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C REDITS

Authors: John Chambers & Errata Team Prime


Editor: Peter K. Ullmann
Book Design: Peter K. Ullmann
Cover Art: Pasi Pitkänen and UDON

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LAST UPDATED ON 11/09/2009

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TABLE OF CONTENTS

SECOND EDITION CORE ...................................................................................................... 8


THE MANUAL OF EXALTED POWER: DRAGON-BLOODED ................................................ 12

THE MANUAL OF EXALTED POWER: LUNARS.................................................................. 32


THE MANUAL OF EXALTED POWER: SIDEREALS ............................................................. 34
THE MANUAL OF EXALTED POWER: ABYSSALS .............................................................. 35
THE MANUAL OF EXALTED POWER: INFERNALS ............................................................ 35

GRACEFUL WICKED MASQUES ........................................................................................... 37


WONDERS OF THE LOST AGE .......................................................................................... 37
THE WHITE AND BLACK TREATISES ................................................................................ 38

OADENOL'S CODEX ........................................................................................................... 39


DREAMS OF THE FIRST AGE: LORDS OF CREATION ........................................................ 39

THE ROLL OF GLORIOUS DIVINITY I: GODS & ELEMENTALS .........................................40


THE ROLL OF GLORIOUS DIVINITY II: GHOSTS & DEMONS ...........................................40

THE COMPASS OF TERRESTRIAL DIRECTIONS: THE SOUTH ...........................................41


THE COMPASS OF CELESTIAL DIRECTIONS: THE WYLD ..................................................41
SCROLL OF THE MONK ......................................................................................................41
SCROLL OF THE MONK: THE IMPERFECT LOTUS ............................................................41
SCROLL OF FALLEN RACES ............................................................................................... 42
SCROLL OF KINGS ............................................................................................................. 42

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pool for the purpose of deriving DV. Because you can
G ENERAL QUESTIONS only double any pool with such effect, if you had a
(Dexterity + Dodge) of 10, you could only add the
ISSUE: BACKGROUNDS AND EXPERIENCE equivalent of four more dice (or another effect with +2
Clarification: The core book rules do not discuss how to DV) to the example above.
raise a character’s Backgrounds. Storytellers are
encouraged to adopt one of two methods for this, COMMITTED M OTES FROM P ERIPHERAL P OOL
depending upon their personal preferences and what
Question: In the Exalted first edition errata it is stated
works for their game:
that committing peripheral motes of essence does not
Method 1: Backgrounds Cost Experience. Backgrounds mean the anima burns for as long as the motes are
may be raised at the cost of 3 Experience per new dot committed, but only for the normal duration. Is it still
(similar to the cost of a Specialty). Thus, an Exalt raising true in Second Edition? I didn't find it stated in the book
her Allies from 4 dots to 5 dots would pay 3 Experience but I may have overlooked.
points. Storytellers should generally let players recover Answer: It is still true.
Experience invested in this fashion if story circumstances
force the character to lose dots in a Background.
DEALING L EVELS OF D AMAGE
Such protection should not be absolute – dumb moves Question: A number of effects add or deal "levels of
should have consequences – but players shouldn’t be damage." How do these interact with soak? Do they
afraid of permanent losses merely at a whim, either. bypass it entirely? Examples include the spell Flying
Should the story demand that a character gain a Guillotine and the Solar Hero Charm Adamantine Fists
Background in play without having the necessary of Battle from Scroll of the Monk.
Experience, she must spend at least half of all Experience Answer: When effects deal levels of damage, that damage
she gains toward this Background until she is no longer is not rolled, but merely applied as if they were all
in debt. successes. Soak does apply as normal to this damage,
however.
For example, if Dace raids his own tomb and gains a reaver
daiklave, but doesn’t have 6 Experience points banked, then he Question: As a follow up to the answer that levels of
would still gain the daiklave but would need to invest the damage are soaked: How are they soaked? Before dice?
Experience as soon as possible or lose the daiklave to story After? Does one soak one level of damage with three
development (perhaps it is stolen by a sneaky Wyld Hunt scout). points of soak?
Answer: The automatic levels are soaked first. So, for
Method 2: Backgrounds Are Free. Backgrounds do not example, an attack that is inflicting 10 dice of lethal
cost any Experience to raise, but they may only be raised damage plus five levels of lethal damage going up against
with the explicit permission of the Storyteller. The a lethal soak of 7 inflicts eight dice of lethal damage: the
Storyteller may only allow the increase (or loss) of five automatic levels are soaked first, then the first two
Backgrounds when dictated by the story of the game. dice of damage follow, leaving eight dice of damage.
Although Backgrounds gained under this method are
“free” they must still be earned via in-character play. For Question: And once again. What happens when an
Dace to gain his ancient reaver daiklave, he must delve effect that deals Levels of Damage (say 12 Lethal Levels)
into his tomb, while building a mercenary unit requires dealt by a character with Essence 5 hits someone with a
active recruitment and campaigning. soak of 9? This reduces the total damage to a number less
than the Essence, but what is the result? Does the
CHARMS I NCREASING DV DIRECTLY character deal 5 dice of damage? Or does he deal 3 levels
Question: A large number of Charms say that they add (12-9) and 2 dice? Or can he choose between doing 5 dice
to "DV." Do all of these Charms actually add directly to and 3 levels?
the DV, or to the pool used to calculate DV? Many Answer: By a strict interpretation of the rules, he should
Charms seem written as if they should increase the DV inflict five dice of damage. It is a fair approach, however,
directly, even though the core rules say that Charms that to permit the damage to be three automatic levels of
"increase DV" should be considered to increase the pool. damage, plus two dice thereof.
Answer: These do increase the DV directly, yes. The DICE C APS AND N ON-S PLAT TRAITS
reason it mentions the pool is in case the character is Question: Many Charms adds dice to Traits that are not
utilizing a Combo in which a Charm that directly associated with Excellencies, such as non-Lunars gaining
increases DV is used alongside, say, an Excellency. So, for Damage dice or Soak. Is this capped in any way, and if so
this purpose, a Charm that adds +3 to your Dodge DV is how?
effectively adding six dice to your (Dexterity + Dodge)

