TEXT: SCROLL OF ERRATA
  EXALTED SECOND EDITION
  ™
  By John ChamBers, miChael a. Goodwin, 
  John mørke, holden shearer, Charles h. 
  spauldinG and roBert VanCe
  
  2
  © 2009 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is 
  expressly forbidden, except for the purposes of reviews, and one printed copy, which may be reproduced 
  for personal use only. White Wolf and Exalted are registered trademarks of CCP hf. All rights reserved. 
  Scroll of Errata, Glories of the Most High the Unconquered Sun, Luna, the Maidens of Destiny, Manual 
  of Exalted Power the Lunars, Manual of Exalted Power the Sidereals, Manual of Exalted Power the Abys-
  sals, Graceful Wicked Masques the Fair Folk, the Books of Sorcery, the White Treatise, the Compass 
  of Terrestrial Directions, the Scavenger Lands, the West, the East, the South, the Compass of Celestial 
  Directions, Yu-Shan, Scroll of the Monk, Scroll of Heroes and Dreams of the First Age, Lords of Cre-
  ation are trademarks of CCP hf. All rights reserved. All characters, names, places and text herein are 
  copyrighted by CCP hf. CCP North America Inc. is a wholly owned subsidiary of CCP hf. 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 settings, characters and themes. All mystical and supernatural elements are fiction 
  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
  This PDF was created on March 13, 2012.
  Credits
  Authors: John Chambers, Michael A. Goodwin, John Mørke, 
  Holden Shearer, Charles H. Spaulding, and Robert Vance
  Editors: Eric Minton and Charles H. Spaulding
  Art Direction & Layout: Brian Glass & Charles H. Spaulding
  Original PDF Layout: Peter K. Ullmann
  Cover Art: Pasi Pitkänen and UDON
  Artists: Misty Coats, Jonathan Floyd, Groundbreakers Studio, 
  Andrew Hepworth, Imaginary Friends Studio, Shipeng Lee, 
  Saana “Kiyo” Lippalainen, MESS Studio, Peter Mohrbacher, 
  Justin Norman, Pasi Pitkänen, Mark Taduran, Andie Tong, 
  UDON and Melissa Uran
  
  3
   
  EXALTED SECOND EDITION
  sCroll of errata
  THE
  ™
  Contents
  introduCtion 
  4
  Chapter one: General errata 
  6
  Chapter two: solar exalted 
  16
  Chapter three: the draGon-Blooded 
  24
  Chapter four: lunar exalted 
  46
  Chapter five: sidereal exalted 
  50
  Chapter six: aByssal exalted 
  73
  Chapter seven: infernal exalted 
  81
  Chapter eiGht: alChemiCal exalted 
  86
  Chapter nine: the fair folk 
  88
  Chapter ten: dreams of the first aGe 
  132
  Chapter eleven: sCattered Glories 
  165
  Chapter twelve: the Books of sorCery 
  173
  Chapter thirteen: the sCrolls of esoteriC wisdom 
  176
  Chapter fourteen: the direCtional Compasses 
  178
  appendix: expanded taBle of Contents 
  179
  appendix: ChanGes over time 
  183
  
  4
  INTRODUCTION
  This PDF’s contents are:
  Chapter One: General Errata
  In this opening chapter can be found modifications and cor-
  rections to the core rules, most involving rules found in the 
  Exalted Second Edition core book. However, this chapter con-
  cerns itself with fundamental or broadly applicable rules that 
  may not fall directly within or have no beginning basis in the 
  Exalted core book. While Solar Exalted are introduced in the 
  Exalted core book, errata specific to them are found in the next 
  chapter.
  Chapter Two: Solar Exalted
  This chapter provides rulings on the Solar Exalted that do 
  not specifically fit in the Solar sections of the following chap-
  ters on Dreams of the First Age or Glories of the Most High, 
  most references being to the Exalted core book.
  Chapters Three through Eight: The Dragon-Blooded, Lunar 
  Exalted, Sidereal Exalted, Abyssal Exalted, Infernal Exalted and 
  Alchemical Exalted
  Like Chapter Two, these chapters focus on a given Exalt 
  type, most referenced rules being found in each of their respec-
  tive Manual of Exalted Power. While the Infernals chapter in-
  Forged long ago in the fires of White Wolf’s creative minds, 
  Exalted as a setting and as a system has captivated uncounted 
  people—and, yes, frustrated them, too. It’s been a long road, 
  and there have been some bumps. Hopefully with the help of 
  the Scroll of Errata, and its companion free product the Ink 
  Monkeys, those rough patches can be smoothed over and you 
  can get on with your game.
  how to use this pdf
  The Scroll of Errata collects the corrections, clarifications 
  and commentary of White Wolf’s employees and freelancers on 
  the subjects of Exalted’s rules and setting. Remarkable amongst 
  these corrections are brand new Charms to go with those that 
  are repaired or removed, along with extensive new rules that 
  continue to push the game forward. Page references have been 
  included to the most relevant entries in published books; which 
  book should generally be obvious based on the section of errata 
  you are reading. Where possible, hyperlinks have been inserted 
  to increase ease of browsing, allowing you to swiftly navigate 
  within the pages of the Scroll of Errata and to referenced Ink 
  Monkeys blog posts.
  
  introduCtion
  5
  what’s new in this edition?
  Below are listed the latest changes to the Scroll of Errata, 
  with handy links ready to take you straight to the new stuff. You 
  can find a list of previous changes on page 183.
  As of March 13, 2012, too many new changes have been 
  made to list all of them here. The complete list is in Appendix: 
  Changes Over Time on page 183. Highlights include:
  • Dramatically appropriate iconic animas (page 7)
  • Stunts always provide rewards, but less frequently (page 7)
  • Thaumaturgy costs cannot be obviated (page 7)
  • Minimum damage is lower (page 8)
  • Social combat accounts for extra successes on attacks; natu-
  ral and unnatural influence updated (page 8)
  • Combos are made freely at no extra cost (page 12)
  • Equipment bonuses are not cumulative (page 13)
  • Weapons and magical material bonuses updated (page 13)
  • Extensive errata to core combat Charms as part of the fix 
  known as “Exalted 2.5”, touching on the capabilities of all the 
  Exalted, as well as spirits and Fair Folk
  • Sidereal Astrology is cheaper and more accessible, even for 
  ronin Sidereals (page 50)
  • Extensive errata to the Sidereal Charm set, beyond their 
  combat functionality in “Exalted 2.5” (page 51)
  cludes errata for The Broken-Winged Crane, and the Dragon-
  Blooded chapter includes errata for The Thousand Correct 
  Actions of the Upright Soldier, more cosmopolitan products 
  like Dreams of the First Age and Glories of the Most High 
  are found in separate chapters, which include errata applicable 
  to many Exalted.
  Chapter Nine: The Fair Folk
  This chapter is just like the previous chapters dealing with 
  specific types of Exalted, but focuses instead on the Fair Folk.
  Chapter Ten: Dreams of the First Age
  Somewhat unique amongst subjects of the errata, Dreams 
  of the First Age’s chapter includes an extensive overhaul of its 
  Charms, including a large selection of brand new material not 
  found in the original print release. Of particular note, Sidereal 
  Throne Shadow Style makes its debut. This errata includes all 
  that is necessary to correct and improve the original publica-
  tion without requiring you repurchase the product. (Which, if 
  you are so inclined, can be found on DriveThruRPG.)
  Chapter Eleven: Scattered Glories
  The pattern has been broken, and new, wonderful tales can 
  be told! This chapter covers various products that do not fall 
  into other categories, such as Glories of the Most High and 
  Masters of Jade.
  Chapter Twelve: The Books of Sorcery
  While errata for the core rules on crafting and sorcery can be 
  found in Chapter One: General Errata, everything from rules 
  changes and clarifications on necromancy, spells, artifacts and 
  spirits can be found in their appropriate sections here.
  Chapter Thirteen: The Scrolls of Esoteric Wisdom
  An eclectic bunch of errata for an eclectic bunch of books, 
  ranging from the subjects of the life of a mortal in Creation to 
  the high-flying martial arts of the Sidereal masters.
  Chapter Fourteen: The Directional Compasses
  Covering both the Compasses of Celestial Directions and 
  Compasses of Terrestrial Directions series, Chapter Eleven 
  includes information on the expanse of setting materials that 
  can be found in the Compasses, as well as the rules scattered 
  throughout.
  Appendix: Expanded Table of Contents
  Not quite the most exciting reading material, this appendix 
  can guide you through the Scroll of Errata. It includes hyper-
  links for your browsing convenience, so that you can skip right 
  to the end of this document, find the subject you’re looking for 
  and click on the entry to go there immediately.
  a note on Charm errata
  Charm errata presented herein contains the fullest extent 
  of the changed information for each Charm. This includes 
  the entirety of any lines in the Charm header, such as the 
  entire corrected Cost or Keywords fields. If such elements 
  are unchanged, they will not be listed at all. This applies to 
  similar fields found in other powers such as Lunar Knacks or 
  Dragon King Steps.
  Please note that some things, such as widely applicable 
  new keywords like Mirror or Dawn (see page 17), do not 
  merit a unique errata entry for a given Charm. A full entry 
  with complete Keywords will be added if any more extensive 
  errata applies to the Charm’s keywords.
  
  6
  • When selecting Charms, players no longer need to choose 
  at least five Charms from Caste or Favored abilities. The char-
  acter may start with any ten Charms she meets the prerequi-
  sites for.
  • Charms cost 4 bonus points, or 3 if they come from a Caste 
  or Favored Ability.
  • Players receive 18 bonus points at character creation.*
  traits
  essenCe
  essenCe ratinGs over 10
  (p. 114)
  The Essence scale of Exalted goes from 1 to 10. As Essence 
  10 characters can be reasonably described as nearly omnipo-
  tent in comparison to lesser beings, there is no need for any 
  higher Essence ratings to be present in the game.
  CharaCter Creation
  exalted CharaCter Creation
  (pp. 73-85)
  The following adjustments should be made for the creation 
  of Exalted characters. These changes apply in whole to Solar, 
  Abyssal and Infernal Exalted. Those marked by an asterisk also 
  apply to Dragon-Blooded, Lunar, Sidereal and Alchemical Ex-
  alted character creation.
  • Players may raise any of their character’s Abilities to five 
  without spending bonus points.
  • Players receive four specialties to distribute amongst their 
  character’s Abilities.*
  • Virtue dots may be purchased for 1 bonus point each. 
  However, Willpower is calculated independently of Virtues.*
  • Characters begin with Willpower rated at 5. Willpower 
  may be increased at a cost of 1 bonus point per dot.*
  • Characters may start with (Willpower + Compassion) In-
  timacies without spending bonus points.*
  CHAPTER ONE
  GENERAL ERRATA
  
  7
  Chapter One • General errata
  iConiC animas
  (p. 114)
  This erratum applies equally to Solars, Dragon-Blooded, Lunars, 
  Abyssals and Infernals. Where it contradicts their respective anima 
  sidebars, this takes precedence.
  The iconic anima display recedes when the Exalt’s DV next 
  refreshes. It occurs automatically the first time in a scene that 
  the Exalt spends Essence at this level, but for the remainder 
  of the scene, such displays only occur when the Exalt’s player 
  deems it dramatically appropriate.
  willpower reCovery
  (p. 115)
  A character who botches a Willpower recovery roll (such as 
  their daily Conviction roll) regains no Willpower. Nothing else 
  happens. This is typically bad enough.
  drama and systems
  stunts
  (pp. 123-124)
  Stunt rewards are granted regardless of whether the stunted 
  action succeeds or fails.
  A player may stunt as many of his character’s discrete actions 
  as he wishes, including automatically successful actions such as 
  perfect defenses. For example, a character that launched four 
  attacks in a flurry while leaping through a window and parry-
  ing three incoming attacks could stunt each individual attack, 
  the acrobatic leap through the window, and each particular de-
  fense. Each stunted action gains an appropriate dice bonus, as 
  normal.
  However, regardless of the number of times a character 
  stunts per action, he is only granted stunt-based motes or Will-
  power once, based on the single highest-value stunt performed. 
  In combat, this reward is granted when the character’s DV re-
  freshes.
  For example, a Solar stunts three attacks in a flurry—a pair 
  of one-die stunts followed by a two-die stunt. When his DV 
  refreshes, he gains either four motes or one point of Willpower.
  diminishinG stunt returns
  Stunts are granted as rewards for descriptions and actions 
  which make the game more exciting and interesting. As such, 
  stunts fail to provide rewards as soon as the Storyteller judges 
  them to be repetitive or uninteresting—kicking off of the wall 
  to impart extra force to a blow directed at the opponent is cool. 
  Doing it five times in a row probably isn’t.
  fallinG damaGe
  (pp. 126-127)
  Falling damage is not considered an environmental hazard, 
  and cannot be defended against by Heavenly Guardian De-
  fense or similar Charms (with the exception of Duck Fate); 
  only damage negation (such as Adamant Skin Technique), 
  effects which negate falling damage (such as the Air Aspect 
  anima power), or not falling from a great height in the first 
  place may protect the character from falling damage.
  withstandinG poisons/
  environmental damaGe
  (pp. 130-131)
  Arrow Frog Venom and Coral Snake Venom have intervals 
  of 1 action.
  perfeCt defenses and 
  environmental damaGe
  In the event that a character with a combat-applicable per-
  fect defense finds himself subjected to environmental damage, 
  he may be capable of applying the perfect defense to that dam-
  age. At the Storyteller’s discretion, if it is imaginable for a char-
  acter to temporarily avoid the environmental hazard by dodg-
  ing or blocking (for example, using a perfect dodge to remain 
  safe in the face of a rock slide), any perfect defense may be 
  used to provide such protection. One invocation protects the 
  character for the length of one damage interval.
  In the event that the Storyteller judges that there is no 
  possible way for any dodge or parry, no matter how skilled, to 
  protect the character from a source of environmental damage 
  (such as if the character were fully immersed in lava), then 
  the character may only protect himself with perfect defenses 
  which are capable of blocking the unblockable or dodging the 
  undodgeable, such as Heavenly Guardian Defense or Seven 
  Shadow Evasion. These defenses must still be invoked on every 
  damage interval, necessitating that the character escape the 
  environmental hazard very quickly, lest he run out of motes 
  and face certain death.
  Perfect defenses which function by negating damage (such 
  as Adamant Skin Technique) may, of course, always be used to 
  defend the character from environmental hazards.
  vision
  Blindness penalties
  (p. 135 and p. 152)
  The delineation of penalties for being blind or in darkness 
  given on page 135 is correct. Ignore contradictory references.
  thaumaturGy
  (pp. 137-139)
  Without special powers that explicitly allow it, no one may 
  spend motes to ignore the ritual ingredients of thaumaturgical 
  procedures.
  ComBat aCtions
  new aCtion: BloCkade movement
  Without Charms, blocking another individual’s movement 
  is a Miscellaneous Speed 5, DV -1 action. It requires that the 
  character be directly interposed between the individual or in-
  dividuals whose movement he is attempting to restrict and the 
  place he is attempting to keep them from reaching (such as a 
  doorway, or another character). When the targets attempt to 
  move past the blocker, make a contested ([Strength or Dexter-
  ity] + Athletics) roll for both parties. Ties favor the blocker. 
  If the blocker wins, the target cannot move past him toward 
  
  8
  the blocked destination. If the target wins, she may move as 
  she wishes. A single blocker may impede up to three targets 
  per Blockade Movement action at a time. Blockade Movement 
  may be flurried to impede more than three individuals at once, 
  if needed.
  new aCtion: defend other
  Without Charms, defending another individual is a Speed 5, 
  DV -1 Miscellaneous action. It requires that the character be 
  within (Dexterity) yards of his ward, and allows him to inter-
  pose his Parry DV against attacks which target the individual 
  he is protecting. If an attacker bypasses the character’s Parry 
  DV, she has the option of either letting the attack continue 
  on to the guardian’s ward (in which case the attack will need 
  to use its remaining successes to also beat the ward’s DVs), or 
  she may simply let the attack strike the guardian himself. Parry-
  based perfect defenses such as Heavenly Guardian Defense 
  may be used to automatically guard others, while dodge-based 
  perfect defenses such as Seven Shadow Evasion do not impede 
  attacks against the character’s ward at all. Only one Defend 
  Other action may be placed in a flurry.
  Unless explicitly noted otherwise, perfect defenses with a 
  Duration longer than Instant apply to only one protected char-
  acter per activation. To protect oneself requires one activation, 
  and protecting anyone with a Defend Other action requires a 
  separate activation per ward.
  If multiple characters attempt to defend a single target, one 
  guardian (generally the individual with the highest Parry DV) 
  becomes the leader of the guard, who actually applies his DV 
  against attacks. Each additional character guarding the same 
  ward raises the leader’s Parry DV by 1 when defending the 
  ward. Up to five characters may simultaneously guard one hu-
  man-sized ward on open ground.
  defense values (dvs)
  stuntinG dvs
  (p. 124 and p. 147)
  The above referenced pages contradict each other on how 
  stunts improve DVs. Page 124 is correct, each die improving 
  the character’s DV by one automatically.
  parry speCialties
  (p. 146)
  Melee (or Martial Arts) specialties with the appropriate 
  weapon (such as Melee with 3 Swords specialties when using a 
  sword) increase the die pool used to calculate Parry DV when 
  parrying with that weapon.
  defense of possessions
  (p. 238)
  Attempts to attack equipment or items on the character’s 
  person (for example, to slash apart a treaty stuck through a 
  loop on the character’s belt) are treated as attacks directed at 
  the character, and may be defended against as normal.
  damaGe and soak
  (pp. 148-150)
  minimum damaGe
  The minimum damage value of attacks not absorbed by 
  Hardness is one die, rather than the attacker’s Essence rat-
  ing. Attacks made with weapons possessing the Overwhelming 
  tag, as well as certain Charms (such as Violet Bier of Sorrows 
  Form), may produce higher minimum damage values.
  dealinG levels of damaGe
  When effects deal levels of damage, that damage is not 
  rolled, but merely applied as if they were all successes. Soak 
  does apply as normal to this damage, however.
  The automatic levels are soaked first. So, for example, an at-
  tack that is inflicting 10 dice of lethal damage plus five levels of 
  lethal damage going up against a lethal soak of 7 inflicts eight 
  dice of lethal damage: the five automatic levels are soaked first, 
  then the first two dice of damage follow, leaving eight dice of 
  damage.
  If, for example, you have an effect that deals 12 Levels of 
  Damage dealt by a character with Essence 5, who hits someone 
  with a soak of 9, the damage would be soaked down to five dice 
  of damage (Essence ping), by a strict interpretation of the rules. 
  It is a fair approach, however, to permit the damage to be three 
  automatic levels of damage, plus two dice thereof.
  stuntinG soak
  You may not stunt to add to your soak, because—unlike 
  soak—your DV is assumed to be a rolled value. We just ab-
  breviate that step and derive the DV instead. It is still based on 
  a normal dice pool.
  soCial ComBat
  (pp. 169-175)
  dodGe mental defense value
  Dodge MDV is listed as being figured with ([Willpower 
  + Integrity + pertinent specialty + Essence] ÷ 2) rounded 
  down. In this specific instance, Willpower is treated as an At-
  tribute for the purposes of Charm bonus maximums.
  threshold suCCesses on soCial attaCks
  Social attacks cost one additional point of Willpower to resist 
  for every three full successes above the target’s MDV. Charms 
  and other effects which list specific Willpower expenditures 
  necessary to resist them (such as Heart-Compelling Method, 
  which costs two Willpower to resist) replace the default one 
  Willpower expenditure with these values before the addition of 
  threshold successes.
  For example, if a Solar used Heart-Compelling Method and 
  rolled seven more successes than the target’s MDV, that target 
  would need to spend four Willpower to resist the Charm (two 
  for Heart-Compelling Method, and another two for the thresh-
  old successes). Threshold successes cannot force a character to 
  spend more than five Willpower to resist a single social attack.
  
  9
  Chapter One • General errata
  natural mental influenCe
  Characters cannot be forced to spend Willpower more than 
  once within a scene to resist natural mental influence origi-
  nating with the same character. After a character has spent 
  Willpower to resist natural mental influence from any charac-
  ter during the course of a scene, all other individuals’ attempts 
  to levy natural mental influence against the character suffer an 
  external penalty equal to the character’s Integrity.
  unnatural mental influenCe
  Unnatural mental influence does not clearly announce itself 
  as magical mind control unless it comes from an Obvious source 
  and fails to affect the targeted character—characters targeted 
  even by Obvious unnatural mental influence only realize this 
  fact once they have successfully resisted it (although unaffect-
  ed bystanders who witness an Obvious Charm’s use can tell the 
  target is being subjected to mental coercion of some sort).
  mass ComBat
  shields
  (p. 161)
  In order for the commander to gain the DV benefit of a 
  shield, ii is necessary for the majority of the complementary 
  unit to use shields.
  Charms & ComBos
  Charm minima and prerequisites
  (pp. 181-183)
  If a character somehow fails to meet the minimum trait re-
  quirements or prerequisite Charm requirements of a Charm, or 
  any similar requirements for other powers such as Knacks, then 
  they cannot use the Charms or powers for which they do not 
  meet the requirements even if they have already learned them. 
  Exceptions may occur, but these will be clearly noted.
  new and updated keywords
  Emotion: When an Emotion effect instills a feeling but does 
  not specify a particular result, treat the Emotion as a scene-
  duration one-die situational internal penalty that applies to all 
  actions that do not fall in accordance with the emotion (such 
  as attempting to decipher a First Age text while enraged), and 
  a three-die penalty for all actions that run directly counter to 
  the emotion (such as resisting a seduction attempt while feel-
  ing lust). Beyond these mechanics, players should endeavor to 
  represent their character’s emotional state in their choice of 
  actions as befits the balance of the character’s Virtues, espe-
  cially Temperance.
  Enhanced: This keyword denotes ‘hero style’ Charms which 
  grant an enhanced benefit when used by the Exalt type they be-
  long to (for example, Solar Hero style Charms used by a Solar).
  Holy: A complementary unit primarily composed of crea-
  tures of darkness is itself considered such for the purpose of 
  Holy Charms.
  Holy effects fail to function when invoked by creatures of 
  darkness, whether they attempt toactivate a Holy Charm or try 
  to direct the Holy powers of an artifact.
  Leader #: Any character capable of acting in mass combat 
  may use Charms as explained on p. 166 of Exalted, including 
  unit commanders. However, applying non-Excellency Charms 
  to enhance the entire unit’s action or to extend the benefits 
  of a personal Charm to the entire unit normally require jus-
  tification as a form of special stunt. Charms with the Leader 
  keyword do not require this justification and have the same 
  overall function in mass combat when leading a complemen-
  tary unit as they do normally, whether to enhance the unit or 
  the unit’s actions. Unit bonuses also apply normally to use of 
  these Charms. Unless specific differences are noted, Leader 
  Charms operate identically in both personal and mass combat. 
  When the Leader keyword lists a number beside it, an Exalt 
  must have that Essence rating to apply the Charm to a unit 
  she leads. Cooperative Charms with a Leader function allow 
  the led unit to join with its special characters to produce the 
  usual magnified effect. By definition, Charms with the Leader 
  keyword automatically have the War keyword.
  Martial: Charms with this Keyword may also be used with or 
  applied to the listed Abilities when the Exalt’s rating in those 
  Abilities meets the Charm’s minimum Ability rating.
  Martial-ready: This Keyword replicates all the effects of the 
  Martial keyword. In addition, the character may use the Charm 
  with or apply its benefits to any of the listed Abilities that he 
  has as a Caste or Favored Ability, even if their ratings are lower 
  than the Charm’s minimum Ability requirement.
  Merged: Charms with this keyword can be bought from mul-
  tiple sources, but they all count as a single Charm purchase. For 
  instance, a Solar learning Call the Blade from Melee also learns 
  Call the Blade from Thrown at no additional cost or training 
  time. The list of other Charms with which one is Merged are 
  listed at the end of the Charm.
  Native: Powers like the Eclipse, Moonshadow and Fiend 
  anima do not allow acquisition of Native Charms. Only natural 
  wielders can learn Native charms. Exalted Charms and hero-
  style expansions are natural to the appropriate type of Chosen. 
  Spirit Charms are natural to gods, elementals, demons and 
  akuma. Arcanoi are natural to ghosts. Raksha Charms are nat-
  ural to Fair Folk. Primordial Charms are natural to Primordi-
  als, Green Sun Princes and Exalted akuma. The God-Blooded 
  children of natural wielders cannot learn their parents’ Native 
  Charms. Martial Arts Charms that are not Hero Style expan-
  sions cannot have the Native keyword.
  Overdrive: Charms with this Keyword create a temporary 
  pool of Peripheral Essence, which can only be filled by terms 
  outlined in the text of the Charm. Motes in these pools may 
  only be used to activate offensive Charms with a duration of 
  One action or less. Charms whose mote cost are paid for en-
  tirely from a character’s Overdrive pool do not count as Charm 
  activations, but must obey normal Combo rules if used in con-
  junction with other Charms. Other restrictions may be present 
  in the text of the Charm. Motes gathered into the pools created 
  by Overdrive Charms dissipate at the end of the scene, bar-
  ring additional Charms to prolong their existence. Temporary 
  mote pools created by the Overdrive keyword share their motes 
  and stack together to determine the storage capacity of the 
  overall pool. This Overdrive pool may store no more than 25 
  motes, regardless of the size of the pool generated by individual 
  Charms with the Overdrive keyword.
  
  10
  War: All special characters in a complementary unit and 
  that unit’s champion during mid-battle duels are fellow officers 
  to one another. If a Charm functions differently when target-
  ing a fellow officer, it deactivates if that relationship no longer 
  applies due to either character leaving the unit. Cooperative 
  Charms ignore their usual range limit for close contact when 
  used by fellow officers, as the unit itself conducts the harmo-
  nization.
  Charm limits
  Charms inCreasinG dv direCtly
  (p. 185)
  Charms that say they add to DV do so directly. The reason it 
  mentions the pool is in case the character is utilizing a Combo 
  in which a Charm that directly increases DV is used alongside, 
  say, an Excellency. So, for this purpose, a Charm that adds +3 
  to your Dodge DV is effectively adding six dice to your (Dex-
  terity + Dodge) pool for the purpose of deriving DV. Because 
  you can only double any pool with such effect, if you had a 
  (Dexterity + Dodge) of 10, you could only add the equivalent 
  of four more dice (or another effect with +2 DV) to the ex-
  ample above.
  Charm ConCepts
  CommittinG motes to Charms
  (p. 184)
  Any Charm with a duration greater than Instant ties up the 
  motes of Essence used to fuel it for the duration of the Charm, 
  and those motes may not be recovered until the Charm ends.
  flaw of invulneraBility: ConviCtion
  (p. 194)
  Replace the current Conviction-based Flaw of Invulnerability 
  with the following:
  Conviction Flaw: Charms carrying this Flaw do not function 
  when the character has taken some action during the scene 
  that is contrary to her Motivation. If, during the scene, she 
  has acted against any Intimacy, or a Virtue she has rated at 
  3+, then Charms with this Flaw add a +3m surcharge to their 
  activation cost.
  new Charm ConCept: impossiBle aCtions
  Characters who attempt to perform an action with zero dice 
  automatically fail at that action, regardless how many successes 
  they may garner from Charms or other sources.
  new Charm ConCept: infinite rate
  Anything that grants a weapon or produces a weapon with 
  ‘infinite Rate’ instead results in a weapon with Rate 5.
  mortals
  (p. 218)
  A mortal who gains the ability to spend Essence may actually 
  affect Creation with his will in a small way to his own benefit, 
  even subconsciously. He’s no spirit or Exalt, but he’s no run of 
  the mill human anymore either. Think of him as another type 
  of Essence user, not an Exalt any more than a ghost or Dragon 
  King is.
  Effects like Flow Reversal Strike (see Manual of Exalted 
  Power—Dragon-Blooded, pp. 208-209) would not kill the 
  Essence wielder outright. In this case, he’d take damage like 
  an Exalt. For a Charm like Tears of the Blade (see Manual of 
  Exalted Power—Sidereals, p. 206), the former mortal would 
  suffer as a Terrestrial Exalt.
  Items like Soulsteel Perfected Kata Bracers (see Oadenol’s 
  Codex, p. 42) would not inflict their material-specific effect, 
  but all other effects would be in force, so were I a minor Es-
  sence wielder, I’d still avoid picking fights with deathknights 
  where possible. Soul-Cleaving Wound (see Manual of Exalt-
  ed Power—Abyssals, p. 128) and Wicked Darts of Suffering 
  (ibid., p. 133), as examples, would work as written.
  new Charm ConCept: reassertinG intimaCies
  If a Charm grants an Intimacy a character already has or spe-
  cifically states that it reasserts an Intimacy, this process undoes 
  the effect of scenes spent weakening it or any similar “damage” 
  to the belief.
  new Charm ConCept: speed limit
  No effect or combination of effect may reduce the Speed of 
  an action below 3 unless it explicitly states that it does so.
  new Charm ConCept: stored 
  reflexive attaCks
  Some Charms allow a character to reflexively attack foes, 
  without the need for an incoming assault to respond to with 
  a Counterattack. Usually, these reflexive attacks are made in 
  response to some condition of the battle, allowing the warrior 
  to take advantage of the situation. However, certain Charms 
  allow a character to “store” the reflexive attacks they are 
  provided, holding them back for later use. Examples include 
  the Solar Melee Charm Final Sunset Stance and the Thrown 
  Charm Shrike Saving Discretion. (See Ink Monkeys, Vol. 32 
  for these Charms.)
  Universally, Solar, Abyssal and Infernal Exalted cannot store 
  more than (Dexterity + 3) reflexive attacks at once. Others 
  may store up to (Essence) reflexive attacks.
  Stored reflexive attacks may be expended to target any valid 
  target on the character’s action tick. They may also be used 
  on other ticks, but only against targets that have attacked the 
  character on the same tick, and doing so uses up two of the 
  stored attacks rather than one.
  new Charm ConCept: temporary 
  health levels
  Temporary health levels may fit into any wound penalty cat-
  egory in the health track, but if the character gaining them is 
  already suffering levels of damage in a worse wound penalty 
  category, the damage does not “slide up” to fill the new health 
  levels. Any new damage will fill the temporary health levels 
  first before proceeding to more permanent levels, effectively 
  shoring up the worse but yet unsurpassed set of health levels. 
  Characters always suffer the worst applicable wound penalty 
  from their health levels, even if they possess unfilled tempo-
  rary health levels of a lesser penalty. (Unless, of course, the 
  health level-granting effect explicitly says otherwise.) Damage 
  will always “flow down” to fill in permanent health levels when 
  
  11
  Chapter One • General errata
  temporary health levels vanish, unless the effect granting the 
  temporary health levels explicitly says otherwise.
  unstoppaBle forCe, 
  immovaBle oBjeCt
  Charm roll-offs
  (p. 179)
  When two perfect or absolute effects come into conflict, and 
  neither is clearly an attacker or defender, the resulting Charm 
  conflict roll-off is not an action, and so cannot be enhanced by 
  the use of Excellencies or similar Charms no matter the dice 
  pool. Only Charms that explicitly enhance roll-offs may do so. 
  In the event of a tied Charm conflict roll-off, roll a single die 
  and assign victory to one side on an even result and victory to 
  the other on an odd result.
  perfeCt defenses and dv appliCation
  (pp. 147-148)
  For the purpose of Charms which may only trigger when a 
  DV is applied to an attack (such as Solar Counterattack), per-
  fect defenses such as Heavenly Guardian Defense do count as 
  applying the character’s DV to the attack.
  appliCaBility of perfeCt defenses
  (p. 179)
  While the Unstoppable Force, Immovable Object rules set-
  tle a lot of conflict between Charms,the rule is absolute where 
  the defense is appropriate and applicable. For example, Seven 
  Shadow Evasion won’t protect a character from social attacks, 
  merely physical ones.
  Where two effects make absolute statements which conflict, 
  and one effect is an attack, and the other is a defense, the de-
  fense always takes priority. For this purpose, the statement “this 
  attack is unblockable” and “this attack cannot be blocked” are 
  considered equivalent, and would pierce certain ‘perfect’ de-
  fenses—for example, the Sidereal Charm Impeding the Flow 
  will not stop an unblockable attack (Impeding the Flow spe-
  cifically notes that it is fallible in the face of unblockable at-
  tacks, and so there is no conflict). However, the Solar Charm 
  Heavenly Guardian Defense will block such attacks, because 
  Heavenly Guardian Defense states that it is capable of doing 
  so. These two statements (can’t be blocked/can block even un-
  blockable attacks) are in conflict, and since the first statement 
  is an attack, and the second a defense, Heavenly Guardian De-
  fense takes priority.
  In the case of attacks which state that they defeat even per-
  fect defenses, such as the shockwave produced by a Soulbreak-
  er Orb, this applies only to perfect defenses which do not pos-
  sess the ‘block the unblockable/dodge the undodgeable’ clause, 
  such as certain Dragon-Blooded, Alchemical, and Martial Arts 
  Charms.
  stuntinG perfeCt effeCts
  Even when there is no chance for failure, a character may 
  perform a stunt normally to enhance any valid action or roll, 
  such as a use of Heavenly Guardian Defense to parry.
  ComBat perfeCt defenses & soCial ComBat
  Heavenly Guardian Defense, Seven Shadow Evasion, and all 
  other combat-oriented perfect defenses do not apply to social 
  attacks unless they explicitly state that this is so. The single 
  exception to this rule is the Sidereal Charm Duck Fate.
  supernatural martial arts
  martial arts form weapons
  Martial arts form weapons that are defined as “martial arts 
  weapons”, such as sai, are always wielded with (Dexterity + 
  Martial Arts). Once a person has learned a martial art that 
  uses, say, the slashing sword as a form weapon, she may there-
  after use (Dexterity + Melee) or (Dexterity + Martial Arts) 
  with that weapon, typically using the score that is better. The 
  only exception is that she must use (Dexterity + Martial Arts) 
  when wielding the slashing sword with a Charm from the su-
  pernatural martial art for which it is a form weapon.
  When using a Martial Arts style which allows the use of Ar-
  chery, Melee, or Thrown weapons by inclusion in the style’s 
  list of form-type weaponry, the character’s attacks are capped 
  by their rating in the associated Ability until the character has 
  mastered the style’s Form-type Charm. For example, a char-
  acter using Righteous Devil Style would base his Martial Arts 
  attacks with firewands on his Archery score until learning 
  Righteous Devil Form. This cap applies even if the style has 
  no explicit additional Ability minimums. This condition does 
  not apply to the first Martial Arts style the character wishes to 
  learn; only subsequent styles are affected.
  martial arts form Charms and ComBos
  All Martial Arts Charms with the Form-type keyword now 
  also possess the Combo-Basic Keyword. However, the first time 
  in an action that a Charm with a Flaw of Invulnerability is acti-
  vated in a Combo in conjunction with a Charm possessing the 
  Form-type keyword, a two Willpower surcharge is added to the 
  Charm’s cost.
  snake style
  (p. 240)
  One may not wear armor and practice Snake Style.
  serpentine evasion
  (p. 240)
  This Charm does not add a DV bonus. Instead, it inflicts a 
  -2 external penalty on any attack roll the martial artist defends 
  against with his Dodge DV or unarmed Parry DV.
  essenCe fanGs and sCales teChnique
  (p. 240)
  Type: Reflexive 
  Keywords: Combo-Basic
  solar hero style
  (p. 242)
  While available to others, most errata applying to Solar Hero 
  Style is specific to the Solar Exalted and can be found in their 
  chapter on page 18. Please note, however, that there have 
  been changes that apply to non-Solar use of Solar Hero Style, 
  which can be found in the Solar chapter of this document.
  
  12
  ComBos
  (pp. 244-245)
  Exalts need not spend experience to purchase or create 
  Combos, nor spend Willpower to activate them. Characters 
  may simultaneously activate as many of their Charms as they 
  desire, so long as the combination of powers activated obeys 
  the rules for creating Combos (for example, characters still may 
  not activate two Simple Charms simultaneously, nor activate 
  another Charm at the same time as a Charm that lacks the 
  Combo-OK keyword).
  sorCery
  sorCery and dv
  (p. 251)
  A sorcerer gets the benefit of normal DV (hence the DV 
  modifications given under the various Shape Sorcery actions). 
  Getting attacked would likely count as a distraction, requiring 
  said (Wits + Occult) roll be made after the results of the attack 
  were found. As explained on page 251 of Exalted, an external 
  penalty equal to the health levels lost would be subtracted from 
  the roll’s successes.
  storytellinG
  ChanGinG speCialties in play
  Once a character has three specialties for an Ability, he is 
  barred from purchasing any more. While this certainly helps 
  to define and stake out a character’s niche and signature style, 
  further growth in the character may ultimately make the origi-
  nal selection inappropriate or limiting. Characters with three 
  specialties can buy a new specialty at a reduced cost of two ex-
  perience points, but doing so forfeits one existing specialty for 
  the Ability. Once a story, this swap may be done for free. Learn-
  ing a new specialty always requires standard training time.
  improvinG BaCkGrounds in play
  The core book rules do not discuss how to raise a character’s 
  Backgrounds. Storytellers are encouraged to adopt one of two 
  methods for this, depending upon their personal preferences 
  and what works for their game:
  Method 1: Backgrounds Cost Experience. Backgrounds may 
  be raised at the cost of 3 Experience per new dot (similar to 
  the cost of a Specialty). Thus, an Exalt raising her Allies from 
  4 dots to 5 dots would pay 3 Experience points. Storytellers 
  should generally let players recover Experience invested in this 
  fashion if story circumstances force the character to lose dots 
  in a Background.
  Such protection should not be absolute – dumb moves 
  should have consequences – but players shouldn’t be afraid of 
  permanent losses merely at a whim, either. Should the story 
  demand that a character gain a Background in play without 
  having the necessary Experience, she must spend at least half 
  of all Experience she gains toward this Background until she is 
  no longer in debt.
  For example, if Dace raids his own tomb and gains a reaver 
  daiklave, but doesn’t have 6 Experience points banked, then 
  he would still gain the daiklave but would need to invest the 
  Experience as soon as possible or lose the daiklave to story de-
  velopment (perhaps it is stolen by a sneaky Wyld Hunt scout).
  Method 2: Backgrounds Are Free. Backgrounds do not cost 
  any Experience to raise, but they may only be raised with the 
  explicit permission of the Storyteller. The Storyteller may only 
  allow the increase (or loss) of Backgrounds when dictated by 
  the story of the game. Although Backgrounds gained under this 
  method are “free” they must still be earned via in-character 
  play. For Dace to gain his ancient reaver daiklave, he must 
  delve into his tomb, while building a mercenary unit requires 
  active recruitment and campaigning.
  mutations
  (pp. 288-290)
  Stackable mutations such as Toxin and Multiple Limbs may 
  apply their benefits no more than the character’s (Essence rat-
  ing) times. Any additional applications of such mutations are 
  merely cosmetic. This does not apply to mutations which be-
  come different mutations upon being purchased multiple times, 
  such as Wolf’s Pace or Large.
  antaGonists
  attaCk speeds and defense values
  (pp. 279-319)
  p. 279—Farmer/Citizen template Dodge DV should be 1.
  p. 279—Green Troops template Dodge DV should be 2/1.
  p. 280—Elite Soldiers template Dodge DV should be 2/0.
  p. 280—Mortal Hero template Dodge DV should be 4/2. Es-
  sence should be 1.
  p. 280—Savants/Elders/Thaumaturges Dodge DV should be 
  3/2.
  p. 282—God-Blooded template Dodge DV should be 4/2.
  p. 291—The Gryphon’s Claw attack Speed is 5, not 9.
  p. 291—Buck-Ogre template has no listed Defense value for 
  its axes. It has a Parry DV of 2.
  p. 303—Fakharu template Dodge DV should be 8 (9 in 
  Dragon Form). Fakharu’s Claws are listed at Speed 7, Bite at  
  Speed 9 and Dragon’s Suspire at Speed 10—this should be 
  Claw Speed 5, Bite Speed 6, and Dragon’s Suspire Speed 6.
  p. 303—Huraka template Claws are listed at Speed 7, Bite 
  at Speed 9 and Dragon’s Suspire at Speed 10—this should be 
  Claw Speed 5, Bite Speed 6, and Dragon’s Suspire Speed 6.
  p. 306—Wood Spider Dragon’s Suspire listed at Speed 10. 
  This should be Speed 6.
  p. 309—Octavian’s template has Malfean Iron Staff with 
  Speed of 7. This should be 6.
  p. 310—Erymanthoi bone club listed with Speed 7. This 
  should be Speed 5, like other clubs.
  p. 318—Hungry Ghost has a Claw Speed 7. This should be 5.
  p. 319—Nemissaries Dodge DV should be 4/3.
  mortals and Charms
  Mortals are only able to learn Terrestrial Martial Arts and 
  Terrestrial Circle Sorcery as Charms. That is the limit. God-
  Bloods of various types are exceptions, however. There are no 
  mortal Excellencies.
  
  13
  Chapter One • General errata
  panoply
  Bonus staCkinG
  Bonuses from equipment (including magical material bonus-
  es) do not stack with one another; the character enjoys only 
  the best among his various modifiers. For example, a Dragon-
  Blooded character with a jade daiklave and jade hearthstone 
  bracers would only lower his Speed by one point—the two 
  magical material bonuses will not stack to produce Speed -2. 
  Likewise, a character wearing lamellar armor and a magic girdle 
  that provides armored soak enjoys only the higher of the two 
  soak ratings—they do not stack together.
  mundane equipment
  perfeCt equipment
  (pp. 365-366)
  Superior equipment only comes in fine and exceptional 
  forms—all references to perfect equipment are now treated as 
  exceptional equipment.
  mundane weapon Costs
  (pp. 366-372)
  Weapons with a Cost of “–” are not free, but their purchase is 
  a negligible strain on a character’s Resources. The Sai’s correct 
  Cost is •• (p. 370); the Fighting Chain’s correct Cost is • (p. 
  369); and the Wind-Fire Wheel’s correct Cost is •• (p. 370).
  weapon taGs
  (p. 373)
  Axe/Hatchet, Club, Javelin and Thrown Knife include an 
  asterisk (*) in their Tags. This should be accompanied by a note 
  that reads: “* Weapon can also be used as a Melee weapon.”
  Piercing: Piercing weapons ignore four points of soak from 
  the target’s armor. If this would give the armor in question an 
  effective soak value of less than 2, the weapon does not ignore 
  the armor’s final 2 points of soak.
  Th: This tag indicates that a weapon is a Thrusting weapon, 
  capable of being used for Thrust actions. A Thrust action is 
  identical to an Attack action, save that its DV penalty is -2 and 
  it carries the Piercing tag.
  mundane Blades
  (p. 366)
  Chopping Sword: Speed 4, Accuracy +1, Damage +4L, 
  Defense -1, Rate 2
  Great Sword: Speed 6, Accuracy +1, Damage +6L, De-
  fense -2, Rate 1, Tags: 2, R
  Knife: Speed 4, Accuracy +2, Damage +1L, Defense +0, 
  Rate 3, Tags: T
  Short Sword: Speed 5, Accuracy +1, Damage +2L, De-
  fense +1, Rate 2
  Slashing Sword: Speed 4, Accuracy +1, Damage +3L, De-
  fense +0, Rate 3
  Straight Sword: Speed 5, Accuracy +2, Damage +3L, De-
  fense +1, Rate 2
  spirits
  spirit Charm: prinCiple of motion
  (p. 296)
  Type: Simple (DV -2) 
  Duration: Indefinite
  The version of this Charm found in The Books of Sorcery, 
  Vol. IV—Roll of Glorious Divinity I is correct. To be clear, 
  it requires the spirit to commit the mote cost to maintain the 
  bank of actions. Withdrawing actions from the bank produces 
  a flurry of up to (withdrawn actions + 1) actions, but no such 
  flurry may contain more than (Essence + 1) total actions. 
  These actions may be used to perform any standard combat-
  scale action, except for the activation of Extra Action Charms 
  or Shape and Cast Sorcery, Necromancy or Protocol actions.
  elemental power: draGon’s suspire
  (p. 302)
  Use of this power is a Speed 6, DV -1 action. The size of the 
  elemental blast should be measured in yards, not feet.
  elemental power: elemental expression
  (p. 302)
  Amplifying a natural phenomenon to inflict damage makes 
  it an Environmental Hazard (Exalted, p. 131), with Damage 
  (motes spent)L/minute, Trauma 2L. The elemental may also 
  amplify an existing hazard as long as another elemental has not 
  already done so, adding (motes spent) to the hazard’s Dam-
  age and the L tag to its Trauma, and causing it to inflict lethal 
  damage if it originally inflicted bashing. An elemental may also 
  lessen the severity of a hazard, reducing its Damage by (motes 
  spent).
  Elementals may not spend more than (Essence) motes on 
  this power to affect a given phenomenon, and it can only al-
  ter a phenomenon with a radius of (Essence x 5) yards or less, 
  though she may opt to affect a smaller part of a larger target. 
  The effects last as long as the elemental remains in the vicinity 
  and keeps the motes committed to affecting the phenomenon. 
  This power can affect hazards created by the Charm Affinity 
  (Element) Control (The Books of Sorcery, Vol. IV—Roll of 
  Glorious Divinity I, pp. 151-152).
  elemental power: elemental rejuvenation
  (p. 302)
  Taking advantage of this power is a Speed 3, DV -2 action 
  that cannot be flurried.
  the dead
  the mask of winters
  (pp. 320-322)
  The Mask of Winters should possess a Lore rating of 10.
  
  14
  hearthstones
  hearthstone terminoloGy
  (p. 382)
  An attuned hearthstone is a hearthstone whose bearer is at-
  tuned to the hearthstone’s manse. A resonant hearthstone is an 
  attuned hearthstone set in an artifact to which the bearer is 
  attuned.
  the monkey stone
  (p. 383)
  The Monkey Stone’s ability to double a character’s jump rat-
  ing no longer stacks with Charms or Sorcery. Use the greater of 
  two effects to determine jumping distance.
  wilderness Gem
  (p. 384)
  The last sentence should read “…and it allows the character 
  to take part in supernatural tracking contests.”
  Greater wonders
  the Cost of artifaCts
  (pp. 385-392)
  The Costs of Artifacts is in dots of Artifact rating rather than 
  in Resources, unlike non-Artifact weapons and armor.
  artifaCt Costs and attunement mistakes
  (pp. 388-392)
  The attunement costs and Artifact costs of some artifacts are 
  switched in their stat lines. These artifacts are: Sky-Cutter (p. 
  388), Sling of Deadly Prowess (p. 389), Infinite Jade Chakram 
  (p. 389), Short Powerbow (p. 389) and Long Powerbow (p. 
  389).
  Serpent-Sting Staff’s correct Cost is ••.
  Lightning Torment Hatchets’ correct Artifact rating is •••.
  The Daiklave of Conquest’s correct Artifact rating is •••••.
  mundane impaCt weapons
  (pp. 367-368)
  Axe/Hatchet: Speed 5, Accuracy +1, Damage +5L, De-
  fense -2, Rate 2
  Great Axe: Speed 6, Accuracy +0, Damage +7L, Defense 
  -2, Rate 1, Tags: 2, R
  Hammer/Mace: Speed 5, Accuracy +1, Damage +8B, De-
  fense +0, Rate 2
  Poleaxe: Speed 6, Accuracy +0, Damage +5L, Defense +0, 
  Rate 1, Tags: 2, R
  Scythe: Speed 6, Accuracy +0, Damage +6L, Defense -2, 
  Rate 2, Tags: 2, R
  Sledge/Tetsubo: Speed 6, Accuracy +0, Damage +10B, De-
  fense -3, Rate 1, Tags: 2, R
  Staff: Speed 5, Accuracy +2, Damage +5B, Defense +2, 
  Rate 2, Tags: 2, M, R
  mundane spears
  (p. 368)
  Javelin: Speed 5, Accuracy +1, Damage +2L, Defense +0, 
  Rate 2, Tags: T, Th
  Short Spear: Speed 5, Accuracy +2, Damage +2L, Defense 
  +1, Rate 2, Tags: R, Th
  Spear: Speed 5, Accuracy +1, Damage +3L/6L, Defense 
  +1, Rate 2, Tags: 2, L, R, Th
  shields
  (p. 377)
  Rather than acting as mobile cover, shields are now modeled 
  as high-defense, low-damage weapons. They are indicated by 
  the Sh# tag. Weapons with the Sh tag are considered shields, 
  and impose a mobility penalty on characters using them equal 
  to their listed numerical rating.
  Buckler: Speed 5, Accuracy +0, Damage +0B, Defense +3, 
  Rate 1, Tags: M, Sh0
  Target Shield: Speed 6, Accuracy +0, Damage +1B, De-
  fense +4, Rate 1, Tags: M, Sh1
  Tower Shield: Speed 6, Accuracy +0, Damage +1B, De-
  fense +5, Rate 1, Tags: M, Sh2
  Thunderbolt Shield*: Speed 5, Accuracy +1, Damage 
  +2B, Defense +5, Rate 1, Tags: M, Sh0
  * Orichalcum and Soulsteel Thunderbolt Shields have De-
  fense +6. Moonsilver shields add one point to the character’s 
  Essence for the purpose of calculating Dodge DV. Jade Thun-
  derbolt Shields inflict a -2 external penalty on all attempts to 
  disarm the shield. Starmetal shields allow the user to apply 
  their shield-derived DV against one unexpected attack per 
  scene. Adamant shields’ jagged edges inflict Damage +4L, 
  with Rate 2.
  tower shield
  (p. 377)
  The first sentence of the second paragraph should begin 
  “The user of a tower shield suffers an additional -2 mobility 
  penalty…”
  
  15
  Chapter One • General errata
  artifaCt thrown weapons
  (pp. 388-389)
  Sky-Cutter*: Speed 5, Accuracy +1, Damage +5L/3, Rate 
  2, Range 50, Tags: O.
  Sling of Deadly Prowess: Speed 5, Accuracy +2, Damage 
  +4L/2, rate 2, Range 150, Tags: O
  Infinite Jade Chakram: Speed 4, Accuracy +0, Damage 
  +4L/2, Rate 4, Range 50, Tags: O,  (returns instantly)
  * Sky-Cutters automatically return to their wielder on any 
  result save a botch.
  powerBows
  (p. 389)
  Powerbows gain the O tag, at a value of 2.
  artifaCt armor
  (pp. 390-391)
  The artifact reinforced breastplate is rated Artifact ••.
  The artifact articulated plate and artifact superheavy plate 
  are rated Artifact •••.
  maGiCal material Bonuses
  (pp. 387, 389-390)
  oriChalCum weapons
  Orichalcum adds +2 Accuracy, +1 Defense, +1 Rate for 
  Melee and Martial Arts weapons.
  soulsteel weapons
  Soulsteel weapons cannot drain more motes on an attack 
  than the total levels of damage dealt in Step 10.
  jade armor
  Jade shelters its bearer with the strength of the five ele-
  ments. In addition to having no fatigue, jade armor subtracts 
  two points from the Damage of any environmental hazard its 
  wearer suffers.
  starmetal armor
  Starmetal armor offers incredibly auspicious protection. 
  When fully attuned, starmetal armor adds one to both the ar-
  mor’s lethal and bashing Hardness and reduces the minimum 
  damage value of oncoming attacks by 1 (to a minimum of one 
  die).
  artifaCt melee weapons
  (pp. 385-387)
  Daiklave*: Speed 5, Accuracy +2, Damage +5L/2, Defense 
  +2, Rate 3, Tags: O
  Grand Daiklave: Speed 5, Accuracy +1, Damage +11L/4, 
  Defense +0, Rate 1, Tags: 2, O, R
  Reaper Daiklave: Speed 4, Accuracy +4, Damage +4L/2, 
  Defense +1, Rate 3, Tags: O
  Reaver Daiklave: Speed 5, Accuracy +2, Damage +8L/2, 
  Defense +0, Rate 2, Tags: O
  Short Daiklave: Speed 4, Accuracy +2, Damage +3L/2, 
  Defense +1, Rate 2, Tags: O, Th
  Wavecleaver Daiklave: Speed 4, Accuracy +1, Damage 
  +5L/2, Defense +3, Rate 2, Tags: O
  Dire Lance: Speed 5, Accuracy +2, Damage +5L/8L/2, De-
  fense +2, Rate 2, Tags: 2, L, O, R, Th
  Goremaul: Speed 5, Accuracy +1, Damage +10B/2, De-
  fense +0, Rate 2, Tags: O
  Grand Goremaul: Speed 6, Accuracy +0, Damage +16B/3, 
  Defense -1, Rate: 1, Tags: 2, O, R
  Grimcleaver: Speed 5, Accuracy +1, Damage +8L/2, De-
  fense +0, Rate 2, Tags: O
  Grand Grimcleaver: Speed 6, Accuracy +0, Damage 
  +13L/3, Defense -1, Rate: 1, Tags: 2, O, R
  Grand Grimscythe: Speed 6, Accuracy +0, Damage 
  +12L/2, Defense +0, Rate: 2, Tags: 2, O, R
  * These traits also apply to the Daiklave of Conquest.
  artifaCt martial arts weapons
  (pp. 387-388)
  Bloodspike Harness: Speed 6, Accuracy +3, Damage 
  +7L/2, Defense —, Rate 1, Tags: C, O, P
  Dire Chain (Strike): Speed 5, Accuracy +0, Damage 
  +8B/2, Defense +2, Rate 2, Tags: M, O, R
  Dire Chain (Clinch): Speed 6, Accuracy +1, Damage 
  +6B/2, Defense —, Rate 1, Tags: C, M, O, P, R
  God-Kicking Boot: Speed 5, Accuracy +1, Damage +7B/2, 
  Defense -1, Rate 2, Tags: M, O
  Razor Claws: Speed 5, Accuracy +3, Damage +4L/2, De-
  fense +2, Rate 3, Tags: M, O
  Serpent-Sting Staff: Speed 5, Accuracy -1, Damage +8B/2, 
  Defense +4, Rate 3, Tags: M, O
  Smashfist (Strike): Speed 5, Accuracy +1. Damage +5B/2, 
  Defense +2, Rate 2, Tags: M, O
  Smashfist (Clinch): Speed 7, Accuracy +0, Damage +4B/2, 
  Defense —, Rate 1, Tags: C, M, O, P
  
  16
  CHAPTER TWO
  SOLAR EXALTED
  ing grasp.  This effect comes into play automatically once the 
  Solar spends 11+ motes of Peripheral Essence.
  While this power is in effect, the character exudes a fear aura 
  which causes all opponents attempting to attack or oppose her 
  (socially or physically) to suffer a -1 external penalty on all at-
  tack rolls. This unnatural Emotion effect costs five points of 
  Willpower to ignore for the rest of the scene. The Dawn’s ter-
  rifying glory unbound also disrupts attempts at coordinating 
  attacks against her, increasing the difficulty to arrange such at-
  tacks by 2.  Additionally, the immense Essence pressure within 
  the character’s anima slows all incoming attacks, increasing 
  the character’s DVs by 2. Finally, Solars of the Dawn Caste 
  are immune to all fear-based Emotion effects while their anima 
  power is active. If a complementary mass combat unit is forced 
  to check for rout because of the Dawn Caste’s actions while 
  this anima is active, they suffer a -2 external penalty to the roll.
  The above also applies to the Dusk and Slayer anima powers.
  Zenith anima power
  (pp. 93-94)
  Zenith Castes may add one die to their minimum damage 
  with their anima effect, rather than (Essence) dice.
  settinG
  solar visions at exaltation
  (p. 32)
  Basically, any Solar may receive a message or vision from the 
  Unconquered Sun upon his or her Exaltation, but Zeniths al-
  ways do. For some information on how the Unconquered Sun 
  communicates these visions, see the Charm Righteous Answer 
  of Catechism on page 9 of Glories of the Most High: The 
  Unconquered Sun.
  traits
  dawn anima effeCts
  (p. 92)
  Replace the current Dawn anima power with the following:
  By spending five motes of Essence, the character may ap-
  pear glorious and terrifying until the end of the scene (or until 
  she decides to let the effect dissipate). She appears taller and 
  fiercer, with a terrible visage, burning eyes and a deadly, rend-
  
  Chapter twO • SOlarS
  17
  Dodge: Seven Shadow Evasion, Reflex Sidestep Technique, 
  Leaping Dodge Method, Refinement of Flowing Shadows, Di-
  vine Witness of Utter Safety.*
  * The last two listed Charms are from Dreams of the First 
  Age, pp. 67, 77 and 77-78 respectively.
  General Charms
  infinite (aBility) mastery
  (pp. 185-187)
  The discount of this Charm does not apply to dice purchased 
  over the Solar’s normal dice limit with (Ability) Essence Flow.
  (aBility) essenCe flow
  (p. 187)
  Mins: Ability 4, Essence 3;
  Replace the text of the Charm with the following:
  Solar Essence surges beyond all boundaries and limitations, 
  embodying the heroic will of the Sun’s Chosen. Whenever the 
  Lawgiver is awarded a stunt for an action made with the cho-
  sen Ability, he may add the numerical rating of that stunt to 
  the maximum number of bonus dice from Charms that can be 
  added to that action.
  arChery
  there is no wind
  (p. 187)
  Keywords: Combo-OK, Martial, Mirror (Pulse of the Prey) 
  Prerequisite Charms: None
  This Charm does not negate DVs.
  Martial: Thrown. The Essence 3+ upgrade does not apply 
  to Thrown.
  aCCuraCy without distanCe
  (p. 187)
  Cost: 4m, 1wp
  forCeful arrow
  (p. 187)
  Cost: 1m
  If an attack enhanced by this Charm strikes its target and 
  rolls even one die of damage, the target is automatically 
  knocked back (archer’s Essence x 3) yards without opportunity 
  to resist. A character who has learned the Charm Lightning 
  Strikes Twice may apply the effects of that Charm to a knock-
  back caused by Forceful Arrow. See Ink Monkeys, Vol. 33 for 
  the Charm Lightning Strikes Twice.
  tranCe of unhesitatinG speed
  (p. 187)
  Cost: 2m or 3m per attack 
  Prerequisite Charms: None
  Each shot normally costs two motes; shots from weapons 
  such as firewands or siege crossbows cost three motes.
  arrow storm teChnique
  (pp. 187-188)
  Cost: 5m, 1wp
  twiliGht anima power
  (pp. 95-96)
  Replace the text of this anima effect with the following:
  Solar Exalted of the Twilight Caste may perceive Essence 
  through their anima, allowing them to hone their senses for 
  magic. By spending five motes, a Twilight may add (Essence) 
  automatic successes on any (Intelligence + Occult) roll to 
  identify a Charm or to analyze it with Essence sight, and on 
  any (Perception + Awareness) roll made to notice a magical 
  effect or Charm. In addition, this supernatural perception eas-
  ily pierces through deception, adding a +3 bonus to the Solar’s 
  Dodge MDV against unnatural Illusions. These effects come 
  into play automatically once the Solar spends 11+ motes of 
  Peripheral Essence. 
  The above also applies to the Daybreak and Defiler anima 
  powers.
  eClipse anima effeCts
  (p. 100)
  Eclipse Caste Solars are not able to “cherry pick” from other 
  Charm trees. All a Charm’s prerequisites must be purchased 
  before the desired Charm may be purchased. Solar Mirror 
  Charms may be substituted for their counterparts when learn-
  ing Abyssal Charms. (See Manual of Exalted Power—Abys-
  sals, pp. 120-121 for more on Mirror Charms.)
  When an Eclipse Caste Solar learns a foreign Permanent 
  Charm, they are not required to permanently commit the 2m 
  surcharge for using a foreign Charm.
  Should the Eclipse anima power be used to learn a foreign 
  Charm with a Flaw of Invulnerability, the Eclipse must also 
  apply a Solar Flaw of Invulnerability to the Charm when she 
  activates it.
  The above also applies to other beings using Eclipse-equiva-
  lent powers to activate foreign Charms with a Flaw of Invulner-
  ability, substituting Solar Flaws for native Flaws. Infernals must 
  always add the Imperfection of the Shadow of All Things to 
  non-native perfect defenses.
  Charms
  new keyword
  In addition to the keyword below, many Charms have gained 
  less Solar-specific keywords. Enhanced, Martial and others can 
  be found on page 9.
  Dawn: Solars of the Dawn Caste may buy Charms with this 
  Keyword for eight experience points, even if they do not Fa-
  vor the Ability the Charm is located in. Training these Charms 
  takes as much time as training a Caste or Favored Charm. This 
  Keyword applies to the following Charms:
  Resistance: Essence-Gathering Temper, Durability of Oak 
  Meditation, Spirit Strengthens the Skin, Iron Skin Concentra-
  tion, Iron Kettle Body, Adamant Skin Technique, Unbroken 
  Chain Resolve, Ruin-Abasing Shrug.*
  Occult: Spirit-Cutting Attack, Ghost-Eating Technique.
  Athletics: Thunderbolt Attack Prana, Increasing Strength 
  Exercise, Hill-Hurling Might, Lightning Speed, Godspeed 
  Steps, Speed of Light Approach.*
  Awareness: Panoptic Fusion Discipline (Ink Monkeys, Vol. 8).
  
  18
  fists of iron teChnique
  (p. 242)
  Type: Reflexive 
  Keywords: Combo-OK, Enhanced 
  Duration: One action
  Enhancement: This Charm adds the magical material benefits 
  of orichalcum to the Solar’s natural attacks while Solar Hero 
  Form is active.
  sledGehammer fist punCh
  (p. 242)
  Keywords: Combo-OK, Enhanced, Martial-ready, Obvious
  Enhancement: When used by a Solar, this Charm costs one 
  mote and also ignores the object’s soak.
  Martial-ready: Melee.
  draGon Coil teChnique
  (p. 242)
  Keywords: Combo-OK, Enhanced
  Enhancement: The dice added by this Charm do not count 
  toward the Solar’s dice caps.
  solar hero form
  (p. 242)
  Keywords: Combo-Basic, Enhanced, Form-type, Obvious
  Like Snake Form, this Charm cannot be activated at the 
  same time as another Form Charm without first deactivating 
  the other Form. This is the usual restriction placed on all Form-
  type Charms.
  Enhancement: While this Charm is active, the Solar adds his 
  Martial Arts rating to his natural bashing and lethal soak.
  heaven thunder hammer
  (pp. 242-243)
  Keywords: Combo-OK, Enhanced
  Enhancement: The target is thrown three yards for each point 
  of pre-soak damage. At Essence 4+ the Solar may add one 
  mote to Heaven Thunder Hammer’s activation cost in order to 
  send the victim flashing an additional (Essence x 5) yards to-
  ward an object he can perceive. This movement occurs before 
  the normal movement caused by Heaven Thunder Hammer 
  begins. This additional knockback distance does not add to the 
  damage the victim takes for yards they would have otherwise 
  traveled, but helps to ensure that the victim strikes a solid ob-
  ject at the absolute beginning of his flight, even if that object 
  is far from the point of attack. This effect expressly allows a 
  Lawgiver to bash a rooted target into scenery within (Essence 
  x 5) yards without actually moving the target. The target does 
  not appear to move; rather nearby walls and trees develop giant 
  craters as if the victim were being driven into them, while the 
  Solar’s blows are seen to unleash devastating shockwaves that 
  annihilate the scenery. Treat all such blows as incurring the full 
  damage of a Heaven Thunder Hammer collision at point-blank 
  range. Using this effect turns Heaven Thunder Hammer Obvi-
  ous. Finally, the cost drops to two motes.
  flashinG venGeanCe draw
  (p. 188)
  Cost: —(3m); Type: Permanent 
  Keywords: Martial-ready, Mirror (Doom Drawn and Imminent) 
  Duration: Permanent
  The Solar invokes the described benefits by paying three 
  motes. In addition, if the character rolls the highest Join Battle 
  when using this Charm at the start of the fight, the first attack 
  he makes following Join Battle is unexpected. The Solar must 
  gain the highest result; ties spoil this effect.
  Martial-ready: Martial Arts, Melee, Thrown.
  summoninG the loyal Bow
  (p. 189)
  Keywords: Combo-OK, Merged, Mirror (Banished Bow Arsenal)
  Merged: Summoning the Loyal Steel (Melee).
  immaCulate Golden Bow
  (p. 189)
  Cost: 3m, 1wp or 5m, 1wp; Type: Simple 
  Keywords: Combo-OK, Holy, Obvious 
  Prerequisite Charms: Essence Arrow Attack
  Replace the text of the Charm with the following:
  The Solar shapes his Essence into a deadly bow. This Charm 
  is identical to Glorious Solar Saber, except that it creates ar-
  tifact bows (including crossbows, if the Solar is familiar with 
  them).
  solar flare methodoloGy
  (p. 189)
  Cost: 3m, 1wp or 5m, 1wp; Mins: Archery 4, Essence 3; 
  Type: Simple 
  Keywords: Combo-OK, Holy, Obvious 
  Prerequisite Charms: Essence Arrow Attack
  Replace the text of the Charm with the following:
  The Solar shapes his Essence into a firewand. This Charm is 
  identical to Glorious Solar Saber, except that it creates artifact 
  firewands and similar weapons. Examples include the plasma 
  tongue repeater (see Wonders of the Lost Age, p. 75) or the 
  prayer piece (see Glories of the Most High: The Uncon-
  quered Sun, p. 38).
  rain of feathered death
  (pp. 189-190)
  Cost: 3m per duplicate
  martial arts
  knoCkout Blow
  (p. 190)
  Cost: 4m
  thunderClap rush attaCk
  (p. 190)
  Type: Supplemental 
  Keywords: Combo-OK, Martial-ready
  This Charm drops a supplemented attack’s Speed to 3.
  Martial-ready: Archery, Melee, Thrown.
  
  Chapter twO • SOlarS
  19
  Cost: 3m; Mins: Melee 3, Essence 2; 
  Type: Simple (Speed 5, DV -1) 
  Keywords: Combo-OK, Mirror (Unfurling Iron Lotus), Obvious 
  Duration: Instant 
  Prerequisite Charms: One Weapon, Two Blows
  The Lawgiver moves as smoothly and rapidly as ice on hot 
  metal, his weapon flashing in a dazzling golden arc to strike all 
  those around him. The Solar makes a standard Melee attack 
  at his full dice pool, and applies it to all enemies within three 
  yards; each target resolves defense and damage separately.
  iron whirlwind attaCk
  (p. 191)
  At Essence 3+, the character may select to levy fewer than 
  (Dexterity + 1) attacks against her target, to a minimum of 
  zero attacks. She may also cancel her attack prematurely. For 
  example, when attacking a target which has a tick-long coun-
  terattack effect, she may decide to end her flurry early to avoid 
  further counterattacks.
  invinCiBle fury of the dawn
  (p. 191)
  This Charm no longer modifies Peony Blossom Attack in any 
  way. It modifies Iron Whirlwind Attack by granting it two ad-
  ditional attacks (for a total of Dexterity + 3 attacks).
  Call the Blade
  (pp. 191-192)
  Cost: —(1m); Type: Permanent 
  Keywords: Merged, Mirror (Blade-Summoning Gesture), Obvious 
  Duration: Permanent
  The Solar may reflexively spend one mote to activate this 
  Charm as described. He may only call his blade from up to (Es-
  sence x 2) yards away while in battle, however.
  Merged: Call the Blade (Thrown).
  summoninG the loyal steel
  (p. 192)
  Keywords: Combo-OK, Merged, Mirror (Void Sheath Technique)
  Merged: Summoning the Loyal Bow (Archery).
  Glorious solar saBer
  (p. 192)
  Cost: 3m, 1wp or 5m, 1wp
  Replace the text of this Charm with the following:
  The Essence of the Lawgiver manifests in a gleaming blade 
  of the sun. This blade is always a glowing weapon that inflicts 
  aggravated damage to creatures of darkness and sheds light as 
  bright as a torch. The Exalt can summon this weapon to her 
  hand from anywhere it has fallen, as a diceless, miscellaneous 
  action.
  The character defines the form of her weapon upon pur-
  chasing this Charm. Statistically, the weapon has traits equal 
  to single or paired basic 1, 2 or 3-dot close-range orichalcum 
  artifact weapon (such as a daiklave, grimcleaver, or direlance) 
  of the player’s choice. Paired 1-dot weapons or a singular 2-dot 
  weapon costs 3m. Paired 2-dot weapons or a single 3-dot weap-
  on costs 5m. “Brawling aides” such as smashfists are not valid 
  forms.
  CrashinG wave throw
  (p. 243)
  Keywords: Combo-OK, Enhanced, Mirror (Lashing Tempest 
  Palm)
  Enhancement: The Solar hurls opponents (Martial Arts x 7) 
  yards upward or (Martial Arts x 14) yards horizontally, and the 
  cost drops to two motes.
  ox-stunninG Blow
  (p. 243)
  Keywords: Combo-OK, Crippling, Enhanced
  Stunning damage counts as stunning penalties in conjunc-
  tion with Wicked Dissolve Dust.
  Enhancement: Solars may spend as much Essence as they like 
  when activating this Charm.
  hammer on iron teChnique
  (p. 243)
  Keywords: Combo-OK, Enhanced
  Enhancement: This Charm creates (Essence + 3) attacks, 
  which may be directed at multiple targets if the Solar desires.
  shoCkwave teChnique
  (p. 244)
  Keywords: Combo-OK, Counterattack, Enhanced, Knockback, 
  Obvious
  Enhancement: The Solar’s opponent, when used as a weapon, 
  has +2 accuracy and +6B damage. The attack made with this 
  opponent may be applied to all characters within that unfortu-
  nate’s flight path.
  melee
  hunGry tiGer teChnique
  (p. 190)
  Prerequisite Charms: None
  one weapon, two Blows
  (p. 191)
  Cost: 3m 
  Keywords: Combo-OK, Martial 
  Duration: Instant 
  Prerequisite Charms: None
  Replace the text of this Charm with the following:
  The Solar is as swift as the first rays of dawn. Repeat steps 
  7-10 when resolving the damage for this Charm, effectively 
  damaging the opponent twice. All damage from the attack is 
  applied simultaneously in Step 10, allowing a single perfect 
  soak to defend against it.
  Martial: Martial Arts.
  peony Blossom attaCk
  (p. 191)
  Replace this Charm in its entirety with the following:
  
  20
  proteCtion of Celestial Bliss
  (p. 194)
  Cost: 3m; Mins: Melee 3, Essence 2; 
  Type: Reflexive (Step 1 or Step 2) 
  Keywords: Combo-OK, Mirror (Fluttering Moth Technique), 
  Obvious 
  Duration: One scene 
  Prerequisite Charms: Bulwark Stance
  Replace the text of the Charm with the following:
  The Lawgivers have returned into a world of peril and sor-
  row, a cruel age that threatens to destroy all that they cherish 
  and hold dear. So long as there is a weapon in their hands, they 
  can fight against this dark time, holding it forevermore at bay. 
  As the Solar activates this Charm, he attunes his martial in-
  stincts to a single Melee weapon he wields, invoking an aurora 
  of blue and gold flames to surround it with protective Essence. 
  He takes no DV penalties from attacks made with the chosen 
  weapon, and adds +2 to its Defense rating.
  The Solar may also use the enchanted weapon to perfectly 
  parry any attack against him in Step 2, even if that attack is 
  unblockable. Doing so ends this Charm prematurely, as the co-
  rona of protective Essence flares to supernova brilliance, and 
  then fades away. Once the Solar has done so, he cannot re-
  activate this Charm for the rest of the scene, a limitation that 
  counts as this defense’s Flaw of Invulnerability. With Melee 
  5+, Essence 5+, the Solar may invoke this defense up to (Es-
  sence ÷ 2) times in one scene before this Charm ends.
  solar CounterattaCk
  (p. 194)
  Keywords: Combo-OK, Counterattack, Martial-ready, Mirror 
  (Vengeful Riposte)
  If the Lawgiver has stocked any free reflexive attacks, she 
  may expend one such attack as part of the three mote cost of 
  this Charm’s activation to make her counterattack unblock-
  able. (See Final Sunset Stance from Ink Monkeys, Vol. 32 for 
  an example of stocking free reflexive attacks.)
  Martial-ready: Archery, Martial Arts, Thrown. The unblock-
  able version of Solar Counterattack is available only to Martial 
  Arts and Melee.
  ready in eiGht direCtions stanCe
  (p. 194)
  Keywords: Combo-Basic, Martial, Obvious
  As with Solar Counterattack, the Solar may expend stocked 
  free reflexive attacks to make unblockable Martial Arts and 
  Melee counterattacks.
  Martial: Archery, Martial Arts, Thrown.
  thrown
  joint-woundinG attaCk
  (p. 195)
  Cost: 2m 
  Keywords: Combo-OK, Crippling, Martial-ready 
  Prerequisite Charms: None
  Martial-ready: Archery, Martial Arts, Melee.
  Players wishing to have multiple options may purchase this 
  Charm a number of times equal to their character’s Melee 
  score, creating a different weapon with each purchase.
  If the character possesses an Overdrive pool, she gains one 
  offensive mote to that pool each action while she is actively 
  wielding Glorious Solar Saber. The character must be in battle 
  to benefit from the one mote drip. She may only benefit from 
  one drip from weaponry at a time.
  iron raptor teChnique
  (p. 192)
  This Charm inflicts automatic knockdown if it strikes its tar-
  get. If the character has learned Lightning Strikes Twice (Ink 
  Monkeys, Vol. 33), she may activate it as soon as the knock-
  down occurs, catching her weapon’s hilt as she flows into her 
  second attack. Sandstorm Wind Attack cannot be blocked 
  without a Charm, rather than without a Charm or stunt.
  BlaZinG solar Bolt
  (p. 192)
  Cost: 3m, 1wp
  Replace the text of the Charm with the following:
  The Solar’s Caste mark blazes as she casts molten sunlight 
  from her weapon. This Charm is a Melee based attack with 
  a pool of (Dexterity + Melee + Essence), which may stretch 
  out to strike any opponent the Solar is able to directly perceive 
  (maximum range one mile). This attack halves any DV applied 
  against it, and ignores any cover less than 100%. It deals lethal 
  damage with a base damage, before adding attack successes, of 
  (the Exalt’s Strength + Willpower). This damage is aggravated 
  against creatures of darkness.
  dippinG swallow defense
  (pp. 192-193)
  Keywords: Combo-OK, Martial, Mirror (Elegant Flowing 
  Deflection) 
  Prerequisite Charms: None
  This Charm negates penalties to the Exalt’s Melee-derived 
  Parry DV.
  Martial: Martial Arts.
  Bulwark stanCe
  (p. 193)
  Keywords: Combo-Basic, Martial
  This Charm negates penalties to the Exalt’s Melee-derived 
  Parry DV.
  Martial: Martal Arts.
  heavenly Guardian defense
  (p. 193)
  Cost: 8m
  fivefold Bulwark stanCe
  (p. 193)
  Keywords: Combo-OK, Martial, Mirror (Eye of the Tempest)
  This Charm only applies its benefits to the Exalt’s Melee-
  derived Parry DV.
  Martial: Martial Arts.
  
  Chapter twO • SOlarS
  21
  inteGrity
  elusive dream defense
  (pp. 200-201)
  The Charm lists a duration of Instant (Story). This means 
  that the motes are committed for the rest of the story.
  performanCe
  phantom-ConjurinG performanCe
  (p. 202)
  At Performance and Essence 4+ a Solar with this Charm 
  may personalize the expressions of his iconic anima displays, 
  changing its appearance each time it flares up. Deathknights 
  with this Charm’s Abyssal Mirror gain the same benefit.
  resistanCe
  Glorious solar plate
  (p. 205)
  Cost: 1m/3m/5m, 1wp 
  Keywords: Combo-OK, Holy, Obvious 
  Prerequisite Charms: Whirlwind Armor-Donning Prana
  Replace the text of the Charm with the following:
  The Solar armors himself in the blazing glory of the Uncon-
  quered Sun. Glowing golden armor manifests on his body as 
  he activates this Charm, taking on a form chosen by the Solar 
  at the time he purchases the Charm. Statistically, the armor 
  has traits equivalent to those of any basic orichalcum artifact 
  armor with a rating of 3 dots or lower. One-dot armors cost 1m, 
  1wp to invoke with this Charm; two-dot armors cost 3m, 1wp; 
  three-dot armors cost 5m, 1wp.
  Regardless of their design or statistics, the armors created 
  by this Charm shine with golden light equivalent to an 8-10m 
  anima display. Creatures of darkness are staggered by this radi-
  ance, subtracting the Solar’s (Essence) from the raw damage of 
  their attacks against him, to a minimum of one.
  For a two-mote surcharge, this armor may be invoked along 
  with an Essence-forged shield decorated with either the sym-
  bol of the Unconquered Sun or a depiction of the character’s 
  iconic anima. This shield has the traits of a mundane shield 
  of the character’s choice, again chosen at the time of Charm 
  purchase.
  Players wishing to have multiple options may take this 
  Charm up to (Resistance) times, defining a different suit of ar-
  mor each time they purchase it. Each purchase after the first 
  costs 2 experience points.
  duraBility of oak meditation
  (pp. 206-207)
  Cost: 2m
  Replace the text of the Charm with the following:
  A boy cannot cut down an oak tree with a kitchen knife. No 
  more can a mere mortal slay the Solar Exalted with petty blows 
  of mundane steel. The Solar adds (Essence + Resistance) to 
  his bashing and lethal soak against a single attack.
  oBserver-deCeivinG attaCk
  (p. 195)
  Cost: 1m 
  Prerequisite Charms: None
  mist on water attaCk
  (pp. 195-196)
  Cost: 1m per action 
  Keywords: Combo-OK, Crippling, Martial
  This Charm functions thanks to the icy tenor of the Solar’s 
  killing intent. It will not function if the Solar stabs himself or an 
  ally for the purpose of enjoying enhanced stealth.
  Martial: Archery.
  triple-distanCe attaCk teChnique
  (p. 196)
  Cost: 2m
  Call the Blade
  (p. 197)
  Cost: —(1m); Type: Permanent 
  Keywords: Merged, Mirror (Hungry Missile Technique), Obvious 
  Duration: Permanent 
  Prerequisite Charms: None
  All errata to Melee version also applies to this Charm (see 
  page 19).
  Merged: Call the Blade (Melee).
  spirit weapons
  (p. 197)
  Cost: 4m 
  Prerequisite Charms: Call the Blade
  Weapons created by this Charm are always exceptional. The 
  Solar can reflexively create new weapons at any time as long as 
  he has a hand free to hold them.
  war
  heroism-enCouraGinG presenCe
  (pp. 197-198)
  Cost: 5m or 5m, 1wp; Mins: War 4, Essence 2; Type: Reflexive 
  Prerequisite Charms: None
  This Charm costs five motes when used in combat or social 
  combat, or five motes, one Willpower when used in mass com-
  bat. It renders allies fearless within a range of (Essence x 20) 
  yards, not (Essence x 5).
  At Essence 3+, in addition to the listed effects, whenever 
  the Solar or an ally under the effects of Heroism-Encouraging 
  Presence channels Valor to enhance an action, they add suc-
  cesses rather than dice to the action at a rate of one success for 
  every die that would have been added. If the action succeeds, 
  the character is automatically refunded the Willpower spent to 
  channel Valor.
  
  22
  pool: one mote for being struck by an attack without taking 
  damage, two motes per point of bashing damage, or three motes 
  per point of lethal or aggravated damage suffered.
  Essence-Gathering Temper will only provide motes when the 
  Solar is injured against her will; she may no more order a bound 
  demon to assault her in order to obtain motes than she may 
  gain them from stabbing herself. Health lost in order to pay 
  the activation cost of a Charm likewise never produces motes.
  At Essence 3+ the Solar may also refill her Overdrive pool 
  when she perceives her allies being injured, at the same rate as 
  though she were taking damage herself. In order to gain motes 
  in this fashion, the Solar must directly perceive the character 
  being injured at the moment the injury occurs, and must have 
  a positive Intimacy toward that individual (the character’s Lu-
  nar mate also always qualifies). Finally, the injuries may not be 
  self-inflicted, as outlined above, and may not be inflicted by the 
  Solar herself.
  unBreakaBle warrior’s mastery
  (p. 208)
  Cost: 4m; Mins: Resistance 4, Essence 2 
  Keywords: Combo-OK, Mirror (Stitched-Flesh Resilience), 
  Obvious 
  Prerequisite Charms: Durability of Oak Meditation
  There is no activation roll needed to use this Charm.
  New Abyssal Charm: Stitched-Flesh Resilience (Prereq-
  uisite Charms: Spirit-Hardened Frame). Hideous tendrils of 
  black Essence burst from the Abyssal’s flesh as he is mutilated, 
  reattaching severed limbs and knitting together wounds. This 
  Charm is identical to its Solar counterpart.
  survival
  friendship with animals approaCh
  (p. 209)
  Prerequisite Charms: None
  element-resistinG prana
  (p. 210)
  Environmental damage inflicted via Charms, spells, etc. are 
  replicating natural environmental damage, but it isn’t actually 
  natural. These are supernatural assaults that are directly in-
  flicted upon characters. So, for example, Dragon Vortex Attack 
  would, in fact, be able to inflict damage to someone under the 
  aegis of Element-Resisting Prana.
  lore
  essenCe-lendinG method
  (p. 217)
  No character can receive more than five motes on a single 
  action from any combination of effects that voluntarily transfer 
  Essence between characters. This restriction applies equally to 
  Essence-Lending Method, Essence-Draining Touch, Lease the 
  Flame, and all similar magic.
  spirit strenGthens the skin
  (p. 207)
  Mins: Resistance 3, Essence 2 
  Keywords: Combo-OK
  This Charm reduces the post-soak damage of an attack, not 
  the raw damage. It may not reduce an attack’s damage below 
  one die.
  iron skin ConCentration
  (p. 207)
  Mins: Resistance 3, Essence 3 
  Keywords: Combo-OK 
  Duration: One tick
  Replace the text of the Charm with the following:
  Mortal weapons are as the stings of wasps and hornets to 
  the Lawgivers reborn. All attacks against the Solar have their 
  minimum damage reduced by one die for the duration of this 
  Charm.
  iron kettle Body
  (p. 207)
  Cost: —(+4m); Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Durability of Oak Meditation
  Replace the text of the Charm with the following:
  The Lawgivers are armored in righteousness; many need no 
  other hauberk. This Charm upgrades Durability of Oak Medi-
  tation. The Solar may pay a surcharge of four motes to increase 
  the soak bonus of the Charm to (Essence + Stamina + Resis-
  tance) and extend its duration to one scene. He cannot do so if 
  he is wearing armor; donning armor later immediately ends any 
  upgraded activations of Durability of Oak Meditation.
  adamant skin teChnique
  (p. 207)
  Cost: 8m
  As a point of clarification, this Charm (and its Abyssal Mir-
  ror Wounds Mean Nothing) reduces the raw and final damage 
  of an incoming attack or similar phenomenon to zero after all 
  other modifiers and effects. Damage added to an attack after 
  soak is applied, such as by Fire and Stones Strike, cannot harm 
  a character who activates Adamant Skin Technique.
  essenCe-GatherinG temper
  (p. 207)
  Cost: —; Type: Permanent 
  Keywords: Dawn, Native, Overdrive 
  Duration: Permanent
  Replace the text of this Charm with the following:
  The more terrible the enemies and adversities they face, the 
  greater the power of a Solar’s spirit. This Charm grants the 
  character an additional ten-mote peripheral Essence pool in 
  accordance with the Overdrive Keyword. Whenever the Law-
  giver is injured, she gains motes which are used to refill this 
  
  Chapter twO • SOlarS
  23
  dodGe
  seven shadow evasion
  (p. 227)
  Cost: 8m
  leapinG dodGe method
  (p. 227)
  Leaping Dodge Method moves the character (10 + [Strength 
  x Dodge]) yards vertically or (10 + [Strength x Dodge] x 2) 
  yards horizontally. Characters may not enhance the distance 
  this Charm carries them through the use of hearthstones, arti-
  facts, sorcery, or other Charms.
  larCeny
  perfeCt mirror
  (p. 228)
  Cost: —(+3m, 1wp); Type: Permanent 
  Keywords: None 
  Duration: Permanent
  This Charm acts as a permanent upgrade to Flawlessly Im-
  penetrable Disguise, allowing it to be activated with a three 
  mote, one Willpower surcharge to enjoy the benefits detailed 
  under Perfect Mirror. It also changes the duration of Flawlessly 
  Impenetrable Disguise to Indefinite, even when activated for 
  7m.
  sail
  salty doG method
  (p. 236)
  This Charm’s text is in error; DVs and MDVs are not con-
  sidered external penalties and as such are not affected by the 
  Charm. Poison would be a better example of the sort of unre-
  lated penalties the Charm negates.
  soCialiZe
  wise-eyed Courtier method
  (p. 238)
  This Charm is a social attack against the MDV of the group’s 
  leader. Magnitude is not applied normally to the unit’s MDV; 
  instead, the Solar’s roll suffers an external penalty equal to the 
  group’s (Magnitude ÷ 2). Ignore all references to an external 
  penalty in the text of the Charm.
  immanent solar Glory
  (p. 218)
  Keywords: Mirror (Essence Engorgement Technique), Native, 
  Obvious 
  Prerequisite Charms: None
  This Charm is available in the War, Performance, Larceny 
  and Bureaucracy Abilities. Each purchase of this Charm from 
  any Ability counts towards the maximum total of (Essence) 
  purchases. This errata applies equally to the Abyssal Mirror 
  (page 79).
  mediCine
  wound-mendinG Care teChnique
  (p. 219)
  Prerequisite Charms: None
  The patient recovers (rolled success) health levels at the end 
  of the treatment, not at the end of the day.
  oCCult
  Ghost-eatinG teChnique
  (p. 221)
  This Charm cannot drain more motes from a spirit than the 
  total levels of damage dealt by the attack. Motes drained do 
  not go into the Solar’s Essence pool; rather, these torn-off frag-
  ments of spiritual power swirl invisibly about her, empowering 
  her to continue her assault upon unruly spirits. For each mote 
  drained by this Charm, the Solar may launch one Spirit-Cut-
  ting Attack at no mote cost. Phantasmal images of those spirits 
  damaged or destroyed by Ghost-Eating Technique during the 
  scene flicker and churn within the Solar’s anima until she has 
  used up all captured Essence on Spirit-Cutting Attacks, or until 
  the end of the scene, at which point the drained power dis-
  sipates.
  athletiCs
  monkey leap teChnique
  (p. 223)
  While this Charm is active, the character may reflexively 
  Jump only once per action, on her action tick. This does not 
  replace her Move actions, and she may still only Jump once 
  per action.
  soarinG Crane leap
  (p. 223)
  Cost: 4m
  As a point of clarification, this Charm (along with Monkey 
  Leap Technique) enables the character to take a Jump action 
  reflexively on her action tick, not in place of a Move action. 
  The character may still only Jump once per action.
  
  24
  BreedinG BaCkGround Costs for lookshy
  For a Lookshy Dragon-Blood, Breeding 4 costs 14 bonus 
  points, while Breeding 5 would cost 20 (which is patently im-
  possible except in games using the Merits and Flaws presented 
  in Chapter Three of Scroll of Heroes).
  fire aspeCt anima
  (p. 117)
  Fire Aspects are immune to natural fires while their animas flare.
  wood aspeCt anima
  (p. 121)
  The statistics for the Wood Aspect anima’s poison are:
  Damage (Essence)/Minute; Toxicity (Essence); Tolerance 
  (None); Penalty -(Essence ÷ 2, rounded up).
  traits
  BreedinG BaCkGround
  (pp. 105-106)
  BreedinG and exaltinG Children
  Dragon-Blooded Breeding involves rolling a single 10-sided 
  die. If both parents are patricians of proper breeding with nu-
  merous Dragon-Blooded relatives, the child Exalts on a roll of 
  1-2. If one parent’s a Dragon-Blood and the other is a mortal 
  of poor breeding, the child will Exalt on a roll of 1-3. If one 
  parent’s a Dragon-Blood and the other’s a patrician of good 
  stock with Dragon-Blooded relatives, the child Exalts on a roll 
  of 1-4. If both parents are Dragon-Bloods, the child Exalts on a 
  roll of 1-6. The Breeding Background adds to the number that 
  must be rolled, and it applies from both parents if both have 
  high enough Breeding. Thus, if two Dragon-Bloods, one with 
  Breeding 4 and one with Breeding 5, have a child, the child 
  will Exalt on a roll of 1-9 (the normal 1-6 for the child of two 
  Terrestrials, plus 1 for the Breeding 4 parent, plus another 2 for 
  the Breeding 5 parent).
  CHAPTER THREE
  THE DRAGON-BLOODED
  ten-thousand riGhteous CorreCtions
  Much of the Dragon-Blooded errata, along with brand 
  new Charms and excerpts from the Realm military guide of 
  the same name, can be found in the PDF supplement The 
  Thousand Correct Actions of the Upright Soldier.
  
  Chapter three • the DraGOn-BlOODeD
  25
  General Charms
  terrestrial (aBility) reinforCement
  (pp. 128-129)
  Keywords: Combo-OK, Touch, War
  No contact is required to target a fellow officer; Exalted fel-
  low officers may have Abilities raised higher than twice their 
  rating (but still no higher than the donor’s rating). With Es-
  sence 4+, targeting an Exalted unit leader and committing ad-
  ditional motes equal to the unit’s Magnitude simultaneously 
  applies the Charm to every member of the unit. Only Exalted 
  fellow officers ignore the twice rating cap for a unit blessing, 
  but boosting rank and file can increase the unit’s Close Combat 
  Rating or Ranged Combat Rating.
  linGuistiCs
  lanGuaGe-learninG ritual
  (p. 129)
  Keywords: Stackable
  Each commitment sustains fluency in a different language 
  (written fluency requires Lore 1).
  Cipher missive
  (p. 129)
  Deciphering a document created with this Charm is an 
  extended action with a difficulty of (Exalt’s Essence rating), 
  cumulative difficulty equal to the successes the Dragon-Blood 
  rolled and a roll interval of (Exalt’s Essence rating) days.
  Craft iCon
  (p. 130)
  Replace the word “reduce” in the second paragraph with 
  “reproduce.”
  thousand tonGues meditation
  (p. 130)
  The Exalt can reflexively shift which characters the Charm 
  targets at will.
  poisoned tonGue teChnique
  (pp. 130-131)
  Keywords: Combo-OK, Social, War
  The listed duration means the character must constantly re-
  activate the Charm to maintain its effects, but the cost to do 
  so is 0m so long as the Exalt keeps targeting the same overall 
  conversation. If using this Charm to alter the resolution of a 
  target’s social attacks, the Terrestrial replaces the target’s dice 
  pool with his own (Manipulation + [Presence or Performance 
  as appropriate to the type of address]) and may use the hijacked 
  action to do anything that is normally possible with a social at-
  tack using that dice pool (within the limits established by the 
  successes rolled). Social attacks enhanced by magic are beyond 
  the power of this Charm to twist. Used in mass combat to target 
  an enemy unit in range, each success reduces the total number 
  of relays it is considered to have (communication failure can 
  result). If the unit leader realizes this is going on and success-
  fully rallies for organization, relays are restored and the unit is 
  immune to further use of the Charm for the rest of the scene.
  Charms
  new and updated keywords
  In addition to the keywords here, many Charms have gained 
  less Terrestrial-specific keywords. Holy, Leader and War all 
  have received relevant updates that can be found on page 9.
  Action-Only: A reflexive Charm with this keyword can only 
  be activated on a tick when the character acts and only once 
  per tick. It may not be used on the ticks between actions.
  Cooperative: Close contact means that each participating 
  Dragon-Blood must be within five yards of one or more other 
  participants to harmonize animas.
  Dynasty: (Dreams of the First Age: Lords of Creation, p. 
  77 or 98.) A Charm with this keyword has special effects on 
  human descendants and occasionally other blood relatives. 
  For these purposes, a blood relative is defined as anyone with 
  whom the character shares a common ancestor no more than 
  five generations back. A descendant is anyone who traces di-
  rect lineage to the Exalt, regardless of the number of genera-
  tions. Some Charms differentiate between relatives who are 
  mortal versus Dragon-Blooded, as noted in their description. 
  Celestial Exalted are never considered blood relatives or de-
  scendants unless a Charm explicitly says so.
  Elemental: When the same or different Charms list effects 
  that vary by element which are functionally identical, these 
  effects never stack. For example, a target choking on seawa-
  ter cannot have his action delayed more than three ticks by 
  repeatedly hitting him with further action-delaying attacks. 
  Some common Elemental effects function differently than 
  printed. The -2 internal penalty for buffeting should be a -1 ex-
  ternal penalty. Charms that induce knockback or knockdown 
  with a successful hit always function and do not afford a roll 
  for the victim to avoid falling prone. Further, hurling someone 
  back or prone is a Knockback effect and only imposes the buf-
  feting penalty on complementary unit targets unless the Charm 
  encompasses most of the area the unit occupies. References 
  to bonus levels of damage (usually via fire) add dice instead. 
  Wood toxins are a Poison effect and any penalties they impose 
  are internal. Although they do not stack, these toxins auto-
  matically take hold with a successful hit to impose their usual 
  penalty; the victim receives no roll to avoid this. For reference, 
  the Wood anima toxin is: Damage (Essence)L/action, Toxicity 
  (Essence), Tolerance None, Penalty –(half Essence) and inflicts 
  one dose per action to each victim who makes skin-to-skin 
  contact, whether momentary or continuous.
  Purity #: (Dreams of the First Age: Lords of Creation, p. 
  77 or 98.) Charms with this keyword channel the Elemental 
  Dragons through birthright, requiring the minimum Breed-
  ing indicated in parentheses to learn them. The Eclipse anima 
  and similar powers allow these Charms to be learned without 
  Breeding as though their minimum Essence was one dot higher. 
  The steady dilution of the Dragon-Blooded race has made Pu-
  rity magic vanishingly rare, almost legendary. Knowing about 
  each of these Charms requires an (Intelligence + Occult) roll 
  at a difficulty of the highest minimum trait required for them. 
  Incidentally, this is also the difficulty to know about the special 
  support effects of each Terrestrial Charm capable of aiding Ce-
  lestial Exalted leaders, as the Immaculate Order does its utmost 
  to stamp out this heretical knowledge.
  
  26
  eternal mind meditation
  (pp. 132-133)
  The Exalt can contest the effects of any Charm that altered 
  the character’s memories using a standard roll-off, though the 
  character must first think to check the altered recollection. He 
  can also focus on memories associated with an Intimacy (which 
  reasserts it) or his Motivation, doubling the MDV bonuses or 
  penalties that trait provides in Social Combat for the scene as 
  long as he is not already focusing on it.
  elemental empowerment meditation
  (p. 133)
  Cost: —; Type: Permanent 
  Keywords: Elemental, Native 
  Duration: Permanent
  Replace the text of the Charm with the following:
  The blessings of the Terrestrial Exaltation allow the Drag-
  on-Blooded to draw upon the might of their progenitors, the 
  Elemental Dragons, evoking their power from the land itself. 
  A Dragon-Blood may activate his anima effect for zero motes 
  while he is in direct contact with some potent expression of 
  his Aspect element—a windstorm, a bonfire, the ocean, and so 
  on. In addition, the Dragon-Blood multiplies the rate at which 
  he naturally recovers motes by his (Essence) while resting or 
  meditating in a landscape that is associated with his Aspect’s 
  element.
  elemental Bolt attaCk
  (pp. 133-134)
  Keywords: Combo-OK, Cooperative, Elemental, Leader, Obvious
  Additional purchases of this Charm enable evocation of ele-
  ments other than the Terrestrial’s aspect, but each activation 
  can only express one known element. The bolt may also be 
  aimed with Thrown. Characters can always enhance a bolt’s 
  accuracy with Lore Excellencies (or Athletics Excellencies, if 
  using that Ability). If using Archery or Thrown, the character 
  can enhance it as normal for an attack using the Ability and 
  may place Elemental Bolt Attack in a Combo with Charms of 
  that Ability. The Accuracy bonus for Cooperative use of the 
  Charm does not count against Charm dice bonus limits; the 
  only limit is the number of Dragon-Blooded who may be gath-
  ered together to unleash the fury of the elements. Any special 
  character can contribute to a Cooperative activation, even he-
  roes and relays.
  Element bolts have the Overwhelming tag, with a minimum 
  damage 2.
  elemental Burst teChnique
  (p. 134)
  Type: Permanent
  The purchase of this Charm adds a new “setting” to Elemen-
  tal Bolt Attack that functions as described for Elemental Burst 
  Technique (subject to the pertinent rules established above for 
  a standard Elemental Bolt Attack). The Exalt assigns the set-
  ting per activation.
  voiCe of mastery
  (p. 131)
  The Charm’s targets can’t be reset without reactivation.
  wind-Carried words teChnique
  (p. 131)
  Keywords: Combo-OK, Social
  The Charm can target any location the Exalt can describe, as 
  noted. If the intended recipient is within (Essence x 5) miles of 
  that location and is not in an airtight room, the message finds 
  them. The message can carry a single normal Presence-based 
  social attack as part of activating the Charm, but this attack 
  can’t be further augmented with Charms besides Presence Ex-
  cellencies.
  speeCh without words
  (pp. 131-132)
  The Exalt must be able to see all participants at the time of 
  activation and can’t change them without reactivation. The 
  roll to transmit or understand complex messages is reflexive 
  and mandatory, with a difficulty of 1-5 set by the Storyteller. 
  Social attacks may be conveyed through gestures, but may also 
  require a transmission roll for complex statements and auto-
  matically fail to affect targets who do not make a required un-
  derstanding roll. A second purchase at Linguistics 5+ removes 
  the need for transmission/understanding rolls and allows par-
  ticipants to gesture subtly enough that onlookers fail to recog-
  nize them as communication without a (Perception + Aware-
  ness) roll at a difficulty of the Exalt’s Essence.
  with one mind
  (p. 132)
  Keywords: Combo-Basic, Dynasty, War
  This Charm links the Exalt and up to (Linguistics rating) 
  individuals she can perceive within a mile for as long as those 
  characters stay within this radius. Double the number of maxi-
  mum participants if all members are blood relatives of the 
  Terrestrial. The activation cost is 1m per character, but this 
  is waived for any character the Exalt gifts with trait dots. The 
  difficulty of the roll to coordinate attacks by linked members 
  is only 1 and they may always parry on each other’s behalf as 
  though they had used a Defend Other action to set this up. 
  Trait dots conferred by this Charm cannot increase another’s 
  rating above the Exalt’s rating. Because the same bonus must 
  be purchased for each beneficiary, the Terrestrial must still pur-
  chase wasted dots to give a higher bonus to members who can 
  benefit from them. Used in mass combat, the Charm can link 
  a unit leader with fellow officers, all of whom count as one ad-
  ditional relay regardless of actual role.
  lore
  elemental ConCentration tranCe
  (p. 132)
  This Charm can accelerate training times for any Charm that 
  shares the Terrestrial’s aspect or non-magical trait. Charms to 
  learn sorcery or necromancy are never eligible, regardless of 
  aspect. The Charm may also be used to speed research or other 
  actions to gain information from available sources.
  
  Chapter three • the DraGOn-BlOODeD
  27
  seeinG the maker’s hand
  (pp. 135-136)
  This Charm can never discern the workings of N/A Artifacts 
  and may only analyze simple artifacts by default. Analyzing the 
  product of exotic crafts like Magitech or Genesis require that 
  the Exalt have at least one dot in that Craft. Large artifacts 
  require 2 uses to yield any useful information for anything up 
  to the size of a warstrider or 3 for anything bigger (+1 if not a 
  simple artifact). With Occult 5+, the Exalt may analyze arti-
  facts attuned to others.
  stealth
  feelinG-the-air teChnique
  (p. 136)
  Keywords: Combo-OK, Leader 5
  If a Dragon-Blood suffers a Crippling injury that blinds him 
  completely, duration increases to Indefinite and cost becomes 
  0m.
  soundless aCtion prana
  (p. 136)
  Characters using this Charm are ineligible targets for (Per-
  ception + Awareness) rolls based solely on hearing. For exam-
  ple, if the Exalt is moving around a room, but a closed door bars 
  any visual detection, the sounds he would otherwise make do 
  not prompt checks to notice him. Human-range senses other 
  than vision and hearing are insufficiently acute to detect things 
  at any real range, so an Exalt using Soundless Action Prana 
  with full visual cover is basically undetectable without magic.
  Zone of silenCe stanCe
  (p. 136)
  See Soundless Action Prana above. Obviously, this Charm 
  suppresses spoken social attacks. If magic is used inside the 
  zone that functions via sound through than producing sound 
  as an incidental effect, a standard roll-off determines whether 
  it ignores the zone or fails to work (and in which case no costs 
  are paid, though an action may be wasted, depending on the 
  magic).
  distraCtinG BreeZe meditation
  (p. 137)
  Keywords: Combo-OK, Leader 4
  Leader allows the targeting of enemy units as though they 
  were individuals.
  traCkless passaGe style
  (p. 137)
  Keywords: Combo-Basic, Leader 4
  Leader treats dots of Magnitude as individuals to determine 
  cost; must conceal all Magnitude to cloak a unit’s march.
  wind-walkinG teChnique
  (p. 137)
  Common sense guides the definition of horizontal surface; 
  inclines are fine, sheer surfaces are not.
  oCCult
  harmonious wind-lurinG sonG
  (p. 134)
  Type: Simple (Speed 5 in long ticks, -0 DV) 
  Duration: One day
  This Charm does not summon an actual spirit, but rather 
  invokes the power of such beings to create winds that may blow 
  anywhere within a radius of (Occult x 100) yards around the 
  Terrestrial. Multiple currents can blow in different directions 
  within the radius, typically to help allies while hindering en-
  emies. When using this Charm to speed or slow a vehicle pro-
  pelled by the wind (such as a ship or airboat with sails), the net 
  modifier to per tick speed is the Exalt’s (Sail + Essence) and 
  this is applied after any adjustments to the vehicle’s own speed. 
  Changing the wind’s direction or rearranging where it blows 
  within the permitted radius is a diceless miscellaneous action.
  spirit-GroundinG shout
  (p. 134)
  Keywords: Combo-OK, Shaping
  A spirit forced to materialize must still possess the Material-
  ize Charm to do so, but accomplishes forced materialization re-
  flexively. If the spirit lacks sufficient motes to accomplish this, 
  the Terrestrial knows how many motes are still required and 
  may pay them. If he does not, the spirit also spends no motes 
  and the Charm does nothing.
  spirit-ChaininG strike
  (pp. 134-135)
  Keywords: Combo-OK, Crippling, Leader
  Each threshold success on the activation roll imposes a cu-
  mulative -1 internal penalty. A spirit becomes Inactive but fully 
  conscious for a scene once the total penalty imposed by all ac-
  tivations of this Charm exceeds its Essence rating. The only ac-
  tions a paralyzed spirit can take are mental actions that do not af-
  fect others. Leader only applies if attacking a solo unit or special 
  character spirit while commanding a unit whose attacks can hit 
  that spirit. A paralyzed spirit ceases to be a special character and 
  drops out of its unit.
  spirit-shreddinG attaCk
  (p. 135)
  Keywords: Combo-OK, Leader
  Each threshold success on the activation roll strips away (Ex-
  alt’s Essence rating)m from the spirit as a Shaping effect. The 
  imposition of permanent death with a killing blow is not Shap-
  ing. Leader applies as per Spirit-Chaining Strike.
  fivefold resonanCe sense
  (p. 135)
  Once the Exalt has (Occult 4+, Essence 3+), this Charm 
  can detect artifacts and other objects made of detectable magi-
  cal materials that are attuned to someone else, but any such 
  items carried by their owner are considered to be concealed by 
  any magic that conceals said owner. With (Occult 5+, Essence 
  3+), the Charm is no longer automatically trumped by Celes-
  tial or Solar magic and just uses roll-off rules when confronted 
  with concealing magic.
  
