TEXT: 1-58846-579-9 
  WW80700 
  $9.99 U.S.
  PRINTED IN CANADA
  
  © 2006 White Wolf Publishing, Inc. All rights reserved. White Wolf and Exalted are registered trademarks of White Wolf Publishing, Inc.  
  All rights reserved. All characters, names, places and text herein are copyrighted by White Wolf Publishing, Inc.
  Character sheets may be reproduced for personal use only.
  PRINTED IN CANADA.
  
  NAME: ____________________
  PLAYER: ___________________
  CONCEPT: __________________
  MOTIVATION: _______________
  ANIMA: ____________________
  STRENGTH ___________OOOOO
  DEXTERITY __________OOOOO
  STAMINA ____________OOOOO
  CHARISMA ___________OOOOO
  MANIPULATION________OOOOO
  APPEARANCE _________OOOOO
  PERCEPTION__________OOOOO
  INTELLIGENCE_________OOOOO
  WITS ______________OOOOO
  DAWN
  ARCHERY _______________OOOOO
  MARTIAL ARTS ___________OOOOO
  MELEE _________________OOOOO
  THROWN _______________OOOOO
  WAR __________________OOOOO
  NIGHT
  ATHLETICS ______________OOOOO
  AWARENESS _____________OOOOO
  DODGE _________________OOOOO
  LARCENY________________OOOOO
  STEALTH _______________OOOOO
  ZENITH
  INTEGRITY_______________OOOOO
  PERFORMANCE____________OOOOO
  PRESENCE _______________OOOOO
  RESISTANCE _____________OOOOO
  SURVIVAL _______________OOOOO
  ECLIPSE
  BUREAUCRACY ____________OOOOO
  LINGUISTICS _____________OOOOO
  RIDE __________________OOOOO
  SAIL___________________OOOOO
  SOCIALIZE_______________OOOOO
  TWILIGHT
  CRAFT _________________OOOOO
  INVESTIGATION ___________OOOOO
  LORE __________________OOOOO
  MEDICINE _______________OOOOO
  OCCULT ________________OOOOO
  SPECIALTIES
  ______________________OOOOO
  ______________________OOOOO
  ______________________OOOOO
  ______________________OOOOO
  ______________________OOOOO
  BACKGROUNDS
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
      Name 
  Cost
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
      Name 
  Cost
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  CHARMS
  O O O O O O O O O O
  B________
  L________
  A________
  _______________________________
  _______________________________
  _______________________________
  _______________________________
  PERSONAL
  ____ | ____
  PERIPHERAL
  ____ | ____
  COMMITTED
  __________
  _______________________________
  _______________________________
  _______________________________
  _______________________________
  LIMIT BREAK
  VIRTUE FLAW
  _______________________________
  _______________________________
  _______________________________
  WEAPONS
  WILLPOWER
  ESSENCE
  EXPERIENCE
  -0
  -1
  -2
  -4
  INCAPACITATED
  SOAK
  ANIMA
  HEALTH
  COMPASSION
  O O O O O
  CONVICTION
  O O O O O
  TEMPERANCE
  O O O O O
  VALOR
  O O O O O
  O O O O O O
  DAWN CASTE
  VIRTUES
  ATTRIBUTES
  ADVANTAGES
  ABILITIES
  
  NAME: ____________________
  PLAYER: ___________________
  CONCEPT: __________________
  MOTIVATION: _______________
  ANIMA: ____________________
  STRENGTH ___________OOOOO
  DEXTERITY __________OOOOO
  STAMINA ____________OOOOO
  CHARISMA ___________OOOOO
  MANIPULATION________OOOOO
  APPEARANCE _________OOOOO
  PERCEPTION__________OOOOO
  INTELLIGENCE_________OOOOO
  WITS ______________OOOOO
  DAWN
  ARCHERY _______________OOOOO
  MARTIAL ARTS ___________OOOOO
  MELEE _________________OOOOO
  THROWN _______________OOOOO
  WAR __________________OOOOO
  NIGHT
  ATHLETICS ______________OOOOO
  AWARENESS _____________OOOOO
  DODGE _________________OOOOO
  LARCENY________________OOOOO
  STEALTH _______________OOOOO
  ZENITH
  INTEGRITY_______________OOOOO
  PERFORMANCE____________OOOOO
  PRESENCE _______________OOOOO
  RESISTANCE _____________OOOOO
  SURVIVAL _______________OOOOO
  ECLIPSE
  BUREAUCRACY ____________OOOOO
  LINGUISTICS _____________OOOOO
  RIDE __________________OOOOO
  SAIL___________________OOOOO
  SOCIALIZE_______________OOOOO
  TWILIGHT
  CRAFT _________________OOOOO
  INVESTIGATION ___________OOOOO
  LORE __________________OOOOO
  MEDICINE _______________OOOOO
  OCCULT ________________OOOOO
  SPECIALTIES
  ______________________OOOOO
  ______________________OOOOO
  ______________________OOOOO
  ______________________OOOOO
  ______________________OOOOO
  BACKGROUNDS
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
      Name 
  Cost
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
      Name 
  Cost
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  CHARMS
  O O O O O O O O O O
  B________
  L________
  A________
  _______________________________
  _______________________________
  _______________________________
  _______________________________
  PERSONAL
  ____ | ____
  PERIPHERAL
  ____ | ____
  COMMITTED
  __________
  _______________________________
  _______________________________
  _______________________________
  _______________________________
  LIMIT BREAK
  VIRTUE FLAW
  _______________________________
  _______________________________
  _______________________________
  WEAPONS
  WILLPOWER
  ESSENCE
  EXPERIENCE
  -0
  -1
  -2
  -4
  INCAPACITATED
  SOAK
  ANIMA
  HEALTH
  COMPASSION
  O O O O O
  CONVICTION
  O O O O O
  TEMPERANCE
  O O O O O
  VALOR
  O O O O O
  O O O O O O
  ZENITH CASTE
  VIRTUES
  ATTRIBUTES
  ADVANTAGES
  ABILITIES
  
  NAME: ____________________
  PLAYER: ___________________
  CONCEPT: __________________
  MOTIVATION: _______________
  ANIMA: ____________________
  STRENGTH ___________OOOOO
  DEXTERITY __________OOOOO
  STAMINA ____________OOOOO
  CHARISMA ___________OOOOO
  MANIPULATION________OOOOO
  APPEARANCE _________OOOOO
  PERCEPTION__________OOOOO
  INTELLIGENCE_________OOOOO
  WITS ______________OOOOO
  DAWN
  ARCHERY _______________OOOOO
  MARTIAL ARTS ___________OOOOO
  MELEE _________________OOOOO
  THROWN _______________OOOOO
  WAR __________________OOOOO
  NIGHT
  ATHLETICS ______________OOOOO
  AWARENESS _____________OOOOO
  DODGE _________________OOOOO
  LARCENY________________OOOOO
  STEALTH _______________OOOOO
  ZENITH
  INTEGRITY_______________OOOOO
  PERFORMANCE____________OOOOO
  PRESENCE _______________OOOOO
  RESISTANCE _____________OOOOO
  SURVIVAL _______________OOOOO
  ECLIPSE
  BUREAUCRACY ____________OOOOO
  LINGUISTICS _____________OOOOO
  RIDE __________________OOOOO
  SAIL___________________OOOOO
  SOCIALIZE_______________OOOOO
  TWILIGHT
  CRAFT _________________OOOOO
  INVESTIGATION ___________OOOOO
  LORE __________________OOOOO
  MEDICINE _______________OOOOO
  OCCULT ________________OOOOO
  SPECIALTIES
  ______________________OOOOO
  ______________________OOOOO
  ______________________OOOOO
  ______________________OOOOO
  ______________________OOOOO
  BACKGROUNDS
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
      Name 
  Cost
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
      Name 
  Cost
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  CHARMS
  O O O O O O O O O O
  B________
  L________
  A________
  _______________________________
  _______________________________
  _______________________________
  _______________________________
  PERSONAL
  ____ | ____
  PERIPHERAL
  ____ | ____
  COMMITTED
  __________
  _______________________________
  _______________________________
  _______________________________
  _______________________________
  LIMIT BREAK
  VIRTUE FLAW
  _______________________________
  _______________________________
  _______________________________
  WEAPONS
  WILLPOWER
  ESSENCE
  EXPERIENCE
  -0
  -1
  -2
  -4
  INCAPACITATED
  SOAK
  ANIMA
  HEALTH
  COMPASSION
  O O O O O
  CONVICTION
  O O O O O
  TEMPERANCE
  O O O O O
  VALOR
  O O O O O
  O O O O O O
  TWILIGHT CASTE
  VIRTUES
  ATTRIBUTES
  ADVANTAGES
  ABILITIES
  
