Exaltedrewrite DB
Exaltedrewrite DB
Exaltedrewrite DB
(2009-2010)
Volume 2: Dragon-Blooded and Spirits
By John Frazer
The first Exalted were made with the intent to overthrow the Primordial creators of the world.
As a result, they can withstand wounds that would fell a mere mortal. They gain a natural lethal
soak equal to their (Stamina)/2.
By the same token, their supernatural toughness extends to their ability to recover from wounds
and Injuries. They heal bashing damage at a rate of 1 level per six hours of rest and lethal
damage at a rate of 1 level per week of rest. Furthermore, they cannot be permanently maimed
by anything short of actual amputation. When an Exalt heals his last level of lethal damage,
automatically convert the character's most significant injury into lethal damage. This does not
require a Medicine roll.
The Exalted are also incredibly resistant to disease. If a disease does not explicitly state that it
affects the Exalted, then a character who fails a Virulence roll and contracts a disease does not
need to make regular morbidity rolls. Instead, they must endure the disease's suffering effect for
one interval before making a complete recovery.
The Exalted are long-lived. Exactly how long varies between Exalt types. The mighty Solar
Exalted can live for up to 5000 years. The Dragon-Blooded begin to die of old age between
250-300 years. Because of their long lives, they often master Abilities far beyond what is
available to mortals.
Exalted are natural Essence users. They may raise their permanent Essence to a maximum of
10, provided they've lived long enough to gain the spiritual insight. They also have the ability to
use combos and develop new charms.
Over time, their bodies and minds can transcend human limitations. Raising Essence also
increases an Exalt's maximum Attributes. An Exalt can have an attribute as high as 5 or their
permanent Essence rating, whichever is higher.
An Exalt's soul is so swollen with power that it actually extends for several inches beyond his
body. Every time the character spends a mote, a portion of that incredible cosmic force bleeds
off into visible light and energy. This aura of power is called the anima. Each Exalted type has a
different anima manifestation. Animas do not manifest instantly. Instead, the display increases
in stages, with each mote expenditure increasing the anima's strength, until it reaches its
ultimate expression.
For Abilities and Essence, the following chart details the minimum amount of time it takes to
raise the trait to superhuman level. The time given is the length of time the character must have
possessed the prior trait rating before buying the next rating. Example: Only someone who has already
had a Forgecraft of 5 for at least 75 years may purchase a Forgecraft of 6. Similarly, one would have
to have had an Essence of 6 for 150 years before buying Essence of 7.
The only thing that matters is how long they've practiced the Ability. Even someone 1000 years
old will have to wait for 75 years after reaching Ability 5 to buy the 6th point.
To get an Ability/Essence rating of . . .
75 years
150 years
250years
500 years
10
1000 years
For reference, if you assume an Exaltation age of 25, that means that earliest a given character
can achieve superhuman ratings is 100 years for rating 6, 250 years for 7, 500 years for 8, 1000 years
for 9, and 2000 years for 10. Attribute ratings do not carry a similar limitation. Characters may raise
their Attributes to the new cap as soon as the cap raises, even if they were below the maximum before.
Divine Disciplines
Mortals may practice The Three Worthy Disciplines, magic so basic and fundamental that it
pervades the essence of Creation itself. The Exalted have powers that put these simple magics to
shame. Because they were chosen by the gods, they may access Divine Disciplines. These powers have
their own rules and limitations, but in general are much more powerful than Martial Arts, Sorcery, and
Thaumaturgy of an equivalent level.
Aspect Abilities
Each elemental Aspect naturally resonates with 5 of the 25 Abilities. Dragon-Blooded of the
appropriate aspect find these Abilities easier to perform, and gravitate towards careers that utilize those
Abilities. Elemental manipulation charms find it easier to affect tasks related to Abilities whose aspect
matches their own. The elemental association of the 25 Abilities is as follows:
Air: Awareness, Linguistics, Lore, Stealth, War
Earth: Geomancy, Integrity, Negotiation, Resistance, Unarmed
Fire: Athletics, Forgecraft, Presence, Socialize, Weaponry
Water: Administration, Brawl, Deception, Investigation, Larceny
Wood: Archery, Conveyance, Medicine, Performance, Survival
Characters gain an experience point discount to Aspect Abilities and to charms based off those
Abilities. Gaining a second aspect does not give a character new Aspect Abilities.
The Terrestrial Exaltation
Unlike with the esoteric Exaltation criteria of the Celestials, it is fairly easy to predict who will
exalt as a Dragon-Blooded. The Terrestrial Exaltation is passed down through the blood. If your parents
were Dragon-Blooded, it is likely that you will be Dragon-Blooded as well.
This is not straightforward inheritance, however. The potential exalt must do more than simply
be born to inherit the power of the Elemental Dragons. One must be possessed of an extraordinary
heroic will. Just like the Celestial Exalted, they are Chosen.
Mechanically, this means that a character is incapable of receiving the Terrestrial Exaltation
until he possesses at least 6 points in Virtues. Most members of the Dynasty achieve this sometime in
adolescence, thanks to the Realm's demanding educational system. A few never do.
Once a child attains the necessary Virtues, it is usually only a matter of time before he or she
Exalts. After reaching the Virtue minimum, a young terrestrial-to-be no longer gains the standard
benefit from channeling Virtues. Instead, whenever the character spends a point of willpower to
channel a Virtue, the player rolls (Stamina + Integrity) against a Difficulty of 3, adding a bonus to the
roll equal to the Virtue to be channeled. If the roll succeeds, the character instantly Exalts, gaining one
aspect charm per threshold success. Because people generally only channel Virtues in stressful
situations, the Exaltation usually comes exactly when the charms would be most useful. Of course,
teenagers being what they are, stressful is a fairly broad term. Many Dragon-Blooded have horror
stories of the damage they cause upon Exaltation.
Though the Terrestrial Exaltation is not strictly hereditary, it does not rely purely on an
individual's Virtue. Breeding does play a part. Dragon-Blooded can mate with normal mortals. Doing
so decreases the chance of the offspring exalting. Done through enough generations, the potential can
become completely dormant. All Dragon-Blooded characters have an additional trait, Breeding. A
character's Breeding trait adds a number of bonus dice equal to its rating to the (Stamina + Integrity)
roll to Exalt. If a character with 0 Breeding at any point botches an Exaltation roll, that character can
never Exalt. The standard benefit for channeling Virtues is restored.
When two characters with Breeding have a child, the child's Breeding rating is the average of
the parents'. If the parents have the same Breeding rating, roll one die. On a success, the child has a
Breeding rating 1 higher. If the die shows a 1, the child has a Breeding rating 1 lower. Due to millennia
of taking mortal lovers, most Dragon-Blooded have a Breeding rating of 1 or 2.
The process of Exaltation is poorly understood in the modern day. Though the DragonBlooded's lineage has diluted over the years, it is still believed that Dynastic children fail to exalt due to
a lack of virtue. This has lead to many of the unexalted children of Dynasts being treated with extreme
injustice.
Old Age
Dragon-Blooded have a natural lifespan of about 250 years. At the beginning of each decade
after the 250 year mark, the character must make a (Stamina + Resistance) roll. The Difficulty of this
roll starts at 0 and increases by 1 for each decade that passes. Players may purchase automatic
successes on this roll by lowering their traits or sacrificing their charms. Each rating point or charm lost
yields 1 automatic success. This does not represent a conscious decision on the part of the character,
but rather the increasing decrepitude and senility of age. Once a player sacrifices a point from a given
trait, the cost to raise that trait with experience is thereafter double. Characters may not re-learn
sacrificed charms. If a character ever fails a roll, she will die sometime within the next decade.
Trait Type
XP Cost
Training Time
Charm
12
Terrestrial Spell
10
1 Day
Combo
Essence
20
Breeding
10
Elemental Anima
The union between fallible human flesh and divine elemental fury is less than seamless. As
Dragon-Blooded wield their powers, a small portion of the energies involved escape their control and
leak out into the environment. The Dragon-Blooded anima has 3 stages. Each time the character spends
a mote, the anima advances one stage. Spending multiple motes on a single charm advances the anima
one stage per mote spent. It takes roughly twenty minutes of rest for the anima to revert one stage.
Characters have the option to spend one mote without activating a charm in order to set their animas at
any stage higher than its current level. Only time can cause an Anima to diminish.
Stage 1: The character is surrounded by wisps of elemental phenomena appropriate to their
aspect element. Air Aspects manifest a slight breeze, Earth Aspects manifest a haze of dust, Fire
Aspects manifest barely noticeable smoke and heat, Water Aspects manifest a thin fog, and Wood
Aspects emit a subtle, spicy fragrance.
Stage 2: The elemental energy surrounding the character becomes severe enough to impede
others' actions. Everyone within 5 yards of the character whose (Stamina + Resistance)/2 static value is
less than the character's (Essence) suffers a -1 penalty to physical dice pools.
The exact impediment varies by the Exalt's elemental aspect. Air Aspects are surrounded by
protective winds, Earth Aspects cause the ground to tremble, Fire Aspects emit a cloud of eye-stinging
smoke, Water Aspects cover everything around them in a thin layer of slippery dew, and Wood Aspects
entangle their enemies with suddenly sprouting vines. This penalty is an Environmental keyword effect.
Terrestrial Exalted of the same Aspect are immune to this effect.
This level of energy is obvious enough that it imposes a -4 penalty to all of the character's
Stealth-based dice pools and static values.
Stage 3: The elemental energy surround the character becomes dangerously powerful. Everyone
within 10 yards of the character whose (Stamina +Resistance)/2 static value is less than the character's
Essence suffers 1 die of Bashing damage, as an Environmental keyword effect, at the beginning of each
of their turns. Terrestrial Exalted of the same Aspect are immune to this damage. In addition, each
element provides a different bonus power.
Air Animas impose a penalty equal to the characters' (Essence) to all ranged attacks with a
physical component. The character's jumping distance is tripled.
