Palanquin, the
Ayesha’s leadership still faces challenges from the likes Cult’s religious aspects have largely been subsumed by
of Sing-in-Tongues-of-Steel and the Empty Thrones. its political opposition to the city’s Ysyri conquerors.
She’s positioned herself as seeking to strengthen unity Adherents gather in the Five Candles Memorial to
within the faction by harmonizing its members’ many contemplate their responsibilities to their descendants
agendas and mediating disputes when faction mem- and weigh the moral imperative of revolution.
ber’s goals come into conflict.
But for all their differences, a belief in the Shining
Ayesha is passionate, gregarious, and kind-hearted. Ones and their promised return is still shared by many
She’s always glad to speak with any Sidereal willing of these scattered traditions — even if they disagree on
to listen, from those who’ve just Exalted to senior lu- who the Shining Ones are. The Cult’s original patrons
minaries of the Bronze Faction, offering a sympathetic may have been forgotten, but its rituals, texts, and
ear and a word of advice. She’s also exceedingly skilled teachings are still rooted in a faith of flame and radi-
in manipulation, though she prefers not to resort to ance. With this advantage, the Gold Faction has been
such means, particularly with her fellow Sidereals. able to delicately sway many of the Cult’s branches
across Creation, recasting the Shining Ones as the
The Harbinger’s service to destiny is storied. When the Solar Exalted or incorporating the Lawgivers into
rogue tide-spirits of the Great Western Ocean impris- existing beliefs through well-considered theological
oned its god, Ocean Father, she sailed the entire West arguments. Across Creation, Solars are welcomed into
to bind them in fetters of jade and free their hostage Illuminated temples with open arms and offered sanc-
from his benthic gaol. She traversed the Labyrinthine tuary and succor from the Time of Tumult.
Horizon on a dragon’s back to reach the impossible
isle of Forever and ransom back a daughter of Mercury The Gold Faction ensures the cultists’ faith doesn’t go
from its faerie princes. Across Creation, cultures ven- unrewarded, offering guidance, resources, and protec-
erate a nameless saint in yellow robes. tion to those branches under their secret patronage.
Many in the Gold Faction follow Ayesha’s example,
Ayesha’s experience as a one-time true believer in the studying the tenets of the Cult’s various branches and
Bronze ideology has made her exceedingly persuasive seeking theological insight from its priests and philos-
in turning young or tenuously committed members of ophers in theological discourse. On one memorable
the Bronze Faction to the Gold, and she advocates on occasion, a Gold Faction meeting was derailed by a
their behalf in the face of the same suspicion she once debate over the respective merits of Shen Aru’s con-
faced. She has no illusions that she and Chejop Kejak templations on forgiveness and Thousand Righteous
might ever rebuild their friendship, but she’s glad for Whispers’ treatise on ethical governance, to Ayesha
their cordial relations. Their mutual respect and cour- Ura’s considerable delight.
tesy extend to even their most contentious debates in
destiny planning committees — events guaranteed to Solars who seek out the Cult of Illuminated soon
draw a crowd of spectators from both factions. encounter Gold Faction benefactors garbed in the
resplendent destinies of Illumined priests, enigmatic
The Cult of the Illuminated sages, and pious mendicants. They’re trained in state-
The Cult of the Illuminated has changed greatly over craft, strategy, martial arts, sorcery, or philosophy,
the years, even before the Gold Faction’s intervention. as befits their talents — the skills they’ll need to aid
It originated in the Shogunate’s latter days as a mystery the Gold Faction in making a better future. All the
cult of the Court of the Shining Ones, a coterie of garda while, their Sidereal mentors test their character and
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temperament, offering moral guidance and lessons in By the time the Gold Faction made contact with Wren,
discipline to those receptive to them. Solars who ul- she’d gained far more influence over the Cult than she
timately prove unsuitable as allies of the Gold Faction realized. Humble, righteous, and radiant, she’s every-
are guided toward paths where they might indirectly thing they expected the Illuminated Ones to be, and
advance the Gold Faction’s cause through the pursuit she has vitalized both their belief in the Cult’s teach-
of their own agendas, often by pitting them against the ings and their faith in her. The Gold Faction members
Realm. involved with the House of the Crimson Feather are
divided on this — some fear that Wren may reforge
As Solars train under their Sidereal mentors, they also it into a cult of personality or create a schism within
learn the secret history of Creation. The Old Realm’s it, perhaps without even meaning to, but her mentor
rise and fall and the Solar Purge are presented not as urges them to wait and see. The Sidereal is confident
a matter of Sidereal against Solar, but of choices made that between her instruction and Wren’s strong sense
by individuals and the cost of hubris. The goal is not of righteousness, the Solar will be able to weather such
indoctrination or propaganda — the Gold Faction a challenge with grace.
is not so foolish to think it can make allies of the
Lawgivers by manipulating them. Instead, it seeks Eigan Broken-Bough, Illuminated Hierophant
to arm the Solars with the knowledge necessary to
understand the conflicts between the Chosen and an Eigan Broken-Bough is the newest of the Blazing Sky
ethical framework that might let them avoid the hubris Pavilion’s priestly lineage, and he can’t understand
of their predecessors. why. Despite having been raised from childhood for the
priesthood, he’s never felt the spark that burns at the
Adherents of the Cult core of the Cult’s philosophy, no matter how desper-
Red-Handed Kijamano, Chosen of Mars ately he wants to. Unsurprisingly, he makes for a poor
spiritual leader, but he has a keen mind for adminis-
Red-Handed Kijamano oversees Kether Rock, an tration and accounting. Working with the Pavilion’s
Illuminated fortress-temple carved into a mountain in Gold Faction backers, he plays a key role in directing
the badlands of the South. Kijamano is one of Ayesha deliveries of resources materiel to nearby branches of
Ura’s Circlemates and accompanied her on her initial the Cult and coordinating networks of safehouses for
foray to infiltrate the Cult of the Illuminated. She cuts Solars on the run.
an imposing figure: nearly seven feet tall, face covered
with scars, and with a monstrous right arm taken from While he’s taken on a prominent role in the Gold
a demon after she lost her own in battle. She’ll gladly Faction’s support of the Solar Exalted, Eigan doesn’t
tell you the story behind each of her injuries, though know how to feel about these supposed Illuminated
they’re never the same twice. Ones or what they mean for the Cult he’s done his best
to lead. He desperately wants to believe — in the Cult’s
Kijamano is among the Gold Faction’s finest warriors, teachings, in the Solars, in something — waiting only
practicing a combination of Crane style and several for whatever it is that will set his heart aflame.
Sidereal Martial Arts. Solars who’ve made contact with
the Cult of the Illuminated come from across the South Independents
to train under her, studying martial arts, the ethics of
violence, and allegorical tales of the Maidens. A considerable number of Sidereals align themselves
with neither faction. Many do so out of disinterest
Rising Wren, Chosen of the Unconquered Sun in political infighting or to play peacemaker. Others
see both factions’ efforts as wasteful and self-serving,
The young Zenith Caste Rising Wren was found not
funneling resources and personnel away from the
by the Gold Faction, but by the Cult of the Illuminated
actual work of the Bureau of Destiny. For some, it’s a
itself, drawn by her flaring anima. Since she took ref-
matter of principle, disdaining what they see as Bronze
uge with them at the House of the Crimson Feather
heartlessness and Gold temerity. Many once belonged
in the hinterlands of the Northern Threshold, she’s
to a faction who’ve grown disillusioned or jaded; oth-
immersed herself in the cultists’ faith and lives, finding
ers have remained unaligned throughout their entire
both purpose and community. While naturally re-
careers.
served, she comes alive when wrestling over the finer
points of ethics and theology. Unlike the Bronze and the Gold, the independents
aren’t a political bloc. Some may cultivate personal or
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currency. Gods shuffled from the Bureau of Humanity pleases no one. Having stolen so many of the bureau’s
into Abstract Matters are largely unhappy with this. offices, Abstract Matters depends on its institutional
Many fell in rank or suffered salary cuts as a result of knowledge, pre-existing working relationships, and the
the transfer, often leaving them much lower in the de- expertise of whatever gods they weren’t able to take.
partment’s hierarchy than gods who should rightfully The Bureau of Humanity has little interest in facilitat-
be their peers. This resentment frequently boils over ing this, resenting both the Bureau of Heaven’s pillaging
into bureaucratic disputes, accusations of corruption, and the heavy-handed tactics often employed by their
and sometimes actual fisticuffs — the Department of counterparts in Abstract Matters. Even when they do
Celestial Concerns maintains an office used exclusively work together, efforts are complicated by contentious
for the arbitration of such disputes. rivalries and old grudges between divisions or individ-
ual gods, which have, on occasion, risen to the level of
The Department of Celestial Concerns, on the other full-on vendettas. Celestial Concerns sides with its sis-
hand, is responsible for the governance of Heaven: ter department against the Bureau of Humanity, making
maintaining infrastructure and public works, collecting its arbitration of such disputes a one-sided affair.
tithes of ambrosia, licensing businesses, and countless
other municipal tasks. Heaven’s legal system makes up All bureaus coordinate extensively with the Bureau of
a major portion of Celestial Concerns’ responsibilities. Destiny on areas where their remits align, and Abstract
It drafts and promulgates legal regulations and enforc- Matters has the most overlap with it, at least in matters of
es them through the many lion-dogs and celestial lions actual abstract concepts. Almost all of its divisions have
that patrol the celestial city. Their remit also includes liaisons to one or more of the five divisions: The Division
the Celestial Bureaucracy itself. Orders affecting of Peace works with the Division of Serenity, the Division
multiple bureaus must be countersigned by Celestial of War with the Division of Battles, and so on.
Concerns, giving the department an effective veto over
all inter-bureau matters. They also review promotions, The Bureau of Seasons is a perennial political target of
demotions, and reassignments within bureaus, though the other four bureaus, owing to its origins in a labor
unilaterally reversing them is a politically risky and movement among the Bureau of Nature’s low-ranking
rarely exercised power. They also mediate inter-bureau elementals. The Bureau of Heaven is often its fiercest
disputes that have grown severe enough to disrupt the adversary — of all the bureaus, it’s the one most likely
Celestial Bureaucracy’s functioning. to disrupt the status quo. The Department of Celestial
Concerns lacks the authority to deploy the bureau’s
Agenda Aerial Legion, but they do have oversight powers as
The Bureau of Heaven has amassed considerable pow- part of the compromise that resulted in the Bureau of
er within the Celestial Bureaucracy over the millennia, Seasons’ formation. It frequently reviews its opera-
and its foremost concern is holding onto it, preserving tions, particularly when it looks like it might be gaining
Heaven’s current political status quo. Much of the more power in Heaven. There are limits to this, though.
bureau’s scheming can be carried out legitimately The Bureau of Heaven has no desire to anger the Aerial
through the Department of Celestial Concerns’ law-en- Legion — it serves them far better as a potential wedge
forcement powers — any designs the other bureaus within the Bureau of Seasons.
may have on the Bureau of Heaven are almost certainly
illegal in some way. Bribery, blackmail, frame-ups, and Notable Figures
favor-trading take care of much of what the lion-dogs Ryzala, Supreme Minister of Celestial Concerns,
can’t handle. Lady of Bureaucracy and Paperwork
That doesn’t mean the Bureau of Heaven’s gods don’t Ryzala is among Heaven’s most politically powerful de-
care about getting the job done — many see the bu- ities. She heads the Department of Celestial Concerns,
reau’s amassed power as the means to accomplishing but is the de facto leader of the entire Bureau of Heaven,
precisely that end. Much is made of all that Celestial owing to the head of Abstract Matters’ disinterest in
Concerns does for Yu-Shan and the weighty responsi- running her department. Ryzala is a large, mantis-like
bilities of Abstract Matters, and many in the bureau’s spirit, her many limbs constantly in motion as she
upper echelons believe their own justifications. reviews reports and fills out paperwork. Rising to the
Bureaucracy’s highest echelons hasn’t diminished her
Working Relationships work ethic, and she rarely leaves the towering Spire of
The Department of Abstract Matters’ closest working Virtuous Insight where her offices are housed. She’s
partner is the Bureau of Humanity, an arrangement that a stern, inflexible figure who seldom reconsiders her
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decisions once she’s made them. She’s serious to a fault explain her tastes to those not intimately versed in the
— her lack of humor and inability to detect sarcasm are soul’s nature — the lingering traces of certain passions
legendary within the bureau. and experiences in life contribute to a soul’s beauty,
and unusual or exotic souls always catch her interest.
Ryzala enjoys the power her high office affords her She takes great pleasure in handling her stolen souls,
and uses it freely to aid political allies and undermine imagining herself in her mother’s place, presiding
her enemies. She’s careful to stay within the bounds of over life and death. She keeps her most prized souls
heavenly law, though that’s easy to do when you’re the in a heavily warded cabinet in her offices, each sealed
one who writes it. She is troubled by what she deems within a crystalline urn.
“actual” corruption, both within her own bureau and
the Bureaucracy at large. An ardent institutionalist, she Removing souls from the cycle of reincarnation is high-
believes the Celestial Bureaucracy’s own enforcement ly illegal. Taru-Han’s gone to great lengths to ensure
mechanisms are the best solution to it. She ensures she isn’t caught by paying off censors and the Division
that Celestial Concerns’ law enforcement branch, the of Inevitable Reckoning, dispatching soul collectors
Division of Inevitable Reckoning, receives funding to spy on her rivals, and calling in favors with Saturn’s
beyond what it might strictly need, and she shares her spirit court. She’s currently most concerned by Varsoi
department’s resources with Heaven’s censors and the of the Mournful Thurible, the Division of Endings’ god
Division of Endings’ internal affairs operations. Her of funereal incense. Once a direct subordinate of Taru-
lengthy essays on the importance of the Bureaucracy’s Han’s, she derailed his political career by foisting him
institutional culture and values are circulated through- off on the Violet Bier after one thoughtful follow-up
out it, and they are mandatory reading in the Bureau of question too many. He’s familiar enough with the na-
Heaven. ture of her work to have pieced together clues lost on
others, and Taru-Han’s worried he may have already
Taru-Han, Supreme Minister of Abstract Matters, brought his suspicions to his superiors. She’s begun
Psychopomp of the Final Moment cultivating contacts within the Bureau of Destiny, hop-
ing to quash this before it grows into a threat to even
Taru-Han is the goddess of souls and the act of dying, her nigh-unassailable position.
the head of the Department of Abstract Matters, and a
daughter of Saturn. Appointed to the position after the Lytek, Scribe of the Chosen, God of Exaltation
department’s previous head succumbed to the Great
Contagion, she owes the office largely to the influ- Lytek has the perfect job — Exaltation and the Exalted
ence of her elder siblings in her mother’s spirit court fascinate him, and his work and life are virtually
and Ryzala’s desire to curry favor with the Maiden indistinguishable. As god of Exaltation, he regularly
of Endings. The Lady of Souls appears as a swirling submits memos on candidates for Exaltation to the
vortex of smoke, using tendrils of charcoal-gray vapor Celestial Incarnae. He’s never known if the Most High
in place of hands. Her retinue is made up of soul col- give his suggestions any heed, but he takes immense
lectors, strange attendant gods who take the form of pride when one of his candidates is Chosen.
detached arms with a pair of raiton’s wings growing
where shoulders should be. Lytek also records the deeds of the Exalted in Heaven’s
archives, sifting through reports from countless ter-
Taru-Han has no interest in the responsibilities of restrial gods and his subordinates in the Division of
her office, delegating the vast majority of her work to Exaltation to compile accurate narratives and histo-
various division heads — she sought position for the ries. He’ll do virtually anything for tales of the Chosen,
nigh-immunity to audits and other scrutiny its political especially if he’s getting it directly from the Exalt in
power affords her. Her true interest is in souls. Heaven question. His passion, interest, and empathy for the
doesn’t control Creation’s cycle of reincarnation, but Exalted trumps his official duties and Heaven’s law.
it can influence it to a limited extent. After centuries
spent working with souls, she’s developed both a fasci- Once the Supreme Minister of Abstract Matters, Lytek
nation with her purview and a discerning eye. lost the post in the wake of the Solar Purge. He still has
many allies within the department and is owed a num-
Thanks to her newfound position, she’s been able to ber of favors by many senior members. Perhaps more
realize a long-held passion: collecting mortal souls. important is his understanding of the department’s
Her attendants fly throughout Creation, seeking history and operations, which has led Taru-Han to
souls suitable to their lady’s interest. She struggles to delegate her most complicated responsibilities to him.
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He maintained good relations with Taru-Han’s prede- encompass the likes of thinking machines, artificial
cessor, but he loathes the Lady of Souls’ indolence and flight, and anagathic medicines. Throughout the First
disinterest in the department’s vital work. She’s over- Age, it remained among the most influential bureaus,
come this burden by providing him with memories and often predominated in Heaven’s politics.
gleaned from the souls of the Exalted before they pass
unto Lethe. He keeps these in a large starmetal cabinet This ended with the Solar Purge. With the loss of the
in his office and will eagerly offer any Exalt who visits First Age’s wonders and its working relationship with
him a glimpse at whatever memories of their past lives the Old Realm’s Chosen, the Bureau of Humanity fell
he may have. greatly in power and prominence, leaving it vulnerable
to the Bureau of Heaven’s plots and machinations.
Ak-Lanir of the Diamond Mace, Under the pretext of bureaucratic restructuring to im-
Commissioner of Lawful Justice prove efficiency, the Department of Abstract Matters
has raided the Bureau of Humanity’s offices for
Ak-Lanir is a prominent figure within the Division of prime purviews, subsuming the most important and
Inevitable Reckoning, serving as the law enforcement prestigious positions. This only intensified after the
branch’s liaison to Heaven’s censors (p. XX). They’ve near-collapse of human society in the Great Contagion,
risen through the division’s ranks in the centuries leaving many of the bureau’s low-ranking gods without
since the Great Contagion, having spent much of their purviews to oversee. The Bureau of Heaven’s largely
life as a lion-dog, and then as a celestial lion, before ceased such acquisitions, mostly because there are so
being promoted to their current post as a god of justice few desirable purviews remaining for the taking.
and ethics. They’re diligent in their duties and share
Ryzala’s belief in Celestial Concerns’ institutional im- Today’s Bureau of Humanity is on its back foot, but still
portance, to the extent that they’ll overlook wrongdo- fighting. The Department of Abstract Matters’ preda-
ing by its members if it’s in the department’s best inter- tion has left gaping holes in the bureau’s hierarchy and
ests. They’re complicit in numerous cover ups, ranging institutional knowledge and decimated its staffing,
from petty bribe-taking to Heaven-wide conspiracies. causing widespread inefficiency, miscommunication,
Many of the department’s highest-ranking officers and delay. It’s adapted to this with a series of spot
owe their careers to Ak-Lanir’s intervention, placing fixes, workarounds, and bureaucratic kludges over the
the commissioner at the center of a tremendous web centuries, creating an organizational snarl that’s all
of favors and debts. but unnavigable. Some gods report to as many as five
direct superiors, none of whom are talking to each
Ak-Lanir wields the political power they’ve accrued in other. Several interdivisional working groups have
the Bureau of Heaven’s interests — they may be deeply functionally become divisions in their own right, with
corrupt, but they aren’t self-interested. If a threat to their own parallel hierarchies.
the bureau or to Yu-Shan’s balance of political power
can’t be dealt with by lion-dogs, Ak-Lanir’s almost cer- Agenda
tainly owed a favor by someone who can. This makes The bureau’s foremost concern is building back from
them far less pliable than many outside the bureau the Department of Abstract Matters’ bureaucratic
would suspect from the commissioner’s reputation — raiding. With the Bureau of Heaven predominant
unless it serves the department, they have no interest in Yu-Shan, the Bureau of Humanity seeks to culti-
in taking bribes or abusing their authority. vate influence within Creation. Its current agenda
involves currying favor with terrestrial gods by sup-
The Bureau of Humanity porting divine rule over mortals, in violation of the
Creation-Ruling Mandate. It backs city fathers and
The Bureau of Humanity — formally, the Divine other loyal terrestrial gods, providing them with nec-
Witnesses of Human Works and Deeds oversees essary resources and contacts and covering up their
the activities, creations, and societies of humankind, crimes. In exchange, these terrestrial spirits promote
at least in theory. In the First Age, it worked hand- the worship of their patrons in the bureau, providing
in-hand with the Exalted to maintain a peaceful and an outpouring of ambrosia into the bureau’s coffers
prosperous Creation. It monitored human civilization, and the pockets of its senior members. It launders
ensuring that it thrived or fell as destiny demanded, this prayer through “ghost cities,” long-abandoned
and maintained a steady and voluminous stream of human settlements that exist only on paper, a scheme
prayers unto the gods. As the Exalted reshaped the that’s managed to deter the Department of Celestial
world, the bureau’s divisions and offices expanded to Concerns thus far. It doesn’t hurt that much of this
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ambrosia goes toward paying off highly-placed gods Architects, champions of Creation’s cities (Exigents,
within Celestial Concerns. p. XX), sharing the burden of diminishment with city
fathers seeking an Exigent champion’s aid. She makes
Working Relationships much of the fact that the Unconquered Sun has never
The Bureau of Humanity has no choice but to work denied one of her petitions, taking this as proof of her
with the Bureau of Heaven, loath as they are to do so. agenda’s righteousness.
While few care if the department flounders, so many of
the Bureau of Humanity’s essential offices were stolen Wun Ja has long remained independent from the
that refusing to cooperate would hamstring its own Fivescore Fellowship’s factional intrigues, but the
operations. Even then, it’s a contentious relationship, Gold Faction’s revitalization and the Solars’ return has
and some in the Bureau of Humanity are willing to brought her into the fray. A return to the First Age’s glo-
compromise their own divisions to spite the depart- ries seems a distant hope, but the Bureau of Humanity
ment. Many of the gods whose purviews were folded isn’t in a position to turn down the opportunity —
into the department support the Bureau of Humanity though it’s far from her first priority. This involvement
in this. Even the lowest-ranking clerk can strike a blow has complicated her personal life. She’s long been ro-
for their colleagues by delaying messages, drawing out mantically entangled with Jagalza, Satrap of the Realm,
meetings with incessant questions, and “misinterpret- who oversees the Blessed Isle’s city fathers. Jagalza
ing” their superior’s commands. has long had dealings with the Bronze Faction, but the
Realm’s mounting instability has driven her further
The Bureau of Humanity also works closely with the into their camp in hopes of preserving her office. Their
Bureau of Destiny. There are few destinies that don’t relationship’s grown increasingly strained as they dance
involve humanity in at least some capacity, making joint around the matter, a tension that’s spilled out into those
operations between them fairly common. Sidereals are branches of the Bureau of Humanity that regularly in-
frequently solicited as experts on human nature and teract with the two goddesses.
society, even on matters far outside their experience —
not all gods understand why a freshly Exalted Sidereal Amoth City-Smiter, Sub-Director of Tumbled Ruins
from Chiaroscuro can’t provide a detailed account of
the city’s First Age history. The Bureau of Destiny has Amoth City-Smiter is among the few in the Bureau of
remained neutral in the Bureau of Humanity’s conflicts Humanity to have benefitted from the Age of Sorrows.
with the Department of Abstract Matters, giving rise to As god of cities fallen to destruction and a son of
more than a little tension between the two bureaus. Mars, he’s worshiped by those who dwell amid ruins
or scavenge from them. Siege warfare drives much
Notable Figures of his worship: besieging armies beg his aid, while
Wun Ja, Director of Humanity, cities under siege plead for his mercy. For Amoth, this
Goddess of the Shining Metropolis worship’s just a bonus. Devoted to his purview to an
exceptional degree, all he really wants is for cities to
Goddess of Creation’s greatest cities, She Who Hath fall. He’s made many allies of convenience in Creation,
Laid Ten Thousand Bricks, Wun Ja has headed the lending his support to rogue gods, Silver Pact radicals,
bureau since its glory days in the First Age. She’s seen and even the Fair Folk when their agendas threaten the
the depths it’s sunk to, and while the Department of destruction of cities. He no longer bothers attending
Abstract Matters’ predations have largely ceased, she destiny-planning committees — his single-issue vote is
fears for her bureau’s future. She most often appears so predictable that it’s taken for granted by his peers.
as a tall, slender woman of glass and metal, clad in
elaborate garments that resemble architecture more Amoth takes the form of a tall, powerfully muscled
than clothing. She’s a proud, dignified goddess, well- man with the lower body of a great serpent. Despite
loved by her subordinates for her witty humor and the his imposing appearance, brute strength isn’t his forte
genuine interest she takes in their well-being. — he’s a master of deception and political intrigues,
applying his mother’s strategic genius to the battlefield
Steadfastly committed to both the bureau and her pur- of politics. While his interests often directly oppose
view, she’s willing to break any law and make any sacri- Wun Ja’s, she’s been forced to rely on his talents in
fice in their name. She’s the mastermind of the bureau’s orchestrating the bureau’s support of divine rulership.
covert involvement with terrestrial gods and receives
the lion’s share of the prayer that it generates. She’s Not content with the power he’s amassed, Amoth has
also drawn upon the Exigence many times to create designs on the bureau’s directorship. He’s watched
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Wun Ja carefully throughout his dealings with her, and divine rule in Creation, seeking to rise even further in
he’s seen through her efforts to conceal just how much standing and using the stream of ambrosia it supplies
power she’s lost to the crumbling of civilization and the to throw revels to scandalize even the gods.
fires of the Exigence. A single, well-placed blow could
provide the opportunity he needs to oust her, and the Burning Feather spends more time in Creation than
Realm’s descent into chaos has presented the perfect in Heaven. When she’s not tending to matters of her
opportunity: destroying the Imperial City. He stirs up purview or acting as an intermediary between Wun
feuds between gods within the bureau who support Ja and bureau’s allies among the terrestrial gods, she
the Realm, and has made overtures to the Gold Faction, has a fondness for taking mortal lovers. Many of her
offering his support to the Cult of the Illuminated if it paramours are forever changed by the experience of
can bring the Solar Exalted into the fray. her psychedelic embrace. Some have been gifted with
second sight, becoming Burning Feather’s prophets;
Burning Feather, Lady of Intoxicants others have attained sorcerous enlightenment in her
boudoir.
Burning Feather oversees Creation’s many liquors,
drugs, and other narcotics, bringing her worship from Burning Feather has close ties with the Division of
throughout Creation. She appears as a pale, white- Serenity, a considerable advantage for the Bureau of
haired woman with featureless eyes, redolent with Humanity. Out of all the Bureau of Destiny’s divisions,
the aromas of burning hashish and opium smoke. She the Cerulean Lute is often the one to work most closely
rose to prominence in her division after the Bureau of in Creation’s human societies, affording ample oppor-
Heaven poached her superiors. She takes to her work tunities to uncover the Bureau of Humanity’s schemes.
with gusto, answering the prayers of the intoxicated, Burning Feather cultivates relationships with young
ensuring Heaven’s demand for narcotics is met, and Joybringers in expectation of their future discretion,
sampling exotic intoxicants to record their effects in and she has convinced some to overlook the matter
Heaven’s archives. Having tasted the forbidden fruit in exchange for valuable information, much-needed
of high office, she’s backed the bureau’s support of funding, or a hit of something really spectacular. More
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than one junior Sidereal has been sent on an errand employees. Even after centuries spent recovering
to visit Burning Feather and replenish a senior’s from this decline, the bureau is still far from its former
stash, only to find themselves roped into the Lady of status.
Intoxicants’ schemes or revels.
While the hierarchies’ purviews thoroughly overlap
Najalin Szarek, Dragon of Heaven each other, the Hierarchy of Function suffered most
in the Contagion. With the loss of much of Creation’s
Born into the Najalin clan of Heaven’s Dragons (p. XX), scholarly knowledge, its more abstract and conceptual
Szarek secured a low-ranking clerkship with Kazneas, classifications of nature have little meaning for most in
Goddess of the Pentatonic Scale, after Exalting as Creation. While the Hierarchy of Nature’s gods receive
a Dragon-Blooded. His primary duty on her behalf worship from hunters, farmers, travelers, and many
involves acting as a deniable go-between from the more, few mortals would know who in the Hierarchy
Bureau of Humanity to its allies among Creation’s ter- of Function to direct their prayers to.
restrial gods, delivering instructions, intelligence, as-
sets, and funding to deities involved with every aspect Agenda
of the bureau’s plans. He has no loyalty to the bureau, The Bureau of Nature prioritizes Creation’s wellbeing
but between his salary and what he skims off the top of out of self-interest, with a particular focus on those
his deliveries, he’s able to support his entire extended aspects of nature that are governed by its highest-rank-
family with more than enough left over. ing gods. A calamity like the Great Contagion can’t be
allowed to happen again, no matter the cost. Much of
Since becoming involved with the Bureau of this is done simply by performing the day-to-day du-
Humanity’s schemes, Szarek’s developed a taste for ties of one’s office — the Bureau of Nature’s workforce
the heavenly luxuries he can now afford, exploring is much more motivated than many of their peers. At
every manner of vice. He’s smoked drugs made from times, though, it’s necessary to violate Heaven’s law,
ground-up Underworld grave goods, lost fortunes on whether intervening in mortal affairs or leaking sen-
fights between Wyld-mutated beasts, and spent a truly sitive information on the movements of Fair Folk to
embarrassing sum on his beetle collection — and he’s Exalted in a position to act on them.
always happy to bring a new friend along to party.
Much of this is of questionable legality at best, but Working Relationships
he shows no signs of reining himself in anytime soon, The Bureau of Nature has a tense, heated relationship
though being caught could potentially compromise the with the Bureau of Seasons, dating back to the labor
secrecy of the bureau’s conspiracy. dispute that led to the Division of Seasons breaking
away to form its own bureau. Much as they loathe one
The Bureau of Nature another, the closely interconnected nature of many
purviews requires them to work together — often
Governance of Creation’s wilderness falls to the intimately. It’s a mutually beneficial arrangement, but
Superintendency of Nature Grand and Humble, that hasn’t stopped intense passions and old grudges
a single bureau divided into two sprawling parallel from breeding friction and infighting in their joint
bureaucracies that classify and oversee all things of ventures. Mediating such disputes would normally fall
the natural world. The Hierarchy of Type is made up under the Department of Celestial Concerns’ remit,
of gods whose purviews concern specific kinds of an- but the Bureau of Seasons distrusts Celestial Concerns
imals, plants, and geography: birds, trees, sedimentary perhaps just as much as it does the Bureau of Nature.
rocks valleys, and so on. The Hierarchy of Function’s Members of the Bureau of Destiny have been called
gods oversee purviews based on the activities, behav- into to help informally arbitrate disagreements in
ior, and purposes of such things: carnivorous plants, exchange for favors from high-ranking spirits in both
carrion-eaters, symbiotic relationships, weeds, and so bureaus.
forth.
Notable Figures
The bureau suffered greatly in the mass extinctions Flashing Peak, Grand Archon of Type,
of the Great Contagion and the drowning of much of Goddess of the Imperial Mountain
Creation in the Wyld that followed after. Droves of the
Bureau’s staff lost their purviews as entire divisions Flashing Peak heads the Hierarchy of Type, taking the lead
became obsolete. Much of Yu-Shan’s unemployed in the bureau’s efforts at defending Creation. Her appear-
underclass consists of discharged Bureau of Nature ance is as distinctive as her purview’s — her skin and flesh
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are polished basalt, and she towers over many gods and bordermarches. His ultimate goal is the creation of
Sidereals at eight feet tall. She’s keenly intelligent, though animal species that defy categorization by type, forcing
sometimes rigid in her thinking. Known for her unshake- humanity to adapt to the Hierarchy of Function’s sys-
able calm and stern demeanor, some wonder if she ever tem of classification. He’s seen some early successes,
leaves her office, the sprawling Thousandfold Menagerie. such as the carnivorous tree sloth that’s frequently
seen clinging to his neck, but the project has caused
Flashing Peak has no tolerance for corruption, no no end of headaches for the Bureau of Destiny when
matter what the reason behind it, making examples his creations have broken free of containment. He’d
out of subordinates who violate Heaven’s laws. First have faced an audit for the project already if not for the
offenses are usually punished with a long, increasingly unexpected intercession of Flashing Peak — a debt that
disappointed lecture, while repeat offenders face Talon’s none too happy about, though he has no idea
cuts to their salary and the funding allocated to their what the mountain-goddess could be planning.
lower-priority projects. This often conflicts with the
bureau’s actual needs, leaving her subordinates faced Ardis-Iara, Who Paints the Rainbow
with choosing between being derelict in their duties
and risking her displeasure. While she lacks formal au- Ardis-Iara owes their position in the Hierarchy of
thority over the Hierarchy of Function, the power and Type entirely to their father, the Unconquered Sun —
influence of her position sometimes let her pressure its or rather, to his spirit court, which ensured the young
head, Burnished Talon, into doing the same. godling received a prime purview for their first assign-
ment. They treat the office as a sinecure, delegating its
Flashing Peak’s dedication to Heaven’s law and the duties out in bits and bobs to their subordinates and
Celestial Bureaucracy makes her a natural ally of those seeking to curry their favor in the Unconquered
Ryzala. While the branches they head rarely have Sun’s court. The only part of their job Ardis-Iara takes
cause to work together, the two goddesses support seriously is the actual design of rainbows, an endeavor
each other’s proposals in destiny-planning agendas that’s more art than science, and for which they’ve
and find reasons to work together. They also share a shown a marked talent. Unfortunately for their secre-
mutual loathing of the Bureau of Seasons, both work- tarial staff, this is only a small part of their superior’s
ing to undermine it at every turn. duties, and it’s not uncommon for them to have to redo
weeks’ worth of paperwork after Ardis-Iara comes
Burnished Talon, Grand Archon of Function, into the office with a new plan for this or that rainbow.
God of Mammalian Predators
It’s outside the Bureau of Nature’s offices that Ardis-
Burnished Talon faces an uphill struggle as the Iara really comes alive. They spend a great deal of
Hierarchy of Function’s leader, but it’s a challenge he’s time with their siblings and cousins, keeping in their
well-suited for. He’s on collegial terms with Flashing good graces by nodding along as they recount tales
Peak, but he’s unafraid of going toe-to-toe with her of the Divine Revolution over tea and honey-drizzled
if he has to, confident in his position as her co-equal cakes. They’re still young compared to the rest of the
despite her far greater influence and power. His ap- court, and their status within both it and the bureau is
pearance changes frequently — he always sports the contingent on the favor of their elders, for now. When
head of a predatory mammal, whether it’s that of a not caught up in the court’s intrigues, they indulge in
wolf, a bear, or a shrew can change day to day or hour heavenly luxuries, a patron of the arts and bon vivant
to hour. Laughter comes easily to him, and he’s often who’d be buried under scandal if not for their parent-
seen after hours regaling his subordinates with stories age. For them, such delights are the entire purpose of
of the bureau’s glory days over drinks. power, and they’re far from satisfied with what they
have now. Though many in Heaven long for an office
An innovator and lateral thinker, Burnished Talon has such as theirs, it pales in comparison to those held by
spearheaded a number of bold projects to restore the the uppermost echelons of the Sun’s court.
branch’s power and prestige. His reputation among
his subordinates is mixed — while some admire his Obadis, Diligent Tender of Larch Boletes
tenacity, resourcefulness, and ingenuity in advancing
their cause, others would prefer a leader with actual Before the Contagion decimated the Bureau’s ranks,
successes to their name, not just big ideas. Obadis was a quiet, easily contented deity, more con-
cerned with their hobby of developing new kinds of sym-
His latest project involves the creation of new species biotic fungus than office politics. Alas, the reorganization
through breeding operations conducted in the Wyld’s
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moved their office out of the Hierarchy of Function’s down to their divisions’ remaining staff. Between the
Division of Symbiosis and into the Hierarchy of Type’s blatancy of this disrespect and the organizing efforts,
Division of Plants. This isn’t entirely wrong, since their many of the bureau’s weather-workers, clerks, and
bolete mushrooms need larch trees to be symbiotic with, low-ranking elementals rallied around their fellow
but it made their job far more difficult than necessary, workers. What had been a simple labor dispute esca-
as most of their close bureaucratic contacts remained in lated into a bureau-wide crisis, dubbed the Seasons
the Division of Symbiosis. Revolt. By midwinter, over half of Heaven’s weath-
er-workers had laid down their metaphorical tools,
Obadis has proven adept in navigating this disconnect, threatening the Celestial Bureaucracy’s plans with the
but the experience has led them to grow jaded with the prospect of a year without a spring growing season.
bureau’s dual hierarchies, arguing for a reorganization
of the bureau along more sensible lines. The detailed As it became clear the Bureau of Nature was in over
proposals they’ve submitted to both Flashing Peak and its head, the Department of Celestial Concerns inter-
Burnished Talon have gone unread, but it’s won them vened. After token efforts at negotiation failed, Senteus,
some support elsewhere. Much of it comes from their God of Legal Authority and then-head of the Division
former colleagues in the Hierarchy of Function, such as of Inevitable Reckoning, ordered a violent end to the
Phalaea, Goddess of Poisonous Lookalike Mushrooms, work stoppage. Lion-dog strikebreakers prowled the
who view it as a way to reset the bureau’s imbalanced streets where the weather-workers marched and the
power dynamic. teahouses where they gathered, carrying out targeted
intimidation of leaders and organizers and conducting
They’ve found less warm of a welcome within the mass arrests of striking weather-workers.
Hierarchy of Type, particularly among its upper ranks.
Their seniors see the campaign as well-intentioned, However, the Seasons Revolt found an unlikely ally
but a threat to the hierarchies’ cooperative efforts and in Heaven’s military, the Aerial Legion. Many of its
the political status quo. Efforts at discouraging Obadis elemental dragons and other puissant spirits of air and
might have worked back when they first joined the water sympathized with their cousins in the Bureau of
bureau, but now that they’ve found their voice and Nature. Never before had the bellicose legion refused
passion for politics, they’re not giving up without a an opportunity to do what they loved best — but when
fight. the order came to target the striking spirits, the Aerial
Legion stood down. Its position completely untenable,
The Bureau of Seasons the Bureau of Heaven negotiated the Treaty of Spring,
ending the Seasons Revolt by forming the Celestial
In the First Age, Creation’s weather and the turning of Monitors of the Seasons and Weather.
the seasons was the Bureau of Nature’s remit. Much of
the actual work was foisted off on the bureau’s lowest Since its contentious early days, the Bureau of Seasons
ranks and the terrestrial gods and worldly elementals has largely settled down into ordinary bureaucratic
who reported to them. Like many of such ranks, these operations. Its ranks are primarily made up of ele-
spirits — predominantly elementals — faced long hours mentals and former terrestrial gods, along with a few
implementing plans their superiors had written up in celestial gods who never rose higher than secretarial
a handful of minutes, receiving neither the recognition positions. Its duties have remained largely unchanged
nor the pay they deserved due to their professional from before the Seasons Revolt, save that the Aerial
knowledge, experience, and skill. After a particularly Legion now belongs to them — the most contentious
egregious season that saw entire weather-workers aspect of the Treaty of Spring, but also the linchpin to
jerked from one assignment to the next en masse by the peaceful resolution of the Seasons Revolt.
competing supervisors, a group of elementals in the
Heaven has not forgotten the Bureau of Seasons’ ori-
East, part of the Divisions of Winter and Spring, came
gins. No one wants another Seasons Revolt on their
to an agreement — they’d usher in winter, and thence-
hands, and the bureau is seen as a hotbed of radical
forth do nothing until changes were made.
sentiment and rabblerousing — which isn’t an entirely
At first, the Bureau of Nature ignored their demands fair view. The bureau faces close scrutiny from the
— what could these petty clerks do that couldn’t be un- Celestial Bureaucracy’s other branches, particularly
done by the gods of the seasons themselves? But when the Bureaus of Nature and Heaven, lest they attempt
the orders came down, the seasonal divisions’ heads a repeat performance or incite spirits within other
balked at such menial assignments and passed them bureaus to follow their example.
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The bureau’s funding priorities shift with the turn- any crisis of significance in Creation.
ing of the seasons. The Divisions of Spring, Summer,
Autumn, and Winter each enter a flurry of activity just It’s been centuries since the last full-scale deploy-
before their respective season begins, hiring tempo- ment of the Aerial Legion, against the armies of Fair
rary workers — almost entirely elementals — in prepa- Folk that invaded Creation in the Great Contagion’s
ration for the work of ringing out the old season and aftermath. The legion suffered heavy losses, both to
inaugurating the new. These seasonal positions serve faerie enemies and to the lingering Contagion, souring
as an entryway into the bureau for elementals lacking many in Heaven’s appetite for further deployments.
political connections. Some are hired on permanently Since been, they’ve been limited to a handful of partial
after the current season’s end, while others are picked deployments against forbidden gods, escaped demons,
up by the division in charge of the season to come, and renegade devil-stars. Many opportunities for
moving smoothly from one temporary job to the next. deployment have come and gone unseized: the Nine
Garda Rebellion, the fall of Thorns, the reactivation of
Multiple divisions specializing in various forms of the malfunctioning war-fortress of Windscour Siege.
weather exist alongside this seasonal administrative Each time they are denied, they chafe more at their
structure. Some in the bureau hold an office in both yoke, opining about the losses that could have been
a seasonal division and a weather division — for in- mitigated while downplaying the disasters their inter-
stance, Singing Maiana, Bearer of Gentle Rains in the vention might have brought.
East, belongs both to the Division of Spring and the
Division of Rain. Working Relationships
The Bureau of Seasons has always existed in a tense
The Aerial Legion has been integrated into the bureau, bureaucratic standoff with the other four bureaus. The
its military ranks running parallel to the civilian man- Treaty of Spring was hugely controversial, and many
agement structure. The bureau’s head sits at the top of in Heaven remain of the opinion that the Bureau of
both of these command structures, and some spirits Seasons should never have been created in the first
hold separate positions within each of the two or place. The Bureau of Nature and the Department of
belong to offices that straddle the boundary between Celestial Concerns have never gotten over the Seasons
them. Its power to act is strictly delineated by the terms Revolt, and other branches’ relationships with the
of the Treaty of Spring. While it acts under the Bureau Bureau of Seasons are professional at best. The Aerial
of Seasons’ authority, it can only be deployed with Legion has served its intended purpose of maintaining
authorization from one of a handful of gods outside the bureau as part of Heaven’s balance, but it’s a deli-
the bureau. These include both E-Naluna, head of the cate equilibrium. The Bureau of Seasons’ political ene-
Bureau of Heaven’s Division of War, as well as Rashan, mies now seek to upset it by driving a wedge between
the Bureau of Destiny’s liaison to the Aerial Legion the bureau and the legion.
under the authority of Hu Dai Liang. Both Mars and
the Unconquered Sun have the same authority, though The bureau works more closely with the terrestrial
they have delegated these privileges to members of gods who report to it than the others, and this relation-
their spirit courts: the indomitable Pherydis, Keeper of ship extends to its oversight of the Court of Seasons.
the Hounds of Parhelion; and Ninth Spear Daughter, The terrestrial court’s spirits don’t actually govern
the Make-Way General. When these gods disagree on the seasons themselves — its name instead reflects
questions of strategy, the Aerial Legion often ends up its unique system of leadership, with a different spirit
bogged down in red tape. appointed to the court’s governance for each month
of the year. The most significant of the bureau’s joint
Agenda ventures with the court is the Carnival of Meeting, the
The Seasons Revolt’s goals were largely met by the Calibration festival wherein Heaven’s gates are flung
Treaty of Spring. The bureau is in a position to see to open to mortal visitors (p. XX).
its members’ wages and working conditions, and it has
the resources to staff itself with recruits drawn from The court’s autonomy is slowly being ceded to super-
the ranks of their elemental cousins and Creation’s visors in the Bureau of Seasons, a cruel irony given the
weather-spirits. While labor organizing remains a cause of the Seasons Revolt. Some among the court
prominent part of the bureau’s institutional culture, and the bureau alike fear a second revolt in the mak-
its political priorities today are centered on the Aerial ing, knowing it would weaken the Bureau of Seasons’
Legion. Its leadership is hawkish and the rank and file position and offer its many detractors the opportunity
even more so, agitating for authorization to act during to dissolve the bureau. Junior Sidereals who can play
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peacemaker and emissary find easy allies in both orga- Kanasri is one of the loudest agitators for full-scale
nizations, especially among those seeking to strength- deployments of the Aerial Legion, even for threats
en ties between Heaven and Creation. seemingly beneath their notice. She’s earned the ad-
miration of many of those who serve beneath her but
Notable Figures has made little headway with those responsible for au-
Ghataru, Shogun of the Aerial Legion, thorizing the legion to act. She’s not naturally given to
God of Seasons and Weather scheming, but sheer frustration has finally driven her
to play at heavenly politics, seeking to make inroads
Ghataru is the most recent in a line of compromise with spirits close to those who hold the legions’ reins.
candidates to lead the bureau. Some outside the bureau The battle-hardened veteran is still callow in matters
point out the incongruity of the elemental-dominated of intrigue, used to speaking bluntly and solving prob-
branch being led by a god, but that’s the point — as lems with force and bluster. She’s disinterested in the
a relative outsider without strong ties to either the agendas and politics of those she deals with — she’ll
Aerial Legion or the bureau’s civilian ranks, Ghataru side with whoever will send the Aerial Legion into
is equally dissatisfactory to all sides. Contemplative, the field, even if it means working with the Bureau of
conservative, and surprisingly soft-spoken, Ghataru Seasons’ greatest political enemies.
sometimes seems out of place as the leader of a bureau
made up of Heaven’s finest fighting force and the vet- The Wind Masters
erans of a legendary labor battle.
The Wind Masters are bear-headed elemental dragons
Like many of the bureau’s gods, Ghataru’s first posting of air (p. XX), each entrusted with one of Creation’s
was a terrestrial deity, though it came long after the five cardinal winds. They hold high rank in the Bureau
Seasons Revolt’s end. Despite this, he’s largely favored of Seasons, working directly under Kanasri, but their
the Aerial Legion over the bureau’s civilian branches duties so often demand their presence in Creation
when their priorities come into conflict. He justifies that they’ve made it their permanent abode. The
this to the rank and file with appeals to the legion’s ill-tempered Blue Skulking Bear rules the North Wind
importance to the bureau’s continuing existence, but from an inhospitable fortress of ice. Green Frowning
many suspect an ulterior motive on his part — unwill- Bear is the East Wind’s vainglorious master, his for-
ingness to challenge the legion’s ranking generals, est lodge’s gates of gem-encrusted silver guarded by
corrupt dealings among them, or a misguided desire to colossal bees. Black Grinning Bear, arrogant lord of
seem impartial. Many of the bureau’s weather-workers the Western Wind, is a ferocious hunter of the Great
bristle at Ghataru’s perceived betrayal, agitating for a Western Ocean’s many exotic quarries. The prideful
true firebrand to replace him. The Aerial Legion has Red Stalking Bear despises his fellow Wind Masters,
backed him against challenges to his leadership, but denying them the South Wind’s cooperation. White
this has only further incensed those who see the bu- Venerable Bear, sagacious but circumspect to a fault, is
reau’s head as being under the legion’s thumb. keeper of the Blessed Isle’s Omphalos Wind.
Kanasri, Rain-Bringer General of the Aerial Legion Having spent centuries working together — first with-
in the Bureau of Nature, and then under the Bureau
Kanasri is a storm serpent of terrifying size and pow- of Seasons — the Wind Masters have come to know
er, one of the few to outlive the storm that birthed and detest each other’s foibles and flaws, bickering
them (Hundred Devils Night Parade, p. 99). As fiercely among each other. They meet only once each
Rain-Bringer General, she commands the wing of season, assembling at White Venerable Bear’s aerial
the Aerial Legion responsible for martial weather, domain in Creation, the Tower Aneme, to coordinate
weaponizing thunderstorms, squalls, and hurricanes weather patterns for the coming months. They belong
against Heaven’s enemies. In peacetime, her sole duty to the bureau’s civilian side, working under Ishasala,
is overseeing the Aerial Legion’s cooperation with the Goddess of Clear Skies, but they report to Kanasri in
bureau’s weather-workers in managing large storm sys- the Aerial Legion. They have little respect for Ishasala,
tems, a task she finds endlessly dreary. She delegates as who wastes her time trying to play peacemaker be-
much of this as she can to her subordinates, preferring tween them, and chafe at taking orders from Kanasri,
battle drills in the Aerial Legion’s cloud-borne training an elemental not even old enough to attain dragon-
grounds or drafting proposals for misfortunes at sea hood — perhaps the only matters on which they agree.
and town-leveling tempests. When given orders they don’t care to enact, the Wind
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Masters do everything in their power to logjam the outside the bureau that comes with his low standing.
process, appealing to whichever of the two didn’t give He’s still passionately involved in organizing the
the order or claiming to be already overloaded with Celestial Bureaucracy’s lower ranks, aiding spirits
work from the other side of the bureau. As a result, lit- across the five bureaus in negotiating better wages,
tle that requires their participation gets done without working hours, and conditions. This has made him
bribes, leverage, or a threat from something the Great an enemy of many of the Celestial Bureaucracy’s line
Bears actually fear — a short list indeed. management, and he’s drawn the notice of a few of the
Bureaucracy’s uppermost echelons.
Let Mountains Fall, Weather-Worker Second Class
The elemental’s current project is Bureau of
A veteran of the Seasons Revolt, Let Mountains Fall Humanity’s Urban Periphery Department, whose
earned his reputation not through great feats of junior officials handle the bulk of all reports from city
heroism but the slow, demanding work of bringing fathers and other urban terrestrial gods, a duty fobbed
countless season-spirits together as a unified whole. A off on them by those in the Division of Cities who’re
crocodile-headed water elemental known as a sobek- supposed to read them. This isn’t a purely selfless plan;
sis, he’s a steadfast egalitarian with little regard for the office cut him in on the bribes of ambrosia they
hierarchy or Heaven’s law. Famous for his affability regularly receive for covering up Wun Ja’s conspiracy
and coarse humor, he’s known throughout the bureau with the city fathers in official records.
as a friend, associate, and familiar face.
Outside of work, Let Mountains Fall pursues a passion
Let Mountains Fall technically belongs to the bureau’s for poetry. His verse is enthusiastic at best, but he’s a
lowest ranks, having turned down every management surprisingly vicious critic. His occasional threats to
position offered to him. He much prefers a role on the devour poets whose work displeases him draw raucous
front lines as a humble weather-worker, treasuring the laughter...though it’s a rare poet whose heart doesn’t
camaraderie of his fellow workers and the anonymity skip a beat when they meet him.
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We will report our findings faithfully. —Adhim Kassar. Noravu, god of impractical puzzles and Minister of
Labyrinthine Rules, read the agents’ report with interest as he hurried to meet Sings-the-Morning. On any
other day, he’d have mulled over their findings while he enjoyed a cup of tea on his terrace and pondered
what their investigation so far might yield. Today he had to set his interests aside and show the god of hot
springs the best Yu-Shan had to offer.
It irked him a bit, having to win Sings-the-Morning’s favor. What did a god of hot springs know about Zephyr
and its Sky Princes? But the point was moot: he not only had a seat on the destiny planning committee, he
was its swing vote. If Noravu and his peers wanted their proposal to go through, they needed Sings-the-
Morning in their corner.
Sings-the-Morning arrived fashionably late, in a simhata-drawn rickshaw. Diamonds bedecked both the
cart and the god within. The gems caught the early light and reflected it in fanciful patterns on buildings and
passers-by. The lateness and ostentatiousness of his arrival sent a clear message to Noravu: this is your
baseline. Can you top it?
Noravu smiled and hustled to help Sings-the-Morning down. “I have the most entertaining day planned for
us,” he said, “beginning with breakfast.”
Sings-the-Morning took in the building they stood outside with a measure of disdain. The neighborhood
bordered on one of Heaven’s slums, and everything felt just a little dingy. “Here?” he asked.
“Here,” Noravu promised. “The location helps maintain the chef’s exclusivity... and helps keep her identity
secret.” He leaned up to whisper a name in Sings-the-Morning’s ear, and was pleased when his companion’s
eyebrows raised in delight.
“I haven’t eaten her food since Merela ruled,” said the god.
Noravu knew this, but feigned surprise. “Let’s get you reacquainted,” he said, and ushered Sings-the-
Morning inside.
After breakfast, they visited Noravu’s tailor, who piled bolts of painted silk in their arms and spun tales of
each artisan and their craft. A bored Vanehan Sword-Prince made this fabric. A Fair Folk noble trapped a
thunderstorm in her paintbrush for that. Here was a peasant’s field song made manifest. Sings-the-Morning
wanted robes made from each. Noravu didn’t bat an eye as he told the tailor to add them to his tab.
They ate a late lunch during a private performance of an upcoming play. The water elemental players
depicted the dreams of flowers on the vine and horses, flowing from shape to shape as colorful lights shone
through them. At the end, Sings-the-Morning stood and clapped, tears flowing down his face.
They still had not spoken of Zephyr or its princes. Whenever Noravu nudged the conversation in that
direction, Sings-the-Morning deftly deflected. Conversations in his hot springs were slow and meandering,
never staying on one topic too long, getting to concrete business matters only when it was nearly time to
emerge, wrinkled and refreshed, from the waters.
Noravu knew this, too, but couldn’t help but keep a running tally of the day’s costs. He’d paid ahead on most things,
but when Sings-the-Morning asked for extras, he indulged. It was as though Noravu were leaking ambrosia.
As the Golden Barque of Heaven docked and twilight settled in, Noravu played his most extravagant gambit. A feast
waited for them in the private aerial yacht: delicacies from across Creation, desserts crafted by a confectionary god,
and of course, enough celestial wine to get them through the night. Crystals sat in a nest of spun gold, their chiming
vibrations playing songs that were popular in Meru. The vehicle carried them high above Yu-Shan, setting the city
sparkling beneath them. They sat on the deck and circled the Jade Pleasure Dome, watching the colors change.
“Do you know,” said Sings-the-Morning as he poured another glass of wine, “I’ve heard these are the colors
of a Zephyrite sunrise?”
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Yu-Shan
Behold glorious Yu-Shan, where the gods dwell in lux- powers grow to suit their duty and rank within the
ury and splendor! It’s a city the size of a continent, rest- Celestial Bureaucracy as their Essence swells with
ing upon a tranquil sea of quicksilver. Diamond spires each promotion — or diminishes in demotion. They’re
dot its skyline, shimmering and ancient. Powerful naturally ageless, freed from such necessities as food,
deities gorge themselves on celestial wine at banquets drink, or sleep, though they so relish feasting, wine,
beyond imagining. It’s also a place of ruined temples and repose that onlookers might never notice. They
turned to slums, where wayward immortals inhabit the think and feel as mortals do, sharing the same passions
broken precincts of a lost age; and abandoned estates and desires, except where their power, immortality,
regressed to wilderness populated by divine beasts and and nature color them with experiences no mortal will
reclusive elemental spirits. ever know.
Here, in glorious Yu-Shan, the Celestial Bureaucracy The greatest distinction of the gods is that they’re
oversees Creation. Here, the story of Creation is woven immortal. They suffer neither infirmity nor death from
upon the Loom of Fate according to the gods’ designs. old age, though they may age and mature to reflect
Here, divine ministers barter and intrigue with one an- their self-image. That which would kill others only
other for the destiny of nations and paupers alike. Here, disperses their Essence for a time before they reform
too, dwell and work the Sidereal Exalted, Chosen of the — at least, most of the time. Gods without a personal
Maidens — once mortal, now peers and colleagues to cult or a position within the Celestial Bureaucracy lack
the shapers of destiny. It’s a place of contradiction and a worldly anchor, and they might take years, decades,
allure; of excess and corruption; of vanity and virtue. or even centuries to return. Others may reform warped
It’s also the blank page upon which the stories of the or incomplete, and some unlucky few dissipate into
Sidereal Exalted may be told. nothingness.
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Martial Arts: Most spirits are restricted by the Terrestrial keyword. Essence 5+ spirits don’t suffer this re-
striction but typically don’t have Mastery. War-gods and other martial gods may have greater skill in Martial
Arts than their Essence would usually warrant, and some spirits may have greater access to styles that
resonate with their nature or a god’s purview. Spirits are almost universally incapable of learning Sidereal
Martial Arts. Exceptions, like Bahal Hesh, God of Martial Arts, and the Deathlord known as the Bishop of the
Chalcedony Thurible are vanishingly rare.
Sorcery: As with mortals and the Exalted, most spirits can’t initiate into sorcery. Those who do are typically
limited to Terrestrial Circle sorcery. Essence 5+ spirits can initiate into the Celestial Circle. Some spirits may
be able to initiate into Celestial Circle sorcery with Essence 3+ if appropriate to their nature or divine purview,
while others have limited access to thematically appropriate Celestial Circle spells. The Solar Circle is thought
to be beyond even the Celestial Incarnae, though Essence 9+ spirits who are master sorcerers may have lim-
ited access to a single thematically appropriate Solar Circle spell related to their purview. Spirits are unable
to cast Summon Elemental and similar spells for summoning other spirits.
Necromancy: Rare as sorcery is among spirits, necromancy is even rarer. Gods, elementals, and demons
are typically incapable of it entirely. Some may be able to learn necromancy instead of sorcery if it’s appropri-
ate to their nature or purview or if they’ve been corrupted by the whispers of the Neverborn. They follow the
same guidelines as sorcerers for determining which circles they can master.
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shortfall in experience. Those who do get singled out time to see Sidereals as people rather than as stereo-
for employment or promotion are often judged with types of their division, exciting novelties, or celebrities.
special harshness and unreasonably high standards by A Sidereal can expect to be seen as she truly is by gods
colleagues and supervisors. she counts as friends or long-time coworkers, but few
others. Sidereals capable of truly slaying gods receive a
Politically and economically disadvantaged compared vastly different reception, given a wide berth by all of
to the gods, elementals hoping to thrive in Heaven turn Heaven. Though not necessarily hated, they’re regarded
to each other. Elementals who attain high-ranking with the fear and solemnity due to that bleak privilege.
positions often become patrons to other elementals,
bringing them into their personal retinue, household, Sidereals must also contend with arcane fate, which
or spirit court. The Bureau of Seasons exemplifies can make years of friendship evaporate like morning
this principle; ambitious elementals compete fiercely dew. Some hold fiercely to treasured relationships in
when a position becomes available, and so elementals defiance of this, but few Sidereals can endure such
form the majority of its management class. alienation for long and remain unscathed. Some turn
their back on Heaven at large, limiting their interac-
The eldest and most powerful elementals sometimes tions to their fellow Sidereals and gods of the Bureau
undergo a metamorphosis into a draconic form. This of Destiny, who’re exempt from arcane fate. Others
transformation is exceedingly rare and enigmatic but eschew relationships with minor gods, who are often
usually accompanies moments of enlightenment or nearly as susceptible to arcane fate as mortals. Even
epiphany, intuiting some deep secret about themselves the most jaded Sidereal can’t help but occasionally
and Creation. Known as lesser elemental dragons to smile when a teahouse proprietor remembers her
distinguish them from the Five Elemental Dragons, usual order, though, or sigh sadly when she’s been
their power exceeds that of elemental peers and most forgotten the next day.
gods. This offers immense prestige within Heaven, as
the gods recognize their puissance and the value of When not laboring in destiny’s service or playing heav-
ensuring they work with the Celestial Bureaucracy, enly politics, they take to leisure, recreation, and vice
not against it. Most obtain high rank within whatever with all the intensity of the Exalted. Liquor, cannabis,
bureau they please, but many hold office in the Aerial and tobacco are used so commonly that they’re the
Legion, the greatest martial force to stand against foundation for much of Sidereals’ interactions outside
Heaven’s enemies. Censors, Heaven’s investigators and of work, while many enjoy harder drugs like opium,
judges plenipotentiary (p. XX), are chosen exclusively psychedelic dreamstones, and the potent cocaine
from lesser elemental dragons, their origins in Creation derived from Heaven’s coca plants. Some clear their
lending independence from celestial corruption — at heads with adrenaline, hunting behemoths through
least, in theory. celestial wilderness or gambling a year’s worth of sala-
ry on a roll of the dice. Others seek tranquility, whether
Humanity meditating in secluded manses, attending refined tea
ceremonies, or spending time living in mortal enclaves
Heaven is no place for humanity, yet some have made or communities of Heaven’s Dragons. Some simply
a place for themselves anyway. Yu-Shan’s human pop- take the opportunity to sleep in, catch up on their
ulace is extremely small, almost all living on society’s reading, or tend to their gardening.
fringes or dependent on divine patronage. Despite this,
they vitalize Yu-Shan as only brief lives can, reminding Heaven’s Dragons
godly patrons, friends, and neighbors of the mysteries Heaven’s Dragons are ancient mortal lineages bearing
of change and death. the dragon’s blood (Heirs to the Shogunate, p. 114).
These families have a long-established role in Yu-
Sidereals Shan’s business and intrigues, with those who Exalt
Sidereals in Heaven enjoy power, wealth, and pres- serving the Celestial Bureaucracy, powerful gods, and
tige to rival the greatest gods and live in luxury most Sidereals as free agents, off-the-books assets, and en-
mortals can scarcely imagine. Though few in number, voys to Creation.
Sidereals are prominent figures in Heaven, combining
the mystique of mortality and the dangerous allure of Some form long-lasting friendships or romantic part-
Exaltation. Yet no matter their status, prestige, or age, nerships with Sidereals. Human contact is a precious
Sidereals face significant obstacles to fitting in with thing in the city of gods, and Dragon-Blooded can
godly society. It takes even the most cosmopolitan gods overcome arcane fate — the Oracle Atagi Thousandfold
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Other Denizens
DEMATERIALIZING IN HEAVEN
Strange and unique beings also dwell in Yu-Shan, like Gray
Flash, who was chosen by Gaia as the Rat Avatar in ages Gods and other spirits can’t dematerialize in Yu-
long past and now blesses her favorite teahouses with the Shan. Unlike Creation, a world whose substance
services of polite, well-groomed rodents. Rare behemoths is entirely physical, Yu-Shan is a spiritual realm,
stalk Heaven’s wilderness; some are relics of Yu-Shan’s without boundaries between the material and
makers, while others have been imported from Creation immaterial. The same is true for Malfeas and the
by foolhardy gods as novelties or quarry. Ancient automata Underworld.
skitter through shattered ruins in Heaven’s time-blasted
slums, like the crystalline temple of forgotten Kadmek
who once dwelt there with his siblings. Population density varies wildly, from thronging city
centers where every square foot is treasured to vast
Even Heaven’s enemies can be found in Yu-Shan. suburban sprawls where gods of modest rank trade
Reverie Street, flush with flowers and encircled proximity to power for comfort and luxury. Further
with strings of iron bells, is the Fair Folk’s embassy afield stand the vast estates of the truly powerful, as
in Heaven, receiving emissaries from fae courts. well as celestial wilderness where Heaven carefully
Verumipra, the Celestial Bureaucracy’s ambassador to tends to its natural wonders. Its geography is vast and
Malfeas, occasionally hosts envoys from demons such varied, stretching from the quicksilver sea that laps at
as Amalion, Lucien, or Oscytell in his estate on the Heaven’s shores to the Crown of the Unconquered, a
inauspicious Lane of the Crooked Wing. great mesa that rises at its center. Between these can
be found overcrowded slums and crystalline forests,
Heaven’s mortals sometimes linger illegally as ghosts luminous palaces among the clouds and canyons that
after their death. Those who evade the Department run through colossal office complexes.
of Celestial Concerns’ exorcists often take up with
Heaven’s criminal underground, though a rare few Modern Yu-Shan is built upon, around, and sometimes
have managed to secure positions in the Celestial through the original city shaped by the ancients,
Bureaucracy. The tricksome shade Walking Candle subsuming cyclopean architecture into city blocks
rooked their way into a posting as personal assistant and unreal geometries into low-rent tenements. In
to the Taker of Pearls, God of Death by Water. Ghostly highly urbanized areas, such as the Eye-of-Heaven
dignitaries rarely have cause to truck with the gods, District, all that remains are renovations and retrofits.
though a handful have received diplomatic visas to In Yu-Shan’s wilder, less populated areas, the ancients’
meet with Taru-Han, the Green Lady, and others strange underlying structures are far more obvious.
whose remit extends to the Underworld.
In the Scowls of Mala’aitu, residents build homes
linked by ingenious bridges atop and around rust-
The City That Is Heaven red stone heads hundreds of meters tall. The Body
Sacrisilica’s stained-glass caryatids have been carefully
Yu-Shan is an eperopolis, a continent-city suspended chipped and melted, flame-cut and annealed, to sup-
upon a sea of quicksilver. It is perhaps the largest, port new galleries, ateliers, gardens, and theaters. The
wealthiest, and most beautiful city there ever was Eight Eternal Signs, atolls of beaten bronze coral and
or will be. Above all, Yu-Shan is Heaven, home to clay dust, once stood as massive runes proclaiming
the gods and the ancients before them. But for all its their creator’s authority. They’ve long since grown
majesty, Yu-Shan is as imperfect a realm as Creation: illegible beneath a webbing of boardwalks and seaside
beneath the shimmer of ambrosia and the veneer of attractions.
decorum lies a snarl of immeasurable complexity — a
labyrinth of haphazard infrastructure, corrupt politics,
indolent officials, and archaic law. While high-ranking Politics
functionaries dine on peaches of immortality and sip
celestial wine, unemployed and impoverished gods While most of the Celestial Bureaucracy attends to
must survive at the margins. matters in Creation, it also encompasses Yu-Shan’s
internal administration — a matter no less fraught than
The island on which Yu-Shan sits is roughly ovoid, anything else in the Bureaucracy.
stretching farther east-west than north-south.
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The Beginning The ancients shape Creation and Heaven from the Wyld and make the first gods
of Time to tend to Creation.
Prehistory The Celestial Incarnae empower the Exalted and lead the Divine Revolution
against the ancients.
Dawn of The Unconquered Sun is crowned King of Heaven. He pronounces the Cre-
the First Age ation-Ruling Mandate, entrusting rulership of Creation to the Exalted while
proclaiming Heaven the gods’ dominion.
Early First Age The Celestial Incarnae abolish the old order under which the gods served the
ancients and create the first bureaus.
Early First Age The Maidens retire entirely from the Loom of Fate, entrusting their duties to the
newly formed Bureau of Destiny.
Middle First Age In the aftermath of the failed Six Daughters Coup against the Incarnae, the first
censors are appointed.
Middle First Age The Bureau of Celestial Concerns merges with the Bureau of Abstractions to
form the Bureau of Heaven.
Late First Age A five-year civil war breaks out within the Celestial Bureaucracy as a result of
tensions between terrestrial gods and Heaven.
Late First Age The Unconquered Sun turns his face from Creation and withdraws from active
governance of Heaven.
Late First Age A labor strike within the Bureau of Nature ends in the formation of the Bureau of
Seasons, thanks in large part to the Aerial Legion’s support.
Dawn of The Solar Purge plunges the Bureau of Humanity into disarray. The Bureau of
the Second Age Heaven seizes the opportunity, beginning its long campaign of plundering offices
from the Bureau of Humanity.
Early Shogunate Carrion-Empress Kapiru, co-head of the Bureau of Nature, is assassinated. Bur-
nished Talon succeeds her as the Hierarchy of Function’s leader. The assassin is
never found or identified.
Early Shogunate The newly established Immaculate creed disrupts the influx of ambrosia into
Heaven, causing the Celestial Bureaucracy to impose massively unpopular aus-
terity measures for a period.
Fall of The Great Contagion ravages Yu-Shan, killing millions of gods, the greatest num-
the Shogunate ber of godly deaths since the Divine Revolution.
RY 31 Rising unrest among unemployed gods leads to the Burnt Temple Riots, which
ultimately force the Celestial Bureaucracy to implement several reforms, includ-
ing the ambrosia dole.
RY 263 A work stoppage by the Bureau of Humanity’s support staff is quashed when the
Bureau of Heaven deploys lion-dogs as strikebreakers.
RY 592 A mission to retrieve a fallen star inadvertently unleashes a plague of astral
phasmatidae that spreads throughout nearly all Yu-Shan before they’re ultimate-
ly contained.
RY 726 The Silver Crane District succumbs to a catastrophic reality infection in the first
known Getimian attack on Heaven.
RY 768 The present day.
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popular. Many now-famous artists began as renegade one’s wealth. Crystalline cedarwood, behemoth scrim-
creators, making their name with unsanctioned public shaw, and other materials only found in Heaven’s wil-
shows; those with luck and talent find a patron who derness or ancient depths command a premium, as do
can have their record expunged. those imported from Creation, like Chiraoscuran glass,
Linowan hardwoods, Vanehan steel, and Brightwork
Art porcelain. Building outward horizontally rather than
vertically likewise boasts of one’s fortune, with land at
Heaven divides art into two styles: timeless and novel. a premium in Yu-Shan’s urban centers. The greatest
Timeless art appeals to the city’s oldest traditions and estates sprawl for miles, filling every inch of acreage
aesthetics, especially the mind-bendingly complex with conspicuous affluence. Wealthy neighbors spend
geometric and fractal patterns. It’s classical and digni- centuries attempting to outdo each other with increas-
fied, but also doctrinaire: paintings of vast, ambiguous ingly grandiose renovations, bending bureaucratic
landscapes dominate many collections, and composers regulations on construction as far as they can.
return again and again to themes and motifs long-per-
fected, hesitant to do more than tweak a few notes here Social Clubs
or there.
Sometimes derided as hedonism wearing a thin pre-
Novel art is more often inspired by the hectic lives of tense of cultivation, social clubs are nevertheless the
Creation’s mortals or by elaborating a single successful most popular cultural diversions in Yu-Shan. Intimate
work into an entire genre. Heaven has clamored for salons gather in sumptuous gardens to argue philoso-
poems composed in alternating languages, sculptures phy and politics over peaches and wine. Dining clubs
designed solely to test their materials’ tensile strength, reserve entire theater-restaurants for 24 hours of
or operas accompanied by the music of hundreds of delicate tasting menus and discussion of culinary sci-
clapping hands. The city is ravenous for these fads; ence. Sisterhoods of bawdy poets collect in tearooms
gods spend lavishly to indulge them, but few have any for heated bouts of flyting. Unemployed gods gather
staying power. in communal spaces to tutor and train each other in
necessary skills.
Whether timeless or novel, spirit-artists work in me-
dia their mortal counterparts can’t duplicate. Living A sport or social club might spin off into a secret soci-
watercolors undulate and ripple, crawling across a ety, particularly when membership is exclusive or ac-
canvas over hours or days. Smoke-sculptors work the tivities and assets clandestine. More than just another
thinnest wisps of incense smoke into treasures of lace avenue for carousing or networking, secret societies
and lattice. As in other celestial matters, these artists provide additional fulfillment and cosmic purpose to
seek purpose in challenging themselves and pursuing spirits who long for such. Secret societies disseminate
ever-greater stakes and scope: even the most stolid amongst their members some knowledge of subtle
classicist may seek to hear a favored song rendered by rites, unusual relics, or forgotten paradises, and though
an orchestra of thousands, with music loud enough to most of these organizations are no more esoteric than
churn the seas and fell a mountain. ritualized study groups, occasionally, a secret society
with radical practices rises to such prominence as to
Architecture present inconvenience or danger to powerful local
figures or the Department of Celestial Concerns.
Yu-Shan’s construction is multifarious and mosaic,
combining the flair of godly architects, the latest trends For instance, the Blue Cowl Questristy is a society of
in Creation, and even the techniques and aesthetics of thrillseekers dedicated to exploring Yu-Shan and seek-
Yu-Shan’s makers. Golden pavilions and glazed tile ing out its greatest perils and mysteries. The questrists
roofs are hallmarks of the Eye-of-Heaven District; the claim their mystical initiation rites and secret cartog-
Cochineal Heath is dominated by smooth, cubic man- raphy of Heaven predates the Divine Revolution. Most
ors of celestine and schorl standing in contrast to the who’ve heard this take it for obvious puffery, but the
brilliant red desert. Questristy’s traditions are at least informed by what its
expeditions have uncovered of Heaven’s prehistory. It’s
A god’s home may be many things, but in Yu-Shan, it’s a respectable society to those who know of it, but some
a status symbol first and foremost. Almost any building questrists have been known to put pride, curiosity, or
material or adornment imaginable can be shaped from greed above good sense, with the occasional disastrous
ambrosia, but not even those limits suffice to fully flaunt result. Since the unpleasantness with the Plague of
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Ethics, expeditions off the Celestial Bureaucracy’s of- pattern — save that it’s always within the notice and
ficial maps require preclearance from the Department reach of mortals. For the night, from sunset to sunrise,
of Celestial Concerns. mortals may pass through the gate to receive Heaven’s
hospitality, fêted by the gods within the sacred pre-
Celebrations cincts of the Great Plaza of Auspicious Welcome.
Others may arrive through old and oft-neglected gates
Heaven’s calendar is replete with festivals and holidays throughout Creation as they throw themselves open
grand and humble, from the citywide Celestial Peach- unto the plaza. God-Blooded, favored mortals, and the
Blossom Festival to neighborhood celebrations like the Exalted sometimes glimpse these portals in dreams the
Red Mouse Feast at Jaradu Square. While many festivals night before, taking it as invitation.
mark things familiar to the mortals of Creation — the
turning of seasons, anniversaries of important victories The gods delight in the novelty of their guests, shower-
— others are more specialized. Gods who’ve accepted a ing them with delicacies and gifts in a bout of dizzying
place on the Immaculate calendar sometimes throw fes- largesse. Immortal troupes perform their favorite
tivals in their own honor meant to compensate for lacking plays for mortal audiences, luxuriating in the ambro-
merriment in Creation; others celebrate the anniversary sia-sweet peal of applause. As fireworks erupt into an-
of their most recent promotion in lieu of a birthday. imated constellations of color, a husband in mourning
may take the stage with a word of encouragement and
Most heavenly holidays are marked with copious a kiss on the hand from the god of cathartic songs. A
banqueting. Even the most jaded gods prize the oppor- penniless mother may watch her hungry family fed
tunity to sample Heaven’s most coveted delicacies: the on celestial confections as Yu-Shan’s finest tailors
peaches of immortality and celestial wine. While chefs measure her children for a dozen silken outfits each
of vaulting hubris attempt to reinvent these treasures, that will grow with them for the rest of their days.
serving the peaches flambéed or the wine fortified as Attendees find themselves forever changed, touched
brandy, they’re usually consumed in their natural state by an ineffable wonder that stirs the hearts of the very
to better experience their benefits in restoring youthful gods who help kindle it.
vigor and granting glowing health. They are, however,
far from Heaven’s only famous dishes. Gourmands While the carnival’s rules are as ponderous and con-
across Creation can only dream of the tables set by tradictory as the rest of Heaven’s law, the key truth to
wealthy gods, which overflow with lush ingredients: its long success is that all attendees are forbidden to
meat from the silvery emperor-carps, sacred squash harm one another. The atmosphere is conducive to
radiant with living Essence, candied moonlight, and joy and repressive to scheming; there’s an infectious,
even stranger pleasures. lightening spirit in the air and in the music that calls all
therein to dance and play. Those who attempt violence
Many festivals are local, part of a district’s tradition find themselves thwarted by quirks of fate or quietly
and character. In the Singing Steel District, cunning escorted away by celestial lions.
artificers preen with their latest creations during the
Forgenight, which honors the memory of an ancient By morning, the gates beckon away all visitors, mortal
known as the Great Maker with contests of wit, craft, and Exalted alike. Those rare few who stay behind
and artistry. Along the shores of the Mere of Proportion, are tempted by the allures of Yu-Shan, captivated by
lovers join together in robes of pearlescent silk on the godly patrons and paramours, or simply plied into
first dawn of Ascending Fire to pledge their devotion unconsciousness by Heaven’s strongest drinks. These
to one another for the year to come. mortals often find themselves at the mercy of any god
who shows kindness; the fortunate find their way to
The Carnival of Meeting mortal enclaves or the holdings of Heaven’s Dragons.
The city’s greatest celebration is the Carnival of
Meeting. During Calibration, all but the most neces-
sary of Yu-Shan’s industries grind to a halt. Papers go
Law and Crime
unfiled in the empty offices of untold numbers of gods Yu-Shan is paradise, but even paradise has laws. Every
as the city loses itself to revelry. For five days, Heaven manner of criminal can be found here: assassins and
takes its rest, and the sky goes gloaming-red. pickpockets, corrupt judges — the city is home to all
manner of corruption, and justice is no more certain
On the third night, the enigmatic Calibration Gate here than in Creation.
appears somewhere in Creation without warning or
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Even the most dutiful censor has too much to do and scarcity of censors and the heavy workloads they face
too little to do it with. Appeals for their intervention, mean that simply getting a report of auditable conduct
whether to call for an audit or stave one off, are too in front of one can be a trial in itself. The sky-painter
many to count. The Celestial Bureaucracy is vast and Alta Omatros’ efforts to have a hated rival audited
rife with corruption, and the worst crimes are commit- proved fruitless until she wrote a detailed report on his
ted by those best able to conceal their misdeeds. Each 99 sins in storm clouds over a censor’s estate. While
censor has their own priorities in determining which Omatros succeeded in catching the censor’s attention,
crimes to expend their limited resources investigating: the dragon audited both her and her rival — an unsub-
one might prioritize the most severe crimes, while tle discouragement of such tactics.
another might seek to close as many cases as possible.
Understanding these priorities is vital to successfully An audit commences with a censor’s marshals bringing
petitioning for a censor’s intervention. the defendant before her. She recites his appointments,
commendations, demerits, and other notable work
Audits history since his last audit, along with any charges or
allegations laid against him. For powerful gods who’ve
While lion-dogs and celestial lions have the authority to gone decades or centuries without an audit, this rec-
fine and detain gods on most matters, the true teeth of itation can be an ordeal; for low-ranking gods, it can
Heaven’s legal system are found in audits. An audit is both be almost comically brief. They’re allowed to respond
a formal review of an official’s conduct and a criminal in- to any and all charges, presenting evidence and miti-
vestigation into any allegations or discrepancies. An audit gating circumstances, and to be represented by legal
can be a torturous, protracted tribunal or a cursory pre- counsel, if they can afford the retainer.
text for a fait accompli, depending on the charges levied,
The most common punishments for minor crimes are
the defendant’s status, and the censor — not to mention
fines of ambrosia and punitive work assignments, such
outside attempts at influencing an audit’s outcome. The
as tending Hiparkes’ stables. More severe crimes might
majority of audits are carried out at the lowest levels
also be punished by imprisonment or demotion, while
of the Celestial Bureaucracy. Higher-ranking gods can
the most extreme crimes can see a god stripped of their
expect the occasional audit every few decades and have
purview and exiled from Yu-Shan. A crime’s severity
much greater leeway in responding to them.
depends more on the victim’s status than the act itself:
Audits occur only at a censor’s discretion, either on robbing a minor spirit rarely receives more than a slap
their own initiative or at the prompting of an influen- on the wrist, while pilfering from a high-ranking god
tial god. Few in the Celestial Bureaucracy have truly might earn the culprit a year and a day as that god’s
spotless records, making a credible threat of an audit personal secretary. It’s rare for prominent figures to
a useful tool for blackmail and coercion. But arranging face harsh punishments; it’s those without the means to
for a rival to be audited is far from easy — the relative retain competent counsel or the influence to worm their
way out of an audit who suffer the most from audits.
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Others find new purpose in illicit organizations or in Wherever there’s misery, some will attempt to capital-
Yu-Shan’s thriving criminal underworld: colloquially, ize on it. Loan sharks, cutthroat gambling dens, and ev-
the Shadow City. er-innovative alchemists ply the disenfranchised with
loans, entertainment, and drugs to dull the anomie of
Many begin their life in the Shadow City through busi- Shadow City life. Some of these parasites even hold
ness-licensing violations —running a food cart without legitimate authority: lion-dogs on the take, censors in
the appropriate permits, operating an unlicensed the pockets of powerful syndicates, and mighty gods
flume-sedan, working under forged documents, and who wield thieves and assassins as disposable assets in
so on. They’re minor violations, punishable only by a their petty rivalries.
small fee — but for those already living on the margins,
it can be impossible to make a livelihood without
breaking the law. These “shadow employees” are paid Travel
meager wages under the table, forced to endure intol-
Traversing Yu-Shan’s massive sprawl would be an
erable working conditions without legal protections.
epic undertaking were it not for its wonders of trans-
Arrests for such violations are rare; shadow employees
portation. Overseen by the Department of Celestial
are more likely to face shakedowns from criminal
Concerns, these marvels let the wealthy and powerful
syndicates and corrupt lion-dogs alike. Under such
travel in speed and splendor, whether walking curated
conditions, many turn to Yu-Shan’s crime syndicates
park-lined avenues, skimming quicksilver canals, or
for protection.
soaring on wings of flame.
Organized Crime
Quicksilver Canals
There are always gods of vaulting ambition who ac-
Heaven’s quicksilver canals radiate out from its center
cept the risky work of directing Yu-Shan’s many illicit
to its outermost rim, providing the city’s most ubiqui-
enterprises. Ambrosia skimming, protection rackets,
tous method of transit other than foot traffic. While
con games, assassinations, and countless other crimes
they can be found throughout the city’s many districts,
happen daily in Heaven’s slums. The most famous
they grow more infrequent and distant the further one
resemble Creation’s crime families: close networks of
travels from the city’s centers.
patronage between criminals, reinforced by shared
history and culture.
All manner of celestial watercraft ply the quicksilver.
Dragon boats operated by the Department of Celestial
Some are remnants of entire departments left un-
Concerns provide public transit to those who can
employed after the Contagion. For instance, the
afford to purchase a canal pass (or bribe the captain).
Blackpaws were once employees of the Bureau of
Flume sedans — small catamaran-like ships operated
Nature, but when their six species of nocturnal preda-
by licensed pilots — serve as private water taxis for
tors went extinct, they became smugglers specializing
those willing to pay for comfort, privacy, or speed.
in exotic beasts those predators once hunted. Now
In wealthy districts, the canals bristle with pleasure
united by their criminal enterprise and a complex
barges, immense yachts, and other opulent watercraft.
network of marriages, the Blackpaws play patron to
A lane of liquid gold, reserved for priority travel, runs
the criminals of their half-wild district, overseeing a
down the center of each canal, ensuring prominent
network of black markets and fences while showering
gods aren’t held up by traffic.
former subordinates in charity and largesse.
Sky Traffic
Other groups have more fluid operations, forming ad
hoc crews of thieves, street gangs, and hooligans. They Those seeking to travel in the utmost luxury Heaven
take jobs and seize turf where they can, fighting off has to offer take to the skies. Aerial rickshaws are the
rivals and appeasing local powerbrokers with a cut most common form of aerial travel: chartered sky car-
of their takings. Some arise from innocuous origins, riages capable of carrying a driver and two passengers,
like the Thousand Hands — once a loose coalition of or up to five if they’re exceedingly friendly. They travel
chariot-racing fans, they evolved into political agita- at a leisurely pace, slower than most water traffic, but
tors united under the banner of charioteer Ghataes afford passengers breathtaking views of the city and
the Wise. They ride the streets of Yu-Shan’s middle ample opportunities for in-flight recreation.
districts to secure spoils from anyone brave enough to
When time is of the essence, high-ranking officials
accept their challenges and to shake gods from their
call down one of Heaven’s living clouds to ferry them
complacency with shows of violence and bravado.
through the sky, outpacing most forms of transit in
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and location by introducing a fact (Exalted, p. 237). bureaucratic mismanagement and Yu-Shan’s unusual
Sidereals and celestial gods need no special Lore climate and geography. Storytellers are encouraged to
background to do so; other characters might use back- introduce one or two fantastic obstacles in Yu-Shan
grounds like “The Celestial Bureaucracy” or “Other when player characters travel between gates — don’t
Realms of Existence.” The difficulty is 3 for locations delay them without good reason, but don’t give them
within a few weeks travel away or that are especially the impression of an idle and orderly Heaven.
likely sites for gates (such as major cities, geomantic
hubs, or First Age ruins), 5 for locations no more than Gates of Note
a week away, or difficulty 7+ for locations within a few The Omphalos Gate in the Imperial Mountain’s foot-
days travel or that are especially unlikely locations for hills is Heaven’s primary access point to the central
gates. Blessed Isle. It appears as a natural stone archway
jutting up from the mountainside, threaded with veins
Identifying a gate’s key requires an applicable Lore of orichalcum and white jade, on the grounds of one of
background, as above, or an appropriate Occult spe- the mountain’s many Immaculate temples. The monks
cialty. It’s usually a difficulty 3 (Perception + [Lore or are deferential to their visitors, but never trusting.
Occult]) roll, although more obscure or less-frequent- Gods suspected of using the gate to recruit cults and
ed gates may be difficulty 5+ or require an extended other potential threats to the Realm may be trailed by
roll or project (Exalted, p. 266). Dragon-Blooded monks to watch for any wrongdoing,
either surreptitiously or under the pretense of an hon-
Together with other forms of heavenly transport, the or guard. In Yu-Shan, the gate opens onto an uptown
gates potentially let characters travel across Creation borough of the Eye-of-Heaven District.
at tremendous speeds. This isn’t necessarily quick and
simple: the canals aren’t cross-continental, there’s only The Drowning Gate lies among the silver-sand lagoons
one train, and use of clouds and sorcery is frequently of the Aito Archipelago, whose inhabitants are famed
contentious, to say nothing of potential delays from for breathtaking mosaics, beautiful glass prayer-beads,
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and iconographic panels. A thin, horizontal ring of During the eclipse that heralded the Solars’ return
blue and black jade, it floats just under the water’s sur- five years ago, a small but mighty earthquake in the
face. The archipelago is far removed from most points Summer Mountains’ foothills revealed a gate unknown
of interest in the West, but many gods visit it in search to Heaven that opens only at irregular intervals accord-
of easy ambrosia. The prevailing Aitoan religion, called ing to some undiscovered principle. Seemingly hewn
the Path of Glass, teaches that each god is a facet of from the mountain itself, every inch of the gate’s sur-
reality, weaving almost any spirit they encounter face has been carved into statues of writhing, broken
into their sprawling pantheon so that they may more bodies, no two alike in appearance or torment. It’s thus
fully venerate the cosmos. Such worship is transient, been named the Misery Gate. The team dispatched to
though; reality has far too many facets to worship any investigate was shocked to note that many statues have
one god for long. In Heaven, the gate opens through the features of several still-living Sidereals. While it
a vast mirror in the territory of the Three Masks provokes obsessive study in some who have beheld it,
Syndicate, who take a small cut for its use. most are unsettled, preferring to leave it undisturbed.
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Manse construction and maintenance within Yu-Shan The most spectacular weather in Yu-Shan is seen
is regulated by the Department of Celestial Concerns’ when one of the Incarnae takes the lead in the Games
Division of Heavenly Geomancy. Geomancers must be of Divinity. The Unconquered Sun’s prominence brings
licensed by the division, though unlicensed manse-ar- cloudless skies, lit with blanching sunlight by day and
chitects abound, and not every license is legitimately the dim, gloaming radiance of a solar eclipse by night.
obtained. The division also maintains a registry of Luna is attended by silvery mists and moonlit brume,
deeds to manses, which conclusively establish owner- and Creation’s moon sometimes wanders into the sky.
ship under heavenly law. Mercury brings gusts of wind filled with sea spray
and saffron stardust. Venus calls down gentle rains of
Not every manse or demesne is spoken for. Abandoned tears, flurries of jeweled snowflakes, and, occasionally,
manses in Yu-Shan’s blighted neighborhoods offer unpredictable tempests. Mars’s dominance summons
prime real estate to squatters, who typically lack the storms, sweltering heat, or battle cries of thunder.
knowledge of geomancy or the resources to repair Jupiter brings countless wisps of foxfire and vast,
manses or protect them against further disrepair. As ominous clouds that hang low in the sky. Saturn snuffs
a result, decaying manses wreak havoc on local geo- out weather and light, creating an eerie, twilit silence.
mancy, inflicting unfortunate residents and neighbors Gaia’s rare moments of prominence bring strange,
with Essence-warping maladies and bizarre afflictions. elemental manifestations: diamond-dust siroccos, rip-
Because such tragedies’ usual victims are the unem- pling clouds of heatless fire, a distant ocean that seems
ployed and disenfranchised, few officials or lion-dogs to fill the sky.
take action without significant encouragement.
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The Dome’s exterior is a scintillating mosaic of ma- The Exalted are forbidden from the Jade Pleasure
ny-colored jade, seemingly hewn from rainbows. Some Dome, no matter who may invite them or what crisis
of the mosaic’s pieces are slabs of jade hundreds of feet might demand such an exigency. No explanation has
tall; others are smaller than the eye can see, arrayed ever been given, but perhaps none is needed. The
together in prismatic constellations. No other build- First Age’s legends of the Divine Revolution spoke of
ing in Yu-Shan rivals its size — even if construction how the Celestial Incarnae sought not just to defeat
regulations allowed it, the gods and Exalted struggle their masters, but to take their place at the Games of
to match this grand work of the Ancients. Twenty-five Divinity. It troubled the Old Realm’s Exalted that their
gates ring its walls, each guarded by celestial lions and makers might fear them, but they well understood that
other martial deities — the least of the Jade Pleasure fear.
Dome’s defenses.
Those who would defy this stricture face one of the
The Dome’s gates open only to spirits bearing an invi- greatest challenges in Heaven or Creation. While the
tation from one of the Celestial Incarnae — or rather, Incarnae’s guests walk only a short path to the grand
the member of that Incarnae’s inner circle entrusted chamber where the Games are played, to the unin-
with this sacred responsibility. Most in attendance are vited, the Dome is a labyrinth. Its seemingly infinite
division and bureau heads, members of the Incarnae’s hallways are stalked by behemoths, colossal automa-
spirit courts, and the occasional god who’s somehow tons, and horrors plucked from bygone Zen-Mu. Every
caught an Incarnae’s eye. On monumentally rare occa- stone thrums with primordial enchantments, pitting
sions, spirits whose deeds or long service have caught
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The Eternal Frost District is also infamous for drugs of or diamond-storm can pierce the district’s gloaming
all kinds. Its alchemist-prayerwrights devise pleasures shroud. It’s also home to many gods who feel at ease
unimaginable on Creation— cinnabar vapor, liquid in the dark, like Elytine, god of evening primrose;
catharsis, venom from the sacred scorpions of Atek. Unblinking Ayoh, god of albinism; and Stalking Cry,
Celestial cocaine, haoma leaves, and the occasional god of Eastern bats.
amphora of misappropriated celestial wine can be
found alongside other drugs from across Creation and Gambling dens and lantern-lit resorts litter the
beyond. Most of the substances available for sale are district’s dark boulevards, and the air is thick with
lawful, if only by feats of legal semantics. A trade in music in a thousand discordant styles. Every alley-
illegal drugs, such as powdered souls and fate grinders, way is a bazaar, with otherwise-unemployed deities
hides itself among the rest, well-disguised and hidden roped into service by local syndicates as hawkers and
from the law’s eyes. drug-pushers. They report up a chain of overseers
and middlemen to the Eventide Dozen, an alliance of
Draping Shadow District local mob bosses who’ve divided up the district among
themselves. Even the district’s powerful financiers
Along the Crown of the Unconquered’s southeastern defer to the Dozen, whose many labyrinthine business
edge lies a district cast forever into unnatural twilight. concerns throughout Heaven are invaluable for laun-
A gargantuan shawl of indigo silk hangs from the poles dering wealth of every kind.
that mark the district’s border, blotting out all light;
from the outside, it resembles a vast tent. Thought to Chained Pillar District
have been one of the city’s respites for those of the an-
cients and their souls who shied away from light and This district is named for its floating field of stone
their servitors, the Draping Shadow District is now pillars, which bureaucrats chained to the ground
home to commerce, finance, hospitality, and crime to prevent them from drifting away. Despite these
in equal measure. Bankers keep vaults of ambrosia restraints, the pillars remain in motion, dancing lan-
and jade here, while crime lords and powerbrokers guidly through the air. Each pillar has a unique orbit,
oversee their schemes in Heaven’s heart from the weaving and spinning past the others at various speeds
district’s shadows. Residents and visitors come for — none swift enough to endanger pedestrians — and
respite from the tumultuous weather that sometimes completing a full lap by dawn. Many stairs, windows,
emanates from the Jade Pleasure Dome; no rain, wind, and balconies are built close enough to their orbits that
travelers can jump atop pillars and ride them around,
hopping from one to another.
newcomers. A growing movement led by Deekor, god These residents must defend their homes from thrill
of order from chaos, aims to level the field by freezing seekers, vandals, and scavengers.
the pillars’ movements in their current orbits. Though
Deekor’s group is too small to request an official The Numinous Meres
change from the Bureau of Heaven, her petition has
enough signatures that the Bureau will need to send an From the north and curving east around the Crown of
impact survey team to examine the potential magical the Unconquered winds, the broad Celeritous River, its
and environmental effects such a change might cause. waters a flash of liquid tourmaline, crossed by seven
magnificent bridges. In the south, it pools into three
Iron Anklet District great lakes, the Numinous Meres: the geometrically
perfect Mere of Proportion, the lushly populated
The Iron Anklet District has been largely abandoned Mere of Purpose, and the mesmerizing, tranquil Mere
by the Department of Celestial Concerns after the of Radiance. The three lakefront districts’ exquisite
Palace of Seventeen Nights was sabotaged during dragon lines draw many famed geomancers, lending
the calamitous Season of Treacheries, its distorted each a unique character. The Five Auspicious Angles
Essence manifesting a flood of hallucinogenic fire that District’s architecture is strictly symmetrical, promot-
utterly destroyed numerous elementals. Anyone with ing harmonious relations. The Flourishing Volition
resources of any sort abandoned the district; the rest District’s geomancy bolsters the fertility of the Mere
remained shackled to it. Now, it’s home to hundreds of Purpose’s flora and fauna. The Enlightenment-
of unhoused gods, Heavenly Dragons, and countless Like-Gold District’s manses magnify the Mere of
spirits. Radiance’s captivating beauty to a degree that endan-
gers unprepared mortals.
