You are on page 1of 34


In the early dawn of the first age before the war of the primordial there was
a dojo which trained the Dragon Kings and those who came before. The Dojo was
not only a Dojo but the god of Martial Arts as well.
As the primordials ruled over creation it was this dojo that was charged
with training every Sifu throughout creation. Any Sifu be they gods or lesser being
all came to the Dojo at one point in their life to claim status of becoming a Sifu in
their art.
Every year the Dojo would host a tournament of Sifus to see who the best
was. Each year another Sifu claimed the tile of champion. No one Sifu ever held
the title of champion for more than one year.
It was only after the creation of the Exalted did all this change. The exalted
came to the Dojo not to learn to be a Sifu but just to learn the martial arts they
didnt know. But the god of the Dojo did not allow them access to the ancient
katas of the primordial.
As the Primordial War started the god of Martial arts saw the exalted as
trouble makers who didnt believe in martial arts and Sifu, but total destruction of
order and banished them all from the Dojo.
The God of the Dojo aid and trained those who supported the Primordial
and when they were defeated the Dojo was condemned to imprisonment just as
the Primordials were.
In Hell the Dojo was commanded to teach anyone who enter the dojo any
martial art they wanted. But the Solars being left a loop hole for the God of the
Dojo to use to prevent those from getting the Katas of the primordials. That
loophole is whoever enters the Dojo can learn any martial art they want as long as
they know which one they wish to learn. With that loophole the God of Martial
arts changed the names of the Katas so no could know them.

Motivation: To Train others to be Sifu

Attributes: Strength 7, Dexterity
8, Stamina 8; Charisma 4,
Manipulation 3, Appearance 3;
Perception 6, Intelligence 5, Wits 7
Virtues: Compassion 2, Conviction
4, Temperance 5, Valor 5
Abilities: Athletics 8, Awareness 7,
Bureaucracy 2, Craft (Fire) 3,
Dodge 7, Integrity 5, Lore 0, Martial
Arts 8 (Primordial Kata +3), Melee 7,
Occult 3, Presence 4, Resistance 3,
Stealth 5, Survival 3, War 6

Soak: 10L/18B
Health Levels: -0/-1/-1/-1/-1/-1/-1/2/-2/-2/-2/-2/-2/-4/Incap

Backgrounds: Allies 4, Artifacts 5,

Backing (Yozi) 4, Cult 2, Followers 4

Dodge DV: 7 Willpower: 8

Essence: 9 Essence Pool: 130

Spirit Charms: All Combat Charms

and All Primordial Katas

Other Notes: Oui-zeul hate the Solars

so much that he will appear in the
Dojo to personal attack them. Only a
threat to the Dojo would even
prevent Oui-zeul from outright killing
a solar on site. Oui-Zuel is a 2nd circle
demon is unable to be summoned
due to be bound directly to the Dojo.
But the Dojo itself can be summoned
instead as if it was a 2nd circle demon.

Join Battle: 14
Open Palm Strike: Speed 3, Accuracy
16, Damage 8L, Parry DV 15, Rate 5
Grand Grim Cleaver: Speed 3,
Accuracy 16, Damage 8L, Parry DV 15,
Rate 5

Motivation: To be worth of the Katas

Attributes: Strength 4, Dexterity
3, Stamina 4; Charisma 2,
Manipulation 2, Appearance 1;
Perception 3, Intelligence 2, Wits 3
Virtues: Compassion 1, Conviction
2, Temperance 3, Valor 4
Abilities: Athletics 3, Awareness 4,
Bureaucracy 1, Craft (Fire) 2,
Dodge 3, Integrity 4, Lore 1, Martial
Arts 3, Melee 4, Occult 2, Presence 2,
Resistance 1, Stealth 3, Survival 1,
War 3

Soak: 10L/18B
Health Levels:

Backgrounds: Allies 2, Artifacts 3,

Backing (Yozi) 2, Cult 1
Spirit Charms: Six Combat Charms

Dodge DV: 4 Willpower: 4

Essence: 4 Essence Pool: 50

Join Battle: 7
Other Notes: Champions lead the
students on missions throughout the
Yozi lands and are quick to dispatch
any obstacles in their path without
regard to any social standing or laws.

Claw Fist Strike: Speed 3, Accuracy 6,
Damage 6L, Parry DV 7, Rate 2
Diaklave: Speed 3, Accuracy 16,
Damage 8L, Parry DV 15, Rate 5

Motivation: To be a Champion
Attributes: Strength 3, Dexterity
3, Stamina 3; Charisma 2,
Manipulation 2, Appearance 1;
Perception 3, Intelligence 2, Wits 3
Virtues: Compassion 1, Conviction
2, Temperance 3, Valor 4
Abilities: Athletics 3, Awareness 3,
Bureaucracy 1, Craft (Fire) 2,
Dodge 3, Integrity 2, Lore 1, Martial
Arts 3, Melee 2, Occult 2, Presence 2,
Resistance 1, Stealth 3, Survival 1,
War 3

Health Levels:
Dodge DV: 3 Willpower: 4
Essence: 2 Essence Pool: 35

Backgrounds: Backing (Yozi) 1

Spirit Charms: three Combat Charms
Join Battle: 6
Iron Fist Strike: Speed 3, Accuracy 4,
Damage 6B, Parry DV 5, Rate 2
Katana: Speed 3, Accuracy 6, Damage
8L, Parry DV 9, Rate 2
Soak: 4L/8B

weapon will fade into the shadows on the

next time the sun touches it. This effect
sends the blade back into the Dojo of Ouizeul where it will appear in in black flames
on its sword rack.