Earth Animas increase the characters' Bashing and Lethal soak by an amount equal to the
characters' (Essence).
Fire Animas deal (Essence) dice of lethal damage, instead of the single die of Bashing. This is
an Environmental keyword effect. While the anima retains this level of power, the character is immune
to damage from non-magical fire.
Water Animas allow the character to breathe water and travel through water without
impediment. This ability extends to the characters' possessions and attacks, making underwater bow
attacks possible. They also gain the ability to walk on the surface, as if it were solid land.
Wood Animas impose a dice pool penalty equal to the characters' (Essence)/2 and deal
(Essence)/2 Bashing damage to everyone with a (Stamina + Resistance)/2 static value less than the
characters' (Essence). This is a Poison effect and replaces the normal damage dealt by the character's
anima.
This level of energy is so blatantly obvious that it imposes a -8 penalty to all Stealth-based dice
pools and static values.
Animas and Characters with Multiple Aspects
A character with multiple aspects manifests only one type of anima at once, but the character
may choose which elemental effect to manifest out of the ones available. They may change the
elemental effect of their anima by taking a Speed 1 Reflexive action.
Elemental Manipulation
Elemental Manipulation is the art of summoning, controlling, and resisting elemental energy. To
the Dragon-Blooded, it comes as naturally as breathing. There are two types of Elemental Manipulation
charms. Root charms channel the element directly. They create blasts of fire, call forth vines from the
earth, or protect the character with an aura of wind. Root charms have an Essence Minimum, but no
Ability Minimum. Dragon-Blooded find their use purely instinctual.
The other type of Elemental Manipulation charm is the Ability charm. These charms summon
small amounts of elemental energy and put them to work at various Ability-related tasks. Ability
charms have both Ability and Essence minimums, but their prerequisites are often root charms. Ability
charms are a novel development made by the Terrestrial Exalted. Most of the spirits who have access to
Elemental Manipulation use only root charms, content to simply let the elements be themselves, but the
human perspective of the Exalted has forced the elements to respond to human needs.
New Keywords
Cooperative: Charms with this keyword gain power with synchronicity. Spells with the
Cooperative keyword become more powerful the more motes are spent on them. When a character uses
a charm with the Cooperative keyword, all other characters within (Essence) x 10 yards who know that
same charm may spend one or more motes as a speed 0 reflexive action. Those motes add to whatever
motes the original user of the charm spent to determine the final effect of the charm. Characters may
spend motes from their own pool to power a cooperative charm. This does not require a reflexive
action. For the purposes of the cooperative keyword, different elemental versions of a particular root
charm count as the same charm.
Dominion: A charm with the Dominion keyword can be used during Dominion Conflicts.
Supplemental charms can only be activated if the character provides a bonus to the Dominion Skill
supplemented by the charm. Any character associated with a Dominion can activate a single Dominion
Reflexive charm per Action-Stage pass. Simple Dominion charms can either be activated during the
character stage, or in place of a Dominion action. The charm's description will say when it can be used.
Holy: A charm with the Holy keyword has a heightened effect when used against Creatures of
Darkness. The exact benefit will be listed in the charm description. Creatures of Darkness are those
being declared abhorrent in the eyes of the Unconquered Sun. Demons and the Undead are the two
most common types of Creature of Darkness.
Root Charms
These charms represent the direct channeling of raw, untamed elements. They do not offer the
well-behaved utility of Ability charms, but the limitless cascading fury of the Elemental Dragons
themselves. Every root charm has five versions, one for each element. Different versions of the same
charm must be learned separately. Different versions of the same charm may be placed in a combo
together, if their effects are compatible.
If a root charm has another root charm as a prerequisite, the character must posses the version
of the prerequisite which matches the elemental aspect of the charm she wishes to buy.
[Element]-Graced Weapon
Cost: - Mins: Essence 1 Type: Supplemental
Duration: Instant
Keywords: Combo-Ok, Obvious (Optional: Crippling, Knockback, Poison)
Prerequisites: None
Calling upon her inborn connection to the energies of the world, the Dragon-Blooded may
charge an attack with elemental power. This charm may enhance any hand-to-hand or ranged personal
attack made by the character. It adds a bonus to the attack's base damage equal to the character's
(Essence). In addition, each version of this charm provides a unique elemental benefit.
Air: The target is buffeted by high winds, imposing a -2 dice pool penalty on all the target's
actions until the end of his next turn. Applying this effect to someone already suffering from it
resets the duration, but does not increase the penalty. Air-Graced Weapon has the Crippling
Keyword.
Earth: The target is shook by a mighty rumbling. He must make a (Dexterity + Athletics) roll
against a Difficulty equal to the Dragon-Blooded's (Essence) or be knocked prone. EarthGraced Weapon has the Knockback Keyword.
Fire: The damage bonus provided by this charm increases by +2. In addition, the attack does
lethal damage, even if it didn't before.
Water: The target finds his lungs inundated with water. He must take a speed 1 reflexive
reaction to cough it up. When taking that action, the target must roll (Stamina + Resistance)
against a Difficulty of 3 or suffer one level of Bashing damage. That damage ignores soak.
Water-Graced Weapon has the Crippling Keyword.
Wood: The character's blade is coated with a Quick Poison. It has a Deadliness equal to the
character's (Essence) and its effect does 2 dice of soak-bypassing Lethal damage.
Ability Charms
These charms harness the power of the elements to provide mundane utility. Ability charms can
be very potent, but they rarely unleash the direct power seen in root charms. Instead, they call upon the
element's symbolic associations to craft effects difficult to distinguish from ordinary skill.
By default, an Ability charm is considered to belong to the element for which it is an Aspect
Ability. It is possible for a Dragon-Blooded to develop an Ability charm whose element does not match
the Ability's aspect, but only if that Dragon-Blooded has the ability as a Favored Ability. That DragonBlooded can teach the charm to others, but it does not offer an experience point discount to those who
do not favor that Ability (whether from their elemental aspect or from their discretionary picks).
Every Ability charm has an Elemental Manipulation charm as a prerequisite. Later charms build
off of Ability charms, but earlier ones use Root charms as prerequisites.
General Charms
The following charms occur once per Ability. The mechanics of the charms are identical
between Abilities, but they may only benefit actions based on their prerequisite Ability. Some charms,
particularly the Excellencies, have different prerequisites, depending on which Ability it improves.
Awareness
Sense-Riding Technique
Cost: - Type: Simple Mins: Awareness 3, Essence 2
Duration: Until Disrupted
Keywords: Combo-Ok, Shaping
Prerequisites: Air-Blessed Awareness Excellency
The character's mind becomes ethereal and fluid, pouring outward from her body and into
another's soul. This allows her to experience another's senses, as if they were her own. The character
must choose another person within her line of sight and make an (Intuition + Awareness) roll against a
Difficulty equal to the target's (Composure + Awareness). If the roll fails, the target may make a
Difficulty 3 (Wits + Awareness) roll to detect the character's influence. If it succeeds, the character
experiences all five of the targets senses, as if they were her own, so long as that target remains within
(Essence) miles.
The character must maintain strict concentration in order to maintain this charm. If she attempts
any action more strenuous than a slow walk, Sense-Riding Technique ends. While it is active, the
character receives a -2 penalty to all of her Awareness-based dice pools and static values.
Sense-Liberating Method
Cost: 1m Type: Simple Mins: Awareness 5, Essence 3
Duration: (Essence) Actions
Keywords: Combo-Ok, Crippling
Prerequisites: Sense-Riding Technique
The character shoots from her hand a bolt of Air-Aspected essence. This energy infuses one of
the target's senses, carrying it away like a leaf on the wind. The character makes a (Dexterity +
Awareness) attack roll against any target within (Essence) x 10 yards. Because the attack is an
ephemeral bolt of energy, it bypasses RDV and lowers the target's defensive state by one.
If the attack hits and scores a number of threshold successes equal to or greater than the target's
Composure, the target completely loses one sense, of the character's choosing. This imposes a -4
penalty to all dice pools and static values which use the sense (for sight and touch, this includes most
standard actions).
If the attack hits and scores fewer threshold successes than the target's Composure, the chosen
sense is merely obscured. This imposes a -2 penalty to dice pools and a -1 penalty to static values.
This effect lasts for a number of the target's action equal to the character's (Essence). The
target's current turn is counted as part of this duration. While suffering under the effects of this charm, a
person is immune to all other iterations of Sense-Liberating Method.
Linguistics
Wind Carried Words Technique
Cost: - Type: Simple (5 minutes) Mins: Linguistics 3, Essence 2
Duration: 1 message
Keywords: Obvious, Combo-Ok, Cooperative
Prerequisites: Air-Blessed Linguistics Excellency
The character can breathe his words into the wind, persuading it to carry a message to a
destination of the Dragon-Blooded's choosing. The message can be no longer than five minutes in
length, and has a range of (Essence) x 100 feet. The character does not need to speak the message out
loud, but she does at least need to mouth it silently. The character may make a single social influence
attempt through this message.
Cooperative: This charm has the Cooperative keyword. Every mote spent on this charm
multiplies its range by 10.
Voices on the Wind
Cost: - Type: Simple (1 minute) Mins: Linguistics 4, Essence 3
Duration: 5 minutes
Keywords: Obvious, Cooperative
Prerequisites: Wind-Carried Words Technique
The character moves beyond speaking to the wind, and learns to listen to it instead. When
activating this charm, the character may name a target. If that target is within (Essence) x 100 yards and
currently speaking, the character may hear those words, as if they were being spoken directly to her.
The character must declare a specific target by name. She cannot spy on people whose name she does
not know.
This charm cannot penetrate an airtight room, nor does it function if the target is protected by
supernatural wards against spying. Using Voices on the Wind requires intense concentration, and its
power immediately ends if the character takes any sort of action other than listening to the wind.
Cooperative: This charm has the Cooperative keyword. Each mote spent multiplies its range by
10.