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Answer: Most such limits should be stated within the treated as an Attribute for the purposes of Charm bonus
text of the Charm or effect itself, and most such Charms maximums.
or effects should have such limits stated. Rather than
making a general ruling, please point out any such M IXING M ELEE AND M ARTIAL A RTS C HARMS
Charms or effects that do not have such limits in place to WITH F ORM -TYPE WEAPONS
Errata Team Prime.
Question: Many Martial Arts possess form weapons that
can be used just as well with regular Melee. Thus,
FORM -TYPE C HARMS assuming a character has the prerequisites for both,
Question: All Form-type Charms lack the Combo-Basic could he use both charms from the Melee and Martial
or Combo-OK keywords. Being universally aspected Arts tree? For example, a DB uses Refining the inner
towards combat, this leaves someone using these Charms Blade to create a flaming spear. Since he knows the Five-
very open to attack, since they cannot activate defensive Dragons Style, which uses the spear as a form weapon,
Charms at the same time at all. Many people think this can he still legally use flaming spear's built-in "Dragon-
discourages the use of Form-type Charms, or at least Graced Weapon" effect when using Five-Dragons Force
forces martial artists into a particular contrivance, Blow? If he can, what could 'legally' stop him from
especially as Essence levels rise and Charm-enhanced creating a combo that uses Dragon-Graced Weapon, 5D-
attacks become much more dangerous (the "power-up Force Blow and Portentous Comet Deflecting Mode? MA
face-off"). Should these Charms perhaps have the charms blur the line between many fighting styles and it
Combo-Basic keyword? seems odd that a character could apply all his training at
the same time to take advantage of the diversity of skills
Answer: No. The assumption of a Form-type Charm he has acquired.
takes time and effort. Note that you are not deprived
your DV while activating the Form-type Charm, nor are Answer: A character could indeed use an extant flaming
you prevented from stunting defenses. The activation of spear created with Refining the Inner Blade to strike with
a Form-type Charm involves the martial artist having the Five-Dragons Force Blow and gain the benefits of the
time and luxury to embody the sum totality of his martial spear's innate Dragon-Graced Weapon effect. However,
knowledge of that specific style. You’re right – you’re not unless a Charm is Reflexive or specifically says it can be
always going to have that luxury. That’s part of Exalted’s Comboed with Charms of other Abilities, it can only be
give-and-take system of combat. Harrying your opponent placed in a Combo with non-reflexive Charms of its own
so that they aren’t able to get their best Charms up ability, which nixes the above Combo.
because they need to be constantly on the defense against
you is a viable strategy. M ORTALS AND CHARMS
Question: Are mortals only able to learn Terrestrial
M ARTIAL A RTS F ORM WEAPONS Martial Arts and Terrestrial Circle Sorcery as charms? Or
Question: How exactly do form weapons work? Can you do there happen to be mortal excellencies as well?
only roll attacks with them using martial arts when Answer: For mere mortals, that is the limit. God-Bloods
activating a charm? Or can they be used with the Martial of various types are exceptions, however. And there are
Arts Ability permanently once you buy a Charm from a no mortal Excellencies.
style?
Answer: Martial arts form weapons that are defined as P ERSONS OF "L ATINO " INCLINATION I N
"martial arts weapons", such as sai, are always wielded CREATION
with (Dexterity + Martial Arts). Once a person has
learned a martial art that uses, say, the slashing sword as Question: Where are they as far as the ancient overtones
a form weapon, she may thereafter use (Dexterity + go? Most races are represented in Exalted in some form
Melee) or (Dexterity + Martial Arts) with that weapon, or the other. Where are the Latino (Aztec/Mayan/Incan)
typically using the score that is better. The only exception groups in Creation?
is that she must use (Dexterity + Martial Arts) when Answer: The cradle of Exalted human civilization is the
wielding the slashing sword with a Charm from the Ochre Fountain (introduced by name in Dreams of the
supernatural martial art for which it is a form weapon. First Age) once ruled by Queen Merela and centered
near Rathess. It (and to a lesser extent, the Dragon King
civilization it grew out of) is similar to the groups you
mention, and the human descendants of those folk still
ISSUE: M ENTAL DEFENSE V ALUE (P. 172) live in that area of Creation.
Clarification: Dodge MDV is listed as being figured with
((Willpower + Integrity + pertinent specialty + Essence) ÷
2) rounded down. In this specific instance, Willpower is ISSUE: P OISONS ( P. 131)