The Shadow Katana is one of the

first artifacts that Sifu Oui-zeul created in
hell. Oui-zeul was called upon by the Ebon
Dragon to advise on training and martial art
techniques. During her time with the Ebon
Dragon she discovered a quality of
deception within the shadows of the
primordial. Oui-zeul requested in payment a
small part of this deceiving shadow from
the Ebon Dragon. With this payment Ouizeul forged a blade of deadly speeds. This
speed is so fast it can move between the
flesh and strike at the essence of life leaving
no physical wound.


Str 2
Art 2

Damage is calculated as normal with a base

damage of 6 but armor soak does not apply.
The Damage when applied
drains the motes from both
personal and peripheral
pools equally. If there are
no pools to drain from then
any damage deal reduces
the targets essences by one
This damage is
unable to be noticed unless
the victim rolls a (Perception
+ Awareness) difficulty the
wielders (Stealth + Essence)

Shadow Katana is a
reinforced with scales of the
Ebon Dragon. Anyone who
wields this blade feels the
pull of needing to go
unnoticed when possible.
Deception seeps through
the body so deeply that the
wielder is unable to speak
any form of truths. Those
who wield this blade
normally dont speak at all
only doing what they are
Also if the wielder
loses ownership or dies, the
Shadow Katana for more
than one day in creation the

During the march into Hell

Malfeas called upon Oui-zeul to form
a system of teaching for those he
deemed worthy of learning martial
arts in hell. Oui-zeul worked tirelessly
with Malfeas on a style devoted to
hell. She created the thousand
demon style. Pleased with Oui-zeul
Malfeas had a suit of armor crafted in
her honor. This armor was named the
Brass Armor of the Sifu. Forged
from the heart brass city it is an
ornate armor like no other, a mix of
plate and lamellar.

*This armor does not count as armor

when dealing with any type of martial
art charms and counts as both normal
armor and natural armor.

This armor holds the hatred

Malfeas has within. Anyone who
wears the armor is compelled to
assault and kill anyone who is an
untainted exalted and any virtue
checks about untainted exalted result
in a heartless and raging response.

The armors true power comes

from its hidden ability. Every time the
wearer of the armor damages
someone with in the scene they gain
a temporary health level of -0 which
is treated as untouched and is used
before any other health is used for
applying damage. This effect only last
for the scene.



*This weapon does not deal normal

damage. When damage would
normally be applied it is replaced with
a random mutation instead. The
mutation selected is based on the
amount of damage that would be
normally used.

Of all the weapons this one

history is hidden and trapped within
the mind of Oui-zeul. There are many
rumors of its origins. One is that it
was the bone of the first behemoth
while other rumors state that it was
the bone of the first fallen Primordial.

Damage of 1-5 would be Deficiencies

Damage of 6-10 would be Debilities
Damage of 11+ would be Deformities

The weapon is a Jade Power

bow in the shape of a bone. Its own
aura is covered in taint of the Yozi
prison. Anyone who touches the bow
feels the twisting hatred of those
imprisoned, which festers the soul of
the wielder making them a creature
of darkness.
Anyone who wields the bow
finds that they have the urge to
unleash its taint on anyone who
makes their home in creation.



twice as much. The land also pulls

those around the land up to 10 miles
away to bring ill will into the area and
help spread the taint further.

The Three Icons of the Dojo of

Hell have been stolen by a Ronnin
Sidereal. The Ronnin was traced back
to Nexus where the icons were sold
to three different vendors who all left
nexus shortly afterwards. Their
location are somewhere near the
Inner Sea.

The Sifu of Hell has taken the

theft as an act of dishonor and
blames the Sidereal for the act. She
will make every attempt to get the
icons back to the Dojo at any cost
even if it means bring the Dojo into

If these items are brought

together in one location and are used
it that location the Dojo of Hell will
be instantly summoned into creation
to that location. The Land around the
location will become tainted with the
Yozi. This tainted land will be halfway
point just like a shadow land between
creation and the Yozi realm which
any Yozi demon can walk in and out
of without need to be summoned.
If the tainted ground is formed
the players have treat the land as if it
was a shadow land but instead of
getting things to grow they must get
people around the area to be
Those within the Damned
Ground have a two dice penalty on all
virtue rolls. And the great curse gains


Thunder Clap Kata

Duration: 3
Essence: 4
Martial Arts: 4

Katas are just like normal

charms except them are standalone
charms. This means that one does
not needs any other charms to use or
teach them just the skill and essence
level to learn them. They do count as
a terrestrial martial art charm.

Step 1: The marital artist must

successfully block multiple targets in
one turn and not take any damage at
immediately takes then next turn as
their regular action even if it is not
their turn. The martial artist slams his
fist into the ground taking a knee.
Each person blocked in step 1 is
knocked off their feet and into the air
in the prone position.