Lore
Spirit Grounding Shout
Cost: - Type: Simple Mins: Lore 3, Essence 3
Duration: Instant
Keywords: Compulsion, Combo-Ok
Prerequisites: Terrifying Air Dragon Roar
The character's understanding of the flows of essence that comprise a spirit has advanced to
such a degree that she may establish an interfering pattern. The character targets an immaterial spirit
within (Essence) x 5 yards and makes a (Stamina + Lore) roll against a Difficulty equal to the spirit's
MDV. If the roll is successful, the spirit suffers a compulsion effect requiring it to materialize. The
spirit may resist this compulsion by spending a number of willpower points equal to the roll's threshold
successes.
A Dragon-Blooded may not use this charm against a spirit whose permanent Essence exceeds
her own.
Spirit Shredding Attack
Cost: - Type: Supplemental Mins: Lore 5, Essence 3
Duration: Instant
Keywords: Combo-Ok, Obvious
Prerequisites: Spirit Grounding Shout
The Essence of Air permeates a spirit, blowing it apart. This charm supplements an attack
against a spirit. If the attack manages to deal at least one level of damage, the character may roll (Lore
+ Essence) against a Difficulty equal to the spirit's Essence. The spirit loses one mote per threshold
success.
This charm does not allow the character to strike an immaterial spirit. The character must either
have some way of doing so, or the spirit must be material.
Stealth
Soundless Action Prana
Cost: 1 slot Type: Panoply Mins: Stealth 4, Essence 2
Duration: Indefinite
Keywords: None
Prerequisite: Air Defense Technique
The character learns to still the air around her, suppressing the sounds she makes, and allowing
her to move with almost total silence. For as long as this charm is in the character's Panoply, any
sounds made by the character are silenced. This does not directly improve the character's Stealth, but it
will remove up to (Essence) points of Difficulty or environmental penalties.
This charm only silences actions made by the character herself. If she smashed a window with a
rock, it would make no sound, but if she threw the rock, it would make the normal noise. Characters
under the effect of this charm cannot speak, and must communicate through nonverbal means.
A second purchase of this charm at Essence 3 extends its range to (Essence) x 2 yards. Any
sound made in that area is silenced. The character may decide, when activating this charm, whether she
wants to use the personal or area version of the charm.
War
Footfall-Lightening Cadence
Cost: - Type: Simple (10 minutes) Mins: War 5, Essence 3
Duration: 1 day
Keywords: Combo-Ok, Cooperative
Prerequisites: Terrestrial War Reinforcement
With the power of this charm, the Dragon-Blooded can bless her soldiers with Air-aspected
essence, lightening their steps and allowing them to travel farther with less fatigue. Footfall-Lightening
Cadence doubles the out-of-combat movement speed of a Magnitude 1 mass combat unit. For simple
journeys, this means the unit travels at about 10 miles per day. If the army's movement is being
represented with a travel roll, this charm halves the travel roll's Interval.
In combat, this charm removes the fatigue cost of the Move action.
Cooperative: This charm has the Cooperative keyword. Every mote spent on this charm
increases the Magnitude of the unit it affects by 1.
High-Vantaged Overview Technique
Cost: - Type: Simple Mins: War 3, Essence 2
Duration: Instant
Keywords: Combo-Ok
Prerequisites: Air-Blessed War Excellency
When it comes to military tactics, seizing the high ground is often of critical importance. It just
so happens that Air-Aspected Terrestrials are especially good at it. With this charm, a Dragon-Blooded
can survey a battlefield, even from the midst of a mass combat unit. The player rolls (Intuition + War).
For each success achieved, the character learns one of the following pieces of information:
The Magnitude, Drill, and Command of the Unit
The Unit's highest combat Ability
One of the unit's tactics
The bonus tactics and specialties provided by the unit's battle pattern
Signal-Scattering Wind
Cost: - Type: Simple Mins: War 4, Essence 2
Duration: Instant
Keywords: Combo-Ok
Prerequisites: High-Vantaged Overview Technique
The character is able to interfere with the enemy's communication. This charm creates a sudden
gust of wind that disrupts the visual signals an enemy unit uses to maintain order. The character rolls
(Charisma + War) against a Difficulty equal to the unit's command rating. If the roll succeeds, the unit
loses one relay. The special character is not hurt, but whatever flags, drums, trumpets, or other signal
props that character might have are dropped or suppressed. That same character may later be promoted
back into a relay.
Chaos-Spreading Sirocco
Cost: - Type: Simple Mins: War 5, Essence 3
Duration: Instant
Keywords: Combo-Ok, Environmental
Prerequisites: Signal-Scattering Wind
Building off the prior charm, the character learns to disrupt the enemy's plans with a chaotic, but
ultimately harmless, wind storm. The character rolls (Charisma + War) against a Difficulty equal to the
target unit's (Command + Drill). If the roll succeeds, the target unit's battle pattern loses one tactic or
one specialty per threshold success.
Emergent Pattern Construction
Cost: 1m Type: Supplemental Mins: War 5, Essence 4
Duration: 1 scene
Keywords: Combo-Ok
Prerequisites: Chaos-Spreading Sirocco
Once a Dragon-Blooded learns to harness the chaos of air, she begins to see beyond the
unpredictably and into the weather's hidden order. This charm allows the character to apply those
insights to her military tactics.
Emergent Pattern Construction supplement's a unit commander's Rally for Numbers action. It
reduces the Magnitude gained by one point. As compensation, the unit gains one tactic or two specialty
points. These extra traits are considered part of the unit's battle pattern.
Geomancy
Fivefold Resonance Sense
Cost: - Type: Simple Mins: Geomancy 2, Essence 1
Duration: 1 scene
Keywords: Combo-Ok
Prerequisites: Earth-Blessed Geomancy Excellency
The character learns to sense energies moving through the earth. In particular, she learns to
distinguish the tell-tale signs that accompany the presence of jade. If there is jade of any type within
(Essence) x 200 yards, this charm will reveal it.
Fivefold Resonance Sense can also detect other materials. Doing so requires an (Intelligence +
Geomancy) roll. The Difficulty of the roll is 1 for most common minerals, 3 for uncommon minerals
and buried non-mineral substances, and 5 for magical materials other than jade. Use of this charm will
automatically reveal the direction of the Elemental Pole of Earth.
If the substance is being actively concealed by magic, add the Essence of the effect's originator
to the Difficulty of the roll.
Siege-Breaking Fist
Cost: - Type: Supplemental Mins: Geomancy 4, Essence 2
Duration: Instant
Keywords: Combo-Ok, Cooperative, Obvious
Prerequisites: Perfect Climbing Attitude
Peering into the heart of a structure, the character discerns its hidden lines of fracture. This
charm improves upon the destructive potential of its prerequisite. It supplements any attack made
against a Fortification (or other structure), reducing the structure's Hardness by (Essence) x2 points
against the supplemented attack. Despite the charm's name, it can supplement any sort of attack.
Cooperative: This charm has the Cooperative keyword. Each mote spent increases the hardness
penalty by the character's (Essence)
Ramparts of the Obedient Earth
Cost: - Type: Simple (10 minutes) Mins: Geomancy 5, Essence 3
Duration: Instant
Keywords: Combo-Ok, Cooperative, Obvious
Prerequisites: Siege-Breaking Fist
With the power of this charm, the character may command the earth, causing it to arise of its
own accord and shape itself into a form the Chosen desires. Specifically, it can duplicate the Quick
Fortification formula without the necessity of additional workers (learning this charm automatically
grants the Quick Fortification Formula without cost).
The character takes 10 minutes and rolls (Strength + Geomancy). The magic of the charm will
cause the Earth to shape itself into a Fortification large enough to shelter a unit with a Magnitude no
greater than the roll's success total.
The Impediment rating of the Fortification is 1, the hardness is 7, and the Profile is equal to its
size. The character may elect to create a smaller Fortification than the activation roll allows.
A second purchase of this charm at Essence 5 increases the Fortification's Impediment to 3,
grants a bonus its hardness equal to the character's (Geomancy + Essence) and allows the character to
reduce its profile by up to 3 points (minimum of 1).
Cooperative: Both versions of this charm have the Cooperative keyword. Each mote spent
increases the Hardness by 2 and subtracts 1 minute from the construction time. If the construction time
is reduced to 0 minutes, it takes one Speed 5 Simple action instead.
Integrity
Untiring Earth Meditation
Cost: - Type: Simple Mins: Integrity 3, Essence 2
Duration: Until the character rests
Keywords: None
Prerequisites: Earth-Blessed Integrity Excellency
With this charm, the character takes on some of the tireless stability of stone. While it is active,
the character does not suffer penalties from fatigue or lack of sleep. The penalties still accumulate, but
so long as the character does not rest, they will not actually hinder her.
The Dragon-Blood may maintain this charm for as long as she dares, but after a number of days
equal to her (Stamina + Integrity), she must spend 1 point of willpower per day to remain active. Once
she starts spending willpower to maintain the charm, the character can no longer regain willpower
through any means.
When the charm's duration ends, all deferred penalties apply immediately.
Righteous Pillar Stance
Cost: - Type: Permanent Mins: Integrity 3, Essence 3
Duration: Permanents
Keywords: None
Prerequisites: Untiring Earth Meditation
The element of Earth is the slowest and quietest of the elements, but its stability allows all the
others to thrive. This charm upgrades its prerequisite, giving the character the supportive power of a
deep earthen foundation. Whenever the character activates Untiring Earth Meditation, she may
designate up to (Essence) allies. For the duration of the charm, those allies do not accumulate fatigue
penalties. Instead, any fatigue penalties they would gain are added to the character's deferred penalties
instead.
A character may not be a beneficiary of this charm if he is already under the effects of Untiring
Earth Meditation.