  NAME: ____________________
  PLAYER: ___________________
  CONCEPT: __________________
  MOTIVATION: _______________
  ANIMA: ____________________
  STRENGTH ___________OOOOO
  DEXTERITY __________OOOOO
  STAMINA ____________OOOOO
  CHARISMA ___________OOOOO
  MANIPULATION________OOOOO
  APPEARANCE _________OOOOO
  PERCEPTION__________OOOOO
  INTELLIGENCE_________OOOOO
  WITS ______________OOOOO
  DAWN
  ARCHERY _______________OOOOO
  MARTIAL ARTS ___________OOOOO
  MELEE _________________OOOOO
  THROWN _______________OOOOO
  WAR __________________OOOOO
  NIGHT
  ATHLETICS ______________OOOOO
  AWARENESS _____________OOOOO
  DODGE _________________OOOOO
  LARCENY________________OOOOO
  STEALTH _______________OOOOO
  ZENITH
  INTEGRITY_______________OOOOO
  PERFORMANCE____________OOOOO
  PRESENCE _______________OOOOO
  RESISTANCE _____________OOOOO
  SURVIVAL _______________OOOOO
  ECLIPSE
  BUREAUCRACY ____________OOOOO
  LINGUISTICS _____________OOOOO
  RIDE __________________OOOOO
  SAIL___________________OOOOO
  SOCIALIZE_______________OOOOO
  TWILIGHT
  CRAFT _________________OOOOO
  INVESTIGATION ___________OOOOO
  LORE __________________OOOOO
  MEDICINE _______________OOOOO
  OCCULT ________________OOOOO
  SPECIALTIES
  ______________________OOOOO
  ______________________OOOOO
  ______________________OOOOO
  ______________________OOOOO
  ______________________OOOOO
  BACKGROUNDS
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
      Name 
  Cost
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
      Name 
  Cost
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  CHARMS
  O O O O O O O O O O
  B________
  L________
  A________
  _______________________________
  _______________________________
  _______________________________
  _______________________________
  PERSONAL
  ____ | ____
  PERIPHERAL
  ____ | ____
  COMMITTED
  __________
  _______________________________
  _______________________________
  _______________________________
  _______________________________
  LIMIT BREAK
  VIRTUE FLAW
  _______________________________
  _______________________________
  _______________________________
  WEAPONS
  WILLPOWER
  ESSENCE
  EXPERIENCE
  -0
  -1
  -2
  -4
  INCAPACITATED
  SOAK
  ANIMA
  HEALTH
  COMPASSION
  O O O O O
  CONVICTION
  O O O O O
  TEMPERANCE
  O O O O O
  VALOR
  O O O O O
  O O O O O O
  NIGHT CASTE
  VIRTUES
  ATTRIBUTES
  ADVANTAGES
  ABILITIES
  
  NAME: ____________________
  PLAYER: ___________________
  CONCEPT: __________________
  MOTIVATION: _______________
  ANIMA: ____________________
  STRENGTH ___________OOOOO
  DEXTERITY __________OOOOO
  STAMINA ____________OOOOO
  CHARISMA ___________OOOOO
  MANIPULATION________OOOOO
  APPEARANCE _________OOOOO
  PERCEPTION__________OOOOO
  INTELLIGENCE_________OOOOO
  WITS ______________OOOOO
  ABILITIES
  DAWN
  ARCHERY _______________OOOOO
  MARTIAL ARTS ___________OOOOO
  MELEE _________________OOOOO
  THROWN _______________OOOOO
  WAR __________________OOOOO
  NIGHT
  ATHLETICS ______________OOOOO
  AWARENESS _____________OOOOO
  DODGE _________________OOOOO
  LARCENY________________OOOOO
  STEALTH _______________OOOOO
  ZENITH
  INTEGRITY_______________OOOOO
  PERFORMANCE____________OOOOO
  PRESENCE _______________OOOOO
  RESISTANCE _____________OOOOO
  SURVIVAL _______________OOOOO
  ECLIPSE
  BUREAUCRACY ____________OOOOO
  LINGUISTICS _____________OOOOO
  RIDE __________________OOOOO
  SAIL___________________OOOOO
  SOCIALIZE_______________OOOOO
  TWILIGHT
  CRAFT _________________OOOOO
  INVESTIGATION ___________OOOOO
  LORE __________________OOOOO
  MEDICINE _______________OOOOO
  OCCULT ________________OOOOO
  SPECIALTIES
  ______________________OOOOO
  ______________________OOOOO
  ______________________OOOOO
  ______________________OOOOO
  ______________________OOOOO
  BACKGROUNDS
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
  ________________________OOOOO
      Name 
  Cost
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
      Name 
  Cost
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  _______________________ _______
  CHARMS
  O O O O O O O O O O
  B________
  L________
  A________
  _______________________________
  _______________________________
  _______________________________
  _______________________________
  PERSONAL
  ____ | ____
  PERIPHERAL
  ____ | ____
  COMMITTED
  __________
  _______________________________
  _______________________________
  _______________________________
  _______________________________
  LIMIT BREAK
  VIRTUE FLAW
  _______________________________
  _______________________________
  _______________________________
  WEAPONS
  WILLPOWER
  VIRTUES
  ESSENCE
  EXPERIENCE
  -0
  -1
  -2
  -4
  INCAPACITATED
  SOAK
  ANIMA
  HEALTH
  COMPASSION
  O O O O O
  CONVICTION
  O O O O O
  TEMPERANCE
  O O O O O
  VALOR
  O O O O O
  O O O O O O
  ECLIPSE CASTE
  ATTRIBUTES
  ADVANTAGES
  
  © 2006 White Wolf Publishing, Inc. All 
  rights reserved. Reproduction without 
  the written permission of the publisher 
  is expressly forbidden, except for the 
  purposes of reviews. White Wolf and 
  Exalted are registered trademarks of White 
  Wolf Publishing, Inc. All rights reserved. 
  Exalted Storyteller’s Companion, Exalted 
  Storyteller’s Screen, the Age of Sorrows 
  and the Second Age of Man are trademarks 
  of White Wolf Publishing, Inc. All rights 
  reserved. All characters, names, places and 
  text herein are copyrighted by White Wolf 
  Publishing, Inc.
  The mention of or reference to any company 
  or product in these pages is not a challenge to 
  the trademark or copyright concerned.
  This book uses the supernatural for set-
  tings, characters and themes. All mystical 
  and supernatural elements are ﬁ ction 
  and intended for entertainment purposes 
  only. This book contains mature content. 
  Reader discretion is advised.
  Check out White Wolf online at 
  http://www.white-wolf.com/
  PRINTED IN CHINA
  ORDER OF ATTACK EVENTS
  1) Declaration of Attack: The attacker’s player states that the char-
  acter is attacking and what Charms (if any) he will activate to enhance 
  the attack, excepting reroll effects. If the attack cannot be stopped by a 
  particular mode of defense (dodge or parry), the attacker’s player must 
  include this information in the declaration.
  2) Defender Declares Response: The defender’s player decides how 
  the character responds: A) Do nothing and accept the attack, generally 
  resulting in severe injury, or B) Defend using best option of parry or 
  dodge. The defender’s player must declare the use of any defensive 
  Charms not based on a reroll.
  3) Attack Roll: The attacker’s player rolls (Dexterity + the Ability that 
  governs the method of attack used—Archery, Martial Arts, Melee or 
  Thrown) at difﬁ culty 1, subject to the usual order of modiﬁ ers.
  4) Attack Reroll: Attackers with access to reroll effects or Charms such 
  as Essence Resurgent may use them if the player does not like the attack 
  roll results. No die may be rerolled multiple times, and the best result 
  is ﬁ nal. Characters who have already used another Excellency Charm 
  to augment their attack may not use Essence Resurgent. If a reroll and 
  the original roll both result in failure, the attack misses.
  5) Subtract External Penalties/Apply Special Defenses: Remove 
  successes for any external penalties that apply to the attack roll, ending 
  with the defender’s DV. Roll the dice granted by stunts, Charms such as 
  Essence Overwhelming and other transient dice bonuses, adding the 
  successes to DV. Other defensive effects requiring a dice roll also occur 
  during this step, except those involving a reroll. If no successes remain, 
  the attack misses or the defender successfully deﬂ ects it.
  6) Defense Reroll: Defenders with access to reroll Charms or like 
  effects may use them if their DV is insufﬁ cient to completely stop the 
  attack. In the case of Essence Resurgent, defenders can only use this 
  Charm if they have not previously used another Excellency Charm to 
  enhance DV against the attack.
  7) Calculate Raw Damage: If the attack hits, it has a raw damage 
  equal to its base damage (usually Strength + a ﬁ xed value for most 
  weapons and unarmed attacks), plus a number of extra dice equal to 
  the successes remaining after step 5. Effects modifying the raw damage 
  of an attack apply accordingly.
  8) Apply Hardness and Soak, Roll Damage: If the victim has a 
  Hardness rating against the attack’s damage type, compare the Hard-
  ness with the raw damage. If Hardness is equal or greater, the defense 
  absorbs the attack without effect. Otherwise, the damage ignores the 
  defender’s Hardness. Next, remove the target’s appropriate soak rating 
  from the damage of the attack. If the post-soak damage is less than the 
  attack’s innate minimum damage (assume 1 unless otherwise listed) or 
  the attacker’s Essence, the raw damage has a ﬁ nal value equal to the 
  greater of these two values. This cannot result in a greater raw dam-
  age than its original calculated value. Apply any effects that increase 
  or decrease post-soak damage to the ﬁ nal value. 
  Roll dice equal to the ﬁ nal damage of the attack, applying successes as 
  health levels of the appropriate type of damage to the defender. The 
  Twilight Caste anima effect resolves during this step after damage is 
  rolled but before it is applied.
  9) Counterattacks: If the victim retaliates using a counterattack 
  (most commonly obtained through use of Charms), apply steps 1-8 
  to that attack.
  10) Apply Results: Any non-damage effects of the attack also occur 
  at this stage, as does the damage and effects from any counterattack 
  launched by the defender.
  SUCCESS
  Threshold 
  Degree of Success
   