Each kata has steps, which

each one must be done in order to
get to the next effect. Most steps
require some sort of action to be
activated which is why most katas
dont have a cost related to them.
Each step has its own time be it a Tick
or turn.

Step 3: The turn right after step 2 the

Martial Artist rolls their Essence. Each
success pushes all the targets back 10
yards per success dealing 2 bashing
per success. This damage is soaked as
normal. That affected by this step
must roll Dexterity + Athletics to land
on their feet difficulty equal to the
number of success score by the
Martial Artist for knock back.

Katas are not able to be

combed with other charms nor can
they be used while other charms are
active. Katas are not unable with any
form of weapons or armor. Katas
take one year to learn and grant one
permanent limit break to terrestrial
exalted and two to celestial exalted.
Only Sifu of the Damned Oui-zeul is
the only person in or out of creation
beyond the Yozi who know the Katas
and can teach them to others.


Mind Body and Soul Striking

Step 4: On the next tick the Martial

Artist makes a third unarmed Strike
against the target whom used the
perfect defense. If the target is hit by
the attack Strike the body the soul of
the body separates in the form of a
ghost. This deals no damage. After
this step the Martial Artist returns to
their normal position in combat.

Duration: 4
Essence: 5
Martial Arts: 4
Step 1: When the Martial Artist is
stopped by a perfect defense during
that moment they can touch the
woven fabric of creation connected
to the defender. This does not stop
this action but allows the next step of
the kata to be activating if the martial
artist wills it.

Step 5: The Martial Artist on their

next normal action makes a hand
gestures to summon both mind and
soul back into the body. The
summoning causing damage to
Essence pool and mental skills bring
them all too half their current ratings.
This damage is healed at a rate of one
skill point per hour and normal mote
rate per hour.

Step 2: On the next tick the Martial

Artist makes unarmed Strike against
the target whom used the perfect
defense. If the target is hit by the
attack their body splits into the
physical body and astral projection of
the body. This deals no damage.
Step 3: On the next tick the Martial
Artist makes a second unarmed Strike
against the target whom used the
perfect defense. If the target is hit by
the attack the body is paralyzing the
body from any actions until this Kata
is over.



Out to a certain range, the

character's senses are one with the
dark - she can "feel" and discern
things, as if the surrounding darkness
were her own touch.

Powerful Demon followers of
the Ebon Dragon might teach these
13 techniques to Exalts of any type in
the process of steering their moral
compasses towards the Yozi.

A character who activates this

charm takes no penalty for loss of
vision in darkness, whether that
darkness is night or magical in origin.
Furthermore, she adds her Martial
Arts in automatic successes to her
Awareness when rolling to perceive
anything within (Character's Essence
x5) yards of the character, when both
she and the thing that she perceives
are in darkness. This makes her
extremely difficult to ambush at
night. The extra successes cannot be
applied to anything that is not within
range AND in the dark.

Impressions in the Void

Cost: 5 motes
Duration: One scene
Type: Simple
Min. Martial Arts: 2
Min. Essence: 1
Prereqs: None
Impressions in the Void are the
first step in learning the Charms of
the Ebon Dragon style. Deep in the
maddening prison of Malfeas, the
Ebon Dragon has incepted this style
of Martial Arts as a grim parody of
the Immaculate paths. He seeks to
lure Exalts into his grasp using the
promise of these martial powers as
one of many tools to tempt them.

Light-Banishing Gesture
Cost: 3 motes
Duration: Instant
Type: Simple
Min. Martial Arts: 3
Min. Essence: 1
This Charm is the second technique
of the Ebon Dragon style.

An impression in the Void, also

known as Ebon Dragon Sight,
allows a character to "feel" through
darkness following a brief meditation.

The character makes a swift motion

with his arms, usually a sharp clap of

his hands, and light sources within

(Character's Essence x5) yards are all
suddenly extinguished.

This is the third of the 13 Charms that

comprise the Ebon Dragon Style.
A character that activates this power
momentarily moves as if he were a
shadow; he seems to glide
weightlessly, sliding across surfaces
with liquid smoothness.

All conventional light sources

are immediately snuffed out: candles
flicker and die, torches gutter and
lanterns cease to illuminate. If the
source of light is magical in origin,
make a reflexive opposed roll, rolling
the character's Essence against the
Artifact rating of the light source, or,
if the light source is another
character that character's Essence
rating. This power can snuff out the
glow of a Caste Mark, and even an
Anima Banner.

In the turn in which this Charm is

activated, the character can move up
walls and across ceilings, as long as
he maintains at least walking speed.
The surreal evasiveness of the
character's motions in this turn
means that he adds his Martial Arts
to his Dodge rolls for the length of
the turn. In the turn, the character
can also make reflexive dodges using
just his Martial Arts pool if he has no
other way to dodge the attack (this
does not apply to surprise attacks).

This Charm has no effect on

light from the Celestial Incarna (i.e.
natural sunlight, moonlight and
starlight). It is also ineffective against
the light of Ligier, whether he is
present as the Green Sun of Malfeas,
or present in his anthropomorphic

Shadow Feint
Cost: 3 motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 3
Min. Essence: 2
Prereqs: Steps of the Shadow Dragon

Steps of the Shadow Dragon

Cost: 4 motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 1
Min. Essence: 1

The fourth Ebon Dragon Style

technique, the Shadow Feint allows a
character to conjure a shadowy

double. The silhouette exists only for

a split second, overlaid on the
character. As the character makes his
move in combat, the shadowy double
veers the other way, throwing off an
adversary's ability to keep track of
the Exalt.