Chaos-Warding Prana
Cost: 1 slot Type: Panoply Mins: Integrity 4, Essence 3
Duration: Indefinite
Keywords: None
Prerequisites: Inviolate Dragon Spirit
The character learns to call upon the stability of earth to armor her soul against the maddening
effects of the Wyld. So long as this charm is active, she adds (Essence) automatic successes to all rolls
made to resist effects with the Shaping keyword. If the effect would be opposed by one of the
character's Static Values, the charm provides a bonus to that Static Value equal to her (Essence).
At Essence 4, this charm will protect up to (Essence) x 2 of the character's allies.
Negotiation
Equitably Balanced Scales
Cost: 1m Type: Supplemental Mins: Negotiation 3, Essence 2
Duration: Instant
Keywords: Dominion
Prerequisites: Earth-Blessed Negotiation Excellency
With greater understanding of the properties of stone comes the insight that an unbalanced
weight is doomed to tumble. Equitably Balanced Scales can supplement either a Dominion's Trade
Resource action or a Dominion's response to a Trade Resource action. Activating this charm eliminates
the normal roll. Instead, the initiator of the roll receives an amount of the chosen resource equal to the
amount of the offered resource the target receives. The character cannot use this charm if the
Negotiation roll is enhanced by some other magic.
Jingling Coins Whisper
Cost: - Type: Simple Mins: Negotiation 2, Essence 2
Duration: Instant
Keywords: Combo-Ok, Compulsion
Prerequisites: Earth-Blessed Negotiation Excellency
The character learns to listen to the susurration of hidden coins, even when those coins are just a
metaphor. This charm allows the character to determine how much a negotiation partner is willing to
concede. The character rolls (Wits + Negotiation) against a Difficulty equal to the target's MDV. One
threshold success reveals the target's most unrealistic hope. Two threshold successes reveals what the
target reasonably expects to attain. Three threshold successes reveals the most unfavorable deal the
target is willing to accept.
If the character subsequently offers the revealed terms, the target is instantly affected by a
Dangerous Compulsion, forcing him to accept the offer. Resisting this Compulsion costs 2wp.
Resistance
Ox-Body Technique
Cost: - Type: Permanent Mins: Resistance 1, Essence 1
Duration: Permanent
Keywords: None
Prerequisites: Earth Protection Form
The power of the earth gives the character greater than mortal resilience. Ox-Body technique
permanently gives a Terrestrial Exalted two extra health levels. One of these health levels imposes a
moderate wound penalty. The other health level imposes a sever wound penalty. This charm may be
purchased a number of times equal the character's Resistance rating.
Strength of Stone Technique
Cost: - Type: Simple Mins: Resistance 4, Essence 3
Keywords: Cooperative, Obvious
Prerequisites: Terrestrial Resistance Reinforcement
The character may call upon the power of the Earth to enhance her physical prowess. Strength
of Stone Technique gives the character a +1 bonus to all Strength and Stamina based dice pools and
static values.
Cooperative: This charm has the Cooperative keyword. Each mote spent allows the charm to
affect (Essence) additional people. Any single person can be affected only once. Motes spent on this
charm are committed, regardless of their source.
Impervious Skin of Stone Concentration
Cost: - Type: Supplemental (Step 7) Mins: Resistance 2, Essence 2
Duration: Instant
Keywords: Combo-Ok, Obvious
Prerequisites: Earth-Blessed Resistance Excellency
The character's skin briefly takes on the texture and toughness of stone. Her Bashing and Lethal
soak increase by (Essence) points against a single attack. This charm is compatible with armor.
Soul-Summoned Metal
Cost: 1 slot Type: Panoply Mins: Resistance 3, Essence 3
Duration: Indefinite
Keywords: Obvious
Prerequisites: Impervious Skin of Stone Concentration
The character's anima hardens into a thin sheath of unidentifiable metal. Her Bashing and Lethal
soak increase by her Resistance rating. This additional soak counts as armor, and cannot be used if the
character is already wearing armor.
Unarmed
Blade-Deflecting Palm
Cost: - Type: Permanent Mins: Unarmed 2, Essence 2
Duration: Permanent
Keywords: Obvious
Prerequisites: Earth-Blessed Unarmed Excellency
The character's hands toughen, becoming strong enough to turn aside a sword-thrust. A
character with this charm may apply her unarmed RDV against an attack which deals Lethal damage.
The resulting physical change makes her hands less sensitive, imposing a -1 penalty to touch-based
Awareness static values.
Become the Weapon
Cost: - Type: Permanent Mins: Unarmed 4, Essence 2
Duration: Permanent
Keywords: Obvious
Prerequisites: Blade-Deflecting Palm
The character's hands become even tougher and more deadly. When purchasing this charm she
may choose one of the following benefits:
Learning this charm further deadens the character's sens of touch, increasing the penalty
imposed by Blade-Deflecting Palm to -2.
Athletics
Effortlessly Rising Flame
Cost: - Type: Supplemental (Step 9) Mins: Athletics 2, Essence 1
Duration: Instant
Keywords: Combo-Ok
Prerequisites: Fire-Blessed Athletics Excellency
Like all fires, the character yearns for the sky. If an attack with the knockback keyword has
caused her to fall prone, she may supplement her defense with this charm to instantly rise to her feet.
If the character is already prone, Effortlessly Rising Flame may supplement the Reflexive action
to regain her feet. It reduces the action's speed to 0.
Incense Smoke Ladder
Cost: - Type: Reflexive (Speed 1) Mins: Athletics 4, Essence 2
Duration: 1 tick
Keywords: Combo-Ok, Obvious
Prerequisites: Effortlessly Rising Flame
The character becomes as weightless as flame. This charm allows the character to move a
number of yards equal to her Move speed up a vertical surface, across a liquid surface, or along a
column of smoke.
Spend 1m: The charm's speed is 0 and the character may move up to her Dash speed in yards.
Forgecraft
Forgekeeper's Instinct
Cost: - Type: Simple Mins: Forgecraft 3, Essence 1
Duration: Instant
Keywords: Combo-Ok (Optional: Shaping)
Prerequisites: Fire-Blessed Forgecraft Excellency
Flawed crafts can become dangerous when exposed to heat. Calling upon the experience of a
thousand generations of blacksmiths, and the eternal fire which connects them, the character can
discern an object's potential weak spots. The character examines an object for one action and rolls
(Intuition + Forgecraft). The Difficulty of the roll is equal to the object's Rating for products of
Terrestrial Enchanting, 7 for Celestial Artifacts, and 12 for Solar Artifacts. If the roll succeeds, then the
Difficulty of the Athletics roll to attack the object is permanently reduced by half. A given object may
only be subject to this charm once.
Spend 1m: The character may instead repair the object. Any damage done to it is instantly
undone. The Difficulty of all future attacks made against it is permanently increased by 1. Any given
object may only increase its toughness once, though it may be repaired as often as necessary. This
version of the charm has the Shaping keyword.
Presence
Unbearable Taunt Technique
Cost: - Type: Simple Mins: Presence 3, Essence 2
Duration: 5 minutes
Keywords: Combo-Ok, Emotion
Prerequisites: Fire-Blessed Presence Excellency
The character learns to inflame another's rage. This charm allows the character to make a
magical social influence attempt. If the attempt achieves even one threshold success, it creates a Severe
Emotion effect furious anger towards the character.
This emotion, by itself, may be enough to cause the target to act foolishly, but Unbearable Taunt
technique imposes an additional supernatural effect. For the duration of the charm, the target suffers a 3 dice pool penalty to all actions except those which seek to harm or embarrass the character.
Resisting this charm costs 2wp
Warm-Faced Seduction Style
Cost: - Type: Reflexive (Speed 1) Mins: Presence 3, Essence 2
Duration: Instant
Keywords: Combo-Ok, Emotion
Prerequisites: Fire-Blessed Presence Excellency
The Chosen of Hesiesh burn with a primal passion. This can make them irresistibly attractive.
Warm-Faced Seduction Style allows the character to make a normal social influence attempt to attempt
to seduce another as a reflexive action. Because this attempt is a Reflexive action, the character does
not need to outwardly show her interest, or even change her behavior in any significant way. The target
simply succumbs to her wiles without further prompting.
This charm allows the character to attempt seduction in combat, but the results of such a
foolhardy action are sure to be volatile.
Moth to the Candle
Cost: - Type: Simple Mins: Presence 4, Essence 2
Duration: Until the end of the character's turn
Keywords: Combo-Ok, Emotion, Mind Control
Prerequisites: Unbreakable Taunt Technique, Warm-Faced Seduction Style
The character learns to emulate fire's strange power of fascination. This charm allows her to
make a social influence attempt using her (Composure + Presence). If the attempt is successful, the
target is subject to a severe emotion effect. He is obsessed with the character, and will do anything to
get to her side. The obsession created is a Mind Control effect which forces the target to move towards
the character. It does not precisely correspond to any normal human emotion, forcing the target to
rationalize it in whatever way is most appropriate to the context.
This charm lasts until the end of the character's turn, but she may extend the length of that turn
with Reflexive Actions. Out of combat, it lasts until the character takes an action which requires a dice
roll, or 5 minutes, whichever comes first.
Socialize
Haste of Flame Speaking
Cost: 1wp Type: Supplemental Mins: Socialize 2, Essence 2
Duration: Instant
Keywords: Combo-Ok
Prerequisites: Fire-Blessed Socialize Excellency
Like a wildfire moving across the land, the character's words show no restraint. This charm may
supplement any Join Debate or Join Argument roll. It doubles the roll's successes. It can also double the
character's (Manipulation + Socialize)/2 static value for purposes of determining whether the character
can interrupt a response.
Weaponry
Ghost-Fire Blade
Cost: - Type: Supplemental Mins: Weaponry 3, Essence 2
Duration: Instant
Keywords: Combo-Ok, Obvious (Optional: Holy)
Prerequisites: Fire-Blessed Weaponry Excellency
The character's weapon becomes surrounded by a glowing white nimbus of spiritual fire. It
gains the ability to strike immaterial spirits.
Spend 1m: The character's attack gains the Holy Keyword. It deals an additional (Essence) x 2
damage to Creatures of Darkness.