  0 
  Adequate
   
  1 
  Competent
   
  2 
  Superior
   
  3 
  Remarkable
   
  4 
  Astonishing
   
  5+ 
  Phenomenal
  ACTION OPTIONS SUMMARY
  Activate Charm/Combo/Power (Varies/Varies): Use a Charm, Charm 
  Combo or other magical power. Rules depend on the effect used.
  Aim (3/-1): Prepare an attack against a target, increasing Accuracy 
  proportional to the time spent aiming.
  Attack (Varies/-1): Assault a single target, either unarmed or using 
  a weapon.
  Dash (3/-2): Sprint at top speed.
  Flurry (Varies/Varies): Take multiple actions in a quick cascade. May 
  be attacks or miscellaneous actions.
  Guard (3/None): Optimized defensive stance.
  Inactive (5/Special): Do nothing. This action is not voluntarily, but it 
  may be forced on a character through immobility or hostile magic.
  Miscellaneous Action (5/Varies): Perform some task unrelated (or 
  perhaps tangentially connected) to combat.
  Move (0/None): Sprint short distance. Reﬂ exive.
  ORDER OF MODIFIERS
  Many effects can modify a character’s dice pool in Exalted, and most of these 
  effects are cumulative with one another. Whenever a pool has multiple modiﬁ ers 
  applying to it, refer to the following checklist to avoid confusion:
  Step 1: Apply Non-Magical Bonuses: Add dice granted by stunts, specialties, 
  equipment, Virtue channeling and anything else that applies.
  Step 2: Apply Non-Magical Penalties: Subtract dice for any internal penalties that 
  apply. If the character has Essence 2+, note the total value of (wound penalties 
  + multiple action penalties) for use in Step 5. This may reduce a pool to zero or 
  even negative dice.
  Step 3: Apply Magical Bonuses: Add dice granted by Charms (such as Essence 
  Overwhelming) or spells.
  Step 4: Apply Magical Penalties: Subtract dice removed by Charms or spells, such 
  as the entropic magic of the Abyssal Exalted. This may reduce a pool to zero or 
  even negative dice. If the character has Essence 1, use this pool.
  Step 5: Determine Minimum Dice: If the character has Essence 2+ and the modi-
  ﬁ ed pool is less than her Essence rating, the pool has a value of (Essence – the 
  sum of wound penalties and multiple action penalties). This value cannot exceed 
  the original unmodiﬁ ed pool, but it may be zero or negative.
  Step 6: Apply Bonus Successes: Add any successes gained from Charms, Willpower 
  expenditure or other sources. If no such effects apply and the character has zero 
  or negative dice remaining, the roll automatically fails.
  ANIMA DISPLAY
   
  Motes of  
  Effect
  Peripheral Essence
   
  1–3 
  The character’s caste mark glitters and is visible from certain 
  angles. The player of anyone seeing the Exalt may make a 
  (Perception + Awareness) roll at standard difﬁ culty for his 
  character to notice the caste mark. The Solar can use the 
  Stealth Ability normally and may still hide behind Stealth 
  Charms and other concealing magic without fear of detec-
  tion. This effect can persist for as long as an hour after the 
  character has ceased to burn Essence.
   
  4–7 
  The character’s caste mark burns and will shine through 
  anything placed over it. It is impossible to mistake the 
  character for anything but what she is. Stealth Charms and 
  other such magic, including the Night Caste’s ability to mute 
  sensory impressions, fail. A character may use the Stealth 
  Ability to hide in natural cover, but all such attempts incur 
  a +2 difﬁ culty.
   
  8–10 
  The character is surrounded by a coruscant aura bright 
  enough to read by, and her caste mark is a burning golden 
  brand on her forehead. Stealth is impossible.
   
  11–15 
  The character is engulfed in a brilliant bonﬁ re of Essence, 
  which burns from her feet to at least a foot above her head. 
  Objects that come in contact with the aura may be left 
  bleached or faded, as if they had been exposed to the sun 
  for many days. The character is visible for miles. The light 
  produced is bright and steady enough to read by, out to a 
  spearcast’s distance. For minutes afterward, the character’s 
  caste mark will remain etched in the vision of anyone who 
  sees it.
   
  16+ 
  The character is surmounted or surrounded by a burning 
  image totemic to her person. A warrior might be surrounded 
  by a great golden bull, a Twilight Caste magician by an 
  incredibly elaborate mandala, and so on. This effect fades 
  during any action the character does not spend Essence, 
  but it leaps back into existence from the solar bonﬁ re of the 
  character’s anima if the character again burns Peripheral 
  Essence.
  HAND-TO-HAND WEAPONS
  Name 
  Speed 
  Accuracy 
  Damage 
  Defense 
  Rate 
  Minimums 
  Cost 
  Tags
  Axe/Hatchet 
  5 
  +1 
  +5L 
  -2 
  2 
  Str •• 
  • 
  T
  Cestus 
  5 
  +0 
  +3B 
  +2 
  3 
  Str • 
  • 
  M
  Chopping Sword 
  4 
  +1 
  +5L/2 
  -1 
  2 
  Str •• 
  •• 
  O
  Clinch 
  6 
  +0 
  +0B 
  – 
  1 
  Str • 
  – 
  C, N, P
  Club/Cudgel/Baton 
  5 
  +1 
  +6B 
  +0 
  2 
  Str • 
  – 
  T
  Fighting Chain 
  5 
  -1 
  +6B 
  +2 
  2 
  Str ••, Dex ••••, Mrt •••• 
  1 
  M, R
  (clinching) 
  6 
  -1 
  +4B 
  – 
  1 
  Str ••, Dex ••••, Mrt •••• 
  1 
  C, M, P, R
  Fighting Gauntlet 
  5 
  +0 
  +5B 
  +2 
  2 
  Str •• 
  •• 
  M
  (clinching) 
  6 
  -1 
  +3B 
  – 
  1 
  Str •• 
  •• 
  C, M, P
  Great Axe/Scythe 
  6 
  +1 
  +7L/2 
  -2 
  2 
  Str ••• 
  • 
  2, O, R
  Great Sword 
  6 
  +1 
  +7L/2 
  -1 
  2 
  Str ••• 
  •• 
  2, O, R 
  Hook Sword 
  5 
  +0 
  +3L 
  +3 
  3 
  Str •, Dex •••, Mrt ••• 
  ••• 
  D, M
  Iron Boot 
  5 
  +0 
  +6B 
  -3 
  2 
  Str ••, Dex •• 
  •• 
  M
  Javelin 
  4 
  +1 
  +3L 
  +1 
  2 
  Str • 
  •• 
  T
  Khatar 
  5 
  +0 
  +2L 
  +3 
  3 
  Str • 
  •• 
  M
  Kick 
  5 
  +0 
  +3B 
  -2 
  2 
  Str •, Dex •• 
  – 
  N
  Knife 
  5 
  +1 
  +2L 
  +0 
  3 
  Str • 
  – 
  T
  Lance 
  6 
  -1 
  +5L/+10L 
  -3 
  1 
  Str ••• 
  • 
  L, R
  Mace/Hammer 
  5 
  +1 
  +8B/2 
  +1 
  2 
  Str •• 
  • 
  O, P
  Poleaxe 
  6 
  +0 
  +7L/2 
  +0 
  2 
  Str •• 
  •• 
  2, O, R
  Punch 
  5 
  +1 
  +0B 
  +2 
  3 
  Str • 
  – 
  N
  Razor Harness 
  6 
  -1 
  +3L 
  – 
  1 
  Str • 
  ••• 
  C, P
  Sai 
  5 
  +0 
  +2L 
  +2 
  3 
  Str •, Dex •••, Mrt ••• 
  •• 
  D, M
  Seven-Section Staff 
  5 
  -2 
  +7B 
  +3 
  2 
  Str •, Dex ••••, Mrt •••• 
  •• 
  M
  Short Spear 
  5 
  +2 
  +4L 
  +1 
  2 
  Str • 
  • 
  R
  Short Sword 
  4 
  +2 
  +3L 
  +1 
  2 
  Str • 
  • 
  –
  Slashing Sword 
  4 
  +1 
  +3L 
  +0 
  3 
  Str •• 
  •• 
  –
  Sledge/Tetsubo 
  6 
  -1 
  +12B/4 
  -3 
  1 
  Str •••• 
  •• 
  2, O, P, R
  Spear 
  5 
  +1 
  +4L/7L 
  +2 
  2 
  Str •• 
  • 
  2, L, R
  Staff 
  6 
  +2 
  +7B 
  +2 
  2 
  Str •• 
  – 
  2, R
  Straight Sword 
  4 
  +2 
  +3L 
  +1 
  2 
  Str •• 
  •• 
  –
  Tiger Claws 
  5 
  +2 
  +3L 
  +0 
  3 
  Str • 
  •• 
  M
  Whip 
  5 
  +1 
  +1B 
  +0 
  2 
  Str •, Dex ••• 
  • 
  D, R
  (clinching) 
  6 
  +2 
  +1B 
  – 
  1 
  Str •, Dex ••• 
  • 
  C, D, R
  Wind-Fire Wheel/War Fan 
  5 
  +2 
  +1L 
  +2 
  3 
  Str •, Dex •••, Mrt ••• 
  2 
  M
  THROWN WEAPONS
  Name 
  Speed 
  Accuracy 
  Damage 
  Rate 
  Range 
  Minimums 
  Cost 
  Tags
  Axe/Hatchet 
  5 
  +0 
  +3L 
  2 
  10 
  Str •• 
  • 
  *
  Chakram/Shuriken 
  4 
  +0 
  +1L 
  3 
  20 
  Str • 
  • 
  –
  Club/Cudgel/Baton 
  5 
  +0 
  +3B 
  2 
  10 
  Str • 
  – 
  *
  Javelin 
  4 
  +1 
  +3L 
  2 
  30 
  Str • 
  •• 
  *, P
  Knife 
  5 
  +0 
  +2L 
  3 
  15 
  Str • 
  – 
  *
  Needle 
  5 
  -1 
  1L 
  3 
  10 
  – 
  • 
  P
  Sling 
  5 
  -1 
  +2L 
  1 
  100 
  Str • 
  • 
  – 
  War Boomerang 
  5 
  +0 
  +3L 
  2 
  20 
  Str • 
  • 
  –
  * May also be used in close combat using the statistics above.
  ARCHERY WEAPONS
  Name 
  Speed 
  Accuracy 
  Damage 
  Rate 
  Range 
  Max Strength 
  Cost* 
  Tags
  Composite Bow 
  6 
  +0 
  – 
  3 
  250 
  ••••• 
  •••/– 
  2, B
  Crossbow 
  5 
  +0 
  5L 
  1 
  125 
  – 
  ** 
  2, B,
  Firewand 
  5 
  +1 
  12L 
  1 
  10 
  – 
  •••/• 
  2, F, S
  Flame Piece 
  5 
  +0 
  8L 
  1*** 
  8 
  – 
  ••/• 
  F, S
  Long Bow 
  6 
  +1 
  – 
  3 
  200 
  •••• 
  ••/– 
  2, B
  Self Bow 
  6 
  +0 
  – 
  2 
  150 
  ••• 
  •/– 
  2, B
  * Cost after slash is for ammunition.
  ** Crossbows are available only in the Haslanti League for a cost of ••.
  *** Rate 2 if wielding a loaded ﬂ ame piece in each hand.
  Accuracy: This value is added to or subtracted from the character’s (Dexterity + Ability) total when rolling for attacks using the weapon.
  Cost: This is the minimum Resources value necessary to purchase the weapon.
  Damage: This value is added to the character’s (Strength + extra successes) to determine damage when she attacks with the weapon. If the number is followed by a 
  B, then the weapon causes bashing damage, while a L indicates lethal damage and an A represents aggravated damage.
  Defense: This value is added to the character’s (Dexterity + Ability) total when she parries with the weapon.
  Max Strength: Bows must be built to the Strength of their user or less. This rating is the maximum Strength that the weapon can have.
  Minimums: The minimum number of dots in speciﬁ c Attributes or Abilities required to wield the weapon effectively. The information is presented as a letter or letters 
  followed by a number. The letter indicates the Attribute or Ability required. Str stands for Strength, Dex for Dexterity and Mrt for Martial Arts. The number of dots 
  required is the minimum value the character must have to wield the weapon without penalty. For each dot the character is missing from any minimum, she subtracts 
  one from the Accuracy of the weapon, and adds one to its Speed (to a maximum total of Speed rating 6). This penalty can cause a weapon’s Accuracy to become 
  negative and can worsen already negative values.
  Name: The name of the weapon
  Range: The Range interval of the weapon in yards. Thrown weapons can be hurled or ﬁ red out to their range without penalty. They can be thrown or ﬁ red out to up to 
  twice their range with a -1 external penalty and can reach up to three times their range at a -2 external penalty.
  Rate: The maximum number of attacks the weapon can make in a single ﬂ urry.
  Speed: The Speed rating of the weapon.
  Tags: Special rules that apply to the weapon. See the Tag Key.
  MOUNT CONTROL RATING
  Control Rating 
  Examples
   