Ebon Dragon. His stance becomes

cloaked in silhouette, and his actions
become very difficult to perceive.
If the form is successfully performed,
the character no longer takes any
penalties for fighting in dark
conditions for the rest of the scene.
Whenever the Exalt makes an attack
in this scene, his target must achieve
a single success on a reflexive
Perception + Awareness roll, or the
attack counts as a surprise attack; the
target just did not see it coming out
of the darkness that now surrounds
the Exalt. Any attempts to observe
details about an Exalt using this form,
such as spotting what weapons he is
carrying, or noting the features of his
face, add two to the difficulty. This
increased difficulty also applies to all
opponents' attempts to make "called
shots" in the combat.

In terms of rules, the character can

add his Martial Arts pool to a single
dodge attempt, or add his Dodge
pool to a single Martial Arts move,
usually an attack. This power can, of
course, be combed (and thus
"stacked") with Steps of the Shadow
Dragon, which could allow an Exalt to
add his Martial Arts to a dodge
attempt twice.
Ebon Dragon Form
Cost: 5 motes
Duration: One scene
Type: Simple
Min. Martial Arts: 4
Min. Essence: 2
Prereqs: Shadow Feint, LightBanishing Gesture, Impressions in the

If the form is not invoked

successfully, the motes of Essence
are wasted.

By executing a series of katas

originally mastered by the Yozis, the
practitioner of this dark martial style
invokes the insidious power of the

After a target has taken more hits

from Tenebrous Strikes than he has
Stamina in one scene, he must make
a Fatigue roll against a difficulty of
(the number of Tenebrous Strikes
taken minus his Stamina), whenever
he is hit by another Tenebrous Strike.
If he fails, he collapses from
exhaustion (see Exalted rule book,
page 241).

Tenebrous Strike
Cost: 3
Duration: Instant
Type: Simple
Min. Martial Arts: 4
Min. Essence: 2
Prereqs: Ebon Dragon Form
With this Charm, the character lashes
out with a claw made from demonic
shadow, which extends from his own

Far-Reaching Darkness Technique

Cost: 1 motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 4
Min. Essence: 2
Prereqs: Tenebrous Strike

The claw strikes using the character's

Dexterity + Martials Arts, as if it were
a normal hand-to-hand strike. If it
hits a living target, its damage is the
character's Essence + extra successes
on the strike. The damage can only
be soaked by Stamina and Charms.
Armor is no protection - the shadowy
claw just passes through armor.

This Supplemental Charm can only be

combed with Tenebrous Strike, and it
is designed for that purpose. It does
NOT cost Willpower to Combo this
Charm with Tenebrous Strike (!).

Each level of damage that the

character inflicts is Bashing, and
cannot be made Lethal by other
Charms. However, the target also
becomes cold, numb and slowed.
Each level of damage inflicts a -1
penalty on all of the target's actions,
for a number of turns equal to the
character's Essence + Martial Arts.

The user can now stretch out with his

claw of demonic shadow, making a
Tenebrous Strike up to as far away as
his Essence in yards.


A character cannot make more

Tenebrous Strikes in one turn than he
has dots in Martial Arts.

Ebon Claws Method

Cost: 1 mote per extra attack
Duration: Instant
Type: Extra Action
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Far-Reaching Darkness

Night's Suffocating Embrace

Cost: 7 motes, 1 willpower
Duration: One hour
Type: Simple
Min. Martial Arts: 4
Min. Essence: 3
Prereqs: Ebon Dragon Form

Technique, this Charm is only meant
for being used in a combo with
Tenebrous Strike. A combo including
this Charm will cost a Willpower point
as normal.

Using the sixth technique of the

Infernal Ebon Dragon style, the Exalt,
surrounds himself with supernatural
darkness. The black gloom extends
outwards from the character in all
directions, out to a distance of
(character's Essence x5) yards. The
cloak of shadows blocks out even the
sun for all those standing within its
radius, and the dark is both cold and

A character using this power can

extend multiple claws of Demonic
shadow from his hand, and attack
with them simultaneously. The
character must spend 1 mote of
Essence, and pay the cost for
Tenebrous Strike for each extra
attack. Thus, each extra Tenebrous
Strike in the turn costs 4 motes of
Essence in practical terms, 5 if the
Combo includes the Far-Reaching
Darkness Technique. The character
does not need to split his dice pools
to strike with these additional
shadowy claws.