Refining the Inner Blade
Cost: 1 slot Type: Panoply Mins: Weaponry 3, Essence 3
Duration: Indefinite
Keywords: Obvious
Prerequisites: Ghost-Fire Blade
The character creates a weapon out of solidified Fire. This weapon has the same statistics as a
standard example of its type, but its damage statistic increases by +2, and it deals Lethal damage, even
if it didn't before.
Administration
There's Only One Ocean
Cost: - Type: Permanent Mins: Administration 5, Essence 4
Duration: Permanent
Keywords: None
Prerequisites: Terrestrial Administration Reinforcement
Just as all the waters of Creation are connected by the hydrodynamic cycle, so is the character
connected to her bureaucratic underlings. This charm improves the character's Terrestrial
Administration Reinforcement. It removes the distance limitation.
Expanding When Frozen Method
Cost: - Type: Simple (Dominion) Mins: Administration 3, Essence 2
Duration: Instant
Keywords: Combo-Ok, Dominion
Prerequisites: Water-Blessed Administration Excellency
One of the strange properties of water is its tendency to be largest when it is least active. To use
this charm, the character must declare it during the character phase of a Dominion Conflict. This
precludes her from improving a Dominion Skill for that season. When this charm is uses, the Dominion
does not make the normal gathering roll for the season. Instead, the character's rolls (Intelligence +
Administration), adding her (Essence) in automatic successes. The character then chooses a resource.
If she chooses clout, multiply the roll's success total by the number of Influence-type fiefs
associated with the Dominion's Administration Skill. If she chooses money, multiply the success total
by the number of Wealth-type fiefs associated with the Dominion's Administration Skill. If she chooses
personnel, multiply the success total by the number of Followers-type fiefs associated with the
Dominion's Administration Skill.
Whatever she chooses, the result goes directly into the bank. The Dominion gains no resources
for actual use.
Unexpected Thaw Technique
Cost: - Type: Supplemental Mins: Administration 4, Essence 2
Duration: Instant
Keywords: Combo-Ok, Dominion
Prerequisites: Expanding When Frozen Method
When the winter snows melt, they can cause dramatic changes for those unprepared to handle
them. Unexpected Thaw Technique supplements a Dominion action. It allows the Dominion to pay the
cost of the action from its bank. The resources cost is doubled when paid in this way. This charm
allows the Dominion to take actions requiring a resource other than the one gathered for the season.
Brawl
Eroding Wave Method
Cost: - Type: Permanent Mins: Brawl 3, Essence 2
Duration: Permanent
Keywords: None
Prerequisites: Water-Blessed Brawl Excellency
The character begins to understand how a seemingly harmless substance can destroy even the
hardest stone. Any improvised weapon the character wields may deal lethal damage, if desired. If the
weapon is something that does not ordinarily deal damage (an origami crane, a pillow, etc), it deals
1L damage and is destroyed after a single attack.
Penetrates the Stones Eventually
Cost: - Type: Permanent Mins: Brawl 4, Essence 3
Duration: Permanent
Keywords: None
Prerequisites: Eroding Wave Method
The character learns to emulate water's ability to seep into even the smallest of cracks. This
charm permanently increases the character's minimum damage by 1 point (usually to 2). It also
increases the damage dealt by Eroding Wave Method's fragile weapons to 2L.
Surf Pounds the Shore
Cost: - Type: Permanent Mins: Brawl 4, Essence 4
Duration: Permanent
Keywords: Obvious
Prerequisites: Penetrates the Stones Eventually
Over time, a sufficient volume of water may change the very face of Creation itself. This charm
permanently improves the delicate improvised weapons made possible with Eroding Wave Method. It
changes their damage statistic to +2L. They are still destroyed after a single use. This charm does not
affect other sorts of improvised weapons.
Deception
Imposter's Voice Technique
Cost: 1 slot Type: Panoply Mins: Deception 2, Essence 2
Duration: Indefinite
Keywords: Combo-Ok, Illusion
Prerequisites: Water-Blessed Deception Excellency
Water is the most changeable of the elements, becoming like air when heated and like earth
when cooled. When adopting this charm, the character chooses a voice and makes an (Intuition +
Deception) roll. The Difficulty is 1 for most humans, 2 for most animals, and 3 for most other things. If
the roll succeeds, the character can perfectly imitate that voice for as long as Imposter's Voice
Technique is active. It is impossible to penetrate the disguised voice without supernatural hearing
magic. Any person may temporarily overcome this Illusion by spending 1wp per scene.
Investigation
Submerged Guilt Sounding
Cost: - Type: Simple Mins: Investigation 3, Essence 2
Duration: Instant
Keywords: Combo-Ok
Prerequisites: Water-Blessed Investigation Excellency
When people want to lose something, they often sink it to the bottom of the sea. With this
charm, the Dragon-Blooded learns to plumb the depths of another's soul, to discern those deeds that
others wish forgotten.
Using this charm requires a (Composure + Investigation) roll. A single threshold success allows
the Exalt to determine which of the people in her line of sight is currently feeling the most guilt.
Generally speaking, people with high Virtues feel guilt more easily, and for less serious acts, than
people with low Virtues. Those who recently spent Willpower to suppress a Virtue are especially likely
to feel guilty.
More threshold successes give the character more detail about the specifics of the revealed guilt.
With two successes, the character learns the extent of the target's guilt (which can range between mildly
ashamed and I don't deserve to live). With three successes the character learns how far in the past the
infraction took place. This charm cannot reveal more specific information than that, regardless of the
number of successes on the roll.
Falsehood Dredging Technique
Cost: 1m Type: Simple Mins: Investigation 4, Essence 3
Duration: 1 scene
Keywords: Combo-Ok
Prerequisites: Submerged Guilt Sounding
The character's attunement to the deceptive nature of water is such that she learns to see the
signs of deception in others. When the character uses this charm, she chooses a target and rolls her
(Composure + Investigation) against a Difficulty equal to the target's (Manipulation + Deception)/2
static value. If the roll succeeds, then for the rest of the scene, the character can automatically
determine whether the target is deliberately lying. This charm does not detect evasions, half-truths, lies
of omission, or honest mistakes. Finally, if the target spends willpower to channel a Virtue towards a
Deception roll, that statement does not register as a lie.
Larceny
Waters of Honesty Method
Cost: 1 slot Type: Panoply Mins: Larceny 2, Essence 2
Duration: Indefinite
Keywords: None
Prerequisites: Water-Blessed Larceny Excellency
Water is murky only when it is contaminated. Properly purified, it becomes clear. While this
charm is active, the character adds 25 successes to all rolls to detect cheating in a competition or games
of chance. In addition, even if the character is not actively looking for it, she will notice all cheating
that takes place within her sight, as if she rolled 25 successes on a (Wits + Larceny) roll.
Flood of Victory Prana
Cost: 1 slot Type: Panoply Mins: Larceny 3, Essence 2
Duration: Indefinite
Keywords: None
Prerequisites: Waters of Honesty Method
Water is by nature unpredictable, but it will flow through properly carved channels. While this
charm is active, the character will have uncanny luck at games of change. She will automatically win
any game in which luck plays a major role. If another magical effect would deny the character victory,
both players roll (Wits + Larceny). The player with the highest success total wins. This charm counts as
cheating, but the Difficulty to notice it is 25.
Evidence-Eroding Style
Cost: 1m, 1w Type: Simple (5 minutes) Mins: Larceny 2, Essence 2
Duration: Instant
Keywords: Obvious
Prerequisites: Water Defense Technique
The character may activate this charm to wash a crime-scene clean of evidence. Tendrils of
water shoot out from the character's anima and gently remove any stray fingerprints, strands of hair, or
other detritus she might have inadvertently left behind. When its finished, the water harmlessly
sublimates into mist. This replaces, rather than improves, the normal roll to conceal evidence. It
imposes a Difficulty of 25 to all rolls to discern facts about her identity from clues she left behind.
Naked Thief Style
Cost: - Type: Supplemental Mins: Larceny 4, Essence 2
Duration: 1 task
Keywords: Combo-Ok, Obvious
Prerequisites: Evidence-Eroding Style
This charm allows the character to shape an exceptional set of thieves' tools out of wateraspected essence. These tools provide a +2 bonus to any Larceny roll which requires a tool. This bonus
counts as an equipment bonus, and not a bonus from charms.
Seep Through the Cracks Technique
Cost: 1m Type: Simple (Speed 3) Mins: Larceny 5, Essence 5
Duration: Instant
Keywords: Obvious
Prerequisites: Unassailable Body of Water Defense
After learning to transform her body into water, the character masters the ability to move in her
transformed state. Activating this charm allows the character to move up to (Dexterity + Larceny)
yards. Because she is composed of water, she may pass through any opening which offers at least one
inch of clearance. She may also leave behind any unwanted restraints or equipment.
Archery
Harvest Of the Hunter
Cost: - Type: Simple (Speed 3) Mins: Archery 3, Essence 2
Duration: Instant
Keywords: Obvious, Shaping
Prerequisites: Wood-Blessed Archery Excellency
Using this charm, the character may touch any plant and cause it to sprout up to (Essence)
arrows. These arrows are strange looking, but otherwise normal. They may be used by the DragonBlooded herself or by any of her allies.
A second purchase of this charm at Essence 3 gives the created arrows the same poison effect as
Wood-Graced Weapon. This poison counts as a Wood-type elemental effect for purposes of
determining how the attack may be further enhanced.
Life Swelling Sap Strike
Cost: - Type: Supplemental Mins: Archery 5, Essence 3
Duration: Instant
Keywords: Combo-Ok, Obvious
The character charges an arrow with the energy of life, giving it the power to defy the dead.
This charm can supplement any Archery attack against the undead, causing it to deal aggravated
damage and allowing it to strike dematerialized ghosts. The undead include zombies, ghosts, and all
manner of necromantic creations, but not the Abyssal Exalted. If the attack's damage is sufficient to kill
the creature, the life energy burst forth in an unrestrained orgy of growth, consuming the target's
remains in a sudden floral bloom.