  0 
  Automata, Artifact Vehicles, Undead
   
  1 
  Simhata (ridden by Exalted), Marukani Finest
   
  2 
  Trained Warhorse
   
  3 
  Horse, Mule, Yeddim, other conventional mounts
   
  4 
  Wild/Unbroken Horse
   
  5 
  Simhata (ridden by un-Exalted), Domesticated Claw Strider, other predators
   
  6+ 
  Tyrant Lizard, other super-predators
  TAG KEY
  2 = Two-Handed 
  Requires both hands to wield.
  B = Bow Type 
  Damage based on or modiﬁ ed by 
  ammunition type used.
  C = Clinch Enhancer Must be used for clinching wielded 
  through Martial Arts.
  D = Disarming 
  Adds additional +2 Accuracy when 
  used to disarm an opponent.
  F = Flame Type 
  Does not add Strength to damage; 
  listed Range is the farthest the ﬂ ame 
  jet reaches.
  L = Lance Type 
  Increases damage to second Dam-
  age value when charging or bracing 
  against a charging opponent.
  M = Martial Arts 
  May be wielded with Martial Arts or 
  Melee.
  N = Natural 
  Part of the body; not subject to disarm-
  ing. Must be wielded with Martial Arts. 
  Can parry only bashing attacks without 
  aid of a stunt or magic.
  O = Overwhelming 
  Damage after the slash is the innate 
  minimum Damage of the weapon 
  rather than the usual one die.
  P = Piercing 
  Inflicts piercing damage, halving 
  the target’s armored soak (rounded 
  down).
  R = Reach 
  Can attack mounted targets or those 
  at higher elevation without penalty.
  S = Single Shot 
  Characters must use a miscellaneous 
  action to reload the weapon after every 
  shot.
  T = Thrown 
  This weapon can also be thrown. See the 
  thrown weapons table for statistics.
  ARMOR
  Name 
  Soak 
  Mobility 
  Fatigue 
  Cost 
  Tags
   
  Light
  Breastplate 
  +4L/2B 
  -1 
  1 
  •• 
  *
  Buff Jacket 
  +3L/4B 
  -1 
  2 
  •
  Chain Shirt 
  +3L/1B 
  -0 
  1 
  •• 
  **
   
  Medium
  Chain Hauberk 
  +6L/7B 
  -3 
  2 
  •••
  Lamellar 
  +6L/8B 
  -2 
  1 
  ••• 
  *
  Reinforced Buff Jacket 
  +5L/8B 
  -2 
  2 
  •• to •••
   
  Heavy
  Articulated Plate 
  +9L/9B 
  -3 
  2 
  •••••
  Plate-and-Chain 
  +8L/10B 
  -4 
  3 
  ••••
  Reinforced Breastplate 
  +7L/6B 
  -2 
  1 
  ••••
   
  Superheavy
  Chain Swathing 
  +11L/14B 
  -6 
  5 
  ••••
  Superheavy Plate 
  +12L/12B 
  -4 
  3 
  •••••
  * May be concealed under heavy jacket or cloak.
  ** May be concealed under normal clothes.
  Classiﬁ cation: The weight category of armor: light, medium, heavy or superheavy.
  Name: The name of the armor type.
  Soak: The lethal and bashing soaks of the armor.
  Mobility: The penalty subtracted from all rolls requiring agility or balance while wear-
  ing the armor.
  Fatigue: The difﬁ culty of the armor type’s fatigue roll.
  Cost: This is the minimum Resources value necessary to purchase the armor.
  Tags: Special rules that apply to the armor.
  REGAINING ESSENCE
  Once spent, an Exalt’s motes return to him only gradually. Therefore, an Exalt has 
  to shepherd his mystical energies carefully, lest he ﬁ nd himself powerless when he’s 
  beset by enemies. An Exalt cannot recover any motes if he engages in strenuous activ-
  ity (combat, most forms of manual labor, hikes or forced marches and so on). If he’s at 
  ease, but not completely relaxed (such as when watching an artistic performance, taking 
  a leisurely stroll or debating with a Realm courtier), he recovers spent motes at the rate 
  of four per hour. When he’s completely relaxed (for example, sleeping or receiving a 
  massage), he recovers motes at the rate of eight per hour. Characters ﬁ rst regenerate 
  their Personal Essence, regaining motes of their Peripheral Essence only when their 
  Personal Essence pool is full.
  In addition, characters who are attuned to manses recover their Essence more 
  quickly, as do those carrying hearthstones or with active cults. See the Manse and Cult 
  Backgrounds for these bonus values.
  Players’ characters are presumed to begin the game with a full pool of motes.
  HEALING
  Bashing: Bashing damage heals relatively quickly—one level per 
  12 hours of rest for mortals or one level per three hours of rest for Exalts 
  and beings of similar resilience.
  Lethal: Levels of lethal damage take a variable amount of time to 
  heal based upon their associated wound penalty: -0 (one day of rest or 
  two days of normal activity for mortals; six hours of rest or 12 hours of 
  activity for Exalted), -1 (one week of rest or two weeks of normal activity 
  for mortals; two days of rest or four of normal activity for Exalted), -2 (two 
  weeks of rest or four weeks of normal activity for mortals; four days of rest 
  or eight of normal activity for Exalted), -4 and Incapacitated (one month of 
  rest for mortals, cannot heal without rest; one week of rest or two weeks 
  of normal activity for Exalted, though even an Exalt won’t be able to do 
  anything but rest if he’s lying on death’s door at Incapacitated).
  Aggravated: This type of injury heals naturally at the same rate 
  as lethal damage, but only the strongest healing magic can mend such 
  grievous injuries more swiftly.
  FEATS OF STRENGTH
  (Str + Ath) Lift (lbs.) Sample Feat
   
  1 
  80 
  Lift an anvil or suit of heavy armor.
   