Because of the area’s blighted status, few of Heaven’s
Censors or other law enforcement bother entering, Waterfront real estate on the Meres is reserved for
save for a handful of particularly self-motivated manses, the vacation homes of the elite, luxury re-
lion-dogs. Naturally, extralegal power systems have sorts, and recreational venues. The Meres’ weather
filled the vacuum left by the bureaucrats’ evacuation, is strange even by Yu-Shan’s standards, ranging from
the foremost being Jet-Toothed Teyamor and his painted winds to lakeside ice shoves of crystalline
Society of Crimson Months, which supplies the rest sighs. Regional folklore and certain scholarly hypothe-
of Yu-Shan with Heaven’s mandarins, a potent form of ses attribute this to an emanation of Gaia, said to dwell
orange that causes vivid hallucinations of five possible within a secret fourth merely formed by the negative
futures. They also run a protection racket so auspi- space of the other three.
ciously efficient at extracting wealth from the district’s
downtrodden that some suspect Teyamor has a cor- Last Clutch of the Wood Dragon
rupt Sidereal on staff, which further deters resistance
among residents. Once a grand temple to the Elemental Dragon of
Wood, the Last Clutch’s geomancy is so fertile that it’s
The Society has an uneasy partnership with the long since been overgrown by a veritable mountain
self-proclaimed Council of Extra-Legal Sanctions, a of flora, whose decomposition over the millennia has
decentralized body that enforces its own justice — buried the manse beneath unimaginably rich soil. Date
ranging from public shaming, fines, and community palms, plum trees, vivid amanitas, and more grow amid
service to exile from the district — on fellow Iron its circular terraced fields, unscathed by pests, disease,
Anklet residents who harm neighbors, property, or foul weather.
and public order. The Council is democratically
ruled; members take turns as voting representatives. The Last Clutch lies in the Shattered Faience District.
Restoring the district to its former glory is impossible, Once a neighborhood of choice for prominent, well-
but the Council strives to make it livable again. In time, heeled gods, the Clutch’s unchecked, uncontainable
perhaps they can cleanse it of hallucinogenic flame growth has long since driven out those householders.
and get the Bureau of Heaven to remove its blighted Today, the district is a slum of storm-stained acropolis-
status, but few among them trust the bureau. es and aqueducts choked with malachite bubble-algae.
The district’s residents face impossible choices daily; The Last Clutch is occupied by the Cherished Reapers,
many remain in contaminated and hazardous areas a clan of Heaven’s Dragons who tend its soil and sell its
rather than seek protection or support from mobsters. bountiful crops and lumber. Their ancestors claimed it
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march in an unnaturally straight column across the the fallen Incarna’s oldest daughter. Disconsolate from
Chrysoprase. Known simply as “the Verts” by locals, endless millennia, maintaining a monument to her
these hollow bismuth mountains shine with black own grief and despondent with the Department of
iridescence and gently resonate with quiet, irregu- Celestial Concerns’ reluctance to assign a replacement
lar tones that repel quicksilver flows and discomfit caretaker, Austera grows ever closer to simply handing
spirits, discouraging them from lingering. The Verts the precious manse over to the next Exalt she meets.
predate the gods; as such, no one in the Department
of Celestial Concerns is certain who holds jurisdiction The Dweomerforge
over them. Since only the most dutiful or determined A relic of Heaven’s first masters, this imposing ob-
spirits will patrol here, the bismuth mountains are a long tower erupts upward through the city’s modern
no-god’s-land; their lack of arable land and develop- architecture to rise above its skyline. Its history has
ment potential leave the range relatively unpopulated. been thoroughly redacted, leaving Heaven at large to
Unsubstantiated legends circulate of secret under- guess at its purpose. Some say Creation’s firmament
ground Sidereal installations. was forged here. Others believe it’s where the ancients
fabricated the terrible weapons they turned on the
The Quicksilver Sea gods in the Divine Revolution. The most outlandish
A vast sea of glistening quicksilver surrounds Yu-Shan rumors claim that the Dweomerforge is itself a cast-off
on all sides. Its metallic tides ebb and flow slower than fragment of one of the ancients.
Creation’s own, and unseen currents carry ships across
trade lanes believed to have been designed by the an- Long ago, the Dweomerforge was sealed behind divine
cients. Those who sail away from these well-known barrier auras by the Department of Celestial Concerns
courses find the quicksilver sea an inscrutable vista and the Division of Secrets. Only officials of those two
that resists attempts to map its secrets and contours. offices may legally enter for purposes of research and
Islands of sapphire and bronze emerge from the mists ousting trespassers. Scavenging the Dweomerforge
for one crew, but they flee from others who attempt the can be a lucrative venture for those who uncover
same journey. Bizarre leviathans dwell in the waters ancient artifacts or long-lost secrets, but it also holds
and on these impossible isles, sometimes ferocious and great perils, such as autonomous puzzle-weapons
other times friendly — a great, silver-fanged whirlpool once fielded against the enemies of the gods; igneous
haunts the northwestern sea, but so too does a colossal panthers, creatures of molten hunger; and intricate
heron whose legs stretch to the seabed and whose song crystalline matrices that arc with sapphire lightning
brings peace to the hearts of those lost in anger, sorrow, fatal even to immortals.
and pain. At its fringes, the quicksilver sea is robed in
a wall of cool mists. Ships that sail into them usually The Dweomerforge’s surroundings have become a hub
emerge elsewhere, pointed toward Yu-Shan’s nearest of industry. Just outside the barrier auras stand count-
coast; others emerge in Creation or never emerge at all. less prayerwrights’ smithies and foundries, powered
by the raw Essence that seeps out of the exclusion
zone. Some artisans make illicit use of materials and
Curiosities of Yu-Shan designs scavenged from the Dweomerforge. Others
maintain secret workshops within its outermost
Heaven is a place of mysteries both old and new, of
chambers, risking steep punishment to employ its
wonders beyond even the gods’ ken and horrors be-
wondrous properties. Some ambrosia-shaping tech-
yond imagining. Whether forged by the ancients or the
niques can only be accomplished in the strange gravity
gods, these secret, liminal places are enigmatic even to
found at the Dweomerforge’s summit, while certain
Heaven’s sages.
exotic, indestructible metals can only be smelted in
Remembrance, Veiled in Light its magmatic depths. Such contraband masterpieces
command a premium among the cultured and the
This monastery-manse stands in memorial to a
ostentatious, who gladly pay the necessary bribes and
Celestial Incarna who lost his life in the Divine
fines to keep their favorite artisans from being hauled
Revolution. Remembrance is elegant in its archaism;
away by lion-dogs.
its penitent-curators spend every waking hour main-
taining its outmoded opalescent domes and exagger- Arcadelt’s Folly
ated adamant arches, ceaselessly perpetuating the
The ruins of Arcadelt’s Folly, on Yu-Shan’s southern
geomancy of the last known demesne to bear the lost
coast, were once the Emerald Sojourn District. This
Incarna’s aspect. Remembrance’s first, only, and cur-
was a luxury district for gods visiting the neighboring
rent owner is Starless Austera, God of Starfall Showers,
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Silver Bells Port or the Isle of Exquisite Ornaments, that her passengers seem simultaneously ecstatic and
replete with sumptuous lodgings, glittering casinos, exhausted. Absent any immediate threat, the celestial
and soaring concert halls. It fell to ruin in the Fair Folk lions have refused to investigate, but neighboring barg-
invasion, as the legions of chaos spilled into Heaven es are beginning to report strange, infrequent sobs and
through the district’s heavenly gate, halted only mysterious smoke.
when the disaster-god Arcadelt unleashed one of the
dooms he governs in a desperate gambit to end the fae A Night in the Spotlight: Dela Fel, a premiere social-
incursion. ite and the god of saffron, is infamous for his exclusive
parties, which feature unusual guests from Heaven
The ruined district is now a bordermarch quaran- and Creation alike — and on at least one famous eve-
tined from the rest of Heaven. Attempts to reclaim ning, the demon Florivet. Tonight, he intends to host a
the district are routinely sabotaged by powerful gods circle of junior Sidereals…and turn the party’s cruelest
who patronize expeditions to scavenge Wyld trea- taunting attention on any who can’t make an amusing
sures from within: birds who sing six songs at once, show of themselves.
candied sorrow, fire-silk, and other commodities that
fetch a sumptuous price even by Heaven’s standards. The Three Records Caper: Emerald Calculus, a
Such ventures face considerable risks from those who senior historian within the Department of Celestial
call the Folly home, like the Wyld-warped spirits of Concerns, seeks to end the bureaucratic infighting
the Broken Iron Court; Lovar-Who-Named-Herself, and confusion over whether the Jade Pleasure Dome
a childishly spiteful rivulet of quicksilver; and the is considered part of the Eye-of-Heaven District or its
Remainder, the equation-wrapped corpse of a faerie own administrative region. They seek to commission
noble who has yet to realize he’s dead. the Circle to infiltrate the Million Parcels Archive and
destroy any two of the original three contradictory
The Countermand Wall planning documents for the district, leaving the sur-
Across Yu-Shan’s northern frontier looms the viving document as the definitive version.
Countermand of the Diffusion of Orderly Patterns,
usually called the Countermand Wall. This wall of The Blank Page Affair: Over the course of a week, an
adamant and iron, tall as three men and wrought with entire department complex’s ink begins to fail, leaving
ornate, esoteric shapes, marks out some forgotten no mark on paper as it’s used. The office’s work grinds
boundary, a limit beyond which the city was not meant to a halt, leaving clerks, calligraphers, and artists in
to expand. The majority stretching north to east is new a panic. Investigation may reveal an infestation of
built, and with many structures abutting or attaching strange spiritual parasites that feed on the ink’s prop-
to the iron of the wall in densely packed districts. In erties. The circle is called upon to research the infesta-
the west, portions of the Countermand Wall predate tion’s provenance, which leads them to a trio of godly
the Divine Revolution, and the archaic design evokes suspects with grudges against the department.
something wild and primeval. Attempts to build north
of the wall have been met with unavoidable disasters — Someone Else’s Nightmares: The Chosen of Mercury
howling locust-derechos, burning fog, floods of molten known as Shepherd of the North Star has been plagued
gold. Students of the history of Heaven suspect the wall with nightmarish dreams of not Exalting, instead living
marks a treaty between Yu-Shan’s ancient creators and dozens of lives in Creation where he serves as savior,
some unknown power. martyr, and hero to people of many nations. Shepherd
suspects that someone is meddling with his dreams or
with fate itself but is unskilled in investigations of this
Heavenly Plot Hooks nature. Careful footwork may reveal Getimian inter-
ference, trying to turn Shepherd to their cause.
Storytellers and players looking to populate Yu-Shan
with interesting opportunities for intrigue and adven- The Dread Fever Protocols: The celestial lions have
ture might consider any of the following as a starting quarantined the Bright Sand District, where Heaven’s
place for stories set in Heaven. foremost glassblowers ply their trade. A disease that’s
emerged in the district mimics the awful symptoms of
The Unending Party: For the past year, the pleasure the Great Contagion, and Yu-Shan would rather see
barge known as the Eternal Joy has sailed the Respite the district perish than risk spreading the infection.
Cirque without ever docking to unload passengers or Sidereal agents may be sent to investigate the disease’s
take on fresh provisions. Those who’ve encountered true nature and origin, to evacuate a powerful god
the vessel on the quicksilver waves have remarked
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trapped within the quarantine, or to find the secret houses, began distribution of a new serial novel on
route smugglers are using to ferry in (fake) bottles of what later proved to be the day the Jade Prison broke.
celestial wine. Each weekly installment of Vultures of Fortune is met
with wild acclaim and speculation from fans. Its anon-
Following the Tear: Recently, residents found a purse ymous author claims to be crafting a fictional, highly
of five hearthstones in the Clouded Crystal Circle, a dramatized account of the politics, espionage, and
park at the center of the Hidden Spires District. Four intrigue of life within the Bureau of Destiny, but senior
were immediately claimed by furious owners; the fifth officials bristle at the negative portrayal of the Chosen
remains unclaimed. It seems tied to a nearby manse, of the Maidens. Behind closed doors, they debate how
though no nearby manse’s hearthstone is unaccounted to identify the author and silence them before any
for. Some suspect it’s the hearthstone of the lost Crying more bureau secrets can be revealed in their “fictional”
Dragon House, named for the leaks in the dragon lines exposés.
beneath it and the elaborate mechanisms that would
regulate the dangers posed by such leaks…if anyone The Why of Hau: When Tumbling Hau gave up his
had maintained them in the past five centuries. lofty position as the Magnificent Overseer of Matters
Financial, he was ridiculed as a fool. Now seemingly
Quicksilver Races: The canal raider known as Axolotl content to live in the shadows of his former office, Hau
Smile runs an illegal canal-racing circuit in the densely has gained a reputation as a gutter-philosopher, keenly
populated Ninefold Swifts District. While once toler- able to pierce heavenly officials’ pretensions with a
ated as a nuisance, his crew has laid claim to a manse measured gaze and a cutting question. His adherents —
raised by the world’s makers, granting it unprecedent- to whom he’s bitterly indifferent — champion him with
ed control over the course and speed of the district’s increasing fervor, subtly undermining their superiors
quicksilver canals. What was once a recreation for fools in the Bureaucracy with Hau’s canny observances and
and thrillseekers now endangers the entire district. razor-sharp rejoinders. Heaven’s eyes turn upon him
now with increasing displeasure, seeking a remedy to
The Author With the Loose Lips: The House of his seemingly infectious desire to question authority.
Mirth-by-Morning, one of Yu-Shan’s oldest literary
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Turutan was an old city, one that had withstood (or fallen to) invasions and regime changes over its
history. Not all of its battle-pocked places had been restored. Tonight, the Ship’s Wheel Fellowship
met in one such abandoned venue. What had once been an art museum was now little more than
four walls surrounding an open space, its roof lost to some long-ago siege. A few statues — too big
to cart away — remained; those that still had heads watched over the proceedings like alabaster
wraiths.
The Circle had, that morning, learned the identity of the Fellowship’s leader, and come to see him
in action. Silent Moth led the way through the crowd of masked and cloaked members. Dozan
followed; as they passed certain people, they waved a slender hand, their Thought Swiping
Distraction stealing away suspicions about the three newcomers in their midst. Adhim brought up
the rear, making note of certain attendees. Here was the powerbroker he’d met two days ago in a
caravanserai, the scent of his strong cologne giving him away. Here, the god of distant bells, who
couldn’t resist wearing at least one of her jingling bracelets beneath her cloak. From all around
them came the talk of rebellion — not the Fellowship taking up arms, but instead how they might
guide the peasants to rise up against the order in the city.
“It’s manipulation,” said Adhim when the trio found a clear space. “They see the peasants as
firewood and themselves the spark. What’s left of the wood after the fire burns down? Nothing but
ash.”
The crowd cheered as Cymelos of Ond stepped up onto an empty pedestal. The society’s leader was
the only one unmasked. His skin was warm and golden in the lantern light, and he wore his beard
trimmed close. Though his robes were simple, they were clean and pressed, and his bearing made
even their simple cotton appear regal. The Circle’s sources said he’d arrived in Turutan only a few
months ago, and begun calling for the overthrow of the corrupt gods who ruled the city and the
figureheads who carried out their wishes.
“When the gods enact policies that harm the people,” said Cymelos, “it’s up to the people to end
them.” It wasn’t clear whether he meant the people should end the policies or the gods. Adhim
knew this was intentional. From around them came murmurs of agreement. Those masked figures
he’d marked as gods shifted uneasily, but didn’t contradict their leader.
He spoke of greed — both that of the gods, hungry for control, and the politicians who did their
bidding, hungry for wealth and power. With each point he made, the crowd rumbled. “They’ll take
and take. They live in comfort and ease while the city starves.” His voice dropped low, and the
people leaned in to hear. “You have to be ready. You have to take back what they so happily stole.”
This time, the cheers had a ragged, angry edge to them.
“We should go.” Adhim pitched his voice so only his companions could hear. “He has too many
allies here, and soon they’ll be riled up. I want to talk to him, not fight.”
Dozan frowned. Perhaps they were about to make the case for staying and listening, but then they
caught the subtle movement of Adhim’s fingers on his walking stick’s handle, gesturing toward the
powerbroker. The man gripped the handle of his dagger so tightly his knuckles were white. Others
around him were red-faced, shouting their agreement with Cymelos’ every statement. Someone
jostled him, and he shoved them away with a snarl.
“You’re right,” Dozan said. “Perhaps the others are back by now. We should see what they’ve found.”
Silent Moth made no argument, once again making a path for them through the crowd and out, but
she was as quiet as her name suggested all the way home.
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Chapter Four
Character Creation
This chapter takes you through the process of creating Merits: Miscellaneous traits associated with your
Sidereal player characters. Starting Sidereals have typ- character’s origin and backstory. (Exalted, p. 157).
ically completed their training in the Bureau of Destiny Some Merits provide mechanical advantages, while
and have a few missions under their belt. They’ve had others give narrative benefits, like wealth or loyal fol-
time to get familiar with the bureau, establish social lowers. If you want an artifact, manse, or hearthstone,
relationships in Yu-Shan, and know who’s who among you’ll take it as a Merit.
fellow Sidereals.
Charms: The Sidereal Exalted’s fate-weaving powers
(p. XX). Charms are the most complicated part of the
Traits game, but you don’t need to read them all, just those
available at Essence 1. Most Charms require a certain
You’ll make a number of choices about your charac-
rating in an Ability; you may want to pick Charms be-
ter’s system traits in character creation. Before choos-
fore your Abilities.
ing, you may want to skip ahead to read about traits
detailed later in this book or review the descriptions Intimacies: Intimacies focus in on your character’s
of traits in Exalted Third Edition. A quick summary: personality, emotions, and relationships (Exalted,
p. 170). Each represents a personality trait, relation-
Caste: Your Caste reflects the Maiden who chose
ship, agenda, philosophical position, religious belief,
you and determines which of the Bureau of Destiny’s
or similar detail about your character. It’s harder for
divisions you belong to. Each Caste expresses an ar-
social influence to sway you against your Intimacies,
chetypal role; it makes it easier for you to gain certain
but it’s easier to convince you to do something your
Abilities that fit that role and gives you your innate
Intimacies support. Charms and other magic may also
anima powers (p. XX).
draw on your character’s Intimacies.
Birth Sign and Exaltation Sign: These are the constel-
Limit Trigger: A condition that causes your character
lations that your character was born under and Exalted
to gain Limit, bringing her closer to giving in to the
under, chosen from the Maidens’ astrological houses
hubris of the Great Curse (p. XX).
(p. XX). You can skip picking them for now, especially
if this is your first time making a Sidereal. They’re only
used in the rules for prophecies (p. XX), and it’s fine to Step 1: Concept and Caste
wait until you want to use those rules to pick a sign.
Start character creation by talking with your Storyteller
Attributes: Your character’s innate strengths and ap- about her plans for the game and discussing character
titudes (Exalted, p. 148). concepts with your fellow players. Think about your
character’s origin, personality, skills, and the heroic
Abilities: Your character’s skills, both from her mortal archetypes that inspire her. Determine which of the
life and Bureau training (Exalted, p. 149). Abilities five Sidereal Castes fits her best.
also determine what Charms you can learn. You’ll
pick some Abilities to be Favored; these get the same You should also decide whether your Sidereal works
discount as those associated with your Caste. Favored for the Bureau of Destiny or is a rogue agent, as well
Abilities let you branch out beyond its archetypal role as her feelings about the Bronze and Gold Factions
to represent your character concept. (p. XX). In a game where most player characters are
Sidereals, you’ll want to discuss these choices with
Specialties: A specific area of expertise your character the other players. Not everyone needs to belong to the
has in an Ability (Exalted, p. 123).
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same faction, but you should discuss in advance the at character creation, especially if you’re unfamiliar
dynamic this creates among characters. with the constellations. You can wait until later to pick
it, either when you have a better idea of which you
Example Character Concepts want or when you undertake a prophecy and want its
benefits.
• Journeys: Brilliant slacker, daredevil pilot,
divine shipwright, explorer of Yu-Shan, guide If you want, you can go ahead and choose them at
to the lost, inescapable tracker, master of the character creation. They’re chosen from the 25 con-
wilderness, mysterious patron of merchants, stellations of Sidereal astrology (p. XX). Your charac-
pirate queen of the Quicksilver Sea, scavenger ter’s birth sign can come from any astrological house,
prince, stoic pillar of strength, swift-footed but her Exaltation sign must come from her patron
huntress, wandering troublemaker, wise hermit, Maiden’s house.
world-walker.
• Secrets: Absent-minded savant, all-knowing Journeys: Resistance, Ride, Sail, Survival, Thrown
spymaster, audacious thief, censor of forbidden
knowledge, divine information broker, eccentric Serenity: Craft, Dodge, Linguistics, Performance,
investigator, exposer of the wicked, heavenly Socialize
crime lord, kindly teacher, mystery-cult priest,
Battles: Archery, Brawl, Melee, Presence, War
peerless infiltrator, scheming trickster, self-
taught prodigy, spirit-pacting shaman. Secrets: Investigation, Larceny, Lore, Occult, Stealth
• Endings: Ascetic sage, compassionate phy- Endings: Athletics, Awareness, Bureaucracy, Integrity,
sician, cunning poisoner, eerie necromancer, Medicine
eulogist of the unmourned, heavenly vigilante,
incorruptible auditor, legal reformer, master Next, pick five Abilities of your choice as Favored
exorcist, mysterious guardian, penitent killer, Abilities. Unlike other Exalted, a Sidereal who has
psychopomp-assassin, secret patron of revolu- Brawl as a Caste or Favored Ability doesn’t automat-
tionaries, stoic funeralist, scathing critic. ically extend the same status to Martial Arts, or vice
versa — instead, all Sidereals treat Martial Arts as a
Optional Step: Birth Sign Caste Ability.
and Exaltation Sign Divide 28 dots among your Abilities. Each starts at
zero and can’t be raised above three without spending
A Sidereal’s birth sign and Exaltation sign provide ben- bonus points. Abilities can’t be raised above five. Each
efits when she manipulates fate on a large scale using Favored Ability must have at least one dot assigned to
prophecy (p. XX). You don’t need to choose these signs it.
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Choose 15 Charms (p. XX). Most Sidereal Charms Dealing With Spirits: Bureaucracy, Medicine.
require a minimum rating in their associated Ability — Familiars: Ride.
if you don’t qualify, you’ll need to raise that Ability’s
rating with bonus points.
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TRAIT COST
Primary or Secondary Attribute 4 per dot
Tertiary Attribute 3 per dot
Caste or Favored Ability 1 per dot
Non-Caste, Non-Favored Ability 2 per dot
Specialty 1
Merits 1 per dot
Caste or Favored Charm 4
Non-Caste, Non-Favored Charm 5
Spell (Occult Caste or Favored) 4
Spell (Occult non-Caste, non-Favored) 5
Evocation 4
Willpower 2 per dot
You may choose Martial Arts Charms or Evocations It’s most cost-effective to spend bonus points on Caste
in place of Sidereal Charms. If you choose Terrestrial and Favored Abilities or to raise Abilities above 3.
Circle Sorcery as a starting Charm, you may also learn Purchasing Willpower can also be a good choice depend-
spells in place of Charms. ing on which Charms you pick, as many Sidereal Charms
have Willpower costs. Using bonus points to buy Charms,
Evocations, or spells is the least efficient option.
Step 6: Intimacies
and Limit Trigger Step 8: Finishing Touches
Choose Intimacies to represent your Sidereal’s beliefs You begin at Essence 1. Sidereals have (9 + [Essence×2])
and relationships. At least one must be Defining, and personal motes and (25 + [Essence×6]) peripheral
one must be Major. Likewise, at least one must be pos- motes, for 11 personal motes and 31 peripheral motes
itive, and one must be negative. at Essence 1.
Many Sidereal have Principles reflecting their politi- You begin with five Willpower, which can be raised
cal agenda and their philosophical views on fate and with bonus points.
their patron Maiden’s purview. Many have Ties to the
Bureau of Destiny or other heavenly bureaus, family, You begin with seven health levels: a −0 level, two −1
romantic partners, coworkers, political allies and rivals, levels, two −2 levels, a −4 level, and an Incapacitated
their patron Maidens, the Bronze and Gold Factions level. You may gain additional health levels with Ox-
and major figures within them, the Immaculate Order, Body Technique (p. XX).
the Cult of the Illuminated, the Getimian Exalted and
other enemies of fate, the Realm, and the Silver Pact. Alternate
Choose a Limit trigger — a circumstance that exacer-
bates your Sidereal’s Great Curse (p. XX).
Character Creation
You can modify the above rules to adjust the power of
player characters. The options below are only exam-
ples; playgroups should feel free to make their own.
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S I D E R E A L S : C H A R T I N G FAT E ’ S C O U R S E
• Consult with the Storyteller and other players, • Choose at least four Intimacies, including at
and come up with a character concept. least one Defining Intimacy, one Major Intimacy,
one positive Tie, and one negative Tie.
• Determine whether your character belongs to
the Bureau of Heaven. • Choose your Limit trigger.
• Pick a Caste and note its anima powers. STEP 8: FINISHING TOUCHES
• Divide eight dots among primary Attributes, six Battles: Archery, Brawl, Melee, Presence, War
dots among secondary Attributes, and four dots
among tertiary Attributes. Secrets: Investigation, Larceny, Lore, Occult, Stealth
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C H A P T E R F O U R : C H A R A C T E R C R E AT I O N
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EX3
Nayalu dismissed the Cirrus Skiff as she stepped off behind Koraia. Crumbled ruins dominated the small rocky island,
hiding the ancient archive buried beneath. “Enestidel, the sorcerer who claimed this place, was infamous even when I
was a girl.”
Nayalu grinned. “Old enough that my bones should be aching in the morning. How’s that?”
Koraia knew better than to ask for a number. “And the sorcerer?”
“Older still. With luck, he’ll never know we were here.” Nayalu picked her way over the debris to a large obsidian slab.
She pricked her finger and drew a sigil in the sand atop it, then spoke in a forgotten tongue. With a shudder, the slab
sank into the sand, revealing a twisting stair that led to the underground archive. “After you.”
Belowground, the archive was intact, unlike the ruins above. Brass plaques described specimens in dead languages.
Grand archways led to galleries whose configurations were geometrically impossible. Without help, they’d be searching
for a lifetime.
A delicate emerald spider emerged from Koraia’s sleeve. “Where is Whispering Lily’s Treatise on the Great Southern
Manses?” The spider considered, then directed them through several rooms, to the bookcase where it was stored. No
dust had gathered on the tome — the archive preserved its materials.
Nayalu opened it carefully anyway. “‘Steelfang’s Maw. Undaunted Warrior’s Fists,’” she read, trailing a finger down
the page. “She really did catalogue everything in the arsenal. ‘Seven Dooms Crown.’ Something called a sprawl-seed.
‘Midnight’s Cruel Kiss.’ Look, she even sketched—”
“I don’t recall inviting guests.” The sorcerer was white-haired and gaunt, his hands gnarled with age. But that didn’t
mean he was weak. At his gesture, the air shimmered. Poisonous green tendrils of mist billowed toward them.
Nayalu spoke words that made Koraia’s skin crawl, but the mist lightened. Koraia tried to keep her breathing shallow,
but while the stench turned her stomach, her throat didn’t close.
It was the blood apes’ roar that stopped her breath. Six flanked the sorcerer.
Koraia planted her feet and readied her bow. Four arrows flew, the string thrumming with each shot. The first ape
stumbled as they pierced its front and sides. The last punched into its back.
From his heart, Enestidel drew forth a flaming sword. Koraia loosed an arrow toward him, but the old man parried it
nimbly. The arrow burned to ash.
“Keep the demons off me.” Nayalu traced a burning sigil in the air. “I’ll handle him.”
The next few heartbeats were a blur of thrumming bowstrings and slashing demon claws. The apes’ stench mingled
with the smell of blood and ancient vellum. Koraia slapped the bookshelf beside her, weaving a ripple of weakness into
its fate.
As Koraia advanced, Nayalu kept pace with her. Emerald light blazed from the Oracle’s eyes; the thunderous din of
turning pages nearly drowned out the apes’ growls. Mandalas whirled around her hands as she reached for Enestidel’s
sword.
He swung as she completed her spell. Nayalu caught the blade in her hands and tore it from his grip. Her blood sizzled
as the edge bit into her hands. Nayalu switched her grip and, before Enestidel could chant another word, struck him with
the hilt. The sorcerer staggered back, then sank down in a heap.
Koraia’s kick knocked a demon back into the shelves. Wood creaked ominously. Stack after stack toppled, burying the
demons in a pile of ancient texts.
•••••
The sound of rustling pages drew Enestidel from his stupor. His head hurt, his muscles ached, and he couldn’t
remember how he’d fallen. He wailed with despair when he saw the demons emerging from beneath a pile of books. I
must have been hit when those shelves collapsed. The archive was showing its age, as was he.
The erymanthoi rushed to him, yattering on about intruders. Enestidel hushed them; no one had come here for years.
His wards would have told him if anyone stepped foot on the island. “To work,” he said to the demons. “Let’s set this
right.”
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Chapter Five
Traits
This chapter details Sidereals’ unique traits, Castes, impromptu tests of character from the god who forged
Great Curse, and character advancement rules. it, or having to occasionally secure an ornery god’s
signature on authorization forms. The obligation is a
Flaw, granting experience when it significantly incon-
Martial Arts veniences her (Exalted, p. 167).
Sidereals gain Mastery with a style’s Charms (Exalted,
p. 427) while in its Form. Learning all of a style’s Backing
Charms grants permanent Mastery. While using a
Sidereal Martial Arts Form, a Sidereal gains Mastery Most Sidereals have at least two-dot Backing in the
with all styles. Bureau of Destiny. Those without Backing are fresh
recruits, under disciplinary probation, distrusted by
the bureau, etc. Four-dot Backing at character creation
Sorcery and Necromancy can represent being a favorite or protégé of a promi-
nent elder Sidereal or high-ranking god or a position
Sidereals can initiate into Celestial Circle sorcery, but secured through bribery, blackmail, or similar means.
only Ivory Circle necromancy.
Most Sidereals who’re politically aligned with the
Evocations Bronze Faction or Gold Faction don’t have Backing
in them. Those who do hold recognition and political
Sidereals are resonant with starmetal and dissonant power within a faction, giving them a meaningful voice
with other materials (Arms of the Chosen, p. 16). in its decision-making. Four-dot Backing is limited to a
faction’s foremost elders. It’s not available at character
creation. Faction Sidereals may also have Backing in
Merits the Immaculate Order or the Cult of the Illuminated.
While a Sidereal’s Merits can represent anything,
the following are common for those employed by the Contacts
Bureau of Destiny.
Three-dot Contacts covers a single bureau, while five-
dot Contacts span the Celestial Bureaucracy.
Allies
Fellow Sidereals are five-dot Allies. Powerful gods are Familiar
five-dot allies, but most gods are three-dot Allies.
Sidereals may take pattern spiders (p. XX) as three-dot
familiars.
Artifact
This Merit can represent artifacts on indefinite loan Language
from the Bureau. A Sidereal can retain such an artifact
for as long as she has use for it except in extremis, but Old Realm is Yu-Shan’s native tongue, though many
she may take on ritual or bureaucratic obligations as- gods speak at least one mortal language. Bureau
sociated with it. Examples include purifying a cursed Sidereals don’t need to purchase Language dots to
manse with the artifact every Calibration, facing learn Old Realm or satisfy its Ability prerequisite,
treating it as an additional native language.
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CHAPTER FIVE: TRAITS
HEARTHSTONE AMULETS
Most hearthstones must be socketed in an artifact to confer their benefits. As an optional rule, Storytellers can
give player characters who take the Hearthstone or Manse Merits a free hearthstone amulet (Exalted
(Exalted,, p. 601).
Manse Retainers
Many Sidereals have manses in Heaven. They’re typ- Minor spirits, commonly employed by Sidereals as
ically Lunar, Sidereal, or Solar manses, though others secretaries, bodyguards, couriers, etc., are two-dot
exist in Yu-Shan. Retainers. Young Heaven’s Dragons (p. XX) are often
employed in similar capacities as four-dot Retainers.
Mentor
Resources
Experienced Sidereals are three-dot Mentors. Senior
gods of the Celestial Bureaucracy are usually two- or The typical starting salary is three-dot Resources;
three-dot Mentors. Sidereals can expect a quick promotion to four dots
after a few successful missions. Lower ratings reflect
sizable debts, disciplinary pay cuts, asset seizures inci-
dental to auditing, poor money management, etc.
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What a happy coincidence!
I was heading that way myself,
and I’m told I’m excellent company.
Chosen of Journeys
Light-footed Mercury, Maiden of Journeys, sees Destined Harbingers’ mortal lives are defined
every path that could be taken and knows what by journeys. Some made their living as itinerant
lies at their ends. It is her Chosen’s duty to ensure laborers, sailors, caravan guards, couriers, travel-
that all things go where Heaven wills them. Her ing merchants, diplomats, or scavenger princes.
Harbingers are the invisible hand on the ship’s Others took to the road in search of greater oppor-
till, the rider whose message comes just in time, tunities, freedom from persecution, or a chance
the guide who knows the secret ways through to escape the past. Some were born into nomadic
the wilderness. When uncertainty, fear, or dis- or semi-nomadic cultures, while others grew up
traction keep travelers from their destined paths, amidst mass migrations. Not all have profound
Mercury’s Chosen guide them back on course; reasons for their journeys: escaping gambling
when obstacles stand in the way, they intercede debts, a drunken mishap, and simple wanderlust
to remove them. all please Mercury.
In the First Age, Heaven’s Messengers charted Caste Mark: The Sign of Journeys. Harbingers
Creation’s most perilous wildernesses, the writh- have yellow irises and minute flecks of glittering
ing chaos of the deep Wyld, the Demon City’s alien golden starlight in their pupils.
geometries, the Underworld’s dark waterways,
and more. As navigators and advisors, they guid- Anima Banner: Harbingers’ animas and halos
ed diplomatic missions and armies on the march, come in shades of yellow ranging from bright
blessing them with Mercury’s favor and coor- goldenrod to rich saffron. Anima banners are
dinating their movements with destiny. At sea, sometimes accompanied by the smell of dusty
they bedeviled the likes of Lintha, the Niobraran roads, the calls of gulls and scent of sea spray, the
League, and the Orphan Maelstrom born of the roar of distant thunder, and the like.
Dreaming Sea. The First Age’s wondrous convey-
ances came under their oversight: skyships, gates Iconic Anima: Animals known for their speed;
of auspicious passage, dragon line rails that once ships, chariots, and other vehicles; trees of golden
spanned Creation’s geomancy, distant starspires, stardust that spring up from the Sidereal’s foot-
and more. steps; geometric patterns that evoke labyrinths,
compasses, or itineraria; and the like.
Much has been lost in the Second Age. Gone
are the great roadways that spanned Directions, Anima Effects: Harbingers can divine destiny’s
the gleaming fleets that filled the skies. Today’s plans for journeys and make Mercury’s sign to
Harbingers make do with what remains, weaving bless themselves and allies with swiftness or trav-
the fates of caravans, seafaring ships, and travelers el almost anywhere (p. XX).
by foot. Many seek to rebuild, guiding explorers Caste Abilities: Resistance, Ride, Sail, Survival,
seeking long-lost trade routes, blessing projects Thrown.
to build roads and bridges, or restoring artifact
conveyances fallen into ruin. As explorers and Associations: The color yellow, the element of
wayfarers, they travel to far-flung corners of the air, the season of winter, the West.
world in search of ancient artifacts, rare materi-
als, and other assets to benefit the bureau or their Sobriquets: Mercury’s Chosen, Harbingers,
own personal agendas. Heaven’s Messengers.
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I’ve seen what this conquest
will cost you, written in the stars.
Sit, and we shall speak of how
you can still stop this war.
Chosen of Serenity
When Venus laughs, all the world’s suffering seems Destined Joybringers’ mortal lives play out among vi-
worth it; when she weeps, all joy dies. The Maiden brant webs of relationships. Some were born into urban
of Serenity oversees all forms of relationships and metropolises or other densely populated regions; oth-
societies, and her Joybringers ensure they unfold ers grew up in smaller but closely-knit communities,
in accordance with Heaven’s agenda. Artists, dip- whether rustic villages or secluded monasteries. Some
lomats, intriguers, artificers, and tempters, they sought to bring joy to others — artists and artisans,
undertake the delicate work of weaving the fates people pleasers — those who make great sacrifices
of those with free will. They unite or separate star- for their children or their people. Others sought life’s
crossed lovers, bring peace in times of conflict, play pleasures for themselves as rakes, social climbers, or
kingmaker in matters of politics and commerce, merchants. Not all tend toward extraversion; reclusive
shape societies, and safeguard Creation’s peoples poets, eremitic philosophers, and perpetually preoc-
from suffering and sorrow. cupied craftsmen have all won Venus’ favor.
In the First Age, Joybringers safeguarded Creation’s Caste Mark: The Sign of Serenity. Joybringers have
peace and prosperity against threats from within blue irises and minute flecks of shimmering cerule-
and without. They negotiated treaties among war- an starlight in their pupils.
ring Exalted, led efforts to rebuild in the aftermath
of cataclysm, and mended the damage done to Anima Banner: Joybringer’s halos and animas
Creation by otherworldly incursions. As Heaven’s range from the palest turquoise to the deepest ultra-
Envoys, they treated with otherworldly courts marine. Anima banners are sometimes accompanied
in Yu-Shan’s name, negotiating the Black Moon by unearthly music, ethereal laughter, the sound of
Accords, which brought peace with the devil-stars; silk on silk, the aroma of roses, wine, or cannabis
the Seven-Limbed Pact; and the Dispensation of smoke, and the like.
Verumpira. And, as friends, advisors, matchmakers,
and muses, they counseled the Chosen in their Iconic Anima: Blossoming flowers, cages of thorned
personal lives, helping bring together auspicious briars, sapphire-leaved trees, and other magnifi-
pairings of Exalted in sacred marriages and other cent flora; social animals, like dolphins, wolves, or
relationships. swarming bees; dancing figures made of stardust;
artistic depictions of the Sidereal that begin as the
Venus’ Chosen face many trials in the Age of barest sketches and gradually complete themselves.
Sorrows, wrestling with a world riven by chaos and
strife so that destinies of peace, joy, and tranquil- Anima Effects: Joybringers can divine destiny’s
ity might come to pass. Arcane fate and the bitter plans for social interactions and make Venus’ sign to
schism left by the Solar Purge have thwarted any bless efforts to create joy and prosperity or halt even
hopes of counseling fellow Chosen as companions the greatest conflicts. (p. XX).
and confidantes; instead, today’s Joybringers guide
Caste Abilities: Craft, Dodge, Linguistics,
and manipulate mortal queens, worldly spirits, mer-
Performance, Socialize.
chant princes, and others through whom they can
shape the course of politics, culture, and commerce. Associations: The color blue, the element of wood,
Fate’s enemies have scarred the world beyond repair, the season of spring, the Center.
but still, Heaven’s Envoys seek to mend what can be
salvaged and offer what solace there is to give. Sobriquets: Venus’ Chosen, Joybringers, Heaven’s
Envoys.
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EX3
An arrow through a sentry’s heart,
and the battle’s outcome will be
decided. At this distance,
in this weather, at night?
If destiny demands...
Chosen of Battles
Stern Mars, the Maiden of Battles, oversees all on Heaven, or acting as agents provocateurs to
fated strife: clashing armies, political rivals vying disrupt alliances between faerie courts.
for supremacy, words spoken in anger between
young lovers. All conflicts fall under her Chosen’s Destined Shieldbearers’ mortal lives are touched
remit, a duty that calls them to battlefields and by conflict. Some are born to career military
boudoirs, alehouses and courtrooms. Heaven’s families or martial castes; others are war orphans
Soldiers incite hostility and discord when peace or the children of refugees. Many grew well-ac-
outlasts its appointed span, lend their skill at arms quainted with violence as conscripts, mercenaries,
and strategy to destined victors and thwart un- hired muscle, gladiators, or brawlers. Others were
timely resolutions to necessary conflicts. Destiny immersed in different kinds of battles: politics,
demands their intervention in battles great and business, athletic competitions, debate, or family
small, whether plunging kingdoms into war or vendettas. Shieldbearers’ perspectives on conflict
teaching a child how to fight back against a bully. vary widely. Some are all but berserkers, their rage
tempered only by duty, while others aspire to paci-
The First Age’s Shieldbearers devoted themselves fism, turning to violence only when they must.
to Creation’s defense, driving back otherworldly
incursions, hunting down terrors that slipped Caste Mark: The Sign of Battles. Shieldbearers
past their watch, and sowing discord among fate’s have red irises and minute flecks of vivid crimson
enemies: playing the Scorpion Empire against starlight in their pupils.
the Southern Fair Folk in the Split-Second War,
outwitting the thinking-engine Jazex IX’s betray- Anima Banner: Shieldbearers’ halos and animas
al of Heaven, holding the Loom of Fate against range from bright scarlet to dark burgundy. Anima
the Omen-Spore Infestation. They led armies banners are sometimes accompanied by the sound
of martial gods to battle, counseled their fellow of steel ringing out against steel, banners snapping
Exalted in strategy, and coordinated deployments in the wind, or wrathful war cries, the scents and
of the Aerial Legion with the Old Realm’s forces. hubbub of a soldier’s mess hall, and similar.
When complacency and world-weariness bred Iconic Anima: Predatory animals and beasts of
stagnation, Mars’ Chosen provoked their fellow burden; storms of flying swords or whirling axes;
Chosen to action with blunt words, harsh truths, massed ranks of indistinct, faceless soldiers; great
and sound counsel. fortresses flying crimson banners, and the like.
The endless conflict of the Second Age leaves Anima Effects: Shieldbearers can divine desti-
much to be done. Occluded by arcane fate, Mars’ ny’s plans for conflict or make Mars’ sign to shield
Chosen can no longer lead armies or advise Exalted themselves and their allies or turn the tide of
generals openly. Instead, they manipulate events battle (p. XX).
to divert recruits and materiel to forces favored
by Heaven and armor themselves in resplendent Caste Abilities: Archery, Brawl, Melee, Presence, War.
destinies as generals’ confidantes, nameless sol-
diers, or unlikely leaders. They’re still at the fore Associations: The color scarlet, the element of
of martial conflict against enemies of fate, whether fire, the season of summer, the East.
hunting down demons loosed by Infernal sorcer-
ers, preparing defenses against Getimian assaults Sobriquets: Mars’ Chosen, Shieldbearers,
Heaven’s Soldiers.
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You’re terribly arrogant for a
footnote in an appendix to an
unread supplementary report.
Listen to the wisdom
of your elders.
Chosen of Secrets
The oldest and most mysterious of her sisters, Destined Oracles’ mortal lives are touched by
Jupiter knows much and speaks little. She presides mystery. Some were driven by unanswered ques-
over mystery and revelation, truth and falsehood, tions: foundlings seeking their lineage, students
ignorance and understanding, and the lines be- of spiritual mysteries, and savants obsessed with
tween them. Her Chosen ensure that all things are unsolvable problems. Others had secrets of their
hidden or revealed as destiny demands, thwarting own: a criminal past, romantic infidelity, treason-
seekers after forbidden knowledge or wresting ous ambitions, or knowledge too dangerous to
secrets whose time has come from their keepers. share. Some led lives of constant deception: spies,
They are savants and spies, mystics and master- charlatans, thieves, cardsharps, and priests en-
minds, distinguished by their foresight even among trusted with mysteries of the divine. Some have a
their Sidereal peers. In Heaven’s name, they’ve put taciturn predisposition, but there are just as many
great libraries to the torch, deposed monarchs to Oracles who’d never stop talking if they could.
expose their secret sins, and sought out long-for-
gotten lore from demons, ghosts, and worse. Caste Mark: The Sign of Secrets. Oracles have
green irises and minute flecks of emerald starlight
The First Age’s Oracles explored the mysteries in their pupils.
of the unknown cosmos, infiltrated the courts of
Creation’s enemies, investigated crimes commit- Anima Banner: Oracles’ halos and anima banners
ted by or against the Chosen, and oversaw great range from pale celadon to the darkest greens.
libraries and academies fit for a glorious age. At Anima banners are sometimes accompanied by
the same time, they sealed away baleful rem- eerie silences, the faint sound of turning pages, the
nants of the world’s makers, censored dangerous scents of incense, smoke, and paper, and the like.
secrets from discovery by their fellow Exalted,
and kept knowledge of Creation’s vulnerabilities Iconic Anima: Unfurling scrolls, sacred mirrors,
from the world’s foes. Their foresight guided the or eyeless masks that float in the air around the
Old Realm through many trials, from the akuma Sidereal; vast libraries, intricate orreries, or over-
Canticle Shrike’s blighting of the omphalos to grown ruins; a great eye that burns like a jade star;
the Skyeater Moth’s emergence from the Wyld formless shadows that radiate uncanny dread;
beneath the world’s depths. and similar.
Much knowledge has been lost to the Second Age Anima Effects: Oracles can divine destiny’s plans
that Heaven’s Eyes may yet reveal when destiny for deception and revelation or make Jupiter’s
demands it, while some secrets of the Old Realm sign to safeguard secrets or conceal themselves
must be kept hidden until the stars are right. and their allies.
Contemporary secrets also demand their atten- Caste Abilities: Investigation, Larceny, Lore,
tion. Oracles warn princes of what the future holds Occult, Stealth.
for them, blackmail the truculent back onto their
destined course, and set in motion long chains of Associations: The color green, the element of
events with strategic disclosures of information. water, Calibration, the North.
They also strive to conceal conspiracies, secret
societies, and mystery cults, either in fulfillment Sobriquets: Jupiter’s Chosen, Oracles, Heaven’s
of destiny or as assets they might later call upon. Eyes.
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EX3
Destiny requires that you die tonight,
and that I be your executioner.
That gives you until the stroke of
midnight to settle your affairs.
Chosen of Endings
Grim Saturn sees every possible ending, smiling Destined Reckoners’ mortal lives are touched by
only when they come to pass at their appointed death. Some lost a parent, sibling, friend, or lover
hour. Her Chosen ensure these endings come to at a formative time in their life, while others faced
pass only as Heaven wills. They are assassins of the imminent possibility of their own death. Some
those who defy their destined deaths, exorcists belong to ancestor cults or have other interactions
and psychopomps guiding the undead to reincar- with the undead, whether as a denizen of the
nation within fate’s order, magistrates purging shadowlands, an exorcist or ghost channeler, or a
institutional corruption, and physicians battling student of necromancy. Others live through times
plagues. But their sobriquet as Destiny’s Gardeners of great upheaval and death: plagues, falling re-
isn’t just a euphemism. They’re guardians, healers, gimes, famines, and worse. Some are predisposed
and caretakers as often as they are killers, lest an to dour professionalism, abiding melancholy, or
untimely ending snarl destiny. The tapestry of fate morose brooding by this, but others find solace in
is Heaven’s garden, and it must be nourished and asceticism, dark humor, or joie de vivre.
pruned in equal measure.
Caste Mark: The Sign of Endings. Reckoners have
The First Age’s Reckoners were hunters and slay- violet irises and minute flecks of scintillating pur-
ers of Creation’s foes, the sword to the shield of ple starlight in their pupils.
Mars’ Chosen. They led preemptive strikes that
decapitated the leadership of faerie warbands and Anima Banner: Reckoners’ halos and anima
monstrous armies, passed judgment on forbidden banners range from pale lilac to grave-dark violet.
gods escaped from their jails, and banished prehu- Anima banners are sometimes accompanied by
man horrors awakened from the Underworld by whispering voices, eerie chills, the smell of grave
the Neverborn’s death. They warned their fellow dirt, the sound of raitons’ wings, and similar.
Chosen of future perils, whether fending off night-
grim assassins as a sorcerer-queen’s consort and Iconic Anima: Funereal monuments, grand tombs,
sentinel or seeking out corruption and disloyalty and age-worn cenotaphs; jackals, raitons, scarabs,
within a god-king’s dominion. and other carrion-eaters; spectral processions of
starlit mourners; poisonous flowers that spread
The Second Age is a time of many endings, and where the anima’s light falls; and the like.
Saturn’s Chosen are stretched thin. The nature of
their duty has changed little with the passage of Anima Effects: Reckoners can divine destiny’s
ages, but it’s grown all the more difficult. Poverty, plans for endings or make Saturn’s sign to bless
war, and pestilence cut short countless lives, while attacks with killing power or doom enemies who
kingdoms, religions, and cultures fall long before stand against them (p. XX).
their destined end. All the while, Creation’s foes
Caste Abilities: Athletics, Awareness, Bureaucracy,
grow ever stronger, claiming new champions who
Integrity, Medicine.
threaten Heaven itself. The Reckoners remain
resolute in the face of this, their conviction untar- Associations: The color purple, the element of
nished by despair. So long as there is something earth, the season of autumn, the South.
left they can sacrifice of themselves, the Age of
Sorrows has not defeated them. Sobriquets: Saturn’s Chosen, Reckoners, Heaven’s
Gardeners.
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S I D E R E A L S : C H A R T I N G FAT E ’ S C O U R S E
Note that an ongoing anima effect’s mote cost isn’t committed unless it specifies otherwise.
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CHAPTER FIVE: TRAITS
with her must remain within long range until this is Secrets
completed. If she moves or is moved before then, this Auspicious Prospects for Secrets (1m; Reflexive,
power fails, refunding its cost and resetting it. Instant): The Oracles learns whether concealing or
revealing a piece of information would align with
Serenity destiny.
Auspicious Prospects for Serenity (1m; Reflexive,
Instant): The Joybringer learns whether an interper- Lesser Sign of Jupiter (5m; Reflexive; Until next
sonal relationship or someone’s happiness would align turn): The Oracle draws Jupiter’s lesser sign in em-
with destiny. erald stardust. She and allies within close range gain
+1 Guile and Resolve as a non-Charm bonus. This
Lesser Sign of Venus (5m; Reflexive; Until next turn): increases to +2 against Psyche effects, mind-reading
The Joybringer makes Venus’ lesser sign in a flourish of magic like Thought-Swiping Distraction (p. XX), or
cerulean stardust. She and all allies within close range similar mental intrusions. They also add (Sidereal’s
add (her Essence, maximum 5) non-Charm dice on Essence) non-Charm dice on Manipulation rolls. In
bargain, inspire, instill, persuade, and read intentions scenes of social interaction, this lasts long enough for
rolls. Resolve bonuses from their positive Ties increase the Sidereal and each of her allies to take one action.
by one. In scenes of social interaction, this lasts long This is free at bonfire.
enough for the Sidereal and each of her allies to take
one action. This is free at bonfire. Greater Sign of Jupiter (20m, 1wp; Reflexive; One
scene): Once per story, the Oracle traces Jupiter’s
Greater Sign of Venus (20m, 1wp; Simple; Instant; greater sign across the sky in emerald radiance. She,
Psyche): Once per story, the Joybringer may make her allies, and up to (Essence ×2) other characters are
Venus’ greater sign, illuminating the battlefield with a immune to effects opposing their Guile and add (her
sapphire light. All participants in the battle stand down. Essence) to their Resolve. Un-Exalted characters can’t
For (Sidereal’s Essence) days, affected characters can’t lie to them or refuse to answer their questions unless
reinitiate hostilities with each other unless they enter they spend one Willpower per lie or refusal. Characters
a Decision Point and cite a Defining Intimacy to spend with Essence less than the Sidereal’s can’t resist.
(higher of Sidereal’s Essence or 3) Willpower. This Additionally, for this power’s duration and the next
doesn’t apply to attacking characters not involved in (Essence) days, Investigation rolls against the blessed
the original battle, nor does it apply to fighting back in characters fail automatically, and they’re immune to
self-defense. magic that would scry on them or divine their future.
Battles Endings
Auspicious Prospects for Battles (1m; Reflexive, Auspicious Prospects for Endings (1m; Reflexive,
Instant): The Shieldbearer learns whether a battle, Instant): The Reckoner learns whether an ending
conflict, or rivalry would align with destiny and any would align with destiny and any relevant details of a
relevant details about the conflict’s circumstances, like destined ending, like how someone is supposed to die.
who should win.
Lesser Sign of Saturn (5m; Reflexive; Until next
Lesser Sign of Mars (5m; Reflexive; Until next turn): turn): The Reckoner makes Saturn’s lesser sign, trail-
The Shieldbearer make Mars’ lesser sign with a flash of ing violet stardust from her fingertips. She and all allies
crimson stardust. She and all allies within close range within close range add (Sidereal’s Essence, maximum
gain +1 non-Charm Defense and add (her Essence, 5) Overwhelming on withering attacks and add an
maximum 5) non-Charm dice on War rolls. This is free automatic success on decisive damage rolls. This is
at bonfire. free at bonfire.
Greater Sign of Mars (20m, 1wp; Simple; One scene): Greater Sign of Saturn (20m, 1wp; Simple; One scene):
Once per story, the Shieldbearer makes Mars’ greater Once per story, the Reckoner makes Saturn’s greater
sign, casting a baleful crimson glow down from the sign, shining brilliant violet in the sky above. She and
heavens. She rolls (Wits + [Archery, Brawl, Melee, her allies gain −1 target number on damage rolls, or
Presence, or War]). She and each of her allies gain −2 against enemies of fate, and ignore Hardness. Un-
Initiative equal to her successes. They add (Sidereal’s Exalted enemies can’t take crippling injuries (Exalted,
Essence) to their base Initiative. Battle groups instead p. 201) and automatically fail rolls against poison, dis-
gain Might 2. ease, and crippling effects. Medicine rolls to treat their
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Ability: Ride.
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Themes: Contentment in living, excess, extramarital Resplendent Destinies: Bad parents, bureaucrats,
relationships, greed, hedonism, herbivorous animals businessmen, caring parents, courtiers, domestic ser-
that live in small groups, intoxication, laughter, luxury, vants, elderly spouses, politicians, priests, shepherds,
music, theater. unhappy spouses, visiting nobility.
Resplendent Destinies: Actors, artists, cheating Trappings: Firm but just, plain dress, perceptive,
spouses, cooks, corrupt businessmen, drunkards, the practical, a wedding ring.
Fair Folk, gourmands, the idle rich, merrymakers, mu-
sicians, poets. Ability: Linguistics.
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infamous deeds are committed, panic overwhelms the Themes: Appeals to a greater good, callousness,
mind, and baseless rumor passes for truth. confrontation, discipline, hard choices, legal systems,
managing livestock, necessity, pragmatism, ruthless-
Themes: Ceremony, epic poetry, governance through ness, sacrificing others, self-justification, sergeants,
fear, heraldry, intimidation, leadership, martial glory, surgery.
martyrdom, news, philanthropy, reputation, rumor.
Resplendent Destinies: Diplomats, hired killers,
Resplendent Destinies: Braggarts, folk heroes, gener- hostages, the impoverished, judges, livestock farmers,
als, gossips, heralds, outlaws, pariahs, philanthropists, practical parents, quartermasters, sergeants, stern
politicians, revolutionaries, storytellers, town criers. teachers, surgeons, watchmen.
Trappings: Fearless, larger than life, striking dress, Trappings: Arbitrary punishments, bloodstains, bru-
victory. tality, a cudgel, meaningless commands, a uniform.
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Themes: Boorishness, cleverness, conformity, foolish- Resplendent Destinies: Arms instructors, artisans,
ness, haste, marksmanship, options, pride, quick wits, athletes, blood sport, bodyguards, gamblers, gladiators,
self-absorption, strategy, versatility. janissaries, martial artists, mercenaries, militiamen,
soldiers, students.
Resplendent Destinies: Advisors, archers, charla-
tans, demagogues, duelists, generals, know-it-alls, Trappings: Brave, called by a family name or nick-
philosophers, savants, socialites, wise children, young name, disciplined, a uniform but no rank.
Dragon-Blooded.
Ability: Melee.
Trappings: A bow, clever, educated, a map case, witty.
The House of Secrets
Ability: Archery.
The Guardians
The Shield
The Guardians rule practical wisdom and knowledge
The Shield rules courage, the willingness to endure
gained through experience. It’s the sign of shamans,
and inflict pain, and battles fought without regard for
midwives, those selling talismans and other wonders,
victory. It’s the sign of warriors who fight outside of
snake-oil peddlers, and incompetence. In its positive
military ranks, assassins, scouts, and the Lunar Exalted.
aspect, such knowledge is useful even if it isn’t entirely
Its positive aspect governs valor in the face of danger,
true, conveyed by wise elders, self-trained experts, and
warriors who fight to protect their comrades in arms,
those who live by simple, honest labor. In its negative
and heroes who dare impossible odds. In its negative
aspect, this knowledge is falsehood, quackery, and
aspect, it governs headstrong foolishness, excessive
superstition spoken by con men, doomsayers, and the
self-sacrifice, thoughtless violence, and a dangerous
gullible.
willingness to die.
Themes: Folklore, fraud, herbal remedies, inevitabil-
Themes: Anger, assassination, boasting, courage,
ity, midwifery, observation, patience, respect for the
Lunar Exalted, pain, predatory mammals that hunt
elderly, shamans, superstition, thaumaturgy, tradition.
alone, protection, scouting, self-sacrifice.
Resplendent Destinies: Artisans, charlatans, the
Resplendent Destinies: Ascetics, bullies, hellraisers,
elderly, exorcists, farmers, fortune tellers, hermits,
hired killers, idealists, interrogators, Lunars, miners,
hunters, midwives, outcasts, shamans, thaumaturgists.
prisoners, scouts, warriors, wrathful parents.
Trappings: Gives helpful advice, knows the weather,
Trappings: Eager for battle, a leather strap, a shield, a
suspicious, a talisman, uneducated.
trophy, a weapon.
Ability: Larceny.
Ability: Presence.
The Key
The Spear
The Key rules scholarly knowledge, secrets revealed
The Spear governs martial prowess, military discipline,
by intellectual efforts, and tasks accomplished through
and battles won through skill. It’s the sign of veterans,
cleverness. It’s the sign of physicians, scavenger princ-
skilled militias, mercenaries, bodyguards, arms in-
es, tinkers, junk sellers, and primates. In its positive
structors, and competition. In its positive aspect, skill
aspect, experimentation, inquiry, and sharp thinking
and discipline are used for good causes and prevail
lead to useful insights and new solutions. In its neg-
over undisciplined opposition. In its negative aspect,
ative aspect, such efforts are pointless, wasteful, or
experts and decision-makers succumb to professional
delve into matters best left unknown.
myopia, refuse to consider unconventional approaches
and emphasize the appearance of professionalism over Themes: Archives, cleverness, corruption, curiosity,
substance. hubris, innovation, mechanical devices, medicine, pri-
mates, research, technicalities, tinkering.
Themes: Bloodsport, bravery, competition, discipline,
failures of imagination, gambling, mercenaries, mili- Resplendent Destinies: Alchemists, anatomists,
tary service, professionalism, tactics, taking initiative, entrepreneurs, heretics, investigators, junk peddlers,
training exercises. mudlarks, physicians, savants, scavenger princes, stu-
dents, tinkers.
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Themes: Arrogance, artifice, consorting with other- Themes: Departures, divorce, dying, insects that un-
worldly powers, Essence, the Exalted, geomancy, good dergo metamorphosis, regrets, reincarnation, shape-
luck charms, humanity, the magical materials, necro- shifters, sudden changes, thresholds, transformation,
mancy, sorcery, spirits. unfamiliar circumstances, unfinished business.
Resplendent Destinies: Craftsmen, Exalted, geo- Resplendent Destinies: Divorcees, emigrees, exiles,
mancers, God-Blooded, infernalists, necromancers, ghosts, the nouveau riche, physicians, priests, religious
scholars of otherworldly lore, shamans, sorcerers, converts, refugees, retirees, those in mourning, young
spirits, strange children, thaumaturgists. fiancés.
Trappings: An anima banner, an artifact, a Caste Mark, Trappings: Calm, an emblem of a butterfly, no shoes, a
a crown, a hearthstone, regal bearing. textbook, well-dressed.
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Ability: Bureaucracy.
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the most rudimentary attempts to conceal her check has difficulty 1 if the Sidereal is the only person
identity. A scarf, eyepatch, or haircut is sufficient aware of the act, difficulty 2 if she was observed, or
to conceal any resemblance. Other evidence difficulty 3 if she was observed by someone who’s very
might still lead such characters to realize this, familiar with what’s appropriate for her role. If the
including watching the Sidereal don the destiny. Sidereal’s out-of-character act was a significant devia-
tion from her role, the difficulty is increased by +1.
• The Sidereal’s seeming aids her when she dis-
guises herself in a way that fits her resplendent Bonfire Anima: Reaching bonfire anima for the first
destiny’s role — e.g., infiltrating an enemy ar- time in a scene forces a cover check if there are any
my’s camp in the guise of one of their own while observers, in addition to sloughing off the resplendent
wearing a soldier’s destiny. Rolls opposing such destiny (p. XX). The difficulty depends on the number
disguises suffer a −3 penalty. This doesn’t apply of witnesses: difficulty 1 for a few people, difficulty 2
to disguises impersonating specific individuals. for a crowd, difficulty 3 for a village or neighborhood,
or difficulty 4 for much of a city. Resplendent destinies
• Memories and records of the resplendent desti- of Sidereal Exalted, such as those based on the con-
ny aren’t subject to arcane fate. People may still stellation of The Sorcerer, never face cover checks for
forget or misremember small details about the this, and magic that lets the Sidereal alter her anima’s
Sidereal, like the color of her hair or which side appearance may extend this benefit to resplendent
of her face her scar was on. destinies of other Exalted.
Characters who are immune to arcane fate are also un- Have We Met Before?: When someone who’s met
affected by resplendent destinies, seeing the Sidereal both the resplendent destiny and the Sidereal (or a dif-
for who she truly is. ferent resplendent destiny) connects the dots between
the two, they risk fraying that destiny. If the Sidereal
Blowing Your Cover gives someone reason to suspect the two are related,
she must make a difficulty 2 cover check. If it makes
Resplendent destinies are ephemeral things, tricks of them fully believe that the two are the same, the check
seeming and suggestions of identity. Their rudimenta- is difficulty 4. This is only caused by people who’re
ry details quite literally do not hold up to scrutiny: If a interacting with the Sidereal or observing her directly
Sidereal leaves inconsistencies in her cover, they could — distant revelations don’t count.
unravel the resplendent destiny.
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• The Sidereal rolls ([Charisma, Intelligence, or prophesies that a city-state’s army will triumph if they
Manipulation] + [Bureaucracy, Linguistics, Lore, fight without regard for survival, she might find on a
Occult, or Performance]). Different Sidereals later visit to that city that it’s successfully conquered a
might make their prophecies in very different neighboring polity, but suffered significant casualties.
ways: calculating horoscopes, meditating on the While a prophecy’s consequences are ultimately up to
stars, impressing pattern spiders with the quali- the Storyteller, its Frequency provides a default.
ty of one’s calligraphy.
• Prophecies suffer complications on any failure, To speak a prophecy, the Sidereal must have substan-
not just botches. tial interactions with its targets over the course of the
extended action. She need not deal extensively with
• Prophecies cost four experience points. They’re every target but must meaningfully engage with a
refunded when the prophecy ends or becomes group or location.
narratively irrelevant, as usual.
Ambition Factors
Effect
Prophecies have four Ambition Factors: Duration,
A prophecy lets a Sidereal’s player impose −1 or +1 how long they last; Frequency, how often their effect
target number (p. XX) on a roll made by a prophecy’s manifests; Power, how strong of characters they can
target or in a targeted location if doing so helps fulfill affect; and Scope, how many targets they can affect.
her prediction. How often she can do so depends on
the prophecy’s Frequency. Ordinary, no Ambition Factor can exceed (higher of
Essence or 3), and the total can’t exceed ([Essence ×2]
Prophecies also have narrative effects the Storyteller + 5). The Sidereal adds +1 to the maximum rating of in-
should take these into consideration in determining dividual Ambition Factors and +5 to the maximum to-
how their targets’ futures unfolded. If a Sidereal tal rating for prophecies of her birth sign or Exaltation
sign (p. XX).
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Means
PROPHECY AND ROGUE SIDEREALS
Prophecies use the following Means rather than those
available for sorcerous workings. Sidereal prophecy is a manifestation of their di-
vine authority over fate and destiny, requiring no
Cooperation sanction from the Bureau of Destiny. The only
The assistance of fellow Sidereal or of a supernatural obstacles that rogue Sidereals normally face in
being whose powers are thematically related to the making prophecies are that they can’t roll with
prophecy adds +1 terminus. A larger group of cooper- Bureaucracy and can’t use Cosignatories as
ating Sidereals — more than a single Circle — add +2 Means. They likewise won’t face Audit or Compet-
ing Agenda complications.
terminus.
Cosignatories
The signature of another Sidereal or a god of the Yu-Shan’s censors and must defend herself against
Bureau of Destiny on a memorandum notifying the criminal charges, real or fabricated. This might in-
Bureau of the prophecy adds +1 terminus. This differs volve social influence, using Investigation to uncover
from Cooperation in that a cosignatory lends political exculpatory evidence, using Lore to introduce relevant
influence to smooth out bureaucratic complications to loopholes, etc. If she and her Circle can’t convince the
a prophecy rather than aiding in making the prophecy censor of her innocence, she’s assigned a burdensome
itself. An Essence 6+ cosignatory adds +2 terminus. mission or duty or suffers severe fines or a demotion.
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to empower his reality-warping magic, infecting the the total can’t exceed 7. The troupe is only a handful
world with his Origin on a large scale. Other powerful of people, so Nurai only needs Scope 1, and they’re all
adversaries might have reasons of their own for lever- mortals, so the prophecy only needs Power 1. Nurai
aging flaws in fate. takes Duration 3 to make the blessing last a year and
Frequency 2 to reach the limit on their Ambition
Putting It All Together Factors. These total to 7, so the prophecy’s goal number
is 35.
Nurai Lark’s-Song wants to prophesy that a band of
traveling performers who did them a favor will find Next, Nurai assesses their Means to determine the
great success, blessing them when they put on perfor- prophecy’s terminus. The goal number is pretty high,
mances for paying audiences. The Musician is obvi- so they’ll need every advantage they can get: they con-
ously applicable, although the playgroup also discusses vince a Circlemate to assist by reviewing their paper-
the Banner as an option. work, offer Yaogin a substantial bribe to bring him on
board as a cosignatory, and display the trappings of the
Nurai’s best dice pool for prophecy is (Charisma + Musician (in this case, by carrying an erhu, wearing
Bureaucracy), so they’ll be engaging with the Bureau blush, and dispensing cynical life lessons). These add
of Destiny to smooth the way for their prophecy to +4 to the prophecy’s base terminus of 5, giving Nurai
be spoken into the Loom. They can’t just stay in their nine rolls to complete it.
office in Yu-Shan, though; they’ll need to have substan-
tial interactions with most of the performers over the The base difficulty for the prophecy’s interval rolls
course of making the prophecy. equals its highest Ambition Factor, which is 3. Nurai
will need an average of seven successes on each roll —
Nurai’s player next determines the prophecy’s not too hard with their dice pool and an Excellency.
Ambition Factors. Nurai is Essence 1, and the Musician All goes well until Nurai fails a roll, introducing a
isn’t their sign, so no single factor can exceed 3, and complication. After discussing possibilities with
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Nurai’s player, the Storyteller decides this manifests as • Expressing or upholding Major or Defining
a paradox spirit willing to go to any length to secure Intimacies in moments that reveal something
the troupe a paying audience. significant about her or provide character
growth.
Nurai’s prophecy makes the troupe’s next year a prof-
itable one, considerably increasing their reputation • Facing significant challenges or danger to up-
and their standard of living, and Nurai’s player can oc- hold Major or Defining Intimacies.
casionally reduce the target number of Performance
rolls troupe members make on screen. However, • Facing significant obstacles from Flaws
the paradox spirit’s interventions — like kidnapping (Exalted, p. 167).
nobles and wealthy merchants and forcing them to at-
tend — draw the wrong kind of attention. Nurai would Role Bonus
be wise to intercede before an audience member’s Once per session, a Sidereal earns 2 Sidereal Experience
hired muscle or Immaculate monks make problems from:
for the performers.
• Intentionally ceding the scene’s “spotlight” to
another player character to set him up for an
Character Advancement interesting or dramatic moment or directly sup-
porting him in such a moment.
Sidereals gain five experience points per session.
• Fulfilling an auspicious prospect (p. XX).
Attribute increase current rating ×4
• Journeys: Solving significant problems through
Non-Caste, current rating ×2 the path of least resistance; traversing hostile
Non-Favored environments or enduring severe harm for a
Ability increase Major or Defining Intimacy’s sake; upholding
Caste/Favored (current rating ×2) − 1 Major or Defining Intimacies by seeking out new
Ability increase experiences; guiding others through unfamiliar
New Ability 3 territory — literal or figurative — in furtherance
of her or her Circle’s goals.
Specialty 3
Purchased Merit new rating ×3 • Serenity: Resolving meaningful disputes; sooth-
ing the feelings of narratively significant char-
Willpower 8 acters to her own advantage; upholding Major
Charm 10 (8 if Caste/ or Defining Ties by bringing others together in
Favored) partnerships (romantic or otherwise); creating
Sidereal Martial Arts Charm 10 or restoring lasting institutions, infrastructure,
artifacts, or blessings that improve people’s
Spell 10 lives.
(8 if Occult Favored)
Evocation 10 • Battles: Inciting violent conflicts in furtherance
of her or her Circle’s goals; gaining a tactical
advantage that can benefit a Strategic Maneuver
Sidereal Experience roll (Exalted, p. 212); training soldiers or stock-
piling materiel in preparation for significant
Sidereals can earn Sidereal experience by fulfilling
battles; inspiring others to uphold Major or
Experience Bonuses and Role Bonuses. She can
Defining Intimacies through violence or force-
achieve each of these once per session, which grants
ful argument.
two Sidereal experience. It can be spent on any experi-
ence cost except learning Sidereal Charms.
• Secrets: Learning something that helps advance
her or her Circle’s goals; using knowledge to
Expression Bonus
solve significant problems; upholding a Major
Once per session, a Sidereal earns 2 Sidereal Experience
or Defining Intimacy by meddling in someone’s
from:
private affairs; advancing her or her Circle’s
goals by concealing or falsifying information.
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• Endings: Advancing her or her Circle’s goals by When using experienced character creation rules, (p.
killing powerful enemies; bringing longstanding XX), reduce these thresholds by 50.
problems to decisive conclusion; saving others
from mortal peril or organizations from ruin;
defeating powerful undead or necromancers or The Great Curse
undoing their baleful magics.
In their worst moments, the Sidereals’ foresight and
wisdom betrays them, breeding hubris, presumptuous
Training Times arrogance, and misplaced priorities.
Attribute (new rating) months • Once per scene, when a Sidereal acts against a
Defining Intimacy, she rolls two dice.
Non-Caste/ (new rating) weeks
Favored Ability • When a serious difference of opinion or disagree-
Caste/Favored Ability (new rating) days ment on a suggested course of action strains the
Specialty two weeks Sidereal’s relationship with someone she has a pos-
itive Tie toward, she rolls (Intimacy) dice. She can’t
Purchased Merit (new rating) weeks roll more than four dice total per scene this way.
Willpower one month
• Each Sidereal has a unique Limit trigger that
Charm (Ability + Essence
exacerbates her Great Curse. When it’s met, she
minimum) days, or
rolls three dice.
(Ability minimum) days
if Caste/Favored Gaining Limit reaffirms a Sidereal’s confidence —
Sidereal Martial (Essence minimum gaining Limit grants her one Willpower, maximum
Arts Charm ×4) days once per scene.
Spell (Circle ×2) weeks
Evocation (Essence minimum
Losing Limit
×4) days A Sidereal can lose Limit in two main ways:
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Duration: Session. This ends if the Sidereal’s inaction Duration: Session. This ends if the Sidereal suffers a
or delay causes someone or something for which she significant defeat or setback that could’ve been avoid-
has a positive Major or Defining Tie to come to harm. ed if she’d heeded someone else’s guidance.
Duration: Session. This ends if someone for whom the Duration: Session. This ends if the Sidereal is saved
Sidereal has a positive Major or Defining Tie succeeds from a significant peril by someone for whom she has a
on an influence roll to show the Sidereal how her deci- suppressed Major or Defining Tie.
sions have harmed him.
Unseen Nemesis Expectation
Skewed Priorities Agenda The Sidereal is convinced that any problem, danger,
The Sidereal believes that one of her personal goals, or complication she faces is caused by some greater
chosen by her player, is vital to destiny and the good peril chosen by her player when she succumbs to this
of Creation. Even if her ambition is in outright oppo- Hubris. She’s unwilling to entertain any alternative
sition to the heavenly agenda, she believes this to be theories, no matter how far-fetched blaming things on
the result of corruption, mismanagement, and incom- the chosen enemy or peril is. She need not overlook
petence among those responsible for planning destiny. someone’s obvious culpability for their own actions;
She must act to advance her agenda whenever she has she’ll simply see him as acting on her ultimate enemy’s
the opportunity, prioritizing it above all other courses behalf.
of action unless doing so would cause direct physical
harm to someone for whom she has a positive Tie. Duration: Session. This ends if the Sidereal or some-
one for whom she has a positive Major or Defining Tie
Duration: Session. This ends if the Sidereal’s pursuit comes to harm from a peril the Sidereal had dismissed
of her ambition stops a destined event from coming to as a threat.
pass or creates a significant peril, obstacle, or compli-
cation to one of her Major or Defining Intimacies.
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Prince Dalir’s gala was well underway by the time the Circle arrived. That morning, Nayalu had
summoned a sepulcher containing knowledge buried by the Heptarchs of Tragedy and declared
their future held two things. First, that Cymelos of Ond would be in attendance at the gala, and
second, that she was going to the bath house for a long soak, to wash away the smell of misery
and the grave.
Adhim had instructed them in the latest Turutan fashions, providing accessories and finery to
meet the expectations of the city’s elite. Silent Moth wasn’t accustomed to such luxury. Oh, her
heavenly duties required some degree of formal clothing, but she still preferred function over
form. Fortitude garb kept you warm and protected your soft bits. That was enough for her.
Only, then Koraia stepped out from behind the dressing screen in an exquisite silk gown, and
Silent Moth understood what Adhim had been on about.
Just as at the Fellowship gathering, admirers surrounded Cymelos. Not once did the crowd
part long enough for any of them to slip in and draw him away. Adherents brought him food and
drink, and deftly but firmly rotated guests into and out of the conversation, ensuring that no one
claimed too much of Cymelos’ time, and that influential figures had a chance to speak with him.
The best they could do without causing a scene was to stay close and listen. Moth found an
optimal spot and stayed there, steady and tall as The Mast. Other guests skirted around their
cluster. Those who attempted to cut through were deterred by Moth’s unmoving stance and, if
that wasn’t enough, Koraia’s warning frown moved them along.
At least they didn’t need to strain to overhear. Cymelos pitched his voice to be heard by anyone
who cared to listen. “In Ond,” he was saying, “we overcame the harm the despots caused. The
people overthrew them, and ushered in an age of peace and prosperity. No one goes hungry
there. Our scholar-priests feed minds as well as bodies, and every day, artists and engineers
invent new wonders. We could have that here in Turutan as well.”
Dozan frowned. “I’ve never heard of such a place. I sailed on a trading ship for a long time after
I left Randan, and no one ever spoke of such a city, or wished they could sample any of those
wonders. But one ship isn’t every ship. Perhaps one of you...?”
The others shook their heads.
A tiny emerald spider rode atop the curve of Koraia’s ear like an ornament, and whispered to
the Shieldbearer. Koraia tilted her head to listen, and said, “Ond is nothing like he says. The
same despots and their successors have ruled for a hundred years, and no uprisings have
been recorded, let alone successful.
“He’s selling lies,” said Adhim, “even if they’re pretty ones. It’s time we learn what his game is.”
No longer content to stand on the periphery, Adhim strode past Silent Moth. But if he thought
he’d need to dodge around Cymelos’ attendants, he was wrong. The way was clear, a path
open.
“Ah,” said Cymelos. “Here they are, then. Heaven’s agents, come to put me in my place.”
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Chapter Six
Charms
The magic of Sidereal Exalted is strange and subtle. Their the odds of success; adding to them makes failure more
Charms draw on fate, the constellations, and the Maiden, as likely. No combination of effects can raise a roll’s
much a matter of symbols and metaphors as heroic prowess. target number above 9 or reduce it below 4.
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PREDICTING EXALTATION
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Duration: One story journey outside of combat. This also applies to any guide
Prerequisite Charms: Any three Journeys Charms who leads the blessed character, the pilot of any vehicle he
travels on, and any mount he rides.
The Sidereal lends her favor to those who move within
Mercury’s purview, easing their travels by land, sea, or air. Additionally, once per session, the blessed character’s
player may invoke a stroke of good luck, making a dra-
The Sidereal blesses another character with good for- matic edit to aid him in his journey.
tune on a journey named by her: sailing to a certain port,
traveling through a certain forest, pursuing a certain Celestial Navigator Counsel (The Ship’s Wheel): The
Anathema, etc. This costs one mote for mortals or three Sidereal’s target sets out on a journey, path, route, or
motes, one Willpower for others. course of action at her advice. She becomes aware when
he does so and can use this Charm reflexively.
Blessing a character requires a constellation-themed
interaction with him. Upon taking this Charm, the Duty’s Reward Benediction (The Messenger): The
Sidereal’s player chooses two of the below options. Sidereal’s target performs a service for her as part of his
Additional options can be purchased for one bonus official duties or employment.
point or three experience points apiece.
Endeavor-Sustaining Labors (The Mast): The
The blessed character gains −1 target number on Athletics, Sidereal’s target pays her for her labor.
Resistance, Ride, Sail, and Survival rolls involving the
DRAMATIC EDITING
The Ascending (Caste) Horoscope Charms let a Sidereal’s player make dramatic edits, providing a lucky break
or opportunity. Examples include discovering that an unexpected but helpful item is somewhere at hand,
having a helpful character show up at just the right moment, declaring there’s a hidden door just in time to
escape, etc. The Storyteller can veto dramatic edits that stretch credulity or feel out of place, but they should
propose a narrower version of that edit that still provides a significant advantage.
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Heaven-Sent Crew Auspice (The Captain): The Never Look Back (The Ship’s Wheel): The Sidereal’s
Sidereal’s target aids her in reaching her destination or target sets out on a journey, path, route, or course of
overcoming an obstacle. action she suggested but subsequently abandons it. She
becomes aware when he does so and can use this Charm
Stray Dog Gratitude (The Gull): The Sidereal’s target reflexively, typically to curse his journey back.
performs an act of kindness for a subordinate, a manual
laborer, someone who’s unhoused, or an animal. Thrown Shoe Negligence (The Messenger): The
Sidereal’s target neglects a duty, job, or obligation he’s
The Sidereal can bless multiple characters with this agreed to perform.
Charm.
The Sidereal can curse multiple characters with this
Descending Journeys Horoscope Charm.
Cost: 1m or 3m, 1wp; Mins: Any Journeys Ability 3,
Essence 1 Honest Face Spirit
Type: Simple Cost: 3m; Mins: Any Journeys Ability 2, Essence 1
Keywords: Mute, Shaping (Fate), Stackable Type: Reflexive
Duration: One story Keywords: Mute
Prerequisite Charms: Any three Journeys Charms Duration: One scene
Prerequisite Charms: Any Journeys Charm
The Sidereal invokes Mercury’s auspices to place obsta-
cles in a traveler’s path. The Sidereal is easily trusted, distinguished by fate from
her shiftless and unreliable fellows.
The Sidereal and her target make opposed (Wits +
Journeys Ability) rolls. This costs one mote for mortals The Sidereal gains +2 Guile. Anyone seeking someone to
or three motes, one Willpower for others. Success curs- perform a task or responsibility is inclined to see her as
es him, inflicting misfortune on a journey named by the qualified, which counts as a Minor Tie. Rolls to uncover
Sidereal. a lack of qualifications suffer +1 target number.
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• Once per day, she may grant someone following • Where’s he been that I should know about?
her advice −1 target number on a Ride, Sail, or
Survival roll. • How prepared is he for the difficulties and dangers
of this journey?
• Rolls to uncover how she came to be aboard a
ship, with a group of travelers, etc. suffer +1 tar- • Where does he call home?
get number. Trivial characters automatically fail
such rolls. If the Storyteller doesn’t have an answer in mind for a
question, the Sidereal’s player should provide one, as if
• When she and her traveling companions sleep, introducing a fact.
she senses if any of them suffer from baleful
magic. She doesn’t learn the victim’s identity but Reset: Once per scene.
adds (Essence) dice on rolls to follow up on this.
Predestined Escort Coincidence
Discovering and curing the affliction counts as
fulfilling an auspicious prospect. Cost: 4m; Mins: Journeys Ability 3, Essence 1
Type: Simple
Fellow Traveler Rapport Keywords: None
Cost: 4m; Mins: Journeys Ability 3, Essence 1 Duration: Instant
Type: Reflexive Prerequisite Charms: Fellow Traveler Rapport
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realizes the Sidereal can provide such aid and seeks hedonistic pleasures or neglects a responsibility or obli-
it from her. She’s never perceived as this influence’s gation to enjoy herself, she gains one Willpower.
source. Successfully leading him to his destination
counts as fulfilling an auspicious prospect (p. XX). When the Sidereal upholds a Defining Intimacy, ac-
complishes a major character or story goal, or fulfills an
Auspicious Voyage Omen auspicious prospect by indulging herself or neglecting
Cost: —(10m, 1wp); Mins: Journeys Ability 4, Essence her duties or obligations, she loses one Limit.
2
Type: Simple Satisfaction in Emptiness
Keywords: Mute Cost: 5m, 1wp; Mins: Journeys Ability 5, Essence 3
Duration: Permanent Type: Simple
Prerequisite Charms: Ascending Journeys Keywords: None
Horoscope or Descending Journeys Horoscope Duration: Indefinite
Prerequisite Charms: Joyous Grasshopper Spirit
The Sidereal twines together the fates of those who share
her path, foretelling the constellation under which they The Sidereal finds peace in letting go, accepting the im-
will reach their destination. permanence of the world she’s sworn to serve.
As the Sidereal embarks on a journey, she can use one When a character makes an inspire roll or instill roll
of her Ascending (Caste) Horoscope Charms on her against the Sidereal to create or strengthen emo-
traveling companions for 10 motes, one Willpower. She tion-based Intimacies, he must roll twice, taking the
must engage them in a social interaction, behavior, or lower result. The doesn’t apply to rolls based on emo-
ritual related to one of the constellations whose bless- tions of simple happiness and joy in living.
ings she knows for that Charm.
The Sidereal can enhance this Charm by abandoning
The Sidereal can use a Descending (Caste) Horoscope an artifact or something the Storyteller deems equally
Charm instead or in addition to an Ascending meaningful and significant to the Sidereal — casting it
Horoscope, at no cost increase. If a traveling companion into the ocean, leaving it unattended in a place teeming
harms another unprovoked or the Sidereal learns of with thieves, gifting it to a Storyteller character, etc. If
one’s malevolent intentions toward another, he loses she does, she reduces the cost to resist affected influence
the blessing and suffers the Descending Horoscope. rolls by one Willpower. If she subsequently encounters
whatever she abandoned, this Charm ends.
With a Journeys Ability 5, Essence 4 repurchase, the
Sidereal can spend five days performing a constella- Legitimate Ownership Benefit
tion-themed ritual to use this effect on a vehicle of any Cost: 10m, 3wp; Mins: Journeys Ability 5, Essence 4
size or on a road, bridge, heavenly canal, mountain pass, Type: Reflexive
or similar route for one story. For the latter type of tar- Keywords: None
get, the Charm’s effect extends out to a day’s travel in all Duration: Instant
directions from where the Charm was used (not count- Prerequisite Charms: Any 10 Journeys Charms
ing any travel magic). The chosen Horoscopes’ effects
apply to all travelers on or within the route or vehicle. The Sidereal makes the Greater Sign of the Captain
before a heavenly gate to impose her authority upon it,
Joyous Grasshopper Spirit rimming its edge with saffron fire as a distant destina-
Cost: —; Mins: Journeys Ability 5, Essence 3 tion appears on its other side.
Type: Permanent
Keywords: None When the Sidereal and any characters accompanying
Duration: Permanent her cross through one of Heaven’s gates (p. XX), she can
Prerequisite Charms: Good Worker Spirit use this Charm to appear at one of the following desti-
nations instead of that gate’s normal exit:
Like the shiftless grasshopper, the Sidereal eats while
there is plenty, makes love when she wishes, sleeps as • A manse to which she’s attuned.
much as she pleases, and if she dies of it, dies happy.
• A building she legally owns or holds legitimate
The Sidereal regains an additional Willpower from authority over.
sleep. Once per day, when she indulges in sensual or
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• A ship or similar vehicle she’s piloted this story or Stamina 1-2: One −0 level.
that she owns or holds legitimate authority over.
Stamina 3-4: One −0 level and one −1 level.
• The Bureau of Destiny, if she’s in its employ.
Stamina 5: Two −0 levels.
Resistance — The Mast This Charm may be purchased (Resistance) times. If the
Sidereal’s Stamina increases, her health levels change to
Sidereal Resistance Charms fortify the body with the reflect her new rating.
endurance, strength, vigor, and stoic determination
of the Mast. Following in the Eternal Maiden’s foot- The Mast Sways
steps, these Charms empower Sidereals who commit Cost: 1i; Mins: Resistance 3, Essence 1
themselves unwaveringly to a destination or task. Such Type: Reflexive
commitment demands the entirety of one’s focus; thus, Keywords: Perilous, Uniform
these Charms invoke the world’s recognition of her Duration: Instant
service to it to shelter her from harm. While Resistance Prerequisite Charms: None
is most often rolled with Stamina, Sidereal Resistance
Charms also benefit from high Strength. The Mast endures lashing lightning and mighty zephyrs,
bent but unbroken, that the ship might stay steady in its
Ox-Body Technique course.
Cost: —; Mins: Resistance 1, Essence 1
Type: Permanent When an ally within medium range would be knocked
Keywords: None prone or forcibly moved, the Sidereal suffers it in his
Duration: Permanent stead, falling prone or being knocked back the same dis-
Prerequisite Charms: None tance and direction. Any damage it would have inflicted
likewise goes to the Sidereal. This Charm can’t redirect
The Sidereal has cultivated great inner discipline, suffus- falls due to gravity.
ing her with supernal vitality.
While using Unswerving Juggernaut Principle, forced
The Sidereal gains additional health levels based on her movement sends the Sidereal further along her path,
Stamina rating: rather than keeping the same direction as the original
effect.
One day, she forgot what she ran from. Reflecting on the sacrifices she may one day be called
upon to make, the Sidereal imbues her enemies with her
So she pulled out her heart to ask it. own generosity of spirit.
“Why don’t you look back and see?” it said. After a withering attack hits her, but before damage is
So, she sighed and threw her heart away. rolled, the Sidereal imposes a –2 penalty on the damage
roll. If she has a positive Tie or compassionate Principle
“I have no use for beginnings,” said she. applicable to her attacker, the penalty increases to
(Intimacy + 1).
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If the Sidereal is unarmored, she can penalize decisive As long as the Sidereal retains this employment, doesn’t
attacks. complain, and spends significant time on the job during
downtimes, she gains the following benefits:
Strength of the Mast
Cost: 3m; Mins: Resistance 3, Essence 1 • Once per day, she may waive an Excellency’s cost
Type: Supplemental to reduce the target number of an Athletics or
Keywords: Mute Resistance roll related to her job.
Duration: Instant
Prerequisite Charms: None • She gains +2 Guile against any rolls that would
reveal she’s anything more than an impoverished
So long as she is the strongest one present, the Sidereal’s laborer.
strength is equal to any task.
• Investigation rolls and tracking rolls against her
The Sidereal adds +2 to her effective Strength to deter- suffer +1 target number.
mine if she can attempt a feat of strength. If this would
raise her effective Strength above that of all other char- • Bureaucratic processes involving her falter, tak-
acters present, the bonus increases to (higher of Essence ing twice as long as usual to complete.
or 3). If the Sidereal’s total effective Strength exceeds the
feat’s minimum, each excess dot adds one die. Reset: Once per story unless reset by accomplishing a
major character or story goal through physical exertion.
Yeddim-Hauling Wage Harbingers can reset it by fulfilling an auspicious prospect.
Cost: 4m; Mins: Resistance 3, Essence 1
Unswerving Juggernaut Principle
Type: Supplemental
Keywords: None Cost: 3m, 1wp; Mins: Resistance 3, Essence 1
Duration: Instant Type: Simple
Prerequisite Charms: Strength of the Mast Keywords: None
Duration: Indefinite
The Sidereal hauls even the weightiest of burdens with Prerequisite Charms: None
strength well-suited to backbreaking labor.
Yellow stardust glitters beneath the Sidereal’s skin, hair,
The Sidereal lowers the cost to drag a grappled enemy clothes, and eyes as she begins to run, writing her jour-
to one round of control and steals a point of Initiative ney into the tapestry of fate.
from him.
The Sidereal sets out traveling in a straight line, either
Alternatively, the Sidereal can roll a (Stamina + by foot or by mount. So long as she continues moving in
Resistance) feat of strength to drag, pull, or carry some- that direction, she gains the following benefits:
thing, gaining Strength of the Mast’s benefits for free.
• She ignores environmental penalties, fatigue
Invisible at the Center penalties, and mobility penalties from armor.
Cost: 4m, 1wp; Mins: Resistance 4, Essence 1
• If an obstacle stands in her way, she may reflex-
Type: Simple
ively attempt a feat of demolition to destroy it.
Keywords: Mute, Shaping (Fate)
Duration: Indefinite • If she moves through an environmental hazard,
Prerequisite Charms: Strength of the Mast its damage roll suffers +1 target number.
So long as the Sidereal commits herself to a meek life • She doesn’t need to sleep. She can gather whatev-
of toil beneath her station, she is beneath the notice of er food and water she needs while moving with-
princes, magistrates, and her superiors. out needing to roll, as long as they’re present in
her surroundings.
After a few hours or days spent looking for menial work,
the Sidereal’s assured to find a job of some kind involving • If changed circumstances render the original
physical labor that will pay just enough for her to eat, clothe cause of her journey irrelevant or impossible, she
herself, and find shelter, but nothing more. Alternatively, makes a difficulty 1 (Perception + Resistance) roll.
she may empower such a job she already has. Success reveals her journey’s futility. Every three
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threshold successes lets her asks the Storyteller a Against a recurring source of uncountable damage, she’s
question about the change in circumstances. also rendered immune for the scene.
If the Sidereal rides a mount, it gains these benefits as well. With a Resistance 5, Essence 3 repurchase, if the
Sidereal’s unarmored, she may pay a one-Willpower
This Charm ends if the Sidereal stops moving forward, surcharge to add +2 target number.
diverges from her original course by more than 10 de-
grees, looks away from what’s directly in front of her, Unbroken Weave Deflection
takes any non-reflexive action other than a movement Cost: 5m; Mins: Resistance 5, Essence 2
action, or uses any magic that doesn’t enhance move- Type: Reflexive
ment actions. Keywords: Clash, Decisive-only
Duration: Instant
Unwavering Well-Being Meditation Prerequisite Charms: The Center Must Hold
Cost: 5m; Mins: Resistance 4, Essence 1
Type: Reflexive Weapons ring and ricochet off the Sidereal’s iron fate.
Keywords: Mute, Perilous, Uniform
Duration: Instant The Sidereal clashes an attack against her with a
Prerequisite Charms: None (Stamina + Resistance) disarm gambit. Ranged attacks
and unarmed attacks can be clashed, but attackers ar-
The Sidereal’s calm certainty in the face of danger turns en’t disarmed and the Sidereal doesn’t pay Initiative.
away harm, leaving enemies to question whether she can
even be defeated by the likes of them. While using Forward-Thinking Technique, the Sidereal
can clash ambushes with this Charm. She can use
The Sidereal causes an attack against her to miss unless Charms to enhance the clash attack normally, but she
her attacker enters a Decision Point and spends one can’t use other Charms to defend against the ambush.
Willpower. The intensity of Intimacy he must cite to
resist depends on the Sidereal’s Initiative relative to his: Forward-Thinking Technique
Cost: —(+1wp); Mins: Resistance 4, Essence 2
SIDEREAL’S INITIATIVE INTENSITY Type: Permanent
Keywords: Dual
Lower than attacker’s Initiative by 6+ No Intimacy Duration: Permanent
needed Prerequisite Charms: Unswerving Juggernaut
Lower than attacker’s Initiative by 1-5 Minor Principle
Equal or higher than attacker’s Major The Sidereal’s world narrows to her journey, seeing only
Initiative by 1-9 the next step forward.
Higher than attacker’s Initiative by 10+ Defining
The Sidereal may pay a one-Willpower surcharge when
Once a character’s spent Willpower to resist, he’s im- she uses Unswerving Juggernaut Principle to gain the
mune to this Charm for the rest of the scene. following benefits:
Too much depends on the Sidereal for her to let herself • She can roll to cover her tracks reflexively, with-
die. out ending Unswerving Juggernaut Principle.
Until a character succeeds on a tracking roll or
The Sidereal can use this Charm after being hit by an sees her in motion, he won’t realize she’s moving
attack but before the damage roll, adding +1 target num- in a straight line, no matter how obvious this is.
ber on that roll. Uncountable damage is negated instead.
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One Way Forward The weave of fate itself strains as the Sidereal performs
Cost: 4m, 2i; Mins: Resistance 4, Essence 2 feats of impossible might, wrestling behemoths and kick-
Type: Reflexive ing down towers.
Keywords: Perilous
Duration: One scene The Sidereal can grapple a Legendary Size foe or forc-
Prerequisite Charms: Unswerving Juggernaut ibly move it with an attack or similar effect. She waives
Principle the Willpower cost to reduce the target number of rolls
to do so with any Ability.