  28
  deadly Blades of the five draGons
  (p. 139)
  Keywords: Combo-OK, Elemental, Obvious, Stackable 
  Duration: Until thrown
  For every 3m spent during activation, the Charm creates one 
  elemental weapon with the normal statistics of its kind that 
  is clearly formed of the appropriate aspect Essence. Repeated 
  activation of this Charm stacks to produce more weapons, but 
  the Exalt cannot create more than (Essence rating) weapons 
  among all activations. These weapons may be given to others, 
  and vanish into nothingness if thrown at their creator or used 
  for any purpose other than throwing them at a target. When 
  thrown, they ignore all multiple action penalties that apply to 
  the attack roll and impose elemental effects as explained, but 
  vanish after hitting. Additional purchases of this Charm each 
  add another element to the Exalt’s repertoire beyond that of 
  his aspect, but a created weapon can have only one element 
  imbued in it.
  elemental armor teChnique
  (pp. 139-140)
  Keywords: Elemental, Leader, Obvious, Stackable
  Multiple activations of the Charm are cumulative, but can-
  not exceed the stated soak limits for a single activation of 
  the Charm. Soak provided by the Charm is armor. Elemental 
  effects that state they provide DV bonuses instead apply an 
  equivalent external penalty to all relevant incoming attacks. 
  Each purchase of this Charm after the first adds an additional 
  element to the Charm. Characters may evoke these by adding 
  +2m per element to the Charm’s cost, in which case the armor 
  has the powers conferred by those elements in addition to its 
  normal effects.
  awareness
  all enCompassinG earth sense
  (p. 140)
  Keywords: Leader
  entomBed mind teChnique
  (p. 141)
  Type: Simple (Speed 5 in long ticks) 
  Keywords: Combo-OK, Crippling, Social
  This Charm does not go into effect until the character’s DV 
  refreshes, and only if the subject has been kept motionless by 
  her own volition, another compulsion or physical restraints. 
  Threshold successes determine how many hours a victim 
  sleeps. Appropriate Charms may awaken a sleep using roll-off 
  rules. Dreams of treasure are a plot point under Storyteller con-
  trol and can’t be deliberately induced.
  sense-ridinG teChnique
  (p. 141)
  Keywords: Combo-OK, Shaping
  The dice pool to notice an attempt to ride senses is (Wits + 
  Awareness). Tagging someone is an unblockable, undodgeable 
  Shaping attack. Wards against scrying block this Charm.
  thrown
  loyal weapon
  (p. 138)
  Keywords: Combo-OK, Leader 4
  If this Charm is used to retrieve a weapon that only exists in 
  the moment of the attack (such as Elemental Bolt Attack or 
  Deadly Blades of the Five Dragons), the projectile continues 
  to exist with the same statistics and returns to the Exalt’s hand 
  so that it may be hurled again without requiring reactivation of 
  the effect that created it. Unless Loyal Weapon is applied again, 
  such projectiles then disappear like normal.
  persistent hornet attaCk
  (p. 138)
  Keywords: Combo-OK, Leader 6
  The Charm’s type is Extra Action, but instead of creating a 
  flurry, each of the actions occurs sequentially as noted in the 
  Charm. Actions past the first use the indicated dice pool and 
  require no additional effort on the part of the Terrestrial, leav-
  ing him free to do other things. Standard Combo rules govern 
  the need to pay for other enhancing Charms per attack.
  invisiBly hidden Chakram method
  (pp. 138-139)
  Cost: 2m; Type: Reflexive (Step 1 or 2)
  Each activation may either banish a held thrown weapon the 
  Exalt owns Elsewhere or retrieve it from Elsewhere to an avail-
  able hand as a reflexive Ready Weapon action. The latter use 
  may conjure a weapon as part of the attack that throws it (and 
  perhaps to parry if the Exalt has some means of doing so with 
  a Thrown weapon).
  whirlwind shield form
  (p. 139)
  Keywords: Combo-OK, Leader
  Gusts of force apply an external penalty of half the Exalt’s 
  Essence rating against all ranged attacks made against him or 
  protected allies within range. The Leader use shields dots of 
  Magnitude as though individuals to a maximum of (Essence -1) 
  dots; all dots must be protected for any benefit.
  venGeful Gust CounterattaCk
  (p. 139)
  Type: Reflexive (Step 5 and Step 9) 
  Keywords: Combo-OK, Counterattack, Leader 5
  The Charm’s rolled parry is applied in lieu of the character’s 
  Parry DV. If this generates enough successes to throw the pro-
  jectile back, only then is a counterattack in Step 9 that applies 
  the appropriate number of successes in place of an attack roll 
  and has a base damage equal to the weapon’s base damage in 
  its original trajectory. With Essence 4+, the Charm can protect 
  any vehicle on which the Exalt is a special character.
  
  Chapter three • the DraGOn-BlOODeD
  29
  products further requires at least a dot of the appropriate Craft. 
  If a special character uses this Charm to study flaws, she can 
  communicate her findings to her leader or a fellow officer to 
  enhance the next attack against the target made by the unit or 
  character, respectively. If a character or unit has multiple appli-
  cations of this Charm advising it on how to destroy an object, 
  the formula for damage increase is (raw damage x 2) + (total 
  Essence of advisors past first).
  Charm of lesser unmakinG
  (p. 143)
  Keywords: Combo-OK, Shaping, Touch
  The activation roll uses the character’s highest Craft Ability. 
  This Charm must be successively activated a number of times 
  equal to the difficulty to disassemble the target, but all activa-
  tions after the first cost 0m. This Charm can only disassemble 
  inanimate artifacts that are inherently fragile, such as those 
  made with the Art of Enchantment.
  Charm of Greater unmakinG
  (pp. 142-143)
  Cost: —; Type: Permanent 
  Keywords: None 
  Duration: Permanent
  This Charm does not function at all as written. Instead, it 
  upgrades Charm of Lesser Unmaking by allowing it to be placed 
  in a Combo with Charms of other Abilities, adding the option 
  to tear something into original raw materials and letting a sin-
  gle activation destroy any non-magical object.
  inteGrity
  unsleepinG earth meditation
  (p. 144)
  The number of hours is 25, not 24. Once Willpower begins 
  to decay, it lowers the size of the Exalt’s Willpower pool, but 
  not her permanent rating. The pool resets to normal after ap-
  propriate rest.
  untirinG earth meditation
  (p. 144)
  Keywords: Combo-OK, Leader 5
  Blessed units can’t lose Endurance and add +1 to Morale 
  from near immunity to pain.
  oath of the ten-thousand draGons
  (p. 144)
  Keywords: Dynasty 
  Prerequisite Charms: None
  This Charm bolsters Intimacies of loyalty, creating them as 
  necessary. The loyalty must be to a group, a blood relative or 
  a Celestial Exalt. The reinforced Intimacy reasserts itself each 
  day at dawn if removed (temporarily nullifying that purchase of 
  the Charm until it returns) and the Terrestrial cannot volun-
  tarily weaken it. The bonus provided by this Charm is not lim-
  ited by and does not count toward the maximum Charm bonus 
  to MDV. Characters can purchase this Charm any number of 
  times, but can’t undo an oath that becomes inconvenient.
  sense-destroyinG method
  (pp. 141-142)
  Type: Simple
  This Charm requires an unblockable attack roll to hit a tar-
  get in line of sight using (Perception + Awareness + Essence), 
  applying an external penalty of the target’s Perception. On a 
  hit, the number of successes remaining translate directly into 
  the internal penalty applied to use of the targeted sense or ne-
  gation of wound penalties if numbing touch, respectively.
  essenCe disruption attaCk
  (p. 142)
  Keywords: Shaping
  This is an unblockable, undodgeable attack with a range of 
  (Essence x 3) yards. Reference to net successes in the activa-
  tion roll means threshold successes.
  Craft
  shapinG hand style
  (p. 142)
  Duration: Indefinite
  In addition to its martial utility, this Charm provides a +3 
  die equipment bonus to Craft rolls that could logically benefit 
  from the emulated tool. This does not count against Charm 
  bonus limits.
  stone-CarvinG finGers form
  (p. 142)
  Cost: 1m per cubic yard; Type: Simple (Dramatic action) 
  Keywords: Combo-OK, Elemental, Shaping
  In addition to sculpting rock, the Charm can create anything 
  that can be made with Craft (Earth) by striking the appropriate 
  raw materials, though the character can use any Craft Ability. 
  Each additional purchase adds another element, but he must 
  use the appropriate elemental Craft Ability for everything be-
  sides earth. Only non-magical items may be created with this 
  Charm. The only living beings this Charm can modify are non-
  magical, non-sentient plants.
  perfeCt ClimBinG attitude
  (p. 142)
  Characters climbing with aid of this Charm do so at twice 
  their normal walking speed. With Essence 3+, the Charm 
  helps scale any surface and can do so without digging into it 
  (the Exalt can’t choose to dig into anything magical, such as a 
  manse’s walls).
  flaw-findinG examination
  (pp. 142-143)
  Type: Simple (Dramatic action) 
  Keywords: Combo-OK, Leader, War
  The activation roll uses the character’s highest Craft abil-
  ity. Fixing objects is a Shaping effect, and the Charm can 
  only repair non-magical inanimate objects by default. Broken 
  structures must be repaired by mending each component ob-
  ject. Repairing a damaged simple artifact requires Essence 3+ 
  and each use counts as (Essence rating) successes toward the 
  task. Repairing or maintaining magitech or other exotic craft 
  
  30
  In the First Age, this Charm was known as Dragon’s Parable 
  Defense. It gained its modern name only when it was turned to 
  the task of hunting the Celestial Exalted.
  Replace the text of this Charm with the following:
  Gaia ordered that the Dragon-Blooded should be the perfect 
  army for the Celestial Host. This Charm gets power from this 
  unique relationship between Terrestrial and Celestial Exalted. 
  The Terrestrial’s Essence surges in response to the presence of 
  the greater Chosen, bolstering his stolidity to make him im-
  movable and inexorable: the perfect soldier. When using this 
  Charm within (Essence x 100) yards of a Celestial Exalt, add 
  the Terrestrial’s Essence to his DVs and MDVs. The bonuses 
  garnered from Defense-From-Anathema Method apply to all 
  attacks the character experiences, regardless of their source, so 
  long as the Charm remains in effect.
  resistanCe
  strenGth of stone teChnique
  (pp. 146-147)
  Dots conferred by this Charm count against Charm bonus 
  dice limits.
  mountain topplinG method
  (p. 147)
  Keywords: Combo-OK, Leader
  Strength conferred by this Charm may exceed but also 
  counts against Charm bonus dice limits.
  impervious skin of stone meditation
  (p. 147)
  Type: Simple (Speed 3, DV -0) 
  Keywords: Combo-OK, Leader 
  Prerequisite Charms: None
  Soak from this Charm is natural, and applies normally 
  against damage from magical sources.
  (element) proteCtion form
  (pp. 147-148)
  Cost: 3m; Type: Reflexive (Step 7) 
  Keywords: Combo-OK, Elemental, Obvious 
  Duration: Instant
  Replace the text of the Charm with the following:
  Elemental Essence surges across the Dragon-Blood’s skin, 
  hardening his flesh into living jade. (Element) Protection Form 
  is actually a cluster of Charms, one per element. A Dragon-
  Blood must learn the version appropriate to his aspect before 
  learning others. Activating any version of this Charm adds (Es-
  sence + Resistance + Breeding) to the Dragon-Blood’s bash-
  ing and lethal soak against a single attack. Against attacks and 
  environmental hazards that resonate with the chosen element, 
  it also subtracts one die from their post-soak damage, to a mini-
  mum of one die.
  Air: Air Protection Form protects against ranged attacks, or 
  any attack or hazard that uses wind, cold, or electricity.
  Earth: Earth Protection Form protects against attacks made 
  with metal or stone weapons (including jade, but not any of 
  the other magical materials), or any attack or hazard that uses 
  stone or dirt, such as a landslide.
  ten-thousand draGons fiGht as one
  (p. 144)
  Mins: Integrity 2, Essence 2 
  Duration: Instant 
  Prerequisite Charms: None
  Use of this Charm instantly creates an Intimacy toward 
  another Exalt that may have any emotional context the user 
  wishes, positive or negative. It may also reassert an Intimacy 
  to a Terrestrial or change the context of an existing intimacy. 
  Intimacies created by this Charm are normal Intimacies apart 
  from the speed at which they form and fall away e if the char-
  acter has too many.
  unflaGGinG venGeanCe meditation
  (pp. 144-145)
  Keywords: Leader, Social
  Once an Exalt has sworn vengeance, he brings the Charm’s 
  power to any unit he leads, pushing them until the weak die 
  or desert their mad commander. Exalted with this Charm may 
  swear oaths of eternal enmity with Oath of the Ten-Thousand 
  Dragons to bolster Intimacies of vengeance against a group or 
  specific individual, provided they haven’t sworn an oath of loy-
  alty to that target.
  Granite Curtain of serenity
  (p. 145)
  Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Leader 
  Prerequisite Charms: Any Integrity Excellency, Ten-Thousand 
  Dragons Fight as One
  inviolate draGon spirit
  (p. 145)
  Type: Reflexive (Step 2) 
  Keywords: Leader 
  Prerequisite Charms: Any Integrity Excellency
  This Charm empowers a curt retort to parry any mental in-
  fluence, even unblockable attacks. It also rids the Exalt of all 
  Compulsion effects currently affecting her, including all addic-
  tion. The Leader use can only parry attempts to sway the unit 
  (such as Performance-based social attacks) and doesn’t rid unit 
  members of Compulsions.
  Chaos-wardinG prana
  (pp. 145-146)
  Keywords: Leader 7
  This Charm provides absolute immunity to all Shaping ef-
  fects save for those generated by Celestial Exalted using any 
  magic that Terrestrial Exalted are incapable of learning. This 
  weakness does not apply if the Terrestrial’s Breeding is greater 
  than or equal to the Essence of the Celestial doing the Shaping. 
  This Charm’s defense extends to all objects within (Essence 
  rating) yards of a protected character who owns them.
  defense-from-anathema method
  (p. 146)
  Cost: 5m, 1wp 
  Keywords: Combo-OK, Leader 5, Native
  
  Chapter three • the DraGOn-BlOODeD
  31
  The extra health level conferred is a -0. When the Charm 
  ends, reapply each beneficiary’s current damage to his normal 
  health track. With Essence 3+, this Charm gains the power 
  to enchant an entire mass combat unit as per Enfolded in the 
  Dragon’s Wings. A unit blessed this way has one additional 
  health level at every dot of Magnitude.
  ramparts of oBedient earth
  (p. 150)
  Keywords: Action-Only, Combo-OK, Obvious, Shaping
  By default, each activation of the Charm molds one cubic 
  yard per 2m spent. All affected volume must be contiguous. 
  The difficulty to avoid falling in a sinkhole is the Exalt’s Es-
  sence rating and an entire unit may be knocked down if the 
  pit or trench is large enough. With Essence 4+, the Terrestrial 
  can shape 10 cubic yards per 2m and can mold rock, allowing 
  more grandiose constructions and excavations. Modifying ter-
  rain can affect the cover provided and how swiftly units may 
  move over it as appropriate to the resultant landscape.
  draGon-seared Battlefield
  (pp. 150-151)
  The deleterious conditions of this Charm impose an exter-
  nal penalty to all non-reflexive actions equal to half the Exalt’s 
  War rating. The listed radius is a maximum; the Exalt can cre-
  ate a smaller effect if desired.
  draGon vortex attaCk
  (p. 151)
  This Charm creates an environmental hazard within its ra-
  dius that inflicts (Essence rating)L dice of damage (not levels, 
  unless Essence 7+) per action with Trauma (Essence rating). If 
  a Dragon-Blood is immune to a vortex, characters she has pro-
  tected with Enfolded in the Dragon’s Wings are also immune 
  (not just those protected by the vortex’s creator). A second 
  purchase of this Charm at Essence 6+ adds the Holy keyword, 
  inflicting aggravated damage to creatures of darkness.
  athletiCs
  effortlessly risinG flame
  (p. 151)
  Keywords: Combo-OK, Leader, Obvious
  Using the Charm as a Leader effect also adds the Action-
  Only Keyword.
  fallinG star maneuver
  (p. 151)
  Keywords: Combo-OK, Leader
  If applying this Charm to a ranged attack with a stunt, all 
  that is required is for the target to lack cover.
  Bellows-pumpinG stride
  (pp. 151-152)
  Keywords: Action-Only, Combo-OK, Obvious
  Fires created by the Charm are treated as a one-time bonfire 
  with only 1L damage that fills a trail one yard across, tracing 
  the path of the Exalt’s tread since his last action.
  Fire: Fire Protection Form protects against attacks and haz-
  ards that use fire or extremes of heat, such as an inferno or 
  firewand.
  Water: Water Protection Form protects against any attack 
  made against the Dragon-Blood while he is submerged in water, 
  or against any attack or hazard that uses water.
  Wood: Wood Protection Form protects against any attack 
  made with a wooden weapon or natural attack, or against any 
  attack or hazard that uses plant or animal life, such as a magi-
  cally conjured swarm of bees.
  unBreathinG earth meditation
  (p. 148)
  Type: Reflexive (Step 2)
  unfeelinG earth meditation
  (p. 148)
  Type: Reflexive (Step 2)
  war
  enfolded in the draGon’s winGs
  (p. 148)
  A steed is a valid beneficiary of this Charm. With Essence 
  3+, add the Cooperative and War keywords. Exalted acting 
  as special characters in a complementary unit with Magnitude 
  less than their Essence rating may pay 1m per Magnitude dot 
  to shield all members of the unit with this Charm (and all their 
  mounts, in the case of cavalry). Each additional Exalt using the 
  Charm this way cumulatively adds +1 to the highest Essence 
  rating among them to determine if the unit can be protected, 
  but all participants must commit motes equal to the unit’s Mag-
  nitude to do this. While an entire unit is protected, all mem-
  bers are shielded—even Exalted.
  tireless footfalls CadenCe
  (pp. 148-149)
  References to fangs mean 10 soldiers. If the number of af-
  fected soldiers within the unit does not equal the number of 
  members that constitute its Magnitude, the unit receives no 
  benefit from the Charm.
  armor-hardeninG ConCentration
  (p. 149)
  With Essence 3+, this Charm gains the power to enchant 
  an entire mass combat unit as per Enfolded in the Dragon’s 
  Wings. The cost to do this is 2m per dot of Magnitude. Using 
  the Charm this way increases the unit’s Armor rating accord-
  ingly.
  phantom-warrior horde
  (p. 149)
  Keywords: Action-Only, Combo-Basic, Elemental, Obvious, War
  Penalties imposed by the Charm are internal. The difficulty 
  of a mortal’s Valor roll is the Exalt’s War rating.
  CouraGeous BlaZinG swordsmen inspiration
  (pp. 149-150)
  Keywords: Combo-OK
  
  32
  cause a Charm enhanced the attack. Conferred soak is armor 
  that stacks with other armor. References to DV bonuses are 
  separate external penalties applied against attacks. The Charm 
  does not damage attackers directly, but instead projects an en-
  vironmental hazard in a one yard radius around the Terrestrial 
  with Damage: 4B/action (2L/action for the fire version) and 
  Trauma (Exalt’s Essence rating).
  smolderinG karma strike
  (p. 154)
  Keywords: Combo-OK, Counterattack, Leader
  This Charm follows normal rules regarding its interaction 
  with other counterattack effects and may be activated when-
  ever the Exalt successfully dodges an attack by any means.
  unassailaBle Body of (element) defense
  (pp. 154-155)
  Cost: 8m, 1wp 
  Keywords: Combo-OK, Elemental, Obvious, Shaping
  The limitations of this perfect defense constitute its Flaw of 
  Invulnerability.
  melee
  draGon-GraCed weapon
  (p. 155)
  Keywords: Combo-OK, Elemental, Leader
  Each additional purchase of this Charm after the first adds 
  an additional element beyond the character’s aspect. Every 
  activation incorporates the Exalt’s base element, but can also 
  incorporate any number of additional elements unlocked with 
  extra Charm purchases. The total cost to activate the Charm 
  is half the number of elements unleashed, all of which provide 
  their usual power.
  BlindinG spark distraCtion
  (pp. 155-156)
  Type: Reflexive (Step 9) 
  Keywords: Combo-OK, Counterattack, Crippling, Leader
  The Charm may be activated in response to any attack the 
  Exalt defended against with a Melee-based parry, even if that 
  parry was not sufficient to prevent a hit. The Terrestrial choos-
  es a target within two yards (who need not be the attacker) 
  and the Charm throws sparks at that target as an unblockable, 
  undodgeable -0 DV counterattack. If this hits and the target 
  successfully looks away, she suffers a -2 internal penalty to 
  all non-reflexive actions until her DV refreshes twice. If she 
  doesn’t look away, the penalty increases to -4.
  Ghost-fire Blade
  (p. 156)
  Keywords: Combo-OK, Holy, Leader, Obvious
  If this Charm enhances the first attack in a flurry, each ac-
  tivation to enhance subsequent attacks in the flurry costs 0m. 
  The Leader use of this Charm can inflict aggravated damage 
  but does not extend the capability to strike dematerialized be-
  ings. Ignore the last sentence of the Charm.
  inCense smoke ladder
  (p. 152)
  Keywords: Action-Only, Combo-OK, Obvious
  danCinG emBer stride
  (p. 152)
  The penalty for aerial actions is internal.
  dodGe
  threshold wardinG stanCe
  (p. 152)
  Keywords: Combo-OK, Stackable
  In addition to canceling all environmental penalties to 
  Dodge DV, this Charm also negates a single point of other 
  penalties. Multiple activations of this Charm can be stacked to 
  cancel up to a maximum of (Dexterity) points of penalty.
  hoppinG fireCraCker evasion
  (pp. 152-153)
  Type: Reflexive (Step 7)
  This Charm may only be activated if the incoming attack 
  missed and the Exalt applied a dodge-based defense against 
  it. The character reflexively moves as per a Dash action away 
  from the opponent, causing all subsequent attacks in a flurry 
  that can no longer reach the Exalt to automatically miss.
  virtuous neGation defense
  (p. 153)
  Keywords: Combo-OK, War
  This Charm cannot protect against undodgeable attacks or 
  attacks targeting characters more than (Dodge + Essence) 
  yards away. If the attack is redirected, the target perfectly 
  dodges it and the attack resolves normally against the Exalt. If 
  the activation roll isn’t sufficient to perfectly dodge the attack, 
  the Terrestrial may apply his Dodge DV or Parry DV as normal. 
  The possibility for failure in this Charm constitutes its Flaw 
  of Invulnerability. When used in mass combat, this Charm ig-
  nores usual range limits to allow a special character to protect 
  any fellow officer in his unit (champions can only be protected 
  from attacks by non-champions).
  safety amonG enemies
  (p. 153)
  This Charm may only be activated if the Dragon-Blood suc-
  cessfully dodges an incoming attack as a result of applying Step 
  5 defenses (do not compare DV and attack pools). Because the 
  Charm is predicated on a successful defense rather than pro-
  viding a defense, it is solely considered an attack for Charm 
  conflicts.
  elemental defense teChnique
  (pp. 153-154)
  Keywords: Elemental, Leader 6, Obvious
  By default, the Charm obliterates non-magical projectiles 
  that are personal scale, whether arrows or thrown weapons. In-
  herently non-magic projectiles do not become magical just be-
  
  Chapter three • the DraGOn-BlOODeD
  33
  combat, the victim suffers a -2 internal penalty to all social ac-
  tions. Spending 2wp (4wp if a descendant) makes a character 
  immune to this unnatural influence for a scene.
  moth to the Candle
  (p. 157)
  Keywords: Combo-OK, Compulsion, War
  Resisting each use of this unnatural influence costs 2wp, and 
  this may be done at any point to terminate its effect. Comple-
  mentary units are valid targets of this Charm. Supporting spe-
  cial characters cannot be compelled to leave their unit, but if 
  affected, take no action of their own for the duration. With 
  (Presence 5+, Essence 3+), the compulsion lasts one scene 
  and range increases to (Essence x 100) yards. Essence 5+ re-
  moves the Essence rating limit on valid targets.
  aura of invulneraBility
  (p. 157)
  Keywords: Combo-Basic, Leader, War
  Conferred soak is natural. When the temporary health levels 
  fade, they heal three levels of bashing damage (and/or lethal 
  if Essence 4+) and any remaining damage is reapplied to the 
  character’s normal health levels. This can be fatal. The leader 
  use of the Charm only applies temporary levels to the unit’s 
  health for its current Magnitude and does not provide healing.
  terrifyinG (element) draGon roar
  (pp. 157-158)
  Keywords: Combo-OK, Elemental, Obvious
  To use this Charm, make an unblockable attack roll of Ap-
  pearance + Presence + Breeding; the attack’s range is (Es-
  sence x 6) yards. The target cannot be larger than (Essence x 
  2) yards in any dimension. A successful hit causes the following 
  effects as appropriate:
  Air: All non-magical glass within a yard of the target shatters 
  and the target suffers one level of unsoakable bashing damage; 
  the target loses its sense of hearing for a scene as a Crippling 
  effect. Earth: The pulverizing vocalization destroys a non-mag-
  ical inanimate target or comparably-sized segment of a larger 
  structure that is made of earth, clay, stone, etc. Other targets 
  suffer 4B from the explosion of the ground beneath them. Fire: 
  Ignites everything readily flammable within a yard of the target 
  as an environmental hazard with Damage 2L/action, Trauma 3. 
  Non-flammable objects suffer no damage upfront, but may be 
  burned by the non-magical fires the Charm sets. Water: The 
  roar extinguishes any volume of non-magical fire it can target 
  and knocks targeted beings prone. Wood: As Air above, but 
  shattering non-magical wood instead of glass.
  A Terrestrial with Essence 5+ can pay an extra +1wp when 
  activating the Charm to unleash an area attack against every 
  valid target in range.
  warlord’s ConvoCation
  (p. 158)
  Type: Simple (Speed 5 in long ticks) 
  Keywords: Combo-OK, Dynasty, Servitude, Social
  This Charm can exclusively target Terrestrial Exalted and 
  humans (including those with supernatural heritage or awak-
  ened Essence). The roll for the Charm’s unnatural social attack 
  refininG the inner Blade
  (p. 156)
  The created weapon inflicts aggravated damage to creatures 
  of darkness and benefits from all Elemental effects for elements 
  the Exalt has integrated via purchases of Dragon-Graced 
  Weapon.
  portentous Comet defleCtinG mode
  (p. 156)
  Cost: 8m, 1wp 
  Keywords: Combo-OK, Leader, Obvious
  Portentous Comet-Deflecting Mode is capable of defend-
  ing against ranged attacks as well as close combat ones. The 
  Charm can’t block unblockable attacks. The limitations on this 
  perfect defense constitute a special Flaw of Invulnerability. The 
  Leader use cannot block designated area effects, but may block 
  the massed attacks of complementary units.
  threshinG floor teChnique
  (p. 156)
  With Essence 3+, all individuals blessed by the Charm are 
  considered the same character for the purpose of imposing an 
  onslaught penalty on the target against their attacks. This on-
  slaught continues to accumulate until the Exalt’s DV refreshes.
  rinGinG anvil onslauGht
  (p. 156)
  Keywords: Combo-OK, Leader
  The Charm provides a magical flurry of (activation roll suc-
  cesses + 1, maximum of Melee rating + 1) Melee attacks 
  against a single target that ignore rate, do not suffer multiple 
  action penalties and collectively impose a -1 DV penalty. The 
  activation roll may be boosted with Melee Excellencies.
  presenCe
  GlowinG Coal radianCe
  (p. 156)
  Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Dynasty, Emotion, Leader, Obvious, War
  No Willpower roll is required. Instead, the Charm exerts a 
  fear-based internal penalty of the Exalt’s (Presence rating) to 
  all physical and social attacks aimed solely at him by anyone 
  in range with a dodge MDV less than his (Appearance + Pres-
  ence + Breeding). Apply intimidation-based effective Appear-
  ance for an ugly Terrestrial. Characters who pay 2wp (4wp if a 
  descendant) become immune all use of this Charm by the Ter-
  restrial for the scene, ignoring its unnatural mental influence. 
  Leader use affects units engaged with the Exalt’s unit.
  unBearaBle taunt teChnique
  (pp. 156-157)
  Type: Reflexive (Step 1) 
  Keywords: Action-Only, Combo-OK, Dynasty, Emotion, Social, 
  War 
  Duration: (Essence) actions (regardless of type of combat)
  In personal or mass combat, an affected target or unit that 
  target commands suffers a -1 DV penalty when defending 
  against anyone besides the Exalt or a unit he leads. In social 
  
  34
  affected as above. Different versions of the Charm stack, but 
  only one use of each version can enchant the same event.
  jade defense
  (pp. 159-160)
  Keywords: Combo-OK
  The Charm’s bonus adds directly to the Exalt’s Dodge MDV 
  rather than the difficulty of specific rolls. The bonus to Essence 
  functions as written.
  Brother-aGainst-Brother insinuation
  (p. 160)
  Keywords: Combo-OK, Compulsion, Emotion, Illusion, Social
  The roll for the Charm’s unblockable unnatural social attack 
  is (Manipulation + Presence), adding a number of bonus suc-
  cesses equal to the Exalt’s Socialize. If successful, the target 
  instantly gains a negative Intimacy toward the badmouthed 
  person with an emotional context appropriate to the Terres-
  trial’s allegations. If the target has an existing positive Intimacy 
  toward the subject of the Dragon-Blood’s ire, success converts 
  that connection to a negative emotional context. Resisting the 
  creation of a new Intimacy costs 2wp. Preventing a positive 
  Intimacy from becoming tainted is easier, requiring only 1wp. 
  Those who fail the roll to remember the Exalt’s involvement 
  later on may pay 3wp to recall the truth, shattering the Charm’s 
  unnatural Illusion.
  warm-faCed seduCtion style
  (p. 160)
  This Charm can enhance seduction-based social attacks us-
  ing any Ability and may be put in a Combo with Charms of oth-
  er Abilities. It boosts the Ability used as indicated, with each 
  dot added counted as a bonus die from Charms. The attack 
  also becomes unnatural mental influence costing 1wp to resist.
  smoothinG-over-the-past teChnique
  (pp. 160-161)
  Keywords: Combo-OK, Dynasty, Illusion, Social
  The Charm costs only 3m to target a descendant. If the roll 
  for this unblockable unnatural influence succeeds, the target 
  can pay 1wp right then to resist (but does not realize anyone 
  attempted to alter her memories). Paying a total of 3wp this 
  way immunizes a character from further use of the Charm by 
  the Exalt for a day. Once memory has been suppressed, how-
  ever, the cost to break free and remember the truth is 5wp per 
  alteration. With Essence 5+, the duration drops to Instant, but 
  suppressed memories remain so until reclaimed with appropri-
  ate Willpower expenditure.
  BureauCraCy
  Benevolent master’s BlessinG
  (p. 161)
  Keywords: Combo-OK 
  Duration: Indefinite
  This Charm does not function at all as described. Instead, 
  while active, it improves the capability of its prerequisite to boost 
  the Bureaucracy rating of anyone who is a recognized subordi-
  nate in an organization to which the Exalt belongs. Applied to 
  such targets, Terrestrial Bureaucracy Reinforcement treats all of 
  is (Appearance + Presence + Breeding). If the attack suc-
  ceeds, the target must pay 2wp (4wp if a descendant) or gain an 
  Intimacy of loyalty to the Exalt. This Intimacy resists removal 
  for a number of weeks equal to the remaining successes after 
  applying MDV, during which time it reasserts itself completely 
  whenever the target gets a roll to regain Willpower from sleep. 
  Good treatment extends the duration of enchantment as stated 
  in the Charm. With 5+ remaining successes, a character made 
  loyal by the Charm serves as faithfully as a henchman (per the 
  Background) while bearing an enchanted Intimacy.
  auspiCious first meetinG attitude
  (pp. 158-159)
  While active, this Charm confers a +3 specialty “Exclusively 
  against (target character name)” that applies to all social ac-
  tions using any Ability during social combat. This counts as a 
  natural specialty rather than a Charm bonus for the purpose of 
  adding dice with other Charms, but the character still cannot 
  apply more than +3 among all specialties. Simultaneous ac-
  tivations can target different characters. Cumulatively reduce 
  the Charm’s specialty by -1 per prior scene of social combat 
  in which the Exalt and the target both participated. Each ad-
  ditional purchase of this Charm allows the Terrestrial to select 
  one of the following conditions that “resets” the bonus: con-
  sensual sex with the target, not interacting with the target for a 
  season, completing a task directly requested by the target that 
  takes a scene or longer to accomplish.
  passion transmutinG nuanCe
  (p. 159)
  Type: Simple (Speed 5 in long ticks) 
  Keywords: Combo-OK, Emotion, Social
  This Charm cannot be a character’s first action in social 
  combat (replacing the requirement of ticks spent conversing). 
  The Charm’s unnatural social attack uses a dice pool of (Ma-
  nipulation + Presence + Essence); if it beats the target’s MDV, 
  the desired emotion burns in her heart for a scene (also re-
  ducing her Temperance to 1 unless that is her primary Virtue). 
  Feelings conferred by the Charm provide the same social com-
  bat benefits and drawbacks as a high-rated Virtue. Paying 1wp 
  at any point frees a character from this Charm.
  soCialiZe
  sweeten-the-tap method
  (p. 159)
  Keywords: Combo-OK, Emotion
  This Charm enchants a particular social event attended by 
  no more than (Socialize rating) Magnitude individuals. Any-
  one at the event who consumes alcohol or any other recre-
  ational intoxicant finds the experience far more pleasurable 
  than normal and suffers a penalty of -1 to MDV for the scene 
  from lowered inhibitions. If any social attack botches against 
  an intoxicated individual, she is deeply offended and must pay 
  1wp not to Join Battle against the attacker with her next action 
  as an unnatural Compulsion. This Charm may be repurchased 
  multiple times to enchant different social pleasures, including 
  having sex, participating in/being an active spectator to vio-
  lence (such as duels or fight clubs), and anything else the Sto-
  ryteller approves. Those who indulge in the chosen vice are 
  
  Chapter three • the DraGOn-BlOODeD
  35
  such as those who are not present for the meeting. Because 
  the Charm extracts the information from the minds of others 
  rather than divining the future, it can predict the votes of be-
  ings outside fate.
  findinG the water’s depth
  (pp. 163-164)
  Keywords: Combo-OK, Dynasty, Compulsion 
  Duration: One scene
  Add a number of successes to the activation roll equal to 
  the Exalt’s Essence rating (or twice that number if targeting a 
  descendant). The number of successes remaining after apply-
  ing the target’s Dodge MDV (the attack is unblockable) deter-
  mines what the Terrestrial learns. If the Exalt pays a price that 
  he learns is acceptable before the Charm ends, the target must 
  accept the deal unless she pays 2wp to resist the Charm’s un-
  natural influence (which prematurely ends it).
  thouGhtful Gift teChnique
  (p. 164)
  Cost: 8m, 1wp 
  Keywords: Combo-OK, Dynasty, Servitude
  This Charm duplicates the effects of the Solar Charm Know 
  the Soul’s Price (Exalted, p. 214) with the following excep-
  tions: the activation roll is (Perception + Bureaucracy) and 
  the target is free after spending a total of 5wp. Also, the Charm 
  exerts no Servitude when targeting a character with an Essence 
  rating more than one dot higher than the Terrestrial unless the 
  target is the character’s sibling, parent or child. The Exalt may 
  know what gifts are best for her elders, but this does not place 
  them in her debt when she shows due reverence and gratitude 
  for their daily beneficence.
  distraCtion of the BaBBlinG Brook
  (p. 164)
  Keywords: Combo-OK, Illusion
  This Charm can enchant any written contract already writ-
  ten or any spoken contract the Exalt plans to offer with his 
  next action. Either way, it requires an activation roll of (Wits 
  + Bureaucracy), adding successes equal to the Exalt’s Essence. 
  Anyone whose Dodge MDV is less than the number of suc-
  cesses falls prey to the unnatural Illusion unless she pays 3wp 
  to notice the truth for a scene. Higher Essence and use of ap-
  propriate Celestial Charms also provides immunity as stated 
  in the Charm. Application of MDV replaces the listed roll for 
  defense.
  drowninG in neGotiation style
  (p. 164)
  Keywords: Combo-OK
  A contract is not binding unless the signatories do so of their 
  own free will (i.e. not compelled by unnatural influence). Less 
  invasive coercion such as threats don’t void a signature. It is 
  not required for all signatories to benefit from the contract. 
  The penalty for deliberate breach of contract is (Exalt’s Es-
  sence rating at the time of activation)L unsoakable damage. A 
  signatory has a number of days equal to her Essence rating to 
  fix an accidental breach to avoid this damage, but the count-
  down only starts upon becoming aware of the error. Essence 
  4+ makes this Charm holy, inflicting aggravated damage to 
  creatures of darkness.
  them as if they were holding hands at the time of activation (re-
  gardless of actual location), ignores the usual cap of twice the 
  beneficiary’s Bureaucracy rating and has duration Indefinite.
  ConfluenCe of savant thouGht
  (p. 161)
  This Charm provides information, not access. The targeted 
  organization does not regard the Exalt as a member or give her 
  the privileges of such, but she does understand who within the 
  organization has the power to bestow such privilege and may 
  then lobby, bully or otherwise compel cooperation from those 
  individuals. The Charm does not reveal any secrets that a rank-
  and-file member of the organization could not learn with suc-
  cessful mundane inquiry, so insinuating into the All-Seeing Eye 
  does not reveal the identities of secret operatives.
  Geese-flyinG-south administration
  (pp. 161-162)
  Keywords: Combo-OK, Compulsion, Social
  The cost to resist the unnatural Intimacy formed by the 
  Charm (and associated effects) cannot exceed 5wp. With Es-
  sence 3+, the Charm affects Dragon-Blooded descendants as 
  though they were mortals, but said descendants must still be 
  recognized subordinates of the Exalt within the hierarchy of 
  the enchanted organization.
  Bestow the saffron mantle
  (pp. 162-163)
  Keywords: Combo-OK, Dynasty, Servitude, Touch
  The Exalt may imbue a target with less than her own Bu-
  reaucracy rating, paying accordingly. A touched mortal can pay 
  2wp to avoid the unnatural influence of this Charm, but must 
  do so at the time of activation. It is not possible to reactivate 
  the Charm while using it. Transferring the Exalt’s soul in the 
  moment of death is an irresistible total control effect; the de-
  ceased uses the host’s Physical Attributes and Appearance, but 
  otherwise has her own non-magical traits while possessing her 
  subordinate. The Willpower rating of a spent vessel drops to 
  0. Dragon-Blooded descendants are also viable targets of this 
  Charm, but can’t be possessed.
  thrashinG Carp serenade
  (p. 163)
  Upon activation, the Exalt targets an organization. For the 
  duration of the Charm, whenever any member of the targeted 
  organization who can perceive the Exalt takes any action that 
  directly advances the group’s official agenda, that action suffers 
  an external penalty of the Exalt’s Bureaucracy rating. This does 
  not apply to actions taken in personal or mass combat. It is not 
  immediately evident that the Terrestrial is the source of the 
  disruption. These rules entirely replace the listed rules for the 
  Charm. Only the highest penalty among all uses of this Charm 
  applies to any action.
  testinG the waters
  (p. 163)
  Keywords: Combo-OK
  Voters with a dodge MDV greater than the Exalt’s (Percep-
  tion + Bureaucracy) count as abstentions. The Charm also 
  can’t analyze potential voters whom the Exalt can’t perceive, 
  
  36
  larCeny
  oBserver awareness method
  (pp. 166-167)
  The (total number of successes x 10) determines the radius 
  in yards in which the Charm pinpoints the location of observ-
  ers, but it can’t pinpoint observers who are supernaturally con-
  cealed (just note their presence).
  The Charm has to be consciously activated by the Dragon-
  Blood.
  traCkless walk style
  (p. 167)
  Use of this Charm thwarts non-magical tracking attempts, 
  but does not affect the resolution of supernatural tracking 
  contests against Celestial Charms or comparable powers. Any 
  Investigation roll to find clues at a crime scene protected by 
  this Charm suffers an external penalty of the Dragon-Blood’s 
  Larceny rating.
  ears of the snowy owl
  (p. 167)
  Use of this Charm eliminates penalties from obstruction 
  and makes sounds valid targets for Perception rolls to notice 
  as though such obstructions were not present. Wards against 
  scrying block this Charm.
  naked thief style
  (pp. 167-168)
  Type: Reflexive
  Use of the Charm negates all penalties for failing to have 
  the right tools for a Larceny action (including all rolls of an ex-
  tended action). It also provides a +2 quality equipment bonus 
  that does not count toward Charm bonus limits.
  window-in-the-door teChnique
  (p. 168)
  Wards that block scrying stop this Charm. Transparency ex-
  tends one inch through metal, three inches through stone and 
  six inches through anything else. With Essence 3+, all mea-
  surements upgrade to yards instead of feet or inches. Only the 
  Terrestrial sees through matter affected by this Charm; others 
  perceive its usual opacity.
  imposter’s voiCe teChnique
  (p. 168)
  Keywords: Combo-OK, War
  The disguise created by this Charm is purely auditory, but in-
  fallible to those without supernatural senses to pierce it. Using 
  this Charm to disrupt a unit’s relays requires concealment and 
  close proximity (generally restricting it to solo unit saboteurs), 
  but the unit is considered to have (Exalt’s Larceny rating) few-
  er relays for the purposes of communication failure until the 
  commander successfully rallies for organization to make the 
  unit immune for a scene.
  investiGation
  sCent-of-Crime method
  (pp. 164-165)
  A Storyteller should assess a character’s actions against her 
  Virtue ratings, Intimacies and Motivation when assessing how 
  much guilt she carries. The following tiers provide a basic ru-
  bric for comparison: none, minimal (I’m not perfect, but I feel 
  good about my deeds), slight (I harbor regrets, but nothing I 
  can’t live with), moderate (I don’t think I’m a bad person, but I 
  really screwed up in a way I can’t get over), intense (No matter 
  what good I do, I can’t atone for my mistakes and frequently 
  brood on these failings), severe (I’m a bad person), overwhelm-
  ing (I deserve death or worse for what I’ve done).
  tamperinG deteCtion teChnique
  (p. 165)
  The use of any Charm to enhance an action that qualifies as 
  tampering forces a roll-off to determine if the Terrestrial dis-
  cerns that action, even if that Charm is merely an Excellency.
  Bloodhound’s nose teChnique
  (p. 165)
  This Charm does not function as printed. Instead, it allows 
  the character to make a standard Investigation roll in a mat-
  ter of seconds to find clues that would normally take ten min-
  utes of careful searching. If the roll yields any successes, the 
  Exalt also receives a brief murky glimpse of whatever individual 
  the investigation is trying to locate (usually the criminal re-
  sponsible for a crime). This glimpse is not enough to make an 
  identification, but always contains clues that are relevant and 
  useful in solving the mystery. The Charm automatically loses all 
  roll-offs with other Charms that conceal evidence or otherwise 
  contest its effects.
  revelation of assoCiates hunCh
  (p. 166)
  The soldiers of the gods should not pry into the affairs of 
  their betters. Beings with a higher Essence rating and all Ce-
  lestial Exalted are invalid targets of this Charm. All demons 
  are valid targets regardless of their Essence. The Charm never 
  reveals associates who are invalid targets.
  homeward trail disCovery method
  (p. 166)
  Knowing the location of a target’s home yields direction and 
  distance. If the Exalt already knows the location of the resi-
  dence through other referents, the information is more specific 
  (e.g. “on Redstone Street a block south of the intersection with 
  Orchid Way”). The Charm cannot find residences in another 
  realm of existence.
  
  Chapter three • the DraGOn-BlOODeD
  37
  BeCome the hammer
  (p. 169)
  Type: Reflexive (Step 1) 
  Keywords: Combo-OK, Leader, Obvious 
  Duration: One tick
  disarminG strike prana
  (p. 169)
  Cost: 1m; Type: Reflexive (Step 1) 
  Keywords: Combo-OK, Leader
  As a Leader effect this Charm may only target special char-
  acters or solo units. This takes precedence over the version of 
  the Charm listed on p. 41 of Scroll of the Monk.
  draGon-Claw elemental strike
  (p. 169)
  Keywords: Combo-OK, Elemental, Leader, Obvious
  This Charm enhances an unarmed attack. The earth effect 
  blocks conscious movement that shifts location, such as walk-
  ing or using a teleport power. It does not stop the target from 
  moving in place to dodge or other wise defend (albeit with a 
  penalty). Being rooted in place is a -1 external penalty and -1 
  to DDV, not a -2 internal/DV.
  enliGhteninG Charms
  tiGer-and-Bear awareness
  (p. 195)
  Keywords: Combo-OK, Leader
  This Charm fails against supernatural concealment of any 
  kind.
  tiGer-and-Bear unity
  (p. 195)
  Keywords: Combo-OK, Enlightening, Leader
  This Charm applies successes in Step 4 (not Step 6).
  air draGon style
  The style’s power to throw two chakrams at once is incom-
  patible with flurries.
  wind draGon speed
  (p. 198)
  Keywords: Combo-OK, Leader
  Breath-seiZinG teChnique
  (p. 198)
  Keywords: Combo-OK, Crippling, Stackable
  shroudinG the Body and mind
  (p. 198)
  Characters cannot lead a complementary unit while using 
  this Charm.
  preCise ink teChnique
  (p. 168)
  The roll to remember handwriting is difficulty 2.
  waters of honesty method
  (p. 168)
  If observed cheating attempt is accomplished or hidden via 
  Charms, standard roll-off determines whether Waters of Hon-
  esty Method functions (with a +5 success bonus given to the 
  opposing magic).
  perfeCt GamBlinG prana
  (p. 168)
  Type: Reflexive
  This Charm enhances a non-magical effort to cheat in ways 
  that that are possible (if highly improbable), ensuring the de-
  sired result. It does not alter probability or otherwise interact 
  with fate.
  flood of viCtory prana
  (p. 168)
  Duration: One game
  Cheating is accomplished in the same ways as Perfect Gam-
  bling Prana.
  martial arts
  Leader Charms with grappling benefits only apply those ben-
  efits to clinch special characters or solo units, as complemen-
  tary units are invalid targets of such attacks.
  draGon-Claw elemental strike
  (pp. 169-170)
  The fire version of this Charm adds dice, not levels of damage.
  (elemental) style formulation
  (p. 189)
  This is a general Terrestrial Martial Arts Charm and may be 
  learned by non-Dragon-Blooded.
  five-draGon style
  All Charms save Five-Dragon Fist and Five-Dragon Wrath 
  have the Leader keyword.
  five-draGon invulneraBility
  (p. 191)
  Used as a Leader effect, the Charm treats all attacks as magical.
  terrestrial hero style
  All Charms save Currents Sweep From Sea, Riptide Method, 
  and Drowning Embrace have the Leader keyword.
  Blade-defleCtinG palm
  (p. 169)
  Keywords: Combo-OK, Leader, Obvious 
  Duration: One scene 
  Prerequisite Charms: Currents Sweep to Sea or Pounding Surf 
  Style (both on page 191 of The Manual of Exalted Power—
  Dragon-Blooded)
  The character also adds one to his Parry DV.
  reflexive martial arts Charms
  Terrestrials can make free use of Reflexive Martial Arts 
  Charms.
  
  38
  earth draGon form
  (p. 202)
  Keywords: Combo-Basic, Form-type, Leader, Obvious
  This Charm’s soak bonus is natural.
  shatterinG fist strike
  (p. 202-203)
  Keywords: Combo-OK, Leader
  weapon-BreakinG defense teChnique
  (p. 203)
  Type: Reflexive (Step 9) 
  Keywords: Combo-OK, Counterattack
  This Charm may only be activated if the martial artist has 
  successfully blocked an attacked with an unarmed parry, in 
  which case it launches an automatically successful counterat-
  tack, with the effects described in the Charm’s rules. If used to 
  ‘break’ an artifact weapon, the weapon not destroyed, but loses 
  attunement and all powers save its innate indestructibility for 
  one day.
  earthshaker attaCk
  (p. 203)
  This Charm has a range of (Essence x 5) yards. If used while 
  leading a complementary unit, the Charm forces a rout check 
  among the character’s own forces. The damage of the Earth-
  shaker Attack has the Overwhelming tag, with minimum dam-
  age 2.
  stillness of stone
  (p. 203)
  Cost: 5m, 1wp
  This Charm cannot affect beings of higher Essence than the 
  martial artist and petrification includes non-magical posses-
  sions on the victim’s person. Stillness of Stone does not ren-
  der characters Inactive. Instead, a victim of this Charm must 
  Guard on their next action tick, and cannot abort that action 
  until three ticks have passed. They cannot take any Move ac-
  tions until the Guard action ends.
  avalanChe method
  (pp. 203-204)
  Avalanche Method does not render characters Inactive. In-
  stead, rolling more than the victim’s (Stamina) in threshold 
  successes renders them incapable of taking any non-reflexive 
  actions other than a Guard action for as long as the martial 
  artist remains in contact with them, and prevents them from 
  taking Move actions.
  Ghost-GroundinG Blow
  (p. 204)
  Keywords: Combo-OK, Compulsion, Obvious, Touch
  5wp to resist per use. This Charm grants the target the abil-
  ity to reflexively use any Charm required to materialize, even if 
  this violates normal Charm timing rules.
  air draGon form
  (p. 198)
  Keywords: Combo-Basic, Form-type, Leader
  The character may add dice to any unarmed martial arts at-
  tack (not any ranged attack).
  tornado offense teChnique
  (p. 198)
  This Charm ignores rate, and all actions in the flurry must be 
  unarmed martial arts attacks.
  wrathful winds maneuver
  (pp. 199-200)
  Keywords: Combo-Basic, Crippling, Obvious
  Wrathful Winds Maneuver does not render characters Inac-
  tive. Instead, a character who fails their (Wits + Resistance) 
  roll must Guard on their next action tick, and cannot abort 
  that action until three ticks have passed. They cannot take 
  any Move actions until the Guard action ends. A single-target 
  shout is unblockable, but still requires a (Strength + Martial 
  Arts) attack roll to hit. Soak applies normally to its damage, 
  but it has the Overwhelming tag (minimum damage 2).
  thunderClap kata
  (p. 200)
  Keywords: Combo-Basic, Crippling
  Characters who succeed on their (Stamina + Resistance) 
  roll suffer no ill effects from this Charm. Even those who fail 
  are not rendered Incapacitated—instead, they must Guard on 
  their next action tick, and cannot abort that action until three 
  ticks have passed. They cannot take any Move actions until the 
  Guard action ends.
  liGhtninG strike style
  (p. 201)
  Keywords: Combo-OK, Leader, Obvious
  This Charm extends the range of all unarmed attacks by (Es-
  sence x 3) yards, and adds (Essence) to their raw damage.
  hurriCane ComBat method
  (p. 201)
  The extra attacks generated by this Charm are unarmed 
  martial arts attacks which ignore rate and may not be subdi-
  vided into flurries. The damage inflicted on the user by this 
  Charm cannot be prevented by any means.
  earth draGon style
  The weapon-specific benefits of this style do not add to the 
  Overwhelming value of form weapons. Instead, it allows the 
  martial artist to always deal lethal damage with those weapons.
  forCe of the mountain
  (p. 201)
  Keywords: Combo-OK, Leader
  This Charm may be placed in a Combo with Charms of other 
  abilities.
  stone draGon’s skin
  (pp. 201-202)
  Keywords: Combo-OK, Leader
  
  Chapter three • the DraGOn-BlOODeD
  39
  fire draGon form
  (p. 205)
  Keywords: Combo-Basic, Form-type, Leader, Obvious
  fiery hand attaCk
  (pp. 205-206)
  Keywords: Combo-OK, Leader, Obvious
  Use normal environmental damage rules for (Martial Arts) 
  actions of exposure to a bonfire.
  Breath of the fire draGon
  (p. 206)
  Keywords: Combo-Basic, Leader, Obvious
  This Charm inflicts dice of damage, not levels.
  essenCe-iGnitinG nerve strike
  (p. 206)
  Keywords: Combo-OK, Shaping, Touch
  overwhelminG fire majesty stanCe
  (pp. 206-207)
  Keywords: Combo-Basic, Emotion, Leader, Obvious
  This Charm’s influence is unnatural and costs 3wp to resist 
  for a scene.
  ConsuminG miGht of the fire draGon
  (p. 207)
  Keywords: Emotion, Leader, Obvious
  Characters who spend 3wp to resist this Charm for a scene 
  also become immune to Overwhelming Fire Majesty Stance.
  water draGon style
  The weapon-specific benefits of this style do not decrease 
  the Speed of form weapons, but instead add +1 Rate.
  flowinG water defense
  (p. 207)
  Cost: 2m 
  Keywords: Combo-OK, Leader
  Opponents suffer a -2 external penalty (not -3 internal).
  ripplinG water strike
  (p. 207)
  Radius is three yards. The character makes one attack, and 
  compares it separately to the defense of all targets in range. 
  This attack is piercing to all targets, but only inflicts bashing 
  damage to secondary targets.
  drowninG-in-Blood teChnique
  (p. 207)
  Keywords: Combo-OK, Crippling, Stackable
  shruGGinG water draGon esCape
  (pp. 207-208)
  Type: Supplemental
  Any valid action to escape personal restraint automatically 
  succeeds with a threshold of (character’s Martial Arts rating).
  perfeCtion of earth Body
  (pp. 204-205)
  Keywords: Combo-Basic, Obvious
  This Charm’s bonuses are dice added by a Charm, not an 
  enhancement to the character’s natural ratings. Perfection of 
  Earth Body does not add to the traits of the martial artist’s un-
  armed attacks, but instead grants them the following statistics: 
  Speed 5, Accuracy +2, Damage +10L/2, Defense +1, Rate 3, 
  Tags N, O, P.
  fire draGon style
  flash-fire teChnique
  (p. 205)
  This Charm may be used to enhance a Join War roll if the 
  character is a solo unit.
  flame-fliCker stanCe
  (p. 205)
  Keywords: Combo-OK, Leader
  searinG fist attaCk
  (p. 205)
  Keywords: Combo-OK, Crippling, Leader, Stackable
  As a Leader effect this Charm may only target special char-
  acters or solo units.
  perfeCt BlaZinG Blow
  (p. 205)
  An attack that hits as a result of this Charm is considered 
  to have hit with 0 successes for the purpose of calculating raw 
  damage.
  elemental styles
  Most martial arts styles do not resonate with a particular 
  elemental aspect. Those that do follow certain rules. Any 
  being that naturally resonates with the proper element (an 
  Air Aspect or air elemental for air, etc.) uses elemental style 
  Charms as-written. ‘‘All other users add a one mote surcharge 
  to the activation cost. Water Aspected Dragon-Blooded are 
  considered to resonate with all five Gaian elements for the 
  purpose of elemental martial arts. Learning (Elemental) 
  Style Formulation may remove this surcharge for Terrestrial 
  styles of the appropriate element. Alternately, mastery of any 
  Glorious Dragon Style removes the surcharge for all Charms 
  of that element (even non-martial arts Charms).
  Other specialized Celestial styles exist that similarly attune 
  practitioners to exotic elements. Among Primordial Exalted, 
  Alchemicals resonate with all six Autochthonian elements, 
  Infernals resonate with Vitriol and Abyssals resonate with 
  all corpse elements. The Five Glorious Dragon Styles only 
  confer their form weapon enhancements to Dragon-Blooded 
  practitioners, just as some Celestial styles provide unique 
  benefits to other types of beings.
  
  40
  unBreakaBle fasCination kata
  (p. 211)
  Cost: 4m, 1wp 
  Keywords: Combo-Basic, Compulsion, Obvious
  Unbreakable Fascination Kata does not render characters 
  Inactive. Instead, a victim of this Charm cannot take any 
  non-reflexive actions except to Guard, and is unable to take 
  Move actions. Affected characters immediately break free of 
  their trance if they are attacked or socially attacked. Resisting 
  the unnatural Compulsion of this Charm for a scene costs two 
  Willpower.
  enthrallinG Blow attaCk
  (p. 211)
  Keywords: Combo-OK, Compulsion, Touch
  Enthralling Blow Attack does not render characters Inac-
  tive. Instead, a victim of this Charm cannot take any non-
  reflexive actions except to Guard and is unable to take Move 
  actions until his DV has refreshed a number of times equal to 
  the successes rolled. The Willpower cost to resist this unnatu-
  ral Compulsion for a scene is equal to the martial artist’s (Es-
  sence), maximum 5 Willpower.
  spirit-wraCkinG method
  (p. 211)
  Keywords: Combo-OK, Crippling, Obvious
  spirit-rendinG teChnique
  (p. 212)
  This Charm inflicts damage equal to 1 + (threshold suc-
  cesses ÷ spirit’s Essence, round down).
  death-pattern sensinG attitude
  (p. 212)
  Cost: 0m
  Paying 1m to use this Charm’s benefit does not count as a 
  Charm activation or require commitment of Essence.
  soul mastery
  (p. 213)
  Keywords: Combo-Basic, Obvious, Shaping, Touch
  Aggravated damage inflicted by this Charm bypasses armor.
  sail
  hurriCane-prediCtinG GlanCe
  (p. 170)
  The Charm can detect impending changes to the weather 
  caused by magic that has already been activated at the time the 
  Terrestrial checks. With Essence 2, the Charm functions above 
  water aboard an aerial vehicle piloted with Sail. With Essence 
  3+, it functions onboard any Sail vehicle without needing wa-
  ter.
  seven seas wind-lurinG Chanty
  (p. 170)
  This Charm functions on or above any body of water at least 
  a mile across, but deactivates if the Exalt goes ashore. With Es-
  sence 3+, it works in any terrain.
  water draGon form
  (p. 208)
  Keywords: Leader
  The Essence bonus to Martial Arts is a dice bonus added by 
  a Charm and does not add to the character’s natural rating.
  CrashinG wave style
  (p. 209)
  This flurry ignores rate and has a total DV penalty of -1.
  theft-of-essenCe method
  (p. 209)
  Cost: 3m 
  Keywords: Combo-OK, Shaping
  Theft-of-Essence Method drains one mote for every success 
  on the activation roll, not three. The martial artist does not 
  gain the stolen motes—they flow back into the geomancy of 
  Creation, upholding the natural order of Essence.
  Ghost-restraininG whirlpool stanCe
  (p. 209)
  Keywords: Combo-Basic, Crippling, Shaping, Stackable
  Bottomless depths defense
  (p. 209)
  Cost: 7m, 1ahl 
  Keywords: Combo-OK, Leader 
  Duration: Instant
  This Charm perfectly soaks the damage of a single attack, 
  rather than applying against all attacks for a single tick. Its ag-
  gravated health level cost counts as a unique Flaw of Invulner-
  ability.
  essenCe-dousinG wave attaCk
  (pp. 209-210)
  Keywords: Combo-OK, Shaping
  This Charm enhances an unarmed Martial Arts attack. It 
  cannot suppress Adamant or Obsidian circle spells and has no 
  effect on astrological Charms.
  tsunami forCe shout
  (p. 210)
  Make a single unblockable attack roll of (Charisma + Mar-
  tial Arts + Essence), and compare separately to the defenses of 
  all targets in range. Those hit by the attack are affected. Tsu-
  nami Force Shout deals dice, not levels, of damage. The shout 
  is treated as an environmental hazard.
  wood draGon style
  wood draGon vitality
  (p. 211)
  Keywords: Combo-OK, Leader
  soul-markinG strike
  (p. 211)
  This Charm has the Crippling keyword when applied to spirits.
  
  Chapter three • the DraGOn-BlOODeD
  41
  swallows defend the nest
  (p. 172)
  Keywords: Combo-OK, Leader 5
  The Charm’s flurry ignores rate and has a total DV penalty 
  equal to the highest penalty of any attack. The Dragon-Blood 
  must direct each attack created by this flurry at a different enemy.
  draGonfly finds mate
  (p. 172)
  Keywords: Combo-OK, Leader
  Other characters may be protected with this Charm, pro-
  vided they are within the base range increment of the Exalt’s 
  weapon. Used by any special character in a unit, the Charm 
  can protect the entire unit or fellow officers within it. With 
  Essence 3+, the Charm can parry any ranged personal-scale 
  attack, even those lacking a solid component (such as a blast 
  of elemental Essence). Essence 4+ allows parrying of larger 
  ranged attacks, such as from siege weapons and warstriders.
  seven year swarm volley
  (p. 172)
  Keywords: Combo-Basic, Leader
  The Charm protects those within the base range of the Ex-
  alt’s weapon; it can also protect an entire unit or fellow officers 
  within it if the Terrestrial is a special character.
  sparrow dives at hawk
  (p. 173)
  Cost: —(4m, 1wp); Type: Permanent
  This Charm upgrades Dragonfly Finds Mate. If that Charm 
  successfully parries an attack, the Exalt can pay an extra 4m, 
  1wp during Step 9 to launch an unblockable, undodgeable 
  counterattack that applies a number of successes to hit equal to 
  the (parry successes rolled – original attack successes) in place 
  of an attack roll. The attack otherwise uses the statistics of the 
  Terrestrial’s weapon. Using Dragonfly Finds Mate this way fol-
  lows standard Dragon-Blooded Reflexive Charm rules.
  harvest of the hunter
  (p. 173)
  With Essence 4+, this Charm may be used to harvest other 
  non-artifact Archery weapon ammunition from appropriate 
  concentrations of elemental Essence, such as collecting hand-
  fuls of firedust that spark out of a bonfire and fall to the earth. 
  Collecting ammunition for immediate use requires a standard 
  draw weapon action.
  storm-outrunninG teChnique
  (p. 170)
  This Charm can enhance any Sail vehicle, doubling the 
  speed of its propulsion. Vehicles lacking propulsion receive no 
  benefit; a massive caravan wagon without teams of yeddim to 
  pull it is as helpless as a becalmed ship. Solar and Abyssal coun-
  terparts of this Charm exist named Fleet-Outrunning Flagship 
  and Wave-Slicing Keel Method, both of which have Indefinite 
  Duration, require Any Sail Excellency as a prerequisite and do 
  not require any extra Sail checks to traverse dangerous waters.
  fine passaGe neGotiatinG style
  (p. 170)
  With Essence 3+, this Charm adapts itself to map the terrain 
  hazards appropriate to a Sail vehicle the Exalt is aboard (so a 
  skyship crewmember could sense turbulence and topographical 
  features that rise high enough to pose a crash risk, etc.).
  sturdy Bulkhead ConCentration
  (p. 170)
  This Charm adds Undamaged health levels. When these lev-
  els are gained or vanish with the Charm’s deactivation, reap-
  ply the vehicle’s current damage to its new health track. The 
  soak bonus adds directly to bashing and lethal armor. Use of 
  this Charm by separate Dragon-Blooded to enhance the same 
  vehicle is permissible, but a character cannot use the Charm if 
  the total number of extant activations exceeds his Sail rating. 
  Any Sail vehicle is a valid target of this Charm.
  deCk-stridinG teChnique
  (p. 171)
  Keywords: Combo-OK, Leader 4, Obvious, Touch
  The Leader effect of this Charm extends its benefits to Mag-
  nitude (Essence rating) crewmembers of a naval unit under 
  the Exalt’s command. Any Sail vehicle is a valid target of this 
  Charm.
  arChery
  draGon-GraCed arrow
  (p. 172)
  Keywords: Combo-OK, Elemental, Leader, Obvious
  The fire version of this Charm adds dice, not levels of dam-
  age. The Wood power delivers a dose of poison if it hits with: 
  Damage 4L/action, Toxicity (Exalt’s Essence rating), Penalty -0. 
  Only one use of this Charm can enhance an individual attack, 
  but repeated use can enhance any number of attacks made as 
  part of a flurry. Each additional purchase of this Charm after 
  the first adds an additional element beyond the character’s as-
  pect. Every activation incorporates the Exalt’s base element, 
  but can also incorporate any number of additional elements 
  unlocked with extra Charm purchases. The total cost to acti-
  vate the Charm is half the number of elements unleashed, all 
  of which provide their usual power.
  Beyond Bows
  Terrestrial Archery Charms can be used to enhance at-
  tacks using any personal-scale Archery weapons, but add a 
  one mote surcharge to their activation cost if the weapon 
  isn’t primarily constructed of jade/wood or doesn’t launch 
  jade/wood projectiles. For example, strafing a flurry of shots 
  with a firewand using Swallows Defend the Nest would cost 
  (number of attacks + 1) motes. Some outcastes wield excep-
  tional firewands carved of thaumaturgically-hardened iron-
  wood to avoid this surcharge.
  
  42
  wound-ClosinG touCh
  (p. 175)
  This Charm can heal a patient’s Dying levels of lethal dam-
  age outright (instead of converting them to bashing). Healing 
  all Dying levels stabilizes the patient at Incapacitated.
  madness-analyZinG stare
  (p. 176)
  The Charm can diagnose any externally-imposed conditions 
  that negatively affect the patient’s mind, as well as all insanity 
  arising from external trauma or poor health. Having Virtues 
  with a rating of 1 is considered madness. The Charm detects 
  unnatural mental influence, but not natural. Learning the 
  source of a particular effect means it becomes Obvious to the 
  Exalt, not that he knows who specifically caused it or when.
  verdant Curtain of serenity
  (p. 176)
  Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Leader 
  Prerequisite Charms: Madness-Analyzing State
  purity of mind method
  (p. 176)
  This Charm cannot cure influence imposed by Adamant 
  or Obsidian spells and costs 10 motes when treating effects 
  of Sapphire or Onyx spells. Treating a derangement mutation 
  that offsets the cost of positive mutations or otherwise provides 
  “free” experience points requires that the patient pay the ap-
  propriate number of experience points over time as a Training 
  effect.
  jade CruCiBle method
  (p. 176)
  Cost: 3m; Mins: Medicine 2, Essence 2; Type: Reflexive 
  Keywords: Combo-OK, Merged, Obvious 
  Duration: Instant 
  Prerequisite Charms: Infection-Banishing Prana
  Replace the text of the Charm with the following:
  The Terrestrial calls upon the blood of the Elemental Drag-
  ons to awaken and cleanse his body of dangerous impurities. 
  Liquid Essence glows visibly as it spreads through the arter-
  ies and veins beneath his skin, growing into a web of vibrant 
  pulsing light in the color of his anima. The Dragon-Blood can 
  activate this Charm to defend against any Sickness effect, roll-
  ing (Intelligence + Medicine + Breeding) at a difficulty of its 
  Virulence. A successful roll perfectly defends against the effect. 
  Sicknesses that lack a Virulence rating cannot be negated, as 
  many Dragon-Blooded discovered in the throes of the Great 
  Contagion.
  A second purchase of this Charm allows it to be used against 
  Poison, substituting Toxicity for Virulence in calculating the 
  difficulty of the activation roll.
  Merged: An identical Charm exists in Resistance called Puri-
  fying Blood Ascendancy, with Any Resistance Excellency as its 
  prerequisite. The activation roll of this variant is (Stamina + 
  Resistance + Breeding).
  unoBstruCted hunter’s aim
  (p. 173)
  Keywords: Combo-OK, Leader 4
  For its base cost, the Charm only negates wooden cover. 
  Adding +1wp allows negation of any cover, provided some 
  indirect path exists to hit the enemy. If this Charm enhances 
  Elemental Bolt Attack (see Manual of Exalted Power—Drag-
  on-Blooded, pp. 133-134) or another Charm that creates an 
  attack out of raw elemental Essence, the Exalt may summon 
  the destructive forces from an available source to strike indi-
  rectly (like calling down lightning strikes from the clouds).
  life-swellinG sap strike
  (pp. 173-174)
  Keywords: Combo-OK, Holy, Leader
  The term “undead” encompasses ghosts, walking dead and 
  necromantic war machines. Incorporeal undead are hit by the 
  attack as though solid. With Essence 4+, all creatures of dark-
  ness with an equal or lesser Essence rating to the Terrestrial suf-
  fer as undead. A complementary unit must be chiefly comprised 
  of undead to be a valid target.
  ravenous thorn teChnique
  (p. 174)
  Damage inflicted by the Charm is based on the base dam-
  age of the projectile without any Strength modifiers and has 
  the appropriate type. For projectiles that do not have a listed 
  damage less than the weapon itself (such as firewand blasts), 
  the damage at each interval is 4 dice. Retry penalties apply to 
  efforts to remove the embedded projectile and accumulate with 
  each would-be surgeon’s failure.
  mediCine
  infeCtion-BanishinG prana
  (p. 174)
  With Essence 4+, this Charm can also treat magical infec-
  tions (but not other types of diseases), provided the Exalt’s 
  Medicine and Essence ratings are both higher than the Essence 
  rating of the infection’s source.
  dread infeCtion strike
  (pp. 174-175)
  Type: Reflexive (Step 1) 
  Keywords: Combo-OK, Sickness
  This Charm can enhance any physical attack that success-
  fully inflicts non-bashing damage. With Essence 3+, infection 
  is automatic and must be overcome normally.
  disease-BanishinG teChnique
  (p. 175)
  Type: Simple
  When time is of the essence, this Charm may alternately ac-
  complish a standard diagnosis action in the span of time used 
  to activate it and touch the patient. This only detects physical 
  diseases, does not ensure a successful diagnosis and requires a 
  second activation to administer treatment. The agony of purg-
  ing a disease is a Crippling effect that only lasts one action.
  
  Chapter three • the DraGOn-BlOODeD
  43
  soul-stirrinG performanCe method
  (pp. 178-179)
  Type: Supplemental 
  Keywords: Combo-OK, Compulsion, Emotion, Social
  This Charm enhances a (Manipulation + Performance) so-
  cial attack, making it unblockable, unnatural influence and 
  allowing it to be conveyed by any Performance-based action. 
  The attack only affects mortals and may be selectively targeted 
  to affect some observers and not others. If used to instill an 
  Emotion, affected targets act accordingly and suffer a -2 MDV 
  penalty for the rest of the scene against mental influence that 
  preys on this emotional state. If used to incite action, the Com-
  pulsion is limited as described. In either case, affected charac-
  ters can pay 3wp to become immune to the Charm for a scene. 
  Ignore the roll to determine how many listeners are affected; as 
  a performance attack, anyone who hears is potentially affected. 
  With Essence 3+, the Charm functions against all beings with 
  an Essence rating less or equal to the Terrestrial.
  proteCtive performanCe
  (p. 179)
  Keywords: Combo-OK, Compulsion, Leader
  This Charm provides a Dodge MDV bonus of (Exalt’s Es-
  sence rating) against all unnatural mental influence from any-
  one other than the Terrestrial, followed by a +2 Dodge MDV 
  bonus against specific unnatural influence as specified. Char-
  acters may pay 1wp to make them immune to all use of this 
  Charm for a day, as it is a specialized unnatural Compulsion 
  unto itself. The Leader use of this Charm turns the act of com-
  mand into an artistic performance, protecting the unit itself 
  and all members as individuals (except the leader).
  invisiBle street performer teChnique
  (p. 179)
  This Charm may be used in conjunction with any form of 
  artistic expression that falls under Performance, from a steady 
  quiet monologue to a sensuous dance. Resisting the unnatural 
  Illusion for a scene in the event of a failed roll to notice the 
  Exalt costs 1wp. An applicable specialty is not required, but 
  improves the Charm’s effectiveness.
  tireless strinG-pluCkinG meditation
  (p. 179)
  While this Charm is active, the character accumulates no 
  fatigue from any Performance actions and ignores all internal 
  penalties for such rolls except multiple action penalties. She 
  can dance for a day while grievously wounded or spend a night 
  in the embrace of her lover without breaking a sweat. The 
  sharp beauty of well-manicured nails fittingly accompanies all 
  art forms and therefore always applies; paying a mote to make 
  an unarmed attack lethal does not count a Charm activation. 
  Time spent performing while using this Charm also counts as 
  sleep for all purposes if the performance is at the direct request 
  or command of a Celestial Exalt.
  most BenefiCent seed of the five draGons
  Prerequisite Charms: Wound-Closing Touch
  performanCe
  talented improvisation
  (pp. 176-177)
  Type: Reflexive
  Specialties aren’t needed to use the Performance ability 
  with any instrument. Instead, this Charm cancels all external 
  penalties that apply to Performance rolls for its duration and 
  increases the rating of a stunt by +1 (max 3) whenever the ac-
  tion involves creating a new routine or act on the spot instead 
  of presenting a rehearsed work. As a reminder, an opponent’s 
  DV is not an external penalty.
  danCe of flashinG swords
  (p. 177)
  Keywords: Combo-OK, Illusion, Leader 5
  Resisting the unnatural influence imposed by all activations 
  of this Charm for a scene costs 3wp. It is possible to hide a fight 
  in which the Exalt is merely an observer to two heroic combat-
  ants. With Essence 3+, the Charm can hide any number of he-
  roic characters. The Leader effect allows the character to hide 
  his unit’s involvement in mass combat, paying as if cloaking 
  a number of individuals equal to the total dots of Magnitude 
  among all hidden units; a war can rage through the streets with 
  the citizens none the wiser.
  Blossom hides thorns
  (pp. 177-178)
  Type: Reflexive
  Use of this Charm enhances the (Dexterity + Stealth) roll 
  needed to launch a surprise attack from plain sight, removing 
  the usual +2 difficulty and instead adding a number of bonus 
  successes equal to the Exalt’s Essence rating. A single activa-
  tion also adds a like number of successes to the Terrestrial’s Join 
  Battle roll. If the opening attack misses, the Charm exerts an 
  unnatural Illusion forcing all witnesses to ignore that an attack 
  was made (and thus not Join Battle), though anyone can pay 
  2wp to ignore all instances of this Illusion for a scene. Although 
  it is tradition to make surprise attacks in the midst of perform-
  ing, this is not required. An identical Stealth Charm also exists 
  named Tempest From Blue Skies Ambush that requires Stealth 
  4 and has Wind-Walking Technique as a prerequisite.
  hidden petal aria method
  (p. 178)
  Keywords: Combo-OK, Leader, Stackable 
  Duration: One scene
  With Essence 3+, the character may hide subtext in the ora-
  tion of everyday speech. The Leader effect of this Charm costs 
  only 2m to convey coded orders to all fellow officers, adding the 
  Exalt’s Performance to the difficulty of Read Strategy rolls to 
  study the Terrestrial’s unit (Scroll of Kings, p. 110).
  
  44
  charging character’s Essence rating, if lower). Disregard the 
  Charm’s printed rules for personal combat. Instead, this Charm 
  allows successive mounted dashes to build up the potential for 
  Stackable activations of Ebony Spur Technique as explained 
  above. This benefit can be extended to any mounted charac-
  ters who know Ebony Spur Technique within 100 yards who are 
  also dashing at the time of activation, allowing them to build 
  up separate momentum.
  irresistiBle penetratinG CharGe
  (p. 181)
  Mins: Ride 4, Essence 3; Type: Reflexive 
  Duration: One charge
  Disregard the Charm’s printed rules. It enhances a mass 
  combat unit’s charges using the same overall rules as Charge 
  of One Hundred Generals. However, the benefit conferred to 
  a charging unit is an external penalty of the Exalt’s Ride rat-
  ing applied against all attacks aimed at the unit or its special 
  characters. Once the charge ends for any reason (including to 
  make an attack), the protective penalty lasts for one more ac-
  tion before receding.
  Great heart Companion
  (pp. 181-182)
  A mount emboldened by this Charm is control rating 0, 
  Valor 5 and automatically succeeds on all Valor rolls. Getting 
  onto an unfriendly animal to tame it with this Charm requires 
  a successful grapple, though it isn’t necessary to win control 
  of the clinch. When used on a Ride vehicle, the Charm keeps 
  the character in her seat and lets her perform piloting actions 
  reflexively, allowing her to devote full attention to other tasks.
  elemental halo’s merCy
  (p. 182)
  Mins: Ride 2, Essence 2; Type: Reflexive
  The Charm also protects Ride vehicles and any passengers 
  on the mount/vehicle, as well as all personal possessions car-
  ried or worn by protected characters. Reduce the cost to 0m if 
  targeting a mount or vehicle the Exalt owns.
  five-draGon horseman prana
  (p. 182)
  This Charm is actually a cluster of five Charms. Dragon-
  Blooded must learn the version associated with their aspect 
  first. A Ride vehicle is also a valid target, in which case the Air 
  power adds the Exalt’s Essence rating to its Maneuverability in 
  addition to cold immunity. Once a Terrestrial has enchanted a 
  target with one version of this Charm, the cost to apply other 
  any other versions drops to 1m. With Essence 4+, the charac-
  ter can commit an additional mote per valid target within 500 
  yards, extending the Charm’s benefits to that target as long as 
  it stays within range.
  viBratinG strinGs defense
  (p. 179)
  Keywords: Combo-OK, Leader, Obvious
  Music is not the only medium for this Charm’s power. Any 
  mode of artistic expression that falls under Performance may 
  serve as a focus for a parry. Eloquent prayers turn aside blows, 
  while a dancer’s gyrations drum staccato rhythms on enemy 
  weapons mid-swing. No specialty is required to use this Charm, 
  though applicable specialties improve its effectiveness.
  three-strinG sword prana
  (pp. 179-180)
  Mins: Performance 2, Essence 2 
  Prerequisite Charms: None
  This Charm deals dice, not levels, of damage. Musical at-
  tacks have the Overwhelming tag, with minimum damage 2. 
  Like Vibrating Strings Defense, other Performance mediums 
  may conjure destructive phantasms through the use of this 
  Charm. Using the Charm in conjunction with prayers to the 
  Elemental Dragons or any of the Incarnae makes the attack 
  Holy, inflicting aggravated damage to creatures of darkness. As 
  usual for its type, this Charm can’t be part of a flurry without 
  placing it in a Combo with an Extra Action Charm.
  ride
  heaven-GraCed ridinG teChnique
  (p. 180)
  Cost:1m 
  Duration: One action
  A mount or vehicle targeted by this Charm doubles its speed 
  (and jumping distance), rather than the listed bonus. When 
  used in conjunction with other Dragon-Blooded Ride Charms 
  that quicken a mount or increase its jumping distance, the in-
  crease provided by those Charms doubles before it is applied 
  (so the Air version of Five-Dragon Horseman Prana multiplies 
  the mount’s jump distances by a factor of [Essence x 2] while 
  boosted by Heaven-Graced Riding Technique).
  eBony spur teChnique
  (p. 181)
  Keywords: Combo-OK, Leader
  If this Charm is used to enhance an attack using a lance or 
  other weapon with the L tag, the damage bonus increases to 
  (Ride x 2). With Essence 3+, no activation roll is required.
  CharGe of one hundred Generals
  (p. 181)
  Mins: Ride 3, Essence 2; Type: Reflexive
  Any special character in a complementary unit can use this 
  Charm to enhance it, but a unit can only benefit from one ac-
  tivation at a time. A unit so enhanced gains the listed bonuses 
  while it is carrying out successive charge actions (i.e. dashes) 
  and loses no Endurance from doing so. Once the unit stops 
  charging or makes a close combat attack, the Charm ends. 
  If aborted by making an attack, all benefits last through the 
  resolution of that attack and the Terrestrial’s Ebony Spur Tech-
  nique becomes Stackable for that attack to a maximum num-
  ber of activations equal to the actions spent charging (or the 
  more than horses
  Although horses are certainly the most common riding 
  animals in the Second Age, they are hardly the only mounts 
  Terrestrial Exalted use. Dragon-Blooded Ride Charms func-
  tion on any familiar or non-sentient beast large enough to 
  carry the Exalt. In addition, Ride Charms may enhance the 
  piloting of vehicles that require the Ride Ability, but any 
  Charm with a Minimum Ride requirement of 1-4 requires 
  an extra dot of Ride above the minimum to be used this way.
  
  Chapter three • the DraGOn-BlOODeD
  45
  extension of the (element) 
  draGon BlessinG
  (p. 185)
  Once a character has any version of this Charm active, other 
  known versions cost only 1m to activate and allies already pro-
  tected by the first activation inherit other version benefits at 
  no additional cost. Essence 5+ Exalted with all five versions 
  active suffer no penalties, damage or other harm from any en-
  vironmental conditions—even those not native to Creation 
  like Primordial weather. Whenever an Exalt with this Charm 
  creates a shelter with its prerequisite, the structure itself and 
  all those within it automatically gain the protection associated 
  with all known versions of Extension of the (Element) Dragon 
  Blessing.
  nature’s healinG Bounty
  (p. 185)
  Cost: —; Mins: Survival 3, Essence 2; Type: Permanent 
  Duration: Permanent 
  Prerequisite Charms: Any Survival Excellency
  A Terrestrial with this Charm can use Survival Excellencies 
  to benefit Medicine actions as though they were Medicine Ex-
  cellencies, provided she has access to medicinal plants. Enough 
  plants for a single treatment can be foraged as per a day’s worth 
  of food or purchased at a Resource cost equal to the difficulty 
  to forage in the local terrain. She may apply any combination 
  of relevant Medicine and/or Survival specialties to the action, 
  but remains capped at a +3 bonus.
  the thousand CorreCt 
  aCtions of the 
  upriGht soldier
  war
  wrath-direCtinG Gesture
  (pp. 86-87)
  The Shield function of this Charm costs 10m, not 6m.
  danCe of the jade Bridle
  (p. 182)
  Type: Simple (Dramatic action) 
  Keywords: Combo-OK, Servitude 
  Duration: Instant
  If the activation roll succeeds, the Exalt spends a scene sub-
  duing the target animal, after which the benefits of Great Heart 
  Companion automatically apply while riding it and the steed 
  gains an Intimacy of loyalty toward the Terrestrial, doing all 
  within the limits of its bestial intelligence to obey and please 
  her. If the Exalt mistreats the mount, the effect only lasts a 
  month; it is otherwise permanent. On a failed roll, the training 
  scene goes very poorly and the Exalt suffers unsoakable levels 
  of lethal damage equal to the net successes by which the mount 
  won. Ignore the listed surcharge to apply other Ride Charms 
  to large mounts. A Terrestrial can use this Charm to break a 
  mount for a Celestial Exalt, in which case the animal transfers 
  its loyalty as soon as it meets its owner.
  survival
  quarry revelation teChnique
  (p. 182)
  If contested by another Charm, standard roll-off rules deter-
  mine which wins.
  trail-ConCealinG measurement
  (p. 182)
  If contested by another Charm, standard roll-off rules deter-
  mine which wins.
  ration-enhanCinG method
  (p. 183)
  Cost: 1m; Type: Supplemental
  This Charm enhances a hunting/foraging action, allowing 
  the hunt to be accomplished in one hour regardless of terrain 
  or skill. The roll ignores penalties for lacking tools or weapons 
  and further adds a number of bonus successes equal to the Ex-
  alt’s Essence rating.
  hostile environment preparation method
  (p. 183)
  This Charm reduces all external penalties imposed by hostile 
  environmental conditions by the Exalt’s Survival rating and 
  provides a like number of bonus successes on all Survival rolls 
  to avoid suffering and possible death from extreme climates.
  (element) shelter Creation teChnique
  (pp. 184-185)
  Keywords: Elemental, Obvious, Shaping 
  Duration: Indefinite
  The structure fills a radius in yards no larger than (intended 
  number of occupants x 2). It has a soak of 5L/10B and crumbles 
  apart once it suffers 10 levels of damage. With Essence 4+, 
  the structure forms instantly. A second purchase of this Charm 
  makes the shelter extremely restful, converting all dice to au-
  tomatic successes when a character rolls to regain Willpower 
  after a night’s rest.
  
  46
  shapeshiftinG
  moonsilver armor
  Moonsilver Armor and Moon-Faced Mail change shape with a 
  Lunar to conform to the Lunar’s own shapeshifting. A Lunar may 
  gain its benefits in all his various forms. Should the Lunar choose to 
  not wear their armor in shapeshifted forms, she would have to either 
  remove the armor or reclaim the Essence committed to attuning it.
  moon-faCed mail
  (p. 128)
  The text states that any type of armor can be made into 
  Moon-Faced Mail. This does not apply to fine, exceptional and 
  perfect grades of the same equipment, only the standard. Ar-
  tifacts are always intrinsically superior to non-magical equip-
  ment. The effort an artisan would expend to create superior 
  but mundane gear is expended to instead make moon-faced 
  mail able to change shape.
  traits
  tattoo artifaCt
  (pp. 111-112)
  Tattooed hearthstone bracers and hearthstone amulets pos-
  sess working hearthstone settings. The hearthstone is encom-
  passes about the edges by the mixture of moonsilver and flesh 
  that makes up the tattoo. It’s very similar to the way a skin 
  mount amulet works, though it counts more on the natural 
  proclivities of moonsilver and the malleability of Lunar flesh.
  All forms of tattoo artifacts are constantly visible, except 
  where specific Knacks or Charms would render a Lunar’s arti-
  facts invisible to detection. This only counts for those tattoos 
  that are actually artifacts. The remainder of a Lunar’s moon-
  silver tattoos function as normal. Whether always having ac-
  cess to built-in artifacts outweighs any extant stealth issues is a 
  judgment call players must make for themselves.
  Tattooed armor can typically stack with any other worn ar-
  mor, but does not count as armor for the purposes of Martial 
  Arts Styles that restrict armor use.
  CHAPTER FOUR
  LUNAR EXALTED
  Can animals exalt?
  No.
  
  Chapter FOur • lunarS
  47
  unstoppaBle lunar wound
  (p. 145)
  Cost: 1m per die; Type: Supplemental
  BurrowinG devil strike
  (p. 145)
  Cost: 1m; Mins: Strength 2, Essence 2
  Consumptive worm hunGers
  (p. 145)
  Cost: —(+2m, 1wp)
  dexterity
  flowinG Body evasion
  (p. 151)
  Cost: 10m 
  Duration: Instant
  Ground-denyinG defense
  (p. 152)
  Duration: One scene
  oCtopus and spider BarraGe
  (p. 154)
  The magical flurry created by this Charm cannot contain 
  more than (Dexterity + 1) attacks.
  snake Body teChnique
  (p. 152)
  Although declared in Step 2, this Charm resolves as normal 
  for a counterattack in step 9, permitting the original aggressor 
  to defend himself against his redirected attack.
  stamina
  miGht-BolsterinG Blow
  (p. 158)
  Replace this Charm in its entirety with the following:
  new lunar Charm: mother 
  GriZZly attitude
  Cost: 4m; Mins: Stamina 2, Essence 2; 
  Type: Reflexive (Step 6) 
  Keywords: Combo-OK 
  Duration: One tick 
  Prerequisite Charms: Any Stamina Excellency
  The Lunar throws himself headlong into the blows meant 
  for his ward, trusting to Luna’s grace and his own superhuman 
  resilience to see him through. While the Lunar is protecting a 
  character with a Defend Other action, he may use this Charm 
  to prevent any attackers from targeting the warded character 
  even if they overcome the Lunar’s interposed DV with their 
  attack roll, forcing them to instead direct their attacks against 
  the Lunar for the duration.
  the tell
  (p. 130)
  A Lunar’s Tell is considered an Illusion effect. Observers ex-
  plicitly cannot spend Willpower to see through a Lunar’s Tell; 
  only Illusion-negating magic and sufficiently high MDVs are 
  capable of piercing the layers of misdirection Luna granted to 
  her Chosen.
  knaCks
  Green sun Child
  (p. 133)
  Though the natural state of a demon is incorporeal, the Lu-
  nar’s natural state remains material.
  hyBrid Body rearranGement
  (p. 135)
  Replace the text of the Knack with the following:
  A dedicated Lunar can learn to change just part of his body 
  to gain some special benefit or attack. The character may 
  transform part of her body, producing any mutation she desires, 
  so long as the mutation is based on her spirit shape or a shape 
  in her heart’s blood library. Producing a pox or deficiency costs 
  1m, an affliction or debility costs 2m, a blight or deformity 
  costs 3m, and an abomination costs 4m. These motes are not 
  committed, the Lunar may simultaneously wear as many muta-
  tions as she wishes, and the mutations last as long as the Lunar 
  desires. Such mutations do not recede when the character’s 
  anima flares to the 8m+ level.
  Charms
  strenGth
  feroCious BitinG tooth
  (p. 142)
  Cost: 2m
  liGhtninG stroke attaCk
  (p. 142)
  Cost: 11m
  Claws of the silver moon
  (p. 144)
  Replace the text of the Charm with the following:
  A silver nimbus swirls around the Lunar’s limbs, coalescing 
  into claws of pure Lunar Essence. All of the Lunar’s natural 
  weapons add +2 Accuracy, +5 Damage, +2 Defense. They 
  also gain the Overwhelming tag, with a minimum damage of 
  two dice. The Lunar may deal lethal damage with his natural 
  attacks and parry lethal attacks unarmed without a stunt.
  As a Gift effect, the Lunar may commit a single mote upon 
  activating Deadly Beastman Transformation. Doing so grants 
  all his natural attacks the Overwhelming tag (minimum dam-
  age two dice), but does not confer any of the other benefits of 
  this Charm.
  
  48
  relentless lunar fury
  (pp. 158-159)
  Keywords: Combo-OK
  frenZied Bear fortifiCation
  (p. 160)
  Cost: 3m; Mins: Stamina 3, Essence 2; 
  Type: Reflexive (Step 7) 
  Keywords: Combo-OK 
  Duration: Instant 
  Prerequisite Charms: Armor-Forming Technique or Hide-
  Toughening Essence
  Replace the text of the Charm with the following:
  Luna’s Chosen only become more dangerous as they are 
  wounded, persevering even against the mightiest blows through 
  the sheer force of their outrage. Frenzied Bear Fortification re-
  duces the post-soak damage of an attack against the Lunar by 
  a single die (minimum one). Each point of wound penalty that 
  the Lunar is currently suffering from reduces the damage by an 
  additional die.
  wound-masterinG Body evolution
  (p. 160)
  Cost: 5m, 1wp; Mins: Stamina 5, Essence 3; 
  Type: Reflexive (Step 10) 
  Keywords: Combo-OK, Obvious, Stackable 
  Duration: One scene 
  Prerequisite Charms: Frenzied Bear Fortification
  Wound-Mastering Body Evolution is activated in Step 10 of 
  an attack against the Lunar to secure immunity to that source 
  of damage. This Charm is given power by the Lunar’s survival 
  instinct and desperate perseverance, and so can only be used 
  if the Lunar is injured against his will. He cannot simply harm 
  himself or allow an ally to do so in order to gain immunity.
  While the Charm provides perfect immunity to all damage 
  from mundane sources, magical attacks and harmful effects are 
  capable of penetrating its protection. Against magical harm, 
  the Lunar instead gains +15B/15L natural soak, 10B/10L 
  Hardness, and (Essence ÷ 2) automatic successes on any rolls 
  to avoid being damaged. Attacks or effects are magical if en-
  hanced by a Charm or other Essence power, if made with an 
  inherently magical weapon, or if used by a character with Es-
  sence 4+.
  Multiple activations of Wound-Mastering Body Evolution 
  can be stacked simultaneously to benefit from multiple immu-
  nities.
  stone rhino’s skin
  (p. 160)
  Cost: 8m 
  Prerequisite Charms: Hide-Toughening Essence
  Breath-drinkinG exeCutioner attaCk
  (p. 158)
  Replace this Charm in its entirety with the following:
  new lunar Charm: snarlinG 
  watChdoG retriBution
  Cost: —; Mins: Stamina 4, Essence 3; Type: Permanent 
  Keywords: Emotion, Native, Overdrive 
  Duration: Permanent 
  Prerequisite Charms: Mother Grizzly Attitude
  Nothing could be more foolish than harming those under the 
  protection of Luna’s Chosen. The Stewards are swift to anger 
  when their wards are threatened, and their wrath is terrible 
  indeed. This Charm grants an Overdrive pool with a capac-
  ity of ten motes. Whenever an enemy attacks a character pro-
  tected by the Lunar’s Defend Other action and deals damage, 
  the Steward’s wrath is provoked. Attacks that damage him add 
  a single offensive mote to this pool, while those that harm his 
  ward grant one offensive mote for each level of damage dealt. 
  Gaining motes from the latter condition counts as a scene 
  spent building an Intimacy of enraged hatred towards the at-
  tacker (or eroding any other Intimacies to them), an unnatural 
  Emotion that cannot be resisted.
  Once the Lunar has fully established this Intimacy towards 
  an enemy, any further offense sends his fury surging beyond 
  all limits. Should that character trigger this Overdrive again 
  with damage to the Lunar’s ward, the Steward enters a furor 
  duplicating a controlled Curse of the Hungry Wolverine for 
  the duration of the scene, driving him to defend his ward at 
  all costs and kill the aggressor (see The Manual of Exalted 
  Power—The Lunars, p. 122). All mote rewards from this 
  Charm are increased by a single mote, but the Lunar can only 
  claim them from harm to his ward—his own suffering becomes 
  meaningless. The Lunar does not recover points of temporary 
  Willpower, nor does it bleed off any Limit.
  silver lunar resolution
  (p. 158)
  Keywords: Native, Obvious 
  Prerequisite Charms: None
  This Charm is available in Charisma and Wits as well. Each 
  purchase of this Charm from any Attribute counts towards the 
  maximum total of (Essence) purchases.
  haltinG the sCarlet flow
  (p. 160)
  When used as a Gift, this Charm requires the commitment of 
  3m and permits the Lunar to reflexively regenerate one lethal 
  health level at the beginning of each action.
  
  Chapter FOur • lunarS
  49
  appearanCe
  Clover Can’t Be found
  (p. 177)
  Type: Simple
  martial arts Charms
  A Lunar with Martial Arts as a favored ability can buy Mar-
  tial Arts Charms for the experience cost of Favorite Attributes 
  Charms.
  Casteless and the Chimerae
  Benefits of Chimerism
  (p. 203)
  Rather than paying (bonus point cost of mutation x 3) motes 
  to manifest mutations, as detailed on page 203, chimera pay 
  only 1m per mutation regardless of the strength of the mutation 
  manifested.
  invulneraBle moonsilver CarapaCe
  (pp. 160-161)
  Cost: —(+3m, 1wp); Mins: Stamina 6, Essence 5; 
  Type: Permanent 
  Keywords: Obvious 
  Duration: Permanent 
  Prerequisite Charms: Stone Rhino’s Skin
  Replace the text of the Charm with the following:
  This Charm upgrades Stone Rhino’s Skin. By paying an ad-
  ditional three motes and a point of Willpower, the Lunar may 
  extend its duration to one action. Moonsilver flows outward 
  from his skin to cover his body in an impervious shell of liquid 
  metal, making this defense Obvious.
  adder fanG method
  (p. 162)
  The damage for Luna’s Spite is lethal.
  CoBra eye method
  (p. 162)
  The Lunar receives one listed acid gratis when the Charm 
  is purchased.
  
  50
  the rogue Sidereal. While a ronin is less likely to suffer close 
  scrutiny and hassle from Heaven, when he finally gets the 
  attention of the Bureau of Destiny, he is likely to face stiffer 
  penalties than an audit, even if he thinks himself above and be-
  yond the strictures of a Celestial Bureaucracy he never agreed 
  to join.
  traits
  Chosen of Battles anima power
  (p. 113)
  The Lesser Sign of Mars adds (Essence) to the bashing and 
  lethal soak of the Sidereal and all allies within range, rather 
  than reducing the post-soak damage of attacks against them.
  Chosen of endinGs anima power
  (p. 117)
  The Lesser Sign of Saturn adds (Essence) to the raw dam-
  age of attacks made by the Sidereal and all allies within range, 
  rather than adding levels of damage in Step 10.
  CharaCter Creation
  ColleGes
  (pp. 95-97)
  Colleges cost 2 bonus points per dot, or 1 if from the House 
  of the Sidereal’s Maiden.
  ronin and sidereal astroloGy
  Ronin can perform Sidereal astrology, as it is the natural pur-
  view of the Sidereal Exalted, but they will almost certainly be 
  too unconnected and unfamiliar with procedure to carry out 
  any of the tasks that ease the process (The Manual of Exalted 
  Power—Sidereals, pp. 207-208). Ronin start with no dots of 
  Colleges, but may buy them with bonus or experience points 
  normally (usually at thrice the training time, since they likely 
  have no teacher).
  Ronin Sidereals who practice Sidereal astrology are not sub-
  ject to censure, but nonetheless must avoid the grand artistry 
  of the Loom if they wish to avoid entanglements with Heaven. 
  Destinies strong enough to invite censure instead provoke the 
  offices of Heaven to investigate and potentially try to recruit 
  CHAPTER FIVE
  SIDEREAL EXALTED
  
  Chapter Five • SiDerealS
  51
  water and fire leGion
  (p. 128)
  Cost: —; Type: Permanent 
  Keywords: Maiden, Servitude 
  Duration: Permanent
  Replace the text of this Charm with the following:
  Sacrifice in Creation is a trade of pain and love. Should the 
  Sidereal invoke Water and Fire Treaty by touching a living ele-
  mental, the spirit is spurred to become a guardian of something 
  the Exalt holds dear. The Exalt rolls (Charisma + Resistance) 
  against the target’s Dodge MDV, and if successful binds them 
  per the spell Summon Elemental (Exalted, p. 254), except that 
  the Sidereal can only bind the elemental to protect the subject 
  of one of the Exalt’s Intimacies. The chosen subject must be a 
  discrete thing, including an object, a group of objects, a struc-
  ture, a character, or a social group. Exalts using this Charm to 
  bind elementals of the kind associated with their Maiden and 
  Caste gain two automatic successes on their social attack roll.
  someone else’s destiny
  (p. 128)
  Keywords: Combo-OK 
  Duration: Indefinite
  This Charm can capture Poison and Sickness effects, as well 
  as influences that cause Derangements or other effects that can 
  reasonably be called ‘madness’. There is no roll to activate the 
  Charm, and the Sidereal may keep up to (Essence) suspended 
  maladies at once. Applying the effect to an attack is done in 
  Step 1 of combat resolution and is voluntary.
  shield of destiny
  (pp. 128-129)
  Cost: 3m, 1wp; Mins: Resistance 3, Essence 2; 
  Type: Reflexive (Step 7) 
  Keywords: Combo-OK 
  Duration: Indefinite
  Replace the text of this Charm with the following:
  The Sidereal reaches out to grasp the fate of an attack head-
  ed her way, carrying it off like a banner to bestow upon some-
  one else. Calling upon the Shield of Destiny, the Sidereal rolls 
  (Dexterity + Resistance) in Step 7 of an attack against her. 
  Every success on this activation roll subtracts a single die from 
  the post-soak damage of the attack (to a minimum of one die 
  remaining).
  Damage prevented by this Charm remains caught in the 
  weave of the Sidereal’s destiny, vibrating like a trapped fly. 
  Whenever the Sidereal is attacked, she may release this thrum-
  ming tension as an unblockable and undodgeable counterat-
  tack that hits automatically in Step 9. The counterattack has 
  damage equal to the amount of dice initially negated by Shield 
  of Destiny, and bypasses both soak and Hardness.
  A Sidereal may maintain up to (Essence) activations of this 
  Charm. She may release these without making a counterattack 
  if she wishes to, dissipating the tangle of violence throughout 
  the whole of the Loom of Fate.
  Charms
  revised keywords
  Fate: Omit this Keyword from all Charms. Replace it instead 
  with the following general rule: Sidereal Charms which func-
  tion by altering reality cannot alter the memories of beings out-
  side of fate. For example, May Blossom is drinking in a bar in 
  Nexus when Ligier enters the room. She uses Avoidance Kata, 
  retroactively declaring that she was never present in the scene. 
  The bar’s patrons are granted new memories which agree with 
  the Charm’s assertion—they remember that May Blossom was 
  never present in the bar that day. Ligier, on the other hand, 
  experiences no alteration to his memories—he remembers the 
  Sidereal being present when he walked in.
  Maiden: The Five Maidens cannot withhold Charms with 
  this keyword. Their use may still be subject to sanction.
  General Charms
  sidereal diCe Caps
  The Sidereal limit on dice added by Charms is (Essence). 
  Their Second Excellency counts each success as only one die 
  added by a Charm, instead of two as for most other Exalts.
  fateful (aBility) exCellenCy—
  essenCe auspiCious
  (p. 177)
  Keywords: Combo-OK, Native
  If the player uses an auspicious success to enhance her DV, 
  that DV is raised by (Essence), not doubled.
  resistanCe
  water and fire treaty
  (pp. 127-128)
  Keywords: Combo-OK, Touch
  This Charm may be activated multiple times, each time to 
  protect against a different element. Each activation protects 
  against one of the five cardinal elements: Air, Earth, Fire, Wa-
  ter or Wood. The aggregate effect of the Charm is to provide 
  comprehensive protection against environmental hazards of all 
  kinds, as long as they are not attacks from characters.
  Each activation after the first halves its mote cost, to a mini-
  mum of 1m. Motes are committed in aggregate and released 
  based on the number of activations, not in the order in which 
  the Charm’s uses were paid for.
  Add the following to this Charm:
  With a drop of blood and an act of will, powerful Sidereals 
  may extend the protection of Water and Fire Treaty against the 
  environmental attacks of characters. Viziers with Essence 4+ 
  may make a special activation of this Charm, altering its health 
  level cost to be lethal, to apply the Charm’s effects against such 
  attacks for the rest of the scene. They need not sample an ele-
  ment to activate Water and Fire Treaty this way.
  