  2 
  160 
  Lift a full-grown man; break a wooden plank with a kick.
   
  3 
  250 
  Punch a ﬁ st through a wooden door.
   
  4 
  350 
  Lift a pony; carry a cotton bale on one shoulder; break a sword over one knee.
   
  5 
  450 
  Lift a donkey; kick a wooden door to ﬂ inders.
   
  6 
  550 
  Punch a ﬁ st through a heavy wooden door (i.e., oak)
   
  7 
  650 
  Bend an iron bar with both hands.
   
  8 
  800 
  Lift a horse; bend a horseshoe into a pretzel.
   
  9 
  1,000 
  Pull a fully laden wagon.
   
  10 
  1,200 
  Lift a camel.
   
  11 
  1,400 
  Lift an unlocked portcullis; break down a brick wall over a half hour.
   
  12 
  1,600 
  Kick a heavy wooden door to ﬂ inders; pull down a wooden bridge.
   
  13 
  1,800 
  Lift a yeddim; punch a ﬁ st through an iron-shod door.
   
  14 
  2,000 
  Snap iron manacles; rip a stone out of a castle wall.
   
  15 
  2,200 
  Punch a ﬁ st through a stone wall; shatter an iron-shod door to ﬂ inders.
   
  16 
  2,500 
  Lift a locked portcullis; smash any lock apart with a kick.
   
  17 
  3,000 
  Punch a ﬁ st through a metal door; pull down heavy stone pillars.
   
  18 
  3,500 
  Rip iron bars out of stone with one hand; tip over a loaded wagon.
   
  19 
  4,000 
  Tear apart welded steel, such as the grating of a portcullis.
   
  20 
  4,500 
  Lift a hippopotamus; punch a hole through a heavily armored fortress gate.
  SHIELDS AND COVER DV BONUSES
  Type 
  Hand-to-Hand  
  Ranged 
   
  Cover 
  Cover
  Buckler 
  +1 
  None
  Target Shield 
  +1 
  +1
  Tower Shield 
  +1 
  +2
  25% Hard Cover (Shoulder and leg protected) 
  None 
  +1
  50% Hard Cover (Half body protected) 
  +1 
  +2
  75% Hard Cover (All but shoulder, arm and face protected) 
  +1 
  +3
  90% Hard Cover (All but eyes protected) 
  +2 
  +4
  DEFENSE VALUE MODIFIERS
  Situation 
  Modiﬁ er
  Taking Actions 
  -(Varies)
  Wound Penalties 
  -(1–4)
  Wearing Armor* 
  -(Varies)*
  Onslaught Penalty 
  -1 per successful attack** 
  Unstable Terrain 
  -(1–3)
  Shield 
  +(Defense)
  Steps/Gentle Slope/Mounted 
  +1***
  Steep Slope/Riding in Howdah 
  +2***
  Too Steep to Climb Without Hands/Scaling Ladder 
  +3***
  * Reduces only Dodge DV.
  ** Applies only against a single attacker, unless a group makes a coordinated 
  attack.
  *** Height modiﬁ er applies in close combat only and may be negated by attacks 
  with long weapons. Apply as a DV penalty to characters with lower height in 
  the designated situation.
  OBJECT STRENGTHS
  Sample Object 
  Soak (L/B) 
  Health Levels 
   
   
  (Damaged/Destroyed)
  House Door 
  1/3 
  3/10
  Oak Door 
  3/5 
  10/20
  Fortress Gate 
  8/10 
  20/40
  Wood Wall 
  3/5 
  8/12
  Brick Wall 
  6/10 
  24/40
  Stone Wall 
  12/18 
  40/80
  Wood Statue 
  2/4 
  3/16
  Stone Statue 
  4/8 
  4/28
  Iron Statue 
  6/12 
  6/50
  POISONS
  Name 
  Damage 
  Toxicity 
  Tolerance 
  Penalty 
  Resources
  Alcohol 
  2B/1 hour 
  3M 
  (Stamina + Resistance)/1 hour 
  -1 
  1-3
  Arrow Frog Venom 
  8L 
  4 
  —/— 
  -4 
  3
  Arsenic 
  2L/1 day 
  3 
  (Stamina)/1 month 
  -0 
  2
  Coral Snake Venom 
  6L 
  3 
  —/— 
  -5 
  1
  Marijuana 
  4*/hour 
  2M 
  —/— 
  -2 
  1
  Yozi Venom 
  10A/minute 
  5L 
  —/— 
  -5 
  5 (when available at all)
  * No actual damage.
  ENVIRONMENTAL EFFECTS
  Name 
  Damage 
  Trauma
  Acid Bath 
  5L/action 
  5
  Blistering Heat/Numbing Cold 
  1B/hour 
  1
  Bonﬁ re 
  4L/action 
  3
  Severe Sandstorm 
  1L/minute 
  2
  Supernatural Ice Storm 
  2L/minute 
  2
  The Silent Wind of Malfeas 
  6A/action 
  5L
  SAMPLE VISIBILITY CONDITIONS
  Condition 
  Clear Vision Ends 
  Murky Vision Ends
  Bonﬁ re* 
  10 
  20
  Fog, Day 
  10 
  30
  Fog, Night 
  0 
  3
  Full Moon, City or Forest 
  0 
  3
  Full Moon, Grass or Leaﬂ ess Forest 
  25 
  50
  Full Moon, Snowy Ground or Desert 
  50 
  100
  Heavy Snow, Day 
  0 
  20
  Heavy Snow, Night 
  0 
  0
  No Moon, City or Forest 
  0 
  0
  No Moon, Grass or Leaﬂ ess Forest 
  0 
  3
  No Moon, Snowy Ground or Desert 
  5 
  25
  Torchlight* 
  3 
  5
  * Indicates a light source that supplants visibility within its radius.
  MORALE
  Difﬁ culty 
  Opposition/Example*
   
  1 
  Adversary of roughly equal perceived strength (or an equivalently threatening group of lesser opponents)/other militia
   
  2 
  Enemy of slightly superior combat strength (or equivalently dangerous band of weaker enemies)/veteran soldiers, barbarian warriors
   
  3 
  Blatantly superior enemy or daunting numbers of weaker opponents/elite soldiers, undead, hobgoblins, Wyld mutants
   
  4 
  Overwhelming superior opponent or equivalent/Dragon-Blooded, lesser demons and gods, Fair Folk cataphractoi
   
  5 
  Enemy seems invincible; ﬁ ghting is suicide/Celestial Exalted, greater spirits
  * Examples assume that an average mortal soldier faces the listed opponent.
  DIFFICULTY
  Difﬁ culty Rating 
  Degree of Difﬁ culty
   