The Sidereal sloughs off that which holds her back, purg-
ing her fate of all but its intended course. Alternatively, the Sidereal can undertake a feat of
strength to lift or otherwise move an object that would
The Sidereal is immune to forced movement. This normally be impossible given her size and leverage,
doesn’t prevent being knocked prone or falls due to as though her grip’s leverage extended one range
gravity. band further than usual. This can’t enhance feats of
demolition.
If the Sidereal is unarmored or using Unswerving
Juggernaut Principle, she gains −1 target number on With Essence 5, every five extra successes on a feat of
rolls with any Ability against impediments to move- strength extend its scale by one range band, maximum
ment: an Athletics roll to leap over a pit, a Larceny roll +4.
to pick a lock, a roll against an enemy’s grapple control
roll, etc. Reset: This Charm can only be used on a feat of
strength once per day unless reset by fulfilling an aus-
Special activation rules: This Charm must normally picious prospect with a feat of strength or a similar act
be used after an attack roll, but before damage. If an of physical exertion.
enemy uses applicable magic after damage is rolled, it
can be used at that time instead. The Mast Upholds All
Cost: 5m, 1wp; Mins: Resistance 5, Essence 3
Heartless Maiden Trance Type: Reflexive
Cost: 8m, 1wp; Mins: Resistance 5, Essence 3 Keywords: None
Type: Simple Duration: Instant
Keywords: None Prerequisite Charms: Invisible at the Center, The
Duration: Indefinite Mast Sways
Prerequisite Charms: Optimistic Security Practice,
Unwavering Well-Being Meditation The Sidereal’s passive stoicism bends the world around
her to uphold others’ efforts.
The Sidereal’s chest convulses as she swallows her heart,
purging her body of mortal weakness. When the Sidereal provides passive or unskilled sup-
port to another character’s action — bracing against a
The Sidereal ignores wound penalties and doesn’t need stone block to provide leverage for his feat of strength,
to eat, drink, breathe, or sleep. Any poisons or diseases looming behind him as he makes a threaten roll, provid-
she suffers from are held in abeyance; she doesn’t suffer ing manual labor in his workshop — she rolls (Stamina
their effects and their duration is suspended. She’s im- + Resistance). He can use her successes in place of his
mune to crippling effects and other hostile magic that own. The Sidereal’s aid can’t be noticed.
targets the heart, like Heart-Ripping Claw (Exalted, p.
456). She ceases to regain Essence naturally, although The Sidereal can’t use this Charm if she’s previously
she still regains motes in combat. attempted the same action this scene. If the character
she aids fails, it counts as her failing for any applicable
Loom-Shifting Nudge retry conditions.
Cost: 1wp; Mins: Resistance 5, Essence 3
Type: Supplemental Reset: Once per scene.
Keywords: Uniform
Inevitability Without Finesse
Duration: Instant
Prerequisite Charms: Yeddim-Hauling Wage Cost: 7m, 1wp; Mins: Resistance 5, Essence 4
Type: Simple
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Blow-Wind-Blow Style
Cost: 2m; Mins: Ride 2, Essence 1
Type: Supplemental
Keywords: None
environmental penalties (including from difficult terrain). She
Duration: Instant
also adds this bonus on her and her mount’s roll against any
Prerequisite Charms: None
environmental hazards they ride through. Success on a rush
or disengage awards both her and her mount one Initiative.
The Sidereal rides undeterred through fire and ice, draw-
ing on a bond between her and her mount forged over
Iron Heart, Iron Horse
nights spent sleeping in the open under pouring rain and
Cost: 5m; Mins: Ride 2, Essence 1
miles run through blistering heat.
Type: Reflexive
The Sidereal adds (Stamina/2, rounded up) dice on a Keywords: Dual, Mute
mounted movement action and ignores that many points of Duration: One scene
Prerequisite Charms: None
She stepped as softly as starlight. If the Sidereal has an Intimacy of bravery, her steed
gains it as well for this Charm’s duration and adds
She shone with glory. (Intimacy) dice on attack rolls and to its withering
attack’s Overwhelming.
And one by one, they came to claim her.
Ordained Bridle of Mercury
She fled by the quickest route she found.
Cost: 10m (1wp); Mins: Ride 3, Essence 1
“Why do you run?” the stormclouds said. Type: Simple
Keywords: None
She said, “I cannot help who drives me.” Duration: Until the bridle is presented
Prerequisite Charms: None
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The Sidereal shapes yellow stardust into a bridle with The Sidereal binds mortals to her fate as easily as she
reins and bit, a tether to bind a new mount to her fate. does beasts.
When the Sidereal presents the bridle to a mundane The Sidereal can pay a one-Willpower surcharge to
animal, she makes a special ([Charisma or Manipulation] present the Ordained Bridle of Mercury to a mortal. If
+ Ride) persuade roll against it. If she succeeds, the ani- she succeeds on the roll, he’ll let her place the bridle on
mal accepts the bridle, which vanishes once it is placed, him, though he’ll retain no memory of this embarrassing
making that animal the Sidereal’s familiar and giving it a moment. Rather than becoming her familiar, he gains a
Major Tie of submission to her. She must pay a one-Will- Minor Tie of familiarity to her that he can’t voluntarily
power surcharge to present the bridle to animals that erode unless he spends one Willpower. Affected char-
would be two-dot familiars (Exalted, p. 161), and it can’t acters convert dice added by this Intimacy on rolls to
be used against animals that would be three-dot familiars resist the Sidereal’s arcane fate to automatic successes.
or animals that are already someone’s familiar. They can roll to resist even if they’re trivial.
Alternatively, instead of choosing an animal to present The Sidereal can let fate provide, specifying an occu-
the bridle to, the Sidereal may let fate decide. An ani- pation and personality and learning where she can
mal of the Storyteller’s choice will enter the scene and find someone fitting that description to whom she can
let the Sidereal place the bridle on it without needing present the bridle. Alternatively, she can pay a one-Will-
to roll. The Storyteller can choose animals that are power surcharge to present it to a mortal of her choice.
two- or even three-dot familiars, without requiring the If the Sidereal’s target is capable of being ridden by her
Willpower surcharge. as her mount — for example, because he’s a quadrupedal
mutant — she waives the Willpower surcharge.
Reset: Once per session.
This effect isn’t subject to Ordained Bridle of Mercury’s
Breaking the Wild Mortal once-per-session limit.
Cost: —(+1wp); Mins: Ride 3, Essence 1
Type: Permanent Field Mouse Rider
Keywords: Psyche Cost: 3m, 1wp; Mins: Ride 4, Essence 1
Duration: Permanent Type: Reflexive
Prerequisite Charms: Ordained Bridle of Mercury Keywords: None
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Duration: One hour the Sidereal, her Circlemates, and up to (Essence) oth-
Prerequisite Charms: Ordained Bridle of Mercury ers double the speed at which they travel and gain −1
target number on rolls to forage, find shelter, overcome
The Sidereal demands the impossible of her familiars and obstacles, or endure environmental hazards along the
is not disappointed, bending their fates in service to hers. way. There’s no guarantee the path will be safe or easy;
the Storyteller should choose whatever route and diffi-
The Sidereal can ride one of her familiars no matter culties are best suited to the story.
how unsuited it is to that task — even a flea can bear
her weight. Her familiar doesn’t suffer any ill effects If the Sidereal has a deadline to get somewhere, she can
from this. If it has no Speed Bonus listed or a negative roll (Wits + Ride) to make it on time no matter what. The
Speed Bonus, its Speed Bonus becomes +0; otherwise, roll’s difficulty is 7 if it’s conceivable that the Sidereal
its Speed Bonus increases by +1. could possibly make the deadline on time, no matter
how infeasible it may be, or 10 otherwise. She can’t use
If the Sidereal renews this Charm when its duration this Charm more than once per deadline.
ends, she waives its Willpower cost.
This Charm is compatible with all forms of movement,
With an Essence 2 repurchase, the Sidereal can use this not just mounted travel.
Charm to ride animals other than her familiar. If she
knows Breaking the Wild Mortal, she can use it on any Messenger’s Oath
willing character. Cost: 1m, 1wp; Mins: Ride 3, Essence 2
Type: Reflexive
Plausible Stabling Arrangement Keywords: None
Cost: 3m (10m, 1wp); Mins: Ride 3, Essence 1 Duration: Indefinite
Type: Simple Prerequisite Charms: Iron Heart, Iron Horse
Keywords: None
Duration: Instant Making a silent promise to Mercury, the Sidereal leashes
Prerequisite Charms: None herself to her obligations.
The Sidereal need not keep precise track of her faithful Upon accepting a task, responsibility, or mission, the
steed, twining the strand of its fate together with hers to Sidereal gains a Minor Principle for completing it loy-
ensure it’s there when she has need of it. ally and diligently. The Intimacy can’t be weakened or
altered by any means and influence opposing it suffers
To use this Charm, the Sidereal must have dismounted +1 target number. Any mount ridden by the Sidereal
and her mount must be somewhere it can’t be perceived gains her Intimacy and this benefit.
by any character. Her mount disappears. She can find
it by going to any stable or other place where horses This Charm normally can’t be ended voluntarily, though
are kept (regardless of whether her mount is a horse), the Sidereal can end it to swear to a more demanding
discovering it serendipitously waiting for her. task. It ends when the Sidereal fulfills her obligation
or when fulfilling it becomes impossible or narratively
If there’s no time to find a stable, the Sidereal can use irrelevant. Success counts as fulfilling an auspicious
this Charm for 10 motes and one Willpower to have fate prospect (p. XX); failure causes her to lose one Limit.
instantly return her mount to her. It runs to her, and she
can reflexively mount it as a movement action. Desirable Maiden’s Bargain
Cost: 10m, 1wp; Mins: Ride 5, Essence 2
Yellow Path Type: Simple
Cost: 5m, 1wp; Mins: Ride 3, Essence 1 Keywords: Mute
Type: Simple Duration: Instant
Keywords: None Prerequisite Charms: Messenger’s Oath, Yellow Path
Duration: One journey
Prerequisite Charms: None The Sidereal reveals the truths that drive her, spreading
them on wind and whisper, in exchange for Mercury’s
The Sidereal sees the shortest path to her goal illumined guidance.
by a glimmering yellow trail of stardust.
Outdoors, in the dim before dawn or the dark of a storm,
While traveling along the path revealed by this Charm, the Sidereal may use this Charm while performing a
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Spirit-Shape Companion
Cost: 10m, 1wp, 1xp; Mins: Ride 3, Essence 2
Type: Simple This Charm’s experience cost is waived the first time
Keywords: None the Sidereal uses it. If an enhanced familiar is perma-
Duration: Instant nently killed, the Sidereal regains any experience spent
Prerequisite Charms: Ordained Bridle of Mercury enhancing him.
The Sidereal invokes her intrinsic authority over the Acquaintance-Improving Dressage
Celestial Bureaucracy to promote a familiar into its Cost: 10m, 1wp; Mins: Ride 5, Essence 2
ranks. Type: Simple
Keywords: Mute
The Sidereal transforms one of her animal familiars into Duration: One week
a god, conferring the following benefits: Prerequisite Charms: Spirit-Shape Companion
• He gains a human-level faculty for complex and Putting faithful servants through their paces, the
abstract thought and the ability to understand Sidereal draws forth hidden depths.
the Sidereal’s native tongue and Old Realm.
The Sidereal trains an animal — including one apotheo-
• His natural state is dematerialized. sized with Spirit-Shape Companion — in a latent special
ability or Merit (Exalted, p. 554), rolling ([Charisma or
• He gains a pool of 10 personal motes, if he didn’t Manipulation] + Ride). She doesn’t need to meet the
have one already, and the Materialize Charm usual specialty requirements and shortens the training
(Exalted, p. 510). interval to one week.
• He may spend five motes as if using a Simple If the Sidereal knows Breaking the Wild Mortal, she can
Charm to transform into a human-like shape also train characters affected by it and other characters
that still bears signs of his animal form. His traits who are immune to her arcane fate. This lets them go
remain unchanged, but his human-like anatomy into experience debt to gain specialties of “Serving
may let him avoid certain penalties. Changing the Sidereal” in up to (Sidereal’s Essence +1) Abilities
back to his animal form works the same way. or (her Essence/2, rounded up) dots of Willpower.
Training time is reduced to one week.
• If killed without magic capable of permanently
destroying spirits, he reforms at the story’s end With Ride 5, Essence 3 repurchase, the Sidereal can
(Exalted, p. 509). pay a two-experience surcharge to grant an animal
familiar a magical ability or spirit familiars a spirit
• He gains a Defining Tie of obligation to the Charm. Alternatively, she can let someone immune
Sidereal. No influence, other than the Sidereal’s, to her arcane fate incur experience debt (p. XX) to
can make him act against this Intimacy. learn a Sidereal Charm, Martial Arts Charm, Eclipse
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Charm, spell, or thaumaturgical ritual she knows that gains additional Charms as the Sidereal’s Essence
they would qualify to learn normally. The surcharge is rises and one Charm at the end of any story in
waived the first time she uses this Charm, and when she which he played a meaningful role.
uses it on player characters. Experience spent this way
is regained if the beneficiary dies. The Sidereal may purchase this Charm once for each
of her qualifying familiars. If a familiar is permanently
Glory Path killed, the experience cost is refunded.
Cost: 3m; Mins: Ride 4, Essence 2
Type: Reflexive Fiend-Humbling Horsemanship
Keywords: None Cost: 10m, 1wp; Mins: Ride 5, Essence 3
Duration: Until next turn Type: Simple
Prerequisite Charms: Blow-Wind-Blow Style, Iron Keywords: Decisive-only, Psyche, Shaping (Body)
Heart, Iron Horse, Yellow Path Duration: Instant
Prerequisite Charms: Breaking the Wild Mortal,
Mercury’s golden light illuminates the Sidereal’s path, Godly Companion
empowering her to overcome any obstacle.
The Sidereal binds devils to Heaven’s service, teaching
The Sidereal’s mount can move across surfaces that them humility and repentance as they bear her on her
couldn’t normally bear its weight and can move up journeys.
vertical surfaces or upside-down on ceilings. It can
even move across thin air, though it can’t ascend or The Sidereal creates a stardust bridle and makes a
descend horizontally without a surface to move on. If (Dexterity + Ride) gambit to place it on an un-Exalted
the Sidereal ends her movement somewhere her mount enemy of fate within close range. The gambit’s difficulty
couldn’t normally stand and doesn’t use this Charm on is (higher of target’s Essence or base Resolve). Success
her next turn, they fall as usual. turns her enemy into a horse, though it doesn’t diminish
his intellect. His new form has a noticeably otherworld-
Godly Companion ly appearance that reflects his true nature. This has the
Cost: —; Mins: Ride 5, Essence 3 following effects:
Type: Permanent
Keywords: None • When he takes a physical or Perception-based ac-
Duration: Permanent tion, he uses the horse’s dice pools instead of his
Prerequisite Charms: Spirit-Shape Companion own if they’re lower (3 dice for actions without a
listed pool).
The Sidereal summons a bridle of stardust that trans-
forms into a memorandum on saffron paper, bearing one • He must use a horse’s Parry, Evasion, soak, and
line for her signature and another for her familiar’s. Hardness instead of his own if they’re lower.
Upon purchasing this Charm, the Sidereal secures a pro- • He can use a horse’s natural weapons and gains
motion in the Celestial Bureaucracy for a familiar uplifted its innate special abilities and Merits.
with Spirit-Shape Companion. The Sidereal’s player and
the Storyteller should determine what role the Sidereal’s • He must allow the Sidereal to mount and ride him
familiar receives. He gains the following benefits: as long as it doesn’t rise above the level of an incon-
venient task (Exalted, p. 216), as a Psyche effect. If
• He gains two-dot Backing in the bureau he’s his Essence is lower than the Sidereal’s, he’ll do so
promoted into. His official duties include accom- even if it’s a serious task. This doesn’t prevent him
panying the Sidereal, allowing him to remain by from harming or opposing her, as long as he does
her side, but he may face occasional bureaucratic so in ways that won’t cause her to fall off.
obligations.
• If his Essence is lower than the Sidereal’s, he
• He gains two dots of Essence. can’t use Charms or any other magic. Characters
with Essence 6+ are immune to this effect.
• His mote pool increases to ([Essence ×10] + 50).
This transformation lasts (1 + Initiative roll extra
• He gains (Sidereal’s Essence) spirit Charms that successes) days. Against characters with Essence 1-3,
reflect his new office or his animal origin. He the Sidereal may inflict a permanent transformation,
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Duration: Permanent
A HORSE IS A HORSE? Prerequisite Charms: Messenger’s Oath
Spirits that are naturally material, like elementals With a firm touch on the strands of fate, the Sidereal frees
and horses transformed with Fiend-Humbling those in her service from the possibility of disobedience.
Horsemanship, may dematerialize while ridden by
the Sidereal. This works like a Simple Charm, costing The Sidereal’s familiars, characters affected by Breaking
(Essence ×10) motes and one Willpower. the Wild Mortal, and characters with positive Major
or Defining Ties to the Sidereal may treat influence
Message-Without-Messenger Pact as unacceptable (Exalted, p. 220) if it would create or
Cost: —(+1ahl); Mins: Ride 5, Essence 3 strengthen a negative Tie to her, weaken a positive Tie to
Type: Permanent her, or cause them to act against her best interests. If an
Keywords: None influence roll opposes one of the Sidereal’s Intimacies
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The Sidereal’s victim reverts to his true form once this Expecting no peace in her travels, the Sidereal is rarely
Charm ends, but he is far from unscathed. The immense disappointed — or caught off guard.
spiritual toll the transformation exacts causes grievous and
permanent damage to his soul and identity. The Storyteller The Sidereal gains the following benefits:
determines the specifics: he might fall into a coma, suffer to-
tal amnesia, etc. It may be possible to undo this with magic • She adds (Sail/2, rounded up) dice on Perception
like Soul Projection Method (Exalted, p. 358). rolls with any Ability to notice hidden dangers
while traveling (by ship or otherwise), and on
Reset: Once per day. Join Battle rolls while aboard a vehicle.
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• When she recruits a surrendered foe into her The Sidereal rolls ([Intelligence, Perception, or Wits]
crew, any negative Ties he has toward her are lost + Sail) to introduce the fact that there’s a vessel at a
and he gains a Major Tie of loyalty to her. nearby port or other vehicle that’s willing to take her
aboard and that will, if even remotely possible, reach a
• In naval combat, she reduces the Momentum cost of destination of her choice, though its captain and crew
naval stratagems by one if the roll’s target number is may not yet know it. The roll’s difficulty depends on
reduced by any amount. Positioning stratagems in- how far-flung the chosen destination is, the number of
stead award one extra Momentum, even if they fail. nearby ships or vehicles present in the Sidereal’s pres-
ent locale, and any factors that might complicate her
Salt-Into-Ash Sleight securing passage aboard a ship. If she chooses a destina-
Cost: 7m; Mins: Sail 3, Essence 1 tion that isn’t accessible by the introduced vehicle (like
Type: Simple an inland city if she travels by boat), she’ll instead arrive
Keywords: Psyche at the location that’s the furthest that vehicle can travel
Duration: Instant toward the chosen destination.
Prerequisite Charms: None
As long as the Sidereal travels aboard it, the vessel is
Clapping her hands, the Sidereal wreathes a spirit in an assured to eventually arrive at least in the vicinity of the
aura of yellow fire, an omen presaging a sudden journey. chosen destination unless dramatic events render this
completely impossible. However, there’s no guarantee
The Sidereal makes a special (Charisma + Sail) persuade the voyage will be safe, speedy, or cheap. If Lintha pi-
roll against a spirit within medium range. Water ele- rates set fire to a ship, it may be that only the vessel’s
mentals and other spirits associated with water count wreckage will eventually wash up at the chosen desti-
as having a Major Intimacy supporting this influence. nation’s shores.
If the Sidereal succeeds, that spirit recalls some un- Ship-Commanding Attitude
finished business he has in another place. It presses Cost: 3m, 1wp; Mins: Sail 3, Essence 1
increasingly on his mind, imposing a −3 penalty on any Type: Reflexive
rolls he makes that don’t directly aid in attending to that Keywords: None
matter. The unfinished business isn’t created by the Duration: One scene
Sidereal; rather, this Charm provides a narrative guar- Prerequisite Charms: None
antee that the spirit does have some such unfinished
business to attend to. The Storyteller chooses its nature, The Sidereal radiates intimidating charisma, command-
which the Sidereal doesn’t learn. ing the obedience of her crew and the surrender of her foes.
Once the scene ends, the urgency of the spirit’s busi- The Sidereal’s bargain, persuade, and threaten rolls treat
ness becomes unbearable. He must immediately set off her targets’ negative Ties toward her as one step lower
toward that location and attend to his unfinished busi- in intensity. Characters who work under her command
ness, if possible, for at least (10 – his Willpower) hours are treated as having a Minor Tie of loyalty to her.
before he can stop; Willpower 10 spirits must spend at
least five minutes before they can stop. Stone-Skipping Spirit
Cost: 5m, 1wp; Mins: Sail 3, Essence 1
Resisting this requires a Decision Point. The spirit must Type: Simple
cite an Intimacy of equal or greater intensity to the one Keywords: None
that supported the Sidereal’s influence and pay one Duration: One day
Willpower. Prerequisite Charms: None
Serendipitous Voyage The Sidereal exhales a puff of wind that untangles the
Cost: 5m, 1wp; Mins: Sail 3, Essence 1 thread of a ship’s fate from the weave of sky and sea.
Type: Simple
Keywords: None The Sidereal blesses a ship, adding (her Essence) dice
Duration: Instant on any character’s rolls to navigate naval hazards, enact
Prerequisite Charms: None Positioning or Escape stratagems, or otherwise maneu-
ver it. The ship’s Speed isn’t penalized by bad weather,
The Sidereal’s eyes glint yellow as she looks away from the opposing wind or currents, or the like, and its crew is
present, tracing her route backward from its destination. immune to environmental penalties. It won’t take on
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any water no matter how badly damaged it may be, doesn’t prevent acts of disloyalty, only expres-
though this won’t help with any it’s already taken on. sions of discontent.
Special activation rules: This Charm’s Willpower cost • Quitting their job requires entering a Decision
is waived if renewed at the end of its duration. Point and citing a Major or Defining Intimacy to
spend three Willpower.
Yellow Sky Augury
Cost: 3m; Mins: Sail 3, Essence 1 • They suffer −1 Resolve against the Sidereal’s per-
Type: Simple suade and threaten rolls and those of characters
Keywords: Divination acting on her orders.
Duration: Instant
Prerequisite Charms: None • If the Sidereal uses Ship-Commanding Attitude against
them, they’re treated as having a Major Intimacy sup-
The Sidereal tugs at the strands of fate like a leadsman’s porting her influence rather than a Minor one.
chains, judging the depth of perils a journey holds.
A character who upholds a Major or Defining Intimacy
Contemplating a proposed route, the Sidereal rolls of courage, recklessness, audacity, or anger by challeng-
(Perception + Sail). The Storyteller should give her ing the Sidereal’s authority is freed from this effect.
player a description of how dangerous a journey along
it would be, predicting danger that would occur within Iron Drill Exercise
a number of hours equal to the Sidereal’s successes. Cost: 10m, 1wp; Mins: Sail 4, Essence 2
She doesn’t learn the precise form this danger takes: Type: Simple
she might discern that a path would pose little danger Keywords: None
to her but would threaten the life of her mortal com- Duration: Instant
panions, but she wouldn’t learn if that danger is from Prerequisite Charms: Choosing for Fangs
harsh weather, wild beasts, bandits, or a traitor among
her own traveling companions. The Sidereal sets a formidable example, her every action
and command honing her crew’s discipline, seamanship,
If the Sidereal uses this Charm to evaluate multiple and expertise.
routes and chooses to take a particularly dangerous
option, successfully completing her journey counts as The Sidereal spends a month training a group equiva-
fulfilling an auspicious prospect (p. XX). lent to a Size (Charisma) battle group (Exalted, p. 206).
This regimen consists of ordering that group in the
Choosing for Fangs performance of its duties; its members may not even re-
Cost: 5m, 1wp; Mins: Sail 4, Essence 2 alize they’re learning from her. Completing the training
Type: Reflexive increases the battle group’s Drill by one step and grants
Keywords: None its members the following benefits:
Duration: Indefinite
Prerequisite Charms: Ship-Commanding Attitude • +1 permanent Willpower, maximum 5.
The Sidereal and her chosen enforcers impose discipline • +1 Resolve, maximum 5.
through fear, working her crew hard without a single
• +1 die on Sail-based dice pools, maximum 10.
complaint.
• +1 die on dice pools based on Ability of the
The Sidereal can use this Charm after she or a subor-
Sidereal’s choice, maximum 10.
dinate acting under her orders imposes disciplinary
measures on a member of a group the Sidereal holds This Charm can’t train Exalted, player characters, or
direct authority over — her ship’s crew, soldiers under other beings whose nature makes them inappropriate
her command, etc. She makes a special (Charisma + for inclusion in battle groups.
Sail) threaten roll against all group members. Affected
characters suffer the following: Special activation rules: If the Sidereal trains char-
acters she holds direct authority over, she may use
• They can’t protest or complain about the Sidereal Choosing for Fangs on them reflexively, waiving its
or their working conditions. No matter how Willpower cost.
much they resent her, they won’t speak out. This
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In the dark of night, the Sidereal listens for whispers of The Sidereal makes a special (Charisma + Sail) influence
disloyalty from her crew. roll. Characters whose Resolve is beaten by this will
assume the Sidereal is the direct superior of whoever
As midnight falls, the Sidereal makes a special present has the most apparent authority. If it’s more
([Charisma or Perception] + Sail) read intentions roll plausible, onlookers may assume the Sidereal holds a
against all characters aboard a ship she pilots or all position in another organization that’s analogous in au-
subordinates within an organization she belongs to. She thority to that character’s superior. This belief counts as
can also use it when she plays games of chance with a Major Intimacy. The illusion is broken if the Sidereal
such characters, but doing so limits this Charm to those explicitly claims an authority, privilege, or position she
she can perceive. She learns which of them currently doesn’t legitimately possess.
poses the greatest threat to her authority if she beats
that character’s Guile. For every three extra successes, The apparent authority figure is affected as well, though
her player can ask the Storyteller one of the following his position counts as a Defining Intimacy opposing this
questions: influence. Different characters may draw different as-
sumptions, and the Sidereal doesn’t learn what affected
• How dangerous is the threat he poses? characters believe. Resisting this influence requires en-
tering a Decision Point and spending three Willpower.
• What Intimacies does he have toward me?
Mirror-Shattering Method
• Does he have support from others in the crew or Cost: 5m, 1wp; Mins: Sail 5, Essence 3
organization? Type: Simple
Keywords: Pilot
• What’s the least amount of force I could use to Duration: One journey
make him fall in line? Prerequisite Charms: Serendipitous Voyage, Stone-
Skipping Spirit
If the Sidereal disciplines that character the following
morning, she can use Choosing for Fangs for free. Casting a handful of salt into a body of water — even
if it’s only a puddle — the Sidereal opens a vortex lead-
Walls of Salt and Ash ing to a secret sea, its winds bearing flower petals and
Cost: 1m, 1wp; Mins: Sail 4, Essence 2 butterflies.
Type: Simple
Keywords: None The Sidereal leads a ship or other vessel capable of tra-
Duration: One day versing sea or sky into the secret sea. While it’s separate
Prerequisite Charms: Salt-Into-Ash Sleight from Creation, location and movement within it cor-
relates to Creation, letting a journey through it lead to a
The Sidereal traces the Lesser Sign of the Captain on a distant destination. The ship can travel over what would
ship’s prow in glimmering yellow stardust, warding it be dry land and always enjoys Speed bonuses from cur-
against the direst perils of otherworldly seas. rents and wind, but it’s impossible to perceive Creation
from the ship or deliberately navigate toward a destina-
Hostile enemies of fate cannot willingly come aboard the tion; instead, the ship’s journey ends at a destination that
warded ship unless their Essence exceeds the Sidereal’s will prove beneficial to the Sidereal or her Circle’s goals
or they spend one Willpower. Un-Exalted enemies of or to someone she wishes to help. If possible, based on
fate suffer +1 target number on rolls aboard it. the distance traveled, this will be a body of water that’s
safe and unobserved. Alternatively, she and her Circle
Implicit Admiralty Assumption
may swim through the sea, twice as fast as normal.
Cost: 10m, 1wp; Mins: Sail 5, Essence 3
Type: Reflexive It’s possible to observe the ship’s movement from
Keywords: Mute Creation as a slight shimmer in the wind, requiring a
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difficulty 7 (Perception + Awareness) roll to detect. It’s While traveling aboard a ship, the Sidereal foretells a di-
impossible to track without magic like Unshakeable saster it will face if it continues on its course. Her player
Bloodhound Technique (Exalted, p. 410); rolls to do chooses the general nature of the danger — “a storm,”
so suffer a −5 penalty. Other Sidereals using Mirror- “Fair Folk,” “privateers,” etc. The Storyteller determines
Shattering Method can interact with the ship; magic the specifics so that it can pose a significant challenge to
like Silver Curtain Parted (Lunars, p. 249) can let char- her and her Circle and other allies. The threat can’t come
acters board the ship if they detect it. from aboard the ship, ruling out mutiny and the like.
Alternatively, the Sidereal can lead a journey through If the Storyteller thinks imminent peril suits the current
the sea to other worlds: Yu-Shan’s quicksilver sea; story, the disaster occurs before the next sunrise or
the Demon City’s ocean, who is the Yozi Kimbery; the sunset; otherwise, it occurs as soon as dramatically ap-
Underworld’s many rivers, etc. Such travel always takes propriate. Either way, the Sidereal predicts the time of
five days, leading to a destination as above. its occurrence with sufficient accuracy for those aboard
ship to prepare for it if they heed her.
Meticulous Disaster Agenda
Cost: 5m, 1wp; Mins: Sail 5, Essence 3 If the Sidereal and her companions overcome the chal-
Type: Simple lenge, a sudden gale of golden wind propels her ship
Keywords: Mute forward with tremendous force, sending it far enough
Duration: Instant along its course that the time needed to complete the
Prerequisite Charms: Mirror-Shattering Method, remainder of the journey is divided by (Essence),
Yellow Sky Augury though never sooner than the next sunrise or sunset.
If the ship’s captain heeded her warning, he gains −1
The Sidereal trades safety for expedience, beckoning one target number on unopposed Sail rolls for the rest of the
of the many troubles listed in the Division of Journeys’ journey.
records of peril to win Mercury’s favor for her ship by
overcoming it. Reset: Once per journey.
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Disaster-Accelerating Expedience The Sidereal speaks of the ocean’s perils and seafarer’s
Cost: 10m, 1wp; Mins: Sail 5, Essence 3 sins, condemning a ship to Mercury’s disfavor unless its
Type: Simple captain heeds her warning.
Keywords: Mute, Shaping (Fate)
Duration: Instant The Sidereal gives a fearsome admonition to a ship’s
Prerequisite Charms: Meticulous Disaster Agenda captain, rolling (Intelligence + Sail) to introduce a
fact about a disaster that will befall the ship. As with
Tugging at the thread of a crisis that awaits her, the Meticulous Disaster Agenda, the Sidereal’s player
Sidereal pulls it forward — why put off for tomorrow chooses the general nature of the disaster. A peril that
what can be done today? would challenge a ship of mortals is difficulty 3; if the
Sidereal wishes to pose a challenge worthy of super-
Upon learning of some future danger, suffering, or natural characters aboard the ship, this increases to (5
disaster she’s likely to face in the future, the Sidereal + the highest Essence among them). She can’t predict
rolls (Intelligence + Sail) to ensure it happens sooner such great perils unless a supernatural character of
than normally would. The difficulty depends on how appropriate Essence is aboard the ship.
far in the future that disaster lies: difficulty 1 for days,
difficulty 3 for weeks, difficulty 5 for months, 7 for years, If successful, the disaster occurs at a time chosen by
or 10 for anything more. If the disaster is the result of a the Sidereal, though she must give the ship at least (5
rolled effect like God-King’s Shrike, the Sidereal makes + highest Essence of characters aboard ship) days to
an opposed roll instead. prepare. The Sidereal must commit this Charm’s cost
for this minimum period; if she ends it prematurely
If accelerating the disaster requires changes in the or is killed, the disaster is averted. Once that period’s
decisions of nontrivial characters, the Sidereal’s roll elapsed, she may release the commitment without end-
must beat their Resolve and leverage at least a Minor ing this Charm.
Intimacy. They can enter a Decision Point to resist for
one Willpower, unconsciously breaking from the course If the disaster occurs onscreen — typically when it’s
fate has prepared for them. used on player characters or when a Sidereal player
character arranges to be present for it — the Storyteller
If the Sidereal succeeds, the disaster occurs at the next should determine the details of the disaster to make it
dramatically appropriate sunrise or sunset. Though it a challenge for the ship. If it occurs offscreen, resolve it
comes early, it’s diminished or flawed in some way that as an opposed roll against the Sidereal’s using the most
gives the Sidereal a significant advantage in overcoming appropriate (Attribute + Ability). Whoever aboard the
it, taking into consideration the reduced time to prepare ship has the highest dice pool rolls.
for it. A mutiny occurs before her entire crew turns
against her; the assassin sent against her turns out to The Sidereal’s warning must include a route the target
be mortal rather than an outcaste; a hurricane befalls ship can take to ensure the disaster never happens:
her ship while it’s near a refuge where the storm can be “head due east,” “take shelter in this nearby cove,”
more easily weathered. “stay in port,” etc. By default, it can be no greater than
an inconvenient task (Exalted, p. 216); 3+ extra suc-
Overcoming the challenge counts as fulfilling an aus- cesses lets her choose a serious task, while 6+ allows a
picious prospect (p. XX). Additionally, fate ensures the life-changing task. Regardless of severity, the journey
Sidereal won’t face a similar peril for a year and a day, must be feasible within the time given. The Sidereal can
barring magical intervention. They may loom in her fu- also avert the disaster voluntarily.
ture, like an impending mutiny, but won’t boil over into
outright disaster until that time’s passed. Reset: Once per story unless reset by accomplishing a
legendary social goal through seafaring prowess or Sail
Dire Squall Forewarning Charms.
Cost: 30m, 1wp; Mins: Sail 5, Essence 4
Type: Simple Five Ordeals Odyssey
Keywords: Mute, Shaping (Fate) Cost: 10m, 1wp; Mins: Sail 5, Essence 5
Duration: Until the disaster occurs Type: Simple
Prerequisite Charms: Disaster-Accelerating Keywords: None
Expedience Duration: Until the challenge is overcome
Prerequisite Charms: Any 10 Sail Charms
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The Sidereal can use this Charm when confronted Once, there was a maiden…
with any enemy, obstacle, or other threat to her safety ...who lived in a tomb, and the tomb was made in
or progress while aboard a ship or other vessel that her image.
travels sea or sky. She and any other Sidereals waive
the Willpower cost to use Excellencies to reduce target Because she lived in a tomb, she became like the
numbers for rolls with any Ability. Non-Sidereals gain dead.
−1 target number on rolls to overcome the challenge.
She slept, and dreamed,
If the Sidereal and her allies defeat their enemies or prevail
and sometimes, woke, and walked within the
over a challenge, her prayer strip erupts into a conflagra-
confines of her tomb.
tion of lightning, fire, and thunder, wreaking overwhelm-
ing destruction on nearby enemies, natural features, and “Why do you move?” her own ghost asked. “Why
other phenomena that comprise part of the challenge or walk at all?”
are related to it. Defeating an enemy ship’s crew might dec-
imate a fleet it belongs to; navigating through a storm could “I am not trapped while yet I run,” said she.
disperse it; a calm that’s stranded her ship gives way to a
powerful wind driving her to her destination. This won’t
kill nontrivial characters, though it may incapacitate them;
the specifics of the destruction are up to the Storyteller. Animals count as having a Minor Tie of familiarity
toward the Sidereal, as do shapeshifters capable of turn-
If the Sidereal is defeated or gives up or it becomes ing into animals — Lunars, Sidereals with Feathered
impossible to overcome the challenge, this Charm Cloak Trick (p. XX), etc. She ignores the Resolve bonus
ends. She rolls (Essence) dice, losing Limit equal to her for lacking a common language (Exalted, p. 221) against
successes. such characters.
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The land whispers to the Sidereal, telling her what she The Sidereal reminds the world of the great sacrifices
must know. she must one day make in its service, winning a reprieve
from her current suffering.
The Sidereal communes with the surrounding region
with a (Perception + Survival) roll against difficulty 1-5, The Sidereal can use this Charm when she fails a roll
based on her familiarity with it and any impediments with any Ability against an environmental hazard,
to interacting directly with its flora, fauna, and natural trap, or similar danger or to navigate a marine hazard
features. Success lets her player ask the Storyteller one (Exalted, p. 244) to roll again. It receives the benefits of
of the following questions, plus an additional question all magic used to enhance the first roll; the Sidereal can
for every three extra successes: use additional Charms as well. If she succeeds, she gains
one Willpower.
• What’s a relevant detail about nearby flora or
fauna? With a Survival 4, Essence 2 repurchase, the Sidereal
can use this Charm on an ally’s behalf. This works as if
• What’s the overall mood of the nearby region’s that character had used this Charm himself, except that
spirits? the Willpower from a successful roll is awarded to the
Sidereal. If she protects multiple characters against the
• What’s a nearby manse, demesne, or other place of same peril, uses past the first cost only three motes.
power that I’d be interested in, and where is it?
Stronger Than This Job
• What’s the most significant threat to the land itself, Cost: 5m; Mins: Survival 5, Essence 1
and where is it? This is typically a shadowland, Type: Supplemental
bordermarch, baleful sorcerous working, or oth- Keywords: None
er large-scale supernatural force. Duration: Instant
Prerequisite Charms: Poetic Sacrifice Insurance
If the Storyteller doesn’t have an answer in mind, the
Sidereal’s player should provide one, as if introducing The Sidereal endures whatever ordeals her job might
a fact. require, persisting through to the end of her shift.
Reset: Once per scene. The Sidereal ignores up to (Stamina/2) points of pen-
alty on a physical roll with any Ability, adding them as
World-Witness Concentration
bonus dice. This doesn’t affect environmental penalties,
Cost: 5m; Mins: Survival 3, Essence 1 penalties for poor lighting, and other penalties based on
Type: Supplemental factors external to her.
Keywords: Mute
Duration: Instant If the Sidereal’s performing menial labor for an employ-
Prerequisite Charms: Becoming the Wilderness er, this Charm’s duration is extended for the entirety of
her shift.
The Sidereal’s piercing scrutiny discerns the subtle tracks
left by thoughts, words, and abstract qualia. Sky Spirit Demand
Cost: 2m, 1wp; Mins: Survival 3, Essence 1
On a successful tracking roll, the Sidereal also learns
Type: Supplemental
a relevant and useful fact about her quarry, plus an
Keywords: Psyche
additional such fact for every three extra successes: his
Duration: Instant
intended destination, his emotional state when he left
Prerequisite Charms: None
the tracks, his physical appearance, etc. She can oppose
magical concealment that’s otherwise perfect, like a The Sidereal strives to mirror a spirit’s fate, becoming
Solar’s Traceless Passage. his reflection as he becomes hers.
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While using Becoming the Wilderness, the Sidereal’s • She experiences the world through his senses.
immune to any weather she creates with this Charm. She can make Perception rolls, using her own
dice pools and Charms and benefiting from her
Reset: Once per day. host’s sense-enhancing Merits (but not a spirit’s
Charms). Depending on her rolls, she may notice
Entombed Soul Monument details that he overlooks, or vice versa.
Cost: 4m; Mins: Survival 5, Essence 2
Type: Simple
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• She can make influence rolls against her host, Keywords: None
letting her dreams seep into its mind as fleeting Duration: One task
whims or sudden impulses. Against trivial tar- Prerequisite Charms: Stronger Than This Job
gets, she succeeds without needing to roll and
doesn’t need to leverage Intimacies for persuade Lashing her fate to that of what her job demands, the
rolls. Sidereal does not allow herself to cease from her labors.
• If she wears a resplendent destiny, her host seems Once the Sidereal begins a task with any Ability, she can
appropriate for the role: under a soldier’s destiny, continue to do so indefinitely, regardless of fatigue, in-
a wolf might seem a well-trained war hound; un- jury, or other conditions. This doesn’t prevent her from
der a sailor’s guise, a glade-nymph appears to be suffering such effects. If another character acts in a way
an ocean spirit. that would make it impossible for the Sidereal to mean-
ingfully perform the task, she waives an Excellency’s
Other characters’ familiars are immune to this Charm. cost to reduce the target number of an opposing roll
If the Sidereal uses it on her own familiar, she extends with any Ability. She can roll (Stamina + Survival)
its duration to Indefinite and ignores its range limit. against magic that doesn’t normally allow opposed rolls;
the character using it makes an appropriate (Attribute +
The Sidereal’s petrified body gains +5 soak and Hardness Ability) roll if necessary.
20. This Charm ends if she takes decisive damage. If
her host dies, this Charm ends and the Sidereal suffers If the Sidereal dies before completing the task, both
one level of unavoidable aggravated damage. Exorcism her ghost and the hungry ghost that resides within her
can also expel her, dealing the same damage. corpse will continue her labors. Her next incarnation
may feel an inexplicable sense of urgency surround-
Beloved World Embrace ing the Sidereal’s memories of the task if it remains
Cost: 5m, 1wp; Mins: Survival 5, Essence 3 unfulfilled.
Type: Simple
Keywords: None The Sidereal must pay five motes each hour to maintain
Duration: Instant this Charm. In combat, she must do so at the end of each
Prerequisite Charms: Becoming the Wilderness, turn other than the one in which she uses this Charm.
Poetic Sacrifice Insurance It ends if she takes any non-reflexive action that’s not
related to the task or basic sustenance.
The world will not betray its servant; infernos and hurri-
canes know her as a friend. Reset: Once per day.
The Sidereal rolls (Charisma + Survival) against the dif- Wilderness-Commanding Practice
ficulty of an environmental hazard within long range. If Cost: 10m, 1wp; Mins: Survival 5, Essence 3
the hazard was created by a character’s magic, he makes Type: Simple
an opposing (Attribute + Ability) roll; the Sidereal must Keywords: Mute
beat both the hazard’s difficulty and the opposed roll. Duration: Until completed
Prerequisite Charms: Becoming the Wilderness,
If successful, the Sidereal wins over the hazard. She may Sky-and-Rain Mantra
have it move one range band in any direction. It won’t
damage her or anyone or anything else she chooses for Mirroring the fate of the world around her, the Sidereal
the rest of the scene. bends the wilderness to her will.
Alternatively, the Sidereal makes a (Charisma + Survival) The Sidereal can shape the geography of the land around
persuade roll against an elemental or spirit associated her, rolling (Charisma + Survival) to transform, relocate,
with an element or the wilderness. The spirit can’t use create, or destroy a natural feature or localized weather
negative Ties to the Sidereal to bolster his Resolve, and phenomenon within long range. She need not take overt
the influence costs an additional Willpower to resist. action to do so; the world changes to accommodate her
desires. She can’t shape buildings and other artificial
Marshalling Infinite Strength structures.
Cost: 5m, 1wp (5m per round/hour); Mins: Survival 5,
Essence 3 Shaping natural features that span up to (Essence/2,
Type: Supplemental rounded up) range bands can be done instantly. Tasks
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that could be accomplished with mundane efforts and The Sidereal tosses a prayer strip bearing the Scripture
a day’s work are difficulty 1-2; other changes are diffi- of the Eternal Maiden to dance in the wind about her,
culty 3+, based on the size, complexity, and durability casting off shapeless golden phantasms as her conscious-
of the natural feature and the nature of the change. ness spreads throughout the land.
Relocations and small changes are easiest; significant
changes are more difficult; and creation and destruction As long as the Sidereal can see her prayer strip, her
are hardest. Relocated features can’t be moved more senses are magnified, granting the following benefits:
than (Essence) range bands.
• She can make Perception-based rolls out to
Altering larger natural features—changing a river’s (Perception) miles from the prayer strip.
course, raising a large hill from the earth, stirring a
thunderstorm—is an extended roll. The difficulty for • She’s aware of all Survival rolls within her sense’s
each interval is as above; the goal number is (interval range and can grant −1 or +1 target number.
difficulty ×5). The interval is one week by default, but
more significant alterations may have longer intervals • She can communicate mentally with any animal
at the Storyteller’s discretion. Creating or destroying or spirit within her sense’s range without need-
mountains, oceans, islands, and other vast geographic ing a shared language.
features is possible with this Charm, but it would be the
• She can convince animals and spirits to act
work of centuries.
against someone she can perceive with a special
Oar-Cracking Exertion (Manipulation + Survival) roll. This both instills
them with a Major Tie of hatred toward that
Cost: 1ahl; Mins: Survival 5, Essence 4
character and persuades them to act against him
Type: Reflexive
in some way, supported by the instilled Intimacy
Keywords: None
and requiring a Decision Point to resist as usual.
Duration: One scene
Animals can’t spend Willpower to resist unless
Prerequisite Charms: Marshalling Infinite Strength
they’re someone’s familiar or are otherwise mag-
Straining against the limits of her strength, the Sidereal ically empowered.
fulfills her duty to the world no matter the cost.
• She can pay three motes to use Tomb-Parole
The Sidereal can use this Charm against an obstacle to Sanction reflexively while awake, experiencing
a task that supports a Defining Intimacy or that would both her senses and her host’s rather than turn-
make material progress toward a major character or ing to stone. She can use it on multiple hosts. If
story goal. She may waive the cost of up to three Charms she perceives the same thing through multiple
or other effects she uses against the obstacle. Effects hosts, she makes one roll but adds dice equal to
with ongoing durations end once the scene does. She the effective Size of that group (Exalted, p. 206)
can also reset Charms to use against the obstacle; these and ignores penalties that don’t affect all hosts.
also count toward the three-use limit. This can’t affect
• If she knows Wilderness-Commanding Practice,
Charms that create, enhance, or defend against attacks.
she can use it on any natural feature she perceives
If the Sidereal’s task supports a Defining Principle of regardless of distance. It costs only five motes
duty, she waives this Charm’s health level cost. when used for changes that can be completed
instantly.
Reset: Once per day unless reset by upholding the
Intimacy the task aligned with or fulfilling the goal it The prayer strip is clearly visible for a mile; noticing it
advanced. Harbingers can reset it by fulfilling an auspi- from further away requires a (Perception + Awareness)
cious prospect. roll. Weather and other environmental conditions can’t
obscure it.
Dreaming the Wild Lands
Cost: 20m, 1wp; Mins: Survival 5, Essence 5
Type: Simple
Thrown — The Gull
Keywords: None Sidereal Thrown Charms excel in violence from afar,
Duration: (Perception) days sending axes, knives, and javelins on fatal journeys.
Prerequisite Charms: Any 10 Survival Charms Weapons aren’t the only things these Charms set in
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Keywords: Dual, Versatile The Sidereal’s shadow rises from the earth, embracing
Duration: Instant her gently as it splinters into countless thorns of dark-
Prerequisite Charms: None ness that encircle her hands and limbs.
The Sidereal’s weapon unspools into a shimmering yel- The Sidereal gains the following benefits:
low strand of needle-sharp Essence, piercing both armor
and soul. • She ignores penalties for flurrying attacks with
movement actions.
The Sidereal’s attack ignores her enemy’s soak and
Hardness (including any from armor). Instead, he’s • When an enemy takes an action to move into
treated as having soak (Resolve + current temporary close range or rushes her, her shadow-thorns in-
Willpower) and Hardness (Resolve) against the attack, flict (Essence, maximum 5) dice of lethal damage,
if these are lower than his own values. He can raise ignoring Hardness. Enemies who hit her with
these values further with applicable magic. unarmed or with natural attacks also suffer this
damage. It’s aggravated against the undead. An
Pain Amplification Stratagem enemy can only provoke this damage once per
Cost: 1m, 1wp; Mins: Thrown 3, Essence 1 round.
Type: Supplemental
Keywords: Dual • Against the undead, her decisive attacks add
Duration: Instant (Essence, maximum 5) damage dice.
Prerequisite Charms: Shadow-Piercing Needle
• She’s immune to magic that affects her shadow.
The Sidereal weeps tears of blood onto her weapon,
mourning the violence she is about to inflict. Special activation rules: The Sidereal can enter this
Form reflexively when she succeeds on a disengage roll
The Sidereal’s damage roll gains −1 target number. If with 5+ total successes.
her enemy has a −2 or worse wound penalty, it gains −2
target number instead. If she has a positive Tie to him, Impromptu Betrayal Trick
the attack supports it; such is her hypothetical sorrow. Cost: 3m, 1wp; Mins: Thrown 4, Essence 2
Type: Reflexive
Willful Weapon Method Keywords: Decisive-only
Cost: 2m, 1wp; Mins: Thrown 3, Essence 1 Duration: Instant
Type: Simple Prerequisite Charms: Willful Weapon Method
Keywords: Decisive-only
Duration: Instant Once the Sidereal’s sent her enemy’s weapon flying from
Prerequisite Charms: None his grasp, there’s no telling where it could end up.
The Sidereal throws both her weapon and its shadow, When the Sidereal successfully disarms a character, she
speeding inexorably toward her enemy’s heart. can use this Charm to reflexively make a decisive attack
using the disarmed weapon against a character within
The Sidereal makes a decisive attack. If she misses, she medium range of its former wielder. The attack uses
doesn’t lose Initiative for doing so and reflexively makes Thrown, regardless of the weapon type. The Sidereal
a second attack with her weapon’s shadow against the suffers no penalties for attacking with an artifact weap-
same target. It has (Initiative/2, rounded down) base on attuned by another character.
damage. Success on the second attack doesn’t reset the
Sidereal’s Initiative; instead, she loses Initiative equal to This Charm’s Willpower cost is waived if the Sidereal
her successes on the damage roll. If the second attack attacks an enemy suffering from Life-Gets-Worse
hits, the Sidereal gains one Willpower. Approach.
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The Sidereal’s foes can’t predict her attacks if she doesn’t Shining Flock of Adversities
know she’s making them. Cost: 5m, 1wp; Mins: Thrown 5, Essence 2
Type: Simple
When an enemy comes within close range of the Keywords: Dual
Sidereal, a weapon leaps from her hand unbidden, Duration: Instant
making a decisive attack against him. The target rolls Prerequisite Charms: Life-Gets-Worse Approach
(Perception + Wits) against her attack roll. If he fails, it
becomes a surprise attack, inflicting −2 Defense. Promising that things can always be worse, the Sidereal
causes a weapon embedded in her foe to dissolve into a
Against enemies of fate, the Sidereal can attack whenev- golden whirlwind, drawing in stray arrows, stones and
er they move a range band toward her — voluntarily or debris, and the occasional small animal.
otherwise — as long as they end their movement within
medium range. The Sidereal makes an undodgeable (Wits + Thrown)
withering or decisive attack against an enemy afflicted
Reset: Once per scene unless reset by crashing an en- by Life-Gets-Worse Approach. If this crashes him or
emy or dealing decisive damage with Willful Weapon deals 3+ decisive damage, the embedded weapon dis-
Method. solves into his Essence, becoming impossible to remove
for the scene.
Life-Gets-Worse Approach
Cost: 3m (1wp); Mins: Thrown 4, Essence 2 Additionally, all other enemies within short range of the
Type: Supplemental primary target whose Defense is beaten by the attack
Keywords: Decisive-only, Versatile are caught in the crossfire. They suffer (Essence) dice
Duration: Instant of withering or decisive damage, depending on which
Prerequisite Charms: Returning Swallow Flight kind of attack the Sidereal made. This ignores soak
and Hardness. Withering damage to these secondary
As the Sidereal’s weapon strikes true, it gives off a soft targets doesn’t award Initiative. They can’t suffer more
yellow radiance that calls to things traveling through the damage than the primary target.
air, beckoning them to join it.
If the Sidereal has any familiars within short range of
If the Sidereal’s decisive attack deals damage, her the primary target, she may have them be drawn into
weapon is embedded in her enemy where it struck him, close range with him by the vortex. One of her familiars
increasing his wound penalty by one as its radiance may reflexively make an attack against him: withering
draws dust, debris, and the occasional insect into his if the Sidereal’s attack was decisive, or vice versa. This
wounds. counts as its attack for the round, or the next round if
it’s already attacked.
When an enemy misses with a ranged attack against
a target within long range of this Charm’s victim, the Reset: This Charm can’t be used against the same ene-
Sidereal may pay one Willpower to redirect the attack my more than once per scene.
to her victim. The attacker makes a new attack roll, re-
taining all effects that applied to the first roll. Decisive Frayed Skein Entanglement
attacks use the Sidereal’s Initiative to calculate damage Cost: 10m, 1wp; Mins: Thrown 5, Essence 2
rather than the attacker’s and reset her to base if suc- Type: Simple
cessful. Any Initiative a withering attack would award Keywords: Decisive-only, Versatile
goes to the Sidereal. Duration: Instant
Prerequisite Charms: Pelican Aloft Departure
A character may pay three Initiative to roll (Strength +
Athletics) opposing the Sidereal’s (Wits + Thrown) roll, Unspooling a length of an enemy’s fate, the Sidereal pulls
dislodging the weapon and ending this Charm’s effects them about as she pleases.
if he succeeds. This is a miscellaneous action that can’t
be flurried. Outside of combat, it can be removed with a The Sidereal makes a (Strength + Thrown) grapple
difficulty 3 (Intelligence + Medicine) roll that takes five gambit against an enemy within medium range. Her
minutes to perform. Defense isn’t penalized, and she can flurry normally
while grappling. If she subsequently throws her enemy,
she sends him flying two range bands horizontally in
any direction.
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Against enemies of fate, the Sidereal instead binds them The Sidereal dispenses with the intermediate steps of
with a chain of golden stardust. Any target number murder from a distance, unconcerned with the particu-
reduction to her attack roll also applies to the Initiative lars of her weapon’s flight or whether she has a weapon
and control roll. at all.
The Sidereal can pay a three-mote surcharge to use If the Sidereal wishes, she may follow in the wake of a
Shrike-Roosting Gesture on an object she hasn’t han- successful attack, moving up to close range with her tar-
dled that scene as long as it’s not in active use, treating it get. This counts as her movement action for the round.
as a pickpocketing roll. Disarmed weapons are valid tar-
gets, though artifacts remain attuned to their wielders. Reset: Once per scene unless reset by incapacitating a
nontrivial enemy with a decisive attack that resets the
With an Essence 3 repurchase, stealing an artifact Sidereal’s base Initiative.
weapon breaks its attunement, but the original wield-
er’s motes remain committed for the scene, freeing the Maiden-and-Shadow Enlightenment
Sidereal from needing to commit her own. Cost: —; Mins: Thrown 5, Essence 3
Type: Permanent
Unmoved Mover Principle Keywords: None
Cost: 5m, 2i; Mins: Thrown 5, Essence 2 Duration: Permanent
Type: Supplemental Prerequisite Charms: Maiden-and-Shadow Form,
Keywords: Perilous any five Thrown Charms
Duration: Instant
Prerequisite Charms: Pelican Aloft Departure The Sidereal’s ceaseless pursuit of the art of killing
at a distance has led her through the gates of sublime
Swirling a stardust-wreathed finger through the weave transcendence.
of fate, the Sidereal creates a reverberation that sends
foes flying. Upon purchasing this Charm, the Sidereal chooses a
Sidereal Martial Art. She can learn it without needing
The Sidereal can disengage without moving as long as the requisite Martial Arts Charms. She can use it with all
an enemy is within close range. If an enemy fails his Thrown weapons, though this doesn’t make it compati-
opposed roll, he is knocked back one range band or falls ble with other styles that use them (unless the Sidereal
prone, chosen by his player. Enemies who are knocked also purchases this Charm for them). All her Thrown
back don’t cross the intervening space; their location is Charms count as Versatile for that style and as Martial
simply redefined by fate. Until the Sidereal’s next turn, Arts for any of its Charms that interact with other styles,
affected characters must pay two Initiative to rise from like Prismatic Arrangement of Creation Form (p. XX).
prone or move back into close range.
This Charm can be purchased any number of times.
Essence Thorn Practice
Cost: 8m, 3i, 1wp; Mins: Thrown 5, Essence 3 Three-Body Trilemma
Type: Simple Cost: 10m, 1i, 1wp; Mins: Thrown 5, Essence 3
Keywords: Aggravated, Decisive-only Type: Reflexive
Duration: Instant Keywords: Decisive-only, Versatile
Prerequisite Charms: Pain Amplification Stratagem Duration: Instant
Prerequisite Charms: Unmoved Mover Principle
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The Sidereal’s weapon intertwines her fate with her Prerequisite Charms: Essence Thorn Practice,
foe’s, making them indistinguishable to the world’s eyes. Willful Weapon Method
After resetting to base Initiative from a decisive attack, The Sidereal digs her fingers into someone’s shadow
the Sidereal may use this Charm to trade places with and rips it free, flinging it with stolen strength to set its
her target, appearing just in time to catch her weapon journey in motion.
from the air. She doesn’t cross the intervening space.
This can’t affect enemies substantially larger than her The Sidereal makes an unarmed (Strength + Thrown)
unless she uses Loom-Shifting Nudge (p. XX). gambit against an enemy within close range. Its diffi-
culty is the target’s (higher of Essence or Defense). If
Reset: Once per scene unless reset by reaching Initiative successful, she steals his shadow and makes a decisive
12+. attack with it against another character within medium
range, using the same attack roll. This secondary target
Flown Beyond the World must be chosen before the gambit’s attack roll; if it
Cost: 5m, 1wp; Mins: Thrown 5, Essence 4 doesn’t beat his Defense, this Charm has no effect. The
Type: Reflexive thrown shadow uses its master’s Initiative to determine
Keywords: Decisive-only, Versatile damage and resets his Initiative instead of the Sidereal’s.
Duration: Instant She can enhance this with other Charms, which must be
Prerequisite Charms: Three-Body Trilemma used before the roll. The shadow eventually returns to
its master, though it may dally for a while.
Looping a strand of saffron Essence around herself and
her foe, the Sidereal pulls them both down into the vasty Alternatively, if the Sidereal somehow lost her shadow,
depth to fight alone. she can replace it with a stolen one. This counts as a
sorcerous curse on the victim.
The Sidereal can use this Charm on her turn to reflex-
ively make an unblockable gambit against an enemy Reset: Once per scene.
within medium range. The gambit’s difficulty is the
target’s (higher of Essence or 3). If successful, both of Wandering Axe Foresight
them vanish from the battlefield, reappearing in a vast Cost: 15m, 1wp; Mins: Thrown 5, Essence 4
cavern full of shadows and thorns, whose location is Type: Simple
known only to Mercury. The distance between the two Keywords: Decisive-only
of them remains unchanged. The combatants return Duration: Instant
to the world once the scene ends, when one of them is Prerequisite Charms: Insatiable Weapon
incapacitated, or if neither wishes to continue fighting. Wanderlust, Life-Gets-Worse Approach, Magpie’s
They can also escape by successfully withdrawing from Favorite Bauble
combat (Exalted, p. 199), finding a secret path out of the
cavern. The Sidereal frees her weapon to roam as it pleases, as-
sured that fate will guide it to her enemy’s heart.
The cavern is wide open, allowing the vanished com-
batants to move freely across it in any direction. At the The Sidereal makes a decisive attack against an enemy
Storyteller’s discretion, it may include difficult terrain who’s at a location she’s been to within the past hour.
— stalagmites, briars, etc. — or other natural features. She doesn’t throw her weapon at him — instead, she’s
Some claim to have seen strange ghosts within it, revealed to have previously thrown a weapon, which
though this is unsubstantiated. While the Sidereal and only now appears to strike. Accordingly, the actual
her foe are within it, others can’t perceive or interact distance between the Sidereal and her target and any
with them, or vice versa, but magic like Silver Curtain cover is irrelevant, and she doesn’t need to aim to at-
Parted (Lunars, p. 249) can let characters follow them tack at medium or even extreme range. If the Sidereal’s
into the cavern. Initiative is higher than her target’s, he rolls (Perception
+ Awareness) against her attack roll. If he fails, it be-
Shadow Migration Tactic comes an ambush (Exalted, p. 203).
Cost: 10m, 1wp; Mins: Thrown 5, Essence 4
Type: Simple This Charm can be used outside of combat. The
Keywords: Decisive-only Sidereal and her target roll Join Battle to determine
Duration: Instant her Initiative for the attack’s damage and whether it’s
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an ambush. Anyone who subsequently examines the is the target’s base Resolve; no Initiative roll is needed
weapon glimpses a vision of the Sidereal — though this outside of combat.
is vulnerable to arcane fate unless she’s wearing a re-
splendent destiny. On success, the strip affixes itself to the target, impos-
ing a −3 penalty on Stealth rolls. He succumbs to an
Reset: Once per day. This Charm can’t be used against overpowering, irrational desire to harm the Sidereal,
the same character more than once per story. preventing him from taking any non-reflexive actions
except to move toward her or attack her. He can pay one
Unrelenting Torment Technique Willpower to resist this for a turn. If he can’t perceive
Cost: 15m, 1wp; Mins: Thrown 5, Essence 5 the Sidereal, this Psyche effect subsides until he can.
Type: Simple
Keywords: Decisive-only, Psyche Unfortunately for this Charm’s victim, his aggression is
Duration: Instant turned back on him. When he attacks or rushes the Sidereal,
Prerequisite Charms: Any 10 Thrown Charms she reflexively makes a withering or decisive attack against
him with a hatchet of golden Essence. She can attack him
The Sidereal throws a prayer strip bearing the Scripture no matter how far away he is, even at extreme range.
of the Maiden and Shadow at an enemy; it adheres to
him upon impact, wreathing him in an unpleasant, puls- A character can attempt to remove the affixed prayer tag
ing yellow glow. with a special gambit, rolling (Strength + Athletics) op-
posing the Sidereal’s (Dexterity + Thrown). A character
The Sidereal makes a gambit against a character within can substitute a different dice pool with an appropriate
long range who has hostile intentions toward her, even stunt. The Initiative roll’s difficulty is 8. Outside of com-
if combat hasn’t broken out yet. The gambit’s difficulty bat, no Initiative roll or cost is needed. The prayer strip
remains affixed indefinitely if not removed.
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Unexpected Guest Hospitality (The Pillar): The Vexatious Suitor Curse (The Ewer): The Sidereal’s
Sidereal’s target invites her into his home or shares a target confesses his feelings to someone.
meal with her.
The Sidereal can curse multiple characters with this
The Sidereal can bless multiple characters with this Charm. Charm.
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Abandoned Words Curse Intimacy that opposes one of these Intimacies, then
Cost: 8m, 1wp (3m, 1wp); Mins: Any Serenity Ability that Tie is instilled at Minor intensity instead. When
5, Essence 3 the Sidereal uses Worthy Cause Demonstration while
Type: Simple interacting with affected characters, these count as one
Keywords: Psyche step higher, instead of that Charm’s usual effect.
Duration: One story
Prerequisite Charms: Any five Serenity Charms Voluntarily eroding one of these Intimacies costs three
Willpower per step. If both are fully eroded, the charac-
Chanting syllables that don’t quite form recognizable ter is freed from this effect.
words in any language and whose broken rhythm never
settles on a meter, the Sidereal untethers her listener Reset: Once per story.
from language.
Without Words, Without the Wordless
The Sidereal makes a special (Manipulation + Cost: 10m, 1wp; Mins: Any Serenity Ability 5, Essence 4
[Linguistics, Performance, or Socialize]) instill roll Type: Reflexive
against a single character. Success removes his knowl- Keywords: Mute, Psyche
edge of all languages, rendering him unable to employ or Duration: Instant
understand spoken or written communication. The vic- Prerequisite Charms: Abandoned Words Curse
tim may pay one Willpower to regain understanding of a
single language for a scene. Once he’s done so (Sidereal’s The Sidereal meditates on one of the forbidden sigil-syl-
Essence) times, this influence ends. Otherwise, it lasts lables sealed away within the demon prince Elloge,
until this Charm ends. emptying her mind to remedy that which makes her
vulnerable.
With Essence 5, this Charm’s duration becomes
Indefinite. The Sidereal can use this Charm after an influence roll
against her that’s conveyed through language or a roll
Special activation rules: When the Sidereal curses a against her Guile while she’s speaking, writing, signing,
character with Descending Serenity Horoscope, she etc. She inflicts the Abandoned Words Curse on herself
may use this Charm against him reflexively, reducing its to perfectly defend against the opposing roll.
cost to three motes, one Willpower.
The Abandoned Words Curse lasts until the story ends.
Tyrannous Majority Mirror The Sidereal can resist it with Willpower or negate it
Cost: 10m, 1wp; Mins: Any Serenity Ability 5, Essence 4 with applicable magic as usual. At the Storyteller’s dis-
Type: Simple cretion, a stunt may let a character recover a language
Keywords: Mute without needing to spend a point of Willpower, espe-
Duration: Indefinite cially if it draws on an Intimacy.
Prerequisite Charms: Worthy Cause Demonstration (×2)
Reset: Once per story, unless reset when the curse is
The Sidereal sways public opinion to her cause’s side, broken prematurely.
revealing her opposition’s iniquities.
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Elemental Vision
THE SCRIPTURE OF Cost: —; Mins: Craft 1, Essence 1
LOVER AND MAIDEN Type: Permanent
Keywords: None
Once, there was a maiden… Duration: Permanent
Prerequisite Charms: None
...who met a thing that lived outside the world,
and there was a beauty to it. The Sidereal’s eyes shimmer with the Essence of her
patron Maiden’s element as she deals with spirits.
It burned with an unholy wrath that could destroy
Creation. Each of the Maidens is associated with an element:
Mercury with air, Venus with wood, Mars with fire,
It hated her as much as it loved her. Jupiter with water, and Saturn with earth. The Sidereal
Its kiss was blood and perfection, for its teeth gains the following benefits with respect to her Maiden’s
were sharp. element:
It offered her power, and with it, hooks to tear her • She adds (Craft/2, rounded up) dice on Occult
soul. rolls involving elements and other spirits as-
sociated with her Maiden’s element as well as
With care not to burn her fingers, she took it into demesnes, manses, hearthstones, and similar ele-
her life. mental magic. This bonus doesn’t apply on Shape
Sorcery rolls or Occult-based attack rolls.
“Love is what you make of it,” said she.
• Her understanding of the element smooths her
dealings with its elementals, Dragon-Blooded of
the appropriate Aspect, and other supernatural
Elegant Patterns of Fate beings associated with it. Such characters count
Cost: —; Mins: Craft 1, Essence 1 as having a Minor Tie of patience to her unless
Type: Permanent they have a negative Tie to her.
Keywords: None
Duration: Permanent • She can use Craft instead of the usual Ability for
Prerequisite Charms: None any Perception-based roll against a spirit. Against
elementals and other spirits associated with her
Creation’s destiny is the Sidereal’s greatest masterpiece; Maiden’s element, she waives Excellencies’ mote
sustaining the cosmic order renews her creative energies. costs to reduce such rolls’ target numbers.
The Sidereal gains the following benefits: • She can use Craft instead of Lore to introduce
facts about her Maiden’s element and spirits or
• She adds (Craft/2) dice on Lore and Occult rolls other phenomena associated with it. She doesn’t
involving knowledge of fate, destiny, and enemies need a Lore background to do so.
of fate.
Forge-and-Spindle Marriage
• Fulfilling an auspicious prospect or using an Cost: —; Mins: Craft 1, Essence 1
Ascending (Caste) Horoscope or Descending Type: Permanent
(Caste) Horoscope Charm awards craft points as Keywords: None
per a basic project (Exalted, p. 240). Duration: Permanent
Prerequisite Charms: None
• Successfully enacting a prophecy awards gold
points equal to its highest Ambition Factor. The Sidereal is accustomed to weaving disparate strands
together into a cohesive whole.
• She can pay the experience point cost of proph-
ecies with white points, paying five white points Upon purchasing this Charm, for each dot the Sidereal
per experience point. has in a Craft Ability, she gains an additional dot in an-
other Craft Ability whose rating is equal or lower before
adding these dots. When she purchases a Craft dot with
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experience points, she receives an additional dot in an- The Sidereal’s handiwork smooths tensions between
other Craft Ability with an equal or lower rating. even the most ferocious of enemies, ensuring peace at
her table.
Creation of Beauty
Cost: 2m per die; Mins: Craft 2, Essence 1 The Sidereal brings peace to a social interaction or event
Type: Supplemental over a meal she prepared, in the presence of her art-
Keywords: None work, or in a similar context involving her craft. Those
Duration: Instant present treat negative Ties to each other as one step
Prerequisite Charms: None weaker. No one can initiate hostilities unless they pay
two Willpower or are insulted, provoked, or harmed.
The Sidereal plies her raw materials with honeyed words
and winsome grace, bringing forth their hidden beauty. Wife-Procuring Tailfeathers
Cost: 4m, 1wp; Mins: Craft 4, Essence 1
The Sidereal adds up to ([Appearance or Charisma]/2, Type: Simple
rounded up) non-Charm dice on a Craft roll, paying two Keywords: Mute, Shaping (Fate)
motes per die. If she does, she ignores penalties from Duration: Indefinite
lacking suitable tools; flattery and grace are all she needs. Prerequisite Charms: Atelier-and-Embassy Auspice
A Sidereal with Elemental Vision can instead add up The Sidereal’s elegant bearing, unmatched fashion sense,
to (Appearance or Charisma) non-Charm dice instead and artistic talent make her an obvious catch.
if she’s working with raw materials of that element.
Likewise, if she has World-Shaping Artistic Vision, she After a few hours or days spent courting potential
gains the same benefit on rolls to which it applies. partners who belong to a culture, organization, or social
stratum, the Sidereal’s assured to find at least one group
Warp-and-Weft Handiwork member, chosen by the Storyteller, who’s willing to
Cost: 5m, 2s/g/wp; Mins: Craft 4, Essence 1 marry her within the week, though it may be a loveless
Type: Supplemental marriage. (Players may volunteer their characters for
Keywords: None this.) Alternatively, she can empower an existing mar-
Duration: Instant riage and choose a group her spouse belongs to.
Prerequisite Charms: Creation of Beauty
As long as she remains married and spends significant
The Sidereal draws inspiration from her understanding time managing their household during downtimes, she
of fate and destiny, overcoming creative challenges gains the following benefits:
through innovative design.
• Characters with Ties toward her spouse count as
The Sidereal adds a non-Charm success on a Craft roll. having the same Ties to her at Minor intensity. A
If it’s made at target number 4, she adds two successes significant number of group members are assured
instead. If she completes a project with that roll, the to have positive Ties toward him.
finished product has an unexpected but useful feature:
an outfit might have easily concealed secret pockets, a • She gains a position of influence equivalent to
sword might be durable enough to use for leverage in two-dot Backing by or Influence in the group her
feats of strength, an artifact’s Evocations might incor- spouse belongs to.
porate an unexpected theme, etc.
• She waives Excellencies’ mote costs to reduce the
This Charm costs silver points on basic and major proj- target numbers of Bureaucracy, Lore, or Socialize
ects, gold points on superior projects, and white points rolls involving the group her spouse belongs to.
on legendary projects.
• She waives Atelier-and-Embassy Auspice’s
Atelier-and-Embassy Auspice Willpower cost when she uses it for a meeting of
Cost: 4m, 1wp; Mins: Craft 3, Essence 1 the group’s members or other group event.
Type: Simple
Keywords: None In cultures without marriage, this Charm instead
Duration: One social interaction or event applies to whatever local custom comes closest to a
Prerequisite Charms: None lifelong partnership in which finances are intermingled.
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Reset: Once per story unless reset by accomplishing a as she has all necessary tools and materials. The most
major character or story goal with the help of a spouse arduous, work-intensive projects can be completed in
or through financial dealings. Joybringers can reset it by an hour if basic or a day if major.
fulfilling an auspicious prospect.
A Craft 5, Essence 3 repurchase lets the Sidereal pay
Destiny-Knitting Entanglement a two-mote, one-Willpower surcharge to undertake
Cost: 1m, 1wp; Mins: Craft 3, Essence 1 superior projects with this Charm. Creating artifacts
Type: Simple requires (Artifact – 1) months, or half that for repairs;
Keywords: Shaping (Fate), Stackable the time to complete a manse is halved; mundane large-
Duration: Indefinite scale projects can be completed in no more than (10 –
Prerequisite Charms: None Essence) weeks. She can’t use this Charm to create N/A
artifacts or First Age artifice.
The Sidereal’s fate is interwoven with trinkets, curios, and
weapons, always close at hand no matter the distance. Mending Warped Designs
Cost: 10m, 1wp; Mins: Craft 3, Essence 1
After a scene spent interacting with an object light Type: Simple
enough for the Sidereal to wear or hold in her hands, Keywords: Mute
she binds it to her fate. While it’s within long range, she Duration: Instant
can reflexively return it to her hand via favorable coin- Prerequisite Charms: None
cidences: a stumbling enemy kicks her weapon toward
her, a strong wind blows a garment off a clothesline, a The Sidereal mends the scars left by the enemies of fate,
ring dropped off a cliff lands on the head of a curious restoring the cosmic balance by tending to the wounded
hybroc. and repairing what’s broken.
Beyond this range, the Sidereal can make (Perception After an hour tending to a patient’s wounds, the Sidereal
+ appropriate Craft) rolls to discern general details rolls (Intelligence + Craft). She must have surgical
about the object’s current circumstances regardless of equipment but can substitute tools associated with her
distance, though she can’t make out specifics — e.g., she Craft with a stunt. Once her patient’s received a full
could tell that it’s in a heavily guarded vault but couldn’t day’s rest, he heals levels of non-aggravated damage
make out the names or faces of individual guards. equal to the Sidereal’s successes. If her patient’s health
track contains any damage inflicted by an enemy of fate
The Sidereal can recall distant objects with a (Wits (p. XX), he heals instantly instead, his body snapping
+ appropriate Craft) roll, setting in motion a chain of back to how it was before he was wounded.
favorable coincidences: a guard steals it and flees in her
direction to avoid punishment, a thief fences it to some- Alternatively, she can use this Charm to undertake and
one shipping goods to her location, a dog grabs it and complete a basic or major repair project in a matter of
runs, etc. One success ensures its return, but with no minutes or a superior or legendary repair project in one
guarantee it’ll be quick. Two successes ensure it’s back week for mundane objects and structures, ([Artifact
within a week; three successes, a day; four successes, an or Manse] – 1) weeks for artifacts and manses, or (10
hour; and five successes, a minute. – Essence) weeks for N/A artifacts and manses. If the
damage she’s repairing was caused by an enemy of fate,
The Sidereal can bind herself to any number of objects. she completes basic and major repairs instantly and su-
perior or legendary repairs in (10 – Essence, minimum
Excellent Implementation of Objectives 1) hours.
Cost: 8m; Mins: Craft 3, Essence 1
Type: Simple Untangling Snarled Strands
Keywords: Mute Cost: 10m, 1wp; Mins: Craft 5, Essence 1
Duration: Instant Type: Simple
Prerequisite Charms: None Keywords: Shaping (Fate)
Duration: Instant
The Sidereal weaves her blueprints into the pattern of Prerequisite Charms: Mending Warped Designs
fate, ensuring her project’s swift completion.
Even the most terrifying and alien horrors can bring joy
The Sidereal undertakes a basic or major project, com- and prosperity to the world; the Sidereal offers them a
pleting most such tasks in a matter of minutes as long chance to do so.
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The Sidereal stitches a willing enemy of fate into the Predestined Delivery Shaping
tapestry of reality, freeing it from this status. The char- Cost: 1m, 1wp; Mins: Craft 4, Essence 2
acter’s Essence is marked by his new loyalty to Creation, Type: Simple
letting gods, elementals, and Sidereals know he’s been Keywords: Shaping (Fate)
blessed with this Charm. If such characters have neg- Duration: Until the object arrives
ative Ties to a category of beings the blessed character Prerequisite Charms: Destiny-Knitting
belongs to — e.g., “demons,” “Anathema,” “otherworldly Entanglement
beings” — they treat those Intimacies’ intensity as one
step lower against him. Fate bears the Sidereal’s gifts to their intended recipients
— and with them, whatever blessings or curses she sees
If the blessed character intentionally acts in opposition fit to impose.
to destiny, he’s stripped of these benefits. His treachery
reverberates through fate’s weave and turns back against The Sidereal rolls (Intelligence + Craft) to introduce
him sevenfold; he suffers a cosmic punishment appro- a fact about how someone she’s interacted with in the
priate to his crime as if he’d broken an oath sanctified by last day will come into possession of something she’s
the Eclipse anima (Exalted, p. 176). Acts that threaten created, or how it will arrive at a location she’s familiar
the well-being of Creation itself, like opening shadow- with. This has difficulty 1-10 depending on how unlikely
lands or spreading bordermarches, likewise revoke this the Sidereal’s proposed fact is.
blessing. The Sidereal glimpses this act of treachery in
a fleeting vision; successfully remedying the damage If successful, fate ensures this course of events happens,
done counts as fulfilling an auspicious prospect. or something extremely close: a pickpocket lifts a ring
off the Sidereal only to be caught by its intended recipi-
World-Shaping Artistic Vision ent; storm winds blow a letter off the Sidereal’s desk and
Cost: —; Mins: Craft 3, Essence 1 carry it to the recipient; a passing eagle somehow drops
Type: Permanent a sword into a Circlemate’s hand.
Keywords: None
Duration: Permanent When the object arrives, the Sidereal gains craft points
Prerequisite Charms: None as per completing a basic project (Exalted, p. 240).
If it was sent to a person, she can reflexively use an
The Sidereal weaves fate with a distinctive personal flair. Ascending (Caste) Horoscope or Descending (Caste)
Horoscope on him.
Upon purchasing this Charm, the Sidereal’s player
chooses a circumstance comparable to a specialty as Sidereals can use this Charm to leave bequests for their
her particular focus in weaving fate: “while outnum- next incarnation once they Exalt: artifacts, finery, mes-
bered,” “at night,” “for love,” “against enemies of fate,” sages, or whatever else they deem appropriate.
“making bad decisions,” “opposing the status quo,” etc.
Her appearance often shifts subtly to reflect this focus: Sword-Queen’s Foretold Blade
a Sidereal who excels when battling enemies of fate Cost: 1wp; Mins: Craft 5, Essence 2
might take on a wrathful mien, while one specializing in Type: Simple
moving among the halls of power might take on a noble, Keywords: Shaping (Fate), Stackable
dignified bearing. Duration: Indefinite
Prerequisite Charms: Elegant Patterns of Fate,
When the Sidereal’s focus applies, she waives the mote Excellent Implementation of Objectives
cost to lower target numbers for rolls with any Ability
using Excellencies. If she undertakes a prophecy related The Sidereal can’t always wait for a foretold hero and a
to her focus, she doesn’t suffer a complication the first destined blade; sometimes, she must manufacture both.
time she fails a roll (p. XX). She also treats it as a basic
objective for Craft projects (Exalted, p. 240), which she The Sidereal imbues one of her resplendent destinies
can benefit from in addition to the usual three. into a mundane object that can be held or worn, which
must relate to the destiny’s role or its constellation’s
The Sidereal’s player may change her focus to reflect trappings. The Sidereal can’t don the resplendent desti-
major character development or significant changes in ny while it’s imbued, but it still counts against the limit
the Sidereal’s life. on how many she can have.
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The imbued object takes on a semblance more suited to still use awakened Evocations if the Sidereal imbues
the destiny’s role and becomes an artifact; non-weapon, the same resplendent destiny in another object. If the
non-armor artifacts typically have an attunement cost imbued destiny is destroyed or if the Sidereal dies or
of two motes and an attunement bonus comparable to otherwise leaves the narrative, player characters are
those of other artifacts. It doesn’t become indestructible refunded experience spent on these Evocations.
like an artifact, but it adds (Sidereal’s Essence) to the
difficulty of feats of demolition and other rolls to dam- The Sidereal can use this Charm multiple times to im-
age it. The imbued destiny can’t be destroyed by magic bue multiple objects with resplendent destinies.
like Astrology Interruption Method (p. XX).
Reset: Once per story unless reset when another char-
Those who wield or wear the artifact are wreathed in acter uses the imbued object to achieve a major charac-
its resplendent destiny, concealing their identity (p. XX) ter or story goal.
and suppressing any other resplendent destinies worn
by a Sidereal bearer. However, they might be mistaken Heaven-and-Hell Embassy
for the Sidereal by those who’ve interacted with her Cost: 5m, 1wp; Mins: Craft 5, Essence 2
while she wore the imbued destiny, or for other bearers Type: Simple
of the imbued object. Ordinarily, no cover checks are re- Keywords: None
quired for that destiny; however, if the imbued object is Duration: One day
carried by a Sidereal, his arcane fate compromises this Prerequisite Charms: Untangling Snarled Strands
protection, but he receives −1 target number on such
checks. The Sidereal holds her patron Maiden’s sanction as an
envoy to realms beyond fate’s reach.
Evocations can be awakened from the imbued destiny,
based on its role and constellation and the Sidereal’s When the Sidereal deals with enemies of fate, they can’t
Caste. Sidereals are resonant with them; other charac- take offense at her words or craftsmanship, nor can they
ters treat them as exotic materials (Arms of the Chosen, form negative Ties toward her because of them, so long
p. 15). If the imbued object is destroyed, characters can as she doesn’t intend to give offense. Any negative Ties
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they have toward Sidereals, the Exalted, or denizens of The Sidereal can use Proper Plumage multiple times to
Creation or Yu-Shan are treated as one step lower. They benefit multiple characters.
can pay one Willpower to resist this for one scene.
Unraveled Skein Insight
If the Sidereal knows Terrestrial Circle Sorcery, she can Cost: 6m; Mins: Craft 5, Essence 2
offer a First Circle demon a year and a day of freedom Type: Simple
from Malfeas as part of a bargain roll, letting it walk Keywords: Mute
Creation unbound for that time. With Essence 3, she Duration: Instant
can free Second Circle demons until the next full moon. Prerequisite Charms: Elegant Patterns of Fate
With Essence 5, she can free a Third Circle during the
next Calibration. She can’t release more than one de- All the world is the Sidereal’s muse, repaying her for her
mon at a time this way. service in inspiration.
Proper Plumage The Sidereal can use this Charm after a scene spent
Cost: 5m, 1wp; Mins: Craft 5, Essence 2 crafting, working toward fulfilling an auspicious pros-
Type: Simple pect, or opposing enemies of fate. She may exchange
Keywords: None silver for gold craft points at a rate of two to one or ex-
Duration: Until the Sidereal removes her outfit change white for gold or gold for silver at a rate of one
Prerequisite Charms: Wife-Procuring Tailfeathers to two. Each activation only lets her convert one type of
craft points.
The Sidereal’s impeccable taste earns her the world’s
esteem, ensuring her wardrobe is never found wanting. Cosmos-Sustaining Demiurge
Cost: 20m, 1wp; Mins: Craft 5, Essence 3
After a scene spent trying on, styling, mending, or cre- Type: Simple
ating clothing, the Sidereal dons an outfit appropriate Keywords: Mute
for some specific event or occasion. While she wears it, Duration: Instant
she gains a bonus dot of Appearance, which can raise Prerequisite Charms: Mending Warped Designs
her Appearance above 5. She loses the Hideous Merit
if she has it. The Sidereal tends to Creation’s tattered edges, shoring
up the walls of reality.
With an appropriate Craft, like tailoring or weaving, the
Sidereal can gain (Essence) silver points for using this The Sidereal undertakes a superior Craft (Geomancy)
Charm once per day. project to seal a bordermarch, shadowland, or similar
incursion of an otherworldly realm. This can encom-
Swan-and-Duckling Parable pass the entirety of a corrupted region, or a smaller
Cost: —; Mins: Craft 5, Essence 2 pocket within it. The project has difficulty 5, terminus
Type: Permanent 6, and a one-day interval. Its goal number depends on
Keywords: Stackable the affected area’s size:
Duration: Permanent
Prerequisite Charms: Proper Plumage GOAL
SIZE NUMBER
Even the most haggard of waterfowl might play the part
of a regal swan, given proper grooming. A house-sized structure 15
A palace-sized structure, a 30
The Sidereal can use Proper Plumage on another char- village, a neighborhood
acter after a scene spent having him try on outfits, giving
fashion advice, tailoring his wardrobe, or buying clothes A group of villages, a small city, a lake 50
for him. Its bonus Appearance doesn’t stack with other A medium-sized city, a small city and 75
bonus dots. its surrounding villages, a small forest
With an appropriate Craft, the Sidereal gains (Essence)
A large city-state, a large forest, 100
gold points when that character upholds a Major or
a mountain
Defining Intimacy or accomplishes a major character
Success seals away the blight, restoring the land to
story goal with this Charm’s help.
Creation. This lasts for a year and a day, after which the
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blight reforms at the region’s center and begins spread- (Charisma + Craft), and the group forms with member-
ing back to its original boundaries. If the Sidereal only ship equivalent to one dot of Size (Exalted, p. 206) for
carved out a pocket from a corrupted region, it lasts only each success. The Storyteller may impose a limit on the
a month before being reabsorbed. group’s maximum size if the surrounding community
isn’t large enough to sustain a huge organization.
At the Storyteller’s discretion, rituals, wards, geomantic
engineering, and other mystical practices may be able Alternatively, the Sidereal can choose to bring together
to contain the blight after this time expires, potential- a group of people who share some trait — hair color,
ly even permanently. This is especially true if these ethnicity, taste in fashion — without dictating the nature
measures are based on facts introduced by the players or agenda of the group they form, a technique known as
or have been enacted through a successful project the Singular Plumage Riot. The Storyteller chooses an
(Exalted, p. 226). These practices are always suscepti- agenda that will be beneficial to the Sidereal.
ble to some form of disruption by external forces; truly
lasting solutions require a Sidereal’s continuing atten- Those brought together to form the group gain a Minor
tion and involvement. Tie of belonging toward it and a Minor Principle re-
flecting its agenda. With Singular Plumage Riot, these
If the project fails, the Sidereal can’t use this Charm on Intimacies are Major instead. This doesn’t apply to
that region again for the rest of the story, and it rages out characters who subsequently join the group.
of control with multiple potential consequences: the
blight might spread further, dangerous fae or undead Once per story, when the Sidereal interacts with the
might swarm out of it, local spirits might be corrupted, official affairs of a Fortuitous Fellowship or the personal
etc. affairs of a group member, she rolls (Charisma + Craft),
gaining gold points equal to her successes.
This Charm normally has no effect on middlemarches
of the Wyld, but if all the bordermarches touching on a Reset: Once per story.
middlemarch have been sealed, the Sidereal can use it
to revert the middlemarch to a bordermarch until the Unassuming Vizier Wisdom
next moon, halving the project’s goal number. If she can Cost: 10m, 1wp; Mins: Craft 5, Essence 4
complete a second use of this Charm before the newly Type: Simple
diminished bordermarch reverts, she seals it fully, as Keywords: None
above. Duration: Indefinite
Prerequisite Charms: Fortuitous Fellowship
Fortuitous Fellowship
Cost: 10m, 1wp; Mins: Craft 5, Essence 3 Insinuating herself among temporal powers, the Sidereal
Type: Simple weaves herself into his dominion as its guardian.
Keywords: Mute, Shaping (Fate)
Duration: Instant After giving a gift or making a show of obeisance to a
Prerequisite Charms: Swan-and-Duckling Parable community’s leader in a way that aligns with one of his
Major or Defining Intimacies, the Sidereal lashes the
The Sidereal twists strands of fate into a cord, bringing community’s fate to her own:
strangers together as harmonious communities.
• If she supports the community’s leader, he gains
The Sidereal sets events in motion that will lead to −1 target number on Bureaucracy, Lore, and
the formation of a new group or organization. She de- Socialize rolls related to projects or other bu-
termines the group’s nature and its initial agenda but reaucratic tasks initiated for the community’s
has no control over who joins it unless she intervenes benefit.
directly; otherwise, coincidence and serendipity deter-
mine the group’s membership as like-minded people • She can make read intentions, profile character,
meet, discover shared interests, and form connections. and diagnosis rolls against the community as
This is a major project that takes a few days to com- a whole with (Perception + Craft) after a scene
plete, using a Craft related or associated with the group: spent interacting with community members.
weaponsmithing for a mercenary company, cooking This lets her discern common Intimacies among
for teahouse employees, masonry for a mountain-god’s the community, map out relationships within the
cult, etc. Once the project is complete, the Sidereal rolls community, detect epidemics, etc. If someone’s
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This Charm can also be used to create a manse atop a Foreseeing her enemy’s attacks, the Sidereal arranges to
demesne; this takes (6 – Craft [Geomancy]) months for be elsewhere when they land.
a three-dot manse or (15 – Craft [Geomancy]) months
for a 5-dot manse. It can’t create N/A-rated artifacts or The Sidereal ignores (higher of Essence or 3) points
manses or First Age artifice. of Evasion penalty. If her attacker has a positive Tie to
her, she ignores all Evasion penalties. This can’t negate
This Charm doesn’t award craft points; it is the world penalties from surprise attacks.
that is inspired, not the Sidereal.
If the Sidereal is unarmored or if she has no Evasion
Reset: Once per story. penalties to negate, she can dodge an attack whose suc-
cesses equal her Evasion.
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Empty Sky Tranquility The Sidereal dodges into the path of romance, making
Cost: 3m; Mins: Dodge 3, Essence 1 herself an easy target for the arrows of love.
Type: Simple
Keywords: Decisive-only After a few hours spent interacting with potential ro-
Duration: Instant mantic partners, the Sidereal’s assured to find at least
Prerequisite Charms: None one partner willing to engage in courtship, formal mar-
riage negotiations, or a whirlwind romance, chosen by
The Sidereal takes steps to avoid a future where her ene- the Storyteller. (Players may volunteer their characters
my’s quiver has anything left. for this.) Alternatively, she can empower an existing
courtship.
The Sidereal rolls a special (Wits + Dodge) disarm gam-
bit against an enemy wielding a ranged weapon within As long as the Sidereal continues this romantic pursuit
medium range. Instead of using his Defense, the target and spends significant time with her partner during
opposes the attack roll with a (Wits + combat Ability) downtimes, she gains the following benefits:
ammunition check (Exalted, p. 202). If successful, he’s
revealed to have unexpectedly run out of ammunition • She gains +2 Resolve against rolls to instill Ties
and suffers withering damage equal to the Initiative of romantic or sexual desire to anyone but her
roll’s extra successes, awarding Initiative to the Sidereal partner.
as usual. If he’s previously cached any ammunition
nearby, it also turns out to have somehow disappeared • Non-Hideous characters other than her partner
or become unusable. He suffers +1 target number on don’t add dice from Appearance on influence
rolls to scavenge for more ammunition. rolls against her.
Affected characters can still use Charms like Phantom • She must treat other characters’ bargain and
Arrow Technique or Generalized Ammunition persuade rolls for seduction and instill rolls to
Technique to produce ammunition. weaken Ties of romantic or sexual desire toward
her partner as unacceptable.
Special activation rules: This Charm can be flurried.
• She shines with the joy of heedless love, waiving
Snappy Banter Approach Excellencies’ mote costs to reduce the target
Cost: 5m, 1wp; Mins: Dodge 3, Essence 1 number of rolls to instill positive Ties or inspire
Type: Reflexive positive emotions.
Keywords: Mute
If the Sidereal marries her partner or joins with him in
Duration: Instant
a similar custom, this Charm ends, and she can’t use it
Prerequisite Charms: None
with him again.
The Sidereal’s quick-witted repartee extracts uncouth
Reset: Once per story unless reset by accomplishing a
suitors from awkward situations.
major character or story goal with the help of a roman-
When an ally fails a spoken influence roll with any tic partner or by seducing someone. Joybringers can
Ability, the Sidereal can use this Charm to let him roll reset it by fulfilling an auspicious prospect.
again. The reroll receives the benefits of all magic used
Duck Fate
to enhance the first roll; her ally can use additional
Charms to enhance it as well. To use this Charm, the Cost: 7m; Mins: Dodge 4, Essence 2
Sidereal must notice her ally’s influence and be able to Type: Reflexive
speak to all targets so she can make her excuses. Keywords: Uniform, Perilous
Duration: Instant
Reset: Once per scene. Prerequisite Charms: Absent Self
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falling damage, social influence, Shaping effects, etc. band toward him if this brings her within range to pro-
If the effect is one that could normally be defended tect him. This doesn’t count as her move action.
against with an opposed roll or static value, the Sidereal
substitutes her Evasion for successes on the roll or the If the Sidereal moves toward a nontrivial enemy with
applicable static value. If it isn’t, the Storyteller should this reflexive movement and then successfully defends
assign a dice pool for the source’s effect to roll against her ward, she gains one Initiative.
the Sidereal’s Evasion. Against ongoing or recurring
effects, once the Sidereal successfully defends with this Auspicious Sidestep Serendipity
Charm, she’s immune for the rest of the scene. Cost: 5m; Mins: Dodge 5, Essence 2
Type: Reflexive
Duck Fate can only defend against the actions and Keywords: Perilous, Uniform
magic of other characters and environmental effects Duration: Instant
with defined mechanics. Appropriate stunts may bypass Prerequisite Charms: Absent Self
this limitation, letting a Sidereal dodge performance
reviews, debts, her feelings, etc. The Sidereal maneuvers around possibilities that would
give her enemy a clear shot, forcing him to contend with
Enticing Mystery Elopement a less favorable reality.
Cost: 5m, 1wp; Mins: Dodge 4, Essence 2
Type: Reflexive An attack against the Sidereal’s Evasion suffers +1 target
Keywords: Mute number. Successfully dodging grants her one Initiative
Duration: Instant for each die that is a failure instead of a success because
Prerequisite Charms: Elusive Object of Desire of its increased target number, maximum (Sidereal’s
Essence).