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Clarification: Poisons has a chart with Damage ratings. specifically state they affect mortals differently than
Each damage rating should have a rate of damage exalted. Should mortals with essence usage be treated as
(known as the “interval”). Arrow Frog Venom and Coral mortals or exalted for the purposes of calculating these
Snake Venom do not have an interval listed. They should effects, and if as mortals, why even have the Charm
be intervals of 1 tick, and thus listed as Damage 8L/1 Concept: Mortals to begin with? -Update-: In the Abyssal
book, Soul-Cleaving Wound (page 128) and Wicked
tick and 6L/1 tick. Darts of Suffering (page 133) seems to bolster the
original Charm Concept: Mortals box idea that being an
Question: Very few Poisons list the vector. Must they all essence user separates you from being a mortal.
be introduced to a person’s system via food, drink or a
Answer: A mortal who gains the ability to spend Essence
cut? If you cut someone with a poisoned weapon but
may actually effect Creation with his will in a small way
score no successes on the damage roll are they poisoned?
to his own benefit, even subconsciously. He's no spirit or
Can you smear poison over an open wound in combat?
Exalt, but he's no run of the mill human anymore either.
Are there contact poisons?
Think of him as another type of Essence user, not an
Answer: The three methods you mention are typically Exalt any more than a ghost or Dragon King is. Flow
the most efficient ways to deliver poison, though not all Reversal Strike would not kill the Essence wielder
poisons may be inflicted in all three ways. To deal poison outright. In this case, he'd take damage like an Exalt. For
damage via a weapon, one must inflict a level of lethal Tears of the Blade, the former mortal would suffer as a
damage with the weapon. Otherwise, the skin wouldn't Terrestrial Exalt. Soulsteel perfected kata bracers would
be broken and the victim would never be exposed to the not inflict their material-specific effect, but all other
toxin. Arguably, one could try to smear poison into an effects would be in force, so were I a minor Essence
open wound, but that's a pretty inefficient delivery wielder, I'd still avoid picking fights with deathknights
method, and less likely to actually get the poison into the where possible. The two Abyssals Charm work as written.
victim's system as the wound is likely bleeding if fresh,
which would carry the poison out of the wound rather
than into the body to do damage. Contact poisons do ISSUE: DEFEND OTHER A CTION
exist in Exalted, things such as poison oak and the like if Clarification: Without Charms, defending another
nothing else, but it would be a rare (and expensive) individual is a Speed 5, DV -1 Miscellaneous action. It
poison that could kill through just a touch. The Far requires that the character be within (Dexterity) yards of
Eastern forests probably produce such venoms, though. his ward, and allows him to interpose his Parry DV
against attacks which target the individual he is
STUNTING S OAK protecting. If an attacker bypasses the character’s Parry
DV, she has the option of either letting the attack
Question: Since you can use a Stunt to add to your DV, continue on to the guardian’s ward (in which case the
a fixed rather than rolled value, would it be possible to attack will need to use its remaining successes to also beat
Stunt your Soak?
the ward’s DVs), or she may simply let the attack strike
Answer: Sorry, no. You may not stunt to add to your the guardian himself. Parry-based perfect defenses such as
Soak, because – unlike Soak – your DV is assumed to be Heavenly Guardian Defense may be used to
a rolled value. We just abbreviate that step and derive the automatically guard others, while dodge-based perfect
DV instead. It is still based on a normal dice pool. defenses such as Seven Shadow Evasion do not impede
attacks against the character's ward at all. Only one
WHEN DOES A M ORTAL STOP BEING M ORTAL? Defend Other action may be placed in a flurry.
Question: Charm concept box Mortals (page 218 core)
states "A mortal is someone who cannot spend motes of If multiple characters attempt to defend a single target,
Essence to achieve effects. This includes normal people, one guardian (generally the individual with the highest
animals and Wyld mutants." When a mortal becomes Parry DV) becomes the leader of the guard, who actually
capable of channeling essence what changes precisely? applies his DV against attacks. Each additional character
Page 124 of the core states that heroic mortals count guarding the same ward raises the leader's Parry DV by 1
stunts as one level lower than normal, but a mortal who when defending the ward. Up to five characters may
uses essence isn’t a mortal anymore according to the simultaneously guard one human-sized ward on open
charm concept box. The same applies to rounding ground.
up/down defense values (146 Core). There are also
effects that specifically effect mortals differently like Flow ISSUE: BLOCKADE M OVEMENT A CTION
Reversal Strike (Dragon-Blooded 208-209), Tears of the Clarification: Without Charms, blocking another
Blade (Sidereals 206), Soul Steel Perfected Kata Bracers individual’s movement is a Miscellaneous Speed 5, DV -1
(Oadenol's Codex 42) and a number of other things that action. It requires that the character be directly