  1 
  Standard
   
  2 
  Difﬁ cult
   
  3 
  Challenging
   
  4 
  Nearly Impossible
   
  5+ 
  Legendary
  
  ORDER OF ATTACK EVENTS
  1) Declaration of Attack: The attacker’s player states that the char-
  acter is attacking and what Charms (if any) he will activate to enhance 
  the attack, excepting reroll effects. If the attack cannot be stopped by a 
  particular mode of defense (dodge or parry), the attacker’s player must 
  include this information in the declaration.
  2) Defender Declares Response: The defender’s player decides how 
  the character responds: A) Do nothing and accept the attack, generally 
  resulting in severe injury, or B) Defend using best option of parry or 
  dodge. The defender’s player must declare the use of any defensive 
  Charms not based on a reroll.
  3) Attack Roll: The attacker’s player rolls (Dexterity + the Ability that 
  governs the method of attack used—Archery, Martial Arts, Melee or 
  Thrown) at difﬁ culty 1, subject to the usual order of modiﬁ ers.
  4) Attack Reroll: Attackers with access to reroll effects or Charms such 
  as Essence Resurgent may use them if the player does not like the attack 
  roll results. No die may be rerolled multiple times, and the best result 
  is ﬁ nal. Characters who have already used another Excellency Charm 
  to augment their attack may not use Essence Resurgent. If a reroll and 
  the original roll both result in failure, the attack misses.
  5) Subtract External Penalties/Apply Special Defenses: Remove 
  successes for any external penalties that apply to the attack roll, ending 
  with the defender’s DV. Roll the dice granted by stunts, Charms such as 
  Essence Overwhelming and other transient dice bonuses, adding the 
  successes to DV. Other defensive effects requiring a dice roll also occur 
  during this step, except those involving a reroll. If no successes remain, 
  the attack misses or the defender successfully deﬂ ects it.
  6) Defense Reroll: Defenders with access to reroll Charms or like 
  effects may use them if their DV is insufﬁ cient to completely stop the 
  attack. In the case of Essence Resurgent, defenders can only use this 
  Charm if they have not previously used another Excellency Charm to 
  enhance DV against the attack.
  7) Calculate Raw Damage: If the attack hits, it has a raw damage 
  equal to its base damage (usually Strength + a ﬁ xed value for most 
  weapons and unarmed attacks), plus a number of extra dice equal to 
  the successes remaining after step 5. Effects modifying the raw damage 
  of an attack apply accordingly.
  8) Apply Hardness and Soak, Roll Damage: If the victim has a 
  Hardness rating against the attack’s damage type, compare the Hard-
  ness with the raw damage. If Hardness is equal or greater, the defense 
  absorbs the attack without effect. Otherwise, the damage ignores the 
  defender’s Hardness. Next, remove the target’s appropriate soak rating 
  from the damage of the attack. If the post-soak damage is less than the 
  attack’s innate minimum damage (assume 1 unless otherwise listed) or
  the attacker’s Essence, the raw damage has a ﬁ nal value equal to the 
  greater of these two values. This cannot result in a greater raw dam-
  age than its original calculated value. Apply any effects that increase 
  or decrease post-soak damage to the ﬁ nal value. 
  Roll dice equal to the ﬁ nal damage of the attack, applying successes as 
  health levels of the appropriate type of damage to the defender. The 
  Twilight Caste anima effect resolves during this step after damage is 
  rolled but before it is applied.
  9) Counterattacks: If the victim retaliates using a counterattack 
  (most commonly obtained through use of Charms), apply steps 1-8 
  to that attack.
  10) Apply Results: Any non-damage effects of the attack also occur 
  at this stage, as does the damage and effects from any counterattack 
  launched by the defender.
  ACTION OPTIONS SUMMARY
  Activate Charm/Combo/Power (Varies/Varies): Use a Charm, Charm 
  Combo or other magical power. Rules depend on the effect used.
  Aim (3/-1): Prepare an attack against a target, increasing Accuracy 
  proportional to the time spent aiming.
  Attack (Varies/-1): Assault a single target, either unarmed or using 
  a weapon.
  Dash (3/-2): Sprint at top speed.
  Flurry (Varies/Varies): Take multiple actions in a quick cascade. May 
  be attacks or miscellaneous actions.
  Guard (3/None): Optimized defensive stance.
  Inactive (5/Special): Do nothing. This action is not voluntarily, but it 
  may be forced on a character through immobility or hostile magic.
  Miscellaneous Action (5/Varies): Perform some task unrelated (or 
  perhaps tangentially connected) to combat.
  Move (0/None): Sprint short distance. Reﬂ exive.
  ORDER OF MODIFIERS
  Many effects can modify a character’s dice pool in Exalted, and most of these 
  effects are cumulative with one another. Whenever a pool has multiple modiﬁ ers 
  applying to it, refer to the following checklist to avoid confusion:
  Step 1: Apply Non-Magical Bonuses: Add dice granted by stunts, specialties, 
  equipment, Virtue channeling and anything else that applies.
  Step 2: Apply Non-Magical Penalties: Subtract dice for any internal penalties that 
  apply. If the character has Essence 2+, note the total value of (wound penalties 
  + multiple action penalties) for use in Step 5. This may reduce a pool to zero or 
  even negative dice.
  Step 3: Apply Magical Bonuses: Add dice granted by Charms (such as Essence 
  Overwhelming) or spells.
  Step 4: Apply Magical Penalties: Subtract dice removed by Charms or spells, such 
  as the entropic magic of the Abyssal Exalted. This may reduce a pool to zero or 
  even negative dice. If the character has Essence 1, use this pool.
  Step 5: Determine Minimum Dice: If the character has Essence 2+ and the modi-
  ﬁ ed pool is less than her Essence rating, the pool has a value of (Essence – the 
  sum of wound penalties and multiple action penalties). This value cannot exceed 
  the original unmodiﬁ ed pool, but it may be zero or negative.
  Step 6: Apply Bonus Successes: Add any successes gained from Charms, Willpower 
  expenditure or other sources. If no such effects apply and the character has zero 
  or negative dice remaining, the roll automatically fails.
  ANIMA DISPLAY
   
  Motes of  
  Effect
  Peripheral Essence
   
  1–3 
  The character’s caste mark glitters and is visible from certain 
  angles. The player of anyone seeing the Exalt may make a 
  (Perception + Awareness) roll at standard difﬁ culty for his 
  character to notice the caste mark. The Solar can use the 
  Stealth Ability normally and may still hide behind Stealth 
  Charms and other concealing magic without fear of detec-
  tion. This effect can persist for as long as an hour after the 
  character has ceased to burn Essence.
   
  4–7 
  The character’s caste mark burns and will shine through 
  anything placed over it. It is impossible to mistake the 
  character for anything but what she is. Stealth Charms and 
  other such magic, including the Night Caste’s ability to mute 
  sensory impressions, fail. A character may use the Stealth 
  Ability to hide in natural cover, but all such attempts incur 
  a +2 difﬁ culty.
   
  8–10 
  The character is surrounded by a coruscant aura bright 
  enough to read by, and her caste mark is a burning golden 
  brand on her forehead. Stealth is impossible.
   
  11–15 
  The character is engulfed in a brilliant bonﬁ re of Essence, 
  which burns from her feet to at least a foot above her head. 
  Objects that come in contact with the aura may be left 
  bleached or faded, as if they had been exposed to the sun 
  for many days. The character is visible for miles. The light 
  produced is bright and steady enough to read by, out to a 
  spearcast’s distance. For minutes afterward, the character’s 
  caste mark will remain etched in the vision of anyone who 
  sees it.
   
  16+ 
  The character is surmounted or surrounded by a burning 
  image totemic to her person. A warrior might be surrounded 
  by a great golden bull, a Twilight Caste magician by an 
  incredibly elaborate mandala, and so on. This effect fades 
  during any action the character does not spend Essence, 
  but it leaps back into existence from the solar bonﬁ re of the 
  character’s anima if the character again burns Peripheral 
  Essence.
  OBJECT STRENGTHS
  Sample Object 
  Soak (L/B) 
  Health Levels 
   
   
  (Damaged/Destroyed)
  House Door 
  1/3 
  3/10
  Oak Door 
  3/5 
  10/20
  Fortress Gate 
  8/10 
  20/40
  Wood Wall 
  3/5 
  8/12
  Brick Wall 
  6/10 
  24/40
  Stone Wall 
  12/18 
  40/80
  Wood Statue 
  2/4 
  3/16
  Stone Statue 
  4/8 
  4/28
  Iron Statue 
  6/12 
  6/50
  