Ravenous Thorn Technique
Cost: - Type: Supplemental Mins: Archery 5, Essence 3
Duration: Until the arrow is removed
Keywords: Combo-Ok, Environmental, Obvious, Stackable
Prerequisites: Life-Swelling Sap Strike
The character learns to coax a wooden arrow shaft back to life. This charm can supplement any
Archery attack made with a wooden arrow. If the attack deals at least 1 level of damage, the arrow
finds purchase in the target. It sprouts roots and immediately begins to lodge itself deeper into the
target's body.
This is an environmental effect with an Interval of 5 minutes, a Trauma equal to the character's
(Essence) and a severity of 1L. This charm has the Stackable keyword. Each arrow after the first
increases the Severity by 1L. If different Dragon-Blooded use this charm against the target, their arrows
add to the Severity, and the Trauma of the effect is the highest Essence rating from among the attackers.
The environmental effect continues until the arrow is removed. Removing an arrow enchanted
with this charm requires 5 minutes and an (Intelligence + Medicine) roll against a Difficulty equal to
the character's (Essence).
At Essence 4, the Severity of the Environmental effect created by this charm increases to 1A if
the target is undead.
Conveyance
Deck-Striding Technique
Cost: 1 slot Type: Panoply Mins: Conveyance 3, Essence 2
Duration: Indefinite
Keywords: None (Optional: Obvious)
Prerequisites: Wood-Blessed Conveyance Excellency
A deeply rooted plant has little to fear from storms. This charm allows the character to emulate
the plants tenacity and move without impediment under even the most adverse of conditions. While this
charm is active, the character no longer suffers environmental penalties to her movement-related
actions, so long as she is on or in a ship.
If the ship is made primarily of wood, this charm may, at the character's option, gain the
Obvious keyword. This allows the character to treat any of the ship's wooden surfaces as a stable, level
floor, enabling her to perform impossible feats of movement such as walking straight up a mast or
along the side of the hull.
A character with this charm active may spend 1m to extend its benefit to up to (Essence) other
people for the duration of the scene. This is a basic action which does not count as a charm activation.
Sturdy Bulkhead Concentration
Cost: - Type: Reflexive Mins: Conveyance 4, Essence 3
Duration: Instant
Keywords: Combo-Ok, Cooperative
Prerequisites: Deck-Striding Technique
The character can imbue a ship with supernatural resilience. Activating this charm in response
to an attack against a ship she is currently on, the character rolls (Stamina + Conveyance) and adds
one-half the success total to the ship's hardness and to the Difficulty to damage it with an Attack Object
action. If the ship is primarily constructed of wood, the character adds the whole success total.
Cooperative: This charm has the Cooperative keyword. For each mote spent the activation roll
receives (Essence) automatic successes.
Medicine
Infection-Banishing Prana
Cost: - Type: Simple (1 minute) Mins: Medicine 2, Essence 2
Duration: Instant
Keywords: Touch
Prerequisites: Wood-Blessed Medicine Excellency
While wood is the element of deadly, destructive growth, in its more merciful manifestation it is
the element of wellness. This charm will instantly cure any single Infection injury.
Spend 1m: The charm's activation time changes to 6 ticks.
Dread Infection Strike
Cost: - Type: Supplemental Mins: Medicine 4, Essence 2
Duration: Instant
Keywords: Combo-Ok, Sickness, Stackable
Prerequisites: Infection-Banishing Prana
The energy that allows a disease to prosper and multiply is the energy of wood aspected
essence. If an attack supplemented by this charm successfully deals even 1 level of damage, the target
must make a Difficulty 3 (Stamina + Resistance) roll. If the roll fails, the target is immediately subject
to an Infection injury.
Spend 1m: The Difficulty to resist the Infection is increased by the character's (Essence).
Sweeten the Tap Method
Cost: 1m Type: Simple Mins: Medicine 3, Essence 1
Duration: Instant
Keywords: Combo-Ok, Emotion, Shaping
Prerequisites: Wood Defense Technique
The Dragon-Blooded's spiritual connection to the vine is strong enough that she can imbue any
alcoholic beverage with supernatural strength and quality. Using this charm can change up to (Essence)
x 50 doses of alcohol, increasing its effective formula rating by 1.
But its most potent ability is its power to create an alcoholic thesis. The character rolls
(Manipulation + Medicine) and divides the roll's success total by 2 to determine the beverage's thesis
rating. Anyone who drinks the beverage is subject to a single mild emotion effect, chosen by the
character when this charm is used. Each dose after the first in a given scene increases the drink's
effective thesis rating by one for the indulging individual.
Resisting this emotion costs 2wp, but for many, the emotion created by the drink is its primary
appeal. Especially potent bottles created by famous Dragon-Blooded often find their way into the
private collections of threshold monarchs.
Disease-Banishing Touch
Cost: - Type: Supplemental Mins: Medicine 4, Essence 2
Duration: Instant
Keywords: Combo-Ok
Prerequisites: Infection-Banishing Prana, Sweeten the Tap Method
The character's understanding of wood moves beyond the level of blunt application of force.
She now intuitively understands the nuances that distinguish one disease from another. This charm
supplements any design roll to create a Terrestrial Alchemy formula which treats or mitigates disease. It
reduces the Difficulty by up to the character's (Essence) and halves the Interval. Once the design roll is
complete, the character instantly learns the formula without having to spend experience points.
Wound Closing Touch
Cost: 1wp Type: Simple (5 hours) Mins: Medicine 4, Essence 3
Duration: Instant
Keywords: Obvious, Stackable, Touch
Prerequisites: Wood Succor Method
Healing is growth turned inward, and the Chosen of Wood are masters of growth. This charm
converts one of the target's filled in health levels from lethal damage to bashing damage. Wound
Closing Touch has the stackable keyword. If multiple Dragon-Blooded use this charm on the same
target, all of the applications take effect. A character may not use this charm on herself.
A second purchase of this charm at Essence 5 allows the character to convert Aggravated
wounds to lethal. Stacking this charm can either convert the lethal wound further to bashing or convert
additional aggravated wounds.
Performance
Invisible Street Performer Technique
Cost: - Type: Simple Mins: Performance 2, Essence 2
Duration: Until the performance ends
Keywords: Combo-Ok, Compulsion, Cooperative
Prerequisites: Wood Concentration Method
With this charm, the character blends into the background, becoming just another piece of noise
to be ignored. So long as she continues to play a musical instrument, the character is completely
ignored by all observers with an MDV less than the success total of her (Manipulation + Presence) roll.
To use this charm, the character does not need to know how to play an instrument, but she does
need to actually try and play an instrument to the exclusion of all other non-reflexive actions. In
combat, playing a musical instrument is a miscellaneous action.
The compulsion created by this charm costs 2wp to resist. Because terrible street performers are
even easier to ignore than skilled ones, the cost to resist increases to 3wp if the character lacks a
Specialty in the instrument chosen to sustain this charm.
Cooperative: This charm has the Cooperative keyword. Each mote spent will hide up to
(Essence) additional people. Everyone who contributes to this charm must play a musical instrument,
but additional beneficiaries may contribute to the performance in other ways by singing, dancing, or
simply listening intently. Regardless of how a target behaves, benefiting from this charm precludes
taking other simple actions.
The Dragon-Blooded may spend as many motes as desired on this charm, but the activation roll
counts as a Stealth dice pool for purposes of suffering anima-related penalties.
Changing Seasons Performance
Cost: - Type: Simple (20 minutes) Mins: Performance 3, Essence 2
Duration: Instant
Keywords: Combo-Ok, Extra Action, Illusion (Optional: Compulsion, Emotion)
Prerequisites: Wood-Blessed Performance Excellency
Much as the color of the leaves will change between seasons, the character's performance is
deceptively inconstant. Activating this charm allows the character to make two Performance-based
social influence attempts at once. Each of these attempts suffers a -2 penalty. The character must divide
the audience into two, not necessarily equal, parts. One group will be subjected to the first influence
attempt, the other group will be subjected to the second. Targets of the first attempt do not notice the
second attempt, and vice versa. This is an Illusion effect which costs 1 willpower. Resisting the illusion
subjects the target to a dissonance of conflicting messages, rendering him immune to both influence
attempts
If this charm creates a compulsion or emotion (through one or both performances), it gains the
Compulsion or Emotion keywords. It automatically has the Illusion keyword, due to its primary power,
but it is important to remember that imparting information, even if its true, is a separate Illusion effect.
Protective Performance
Cost: 1w Type: Supplemental Mins: Performance 4, Essence 3
Duration: 1 day
Keywords: Combo-Ok, Obvious
Prerequisites: Soul-Stirring Performance Method
With this charm, the character learns to imbue an audience with Wood's unrelenting persistence.
Protective Performance supplements any Performance roll which attempts to create a social influence.
Everyone who accepts, rather than ignores, the influence attempt receives a bonus to MDV equal to the
character's (Essence) for the rest of the day.
Survival
Quarry Revelation Technique
Cost: 1w Type: Supplemental Mins: Survival 3, Essence 1
Duration: Instant
Keywords: Combo-Ok
Prerequisites:Wood-Blessed Survival Excellency
The character's instinctual connection to the wild places of the world makes her an implacable
tracker. This charm supplements a roll to track a target. It adds 25 automatic successes.
Trail Concealing Measurement
Cost: 1w Type: Supplemental Mins: Survival 3, Essence 1
Duration: Instant
Keywords: Combo-Ok
Prerequisites: Wood-Blessed Survival Excellency
The character's respect for the wild is such that she may move through it with barely a ripple.
This charm supplements a roll to increase the Difficulty of following the character's trail. It adds 25
automatic successes.
Ration-Enhancing Bounty
Cost: - Type: Supplemental Mins: Survival 3, Essence 2
Duration: Instant
Keywords: Combo-Ok
Prerequisites: Quarry Revelation Technique
The wild is eager to give its bounty to the character. This charm supplements a Survival roll to
gather food. It reduces the time the roll takes to 1 hour and increases the amount of food and water
found to an amount sufficient to supply two people per threshold success.