  52
  ride
  ordained Bridle of merCury
  (p. 130)
  Keywords: Compulsion, Obvious, Touch
  The magic forcing the animal to allow a Sidereal to place 
  the bridle upon them is an unnatural Compulsion costing 3wp 
  to resist. Natural animals rarely do so, unless they have strong 
  loyalty to other Essence users.
  yellow path
  (p. 132)
  Type: Simple (Dramatic action) 
  Keywords: Combo-OK
  The deadlines a character rushes to meet with the assistance 
  of this Charm must actually exist. She cannot arbitrarily invent 
  or declare deadlines for herself. For example, a Vizier might 
  hurry across Creation to reach Nexus in time for her brother’s 
  birthday if she intends to pay him a surprise visit upon arriving, 
  but could not do so simply because she wishes to use the Nexus 
  gateway to get back to Yu-Shan as soon as possible.
  The paths revealed by this Charm aren’t guaranteed to be 
  free of danger to the Sidereal, but will not lead her into certain 
  doom. Miraculous paths revealed by rolling 5+ successes allow 
  the Sidereal to bypass limitations of distance, but not of active 
  obstruction; for example, an attempt to divine a path to the 
  heart of the Imperial Manse would quickly deposit a Sidereal at 
  the entrance to the structure, at which point it would be up to 
  her to find some way to breach its formidable defenses.
  Glory path
  (p. 132)
  Keywords: Combo-Basic, Obvious 
  Duration: One scene
  Glory Path does not improve the mount’s speed as described 
  and does not require an activation roll. Instead, it allows the 
  enchanted mount to Dash reflexively and without risk of fa-
  tigue.
  sail
  stone skippinG spirit
  (pp. 133-134)
  Duration: Until the Exalt disembarks
  This Charm protects a ship the Sidereal is on until she dis-
  embarks.
  salt into ash sleiGht
  (p. 134)
  Keywords: Combo-OK, Compulsion, Obvious, Shaping
  This Charm only affects spirits strongly associated with wa-
  ter, be they gods, demons, or even ghosts whose death involved 
  drowning or being killed at sea. The target must be within (Es-
  sence x 10) yards. Use of the Charm acts as a social attack, the 
  Sidereal rolling ([Charisma or Manipulation] + Sail) against 
  optimistiC seCurity praCtiCe
  (p. 129)
  Type: Reflexive 
  Keywords: Combo-OK, Emotion
  Replace the text of this Charm with the following:
  Postponing her sacrifice so that she might continue to serve 
  Creation, the Sidereal flicks her thumb across the strand of 
  her lifespan, deferring all efforts to cut it. Optimistic Security 
  Practice adds (Essence) to the Sidereal’s bashing, lethal, and 
  aggravated soak. If she is not wearing any armor, this rises to 
  her (Essence + Resistance).
  In addition, the Sidereal winds the destiny of (her Compas-
  sion – target’s Compassion, minimum one) of each of her op-
  ponents’ positive Intimacies around her own. When attacked, 
  the Sidereal may interpose the likeness of one of the target’s 
  Intimacies over her own like a spectral hostage, its eyes pained 
  by shock and incomprehension at the target’s betrayal. The 
  target must pay one Willpower to attack the Sidereal through 
  the figure of his Intimacy; failing to do so causes the attack to 
  sever the thread of that Intimacy, discarding it from the at-
  tacker’s Intimacies completely. The Sidereal gains the benefit 
  of this defense against any opponent who attacks her until each 
  of that opponent’s captured Intimacies have been destroyed, 
  or until the opponent has spent (Sidereal’s Compassion) Will-
  power to resist. The Sidereal may not capture more than five 
  Intimacies of any target per scene, and if two Sidereals capture 
  the same Intimacy, the defense is no longer applicable once 
  that Intimacy has been severed. This Charm does not allow the 
  Sidereal a survey of the target’s Intimacies; which Intimacies 
  are captured are determined by the Storyteller, but the Charm 
  generally snares those Intimacies the target considers most im-
  portant first.
  heartless maiden tranCe
  (pp. 129-130)
  Keywords: Combo-Basic
  To clarify, the Sidereal ignores all internal penalties from the 
  listed sources. She does not ignore penalties from environmen-
  tal conditions such as unstable footing.
  storm’s eye stanCe
  (p. 130)
  Cost: 10m, 1wp (+3m per target per action) 
  Keywords: Combo-Basic, Obvious, Prayer Strip
  On the tick she activates this Charm and every action tick 
  thereafter, the Sidereal may commit 3m per target to ensnare 
  others’ fates until her next action tick. She may not ensnare 
  more than (Essence) targets at once. Thereafter, attacks tar-
  geting the Sidereal are treated as simultaneously targeting the 
  Exalt’s chosen victims normally, even if the attack cannot usu-
  ally strike more than one target. This occurs in Step 1 of attack 
  resolution. The distributed attack is not made unblockable, un-
  dodgeable or unsoakable by this Charm, and any given target’s 
  defense against the attack does not save other targets. Targets 
  must be within (Sidereal’s Essence x 5) yards of the Exalt to 
  suffer distributed attacks.
  
  Chapter Five • SiDerealS
  53
  BeCominG the wilderness
  (p. 136)
  Keywords: Combo-OK, Virtue (Valor) 
  Duration: One day
  Replace the text of this Charm with the following:
  The wilderness is not a hazard to itself, and each part unto its 
  other parts is as one beautiful, moving Tapestry. By activating 
  this Charm, the Sidereal becomes another part of the wild, and 
  it accepts him warmly. The Exalt ignores the environmental 
  impediments of the untamed wilderness, which is distinct from 
  sculpted gardens or the body-realms of titans. This allows him 
  to ignore external penalties or difficulty increases from these 
  factors, the difficulties of unstable footing or water and muck 
  (Exalted, p. 155), or exhaustion from extreme temperatures 
  (Exalted, p. 130). On rolls that would suffer these penalties, 
  the Seer may channel his Valor. The Exalt travels at his maxi-
  mum overland travel speed with little effort, as if he were on a 
  leisurely walk and ignoring any reductions to his travel speed 
  due to weather, terrain or magic.
  With a Survival and Essence 3+ repurchase, the Sidereal 
  has come to an understanding that all places are wilderness to 
  those unfamiliar. He may activate this Charm to function in ei-
  ther true untamed wilderness or in more structured, cultivated 
  places such as cities and towns. The Exalt cannot make use of 
  both functions at once, and the divine structure of titan bodies 
  remain too potent to ignore until Essence 4+.
  dreaminG the wild lands
  (pp. 136-137)
  Cost: 5m, 1wp 
  Keywords: Combo-OK, Obvious, Shaping
  This Charm allows the Sidereal to shift any discrete piece 
  of non-magical, untamed wilderness scenery, even important 
  and ‘permanent’ landmarks like glaciers. The Exalt may move 
  a tree, a grove of trees, a clearing in a forest, or even the whole 
  forest if it is small enough. The target scenery and its destina-
  tion must both be within (Essence x 50) yards of the Sidereal. 
  Any other intertwined elements of scenery will stay where they 
  are, and after the shift is complete both fit as naturally as they 
  can into their new homes. Moving ‘a plain’ or ‘a clearing’ will 
  cause the empty space to be filled with appropriate new scenery 
  of negligible Resources value.
  If the targeted piece of scenery is larger than (Essence x 2) 
  yards, it takes about an hour to make the transition, during 
  which time it is not immune to further use of this Charm by an 
  indecisive Sidereal or his competitors.
  Pieces of scenery that are up to (Essence x 2) yards travel in 
  the course of a single tick, and may be used to make attacks. 
  The Sidereal subjects those within the targeted area to an en-
  vironmental hazard with (Essence) Trauma and Damage. It will 
  tend to inflict bashing damage, though it may be lethal at the 
  Storyteller’s discretion based on the scenery used in the attack. 
  These attacks tend to be Instant, but appropriate stunts may 
  extend their effect or cause other hazards, as when the move-
  ment of a rock face causes a larger, natural avalanche.
  A Sidereal may use this Charm to perform sabotage on or 
  to engineer demesnes (see The Books of Sorcery, Vol. III—
  Oadenol’s Codex, p. 51-54). In the former case, each use of 
  the Charm is equivalent to a week’s worth of sabotage, while in 
  the latter it is equivalent to a month’s worth of labor. This does 
  the target’s MDV. It costs 3wp to ignore this unnatural Com-
  pulsion for the rest of the scene. Each time the Sidereal’s anima 
  flares to a new level, the spirit must resist again as if the attack 
  had succeeded with 0 extra successes.
  Add the following to this Charm:
  Even when the truculent spirit resists the Compulsion, the 
  world itself dooms them for shirking their duties elsewhere. 
  Other characters reduce by one the target number of actions 
  they take that would drive the spirit away, including physical 
  attacks and social attacks to convince the target to leave.
  walls of salt and ash
  (p. 134)
  Type: Simple (Dramatic action) 
  Keywords: Combo-Basic, Compulsion, Obvious
  Sidereals gain access to all versions of this Charm when they 
  learn it, though a ship may still only benefit from one version 
  at a time. It does not provide bonus dice to DVs, but instead it 
  imposes an equal external penalty on the attacks of aggressors. 
  It costs 2wp per action for trespassers and aggressors to ignore 
  this Charm’s effects. Characters that have resisted three times 
  ignore the effect for the rest of the scene.
  mirror-shatterinG method
  (pp. 134-135)
  Keywords: Combo-OK
  The difficulty of plotting or changing course with this Charm 
  is two higher than normally doing so. Normally invalid rolls, 
  such as plotting a course over dry land with a sailing vessel, are 
  allowed, and are difficulty 5.
  Learning the courses to other worlds does not cost experi-
  ence or bonus points, but does require extensive familiarity 
  with the more usual methods of traveling to the other realm of 
  existence, to the point that no knowledge recall rolls would be 
  necessary to know them. The difficulty of plotting courses to 
  other realms is never less than 6.
  five ordeals odyssey
  (pp. 135-136)
  Duration: Instant
  survival
  adoptinG the untamed faCe
  (p. 136)
  Type: Simple 
  Keywords: 
  Combo-OK, 
  Compulsion, 
  Social, 
  Virtue 
  (Compassion) 
  Duration: One scene
  While this Charm is in effect, the Sidereal may make social 
  attacks against beings of animal intelligence normally, limited 
  only by the targets’ understanding. Compelling behavior in a 
  target becomes an unnatural Compulsion costing 2wp to resist. 
  The target’s Control Rating does not matter, and this Charm 
  does not create Intimacies as a matter of course.
  
  54
  • The Exalt may use Dreaming the Wild Lands, increasing 
  its range to encompass the area. Small changes, such as using 
  the Charm to create hazard attacks, do not cost Willpower.
  • Once per day, the Exalt may activate Sky and Rain Mantra 
  at a discounted 0m Cost (Willpower surcharges apply normally 
  for extreme weather).
  • The number of successes or amount of external penalty the 
  Exalt imposes on others’ Survival and Resistance rolls to live in 
  the area can range from 1 to 3. He may also, at his choice, pay 
  1wp to grant a target the benefits of Becoming the Wilderness 
  for one day within the area.
  thrown
  willful weapon method
  (p. 138)
  Type: Reflexive (Step 1) 
  Duration: One scene
  The Sidereal ignores all external penalties on the attack rolls 
  with this Charm. Ignore the reference to blocking immaterial 
  attacks. The Charm ends as soon as the weapon or its shadow 
  successfully hit the target.
  Add the following to this Charm:
  Sidereals with Essence 3+ can lend their weapon the official 
  authority to send out messengers of its fate, allowing the actual 
  missile to rest lazily in the Exalt’s hand. By adding +1m to the 
  Charm’s Cost, the Seer throws only the weapon’s shadow, con-
  serving her ammunition.
  life Gets worse approaCh
  (p. 139)
  Duration: One scene
  The Sidereal spends no motes to invoke the attractive effect 
  of this Charm; it occurs up to once per tick with any errant 
  missile within (Exalt’s Essence x 10) yards of the victim. The 
  (Strength + Athletics) roll to pull the weapon free is against a 
  difficulty of (Seer’s Thrown).
  essenCe thorn praCtiCe
  (p. 139)
  Type: Simple (Speed 5)
  Ignore the given characteristics for the attack. The conjured 
  weapon has the following traits: Accuracy +1, Damage +4L/2, 
  Rate 2, Range (Exalt’s Essence x 10), Tags: O.
  Add the following to this Charm:
  When an Exalt enhances Essence Thorn Practice with Will-
  ful Weapon Method, she creates a shadow of a shadow, both of 
  which are loathe to abandon their traveling companion. This 
  allows both the original Essence Thorn Practice weapon and 
  the shadow created with Willful Weapon Method to continue 
  to attack with a single activation of the latter Charm.
  pain amplifiCation strataGem
  (p. 139)
  Cost: 4m; Type: Simple (Speed 3) 
  Keywords: Combo-OK, Crippling, Virtue (Compassion) 
  Duration: One scene
  Replace the text of this Charm with the following:
  Weeping three tears of blood, the Sidereal raises his weapon 
  to wipe them away, smearing it with three lost pangs of sorrow 
  for his foes’ plight. Imbued with this sense of regret, it becomes 
  allow the Exalt to ignore the need for a labor pool or tools, but 
  she must still meet all the other requirements for manipulating 
  a demesene. Remember that landscaping isn’t the only or even 
  most appropriate way to engineer particular types of demesnes.
  sky and rain mantra
  (p. 137)
  This Charm cannot directly cause environmental hazards 
  that inflict damage. The Sidereal cannot create a firestorm or 
  deadly cold, but a bout of unseasonable warmth may lead to a 
  forest fire naturally.
  Add the following text to this Charm:
  With Survival 5+ and Essence 3+, a Sidereal may use this 
  Charm to create ‘freakish’ changes in weather, such as blizzards 
  in the South. This increases the Cost of the Charm by +1wp, 
  and its enforced Duration lasts for only an hour.
  With Survival 5+ and Essence 4+, a Sidereal’s use of this 
  Charm can cause weather that is a natural environmental haz-
  ard, on the level of the blistering heat/numbing cold described 
  on Exalted, p. 131 normally. By adding +1wp to the Charm’s 
  Cost and reducing its Duration to One hour, more extreme 
  weather on the level of severe sandstorms is possible. Creating 
  hazards this way increases the difficulty of the roll to activate 
  the Charm by +2.
  sky spirit demand
  (p. 137)
  Type: Simple (Speed 4 in long ticks) 
  Keywords: Combo-OK, Emotion, Social, Virtue (Compassion)
  Replace the text of this Charm with the following:
  It is power beyond reckoning and often folly to demand of 
  the gods of the sky, when one can trade with them instead. 
  This Charm is a social attack against a spirit strongly associated 
  with the wind and the air, including air elementals, gods of sail 
  boats, ghosts whose death involved falling from a great height 
  and many of Adorjan’s children. The Exalt entreats the spirit to 
  understand her own point of view, and in turn sympathizes with 
  the desires of the divinity, rolling ([Charisma or Manipulation] 
  + Presence) and adding (Survival) extra successes.
  Success imposes an unnatural Emotion on both the Exalt 
  and her target, the spirit gaining an Intimacy of the Sidereal’s 
  choice, while the Exalt gains an Intimacy that the spirit already 
  possesses, chosen by the spirit’s player. These Intimacies are 
  strong and not easily shed. Social attacks that exploit them be-
  come unnatural influence, and to act contrary to or erode the 
  Intimacy costs 1wp per scene. At the end of the current story, 
  both lose their magic and become normal Intimacies.
  wilderness-CommandinG praCtiCe
  (pp. 137-138)
  This Charm provides the following benefits while the Exalt 
  stares at the prayer strip:
  • The Sidereal can make valid rolls to perceive the area as if 
  he were present throughout it.
  • He may target perceived animals within the area with his 
  Manipulation-based social attacks as long as he enhances the 
  attack with Adopting the Untamed Face. He conveys his mes-
  sage through environment and scenery rather than words.
  
  Chapter Five • SiDerealS
  55
  exCellent implementation of oBjeCtives
  (pp. 140-141)
  Keywords: Combo-OK 
  Duration: Instant
  destiny-knittinG entanGlement
  (p. 141)
  Keywords: Combo-OK, Shaping
  Ignore the required hour of handling. Instead, this Charm 
  can target any object the character owns (Exalted, p. 238), as 
  long as no other Essence user owns it. This Charm is a Shaping 
  effect that dictates circumstances and actions; extras cannot 
  resist this script for the world, while others may spend 1wp to 
  pass off their duty to fulfill destiny to someone else.
  A Sidereal may use this Charm to observe and affect any 
  number of objects he owns. He maintains ownership by using 
  Destiny-Knitting Entanglement to check in at least once every 
  day. Failure to do so allows others to claim it in full, preventing 
  use of this Charm. Other effects that assert absolute ownership 
  of the object will also thwart this Charm.
  Recalling an object in combat costs nothing and is reflexive.
  world-shapinG artistiC vision
  (p. 141)
  Cost: —; Mins: Craft 4, Essence 3 
  Keywords: Native
  Replace the text of this Charm with the following:
  The Sidereal’s long experience in crafting destinies and fate-
  scenarios begets an enviable knack for manipulating circum-
  stances in her own personal style. Upon purchasing this Charm, 
  the Sidereal chooses a circumstantial condition roughly equiv-
  alent in breadth to a specialty, such as “Seduction,” “Swords,” 
  or “At Sea.” Whenever she is awarded stunt dice while the cho-
  sen condition is met, she may exchange dice to lower the target 
  number of her roll on a one-for-one basis.
  At the Storyteller’s discretion, the Sidereal may change the 
  condition for her World-Shaping Artistic Vision whenever she 
  faces major changes in her life, selecting a new condition that 
  makes sense for the upheaval in her life. Changing Motivation 
  is always sufficient ground for choosing a new condition for this 
  Charm.
  predestined delivery shapinG
  (p. 142)
  Type: Simple 
  Keywords: Combo-OK, Shaping, Touch
  The Sidereal may set any object on its way with this Charm, 
  not only those she creates, needing only the name of the place 
  or person. She cannot target attuned artifacts, and this can be 
  dealt with as a Shaping effect when targeting other objects. 
  Each week, the Sidereal rolls (Wits + [Craft necessary to cre-
  ate the object]), adding (Craft [Fate]) bonus dice. The Exalt 
  may apply Excellencies normally to each roll.
  The Storyteller sets a cumulative difficulty based on both 
  distance and probability, which may range as high as 50. It 
  tends to be harder for things to get from Chanta to Luthe, but 
  if the Exalt starts the object’s journey by dropping it into the 
  back of a Guild caravan it should require fewer successes than 
  leaving it on the side of the road. The cumulative difficulty for 
  unthinkable that the weapon should fail in its mission. Thrown 
  attacks using weapons enchanted with this Charm have their 
  target number reduced by the wound penalty that the target 
  is suffering. (If the target has powers that allow it to ignore or 
  reduce wound penalties, Pain Amplification Stratagem uses the 
  lowered wound penalty.) This cannot lower a target number 
  below 4.
  If the attack should hit and inflict at least one level of dam-
  age, the target is wracked with unbelievable pain, causing them 
  to lose temporary Willpower points equal to their wound pen-
  alty (minimum 1). A target reduced to 0 Willpower this way 
  becomes Inactive for five ticks as they writhe in agony.
  shadow-pierCinG needle
  (p. 140)
  Cost: 5m; Type: Supplemental 
  Keywords: Combo-OK, Crippling, Holy, Obvious, Stackable 
  Prerequisite Charms: Essence Thorn Practice
  Replace the text of this Charm with the following:
  The Sidereal sharpens the edges and points of his weapon on 
  the threads of fate, lending it a baleful yellow glow. Enhanced 
  by this Charm, a Thrown attack becomes undodgeable and ig-
  nores non-magical armor and natural soak. If the attack hits 
  and inflicts at least one level of damage on a creature of dark-
  ness, the target is rendered incapable of respiring motes except 
  through stunts and Charms for one day.
  unrelentinG torment teChnique
  (p. 140)
  Cost: 10m, 1wp, 1hl 
  Keywords: Combo-OK, Compulsion, Counterattack, Obvious, 
  Prayer Strip, Virtue (Conviction)
  Hitting with the prayer strip inflicts no damage. It cannot be 
  removed short of destroying it. The Compulsion prevents the 
  victim from removing or allowing the removal of the prayer 
  strip. The Compulsion is resisted on a per action basis, not per 
  scene, and it is ignored for the rest of the scene after doing so 
  five times.
  The Sidereal may fling Essence hatchets in response to 
  damaging attacks from characters other than the bearer of the 
  prayer strip. These attacks occur in Step 9 as a Counterattack, 
  preventing the use of other Counterattack effects on the part 
  of the Exalt. Attacks without real harmful intent behind them 
  or attacks against which the character chooses not to apply his 
  DV do not allow the Sidereal to reflexively attack and heal.
  Sidereals may maintain as many uses of this Charm as they 
  wish, to the limits of their motes, Willpower and health.
  Craft
  elemental vision
  (p. 140)
  Cost: —; Type: Permanent
  This Charm enhances all of the character’s actions dealing 
  with those strongly associated with relevant elements. On top 
  of allowing the channeling of Compassion, it reduces the target 
  number of rolls for actions targeting appropriate spirits by 1.
  Exalts do not need to relearn this Charm to apply its effects 
  to elements other than their Caste association. Instead, they 
  must simply achieve a rating of 4+ in the associated Craft.
  
  56
  to “parry blows” is not contradictory to having suffered harm, 
  but “showing up at the dinner party unharmed” is.
  impliCit ConstruCtion methodoloGy
  (p. 143)
  Type: Simple 
  Keywords: Combo-OK, Obvious, Prayer Strip, Shaping 
  Duration: Indefinite
  Rather than enhancing a project the Sidereal undertakes, 
  this Charm allows it to continue in the absence of the Exalt. It 
  does not change the time needed for the project to complete it-
  self, producing the same amount of work effort as if the Sidereal 
  were personally constructing the item. Intervals and rolls may 
  be enhanced normally with other Charms the Exalt knows, but 
  these must be determined when Implicit Construction Meth-
  odology is activated and their mote costs are committed as long 
  as this Charm lasts. Willpower and other costs are paid at nor-
  mal intervals. Instead of converting all dice into successes, this 
  Charm reduces the target number of the dice pool by 1, to a 
  minimum of 4.
  Because the project is not carried out in a remotely normal 
  manner, teamwork and assistants cannot aid the project unless 
  the Storyteller deems they are appropriately strange enough to 
  insinuate themselves into the process.
  The Sidereal intuits when the project is completed.
  dodGe
  aBsenCe
  (p. 143)
  Add the following to this Charm:
  Even destiny falls into regular patterns, and to avoid one 
  blow is just as good as avoiding all a foe’s attacks. Sidereals 
  with Dodge 4+, Essence 3+ may repurchase this Charm. If it 
  enhanced a successful application of the character’s Dodge DV 
  against an attacker previously in the same tick, subsequent uses 
  against that same attacker also raise the target number of the 
  their dice pool by 1.
  duCk fate
  (p. 143)
  This Charm may be employed to avoid any harmful effect 
  (including all undesired physical, social, mental and spiritual 
  influence), regardless of applicability or the scope of the attack, 
  so long as the Sidereal succeeds on the Charm’s activation roll. 
  It fails only against unexpected attacks, Limit Break and Pat-
  tern Bite. Duck Fate’s fallible activation roll is considered a 
  unique Flaw of Invulnerability.
  This Charm protects the person of the Exalt, including his 
  possessions. It does not protect allies or distant estates just be-
  cause they may be represented as Background traits on the Si-
  dereal’s character sheet.
  avoidanCe kata
  (pp. 143-144)
  Type: Reflexive (Step 2) 
  Keywords: Combo-Basic, Illusion, Shaping
  This Charm’s unnatural Illusion is irresistible by mortals and 
  gods, while others may ignore it for 3wp. The Illusion does not 
  an object journeying within the same realm of existence should 
  rarely exceed 20, and for traveling between realms of existence 
  it should rarely be less than 30. Do not multiply the necessary 
  successes based on cross-realm travel.
  The difficulty for each roll is the same as the per-roll dif-
  ficulty to Craft the object, as it is more likely for treasures and 
  wonders to be caught up in new destinies. The Charm ends 
  prematurely only if the Exalt rolls more than (Essence) botches 
  in a row.
  Add the following to this Charm:
  At Craft and Essence 5+ a Sidereal may use this Charm to 
  banish things from a realm of existence, instead of simply send-
  ing it to somewhere else. Doing so is a normal invocation of the 
  Charm, with a cumulative difficulty appropriate to sending the 
  object to a destination in another realm of existence. Once it 
  passes beyond the bounds of the originating realm, however, it 
  becomes lost to that world.
  The destiny tangled about it will not permit it to return. As 
  long as the motes remain committed to this Charm, the object 
  travels freely outside the realm from which it was banned. Any 
  attempt to return it there meets widespread cosmic resistance. 
  For every dot of Essence the Sidereal possesses, either a botch 
  will occur on an action necessary to return the item, similar to 
  a broken Eclipse oath, or some new circumstance will arise to 
  prevent or redirect its return. Once these preventive threads 
  of destiny have been worn away, the Charm ends and the item 
  may return freely.
  The instant before he dies, a Vizier may empower his ban-
  ishments to persist past his ending. At that time, he chooses 
  which banishments he currently maintains that will continue 
  and which to release normally. Thereafter, the effect cannot be 
  undone without ablating the protective destinies that keep the 
  object away.
  mendinG warped desiGns
  (pp. 142-143)
  Keywords: Combo-Basic, Shaping, Virtue (Valor)
  The dice pool for repairing a target is based on the appropri-
  ate Ability, with (Sidereal’s Essence) bonus dice. Healing living 
  beings requires Medicine, and inanimate objects or structures 
  call for the appropriate Craft. It can undo the direct results of 
  actions performed by anything outside fate, as well as sorcery 
  and necromancy spells. The difficulty of undoing non-health 
  level effects of spells is equal to (Circle x 10). The difficulty of 
  undoing a mutation is equal to twice the mutation’s point val-
  ue. Undoing similar changes to inanimate things faces a similar 
  difficulty according to Storyteller adjudication.
  Cleansing a contiguous area of tainted land within (Essence) 
  miles requires (Resources value of the land x 10) successes. 
  This Charm cannot actually turn Bordermarches into true 
  Creation, but it can enforce the normal laws of Creation on a 
  waypoint for the rest of the story with 30 successes.
  Add the following to this Charm:
  With Essence 4+ a Sidereal may exert fine enough control 
  over the warp and weft of fate that he may aid the pattern spi-
  ders more closely. When the damage a thing or character has 
  suffered is a directly contradictory result to a Sidereal astrology 
  destiny laid upon the victim or the vandal, the Exalt may undo 
  the harm with Mending Warped Designs. Note that a destiny 
  
  Chapter Five • SiDerealS
  57
  linGuistiCs
  favoraBle infleCtion proCedure
  (p. 145)
  Keywords: Combo-OK, Emotion, Virtue (Compassion)
  The Intimacy created by this Charm lasts permanently unless 
  it is eroded through the normal means. In addition to creating 
  the Intimacy, this Charm also produces an Emotion of calm.
  Blue vervain BindinG
  (p. 145)
  Cost: 1m per character 
  Keywords: Combo-OK, Training 
  Duration: Indefinite
  This Charm can be used on up to (Essence + Linguistics) 
  characters with a single activation, allowing all targeted char-
  acters to understand each other for its duration. In addition, 
  any target of this Charm may reflexively learn any language 
  possessed by another target as a Training effect, purchasing the 
  Linguistics dot necessary to add the language.
  aBandoned words Curse
  (pp. 145-146)
  Cost: 5m, 1wp; Mins: Linguistics 3, Essence 2; 
  Type: Supplemental 
  Keywords: Combo-OK, Illusion
  Replace the text of this Charm with the following:
  It may seem cruel to take away something old and dear as 
  a trademark phrase, or the intimate dialect of a pair of twins, 
  but sometimes the tree of Serenity grows from a seed of strife. 
  This Charm enhances a social attack targeting an individual 
  that in some way disparages or dismisses a key phrase or even 
  a whole dialect of language. In addition to its other effects, the 
  target unknowingly comes under an unnatural Illusion that 
  strips from them the ability to understand or utilize the chosen 
  phrase or dialect. Certain actions and social attacks may be 
  rendered harder or even impossible. A guard may prevent all 
  from entering a secret meeting, because he cannot recognize 
  the correct pass phrase; a spy who forgets his conspiracy’s se-
  cret code may find himself shunned or even assassinated.
  Suppressed linguistic traits are not lost; specialties for each 
  dialect are still there. They simply cannot be used while this 
  Charm remains in power. A character may even unlearn that 
  which they do not think they know, shifting their dialect to 
  something else per normal rules for switching specialties.
  The Illusion ensures that the targets of this Charm do not 
  realize that there is anything wrong with themselves. Clearly, 
  everyone else is mistaken or crazy. Recognizing this deception 
  and shedding the Illusion costs 4wp, or 2wp if the target must 
  produce the banned linguistic element to avoid physical harm.
  A repurchase at Linguistics 4+, Essence 4+ grants two new 
  capabilities. The Sidereal may suppress entire language families 
  in targets (i.e., the ability granted by each dot of Linguistics), 
  or may attempt to suppress phrases or dialects in all listeners 
  with a Performance-based social attack. At Essence 5+ these 
  two options can be combined, suppressing language families in 
  whole crowds.
  apply against creatures outside of fate. The Shaping effect of 
  this Charm targets the Sidereal, not any other characters.
  trouBle-reduCtion strateGy
  (p. 144)
  Cost: 1m; Mins: Dodge 3, Essence 2; Type: Reflexive 
  Keywords: Combo-OK, Virtue (Compassion) 
  Prerequisite Charms: Absence
  Replace the text of this Charm with the following:
  Generous Sidereals learn to spot impending danger to others, 
  protecting the people around them even as they escape danger 
  themselves. While this Charm is active, the Sidereal may take 
  a Dodge-based Defend Other action (page 8), substituting 
  her Dodge DV for her Parry DV. She treats these as Speed 3, 
  DV -0 miscellaneous actions, and can always channel Compas-
  sion to protect a warded character.
  In addition, if the Sidereal activates Avoidance Kata while 
  protecting another character with a Dodge-based Defend Oth-
  er action, she may bring that character along with her if they 
  are willing, paying an additional point of Willpower for each 
  other character who vanishes with her.
  A Dodge 4+ repurchase of this Charm allows the Sidereal to 
  commit up to (Dexterity – 1) additional motes when activating 
  this Charm. While it is active, she may flurry to take multiple 
  Dodge-based Defend Other actions on a single action tick, 
  with each additional committed mote adding one to the num-
  ber of Defend Other actions she can maintain simultaneously.
  neiGhBorhood reloCation sCheme
  (pp. 144-145)
  Cost: 15m, 1wp, 1hl 
  Keywords: Combo-Basic, Illusion, Obvious, Prayer Strip, Shaping
  This Charm costs only one bashing health level per hour to 
  maintain. The Sidereal may change pace as she wishes, but she 
  can never stop moving if she wishes to keep the Charm active. 
  The unnatural Illusion of this Charm costs 5wp to resist.
  Add the following to this Charm:
  Targeting all or most of the same area or landmarks with 
  multiple uses of this Charm in the same day is taxing, on both 
  the world and its Sidereal guardians. Each use in the same 25 
  hour period after the first costs an extra +5m. Dreams and 
  prayers become jumbled for the inhabitants and Heaven, add-
  ing +1 to the difficulty of their Conviction rolls to regain Will-
  power and any prayer rolls they make for a full week after the 
  last use of this Charm.
  With Essence 7+, Neighborhood Relocation Scheme can be 
  used to relocate characters that exist as living landscapes or 
  structures, such as Mother Bog, as long as they fit completely 
  within the range of this Charm. Such characters may either 
  defend against the Shaping of this Charm with appropriate de-
  fenses, or resist with a (Strength + Athletics) roll at a difficulty 
  of the Sidereal’s (Essence). If they succeed, the Sidereal is un-
  able to make any progress moving them for an hour. After every 
  hour this roll can be repeated, giving the relocated character 
  an opportunity to drag out the location or even cut it short by 
  forcing the Sidereal to take more damage than they can safely 
  withstand.
  
  58
  There is no surcharge for applying the listed Excellencies 
  interchangeably amongst the listed Abilities. In addition, this 
  Charm allows the Exalt to channel Compassion on any rolls 
  enhanced by those Excellencies. The first time she does so in a 
  scene costs 0wp.
  faultless Ceremony
  (pp. 146-147)
  Type: Supplemental 
  Keywords: Combo-OK 
  Duration: Instant
  Replace the text of this Charm with the following:
  In a harmonious universe, the decrees of the Chosen of the 
  Maidens are as mandates from Heaven, never to be deviated 
  from by villain or happenstance. This Charm enhances the act 
  of officiating or performing a social ritual, one that reasonably 
  evokes hope or desire for an associated goal. Examples include 
  an adulthood rite seeking success for the young celebrant, a 
  wedding seeking happiness for the new couple, the beginning 
  of a funeral procession to Sijan, the christening of a new mer-
  chant sailing vessel with dreams of good fortune, or a prayer to 
  these same ends (Exalted, p. 132). The roll to officiate the cer-
  emony automatically succeeds if it would otherwise fail, with 0 
  threshold successes.
  So long as the ceremony is carried out successfully, the Exalt 
  and all participants are wrapped up in the inevitability of the 
  beneficiary’s good future. They effectively gain the benefits of 
  an appropriate Motivation to fulfill an extrapolated goal of the 
  ceremony: to bring the dead body to Sijan, or to help the young 
  adult succeed in making a name for himself. This allows related 
  stunts to resonate and gain a bonus die, and for those pursuing 
  the goal to regain Willpower when they make progress. This 
  benefit lasts no more than one story, and no character may be 
  caught up in more than one use of this Charm at a time.
  perfeCtion in life
  (p. 147)
  Type: Supplemental 
  Keywords: Combo-OK, Virtue (Compassion) 
  Duration: Instant
  Replace the second paragraph of this Charm with the following:
  This Charm enhances a social attack that encourages belief 
  or behavior. Those that are convinced by the Sidereal and who 
  do not spend Willpower to resist regain 1wp, even if this would 
  grant them more than their normal maximum. Characters that 
  accept this reward cannot later resist the influence in any way 
  for the rest of the scene. A character cannot gain more than 
  1wp per scene from this Charm.
  defense of shininG joy
  (p. 147)
  The Exalt does not add her Performance to her Dodge; in-
  stead, she may use the higher of her Dodge or Performance to 
  calculate her Dodge DV. Rather than ignoring all onslaught 
  penalties, she ignores up to (Performance) points worth of pen-
  alties to her Dodge DV, from any source, apart from penalties 
  from her own actions which are ignored separately. If the Si-
  dereal is protecting someone with a Defend Other action, she 
  may apply this benefit to both her own and her ward’s DVs, 
  even when parrying.
  lover’s oath
  (p. 146)
  Type: Simple (Dramatic action) 
  Keywords: Combo-OK, Overdrive, Prayer Strip 
  Prerequisite Charms: Favorable Inflection Procedure, Blue 
  Vervain Binding, Abandoned Words Curse
  Replace the text of this Charm with the following:
  The Sidereal Lover’s Oath is a bold declaration of the need 
  one can feel for another, even at the expense of life itself. Use 
  of this Charm requires binding a prayer strip around the hands 
  of the participants in celebration of their partnership, officiated 
  by the Sidereal. The prayer strip becomes a pair of starmetal 
  rings adorning the finger of each of the two participants, af-
  firming their pledge.
  If the Sidereal binds herself to a partner with an Essence 
  pool, both the Sidereal and her lover gain ten-mote Overdrive 
  pools, which come into existence containing ten motes. If the 
  Sidereal’s partner has no Essence pool, then only the Sidereal 
  gains the pool. If the Sidereal is binding two other characters 
  with this Charm, then no pool is created.
  While this Charm persists, the lovers may reflexively pro-
  tect one another with Defend Other actions whenever they 
  are within (Dexterity) yards of each other. Whenever such a 
  Defend Other action is used successfully, the protector gains 
  one offensive mote.
  Should an enemy manage to strike one of the lovers through 
  such a Defend Other action, the defender may reflexively ac-
  cept as many levels of the damage as she desires herself; for 
  each level of damage she takes onto herself, the protected lover 
  gains two overdrive motes.
  Additionally, the ring produced by this Charm gleams 
  brightly whenever the character’s partner is in the grip of some 
  powerful emotion; by paying one Willpower, the character may 
  experience whatever emotion her partner is feeling (discover-
  ing whether it is pain, joy, sadness, etc), though no context is 
  gained.
  Finally, after a scene in which one of the lovers has defended 
  her partner in some way (whether through violence or social 
  action), the defender may roll (higher of Compassion or Con-
  viction) to regain Willpower as though from a night’s sleep. 
  This benefit may apply no more than once per season.
  A character may be subject to no more than a single Lover’s 
  Oath at a time. The Charm’s effects end when either partner 
  removes their ring voluntarily, or when one of the rings is de-
  stroyed (treat as attempting to destroy a prayer strip).
  Venus frowns on frivolous use of this Charm. While there are 
  no direct mechanical repercussions for crass and utilitarian use 
  of Lover’s Oath, misfortune has been observed to follow those 
  who cavalierly bind their fates together.
  performanCe
  heart-BriGhteninG presentation style
  (p. 146)
  Cost: — 
  Keywords: Virtue (Compassion) 
  Duration: Permanent 
  Prerequisite Charms: None
  
  Chapter Five • SiDerealS
  59
  ral Emotion. Ignore the reference to threshold successes. As 
  long as it persists, in addition to the usual MDV modifiers, it 
  imposes internal penalties on contrary actions per the Emotion 
  keyword (see page 9).
  life without CompunCtion
  (pp. 149-150)
  Keywords: Combo-OK, Emotion, Social, Virtue (Temperance)
  This Charm’s unnatural Emotion of acceptance applies 
  against all witnesses with MDV less than (Exalt’s Manipula-
  tion + Socialize). There is no activation roll. Individuals are 
  always subject to the described three-success threshold effect, 
  while any present social group adopts a related Policy only if 
  their leader’s MDV is less than half (Sidereal’s Manipulation 
  + Socialize).
  you and yours stanCe
  (p. 150)
  Keywords: Combo-Basic, Emotion
  Replace the text of this Charm with the following:
  This Charm lays bare the lust that all must feel for Exalted 
  heroes. Those that are friendly try to please the Sidereal, while 
  those that are hostile turn to bitter rage that they cannot find it 
  within themselves to please her. Characters that wish to attack 
  the Sidereal must overcome their own desire for her, requir-
  ing a Conviction roll much like a Morale check (see Exalted, 
  pp. 156-157), with a rating based on the apparent ability for 
  the Exalt to fulfill the attacker’s desires. The more willing or 
  capable she may seem, or the more singular the means at her 
  disposal, the higher the difficulty, to a maximum of difficulty 3. 
  Likewise, outside of combat, characters must roll Temperance 
  in a similar manner to perform actions that they believe would 
  displease the Sidereal while they can see her or believe that she 
  can see them.
  These rolls need be made no more than once per action, but 
  failure prevents one from carrying out any contrary actions un-
  less the transgressor spends 2wp to ignore this Charm’s unnatu-
  ral Emotion. After spending Willpower to resist twice, a char-
  acter is immunized against this Charm for the rest of the scene.
  fortuitous fellowship
  (p. 150)
  Keywords: Combo-Basic, Servitude
  Magnitude and Loyalty are not built using rolled successes; 
  Loyalty is determined normally, and the potential Magnitude 
  of the group is simply equal to the rolled successes, subject 
  to available membership. The Sidereal’s roll determines the 
  quality of the group and its leader. Ensnared members have 
  competencies relevant to the group’s Policy on a scale of none 
  (one success) to expert (4+ ratings in Abilities; five or more 
  successes). If the Exalt does not craft a destiny to become the 
  leader, the leader is pulled from the pool of members, but may 
  not have an unmodified Dodge MDV higher than the successes 
  rolled to activate this Charm. Ignoring this unnatural Servi-
  tude call to duty costs a member 1wp per day, and the pull to 
  join falls away after they resist (Sidereal’s Essence) days.
  sonG of spirit persuasion
  (p. 148)
  Type: Simple (Speed 4 in long ticks) 
  Keywords: Combo-Basic, Servitude, Social
  The spirit gains a sorcerous positive Intimacy regarding the 
  Sidereal. It must spend 1wp per scene to act against it, and the 
  Intimacy reasserts itself every 25 hours until the story ends.
  iCe and fire BindinG
  (p. 148)
  Ignore the restrictions on Castes that may assist. Instead, 
  any priest may assist (which includes all Sidereals, as well as 
  all Zenith, Midnight, Malefactor and No Moon Caste Exalts). 
  Rather than lowering the difficulty, use limited teamwork rules 
  (Exalted, p. 125), with each assisting Sidereal providing a bo-
  nus success rather than an extra die. This Charm can bind any 
  spirit with Essence up to three dots greater than the Sidereal’s, 
  to a maximum of 7, and grants them an extra Motivation to 
  protect and promote a social group with Magnitude no greater 
  than (the Exalt’s Essence x 2).
  harmoniC Completion
  (pp. 148-149)
  Keywords: Combo-Basic, Emotion, Prayer Strip
  This Charm does not automatically impose Intimacies. Any 
  character successfully influenced by the Exalt is also subject to 
  an unnatural Emotion effect of complete trust for the Sidereal. 
  In addition to suffering the usual penalties for acting contrarily 
  (see page 9), targets halve their MDVs against further so-
  cial attacks from the Vizier for the rest of the scene, and in turn 
  add two extra successes to any of their own social attacks to im-
  pose complementary influence that spreads the Sidereal’s own 
  messages and goals. Ignoring the influence for one action costs 
  1wp, and after doing so five times it cannot take hold again for 
  the rest of the scene.
  soCialiZe
  shun the smilinG lady
  (p. 149)
  Keywords: Combo-OK, Emotion, Touch
  Replace the text of this Charm with the following:
  Love is like an Ending, no more keenly felt than when it is 
  gone. This Charm strikes a target’s name from the rolls of love. 
  Characters with romantic Intimacies for the target treat scenes 
  interacting with him as a scene eroding those Intimacies, re-
  gardless of the context. Paying one Willpower allows one to 
  ignore this unnatural Emotion effect for the scene. Characters 
  must likewise resist this Emotion effect when trying to build an 
  Intimacy of love for the target.
  Cash and murder Games
  (p. 149)
  Type: Supplemental 
  Keywords: Combo-Basic, Emotion, Virtue (Conviction)
  This Charm enhances any social attack that may include the 
  intended target, as long as the attack evokes the desired kind 
  of relationship the Sidereal wishes to impose. It imposes an In-
  timacy of an appropriate nature that cannot be suppressed or 
  eroded without spending 1wp per scene to ignore the unnatu-
  
  60
  Grain: The Cost of using this option increases by 1m for ev-
  ery previous use in the same scene.
  Health: Ignore the given parameters of this effect. The Ex-
  alt rolls the minimum damage of the attack, healing levels of 
  damage instead of inflicting harm. Soak does not hamper this 
  power.
  Precipitation: The Exalt may pay a surcharge of 1wp to force 
  snow or rain out-of-season.
  athletiCs
  Burn life
  (p. 153)
  Cost: —; Type: Permanent 
  Duration: Permanent
  Replace the text of this Charm with the following:
  Despite aphorisms to the contrary, the Exalted burn both 
  long and bright, their insatiable heroism overwhelming all the 
  obstacles in their way as they blaze through history towards 
  their end. When performing feats of strength, the Exalt dou-
  bles his Strength rating and converts bonus dice from stunts 
  into extra successes (adding double their rating to relevant un-
  rolled pools). This Charm also allows the Sidereal to channel 
  his Conviction on all such rolls, and on Stamina-based rolls to 
  resist environmental hazards and poisons.
  inexoraBle advanCe
  (p. 153)
  Cost: 4m, 1wp 
  Keywords: Combo-Basic, Obvious 
  Duration: One scene
  unswervinG juGGernaut prinCiple
  (p. 153)
  Keywords: Combo-Basic, Obvious
  forward-thinkinG teChnique
  (pp. 153-155)
  Cost: —(+5m); Type: Permanent 
  Keywords: Obvious 
  Duration: Permanent
  Replace the text of this Charm with the following:
  By adding +5m to the Cost of Unswerving Juggernaut Prin-
  ciple, the destiny of the Sidereal’s journey enmeshes him, pull-
  ing him ever forward and shielding him from hindrances to his 
  progress. This provides the following benefits:
  • The Sidereal ignores penalties to his Dodge DV.
  • The character can Dash reflexively, though this still makes 
  it impossible to block attacks normally.
  • The Exalt gains an additional +10L/10B soak against any 
  unexpected attacks.
  • The Seer adds (Athletics) extra successes to rolls to give or 
  evade pursuit during chase scenes, as well as dramatic tracking/
  evasion scenarios (see Exalted, p. 140).
  wantinG and fearinG prayer
  (pp. 150-151)
  Cost: 10m, 1wp, 1hl; Type: Simple (Dramatic action) 
  Keywords: Combo-Basic, Emotion, Illusion, Prayer Strip, 
  Virtue (Conviction)
  Activating this Charm is a five-minute ceremony wherein 
  the Sidereal consecrates the relationship he is fabricating. He 
  must have spent at least a scene interacting with both targets 
  at some point in the current story, and he must have gauged 
  their hearts by reading their motivations successfully (Exalted, 
  p. 131). Applying the Charm’s effect requires only one roll that 
  is applied against both targets.
  The targets may act against the imposed Intimacy without 
  spending Willpower, but they suffer appropriate penalties (see 
  the Emotion keyword, page 9). The difficulty of each roll 
  during the surgery to remove a prayer strip is 6.
  arChery
  GeneraliZed ammunition teChnique
  (p. 151)
  Generalized Ammunition Technique can be activated for a 
  cost of 2m to emulate any ammunition costing Resources 2 or 
  lower.
  every direCtion arrow
  (p. 151)
  Cost: 2m; Type: Supplemental
  Replace the text of this Charm with the following:
  Weaving her arrows together with strands of martial destiny, 
  the Sidereal can loose them all in a single shot. Activating this 
  Charm, the Sidereal may nock and release up to (Dexterity) 
  arrows as part of a single Archery attack. The base damage of 
  each individual arrow is added to the raw damage of the attack, 
  and any tags or special qualities possessed by an arrow are ap-
  plied to the whole attack.
  many missiles Bow teChnique
  (pp. 152-153)
  Boulder: The base Damage of the attack becomes (Exalt’s 
  Essence) if it would be lower. Those who fail to defend suffer 
  automatic Knockdown.
  Essence: The Sidereal draws her fingers through her anima 
  and plucks a streamer of starfire to draw against her bowstring. 
  She then fires this bolt into her target’s anima, suffusing it with 
  her own. For every one mote the Sidereal pays on this attack, 
  she transfers two offensive motes to the target’s Overdrive 
  pool, if they have one. The Sidereal may pay up to three motes 
  when firing Essence. In addition to offensive motes, the target 
  character’s anima twinkles and shimmers with tinges of the Si-
  dereal’s own until the end of the scene.
  Fire: The radius of effect is (Sidereal’s Essence) yards. By 
  paying 1wp in Step 1 of resolution, the Exalt may increase the 
  hazard’s Damage and Trauma to (Essence).
  Glass: There is no roll. The difficulty of tracking the arrow’s 
  flight subtracts an external penalty of (Exalt’s Essence) from 
  the target’s DV, but the attack’s minimum damage becomes 1 
  and it loses the Piercing tag, regardless of its usual properties.
  
  Chapter Five • SiDerealS
  61
  impedinG the flow
  (p. 155)
  Cost: 4m; Mins: Melee 3, Essence 2; Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Obvious 
  Duration: Instant 
  Prerequisite Charms: None
  Replace the text of this Charm with the following:
  The Sidereal’s manifest will swirls around her as a whirlwind 
  of red stardust, drawing in her own assured triumph while 
  blowing misfortune on her enemies. Impeding the Flow cancels 
  up to (Melee) points of penalties to the Sidereal’s Parry DV, 
  and imposes a -3 external penalty on an attack against her. A 
  character who fails their attack roll against a Sidereal using Im-
  peding the Flow suffers a cumulative -1 external penalty on all 
  attacks against her for the rest of the tick.
  serenity in Blood
  Cost: 10m; Mins: Melee 4, Essence 3 
  Keywords: Combo-OK, Obvious
  This Charm does not specially protect against unexpected 
  attacks. Its Flaw of Invulnerability is that it cannot be activated 
  to defend against attacks validly enhanced by Sidereal astrol-
  ogy laid by the Exalt himself, and against attacks enhanced by 
  others’ Sidereal astrology it suffers a +3m surcharge.
  meditation on war
  (p. 156)
  Cost: —; Mins: Melee 5, Essence 3; Type: Permanent 
  Keywords: Native, Overdrive 
  Duration: Permanent
  Replace the text of this Charm with the following:
  Mighty as the blessings of the Maidens may be, the true 
  weapon of the Sidereal Exalted is neither fist nor daiklave nor 
  destiny nor even Essence—it is the world itself and their ability 
  to shape it. This Charm grants an Overdrive pool with a capac-
  ity of ten motes. Whenever the Sidereal successfully blocks an 
  attack using her Parry DV while taking a Defend Other action 
  to protect an individual she has instructed in some way in the 
  past, or when such an individual protects her the same way, she 
  gains two offensive motes. “Instruction” in this case includes 
  not only characters who have learned Charms, sorcery, or new 
  Abilities or Specialty dots from the Sidereal, but also those that 
  have significantly benefitted from her advice or stratagems, at 
  the Storyteller’s discretion.
  Additionally, the Sidereal gains the ability to spend her Over-
  drive motes to fuel the attacks of not only herself, but also of 
  former students (as defined above) within (Essence x 50) yards.
  smilinG at the damned
  (p. 156)
  Cost: 3m
  Replace the text of this Charm with the following:
  In the moment that the Sidereal’s blade strikes true, the 
  colors around her take on the harsh red tinge of her martial 
  Essence. Essence dissolves at the weapon’s touch. An attack 
  supplemented by this Charm adds one level of aggravated dam-
  age to its final damage in Step 10.
  invisiBle motion
  (p. 155)
  Keywords: Combo-Basic, Prayer Strip, Shaping
  Replace the text of this Charm with the following:
  When the world cries out desperately to be saved by an agent 
  of Heaven, it is not the harrowing tale of his journey that is 
  most important—though tales will be told. What matters most 
  in saving the world is that the Sidereal be where he is needed. 
  Activating this Charm, the Sidereal wraps a prayer strip bearing 
  the Scripture of the One-Handed Maiden around his neck like 
  a scarf, causing it to exude a scent of lilacs and decay. As long 
  as it does so, he does not so much move from place to place as 
  simply arrive at each point on his journey without crossing the 
  intervening space. The Exalt ignores the difficulties of terrain, 
  including water, muck and unstable terrain, and any hazards 
  between his starting and stopping points each tick he moves.
  Perhaps more impressive, the Sidereal may take a moment 
  to plot his course more carefully, determining his ultimate goal 
  and ignoring the obstacles in between. This requires a Miscel-
  laneous action and expenditure of 1wp, which allows the Exalt 
  to teleport up to (Essence x 10) yards to a point that he can see 
  clearly. He has given up the accidental self-determination of 
  those with more uncertain journeys, and so cannot perform any 
  normal movement actions (Dash, Move, etc.) until his next 
  action tick.
  The first effect of this Charm contests wards against telepor-
  tation with a normal roll-off, while the latter fails automatically.
  melee
  harmony of Blows
  (p. 155)
  Cost: 2m per attack (+1wp); Mins: Melee 3, Essence 2
  Harmony of Blows allows the Sidereal to take up to (Dexter-
  ity) attacks as part of the magical flurry it creates. Doing so 
  costs two motes per action, or a flat cost of five motes if only 
  Melee attacks are included. No enemy can have more than one 
  attack directed at them unless the Sidereal pays a surcharge of 
  one Willpower when activating this Charm.
  orChestration of mirrored fates
  (p. 155)
  As the Chosen of the Maidens, the Sidereal Exalted are less 
  than fair in dealing with those intrinsically opposed to their 
  purview. Seers may use this Charm in response to attacks that 
  fail to hit them if they come from creatures outside fate.
  Add the following to this Charm:
  With Essence 4+, a Sidereal may add +1wp to this Charm’s 
  cost to counter attacks that do not target her, as long as she 
  could otherwise validly respond if she were the target. Any 
  Counterattacks from the true target take precedence and pre-
  vent the Sidereal’s counter.
  At Essence 6+ the surcharge becomes +0wp to counter on 
  behalf of others when the attacker is a creature outside fate.
  
  62
  target’s MDV is halved against the attack, as their distracted 
  attention-splitting leaves them more vulnerable even as they 
  prevent the Sidereal from considering and becoming suscep-
  tible to the influence.
  Sidereals with keen social instincts understand that, though 
  they will give up on their servitude if ill-treated, the limits of a 
  true friend are great indeed. With a Presence 5+ repurchase, 
  a Sidereal may use this Charm to redirect physical attacks and 
  other undesired effects (such as the random mutation of the 
  Wyld or the roaring flames of a bonfire) toward a Familiar or 
  Acquaintance. Each redirected effect counts as a scene eroding 
  any Intimacies of loyalty or friendship that the companion may 
  have for the Exalt. Once all such Intimacies are gone, the com-
  panion will tend to resent the Sidereal and may leave or even 
  attack him, but until then they suffer their impressed guardian-
  ship without complaint.
  easily aCCepted proposition stanCe
  (p. 158)
  Keywords: Combo-OK, Compulsion, Prayer Strip, Shaping 
  Duration: Instant
  Replace the text of this Charm with the following:
  The portentous nature of the Sidereal Exalted impresses it-
  self upon the world as the nature of any Exalt might overwhelm 
  a person. They supplant the circumstance and desire of all of 
  Creation with their plans. An Exalt using this Charm affixes a 
  prayer strip bearing the Scripture of the Drowning Maiden in 
  his shadow, wrestling the world into the desired shape and pin-
  ning it there with a knotted sutra. As he does so, he decrees to 
  the world what it must do, a circumstance or occurrence that 
  must take place within the current scene, and it will happen in 
  the most plausible way possible.
  This is a far-reaching Charm, and potentially very strange. It 
  narratively creates new resources for the Sidereal, but these are 
  things that have always existed in the world. Wealth arrives by 
  way of a lost Guild caravan. During a pitched battle in the wil-
  derness, “reinforcements” arrive in the form of a native horde 
  that hates one side more than the other. Evidence of a crime is 
  covered up by a sudden house fire. This Charm creates and sets 
  scenes, and even introduces new characters. This means that 
  it is often Shaping, but it may instead act as a Compulsion on 
  the animals and people nearby who could fulfill the needs of 
  the Sidereal’s vision.
  Generally, phenomena and obstacles conjured by this Charm 
  should have values for Damage, Trauma, difficulties, external 
  penalties, or most other values that are no higher than (Exalt’s 
  Essence). Obstacles might have soak values double that. When 
  the Sidereal’s desired destiny requires characters, the closest, 
  relevant and most likely to be susceptible candidates have their 
  MDV compared to the Exalt’s (Manipulation + Presence). If 
  their MDV is lower, the candidates are subject to an unnatural 
  Compulsion to fulfill the destiny, unless they spend 4wp to ig-
  nore it. Characters with higher MDVs, or who reject the influ-
  ence before they fulfill the destiny, cause this Charm to search 
  for the next best candidates, but no more than once during 
  each of the Sidereal’s actions.
  perfeCtion of the visionary warrior
  (pp. 156)
  Mins: Melee 5, Essence 3; Type: Reflexive 
  Keywords: Combo-Basic, Obvious, Prayer Strip
  Perfection of the Visionary Warrior does not double the Si-
  dereal’s Parry DV, but instead reduces the DV penalty of any 
  action she takes in combat by one point in addition to cancel-
  ing onslaught penalties. With Essence 4+, the Sidereal may 
  choose to stock the reflexive attacks granted by this Charm, up 
  to a maximum of (Dexterity) stocked attacks.
  presenCe
  forCe deCision
  (pp. 156-157)
  Keywords: Combo-OK, Compulsion
  This Charm targets a character no more than (Essence x 5) 
  yards away, and the roll to use it is made against the victim’s 
  MDV. It costs 2wp to ignore this unnatural Compulsion.
  presenCe in aBsenCe teChnique
  (p. 157)
  Keywords: Combo-OK, Shaping, Touch 
  Duration: Up to one story
  Replace the text of this Charm with the following:
  With a touch and an undetectable whisper to the universe, 
  the Sidereal tugs at the fate surrounding a person and lends it 
  such a resonant destiny that others are compelled to fulfill the 
  imposed doom. This Charm “hangs” a social attack from the 
  Sidereal on a target that must be inside fate, though the social 
  attack validly targets creatures outside of fate. The attack may 
  impose any influence the Exalt can manage normally, compel-
  ling behavior or encouraging a belief, but it must do so with a 
  central focus on the presence and actions of the target of the 
  Charm. The weight of their destiny imposes the Sidereal’s vi-
  sion on others.
  The social attack triggers and is applied against valid targets, 
  which may include the person on which it hangs, under a set 
  of circumstances decided by the Sidereal when the Charm is 
  activated. This may be as simple as a time delay, or as complex 
  as being present for a meeting between two specific characters. 
  The Charm lapses without effect at the end of the story. No 
  more than one use of this Charm may be in effect on the same 
  target at the same time.
  loyalty-saCrifiCinG sidestep
  (p. 158)
  Cost: 3m; Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Social
  Replace the text of this Charm with the following:
  By fortunate happenstance, the interests of an attacker and 
  one of the Sidereal’s friends coincide, distracting both from 
  the import of the Exalt herself. So sequestered, she is forgotten 
  and unmolested. This Charm may be activated in response to 
  a social attack, but only so long as another valid target that 
  possesses a positive Intimacy or favorable Motivation regard-
  ing the Sidereal is within (Essence) yards. Circumstances con-
  spire to make them the target of the social attack in lieu of 
  the Exalt. If the attack is Performance-based, the replacement 
  
  Chapter Five • SiDerealS
  63
  traininG mandate of war-God puissanCe
  (pp. 160-161)
  Cost: 8m, 1wp; Type: Simple (Dramatic action) 
  Keywords: Combo-Basic, Training 
  Duration: Until Calibration 
  Prerequisite Charms: Training Mandate of Celestial Empowerment
  Replace the text of this Charm with the following:
  During the Primordial War, and later the Usurpation, it was 
  necessary to quickly and effectively promote whatever allies 
  the Sidereals could find into full-fledged battle assets. Though 
  the Exalted often subverted many demons, and most gods were 
  their allies, the vast majority were simply not great warriors. 
  This Charm is a dramatic week-long training session with a 
  group of spirits, instructing them in the ways of war and in the 
  auspicious battle plans of Heaven.
  The spirits so trained gain the following benefits:
  • They gain a bonus die on all Archery, Melee and War rolls. 
  While this bonus lasts, they may internalize this lesson to im-
  prove their real rating in an Ability as a dramatic month-long 
  Training effect. This cannot raise Abilities to ratings of 5+.
  • If they lack them, they are temporarily granted First Excel-
  lencies in the Abilities of Archery, Dodge, Melee and War.
  • They gain one temporary iteration of Ox-Body Technique, 
  Essence Plethora, or Principle of Motion, at the Sidereal’s dis-
  cretion. This cannot grant a spirit more purchases of a Charm 
  than they could normally learn, and while the effect lasts they 
  may permanently learn the Charm as a dramatic month-long 
  Training effect.
  • While gathered as the majority of a mass combat unit, the 
  spirits may materialize for the duration of a battle if their leader 
  spends 1wp as a Miscellaneous action rallying them across the 
  Chasm of the Material.
  • They are considered to be full members of the Crimson 
  Panoply of Victory. They are roughly considered to be gods of 
  a rank one less than their personal power might indicate, to a 
  maximum of Third Rank. This affords them the authority to 
  command others with Mandates of Subordination and similar 
  effects.
  essenCe-draininG Battle pattern
  (p. 161)
  Cost: 5m; Type: Reflexive 
  Keywords: Combo-OK, Overdrive, War 
  Duration: One scene
  Replace the text of this Charm with the following:
  Through the brilliant planning of the Sidereal Exalted, the 
  stymied efforts of foemen become the raw vigor of the Vizier’s 
  allies. A Sidereal may activate this Charm to enhance a mass 
  combat unit in which he is a leader or special character. On 
  each of the unit’s action ticks, the leader and every special 
  character in the unit gains one offensive mote in their Over-
  drive pools; those characters who possess no Overdrive pool 
  gain a temporary five-mote pool while this Charm is active, 
  which begins empty (characters who already possess Overdrive 
  pools do not raise the size of their pool).
  A unit can benefit from only one Battle Pattern Charm at 
  a time.
  war
  auspiCious reCruitment drive
  (p. 158)
  Type: Simple (Speed 6 or dramatic action)
  Recruiting replacements outside of battle takes only a single 
  day with this Charm. Auspicious Recruitment Drive may also 
  be used as a Rally action (Exalted, p. 165) for organization or 
  for numbers. The action is automatically successful, and it in-
  cludes both the gathering of scattered allies as well as the ap-
  pointment of any new relays that are necessary.
  red haZe
  (pp. 158-159)
  Cost: —; Type: Permanent 
  Duration: Permanent
  This Charm applies automatically to units which include the 
  Sidereal as a special character. The maximum Magnitude of a 
  unit that can be affected by multiple Exalts is equal to the low-
  est Essence amongst them, plus one for each additional Seer.
  traininG mandate of auspiCious Battle
  (pp. 159-160)
  Type: Simple (Dramatic action) 
  Keywords: Combo-Basic 
  Duration: Instant
  This Charm is a week-long dramatic training session with a 
  specific mass combat unit, its effect lasting for up to one month. 
  Significant changes in the unit’s composition, apart from sim-
  ple attrition, cause the Charm to lapse early.
  predestined triumph praCtiCe
  (p. 160)
  Cost: —; Type: Permanent 
  Duration: Permanent
  This Charm does not require a roll to enact. It affects a unit 
  that includes the Sidereal as a special character. The Virtue 
  keyword allows the Exalt to channel Valor on rolls for the unit 
  to resist Exhaustion (Exalted, pp. 168-169), and to succeed on 
  their Morale rolls automatically with 0 extra successes. Enemy 
  units suffer a -1 external penalty, not a dice penalty.
  traininG mandate of 
  Celestial empowerment
  (p. 160)
  Cost: 6m, 1wp 
  Keywords: Combo-Basic 
  Duration: One month
  This Charm is a week-long dramatic training session, with 
  effects that last for the rest of its Duration. It may be renewed 
  reflexively as it lapses, but any delay requires retraining. It can 
  affect any group of beings that are part of fate, not just spirits 
  and Exalts. The effective Essence of the group for determining 
  Scope is equal to the highest of any one member, plus one for 
  every other member whose permanent Essence exceeds 3.
  
  64
  effiCient seCretary teChnique
  (pp. 162-163)
  This Charm can deliver any single fact that is known to at 
  least 100 people that are part of fate, as long as that fact is not 
  actively concealed or generally lost. As a rough guideline, as 
  long as an uncontested Investigation, Lore or Occult roll, with 
  difficulty 5 or less, could have been validly made within most 
  of Creation, the spider can find and retrieve it from the records 
  of Heaven.
  As an exception to the stricture against finding information 
  that is actively hidden or would otherwise call for a difficulty 
  6+ roll to find out, the spider can retrieve any information 
  that is currently kept within the Sidereal’s personal libraries in 
  Yu-Shan or Creation. This exception does not apply if someone 
  else hid the information in the Sidereal’s library.
  The spider travels along the Exalt’s own insuperable thread 
  of fate, and can continue to retrieve information even while in 
  Hell or the outer Chaos of the Wyld. Wards against scrying ap-
  ply against this Charm, but the Sidereal gains (Essence) extra 
  successes on her roll-off.
  researCh assistant invoCation
  (p. 163)
  The assistant’s ratings in Investigation, Lore and Occult are 
  all equal to the higher of the Exalt’s permanent Essence or 4. 
  It has a 10m pool of Essence, and possesses the First Lore and 
  Occult Excellencies and the Second Investigation Excellency, 
  with (Ability) dice caps. It is immune to fatigue, and does not 
  need to sleep, breathe, eat or drink.
  emBraCinG life method
  (p. 163)
  Type: Simple (Dramatic action) 
  Keywords: 
  Combo-OK, 
  Compulsion, 
  Shaping, 
  Virtue 
  (Compassion) 
  Duration: Instant
  The clues and trinkets do not necessarily imply any special 
  knowledge on the part of the wood spirits leaving them. They 
  are compelled by this Charm to find and deposit elements of a 
  prophecy they may have no part in. This unnatural Compul-
  sion targets only minor spirits, and is irresistible. The affected 
  spirits come from within 10 miles; if none are present for any 
  reason, this Charm fails.
  Outside of Creation and Yu-Shan, there are no nature gods 
  to answer the call of the Embracing Life Method, preventing 
  this Charm from functioning unless the Sidereal can make an 
  appropriate stunt to circumvent this limitation. Examples in-
  clude pouring out extra libations of blood to draw ghosts in the 
  Underworld, or disguising the tree as a metallic sculpture to 
  appease Autochthonian exmachina.
  larCeny
  avoidinG the truth teChnique
  (p. 163)
  Keywords: Combo-OK, Illusion, Virtue (Compassion)
  This Charm enhances social attacks to encourage beliefs. 
  It adds (Essence) successes to the attack, which is compared 
  against the target’s Parry or Dodge MDV normally. Success im-
  demon-BloCkinG Battle pattern
  (p. 161)
  Cost: 5m; Type: Reflexive 
  Keywords: Combo-OK, Holy, Stackable, War 
  Duration: One scene
  Replace the text of this Charm with the following:
  Like a wall of blades and terror sprung up from nothing, the 
  Viziers of the Primordial War shrouded their armies in tactics 
  impenetrable to the demon rulers of Creation. A Sidereal may 
  activate this Charm to enhance a mass combat unit in which 
  he is a special character. When a unit composed of creatures of 
  darkness target the Sidereal’s with their actions, they suffer a 
  -1 external penalty to any relevant rolls. If the creature of dark-
  ness unit is engaged in close combat with the Sidereal’s, the 
  penalty applies to all its non-reflexive actions.
  A unit can benefit from only one Battle Pattern Charm at a 
  time, but the effects of multiple Sidereals enacting this Pattern 
  within the same unit are cumulative, to a maximum of (lowest 
  permanent Essence amongst the Sidereals).
  As the Exalted turned their attention from the titanic forces 
  within Creation to the chaotic forces without, the Sidereals 
  learned to apply this Charm’s principles against even shaped 
  Fair Folk. Learning to do so requires Essence 4+ and a week-
  long training session with a tutor, or three times as long without 
  a teacher.
  spirit-BindinG Battle pattern
  (p. 161)
  Type: Reflexive 
  Keywords: Combo-OK, Obvious, Prayer Strip, Servitude, 
  Virtue (Conviction), War 
  Duration: Until the chosen spirit is summoned
  This Charm is activated per the other Battle Pattern Charms. 
  The Sidereal may name any spirit within the Essence limits of 
  the Charm, including demons and ghosts. Spirit-Binding Battle 
  Pattern accumulates one die for the loss of each Essence 1-3 
  Essence user or 100 mortals, and it gains two dice for the loss 
  of every Essence 4+ Essence user. The roll is not against the 
  desired spirit’s Essence, but is played out per sorcerous sum-
  moning and binding (Exalted, pp. 252-253). The Sidereal may 
  channel his Conviction to enhance his rolls to bind or banish 
  the spirit.
  Once the spirit is summoned, this Charm ends whether or 
  not it is bound to service, and another Battle Pattern may be 
  enacted or another Spirit-Binding Battle Pattern may be at-
  tempted.
  investiGation
  auspiCious prospeCts for (Caste)
  (p. 162)
  There is no roll to use this Charm. Sidereals may freely learn 
  any iteration of this Charm, though only the version corre-
  sponding to their Caste is bought or trained at Caste/Favored 
  experience values. The Maidens have no power to withhold 
  this Charm.
  
  Chapter Five • SiDerealS
  65
  fect—their name is truly disassociated from them, from all per-
  spectives except the Sidereal’s. Others cannot call to mind the 
  target’s real name. This Charm may be used to steal any name 
  the Sidereal is aware of, including pen names, pet names and 
  diminutives, though each requires a separate use.
  Sidereals who have stolen a name, and made any effort to 
  disguise themselves as the person it belongs to, may use that 
  name freely without equivocation or fear of being found out as 
  a liar. The name does belong to the Exalt, for now, and so he is 
  telling the truth.
  dream ConfisCation approaCh
  (pp. 164-165)
  Keywords: Combo-Basic, Crippling, Touch, Virtue (Temperance)
  The Essence of dreams is subtler even than fate—too subtle 
  for the Sidereal to shape, but not too subtle for them to mangle. 
  This Charm functions like Sidereal Shell games, Crippling the 
  target’s capacity to dream. This prevents them from regaining 
  Willpower from sleep, and from respiring motes normally. As 
  dubious consolation, their Willpower and Virtues cannot be 
  eaten by the Fair Folk. Raksha targets are also prevented from 
  regaining health levels of damage from any of their own kinds 
  of rest or Charms, though other magics may still heal them.
  masque of the unCanny
  (p. 165)
  Mins: Larceny 3, Essence 2; Type: Supplemental 
  Keywords: Combo-OK, Shaping 
  Duration: One disguise 
  Prerequisite Charms: Avoiding the Truth Technique
  This Charm enhances a normal action to adopt a disguise, 
  allowing the Sidereal to appear as nearly any creature outside 
  fate that is at least roughly the same size and shape. Mundane 
  scrutiny fails to pierce the disguise automatically, while magic 
  senses face +2 difficulty on any relevant rolls. This Charm will 
  perfectly conceal the Exalt’s nature as a being of fate, adding 
  (his Essence) successes to any roll-off.
  The Sidereal need not purchase each iteration of this Charm 
  separately; any type of creature he is familiar with can be mim-
  icked normally.
  lore
  of truths Best unspoken
  (pp. 166-167)
  Duration: Instant
  Use of this Charm does not require the presence of other Si-
  dereals. The aid of other Viziers, even if they do not know this 
  Charm, allows for limited teamwork on the roll to interpret the 
  vision (Exalted, p. 125).
  of seCrets yet untold
  (p. 167)
  Keywords: Combo-OK, Compulsion, Social
  This Charm is a social attack of (Manipulation + Presence 
  + Lore) against the spirit’s Dodge MDV. By committing the 
  Cost of the Charm, the Sidereal can ensure that the favor will 
  be borne out within the current story.
  poses the unnatural Illusion that what the Exalt said is untrue, 
  even if the target would normally believe otherwise. It costs 
  3wp to ignore this influence. The Charm can also be employed 
  to enhance truths and lies outside of social combat.
  When someone attempts to tell if the character is lying or 
  not (Exalted, p. 131), the difficulty to do so is raised by the 
  Exalt’s Essence. Failure to see through the Sidereal’s facade im-
  poses this Charm’s influence on the observer.
  thouGht-swipinG distraCtion
  (p. 164)
  Type: Reflexive 
  Keywords: Combo-OK, Illusion
  This Charm can be invoked against targets up to (Sidereal’s 
  Essence) yards away, requiring a successful (Dexterity + Lar-
  ceny) roll against the target’s Dodge MDV. It grants no spe-
  cial insight into whether the Sidereal will interrupt meaningful 
  thoughts, but if properly timed it imposes an external penalty 
  of (her Larceny) on any disrupted knowledge recall and reten-
  tion rolls. This is a form of unnatural Illusion; spending 2wp to 
  ignore it immunizes one from Thought-Swiping Distraction for 
  the rest of the scene.
  The brief impression the Sidereal receives of the target’s sur-
  face thoughts include broad strokes only, such as “going to war” 
  or “someone I love.” If the target is thinking of the subject of 
  one of their Intimacies that the Sidereal is aware of, the name 
  of the subject is provided as well.
  sidereal shell Games
  (p. 164)
  Cost: 6m; Type: Simple 
  Keywords: Combo-Basic, Crippling, Touch
  Replace the text of this Charm with the following:
  The character sweeps a hand through the weave of events, 
  wrapping her fate around that of a target so that certain por-
  tions of one strand temporarily become indistinguishable from 
  the other. Successfully touching a target, which may require an 
  unarmed attack as part of activating this Charm, the Sidereal 
  rolls her (Wits + Larceny) against the target’s Dodge MDV. 
  For every extra success, up to a maximum of (Exalt’s Essence), 
  the victim suffers a -1 internal penalty to a chosen (Attribute 
  + Ability) die pool and the Sidereal gains an equal amount of 
  bonus dice to the same pool.
  The Exalt can steal dice from many of a character’s pools 
  and from many targets, but she cannot steal from the same pool 
  twice, nor can she steal from the same pool from multiple tar-
  gets.
  Sidereals with Essence 4+ may add +1wp to the cost of this 
  Charm to steal from targets up to (Essence) yards away. This is 
  a Shaping attack that cannot be blocked or dodged.
  name-pilferinG praCtiCe
  (p. 164)
  Keywords: Combo-Basic, Crippling, Touch
  Replace the text of this Charm with the following:
  With a sharp yank on a person’s fate, the Sidereal can dis-
  lodge that person’s name and snatch it from her. This Charm 
  functions like Sidereal Shell Games, Crippling the target and 
  removing from them their name. This is not an influence ef-
  
  66
  music that is nevertheless fitting to their aspect and nature. 
  Spirits ring with the soft tintinnabulation of bells, while arti-
  facts hum in low tones. Other than its purely auditory nature, 
  this Charm functions as All-Encompassing Sorcerer’s Sight 
  (Exalted, p. 222).
  inCite deCorum
  (pp. 169-170)
  Keywords: Combo-OK, Compulsion
  This Charm applies against spirits of any type employed by 
  Heaven officially, up to Essence 8 and regardless of how the 
  Sidereal’s Essence compares.
  unweavinG method
  (p. 170)
  Keywords: Combo-OK, Obvious, Shaping
  Replace the text of this Charm with the following:
  Lending a sense of imminent doom to her own destiny, the 
  Sidereal lashes out with the threads of her fate like a whip, en-
  snaring a target with tragedy and corruption. This is a (Dexter-
  ity + Occult) attack, with Accuracy +0, Damage 4A/2, Rate 
  1, Range (Exalt’s Essence x 10), Tags: O. It cannot be blocked 
  or dodged, but it also cannot target creatures of death, such as 
  Abyssal Exalted, ghosts and ghost-blooded.
  willinG assumption of Chains
  (p. 170)
  Gods empowered by this Charm may, if appropriate, raise 
  their permanent Essence by one to match the stature of their 
  office. Spirits cannot be directly compelled by unnatural influ-
  ence to agree to the Charm’s terms, but natural influence may 
  still convince them.
  stealth
  soft presenCe praCtiCe
  (pp. 170-171)
  Cost: 4m, 1wp; Type: Simple 
  Keywords: Combo-OK 
  Duration: One scene
  Replace the text of this Charm with the following:
  With this Charm, the Sidereal steps lightly around the bon-
  fires of heroes and dampens her own, moving to disturb none so 
  that she may work in peace. While this Charm is active, motes 
  spent on the Sidereal’s non-Obvious Stealth Charms (includ-
  ing Excellencies) do not contribute to anima flare, and she may 
  spend up to (Essence) peripheral motes on other non-Obvious 
  Charms each tick without them counting for anima flare. In 
  addition, she adds an extra success to her Larceny and Stealth 
  rolls during the scene.
  walkinG outside fate
  (p. 171)
  To clarify, the character is effectively invisible, and can be 
  targeted like other invisible characters. She is perfectly immune 
  to long-term tracking (see Exalted, p. 140), adding (Essence) 
  dice to any roll-off.
  of the shape of the world
  (pp. 167-168)
  This Charm can be invoked at most once per day regarding 
  the same target. Sidereals understand that they see only vague 
  shadows of the future, and that they may be changed not just 
  by their own actions, but the actions of others.
  of thinGs desired and feared
  (p. 168)
  Duration: Instant
  Use of this Charm does not require the presence of other Si-
  dereals. The aid of other Viziers, even if they do not know this 
  Charm, allows for limited teamwork on the roll to interpret the 
  vision (see Exalted, p. 125). If the desired goal is significantly 
  contested by powerful magic beings, usually other Exalts, or 
  spirits with permanent Essence at least half that of the Side-
  real’s, then this Charm cannot be used to overwhelm them. 
  This is a very loose guideline, and Storytellers are encouraged 
  to ignore it if the conflict is incidental to their story or would be 
  uninteresting in extended play.
  of horrors Best unknown
  (p. 168)
  Keywords: Combo-OK, Shaping, Virtue (Valor)
  To clarify, this Charm brings creatures outside of fate inside 
  of fate for a year and a day, while its “Target Number”-modify-
  ing curse lasts only for the first scene in which the net’s criteria 
  are met.
  transCendent hatChet of fate
  (p. 168)
  Keywords: Combo-Basic, Prayer Strip, Shaping
  This Charm is a Shaping attack that cannot be blocked or 
  dodged. Even if a character avoids the loss of Willpower and 
  motes, they still know their doom.
  oCCult
  mark of exaltation
  (p. 169)
  Cost: 3m; Mins: Occult 2, Essence 2; Type: Reflexive 
  Keywords: Combo-OK, Obvious, Virtue (Compassion)
  The Mark of Exaltation shines out to (Essence x 50) yards, 
  not (Essence x 5). Instead of adding an automatic success to 
  the Sidereal’s social rolls, it adds one to her effective Appear-
  ance rating when interacting with spirits in social combat. It is 
  Obvious only to characters capable of seeing the Mark’s light.
  tell-tale symphony
  (p. 169)
  Keywords: Combo-Basic 
  Duration: One hour
  Replace the text of this Charm with the following:
  Patterns of Essence become music to the Sidereal’s ears, un-
  tangling the mysterious threads of fate with the revelation of 
  their song. Charms, sorcery, and other magic give off a strange 
  
  Chapter Five • SiDerealS
  67
  nature of the threat. Such forewarning adds one automatic 
  success to her actual roll to notice the threat when it finally 
  arrives.
  expeCted pain
  (pp. 173-174)
  Cost: 2m (+2m); Type: Reflexive (Step 2)
  Replace the text of this Charm with the following:
  Vague premonitions of future sorrow drift through the mind 
  of a Sidereal who has mastered this Charm. As her fated suffer-
  ing impends, these visions crystallize into awareness. Expected 
  Pain cancels the unexpected quality of any physical or social 
  attack against the Sidereal. It costs an additional two motes 
  when used to defend against creatures outside of fate.
  With Awareness 5+, this Charm can be activated to en-
  hance any Awareness roll to notice a concealed threat to the 
  Sidereal or her allies—a hidden assailant, a drop of poisonous 
  lotus extract dissolved in a cup of tea, a venereal disease on a 
  concubine. Doing so converts all dice on the roll to automatic 
  successes.
  supernal awareness
  (p. 174)
  Duration: One scene
  inevitaBle pursuit
  (p. 175)
  Cost: 4m, 1wp; Type: Supplemental 
  Duration: Instant
  In addition to the listed effects of this Charm, the supernatu-
  ral tracking of Inevitable Pursuit adds a five-die equipment bo-
  nus to the Sidereal’s roll and allows her to track by night. The 
  time limits on tracking characters by destiny are relevant only 
  if they have left no physical trail to be tracked by; otherwise, 
  this Charm can be used to follow their spoor regardless of how 
  old it is.
  ConClusive wisdom
  (p. 175)
  Cost: 10m, 1wp, 1hl 
  Keywords: Combo-OK, Emotion, Illusion, Prayer Strip
  “There’s always an ending.”
  There is no Willpower roll to resist this Charm. Instead, the 
  Sidereal rolls (Perception + Awareness + Essence) as an un-
  blockable social attack against the target of the Charm. While 
  such a vision is an unnatural Illusion, it cannot be resisted 
  with Willpower. Characters are not rendered Inactive by this 
  Charm; instead, they are forced to take a Guard action on their 
  next action tick as the vision overwhelms their capacity to act.
  Should the events prophesied in a player character’s vision 
  of death come to pass, the knowledge of their fated death hangs 
  over their head. They suffer a -3 internal penalty on any action 
  to fight against their foretold doom, unless they pay two Will-
  power to resist this unnatural Emotion for one scene. Should a 
  character succeed in fighting against destiny and survive they 
  events prophesied to bring about their end, they recover all 
  points of temporary Willpower, finding new hope in their sec-
  ond chance at life. Exalted characters also lose a point of Limit.
  suBordinate inspiration teChnique
  (p. 171)
  Keywords: Combo-Basic, Illusion
  This Charm enhances social attacks to encourage a belief in 
  the target, and these attacks are not unexpected; the target’s 
  MDVs may apply normally. However, if successful, the target 
  must spend 3wp to recognize that the belief came from outside 
  her own thoughts. Failure on the attack prompts the target’s 
  roll to notice the presence of the Sidereal.
  Gift of a Broken mask
  (pp. 171-172)
  Cost: 6m, 1wp 
  Keywords: Combo-Basic, Shaping, Touch
  The Sidereal rolls (Wits + Stealth) against the target’s 
  Dodge MDV. For every extra success, minimum 1, the target is 
  subjected to a day of Arcane Fate. Sidereals with Essence 4+ 
  may add +1wp to the Cost of this Charm to target characters 
  up to (Essence) yards away, or to target a social group with 
  Magnitude no greater than her Essence. There is no special 
  requirement that the Exalt or an ally lead the group to target 
  it with this Charm.
  BlindinG the Boar
  (p. 172)
  Keywords: Combo-OK, Illusion, Virtue (Valor) 
  Duration: One scene
  This Charm targets an individual up to (Essence) yards 
  away. There is no activation roll; Blinding the Boar is a form 
  of unblockable and undodgeable unnatural Illusion. It may be 
  ignored for 3wp per action. The target finds it impossible to 
  recognize the Sidereal, and also faces a -3 external penalty on 
  all actions targeting the Exalt.
  CeasinG to exist approaCh
  (pp. 172-173)
  Keywords: Combo-Basic, Illusion, Prayer Strip, Shaping
  The disguise draped around the Sidereal herself is Shaping 
  of an impenetrable nature. Community members who should 
  know the new persona, and social attacks to convince others 
  that the persona is real, are subject to or become unnatural Il-
  lusions that cost 3wp to ignore.
  awareness
  prior warninG
  (p. 173)
  Keywords: Combo-Basic
  Replace the text of this Charm with the following:
  Casting her perception into the near future, the Sidereal 
  senses the presence of imminent danger. The Storyteller should 
  have the Sidereal’s player roll any Awareness rolls that she is 
  allowed to notice a threat (Essence x 2) minutes before she 
  would normally be able to roll. When the Storyteller cannot 
  determine the difficulty of the roll beforehand, use the highest 
  ([Intelligence + Larceny] ÷ 2) of any character involved in 
  the threat–or difficulty 1 if the Sidereal could notice the threat 
  automatically. On a success, she receives a vague premonition 
  of harm, putting her on guard without actually revealing the 
  
  68
  The described use of this Charm is a social attack against 
  those present, the Sidereal rolling (Charisma + Bureaucracy) 
  and adding (Essence) automatic successes versus Dodge MDV. 
  There is no restriction on who can be targeted by this Charm 
  based on relative permanent Essence.
  Add the following to this Charm:
  A Sidereal may instead strip conflict of interest and graft 
  from a bureaucrat, rolling Strength instead of Charisma against 
  a single target. If successful, the target suffers the effects of Icy 
  Hand indefinitely and with no mote commitment from the Ex-
  alt. The only way to escape his Compulsion to duty is for the 
  target to resign from his position, though he may take up an-
  other job in which to laze and extort.
  inteGrity
  (virtue) essenCe replenishment
  (p. 178)
  This Charm no longer provides motes for channeling a Vir-
  tue once that Virtue has been channeled a number of times in 
  a day equal to its rating.
  preservation of resolve
  (p. 178)
  Type: Simple 
  Keywords: Combo-OK, Social 
  Duration: One scene
  Replace the text of this Charm with the following:
  Corruption and vice beset companies of righteous heroes on 
  all sides, but the tricks of Kapula from the far reaches of Chaos 
  or the lies of the Ebon Dragon himself are no match for the 
  mazy reassurances of a Sidereal advisor. This Charm enhances 
  a social group of which the Exalt is a part, as long as he is not 
  the leader. Social attacks targeting the group suffer a -3 exter-
  nal penalty. The Sidereal, acting in his capacity as a Vizier, may 
  perform appropriate stunts to speak out against the offending 
  influence, increasing the penalty by an amount equal to the 
  rating of the stunt.
  Multiple Sidereals may better bolster the resolve of a group. 
  Each extra Vizier that activates this Charm increases the base 
  penalty by one, to a maximum additional penalty equal to the 
  lowest permanent Essence amongst them.
  unwaverinG well-BeinG meditation
  (pp. 178-179)
  Mins: Integrity 3, Essence 2 
  Keywords: Combo-OK, Social
  Replace the text of this Charm with the following:
  With unflappable dedication to his destiny beyond the trials 
  that face him, the Sidereal becomes untouchable. This Charm 
  imposes an external penalty on a physical or social attack equal 
  to the Exalt’s Temperance. Against a physical attack that still 
  hits despite this penalty, he also gains (Essence) bashing and 
  lethal soak.
  With an Integrity 4+, Essence 4+ repurchase the Sidereal 
  may add +1wp to the Cost to speak encouragement into the 
  destiny of an ally within (Essence) yards, allowing them to gain 
  the benefits of this Charm.
  BureauCraCy
  iCy hand
  (p. 176)
  Keywords: Combo-OK, Compulsion, Touch
  This Charm’s unnatural Compulsion can be ignored for 3wp 
  per day.
  terminal sanCtion
  (p. 176)
  Keywords: Combo-Basic, Compulsion, Maiden, Servitude, 
  Virtue (Temperance)
  This Charm has a range of (Essence x 10) yards. Activation 
  of this Charm inflicts an unblockable and undodgeable un-
  natural Compulsion to materialize. The target is made aware of 
  the Exalt’s presence and distance when affected by this Charm. 
  Binding spirits with it is an irresistible unnatural Servitude. 
  When used to bind demons, it is identical to sorcerous binding, 
  preventing other bindings of the same demon.
  Add the following to this Charm:
  With a Bureaucracy 5+, Essence 4+ repurchase, a Sidereal 
  may use this Charm to target multiple spirits at once. By adding 
  +4m to its Cost, the Exalt may compel up to 10 spirits of a cer-
  tain kind to materialize, and if the roll is successful doom them 
  in the event of their defeat. “Kinds” of spirits are delineated by 
  the usual types (elemental, god, demon), as well as whether 
  or not they are officially employed by Heaven. An Exalt could 
  compel all Celestial censor elemental dragons to appear, or all 
  unaffiliated elemental dragons, but not both at once. A third 
  purchase at Bureaucracy and Essence 6+ allows the Sidereal to 
  add another +4m to sanction up to (Essence ÷ 2) Magnitude 
  spirits at once.
  underlinG invisiBility praCtiCe
  (pp. 176-177)
  Keywords: Combo-OK, Illusion
  As a form of unnatural Illusion, this Charm is not defeated 
  by powers that pierce conventional invisibility. It can be ig-
  nored by spending 3wp. This Charm will lapse like a Stealth 
  Charm when the Sidereal’s anima flares too high.
  paralyZed mandarin infliCtion
  (p. 177)
  Duration: One story
  This Charm is a social attack against a bureaucratic social 
  group. It is conventionally opposed by the target’s MDV, with 
  an additional external penalty equal to half the group’s Magni-
  tude (round up).
  Undoing what the Sidereal has done is possible with nor-
  mal bureaucratic and social maneuvering. Working to fix the 
  group is an extended (Intelligence + Bureaucracy) dramatic 
  action, with a per-roll difficulty equal to the Exalt’s Essence and 
  a cumulative difficulty equal to (10 x extra successes on this 
  Charm’s activation roll, minimum 10).
  end deBate
  (p. 178)
  Keywords: Combo-Basic, Compulsion, Obvious, Prayer Strip, 
  Virtue (Temperance)
  
  Chapter Five • SiDerealS
  69
  When an Exalt activates this Charm, he must choose a goal, 
  which then nests in his heart in place of his name. This grants 
  him a sorcerous Intimacy of unceasing dedication to the goal, 
  which cannot be removed by any means. Influence opposing 
  the goal is an unacceptable order. He suffers a -2 internal pen-
  alty on actions unrelated to the goal, and a -5 internal pen-
  alty on actions contrary to the goal. None of the Exalt’s own 
  Charms or other powers can overcome these penalties; he can-
  not ignore them.
  As recompense, the character gains an extra success on all 
  actions that further the completion of the goal. He ignores any 
  wound or fatigue penalties on actions that are not contrary to 
  the goal, even to the point of continuing to act when he should 
  be unconscious. When performing a stunt that would resonate 
  with the Intimacy if it were a Motivation, the Sidereal converts 
  the stunt’s bonus dice into automatic successes, and may as his 
  stunt reward choose to heal one lethal health level of damage 
  or three bashing levels.
  When the Exalt’s goal is completed, his name is returned 
  to him as One Direction Invocation ends. This Charm can be 
  ended prematurely, but if so the Exalt’s name is not returned; 
  he will need to go to some effort to acquire a new one, often 
  with the aid of relevant gods or other magical authorities. As 
  long as he lacks a name, he is subject to the universal Arcane 
  Fate imposed by use of this Charm. A character without a name 
  cannot reactivate this Charm, even if he steals a replacement.
  martial arts
  seCrets of future strife
  (p. 180)
  Cost: 3m; Mins: Martial Arts 3, Essence 2; 
  Type: Supplemental 
  Keywords: Combo-OK 
  Duration: Instant
  Replace the text of this Charm with the following:
  Accepting the twists and turns circumstance with instant 
  determination, the Sidereal is never caught off guard. A Join 
  Battle roll supplemented by this Charm converts up to (Martial 
  Arts) dice to automatic successes. As part of the roll, the mar-
  tial artist may reflexively draw any form weapon of this style.
  fliGht of merCury
  (p. 181)
  Cost: 2m; Mins: Martial Arts 3, Essence 2; 
  Type: Supplemental 
  Keywords: Combo-OK 
  Duration: Instant
  Replace the text of this Charm with the following:
  Moving with the swift precision of one who knows her des-
  tiny, the Sidereal strikes without hesitation or remorse. An un-
  armed attack supplemented by this Charm reduces its Speed 
  by one point. The martial artist can also move up to (Essence) 
  yards before making the attack if needed to close range with 
  her opponent.
  Creation-preservinG will
  (p. 179)
  Cost: —; Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Unwavering Well-Being Meditation
  Replace the text of this Charm with the following:
  The Sidereal determination to see the Ending allotted to 
  them by Saturn is so strong, they are empowered to eschew 
  the trials of worlds beyond Creation. This Charm enhances its 
  prerequisite, so that in addition to penalizing any attack it is 
  applied against, it negates undesired Shaping that accompanies 
  it. It may also be applied against effects that are not character-
  driven attacks, such as Wyld mutation. Against Shaping from 
  sources outside of fate, the Charm’s cost is reduced by 1m; 
  against the Shaping of Sidereal Charms and astrology, it is in-
  creased by 1m. This cost variance is considered a special Flaw 
  of Invulnerability.
  death-of-self meditation
  (pp. 179-180)
  Type: Reflexive (Step 2) 
  Keywords: Combo-OK
  Replace the text of this Charm with the following:
  The world is a place of trials, constantly tearing away what 
  you are to make you who you will be. Let those things go, and 
  they trouble you not! A Sidereal may activate this Charm when 
  faced with unnatural influence, shedding an Intimacy related 
  to it. It does not matter if the Intimacy would have been op-
  posed or complementary to the influence, as long as it would 
  have provided either a bonus or penalty to MDV resisting its 
  imposition. Any such influence is perfectly dodged, spiraling 
  away into nothingness along with the Sidereal’s old loves and 
  hates. The lost Intimacy cannot be regained by any means for 
  the rest of the story.
  one direCtion invoCation
  (p. 180)
  Cost: 1m, 1wp, 1hl 
  Keywords: Combo-Basic, Obvious, Prayer Strip, Shaping
  Replace the text of this Charm with the following:
  Activating this Charm, the Sidereal throws into the air a 
  prayer strip bearing the Scripture of the Maiden’s Promise. It 
  hangs for a second, before glowing an arrogant purple and dart-
  ing about within 100 yards of the Exalt, seeking the best route 
  to the end of his destiny. The Seer defers his name and any 
  claim he has to a life beyond his ultimate purpose, setting them 
  aside as collateral so that the prayer strip can invigorate him 
  and drag him along toward his doom. His identity forgotten by 
  the world, whether he wears a resplendent destiny or not all 
  who meet him are subject to Arcane Fate regarding memories 
  of him, even those who are outside fate or otherwise immune 
  to Arcane Fate normally, such as other Sidereals. This can be 
  avoided temporarily by stealing a name with Name-Pilfering 
  Practice (see page 65), but only so long as he acts the part of 
  the stolen name.
  
  70
  death-parryinG stroke
  (p. 182)
  Cost: 4m; Mins: Martial Arts 4, Essence 3; 
  Type: Reflexive (Step 7) 
  Keywords: Combo-OK, Obvious
  Replace the text of this Charm with the following:
  The Sidereal’s blade becomes a blur of violet Essence, catch-
  ing fatal blows a split-second before they can touch her. These 
  defensive maneuvers subtract the martial artist’s Parry DV from 
  the raw damage of an attack, and reduces its minimum damage 
  by one die (minimum one). Death-Parrying Stroke offers no 
  defense against unblockable or unexpected attacks.
  life-severinG Blow
  (pp. 183-184)
  Cost: 5m; Type: Supplemental 
  Keywords: Combo-OK 
  Prerequisite Charms: Violet Bier of Sorrows Form
  Replace the text of this Charm with the following:
  Sighting a violet glimmer of the Essence of Endings in her 
  enemy’s soul, the Sidereal strikes through it to bring them clos-
  er to their death. Add (Essence) to the raw damage of an un-
  armed attack supplemented by this Charm. The same amount 
  is also added to the minimum damage of the attack, granting it 
  the Overwhelming tag.
  A character reduced to their Incapacitated level by an at-
  tack supplemented with Life-Severing Blow can be unmade 
  as a Shaping effect, killing them instantly and reducing their 
  corpse to ash. Against mortals, even a single level of damage is 
  sufficient to shape them dead.
  metal storm
  (p. 183)
  Cost: 7m, 1wp 
  Keywords: Combo-OK, Obvious 
  Prerequisite Charms: Violet Bier of Sorrows Form
  ConClusion-pursuinG approaCh
  (p. 184)
  Cost: —(+10m, 1lhl); Mins: Martial Arts 5, Essence 4; 
  Type: Permanent 
  Keywords: Prayer Strip 
  Duration: Permanent 
  Prerequisite Charms: Death-Parrying Stroke, Life-Severing 
  Blow, Metal Storm
  Replace the text of this Charm with the following:
  At the pinnacle of the Violet Bier of Sorrows, the martial 
  artist learns to draw strength from the pain of others. As her 
  enemies falter before her before her blows, her resolve only in-
  creases. This Charm upgrades Violet Bier of Sorrows Form. As 
  the character invokes it, she may pay a surcharge of ten motes 
  and a point of Willpower to add the following effects to the 
  form:
  • The martial artist’s unarmed attacks deal aggravated dam-
  age to creatures outside of fate and consume their motes as 
  though they were spirits.
  • Wound penalties are tripled by the unnatural mental influ-
  ence of Violet Bier of Sorrows Form instead of just double. The 
  cost to resist rises to five Willpower.
  Blade of the Battle maiden
  (p. 182)
  Cost: 5m, 1wp 
  Keywords: Combo-OK, Obvious
  Replace the text of this Charm with the following:
  Crimson ribbons of Essence trail from the Sidereal’s hands, 
  the strands of a martial destiny waiting to be seized. This crim-
  son nimbus allows the martial artist to both deal lethal dam-
  age and parry lethal attacks while unarmed, and enchants her 
  natural attacks with the traits of a stametal daiklave (except 
  for clinches).
  Alternatively, the martial artist may invoke this Charm to 
  invoke a form weapon she wields, granting it the magical mate-
  rial bonus of starmetal and rendering it as indestructible as an 
  attuned artifact. It also benefits from the reduced target num-
  ber for damage.
  joy in adversity stanCe
  (p. 182)
  Mins: Martial Arts 3, Essence 2; Type: Reflexive (Step 2) 
  Keywords: Combo-OK
  Replace the text of this Charm with the following:
  Each moment’s survival is a small happiness to one who 
  walks constantly with peril and misfortune. While Joy in Ad-
  versity Stance is active, the martial artist gains one bonus die 
  on her next unarmed Martial Arts attack every time she suc-
  cessfully dodges an attack. Attacks with the Overwhelming tag 
  instead confer two dice when dodged. These bonus dice count 
  as dice added by a Charm, and are discharged at when the mar-
  tial artist next attacks.
  Attacks must be made with hostile intent against the martial 
  artist and be capable of harming her in order to trigger this 
  Charm. Using a defense with a Flaw of Invulnerability ends this 
  Charm’s duration prematurely.
  violet Bier of sorrows form
  (p. 182)
  Mins: Martial Arts 4, Essence 3 
  Keywords: Combo-Basic, Form-Type, Emotion, Obvious
  Replace the text of this Charm with the following:
  The martial artist takes on the same cold detachment with 
  which Saturn makes her Sign against those things whose time 
  has passed. She is reckoning and destruction, a peerless bringer 
  of endings, and all the princes and kingdoms of the world trem-
  ble before her. While Violet Bier of Sorrows Form is active, the 
  martial artist gains the following benefits:
  • All enemies see their own end in her, doubling any wound 
  penalties they take on actions to oppose her in combat. Resist-
  ing this unnatural Emotion for one scene costs two Willpower.
  • Any unarmed attack she makes against a spirit consumes 
  one of the spirit’s motes for every level of damage dealt.
  • The character’s unarmed martial arts attacks gain an 
  Overwhelming value of (the lower of her Essence or Martial 
  Arts rating).
  
  Chapter Five • SiDerealS
  71
  mediCine
  peaCeaBle ConClusion
  (p. 184)
  Cost: 3m; Type: Simple (Speed 3) 
  Keywords: Combo-OK, Touch, Virtue (Valor) 
  Duration: One scene
  Replace the text of this Charm with the following:
  Calling upon the mercy that the Maiden of Endings shows 
  for those in her somber dominion, the Sidereal may take away 
  the suffering that accompanies death. As she touches a char-
  acter, she brings an ending to the pain they might feel, negat-
  ing any wound penalties they would suffer for the duration of 
  this Charm. Characters who die under the effects of Peaceable 
  Conclusion feel no pain as they pass, and their souls pass into 
  Lethe without regret. The corpses of characters who die such a 
  death can never be raised as undead.
  Peaceable Conclusion has the opposite effect when used on a 
  creature of death, suffusing them with the stillness of the grave. 
  Such characters suffer a -3 internal penalty on all non-reflexive 
  actions as a Crippling effect for the duration of this Charm.
  smooth transition
  (pp. 184-185)
  Cost: 3m; Type: Supplemental 
  Keywords: Combo-OK, Virtue (Valor)
  Replace the text of this Charm with the following:
  When ghosts and the walking dead linger on in the lands of 
  the living, it falls upon Saturn’s Chosen to guide them back to 
  their ordained endings. Smooth Transition can supplement any 
  attack against a creature of death, causing it to deal aggravated 
  damage and adding one automatic success to the damage roll. 
  Undead extras hit by the attack are automatically destroyed: 
  zombies fall apart as they remember that they are dead, while 
  ghosts pass peacefully into Lethe.
  At first, Saturn’s Chosen were confounded by the presence of 
  this Charm in the Scripture of the Maiden and the Road, not 
  knowing what their patron might have intended for it. When 
  the first Neverborn fell, they understood, and used Smooth 
  Transition to purge the hekatonkires and shambling horrors 
  left in its wake.
  invoCation of the storm-
  followinG silenCe
  (p. 185)
  Cost: 5m, 1wp; Mins: Medicine 4, Essence 3; Type: Simple 
  Keywords: Combo-OK, Obvious, Shaping, Virtue (Valor) 
  Duration: Instant or Indefinite 
  Prerequisite Charms: Smooth Transition
  Replace the text of this Charm with the following:
  Creation is wounded by the taint of death, falling into rot 
  and ruin where the nightlands encroach upon its boundaries. 
  What the world needs now is healing. Activating this Charm, 
  the Sidereal rolls (Charisma + Medicine). Violet radiance 
  flashes forth from his hands and eyes, dealing a single level of 
  aggravated damage to all creatures of death within (Essence 
  x 10) yards who have an Essence rating lower than the rolled 
  successes. Undead extras are destroyed automatically as de-
  scribed in Smooth Transition.
  A Sidereal may affix a prayer strip marked with the Scripture 
  of the Expectant Maiden to her weapon with her own blood 
  as she invokes this Charm, causing the blade to glow with a 
  radiant burgundy light. Doing so grants additional benefits as a 
  Prayer Strip effect: Whenever the Sidereal damages a character 
  with an unarmed attack, they lose a point of Willpower. Char-
  acters without remaining Willpower instead lose ten motes, 
  and can be shaped dead as per Life-Severing Blow if they have 
  no motes remaining.
  throne shadow style
  unoBstruCted Blow
  (p. 182)
  Cost: 4m; Mins: Martial Arts 4, Essence 2; 
  Type: Supplemental 
  Keywords: Combo-OK, Obvious 
  Duration: Instant 
  Prerequisite Charms: Lotus Eye Tactics
  Replace the text of this Charm with the following:
  Choosing the arc of her blow, the Sidereal writes it into forth-
  coming fate. An unarmed attack supplemented by this Charm 
  gains the Piercing tag and halves any DV applied against it. A 
  second purchase of this Charm requires Martial Arts 5+, Es-
  sence 4+. For a seven-mote surcharge, this Charm also renders 
  the supplemented attack both unblockable and undodgeable.
  horrifiC wreath
  (p. 182)
  Cost: 4m; Mins: Martial Arts 4, Essence 3; Type: Reflexive 
  Keywords: Combo-OK, Holy, Obvious 
  Duration: One scene 
  Prerequisite Charms: Throne Shadow Form
  Replace the text of this Charm with the following:
  A hideous red glare surrounds the Sidereal’s hands as she 
  strikes at the foes of Creation, mirroring their wickedness in her 
  Essence. All of the Sidereal’s unarmed attacks gain the magical 
  material bonuses of starmetal while this Charm is active. She 
  may use them to deal lethal damage, and they deal aggravated 
  damage to creatures of darkness.
  Crimson palm Counterstrike
  (p. 183)
  Cost: 6m; Mins: Martial Arts 5, Essence 3; 
  Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Obvious 
  Duration: Instant 
  Prerequisite Charms: Clear Eyes Defense
  Replace the text of this Charm with the following:
  Coming to understand the movements of her enemy, the Si-
  dereal interrupts them an instant before they happen. When-
  ever the Sidereal applies his unarmed Parry DV against an at-
  tack made in close combat range, he may activate this Charm. 
  She makes an unarmed Martial Arts attack roll in Step 6, sub-
  tracting her rolled successes from those of the attack roll which 
  provoked her counter, parrying it completely if the successes 
  are reduced below her Parry DV. She then applies this roll as 
  an unarmed counterattack in Step 9, doing damage normally 
  if it hits.
  
  72
  motes equal to the remaining Damage of that toxin. The re-
  moved harm remains suspended for the duration of this Charm 
  and for five minutes thereafter, after which it reappears.
  earth and sky BarGain
  (p. 186)
  Prerequisite Charms: Deferred Wounds, Invocation of the 
  Storm-Following Silence
  Earth and Sky Bargain adds (Essence + Charisma + Medi-
  cine) to the Sidereal’s bashing and lethal soak. This counts as 
  natural soak and is compatible with armor.
  storytellinG
  sidereal experienCe Costs
  (p. 230)
  Replace the relevant entries of the Sidereal experience table 
  with the following values:
  In addition, the Sidereal may choose to commit the mote 
  cost of this Charm indefinitely, evoking an aura of violet Es-
  sence that radiates out to (Essence x 10) yards. Within this 
  Shaping aura, shadowlands behave as though they were a natu-
  ral part of Creation.
  terminate illness
  (p. 185)
  Cost: 5m
  No roll is needed to end mundane diseases. With Essence 
  3+, the Sidereal can use this Charm to cure even magical 
  Sickness. Doing so requires an activation roll as described in 
  the Charm’s text, and extends the time needed to activate this 
  Charm to one hour. Magical diseases without a Virulence rat-
  ing cannot be cured with this Charm.
  deferred wounds
  (p. 185)
  Cost: Special 
  Keywords: Combo-OK, Touch 
  Duration: Indefinite
  An activation of this Charm can suspend up to (Essence) 
  levels of damage or a single Poison effect. It costs one mote per 
  level of bashing damage suspended, or two motes per level of 
  lethal damage. Aggravated damage cannot be deferred. Using 
  this Charm to suspend an ongoing Poison costs a number of 
  Trait
  Cost
  Caste/Favored Charm or Spell
  9
  Non-Favored Charm or Spell
  11
  Celestial or Terrestrial Martial Arts Charm 
  (Martial Arts Caste or Favored)
  8
  Celestial or Terrestrial Martial Arts Charm 
  (Martial Arts non-Favored)
  10
  New College (In-House)
  2
  New College (Out-of-House)
  3
  Increase College (In-House)
  (rating x 1)
  Increase College (Out-of-House)
  (rating x 2)
  
  73
  CHAPTER SIX
  ABYSSAL EXALTED
  rejeCted By Creation
  (p. 95)
  The -2 internal penalty for being in areas of living Essence 
  applies only to non-reflexive actions. The penalty is a Crippling 
  effect and may be defended against as such. Abyssals suffer in 
  all realms of existence suffused with living Essence, which is to 
  say all places save the realms of the dead and blight zones of 
  Autochthonia. Areas the Storyteller deems closely associated 
  with death like graveyards provide their own trappings of death 
  to keep the penalty at bay. Committing motes to block the dis-
  comfort is a reflexive action.
  feedinG
  (p. 95)
  Abyssals can feed on Alchemical Exalted to regain motes, 
  though not past the moment of death (i.e. no minute long post-
  mortem window of opportunity due to immediate physical dis-
  solution). Though no Abyssals yet realize it, Primordial jouten 
  are succulent beyond imagining, yielding five motes per health 
  level consumed.
  traits
  CheatinG death and eternal life
  The Black Exaltation of an Abyssal shields her body from the 
  injury that should have killed her and further heals her body of 
  all damage. Like all Exalted, deathknights surge to full motes, 
  full Willpower points and full Virtue channels in the moment 
  of their Exaltation.
  damned
  (p. 95)
  Thaumaturgical prognostication using probabilistic model-
  ing or consulting the Design of Autochthon is no more effec-
  tive at determining an Abyssal’s future than reading the stars of 
  Creation, though rolling five or more successes reveals the taint 
  of the Void marring the reading.
  