  HAND-TO-HAND WEAPONS
  Name 
  Speed 
  Accuracy 
  Damage 
  Defense 
  Rate 
  Minimums 
  Cost 
  Tags
  Axe/Hatchet 
  5 
  +1 
  +5L 
  -2 
  2 
  Str •• 
  • 
  T
  Cestus 
  5 
  +0 
  +3B 
  +2 
  3 
  Str • 
  • 
  M
  Chopping Sword 
  4 
  +1 
  +5L/2 
  -1 
  2 
  Str •• 
  •• 
  O
  Clinch 
  6 
  +0 
  +0B 
  – 
  1 
  Str • 
  – 
  C, N, P
  Club/Cudgel/Baton 
  5 
  +1 
  +6B 
  +0 
  2 
  Str • 
  – 
  T
  Fighting Chain 
  5 
  -1 
  +6B 
  +2 
  2 
  Str ••, Dex ••••, Mrt •••• 
  1 
  M, R
  (clinching) 
  6 
  -1 
  +4B 
  – 
  1 
  Str ••, Dex ••••, Mrt •••• 
  1 
  C, M, P, R
  Fighting Gauntlet 
  5 
  +0 
  +5B 
  +2 
  2 
  Str •• 
  •• 
  M
  (clinching) 
  6 
  -1 
  +3B 
  – 
  1 
  Str •• 
  •• 
  C, M, P
  Great Axe/Scythe 
  6 
  +1 
  +7L/2 
  -2 
  2 
  Str ••• 
  • 
  2, O, R
  Great Sword 
  6 
  +1 
  +7L/2 
  -1 
  2 
  Str ••• 
  •• 
  2, O, R 
  Hook Sword 
  5 
  +0 
  +3L 
  +3 
  3 
  Str •, Dex •••, Mrt ••• 
  ••• 
  D, M
  Iron Boot 
  5 
  +0 
  +6B 
  -3 
  2 
  Str ••, Dex •• 
  •• 
  M
  Javelin 
  4 
  +1 
  +3L 
  +1 
  2 
  Str • 
  •• 
  T
  Khatar 
  5 
  +0 
  +2L 
  +3 
  3 
  Str • 
  •• 
  M
  Kick 
  5 
  +0 
  +3B 
  -2 
  2 
  Str •, Dex •• 
  – 
  N
  Knife 
  5 
  +1 
  +2L 
  +0 
  3 
  Str • 
  – 
  T
  Lance 
  6 
  -1 
  +5L/+10L 
  -3 
  1 
  Str ••• 
  • 
  L, R
  Mace/Hammer 
  5 
  +1 
  +8B/2 
  +1 
  2 
  Str •• 
  • 
  O, P
  Poleaxe 
  6 
  +0 
  +7L/2 
  +0 
  2 
  Str •• 
  •• 
  2, O, R
  Punch 
  5 
  +1 
  +0B 
  +2 
  3 
  Str • 
  – 
  N
  Razor Harness 
  6 
  -1 
  +3L 
  – 
  1 
  Str • 
  ••• 
  C, P
  Sai 
  5 
  +0 
  +2L 
  +2 
  3 
  Str •, Dex •••, Mrt ••• 
  •• 
  D, M
  Seven-Section Staff 
  5 
  -2 
  +7B 
  +3 
  2 
  Str •, Dex ••••, Mrt •••• 
  •• 
  M
  Short Spear 
  5 
  +2 
  +4L 
  +1 
  2 
  Str • 
  • 
  R
  Short Sword 
  4 
  +2 
  +3L 
  +1 
  2 
  Str • 
  • 
  –
  Slashing Sword 
  4 
  +1 
  +3L 
  +0 
  3 
  Str •• 
  •• 
  –
  Sledge/Tetsubo 
  6 
  -1 
  +12B/4 
  -3 
  1 
  Str •••• 
  •• 
  2, O, P, R
  Spear 
  5 
  +1 
  +4L/7L 
  +2 
  2 
  Str •• 
  • 
  2, L, R
  Staff 
  6 
  +2 
  +7B 
  +2 
  2 
  Str •• 
  – 
  2, R
  Straight Sword 
  4 
  +2 
  +3L 
  +1 
  2 
  Str •• 
  •• 
  –
  Tiger Claws 
  5 
  +2 
  +3L 
  +0 
  3 
  Str • 
  •• 
  M
  Whip 
  5 
  +1 
  +1B 
  +0 
  2 
  Str •, Dex ••• 
  • 
  D, R
  (clinching) 
  6 
  +2 
  +1B 
  – 
  1 
  Str •, Dex ••• 
  • 
  C, D, R
  Wind-Fire Wheel/War Fan 
  5 
  +2 
  +1L 
  +2 
  3 
  Str •, Dex •••, Mrt ••• 
  2 
  M
  THROWN WEAPONS
  Name 
  Speed 
  Accuracy 
  Damage 
  Rate 
  Range 
  Minimums 
  Cost 
  Tags
  Axe/Hatchet 
  5 
  +0 
  +3L 
  2 
  10 
  Str •• 
  • 
  *
  Chakram/Shuriken 
  4 
  +0 
  +1L 
  3 
  20 
  Str • 
  • 
  –
  Club/Cudgel/Baton 
  5 
  +0 
  +3B 
  2 
  10 
  Str • 
  – 
  *
  Javelin 
  4 
  +1 
  +3L 
  2 
  30 
  Str • 
  •• 
  *, P
  Knife 
  5 
  +0 
  +2L 
  3 
  15 
  Str • 
  – 
  *
  Needle 
  5 
  -1 
  1L 
  3 
  10 
  – 
  • 
  P
  Sling 
  5 
  -1 
  +2L 
  1 
  100 
  Str • 
  • 
  – 
  War Boomerang 
  5 
  +0 
  +3L 
  2 
  20 
  Str • 
  • 
  –
  * May also be used in close combat using the statistics above.
  ARCHERY WEAPONS
  Name 
  Speed 
  Accuracy 
  Damage 
  Rate 
  Range 
  Max Strength 
  Cost* 
  Tags
  Composite Bow 
  6 
  +0 
  – 
  3 
  250 
  ••••• 
  •••/– 
  2, B
  Crossbow 
  5 
  +0 
  5L 
  1 
  125 
  – 
  ** 
  2, B,
  Firewand 
  5 
  +1 
  12L 
  1 
  10 
  – 
  •••/• 
  2, F, S
  Flame Piece 
  5 
  +0 
  8L 
  1*** 
  8 
  – 
  ••/• 
  F, S
  Long Bow 
  6 
  +1 
  – 
  3 
  200 
  •••• 
  ••/– 
  2, B
  Self Bow 
  6 
  +0 
  – 
  2 
  150 
  ••• 
  •/– 
  2, B
  * Cost after slash is for ammunition.
  ** Crossbows are available only in the Haslanti League for a cost of ••.
  *** Rate 2 if wielding a loaded ﬂ ame piece in each hand.
  Accuracy: This value is added to or subtracted from the character’s (Dexterity + Ability) total when rolling for attacks using the weapon.
  Cost: This is the minimum Resources value necessary to purchase the weapon.
  Damage: This value is added to the character’s (Strength + extra successes) to determine damage when she attacks with the weapon. If the number is followed by a 
  B, then the weapon causes bashing damage, while a L indicates lethal damage and an A represents aggravated damage.
  Defense: This value is added to the character’s (Dexterity + Ability) total when she parries with the weapon.
  Max Strength: Bows must be built to the Strength of their user or less. This rating is the maximum Strength that the weapon can have.
  Minimums: The minimum number of dots in speciﬁ c Attributes or Abilities required to wield the weapon effectively. The information is presented as a letter or letters 
  followed by a number. The letter indicates the Attribute or Ability required. Str stands for Strength, Dex for Dexterity and Mrt for Martial Arts. The number of dots 
  required is the minimum value the character must have to wield the weapon without penalty. For each dot the character is missing from any minimum, she subtracts 
  one from the Accuracy of the weapon, and adds one to its Speed (to a maximum total of Speed rating 6). This penalty can cause a weapon’s Accuracy to become 
  negative and can worsen already negative values.
  Name: The name of the weapon
  Range: The Range interval of the weapon in yards. Thrown weapons can be hurled or ﬁ red out to their range without penalty. They can be thrown or ﬁ red out to up to 
  twice their range with a -1 external penalty and can reach up to three times their range at a -2 external penalty.
  Rate: The maximum number of attacks the weapon can make in a single ﬂ urry.
  Speed: The Speed rating of the weapon.
  Tags: Special rules that apply to the weapon. See the Tag Key.
  
  TAG KEY
  2 = Two-Handed 
  Requires both hands to wield.
  B = Bow Type 
  Damage based on or modiﬁ ed by 
  ammunition type used.
  C = Clinch Enhancer Must be used for clinching wielded 
  through Martial Arts.
  D = Disarming 
  Adds additional +2 Accuracy when 
  used to disarm an opponent.
  F = Flame Type 
  Does not add Strength to damage; 
  listed Range is the farthest the ﬂ ame 
  jet reaches.
  L = Lance Type 
  Increases damage to second Dam-
  age value when charging or bracing 
  against a charging opponent.
  M = Martial Arts 
  May be wielded with Martial Arts or 
  Melee.
  N = Natural 
  Part of the body; not subject to disarm-
  ing. Must be wielded with Martial Arts. 
  Can parry only bashing attacks without 
  aid of a stunt or magic.
  O = Overwhelming 
  Damage after the slash is the innate 
  minimum Damage of the weapon 
  rather than the usual one die.
  P = Piercing 
  Inflicts piercing damage, halving 
  the target’s armored soak (rounded 
  down).
  R = Reach 
  Can attack mounted targets or those 
  at higher elevation without penalty.
  S = Single Shot 
  Characters must use a miscellaneous 
  action to reload the weapon after every 
  shot.
  T = Thrown 
  This weapon can also be thrown. See the 
  thrown weapons table for statistics.
  ARMOR
  Name 
  Soak 
  Mobility 
  Fatigue 
  Cost 
  Tags
  Light
  Breastplate 
  +4L/2B 
  -1 
  1 
  •• 
  *
  Buff Jacket 
  +3L/4B 
  -1 
  2 
  •
  Chain Shirt 
  +3L/1B 
  -0 
  1 
  •• 
  **
   
  Medium
  Chain Hauberk 
  +6L/7B 
  -3 
  2 
  •••
  Lamellar 
  +6L/8B 
  -2 
  1 
  ••• 
  *
  Reinforced Buff Jacket 
  +5L/8B 
  -2 
  2 
  •• to •••
   
  Heavy
  Articulated Plate 
  +9L/9B 
  -3 
  2 
  •••••
  Plate-and-Chain 
  +8L/10B 
  -4 
  3 
  ••••
  Reinforced Breastplate 
  +7L/6B 
  -2 
  1 
  ••••
   
  Superheavy
  Chain Swathing 
  +11L/14B 
  -6 
  5 
  ••••
  Superheavy Plate 
  +12L/12B 
  -4 
  3 
  •••••
  * May be concealed under heavy jacket or cloak.
  ** May be concealed under normal clothes.
  Classiﬁ cation: The weight category of armor: light, medium, heavy or superheavy.
  Name: The name of the armor type.
  Soak: The lethal and bashing soaks of the armor.
  Mobility: The penalty subtracted from all rolls requiring agility or balance while wear-
  ing the armor.
  Fatigue: The difﬁ culty of the armor type’s fatigue roll.
  Cost: This is the minimum Resources value necessary to purchase the armor.
  Tags: Special rules that apply to the armor.
  REGAINING ESSENCE
  Once spent, an Exalt’s motes return to him only gradually. Therefore, an Exalt has 
  to shepherd his mystical energies carefully, lest he ﬁ nd himself powerless when he’s 
  beset by enemies. An Exalt cannot recover any motes if he engages in strenuous activ-
  ity (combat, most forms of manual labor, hikes or forced marches and so on). If he’s at 
  ease, but not completely relaxed (such as when watching an artistic performance, taking 
  a leisurely stroll or debating with a Realm courtier), he recovers spent motes at the rate 
  of four per hour. When he’s completely relaxed (for example, sleeping or receiving a 
  massage), he recovers motes at the rate of eight per hour. Characters ﬁ rst regenerate 
  their Personal Essence, regaining motes of their Peripheral Essence only when their 
  Personal Essence pool is full.
  In addition, characters who are attuned to manses recover their Essence more 
  quickly, as do those carrying hearthstones or with active cults. See the Manse and Cult 
  Backgrounds for these bonus values.
  Players’ characters are presumed to begin the game with a full pool of motes.
  HEALING
  Bashing: Bashing damage heals relatively quickly—one level per 
  12 hours of rest for mortals or one level per three hours of rest for Exalts 
  and beings of similar resilience.
  Lethal: Levels of lethal damage take a variable amount of time to 
  heal based upon their associated wound penalty: -0 (one day of rest or 
  two days of normal activity for mortals; six hours of rest or 12 hours of 
  activity for Exalted), -1 (one week of rest or two weeks of normal activity 
  for mortals; two days of rest or four of normal activity for Exalted), -2 (two 
  weeks of rest or four weeks of normal activity for mortals; four days of rest 
  or eight of normal activity for Exalted), -4 and Incapacitated (one month of 
  rest for mortals, cannot heal without rest; one week of rest or two weeks 
  of normal activity for Exalted, though even an Exalt won’t be able to do 
  anything but rest if he’s lying on death’s door at Incapacitated).
  Aggravated: This type of injury heals naturally at the same rate 
  as lethal damage, but only the strongest healing magic can mend such 
  grievous injuries more swiftly.
  SHIELDS AND COVER DV BONUSES
  Type 
  Hand-to-Hand  
  Ranged 
   