If used to supplement a Survival-Based travel roll, it will eliminate up to 1 point of Difficulty
due to terrain and 1 point of Difficulty due to Magnitude (for a maximum total reduction of -2
Difficulty).
Tactical Charms
Tactical Charms are the magic of brotherhood, and the bond that forms between comrades under
fire. It is a magic that comes naturally to the Dragon-Blooded, making the Terrestrial host the deadliest
military force Creation has ever known. Few besides the Terrestrial Exalted have the ability to use this
form of magic. The regional war gods know a few charms, but they tend not to be very innovative, and
will only adopt a new practice after it has proven devastating on the field of battle.
Tactical charms are Ability-based, but multiple Abilities might occur in the same charm tree.
Though it is natural magic for the Dragon-Blooded, Tactical charms do not have an elemental aspect,
and thus they obey the normal use rules.
New Keywords
Leader: This charm may only be used while the character is the unit commander of a masscombat unit. It will usually benefit the unit in some way, but that is by no means guaranteed.
Hero: This charm may only be used if the character is currently acting as a unit commander or
hero.
Relay: This charm may only be used if the character is currently acting as a relay.
Logistics Cascade
The charms that follow allow for the maintenance of an army in peak fighting condition.
Perhaps, more than any other power at their disposal, it is this ability that maintains the dominance of
the Dragon-Blooded host.
Diligent Lieutenant Attitude
Cost: 1 slot Type: Panoply Mins: Administration 3, Essence 2
Duration: Indefinite
Keywords: None
Prerequisites: None
Over the years, the blessings of this charm have energized thousands of harried junior officers.
So long as Diligent Lieutenant Attitude is active, the character may act as a Quartermaster for up to
(Essence) units at once.
Bloodline Magic
The Terrestrial Exalted carry within their blood untold magical power. Normally, this blood
fuels their Elemental Manipulation and Tactical charms, but through experimentation and
happenstance, some Dragon-Blooded have discovered a deeper, more personal magic. Charms of this
Discipline carry a certain sinister reputation. By focusing the power of their blood, elder Terrestrials
can exert a degree of supernatural control over their descendants. While Bloodline magic has other
applications, this potential is more than enough to earn it the distrust of the paranoid.
Bloodline Magic does not possess Ability Minimums. Instead, in addition to the normal Essence
minimum, Bloodline Charms require a Minimum Breeding and, occasionally, Minimum Descendants.
A character's Descendants rating is equal to the Magnitude of the character's descendants, if they were
organized into a single mass combat unit. To calculate this rating, count all of the character's living
children, grand-children, and great-grandchildren down through any number of generations. To quickly
estimate the Descendants rating of an NPC, subtract 30 years from his age and divide the result by 50.
Like all Charm minimums, if the character's Descendants rating drops below the charm
minimum (usually because the descendants are killed), she retains knowledge of the charm, but cannot
use it until her rating returns.
Bloodline Magic is a restricted discipline. Because it relies on the blood of the Terrestrial
Exalted, only Terrestrial Exalted may learn and use it. Charms of this discipline are considered favored
for all Dragon-Blooded.
Harrowing the Dragons' Bounty
Cost: 1 health level Type: Supplemental Mins: Breeding 1, Essence 1
Duration: Instant
Keywords: Combo-Ok, Obvious
Prerequisites: None
The character focuses on the power within her blood, violently unleashing the draconic heritage
inside her. This charm may supplement any action taken with one of her Aspect Abilities. It either adds
a number of automatic successes equal to her Breeding rating to the action's success total or increases a
static value by the character's Breeding rating. If the character possesses a second aspect, she may add
(Breeding)/2 successes to any action taken with the Abilities associated with that aspect or increase a
static value derived from that aspect's Abilities by her (Breeding)/2.
A second purchase of this charm at Essence 6 changes its type to Permanent. Calling upon the
power of the permanent version still requires the sacrifice of a health level, but is a Basic action which
does not count as a charm activation.
Draconic Fury Birthright
Cost: - Type: Supplemental Mins: Breeding 1, Essence 2
Duration: Instant
Keywords: Combo-Ok, Obvious
Prerequisites: Harrowing the Dragons' Bounty
The Five Elemental Dragons are renowned for their limitless destructive majesty. With this
charm, the character may become like them, if only briefly. Draconic Fury Birthright may supplement
any damaging attack made with a charm whose element matches one of the character's aspects. It
increases the base damage of the attack by the character's Breeding rating. This charm is considered to
belong to each of the character's aspect elements, allowing it to be used alongside any single elemental
charm of the appropriate type without a combo.
Driven Onslaught
Cost: - Type: Supplemental Mins: Unarmed 3, Essence 1
Duration: Instant
Keywords: Combo-Ok
Prerequisites: None
The character attacks chaotically, but with incredible force. The attack supplemented by this
charm suffers a -3 penalty, but lowers the enemy's defensive state by 1.
Bulwark Flattening Strike
Cost: - Type: Supplemental Mins: Unarmed 3, Essence 2
Duration: Instant
Keywords: Combo-Ok, Knockdown
Prerequisites: Driven Onslaught
Against the relentless force of an avalanche, even the strongest fortifications are nothing more
than a source of damaging material. This charm supplements an attack against an armored opponent. It
provides a +3 bonus to its raw damage. If the attack's threshold successes exceed the target's (Stamina
+ Athletics)/2, the target is knocked prone.
Inevitable Avalanche Form
Cost: - Type: Simple Mins: Unarmed 4, Essence 2
Duration: 1 scene
Keywords: Form-type
Prerequisites: Well-Placed Diversion Channel, Bulwark Flattening Strike
The character strikes with the force of a rockslide. Until the end of the scene, her unarmed
attacks receive a +2 damage bonus.
Pounding Boulder Fist
Cost: - Type: Simple Mins: Unarmed 4, Essence 3
Duration: Instant
Keywords: Combo-Ok, Obvious
Prerequisites: Inevitable Avalanche Form
Blocking the character's attack is as futile as throwing oneself under a falling boulder. This
charm allows the character to make an Unarmed attack which bypasses RDV. The character's defensive
state is reduced by 1 until the end of her current turn.
Spend 1m: The character's defensive state is not lowered.
Speed
Accuracy Damage
Shield
-1
+1B
+3
Thunderbolt
Shield (Artifact)
+0
+3B
+4
Enlightenment Charms
The following charms represent the most common ways of awakening the Dragon-Blooded's
power. In the second age, the most common practitioners of Celestial Martial Arts are the Immaculate
Order, who use Pasiap's Humility and Moment of Daana'd. In the first age, the Solar Exalted taught
Tiger and Bear Awareness and Tiger and Bear Unity.
Enlightenment Charms are considered Terrestrial Martial charms. Inventing a new pair of
Enlightenment charms requires the character to know all of the charms from a single Celestial Martial
Art and possess an Essence of 6 or higher.
Pasiap's Humility
Cost: 1 slot Type: Panoply Mins: Awareness 1, Essence 2
Duration: Indefinite
Keywords: Enlightenment (Initiate)
Prerequisites: None
The character opens her perceptions to the world of spirit. While this charm is active, she may
see immaterial spirits as if they were solid and material. Pasiap's Humility does not give the character
the ability to physically interact with spirits. Because the perceptions granted by this charm are so
vividly real, the character's ability to concentrate on the material world suffers. She receives a -2
penalty on all dice pools made to interact with a material being.
Moment of Daana'd
Cost: 1 slot Type: Panoply Mins: Awareness 3, Essence 3
Duration: Indefinite
Keywords: Enlightenment (Adept)
Prerequisites: Pasiap's Humility
The character's enlightenment is such that she integrates herself easily into the world of spirit.
While Moment of Daana'd is active, the character may physically interact with dematerialized spirits,
as if they were solid. Because this charm represents a maturation of the character's ability to bridge the
material and immaterial world, she does not suffer the penalty imposed by Pasiap's Humility while this
charm is active.
Tiger and Bear Awareness
Cost: 1 slot Type: Panoply Mins: Awareness 3, Essence 3
Duration: Indefinite
Keywords: Enlightenment (Initiate)
Prerequisites: None
The character feels an instinctual connection to the world around her. While this charm is
active, she is automatically aware of all things within (Essence) yards, provided those things are not
concealed with magic. This renders her immune to unexpected attacks launched from within that range.
This charm does not give the character the ability to detect immaterial spirits.
Tiger and Bear Unity
Cost: 1 slot Type: Panoply Mins: Awareness 4, Essence 3
Duration: Indefinite
Keywords: Enlightenment (Adept)
Prerequisites: Tiger and Bear Awareness
The character's connection with the world is such that it seems to become an extension of her
spirit. While this charm is active, she gains one automatic success to all of her attack rolls. In addition,
she gains the ability to reduce the damage of her attacks after it is rolled, making her strikes as subtle as
she likes.
Speed
Accuracy
Chakram
+1
1L
-3
Speed
Accuracy
Damage
Defense
Greatclub
-2
+6B
-2
2, O-2
Grand Goremaul
5
(Artifact Greatclub)
-1
+8B
-2
2, O-3
Shattering Strike
Cost: - Type: Simple Mins: Unarmed 4, Essence 3
Duration: 1 scene
Keywords: None
Prerequisites: Earth Dragon Form
The character's affinity for the element of Earth gives her insight into inanimate objects. Until
the end of the scene, the character adds a number of automatic successes equal to her (Unarmed) rating
to all of her Attack Object rolls.
Weapon-Breaking Defense Technique
Cost: 1wp Type: Supplemental Mins: Unarmed 4, Essence 3
Duration: Instant
Keywords: Combo-Ok, Obvious
Prerequisites: Shattering Fist Strike
The character's durability is often greater than that of the weapons turned against her. This
charm provides a +(Essence) bonus to the character's Hardness. If the character's Hardness is sufficient
to stop an attack from a weapon not made of the Five Magical Materials, that weapon breaks
harmlessly against her skin.