  Chapter Six • aBySSalS
  74
  threatens the universe, the dark fate of the Abyssal Exalted 
  is an immutable facet of their existence. Destroying the Nev-
  erborn will not free them from this curse. Only by becoming 
  something else—most likely through redemption into a So-
  lar—can the Chosen of the Void escape the doom they must 
  bring upon the world. Like the Clarity of Alchemicals, dark 
  fate is an intrinsic property of Abyssal Exaltation rather than 
  an external malediction. Thus, it is categorically impossible to 
  be an Abyssal and not suffer Resonance.
  flawed virtue
  (p. 112)
  Abyssals do not gain Resonance for rolling a flawed Virtue 
  solely to regain Willpower (usually a Conviction roll following 
  sleep) or from channeling a Virtue in defense or direct support 
  of their Lunar mates as explained below.
  resonanCe and lunar mates
  The mystical ties that bind Lunar Exalted to their Solar 
  mates offer Abyssal Exalted a tiny sliver of hope. Resonance 
  is never gained from sins of life directly associated with the 
  appropriate Lunar. If the deathknight’s mate calls her by her 
  forsaken name, she may answer to it. She can protect her mate 
  from harm and love her with a positive Intimacy. The two can 
  even have children together safely, for all that the Neverborn 
  impotently roar in fury. If the Abyssal actually does hold a posi-
  tive Intimacy for her mate, the protection goes even farther, 
  shielding her from sins of death so long as her actions are in 
  direct support or defense of the Lunar. Thus, an Abyssal with 
  no positive Intimacy could safely protect her mate from de-
  mons, but not a horde of specters (since the sin of death for 
  opposing creatures of death still applies even though defend-
  ing the specific life is permitted). With a positive Intimacy, the 
  deathknight can safely ignore her Liege’s command to murder 
  her mate and can even fight the Deathlord in defense of that 
  one precious life.
  the monstranCe of Celestial portion
  (pp. 116-117)
  In case it needs to be said, the compulsion a Monstrance 
  of Celestial Portion exerts on the living to flee its presence is 
  about as unnatural as mental influence gets.
  Broken solar prisoners
  Lawgivers trapped in a Monstrance who succumb to the 
  despair of Oblivion can choose death, catatonia or defilement 
  into an Abyssal. No matter what she chooses, her choice exerts 
  an irresistible compulsion upon her of such terrible power that 
  it overrides even the normally unacceptable nature of suicidal 
  commands as an unnatural Servitude effect. Suicidal urges are 
  carried out by the most expedient means available until suc-
  cessful. Catatonia means the Solar falls into a coma and cannot 
  awaken or be awakened. Willingness to convert lasts until a 
  conversion can be accomplished; the Solar cannot pursue any 
  other goal until she has been twisted into an Abyssal. Magic 
  that can cure a Servitude effect of this severity is rare, but 
  causes the Solar to regain one Willpower point (at which time 
  her will is no longer broken and she can once again choose her 
  actions).
  BaCkGrounds
  whispers
  (p. 100)
  Storyteller-triggered insights into the future granted by an 
  Abyssal’s Whispers sometimes reveal tragedies and massacres 
  that will result in a large number of deaths, even if the Never-
  born should not be privy to that plan (such as a terrorism plot 
  to detonate a Soulbreaker Orb known only to living conspira-
  tors). In such cases, the Neverborn have glimpsed some deeper 
  horrid truth in the structure of the universe through their own 
  nihilistic Charms. The dead titans cannot reliably do this, how-
  ever, and so neither can their Whispers reliably provide such 
  information on demand. Prophetic visions are a plot device, 
  not a power.
  anima Banner
  (p. 101)
  Under “Anima Banner”, replace the second a third paragraphs 
  with the following:
  Mortals who botch a Morale roll in the same scene as they 
  witnessed that Abyssal Exalt’s iconic anima not only flee, but 
  must spend 1 Willpower point not to gouge out their own eyes 
  in a maddened attempt to remove the horrors etched behind 
  their lids (or do something similarly self-destructive). The un-
  natural Compulsion expressly overrides a mortal’s basic sur-
  vival instinct to impose this unacceptable order.
  dusk anima effeCt
  (p. 103)
  The anima effect of the Dusk Caste is identical to that of the 
  Dawn Caste (see page 16).
  midniGht anima effeCts
  (p. 105)
  Creating a zombie by touch is a (Speed 5, DV -0) diceless 
  miscellaneous action. Smiting a mortal, natural animal or ghost 
  is an unblockable, undodgeable (Speed 3, DV -1) attack that 
  inflicts (Essence rating) levels of aggravated levels. If the target 
  is protected by a Defend Other action, the midnight must smite 
  the guardian instead (if a valid target) or remove that guardian 
  before the ward may be attacked with this power.
  dayBreak anima effeCts
  (p. 107)
  The anima effect of the Daybreak Caste is identical to that of 
  the Twilight Caste (see page 16).
  moonshadow anima effeCts
  (p. 111)
  Errata concerning Eclipse Caste Solar Exalted using their 
  anima to learn foreign Charms applies equally to Moonshadow 
  Caste Abyssals. See page 17 for more.
  dark fate
  (pp. 112-116)
  Though the Neverborn can instill Resonance in their slaves, 
  they are merely conduits of Oblivion. So long as Oblivion 
  
  75
  the light the first of her kind. While the specific requirements 
  of redemption are left to Storytellers to decide based on the 
  needs and scope of each series, the basic guidelines and the 
  results are explained below:
  • Redemption should represent the culmination of a great 
  and lengthy quest rather than a reward for singular acts of her-
  oism. A bare minimum of one story devoted to the task per dot 
  of Essence is highly recommended, reflecting the fact that it is 
  harder to turn back from the darkness the farther you explore 
  its power. Abyssals can also choose to permanently lower their 
  Whispers rating by one dot at the end of each story devoted to 
  redemption (returning 3 experience points if Storytellers give 
  compensatory experience for lost Backgrounds).
  • Redemption is a personal quest and does not require any 
  external assistance or permission, nor may it be accomplished 
  by another entity on the Abyssal’s behalf—not even the U 
  conquered Sun or Autochthon. The inherent power to seek 
  redemption is the legacy of every Solar Exaltation, drawing on 
  the metaphysical inviolability of Ignis Divine. Because redemp-
  tion is so personal, one deathknight’s path to the light may not 
  work for others, depending on personality and background.
  • Redemption requires profound understanding of Solar Ex-
  altation and the ideals of the four Virtues. Wise mentors can 
  provide this knowledge, though humble mortals often have as 
  much to teach as cosmic powers like Primordials or the Uncon-
  quered Sun. Arduous ordeals of trial and error also provide a 
  viable path to enlightenment in the absence of direct instruc-
  tion. The Charm Unconquered Hero’s Faith (Manual of Exalt-
  ed Power—The Abyssals, p. 140) offers tantalizing hope and 
  gives a reliable firsthand opportunity to study Solar Essence, 
  but characters aren’t required to learn it to achieve redemp-
  tion and should be mindful that rapid Resonance accumulation 
  tends to do horrible things to bystanders.
  • Redemption always involves building relationships with 
  the living, helping others, affirming life and directly opposing 
  the forces of Oblivion. Such actions accumulate significant 
  Resonance, punishing the character with regular Dark Fate 
  manifestations and concomitant tragedy.
  • Redemption always involves some form of meaningful sac-
  rifice, often the hero’s own life (especially if the final act of 
  heroism involves destroying a greater threat, like one’s Liege). 
  An Abyssal who dies as a Solar passes on to Lethe or lingers as 
  a ghost as desired, while her cleansed Essence incarnates in a 
  new Solar.
  • Redemption is absolute. Once a Solar Essence slips from 
  the grasp of the Neverborn, the only way to steal that Essence 
  back to the side of Oblivion is to wait until it incarnates again 
  in a new host (or to assist that reincarnation process along).
  • If an Abyssal attains redemption, her anima flares iconic 
  as her Caste shifts to a Solar analogue, mirroring the process 
  and rules of corruption (see Manual of Exalted Power—The 
  Abyssals, p. 117). Known Void Circle spells remain only as in-
  accessible occult theory. The Lawgiver probably loses all Whis-
  pers, but may retain her rating as a psychic “scar” of her former 
  state if that suits the character better. If the new Solar had a 
  monstrance, it shatters violently with her redemption in an ex-
  plosion of Holy golden flames that inflict 10A levels of damage 
  to creatures of darkness within five yards as a one-time Trauma 
  10L environmental hazard. Especially generous Storytellers 
  may allow Solars to reclaim experience points spent on Void 
  spells and Combos lost in the conversion, though this is hardly 
  destroyinG a monstranCe 
  of Celestial portion
  Though some Deathlords attempt to control their servants 
  with tales of Exalts’ souls held hostage in their Monstrances, 
  such threats are hollow lies. If an Abyssal’s Monstrance is de-
  stroyed, the only repercussion for the Exalt is a sudden feeling 
  of hope that replenishes all her Willpower.
  monstranCe maGiC resistanCe
  Monstrances may only be harmed by inflicting damage on 
  them. Any magic which would harm them in another fashion 
  (for example, Shaping magic that would dissolve a Monstrance 
  outright) simply fails. Magic that could open them from the 
  inside like Lock-Opening Touch must beat a flat 20 successes 
  applied to the roll-off, though such magic works normally from 
  the outside.
  dimminG of the liGht
  (p. 117)
  A Solar corrupted into an Abyssal converts all Combos con-
  taining lost Charms back into experience, as well as all known 
  Solar Circle sorcery spells. The new deathknight can teach pre-
  viously known Charms, combos and spells as though he still 
  knew them. These rules also apply when an Abyssal redeems 
  into a Lawgiver.
  Call the BlaCk sun
  (p. 117)
  There is no question that this spell can exist, but it is left to 
  Storytellers to decide whether the Deathlords have yet done 
  so. It is likely that at least some of the thirteen foresaw the dan-
  ger of losing a Monstrance and developed the spell as a contin-
  gency plan. However, the epic mad genius of the Deathlords 
  has not kept them from ill-conceived plans across the centu-
  ries, and failing to plan for loose Abyssals is exactly the sort of 
  apocalyptically unwise move they seem prone to. It is possible 
  to cast Call the Black Sun without a Monstrance by having the 
  necessary raw materials on hand and incorporating a standard 
  prayer roll to the slain Primordials into the final Shape Necro-
  mancy action; if the prayer succeeds and the Neverborn ap-
  prove the request, their unholy power shapes the raw materials 
  into a new Monstrance into which the summoned Exaltation 
  appears. It is even possible to use Call the Black Sun for the 
  purposes of obtaining a blank Monstrance without summoning 
  a specific Exaltation. Worst of all, Essence 7+ necromancers do 
  not need to beseech the Neverborn, but may personally shape 
  a blank Monstrance into being themselves as part of the spell.
  aByssal redemption
  The guidelines and rules for Abyssal redemption are as follows:
  Trapped inside the tainted Essence of every deathknight 
  is a dim spark of Solar glory, a fragile hope that gutters like a 
  windblown candle with the faint promise of redemption. The 
  epiphany that damnation isn’t inevitable eventually occurs to 
  almost every Abyssal despite the best efforts of the Neverborn, 
  triggered by a conflict between an Intimacy (or former Inti-
  macy) and the murderous urgings of Dark Fate. Canonically, 
  no Abyssal has ever followed through on this hope to earn re-
  demption, making any player-controlled deathknight to rejoin 
  
  Chapter Six • aBySSalS
  76
  General Charms
  raveninG mouth of (aBility)
  (p. 122)
  Any motes granted by this Charm are attunement motes. 
  These special motes are not added to the Abyssal’s Essence 
  pools, but can be committed to any unattuned artifact he has 
  on his person, allowing him to reflexively attune to it if its cost 
  is paid in full with attunement motes. Alternatively, he can 
  commit attunement motes to an attuned artifact he possesses, 
  replacing the motes he has committed to it from his own pools. 
  At the end of the scene, all attunement motes are lost. The 
  Abyssal may reflexively replace them with his own motes to 
  sustain the attunement of artifacts empowered by them.
  arChery
  witherinG feathered maelstrom
  (p. 123)
  Cost: 1m or 2m per attack 
  Prerequisite Charms: None
  Each shot normally costs one mote; weapons such as fire-
  wands or siege crossbows cost two motes.
  doom drawn and imminent
  (p. 123)
  Keywords: Combo-Basic, Emotion, Martial-ready, Mirror (Flashing 
  Vengeance Draw)
  Martial-ready: Martial Arts, Melee, Thrown.
  splinter of the void
  (p. 124)
  The Hundred Paces Bite option cannot drain more motes 
  on an attack than the total levels of damage dealt in Step 10.
  Banished Bow arsenal
  (p. 124)
  Keywords: Combo-OK, Merged, Mirror (Summoning the 
  Loyal Bow)
  Merged: Void Sheath Technique (Melee).
  melee
  savaGe shade style
  (p. 127)
  Prerequisite Charms: None
  soul-CleavinG wound
  (p. 128)
  Type: Supplemental
  unfurlinG iron lotus
  (p. 129)
  Identical to the errata for its Mirror Peony Blossom Attack, 
  save for its prerequisite. See page 19.
  required. After all, the character should seek redemption be-
  cause she believes it is the right thing to do no matter the price.
  • A redeemed Solar lacks the Great Curse, and may not be 
  subjected to it again by any means in this or any future in-
  carnation. Similarly, children of Dragon-Blooded freed of the 
  Curse retain this immunity and pass it on to all their descen-
  dents. All Exalted who have been cured of the Great Curse still 
  possess a Limit track, but no longer gain Limit by any means 
  other than having it inflicted upon them directly by magical 
  effects, such as the Abyssal Charm Sanity-Eroding Diatribe, or 
  the Solar Charm Bloodthirsty Sword-Dancer Spirit. Resisting 
  unnatural mental influence is not such an effect and does not 
  grant Limit any longer. Their Virtue Flaw disappears. When 
  the character’s Limit hits 10, she loses one dot of permanent 
  Willpower (minimum Willpower 1) instead of entering Limit 
  Break madness. Lost dots naturally return at the rate of one 
  per month since experiencing Limit Break The original Exalted 
  Limit track was originally designed by the gods and Autoch-
  thon to act as an ablative defense against madness-inducing 
  Primordial magic. Unfortunately, Limit created an unintended 
  backdoor vulnerability that the dying Primordials exploited 
  and corrupted with their Great Curse, bypassing anti-Shaping 
  defenses through this hidden imperfection. It is scant comfort 
  that only the death curses of the Primordials could exploit this 
  crack and that they cannot do so again. Alchemical Exalted, 
  who were never subject to the Great Curse, also possess such 
  a Limit track, though they are unaware of this as there are no 
  beings in Autochthonia with Limit-inducing magic, and Al-
  chemical Charms cannot give their own user Limit. Abyssals 
  form the singular exception to this rule—their Limit track has 
  been twisted into the apparatus by which the Neverborn inflict 
  Resonance on them, and any effect which would give an Abys-
  sal Limit instead grants equivalent Resonance.
  • Any Charms which rely on the character possessing the 
  Great Curse to function (such as Stubborn Boar Defense) are 
  converted into experience, but are considered known for the 
  purpose of meeting Charm prerequisites. Charms that merely 
  add Limit function as stated above.
  Charms
  new keyword
  In addition to the keyword below, many Charms have gained 
  less Solar-specific keywords. Enhanced, Martial and others can 
  be found on page 9.
  Dusk: Abyssals of the Dusk Caste may buy Charms with this 
  Keyword for eight experience points, even if they do not Fa-
  vor the Ability the Charm is located in. Training these Charms 
  takes as much time as training a Caste or Favored Charm. This 
  Keyword applies to the following Charms:
  Resistance: Injury-Absorbing Discipline, Spirit-Hardened 
  Frame, Wounds Mean Nothing, Far Beyond Ruin (page 142).
  Occult: Corpus-Rending Blow, God-Slaying Torment.
  Athletics: Corpse-Might Surge, Headstones Flung Like Peb-
  bles, Falling Scythe Attack, Shadow Races the Light, Death 
  Draws Near, Swifter Than a Scream (page 150).
  Dodge: Flickering Wisp Technique, Uncanny Impulse Eva-
  sion, Foe-Shaming Defense, Thousandfold Shadow Dance, 
  Shadow Fades at Dawn (page 151).
  
  77
  Additionally, this Charm may be purchased a second time to 
  upgrade all weapons that may be created through Resplendent 
  Shadow Blade, granting them the benefits detailed on page 130 
  of Manual of Exalted Power—The Abyssals.
  eBon liGhtninG prana
  (p. 130)
  Cost: 2m; Mins: Melee 3, Essence 2; Type: Simple (Speed 5) 
  Keywords: Combo-OK, Mirror (Iron Raptor Technique), 
  Obvious 
  Prerequisite Charms: Blade-Summoning Gesture
  Replace the text of the Charm with the following:
  The Abyssal lunges towards and past his opponent in a sin-
  gle perfect motion, striking so fast that his victim’s corpse still 
  stands when he glances back over his shoulder to watch them 
  fall in half. Ebon Lightning Prana allows the Abyssal to move 
  up to (Essence x 8) yards and then make a single Melee attack 
  against an opponent. The Deathknight must have a valid tar-
  get in range to use this Charm.
  With Essence 3+, the Abyssal can reflexively roll (Dexterity 
  + Stealth) to establish surprise as part of the movement grant-
  ed by this Charm, paying an additional five motes to do so.
  eleGant flowinG defleCtion
  (p. 130)
  Keywords: Combo-OK, Martial, Mirror (Dipping Swallow 
  Defense) 
  Prerequisite Charms: None
  This Charm negates penalties to the Exalt’s Melee-derived 
  Parry DV.
  Martial: Martial Arts.
  venGeful riposte
  (p. 130)
  Keywords: Combo-Basic, Counterattack, Martial-ready, Mirror 
  (Solar Counterattack)
  Martial-ready: Archery, Martial Arts, Thrown.
  eye of the tempest
  (p. 130)
  Keywords: Combo-OK, Martial, Mirror (Fivefold Bulwark Stance)
  This Charm only applies its benefits to the Exalt’s Melee-
  derived Parry DV.
  Martial: Martial Arts.
  death-defleCtinG teChnique
  (p. 131)
  Cost: 8m 
  Keywords: Combo-OK, Mirror (Heavenly Guardian Defense), 
  Obvious
  time-sCythinG teChnique
  (p. 129)
  At Essence 3+, the character may select to levy fewer than 
  (Dexterity + 1) attacks against her target, to a minimum of 
  zero attacks. She may also cancel her attack prematurely. For 
  example, when attacking a target which has a tick-long coun-
  terattack effect, she may decide to end her flurry early to avoid 
  further counterattacks.
  thousand wounds feintinG
  (p. 129)
  This Charm no longer modifies Unfurling Iron Lotus in any 
  way. It modifies Time-Scything Technique by granting it two 
  additional attacks, as well as two additional maximum attacks 
  (for a total of Dexterity + 3 attacks).
  Blade-summoninG Gesture
  (p. 129)
  Cost: —(1m); Type: Permanent 
  Keywords: Merged, Mirror (Call the Blade), Obvious 
  Duration: Permanent
  The Abyssal may reflexively spend one mote to activate this 
  Charm as described. He may only call his blade from up to (Es-
  sence x 2) yards away while in battle, however.
  Merged: Hungry Missile Technique (Thrown).
  void sheath teChnique
  (p. 129)
  Keywords: Combo-OK, Merged, Mirror (Summoning the Loyal 
  Steel)
  Merged: Banished Bow Arsenal.
  resplendent shadow Blade
  (pp. 129-130)
  Cost: 3m, 1wp or 5m, 1wp
  Replace the text of this Charm with the following:
  The Essence of the Abyssal manifests in a weapon formed 
  of Essence-hardened shadows adorned or intertwined with 
  corpse-elements. This blade inflicts aggravated damage to 
  creatures of the Wyld and slightly dims any light brought near 
  it. The Exalt can summon this weapon to her hand from any-
  where it has fallen, as a diceless, miscellaneous action.
  The character defines the form of her weapon upon purchas-
  ing this Charm. Statistically, the weapon has traits equal to 
  single or paired basic 1, 2 or 3-dot close-range soulsteel arti-
  fact weapon (such as a daiklave, grimcleaver, or direlance) of 
  the player’s choice. Paired 1-dot weapons or a singular 2-dot 
  weapon costs 3m. Paired 2-dot weapons or a single 3-dot weap-
  on costs 5m. “Brawling aides” such as smashfists are not valid 
  forms.
  Players wishing to have multiple options may purchase this 
  Charm a number of times equal to their character’s Melee 
  score, creating a different weapon with each purchase.
  If the character possesses an Overdrive pool, she gains one 
  offensive mote to that pool each action while she is wielding 
  Resplendent Shadow Blade. The character must be in battle to 
  benefit from the one mote drip. She may only benefit from one 
  drip from weaponry at a time.
  
  Chapter Six • aBySSalS
  78
  passed. They cannot take any Move actions until the Guard 
  action ends.
  Enhanced: When used by an Abyssal, this Charm inflicts a -2 
  wound penalty.
  void avatar prana
  (p. 186)
  Cost: —(+5m, 1wp); Type: Permanent 
  Keywords: Obvious 
  Duration: Permanent
  Replace the text of the Charm with the following:
  Oblivion bleeds through the body, mind, and Essence of the 
  Dark Messiah, unleashing its dread power to strike down any 
  who would lay hands upon him. Activating Dark Messiah Form 
  for a surcharge of five motes and a point of Willpower, the mar-
  tial artist becomes a conduit for Oblivion. An freezing aura of 
  necrotic Essence emanates up to (Essence) yards from the mar-
  tial artist, an environmental hazard with Trauma (Essence) and 
  Damage 3B/action. His attacks channel the power of the Void, 
  granting them the Overwhelming tag with minimum damage 3, 
  and he adds (Essence) to his bashing and lethal soak.
  Enhanced: When used by an Abyssal, the environmental haz-
  ard deals lethal damage.
  thrown
  aid of ill wind
  (p. 132)
  Cost: 2m
  hunGry missile teChnique
  (p. 132)
  Keywords: Merged, Mirror (Call the Blade), Obvious
  All errata on the Melee version also applies to this Charm 
  (see page 77).
  Merged: Blade-Summoning Gesture (Melee).
  liGhtninG ClutCh of the raptor
  (p. 133)
  Cost: 8m
  Crypt Bolt attaCk
  (p. 134)
  Crypt bolts have Damage 6L. They also have the Over-
  whelming tag, with minimum damage 2.
  eyes like daGGers GlanCe
  (p. 134)
  Cost: —(+1wp) 
  Keywords: Mirror (Fiery Solar Chakram), Obvious
  Invoking the benefits of this Charm costs an additional point 
  of Willpower upon activating Crypt Bolt Attack. Doing so 
  grants the Abyssal’s crypt bolts the magical material benefits of 
  soulsteel, and adds +2 Accuracy, +2 Damage. It also raises the 
  minimum damage of the Crypt Bolts to 3.
  The same changes apply to Fiery Solar Chakram, except that 
  it confers the magical material benefits of orichalcum rather 
  than soulsteel.
  flutterinG moth teChnique
  (p. 131)
  Cost: 3m; Mins: Melee 3, Essence 2; 
  Type: Reflexive (Step 1 or Step 2) 
  Keywords: Combo-OK, Mirror (Protection of Celestial Bliss), 
  Obvious 
  Duration: One scene 
  Prerequisite Charms: Bulwark Stance
  Replace the text of the Charm with the following:
  The deathknight’s weapon traces the air like a flame-en-
  tranced moth, unerringly darting into the path of incoming at-
  tacks as if the weapon’s destruction might bring a release from 
  its master’s evil. As the Abyssal activates this Charm, a single 
  Melee weapon he wields takes on an eerie life ofits own, writh-
  ing and moving in his grip as if seeking some escape. He takes 
  no DV penalties from attacks made with the chosen weapon, 
  and adds +1 to Damage and Defense ratings.
  The Abyssal may also use the enchanted weapon to perfectly 
  parry any attack against him in Step 2, even if that attack is 
  unblockable. Doing so ends this Charm prematurely, as the en-
  chanted weapon finds no release even in the most devastating 
  and destructive of attacks. Once the Abyssal has done so, he 
  cannot reactivate this Charm for the rest of the scene, a limita-
  tion that counts as this defense’s Flaw of Invulnerability. With 
  Melee 5+, Essence 5+, the deathknight may invoke this de-
  fense up to (Essence ÷ 2) times in one scene before this Charm 
  ends.
  martial arts
  five knife fist
  (p. 126)
  Ignore the listed bonuses to the Abyssal’s natural attacks. In-
  stead, they add +2 Accuracy and +5 Damage. They also gain 
  the Overwhelming tag, with a minimum damage of two dice.
  writhinG Blood Chain teChnique
  (pp. 126-127)
  Cost: —(+5m, 1wp)
  Blood chain attacks use the statistics of a dire chain, without 
  any magical material bonuses. This Charm does not grant the 
  Abyssal extra attacks; instead, the chains gain +4 Rate, and 
  the Abyssal may ignore up to three points of multiple action 
  penalties on any attack he makes with them.
  ravaGinG Blow
  (p. 184)
  Keywords: Combo-OK, Enhanced
  Enhanced: While Dark Messiah Form is active, Ravaging 
  Blow also grants the Abyssal’s natural attacks the magical ma-
  terial benefits of soulsteel.
  Grievous aGony attaCk
  (p. 185)
  Keywords: Combo-OK, Crippling, Enhanced
  Grievous Agony Attack does not render characters Incapaci-
  tated. Instead, a victim of the Charm must Guard on their next 
  action tick, and cannot abort that action until three ticks have 
  
  79
  essenCe enGorGement teChnique
  (p. 157)
  Keywords: Mirror (Immanent Solar Glory), Native, Obvious 
  Prerequisite Charms: None
  This Charm is available in the War, Performance, Larceny 
  and Bureaucracy Abilities. Each purchase of this Charm from 
  any Ability counts towards the maximum total of (Essence) 
  purchases. This errata applies equally to the Solar Mirror (page 
  22).
  athletiCs
  effortless unnatural GraCe
  (p. 165)
  Ignore the innate ability power. Instead, the Abyssal can pay 
  one mote while Raiton’s Nimble Perch is active to perfectly ne-
  gate any knockback applied against him.
  dodGe
  fliCkerinG wisp teChnique
  (p. 168)
  Cost: 8m 
  Keywords: Combo-OK, Dusk, Mirror (Seven Shadow Evasion), 
  Obvious
  unCanny impulse evasion
  (p. 168)
  Cost: 1m
  Uncanny Impulse Evasion costs zero motes against ghosts, 
  mortals, and raksha. However, the Abyssal gains one point of 
  Resonance the first time in a scene that he activates it to defend 
  against an unexpected attack made by a servant of Oblivion—
  including spectres, nephwracks, hekatonkires, Deathlords, and 
  his fellow Abyssal Exalted.
  soCialiZe
  honey-tonGued serpent attaCk
  (p. 181)
  This Charm makes the Abyssal’s social attack unblockable 
  and undodgeable, not unexpected.
  CanCerous dissent teChnique
  (p. 182)
  Threshold successes do not apply normally on this social at-
  tack; use the rules detailed in its text instead.
  hunGry Ghost style
  lunGinG phantom method
  (p. 187)
  The martial artist twists towards and around her foe, elusive 
  as a ghost, positioning herself to strike from behind before her 
  enemy realizes where she’s gone. An unarmed attack supple-
  mented by this Charm ignores cover, and counts 10s as 2 suc-
  cesses on its damage roll.
  performanCe
  hauntinG apparition triCk
  (p. 141)
  See Phantom-Conjuring Performance errata (page 21).
  presenCe
  sanity-erodinG diatriBe
  (p. 146)
  Threshold successes do not apply normally on this social at-
  tack; use the rules detailed in its text instead.
  resistanCe
  new aByssal Charm: walkinG 
  Cadaver Grotesquerie
  Cost: 1m+; Mins: Resistance 3, Essence 2; 
  Type: Reflexive (Step 7) 
  Keywords: Combo-OK, Mirror (Spirit Strengthens the Skin), 
  Obvious 
  Duration: Instant 
  Prerequisite Charms: Spirit-Hardened Frame
  The Abyssal’s body goes horrifically limp as he is struck, 
  bending and distorting under the force of the blow far more 
  than any flesh or bone should be able to. His foes can only gape 
  in shocked silence as they witness him laughing off his unbleed-
  ing wounds, or popping dislocated limbs back into place. Every 
  mote spent on this Charm removes one die from the post-soak 
  damage of an attack against the Abyssal, to a minimum of one 
  die.
  The attacking character gains an Intimacy of fear towards 
  the Abyssal if they have a Dodge MDV lower than the number 
  of motes spent on this defense, as they realize the true nature of 
  the undying horror they face. Resisting this unnatural Emotion 
  effect costs one Willpower.
  wounds mean nothinG
  (pp. 147-148)
  Cost: 8m 
  Prerequisite Charms: Walking Cadaver Grotesquerie, Wound-
  Eating Invulnerability
  See the errata for Adamant Skin Technique on page 22.
  lore
  Breath-draininG prana
  (p. 156)
  Any motes granted by this Charm are attunement motes. 
  These special motes are not added to the Abyssal’s Essence 
  pools, but can be committed to any unattuned artifact he has 
  on his person, allowing him to reflexively attune to it if its cost 
  is paid in full with attunement motes. Alternatively, he can 
  commit attunement motes to an attuned artifact he possesses, 
  replacing the motes he has committed to it from his own pools. 
  At the end of the scene, all attunement motes are lost. The 
  Abyssal may reflexively replace them with his own motes to 
  sustain the attunement of artifacts empowered by them.
  
  Chapter Six • aBySSalS
  80
  sCuttlinG apparition defense
  (p. 189)
  Cost: 8m or 10m 
  Keywords: Combo-OK, Illusion, Obvious
  Scuttling Apparition Defense’s vulnerabilities count as a 
  unique Flaw of Invulnerability.Activating it for a teleporting 
  dodge costs eight motes; adding the Illusion raises the cost to 
  ten motes.
  hunGry Ghost form
  (p. 187)
  Keywords: Combo-Basic, Form-type, Obvious
  Ignore the innate ability power of this Charm. Instead, as-
  sessing characters with Blood-Scenting Hunger becomes free, 
  and the martial artist’s unarmed attacks add +1 Accuracy and 
  +1 Damage against enemies whom he has scented with it.
  power-reapinG prana
  (p. 187)
  Cost: 4m 
  Keywords: Combo-OK
  Replace the text of the Charm with the following:
  The Hungry Ghost stylist is nourished by the agony of his 
  enemies, sustaining his fighting spirit with their suffering. 
  The martial artist can use Power-Reaping Prana whenever he 
  deals lethal or aggravated damage to an Essence user with an 
  unarmed attack. He must have already used Blood-Scenting 
  Hunger to assess that target’s Essence pool earlier in the scene. 
  Doing so allows him to regain a single point of Willpower or a 
  channel of Valor. He cannot use it more than once per action.
  
  81
  CHAPTER SEVEN
  INFERNAL EXALTED
  traits
  life expeCtanCy of infernals
  Akuma typically age as the beings from which they were 
  spawned do, though exceptions do exist. Sacrificing one’s soul 
  to dark powers for an extended life is a staple of myth and fic-
  tion, after all. As for the life span of Green Sun Princes…well, 
  let’s just say they have an interesting destiny to look forward to 
  if they can survive long enough to seize it.
  infernal limit
  (p. 80)
  Theoretically, any creature be affected through an Infernal’s 
  intimacies. Think of it operating similar to the way and arcane 
  link does. Also, take the story into account. Don’t just inflict 
  it on a supernatural being because it is possible to do so, but 
  because it in some way advances the story to do so.
  servants of the yoZis
  investiture of infernal Glory
  (p. 53)
  “It is rare for a Yozi to reduce any Virtue to 1 or less (except 
  for Appearance) and almost unheard of to reduce one of an 
  akuma’s Virtues that low.”
  In the previously quoted text under the heading Mechanical 
  Benefits, replace the first occurrence of Virtue with Attribute. 
  Akuma also gain the full effect of the Demonic Inheritance 
  background, and the Perception + Occult roll to recognize de-
  monic heritage applies to them.
  the Blood queen
  (pp. 55-56)
  The Blood Queen is an akuma of the Ebon Dragon via the 
  Second Circle demon Makarios. Also, Sondok is the warden 
  soul of Ligier and thus descended from Malfeas.
  
  Chapter Seven • inFernalS
  82
  effortless (yoZi) dominanCe
  (p. 108)
  Zero-mote activations of Yozi Excellencies do not trigger the 
  discount of this Charm. No matter how many times the Infer-
  nal activates an Excellency, the discount cannot increase by 
  more than three motes during any single action.
  so speaks (yoZi)
  (p. 108)
  Cost: —; Mins: Essence 5; Type: Permanent 
  Keywords: None 
  Duration: Permanent
  Replace the text of the Charm with the following:
  This Charm permanently alters the cost of the chosen Yozi’s 
  Excellency. The First Excellency now grants two dice for every 
  mote spent on it, while the Second Excellency allows successes 
  to be purchased for one mote each. (Yozi) Inevitability Tech-
  nique can be activated for a cost of four motes instead of a 
  point of Willpower.
  So Speaks (Yozi) is incompatible with any other Charm that 
  provides cost discounts to the Excellencies, such as Effortless 
  (Yozi) Dominance.
  malfeas
  sCar-writ saGa shield
  (pp. 109-110)
  The Essence 4+ purchase of this Charm grants the warlock 
  a bashing and lethal Hardness equal to his (unmodified Stam-
  ina + Essence), rather than setting them equal to his natural 
  soak. Magical attacks have their minimum damage reduced by 
  a single die (to a minimum of 1), rather than set to zero, by the 
  Essence 4+ purchase.
  viridian leGend exoskeleton
  (pp. 110-111)
  Cost: 3m, 1wp
  The Viridian Legend Exoskeleton has Hardness 5B/5L 
  against magical attacks. The Essence 4+ repurchase costs an 
  additional seven motes to invoke.
  aBlation of Brass and fire
  (p. 111)
  Cost: 8m
  This Charm may not be activated against attacks the Infer-
  nal is not aware of. If used to defend against an attack that 
  produces knockback, the Infernal automatically suffers the 
  knockback effect, although all other damage or deleterious ef-
  fects are negated.
  skyfire-seiZinG repast
  (pp. 113-114)
  Any motes granted by this Charm must be added to the In-
  fernal’s Overdrive pool as offensive motes. If he does not have 
  an Overdrive pool, they are lost. Skyfire-Seizing Repast only 
  provides motes if the Infernal is attacked against his will; he 
  cannot gain Essence by deliberately harming himself or allow-
  ing an ally to do so. Weapons of solid Essence such as a Glori-
  ous Solar Saber or a beamklave are not affected by the defense 
  of this Charm.
  infernal anima effeCts
  (p. 87)
  The second bullet point should have the character’s anima 
  expand to the 8-10 mote level.
  slayer anima effeCt
  (p. 89)
  The anima effect of the Slayer Caste is identical to that of 
  the Dawn Caste (see page 16).
  malefaCtor anima effeCt
  (p. 91)
  Replace the text of this anima effect with the following:
  Infernals of the Malefactor Caste may channel their anima 
  through sweet words and honeyed promises, beguiling the weak 
  with their silvered tongues. By spending five motes, a Malefac-
  tor gains +1 Appearance, and adds a single automatic success 
  on all social attacks against demons or characters of lower Es-
  sence for one scene. She also adds a single automatic success 
  on any roll to sorcerously bind a demon. These effects come 
  into play automatically once the warlock spends 11+ motes of 
  Peripheral Essence.
  defiler anima effeCt
  (p. 93)
  The anima effect of the Defiler Caste is identical to that of 
  the Twilight Caste (see page 16).
  fiend anima effeCt
  (p. 97)
  See page 17 for the Eclipse Caste anima errata, which ap-
  plies to the Fiend anima as well. No Green Sun Prince, even a 
  Fiend. is capable of learning Sidereal martial arts.
  Charms
  General
  (yoZi) mythos exultant
  (pp. 107-108)
  Keywords: Native
  Malfeas: Any motes granted by Malfeas Mythos Exultant are 
  attunement motes. These special motes are not added to the 
  Infernal’s Essence pools, but can be committed to any unat-
  tuned artifact he has on his person, allowing him to reflexively 
  attune to it if its cost is paid in full with attunement motes. 
  Alternatively, he can commit attunement motes to an attuned 
  artifact he possesses, replacing the motes he has committed to 
  it from his own pools. At the end of the scene, all attunement 
  motes are lost. The Infernal may reflexively replace them with 
  his own motes to sustain the attunement of artifacts empow-
  ered by them.
  Adorjan: The Infernal can manifest the flensing wind only 
  when she receives a stunt reward.
  Ebon Dragon: The Infernal may choose to convert any stunt 
  dice he receives to automatic successes. Each die converted 
  lowers his next stunt reward by one mote (minimum zero). He 
  cannot choose a Willpower reward if he has converted any dice 
  with this Charm.
  
  83
  sCarlet rapture shintai
  (pp. 140-141)
  Cost: 20m, 1wp; Mins: Essence 5; Type: Simple 
  Keywords: Blasphemy, Form-Type, Obvious, Velocity 
  Duration: One scene 
  Prerequisite Charms: Self as Cyclone Stance, Who Strikes the 
  Wind?, Wind-Daughter’s Wrath (x2)
  Replace the text of the Charm with the following:
  In all of Malfeas, among all races of demons spawned of every 
  Yozi, one prayer unites the best and worst of Hell in common 
  terror: “May the peace of Adorjan not fall upon me.” Their 
  desperate pleas are prayers to her, empowering her to bestow 
  her unique instructive kindness upon them. Upon activating 
  this Charm, the Infernal’s body achieves ascetic transcendence 
  as it dissolves like eroded stone. In the blink of an eye, the 
  Exalt reappears as a crimson-hued gale swirling with mirage 
  distortions, before coalescing into a perfect rendition of herself, 
  sculpted from violent, blood-hued winds. This form confers the 
  following benefits:
  • A silent wind swirls around the Infernal, a killing cyclone 
  with only her in its eye. This wind is identical to the destruc-
  tive aura of Pellegrina’s Fury, but with a range of (Essence x 50) 
  yards. All benefits of Wind-Daughter’s Wrath that the warlock 
  has access to also apply to this effect. Mass units are especially 
  vulnerable to this wind, doubling the damage they take each 
  tick and the mote cost their commander must pay to protect 
  them.
  • As a creature of living, semi-solid wind, she is immune to 
  mundane attacks, and reduces magical attacks against her to 
  minimum damage. Attacks that have no physical component 
  or that have an area of effect bypass this protection. Any equip-
  ment she carries takes on the same wind-like nature, allowing 
  her to use it normally.
  • She cannot be affected by clinches or Blockade Movement 
  actions unless they use magic that could reasonably constrain 
  the wind itself, nor can she take such actions herself. Any Poi-
  son, Sickness, or Crippling that could not reasonably affect a 
  being whose body is living wind cannot affect her.
  • She adds her (Essence + sum of all Virtues) to her dashing 
  speed. She must move at her maximum dash speed on each tick 
  or this Charm ends.
  thousandfold typhoon hand
  (p. 142)
  Cost: 4m; Mins: Essence 2; Type: Supplemental 
  Keywords: Combo-OK, Velocity
  Replace the text of the Charm with the following:
  The warlock strikes with the blinding speed of the Silent 
  Wind, landing savage blows before her victim can even react. 
  An attack supplemented by this Charm halves any DV applied 
  against it, and counts extra successes on the attack roll twice 
  for calculating its raw damage. She can only use this Charm 
  if she dashed at least up to her full Dash speed before making 
  the attack.
  A second purchase of this Charm at Essence 4+ allows the 
  Infernal to pay an additional seven motes to make the supple-
  mented attack unblockable and undodgeable.
  vitrioliC Corona endowment
  (p. 117)
  Disregard the Charm’s first purchase entirely; purchasing 
  this Charm grants characters the ability to conjure an infernal 
  lance. The Charm has no second purchase.
  CeCelyne
  wayward divinity oversiGht
  (p. 118)
  The third purchase of Wayward Divinity Oversight is sup-
  posed to be at Essence 4+, but it does require that one already 
  possess the Essence 4+ version that allows one to perceive and 
  track elementals.
  sands throuGh finGers defense
  (p. 123)
  Cost: 8m
  Attacks that are capable of affecting dematerialized charac-
  ters must still contend with the Infernal’s dispersed sand-body, 
  subtracting one die from their post-soak damage (minimum 
  one die). Attacks that exploit the Imperfection of the Endless 
  Desert are not affected.
  soul-sieve transmutation
  (p. 123)
  Cost: —(10m, 1wp)
  sandstrike Blast
  (p. 124)
  The sandstrike blast has the Overwhelming tag, with mini-
  mum damage 3.
  she who lives in her name
  analytiCal modelinG intuition
  (pp. 131-132)
  The activation roll of this Charm is a social attack against 
  the target’s MDV.
  Counter-ConCeptual interposition
  (p. 133)
  Cost: 8m
  mind-hand manipulation
  (pp. 134-135)
  All of the attack options granted by this Charm have the 
  Overwhelming tag, with minimum damage 2. Rate is capped 
  at 5.
  adorjan
  who strikes the wind?
  (p. 139)
  Cost: 8m
  
  Chapter Seven • inFernalS
  84
  within the circles, but Resources is an abstraction that covers a 
  range rather than any specific monetary value. Assume the val-
  ue of a chalcanth or azoth catch varies from day to day in the 
  same way the quality of tuna at a fish market does. Sometimes, 
  the selection is better. Sometimes it’s worse. It depends greatly 
  on what demon got careless or pissed the wrong being off.
  storytellinG
  favored yoZi
  (p. 218)
  Each Green Sun Prince possesses Caste Charms based on 
  the Yozi who acts as her patron, but she should also choose a 
  second Yozi whose Charms are considered Favored.
  the Broken-winGed Crane
  CeCelyne
  inevitaBility of law
  (p. 14)
  This Charm lowers the MDVs of demons to zero, instead of 
  bypassing them completely.
  she who lives in her name
  heuristiC loGos shintai
  (p. 25)
  Heuristic Logos Shintai does not reduce damage in Step 10; 
  instead, the Infernal’s crystalline form adds +20B/20L soak. 
  She does not need to eat, drink, or breathe while in this form.
  adorjan
  Beauteous CarnaGe inCentive
  (p. 26)
  The Infernal can convert the offensive motes granted by 
  Murder is Meat into peripheral motes to refill the Essence pool 
  granted by this Charm.
  eBon draGon
  sweet aGony savored
  (p. 31)
  The Infernal can convert the offensive motes granted by 
  Life-Blighting Emptiness Attack into peripheral motes to refill 
  the Essence pool granted by this Charm.
  kimBery
  iChor flux tendrils
  (pp. 37-38)
  All of the attack options granted by this Charm have the 
  Overwhelming tag, with minimum damage 2.
  pelleGrina’s fury
  (p. 142)
  The damaging aura of this Charm ignores Hardness.
  murder is meat
  (pp. 142-143)
  Keywords: Native, Overdrive
  This Charm grants an Overdrive pool of ten motes; all motes 
  granted by it are offensive. Killing extras does not provide of-
  fensive motes, although it still grants the other benefits of this 
  Charm.
  the eBon draGon
  life-BliGhtinG emptiness attaCk
  (p. 152)
  The additional damage of this Charm has minimum damage 
  equal to that of the supplemented attack. Any motes granted 
  by this Charm must be added to the Infernal’s Overdrive pool 
  as offensive motes. If he does not have an Overdrive pool, they 
  are lost.
  Bloodless murk evasion
  (p. 157)
  Cost: 8m
  infernal monster style
  world-Breaker Grip
  (p. 160)
  When using a held enemy as an improvised weapon, this 
  Charm says that the ‘weapon’ has “Damage: (Strength x2)B + 
  attack successes.” It should be “Damage: +(Strength x 2)B.”
  sCreaminG meat shield
  (pp. 160-161)
  Cost: 9m
  Attackers may pay one Willpower to abort their attack in 
  order to avoid striking the Infernal Monster’s hostage. Aborted 
  attacks are simply lost, imposing multiple action and DV penal-
  ties as normal.
  one hand fury
  (p. 161)
  One Hand Fury grants the Infernal’s punch the following 
  statistics: Speed 5, Accuracy +2, Damage +10L/2, Defense 
  +1, Rate 3, Tags N, O, P
  wonders of the demon realm
  ChalCanth & aZoth
  (pp. 174-76)
  When purchasing Chalcanth or Azoth instead of making 
  it yourself, it is up to the Storyteller to determine how much 
  Essence it contains. Demons vary in Essence and Willpower 
  
  85
  new kimBery Charm: Bitter 
  heart unfeelinG
  Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Social 
  Duration: Instant 
  Prerequisite Charms: Bitter Heart Unbleeding
  Replace the text of the Charm with the following:
  Kimbery has learned that hatred is greater than trust. This 
  Charm adds a bonus of (total number of negative Intimacies) 
  to the warlock’s Dodge MDV. This bonus may explicitly break 
  the cap on DV bonuses from Charms.
  new kimBery Charm: Bitterness 
  Beyond wounds
  Cost: 8m; Mins: Essence 2; Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Obvious 
  Duration: Instant 
  Prerequisite Charms: Bitter Heart Unbleeding
  Blades cannot part the waves, nor may arrows part the tide. 
  Such is the futility of making war against the sea. This Charm 
  adds a bonus of (total number of negative Intimacies) to the 
  warlock’s Dodge DV. This bonus may explicitly break the cap 
  on DV bonuses from Charms. This Charm’s dependence on 
  the Infernal’s negative emotions counts as a unique Flaw of 
  Invulnerability.
  all thinGs Betray
  (pp. 41-42)
  Replace the text of the Charm with the following:
  Ignore the innate power ability. Instead, at Essence 3+, the 
  Infernal can use this Charm to defend against unexpected at-
  tacks made by beloved characters. Doing so causes her to gain 
  a point of Limit and an Intimacy of hatred towards her attacker, 
  which overwrites any prior Intimacies to them.
  Bitter heart unBleedinG
  Cost: 3m; Type: Reflexive (Step 7)
  (p. 42)
  This Charm cannot increase Dodge DV or Dodge MDV. The 
  repurchase does not grant Hardness, and costs an additional 
  five motes for the perfect soak.
  all-devourinG depths shintai
  (pp. 42-43)
  This Charm does not limit the damage that attacks can deal 
  to the Infernal. Instead, the Infernal’s amorphous form halves 
  the minimum damage of any attack (round down, but to no 
  lower than one die) that does not use fire, lightning, or Essence 
  blasts.
  
  86
  CHAPTER EIGHT
  ALCHEMICAL EXALTED
  Starmetal calculation nodes installed along the Alchemical’s 
  legs and spine house a distributed processing system, allowing 
  him to calculate and execute split-second escape routes with 
  flawless precision. Omnisituational Evasive Equation can be 
  used to defend against any environmental hazard or attack 
  with an area of effect. Undodgeable attacks and hazards lose 
  that quality against this defense, and the Alchemical may apply 
  his Dodge DV in automatic successes against the Trauma of a 
  hazard rather rolling (Stamina + Resistance).
  Successfully dodging an area attack or reducing the damage 
  of an environmental hazard to 0 with this Charm allows the 
  Alchemical to reflexively move to the nearest safe edge of the 
  effect in Step 9 if one exists within (Essence x 50) yards. Using 
  a perfect dodge also triggers this evasion.
  impenetraBle repulsor field
  (p. 128)
  Cost: 12m [1]
  The surcharge of Overcharger Module is 5m, not 3m.
  Charms
  ComBat
  preCalCulated evasion system
  (p. 127)
  Cost: 11m [1]
  The surcharge of Advanced Calculation Arrays is 3m, not 
  2m.
  omnisituational evasive equation
  (pp. 127-128)
  Cost: 5m [1m]; Mins: Dexterity 5, Essence 3; 
  Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Obvious 
  Duration: Instant 
  Prerequisite Charms: Accelerated Response System (Dodge)
  Replace the text of the Charm with the following:
  
  Chapter eiGht • alChemiCalS
  87
  speed and moBility
  dynamiC reaCtion enhanCement system
  (pp. 141-142)
  Ignore the listed effects of the Thought As Action Node sub-
  module. Instead, it lowers the DV penalty of the supplemented 
  action by one point.
  soCial
  mind-rippinG proBe
  (pp. 149-150)
  The Essence Drain option cannot drain more motes than the 
  number of threshold successes the Alchemical received on the 
  roll to maintain control of the mental clinch (minimum one).
  stealth and disGuise
  optiCal shroud
  (pp. 156-157)
  Replace the Kinetic Compensator submodule with the fol-
  lowing:
  Echo Chamber Vocalization (Manipulation 2, 4xp): This sub-
  module distorts and displaces the sound of the Alchemical’s 
  voice, allowing him to speak while Optical Shroud is active 
  without giving away his location.
  analytiC and CoGnitive
  antiCipatory simulation proCessor
  (p. 158)
  Replace the Intuitive Necessity Algorithm submodule with 
  the following:
  Recursive Pattern Modeling (Wits 4, Essence 4): Once the Al-
  chemical activates this Charm, the cost of all subsequent acti-
  vations on that tick is reduced by two motes (minimum zero).
  laBor and utility
  omnitool implant
  (p. 164)
  The second purchase of the Secondary Telefactor Assembly 
  submodule is removed.
  inteGrated arsenal system
  (p. 129)
  Ignore the Essence 4+ effect of Material Synthesis Wave 
  Emitter.
  survival
  transitory invulneraBility enGine
  (p. 135)
  Cost: 11m [1]
  Sustained Invulnerability Engine’s cost is 14m, 1wp, not 7m, 
  1wp.
  essenCe shield projeCtor
  (pp. 135-136)
  Any motes granted by the Essence Absorption Screen sub-
  module must be added to the Alchemical’s Overdrive pool as 
  offensive motes. If he does not have an Overdrive pool, they 
  are lost. Essence Absorption Screen only provides motes if the 
  Alchemical is attacked against his will; he cannot gain Essence 
  by deliberately harming himself or allowing an ally to do so. 
  Weapons of solid Essence such as a Glorious Solar Saber or a 
  beamklave are not affected by the defense of this Charm.
  Bodily inteGrity field
  (p. 137)
  Cost: 3m or 5m [1m]; Mins: Strength 4, Essence 2; 
  Type: Reflexive (Step 10) 
  Keywords: Combo-OK, Internal, Obvious 
  Duration: Instant
  This Charm can be used to resist any Crippling effect. Crip-
  pling effects that would amputate one of the Alchemical’s in-
  stalled Charms cost three motes to defend against; all others 
  cost five motes.
  Replace the Hardened Integrity Patterns submodule with the 
  following:
  Psychodynamic Stabilizers (Stamina 4, Essence 3): This sub-
  module allows Bodily Integrity Field to be activated with a 
  duration of one scene. Activated for three motes and a point 
  of Willpower, it provides scene-long immunity against having 
  installed Charms amputated; for eight motes and a point of 
  Willpower, it protects against all Crippling for the duration.
  
  88
  CHAPTER NINE
  THE FAIR FOLK
  Chapter two: 
  lords of Chaos
  the way GraCe
  (p. 66)
  Used as a feeding grace, the Way allows Guides to con-
  sume Perception. Nobles with an ascendant Way are known 
  as Harbingers (shadowed Diplomat), Vagabonds (shadowed 
  Entertainer), Nomads (shadowed Warrior), and Ferrymen 
  (shadowed Worker). Raksha with a shadowed Way are known 
  as Heralds (ascendant Diplomat), Skalds (ascendant Enter-
  tainer), Dragoons (ascendant Warrior), and Attendants (as-
  cendant Worker).
  Default Way shaping rolls are made with ([Perception, In-
  telligence or Wits] + [any Way Ability]). Way attacks are 
  based on (Perception + [Highest Guide Ability] + [Weapon 
  Accuracy]). Way health tracks are equal to the character’s 
  ([Willpower ÷ 2, round down] + Way). The dice pool for a 
  Way Entanglement is ([Perception or Wits] + [Way Ability] + 
  Weapon Accuracy).
  Guides
  The rarely seen Guides exist to facilitate the goals and per-
  egrinations of other raksha. Usually brought forth only in very 
  large freeholds, they conduct other Fair Folk through the laby-
  rinthine maze of journeys between various waypoints, locate 
  likely mortal communities to raid, and lead journeys between 
  freeholds or through the alien landscape of Creation. Their 
  tool is the Way, the endless road raksha walk throughout their 
  immortal existence. To raksha, the Way represents the endless 
  promise of change and differentiation, the assurance that to-
  morrow will be different from today.
  Associations: The horizon, the color orange, the shinma 
  Nirupadhika, the future and the journey.
  harBinGer (shadowed diplomat)
  Harbingers bend the arts of the Staff to the service of the 
  Way. The Staff roots a Harbinger in the social milieu of a free-
  hold and its ruling elite, while the Way compels him away from 
  the court he calls home. Harbingers act as the storm crows of 
  the raksha, announcing the coming of mighty potentates, de-
  livering ultimatums to enemies and allies, and bringing forth 
  
  Chapter nine • the Fair FOlk
  89
  Inversion: At times an individual or group may eclipse the 
  Ferryman’s fascination with the great work of his travel. His 
  vessel or his caravan is no longer the first pride of his eye or 
  priority of his life, and instead he bends the works of his artifice 
  to facilitate the journeys of another. In this manner he becomes 
  an Attendant.
  herald (asCendant diplomat)
  The power of the Way bent to the service of the Staff makes 
  Heralds into long-range extensions of the will of another. A 
  Herald acts as the distant hand and mouth of a mighty pow-
  er—a raksha lord, a Celestial Exalt, or some other force he has 
  deemed worthy of his service. What he does, he does in the 
  name of the one to whom he has bound his Staff—and what he 
  does in their name is done beyond their sight and reach. Some 
  Heralds are enthusiastic servants of the mighty powers of the 
  world and the madness beyond, while others claim the mantle 
  of another’s authority and use it as their own.
  Inversion: When a Herald becomes dissatisfied with or dis-
  dainful of the one to whom he has bound himself in service, he 
  may abandon them to become a free agent, roving far and wide 
  at the behest of a group rather than an individual. He defines 
  himself as part of a greater court or culture, and in so doing, 
  becomes a Harbinger.
  skald (asCendant entertainer)
  Skalds channel the endless experiences and variety of the 
  Way into the Cup, filling it with a limitless cornucopia of won-
  ders, tales, and bright exaggerations. They are creatures of the 
  moment, the near-past, and the history that might have been. 
  Skalds move ceaselessly through the Wyld and the house of the 
  Primordials, and where they run into the Creation-born or the 
  fastnesses of their kind, they become princes for a day, beguil-
  ing all who turn toward them with visions and vistas of the 
  road they have traveled. Most Skalds collect a retinue of wor-
  thy companions during such recitations, and carry them along 
  when they depart. Such companions invariably find tragic mis-
  fortune along the road and become chapters in the Skald’s end-
  less story-book, or perhaps slake the raksha’s thirst during the 
  long journey across the barren wastes of Creation.
  Inversion: When a Skald tires of his tales and the endless 
  fascinations and machinations of an audience, he sets the Cup 
  aside and sinks into the austerity and grandeur of the journey 
  itself. Colored by his many tales, yet no longer quite so eager to 
  speak them, he becomes a Vagabond.
  draGoon (asCendant warrior)
  Dragoons are the roving disasters of Rakshastan. They do 
  not simply drift from place to place, looking for trouble, but 
  instead determine to destroy a person or group and then under-
  take long, epic journeys in order to do so. A Dragoon sharpens 
  his Sword as he marches along the Way, honing the ascendant 
  Grace against the other as though with a whetstone. Hardened 
  by the travails of his journey, Dragoons smash into their foes 
  at the end of their road, generally seeking to shake out details 
  of a defeated opponent’s allies or lords so that the next quest 
  can begin immediately. If not, then they face a long journey 
  home to determine the next of the court’s enemies in need of 
  destruction.
  Inversion: A Dragoon without a quest to pursue or a home 
  to return to will become content simply to wander, letting the 
  the joyous announcement of impending war. When a raksha 
  court means to carve a path through the world or through 
  its fellows, a Harbinger will be there to pave the way and an-
  nounce their coming.
  Inversion: At times a harbinger will grow inspired by a par-
  ticular luminary of his court more than the court itself, or may 
  be wooed away from his home entirely by the prospect of ser-
  vice to another. When the amplification of one individual’s 
  glory becomes more important than the execution of a group’s 
  will, the Harbinger becomes a Herald.
  vaGaBond (shadowed entertainer)
  The Vagabond tips forth his Cup to smooth his journey along 
  the Way. He wraps himself in the romance of the open road 
  and the intrigue of the wanderer and these things serve the 
  Vagabond as cloak and shield. When he makes his way through 
  Rakshastan, the hungry eyes and mouths that land upon him 
  do not bite, for he is far too intriguing to devour immediately. 
  When he moves through the settlements of the Creation-born, 
  it is clear that he is the protagonist of some long and fascinating 
  tale much larger than the mayfly lives of those who meet him. 
  In this manner those who meet the Vagabond are temporarily 
  set at ease or made wary by his presence, and it is from those so 
  affected that the Vagabond feeds.
  Inversion: The Vagabond sees many things in his journey 
  along the Way. At times his Cup may overflow with these ex-
  periences, drowning the purity of the Way, and then he lives to 
  exult all that he has seen and done. When this happens, the 
  Vagabond becomes a Skald.
  nomad (shadowed warrior)
  Nomads let their Sword ride visibly on their hip as they walk 
  the long path of the Way. Their path has no destination; the 
  journey’s purpose lies in its interruptions. Nomads carry them-
  selves with a belligerent air, inviting conflict. Their cloaks carry 
  the scents of road-dust and exotic locales, and these things 
  threaten rather than entice. The presence of a Nomad is a 
  small but calculated affront to a community of Creation-born 
  or raksha, culminating almost inevitably in an insult or chal-
  lenge to the Nomad. It is these moments, when their endless 
  and purposeless journey is impeded or interrupted, for which a 
  Nomad lives. Then the Way runs red and the Nomad, having 
  established the superiority of his skill or narrative, continues 
  along his path, sated again for a time.
  Inversion: Sometimes an encounter along the road pierces 
  the superficiality of a Nomad’s life and he becomes invested in 
  a court or obsessed with an enemy. Then the Sword ascends 
  above the Way, and the Nomad becomes a Dragoon.
  ferryman (shadowed worker)
  Ferrymen bend the arts of the Ring to the purpose of the 
  Way, helming great contrivances of labor to guide others 
  through through the world. They most often helm great and 
  fantastic faerie vessels with which they ply the seas and rivers 
  of Rakshastan and Creation, but others command colonized air 
  whales or great traveling caravans. In any event, a Ferryman’s 
  journey is adorned with passengers, crew, and subordinates who 
  must labor under her direction to keep the journey going. In 
  this manner the folk of chaos and Creation are kept circulating 
  and working toward endless and indefinite goals, keeping the 
  Ferryman’s life interesting and the world constantly changing.
  
  90
  foolish world trifle with him and pay the price. In this manner 
  he becomes a Nomad.
  attendant (asCendant worker)
  Attendants drive the course of the Way along the endless 
  inner arc of the Ring. Their path is to facilitate the path of 
  another. As such, Attendants may serve as master carpenters 
  upon great faerie war galleys, or the renowned designers of rak-
  sha wonders of conveyance and war, kept in high style by their 
  most favored client or lord. Their labors are made to order, and 
  those orders come from a particular person or group that has 
  proven itself worthy of the Attendant’s allegiance.
  Inversion: When the subject of an Attendant’s attentions 
  proves itself unworthy of the quality of his wonders, an Atten-
  dant turns inward, driving the path of the Way through the 
  hollow center of the Ring. Now it is his own journey that he 
  facilitates, with attendants pulled along in tow, and so he be-
  comes a Ferryman.
  unshaped
  (p. 57)
  unshaped and the heart
  An unshaped’s ruling Emanation has Heart 5. Its other Ema-
  nations have Heart 4.
  General unshaped Charms
  the Gateway of sundraprisha
  (pp. 75-76)
  Cost: 0m; Mins: Heart 2, Essence 1 
  Keywords: Obvious 
  Duration: Instant
  Replace the text of the Charm with the following:
  A raksha who uses this Charm fundamentally shifts the or-
  der of her being by passing through the shinma Nirakara at 
  the Gateway of Sundraprisha. When an unshaped raksha’s rul-
  ing Emanation activates this Charm, the lord of chaos’s Heart 
  compresses to 3. All of its other Graces shatter and each of its 
  other Emanations ceases to exist. All of the waypoints under 
  the unshaped’s control collapse and are sucked into the ruling 
  Emanation, and a new shaped raksha coalesces around it. The 
  unshaped raksha’s power condenses into new Graces and forms 
  a coherent matrix of Wyld energy. Although the unshaped has 
  wide latitude in choosing the ultimate structure of its shaped 
  form, it is limited by a specific template that, as a practical mat-
  ter, follows the guidelines for character creation outlined in 
  Chapter Three of Graceful Wicked Masques.
  In essence, activating the Gateway of Sundraprisha permits 
  an unshaped to cease to exist as itself and to create a new noble 
  raksha character under the normal character creation rules for 
  generating such characters.
  Once this Charm has been activated, the unshaped becomes 
  a shaped noble raksha for all purposes. The newly shaped noble 
  has imperfect recollection of its previous existence as one of the 
  unshaped, and its memories are an untidy gestalt of bits and 
  pieces of its former Emanations, with the dominant Emanation 
  foremost among them. The raksha is aware of itself as a con-
  tinuation of the previous unshaped, but its personality will be a 
  fusion of the unshaped’s various aspects and will not precisely 
  map to any previous Emanation. The same is true of its traits. 
  For most functional purposes, the shaped noble is essentially 
  a new character which considers itself to share continuity-of-
  identity with the unshaped it used to be.
  Shaped raksha may also learn this Charm, and may pass 
  through the Gateway of Sundraprisha in any waypoint in the 
  Deep Wyld that they own and which is occupied by no other 
  characters. If the raksha was formerly unshaped, this does not 
  guarantee he will become the same unshaped he was previ-
  ously; his shaped form dissolves, and his Heart Grace swells to 
  a rating of 5, whose Emanation will be loosely based on the per-
  son the raksha was as a shaped being. Her other Graces shatter 
  and are replaced by four new Graces, each of which is initially 
  rated at 2, and the unshaped can distribute a number of dots 
  equal to (her permanent Essence prior to passing through the 
  Gateway of Sundraprisha + 5) among those Graces. As the 
  unshaped does so, four new Emanations come into existence, 
  each of whom has the traits of a raksha noble with a Heart 
  Grace of 4, plus 10 experience points per dot of permanent 
  Essence the raksha had while shaped. The unshaped’s Heart 
  Emanation retains all of the shaped raksha’s former memories 
  but has little emotional connection to them; all of the rak-
  sha’s former Intimacies vanish. The other Emanations have no 
  memories of shaped life.
  Even should the raksha then pass again through the Gateway 
  of Sundraprisha and become shaped once more, she will be a 
  fundamentally different character than she was in her previous 
  shaped existence, with a new appearance and personality that 
  are once more a gestalt of her Emanations. From the perspec-
  tive of the Creation-born, passing through the Gateway of Sun-
  draprisha is an erasure of identity, equivalent to suicide in every 
  way that matters. Many raksha do not share this outlook, and 
  regard with dread those Charms that may fix shaped raksha 
  into a permanent form incapable of transition back to the glory 
  of true formlessness.
  Charms of the way
  new raksha Charm: forGinG the BeaCon
  Cost: 20m, 2g; Mins: Way 2, Essence 2; Type: Simple 
  Keywords: None 
  Duration: Instant 
  Prerequisite Charms: Forging the Way Grace, Forging the 
  Arcane Redoubt
  This Charm permits the raksha to embed a Way Grace in her 
  possession into the spiritual structure of a freehold, giving it the 
  benefits of having a Beacon.
  hannya
  The Wyld birthed a massive number of new unshaped in 
  the immediate wake of the Balorian Crusade. These young 
  vortices were born with an endless, bottomless hunger which 
  drives them to ceaselessly stalk and consume other raksha. 
  The Fair Folk know this generation of unshaped as hannya, 
  and many shaped raksha assumed that state to escape the 
  relentless hunger of their younger cousins.
  Mechanically, hannya are unshaped raksha with unusually 
  high Essence ratings for their age and a preponderance of 
  shaping combat Charms, as well as a selection of Unshaped-
  only Charms never seen before by older unshaped. The sig-
  nature abilities of the hannya will be detailed in forthcoming 
  Exalted material.
  
  Chapter nine • the Fair FOlk
  91
  perfeCt reCkoninG teChnique (wakinG)
  Cost: 4m; Type: Simple (Dramatic action) 
  Keywords: Combo-OK, Echo
  This Charm replicates the function of the Solar Charm Per-
  fect Reckoning Technique (see Exalted, p. 237), save that the 
  raksha may also plot a course for himself across non-nautical 
  environments without need of a ship.
  hound of land and seas (dreaminG)
  (p. 77)
  Cost: 8m, 1wp 
  Keywords: Combo-OK, Echo
  If this Charm comes into conflict with another effect, resolve 
  the conflict with a roll-off as normal for Charm conflict resolu-
  tion.
  hound of land and seas (wakinG)
  Cost: 8m, 1wp 
  Keywords: Combo-OK, Echo
  This Charm replicates the function of the Solar Charm Un-
  shakeable Bloodhound Technique (see Exalted, p. 211).
  traCkless dreamsCape movement (dreaminG)
  (p. 77)
  Cost: 5m, 1wp 
  Keywords: Combo-OK, Echo 
  Duration: One tale
  traCkless dreamsCape movement (wakinG)
  Cost: 5m, 1wp; Type: Supplemental 
  Keywords: Combo-OK, Echo 
  Duration: Instant
  This Charm replicates the function of the Solar Charm 
  Traceless Passage (see Exalted, p. 211).
  Chapter three: 
  CharaCter Creation
  dreams of immortality
  (p. 82)
  Raksha in the Wyld are immortal. This is not the limitless 
  longevity enjoyed by the spirits of Creation, but true and invio-
  lable immortality—or so the princes of chaos boast. Fair Folk in 
  the Wyld are completely immune to ‘real’ actions undertaken 
  by other denizens of the Wyld, including Wyld creatures, Wyld-
  mutated animals, most Wyld mutants…and other raksha.
  Raksha in the Wyld are effectively immune to standard dice 
  actions taken by others of their kind, suffering no lasting con-
  sequences. The primary existence of the raksha is a narrative 
  one, with the physical bodies they may wear acting as only mi-
  nor curiosities and occasionally the fodder for stunts. A rak-
  sha Entertainer slain by a Warrior’s furious assault may simply 
  restore herself to life with a shaping action. A Warrior utterly 
  smitten by an Entertainer’s honeyed words and alien beauty 
  may use a shaping action to divest his mind of all Intimacies 
  and emotional results her social attacks provoked—and no 
  mental influence she leverages against him may influence his 
  choice of shaping actions in any way. A clever raksha thief who 
  steals the belongings of another of his kind may not make use of 
  new raksha Charm: peerless 
  ways of the way (dreaminG)
  Cost: —(1m); Mins: Way 3, Essence 3; Type: Permanent 
  Keywords: Echo 
  Duration: Permanent 
  Prerequisite Charms: None
  As per Peerless Ways of the Cup, except that the raksha can 
  parry a single shaping attack made by any Grace with his Way 
  Parry DV.
  new raksha Charm: peerless 
  ways of the way (wakinG)
  Cost: —; Mins: Way 3, Essence 3; Type: Permanent 
  Keywords: Echo, Mutation (1) 
  Duration: Permanent 
  Prerequisite Charms: None
  The raksha trains her senses to be keenly aware of the works 
  of the Way in Creation. Whenever she encounters a Creation-
  born who has been bewildered through the arts of the Way in 
  the past, that fact becomes Obvious to her senses.
  new raksha Charm: rejeCtion 
  of direCtion (dreaminG)
  Cost: 3m, 1wp; Mins: Way 5, Essence 3; 
  Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo, Shaping 
  Duration: Instant 
  Prerequisite Charms: Peerless Ways of the Way
  As per Rejection of Desire, except that the raksha can per-
  fectly parry a Way-shaping attack.
  new raksha Charm: rejeCtion 
  of direCtion (wakinG)
  Cost: —(1g); Mins: Way 5, Essence 3; Type: Permanent 
  Keywords: Echo 
  Duration: Permanent 
  Prerequisite Charms: Peerless Ways of the Way
  The Fair Folk do not allow themselves to be encumbered by 
  the world as they pass through it. The character may spend one 
  gossamer to erase all of her memories of a specific journey or 
  route. If she holds an Intimacy toward that journey or route, it 
  is instantly erased. A token of the forgotten journey or route 
  appears at the raksha’s feet in a form related to travel—per-
  haps a map leading to nowhere, a sextant, or an old road-worn 
  boot. Any character who falls asleep while touching the token 
  dreams of the journey or route the raksha has chosen to forget. 
  Should the raksha ever touch the token, it immediately van-
  ishes, the lost memory is restored, and the raksha may never 
  use Rejection of Direction to forget it again.
  perfeCt reCkoninG teChnique (dreaminG)
  (p. 77)
  Cost: 4m; Type: Simple (Dramatic action) 
  Keywords: Combo-OK, Echo
  If this Charm comes into conflict with another effect that 
  obscures the destination the raksha seeks, resolve the conflict 
  with a roll-off as normal for Charm conflict resolution.
  
  92
  Chapter four: traits
  raksha and the five maGiCal materials
  Raksha may attune to the artifacts of the Creation-born, but 
  are incapable of forcing harmonization with them and gaining 
  magical material bonuses.
  the raksha Body
  The bodies the raksha weave for themselves are rare and 
  wondrous things—but still bodies. Raksha in the Wyld are im-
  mune to all petty environmental concerns such as poison, hun-
  ger, the need to breathe, and so forth, unless such deprivations 
  are forced on them by the acts of the Creation-born. Raksha 
  historians enjoy repeating the cautionary tale of Jaiji-Ran the 
  Unmoving, who swore not to breathe for three hundred years 
  and three hundred days. After two centuries and forty years in 
  which his chest did not stir, he met the Lunar Exalt known as 
  Storm-Breaker Yu, who strangled him to death.
  Raksha in Creation face a wider range of restrictions. Their 
  bodies do not age, and they need not eat or drink, though most 
  raksha enjoy doing both. The Essence-charged miracle that is 
  their body is immune to mundane disease. They may still be 
  poisoned, however, and must breathe unless they possess magic 
  which allows them to avoid doing so. They heal from injury as 
  the Exalted do. While Fair Folk in the Wyld are inexhaustible, 
  raksha in Creation tire as mortals do, and must sleep regularly, 
  a restriction they find both novel and disquieting.
  raksha lore and oCCult in Creation
  For all their games of sovereignty and dominance, shaped 
  raksha are ultimately refugees stranded on the shore of an alien 
  world. They filter their understanding of the strange and ter-
  rible house of the Primordials through the lens of the dreams 
  and fictions they steal to grant themselves substance, and so 
  their perspective is somewhat skewed. Few truly understand 
  Creation’s laws, history or metaphysical principles. As such, 
  raksha suffer a -3 external penalty to all Lore and Occult rolls 
  that involve the things of Creation—the history of the mortal 
  world, the ways of its spirit courts, understanding human arti-
  facts, designing geomantic architecture and so forth. Though 
  a raksha with high Lore or Occult knows many secrets of the 
  world, it is difficult for them to separate out truth from the 
  dross of folk tales and fiction. 
  raksha and holy Charms
  The Unconquered Sun did not bother denouncing the gnats 
  that swarmed at Creation’s edge in the Time of Glory, reserving 
  his rancor for the vast and terrible things that lurched through 
  the primal depths of the Wyld and occasionally sought to snatch 
  his chariot from the sky as it rose or set. As such, shaped raksha 
  are not considered creatures of darkness for the purpose of Holy 
  Charms, but unshaped raksha and their Emanations are.
  the stolen baubles—they appear to hand as soon as their owner 
  wishes for them. In essence, the physical, social, and magical 
  actions the raksha take have no mechanical repercussions in 
  their shaping contests, and no real impact on others of their 
  kind unless their fellow monsters for some reason decide to play 
  along and voluntarily keep inflicted Intimacies or proudly wear 
  the injuries of battle for a while as proof of their valor.
  This does mean that raksha in the Wyld are largely incapable 
  of murdering one another. Their acts of violence instead take 
  the form of shaping assaults intended to ravish, incumber, snare 
  or vex other Fair Folk. Only two means exist for a raksha to 
  murder others of his kind in the Wyld: to gain ownership of 
  an individual’s Heart and to destroy it, or to commit murder 
  with a weapon of cold iron. Most raksha courts consider iron-
  inflicted murders an open threat delivered against the entire 
  court, and react accordingly.
  Creation, by contrast, is far more ruthless in its enforcement 
  of causal consequences. When a Creation-born enters Rak-
  shastan, she brings the laws of Creation with her, and all ac-
  tions she takes are completely real to the Fair Folk. If she slays 
  one of the raksha, the raksha is slain. If she steals a raksha’s 
  possessions, they now belong to her, and may not be called to 
  the raksha’s hand at will. If she causes a raksha to fall in love 
  with her, that raksha is truly in love, and may not discard the 
  emotion on a whim.
  Likewise, raksha in Creation must deal with the terrors 
  of relentless causality. If one of the Fair Folk living in Nexus 
  turns and, as a form of jest, runs another raksha through with 
  a sword, that raksha is dead and may not shape himself back 
  to life.
  Wyld mutants in the Wyld form an edge case. Any Wyld 
  mutant with the Wyld assimilation mutation is incapable of 
  harming Fair Folk in the Wyld. Heroic Wyld mutants lacking 
  that mutation are considered Creation-born for the purpose of 
  acting upon raksha, as are any Wyld mutants directly acting as 
  a result of such a heroic Wyld mutant’s leadership. Otherwise, 
  Wyld mutant extras may not inflict lasting harm upon the Fair 
  Folk.
  CharaCter Creation
  (pp. 80-88)
  • Raksha nobles receive three specialties to distribute among 
  their Abilities. Raksha commoners receive five.
  • Raksha may raise their Virtues to 5 without spending bo-
  nus points.
  • Willpower is calculated independently from Virtues, and 
  begins at 5. It may be raised to 10 with bonus points regardless 
  of the raksha’s Virtue ratings.
  • Virtues and Willpower cost 1 bonus point to raise.
  • Raksha may begin with up to (Willpower + Compassion) 
  Intimacies.
  • Raksha nobles begin with 10 Charms, one free Assump-
  tion, and any Charms gained from the Birth Background.
  • Noble raksha and commoners receive 18 bonus points at 
  character creation. Heroic commoners receive 36.
  
  Chapter nine • the Fair FOlk
  93
  Bedlam
  (p. 99)
  Bedlam curses inflict external penalties rather than raising 
  the difficulty of various sorts of actions. The player must select 
  a Virtue his character possesses at 3+ as the basis of the char-
  acter’s Lure, not necessarily their highest Virtue.
  new Bedlam Curse: the 
  Curse of forGetfulness
  The Curse of Forgetfulness is not associated with any Vir-
  tues, and has no associated Lures. It may be inflicted on Fair 
  Folk if their Way Grace becomes the possession of another.
  Victims of this curse live devoid of context—they remember 
  who they are, but not where they have been or where they are 
  going. When the Curse begins, the raksha loses the ability to 
  form new long-term memories. She remembers everything as 
  normal up until the scene in which the Curse was inflicted, at 
  which point her memories cease, resuming at the beginning of 
  the current scene or tale. Once the current scene or tale ends, 
  the raksha promptly forgets everything that happened during 
  it, though she retains any new Intimacies and is bound by any 
  oaths sworn. Because it may only be externally imposed by an-
  other character or by destruction of the character’s Way, the 
  Curse of Forgetfulness will not abate on its own; the raksha 
  may only begin forming memories once again when her Grace’s 
  owner lifts the Curse, or when she restores a destroyed Way.
  new raksha trait: stasis
  As a counterpart to bedlam, in which a raksha’s Wyld na-
  ture rages out of control, the Fair Folk are also vulnerable to 
  Stasis—a deadening of the Wyld spark which animates them. 
  All shaped raksha have a Stasis track consisting of ten boxes, 
  much like an Exalt’s Limit track. Initially empty, it may be filled 
  and emptied through a number of means.
  Raksha gain Stasis in the following manner:
  • Fair Folk who deny the mandate of their inner selves have 
  little left to claim as substance. Whenever a raksha spends 
  Willpower to suppress a Virtue, she gains one point of Stasis.
  • Fair Folk who remain locked into the same patterns of obli-
  gation, alliance, enmity and action for extended periods of time 
  feel the life within them begin to dim and calcify. At the end of 
  any story during which a raksha did not gain, lose, or shift the 
  context of any Intimacies and did not change her Motivation, 
  she gains two points of Stasis.
  • Raksha bind their Graces together with roles and rituals, 
  reinforcing their existence thereby. At the end of any story 
  during which a raksha did not spend at least one scene act-
  ing in accordance to his Caste, at the Storyteller’s discretion, 
  she gains three points of Stasis. In general, when acting in ac-
  cordance with one’s Caste, a Diplomat will broker oaths and 
  contracts, birth new raksha, or attempt to modify the Policy 
  of a social group; an Entertainer will attempt to make herself 
  important to other characters or bring them under her sway; a 
  Guide will attempt to conduct other characters to reach their 
  goal—whether that is geographic, political, or martial; a War-
  rior will engage in conflict with other characters of some sort; a 
  Worker will attempt to create something new, be it a glamour-
  forged item, a society, or a revolution. Nobles have more nu-
  anced roles to pursue, as described in their Caste write-ups, but 
  may generally avoid Stasis by acting in accordance with their 
  Creation-Born and GraCes
  (pp. 92-93)
  Creation-born with Graces may take shaping actions. He-
  roic Creation-born with Graces may make shaping attacks. 
  Creation-born with Graces may also attune to Wyld artifacts.
  If another character comes to own a Creation-born’s Grace, 
  he may inflict the relevant bedlam on the Creation-born at 
  will. Creation-born who have a Grace destroyed descend into 
  bedlam for one story; if they are Exalted and suffer from the 
  Great Curse, they experience immediate Limit Break (or Tor-
  ment) as well.
  Creation-born characters who wish to begin play with Graces 
  may pay one bonus point per one-dot Grace desired. The cost 
  of raising Graces is calculated as though the character were a 
  commoner.
  BaCkGrounds
  artifaCt
  (p. 95)
  Most of the “artifacts” purchased through this background 
  are the wonders of faerie—adjurations, behemoths, oneiro-
  mantic spells and treasures. This Background may be used to 
  gain the sort of artifacts used by the Creation-born, but the 
  raksha may buy no more dots of such artifacts than her rating 
  in the Background. For example, a raksha with Artifact 3 could 
  spend three of her seven artifact dots acquiring a grand dai-
  klave, or two dots on a daiklave and one on a jade chain shirt.
  manse
  (p. 96)
  Carrying a hearthstone prevents a raksha from losing Essence 
  while in Creation, rather than allowing him to exist without an 
  active Assumption. After all, a raksha with no active Assump-
  tion has no body, and thus no way to carry a hearthstone on 
  his person.
  Birth
  (p. 97)
  This Background may explicitly permit raksha to have and 
  use Charms whose prerequisites they do not satisfy.
  Gossamer
  (pp. 97-98)
  This Background has no effect on the raksha’s starting 
  Charms or ability to begin play wherever her player wishes.
  style
  (pp. 98-99)
  Creation-born targeted by the Wyld stunts made possible 
  through the 5-dot rating of this Background may pay a num-
  ber of Willpower equal to the raksha’s Essence (maximum 5) 
  to utterly ignore her summoned wonder of glamour. Addition-
  ally, performing a Terrestrial-caliber Wyld stunt in Creation 
  requires Heart 2 and Essence 4. Performing a Celestial-caliber 
  Wyld stunt in Creation requires Heart 3 and Essence 6. Per-
  forming a Solar-caliber Wyld stunt in Creation requires Heart 
  4 and Essence 10.
  
  94
  ation-born or carry a cyst if they are to replenish themselves. 
  Nor are stunts an adequate method to survive in the dreary 
  engine the Primordials made; all Essence raksha generate from 
  stunts in Creation vanish at the end of the scene.
  Shaped raksha without an active Assumption wither at a 
  rate of one mote per tick during the day, as the basilisk gaze 
  of the Daystar burns away the structure of their being, or one 
  mote per long tick at night, when it amuses Luna to play the 
  huntress and harry them with her moonlight.
  Unshaped raksha are less able to withstand the abhorrent 
  taint of causality and form; they wither at a rate of one mote 
  per day in the Deep Wyld, one mote per hour in the Middle-
  marches, one mote per ten minutes in the Bordermarches, and 
  one mote per tick in Creation itself. Some unshaped know 
  Charms which partially fortify them against Creation, and oc-
  casionally rampage inland for several hours or even days as sav-
  age Wyld storms.
  raksha and death
  Death in Creation is immutable, a transition from which 
  there can be no return. In Rakshastan, death is merely another 
  element of the tales the Fair Folk live their lives through, with 
  no particular weight to it. A raksha slain in the Wyld may con-
  tinue to take shaping actions with no penalties or difficulty, 
  including actions to shape herself back to life. Death only holds 
  true suzerainty over the Fair Folk if inflicted by cold iron, by the 
  destruction of their Heart, by the hands of the Creation-born, 
  or within the terrible wastelands of Creation itself.
  A raksha struck down by the hand of the Creation-born, 
  with a weapon of iron, or slain within Creation is truly dead. If 
  she wore a permanent Assumption, the raksha leaves behind a 
  corpse as the beings of Creation do; if not, the motes commit-
  ted to her Assumption dissipate upon her death, causing her to 
  unravel in a brief flare of wonder. Raksha who perish through 
  destruction of their Heart never leave behind a body, instead 
  expiring in a great pulse of unleashed Wyld energy; the site of 
  their demise may be gently marked by the touch of the Wyld 
  for decades to come, perhaps sprouting a ring of mushrooms, 
  or perhaps the waters of a nearby creek will run golden for a 
  few years, but no other sign remains to mark their passing. In 
  all of these cases, the raksha is truly gone forever. Raksha have 
  no souls as the Creation-born would recognize them, existing 
  instead as congeries of myth and wonder, and so when they die 
  in the house of the Primordials, that is simply the end of them. 
  They experience no reincarnation and no afterlife, and make 
  no impression upon the Underworld. Their Essence is released 
  back into the universe, and that is that.
  Calcification may be another matter, however. The weak-
  est raksha who calcify in Creation are simply undone—their 
  Assumption is torn apart by the pressure of shaped existence, 
  their Essence scattered, and they cease to be. More powerful 
  raksha (possessing Heart 2+) may calcify differently. The Es-
  ascendant Caste (so a Cataphract could avoid Stasis simply by 
  spending at least one scene in conflict with another character, 
  but also by spending at least one scene acting as bodyguard for 
  another character, or by selling his sword to a more powerful 
  noble).
  • Raksha who enslave their peers gain safety, but create a 
  less dynamic milieu in which to exist. Upon gaining ownership 
  of a raksha noble’s Heart Grace, the raksha gains two points of 
  Stasis. This gain does not occur if the bearer of the Grace has 
  never owned it (such as would be the case if the raksha had just 
  created the Grace herself).
  • Raksha who murder their peers remove a spectrum of pos-
  sibility from the world forever, diminishing the potential of their 
  own legend thereby. Upon destroying a raksha noble’s Heart 
  Grace, the raksha gains three points of Stasis. Other methods 
  of murder grant no Stasis.
  When a raksha reaches 10 points of Stasis the Wyld spark 
  within gutters and dies out. A raksha with 10 Stasis begins to 
  calcify—they lose Essence on a daily basis as though in Creation 
  no matter where they may be (although they may still survive 
  in the Wyld without an Assumption), and cannot respire Es-
  sence. Pennants and cysts provide no benefit to a static raksha; 
  only feeding on the Creation-born may keep the raksha’s dis-
  solution at bay. This calcification ceases and the raksha’s vital 
  essence reignites once she drops her Stasis rating to 5 or below.
  Raksha may remove Stasis in the following manner:
  • A raksha who swears an oath to another raksha loses one 
  point of Stasis, so long as she does not own any of that raksha’s 
  Graces.
  • A raksha who returns an owned Heart Grace to its bearer 
  loses one point of Stasis if the bearer is a commoner, or two if 
  the bearer is a noble.
  • A raksha who is the subject of a powerful Creation-born’s 
  Intimacy—be it positive or negative—loses points of Stasis 
  once at the end of each story in which they interact with that 
  Creation-born in a manner that reinforces the Intimacy or suc-
  cessfully shifts its tenor (for example, acting in an antagonistic 
  fashion toward a Creation-born with an Intimacy of hatred for 
  the raksha, or terrorizing a Creation-born with an Intimacy of 
  fear, or romancing a Creation-born with an Intimacy of love; 
  or causing a Creation-born with an Intimacy of hate to shift 
  it to one of love). “Powerful Creation-born” includes any Ter-
  restrial Exalt (a two-point Stasis reduction), any Celestial Exalt 
  (worth a three-point Stasis reduction), or any Solar, Abyssal or 
  Infernal Exalt (worth four points of Stasis). Also, any Creation-
  born with Essence 6+ is worth one point of reduced Stasis; this 
  benefit can stack with the reduction for interacting with the 
  Exalted. Interacting with multiple powerful Creation-born in 
  a single story conveys only the best benefit among any single 
  Creation-born.
  • A raksha who enters bedlam immediately loses all Stasis, 
  and cannot gain Stasis while in bedlam.
  CalCifiCation
  (p. 101)
  Raksha in Creation with an active Assumption lose one 
  mote per day when the sun first rises, as the weight of the Un-
  conquered Sun’s judgment presses down on them, seeking to 
  protect Creation from their ilk. Raksha traveling in Creation 
  cannot respire Essence naturally, and must feed upon the Cre-
  CalCifiCation, not hiBernation
  No matter how powerful, a calcified raksha only retains 
  enough of a spark of awareness to return from calcification at 
  the discretion of the Storyteller. Most calcified Fair Folk are 
  simply destroyed, never to return. Raksha attempting to use 
  calcification as a form of hibernation or concealment within 
  Creation are most likely committing suicide.
  
  Chapter nine • the Fair FOlk
  95
  adherents; if they demand rewards in proportion greater than 
  their worship, the reliquary will never reconstitute itself, as it 
  spends Essence faster than it gains it. But rarely, occasionally, 
  a reliquary is able to leverage miracles for worship and dreams 
  long enough to restore all of its Essence dots. At this point the 
  statue shatters, the tree splits open, the hut crumbles, and the 
  pond’s waters roll back to reveal the reborn raksha in all of his 
  glory. His Essence pool is empty and he has only a single point 
  of Willpower, but he is alive, his Graces restored, his traits as 
  powerful as ever they were.
  The Primordials and the Solar Exalted were well aware of the 
  nature of reliquaries; indeed, some First Age Solars intention-
  ally let raksha calcify upon the grounds of their estates to pro-
  duce strange and wondrous decorations with which to amuse 
  their guests. Many Lunar Exalted also know what a reliquary is, 
  and take pains to destroy them when found (or perhaps black-
  mail them for favors). The Dragon-Blooded of the Shogunate 
  were less widely aware of the phenomenon, and in the wake 
  of the death and chaos of the Great Contagion, knowledge of 
  reliquaries became almost completely lost. As a result, many 
  potent raksha who survived the Empress’s first counterstrike 
  were left stranded deep inside of Creation and calcified into 
  uncanny landscape features—strange trees, singing brooks, lu-
  minous ponds. These casualties of the Balorian Crusade still 
  exist, scattered across the Threshold, and most of them will 
  never walk the lands of Creation or Rakshastan ever again—
  but others, in brief moments when they are more like a thing 
  that is alive than a thing that is dead, still dream of a freedom 
  and resurrection that is unlikely, but not impossible.
  oaths
  (pp. 101-102)
  Raksha are as vulnerable to oaths compelled out of them 
  through the aid of Charms as they are to oaths voluntarily 
  undertaken. Violating the spirit of an oath while technically 
  obeying its precise wording requires a suitable stunt, at the Sto-
  ryteller’s discretion. The raksha suffers a -3 external penalty 
  to all actions taken while violating the spirit of an oath in this 
  manner. The oaths of the raksha can be quite troublesome, and 
  if no appropriate justification can be produced, then a raksha 
  cannot violate his oath without suffering the consequences.
  the ishvara
  The Essence of the Fair Folk is not like that of men, nor 
  even the Exalted. A raksha is a living story, a sentient fable that 
  spends its immortal existence elaborating itself into a complex 
  and powerful personal mythology. As raksha grow in age and 
  experience, their personal narrative accretes a shell of power 
  around itself, hardening into an enduring authority that the 
  ancient may wield over the Wyld and even the world of the Pri-
  mordials. This mantle of crystallized mythology and reinforced 
  dream ultimately looks very much like the Essence profile of a 
  god.
  Few raksha make it so far. Heroic commoners may dream of 
  nobility…but there are hundreds of commoners for each noble, 
  and the nobles are loathe to elevate those below them. The no-
  bility of Rakshastan may dream of divine power …but in each 
  Direction, it is doubtful that there are fifty raksha who have 
  cultivated their Heart and Essence to such heights. Those who 
  have exist among rarefied company, indeed.
  sence and identity of such monsters is too potent for Creation 
  to scatter completely, and so they congeal into tombs for them-
  selves. These commonly take the form of strange, slightly fae 
  objects or structures—a statue, a tree, a small pond or well, a 
  pillar of compacted salt, or even a tiny cottage. Such remnants 
  are known to the few savants who are aware of the phenom-
  enon as reliquaries.
  Most raksha reliquaries are simply markers indicating the 
  passing of one of the Fair Folk, crushed into absolute stasis by 
  the power of Creation. But in the reliquaries of the most power-
  ful raksha (possessing Essence 5+), some vestige of existence 
  may linger. The raksha do not have souls, as such, and thus 
  no animating spark to depart at an easily classifiable moment 
  of death. A calcified raksha of sufficient power merely has his 
  Graces crushed into a singular mass, his mind locked into a grey 
  eternity, his self obviated. It is death in most ways that matter, 
  save that, in rare cases, it may be reversed.
  An Essence 5+ reliquary may make a single social attack 
  against one individual within a number of yards equal to its 
  former Heart, once per year. This enticement is delivered in 
  the form of a subliminal urge or a vague whisper carried on the 
  wind or heard in the ripple of water, and is easy to dismiss as 
  having been the target’s imagination. Such reliquaries are also 
  highly resistant to destruction; they may only be harmed by the 
  actions of heroic individuals or by tools of iron.
  Reliquaries normally begin by attempting to convince mor-
  tals to linger near them. A reliquary may gain one mote of Es-
  sence each time a mortal spends eight hours sleeping in direct 
  proximity to it—on the floor of a tiny hut, within the branches 
  or among the roots of a tree, or on the bank of a pool.
  Once a reliquary has accumulated Essence, it may spend 
  motes to make social attacks against individuals in proper prox-
  imity—each attempt at communication costs one mote. This 
  is normally when a reliquary begins to make offers and request 
  favors. If the reliquary accumulates ten motes, they may also 
  convert this into one point of gossamer.
  Reliquaries may continue to absorb Essence from mortal 
  dreams, but worship and sacrifice offer faster routes to power. 
  However, most mortals are suspicious of trees demanding wor-
  ship, so reliquaries must start small, and entice. A reliquary 
  may activate Charms it knew in life to benefit the mortals who 
  interact with it—a lake might offer up faerie gold to a mortal 
  who learns to speak to it, while a tree might drop fruit which 
  endows the one who eats of it with great skill. A cottage might 
  begin to adorn its walls with the sweetest of candies, or a well 
  could produce gossamer items from its depths. This of course 
  depletes the reliquary’s precious store of Essence and gossamer, 
  but they are the reliquary’s only enticements to convince mor-
  tals to grant it more power.
  When a reliquary completely fills its Essence pool, it may 
  consume all stored Essence to reconstitute one dot of its per-
  manent Essence. This leaves it perilously weak, but also more 
  splendid than before; the reliquary tree will show wondrous 
  colors in its leaves, while the enchanted cottage may coated its 
  walls in a glaze of sugar. Then the cycle begins again.
  Eventually the reliquary will move up to attempting to trade 
  miracles for sacrifices and prayer—a bit of wine poured out or 
  meat burned in its honor at first, leading steadily up to oxen 
  slaughtered above its roots or children drowned in its depths. 
  The reliquary plays a dangerous game, at the mercy of its mortal 
  
  96
  GraCes as artifaCts
  (p. 133)
  Raksha never have to pay to attune to their own Graces in 
  order to establish ownership of them. But what if a raksha forg-
  es her Grace into an artifact?
  The raksha must attune to the artifact to enjoy its benefits 
  as an artifact. For example, if she turns her Ring into a curdling 
  dream bow, the curdling dream bow remains her Ring, and will 
  function as her Ring without requiring any commitment. How-
  ever, if she is to wield its power as a treasure, she must attune 
  to it as normal.
  Normally, when a raksha is slain, her borne Graces shatter. 
  This includes any Graces forged into Wyld artifacts. Howev-
  er, Wyld artifacts forged from raksha with Heart 4+ endure 
  beyond the death of their bearers. It is common for young or 
  bored Fair Folk to venture off into the depths of Rakshastan or 
  Creation in search of legendary lost treasures forged from the 
  Graces of deceased luminaries among their kind. The great-
  est of these fabled prizes is the Triumph Casque of Sorrows—
  a treasure of near-limitless power, reputedly able to serve as a 
  weapon against which no defense is possible. The Casque was 
  allegedly forged from the Ring Grace of Prince Balor himself.
  adjurations
  (pp. 133-134)
  Adjurations are constructed with points garnered from the 
  Mutation keyword, rather than out of mutation points. Srithti 
  Oaths grant 8 points of mutations, not 4.
  Behemoths
  (p. 135)
  Behemoths do not gain their handler’s Charms. Behemoths 
  are constructed with points garnered from the Mutation key-
  word, and from Wyld mutations. Granting a behemoth a pox 
  costs one mutation point, while an affliction costs two, a blight 
  four and an abomination six.
  oneiromanCy
  (p. 136)
  Oneiromantic spells are constructed with points garnered 
  from the Glamour keyword, rather than out of mutation points. 
  When designing a glamour spell, it must be decided whether 
  the spell is an inward-facing dream or outward-facing glamour. 
  Inward-facing dreams affect only the character who possesses 
  and holds the spell (such as a magic mask that grants wondrous 
  blessings to the raksha who wears it). Outward-facing glamours 
  affect all characters who perceive the spell or who enter a prox-
  imity to the spell determined by its Assumptions, save for the 
  character that possesses it (such as a mask that inflicts terrible 
  misfortune upon all who behold it). Oneiromantic spells some-
  times require specific actions be undertaken to trigger them, 
  generally defined by the player who creates them with the help 
  of the Storyteller. Oneiromantic spells are intended to model 
  the deadly fables of legend, such as a wondrous tree which 
  transforms those who partake of its succulent fruit, or a book 
  which bewitches the minds of those who read it. Activation 
  actions need to be thematically resonant and sensible given the 
  form the spell takes; Storytellers should veto activation actions 
  And yet, even these potentates are not the true legends of 
  their kind. The shadow of Prince Balor of the Terrible Gaze 
  falls long across the history of Creation and the Wyld alike. 
  Before him, Prince Laashe, the Morning Star, confounded the 
  Unconquered Sun into breaking his sworn oath, and then re-
  cast himself in the fires of the sun. Before Prince Laashe there 
  was the Fomorian Dream, a great darkness which blanketed 
  the sky from horizon to horizon and thundered with the distant 
  steps of a beast of nightmare; those who imagined the owner 
  of those dread steps died where they stood, slain by fear. The 
  Fomorian Dream declared his intent to crush the house of the 
  Primordials between his teeth, and stood in battle against the 
  Unconquered Sun for a full day before finally being burned 
  away by the Godspear of All-Searing Noon; the history of the 
  Dragon Kings record their battle as the day the sun did not rise.
  These incomparable beings, known as the ishvara, represent 
  the apex of raksha potential. They are Fair Folk whose per-
  sonal mythology has evolved beyond any boundary to entangle 
  all things within the scope of their legend. Ishvara are distin-
  guished from other mighty raksha by the unique miracles they 
  wield; each of the handful of ishvara who have ever existed 
  wielded powers akin to the panoply Charms of the Celestial In-
  carnae; used as shaping weapons among the courts of madness, 
  these powers imposed absolute limitations and demands upon 
  any shaping narrative in which the ishvara included them-
  selves. For example, no raksha who entered a shaping contest 
  with Prince Balor was capable of asserting authority or domi-
  nance over he of the Terrible Gaze; such dreams simply would 
  not come to be.
  There are presently no known ishvara active among the 
  courts of Rakshastan, but this does not necessarily disprove 
  their existence…or the possibility that one of the Fair Folk 
  might ascend to redefine the course of raksha history.
  Chapter five: 
  reality shapinG
  new shapinG aCtion: defend other (5/-1)
  Shaping combat resolves the Defend Other action exactly as 
  regular combat resolves it. (See page 8.)
  ravishment and the Creation-Born
  (p. 126)
  Ravishment is a Crippling effect, from which Creation-born 
  do not recover naturally. The same is true of Feeding Charms 
  which permanently remove traits, such as Ravishing the Cre-
  ated Form (see page 109 and Graceful Wicked Masques pp. 
  176-177). These Crippling effects are incurable through mun-
  dane medical efforts, and nigh-incurable even for most super-
  natural physicians. Repairing the damage the raksha can inflict 
  on a human soul requires either specialized restorative magic 
  (such as have been developed by a small number of Dragon-
  Blooded savants, or are known to a few spirits), or truly potent 
  medicinal arts such as the Solar Charm Wholeness-Restoring 
  Meditation (See Exalted, p. 220).
  
  Chapter nine • the Fair FOlk
  97
  Way-based iterations of the Wyld artifact creation Charms 
  Great Works of the (Grace) and Unshaped (Grace) Transfor-
  mation exist. (See page 119.)
  rath (ChanCel • Or ••)
  The most meager chancels are known as raths, enjoying only 
  minimal concealment when their portals are left free-standing, 
  and boasting cramped accommodations, at best. When free-
  standing, a one-dot rath conceals itself with one automatic 
  success, while a two-dot rath enjoys three successes. One-dot 
  raths contain a meager three waypoints, while two-dot raths 
  contain six—enough for a freehold, just barely.
  laByrinth (ChanCel ••• Or ••••)
  Larger chancels are known as labyrinths, and sometimes 
  serve as permanent dwellings for small or persecuted courts. 
  When free-standing, a three-dot labyrinth conceals itself with 
  five automatic successes, a four-dot labyrinth with seven. 
  Three-dot labyrinths contain ten waypoints, while four-dot 
  labyrinths contain fifteen.
  Caer (ChanCel •••••)
  The most powerful chancels are known as caers, and may 
  serve as reliable bases of operation for mighty raksha poten-
  tates, their courts, and the armies they will march into Cre-
  ation with no warning. Free-standing caers conceal themselves 
  from detection with ten automatic successes, and contain 
  twenty waypoints.
  new freehold trait: the BeaCon
   The Beacon is the center and focus of a freehold’s allure, 
  created by embedding a Way Grace into the structure of one of 
  a freehold’s waypoints with the Charm Forging the Beacon (see 
  page 90). The Beacon is always highly visible—examples in-
  clude a pale spire rising above the mists that shroud a mountain 
  peak, a lighthouse at the edge of an enchanted island, a mys-
  terious glow beneath the waters of a still lake, a bonfire atop a 
  watchtower, or a great jewel-feathered bird the size of a manor 
  house circling in the sky above a hidden glen. A freehold with 
  a Beacon lures in the unwary, and produces easy paths by which 
  they may walk into the hungry maws of the raksha dwelling 
  within. The freehold gains a Way trait equal to the Way Grace 
  used to create it.
  Attuning to a Beacon requires an uninterrupted vigil con-
  sisting of six Attune Grace shaping actions and a one-mote 
  commitment. Attuning thus erases any previous raksha’s at-
  tunement. A raksha attuned to a Beacon is the freehold’s 
  seneschal. The attunement fails if someone drives the attun-
  ing character away or if the freehold receives any new visitors 
  during the attunement—the character attuning to the Beacon 
  must see that the freehold is desolate and forsaken, in need of 
  fresh prey. One need not be the freehold’s master, nor acquire 
  his consent, to become its seneschal.
  A freehold with a Beacon radiates glamour into the region 
  surrounding it. The Beacon is visible from waypoints up to 
  (freehold’s rating x 2) journeys away in the Wyld, or (freehold’s 
  rating x 5) miles in Creation. Creation-born characters who 
  glimpse the Beacon are subjected to a social attack at the be-
  ginning of each day, with (the freehold’s Way trait + 5) au-
  tomatic successes, directing them to journey to the freehold. 
  Characters who succumb to this influence may automatically 
  which seem uninteresting, unthematic or unavoidable, such as 
  “when characters breathe or blink.” The magic of rakshastan 
  should never be boring.
  All outward-facing glamours are considered Shaping effects 
  and may be resisted as such, regardless of the Charms that com-
  prise them. Additionally, outward-facing glamours of the wak-
  ing, dreaming and desire circles have no effect upon characters 
  wearing cold iron against their skin.
  new GraCe maGiC: ChanCels
  Raksha craft chancels from Way Graces wound about various 
  aspects of Nirupadhika. Externally, a chancel takes the form of 
  a portal of some sort—a standing arch, an open well, a carved 
  door of ivory and chalcedony. Regardless of their size, all chan-
  cel portals are easily mobile, if one can find them—they may 
  be picked up with one hand and pocketed, if desired, again re-
  gardless of size. Passing through the portal allows a character to 
  enter the chancel proper—a collection of waypoints of Middle-
  march intensity defined by the raksha who created it, though 
  as easy to later renovate as any other collection of waypoints. 
  Raksha may even build freeholds inside of a chancel, though 
  doing so is risky—if the chancel is destroyed, all characters in-
  side are ejected into some random point in Pure Chaos with no 
  warning. In no case may a freehold within a chancel claim more 
  waypoints than the chancel contains, even with a Stronghold. 
  Only level-one freeholds may be established within a chancel.
  Much as with oneiromantic spells and behemoths, the rak-
  sha who possesses a chancel need not attune to it herself. She 
  may delegate the cost of attunement (three motes per level) to 
  a gatekeeper. A chancel’s gatekeeper must spend at least three 
  scenes per day patrolling its interior in order to maintain this 
  commitment.
  In addition to the portal that is its main entrance, chancels 
  manifest their rating in secondary entrances at random-but-
  sensible locations within (rating) miles of the primary entrance; 
  for example, entrances might manifest under the arching roots 
  of an old tree, as a door appearing in the dusty corner of a 
  disused attic, or as a dark stone arch at the end of a dead-end 
  alley. A difficulty 2 Way shaping action taken within the chan-
  cel is sufficient to determine where all of its exits are manifest-
  ing at any given time. The raksha who possesses the chancel 
  may reflexively open or close any or all of its entrances at any 
  time, save when the chancel’s main entrance is being moved, at 
  which point that portal always remains closed. A closed chan-
  cel entrance is impossible for raksha to pass through; Creation-
  born may attempt some stratagem by which to bypass a closed 
  chancel entrance once per scene, generally with a Larceny ac-
  tion, though Storytellers may approve other actions as stunts. 
  The difficulty of such attempts is equal to twice the chancel’s 
  rating.
  If a chancel is left unattuned, all of its entrances remain 
  closed at all times. Chancel entrances naturally conceal them-
  selves, but the character who possesses the chancel may allow 
  any individuals she desires to see through this natural conceal-
  ment.
  Chancel waypoints may be solidified through Charms such as 
  Wyld-Shaping Technique, but doing so freezes the chancel in 
  its current location; the chancel’s entrance may not be moved 
  so long as any of its inner waypoints have been purged of Wyld 
  energy.
  