  Cover 
  Cover
  Buckler 
  +1 
  None
  Target Shield 
  +1 
  +1
  Tower Shield 
  +1 
  +2
  25% Hard Cover (Shoulder and leg protected) 
  None 
  +1
  50% Hard Cover (Half body protected) 
  +1 
  +2
  75% Hard Cover (All but shoulder, arm and face protected) 
  +1 
  +3
  90% Hard Cover (All but eyes protected) 
  +2 
  +4
  DEFENSE VALUE MODIFIERS
  Situation 
  Modiﬁ er
  Taking Actions 
  -(Varies)
  Wound Penalties 
  -(1–4)
  Wearing Armor* 
  -(Varies)*
  Onslaught Penalty 
  -1 per successful attack** 
  Unstable Terrain 
  -(1–3)
  Shield 
  +(Defense)
  Steps/Gentle Slope/Mounted 
  +1***
  Steep Slope/Riding in Howdah 
  +2***
  Too Steep to Climb Without Hands/Scaling Ladder 
  +3***
  * Reduces only Dodge DV.
  ** Applies only against a single attacker, unless a group makes a coordinated 
  attack.
  *** Height modiﬁ er applies in close combat only and may be negated by attacks 
  with long weapons. Apply as a DV penalty to characters with lower height in 
  the designated situation.
  ENVIRONMENTAL EFFECTS
  Name 
  Damage 
  Trauma
  Acid Bath 
  5L/action 
  5
  Blistering Heat/Numbing Cold 
  1B/hour 
  1
  Bonﬁ re 
  4L/action 
  3
  Severe Sandstorm 
  1L/minute 
  2
  Supernatural Ice Storm 
  2L/minute 
  2
  The Silent Wind of Malfeas 
  6A/action 
  5L
  
  © 2006 White Wolf Publishing, Inc. All 
  rights reserved. Reproduction without 
  the written permission of the publisher 
  is expressly forbidden, except for the 
  purposes of reviews. White Wolf and 
  Exalted are registered trademarks of White 
  Wolf Publishing, Inc. All rights reserved. 
  Exalted Storyteller’s Companion, Exalted 
  Storyteller’s Screen, the Age of Sorrows 
  and the Second Age of Man are trademarks 
  of White Wolf Publishing, Inc. All rights 
  reserved. All characters, names, places and 
  text herein are copyrighted by White Wolf 
  Publishing, Inc.
  The mention of or reference to any company 
  or product in these pages is not a challenge to 
  the trademark or copyright concerned.
  This book uses the supernatural for set-
  tings, characters and themes. All mystical 
  and supernatural elements are ﬁ ction 
  and intended for entertainment purposes 
  only. This book contains mature content. 
  Reader discretion is advised.
  Check out White Wolf online at 
  http://www.white-wolf.com/
  PRINTED IN CHINA
  SUCCESS
  Threshold 
  Degree of Success
   
  0 
  Adequate
   
  1 
  Competent
   
  2 
  Superior
   
  3 
  Remarkable
   
  4 
  Astonishing
   
  5+ 
  Phenomenal
  MOUNT CONTROL RATING
  Control Rating 
  Examples
   
  0 
  Automata, Artifact Vehicles, Undead
   
  1 
  Simhata (ridden by Exalted), Marukani Finest
   
  2 
  Trained Warhorse
   
  3 
  Horse, Mule, Yeddim, other conventional mounts
   
  4 
  Wild/Unbroken Horse
   
  5 
  Simhata (ridden by un-Exalted), Domesticated Claw Strider, other predators
   
  6+ 
  Tyrant Lizard, other super-predators
  FEATS OF STRENGTH
  (Str + Ath) Lift (lbs.) Sample Feat
   
  1 
  80 
  Lift an anvil or suit of heavy armor.
   
  2 
  160 
  Lift a full-grown man; break a wooden plank with a kick.
   
  3 
  250 
  Punch a ﬁ st through a wooden door.
   
  4 
  350 
  Lift a pony; carry a cotton bale on one shoulder; break a sword over one knee.
   
  5 
  450 
  Lift a donkey; kick a wooden door to ﬂ inders.
   
  6 
  550 
  Punch a ﬁ st through a heavy wooden door (i.e., oak)
   
  7 
  650 
  Bend an iron bar with both hands.
   
  8 
  800 
  Lift a horse; bend a horseshoe into a pretzel.
   
  9 
  1,000 
  Pull a fully laden wagon.
   
  10 
  1,200 
  Lift a camel.
   
  11 
  1,400 
  Lift an unlocked portcullis; break down a brick wall over a half hour.
   
  12 
  1,600 
  Kick a heavy wooden door to ﬂ inders; pull down a wooden bridge.
   
  13 
  1,800 
  Lift a yeddim; punch a ﬁ st through an iron-shod door.
   
  14 
  2,000 
  Snap iron manacles; rip a stone out of a castle wall.
   
  15 
  2,200 
  Punch a ﬁ st through a stone wall; shatter an iron-shod door to ﬂ inders.
   
  16 
  2,500 
  Lift a locked portcullis; smash any lock apart with a kick.
   
  17 
  3,000 
  Punch a ﬁ st through a metal door; pull down heavy stone pillars.
   
  18 
  3,500 
  Rip iron bars out of stone with one hand; tip over a loaded wagon.
   
  19 
  4,000 
  Tear apart welded steel, such as the grating of a portcullis.
   
  20 
  4,500 
  Lift a hippopotamus; punch a hole through a heavily armored fortress gate.
  POISONS
  Name 
  Damage 
  Toxicity 
  Tolerance 
  Penalty 
  Resources
  Alcohol 
  2B/1 hour 
  3M 
  (Stamina + Resistance)/1 hour 
  -1 
  1-3
  Arrow Frog Venom 
  8L 
  4 
  —/— 
  -4 
  3
  Arsenic 
  2L/1 day 
  3 
  (Stamina)/1 month 
  -0 
  2
  Coral Snake Venom 
  6L 
  3 
  —/— 
  -5 
  1
  Marijuana 
  4*/hour 
  2M 
  —/— 
  -2 
  1
  Yozi Venom 
  10A/minute 
  5L 
  —/— 
  -5 
  5 (when available at all)
  * No actual damage.
  SAMPLE VISIBILITY CONDITIONS
  Condition 
  Clear Vision Ends 
  Murky Vision Ends
  Bonﬁ re* 
  10 
  20
  Fog, Day 
  10 
  30
  Fog, Night 
  0 
  3
  Full Moon, City or Forest 
  0 
  3
  Full Moon, Grass or Leaﬂ ess Forest 
  25 
  50
  Full Moon, Snowy Ground or Desert 
  50 
  100
  Heavy Snow, Day 
  0 
  20
  Heavy Snow, Night 
  0 
  0
  No Moon, City or Forest 
  0 
  0
  No Moon, Grass or Leaﬂ ess Forest 
  0 
  3
  No Moon, Snowy Ground or Desert 
  5 
  25
  Torchlight* 
  3 
  5
  * Indicates a light source that supplants visibility within its radius.
  MORALE
  Difﬁ culty 
  Opposition/Example*
   
  1 
  Adversary of roughly equal perceived strength (or an equivalently threatening group of lesser opponents)/other militia
   
  2 
  Enemy of slightly superior combat strength (or equivalently dangerous band of weaker enemies)/veteran soldiers, barbarian warriors
   
  3 
  Blatantly superior enemy or daunting numbers of weaker opponents/elite soldiers, undead, hobgoblins, Wyld mutants
   
  4 
  Overwhelming superior opponent or equivalent/Dragon-Blooded, lesser demons and gods, Fair Folk cataphractoi
   
  5 
  Enemy seems invincible; ﬁ ghting is suicide/Celestial Exalted, greater spirits
  * Examples assume that an average mortal soldier faces the listed opponent.
  DIFFICULTY
  Difﬁ culty Rating 
  Degree of Difﬁ culty
   
  1 
  Standard
   
  2 
  Difﬁ cult
   
  3 
  Challenging
   
  4 
  Nearly Impossible
   
  5+ 
  Legendary
  
SOURCE: textdata/thevault/Exalted/Exalted Second Edition_ Character Sheet Pad/WtWf-EX2_CharacterSheetPad.pdf