All characters within this darkness

suffer penalties for acting in
darkness, including the Charm's user,
if he has not been smart enough to
activate another Charm from the
Ebon Dragon style to deal with the
Characters within the darkness,
except for the Exalt who activated

the Charm, suffer a 1 die mobility

penalty, and begin to suffocate in the
inky blackness. Treat this as the same
as drowning in extremely cold water
(see the Exalted rulebook, page 243).
The suffocating ceases as soon as the
victims leave the darkness, but a wise
user of this Charm will attempt to
keep his targets within its range.

the Exalt. This penalty lasts for as

many minutes as the number of
successes that the Exalt scored over
the character.
If the Exalt using Ebon Dragon's Roar
scores more extra successes over a
character than that character has
Willpower points, that character
immediately flees in terror, as fast as

Ebon Dragon Roar

Ebon Dragon Breath

Cost: 10 motes
Duration: Instant
Type: Simple
Min. Martial Arts: 4
Min. Essence: 3
Prereqs: Ebon Dragon Form

Cost: 10 motes, 1 willpower

Duration: Instant
Type: Simple
Min. Martial Arts: 5
Min. Essence: 4
Prereqs: Ebon Dragon Roar, Night's
Suffocating Embrace

This variation of a kia shout harnesses

the terrifying roar of the Ebon
Dragon, inspiring the sort of fear that
a person would also associate with
the Dawn Caste Anima Power.

Ebon Dragon breath is an extremely

potent weapon in combat, and one of
the most feared tactics that an
Infernal Exalt can muster. An Exalt
who uses this power takes a level of
Bashing Damage herself.

When a character uses Ebon Dragon's

Roar, he rolls his Essence + Martial
Arts. All characters within earshot
(except for the deaf, automata and
the walking dead) make reflexive
Valor rolls. Each character who does
not achieve as many successes as the
Exalt suffers a 2 dice penalty when
taking any aggressive action towards

The breath weapon is a blast of toxic,

inky blackness that billows out in a
45-degree arc from the Exalts mouth,
reaching out to a range of twice her
Essence in yards. All creatures, friend
or foe, caught in the area of effect

are affected by the blast. This attack

cannot be blocked, but may be
dodged, if a character can cover
enough ground to get clear.

Song of Erembour
Cost: 5 motes, 1 willpower
Duration: Concentration
Type: Supplemental
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Ebon Dragon Roar

The inky blackness clings to the eyes,

blinding any character it hits (apply
appropriate penalties). The darkness
also attempts to claw its way down a
victim's throat and afflict that victim
with a deadly poison. The difficulty
for resisting the poison is equal to the
permanent Essence of the Exalt who
used the Charm. The difficulty rating
is also the amount of Aggravated
damage that the Charm does if the
poison is not successfully resisted. If
the poison is resisted, then it does 3
levels of Lethal damage. The poison
has a duration of 6 hours, and a -3
penalty to its victims.

An Exalt who uses this Charm must

achieve a single success on a
Performance roll each round,
because it requires her to sing.
During combat, the act of singing is
likely to cause multiple action
penalties for the performer, if she
needs to fight at the same time.
While it is being performed, the
Exalts song is infused with the sinister
power of Erembour, soul and servant
of the Ebon Dragon. Her song, in
Malfeas, brings out the shadowy
denizens of the Yozi Realms
whenever the Ebon Dragon casts his
shadow across the Green Sun. In
Creation, an Infernal Exalt who
channels Erembour's song awakens
the hidden, frightening darkness in
the minds of men. Those who hear
the song feel haunted, beset by
paranoia and psychological demons
that hover at the edges of their
perceptions. The state is enough to

This power cannot poison inorganic

beings. Against the inorganic, it acts
as an acid that does damage equal to
the Exalts Essence, with 1-turn
intervals, for 3 turns. For rules on
acid, see the Exalted rule book, page


drive mortals, Exalts and even spirits,

who may fear the Yozis, to insanity.

Heart-Chilling Blow
Cost: 5 motes
Duration: Instant
Type: Simple
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Song of Erembour

When a character, other than the

singer, hears the song produced by
this Charm, he must make a reflexive
Willpower roll. If he does not achieve
any successes, he loses a point of
Conviction temporarily (it will return
in an hour). He must continue to
make these Willpower rolls every
turn in which he can hear the song. If
a character is reduced to Conviction 0
by this Charm, he is incapacitated by
madness, unable to act because of
the intensity of his delusions and
personal demons. The state of
incapacity lasts until one hour after
the singing stops, when the
character's Conviction starts to return
at a rate of 1 point per hour.

With this Infernal Charm, a character

can strike at the very heart of a
target, attacking that target's
emotional center with such malice
that it cuts as harshly as any blade.
To use this Charm, a character must
touch the target, possibly needing to
make a Dexterity + Martial Arts roll. If
this succeeds, the target then must
contend with the character's
Manipulation + Martial Arts in dice of
Lethal Damage.

If the Performance roll is failed at any

point, the Charm's effects end. The
song can only last for 10 minutes

This damage can only be soaked with

the Compassion Virtue, and also with
the "Fivefold Armor of Virtue
Technique" Charm, if the character
possesses it (see Castebook: Zenith,
page 75).