The Sidereal presents an idealized image of herself for
suitors to obsess over, blinding them to the truth. With a Dodge 5, Essence 3 repurchase, the Sidereal may
pay a one-Willpower surcharge once per scene to inflict
When the Sidereal successfully asserts her Evasion +2 target number. Her enemy loses any Initiative she
or Guile, she can use this Charm to reflexively roll gains with this Charm. This resets if the Sidereal begins
(Appearance + Dodge) to enter concealment. Enemies her turn within close range of at least two nontrivial
whose Resolve is lower than her Appearance suffer a enemies.
penalty on opposed rolls equal to the difference. If she
uses this concealment to ambush her attacker, she ap- Sweet Flirtation Smile
plies a free full Excellency on her Join Battle roll. Cost: 5m, 1wp; Mins: Dodge 5, Essence 2
Type: Simple
If the Sidereal uses this Charm together with Elusive Keywords: Mute
Object of Desire, she makes one roll for both. If she suc- Duration: Instant
cessfully establishes concealment against her attacker, Prerequisite Charms: Snappy Banter Approach
he can’t spend Willpower to resist that Charm’s instill
roll or subsequent effects unless she enters a Decision The Sidereal’s pleasing appearance and serene demeanor
Point and cites an Intimacy equal or greater than his Tie let her avoid confrontation, side-stepping the enmity of
of infatuation to her. even her worst nemesis.
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Suitor-Deflecting Sidestep • She waives Duck Fate’s cost against that charac-
Cost: 5m, 1wp; Mins: Dodge 5, Essence 3 ter or woe.
Type: Simple
Keywords: Mute • Once per scene, she can waive the cost of reduc-
Duration: Instant ing the target number of a roll with any Ability
Prerequisite Charms: Frenzied Courtship Dodge with Excellencies to avoid harm or discomfort
from it.
Stepping out of the way of her suitor’s attention, the
Sidereal lets the arrow of his infatuation find a new • Magic that predicts her future won’t show any
mark. outcome in which she comes to suffering because
of it.
The Sidereal makes a special ([Appearance or
Manipulation] + Dodge) instill roll against a character Reset: Once per story unless reset by decisively resolv-
who has a positive Tie toward her or who intends to ing the problems posed to the Sidereal by the chosen
court, flirt with, or seduce her. Such Ties can’t be used character or woe. If she maintains this Charm for mul-
to bolster his Resolve against this influence; Ties of tiple stories, she can’t reuse it until the next story or she
romantic or sexual interest toward the Sidereal penal- resets it.
ize his Resolve against it. If successful, she dodges his
interest in her, redirecting it to another character he can Neighborhood Relocation Scheme
observe. (If no such character exists, this Charm has no Cost: 15m, 1wp; Mins: Dodge 5, Essence 5
effect.) Type: Simple
Keywords: Shaping (Fate, Mind)
Any positive Ties the target has toward the Sidereal Duration: Until the Sidereal stops moving
become Ties toward the other character. If he has such Prerequisite Charms: Any 10 Dodge Charms
a Tie to a category that includes the Sidereal (e.g., tall
people), it changes to a category that includes the other The Sidereal wraps a long prayer strip bearing the
character but not the Sidereal. If he’s currently actively Scripture of the Hunted Maiden around her waist, where
pursuing the Sidereal, he’ll do so with the other char- it transforms into a crystalline band of sky-blue Essence,
acter instead. He forgets having ever been interested in binding herself to the world that they might evade ca-
the Sidereal. lamity and strife together.
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The Sidereal can transport a landscape or community Once the Sidereal stops moving, the region is integrated
across Creation, reshaping both reality and the Celestial into the world around her. It won’t destroy anything
Bureaucracy’s records to make it as if it had always that was there originally: bringing a desert into a forest
been there. When she uses this Charm, she chooses a would cause the forest to recede enough to make room;
region out to (Essence) miles from her, ensnaring all dragging a village on top of another would blend their
inhabitants, structures, habitations, natural features, architecture and landscapes together.
demesnes and manses, and the landscape within her
fate. She can’t pick and choose what to bring, nor can Characters’ memories, maps and other documentation,
she bring something that doesn’t fall entirely within this and Heaven’s records are altered to reflect that the
range. If this includes an unwilling character’s demesne, transported region has always been at its destination.
manse, or similar place of power, the Sidereal must roll This can be resisted like arcane fate (p. XX). Even des-
(Wits + Dodge) opposed by his (Wits + Occult) to move tiny is revised, seamlessly accounting for the Sidereal’s
it. On a failed roll, it remains behind. changes (though she should expect to pick up her co-
workers’ bar tabs for the foreseeable future if she uses
As the Sidereal moves, the region moves with her. this Charm frivolously.)
She must travel under her own power, rendering this
incompatible with mounts, sorcerous travel, and the Reset: Once per story unless reset by learning of a nar-
like. Vehicles are also incompatible, except for mobility ratively relevant threat to an entire region.
aids like wheeled chairs. The region and its inhabitants
exist at a remove from reality until they reach their des-
tination; they’re visible and still capable of action, but
Linguistics — The Pillar
outsiders can’t interact with them without specialized Sidereal Linguistics Charms evince the legendary elo-
magic, and vice versa. quence, rhetorical prowess, and mastery of languages of
Sidereal poets, playwrights, translators, and essayists. Under
The prayer strip slowly tightens around the Sidereal’s
the Pillar’s auspices, these Charms bring people together in
waist, inflicting one die of unavoidable bashing damage
relationships founded on trust and mutual understanding.
each hour. Incapacitation from this isn’t fatal but ends
Like the Bride, these Charms express boundless optimism
the Charm, leaving the transported region wherever she
in people, assuring Sidereals of the good in others. While
fell.
Linguistics can be used with any social Attribute, Sidereal
Linguistics Charms particularly benefit from Charisma.
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...who fled a shadow, in the company of a friend. With a Linguistics 5, Essence 2 repurchase, the Sidereal
can use this Charm instantly, committing its mote cost,
They traveled through strange places, and among to grant herself the ability to communicate with all char-
strange people. acters for one scene. At the end of the scene, she gains a
Minor Tie with a positive context of her choice to one
“How can you trust me,” he asked, “with such hor-
of the characters she communicated with, chosen by the
ror behind you?”
Storyteller. She can’t weaken it until the story ends.
“Love endures,” she said.
Reset: Characters other than the Sidereal can’t benefit
from more than one use of this Charm per story.
The Sidereal recites a formal blessing over a pair of The Sidereal speaks someone’s name with an intonation
creatures, tying their fates together under the Pillar’s that echoes the pattern of his fate, filling his heart with
auspices. warmth, happiness, and a feeling of connection to her.
The Sidereal performs a minute-long ceremony, requir- Addressing someone by name or nickname — either
ing that both characters be present to witness it, even if verbally or in writing — the Sidereal rolls (Charisma +
they don’t understand it. Those beings become capable Linguistics). This counts as both a roll to instill a positive
of understanding each other without a shared language. Tie toward the Sidereal and a roll to inspire happiness.
The Sidereal is never perceived as the source of this effect.
All humanity is the Sidereal’s friend; she need never within short range, reciting the binding in a single turn.
want for a place to lay her head.
Success summons that spirit, if applicable, and imposes
After a few hours or days spent in a community, the a Defining Principle of “I must ensure and defend the
Sidereal’s assured to find at least one resident, chosen by joy, health, and pleasure of those around me” on him.
the Storyteller, who’ll let her stay at his home for a few The Principle is only Major for spirits with Essence
days as if hosting an old friend. (Players may volunteer 4+. This Intimacy can’t be weakened or altered by any
their characters for this.) He’ll keep her as well-fed as means. If it would let the spirit treat influence as unac-
anyone in the house and provide her a spare bed, couch, ceptable (Exalted, p. 220), he must do so unless he has
or floor to sleep on. Once she’s worn out her welcome, an Intimacy of equal or greater intensity that supports
she’ll quickly find another host without needing to use the influence.
this Charm again, moving to a new home every few days.
Alternatively, the Sidereal can empower hospitality that’s This binding lasts (1 + Sidereal’s extra successes) months.
already been offered to her, though she must still avoid Once it ends, the Sidereal may have the spirit forget her
wearing out her welcome. identity and all memories of her. If he subsequently en-
counters evidence of her involvement in his binding, he
As long the Sidereal lives with these newfound friends may pay three Willpower to regain these memories.
and spends significant time interacting with them over
downtimes, she gains the following benefits: Fire elementals and other fire spirits treat their Essence
as one lower for purposes of this Charm.
• She’s welcomed into her friends’ community; its
members treat negative Ties toward foreigners, Reset: Once per day for spirits with Essence 1-3, or once
strangers, or outsiders as one step weaker for her. per session for spirits with Essence 4+.
• When she sleeps in her host’s house, she gains an Knot of Destiny
additional Willpower from a full night’s rest. Cost: 1m, 1wp; Mins: Linguistics 3, Essence 1
Type: Simple
• It’s difficult to keep track of her as she moves Keywords: None
from home to home; Investigation and tracking Duration: One scene
rolls against her suffer +1 target number. Prerequisite Charms: None
Ice-and-Fire Binding
Cost: 10m, 1wp; Mins: Linguistics 3, Essence 1
Type: Simple
Keywords: Psyche
Duration: Instant
Prerequisite Charms: None
The Sidereal speaks with a sibilance that reminds quarreling • Willingness to deal in good faith — in business
lovers or bickering siblings of all the good their bond has transactions, legal affairs, negotiations, etc.
brought them, mending even the most tattered threads of fate.
With a Linguistics 5, Essence 3 repurchase, the Sidereal
The Sidereal chooses a relationship between characters can selectively choose which contexts she imposes on
present in the scene. Addressing one or more characters each character, including the option to change contexts
involved in it, she subtly shifts its emotional dynamic. reflexively mid-scene. Doing so increases this Charm’s
Those involved in the relationship count as having a cost to one mote per target and one Willpower.
Minor Tie of respect to each other person in it (even
those not present). Any negative Ties they have to each Equitable Partnership
other are treated as one step weaker. The Sidereal is Cost: 10m, 1wp; Mins: Linguistics 4, Essence 1
never perceived as the source of this. Type: Simple
Keywords: Mute, Shaping (Fate)
The Sidereal can expand the range of emotional con- Duration: Instant
texts she can impose by purchasing the below for three Prerequisite Charms: Knot of Destiny
experience points or one bonus point each. She must
apply the same emotional context to all targets. The Sidereal feels along the weave of fate for a patron
with pockets deep enough to fund her ambitions.
• Fascination, particularly for the details of a
character’s history, his day-to-day doings, and his After a few hours or days spent discussing a business
personal and business relationships. plan or opportunity for profit with potential financial
backers, the Sidereal’s assured to find at least one per-
• Friendly competition. This competition is ex- son willing to fund her scheme, providing a sum pro-
pressed in whatever venue best fits the relation- portionate to the Sidereal’s competence and the plan’s
ship’s nature. plausibility. That character forms a Major Intimacy
reflecting his commitment to this arrangement, which
• Infatuation. This applies only if everyone in the could be a Tie to the Sidereal or a Principle reflecting
relationship is romantically compatible. If a play- his motivation for funding her.
er opts out via the Red Rule (Exalted, p. 222), the
Tie is instead one of respect, both for his charac- With a Linguistics 5, Essence 3 repurchase, the
ter and for other targets interacting with him. Sidereal may roll (Charisma + Linguistics) to seek out a
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supernatural being as a patron. The Storyteller chooses 10s. For that night’s sleep, he adds (Sidereal’s Essence)
whom she secures patronage from, but the Sidereal’s Guile and Resolve against magic that observes or in-
roll determines his strength: Every two successes let her trudes on his dreams.
gain one dot worth of Allies, Mentor, or Retainers from
her patron’s support. At the end of the story, the Merits The comforted character may add up to (Sidereal’s
are lost unless the Sidereal qualifies to retain them as Charisma) banked dice on influence rolls to speak plain-
Story Merits (Exalted, p. 158). ly and openly about strong feelings and difficult topics
and rolls against disease, poison, and other ailments. He
Reset: Once per story unless reset by accomplishing a can also spend them to raise his Resolve, expending two
legendary social goal through business dealings, polit- dice per +1 bonus. Enhanced rolls ignore penalties from
ical meddling, legal matters, or the aid of relationships fear-based effects. This lasts (Sidereal’s Essence) days.
established with this Charm. Joybringers can reset it by
fulfilling an auspicious prospect. Aster Petal Covenant
Cost: 3m per Charm; Mins: Linguistics 5, Essence 3
Enduring Companionship Affirmation Type: Reflexive
Cost: 5m, 1wp; Mins: Linguistics 5, Essence 2 Keywords: Stackable
Type: Supplemental Duration: Indefinite
Keywords: Mute Prerequisite Charms: Ice-and-Fire Binding, Knot of
Duration: Instant Destiny
Prerequisite Charms: Knot of Destiny
Reciting the seven vows that Venus once swore to an
The Sidereal’s words strengthen bonds of love, friend- unknown paramour, the Sidereal binds herself and a
ship, and mutual benefit, empowering them to withstand puissant companion together with her sacred oath.
the test of time.
The Sidereal can gain Eclipse Charms from a willing
When the Sidereal succeeds on a verbal or written character by swearing a formal pact with him, com-
instill roll to create or strengthen a positive Tie, her mitting three motes per Charm. She may have up to
target can’t willingly weaken that Intimacy and gains +1 (Essence) Eclipse Charms from this Charm at a time,
Resolve against influence that would do so. This ends if either through a single use or multiple stacked acti-
the Tie’s object mistreats or offends her. vations. She can also use this Charm if she completes
a serious or life-changing task (Exalted, p. 216) at a
Alternatively, when the Sidereal rolls to overturn influ- character’s request, considering her performance of the
ence (Exalted, p. 221) that opposes one of its target’s task as his implicit consent to the pact.
positive Ties, she waives the Willpower cost for both
her and her target. Success reinforces that Tie as above. The Sidereal may permanently learn these Eclipse
Charms accessed for eight experience points each. She
This Charm’s Willpower cost is waived when used on no longer needs to commit motes to use them, and they
Ties of trust. don’t count toward the maximum of (Essence). She
waives the experience point cost of the first Eclipse
Comforting Matriarch Embrace Charm purchased this way.
Cost: 5m, 1wp; Mins: Linguistics 5, Essence 2
Type: Simple Beloved Maiden’s Bride
Keywords: Mute Cost: —; Mins: Linguistics 5, Essence 3
Duration: Instant Type: Permanent
Prerequisite Charms: Enduring Companionship Keywords: None
Affirmation Duration: Permanent
Prerequisite Charms: Aster Petal Covenant
The Sidereal’s kind eyes, soothing words, and gentle
touch soothe the hearts of those under her care. The Sidereal pledges herself to her patron Maiden in
sacred marriage, catching the light of the Pillar’s stars
When the Sidereal speaks soothingly, comforts, or for her wedding band.
holds a character before he sleeps, she rolls (Charisma
+ Linguistics), banking her successes as a pool of bonus To learn this Charm, the Sidereal must have a positive
dice for him and granting him Willpower equal to her Defining Tie to her patron Maiden.
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for her to do so, but each must have signed the peti- • They can pay each other’s mote and Willpower
tion, a lengthy document written in Old Realm. These costs. Spirits and other characters whose mote
signatures may be procured through fraud, duress, pools are significantly larger than the Exalted’s
or sharp practice; a Sidereal who’s stolen someone’s can’t pay mote costs.
name with Name-Pilfering Practice (p. XX) may sign
for them. • When one partner would take damage or suffer
harmful effects, his partner may choose to suffer
The god becomes his newfound descendant’s parent for it in his stead.
all purposes, including magic like Knot of Destiny. The
descendant’s player may choose to have this overwrite • Other characters can’t remove the rings unless
her relationship with any of her other parents, whether their efforts benefit from magic. The rings are
by birth or adoption. This newfound parentage empow- nigh-indestructible, like artifacts.
ers her as a God-Blooded. Exalted descendants gain
Divine Heritage as a training effect (p. XX). Mortals gain The Sidereal can end this Charm without breaking this
a pool of 10 motes, (higher of their Essence or 3) Eclipse partnership, leaving the rings intact. She can subse-
Charms appropriate to their parent, and Exalted Healing quently use this Charm to empower them again without
(Exalted, p. 165). They gain new Charms as their Essence her partner needing to be present, even if one or both no
increases; player characters may purchase them with longer has the requisite Tie. She may end a partnership
experience points. if she chooses, shattering both rings.
The Storyteller should determine how non-human de- The Sidereal can bond with multiple partners. She can’t
scendants are affected on a case-by-case basis. Generally, take a new partner without each other partner’s assent
supernatural beings with Charms gain Divine Heritage, unless she breaks her bond with the dissenters.
while characters without mote pools benefit as mortals.
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Serenity: Struggling with significant troubles in a re- With a Performance 5, Essence 3 repurchase, the
lationship. Missing an opportunity to win or leverage Sidereal may pay a five-mote surcharge to use this as a
someone’s positive feelings, obligations, or support Simple Charm, addressing up to (Essence ×5) charac-
for you. An enterprise or organization with which the ters about a shared failure, setback, or difficulty that
Sidereal’s involved coming on hard times. they’re currently facing or have recently faced. The
number of dots each character may purchase is halved,
Battles: Retreating, surrendering, or suffering defeat in rounded up, unless the Sidereal limits her audience to
combat. Having an audience or public sentiment turned only (Essence) characters.
against you. Losing soldiers, significant amounts of ma-
teriel, artifact armaments, etc. Compassionate Essence Replenishment
Cost: —; Mins: Performance 3, Essence 1
Secrets: Having a secret you were keeping exposed. Type: Permanent
Missing an opportunity to learn something or learning Keywords: None
something that’s actually inaccurate or detrimental to Duration: Permanent
her. Failure in endeavors involving spirits, sorcery, arti- Prerequisite Charms: None
fice, geomancy, etc.
The Sidereal may go unrecognized, but she’s a central
Endings: Missing an opportunity to kill someone or figure in the lives of others, empowered by the lives and
destroy something once you set out to do so. Someone relationships that revolve around her.
or something the Sidereal is protecting or caring for
coming to serious harm. The death of a loved one, the The Sidereal gains motes equal to the 9s and 10s on rolls
end of a relationship, a betrayal by a friend, etc. with any Ability to inspire positive emotions, instill pos-
itive Ties, weaken negative Ties, or make bargains in-
These examples aren’t exhaustive or mutually exclu- volving sensual pleasures. This can’t exceed the number
sive — just because something falls under one Maiden’s of motes spent enhancing the roll, and it doesn’t stack
purview doesn’t mean it can’t also be under another with similar effects that grant motes.
Maiden’s as well.
When the Sidereal upholds a Major or Defining Intimacy
With a Performance 5, Essence 3 repurchase, the that’s a positive Tie or compassionate Principle, she may
Sidereal may pay 10 motes, one Willpower once per sto- gain five motes in place of the Willpower she’d normally
ry when she fulfills an auspicious prospect this way to receive.
end a Psyche effect she suffers, finding clarity in failure.
Easygoing Friend Approach
Missed Step Enlightenment Cost: —; Mins: Performance 3, Essence 1
Cost: 10m, 1wp; Mins: Performance 5, Essence 1 Type: Permanent
Type: Reflexive Keywords: None
Keywords: Mute Duration: Permanent
Duration: Instant Prerequisite Charms: None
Prerequisite Charms: Beauty in Misfortune
The Sidereal moves and speaks in harmony with the fates
The Sidereal teaches others to take joy in failure, cher- of those around her, smoothing over hostility, mistrust,
ishing the lessons it has to offer. and awkwardness.
When the Sidereal observes a character fail a roll or People meeting the Sidereal (or her current resplendent
suffer a setback, she can let him incur experience debt destiny) for the first time count as having a Minor Tie
(p. XX) to purchase either (her Essence/2, rounded of friendship toward her, as do those who share food,
up) dots of Attributes relevant to the failure or (her drugs, music, or other sensual pleasures with her.
Charisma) dots of relevant Abilities. This can’t raise his Characters with negative Ties toward her treat them as
ratings above the Sidereal’s own. one step weaker instead.
The Sidereal’s target doesn’t need to actively train to Impossible-to-Remember Party Approach
gain this benefit; as he comes to terms with his failure Cost: 4m; Mins: Performance 3, Essence 1
emotionally, he realizes these talents, dividing the nec- Type: Simple
essary training time by (Sidereal’s Essence + Charisma). Keywords: Mute
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Duration: One performance • She waives Excellencies’ mote costs to reduce the
Prerequisite Charms: Easygoing Friend Approach target number of Craft, Larceny, or Performance rolls
similar to those involved in her coterie’s activities.
Standing at the center of attention, the Sidereal makes
whatever party she attends a night to remember — or Reset: Once per story unless reset by accomplishing a
regret. major character or story goal by engaging in hedonis-
tic pursuits or giving aid to a group of outcasts or the
As long as the Sidereal performs, her audience counts like. Joybringers can reset it by fulfilling an auspicious
as having a Minor Principle of “I should throw caution prospect.
to the wind and give in to the temptation.” Characters
with Principles of asceticism, temperance, discipline, Heart-Brightening Presentation Style
or self-restraint instead treat their intensity as one step Cost: 4m; Mins: Performance 3, Essence 1
lower. This Charm’s performance is incompatible with Type: Supplemental
influence rolls. Keywords: Mute
Duration: Instant
Brigand-and-Carouser Attracting Style Prerequisite Charms: None
Cost: 4m, 1wp; Mins: Performance 4, Essence 1
Type: Simple The Sidereal answers the needs and desires of her audi-
Keywords: Mute, Shaping (Fate) ence with unfaltering grace and ingenious improvisation.
Duration: Indefinite
Prerequisite Charms: Easygoing Friend Approach The Sidereal’s Appearance adds dice on an inspire roll to
create happiness or other positive emotions (Exalted, p.
Strumming the threads of fate like a drunken lutist, the 218). If she succeeds, each affected target’s player must
Sidereal brings herself into harmony with those on soci- also weaken one of their Intimacies based on negative
ety’s margins. emotions by one step.
After a few hours or days spent merrymaking, going to Serenity Beyond Fear
parties, or flirting with strangers, the Sidereal’s assured Cost: 2m, 1wp; Mins: Performance 4, Essence 1
to find herself caught up with a coterie of outcasts, Type: Supplemental
ne’er-do-wells, and misfits. The Storyteller chooses the Keywords: None
group, but the Sidereal may specify a general descrip- Duration: Instant
tion: criminals, bohemian artists, political dissidents, Prerequisite Charms: Heart-Brightening Presentation
etc. Alternatively, she may empower an existing coterie Style, Perfection in Life
she’s fallen in with.
The Sidereal’s performance puts her audience at ease,
As long as the Sidereal remains involved with her freeing them to make choices unfettered by fear or worry.
coterie and spends significant time interacting with
its members over downtimes, she gains the following When the Sidereal makes a persuade roll, it also counts
benefits: as a roll to inspire calm, hope, or happiness. Her targets
can’t use Intimacies of fear, doubt, or insecurity to bol-
• Her coterie and other characters within its social ster their Resolve or in Decision Points; instead, they
milieu accept her as one of their own. This counts support the Sidereal’s influence.
as a Minor Tie.
Unnoticed Virtuoso Encore
• At the start of a scene, she may declare that a Cost: 5m (5m or 5i per round/minute);
coterie member with skills equivalent to a mor- Mins: Performance 3, Essence 2
tal two-dot Retainer is with her, either having Type: Reflexive
just arrived or been with her all along. She can’t Keywords: Mute, Shaping (Mind)
choose a new Retainer until he leaves, there’s a Duration: One scene
downtime, or the session ends. Prerequisite Charms: Heart-Brightening
Presentation Style
• She can introduce facts relevant to her coterie’s
social milieu or about local rumors with (Wits + So captivating is the Sidereal’s performance that her
Performance). audience pays no heed to its performer, letting her step
out unnoticed.
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The Sidereal stops performing, but the performance When a character is presented with the opportunity to
continues. The lingering vibrations of her performance’s indulge in a sensual or hedonistic pleasure, the Sidereal
fate cause audience members to believe that someone is places him into a Decision Point. He must cite a Major
continuing to perform. The Sidereal can’t make influence Intimacy and spend one Willpower to resist indulging
rolls through the lingering performance. The audience in it. (As always, the Red Rule lets a player veto her
pays no heed to the apparent performer and forgets the character being seduced or placed in a sexual situation.)
Sidereal’s involvement in the performance, as with arcane If he has a Major or Defining Intimacy that supports
fate (p. XX). indulging, he must instead cite a Defining Intimacy to
resist. The Sidereal is never perceived as the source of
The Sidereal can enter concealment within the audi- this influence.
ence without needing a hiding place and can use the
Performance Excellency to enhance Larceny and Stealth Reset: Once per story unless reset by instilling a char-
rolls against them. Trivial characters can’t notice her at all. acter with an Intimacy that supports self-gratification
or indulgence and then raising it to Defining intensity.
If the Sidereal uses this Charm while performing with
magic like Fivefold Maiden Melody, she ignores those Fivefold Maiden Harmony
effects’ restrictions on her actions, but must pay five Cost: 1m; Mins: Performance 5, Essence 2
motes or Initiative at the start of each of subsequent Type: Simple
turn in combat or minute outside to maintain it. Keywords: None
Duration: One song
Listen to the Heart Prerequisite Charms: Heart-Brightening
Cost: 1m, 1wp; Mins: Performance 4, Essence 2 Presentation Style
Type: Simple
Keywords: None The Sidereal plays the music of the spheres, the songs
Duration: Instant once sung by the Five Maidens.
Prerequisite Charms: Perfection in Life
The Sidereal plays her patron Maiden’s song, grant-
Listening to the song of someone’s heart, the Sidereal ing its benefits to all allies who hear it. She can’t take
hears the notes missing from its harmony. non-reflexive actions during this performance.
The Sidereal makes a (Perception + Performance) read Mercury: Dancing Maiden Tarantella. Allies gain
intentions roll. If she and her target are dancing or −1 target number on movement rolls and dance-based
sharing physical intimacy, her Appearance adds bonus Performance rolls. They may use Performance instead
dice, as with influence rolls (Exalted, p. 218). If she suc- of the normal Abilities for movement actions.
ceeds, the target’s player tells her player what he needs
to hear and who he needs to hear it from before he can Venus: Spirit-Soothing Melody. Allies gain +2 Resolve,
find happiness, contentment, or hope in the face of the which is non-Charm against Psyche and Shaping effects.
most urgent distress he faces. She doesn’t learn what They also increase the Resolve bonus from positive Ties
this distress is. Making this happen counts as fulfilling and Principles of compassion by one. They’re immune
an auspicious prospect (p. XX). to influence rolls to inspire negative emotions.
Reset: This Charm can only be used against a given Mars: Battle Anthem of the Sidereal Exalted. Allies’
target once per story. attacks add one die of decisive or post-soak withering
damage, or two dice against enemies of fate. Battle
Strange Days groups gain −1 target number on rout checks.
Cost: 5m, 1wp; Mins: Performance 4, Essence 2
Type: Reflexive Jupiter: Silence Within Song. Allies gain −1 target num-
Keywords: Psyche ber on Manipulation and Larceny rolls. Trivial characters
Duration: Instant automatically fail Perception rolls against them.
Prerequisite Charms: Impossible-to-Remember
Party Approach Saturn: Requiem for the Foretold Dead. Allies’
attacks ignore (higher of Sidereal’s Essence or 3) soak
The Sidereal’s compassion warms hearts long grown and Hardness. Enemies killed by them pass into Lethe,
cold from self-denial, weariness, and despair, encourag- never lingering as ghosts.
ing them to enjoy the good things in life.
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The Sidereal can repurchase this Charm to learn other Keywords: Counterattack, Withering-only
Maidens’ songs; she can only play one at a time. Duration: Instant
Prerequisite Charms: Beauty in Misfortune,
Song of Spirit Persuasion Faultless Ceremony, Perfection in Life
Cost: 5m, 1wp; Mins: Performance 5, Essence 2
Type: Simple Overwhelmed by foes, the Sidereal sees how they might
Keywords: None yet complete the pattern of her victory.
Duration: Instant
Prerequisite Charms: Heart-Brightening After suffering decisive damage, the Sidereal can use
Presentation Style this Charm to make a withering counterattack, rolling
([Appearance or Stamina] + Performance) opposing her
The Sidereal plays the chord that completes a spirit’s life, enemy’s attack roll. The counterattack is unsoakable
allaying his every fear and answering his every question and has (Essence + Willpower) raw damage. Each suc-
to bend him to the Sidereal’s ends. cess on her damage roll negates one level of decisive
damage; any excess successes inflict withering damage
The Sidereal makes a special (Manipulation + as usual after her attacker’s Initiative resets.
Performance) instill roll against a spirit. Success instills
a positive Major Tie to the Sidereal with an emotional Reset: Once per scene unless reset by suffering enough
context chosen by the spirit’s player. Against fire and decisive damage to increase the Sidereal’s wound pen-
wood elementals and other spirits associated with those alty or using Beauty in Misfortune.
elements, this Tie is Defining instead.
Apocalypse-Soothing Psalm
The spirit can’t willingly erode the Tie for the remain- Cost: 15m, 1wp; Mins: Performance 5, Essence 4
der of the story unless the Sidereal directly harms him Type: Simple
or threatens one of his Major or Defining Intimacies, Keywords: Mute
and even then, only by one level of intensity per offense. Duration: One scene
Prerequisite Charms: Lining the Road with Sugar
Reset: This Charm can only be used on a given spirit and Wine
once per story.
The Sidereal’s performance heals a troubled world,
Lining the Road with Sugar and Wine shaping its Essence into a pattern that leaves no place
Cost: 3m, 1wp; Mins: Performance 5, Essence 3 for suffering.
Type: Supplemental
Keywords: Mute As long as the Sidereal continues to perform, she and
Duration: Instant everyone present in the scene — friend or foe — becomes
Prerequisite Charms: Listen to the Heart, Serenity impervious to all forms of physical harm, Psyche effects,
Beyond Fear Shaping effects, curses, possession, and other hostile
effects. This doesn’t prevent social influence, nor does
Playing in perfect harmony with destiny, the Sidereal it undo effects already in place.
reveals the path to happiness.
If an aggressor’s harmful act is negated, he experiences
When the Sidereal makes a persuade roll against a single what it would have been like to suffer it in a flash of em-
character to convince him to do something she genuinely pathy. This doesn’t harm him, but it gives him a Minor
believes would be beneficial for him, she lowers the level of Intimacy chosen by his player expressing reluctance to
Intimacy needed to justify her influence by one (Exalted, employ such force or weakens an Intimacy that sup-
p. 216) and increases the Willpower cost to resist by one. ports doing so by one step.
She can’t be perceived as the influence’s source.
The Sidereal can’t take non-reflexive actions during this
If the target successfully accomplishes a life-defining performance. Enemies wishing to disrupt this Charm’s
task, it counts as fulfilling an auspicious prospect (p. XX). protection might do so by using social influence to con-
vince her to abandon the performance.
The Maiden Stumbles
Cost: 5m, 1wp; Mins: Performance 5, Essence 3 Special activation rules: The Sidereal can’t use this
Type: Reflexive Charm if she or an ally’s taken a hostile action this scene.
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Reset: Once per story unless reset by upholding a Major Duration: One day
or Defining Intimacy or accomplishing a major charac- Prerequisite Charms: Any 10 Performance Charms
ter or story goal by helping opposing parties reach peace
or helping a community weather a crisis. Joybringers Wrapping a prayer strip bearing the Scripture of the
can reset it by fulfilling an auspicious prospect this way. Dancer around her eyes, the Sidereal embodies the affir-
mations and truths that those around her have waited
Freeing the Fettered Dancer their entire lives to hear, a measured antidote to all the
Cost: 10m, 1wp; Mins: Performance 5, Essence 4 troubles of their lives.
Type: Reflexive
Keywords: Mute The Sidereal gains the following benefits:
Duration: Instant
Prerequisite Charms: Beauty in Misfortune (×2), • She gains a bonus dot of Appearance, which can
Missed Step Enlightenment raise her above Appearance 5.
In failure, there is freedom, even from the worst of woes. • When she rolls to instill positive Ties, weaken nega-
tive Ties, or inspire positive emotions, the Willpower
When the Sidereal observes a character fail a roll or cost to resist is increased by one. This also applies to
suffer a setback, she rolls (Charisma + Performance) to persuade rolls that leverage positive Ties or emotion.
free him from a Psyche effect. The roll’s difficulty is the Mortals and trivial characters are automatically
(Essence + 3) of the character who used that effect. If affected and can’t resist with Willpower unless the
she fails, she can’t reuse this Charm on that affliction. influence opposes a Defining Tie.
Harmonic Completion • Once per scene, she may waive the Performance
Cost: 15m, 1wp; Mins: Performance 5, Essence 5 Excellency’s cost to reduce the target number of
Type: Simple one of the above influence rolls.
Keywords: Psyche
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The Sidereal sees the strands of fate that connect two Life Without Compunction
people, sensing the emotional tenor of their relationship. Cost: 5m; Mins: Socialize 2, Essence 1
Type: Reflexive
When the Sidereal succeeds on a read intentions roll Keywords: None
that reveals a Tie to another individual, if her success- Duration: Instant
es beat the Guile of that Tie’s object, she learns what Prerequisite Charms: None
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The Sidereal erases any stigma or controversy her ac- for an employer: merchants, gods, Immaculate monks,
tions may carry, making her faux pas and indiscretions etc. Alternatively, she can empower such a position she
unremarkable to others. already holds.
When the Sidereal commits a faux pas or violates a cus- As long as the Sidereal maintains this position and
tom, she makes a special (Manipulation + Socialize) in- spends significant time interacting with her employer
still roll against all who witnessed it, ignoring multiple over downtimes, she gains the following benefits:
target penalties. A character whose Resolve is beaten
won’t care about the faux pas and can’t form negative • People want what they can’t have; she gains a bo-
Ties toward the Sidereal or weaken positive Ties to nus dot of Appearance, which can raise it above
her as a result. It doesn’t excuse consequences for vi- 5. It doesn’t apply against her employer. This
olating laws. If the Sidereal’s extra successes against a doesn’t apply on threaten rolls if she’s Hideous.
character equal or exceed his Essence, he’s convinced
the Sidereal’s conduct was appropriate and admirable, • She gains +2 Guile against rolls that would reveal
gaining an appropriate Minor Principle. something that’s been confided to her or that
could embarrass her employer.
A character who was directly harmed or inconvenienced
by the Sidereal’s act or who has an Intimacy opposed to • She can introduce facts with (Manipulation +
it may pay one Willpower to resist this influence. Socialize) about matters concerning her em-
ployer’s community, profession, private affairs,
Hot-Eyed Snake Whispering or philosophy. If such details about him haven’t
Cost: 2m; Mins: Socialize 3, Essence 1 been established in play, the Sidereal can likewise
Type: Supplemental introduce a fact to do so (e.g., that her employer
Keywords: None collects art, which would provide a basis for in-
Duration: Instant troducing further facts about art).
Prerequisite Charms: None
• A discreet observer, she waives the mote cost on
The Sidereal exudes mysterious desirability, drawing read intentions rolls against those who consider
eyes and snaring hearts with a deft hand on the strands themselves her superior and Perception rolls for
of fate. eavesdropping.
When the Sidereal makes a persuade or bargain roll Reset: Once per story unless reset by accomplishing a ma-
with any Ability, she can treat any positive Tie her target jor character or story goal by persuading a patron to under-
has toward her as a Tie of romantic or sexual desire. If a take a course of action or by being successfully persuaded
character is of incompatible sexual orientation with the to perform a serious or life-changing task. Joybringers can
Sidereal, she instead treats his Tie as one of fascination. reset it by fulfilling an auspicious prospect.
The Sidereal takes on the role of an idol to be worshiped The Sidereal’s eyes flash with blue fire she makes the
or an object to be possessed, gaining power over others Lesser Sign of the Lovers against someone, striking his
by giving them power over her. name from the Division of Serenity’s rolls of those who
will find love.
After a few hours or days out in public, the Sidereal
is assured to find at least one person chosen by the The Sidereal rolls (Manipulation + Socialize) against
Storyteller who’s willing to retain her services as a cour- the Resolve of a character within medium range. If she
tesan, mistress, domestic servant, or similar position succeeds, it becomes impossible for any character to
that places her in a position of both submission and con- have a Tie of love — romantic, familial, or otherwise —
fidence. The Sidereal may specify a general description toward the victim by any means, even magic.
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Characters who already have such Ties lose them un- Tie of romantic or sexual desire toward herself, ignoring
less they’re nontrivial and their Resolve exceeds the the Resolve bonus for using body language (Exalted, p.
Sidereal’s Manipulation, in which case their player 221). Other characters won’t recognize that she at-
changes the Tie’s context to a different one. Characters tempted to influence her target unless they successfully
whose Essence exceeds the Sidereal’s may spend one read her intentions or profile her that scene.
Willpower to resist this altogether.
With a Socialize 4 repurchase, the Sidereal can pay a
The Sidereal’s victim may break free of this curse by one-mote, one-Willpower surcharge for greater subtle-
accomplishing a legendary social goal (Exalted, p. 134) ty, adding (Essence) Guile against rolls that would re-
that upholds a Defining Tie of love to someone who’s veal her attempt. Rolls that aren’t enhanced by magic or
ever had a positive Defining Tie toward him. are made by characters with Ties of romantic or sexual
desire toward her won’t realize this even if successful.
The curse laid on this Charm’s victim is a fate-alter-
ing Shaping effect. Its impact on other characters is a You-and-Yours Stance
Psyche effect. Cost: 10m; Mins: Socialize 4, Essence 2
Type: Reflexive
Reset: This Charm can only be used on a specific char- Keywords: None
acter once per story. Duration: One scene
Prerequisite Charms: Hot-Eyed Snake Whispering
Stern Essence Replenishment
Cost: —; Mins: Socialize 3, Essence 1 The Sidereal vanishes within the blazing incandescence
Type: Permanent of her desirability; those who look upon her see only that
Keywords: None she is their most valuable possession and that to disap-
Duration: Permanent point her would break their own hearts.
Prerequisite Charms: None
The Sidereal gains the following benefits:
The Sidereal is unflinching in doing what she must, im-
posing her order on the world and thereby forcing it to • Her identity is perfectly concealed.
yield up its power.
• She adds (Essence) dice on instill rolls to create
A successful instill, inspire, or threaten roll with any Ties of romantic or sexual desire toward her and
Ability awards the Sidereal one mote. If her influence on persuade and bargain rolls for seduction.
aligned with one of her Principles of ambition, convic-
tion, confidence, or arrogance, she gains (Intimacy + 1) • Against characters with Ties of romantic or sexu-
motes instead. This can’t exceed the number of motes al desire toward her, she’s treated as having a bo-
spent enhancing the roll and doesn’t stack with similar nus dot of Appearance, which can raise it above 5.
effects that grant motes.
• Enemies with base Resolve less than her
When the Sidereal upholds a Major or Defining Appearance can’t attack her or take other harmful
Principle of ambition, conviction, confidence, or arro- action against her unless they pay one Willpower
gance, she may gain five motes in place of the Willpower to resist for the scene.
she’d normally receive.
Cash and Murder Games
Handsome Boy Eyes Cost: 5m, 1wp; Mins: Socialize 5, Essence 2
Cost: 3m; Mins: Socialize 3, Essence 2 Type: Simple
Type: Supplemental Keywords: Psyche
Keywords: None Duration: Instant
Duration: Instant Prerequisite Charms: Shun the Smiling Lady
Prerequisite Charms: Hot-Eyed Snake Whispering
The Sidereal sketches out the fate of a potential relation-
The Sidereal need only see someone from an across the ship and sets it in motion, increasing the power someone
room to win his heart. holds over another.
The Sidereal makes an influence roll with any Ability The Sidereal makes a special (Manipulation + Socialize)
through body language to seduce someone or instill a instill roll against a single target, choosing someone he
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knows and a method by which that person could gain With an Essence 3 repurchase, the Sidereal may pay
power over him — fear, desire, obligation, etc. Success a one-mote, one Willpower surcharge to extend this
instills a Tie toward the character placed in control with Charm’s duration to one scene.
an appropriate emotional context, which can’t be resist-
ed with Willpower. The Sidereal is never perceived as Leash-and-Collar Wisdom
the source of this influence. Cost: 3m, 1wp; Mins: Socialize 4, Essence 3
Type: Reflexive
At the end of each scene in which the two interact, Keywords: None
the Tie is strengthened by one step (or reforms at Duration: Instant
Minor if it’s been fully eroded). The victim can pay one Prerequisite Charms: Gilded Cage Entrapment, You-
Willpower to avoid having this Tie strengthened or and-Yours Stance
created. This Charm ends once he’s spent (Sidereal’s
Essence) Willpower this way. The more the Sidereal’s master thinks he can control her,
the more vulnerable he is to her honeyed words.
Ubiquitous Paramour Daydream
Cost: 4m, 1wp; Mins: Socialize 5, Essence 2 When someone who holds a position of superiority
Type: Supplemental over the Sidereal or who has a Tie of romantic or sexual
Keywords: Mute desire toward her is about to ignore her advice or act
Duration: Instant against such a Tie, she can use this Charm to make a
Prerequisite Charms: Cash and Murder Games special (Manipulation + Socialize) persuade roll. If
successful, her target must enter a Decision Point and
The Sidereal makes a habit of contemplating potential pay one Willpower to proceed with the action. If he
relationships, concealing her true feelings behind imag- doesn’t, he must abandon the attempt, and can’t retry
ined passions. it that scene.
After successfully asserting Guile against a read inten- Once per story, when the Sidereal uses this Charm to
tions roll, the Sidereal can use this Charm, causing the prevent someone from acting in opposition to destiny,
opposing character to believe he succeeded. However, she succeeds without needing to roll.
instead of the truth, he perceives a result that conveys
or implies that someone else in the scene, chosen by Special activation rules: If the Sidereal fails and her
the Sidereal, has power over her. She chooses what this target’s action lets her curse him with a Descending
relationship appears to be: romantic entanglement, a (Caste) Horoscope, she waives its Willpower cost.
student-teacher relationship, debt, etc.
Reset: Once per scene.
Idle Pillow Talk Approach
Cost: 4m; Mins: Socialize 5, Essence 2 Coercion By Any Means
Type: Simple Cost: 3m, 3i, 1wp; Mins: Socialize 5, Essence 3
Keywords: Mute Type: Reflexive
Duration: Instant Keywords: Decisive-only
Prerequisite Charms: Life Without Compunction Duration: Until grapple is released
Prerequisite Charms: Hot-Eyed Snake Whispering
Few concern themselves with what the Sidereal says,
only the way she says it. Passing a hand over her eyes, the Sidereal blinds herself
to the subtle distinctions society draws between different
As the Sidereal makes a single statement, she makes a applications of uneven force.
special (Manipulation + Socialize) roll against all who
hear her, ignoring multiple target penalties. Affected When the Sidereal makes a grapple gambit, her target’s
characters consider the statement to be contextually Defense is penalized by positive Ties toward her or
appropriate and inoffensive. Simply by babbling non- Intimacies that reflect a feeling of dominance over her
sense, she could effortlessly navigate a foreign culture’s or desire to exploit her. He also suffers a −(Intimacy)
complex etiquette, give interrogators answers that ex- penalty on his roll opposing her control roll. Such
onerate her from suspicion, or give the correct password Intimacies count as supporting any influence rolls the
to a guard. Characters who hear the statement repeated Sidereal makes against him for the clinch’s duration.
secondhand are likewise affected. Nontrivial characters She can flurry such rolls with grapple actions.
may pay one Willpower to resist this influence.
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CHAPTER SIX: CHARMS
Reset: Once per scene unless reset by crashing an en- Obsessed characters experience arcane fate differently.
emy with a withering savaging attack or losing a roll It erases all memory of the Sidereal except for the fact
opposing an enemy’s grapple control roll. of her existence and an obsessed character’s emotions
involving her, even if she has a resplendent destiny. A
Freedom in Chains paramour might remember promenading with someone
Cost: 5m, 1wp; Mins: Socialize 5, Essence 3 he was infatuated with, but nothing else. Their rolls
Type: Reflexive against her arcane fate suffer +1 target number, and vic-
Keywords: Mute tims don’t benefit from any intrinsic immunity to arcane
Duration: Indefinite fate. Pointing out a gap in a victim’s memories works as
Prerequisite Charms: Ubiquitous Paramour overturning influence.
Daydream
Reset: A character can only be affected by this Charm
No matter how much power she gives up, there are some once per story.
things the Sidereal refuses to relinquish.
Wanting and Fearing Prayer
The Sidereal treats her Ties of fear, romantic or sexual Cost: 10m, 1wp, 1ahl; Mins: Socialize 5, Essence 5
desire, or any emotional context reflecting a subordi- Type: Simple
nate or submissive position as one step weaker against Keywords: Psyche, Shaping (Fate)
other characters’ bargain, persuade, and threaten rolls Duration: Indefinite
and Psyche effects. Prerequisite Charms: Any 10 Socialize Charms
If a character fails such a roll against the Sidereal, she As the Sidereal names aloud two people whose lives she
can use Ubiquitous Paramour Daydream to make him wishes to entangle, she holds up two prayer strips bear-
believe that he succeeded. This strengthens by one step ing the Scripture of the Desperate Maiden, which burn
one of his Ties toward the Sidereal of romantic or sexual lambent blue in her hands.
desire or an emotional context reflecting a dominant
position over her. The Sidereal rolls (Manipulation + Socialize) against
the Resolve of two characters and proposes a relation-
Faceless Idol Obsession ship between the two of them. There is no limit on
Cost: 10m, 1wp, 1ahl; Mins: Socialize 5, Essence 4 range, but she must have interacted with each of those
Type: Simple characters within the previous day or the current ses-
Keywords: Psyche, Shaping (Mind) sion. If she beats a character’s Resolve, one of the prayer
Duration: Instant strips reforms within him, wrapped around his bones.
Prerequisite Charms: Handsome Boy Eyes, Idle He gains a Defining Tie toward the other character
Pillow Talk Approach, Leash-and-Collar Wisdom with an emotional context appropriate to the proposed
relationship. This Intimacy can be weakened normally,
Cutting away her identity, the Sidereal deepens the feel- but the victim can’t act against it — even if it’s been fully
ings of her would-be masters into obsession, becoming a eroded — unless he enters a Decision Point and spends
faceless object of their desires. one Willpower to resist for a scene.
The Sidereal wordlessly makes a special ([Appearance If the Sidereal beats both characters’ Resolve, fate
or Manipulation] + Socialize) instill roll, ignoring multi- works to bring them together in the proposed relation-
ple target penalties, against all characters with positive ship. The more plausible that relationship, the more
Ties toward her or Intimacies that reflect a feeling of quickly this occurs and the more likely it is to succeed:
dominance over her or desire to exploit her. She may it’s easier to declare two neighbors will fall in love than
choose to exempt characters from this influence. two strangers from opposite ends of Creation. Once per
Affected characters treat those Ties as Obsessions of scene, the Sidereal’s player may impose −1 or +1 target
equal intensity (Exalted, p. 169) with the Sidereal, and number on a roll to help bring about the relationship.
must immediately roll against both the Obsession and
the Sidereal’s arcane fate. While the prayer strips’ light can’t shine through even
the thinnest layer of skin, it bursts forth brilliantly
Weakening these Ties voluntarily costs two Willpower, if that flesh is ever cut away, including if a character
and characters can’t do so while interacting with the reaches a −4 wound penalty. This penalizes Stealth as
Sidereal. Influence rolls to weaken them face the rules a glowing anima banner (p. XX). Removing a prayer
for overturning influence (Exalted, p. 221).
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strip is an extended (Intelligence + Medicine) action Instructive Hostility Auspice (The Spear): The
with difficulty 4, goal number 20, and an interval of one Sidereal’s target argues, competes, spars, or fights with
hour. At each interval, the patient suffers one die of le- her.
thal damage, ignoring Hardness. Successfully removing
the prayer strip frees that character from this Charm’s Soul-Strengthening Conviction (The Gauntlet): The
effects, including that bringing the pair together. If the Sidereal’s target commits to making a risky or costly
Sidereal ends this Charm, both prayer strips crumble to decision.
ash.
Star-Favored Guardian (The Shield): The Sidereal’s
Reset: Once per story. target puts himself in harm’s way for her.
The Sidereal proclaims Mars’ favor to warriors, gener- The Sidereal portends doom in Mars’ name, striking
als, athletes, and hellraisers. victories from the weave of fate.
The Sidereal blesses another character with good for- The Sidereal and her target make opposed (Strength +
tune in a certain kind of battle, conflict, or competition: [Battles Ability]) rolls. This costs one mote for mortals
defending his home city, battling demons, prevailing in or three motes, one Willpower for others. Success curs-
games of skill, etc. This costs one mote for mortals or es him, inflicting misfortune in a type of conflict named
three motes, one Willpower for others. by the Sidereal.
Blessing a character requires a constellation-themed Once per scene, when the cursed character is engaged
interaction with him. Upon taking this Charm, the in such a conflict, the Sidereal’s player may inflict +1 tar-
Sidereal’s player chooses two of the below options. get number on an attack roll, Join Battle roll, War roll,
Additional options can be purchased for one bonus or roll relevant to nonviolent conflict. The Sidereal need
point or three experience points apiece. not be present. Once per session, when he fails such a
roll, it counts as a botch, introducing a new complica-
Once per scene, the blessed character’s player may gain tion to the conflict.
−1 target number on an attack roll, Join Battle roll, War
roll, or roll relevant to nonviolent conflict in the chosen Cursing a character requires a constellation-themed
form of conflict. interaction with him. Upon taking this Charm, the
Sidereal’s player chooses two of the below options.
Additionally, once per session, the blessed character’s Additional options can be purchased for one bonus
player may invoke a stroke of good luck, making a point or three experience points apiece.
dramatic edit (p. XX) to aid him in the chosen form of
conflict. Broken Peace Punishment (The Spear): The
Sidereal’s target argues, competes, spars, or fights with
Excessive Valor Reward (The Banner): The Sidereal’s her.
target boasts about his accomplishments.
Generous Soul Defeat (The Gauntlet): The Sidereals’
Foretold Victory Blessing (The Quiver): The target shows mercy to an enemy, shares the spoils of a
Sidereal’s target heeds her advice in matters of tactics victory with someone who didn’t aid him, or forgives
or strategy, whether on or off the battlefield. She be- someone the Sidereal thinks doesn’t deserve it.
comes aware when he does so and can use this Charm
reflexively.
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Incompetent General’s Folly (The Quiver): The The Sidereal’s battle prowess is all-encompassing, draw-
Sidereal’s target ignores advice he sought from her ing no distinction between weapons.
in matters of tactics or strategy, whether on or off the
battlefield. She becomes aware when he does so and can The Sidereal can wield weapons with the Martial Arts
use this Charm reflexively. tag (Exalted, p. 586) using an appropriate Ability. This
is typically Melee, but weapons similar to Brawl weap-
Insufficient Valor Curse (The Shield): The Sidereal’s ons may be compatible with that Ability — e.g., wind and
target surrenders or flees from battle, backs down in an fire wheels could be used with Brawl or Melee. Ranged
argument, or concedes or withdraws from another form weapons, like meteor hammers (p. XX), use the Ability
of conflict. they’re tagged with.
Reputation-Destroying Doom (The Banner): The For two motes, the Sidereal may reflexively ready a
Sidereal’s target boasts about his accomplishments. weapon. This cost is waived when she changes from a
weapon of one Ability to another (including Martial Arts
The Sidereal can curse multiple characters with this weapons rendered compatible with other Abilities).
Charm.
Judicious Application of Force
Auspicious Implement for Strife Cost: —; Mins: Any Battles Ability 1, Essence 1
Cost: —(1m); Mins: Any Battles Ability 1, Essence 1 Type: Permanent
Type: Permanent Keywords: Uniform
Keywords: Dual Duration: Permanent
Duration: Permanent Prerequisite Charms: None
Prerequisite Charms: None
The Sidereal’s experience serving destiny has taught her
The weak cling to their weapons; the Sidereal recognizes that she must sometimes take a blunt approach.
the potential for violence in every stone, dinner utensil,
and piece of furniture. The Sidereal can use Strength instead of Dexterity on
non-ranged attacks with heavy weapons, unarmed at-
The Sidereal can reflexively ready improvised weapons tacks, or natural weapons. Such rolls don’t benefit from
on her turn and waives the Initiative cost for attacking effects that grant bonus Strength dots, double successes
with them. When she attacks with an improvised weap- on Strength rolls, or replace her Strength with a higher
on, she may pay one mote to add (Essence, maximum 5) value.
raw withering damage or one die of decisive damage.
Knuckle-Cracking Stance
With a Battles Ability 3, Essence 2 repurchase, the Cost: —; Mins: Any Battles Ability 1, Essence 1
Sidereal can reflexively grant an improvised weapon Type: Permanent
artifact traits for one scene by committing five motes Keywords: None
and paying one Willpower on her turn. This doesn’t Duration: Permanent
make it any more resilient to damage, but if an enhanced Prerequisite Charms: None
weapon is destroyed, the Sidereal waives the Willpower
cost to reuse this Charm on a replacement. The Sidereal carries herself with the swagger of a
battle-seasoned bravo, making clear her willingness to
The Sidereal can buy additional repurchases of this employ violence.
Charm. Each one adds an Evocation that can be used
with any improvised weapon enhanced by this Charm. The Sidereal can use Strength instead of social Attributes
These Evocations draw their themes and function for threaten rolls and rolls to instill Ties of fear toward
from the Sidereal’s personality, Caste, and birth and her. She may also use Strength instead of Appearance to
Exaltation signs. determine how many bonus dice she adds to such rolls
and is treated as Hideous (Exalted, p. 162) for them. In
Holistic Arsenal Methodology combat, an enemy whose Resolve is beaten by such a
Cost: —(2m); Mins: Any Battles Ability 1, Essence 1 roll loses one Initiative, which the Sidereal doesn’t gain.
Type: Permanent
Keywords: Uniform
Duration: Permanent
Prerequisite Charms: None
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Sheathing the Crimson Blade never penalize her social rolls. Nontrivial characters can
Cost: —(1m); Mins: Any Battles Ability 1, Essence 1 spend one Willpower to react normally to the Sidereal
Type: Permanent for a scene.
Keywords: None
Duration: Permanent This Charm ends if the Sidereal attacks or takes other
Prerequisite Charms: None overtly hostile action.
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The Sidereal rolls (Intelligence + Battles Ability) to in-
troduce a fact, treating specialties in all Battles Abilities
as Lore backgrounds. In combat, success grants
(Essence) Initiative to herself or an ally.
• Any character she’s protected — either personally • What’s the easiest way to provoke him to violence
or by fighting in defense of their community — or open hostility?
counts as having a Minor Tie of gratitude toward
her. If the Storyteller doesn’t have an answer in mind for a
question, the Sidereal’s player should provide one, as if
• She gains +1 Resolve against influence that ap- introducing a fact.
peals to pride, ambition, vanity, or self-interest.
Reset: Once per scene.
• She gains +1 Guile against any effect that would
reveal information contradictory with her being Angry Maiden Mantle
nothing more than a soldier. Cost: 2m, 1wp; Mins: Any Battles Ability 4, Essence 2
Type: Supplemental
• Enemy generals can’t gain bonus dice from spies, Keywords: None
informants, or traitors on Strategic Maneuver Duration: Instant
rolls against a general the Sidereal fights along- Prerequisite Charms: Any three Battles Charms
side. The Sidereal herself doesn’t gain this benefit
as a general. Wreathing herself in Mars’ wrath, the Sidereal cows her
inferiors in the Celestial Bureaucracy.
Battlefield Genius Style
Cost: 4m; Mins: Any Battles Ability 3, Essence 1 When the Sidereal makes an influence roll against a god
Type: Reflexive to threaten him, instill a Tie of fear, or persuade him
Keywords: Perilous based on a Tie of fear, the Willpower cost to resist is
Duration: Instant increased by one. If her target has Ties of fear toward
Prerequisite Charms: Any three Battles Charms a superior within the Celestial Bureaucracy or to the
Five Maidens, it supports this influence as though the
The Sidereal’s mind is a well-honed weapon, conquering Sidereal were its object. She can also use this Charm
her enemies with superior tactics. against other un-Exalted characters officially employed
by the Celestial Bureaucracy.
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...who made herself from the substance of the The gambit’s beneficiary can apply its benefits on a
world. withering attack rather than a decisive one. Doing so
converts each point of Initiative granted by the gambit
She knew how to eat an owl’s heart and gain its to a die of post-soak damage.
insight.
With an Archery 5, Essence 3 repurchase, the Sidereal
She knew how to bake herself in the sun and melt may pay a one-mote, one-Willpower surcharge to ex-
herself in the rain.
tend the soak penalty’s duration to one scene.
She knew how to mess up wisdom.
Apologetic Feint
She knew how to love, and how to hate. Cost: 2m; Mins: Archery 3, Essence 1
Type: Supplemental
“Survival is flexibility,” she said. Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Flaw-Revealing Tactic
Any-Direction Arrow
The Sidereal’s quick wits win the day, harrying foes with
Cost: 1m; Mins: Archery 2, Essence 1
well-placed shots.
Type: Supplemental
Keywords: Uniform, Versatile The Sidereal reduces the Initiative cost of a disarm, dis-
Duration: Instant tract, or unhorse gambit by one. She can also do so with
Prerequisite Charms: None custom gambits enhanced by Generalized Ammunition
Technique. Any target number reduction on the attack
Graced by the chance to serve destiny, the Sidereal’s
roll also applies to the Initiative roll.
arrow gleefully weaves through the air to strike from an
unexpected direction. Ill-Omened Quarrel
Cost: —(+1m); Mins: Archery 4, Essence 1
The Sidereal’s attack ignores Defense bonuses from
Type: Permanent
cover and full defenses. She can attack enemies behind
Keywords: Decisive-only
full cover as long as there’s some opening for her attack
Duration: Permanent
to pass through, although they receive +3 non-Charm
Prerequisite Charms: Flaw-Revealing Tactic
Defense.
Firing only at the perfect moment, the Sidereal forces her
With Archery 4, Essence 2, the Sidereal can pay a
enemy onto an inauspicious footing.
one-Willpower surcharge to make her attack unblock-
able against lower-Initiative enemies. The Sidereal can pay a one-mote surcharge when she
uses Flaw-Revealing Tactic, preventing her target’s on-
Flaw-Revealing Tactic
slaught penalty from refreshing on his next turn if her
Cost: 2m; Mins: Archery 2, Essence 1
gambit succeeds.
Type: Supplemental
Keywords: Decisive-only, Versatile
Duration: Instant
Prerequisite Charms: None
DISTRACT GAMBITS AND
The Sidereal’s feint exposes the weaknesses of an ene-
my’s defense.
COST REDUCTION
A successful distract gambit inflicts a penalty on its tar- Effects that reduce a distract gambit’s Initiative
get’s soak equal to the Initiative transferred. The penal- cost don’t reduce the amount of Initiative the at-
ty lasts until the end of the beneficiary’s next turn. If the tacking character’s ally gains.
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The attack enhanced by the Sidereal’s gambit adds addi- The Sidereal’s quiver is stocked with the right arrow for
tional dice of decisive or post-soak withering damage every eventuality.
equal to the target’s onslaught penalty.
Reaching for ammunition on her person, the Sidereal
Mirrored Fate Shot rolls (Wits + Archery) to produce a mundane object that’s
Cost: 1m, 1wp; Mins: Archery 5, Essence 1 small enough to fire with Generalized Ammunition
Type: Simple Technique with a Resources rating less than or equal to
Keywords: Decisive-only, Versatile her successes. She can’t use this to steal specific objects.
Duration: Instant
Prerequisite Charms: Flaw-Revealing Tactic Special activation rules: This Charm can be placed in
a flurry. If the Sidereal flurries it with an attack to fire
The Sidereal need not choose between one arrow in her the object using Generalized Ammunition Technique,
quiver and its brother, nor must she limit herself to a uses her attack in place of this Charm’s roll.
single tactic.
Reset: Once per scene.
The Sidereal makes a distract gambit that also includes
the effects of a disarm gambit, unhorse gambit, or, at Opportune Shot
the Storyteller’s discretion, an appropriate custom or Cost: 3m; Mins: Archery 2, Essence 1
situational gambit. The gambit’s difficulty is 5. Type: Reflexive
Keywords: Uniform
Generalized Ammunition Technique Duration: Instant
Cost: 2m; Mins: Archery 3, Essence 1 Prerequisite Charms: None
Type: Supplemental
Keywords: Uniform, Versatile Spotting a fateful opportunity, the Sidereal looses a well-
Duration: Instant placed arrow.
Prerequisite Charms: None
The Sidereal adds (higher of Perception or Wits) to
Ever adaptable, the Sidereal makes good use of whatever her Initiative to determine when she acts, but she must
comes to hand. use her turn to attack. If she attacks an enemy who
hasn’t acted that round, her damage roll gains −1 target
The Sidereal can fire any physical thing that’s no larg- number.
er than her fist and no longer than her arm from an
Archery weapon. This includes appropriately sized ob- Clay Maiden Form
jects, but also things like fire, small animals, handfuls of Cost: 8m; Mins: Archery 4, Essence 1
dust, shouts, music, etc. Her missile isn’t damaged by its Type: Simple
flight, letting her use this Charm to make long-distance Keywords: Form
deliveries or send shouted messages. Duration: Instant
Prerequisite Charms: Any four Archery Charms
The improvised projectile gains any tags appropriate to
its nature. If an arrow’s nature lends itself to a gambit, The Sidereal enters a stance she was never taught, adapt-
its Initiative roll gains −1 target number. ing to her enemies’ numbers, her tactical disadvantages,
and the soil of the battlefield beneath her feet.
A second purchase of this Charm lets the Sidereal pay a
one-Initiative surcharge to reflexively reload a weapon The Sidereal gains the following benefits:
with the Slow tag. This lets her use it with magic that
creates multiple attacks if she reloads before each at- • She adds one die on decisive damage rolls and
tack past the first. gambit Initiative rolls.
Strange Quiver Trick • An enemy hit by her attack subtracts his onslaught
Cost: 3m, 1wp; Mins: Archery 3, Essence 1 penalty from his effective Initiative to determine
Type: Simple when he acts until his onslaught refreshes.
Keywords: None
• A successful disarm or distract gambit also rolls
Duration: Instant
dice of decisive damage equal to the 10s on the
Prerequisite Charms: Generalized Ammunition
Initiative roll, ignoring Hardness.
Technique
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• She can make gambits against enemies at medi- completing all attacks. She must have enough Initiative
um range or further without needing to aim. to pay the cost of each gambit she makes.
Special activation rules: The Sidereal can enter this The Sidereal need only pay Any-Direction Arrow’s cost
Form reflexively when she hits with a decisive attack once to enhance all attacks. Likewise, magic that only
that benefits from aiming. applies to gambits need only be used once to enhance
all distract gambits.
Misdirected Wisdom Trick
Cost: 2m, 2i; Mins: Archery 4, Essence 2 Parallax Strafing Methodology
Type: Simple Cost: 3m, 1wp; Mins: Archery 5, Essence 2
Keywords: Decisive-only, Versatile Type: Supplemental
Duration: Instant Keywords: Uniform
Prerequisite Charms: Flaw-Revealing Tactic Duration: Instant
Prerequisite Charms: Every-Direction Arrow
The Sidereal’s arrow draws the eye of her enemy, turning
his attention where she wants it. Space bends together with the Sidereal’s bowstring,
opening impossible angles of attack.
The Sidereal makes a distract gambit, adding
(Manipulation/2, rounded up) dice on the attack and The Sidereal can make a withering or decisive attack as
Initiative rolls. If the gambit succeeds and the Initiative though she were attacking from a point within (Essence/2,
roll beats her enemy’s Resolve, the Sidereal’s arrow rounded up) range bands of her. This includes her weap-
misdirects his attention to something he can perceive, on’s range, determining a withering attack’s Accuracy
priming him to focus on it. bonus, whether she needs to aim, the applicability of cover,
etc. This can potentially let her attack at extreme range.
An affected character must use his next turn to take an
action that involves the object of his focus — attacking Strategy Without Commitment
an enemy, using defend other to protect an ally, picking Cost: 3m, 1wp; Mins: Archery 5, Essence 2
up a valuable necklace, etc. If it’s too far away for him Type: Supplemental
to interact with, he must instead use his move action to Keywords: Uniform
approach. He can flurry this action with an unrelated Duration: Instant
one, but the flurry penalty on both rolls increases by Prerequisite Charms: Parallax Strafing Methodology
two. Resisting this influence costs one Willpower and
(Sidereal’s Essence, maximum 5) Initiative. The Sidereal entrusts her arrow to the world, confident it
will find a worthy mark.
Every-Direction Arrow
Cost: 5m, 1wp; Mins: Archery 5, Essence 2 The Sidereal makes an attack without choosing a target,
Type: Simple instead designating a point within her weapon’s range.
Keywords: Decisive-only After the attack roll, she may choose an enemy within
Duration: Instant close range of that point to attack. Potential targets must
Prerequisite Charms: Any-Direction Arrow use defensive Charms before she rolls.
The Sidereal looses countless arrows in all directions, Hidden Arrow Tactic
only for them to converge upon a single foe from every Cost: 3m, 1wp; Mins: Archery 5, Essence 2
side. Type: Reflexive
Keywords: Decisive-only, Versatile
The Sidereal makes (lowest of Dexterity, Perception, or Duration: Instant
Wits) decisive attacks against a single enemy. Each may Prerequisite Charms: Apologetic Feint
be either a damaging attack or a distract gambit. For
damaging attacks, each has a base damage of (Essence) Only as the Sidereal’s foe staggers back to avoid her feint
dice, and the Sidereal divides her Initiative evenly does he notice the second arrow hidden behind it.
among them, rounded up. She resets to base Initiative
after completing all attacks. After a successful distract gambit, the Sidereal can use
this Charm to make a decisive attack against her target,
For gambits, the Sidereal uses her full Initiative for which benefits from the distract gambit as well as her
each roll, paying the cost of each successful gambit after ally’s attack. It’s unblockable and undodgeable but is
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opposed by her target’s (Perception + Awareness). If the If the Sidereal’s skill will not suffice, she may trust in the
gambit was unexpected, this attack is as well. world’s esteem for her, its fear of what she would save it
from, its dreams of what she might accomplish, or — if
Reset: Once per scene unless reset when an ally bene- all else fails — in luck.
fiting from a distract gambit by the Sidereal damages a
crashed enemy. The Sidereal makes a decisive attack against an enemy
within long range. She doesn’t need to aim to attack
Clay Maiden Enlightenment enemies at medium range or further. The attack’s
Cost: —; Mins: Archery 5, Essence 3 power is born not of strategic advantage but of blind
Type: Permanent luck; the attack roll ignores penalties, and it has base
Keywords: None damage (Essence + attack roll extra successes), ignoring
Duration: Permanent Hardness. It doesn’t include her Initiative or reset her
Prerequisite Charms: Clay Maiden Form, any five to base.
Archery Charms
If the attack roll’s target number is reduced, each point
The Sidereal has broadened her understanding of of reduction extends this attack’s range by one band,
archery beyond all limitations, wielding concepts and letting the Sidereal attack at extreme range.
philosophies as arrows.
Reset: Once per scene, unless reset by landing a deci-
Upon purchasing this Charm, the Sidereal chooses a sive attack that resets the Sidereal’s Initiative and then
Sidereal Martial Art. She can learn it without needing reaching Initiative 12+.
the requisite Martial Arts Charms. She can use it with all
Archery weapons, though this doesn’t make it compati- Several Arrows of Reason
ble with other styles that use them (unless the Sidereal Cost: 5m, 1wp; Mins: Archery 5, Essence 3
also purchases this Charm for them). All her Archery Type: Reflexive
Charms count as Versatile for that style and as Martial Keywords: Aggravated, Dual, Versatile
Arts for any of its Charms that interact with other styles, Duration: One scene
like Prismatic Arrangement of Creation Form (p. XX). Prerequisite Charms: Strange Quiver Trick
This Charm can be purchased any number of times. The Sidereal fills her quiver with arrows of reason,
the bane of things that hail from beyond the realm of
Empty Quiver Ruse rationality.
Cost: 5m, 1wp; Mins: Archery 5, Essence 3
Type: Reflexive The Sidereal has access to unlimited ammunition.
Keywords: Perilous, Uniform, Versatile Against enemies of fate, damage rolls and gambit
Duration: Instant Initiative rolls gain −1 target number, and decisive at-
Prerequisite Charms: Apologetic Feint tacks deal aggravated damage.
Not all of the Sidereal’s shots are meant to hit; her feints Shooting Star Flare
are indistinguishable from her true offense. Cost: 3m, 1wp; Mins: Archery 5, Essence 3
Type: Simple
After the Sidereal misses an attack, she can use this Keywords: Decisive-only, Versatile
Charm to convert that attack to a distract gambit Duration: Instant
that automatically hits. This doesn’t benefit from any Prerequisite Charms: Strange Quiver Trick
Charms used on the original attack that aren’t compat-
ible with the gambit, but the Sidereal can reflexively The Sidereal draws her soul’s fire back against her bow-
activate Charms that specifically enhance gambits for it. string, unleashing an arrow of anima.
Five Seasons Approach The Sidereal fires her anima banner as a decisive
Cost: 5m, 1wp; Mins: Archery 5, Essence 3 attack, resetting it to dim. An enemy damaged by it is
Type: Simple wreathed in her anima. Exalted enemies gain levels of
Keywords: Decisive-only anima equal to the Sidereal’s; the un-Exalted manifest
Duration: Instant the Sidereal’s anima, including her distinctive colors
Prerequisite Charms: Every-Direction Arrow, and iconic display, which impairs stealth and disguise
Generalized Ammunition Technique, Opportune Shot as usual (p. XX). They don’t gain her anima powers. The
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Sidereal can transfer anima to a willing ally without an the opposed roll of the gambit’s target and attacks her
attack or damage roll. This doesn’t reset her Initiative. before she takes her next turn, his attack becomes an
ambush (Exalted, p. 203).
Alternatively, the Sidereal can fire her anima without
a target, causing it to explode in a blinding flare that Special activation rules: The Sidereal can use
extends out to (Anima/2, rounded up) range bands from Misdirected Wisdom Trick reflexively to enhance the
a point within her weapon’s range. Enemies within the gambit, waiving its Initiative cost.
flare must roll (Stamina + Resistance) opposing the
attack roll or be blinded, suffering a −3 penalty on vi- Reset: Once per scene.
sion-based rolls for (Anima) rounds. This doesn’t reset
the Sidereal’s Initiative. Unburdened Soul Arrow
Cost: 10m, 1wp; Mins: Archery 5, Essence 4
Quiver-Filling Requisition Type: Simple
Cost: 2m, 1wp; Mins: Archery 5, Essence 3 Keywords: Decisive-only, Versatile
Type: Reflexive Duration: Instant
Keywords: Clash, Decisive-only, Stackable Prerequisite Charms: Shooting Star Flare
Duration: Indefinite
Prerequisite Charms: Shooting Star Flare Those who seek to subvert the Sidereal’s mind only
replenish her quiver; thoughts that might harm her are
The Sidereal turns the forces arrayed against her to her easily turned against her foes.
advantage, replenishing her quiver with her enemies’
arrows. To use this Charm, the Sidereal must be suffering a
Psyche effect, Shaping effect, or Derangement. She
After successfully dodging a ranged attack, the Sidereal draws it from herself as an arrow of crimson stardust
can use this Charm to draw its projectile, blast, or the and uses it to make a decisive attack. If its damage ex-
like into her anima like an arrow in a quiver. Artifact ceeds her target’s Resolve, as modified by any applicable
weapons are immune to this. Stored projectiles are Intimacies, he succumbs to that effect as though he
visible only while the Sidereal’s anima is at burning or were its original target and the Sidereal is freed from it.
higher. If the effect doesn’t make sense for the new target (e.g.,
a Psyche effect compelling him to seduce himself ), the
When the Sidereal is attacked — even by an ambush — Storyteller should modify it appropriately.
she may clash it with a decisive attack using a stored
projectile, sending it flying from her anima. Doing so Reset: Once per story, unless reset by defeating a
ends this Charm. significant enemy who’s successfully used a Psyche or
Shaping effect against the Sidereal this story.
The Sidereal can also use this Charm to store familiars
within her anima. If she uses one to clash, it makes the Many-Missiles Bow Technique
attack roll, flashing into close range with her attacker. Cost: 5m, 1wp; Mins: Archery 5, Essence 5
Type: Reflexive
The Sidereal can stack up to (Essence) uses of this Keywords: Varies
Charm. Duration: One scene
Prerequisite Charms: Any 10 Archery Charms
Ally-Concealing Arrow
Cost: 5m, 1wp; Mins: Archery 5, Essence 4 The Sidereal casts a prayer strip bearing the Scripture
Type: Supplemental of the Clay Maiden into the air to float above her bow,
Keywords: Decisive-only radiating a gaudy pink light that imbues her quiver with
Duration: Instant endless possibilities.
Prerequisite Charms: Empty Quiver Ruse, Hidden
Arrow Tactic, Misdirected Wisdom Trick Upon purchasing this Charm, the Sidereal chooses two
of the transformations below. While using this Charm,
The Sidereal’s feint creates a blind spot in her enemy’s she can invoke one of these transformations when she
guard, leaving him vulnerable to a fatal strike. attacks by paying the listed cost.
A successful distract gambit lets its beneficiary re- Boulder (8m; Decisive-only): The Sidereal’s arrow
flexively roll Stealth to enter concealment. If he beats transforms into a boulder as she makes a decisive attack
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or distract gambit. The attack is unblockable. Each 10 Grain (5m; Special): A field of ripe wheat sprouts from
on the attack roll adds one die of decisive damage, up where the Sidereal’s arrow falls. She makes a special
to a maximum of the Sidereal’s attack roll extra suc- (Intelligence + Archery) attack roll. The grain provides
cesses. On a distract gambit, this damage is rolled if the enough food to feed a group of people with one dot of
gambit succeeds, ignoring Hardness. A damaged enemy effective Size (Exalted, p. 206) for every two successes,
is knocked prone and pinned beneath the boulder. He rounded up. This doesn’t count as her attack for the
can’t rise from prone or take other movement actions round. This transformation can only be used once per
while beneath it. It can be lifted with a difficulty 5 feat day.
of strength that requires Strength 3 and can potentially
be removed or destroyed in other ways. Life (5m, 1wp; Special): The Sidereal’s arrow trans-
forms into a bolt of vital Essence. She makes a special
Fire (6m; Decisive-only): The Sidereal’s arrow trans- (Intelligence + Archery) roll to align her arrow with the
forms into a rain of fire as she makes a decisive attack or flows of her patient’s Essence. For every two successes,
distract gambit. The attack is unblockable and destroys her patient heals one level of non-aggravated damage. This
flammable cover. If the Sidereal deals 3+ damage or suc- doesn’t count as her attack for the round. A character can
ceeds on a gambit, the rain of fire ignites a blaze. This only benefit from this transformation once per day.
environmental hazard has difficulty 5 and Damage 4L/
round, extends out to short range from where the attack Snow (5m; Special): The Sidereal’s arrow becomes
was made, and burns for the rest of the scene. a flurry of snow. She makes a special (Intelligence +
Archery) roll. The snowfall extends out to (Essence +
Glass (4m; Uniform): The Sidereal’s arrow turns into successes) miles from where her arrow landed — any
perfectly translucent glass as she makes a withering point within her weapon’s range — and lasts for a num-
attack, decisive attack, or gambit. It becomes a surprise ber of hours equal to her successes. The snow imposes a
attack, inflicting −2 Defense. If she uses this transforma- −1 penalty on vision-based rolls; after some time, piled-
tion on the first round of combat against a lower-Initia- up snow may become difficult terrain. This doesn’t
tive enemy, he rolls (Perception + Awareness) opposing count as her attack for the round. The Sidereal can only
her attack roll. If he fails, her attack becomes an ambush. have one snowfall at a time with this Charm.
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Sidereal Brawl Charms evince the martial prowess, “Survival is acceptance,” she said.
physical might, and violent instincts of hellraisers and
bare-knuckled bruisers who fight in destiny’s service.
Under the Gauntlet’s auspices, they reward ruthlessness The Sidereal makes an unblockable withering or deci-
in making battlefield decisions and force difficult choices sive attack that ignores cover. She can attack through
on foes. They steel a Sidereal to accept whatever battle full cover even if there’s no opening for her to strike
she may find herself in and whatever sacrifices are nec- through, though her target receives +3 Defense.
essary to win, surviving at all costs like the Drowning
Maiden. In battle, Sidereal Brawl emphasizes building Horrific Wreath
Initiative to unleash punishing decisive attacks and us- Cost: 3m; Mins: Brawl 2, Essence 1
ing grapples to restrain and grind down foes. Type: Supplemental
Keywords: Aggravated, Dual
Tolerant Strife Duration: Instant
Cost: 2m; Mins: Brawl 1, Essence 1 Prerequisite Charms: None
Type: Reflexive
Keywords: Uniform, Versatile The Sidereal mirrors her enemy’s hostility, wreathing
Duration: Instant her fists in baleful radiance.
Prerequisite Charms: None
The Sidereal’s attack adds (lower of her Strength or
The Sidereal takes the battlefield as she finds it, coming enemy’s Essence) dice to of post-soak withering dam-
to an accommodation with the world. age or decisive damage. She can deal lethal damage
unarmed. Against enemies of fate, she isn’t limited by
The Sidereal ignores onslaught penalties and envi- her Strength if her enemy’s Essence is higher, and her
ronmental penalties to her Parry and can block lethal decisive attacks deal aggravated damage.
damage barehanded. If she blocks an attack, it doesn’t
inflict an onslaught penalty. Hostility Acceptance Technique
Cost: 4m; Mins: Brawl 2, Essence 1
Unobstructed Blow Type: Reflexive
Cost: 5m; Mins: Brawl 4, Essence 1 Keywords: Versatile, Withering-only
Type: Simple Duration: Instant
Keywords: Uniform, Versatile Prerequisite Charms: None
Duration: Instant
Prerequisite Charms: Tolerant Strife Having resigned herself to conflict’s inevitability, the
Sidereal rolls with the punches as if it were second nature.
The Sidereal writes her blow into forthcoming fate, as-
suring its inevitability. The Sidereal can use this Charm after being hit by a
withering attack, before the damage roll. The amount
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of Initiative she loses from the attack is reduced by The Sidereal knows the scent of fear.
(higher of Essence or 3), although her attacker still re-
ceives the full amount. If this prevents the Sidereal from The Sidereal makes a special (Perception + Battles
losing any Initiative, she gains one Initiative. Ability) read intentions roll. Success lets her player asks
the Storyteller one of the following questions, plus an
Speared Boar Struggle additional question for every three extra successes:
Cost: 4m; Mins: Brawl 4, Essence 1
Type: Reflexive • Is he afraid of me?
Keywords: Counterattack, Decisive-only, Versatile
Duration: Instant • How could I best intimidate him?
Prerequisite Charms: Hostility Acceptance
• Who here is the most afraid of ?
Technique
• What would he face his fears for?
The Sidereal leaves herself wide open, letting the mo-
mentum of a foe’s attack drive him into her clutches. If the Storyteller doesn’t have an answer in mind for a
question, the Sidereal’s player should provide one, as if
The Sidereal may reduce her Defense against an attack
introducing a fact.
by up to (higher of Essence or 3), counterattacking with
a damaging decisive attack or a grapple gambit. Each Reset: Once per scene.
point she reduces her Defense by adds a non-Charm
success to the attack, Initiative, and grapple control Lady-or-Tiger Tactic
rolls and reduces the gambit’s Initiative cost by one. Cost: 2m; Mins: Brawl 3, Essence 1
Type: Supplemental
Iron Brute Fist
Keywords: Decisive-only
Cost: 3m; Mins: Brawl 2, Essence 1 Duration: Instant
Type: Supplemental Prerequisite Charms: None
Keywords: Decisive-only, Versatile
Duration: Instant There are no good choices for those caught in the
Prerequisite Charms: None Sidereal’s grasp, only those that hurt the least.
Violence is a brutish and ugly thing, a truth the Sidereal When the Sidereal makes a grapple gambit, before the
imparts through bruises and broken bones. attack roll, her opponent must choose one: either he
suffers +1 target number on his grapple control roll, or
If the Sidereal deals 3+ levels of decisive damage or any he suffers dice of bashing damage equal to her attack
aggravated damage, or if her target accepts a crippling roll 10s, ignoring Hardness.
injury, she inflicts a prominent and unsightly wound — a
black eye, a broken nose, patches of torn-out hair, etc. Wrapped Fly Embrace
Her victim becomes Hideous (Exalted, p. 162) and suf- Cost: 5m; Mins: Brawl 3, Essence 1
fers a −3 penalty on Appearance- and Charisma-based Type: Supplemental
actions other than threaten rolls. This crippling effect Keywords: Decisive-only
lasts until he’s healed all levels of damage he suffers Duration: Instant
from. Prerequisite Charms: Lady-or-Tiger Tactic
Special activation rules: The Sidereal may use this Taking her enemy’s strand of fate in her hands as she
Charm reflexively when a character within close range wrestles with him, the Sidereal binds him in manners
makes an Appearance or Charisma roll against her, both seen and unseen.
rolling a decisive attack that benefits as above before he
makes his roll. (Roll Join Battle if necessary.) When the Sidereal makes a grapple gambit and suc-
ceeds on the Initiative roll, her control roll inflicts an
Weak-Spine Sense additional point of onslaught penalty, regardless of
Cost: 4m; Mins: Brawl 3, Essence 1 whether it succeeds. Any reduction of the attack roll’s
Type: Reflexive target number also applies to the Initiative roll and
Keywords: None control roll.
Duration: Instant
Prerequisite Charms: Iron Brute Fist
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The Sidereal brings her foe down with her as she drowns, Indiscriminate Doom Betrayal
hand in bloodstained hand. Cost: 4m, 1wp; Mins: Brawl 5, Essence 2
Type: Simple
While grappling, the Sidereal doesn’t lose rounds of Keywords: Decisive-only
control when she’s attacked or damaged by lower-Ini- Duration: Instant
tiative enemies, enemies of fate, or a grappled foe. If she Prerequisite Charms: Unobstructed Blow
and her foe are both suffocating (Exalted, p. 232), each
round of asphyxiation he suffers grants her another Feeling along the threads of her enemies’ fates, the
round’s worth of breath. If he’s immune to what’s suffo- Sidereal strums a terrible resonance of betrayal.
cating her — e.g., a Water Aspect grappled underwater
— she can breathe freely for the clinch’s duration. The Sidereal makes a decisive attack, adding extra suc-
cesses as damage dice. After the damage roll, her victim
Sacrifice Without Regret may transfer the damage, onslaught penalty, and any
Cost: 5m; Mins: Brawl 4, Essence 2 other harmful effects of the attack to one of his nontriv-
Type: Reflexive ial allies present in the scene. He must genuinely view
Keywords: Decisive-only, Perilous, Versatile her as an ally to enact this betrayal (though the feeling
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need not be mutual). That character doesn’t receive the Drowning Maiden Enlightenment
benefits of any defensive Charms or other effects used Cost: —; Mins: Brawl 5, Essence 3
by the attack’s initial target. If the Sidereal’s target has a Type: Permanent
positive Tie to the character he redirects the attack to, it Keywords: None
adds (Intimacy) additional dice of damage. Duration: Permanent
Prerequisite Charms: Drowning Maiden Form, any
Reset: Once per scene, unless reset by landing a deci- five Brawl Charms
sive attack that resets the Sidereal’s Initiative and then
reaching Initiative 15+. The Sidereal has accepted violence as her nature, sacri-
ficing those parts of herself that hold her back from the
Crimson Palm Counterstrike apex of transcendent strife.
Cost: 4m, 1wp; Mins: Brawl 5, Essence 3
Type: Reflexive Upon purchasing this Charm, the Sidereal chooses a
Keywords: Clash, Decisive-only Sidereal Martial Art. She can learn it without needing
Duration: Instant the requisite Martial Arts Charms. She can use it with
Prerequisite Charms: Hostility Acceptance all Brawl weapons, though this doesn’t make it compat-
Technique, Unobstructed Blow ible with other styles that use them (unless the Sidereal
also purchases this Charm for them). All her Brawl
Coming to an accommodation with her enemy’s killing Charms count as Versatile for that style and as Martial
intent, the Sidereal strikes an instant before he can. Arts for any of its Charms that interact with other styles,
like Prismatic Arrangement of Creation Form (p. XX).
The Sidereal reflexively clashes an attack with a deci-
sive attack. If she succeeds against an enemy’s decisive This Charm can be purchased any number of times.
attack, she gains the Initiative he loses for missing,
adding it to her damage roll. Battlefield Decimation Technique
Cost: 10m, 1wp; Mins: Brawl 5, Essence 3
Blood Bought with Blood Type: Simple
Cost: 5m, 1wp; Mins: Brawl 5, Essence 3 Keywords: Withering-only
Type: Reflexive Duration: Instant
Keywords: Counterattack, Decisive-only Prerequisite Charms: Indiscriminate Doom Betrayal
Duration: Instant
Prerequisite Charms: Crimson Palm Counterstrike Striking at thin air, the Sidereal spreads ripples of vio-
lence across the battlefield and leaves it to her foes to
Accepting whatever may come, the Sidereal escalates a determine who is struck.
battle to its climax in a pivotal exchange of blows.
The Sidereal rolls a single unblockable withering
When an enemy makes a decisive attack against the attack against all enemies within short range, making
Sidereal, she can use this Charm, rendering her Defense a separate damage roll against each hit enemy. This
inapplicable against it. She makes a decisive counterattack ignores all cover, even full cover.
before the initial attack’s damage roll, adding damage dice
equal to her attacker’s extra successes — and preventing Before the damage rolls are made, players may opt to avoid
him from using his own extra successes for any relevant ef- taking damage, starting with the one whose character fac-
fects, like Hungry Tiger Technique (Exalted, p. 351). Each es the most damage dice and going in order. If a player opts
level of damage dealt by the counterattack also inflicts a −1 out, his character suffers no damage, but the Sidereal gains
penalty on the initial attack’s damage roll. If the Sidereal (her Essence) Initiative and adds half the damage dice he
incapacitates her attacker, he doesn’t roll damage. faced, rounded up, to her roll against each other character.
If only one enemy remains, he can’t opt out.
Although the Sidereal can’t use her Defense, she
can still clash the attack. She can use Crimson Palm The Sidereal gains Initiative normally from the high-
Counterstrike to do so, despite the usual restrictions on est damage roll. Other damage rolls award up to (her
Clash and Counterattack Charms; her Initiative doesn’t Essence) Initiative. She still gains the full Initiative for
reset until both attacks are complete. hitting and crashing enemies.
Reset: Once per scene unless reset by crashing a nontriv- Reset: Once per scene, unless reset by dealing 8+ levels
ial enemy whose Initiative was higher than the Sidereal’s. of decisive damage to a nontrivial enemy.
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Dead Spouse Defense with soft scarlet light that ripples throughout the weave
Cost: 1m, 1wp; Mins: Brawl 5, Essence 4 of fate, shaping the course of events unless the Sidereal’s
Type: Reflexive foes are willing to face its world-warping force.
Keywords: Decisive-only, Perilous, Versatile
Duration: Instant The Sidereal rolls (Intelligence + Brawl) to introduce
Prerequisite Charms: Sacrifice Without Regret a fact about a dramatic event or circumstance that’s
about to occur in a battle: a sinkhole swallows up for-
There are oceans of blood yet to be shed in destiny’s service; tifications; a traitor makes his move against a general;
what is one drop more compared to the Sidereal’s duty? a sudden thunderstorm devastates an invading armada;
an enemy’s reinforcements are delayed by ferocious
The Sidereal can use this Charm after an attack roll beasts. She can’t dictate the actions of narratively estab-
against her or other roll to resist damage, but before the lished characters, but she can introduce new characters
damage roll. She speaks the name of a trivial character and dictate their short-term motivation. As usual, the
she’s interacted with this story. She automatically de- Storyteller may veto facts that contradict established
fends against all damage or other harm from it; a few details or would be detrimental to the story, or that are
seconds later, that person’s heart stops. outright impossible; if he does, he should suggest an ac-
ceptable alternative. A player may not be able to declare
Reset: Once per story, unless reset by suffering Limit that tyrant lizards start raining from the sky, but could
Break. instead have a hungry tyrant lizard appear, drawn to her
enemy’s scent.
Someone Dies Strike
Cost: 5m, 3i, 1wp; Mins: Brawl 5, Essence 4 A nontrivial enemy may choose to negate this by taking
Type: Reflexive dice of decisive damage equal to the Sidereal’s success-
Keywords: Perilous, Uniform es, ignoring Hardness, as the ripples in fate are grounded
Duration: Instant through him. If an enemy has fewer undamaged health
Prerequisite Charms: Battlefield Decimation levels than the dice of damage to be rolled, he can’t opt
Technique to interpose himself. If no one does, the Sidereal gains
Initiative equal to her successes and the chosen event
The Sidereal’s unyielding grasp on the thread of her des- comes to pass.
tiny can overcome any defense, but it cares not which of
her foes falls before her. Reset: Once per day.
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The Sidereal halves penalties to her Parry, rounded Dusty Shelf Restraint
down, including penalties from surprise attacks. If she Cost: 2m; Mins: Melee 4, Essence 1
benefits from a full defense or the attack roll’s target Type: Supplemental
number has been increased, she ignores all penalties Keywords: None
instead. Duration: Instant
Prerequisite Charms: Doom-Seeking Stroke
Watchful Maiden Mien
Cost: —; Mins: Melee 1, Essence 1 The Sidereal waits until the perfect moment to strike,
Type: Permanent whether with a blade or a well-chosen word.
Keywords: Uniform, Versatile
Duration: Permanent In combat, the Sidereal can apply an aim action’s bonus
Prerequisite Charms: None dice to a roll with any Ability, other than an attack.
While the action need not target the enemy that the
Patiently observing her opponent, the Sidereal perfectly Sidereal aimed at, the Storyteller may require a stunt to
anticipates the arc of his attacks. explain how the Sidereal’s restraint and precision aids
her in that action.
The Sidereal can use Perception instead of Dexterity to
calculate her Parry. The Sidereal can use Meditation on Violence to cancel
penalties on a roll enhanced by an aim action this way.
Meditation on Violence
Cost: 1m per point of penalty/die; Mins: Melee 2, Smiling at the Damned
Essence 1 Cost: 4m; Mins: Melee 3, Essence 1
Type: Supplemental Type: Supplemental
Keywords: Dual, Versatile Keywords: Aggravated, Decisive-only
Duration: Instant Duration: Instant
Prerequisite Charms: None Prerequisite Charms: Meditation on Violence
Calm and precision envelop the Sidereal as she strikes. The world is tinged red as the Sidereal strikes true, dis-
solving the Essence that holds together her victim’s body.
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Harmony of Blows Waiting for her foe to make the first move, the Sidereal tests
Cost: 1m, 1wp; Mins: Melee 3, Essence 1 his offense and demonstrates its vulnerabilities to him.
Type: Reflexive
Keywords: Uniform, Versatile The Sidereal makes a decisive counterattack in re-
Duration: Instant sponse to any attack, even if it isn’t against her. She
Prerequisite Charms: None can’t use this Charm if the attack’s target uses a Clash or
Counterattack Charm of his own.
The patterns and flows of the battlefield hold no mys-
teries for the Sidereal; she perceives every opening and With a Melee 5, Essence 3 repurchase, the Sidereal may
chooses her movements with precision. pay a one-Willpower surcharge to use this Charm even
if the attack’s target clashes or counterattacks.
The Sidereal can use this Charm after crashing an enemy,
succeeding on a gambit, or winning a clash to reflexively Indomitable Shieldbearer Expertise
make a withering or decisive attack against that enemy. Cost: 3m (2m); Mins: Melee 3, Essence 1
Type: Reflexive
Fateful Exchange Keywords: Uniform, Versatile
Cost: 5m; Mins: Melee 3, Essence 1 Duration: One scene
Type: Supplemental Prerequisite Charms: None
Keywords: Dual
Duration: Instant The Sidereal fights with a seasoned veteran’s caution
Prerequisite Charms: Harmony of Blows and restraint, avoiding the risks that cost callow troops
their lives.
Countless possibilities converge as the Sidereal crosses
blades with her foe; her skill and precision ensure a fa- The Sidereal waives the Initiative cost of full defenses,
vorable outcome to the exchange. letting her use them while crashed. She can flurry full
defenses with non-attack actions, which doesn’t penal-
When the Sidereal clashes, the opposing attack roll ize her Defense.
suffers +1 target number. If she clashed by delaying her
turn, success refunds the two Initiative lost for doing so. While wielding a Shield weapon, the Sidereal ignores
that tag’s damage penalty. She can also flurry full de-
If an enemy initiates a clash with magic, the Sidereal fenses with attacks, paying an additional two motes
may use this Charm reflexively before rolling. each time she does so.
The Sidereal’s actions ripple across the battlefield, shap- The Sidereal’s eyes take on a glassy sheen and her skin
ing the flow of the conflict. grows eerily cold to the touch; her every movement
bespeaks restraint, coordination, and focus beyond hu-
A successful attack inflicts its onslaught penalty on all manity’s limits.
enemies within its range. If an enemy was damaged by
the attack, his onslaught penalty doesn’t refresh on his The Sidereal gains the following benefits:
next turn.
• When she makes an attack that benefits from
Instructive Riposte aiming against an enemy at close range, she adds
Cost: 5m; Mins: Melee 5, Essence 1 up to (Perception) attack roll extra successes as
Type: Reflexive damage dice on a decisive attack, or doubles that
Keywords: Counterattack, Decisive-only, Versatile many extra successes on a withering attack.