  98
  Charm has no Grace minimum, use its Essence minimum to 
  determine cost instead. Fair Folk may Combo together Martial 
  Arts and raksha Charms so long as the Combo makes sense.
  However, raksha are also capable of creating glamour Com-
  bos. Glamour Combos are not purchased with experience; Fair 
  Folk may enact them spontaneously by paying one Willpower, 
  one gossamer to create any legal Combo they desire out of 
  known raksha Charms. Martial Arts Charms may not be used 
  to create Glamour Combos, though if the raksha desires, she 
  may add one gossamer to the cost of a Martial Arts Combo she 
  has paid experience for to enhance it with additional raksha 
  Charms that are not normally part of the Combo.
  updated keywords
  (p. 153)
  Assumption: Charms no longer use the “Assumption” dura-
  tion and are not tied to the activation of Assumption Charms. 
  Assumption Charms may normally only be activated in the 
  Wyld, but most other raksha Charms may be activated any-
  where.
  Glamour: Ignore the printed keyword. This keyword, accom-
  panied by a value, indicates the number of points the Charm 
  is worth for the purpose of constructing oneiromantic spells. 
  Certain Charms may only enhance inward-facing dreams or 
  outward-facing glamours, and are noted as such.
  Mutation: Ignore the printed keyword. This keyword, ac-
  companied by a value, indicates the number of points the 
  Charm is worth for the purpose of building adjurations and en-
  hancing behemoths. Generally, this keyword indicates that a 
  Charm lends its effect to those who have sworn themselves to 
  an adjuration as a permanent benefit, or that a behemoth gains 
  its effects as a permanent benefit. Charms with variable effects 
  may contain clarifying notes.
  Shaped-Only: Creation-born are considered to be shaped 
  raksha for the purpose of learning and using these Charms, as-
  suming they have some means of learning raksha Charms in 
  the first place.
  new keywords
  Echo: The haunting songs of the Wyld carry different mean-
  ings for the ears of the Creation-born. Charms with this key-
  word are essentially two Charms in one, with two different 
  faces: Dreaming and Waking. In general, a Charm’s Dreaming 
  aspect focuses on Shaping actions and dealing with the things 
  of the Wyld, while its Waking aspect focuses on ‘normal’ ac-
  tions and the denizens and things of Creation. Echo Charms 
  in Graceful Wicked Masques generally detail their Dreaming 
  aspect in their Charm rules block, and their Waking aspect as 
  an Innate Power; the presented errata reflects this. A character 
  who buys any Echo Charm gains both the Dreaming and Wak-
  ing versions of the Charm at no additional cost.
  Stance-type: This Charm is a shaping style Stance-type 
  Charm. Characters cannot use more than one Stance-type 
  Charm at a time. They must end one Stance-type Charm to 
  use another.
  see through any glamours that obscure the journeys leading to 
  the freehold’s Beacon, and will have no difficulties navigating 
  to it.
  The seneschal perceives the current strength of the free-
  hold’s reserves, and is reflexively aware at all times of the cur-
  rent Essence pool of all raksha residing in the freehold. He can 
  also embody himself in the spatial structure of the freehold. 
  This effect makes him aware of all Way-shaping within the 
  freehold, allows him to use applicable Way defenses against 
  shaping attacks made against the freehold’s waypoints and lets 
  him use applicable Way-shaping actions as if present in any of 
  the freehold’s waypoints.
  Unlike creating an Arcane Redoubt, the process of creating 
  a Beacon inflicts no particular negative effects on the bearer of 
  the Way Grace used. The seneschal owns the Way Grace and 
  can inflict the Curse of Forgetfulness on that raksha.
  Chapter six: Charms
  Gossamer
  (pp. 148-149)
  Gossamer is the physical substance of dream-stuff, whether 
  drawn from mortal dreams or sheer Wyld potential. The rak-
  sha use it to fuel their magic, but also as a form of currency. 
  Gossamer is a physical substance to the raksha, external to 
  themselves; it is not an internalized trait such as Essence or 
  Willpower. As such, there is no limit to the amount of gossamer 
  a raksha may have at any time. Raksha may always access their 
  stored stockpiles of gossamer regardless of where they are—so a 
  raksha in Creation may freely weave the gossamer he has stored 
  Elsewhere, even without using an Evocation to bring it into 
  the world.
  Raksha Charms do not require gossamer to affect the Cre-
  ation-born.
  Glamour resistanCe
  (p. 149)
  Disregard all Glamour Resistance rules. Raksha Charms do 
  not provoke Glamour Resistance.
  mutations and mutation points
  (pp. 150-152)
  Raksha Charms no longer use the mutation point concept 
  outlined at the front of the Charms chapter of Graceful Wick-
  ed Masques, and may not convert Charms with a gossamer 
  cost into permanent mutations.
  diCe Caps
  (p. 154)
  Raksha may not use Charms to add more dice to a non-
  Shaping action than their Essence rating, or more dice to Shap-
  ing Actions than the relevant Grace.
  ComBos and Glamour ComBos
  (p. 154)
  Raksha are able to construct Combos largely as the Exalted 
  do…but have little need to. Raksha Combo experience point 
  costs are based on a Charm’s highest minimum Grace. If a 
  
  Chapter nine • the Fair FOlk
  99
  assumption of (element) shape
  (pp. 156-157)
  Type: Reflexive or Permanent 
  Keywords: Assumption, Glamour (1), Mutation (1), Shaped-
  Only 
  Duration: Indefinite or Permanent
  If the raksha already wears an active Assumption, the cost of 
  this Charm becomes 3m, 1g. Assumption of (Element) Shape 
  may be learned as a permanent Charm, but raksha who learn 
  it in this fashion are permanently incapable of passing back 
  through the Gateway of Sundraprisha and becoming unshaped 
  once again.
  assumption of Bestial visaGe
  (pp. 157-158)
  Type: Reflexive or Permanent 
  Keywords: Assumption, Glamour (1), Mutation (1), Shaped-
  Only 
  Duration: Indefinite or Permanent
  When the raksha raises her Essence, she may re-spend all 
  mutation points granted by this Charm for the purpose of de-
  fining her animal features. If the raksha already wears an active 
  Assumption, the cost of this Charm becomes 3m, 1g. Assump-
  tion of Bestial Visage may be learned as a permanent Charm, 
  but Raksha who learn it in this fashion are permanently in-
  capable of passing back through the Gateway of Sundraprisha 
  and becoming unshaped once again.
  assumption of Cerements and Bone
  (p. 158)
  Type: Reflexive or Permanent 
  Keywords: Assumption, Glamour (1), Mutation (1), Shaped-
  Only 
  Duration: Indefinite or Permanent
  If the raksha already wears an active Assumption, the cost 
  of this Charm becomes 3m, 1g. Assumption of Cerements and 
  Bone may be learned as a permanent Charm, but Raksha who 
  learn it in this fashion are permanently incapable of passing 
  back through the Gateway of Sundraprisha and becoming un-
  shaped once again.
  assumption of dreams and passion
  (p. 158)
  Type: Reflexive or Permanent 
  Keywords: Assumption, Glamour (1), Mutation (1), Shaped-
  Only, Stackable 
  Duration: Indefinite or Permanent
  In addition to the listed benefits, the raksha gains a +1 
  MDV bonus to resist mental influence that does not align with 
  his chosen emotional context. If the raksha already wears an 
  active Assumption, the cost of this Charm becomes 3m, 1g. 
  Assumption of Dreams and Passion may be learned as a per-
  manent Charm, but Raksha who learn it in this fashion are 
  permanently incapable of passing back through the Gateway of 
  Sundraprisha and becoming unshaped once again.
  General Charms
  all three (GraCe) exCellenCies
  (p. 154)
  Duration: Instant
  unassailaBle tower of (shapinG trait)
  (pp. 155-156)
  Replace this Charm with the following:
  new raksha Charm: unassailaBle 
  tower of Glamour
  Cost: —(1g); Mins: Heart 2, Essence 2; Type: Permanent 
  Keywords: Shaped-Only 
  Duration: Permanent 
  Prerequisite Charms: None
  The Fair Folk are endless fonts of impossibility. They defy 
  the limitations imposed by the Primordials’ dull engine of cau-
  sality, overcoming the world by expressing themselves without 
  limitation. Characters who know this Charm may spend one 
  gossamer at any time to convert all stunt dice on a single roll 
  into automatic successes.
  Charms of the mask
  assumption Charms
  (p. 156)
  A raksha may simultaneously wear multiple Assumption 
  Charms, but this does not render them Stackable, as they are 
  technically separate Charms. Raksha who have multiple active 
  Assumptions may not selectively choose which to manifest—
  she wears all her active forms at once. She is a sentient stain on 
  a city, and a person strolling through it. A raksha made of fire 
  and joy may not switch between being made of joy and being 
  made of fire—she is a raksha made of fire and joy, at all times. 
  Raksha who have taken an Assumption as a permanent Charm 
  may still activate additional Assumptions, modifying their per-
  manent body thereby. Thus, a raksha with a permanent As-
  sumption of Fire Shape may also wear an Assumption of Water 
  Shape or Assumption of Cerements and Bone, permitting her 
  to one day appear as a raksha of steam, the next as a raksha of 
  pyre-flame. She must always be a raksha wearing an Assump-
  tion of Fire to at least some degree, however—such is the price 
  of becoming a permanent being of shape.
  The Essence cost of Assumption Charms must be committed 
  while they remain active, as normal. Raksha who do not wish 
  to pay this onerous Essence burden may learn an Assumption 
  as a permanent Charm with no associated Essence cost…but in 
  doing so they irreversibly render themselves shaped beings, be-
  coming that which the unshaped of the deep Wyld hate above 
  all else. Raksha may learn no more than one Assumption as a 
  permanent Charm.
  
  100
  assumption of the livinG kinGdom
  (p. 160)
  Type: Reflexive or Permanent 
  Keywords: Assumption, Glamour (6), Mutation (6), Shaped-
  Only 
  Duration: Indefinite or Permanent
  Unlike most Assumption Charms, this Charm may be acti-
  vated in Creation; ignore the detailed Innate Power. If the rak-
  sha already wears an active Assumption, the cost of this Charm 
  becomes 10m, 6g. Assumption of the Living Kingdom may be 
  learned as a permanent Charm, but Raksha who learn it in this 
  fashion are permanently incapable of passing back through the 
  Gateway of Sundraprisha and becoming unshaped once again.
  assumption of the wyld-tainted land
  (p. 160)
  Type: Reflexive or Permanent 
  Keywords: Assumption, Glamour (6), Mutation (6), Shaped-
  Only 
  Duration: Indefinite or Permanent
  Unlike most Assumption Charms, this Charm may be acti-
  vated in Creation; ignore the detailed Innate Power. If the rak-
  sha already wears an active Assumption, the cost of this Charm 
  becomes 10m, 6g. Assumption of the Wyld-Tainted Land may 
  be learned as a permanent Charm, but Raksha who learn it in 
  this fashion are permanently incapable of passing back through 
  the Gateway of Sundraprisha and becoming unshaped once 
  again.
  new raksha Charm: terriBle 
  wonderland infliCtion
  Cost: —; Mins: Essence 4; Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Assumption of the Wyld-Tainted Land
  Drawing upon the rising power of her Essence, the raksha 
  becomes a torrent of Wyld potential, bringing the enlighten-
  ing madness of Rakshastan into stale and staid Creation. This 
  Charm permanently enhances its prerequisite, allowing the 
  raksha to transform the affected region of Creation into a Bor-
  dermarch rather than a tainted land. A second purchase of this 
  Charm at Essence 5+ permits the infliction of Middlemarches, 
  while a third purchase at Essence 6+ permits Creation to be 
  plunged into the febrile instability of the Deep Wyld. A fourth 
  and final purchase at Essence 10 allows Pure Chaos to be 
  brought into the midst of Creation.
  new raksha Charm: reiGn 
  of the wyld empire
  Cost: —; Mins: Essence 7; Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Assumption of the Living Kingdom, 
  Assumption of the Wyld-Tainted Land
  This Charm permanently upgrades Assumption of the Wyld-
  Tainted Land, expanding the size of the area it afflicts to be 
  equal to that of Assumption of the Living Kingdom.
  assumption of the person’s heart
  (pp. 158-159)
  Type: Reflexive or Permanent 
  Keywords: Assumption, Glamour (1), Mutation (1), Shaped-
  Only, Shaping 
  Duration: Indefinite or Permanent
  This Charm cannot target Creation-born with active Shap-
  ing defenses. If the raksha has taken this Charm as a perma-
  nent Charm and the person she has bound herself to dies or 
  otherwise manages to render himself an invalid target for this 
  Charm, the raksha may assign it to a new individual for a cost 
  of one gossamer. She may only do this if she loses her current 
  host; she may not otherwise change hosts at will. Unlike most 
  Assumption Charms, this Charm may be activated in Creation; 
  ignore the detailed Innate Power. Raksha may share the effects 
  of currently active Charms that enhance themselves with their 
  hosts, such as the benefits of an Assumption, or mutations 
  gained through Fantastic Grotesquerie Shell.
  If the raksha already wears an active Assumption, the cost of 
  this Charm becomes 5m, 1g. Assumption of the Person’s Heart 
  may be learned as a permanent Charm, but Raksha who learn 
  it in this fashion are permanently incapable of passing back 
  through the Gateway of Sundraprisha and becoming unshaped 
  once again.
  assumption of the land’s heart
  (pp. 159-160)
  Type: Reflexive or Permanent 
  Keywords: Assumption, Glamour (2), Mutation (2), Shaped-
  Only 
  Duration: Indefinite or Permanent
  The raksha must pay (and commit) any costs associated with 
  Charms he wishes to program into his Heart upon activating 
  this Assumption. This does not require a Combo.
  Unlike most Assumption Charms, this Charm may be acti-
  vated in Creation; ignore the detailed Innate Power. If the rak-
  sha already wears an active Assumption, the cost of this Charm 
  becomes 5m, 2g. Assumption of the Land’s Heart may be 
  learned as a permanent Charm, but Raksha who learn it in this 
  fashion are permanently incapable of passing back through the 
  Gateway of Sundraprisha and becoming unshaped once again.
  assumption of the City’s heart
  (p. 160)
  Type: Reflexive or Permanent 
  Keywords: Assumption, Glamour (4), Mutation (4), Shaped-
  Only 
  Duration: Indefinite or Permanent
  Unlike most Assumption Charms, this Charm may be ac-
  tivated in Creation; ignore the detailed Innate Power. If the 
  raksha already wears an active Assumption, the cost of this 
  Charm becomes 7m, 4g. Assumption of the City’s Heart may be 
  learned as a permanent Charm, but Raksha who learn it in this 
  fashion are permanently incapable of passing back through the 
  Gateway of Sundraprisha and becoming unshaped once again.
  
  Chapter nine • the Fair FOlk
  101
  also allows a raksha to modify the appearance of an elemental 
  of the appropriate element, sculpting its features with her bare 
  hands. Objects owned by Creation-born with higher Essence 
  than the raksha cannot be sculpted without the owner’s con-
  sent, nor may cold iron. With Essence 4+, sculpted air, fire and 
  water may retain their new shape indefinitely.
  Merged: Emotion-Weaving Style
  elemental evoCation
  (pp. 162-163)
  Keywords: Evocation, Merged, Shaped-Only
  Merged: Bestial Evocation, Emotional Evocation, Ossuary 
  Evocation
  world-anGerinG elemental mastery
  (p. 163)
  Cost: 3m 
  Keywords: Combo-OK, Glamour (3), Merged, Obvious, 
  Shaped-Only, Shaping 
  Duration: Instant
  Replace the text of this Charm with the following:
  The raksha reaches out with her stolen elemental form, turn-
  ing the very foundations of Creation against their inhabitants. 
  By activating this power, she may inflict an internal environ-
  mental penalty equal to her Essence against a single action she 
  witnesses. The raksha’s player must be able to define how the 
  element she has assumed is able to impose the penalty under 
  the circumstances at hand.
  At Essence 4+ the raksha may activate this Charm for a cost 
  of five motes, making the leveled penalty external rather than 
  internal.
  Oneiromantic Benefit: An outward-facing glamour en-
  hanced with this Charm may inflict an internal penalty on a 
  particular sort of predefined action within its range of effect.
  Merged: Unwanted Obsession Provocation Technique, 
  World-Angering Bestial Mastery, World-Darkening Grave 
  Shadow
  teeth of the world
  (p. 163)
  Cost: 5m or 5m, 1g; Type: Simple 
  Keywords: Merged, Obvious, Shaped-Only 
  Duration: Instant
  Replace the text of this Charm with the following:
  The raksha’s elemental disguise nears perfection. She is now 
  so fully attuned to the element she has assumed that she can 
  call upon it to attack her enemies in Creation. This Charm may 
  be used in a varying fashion, based on which elemental As-
  sumptions the raksha is wearing. These attacks are considered 
  environmental hazards and fail to harm characters protected 
  from such threats. They normally cost five motes if there is a 
  sufficient quantity of the appropriate element present to ma-
  nipulate. If an insufficient quantity is present, the raksha may 
  conjure up the element by adding one gossamer to the Charm’s 
  cost.
  Air: The raksha directs howling winds, lightning bolts, or 
  freezing hail to slay an opponent. She makes a (Dexterity + 
  [Archery or Survival]) attack, targeted at a character she can 
  perceive within 100 yards of either herself or an air-based envi-
  ronmental hazard; this attack is undodgeable, with a base dam-
  mad God mien
  (pp. 160-161)
  Keywords: Glamour (1), Shaped-only
  Replace the text of the Charm with the following:
  This Charm blurs the line between Creation and the Wyld, 
  between reality and dream. Mad God Mien inflicts a -1 external 
  penalty on all attempts by the Creation-born to use Shaping ef-
  fects upon the raksha, not including shaping actions produced 
  by the Graces. The raksha is also considered a being outside of 
  fate, although this Charm fails in the face of Charms or other 
  magic designed to force beings outside of fate back within its 
  confines.
  Oneiromancy Benefit: Spells with this Charm incorporated 
  into them are immune to destruction by countermagic.
  elemental influenCe Charms
  (p. 161)
  The character must have an element-appropriate Assump-
  tion of (Element) Shape Charm active to use Elemental Influ-
  ence Charms, unless otherwise noted.
  sovereiGn element shape
  (pp. 161-162)
  Cost: 1m per die; 
  Type: Reflexive (Step 1 for attack, Step 2 for defense) 
  Keywords: Combo-OK, Glamour (3), Merged, Shaped-Only 
  Duration: Instant
  Replace the text of this Charm with the following:
  The raksha can draw upon the elements of Creation in 
  conjunction with the inherent properties of raksha narrative 
  magic. She may spend one mote per die to enhance any non-
  Shaping action taken by herself or anyone she may directly per-
  ceive. The raksha must be able to define how she is using the 
  appropriate element to assist her, and may not add more than 
  (Essence) dice.
  Oneiromantic benefit: An outward-facing glamour incor-
  porating this Charm adds three dice to all instances of a pre-
  defined sort of action within its range of effect. This benefit 
  counts as dice added by a Charm.
  Merged: Elegant Muse Attitude, King of Beasts Method, 
  Subtle Wraith Arts
  element-weavinG style
  (p. 162)
  Cost: —(2m); Type: Permanent 
  Keywords: Merged, Obvious, Shaped-Only 
  Duration: Permanent
  Replace the text of this Charm with the following:
  This Charm ingratiates the raksha’s chosen form with the 
  elemental architecture across which all of Creation is draped. 
  The raksha’s deceptive shape is so cunningly designed to emu-
  late the elemental form that the element that has been copied 
  responds to the raksha’s will. She may “sculpt” the element with 
  which she is aligned as if it were clay using a standard Craft roll, 
  paying two motes per Crafting roll to do so. Sculpted air, fire or 
  water gains a solid form that will hold its shape for one lunar 
  cycle. Wood and Earth may be worked without tools with no 
  penalty; the presence of such tools adds two dice to all crafting 
  efforts (these count as dice added by a Charm). This Charm 
  
  102
  may make a (Perception + Occult) roll at a difficulty of the 
  raksha’s Heart in order to identify her for what she is.
  Oneiromantic Benefit: This Charm may only be incorpo-
  rated into inward-facing dreams.
  Merged: Bestial Transformation, Spectral Transformation
  merCurial element shape
  (p. 164)
  Cost: 3m per die, 1wp, 1g; Mins: Essence 4; 
  Type: Reflexive (Step 1 for attack, Step 2 for defense) 
  Keywords: Merged, Obvious, Shaped-Only, Stackable 
  Duration: One scene
  Replace the text of this Charm with the following:
  The raksha’s control over his elemental form is such that he 
  can reflexively alter it as needed to achieve his goals. For each 
  three motes committed to Mercurial Elemental Shape, the rak-
  sha may add one die to all rolls to facilitate a certain sort of 
  action. The raksha’s player must define what sort of change is 
  made to acquire this bonus. He might surround himself with 
  a swirling column of air to aid in jumping or movement, or 
  develop stretchable watery limbs to facilitate a Larceny roll. 
  He might become able to pass through underbrush without dis-
  turbing it to sneak up on his targets. The effect lasts as long as 
  the raksha commits Essence to this Charm, but may only apply 
  to one specific sort of action (Melee-based attack rolls, Sur-
  vival rolls to track prey, Dodge attempts, and so on) with the 
  breadth of a specialty. This Charm may be activated multiple 
  times in order to facilitate different sorts of simultaneous en-
  hanced activity. Being touched by cold iron causes this Charm 
  to terminate itself.
  Merged: Mercurial Beast Shape, Mercurial Ghost Shape, 
  Mercurial Passion Shape
  Bestial visaGe Charms
  (p. 164)
  The character must have the Assumption of Bestial Visage 
  Charm active to use Bestial Visage Charms, unless otherwise 
  noted.
  kinG of Beasts method
  (p. 164)
  Cost: 1m per die; 
  Type: Reflexive (Step 1 for attack, Step 2 for defense) 
  Keywords: Combo-OK, Glamour (3), Merged, Shaped-Only 
  Duration: Instant
  This Charm functions as Sovereign Element Shape, save 
  that the raksha must describe the bestowed advantages in the 
  context of the beast his Assumption of Bestial Visage is based 
  on.
  Merged: Elegant Muse Attitude, Sovereign Element Shape, 
  Subtle Wraith Arts
  new raksha Charm: Bestial evoCation
  Cost: 10m, 1g; Mins: Essence 2; Type: Simple (Speed 3) 
  Keywords: Evocation, Merged, Shaped-Only 
  Duration: Instant 
  Prerequisite Charms: King of Beasts Method
  This Charm functions as per Elemental Evocation (see 
  Graceful Wicked Masques, pp. 162-163), except that the 
  summoned possession, rather than having an elemental as-
  age of 5L. If no appropriate hazard is present, the raksha may 
  pay one gossamer to create and hurl lightning at an opponent 
  within 100 yards.
  Earth: The Charm may be used in one of two ways. First, the 
  raksha may cause the earth to shake. All characters standing 
  on the ground within 30 yards must roll (Dexterity + Athlet-
  ics) against a difficulty of the raksha’s Essence or be knocked 
  prone. Alternately, the raksha may tear stones from the ground 
  and hurl them at characters within 100 yards. These attacks 
  are made with (Dexterity + [Martial Arts or Survival]) and 
  are unblockable, with a base damage of 8B. If the raksha is not 
  within five yards of the ground, she may conjure stone and hurl 
  it for a one gossamer surcharge.
  Fire: The raksha may strike at any character she may per-
  ceive within 100 yards of a significant degree of flame. This at-
  tack uses a pool of ([Dexterity or Wits] + [Archery or Craft]), 
  with a base damage of 10L. If sufficient fire is not available, she 
  may conjure it in order to attack a target within 100 yards for a 
  one gossamer surcharge.
  Water: The raksha may cause the ocean, a river, a lake, or 
  any similarly large quantity of water to rise up against his en-
  emy as a crushing wave. The target must be within 20 yards 
  of the water. This attack is unblockable or undodgeable at the 
  raksha’s discretion, uses an attack pool of (Stamina + [Thrown 
  or Sail]) with a base damage of 0B, and automatically inflicts 
  10 yards of knockback and knockdown if it strikes. If there is 
  no sufficient quantity of water present, the raksha may spend 
  one gossamer to conjure a wave with which to strike at a target 
  within 100 yards.
  Wood: The raksha can turn a whole forest against her ad-
  versary. The target must be within 30 yards of a tree or other 
  large plant. This attack is made with the raksha’s (Strength + 
  [Martial Arts or Survival]), has a base damage of 5B, and acts 
  as a successful Blockade Movement action if it strikes, prevent-
  ing the target from moving in any direction until the raksha’s 
  DV refreshes. If no suitable foliage is in range, the raksha may 
  summon plants to attack a target within 100 yards for a one 
  gossamer surcharge.
  Merged: Thousand Gnawing Fangs
  elemental transformation
  (p. 164)
  Cost: 6m, 1wp; Type: Simple 
  Keywords: Combo-OK, Glamour (2), Merged, Obvious, 
  Shaped-Only 
  Duration: Indefinite
  Replace the text of this Charm with the following:
  Some raksha are accomplished shapeshifters, though their 
  skills are inferior to the Lunar Exalted (at least while in Cre-
  ation). Activating this Charm allows the raksha to disguise 
  herself as an elemental corresponding to an element she has as 
  an active Assumption. The raksha defines her precise elemen-
  tal appearance anew each time she activates this Charm. The 
  raksha gains (Essence + 3) points of mutations with which to 
  garnish this form. Contact with cold iron dispels this Charm 
  instantly.
  This disguise is perfect in the eyes of all characters with an 
  Occult rating less than 4; if given cause to suspect the raksha 
  is not what she seems, characters with sufficiently high Occult 
  
  Chapter nine • the Fair FOlk
  103
  The raksha is now nearly one with Creation’s animal king-
  dom. She is so fully attuned to Creation’s animal life that she 
  can call upon it to attack her enemies. She may create an envi-
  ronmental hazard in the form of a wild animal attack, whether 
  wild dogs or plague of rats or swarm of killer bees. Regardless 
  of the form these conjurations take, the raksha targets an area 
  (Essence x 3) yards in diameter within 100 yards with one-time 
  environmental hazard (Damage [Essence + 2]L, Trauma 3). 
  Creation-born may substitute their Parry or Dodge DV in au-
  tomatic successes in place of a Resistance roll to overcome the 
  attack’s Trauma, if desired.
  Merged: Teeth of the World
  emotional influenCe Charms
  (p. 166)
  The character must have the Assumption of Dreams and 
  Passion Charm active to use Emotional Influence Charms, un-
  less otherwise noted.
  eleGant muse attitude
  (pp. 166-167)
  Cost: 1m per die; 
  Type: Reflexive (Step 1 for attack, Step 2 for defense) 
  Keywords: Combo-OK, Glamour (3), Merged, Shaped-Only 
  Duration: Instant
  This Charm functions as Sovereign Element Shape, save 
  that the enhanced action must be consistent with the emotion 
  or belief she has assumed.
  Merged: King of Beasts Method, Sovereign Element Shape, 
  Subtle Wraith Arts
  emotion-weavinG style
  (p. 167)
  Cost: 5m, 1wp, 1g; 
  Type: Simple (Speed 6 in long ticks, DV -3) 
  Keywords: Combo-OK, Emotion, Glamour (3), Merged, 
  Shaped-Only, Social 
  Duration: Instant
  Replace the text of the Charm with the following:
  Having become the personification of an emotion, the rak-
  sha can now forcefully instill that emotion into the very souls 
  of those pitiful mortals who cross his path. The raksha’s player 
  rolls (Manipulation + Presence) against a mortal target’s MDV. 
  If successful, he may redefine the target’s Motivation to his lik-
  ing. This altered Motivation reverts to normal after one story. 
  This unnatural mental influence may be resisted by spend-
  ing two points of Willpower in the Wyld, or one in Creation. 
  Characters with cold iron touching their skin are immune to 
  Emotion-Weaving Style.
  If the raksha has Assumption of Cerements and Bone active, 
  he may also redefine the Motivation of ghosts. With Essence 
  5+ the raksha may alter the Motivation any unExalted human. 
  Essence 7+ permits the Motivations of spirits to be rewritten.
  Oneiromantic Benefit: This Charm may be incorporated 
  into outward-facing glamours, causing mortals to adopt a cer-
  tain motivation decided upon at the time of the spell’s creation 
  if they take a certain action specified at the time of the spell’s 
  creation.
  Merged: Element-Weaving Style
  pect, instead carries a bestial one. For example, conjured armor 
  might be decorated with wolf pelts or braced with antlers, or a 
  summoned dagger might take the form of a tyrant lizard’s fang 
  affixed to a bone hilt.
  Merged: Elemental Evocation, Emotional Evocation, Ossu-
  ary Evocation
  Bestial transformation
  (pp. 164-165)
  Cost: 6m, 1wp; Type: Simple 
  Keywords: Combo-OK, Glamour (2 or 3), Merged, Obvious, 
  Shaped-Only 
  Duration: Indefinite
  This Charm functions as Elemental Transformation, save 
  that the raksha disguises himself as the animal his Bestial Vis-
  age is based on, rather than as an elemental. He may speak in 
  any language he knows while wearing this form. He also gains 
  the permanent ability to communicate with animals of the type 
  his Bestial Visage is based on. Survival replaces Occult as the 
  Ability needed to pierce the raksha’s disguise.
  Oneiromancy Benefit: This Charm may be incorporated 
  into inward-facing dreams for two points, or outward-facing 
  glamours for three points. Outward-facing glamours transform 
  characters who undertake a certain sort of action specified dur-
  ing the creation of the spell into animals for one day per dot of 
  the lorekeeper’s Essence.
  Merged: Elemental Transformation, Spectral Transformation
  merCurial Beast shape
  (p. 165)
  Cost: 3m per die, 1wp, 1g; Mins: Essence 4; 
  Type: Reflexive (Step 1 for attack, Step 2 for defense) 
  Keywords: Merged, Obvious, Shaped-Only, Stackable 
  Duration: One scene
  This Charm functions as Mercurial Element Shape, save that 
  the raksha must describe the bestowed advantages in the con-
  text of the beast his Assumption of Bestial Visage is based on.
  Merged: Mercurial Element Shape, Mercurial Ghost Shape, 
  Mercurial Passion Shape
  world-anGerinG Bestial mastery
  (pp. 165-166)
  Cost: 3m 
  Keywords: Combo-OK, Glamour (3), Merged, Obvious, 
  Shaped-Only, Shaping 
  Duration: Instant
  This Charm functions as World-Angering Elemental Mas-
  tery, save that the raksha must describe how some animal in the 
  vicinity disrupts the planned action.
  Merged: Unwanted Obsession Provocation Technique, 
  World-Angering Elemental Mastery, World-Darkening Grave 
  Shadow
  thousand GnawinG fanGs
  (p. 166)
  Cost: 5m; Type: Simple 
  Keywords: Merged, Obvious, Shaped-Only 
  Duration: Instant
  Replace the text of this Charm with the following:
  
  104
  new raksha Charm: suBtle wraith arts
  Cost: 1m per die; Mins: Essence 1; 
  Type: Reflexive (Step 1 for attacker, Step 2 for defender) 
  Keywords: Combo-OK, Glamour (3), Merged, Shaped-Only 
  Duration: Instant 
  Prerequisite Charms: Assumption of Cerements and Bone
  This Charm functions as Sovereign Element Shape, save 
  that the raksha must describe how some ghostly phenomena 
  assists the enhanced action—flitting shadows might help hide 
  the raksha during a Stealth roll, the chill of the grave could 
  assist in resisting damage from a bonfire, or a shroud of flut-
  tering cobwebs might spoil an opponent’s aim, enhancing the 
  raksha’s DV.
  Merged: Elegant Muse Attitude, King of Beasts Method, Sov-
  ereign Element Shape
  new raksha Charm: ossuary evoCation
  Cost: 10m, 1g; Mins: Essence 2; Type: Simple (Speed 3) 
  Keywords: Evocation, Merged, Shaped-Only 
  Duration: Instant 
  Prerequisite Charms: Subtle Wraith Arts
  This Charm functions as per Elemental Evocation (see 
  Graceful Wicked Masques, pp. 162-163), except that the 
  summoned possession, rather than having an elemental aspect, 
  instead carries a deathly one. For example, conjured armor 
  might be decorated with skulls and fluttering cerecloth, or a 
  summoned chair might be made of pale reeds and adorned with 
  bones.
  Merged: Bestial Evocation, Elemental Evocation, Emotional 
  Evocation
  new raksha Charm: world-
  darkeninG Grave shadow
  Cost: 3m; Mins: Essence 2; Type: Reflexive 
  Keywords: Glamour (3), Merged, Shaped-Only, Shaping 
  Duration: Instant 
  Prerequisite Charms: Assumption of Cerements and Bone
  This Charm functions as World-Angering Elemental Mas-
  tery, save that the raksha must describe how ghostly phenom-
  ena manifest to inflict the penalty (eerie screams startling a 
  character to spoil her aim, or bloody footprints spoiling her 
  Survival attempt to cover her tracks, for example).
  Merged: Unwanted Obsession Provocation Technique, 
  World-Angering Bestial Mastery, World-Angering Elemental 
  Mastery
  new raksha Charm: speCtral 
  transformation
  Cost: 6m, 1wp; Mins: Essence 2; Type: Simple 
  Keywords: Combo-OK, Glamour (2), Merged, Obvious, 
  Shaped-Only 
  Duration: Indefinite 
  Prerequisite Charms: Assumption of Cerements and Bone
  This Charm functions as Elemental Transformation, save 
  that the raksha disguises herself as a ghost rather than an el-
  emental.
  Merged: Bestial Transformation, Elemental Transformation
  emotional evoCation
  (p. 167)
  Keywords: Evocation, Merged, Shaped-Only
  Merged: Bestial Evocation, Elemental Evocation, Ossuary 
  Evocation
  unwanted oBsession 
  provoCation teChnique
  (p. 167)
  Cost: 3m 
  Keywords: Glamour (3), Merged, Shaped-Only, Shaping 
  Duration: Instant or One scene
  This Charm functions as World-Angering Elemental Mas-
  tery, save that the raksha must describe how the emotion the 
  character has assumed can logically result in the penalty to be 
  inflicted. If the raksha has used Assumption of Dreams and 
  Passion to disguise himself as another, this Charm instead lasts 
  for one scene and inflicts an internal penalty on all rolls to pen-
  etrate the raksha’s disguise.
  Merged: World-Angering Bestial Mastery, World-Angering 
  Elemental Mastery, World-Darkening Grave Shadow
  essenCe-disroBinG passion
  (pp. 167-168)
  Cost: 2m, 1g; Type: Simple (Speed 5 long ticks, DV -1) 
  Keywords: Combo-OK, Emotion, Shaped-Only, Shaping, 
  Social 
  Duration: Instant
  Replace the text of this Charm with the following:
  As the raksha focuses the intensity of the emotion or belief 
  she symbolizes onto a single target, she finds she can direct that 
  intensity past her target’s mind and soul into the very Essence 
  pattern that defines him. She must roll (Manipulation + Pres-
  ence) against her target’s Dodge MDV. If successful, the target 
  loses motes of Essence equal to the raksha’s Essence plus her 
  threshold successes on the attack as a Shaping effect. Addi-
  tionally, the target suffers a -1 internal penalty on all actions 
  for the rest of the scene as the emotion the raksha represents 
  overwhelms him. This unnatural mental influence may be re-
  sisted by spending two points of Willpower.
  new raksha Charm: merCurial 
  passion shape
  Cost: 3m per die, 1wp, 1g; Mins: Essence 4; Type: Reflexive 
  (Step 1 for attack, Step 2 for defense) 
  Keywords: Merged, Obvious, Shaped-Only, Stackable 
  Duration: One scene 
  Prerequisite Charms: Elegant Muse Attitude, Essence-
  Disrobing Passion
  This Charm duplicates Mercurial Element Shape, save that 
  the enhanced action must be consistent with the emotion or 
  belief she has assumed.
  Merged: Mercurial Beast Shape, Mercurial Element Shape, 
  Mercurial Ghost Shape
  new raksha Charms: 
  ossuary Charms
  The raksha must have Assumption of Cerements and Bone 
  (see page 99 and Graceful Wicked Masques page 158) ac-
  tive to use Ossuary Charms, unless otherwise noted.
  
  Chapter nine • the Fair FOlk
  105
  Bastion of the Self (Staff) grants immunity to nonmagical 
  Emotion effects. Excellency-enhanced social attacks are con-
  sidered magical.
  Bastion of the Self (Sword and Heart) may have their im-
  munity pierced by stunt-enhanced actions.
  Mutation benefit: The adjuration or behemoth gains the ef-
  fects of one version of this Charm as a permanent benefit.
  Bedlam-influenCinG Charms
  speCtaCular insanity
  (pp. 169-170)
  Cost: —; Type: Permanent 
  Keywords: Mutation (1) 
  Duration: Permanent
  This Charm’s described benefit is always available when the 
  raksha first enters bedlam.
  amBrosial asCension
  (p. 170)
  Cost: —; Type: Permanent 
  Keywords: Compulsion, Mutation (1) 
  Duration: Permanent
  Replace the text of the Charm with the following:
  Those Fair Folk who have learned this Charm filter the 
  chaotic energies invoked by bedlam through the lens of their 
  Compassion. Characters are forbidden to impede or attack the 
  raksha when she is in bedlam unless she first acts upon them 
  during the scene in a hostile manner (by making a social at-
  tack, a physical attack, threatening one of their Intimacies, or 
  something similar). This unnatural mental influence costs two 
  Willpower to ignore for the rest of the scene.
  Bedlam masterworks
  (p. 170)
  Cost: —; Type: Permanent 
  Keywords: Mutation (1) 
  Duration: Permanent
  The raksha may employ the Charm’s described Innate Power 
  whenever she emerges from bedlam at no cost.
  driven madness
  (p. 170)
  Cost: —; Type: Permanent 
  Keywords: Mutation (1) 
  Duration: Permanent
  The raksha may enjoy the benefits of the Charm’s described 
  Innate Power whenever she is in bedlam at no cost.
  raGinG vortex form
  (p. 170)
  Cost: —; Type: Permanent 
  Keywords: Obvious 
  Duration: Permanent
  The raksha may enjoy the benefits of the Charm’s described 
  Innate Power whenever she is in bedlam at no cost.
  new raksha Charm: merCurial Ghost shape
  Cost: 3m per die, 1wp, 1g; Mins: Essence 4; 
  Type: Reflexive (Step 1 for attack, Step 2 for defense) 
  Keywords: Merged, Obvious, Shaped-Only, Stackable 
  Duration: One scene 
  Prerequisite Charms: Spectral Transformation, Subtle Wraith 
  Arts
  This Charm duplicates Mercurial Element Shape, save that 
  the raksha’s player must define the granted benefit in the con-
  text of ghostly phenomena.
  Merged: Mercurial Beast Shape, Mercurial Element Shape, 
  Mercurial Passion Shape
  new raksha Charm: ephemeral passaGe
  Cost: 5m, 1g; Mins: Essence 3; Type: Reflexive 
  Keywords: Combo-OK, Obvious 
  Duration: Instant 
  Prerequisite Charms: Spectral Transformation
  Suffusing her body with plasmic glamour, the raksha mo-
  mentarily takes on the consistency of gauzy mist. This allows 
  her to step through a non-airtight barrier no more than (Es-
  sence) yards thick, though she may pass through the barrier no 
  faster than half her Move rate, rounded up. The raksha must 
  navigate herself carefully through a stationary obstacle to avoid 
  tearing her body in a harmful fashion, and so this Charm is not 
  useful to evade attacks or Blockade Movement actions.
  Charms of the heart
  name Charms
  imposition of law
  (p. 168)
  Cost: 10m, 1wp 
  Keywords: Combo-OK, Glamour (3), Mutation (3), Native, 
  Shaped-Only 
  Duration: One day
  Activating this Charm grants the raksha the benefits of the 
  described Innate Power. If she learns multiple iterations of this 
  Charm, she may activate all of them at once for a flat cost of 
  10m, 1wp. Used as a defense, this Charm’s vulnerability to 
  stunts and Charms is considered a unique Flaw of Invulner-
  ability.
  Oneiromantic Benefit: This Charm may only enhance an 
  inward-facing dream with regard to one particular roll.
  Mutation benefit: The adjuration or behemoth gains the 
  effects of this Charm as a permanent benefit enhancing one 
  particular roll.
  Bastion of the self (GraCe)
  (pp. 168-169)
  Cost: —; Mins: Ability 2, Essence 2; Type: Permanent 
  Keywords: Mutation (4), Native, Shaped-Only 
  Duration: Permanent
  This Charm has no activation cost, but instead functions to 
  permanently fortify the raksha against the threats of the world 
  and his own kind.
  Bastion of the Self (Ring) grants immunity to nonmagical 
  Compulsion effects. Excellency-enhanced social attacks are 
  considered magical.
  
  106
  reCoGnition of hidden 
  possiBilities (wakinG)
  Cost: —; Type: Permanent 
  Keywords: Echo, Social 
  Duration: Permanent
  Creation is a strange place, unknown but not unknowable. 
  Those Fair Folk who have dined on the world know it best. 
  Whenever exposed to a statement made or written by an indi-
  vidual whose soul the raksha has fed on, the raksha automati-
  cally knows the motivation behind the statement as though 
  she had successfully examined it using the Solar Charm Saga-
  cious Reading of Intent (see Exalted, p. 233); unlike Sagacious 
  Reading of Intent, Recognition of Hidden Possibilities provides 
  no protection from scrutinized statements, only deeper under-
  standing of their intent. Valid targets of this Charm are any 
  character the raksha has successfully used a Feeding Charm on 
  that causes permanent trait loss, such as Ravishing the Created 
  Form or Soul-Consuming Hunger, but not Heart-Stealing Kiss 
  or Banquet of Crumbs.
  writhinG eGo invasion (dreaminG)
  (p. 172)
  Type: Reflexive (Step 7) 
  Keywords: Combo-OK, Echo, Shaping 
  Duration: One tale
  writhinG eGo invasion (wakinG)
  Cost: 5m, 1g; Type: Reflexive (Step 7) 
  Keywords: Combo-OK, Echo, Obvious 
  Duration: Instant
  Desperately shrouding her form in a sudden weave of glam-
  our, the raksha may channel damage inflicted upon her body 
  into the cold congeries of Essence and fiction that passes for 
  her mind and soul. This Charm causes an attack to inflict no 
  damage to the raksha’s health track; instead, for each two 
  levels of damage (or fraction thereof) that would have been 
  inflicted, the raksha loses one point of Willpower or one one 
  Intimacy she has retained for at least one tale or one story, at 
  the raksha’s player’s discretion. Writhing Ego Invasion has no 
  effect on attacks made with cold iron, and cannot be activated 
  if the raksha has no valid Intimacies to lose, even if she has 
  Willpower to spare.
  swallowed GraCe defense (dreaminG)
  (pp. 172-173)
  Type: Reflexive (Step 7) 
  Keywords: Combo-OK, Echo, Shaping
  swallowed GraCe defense (wakinG)
  Cost: 4m, 1wp; Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo, Social
  Drawing his Graces behind the shield of his Heart, the raksha 
  closes himself to all possibilities that are not himself. Unable to 
  interface with the world, he protects himself from becoming 
  its pawn. This Charm perfectly protects the raksha from one 
  Compulsion or Servitude effect.
  serenity Charms
  assertion of a Greater vision (dreaminG)
  (p. 171)
  Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo, Shaping
  assertion of a Greater vision (wakinG)
  Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo, Social
  The raksha roots herself in the momentary certainty of her 
  own existence, refusing to let the assertions of others overwrite 
  her sense of self. This Charm removes the unblockable and un-
  dodgeable qualities from a social attack—the raksha may assert 
  her Parry and Dodge MDVs even in the face of effects that 
  would otherwise deny her the opportunity to do so.
  sapphire emptiness kata (dreaminG)
  (p. 171)
  Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo, Shaping
  sapphire emptiness kata (wakinG)
  Cost: 4m, 1wp; Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo, Social
  Briefly drawing her Virtues into the adamantine shell of her 
  Heart, the raksha’s mind becomes a still pond upon which no 
  ripples may be found or created. This Charm perfectly protects 
  the raksha from a single Emotion effect.
  howlinG dream Consumption 
  prana (dreaminG)
  (pp. 171-172)
  Keywords: Combo-Basic, Echo, Shaping 
  Duration: One tale
  howlinG dream Consumption 
  prana (wakinG)
  Cost: —; Type: Permanent 
  Keywords: Echo 
  Duration: Permanent
  The Fair Folk believe they understand the value the Cre-
  ation-born place upon those ties that bind one heart to an-
  other—they are useful and delicious, after all. The raksha may 
  reflexively consume any Intimacy she has retained for at least 
  one full story or tale, converting it into one point of Willpower 
  and one point of gossamer.
  reCoGnition of hidden 
  possiBilities (dreaminG)
  (p. 172)
  Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo, Shaping
  
  Chapter nine • the Fair FOlk
  107
  The Fair Folk are nothing without their dreams. This Charm 
  helps a character hold fast to her dreams in the face of temp-
  tation, fortifying one of her Intimacies of the player’s choice. 
  This Intimacy must be to a dream or an ambition—something 
  the raksha hopes to make of herself, or of the world, or of her 
  fellows. All mental influence which would cause the raksha 
  to abandon or betray this dream is treated as an unaccept-
  able order. If the raksha voluntarily abandons the Intimacy or 
  it becomes obsolete, she may select a new Intimacy to render 
  inviolate at the beginning of the next story. Her player may also 
  shift the focus of this Charm to a new Intimacy at any time by 
  spending one experience point.
  Charms of the Cup
  Cup ComBat Charms
  heart-CuttinG style (dreaminG)
  (p. 173)
  Cost: 1m; Type: Supplemental 
  Keywords: Combo-OK, Echo, Shaping 
  Duration: Instant
  This Charm must be activated upon declaring a Cup or 
  Staff-shaping attack, not upon successfully striking with it.
  heart-CuttinG style (wakinG)
  Cost: 5m; Type: Reflexive 
  Keywords: Combo-OK, Echo 
  Duration: One scene
  The raksha’s beauty may cut to the very core of a single 
  heart. With regard to one individual chosen at the time of this 
  Charm’s activation, the raksha ignores the cap on the MDV 
  penalty she imposes in social combat for having a higher Ap-
  pearance than the person with whom she is interacting (see 
  “Relative Appearance” on p. 172 of Exalted). At Essence 5+ 
  the raksha gains the option to pay 7m, 1g to remove her Ap-
  pearance cap with regard to all individuals who behold her.
  untouChaBle performer 
  teChnique (dreaminG)
  (pp. 173-174)
  Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo, Shaping
  untouChaBle performer 
  teChnique (wakinG)
  Cost: —; Type: Permanent 
  Keywords: Echo, Glamour (1 or 3), Mutation (1), Shaping 
  Duration: Permanent
  Any unnatural mental influence used within one mile of the 
  raksha which would cause an individual to attack the faerie or 
  regard her with hostility, anger or hatred automatically fails. 
  Natural influence which attempts to provoke such emotions or 
  actions toward the raksha suffers a -1 external penalty. Charac-
  ters with appropriate Shaping defenses or with cold iron touch-
  ing their skin may attempt to inflict mental influence within 
  this Charm’s range as normal.
  Oneiromantic Benefit: Incorporated into an inward-facing 
  dream, this Charm costs one point. Incorporated into an out-
  pyre of dreams defense (dreaminG)
  (p. 173)
  Type: Reflexive (Step 7) 
  Keywords: Combo-OK, Echo, Shaping
  pyre of dreams defense (wakinG)
  Cost: 4m, 1wp; Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo, Social
  Casting the dreams of worlds that might be upon the flame 
  that burns in the nonexistent heart of Nirguna, the raksha 
  briefly affirms that he is that which he is, and not that which 
  he might be. This Charm perfectly protects the raksha from 
  one Illusion effect.
  adaptation to adversity (dreaminG)
  (p. 173)
  Cost: 1m per two soak; Type: Reflexive 
  Keywords: Combo-OK, Echo, Shaping 
  Duration: One tale
  Replace the text of the Charm with the following:
  Layering himself in broken dreams, the raksha shields him-
  self from the nightmares of others. This Charm may only be 
  activated while the raksha is wearing shaping armor, and en-
  hances the soak provided by that armor by two points per mote 
  invested, to a maximum investment of the character’s Heart.
  adaptation to adversity (wakinG)
  Cost: 5m, 3g; Type: Reflexive 
  Keywords: Combo-OK, Echo, Glamour (3), Mutation (2), 
  Obvious 
  Duration: One scene
  In their native environment the raksha routinely lounge 
  about in lakes of bright fire, tame world-sized sandstorms to im-
  press friends and lovers, and crush themselves beneath moun-
  tains to prove obscure philosophical points. It always faintly 
  surprises them that Creation is so unforgiving of such minor 
  indulgences, but no matter—they have learned to adapt. This 
  Charm permits the raksha to reach out and snatch at an envi-
  ronmental hazard, deftly weaving it into a protective shawl of 
  glamour that he may drape about his body. Doing so provides 
  immunity to that one particular environmental hazard for the 
  Charm’s duration. This Charm terminates itself if the raksha 
  comes into physical contact with cold iron while it is active.
  Oneiromantic benefit: Incorporated into an oneiromantic 
  spell, this Charm provides immunity to one pre-selected form 
  of environmental hazard. Inward-facing dreams protect their 
  possessor, while outward-facing glamours protect everyone 
  within an area.
  Mutation benefit: One adjuration or behemoth gains im-
  munity to a specific form of environmental hazard.
  impossiBle adamant defense (dreaminG)
  (p. 173)
  Keywords: Combo-OK, Echo, Shaping
  impossiBle adamant defense (wakinG)
  Cost: —; Type: Permanent 
  Keywords: Echo, Native, Social 
  Duration: Permanent
  
  108
  swift winGs of sonG (dreaminG)
  (p. 175)
  Cost: 3m 
  Keywords: Combo-OK, Echo, Shaping 
  Duration: Instant
  swift winGs of sonG (wakinG)
  Cost: 3m 
  Keywords: Combo-OK, Echo, Glamour (3), Mutation (1), 
  Obvious 
  Duration: Instant
  The raksha hurls herself into a confrontation, accompanied 
  by a phantasmal flourish of music. The character adds her Cup 
  rating in automatic successes to her Join Battle roll. With Es-
  sence 3+ this Charm may also be used to Join Debate and Join 
  War.
  Oneiromantic Benefit: This Charm may only be incorpo-
  rated into inward-facing dreams.
  furious maelstrom Craft (dreaminG)
  (p. 175)
  Cost: 5m, 1wp; Type: Simple 
  Keywords: Combo-OK, Echo, Shaping
  furious maelstrom Craft (wakinG)
  Cost: 5m, 1wp 
  Keywords: Combo-OK, Echo, Obvious
  As a practical matter, it is very difficult to engage multiple 
  targets in social combat simultaneously unless all the parties 
  involved are discussing the same subject. The Fair Folk laugh at 
  this limitation. This Charm creates a flurry of up to the raksha’s 
  Cup rating in single-target social attacks, each of which must 
  be directed at a different target and covering a different topic; 
  thus, she might simultaneously ask one person to submit to rav-
  ishing, another if he is willing to sell his daughter into slavery 
  and a third if he would be willing to trade all of his worldly 
  goods for a bowl of cold, foul-tasting soup. Each social attack 
  is made at the raksha’s full dice pool, with a total DV penalty 
  equal to the highest for any one attack in the flurry.
  suBversion and transformation 
  artifiCe (dreaminG)
  (p. 175)
  Keywords: Combo-OK, Echo, Shaping 
  Duration: One tale
  suBversion and transformation 
  artifiCe (wakinG)
  Cost: 1g; Type: Reflexive 
  Keywords: Echo, Glamour (3), Shaping, Touch 
  Duration: One story
  The raksha brings the blessings of the Wyld to the pale and 
  repetitive forms of life in Creation. By laying his hand upon 
  a mundane animal, the raksha may infuse it with the stuff of 
  ward-facing glamour, this Charm costs three points and pre-
  vents conspiracies and hostility from being generated toward 
  the oneiromantic spell itself. For example, a spell that takes 
  the form of a singing stone would prevent nearby mortals from 
  enticing their fellows to take up the suspicious faerie wonder 
  and cast it into a nearby river so that it might trouble them no 
  more.
  dissonanCe of prinCiples (dreaminG)
  (p. 174)
  Cost: 1m per die 
  Keywords: Combo-OK, Echo, Shaping 
  Duration: One tale
  dissonanCe of prinCiples (wakinG)
  Cost: 2m, 1g 
  Keywords: Combo-OK, Echo, Shaping 
  Duration: Instant
  The raksha tangles the thoughts and actions of her enemies, 
  twisting all paths between their words and their goals so that 
  they are nigh-impossible to navigate. This Charm may be acti-
  vated to supplement a physical, social, or Cup-shaping attack. 
  If successful, it inflicts an internal penalty equal to the raksha’s 
  Essence on all of the target’s social attacks for the next day. 
  With Cup 4+, Essence 4+ this penalty endures for one week, 
  while Cup 6+, Essence 6+ causes the malediction to persist 
  for one story. 
  thousand tiny hooks 
  teChnique (dreaminG)
  (pp. 174-175)
  Cost: 3m 
  Keywords: Combo-OK, Echo, Shaping 
  Duration: One shaping action
  thousand tiny hooks teChnique (wakinG)
  Cost: 3m; Type: Simple (Speed 5 long ticks, DV -2) 
  Keywords: Combo-OK, Compulsion, Echo, Glamour (9), 
  Social 
  Duration: Instant
  The raksha can entangle a target in a web of confusion, dis-
  tracting him from the danger the faerie’s honeyed words repre-
  sent. The raksha’s player must roll (Manipulation + Presence) 
  against the target’s Dodge MDV. If the social attack is success-
  ful, all of the raksha’s social attacks against that target become 
  undodgeable for the rest of the scene. The target’s inability to 
  apply his Dodge MDV is a form of unnatural Compulsion cost-
  ing five Willpower to resist. With Cup 5+, Essence 5+ the rak-
  sha may pay six motes to utilize this Charm as a Performance 
  attack.
  Oneiromantic Benefit: Incorporated into an outward-facing 
  glamour, this Charm applies itself against all characters within 
  range of the spell, potentially rendering them vulnerable to the 
  social attacks of its possessor.
  
  Chapter nine • the Fair FOlk
  109
  rejeCtion of desire (dreaminG)
  (p. 176)
  Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo, Shaping
  rejeCtion of desire (wakinG)
  Cost: 1g; Type: Reflexive 
  Keywords: Combo-OK, Echo
  The Fair Folk do not allow themselves to be encumbered by 
  the world as they pass through it. The character may spend one 
  gossamer to erase all of her memories of a specific person. If she 
  holds an Intimacy toward that person, it is instantly erased. A 
  token of the forgotten person or route appears at the raksha’s 
  feet in a form related to her memories of that individual—per-
  haps the individual’s favorite flower, a bronze plate bearing the 
  person’s name, or a duplicate of the ribbon they wear in their 
  hair. Any character who falls asleep while touching the token 
  dreams of the person the raksha has chosen to forget. Should 
  the raksha ever touch the token, it immediately vanishes, the 
  lost memory is restored, and the raksha may never use Rejec-
  tion of Desire to forget it again.
  feedinG Charms
  ravishinG the Created form
  (pp. 176-177)
  Keywords: Combo-Basic, Crippling, Native, Shaped-Only, 
  Shaping, Touch
  This Charm is not limited in how many motes it can trans-
  fer in an action, unlike other Charms that allow characters to 
  voluntarily transfer Essence. If the raksha gorges herself on the 
  target’s Virtues and Willpower beyond the maximum capac-
  ity of her Essence pool, she may convert each five extraneous 
  motes consumed into a point of Willpower, or ten extraneous 
  motes into a point of gossamer. This Charm may not be used 
  more than once per scene or tale.
  new raksha Charm: Bottomless 
  dream Gullet
  Cost: —; Mins: Cup 1, Essence 3; Type: Permanent 
  Keywords: Native, Stackable 
  Duration: Permanent 
  Prerequisite Charms: Ravishing the Created Form
  Creation is an arid place of crushing reality and lonely 
  dreamless expanses. A brave raksha wanderer must learn to 
  gorge himself when there is sustenance available if he is to sur-
  vive along the empty roads between the abodes of men. This 
  Charm provides a five mote Essence pool which may only be 
  filled with Essence gained through Feeding Charms. Bottom-
  less Dream Gullet may be purchased a number of times equal 
  to the character’s Heart.
  soul-CarvinG artifiCe
  (p. 177)
  Cost: 3m, 1wp 
  Keywords: Combo-OK, Shaped-Only, Shaping, Touch
  dreams, twisting its body into a form more to his liking. The an-
  imal gains (Cup x 3) points of mutations of the raksha’s choos-
  ing, which persist for the remainder of the story. This Charm 
  may not be used on any mundane animal owned by an Essence-
  user without the owner’s consent. With Essence 4+ the muta-
  tions bestowed by this Charm may be rendered permanent, at 
  the raksha’s discretion.
  Oneiromantic Benefit: This Charm may be incorporated 
  into outward-facing glamours, targeting animals which under-
  take a certain sort of action (defined when the spell is created) 
  within its range of effect.
  overridinG ConstruCt of fate (dreaminG)
  (p. 175)
  Keywords: Echo, Shaping
  Ignore the last paragraph of this Charm.
  overridinG ConstruCt of fate (wakinG)
  Cost: 3m, 1g; Type: Supplemental 
  Keywords: Combo-OK, Echo, Knockback, Obvious
  The raksha quickly spins together a narrative of travel, then 
  collapses it into a blazing yellow-white corona wreathing a 
  physical attack. Such glamours are of limited power outside 
  of the Wyld, but still sufficient to impress and injure most 
  Creation-born. If an attack supplemented by this Charm suc-
  cessfully strikes its target, the raksha’s victim suffers knockback 
  sufficient to drive her (Cup x Heart) yards backwards. Because 
  the raksha’s narrative is one of journey rather than ruin, the 
  character takes no additional damage from impacts with scen-
  ery as the result of this Charm, though the place the target ends 
  up may be in some way innately hazardous, such as a lava flow 
  or thin air over the edge of a cliff. With Essence 4+ the raksha 
  gains the option to pay a second point of gossamer when acti-
  vating this Charm, increasing its knockback to (Cup x Heart 
  x Essence) yards. With Essence 6+ the raksha may pay a third 
  point of gossamer to knock opponents back up to one mile.
  peerless ways of the Cup (dreaminG)
  (p. 176)
  Cost: —(1m); Type: Permanent 
  Keywords: Echo 
  Duration: Permanent
  Replace the text of the Charm with the following:
  The raksha can defy the customary limitations his Graces 
  place on shaping combat. He can parry a single shaping attack 
  made by any Grace with his Cup Parry DV by paying a one-
  mote surcharge.
  peerless ways of the Cup (wakinG)
  Cost: —; Type: Permanent 
  Keywords: Echo, Mutation (1) 
  Duration: Permanent
  The raksha trains her senses to be keenly aware of the works 
  of the Cup in Creation. Whenever she encounters a Creation-
  born who has been ravished through the arts of the Cup in the 
  past, that fact becomes Obvious to her senses.
  
  110
  new raksha Charm: soul 
  diGestion Catalysis
  Cost: —; Mins: Cup 1, Essence 3; Type: Permanent 
  Keywords: Shaped-Only 
  Duration: Permanent 
  Prerequisite Charms: Soul-Consuming Hunger
  Though there is power to be gained by the consumption of 
  human souls, the raksha primarily indulge in the practice for 
  the blissful delight it brings them. Still, they respect the most 
  refined epicureans among their kind, who have discovered new 
  ways to distill strength from the Creation-born. Raksha who 
  know this Charm may waive all other benefit when they con-
  sume a Creation-born’s soul with Soul-Consuming Hunger in 
  order to have that meal count as the passage of a tale for the 
  purposes of training times.
  Banquet of CrumBs
  (pp. 178-179)
  Cost: —; Type: Permanent 
  Keywords: Native, Shaped-Only 
  Duration: Permanent 
  Prerequisite Charms: None
  Learning this Charm permanently grants the benefits of the 
  described Innate Power, which may be used no more than once 
  per scene or tale.
  oneiromantiC Conjuration
  (p. 179)
  Cost: —; Type: Permanent 
  Keywords: Shaped-Only 
  Duration: Permanent
  Learning this Charm permanently grants the benefits of the 
  described Innate Power at no cost, which may be used no more 
  than once per day or tale.
  demesne-farminG art (dreaminG)
  (p. 179)
  Cost: 10m 
  Keywords: Echo, Shaped-Only
  demesne-farminG art (wakinG)
  Cost: 1m; Type: Reflexive 
  Keywords: Combo-OK, Echo, Mutation (1), Shaped-Only
  This Charm permits the raksha to automatically sense the 
  presence and direction of any uncapped demesnes within (Es-
  sence x 10) miles.
  addiCtion Charms
  shiftless untamed Beauty
  (p. 180)
  Cost: 6m, 1wp; Type: Reflexive 
  Keywords: Combo-OK, Compulsion, Emotion, Glamour (3), 
  Mutation (2), Shaped-Only 
  Duration: One day
  Replace the text of the Charm with the following:
  The raksha fans the spark of the Wyld that burns in her soul, 
  and it roars forth in a blaze that cannot be ignored. Anyone 
  devourinG revelation of the wyld
  (pp. 177-178)
  Cost: 3m; Type: Reflexive 
  Keywords: Glamour (6), Native, Obvious, Shaped-Only, 
  Shaping 
  Duration: One scene
  Paying this Charm’s activation cost allows the raksha to en-
  joy the benefits of the described Innate Power for one scene. 
  Characters using shaping defenses or who have cold iron 
  touching their skin are immune to this Charm’s external pen-
  alty and cannot have their Virtues devoured.
  Oneiromantic Benefit: This Charm may be incorporated 
  into an outward-facing glamour, afflicting all individuals within 
  its range of effect.
  heart-stealinG kiss
  (p. 178)
  Type: Reflexive (Step 1) 
  Keywords: Combo-OK, Glamour (3), Native, Shaped-Only, 
  Shaping, Touch
  Oneiromantic benefit: This Charm may be incorporated 
  into an outward-facing glamour, attacking any character who 
  undertakes a certain pre-defined action within its range of 
  effect, up to once per scene. The motes reaped in this fash-
  ion may be retrieved by the raksha who possesses the spell by 
  touching it and using a diceless miscellaneous Speed 6, DV -5 
  action to draw them forth.
  extruded stomaCh feedinG
  (p. 178)
  Cost: —; Type: Permanent 
  Keywords: None 
  Duration: Permanent
  This Charm acts as a permanent upgrade to Ravishing the 
  Created Form, allowing the raksha to feed using any of her 
  Graces through that Charm.
  soul-ConsuminG hunGer
  (p. 178)
  Mins: Cup 1, Essence 3 
  Keywords: Combo-OK, Obvious, Shaping, Touch 
  Prerequisite Charms: Ravishing the Created Form
  This Charm cannot be used on the Exalted or any other 
  Creation-born targets with Essence 2+. It does not annihilate 
  the target but instead leaves behind a thoroughly enchanted 
  character (see Graceful Wicked Masques, p. 179). For each 
  10 motes in excess of what the raksha is capable of storing, she 
  may enjoy one of the following benefits:
  • She may restore one point of Willpower or one Virtue channel.
  • She may gain one point of Gossamer.
  • She may immunize herself against withering in Creation for 
  (Essence) days.
  • She may add one temporary dot to one of her Attributes; 
  each such dot counts as dice added by a Charm, and vanishes 
  after one day or one tale.
  This Charm may be used no more than once per day or tale.
  
  Chapter nine • the Fair FOlk
  111
  At Essence 4+, the raksha may also inflict a derangement 
  of her choice on an addict who has fallen prey to her summons 
  (generally an overwhelming obsession with her), which lasts 
  until they break the Compulsion or are reunited with her. With 
  Essence 5+ she may inflict derangements on former addicts, 
  as well.
  whispers Behind the eyes
  (p. 181)
  Cost: —(3m); Type: Permanent 
  Keywords: Shaped-Only 
  Duration: Permanent
  Replace the text of the Charm with the following:
  Once an addicted soul has fallen under the sway of the Fair 
  Folk, their heart is always an open book. This Charm permits 
  the raksha to communicate with any Creation-born addicted 
  to him; the faerie may make social attacks against addicted 
  targets regardless of range, even in other realms of existence. 
  Each such social attack costs three motes. If both the raksha 
  and her target are in the Wyld, the raksha may instead make 
  Cup-shaping attacks against addicted individuals (which may 
  be enhanced by appropriate Charms, as normal), again for a 
  cost of three motes.
  world-shapinG Charms
  GladdeninG visaGe
  (p. 181)
  Cost: 1g; Type: Reflexive 
  Keywords: Glamour (1), Illusion, Mutation (1) 
  Duration: One story
  The disguise generated by this Charm functions much as 
  a Lunar’s Tell—only characters with a Dodge MDV of 8 or 
  higher may see through the raksha’s deception. This unnatural 
  Illusion may be pierced by spending one Willpower if Creation-
  born are given reason to suspect the raksha is not what she 
  seems, but only characters of equal or higher Essence may make 
  this expenditure. 
  Oneiromantic Benefit: This Charm may be incorporated 
  into an inward-facing dream.
  adored By all the world
  (pp. 181-182)
  Keywords: Glamour (2 or 6), Illusion, Shaping 
  Duration: One story
  The social contexts and beliefs created by this Charm are an 
  Illusion effect. They cannot normally be resisted by the mortals 
  they target, but are noted as such for the purpose of third-party 
  attempts to break the raksha’s hold over specific Allies or Fol-
  lowers.
  Oneiromantic benefit: This Charm may be incorporated 
  into an inward-facing dream for two points, in which case 
  it benefits the raksha, or an outward-facing glamour for six 
  points, in which case it improves the social status of everyone 
  who takes a certain pre-defined action within its effect range.
  who sees the character risks his soul being consumed by the 
  entrancing flames of the Wyld itself. The raksha’s presence be-
  comes addictive to Creation-born while this Charm is active. 
  Roll (Charisma + Presence) upon activating this Charm and 
  compare the results to the Dodge MDV of each Creation-born 
  character the raksha interacts with for the rest of the day. If the 
  roll overcomes a Creation-born’s MDV, they become addicted 
  to the raksha’s presence. Addicted characters suffer a -1 exter-
  nal penalty to their MDV against the raksha’s social attacks.
  Moreover, after each full week apart from the raksha, the 
  player of an addicted character must make a successful Will-
  power roll with a difficulty equal to the raksha’s Cup rating, 
  lest his character be compelled to return to her. Breaking this 
  unnatural addiction requires the expenditure of three points of 
  Willpower.
  Oneiromantic benefit: This Charm may be incorporated 
  into an outward-facing glamour, addicting mortals to the spell 
  and whatever other effects it may inflict on them.
  CompellinG presenCe
  (p. 180)
  Cost: —; Type: Permanent 
  Keywords: Compulsion 
  Duration: Permanent
  Replace the text of the Charm with the following:
  The raksha calls upon the Wyld to shape himself into the 
  image of the icon that sits at the core of a mortal’s dreams and 
  nightmares. This Charm permanently enhances the effects of 
  Shiftless Untamed Beauty. Addicted characters must spend one 
  Willpower to take any action with the intention of harming the 
  raksha; this cost must be paid once per scene in which harmful 
  action is to be taken, and does not count toward the Willpower 
  total needed to break the addiction imposed by Shiftless Un-
  tamed Beauty. Additionally, the Willpower cost necessary to 
  break the Creation-born’s addiction to the raksha rises to five 
  points, which must all be spent at once.
  maddeninG summons
  (pp. 180-181)
  Cost: 5m, 1wp; Type: Reflexive 
  Keywords: Combo-OK, Compulsion, Shaped-Only 
  Duration: Instant
  Replace the text of the Charm with the following:
  Those who become entranced by the beautiful horror of the 
  Wyld cannot help but answer when it calls. This Charm allows 
  a raksha to summon to her (in either the Wyld or in Creation) 
  any character who is either currently addicted to her presence 
  or who has been in the past.
  The raksha’s player rolls (Manipulation + Performance) 
  against her desired target’s Dodge MDV. If the roll is successful, 
  when the target next sleeps their dreams will be filled with over-
  whelming images of the raksha and her current location, coupled 
  with an overwhelming Compulsion to see her again. Spending 
  five Willpower immunizes an addict to this summons for one 
  month; spending one Willpower immunizes a former addict for 
  one season. Summoned addicts may not break their addiction 
  until they have overcome or completed their summons.
  
  112
  occulted subject suffer an external penalty equal to the raksha’s 
  successes. Valid individuals include any person the raksha has 
  at least had a brief conversation or physical altercation with, 
  including herself. Valid objects include any object the raksha 
  owns or has handled extensively for at least one scene, so long 
  as it does not belong to another raksha or a Creation-born with 
  a higher Essence than her own. Valid events include any par-
  ticular occurrence lasting no longer than one scene which the 
  raksha participated in or was present to witness, such as a mur-
  der, a secret meeting, or a lovers’ tryst.
  Oneiromantic benefit: Incorporated into an inward-facing 
  dream for three points, the spell automatically attempts to con-
  ceal a certain type of occurrence each time the spell’s possessor 
  is involved in it. Incorporated into an outward-facing glamour 
  for nine points, the spell automatically suppresses memories of 
  a certain pre-defined occurrence each time someone within 
  the range of its effect encounters the noted circumstance.
  unlimited resplendenCe
  (p. 184)
  Keywords: Glamour (2 or 6), Illusion, Shaping 
  Duration: One story
  Individuals with a Dodge MDV of 8 or higher may effort-
  lessly see through the raksha’s illusory wealth and influence. 
  Higher-Essence characters may also spend one Willpower to 
  pierce this unnatural Illusion.
  Oneiromantic benefit: Incorporated into an inward-facing 
  dream for two points, the spell enhances its possessor’s fortune. 
  Incorporated into an outward-facing glamour for six points, the 
  spell grants good fortune all those within its effect range who 
  take a certain pre-defined action.
  new raksha Charm: faerie Gold BlessinG
  Cost: 3g; Mins: Cup 4, Essence 4; Type: Reflexive 
  Keywords: Glamour (9), Illusion, Shaping, Touch 
  Duration: One story 
  Prerequisite Charms: Unlimited Resplendence
  It sometimes suits the Fair Folk to elevate their pets and 
  playthings to the heights of authority and luxury. This Charm 
  functions as Unlimited Resplendence, save that the raksha be-
  stows illusory authority and wealth on a consenting Creation-
  born rather than herself.
  Oneiromantic benefit: Incorporated into an outward-facing 
  glamour, the spell enhances the fortunes of everyone within its 
  area of effect.
  aBidinG Gift
  (pp. 184-185)
  Cost: 10m, 1wp 
  Keywords: Shaped-Only, Shaping 
  Duration: One story 
  Prerequisite Charms: Imposition of Law
  This Charm exactly replicates the function of Imposition of 
  Law, save that the raksha may bless a Creation-Born with guar-
  anteed success rather than granting it to herself.
  aBandoned By all Creatures Curse
  (pp. 182-183)
  Type: Simple 
  Keywords: Glamour (9), Shaping 
  Duration: Instant (One story)
  Exalted targets of this Charm add their Essence to the resist-
  ed (Manipulation + Larceny) against (Charisma + Integrity) 
  roll. The raksha must be able to directly perceive her target to 
  use this Charm against them.
  Oneiromantic benefit: This Charm may be incorporated 
  into an outward-facing glamour, ruining the social status of 
  all characters within its effect range who take a certain pre-
  defined action.
  heaven rains wisdom
  (p. 183)
  Cost: —; Type: Permanent 
  Keywords: Glamour (1), Mutation (1), Shaped-Only 
  Duration: Permanent
  The raksha gains this Charm’s described benefit as a perma-
  nent effect. In addition, the raksha may benefit from the use of 
  Hearthstones as the Creation-born do.
  With Essence 3+, the raksha’s keen eyes may sometimes 
  glimpse the strands of Fate that vibrate beneath the skin of the 
  world, helping him avoid their entangling snare. All attempts 
  to use Fate-keyword effects against the raksha suffer a -1 exter-
  nal penalty.
  Oneiromantic benefit: This Charm may only be incorpo-
  rated into inward-facing dreams.
  the naminG of seCrets
  (pp. 183-184)
  Keywords: Glamour (2 or 6), Illusion, Shaping 
  Duration: One story
  The social contexts created by this Charm are an Illusion 
  effect. They cannot normally be resisted by the mortals they 
  target, but are noted as such for the purpose of third-party at-
  tempts to sabotage the raksha’s relationship with specific Con-
  tacts.
  Oneiromantic benefit: This Charm may be incorporated 
  into an inward-facing dream for two points or an outward-
  facing glamour for six. Outward-facing glamours generate a 
  specific variety of contacts for characters who take a certain 
  pre-determined action within the spell’s effect range.
  fall of niGht shadows the truth
  (p. 184)
  Cost: 2m, 1g 
  Keywords: Glamour (3 or 9), Shaping 
  Duration: Indefinite
  Replace the text of the Charm with the following:
  Fair Folk who wish to walk among the Creation-born like 
  the predators they are had best learn to conceal their tracks. 
  The raksha interacts with an event, individual, or object she 
  wishes to protect from discovery, then spends two motes and 
  rolls (Manipulation + Stealth). All attempts to investigate the 
  
  Chapter nine • the Fair FOlk
  113
  nels of a single Virtue of the raksha’s choice, and imposes a 
  -1 external penalty to all rolls made using that Virtue for one 
  scene, or one tale if delivered via a Cup-shaping attack.
  Oneiromantic benefit: Incorporated into an outward-facing 
  glamour, this Charm attempts to launch a Cup-shaping attack 
  (even in Creation) once per scene against each character with-
  in its range of effect who takes a certain pre-defined action.
  Charms of the rinG
  rinG ComBat Charms
  shudderinG wyld inferenCe (dreaminG)
  (p. 187)
  Keywords: Combo-OK, Echo, Shaping
  shudderinG wyld inferenCe (wakinG)
  Cost: 2m 
  Keywords: Combo-OK, Echo, Obvious
  Dismissing the minutiae of the Primordials’ world, the raksha 
  straightens the path between an attack and its target. An at-
  tack supplemented by this Charm may attack out to the weap-
  on’s maximum range without suffering range-based penalties. 
  Alternately the raksha may turn a close-ranged attack into a 
  ranged attack by contracting the distance between his weapon 
  and his target, allowing a close-ranged attack to strike a target 
  up to (Ring + 3) yards away.
  waypoint knife (dreaminG)
  (p. 187)
  Keywords: Combo-OK, Echo, Obvious, Shaping 
  Duration: One tale
  This Charm cannot swallow waypoints that are part of a free-
  hold or unshaped.
  waypoint knife (wakinG)
  Cost: 5m, 1g; Type: Simple 
  Keywords: Combo-OK, Echo, Glamour (3), Obvious, 
  Shaping 
  Duration: Indefinite
  The raksha may twist the boundaries of an area within Cre-
  ation into a reflection of the Ring—a perfect boundary with 
  no points of entrance or egress. This Charm must be activated 
  while the raksha stands inside of a space with well-defined 
  boundaries no larger than (Ring x 5) yards across, at the Story-
  teller’s discretion—a room within a building, a clearing within 
  a forest, or a cabin within a ship, for example. So long as the 
  raksha commits Essence to this Charm and remains within the 
  warded area, no character outside the enchanted locale may 
  successfully find an entrance, and no character within may suc-
  cessfully find an exit. This Charm fails to deter characters with 
  appropriate shaping defenses or who wear cold iron against 
  their skin.
  Oneiromantic benefit: Incorporated into an outward-facing 
  glamour, this Charm prevents entrance or egress from its range 
  of effect by anyone other than the spell’s possessor.
  Curse of definition
  (p. 185)
  Cost: 10m, 1wp 
  Keywords: Glamour (12), Shaped-Only, Shaping, Touch 
  Duration: One story
  Touching a Creation-born and activating this Charm inflicts 
  the effect described in the Charm’s Innate Power upon that 
  individual.
  Oneiromantic benefit: Incorporated into an outward-facing 
  glamour, the spell defines a certain action at which all charac-
  ters within its effect range will fail.
  virtue-shapinG Charms
  unsiGhtly riGor approaCh
  (p. 185)
  Cost: 5m 
  Keywords: Combo-OK, Shaping 
  Duration: One scene or one tale
  Replace the text of the Charm with the following:
  The raksha’s understanding of herself permits her to bolster 
  her own spiritual integrity, hardening her Virtues as need be to 
  weather the storms of her existence. The raksha’s player rolls 
  (Manipulation + Medicine), adding one temporary dot to a 
  Grace or Virtue of her choice per success gained. These tempo-
  rary dots count as dice added by a Charm.
  wyld prinCe resilienCe
  (pp. 185-186)
  Cost: — 
  Keywords: Mutation (1), Shaped-Only, Stackable 
  Prerequisite Charms: None
  This Charm may be purchased a number of times equal to 
  the raksha’s Essence, not Cup.
  manaCles of virtue
  (p. 186)
  Cost: 3m 
  Keywords: Combo-OK, Glamour (3), Shaping, Touch 
  Duration: One scene or tale
  This Charm permits the raksha to grant the effects of Un-
  sightly Rigor Approach to another consenting raksha or to one 
  of the Creation-born.
  Oneiromantic benefit: Incorporated into an outward-facing 
  glamour, this spell enhances all characters within its range of 
  effect who take a certain pre-defined action.
  ChaotiC soul sledGehammer
  (p. 186)
  Cost: 3m; Type: Supplemental 
  Keywords: Combo-OK, Glamour (9), Shaping 
  Duration: Instant 
  Prerequisite Charms: Unsightly Rigor Approach
  Replace the text of the Charm with the following:
  The raksha’s insights into the nature of Virtue now permit 
  her to strike a mighty blow at the very root of her enemy’s na-
  ture. This Charm may supplement a physical attack, social at-
  tack, or Cup-shaping attack. If successful, in addition to any of 
  its other effects, the attack strips away of the target’s all chan-
  
  114
  attack supplemented by this Charm, the target subtracts the 
  raksha’s Ring from her base move and dash rates for the rest of 
  the scene, to a minimum movement rate of one yard per tick.
  wyld-CurdlinG attaCk (dreaminG)
  (p. 189)
  Keywords: Combo-OK, Echo, Shaping
  wyld-CurdlinG attaCk (wakinG)
  Cost: 1g, 1ahl; Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo
  This frightening technique allows the raksha to protect 
  themselves from the blasphemous shaping arts of the Creation-
  born. By momentarily denying her dreamborn heritage and cal-
  cifying herself, the character is able to perfectly defend herself 
  from an unwanted Shaping effect. This Charm is ineffective 
  against shaping attacks originating with the Graces or Charms 
  enhancing such attacks; it only works against “traditional” 
  Shaping Charms of the Creation-born, such as Soul Mastery, 
  and similar raksha Charms such as Crippling Destiny Burden 
  (Waking).
  endless yawninG void (dreaminG)
  (p. 189)
  Keywords: Echo, Shaping
  endless yawninG void (wakinG)
  Cost: 2m, 2g; Type: Reflexive 
  Keywords: Combo-OK, Echo, Glamour (2), Mutation (2), 
  Obvious 
  Duration: One scene
  The raksha pulses the raw force of chaos into the world, 
  smashing and fragmenting the fabric of reality. He appears to 
  be surrounded by a vast rainbow anima banner, rippling and 
  coruscating with strange energies and flickering with traceries 
  of multihued lightning. Reality melts in his wake. While this 
  Charm is active, the raksha is surrounded by an environmental 
  hazard with a radius of (Ring) yards, Damage 2B/action and 
  Trauma equal to his Ring. Characters wearing cold iron against 
  their skin are immune to this hazard.
  Oneiromantic benefit: This Charm may only be incorpo-
  rated into an inward-facing dream.
  luminous exhalation (dreaminG)
  (p. 189)
  Cost: —(2m per attack); Type: Permanent 
  Keywords: Echoes, Obvious, Shaping 
  Duration: Permanent
  luminous exhalation (wakinG)
  Cost: —(1m); Type: Permanent 
  Keywords: Echoes, Mutation (2), Obvious 
  Duration: Permanent
  Breathing out the raw stuff of the Wyld, the raksha may forge 
  his exhalations into wicked arrows with which to pierce the 
  hearts of his foes. This Charm replicates the function of the 
  Solar Charm Phantom Arrow Technique (see Exalted, p. 189). 
  The raksha must spend one gossamer the first time she uses this 
  Charm in a scene.
  mind’s Grip riGor (dreaminG)
  (p. 187)
  Keywords: Combo-OK, Echo, Shaping
  mind’s Grip riGor (wakinG)
  Cost: —(1g); Type: Permanent 
  Keywords: Echo, Mutation (2), Stackable 
  Duration: Permanent
  The raksha may englamour the sensory organs she has grant-
  ed herself with which to examine the strange world the Primor-
  dials made. By paying one gossamer, the raksha may replicate 
  the effects of one variant of the Solar Charm Keen (Sense) 
  Technique (see Exalted, pp. 225-226) for one scene. Variants 
  may be activated simultaneously, so three gossamer will grant 
  all three variants at once.
  Creator’s fuGue (dreaminG)
  (pp. 187-188)
  Keywords: Combo-OK, Echo, Shaping
  The overall DV penalty of the flurry generated by this Charm 
  is equal to the single highest penalty of any one attack in the 
  flurry.
  Creator’s fuGue (wakinG)
  Cost: —; Type: Permanent 
  Keywords: Echo, Mutation (1), Native 
  Duration: Permanent
  The Fair Folk and the hated Primordials have one thing in 
  common—they are both natural creators. The raksha adds one 
  automatic success to all rolls intended to create something new, 
  be it a sword, painting, society, or anything else.
  impinGinG weB of dream (dreaminG)
  (pp. 188-189)
  Keywords: Echo, Shaping
  Unlike most Extra Action Charms, this Charm grants the 
  raksha no DV penalty discount on the flurry it creates.
  impinGinG weB of dream (wakinG)
  Cost: 2m, 1g; Type: Reflexive (Step 4) 
  Keywords: Combo-OK, Echo, Obvious
  A raksha activating this Charm is briefly surrounded by a 
  flickering haze of potentiality, displaying the many futures that 
  could occur in the span of the next heartbeat. Before witnesses 
  can do more than begin to realize what they are seeing, the 
  display collapses into a single deadly reality. This Charm allows 
  the raksha to reroll a physical attack, using the better of the 
  two results.
  CripplinG destiny Burden (dreaminG)
  (p. 189)
  Keywords: Combo-OK, Echo, Shaping
  CripplinG destiny Burden (wakinG)
  Keywords: Combo-OK, Echo, Obvious, Shaping
  The raksha’s blow pins her opponent to the staid and dreary 
  world the Primordials made, tangling her in the skein of des-
  tiny’s web and the rigid Essence patterns that define Creation. 
  Should the raksha successfully strike a target with a physical 
  
  Chapter nine • the Fair FOlk
  115
  poundinG dream harmony (wakinG)
  Cost: 8m, 1wp; Type: Simple 
  Keywords: Echo, Mutation (4), 
  Duration: One scene
  Born of lies and fictions, the raksha knows when others cloak 
  themselves in the works of her genesis. The raksha constantly 
  hears the silent pounding at the core of heartless Nirvishe-
  sha. Characters who are hiding their true identity resound in 
  her ears with a vast silence of their own, beating in simpatico 
  rhythm. She may perfectly see through any mundane disguises, 
  or any supernatural disguises worn by characters of lower Es-
  sence if she wins a Charm conflict roll-off against whatever ef-
  fect they use to hide themselves.
  sorrowful firmament 
  resonanCe (dreaminG)
  (p. 190)
  Keywords: Combo-Basic, Echo, Shaping
  sorrowful firmament resonanCe (wakinG)
  Cost: 5m, 1g 
  Keywords: Combo-Basic, Echo, Obvious
  Though the name of Sayuji cannot be heard in Creation, its 
  ominous import is clear when the raksha’s speech smothers out 
  all sound of the world, and her blow fells a hero. The raksha 
  may render a physical attack supplemented by this Charm un-
  blockable or undodgeable, at her player’s choice. Targets wear-
  ing cold iron against their skin may ignore the unblockable or 
  undodgeable quality of this attack.
  peerless ways of the rinG (dreaminG)
  (p. 190)
  Cost: —(1m); Type: Permanent 
  Keywords: Echo 
  Duration: Permanent
  peerless ways of the rinG (wakinG)
  Cost: —; Type: Permanent 
  Keywords: Echo, Mutation (1) 
  Duration: Permanent
  The raksha trains her senses to be keenly aware of the works 
  of the Ring in Creation. Whenever she encounters a Creation-
  born who has been incumbered through the arts of the Ring in 
  the past, that fact becomes Obvious to her senses.
  rejeCtion of purpose (dreaminG)
  (p. 190)
  Mins: Ring 5, Essence 3; Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo, Shaping
  rejeCtion of purpose (wakinG)
  Cost: —(1g); Mins: Ring 5, Essence 3; Type: Permanent 
  Keywords: Echo 
  Duration: Permanent
  The Fair Folk do not allow themselves to be encumbered 
  by the world as they pass through it. The character may spend 
  one gossamer to erase all of her memories of a specific duty or 
  obligation. If she holds an Intimacy toward that duty or obli-
  gation, it is instantly erased. A token of the forgotten duty or 
  these dreams are Clay (dreaminG)
  (p. 189)
  Keywords: Echo, Shaping
  Gossamer created through this Charm disappears at the end 
  of the story, not at the end of the tale.
  these dreams are Clay (wakinG)
  Cost: 10m, 1wp 
  Keywords: Echo, Shaping
  This Charm is identical to its Dreaming counterpart, save 
  that it may be used anywhere. Within the less fertile world 
  away from the heart of the Wyld, this Charm costs ten motes, 
  one Willpower to create one point of temporary gossamer.
  twistinG serpent shape (dreaminG)
  (p. 189)
  Keywords: Combo-OK, Echo, Shaping
  twistinG serpent shape (wakinG)
  Cost: 3m, 1g; Type: Reflexive 
  Keywords: Combo-OK, Echo 
  Duration: Instant
  The raksha find the intoxicants and deadly venoms of Cre-
  ation quaint next to the heart-poisons and limitless fantasies of 
  the Wyld. Still, at times these substances may inconvenience 
  the princes of chaos with paltry annoyances such as distraction, 
  disorientation, and death. To avoid such nuisances, the raksha 
  may activate this Charm, nullifying a Poison effect currently 
  afflicting him. Doing so creates a small fruit of some sort in the 
  raksha’s hand—the specific form varies from raksha to raksha, 
  with some faeries creating pomegranates while others favor 
  apples or pears. Any individual who eats this fruit will become 
  afflicted by the Poison effect the raksha purged from his system. 
  If the raksha cannot convince anyone to eat the fruit within 
  one day, it vanishes, and the Poison re-enters his system. He 
  cannot use this Charm to remove a Poison effect again once it 
  has re-entered his system in this fashion.
  GapinG wound lens (dreaminG)
  (pp. 189-190)
  Keywords: Combo-OK, Echo, Shaping 
  Duration: One tale
  GapinG wound lens (wakinG)
  Cost: 2m; Type: Supplemental 
  Keywords: Combo-OK, Echo
  Aiming an attack through the emptiness at the center of her 
  Ring grace, the raksha may amplify her efforts in direct pro-
  portion to the suffering of her targets. This Charm enhances 
  a physical attack, converting a number of dice on the attack 
  equal to the target’s wound penalties or internal penalties due 
  to poison (whichever is higher) into automatic successes. The 
  indolent raksha of the East favor this Charm, preferring to poi-
  son their prey with agonizing hallucinogens before relying on 
  Gaping Wound Lens to conclude the battle.
  poundinG dream harmony (dreaminG)
  (p. 190)
  Keywords: Combo-OK, Echo, Shaping
  
  116
  ox-Body teChnique
  (p. 191)
  Cost: —; Type: Permanent 
  Keywords: Native 
  Duration: Permanent
  The extra health levels granted by this Charm are a perma-
  nent modification to the raksha with no cost.
  Creation-Based CraftinG Charms
  ordinary oBjeCt Conjuration
  (pp. 191-192)
  Keywords: Combo-Basic, Glamour (1 or 3), Mutation (3), 
  Shaping 
  Duration: Instant
  The length of this Charm’s dramatic action activation time 
  depends on the size of the object being created. Anything in-
  tended to be used in one or two hands can be created in a mere 
  five ticks, as can simple furniture such as a chair or small table. 
  Elaborate furniture, statuary, and other objects up to the ap-
  proximate size of a person take about a scene to create (roughly 
  20 minutes). Objects up to the size of a yeddim, including small 
  vehicles such as wagons and coaches, take an hour to forge and 
  require the expenditure of two gossamer. Items and structures 
  up to the size of a small house, catapult or riverboat take a 
  day to create and cost three gossamer, while larger structures 
  and vehicles such as palaces, imperial triremes and other blue-
  water sailing vessels cost four gossamer and require a week of 
  effort. Landscape-sized creations such as the Denzik City-Ship 
  are beyond the scope of this Charm.
  Oneiromantic benefit: This Charm may be incorporated 
  into an inward-facing dream for one point, permitting the rak-
  sha to reflexively call a specific pre-determined object to hand 
  at will. It may be incorporated into an outward-facing glamour 
  for three points, in which case the spell generates a specific 
  pre-determined object at each interval it would take to craft 
  it using Ordinary Object Conjuration (minimum of one object 
  per scene).
  Mutation benefit: The abjuration or behemoth may reflex-
  ively make an (Intelligence + Craft [Glamour]) roll at the 
  appropriate difficulty to summon one particular item to hand 
  when they wish. It may also be banished at will.
  limitless wealth Conjuration teChnique
  (p. 192)
  Keywords: Glamour (1 or 3), Illusion, Shaping 
  Duration: One story
  Individuals with a Dodge MDV of 8 or higher may effort-
  lessly see through the raksha’s illusory wealth. Higher-Essence 
  characters may also spend one Willpower to pierce this unnatu-
  ral Illusion.
  Oneiromantic benefit: This Charm may be incorporated 
  into an inward-facing dream for one point, or an outward-
  facing glamour for three points. Outward-facing glamours en-
  hance the fortune of all characters within their range of effect.
  obligation appears at the raksha’s feet in a form related to the 
  bonds of servitude—perhaps a slave’s collar, a mule’s saddle, 
  or a bill of debt. Any character who falls asleep while touching 
  the token dreams of the duty or obligation has chosen to forget. 
  Should the raksha ever touch the token, it immediately van-
  ishes, the lost memory is restored, and the raksha may never 
  use Rejection of Purpose to forget it again.
  Body-strenGtheninG Charms
  knife-hand dream
  (p. 190)
  Cost: —(1g); Type: Permanent 
  Keywords: Mutation (2) 
  Duration: Permanent
  Replace the text of the Charm with the following:
  The raksha focuses the power of the Wyld through his hands, 
  charging them with the pure destructive power of chaos. The 
  character’s barehanded attacks inflict lethal damage, and he 
  can parry lethal and ranged attacks barehanded as if wielding 
  a weapon. Additionally, the raksha may spend one gossamer to 
  reflexively ready any shaping weapon in his possession.
  At Essence 3+, the raksha gains the ability to reflexively 
  charge her hands with the stuff of nightmares. She may pay one 
  gossamer in step one to enhance a barehanded attack, adding 
  +5 to its base damage. With Essence 5+ she may reflexively 
  pay one gossamer in step one to make the damage inflicted by 
  a barehanded attack aggravated.
  opalesCent Gossamer raiment
  (p. 190)
  Cost: —; Type: Permanent 
  Keywords: Mutation (2), Native 
  Duration: Permanent
  Replace the text of the Charm with the following:
  The dreams that flow through the raksha’s body pool on her 
  skin in a smooth sheen that glistens by moonlight. The char-
  acter permanently raises her natural bashing and lethal soak 
  values by her (Essence + Heart). In the Wyld, this Charm per-
  manently raises all of the raksha’s shaping soak values by two.
  Blade-turninG skin
  (p. 191)
  Cost: —; Type: Permanent 
  Keywords: Mutation (1), Native 
  Duration: Permanent
  Replace the text of the Charm with the following:
  The raksha plucks adamantine jewels from the dreams of the 
  cosmos and uses them to adorn her skin. This Charm grants 
  the character (Essence) points of natural aggravated soak.
  inviolaBle presenCe
  (p. 191)
  Cost: —; Type: Permanent 
  Keywords: None 
  Duration: Permanent
  Replace the text of the Charm with the following:
  Nacreous shadows swim beneath the raksha’s flesh, declar-
  ing her to be part of the Inviolable Ever-Shifting Is. She dou-
  bles the soak gained from Opalescent Gossamer Raiment and 
  Blade-Turning Skin.
  
  Chapter nine • the Fair FOlk
  117
  Crafter’s arsenal
  (p. 195)
  Keywords: Combo-OK, Obvious, Shaping 
  Duration: One season
  This Charm’s initial shaping action functions as Essence-
  Forging Art, not Gossamer-Forging Art, save that it makes a 
  shaping weapon rather than a mundane item.
  armor whiCh is not
  (p. 195)
  Keywords: Combo-OK, Obvious, Shaping 
  Duration: One season
  This Charm’s initial shaping action functions as Essence-
  Forging Art, not Gossamer-Forging Art, save that it makes 
  shaping armor rather than a mundane item.
  unreal shipwriGht’s method
  (pp. 195-196)
  Keywords: Combo-OK, Obvious, Shaping 
  Duration: One season
  Raksha must choose at the time of creation whether a vessel 
  travels over water, along the ground, or through the air. If it 
  travels through the air, add one to the difficulty cost of mak-
  ing it a permanent work of glamour. If it is capable of multiple 
  means of locomotion, add one to the difficulty cost of making 
  it a permanent work of glamour for each means of locomotion 
  beyond the first. Vessels created with this Charm travel at a 
  speed of up to (difficulty rating x 10) miles per hour, not (dif-
  ficulty rating x 50). The difficulty modification caused by mak-
  ing a vessel a permanent work of glamour is not factored into 
  this calculation.
  prinCiple of worlds
  (pp. 196-197)
  Keywords: Combo-OK, Obvious, Shaping 
  Duration: Instant
  transluCent dream-sheathinG teChnoloGy
  (pp. 198-199)
  Cost: —(+3m, +1g per difficulty point); Type: Permanent 
  Duration: Permanent
  Charms of the staff
  staff ComBat Charms
  peerless ways of the staff (dreaminG)
  (p. 199)
  Cost: —(1m); Type: Permanent 
  Keywords: Echo 
  Duration: Permanent
  peerless ways of the staff (wakinG)
  Cost: —; Type: Permanent 
  Keywords: Echo, Mutation (1) 
  Duration: Permanent
  The raksha trains her senses to be keenly aware of the works 
  of the Staff in Creation. Whenever she encounters a Creation-
  born who has been snared through the arts of the Staff in the 
  past, that fact becomes Obvious to her senses.
  hateful Coin Curse
  (pp. 192-193)
  Type: Simple 
  Keywords: Glamour (9), Shaping 
  Duration: One story
  The raksha must directly perceive her target in order to use 
  this Charm. Higher-Essence beings may not be targeted with 
  Hateful Coin Curse, and magical possessions are never stripped 
  away. The target’s normal fortune reasserts itself at the begin-
  ning of the next story, restoring her Resources to its previous 
  rating, unless the raksha has Essence 6+. The misfortune in-
  flicted by such powerful Fair Folk still ends after one story, but 
  it is up to the target to rebuild his ruined wealth.
  Oneiromantic benefit: This Charm may be incorporated 
  into outward-facing glamours. It impoverishes everyone within 
  its range of effect.
  wyld-Based CraftinG Charms
  worker’s Gift
  (p. 193)
  Cost: — 
  Keywords: Mutation (2), Shaped-Only, Stackable
  Raksha who learn this Charm become permanently incapa-
  ble of passing back through the Gateway of Sundraprisha and 
  becoming unshaped once again.
  style-improvinG spirit
  (p. 193)
  Cost: —; Type: Permanent 
  Keywords: None 
  Duration: Permanent
  Replace the text of the Charm with the following:
  The infinite possibility of the Wyld informs every part of 
  the raksha’s soul, and his soul informs every part of the Wyld 
  around him. This Charm grants the raksha five dots in the 
  Style Background.
  essenCe-forGinG art
  (pp. 193-194)
  Keywords: Combo-OK, Obvious, Shaping
  Glamour-forged objects have no reality for individuals with a 
  Dodge MDV of 8+, unless imbued with the Permanence qual-
  ity.
  Gossamer-forGinG art
  (p. 194)
  Keywords: Combo-OK, Obvious, Shaping 
  Duration: One season
  This Charm enchants an item that has already been created 
  by Essence-Forging Art; it has no activation roll of its own. 
  Gossamer objects outside of the Wyld or an uncapped demesne 
  lose their enchantment at a rate of one bonus die per season if 
  they do not interact with the Creation-born during that period.
  
  118
  iron niGhtmare muZZle (dreaminG)
  (pp. 202-203)
  Type: Supplemental 
  Keywords: Combo-OK, Crippling, Echo, Shaping
  Rather than doubling costs, this Iron Nightmare Muzzle adds 
  a two mote surcharge to affected Charms. Its effects last for 
  one tale.
  iron niGhtmare muZZle (wakinG)
  Cost: 5m, 1wp, 1g; Type: Supplemental 
  Keywords: Combo-OK, Crippling, Echo
  The raksha shapes a bit of gossamer into an entangling and 
  restrictive set of obscure metaphysical laws, then hurls it into 
  an opponent’s Essence flows. If the raksha succeeds on a physi-
  cal or social attack enhanced by this Charm, her target adds 
  one mote to the Essence cost of all Charms for one scene. With 
  Staff 6+, Essence 6+ this penalty lasts for one week. With 
  Staff 7+, Essence 7+ it lasts for one season. Staff 10, Essence 
  10 renders this Charm’s penalty permanent unless repaired 
  with anti-Crippling magic.
  eCstatiC reproduCtion style
  (p. 203)
  Cost: 20m, 5g; Type: Simple (One dramatic action)
  The dramatic action of this Charm’s activation lasts for one 
  day, at the end of which the Wyld spark within the character 
  gutters low, exhausted by his creative fugue; he is unable to re-
  enact his creative feat for a time. Ecstatic Reproduction Style 
  may create commoners no more than once per week, heroic 
  commoners no more than once per season, and noble raksha 
  no more than once per year. Commoners created through this 
  Charm may not have Birth ratings higher than 2. Heroic com-
  moners cannot have Birth ratings higher than 4. The Story-
  teller defines the precise traits of raksha created through this 
  Charm, though the character using Ecstatic Reproduction 
  Style may define very general parameters for what he is trying 
  to create (for example, “a heroic Entertainer musician,” or “a 
  noble Cataphract swordswoman”).
  This Charm may not be used to create a noble by a raksha 
  who does not own his Heart.
  akshata sexual methodoloGy
  (p. 203)
  Cost: 40m, 5g
  This Charm’s participants need not necessarily be raksha. 
  If neither parent is raksha, then both parents are bound by 
  the oaths sworn as though they were Fair Folk. The child is 
  whatever would normally be produced by such a union (hu-
  man in the case of two mortals, demon-blooded if the oath is 
  sworn between a human and a demon, and so on), and is born 
  oathbound. Children born of impossible parentage, such as be-
  tween a human and a Dragon King, may be created, and will 
  come into existence as a child of the same type as one parent 
  or the other, at the discretion of the raksha using this Charm; 
  the child is likely to possess an interesting mutation or two 
  to reflect their bizarre heritage. Non-raksha children created 
  through this Charm are born with Cup, Ring, Staff and Sword 
  Graces. A character may not act as a “parent” for this Charm’s 
  purposes more than once per year.
  A raksha who does not own his own Heart cannot be com-
  pelled into creating an oath-child.
  rejeCtion of soCiety (dreaminG)
  (p. 199)
  Mins: Staff 5, Essence 3; Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo, Shaping
  rejeCtion of soCiety (wakinG)
  Cost: —(1g); Mins: Staff 5, Essence 3; Type: Permanent 
  Keywords: Echo 
  Duration: Permanent
  The Fair Folk do not allow themselves to be encumbered 
  by the world as they pass through it. The character may spend 
  one gossamer to erase all of her memories of a specific society, 
  organization or culture. If she holds an Intimacy toward that 
  society, organization or culture, it is instantly erased. A token 
  of the forgotten society, organization or culture appears at the 
  raksha’s feet in a form related to the group in question—per-
  haps a national flag, an insignia of identification, or a bit of 
  uniform. Any character who falls asleep while touching the 
  token dreams of the society, organization or culture the raksha 
  has chosen to forget. Should the raksha ever touch the token, 
  it immediately vanishes, the lost memory is restored, and the 
  raksha may never use Rejection of Society to forget it again.
  wyldlife BirthinG Charms
  awakened dream manufaCture
  (pp. 199-200)
  Keywords: Combo-OK, Obvious, Shaping 
  Duration: Instant
  shape-forGed servant
  (p. 200)
  Cost: —; Type: Permanent 
  Keywords: None 
  Duration: Permanent
  Replace the text of the Charm with the following:
  This Charm permanently upgrades its prerequisite, allowing 
  the raksha to spend gossamer when forging a servant in order 
  to grant it mutations (see Exalted, p. 288) at a rate of three 
  mutation points per gossamer spent.
  poppet-inteGratinG spirit
  (p. 200)
  Duration: Instant
  Raksha cannot use this Charm to bind beings with Heart 
  Graces unless the raksha owns that Grace.
  GraCe-forGinG Charms
  GapinG virtue mouth
  (p. 202)
  Cost: 20m, 1g
  A heroic commoner who has spent 200+ experience points 
  may have this Charm used upon him to open a second Feeding 
  Grace if he is willing to spend 20 experience points to raise his 
  Heart to 3 in the process, thus ascending to the ranks of the 
  nobility. Only nobles may elevate commoners in this manner, 
  and are generally loathe to do so.
  