When an Exalt uses this power, he

simply shouts in the voice of the Yozi,
issuing either a one word command
or a potent threat. He thus chooses
to use the Voice of All Fears for one
of two purposes - either to cow
obedience, or to frighten them

Voice of All Fears

Cost: 20 motes, 1 permanent
willpower, 1 permanent virtue point
Duration: Instant
Type: Simple
Min. Martial Arts: 5
Min. Essence: 6
Prereqs: Song of Erembour
The student of the Ebon Dragon style
now progresses from channeling the
voice of Erembour to channeling a
tiny fragment of raw power and voice
from her master, the Ebon Dragon
himself. This power should never be
used lightly; it does not just have an
Essence and Willpower cost. The
Charm's user must expend a
permanent point of a Virtue and a
permanent point of Willpower to
utilize this gift. If this reduces a Virtue
to 0, the Ebon Dragon briefly
possesses the user after the Charm's
effect expires, for a number of
minutes equal to the Permanent
Essence of the Exalt. After the spell of
possession, the body of the user
burns up from the intense power of
the Yozi, and the Exalt dies (the Ebon
Dragon's consciousness returns to

The targets must make Willpower +

Valor rolls, and score more successes
than the Exalt has Martial Arts. If they
fail, one of the following happens:
If the character's intent was to cow
the targets into obedience, they must
obey the command, no matter how
antithetical it may be for them.
Victims of the Voice of All Fears can
be made to murder their loved ones,
selfawareness to realize the horror of
what they are doing.
If the character's intent was to
frighten the targets, all extras in
earshot immediately die of fright.
Important characters enter a state
that is the equivalent of the
Compassion Limit Break "Heart of
Tears" (see Exalted rule book page
131) for a number of days equal to
the Exalts Essence. They do not gain

Willpower from this condition, unlike

the actual Limit Break for Solar Exalts.
If a character successfully resists the
Voice of All Fears, he is nonetheless
traumatized for a number of days
equal to the Exalts Essence, and must
spend a Willpower point whenever
required to roll Valor in that period of
time to avoid being afraid, or
automatically fail the roll.


The Yozis and demons delight

in watching the process unfold,
savoring the irony that their hated
enemies are destroying themselves of
their own volition.

None of the Charms in this tree

are compatible with weapons or
armor of any kind. Thousand Demon
Style cannot be practiced by anyone
who does not accumulate points of
Limit (e.g., Dragon-Blooded, Abyssal

Born in the pits of Malfeas, this

style was created for use by the Yozis'
corrupt Exalted servants. Like their
Thousand Demon Style endure
unspeakable torments, their bodies
and minds abused in every way
imaginable. Like their masters, they
learn that pain and hatred can bring
incredible strength to those willing to
embrace them.

Merciless Berserker Onslaught

Cost: 3 motes
Duration: Instant
Type: Reflexive
Min. Martial Arts: 2
Min. Essence: 1
Prereqs: none

Demons take perverse pleasure

in teaching this style to those in their
service, as it affords a twofold
opportunity to torment the hated
Exalted. Once, by unleashing nighunstoppable killers upon their former
fellows, and twice, by teaching its
practitioners to torture themselves in
order to feed their rage and agony.
The Thousand Demon Style destroys
its followers' minds and souls slowly
but surely, ultimately sending them
spiraling down into oblivion.

Many honorable warriors frown upon

striking an opponent who is lying on
the ground. Thousand Demon
practitioners are not particularly
noted for their honor. If the martial
artist knocks his opponent down, or
his opponent falls down for some
other reason, he may activate this
Charm to make an immediate Martial
Arts attack at full pool against the
prone victim.

Merciless Berserker Onslaught may

only be used once against a given
target in a turn. The extra attack it
grants is a reflexive action, and
cannot benefit from non-Reflexive
Charms. This Charm does not provide
the user with extra movement; if a
target falls down, and the character
cannot close to hand-to-hand
distance as part of his normal action,
he cannot use the Charm.

Unbridled Bloodlust Attack Paran

Cost: 3 motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 3
Min. Essence: 2
Prereqs: Furious Devil Method
The martial artist fuels her blows with
hatred, striking with unnatural
strength. Her attack does lethal
damage, and adds her Martial Arts
score to its base damage.

Furious Devil Method

Cost: 1 mote per point
Duration: Instant
Type: Reflexive
Min. Martial Arts: 2
Min. Essence: 2

Thousand Demon Form

Cost: 5 motes
Duration: One scene
Type: Simple
Min. Martial Arts: 4
Min. Essence: 2
Prereqs: Unbridled Bloodlust Attack


Letting rage guide his movements,

the Exalt attacks his opponent with
startling ferocity. For each mote
spent, he adds one to his base
initiative. A character cannot spend
more motes powering this Charm
than his current Limit score.

Adopting a low, aggressive stance

and curling his fingers into claws, the
Exalt taps into his inner reserves of
anger and pain. For the remainder of
the scene, his attacks do lethal
damage and add his permanent
Essence to their base damage. He
also gains a bonus to his initiative
equal to his Martial Arts score, and


may soak lethal damage with his full


keep from attacking anyone else who

is nearby. Ending the Charm
prematurely requires no roll, but
causes the character to immediately
gain a point of Limit.

This is a form Charm. It does not work

with armor, or with other form

Blood Frenzy Meditation

Pain Strengthens the Spirit

Cost: 5 motes, 1 willpower
Duration: One scene
Type: Simple
Min. Martial Arts: 5
Min. Essence: 2
Prereqs: Thousand Demon Form

Cost: 5 motes, 1 willpower, 1 health

Duration: One scene
Type: Simple
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Pain Strengthens the Spirit

The martial artist draws strength

from her pain, shrugging off wounds
that would cripple a lesser person.
For the remainder of the scene, she
adds her permanent Essence to her
bashing and lethal soak totals, and
ignores all wound penalties up to and
including Incapacitated. Any other
dice-pool penalties caused by pain or
physical damage are also ignored.