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Special activation rules: The Sidereal can enter this The Sidereal aims reflexively. This counts as a turn
Form reflexively when she aims against an enemy at spent aiming for all purposes, including the aiming
close range or takes a full defense while within close requirements of Charms like Ninth Direction Slash. An
range of at least one nontrivial enemy, applying its ben- attack that benefits from this aiming ignores penalties
efits to that action. from blindness.
Inner Eye Strike Against enemies at close range, this Charm’s Willpower
Cost: 3m, 1i, 1wp; Mins: Melee 5, Essence 2 cost is waived.
Type: Supplemental
Keywords: Perilous, Uniform, Versatile Serenity in Blood
Duration: Instant Cost: 5m; Mins: Melee 5, Essence 2
Prerequisite Charms: Doom-Seeking Stroke Type: Reflexive
Keywords: Perilous, Uniform
Closing her eyes to the world around her, the Sidereal Duration: Instant
strikes where fate decrees she must. Prerequisite Charms: Impeding the Flow
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Stirring the currents of fate with her weapon’s tip, the Successfully blocking an attack grants the Sidereal one
Sidereal severs the paths of fate that lead to her being struck. mote plus an additional mote for each success her at-
tacker failed by, maximum (Perception).
An attack against the Sidereal’s Parry suffers +1 target
number. She can block unblockable attacks. Successfully The Sidereal must pay one Initiative at the start of each
blocking causes her attacker to lose one Initiative for round or this Charm ends. It also ends if she’s crashed.
each die that is a failure instead of a success because
of its increased target number, maximum (Sidereal’s Maiden-on-the-Shelf Enlightenment
Essence). Cost: —; Mins: Melee 5, Essence 3
Type: Permanent
With a Melee 5, Essence 3 repurchase, the Sidereal may pay Keywords: None
a one-Willpower surcharge once per scene to inflict +2 tar- Duration: Permanent
get number. Uncountable damage is negated completely; Prerequisite Charms: Maiden-on-the-Shelf Form,
she becomes immune to a recurring source of uncountable any five Melee Charms
damage for the scene. This resets once the Sidereal parries
three decisive attacks from nontrivial enemies. At the center of perfect clarity, the Sidereal’s inner eye
glimpses the mysteries of the cosmos that still lie beyond
The Spear Not Held it — but not beyond her blade.
Cost: 10m, 1wp; Mins: Melee 5, Essence 2
Type: Simple Upon purchasing this Charm, the Sidereal chooses a
Keywords: Versatile, Withering-only Sidereal Martial Art. She can learn it without need-
Duration: Instant ing the requisite Martial Arts Charms. She can use it
Prerequisite Charms: Doom-Seeking Stroke with all Melee weapons, though this doesn’t make it
compatible with other styles that use them (unless the
Envisioning the outcome of an exchange of blows with Sidereal also purchases this Charm for them). All her
her foe countless times in a single instant, the Sidereal Melee Charms count as Versatile for that style and as
weaves her triumph into fate without ever needing to Martial Arts for any of its Charms that interact with
draw her weapon. other styles, like Prismatic Arrangement of Creation
Form (p. XX).
The Sidereal makes a (Perception + Melee) withering
attack against the Guile of an enemy within medium This Charm can be purchased any number of times.
range. Instead of using a weapon’s traits, this attack
has Accuracy and Overwhelming (Essence, maximum Forceful Demonstration of Error
5). It has Damage (10 + Perception) but doesn’t include Cost: 4m, 1wp; Mins: Melee 5, Essence 3
Strength. The attack ignores armored soak, and its tar- Type: Reflexive
get substitutes his base Guile for his base natural soak Keywords: Clash, Decisive-only
against it. Duration: Instant
Prerequisite Charms: Fateful Exchange, Instructive
Using this Charm to make an unexpected attack doesn’t Riposte
break concealment.
Not satisfied with simply revealing the weakness of her
Special activation rules: This Charm can be flurried enemy’s offense, the Sidereal counters his imperfect blow
with an aim, full defense, or threaten action. with a display of true excellence.
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Temperate Blade Meditation As the Sidereal places a prayer strip marked with the Scripture
Cost: 2m, 2i, 1wp; Mins: Melee 5, Essence 3 of the Maiden on the Shelf across her eyes, it adheres and
Type: Simple or Supplemental begins to drip with dark blood, an omen of violence to come.
Keywords: Dual, Perilous
Duration: Instant The Sidereal gains the following benefits:
Prerequisite Charms: Inner Eye Strike
• She ignores vision-based penalties, even
The Sidereal’s blade is still as untroubled waters, waiting blindness.
patiently for a perfect opportunity to strike.
• Once per round, she may reflexively clash an
To use this Charm, the Sidereal must be aiming at an attack against her with a decisive attack. If she
enemy whose Initiative is at least 10 lower than hers. knows Fateful Exchange, she can clash attacks
She makes a withering or decisive attack against him. that aren’t made against her.
She doubles her attack roll extra successes to determine
a withering attack’s raw damage or adds them as dice • She may raise her Parry with the Melee
of decisive damage. Excellency for one mote per +1 bonus.
Alternatively, when the Sidereal clashes or counterat- • She ignores Parry penalties from surprise attacks.
tacks, she can use this as a Supplemental Charm to en- For five motes, she can defend against an ambush
hance them, as above. If she benefits from a full defense, with her full Parry and can also use other Charms
she doesn’t need to be aiming to do so. against it.
Reset: Once per scene, unless reset by incapacitating an • She waives the cost of using Excellencies to re-
enemy with an attack that benefited from aiming or a duce the target number of Perception-based rolls
counterattack or clash while using a full defense. with any Ability in combat.
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of making the influence; it’s conveyed unconsciously When the Sidereal upholds such an Intimacy, she may
through the subtext and connotations of his words or gain five motes in place of the Willpower she’d normally
actions. If making this influence opposes one of the receive (Exalted, p. 169).
target’s Major or Defining Intimacies, he can pay one
Willpower to resist. Red Haze
Cost: 4m, 1wp; Mins: Presence 3, Essence 1
This Charm’s Willpower cost is waived against charac- Type: Simple
ters with one of the Sidereal’s Intimacies from Impose Keywords: None
Nature. Duration: One scene
Prerequisite Charms: None
Water and Fire Treaty
Cost: 1m, 1ahl; Mins: Presence 2, Essence 1 Flecks of crimson starlight fall over the battlefield as the
Type: Simple Sidereal makes the Lesser Sign of the Shield, marking
Keywords: Decisive-only, Stackable fate’s foes for the world’s furious opposition.
Duration: One story
Prerequisite Charms: None The Sidereal rolls (Strength + Presence) against the
Resolve of all hostile enemies of fate within medium
The Sidereal binds the elements to fate’s defense with an range. A character whose Resolve is beaten is surround-
offering of pain. ed by glittering crimson stardust, granting −1 target
number on damage rolls against him and rendering him
The Sidereal ritually wounds herself in a ceremony visible while dematerialized.
involving one of the elements to entreat its protec-
tion: burning her hand in a flame, cutting herself and Reset: Once per scene.
bleeding into water, anointing a stone with her blood,
piercing her flesh on thorns, shedding her blood in the Someone Else’s Destiny
wind, or the like. She gains −1 target number on rolls Cost: 2m; Mins: Presence 3, Essence 1
against environmental hazards based on that element Type: Reflexive
and Hardness (Charisma) against attacks and hazards Keywords: Decisive-only
based on it. Duration: Instant
Prerequisite Charms: None
The Sidereal can stack multiple uses of this Charm to
protect herself from other elements. The Sidereal’s anima hisses as poison flows through her
veins, the sound of her problems becoming everyone’s
With Presence 4, Essence 2, the Sidereal can pay three problems.
motes to extend these benefits to up to (Essence ×2)
characters for an instant. The Sidereal adds (Presence/2, rounded up) dice on a
roll against poison. The total intervals of poison negated
Heroic Essence Replenishment by the roll are stored as a memorandum appended to
Cost: —; Mins: Presence 3, Essence 1 her fate, maximum (Stamina).
Type: Permanent
Keywords: None The Sidereal can also use this Charm to discharge a
Duration: Permanent memorandum with a decisive attack, even if the stored
Prerequisite Charms: None poison can’t normally be conveyed through attacks. Her
enemy must roll against the stored intervals of poison
The Sidereal draws power from triumph, shaping the if it hits.
world through dominance and force.
Sword-Tongue Intensity
The Sidereal gains motes equal to the 10s on persuade Cost: 3m; Mins: Presence 4, Essence 1
and threaten rolls she makes with any Ability and attack Type: Reflexive
rolls against nontrivial enemies that align with a Major Keywords: None
or Defining Intimacy of courage, recklessness, audacity, Duration: Instant
or anger. This can’t exceed the number of motes spent Prerequisite Charms: None
enhancing the roll, and it doesn’t stack with similar
effects that grant motes. The Sidereal’s force of personality can be more deadly
than any weapon.
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On each of her turns, the Sidereal may reflexively make • Those who see her can use that Intimacy against
an influence roll to threaten enemies or instill Ties of social influence or for other purposes. If they
fear toward herself. Enemies who already have such gain Willpower from upholding it this way, the
Ties suffer a –(Intimacy) penalty on attack rolls or Sidereal also gains one Willpower.
threaten rolls against her unless they pay one Willpower
and (Sidereal’s Essence, maximum 5) Initiative to resist • When another character makes an influence roll
for the scene. that aligns with the chosen Intimacy, he adds
(Sidereal’s Charisma) dice.
While at bonfire anima, the Sidereal may replace her
iconic display with a great bear, potentially concealing • When she uses Impose Nature to instill the cho-
her identity from those familiar with her anima. sen Intimacy, the Charm’s cost is reduced by
three motes and she adds (Essence) dice on the
Force Decision roll.
Cost: 2m, 1wp; Mins: Presence 5, Essence 2
Type: Reflexive • If she uses Presence-in-Absence Technique to
Keywords: Psyche embed influence that aligns with the chosen
Duration: Instant Intimacy, her target can use that Intimacy, as
Prerequisite Charms: Impose Nature above, and gains the bonus on influence rolls un-
til he’s made the embedded influence.
Sensing a moment of indecision, the Sidereal injects her
own opinion into the matter. If the Sidereal’s Resolve is beaten by influence opposed
by the chosen Intimacy, this Charm ends.
When the Sidereal witnesses a character faced with a
choice that has multiple options, she may reflexively Shield of Mars
make a special (Charisma + Presence) persuade roll. Cost: 3m (2i per level); Mins: Presence 5, Essence 2
If successful, her target is forced into a Decision Point. Type: Reflexive
The Sidereal makes a choice for the target and cites one Keywords: Counterattack, Decisive-only, Perilous
of her own Intimacies that supports it. He must either Duration: Instant
make that choice himself or resist this influence by Prerequisite Charms: Hero’s Iron Skin, Someone
citing an opposing Intimacy whose intensity equals or Else’s Destiny
exceeds the Sidereal’s and paying one Willpower.
Snarling fate with a twist of her hand, the Sidereal passes
The Sidereal can’t choose an option her target isn’t her pain back to her enemy.
aware of, though she’s free to suggest options to him
before using this Charm. She’s never perceived as this The Sidereal can use this Charm after being hit by a
effect’s source. decisive attack but before the damage roll. She makes
an unblockable and undodgeable (Stamina + Presence)
If the Sidereal knows Wise Choice (p. XX), she can use counterattack, opposed by the initial attack roll’s extra
it reflexively to evaluate her target’s options before she successes.
chooses one.
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If the counterattack succeeds, it doesn’t deal any dam- Baleful Slaughter Omen
age. Instead, the Sidereal can redirect levels of decisive Cost: 10m, 1wp; Mins: Presence 5, Essence 3
damage from herself to her attacker. She can redirect up Type: Simple
to one level plus an additional level of damage for every Keywords: None
three extra successes she rolls, paying two Initiative for Duration: Instant
each level she redirects. She does not need to pay this Prerequisite Charms: Aspect of the Bear
cost until after the damage roll. She can’t redirect more
than (Stamina) total levels of damage. Making the Greater Sign of the Shield against her foes in
blood-red stardust, the Sidereal shatters their courage.
If the enemy’s attack deals no damage, it counts as hav-
ing missed. The Sidereal wordlessly makes a (Charisma + Presence)
threaten roll against all enemies who can see her, ignor-
Water and Fire Legion ing multiple target penalties. Affected characters suffer
Cost: 5m, 1lhl; Mins: Presence 5, Essence 2 the following:
Type: Simple
Keywords: Psyche • They must flee, either putting as much distance
Duration: Instant as possible between themselves and the Sidereal
Prerequisite Charms: Water and Fire Treaty or finding a safe place to hide.
Anointing a spirit’s brow with her own blood, the Sidereal • They add +1 die on rolls to flee or hide from her
binds it to serve her as a guardian. but suffer a −3 penalty on all other rolls.
The Sidereal makes a special (Charisma + Presence) • They must disengage to move away from her as
instill roll against a touched spirit. Success instills a long as they’re within medium range of her.
Principle requiring the spirit to protect something the
Sidereal has a positive Tie toward with an intensity • Battle groups are especially vulnerable to this,
equal to that her Tie. suffering −2 Resolve against it, or −3 if they have
poor Drill. If affected, they suffer +1 target num-
The spirit can’t act against the instilled Principle, vol- ber on rout checks.
untarily weaken it, or retaliate against the Sidereal for
binding him unless he enters a Decision Point and spends This lasts for the rest of the scene or until it’s resisted
one Willpower to resist for a scene. If the Intimacy is with Willpower.
ever fully removed, it reforms at Minor intensity at the
beginning of the next scene. This Psyche effect lasts one Special activation rules: The Sidereal can use this
story or until a spirit has spent (Sidereal’s Essence + 2) Charm reflexively when she incapacitates a powerful
total Willpower resisting it. foe or routs a battle group.
Fire and water elementals and other spirits associated Ego-Shattering Reminiscence
with those elements are especially vulnerable to this Cost: 4m, 1wp; Mins: Presence 5, Essence 3
Charm. The instilled Principle is always Defining, and Type: Simple
they can’t spend Willpower to retaliate against the Keywords: Psyche
Sidereal. Duration: Instant
Prerequisite Charms: Instructive Conviction Aura
Reset: This Charm can only be used on a given spirit
once per story. The Sidereal exhales wisps of crimson stardust heavy
with her memories, sharing her past with those caught
in their light.
TOUCH ATTACKS
In combat, touching an unwilling character or something worn or wielded by them requires a difficulty 1 un-
armed gambit. Outside of combat, Larceny or Stealth rolls can be used to do so unnoticed, influence rolls can
convince a target to allow it, etc.
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The Sidereal rolls (Strength + Presence) opposing the So, she held up her hand before the sun and cast
(Strength + Integrity) rolls against all enemies within a shadow on the world, and cast the troubles of
her home in darkness.
long range, even those she’s unaware of. Those who fail
are bound to the Sidereal, suffering +1 target number on “Survival’s a long reach,” she said.
rolls opposing her. When she takes damage, she may pay
five motes, one Willpower to inflict the same amount of
damage on one or more affected enemies, dividing that
damage evenly among them, rounded up. Withering The Sidereal gains the following benefits:
damage inflicted this way doesn’t award Initiative.
• Experienced warriors — battle-hardened sol-
diers, skilled mercenaries, a nomadic tribe’s horse
War — The Banner archers — unconsciously recognize the Sidereal’s
skill as a commander. This counts as a Minor Tie
Sidereal War Charms evince their genius as strategists, of respect. For those who’ve served under the
tacticians, and generals. The Sidereals’ plans and strat- Sidereal’s command in battle, it counts as a Tie of
egies are subtle and far-ranging, safeguarding those loyalty instead, even if they don’t remember her.
things they cherish most with the Maiden at War’s long
reach. Under the Banner’s auspices, these Charms also • If a character who’s served under the Sidereal’s
ensure that a Sidereal’s leadership, reputation, and sto- command in battle has a negative Tie that applies
ried deeds are not overlooked, wreathing her in heroic to her, its intensity is treated as one step lower
glory. Sidereal War contains Form Charms called battle against her influence. This doesn’t affect Ties to-
patterns. While Martial Arts Forms involve a stylist’s ward the Sidereal herself.
stance and movements, a battle pattern is a harmonious
geomantic formation that empowers the soldiers who • When dealing with warriors, soldiers, and the
fight in it. While War can be used with Appearance, like, the Sidereal can use War instead of Socialize
Charisma, or Intelligence, Sidereal War Charms partic- on read intentions, instill, and persuade rolls.
ularly benefit from high Intelligence.
• The Sidereal adds (War/2, rounded up) dice on Lore
Battle-Fellow Attitude rolls involving strategy, military history, or the like.
Cost: —; Mins: War 1, Essence 1
Type: Permanent Battalion-Bureau Leadership
Keywords: None Cost: 1m, 1wp; Mins: War 3, Essence 1
Duration: Permanent Type: Supplemental
Prerequisite Charms: None Keywords: None
Duration: One project
The Sidereal stands tall as a legend of the battlefield. Prerequisite Charms: Battle-Fellow Attitude
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Understanding the logistics of warfare, the Sidereal ef- one success. She can also increase its Might to 1 by increas-
fortlessly adapts to other kinds of battlefields. ing the cost by two successes per dot if she could reasonably
recruit beastfolk, God-Blooded, or other such characters.
The Sidereal gains the following benefits on a project
(Exalted, p. 226) or other bureaucratic task for an or- At the end of the story, the battle group dissolves as
ganization she leads, or one whose leader she advises: its surviving members return to their lives unless the
Storyteller deems the Sidereal has treated them well
• She can use War instead of Bureaucracy for rolls enough to retain their enduring loyalty.
related to the project.
Reset: Once per story, unless reset by upholding a
• The organization’s members count as experi- Major or Defining Intimacy by leading a battle group in
enced warriors for Battle-Fellow Attitude’s ef- combat. Shieldbearers can reset it by fulfilling an auspi-
fects. If they’ve previously worked on a project cious prospect.
led by the Sidereal or someone she advises, they
count as having fought under her command. Heroic General Presence
Cost: 3m; Mins: War 2, Essence 1
• She waives the mote cost to lower the target Type: Reflexive
number of rolls related to the project with Keywords: None
Excellencies. This never applies to rolls in Duration: Instant
combat. Prerequisite Charms: None
• Rolls to interfere with or sabotage the project Exhibiting her prowess at the forefront of battle, the
suffer +1 target number. If organization members Sidereal inspires her troops to glory.
come under attack while working on the project,
they gain −1 target number to Join Battle. An order roll grants a targeted battle group −1 target
number on an ordered attack’s damage roll or on the roll
Auspicious Recruitment Drive for a non-attack action.
Cost: 10m, 1wp; Mins: War 4, Essence 1
Type: Simple Predestined Triumph Practice
Keywords: Mute Cost: 3m; Mins: War 3, Essence 1
Duration: Instant Type: Reflexive
Prerequisite Charms: Battle-Fellow Attitude Keywords: Stackable
Duration: One scene
The Sidereal draws those around her into the web of Prerequisite Charms: Heroic General Presence
conflict, weaving fate to fill her forces’ ranks.
Fate conspires in the Sidereal’s strategy, submitting to
After spending a day recruiting soldiers, negotiating the mounting pressure of her inevitable victory on the
with mercenaries, or inciting crowds to violence, the weave of events.
Sidereal makes a difficulty 1 ([Appearance, Charisma, or
Manipulation] + War) roll. If successful, she recruits a To use this Charm, the Sidereal must be fighting under
battle group with Size 1, plus an additional dot of Size a stratagem or prophecy she’s enacted. An allied battle
for every two extra successes. This battle group is will- group gains −1 target number on all rolls.
ing to fight under the Sidereal or a character designated
by her, though they aren’t guaranteed to have any Tie This Charm can be stacked to benefit multiple battle
toward their commander. groups.
By default, this battle group has battle-ready troop Foretold Strategy Technique
traits (Exalted, p. 496), average Drill, and Might 0. The Cost: 5m, 1wp; Mins: War 3, Essence 1
Storyteller can provide more or less generous troop Type: Reflexive
traits based on the events of the story and the Sidereal’s Keywords: Mute
stunt. Duration: Instant
Prerequisite Charms: None
The Sidereal can increase the battle group’s traits to elite
troops (Exalted, p. 497) or increase its Drill to elite, with Foreseeing how a strategy might be defeated, the Sidereal
each such upgrade increasing the cost of each dot of Size by chooses an alternative.
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The Sidereal can use this Charm after a Strategic The Sidereal blesses a character with a Major or
Maneuver roll to reroll it. It receives the benefits of all Defining Tie of respect, loyalty, or awe toward her, pro-
magic used to enhance the first roll; the Sidereal can moting him as a trusted lieutenant.
use additional Charms as well. She may change what
stratagem she seeks to enact with the reroll. He gains the following benefits:
• What are his forces’ greatest weakness? • If the Sidereal has Efficacious Formulation of
Strategy, she can use it from afar whenever her
• Which of my positive Ties does he pose the greatest lieutenant makes a Strategic Maneuver roll.
threat to?
• If the Sidereal has Charms that let her player ask
The Sidereal gains this benefit even if the enemy general the Storyteller questions, like Eye for Strife (p.
won the opposed Strategic Maneuver roll. XX), she can use them from afar to evaluate the
lieutenant’s current circumstances. For instance,
If the Storyteller doesn’t have an answer in mind for a she could use Eye for Strife to reveal the best way
question, the Sidereal’s player should provide one, as if to provoke someone her lieutenant’s currently
introducing a fact. dealing with. Only the lieutenant receives this
information.
Reset: Once per scene.
The Sidereal can have up to (Essence) lieutenants at a
Bestowing the Crimson Banner time.
Cost: 5m, 1wp; Mins: War 4, Essence 2
Type: Simple Sagacious Formulation of Strategy
Keywords: Stackable Cost: 10m, 1wp; Mins: War 5, Essence 2
Duration: Indefinite Type: Reflexive
Prerequisite Charms: Battle-Fellow Attitude Keywords: Mute
Duration: Instant
As the Sidereal shows her esteem for a trusted lieutenant, Prerequisite Charms: Bestowing the Crimson
vermillion stardust enfolds him like a swirling banner. Banner, Foretold Strategy Technique
Though it quickly fades, her lieutenant can hear it
blowing in the wind whenever he relies on the Sidereal’s Offering sage counsel in matters of warfare, the Sidereal
teachings. leads not just armies, but their leaders.
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The Sidereal advises a general as he makes a Strategic Training Mandate of Auspicious Battle
Maneuver roll, proposing a different stratagem from the Cost: 5m, 1wp; Mins: War 4, Essence 2
one he selected and making a Strategic Maneuver roll of Type: Simple
her own for it. The general can use her roll instead of his Keywords: Mute
if it’s higher, and he can allocate the successes to either Duration: Instant
of the two stratagems. If he rolls enough successes to Prerequisite Charms: Auspicious Recruitment Drive
meet both stratagem’s thresholds, he can enact them
both simultaneously. The Sidereal weaves together the fates of those who fight
alongside each other, letting each soldier’s confidence in
If the general uses either the Sidereal’s roll or her strat- his training bolster that of his comrades.
agem, he gains a Minor Principle once the battle ends
— or once he learns of its outcome, if he’s not present The Sidereal spends an hour training a battle group of up
personally. This Principle reflects a lesson he’s learned to Size (Intelligence). In its next battle, it gains −1 target
from the battle’s outcome, chosen by the Sidereal. If number on Join Battle rolls, rout checks, and damage
a Fortifications stratagem turns the tide of battle, he rolls against enemies of fate and crashed foes. This lasts
might develop a preference for defensive warfare. If fol- one battle and is lost if not used within a week. Only one
lowing the Sidereal’s proposed stratagem ends in defeat, battle group can benefit at a time.
he might grow more confident in his own judgment.
Special activation rules: When the Sidereal uses
Dread Harbinger of Strife Training Mandate of Celestial Empowerment, she can
Cost: 1m, 1wp; Mins: War 4, Essence 2 use this Charm reflexively, waiving its Willpower cost,
Type: Simple to confer its benefits on the trained group until the sto-
Keywords: None ry’s end.
Duration: Instant
Prerequisite Charms: Battle-Fellow Attitude Training Mandate of Celestial Empowerment
Cost: 10m, 1wp; Mins: War 4, Essence 2
Stories and songs of the Sidereal’s bloody deeds may be Type: Simple
forgotten, but not the fear they inspire in her foes. Keywords: Mute
Duration: Instant
When the Sidereal makes a threaten roll based on vi- Prerequisite Charms: Training Mandate of
olence, her fearsome history radiates from her. When Auspicious Battle
determining if her threat is sufficient to motivate her
targets, they’re treated as if they knew everything about The Sidereal weaves the fates of her soldiers into a great
the Sidereal that’s relevant to the threat and her ability lash, tilting the odds of every battle in their favor.
to make good on it. They don’t actually learn anything
about her. Instead, they feel only a frisson of nameless The Sidereal spends a month training a battle group
dread toward her (or an inexplicable sense of safety, if of up to Size (Intelligence). It permanently gains the
the Sidereal can’t or won’t back up her threat). following benefits:
If this Charm causes a character’s Resolve to be penal- • Its Drill increases by one step.
ized by a Major or Defining Intimacy, or if he already
had a Major or Defining Tie of fear to the Sidereal, he • +1 Might (maximum 2) against enemies of fate.
must pay an additional Willpower to resist.
• If one of its members benefits from the Sidereal’s
Example: Anys Syn, disguised as a village washerwoman, Auspicious (Caste) Horoscopes, the entire battle
threatens to thrash a meddlesome river spirit with a tree group receives its benefit.
branch unless he leaves the village alone. Ordinarily, a
threat of violence from a mere mortal would hold little • Its members are immune to the Sidereal’s arcane
weight for him, but he’d much rather let the village be fate for as long as they serve under her.
than face a Sidereal grandmaster’s wrath. Overcome with
This Charm can’t train Exalted, player characters, or
inexplicable terror, the river spirit flees the washerwoman
others who are inappropriate for inclusion in battle
and keeps well away from the village in the future.
groups.
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Heroic Exploit Propagation The Storyteller can increase the difficulty of Auspicious
Cost: 5m, 1wp; Mins: War 5, Essence 3 Recruitment Drive up to a maximum of 10 if circum-
Type: Reflexive stances would make such a turnabout implausible. Even
Keywords: Mute on a successful roll, her player must explain how she
Duration: Instant arranged for the reinforcements. A Sidereal with Yellow
Prerequisite Charms: Auspicious Recruitment Drive Path (p. XX) can use it reflexively, waiving its Willpower
cost, to ignore this.
The Sidereal may be forgotten, but not her deeds; the
world itself sings of her victory. With an Essence 4 repurchase, the Sidereal’s player
can use Auspicious Recruitment Drive reflexively in
Once a battle ends, the Sidereal spreads its tale through scenes where the Sidereal isn’t present, revealing that
the weave of fate. For the next day, anyone who sleeps she and her forces are on the way. This can only be used
within (Essence ×50) miles of the battlefield dreams of once per story, even if the Sidereal resets Auspicious
that battle, a vivid and detailed reenactment that’s easi- Recruitment Drive.
ly remembered upon waking. The Sidereal’s arcane fate
applies to her appearances in these dreams. Enemies of Seven Apocalypses Commander
fate appear as vague, indistinct figures in these dreams, Cost: 10m, 1wp; Mins: War 5, Essence 3
as with Divination Charms (p. XX). Type: Simple
Keywords: None
If the Sidereal fought to uphold a Defining Intimacy, Duration: Instant
those who dream of the battle gain that Intimacy at Prerequisite Charms: Sagacious Formulation of
Minor intensity unless they spend one Willpower. Strategy
Reset: Once per story, unless reset by accomplish- Casting her hand toward a distant battlefield, the
ing a major character or story goal through warfare. Sidereal calls down omens of her foretold victory.
Shieldbearers can reset it by fulfilling an auspicious
prospect. The Sidereal makes a Strategic Maneuver roll, gaining
additional benefits based on the stratagem she chose:
Preordained Arrival of Victory
Cost: —; Mins: War 5, Essence 3 Ambush: The Sidereal uses the stars to calculate her
Type: Permanent enemy’s blind spot. This stratagem’s benefits apply
Keywords: None to the Sidereal’s attacks against battle groups. Enemy
Duration: Instant battle groups suffer +1 target number on rolls opposing
Prerequisite Charms: Auspicious Recruitment Drive Stealth.
The stars foretell the coming of the Sidereal’s forces, Back to the Sea: The Sidereal cuts off every possibility
turning the tide of battle with their unexpected arrival. of escape that fate would allow. Enemy battle groups
suffer +1 target number on disengage rolls, while en-
The Sidereal can use Auspicious Recruitment Drive to emy commanders face +1 target number on rally for
reveal that reinforcements are on the way, completing numbers actions. The Sidereal’s formation counters
the roll instantly. These reinforcements represent sol- even supernatural means of escape, like Avoidance (p.
diers the Sidereal has previously recruited offscreen. XX) or the spell Travel Without Distance. The Sidereal
This battle group arrives and Joins Battle at the begin- rolls (Intelligence + War) to oppose the rolls for such
ning of the next round in combat. When used this way, effects, forcing an appropriate (Attribute + Ability) roll
the rallied battle group gains an additional dot for every for those that are normally unrolled.
three extra successes the Sidereal has, rather than every
two successes, and she can’t spend successes to improve Demoralized: The enemy encounters eerie portents of
its Drill or Might. defeat as they march toward battle: rains of frogs, winds
like wailing lamentations, blood-red comets appearing
If the Sidereal knows Training Mandate of Celestial in the sky. At the beginning of the battle, one enemy bat-
Empowerment, the battle group gains that Charm’s tle group must immediately make a rout check. Instead
benefits. She may reflexively use an Ascending (Caste) of penalizing rout checks and command actions, the
Horoscope Charm on one of the battle group’s mem- stratagem inflicts +1 target number on them.
bers, waiving its Willpower cost.
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Fortifications: The Sidereal’s defenses are aligned The Sidereal’s esoteric training regimen cultivates the
perfectly with fate’s patterns. She and all allies gain −1 unrealized potential of Essence, elevating gods to wrath-
target number on rolls to take cover behind the forti- ful guardians and honing the legends of Exalted heroes.
fications. Enemy battle groups suffer +1 target number
on damage rolls against targets who benefit from cover. The Sidereal teaches another character a spell or
Martial Arts Charm (including Sidereal Martial Arts)
Pincer Attack: The Sidereal arrays her forces around she knows, letting him go into experience debt (p. XX)
her enemy in an auspicious formation. Allied battle to learn it. Alternatively, by drilling him in the use of an
groups add the enemy’s onslaught penalties to the raw artifact weapon or armor, she may let him awaken one
damage of their attacks. of its Evocations. Fellow Sidereals can be taught any
Sidereal Charm she knows, while spirits can be taught
Strategic Placement: The Sidereal determines not only spirit Charms appropriate to their purview through
the location of the battle, but the time at which it will take Essence-cultivating regimens. The training time need-
place, so long as her choice is plausible. Alternatively, she ed to learn this power is divided by (Sidereal’s Essence
can treat her extra successes as an introduce fact roll to + Intelligence). The Sidereal’s student must meet the
reveal an advantageous feature of the chosen location. prerequisites of any powers learned this way.
Alternatively, the Sidereal can use the following unique Tattered Standard Denigration
stratagem: Cost: 15m, 1wp; Mins: War 5, Essence 4
Type: Simple
Direful Omen (Threshold 2): At the beginning of the Keywords: Mute
battle, the Sidereal may inflict the effect of one of her Duration: Indefinite
Descending (Caste) Horoscope Charms on all enemy Prerequisite Charms: Dread Harbinger of Strife,
battle groups for the scene. They don’t receive an op- Heroic Exploit Propagation, Knowing the Enemy
posed roll.
The Sidereal’s strategy extends beyond the battlefield,
Special activation rules: The Sidereal can use this decimating her enemy’s ranks not with force of arms but
Charm reflexively with Sagacious Formulation of with boasts and rumors.
Strategy. She must be present at the battle in person for
this Charm’s benefits to apply. The Sidereal undermines a military leader’s reputation
among his subordinates over the course of a few hours spent
Tide of History sowing rumors among them, openly mocking or satirizing
Cost: 1m, 1wp; Mins: War 5, Essence 3 the leader to them, or otherwise attacking his reputation.
Type: Reflexive She rolls ([Charisma or Manipulation] + War) opposing the
Keywords: None leader’s ([Appearance or Charisma] + War) roll.
Duration: One scene
Prerequisite Charms: Predestined Triumph Practice If successful, the Sidereal sows distrust among the
ranks. Any subordinates whose Resolve is beaten by
The Sidereal’s forces fight with the assurance of those the Sidereal’s roll weaken any positive Tie toward him
who know their victory has already been written into by one step. Those without positive Ties instead gain a
history, free of fear and hesitation. Minor Tie of distrust or strengthen an existing negative
Tie by one step. They can resist for one Willpower.
Allied battle groups gain −1 target number on rout
checks; fear-based influence suffers +1 target number As long as the Sidereal beats any subordinates’ Resolve,
against them. They gain perfect morale against enemies she undermines the leader’s reputation. He suffers the
of fate or in battles that align with one of the Sidereal’s following:
Defining Principles.
• +1 target number on command actions and on
Training Mandate of War-God Puissance influence rolls against his subordinates that in-
Cost: 10m, 1wp; Mins: War 5, Essence 3 volve leading them or maintaining a good repu-
Type: Simple tation with them. This also applies on Strategic
Keywords: Mute Maneuver rolls if his chosen stratagem would be
Duration: Instant hindered by disloyal subordinates. This always
Prerequisite Charms: Training Mandate of Celestial applies to Strategic Maneuver rolls opposing
Empowerment Demoralize stratagems.
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• Once per story, the Sidereal’s player can inflict The Sidereal consecrates a battle to Heaven, offering up
a botch on one of the above rolls, even if the every fallen soldier and shattered sword as a sacrifice.
Sidereal isn’t present. Allied battle groups gain −1 target number on all rolls.
• His subordinates can’t use positive Ties to him Once the battle ends, the Sidereal rolls (Charisma +
to bolster their Resolve against the Sidereal’s so- War) against a specific god or elemental with Essence
cial influence, nor can they cite them in Decision up to the Sidereal’s own. She may add either the highest
Points against her. Even those who spent (Essence/2, rounded up) among supernatural charac-
Willpower to resist suffer this effect. ters who died in that battle or the highest Might among
battle groups that lost dots of Size or faced other losses
• The Sidereal waives the cost to use Descending to the maximum Essence of the spirit she can summon.
(Caste) Horoscope Charms on him.
The chosen spirit appears on the battlefield. If the
The leader can restore his reputation by winning a Sidereal’s roll succeeds against his Resolve, she has two
noteworthy victory over the Sidereal — in battle, debate, options. She may demand a single favor from him, which
business, or any other venue. He can also reclaim it by he’ll perform dutifully, forming a Defining Principle to
leading his forces to victory in a battle in a way that completing that task that can’t be altered or weakened
accomplishes a significant goal or demonstrates his until it’s done. Most spirits consider this a fair exchange
worthiness to his troops. for the Sidereal’s offering; only if she demands a truly
unreasonable favor will the spirit hold a grudge against
If the Sidereal knows Battalion-Bureau Leadership (p. her for asking.
XX), this Charm expands to all forms of leadership. She
could use it to undermine a criminal kingpin’s standing Alternatively, she can bind the spirit to her for a year
among his henchmen or cast doubt on a Guild merchant and a day, imposing a Defining Tie of loyalty to her that
prince’s ability to pay his hired mercenaries. Instead can’t be altered or weakened during that time. Almost
of opposing the Sidereal’s roll with War, they use the all spirits will consider this a grievous offense; one must
Ability most germane to their leadership. They face an be truly desperate for worship to gladly accept this as
increased target number on rolls with that Ability that the price of the Sidereal’s offering. Historically, the
involve interacting with subordinates rather than on most common form of reprisal for this has been efforts
command and Strategic Maneuver rolls. They can re- to bind Sidereal offenders into similar servitude, though
store their reputations with an accomplishment in their it’s far from the only one.
field comparable to a victory in battle.
Special activation rules: The Sidereal may use this
Special activation rules: The Sidereal can use this Charm when an allied battle group loses a dot of Size or
Charm reflexively when she defeats a military leader in fails a rout check.
battle. He doesn’t get to make an opposed roll. If she uses
Heroic Exploit Propagation, she waives its Willpower Reset: Once per story.
cost and can cause affected characters to gain a Minor
Tie of disrespect toward the leader instead of one of her
own Intimacies. The House of Secrets
Ascending Secrets Horoscope
Reset: Once per story unless reset by accomplishing a
legendary social goal (Exalted, p. 134). Cost: 1m or 3m, 1wp; Mins: Any Secrets Ability 3,
Essence 1
Spirit-Binding Battle Pattern Type: Simple
Cost: 10m, 1wp; Mins: War 5, Essence 5 Keywords: Mute, Shaping (Fate), Stackable
Type: Simple Duration: One story
Keywords: Form, Psyche Prerequisite Charms: Any three Secrets Charms
Duration: One scene
Under Jupiter’s auspices, the Sidereal conceals that
Prerequisite Charms: Any 10 War Charms
which should be hidden and reveals that which ought to
The Sidereal burns a prayer strip bearing the Scripture be known.
of the Maiden at War, scattering letters of smoke and
The Sidereal blesses another character, bestowing
blood on the wind to entreat a divine champion.
good fortune in keeping or discovering a certain secret.
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This costs one mote for mortals or three motes, one Keywords: Mute, Shaping (Fate), Stackable
Willpower for others. The blessing’s effect depends on Duration: One story
whether the Sidereal wishes to keep the secret hidden Prerequisite Charms: Any three Secrets Charms
or reveal it.
The Sidereal brings Jupiter’s disfavor against her victim,
Blessing a character requires a constellation-themed snarling his fate in secret matters.
interaction with him. Upon taking this Charm, the
Sidereal’s player chooses two of the below options. The Sidereal rolls (Manipulation + Secrets Ability)
Additional options can be purchased for one bonus opposing her target’s (Perception + Secrets Ability) roll.
point or three experience points apiece. This costs one mote for mortals or three motes, one
Willpower for others. Success inflicts misfortune on his
A blessing for keeping secrets inflicts +1 target number efforts to keep or uncover a secret.
rolls against the character’s Guile that would reveal the
secret and grants −1 target number on his Manipulation A curse on a character’s efforts to keep a secret grants −1
and Larceny rolls to conceal it. target number on rolls against his Guile that would re-
veal it and inflicts +1 target number on his Manipulation
A blessing for revealing secrets grants −1 target number and Larceny rolls to conceal it.
on relevant Awareness, Investigation, Lore, Occult, and
read intentions rolls. A curse on efforts to uncover a secret inflicts +1 target
number on relevant Awareness, Investigation, Lore,
Additionally, once per session, the blessed character’s Occult, and read intentions rolls.
player may invoke a stroke of good luck, making a dra-
matic edit (p. XX) to aid him in keeping or revealing the Once per session, when the cursed character fails on one
secret, as appropriate. of the applicable rolls, it counts as a botch, introducing a
new complication to his endeavor.
Artless Prodigy Blessing (The Key): The Sidereal’s
target shows cleverness or innovation in solving a prob- Cursing a character requires a constellation-themed
lem, performing an experiment, or discovering new interaction with him. Upon taking this Charm, the
information. Sidereal’s player chooses two of the below options.
Additional options can be purchased for one bonus
Counterfeit Talisman Blessing (The Guardians): point or three experience points apiece.
The Sidereal’s target practices a superstition, hears a
(supposed) prediction of his future, or seeks guidance Baleful Phantom Harbinger (The Mask): The
from otherworldly forces. Sidereal observes her target without him being aware
of her.
Mysterious Benefactor Style (The Mask): The
Sidereal observes her target without him being aware Hubris-Punishing Downfall (The Sorcerer): The
of her. Sidereal’s target disrespects, insults, or expresses feel-
ings of superiority to a supernatural being.
Obeisance-Rewarding Patronage (The Sorcerer):
The Sidereal’s target expresses his respect for her intel- Nine Lives Extinguished (The Key): The Sidereal’s
lect, knowledge, power, or authority. target tries to uncover a secret she’s keeping, her na-
ture as a Sidereal, or details about her personal life she
Wisdom of All Things (The Treasure Trove): The doesn’t want to share with him.
Sidereal’s target tells her some secret, news, or other
information she didn’t already know. Serpent-Strangling Malison (The Guardians): The
Sidereal’s target lies to her or tries to cheat or take ad-
The Sidereal can bless multiple characters with this vantage of her.
Charm.
Willful Ignorance Reward (The Treasure Trove):
Descending Secrets Horoscope The Sidereal’s target ignores advice he sought from her
Cost: 1m or 3m, 1wp; Mins: Any Secrets Ability 3, about intellectual pursuits, useful information to pur-
Essence 1 sue, or the application of knowledge. She becomes aware
Type: Simple when he does so and can use this Charm reflexively.
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The Sidereal can curse multiple characters with this With an Essence 2 repurchase, the Sidereal may pay a
Charm. one-Willpower surcharge to make investigators think
the false evidence is genuine even on a successful roll, in
Ascending Destiny Mien addition to the true evidence. The investigator is aware
Cost: —; Mins: Any Secrets Ability 1, Essence 1 of the discrepancy, but not of which piece of evidence is
Type: Permanent true. This effect can only be used once per story, unless
Keywords: None reset by accomplishing a major character or story goal
Duration: Permanent through deception or concealment. Oracles can reset it
Prerequisite Charms: None by fulfilling an auspicious prospect.
The Sidereal shrouds misdeeds in mystery, throwing • Does he know this information?
censors and investigators off the track with tantalizing
red herrings. • What would he do to obtain this information?
The Sidereal adds (higher of Essence or 3) dice on a • How would this information help or hurt him?
conceal evidence roll. Characters that fail opposing
rolls believe they succeeded, uncovering a false clue • Who would he share this information with?
shrouded under the auspices of one of the House of
Secrets’ constellations: If the Storyteller doesn’t have an answer in mind for a
question, the Sidereal’s player should provide one, as if
The Guardians: The evidence points to a crime com- introducing a fact.
mitted in an attempt to cover up something else.
Reset: Once per scene.
The Key: The evidence points to something seemingly
paradoxical or contradictory that must have some ratio- Never Cease Moving
nal explanation — the stuff of locked-room mysteries, Cost: 1m; Mins: Any Secrets Ability 3, Essence 1
mistaken identities, and contrived thought experiments. Type: Reflexive
Keywords: None
The Mask: The evidence points to a conspiracy, crimi- Duration: Indefinite
nal syndicate, or other secretive assemblage. Prerequisite Charms: Any three Secrets Charms
The Sorcerer: The evidence points to the power of su- The Sidereal’s ever-mounting workload precludes such
pernatural beings, artifacts, places of power, or the like. luxuries as sleep.
The Treasure Trove: The evidence points to a pre- The Sidereal treats time spent reading, writing, re-
meditated crime that was planned out methodically, the searching, or performing bureaucratic tasks as restful
work of a criminal genius. sleep for all purposes, including natural healing and
recovering Willpower once per day.
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information that anyone’s taken efforts to conceal, nor Prerequisite Charms: Marvelous Inclusion of
can it reveal information if it’s not known to anyone in Details
existence.
Performing certain esoteric measurements, mathemat-
Examples of information the secretary can provide ical calculations, and intuitive deductions, the Sidereal
straightforwardly include the name of the local car- proves that the wandering Calibration Gate will appear
penter, how long ago a widow’s wife died, how many as she predicts.
oxen an old friend owns, or the temperature in Nexus.
A question like “what’s the Bull of the North doing?” The Sidereal makes an (Intelligence + Investigation) in-
will typically give an accurate but not useful result, as troduce fact roll to declare the location and time of the
the secretary can’t ascertain the Solar’s intentions or Calibration Gate’s next appearance in Creation (p. XX).
speculate as to the purpose of his current activities. The amount of time before the gate appears depends
Questions like “who’s winning this war?” or “which of on her roll; its location is chosen by the Storyteller but
these two men is more beautiful” are too speculative or should be reachable from the Sidereal’s current location
subjective for the secretary to answer; it can only chitter within the allotted timeframe.
its apologies.
SUCCESSES GATE APPEARS
This Charm may be repurchased any number of times,
each repurchase adding an Evocation to the Sidereal’s 1 Within a few days
secretary that can expand the range of its information 2-3 By the end of the day
gathering and talent as an assistant. These Evocations’
4-5 Within a few hours
themes and functions derive from the secretary’s estab-
lished personality, the Sidereal’s Caste, and the themes 6-7 Within a few minutes
of the constellation of the Key and the Scripture of That 8+ Instantly, at the Sidereal’s current lo-
Old Thing. If the Sidereal has a pattern spider familiar, cation
she can also use these Evocations through it.
Once the Calibration Gate appears, it remains open for
Marvelous Inclusion of Details at least a scene, but the Storyteller is encouraged to be
Cost: 2m; Mins: Investigation 3, Essence 1 generous if the player characters need more time to
Type: Supplemental accomplish a goal using it.
Keywords: None
Duration: Instant Reset: Once per session.
Prerequisite Charms: None
Unwritten Words Revelation
The world aids the Sidereal in her investigations, con- Cost: 5m; Mins: Investigation 3, Essence 1
triving to present her with exactly the evidence she was Type: Reflexive
looking for. Keywords: Mute
Duration: Instant
The Sidereal completes a case scene or profile character Prerequisite Charms: Marvelous Inclusion of
roll instantly. If she has a relevant Intimacy, she adds Details
(Intimacy) bonus dice. If successful, her player may
specify the type of evidence she wishes to receive: “the What the Sidereal reads is not always what’s written;
murder weapon,” “footprints,” “the door to a secret missives, poems, and books reveal their writer’s secrets
passageway,” etc. As long as there’s something like that to aid in her investigation.
involved in the Sidereal’s investigation and it being at
the scene wouldn’t contradict established facts or the After reading a book, letter, or other writing, the Sidereal
Storyteller’s plans, she uncovers it serendipitously. If makes a special (Perception + Investigation) read inten-
not, she finds the closest equivalent evidence. tions roll against its writer’s Guile. Success reveals a rel-
evant and useful fact about the writing of the work, plus
Provable Location of the Gate an additional such fact for every three extra successes:
Cost: 10m, 1wp; Mins: Investigation 3, Essence 1 where it was drafted, the writer’s emotional state when
Type: Simple he wrote it, who else was present when it was written,
Keywords: Mute etc. If the text conveys written influence, she can use
Duration: Instant her successes on this roll in place of her Resolve.
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The Sidereal can use this Charm when someone fails INTIMACIES
to answer a question or gives an answer she thinks is
dishonest or evasive. This can occur either in ordinary Defining Tie: The Sidereal (Loyalty)
conversation or when a character successfully defends
Defining Principle: The pursuit of knowledge is
against influence to convince him to answer. my greatest joy.
In the next scene, the Sidereal is assured to encounter Minor Principle: My temperament, habits, and
a piece of evidence that will reveal any information the preferences reflect the plant I was created from.
speaker withheld, whether by fortuitous circumstance
or the aid of a helpful nature spirit. If the speaker didn’t MERITS
withhold anything, the evidence instead reveals this
fact. Fruits of Knowledge: The research assistant
has all the Sidereal’s Lore backgrounds. If she
The Storyteller should tell the Sidereal’s player when uses this Charm in a library, archive, academy,
she encounters the clue. She can uncover it with a case or other place of knowledge, she can also grant
it a Lore background appropriate to that body of
scene roll opposing the speaker’s Guile. If successful,
knowledge.
she gains one Willpower.
Photosynthesis: The research assistant has no
Against Charms and other effects capable of con- need for food or sleep; instead, it must receive
testing truth-detecting magic, the Sidereal must roll at least eight hours of sunlight a day to provide
(Perception + Investigation) opposing that effect to use nourishment and recover Willpower.
this Charm. The difficulty to uncover the evidence is
equal to the other character’s successes on the opposed Wilt: In combat, the research assistant immedi-
roll, if they’re higher than his Guile. ately collapses back into the form of the plant it
was created from, rather than fighting. The Side-
Research Assistant Invocation real can call it back out once combat ends with a
Cost: 1m, 1wp; Mins: Investigation 3, Essence 1 subsequent use of this Charm.
Type: Simple
Keywords: None
Duration: Indefinite Upon purchasing this Charm, the Sidereal chooses
Prerequisite Charms: None three of the following Charms to grant her research as-
sistants. She can purchase additional Charms for them
Clapping her hands over a small plant, the Sidereal bids
for three experience points or one bonus point each.
it grow into a dedicated savant, taking on a human-like
shape. Academic Diligence (Permanent): Assistants’ Willpower
increases to (higher of Sidereal’s Essence or 3).
The Sidereal turns a small plant into a wood elemental
that serves as her research assistant. She can have up to Divine Functionary (Permanent): If the Sidereal
(Intelligence) assistants. knows Superior-Entreating Memorial Style (p. XX),
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Underling Invisibility Practice (p. XX), or Wise Choice Upon purchasing this Charm, the Sidereal’s player de-
(p. XX), her secretaries can also use those Charms. tails one of their character’s previous incarnations. This
includes a separate set of Intimacies for him, (Essence)
Flourishing Knowledge (Permanent): Assistants gain of his Lore backgrounds, and (Sidereal’s languages) dots
a Lore background of the Sidereal’s choice. At the end of Languages she spoke.
of each story, she can choose an additional Lore back-
ground to grant them. Using this Charm grants the Sidereal access to her past
life’s Lore backgrounds and languages. She gains one of
Expeditious Study (5m; Simple; Instant): The assistant his Intimacies at Major intensity, which she can’t volun-
can read a page of text in a second and longer texts in tarily weaken until the end of the next scene.
1-10 minutes.
The Sidereal can use this Charm to introduce a fact
Hurry Home (10m, 1wp; Simple; Instant): The assistant based on one of her past life’s Lore backgrounds or to
begins to visibly fade away. At the start of its next turn, use his knowledge of a language to understand or make
it vanishes, reappearing either at the Sidereal’s side or a single statement. Doing so causes her to gain one of
in any library, archive, or the like that she personally his Intimacies at Minor intensity, which she can’t vol-
maintains. untarily weaken that scene.
Swift Reed Stylus (5m; Simple; Instant): The assistant The Sidereal may pay three experience points or one
writes with incredible speed, able to complete a page-long bonus point to detail another past life, maximum (high-
memorandum in seconds or copy out a large book in a day. er of Essence or 3).
Tome-Summoning Requisition (5m; Simple; Instant): An Investigation 5, Essence 3 repurchase lets the
The assistant summons any book or other repository of Sidereal pay a three-mote surcharge to extend this
information contained in a library, archive, or the like Charm’s duration indefinitely. The Intimacy conferred
that the assistant’s currently in or that’s maintained by becomes Defining. She can’t voluntarily weaken it for
the Sidereal or her subordinates. this Charm’s duration.
Digging into the earth with her bare hands, the Sidereal Secrets weigh heavy on the heart, drawing the Sidereal’s
calls forth a witness to the deceits of the wicked. investigation to unwilling witnesses.
The Sidereal bids a green chrysanthemum bloom. It won’t The Sidereal can use this Charm after a successful case
deteriorate with time, even if plucked. If a narratively scene roll, letting her learn about someone familiar with the
relevant lie is spoken in its presence, it withers and dies, events she investigated. This only reveals those who have
warning the Sidereal. Against magic capable of contesting something to hide about the event. It can’t detect people
this, she rolls (Perception + Investigation) opposing that who are already willing to volunteer what they know.
Charm’s roll. If she fails, the flower doesn’t die.
The Sidereal receives only partial information about the
Bending the Mirror witness, which may or may not include his name, gen-
Cost: 3m; Mins: Investigation 4, Essence 2 eral appearance, or usual whereabouts. However, she’ll
Type: Reflexive always receive enough information to find the witness
Keywords: None if she follows up on it. The Storyteller can skip directly
Duration: One scene to this interview if the group isn’t interested in playing
Prerequisite Charms: Marvelous Inclusion of Details out this process.
Tracing the successive strands of fate intertwined with If the Sidereal succeeds on a profile character roll
her Exaltation, the Sidereal calls upon the wisdom of her against the witness, she confirms his identity in addi-
past lives. tion to that roll’s usual effects.
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4 points: The object points out something the Sidereal Conversely, the other Intimacies’ suggestions lead
missed, letting her reroll an Awareness, Investigation, only to dead ends; the Sidereal automatically fails any
or Lore roll. Investigation rolls or other rolls that could potentially
provide useful information or advantages in the case.
4 points: The object makes an influence roll to overturn
influence affecting the Sidereal (Exalted, p. 221), with a The Sidereal’s dream is privileged against intrusion; she
pool of (Sidereal’s Essence + 10) dice. receives +5 non-Charm Resolve and Guile against any
magic that would let another view, enter, or tamper with
4 points: The object accurately describes the last per- her dreams. Effects that don’t normally require a roll
son to handle it. The Sidereal can subsequently use this must be rolled with an appropriate (Attribute + Ability)
option again for a description of the possessor before pool against whichever static value is most appropriate.
the last one, and so on.
When used by a Storyteller character, this Charm sim-
7 points: The object accurately describes an event ply provides a useful suggestion rather than playing out
chosen by the Sidereal that it was present for and will a dream, unless the players want to do so.
include at least some useful information if any exists.
Reset: Once per story, unless reset by discovering a clue
Reset: Once per story, unless reset by upholding a Major that completely changes or recontextualizes an ongoing
or Defining Tie in the course of an investigation. Oracles investigation.
can reset it by fulfilling an auspicious prospect.
Ceaseless Pursuit of Truth
Lucid Enigma Labyrinth Cost: 5m, 1wp; Mins: Investigation 5, Essence 4
Cost: 10m, 1wp; Mins: Investigation 5, Essence 3 Type: Reflexive
Type: Simple Keywords: Mute
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WYLD EXPOSURE
Resisting exposure to the Wyld is a (Wits + Integrity) roll; failure results in unwanted transformations that count
as Flaws (Exalted
(Exalted,, p. 167), addiction, or Derangements. The difficulty, consequences for failure, and frequency at
which the roll must be made depend on the Wyld’s intensity. Certain ritual practices, meditative disciplines, and
warding talismans may add bonus dice; accepting faerie hospitality may impose penalties. Once a character fails a
roll against exposure, she doesn’t need to make rolls for that specific location again for the rest of the story.
Different Wyld locales have their own distinctive character. The mutations they inflict reflect this: a glacial
ziggurat transforms people into living ice; a subterranean labyrinth twists those who pass through it into pale,
elongated creatures; a forest of speaking beasts traps humans in animalistic forms.
Characters who roll against the Wyld may choose to go into experience debt to purchase up to five dots of
thematically appropriate mutations whether they succeed or fail.
laws — e.g., gravity won’t spontaneously revert directions Characters without superhuman or magically enhanced
or become a liquid, though this doesn’t impede fae magic senses can’t roll opposing the Sidereal’s disguise unless
that alters reality. If the Sidereal renews this Charm she acts out of character; even then, they suffer +1 target
when its duration ends, she waives its Willpower cost. number. Success doesn’t reveal the Sidereal’s identity,
only that she’s not what she seems.
Masque of the Uncanny
Cost: 2m, 1wp; Mins: Larceny 3, Essence 1 With a Larceny 5, Essence 2 repurchase, the Sidereal is
Type: Simple no longer limited to disguising herself as an enemy of
Keywords: None fate. When disguised as a supernatural being, she can
Duration: Instant only alter her Caste Mark and anima banner or manifest
Prerequisite Charms: None sensory displays if she’s wearing a resplendent destiny
appropriate to the disguise. The resplendent destiny
Twisting the strands of her fate, the Sidereal inverts her doesn’t need to specifically be that kind of supernatural
semblance into that of her nemesis. being — a Sidereal could mimic a Dawn Caste’s anima
while wearing the destiny of a warlord.
The Sidereal rolls to instantly disguise herself as an
enemy of fate, without needing equipment. She ignores A third purchase at Essence 3 protects against div-
penalties for disguising herself as characters of a dif- ination, magical scrying, magic based on someone’s
ferent race, sex, or body type or impersonating specific identity, and similar effects. Such magic can’t provide
characters. She can mimic the Caste Marks and anima information that contradicts this disguise, giving false
banners of Exalted enemies of fate and manifest super- results where necessary. Effects that enhance mundane
natural sensory displays appropriate to her disguise. efforts to contest her disguise are unimpeded.
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Name-Pilfering Practice Against fae, this Charm instead unravels the dream-like
Cost: 5m, 1wp (1m, 1wp); Mins: Larceny 3, Essence 1 patterns of their Essence with a touch, inflicting (higher
Type: Simple of Essence or 3) dice of aggravated decisive damage,
Keywords: Mute, Shaping (Fate, Mind), Stackable ignoring Hardness. This doesn’t include or reset the
Duration: Indefinite Sidereal’s Initiative. A damaged fae is inspired with
Prerequisite Charms: None overwhelming hunger and can’t spend Willpower to
resist. Such uses have instant duration.
Tugging at someone’s name, the Sidereal pulls it free of
his fate and appends it to her own. Sidereal Shell Games
Cost: 3m, 2i; Mins: Larceny 3, Essence 1
The Sidereal rolls (Wits + Larceny) against the Resolve Type: Simple
of a character within short range to steal his name — or Keywords: Mute, Perilous, Shaping (Fate)
one of the names he goes by, if there’s more than one. Duration: Instant
Sobriquets, like “the Roseblack” or an Abyssal’s title, Prerequisite Charms: Name-Pilfering Practice
can also be stolen.
Running her fingers through the weave of fate and
If the Sidereal succeeds, she takes the name and can crossing her wrists, the Sidereal switches strands of fate
truthfully use it to identify herself. Her victim can’t use between herself and an enemy.
the stolen name to identify himself, whether directly or
indirectly. Other characters with Resolve lower than the The Sidereal rolls (Wits + Larceny) against the Resolve
roll’s success can’t remember that it’s the victim’s name. of an enemy within short range. Success lets her impose
a −1 penalty on one category of the victim’s rolls: mental,
The Sidereal’s victim can steal his name back by identi- physical, or social. Alternatively, she can lower his soak
fying her as the thief and winning a noteworthy victory by one. Every two extra successes increases this penalty
over her — defeating her in combat, decisively outma- by one, maximum −3. The penalty lasts until the end of
neuvering her in social intrigues, etc. He must make a the scene.
brief monologue in which he reclaims the name.
The Sidereal profits from her theft. If she inflicted a
Other characters can pay one Willpower to regain mem- dice penalty, she adds that many dice on all rolls of the
ories suppressed by this Charm if they have a Major or penalized category. If she penalized her target’s soak,
Defining Ties toward the victim or have evidence that the she adds it to her own soak.
name is his. It can also be resisted with magic that spe-
cifically protects against memory-altering Psyche effects. Using this Charm has no overt visual display, but the
target can feel the Sidereal sapping his prowess. He
The Sidereal may have up to (Essence) stolen names at can end the Charm by crashing or incapacitating the
a time, reducing the mote cost of subsequent uses to one Sidereal.
mote, one Willpower.
Legitimate Pseudonym Trick
Dream Confiscation Approach Cost: —; Mins: Larceny 3, Essence 2
Cost: 6m; Mins: Larceny 3, Essence 1 Type: Permanent
Type: Simple Keywords: None
Keywords: Aggravated, Mute, Psyche Duration: Permanent
Duration: One story or Instant Prerequisite Charms: Name-Pilfering Practice
Prerequisite Charms: Name-Pilfering Practice
The Sidereal shamelessly trades on someone else’s good
Bumping casually into someone, the Sidereal walks away name.
with his dreams.
The Sidereal gains the following benefits when disguis-
The Sidereal touches a character and rolls (Wits + Larceny) ing herself as someone whose name she’s stolen with
against his Resolve. If successful, he loses one Willpower Name-Pilfering Practice:
as she steals his dreams. He does not dream when he
sleeps, rendering him immune to magic that would cause • She ignores the penalty for impersonating unfa-
him to do so or manipulate his dreams, but he can’t recover miliar people.
Willpower from sleeping. The Sidereal learns one of the
target’s Intimacies from examining his stolen dreams. • Rolls against her disguise suffer +1 target number.
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• She can flawlessly mimic her target’s voice and A record of the Sidereal’s confession appears in the
handwriting. inbox of Itzcalimon, God of Blackmail.
• If she wears a resplendent destiny that’s appro- Reset: Once per story unless reset by violating a law
priate for the name’s owner, she gains −1 target that would subject the Sidereal to punishment severe
number on cover checks. enough to be a significant obstacle.
Once the Sidereal’s confessed her guilt, there’s no need Mortals denied destiny’s favor seek to make their own
for a lengthy trial; fate ensures she meets an appropriate luck; the Sidereal is eager to assist, sporting colorful
sentence. paper talismans and strange-smelling elixirs.
Truthfully confessing a crime to a legitimate authority The Sidereal makes a (Manipulation + Larceny) bargain
figure, the Sidereal vanishes and reappears within a roll to offer a character a phony good luck talisman,
prison, stockade, dungeon, or other place of confine- medicinal elixir, or similar piece of charlatanry, along
ment or punishment chosen by her within ([Essence with instructions on how to use it. Her target can’t use
+ Charisma] ×5) miles. She can bring her Circlemates Intimacies of distrust, cynicism, or skepticism to bol-
and up to (Essence + 1) other willing characters, even ster his Resolve or in Decision Points against it. If she
if they aren’t present in the scene. They appear suitably succeeds, he must keep a good luck charm on him or
restrained and surveilled upon arrival. display it in a meaningful place, take regular doses of a
medicinal elixir, or otherwise make use of the talisman.
The Sidereal’s player chooses three Secrets Charms If it’s depletable, he’ll seek to stay in stock, though not to
(including Maiden Charms) she qualifies for that would the point of destitution.
aid in her purpose for imprisoning herself, gaining them
until she escapes. Alternatively, she can grant those Affected characters will attribute any good fortune they
Charms to another qualifying Sidereal she brings as an encounter to a good luck charm — winning a hand of
accomplice. Once they escape, they can incur experi- cards, surviving a bandit raid, discovering fresh water
ence debt to learn the Charms permanently (p. XX). in a desert, etc. Medicinal elixirs are instead credited
for any improvements in an affected character’s health
If magic would prevent entry, roll (Charisma + Larceny) or significant physical or mental accomplishments.
against it, waiving the cost to reduce target numbers When such an event occurs, he forms a Minor Principle
with Excellencies, even if the effect normally can’t be or strengthens an existing one reflecting the Sidereal’s
contested. In that case, the effect’s creator makes an instructions, e.g., “I must wear my lucky ring” or “I can’t
appropriate (Attribute + Ability) roll. eat fowl with my medication.” As long as he continues to
use the talisman, he can’t weaken this Intimacy, though
Memories of the Sidereal’s disappearance are erased, if an elixir or other depletable runs out, the Intimacy
while the memories of anyone involved in the chosen becomes vulnerable until he’s restocked.
location are revised to account for the Sidereal having
already been imprisoned there at the time of her con- An affected character can only be convinced to take off or
fession, with a sentence dictated by her. This can be stop using a talisman if he suffers a great misfortune de-
resisted with magic that specifically protects against spite it; doing so uses the rules for overturning influence
memory-altering Psyche effects. (Exalted, p. 221), requiring the victim to cite an Intimacy
that’s equal or greater to the one instilled by the talisman.
The Sidereal can confess a violation of heavenly law to any This frees him from this Psyche effect, even if he later
god or priest, imprisoning herself within any of Heaven’s resumes using the talisman. Absent such a roll, even the
gaols regardless of distance. Pursuant to the Yozi’s surren- worst luck won’t make him doubt in the talisman.
der oaths, she may travel to their prison in Malfeas without
need for confession, though she must still travel five days Special activation rules: The Sidereal can reflexively use
through the Endless Desert to reach it. any of her Ascending (Caste) Horoscope or Descending
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Reset: This Charm can only be used on a given organi- The Sidereal makes a (Wits + Larceny) gambit against
zation once per story. the Resolve of an enemy within short range to steal one
of his supernatural powers. The gambit’s difficulty is
Thought-Swiping Distraction (enemy’s Essence, maximum 5). Success lets her steal
Cost: 5m, 1wp; Mins: Larceny 5, Essence 2 a Charm, Evocation, or spell for the scene. This can’t
Type: Simple affect Permanent effects. If the gambit succeeds, the tar-
Keywords: Mute, Psyche get can’t use the stolen power for the rest of the scene. If
Duration: Instant it’s currently active, it ends.
Prerequisite Charms: Dream Confiscation Approach
If the stolen power is a Sidereal Charm, Eclipse Charm, or
Even one’s innermost thoughts aren’t safe from the deft Martial Arts Charm, the Sidereal can use it for the rest of
fingers of a Sidereal thief. the scene as long as she meets any Ability or Essence min-
imums. (She doesn’t need to satisfy prerequisite Charm
The Sidereal rolls (Wits + Larceny) against the Guile of a requirements). This also applies to Evocations, as long as
character within short range. Success reveals that char- the Sidereal wields an artifact that Evocation can feasibly
acter’s current train of thought — harboring suspicions be used with. She can cast stolen spells if she’s initiated
that she’s a spy in his ranks, anticipating the revenge he into the appropriate circle of sorcery or necromancy.
plans to take on a rival, or ignoring a meeting to pine after
his beloved. If the Sidereal’s roll also beat his Resolve, she If the Sidereal meets all requirements to learn the stolen
may steal this thought from him; he forgets what he was power (including prerequisite Charms), she can incur
thinking about and can’t resume that line of thought for experience debt (p. XX) to learn it permanently. This
the rest of the scene. If something gives him reason to can be used to learn Eclipse Charms. This Charm’s
return to it — e.g., someone else bringing it up in conver- victim still regains the stolen power normally once the
sation — he may spend one Willpower to do so. scene ends.
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This Charm’s victim can reclaim the stolen power by and drops by one with each subsequent interval, minimum
crashing or incapacitating the Sidereal. 3. Success reveals the curse can be thwarted by destroying
the prayer strip; succeeding within the first five intervals
Reset: Once per scene. reveals the precise location of the prayer strip as well.
Conning Chaos Technique Only the cursed character can destroy the prayer strip.
Cost: 5m, 1wp; Mins: Larceny 5, Essence 5 He can tear it from the air to which it’s affixed with a
Type: Simple feat of demolition that requires Strength 5 or disturb
Keywords: Shaping (Fate) the pact sealed by the prayer strip with an (Intelligence
Duration: Indefinite + Occult) roll. Both have difficulty 7. In combat, it can
Prerequisite Charms: Any 10 Larceny Charms be destroyed with a difficulty 8 gambit against Defense
7. If he fails such a roll, he can’t attempt to destroy the
The Sidereal nails a prayer strip bearing the Scripture of prayer strip again by any means for a month.
the Savory Maiden to the air in an effulgence of emer-
ald light, invoking a pact older than humanity between Reset: Once per story.
Jupiter and Chaos.
The Sidereal pledges someone she’s interacted with Lore — The Treasure Trove
in the last day as an offering to the Wyld, rolling
Sidereal Lore Charms hone a Sidereal savant’s reason
(Manipulation + Larceny) against his Resolve. He sees
and intellect, the legendary skills with which they
the prayer strip through the Sidereal’s eyes in this
discover secret or unknown wisdom and share it with
instant, glimpsing the source of the suffering that is to
the world. Sidereals’ powers of foresight, prophecy, and
come, though he does not yet realize this.
divination are most prominent in their Lore Charms,
If the Sidereal succeeds, the Wyld relinquishes territory revealing what the future holds so that a Sidereal, like
back to Creation in exchange for this tribute. As long as the Maiden in Terror, might know what she has to fear.
there’s any Wyld within (Essence ×2) miles of the prayer
Systematic Understanding of Everything
strip, (Essence ×10) squares miles of bordermarches will
revert to Creation each month, or that many square miles Cost: 1m; Mins: Lore 1, Essence 1
of middlemarches diminish to bordermarches. Deep Type: Simple
Wyld is unaffected. The restored land reverts to what- Keywords: Stackable
ever form it had before it was absorbed into the Wyld, Duration: Indefinite
though potentially marked by the transformation. Once Prerequisite Charms: None
there’s no Wyld left within this Charm’s range, it ends.
The Sidereal has glimpsed hints of a grand design in
In exchange for this, the offered character is marked for dreams and half-remembered visions and gained certain
the Wyld’s attention, no matter how far he may roam. insights thereby.
He suffers −2 Resolve against Shaping and Psyche ef-
After a night’s sleep, the Sidereal gains a temporary
fects used by fae and +1 target number on rolls against
Lore specialty in a topic of her choice. It must be related
such magic. Fae are drawn to him from miles away; even
or thematically relevant to the current story’s events,
in regions with no significant Wyld presence, he can
the Five Maidens, or the Celestial Bureaucracy. She can
expect to encounter hostile fae at least once a month:
stack up to (higher of Essence or 3) uses of this Charm.
rapacious Fair Folk, swarms of silverwights, mutated
beasts, etc. Near bordermarches and other places where
Once per story, the Sidereal may permanently purchase
faeries congregate, attacks become more frequent. The
a specialty gained with this Charm for one experience
Storyteller may handle this narratively for Storyteller
point as a training effect (p. XX).
characters; for player characters, such encounters
should occur when they’d help advance or provide a The Methodology of Secrets
needed break in a narrative. Cost: 1m; Mins: Lore 2, Essence 1
Type: Supplemental
A tribute can piece together the nature of the curse that
Keywords: None
afflicts him with an extended (Intelligence + Occult) roll,
Duration: Instant
as can other characters who’ve personally experienced
Prerequisite Charms: Systematic Understanding of
its manifestations. It has a goal number of 10 and a one-
Everything
month interval. The difficulty for interval rolls begins at 7
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Averting her eyes from the truth of the world, the Sidereal
The Sidereal is possessed of unusual competences, em- invokes the future she wishes to create.
ploying methods and techniques only dreamt of.
The Sidereal waives the Willpower cost of an Ascending
The Sidereal applies a Lore specialty to an action with (Caste) Horoscope or Descending (Caste) Horoscope
another Ability. She might use a mathematics specialty Charm or to reduce a prophecy roll with any Ability’s
on an engineering project, a specialty in Yu-Shan for bu- target number using Excellencies.
reaucratic dealings, or a metallurgy specialty to target a
Reset: Once per day unless reset by fulfilling an auspi-
weak spot in an enemy’s armor.
cious prospect.
Reset: Once per scene.
Professorial Mien
Of Truths Best Unspoken Cost: —; Mins: Lore 1, Essence 1
Cost: 2m, 1wp; Mins: Lore 4, Essence 1 Type: Permanent
Type: Simple Keywords: None
Keywords: Divination Duration: Permanent
Duration: Instant Prerequisite Charms: None
Prerequisite Charms: Systematic Understanding of
The Sidereal need not go to great lengths to establish her
Everything
scholarly credentials; her sagacity is a self-evident fact.
The Sidereal invokes her divine authority to summon
The Sidereal gains the following benefits:
forth a sepulcher interred by the Heptarchs of Tragedy,
seven gods of unpleasant truths and unhappy futures • She may reflexively make her scholarly eminence
who bury knowledge of horrors not yet come to pass known to all who see her, choosing one or more
beneath the earth. of her Lore backgrounds. Anyone who can per-
ceive her becomes intuitively aware of those Lore
The Sidereal spends three hours ritually invoking the
backgrounds and regards the Sidereal as the per-
Heptarchs of Tragedy; upon its completion, a sepulcher
fect expert to consult on matters involving them.
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This belief counts as a Minor Tie for her social lying, he suffers +1 target number.
influence.
This Charm can contest lie-detecting magic like Judge’s
• When she successfully reads a character’s inten- Ear Technique; the Sidereal uses her influence roll to
tions or profiles him, she also learns one of his oppose that Charm’s roll, or a (Manipulation + Lore)
Lore backgrounds. roll at −1 target number for normal speech.
• Characters she teaches halve training times. Of Things Desired and Feared
Cost: 10m, 1wp; Mins: Lore 3, Essence 2
• At the end of each story, she gains a new Lore Type: Simple
background based on that story’s events. Keywords: None
Duration: Instant
Avoiding-the-Truth Technique Prerequisite Charms: Systematic Understanding of
Cost: 3m; Mins: Lore 3, Essence 1 Everything
Type: Supplemental
Keywords: Mute The Sidereal envisions the countless ways in which
Duration: Instant events could unfold like the blossoming of a flower, find-
Prerequisite Charms: None ing a path to the future she seeks and the consequences
she dreads.
The Sidereal speaks the truth but is not believed, inflect-
ing her words with a tenor of unspeakable dread that After a scene spent meditating, the Sidereal states a goal
makes listeners refuse to believe them. she wishes to achieve. The Storyteller tells her player
one way she could achieve it and the cost of doing so,
When the Sidereal makes a spoken influence roll or up ranging from minor consequences like “a few bumps
to 10 seconds of normal speech, everyone who hears and bruises” or “however much cash you have on hand”
her believes she’s lying and gains a Minor Principle to those as dire as “the destruction of everything you
reflecting this. Characters whose Resolve is higher than hold dear” or “the deaths of millions.” If all players are
the Sidereal’s Manipulation can spend one Willpower willing to pay this cost, they achieve that goal without
to resist. If a character with this Intimacy makes a roll the need for any further rolls, resolving it briefly in a
against the Sidereal’s Guile that could reveal she wasn’t montage rather than playing it out in full. The options
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The Sidereal rolls an unblockable (Dexterity + Lore)
gambit against an enemy of fate within short range. The
gambit’s difficulty is (target’s Essence). If successful,
the Sidereal names a specific circumstance — “combat,”
“negotiation,” “keeping secrets,” “courtship,” etc. While
the bound enemy is in those circumstances, he suffers
+1 target number on all rolls.
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Keywords: None
Duration: Indefinite SEERS AND SHRIKES
Prerequisite Charms: Avoiding-the-Truth Technique
Stab the Seer’s Eye is intended to oppose magic
The Sidereal suffuses her horoscope with unspeakable like God-King’s Shrike, but the Storyteller should
dread, causing the pattern spiders to avert their gaze be judicious in introducing Sidereal opposition. If
from her true birth sign in favor of a plausible alternative. the players want to try to wipe the Imperial City
off the map, they should expect to face Bronze
Upon purchasing this Charm, the Sidereal’s player Faction opposition — potentially the likes of Che-
chooses three constellations. When she uses this jop Kejak — but there’s not a Sidereal for every
Charm, she may exchange one of those constellations possible disaster. The Storyteller should warn
for her birth sign for this Charm’s duration, gaining its players if a particular prediction is likely to draw
benefits for making prophecies (p. XX). Heaven’s notice.
Alternatively, this Charm can negate magic that guaran- The Sidereal opposes an influence roll with an intro-
tees some outcome will come to pass, like Transcendent duce fact roll, presenting contradictory evidence. She
Hatchet of Fate (p. XX). If such an effect would harm converts Resolve bonuses, like those from Intimacies, to
or impede the Sidereal, an employee of the Celestial non-Charm successes on the roll. If she succeeds, she
Bureaucracy, or someone the Sidereal has a Major or defends against the influence (if it targeted her) and
Defining Tie for, she becomes aware of the effect and adds (extra successes/2, rounded up) to the Resolve of
the identity of the character responsible. If she wins a others targeted by the influence. Multiple uses of this
notable victory over him — defeating him in combat, Charm don’t stack their Resolve bonus.
turning the audience against him in a debate, driving his
business bankrupt — that effect is negated. This Charm doesn’t count against the once-per-scene
limit on introducing facts.
Well-Schooled Pedant Defense
Cost: 1m; Mins: Lore 5, Essence 3 Unreliable Source Dismissal
Type: Reflexive Cost: 10m, 1wp; Mins: Lore 5, Essence 3
Keywords: None Type: Reflexive
Duration: Instant Keywords: Mute, Psyche
Prerequisite Charms: Professorial Mien Duration: Instant
Prerequisite Charms: Avoiding-the-Truth
The Sidereal has no time for the foolish remarks of the ignorant Technique, Dismissive Scholar’s Sniff, Systematic
and unlettered, waving away arguments beneath her notice. Understanding of Everything
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The Sidereal knows what happened better than those green as it twists and sinks into her palm, leaving a faint
who were present. tracery of emerald symbols that spell out someone’s
doom.
When the Sidereal hears a character describe an event
he’s personally witnessed, an experience he’s had, or The Sidereal rolls (Intelligence + Lore) against the
new knowledge or techniques he’s developed, she dis- Resolve of a character within short range, revealing
putes his assertion and explains her expert opinion of a misfortune the future holds in store for him. The
the matter. This is a special (Manipulation + Lore) instill Sidereal’s player proposes a general description of
roll against everyone who hears her, ignoring multiple the fate that will befall him if she succeeds, though
target penalties. Any penalties she suffers for making that doom’s severity won’t be determined until after
implausible claims are doubled (Exalted, p. 215). she rolls. Her target adds his Essence to his Resolve
as a non-Charm bonus, and his Intimacies modify his
If the Sidereal’s roll beats the speaker’s Resolve or that Resolve against the Sidereal’s roll if they support or
of anyone else he’s shared that information with, their oppose the doom.
memories are altered to match the Sidereal’s view of
things, as if things had occurred exactly as she said. If Success assures that the victim’s doom will come to pass.
there are any gaps in her proposal or inconsistencies The Sidereal’s player should work with the Storyteller
with a victim’s own knowledge, he unconsciously fills in to define its details. Catastrophic, life-changing disas-
those details or contrives explanations. ters are valid options: spending 10 years lost at sea,
being murdered by his own daughter, killing his closest
If an affected character uncovers evidence that contra- friend. However, her prediction can’t directly imperil
dicts his altered memories, he can pay three Willpower anyone other than her target unless they’re mortal or
to resist this influence, restoring his altered memories. trivial characters, and even then, only in small numbers.
If he has a Tie of trust or respect for the Sidereal, he The Sidereal also can’t foretell any positive consequenc-
must enter a Decision Point and cite an Intimacy of es for her victim.
equal or greater intensity.
The Sidereal’s victim has at least (his base Resolve +
Against other targets, this influence instills a Principle 5) days before any events will be set in motion, though
of belief in the Sidereal’s claim, like a normal instill roll. some dooms may take much longer to come to pass.
They can resist as usual for such influence. During this time, he can seek to break the prophecy with
applicable magic or prepare for his doom. The Sidereal
With an Essence 4 repurchase, the Sidereal no longer must commit this Charm’s cost for this interval; if she
needs someone to make a claim before she can use this ends it prematurely or is killed, the doom subsides from
Charm. Referencing a viewpoint or text that relates to an inevitability to a mere possibility.
one of her Lore backgrounds, the Sidereal presents a
refutation. A character whose Resolve is beaten has his The doom is sure to happen, though the specifics
memories warped as above. As with this Charm’s base may vary from the player’s description based on how
effect, she’s still limited to opinions on individual events events unfold in play, but fate will adapt to whatever
or experiences, not broad-ranging claims. happens to ensure her victim faces that doom in some
meaningful form. However, the victim can mitigate the
Reset: Once the Sidereal uses this Charm on a character, overall harm and impact of this doom with successful
she can’t use it against him again for (his base Resolve) rolls, creative thinking, assistance from his allies, and
days. other assets. This prophecy can influence the lives and
decisions of mortal characters in addition to its target
Transcendent Hatchet of Fate as necessary to bring that doom to pass, but it can’t
Cost: 30m, 1wp; Mins: Lore 5, Essence 5 force the Exalted and other supernatural beings to do
Type: Simple anything unless their player agrees. The Sidereal has no
Keywords: Shaping (Fate) conscious choice in the matter; she simply reveals what
Duration: (Victim’s base Resolve + 5) days is inevitable.
Prerequisite Charms: Any 10 Lore Charms
Reset: Once per story, unless by accomplishing a leg-
The Sidereal brandishes a prayer strip bearing the endary social goal (Exalted, p. 134) or by fulfilling an
Scripture of the Maiden in Terror, which glows a sickly auspicious prospect.
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Incite Decorum They prayed for her safety, and her weal.
Cost: 5m; Mins: Occult 1, Essence 1
Not one of them struck free her chains.
Type: Reflexive
Keywords: Mute “To know the world...”
Duration: One scene
Prerequisite Charms: None “...is to own it,” she said.
A spirit may pay one Willpower to ignore or interrupt The Sidereal’s Caste Mark shines with spiritual light, a
the Sidereal or two Willpower to initiate hostilities, but symbol of her authority over spirits that illuminates the
still retains the Tie of respect. If the Sidereal or any of unseen world.
her companions engage in combat, even in self-defense,
further spirits may attack without spending Willpower. The Sidereal can perceive dematerialized characters.
Spirits — both materialized and dematerialized — can
Prince-of-the-Earth Attitude see the Sidereal’s Caste Mark as if her anima were at
Cost: —; Mins: Occult 3, Essence 1 glowing or higher. This display is sufficient for knowl-
Type: Permanent edgeable spirits to roll to recognize this Charm’s use (p.
Keywords: None XX).
Duration: Permanent
Prerequisite Charms: Incite Decorum Light of Celestial Revelation
Cost: —(2m); Mins: Occult 2, Essence 1
Assuming the glory of the Chosen, the Sidereal’s presence Type: Permanent
commands deference and cows the weak-willed. Keywords: Mute
Duration: Permanent
While using Incite Decorum, as long as the Sidereal Prerequisite Charms: Mark of Exaltation
openly presents herself as an Exalt or acts as her audi-
ence would expect one to act, all un-Exalted characters The Sidereal reveals subtle realms to mortal eyes.
count as having a Minor Tie of awe to her and are sub-
jected to the restriction on interrupting or attacking her. While using Mark of Exaltation, the Sidereal can re-
flexively pay two motes to make its revealing radiance
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visible to others. Until her next turn, dematerialized range, though environmental conditions and magic may
characters within short range of her are rendered vis- increase or decrease it. She can roll (Perception + Occult)
ible to everyone. This makes the Sidereal’s Caste mark instead of the usual roll to oppose such spirits’ Stealth or
visible to all who can see it. read their intentions. A successful read intentions roll also
reveals whether they belong to the Celestial Bureaucracy
Additionally, while using that effect, the Sidereal can take and, if so, also reveals what position they hold.
a miscellaneous action to focus the light on a demateri-
alized character within long range, rolling (Perception + With Occult 5, Essence 2, the Sidereal can hear the
Occult) to render him visible to others as well. subtler music of sorcery, Evocations, and spirit or fae
Charms. While this reveals the presence of such effects
With an Occult 5, Essence 3 repurchase, the Sidereal and their general nature, it doesn’t reveal what they do
can pay a two-mote surcharge when she uses Mark of or how they work.
Exaltation to gain the above benefit for that Charm’s
duration. Any characters revealed by the Charm remain Panoply of Fallen Stars
exposed for its duration. Cost: —; Mins: Occult 1, Essence 1
Type: Permanent
Manifestation-Haling Summons Keywords: None
Cost: Varies; Mins: Occult 2, Essence 1 Duration: Permanent
Type: Simple Prerequisite Charms: None
Keywords: Mute
Duration: Instant Bearing the iconic panoply of the Chosen, the Sidereal
Prerequisite Charms: Mark of Exaltation binds her treasures to her.
Citing a spirit’s responsibilities to the world, the Sidereal While the Sidereal has one full-cost attunement to an
weaves the chains of his duty into a worldly form. artifact weapon, she reduces the attunement cost of fur-
ther artifact weapons by three motes each. This doesn’t
The Sidereal materializes a willing spirit within medium stack with other discounts. If she ends her full-cost
range for the rest of the scene for free. The cost depends attunement, she must commit enough motes to bring
on how closely the task the Sidereal materializes the another attunement to its full cost, or else all discounted
spirit for relates to his role in the Celestial Bureaucracy: attunements end.
• One mote if it’s directly relevant to the spirit’s Seer’s Starry Eye
duties. Cost: —; Mins: Occult 3, Essence 1
Type: Permanent
• Three motes if it’s indirectly relevant. Keywords: None
Duration: Permanent
• Five motes if it’s not relevant at all or the spirit
Prerequisite Charms: None
isn’t in the Celestial Bureaucracy.
The Sidereal has an intuitive understanding of astrolog-
Spirit familiars and those bound with sorcery never cost
ical divinations, fortune telling, and similar folk magics.
more than three motes to materialize.
The Sidereal gains the Thaumaturgist Merit and the
Tell-Tale Symphony
two-dot Astrological Horoscope ritual or a similar for-
Cost: 3m; Mins: Occult 2, Essence 1 tune-telling or divinatory ritual. She may subsequently
Type: Reflexive learn up to four dots worth of thaumaturgical rituals
Keywords: None of any kind for no experience point cost, although she
Duration: One scene must have access to a tutor.
Prerequisite Charms: Mark of Exaltation
This Charm can be repurchased up to (Essence/2,
Patterns of Essence sing to the Sidereal, revealing the rounded up) times, letting the Sidereal learn five addi-
subtle harmonies of the cosmos. tional dots of rituals for each purchase.
The Sidereal can sense when a spirit is within earshot by Unweaving Method
soft ringing of bells that surrounds them, even if they’re
Cost: 3m; Mins: Occult 3, Essence 1
dematerialized. This typically extends out to medium
Type: Simple
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THAUMATURGICAL DIVINATION
The Astrological Horoscope ritual is identical to Reading the Tea Leaves (Exalted, p. 490), except that it in-
volves consulting the positions of the stars rather than tea leaves. The ritual’s one-dot version lets a thau-
maturgist predict the course a subject’s life will take with a difficulty 2 (Perception + Occult) roll or the most
life-changing event that will happen in the next day with a difficulty 4 roll. The two-dot version also lets her
divine a subject’s best chances for success or failure in the coming months with a difficulty 3 roll.
Numerous other divinatory rituals exist in Creation — haruspicy, reading cards, casting oracle bones, and
more. While players and Storytellers are free to devise bespoke mechanics for such rituals, Reading the Tea
Leaves’ mechanics can be used as the default for such rituals.
While Reading the Tea Leaves refers to a character’s “destiny,” this is figurative, not the destiny planned by
Heaven. Divinatory rituals offer glimpses into the future through mystic rituals, not fate or destiny.
Keywords: Dual The Sidereal adds a free full Excellency on a roll or static
Duration: Instant value using any Ability against a Psyche effect, Shaping
Prerequisite Charms: None effect, or any effect that interferes with her Essence
or magic — ending an ongoing Charm, stealing motes,
The Sidereal uses her understanding of the Wyld’s cha- breaking attunement to an artifact, etc.
otic energies and the Underworld’s deathly stillness to
corrupt the pattern of an enemy’s fate. Against unrolled effects, this Charm forces an opposed
(Willpower) roll. The Sidereal gains −1 target number on
The Sidereal rolls a withering or decisive (Wits + her roll. Against environmental effects, the Storyteller
Occult) attack against an enemy within medium range sets a difficulty for the Sidereal to roll against.
with this baleful energy. A withering attack uses the
Accuracy of an artifact Archery weapon (Close −1; Short Unimpeachable Divinity Credentials
+5; Medium +3; Long +1; Extreme −1). It ignores armored Cost: 5m, 1wp; Mins: Occult 3, Essence 2
soak, with (Intelligence + 3 + extra successes) raw dam- Type: Simple
age and Overwhelming (Essence + 1). Decisive attacks Keywords: None
ignore Hardness from armor. She can enhance this attack Duration: Indefinite
with Archery Charms, Thrown Charms, or Martial Arts Prerequisite Charms: Tell-Tale Symphony
Charms that are compatible with any ranged weapons,
but can’t combine Charms from multiple such Abilities The Sidereal conceals her true place under the Sorcerer’s
unless they’re explicitly compatible with other Abilities. auspices and in the Celestial Bureaucracy, hiding her
Exalted nature behind counterfeit divinity.
Enemies who’re immune to exposure to the Wyld, like
a Solar using Integrity-Protecting Prana (Exalted, p. The Sidereal gains the following benefits:
303), are also protected from this attack, receiving +5
soak and Hardness 5 against it. The undead likewise • The Celestial Bureaucracy’s records list her as
receive this benefit. a god with a purview too insignificant to draw
scrutiny or suspicion. (She can use the same
Invincible Essence Mantle purview across multiple uses of this Charm).
Cost: 1wp or 3a; Mins: Occult 3, Essence 2 Under this false identity, she counts as wearing a
Type: Reflexive resplendent destiny.
Keywords: None
Duration: Instant • She counts as a spirit if it’s advantageous to her.
Prerequisite Charms: Mark of Exaltation This doesn’t let her dematerialize or use spirit
Charms.
Drawing from the eternal core of her Exaltation, the
Sidereal floods her body, mind, and Essence with unas- • If she disguises herself appropriately, opposing
sailable divinity. rolls fail automatically unless enhanced by magic;
even then, they suffer +1 target number. She can
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manifest appropriate supernatural sensory dis- The Sidereal treats un-Exalted enemies of fate as spirits
plays. Magic that reveals her nature shows her as for purposes of Sidereal Charms. This doesn’t apply for
a god of that purview, even when not disguised. Charms that affect specific types of spirit, like gods, only
those applicable to all spirits.
• She can hear prayers directed to her (includ-
ing those to her cover identities or disguises). Innocuous Maneuver
Discerning useful information from this requires Cost: 5m, 1wp; Mins: Occult 5, Essence 3
a (Perception + Occult) roll at difficulty (Cult). Type: Simple
The difficulty can vary based on factors like how Keywords: Mute
many people make the same prayer, praying at a Duration: Instant
shrine to the Sidereal or her cover identity, etc. Prerequisite Charms: Prince-of-the-Earth Attitude
Official Notice of Alienation Wrapped in the terrible grandeur of the stars, the Sidereal
Cost: 3m, 1wp; Mins: Occult 4, Essence 2 presents a convincing case to the heavens.
Type: Simple
Keywords: None The Sidereal makes a ([Charisma or Manipulation] +
Duration: Permanent Occult) persuade or bargain roll to convince a god to
Prerequisite Charms: Incite Decorum, Mark of support her in some political matter, waiving the mote
Exaltation, Unweaving Method and Willpower costs to reduce the roll’s target number
with the Occult Excellency. Spirits other than gods can
Presenting a warrant of Heaven’s reproval, the Sidereal also be affected if they hold positions in the Celestial
demands that a possessing spirit take up refuge elsewhere. Bureaucracy.
The Sidereal rolls (Charisma + Occult) against a possess- Resisting this influence costs three Willpower. Targets
ing spirit’s Resolve to exorcise it. If successful, the spirit can’t use Intimacies of corruption, greed, self-indul-
is expelled and can’t possess that character again until gence, or laziness to bolster their Resolve against this
the next new moon. Enemies of fate lose one Willpower. influence or in the Decision Point to resist.
If the Sidereal knows Terminal Sanction (p. XX), she Reset: This Charm can only be used against a spirit
can inflict any of its effects on an exorcised spirit as once per story.
though she had slain him.
Bound in Ivy Fetters
With an Occult 5, Essence 3 repurchase, the Sidereal Cost: —(5m, 1wp); Mins: Occult 5, Essence 4
can pay a five-mote surcharge to drive away spirits Type: Permanent
that aren’t possessing hosts. If successful, the spirit Keywords: None
immediately dematerializes and must flee the Sidereal’s Duration: Permanent
presence. This costs two Willpower to resist; enemies Prerequisite Charms: Innocuous Maneuver,
of fate can’t do so until the scene ends. Enemies of fate Invincible Essence Mantle, Official Notice of
with Essence less than or equal to the Sidereal’s are Alienation (×2)
driven to return to their home realms and can’t resist
until they’ve spent a day traveling there or reached it. The Sidereal has become a vessel for a thing forbidden
The Sidereal can also pay this surcharge when using by Heaven’s will, remaking herself in body and soul as a
this Charm on a possessed character, driving away the living prison.
possessing spirit if she successfully exorcises him.
The Sidereal has a great foe of Heaven sealed within her.
Fate is All Things Time spent training to learn this Charm consists of se-
Cost: —; Mins: Occult 5, Essence 3 curing approval from the Division of Secrets and under-
Type: Permanent going rituals that purify the Sidereal’s spirit and mark her
Keywords: None as a binding vessel for this being. Such training can’t be
Duration: Permanent accelerated or circumvented with magic, though stories
Prerequisite Charms: Incite Decorum, Tell-Tale tell of rogue Sidereals who’ve instead learned this Charm
Symphony by forming pacts with otherworldly forces.
Those untethered from fate’s weave are still bound by the Once the Sidereal has completed her training, Heaven’s
iron web of the Sidereal’s will. gaolers bind a powerful and malevolent force within
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her: an ancient forbidden god, powerful demon, or sealed being impose an Intimacy on the Sidereal.
worse. This always leaves a scar, tattoo, or similar mark-
ing. The Storyteller doesn’t need to create traits for Gaol-Mind Durance: The sealed being’s presence
this being and it can’t be interacted with like a normal grants the Sidereal +1 Resolve against Psyche effects and
character, though the Storyteller can optionally make a +1 Guile against magic that reads her thoughts or other-
list of its Intimacies for roleplaying purposes. wise intrudes on her mind. When she spends Willpower
to resist such an effect, she can let the being impose an
As the bound entity’s vessel, the Sidereal gains the Intimacy on her in place of paying one Willpower. Once
following benefits. Some of them let the being impose she’s done so in place of three points of Willpower, no
an Intimacy on the Sidereal, inflicting it at Minor in- further Willpower is needed to resist. If the effect re-
tensity or strengthening an Intimacy by one step. The quires her to spend Willpower on multiple occasions,
Storyteller should choose Intimacies that represent this only counts for that one occasion.
the being’s destructive or corrupting influence and
challenge the Sidereal’s own goals, desires, and ethical Sealed Power Awakening: Once per day, the Sidereal
beliefs. This can’t be resisted with Willpower. can draw power from the sealed being, reflexively roll-
ing (Charisma + Occult). For each success, she gains one
Chained Maiden’s Wrath: The Sidereal may reflexive- mote or can add a sorcerous mote to a spell she’s shap-
ly commit five motes and pay one Willpower to merge ing. She can also exchange five successes for a point of
with the bound entity for a scene, undergoing a trans- Willpower. Doing so lets the sealed being impose an
formation that expresses its nature. Upon purchasing Intimacy on the Sidereal.
this Charm, the Sidereal’s player should design this
transformation by choosing 10 dots of mutations as well The bound entity can offer advice and tutelage to the
as (Essence) Eclipse Charms suitable to the spirit’s na- Sidereal, with expertise comparable to that of a three-
ture. While transformed, she gains these mutations and dot Mentor (Exalted, p. 163). The Sidereal’s player
can use the chosen Charms. If she gains one of those should work with the Storyteller to determine the spe-
traits normally by spending experience, she may select cifics of its knowledge and expertise. It can always teach
a replacement. Invoking this transformation lets the her Eclipse Charms appropriate to its nature. If the
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being’s expertise applies to the Sidereal’s training, she question and can’t be justified, though this is unlikely
can divide the time necessary by 10 or incur experience unless a Sidereal invents particularly implausible offices.
debt (p. XX) to gain it.