  Chapter nine • the Fair FOlk
  119
  to be a form of unnatural mental influence costing one more 
  point of Willpower than normal to resist, to a maximum of 5.
  Oneiromantic benefit: This Charm may only be incorpo-
  rated into inward-facing dreams.
  spite-summoninG malediCtion
  (p. 207)
  Cost: 3g; Type: Simple 
  Keywords: Combo-OK, Illusion, Glamour (9), Shaping, 
  Touch 
  Duration: One story
  Replace the text of the Charm with the following:
  The raksha wields rumors, lies and the natural human 
  tendency to scapegoat others as a subtle but powerful attack 
  against his enemies. He must interact with his target socially 
  and then use this Charm while touching the target. The rak-
  sha rolls (Charisma + Socialize) against a difficulty equal to 
  the target’s Essence; this roll may be enhanced by Charms that 
  improve Staff-shaping attacks. If successful, the target loses the 
  raksha’s Essence in dots of Allies, Backing, Contacts, Follow-
  ers, Influence and Mentor. This Charm cannot influence the 
  behavior of Essence-users, so if the character’s Mentor is an 
  ancient Sidereal, the raksha cannot reduce that Background. 
  Mortals cannot resist this Charm by spending Willpower, but 
  its effect upon their behavior is an Illusion and may be treated 
  as such if the character attempts to intervene to preserve his 
  reputation. The character’s Backgrounds automatically restore 
  themselves to their previous levels at the beginning of the next 
  story, unless the raksha has Essence 6+.
  Oneiromantic benefit: This Charm may be incorporated into 
  outward-facing glamours. It alienates those who take a particular 
  pre-defined action within the range of its effect.
  tainted Creature Command
  (pp. 207-208)
  Cost: —; Type: Permanent 
  Keywords: Mutation (3), Social 
  Duration: Permanent
  Replace the text of the Charm with the following:
  Calling upon the power of the Staff and the birthright of the 
  raksha it represents, this Charm permits a raksha to assert her 
  dominance over lesser creatures of chaos. Whenever the char-
  acter interacts with any Creation-born being that possesses at 
  least one Wyld mutation, with any beast of the Wyld, or with 
  any commoner raksha with Heart 1, she treats their MDVs as 
  being two points lower, and adds one to the number of Will-
  power that must be paid to resist her social attacks, to a maxi-
  mum of five points of Willpower.
  prinCe and pauper approaCh
  (p. 208)
  Cost: 5m; Type: Simple 
  Keywords: Combo-OK, Emotion, Glamour (3), Shaping
  Replace the text of the Charm with the following:
  The gifts of Nirvikalpa disrupt communication as well as fa-
  cilitate it, poisoning relationships and spreading mistrust with 
  ease. The raksha must interact with her target socially for a 
  brief time before activating this Charm in his presence. She 
  rolls (Charisma + Socialize) as a Staff-shaping attack against 
  a difficulty equal to the target’s Essence; this roll may be en-
  Great works of the (GraCe)
  (p. 204)
  A fifth permutation of this Charm exists, called Great Works 
  of the Way. It permits the raksha to forge a Way Grace into a 
  chancel.
  unshaped (GraCe) transformation
  (pp. 204-205)
  A fifth permutation of this Charm exists, called Unshaped 
  Way Transformation. It permits the raksha to reshape an exist-
  ing chancel.
  Behemoth-forGinG meditation
  (p. 205)
  Type: Supplemental 
  Keywords: Glamour (3), Shaping, Training
  Replace the text of the Charm with the following:
  This Charm permits a raksha to incorporate a mortal into 
  her narrative, casting him into the role of a Wyld-shaped hor-
  ror or minor behemoth. The raksha can impose one or more 
  mutations on a mortal target with a successful (Intelligence 
  + Occult) Staff-shaping attack. The raksha may inflict two 
  points of mutations (see Exalted, p. 288) per dot of Essence 
  she possesses. Positive mutations are gained as a Training ef-
  fect. Mutants with 10 or more points of mutations qualify as 
  one-dot fey beasts, and may be attuned to and used as such if 
  the raksha can successfully break their will. Mutants attuned to 
  in this fashion become loyal to the raksha as though they were 
  summoned demons.
  Oneiromantic benefit: This Charm may be incorporated 
  into an outward-facing glamour, launching a staff-shaping at-
  tack (even in Creation) at any mortal who takes a certain pre-
  defined action within the spell’s range of effect once per scene.
  extinCtion of desire
  (pp. 205-206)
  Cost: —; Type: Permanent 
  Duration: Permanent
  Raksha who learn this Charm become permanently incapa-
  ble of passing back through the Gateway of Sundraprisha and 
  becoming unshaped once again.
  domination Charms
  BeGuilement (dreaminG)
  (pp. 206-207)
  Cost: 5m 
  Keywords: Combo-OK, Echo, Shaping 
  Duration: Instant
  This Charm may enhance any Staff-shaping attack, adding 
  the raksha’s Charisma to its raw damage.
  BeGuilement (wakinG)
  Cost: 6m, 1wp, 1g; Type: Reflexive 
  Keywords: Combo-OK, Echo, Glamour (5), Mutation (4), 
  Social 
  Duration: One scene
  The Fair Folk use this Charm to instill obedience in Creation-
  born through nothing more than their natural élan. While this 
  Charm is active all of the raksha’s social attacks are considered 
  
  120
  sCourGinG wind raid (wakinG)
  Cost: 3m, 1wp 
  Keywords: Combo-OK, Echo, Illusion
  The raksha becomes a preternaturally skilled pickpocket or 
  thief in Creation. When attempting to acquire an inanimate 
  object currently in the possession of a Creation-born (whether 
  a bag of silver, a sword or the Creation-born’s pants), the at-
  tempt automatically succeeds unless the target of the theft has 
  Essence 2 or higher. If the target does have Essence 2+, the 
  raksha instead adds a number of automatic successes to the 
  Larceny attempt equal to his Sword Grace. This Charm can-
  not be used to steal weapons or armor being actively used by 
  their owners, though objects currently in use are otherwise fair 
  game. The occlusion of the theft is an unnatural Illusion cost-
  ing two Willpower to see through, or one Willpower if char-
  acters have sudden and pressing reason to recognize the theft 
  (such as attempting to pay for dinner with money that has just 
  been stolen).
  dream-saCrifiCinG method (dreaminG)
  (p. 210)
  Type: Reflexive (Step 10) 
  Keywords: Combo-OK, Echo, Obvious, Shaping
  dream-saCrifiCinG method (wakinG)
  Cost: 5m, 1wp, 1g; Type: Reflexive (Step 10) 
  Keywords: Combo-OK, Echo, Obvious
  The raksha do not have souls as the Creation-born do. If 
  truly slain, they simply cease to be. Canny Fair Folk know that 
  it is better to give away part of one’s being than to cease to be 
  entirely. This Charm may be activated when the raksha would 
  mark off her Incapacitated health box with lethal or aggravated 
  damage. The box is not marked off; instead, the individual who 
  struck the killing blow against the raksha instantly gains pos-
  session of one of the raksha’s Graces (of the raksha’s choice), in 
  the hopes that this bribe will mollify the attacker’s wrath. This 
  Charm may be used no more than once per scene, and may 
  not be activated if the character’s Incapacitated health box is 
  marked off by cold iron, or if the raksha is slain by some natural 
  happenstance of the world, such as by falling off of a cliff or be-
  ing immolated in a forest fire; the callous world the Primordials 
  built disdains faerie bribes.
  unparalleled terror teChnique (dreaminG)
  (p. 210)
  Keywords: Combo-OK, Echo, Shaping
  unparalleled terror teChnique (wakinG)
  Cost: 3m 
  Keywords: Combo-OK, Echo, Glamour (3), Obvious, Poison, 
  Stackable
  Layering one of her attacks with a deadly dream toxin, the 
  raksha brings her target’s nightmares to life, empowering them 
  to ravage the victim’s mind and body. This Charm supplements 
  a physical or Sword-shaping attack. If successful, the victim 
  contracts a dream-poison which takes effect when she next 
  sleeps. Rather than regaining a point of Willpower for each 
  hanced by Charms that improve Staff-shaping attacks. If suc-
  cessful, for the next story, those who interact with the target 
  will be less inclined to trust him and more suspicious of his 
  motives. This is an Emotion effect that those who meet the 
  target may ignored for one scene by spending a point of Will-
  power. All of the target’s social attacks directed at those who 
  find him untrustworthy suffer a -2 external penalty, and he is 
  likely to fall under suspicion for any misdeeds that occur while 
  he is in the area.
  Oneiromancy benefit: This Charm may be incorporated 
  into outward-facing glamours. Such spells attempt to target 
  those who take a certain pre-defined action within their range 
  of effect once per scene.
  undeteCtaBle lie (dreaminG)
  (pp. 208-209)
  Cost: 5m, 1wp 
  Keywords: Combo-OK, Echo, Shaping 
  Prerequisite Charms: Beguilement
  This Charm may enhance any Staff-shaping attack, convert-
  ing its post-soak damage dice into automatic successes.
  undeteCtaBle lie (wakinG)
  Cost: 7m, 1g 
  Keywords: Combo-OK, Echo, Social 
  Prerequisite Charms: Beguilement
  The raksha weaves the stuff of dreams into her words, coat-
  ing them in the affirmation of every desire in the hearts of those 
  who hear her speak. Listeners ache to believe her, no matter 
  how absurd or deadly the lies that pass between her lips. This 
  Charm supplements a (Manipulation + Presence)-based social 
  attack, making it both unblockable and undodgeable. With 
  Staff 6+, Essence 6+, this Charm may also supplement (Ma-
  nipulation + Performance)-based social attacks.
  veil of Glamour
  (p. 209)
  Keywords: Combo-OK, Shaped-Only, Shaping
  monstrous ConCeit
  (pp. 209-210)
  Cost: —; Type: Permanent 
  Keywords: None 
  Duration: Permanent
  This Charm permanently enhances Veil of Glamour, allow-
  ing it to be used in the fashion and for the cost described in the 
  Charm’s Innate Power.
  Charms of the sword
  sword ComBat Charms
  sCourGinG wind raid (dreaminG)
  (p. 210)
  Cost: 3m, 1wp 
  Keywords: Combo-OK, Echo, Shaping
  
  Chapter nine • the Fair FOlk
  121
  host-summoninG Glory of 
  Command (wakinG)
  Cost: —(1m); Type: Permanent 
  Keywords: Echo, Obvious 
  Duration: Permanent
  The raksha forges pale ephemera to attend to the mortal te-
  dium required for battle in Creation. At any time the raksha 
  may spend one mote to reflexively draw and ready any weapon 
  or other object in her possession; when she does so, tiny, glow-
  ing Wyld figments appear, quickly retrieving the desired object 
  and conveying it to the raksha’s waiting hand. With Essence 
  3+ the raksha may also activate this Charm at a cost of one 
  gossamer to retrieve any object she owns from within (Essence 
  x 2) yards, conjuring tiny servants or luminous ephemera to 
  bring the object back to her.
  sunderinG the Gates of death (dreaminG)
  (p. 211)
  Cost: 4m, 1wp; Type: Supplemental 
  Keywords: Combo-OK, Echo, Shaping
  Replace the text of the Charm with the following:
  In the Wyld, death has no victory over the Fair Folk, nor the 
  grave a sting. When there is no hope to be found, when the 
  raksha’s armies are encircled, her mind befuddled, her corpse 
  riddled with arrows—this is the hour of her greatest triumph, 
  when she shatters the chains of the grave and rises to fight 
  anew. This Charm may be activated when the raksha is con-
  testing control of an entanglement, allowing her to automati-
  cally escape without harm to herself or her opponent. She may 
  also reflexively pay one mote at any time to shape herself back 
  from narrative death without needing to use up a shaping ac-
  tion to override the inconvenience of her demise.
  sunderinG the Gates of death (wakinG)
  Cost: —(5g); Type: Permanent 
  Keywords: Echo, Illusion 
  Duration: Permanent
  Creation is a dangerous place for the raksha—the grave is 
  loathe to relinquish anything it claims as its own in the death-
  trap the Primordials fashioned to be their home. Thus, canny 
  raksha may avert an untimely demise through a clever work of 
  glamour. The raksha may reflexively spend five gossamer at any 
  time to convert all of the lethal damage she has suffered into 
  bashing damage—even if she is unconscious at the time. If she 
  is Incapacitated, this also causes her to appear to be dead, an 
  unnatural Illusion that costs three points of Willpower to see 
  through. This trick may only be called upon a maximum of 
  once per fortnight.
  transient work of flesh 
  and Bone (dreaminG)
  (p. 212)
  Cost: 3m, 1g 
  Keywords: Combo-Basic, Echo, Obvious, Shaping 
  Duration: One tale
  Replace the text of the Charm with the following:
  This Charm permits the raksha within the Wyld to summon 
  into existence a monster or small army of extras to fight on her 
  success on her Conviction roll, she instead suffers one level of 
  lethal damage per success. Multiple doses of this poison stack 
  to produce lethal nightmares across consecutive nights.
  Oneirmantic benefit: Incorporated into an outward-facing 
  glamour, the spell makes one Sword-shaping attack per scene 
  (even in Creation) against characters within its range of effect 
  who take a specific pre-decided action.
  pinCer of transCendent time 
  and spaCe (dreaminG)
  (p. 210)
  Keywords: Combo-OK, Echo, Shaping
  With Sword 5+, Essence 5+ this Charm produces a three-
  attack flurry.
  pinCer of transCendent time 
  and spaCe (wakinG)
  Keywords: Combo-OK, Echo, Obvious
  The raksha briefly erupts into two simultaneous forms, both 
  streaked with the blood of the world. This Charm constitutes 
  a flurry of two physical attacks made with whichever combat 
  Abilities please the raksha. Both attacks are made at the rak-
  sha’s full dice pool and incur a total DV penalty equal to the 
  higher of the two. With Sword 5+, Essence 5+ the number of 
  attacks in this flurry rises to three.
  endless armies of the storm (dreaminG)
  (p. 210)
  Cost: 5m, 1wp 
  Keywords: Combo-Basic, Echo, Shaping
  Replace the text of the Charm with the following:
  The raksha calls upon the Sword of Nishkriya to endlessly 
  subdivide her own soul. Thus bolstered by an infinite army, the 
  raksha marches forth against her enemies. This Charm lets the 
  raksha make (Essence + 1) Sword- or Staff-shaping attacks at 
  her full dice pool, with a cumulative DV penalty equal to the 
  highest penalty of any one attack in the flurry.
  endless armies of the storm (wakinG)
  Cost: —(1g); Type: Permanent 
  Keywords: Echo 
  Duration: Permanent
  This Charm permanently enhances its Waking prerequisite, 
  permitting the raksha to enjoy a coordinated attack bonus 
  equal to the number of attacks in the flurry the Charm makes 
  if she directs all attacks in the flurry against a single opponent. 
  This benefit costs one gossamer to invoke.
  host-summoninG Glory of 
  Command (dreaminG)
  (p. 211)
  Cost: —(1m); Type: Permanent 
  Keywords: Echo, Shaping 
  Duration: Permanent
  The raksha may pay one mote to reflexively draw and ready 
  any Sword or Staff-shaping weapon in her possession at any 
  time.
  
  122
  The raksha assumes a defensive posture that Creation-born 
  fear to challenge. The raksha’s player rolls (Dexterity + [Mar-
  tial Arts or Melee]) upon activating this Charm. For its du-
  ration, individuals whose Dodge MDV is lower than the rak-
  sha’s successes are unable to approach closely enough to make 
  close-range attacks, though they remain free to launch ranged 
  attacks against the raksha. The raksha may advance toward 
  afflicted characters and force them to back away, but the un-
  natural mental influence ends if she backs a character into a 
  corner or some immediate hazard, engages in any hostile action 
  against them, or if the afflicted character spends two Willpower.
  unConqueraBle truth (dreaminG)
  (p. 213)
  Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo, Shaping
  unConqueraBle truth (wakinG)
  Cost: 3m, 1g; Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo
  The raksha, being born of lies, are preternaturally attuned 
  to attempts to deceive them. The character may activate this 
  Charm in response to an attack in order to remove that attack’s 
  unexpected quality. This Charm may not be used to remove the 
  unexpected quality of attacks made with cold iron weapons.
  rarefied air of inevitaBle 
  viCtory (dreaminG)
  (p. 213)
  Keywords: Combo-OK, Echo, Shaping 
  Duration: One tale
  rarefied air of inevitaBle 
  viCtory (wakinG)
  Cost: 4m, 1g 
  Keywords: Combo-OK, Echo, Glamour (2), Mutation (2), 
  Obvious 
  Duration: One scene
  The raksha congeals dreams of triumph and glory around 
  herself, creating a defensive halo of golden radiance. This halo 
  acts as a shield which raises the raksha’s DVs by one. This is 
  considered an equipment bonus, not a bonus added from a 
  Charm. Cold iron weapons ignore the protection granted by 
  this Charm.
  Oneiromantic benefit: This Charm may only be incorpo-
  rated into inward-facing dreams.
  defininG the parameters of 
  Battle (dreaminG)
  (p. 213)
  Cost: 5m, 1wp 
  Keywords: Combo-OK, Echo, Shaping 
  Duration: One tale
  behalf. This monster constitutes a Sword-shaping weapon with 
  Speed 5, Accuracy +1, Damage +8,  Defense +0, Rate 3. The 
  army is a Sword-shaping weapon with Speed 3, Accuracy +3, 
  Damage +1, Defense +2, Rate 5. These are works of glamour 
  and have no reality as such against the Creation-born save as 
  shaping weapons.
  transient work of flesh 
  and Bone (wakinG)
  Cost: 5m, 2g 
  Keywords: Echo, Obvious, Shaping 
  Duration: One scene
  This Charm permits the raksha to summon a monster or 
  army into existence in Creation or in the Wyld. The monster 
  has the traits of a mundane animal of the raksha’s choice (su-
  perpredators such as tyrant lizards and river dragons tend to 
  be preferred, but sometimes a raksha simply needs a reliable 
  mount such as a horse or austrech with which to show off in 
  style), plus a number of mutation points equal to the raksha’s 
  (Sword x 2). The army is Magnitude 3, with the traits of elite 
  soldiers and Drill equal to the raksha’s Sword. Both monsters 
  and armies are perfectly loyal to the raksha, are fully real to the 
  Creation-born, and are not suitable for use as shaping weapons. 
  They vanish at the end of the scene. This Charm may not be 
  reactivated to replenish members of a defeated army during the 
  scene.
  radianCe of the invinCiBle 
  warrior (dreaminG)
  (p. 212)
  Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo, Shaping
  radianCe of the invinCiBle 
  warrior (wakinG)
  Cost: 3m, 1g; Type: Reflexive (Step 9) 
  Keywords: Combo-OK, Counterattack, Echo, Obvious
  The raksha shrouds himself in the impressive glamour of the 
  Wyld, swiftly removing himself from danger so that he might 
  better look down upon those with the temerity to challenge 
  him. Used in response to an attack, this Charm causes the rak-
  sha to vanish in a flash of light appropriate to his currently 
  active Assumption, if any. A fire raksha might vanish in a puff 
  of white flame, while a wood raksha could disappear in an em-
  erald burst, leaving behind a scattering of falling leaves. The 
  character instantly reappears up to (Sword x 3) yards away in a 
  direction of his choice.
  waypoint-sealinG teChnique (dreaminG)
  (p. 213)
  Cost: 3m, 1wp 
  Keywords: Combo-OK, Echo, Obvious, Shaping
  waypoint-sealinG teChnique (wakinG)
  Cost: 3m, 1wp 
  Keywords: 
  Combo-OK, 
  Compulsion, 
  Echo, 
  Emotion, 
  Obvious 
  Duration: One scene
  
  Chapter nine • the Fair FOlk
  123
  fearsome mien (dreaminG)
  (p. 214)
  Cost: 5m, 1wp; Type: Simple 
  Keywords: Combo-Basic, Echo, Shaping 
  Duration: One tale
  The effects of a successful use of this Charm penalize the 
  target for one tale, not one scene.
  fearsome mien (wakinG)
  Cost: —; Type: Permanent 
  Keywords: Echo, Emotion 
  Duration: Permanent
  Those who have lost part of their souls to the raksha’s hun-
  ger remember her in their nightmares for the rest of their lives. 
  Any character who has ever had one of his traits permanently 
  reduced by the raksha through the use of a feeding Charm 
  such as Ravishing the Created Form or Soul-Consuming Hun-
  ger suffers a permanent internal penalty equal to the raksha’s 
  Sword on all rolls directed against the raksha in any sort of 
  hostile capacity—attacks, social attacks aimed at anything but 
  begging for mercy, attempts to pick the raksha’s pockets, and 
  so on. This unnatural fear effect costs one Willpower to ignore 
  for a scene, but can never be permanently overcome so long as 
  the raksha lives.
  peerless ways of the sword (dreaminG)
  (p. 214)
  Cost: —(1m); Type: Permanent 
  Keywords: Echo 
  Duration: Permanent
  peerless ways of the sword (wakinG)
  Cost: —; Type: Permanent 
  Keywords: Echo, Mutation (1) 
  Duration: Permanent
  The raksha trains her senses to be keenly aware of the works 
  of the Sword in Creation. Whenever she encounters a Cre-
  ation-born who has been vexed through the arts of the Sword 
  in the past, that fact becomes Obvious to her senses.
  rejeCtion of ConfliCt (dreaminG)
  (p. 214)
  Mins: Sword 5, Essence 3; Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo, Shaping
  rejeCtion of ConfliCt (wakinG)
  Cost: —(1g); Mins: Sword 5, Essence 3; Type: Permanent 
  Keywords: Echo 
  Duration: Permanent
  The Fair Folk do not allow themselves to be encumbered by 
  the world as they pass through it. The character may spend one 
  gossamer to erase all of her memories of a specific battle, con-
  flict or enemy. If she holds an Intimacy toward that battle, con-
  flict or enemy, it is instantly erased. A token of the forgotten 
  battle, conflict or enmity appears at the raksha’s feet in a form 
  related to warfare—perhaps a notched sword, a fallen standard, 
  or a dusty medal. Any character who falls asleep while touching 
  the token dreams of the battle, conflict or enmity the raksha 
  has chosen to forget. Should the raksha ever touch the token, 
  it immediately vanishes, the lost memory is restored, and the 
  raksha may never use Rejection of Conflict to forget it again.
  defininG the parameters 
  of Battle (wakinG)
  Cost: 4m, 1g; Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo, Obvious 
  Duration: Instant
  Seizing a bit of gossamer, the raksha hurls it out into the 
  world as a mighty thunderclap and bolt of rainbow-hued force, 
  which buffets the attacks of his enemies and serves to protect 
  him. The raksha removes either the unblockable or undodge-
  able quality from an incoming attack (player’s choice which). 
  With Essence 5+ he also imposes a -1 external penalty on the 
  buffeted attack. With Essence 6+ the raksha may pay 8m, 1g 
  to strip both the unblockable and undodgeable qualities from 
  an attack.
  all-inClusive niGhtmare defense (dreaminG)
  (p. 213)
  Cost: 3m; Type: Reflexive (Step 9) 
  Keywords: Counterattack, Echo, Shaping
  Replace the text of the Charm with the following:
  The raksha unleashes terror and doubt on his enemy, dis-
  persing her forces and laying low her creatures. In order to use 
  this Charm, the raksha must first successfully defend against an 
  attack with his Sword Shaping DV. The shaping weapon used 
  to make the attack is then removed from readiness.
  all-inClusive niGhtmare defense (wakinG)
  Cost: 4m, 1g; Type: Reflexive (Step 9) 
  Keywords: Counterattack, Echo, Obvious
  Having successfully defended herself, the raksha unleashes a 
  tide of nightmares which cling to her foe’s weapon, encumber-
  ing it. This Charm may be activated in response to an attack 
  the raksha successfully defends herself against by applying her 
  DV. It removes the weapon used to make the attack from read-
  iness, covering it in a phantasmal layer of tiny dreamcrafted 
  monsters, forcing opponents to use a draw/ready weapon mis-
  cellaneous action to shake the tiny nightmares loose from the 
  weapon before it can be used again. Cold iron weapons may not 
  be counterattacked in this fashion.
  tension-BuildinG warrior’s 
  advanCe (dreaminG)
  (pp. 213-214)
  Keywords: Combo-OK, Echo, Shaping
  tension-BuildinG warrior’s 
  advanCe (wakinG)
  Cost: 5m, 1g 
  Keywords: Combo-Basic, Echo, Obvious
  One of the more pleasant aspects of Creation is the ease 
  with which its inhabitants may be divested of their possessions. 
  This Charm supplements a disarm attempt, adding the raksha’s 
  Sword in automatic successes. A tide of black, chitinous night-
  mares leap from the raksha’s weapon onto the object the rak-
  sha attempts to remove when this Charm is activated, helping 
  wrest it from the hands of its owner.
  
  124
  GraCe of the infinite revolvinG spheres
  (pp. 215-216)
  Cost: —(1g); Mins: Sword 4, Essence 3; Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: None
  Replace the text of the Charm with the following:
  Drawing upon the lost scraps of the time before time, the 
  Fair Folk may defy Creation’s stale temporal progression, if only 
  a little bit. The raksha gains the ability to spend one gossamer 
  to reduce the Speed of all of her actions by one for one tick.
  harmonious primordial spirit
  (p. 216)
  Cost: 4m, 1g 
  Duration: Instant 
  Prerequisite Charms: None
  lonG-arm teChnique
  (p. 216)
  Cost: —(1g); Type: Permanent 
  Keywords: Obvious 
  Duration: Permanent
  Replace the text of the Charm with the following:
  The raksha may spend one gossamer to extend any of her 
  limbs out to (Essence x 2) yards for one tick. For every yard the 
  raksha’s legs are extended, she adds one yard to her Move and 
  dash rates. All of her attacks permanently gain the Reach tag.
  Gossamer winG fliGht
  (p. 216)
  Cost: —; Type: Permanent 
  Keywords: Glamour (2), Mutation (2), Obvious 
  Duration: Permanent
  Replace the text of the Charm with the following:
  This Charm permanently grants the raksha some means 
  of flight equivalent to the Wings mutation (Exalted, p. 290). 
  Commoners generally grow literal wings, while nobles generally 
  fly through some means appropriate to their Assumption. A 
  raksha using the Assumption of Fire Shape might soar through 
  the air on wings of flame, while one using Assumption of Cere-
  ments and Bone might be carried aloft on a susurrus of prayer. 
  If the raksha already has the Wings mutation, her flight speed 
  doubles.
  Oneiromantic benefit: This Charm may only be incorpo-
  rated into inward-facing dreams.
  hidinG the wyld’s touCh
  (p. 216)
  Cost: —; Type: Permanent 
  Keywords: Native, Social 
  Duration: Permanent
  transitory mutation Charms
  pox, affliCtion, BliGht, aBomination
  (pp. 214-215)
  Replace the above four Charms in their entirety with the following:
  new raksha Charm: fantastiC 
  Grotesquerie shell
  Cost: —; Mins: Sword 1, Essence 1; Type: Permanent 
  Keywords: Obvious 
  Duration: Permanent 
  Prerequisite Charms: None
  The Fair Folk are puzzled by the fearful tenacity with which 
  humans cling to the shape in which they are born. Creation of-
  fers such a wide variety of morphological oddities—wings and 
  claws and stingers, fur and scales and leaves in hundreds of in-
  teresting colors, and more besides. Why not indulge? The rak-
  sha gains six points worth of mutations each time he purchases 
  this Charm. A pox is worth one point, an affliction worth two, 
  a blight four and an abomination six. At any time the raksha 
  may summon one of the mutations he has learned with this 
  Charm and adorn his body with it. This costs one gossamer 
  for a pox, two for an affliction, three for a blight and four for 
  an abomination. The raksha may dismiss these mutations at 
  any time for no cost. These mutations automatically dismiss 
  themselves if the raksha at any point finds himself without an 
  active Assumption.
  hundred-hand style
  (p. 215)
  Cost: —; Type: Permanent 
  Keywords: Mutation (2) 
  Duration: Permanent
  Replace the text of the Charm with the following:
  The Wyld is not constrained to only doing or being one thing 
  at a time, and neither are its children. The raksha permanently 
  raises the Rate of her natural attacks by 2, with the exception 
  of clinches.
  millipede mind
  (p. 215)
  Cost: —; Mins: Sword 3, Essence 2; Type: Permanent 
  Keywords: Mutation (2) 
  Duration: Permanent 
  Prerequisite Charms: None
  Replace the text of the Charm with the following:
  The Fair Folk have never seen any reason for form to follow 
  function. A raksha who has learned this Charm may treat the 
  function of her limbs interchangeably. She may run on her arms 
  while throwing knives with her feet, fly with her tail while par-
  rying fists with her wings, and otherwise enjoy the best benefits 
  of all of her extremities with each of her extremities.
  
  Chapter nine • the Fair FOlk
  125
  shapinG stanCes
  (p. 218)
  Ignore all references to restrictions on channeled Virtues and 
  increased activation prices on Charms for certain types of be-
  havior.
  Sidereal Exalted who meet the appropriate Grace prereq-
  uisites may learn the following Charms for eight experience 
  points each, or 10 if Martial Arts is not a Caste or Favored 
  Ability. Stance-type Charms which also have the Form-type 
  Keyword are considered Martial Arts Form-type Charms for 
  the purpose of effects which makes such distinctions.
  all-ConsuminG God-monster style
  wyld Communion
  (p. 219)
  Cost: 5m; Type: Reflexive 
  Keywords: Combo-OK 
  Duration: One tale or One scene
  Replace the text of the Charm with the following:
  All things are possible to the God-Monster, for he devours 
  impossibility along with his enemies. While this Charm is ac-
  tive, whenever the raksha gains stunt dice, he adds one to the 
  number of dice rolled. This does not increase his Essence or 
  Willpower rewards. This Charm may be used in either Creation 
  or the Wyld; the raksha must decide at the time of the Charm’s 
  activation whether it will enhance stunted shaping actions or 
  stunted non-shaping actions.
  BeinG-nonBeinG approaCh (dreaminG)
  (p. 219)
  Cost: 1m 
  Keywords: Echo, Shaping 
  Duration: One tale
  This Charm imposes a -1 external penalty on shaping attacks 
  directed at the character, rather than raising the character’s 
  DV.
  BeinG-nonBeinG approaCh (wakinG)
  Cost: 1m; Type: Simple (Speed 3, DV -1) 
  Keywords: Echo 
  Duration: One scene
  The raksha enjoys the described benefit of the Charm’s In-
  nate Power for one scene.
  all-ConsuminG God-monster stanCe
  (pp. 219-220)
  Cost: 10m, 1wp; Type: Simple 
  Keywords: Stance-type, Shaping 
  Duration: One tale
  This Charm may be used in Creation if the raksha takes the 
  Calling Upon the Dragon’s Ire feature, in which case it also 
  gains the Form-type keyword and may be activated with a dura-
  tion of One story. Ignore all mentions of incompatibility with 
  Assumptions.
  permanent mutation Charms
  armament of flesh
  (p. 216)
  Cost: — 
  Keywords: Mutation (2), Native, Obvious
  The raksha may not improve any of his natural attack’s traits 
  by more than his (Heart + 1). Additional purchases allow the 
  creation of additional natural weapons, but will not permit a 
  raksha to stack more bonuses onto an existing attack.
  surpassinG exCellenCe
  (p. 217)
  Cost: — 
  Keywords: Mutation (1), Native
  Raksha who learn this Charm become permanently incapa-
  ble of passing back through the Gateway of Sundraprisha and 
  becoming unshaped once again.
  Glorious hero form
  (p. 217)
  Cost: — 
  Keywords: Mutation (2), Native, Stackable
  The raksha may gain one dot of Manipulation and one dot 
  of Wits with a single purchase of this Charm rather than with 
  two separate purchases. Characters may not purchase the same 
  option multiple times. Fair Folk who learn this Charm become 
  permanently incapable of passing back through the Gateway of 
  Sundraprisha and becoming unshaped once again.
  raCinG draGon speed
  (p. 217)
  Cost: — 
  Keywords: Mutation (1), Stackable
  root of the perfeCted lotus
  (pp. 217-218)
  Cost: — 
  Keywords: None
  Fair Folk who learn this Charm become permanently incapa-
  ble of passing back through the Gateway of Sundraprisha and 
  becoming unshaped once again.
  new raksha Charm: BulB of 
  the perfeCted lotus
  Cost: —; Mins: Heart 4, Sword 6, Essence 6; Type: 
  Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Root of the Perfected Lotus
  Sifting through the shattered fragments of wisdom, the rak-
  sha glimpses herself, and is enlightened. This Charm allows the 
  character to learn Celestial-level martial arts, acquiring new 
  Martial Arts Charms at the same experience point cost paid by 
  Dragon-Blooded.
  
  126
  deeper into trouBle teChnique (dreaminG)
  (p. 222)
  Keywords: Combo-OK, Compulsion, Echo, Shaping 
  Duration: Instant
  This Charm’s Compulsion is a form of unnatural mental in-
  fluence.
  deeper into trouBle teChnique (wakinG)
  Keywords: Combo-OK, Compulsion, Echo 
  Duration: Instant
  This Charm is identical to its Dreaming counterpart, save 
  that it may supplement a physical or social attack rather than 
  a shaping attack.
  lauGhinG monster stanCe (dreaminG)
  (p. 222)
  Keywords: Echo, Shaping, Stance-type 
  Duration: One tale
  Redirected attacks cost one gossamer, not one Willpower.
  lauGhinG monster stanCe (wakinG)
  Keywords: Echo, Form-type, Stance-type 
  Duration: One scene
  The raksha infuses her body with the Essence of the dweller 
  in the between, the laughing monster that twists oaths and 
  intentions against their holders. This Charm functions as its 
  Dreaming counterpart, save that the raksha may spend one 
  gossamer and one willpower to redirect physical attacks she has 
  successfully defended against with her DVs.
  unitary BeinG forGe (dreaminG)
  (p. 222)
  Keywords: Combo-OK, Echo, Shaping
  This Charm adds pre-soak damage.
  unitary BeinG forGe (wakinG)
  Cost: 4m, 1g; Type: Simple 
  Keywords: Echo, Glamour (3), Illusion, Shaping
  The raksha surreptitiously releases a shroud of glamour into 
  the air around her, exploiting simmering conflicts for future 
  diplomatic advantage. This Charm inflicts an unnatural Illu-
  sion on any pairs of characters within (Essence x 20) yards of 
  the raksha who have mutual negative Intimacies toward one 
  another, causing them to believe the object of their Intimacy 
  has just uttered a deadly insult toward them. Some raksha use 
  this Charm to map unfamiliar social environments in which 
  they find themselves; others find it an amusing way to pass a 
  slow afternoon.
  Oneiromantic benefit: Incorporated into an outward-facing 
  glamour, this Charm twists the perceptions of all characters 
  within its range of effect.
  nature-eliminatinG knife
  (p. 220)
  Graces destroyed by this Charm may be replaced with new 
  Graces through any of the standard Grace-forging Charms. 
  Doing so does not remove the benefit bestowed on All-Con-
  suming God-Monster Stance by the destruction of a Grace.
  lauGhinG monster style
  furiously stallinG destiny (dreaminG)
  (p. 222)
  Keywords: Combo-OK, Counterattack, Echo, Shaping
  furiously stallinG destiny (wakinG)
  Cost: 6m, 1wp, 1g; Type: Simple 
  Keywords: Echo, Shaping 
  Duration: One story
  The raksha releases figments of diplomatic techniques into 
  the air in order to protest an ongoing contest. This Charm tar-
  gets a pair of social or military units the raksha has meaningful-
  ly interacted with during the current story (at the Storyteller’s 
  discretion). The raksha’s player rolls (Manipulation + Social-
  ize) against the (Dodge MDV + group’s Magnitude) of the 
  leader of each of the organizations. If successful, calamity visits 
  both camps whenever they attempt to interact with one an-
  other, imposing an external penalty equal to the raksha’s Ring 
  on all actions either unit takes when dealing with members of 
  the other group, whether acting as a group or as individuals. If 
  either leader’s Dodge MDV defeats the Charm’s activation roll, 
  it has no effect. Members of a targeted organization who wear 
  cold iron against their skin or use appropriate shaping defenses 
  may ignore the penalties leveled by this Charm.
  God-monster Body Benefits
  (p. 220)
  Calling Upon the Dragon’s Ire: The raksha gains the 
  ability to activate All-Consuming God-Monster Stance in 
  Creation, and to leave the Wyld without the Charm auto-
  matically terminating itself.
  Fearsome Radiance: This benefit is an unnatural Emo-
  tion effect that may be overcome for one scene by spending 
  a point of Willpower.
  Heart-Stopping Numinous Power: The enhanced Es-
  sence rating only applies to calculations and effects derived 
  from her raksha Charms.
  Terrible Shaping Suasion: This benefit does not reduce 
  the gossamer cost of Charms.
  World-Devourer’s Shadow: This benefit is an unnatural 
  Emotion and Compulsion effect that may be overcome for 
  one scene by spending a point of Willpower, or by succeed-
  ing on the Valor roll. Spending Willpower to overcome this 
  benefit does not overcome Fearsome Radiance.
  
  Chapter nine • the Fair FOlk
  127
  thieves fall out (dreaminG)
  (p. 223)
  Keywords: Combo-OK, Echo, Shaping 
  Duration: Instant
  thieves fall out (wakinG)
  Cost: 5m, 1g 
  Keywords: Combo-OK, Echo, Obvious, Shaping 
  Duration: Five actions
  The raksha twists alliance into suffering through the arts of 
  the Staff. Selecting two characters as this Charm’s targets, the 
  raksha charges the space between them with the killing power 
  of Nirvikalpa. So long as the two characters remain within 
  (raksha’s Essence x 5) yards of one another, each takes one 
  level of automatic, unsoakable lethal damage on each action 
  tick as a Shaping effect. This Charm cannot target a character 
  wearing cold iron against his skin.
  poisoned whispers (dreaminG)
  (p. 223)
  Cost: 5m; Type: Reflexive 
  Keywords: Combo-OK, Echo, Shaping 
  Duration: One shaping action
  poisoned whispers (wakinG)
  Cost: 8m, 1wp; Type: Supplemental 
  Keywords: Combo-OK, Echo, Illusion 
  Duration: Instant
  The relationships of the raksha are as oaths scribed on fragile 
  staves. Breaking them is child’s play for an experienced Dip-
  lomat of the Fair Folk. This Charm supplements a Presence-
  based social attack intended to undermine one of the target’s 
  Intimacies. If successful, the raksha may instantly invert a 
  positive Intimacy into a negative Intimacy with a connotation 
  of her choice, or vice-versa. This unnatural mental influence 
  costs three Willpower to resist.
  danCinG wind monster 
  transformation (dreaminG)
  (pp. 223-224)
  Keywords: Combo-OK, Echo, Shaping 
  Duration: One tale
  This Charm enhances the raksha’s Staff DV, not all of his 
  Shaping DVs.
  danCinG wind monster 
  transformation (wakinG)
  Cost: 10m, 2g; Type: Simple 
  Keywords: Echo, Obvious 
  Duration: Instant
  Having finished his tale, the raksha flashes a devilish smile 
  and leaps into the air, before the astonished eyes of his foes. 
  This Charm may only be activated inside of a building; it de-
  posits the raksha outside of the structure, just beyond the clos-
  est exit. Note that this Charm will never kill or injure the rak-
  sha for using it—if the nearest exit is an open window on the 
  seventh floor of a tower, she will appear outside of the front 
  door on the bottom floor. If she is inside of a castle surrounded 
  shufflinG the pieCes (dreaminG)
  (p. 222)
  Keywords: Combo-OK, Echo, Shaping
  shufflinG the pieCes (wakinG)
  Cost: 5m; Type: Reflexive 
  Keywords: Combo-OK, Echo, Mutation (4), Shaping 
  Duration: One scene
  The raksha’s works revise the world, rendering the pound-
  ing march of armies into simply another opportunity to expand 
  the ranks of her diplomatic staff. Whenever the raksha slays a 
  Creation-born while this Charm is active, one of the wee folk 
  immediately springs up from her victim’s spilled blood, capable 
  of survival in Creation as though summoned through an Evo-
  cation and ready and willing to serve its creator (see Graceful 
  Wicked Masques, pp. 143-145). Slain extras produce mani-
  kins, slain heroes produce poppets, and slain Essence-users 
  produce homunculi.
  inauspiCious moment for attaCk (dreaminG)
  (pp. 222-223)
  Keywords: Combo-OK, Echo, Shaping
  inauspiCious moment for attaCk (wakinG)
  Cost: 2m per target, 1g 
  Keywords: Combo-OK, Echo, Shaping
  With the arts of distraction and omen, the laughing mon-
  ster slows the enemy’s advance. This Charm may only be used 
  at the beginning of a battle; the raksha spends two motes per 
  target to be affected, and then rolls Charisma + Occult. Each 
  opponent whose Join Battle roll produces fewer successes than 
  the result of this roll is rendered unable target her with an at-
  tack until their DV has refreshed three times. This restriction is 
  a Shaping effect. Individuals who are wearing cold iron against 
  their skin are not valid targets for this Charm.
  suBtle hammer (dreaminG)
  (p. 223)
  Keywords: Combo-OK, Echo, Shaping
  suBtle hammer (wakinG)
  Cost: —; Type: Permanent 
  Keywords: Echo, Glamour (1), Mutation (2) 
  Duration: Permanent
  The Diplomat’s work is subtle, and her opponents do not 
  see her intention until it is too late. Learning this Charm pro-
  tects the raksha by occluding her motive, causing all attempts 
  to read her motivation (see Exalted, p. 131) to automatically 
  fail unless enhanced by Charms. With Essence 4+, the raksha 
  becomes automatically aware whenever someone fails to read 
  her motivation, and may cause the attempt to reveal whatever 
  motive she desires as an Illusion effect. It costs one point of 
  Willpower for the observer to see through this unnatural men-
  tal influence and realize that he has no true idea what the rak-
  sha is after.
  Oneiromantic benefit: This Charm may only be incorpo-
  rated into inward-facing dreams.
  
  128
  suBtle Breath of ruin (wakinG)
  Cost: 2m 
  Keywords: Combo-OK, Echo, Shaping 
  Duration: Instant
  Feinting threats to the crude matter of her target’s body, the 
  raksha cleverly attacks those things which make the target’s life 
  worth living. This Charm may supplement a physical attack. If 
  the attack successfully strikes the target, it does no damage, 
  instead inflicting all rolled damage to another character within 
  (Cup x 10) yards for whom the target has a positive Intimacy. 
  This Charm may not be used to conduct damage from mor-
  tals onto Essence-users, or onto characters of higher-Essence 
  than the Charm’s target, nor will it conduct through or into 
  characters with cold iron touching their skin, or who are using 
  appropriate Shaping defenses.
  insidious distraCtion teChnique (dreaminG)
  (p. 224)
  Type: Simple 
  Keywords: Combo-OK, Echo, Shaping
  insidious distraCtion teChnique (wakinG)
  Cost: 4m; Type: Supplemental 
  Keywords: Combo-OK, Echo, Poison 
  Duration: Instant
  The raksha distills her practices and presence into a potent 
  spiritual poison, and delivers it with a sharp rebuke or stinging 
  blow. This Charm may supplement any Presence-based social 
  attack or any physical attack. If successful, the target is ren-
  dered incapable of making flurries larger than his Temperance 
  for the rest of the scene. This Poison effect is nullified if the 
  target touches cold iron.
  enCouraGinG futile struGGle (dreaminG)
  (p. 225)
  Keywords: Combo-Basic, Echo, Shaping
  enCouraGinG futile struGGle (wakinG)
  Cost: —; Type: Permanent 
  Keywords: Echo 
  Duration: Permanent
  Once a character has fallen into the raksha’s tangled web, 
  they may never truly be free again. The raksha’s social attacks 
  ignore two points of the MDVs of any target she has ever fed 
  from using a Feeding Charm that permanently removes traits, 
  such as Ravishing the Created Form or Soul-Consuming Hun-
  ger.
  Brilliant GlintinG lure (dreaminG)
  (p. 225)
  Keywords: Combo-OK, Echo, Shaping 
  Duration: One shaping action
  Brilliant GlintinG lure (wakinG)
  Cost: —; Type: Permanent 
  Keywords: Echo, Mutation (3) 
  Duration: Permanent
  The raksha shapes herself into the perfect object of obses-
  sion, desired by all who see or hear of her. It takes only one 
  scene of effort to build a positive Intimacy toward the raksha 
  for any character, regardless of their Virtue ratings.
  by a moat full of sharpened stakes and all of the drawbridges 
  are up, she will appear just on the other side of the moat. The 
  Charm does not account for any guards or other angry men 
  with swords she might suddenly appear in front of; having liber-
  ated her, the narrative of the Laughing Monster leaves the rest 
  of the raksha’s escape up to her own cleverness. This Charm 
  may not be activated if the raksha is bound in chains of cold 
  iron or held captive behind bars of that substance.
  spirit-twistinG oBsession style
  elusive oBjeCt of desire (dreaminG)
  (p. 224)
  Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo, Shaping
  elusive oBjeCt of desire (wakinG)
  Cost: 3m 
  Keywords: Combo-OK, Echo, Mutation (2) 
  Duration: Indefinite
  Desire is the strongest forbidden fruit, and Entertainers 
  therefore the most elusive of the Fair Folk. This Charm adds 
  the raksha’s Cup in automatic successes to all rolls to escape 
  confinement of any sort, from clinches to imprisonment.
  art of Corrosion
  (p. 224)
  Cost: 5m, 1wp, 1g 
  Keywords: Shaping
  This Charm may affect an Essence-user no more than once 
  per scene.
  spirit-twistinG oBsession 
  stanCe (dreaminG)
  (p. 224)
  Keywords: Echo, Stance-type 
  Duration: One tale
  spirit-twistinG oBsession stanCe (wakinG)
  Keywords: Echo, Form-type, Stance-type, Shaping 
  Duration: One scene
  The raksha becomes a living symbol of the corruption of self. 
  She names a single opponent, who must be within (Cup x 20) 
  yards, and inflicts an internal penalty equal to her Essence on 
  all attacks that opponent directs at her for the duration of the 
  Charm, and also increases to two the Willpower cost to chan-
  nel Virtues for any purpose. Wearing cold iron against the skin 
  nullifies the effects of this Charm.
  suBtle Breath of ruin (dreaminG)
  (p. 224)
  Keywords: Combo-OK, Echo, Shaping 
  Duration: One tale
  This Charm inflicts an external penalty rather than raising 
  the difficulty of shaping actions.
  
  Chapter nine • the Fair FOlk
  129
  The World-Devouring Warlord must establish a proper cru-
  sade for himself. The raksha selects an existing Intimacy toward 
  some great goal, dream, or accomplishment upon activating 
  this Charm. She adds one success to all attempts to realize her 
  dream or achieve her goal, but loses one extra mote per day 
  when in Creation so long as the Charm remains in effect.
  antaGonist-naminG teChnique (dreaminG)
  (p. 226)
  Keywords: Echo, Shaping
  antaGonist-naminG teChnique (wakinG)
  Cost: 1m; Type: Reflexive (Step 1) 
  Keywords: Combo-OK, Echo, Emotion 
  Duration: Instant
  The World-Devouring Warlord cannot go to war without a 
  proper nemesis, and so it is imperative that he begin his march 
  by producing a suitable foe. This Charm may supplement any 
  social or physical attack. If successful, the attack causes the 
  target to immediately gain in Intimacy of enmity toward the 
  raksha. This unnatural Emotion effect may be resisted for two 
  points of Willpower.
  thematiC stuntinG methodoloGy
  (p. 226)
  Cost: —; Type: Permanent 
  Keywords: None 
  Duration: Permanent
  world-devourinG warlord 
  stanCe (dreaminG)
  (pp. 226-227)
  Cost: 6m 
  Keywords: Echo, Stance-type, Shaping 
  Duration: One tale
  world-devourinG warlord 
  stanCe (wakinG)
  Type: Simple 
  Keywords: Echo, Form-type, Obvious, Stance-type 
  Duration: One scene
  The raksha’s jaws gape wide across the sky in the form of a 
  crimson banner that is visible for miles, ready to devour the 
  world. While fighting beneath his own banner, the raksha adds 
  one to the Accuracy, Damage, Defense and Rate of all non-
  shaping weapons he wields, including natural weapons (with 
  the exception of his clinches remaining Rate 1).
  GatherinG the Crows (dreaminG)
  (p. 227)
  Cost: 3m; Type: Reflexive 
  Keywords: Echo, Shaping, Stackable 
  Duration: One tale 
  Prerequisite Charms: World-Devouring Warlord Stance
  deCayinG prinCiples (dreaminG)
  (pp. 225-226)
  Keywords: Combo-OK, Echo, Shaping
  deCayinG prinCiples (wakinG)
  Cost: 1m 
  Keywords: Combo-OK, Echo
  The raksha threads her words with the Essence of Dharma, 
  corroding the virtues of those to whom she speaks. The target 
  of a social attack supplemented by this Charm treats all his 
  Virtues as 1 for the purpose of calculating his MDV, and needs 
  not roll dice or spend Willpower to resist following a suggestion 
  that would normally violate a Virtue he has rated at 3+.
  twistinG spiral of Collapse (dreaminG)
  (p. 226)
  Cost: 2+m, 1wp; Type: Reflexive 
  Keywords: Combo-OK, Echo, Shaping 
  Duration: One tale
  This raksha raises his shaping weapon’s rate by one per two 
  motes spent, not five.
  twistinG spiral of Collapse (wakinG)
  Cost: —; Type: Permanent 
  Keywords: Echo 
  Duration: Permanent
  To invite the prince of chaos into one’s heart is to invite ruin. 
  The raksha adds one automatic success to all physical and so-
  cial attacks directed at any character that harbors a positive 
  Intimacy toward her.
  euloGy for Greatness lost (dreaminG)
  (p. 226)
  Keywords: Combo-OK, Echo, Shaping
  euloGy for Greatness lost (wakinG)
  Cost: —; Type: Permanent 
  Keywords: Echo 
  Duration: Permanent
  The raksha stands triumphant over a ruined world, secure 
  in the knowledge that she has desecrated everything she has 
  touched. She treats any character harboring a positive Intima-
  cy toward her as a character she has previously fed on using a 
  Feeding Charm that permanently removes traits, such as Rav-
  ishing the Created Form or Soul-Consuming Hunger.
  world-devourinG warlord style
  aeGis of a martial destiny (dreaminG)
  (p. 226)
  Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Echo, Shaping
  aeGis of a martial destiny (wakinG)
  Type: Reflexive 
  Keywords: Combo-OK, Echo 
  Duration: One story
  
  130
  harmony of fortune and hate (dreaminG)
  (p. 228)
  Cost: 3m; Type: Reflexive 
  Keywords: Combo-OK, Echo, Shaping, Stackable 
  Duration: One tale
  Rather than lowering the opponent’s DV by one, this Charm 
  raises the Accuracy of the raksha’s Sword-shaping weapon by 
  one.
  harmony of fortune and hate (wakinG)
  Cost: 3m, 1g; Type: Reflexive 
  Keywords: Combo-OK, Echo, Obvious, Shaping, War 
  Duration: One scene
  The raksha englamours the terrain of the battlefield, turning 
  it against Creation-born armies. Used when the raksha leads 
  or is a special character in a complementary mass combat unit, 
  this Charm causes all hostile units within (Sword) miles to treat 
  open terrain as difficult terrain and difficult terrain as extreme 
  terrain, with all the movement penalties such terrain inflicts 
  (see Exalted, p. 163). With Essence 4+ the Charm transforms 
  open terrain into extreme terrain. The raksha’s unit and those 
  of his allies never suffer any penalties from this Charm.
  preemptive deClaration of 
  viCtory (dreaminG)
  (p. 228)
  Cost: —; Type: Permanent 
  Keywords: Echo 
  Duration: Permanent
  Replace the text of this Charm with the following:
  The raksha lives the Dance of the World-Devouring War-
  lord, crushing the bones of his foes forever beneath his feet. 
  The raksha adds two automatic successes to all physical and 
  social attacks directed against characters who harbor an Inti-
  macy of enmity against him.
  preemptive deClaration of 
  viCtory (wakinG)
  Cost: 5m, 1g 
  Keywords: Echo, Obvious, Shaping, War 
  Duration: Instant
  The raksha performs the Dance of the World-Devouring 
  Warlord as he leads the charge, a sinuous physical narrative 
  that instills the certainty of defeat in the hearts of the his en-
  emies. This Charm maybe used to supplement an attack di-
  rected at a complementary mass combat unit when the raksha 
  leads a complementary mass combat unit of his own. If success-
  ful, the attack forces the targeted unit to check for rout.
  GatherinG the Crows (wakinG)
  Cost: 3m, 1g; Type: Reflexive 
  Keywords: Combo-OK, Echo, Obvious, Shaping, War 
  Duration: One scene 
  Prerequisite Charms: World-Devouring Warlord Stance
  The raksha can weave phantasmal ranks of additional troops 
  from glamour to make his forces look bigger, more impressive, 
  and, as a result, more confident. This Charm adds one to the 
  Morale of a complementary mass combat unit in which the 
  raksha is a special character or leader. It also inflicts a -1 ex-
  ternal penalty on Morale rolls for opposing forces to resist rout 
  or hesitation as a Shaping effect. A mass combat unit may only 
  benefit from one use of this Charm; the World-Devouring War-
  lord does not share his glory.
  army-supportinG Behemoth 
  invoCation (dreaminG)
  (p. 228)
  Cost: 3m; Type: Reflexive 
  Keywords: Echo, Shaping, Stackable 
  Duration: One tale
  army-supportinG Behemoth 
  invoCation (wakinG)
  Cost: 3m, 1g; Type: Reflexive 
  Keywords: Combo-OK, Echo, Obvious, War 
  Duration: One scene
  The raksha conjures forth glamours of terrifying magical 
  creatures to harry opposing forces. This Charm adds one to 
  the Might of a complementary mass combat unit in which the 
  raksha is a special character or leader; multiple activations by 
  separate characters will not stack.
  avatar of war (dreaminG)
  (p. 228)
  Cost: 3m 
  Keywords: Combo-OK, Counterattack, Echo, Shaping
  avatar of war (wakinG)
  Cost: 3m, 1g; Type: Reflexive 
  Keywords: Combo-OK, Echo, Obvious, War 
  Duration: One scene
  The beating of the raksha’s Heart resounds through the 
  ranks of his forces like terrible thunder, reminding those under 
  his command that fates worse than death await those who dis-
  appoint the World-Devouring Warlord. This Charm adds one 
  to the Drill of a complementary mass combat unit in which the 
  raksha is a special character or leader; multiple activations by 
  separate characters will not stack.
  
  Chapter nine • the Fair FOlk
  131
  Chapter seven: 
  storytellinG
  experienCe and traininG
  The experience costs and training times for Fair Folk are 
  listed here. All other costs are as per the Solar experience table 
  on page 274 of Exalted, but the training time becomes “tale” 
  where the Fair Folk are concerned.
  Trait Increase
  Cost
  Training Time
  Caste or Favored 
  Ability
  current rating x 2
  tale
  Other Ability
  current rating x 3
  tale
  Major Grace
  current rating x 3
  tale
  Minor Grace
  current rating x 6
  tale
  Heart Grace to 4†
  20
  tale
  † Available only at 200+ experience.
  New Trait
  Cost
  Training Time
  Charm
  6
  tale
  Specialty (commoner)
  2
  tale
  Specialty (noble)
  5
  tale
  
  132
  CHAPTER TEN
  DREAMS OF THE FIRST AGE
  lords of Creation
  first aGe CharaCter Creation
  solar CharaCter Generation
  (pp. 13-17)
  Standard Solars begin with 28 Ability dots after Celestial and 
  Caste Training Abilities, 20 Background dots, 15 Charms, and 
  18 bonus points. The Established Solar begins with 9/7/6 At-
  tributes, 45 dots of Abilities after Training Abilities, 30 dots of 
  Backgrounds, 35 Charms, five dots of Virtues, and 35 bonus 
  points. The Influential Solar begins with 12/10/8 Attributes, 
  60 dots of Abilities after Training Abilities, 40 dots of Back-
  grounds, 85 Charms, five dots of Virtues, and 50 bonus points. 
  The Legendary Solar begins with 15/12/10 Attributes, 90 dots 
  of Abilities after Training Abilities, 50 dots of Backgrounds, 
  155 Charms, five dots of Virtues, and 75 bonus points.
  lands of Creation: the south
  pure-Bred lintha
  (p. 105)
  Pure-bred Lintha utilize their own unique Charms, different 
  from those of the Exalted. These may be approximated by us-
  ing spirit Charms thematically resonant with the Yozi Kimbery. 
  (The full Charm set of the Lintha will be detailed in forthcom-
  ing material.) Lintha cannot use Holy Charms, but are not 
  actually creatures of darkness. They may also learn Terrestrial 
  Circle Sorcery and Terrestrial martial arts.
  whiCh Book was that in?
  Because of the rather unique situation of Dreams of the 
  First Age, it could be confusing trying to figure out what 
  exactly a page reference is referencing. To be as clear as pos-
  sible, the first given page reference point to sources in the 
  originally published book, if any, while the second are avail-
  able only when that element of the revised PDF has received 
  errata.
  
  Chapter ten • DreamS OF the FirSt aGe
  133
  a subject well past interest, all of its secrets having been long 
  ago uncovered.
  BreedinG BaCkGround
  (pp. 34-35)
  Replace the description of the Background with:
  Among Dragon-Blooded Gentes, Breeding represents the 
  purity of an Exalt’s bloodline and how strongly the power of the 
  Elemental Dragons flows through it. Breeding confers two ben-
  efits. First, as a Dragon-Blood’s Breeding increases, so does his 
  ability to harmonize Essence. Accordingly, each dot of Breed-
  ing grants him extra motes of Essence to add to his Personal 
  and Peripheral Essence pools. Second (and more important for 
  the more status-conscious Dragon-Blooded), the higher a Ter-
  restrial Exalt’s Breeding is, the more likely it is that his children 
  will Exalt as well. Although the Deliberative has made it legal 
  for Dragon-Blooded to mate with non-Exalts, most Dragon-
  Blooded families continue to carefully arrange their intermar-
  riages to make sure that their ancestral power is preserved.
  leGendary BreedinG
  (p. 35)
  Replace the text of this section with the following:
  You are one of the tiny handful of Terrestrials whose blood 
  is completely unsullied. None of your ancestors ever saw fit 
  to dally with mortals, demons, petty gods, or any other beings 
  beyond the mandate of the Elemental Dragons. Your blood is 
  as pure as that of the first generation of Dragon-Blooded, and 
  were you to have children with another character possessing 
  Legendary Breeding, their Terrestrial Exaltation would be guar-
  anteed. You add +6 motes to your Personal Essence pool, +11 
  motes to your Peripheral Essence pool, and reduce the cost of 
  activating your anima banner by three. Unfortunately, your 
  anima markings are so clearly apparent that the difficulty of 
  any attempt to pass as a mortal increases by two. Unlike other 
  Legendary Backgrounds, Legendary Breeding may be taken 
  before Essence 5, and may be taken by Dragon-Blooded—but 
  only with Storyteller approval.
  leGendary manse
  (p. 39)
  Replace the first paragraph with the following:
  There has only been one officially sanctioned manse in histo-
  ry built with a rating in excess of 5, the Sword of Creation. All 
  attempts to create another such “super-Manse” have bogged 
  down in territory disputes (the geomantic web required for 
  such a project would span a significant portion of a Direction, 
  passing through the territories of numerous Lawgivers) or been 
  met with stiff political opposition within the Solar Delibera-
  tive. While members of the Twilight Caste are eager to press 
  the outer boundaries of geomancy, their neighbors have no 
  wish to see a second Sword of Creation, or anything remotely 
  like it, in the hands of a single Solar. As such, any Legendary 
  Manses in existence channel their power to more subtle uses 
  than the Sword, or are quite well-hidden, or are dubious in 
  their qualification for the title, being “merely” 5-dot manses of 
  unusual power. Characters may not begin play with possession 
  of a “Legendary Manse.” An Exalt who has the six-dot level of 
  this Background simply has access to an extraordinary number 
  of manses, many of which have been specially designed to pro-
  lunar CharaCter Generation
  (pp. 17-20)
  Standard Lunars begin with 25 Ability dots after Celestial 
  and Caste Training Abilities, 15 Background dots, 12 Charms 
  and/or shapeshifting Knacks, and 18 bonus points. The Estab-
  lished Lunar begins with 11/9/8 Attributes plus two dots to 
  spend in Caste or Favored Attributes, 38 dots of Abilities after 
  Training Abilities, 20 dots of Backgrounds, 30 Charms and/or 
  shapeshifting Knacks, five dots of Virtues, and 35 bonus points. 
  The Influential Lunar begins with 13/11/9 Attributes plus two 
  dots to spend in Caste or Favored Attributes, 50 dots of Abili-
  ties after Training Abilities, 30 dots of Backgrounds, 74 Charms 
  and/or shapeshifting Knacks, five dots of Virtues, and 50 bonus 
  points. The Legendary Lunar begins with 16/13/10 Attributes 
  plus two dots to spend in Caste or Favored Attributes, 75 dots 
  of Abilities after Training Abilities, 40 dots of Backgrounds, 
  140 Charms and/or shapeshifting Knacks, five dots of Virtues, 
  and 75 bonus points.
  First Age Lunars cannot use Sidereal Martial Arts.
  sidereal CharaCter Generation
  (pp. 20-24)
  Standard Sidereals begin with 25 Ability dots after Celestial 
  and Caste Training Abilities, 15 Background dots, a free dot of 
  Cult, 12 Charms, and 18 bonus points. The Established Side-
  real is worth Mentor 3, begins with 9/7/6 Attributes, 38 dots 
  of Abilities after Training Abilities, 20 dots of Backgrounds, 
  30 Charms, five dots of Virtues, and 35 bonus points. The In-
  fluential Sidereal is worth Mentor 4, begins with 12/10/8 At-
  tributes, 50 dots of Abilities after Training Abilities, 30 dots 
  of Backgrounds, 74 Charms, 22 dots of Colleges, five dots of 
  Virtues, and 50 bonus points. The Legendary Sidereal is worth 
  Mentor 5, begins with 15/12/9 Attributes, 75 dots of Abilities 
  after Training Abilities, 40 dots of Backgrounds, 140 Charms, 
  35 dots of Colleges, five dots of Virtues, and 75 bonus points. 
  Sidereals also get dots in Astrological Colleges, which facilitate 
  Sidereal Astrology.
  terrestrial CharaCter Generation
  (pp. 24-28)
  Standard Dragon-Blooded begin with 15 Background dots, 
  10 Charms, and 18 bonus points. The Young Dragon-Blood 
  begins 25 dots of Abilities after Training Abilities. The Influ-
  ential Dragon-Blood begins with five free specialties, five dots 
  of Virtues, and 35 bonus points. The Legendary Dragon-Blood 
  begins with 55 dots of Abilities after Training Abilities, nine 
  free specialties, five dots of Virtues, and 50 bonus points.
  new and altered traits
  first aGe linGuistiCs
  (pp. 28-29)
  Add the following to the list of notable First Age languages:
  • Rocktongue: The language of Autochthon’s strange chil-
  dren, the Jadeborn. It was once intensively studied by early Twi-
  light savants, as the language’s exacting vocabulary contained 
  a number of peerlessly nuanced terms relating to manufactur-
  ing, craftsmanship and creativity, and some keystone concepts 
  of early motonic theory were found within. It is now considered 
  
  134
  character attempts to learn them. All subsidiary powers con-
  tained within such Charms (such as the Archery 6+ damage 
  upgrade of Lambent Bolt of Annihilation) also lower their 
  requisite Ability and Essence ratings by one. For example, if 
  a character learned Divine Transcendence of Linguistics, the 
  Charm Beautiful Essence-Born Rune would drop from mini-
  mums of Linguistics 6, Essence 6 to Linguistics 5, Essence 5. 
  Under Divine Transcendence of Melee, all of the repurchase 
  opportunities of Golden Destruction Cut would become avail-
  able one dot earlier. Divine Transcendence of (Ability) can-
  not reduce the requirements of any Charm with minimums of 
  (Ability) 10 or Essence 10. Charms retain their original ratings 
  for all other purposes, such as building Combos. Upon achiev-
  ing (Ability) 10, Essence 10, this Charm vanishes and the Solar 
  is refunded its cost.
  New Abyssal Charm: Apocalyptic Evolution of (Ability) 
  (Prerequisites: None). This Charm is identical to its Solar 
  counterpart in all regards.
  duce certain effects. The character holds two level-5 hearth-
  stones and additional lesser stones totaling 20 levels (including 
  the two large stones).
  mentor
  Replace the second through fifth dots with the following:
  •• 
  Your mentor is an Established Lunar or a major 
  terrestrial god (Essence 3+).
  ••• 
  Your mentor is an Established Solar or Sidereal, an 
  Influential Lunar, a Legendary Dragon-Blood, a minor 
  spirit of Yu-Shan or possibly a Second Circle demon.
  •••• Your mentor is an Influential Solar or Sidereal, a 
  Legendary Lunar, a Celestial censor, or a prominent 
  god in the Yu-Shan bureaucracy.
  ••••• Your mentor is a Legendary Solar or Sidereal, a 
  divisional head or possibly even a bureau head in Yu-
  Shan, a god of Essence 6+ who serves as an emissary 
  to one of the Incarnae or (if you have the nerve) a 
  Third Circle demon.
  sifu
  (p. 44)
  A Lunar’s beginning Sifu rating cannot exceed 3, and a 
  Dragon-Blood’s cannot exceed 2—the Five-Score Fellowship 
  does not allocate its greatest masters to students who cannot 
  wield their ultimate techniques.
  Replace the first three dots of this Background with the following:
  • 
  Your sifu knows one supernatural martial art style and 
  has partially mastered one Sidereal style.
  •• 
  Your sifu knows two supernatural martial arts styles 
  and one Sidereal style. This is the maximum Sifu 
  rating for a beginning Dragon-Blood.
  ••• 
  Your sifu knows three supernatural martial arts styles 
  and two Sidereal styles. This is the maximum Sifu 
  rating for a beginning Lunar Exalt.
  solar Charms
  General Charms
  ultimate mastery of (speCialty)
  (p. 55)
  Replace this Charm in its entirety with the following:
  new solar Charm: divine 
  transCendenCe of (aBility)
  Cost: —; Mins: (Ability) 5, Essence 5; Type: Permanent 
  Keywords: Native, Mirror (Apocalyptic Evolution of [Ability]) 
  Duration: Permanent 
  Prerequisite Charms: None
  All limitations in existence shrink in the face of Solar deter-
  mination. That which is impossible becomes merely difficult; 
  that which is indestructible crumbles; that which cannot be 
  slain lies dead upon the earth. When a Solar crashes against 
  the boundaries of her own power, that limit also falters. All 
  Charms within the Ability corresponding to this Charm reduce 
  their minimum Ability and Essence ratings by one when the 
  teaCh me, sifu!
  The First Age relationship between the Chosen of Sun 
  and Stars is an odd one. On the one hand, the Solar Exalt-
  ed are the undisputed lords of Creation, rulers of all things 
  within the span of the five Poles, and first among the Ex-
  alted. On the other hand, there exists a long tradition of 
  Solars studying beneath Sidereal sifus—for the Chosen of 
  the Maidens were created in large part to advise, assist, and 
  train the Solar Exalted.
  This extends to study of the martial arts. The two Cho-
  sen have not yet become alienated from one another as they 
  will be in the Age of Sorrows, and Sidereals have never had 
  reason to withhold the secrets of their ultimate martial arts 
  from their allies and leaders. They have, however, had rea-
  son to carefully ration out those secrets. Long trial and er-
  ror has taught the Seers of Heaven that the Solars become 
  sullen and unresponsive at best—jealous and mistrustful at 
  worst—when denied access to Sidereal Martial Arts. The 
  Viziers cannot advise resentful heroes who will not listen to 
  them! However, the Sidereals also have no interest in becom-
  ing the absolute vassals of the Lawgivers, dispensing lessons 
  like an automaton whenever a Solar snaps his fingers—so 
  they are very particular about the sifu-student relationship 
  inherent to martial arts training. A Solar may be worshiped 
  by a million mortals, eat the viands of the gods on plates of 
  red jade, and command an army capable of conquering the 
  new worlds he rips from the depths of the Wyld…but upon 
  entering the dojo he addresses his sifu with respect, accepts 
  the master’s curriculum with humility, and, if wise, considers 
  the words of the “lesser Exalt” carefully. At the dawn of the 
  First Age the Sidereals were granted the individual right to 
  choose which Solar students to teach and which not to, and 
  they have never relinquished that discretionary power.
  The Solars, for their part, have not sought to remove this 
  authority from the hands of the Sidereals…but to the Five-
  score Fellowship’s dismay, an increasing number of Lawgiv-
  ers have begun to decide that they simply have no need of 
  the advice or martial knowledge of the Viziers.
  
  Chapter ten • DreamS OF the FirSt aGe
  135
  Replace the text of this Charm with the following:
  This Charm acts as a permanent upgrade to Phantom Ar-
  row Technique, allowing the archer to fire any ranged weapon 
  he may lay his hands on, be it a firewand, prayer piece, light 
  implosion bow, or giant steam cannon. Firing a personal-scale 
  weapon which uses exotic ammunition, or ammunition with a 
  Resources cost, demands 3m per shot fired; firing an artillery-
  scaled weapon with this Charm costs 3m, 1wp per shot. If the 
  effect of Inexhaustible Bolts of Solar Fire is active, such attacks 
  require one mote per shot, or 1m, 1wp per artillery shot.
  New Abyssal Charm: Uncanny Extermination Instinct 
  (Prerequisites: Relic Arrow Method). This Charm is identical 
  to its Solar counterpart, including compatibility with Quiver 
  of Souls.
  Boundless arrow of the unConquered sun
  (p. 56)
  Cost: —(+9m, 1wp); Type: Permanent 
  Keywords: Mirror (Caught in Oblivion’s Eye), Obvious 
  Duration: Permanent
  Replace the text of this Charm with the following:
  Though he flees to Heaven or to Hell, the target cannot es-
  cape the Lawgiver’s arrows. Tilting her head back to feel sun-
  light on her face, the Solar squints and fires one shot toward 
  her Celestial patron. That shot will strike the target as long as 
  the target is under an open sky—be he in Malfeas, the Under-
  world, the Wyld, Yu-Shan or anywhere else. The archer need 
  not know where her enemy is, but she may attack a given dis-
  tant target thus only once until she sees him again. This Charm 
  acts as a permanent upgrade to Accuracy Without Distance 
  whose benefits cost +9m, 1wp to activate. It explicitly can’t 
  be used at night or indoors, and won’t hit indoor targets. It 
  works in Yu-Shan only when the Unconquered Sun is ahead 
  in the Games of Divinity and his image is projected across the 
  sky. A second purchase, at Archery 9+, Essence 9+, permits 
  the Charm to attack a target up to five times before the Solar 
  sees him again. A third and final purchase, at Archery 10, Es-
  sence 10, permits the Lawgiver to use this Charm whenever 
  she stands in sunlight, and to target her enemies so long as 
  they are exposed to any degree of light; thus are the enemies of 
  the greatest of the Chosen forced to dwell in absolute darkness 
  forever. This final mode of attack may only be used once until 
  the Lawgiver sees her target again.
  New Abyssal Charm: Caught in Oblivion’s Eye (Prereq-
  uisites: Flawless Archer Discipline). This Charm is similar to 
  its Solar counterpart, save that the archer and his target must 
  both be under the open sky at night. The Essence 10 version 
  of Caught in Oblivion’s Eye permits the Abyssal to strike his 
  target so long as both characters stand in darkness illuminated 
  by light no brighter than that of a moonless night.
  martial arts
  solar hero supremaCy
  (p. 56)
  Cost: —; Mins: Martial Arts 5, Essence 5; Type: Permanent 
  Keywords: Mirror (Agony of the Black Messiah), Stackable 
  Duration: Permanent 
  Prerequisite Charms: Fists of Iron Technique
  Replace the text of this Charm with the following:
  The Chosen of the Most High need no esoteric lessons to 
  rock the world back on its heels—their strength and prowess 
  supreme perfeCtion of (aBility)
  (pp. 55-56; p. 58)
  Cost: —; Mins: (Ability) 5, Essence 5; Type: Permanent 
  Keywords: Mirror (Supreme Perfection of [Ability]) 
  Duration: Permanent 
  Prerequisite Charms: Any (Ability) Excellency
  Replace the text of this Charm with the following:
  This Charm permanently alters the cost of the Solar Excel-
  lencies associated with the Ability this Charm is purchased for. 
  The First Excellency’s cost becomes “one mote per two dice 
  added,” while the Second Excellency’s cost becomes “one mote 
  per success added” and the Third Excellency’s cost drops to a 
  flat three motes. Fractional values are lost; for example, a Solar 
  with Dexterity 4, Melee 5 who spent five motes on the First 
  or Second Excellency would add nine dice or four successes, 
  respectively. The cost discount of this Charm applies to all ac-
  tivations of the Solar’s Excellencies for the appropriate Ability. 
  Supreme Perfection of (Ability) is incompatible with any other 
  Charm which provides cost discounts to the Excellencies, such 
  as Infinite (Ability) Mastery.
  New Abyssal Charm: Supreme Perfection of (Ability) (Pre-
  requisites: [Ability] Essence Flow). This Charmis identical to 
  its Solar counterpart in all regards.
  arChery
  lamBent Bolt of annihilation
  (p. 56)
  Cost: 5m 
  Keywords: Combo-OK, Mirror (Howling Shadows of the Void), 
  Obvious 
  Prerequisite Charms: Essence Arrow Attack
  Replace the text of this Charm with the following:
  The Lawgiver’s arrow detonates in a searing flare as it hits. 
  If an attack enhanced by this Charm successfully strikes its tar-
  get, then the target is surrounded by a one-time environmental 
  damage effect with a radius of (Essence x 5) yards, Damage (Es-
  sence)L and Trauma (Essence). This damage is doubled against 
  structures. If the Solar is caught within the radius of this effect, 
  she is immune to it. At Essence 5+, if the Solar has Compas-
  sion 3+, the explosion produced by this Charm will not harm 
  any characters she does not wish it to. At Archery 6+, the 
  environmental field’s Damage upgrades to (Essence x 2)L.
  A second purchase of this Charm, at Archery 7+, Essence 
  7+ permits the Lawgiver to activate Lambent Bolt of Annihi-
  lation for 10m, expanding its radius to (Essence x 50) yards. 
  This benefit upgrades to (Essence x 100) yards at Archery 8+, 
  Essence 8+.
  New Abyssal Charm: Howling Shadows of the Void (Pre-
  requisites: Splinter of the Void). This Charm is identical to its 
  Solar counterpart save that the Abyssal may not spare allies 
  with her Compassion. Instead, at Essence 5+, the Charm does 
  not destroy any undead the Abyssal has personally animated.
  Golden artillerist method
  (p. 56)
  Cost: —; Mins: Archery 5, Essence 5; Type: Permanent 
  Keywords: Mirror (Uncanny Extermination Instinct), Obvious 
  Duration: Permanent 
  Prerequisite Charms: Phantom Arrow Technique
  
  136
  Having already prepared his opponent for her grand defeat, 
  the Solar brings a battle to a thunderous conclusion. This 
  Charm constitutes a monstrous blow which raises a massive 
  cloud of dust and debris on impact, knocking the opponent 
  senseless. The target is rendered Inactive for a number of ticks 
  equal to the post-soak damage dice of the attack (rounded up). 
  Wicked Dissolve Dust may only be activated if the target suf-
  fers a stunning penalty (such as from Solar Hero Supremacy) 
  higher than their Stamina rating.
  melee
  Golden destruCtion Cut
  (pp. 56-57)
  Cost: —; Type: Permanent 
  Keywords: None 
  Duration: Permanent
  Replace the text of this Charm with the following:
  This Charm acts as a permanent upgrade to its prerequisite, 
  allowing the Solar’s player to count extra successes on the at-
  tack roll three times rather than twice for the purpose of deter-
  mining raw damage. A second purchase, at Melee 6+, allows 
  extra successes to be counted four times rather than three, 
  while a third purchase at Melee 8+ allows extra successes to 
  be counted five times. A fourth and final purchase at Melee 
  9+ causes each extra success to be counted ten times for the 
  purpose of determining raw damage.
  unassailaBle aeGis of dual armament
  (p. 57)
  Replace this Charm in its entirety with the following:
  new solar Charm: GuardinG star taCtiCs
  Cost: —(+4m); Mins: Melee 6, Essence 6; Type: Permanent 
  Keywords: Obvious, War 
  Duration: Permanent 
  Prerequisite Charms: Protection of Celestial Bliss
  The Solar Exalted embody a limitless destructive power 
  which is second to none. Using this Charm, the character may 
  tap into that power, focusing it into a large-scale defense ca-
  pable of striking down and turning aside all oncoming forces 
  with an even greater force of her own. Defending herself is 
  not good enough; even if a star should fall, the Exalt may use 
  Guarding Star Tactics to deflect it away from all that she wishes 
  to protect by an unrivaled display of power. This Charm serves 
  as a permanent upgrade to Heavenly Guardian Defense, allow-
  ing it to be activated with a four mote surcharge to serve as a 
  perfect parry against any area-of-effect attack, environmental 
  damage effect, or ranged attack from a complementary unit—a 
  parry which destroys or turns aside the offending attack. Play-
  ers should feel free to invent suitably dramatic stunts to express 
  the way in which attacks are defeated.
  Attacks may be divided into two categories: transitory and 
  sustained.
  • Transitory: Transitory attacks are attacks composed of 
  non-imperishable physical matter, energy, or non-permanent 
  environmental hazards. Defending against a transitory attack 
  destroys that effect utterly at the point where it intersects the 
  Lawgiver’s weapon, preventing it from harming anything be-
  hind the Solar, or any complementary unit he is a special char-
  acter in.
  are weapons enough. The Solar’s unarmed attacks automati-
  cally stun opponents they strike and roll damage against (see 
  Exalted, p. 153). This stunning effect is cumulative—if a Solar 
  made a three-attack flurry and struck his opponent with all 
  three attacks, his target would suffer a -6 internal penalty until 
  the Solar’s next action.
  New Abyssal Charm: Agony of the Black Messiah (Pre-
  requisites: Ravaging Blow). This Charm causes each hit to 
  produce a stackable -2 wound penalty that lingers until the 
  Abyssal’s DV refreshes, but is otherwise identical to its Solar 
  counterpart.
  swallowinG the lotus root
  (p. 56)
  Mins: Martial Arts 5, Essence 2 
  Prerequisite Charms: None
  Replace the text of this Charm with the following:
  The greatest among the Exalted find it no great feat to mas-
  ter the arts of their subordinates. The experience cost of Ter-
  restrial Martial Arts Charms is reduced to 4xp, or 5xp if Martial 
  Arts is not a Caste or Favored Ability (or if the character has 
  no Favored Abilities, as in the case of Alchemicals), and their 
  training time is halved. During character creation, Terrestri-
  al Martial Arts Charms cost half as much as native Charms, 
  meaning that each starting Charm (or Charm purchased with 
  bonus points) allocated to such a style provides two Charms in-
  stead. As a final benefit, the character no longer needs to pay a 
  surcharge when using elementally aspected Terrestrial Martial 
  Arts styles. Should a character who already knows Terrestrial 
  Martial Arts learn this Charm, the experience cost of those 
  Charms is retroactively lowered and the character is refunded 
  the difference.
  This is a stand-alone Celestial Martial Arts Charm, which 
  may only be learned by Celestial Exalted and akuma. Non-
  Solar Exalted know the Charm by different names; Abyssals 
  call it Blood-Soaked Lotus Roots, while the Green Sun Princes 
  know it as Roots of the Brass Lotus and Sidereals have dubbed 
  it Perfected Lotus Mastery. Lunar Exalted know the Charm as 
  Terrestrial Bloodline Integration.
  Alchemical Exalted achieve an identical effect through the 
  use of a Perfected Lotus Matrix submodule called Lotus Fila-
  ment Conduction (Essence 2; 6xp).
  oriChalCum fists of Battle
  (p. 56)
  Type: Reflexive 
  Prerequisite Charms: Solar Hero Supremacy
  Replace the text of this Charm with the following:
  The Solar’s fists crash with the sound of thunder as they bat-
  ter her opponents into submission. The Solar multiplies her 
  Strength by her Essence for the purpose of calculating the raw 
  damage of her unarmed attacks. These attacks ignore hardness.
  new solar Charm: wiCked dissolve dust
  Cost: 1m, 1wp; Mins: Martial Arts 7, Essence 7; 
  Type: Reflexive (Step 10) 
  Keywords: Combo-OK, Crippling, Obvious 
  Duration: Instant 
  Prerequisite Charms: Solar Hero Supremacy
  
  Chapter ten • DreamS OF the FirSt aGe
  137
  ronmental hazards (such as the Pole of Fire) are stilled within 
  (Essence) miles for (Essence) actions. Attacks made by living 
  environmental hazards (such as the winds of Adorjan or a Lu-
  nar using a swarm Knack) are prevented from moving to inter-
  sect or bypass the position of Solar or any complementary unit 
  he is a member of until their DV has refreshed. Attacks unsuit-
  able for arbitrary destruction are generally one-of-a-kind story-
  line events, and are deflected or otherwise handled according 
  to the Storyteller’s discretion. Potential examples of resolution 
  of such attacks:
  Golden lightning leaps from the Solar’s blade to catch Mount 
  Metagalapa before it can fall on her army, then shifts the moun-
  tain so that it is deposited safely on the ground several miles 
  away. A shockwave erupts from the Solar’s blade, knocking the 
  flying manse away without harm moments before it would have 
  crashed into Tzatli. A pillar of sunfire rises from the Lawgiver’s 
  blade, preventing two of Malfeas’s layers from crashing togeth-
  er and sending them slowly drifting apart. A slash releases a 
  cyclone which ironically carries Adorjan away.
  sharp liGht of judGment stanCe
  (p. 57)
  Cost: 12m, 1wp 
  Keywords: Combo-Basic, Holy, Mirror (Symphony of the Flayed 
  Legion), Obvious, War 
  Prerequisite Charms: Blazing Solar Bolt
  Replace the text of this Charm with the following:
  The Solar whirls into a devastating attack, felling all who 
  would stand against her with a storm of slashes. The character 
  makes a standard Melee attack and applies it against all en-
  emies within (Melee x 100) yards. Allies are immune to this 
  onslaught; the waves of lethal radiance dance deftly past them. 
  This attack is also applied against any enemy who moves into 
  the effect radius during the Charm’s duration, and applied 
  again once per tick against any enemy attempting to move to-
  ward the Lawgiver. The attack produced by this Charm deals 
  aggravated damage to creatures of darkness.
  If used over consecutive actions, the Charm loses its Will-
  power cost after the first use, and cumulatively lowers its mote 
  cost by two on each subsequent activation, to a minimum cost 
  of 5m. The range of its area of destruction doubles with each 
  consecutive activation. The Charm cannot spread to encom-
  pass more than the Solar’s (Essence x 3) miles.
  Directed against a complementary unit in mass combat, this 
  Charm renders the attack unblockable and undodgeable, and 
  multiplies its final damage in Step 10 by the Lawgiver’s Essence.
  New Abyssal Charm: Symphony of the Flayed Legion (Pre-
  requisites: Ebon Lightning Prana). Gathering shadows about 
  his weapon, the Abyssal casts shrieking waves of razoredged 
  darkness across the battlefield. This Charm is identical to its 
  Solar counterpart, save that it lacks a Holy effect; instead, 
  mortals slain by this Charm automatically rise one day later as 
  uncontrolled zombies, full of risen hunger for the flesh of the 
  living. This effect fails automatically in the face of any magic 
  designed to prevent a corpse’s reanimation.
  For example: The Exalt unleashes an arc of solar flame from 
  his blade, burning away an arrow volley as it descends toward 
  his army. Crackling waves of golden lightning erupt from the 
  Solar’s daiklave, shattering a swarm of obsidian butterflies in 
  midair. The Solar’s weapon strikes an incoming tidal wave, 
  sending a sheet of Essence boiling across it surface and evapo-
  rating it before it can smash into Chiaroscuro. The Lawgiver’s 
  sword dissolves the leading edge of a Total Annihilation shock-
  wave, unraveling the spell in moments. The Solar plunges his 
  weapon into the ground, stilling an earthquake with a pulse of 
  Essence.
  • Sustained: Sustained attacks include attacks made of the 
  five magical materials, attacks which are part of the body of a 
  living being, permanent environmental hazards, and environ-
  mental hazards or attacks which the Storyteller deems unsuit-
  able to arbitrary destruction. Attacks made with imperishable 
  materials (such as a rain of jade arrows) are simply scattered 
  and deflected without harm. Attacks made by permanent envi-
  elder essenCe minimums
  Charms running from Essence 1 to 5 are detailed on page 
  184 of Exalted.
  Charms having Essence minimums from 1 to 5 encompass 
  the complete array of effects for which the Solars were given 
  purpose. Having conquered chaos and ascended to rulership 
  of Creation, Solars expand to represent a purpose for which 
  there was no design. Charms beyond the Essence minimum 
  of 5 suggest a force for which there is no peer, and a measure 
  for which there is no call. In short, these effects equip the So-
  lars with a new array of effects of such magnitude and scope 
  that there could be no known reason. Beyond this point, 
  Solars transcend humanity, expand their notice beyond the 
  core of existence, bargain with incomprehensible forces, and 
  build new worlds—if only to have more to conquer.
  Charms with an Essence minimum of 6 leave behind 
  worldly miracles—the Exalt now engages in the work of 
  gods. Her power redefines her standing among the Exalted, 
  and it is on the back of these wonders that an Age may be 
  built.
  Charms with an Essence minimum of 7 depict the autho-
  rial primacy of one who knows no value she cannot change 
  and no limit she cannot reach. These miracles leave marks 
  on the world that last for untold generations, each applica-
  tion a legend unto itself. The holy might contained by these 
  Charms evoke such awe and terror that the Celestial Ex-
  alted look upon them with shocked remove.
  Charms with an Essence minimum of 8 touch the very 
  foundation of the universe. The Solar lays hands upon the 
  forces of the very cosmos, and they recognize in her Essence 
  a peer.
  Charms with an Essence minimum of 9 affect all the heav-
  enly glory of the sun unbound. Solar power expands almost 
  beyond the capacity of the world to contain it. What is the 
  possible purpose of such great and terrible power?
  Charms with an Essence minimum of 10 denote powers 
  beyond those which forged the universe. Not even the Pri-
  mordials fully understand Essence 10; at this level of effect, 
  the intellects which defined existence find themselves in the 
  position of discovery. What challenges even the Primordials, 
  a Solar may come naturally to grasp and engender: power 
  beyond all reason.
  
  138
  covered by the Charm’s initial attack with Damage 3L/action 
  (Damage 3A/action as a Holy effect against creatures of dark-
  ness), Trauma 3. This scar lingers for (Solar’s Essence) hours. 
  The Lawgiver is advised to be wary of this barrier, as he is not 
  immune to its power.
  New Abyssal Charm: Bone-Filled Maelstrom Gust (Prereq-
  uisites: Burrowing Bone Maggot). The jagged, weeping slits its 
  repurchase leaves in the fabric of the world radiate the power 
  of Oblivion and have no Holy aspect. The Charm is otherwise 
  identical to its Solar counterpart.
  war
  forGinG the sun’s leGions praCtiCe
  (p. 58)
  Replace this Charm in its entirety with the following:
  new solar Charm: Behemoth-
  slayinG attitude
  Cost: 7m; Mins: War 5, Essence 5; Type: Reflexive 
  Keywords: Combo-OK, Mirror (Filling the Elephants’ Graveyard), 
  War 
  Duration: One scene 
  Prerequisite Charms: Mob-Dispersing Rebuke
  It is the lot of Solars to stand before the titans and their cre-
  ations, and to be unafraid—they were made to kill giants. The 
  Solar sets herself into a battle rhythm which causes larger op-
  ponents to expose their weak points and get in their own way 
  as they attempt to destroy her; their strength becomes her own. 
  Any warstrider-sized or larger opponent suffers a -3 external 
  penalty on all attempts to strike the Lawgiver, while her own 
  blows ignore half the target’s soak and raise the minimum dam-
  age of successful attacks by two. The Solar also ignores any 
  Magnitude advantages enjoyed by opponents who are consid-
  ered to be solo mass combat units due to their vast size, such as 
  Juggernaut. Finally, if facing landscape-scale opponents (such 
  as Mount Mostath or Mother Bog), the Solar may always use 
  that opponent’s own bulk as a point of concealment permitting 
  her to attempt to re-establish surprise.
  At War 6+, Essence 6+, while this Charm is active the Solar 
  lowers by one mote (to a minimum of one mote) the cost of 
  all Charms which create undodgeable attacks or cause attacks
  to be undodgeable, so long as those attacks are directed sole-
  ly at warstrider-sized or larger opponents.
  New Abyssal Charm: Filling the Elephants’ Graveyard 
  (Prerequisites: Morale-Shattering Method). This Charm is 
  identical to its Solar counterpart.
  immunity to armies approaCh
  (p. 58)
  Replace this Charm in its entirety with the following:
  new solar Charm: in douBt 
  of leGions spirit
  Cost: 8m, 1wp; Mins: War 6, Essence 6; Type: Reflexive 
  Keywords: Combo-OK, War 
  Duration: One scene 
  Prerequisite Charms: Behemoth-Slaying Attitude
  thrown
  torrent of inner liGht
  (pp. 57-58)
  Cost: —; Type: Permanent 
  Keywords: Obvious 
  Duration: Permanent 
  Prerequisite Charms: Falling Icicle Strike, Spirit Weapons, 
  Triple-Distance Attack Technique
  Replace the text of this Charm with the following:
  The Solar is a living weapon, every mote of his Essence a 
  microcosm of the perfect assassin. The character gains the fol-
  lowing permanent benefits:
  • Triple Distance Attack Technique: The Charm extends 
  the range of thrown weapons by a factor of ten rather than 
  three. At Thrown 6+, Essence 6+ this Charm changes a weap-
  on’s range value from yards to miles.
  • Spirit Weapons: This Charm’s Cost becomes zero motes.
  Additionally, all unexpected Thrown attacks ignore the tar-
  get’s Hardness.
  aCuity of the far-flunG hand
  (p. 58)
  Cost: —(3m); Type: Permanent 
  Keywords: Obvious 
  Prerequisite Charms: Call the Blade
  Replace the text of this Charm with the following:
  This Charm costs three motes every time its benefits are in-
  voked. It allows the character to hurl implements in order to 
  take normal actions out to a range of (Essence x 10) yards; for 
  example, the character could throw her lockpicks at a lock to 
  make a normal Larceny roll, or hurl her daiklave at an oppo-
  nent to make a standard Melee attack. Acuity of the Far-Flung 
  Hand does not help the character retrieve tossed items. Penal-
  ties that would apply to a Thrown roll (such as as those due to 
  wind or poor visibility) apply to the roll for the action taken.
  maelstrom of Celestial dominanCe
  (p. 58)
  Cost: 10m, 1wp; Mins: Thrown 6, Essence 6 
  Keywords: Combo-OK, Mirror (Bone-Filled Maelstrom Gust), 
  Obvious 
  Duration: Instant 
  Prerequisite Charms: Cascade of Cutting Terror
  Replace the text of this Charm with the following:
  The Solar focuses the apocalyptic might of his Essence into 
  a weapon and hurls it out into the world, where it becomes a 
  vortex annihilation formed of ten thousand glittering blades. 
  The character makes a single Thrown attack with a readied 
  weapon. This attack is unblockable and undodgeable, and ap-
  plies to every character within a line (Essence x 3) yards wide, 
  (Essence x 2) yards high, and (Thrown) miles long. At Thrown 
  8+, Essence 8+ the Charm’s distance extends to (Thrown x 
  3) miles.
  A second purchase of this Charm at Thrown 7+, Essence 
  7+ upgrades its destructive power to the point that the at-
  tack lacerates the very fabric of the cosmos. A million white-
  hot cuts sizzle in the air, leaving behind a ragged white scar of 
  sunfire. This acts as an environmental attack within the area 
  
  Chapter ten • DreamS OF the FirSt aGe
  139
  terattack and Heavenly Guardian Defense twice in response to 
  the titan’s onslaught for no cost, but would have to pay a third 
  set of activations.
  “Networked beings” are considered to be creatures whose 
  sum totality of being is encompassed by multiple bodies—Yozis 
  and Primordials are the premiere example, but the Emana-
  tions of an unshaped raksha also count. This Charm is effec-
  tive moving both ‘up’ and ‘down’ a Yozi’s chain of souls—an 
  attack against Gervesin could roll over into a discount against 
  Malfeas as easily as an attack against Malfeas could roll over 
  into a discount against Gervesin. Attacks against Exalted are 
  never discounted, though in the bizarre event that an Exalt 
  somehow began growing subsidiary souls, attacks directed at 
  the Exalt would provide a discount to then target her souls. 
  Exalted akuma form an exception to this rule—they are con-
  sidered a part of the Yozi they have sold themselves to, and may 
  be fully treated as such by this Charm.
  inteGrity
  lion’s roar reCovery
  (p. 58)
  Cost: —; Type: Permanent 
  Keywords: Mirror (Underworld Executioner Stance), Native 
  Duration: Permanent
  Replace the text of this Charm with the following:
  Reality itself bows to the prowess of the Solar Exalted when 
  they act in accordance with the power infusing their Exalta-
  tion. All of the Solar’s stunts are upgraded by one category (to 
  a maximum of being three-point stunts) when the Lawgiver’s 
  actions reinforce her role as a god-king. Specifically, the So-
  lar’s actions must involve: ruling over or protecting those less 
  powerful than herself; administrating territory or resources she 
  owns; educating others; spreading either the worship of the Un-
  conquered Sun or herself; or combating creatures of darkness. 
  Successful stunts that are upgraded from two to three points by 
  this Charm are not elligible to draw a point of experience as a 
  reward. Natural three point stunts, rather than being upgraded, 
  add automatic successes rather than dice. If a stunt has already 
  been upgraded due to resonance with the Solar’s Motivation, 
  Lion’s Roar Recovery provides no benefit.
  New Abyssal Charm: Underworld Executioner Stance. 
  (Prerequisite: Faithful Killer’s Reprieve.) This Charm works 
  like its Solar counterpart, except that rather than acting as a 
  god-king, the Abyssal must play out her part as a world-killing 
  weapon. Stunts are upgraded only when the Abyssal seeks to 
  slay either the living or the dead, inflict needless cruelty upon 
  another (mentally, emotionally or physically), inspire fear, or 
  ruin Creation (salting fields, burning homes, poisoning rivers, 
  orchestrating massacres to expand shadowlands, and so forth). 
  Additionally, embracing this Charm raises the Abyssal’s value 
  in the eyes of the Neverborn above all other servants of Obliv-
  ion; hope is kindled in their dead hearts that the Abyssal may 
  finally be the one to end even the Underworld, setting them 
  free. As a result, the Exalt no longer accumulates Resonance 
  for fighting spectres, Nephwracks, Deathlords or any other 
  other creatures of death. This Charm cannot be learned by the 
  Deathlords.
  In the Era of Dreams, Solars of the Dawn Caste are as legends 
  outside of time, relics of a Primordial War long ended, known 
  for their ability to stand alone against armies. The Lawgiver’s 
  insuperable tactics wreak havoc upon enemy formations, turn-
  ing their numbers into a liability and lessening the effectiveness 
  of their attacks. This Charm may be activated when the Solar 
  fights as a solo unit. All attacks against her by complementary 
  units suffer an external penalty equal to (the total aggregate 
  Magnitude of opponents facing her on the battlefield) – (unit’s 
  Might).
  For example, if the Solar faced a force of 10,000 erymanthoi, 
  split into 10 Magnitude 6 units, this would count as Magnitude 
  9 opposition, not magnitude 60. Since a unit of erymanthoi 
  enjoys Might 3, each unit’s attacks upon the Solar would suf-
  fer a -6 external penalty. Were the units composed of mortal 
  soldiers with mundane weapons, the penalty would instead be 
  -9 (reflecting their Might 0).
  The Solar also ignores any formation benefits such a unit 
  may enjoy.
  new solar Charm: one 
  with strife method
  Cost: 5m, 1wp; Mins: War 5, Essence 4; Type: Reflexive 
  Keywords: Combo-OK, Counterattack 
  Duration: One scene 
  Prerequisite Charms: Fury Inciting Presence
  Some Solars learn to avoid conflict. Those of the Dawn 
  Caste learn to revel in it. One With Strife Method enhances 
  the Lawgiver’s capacity for violence, allowing him to use any of 
  his combat abilities to make one free counterattack per action 
  against each opponent that attacks him during that action.
  new solar Charm: yoZi-fiGhtinG prinCiple
  Cost: 10m, 1wp; Mins: War 8, Essence 8; Type: Reflexive 
  Keywords: Combo-OK, Native 
  Duration: One scene 
  Prerequisite Charms: One With Strife Method
  Yozis are one of the greatest challenges a Solar will ever face 
  in combat, for they are not one being, but hundreds. Yet none 
  may stand in superiority to the Solar Exalted. Using Yozi-Fight-
  ing Principle, the Lawgiver’s killing instinct expands to encom-
  pass foes which are armies unto themselves. By conceptualiz-
  ing all such combatants as intrinsically linked, the character 
  may extend the actions he takes against one opponent to all 
  of them, enabling him to face impossible odds and engage in 
  legendary battles which form the heart of mythology.
  While Yozi-Fighting Principle is in effect, any Charm acti-
  vated against or in response to a networked being is considered 
  to have had its cost pre-paid for use against all other elements 
  of that networked being. This cost discount applies until the 
  Exalt’s next action tick.
  For example: A Solar is attacked by Ligier and activates a 
  Combo of Heavenly Guardian Defense and Solar Counterat-
  tack, paying normally for this defense and counterattack. One 
  tick later, he is subjected to a two-attack flurry by Ligier’s soul, 
  Gervesin. The character may activate Heavenly Guardian 
  Defense and Solar Counterattack for no cost in response to 
  Gervesin’s first attack, but would need to pay for it against his 
  second. Then, one tick after that, Malfeas himself strikes the 
  Solar with a three attack flurry. The Solar may use Solar Coun-
  
  140
  lowers the cost to activate all Charms with the Holy Keyword 
  by one mote, to a minimum of zero motes.
  performanCe
  infatuation-GatherinG idol methodoloGy
  (p. 59)
  Keywords: Emotion, Illusion
  Replace the text of this Charm with the following:
  The charismatic soul of the Lawgiver bleeds into every song 
  she sings, every word she reads, every act she plays and every 
  step she takes, making her beautiful. Even if she’s just singing 
  softly to herself, she inspires adulation. Whenever she success-
  fully influences a target with a social attack, that target acquires 
  a positive Intimacy toward her, with an emotional context of 
  the target’s player’s choosing, so long as the target does not 
  choose to reject the social attack by paying Willpower or invok-
  ing an appropriate Charm. If the target already has an existing 
  positive Intimacy toward the Solar, then he instead suffers an 
  Illusion effect which causes him to regard the Lawgiver as hav-
  ing twice her true Appearance rating. This unnatural mental 
  influence persists so long as the positive Intimacy does, but may 
  be ignored for one scene by paying a point of Willpower, or 
  broken altogether by paying five points of Willpower at once.
  roCks and storms Chorus
  (p. 59)
  Replace this Charm in its entirety with the following:
  new solar Charm: Cast 
  out Beyond reGard
  Cost: 40m, 2wp; Mins: Performance 8, Essence 8; 
  Type: Simple (Speed 7 long ticks, DV -3) 
  Keywords: Combo-OK, Native, Obvious, Shaping 
  Duration: One performance 
  Prerequisite Charms: Catching the Sun’s Glance (see next)
  Creation was given into the hands of the Lawgivers; it is 
  theirs to govern and to judge, forever. Through the power of 
  this Charm, a Solar may exile those who have proven them-
  selves unworthy to exist in the world he rules. The Lawgiver’s 
  player makes a prayer roll against a difficulty of (5 + Magnitude 
  of group targeted); this works in the same fashion as Catching 
  the Sun’s Glance, save that the Charm cannot discriminate to 
  target sub-groups within a geographic region; for example, it 
  can only target “everyone in Nexus,” not “all Guildsmen in 
  Nexus.”
  Unlike its prerequisite, the Charm does not render its targets 
  creatures of darkness. If used while the sun is out, the day grows 
  dark as night as the Unconquered Sun turns his face away from 
  what is to come. If used by night, the light of the stars becomes 
  weird and green, casting everything into a febrile haze. Cre-
  ation’s Essence sizzles and screams at the culmination of the 
  Lawgiver’s ritual condemnation; the boundaries of the cursed 
  area blacken, char, and erupt into flights of blind doves. A pa-
  tina of silver sand drips from the stars. These omens persist for 
  one long tick following the successful conclusion of the Law-
  giver’s prayer, which must be uttered within earshot of at least 
  one targeted individual.
  saCrosanCt soul retriBution
  (p. 58)
  Cost: 8m; Mins: Integrity 5, Essence 5; Type: Reflexive (Step 9) 
  Keywords: Combo-OK, Counterattack, Holy, Obvious, Shaping 
  Prerequisite Charms: Spirit-Maintaining Maneuver
  Replace the text of this Charm with the following:
  Those who would tempt the noble Lawgivers from their righ-
  teous path pay a price in fire. This Charm is a counterattack 
  that may be used in response to any unnatural mental influence 
  directed at the Solar. The Solar’s caste mark blazes white and 
  red for a moment; then, wherever the attacker may be, she is 
  engulfed in a bonfire of pure white flames. This is treated as 
  an automatically successful Shaping counterattack which in-
  flicts (Essence) dice of lethal damage (aggravated against crea-
  tures of darkness). Should any astrology be used to attempt to 
  divine the target’s fate during the scene in which Sacrosanct 
  Soul Retribution is directed at him, such inquiries automati-
  cally succeed, but return only the following puzzling message: 
  THE ANATHEMA IS HERE.
  This Charm may be used regardless of the range from which 
  unnatural mental influence is deployed, but may only be used 
  once in response to a particular static source of mental influ-
  ence. For example, the Solar could only deploy this Charm in 
  response to a book enhanced with Linguistics Charms once, no 
  matter how many times he read the book.
  At Integrity 6+, Essence 6+, the Solar may also pay one 
  point of Willpower to bestow the creature of darkness muta-
  tion on targets of this Charm, as a Shaping effect. Addition-
  ally, at this level, anyone slain by Sacrosanct Soul Retribution’s 
  white fire is twisted and castigated into a new form, reborn as 
  a terrible monster possessing the same nonmagical traits they 
  previously enjoyed, with (Solar’s Essence x 3) points of muta-
  tions added. If the beast was not a creature of darkness before, 
  it is now. This beast is cleansed most of its previous memo-
  ries, all Intimacies, and any Essence-based powers it may have 
  possessed. It is reborn with a new, unalterable Motivation: To 
  loyally serve the Lawgiver who created it. Thus do those who 
  would dare tamper with the minds of the Sun’s champions pay 
  for their temerity.
  Zeal
  (pp. 58-59)
  Replace this Charm in its entirety with the following:
  new solar Charm: should 
  the sun not rise
  Cost: —; Mins: Integrity 6, Essence 6; Type: Permanent 
  Keywords: Holy, Native 
  Duration: Permanent 
  Prerequisite Charms: None
  In eternal night, the Solar Exalted are evidence of a perfect 
  light that once was and shall be again. Should the sun go down 
  forever, the Lawgivers stand as proof of an imperishable hope, 
  surpassing the light from whence they sprang. By learn ing this 
  Charm, the Solar substantiates for himself the foundational 
  principles of Holy by which the universe abides and the Uncon-
  quered Sun decides. In the event of the death of the Uncon-
  quered Sun, the Solar’s Holy Charms retain their full capacity 
  against all creatures of darkness. This Charm also permanently 
  
  Chapter ten • DreamS OF the FirSt aGe
  141
  presenCe
  mind-BlankinG reBuke
  (p. 59)
  Cost: 5m; Mins: Presence 5, Essence 4; 
  Type: Simple (Speed 6 Long ticks, DV -1) 
  Keywords: Combo-OK, Compulsion, Mirror (Insidious Forbidding 
  Command), Obvious, Social
  Replace the text of this Charm with the following:
  The Lawgiver issues a powerful admonition against a target, 
  forbidding him from taking a certain action. The Solar’s player 
  makes a (Charisma + Presence) social attack against the tar-
  get’s Dodge MDV; if successful, he may forbid the target from 
  performing an act of his choice for the duration of the scene. 
  This ban may be no wider than the scope of a single Ability or 
  Charm, at the Storyteller’s discretion. Examples of forbidden 
  actions include “dodging my attacks,” “attacking me with your 
  daiklave,” “picking any locks,” or “using Seven Shadow Eva-
  sion.” The Lawgiver cannot prevent the target from resisting 
  Mind-Blanking Rebuke, or forbid any necessary life function 
  (“do not breathe” is not a valid ban).
  This unnatural mental influence may be resisted for one ac-
  tion by spending a point of Willpower, and the target becomes 
  immune to the Charm’s effects for the rest of the scene once he 
  has spent 3 Willpower resisting it.
  New Abyssal Charm: Insidious Forbidding Command (Pre-
  requisites: Dread Lord’s Demeanor). This Charm is identical 
  to its Solar counterpart.
  searinG after-imaGe passion
  (p. 59)
  Keywords: Mirror (Stalking the Shadowed Mind) 
  Prerequisite Charms: Enemy-Castigating Solar Judgment
  This Charm may not force a target to spend more than 5 
  Willpower to resist a single instance of mental influence.
  New Abyssal Charm: Stalking the Shadowed Mind (Pre-
  requisite: Sanity-Eroding Diatribe). This Charm may only be 
  used to enhance a negative emotion, negative Intimacy, or the 
  Abyssal’s Motivation; it is otherwise identical to its Solar coun-
  terpart.
  eternal empress of love attitude
  (p. 59)
  Cost: 5m, 1wp; Mins: Presence 6, Essence 6 
  Keywords: Combo-Basic, Compulsion, Emotion, Mirror (Eternal 
  Overlord of Dread Attitude) 
  Duration: Indefinite 
  Prerequisite Charms: Authority-Radiating Stance
  Replace the text of this Charm with the following:
  All characters in existence who possess a positive Intimacy 
  toward the Lawgiver find that they cannot intentionally raise 
  a hand against her while this Charm is active. This un natu-
  ral mental influence forces characters who wish to deliberately 
  take some action they believe will bring harm to the Solar (be 
  it physical, emotional, political or even financial) to spend one 
  Willpower per action to do so. Spending three Willpower in 
  this fashion within the course of a single scene negates the ef-
  fects of Eternal Empress of Love Attitude for the rest of the 
  scene, but the only way for a target to permanently escape the 
  At the end of that long tick, the entire targeted region and 
  all inhabitants who have not fled or established Shaping de-
  fenses are torn from Creation in a surge of crimson Essence. 
  Where the targeted region stood, there is only a plain of black 
  glass holding Ligier’s sullen reflection. He speaks a grudging 
  word of ritual thanks for the Solar’s offering, and then vanishes.
  The targeted region is deposited somewhere within a ran-
  dom layer of the Demon City, which reflexively reorganizes its 
  geography to make room for the new arrival. The lethal mi-
  asma of Malfeas avoids such imported bits of Creation, but this 
  is the only mercy the new deportees are granted; demons are 
  always quite interested in the novelty of a freshly-arrived army 
  encampment or city, and soon come to investigate.
  The Sidereal Exalted have repeatedly pressed for legisla-
  tion to outlaw the use of this Charm, or at least require De-
  liberative-authorized advance warning of its deployment, as it 
  wreaks untold havoc on the Loom of Fate whenever it is used. 
  To date, these efforts have met with little success.
  CatChinG the sun’s GlanCe
  (p. 59)
  Cost: 20m, 2wp; Type: Simple (Speed 7 long ticks, DV -3) 
  Keywords: Combo-OK, Native, Obvious, Shaping 
  Prerequisite Charms: Respect-Commanding Attitude
  Replace the text of this Charm with the following:
  The Unconquered Sun trusts his Chosen to separate out the 
  righteous from the wicked. By the power he has invested in 
  them, the Lawgivers may send forth the specter of his rage to 
  be visited upon the enemies of the Exalted. This Charm allows 
  entire groups to be labeled enemies of Creation and given the 
  creature of darkness deformity. The Lawgiver’s player makes 
  a prayer roll against a difficulty of (3 + Magnitude of group 
  targeted). If successful, the day dims and the air quivers, or the 
  night grows hot and feverish and bright. Targeted beings realize 
  what is about to happen as the wrath of Heaven gathers (the 
  Charm is Obvious to them), and have one long tick to prepare 
  themselves—Essence-users are advised to establish some form 
  of Shaping defense. After one long tick passes, a surge of Es-
  sence rips through the area, flaring it bright as noon and ren-
  dering every targeted being a creature of darkness.
  This Charm may only be used to target relatively geographi-
  cally compact groups, up to about the size of a city. Target-
  ing may be based on geography or political affiliation. “Every 
  member of the Guild in Nexus” would be a valid target for the 
  Charm, as would “every man woman and child in Nexus” or 
  “the army encamped in that valley.” However, Guild members 
  not in Nexus would not be affected, and if the army’s general 
  were back in the Lap receiving new orders, he would be spared, 
  as he is not with the targeted bulk of the group. Likewise, “all 
  members of the Guild” or “all Brides of Ahlat” would not be 
  valid targets, because those organizations are spread far and 
  wide geographically. The Solar must be close enough to the 
  targeted group for at least one targeted individual to hear the 
  prayers and condemnations he speaks to the Unconquered 
  Sun.
  