The martial artist enters a state of

controlled frenzy. His blows land with
ferocious strength and his seeminglyuncontrolled strikes home in on
opponents' weak spots with uncanny
accuracy. For the remainder of the
scene, he adds his current limit score
to the base damage of any attacks he
While under the effects of this
Charm, a character cannot retreat
from battle, and will turn on her allies
after all enemies have fled or fallen.
Ending the Charm prematurely
requires a Willpower roll at difficulty
2, and causes the character to
immediately gain a point of Limit.

A character under the effects of Pain

Strengthens the Spirit may not flee
from battle, and may turn on her
allies when no new enemies are at
hand. Once all enemies have fled or
fallen, she must make a Willpower
check every two minutes until the
Charm's duration ends in order to

A powerful practitioner of the

Thousand Demon Style can continue
fighting even when catastrophically
wounded, her broken body sustained
by nothing but the infinite fires of her
rage. If, after damage is rolled, an
attack does enough damage to kill or
incapacitate her, she may choose to
activate Relentless Ravening Demon
Attitude and roll her current Limit
score. The difficulty of this roll is 1 for
lethal damage, and 3 for aggravated
damage or effects which cause
instant death. Versus bashing
damage, success is automatic.
Success on the roll means that she
cheats death and remains at her -4
health level. If for some reason she
has more than one -4 health level,
she remains at the last one before

Implacable Hell-Warrior's Endurance

Cost: 2 motes, 1 willpower
Duration: Instant
Type: Reflexive
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Thousand Demon Form
Through sheer force of will, the
martial artist pulls himself back from
the brink of death. If, after damage is
rolled, an attack does enough
damage to kill or incapacitate him, he
may choose to activate Implacable
Hell-Warrior's Endurance and roll his
Willpower. Every two successes
negate one level of damage from the
This Charm is ineffective against
aggravated damage or instant-death

If Relentless Ravening Demon

Attitude is used to successfully
negate an instant-death attack, the
enough lethal damage to reduce her
to her last -4 health level. As with
normal damage, the player may wait
until the attack's effect is resolved
before deciding whether or not to
activate the Charm.

Relentless Ravening Demon Attitude

Cost: 3 motes
Duration: Instant
Type: Reflexive
Min. Martial Arts: 5
Min. Essence: 4
Prereqs: Implacable Hell-Warrior's


Devil's Rending Talons allows the

character to strike incorporeal spirits,
but only the bonus damage will be
rolled. The Charm does not confer
the ability to perceive dematerialized

Devil's Rending Talons

Cost: 3 motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 4
Min. Essence: 2
Prereqs: Thousand Demon Form

Spirit-Ripping Strike
Cost: 1 mote, 1 willpower
Duration: Instant
Type: Supplemental
Min. Martial Arts: 5
Min. Essence: 2
Prereqs: Devil's Rending Talons

Extending flows of Essence from her

fingers like invisible claws, the martial
artist reaches past opponents' armor
to rip the flesh beneath. Her strike
does lethal damage. In addition, she
adds a second lethal damage pool
equal to her permanent Essence to
any successful strike. This damage
bypasses armor, but is reduced as
normal by Stamina-based soak. The
one-die rule still applies.

The martial artist strikes not at his

opponent's body, but at his anima,
aiming to tear away his Essence. The
attack is rolled as normal, and may be
parried or dodged. If it hits, the Exalt
rolls his Essence + extra successes on
the attack. Every success causes the
target to lose a number of motes
equal to the Exalts permanent
Essence. Peripheral motes are lost
before Personal.

The extra damage will bypass

damage-ignoring effects that have a
threshold, such as Invulnerable Skin
of Bronze, Incomparable Body
Arsenal, or Lunar over soak. It will not
penetrate perfect soak defenses such
as Adamant Skin Technique, and has
no effect on abilities such as the
Twilight or Mars anima powers,
which negate damage levels rather
than dice.

Motes lost to this technique count

toward the target's anima banner,
just as though she had spent those
powering Charms. This Charm can
affect incorporeal spirits, although it


does not grant the ability to see


Soul-Burning Attack
Cost: 5 motes, 1 health level
Duration: Instant
Type: Simple
Min. Martial Arts: 5
Min. Essence: 4
Prereqs: Unfolding Agony Fist, SpiritRipping Strike

Unfolding Agony Fist

Cost: 4 motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Devil's Rending Talons

The martial artist once again strikes

at his opponent's anima, but this time
uses it as a conduit to channel his
own soul's fury and pain into the
target's body. Victims of this attack
appear to be torn apart from within;
in extreme cases, the flesh may
literally explode off their bones. The
Exalt makes a Martial Arts attack at
full dice pool, which may be blocked
or dodged as normal. If it hits, he rolls
his current Limit score. Every success
on the roll inflicts one level of
unsoakable lethal damage on the
target. Tens do not count as two

Striking at her opponent's pressure

points, the Exalt brutally crushes
nerves and joints. If her attack hits
and does damage, the target doubles
all wound penalties for the remainder
of the scene. Multiple uses of this
Charm are cumulative, but operate
under the normal rules for doubling;
that is, using it twice would cause the
victim's wound penalties to be
tripled, not quadrupled, and using it
three times would cause his penalties
to be quadrupled rather than
octuplet. There is no limit to the
penalties inflicted by this Charm.