This Charm can be used on elementals, though they gain no
So long as the Sidereal lives, the sealed entity can’t es- benefits other than the Defining Principle and status as a fa-
cape its imprisonment. miliar. Sidereals with Celestial Circle Sorcery can offer em-
ployment to demons, a power known as An End to Darkness.
Willing Assumption of Chains They receive the same benefits as elementals and cease to be
Cost: 20m, 1wp; Mins: Occult 5, Essence 5 creatures of darkness and enemies of fate while employed.
Type: Simple
Keywords: None Reset: Once per story.
Duration: Instant
Prerequisite Charms: Any 10 Occult Charms Sorcery
The Sidereal promotes a god to a position within the Terrestrial Circle Sorcery
Celestial Bureaucracy, presenting him with a prayer Cost: —; Mins: Occult 3, Essence 1
strip bearing the Scripture of the Maiden in Chains for Type: Permanent
his signature, upon which it burns away in a gout of Keywords: None
emerald fire. Duration: Permanent
Prerequisite Charms: Any four Secrets Charms
The Sidereal assigns a god a position instantly and
unquestionably, effected by the Celestial Bureaucracy’s Steeped in ancient wisdom and the secrets of the stars,
very Essence. The position can’t already be occupied the Sidereal masters the Emerald Circle’s secrets.
— the Sidereal must choose either a vacant office or a
position that does not yet exist. The god must willingly The Sidereal can use Terrestrial Circle sorcery. She
accept the promotion. If he already held a position in learns one Terrestrial spell — her control spell — and
the Celestial Bureaucracy, the two are folded together one shaping ritual for free.
into a single office; unemployed gods simply step into
their new role. Cloaked in Enigma
Cost: 1m; Mins: Occult 3, Essence 1
Upon being promoted, the god gains the following Type: Reflexive
benefits: Keywords: None
Duration: One scene
• An additional dot of Essence, maximum
Prerequisite Charms: Terrestrial Circle Sorcery
(Sidereal’s Essence).
The Sidereal veils herself in the subtlety of the unseen
• A Defining Principle of diligently fulfilling the
forces she has mastered.
duties he’s been appointed to.
The Sidereal doesn’t lose sorcerous motes for going a
• Up to six dots of Merits reflecting his new posi-
turn without gathering them. When she takes a Shape
tion. This typically includes Backing, Resources,
Sorcery action, she gains +1 Guile until her next turn.
and the like, but can also include mutations.
This Charm’s cost is waived while unarmored or wear-
• (God’s Essence) new Charms reflecting his new
ing the resplendent destiny of a supernatural being,
position. These don’t manifest immediately;
sorcerer, or mysterious sage.
Charms are only gained once the Sidereal’s player
and the Storyteller have agreed on how they work. Weaver of Mystery
Cost: 2m; Mins: Occult 4, Essence 2
• If the Sidereal knows Godly Companion (p. XX),
Type: Reflexive
the promoted god becomes her familiar.
Keywords: None
While the promotion is intrinsically legitimate in Heaven’s Duration: One turn
eyes, it’s not irrevocable; the god can still be demoted Prerequisite Charms: Cloaked in Enigma
or fired. Bureaucratic restructurings may eliminate the
The Sidereal spins threads of fate with her right hand
appointed position entirely if its existence is called into
and threads of sorcery with her left.
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The Sidereal can use Celestial Circle sorcery. She learns The Sidereal steps lightly through the tapestry of fate.
one Celestial spell — an additional control spell — and
one shaping ritual for free. The Sidereal ignores up to (Essence) points of penalty
on a Stealth roll. If the roll’s target number is reduced,
each point of reduction lets her ignore an additional
Stealth — The Mask point of penalty.
Sidereal Stealth Charms evince their expertise in subtlety, Foot Treads No Twig
covert action, and concealment. Under the Mask’s aus- Cost: 5m, 1wp; Mins: Stealth 5, Essence 1
pices, these Charms strengthen a Sidereal’s arcane fate Type: Reflexive
and let her exploit it to her own advantage. She need not Keywords: Mute
stop at being forgotten: she can abandon her face, her fate, Duration: Instant
and even her life, every detail that makes her more than a Prerequisite Charms: Soft Presence Practice
thing that is hiding. There is no maiden in the Scripture of
Absence; the Sidereal, too, is gone from the world. While The world does not protest the Sidereal’s passage, a will-
Stealth is most often rolled with Dexterity, Sidereal Stealth ing accomplice to fate’s covert servant.
Charms also benefit from high Manipulation.
The Sidereal can use this Charm after a Stealth roll or
Legend-Dimming Obscurity a roll to conceal her tracks to reroll it, using the higher
Cost: —; Mins: Stealth 1, Essence 1 of the two results. The reroll receives the benefits of all
Type: Permanent magic used to enhance the first roll; the Sidereal can use
Keywords: None additional Charms as well.
Duration: Permanent
Prerequisite Charms: None Blinding the Boar
Cost: 7m; Mins: Stealth 3, Essence 1
Embracing her arcane fate, the Sidereal fades from the Type: Simple
world. Keywords: Mute
Duration: One scene
Characters automatically fail rolls against the Sidereal’s Prerequisite Charms: None
arcane fate unless they use magic or have a Major or
Defining Tie toward her. Even then, they suffer +1 target Casting forth shadows of a thousand possible futures, the
number on the roll. Sidereal conceals the truths of her existence from another.
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The Sidereal rolls (Manipulation + Stealth) against the The Sidereal extends her resplendent destiny to her
Resolve of a character within medium range. If she suc- Circlemates and up to (Essence + 1) other willing char-
ceeds, that character can’t focus on any specific details acters, giving them a semblance suitable for companions
about her, though he can still perceive her location and of that resplendent destiny’s role and the usual benefits
actions. This prevents him from noticing her appear- of a resplendent destiny (p. XX). Unlike the Sidereal,
ance, hearing anything she says, and identifying her as a her companions don’t risk provoking cover checks; the
Sidereal, or even as a human. peripheral roles they play need not hold up to the same
level of scrutiny.
The affected character also suffers a −3 penalty on rolls
targeting only the Sidereal, and −1 Defense and Guile If multiple characters under a destiny make disguise
against her. rolls that benefit from it simultaneously, they can all
use the highest roll among them. In places concealed
Special activation rolls: This Charm can be flurried by Privacy-Enhancing Gesture, that Charm’s target
with Stealth rolls. number increase applies to rolls against such disguises.
Rolls not enhanced by superhuman senses or magic
Privacy-Enhancing Gesture automatically fail.
Cost: 10m, 1wp; Mins: Stealth 3, Essence 1
Type: Reflexive Subordinate Inspiration Technique
Keywords: Mute Cost: 5m; Mins: Stealth 3, Essence 2
Duration: One day Type: Supplemental
Prerequisite Charms: None Keywords: Mute, Psyche
Duration: Instant
Making the Lesser Sign of the Mask, the Sidereal oc- Prerequisite Charms: Soft Presence Practice
cludes her surroundings from unwanted surveillance.
Whispering from the shadows, the Sidereal bends those
The Sidereal rolls (Manipulation + Stealth) to secure an around her to her will.
area within medium range from outside observation.
Characters outside this area suffer +1 target number on While in concealment, the Sidereal can make
Perception rolls to observe it and must always roll to Manipulation-based influence rolls against a single
notice details about it and those within it, even if no roll target without needing to speak. Her target hears her
would normally be required. words as if they were his own thoughts, suffering −2
Resolve. If the Sidereal’s roll fails, he rolls (Perception
Attempts to scry on the warded area, teleport into it, or + Integrity) opposing it. Success reveals that someone’s
otherwise use magic to observe or intrude upon it require attempting to tamper with his thoughts, but not who.
an (Attribute + Ability) roll with the appropriate dice The Sidereal is never perceived as the source of this
pool against the Sidereal’s successes. If successful, that influence.
effect functions normally. If he fails, the effect is negated
and can’t be reused for the rest of this Charm’s duration. Unbreakable Silence
Cost: —; Mins: Stealth 5, Essence 2
With a Stealth 4, Essence 3 repurchase, the Sidereal can Type: Permanent
use this Charm on a location or structure large enough to Keywords: None
hold up to (Essence ×20) people. She can selectively exclude Duration: Permanent
parts of that area or structure from the warding, like leaving Prerequisite Charms: Soft Presence Practice
only some of a manse’s chambers open to eavesdropping.
The Sidereal has made a labyrinth of her heart, sealing
Extinguished Stars Constellation her secrets away within its coils.
Cost: 1m per character, 1wp; Mins: Stealth 5, Essence 2
Type: Simple The Sidereal can treat influence that would make her
Keywords: Shaping (Fate) reveal a secret or do something she knows could give
Duration: Indefinite it away as unacceptable (Exalted, p. 220). She can vol-
Prerequisite Charms: Privacy-Enhancing Gesture untarily reveal secrets, but doing so causes her to lose
this Charm’s protection until she upholds a Defining
The Sidereal conceals the threads of her companions’ Intimacy through secrecy, subterfuge, deception, or
fates within the constellation she stands under, subsum- covert acts. An Oracle can also regain this protection by
ing them into her resplendent destiny. fulfilling an auspicious prospect.
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Characters can attempt a special instill roll to convince Fellowship to his brow, bringing him under the Mask’s
the Sidereal she can share her secrets, rolling twice obscure dominion.
and taking the lower result. The cost of effects used to
enhance it must be paid separately for each roll. Success The Sidereal touches someone and rolls (Manipulation
negates this Charm’s protection as above. + Stealth) opposing his ([Appearance or Charisma] +
Presence) roll. If successful, he suffers arcane fate (p.
Self-Annihilating Discretion XX) for (1 + extra successes) months, or that many days
Cost: 1m, 1wp; Mins: Stealth 5, Essence 2 for supernatural beings.
Type: Reflexive
Keywords: Psyche While only Sidereals can create resplendent destinies,
Duration: Instant the Storyteller should reward creative use of magic. A
Prerequisite Charms: Unbreakable Silence Solar might approximate a resplendent destiny by using
Heart-Eclipsing Shroud and Flawlessly Impenetrable
The Sidereal entrusts her secrets to nothingness. Disguise together, etc.
The Sidereal seals away her own memories. She chooses Walking Outside Fate
which memories to suppress, but the Storyteller may Cost: 10m, 1wp; Mins: Stealth 5, Essence 3
require a (Manipulation + Stealth) roll for extensive or Type: Reflexive
complex manipulations, like suppressing the last 20 years Keywords: Mute
or selectively editing her memories of a Circlemate to Duration: One scene
suppress anything that could reveal he’s a double agent. Prerequisite Charms: Foot Treads No Twig
The Sidereal’s memory of using this Charm is always sup-
pressed. Most magic is incapable of viewing or accessing The Sidereal steps outside the weave of fate to walk
the sealed memories, though specialized Charms like Soul unnoticed.
Projection Method (Exalted, p. 358) may be able to do so.
Rolls opposing the Sidereal’s Stealth or to track her
The Sidereal can use this Charm after a roll against her suffer +1 target number. Characters without super-
Guile or any other roll to which its effect is relevant, human senses or applicable magic can’t perceive her
letting her negate its effect if she suppresses whatever directly while she’s in concealment even if they beat
memories are necessary to do so. She can also use it her Stealth roll. Success only reveals that there’s a
after succumbing to magic that creates false memories presence nearby, providing enough forewarning that
or alters existing ones, rolling (Manipulation + Stealth) the Sidereal’s attack won’t be unexpected. She’s con-
against that effect’s roll — or an appropriate (Attribute sidered an enemy of fate.
+ Ability) roll if it’s unrolled. Success erases any im-
planted false memories or any alterations that add new This Charm ends if the Sidereal takes an overt action,
details to existing memories. including Joining Battle or blatantly displaying super-
natural power, or if her anima reaches burning or higher.
If the Sidereal is presented with convincing evidence
that her memory’s been erased, she can use this Charm Cracked Mask Sacrifice
a second time to unseal suppressed memories. If the Cost: —; Mins: Stealth 5, Essence 3
only evidence is another character telling her she used Type: Reflexive
this Charm, he must roll as if overturning influence Keywords: Decisive-only
(Exalted, p. 221) and the Sidereal must cite a Major or Duration: Instant
Defining Intimacy in the Decision Point. Prerequisite Charms: Self-Annihilating Discretion,
Walking Outside Fate
Gift of a Broken Mask
Cost: 10m, 1wp; Mins: Stealth 5, Essence 3 The Sidereal is struck by a fatal blow, but it is not her
Type: Simple who dies — only someone who never was.
Keywords: Shaping (Fate)
Duration: Varies When the Sidereal accepts a crippling injury (Exalted,
Prerequisite Charms: Extinguished Stars p. 201) to reduce a decisive attack’s damage, she may
Constellation, Legend-Dimming Obscurity sacrifice a resplendent destiny instead of suffering
maiming. If she has one active, she must sacrifice it; oth-
The Sidereal affixes a violet memorandum designat- erwise, she can expend any of her resplendent destinies.
ing someone an honorary member of the Fivescore This negates (Essence, maximum 5) levels of damage.
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The sundered resplendent destiny is cast off as a corpse If the Sidereal releases her mote commitment, she re-
of appropriate appearance, though it unravels into gos- gains the swallowed anima. While at bonfire anima, she
samer threads under physical examination. Observers’ can’t do so voluntarily.
memories of the corpse and its strange nature are sub-
ject to arcane fate. If the Sidereal uses this Charm multiple times in the
same scene, she waives the Willpower cost of uses past
Everywhere-and-Nowhere Technique the first.
Cost: 5m, 1wp; Mins: Stealth 5, Essence 3
Type: Simple Unfettered by Law
Keywords: Mute Cost: 10m, 1wp; Mins: Stealth 5, Essence 4
Duration: Until the Sidereal leaves concealment Type: Reflexive
Prerequisite Charms: Walking Outside Fate Keywords: Mute, Psyche
Duration: One day
The Sidereal hides between raindrops, under fallen Prerequisite Charms: Blinding the Boar, Privacy-
leaves, and in the steam that rises from a freshly poured Enhancing Gesture, Walking Outside Fate
tea, keeping her existence a secret from the world.
Laws apply only to those who exist — a loophole easily
The Sidereal rolls (Dexterity + Stealth) to establish con- exploited by a canny Sidereal.
cealment in even the most inadequate of hiding spaces,
ignoring any related penalties — a blade of grass or a single No matter what the Sidereal does or how she behaves,
hair is more than enough for her to hide behind. She can nothing she does will be seen as violating any laws. This
pass through the slightest of openings to hide inside closed extends to secondhand accounts and physical evidence
containers and other obstructed spaces, even if they’re of such acts, even after this Charm ends. This doesn’t
smaller than she is, though she can’t bypass magical barri- prevent others from taking offense at the Sidereal’s
ers or wards. Some hiding spots may offer cover (Exalted, crimes if they have other reasons to do so — they simply
p. 198) or similar circumstantial benefits or obstacles. won’t view it as a criminal matter. As a result, such acts
generally won’t be reported to authorities, nor will the
Once the Sidereal’s hidden with this Charm, she can Sidereal face legal consequences.
use it again to move to another hiding spot within close
range without crossing the space between them, ignor- This Charm’s scope encompasses any rule, regulation,
ing Stealth penalties for movement. or obligation that’s officially imposed by a political
leader, governing body, or an analogous authority. It
While using Walking Outside Fate, this Charm’s doesn’t apply to informal rules like social expectations.
Willpower cost is waived. Nor does it cover acts committed while this Charm isn’t
active, such as any misdeeds the Sidereal may confess to
Lamp-Covering Shroud while using it.
Cost: 2m per level of anima, 1wp; Mins: Stealth 5,
Essence 3 If the Sidereal commits an act that offends one of a non-
Type: Reflexive trivial character’s Major or Defining Intimacies, he may
Keywords: Mute, Stackable pay three Willpower to resist. Nontrivial characters
Duration: Indefinite with an opposed Defining Intimacy involving justice or
Prerequisite Charms: Walking Outside Fate law may always do so.
The Sidereal compresses her anima into a wisp of Essence Additionally, the Sidereal is shrouded from the law’s
and swallows it, reducing it to a mere glow in the back of eyes. She gains the following benefits against anyone
her throat. actively engaged in enforcing the law, like a prince’s
hired enforcers, a city watchman, or a lion-dog:
The Sidereal lowers her anima banner by one level for
every two motes she commits. The swallowed anima can • Once per scene, she can add a free full Excellency
still shine through: when the Sidereal speaks, nontrivial on a Larceny or Stealth roll as long as the only
characters can roll (Perception + Awareness) to detect nontrivial characters who oppose her roll are en-
it. The difficulty is (6 – levels of anima swallowed). If forcers of law.
the Sidereal has swallowed 6+ levels of anima, no roll is
necessary to notice when she speaks, and trivial charac- • She can use Blinding the Boar against all such
ters can spot the anima’s radiance. characters within that Charm’s range.
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• Privacy-Enhancing Gesture inflicts
+2 target number against such char-
acters, not +1.
Ceasing-to-Exist Approach
Cost: 10m, 1wp; Mins: Stealth 5, Essence 5
Type: Simple
Keywords: Shaping (Fate)
Duration: Indefinite
Prerequisite Charms: Any 10 Stealth
Charms
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to interact with the Sidereal’s cover identity re- Once this Charm ends, the cover identity begins to
member her having always been there and gain unravel. The disguise itself ends immediately; memo-
appropriate Intimacies. The specifics of the re- ries of the cover identity fade away with each passing
lationship a character remembers having with hour, gone entirely in a matter of days. The Sidereal
the Sidereal’s cover identity should be deter- loses access to Merits as the relevant character’s
mined between that character’s player and the memories fade, though she may be able to retain
Sidereal’s. If a nontrivial character discovers some through ingenuity.
evidence his memories have been altered, he may
pay three Willpower to reject the false memories. Reset: Once per story.
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Death-of-Hope Acceptance (The Sword): The Face the Inevitable (The Crow): The Sidereal’s target
Sidereal’s target discusses his hopes or dreams for the refuses to acknowledge a problem or his own mortality.
future with her.
Unnecessary Burden Affliction (The Rising Smoke):
Ruin Without Failure (The Haywain): The Sidereal’s The Sidereal’s target refuses to abandon or give up on
target suffers a setback, loses money, or is betrayed. something that’s inferior to an alternative, more trouble
than it’s worth, or no longer useful to him. These might
The Sidereal can bless multiple characters with this be people, strategies, institutions, alliances, traditions, etc.
Charm.
The Sidereal can curse multiple characters with this
Descending Endings Horoscope Charm.
Cost: 1m or 3m, 1wp; Mins: Any Endings Ability 3,
Essence 1 Superior-Entreating Memorial Style
Type: Simple Cost: 1m; Mins: Any Endings Ability 1, Essence 1
Keywords: Mute, Shaping (Fate), Stackable, Uniform Type: Simple
Duration: One story Keywords: None
Prerequisite Charms: Any three Endings Charms Duration: Instant
Prerequisite Charms: Any Endings Charm
Invoking the grim auspices of the Violet Bier, the Sidereal
proclaims an ending to come. The Sidereal invokes the auspices of the Rising Smoke
to ensure her official communications swiftly meet their
The Sidereal rolls (Strength + Endings Ability) opposing end in the hands of their recipients.
her target’s (Stamina + Endings Ability) roll. This costs
one mote for mortals or three motes, one Willpower for The Sidereal burns a letter addressed to a fellow
others. Success hastens his end. Sidereal, a god in the Bureau of Destiny’s employ, or
any character who holds authority over her within a
The cursed character suffers +1 target number on any hierarchy or bureaucracy. It appears instantly, hidden
rolls to avoid or notice danger outside of combat and discreetly against his skin, regardless of the distance
on all rolls against poison, disease, and similar physical between them. Noticing its appearance requires magi-
harms or maladies. Once per session, when he fails such cal senses and a difficulty 7 (Perception + Awareness)
a roll, it counts as a botch, introducing a new complica- roll for characters other than the letter’s recipient. The
tion to his endeavor. recipient can recognize the message’s author if he’s met
her in her true identity, smelling her anima banner on
Additionally, once per scene, the Sidereal’s player may the paper before he reads it.
grant −1 target number to an attack roll, damage roll, or
other harmful roll against him. The recipient can write a response on the letter and then
burn it to send it to the Sidereal, appearing as above.
Cursing a character requires a constellation-themed
interaction with him. Upon taking this Charm, the Borrowed Coffin Ploy
Sidereal’s player chooses two of the below options. Cost: 3m; Mins: Any Endings Ability 3, Essence 1
Additional options can be purchased for one bonus Type: Simple
point or three experience points apiece. Keywords: Mute
Duration: Permanent
Crumbling Bureau Curse (The Haywain): The Prerequisite Charms: Any three Endings Charms
Sidereal’s target suffers a setback, loses money, or is
betrayed. Anticipating the inevitable, the Sidereal eulogizes those
still living.
Crushed Butterfly Doom (The Corpse): The Sidereal’s
target ignores advice he sought from her about making a The Sidereal makes a (Manipulation + Endings Ability)
change in his life. She becomes aware when he does so instill roll to deceive her listeners into thinking that
and can use this Charm reflexively. a person has died, a group has been destroyed or dis-
banded, or an ongoing phenomenon has ended. If the
Dream-Killing Blade (The Sword): The Sidereal’s Sidereal presents some evidence of this, no matter how
target discusses his hopes or dreams for the future with flimsy, she ignores (higher of Essence or 3) points of
her. penalty for making implausible claims.
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Characters can’t use Intimacies to bolster their Resolve • She doesn’t need to eat, drink, or breathe.
against this influence unless they have some informa-
tion or evidence that contradicts the Sidereal’s claims. • She adds (higher of Essence or 3) dice on rolls
Likewise, the unaware can’t spend Willpower to resist against disease, poison, or necromancy.
this influence unless they’re presented with evidence
that directly contradicts the Sidereal’s lie. • The undead recognize her as one of their own
and count as having a Minor Tie of familiarity to
Morbid Premonition her. Trivial undead can’t attack her.
Cost: 4m; Mins: Any Endings Ability 3, Essence 1
Type: Reflexive With an Endings Ability 5, Essence 2 repurchase, the
Keywords: None Sidereal can perform a funeral for another character to
Duration: Instant confer this Charm’s benefits on him. She can grant this
Prerequisite Charms: Any three Endings Charms benefit to multiple characters; the cost of uses past the
first is reduced to one mote.
Death awaits all things that live; the Sidereal merely
looks ahead to this foregone conclusion. Tears of the Blade
Cost: —(+5m); Mins: Any Endings Ability 5, Essence 3
The Sidereal makes a special (Perception + Endings Type: Permanent
Ability) read intentions roll against a living character. Keywords: None
Success lets her player asks the Storyteller one of the Duration: Permanent
following questions, plus an additional question for Prerequisite Charms: Descending Endings
every three extra successes: Horoscope
• What’s his greatest vulnerability? The Sidereal looks away as she cuts short a strand of
fate, weeping tears like falling stars.
• What is he willing to die for?
The Sidereal can pay a five-mote surcharge when she
• If he died, would any unfinished business cause his uses Descending Endings Horoscope to name the gen-
ghost to linger? eral method or circumstances of her victim’s impending
death — “poisoned,” “betrayed,” “at sea,” “by heart at-
• If he died, who would mourn him? tack,” etc. Trivial characters die in this fashion, or the
nearest possible equivalent, within no more than five
If the Storyteller doesn’t have an answer in mind for a days.
question, the Sidereal’s player should provide one, as if
introducing a fact. A nontrivial character suffers Descending Endings
Horoscope’s target number increase on all rolls that
Reset: Once per scene. would directly aid in avoiding the specified death. When
he encounters circumstances in which he might die that
Crossing Plutonian Shores way, he rolls (Wits + Integrity) at difficulty (Sidereal’s
Cost: 5m; Mins: Any Endings Ability 4, Essence 1 Essence), losing one Willpower if he fails. If he dies this
Type: Simple way, it counts as a fulfilled auspicious prospect (p. XX).
Keywords: None
Duration: One day Fivefold Omen of Doom
Prerequisite Charms: Any five Endings Charms Cost: —; Mins: Any Endings Ability 5, Essence 3
Type: Reflexive
The Sidereal performs a funereal ritual for herself, for- Keywords: Decisive-only, Shaping (Fate)
mally registering her death with the Division of Endings Duration: Instant
and joining the rolls of the dead. Prerequisite Charms: Tears of the Blade
The Sidereal gains the following benefits: Like Saturn with her shears, the Sidereal weaves fate
with the edge of her blade.
• She’s considered undead by magical effects if this
would be beneficial for her. This doesn’t render When the Sidereal would deal 3+ decisive damage to
her an enemy of fate or a creature of darkness. an enemy with an attack, she can forgo one level of
damage to reflexively use one of her Descending (Caste)
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The Sidereal embodies death to those who see her, The Sidereal momentarily severs the invisible tether that
shrouding herself in mortal terror and morbid allure. binds her to the ground.
The Sidereal gains the following benefits against those The Sidereal can use a reflexive move action to jump
who can perceive her. one range band in any direction without needing to roll,
which counts as her movement action. Alternatively,
• She counts as Hideous when it’s advantageous she can inflict +1 target number on a falling damage roll.
to her. If she already has the Merit, she doesn’t
suffer its drawbacks. With an Athletics 4, Essence 2 repurchase, the Sidereal
can pay a three-mote surcharge to end a horizontal leap
• Ties of fascination, curiosity, or desire toward her in mid-air. On her next turn, she must use this Charm
also count as Ties of fear, and vice versa. again to continue the leap or fall to the ground. She can
choose to descend one range band in addition to her
• Intimacies related to death also count as Ties to forward movement.
the Sidereal, with an emotional context appropri-
ate to the view on death that Intimacy expresses.
For example, an Abyssal’s Principle of “death ends
all sorrows” might count as a Tie of gratitude. THE SCRIPTURE OF
THE MAIDEN AND THE DUST
• Characters with any of the above Intimacies can’t
attack the Sidereal, make threaten rolls against Once, there was a maiden…
her, or take any other hostile action unless they
pay one Willpower to resist for the scene. Mortals ...who learned that the faster she ran, the faster
with Willpower lower than her Essence and trivi- she could run.
al characters can’t resist. Thus, running consumed her,
Affected characters remain subject to the above effects for until one day, she flew beyond the ending of her
this Charm’s duration, even after they leave the Sidereal’s life.
presence. This Psyche effect also applies to new Intimacies
they form after leaving her presence. Resisting this for a “And here I thought it’d last forever,” she said.
scene costs two Willpower. Once a character’s done so “But—”
three times, he’s freed from this effect. Affected characters
“There’s always an ending,” said the run.
can’t resist while the Sidereal is present or during events
or activities related to death, like a funeral.
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Hungry Touch This Charm can be used on multiple objects, but its
Cost: 3m; Mins: Athletics 2, Essence 1 effects can’t be stacked on a single object.
Type: Simple
Keywords: Mute Burn Life
Duration: Instant Cost: 3m per dot, 1ahl (+1wp); Mins: Athletics 3,
Prerequisite Charms: None Essence 1
Type: Simple
The Sidereal consumes an object’s future, bringing about Keywords: Perilous
its inevitable destruction early. Duration: One scene
Prerequisite Charms: None
The Sidereal performs a feat of demolition simply by
touching an object. Lengthy feats, like bashing through The Sidereal shortens her allotted lifespan by a few days
a thick stone wall, are completed instantly if the to suffuse her body with strength stolen from her future.
Storyteller deems it feasible; if not, the time required
to complete it is divided by the Sidereal’s (Strength The Sidereal gains up to (Essence) bonus dots of
+ Athletics). In combat, a successful feat awards one Strength, paying three motes per dot. This can raise
Initiative if the feat changes the scene in the Sidereal’s her above Strength 5. If she’s unarmored, she adds
favor. This Charm can’t be used to destroy objects worn +(Strength) soak, which includes these bonus dots.
or wielded by enemies.
Using this Charm slightly but permanently reduces the
With an Athletics 5, Essence 3 repurchase, the Sidereal Sidereal’s lifespan. This doesn’t need to be tracked but
can pay a one-Willpower surcharge to use this Charm can provide roleplaying opportunities.
against an object held or carried by someone. (It can’t
be used against armor). This requires a difficulty 4 Special activation rules: The Sidereal may pay a
unarmed gambit. Mundane objects are destroyed by a one-Willpower surcharge when she uses Burn Life to
successful gambit. Against artifacts and similarly dura- reflexively activate a Form Charm.
ble items, the Sidereal reflexively rolls a feat of demoli-
tion. A single success breaks its wielder’s attunement, Inexorable Advance
while (5 + Artifact rating; 15 for Artifact N/As) renders Cost: 3m; Mins: Athletics 3, Essence 1
it nonfunctional until repaired (Exalted, p. 242). This Type: Supplemental
can’t affect items that exist because of ongoing magic, Keywords: Mute
like Glorious Solar Saber. Duration: Instant
Prerequisite Charms: None
A third purchase lets the Sidereal use this Charm against
armor for a five-mote, one-Willpower surcharge, as Eliding the moments between her footsteps, the Sidereal
above. acts without motion.
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The Sidereal becomes perfectly silent as she makes a For a one-Willpower surcharge, the Sidereal can use this
Stealth roll. Opposed rolls that are based solely on hear- feat to shatter an ongoing magical effect that impedes
ing fail automatically. She can also silence a movement her physical freedom. Such feats’ minimum Strength
action with any Ability, making it impossible to detect and difficulty equal the (Essence + 2) of the character
with hearing-based rolls. This doesn’t silence indirect responsible for the effect. This can’t affect sorcerous
consequences of the action, like a rotten timber collaps- workings or similar permanent magics.
ing under the Sidereal’s weight.
Reset: Once per scene.
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Chains of Adorjan The Sidereal destroys not matter but the force that moves
Cost: 5m, 4i, 1wp, 1ahl; Mins: Athletics 5, Essence 2 it, negating speed and momentum.
Type: Simple
Keywords: Aggravated, Perilous The Sidereal makes an unarmed (Strength + [Athletics,
Duration: One scene Brawl, or Martial Arts]) gambit, with difficulty 6. If she
Prerequisite Charms: Cage-Shattering Grasp, Step- succeeds, all her victim’s movement counts as being in
Silencing Exercise difficult terrain (Exalted, p. 199) for that scene.
The Sidereal slashes her palm in offering as she recites This Charm can also be used against inanimate objects
a promise once made to Saturn by Adorjan, the Silent in motion, like a barrel rolling downhill or a ship on
Wind of Hell, summoning a portion of the Demon the sea. The attack roll is made at difficulty 1-5, based
Prince’s apocalyptic presence. on how easy it is to touch the object; the Initiative roll
and cost are waived. Success halves the speed at which
The Sidereal summons a deadly vortex within medium it moves for the scene.
range, an environmental hazard extending out to short
range from that point with difficulty 4, Damage 4A/ Shattered Stepping-Stone Advance
round. Demons add +1 target number on rolls against Cost: 5m, 1wp; Mins: Athletics 5, Essence 3
it and are destroyed permanently if incapacitated. All Type: Simple
sound is silenced within the vortex. Those outside it Keywords: None
can’t hear anything from within; those within it can’t Duration: Instant
hear at all. Prerequisite Charms: Forgotten Earth, Hungry
Touch, Inexorable Advance
This wind is a portion of Adorjan; while she can’t con-
trol it, she perceives the world through it. Sidereals are The ground erupts beneath the Sidereal’s feet as she
encouraged to exercise great discretion in what infor- springs into action, driving her forward with the force of
mation they expose with this Charm. Adorjan may fall its destruction.
in love with Sidereals who summon her, though such
attachments are fleeting. The Sidereal rolls a (Strength + Athletics) feat of dem-
olition to destroy whatever surface she stands on or
Inner Flame Purification create a crater in large surfaces like the ground, gaining
Cost: —; Mins: Athletics 5, Essence 2 Hungry Touch’s benefits for free. Success propels her
Type: Permanent forward, letting her either dash up two range bands
Keywords: None horizontally in a straight line or leap two range bands
Duration: Permanent vertically up and one range band horizontally. This
Prerequisite Charms: Burn Life counts as her movement action.
The Sidereal cuts short the lifespan of a disease festering If this movement would bring the Sidereal within close
within her, healed by the same flame to which she’s fed range of an enemy, he rolls (Dexterity + Athletics) op-
her life. posing her feat. Success forces her to choose another
destination that isn’t within close range of him.
When the Sidereal uses Burn Life, she may reflexively
roll a feat of demolition against the morbidity of a Special activation rules: This Charm can be flurried
disease she suffers. Success heals mundane diseases with an attack against an enemy within close range at
completely or weakens supernatural diseases’ intensity the end of the Sidereal’s movement.
by one step. It also waives Burn Life’s health level cost
and toll on the Sidereal’s lifespan. On a failed roll, the Pull Down the Sky
Sidereal can’t use this Charm against the disease again. Cost: 10m, 1wp, 1ahl; Mins: Athletics 5, Essence 4
Type: Simple
Unexpected Delay Keywords: None
Cost: 5m, 1wp; Mins: Athletics 5, Essence 2 Duration: Instant
Type: Simple Prerequisite Charms: Chains of Adorjan
Keywords: Decisive-only
Duration: Instant Bloody cuts open across the Sidereal’s hands as she pulls
Prerequisite Charms: Hungry Touch at fate’s weave with terrible might, tearing forth a possi-
ble disaster to inflict against the world.
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The Sidereal makes a feat of demolition from afar against Duration: One day
a structure, terrain feature, or large object that she can Prerequisite Charms: Any 10 Athletics Charms
perceive within (Essence) miles, although she doesn’t
roll immediately. Manses and other magical structures With a prayer strip bearing the Scripture of the Maiden
can’t be targeted. The Sidereal adds (Essence) to her ef- and the Dust wrapped around her forehead or neck,
fective Strength to determine if she can attempt the feat smelling faintly of lilacs and decay, the Sidereal skips
of strength, plus an additional +1 for each dot of bonus past unnecessary seconds, reducing her actions to
Strength she has from Burn Life. instantaneousness.
If successful, the target isn’t destroyed immediately, but The Sidereal gains the following benefits:
its end is set in motion. Over the course of an hour, syn-
chronicities and coincidence build into a catastrophe that • She waives the cost of Inexorable Advance,
will befall the target. During this time, the Sidereal can’t Distance-Severing Stride, and Step-Silencing
move from her location, steadily pulling at the threads of Exercise.
fate. If she does move, this Charm ends prematurely, and
the calamity is averted. The same occurs if she ends this • She waives Shattered Stepping-Stone Advance’s
Charm before the calamity ensues or if she’s incapacitated. Willpower cost.
The first signs of the coming calamity are omens and • She can cross even the harshest terrain with in-
portents, which appear throughout this Charm’s range. credible speed. A journey that would normally
Interpreting them requires a difficulty 1 ([Intelligence take her a week traveling on foot can be complet-
or Perception] + Occult) roll to realize that some form of ed in a day, a day’s journey in a few hours, and an
supernatural calamity is coming. With 2+ extra successes, hour’s journey in 10 minutes. She’s never imped-
the calamity’s target is revealed. With 4+ extra successes, ed by terrain in determining how long a journey
the Sidereal’s current location is revealed as the magic’s will take, flickering from point to point as she
source, along with the approximate distance and direction. traverses the harshest of landscapes.
After an hour, if the Sidereal hasn’t been stopped, she • When she flurries, she can take three actions in-
rolls the feat of demolition, unleashing a catastrophe stead of two, as long as at least two of the flurried
against her target: an earthquake, a hurricane, a falling actions use physical Attributes. This is compatible
meteor. A successful roll reduces the target to ruins or with Abilities other than Athletics. The Sidereal
rubble, while even a failed roll causes enough damage ignores the Defense penalty for flurrying and can
to provide a meaningful advantage. If she can’t smash flurry Stealth rolls to establish concealment.
down a castle’s walls, she might still breach them and
• Freed from unnecessary motion, physical exer-
create a usable opening.
tion doesn’t tire her. She can complete a night’s
The Sidereal’s player chooses what form the catastro- sleep in a single hour and can run while asleep.
phe takes, but it should be proportionate to the damage
inflicted — she can’t create a volcanic eruption to wipe
out a peasant’s hovel. Any destruction caused by the
Awareness — The Crow
catastrophe is limited to the targeted structure. No Sidereal Awareness Charms hone a Sidereal’s senses
matter how badly a targeted structure is damaged, any and reveal new perspectives. These Charms foretell
nontrivial characters inside it should receive a roll to and reveal sorrows yet to come with the pessimism and
escape unharmed. The Storyteller decides how trivial resigned certainty of the Maiden and the Scythe. Under
characters are affected. the Crow’s auspices, a Sidereal faces those perils she
can’t avoid with acceptance, resolve, and morbid humor,
Reset: Once per story unless reset by accomplishing bold unto her last.
a legendary social goal (Exalted, p. 134) with a feat of
strength or by inflicting destruction on a large scale. Prior Warning
Cost: —; Mins: Awareness 1, Essence 1
Invisible Motion Type: Permanent
Cost: 15m, 1wp, 1ahl; Mins: Athletics 5, Essence 5 Keywords: Divination
Type: Simple Duration: Permanent
Keywords: None Prerequisite Charms: None
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“It’s gonna hurt bad, Alternatively, this Charm can be used to defend against
unexpected attacks, even ambushes (Exalted, p. 203),
and I ain’t coming back.” The Sidereal rolls (Perception + Awareness) opposing
“...I could avoid it, but I won’t.” her attacker’s Stealth successes. If her attacker used
magic to make an unexpected attack without estab-
“‘Cause one day, death’d come to me and say, lishing Stealth, the difficulty is that magic’s minimum
‘Baby, don’t you know?’” Essence. Against surprise attacks, success negates their
Defense penalty. Against ambushes, success lets her de-
“‘There’s always an ending.’” fend normally, her Defense is set to 1, plus one for every
two extra successes, up to a maximum of her normal
base Defense.
The Sidereal’s senses extend into her immediate future,
probing for anything that could cause her harm. Anticipated Betrayal
Cost: 5m; Mins: Awareness 3, Essence 1
The Sidereal can roll to detect an immediate threat in Type: Reflexive
advance of when she would be able to detect it normally. Keywords: Mute
This roll uses whatever dice pool and difficulty would be Duration: Instant
used to detect the threat; if that’s not clear, the Sidereal Prerequisite Charms: Expected Pain
rolls (Perception + Awareness) against difficulty 1-5.
Success doesn’t reveal the threat but gives the Sidereal The Sidereal is never caught unprepared, forearmed by
a feeling of unease that lets her know there is some form her prescient sense for danger.
of impending danger. This foreboding adds (Essence)
dice on her roll to actually detect the threat. The Sidereal readies a weapon or dons armor instantly.
This doesn’t entail any action on her part; instead, it’s
This Charm’s premonitions typically occur a few min- revealed that she anticipated this conflict and had the
utes in advance, but if this isn’t feasible, the Storyteller weapon or armor handy, perhaps hiding it under her
should ensure the warning comes in time to be poten- clothes.
tially useful to the Sidereal. She can’t sense dangers
that only threaten her in the long run, like a slow-acting Heavenly Sentinel Eye
poison or a courtier planning to frame her. Cost: 4m; Mins: Awareness 3, Essence 1
Type: Reflexive
Expected Pain Keywords: None
Cost: —(5m); Mins: Awareness 3, Essence 1 Duration: Instant
Type: Permanent Prerequisite Charms: Prior Warning
Keywords: Divination, Mute, Uniform
Duration: Permanent The Sidereal sees the shape of perils to come.
Prerequisite Charms: Prior Warning
The Sidereal rolls (Perception + Awareness) against
The Sidereal is burdened with an awareness of the bad a difficulty of 1-5, varying with both the subtlety or
things that will happen in her life, realizing what trag- deceptiveness of any threats present and the number
edies are about to befall her with only seconds to spare. of threats present, or against the highest difficulty to
notice a hidden enemy or danger present in the scene if
When the Sidereal’s about to suffer from an unexpected that’s higher. Success lets her player asks the Storyteller
danger or unpleasant occurrence — drinking poison, one of the following questions, plus an additional ques-
tion for every three extra successes:
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Reading Dead Eyes be perceived with the above magic while the Sidereal is
Cost: 5m, 1wp; Mins: Awareness 4, Essence 2 watching through it. It has no substance, not even a de-
Type: Simple materialized presence, rendering it impossible to harm
Keywords: Mute or destroy without specialized magic. Those who see it
Duration: Instant merely know the Sidereal is watching.
Prerequisite Charms: Feathered Cloak Trick
Illusion-Piercing Vigilance
The Sidereal picks at the frayed strands of fate that twine Cost: 3m; Mins: Awareness 5, Essence 2
about a corpse to find its final moments, seeing through Type: Reflexive
the eyes of one about to die. Keywords: None
Duration: Instant
Touching a corpse or the grave dirt over a newly buried Prerequisite Charms: Prior Warning
corpse, the Sidereal rolls (Perception + Awareness) at a
difficulty of the deceased’s Guile, potentially suffering Shedding the scales from her eyes, the Sidereal realizes
penalties if a great deal of time has passed since the when she’s been compromised.
corpse died. If successful, she witnesses the scene in
which he died. She views it from his perspective but The Sidereal rolls ([Perception or Wits] + Awareness)
may make Perception-based rolls to notice details he to detect a Derangement, Psyche effect, Shaping effect,
may have overlooked. She also learns if the deceased sorcerous curse, or possession she suffers from. If an
still lingers as a ghost and if his lower soul has become effect gives no difficulty for detecting it, use the Essence
a hungry ghost. of an effect’s creator or the Guile of a possessing spirit.
If successful, she gains −1 target number on rolls with
Dark-Winged Watcher any Ability to resist the identified effect and reduces any
Cost: 5m, 1wp; Mins: Awareness 5, Essence 2 Willpower cost to resist it by one. Completely overcom-
Type: Simple ing the effect counts as fulfilling an auspicious prospect
Keywords: None (p. XX).
Duration: (Essence + Perception) days
Prerequisite Charms: Feathered Cloak Trick, With an Awareness 5, Essence 3 repurchase, success lets
Supernal Awareness the Sidereal’s player ask the Storyteller if a character is
responsible for the effect. If she’s correct, she can end
Making the Lesser Sign of the Crow, the Sidereal calls the effect by killing that character. Spirits and the like
forth a feathered spy to keep watch over a charge. must be destroyed permanently.
The Sidereal creates a crow of violet stardust and sends Old Sorrows Reminiscence
it flying toward someone she can perceive, rolling Cost: 7m, 1wp; Mins: Awareness 5, Essence 3
(Perception + Awareness) against his Evasion. The Type: Simple
Sidereal’s target is alerted by the sound of flapping Keywords: Divination, Mute
wings, but the crow is otherwise imperceptible to Duration: Instant
mortal senses, inflicting the −2 surprise attack penalty Prerequisite Charms: Prior Warning, Reading Dead
on the target’s Evasion. Her target can use defensive Eyes
Charms against this as though it were a decisive attack.
Searching for ripples of pain within the fate’s weave,
If the Sidereal succeeds, the crow vanishes into her the Sidereal traces them back to the wound that caused
target, nesting between the strands of his fate. While them.
meditating, the Sidereal can observe the target, looking
down from a perspective that’s directly above him. She The Sidereal makes a (Perception + Awareness) roll to
can make Perception-based rolls with any Ability from bear witness to something that took place in the past at
this perspective and can use Charms and other magic her current location. She subtracts one success for each
normally to enhance such rolls. day that’s passed since the event.
Characters who can see the dematerialized or who If successful, the Sidereal gleans much of what hap-
are using magic like Tell-Tale Symphony (p. XX) can pened from fate’s weave: the number of people present,
perceive the crow in flight when the Sidereal uses this their movements, and their emotional states. She iden-
Charm, and don’t suffer the surprise attack penalty. tifies all characters present that she knows and gets a
The crow can’t be observed while dormant, but it can general description of them. This doesn’t reveal any
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visual or auditory details, like an unknown character’s • Once per day, she can gain one Willpower by spending
exact appearance, though this can be circumvented a scene interacting with her bane or in its presence,
with an appropriate stunt. accepting death as her constant companion. There
must be a chance of her being harmed by the bane
Certain conditions increase the time interval used in de- for it to qualify, even if it’s only from wielding a sword
termining the roll’s penalty. Each applicable condition carelessly or similar acts of minor recklessness.
increases it by one step: from days, to weeks, to months,
to seasons, to years. • She waives Expected Pain’s cost against perils
other than her bane.
• Someone was injured, betrayed, or otherwise
harmed in the event. If the Sidereal faces life-threatening peril from her bane
and survives, this Charm ends. The thrill of survival sets
• Someone was killed in the event. her current temporary Willpower to 10, which can raise
her above her permanent Willpower. She loses all Limit.
• An enemy of fate was present at the event, or the
event otherwise involved a disruption to destiny. Reset: Once per story. This Charm doesn’t need to be
reset if it’s ended by surviving the bane.
• The Sidereal has Essence 5+.
Conclusive Wisdom
Marked for the Gallows Cost: 15m, 1wp; Mins: Awareness 5, Essence 5
Cost: 10m, 1wp; Mins: Awareness 5, Essence 4 Type: Simple
Type: Simple Keywords: Divination, Psyche
Keywords: Divination, Dual Duration: Instant
Duration: One story Prerequisite Charms: Any 10 Awareness Charms
Prerequisite Charms: Expected Pain, Supernal
Awareness, Wise Choice The Sidereal brandishes a prayer strip bearing the
Scripture of the Maiden and the Scythe, which blossoms
Knowing the doom that awaits her, the Sidereal laughs with pungent violet flowers whose petals slowly wither,
at all other dangers. fall, and crumble into dust, a harbinger of death to come.
The Sidereal experiences a vision of her own end. The The Sidereal rolls (Perception + Awareness) against the
Storyteller should reveal what he thinks is the most Resolve of a character who can see her prayer strip. If
likely way for the Sidereal to die during this story based she beats his Resolve, he witnesses a vision of his des-
on her current conditions — her bane. If the Storyteller tined death. If his death isn’t planned for in destiny —
doesn’t have anything in mind, the Sidereal’s player almost always the case for the Exalted — he instead sees
chooses a bane. The bane should be comparable in what the Storyteller thinks is the most likely way for
scope to a specialty, like “swords,” “poison,” or “a loved him to die based on current conditions. The Storyteller
one.” It can’t be a specific person, object, or location. can briefly summarize or skip over Storyteller charac-
ters’ visions. A player character’s vision can play out as
The Sidereal’s grim foreknowledge grants the following a scene if the playgroup’s interested in doing so or can
benefits: simply be narrated by the character’s player.
• She adds (Perception) soak and Hardness The character rolls (current temporary Willpower); for
(Essence + Perception) against all sources of each failed die, he loses one Willpower and gains one
harm other than her bane. If she’s unarmored, Limit. If he loses any Willpower, he gains a Defining
both of these are increased by +2. Principle reflecting fear of death; otherwise, he gains a
Defining Principle reflecting a positive outlook on death.
• If she’s incapacitated by something other than
her bane, it’s never immediately fatal, allowing a The foretold death is not inevitable. If the affected
chance for medical intervention, rescues, or the character encounters circumstances similar to it and
like to save her. survives, his will to live is redoubled. His current tem-
porary Willpower is set to 10, which can raise him above
• She’s immune to threaten rolls and other influ-
his permanent Willpower, and he loses all Limit. If he
ence based on fear unless her bane is the reason
has Intimacies expressing fear of death, they become
for her fear.
Principles that oppose that fear, chosen by his player.
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The Haywain While she lived, no real harm could come to any-
one. Oh, wounds, diseases, even death, sure. But
Sidereal Bureaucracy Charms are their legendary prow- she stood between the world and anything worse.
ess and serene calm as magistrates, censors, and func- “Except,” she said. “I’m going to die.” And no one
tionaries of the Bureau of Destiny. It’s also their power listened.
to protect the world, fulfilling the Maiden’s Promise by
bringing an ending to that which stands in the way of “I’m going to die tomorrow,” she said. And no one
effective bureaucracy: corruption, discord, and if need heard.
be, lives. Under the Haywain’s auspices, these endings
cast down what is stagnant and broken, letting some- Into the silence, she said: “There’s always an end-
thing new take their place. Needless to say, such power ing, after all.”
is greatly feared within the Celestial Bureaucracy.
While Bureaucracy is most often rolled with Charisma,
Manipulation, and Intelligence, Sidereal Bureaucracy Icy Hand
Charms also benefit from high Strength. Cost: 1m, 1wp; Mins: Bureaucracy 3, Essence 1
Type: Simple
Terminal Sanction Keywords: Psyche
Cost: 5m; Mins: Bureaucracy 2, Essence 1 Duration: Indefinite
Type: Simple Prerequisite Charms: None
Keywords: None
Duration: Instant The Sidereal’s hand is wreathed with purifying cold,
Prerequisite Charms: None driving away bureaucratic corruption.
The Sidereal formally invokes her divine authority as she The Sidereal makes a special (Strength + Bureaucracy)
makes the Lesser Sign of the Haywain against a spirit, instill roll against a touched character (p. XX). Success
binding it into a form she can attack and kill. imposes a Defining Principle of “I must perform my of-
ficial duties diligently and refrain from all corruption.”
The Sidereal rolls (Charisma + Bureaucracy) against He can’t voluntarily erode that Principle while this
the Resolve of a spirit or other dematerialized character Charm remains active.
within medium range, adding (higher of Essence or 3)
bonus dice against enemies of fate (p. XX). If she suc- Harvest Ripe Wheat, Father Falling Hay
ceeds, that character materializes at no cost and can’t Cost: 4m; Mins: Bureaucracy 3, Essence 1
dematerialize for the rest of the scene. Type: Reflexive
Keywords: None
With Bureaucracy 3, if the Sidereal kills a spirit under Duration: Instant
this Charm’s effect, she determines the ending he meets. Prerequisite Charms: Icy Hand
She can destroy him permanently, seal him away within
a nearby object until it is destroyed, or bind him to her The Sidereal need only stroll through a shop floor or come
service, imposing a Defining Tie of loyalty that lasts a to a receptionist’s desk to take the measure of an office.
year and a day and can’t be weakened or changed.
When the Sidereal examines a business or bureaucratic
With a Bureaucracy 5, Essence 3 repurchase, the entity, she rolls (Perception + Bureaucracy) against the
Sidereal can pay a one-Willpower surcharge to apply Guile of that group’s leader. Success lets her player asks
this effect against all targets within medium range. the Storyteller one of the following questions, plus an
additional question for every three extra successes:
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• How corrupt is this organization’s group culture? allocation of resources, and other bureaucratic tasks
involved in fulfilling her request.
• What forms of corruption should I be on the look-
out for? However, something is always left undone — a small task
left incomplete, an overlooked problem, an unpaid con-
• Is this organization likely to notice if I perform tractor, etc. It’s only a small inconvenience compared to
some specific misdeed right now? the project’s significance, but one that may complicate
the Sidereal’s life down the line.
• Who here knows the most about this organization’s
official business? Slick Essence Replenishment
Cost: —; Mins: Bureaucracy 3, Essence 1
If the Storyteller doesn’t have an answer in mind for a Type: Permanent
question, the Sidereal’s player should provide one, as if Keywords: None
introducing a fact. Duration: Permanent
Prerequisite Charms: None
Reset: This Charm can only be used on a given organi-
zation once per story. The Sidereal maintains perfect tranquility even as she
juggles countless projects, rising above the frantic mass-
Corruption Elimination Agenda
es milling about her.
Cost: 1m, 1wp; Mins: Bureaucracy 5, Essence 1
Type: Simple When the Sidereal succeeds on a Bureaucracy, Integrity,
Keywords: None Investigation, or Lore roll, she gains motes equal to the
Duration: Indefinite 9s and 10s on the roll. When she successfully asserts her
Prerequisite Charms: Icy Hand Resolve against an inspire roll, an instill roll to create or
strengthen an emotion-based Tie, or any influence that
The Sidereal’s exhortations of diligence give even the tempts her with opportunities for pleasure or self-in-
most corrupt functionaries reason to reconsider their dulgence, she gains motes equal to the 1s and 2s on the
ways. influence roll. This can’t exceed the number of motes
spent enhancing the roll or value and doesn’t stack with
The Sidereal addresses an organization’s members,
similar effects that grant motes.
circulates a memorandum, or otherwise dissemi-
nates a message that corruption will not be tolerated. When the Sidereal upholds a Major or Defining
Organization members who receive this message may Intimacy through knowledge or exerting dominance
treat the agenda as a Defining Principle opposing cor- over another, she may gain five motes in place of the
ruption when it’s advantageous to them, though it can’t Willpower she’d normally receive (Exalted, p. 169).
be used against them. They aren’t forced to obey it, but
they lose this benefit if they engage in corruption. Underling Invisibility Practice
Cost: 3m; Mins: Bureaucracy 3, Essence 1
Record-Obtaining Inquiry
Type: Reflexive
Cost: 5m, 1wp; Mins: Bureaucracy 5, Essence 1 Keywords: Mute, Psyche
Type: Simple Duration: One scene
Keywords: None Prerequisite Charms: None
Duration: One task
Prerequisite Charms: Icy Hand Those who think themselves above the Sidereal are those
most vulnerable to her, so blinded by their hubris that
The Sidereal trades a clean ending for an expedient one, they don’t notice her until it’s too late.
hastening her pursuit of documents, a judgment, or di-
vine intervention at the cost of leaving some loose ends. The Sidereal is overlooked by characters who consider
themselves her social, political, or economic superi-
The Sidereal undertakes a project or bureaucratic task, or, or believe themselves more important than her,
reducing the interval of time necessary to complete it by based on their own position, their Intimacies, and the
one step: years to seasons, seasons to months, months Sidereal’s appearance. Such characters can’t notice her
to weeks, and weeks to days. Tasks that would take or anything that would directly indicate her presence,
less than a day are completed instantly. This doesn’t like an ally’s warning.
speed physical labor, only the planning, authorization,
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A character can enter a Decision Point to resist this Reset: Once per story unless reset by accomplishing a
influence by citing an Intimacy of compassion, humility, major character or story goal through bureaucratic or
or self-doubt and spending one Willpower to become business acumen or by abusing the privileges of one’s
immune for the scene. If a character has an Intimacy office. Reckoners can reset it by fulfilling an auspicious
related to his feelings of self-superiority, the Intimacy prospect.
he cites in the Decision Point must have equal or greater
intensity. Employment Termination Venom
Cost: —(+3m); Mins: Bureaucracy 3, Essence 2
This Charm ends if the Sidereal takes an overt action, Type: Permanent
including Joining Battle or blatantly displaying super- Keywords: Aggravated
natural power. Duration: Permanent
Prerequisite Charms: Icy Hand
Old Fellows Society Luncheon
Cost: 4m, 1wp; Mins: Bureaucracy 4, Essence 1 Corrupt officials sow the seeds of their own downfall; the
Type: Simple Sidereal hastens this appointed end.
Keywords: Mute
Duration: Indefinite The Sidereal can pay a three-mote surcharge when
Prerequisite Charms: Underling Invisibility Practice she uses Icy Hand to also convey a poison that only
affects the corrupt. It has Damage 1A/hour, Duration
The Sidereal shrouds herself amid corruption, hunting (Sidereal’s successes) hours, and a –3 penalty. It’s re-
iniquity in meetings, junkets, business lunches, and af- sisted with (Manipulation + Bureaucracy). Characters
ter-work drinks. who’ve never engaged in corruption in the position they
currently hold are immune to this. Targets must roll
After a few hours or days spent meeting with public against the poison before the Sidereal’s influence roll is
officials, merchants, businessmen, and other key players compared to their Resolve.
in government or the local business community, the
Sidereal secures a position within a government bureau Celestial Intervention Appeal
or a business concern. The Storyteller chooses the group, Cost: 20m, 2wp; Mins: Bureaucracy 4, Essence 2
but the Sidereal may specific a broad description, like “a Type: Simple
Guild merchant company” or “a government ministry.” Keywords: None
Her position has no real duties or responsibilities beyond Duration: Instant
occasionally showing up and looking busy. Alternatively, Prerequisite Charms: Terminal Sanction
she can empower such a position that she already holds.
Making the Superior Sign of the Haywain, the Sidereal
As long as the Sidereal maintains this position and submits a matter for the consideration of those most
spends significant time attending work-related func- severe of Heaven’s bureaucrats.
tions over downtimes, she gains the following benefits:
The Sidereal submits a plea to the celestial censor — a
• Group members and members of similar organi- lesser elemental dragon (p. XX) — with jurisdiction over
zations assume she’s just as corrupt as they are. her current surroundings. The censor becomes aware
This counts as a Minor Tie. of the Sidereal’s current circumstances and may choose
to appear at her location, potentially bringing along a
• She gains Backing 2 in that organization. retinue of celestial lions, thunderbirds, and huraka, if
they deem the situation calls for it.
• She waives Excellencies’ mote costs to reduce the
target number of Bureaucracy, Lore, and Socialize The use of this Charm is politically sensitive, as celestial
rolls involving her organization, similar groups, censors belong to the Bureau of Heaven rather than the
or the subject matter of their official business. Bureau of Fate. While a censor called to fight against a
major threat will likely aid the Sidereal if she’s on of-
• Underling Invisibility Presence applies to group ficial business, it can be seen as a concession that the
members and members of similar organizations Bureau of Fate can’t handle the situation, with poten-
even if they don’t consider themselves her supe- tial repercussions for the Sidereal and the Bureau as a
rior; such characters don’t need an Intimacy to whole. Censors who feel their goodwill is being abused
resist with Willpower. or their time is being wasted may bring low-level crimi-
nal charges against the Sidereal.
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Reset: Once per story, unless reset by achieving a leg- its ranks, poison vapors released in its headquarters, a
endary social goal (Exalted, p. 134) that benefits the campaign of sabotage, etc. — they gain −1 target number.
Bureau of Heaven or a specific celestial censor.
This Charm’s benefits extend to organization members
Crisis-Weathering Insurance who didn’t receive the Sidereal’s message, but for very
Cost: —(+4m); Mins: Bureaucracy 5, Essence 2 large organizations like the Celestial Bureaucracy or the
Type: Permanent Guild, it applies only to that subdivision of the group the
Keywords: None Sidereal spread her message through.
Duration: Permanent
Prerequisite Charms: Corruption Elimination Calamity-Stalling Patience
Agenda Cost: 5m, 1wp; Mins: Bureaucracy 5, Essence 2
Type: Simple
The Sidereal’s imprimatur holds all threats to an organi- Keywords: None
zation at bay, securing it against turmoil and sabotage. Duration: As long as the Sidereal opposes the crisis
Prerequisite Charms: Crisis-Weathering Insurance
The Sidereal may pay a four-mote surcharge when she
uses Corruption Elimination Agenda to protect the The Sidereal stands between Creation and all threats to
targeted organization from harm. Hostile effects that it, holding at bay the worst that could happen.
target the organization as a whole, like Indolent Official
Charm, suffer +1 target number. If the effect is normally To use this Charm, the Sidereal must be actively oppos-
unrolled, the character using it must make an appro- ing a crisis, disaster, or similar that has not yet reached
priate (Attribute + Ability) roll opposing the Sidereal’s its peak: fighting against an enemy army that has rein-
(Intelligence + Bureaucracy) roll. Additionally, when forcements on the way, getting people to shelter from an
organization members make rolls opposing a threat to approaching hurricane, trying to stabilize a manse that’s
the group as a whole — a disease spreading through about to explode, etc. While she continues to actively
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oppose the crisis, it can’t reach its peak: circumstance groups with more than 100 members, but she can limit
delays the enemy reinforcements, the hurricane’s ad- the infection to a smaller subdivision of an organization.
vance slows, the manse remains stable long enough to Before she can use this Charm, she must spend a day
give the Sidereal a chance to implement her plans. If the interacting with the organization’s leadership or a sub-
Sidereal chooses or is forced to stop her opposition, the stantial number of its members.
crisis resumes building to its peak, although it’s delayed
by however long she spent opposing it. Once the Sidereal has done so, she rolls (Strength +
Bureaucracy) to exhale a miasma of purple stardust.
This Charm can’t affect the Exalted or negate the effects The leader can oppose this with a (Manipulation +
of Charms and other magic. The Sidereal could prevent Bureaucracy) roll if his player is unwilling. However,
an enemy’s reinforcements from reaching them, but not he can’t roll to resist if the Sidereal has been officially
their outcaste general. authorized to audit or investigate the organization. If she
succeeds or is unopposed, the leader and every mortal
Reset: Once per story, unless reset by achieving a leg- member of the organization is automatically infected with
endary social goal (Exalted, p. 134). fallow fields affliction. Other members roll (Manipulation
+ Bureaucracy) opposing the Sidereal’s roll, in place of the
Paralyzed Committee Infliction disease’s virulence. New members who join the organiza-
Cost: 5m, 1wp; Mins: Bureaucracy 5, Essence 2 tion are likewise exposed to the disease.
Type: Simple
Keywords: Mute The disease doesn’t harm the diligent. As long as an
Duration: One task infected character performs his official duties scrupu-
Prerequisite Charms: Icy Hand lously and refrains from any corruption, the disease
manifests no symptoms, held in perpetual incubation.
The Sidereal halts the wheels of a bureaucracy, putting The disease is specific to the organization the Sidereal
its business on hold while she conducts her audit. used this Charm on: if an infected character neglects a
job he has in a different organization, the disease won’t
After a scene spent interacting with a project or bureau- manifest.
cratic task, the Sidereal rolls (Strength + Bureaucracy)
opposing the ([Charisma, Intelligence, or Manipulation] Committing even a single act of corruption causes the
+ Bureaucracy) roll of the task’s leader. If she succeeds, disease to manifest at Minor intensity, as does consis-
the interval of time necessary to complete the task is tently neglecting one’s duties or performing them inad-
increased by one step: from days to weeks, weeks to equately. Once the disease manifests, it has morbidity
months, months to seasons, or seasons to years. This (Sidereal’s Strength), and is resisted with (Manipulation
doesn’t slow physical labor, but bureaucratic functions + Bureaucracy). It an interval of one week and the fol-
like planning, securing authorization, and allocation of lowing symptoms:
resources.
Minor: The victim suffers a mild fever and cough, with
Reset: This Charm can only be used against a given occasional droplets of oil in his sputum. He suffers
group once per scene. a −1 penalty on Bureaucracy rolls that are contrary to
the organization’s interests. If he has a negative Tie to
Fallow Field Invites Flame the organization or a Principle that supports corrup-
Cost: 10m, 1wp; Mins: Bureaucracy 5, Essence 4 tion, deception, or indolence, the penalty increases to
Type: Simple –(Intimacy).
Keywords: None
Duration: Indefinite Major: The victim is wracked with coughs, spitting up
Prerequisite Charms: Corruption Elimination black oil and moldering hay. The disease’s penalty now
Agenda, Employment Termination Venom applies to any action he takes that threatens the orga-
nization’s wellbeing or prosperity as a whole. It doesn’t
The Sidereal breathes a chill miasma through the halls penalize actions in combat.
of power, winnowing away those whose indolence or
corruption weakens an organization. Defining: The victim’s cough becomes so severe he
struggles to breathe, and his fever reaches a dangerous
The Sidereal infects an organization with a disease peak. Once per day, when he engages in corruption or
called fallow fields affliction, a supernatural blight that neglects his duties, he suffers one die of lethal damage
harms only those unfit for their posts. She can’t affect from the fever, ignoring Hardness. If he has one of
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the Intimacies described above, he suffers (Intimacy) wander off. If a character’s Resolve is beaten, he can’t
damage dice instead. If this incapacitates a character take issue with the process by which the decision was
without Exalted Healing, he dies of the disease. reached, though he may disagree with the decision it-
self. He forgets the Sidereal’s use of this Charm, assum-
Death: The victim bursts into flame, crumbling into ing the conversation reached a natural ending while he
ash over the course of a few seconds. This conflagration wasn’t paying attention.
rarely causes more than superficial damage to anything
else that’s not on the victim’s person, leaving his sur- If ending the conversation threatens one of a charac-
roundings largely unscathed. ter’s Defining Intimacies, he may pay three Willpower
to resist; while other participants remain silent, he can
Medical treatment is useless against fallow fields afflic- continue to speak. This also renders him immune to the
tion unless enhanced by magic. As long as an infected additional effects described below.
character belongs to the organization, he can’t be cured
of the disease — at best, treatment can only keep it from If the Sidereal knows Icy Hand, ending a conversation
progressing beyond Minor intensity. This can be over- among an organization’s members about a corrupt
come by Charms and other magic that specifically aid agenda or activities lets her inflict that Charm’s effect
in treating disease, like Terminate Illness (p. XX). If a on group members whose Resolve is beaten by her roll.
character is cured, he doesn’t risk reinfection. This is permanent unless they resign their position
within that organization and refrain from any involve-
If a character quits the organization while his infection ment with it for the rest of the story.
is still latent, he’s cured. If he’s already infected, the dis-
ease remains, but loses its supernatural power, changing Alternatively, if the Sidereal ends a conversation about
to consumption (Exalted, pp. 234-235). This doesn’t a bureaucratic task she’s stymied with Paralyzed
render it contagious. The same occurs to all infected Committee Infliction with one of that task’s leaders,
characters when the Sidereal ends this Charm. she can bring that task to an end if her successes exceed
the leader’s Resolve. He’ll take all steps possible to
Reset: Once per story. abandon it as quickly as possible, though he may face
pushback from others within the organization. He can’t
End Debate subsequently initiate a similar task, though others in the
Cost: 15m, 1wp; Mins: Bureaucracy 5, Essence 5 organization are unaffected.
Type: Simple
Keywords: Mute, Psyche Reset: Once per story, unless reset by accomplishing
Duration: Instant a major character or story goal through bureaucratic
Prerequisite Charms: Any 10 Bureaucracy Charms reforms, investigations into corruption, etc.
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All hopes must end, but until they do, the Sidereal clings
fiercely to hers. Type: Permanent
Keywords: None
The Sidereal gains the following benefits: Duration: Permanent
Prerequisite Charms: None
• Her hopeful Intimacies increase their Resolve
bonus by one. The Sidereal serves the world’s needs above all else;
should fate demand it, she will turn her sword against
• Once per day, she can lower the Willpower cost to those closest to her heart.
resist an inspire roll to create despair by one.
The Sidereal gains +2 Resolve against influence that
• While acting in accordance with a hopeful would instill her with a positive Tie toward an enemy
Intimacy, she adds (Intimacy) to her Stamina to of fate or strengthen such a Tie. For two motes, she may
determine how long she can go without food, air, apply this bonus against any influence that leverages
and water. such a Tie. Acting against these Intimacies doesn’t cause
her to gain Limit or cause her to suffer any ill effects
• If a hope expressed by one of her Intimacies is from magic that punishes such violations.
decisively thwarted, it counts as fulfilling an aus-
picious prospect (p. XX). With Integrity 4, these benefits apply against mortals.
With Integrity 5, they apply against all characters but
Promise of Tomorrow other Sidereals.
Cost: 2m; Mins: Integrity 4, Essence 1
Type: Reflexive Dream-Sacrificing Maneuver
Keywords: None Cost: 5m; Mins: Integrity 4, Essence 1
Duration: Indefinite Type: Reflexive
Prerequisite Charms: Until Hope’s End Keywords: None
Duration: Instant
The Sidereal may have no hopes, but Creation’s hopes for Prerequisite Charms: Until Hope’s End
her sustain her.
The Sidereal makes the Lesser Sign of the Sword against
When the Sidereal discerns an auspicious prospect, she her own hopes and dreams, severing them from her
forms a Defining Principle representing her hope that heart.
she’ll fulfill it. This Intimacy can’t be weakened by any
means except the Sidereal’s own Integrity Charms. When the Sidereal is targeted by an influence roll that
exploits one of her Intimacies, she may sacrifice that
Upon fulfilling the auspicious prospect, the Sidereal Intimacy completely to prevent the influence from
loses this Principle and rolls (Intimacy) dice. For each leveraging it. Sacrificing an Intimacy used to justify an
success, she may gain one Willpower or lose one Limit. instill roll, persuade roll, or similar influence doesn’t
render that influence unacceptable.
Reset: Once per story, unless reset by fulfilling the cho-
sen prospect. For the rest of the story, the Sidereal can’t voluntarily
reform or strengthen that Intimacy. Rolls to instill it use
Necessary Betrayal Attitude
the rules for overturning influence (Exalted, p. 221). If
Cost: —(2m); Mins: Integrity 2, Essence 1 she sacrifices a hopeful Intimacy, the Willpower cost to
resist is reduced by (Intimacy – 1).
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Hoping for no more than the least she could expect, the “That I’ll never get out. I won’t let my dreams die!”
Sidereal is unmoved by enticing promises and idealistic “I’ll hang on to hope,” she said, “until Time itself
visions. ends. But—”
The Sidereal’s Resolve can’t be reduced below (higher “There’s always an ending,” said Time.
of Essence or 3), except by penalties from Intimacies. If
her base Resolve is lower than this, then it instead can’t
be reduced below that base value.
The Sidereal has sworn upon the Sword and the pitiless
If the Sidereal’s Resolve is penalized by an Intimacy of Maiden who wields it, vowing to die before forsaking her
hope, the Intimacy’s penalty is reduced by one. duty to Creation.
The Sidereal tangles words in a web of fate and despair, Using this Charm terminates the offending influence
souring their promise of a better future. and lets the Sidereal roll (Intimacy) dice, losing Limit
equal to her successes.
The Sidereal inflicts +1 target number on an influence
roll against her (it doesn’t apply for other targets). If her Reset: Once per story, unless reset by upholding a
Resolve is penalized by a hopeful Intimacy, she inflicts Defining Intimacy of that opposes the rejected in-
+2 target number instead. fluence or a Major or Defining Intimacy of loyalty or
duty. Reckoners can reset it by fulfilling an auspicious
Oath of the Sword prospect.
Cost: 1lhl+; Mins: Integrity 4, Essence 2
Type: Reflexive Gift of Forsaken Hope
Keywords: None Cost: 10m, 1wp; Mins: Integrity 5, Essence 3
Duration: Instant Type: Simple
Prerequisite Charms: Minimum Legal Defense Keywords: Psyche
Competence Duration: Indefinite
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Prerequisite Charms: Dream-Sacrificing Maneuver, The Sidereal can cite an auspicious prospect as though it
Until Hope’s End were a Major Intimacy in a Decision Point against influ-
ence that would impede her in fulfilling it. She reduces the
Making a slashing motion with one hand, the Sidereal Willpower cost to resist by one. If fulfilling the prospect
tears away a thread of her hopes and weaves it into a would uphold one of the Sidereal’s Defining Intimacies,
spirit’s Essence. the prospect counts as Defining for the Decision Point.
The Sidereal imparts one of her hopeful Intimacies to The Sidereal can alternatively cite one of the following:
a spirit, losing it herself and transferring the Intimacy
to the spirit at its full intensity. Against unwilling • Journeys: Harbingers can cite memories of plac-
spirits, this requires a special (Charisma + [Integrity es they’ve visited against influence opposing that
or Presence]) instill roll, which she adds a free full location, a group that resides there, its culture, or
Excellency on. This costs three Willpower to resist. its laws.
As long as the spirit has the Intimacy, both he and the • Serenity: Joybringer can cite relationships
Sidereal are subject to the following: they’ve created, protected, or improved against
influence opposing the best interests of a char-
• The Sidereal can’t voluntarily reform the acter in that relationship or the relationship’s
Intimacy, be instilled with it, or otherwise regain overall emotional tenor.
it by any means.
• Battles: Shieldbearers can cite memories of a
• The Sidereal can still use the Intimacy to “pay” battle, argument, or competition against influ-
for effects that require her to weaken or sacrifice ence that opposes her motivation for it or a lesson
an Intimacy to use them, like Dream-Sacrificing she learned from it.
Maneuver, drawing from the spirit.
• Secrets: Oracles can cite secrets entrusted to
• The spirit can’t voluntarily weaken the Intimacy them or one of their own secrets against influ-
unless he pays three Willpower per level. He ence opposing her reasons for keeping the secret
adds (Sidereal’s Essence, maximum 5) Resolve or the best interests of someone whose secret she
against influence that would weaken or alter the keeps.
Intimacy.
• Endings: Reckoners can cite people they’ve killed
• The spirit gains Cult (Intimacy), nourished by or narratively relevant things they’ve otherwise
the Sidereal’s hopes, or gains +1 Cult if his own ended against influence opposing her motivation
rating is already equal or higher. for doing so or the memory or legacy of what she
ended.
When this Charm ends, the Sidereal’s Intimacy returns
from the spirit to her at its original intensity, while the Reset: Once per story, unless reset by fulfilling an auspi-
spirit loses the Intimacy, if it still had it. This emotional cious prospect in a way that meaningfully advances the
transference isn’t instantaneous, taking until at least the story.
end of the scene to occur.
Loyalty-Sacrificing Sidestep
Reset: Once per story. Cost: 10m, 1wp; Mins: Integrity 5, Essence 3
Type: Reflexive
In Destiny’s Service Keywords: Mute
Cost: 5m; Mins: Integrity 5, Essence 3 Duration: Instant
Type: Reflexive Prerequisite Charms: Dream-Sacrificing Maneuver,
Keywords: None Oath of the Sword
Duration: Instant
Prerequisite Charms: Minimum Legal Defense Accepting betrayal as the price of her survival, the
Competence Sidereal deflects assaults upon her mind against those
closest to her.
Without dreams, without hope, the Sidereal becomes a
creature of absolute duty. When a Psyche effect overcomes the Sidereal’s Resolve
or opposed roll, she can defend against it by redirecting
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it against a character with a positive Major or Defining that influence, chosen by her player. She also gains a num-
Tie to her, no matter how far away he may be. She can’t ber of Major Intimacies chosen by the Storyteller equal to
redirect it against a character already targeted by it. the influence’s Willpower cost, chosen by the Storyteller,
Mortals don’t recognize the Sidereal’s agency in this, but reflecting changes in personality and eccentricities caused
supernatural characters do; they can sacrifice their Tie by the mental alterations necessary to negate the influence.
to the Sidereal to avoid the redirected effect. She must
then either contend against the effect herself or use this Any Intimacies that support the influence are lost.
Charm again to redirect it against a different character. Influence rolls to instill them again use the rules for
overturning influence (Exalted, p. 221) for the rest of
Reset: Once per story, unless reset by instilling an Exalt the story. The Sidereal can’t voluntarily strengthen
or other supernatural being with a positive Tie to the them until they’ve been instilled by influence.
Sidereal and raising it to Defining intensity.
Reset: Once per story, unless reset by upholding one of
Death-of-Self Meditation Intimacies imposed by this Charm.
Cost: 10m, 1wp; Mins: Integrity 5, Essence 4
Type: Reflexive Last Hope Salvation
Keywords: Mute, Psyche Cost: 10m, 1wp, 1ahl; Mins: Integrity 5, Essence 5
Duration: Instant Type: Simple
Prerequisite Charms: Loyalty-Sacrificing Sidestep Keywords: None
Duration: Instant
The Sidereal kills that part of herself that would betray Prerequisite Charms: Any 10 Integrity Charms
her duty, even if she must cut away all that she is.
Holding a prayer strip bearing the Scripture of the
The Sidereal can use this Charm after an influence roll Expectant Maiden against her throat like a blade, the
beats her Resolve, recreating her personality to perfectly Sidereal murders her most closely cherished dreams on
defend against it. She gains a Defining Intimacy opposed to the altar of necessity.
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Rising Butterfly Prayer If the Storyteller doesn’t have an answer in mind for a
Cost: 5m; Mins: Medicine 5, Essence 1 question, the Sidereal’s player should provide one, as if
Type: Simple introducing a fact.
Keywords: Mute
Duration: Instant Reset: Once per scene.
Prerequisite Charms: Peaceable Conclusion
Solemn Psychopomp Duty
Reciting a short homily, the Sidereal commends a de- Cost: —; Mins: Medicine 3, Essence 1
ceased’s soul to an auspicious reincarnation, burning silk Type: Permanent
memoranda addressed to Taru-Han, Lady of Souls, and Keywords: None
Wayang, head of the Division of Endings. Duration: Permanent
Prerequisite Charms: Obituary Composition
The Sidereal must use this Charm at a funereal ritual Technique
for the deceased or the site of his remains within three
days of his death. Doing so lodges a formal request that Though destiny may demand a life be cut short, the
his soul receive a relatively peaceful and pleasant life in Sidereal may grant the dead the solace of seeing their
his next reincarnation. This request requires the partic- final wishes fulfilled.
ipation of multiple Bureaus and destiny planning is only
so accurate, but Heaven will make meaningful efforts to When the Sidereal uses Obituary Composition
assure him a favorable reincarnation. Technique to discover a dead person’s unfinished
business, she may take it on in their stead, committing
Once per day, using this Charm for someone the Sidereal the Charm’s cost indefinitely. She gains the following
has a positive Tie toward awards her one Willpower. If benefits:
it was a Major or Defining Tie, she also loses one Limit.
• She gains all of the deceased’s Intimacies rele-
Obituary Composition Technique vant to his unfinished business. They can’t be
Cost: 4m; Mins: Medicine 3, Essence 1 weakened below Minor. Once per day, when she
Type: Reflexive upholds such an Intimacy at Major or Defining
Keywords: None intensity, she gains an additional Willpower.
Duration: Instant
Prerequisite Charms: Smooth Transition • She gains all of the deceased’s memories that
are relevant to his unfinished business. The
Having accepted death’s inevitably, the Sidereal attains Storyteller should reveal specific memories as
clarity and insight into it. they become important. The Sidereal may use
them as a Lore background to introduce facts.
Examining a corpse, the Sidereal rolls ([Intelligence
or Perception] + Medicine) at difficulty 1-5, based • When she makes a roll with any Ability that in-
on its age and any decomposition or mutilation it’s volves the unfinished business, she waives the
suffered. If a character has made a conceal evidence mote cost to lower its target number with an
roll to tamper with the corpse or a similar roll, the Excellency. This doesn’t apply to rolls made in
Sidereal must beat that roll as well. Alternatively, she combat.
can use this Charm when interacting with an undead
character, rolling against his Guile. Success lets • Whenever the Sidereal has an opportunity to
her player asks the Storyteller one of the following make progress on the unfinished business, the
questions, plus an additional question for every three Storyteller should tell her player this fact, though
extra successes: not what the opportunity actually is. Likewise,
when she encounters someone relevant to the
• What was the cause of death? unfinished business, she learns that, but not how
they’re relevant.
• How long has it been since he died?
This Charm ends when the Sidereal completes the un-
• What unfinished business did he have? finished business or it becomes impossible for her to do
so; she can’t end it prematurely. She loses all Intimacies
• Was his death in accordance with destiny? and memories conferred by it.
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The Sidereal hastens the end of a venom’s potency, ren- Dutiful Dead Conscription
dering it harmless. Cost: 3m, 1wp; Mins: Medicine 5, Essence 2
Type: Simple
The Sidereal rolls to treat poison instantly and without Keywords: None
needing any medicine or tools. Her successes are ap- Duration: Indefinite
plied directly to lowering its duration, without needing Prerequisite Charms: Peaceable Conclusion
to overcome its difficulty. Alternatively, the Sidereal can
cleanse a patient’s system of toxins or drugs. The Sidereal deputizes the dead into fate’s service,
offering them a chance to pass on into the next life in
This Charm can also be used to denature a poison or exchange for their assistance.
intoxicant with a touch (including touching its con-
tainer), neutralizing its effect. Against magical poisons The Sidereal requests that a ghost undertake a serious
or intoxicants, she rolls (Strength + Medicine) against a or life-changing task (Exalted, p. 216) in service to
difficulty set by the Storyteller. herself, destiny, or the Celestial Bureaucracy. If the
ghost accepts, the Sidereal’s Essence crystallizes into an
Terminate Illness amethyst butterfly broach, a badge of the authority with
Cost: 8m, 1wp; Mins: Medicine 3, Essence 1 which she invests him. He gains the following benefits:
Type: Simple
Keywords: None • He gains a Defining Principle toward completing
Duration: Instant that task, which can’t be weakened or altered by
Prerequisite Charms: None any means.
The Sidereal makes the Lesser Sign of the Corpse over • Once per scene, he may gain −1 target number on
one suffering illness, striking his name from the rolls of a roll that’s part of that task.
that disease’s god.
• He can use the Sidereal’s auspicious prospects
The Sidereal rolls to treat disease instantly and without anima power (p. XX).
needing tools. In addition to the roll’s usual effect, her
patient can roll (Stamina + Resistance) against that dis- • He gains the Materialize Charm (Exalted, p. 510)
ease’s morbidity immediately with −1 target number. A if he doesn’t already have it.
mundane disease is cured immediately if he succeeds.
Against supernatural diseases, success works as usual, • He’s not considered an enemy of fate or a crea-
reducing their intensity by one step. ture of darkness. He remains immune to arcane
fate.
Embracing the Mortal Coil
Cost: 4m; Mins: Medicine 4, Essence 2 • If he’s destroyed without the use of magic like
Type: Simple Ghost-Eating Technique, he reforms at the
Keywords: Mute Sidereal’s side within a day.
Duration: One scene
• Upon completing the task, the ghost passes onto
Prerequisite Charms: Any two of Deferred Wounds,
Lethe, enjoying Rising Butterfly Prayer’s benefits
Denature Venom, or Terminate Illness
if the Sidereal knows it.
Offering philosophical guidance or spiritual insight, the
If the Sidereal uses necromancy to summon and bind a
Sidereal helps patients accept the frailties of flesh, facing
ghost, she can use this Charm reflexively to confer its
such ailments with dignity and grace.
benefits upon him for the binding’s duration without
The Sidereal rolls (Charisma + Medicine) against a assigning a task.
living character to instill an Intimacy that supports
The Sidereal can also deputize Liminals and Abyssals,
accepting one’s mortality. (No roll is necessary if the
though the only benefit this confers is that they aren’t
target’s willing.) An affected character gains (Intimacy)
considered enemies of fate (or creatures of darkness,
soak, ignores the effects of disease, and ignores up
for Abyssals). This benefit becomes permanent if they
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fulfill the task, though they may still revert to the status the Storyteller should adjust it as appropriate. This
if their actions warrant it. also applies to characters she’s cursed with Descending
Endings Horoscope, Tears of the Blade, or a prophecy
With Essence 3, the Sidereal can pay two experience meant to kill them. Abyssals also count as undead for
points to change this Charm’s duration to Instant. If the her even when it’s disadvantageous.
deputized ghost is permanently destroyed or completes
his assignment, she’s refunded this experience cost. With a repurchase, this effect extends to all enemies of
fate.
Invocation of the Storm-Following Silence
Cost: 5m, 1wp; Mins: Medicine 5, Essence 2 Shadow of the Reaper
Type: Simple Cost: 5m, 1wp; Mins: Medicine 5, Essence 3
Keywords: Aggravated, Decisive-only Type: Simple
Duration: Instant Keywords: Psyche
Prerequisite Charms: Peaceable Conclusion Duration: Instant
Prerequisite Charms: Embracing the Mortal Coil,
The Sidereal makes the Lesser Sign of the Corpse, shining Peaceable Conclusion
with a violet radiance that brings stillness to the world.
Making the Superior Sign of the Corpse, the Sidereal
The Sidereal rolls (Charisma + Medicine). Against un- confronts the living with their own mortality.
dead enemies within medium range, this is a decisive
attack rolled against their Resolve. This has a base dam- The Sidereal makes a special (Charisma + Medicine)
age of (Charisma) dice of aggravated damage against persuade roll against a living character. Success places
each hit enemy; the Sidereal divides her Initiative even- him in a special Decision Point. If he cites a Major or
ly, rounded up among each damage roll. Zombies and Defining Intimacy that supports accepting his mortality,
other mindless undead are destroyed instantly, without he gains one Willpower and the Intimacy is reinforced
counting against the Sidereal’s Initiative, as are trivial for the rest of the story. Influence rolls to weaken it use
undead. the rules for overturning influence (Exalted, p. 221).
Undead spirits possessing others are also exorcised A character without an applicable Intimacy is haunted
from their hosts if the Sidereal’s successes exceed their by his mortality, gaining the Megrims Derangement
Resolve. They can’t attempt to possess that character (Exalted, p. 169) at Major intensity. He must make a
again for a month. If the damage incapacitates them, Willpower roll against it when he becomes aware of
they’re rendered permanently incapable of possessing a serious and imminent threat to his life. Failing a roll
those hosts. against it in combat also causes him to lose (Sidereal’s
Essence) Initiative. He can end his Megrims by uphold-
The Sidereal may offer a Peaceable Conclusion to living ing a Major or Defining Tie in a way that reflects his
characters within medium range for free. If any accept, acceptance of mortality.
she’s refunded this Charm’s Willpower cost.
Reset: This Charm can only be used against a character
Foretold Epitaph Epiphany once per story.
Cost: —; Mins: Medicine 5, Essence 3
Type: Permanent Dead Man’s Stand
Keywords: None Cost: 5m, 5i, 1wp; Mins: Medicine 5, Essence 4
Duration: Permanent Type: Reflexive
Prerequisite Charms: Invocation of the Storm- Keywords: Decisive-only, Mute, Perilous
Following Silence Duration: One scene
Prerequisite Charms: Dignity of the Dead,
Those destined to die are no different than corpses in the Embracing the Mortal Coil
Sidereal’s eyes.
The Sidereal proclaims her acceptance of her own mor-
Once the Sidereal or another character has used tality with the Greater Sign of the Corpse; if she is to die,
Auspicious Prospects for Endings to determine some- she will meet her end nobly.
one’s destined to die, he counts as undead for her magic
if that’s advantageous for her. If this doesn’t make sense Any non-aggravated decisive damage the Sidereal
for certain effects, like Soul-Reviving Eulogy (p. XX), suffers is held in abeyance rather than being applied to
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her health track. Likewise, any crippling effects used inconvenient task (Exalted, p. 216). She can take other
against her after this Charm is activated are suspended social approaches if she wishes, and may not even need
for this Charm’s duration. She still suffers physical inju- to make an influence roll, depending on the circum-
ry but doesn’t face any consequences from them while stances she finds the spirit in.
this Charm lasts. This Charm ends if she’s crashed.
If the spirit accepts the bargain, the Sidereal binds him
Once this Charm ends, the Sidereal suffers all suspend- to her soul. She gains the following benefits:
ed damage and crippling effects. If this kills her, her
corpse remains sufficiently intact for an open-casket • She gains his Cult rating.
funeral, no matter how grievous her injuries.
• She can temporarily access his Eclipse Charms
Earth-and-Sky Bargain for three motes each, which she must commit
Cost: 15m, 1wp (3m per Charm); Mins: Medicine 5, upon using this Charm. She can learn them per-
Essence 5 manently for eight experience points each.
Type: Simple
Keywords: None • She adds (his Essence) soak and gains Hardness
Duration: One story (his Essence + Willpower).
Prerequisite Charms: Any 10 Medicine Charms
• She gains half his total health track as temporary
Buried beneath a stone cairn by the Sidereal, a prayer health levels, rounding up for each type of level
strip bearing the Scripture of the Maiden and the Road (e.g., if the god has five −1 levels and three −2
erupts with ten spines of indigo light that rise skyward, levels, the Sidereal would gain three −1 levels and
revealing a spirit in such desperate peril that he might two −2 levels). These levels are the first of their
accept the Earth-and-Sky Bargain, type to be filled and vanish when damaged. The
Sidereal regains a single lost temporary level af-
The Sidereal rolls (Intelligence + Medicine) to intro- ter a full night’s sleep, starting with −4 levels and
duce the fact that there’s a god or elemental on the brink moving up.
of permanent destruction nearby. Such spirits might be
found in danger from monstrous horrors, supernatural • If the spirit is an air or wood elemental or a god
diseases, exotic poisons, sorceries that compromise associated with those elements, the Sidereal adds
immortality, or Exalted capable of permanently slaying his Essence to the number of motes she recovers
spirits. each hour.
The Sidereal can specify the general kind of spirit — “a The Sidereal can pay 15 motes and one Willpower to
fire elemental,” “a martial god,” etc. — but not an individ- transfer the bound spirit to a touched character, confer-
ual or a specific kind of spirit, like “a lion-dog.” She also ring the above benefits on him. She must still maintain
chooses the spirit’s desired Essence rating, maximum her mote commitment to this Charm. That character
6. The roll’s difficulty is the chosen spirit’s (Essence + can’t transfer the spirit to others, nor can he return it to
Willpower). the Sidereal.
On a success, the Sidereal will find the spirit in time to Once this Charm ends, the bound spirit reforms. Its
offer her bargain. If she fails, a spirit of the Storyteller’s nature often changes to reflect the personality and
choice still appears, similar in nature to what the passions of its host, and spirits weaker than their host
Sidereal’s player had specified but with a lower Essence may become more powerful. If the Sidereal maintains
commensurate to her roll’s successes. Alternatively, this Charm for its full duration, the spirit is unlikely to
failure might reveal a spirit with the same Essence rat- feel any obligation to her, but if she cuts it short so the
ing but a very different nature, as long as this doesn’t un- spirit may be reborn earlier, it may be willing to perform
dercut the reason the Sidereal’s player used this Charm. a serious or even a life-defining task for her without
requiring a roll.
If the Sidereal tries to convince the spirit to accept
her offer with a persuade roll, then doing so is only an Reset: Once per story.
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Something in Cymelos’ tone or Adhim’s sudden halt gave the other gala attendees the signal to move out of
the way — far enough that they’d be out of the fray, but not so far they’d miss a single exciting moment.
What point was there in continuing the pretense? “We need to speak with you,” said Adhim. “Alone would be
best.”
“No.” Cymelos flung his hand wide, encompassing the other guests. “Whatever you have to say to me, I think
they should hear.”
“Too bad you don’t get to decide the terms,” said Silent Moth. Though Adhim had urged caution and patience
before they left for the gala, she’d argued that too much of those things got people killed where she grew
up. Whatever Moth saw in Cymelos, she found it too dangerous to let him keep talking. She swept her
grimcleaver in a graceful arc as she advanced, closing the distance between them with Mercury’s swiftness.
Koraia took a step and disappeared from Adhim’s side, reappearing several strides beyond him as she
drew a dagger from her gown’s fluttering folds. Easy-Come Dozan followed her, their hand outstretched and
waiting. They’d hefted and contemplated any number of objects since they’d arrived: utensils and goblets,
a carving knife — the prince had even let them test the weight of his ceremonial dagger when Dozan
complimented it. At the time, their patter about Randan’s Smiths’ Lodge had frustrated Adhim. Now, Dozan
winked at him as the prince’s dagger appeared in their palm. A length of razor-sharp silver chain clanked in
Nayalu’s grasp, where a moment before she’d held nothing. Adhim waited, his hands folded on his walking
stick’s handle.
The air shimmered as Koraia and Moth moved in. It was hardly more than a few long strides, but the tiled
marble floor stretched to an impossible distance.
Then Cymelos stepped closer and space was as it should be again. But he was different. He’d been as well-
dressed as anyone else, but suddenly a pale, pink-tinged aura surrounded him. His clothing became richer.
Jewels dripped from his fingers, and atop his head rested a delicate golden crown. The illusion lasted only a
moment, but it was enough.
“He’s our anomaly,” said Adhim. “A Getimian.” He’d heard of them — some kind of new Exalts who were
behind the attacks on Heaven — but he’d only half-believed in them before now.
“Tell me,” said Cymelos, addressing the audience. “Is this what a good and just society looks like to you? I
advocate for change, and here come Heaven’s dupes to keep me quiet.”
The crowd booed. Adhim waved to his companions, signaling for them to stand down. If Cymelos wanted
a debate, he could have one. “Can a just society be built on a lie?” he asked, raising his voice to match
Cymelos’. “If your leaders would lie to you to gain power, they’ll lie to you so they can keep it.”
“Power belongs in the peoples’ hands,” said Cymelos. “Not the gods.” He gestured at Adhim and the others.
“Or their lackeys.”
Adhim let the insult slide. None of the guests would remember the Circle later. But they would remember
Cymelos. “Isn’t it better to know the whole truth from the start, and make decisions with trust and goodwill
already in place? This man speaks of the wonders of Ond, but I tell you, its people are still oppressed. Their
despots rule as they have for hundreds of years. He’s freed no one. He won’t free you.”
Cymelos dipped his head in acknowledgement. “The tide turns. I’d rather no one here came to harm, and I
suspect you’d prefer the same, Adhim Kassar.” He smiled when Adhim nodded, but it was tinged with regret.
“I’m sure our paths will cross again.”
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Chapter Seven
Martial Arts
and Sorcery
Many Sidereals are renowned martial artists and sor-
cerers, turning to these subtle arts to accomplish what
their strange star-magics cannot.