  142
  Charm with a Flaw of Invulnerability at any point during the 
  Charm’s ‘charging’ period resets its countdown. For example, 
  if a Solar used Rising Sun Renewal, had her DV refresh three 
  times, and then activated Heavenly Guardian Defense, she 
  would need to wait until her DV refreshed five more times be-
  fore her health levels would be restored. Losing more health 
  levels than the Lawgiver’s Stamina during the course of a single 
  action delays the countdown by one DV refresh.
  At Resistance 6+, Essence 6+, this Charm will also remove 
  all Crippling effects in addition to healing the character.
  enduranCe of 10,000 Cuts
  (p. 60)
  Replace this Charm in its entirety with the following:
  new solar Charm: ruin-aBasinG shruG
  Cost: 5m; Mins: Resistance 6, Essence 6; 
  Type: Reflexive (Step 10) 
  Keywords: Combo-OK, Mirror (Far Beyond Ruin) 
  Duration: Instant 
  Prerequisite Charms: Adamant Skin Technique
  Considerate of others, a Solar may choose not to flaunt his 
  invincibility until the very last instant. This Charm is a perfect 
  defense, having one of the Four Flaws of Invulnerability (see 
  Exalted, p. 194). Upon activation, reduce the final damage 
  inflicted by an attack to zero. Those crippled by iniquity are 
  not availed of perfection. Characters with two or more points 
  of Limit experience a failure in this defense: final damage is 
  reduced to a number equal to the Solar’s (Limit ÷ 2, round 
  down), as a crack in the Solar’s aegis allows damage to slip 
  through. Under this condition, Ruin-Abasing Shrug loses its 
  Flaw of Invulnerability. Ruin-Abasing Shrug may not be used 
  in a Combo with any Charm carrying the Reactor Keyword if 
  it carries a Flaw of Invulnerability. A repurchase at Essence 7 
  allows the Lawgiver to extend this Charm’s duration to One 
  Tick by paying seven motes upon activation, or to One Action 
  by paying seven motes, one Willpower.
  New Abyssal Charm: Far Beyond Ruin (Prerequisite 
  Charms Wounds Mean Nothing). This Charm is identical to 
  its Solar counterpart, save that Abyssals substitute Resonance 
  for Limit.
  inComparaBle soulBorn warstrider
  (p. 60)
  Replace this Charm in its entirety with the following:
  new solar Charm: unBroken 
  Chain resolve
  Cost: 6m; Mins: Resistance 5, Essence 5; 
  Type: Reflexive (Step 10) 
  Keywords: Combo-OK 
  Duration: Three actions 
  Prerequisite Charms: Iron Kettle Body
  The Solar’s defense must hold at all costs. If the Solar falls, 
  so does all that she holds dear. From this grim resolution a Solar 
  draws the power to survive all onslaught. The character may 
  use this Charm in response to an attack that incurs pre-soak 
  damage. Upon activation, his hardness to rises to a level equal 
  to the pre soak damage of the attack. This does not prevent 
  effect of the Charm is to remove her positive Intimacy for the 
  Charm’s user. A second purchase of this Charm at Presence 
  7+, Essence 7+ renders mortals incapable of spending Will-
  power to resist the Charm.
  New Abyssal Charm: Eternal Overlord of Dread Attitude 
  (Prerequisites: Broken Heart Triumph). This Charm is identi-
  cal to its Solar counterpart, save that it affects characters who 
  possess an Intimacy of fear toward the Abyssal.
  new solar Charm: hasteninG niGht’s end
  Cost: 10m; Mins: Presence 5, Essence 4; 
  Type: Simple (One dramatic action) 
  Keywords: Combo-OK, Emotion, Obvious 
  Duration: Instant 
  Prerequisite Charms: Hypnotic Tongue Technique
  A touch, a kind word, a moment of intimacy—through such 
  gestures the Solar Exalted may straighten that which is bent 
  and mend that which is broken. This Charm’s activation re-
  quires at least one hour of personal interaction, which may take 
  a wide variety of forms. Patiently listening to a subject while 
  they explain what ails them, sitting together to watch the sun 
  rise or set, or an evening of lovemaking would all qualify.
  This Charm has two effects. First, the Solar may target and 
  remove one derangement from the target’s mind, regardless of 
  whether it was inflicted by Charms, sorcery, the Wyld, or the 
  simple stresses of life (if any effect contests this, the Solar adds 
  his Presence in automatic successes to the roll-off). Second, 
  the Solar forges in the target an Intimacy to a specific memory 
  in the target’s life of which she is aware. So long as this Inti-
  macy endures, the target may not reacquire the derangement 
  the Solar cured, nor may that memory be in any way tampered 
  with, altered, poisoned, removed, or corrupted.
  Hastening Night’s End may be resisted for a cost of 0 Will-
  power—the Charm will only help those who wish to be helped. 
  There exists a similar Charm utilizing Medicine as a prerequi-
  site called Mind-Soothing Anodyne (Prerequisites: Flawless 
  Diagnosis Technique, Touch of Blissful Release). Its activation 
  requires an hour of careful psychoanalysis or hypnotherapy, but 
  is otherwise identical to Hastening Night’s End.
  resistanCe
  wound-mendinG purity stanCe
  (p. 60)
  Replace this Charm in its entirety with the following:
  new solar Charm: risinG sun renewal
  Cost: 10m, 1wp; Mins: Resistance 5, Essence 5; 
  Type: Simple (Speed 5, DV -0) 
  Keywords: Combo-OK, Obvious 
  Duration: Five actions 
  Prerequisite Charms: Body-Mending Meditation
  Perfection is the nature of the Solar Exalted, and the best 
  efforts of the world cannot draw them away from that state for 
  long. The Solar’s Essence surges and begins to catalyze, produc-
  ing a crackling, charged feeling in the air around her, as though 
  a storm were about to commence. Once her DV has refreshed 
  five times, she erupts into a torrent of blue-white Essence, shin-
  ing like a newborn star. When this surge of power passes, the 
  Solar stands unmarred—all her health restored. Activating a 
  
  Chapter ten • DreamS OF the FirSt aGe
  143
  Greater BlessinG of the day
  (p. 60)
  Replace this Charm in its entirety with the following:
  new solar Charm: life-sustaininG 
  shelter preparation
  Cost: 10m, 1wp; Mins: Survival 5, Essence 5; 
  Type: Simple (One dramatic action) 
  Keywords: Combo-OK, Shaping 
  Duration: Indefinite 
  Prerequisite Charms: Food-Gathering Exercise, Hardship-
  Surviving Mendicant Spirit
  The Solar Exalted may survive anywhere. By his mastery 
  of Survival, he may guarantee this protection to his followers. 
  Even in the depths of Hell or the tunnels of the Labyrinth, 
  Solars using this Charm may erect a shelter which is stable and 
  safe from forces which would seek to harm those within. Once 
  she has found shelter large enough to protect all of her follow-
  ers from the elements (an Intelligence + Survival roll with a 
  difficulty of the Magnitude of the character’s entourage), the 
  Solar personally builds this shelter. She places representations 
  the five elements at the center and directional boundaries of 
  the shelter (these representations can be actual examples of 
  each element, such as twigs, stone, cinders, etc, or the Solar 
  may use a few drops of blood, paper effigies, Dragon-Blooded 
  willing to sit still or other tokens) during its construction, bless-
  ing the configuration with his power and claiming all within its 
  borders as his dominion. For a larger group, the Solar super-
  vises the process of building this shelter (an action normally 
  requiring one hour), but otherwise using the same process as 
  described above.
  This Charm protects an area large enough to house the So-
  lar and up to her Essence in Magnitude of her followers. The 
  inclement conditions of harsh weather hold no sway over the 
  camp—all individuals within are protected as though with 
  Hardship-Surviving Mendicant Spirit. Moreover, the camp is 
  immune to the inclement conditions of alien worlds. The Wyld 
  will not mutate the camp’s land, the Solar’s followers, or their 
  belongings, nor will Malfeas’s toxic miasma poison them. The 
  Solar and her followers may respire Essence normally even in 
  the Underworld or the Blight Zones of Autochthonia.
  Moreover, the Solar’s followers will take no harm from any 
  nourishment scavenged within the confines of the camp. Wyld 
  berries will not poison them, nor singing fish give them muta-
  tions. The iridescent locusts which swarm across the sands of 
  Cecelyne will not infect them with demonic taint.
  Finally, the Solar’s Food-Gathering Exercise may secure 
  enough food to feed the entire camp with only a single use—
  even if there is no food to be had in the region. As if produced 
  by faith alone, the Solar finds clean water flowing from the 
  rocks of Malfeas, fresh fish in the acrid seas of Kimbery, and 
  living fruit upon dead branches.
  A second purchase of this Charm at Survival 6+, Essence 
  6+ sanctifies the camp as Holy ground. Creatures of darkness 
  must spend five points of Willpower to set foot within the camp 
  unless formally invited by the Solar.
  damage dice from being rolled, but rather guarantees that all 
  lesser attacks are turned harmlessly aside. The Solar’s hardness 
  remains at this level for three actions, or until he is struck by 
  an attack that overcomes his hardness. Should the Solar suffer 
  such an attack, he may reflexively pay six motes to drive his 
  hardness up to match the attack’s raw damage. This does not 
  count as a Charm activation. This renewed defense will last for 
  three actions or until it is dispelled by a greater attack, which-
  ever comes first. This Charm is ineffective against attacks the 
  Solar permitted to be inflicted upon himself.
  new solar Charm: inner fire unleashed
  Cost: —; Mins: Resistance 6, Essence 6; Type: Permanent 
  Keywords: Native, Reactor 
  Duration: Permanent 
  Prerequisite Charms: Ox-Body Technique
  Essence permeates every fiber of the Solar’s being. Lawgivers 
  with this Charm have learned to focus that Essence upon their 
  vital centers, imbuing their very cells with limitless energy. 
  Whenever a Solar with this Charm heals damaged health lev-
  els, she recovers two motes per level. After twenty motes have 
  been restored in this fashion in the course of a scene, the So-
  lar only gains one mote per health level healed. When twenty 
  more motes have been paid out in this manner within the same 
  scene, the Solar only gains one mote per two health levels re-
  stored. This healing may only occur as a result of rest or of Solar 
  Charms which heal damage. Though this Charm is permanent, 
  it is perpetuated and substantiated by regular meditation upon 
  inner forces turning outward. It is a sacred power which relies 
  upon the Lawgiver’s utmost care for her own well-being. This 
  power fails the Solar if she inflicts harm upon herself or allows 
  others to harm her: injuries from attacks thrown without killing 
  intent will not yield motes when healed.
  survival
  solar flare methodoloGy
  (p. 60)
  Replace this Charm in its entirety with the following:
  new solar Charm: GuidinG liGht shines on
  Cost: 5m; Mins: Survival 5, Essence 4; Type: Reflexive 
  Keywords: Combo-OK, Obvious 
  Duration: Indefinite 
  Prerequisite Charms: Trackless Region Navigation
  Guided by the light of the Solar Exalted, none shall lose their 
  way. Flaring his anima to a towering iconic representation that 
  surges a mile into the sky, the light of the Solar’s Essence shines 
  through all barriers and obstacles and may be seen up to (Es-
  sence x 10) miles away. All attempts to navigate toward the 
  Solar automatically succeed—for both allies and enemies. As-
  trology used within this range returns only the message “THE 
  LAWGIVER BECKONS.”
  At Survival 6+, Essence 6+ this Charm may be activated 
  for a cost of 10m to provide one of two alternate benefits. The 
  Solar may act as a beacon only for those he wishes to attract 
  without needing to flare his anima; alternately, the Solar may 
  send his anima burning even higher into the sky, extending the 
  range of its visibility and navigation benefits to (Essence x 100) 
  miles.
  
  144
  manses, if desired. If used to design a 5-dot manse, Design Be-
  yond Limit does not raise it to N/A level, instead providing ten 
  additional creation points with which to design its features, and 
  it makes the manse a potential geomantic channel to sustain a 
  N/A level manse elsewhere.
  Genius and excellence springs from the Solar’s hands almost 
  unbidden when crafting artifacts. She needs only accumulate 
  a number of successes equal to an artifact rated one dot lower 
  than her actual project (see Exalted, p. 134). For example, if 
  attempting to forge a grand daiklave, the Solar would need only 
  30 successes rather than the usual 60. This Charm provides no 
  benefit when the Solar deigns to construct one-dot artifacts.
  new solar Charm: holistiC 
  miraCle understandinG
  Cost: —; Mins: Craft 5, Essence 5; Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Design Beyond Limit
  The Solar craftsman has progressed beyond applying discrete 
  bits of knowledge and skill—every part of him is an extension 
  of his prowess, and intuitive understanding blossoms from ev-
  ery aspect of the world around him. The Solar perfectly un-
  derstands how to recreate any object he makes use of. When 
  he climbs into a warstrider, he is able to estimate what prayers 
  accompanied its creation, the temperatures used to forge its 
  armor, and the order in which its parts were assembled.
  When he fires a bow, he deduces the materials and methods 
  used to create it—and to fletch the arrow it just fired. When 
  he eats a cake, he deduces all the particulars of its recipe. Any 
  effort the Solar undertakes to precisely reproduce an object 
  analyzed by this Charm reduces its cumulative difficulty by half 
  and the total number of successes required by his (Essence x 2), 
  to a minimum of 5. With Craft 6+, Essence 6+ the Solar also 
  counts each hour of work invested in building such a replica as 
  three hours of labor.
  This Charm cannot perfectly analyze N/A-rated wonders 
  like the Five-Metal Shrike or unique miracles of Primordial (or 
  stranger) design such as the Sword of Creation, the elemental 
  poles, or the Well of Udr. Instead, it grants the Solar a sense of 
  vague but potent inspiration—a clue as to where useful infor-
  mation about or elements of the wonder’s construction might 
  be sought. On all occasions when the Solar Exalted have at-
  tempted to use Holistic Miracle Understanding to examine an 
  Exaltation, they have experienced only an encouraging-but-
  vague sense that the answer rests within themselves.
  the art of permanenCe
  (p. 61)
  Mins: Craft 6, Essence 6 
  Prerequisite Charms: Durability-Enhancing Technique
  Applying this Charm’s benefit raises an item’s effective 
  Resources value by one. Applying it to an artifact raises the 
  artifact’s effective background rating by one dot. The benefit 
  granted by this Charm is optional; the Solar may still produce 
  lesser works, if she wishes.
  God-kinG BenevolenCe
  (p. 60)
  Cost: —; Type: Permanent 
  Keywords: Obvious 
  Duration: Permanent 
  Prerequisite Charms: City-Moving Secrets, Element-Resisting 
  Prana
  Replace the text of this Charm with the following:
  The unbound anima of the Solar Exalted subverts the wrath 
  of nature, cowing the elements in order ensure the safety of the 
  followers of the sun. When faced with the unmitigated purity 
  of the sun’s light, all lesser forces must bow. By voluntarily flar-
  ing her anima into an enormous pillar of light, the Solar ban-
  ishes the wrathful elements. Lava flows part or harden to admit 
  the passage of the Solar’s followers. Flesh-scouring sandstorms 
  whirl about and leave them untouched. The Solar may extend 
  the effects of Hardship-Surviving Mendicant Spirit to a unit 
  he leads with a Magnitude of up to his Essence, so long as that 
  Charm is active. They are also immunized against toxic atmo-
  spheres such as the miasma of Malfeas.
  Craft
  keen understandinG of the 
  Core imperfeCtion
  (p. 60)
  If the object is completely indestructible, the Charm’s dura-
  tion becomes Instant, and Lawgiver is instead granted divine 
  inspiration, discovering an existing Flaw of Invulnerability 
  (created by the Storyteller) that would permit the object’s de-
  struction.
  Glorious halo of the Builder’s GraCe
  (pp. 60-61)
  Replace this Charm in its entirety with the following:
  new solar Charm: desiGn Beyond limit
  Cost: —; Mins: Craft 5, Essence 4; Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Durability-Enhancing Technique
  The Solar Exalted see potential in the matter and Essence 
  of Creation far beyond the petty limitations of Primordial vi-
  sion—and make that potential reality. A character who knows 
  this Charm may design artifacts and manses more efficiently.
  The character may cap a demesne with a manse rated one 
  dot higher than the demesne. For example, the Lawgiver could 
  cap a 3-dot demesne with a 4-dot manse; the difficulty of all 
  design rolls and the required construction time would be that 
  of a 3-dot manse, but the resultant structure would be a 4-dot 
  manse in all regards (producing a 4-dot hearthstone, having 
  creation points equivalent to a 4-dot manse [see The Books of 
  Sorcery, vol. III—Oadenol’s Codex], and so forth). The Solar 
  may still deliberately weaken his designs to produce one-dot 
  
  Chapter ten • DreamS OF the FirSt aGe
  145
  The Solar’s Evidence-Discerning Method is permanently 
  enhanced, strengthening the connection to those she has pro-
  filed. The Charm’s Duration becomes Instant; profiles no lon-
  ger require committed Essence to grant a mechanical benefit. 
  A profile remains valid until the subject’s Motivation or Vir-
  tues permanently change (temporary changes brought about by 
  magic will not spoil a profile).
  At Essence 5+, the Solar may roll (Wits + Investigation) 
  one month before an individual he has profiled is planning to 
  undertake any sort of premeditated larcenous enterprise (ex-
  amples might include robbing a bank, staging a kidnapping, at-
  tempting an assassination, or, in the case of the Yozis, escap ing 
  from Hell). This roll has a difficulty of half the subject’s (Intel-
  ligence + Larceny), rounded down. Success grants the Solar 
  an idea of what the subject plans to do, including at least the 
  general location, and nature of the crime. Examples include:
  “Splendid Magister is planning to illegally experiment on 
  hun souls within a private, hidden manse on the Blessed Isle,” 
  “the Ebon Dragon is going to try to break out of Hell with the 
  assistance of a Yozi cult in Denandsor,” or “Tammuz is going 
  to attempt to murder his Solar Mate aboard a pleasure yacht.”
  At Investigation 6+, Essence 6+ the Lawgiver may also 
  make this roll to realize from subtle context clues whenever a 
  profiled subject comes within (Investigation x 10) miles of him. 
  The Solar may also anticipate non-premeditated larcenous ac-
  tions at this level, though he suffers a -3 external penalty on 
  attempts to do so.
  heaven’s GaZe
  (p. 61)
  Replace this Charm in its entirety with the following:
  new solar Charm: lawGiver’s 
  paraBle defense
  Cost: 3m; Mins: Investigation 7, Essence 7; Type: Reflexive 
  Keywords: Combo-OK, Native 
  Duration: Indefinite 
  Prerequisite Charms: Oracular Magistrate Understanding
  A Lawgiver can stop the hands of time to protect the ones 
  he loves. This Charm allows the character to find evidence 
  of crimes that have yet to be committed, thereby preventing 
  future tragedies. The Solar may make (Wits + Investigation) 
  rolls to detect impending threats to any person or location he 
  has an Intimacy toward, even those posed by individuals he has 
  not profiled. The difficulty of this roll is always 5. This warning 
  manifests itself one week before the danger actualizes itself. For 
  example: “The mercantile district of Hollow will be destroyed 
  by a magically-triggered earthquake” or “My Lunar mate will 
  be slain by another Exalt.” Spending one Willpower when the 
  roll is made grants the Solar a flash of intuitive insight gleaned 
  through context clues in his surroundings—the Storyteller in-
  forms the Solar’s player of a place where he might profitably 
  begin investigating the impending disaster.
  As the Era of Dreams progresses, a growing number of So-
  lars have stopped using this Charm, suspecting some defect in 
  its design—surely Lawgiver’s Parable Defense must be in error 
  when it points to the Solars themselves as the threats that men-
  ace the things they love.
  investiGation
  unknown wisdom epiphany
  (p. 61)
  Replace this Charm in its entirety with the following:
  new solar Charm: leGaCy-deteCtinG GlanCe
  Cost: 4m; Mins: Investigation 4, Essence 4 Type: Reflexive 
  Keywords: Combo-OK 
  Duration: Instant 
  Prerequisite Charms: Know the Soul’s Price
  The superior detective is aware that the physiognomy of a 
  subject may reveal that subject’s history. The Lawgiver knows 
  this and more, for he may see into souls. The character makes 
  a quick study of a subject, allowing him to see his target’s ge-
  netic inheritance so acutely that he may discern their ethnicity 
  and even the bloodline from which they arose—commensurate 
  with his Lore rating. The character’s discernment of heredity 
  is so keen that he can tell which gente’s bloodline a Terrestrial 
  descends from at a glance.
  As the Lawgiver grows in experience, so does this Charm’s 
  capabilities. At Investigation 5+, Essence 5+, the Solar catch-
  es physiognomic cues more readily; he can know if people are 
  genetically related just by looking at them, and in what man-
  ner; or what a Dragon-Blooded target’s Breeding is and exactly 
  who the Terrestrial is descended from. The Lawgiver is also able 
  to see into spirits; by glancing into a person’s eyes or speaking 
  to them for any length of time, the Lawgiver can see who they 
  were in their former life.
  At Investigation 6+, Essence 6+, the Solar need only look 
  at someone while using this Charm to see directly into their 
  soul: the Exalt can see his target’s past 10 incarnations. By us-
  ing Legacy-Detecting Glance at this level while speaking with 
  Celestial Exalted, the character’s past life memories begin to 
  resonate with the Exaltation before him, discerning the previ-
  ous bearer of the subject’s Exaltation. If the Lawgiver were to 
  handle an Exaltation in Lytek’s office directly while using this 
  Charm, he could discern the identity of every person to have 
  contained that Exaltation. At Investigation 7+, Essence 7+, 
  the Lawgiver can use this Charm to see directly into a targeted 
  Chosen’s Exaltation and discern all of the bearer’s past incarna-
  tions; alternately, he may examine the subject’s soul and wit-
  ness its last 100 incarnations. At Investigation 8+, Essence 8+ 
  the Solar may examine a subject’s soul and trace its reincarna-
  tion history all the way to the beginning.
  When activating this Charm, the Solar may choose to look 
  into the genetic, mimetic, or Exalted history of his subject, but 
  not all three at once.
  The benefits of this Charm extend beyond genealogical triv-
  ia. If the Solar knows Evidence-Discerning Method and has 
  ever used it to profile any previous incarnation of the subject’s 
  soul or Exaltation, he automatically recovers that profile and 
  may employ Evidence-Discerning Method against the subject 
  for a cost of 1m.
  oraCular maGistrate understandinG
  (p. 61)
  Prerequisite Charms: Evidence-Discerning Method
  Replace the text of this Charm with the following:
  
  146
  in the future. Valid examples, then, might include worldly in-
  sight, occult secrets, or love.
  • Nirvishesha, the Ring, governs identity. One point raises 
  or lowers the region’s level of Wyld infection by one stage, for 
  example changing a Tainted Land to a stretch of Bordermarch-
  es. Two points summon a certain common variety of little god 
  or minor elemental to flock to the region, according to the So-
  lar’s will (consider the differences between a region full of field 
  gods as compared with one full of bloody hands). Three points 
  may create or close a shadowland within the region, with a di-
  ameter no greater than one mile. Four points may create an 
  Essence bias within the region with the same range of flavors as 
  demesnes enjoy (the five elements, Solar, Lunar, vitriol, etcet-
  era). Beings matching this Essence bias raise their hourly respi-
  ration rate by four motes. Five points may alter the cycle of life 
  and death within the region. This may guarantee that all souls 
  go on to lethe, linger as ghosts, or plunge into Oblivion; or it 
  might create a closed reincarnation loop, where all residents 
  who enter lethe within the region are guaranteed to reincar-
  nate somewhere within its borders.
  • Nishkriya, the Sword, governs conflict. For one point, the 
  region takes on a martial tenor—its people slowly become more 
  generally warlike and inclined to the ways of battle. Each sea-
  son spent within the region acts as a scene of building a posi-
  tive intimacy of some kind toward conflict into the Policy of all 
  social groups. For two points, the region becomes a magnet for 
  conflict—it will begin to produce natural resources needed or 
  coveted more by the region’s neighbors than by the region itself. 
  For three points, the region becomes a den of brotherly raid-
  ers—all military units raised within the region have a Drill one 
  higher than normal, and all individuals enjoy a +2 situational 
  bonus to all attempts to take something from another person 
  or group by force. Four points formidably defends the region 
  against invasion—its animals attack intruding military forces, 
  and the land itself rises up in protest, causing all movement 
  to be across what is considered difficult terrain, and produc-
  ing a -1 external penalty to all military activities by invaders. 
  Five points tithed to Nishkriya turns the region into a weapon 
  against hostile forces attempting to move into the Lawgiver’s 
  domain, raining down at least one environmental attack per 
  hour against any invading military unit, of a sort devised by the 
  Solar—avalanches, rains of lightning, supernatural ice storms 
  and localized earthquakes are only the beginning of the woes 
  that may be hurled at unwelcome guests.
  • Nirvikalpa, the Staff, is the medium through which com-
  munication occurs. One dot makes the region a gathering place 
  for societies, by increasing its yield of timber or making it more 
  fecund farmland. Two dots make the region a magnet for com-
  merce, increasing the amount or value of mineral resources 
  found within. Three dots make the region a point of interaction 
  between its inhabitants and the supernatural world, by seeding 
  the region either with raw materials capable of being refined 
  into the magical materials, or with those materials directly. 
  Four dots makes the region a point of communion between 
  Creation and Heaven, by causing each prayer uttered within 
  the region to count as though it had been spoken from five 
  mouths rather than one. Five dots makes the region a commu-
  nication network between Creation and itself, drawing dragon 
  lines together to create a three-dot demesne. This value may 
  be raised by one dot per additional point invested.
  lore
  aspeCt of the philosopher prinCe
  (p. 61)
  Replace this Charm in its entirety with the following:
  new solar Charm: shinmaiC Communion
  Cost: 30m, 2wp; Mins: Lore 7, Essence 7; 
  Type: Simple (One day-long dramatic action) 
  Keywords: Native, Obvious, Shaping 
  Duration: Instant 
  Prerequisite Charms: Wyld Cauldron Technology
  The concepts which engender the universe fall readily into 
  the grasp of the Solar Exalted. Emptying himself of all thought 
  and desire, the Lawgiver becomes a vessel for the knowledge of 
  the shinma. Entering a trance state, his eyes become unblink-
  ing lanterns and his caste mark appears, glowing the same stark 
  white for one full day. During this time, the Solar subtly alters 
  universal principles with the force of her will, to great effect. 
  The character may use Shinmaic Communion to target a land-
  scape he has created with Wyld-Shaping Technique, redefining 
  its relationship with the great cosmic elements known as the 
  shinma. The character gains ten ‘points’ with which to edit the 
  region in accordance to his will, which may be spent on the 
  following modifications:
  • Nirupadhika, the Way, governs spatial relationships. For 
  one point the Solar may enchant the roads in the region such 
  that they prevent travelers moving along them from getting 
  lost, or infallibly lead them to specific places regardless of where 
  they intend to travel. Two points allow the Solar to speed up or 
  slow down travel according to his design; by default, this halves 
  or doubles travel times, though each point invested beyond the 
  initial two raises this by a factor of one. Three points may des-
  ignate points within the region as impossible to miss, or occlude 
  them so that all efforts to find them suffer an external penalty 
  equal to half the Solar’s Lore. Four points make the region mo-
  bile, able to move (Solar’s Lore) miles per day. Each additional 
  point spent on mobility doubles the region’s movement rate. 
  Five points doubles the interior size of the region without alter-
  ing the size of its borders—the region is simply bigger on the 
  inside. Each additional point spent on this aspect increases the 
  region’s size by a factor of one.
  • Dharma, the Cup, governs corrosion, ignorance and de-
  sire. For one point, staying within the region for at least one 
  week counts as a scene spent building an Intimacy of hatred 
  toward a particular social group not native to the region. Two 
  points cause each week spent within the region to count as a 
  scene eroding an Intimacy of the Solar’s choice. Three points 
  create a tenor of desire within the region according to the So-
  lar’s definition; all actions which directly reject this desire are 
  taken at a -2 internal penalty, while all actions in pursuit of it 
  enjoy a +1 circumstantial bonus die. Four points produce a 
  regional agenda—the Solar defines an Intimacy, and each time 
  an individual sleeps within the region, this counts as a scene 
  spent building that Intimacy. Five points hide knowledge about 
  a particular thing from those within the region, inflicting an 
  external penalty equal to (Solar’s Lore ÷ 2) on all attempts 
  to uncover information about the thing; alternately, the Solar 
  may ensure that anyone who seeks a certain thing will find it. 
  This thing must exist within the region, be intangible, of limit-
  less supply, and likely to bring the individual significant turmoil 
  
  Chapter ten • DreamS OF the FirSt aGe
  147
  • Nishkriya determines the strategy of the miracle. Each 
  point of Nishkriya invested in the region allows one trigger to 
  be built into the miracle. Examples of potential triggers include 
  “entering the region,” “praying to the Yozis,” “sleeping within 
  the region,” “stealing from a merchant,” “marching un der the 
  flag of a foreign power,” or “disguising one’s identity.”
  • Dharma determines who the miracle affects. One point 
  permits only a very limited subset of a population—old men 
  of Varangian descent. Two points allows the miracle to affect 
  a population—Varangians. Three points permits a category of 
  magical beings to be targeted (such as gods, or Dragon-Blood-
  ed). Four points affect all individuals who wish to be affected. 
  Five points allows the miracle to target everyone within the 
  region. Zero points limits the miracle to working upon the en-
  vironment; it cannot affect people at all.
  • Nirvishesha determines how long the miracle persists. 
  One point causes the effect to last unto the third generation 
  (60 years). Two points last unto the seventh generation (140 
  years). Three points last until the 30th generation (600 years). 
  Four points last unto the 50th generation (1,000 years). Five 
  points create a permanent miracle. Zero points invested in Nir-
  vishesha produces a miracle lasting a single paltry year.
  • Nirupadhika determines the scope of the miracle. One 
  point affects all regions the Solar has shaped out of the Wyld 
  within a single Direction. Two points affect all such regions he 
  has shaped within the boundaries of Creation, and any realms 
  of the Faraway which he has visited. Three points affect all of 
  the above, as well as the entirety of Creation. Four points af-
  fect all of Creation as well as all directly adjoining realms (the 
  Underworld, Malfeas, Yu-Shan, Autochthonia, the Wyld). Five 
  points are conjectured to affect all of existence—even those 
  conceptual frontiers the Exalted have yet to discover or invent. 
  Zero points invested in Nirupadhika affects only the Shinmaic 
  Communion-marked region in which the Charm is used.
  For example, a Solar might lay a blessing of protection on a 
  region lasting for seven generations, so that all invading armies 
  are scoured at its borders by enormous pillars of white-hot sun-
  fire and other horrifying manifestations of Adamant Circle de-
  struction. This would require that the region be affected by two 
  points under Nirvishesha, five under Dharma, five under Nir-
  vikalpa, and two under Nishkriya. Or a Solar might attempt to 
  permanently ennoble all the cosmos so that anyone attempting 
  to initiate into the practice of sorcery will receive this tutelage 
  by the world itself. This would require five points of Nirupad-
  hika, five points of Nirvishesha, four points of Dharma, one of 
  Nishkriya, and two points of Nirvikalpa.
  Crafting a miracle is an extended dramatic action using a 
  dice pool of (Intelligence + Lore) with an interval of one day, 
  a difficulty of (points of Nirupadhika used), and a cumulative 
  difficulty of (total number of points used x 10). Abandoning 
  the effort at any point before completion causes the effect to 
  unravel harmlessly, and the Solar is refunded the xp cost of the 
  Charm. A botch causes the miracle to erupt in some dangerous 
  and unpredictable manner—at best, everyone in the region is 
  likely to have a very interesting day.
  This Charm’s miracles take effect automatically once craft-
  ing is complete, unless the Solar has utilized one or more 
  points of Nirupadhika. In that case the miracle becomes what 
  is known as a shinmaic potentiality or “Miracle Shell,” an Es-
  sence-shaped working which exists in potential but does not 
  The Solar is not obligated to spend ‘left-over’ points, if he 
  does not wish to do so. A region may only be affected by one 
  use of Shinmaic Communion at a time; additional uses cancel 
  any existing alterations and overwrite them. Shinmaic Com-
  munion’s effects vanish upon the Solar’s death, unless a sur-
  charge of one permanent point of Willpower is paid upon the 
  Charm’s activation.
  This Charm may be purchased up to (Lore) times. Each pur-
  chase after the first grants two additional points to spend on 
  shinmaic alterations.
  terrestrial edifiCation proGram
  (p. 61)
  Keywords: Obvious, Training 
  Prerequisite Charms: Legendary Scholar Curriculum
  Replace the text of this Charm with the following:
  The Solar’s Harmonious Academic Methodology is perma-
  nently enhanced by her greater enlightenment. The Solar may 
  now use her instruction to enlighten mortals, granting them 
  the enlightened essence blight (see The Compass of Celestial 
  Directions, Vol. II—The Wyld, p. 148). She also abolishes the 
  4-dot training cap from Harmonious Academic Methodology 
  and Legendary Scholar Curriculum; only the age and Essence 
  of her students limits their potential to absorb knowledge at the 
  Solar’s feet. She may also use Harmonious Academic Method-
  ology to impart knowledge of thaumaturgy, sorcerous initiation 
  Charms, or spells, assuming her students are capable of using 
  such magic.
  wyld-handlinG sCienCe
  (p. 61)
  Replace this Charm in its entirety with the following:
  new solar Charm: shinmaiC CaliBration
  Cost: 20m, 1xp; Mins: Lore 7, Essence 7; 
  Type: Simple (One day-long dramatic action) 
  Keywords: Combo-OK, Native, Obvious, Shaping 
  Duration: Instant 
  Prerequisite Charms: Shinmaic Communion
  Having communed with the foundational elements of the 
  cosmos, the Solars forge miracles. This Charm must be acti-
  vated in a region the Solar has altered with Shinmaic Com-
  munion. The character defines a wondrous aspect or blessing 
  for inclusion within the region. Much like artifact crafting, this 
  Charm is conceptually broad and depends on cooperation be-
  tween players and Storytellers to design uncanny wonders that 
  later Ages will disbelievingly mythologize and dream of. The 
  parameters of the effect depend on the Shinmaic Communion 
  elements affecting the region this Charm is used in.
  • Nirvikalpa determines the power of the miracle. One 
  point affecting the region permits the Solar to produce works 
  equivalent to mundane effort. Two points may produce un-
  canny effects equivalent to thaumaturgy. Three points produce 
  wonders equivalent to Terrestrial Circle sorcery. Four points are 
  equivalent to the Celestial Circle, and five points may produce 
  awe-inspiring effects comparable to Solar Circle sorcery. Zero 
  points limits the effects to only the weakest happenstance, the 
  equivalent of mood lighting—effects with no mechanical re-
  percussions at all.
  
  148
  solar apotheCary praCtiCe
  (p. 62)
  Replace this Charm in its entirety with the following:
  new solar Charm: miraCle 
  worker’s redemption
  Cost: —; Mins: Medicine 5, Essence 5; Type: Permanent 
  Keywords: Native, Reactor 
  Duration: Permanent 
  Prerequisite Charms: Wholeness-Restoring Meditation
  Creation sets a grim course for those who cycle through it. 
  By healing others, a Solar finds the power and resolve to con-
  tinue her journey. The Lawgiver regains two motes per health 
  level restored to another character through the application of 
  her healing arts, so long as that character’s wounds were not 
  inflicted by the Solar or at the Solar’s behest. Once per story, 
  the Lawgiver may waive this benefit to instead reduce her Limit 
  by one point.
  sCienCe of mutation
  (p. 62)
  Mins: Medicine 5, Essence 4 
  Keywords: Combo-OK, Shaping, Stackable, Touch 
  Prerequisite Charms: Wholeness-Restoring Meditation
  Replace the text of this Charm with the following:
  The Lawgiver need not only heal, but may re-create bodies 
  as she sees fit. After she spends five hours performing a Med-
  icine-based action (and making an Intelligence + Medicine 
  roll), her target gains or loses points of physical mutations no 
  greater than the Solar’s successes. (See Exalted, pp. 288-290, 
  Manual of Exalted Power—The Lunars, pp. 206-209, and 
  The Compass of Celestial Directions, Vol. II—The Wyld, 
  pp. 144-148. Poxes and deficiencies are one point; afflictions/
  debilities, two points; blights/deformities, four points; abomi-
  nations, six points.) This procedure inflicts a number of levels 
  of lethal damage equal to the point value of the mutation be-
  stowed (extras cannot die from this treatment unless the acti-
  vation roll botches).
  This Charm can remove Wyld mutations, but the mutations 
  it grants aren’t usually of the Wyld. Unless the storyteller rules 
  otherwise, mutations granted by this Charm don’t restrict the 
  target’s ability to live in Creation.
  oCCult
  rinGs of spiritual frailty
  (p. 63)
  Replace this Charm in its entirety with the following:
  new solar Charm: eClipsinG the sun
  Cost: —(3m, 1wp or 3m, 1wp, 1 Limit); 
  Mins: Occult 6, Essence 6; Type: Permanent 
  Keywords: Native 
  Duration: Permanent 
  Prerequisite Charms: Ghost-Eating Technique
  It is the duty of the son to surpass his father. The Exalt may 
  pay three motes and one point of Willpower whenever he ac-
  tivates a Charm with the Holy keyword. Doing so allows the 
  Solar to treat the target of the Charm as if it were a creature of 
  interface with Creation. Greater arts than Shinmaic Calibra-
  tion are required to integrate a Miracle Shell into reality—the 
  Salinan Working is likely the most well-known example of such 
  an integration.
  new solar Charm: leGend-
  drawinG invoCation
  Cost: 5m; Mins: Lore 5, Essence 4; 
  Type: Simple (Speed 3, DV -0) 
  Keywords: Combo-OK, Obvious 
  Duration: Indefinite 
  Prerequisite Charms: Essence-Lending Method
  By speaking to the soul of an artifact, a Solar may remind 
  a broken wonder of its legendary purpose, briefly restoring it 
  to working order. Channeling Essence through her sagacious 
  knowledge, the Solar is able to revive a legendary wonder and 
  temporarily restore it to functionality. The Solar may restore a 
  broken or damaged artifact to full working order so long as Es-
  sence is committed to sustain this Charm. In order to use this 
  Charm, the Solar must know what the artifact in question is 
  and what it does.
  mediCine
  aura of hyGiene
  (pp. 61-62)
  Replace this Charm in its entirety with the following:
  new solar Charm: a hood on death
  Cost: 20m, 1wp; Mins: Medicine 7, Essence 7; Type: Simple 
  Keywords: Obvious 
  Duration: Instant 
  Prerequisite Charms: Ailment-Rectifying Method, Contagion-
  Curing Touch
  Transcending individual treatment, the Solar exercises sov-
  ereignty over disease, giving it form at her behest. The Solar 
  selects a specific disease. All instances of the targeted disease 
  within (Essence x 20) miles are immediately pulled from those 
  who suffer from them, traveling at the speed of prayer to the 
  Solar’s location. There they coalesce over the course of one 
  day, leaping together in a roiling mass of filth and shadow that 
  eventually becomes a single, powerful plague god of that par-
  ticular disease—one which harbors an indestructible Intimacy 
  of loyalty to the Solar who caused it to come into being. The 
  spirit may somewhat resemble the Solar in appearance. This 
  god is equivalent to a spirit of the second rank or third rank, 
  depending on the virulence and magnitude of the disease and 
  its outbreak (see The Compass of Celestial Directions, vol. 
  III—Yu-Shan, pp.122-124) The spirit always has the Bane 
  Weapon Charm, which is efficacious against other spirits of 
  the disease it represents, and a special Charm called Consume 
  Sickness, which allows the spirit to spend 10 motes to draw out 
  the sickness it represents from a person and consume it, gaining 
  a point of Willpower or restocking a Virtue channel in the pro-
  cess. This Charm may only function if a number of individuals 
  of Magnitude 6 or above are infected with the disease within 
  the targeted area.
  
  Chapter ten • DreamS OF the FirSt aGe
  149
  successfully strikes the beneficiary of the spell, then the spell 
  is broken as though targeted by the weakest level of counter-
  magic capable of affecting it. If the spell creates or summons 
  an automaton or spirit, the Lawgiver’s attack must target that 
  automaton or spirit. If the spell is a free-standing effect, such as 
  Rain of Doom, then the attack must be generally aimed at the 
  center of the spell’s area of effect, and the effect is considered 
  to have a Parry DV of (Circle x 3) for spells, or (Minimum Es-
  sence + 2) for Sorcerous Charms. Should the Solar successfully 
  shatter a spell or Charm in this fashion, he gains (Spell’s Circle 
  x 4) or (Charm’s Minimum Essence + 2) motes for doing so. 
  Magic-Shattering Strike may explicitly be placed in a Combo 
  with Charms of other Abilities.
  Lunar Exalted have a similar Charm called Sorcery-Rending 
  Talons, which is identical to Magic-Shattering Strike with the 
  following exceptions: Its minimums are Perception 5, Essence 
  4, its prerequisites are God-Cutting Essence and Instinctive Es-
  sence Prediction (see Manual of Exalted Power—The Lunars, 
  p. 179), and it restores only (Spell’s Circle x 3) or (Charm’s 
  Minimum Essence) motes on a successful application.
  New Abyssal Charm: Magic-Devouring Strike (Prerequi-
  sites: Spirit-Sensing Meditation). This Charm is identical to its 
  Solar counterpart.
  power from darkness
  (p. 63)
  Cost: 3m per Charm, 1wp; Type: Simple 
  Duration: Indefinite 
  Prerequisite Charms: All-Encompassing Sorcerer’s Sight, Solar 
  Circle Sorcery
  Replace the text of this Charm with the following:
  Veiling her nature in the essence of the eclipse, the Solar 
  reaches through the cracks in the universe the Primordials 
  forged to rip forth power hidden from lesser minds. This Charm 
  allows the character to instantly learn one Charm per three 
  motes committed to Power From Darkness. The only limit on 
  this number is the amount of Essence the Lawgiver is willing to 
  commit. These do not have to be Solar Charms, but they must 
  be Charms a character of the Eclipse Caste could potentially 
  learn through the Eclipse anima power. Power From Darkness 
  is subject to the following limitations:
  The character must satisfy the trait minimums and prereq-
  uisites of all Charms bestowed by Power From Darkness. The 
  character must have not only personally witnessed all bestowed 
  Charms in use, but must have analyzed them with All-Encom-
  passing Sorcerer’s Sight. Power From Darkness may not bestow 
  spells or Combos, nor may Charms acquired through Power 
  From Darkness be placed into Combos. The Solar activates 
  bestowed Charms as though they had been learned with the 
  Eclipse anima power. Finally, Power From Darkness may only 
  be activated during Calibration, though it may be sustained 
  normally with committed Essence throughout the year.
  Whenever the character gains Limit while using Power From 
  Darkness, she gains one extra point of Limit on top of whatever 
  amount she would have normally accumulated. The Solar Ex-
  alted remain unaware of this flaw in the Charm.
  A second purchase of this Charm, at Occult 10, Essence 10, 
  reduces its cost to 2m per Charm, 1wp and upgrades the char-
  acter’s Limit gain from +1 to +2.
  darkness. When using Eclipsing the Sun, the Lawgiver manip-
  ulates his instinctual understanding of Holy to supersede—if 
  only for an instant—the will of Ignis Divine. Doing so against 
  another Solar Exalted incurs the additional cost of one point 
  of Limit, as the Exalt’s will strains against the authority of the 
  Most High.
  new solar Charm: the time is now
  Cost: —(+10m, 1wp); Mins: Occult 6, Essence 6; 
  Type: Permanent 
  Keywords: Native, Obvious 
  Duration: Permanent 
  Prerequisite Charms: Solar Circle Sorcery
  When the Solars graciously accepted the surrender of the 
  vanquished Primordials, they gained authority over their nu-
  merous souls and mimetic races, including the power to sum-
  mon and bind them into service. Sometimes waiting for Cali-
  bration—or even sundown—is an affront to the Lawgivers, as if 
  to mock them for the mercies they once accorded. This Charm 
  enhances the spells Demon of the First Circle and Demon of 
  the Second Circle. At Essence 7+, this Charm’s power expands 
  to encompass Demons of the Third Circle as well. When cast-
  ing one of these spells, the Solar may spend an extra 10 motes 
  and one Willpower to gain the following benefits: The casting 
  time of the spell is reduced to a single hour, and the dramatic 
  action used to shape this spell may begin at any hour of the 
  day and on any day of the year. The concentrated power of 
  the Solar’s will visibly strains the boundaries of existence, caus-
  ing a localized Calibration more ominous and bizarre than the 
  natural fixing of Creation that marks the beginning and end of 
  each year. For an area of (100 yards for a First Circle demon, 
  500 for Second Circle demon, and one mile for a Third Circle 
  demon) around her, sunlight bleeds away as surely as the com-
  ing of midnight, and sounds somewhere between great hollow 
  wails of torment and the grating of brass echoes out from her 
  location. The Bureau of Destiny is made explicitly aware every 
  time this Charm is used to enhance a summoning, and knows 
  where it was used.
  Whenever this Charm is used to summon a demon of the 
  Third Circle outside of Calibration, the Solar must reflexively 
  make a contested roll of his (Intelligence + Occult) against 
  the Dodge MDV of each Third Circle demon he has currently 
  bound. Failing this roll for a single demon permits all currently 
  bound demons to slip free of their bindings.
  maGiC-shatterinG strike
  (p. 63)
  Cost: 15m; Mins: Occult 5, Essence 4 
  Keywords: Combo-OK, Mirror (Magic-Devouring Strike), 
  Obvious 
  Prerequisite Charms: Spirit-Detecting Glance
  Replace the text of this Charm with the following:
  Before Brigid discovered sorcery, the Solar Exalted had to 
  counter the world-twisting powers of the Primordials through 
  other means. Magic-Shattering Strike permits the Solar’s at-
  tack to disrupt sorcery, necromancy, and Sorcerous-keyword 
  Charms. The Lawgiver targets a spell or appropriate Charm 
  and spends fifteen motes. The Charm or spell must be Obvious 
  to the Lawgiver’s senses to be a valid target for Magic-Shatter-
  ing Strike. If the attack (which may use any combat Ability) 
  
  150
  speed of liGht approaCh
  (p. 63)
  Cost: 7m, 1wp; Mins: Athletics 6, Essence 6; Type: Simple 
  (Speed 4) 
  Keywords: Combo-OK, Mirror (Swifter Than a Scream), 
  Obvious 
  Duration: One scene 
  Prerequisite Charms: Godspeed Steps
  Replace the text of this Charm with the following:
  A Solar who dedicates herself to the principles of speed is as 
  omnipresent as sunlight, and just as impossible to grasp. All of 
  the character’s movement rates are doubled, as long as she is 
  moving under her own power. More importantly, whenever the 
  character takes a Move, Dash or Jump action, she vanishes into 
  a blur, only to reappear at her destination. The Lawgiver is im-
  possible to target while moving, unless the attacker succeeds on 
  a reflexive (Perception + Awareness) roll against a Difficulty 
  of (Solar’s Dexterity). The Solar may be targeted normally dur-
  ing any tick on which she takes an action other than to Move, 
  Dash or Jump.
  A second purchase of this Charm at Athletics 7+, Essence 
  7+ triples the character’s movement rates and causes any 
  Move, Dash or Jump action she takes to count as an opportu-
  nity to re-establish surprise.
  New Abyssal Charm: Swifter Than a Scream (Prerequi-
  sites: Death Draws Near). This Charm is identical to its Solar 
  counterpart.
  awareness
  deifiC vantaGe stanCe
  (p. 63)
  Replace this Charm in its entirety with the following:
  new solar Charm: fallinG sun eyes
  Cost: 3m; Mins: Awareness 5, Essence 5; 
  Type: Reflexive (Step 1) 
  Keywords: Combo-OK, Holy, Illusion, Obvious, Shaping, Touch 
  Duration: Indefinite 
  Prerequisite Charms: Eyes of the Unconquered Sun
  Speaking a condemnation into the world, the Lawgiver’s eyes 
  blaze like twin suns, while the rest of him darkens like the onset 
  of night. Laying a hand upon his target, the Solar curses him 
  with the gaze of the wrathful sun. While this Charm remains 
  in effect, sunlight itself becomes the eyes of the Solar…and the 
  target knows it. Wherever she should go, she feels the Solar’s 
  gaze upon her in the light of the sun. As a result, the target feels 
  constantly watched and followed—even indoors, she can feel 
  the baleful sun dogging her every step. As a result, all Aware-
  ness rolls to detect hidden characters are made at a -3 external 
  penalty; the character cannot sort out true feelings of being 
  watched from the ever-present oppression of the sun. This un-
  natural Illusion costs one Willpower to resist for a scene, and 
  cannot be made to permanently vanish until the Solar lifts his 
  curse. Moreover, the feelings instilled by this Charm are not 
  athletiCs
  unparalleled aCumen meditation
  (p. 63)
  Type: Simple (Speed 3, DV -0) 
  Keywords: Combo-Basic, Mirror (Nimble Ghost Grace) 
  Prerequisite Charms: Graceful Crane Stance
  This Charm allows the Solar to enjoy the benefits of every 
  Athletics Charm she knows with a non-variable Cost, Mini-
  mum Essence 2 or less and Duration of One scene.
  New Abyssal Charm: Nimble Ghost Grace (Prerequisites: 
  Raiton’s Nimble Perch). This Charm is identical to its Solar 
  counterpart.
  unConquered miGht
  (p. 63)
  Cost: 7m 
  Keywords: Combo-OK, Mirror (Oblivion’s Triumph), Obvious 
  Prerequisite Charms: Increasing Strength Exercise
  At Athletics 6+, Essence 6+ the Solar may add a point of 
  Willpower to the Charm’s cost, permitting it to also destroy 
  magical artifacts. This renders the Charm Simple, with a Speed 
  of (Artifact’s dot rating) minutes and a DV penalty of -3. N/A 
  artifacts are immune to this Charm, as are objects which are 
  specifically noted as being indestructible.
  New Abyssal Charm: Oblivion’s Triumph (Prerequisites: 
  Corpse-Might Surge). This Charm is identical to its Solar 
  counterpart.
  new solar Charm: Godspeed steps
  Cost: 3-7m or 8m, 1wp; Mins: Athletics 5, Essence 5; 
  Type: Reflexive 
  Keywords: Combo-OK, Mirror (Death Draws Near), Obvious 
  Duration: Instant 
  Prerequisite Charms: Lightning Speed
  A Solar need only will himself to move with speed beyond 
  all reckoning. This Charm allows the character to cross ex-
  treme distances with a normal Move action. Upon activating 
  this Charm the Solar may travel up to (Essence x 10) yards 
  for three motes, (Essence x 20) yards for four motes, (Essence 
  x 40) yards for five motes, (Essence x 60) yards for six motes, 
  (Essence x 100) yards for seven motes, and up to one mile by 
  paying eight motes and one Willpower. When using this Charm 
  the Exalt is seen to flash from location to location instanta-
  neously. This is not teleportation—the Solar must actually 
  cross the intervening distance. Should the Lawgiver encounter 
  a barrier that impedes his progress prematurely, he is refunded 
  Essence and Willpower as appropriate to the distance already 
  traveled—for example, if an Essence 5 Solar paid seven motes 
  to traverse a 300 yard long canyon instantly, but discovered 
  a wall of invisible force blocking him after only 80 yards, he 
  would be refunded three motes. This Charm may be activated 
  no more than once per action.
  New Abyssal Charm: Death Draws Near. (Prerequisite: 
  Shadow Races the Light). This Charm is identical to its Solar 
  counterpart.
  
  Chapter ten • DreamS OF the FirSt aGe
  151
  Hearing beyond hearing, the Lawgiver is supremely attuned 
  to the tenor of his own Essence. Any utterance of his name 
  by any individual anywhere in the same realm of existence be-
  comes Obvious to his senses, as does the identity of the indi-
  vidual speaking his name. The Solar may reflexively spend 1m 
  per long tick to hear exactly what the individual speaking his 
  name is saying, and may continue to listen in for as long as he 
  cares to spend Essence or has Essence to spend. He only hears 
  the voice of individuals who have spoken his name, however; 
  any replies that might occur are inaudible. At Awareness 7+, 
  the Solar may hear his name when it is spoken by beings in 
  other realms of existence.
  All manner of wards against scrying automatically cause this 
  Charm to fail; the Seal of Eight Divinities that separates Au-
  tochthonia from Creation is considered to be such a ward so 
  long as it remains intact.
  A second purchase of this Charm at Awareness 6+, Essence 
  6+ allows the Lawgiver to reflexively spend 5 Willpower to re-
  define the sound this Charm listens for. This must be a specific 
  noise, rather than a general class of sounds; “the sound of the 
  Guide to Meru I handed to Arlot landing in a trash bin” would 
  qualify, as would “someone speaking the name of my wife, Lil-
  ith,” but “anyone plotting against me” or “someone professing 
  love to my wife, Lillith” would not.
  There exists a similar Linguistics Charm, called The Ever-
  Vigilant Scribe (Mins: Linguistics 5, Essence 4; Prerequisite: 
  Discerning Savant’s Eye), which alerts the character if anyone 
  writes his name. Rather than listening in on a conversation, the 
  Lawgiver has the option of spending 10m to memorize the en-
  tirety of the missive in which he is mentioned, for later detailed 
  perusal. The Ever-Vigilant Scribe’s repurchase benefit allows 
  the character to remain vigilant for the writing of other par-
  ticular words or phrases.
  Abyssal Exalted, having cast their names away into Oblivi-
  on, cannot develop a Mirror to this Charm.
  dodGe
  refinement of flowinG shadows
  (p. 64)
  Cost: —(+3m or +3m, 1wp); Type: Permanent 
  Keywords: Mirror (Thousandfold Shadow Dance) 
  Duration: Permanent
  Replace the text of this Charm with the following:
  This Charm enhances its prerequisite. The Lawgiver may opt 
  to pay a +3m surcharge when activating Seven Shadow Eva-
  sion, extending its duration to one tick rather than separately 
  activating the Charm against each individual attack.
  Solars with Essence 5+ may extend the duration of perfect 
  dodging to one action by paying a +3m, 1wp surcharge. Only 
  when the character’s DV refreshes does the maelstrom of flick-
  ering shadows resolve back into the familiar form of the Law-
  giver.
  New Abyssal Charm: Thousandfold Shadow Dance (Pre-
  requisites: Flickering Wisp Technique). This Charm functions 
  identically to its Solar counterpart, save that it delays Flicker-
  ing Wisp Technique’s reflexive relocation until the end of the 
  tick or action, as appropriate.
  wholly false—the sun’s light shows the Solar all of the target’s 
  failings. Whenever the target fails a Virtue roll or spends Will-
  power to suppress a Virtue while touched by the light of the 
  sun, the Solar is granted a vision of the target’s moment of self-
  compromise. If the target is a creature of darkness, the sun’s 
  heat stifles them even indoors or at night; the character suffers 
  a -1 external penalty to all actions while this Charm remains 
  in effect. If in direct sunlight, such wretches suffer a blistering 
  heat environmental effect (see Exalted, p. 131).
  At Awareness 6+, Essence 6+ the Solar may use an en-
  hanced version of this Charm costing six motes. Used in this 
  fashion, all targets suffer the effects reserved for creatures of 
  darkness, above. Additionally, if the Solar voluntarily ends 
  this Charm by withdrawing committed Essence, creatures of 
  darkness spontaneously combust in a blaze of sunfire, suffering 
  a one-time environmental damage effect with Damage 10A, 
  Trauma 5.
  With Awareness 7+, Essence 7+, the Solar may issue a sum-
  mons to targets afflicted with either version of this Charm, so 
  long as they are within one mile of her. The summons is Obvi-
  ous to the target’s senses, as is the location where the Solar 
  expects to meet (also within the same one-mile radius). The 
  target has one day to reach this meeting point, and must arrive 
  in broad daylight. Should she fail to do so, she will be branded 
  with the Creature of Darkness mutation as a Shaping effect. 
  At this level Solars may also target mortals with Falling Sun 
  Eyes simply by speaking their name, dispensing with the Touch 
  Keyword. This is a favored method used by the Night Caste to 
  summon alleged criminals to face trial by the law.
  ever-watChful sentinel dediCation
  (pp. 63-64)
  Keywords: None 
  Prerequisite Charms: Surprise Anticipation Method
  Replace the text of this Charm with the following:
  The Lawgivers know those they love and those they have 
  sworn to protect. No wicked treachery may deceive a So-
  lar who has learned this Charm, for he sees with his heart as 
  much as his eyes. The Solar automatically sees through any 
  disguise, Illusion or other effect that would allow a being to 
  falsely masquerade as a character the Lawgiver harbors a posi-
  tive Intimacy for. He likewise knows any free-standing illusions 
  or hallucinations which attempt to depict such characters for 
  the vile falsehoods they are. This Charm does not cause the 
  Solar to know the true identity of a character wearing such a 
  false seeming—it only makes the attempted deception appar-
  ent to him. This Charm applies (Solar’s Awareness) automatic 
  successes to any effect-conflict roll-off.
  omnisCient ears approaCh
  (p. 64)
  Cost: —; Mins: Awareness 5, Essence 5; Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Unsurpassed Hearing and Touch Discipline
  Replace the text of this Charm with the following:
  
  152
  elsewhere finGers
  (p. 64)
  Replace the text of this Charm with the following:
  new solar Charm: Gear-strippinG method
  Cost: 2m; Mins: Larceny 5, Essence 4; Type: Supplemental 
  Keywords: Combo-OK, Crippling, Touch 
  Duration: Instant 
  Prerequisite Charms: Reversal of Fortune (Ink Monkeys, 
  Vol. 20)
  Not all creators are as perfect as the Solars. In the magitech- 
  rich Era of Dreams, haywire automaton servitors and war ma-
  chines gone berserk must sometimes be dealt with. This Charm 
  supplements an attempt to steal key parts from a machine in 
  order to cripple or instantly disable it. The Exalt’s hand flashes 
  through the target, stripping out parts.
  If targeting an automaton (zombies are valid targets for this 
  Charm), roll the Solar’s (Dexterity + Larceny), resisted by the 
  target’s highest DV. Characters with Craft (Magitech) may add 
  (their rating in that Ability) in automatic successes to this at-
  tempt. If successful, automaton extras and mechanical booby 
  traps are instantly disabled, falling into a heap at the Solar’s 
  feet. Non-extra automatons instead take the Solar’s (Wits + 
  Larceny + threshold successes) dice of unsoakable aggravated 
  damage.
  Targeting an artifact with a Repair rating requires the Solar 
  to roll (Dexterity + Larceny), resisted by the user’s highest DV. 
  Until repaired, all attempts to use the damaged artifact suffer 
  an external penalty equal to the Solar’s threshold successes. If 
  the artifact also requires maintenance, each threshold success 
  counts as 100 hours of use.
  Alchemical Exalted, as well as spirits which have the appear-
  ance of machines (such as Autochthon’s Divine Ministers) are 
  invalid targets for the purposes of this Charm’s effects.
  new solar Charm: kinG of thieves spirit
  Cost: 5m, 1wp; Mins: Larceny 5, Essence 4; 
  Type: Supplemental 
  Keywords: Combo-OK, Obvious, Touch 
  Duration: Instant 
  Prerequisite Charms: Reversal of Fortune (Ink Monkeys, 
  Vol. 20)
  When a Solar avows another of the idea that they own some-
  thing, he is being generous; when he grows bored of pretending, 
  he simply takes what he wants. This Charm supplements a bla-
  tant attempt to strip something from another person (treat as a 
  disarm attempt using Larceny in the place of a combat Ability). 
  The character explicitly can steal things in active use, such as 
  weapons, clothing, or even armor, so long as he can reach them, 
  or any object on the target’s person which he is aware of (ex-
  amples might include a coin purse held in a clenched fist inside 
  of a pocket, a sheathed sword the target is menacingly fingering 
  the hilt of, or the target’s undergarments).
  At Essence 5+, the Exalt may steal attuned artifacts, in-
  stantly breaking the artifact’s attunement in the process.
  With Larceny 6+, Essence 6+, the Exalt may reflexively and 
  instantly attune a stolen artifact by paying its commitment cost.
  With Larceny 7+, Essence 7+, the Solar may use King of 
  Thieves Spirit to steal Alchemical Charms, though he may not 
  attune to them. At Larceny 8+, Essence 8+ even this restric-
  aeGis of altruistiC imposition
  (p. 64)
  Cost: 4m; Mins: Dodge 5, Essence 4; Type: Reflexive (Step 2) 
  Duration: One action 
  Prerequisite Charms: Leaping Dodge Method
  Replace the text of this Charm with the following:
  The Lawgiver dissolves into a swarm of flitting shadows, ob-
  fuscating the precise location of his allies and drawing attacks 
  toward himself. He may apply a Dodge DV-based Defend Other 
  action to all willing individuals within (Essence x 3) yards. At 
  Essence 5+, this Charm’s zone of protection may be extended 
  to (Essence x 10) yards.
  A second purchase of this Charm, at Dodge 6+, Essence 6+, 
  adds an additional feature to Aegis of Altruistic Imposition; if 
  the Lawgiver is struck by an attack intended for another while 
  using this Charm, he may pay four motes and one point of Will-
  power in Step 9 to perfectly redirect that attack to a different 
  character within the radius of the Charm. The attack does no 
  harm to the Lawgiver, and instead applies its original roll and 
  effects to its new target as a Counterattack.
  divine witness of utter safety
  (p. 64)
  Cost: —(+4m); Mins: Dodge 5, Essence 5; Type: Permanent 
  Keywords: Mirror (Shadow Fades at Dawn), Obvious 
  Prerequisite Charms: Leaping Dodge Method, Seven Shadow 
  Evasion
  Replace the text of this Charm with the following:
  When the Primordials once uprooted mountains and cast 
  them down against the armies of the gods. The Solar Exalted, 
  embarrassed by such clumsy efforts, learned to absent them-
  selves from the paths of these excessive demonstrations. A 
  character who has learned this Charm may pay a four mote sur-
  charge when invoking Seven Shadow Evasion to avoid an at-
  tack which inflicts damage on everything within an area (such 
  as Lambent Bolt of Annihilation). The Solar’s dodge deposits 
  her at the nearest safe edge of the damage effect, if that loca-
  tion is within (Essence x 50) yards; walls and other obstacles 
  are no impediment to this evasion. She may also carry out any 
  consenting characters she is protecting with Defend Other ac-
  tions at the time of activation. At Dodge 6+, Essence 6+ this 
  restriction disappears, and the Solar’s leaping dodges will carry 
  her as far as necessary to remove her from the effect.
  New Abyssal Charm: Shadow Fades at Dawn (Prerequi-
  sites: Flickering Wisp Technique, Foe-Shaming Defense). 
  Mocking laughter marks the Abyssal’s relocation away from 
  the area of effect. This Charm is otherwise identical to its Solar 
  counterpart.
  larCeny
  shroud of niGht’s law
  (p. 64)
  Cost: 7m, 1wp; Type: Reflexive 
  Keywords: Combo-OK, Illusion 
  Duration: One scene
  This Charm is a form of unnatural mental influence which 
  costs 3 Willpower to resist.
  
  Chapter ten • DreamS OF the FirSt aGe
  153
  x 100) miles, and with Stealth 10 the Lawgiver may encompass 
  an entire Direction.
  At Stealth 7+, Essence 7+, the Solar may add a point of 
  permanent Willpower to the Charm’s cost when used to target 
  a region. Doing so changes the Charm’s Duration to instant, 
  requiring no Essence commitment on the part of the Lawgiv-
  er…and renders its effects permanent. The Solar’s shadows will 
  continue to haunt the area forever, even after his own demise.
  new solar Charm: walkinG 
  in leGend’s shadow
  Cost: 10m, 1wp; Mins: Stealth 6, Essence 6; Type: Simple 
  Keywords: Combo-OK, Illusion 
  Duration: Indefinite 
  Prerequisite Charms: Vanishing From Mind’s Eye Method
  Legend and fact soon become interchangeable in the lives 
  of the Exalted, and the Solars embody this principle—to the 
  degree that the Princes of the Earth sometimes find it necessary 
  to hide even from themselves. This Charm allows the character 
  to walk directly out of the ongoing narrative of his life, either 
  dimming himself to the eyes of history, or increasing interest in 
  his legend until he himself is all but forgotten.
  Should the Solar dim himself, he passes from the active 
  thoughts of Creation. His personal acquaintances will still 
  recognize him, but strangers will not. Even if the Solar stands 
  directly next to a poster bearing his face and name, those with-
  out a personal relationship simply will not connect the two. 
  The Lawgivers use this Charm to temporarily escape from the 
  public eye. This unnatural mental influence costs four points of 
  Willpower to resist, or only one if someone actively points out 
  the Solar’s identity.
  Alternately, the Solar may enhance his glory until its glare 
  blinds the world. The Lawgiver once again cannot be recog-
  nized as himself—even by those who know him. The reality 
  of the man simply does not connect to the stature of his leg-
  end. Used in this mode, the Charm requires only two points 
  of Willpower to resist, but offers an additional benefit: No ac-
  tion the Solar takes will besmirch his reputation, as bystanders 
  are overcome by memories of the Exalt’s glory days rather than 
  circulating news of his misbehavior. For example, Desus could 
  beat an orphan to death in the middle of the street, and any 
  onlookers who recognized him would go home to reminisce 
  about the time he bravely taught the behemoth Oliphem the 
  cost of defying the Solar Deliberative. This unnatural mental 
  influence costs three points of Willpower to resist.
  BureauCraCy
  halo of ministerial dominion
  (p. 65)
  Keywords: Combo-Basic 
  Duration: Instant
  Roll (Intelligence + Bureaucracy + Essence), not Influ-
  ence. This Charm’s Dramatic Action activation time generally 
  requires one day of effort per dot of Magnitude of the bureau-
  cracy the character attempts to gain support within, though 
  stunts may reduce this period at the Storyteller’s discretion. 
  Halo of Ministerial Dominion’s activation roll must overcome 
  tion vanishes, and the Solar may equip and wield a stolen Al-
  chemical Charm, if he has an open Charm Slot in which to 
  place it.
  All attempts to steal armor suffer a -2 external penalty.
  stealth
  hoodinG the solar lantern
  (pp. 64-65)
  In addition to the effects listed, the Exalt gains the ability to 
  reflexively flare her anima to any higher level of display at no 
  cost, if she wishes.
  GoinG elsewhere stanCe
  (p. 65)
  Replace this Charm in its entirety with the following:
  new solar Charm: everywhere 
  and nowhere stanCe
  Cost: 4m; Mins: Stealth 5, Essence 5; 
  Type: Simple (Speed 4, DV -0) 
  Keywords: Combo-OK, Illusion, Touch 
  Duration: Indefinite 
  Prerequisite Charms: Mental Invisibility Technique
  The eyes of the Solar Exalted are always watching. Through 
  the use of this Charm, the Solar becomes omnipresent in the 
  minds of the wicked. The Solar touches a target (this may re-
  quire a Dexterity + Martial arts attack if the target attempts 
  to avoid contact) and spends four motes. The sensation of the 
  Solar’s touch lingers on and on, eventually spreading to en-
  compass all of the target’s senses. So long as these motes remain 
  committed, the Lawgiver seems to be constantly shadowing 
  his mark—the target frequently glimpses the Solar leaning in 
  doorways, or disappearing down alleys. He sees the Exalt’s sil-
  houette watching him from rooftops or following him through 
  crowds. The Solar seems to be watching more often than not, 
  always vanishing if confronted directly.
  This is an unnatural Illusion effect which costs two Will-
  power to ignore for a scene; the effects of the Charm end once 
  the target has spent a total of twenty Willpower fighting it. The 
  Lawgiver adds his Essence in bonus successes to all attempts 
  to establish or re-establish surprise against individuals afflicted 
  by Everywhere and Nowhere Stance—it becomes difficult to 
  discern the Solar’s true presence from the shadows in the tar-
  get’s mind.
  A second purchase of this Charm at Stealth 6+, Essence 
  6+ permits the Solar to use this Charm on an area. Used in 
  this manner, Everywhere and Nowhere Stance has a cost of 
  6m, 1wp. So long as the Solar commits Essence to the Charm, 
  everyone in the affected region suffers visions of the Solar’s 
  presence, as detailed above, though with lower frequency—no 
  more than once per scene. Individuals in the affected region 
  may resist the Charm’s Illusion for one Willpower per scene, 
  but cannot permanently immunize themselves to it so long 
  as they remain in the area. Everywhere and Nowhere Stance 
  may initially be used upon an area a mile in diameter, but with 
  Stealth 7+ the Solar may affect an area up to (Essence x 2) 
  miles, and with Stealth 8+ may affect (Essence x 10) miles. At 
  Stealth 9+ the Solar may spread her presence across (Essence 
  
  154
  new solar Charm: visaGe made law
  Cost: —; Mins: Bureaucracy 7, Essence 7; Type: Permanent 
  Keywords: Native 
  Duration: Permanent 
  Prerequisite Charms: Bureau-Rectifying Method
  Upon learning this Charm, the Solar impresses his identity 
  upon the very fabric of the cosmos. The shinma open eyes they 
  do not possess and behold the Exalt’s face. They know him 
  then, and will accept no substitutes.
  Henceforth, all attempts to impersonate the Lawgiver suffer 
  a -2 external penalty, and any character doing so suffers a three 
  mote surcharge on the cost of all Charms while masquerading 
  as the Solar. The motes spent to satisfy this surcharge are tithed 
  to the Solar, delivered when he next awakens from at least one 
  hour of uninterrupted sleep. The Solar may voluntarily exempt 
  specific individuals from this cost and penalty, if he desires, 
  and may just as easily revoke such exemptions. Additionally, 
  whenever another individuals wears his face (either by magic 
  or mundane disguise) that fact becomes Obvious to the Law-
  giver when he next awakens—though the location, identity, 
  and goal of the imposter are not revealed.
  Finally, no effect may draw motes out of the Solar’s Essence 
  pool without his consent, and no form of magical mental influ-
  ence may force him to give such consent.
  new solar Charm: leGend lives on
  Cost: —; Mins: Bureaucracy 7, Essence 7; Type: Permanent 
  Keywords: Training 
  Duration: Permanent 
  Prerequisite Charms: Bureau-Rectifying Method
  The Solar pours her very soul into the works she has brought 
  forth in Creation. Upon learning this Charm, the character se-
  lects a bureaucratic organization she presently leads. Should 
  the Solar come to no longer lead that organization (whether 
  due to resignation, coup, or the organization’s dissolution), she 
  may spend one Willpower to target a different organization she 
  leads; or she may spend five Willpower at any time to transfer 
  this Charm’s focus to a different organization.
  This Charm takes effect when the Solar meets his final day. 
  Upon death, rather than guarding the Lawgiver’s corpse, his po 
  soul becomes the quiet guardian of the targeted organization, 
  bending its strength toward guiding the new leadership of the 
  organization. In essence, the po does everything in its power to 
  ensure the organization continues to run as though the Solar 
  were still alive, sometimes prompting rumors that a Lawgiver 
  has not truly died at all, but is simply guiding the organization 
  in secret.
  A po spirit empowered by this Charm possesses the Solar’s 
  Attributes, Abilities, Essence rating, and, in addition to an ar-
  ray of dangerous arcanoi, the following unique powers:
  • All General Charms the Solar knew in life, though they 
  may only be used to support, lead, or defend the organization 
  the spirit is attached to.
  • The ability to manifest itself in a form indistinguishable 
  from the living Solar.
  • The po cannot be permanently destroyed short of Ghost-
  Eating Technique or equivalent magic, reforming at sunset 
  each evening so long as the idea remains in the heart’s of the 
  organization’s members that the Solar or his vision lives on, and 
  so long as the organization it was set to guide endures.
  the Dodge MDV of the leader of the targeted organization for 
  the Charm to take effect. This Charm may not be resisted with 
  an opposed roll; instead, the leader of the bureaucratic organi-
  zation may choose to block a successful activation by spend-
  ing 5 Loyalty. Doing so immunizes the organization against this 
  Charm for one season.
  market Buster strike
  (p. 65)
  Prerequisite Charms: Frugal Merchant Method
  This Charm’s Dramatic Action activation time generally 
  takes one week, though stunts may reduce this period at the 
  Storyteller’s discretion. Its activation roll may not be resisted; 
  instead, the Lawgiver’s (Intelligence + Bureaucracy) roll must 
  overcome a difficulty of ([Bureaucracy + Influence] ÷ 2), with 
  the Bureaucracy and Influence values derived from the highest 
  total rating possessed by any character who opposes the Solar’s 
  market manipulations. Ignore the final sentence of the Charm.
  new solar Charm: Charter-
  strippinG Condemnation
  (p. 80)
  Cost: 0m; Mins: Bureaucracy 6, Essence 6; Type: Reflexive 
  Keywords: Combo-OK, Native, Reactor, Shaping 
  Duration: Instant 
  Prerequisite Charms: Foul Air of Argument Technique
  That which the Solars have brought into the world, they may 
  take away with a word. The shinma shiver as the Solar utters 
  a condemnation into the cosmos, consigning to destruction a 
  bureaucratic organization he has created. The Lawgiver’s play-
  er rolls (Willpower + Bureaucracy) against a difficulty of the 
  ([Wits + Bureaucracy + Essence] ÷ 2) of the head of the tar-
  geted organization. Should this roll succeed, the targeted orga-
  nization will collapse into utter ruin over the course of the next 
  season: its employees resign, papers catch fire, office buildings 
  are flooded or collapse into sinkholes. The Solar immediately 
  gains a number of motes equal to twice the Magnitude of indi-
  viduals employed by the targeted organization.
  Alternate functions of this Charm exist, if the Solar has a 
  rating of 6+ in the appropriate Ability:
  With Craft 6+ the Solar may irreparably compromise arti-
  facts and manses he has created, causing the magic to leak out 
  of them. A daiklave simply becomes an inert hunk of orichal-
  cum, while a manse will no longer channel Essence—it is sim-
  ply a building sitting in a demesne. Roll (Willpower + Craft) 
  against a difficulty of the owner’s ([Wits + Craft + Essence] ÷ 
  2). Success restores (rating x 2) motes.
  With Occult 6+, the Solar may rend asunder spells he has 
  cast, restoring (Spell’s Circle x 3) motes.
  With Lore 6+, the Solar may dissolve a landscape he created 
  with a single invocation of Wyld-Shaping Technique back into 
  the chaos from which it arose, restoring five motes.
  With Integrity 6+, the Solar may destroy one of his own In-
  timacies, so long as he has held it for at least one season, restor-
  ing five motes.
  This Charm may be activated no more than once per scene.
  
  Chapter ten • DreamS OF the FirSt aGe
  155
  understandinG of the Golden tonGue
  (pp. 65-66)
  Cost: —; Type: Permanent 
  Duration: Permanent 
  Prerequisite Charms: Twisted Words Technique
  Learning this Charm permits the Lawgiver to invent one 
  Golden Tongue; the Charm may be re-purchased an unlimited 
  number of times to produce additional Golden Tongues. Es-
  sence-users are immune to the magical repercussions of speak-
  ing a Golden Tongue.
  ride
  shininG inevitaBle lasso
  (p. 66)
  Replace this Charm in its entirety with the following:
  new solar Charm: sun-towinG method
  Cost: 2m; Mins: Ride 5, Essence 5; Type: Reflexive 
  Keywords: Combo-OK, Obvious 
  Duration: Indefinite 
  Prerequisite Charms: Draft Horse Measure, Single Spirit Method
  In the Time of Glory the Solars used this Charm to pull down 
  the sky and drop mountains on the heads of the Primordials. In 
  the Era of Dreams, a Solar once saved a caravan stranded in 
  the desert after a Fair Folk attack by using Sun-Towing Method 
  to haul their entire wagon train to Chiaroscuro with a single 
  horse. Essence imbues the Lawgiver’s mount with incredible 
  strength to pull massive loads, incidentally also rendering any 
  means used to attach the load (such as a rope tied off to a 
  mount’s saddle) unbreakable. The Solar’s mount may pull any 
  object with no loss of speed, regardless of the object’s weight. 
  This does not imbue the object with any unusual durability.
  At Ride 6+, Essence 6+ Sun-Towing Method may be used 
  to drag any vehicle, regardless of its size—even those normally 
  large enough to qualify as structures, such as ships.
  At Ride 7+, Essence 7+ the Solar may haul structures with 
  a spherical mass up to up to (Essence x 50) yards in diameter. 
  Should he tie off to a larger structure or landscape feature, his 
  horse will tear out an appropriately-sized chunk and drag it 
  away. For example, a Solar with Ride 10, Essence 10 could tear 
  off the peak of a mountain and ride away with it at full gallop. 
  Manses cannot be moved in this fashion.
  mounted invinCiBility Companionship
  (p. 66)
  Replace this Charm in its entirety with the following:
  new solar Charm: draft horse measure
  Cost: 8m; Mins: Ride 5, Essence 4; Type: Reflexive 
  Keywords: Combo-OK 
  Duration: One day 
  Prerequisite Charms: Horse Skids Trick (Ink Monkeys, Vol. 
  20)
  The mounts of the Solar Exalted are as tenacious as their rid-
  ers. The Lawgiver may use this Charm to ‘lock on’ to a target no 
  more than (Essence x 3) yards away. Doing so causes an invis-
  ible tether of force to bind his mount into an orbit around the 
  target. Carried on the momentum of the target’s movements, 
  Furthermore, when the Solar’s Exaltation next incarnates, 
  this spirit will seek out the new hero and seek to teach her ev-
  erything it knows about the organization and how to carry on 
  the last incarnation’s work, effectively and smoothly returning 
  the fallen Solar to his rightful place at the head of the order. In 
  addition to imparting detailed knowledge about the organiza-
  tion in question, this consists of a Training effect allowing the 
  po to impart dots of Bureaucracy at a rate of one per week, up 
  to a limit of the former incarnation’s Bureaucracy rating. This 
  may explicitly break the newly incarnated Solar’s normal age 
  cap—for example, a Solar who had only been Exalted for a year 
  could be trained up to Bureaucracy 7 (the rating of her former 
  incarnation), as a Training effect.
  A similar Charm exists for the War Ability called The Un-
  ending March (Prerequisites: Heroism-Encouraging Pres-
  ence), which targets a military organization and permits train-
  ing in the War Ability.
  linGuistiCs
  GuidinG words of solar wisdom
  (p. 65)
  Keywords: Combo-OK, Training
  This Charm may explicitly be placed in a Combo with any 
  Training-Keyword Charm, even in violation of standard Combo 
  rules, permitting those effects to be encoded into the resultant 
  magical training manual.
  Beautiful essenCe-Born rune
  (p. 65)
  Mins: Linguistics 6, Essence 6 
  Keywords: Combo-OK, Obvious, Training 
  Prerequisite Charms: Flawless Brush Discipline
  Replace the text of this Charm with the following:
  This versatile Charm allows Lawgivers to radically compress 
  magical instruction while simultaneously encoding the theories 
  or biases of the scribe into the lesson. The character meditates 
  upon a Charm or spell she knows, and then designs a single 
  glyph encompassing the totality of her understanding of the 
  effect. This glyph transcends language and its meaning may be 
  effortlessly intuited by any character capable of learning the 
  Charm or spell the glyph is based upon. Beautiful Essence-Born 
  Runes contain more than simply instructions in the use of a 
  Charm or spell, however; when created, they are also designed 
  to encompass additional lessons desired by their creator. In 
  game terms, each glyph contains one Charm or spell, and one 
  Intimacy. Thereafter, characters who study the glyph may learn 
  the spell or Charm coded into it a single scene, as a Training 
  effect. However, the character also gains the Intimacy coded 
  into the Charm, and it is fundamentally embedded into her 
  understanding of the magic. The learned Charm or spell may 
  not be used while the character does not harbor the encoded 
  Intimacy. This restriction may be overcome, eventually, by 
  spending an additional 2xp.
  Designing a rune takes only (minimum Essence of effect) 
  hours of effort, and a character may design an unlimited num-
  ber of runes. Actually scribing the rune requires an investiture 
  of Essence, as reflected in the Charm’s cost.
  
  156
  misty voyaGe
  (p. 66)
  Replace this Charm in its entirety with the following:
  new solar Charm: ship and soul union
  Cost: —; Mins: Sail 5, Essence 5; Type: Permanent 
  Keywords: Native, Obvious 
  Duration: Permanent 
  Prerequisite Charms: Immortal Captain’s Advantages (Ink 
  Monkeys, Vol. 20)
  The power of the Solar Exalted extends to all things which 
  enable their legends. This truth is demonstrated clearly by this 
  Charm, through which any ship the Solar commands becomes 
  an extension of his anima. Upon first purchasing this Charm, 
  the Solar’s ship gains the effect corresponding to his caste. Ad-
  ditional powers may be purchased for two experience points 
  each. The Solar’s vessel may only benefit from one effect at a 
  time.
  • Dawn: For three motes, the Solar’s ship becomes an ex-
  tension of his terrifying might for the rest of the scene—the 
  minds of his opponents are clouded with fear at the thought of 
  the reprisals that would be invited by assaulting such a vessel. 
  Opponents must pay two points of Willpower to ignore this 
  unnatural Compulsion if they wish to target the ship with their 
  attacks. This power in no way prevents the ship’s crew from 
  being targeted.
  • Zenith: For three motes, the Solar’s ship becomes Holy 
  ground for the rest of the scene. Any creature of darkness 
  boarding the vessel enters an environmental hazard with 
  (Damage 2A/action), Trauma (Sail).
  • Twilight: The ship becomes aware of all threats approach-
  ing within (Essence x 30) yards, from above, below, or beside 
  the ship; this warning is communicated to the Solar in the form 
  of eerie sea-sounds which appraise him of the position and 
  bearing of the threat (for example, something below the ship 
  and approaching fast). This benefit costs one mote, and lasts 
  for one day.
  • Night: For three motes, a mist rises up around the ship’s 
  shrouding it from view. This grants a +3 bonus to all Stealth 
  attempts, and reduces the cost of Sea Ambush Technique by 
  one point of Willpower.
  • Eclipse: The Solar may pay five motes to cause his anima 
  to surmount the ship as a flag bearing complex sigils which may 
  be understood by all observers. This flag may offer the terms 
  of a truce, alliance, or financial arrangement. It is clear that 
  this offer is genuine, and magically binding; should the cap-
  tain of another vessel verbally agree to the terms offered by this 
  flag, that fact becomes Obvious to the Solar and he may pay 
  one Willpower to sanctify the oath as though with the Eclipse 
  anima power. Additionally, if the character is a member of the 
  Eclipse caste, he may sanctify any oath spoken aboard his ship 
  that he is aware of for a cost of only one point of Willpower.
  At Sail 6+, Essence 6+ this Charm gains the Stackable Key-
  word, and the Solar may simultaneously apply up to (Essence 
  – 4) different effects at a time.
  the Solar’s mount may effortlessly keep pace with the target, 
  moving freely to any point within (Essence x 3) yards in order 
  to maintain the minimum distance required for this Charm. 
  The Lawgiver’s mount becomes tireless so long as Draft Horse 
  Measure is in effect, and all Ride Charm costs are lowered by 
  2 motes (to a minimum of zero motes). This Charm does not 
  confer the ability to fly or to run across water, so other Charms 
  are required in order to ride the Silent Winds of Adorjan across 
  Malfeas or chase Leviathan across the ocean.
  At Ride 6+, Essence 6+ the Solar may tether himself to 
  weather patterns, enabling him to draft behind a hurricane or 
  trade wind.
  sail
  omnipotent admiral authority
  (p. 66)
  Cost: 10m; Type: Simple 
  Keywords: Combo-OK, Mirror (Shadow-Driven Ghost Galleon), 
  Obvious 
  Duration: Indefinite
  Replace the text of this Charm with the following:
  The Solar’s anima erupts into an aureate corona which wash-
  es over a ship she owns or commands. The magic quickly sinks 
  into the boards of the vessel, visible only by the lanyards which 
  untie themselves, the sails which raise and lower in accordance 
  to the Lawgiver’s will, and the other processes by which the 
  ship obediently tends to its own upkeep and operation. So long 
  as this Charm remains in effect, the ship requires a crew of zero 
  sailors. So long as the Solar remains within (Sail x 100) yards of 
  the ship, she may direct its course as though she were onboard.
  New Abyssal Charm: Shadow-Driven Ghost Galleon (Pre-
  requisites: Ruthless Captain Efficiency). This Charm operates 
  by filling vacant positions on the ship with murky apparitions 
  drawn from the Abyssal’s anima. It is otherwise identical to its 
  Solar counterpart.
  invinCiBle solar vessel
  (p. 66)
  Cost: 8m 
  Keywords: Combo-OK, Mirror (Black Fleet Vanguard), Obvious 
  Duration: Indefinite 
  Prerequisite Charms: Hull-Preserving Technique
  Replace the text of this Charm with the following:
  The path of a Solar must not be impeded, nor the glory of his 
  vessel diminished. While this Charm is in effect, any craft the 
  Solar is aboard becomes immune to Shaping effects, and it and 
  all passengers are immunized against the warping powers of the 
  Wyld. Additionally, the ship will not burn, cannot be capsized 
  by waves or impacts, and is immune to sorcery of the Terrestrial 
  Circle and Sorcerous Charms of Essence 3 or below. The Solar 
  may also declare one particular environmental hazard that the 
  ship is immune to upon activating this Charm (for example, the 
  acidic waters of Kimbery, or the razor-edged waves of a Wyld-
  tainted sea).
  Finally, this Charm’s prerequisite is also permanently im-
  proved, changing its duration to one action.
  New Abyssal Charm: Black Fleet Vanguard (Prerequisites: 
  Hull-Hardening Concentration). This Charm is identical to its 
  Solar counterpart.
  
  Chapter ten • DreamS OF the FirSt aGe
  157
  essential mirror form
  (p. 68)
  Primordial Charms (including those of the Yozis) are con-
  sidered “the Charms of other Exalted” for the purpose of this 
  Knack. This Charm also will not allow Lunars to use any 
  Charm with the Native Keyword.
  root and BranCh mastery
  (p. 68)
  Replace this Knack in its entirety with the following:
  new lunar knaCk: moon and earth sonG
  Prerequisites: 
  Laurels-and-Ivy 
  Technique, 
  Essence 
  7, 
  Perception 7
  This Knack allows the Lunar to pay 10m, 1wp to assume the 
  form of a natural geographic feature—a cloud bank, a moun-
  tain, a forest, a stretch of river, a creeping fog. The Lunar must 
  have within her heart’s blood library the form of a spirit cor-
  responding to the feature she wishes to become—a river god, 
  for example, if she wishes to become a river. The Lunar is only 
  semi-mobile in this form, moving at most ten miles per day, 
  and unable to directly act upon anything venturing within her 
  boundaries, though she may observe the interior of her being 
  from any point as though she were present, and adds three dice 
  to all Perception rolls to notice intruders within her. While not 
  immune to damage in landscape form, per se, the Lunar is for-
  midably protected—destroying a Lunar wearing the form of a 
  mountain, for example, would likely require Solar Circle sor-
  cery or powerful artifacts of mass destruction.
  The Lunar may not destroy any existing landscape features 
  by using this Knack; existing geography instead reconfigures it-
  self to account for the new inclusion. For example, if the Lunar 
  were to become a river winding its way through the middle of 
  Whitewall, the city’s streets and roads would temporarily route 
  themselves around it, span the Lunar with bridges, and so forth. 
  A Lunar who became a forest in Nexus would briefly transform 
  Nexus into a thriving trade city located in the heart of a for-
  est. The Lunar also may not assume a geographic form in a 
  place where it is impossible for that feature to exist (clouds, for 
  example, are rarely found underwater, and mountains and riv-
  ers generally do not float two hundred feet above the ground), 
  unless she is in the Wyld. Finally, the Lunar’s Tell extends to 
  blanket her in a veil of normalcy; observers must pierce the Tell 
  in order to realize there is anything unusual about a mountain 
  suddenly springing up overnight.
  strenGth
  herd-strenGtheninG taCtiC
  (pp. 68-69)
  If a Crippling injury enhanced by this Charm is cured by 
  magic, this occurs at the normal rate, not the extended speed 
  indicated by the text.
  iron tyrant impaCt
  (p. 69)
  Keywords: Combo-OK, Obvious
  Replace the text of this Charm with the following:
  Worldly materials do not hinder the Stewards. This Charm 
  supplements a feat of strength to break a mundane object, ren-
  soCialiZe
  weB-CuttinG eyes
  (p. 66)
  Cost: 5m 
  Keywords: Combo-OK, Mirror (Merciless Dissecting Stare) 
  Prerequisite Charms: Mastery of Small Manners
  Replace the text of this Charm with the following:
  The Solar’s cunning gaze cuts across all subtleties of motive 
  and concealment, laying bare the intentions of those who stand 
  before him. While this Charm is active, all attempts to read the 
  motivation of other characters (see Exalted, p. 131) are made 
  at difficulty 1.
  New Abyssal Charm: Merciless Dissecting Stare (Prerequi-
  sites: Exquisite Etiquette Style). This Charm is identical to its 
  Solar counterpart.
  mastery of soCiety teChnique
  (pp. 66-67)
  Cost: 3m, 1wp; Mins: Socialize 5, Essence 5; 
  Type: Reflexive 
  Keywords: Combo-OK 
  Duration: One scene 
  Prerequisite Charms: Understanding the Court
  Replace the text of this Charm with the following:
  Seasoned Princes of the Earth are no longer surprised by the 
  schemes and treacheries of their subjects and peers. Their petty 
  games are transparent before the Lawgiver’s jaded eyes. While 
  this Charm is active all social magic directed at the character 
  becomes Obvious to his senses. At Socialize 7+, Essence 7+ 
  this Charm’s duration becomes Indefinite. At Socialize 9+, Es-
  sence 9+, its cost drops to 1m.
  A second purchase of this Charm at Socialize 6+, Essence 
  6+ adds a second benefit: While the Charm is active, any so-
  cial Charm directed at a social unit the character is a member 
  of or which includes loyalty to him as part of its Policy becomes 
  Obvious to his senses, though the identity of the character 
  attempting to influence his social group is not automatically 
  made known to him. For example, if a young Solar attempts to 
  use Taboo-Inflicting Diatribe on the capital of a prefecture the 
  Solar rules, he becomes aware that someone is attempting to 
  influence the people of the city with Taboo-Inflicting Diatribe, 
  but would have to personally investigate to discover the iden-
  tity of the offender.
  lunar knaCks & Charms
  knaCks
  Compassionate mirror nature
  (p. 68)
  Prerequisites: Prey’s Skin Disguise, Essence 3, Perception 4
  Courtesan’s possession
  (p. 68)
  Prerequisites: Essence 4, Wits 4
  Taking a form in this way does not trigger a Compassion roll. 
  Should targets hunted with this Knack die, you may still ben-
  efit from the effects of Flickering Star Infusion.
  
  158
  ties. When he invokes a Charm that provides a flat number of 
  extra actions for a flat cost, the Lunar adds two to the number 
  of actions provided.
  stamina
  native son’s GraCe
  (p. 71)
  Mins: Stamina 5, Essence 4
  As a point of clarification, this Charm acts as a perfect soak, 
  negating the damage of the attack. It does not negate any other 
  repercussions of the attack. The Charm’s restriction to being 
  used within the Lunar’s territory constitutes a unique Flaw of 
  Invulnerability.
  immovaBle defender of the land
  (p. 71)
  Replace this Charm in its entirety with the following:
  new lunar Charm: indestruCtiBle 
  reCursive desiGn
  Cost: 8m; Mins: Stamina 4, Essence 4; 
  Type: Simple (Speed 5, DV -2) 
  Keywords: Combo-OK 
  Duration: Indefinite 
  Prerequisite Charms: Hide-Toughening Essence
  Lunars are survivors, accustomed to the hardships the world 
  demands of its heroes. Knowing that misfortune is inevitable, 
  hardy Stewards prepare for the worst. With a few moments’ 
  concentration, the Lunar causes his body to grow redundant 
  physical systems—secondary organs, reinforcing musculature, 
  additional ligaments. The character gains (Stamina) additional 
  -1 health levels. These levels persist as long as the Charm re-
  mains active, and vanish as soon as damage is marked off in 
  them; as the Lunar’s additional body parts are destroyed, they 
  sublimate back into the Essence that formed them.
  Charisma
  loyal Beast-friend enliGhtenment
  (p. 71)
  In case it should come up, health levels trained via this 
  Charm cost the animal (12 – wound penalty associated with 
  health box) xp each, or (6 – wound penalty associated with 
  health box) bonus points during character creation.
  snake-vine inteGration
  (pp. 71-72)
  If it should come up, the first dot of an Attribute costs 5 xp.
  morninG Blossoms BloominG
  (p. 72)
  Cost: 12m, 1wp
  “Effects within the area that are adverse to the Lunar, her 
  allies or natives of Creation” is intended to mean all environ-
  mental damage other than that generated by the Charm itself, 
  the Essence respiration issues produced by the Underworld and 
  Blight Zones within Autochthonia, and all hostile Shaping Ac-
  tions. The Charm’s environmental damage has an interval of 
  dering the attempt automatically successful. With Strength 
  7+, Essence 7+, the Lunar may add a point of Willpower to 
  the Charm’s cost, permitting it to also destroy magical artifacts. 
  This renders the Charm Simple, with a Speed of (Artifact’s dot 
  rating) minutes and a DV penalty of -3. N/A artifacts are im-
  mune to this Charm, as are objects which are specifically noted 
  as being indestructible.
  dexterity
  flowinG Body asCension
  (p. 69)
  This Charm adds a +3m, 1wp surcharge to its prerequisite 
  when employed, rather than +2m.
  BeCominG water’s envy
  (p. 69)
  This Charm grants one free perfect dodge per action, not 
  one per tick.
  world-BendinG Guardian attentiveness
  (pp. 69-70)
  Replace the second paragraph of the Charm with:
  The character constantly benefits from the effects of a De-
  fend Other action used on his behalf by the Wyld itself. This 
  Defend Other action has a DV of two per degree of surrounding 
  Wyld, from two in the Bordermarches to eight in Pure Chaos. 
  Since the defender is the Wyld itself, attackers may not choose 
  to divert their attacks to strike the Wyld rather than the Lunar, 
  and no other effect may force them to attempt to do so. Lunar 
  Exalted use this Charm for an advantage against the Fair Folk 
  on those monsters’ own turf.
  moonliGht hunt
  (p. 70)
  This Charm provides an opportunity to re-establish surprise 
  when the character teleports, rather than automatically re-
  establishing surprise.
  star falls throuGh
  (p. 70)
  Keywords: Combo-Basic, Counterattack, Obvious, Shaping, 
  Wyld
  Replace the text of this Charm with the following:
  Stewards refuse assaults on their favored grounds. With 
  lightning speed, the Lunar tricks someone who attempts to 
  harm her into a Wyld instability. In a silver-and-rainbow flash, 
  the aggressor disappears. The Lunar makes a standard close-
  range counterattack. If the attack succeeds, the aggressor is 
  lost in the warp of the Wyld for ten ticks, reappearing in a place 
  of the Lunar’s choosing up to (Lunar’s Essence) miles away. 
  The Lunar may not relocate her opponent to an immediately 
  hazardous location (so, no teleporting her into the air above a 
  volcano’s caldera).
  unhesitant sCorpion lash
  (p. 70)
  Replace the text of this Charm with the following:
  Lunar heroes strike with unhesitating speed. Unhesitant 
  Scorpion Lash permanently enhances the character’s capabili-
  
  Chapter ten • DreamS OF the FirSt aGe
  159
  releasinG the spider’s tension
  (pp. 74-75)
  Replace this Charm in its entirety with the following:
  new lunar Charm: evadinG the spider’s eye
  Cost: 5m, 1wp; Mins: Perception 4, Essence 4;
  Type: Reflexive 
  Keywords: Combo-OK 
  Duration: (Essence) days 
  Prerequisite Charms: Eye of the Cat
  Canny Lunars know when they are being watched, and may 
  use this heightened sensitivity to move through the world un-
  seen—even by the pattern spiders. A Lunar using this Charm 
  moves through the moments and spaces that escape the no-
  tice of the tenders of the Loom of Fate, rendering him invisible 
  to astrological predictions and the Loom. All attempts to use 
  the Loom or astrology to divine the Lunar’s location or future 
  automatically fail. Furthermore, the Lunar may observe many 
  secrets from his vantage point between destiny’s threads; all Si-
  dereal Astrology becomes Obvious to his senses. If he chooses, 
  he may even follow the threads of infectious destiny back to 
  their point of origin; by starting with an individual who has had 
  an ascending or descending destiny placed on him, the Lunar 
  may track down the Sidereal who laid the blessing or curse, 
  adding (Perception) automatic successes to all tracking rolls. 
  This Charm does not inform the Lunar of which Sidereal laid 
  any given Sidereal Astrology effect on an individual; in order to 
  find out, he must follow destiny’s thread and see where it leads.
  intelliGenCe
  perfeCt draGon understandinG
  (p. 75)
  Replace this Charm in its entirety with the following:
  new lunar Charm: perfeCt 
  outsider understandinG
  Cost: 15m, 1wp; Mins: Intelligence 6, Essence 6; 
  Type: Simple 
  Keywords: None 
  Duration: One day 
  Prerequisite Charms: Predator’s Insight
  Luna’s Chosen are the ultimate outsiders, freely walking be-
  tween nations and worlds. They are at home in the outlands, 
  recognized as kindred spirits and ideal champions by the odd 
  inhabitants of the Threshold and beyond. Upon purchasing 
  this Charm, the Lunar selects a particular sort of outsider from 
  the following list: Demons, Dragon Kings, elementals, ghosts, 
  Jadeborn, Lintha, raksha. The Storyteller may add other alien 
  races and classes of being to this list as he feels appropriate. 
  When this Charm is active, the Lunar’s player adds a num-
  ber of automatic successes equal to the character’s Intelligence 
  to all social rolls for the character to deal with that particular 
  class of outsider. Additionally, the Steward gains three artificial 
  specialties in all of his Abilities focused on the outsider in ques-
  tion.
  Additional outsiders may be added to this Charm for a cost 
  of two experience points each. The Charm must focus on a sin-
  gle type of outsider, selected when activated, and if the Lunar 
  wishes to deal with a different sort of being, she must deactivate 
  the Charm and reactivate it.
  one action. The Lunar may reflexively grant or revoke amnesty, 
  excluding specific creatures of darkness from the Charm’s envi-
  ronmental damage (most commonly bound demons; or, in the 
  Time of Tumult, the Lunar’s Abyssal or Infernal mate).
  manipulation
  mirror-shatterinG word
  ()p. 73
  A character need not be of higher Essence to cure the insani-
  ties this Charm inflicts.
  appearanCe
  air Body style
  (pp. 73-74)
  Mins: Appearance 5, Essence 5
  Replace the text of this Charm with the following:
  Walls and gates erected to hide prey from the hunter are of 
  no concern to a Lunar. Likewise, the keenest eyes and canniest 
  screening for her Tell only make a Steward laugh. Briefly draw-
  ing her anima into her body, the Lunar inverts her own physical 
  nature, causing herself to dematerialize. She may freely interact 
  with other dematerialized beings and attempt to enter sanc-
  tums as a spirit would. However, should the Lunar’s anima flare 
  to the 11m+ level it becomes visible even to those who cannot 
  see dematerialized beings.
  stanCe-as-thouGht stride
  (p. 74)
  Keywords: Combo-OK, Illusion, Illusion
  As a point of clarification, this Charm’s effects constitute un-
  natural mental influence which costs two points of Willpower 
  to resist.
  perCeption
  God-Body disseCtion
  (p. 74)
  Keywords: Combo-OK, Crippling, Obvious
  This Charm may only eliminate Charms, Combos, and spells 
  from target spirits and Fair Folk. It cannot target permanent 
  Charms, Native Charms, sorcery-enabling Charms or Assump-
  tions. The target is still considered to know removed Charms 
  for the purpose of fulfilling prerequisites for other Charms.
  God-Body Consumption
  (p. 74)
  This Charm may not permanently devour panoply Charms, 
  such as the signature Charms of the Incarnae.
  eye on the spider
  (p. 74)
  Cost: 4m; Type: Reflexive
  This Charm does not add successes to roll-offs against other 
  Charms that challenge its primacy.
  