This attack can affect incorporeal

spirits, although it does not grant the
ability to see them. Versus such
beings, the damage it inflicts is
aggravated. Spirits killed by SoulBurning Attack are permanently

Burning Hands Strike

Deadly Hellfire Explosion

Cost: 4 motes
Type: Supplemental
Duration: Instant
Min. Martial Arts: 5
Min. Essence: 2
Prereqs: Thousand Demon Form

Cost: 6 motes, 1 health level

Duration: Instant
Type: Simple
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Burning Hands Strike

Wreathing her hands in searing

flame, the martial artist augments
the force of her blow a hundredfold.
Her attack does lethal damage. If it
hits, the target is hurled away from
her for a number of yards equal to
her current Limit score, and is
automatically knocked down.

The martial artist gathers and focuses

his rage, channeling it through his
hands in a tremendous, roaring blast
of fiery energy. He makes a Martial
Arts attack at a single target, at a
range of up to twice his current Limit
score in yards. This attack has a lethal
damage pool equal to the Exalts
current Limit + permanent Essence +
extra successes on the attack roll.

This technique may be used to propel

a target in any direction, even
straight up, but operates as per the
rules for knockdown; the target won't
take any extra damage from falling or
striking solid objects (unless those
objects happen to be covered in
spikes, dripping with acid, or what
have you).

Raging Demon Form

Cost: 6 motes, 1 willpower, 2 health
Duration: One scene
Type: Simple
Min. Martial Arts: 5
Min. Essence: 5
Prereqs: Relentless Ravening Demon
Attitude, Blood Frenzy Meditation,
Deadly Hellfire Explosion
The martial artist stokes the inner fire
of her anger until it burns hotter than
the sun, overwhelming her senses

and transforming her into an

unstoppable dervish of annihilation.
Activation of Raging Demon form is
typically accompanied by its user
screaming and convulsing in agony as
the power of her hatred literally rips
its way through her body. Martial
artists under its effects are easy to
spot, since not only does blood
stream from their noses, mouths, and
sometimes even eyes, but fiery
energy dances along their limbs,
leaving burnt and blistered skin in its

and dodges provided by Charms,

Hearthstones, Artifacts, or any other
source. Soak-enhancing abilities may
be employed normally, provided they
would not cause the character to
forfeit her attack.
Characters under the effects of
Raging Demon Form may not flee
from battle, and may not stop
attacking until no new targets are at
hand; this includes her allies.
Although she will not typically begin
attacking her friends until all enemies
are gone, someone who is foolish
enough to get between her and a
victim will almost certainly become
her new target. A difficulty 3
Willpower check allows the character
to hesitate for one turn, giving her
friends time to flee or get out of the

While under the effects of this

Charm, the martial artist no longer
takes wound penalties; any dice-pool
penalties inflicted as a result of
wounds or pain are instead applied as
bonuses to her attack pools; treat
Incapacitated as a -4 level.
Furthermore, the Exalts initiative is
increased by her permanent Essence,
and her bare hands inflict aggravated

When Raging Demon Form's duration

expires, the character immediately
takes three levels of aggravated
damage. If this would be enough to
kill her, she may attempt to use
Relentless Ravening Demon Attitude
to save herself. If the attempt is
successful, three of her nonaggravated wounds immediately
become aggravated. If she does not
have three health levels not filled

While this Charm is active, its user

MUST attack at least once per turn if
she is able. If she is not able to attack,
she MUST attempt to place herself in
a position where she can. She may
not block or dodge until the Charm's
duration ends. This includes parries

with aggravated damage, she will die

regardless of whether or not she uses
Relentless Ravening Demon Attitude.

Arts attack against a single target up

to his normal sprinting distance away.
If he hits (he need not do damage),
he immediately receives an additional
attack at full dice pool. Every time an
additional attack hits, another attack
is awarded, until the Exalt either
misses or the target dies.

prematurely requires a Willpower
check at a difficulty of the character's
permanent Essence, and causes her
to immediately gain three points of
Limit as well as taking the normal
three levels of aggravated damage.

All attacks made as part of the Instant

Hell Murder inflict aggravated
damage, and add the martial artist's
current Limit score to the difficulty of
any parry or dodge attempted against

This is a form Charm. It does not work

with armor, or with other form
Instant Hell Murder

If Instant Hell Murder is placed in a

Combo with Supplemental or Simple
Charms, there is a very real possibility
that the user will run out of motes,
Willpower, or health levels before he
misses or kills the target. In such a
case, the Instant Hell Murder will
continue awarding normal attacks
until he does. If the user runs out of
health levels, he won't die until the
Instant Hell Murder ends.

Cost: 10 motes, 1 willpower, 1 health

Duration: Instant
Type: Extra Action
Min. Martial Arts: 5
Min. Essence: 5
Prereqs: Raging Demon Form, SoulBurning Attack
The martial artist glides smoothly
forward, appearing to almost float
above the ground as he bears down
on his target. When he hits, blazing
cascades of Essence obscure both
him and the hapless target as he
explodes into a ferocious barrage of
attacks. The Exalt makes a Martial