Artifact weapons are far too strong to be broken with this charm. Instead, they are wrenched
from the attacker's grasp unless he succeeds at a Difficulty 3 (Wits + Ability) roll.
Spend 1m: The Hardness bonus provided by this charm increases by the character's (Unarmed)
rating.
Earthshaker Attack
Cost: - Type: Simple Mins: Unarmed 5, Essence 3
Duration: Instant
Keywords: Combo-Ok, Environmental, Knockback, Obvious
Prerequisites: Earth Dragon Form
The character stamps her foot, creating a miniature earthquake. Everyone within (Essence) x 10
yards must succeed at a (Dexterity + Athletics) roll against a Difficulty equal to the character's
(Essence). Those who fail are knocked prone and suffer 1 level of soak-bypassing Bashing damage.
Characters who are already prone are immune to this charm.
Speed
Accuracy
Damage
Defense
Tiger Claws
-1
+2L
Dragon Claws
5
(Artifact Tiger Claws)
+1
+3L
+1
Soul Mastery
Cost: 1m, 1hl Type: Simple Mins: Medicine 5, Essence 5
Duration: 2 turns
Keywords: Obvious, Shaping
Prerequisites: Enthralling Blow Attack, Spirit Rending Attack, Wood Dragon Succor
The character's mastery of life gives her the power to cause death. Activating this charm
surrounds the character's fists with a swirling black and green energy. While this charm is active, the
character may discharge this energy by touching an opponent, whether casually or through an unarmed
attack.
When this energy is discharged, the character rolls (Medicine + Essence) against a Difficulty
equal to the target's (Stamina + Resistance)/2. If the roll succeeds, the target's soul separates from his
body, killing him instantly. If it fails, the target suffers a number of dice of Aggravated damage equal to
the character's (Essence). If this charm would kill a spirit with an Essence less than the character's, that
spirit is permanently destroyed.
If the character does not discharge this charm before its duration expires, she suffers from its
effects herself. She rolls her (Medicine + Essence) against a Difficulty equal to her own (Stamina +
Resistance)/2. Before this charm expires, she may spend 1wp as a Reflexive action in order to extend
its duration by 1 turn.
Chapter 5: Spirits
It is impossible to generalize about spirits. There are as many varieties of spiritual beings as
there are plants and animals. In Yu-Shan and Malfeas, whole ecologies of spiritual creatures exist,
living, dying, preying on each other, and trying to avoid each other's attention. They range from the
mighty Unconquered Sun, feared by the Primordials themselves, to the barely-sentient wisps, which
throng near burning fires to make sure that wood is properly digested into ash.
There are three main types of spirits: demons, elementals, and gods. Some count ghosts as a
fourth type of spirit, and there are certain similarities, but because they are dead, ghosts lack certain
traits that would qualify them completely.
Demons are creatures spawned from the Yozis. The demons of the third circle are the
multifaceted souls of the Yozis themselves. Demons of the second circle are the souls of demons of the
third circle. Demons of the first circle are created by any of the above through a variety of magical and
physical processes.
Elementals are beings of solidified elemental essence. They spontaneously arise throughout
Creation whenever the flow of elemental essence becomes unbalanced. They usually engage in
instinctive behavior that will gradually correct the problem that spawned them. Once the imbalance is
fixed, they have no particular purpose and are often exploited by the Gods as a source of labor.
Gods are spiritual creatures created by the Primordials before they were imprisoned and
transformed into the Yozis. The main difference between demons and gods is that gods do not directly
partake of the energies or character of the Primordials. They are tools, rather than children. They were
created to monitor and maintain the proper functioning of Creation.
Ghosts are the spirits of the dead. Most ghosts are the echoes of dead humans, but it is possible
for animals, behemoths, and even gods and primordials to become ghosts. Though they are
superficially similar to other types of spirits, they have significant limitations on their behavior and
powers. Magic which harms or detects spirits will affect ghosts normally, but magic which summons or
controls spirits is useless against them.
Spiritual Physiology
Though spirits vary greatly, they have certain traits in common, which serve to distinguish them
from normal creatures.
Spirits are creatures of essence. Thus, the integrity of their bodies is determined by their innate
magical strength. For each point of Essence possessed by a spirit, it has one health level of each
of the three types. This connection between magical power and physical health is so strong that
spirits can reinforce their bodies with their minds. At any point, as a Reflexive action, a spirit
may spend 1 mote to heal 1 level of Lethal or 3 levels Bashing damage.
Spirits have incredible magical strength. They have a base mote pool equal to their (Essence) x
2, and can increase it further with specialized charms.
A spirit's Panoply is an essential part of its existence. As a result, spirits do not have Panoply
slots like mortals do. Instead, they may maintain any number of Panoply effects, but doing so
changes their fundamental nature. This extends even to Panoply effects associated with
Artifacts. A spirit cannot attune an Artifact. Instead, it incorporates the Artifact into its body.
Thereafter, the Artifact becomes a part of the spirit, like a new limb. Spirits may use charms
with the touch keyword through incorporated weapons and consider the soak from incorporated
armor to be natural soak. If a spirit wishes to use an Artifact without attuning it, it can spend
1wp to do so for a single scene. If it ever becomes relevant, spirits must pay 10xp upon
activating a Panoply charm or incorporating an Artifact. As a result, spirits change their
Panoplies only rarely, and then generally only as a response to some major, life-changing event.
All spirits have the ability to be either material or immaterial. Immaterial spirits are invisible
and intangible. They may neither touch nor be touched by the material world, though they can
see and affect each other normally. Spirits can always see their immaterial brethren, regardless
of their current state. Any immaterial creature can see the material world with little difficulty,
but the overlay of images may, under some circumstances, impose a -1 penalty to Awareness
dice pools and static values. Some spirits are naturally material, others are naturally immaterial.
Changing away from its natural state requires a spirit to take a Speed 5 Simple action and spend
a number of willpower points equal to its Essence. Changing back to its natural state requires a
Reflexive action and 1 willpower point. Generally, gods are naturally immaterial, elementals are
naturally material, and demons vary according to their type and purpose.
Spirits with an Essence of 2 or greater are functionally immortal. They do not age, and may
reform, even if they are killed with Aggravated damage. To determine whether a spirit can
reform requires an extended roll. The roll uses the Spirit's (Essence). Its Difficulty is 3, its
success cost is its (Essence) x 5, and its interval is 1 week. It has a maximum success cost of the
spirit's (Essence) x 10. If the spirit possesses the Cult trait, it adds that trait as automatic
successes to the roll. If it possesses a Sanctum in which it can reform, the Difficulty is reduced
to 0.
Many influential Spirits posses a Cult rating. This represents the worship of mortals directed
towards the spirit. A spirit adds its Cult rating to the size of its mote pool. In addition, once per
day per Cult rating, the spirit may take a Reflexive action to regain 1 point of willpower. Other
magical beings, such as the Exalted, may possess a Cult rating if they can convince others to
worship them, but doing so is considered a crime against heaven.
Naturally material spirits may mate with each other if they are anatomically compatible,
although becoming immaterial will instantly terminate a pregnancy without special protective
Sorcery. Naturally immaterial spirits can neither bear nor sire a child with each other, instead
reproducing through special rituals which, generally speaking, can be performed only rarely. If
they become material, they may mate with any naturally material being to produce god-blooded
offspring. As with other spirits, becoming immaterial ruins the pregnancy. As a result, most
god-blooded are born to mortal mothers.
Because their charms are innate, rather than learned, spirits do not use combos. Instead, they
may pay a 1m surcharge when activating any charm in order to combine it with any other
compatible charms.
Spirits are even hardier than the Exalted. They soak Lethal damage with their entire Stamina
and are completely immune to any disease which does not explicitly affect spirits.
Ghosts
Ghosts share many similarities to gods, demons, and elementals, but face certain restrictions.
First, they are naturally immaterial, and may never become material without the aid of powerful
necromancy. Secondly, their mote pools are much smaller. They possess a number of motes equal to
their permanent Essence, and may not expand this pool with charms. Finally, they may not spend motes
to heal themselves. Instead, they are healed of all damage on the midnight of a month's first new moon
and on every midnight during Calibration.
God-Blooded
The offspring of spirits and mortals, god-blooded often possess strange powers. They are longlived and hardy. They add their (Essence) x 50 years to their natural lifespan and can soak Lethal
damage with half their Stamina. In addition, they gain the Exalted's resistance to injury and disease.
Finally, they may learn the Divine Disciplines of their spirit parent, though their Essence is limited to 3.
Divine Disciplines
The Myriad Divine Disciplines are named thus because they are primarily practiced by spirits.
Though the Exalted practice Divine magic, their unique Disciplines tend to be few in number and broad
in scope. By contrast, practically every god has its own, unique Discipline, relating to its area of
oversight, and containing only a few charms. In general, divine charms are more powerful than Exalted
charms, but far narrower. Of course, this varies greatly on the overall power of level of the god in
question. Terrestrial Gods wield charms on par with the Dragon-Blooded, whereas Third Circle
Demons control powers which rival the Perfected Abilities of the mighty Solar Exalted.
A spirit may know charms from Disciplines other than its own, potentially even including the
Disciplines of the Exalted. When this occurs, it is never the result of deliberate study. Rather, the spirit
possesses the charm because it represents a spontaneous expression of its fundamental nature. The most
common Exalted charms possessed by spirits are Elemental Manipulation Root charms. Most
elementals possess one or more of them due to their natural affinity with the elements. Similarly, many
of the more powerful deities possess some aptitude for the Shapeshifting Discipline of the Lunar
Exalted. When choosing charms for a spirit, ignore Trait Minimums and Prerequisites. Rather, choose a
very small number of especially fitting effects. Any given spirit should not usually have more foreign
charms than its (Essence).