  160
  dojo.” Other Exalted tend to dismiss this logic as an idle boast, 
  missing the point of Throne Shadow style. Viziers instinctively 
  understand that the aspects and individuals of the world make 
  for the best weapons, not fists or blades—and as a result, they 
  tend to think of this martial art as Fate’s Guardian style.
  For other Exalted, this is a Celestial Martial Arts style that 
  emulates and imitates the ways of the Seers of Heaven. They 
  may learn the core Charms of the style, but may not expand 
  upon it or learn any special extension Charms.
  For Sidereals, these Charms are ordinary Sidereal Charms, 
  bringing the esoteric power of destiny to bear in their quest to 
  guide Creation and its rulers toward a better future. Sidereals 
  may invent new Charms for this tree, and these are considered 
  Sidereal Charms, not Celestial Martial Arts Charms. This dis-
  tinguishes Throne Shadow style from the other instinctively-
  grasped art of the Sidereals, Violet Bier of Sorrows, which is a 
  closed style designed for the Viziers by the Maiden of Endings.
  Weapons and Armor: This style counts as unarmed attacks 
  the cestus, fighting gauntlet, khatars, pankrator’s cestus, tiger 
  claws, and other such ‘brawling aides,’ as well as improvised 
  weapons. It is compatible with any sort of armor.
  new martial arts Charm: 
  lotus eye taCtiCs
  Cost: 1m or 3m; Mins: Martial Arts 3, Essence 2; 
  Type: Reflexive 
  Keywords: Combo-OK 
  Duration: Indefinite 
  Prerequisite Charms: None
  Sidereals understand the world; much of their power to act 
  upon the world proceeds from this fact. When the character 
  perceives an individual whose Martial Arts rating is equal 
  to or higher than his own, that fact becomes Obvious to his 
  senses unless the character is using a supernatural disguise of 
  some kind. Alternately, for a cost of 3m, the character knows 
  all combat Abilities a perceived individual possesses which are 
  rated equal to or higher than his Martial Arts rating.
  new martial arts Charm: 
  lion mouse strataGem
  Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive 
  Keywords: Combo-OK, Illusion 
  Duration: Indefinite 
  Prerequisite Charms: None
  Sidereals deceive the world, presenting themselves as less 
  than what they are; much of their power to act upon the world 
  proceeds from this fact. The Sidereal cloaks herself in the hum-
  defeated teChnique mastery
  (p. 75)
  Cost: 10m, 1wp 
  Keywords: Combo-OK, Obvious, Training 
  Duration: Instant
  Replace the text of this Charm with the following:
  Stewards claim prizes from their defeated foes: part of their 
  powers. The Lunar may activate this power to issue a formal 
  challenge to an opponent of her own devising. This could take 
  almost any form—a foot race, combat to first blood or to sub-
  mission, to be the first to seduce the regional satrap…almost 
  anything will do. The target is free to refuse the challenge, but 
  if she accepts and prevails, the Lunar owes her a boon to be 
  named by the target. Refusing or failing to discharge this debt 
  causes the Lunar to be punished as though she had broken an 
  oath sanctified by an Eclipse with an Essence rating equal to 
  her own. Requested boons may not be impossible or inherently 
  lethal, but they may be very dangerous.
  By contrast, should the Lunar win, she may claim one of the 
  target’s Charms. She may only claim Charms whose minimum 
  traits and prerequisites she meets, and which she could have 
  potentially learned either herself or with a Lunar equivalent of 
  the Eclipse anima power. Sidereal Martial Arts remain inacces-
  sible. While the Lunar has claim to a Charm, the Lunar may 
  freely use the effect as though it had been learned with the 
  Eclipse anima power, and the target suffers a three mote sur-
  charge on its activation cost. The Lunar’s claim ends after one 
  month has elapsed, though she may permanently retain the 
  power if she wishes as a Training effect. Doing so immediately 
  cedes her claim over the Charm, restoring its cost to normal 
  for the original owner. Charms the Lunar could normally learn 
  retain their standard experience point and activation costs; 
  Charms which would require the Eclipse anima power to learn 
  cost 20 experience points and have a two mote surcharge when 
  activated.
  If either the Lunar or the target agree to the challenge in 
  bad faith (i.e., intending to rig the contest so that the Lunar 
  may simply learn a power the target knows), the Charm fails 
  to function.
  wits
  fluid essenCe refinement
  (p. 76)
  This Charm has no effect on Countermagic spells.
  soldier Bee emulation extraCtion
  (p. 76)
  Keywords: Combo-OK, Counterattack, Obvious, Shaping
  the sidereal exalted
  new martial arts style: 
  throne shadow style
  This Charm tree comprises the ‘natural’ Sidereal style of 
  unarmed fighting. The saying among the Viziers goes: “Every 
  Sidereal is a master of the arts—even on his first day in the 
  a tale of two styles
  Fate’s Guardian style continues to be practiced into the 
  Time of Tumult, but never again matches the widespread 
  popularity it enjoys in the First Age. The breaking of the 
  Mask, murder of the Solars, and exile of the Lunar Exalted 
  all undermine the elements that make this style a lynchpin 
  of First Age Sidereal power. With the removal the most po-
  tent of the Sidereals’ common students and allies, and the 
  difficulties the Arcane Fate introduces to recruiting long-
  term mortal or Dragon-Blooded assistants, Throne Shadow 
  is slowly eclipsed in popularity by Violet Bier of Sorrows in 
  the days after the Usurpation.
  
  Chapter ten • DreamS OF the FirSt aGe
  161
  new martial arts Charm: 
  shadow lost in the Court
  Cost: 3m, 1wp; Mins: Martial Arts 4, Essence 2; 
  Type: Supplemental 
  Keywords: Combo-OK 
  Duration: Instant 
  Prerequisite Charms: Shadow Throne Form
  The world of the Exalted is a world of vast, eye-catching 
  luminaries; nobody notices a shadow lost in the tangle of the 
  crowd. This Charm enhances an attempt to re-establish sur-
  prise in a crowd (defined as a scene in which at least 20 charac-
  ters are present), producing a -2 external penalty on attempts 
  to spot the Sidereal. If the Sidereal has at least two shadow 
  fingers present, this also qualifies as a crowd, permitting her to 
  attempt to re-establish surprise.
  new martial arts Charm: 
  pneuma-sealinG strike
  Cost: 4m; Mins: Martial Arts 5, Essence 3; 
  Type: Reflexive (Step 1) 
  Keywords: Combo-OK, Crippling, Obvious 
  Duration: Instant 
  Prerequisite Charms: Shadow Lost in the Court
  Sidereals are known for their discretion, never sullying the 
  courts of the Lawgivers with the blood of would-be assassins or 
  the screams of intercepted fanatics. Their killing arts are clean-
  er than that. This Charm supplements an unarmed martial arts 
  attack. Should it successfully strike its target, that individual’s 
  breath is sealed, and he begins suffocating (see Exalted, p. 
  130). The target may make a reflexive (Strength + Athletics) 
  roll every thirty seconds at a difficulty of the martial artist’s 
  Essence rating to attempt to break free and resume breathing 
  normally. Until he does so, he suffers a -2 internal penalty to all 
  actions. The martial artist may also restore a target’s breath by 
  striking them with this Charm again.
  If used by a Sidereal Exalt, then this Charm may alternately 
  be used to steal the target’s breath altogether. The Sidereal may 
  subsequently try to strangle the target with her own breath, 
  treating such attempts as a dire chain-assisted grapple attempt. 
  Should the target regain her breath, this weapon vanishes from 
  the Sidereal’s grasp.
  new martial arts Charm: 
  deadliest of all weapons
  Cost: 3m; Mins: Martial Arts 5, Essence 3; 
  Type: Reflexive (Step 1) 
  Keywords: Combo-OK, Poison 
  Duration: Instant 
  Prerequisite Charms: Pneuma-Sealing Strike
  There is no deadlier weapon than truth, which Sidereals may 
  unleash on destiny’s behalf. Should an unarmed attack supple-
  mented by this Charm strike its target, they are poisoned with 
  a toxin with the following traits: (Special/one hour, 5, —/—, 
  -1). Rather than doing damage, this toxin infects the victim’s 
  chakras and her mind, rendering her incapable of lying or dis-
  sembling. Should she speak, she may only speak the truth as 
  best she knows it.
  ble and unassuming air of the neophyte student, the civil ser-
  vant, or the hanger-on in the company of legends. She seems 
  unthreatening, imposing a -3 external penalty on all attempts 
  to gauge her nature and the level of her skill. This unassuming 
  mien also makes it difficult to view the Sidereal as a serious 
  threat; all attempts to re-establish surprise enjoy a bonus of 
  (Sidereal’s Essence) dice. This Charm constitutes a form of un-
  natural mental influence costing two Willpower to resist for 
  one scene.
  new martial arts Charm: 
  sifu’s useful finGers
  Cost: 1m; Mins: Martial Arts 3, Essence 2; 
  Type: Simple (One dramatic action) 
  Keywords: Combo-OK 
  Duration: Indefinite 
  Prerequisite Charms: None
  Sidereals advise the world; much of their power to act upon 
  the world proceeds from this fact. Disdaining such crude weap-
  ons as fighting gauntlets or appropriated barstools, the Sidereal 
  turns others into his instruments—be they pawns or kings. The 
  Sidereal may enlighten an individual with five minutes of one-
  on-one advice and simple-but-profound martial demonstra-
  tions. The beneficiaries of such instruction temporarily enjoy 
  one bonus dot of Martial Arts and add the Sidereal’s Martial 
  Arts rating to their Dodge MDV so long as the Vizier commits 
  Essence to this Charm. She may sustain a commitment to up to 
  (Essence x 2) beneficiaries at once. Sidereals know such ben-
  eficiaries as shadow fingers.
  If the character is a Sidereal Exalt, she automatically be-
  comes aware when one of her shadow fingers is attacked, re-
  gardless of the distance separating them.
  new martial arts Charm: 
  throne shadow form
  Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Simple 
  Keywords: Form-type 
  Duration: One scene 
  Prerequisite Charms: Lion Mouse Stratagem, Lotus Eye 
  Tactics, Sifu’s Useful Fingers
  Combining insight, deceit, and the shadow fingers she has 
  accumulated, the Sidereal makes a terrible fist with which to 
  guard all things within destiny’s design. While this Form is ac-
  tive, all shadow fingers within (Dexterity x 3) yards are con-
  sidered to be protecting the martial artist with a Defend Other 
  action at all times. Additionally, the Sidereal may launch co-
  ordinated attacks with her shadow fingers, substituting Mar-
  tial Arts for War, and such attempts are made at difficulty 1 
  regardless of the number of fingers participating in the attack. 
  The Sidereal and her fingers may also strike dematerialized tar-
  gets while this Form is active, though this Charm does not help 
  them find and target such beings.
  
  162
  tools. This Charm’s unnatural mental influence costs three 
  points of Willpower to resist.
  If the character is a Sidereal Exalt with Essence 4+, then this 
  Charm may also win the loyalty of mindless automatons, in-
  cluding undead, though such beings add their master’s Essence 
  to their MDV if they are under magical control.
  new martial arts Charm: 
  world as weapon mastery
  Cost: —; Mins: Martial Arts 5, Essence 4; Type: Permanent 
  Keywords: None 
  Duration: Permanent 
  Prerequisite Charms: Deadliest of All Weapons, Finger-
  Stealing Handshake
  Those who wield the world as a weapon are never alone, 
  and as such, cannot be defeated. The attacks of the Sidereal’s 
  shadow fingers are now considered to be her unarmed attacks 
  for the purpose of Charms of Throne Shadow style.
  throne shadow extensions
  new sidereal Charm: flow-BreakinG strike
  Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 4; 
  Type: Supplemental 
  Keywords: Combo-OK, Crippling, Stackable 
  Duration: Instant 
  Prerequisite Charms: Finger-Stealing Handshake
  Feeling along a tenor of fate, a Sidereal may strike at her op-
  ponent’s relevance, separating the momentous from the also-
  ran. This Charm supplements an unarmed martial arts attack; 
  should the attack strike its target, that all of that target’s actions 
  raise their Speed by one for (Sidereal’s Essence ÷ 2, round up) 
  actions. Subsequent strikes reset this timer and cumulatively 
  increase the Speed of the target’s actions. This Charm may not 
  raise a target’s Speed higher than 7.
  new sidereal Charm: the lotus Blossoms
  Cost: —; Mins: Martial Arts 5, Essence 5; Type: Permanent 
  Keywords: Native 
  Duration: Permanent 
  Prerequisite Charms: Lotus Eye Tactics, One complete 
  Celestial Martial Arts style
  Masters of space and time, Sidereals embody the principles 
  which engender the Martial Arts. This Charm replicates the 
  effects of the Solar Charm Divine Transcendence of Martial 
  Arts.
  new sidereal Charm: showinG 
  the seCret hand
  Cost: 10m; Mins: Martial Arts 6, Essence 6; 
  Type: Reflexive (Step 9) 
  Keywords: Combo-OK, Counterattack 
  Duration: Instant 
  Prerequisite Charms: Clear Eyes Defense
  The Sidereal, having enriched the world with his lessons, has 
  earned its gratitude. It moves to punish those would attempt to 
  strike down such a wise master. All shadow fingers within range 
  of the Sidereal’s attacker reflexively launch one attack with the 
  combat Ability of their choice at that individual. With Martial 
  new martial arts Charm: 
  Clear eyes defense
  Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 2; 
  Type: Reflexive 
  Keywords: Combo-OK, Counterattack 
  Duration: One scene 
  Prerequisite Charms: Throne Shadow Form
  The Sidereals are destiny’s guardians and the eyes of the Ex-
  alted. Their vision must not be clouded, and those who would 
  attempt such stratagems must be punished. While this Charm 
  is active, the Sidereal may launch an unarmed Martial Arts 
  counterattack in step nine against any individual who attempts 
  to inflict unnatural mental influence on him. If this influence is 
  ongoing, the counterattack triggers the first time the Sidereal is 
  exposed to it after activating Clear Eyes Defense.
  If the character is a Sidereal Exalt with Essence 3+, then a 
  counterattack which successfully strikes its target also perfectly 
  negates the unnatural mental influence which triggered it.
  new martial arts Charm: 
  welCominG the uninvited Guest
  Cost: 3m; Mins: Martial Arts 5, Essence 3; 
  Type: Simple (Speed 3, DV -0) 
  Keywords: Combo-OK, Obvious 
  Duration: Five actions 
  Prerequisite Charms: Throne Shadow Form
  Striking the air with her palm, the Sidereal sets an Essence- 
  vibration racing through the world. The Exalt makes an un-
  armed martial arts attack; all hidden characters within (Martial 
  Arts x 10) yards must make a reflexive opposed Dexterity + 
  Stealth roll against the attack’s successes. Should the Sidereal 
  garner more successes, then a series of ripples and distortions 
  in the air give away the individual’s location and render stealth 
  impossible for five actions. This Charm also automatically re-
  veals dematerialized beings within its range in this manner.
  new martial arts Charm: finGer-
  stealinG handshake
  Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 3; Type: 
  Simple 
  Keywords: Combo-OK, Servitude 
  Duration: One scene 
  Prerequisite Charms: Clear Eyes Defense, Welcoming the 
  Uninvited Guest
  Improvisation is a cherished skill of brawlers and courtly 
  guardians alike. The Sidereal rolls (Charisma + Martial Arts), 
  issuing an exhortation to abandon arms and loyalties and rally 
  to him for the sake of the world’s preservation. This battlefield 
  plea is ineffective against heroes and supernatural beings, but 
  the weak minds of the world’s extras may be easily swayed to 
  change their loyalties. Compare the Sidereal’s roll to the high-
  est MDV of any hostile extra present; should the Sidereal suc-
  ceed, (Essence x 2) extras switch sides and immediately begin 
  fighting under the Sidereal’s leadership (assuming that so many 
  are present). These extras are considered to be shadow fingers 
  until the end of the scene; after that point, the Sidereal must 
  use Sifu’s Useful Fingers on them if he is to retain them as his 
  
  Chapter ten • DreamS OF the FirSt aGe
  163
  thiCker than stone
  (p. 79)
  The Family Background may be used to represent a character 
  under the benefits of the Martyr form of this Charm (though 
  only if the character possesses Breeding 3+), as with Honored 
  Ancestor Exhalation. The Exalt is considered to be linked by 
  the Charm’s Martyr benefit to (Magnitude [2 + Number of dots 
  of Family allocated]) other blood relatives. Storytellers should 
  very carefully consider the implications of allowing characters 
  in Second Age games to purchase this benefit, as it can easily 
  grow to encompass entire Great Houses, potentially shifting the 
  tone of an Exalted series. By default, it is assumed that the Em-
  press has gone to great lengths to discourage the Martyr form 
  of Thicker Than Stone from being used within her Dynasty, as 
  it suits her purposes for her children to constantly be set at the 
  throats of their brothers and sisters. Lookshy, by contrast, has no 
  such manipulative agenda, but the gentes of the Seventh Legion 
  are considerably less numerous than their Dynastic counterparts 
  and have fewer elders to learn the Charm.
  resistanCe
  perfeCted sCales of the draGon
  (pp. 79-80)
  The distant love of the Emerald Mother for her grandchil-
  dren is of limited efficacy in the face of the Exalted. Rather 
  than being immune to physical harm from such characters, the 
  Dragon-Blood instead enjoys +15B/+15L natural soak, Hard-
  ness 10B/10L, and (Essence ÷ 2) automatic successes on all 
  rolls to resist Poison effects and environmental damage origi-
  nating with such Exalts.
  war
  as in the BeGinninG
  (p. 80)
  Type: Simple (Speed one hour, DV -3)
  This Charm’s damage is considered to be environmental 
  damage and may be resisted as such. The Charm unleashes its 
  devastation after one hour, not ten seconds.
  melee
  ordained talon of draConiC fury
  (p. 82)
  Keywords: Elemental, Obvious
  This Charm grants the weapon the benefits of Dragon-
  Graced Weapon according to the Terrestrial’s Aspect, not Re-
  fining the Inner Blade. Solar Exalted possess a similar Charm 
  called Honored Companion of the Sun. It is identical to Or-
  dained Talon of Draconic Fury save that its prerequisites are 
  Fire and Stones Strike and Summoning the Loyal Steel, it may 
  only be used on orichlacum weapons, it lacks the Elemental 
  Keyword, and it does not replicate Dragon-Graced Weapon; 
  instead, the weapon raises the Solar’s minimum damage by one 
  and counts 10s twice for the purpose of determining damage. 
  Unlike Dragon-Blooded, Solars may buy this Charm as many 
  times as desired to cover different weapons.
  Arts 7+, Essence 7+ the Sidereal may add a one Willpower 
  surcharge to this Charm’s cost to automatically render this 
  mass-counterattack a coordinated attack. Individual shadow 
  fingers may opt not to participate in this attack if they choose, 
  at no cost. This Charm may be used no more than once per 
  action.
  draGon-Blooded Charms
  updated keywords
  (p. 77)
  Dynasty: Charms with this keyword have special effects on 
  human descendants and occassionally other blood relatives. 
  For these purposes, a blood relative is defined as anyone with 
  whom the character shares a common ancestor no more than 
  five generations back. A descendant is anyone who traces di-
  rect lineage to the Exalt, regardless of the number of genera-
  tions. Some Charms differentiate between relatives who are 
  mortal versus Dragon-Blooded, as noted in their description. 
  Celestial Exalted are never considered blood relatives or de-
  scendants unless a Charm explicitly says so.
  Purity #: The steady dilution of the Dragon-Blooded race 
  makes Purity magic vanishingly rare in the Time of Tumult, 
  almost legendary. Knowing about each of these Charms in that 
  era requires an (Intelligence + Occult) roll at a difficulty of 
  the highest minimum trait required for them. Incidentally, this 
  is also the difficulty to know about the special support effects 
  of each Terrestrial Charm capable of aiding Celestial Exalted 
  leaders, as the Immaculate Order does its utmost to stamp out 
  this heretical knowledge.
  linGuistiCs
  honored anCestor exhalation
  (pp. 77-78)
  Characters wishing to be part of a family lineage subject to 
  a Martyr usage of this Charm may possess one such Motiva-
  tion, subject to the Storyteller’s approval, per dot of the Family 
  Background (see Manual of Exalted Power—The Dragon-
  Blooded, p. 109). Buying Family in this manner negates the 
  normal bonuses for buying that dot of the Background. Ances-
  tors purchased with this Background are assumed to have died 
  with Essence 6. Optionally, rather than using an additional dot 
  of Family to add a second Motivation, such dots may be used to 
  upgrade an existing ancestor’s Essence rating by one dot, up to 
  a maximum of Essence 8.
  Craft
  unChain the draGon’s heart
  (p. 79)
  This Charm’s second paragraph should state “with Essence 
  7+” instead of “with Essence 6+”.
  inteGrity
  draGon’s paraBle defense
  (p. 26)
  Keywords: Combo-OK, Leader 5, Native
  
  164
  the miGhty
  Stat blocks should be modified to account for the replace-
  ment of former Charms and insertion of new Charms.
  master’s hand envisioned anew
  (p. 157)
  This Charm may not be used to add weapons that function 
  on a range scale radically dissimilar to the default form weapons 
  of the style; for example, adding a crossbow (or Essence can-
  non) to Wood Dragon style would be valid, but adding such a 
  weapon to Snake style would not. Also, Storytellers are per-
  mitted to veto, at their discretion, any weapon addition that 
  would significantly shift the power level of the style to which 
  it is attached, or which seems completely inappropriate to the 
  style’s aesthetics. For example, adding the short sword to Crys-
  tal Chameleon or Snake style would be fine, while adding a 
  grand goremaul would violate the aesthetics of the former and 
  unbalance the latter.
  Finally, the Lawgiver’s Lunar mate may wield a weapon en-
  hanced with Honored Companion of the Sun without requir-
  ing attunement or suffering botches, if the Solar desires.
  larCeny
  flowinG God-draGon shintai
  (p. 83)
  This Charm’s name is Flowing God-Dragon Stance.
  mediCine
  transCendent Gaian harmony
  (p. 84)
  If the Storyteller permits the option, attaining a transcen-
  dent state requires five purchases rather than six as indicated 
  in the Charm’s writeup.
  wonders of the aGe
  warfare
  metasorCerous phylaCtery
  (pp. 96-97)
  Under this artifact’s ‘trigger’ function: Only one spell may 
  be keyed to a particular trigger until that trigger has discharged, 
  and only one trigger at a time to a particular spell. For example, 
  the sorcerer could not key five Flights of the Brilliant Raptor 
  to all trigger when he shouts “Now!” Nor could he establish 
  five different conditions under which Travel Without Move-
  ment will whisk him away to safety. The sorcerer may sustain 
  a number of simultaneous triggers no greater than the rating 
  of the hearthstone powering his phylactery, and removing that 
  hearthstone cancels all spells and triggers.
  
  165
  CHAPTER ELEVEN
  SCATTERED GLORIES
  any Primordial in existence. Once revoked, the geas may not be 
  verbally reinstated. Only a scene change will serve to shackle 
  the Incarna once more. In the Age of Sorrows, Malfeas retains 
  the power to revoke the great geas.
  The geas will also recede if the Incarna is attacked by any 
  Primordial with the intent to do harm to the god. When this 
  happens, the Incarna instinctively realizes the geas has tempo-
  rarily been lifted, and may attack any Primordial in existence. 
  The geas naturally reasserts itself one hour from the point at 
  which the Incarna was last attacked by a titan; in this way, the 
  Empyreal Chaos need not continually declare the geas null af-
  ter unleashing the Unconquered Sun on one of his enemies.
  Glories of the most hiGh: 
  the unConquered sun
  the divine Geas
  The geas which affects the Celestial Incarnae is not the re-
  sult of any Charm known to the Yozis—their power is too great 
  to be constrained by Cecelyne’s law in the manner of lesser 
  beings—but rather a limitation built directly into the Incarnae 
  to prevent them from attacking their masters. The geas was 
  considered particularly crucial in the case of the Unconquered 
  Sun, whose power the Primordials were right to fear. However, 
  the geas is not entirely paralytic. The Holy Tyrant demanded 
  that the Celestial Incarnae be weapons with which he could 
  threaten and terrify his brethren, and so he may reflexively de-
  clare any of the Incarnae free of the geas from anywhere in 
  existence. However, the geas naturally reinstates itself at the 
  end of the scene, unless the Primordial King declares that it 
  should not be. This allows the Incarna in question to attack 
  whiCh Book, aGain?
  Glories of the Most High is available in PDF and print. 
  Because the PDF version comes in three separate install-
  ments, the page numbers don’t quite match up. Black page 
  references in this chapter point to the book release, while 
  the references in red are for the appropriate PDF.
  
  Chapter eleven • SCattereD GlOrieS
  166
  Charm as a matter of skill. He may do this regardless of wheth-
  er his Conviction is suppressed, or whether he has transferred 
  his Fulcrum to another.
  aeGis of unConquered miGht
  (p. 12; p. 12)
  The Unconquered Sun also gains an instant-duration de-
  fense costing six motes to activate, which sets the raw and final 
  damage of any attack or environmental hazard against him to 0 
  in steps 7 and 10, even if the damage ignores soak. This defense 
  also nullifies any Shaping-based or other deleterious effects, per 
  the description of the perfect immunities granted by the Aegis 
  while the Most High’s Temperance is unbroken. The duration 
  of this momentary Aegis may be extended to one tick for a 
  cost of eight motes, or one action for a cost of eight motes, one 
  Willpower. This perfect effect has no flaw of invulnerability.
  Godspear of all-searinG noon
  (p. 12; p. 12)
  The divine geas which prevents the Unconquered Sun from 
  attacking the Primordials extends to the wielder of the God-
  spear. When another character wields the Godspear, they may 
  not use it to attack the titans unless the geas against the Un-
  conquered Sun is revoked. A character who wields the God-
  spear may still attack the Yozis with other weapons regardless 
  of whether the geas is active. 
  wrath Beyond measure
  (p. 12; p. 12)
  The Unconquered Sun’s terrifying wrath may burn even the 
  Yozis and Primordials. However, the geas on the Unconquered 
  Sun extends to the Godspear of All-Searing Noon, preventing 
  its wielder from using this attack against the titans directly, or 
  when they are potentially within range of its devastation.
  sun turns his faCe
  (p. 13; p. 13)
  Charm effects associated with a Virtue suppressed by the 
  casting down of any Fulcrum do not become applicable as soon 
  as the Unconquered Sun retrieves the Fulcrum. As such, upon 
  recalling his Fulcrum, he may not benefit from any effect as-
  sociated with the suppressed Virtue for one scene. Additional 
  infractions against any suppressed Virtues extend the duration 
  of this inapplicability as per the rules described previously.
  new Charm: maGnanimous unBound sun
  When the Unconquered Sun has suppressed his Temper-
  ance, he may pay 100 motes, one Willpower to unleash his true 
  form. Doubling in height and stature, the Unconquered Sun’s 
  armor morphs into an obsidian sheathe of sculpted muscula-
  ture in which galaxies roil and spin. His eyes become a pair of 
  blazing supernovas and he gains 28 arms, each clad in winged 
  gauntlets of molten orichalcum.
  Mortals and spirits lesser than the Celestial Incarnae find 
  the Unconquered Sun’s full majesty to be utterly unbearable, 
  and are unable to dream one day for every minute they spend 
  exposed to his glory, and thus are unable to recover motes or 
  Willpower from resting. Mortals must succeed at a Valor roll 
  just to remain in his presence. Those who fail fall flat on their 
  faces, temporarily weighed down by his intense Essence pres-
  the unConquered sun
  motivation: defend Creation 
  from all threats.
  (p. 6; p. 6)
  The Unconquered Sun considers the raksha, behemoths, 
  Primordials, devas, and all creatures of darkness to be threats 
  to Creation. Threats also include anything on which may cause 
  destruction to entire cities or landmasses (such as natural or 
  sorcerous disasters) or may cause massive loss of life (such as 
  the Great Contagion), or the actions of insane or destructive 
  individuals with incredible power. The Unconquered Sun may 
  exempt specific beings from this list at his own discretion (such 
  as Gaia).
  suppressinG virtues
  (pp. 7-12; pp. 7-12)
  The Unconquered Sun’s Charms remain suppressed for 
  longer than a scene in the case of particularly egregious or re-
  peated violations of his Virtues. If he continues to betray his 
  Virtues while already suppressed, the wait before their power 
  returns should be extended in accordance with the frequency 
  and severity of his transgressions, according to the Storytell-
  er’s judgment. Frivolously declaring an individual a creature 
  of darkness, for example, would break the Unconquered Sun’s 
  Temperance for a scene; frivolously condemning an entire city, 
  by contrast, might leave his Temperance-based Charms weak-
  ened for a week, while declaring all of the Exalted to be crea-
  tures of darkness could sunder his Aegis for years.
  If the Unconquered Sun makes equal amends to correct any 
  such transgressions against his Virtues (such as it is possible—
  he can’t take back vaporizing the Haslanti League, though he 
  might repair the Supplicant of the Lap after striking its head off 
  in a rage) he can hasten the restoration of his broken Virtues. 
  He may not shorten this length to less than one scene, however. 
  inCandesCent asCendanCy
  (p. 10; p. 10)
  The Unconquered Sun moves at a base speed of 20 yards per 
  tick, not 15.
  as morninG reveals
  (p. 10; p. 10)
  Compassion: The Unconquered Sun is also aware of the 
  Virtue ratings of any character he can see. While observing a 
  character’s Virtues, he understands any circumstance which 
  causes them to suppress or uphold their Virtues as an Obvi-
  ous effect; he becomes aware of how their Virtue was tested 
  and gains a basic understanding of why they did or did not up-
  hold the Virtue in question. If he has not suppressed any of his 
  Virtues, the Unconquered Sun may pay 10 motes to become 
  aware of every instance during which an observed character 
  acted against or in accordance with a Virtue during the course 
  of their entire life, rather than just in the course of the scene as 
  they are being observed.
  perfeCtion Beyond imaGininG
  (p. 11; p. 11)
  When the Unconquered Sun acts in accordance with his 
  Motivation, he may invoke the Conviction-based effect of this 
  
  167
  appearance. This dramatic outburst is not purely cinematic; if 
  the Unconquered Sun has lost any arms, he regains at least 
  one. He also instantly heals any Crippling or Poison damage 
  currently affecting him. In addition, the Storyteller rolls 10 
  dice, and the Unconquered Sun regains one arm per success.
  The countdown of this effect is extended by two actions 
  each time the Unconquered Sun loses an arm after activat-
  ing the Charm. Benediction of the Divine Ignition does not 
  heal wounded arms; it only restores arms which have been de-
  stroyed.
  new Charm: empyreal wrath unBound
  The Unconquered Sun may pay 30 motes, one Willpower 
  to unleash an area attack thirty yards in diameter. Drawing his 
  hands toward the skies to invoke the might of the sun (him-
  self), the Unconquered Sun tears his hands downward, releas-
  ing a furious cyclone of interwoven tines of golden flames which 
  whirl and beat around him, hitting everything in range with 
  three 100L attacks every tick for ten ticks. Characters caught 
  within the area are drawn in toward the Unconquered Sun at 
  a rate of ten yards per tick, subtracting that amount from all 
  attempts to dash free of the attack area. Characters who can-
  not move faster than ten yards per tick cannot escape the blast 
  radius. This Unconquered Sun may not use this Charm again 
  until his last activation has dispersed.
  new Charm: all shadow’s advantaGe
  Birthed to be a hated nemesis, pure, infinite, and true, the 
  Unconquered Sun’s limitlessness and unassailability are just as 
  necessary as the light he brings. While under the effects of Mag-
  nanimous Unbound Sun, the Unconquered Sun may employ all 
  of his Conviction and Valor-based Charm effects regardless of 
  whether he has suppressed or transferred them: shadows wreathe 
  and surround the light, bending it into the shape of his Fulcrums 
  so that he may wield phantom approximations of his true pano-
  ply. Nonetheless, the Unconquered Sun may channel his full 
  power through such shadowed projections. The Unconquered 
  Sun may also safely ignore the demands of his Compassion 
  without any immediate repercussion, but when he ends Mag-
  nanimous Unbound Sun, he will accrue a number of infractions 
  against his Virtue concomitant with any breaches of his Compas-
  sion committed during Magnanimous Unbound Sun.
  new Charm: seleCtive immunity
  While under the effects of Magnanimous Unbound Sun, the 
  Unconquered Sun may reflexively name one type of attack he 
  is immune to. He may seal Archery, Martial Arts, Melee, Oc-
  cult, or Thrown, In the case of Occult, he becomes immune to 
  all sorcerous attacks (both spells and Sorcerous Charms). The 
  Unconquered Sun retains this immunity until he ends Mag-
  nanimous Unbound Sun. In addition, at the start of each ac-
  tion, the Unconquered Sun may reflexively choose to become 
  immune to an additional one of the listed Abilities. However, 
  the Unconquered Sun may not accrue an additional immunity 
  if he was attacked in the previous action with an Ability he was 
  already immune to. Furthermore, when the Unconquered Sun 
  has more than one immunity, additional immunities vanish on 
  the next action tick after the Unconquered Sun is targeted by 
  an attack he is immune to.
  sure. Spirits in his presence merely begin to lose motes as a 
  Shaping effect, at a rate of one mote per action. Spirits who lose 
  their entire mote pools in this fashion simply fade away as if the 
  Unconquered Sun had destroyed them.
  This form also prevents the Unconquered Sun from relating 
  to issues in terms of his Virtues, making it impossible for him to 
  further suppress any of his powers. As such, he is unable to use 
  the Charm Sun Turns His Face for the duration of this effect. 
  Furthermore, his inability to relate to the universe through his 
  Virtues makes him fail at all Socialize-based interactions to un-
  derstand or exist in harmony with the needs of anyone else, and 
  prevents him from succeeding at any Bureaucracy-based rolls.
  This effect’s duration is indefinite, but for the above reasons, 
  the Unconquered Sun only voluntarily sustains it when he is 
  in combat.
  While transformed, the Unconquered Sun may not use 
  the instant, tick, or action-length perfect defense of his Ae-
  gis against the physical portion of attacks. He may still employ 
  these defenses against Shaping and other types of deleterious 
  effects. For example, if a physical attack contains a Shaping 
  component, his defense nullifies that component but does 
  nothing to counteract the attack itself. As such, his instant, 
  tick, and action-length Aegis costs are reduced to two motes, 
  three motes, and three motes, one Willpower respectively.
  The Unconquered Sun also gains the following benefits:
  • His Soak and Hardness each increases by 10L/10B/5A, 
  while his Dodge and Parry DVs both increase to 15.
  • Characters attempting to attack the Unconquered Sun 
  are overcome by fear as an Emotion effect which inflicts a -2 
  external penalty on all attacks. Willpower may not be spent to 
  ignore this unnatural mental influence.
  • The Unconquered Sun intermittently flares as entire gal-
  axies spin into existence, collide and go supernova throughout 
  his body. His blazing majesty is impossible to look directly at, 
  imposing an additional -2 external penalty on all attempts to 
  attack him.
  • The size of the Unconquered Sun’s Essence pool increas-
  es to 300 motes, and he regains one mote per action while in 
  battle.
  • 28 of the Unconquered Sun’s arms must be destroyed in 
  order to end his transformation. It is impossible to defeat him 
  otherwise.
  • Each of the Unconquered Sun’s arms has 10 -0 health lev-
  els. No single attack may inflict more than 10 health levels of 
  damage to the Unconquered Sun. Any health levels inflicted 
  on the Unconquered Sun are transferred to one of his arms. 
  When one of his arms loses all 10 levels, it breaks free of his 
  body, blazing away in a burst of white flame. 
  new Charm: BenediCtion of 
  the divine iGnition
  While under the effects of Magnanimous Unbound Sun, 
  the Unconquered Sun may pay 10 motes, one Willpower to 
  activate this Charm. Five actions from activation, the galax-
  ies spinning through his body are flung away and replaced by 
  a single pinprick of light near his heart, which then explodes 
  outward, flaring through his anima and washing over his body, 
  before abruptly returning to his Magnanimous Unbound Sun 
  
  Chapter eleven • SCattereD GlOrieS
  168
  As the vessel of the Solar’s anima and personal legend, 
  the enchanted weapon resonates with his heroic will, adding 
  any dice from stunting or channeled Virtues to damage rolls 
  as well as attack rolls. The overwhelming Essence pressure of 
  the anima surrounding the weapon also magnifies the weapon’s 
  strength, both to lay waste to the Lawgiver’s enemies and to 
  shield him from harm. Any damage rolls made with the weapon 
  convert up to (Essence) dice to automatic successes, and parry-
  ing with it adds (Essence) to the Solar’s DV.
  Should the Solar have need of power beyond even this, then 
  he may unleash the triumphant power of his martial legend in 
  a single devastating attack. While his anima banner is flaring 
  at the 16m+ level, he may choose to discharge this Charm 
  through an attack. Doing so adds (Essence) automatic success 
  to the damage roll instead of converting dice to successes, and 
  allows the attack to bypass both soak and Hardness. Calling 
  upon this power ends this Charm and resets the Solar’s anima 
  banner to the 0m level.
  New Abyssal Charm: Charnel Emperor Stance (Prerequi-
  site Charms: Artful Maiming Onslaught, Blade-Summoning 
  Gesture, Fluttering Moth Defense). Black Essence spills over 
  the Abyssal’s weapon, darkening it until it seems he wields a 
  fragment of Oblivion itself. His blade becomes a manifest es-
  chatology, an unholy incarnation of all his dark majesty and 
  fatal prowess. This Charm is identical to its Solar counterpart, 
  except that it does not add stunt or Virtue dice to damage rolls. 
  Instead, the Abyssal’s blade dissolves and unmakes whatever it 
  touches, dealing aggravated damage to everything.
  inteGrity
  Glory to the most hiGh
  (pp. 24-25; pp. 24-25)
  This Charm converts to experience when the character be-
  comes old enough to naturally buy Essence 10.
  performanCe
  rose-lipped seduCtion style
  (p. 26; p. 26)
  Keywords: Combo-OK, Compulsion, Mirror (Lust and Loathing 
  Stance)
  While the Charm is in effect, all characters who possess any 
  sort of positive Intimacy toward the Solar have their MDVs 
  set to 0 against seduction attempts by her so long as she is of a 
  gender they are normally attracted to; if she is not, then such 
  targets halve their MDVs instead.
  The user’s Lunar mate has his MDV set to 0 regardless of 
  normal preferences.
  New Abyssal Charm: Lust and Loathing Stance (Prerequi-
  sites: Irresistible Succubus Style). Unlike its Solar counterpart, 
  Lust and Loathing Stance is Obvious, only keys off of negative 
  Intimacies or Intimacies of lust, and it halves MDVs regardless 
  of the target’s normal sexual preferences. It has no particular 
  efficacy against an Abyssal’s Lunar mate.
  martial arts
  armor-shatterinG strike
  (pp. 20-21; pp. 20-21)
  The second paragraph should read:
  Should the attack also actually inflict damage, the Solar may 
  pay an extra 1m to immediately cancel all Charms, spells and 
  astrological powers with a duration greater than Instant but 
  less than Permanent which provide the target with increased 
  soak or hardness. This nullification is a Shaping effect.”
  melee
  flashinG edGe of dawn
  (p. 22; p. 22)
  Replace the text of this Charm with the following:
  This Charm permanently enhances its prerequisite. If she 
  wishes to, the Solar may ignore steps 7-9 on her second dam-
  age application and simply repeat step 10. Additionally, her 
  post-soak damage is raised by one die whenever she uses One 
  Weapon, Two Blows.
  risinG sun slash
  (p. 22; p. 22)
  Cost: 4m (+6m) 
  Keywords: Combo-OK, Mirror (Life-Severing Blade), Obvious
  For 4m, the Solar may select whether to make the attack 
  unblockable or undodgeable. For 10m the attack becomes un-
  blockable and undodgeable against any target, including non-
  creatures of darkness.
  Abyssal Mirror: As its Solar counterpart.
  immortal Blade triumphant
  (pp. 23-24; pp. 23-24)
  Cost: 15m, 1wp; Mins: Melee 5, Essence 5; Type: Simple 
  Keywords: Combo-Basic, Mirror (Charnel Emperor Stance), 
  Obvious 
  Duration: One scene 
  Prerequisite Charms: Call the Blade, Fire and Stones Strike, 
  Protection of Celestial Bliss
  Replace the text of the Charm with the following:
  The Lawgiver channels the blinding radiance of his anima 
  banner through his blade, empowering it as an icon of his 
  martial legend and heroic triumph. While Immortal Blade Tri-
  umphant is active, the Solar’s anima banner emanates from a 
  chosen weapon, not from his person. At the lowest levels of 
  anima flare, this channeling suffuses the enchanted blade with 
  the light and colors of the Lawgiver’s banner; at higher levels, 
  the anima banner emanates from the enchanted blade itself, 
  taking on the shape of the weapon it shines from. This Charm 
  ends if the chosen weapon leaves the Lawgiver’s hands, but his 
  will alone is capable of breaking the bond. The weapon cannot 
  be destroyed or disarmed, nor is it affected by magic that would 
  break the Solar’s attunement to it.
  
  169
  Charisma
  saCred Guardian renewal
  (pp. 66-67; pp. 24-25)
  Replace the text of this Charm with the following:
  This Charm functions identically to the Solar Charm Phoe-
  nix Renewal Tactic (see Exalted, p. 200), save that the Lunar 
  may only regain Virtue channels from appropriate stunts which 
  serve to protect or promote anything toward which the Lunar 
  has a positive Intimacy, be it a way of life, a place, a society or 
  a specific individual.
  As an additional benefit, the Steward is not required to 
  spend Willpower to channel any Virtue she has purchased Sa-
  cred Guardian Renewal for on behalf of her Solar mate.
  thousand streams defender
  (p. 67; p. 25)
  Replace the text of this Charm with the following:
  Luna smiles to see the passion of her Chosen when they 
  rise in defense of the world her lover made. As a permanent 
  upgrade to the Steward’s competence, she doubles the num-
  ber of dice rolled as a result of channeling any Virtue she has 
  purchased Sacred Guardian Renewal for on any action which 
  protects or promotes anything toward which the Lunar has a 
  positive Intimacy.
  Glories of the most hiGh: 
  the maidens of destiny
  Crane style
  Crossed winGs denial
  (p. 103; p. 23)
  Cost: 6m+
  Crossed Wings Denial has a base cost of six motes, plus an 
  additional mote for each time the martial artist has used it pre-
  viously in the scene.
  wisdom of the Celestial Crane
  (p. 104; p. 24)
  Cost: 3m, 1wp; Mins: Martial Arts 5, Essence 3; 
  Type: Reflexive (Step 1) 
  Keywords: Combo-OK, Emotion 
  Duration: Instant 
  Prerequisite Charms: Feather-Stirred Arrow Deflection, 
  Kindly Sifu’s Quill, Wings Spread to Sky
  Replace the text of the Charm with the following:
  The crane is sacred in its beauty, a bird of celestial splendor 
  and serene grace. Such are the virtues that the Crane mas-
  ter may teach to his foes with this finishing move. Wisdom of 
  the Celestial Crane can enhance any unarmed counterattack, 
  adding (Essence) dice to its post-soak damage. An attack that 
  successfully deals bashing damage also causes its victim to lose 
  a point of Willpower.
  A character who loses their last Willpower point this way or 
  who is reduced to their Incapacitated health level by a supple-
  mented attack instantly forms an Intimacy of love for Creation, 
  as an irresistible unnatural Emotion.
  resistanCe
  endurinG mountain method
  (p. 28; p. 28)
  Cost: —(+2m, 1wp) 
  Keywords: Mirror (Patchwork Corpse Reassembly)
  Replace the text of the Charm with the following:
  Cultivating the invulnerable primacy of his Exaltation, the 
  Solar expresses it in his own invincible body. This Charm up-
  grades Unbreakable Warrior’s Mastery. The Solar may extend 
  its duration to one scene for a surcharge of two motes and a 
  point of Willpower.
  New Abyssal Charm: Patchwork Corpse Reassembly (Pre-
  requisite Charms: Stitched-Flesh Resilience). As the Abys-
  sal calls upon this Charm, his skin writhes with the motion of 
  countless worm-like tendrils of shadow beneath his skin. When 
  he is wounded, these shadow-maggots burst forth, eager to 
  mend his flesh with their nauseating ministrations. This Charm 
  is identical to its Solar counterpart.
  arms of the unConquered 
  sun style
  Crowned sun form
  (p. 37; p. 37)
  Non-Martial Arts Form-type Charms are not valid targets for 
  the Sun Burning Upon the Mirror technique.
  seCrets of the unConquered sun
  sheddinG infinite radianCe
  (pp. 37-38; pp. 37-38)
  The Twilight/Daybreak iteration of this Charm reduces the cost 
  of appropriate spells by half or (Essence x 2), whichever is less.
  Glories of the most 
  hiGh: luna
  strenGth
  terriBle steel-rendinG talons
  (pp. 63-64; pp. 21-22)
  Mins: Strength 3, Essence 2
  dexterity
  feroCious Guardian Beast stanCe
  (p. 65; p. 23)
  Cost: 8m
  
  Chapter eleven • SCattereD GlOrieS
  170
  beings outside of Fate, and is considered a Shaping attack 
  against the target. If the Charm does find purchase upon its 
  target, then attacks enhanced with a channeled Virtue bypass 
  the otherwise-perfect defense afforded by this Charm. This is 
  considered a special Flaw of Invulnerability.
  well-sChooled pedant defense
  (p. 116; p. 36)
  Duration: One season
  masters of jade
  a Game of masks
  rituals of the arts of thaumaturGy
  (p. 64)
  Wonder-Grasping Apperception: This ritual can also be used to 
  activate artifacts that have a short-term cost, such as privacy 
  veils. It can be used this way to activate an artifact that is also 
  attuned with the procedure.
  Privacy-Sanctifying Rite: This ritual lasts one day normally, 
  and may be sustained with maintenance rituals.
  Ward of Determination: This ritual’s time should be 10 min-
  utes, describing the purification of the precious stone. Eating a 
  prepared stone is a non-ritual Miscellaneous action. The maxi-
  mum external penalty that can be provided by this Charm is -3, 
  and it cannot be renewed or lengthened by any means before 
  its normal duration lapses, even if it has collapsed due to over-
  whelming unnatural influence.
  Shadow Majesty Ward: As Privacy-Sanctifying Rite erratum.
  Creation-rulinG mandate
  (pp. 67-82)
  Mentions of Size-based limit to project intervals are rem-
  nants of an earlier rules draft and should be ignored.
  ink monkeys: solars
  martial arts
  stunninG deathBlow evasion
  (vol. 33)
  Cost: 9m
  titan-straiGhteninG method
  (vol. 33)
  This Charm applies damage (Essence – 1) times, not (Es-
  sence + 1). The damage of all applications is applied simul-
  taneously in Step 10, allowing a single perfect soak to defend 
  against all of them.
  liGhtninG strikes twiCe
  (vol. 33)
  Cost: —(6m, 1wp)
  Attacks made with Lightning Strikes Twice are unblockable 
  and undodgeable, not unexpected.
  Crystal Chameleon style
  flashinG leaves evasion
  (p. 106; p. 26)
  Cost: 11m
  sapphire veil of passion style
  into infinite depths
  (pp. 107-108; p. 27-28)
  Ignore the innate ability power. Instead, this Charm costs 
  only four motes to activate while Sapphire Veil of Passion Form 
  is active.
  sapphire veil of passion form
  (p. 110; p. 30)
  Keywords: Combo-Basic, Crippling, Form-Type, Emotion, 
  Obvious, Overdrive
  Ignore the mote recovery power of this Charm. Instead, Sap-
  phire Veil of Passion Form grants an Overdrive pool with a ca-
  pacity of ten motes. While it is active, the martial artist gains a 
  single offensive mote on any tick in which he causes an enemy 
  to gain a positive Intimacy towards himself, is attacked by a 
  character with a positive Intimacy towards him, inflicts a Crip-
  pling effect on an enemy with an unarmed attack, or chooses to 
  hold a clinched enemy. No more than one mote may be gained 
  per tick in this way, even if multiple triggers occur.
  Greater arts of astroloGy
  inevitaBility without finesse
  (p. 113; p. 33)
  This Charm only imposes a universal penalty to Craft (Fate) 
  rolls the first time the Sidereal uses it within the course of a day. 
  Replace the last sentence with the following: “The Sidereal 
  perfectly dodges until his DV refreshes, including undodgeable 
  and unexpected attacks.” This Charm’s destiny-warping ele-
  ments constitute a special Flaw of Invulnerability.
  anGry maiden mantle
  (p. 114; p. 34)
  Duration: One season
  understandinG eCstatiC ways
  (pp. 114-115; p. 34-35)
  Keywords: Emotion, Fate, Illusion, Shaping 
  Duration: One week
  This Charm does not prevent targets from acting in their 
  own best interest when assaulted by the character (such as by 
  defending themselves), it merely ensures that there will be no 
  hard feelings afterward.
  maiden and GamBler stanCe
  (p. 115; p. 35)
  This Charm’s defensive benefit functions by shaping the tar-
  get’s destiny so that his blows cannot find purchase upon the 
  Sidereal. As such, this Charm will not protect the user from 
  
  171
  resistanCe
  surGinG essenCe reaCtor
  (vol. 33)
  Cost: —; Mins: Resistance 4, Essence 3
  Replace the text of the Charm with the following:
  Like the sun they emulate, the Solar Exalted draw unlimited 
  power by their very existence. Surging Essence Reactor up-
  grades all Overdrive Charms the Solar possesses. Whenever he 
  would gain offensive motes from one of them, he may choose 
  to instead convert them into attunement motes. These special 
  motes are not added to the Solar’s Essence pools, but can be 
  committed to any unattuned artifact he has on his person, al-
  lowing him to reflexively attune to it if its cost is paid in full 
  with attunement motes. Alternatively, he can commit attun-
  ement motes to an attuned artifact he possesses, replacing the 
  motes he has committed to it from his own pools. At the end 
  of the scene, all attunement motes are lost. The Solar may re-
  flexively replace them with his own motes to sustain the attun-
  ement of artifacts empowered by them.
  dodGe
  liGhtspeed Body dynamiCs
  (vol. 8)
  This Charm has been removed.
  Replace this Charm in its entirety with the following:
  new Charm: BurninG Corona evasion
  Cost: 2m; Type: Reflexive (Step 2) 
  Keywords: Combo-OK, Obvious 
  Duration: Instant
  Streams of golden anima trace the Solar’s movement in 
  shimmering after-images, as light itself pays homage to the per-
  fection of the Sun’s Chosen. Whenever the Solar applies his 
  Dodge DV against an attack, he can use this Charm to penalize 
  the attacker’s roll as though they were blind (see Exalted, p. 
  152). His enemies are unable to target him clearly through the 
  blinding light and refracted images of his anima.
  With Essence 3+, the Solar can extend the duration of this 
  Charm to one tick for a surcharge of three motes.
  ink monkeys: lunars
  strenGth
  Beast spirit defense
  (vol. 21)
  Cost: 10m
  storm Burst explosion
  (vol. 35)
  Cost: —(10m, 1wp)
  melee
  sun-sword ConCentration
  (vol. 32)
  Cost: 1m; Mins: Melee 3, Essence 2; Type: Supplemental 
  Keywords: Combo-OK, Martial-Ready, Mirror (All Blades Cry 
  for Blood), Obvious 
  Duration: Instant 
  Prerequisite Charms: Hungry Tiger Technique
  Replace the text of the Charm with the following:
  Solar Essence superheats the Lawgiver’s blade until it glows 
  cherry-red, burning hot enough to cleave through solid steel as 
  if it were air. An attack supplemented by this Charm gains the 
  Piercing tag and ignores all Hardness from armor. With Essence 
  3+, the Solar can pay an additional mote to ignore Hardness 
  from other sources.
  Martial-Ready: Archery, Martial Arts, Thrown
  New Abyssal Charm: All Blades Cry for Blood (Prerequi-
  site Charms: Savage Shade Style). The Abyssal’s blade twists 
  through armor to taste the precious lifeblood beneath it. This 
  Charm is identical to its Solar counterpart.
  molten sun-Blade
  (vol. 32)
  Cost: —(+3m); Mins: Melee 5, Essence 3; Type: Permanent 
  Keywords: Mirror (Rending Steel Cruelty), Stackable 
  Duration: Instant 
  Prerequisite Charms: Sun-Sword Concentration
  Replace the text of the Charm with the following:
  This Charm upgrades Sun-Sword Concentration. For an ad-
  ditional three motes, any armor worn by a character damaged 
  by the enhanced attack loses four points from its soak, as the 
  Solar’s molten blade cuts away its strength. Mundane armor is 
  permanently damaged by this Charm unless manually repaired, 
  and is destroyed utterly upon being reduced to zero soak. Arti-
  fact armor regains all lost soak at the end of the scene.
  New Abyssal Charm: Rending Steel Cruelty (Prerequisite 
  Charms: All Blades Cry for Blood). As the Abyssal pulls his 
  weapon from a wound, he twists it to rend armor asunder, stain-
  ing the ruined cuirass with its bearer’s blood. This Charm is 
  identical to its Solar counterpart.
  Corona of radianCe
  (vol. 32)
  This Charm has been removed for revision.
  dawn’s paraBle defense
  (vol. 35)
  Cost: 1m (+2m)
  Breaking a flurry with a successful parry costs an additional 
  two motes.
  
  Chapter eleven • SCattereD GlOrieS
  172
  infernal monster style expansions
  smolderinG raGe Beast
  (vol. 3)
  Ignore the innate ability upgrade to Retribution Will Follow. 
  Instead, the Infernal may choose to recover channels of Valor 
  in place of any Willpower he would gain while Retribution Will 
  Follow is active.
  impatient slauGhter speed
  (vol. 5)
  Ignore the innate ability upgrade to Raging Behemoth 
  Charge. Instead, this Charm upgrades Raging Behemoth 
  Charge to add (Martial Arts) bonus dice on any roll to main-
  tain balance or maneuver through difficult conditions.
  leapinG smash teChnique
  (vol. 5)
  Ignore the innate ability power. Instead, the Infernal can 
  cover an additional (Martial Arts) yards with her jump when 
  she uses this Charm with Raging Behemoth Charge or Infernal 
  Monster Form active.
  ink monkeys: martial arts
  CoBra style
  (vol. 39)
  This style has been removed from the system for revision.
  stamina
  moth-to-flames defense
  (vol. 27)
  All motes granted by this Charm are attunement motes. 
  These special motes are not added to the Solar’s Essence pools, 
  but can be committed to any unattuned artifact he has on his 
  person, allowing him to reflexively attune to it if its cost is paid 
  in full with attunement motes. Alternatively, he can commit 
  attunement motes to an attuned artifact he possesses, replac-
  ing the motes he has committed to it from his own pools. At 
  the end of the scene, all attunement motes are lost. The Solar 
  may reflexively replace them with his own motes to sustain the 
  attunement of artifacts empowered by them.
  ink monkeys: infernals
  CeCelyne
  swallowed in eternity
  (vol. 7)
  Ignore the innate power ability. Instead, using this Charm 
  within the sands of Cecelyne or a region blighted by Holy Land 
  Infliction allows the Infernal to enhance her activation roll 
  with the Excellencies of Cecelyne.
  adorjan
  unBound freedom infiltration
  (vol. 7)
  Ignore the innate ability power. Instead, Essence 4+ allows 
  the Infernal to move through obstacles up to (Essence + Ath-
  letics) yards thick for an additional level of aggravated damage.
  
  173
  CHAPTER TWELVE
  THE BOOKS OF SORCERY
  warstriders
  warstrider maGiCal material Bonuses
  Warstriders can gain magical material bonuses.
  artifaCt weapon attunement Costs
  On page 152, the text states that most warstrider artifacts 
  require 12 motes to attune, but exceptionally large ones require 
  as many as 18. However, this is contradicted by the table on 
  page 160, which has their attunement costs as equivalent to 
  normal sized artifact weapons. The text on p. 152 is correct.
  the white & 
  BlaCk treatises
  defendinG without an attaCk roll
  As a point of clarification, some spells say that they cannot 
  be dodged or parried, but have no attack roll against which 
  to apply DV.  If something cannot be dodged or parried, these 
  spells do not need an attack roll one would defend against. One 
  wouldn’t apply DV because it isn’t applicable.
  wonders of the lost aGe
  introduCtion
  wonder-forGinG Genius
  (p. 6)
  Mins: Craft 5, Essence 4 
  Prerequisite Charms: Crack-Mending Technique, Craftsman 
  Needs No Tools
  This Charm may be purchased a second time at Essence 5+. 
  When the character’s traits are high enough to build five-dot 
  artifacts without this assistance of this Charm, all purchases are 
  refunded as experience.
  purview of the forBiddinG manse
  Builder BuGs
  (pp. 117-119)
  The stats presented for Builder Bugs are for the individual 
  insects, whose large, sharp mandibles and insect strength make 
  them the equal to many predators if pressed into combat.
  
  Chapter twelve • the BOOkS OF SOrCery
  174
  summoninG the Greater minions 
  of the eyeless faCe
  (p. 83)
  Greater Minions last a year and a day before perishing. Ad-
  ditionally, allthough Greater Minions are created like Heroic 
  Mortals, they  may not learn thaumaturgy or take Merits and 
  Flaws. When they are created, the caster’s player much choose 
  between extra bonus points and more Greater minions when 
  spending extra motes.
  solar CirCle spells
  unity of the Closed fist
  (pp. 98-99)
  Five is the maximum number of participants, which led to 
  the spell’s name: five fingers together making for a single closed 
  fist.
  winds of Confusion
  (p. 99)
  This spell’s duration is one hour.
  oadenol’s Codex
  introduCtion
  essenCe and mortals
  (p. 6)
  The experience cost for mortals to raise Essence is (Current 
  rating x 20).
  artifaCts and artifiCe
  wonder-forGinG Genius
  (p. 29)
  See page 173.
  demesne, manse and hearthstone
  wilderness Gem
  (p. 104)
  This hearthstone is listed in the Second Edition Core, p. 384 
  and grants four successes on Survival rolls, and is also listed in 
  Oadenol’s Codex, p. 104 granting only two extra successes.  
  The version in Oadenol’s Codex, granting two successes, is the 
  correct version of this hearthstone.
  the Gem of perfeCt moBility
  (p. 107)
  While the text says that this hearthstone reduces the Speed 
  of a character’s actions, it only halves the Speed all actions 
  require. This effect of this hearthstone can’t be combined with 
  any Extra Action Charms.
  thaumaturGy
  dishonest (Creature)’s reBuke
  (p. 142)
  This is a difficulty 1 ritual.
  terrestrial CirCle spells
  Cirrus skiff
  (p. 40)
  The box information says that this conveyance carries one 
  passenger per two dots of Essence of the caster, while the text 
  of the spell says it can only carry one passenger total. The box 
  information is correct.
  danCe of the smoke CoBras
  (p. 43)
  The duration for this spell is (Essence) actions.
  disGuise of the new faCe
  (p. 43)
  The system for Appearance bolstering is as follows:
  You can change it to any value between 0 and 5 (the normal 
  range) by adding 1 to the difficulty of the initial disguise roll. 
  Inhuman levels of beauty may be emulated with the spell, but 
  the entire range of Appearance may never be more than (sor-
  cerer’s Essence) dots different from the natural Appearance of 
  the target, and raising Appearance above 5 costs +2 difficulty 
  per dot.
  Celestial CirCle spells
  Cloud trapeZe
  (p. 70)
  This spell does not indicate a maximum weight or passenger 
  capacity, nor does it list a size for the cloud. It should be 500 
  pounds of cargo and/or passengers per dot of permanent Es-
  sence.
  the CrumBlinG walls
  (p. 70)
  This spell says that “During the casting, the sorcerer and her 
  companions are prohibited from defending themselves against 
  attack, though they may have bodyguards accompany them or 
  use armor or magic to enhance their ability to avoid harm.” 
  This means that they are forbidden from defending themselves 
  in any way, and they can not strike back at attackers.
  imBue amalGam
  (pp. 74-75)
  The Attribute and Ability sections of this Charm list a maxi-
  mum of (Essence + Occult). This is the maximum that that 
  category of traits can gain.
  The last sentence of the spell reads: “No conferred Ability 
  can exceed the rating of its “donor”. This limit applies to all 
  traits.
  maGma kraken
  (pp. 76-77)
  This spell generates ten tentacles. They may each reach up 
  to 15 yards.
  
  175
  the roll of Glorious 
  divinity ii
  Ghost experienCe Costs 
  and traininG times
  The experience costs and training times for ghosts are pre-
  sented below.
  Charms
  heroiC Ghosts and martial arts Charms
  Ghosts lose access to all Charms unique to their Exalt type, 
  with the exception of Ox-Body Technique, which has a ghostly 
  equivalent. Martial Arts Charms, being not tied to a specific 
  type of supernatural being, are still available to ghosts who 
  meet their minimums, though Sidereal Martial Arts are too 
  tied to the fate they’ve cheated to maintain their unlives and 
  may not be practiced.
  evoke the anCient Clay
  The Books of Sorcery, Vol. V—Roll of Glorious Divinity 
  II and The Compass of Celestial Directions, Vol. IV—The 
  Underworld make multiple references to the Arcanos Evoke 
  the Ancient Clay. This Arcanos can be found in The Lost Arts 
  of the Dead, a PDF supplement of material cut from Roll of 
  Glorious Divinity II.
  maGiCal flora, fauna 
  and phenomena
  ironwood
  (p. 157)
  The text says that weapons made of hardened ironwood 
  cost one resources dot higher than their normal counterparts. 
  Hardened Ironwood equipment does not offer any mechanical 
  advantage over its normal counterparts, except in a case where 
  a metal weapon might be vulnerable to a specific attack that a 
  wooden one wouldn’t, and vice versa (ironwood versus a Wood 
  Aspect’s anima power, for instance).
  the roll of Glorious 
  divinity i
  the roll of elemental BeinGs
  warCluBs
  (p. 98)
  The Warclub’s statistics are as follows: Speed 5, Accuracy 
  +2, Damage +16B/4, Defense +2, Rate 2, Tags O. It requires 
  Strength 3 to wield and costs six motes of Essence to attune. It 
  does not gain the orichalcum magical material bonus.
  appendix: divine meChaniCs
  divine suBordination of (aBility)
  (p. 142)
  Employing Divine Subordination of (Ability) as a perfect ef-
  fect costs 10 motes, 1 Willpower.
  prinCiple of motion
  (p. 144)
  A flurry produced by withdrawing actions from this Charm 
  cannot contain more than (Essence + 1) total actions. The 
  mote cost of the Charm is committed until the bank is depleted 
  or the spirit releases them, eliminating any banked actions that 
  may be left over.
  priesthood
  (p. 169)
  Day Caste Abyssals are not always priests, Midnight Caste are.
  Trait Increase
  Cost
  Training Time
  Attribute
  current rating x 8
  (current rating x 3) 
  months
  Favored Ability
  (current rating x 
  4) – 1
  (current rating x 2) 
  weeks
  Other Ability
  current rating x 4
  (current rating x 2) 
  weeks
  Essence
  current rating x 12
  (current rating x 2) 
  months
  Virtue
  current rating x 6
  (current rating x 10) 
  weeks
  Willpower
  current rating x 5
  (current rating x 6) 
  weeks
  Fetter
  current rating x 3
  6 months
  New Trait
  Cost
  Training Time
  Ability
  12
  12 weeks
  Charm
  14
  8 weeks
  New Fetter
  20
  1 year
  Special
  Cost
  Training Time
  Shift Passion
  20
  6 months per dot
  Shift Fetter
  10
  1 year per dot
  
  176
  Replace the text of this Charm with the following:
  A child must learn to crawl before it can walk, just as the 
  wicked must learn to fly before they can stand against the Solar 
  Hero. The character’s fist becomes a falling star, striking the 
  earth to unleash a shockwave that rips through the ground in a 
  straight line up to (Essence x 50) yards distant. Upon reaching 
  an opponent in range, the attack terminates in a massive deto-
  nation of force, with a diameter of 10 yards and reaching up to 
  100 yards high. Everything caught in the range of this attack is 
  immediately hit by an unblockable Heaven Thunder Hammer 
  strike using a dice pool of (Dexterity + Martial Arts + Es-
  sence). Characters struck by this attack are always launched up 
  or away from the Lawgiver. The Solar is immune to the effects 
  of his own attack and may stand in the absolute center of this 
  devastation unharmed.
  lauGhinG wounds style
  kiss of the whip
  (p. 95)
  Although it has been asked by players of Exalted, this Charm 
  should not have the Crippling keyword.
  sCroll of the monk
  smashinG tidal wave teChnique
  (p. 42)
  Cost: 0m or 3m (+3m per target), 1wp; Type: Extra Action 
  Keywords: Combo-OK 
  Duration: Instant
  The total DV penalty and Speed are equal to the highest of 
  any single attack in the flurry. Ignores Rate. If this Charm is be-
  ing activated to sustain grapples initiated through previous use 
  of the Charm, the cost is 0m.
  solar hero style expansions
  poundinG hammer of devastation
  (p. 83)
  Cost: 6m; Mins: Martial Arts 5, Essence 4; 
  Type: Reflexive (Step 1) 
  Prerequisite Charms: Dome-Shattering Smite (Ink Monkeys, 
  Vol. 33)
  CHAPTER THIRTEEN
  THE SCROLLS OF ESOTERIC 
  WISDOM
  
  Chapter thirteen • the SCrOllS OF eSOteriC wiSDOm
  177
  draGon kinG CharaCter Creation
  raptok Breed paths
  (p. 33)
  Replace the Yielding Earth Path with the Shaping Wood Path.
  sCroll of kinGs
  sijan BlaCk watCh fanG
  (p. 97)
  This unit’s Magnitude should be 1 instead of 2.
  panoply of war
  ChiarosCuran Glass Blades
  (p. 131)
  Weapons made of Chiaroscuran glass have a Resources cost 
  one higher in the South and two higher elsewhere in Creation.
  artillery
  (p. 136-141)
  Firing artillery is a Dexterity-based action, and Exalts with-
  out Ability-based Excellencies can apply their Excellencies (or 
  Augmentations, in the case of Alchemicals) as appropriate.
  Previously published weapons that should gain the ‘A’ tag 
  include, from The Books of Sorcery, Vol. I—Wonders of the 
  Lost Age Chapter Six: all implosion bows (p. 130); medium, 
  large and very large concussive Essence cannons (p. 131); Es-
  sence twisters and lightning ballistae (p. 132); glorious scythes 
  (p. 134) and storm hammers (p. 135).
  sCroll of exalts
  wound-eatinG invulneraBility
  (p. 160)
  Cost: 2m; Mins: Resistance 3, Essence 3; 
  Type: Reflexive (Step 7) 
  Keywords: Combo-OK, Mirror (Iron Skin Concentration) 
  Duration: One tick 
  Prerequisite Charms: Spirit-Hardened Frame
  Replace the text of the Charm with the following:
  Necrotic Essence permeates throughout the Abyssal’s body, 
  stripping away the weaknesses of living flesh. His skin hardens 
  to living ivory, and his bones are as unbreakable steel. All at-
  tacks against the Abyssal have their minimum damage reduced 
  by one die for the duration of this Charm unless they deal ag-
  gravated damage.
  Against any attack that would reduce him to Incapacitated 
  or worse while Hideous Husk Technique is active, it prevents 
  all damage that would go past his -4 health level, allowing him 
  to shrug off even the most gruesomely fatal wounds. This des-
  perate defense is Obvious, and ends the duration of this Charm 
  prematurely. It can only trigger once per scene; subsequent in-
  capacitating attacks will affect the Abyssal normally.
  smolderinG devastation teChnique
  (p. 160)
  Ignore the innate ability power of this Charm. Instead, the 
  Abyssal’s crypt bolts count 10s as two successes on damage 
  rolls.
  sCroll of the monk: 
  the imperfeCt lotus
  instruCtion in Good will
  (p. 24)
  The text of this Charm mentions “This Charm also reduces dam-
  age by one die in Step 8, after soak but before the damage is rolled”. 
  This Charm reduces damage being dealt to the martial artist using 
  this Charm. It ties into the above assertion that “Those who still try 
  to argue find it more difficult to harm such a gentle soul.”
  the path of the arBiter style
  destiny and the arBiters
  (p. 7)
  This style allows a user to earn & raise the Destiny Back-
  ground in play. However, Celestial Exalted can not normally 
  acquire the Destiny Background. This style does not allow a 
  Celestial Exalt martial artist to gain this background.
  destiny and the forGinG Charms
  (p. 9)
  The Destiny Background (normally off-limits to Celestials) can 
  improve the effects of one Forging Charm. This Path does not al-
  low Celestial Exalted to gain Destiny, therefore, Celestials may not 
  substitute another Trait to gain the bonus to a Forging Charm.
  forGinG Charms
  (p. 9)
  A Celestial using Forging the Soul-Born Sword & Forging 
  the Armor of Integrity, cannot create a weapon &/or armor 
  made of her preferred magical material, instead of jade. These 
  items aren’t in fact made of jade, but of light. They just share 
  jade’s magical material bonuses.
  The Artifacts & Familiars acquired with the 3 Forging 
  Charms may seem a bit weak to some players because they 
  are capped at level 2 if not augmented with the Destiny Back-
  ground. Even then, only one Charm can benefit. A Martial 
  Artist cannot increase the ratings of these Traits in other ways, 
  such as Experience Points, or using Craft on the Artifacts. The 
  style is only a Terrestrial one after all. Celestial Exalts have 
  plenty of ways to gain superior familiars already.
  sCroll of fallen raCes
  mountain folk patterns
  sleepless roCk emulation
  (p. 50)
  Keywords: Creation-Bound
  mountain folk experienCe Costs
  (p. 80)
  Replace the ‘New Path’ and ‘New Favored or Breed Path’ 
  entries with the following:
  New Trait
  Cost
  Training Time
  Caste Pattern Charm
  10
  (Min. Essence x 3) days
  Non-Caste Pattern Charm
  12
  (Min. Essence x 3) days
  
  178
  CHAPTER FOURTEEN
  THE DIRECTIONAL 
  COMPASSES
  reGeneration from exalted healinG
  (p. 146)
  The Exalted Healing affliction mentions that, if taken twice, 
  it becomes the Regeneration Abomination, which is not a pub-
  lished mutation. The benefit of the Regeneration Abomina-
  tion is that it doubles the healing rates gained with the Exalted 
  Healing affliction.
  The Regeneration Abomination looks however you want it 
  to look. For some mutants it might perhaps leave not a single 
  scar, while others’ mutation might fill in damaged areas with tu-
  morous growths. Whatever works best for the mutant’s concept.
  raisinG enliGhtened essenCe
  (p. 148)
  This mutation says that a character under its effects “can 
  increase his Essence trait by spending experience points at the 
  normal rate for heroic mortal characters.” The experience cost 
  for a heroic mortal to raise their Essence is (Current rating x 
  20).
  If one were to buy this mutation at character creation, the 
  bonus point cost would be four bonus points (covered in the 
  Scroll of Heroes, p. 59).
  the south
  sCarlet whisper
  (pp. 148-150)
  Motivation: Reveal the human condition in such a way that 
  humanity chooses peace and order.
  doZima wokish
  (pp. 150-151)
  Motivation: Explore every culture in the South, that Heav-
  en may guide them to their best potential.
  the wyld
  point values for mutations
  (p. 144)
  After character creation, the experience point cost to pur-
  chase mutations would be twice as much as the listed point 
  values, and it would require Storyteller approval, as these are 
  usually just gained from Wyld exposure and would have to be 
  worked into the story.
  
  179
  Resistance ..................................................................21
  Survival ......................................................................22
  Lore ............................................................................22
  Medicine ....................................................................23
  Occult ........................................................................23
  Athletics .....................................................................23
  Dodge .........................................................................23
  Larceny ......................................................................23
  Sail .............................................................................23
  Socialize .....................................................................23
  The Dragon-Blooded ........................................................24
  Traits ..............................................................................24
  Breeding Background ................................................24
  Fire Aspect Anima .....................................................24
  Wood Aspect Anima .................................................24
  Charms ..........................................................................25
  New and Updated Keywords .....................................25
  General Charms .........................................................25
  Linguistics ..................................................................25
  Lore ............................................................................26
  Occult ........................................................................27
  Stealth ........................................................................27
  Thrown ......................................................................28
  Awareness ..................................................................28
  Craft ...........................................................................29
  Integrity......................................................................29
  Resistance ..................................................................30
  War .............................................................................31
  Athletics .....................................................................31
  Dodge .........................................................................32
  Melee .........................................................................32
  Presence .....................................................................33
  Socialize .....................................................................34
  Bureaucracy ...............................................................34
  Investigation ..............................................................36
  Larceny ......................................................................36
  Martial Arts ...............................................................37
  Five-Dragon Style ......................................................37
  Terrestrial Hero Style .................................................37
  Enlightening Charms .................................................37
  Air Dragon Style ........................................................37
  Earth Dragon Style ....................................................38
  Fire Dragon Style .......................................................39
  Water Dragon Style ...................................................39
  Wood Dragon Style ....................................................40
  Sail .............................................................................40
  Archery ......................................................................41
  Medicine ....................................................................42
  Performance ...............................................................43
  Ride ............................................................................44
  Survival ......................................................................45
  The Thousand Correct Actions of the Upright Soldier 45
  War .............................................................................45
  Lunar Exalted ....................................................................46
  Traits ..............................................................................46
  Tattoo Artifact ...........................................................46
  Shapeshifting .................................................................46
  Moonsilver Armor .....................................................46
  Moon-Faced Mail ......................................................46
  The Tell ......................................................................47
  CONTENTS
  Introduction ........................................................................4
  How to Use This PDF .....................................................4
  What’s New in this Edition? ........................................5
  General Errata .....................................................................6
  Character Creation..........................................................6
  Exalted Character Creation .........................................6
  Traits ................................................................................6
  Essence .........................................................................6
  Willpower Recovery .....................................................7
  Drama and Systems .........................................................7
  Stunts ...........................................................................7
  Falling Damage ............................................................7
  Withstanding Poisons/Environmental Damage ...........7
  Vision ...........................................................................7
  Thaumaturgy ...............................................................7
  Combat Actions ...........................................................7
  Defense Values (DVs) ..................................................8
  Damage and Soak ........................................................8
  Social Combat ..............................................................8
  Mass Combat ...............................................................9
  Charms & Combos ..........................................................9
  Charm Minima and Prerequisites ................................9
  New and Updated Keywords .......................................9
  Charm Limits .............................................................10
  Charm Concepts ........................................................10
  Unstoppable Force, Immovable Object .....................11
  Supernatural Martial Arts .........................................11
  Snake Style ................................................................11
  Solar Hero Style .........................................................11
  Combos ......................................................................12
  Sorcery ...........................................................................12
  Storytelling ....................................................................12
  Changing Specialties in Play ......................................12
  Improving Backgrounds in Play .................................12
  Mutations ......................................................................12
  Antagonists....................................................................12
  Attack Speeds and Defense Values ...........................12
  Mortals and Charms ..................................................12
  Spirits .........................................................................13
  The Dead ...................................................................13
  Panoply ..........................................................................13
  Mundane Equipment .................................................13
  Hearthstones ..............................................................14
  Greater Wonders ........................................................14
  Magical Material Bonuses ..........................................15
  Solar Exalted .....................................................................16
  Setting ...........................................................................16
  Solar Visions at Exaltation.........................................16
  Traits ..............................................................................16
  Charms ..........................................................................17
  New Keyword .............................................................17
  General Charms .........................................................17
  Archery ......................................................................17
  Martial Arts ...............................................................18
  Melee .........................................................................19
  Thrown ......................................................................20
  War .............................................................................21
  Integrity......................................................................21
  Performance ...............................................................21
  
  180
  appenDix • expanDeD taBle OF COntentS
  Thrown ......................................................................78
  Performance ...............................................................79
  Presence .....................................................................79
  Resistance ..................................................................79
  Lore ............................................................................79
  Athletics .....................................................................79
  Dodge .........................................................................79
  Socialize .....................................................................79
  Hungry Ghost Style ...................................................79
  Infernal Exalted.................................................................81
  Servants of the Yozis ......................................................81
  Investiture of Infernal Glory ......................................81
  The Blood Queen ......................................................81
  Traits ..............................................................................81
  Life expectancy of Infernals .......................................81
  Infernal Limit .............................................................81
  Infernal Anima Effects ...............................................82
  Charms ..........................................................................82
  General ......................................................................82
  Malfeas .......................................................................82
  Cecelyne ....................................................................83
  She Who Lives in Her Name ....................................83
  Adorjan ......................................................................83
  The Ebon Dragon ......................................................84
  Infernal Monster Style ...............................................84
  Wonders of the Demon Realm ......................................84
  Chalcanth & Azoth ...................................................84
  Storytelling ....................................................................84
  Favored Yozi ...............................................................84
  The Broken-Winged Crane ...........................................84
  Cecelyne ....................................................................84
  She Who Lives In Her Name ....................................84
  Adorjan ......................................................................84
  Ebon Dragon ..............................................................84
  Kimbery ......................................................................84
  Alchemical Exalted ...........................................................86
  Charms ..........................................................................86
  Combat ......................................................................86
  Survival ......................................................................87
  Speed and Mobility ....................................................87
  Social..........................................................................87
  Stealth and Disguise ..................................................87
  Analytic and Cognitive ..............................................87
  Labor and Utility........................................................87
  The Fair Folk .....................................................................88
  Chapter Two: Lords of Chaos ........................................88
  The Way Grace ..........................................................88
  Guides ........................................................................88
  Unshaped ...................................................................90
  General Unshaped Charms........................................90
  Charms of the Way ....................................................90
  Chapter Three: Character Creation .............................91
  Chapter Four: Traits ......................................................92
  Backgrounds ..............................................................93
  Bedlam .......................................................................93
  New Raksha Trait: Stasis ...........................................93
  Calcification ...............................................................94
  Raksha and Death .....................................................94
  Oaths .........................................................................95
  The Ishvara ................................................................95
  Knacks .......................................................................47
  Charms ..........................................................................47
  Strength .....................................................................47
  Dexterity ....................................................................47
  Stamina ......................................................................47
  Appearance ................................................................49
  Martial Arts Charms ..................................................49
  Casteless and the Chimerae ..........................................49
  Sidereal Exalted ................................................................50
  Character Creation........................................................50
  Colleges ......................................................................50
  Traits ..............................................................................50
  Charms ..........................................................................51
  Revised Keywords ......................................................51
  General Charms .........................................................51
  Resistance ..................................................................51
  Ride ............................................................................52
  Sail .............................................................................52
  Survival ......................................................................53
  Thrown ......................................................................54
  Craft ...........................................................................55
  Dodge .........................................................................56
  Linguistics ..................................................................57
  Performance ...............................................................58
  Socialize .....................................................................59
  Archery ......................................................................60
  Athletics .....................................................................60
  Melee .........................................................................61
  Presence .....................................................................62
  War .............................................................................63
  Investigation ..............................................................64
  Larceny ......................................................................64
  Lore ............................................................................65
  Occult ........................................................................66
  Stealth ........................................................................66
  Awareness ..................................................................67
  Bureaucracy ...............................................................68
  Integrity......................................................................68
  Martial Arts ...............................................................69
  Throne Shadow Style ................................................71
  Medicine ....................................................................71
  Storytelling ....................................................................72
  Abyssal Exalted .................................................................73
  Traits ..............................................................................73
  Cheating Death and Eternal Life ..............................73
  Backgrounds ..............................................................74
  Anima Banner ...........................................................74
  Dusk Anima Effect ....................................................74
  Midnight Anima Effects ............................................74
  Daybreak Anima Effects ............................................74
  Moonshadow Anima Effects ......................................74
  Dark Fate ...................................................................74
  The Monstrance of Celestial Portion ........................74
  Abyssal Redemption ..................................................75
  Charms ..........................................................................76
  New Keyword .............................................................76
  General Charms .........................................................76
  Archery ......................................................................76
  Melee .........................................................................76
  Martial Arts ...............................................................78
  
  181
  Performance .............................................................140
  Presence ...................................................................141
  Resistance ................................................................142
  Survival ....................................................................143
  Craft .........................................................................144
  Investigation ............................................................145
  Lore ..........................................................................146
  Medicine ..................................................................148
  Occult ......................................................................148
  Athletics ...................................................................150
  Awareness ................................................................150
  Dodge .......................................................................151
  Larceny ....................................................................152
  Stealth ......................................................................153
  Bureaucracy .............................................................153
  Linguistics ................................................................155
  Ride ..........................................................................155
  Sail ...........................................................................156
  Socialize ...................................................................157
  Lunar Knacks & Charms ............................................157
  Knacks .....................................................................157
  Strength ...................................................................157
  Dexterity ..................................................................158
  Stamina ....................................................................158
  Charisma ..................................................................158
  Manipulation ...........................................................159
  Appearance ..............................................................159
  Perception ................................................................159
  Intelligence ..............................................................159
  Wits ..........................................................................160
  The Sidereal Exalted ...................................................160
  New Martial Arts Style: Throne Shadow Style .......160
  Throne Shadow Extensions .....................................162
  Dragon-Blooded Charms .............................................163
  Updated Keywords ...................................................163
  Linguistics ................................................................163
  Craft .........................................................................163
  Integrity....................................................................163
  Resistance ................................................................163
  War ...........................................................................163
  Melee .......................................................................163
  Larceny ....................................................................164
  Medicine ..................................................................164
  Wonders of the Age .....................................................164
  Warfare ....................................................................164
  The Mighty ..................................................................164
  Scattered Glories .............................................................165
  Glories of the Most High: The Unconquered Sun .....165
  The Unconquered Sun ............................................166
  Martial Arts .............................................................168
  Melee .......................................................................168
  Integrity....................................................................168
  Performance .............................................................168
  Resistance ................................................................169
  Arms of the Unconquered Sun Style ......................169
  Secrets of the Unconquered Sun .............................169
  Glories of the Most High: Luna ..................................169
  Strength ...................................................................169
  Dexterity ..................................................................169
  Charisma ..................................................................169
  Chapter Five: Reality Shaping ......................................96
  Graces as Artifacts .....................................................96
  Adjurations ................................................................96
  Behemoths .................................................................96
  Oneiromancy .............................................................96
  New Grace Magic: Chancels .....................................97
  New Freehold Trait: The Beacon ..............................97
  Chapter Six: Charms .....................................................98
  General Charms ............................................................99
  Charms of the Mask ......................................................99
  Assumption Charms ..................................................99
  Elemental Influence Charms ...................................101
  Bestial Visage Charms ..............................................102
  Emotional Influence Charms ...................................103
  New Raksha Charms: Ossuary Charms ...................104
  Charms of the Heart ....................................................105
  Name Charms ..........................................................105
  Bedlam-Influencing Charms ....................................105
  Serenity Charms ......................................................106
  Charms of the Cup ......................................................107
  Cup Combat Charms ...............................................107
  Feeding Charms .......................................................109
  Addiction Charms ...................................................110
  World-Shaping Charms ...........................................111
  Virtue-Shaping Charms ...........................................113
  Charms of the Ring .....................................................113
  Ring Combat Charms ..............................................113
  Body-Strengthening Charms ...................................116
  Creation-Based Crafting Charms ............................116
  Wyld-Based Crafting Charms ..................................117
  Charms of the Staff .....................................................117
  Staff Combat Charms ..............................................117
  Wyldlife Birthing Charms ........................................118
  Grace-Forging Charms.............................................118
  Domination Charms ................................................119
  Charms of the Sword ...................................................120
  Sword Combat Charms ............................................120
  Transitory Mutation Charms ...................................124
  Permanent Mutation Charms ..................................125
  Shaping Stances ..........................................................125
  All-Consuming God-Monster Style.........................125
  Laughing Monster Style ...........................................126
  Spirit-Twisting Obsession Style ................................128
  World-Devouring Warlord Style ..............................129
  Chapter Seven: Storytelling ........................................131
  Experience and Training ..........................................131
  Dreams of the First Age ..................................................132
  Lands of Creation: The South.....................................132
  Pure-bred Lintha .....................................................132
  Lords of Creation .........................................................132
  First Age Character Creation ..................................132
  New and Altered Traits ...........................................133
  Solar Charms ...............................................................134
  General Charms .......................................................134
  Archery ....................................................................135
  Martial Arts .............................................................135
  Melee .......................................................................136
  Thrown ....................................................................138
  War ...........................................................................138
  Integrity....................................................................139
  
  182
  appenDix • expanDeD taBle OF COntentS
  The Directional Compasses ............................................178
  The South ....................................................................178
  The Wyld .....................................................................178
  Expanded Table of Contents ...........................................179
  Changes Over Time ........................................................183
  2012, March 8th ......................................................183
  2010, November 14th ..............................................184
  Glories of the Most High: The Maidens of Destiny ....169
  Crane Style ..............................................................169
  Crystal Chameleon Style .........................................170
  Sapphire Veil of Passion Style ..................................170
  Greater Arts of Astrology ........................................170
  Masters of Jade ............................................................170
  A Game of Masks ....................................................170
  Creation-Ruling Mandate ........................................170
  Ink Monkeys: Solars ....................................................170
  Martial Arts .............................................................170
  Melee .......................................................................171
  Resistance ................................................................171
  Dodge .......................................................................171
  Ink Monkeys: Lunars ...................................................171
  Strength ...................................................................171
  Stamina ....................................................................172
  Ink Monkeys: Infernals ................................................172
  Cecelyne ..................................................................172
  Adorjan ....................................................................172
  Infernal Monster Style Expansions ..........................172
  Ink Monkeys: Martial Arts ..........................................172
  Cobra Style ..............................................................172
  The Books of Sorcery ......................................................173
  Wonders of the Lost Age .............................................173
  Introduction .............................................................173
  Purview of the Forbidding Manse ............................173
  Warstriders ...............................................................173
  The White & Black Treatises ......................................173
  Defending Without An Attack Roll ........................173
  Terrestrial Circle Spells ............................................174
  Celestial Circle Spells ..............................................174
  Solar Circle Spells ....................................................174
  Oadenol’s Codex .........................................................174
  Introduction .............................................................174
  Essence and Mortals ................................................174
  Artifacts and Artifice ...............................................174
  Demesne, Manse and Hearthstone .........................174
  Thaumaturgy ...........................................................174
  Magical Flora, Fauna and Phenomena ....................175
  The Roll of Glorious Divinity I ...................................175
  The Roll of Elemental Beings ..................................175
  Appendix: Divine Mechanics ..................................175
  The Roll of Glorious Divinity II ..................................175
  Ghost Experience Costs and Training times ............175
  Charms .....................................................................175
  The Scrolls of Esoteric Wisdom ......................................176
  Scroll of The Monk .....................................................176
  Solar Hero Style Expansions....................................176
  Laughing Wounds Style ...........................................176
  Scroll of The Monk: The Imperfect Lotus ..................177
  The Path of the Arbiter Style ..................................177
  Scroll of Fallen Races ..................................................177
  Mountain Folk Patterns ...........................................177
  Mountain Folk Experience Costs ............................177
  Dragon King Character Creation ............................177
  Scroll of Kings .............................................................177
  Sijan Black Watch Fang ...........................................177
  Panoply of War .........................................................177
  Scroll of Exalts .............................................................177
  
  183
  infernal errata
  • Malefactor anima power updated (page 82)
  fair folk errata
  • Soul-Consuming Hunger doesn’t actually annihilate its 
  target (page 110)
  • Fearsome Mien (Dreaming) has a duration of ‘One tale’ 
  (page 123)
  • A couple of minor formatting and presentation errors are 
  corrected in the Permanent Mutations section (page 125)
  masters of jade errata
  • Thaumaturgy rituals durations and limits (page 170)
  • Leadership actions do not have specific Size-based limits 
  to their intervals (page 170)
  Books of sorCery errata
  • Ghosts cannot learn normal spirit Charms (page 175)
  sCrolls of esoteriC wisdom errata
  • Alchemicals can use Augmentations with artillery (page 177)
  errata for the errata
  • A brief sidebar on Charm errata in the Introduction
  • Redundant entries in the Fair Folk errata have been re-
  moved
  • Inclusion of entries missed in the last What’s New into the 
  2010 November 14th section of Changes Over Time (Immacu-
  late Golden Bow and Solar Flare Methodology)
  “exalted 2.5”
  Many aspects of the system were touched on by the specific 
  project called “Exalted 2.5.” This section duplicates entries 
  from above.
  • Stunts always provide rewards, but less frequently (page 7)
  • Minimum damage is lower (page 8)
  • Social combat accounts for extra successes on attacks; natu-
  ral and unnatural influence updated (page 8)
  • Combos are made freely at no extra cost (page 12)
  • Equipment bonuses are not cumulative (page 13)
  • Perfect equipment does not exist (page 13)
  • Weapons and magical material bonuses updated (page 13)
  • Many of the combat Charms for each Exalted type have 
  been updated; listed by source are the Charms falling under the 
  rubric of “Exalted 2.5”
  Solars: Infinite (Ability) Mastery, (Ability) Essence Flow, 
  Supreme Perfection of (Ability); Accuracy Without Distance, 
  Immaculate Golden Bow, Solar Flare Methodology, Rain of 
  Feathered Death; Fists of Iron Technique, Stunning Deathblow 
  Evasion, Lightning Strikes Twice, Storm Burst Explosion; One 
  Weapon, Two Blows, Blazing Solar Bolt, Heavenly Guardian 
  Defense, Protection of Celestial Bliss, Rising Sun Slash, Im-
  mortal Blade Triumphant, Sun-Sword Concentration, Molten-
  Sun Blade, Corona of Radiance, Dawn’s Parable Defense; Call 
  the Blade, Spirit Weapons; Glorious Solar Plate, Durability of 
  Oak Meditation, Spirit Strengthens the Skin, Iron Skin Con-
  centration, Iron Kettle Body, Adamant Skin Technique, Un-
  breakable Warrior’s Mastery, Enduring Mountain Method, 
  Surging Essence Reactor; Essence-Lending Method; Ghost-
  Eating Technique; Seven Shadow Evasion, Lightspeed Body 
  Dynamics; Wise-Eyed Courtier Method
  ChanGes over time
  This Appendix collects all of the sequential updates from the 
  What’s New in this Edition? section (page 5).
  2012, marCh 8th
  General errata
  • Dramatically appropriate iconic animas (page 7)
  • Stunts always provide rewards, but less frequently (page 7)
  • Arrow frog and coral snake venoms updated (page 7)
  • Blindness penalties are clarified (page 7)
  • Thaumaturgy costs cannot be obviated (page 7)
  • Extended perfect defenses and Defend Other (page 8)
  • Minimum damage is lower (page 8)
  • Social combat accounts for extra successes on attacks; natu-
  ral and unnatural influence updated (page 8)
  • Even if you’ve already learned them, you can’t use Charms 
  you couldn’t currently learn (page 9)
  • Emotions may impose dice penalties (page 9)
  • Creatures of darkness cannot use Holy effects, no matter 
  the effect’s source (page 9)
  • Merged keyword clarified a bit (page 9)
  • Charm roll-offs cannot be enhanced with Excellencies, 
  and what to do if there’s a tie (page 11)
  • Dice pools of zero or less automatically fail (page 10)
  • New Charm Concept: Temporary Health Levels (page 10)
  • Combos are made freely at no extra cost (page 12)
  • Equipment bonuses are not cumulative (page 13)
  • Perfect equipment does not exist (page 13)
  • Weapons and magical material bonuses updated (page 13)
  • New hearthstone concepts (page 14)
  solar errata
  • Zenith and Twilight anima powers updated (page 16)
  • Clarified Flashing Vengeance Draw (page 18)
  • Heroism-Encouraging Presence has a Minimum Essence 
  of 2 (page 21)
  • Phantom-Conjuring Performance can personalize your 
  anima banner displays (page 21)
  • Friendship with Animals Approach has no prerequisite 
  Charms (page 22)
  • Supreme Perfecton of (Ability) does not rely on (Ability) 
  Essence Flow (page 135)
  • Sharp Light of Judgment Stance gets a mote discount on 
  extended use and an upper limit on its size (page 137)
  • The prerequisite for Hastening Night’s End is Hypnotic 
  Tongue Technique, not Husband-Seducing Demon Dance as 
  was indicated in the previous Scroll of Errata (page 142)
  • Unparalleled Acumen Meditation does not require any 
  Athletics Excellencies to learn (page 150)
  draGon-Blooded errata
  • Defense-From-Anathema Method (aka. Dragon’s Parable 
  Defense) keywords updated(page 30 and page 163)
  sidereal errata
  • Astrological Colleges are cheaper, and ronin may use them 
  to perform Sidereal astrology (page 50)
  • Battles and Endings anima powers updated (page 50)
  • Extensive errata to the Sidereal Charm set (page 51)
  
  184
  appenDix • ChanGeS Over time
  Alchemicals: Precalculated Evasion System, Omnisituational 
  Evasive Equation, Impenetrable Repulsor Field, Integrated Ar-
  senal System; Transitory Invulnerability Engine, Essence Shield 
  Projector, Bodily Integrity Field; Dynamic Reaction Enhance-
  ment System; Mind-Ripping Probe; Optical Shroud; Anticipa-
  tory Simulation Processor; Omnitool Implant
  Spirits: Divine Subordination of (Ability)
  Fair Folk: Ravishing the Created Form, Devouring Revela-
  tion of the Wyld, Heart-Stealing Kiss, Soul-Consuming Hun-
  ger, Banquet of Crumbs; Armament of Flesh
  Martial Arts Styles: Air, Earth, Water and Wood Dragon, Co-
  bra, Crane, Crystal Chameleon, Dark Messiah, Hungry Ghost, 
  Infernal Monster, Sapphire Veil of Passion, Snake, Solar Hero, 
  Terrestrial Hero, Throne Shadow, Violet Bier of Sorrows
  2010, novemBer 14th
  solar Charm errata
  • See Flashing Vengeance Draw and Immaculate Golden 
  Bow (page 18); Solar Flare Methodology (page 18); and 
  Heroism-Encouraging Presence (page 21)
  • Divine Transcendence of (Ability), from Dreams of the 
  First Age, no longer requires prerequisite Charms (page 134)
  • Unparalleled Acumen Meditation does not grant benefits 
  from Charms with a variable Cost (page 150)
  • Charter-Stripping Condemnation’s difficulty formulae add 
  all listed traits together before dividing by two (page 154)
  draGon-Blooded errata
  • Expanded the Dynasty and Purity keywords from Dreams 
  of the First Age as per The Thousand Correct Actions of the 
  Upright Soldier (page 163)
  lunar errata
  • Can animals Exalt? (page 46)
  infernal Charm errata
  • A clarifying ‘+’ has been added to the Infernal Monster 
  Charm World-Breaker Grip (page 84)
  fair folk errata
  • A massive overhaul of Fair Folk, from the way they live in 
  Creation and the Wyld to most of their Charms (page 88)
  spirit errata
  Multiple spirit Charms and powers have been clarified as per 
  The Books of Sorcery, Vol. IV—Roll of Glorious Divinity I:
  • Dragon’s Suspire (page 13)
  • Elemental Expression (page 13)
  • Elemental Rejuvenation (page 13)
  • Principle of Motion (page 13 and page 175)
  the unConquered sun errata
  • Ignis Divine has been spruced up and received a few new 
  Charms, as well as a clarification on his Divine Geas (page 
  165)
  Dragon-Blooded: Elemental Empowerment Method, Elemen-
  tal Bolt Attack; Impervious Skin of Stone Meditation, (Ele-
  ment) Protection Form; Wrath-Directing Gesture; Threshold 
  Warding Stance, Unassailable Body of (Element) Defense; 
  Portentous Comet Deflecting Mode; Dragon-Claw Elemental 
  Strike; Dragon-Graced Arrow, Swallows Defend the Nest; Jade 
  Crucible Method, Most Beneficient Seed of the Five Dragons; 
  Three-String Sword Prana
  Lunars: Ferocious Biting Tooth, Lightning Stroke Attack, 
  Claws of the Silver Moon, Unstoppable Lunar Wound, Bur-
  rowing Devil Strike, Consumptive Worm Hungers, Terrible 
  Steel-Rending Talons, Beast Spirit Defense; Flowing Body 
  Evasion, Ground-Denying Defense, Octopus and Spider Bar-
  rage, Fercious Guardian Beast Stance; Might-Bolstering Blow, 
  Breath-Drinking Executioner Attack, Relentless Lunar Fury, 
  Frenzied Bear Fortification, Wound-Mastering Body Evolution, 
  Stone Rhino’s Skin, Invulnerable Moonsilver Carapace, Moth-
  to-Flames Defense
  Sidereals: Shield of Destiny, Optimistic Security Practice; 
  Willful Weapon Method, Life Gets Worse Approach, Essence 
  Thorn Practice, Pain Amplification Strategem, Shadow-
  Piercing Needle, Unrelenting Torment Technique; Absence, 
  Trouble-Reduction Strategy; Lover’s Oath; Defense of Shin-
  ing Joy; Every Direction Arrow, Many Missiles Bow Technique; 
  Forward-Thinking Technique; Harmony of Blows, Orchestra-
  tion of Mirrored Fates, Impeding the Flow, Serenity in Blood, 
  Meditation on War, Smiling at the Damned, Perfection of the 
  Visionary Warrior; Loyalty-Sacrificing Sidestep; Unweaving 
  Method; Walking Outside Fate; Expected Pain; Unwavering 
  Well-Being Meditation, Creation-Preserving Will; Earth and 
  Sky Bargain
  Abyssals: Ravening Mouth of (Ability); Splinter of the Void; 
  Five Knife Fist, Writhing Blood Chain Technique, Ravag-
  ing Blow, Grievous Agony Attack, Void Avatar Prana; Soul-
  Cleaving Wound, Ebon Lightning Prana, Death-Deflecting 
  Technique, Fluttering Moth Technique, Life-Severing Blade; 
  Lightning Clutch of the Raptor, Crypt Bolt Attack, Eyes Like 
  Daggers Glance, Smoldering Devastation Technique; Sanity-
  Eroding Diatribe; Wound-Eating Invulnerability, Wounds 
  Mean Nothing; Breath-Draining Prana; Effortless Unnatural 
  Grace; Flickering Wisp Technique, Uncanny Impulse Evasion; 
  Honey-Tongued Serpent Attack, Cancerous Dissent Technique
  Infernals: (Yozi) Mythos Exultant, Effortless (Yozi) Domi-
  nance, So Speaks (Yozi); Scar-Writ Saga Shield, Viridian Leg-
  end Exoskeleton, Ablation of Brass and Fire, Skyfire-Seizing 
  Repast, Vitriolic Corona Endowment; Sands Through Fingers 
  Defense, Soul-Sieve Transmutation, Sandstrike Blast, Inevi-
  tability of Law, Swallowed in Eternity; Analytical Modeling 
  Intuition, Counter-Conceptual Interposition, Mind-Hand Ma-
  nipulation, Heuristic Logos Shintai; Who Strikes the Wind?, 
  Scarlet Rapture Shintai, Thousandfold Typhoon Hand, Pel-
  legrina’s Fury, Murder Is Meat, Unbound Freedom Infiltra-
  tion, Beauteous Carnage Incentive; Life-Blighting Emptiness 
  Attack, Bloodless Murk Evasion, Sweet Agony Savored; Ichor 
  Flux Tendrils, All Things Betray, All-Devouring Depths Shin-
  tai, Bitter Heart Unbleeding; Screaming Meat Shield, One 
  Hand Fury, Smoldering Rage Beast, Impatient Slaughter Speed, 
  Leaping Smash Technique
  
SOURCE: textdata/thevault/Exalted/Scroll of Errata/Scroll of Errata (BW).pdf