METEOR HAMMER/ROPE DART
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The vizier affects the unassuming air of the neophyte Reset: Once per scene.
and the hanger on, presenting herself as something less
than she is. Master’s Useful Fingers
Cost: 10m, 1wp; Mins: Martial Arts 4, Essence 1
The stylist gains +2 Guile against an effect that would Type: Simple
reveal her hostile intentions or pierce a disguise that Keywords: Mastery, Mute, Terrestrial
makes her seem less dangerous than she is. If the styl- Duration: Instant
ist rolls Join Battle in the same scene and uses her first Prerequisite Charms: Lotus Eye Tactics
turn to attack that enemy, it becomes a surprise attack,
inflicting −2 Defense. Disdaining such crude implements as blades, fists, and
appropriated barstools, the vizier turns others into her
Alternatively, the stylist can use this Charm when she weapons.
makes a distract gambit, concealing the hostile intent
behind her actions. She adds (base Guile/2, rounded The stylist can train another character over a scene of
up) dice on the Initiative roll. Enemies must succeed conversation, sparring, or combat, letting him go into
on a (Perception + Awareness) roll at a difficulty of experience debt (p. XX) to purchase either the Martial
(stylist’s Essence + Manipulation) to realize she made Artist Merit, a single dot in a Martial Arts Ability, or
an attack. a Martial Arts specialty. He can’t purchase dots in
Martial Arts the stylist doesn’t know and can’t raise his
Mastery: When the stylist makes a surprise attack rating above the stylist’s.
with this Charm, she adds (base Guile) dice of post-
soak withering damage or one automatic success on If the character chooses to go into experience debt, he
a decisive damage roll. When she uses this Charm becomes one of the stylist’s shadow fingers, students
to enhance a distract gambit, she adds her full (base and disciples who benefit from other Throne Shadow
Guile) in dice on the Initiative roll. Charms. The stylist can have up to (Essence ×2) shad-
ow fingers at a time; claiming more requires revoking
Lotus Eye Tactics an existing shadow finger’s status.
Cost: 4m; Mins: Martial Arts 3, Essence 1
Type: Reflexive Mastery: The stylist can train her student in up to
Keywords: None (higher of Essence or 3) dots in Martial Arts Abilities
Duration: Instant and/or specialties with a single use of this Charm.
Prerequisite Charms: Lion Mouse Stratagem With Martial Arts 5, Essence 3, she can instead teach
him any Martial Arts Charm she knows whose prereq-
The vizier’s learned eye discerns peers and worthy foes uisites he meets. Sidereals may teach Sidereal Martial
from the masses. Arts Charms this way.
The stylist makes a special (Perception + Martial Arts) Terrestrial: The stylist’s tutelage requires training
read intentions roll. Success lets her player ask the time rather than occurring in a single scene, though
Storyteller one of the following questions about her the amount of time necessary is divided by the stylist’s
target plus an additional question for every three extra (Charisma, Intelligence, or Manipulation) — whichev-
successes. er best fits her teaching style.
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Centering herself in mind, body, and Essence, the vizier As the vizier’s subtle ways force an opening in her ene-
strikes through magic that would cloud her vision or my’s guard, her shadow fingers strike like her closed fist.
twist her mind to punish those responsible.
When the stylist succeeds on a distract gambit, dis-
The stylist clashes a Psyche effect with a decisive at- engage, read intentions, or influence roll against a
tack, rolling Join Battle to determine her Initiative if nontrivial enemy or successfully asserts her Guile or
she uses this Charm outside of combat. If the Psyche Resolve against one, she may use this Charm to have a
effect is normally unrolled, the character using it shadow finger reflexively make a withering or deci-
makes an appropriate (Attribute + Ability) roll. sive attack against that enemy.
Winning this clash negates that Psyche effect; if the Terrestrial: This counts as the stylist’s attack for the
character using it is within range of the stylist’s attacks, round.
she rolls decisive damage against him normally. She
can also do so if he’s within range of a shadow finger’s Finger-Stealing Handshake
weapon, making her attack through her disciple. Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 3
Type: Simple
Mastery: The stylist may pay a five-mote surcharge Keywords: Mute, Terrestrial
to clash a Psyche effect against a shadow finger within Duration: Instant
long range. Prerequisite Charms: Showing the Secret Hand
Special activation rules: The stylist can reflexively The vizier can’t always be assured of her trusted disci-
use Lion Mouse Stratagem to conceal this attack. ples’ presence, but with deft improvisation and well-cho-
sen words, she makes do.
Shadow Lost in the Court
Cost: 1m, 1wp; Mins: Martial Arts 4, Essence 2 The stylist makes a ([Charisma or Manipulation] +
Type: Reflexive Socialize) persuade roll against all bystanders and
Keywords: Perilous, Terrestrial enemies, ignoring multiple target penalties, to sway
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them to her side. This is typically a life-changing task Pneuma-Sealing Strike (5m; Reflexive; Withering-
(Exalted, p. 216), but it may be only a serious task if the only): After a withering damage roll, the shadow
stylist and her allies seem likely to win the fight, or at finger can forgo up to (his Essence + stylist’s Essence)
least survive. Initiative awarded by it. Each point of Initiative for-
gone reduces the number of motes regained by the
Enemies with negative Ties to their leader or cause damaged enemy at the end of the round by one. If this
treat them as one step stronger for this influence. exceeds the amount he’d recover, the excess is applied
Trivial enemies and members of routed battle groups to the next round’s recovery.
can be persuaded without needing a supporting
Intimacy. Enemies who resist this influence with Welcoming the Uninvited Guest (3m; Supplemental;
Willpower lose (stylist’s Essence + extra successes) Uniform): The shadow finger can attack an enemy he’s
Initiative, which she doesn’t gain. unaware of as long as the stylist is aware of him and has
beaten his Stealth, if applicable.
Persuaded characters gain a Minor Tie of respect to the
stylist and count as shadow fingers for the scene. Once Mastery: The stylist’s shadow fingers can pay the cost
the scene ends, if she’s able to take on more shadow of these techniques instead of her.
fingers, she may choose to retain any of them who’re
willing to continue on with her. Terrestrial: This Charm’s minimum Essence increas-
es to 4. Each of its techniques can only be used once
Terrestrial: Enemies who resist with Willpower lose per scene, unless reset when a shadow finger lands
only (stylist’s Essence) Initiative. a decisive attack that resets his Initiative and builds
back to Initiative 15+. This resets all used techniques.
Reset: Once per scene.
World-as-Weapon Mastery
Violet Bier of Sorrows Style
Cost: —(Varies); Mins: Martial Arts 5, Essence 3 Violet Bier of Sorrows is an ancient style, old as the
Type: Permanent First Age if not older. Some stories attribute its cre-
Keywords: Mastery, Mute, Terrestrial ation to a Sidereal inspired by the Maiden of Endings’
Duration: Instant power and conviction; others say it arose from a pre-
Prerequisite Charms: Clear Eyes Defense, Finger- historic cult of Saturn, or one of the many legendary
Stealing Handshake, Shadow Lost in the Court martial artists of the First Age, or Saturn herself. It
emphasizes speed, exploiting enemies’ injuries, and
The vizier need not act to seize victory; the lessons she’s
powerful killing blows. Its students often cultivate
imparted to her shadow fingers have already ensured her
detachment from emotion and compassion in battle,
triumph.
able to act infinitesimally faster than enemies because
The stylist can enhance the attacks of shadow fin- they do not feel the emotional experience of violence
gers present in the same scene with the following in the moment.
techniques:
The Division of Endings has maintained the style’s lin-
Deadliest of All Weapons (1m, 1wp; Supplemental; eage unbroken for millennia, but other schools can be
Decisive-only): If a shadow finger’s decisive attack found. In the Spindrift Archipelago, the Cult of Saturn
hits and his attack roll also beats his target’s Resolve, Pharmacopeia practices a knife-focused variant of
the stylist asks that enemy one question, which he the style, often aiding and training peasant uprisings.
must answer truthfully (in character). If he enters a Sijan’s Reverent Lodge of the Broken Sepulcher, a se-
Decision Point and cites a Defining Intimacy, he may cret society and trade guild of morticians, studies the
pay one Willpower to give an answer that’s vague, style as a philosophical and mystical discipline. The
misleading, or only half-true. Incapacitated enemies dueling academies of seven-bridged Padhia teach a
answer before succumbing to their wounds and can’t bastardized offshoot, the so-called Silent Executioner
resist with Willpower. style.
Flow-Breaking Strike (1m, 1wp; Supplemental; Violet Bier of Sorrows Weapons: This style’s un-
Decisive-only): Each 9 and 10 on a decisive attack armed attacks are primarily open-palmed blows,
also causes the enemy to lose one Initiative, which the knife-hand strikes, and graceful kicks, all executed
shadow finger doesn’t gain. with flowing ease. It’s also compatible with chopping
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swords, great swords, short swords, slashing swords, damage equal to the increase, ignoring Hardness.
straight swords, knives, staffs, and seven-section staffs. These are still subject to the limits above.
Unarmed attacks enhanced with this style’s Charms
can be stunted to deal lethal damage. Flight of Mercury
Cost: 1m, 2i; Mins: Martial Arts 3, Essence 1
Armor: This style is incompatible with armor. Type: Supplemental
Keywords: Dual, Perilous
Secrets of Future Strife Duration: Instant
Cost: 5m; Mins: Martial Arts 3, Essence 1 Prerequisite Charms: Secrets of Future Strife
Type: Reflexive
Keywords: Mastery The stylist moves with the swift precision of one who
Duration: Instant knows the inevitability of her journey’s end.
Prerequisite Charms: None
The onslaught penalty inflicted by the stylist’s attack
The martial artist has resigned herself to never knowing applies to her target’s Defense against that attack roll.
when she might meet her death. Her unhesitating action If she deals 5+ withering damage or any decisive
chills the blood of those who still cling to survival. damage, she treats her target’s onslaught penalty as a
wound penalty for this style’s Charms, stacking with
The stylist adds (higher of Essence or 3) to her effec- any existing wound penalties. This lasts until his on-
tive Initiative to determine when she takes her turn. If slaught refreshes.
she takes her turn before any enemy does, all enemies
increase their wound penalty by one for that round. Joy-in-Adversity Stance
Cost: 2i; Mins: Martial Arts 3, Essence 1
Mastery: If an enemy already suffers a wound penalty, Type: Reflexive
the stylist automatically takes her turn before him, Keywords: Perilous, Terrestrial, Uniform
doing so one tick before him unless she’d normally act Duration: Instant
before then. Prerequisite Charms: Secrets of Future Strife
Blade of the Battle Maiden Savoring each breath as though it were her last, the
Cost: 3m; Mins: Martial Arts 3, Essence 1 martial artist finds joy in each moment that postpones
Type: Supplemental her end.
Keywords: Dual, Mastery
Duration: Instant The stylist gains +1 Defense. Successfully defending
Prerequisite Charms: Secrets of Future Strife awards motes equal to the attack roll’s 1s. The stylist
can’t gain more than (higher of Essence or 3) motes per
The martial artist brings the battle to a close with grim round with this Charm.
solemnity, dispatching foes to their appointed ends.
Terrestrial: These motes are lost if not spent by the
The stylist’s attack adds (1 + enemy’s wound penalty) end of the stylist’s next turn.
dice of post-soak withering or decisive damage. The
damage bonus can’t exceed the stylist’s (Strength). Violet Bier of Sorrows Form
Cost: 8m; Mins: Martial Arts 4, Essence 1
Mastery: If a decisive damage roll increases its target’s Type: Simple
wound penalty, he suffers additional dice of decisive Keywords: Form
Duration: One scene
Prerequisite Charms: Blade of the Battle Maiden,
NEGATING PENALTIES Flight of Mercury, Joy-in-Adversity Stance
AND CALCULATIONS
Having mastered those things that precede the end, the
Charms like Absent Self (p. XX) can negate certain martial artist fights with the same cold detachment with
penalties to a character’s Defense against an at- which Saturn makes her sign.
tack. However, they won’t help against effects like
Blade of the Battle Maiden, which still use the full The stylist gains the following benefits:
value of the penalty.
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• When she uses Secrets of Future Strife, her The martial artist strikes everywhere at once, leaving
enemies’ wound penalties apply to their effec- her victim nowhere to flee.
tive Initiative to determine when they act that
round. To use this Charm, the stylist must have Initiative 12+
and be within range to attack an enemy who has at
• When she uses Blade of the Battle Maiden, she least a −2 wound penalty. She gains Initiative equal to
also adds the same number of dice on the attack his wound penalty, maximum (lower of her Essence or
roll. 5). She then makes a decisive attack against him for
each point of Initiative gained. If he has at least a −4
• When she uses Flight of Mercury, she may re- wound penalty, the attacks are undodgeable.
flexively advance one range band toward her
target if he’s crashed or has a wound penalty Successful attacks don’t reset the stylist’s Initiative.
of −2 or worse. This doesn’t count as her move Instead, after each attack, she loses Initiative equal to
action. its damage roll’s successes, to a minimum of her base
Initiative. Once all attacks have been completed, her
• Joy-in-Adversity Stance’s Initiative cost is re- Initiative resets as long as any of them hit.
duced by one.
Terrestrial: The stylist can’t gain more than (lower of
Special activation rules: When the stylist deals enough Essence or 3) Initiative or make more than that many
decisive damage to increase a nontrivial enemy’s wound attacks.
penalty, she may reflexively enter this Form.
Reset: Once per scene.
Life-Severing Blow
Cost: 1m, 1wp; Mins: Martial Arts 4, Essence 2 Death-Parrying Stroke
Type: Reflexive Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 3
Keywords: Decisive-only, Terrestrial Type: Reflexive
Duration: Instant Keywords: Counterattack, Decisive-only, Terrestrial
Prerequisite Charms: Violet Bier of Sorrows Form Duration: Instant
Prerequisite Charms: Life-Severing Blow
Focusing the entirety of her existence on ending her foe’s
life, the martial artist cuts his corpse free from his soul. Such is the martial artist’s speed that she is not seen to
move as she strikes aside fatal blows.
After a decisive attack roll, the stylist can use this
Charm to add up to (Essence) extra successes from the After an attack beats the stylist’s Defense, but before
attack roll as dice of damage. For each of the following the damage roll, she can use this Charm to make a deci-
conditions she satisfies, she may add an additional sive counterattack. If she deals damage, her attacker’s
extra success from the attack roll: damage roll suffers a penalty of (her attack roll extra
successes + attacker’s wound penalty). If she incapac-
• Her enemy suffers at least a −1 wound penalty. itates him, she gains one Willpower and is treated as if
she’d successfully blocked the attack.
• Her enemy’s Initiative is lower than hers.
Terrestrial: The damage roll penalty can’t exceed −5.
• Her enemy is crashed. This counts as the stylist’s attack for the round, or for
the next round if she’s already attacked.
• She’s in Violet Bier of Sorrows Form.
Reset: Once per scene unless reset by crashing an ene-
Terrestrial: This Charm must be declared before the my who’s suffering wound penalties.
attack roll.
Conclusion-Pursuing Approach
Metal Storm
Cost: —(+5m, 1wp); Mins: Martial Arts 5, Essence 3
Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 2 Type: Permanent
Type: Simple Keywords: Dual
Keywords: Decisive-only, Terrestrial Duration: Permanent
Duration: Instant Prerequisite Charms: Death-Parrying Stroke, Metal
Prerequisite Charms: Life-Severing Blow Storm
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The martial artist is as death herself, her blade offering a Martial Arts style or a total of 10 Charms among any
final release to those whose time has come. number of styles. Sidereal Martial Arts Charm costs 10
experience for characters for whom Martial Arts is a
The stylist may pay a five-mote, one-Willpower sur- Caste or Favored Ability and 12 experience for others.
charge when she uses Violet Bier of Sorrows Form to Solars with Supernal Martial Arts and other Exalted
gain the following additional benefits: with similar advantages don’t apply them to Sidereal
Martial Arts.
• Her withering attacks add (Strength)
Overwhelming. Only Sidereals are capable of learning Sidereal Martial
Arts without a mentor and creating new styles. Other
• When she crashes an enemy, his wound penalty characters must seek out a Sidereal’s tutelage. However,
is doubled until he leaves crash. This doesn’t Sidereal Essence is intrinsically instructive, making it
stack with other effects that multiply wound possible for such characters to learn Sidereal Martial
penalties. Arts through repeated battles against a Sidereal stylist.
• When she lands a decisive attack that resets her
Initiative, she adds her enemy’s wound penalty New Keyword: Enlightenment
to her base Initiative, maximum (stylist’s Wits).
If this incapacitates him, he counts as having a Attaining the apex of Sidereal Martial Arts’ power
−5 penalty. demands an understanding of subtle cosmic principles
and a harmony with the nature of reality beyond many
• Incapacitating a nontrivial enemy awards her students. Sidereals always gain the benefits of a Sidereal
one Willpower. Martial Arts’ Enlightenment effects. Getimians ac-
cess Enlightenment effects based on whether their
Essence’s current nature is Flowing or Still. Other
Sidereal Martial Arts Exalted can’t ordinarily access Enlightenment effects.
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range at the start of her next turn. Otherwise, it con- a poison with Duration (stylist’s Essence + levels of
tinues to build, filling the air with strands of cobweb damage inflicted) rounds and a −3 penalty. Instead of
that eventually grow into an opaque forest of webbing taking damage, at each interval, he rolls (Sidereal’s
surrounding the stylist, thick as stone. Essence, maximum 5) dice and loses motes equal to
his successes. If he doesn’t have enough motes, excess
Enlightenment: Once per session, the stylist may successes instead inflict that many levels of aggravated
pay three levels of anima when she uses this Charm damage.
to have her web initially form out to long range. It
can grow out to a maximum of two bands of extreme If this poison incapacitates a character, he falls co-
range. Spiders of anima scuttle through the web; their matose. The stylist may touch him to devour his soul,
radiance extends the web’s difficult terrain penalty to killing him instantly and permanently and granting her
enemies’ Stealth rolls. (his Essence ×10) motes. Human souls devoured this
way don’t pass on to Lethe.
Maw of Dripping Venom
Cost: 5m, 1wp; Mins: Martial Arts 3, Essence 3 Enlightenment: When the martial artist devours a
Type: Simple victim’s soul, she may absorb his memories. She can’t
Keywords: Decisive-only, Enlightenment eidetically recall every moment of his life, remember-
Duration: Instant ing only to the extent that he did. This only conveys
Prerequisite Charms: Rain of Unseen Threads memories of events, not skills, though she may rely on
his memories as a mentor for mundane traits (Exalted,
The martial artist strikes her foe like a thousand venom- p. 178). However, in doing so, she gains one of the tar-
ous fangs, tainting her victim’s Essence and dissolving get’s Intimacies, chosen by the Storyteller, at the same
his soul from the inside out. intensity he had it at. She can’t willingly erode this
Intimacy for the rest of the story.
To use this Charm, the stylist must have Initiative 15+.
She makes a decisive attack. A damaged enemy suffers
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The martial artist scurries along the strands of fate like a over and over, until she reached the top
pattern spider, moving with disturbingly inhuman grace.
and became a mother.
The stylist can stand on thin air, finding footholds in To one child, she said “I have many things to show
the weave of fate, and can move vertically by running you.”
upward. Successful movement rolls she makes also
count as threaten rolls against all enemies and by- And to another, she said “You may rest within my
standers — the way she moves is wrong, not at all how home and eat, no need to fly.”
human limbs should move. Affected enemies flee the
stylist or otherwise seek safety. And to a third, she said “How beautiful you are.”
• She’s immune to grapple gambits, effects that The martial artist shifts languidly through interwoven
would knock her prone or forcibly move her, or stances meant for eight legs, acting with grace and preci-
effects that specifically affect her lower body. sion beyond humanity.
This defense can be overwhelmed — after negat-
ing two such effects, the stylist becomes vulner- The stylist rolls Join Battle twice, using each roll to
able to the third, after which this defense resets. establish a new Initiative track. She still only takes one
turn each round, but at any point where the martial
• Once per round, she can either reflexively glide artist’s Initiative is relevant — determining her turn
one range band toward an enemy before attack- order, paying an Initiative cost, determining a decisive
ing him or reflexively move one range band in attack’s damage, resetting to base — she chooses which
any direction after an attack against her. This of her three Initiative tracks she wants to use in that
doesn’t count as her movement action for the instant. If she resets to base Initiative after a successful
round. decisive attack or the like, she must reset the Initiative
track used for that effect.
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The only exception is that when she resets to base losing Initiative if she misses; the other tracks she used
Initiative, if one of her Initiative tracks is at or below are expended as if crashed.
base Initiative, she can’t choose to reset that one unless
all of them are that low. Jumping Spider Strike
Cost: 15m, 1wp; Mins: Martial Arts 4, Essence 4
If one of the martial artist’s Initiative tracks is crashed, Type: Simple
it’s permanently lost unless it’s her last remaining track. Keywords: Decisive-only, Enlightenment
If this Charm ends, the stylist chooses which Initiative Duration: Instant
track she keeps. Her player should note the other two, Prerequisite Charms: Charcoal March of Spiders
which she reuses instead of rolling if she reenters this Form
Form that scene. Tracks lost to crash don’t return for
the rest of the scene, even if this Charm is reused. The martial artist bounds forward to strike a distant foe
with impossible speed and force, as if all the tension of
Special activation rules: When the stylist lands a fate’s tapestry had been released through her.
decisive attack against a nontrivial enemy on the same
turn she moves into or out of close range with him, she The stylist makes an unblockable decisive attack
may reflexively enter this Form. against any enemy she can perceive regardless of dis-
tance, even out to extreme range, leaping to whatever
Cannibalistic Heritage Technique range she wishes to attack from in a single, monstrous
Cost: 5m, 1wp; Mins: Martial Arts 4, Essence 4 bound. She must have an unobstructed path along
Type: Reflexive which to leap. She strikes with terrible force, adding
Keywords: Clash, Decisive-only two dice of damage per range band crossed, maximum
Duration: Instant 10 dice. An enemy incapacitated by this attack is re-
Prerequisite Charms: Charcoal March of Spiders duced to nothing but blood and dust.
Form
If the stylist uses this Charm from concealment or
The martial artist moves her hands in swirling motions, from extreme range, her target rolls (Perception +
creating a hungry vortex of whirling cobwebs and spiri- Awareness) opposing her attack roll. If he fails, her
tual pressure to devour an enemy’s attack. attack is an ambush (Exalted, p. 203).
To use this Charm, the stylist must have Initiative 20+. The stylist can use this Charm outside of combat,
She reflexively clashes an attack against her with this prompting a Join Battle roll for all involved parties.
vortex as a decisive attack. She can do so against at- She can also use it against inanimate objects and
tacks made from any range, but she only rolls damage structures, in which case she treats the attack as a
on a successful clash if her attacker is within close feat of demolition with effective Strength 10, rolling
range — or, if Rain of Unseen Threads is active, medi- (Strength + Martial Arts) with (Essence + range bands,
um range. maximum 10) non-Charm successes. Feats that would
normally take an extended amount of time are com-
If the stylist wins the clash, the vortex engulfs and con- pleted instantly.
sumes her attacker’s weapon or projectile. Mundane
hand-to-hand weapons are destroyed entirely, while Enlightenment: The stylist may use this Charm to
artifacts are corroded and damaged to the point of be- mediate on a character for whom she holds a negative
ing unusable until repaired (Exalted, p. 242). If her at- Major or Defining Tie, committing its mote cost indef-
tacker was unarmed, he must instead choose between initely while she meditates. If that character comes
accepting a crippling injury (Exalted, p. 201) to the within (Essence) range bands of her, she automatically
limb used to attack or adding his attack roll successes and reflexively attacks him as above, without needing
as damage dice to the stylist’s clash. If he takes a crip- to perceive him. This is an ambush (Exalted, p. 203)
pling injury, it doesn’t count against the once-per-story unless the enemy was already aware of the Sidereal’s
limit on doing so. location.
If Charcoal March of Spiders Form is active, the stylist Reset: Once per scene unless reset by successfully de-
may choose to combine more than one of her multiple fending against an attack from long or extreme range
Initiative tracks to determine her clash’s damage. She by a nontrivial enemy.
chooses one track to keep, resetting if she succeeds or
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Thumbnail Spider March • No matter how many successes the poison’s vic-
Cost: 15m, 1wp (+1wp); Mins: Martial Arts 5, Essence 4 tim rolls, its duration can’t be reduced below one
Type: Simple round.
Keywords: Decisive-only, Enlightenment
Duration: Instant • While the victim’s poisoned, the stylist’s attacks
Prerequisite Charms: Jumping Spider Strike against him steal motes equal to the damage
roll’s 10s. If she crashes him or deals enough
The martial artist sweeps across the battlefield like the decisive damage to increase his wound penalty,
East’s migrating thumbnail spiders, striking like thou- she steals motes for 9s as well.
sands or millions of tiny, hungry spiders devouring all
they swarm over. • The stylist can use the victim’s anima banner to
pay the anima costs of her own Charms.
The stylist moves up to two range bands, or three range
bands if Dance of the Hungry Spider is active. At the Enlightenment: When an enemy takes aggravated
conclusion of her movement, she makes a single un- damage from the poison, the stylist’s player chooses
dodgeable decisive attack roll against each enemy who one of that character’s ongoing Charms or other effects
came within her weapon’s range at any point during to end, awarding the stylist any motes that were com-
her movement. She rolls damage separately for each; mitted to that effect as above. Permanent effects can’t
each attack has (Initiative/2, rounded up) damage dice. be negated.
This attack can’t be clashed, nor can counterattacks
be used against it; the death of a single spider doesn’t Pattern Spider Touch
harm the swarm. This counts as the stylist’s movement Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 4
action for the turn. Type: Simple
Keywords: Decisive-only, Psyche, Shaping (Body,
Enlightenment: The stylist’s attacks can strike dema- Fate, Mind)
terialized enemies. Once per scene, if the stylist is de- Duration: Instant
materialized — using Unnatural Many-Step Stride or Prerequisite Charms: Cannibalistic Heritage
other magic — she can pay a one-Willpower surcharge Technique, Thumbnail Spider March, Water Spider
to strike materialized targets with this attack. Bite
Reset: Once per scene unless reset when the stylist The martial artist has studied the eight secret motions for
takes a movement action to come within close range weaving the Loom that Asna Firstborn taught her teem-
of at least three nontrivial enemies while she has ing young; through them, she reweaves her enemies’ fates.
Initiative 20+.
The stylist makes a gambit against a crashed enemy.
Water Spider Bite Its difficulty is (victim’s Essence + Resolve, mini-
Cost: —(+5m); Mins: Martial Arts 5, Essence 4 mum 6). Success lets her inflict one of the following
Type: Permanent transformations:
Keywords: Enlightenment
Duration: Permanent Another Life Venom: The stylist transforms her
Prerequisite Charms: Charcoal March of Spiders target into a human of any appearance, though not a
Form duplicate of an existing individual. She can alterna-
tively give him the appearance of a god, demon, ele-
The martial artist’s venomous touch paralyzes her vic- mental, ghost, or other supernatural creature, though
tim’s Essence, numbing his inner power that she might this doesn’t grant any actual power beyond cosmetic
feast on it. supernatural displays. The stylist’s player may briefly
describe a backstory and social role for this new per-
The stylist can pay a five-mote surcharge when she son — “a coal-hauler in the city’s industrial district,”
uses Maw of Dripping Venom to enhance its venom “a notorious local gossip,” “god of this cairn.” The
with the following effects: stylist’s will shapes reality through subtle manipula-
tions of probability and alterations to the memories
• Any motes the victim loses to the poison are of trivial characters to bring the victim into that role
granted to the stylist. She can’t gain more than or the nearest feasible equivalent. His memories are
(Essence) motes per round total, no matter how suppressed and replaced by constructed memories
many victims she has. suitable to his role and backstory that will hold up to at
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least modest scrutiny. His Intimacies are unchanged, Reset: Once per story unless reset by devouring the
though he may not be able to understand them im- soul of an Exalt or Essence 6+ being with Maw of
mediately. If the victim finds evidence his memories Dripping Venom. If the stylist fails to transform her
have been compromised, he can pay one Willpower target, it doesn’t need to be reset, though she can’t use
to either regain his memory of one scene or regain all it again for the rest of the scene. This can’t be reset by
memories associated with one of his Intimacies. Once the Dawn Caste anima or similar effects.
he’s spent a total of (stylist’s Essence) Willpower this
way, his memories are restored in full. Grandmother Spider Mastery
Cost: —(+15m, 1wp); Mins: Martial Arts 5, Essence 5
Inner Beast Awakening Venom: The stylist trans- Type: Permanent
forms her victim into an animal. His actions use the Keywords: Enlightenment
lower of his or the animal’s dice pool (3 dice if it has no Duration: Permanent
listed pool). He also uses its Evasion, Parry, and natural Prerequisite Charms: Pattern Spider Touch
soak if they’re worse than his own. He can attack with
his animal form’s natural weapons and make use of its A web of endless, invisible filaments surrounds the
non-latent special abilities and Merits, subject to the martial artist as she enters a stance of eightfold victory,
above restriction, but any dice added are Charm dice. seeming to split into many selves as she moves with a
His consciousness and intellect become typical for that speed that transcends space and time.
animal. His memories and Intimacies are unaltered,
but he typically loses his understanding of language, The stylist can pay a 15-mote, one-Willpower surcharge
and his capacity for higher reasoning may be dimin- when she uses this style’s Form to gain the following
ished, among other potential effects. He can pay one benefits:
Willpower to restore his mind for one scene; once he’s
spent a total of (stylist’s Essence) Willpower this way, • Her extra Initiative tracks can be crashed nor-
it’s restored for the remainder of his transformation. mally rather than being lost completely upon
crash. The stylist only counts as being crashed
People-as-Things Venom: The stylist transforms her for Perilous Charms and other effects if all three
victim into an object or other inanimate natural phe- tracks are crashed.
nomenon with roughly the same mass as her victim.
A victim typically becomes an object that has a similar • She can flurry this style’s Simple Charms with
appearance in some way: a statue, an oak tree that each other and other actions. This includes
resembles him from a certain perspective, an empty flurrying Charms that let her make attacks, but
suit of armor, etc. Victims remain conscious and aware she must use a different Initiative track for each
of their surroundings but are typically unable to act. Charm’s attacks.
Exalted and other puissant beings may find ways to
take actions as objects with stunts or clever use of • When she makes an attack, she may treat her-
Charms, facing penalties appropriate to their form. self as being at any point within short range of
If the object is destroyed, the victim lapses into a co- her actual location for all purposes, including
ma-like state, but they can potentially be brought back ranged attacks’ Accuracy bonuses, the applica-
if it’s repaired. bility of cover, whether she is within range for a
clash or counterattack, etc. This doesn’t let her
By default, these transformations are permanent, attack at extreme range.
persisting until undone by magic like Order-Affirming
Blow (Exalted, p. 334). The stylist may choose to • When an enemy makes an attack against her, she
set a limited duration for it as well as one or more may treat herself as being at any point within
conditional triggers her victim can satisfy to end the short range of her actual location for all purpos-
transformation. es, including ranged attacks’ Accuracy bonuses,
the applicability of cover, whether she is within
Charms that let a character protect themselves from range for a clash or counterattack, etc. However,
poison, like Immunity to Everything Technique she can’t negate an attack outright by “moving”
(Exalted, p. 379), can be used against Pattern Spider her location to a point beyond its range — in
Touch. However, magic that treats poison can’t undo such cases, the attack is still rolled normally.
these transformations.
Enlightenment: In addition to the above effects, the
stylist waives the Willpower cost of this style’s Charms.
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When the stylist uses Feverish Essence Infection or The martial artist cleanses a patient’s body and spirit,
other magic that transmits diseases, a victim who fails striking away afflictions as cool rain washes away blood
his opposed roll loses motes equal to his 1s and 2s. and tears.
Characters without motes lose Willpower instead.
Upon purchasing this Charm, the stylist expands
Additionally, the stylist can infect automata, undead, Perfect Reconstruction Method with two of the
and other beings who’re intrinsically immune to dis- following techniques, letting her forgo healing from
ease. This doesn’t overcome magic like Immunity to a successful roll or extra successes to treat other
Everything Technique (Exalted, p. 379). ailments or empower her patient in other ways. She
must still pay Perfect Reconstruction Method’s costs
Enlightenment: Victims also lose Initiative for their normally unless otherwise noted. If the stylist fails a
1s and 2s, which the stylist doesn’t gain. If this crashes roll to cure a patient of a malady, like a crippling effect
an enemy, he contracts the disease at Major Intensity. or Derangement, she can’t reuse this Charm on that
effect for him.
Perfect Reconstruction Method
Cost: 5m, 1wp (2m or 1i per extra success); Mins: The stylist can use multiple techniques together. Some
Martial Arts 2, Essence 3 techniques require her to pay a surcharge; others re-
Type: Simple quire prerequisite techniques.
Keywords: Decisive-only
Duration: Instant Essence-Aligning Touch: The stylist can forgo one
Prerequisite Charms: None level of healing to grant her patient four motes. She can
also transfer her own motes to her patient by foregoing
Manipulating pressure points and adjusting limbs, the additional levels at a rate of four motes per level. She
martial artist brings her patient’s body back into align- doesn’t need to pay a mote or Initiative cost for extra
ment with the patterns of his Essence. successes used on this technique.
The stylist rolls (Intelligence + Medicine) to heal her- Will-Tempering Touch (Requires Essence-Aligning
self or another willing character, requiring only the Touch): The stylist can forgo one level of healing to
briefest of treatments. The difficulty equals the total grant her patient one Willpower. She can also transfer
levels of damage in that patient’s health track, maxi- her own Willpower to her patient by foregoing addi-
mum 7. In combat, she can roll her Initiative instead if tional levels, at a rate of one Willpower per level. She
it’s higher, which doesn’t prevent her from enhancing doesn’t need to pay a mote or Initiative cost for extra
it with Medicine Charms and similar effects. A suc- successes used on this technique.
cessful roll lets her heal one level of non-aggravated
damage or convert a level of aggravated damage to Forgotten Wound Remedy (Requires Will-Tempering
lethal. For each extra success, she may pay two motes Touch): The stylist can forgo one level of healing to
or one Initiative to heal or convert an additional level erase a scene’s worth of memories that are painful
of damage. or a source of grief or regret. A character presented
with evidence of his erased memories may pay three
Special activation rules: If the stylist knows other Willpower to restore a single scene’s worth of them.
Charms that can be used in combat to heal damage
or grant temporary health levels to other characters, Impurity-Purging Flow: The stylist can completely
she may use them reflexively with this Charm, waiv- purge a disease or poison from her patient’s system
ing their Willpower costs, to extend their benefits to by forgoing levels of healing equal to its morbidity.
her target as well. If they require a roll, they use this She can reduce the duration of poisons for one level of
Charm’s roll instead. The stylist likewise waives the healing per interval.
Willpower cost of Charms like Instant Treatment
Methodology that let her use such Charms in combat. Wound Negation Touch (Requires Impurity-Purging
Flow): The stylist can reduce crippling penalties from
Spirit-and-Body Purification Touch temporary injures by one point per level of healing she
Cost: —(Varies); Mins: Martial Arts 3, Essence 3 forgoes. Reducing an effect’s penalty to zero negates it
Type: Permanent completely.
Keywords: Enlightenment
Duration: Permanent Spiritual Parasite Banishment: The stylist can ban-
Prerequisite Charms: Perfect Reconstruction Method ish a possessing spirit or other entity inhabiting her
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• When an enemy comes within short range of her, The stylist makes a decisive attack against a diseased
he must roll against Iphimedeia (p. XX). Success enemy with base damage ([Essence × Intensity] +
renders him immune to this effect for the scene. attack roll extra successes), ignoring Hardness. This
Mortals and trivial characters fail automatically. doesn’t include or reset her Initiative. The stylist need
only touch her victim; noticing the attack requires a
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(Perception + Medicine) roll against a difficulty of her Reset: This Charm can only be used against decisive
(Manipulation + Medicine). She can make an ambush damage once per scene unless reset by going a round
(Exalted, p. 203) without needing to establish conceal- without suffering any damage or harmful effects.
ment as long as her victim is willing to let her touch
him. Inner Dragon Unbinding
Cost: 15m, 1wp; Mins: Martial Arts 5, Essence 4
Enlightenment: The stylist may add her Initiative to Type: Simple
the attack’s damage, resetting if she hits. Keywords: Enlightenment, Perilous
Duration: Instant
Reset: Once per scene, unless reset by landing a deci- Prerequisite Charms: Spiritual Perfection
sive attack that resets the stylist’s Initiative and then
crashing a diseased enemy. The stylist acts in accordance with the quadrumvirate
of redress: four patterns of Essence that overcome re-
Spiritual Perfection straints on the heart, mind, body, and soul.
Cost: 10m, 1wp; Mins: Martial Arts 4, Essence 4
Type: Reflexive The stylist rolls (Stamina + Medicine) to negate any ef-
Keywords: Clash, Enlightenment fect she suffers that she could heal with Spirit-and-Body
Duration: Instant Purification Touch. The roll’s difficulty is the Essence of
Prerequisite Charms: Citrine Poxes of Contagion the character responsible, or a 1-5 difficulty for effects
Form not used by a character. Success negates the effect; on
failure, she can’t use this Charm against that affliction
The martial artist’s understanding of the many vectors again. In combat, this also counts as a Join Battle roll.
by which her Essence might be corrupted shields her
from such afflictions. Enlightenment: This roll applies to all such effects
the stylist suffers, even those she’s not aware of.
The stylist clashes an enemy’s attempt to inflict a poi-
son, disease, crippling effect, Shaping effect, Psyche Reset: Once per story, unless reset by upholding
effect, possession, or sorcerous curse on her. She rolls a Major or Defining Intimacy using this style or
(Wits + Medicine), adding a free full Excellency, op- Medicine. This Charm can’t be reset by the Dawn
posing his attack or other roll. If the effect is normally Caste anima or similar effects.
unrolled, her enemy makes an appropriate (Attribute
+ Ability) roll. Success negates that effect and renders Flare of Invulnerability
her immune to all further effects of that type for the Cost: 5m; Mins: Martial Arts 5, Essence 5
scene. Type: Reflexive
Keywords: Dual, Perilous
Enlightenment: Success also ends any such unwanted Duration: One scene
effects already afflicting the stylist. Prerequisite Charms: Glorious Citrine Protection
Glorious Citrine Protection The martial artist stirs her Essence into a furious confla-
Cost: 3m, 1wp; Mins: Martial Arts 5, Essence 4 gration of life and energy.
Type: Reflexive
Keywords: Uniform The stylist gains (Essence + Stamina + Medicine)
Duration: Instant Hardness and may use it in place of her soak if it’s
Prerequisite Charms: Spiritual Perfection higher. When determining if her Hardness prevents
decisive damage, her attacker uses only his Initiative,
The martial artist channels the flow of her Essence into a not damage dice from other sources. Against magical at-
tenfold pattern of harmonious completion. tacks that don’t include an attacker’s Initiative, he uses
the lower of his Initiative or the attack’s base damage.
The stylist can use this Charm after being hit by an
attack but before the damage roll, halving the damage This Charm ends if the stylist is crashed or goes a
she suffers, rounded down. If she uses Glorious Citrine round without spending at least 10 motes. In Citrine
Protection after clashing an attack with Spiritual Poxes of Contagion Form, she need only spend five
Perfection, this Charm’s Willpower cost is waived, and motes per round.
she still gains the benefits of a successful clash if she
doesn’t take damage. Reset: Once per scene.
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Essence-Shattering Typhoon The victim counts as having that Principle at this dis-
Cost: 20m, 1wp; Mins: Martial Arts 5, Essence 5 ease’s intensity. Drunken moth sickness has virulence
Type: Simple and morbidity (spirit or stylist’s Essence + 2) and an
Keywords: Aggravated, Enlightenment, Perilous interval of one day. It’s a Psyche effect as well as a
Duration: Indefinite disease; rolls against it use (Wits + Integrity) instead
Prerequisite Charms: Flare of Invulnerability, of (Stamina + Resistance). It can also be cured by ex-
Gentle Touch of the Wicked Hand, Inner Dragon orcism, using the spirit or stylist’s Resolve. Medical
Unbinding treatment is useless unless enhanced by magic.
The martial artist’s fists blur as she pounds them against Minor: The victim can’t regain Willpower from sleep
the air, infecting and shattering reality to unleash a if she’s acted against the Principle the day before.
storm of tainted Essence.
Major: As above, and when the victim has the oppor-
The stylist creates a miasma of spiritual decay, an envi- tunity to act on the Principle, the Storyteller may force
ronmental hazard imbued with a disease from Feverish him to do so unless he enters a Decision Point and cites
Essence Infection’s repertoire, with difficulty 5 and an Intimacy of equal or greater intensity to spend one
damage 4A/round. It must be resisted with (Stamina Willpower. This counts as a botch toward the limit the
+ Resistance), and damaged characters are exposed to disease can inflict (Exalted, p. 234).
the disease. Even inanimate matter is infected, with
effects determined by the Storyteller. It extends out to Defining: As above, and when the victim acts in a way
short range; at the end of each turn after the one she that aligns with the Principle, the Storyteller chooses
used this Charm on, the hazard’s range increases by one of his Intimacies to weaken by one step. He can
one band. This Charm ends if the stylist takes a non-re- spend one Willpower to resist a Defining Intimacy
flexive action, moves or is moved, or is crashed. being weakened.
If left uninterrupted, the environmental hazard expands Death: The victim’s mind is emptied of all but the
by one mile per hour, maximum (Essence) miles. At this disease’s Principle, suppressing his other Intimacies
point, the Storyteller need not make individual rolls for and preventing him from taking any action that doesn’t
trivial characters caught in the storm; he can simply directly advance the Principle. Death typically results
narrate the mass deaths and panic that result. A difficulty from dehydration or similar self-neglect. This can kill
2 (Perception + Occult) roll lets a character discern the even the Exalted, though they may be more resilient to
storm is actively emanating from a source at its center. deprivation than mortal victims.
Enlightenment: While using this Charm, the stylist Jigsaw Organ Condition
can sustain Flare of Invulnerability without needing This bizarre disease occurs in nature, but it’s vanish-
to spend motes and waives the Willpower costs of ingly rare. The Convention on Pestilence has docu-
Glorious Citrine Protection and Spiritual Perfection. mented a total of 40 cases in the Second Age and has
no conclusive theory as to its cause. It fractures the vic-
Reset: Once per story, unless reset by accomplishing tim’s Essence, weakening his body’s physical integrity
a major character or story goal using this style or and coherence. The least harm can sever limbs or cut
Medicine. This Charm can’t be reset by the Dawn loose organs, but such wounds are trifling concerns. A
Caste anima or similar effects. severed limb stuck back on its stump will regrow and
reattach; a swallowed organ slides back into place.
Supernatural Diseases
A detached body part doesn’t bleed, deteriorate, or
The following are among the maladies that Citrine decay; neither does the flesh from which it was ex-
Poxes stylists might wield. pelled. Reattaching it is a miscellaneous action. While
characters suffer ill effects from losing vital organs like
Drunken Moth Sickness hearts and lungs, this isn’t fatal as long as the organ re-
Those who consume food or drink within which a mains intact. Attacking a detached body part is treated
spirit’s been bound risk contracting drunken moth as attacking the victim for all purposes, including him
sickness. The spirit’s thoughts — or those of a Citrine being able to use his Charms to defend.
Poxes stylist — infect the victim’s mind with one of the
Jigsaw organ condition has virulence 5, morbidity 4,
spirit’s Principles or one of a Citrine Poxes stylist’s.
and an interval of one day. Medical treatment is useless
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unless enhanced by magic. It’s a Shaping effect that White Sun Fever
alters the body as well as a disease. Those who spend too long meditating on the numi-
nous, the transcendent, and the infinite are at risk
Minor: The first time the victim takes decisive dam- of this rare fever of the soul. It festers in its victim’s
age each scene, he suffers a crippling injury (Exalted, Essence, posing the greatest threat to the most pow-
p. 201) commensurate to the damage dealt, though it erful. The hallucinations, disorientation, and spiritual
doesn’t reduce damage. Injuries inflicted by this disease malaise it causes grow stronger as its victim spends
don’t count against the once-per-scene limit. Detached Essence, seeping deeper into their soul.
body parts heal instantly upon being reattached.
White sun fever has virulence and morbidity (victim’s
Major: As above, and when the victim suffers enough Essence + 2, maximum 7) and a one-day interval.
decisive damage to increase his wound penalty, he suf- Medical treatment is useless unless enhanced by
fers a commensurate crippling injury. Reattached body magic.
parts don’t heal until the current scene ends.
Minor: Once per day, the victim loses one Willpower
Defining: As above, and the victim suffers a crippling when he spends five or more motes in an instant, suf-
injury when he’s crashed. Use half the withering fering exacerbated symptoms.
damage, rounded up, instead of decisive damage to
determine the injury’s severity. Reattached body parts Major: As above, and hallucinations at the edge of the
don’t heal until the victim has received a full night’s victim’s peripheral vision inflict a −1 penalty on rolls
rest. requiring intense focus, concentration, or attention to
detail and −1 Resolve. Spending five or motes in an in-
Death: The victim loses all physical coherence, stant exacerbates this, increasing both penalties by one
sloughing off skin, muscle, organs, and bone until his for the rest of the scene, maximum (lower of victim’s
body has fallen apart completely. This incapacitates Essence or 5).
him, but it isn’t fatal: his tissues remain alive and ca-
pable of reattachment, but no amount of care can keep Defining: As above, and the victim’s penalty is added
up with the pace of his deterioration. The Exalted and to the mote cost of all magic he uses. Effects without
similarly resilient beings never reach this stage. mote costs are unaffected.
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flesh distorts. She adds (Intensity) successes on dance-
based Performance rolls. If he can dance without fac-
ing any meaningful risks or consequences, he must do
so, requiring him to flurry to take any action other than
dancing. He may pay one Willpower to resist for a day.
Minor Symptom: The victim suffers one die of ag- Emerald Gyre of Aeons Weapons: This style spe-
gravated damage each day, ignoring Hardness, as her cializes in striking while moving, using open-palm
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The stylist rolls (Intelligence + Lore) to revert an object • Acting on his turn requires him to flurry to take
within medium range to a state it held in the past. She a single action. He can take actions that couldn’t
could repair a broken weapon, rewind a door to a time normally be flurried, like using Simple Charms,
before it was locked, or return an ancient skeleton to a but still suffers the penalties for flurrying.
fresh corpse to determine its cause of death. She can’t
affect objects that are too large to fit within a single • All of his movement counts as being through
range band. If the object is being held, worn, or used difficult terrain.
by someone, the stylist must touch him (p. XX), using
her Lore roll in place of the gambit’s attack roll. • His onslaught penalty doesn’t refresh at the start
of his turn — instead, it’s reduced by one.
The amount of time the stylist can unwind, and the
difficulty of doing so depends on whether the object This effect ends at the end of the scene or if the target
is mundane or supernatural. For mundane objects, it’s crashes or incapacitates the stylist.
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Enlightenment: The target’s onslaught penalty additional effects to benefit it. Decisive attacks have
doesn’t refresh at all on his turn. the same base damage as the initial attack and don’t
reset the stylist’s Initiative. She doesn’t need to still be
Futures Best Avoided within range of the enemy when the attack recurs.
Cost: 5m, 2i, 1wp; Mins: Martial Arts 2, Essence 3
Type: Reflexive Reset: Once per scene unless reset by landing a deci-
Keywords: Clash, Perilous sive attack at 12+ Initiative against a crashed enemy.
Duration: Instant
Prerequisite Charms: None Emerald Gyre of Aeons Form
Cost: 15m, 1wp; Mins: Martial Arts 4, Essence 4
Winding her mind through eternity’s gyre, the stylist Type: Simple
remembers that which is yet to come, Keywords: Dual, Form
Duration: One scene
The stylist can use this Charm when she would be Prerequisite Charms: Striking Through Eternity,
disadvantaged due to a surprising event or something The Perpetual Moment
she hasn’t noticed: facing a surprise attack, failing an
Awareness roll to notice a trap, a thief sneaking past The stylist circle walks in a pattern that seems to defy
her bedchamber while she’s asleep, etc. It can be used geometry, trailing echoes of her past and future selves as
against ambushes, though this doesn’t let the stylist use she traces out the shape that Jehu Khoor witnessed in
any other Charms or effects to enhance the roll. She rolls the depths of time.
(Intelligence + Lore) against an enemy’s roll or a peril’s
difficulty, adding a free full Excellency. Against attacks, The stylist gains the following benefits:
this counts as a clash. If successful, she foresees — or
rather, remembers — this eventuality in time to defend • She may pay one Willpower to flurry two Simple
against it, as though she hadn’t been caught unaware. Martial Arts Charms, or Charms that are com-
patible with martial arts attacks. If she flurries
This Charm can also be used against threats that are two Simple Charms that both let her make at-
more narrative in nature than an attack or trap, or tacks, she can combine their effects in a single
threats that would disadvantage the stylist even if she attack as long as they aren’t incompatible in any
succeeds on her roll or doesn’t get a chance to roll. In
such cases, the stylist rolls as above, opposing an appro-
priate (Attribute + Ability) roll by the relevant character
— or the character with the highest such pool, if there THE SCRIPTURE OF ETERNITY
are multiple characters. Success lets her player reveal
a preparation she’s taken, like waking everyone in her One day, there’ll be a maiden...
camp before a midnight raid by bandits or taking anti-
Who’ll slip free of Time’s clutches
venin in anticipation of being poisoned. The preparation
must be something she could have feasibly done in the and stand outside eternity.
last few minutes with the materials available to her.
But try as she might,
Striking Through Eternity
Cost: 15m, 1wp; Mins: Martial Arts 2, Essence 3 she won’t be able to escape
Type: Simple her memories
Keywords: Uniform
Duration: Instant or her hopes for the future.
Prerequisite Charms: Futures Best Avoided
Perceiving the nature of her prison,
The stylist’s blow echoes through the future, striking at mul-
tiple points along her enemy’s progression through time. She’ll see how many times she’s escaped
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way. (This doesn’t apply to Charms that let her to her effective Strength to determine what feats she
make multiple attacks or area-of-effect attacks). can accomplish. She can attempt feats of strength that
would normally be impossible for her size and lever-
• She ignores all penalties from flurries that in- age, letting her target objects or portions of structures
clude at least one Lore or Martial Arts action. extending one range band beyond what she could
normally accomplish. With Essence 5, this increases
• Her attacks add dice equal to her target’s on- by one range band per five extra successes.
slaught penalty. If this exceeds her dice limit,
the excess is added as dice of decisive or post- Enlightenment: This can knock an enemy out to
soak withering damage. (Essence) range bands. Collision damage can’t exceed
that for a long-range fall.
• Her enemies’ onslaught penalties apply on
movement actions opposed by her. Doomed to Repeat
Cost: 5m, 5i, 1wp; Mins: Martial Arts 5, Essence 4
Special activation rules: When the stylist increases Type: Reflexive
an enemy’s onslaught penalty to −4 or higher, she may Keywords: Counterattack, Perilous
reflexively enter this Form. Duration: Instant
Prerequisite Charms: Emerald Gyre of Aeons Form
Battered by Eternity’s Tides
Cost: 10m, 1wp; Mins: Martial Arts 4, Essence 4 The stylist intertwines her enemy’s failures in the pres-
Type: Simple ent with the mistakes to be made in his future.
Keywords: Dual, Enlightenment
Duration: Instant The stylist can use this Charm after someone she can
Prerequisite Charms: Emerald Gyre of Aeons Form perceive fails a roll, making a special (Intelligence +
Lore) counterattack opposed by his (Wits + [Integrity
The force of countless blows strike not as they land, but or Resistance]). If successful, he must repeat that ac-
all at once, sending enemies spiraling away from the tion on his next turn (or repeat it immediately, outside
stylist as they impact. of combat). He must target the same character, use the
same Charms, and so on — for instance, if he fails an
The stylist makes a withering or decisive attack. If attempt to seduce a merchant, he repeats the exact
she crashes her target or deals 3+ decisive damage, same words. He can still flurry the action normally.
the impact of the blow is held in abeyance, as is that
of subsequent attacks against him by any character. If changed circumstances make it impossible to repeat
(The attacks still deal damage normally). At the end of the action precisely, the enemy must repeat as much as
the round, the enemy experiences each impact simul- possible. If the target of a failed attack has moved out
taneously, sending him one range band away from the of range, he may repeat the attack against a different
stylist’s position when she used this Charm, plus an enemy. If he can’t retry a social action because it needs
additional range band for each other attack that’s hit to be reset, he might make other supporting influence
him since then, maximum long range. rolls against the same target or take steps to reset the
action.
If the enemy collides with an object or surface, he suf-
fers damage as per a fall of the same range (Exalted, If the enemy no longer has enough motes to pay the
p. 232) — or, if only sent back to close range, suffers cost of all Charms used on the first action, he must use
(Strength) dice of decisive damage, ignoring Hardness. as many as possible on the second.
This is normally bashing, although some objects may
inflict lethal damage. The total damage successes also Reset: This Charm can’t be used against the same
count as a feat of demolition to destroy the impacted character more than once per scene.
object or surface, adding +1 to the stylist’s effective
Strength to determine what feats she can accomplish Lotus Labyrinth Durance
for each range band the enemy was flung back. Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 4
Type: Simple
Alternatively, this Charm can be used purely for a Keywords: Decisive-only, Enlightenment, Psyche
feat of demolition, rolling (Strength + [Athletics or Duration: Instant
Martial Arts]) with a free full Excellency, adding +5 Prerequisite Charms: Doomed to Repeat
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Revealing the endless coils of eternity, the stylist impris- use the Charms she picks to meet the prerequisites for
ons her foe in an endless succession of a single day. others chosen with this Charm.
The stylist makes a gambit to impart a lesson unto Using this Charm causes the stylist to experience a
an enemy, represented by an Intimacy of her choice. flood of memories and emotions from a possible future
Its difficulty is her target’s (Essence + base Resolve), self, gaining access to up to (Essence) of these Charms
but it’s reduced by his onslaught penalty at the time for five motes each. However, this communion with
she attacks. If successful, her enemy bears witness to her future self changes who she is in the present — she
the shape of eternity: in the time it takes him to blink, must change one of her Major or Defining Intimacies
he relives the past day up until the moment of being in a way that reflects a profound change that might
struck, at which point he returns to the beginning of happen in her future. For instance, she might change a
the day. Tie of love to a Circlemate to one of heartbreak.
If the enemy chooses to internalize the stylist’s lesson The stylist can go into experience debt (p. XX) to learn
as a Defining Intimacy, he emerges from this un- a Charm she’s chosen for Histories Yet Unwritten. The
scathed. If he rejects it, the endless succession ends training time necessary is divided by her (Essence +
only when his will is broken, causing him to lose all Lore). If she learns one of the chosen — either by going
Willpower and fall to Initiative 0. The stylist gains all into debt or paying experience normally — she chooses
Initiative he gains this way. Afterward, his memories another Charm to replace it.
of the repeated day fade, preventing him from recalling
specific details about it. Enlightenment: The stylist may choose her Exalt
type’s native Charms for Histories Yet Unwritten,
Alternatively, this Charm can be used to train a even if they aren’t compatible with Martial Arts. Once
student, letting him incur experience debt (p. XX) per story, she can use this Charm during downtime to
to learn a single Charm or spell whose prerequisites access a qualifying Charm that she hasn’t chosen for it.
he meets or up to (stylist’s Essence) dots of social or
Mental Attributes, Abilities, or specialties. This can’t The Unwinding Gyre
confer Charms, spells, or specialties the stylist doesn’t Cost: 10m, 3i, 1wp; Mins: Martial Arts 5, Essence 4
know or raise his traits above the stylist’s own. She can Type: Reflexive
teach Charms she’s chosen for Histories Yet Unwritten Keywords: Enlightenment, Perilous, Uniform
without needing to use it. Duration: Instant
Prerequisite Charms: Battered by Eternity’s Tides,
Enlightenment: When using this Charm for training, Doomed to Repeat
the stylist’s student can learn Charms, spells, and spe-
cialties that she doesn’t know and raise his trait min- Sighting along the flow of time, the stylist severs a course
imums above hers. In order to learn a spell, he must of events from its cause.
have been able to feasibly access a teacher or record of
it within the repeated span of time. The stylist can use this Charm after an enemy succeeds
on an action, rolling (Intelligence + Lore) against his
Histories Yet Unwritten roll’s successes. If the action was unrolled, he rolls an
Cost: 5m per Charm, 1wp; Mins: Martial Arts 5, appropriate (Attribute + Ability) pool. If the stylist suc-
Essence 4 ceeds, the consequences of that action are negated: an
Type: Simple attack deals no damage, movement is reversed, a drawn
Keywords: Enlightenment weapon returns to its sheath, an influence roll has no
Duration: Indefinite effect, etc. The enemy isn’t refunded any costs he paid
Prerequisite Charms: Lotus Labyrinth Durance as part of that effect. This can’t be used against actions
that affect no one but the enemy, like an Awareness roll
Contemplating who she is and who she may become, the to notice something, an introduce fact roll, or using a
stylist takes on the power and the pain of her future. Simple Charm that confers a benefit on him without
affecting others.
Upon learning this Charm, the stylist’s player chooses
five Martial Arts Charms or other Charms compatible Alternatively, the stylist can use this Charm to undo a
with Martial Arts attacks or parries, like Versatile similar occurrence that wasn’t caused by a character:
Charms. She must meet their prerequisites but can a field catching flame, a building collapsing, Wyld
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mutation, etc. She rolls against the difficulty of an en- The stylist makes a single decisive attack against any
vironmental hazard or similar effect, or the difficulty number of enemies she can perceive within medium
it would have taken to stop the event from occurring if range, blurring between them all in a split second,
there isn’t one associated with it, maximum 10. ending her movement anywhere within medium
range of her starting point. This has a base damage of
If the stylist uses Futures Best Avoided against an am- (Initiative/2, rounded up) against each enemy. Each
bush, she can use this Charm to defend if the attack enemy also suffers additional dice of damage equal to
hits. their onslaught penalty, including the penalty inflicted
by this attack. Against battle groups, this attack inflicts
Enlightenment: This Charm can be used to undo ac- an onslaught penalty equal to their Size and rolls the
tions with no external effect. stylist’s full Initiative. Trivial characters are hit au-
tomatically and slain instantly. This uses the stylist’s
Reset: Once per scene. movement action for the round.
Today Is Tomorrow Against enemies whose onslaught penalty equals or
Cost: 5m, 1i, 1wp; Mins: Martial Arts 5, Essence 5 exceeds their Essence, this attack is unblockable and
Type: Reflexive undodgeable. If it exceeds their Essence by three or
Keywords: Enlightenment, Perilous, Uniform more, the attack is an ambush.
Duration: Until next turn
Prerequisite Charms: Histories Yet Unwritten, The In Emerald Gyre of Aeons Form, this Charm’s range
Unwinding Gyre extends to long.
Walking the coiling path of time, the stylist puts the dis- Enlightenment: When the stylist wins Join Battle,
tance of seconds between herself and her foes. she can use The Moment That Is Murder reflexively.
This counts as her attack and movement action for the
If the stylist is hit by an attack or suffers from another round.
harmful power, its effect doesn’t take place immediate-
ly — instead, it’s delayed until the end of the round. This Reset: Once per scene, unless reset by gaining 20+
includes Psyche effects but not other social influence. Initiative in a single tick.
She doesn’t suffer any effects used by characters she
crashes or incapacitates before the end of the round. Obsidian Shards of Infinity Style
If the stylist crashes or incapacitates the enemy who
One morning, as the philosopher-assassin Ei Zou
used one of the delayed effects, that effect is negated
trimmed his whiskers while waiting for his tea to steep,
entirely.
he saw himself in his mirror and was enlightened. He
Enlightenment: The stylist can negate a delayed effect had no words with which to express his understanding
by landing an attack that deals 5+ withering damage of the infinite; rather, his teaching was shaped like a
or 3+ decisive damage to the enemy who used it. knife. This is Obsidian Shards of Infinity style. It is a
contemplation of the interplay of choice and possibil-
Reset: Once per scene, unless reset by negating a ity, of reality and its reflections. It is thus a killer’s art,
delayed effect used by an enemy whose strength is for every decision murders countless futures.
comparable to or greater than the stylist’s.
The only way to learn this style is to face one of its
The Moment That Is Murder practitioners; no student or victim of Ei Zou has ever
Cost: 25m, 1wp; Mins: Martial Arts 5, Essence 5 surpassed him in that. Students cultivate insight,
Type: Simple imagination, and Essence by contemplating koans,
Keywords: Decisive-only, Enlightenment navigating mirror-filled labyrinths, and undergoing
Duration: Instant prolonged sensory deprivation. They must be ever vig-
Prerequisite Charms: Today Is Tomorrow ilant, for their teacher might attack at any time. Some
Sidereals follow Ei Zou’s practice of ambushing those
Moving with a speed beyond that of time itself, the stylist in whom he saw potential, conferring enlightenment
enacts this style’s ultimate killing art, a technique that with a knife’s edge.
Jehu Khoor forbade his disciples to use.
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damage.
THE FIRST KOAN
Armor: This style is incompatible with armor.
Ei Zou asked his shadow, “What is the shape of
Complementary Abilities: Stealth is a significant part
reality?”
of this style, befitting its creator.
His shadow said, “I’m hungry. Why don’t you stop
asking questions and find me something to eat?” Nature: Still.
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Against an unwilling character, the stylist must make Hardness — which the stylist and her allies are free to
a difficulty 3 gambit with (Perception + Martial Arts) take advantage of.
opposed by her target’s (Manipulation + Integrity) roll
to use this effect. This doesn’t count as her attack for Enlightenment: Once per scene, the stylist can waive
the round. this Charm’s Willpower cost when trapping an enemy
in a mirror that’s larger than he is.
If the stylist can see a target in a reflective surface,
she can use this Charm on him as long as he’s within A Likeness of Absence
(Essence) range bands. Cost: 10m, 1wp; Mins: Martial Arts 3, Essence 3
Type: Reflexive
Enlightenment: Upon winning Join Battle, the stylist Keywords: Decisive-only, Enlightenment, Mute,
can use this Charm any number of times, waiving the Perilous
Willpower cost of uses past the first. She doesn’t need Duration: Instant
to make gambits against unwilling targets unless she Prerequisite Charms: Ripple in the Silvered Glass
moves them into an environmental hazard or similar
peril. Consider: There are many kinds of nothingness.
Reset: Once per turn. After a decisive attack roll against her, but before
the damage roll, the stylist can use this Charm to roll
Vanished Within the Glass (Initiative + current temporary Willpower), negating
Cost: 5m, 1wp; Mins: Martial Arts 2, Essence 3 levels of damage equal to her successes. Uncountable
Type: Simple damage is negated without needing a roll.
Keywords: Decisive-only, Enlightenment
Duration: Until the grapple is released If the attack deals no damage, the stylist shatters into
Prerequisite Charms: Ripple in the Silvered Glass black glass as reality recognizes a new possibility for
her location. She reappears somewhere within short
There are no boundaries save those created by perception. range and may reflexively roll Stealth to establish con-
cealment. This counts as defending against the attack.
The stylist makes a grapple gambit against an enemy
within close range of a reflective surface that’s at least The reflective shards of glass are a one-time environ-
as large as he is. Charms that increase the distance the mental hazard with difficulty (Perception) and damage
stylist can throw a grappled enemy increase the range (Essence, maximum 5) against all characters — friend
from which she can trap him in a reflective surface. If or foe — within close range of the stylist’s original ap-
successful, she traps him within that surface for the parent location.
grapple’s duration. While trapped, he can perceive
the outside world and speak with characters in it, but Enlightenment: This Charm’s Willpower cost is
he has no physical presence. The stylist is capable of waived against enemies who are currently suffering
attacking him by striking the mirror. Derangements, Psyche effects, or visibility-based
penalties.
The stylist can’t take the usual special grapple actions,
but she doesn’t suffer any of the usual penalties for Reset: Once per scene, unless reset by successfully
grappling. She doesn’t lose rounds of control when establishing concealment against all enemies and then
she’s attacked or damaged. Each turn, the trapped making a surprise attack that crashes or deals 3+ deci-
enemy can attempt to escape the mirror, making a dif- sive damage to a nontrivial enemy.
ficulty (stylist’s Essence) roll using (Mental Attribute
+ Occult) to find a way out or (Strength + Athletics) Black Shards Fall Like Ice
to make one. Success removes one round of grapple Cost: 15m, 1wp; Mins: Martial Arts 3, Essence 3
control, or two rounds with 3+ extra successes. Type: Simple
Keywords: Decisive-only, Enlightenment
He can also be freed by using a feat of demolition to de- Duration: Instant
stroy the mirror, but the difficulty to do so is increased Prerequisite Charms: A Likeness of Absence
by (Essence), even if it normally wouldn’t require a
roll. Breaking the mirror from the outside causes him Every choice creates the future that follows it — but
to suffer five dice of decisive lethal damage, ignoring sometimes, all choices lead to the same inevitable
outcome.
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These attacks ignore Defense bonuses both from the Ei Zou agreed and went to find scales.
full defense action and from cover. They can even
bypass full cover if there’s any possible angle from
which an enemy could be attacked, though he receives
+3 non-Charm Defense against it. The defend other • She can attack enemies within medium range by
action and similar effects can’t protect characters from striking a surface in which they’re reflected. If
this attack unless they could protect against unblock- there’s a reflective surface within close range of
able and undodgeable attacks. the enemy, she can instead attack him through
any reflective surface within medium range.
Once all attacks are complete, the stylist appears any- These become surprise attacks, inflicting −2
where she chooses within close range of her target. Defense.
This doesn’t count as her movement action for the
round. Her reflections shatter into black glass, a one- • Her eyes become black and glassy, granting a bo-
time environmental hazard with difficulty (Perception) nus dot of Perception, which can raise it above
and damage (Essence, maximum 5) against all charac- 5. Unlike with most bonus dots, this is counted
ters— friend or foe — within close range of her victim, by any Obsidian Shards Charms that use her
except the stylist. Perception. She ignores penalties from darkness
or excessive light and can’t be blinded by magic.
Enlightenment: The stylist can direct her attacks
against multiple foes instead of making them all against Special Activation Rules: When the stylist establishes
one enemy. concealment against all enemies, she may reflexively
enter this Form.
Obsidian Shards of Infinity Form
Cost: 25m, 1wp; Mins: Martial Arts 4, Essence 4 Glimpse of Infinity
Type: Simple Cost: 15m, 1wp; Mins: Martial Arts 4, Essence 4
Keywords: Clash, Dual, Form, Mute Type: Simple
Duration: One scene Keywords: Decisive-only, Enlightenment, Psyche
Prerequisite Charms: Black Shards Fall Like Ice, Duration: Instant
Vanished Within the Glass Prerequisite Charms: Obsidian Shards of Infinity
Form
Look upon the infinite, and grasp enlightenment like a
knife. Those who cling to their selfhood blind themselves to
infinity.
The stylist gains the following benefits:
The stylist strikes her target’s own perception of him-
• Once per round, she can clash an attack against self, a decisive attack against the higher of his Defense
her with a decisive attack. If she was in conceal- or Resolve. Appropriate Intimacies can bolster his
ment, she can reflexively roll Stealth to reestab- Resolve against this. It ignores Hardness and does not
lish it. She can’t clash unexpected attacks. deal damage; instead, each success on the damage roll
causes the enemy to lose one Willpower. The stylist
• Her appearance is indistinct and amorphous, resets to base Initiative as usual.
more reflection than flesh, inflicting a –3 penalty
on attacks against her. This counts as a dark- If the stylist’s damage roll successes beat her target’s
ness-based penalty. Resolve or if he’s depleted of all temporary Willpower,
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his mind is flooded with visions of other lives he might save for subtle evidence of it having lived a different
have lived until he can no longer tell which life is real: life, such as a missing tattoo, a scar, or a lack of laugh
lines. If there’s a reflective surface that’s at least as
• He gains a Defining Principle of “I’m not sure large as the stylist is within long range, she may have
who I am.” It supports all Psyche effects used her reflection emerge from it instead.
against him. It can’t be weakened or altered by
any means, except as below. This has the following effects:
• He suffers a −3 penalty on mental rolls, social • She and the reflection are treated as a single
rolls that involve his identity or history, and character, sharing all traits except for their
Willpower rolls against Derangement. health track. The reflection has (Essence + 3) −0
levels.
• Whenever his memory of his past becomes rele-
vant — meeting an old friend, recounting a story • Her player can take actions through either her
his mother told him, trying to remember who or her reflection (or both, with a flurry), subject
his spouse is — he must roll (Wits + Integrity) to the usual rules on how many actions she can
at difficulty (stylist’s Perception + 3). On a failed take in a turn.
roll, he instead remembers the details of a possi-
ble life, determined by the Storyteller. • If she flurries one of her actions with one of her
reflection’s actions, she ignores flurry penalties and
Some characters are especially susceptible to this: can combine two of the same action, except for at-
Getimians, whose true lives never happened; people tacks. She likewise doesn’t gain this benefit on Shape
suffering Derangements, Psyche effects, or other magic Sorcery rolls if another effect lets her flurry them.
that impedes their ability to tell what’s real; and the
Fair Folk, whose identities are supremely mutable. • If she takes a reflexive move action, both she and
Such characters halve their base Resolve, rounded her reflection can move.
down, against both against the attack roll and to deter-
mine if they suffer the Psyche effect. • She waives Black Shards Fall Like Ice’s
Willpower cost.
When a victim succeeds on a roll to remember his true
past, learns something important about himself that • Neither she nor her reflection appear in mirrors.
he’d forgotten, or has some experience that affirms his
true identity, he may pay three Willpower to weaken If the stylist’s reflection is incapacitated, it shatters
the instilled Principle by one step. Once this Principle into black glass, reappearing after a day. Until then, the
has been fully eroded, the Psyche effect ends. He grad- stylist can’t use this Charm.
ually regains any forgotten memories over the next few
Enlightenment: The stylist can transfer any decisive
months, though he won’t forget memories of his other
damage her reflection takes to her own health track, or
lives.
vice versa.
Enlightenment: If the stylist is within close range of a
Special activation rules: The stylist can use this
reflective surface showing her target, she can use this
Charm reflexively when she uses this style’s Form.
Charm by striking at him, making the attack unblock-
able and undodgeable. Splintered Ego Nemesis
Shattered Self Duality Cost: 15m, 1wp; Mins: Martial Arts 5, Essence 4
Type: Simple
Cost: 15m, 1wp; Mins: Martial Arts 5, Essence 4
Keywords: Decisive-only, Enlightenment
Type: Simple
Duration: One scene
Keywords: Enlightenment
Prerequisite Charms: Shattered Self Duality
Duration: One scene
Prerequisite Charms: Glimpse of Infinity Not all possibilities can coexist. Choose carefully which
ones you let survive.
Nothing exists in itself; reality is defined by its reflection.
The stylist rolls a (Perception + Martial Arts) gambit
The stylist manifests her reflection within close range
against an enemy within short range of a reflective
of herself. Its appearance is almost identical to hers,
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surface that’s at least as large as he is. The gambit’s • She can make both withering and decisive
difficulty is the higher of her target’s Essence or base area attacks and engage gambits (Exalted, pp.
Resolve. If successful, she draws her enemy’s reflec- 208-209). On withering attacks, only the high-
tion forth from the mirror to fight him. Its appearance est damage roll awards Initiative. On decisive
mirrors the target’s but has some subtle difference. attacks, she divides her Initiative evenly among
all hit enemies (rounding up) to determine the
The reflection’s traits are identical to the target’s damage rolled against them. Area attacks are
(including how many motes, Initiative, Willpower, un- incompatible with Simple Charms.
damaged health levels, etc. it has). It has copies of all
artifacts and other equipment the target possesses. It • She has (10 + Size) Magnitude. This is separate
has a Defining Tie of hatred toward him, a Defining Tie from her health track, representing the destruc-
of loyalty toward the stylist, and no other Intimacies. tion of her reflections. Each time she loses a dot
Its sole goal in combat is to kill the target — while it of Size, she makes a (Wits + Martial Arts) roll
will act in self-preservation, it won’t attack other ene- at a difficulty equal to the rout check a normal
mies, help the stylist or her allies, or the like. battle group would face (Exalted, p. 209). On
a failed roll, this Charm ends, and she suffers a
Once the scene ends, the reflection and its equipment level of unpreventable lethal damage.
shatter into reflective black glass. Equipment taken
from it likewise shatters into glass unless retrieved • She can’t benefit from command actions or
by the next round’s end. The target doesn’t appear in Charms that specifically enhance battle groups.
mirrors until then. If the reflection is incapacitated,
the target doesn’t regain it until the story ends. Mortals The stylist still waives Black Shards Fall Like Ice’s
never regain them. Willpower cost and doesn’t appear in mirrors, but
she doesn’t gain any other benefits of Shattered Self
Enlightenment: This Charm’s duration becomes Duality’s base effect.
indefinite. The stylist must pay one Willpower each
subsequent day to maintain it. It counts as a sorcerous This Charm isn’t compatible with other effects that
curse for magic capable of breaking them. grant battle group traits.
• She gains Size (Essence/2, round up) and • She gains a second bonus dot of Perception.
Magnitude (10 + Size). She doesn’t have Drill or
Might and can still use Charms. • When attacking enemies through their reflec-
tion, she can strike out to extreme range, up to
• She adds (Size) dice on attack rolls and wither- (Essence) range bands away.
ing damage rolls.
• The Form and this style’s other Charms are
• She adds +(Size) soak. Mute.
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The style’s creator is thought to have trained under The stylist’s attack gains one of the following benefits:
many martial artists among the Exalted and the spir-
its of the world, studying the nature of each master’s Black Jade (Water): Moving with the fluidity of black
Essence to attain understanding of another facet of re- jade, the attack inflicts its onslaught penalty before the
ality. Learning the style requires refining one’s control attack roll and ignores Defense bonuses from light and
over Essence through breathing exercises, secluded heavy cover and the full defense action.
meditation, and cyclically expending and respiring
Essence. Students also seek out spirits, other Exalted, Blue Jade (Air): Striking with the swiftness and preci-
places of geomantic power, and other manifestations sion of blue jade, the stylist adds (Lore or Occult) dice
of Essence to expand their understanding of Essence on an attack roll. Its onslaught penalty is increased by
beyond their own. one.
Prismatic Arrangement of Creation Weapons: This Green Jade (Wood): Imbuing her attack with the
style’s unarmed strikes are primarily pushing blows vitality of green jade, the stylist heals a level of non-ag-
that disrupt enemies’ balance and footing, along with gravated damage if she crashes or deals 3+ levels of
offensive elbow and shoulder strikes. It’s incompatible decisive damage to an enemy.
with weaponry.
Red Jade (Fire): Channeling the destructive power of
Armor: This style is incompatible with armor. red jade, the stylist adds (Lore or Occult) to the raw
damage and Overwhelming of a withering attack or
Complementary Abilities: Stylists gain Lore and adds up to (Essence) attack roll extra successes as de-
Occult as they study the world’s Essence. Some in- cisive damage dice.
corporate Performance into this style, another path
to understanding the dance of all things, although the White Jade (Earth): Embodying the stability of white
style’s Charms don’t use it. jade, the stylist adds (Essence, maximum 5) to the
Initiative awarded for crashing an enemy with a with-
Nature: Both Flowing and Still. ering attack or adds half that value, rounded up, to her
base Initiative after a decisive attack.
Deadly Starmetal Offensive
Cost: 5m; Mins: Martial Arts 1, Essence 3 The stylist can use this Charm multiple times to en-
Type: Supplemental hance the same attack with different effects.
Keywords: Dual
Duration: Instant Orichalcum Sheathing Stance
Prerequisite Charms: None Cost: 5m, 3i; Mins: Martial Arts 1, Essence 3
Type: Reflexive
The stylist’s fingernails sharpen, elongate, and harden, Keywords: Dual, Perilous
flashing with the rainbow sheen of starmetal to strike Duration: Instant
along an auspicious path. Prerequisite Charms: None
The stylist adds a free full Excellency on an attack roll. Golden Essence limns the stylist’s skin, girding her with
She can deal decisive damage with an unarmed attack. orichalcum’s invincibility.
Reset: Once per scene unless reset by using a Form The stylist can use this Charm after an attack roll
Charm. against her to gain (Essence + [Lore or Occult]) ar-
mored soak against a withering attack or (Essence +
Five Jade Fury [Lore or Occult]) Hardness against a decisive attack.
Cost: 4m; Mins: Martial Arts 1, Essence 3
Type: Supplemental If the stylist doesn’t take damage, she channels the at-
Keywords: Dual, Stackable tack’s force inward, gaining motes equal to the damage
Duration: Instant roll’s 10s. She can’t gain more than (Essence ×2, maxi-
Prerequisite Charms: None mum 10) motes per round this way.
A halo of elemental power radiates from the stylist’s Flickering Moonsilver Approach
blow, her Essence embodying the rarefied substance of Cost: 5m, 1wp; Mins: Martial Arts 1, Essence 3
Creation. Type: Simple
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Keywords: Uniform
Duration: Instant OTHER MAGICAL MATERIALS
Prerequisite Charms: None
This style has no Charm for soulsteel, but the po-
The stylist’s movements emulate moonsilver’s fluid and tential exists. Sidereals lack the affinity for death’s
mutable nature, rendering her location indeterminate Essence necessary to create such a Charm them-
until she strikes. selves, but a Sidereal who’s learned all this style’s
Charms could do so with an Abyssal’s aid, as
The stylist makes a withering or decisive attack could an Abyssal who’s mastered this style.
against an enemy within medium range, appearing
within close range of him as she strikes. He rolls Similarly, a Sidereal would need the aid of a char-
(Perception + Awareness) against her attack roll; if he acter who’s resonant with adamant, like an Ad-
fails, it becomes a surprise attack (Exalted, p. 203). amant Caste Alchemical, to create a Charm for
The stylist doesn’t move through the space she crosses, Adamant.
letting her bypass obstacles and hazards. This counts
as her movement action. In Four Magical Materials Form, such Charms
would receive its discount, and the stylist could
Four Magical Materials Form use Evocations of weapons made from their ma-
terials. With Enlightenment, she’d gain resonance
Cost: 10m, 1wp; Mins: Martial Arts 4, Essence 4
with them.
Type: Simple
Keywords: Enlightenment, Form
Duration: One scene Astrology Interruption Method
Prerequisite Charms: Deadly Starmetal Offensive,
Cost: 3m, 1wp; Mins: Martial Arts 1, Essence 3
Five Jade Fury, Flickering Moonsilver Approach,
Type: Simple
Orichalcum Sheathing Stance
Keywords: Enlightenment
The martial artist’s stance, breathing, footwork, and Duration: Instant
Essence embody the magical materials, transforming Prerequisite Charms: None
her into a living artifact.
Strumming the threads of fate, the stylist shakes loose
The stylist gains the following benefits: curses and predictions.
• Her unarmed attacks gain artifact traits The stylist attempts to undo a fate-altering Shaping
(Accuracy +5, Damage +10B/3). effect on herself or another touched character (p. XX).
She and the character responsible for the effect make
• She reduces the cost of this Charm’s prerequi- opposed (Intelligence + [Lore or Occult]) rolls. Against
sites by two motes. environmental effects and the like, the Storyteller
sets a difficulty. If the stylist fails, she can’t reuse this
• She’s immune to crippling effects and ignores Charm on that effect.
crippling penalties.
This Charm can also unravel a Sidereal’s resplendent
• She can use Evocations she’s awakened from a destinies. If the stylist succeeds on her roll, she may
jade, orichalcum, moonsilver, or starmetal arti- fray one of a target’s resplendent destinies (p. XX) or
fact without needing that artifact, letting her use destroy a destiny that’s already been frayed.
weapon Evocations through unarmed attacks.
She can’t use Evocations whose effect requires Enlightenment: With Martial Arts 5, Essence 4, the
the artifact. stylist permanently gains the ability to sense prophecies
(p. XX), becoming aware of their presence whenever
Enlightenment: The stylist becomes resonant with they alter a roll’s target number in a scene that she’s in.
jade, moonsilver, orichalcum, and starmetal. This doesn’t reveal any additional information, like the
prophecy’s nature or purpose. The stylist can use this
Special activation rules: The stylist can reflexively Charm to negate prophecies by touching an affected
enter this Form when she uses all four of its prerequi- nontrivial character. The Sidereal who created the
site Charms in a round. prophecy adds non-Charm successes on his opposing
roll equal to the prophecy’s highest Ambition Factor.
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Striking at the pattern of her foe’s Essence, the stylist When a lower-Initiative enemy attacks the stylist, she
impedes and redirects its flow. may cancel a single Supplemental or Reflexive Charm
with an Instant duration or a similar magical effect
To use this Charm, the stylist must have Initiative 10+. enhancing the attack. This Charm must ordinarily be
If a decisive attack deals at least 3+ damage, she may declared before the attack is rolled, but it can be used
forgo one level of damage to negate one of her target’s after the attack roll to negate a Charm declared after
ongoing magical effects. This doesn’t affect Permanent the roll.
Charms. Against enemies with higher Essence, she
must forgo two levels of damage. If the stylist clashes the attack or makes a counterat-
tack against it, she can pay the negated effect’s cost
This Charm can also enhance a grapple control roll. If to apply it to her clash or counterattack. She can do
the stylist succeeds, she can forgo (enemy’s Essence) so even if that effect isn’t normally compatible with
rounds of control to negate one of his ongoing effects. Martial Arts, but it must otherwise make sense for it to
She must have at least one round of control left over enhance her attack.
after paying the cost to do so.
Enlightenment: The stylist doesn’t need to pay the
Essence Redirection Technique cost of the negated effect to apply it to her clash attack
Cost: 2m, 1wp; Mins: Martial Arts 3, Essence 3 or counterattack.
Type: Reflexive
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Spell-Shattering Palm
Cost: 5m (+0-3wp); Mins: Martial Arts 2, Essence 3 THE SCRIPTURE OF ESSENCE
Type: Reflexive
Keywords: Clash, Decisive-only, Enlightenment Once, there were maidens…
Duration: Instant
Prerequisite Charms: Sequential Essence Disruption and their names were Treasure
If the stylist isn’t a sorcerer, or if she’s not initiated • When paying Willpower, she may spend five
into the Circle of the spell she clashes, she must pay motes in place of a point of Willpower.
a surcharge of one Willpower per circle she falls short
Enlightenment: In combat, the stylist gains (Essence)
— e.g., a Terrestrial Circle sorcerer would need to pay a
Initiative when she successfully negates an effect with
two-Willpower surcharge to clash Solar Circle sorcery.
Astrology Interruption Method, Essence Redirection
Sorcerous initiation doesn’t aid in clashing necroman-
Technique, Sequential Essence Disruption, or Spell-
tic spells or vice versa.
Shattering Palm, maximum once per round.
Enlightenment: The stylist can channel and redirect
Special activation rules: The stylist can reflexively
a clashed spell’s Essence back at the caster, dealing
enter this Form when she goes from dim anima to
(spell’s Circle ×2) dice of lethal damage, ignoring
bonfire in a single instant.
Hardness. This doesn’t reset her Initiative.
Ways of Exaltation
Soul-Fire Shaper Form
Cost: 5m, 1wp; Mins: Martial Arts 3, Essence 3
Cost: 10m, 1wp; Mins: Martial Arts 4, Essence 4
Type: Simple
Type: Simple
Keywords: Enlightenment
Keywords: Enlightenment, Form
Duration: Indefinite
Duration: One scene
Prerequisite Charms: None
Prerequisite Charms: Essence Redirection
Technique, Spell-Shattering Palm The martial artist strikes her throat, abdomen, spine,
brow, and crown in a lightning-swift blur, altering the
The Sidereal acts in perfect balance with the cosmos,
pattern of her Essence to conceal her Exaltation.
bringing the world around her into alignment with her
victory. The stylist chooses an Exalt type she’s familiar with
and a Caste or Aspect, causing her anima banner and
• She adds +2 effective Essence, maximum 10, for
Caste Mark to take on an appropriate appearance and
magic that uses Essence ratings in calculations
mimicking effects like the anima flux of the Dragon-
(but not for any other purpose).
Blooded. If she uses native Charms with overtly super-
• Once per round, she may reduce the Willpower natural effects, they change to resemble the mimicked
cost of Astrology Interruption Method, Essence Exalt type’s magic.
Redirection Technique, Sequential Essence
The stylist adds (Anima) dice on rolls with chosen
Disruption, or Spell-Shattering Palm by one.
Caste or Aspect’s Attributes or Abilities and adds
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(Anima/2, rounded up) to static values based on them. it. She can still act using her own traits, lending the
(Martial Arts doesn’t count as a Sidereal Caste Ability object whatever animation and flexibility is necessary
for this purpose). If a Caste or Aspect requires selecting to do so. This lasts until she’s taken (Essence) turns or
from a list of Abilities or Attributes, like Solar Castes, (Essence) non-reflexive actions outside of combat.
the stylist must do so when she uses this Charm. If the
stylist mimics an Exalt type that doesn’t have Castes, Any damage or harmful effects that befall a possessed
Aspects, or the other relevant traits, her player should character or object don’t apply to the martial artist;
work with the Storyteller to determine an equivalent magic capable of attacking dematerialized characters
set of rolls she receives bonuses on. is necessary to harm her.
If the martial artist uses this Charm to emulate a Enlightenment: The martial artist can use this Charm
Dragon-Blood, she can enter Elemental Aura using the to dematerialize for one scene without possessing
Immaculate Dragon styles’ Charms or Five Jade Fury, anything.
letting her access the Immaculate Charms’ Aura benefits.
Games of Divinity Form
Enlightenment: While emulating a different Caste of Cost: 10m, 1wp; Mins: Martial Arts 4, Essence 4
the stylist’s Exalt type, the stylist gains that Caste’s an- Type: Simple
ima powers in addition to her own. If she uses a power Keywords: Form
with a reset, like a Greater Sign’s once-per-story limit, Duration: One scene
she can’t use any other anima powers with the same Prerequisite Charms: God Ways
duration restriction until the initial power is reset.
Moving with infinitely baroque complexity, the martial
God Ways artist comes as close to perfect beauty as any imperfect
Cost: 15m, 1wp; Mins: Martial Arts 3, Essence 3 being can.
Type: Simple
Keywords: Enlightenment, Psyche The stylist gains the following benefits:
Duration: (Essence) turns
Prerequisite Charms: Ways of Exaltation • Her Appearance adds bonus dice (Exalted, p.
218) on all opposed physical rolls against en-
The martial artist dissolves into pure spirit, coiling emies who can perceive her. Unlike most dice
around a victim’s soul or pouring her Essence into an added by Appearance, these count as a bonus
object. from Charms when added to attack rolls.
The stylist makes a ([Charisma or Manipulation] + • She gains +1 Evasion against characters with
[Lore or Occult]) gambit against the Resolve of an ene- Resolve lower than her Appearance (including
my within short range. Its difficulty is 5 against mortals bonus dots).
and trivial characters and (higher of Willpower or 7)
for others. If successful, the stylist dematerializes and • Enemies can’t attack her or take harmful actions
possesses that character. She can’t take actions herself, against her unless they spend one Willpower to
but instead dictates her target’s actions, including resist for the scene. Characters whose Resolve is
spending his motes and Willpower on Charms or other lower than her Appearance or who have positive
magic. This lasts until the Sidereal has taken (Essence) Ties toward her must pay two Willpower instead.
turns while possessing him. If she tries to force a char-
• Any character — friend or foe — who witness-
acter to violate one of his Major or Defining Intimacies,
es the martial artist in this Form must succeed
he regains control of his own actions until his next turn.
on a (Wits + Integrity) roll at a difficulty of the
If the martial artist’s anima flares, it shines through her
stylist’s Appearance (including bonus dots) or
host, making him seem to be Exalted.
become addicted to viewing this Form, with
Alternatively, the martial artist can possess a mundane −3 withdrawal penalty (Exalted, p. 167). Other
object, rolling ([Charisma or Manipulation] + [Lore or depictions of the Games of Divinity, like dream-
Occult]) against difficulty 1 for objects that could be stones (p. XX), can substitute for the Form.
held in one hand, 3 for objects the size of a person, or 5
Enlightenment: Characters addicted to this Form
for objects the size of a wagon. Anything larger can’t be
count as having a Major Tie of Obsession toward the
possessed. Success lets her dematerialize and inhabit
stylist.
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Special activation rules: The stylist can reflexively • She gains the benefits of any number of hearth-
enter this Form when she succeeds on an Appearance- stones chosen with Demesne Emulation
based influence roll or a dance-based Performance roll Practice, manifesting a unique stone in the col-
with 5+ successes. ors of her anima on her brow.
The stylist can manifest Linked hearthstones this Special activation rules: The stylist can reflexively
way, and she gains the benefits of Dependent hearth- enter this Form when she Joins Battle while her mote
stones if she has another hearthstone socketed in any pools are full or while in a demesne or manse.
artifact she’s attuned to. Manifested hearthstones are
indestructible but don’t survive the stylist’s death. Prismatic Arrangement of Creation Form
The Storyteller should veto hearthstone choices that Cost: 30m, 2wp; Mins: Martial Arts 5, Essence 5
are overpowered if made permanent, like the Gem of Type: Simple
Incomparable Wellness. Keywords: Enlightenment, Form
Duration: One scene
While using a Form Charm, if the stylist makes an Prerequisite Charms: Demesne-and-Manse Form,
attack that benefits from the manifested hearthstone, Four Magical Materials Form, Games of Divinity
she adds one die of post-soak withering or decisive Form, Soul-Fire Shaper Form
damage for a lesser stone or two dice for a greater
stone. The martial artist vanishes into the world’s Essence,
dancing the dance of all things before returning to the
Demesne-and-Manse Form world, at one with it.
Cost: 10m, 1wp; Mins: Martial Arts 4, Essence 4
Type: Simple The stylist gains either the benefits of all this style’s
Keywords: Aggravated, Dual, Enlightenment, Form other Forms or up to three other Form Charms she
Duration: One scene knows. If she chooses the latter option, she can only
Prerequisite Charms: Demesne Emulation Practice include one Form from a Sidereal Martial Art. She can
use Charms that enhance any of the combined Forms,
Adapting the stately grandeur of an ancient temple, the like Conclusion-Pursuing Approach.
martial artist channels and directs Creation’s geomancy
through her stance and movements. Combining Forms of different styles lets the stylist use
each style’s weapons and the best of their armor com-
The stylist gains the following benefits: patibility with each of the other styles. This doesn’t
apply to Forms from Abilities other than Martial Arts.
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When the stylist satisfies the special activation rules of sorcerous motes equal to the (highest god’s Essence/2,
a Form she knows, she may swap it for one of the cho- round up). If her achievement wasn’t rolled, she rolls
sen Forms as long as it’s still a permissible combination. (Charisma + Bureaucracy) for this. She can only have
sorcerous motes from one use of this ritual at a time;
The stylist can use this Charm while wearing any kind gaining more replaces any previous uses.
of armor.
Dignity of the Divine Magus
Enlightenment: Upon entering this Form, the stylist
gains one Initiative for each style she’s learned all Once per scene, when the sorcerer succeeds on an
Charms for (including this one), maximum (Essence influence roll to assert the authority of a bureaucratic
+ [Lore or Occult]). Sidereals count Archery, Brawl, position she holds or a god on whose behalf she’s act-
Melee, and Thrown as completed styles if they’ve ing, she gains (Bureaucracy) sorcerous motes, which
learned their prayer strip Charm. last until the scene ends. She can also gain this benefit
when she’s insulted, cheated, slandered, or otherwise
Special activation rules: When the stylist satisfies a treated rudely or unfairly. If she spends these sorcer-
Form Charm’s special activation rules while already in ous motes on a harmful spell that targets someone
a Form, she can reflexively enter this Form instead. She who’s slighted her, she adds (Bureaucracy) dice on any
must include both the initial Form and the one whose rolls involved.
condition she met in the Forms she combines.
Writ of Auspicious Patronage
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Visage Made Law (•••): When someone forges the Jagged Shard Revenge (5m; Reflexive; Instant;
sorcerer’s signature or credentials or falsely claims Counterattack, Decisive-only): When the sorcerer is
to be her or to be acting on her behalf, she makes a dealt lethal damage by an attack at close range, she
special (Perception + Bureaucracy) read intentions may use this power to make a (Stamina + Occult) de-
rolls against him, imposing a −2 Guile penalty for being cisive counterattack as her shed blood turns to shards
unaware of observers. Success reveals that such deceit of glass. This deals (her Essence) dice of lethal damage,
has occurred and provides a clue to the perpetrator’s ignoring Hardness, and doesn’t reset her Initiative.
identity, methods, or motives. Every three extra suc-
cesses reveal an additional clue. Unseen in Stillness (3m; Supplemental; Indefinite):
As the sorcerer makes a Stealth roll, she sheds all heat
Writ in the Firmament (•): The sorcerer may use from her glassy form to become completely translu-
Occult or Bureaucracy instead of Lore to introduce cent, but immobile. 1s and 2s subtract successes on
facts about the Celestial Bureaucracy or the nature opposing Awareness rolls, and they fail automatically
and history of a specific god. She doesn’t need a Lore unless enhanced by magic. However, taking any physi-
background. If successful, her player can speculate cal action breaks this concealment.
about a related fact. The Storyteller states whether the
speculation’s completely accurate, mostly accurate, Glass-Bending Flourish (4m; Supplemental; Instant;
somewhat accurate, or completely inaccurate. Uniform): The sorcerer stretches her sinuous limbs of
glass to take a physical action at short range.
Celestial Circle Spells Control: The sorcerer’s hands glow from within with
molten light, though this can be hidden with gloves or
Molten Shape of Shifting Glass
similar. They count as exceptional equipment for tasks
Cost: 20sm, 2wp involving smithing, cooking, glassblowing, etc. This
Keywords: None spell’s duration becomes one day.
Duration: One scene
Distortion (10): The sorcerer’s body cools and be-
The Hyaline Bloom sought to shine like the sun, but it comes brittle. She suffers a −2 penalty on Strength and
shattered beneath the weight of such magnificence. As Dexterity rolls and counts as being in difficult terrain.
the sorcerer recites an ode to it, she takes on its nature,
becoming a thing of living, liquid glass that shimmers Hidden Judges of the Secret Flame
with molten heat. Cost: 20sm, 1wp
Keywords: None
This transformation grants the sorcerer the following
Duration: Varies
benefits:
The Hidden Judges of the Secret Flame swore them-
• She can ignite or melt mundane materials with a
selves to the Unconquered Sun shortly after his Creation.
touch, requiring a miscellaneous action. Against
Offering up a sacred vow, the sorcerer entreats them to
an object that’s in use by someone, this requires
punish the wicked.
a difficulty 3 unarmed gambit.
The sorcerer summons a hidden judge, a wraithsome
• She can flow through any opening that isn’t wa-
figure of blue flame clothed in uttermost black. She
tertight. This always ignites or melts mundane
rolls (Charisma + Occult) to entreat them to punish
materials surrounding the opening.
someone who’s grievously wronged her or another,
• Grapple gambits against her suffer a −4 penalty or who’s willfully broken Heaven’s law. The difficulty
on the attack and control rolls. They fail auto- depends on the severity of the offense: difficulty 3 for
matically unless enhanced by magic. the most severe; difficulty 5 for less severe offenses
that still involve violence, significant corruption, or
• An enemy who hits her with an unarmed at- the like; and difficulty 7 for lesser offenses. The sor-
tack or spends a round grappling her suffers cerer is incapable of lying to the summoned judge. If
(her Essence) dice of lethal damage, ignoring successful, the judge sets out to tirelessly pursue the
Hardness. wrongdoer until he’s imposed a fitting punishment. If
the sorcerer summons the judge to the site of an injus-
The sorcerer also gains the following powers while tice in progress, it may be that no roll is necessary.
transformed:
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Alternatively, a judge may be summoned at difficulty 3 to Celestial Bureaucracy and double 9s on rolls involving
advise the sorcerers in legal matters for either a season other legal systems they’re familiar with. A scene spent
or for the duration of a specific legal matter. The sorcerer observing, studying, or interacting with a legal system is
remains incapable of lying to them. Judges may perform sufficient familiarity for the judge.
similar duties if convinced of their righteousness. Sworn to the Unconquered Sun: A judge’s attacks
deal aggravated damage against creatures of darkness.
The sorcerer can only summon a single judge for each
culprit or legal matter and a single judge to provide OFFENSIVE CHARMS
general legal counsel. Sacred Blade Summoning (2m; Reflexive; Instant;
Essence 1): The judge’s daiklave bursts into blue flame
Control: When the sorcerer realizes someone is lying, and reappears in their hand. Alternatively, it can be
she may cause her eyes to flash brilliantly with a hid- banished to Elsewhere or called back in a burst of flame.
den judge’s blue balefire. Those who see this add (her Sword of Heaven’s Verdict (8m; Supplemen-
Essence) successes on rolls to see through the same lie tal; Instant; Decisive-only; Essence 3): The judge adds
for the rest of the scene. Trivial characters gain a Minor up to five attack roll extra successes as dice of deci-
Tie of suspicion toward the liar from witnessing this. sive damage. Against the wrongdoer they’ve been
summoned to pursue or someone who’s grievously
Distortion (15): Distorting this spell lets the opposing
wronged another in the judge’s presence, they add all
sorcerer beguile the judge, causing them to pursue
extra successes instead.
someone else he truly believes has committed an
offense of equal severity to that which the judge was DEFENSIVE CHARMS
summoned to punish. Wreathed in Righteousness (10m, 1wp; Reflex-
ive; Until next turn; Counterattack, Decisive-only, Per-
HIDDEN JUDGE ilous; Essence 5): The judge gains +2 Parry and can
Essence: 5; Willpower: 8; Join Battle: 12 dice make decisive counterattacks in response to each
attack made against them. Counterattacks against the
Personal: 100
wrongdoer they’ve been summoned to pursue or those
Health Levels: −0×6/−1×2/−2×2/−4×2/Incap. who’ve grievously wronged another in the judge’s pres-
Actions: Bureaucracy: 11 dice (see Learned Hand of ence add +5 dice of damage.
Justice); Investigation: 14 dice; Legal Knowledge: 11 MOBILITY CHARMS
dice (see Learned Hand of Justice); Read Intentions: 12
dice; Resist Poison/Disease: 8 dice; Senses: 12 dice; Implacable Justiciar (10m, 1wp; Simple; Indefinite;
Social Influence: 10 dice; Stealth: 8 dice; Tracking: 12 Essence 5): As long as the judge is pursuing the wrong-
dice doer, they can move up to 50 miles per hour and pass
through all mundane obstacles and barriers as if dema-
Appearance 3 (Hideous), Resolve 7, Guile 7 terialized. If the wrongdoer can travel faster than that,
COMBAT the judge matches his speed.
Attack (Daiklave): 14 dice (Damage 12L/4) SOCIAL CHARMS
Attack (Grapple): 10 dice (8 dice to control) Come Forth to Justice (10m, 1wp; Supplemental;
Combat Movement: 10 dice Instant; Essence 3): Double 8s on an influence roll to
Evasion: 3; Parry: 6 inspire remorse or convince someone to accept punish-
ment. Double 7s against creatures of darkness. Resisting
Soak/Hardness: 10/10 requires citing a Major or Defining Intimacy in a Deci-
INTIMACIES sion Point and costs two Willpower.
Defining Principle: Justice must come to the wicked. Perjury-Abjuring Charge (5m; Supplemental;
Defining Principle: Punishment must be proportion- Instant): When the judge makes an influence roll to con-
ate and purposeful. vince someone to tell the truth or reveal something he’s
Defining Tie: The Unconquered Sun (Loyalty) hidden, he can’t use Intimacies based on self-interest, fear,
or disregard for law or negative Ties toward the judge or
Major Tie: Victims of Crime (Protection) their summoner to defend against that influence. Even if
MERITS they fail, the judge can tell if their target’s response is a lie.
Learned Hand of Justice: Judges double 8s on Weight the Scales (10m; Simple; Instant; Essence
Bureaucracy and Legal Knowledge rolls involving the 2; Eclipse): Roll Read Intentions against everyone the
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judge can see. Success reveals what each character The sorcerer performs a ritual to bind the reflection
would consider a just punishment for a given act or for of someone she has a negative Tie toward. This takes
a given individual based on what he knows of her mis- a few minutes and requires her to wear some symbolic
deeds. The judge can leverage information revealed this link to him — a piece of his clothing, a piece of his hair
way as though it were a Minor Intimacy. worn in a locket, etc. She rolls (Wits + Occult) against
MISCELLANEOUS CHARMS his Guile, adding (Intimacy) non-Charm dice. Success
changes her reflection into the target’s own, leaving
Scheme-Unveiling Contemplation (10m, 1wp; him without a reflection. The reflection advises her
Supplemental; Instant): Double 8s on an Investigation or on the target’s weaknesses and plots — although it is
tracking roll, succeeding automatically unless opposed a willful, chaotic, and frustrating advisor. For other
by magic. Double 7s against creatures of darkness. characters, noticing the sorcerer’s altered reflection is
Every three extra successes reveal a clue about a char- a ([Wits or Perception] + Awareness) roll against the
acter’s identity, motives, past crimes, or countermea- sorcerer’s (Essence), which fails automatically unless
sures taken against pursuers. This can oppose magic like enhanced by magic.
Traceless Passage.
The sorcerer may spend one Willpower to ask the reflec-
Mirror Nemesis Vizier tion a question about her target, rolling (Manipulation
Cost: Ritual, 2wp + Occult) against a difficulty of the target’s Guile and
Keywords: None adding (Intimacy) bonus dice. If successful, she’s able
Duration: One week to outwit it into giving a useful answer. It has extensive
Tracing a foe’s name in her blood or spittle upon a mirror, knowledge of the target’s habits, instincts, skills, vul-
the sorcerer binds his reflection to bear witness against him. nerabilities, and Intimacies, and may be aware of other
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aspects of his life, though it’s not aware of his current Masquerade of Coquelicot Veils
activities while it’s bound. Cost: 20sm, 2wp
Keywords: None
Casting this spell consumes the symbolic link to its tar- Duration: (Essence) days
get, requiring the sorcerer to procure another before A crimson haze fills her surroundings as the sorcerer
she can cast it again. issues a mandatory invitation to the Court of Coquelicot
Veils, a numinous presence that costumes all in its pen-
Control: The reflections of those the sorcerer previ- umbra with masks and cloaks of every shade of red.
ously used this spell on occasionally appear in mirrors
alongside her own. She may cast it without a link if Standing within a structure, the sorcerer shrouds it in
she’s previously interacted with her target in person. illusion, rolling (Manipulation + Occult). This enchant-
Once she does, she must meet him in person again be- ment encompasses not just the structure’s interior, but
fore she can cast this spell on him without a link again. also its outdoor premises and any outbuildings, which
must be within a mile of the sorcerer when she casts
Distortion (15): A rival sorcerer may twist the spell to this spell.
empower the reflection, granting it +3 Guile. He may
do so from afar if it’s his own reflection. If the casting Anyone within the area is clothed in an illusory costume
sorcerer fails a roll to interrogate the reflection, it for as long as they remain there. Such guises are of ran-
disgorges convincing lies that seem true but that ulti- dom design; conceal the appearance, voice, and scent of
mately serve the original target. those who wear them; and make it impossible to discern
what kind of being they are. This includes distorting
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damage for each success. The warden can reactivate mile who can see the open sky. Those overcome by the
this Charm on their next turn, paying a cumulative spell stare contentedly at the lights unless provoked or
10-mote surcharge — 20 motes for the second use, endangered, taking only reflexive actions. Characters
30 for the third, etc. Characters who have intentionally can enter a Decision Point and cite a Major or Defining
maimed or killed in the scene cannot benefit from this Intimacy that compels them to resist, allowing them
Charm. Once per scene. to spend one Willpower to shake off the enchantment.
Gentle Ministration (15m; Simple; One day): One Actions that don’t directly serve or flow from the cited
resting character under the warden’s care doesn’t suffer Intimacy suffer a −2 penalty, as their minds return time
damage or ill effects from ongoing poison or disease. and again to how pleasant it would be to look back up
at the display. At the end of the spell, anyone entranced
Bountiful Pharmacy Flesh (4m; Simple; Instant):
loses all memory of the spell and what happened
The warden metabolizes a remedy from their body’s
during it, as per arcane fate (p. XX); some savants
fungi, removing the need for equipment when treating
suggest, in half-remembered accounts, that this wasn’t
mundane afflictions.
always the case.
Wheel of the Turning Heavens Control: The sorcerer can shape dazzling displays of
Cost: 15sm, 2wp light that count as exceptional equipment to entertain,
Keywords: Psyche distract, or inspire feelings of joy and wonder. When us-
Duration: One hour ing this to enhance social influence, she may spend anima
to add one non-Charm success for each level spent.
The sorcerer shapes a slender needle of prismatic light
and looses it into the sky, where it explodes into a swarm Distortion (15): The sorcerer may spend one Willpower
of sparkling constellations. The false stars linger in the to free up to (Essence) characters at short range from
sky, tracing lazy orbits that entrance all who look upon the spell’s entrancement. Characters freed this way
them. must roll (Wits + Integrity) against the original caster’s
(Manipulation) at the end of the spell, or else forget the
The sorcerer makes a (Manipulation + Occult) roll, events as normal.
doubling 9s, against the Resolve of everyone within a
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The innkeeper had lit the fire, though none of Dozan’s other companions seemed to appreciate it. They sat around Adhim’s
table, debating what to do about Cymelos of Ond. Dozan sprawled on the divan, their pattern spider curled atop their chest,
dozing.
Dozan half-listened to the conversation, but their mind was troubled. They were missing something, all of them. But what?
Sometimes, the best answers came from within, from the truths you’d grasped without realizing it. You just had to find them.
Dozan’s eyes slipped closed even as their thoughts continued to whirl. The walls of a labyrinth grew up around them, a tangle
of flowers like those in Turutan’s parks.
They wandered awhile, enjoying the warm sunlight and the pleasant scents. Beside them walked a dream-Adhim, nearly twice
as tall as the true one. Dozan had to scurry to keep up with his steps. “Cymelos of Ond claims he was a king,” Adhim said. “He
likes being surrounded by the wealthy and powerful. We could present ourselves as such, befriend him, and attempt to turn
him to our side. I don’t know that he’s a lost cause.”
Dozan pondered this. They had to crane their neck to see Adhim’s face. “Your last point is true; he isn’t lost, not yet. But tonight
you said it’s bad to build a society based on a lie. I think you’d be disappointed if I suggested building a friendship on them, too.”
With his next step, Adhim was his normal height. He smiled and said, “Just so.” Then he turned a corner and disappeared.
Dozan followed the sound of a hacking blade next, and came upon Koraia, attempting to cut her way through the labyrinth’s
wall. Petals flew around her in a flurry. “Can I help?” asked Dozan.
“It’s not,” said Koraia when they pointed this out. “It’s the twin of mine. Your arm simply isn’t as strong.”
Dozan set the blade down and began twining the vines together, weaving them into pleasing patterns and guiding them gently
apart.
“We could spread rumors,” Koraia said. “Something that would discredit him among his allies.”
“It’s as hard to control rumors once they leave your lips as it is to contain a wildfire. We might begin the rebellion Adhim fears.”
“That’s true,” said Koraia. “And look, you’ve made an opening for me without harming the flowers. Brute force isn’t always the
answer, but I’ll be at your side whenever it is.”
At the next turn, Silent Moth’s swinging grimcleaver nearly cut off Dozan’s nose. “Oh,” she said. “Stay there. I need to practice
my stances.”
Dozan trusted Moth, but had to admit they were a little afraid of her. Her temper could flare, though its heat hadn’t ever been
directed at Dozan or the others. Still, whenever she pivoted and swung, they felt the wind of the blade as it passed within
inches of their throat.
“Cymelos has plenty of lieutenants,” she said. “I say we send them back with bloody noses and missing teeth until he comes to
talk to us.”
“He’ll come ready to fight,” said Dozan. “We need to catch him off guard.”
“Then I’m out of ideas,” said Moth. She pulled Dozan into a hug, then sauntered away.
As Dozan walked, the labyrinth’s flowery walls transitioned to smooth samarskite. Up ahead, Nayalu cupped her hands around
something.
“Come see,” she said, holding it out like Dozan’s big sister used to do when she’d caught a toad. “This is what we forgot.”
Dozan drew close and peered at the tiny silver seed cradled in her palms.
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Chapter Eight
Artifacts
Forged from fall stars and kept in Heaven’s armories,
the treasures of the Maiden’s Chosen are legends wor-
Evocations of the
thy of destiny’s foremost champions. Enlightened Abnegation Sabers
Disarm gambits made with the Enlightened Abnegation
Enlightening Abnegation Sabers Sabers reduce their Initiative cost by one.
(Starmetal Hook Daiklaves, Artifact •••)
Essence Diversion Stroke
The Enlightening Abnegation Sabers are an exercise in Cost: 2i; Mins: Essence 1
minimalism. Their hooks are made of starmetal ham- Type: Supplemental
mered into fine wire; their ornate basket hilts of black Keywords: Decisive-only, Resonant
jade filigree resemble rapiers more than hook swords. Duration: Instant
They were forged by Akiyo Majenda, who sought to Prerequisites: None
win the heart of Spring Without Sparrows, a Sidereal
who’d instructed her at Versino, predecessor to the The sabers disarm enemies of spiritual power, shedding
modern Heptagram. drops of anima and Essence as sure as blood.
Overcome with passion, Majenda nearly bankrupted A successful disarm gambit also causes its target to
her household acquiring the scarce quantity of star- lose (1 + Initiative roll’s 10s) motes, maximum (wield-
metal necessary, but the result was a masterpiece, er’s Dexterity). The wielder chooses which mote pool
harnessing starmetal’s affinity for ephemeral and they’re drained from.
esoteric forces to create daiklaves capable of disarm-
ing foes of more than just their weapons. Then, one Resonant: The wielder gains the lost motes, adding
morning, Majenda woke up with no memory of Spring them to the same pool they were drained from.
Without Sparrows and no idea why she’d forged the
daiklaves. She nonetheless found good use for them, Reality-Disarming Meditation
most famously in the Wyld Hunt against Hedelshi of Cost: —; Mins: Essence 1
the Hands, the anathematic Chosen of Avarice. Type: Permanent
Keywords: None
Upon Majenda’s death, Heaven sent a Sidereal to dis- Duration: Permanent
creetly retrieve the blades. By chance, Spring Without Prerequisites: Any one Charm this Evocation
Sparrows was chosen for the task, though she’d since enhances
forgotten her long-ago student. The Scarlet Dynasty
wondered over the strange daiklaves’ disappearance, In the hands of a Sidereal thief, there are few things the
but with House Akiyo’s fall and the passage of centu- sabers can’t deprive her foes of.
ries, they’ve been reduced to a historical footnote.
The Sidereal can use Larceny instead of Martial Arts
Attunement: 5m with the sabers. She can use Simple Larceny Charms
Type: Medium (+3 ACC, +12 DMG, +1 DEF, OVW 4) that let her steal abstract or ephemeral qualities, like
Tags: Lethal, Martial Arts, Disarming Name-Pilfering Practice or Sidereal Shell Games, as
Hearthstone Slot(s): 2 Supplemental Charms to enhance disarm gambits
Era: Reign of the Scarlet Empress made with the sabers, using the attack roll in place of
those Charm’s usual rolls.
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for epochs untold; for its chains, he bargained with Success provides light cover for this Evocation’s dura-
Asna Firstborn for starmetal wire and gravity spun tion and grants 1 Spin. If there’s a significant amount
into silk. of debris available within this Evocation’s range, it
provides heavy cover instead.
Everlasting Descent served the Harbinger well, but he
abandoned the weapon three days before his death, en- If the wielder renews this Evocation when its duration
trusting it to fate. Since then, the dragon-tail thresher ends, its Initiative cost is waived.
has found its way into the hands of worthy successors
time and again. During the rage of the Flame Scourges, Dissonant: This Evocation is Supplemental; the wield-
the Jasmine Kestrel Maiden used Everlasting Descent er must use an action to take cover normally. She can use
to juggle meteors, sparing ancient Okeanos from deci- it reflexively on subsequent turns to maintain that cover.
mation. Eshet Omuzadma bore it into battle against the
Paper Legion and scattered its massed ledger-ranks. Engulfing Orbit Pull
Cost: 6m; Mins: Essence 1
The Bureau of Destiny’s quartermasters no longer bother Type: Simple
trying to reclaim Everlasting Descent between wielders. Keywords: Decisive-only, Dissonant, Resonant
Guided by fate, and perhaps by its maker’s will, it finds its Duration: Instant
way into the hands of a successor by coincidence and cir- Prerequisites: Whirling Ecliptic Barrier
cumstance. It’s often found in humble circumstances — at
the bottom of a wood pile, submerged in a bog’s muddy Everlasting Descent’s gravity drags an enemy across the
depths, or washed ashore with driftwood. battlefield.
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Engulfing Orbit Pull falls prone. For the rest of the scene, counts as an attack made with Everlasting Descent, in-
he suffers a penalty on all physical rolls equal to the cluding for compatibility with Martial Arts. It may gain
wielder’s Spin at the time she attacked, although it can’t tags based on what the wielder flings, like Piercing for
exceed the total levels of damage he suffered. It subtracts a pitchfork or Smashing for a pile of bricks, etc. The
successes instead of dice from rolls to rise from prone, range from which she can gather debris is the same as
and an affected character must always roll to do so. If he with Whirling Ecliptic Barrier.
fails, he loses two Initiative, which the wielder gains.
While Whirling Ecliptic Barrier is active, the attack
Resonant: The penalty inflicted increases by one, al- adds (Spin) dice of decisive damage or post-soak
though it still can’t exceed the total damage dealt. The withering damage.
wielder doesn’t need any Spin to use this Charm.
Resonant: The wielder only needs Spin 1+ to attack at
Errant Star Diversion long range.
Cost: 5m; Mins: Essence 2
Type: Simple Juggling Fallen Stars
Keywords: Dual, Resonant Cost: 5m, 3i, 1wp; Mins: Essence 3
Duration: Instant Type: Reflexive
Prerequisites: Whirling Ecliptic Barrier Keywords: Clash, Dissonant, Perilous, Resonant,
Uniform
With a flourish, Everlasting Descent’s wielder releases Duration: Instant
captured debris from its orbit to launch it hurtling to- Prerequisites: Abrupt Conclusion of Descent, Errant
ward her foes. Star Diversion
The wielder makes a withering or decisive attack Everlasting Descent twists the trajectory of everything
with flung debris against an enemy within medium from arrows to meteors, sending them off course in arc-
range. Its range increases to long with Spin 3+. This ing parabolas.
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The beast, much aggrieved at this, answered tersely. Tulat urges his wearer to rethink a move he considers a
“My business is my own, and my name is not for you mistake.
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The wearer can use this Evocation after moving — turn, e.g., to pass through a barrier destroyed with a
voluntarily or not — to return to her previous location feat of demolition before it’s restored.
without crossing the space between. Any damage or
other harm she’d take as a result of moving is negated: Case scene rolls and other rolls that would reveal the
falling, environmental hazards, damage from Heaven action was ever performed fail automatically unless
Thunder Hammer, etc. enhanced by magic. Even then, they suffer a −4 penalty.
Alternatively, the wearer can use this Evocation at Resonant: Other Charms and magic that enhance the
the end of any tick on which she moves, letting her action are muted.
act before she returns to where she was at the start of
the tick. Doing so offers no protection against harm Unworn Sandal Stride
from her movement and doesn’t refund Initiative for Cost: —; Mins: Essence 1
disengaging. Type: Permanent
Keywords: None
Any Initiative lost from disengaging is refunded if the Duration: Permanent
wearer uses this Evocation to undo that movement. Prerequisites: Any one Charm this Evocation
enhances
The Step Not Taken
Cost: —; Mins: Essence 1 Having never understood how others can endure the
Type: Permanent ordeals of being perceived, Tulat eagerly shrouds his
Keywords: None wearer from the world.
Duration: Permanent
Prerequisites: Avoidance, Passage-Erasing Step Tulat’s wearer reduces the cost of Charms that render
her invisible or otherwise imperceptible to any sense,
The Sidereal takes back not just one step, but one or that erase or suppress memories of her by two
hundred. motes. Sidereals also add +1 to the difficulty of rolls
against their arcane fate.
When the Sidereal uses Avoidance (p. XX), she
adds (higher of Essence or 3) dice and may roll with The Journey Undone
(Manipulation + [Athletics or Dodge]). Once per day, Cost: 5m; Mins: Essence 2
she may waive that Charm’s Willpower cost. Type: Supplemental
Keywords: Dual, Resonant
To Walk Unbeheld Duration: Instant
Cost: 5m; Mins: Essence 1 Prerequisites: Passage-Erasing Step
Type: Supplemental
Keywords: Mute, Resonant With a deft twist of Tulat’s heel, his wearer unwinds the
Duration: Instant fate of foes sent flying.
Prerequisites: Passage-Erasing Step
The wearer can use Passage-Erasing Step after a
Leave no evidence, permit no pursuit. successful smash attack or other action using Tulat’s
Tread that moves an enemy or object. If successful, he
The wearer leaves behind no physical evidence when returns to his initial position, as usual, but still suffers
she makes an attack, movement action, feat of demoli- any harm he normally would from moving. She gains
tion, or other physical action with Tulat’s Tread, using one Initiative.
her roll as a conceal evidence roll to hide it. If the ac-
tion is unrolled, she rolls (Manipulation + appropriate If the wearer incapacitates an enemy, she may kick
Ability) — usually (Manipulation + Athletics) — for re- him out of her presence entirely, sending him back to
flexive move actions. Her footprints vanish; windows somewhere he’s been in the last day or so, chosen by
shattered by a kick repair themselves; an upturned the Storyteller. Sidereals with Avoidance (p. XX) may
table rights itself as spilled food returns to bowls and use it reflexively, waiving its Willpower cost and the
platters. need to roll, to follow him and erase memories of both
of them.
Attacks enhanced with this Evocation leave no visible
wounds but still deal damage. The wearer may choose This Evocation’s cost is waived when used on an attack
to delay the erasure of evidence until the end of her enhanced by To Walk Unbeheld.
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Resonant: If an enemy is crashed by a withering If the attack kills the target, this Psyche effect lingers
attack, the wearer may reflexively make a decisive for (wearer’s Essence) days.
attack against him when he returns. If she does so with
an attack that forces movement, she adds any range Resonant: Trivial characters continue to be affected
bands of movement undone by this Evocation to the by this Evocation until the victim has healed all dam-
distance he moves. age in his health track.
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on rolls to navigate the Wyld, overcome its obstacles, wielder rolls (Wits + Martial Arts) opposing his
or contend with magic that warps space or makes it (Dexterity + [Athletics or Dodge]). If he fails, he’s un-
behave unusually, like certain Getimian Charms. able to avoid the portal, which leaves him one range
band in any direction from his starting location. If he
Cutting Rift had any remaining movement from magic that lets
Cost: 5m; Mins: Essence 1 him move multiple range bands, he completes it but
Type: Supplemental must continue in the same direction he set out in. If
Keywords: Resonant, Uniform this endangers him — e.g., causing him to fall — the
Duration: Instant Storyteller should allow a roll to avoid it.
Prerequisites: None
The wielder can use Cutting Rift reflexively to extend
The Waymakers wound space itself, cutting open a por- this Evocation’s range.
tal to strike at distant foes.
Reset: Once per round.
The wielder’s attack can strike out to short range
and ignores light and heavy cover. Full cover remains Resonant: If this brings the enemy within close range of
impassable. the wielder, she may reflexively make a decisive attack.
With Essence 2, the wielder can attack out to medium Wandering Gate Deflection
range but requires an aim action to do so. Cost: 4m, 1i; Mins: Essence 2
Type: Reflexive
Resonant: The wielder can cut open larger portals Keywords: Clash, Decisive-only, Resonant
that obviate the need for precision, letting her attack Duration: Instant
through full cover. However, it grants +3 non-Charm Prerequisites: Unexpected Portal Detour
Defense against her attack.
Countering an attack with her portals, the wielder redi-
Hidden Gateway Passage rects it where it can do no harm.
Cost: —; Mins: Essence 2
Type: Permanent The wielder clashes an attack by an enemy at any range
Keywords: None with a decisive (Wits + Martial Arts) attack. If successful,
Duration: Permanent she doesn’t roll damage or reset Initiative, but her attack-
Prerequisites: Any one Charm this Evocation er loses Initiative equal to the 1s on his attack. His attack
enhances is redirected through another portal against scenery or a
trivial character chosen by the Storyteller, which suffers
When the wielder moves without motion, space around whatever harm the Storyteller deems appropriate.
her is cut by her passage.
Resonant: The wielder gains the lost Initiative.
The wielder reduces the cost of Distance-Severing
Stride (p. XX) or other magic that lets her move with- Revolving Portal Misdirection
out crossing the space between by two motes. If she Cost: —(+3m, 1wp); Mins: Essence 2
succeeds on an opposed roll for that effect, she gains Type: Permanent
one Initiative. Keywords: Dissonant, Resonant, Uniform
Duration: Permanent
Unexpected Portal Detour Prerequisites: Wandering Gate Deflection
Cost: 2m, 1wp; Mins: Essence 2
Type: Reflexive The wielder turns her enemies’ numbers against them
Keywords: Decisive-only, Resonant with deftly positioned portals.
Duration: Instant
Prerequisites: Cutting Rift When the wielder uses Wandering Gate Deflection, she
may pay a three mote, one Willpower surcharge to let
The wielder traps an enemy with an unexpected portal, her redirect a clashed attack to a second enemy within
sending him right where she wants him. close range, using her attack roll against his Defense to
determine whether it hits but keeping any Charms used
When an enemy within short range of the wielder on the first attack. Any Initiative a withering attack
moves between range bands, voluntarily or not, the would grant the attacker goes to the stylist instead. If
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it was a decisive attack, the attacker loses Initiative for branches of the Mourning Tree, which blooms from
1s before he resets but doesn’t subtract them from his the graves of heroes who did not shirk from prophecy
damage roll. The redirected attack’s target must use any of death. Each movement of the staff brings its seven
defensive Charms before the clash is rolled. sections into a new conjunction, which mirror the
patterns of the 25 constellations.
Resonant: When using this Evocation multiple times
in a single round, waive the Willpower cost of uses past Talismanic inscriptions of starmetal and red jade adorn
the first. each of Seven Star Alignment’s sections, telling the myth
of Pavonis the Vanguard. A valiant son of Mars and the
Dissonant: The attack can only be redirected to cunning god of martial sorcery, Pavonis fell in battle along-
crashed or trivial enemies. side his Exalted lover in the tumultuous aftermath of the
Divine Revolution. Pavonis wielded Seven Star Alignment
Conjunction of Location only once, on the day of his death. Gifted with his mother’s
Cost: 5m, 1wp; Mins: Essence 3 foresight, he witnessed the staff in a vision of his final battle
Type: Simple and spent his last days forging his foretold weapon.
Keywords: Resonant
Duration: One scene Unlike other artifacts kept in the Crimson Panoply
Prerequisites: Hidden Gateway Passage, Revolving of Victory’s vaults, Seven Star Alignment doesn’t be-
Portal Misdirection long to the Bureau of Destiny. With Pavonis dead, his
weapon now belongs to Mars herself, who’s placed it
The wielder cuts open twin gateways, spiritual mirrors in trust with her Chosen. Mindful of this, the division’s
of the Waymakers. quartermasters evaluate the staff’s would-be wielders
more thoroughly than most. They test the boldness,
The wielder creates a portal at her location and anoth- cunning, and sorcerous talent of candidates to ensure
er at a point within medium range. Characters can use that they’re both suited to the weapon’s temperament
move actions to cross between portals or make attacks. and worthy of Pavonis’ legacy. Wielders who’ve come
Characters can also make attacks through the portal. before Mars have spoken of the silent intensity of her
The distance between the portals doesn’t count against gaze as if she was considering their worth.
the attack’s range, and they can potentially bypass cov-
er. Environmental effects like a spreading bonfire can Attunement: 5m
also pass through the portals. Type: Medium (+3 ACC, +12 DMG, +1 DEF, OVW 4)
Tags: Bashing, Martial Arts, Disarming, Flexible,
On the wielder’s turn, she can use her movement ac- Reaching
tion to reflexively move one of the portals one range Hearthstone Slot(s): 2
band in any direction. Era: The Fomalhaut Discordance
Special activation rules: This Charm can be flurried
with a disengage roll to enter the portal or a rush roll Evocations of Seven Star Alignment
after entering it with a reflexive move action.
Seven Star Alignment’s wielder doesn’t lose sorcerous
Resonant: When an enemy attempts to move through motes for not taking a shape sorcery action that turn
the portals, he must roll (Dexterity + Athletics) against if she made a decisive attack with or used a Simple
the wielder’s (Wits + Martial Arts) to do so. The Charm from a Martial Art that’s compatible with sev-
wielder may likewise roll to oppose attack rolls or en-section staffs.
other hostile effects made through a portal or against a
difficulty set by the Storyteller for unrolled effects and Omen-Gathering Apogee
environmental effects. Cost: 4m; Mins: Essence 1
Type: Supplemental
Keywords: Resonant, Withering-only
Seven Star Alignment Duration: Instant
(Starmetal Dragon-Coil Staff, Prerequisites: Terrestrial Circle Sorcery
Artifact ••••) Weaving sorcerous Essence through the flaws in a foe’s
defense, the sorcerer makes his defeat part of the pattern
Seven Star Alignment is a seven-section staff. Its links
of her spell.
of gleaming starmetal connect rods carved from the
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The plague sealed within Tamokhet afflicts not its vic- The Doom of Tamokhet spreads insidiously, turning
tim’s flesh, but his relationships. family against family and friend against friend.
When Tamokhet’s wielder makes a decisive attack, The wielder can pay a one-Willpower surcharge
if she knows one of her target’s positive Ties to an when she uses Sting of Betrayal to render the Doom
individual, she adds (Intimacy) dice of damage. If she of Tamokhet contagious. The next time her victim in-
deals any damage, her victim is exposed to the Doom teracts with a nontrivial character with a positive Tie
of Tamokhet, a supernatural disease that infects that toward him, that character is exposed to the Doom.
Tie. It has virulence and morbidity (6 – Intimacy) and
an interval of one week. The Doom is a Psyche effect as Resonant: With an Essence 3 repurchase, for each
well as a disease; rolls against it use (Wits + Integrity) success by which the victim failed his roll against the
instead of (Stamina + Resistance). Medical diagnosis Doom’s virulence, another potential target he interacts
and treatment are useless unless enhanced by magic. with must roll against the Doom.
Minor: The victim’s relationship is infected with irra- Destined Doom Forewarning
tional mistrust. Voluntarily strengthening the Tie costs Cost: 3m, 1wp; Mins: Essence 3
one Willpower. Type: Supplemental
Keywords: Resonant
Major: The victim obsesses over the possibility of be- Duration: Instant
ing betrayed by the Tie’s object. As above, and when he Prerequisites: The Treacherous World
tries to use the infected Tie against social influence or
for another purpose, the Storyteller can deny it unless With words as sharp as needles, Tamokhet’s master
he pays one Willpower to do so. Otherwise, he must confirms her victims’ worst fears.
use a different Intimacy. This counts as a botch inflict-
ed by the disease (Exalted, p. 234). When the wielder makes an influence roll that’s op-
posed by an infected Tie, that Tie doesn’t bolster the
Defining: The victim is certain the Tie’s object plots his target’s Resolve and can’t be cited in a Decision Point
downfall. As above, but the Tie is suppressed completely. to resist the wielder’s influence.
Instead of preventing the victim from using the Tie, the
Storyteller can prevent him from taking any action that Resonant: If the infected Intimacy opposes the wield-
would align with the suppressed Tie. Doing so requires er’s influence, that Tie penalizes the target’s Resolve as
entering a Decision Point and citing a Defining Intimacy. if it supported that influence.
Death: The Doom’s symptoms never result in death — Reset: This Evocation can’t be used against the same
at least, not directly. character more than once per story.
Repeat exposures to the Doom can infect multiple Walk the Red Path
Ties, but this is still treated as a single disease, using Cost: 10m, 1wp; Mins: Essence 3
the same intensity for all infected Intimacies. Type: Simple
Keywords: Psyche, Resonant, Shaping (Fate)
Dissonant: Sting of Betrayal can only enhance unex- Duration: Until the betrayal transpires
pected attacks and attacks in the first round of combat Prerequisites: Destined Doom Forewarning, Sting of
against enemies who’ve failed rolls to notice Tamokhet Betrayal (×2), The Treacherous World (×2)
while it’s concealed (Exalted, p. 588).
Having set in motion the events behind an inevitable be-
Resonant: An Essence 2 repurchase adds +2 to the trayal, Tamokhet’s wielder brings them to their terrible
Doom’s virulence and morbidity and lowers its interval conclusion.
to one day.
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CHARIOTS
Riding a chariot in combat uses the mounted combat rules for the steed that draws the chariot (Exalted
(Exalted,, p.
202). Most chariots designed for war can carry one to two passengers, who also gain the benefits of mounted
combat. A chariot provides light cover to its driver and passengers without requiring cover rolls. However,
mounts drawing a chariot suffer a −1 mobility penalty. Exceptional chariots, including artifact chariots, have no
mobility penalty, which replaces the usual equipment bonus.
the next sunrise or sunset if slain, but lack mote pools Keywords: None
or Charms. They’re naturally material, like elementals. Duration: Permanent
Sidereals treat the lumenir as familiars, as do those like Prerequisites: Yellow Path
Twilight Caste Solars, who can take spirit familiars.
They can both be enhanced with a single use or pur- Oadenol ensured Sagacious Sloth could always be on
chase of magic that permanently improves familiars. time, though even she couldn’t force him to.
As a weapon, Oadenol’s Wheel is a single, large Meeting a deadline with Yellow Path counts as ful-
wheel with a glint of starmetal along its rim. It isn’t filling an auspicious prospect (p. XX). Once per day,
Improvised, but it’s compatible with Martial Arts that the Sidereal can add a free full Excellency on a roll to
use improvised weapons and other magic that enhanc- do so. Passing on an opportunity to do so is met with
es them. disapproving whinnies from the lumenir.
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Star-Spoke Transition Skere and Adrath can remain manifest while Oadenol’s
Cost: 3m; Mins: Essence 1 Wheel is in weapon form. The ever-dour Adrath is al-
Type: Reflexive ways mistrustful and suspicious of her surroundings,
Keywords: Perilous while her ebullient sister Skere is ever eager to explore
Duration: Instant the world.
Prerequisites: None
If a Sidereal uses Spirit-Shape Companion on the
With but a thought, the Wheel’s master transforms it, lumenir, they remain material, gaining the ability to
striking a foe with its heft before drawing back with the dematerialize instead, using the same rules as mate-
speed of lumenir. rialization (Exalted, p. 510). They gain Hurry Home,
letting them return to the Wheel. They return auto-
The Wheel’s master changes its form reflexively. If matically when the Wheel returns to chariot form.
she uses this to attack an enemy after moving toward
him, she retains the benefits of mounted combat and Awakening: This Evocation can’t be purchased with
waives the Initiative cost of making a smash attack. If experience. It awakens for free when the Wheel’s mas-
she uses it to disengage after attacking, she doesn’t lose ter purchases or uses a Charm to permanently enhance
Initiative. the lumenir.
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Demon City by leaping and cutting a hole in Creation’s shadow-heaven’s heart, she was long gone, never to be
sky, though she must still spend five days falling seen again. Godcarver was thought lost with her but
through the Endless Desert’s sky before landing. was rediscovered the next Calibration, laid atop the
tomb of its first inheritor, Ashjun’s apprentice.
World-Spinning Wheel
Cost: —; Mins: Essence 5 Attunement: 2m
Type: Permanent Era: Era of Limitless Light
Keywords: None
Duration: Permanent Evocations of Godcarver
Prerequisites: Neighborhood Relocation Technique,
Seven-Colored Comet Leap Godcarver is exceptional equipment (Exalted, p. 580)
for Craft rolls using it. Godcarver’s wielder awakens
A great rainbow arcs across Creation as the Sidereal Heaven-Pleasing Altar for free upon attuning it.
speeds cities, mountains, or rivers to their newly des-
tined locations. Heaven-Pleasing Altar
Cost: 1m, 1wp; Mins: Essence 1
The Sidereal can use Neighborhood Relocation Type: Simple
Technique (p. XX) while riding in Oadenol’s Wheel’s Keywords: Resonant
chariot form. Duration: Instant
Prerequisites: None
Awakening: This Evocation awakens for free if the
Sidereal meets its prerequisites. No god can bring himself to ignore a prayer spoken be-
fore an altar or idol crafted with Godcarver.
Godcarver The wielder can use this Evocation when she listens to
(Starmetal Chisel, Artifact ••••) someone pray in or before a god’s idol, shrine, altar, or
temple she’s created with Godcarver. That god hears
In every legend of Ashjun Paja — the Zenith Caste
the supplicant’s words and counts as having a Minor
priest-artisan who created some of the First Age’s
Tie of gratitude toward him if he makes an influence
greatest shrines, idols, and temples — the chisel
roll through the prayer. This Intimacy doesn’t apply to
Godcarver is at his side. It’s a flat sculptor’s chisel,
gods with negative Ties to him, but with an appropriate
a finger-thin starmetal rod that gently widens to a
offering, those Ties may be treated as one step weaker.
thumbnail-sized, flat-topped blade. The Old Realm
character for “Harmony” is inlaid in orichalcum on The god may choose to answer the prayer in person,
both sides of the blade at its base. manifesting within a depiction of themself or an im-
material apparition within a holy place, letting them
Ashjun dedicated his holy service not just to the
speak and otherwise interact with others there for the
Unconquered Sun but to all Creation’s gods, and he
scene. They can’t take physical actions or use magic
wielded Godcarver as a symbol of sacred authority.
through this projection.
The ruins of his Western dominion are still dotted with
hundreds of idols to ancient storm gods who once pro- Resonant: A god can use a single Charm through their
tected the land from drought and typhoon. The deep manifestation. Its minimum Essence can’t exceed the
Wyld has yet to corrupt the embassy-temple he raised wielder’s.
in Yo-Ping’s name, where Heaven’s ambassadors ne-
gotiated the Thousand Star Armistice. In Yu-Shan’s Temple-Consecrating Talent
slums, some walls still bear his frescoes, commemorat- Cost: 10m, 1wp; Mins: Essence 2
ing the downtrodden and the destitute. Type: Simple
Keywords: Dissonant
Not all Godcarver’s masters have shared their creator’s
Duration: Instant
compassionate purpose. In the Great Contagion’s
Prerequisites: Heaven-Pleasing Altar
aftermath, the Joybringer Anthuris created a shad-
ow-heaven from the sanctuaries of her divine con- Stately cathedrals and elephantine idols raised with
spirators, using Godcarver to bind them to her hidden Godcarver are more than sites of reverence; their Essence
labyrinth-manse. Though her Circlemates ultimately is interwoven with that of their consecrated deity.
thwarted her sedition, by the time they reached her
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Godcarver’s wielder undertakes a mundane superior Resonant: With an Essence 5 repurchase, characters
project to create a temple, grand shrine, gigantic idol, or without mote pools can use blessed objects, paying one
similar for a god toward whom she has a positive Major Willpower for each five motes of its cost.
or Defining Tie, imbuing it with the following benefits:
Dissonant: Only the wielder can benefit from blessed
• When the wielder uses Heaven-Pleasing Altar, objects.
the god counts as having a Major Tie of gratitude
or reduces the intensity of a negative Tie by two. Godwright Chisel Invocation
Negative Minor Ties instead count as Minor Cost: 20m, 1wp; Mins: Essence 5
Ties of gratitude. Type: Simple
Keywords: Resonant
• The god can respond to prayers by appearing Duration: Instant
physically to the supplicant, committing 15 Prerequisites: Miracles in Stone (×2)
motes and paying one Willpower to do so for a
scene. Godcarver brings forth the divinity trapped in the stone,
creating a temple like the egg of a newborn god.
• Members of the god’s cult and anyone bearing
the god’s blessing double 9s on rolls against Resonant: Only characters resonant with Godcarver
disease, poison, Derangements, possession, and can awaken this Evocation.
similar ailments within a structure or while near
an idol or other depiction created by Godcarver. The wielder undertakes a mundane superior project
to create a magnificent temple to a god that does not
• Godcarver’s wielder and the god can awaken exist. The wielder determines the general nature of the
Evocations from the structure based on the god but not its position in the Celestial Bureaucracy.
god’s purview, history, and relationship with the If she created a god of purifying flame, it would have
wielder. miracles appropriate to that role, but no official status
or recognition of such. The construction gains the ben-
Dissonant: If the wielder ceases to have a qualifying Tie efits of Temple-Consecrating Talent for free.
toward the god, this Charm’s blessing ends. Any purchased
Evocations have their experience point cost refunded. Signs and portents of the god-to-be appear nearby
as the wielder labors. For the god of purifying flame,
Miracles in Stone children might recite rhymes about the wicked world
Cost: —; Mins: Essence 3 reduced to ash, while rotten trees spontaneously com-
Type: Permanent bust. Spirits sense the coming of a new divinity, though
Keywords: Dissonant, Resonant not the temple’s precise location.
Duration: Permanent
Prerequisites: Temple-Consecrating Talent Upon completing the project, the wielder makes one
final blow with Godcarver to free the newborn divinity
Invoking Heaven’s favor, Godcarver’s master creates from its stone egg. The craft points for completing the
sanctified relics and holy treasures. project are doubled (Exalted, pp. 241, 243).
When the wielder uses Heaven-Pleasing Altar in a The god has the following:
place blessed with Temple-Consecrating Talent, the
god can answer the prayer by imbuing an Eclipse • An Essence rating of (wielder’s Essence − 2).
Charm or Evocation of the temple into a sacred tal-
isman created by the wielder. Characters with mote • 50 + (Essence × 10) personal motes.
pools and a positive Major or Defining Tie who meet
that power’s prerequisites can incur experience debt • Materialize and Hurry Home (Exalted, pp. 509-
to learn it, paying eight points for Eclipse Charms. 510), and (its Essence + 3) other spirit Charms
appropriate to its nature or Evocations of the
The wielder waives the experience debt for the first temple. Not all Charms need to be chosen when
Charm or Evocation she learns this way. If a blessed the spirit is created; they can be left undeter-
object is destroyed or otherwise permanently leaves mined and selected later.
the narrative, or if a character loses his qualifying Tie,
the imbued power’s experience cost is refunded.
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The god’s other traits are left to the Storyteller to de- This ovate chrysolite’s facets reflect indistinct glimps-
vise together with the wielder’s player. es of the future. Those who sleep within three miles
of it have strange, vivid dreams that often hint at their
Sidereals with Willing Assumption of Chains (p. XX) future, though their meaning may not become appar-
can confer its benefits on the god for free. Gods cre- ent until the foretold event comes to pass. Until they
ated by Solars with Ephemeral Induction Technique next sleep, they add a non-Charm success on Occult
(Exalted, p. 360) have Essence equal to theirs and rolls involving fate or omens and on rolls to predict the
count as familiars, though not subject to that Charm’s future, like with thaumaturgical divination (p. XX) or
limit on them. Of Things Desired and Feared (p. XX).
Resonant: Characters who fail the resistance roll also Pattern Spider’s Eye (Sidereal, Standard)
take a point of lethal damage. Keywords: Wild-Born
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The air inside the House of Bellicose Skies was stale and cold; Obsidian Saber wished them luck as
the heavy doors slid back on ancient mechanisms. Dust whirled in the lantern light, kicked up for
the first time in centuries. The descriptions in Whispering Lily’s ancient tome helped in some cases,
but it was clear early on that whoever had guided the scholar-priest through its halls had left out
some key details. Perhaps she’d passed through before the final traps were laid, or perhaps some
things had been lost in translation between editions. Perhaps she’d simply made some of them up.
After what felt like hours of wandering an endless hall, a wall shifted suddenly, separating Koraia
and Silent Moth from the others. The two continued in a direction that seemed parallel to their
original, huddling close together. When the floor fell away beneath Silent Moth, Koraia caught her
by the forearm and hauled her away from the chasm. They held each other close, breath ragged in
one another’s ears, and Koraia finally found the courage to say what she’d come to realize these
last few weeks in Turutan. “I want—” she began, but Moth pulled away.
Her grimcleaver whistled as she knocked the poisoned darts out of the air before they could bury
themselves in Koraia’s neck. “Me too,” she whispered.
In the silence, they heard Adhim’s voice booming close by. Moth took Koraia’s hand as they found
the way back to their companions.
Later, the Circle paused before a door guarded by twin automata. They were made of liquid
obsidian, flowing and shifting around any attack directed at them. “Wait,” said Nayalu, as Silent
Moth gathered the strands of their fate in her hands. “I think we’ll need them later.” She spent some
time in contemplation, then gently approached them and, first one, then the other, touched a crystal
bottle to their chests. The automata flowed inside.
An hour later, she set them free at the edge of a pit, and they flowed and twisted together on the
way across it, hardening into a bridge the Circle could cross.
Dozan, lagging slightly behind, passed by an alcove that held a seven-pointed crown. At first, they
walked on past, but something drew them back to contemplate it. Moonlight glinted off the pale-
yellow diamonds in each point, though they could see no place from which light might come in.
They observed it for a few moments, while they ate a handful of sunflower seeds and considered
their options.
“Should we?” they asked the spider perched on their shoulder.
The spider waved its front legs in the gesture Dozan had come to know meant You’re going to
anyway.
Dozan laughed. “I could use a little help.”
The spider pondered the crown for a moment, and the moonlight around it. Carefully, they skittered
into the alcove and began spinning a web. Thicker and thicker it grew, until the moonlight shone
through only a pencil-thin shaft.
When Dozan took the crown, the web caught the arrows meant for their heart.
In the end, they stood before the chamber where Nayalu’s book and Dozan’s dream told them the
sprawl-seed was stored. Its lock opened easily under Adhim’s touch. From somewhere behind
them came the rumbling of stone. It might have been any of half a dozen traps they’d encountered,
but it meant one thing: they had made it ahead of Cymelos.
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Chapter Nine
Anys Syn
Anys Syn is a legend among the Bronze Faction, often
considered the greatest martial artist of the Fivescore
Fellowship. She slew the diamond behemoth Gjalagad,
shattering its eight true bodies. When Sublime Danger,
master of Thousand Blades Style, challenged her to
a duel over a petty slight, Syn fought the Lunar to a
standstill with a bamboo switch. When the traitor Ni
Zhang fled into the demon-temple Suntarankal, she
broke down the Crucible of Brass and Iron’s great
banded gates to pursue him through its Forty-Nine
Chambers.
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expand her collection of antique string instruments Major Principle: I must pass on my knowledge to worthy
and learn to cook to her exacting standards. If ques- disciples.
tioned on her methods, she insists that the martial arts Major Tie: Other martial artists (Respect)
reflect and are reflected by all other disciplines and
Major Tie: Chejop Kejak (Trust)
that she cannot afford to retain a chef.
Minor Tie: The Immaculate Order (Responsibility)
Anys Syn is outwardly unassuming, a petite woman ESCORT
of late middle age with graying hair who dresses in
In Yu-Shan, Syn is often accompanied by her current protégé
elaborate robes centuries out of fashion. To those un-
— likely another Sidereal, one of Heaven’s Dragons, or a
aware of her identity, she enjoys posing as a harmless,
spirit. In her resplendent destiny as an Immaculate monk, she
eccentric society lady, bejeweled gloves concealing the
may be accompanied by Dragon-Blooded Immaculates
calluses built up from centuries of training. Her most
and mortal monks. On Wyld Hunts, she’s typically backed
common resplendent destinies are a stern instructor
by at least a Hearth of Immaculate grandmasters and a Size
in the Cloister of Wisdom and a wandering Dragon-
2-3 battle group of mortal monks.
Blooded hermit.
ANIMA
Storytellers be warned: Use caution when putting Lesser Sign of Mars (5m; Reflexive; Until next turn):
Anys Syn in battles where she has reason to kill the Syn and allies within close range gain +1 non-Charm
player characters. She’s an extremely formidable defense and add +5 dice on War rolls. Free at bonfire
opponent who can quickly defeat an inexperienced anima.
Circle and overwhelm all but the most accomplished
Greater Sign of Mars (20m, 1wp; Simple; One
opponents in single combat.
scene): Roll Join Battle. Syn and all allies gain that much
Initiative. They also gain +7 base Initiative. Battle groups
Caste: Battles
instead gain Might 2. Once per story.
Essence: 7; Willpower: 10; Join Battle: 14 dice
EXCELLENCY
Personal: 23; Peripheral: 63
Bonus Dice: Anys Syn can add up to 5 dice on rolls for
Health Levels: −0×11/−1×2/−2×2/−4/Incap. one mote per die. She can add up to +5 to static values
Actions: Bureaucracy: 6 dice; Command: 9 dice; for two motes per +1.
Cooking: 11 dice; Feats of Strength: 12 dice (may attempt Target Numbers: Anys Syn can can grant a roll −1
Strength 5 feats); Martial Arts Lore: 14 dice; Read Inten- target number for one mote. She can give pools with
tions: 12 dice; Resist Poison/Disease: 12 dice; Senses: 7+ dice −2 target number for two motes, or −3 target
12 dice; Social Influence: 9 dice; Strategy: 9 dice; Zither number for three motes, one Willpower.
Performances: 11 dice.
OFFENSIVE CHARMS
Appearance 2, Resolve 5, Guile 7
Blood Devil Fist (10m; Supplemental; Instant; De-
COMBAT cisive-only): Double 10s on a decisive damage roll,
Attack (Unarmed): 14 dice (Damage 11B) adds (1 + enemy’s wound penalty, maximum 5) dice of
Attack (Grapple): 11 dice (11 dice to control) damage, and adds up to five extra successes as dice of
Combat Movement: 10 dice damage. If this deals 3+ damage, her target’s wound
penalty increases by one until he crashes her. If this
Evasion: 6; Parry: 6 attack increases the target’s wound penalty, he suffers
Soak/Hardness: 10/4 (Grandmaster’s Bloodied the increase in dice of additional decisive damage.
Finery, starmetal silk armor) Certain Kill: Three Venom Heart Strike (20m,
INTIMACIES 1wp; Simple; Instant; Decisive-only): Requires 15+ Initia-
Defining Principle: Power must be tempered by respon- tive. Make a decisive attack that doesn’t deal damage
sibility. or reset Initiative. Hit enemies are exposed to three differ-
Defining Principle: My part in the Solar Purge makes its ent poisons, making one roll to resist at a −4 penalty. The
consequences mine to deal with. first poison has Damage 3i/round, Duration (Essence
+ enemy’s onslaught penalty), and a −1 penalty. The
Defining Principle: There is no greater pleasure than to second has Damage 2i/round, Duration 11 rounds,
test myself against a legendary foe. and a −2 penalty. The third has Damage 5 motes/round
Major Principle: I care not for the politics of destiny, only (Aggravated if no motes), Duration 7 rounds, and a −3
its fulfillment. penalty.
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Many Fools Die (14m, 2i, 1wp; Simple; Instant; De- attacks from long or extreme range, and Hardness
cisive-only): Make a decisive attack with +5 dice on 7. Syn suffers no Evasion penalties against a single
the attack roll against all enemies within close range. enemy, doubles 9s on rush and disengage rolls against
Each suffers (Initiative/3, rounded up) damage. If the him, and gains 1 Initiative whenever he gains Initiative,
attack roll exceeds a target’s Resolve, it becomes a sur- except from attacking her. If he’s defeated, she chooses
prise attack against him and adds +6 damage dice to a new target.
him. Once per scene. Heavenly Mirror Technique (10m, 3i, 2wp; Re-
Searing Judgment Palm (7m; Supplemental; Instant; flexive; Clash, Decisive-only): Clash an attack from
Withering-only): Anys Syn adds +5 raw damage and close range — even an ambush — with a decisive
Overwhelming to a withering attack. If any damage is attack, doubling up to five 9s on the attack roll. Negate
dealt, the target loses 7 Initiative, which she doesn’t gain. a non-Excellency Reflexive or Supplemental Charm or
Second Shadow Strike (6m, 2wp; Simple; Instant; Evocation that enhances the enemy’s attack and apply
Decisive-only): Anys Syn makes a decisive attack it to Syn’s own.
against an enemy within medium range, moving into Humbled Rival Evasion (4m; Reflexive; Instant;
close range as she strikes. Her target rolls (Perception + Dual, Stackable): Against a lower-Initiative enemy, add
Awareness) opposing her attack roll. On failure, Syn’s +2 Evasion after the attack roll. The first time Syn attacks
strike becomes a surprise attack, inflicting −2 Defense him before the end of her next turn, she adds +1 die of
against it. Each attack roll extra success over the target’s post-soak withering or decisive damage, which she
Defense converts one die of damage to an automatic can stack against a single enemy. If used multiple times
success, maximum 7. If the attack is unexpected, there’s a round, the cost is reduced by one each use, minimum
no limit to how many dice can be converted. This uses two motes.
Syn’s movement action. Inevitable Survival Strategy (7m, 1wp [+1wp];
Stance-Breaker Strike (4m [4i]; Supplemental; Reflexive; Instant; Decisive-only): After being hit by an
Instant; Withering-only): If a withering attack crashes attack, but before the damage roll, halve the damage
an enemy, it awards an additional 5 Initiative. Syn may roll, rounded down, and inflict +1 target number. Pay
then pay four Initiative to steal (7 + enemy’s wound a one-Willpower surcharge to inflict +2 target number
penalty) motes from him. instead. Once per scene unless reset by going a round
FORM CHARMS without taking damage.
Charcoal March of Spiders Form (10m; Simple; Unassailable Pinnacle Defense (7m; Reflexive;
One scene; Form, Perilous): Roll Join Battle twice, using Instant; Perilous, Withering-only): Gain +12 soak against
each result as a “passive” Initiative track separate from a withering attack and reduce its Overwhelming by
her normal Initiative. These don’t let her take additional one. If Syn takes no damage, onlookers must roll (Per-
turns, but she can use them in place of her actual Initia- ception + Awareness) at difficulty 11 to realize she was
tive for any purpose. Crashed tracks are permanently attacked. If everyone fails, she steals four Initiative from
lost. Can activate reflexively by moving into or out of her attacker. If Syn uses this Charm multiple times in a
close range of an enemy and hitting him with a decisive single tick, the cost of subsequent uses is reduced to four
attack in the same turn. motes.
Snake Form (8m; Simple; One scene; Form): Add +5 MOBILITY CHARMS
soak. Attacks against Syn suffer a −1 penalty or −3 for Dance of the Hungry Spider (5m, 1wp; Reflexive;
lower-Initiative attackers. Can activate reflexively by One scene; Uniform): Syn is immune to grapples and
bringing an enemy’s Initiative from higher than her own being knocked prone. After negating two such effects,
to lower with a withering attack. she becomes vulnerable to a third. Once per round, she
Tiger Form (10m; Simple; One scene; Form): Double up can reflexively move a range band toward an enemy
to five withering attack roll extra successes to determine before attacking him in any direction after being at-
damage. Add +7 dice on rushes and rolls opposing dis- tacked. This doesn’t count as her movement action.
engage actions, and gain Initiative lost by enemies who MISCELLANEOUS CHARMS
attempt to disengage from Syn. Ignore prone penalties. Ways of Exaltation: (5m, 1wp; Simple; Indefinite):
Can activate reflexively by dealing 3+ decisive damage. Imitate another Sidereal Caste or another type of Exalt’s
DEFENSIVE CHARMS Caste or Aspect. Add (Anima) dice on rolls with the Caste
Crimson Nemesis Stance (8m, 1wp; Reflexive; or Aspect’s associated traits and (Anima/2), rounded up
One scene; Dual): Gain +5 soak, or +7 soak against to static values based on them.
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Sad Ivory
Sad Ivory, also called Ahn-Aru, sees herself as an
Immaculate first and a Sidereal second. As an orphan
fostered in one of the Order’s temples, learning Creation’s
secret history and the true origins of the Immaculate
Texts shocked her faith but did not break it. Wrestling
with disbelief, she reached a more nuanced, spiritual
understanding of the Immaculate Philosophy, one that
loved Red Osprey for it. The Joybringer’s ideological
looks beyond the words of the Texts to see the good
alignment with the Gold Faction posed little obstacle
they have wrought in the world. Aligning herself with
to their relationship in the days before the Solars’ re-
the Bronze Faction was a natural choice, advancing its
turn. The two simply agreed to ignore factional politics
interests — and those of the Order — as an assassin and
entirely, and that was the end of the matter.
shikari, joining in Wyld Hunts against especially danger-
ous Anathema. She feels no remorse at this but carries it Then came the Time of Tumult. Red Osprey found
out with the grave profundity due to this sacred duty. themself tasked with guiding a young Dawn Caste to
a temple of the Cult of the Illuminated. Sad Ivory was
Sad Ivory permits herself little in life beyond work,
charged with the Solar’s execution. Sad Ivory pleaded
study, training, and battle. She has professional and
for Osprey to stand down and step aside, and they
factional relationships but no real friends and no
begged the same of her, but neither could abandon
Circle. She takes time for convalescence but not for
their duty. With tears filling her eyes, she killed Red
leisure. She takes a sabbatical only when forced by
Osprey.
her superiors in the Bronze Faction, and she spends
it wandering Creation in the guise of an Immaculate Osprey’s death was officially ruled an accident by the
theologian, monk, or pilgrim. She is a weapon of neces- Bureau of Destiny, though many unanswered questions
sity, she tells herself, not a person, and a weapon has remain within both the Bronze and the Gold. Ivory faced
no wants or desires. She conceals the psychological no official reprimand for her actions, but many within
damage this has done well, even from her closest allies the Bronze Faction have distanced themselves from her.
in the Bronze Faction. Some in the Gold Faction seek to have Ivory held ac-
countable for her actions and search out evidence that
Red Osprey saw right through Ahn-Aru. By dint of tre-
would contradict the Bureau’s official findings.
mendous tenacity and infectious charm, the Joybringer
befriended her, dragging her to parties, outings, festi- They needn’t bother. Since Osprey’s death, Sad Ivory
vals, and salons throughout both Creation and Heaven. has reverted to her most self-destructive patterns,
They even got her to take two sabbaticals in the same isolating herself from the Fivescore Fellowship and
decade! For the first time in centuries, Sad Ivory felt living as an ascetic. She never filed her report for the
human, felt like she could let herself be human, and she
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Five-Metal Tang,
God of Swords
God of Swords and head of the Bureau of Humanity’s
Division of Weapons, Five-Metal Tang was once a living
daiklave, wielded by an Exalted hero, which attained
apotheosis to avenge its master’s death. Tang takes but that hasn’t diminished her ambitions. Eventually,
many forms — an armored figure made up of countless Wun Ja’s scheming in Creation will be discovered, and
overlapping daiklaves, a forge-tending crone, an ani- when it is, Tang hopes to replace her as the bureau’s
mate sword — and is known by as many pronouns and head. While she’s curried favor with several of her fel-
honorifics. While they’re a passionate connoisseur of low division heads, what she needs most is someone in
swords, their enthusiasm outstrips their bureaucratic a position to expose Wun Ja at just the right moment.
acumen. Only by dint of their subordinates’ loyalty Wary of being caught in such betrayal, she’s made only
and love, won through shameless favoritism, have they the subtlest of overtures to censors, Sidereals, and gods
endured such bureaucratic ordeals as Qast the Spear- of the Department of Celestial Concerns, but time is of
Speaker’s designs on their position and the long-run- the essence. The closer Wun Ja seems to being caught,
ning dispute over knives with the Division of Tools. the greater the lengths Tang will go to — which may
end poorly for her if Tang misjudges the situation.
Tang holds great affection for those who forge swords
and those who wield them. He visits them in the dream- Essence: 7; Willpower: 8; Join Battle: 14 dice
less sleep after a battle or hard labor, speaking words Personal: 120
of encouragement, praise, or guidance —though he Health Levels: −0×8/−1×8/−2×8/−4×4/Incap.
can’t help but be somewhat patronizing in his praises
Actions: Bureaucracy: 5 dice; Feats of Strength: 12 dice
and excessive in his criticism. He occasionally invites
(may attempt Strength 5 feats); Knowledge of Swords:
favorites to Yu-Shan to demonstrate their prowess
14 dice; Read Intentions: 8 dice; Senses: 11 dice; Social
before the Division of Weapons, an opportunity for
Influence: 10 dice; Swordsmithing: 14 dice.
the skillful to win unimaginable rewards and divine
patronage. Tang thrills in dueling Exalted swordsmen, Appearance 3, Resolve 4, Guile 4
rewarding those who best him by awakening the secret COMBAT
power within their blade. Attack (Living Daiklave): 14 dice (Damage 20L/5)
Unlike many in the Bureau of Humanity, Tang’s power Attack (Grapple): 10 dice (8 dice to control)
and prestige suffered little from the Great Contagion, Combat Movement: 12 dice
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Essence: 7; Willpower: 7; Join Battle: 6 dice Socialize]), opposing her roll. Success always provides
Personal: 120 some immediate benefit to Ohanlei — typically, the infil-
trator appears to aid her. Once per story.
Health Levels: −0×2/−1×3/−2×3/−4/Incap.
Tantalizing Teahouse Rumors (5m; Simple; Instant;
Actions: Brewing Tea: 14 dice; Brokered Knowledge:
Eclipse; Essence 1): Ohanlei makes a special Read In-
12 dice; Bureaucracy: 10 dice; Herbal Remedies: 10
tentions roll against someone, adding three automatic
dice; Investigation: 7 dice; Larceny: 7 dice; Read Inten-
successes. Success reveals the most interesting piece of
tions: 12 dice; Senses: 7 dice; Social Influence: 12 dice.
gossip about him, but not whether it’s actually true.
Appearance 3, Resolve 5, Guile 6
Taste of Tranquil Chamomile (5m; Simple; Instant;
COMBAT Eclipse, Essence 1): Ohanlei makes a Social Influence
Attack (Unarmed): 6 dice (Damage 8B) roll as she brews a pot of tea, using this influence roll to
Attack (Grapple): 5 dice (5 dice to control) inspire calm in those who drink. Eclipse Castes roll (Cha-
risma + Performance or Socialize). Characters calmed
Combat Movement: 6 dice by the tea treat any negative Ties they have to anyone
Evasion: 2; Parry: 1 else who shares in the tea as one step weaker for the rest
Soak/Hardness: 3/0 of the scene.
INTIMACIES MISCELLANEOUS CHARMS
Defining Principle: All problems can be solved over a Fever-Soothing Brew (5m; Simple; Instant; Eclipse;
cup of tea. Essence 1): As Ohanlei pours a cup of tea, she speaks
Defining Principle: There is no greater power than knowl- a blessing on its recipient. If he drinks it, the tea counts
edge. as exceptional equipment (Exalted, p. 580) for his
Stamina rolls and Medicine rolls made by others to treat
Major Tie: Her intelligence network (Confidence)
him until he next sleeps. If someone forms a positive Tie
Major Tie: The Bureau of Humanity (Dedication) to Ohanlei because of this, she gains one Willpower,
Major Tie: The Realm (Protectiveness) maximum once per day.
Major Tie: Political rivals (Scorn) Hurry Home (10m, 1wp; Simple; Instant; Essence 1):
Minor Tie: Her cultists (Compassion) Ohanlei vanishes on her next turn, reappearing in her
celestial manse or any teahouse in Yu-Shan.
Minor Principle: I can’t abide equivocators.
Materialize (60m, 1wp; Simple; Instant; Essence 1):
Minor Tie: The Bronze Faction (Pragmatic Cooperation)
Ohanlei manifests from billowing steam that smells of tea
Minor Tie: Potential protégés (Curiosity) steeping.
ESCORT Measure the Wind (5m; Simple; Instant; Essence 1):
Shattered-Mane Lai, Ohanlei’s celestial lion bodyguard Ohanlei takes the measure of anyone who accepts her
(p. XX), rarely leaves her side, though his presence isn’t hospitality or who’s had tea within the last week.
always obvious. There’s no telling who else might accom- Upturned Teacup Prophecy (5m; Simple; Instant;
pany her on any given day. Essence 1): Ohanlei performs a divination identical to
MERITS either version of Reading the Tea Leaves (Exalted, p.
Cult 5: Ohanlei is venerated throughout Creation’s 490). She rolls Brewing Tea and doubles 7s.
largest empire and beyond.
SOCIAL CHARMS Pallian-Azar, Doorkeeper of
All-Seeing Proprietor (10m, 1wp; Supplemental;
Instant; Essence 5): Double 8s on a Read Intentions roll, the Western Sky
an Investigation roll for profiling, or a Brokered Knowl-
edge roll to introduce a fact. Anyone drinking tea suffers Since the Black Moon Accords were first brokered,
−2 Guile against this. the Western horizon has been the prison of devil-stars
who broke their pact with Heaven. The Doorkeeper
Bitter Sip of Betrayal (25m, 2wp; Simple; Instant; of the Western Sky is their gaoler, tasked by Heaven
Essence 7): Ohanlei makes a special introduce fact with keeping eternal vigil. Pallian-Azar isn’t the first
roll with Brokered Knowledge to reveal an informant Doorkeeper, though he’s held the title since the First
or double agent within an organization. The group’s Age. Once scrupulous to a fault, his dedication has
leader rolls (Perception + [Bureaucracy, Investigation, or waned in the millennia since his crystalline prisoners
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Major Tie: The Benevolent Sunset Society (Pride) in his palace-sanctum in the distant West or his prim-
Minor Principle: Wealth exists to be flaunted. rose-draped manse in Yu-Shan.
Minor Tie: Luna (Desire for Approval) Let Twilight Fall (20m, 1wp; Simple; One scene;
Eclipse; Essence 5): Pallian-Azar declares it dusk, and
Minor Tie: The Bureau of Nature (Discontent)
it becomes so. The sun does not set, but it seems to fade
Minor Tie: Devil-Stars (Fascination) away between eye blinks. It counts as being sunset for
ESCORT relevant effects, like some Solar anima powers. Using this
Pallian-Azar is often attended by enforcers of the Benevo- to begin casting a demon-summoning spell shortens its
lent Sunset Society: God-Blooded champions (Exalted, ritual’s duration to one hour. The false dusk extends out to
p. 497), dogs of the unbroken earth (Exalted, p. 511), six range bands from Pallian-Azar, or (Essence) miles in
storm mothers (Exalted, p. 513), corrupt lion-dogs (p. the West. Once per day.
XX), and the like. Materialize (55m, 1wp; Simple; Instant): As Palli-
MERITS an-Azar’s vaporous shadows manifest, he steps forth
from them.
Cult 3: Important as Pallian-Azar’s purview is to Heaven,
it’s of little concern to most mortals. Those who do worship Measure the Wind (5m; Simple; Instant): Pallian-Azar
him most often revere him in his role as sky-god or a god can take the measure of anyone who prays to him or who
of night. stands before him at dusk or under the Western sky.
Gloaming Eye: Pallian-Azar can see even in magical Shaper of Skies (5m, 1wp; Simple; One day; Essence
darkness. Senses rolls convert any penalties negated by 3): Pallian-Azar rolls Navigation with double 9s to
this to bonus dice. change the weather within (6 + extra successes) miles,
like with Sky-and-Rain Mantra (p. XX).
Twilight Nimbus: Pallian-Azar can stand upon his va-
porous shadows to fly. Outside of combat, he travels at
60 miles per hour, or twice that in the West.
Pattern Spider
DEFENSIVE CHARMS
Mantle of Perfumed Twilight (5m, 4i, 1wp; Re- The pattern spiders dwell among the Loom of Fate’s
flexive; One scene; Eclipse, Perilous; Essence 4): Pal- threads, working tirelessly and methodically to sustain
lian-Azar’s vaporous shadows extend out to medium Creation’s reality. When the weave of fate is frayed,
range from him. They inflict a −3 penalty on vision-based they are the first to repair the damage, patching small
rolls impeded by its darkness and count as difficult rifts entirely and stabilizing larger damage until divine
terrain (Exalted, p. 199). Pallian-Azar and his allies are intervention arrives. They weave planned destinies
immune, as are characters who can see in the darkness into the Loom — not to mention the time spent spin-
or have no need of sight. This ends if he’s crashed. Once ning threads of fate while heavenly committees plan,
per scene. revise, and discard potential destinies. From the Loom,
they have little influence over the outcomes of distant
SOCIAL CHARMS events, capable of only the slightest adjustments to
An Offer Best Accepted (15m, 1wp; Supplemental; probabilities. But without the pattern spiders nudg-
Instant; Essence 5): Pallian-Azar doubles 8s on a bargain ing the odds, destiny would fall apart — there aren’t
or threaten roll made in the course of corrupt dealings or enough spirits or Sidereals to tend to everything the
criminal activity. Affected characters can’t report it to any pattern spiders do.
official authority unless they pay three Willpower, sepa-
rate from resisting the influence. A pattern spider’s carapace is made from living metal
STEALTH CHARMS and crystal, though they are born, not made. They’re
specialists by nature, each filling a particular niche in
Descend Into Darkness (10m; Simple; Instant; the Loom’s metaphysical ecology. They vary greatly in
Essence 6): Pallian-Azar rolls Stealth with double 8s. If size depending on their age, purpose, and experience.
he conceals himself from all enemies, he can vanish and Most range from smaller than a fingernail to the size
reappear anywhere within medium range that has suffi- of a large dog, while the oldest pattern spiders, called
cient darkness-based concealment to hide. august weavers, can grow to the size of an elk. Asna
MISCELLANEOUS CHARMS Firstborn, mother of all pattern spiders, rivals lesser
Hurry Home (10m, 1wp; Simple; Instant): Pallian-Azar elemental dragons in size. Pattern spiders’ voices are
vanishes and fades away on his next turn, reappearing low and sibilant; while they tend to be terse, some are
notorious chatterboxes.
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and a −3 penalty. It doesn’t deal damage. Instead, if They’re not suitable as familiars.
there are any successes on the damage roll for an in-
terval, the poisoned character suffers a stroke of misfor- Essence: 3; Willpower: 8; Join Battle: 10 dice.
tune. An overturned wagon might put difficult terrain in Personal: 80 (40 motes to dematerialize)
his way, or his weapon might slip from his grasp. If there’s Speed Bonus: +2
nothing more fitting, the victim loses one Willpower.
Eclipse Castes convey this venom through their unarmed Actions: Bureaucracy: 8 dice; Climb: 12 dice; Debate
attacks. Metaphysics: 12 dice; Feats of Strength: 10 dice (can
attempt Strength 5 feats); Read Intentions: 6 dice; Senses:
Silken Fate Snare (5m; Supplemental; Until the clinch 10 dice; Social Influence: 6 dice; Stealth: 10 dice; Track-
ends; Essence 2): When the pattern spider restrains a ing: 7 dice; Weaving: 14 dice.
grappled enemy, it wraps him in webbing. The spider
can take other non-reflexive actions while grappling and Appearance 1, Resolve 4, Guile 3
suffer no Defense penalties for grappling. The opponent’s COMBAT
penalties to attacks increase by one. This can’t be used Attack (Bite): 11 dice (Damage 14L/3)
on the turn the spider makes the grapple gambit.
Attack (Grapple): 11 dice (7 dice to control)
Web of Woven Destiny (10m; Simple; One scene,
Combat Movement: 12 dice
Essence 2): The spider spins a web out to short range,
which is difficult terrain for other characters. While within Evasion: 6; Parry: 4
the web, the spider doubles 9s on movement actions and Soak/Hardness: 10/7
on hearing-based Senses rolls against others within the
web.
MISCELLANEOUS CHARMS Lion-Dog
Hurry Home (10m, 1wp; Simple; Instant): The pattern Lion-dogs are guardian beasts of living jade standing
spider vanishes on its next turn, reappearing within the six feet high, combining the features of a stocky lion
Loom of Fate. Pattern spider familiars may return to their and a mastiff. Despite their bestial appearance, they’re
companion instead. as intelligent as any other god and are known for their
Materialize (35m, 1wp; Simple; Instant): The pattern bravery and loyalty. In Heaven, they’re most often in-
spider weaves its physical form from threads of crystal volved in law enforcement, but others are given duties
and metal. in Creation, watching over temples, tombs, and manses
Measure the Wind (5m; Simple; Instant): The pattern of interest to Heaven.
spider takes the measure of anyone whose current destiny
bears the influence of the constellation associated with Guard postings may last millennia, even after a li-
that spider’s college. on-dog’s charge is reduced to ruins. Some maintain
their vigils even after this, but others abandon their
Read the Weave (5m; Simple; Instant; Eclipse; defunct posts, serving as guardians to mortal commu-
Essence 2): This Charm works like the Auspicious Pros- nities in exchange for their gratitude and prayer or
pects anima power (p. XX), but only for destinies related traveling the world alongside new friends.
to the constellation associated with that spider’s college.
They don’t benefit from fulfilling auspicious prospects. Lion-dogs are amiable spirits and often quite talkative,
but they’re unforgiving and extremely sensitive to any
Customizing Pattern Spiders offense or betrayal. The typical lion-dog has no com-
punctions against devouring even those they’ve shared
In addition to customizing a pattern spider’s size, jokes and wine with, if they ignore her warnings not
Storytellers can also add dice pools, Merits, and spirit to trespass against her charge or violate heavenly law.
Charms based on a spider’s particular niche within the
Loom or the themes of the constellation associated with Essence: 3; Willpower: 8; Join Battle: 8 dice
its college. It’s common for them to have that constel- Personal: 80
lation’s versions of the Sidereals’ Ascending (Caste) Health Levels: −0×3/−1×3/−2×2/−4/Incap.
Horoscope and Descending (Caste) Horoscope Charms. Speed Bonus: +2
August weavers gain the following benefits in addition Actions: Feats of Strength: 11 dice (may attempt Strength
to any other unique traits added by the Storyteller. 5 feats); Heavenly Law: 5 dice; Investigation: 9 dice (see
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401
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Celestial Lion
Celestial lions are great beasts of living orichalcum,
standing up to nine feet high. They’re diligent and
honest, honoring their oaths and contracts unfailingly,
but they’re also prideful to a fault and possessed of
a certain feline caprice. In Yu-Shan, they head the
Department of Celestial Concerns’ law enforcement
operations. In Creation, they’re entrusted with guard-
ing heavenly gates, the gaols of forbidden gods, and
other sites of considerable import to Heaven.
Essence: 5
Personal: 100 (50 motes to dematerialize)
Health Levels: −0×5/−1×5/−2×5/−4×10/Incap. DEFENSIVE CHARMS
Speed Bonus: +3 Perdurant Orichalcum Hide (20m, 5i, 1wp; Reflex-
Actions: Feats of Strength: 14 dice (may attempt ive; Instant; Decisive-only; Perilous; Essence 3): After a
Strength 7 feats); Heavenly Law: 8 dice; Investigation: decisive damage roll that fills all the lion’s health levels
12 dice (see Keen Nose); Read Intentions: 12 dice (see of one type, she can use this Charm to negate any further
Keen Nose); Resist Poison/Disease: 12 dice; Senses: 12 damage. Once per day.
dice (see Keen Nose); Social Influence: 10 dice; Stealth: Undaunted Sentinel Dedication (10m; Reflexive;
10 dice; Tracking: 12 dice (see Keen Nose). Until next turn; Dual; Essence 3): The lion can’t be crashed
Appearance 5, Resolve 6, Guile 4 by withering attacks that are reduced to minimum
COMBAT damage. When determining if her Hardness prevents
decisive damage, her attacker doesn’t count damage
Attack (Bite): 12 dice (Damage 19L/5) dice from any source but his Initiative. Attacks that don’t
Attack (Claw): 14 dice (Damage 173) use his Initiative use the lower of it or their damage pool.
Attack (Grapple): 12 dice (14 dice to control) SOCIAL CHARMS
Combat Movement: 11 dice Incorruptible Servant of Heaven (5m, 1wp; Re-
Soak/Hardness: 15/10 flexive; Instant; Essence 4): Once per story, waive the
OFFENSIVE CHARMS need for an Intimacy in a Decision Point to resist influence
that requires the lion to abandon her duties, violate heav-
Wrathful Guardian-Beast Attack (10m, 1wp; enly law, or break a promise.
Supplemental; Instant; Dual; Essence 3): Double up to
five extra successes to determine a withering attack’s MISCELLANEOUS CHARMS
raw damage or add up to five extra successes as de- Celestial Guardian Puissance (5m; Reflexive;
cisive damage dice. Against enemies the lion suspects Instant; Essence 4): Add +5 dice or +3 to a static value
have interfered with her charge or violated heavenly against anyone the lion suspects of having interfered with
law, there’s no limit on how many extra successes she her charge or violating heavenly law.
can double.
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TRAITS
Daram also has the following unique traits:
fortunes’ worth of ambrosia in bribes, but those who
know the censor’s preferred currency find the fire Actions: Bureaucracy: 13 dice; Feats of Strength: 14
dragon far more amenable: favors owed, backchannels dice (may attempt Strength 10 feats); Fly: 14 dice; In-
established, and acts of justice done outside the law. vestigation: 12 dice; Otherworldly Lore: 14 dice; Read
Daram is too self-righteous to acknowledge this as Intentions: 8 dice; Resistance Poison/Disease: 13 dice;
corruption, deeming it a justifiable exercise of cen- Senses: 10 dice; Social Influence: 12 dice; Stealth: 7
sorial discretion. That being said, they do take care dice; Tracking: 12 dice.
that there’s no evidence of any such dealings, having INTIMACIES
learned every trick in the book investigating heavenly Defining Principle: Perfidy from the Beyond must not be
crimes. allowed to trouble Heaven or Creation.
Daram’s remit as Valiant Censor Against Perfidy from
Defining Principle: Righteousness demands protecting
the Beyond encompasses otherworldly enemies of
the weak and punishing those who prey upon them.
Creation, like demons, the Fair Folk, and the undead. Major Principle: The law matters, but doing what’s right
They’ve decided this includes Getimians, Abyssals, matters more.
and the other Exalted who’ve appeared since the Major Tie: Eight Altars Borough and its residents (Protec-
Divine Revolution’s end, and they have yet to find dis- tiveness)
agreement. Their remit also includes spirits who have Minor Tie: The Exalted (Interest)
illicit dealings with otherworldly forces: providing
material support to a Second Circle demon’s intrigues
CHARMS
in Malfeas, dealing in all manner of alien contraband, Censor’s Geas (20m, 1wp; Supplemental; Instant;
all the way up to treason against Heaven. Daram’s Essence 4): Double 7s on a persuade roll that invokes
typically scrupulous in observing the limits of their Daram’s authority as censor. Resisting this requires fully
jurisdiction but takes a broad view when their sense of eroding any Intimacy that supported their influence and
righteousness is offended. costs three Willpower. Daram’s subordinates count as
having a Major Intimacy that supports this and can’t
Daram values the Exalted as allies, going out of their resist with Willpower.
way to deputize them in their investigations. They also
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Measure the Wind (5m; Simple; Instant; Essence 1): Righteousness Burns Bright: (10m, 1wp; Reflexive;
Daram takes the measure of an otherworldly being or Instant; Essence 6): Daram treats influence that opposes
Exalt, or someone who’s had dealings with such beings a Principle about righteousness as unacceptable, or
this story. breaks a Psyche effect that would make them act against
Perfidy-Cleansing Flame (4m, 1wp; Reflexive; such a Principle. Once per story.
One scene; Instant; Aggravated, Decisive-only, Eclipse; Vanquish the Otherworldly (5m; Supplemental;
Essence 3): Daram’s decisive attacks and any other Instant; Essence 4): Add three automatic successes or +3
fire-based decisive attacks or environmental hazards to a static value against an otherworldly being or Exalt.
within long range roll an additional die of damage Add five successes instead on Investigation, Read Inten-
against otherworldly beings and Exalted and deal ag- tions, Senses, and Tracking rolls.
gravated damage. Eclipse Castes must use fire-based
attacks to gain this benefit.
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Cymelos of Ond swept into the chamber, lantern held aloft. The light swept across an arsenal that would make
kings and generals weep: Vorenth Skysinger’s moonsilver keris; the red jade vambraces of Karal Merepol,
a dark lamp said to hold a fraction of Ligier’s light. All these and more were within his grasp, but Cymelos
wanted only one of the manse’s treasures. But, between himself and the plinth on which the sprawl-seed
rested, the Circle stood guard.
“You should go,” he said, as he set down his lantern. “None of this concerns you, and I’d prefer not to fight.”
Adhim stepped forward from the center of their arc. “On that last point, we’re agreed. But I’m afraid Heaven
disagrees on the former.”
“And will you fight me, then, Adhim Kassar?” Fine threads spun out from Cymelos’ sleeves, not silk, but the
strands of fate itself. “The last I saw you, you preferred to exchange words rather than blows.”
“He doesn’t have to.” Koraia raised her bow, an arrow nocked loosely. At her words — and at her side — Silent
Moth readied her grimcleaver. “We’re here with him.”
“I hope you’re thankful for such friends,” said Cymelos. It seemed to Adhim that he meant it sincerely. Then
Cymelos leapt into the air and stepped across empty space as though supported by invisible threads.
Koraia’s bowstring thrummed as her first arrow flew. It severed a bundle of the silvery threads trailing from
Cymelos’ sleeves; when they hit the ground, they melted away like dew in the morning sun. Her second arrow
cut his cheek as it passed.
It wasn’t that she’d missed. Silent Moth bounded across the chamber, hopping up onto a plinth and launching
herself toward where Cymelos hung. More threads snaked out, looping around her naginata’s shaft just
below the blade. He yanked on them, pulling Silent Moth in close. “Listen, all of you,” he said, as she swatted
away other strands that threatened to entangle her as well as her weapon. “In Ond as I remember it, I was
a philosopher. I spoke against the despots who’d ruled for hundreds of years, passing the throne to their
descendants and taking more from the common people with every passing generation. My words sparked
a revolution, and together, we overthrew them. The people made me king, and I ruled as best I could. Ond
prospered. It thrived.”
For a moment, they all saw it. Little glimpses of Ond as Cymelos knew it flashed in his anima, tinged in cherry-
blossom pink: snippets of poetry; a bridge spanning the river, its spindly cables a work of art and engineering;
the despots’ palaces turned into libraries and museums. It wasn’t how the world was, but in those glimpses,
each saw the way it might have been — perhaps, even, the way it ought to be.
“And now I find myself king of nothing and no one. Ond is a living ruin, and all the things I remember are things
that never were. The people I loved are gone, or if they live, they toil and starve under the despots’ rule. Could
you live with such knowledge, and do nothing?” He looked at each in turn.
Dozan dropped their gaze. Koraia stared at Silent Moth, caught in Cymelos’ web; she couldn’t see the tears that
threatened in the Reckoner’s eyes. Adhim seemed thoughful. Only Nayalu remained stoic, her lips moving in a
silent prayer.
Cymelos nodded. “I refuse to believe what happened once can’t happen again. Its memory lives in me. As long
as I breathe, it might yet come to pass. I’m not your enemy, nor are you mine. Let me take the sprawl-seed,”
he said softly, turning his attention back to Silent Moth. “When I plant it in the heart of Ond, a city of living silver
will grow from it, crushing the old city and its despots beneath. I will wipe them from Creation and build my
people the home they deserve in one stroke.”
“Their deaths aren’t yours to decide,” she said through gritted teeth.
“Why not? Isn’t that what you do? How many Lawgivers have you killed, to ensure your vision of the future
endures? Isn’t the world better for it, in the end?”
Her tears spilled over at last, and for a moment it seemed she might give in. Below, Koraia let out a soft cry.
Then Silent Moth’s grip tightened on her grimcleaver, and a brilliant violet halo surrounded her. She kicked
back from Cymelos’ grasp, wrenching her weapon free from the strands. She swung it down with a vicious
overhand cut, sending him careening back into the wall. “We’re not the same,” she muttered, as as she alit
beside Koraia.
The Getimian recovered quickly, his strange skittering movements carrying him across the chamber in an
eyeblink. The strands at his sleeves formed into a lash, snapping toward Adhim like a whip. The Joybringer
bent backwards, like a snake preparing to strike. With every lash, he sidestepped and wove, always keeping
himself between Cymelos and the sprawl-seed.
“You’re a man of principle,” said Cymelos. “I admire that. I don’t want to harm any of you. Surely you can see
that?”
“Then abandon this path,” said Adhim. “Come with us to Yu-Shan and let us help you plead your case. Perhaps
the Bureau of Destiny can be convinced to change Ond’s fate.”
“You think I haven’t heard that argument before?” Cymelos shook his head. “Rakan Thulio said much the same:
Join my war against Heaven, and we’ll see if we can’t save your kingdom after. Ond needs me now. I won’t let it
be an afterthought.”
Adhim might have replied, but behind him, Nayalu finished her prayer. The terrible sound of rattling chains
echoed through the chamber. Dozan’s arm slipped around Adhim’s waist as the Harbinger deftly swept their
friend out of the barbed weapon’s path. It wrapped around Cymelos’ waist, the spikes piercing his torso as
Nayalu pulled them tight.
He went pale with pain, though he didn’t cry out. “All right,” he gasped, looking at the sprawl-seed’s plinth
with regret. “Perhaps there might be another way.” The strands whipped out once more, curling around other
objects in the chamber: the dark lamp, an orichalcum-and-moonsilver jawbone, and the crown that Dozan had
tied to their belt. They sailed into Cymelos’ arms, even as he swayed with agony. “I wore one much like this
once,” he said. “Maybe this will suffice until I wear it again. I hope to see you all in Ond, in better days.”
•••••
Representatives from the Convention of Rogue Assets sat before the Circle in the stuffy hearing room. Baneris
Dal, one of Jupiter’s Chosen, had the position of honor in the middle. She’d served Heaven longer than any of
her peers present today, and was thus charged with guiding the debriefing.
They’d chosen Adhim to represent them, though Dal had asked questions of each during his recounting, to
be sure all angles and perspectives were covered. With the mission’s facts laid out, Dal turned to its trickier
aspects.
She adjusted her spectacles and glanced over a report a runner had slipped to her. “Ond has never been as he
claimed.” She shuffled the pages, examining a chart. “Do you think there’s truth to his words?”
“We have only what he told us,” said Adhim. “Though there were moments, during the gala, and again in the
vault, when I — when all of us — saw him and Ond as he sees them. I couldn’t tell you if it was the force of his
belief, or whether those were the echoes of a life he truly lived.”
“In either case,” said Dozan, “His loyalties lie with Ond and its people, not Rakan Thulio.”
Some councilors sat up straighter. Others scribbled furious notes, or hunted through stacks of papers. They
weren’t shocked to hear the name; that turncoat and his machinations occupied much of the Council’s time.
Still, none had expected the Harbinger to be the one who cut directly to the heart of their questioning.
Adhim, too, had to hide his surprise. Dozan had seemed on the verge of drifting off several times this
afternoon. Perhaps they simply thought best when they allowed their mind to meander. It wasn’t the first time
since their meeting that Dozan had surpassed Adhim’s expectations.
Dal cleared her throat. “To that matter: The Council would like to hear this Circle’s thoughts on how best to
handle those Getimians who haven’t joined Rakan Thulio’s war.”
“Perhaps it’s an opportunity,” said Adhim. “I recommend caution, but if approached carefully, we might win
some of them to our side.”
“We should remember what they’ve lost,” said Dozan. “Whether or not they’ve truly experienced what they say,
their feelings around it are real. That carries weight.”
“If the others are like Cymelos,” said Silent Moth, “they pose as much of a threat as any Lawgiver. Should we let
them snip out sections on the Loom and replace them with their own? It threatens the stability we fight so hard
to maintain.” By we, Adhim knew, she meant the Bronze Faction, though she didn’t say so.
Koraia must have realized it as well. It was a long moment before she spoke up. “But declaring them all our
enemies outright isn’t the answer, either. We need to know more.” Her knuckles were white with how tightly
her fingers were clenched. Then Moth put one of her hands over Koraia’s, and the Shieldbearer breathed a
slow sigh of relief.
“He was willing to deceive a whole city and its gods to achieve his aims,” said Nayalu. “We can hold pity in our
hearts for what they’ve lost, but that doesn’t mean we should be any less vigilant. A good thief can swipe your
purse and make you thank him for doing so. Cymelos didn’t get the sprawl-seed, but the other things he took
are just as dangerous. We’d be fools to forget that.”
Dal waited, but no one else weighed in. “I thank you all for your testimony,” she said. “You’re dismissed.”
•••••
Later, when they’d had a chance to sleep and freshen up, they gathered in a private room at the Azure Beetle
teahouse. It was a favorite of Nayalu’s, offering brews from every Direction in addition to new blends approved
by Ohanlei, the god of tea.
Adhim had arrived with a bottle of red wine cradled in the crook of his elbow. “This was waiting for me when I
came home There was a note attached.”
The vineyard that produced this bottle was burned and salted a century ago. But I tell you that twenty
years ago for me, it yielded a harvest whose grapes were the sweetest I’ve ever tasted. I hope you’ll
drink this with friends, and taste the terroir of a better world. A world that might yet be.
—Cymelos of Ond
“I’m not sure we can trust it,” said Nayalu. “Even if the sentiment is sweet.”
“I agree,” said Adhim. “This wine will keep for another day, and our proprietor has a fine selection already.” He
spied the teapot before Dozan, and filled the Messenger’s cup to the brim. “What shall we drink to?”
Dozan thought a moment, then beamed. “To new friends, and the Maidens’ favor.”
The Circle raised their cups and glasses. Koraia whispered something in Silent Moth’s ear that made the
Reckoner blush, though after a moment, she laughed and stole a kiss. Nayalu claimed her favorite chair
and sat, sketching them: Koraia and Silent Moth, leaning close, carefully navigating their newfound affection;
Adhim resting his hand on his chin, listening as Dozan spun an improbable tale; herself, watching over them
all contentedly. Then Adhim beckoned her over, and she set the sketchbook aside to go hear Dozan’s story.
S I D E R E A L S : C H A R T I N G FAT E ’ S C O U R S E
EXALTED BACKER
“Cursed for Vengeance Sated“ Aaron Pothecary Adrian Y.
86 Heaven’s Gate Stands Aaron Scott Advisor of Strategic Patterns
Athwart the Stranger Aaron Wickberf Aesynil
A MacLellan Acolyte AG
A Martin Ada Lerner Airylan Canth
AS Adam “Magus“ Loyd Aki Sion
A Single Corvid Adam Daniel-Wayman Al Gonzalez
A. Crompton Adam Doochin Alan Douglas
A. Doan Adam Grant Alan-Michael Tyrson
A. English Adam Horne Alannah R.
A. Harper Adam Kosakowski Alastair Wither
A. Karge Adam Krump & Katie Bragdon Aldo “Kwako“ Montoya Reynaga
A. Lanneval Adam McAteer Alec Birchall
A. Leslie Adam Rajski Aleksandra Janusz-Kamińska
A. M. Blankenfeldt Adam Rose and Alicja Kamińska
A. McNab Adam Whitcomb Alessandro Bruschi
A. Parry Adante Myste Alex Buzz
A.J.W.Harrow Adrian “Maarken Brashari” Cumming Alex Carstensen
A.R. McNevin Adrian Burns Alex Fewings
Aaron Davis Adrian Praetorius Alex Gagnon
Aaron Foster Adrian Tymes Alex Glemzu
Aaron LaBrie Alex Levine
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414
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418
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420
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EXALTED RETAILER
Daniel Gochnauer, Kingston Gaming Nexus, Trollune, www.trollune.fr,
Demolition Games Salt Lake City UT www.kingstonnexus.ca, Kingston ON Lyon (France)
Ink Head Publishing, Brasil Noble Knight Games
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