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interposed between the individual or individuals whose is correct?
movement he is attempting to restrict and the place he is Answer: The -4 external penalty.
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 BACKGROUNDS
([Strength or Dexterity] + Athletics) roll for both parties. RESOURCES
Ties favor the blocker. If the blocker wins, the target Question: Any Solar Exalt that puts the least effort into
cannot move past him toward the blocked destination. If attempting to make money can be at Resources 5 within
the target wins, she may move as she wishes. A single two weeks, making Resources rather weak as a starting
blocker may impede up to three targets per Blockade Background. In several other White Wolf games,
Movement action at a time. Blockade Movement may be Resources can and will require significant efforts on the
flurried to impede more than three individuals at once, if part of the players to earn. However, given the relative
needed. ease that they are accomplished in Exalted, would it
make more sense to reduce this background's cost?
ISSUE: NEW RULE: C HANGING S PECIALTIES Answer: No.
Clarification: Once a character has three specialties for
an Ability, he is barred purchasing any more. While this
certainly helps to define and stake out a character's niche I SSUE: APPLICABILITY OF PERFECT DEFENSES:
and signature style, further growth in the character may
Clarification: Where two effects make absolute
ultimately make the original selection inappropriate or statements which conflict, and one effect is an attack,
limiting. Characters with three specialties can buy a new
and the other is a defense, the defense always takes
specialty at a reduced cost of two experience points, but
priority. For this purpose, the statement “this attack is
doing so forfeits one existing specialty for the Ability. unblockable” and “this attack cannot be blocked” are
Once a story, this swap may be done for free. Learning a
considered equivalent, and would pierce certain 'perfect'
new specialty always requires usual training time.
defenses—for example, the Sidereal Charm Impeding the
Flow will not stop an unblockable attack (Impeding the
ISSUE: CHARM C ONCEPT : R EASSERTING Flow specifically notes that it is fallible in the face of
INTIMACIES unblockable attacks, and so there is no conflict).
Clarification: If a Charm grants an Intimacy a character However, the Solar Charm Heavenly Guardian Defense
already has or specifically states that it reasserts an will block such attacks, because Heavenly Guardian
Intimacy, this process undoes the effect of scenes spent Defense states that it is capable of doing so. These two
weakening it or any similar “damage” to the belief. statements (can't be blocked / can block even
unblockable attacks) are in conflict, and since the first
statement is an attack, and the second a defense,
ISSUE: SPEED LIMIT
Heavenly Guardian Defense takes priority.
Clarification: No effect or combination of effect may
reduce the Speed of an action below 3 unless it explicitly In the case of attacks which state that they defeat even
states that it does so. perfect defenses, such as the shockwave produced by a
Soulbreaker Orb, this applies only to perfect defenses
which do not possess the 'block the unblockable / dodge
SECOND EDITION CORE the undodgeable' clause, such as certain Dragon-Blooded,
Alchemical, and Martial Arts Charms.
ATHLETICS
M ONKEY L EAP TECHNIQUE As a final note, Heavenly Guardian Defense, Seven
Question: This Charm doubles the distance of Jumps, Shadow Evasion, and all other combat-oriented perfect
and allows you to jump with a move action. Does this defenses do not apply to social attacks unless they
mean you can Jump EVERY tick or are you still limited explicitly state that this is so. The single exception to this
to only once every 5 ticks? rule is the Sidereal Charm Duck Fate.
Answer: Only once every five ticks, as normal.
I SSUE: PERFECT DEFENSES AND ENVIRONMENTAL
DAMAGE:
BLINDNESS P ENALTIES
Clarification: In the event that a character with a
Question: According to page 135 of the core book, a
combat-applicable perfect defense finds himself subjected
character being blind imposes a -4 internal penalty.
According to the "Sample Amputation effects" on page to environmental damage, he may be capable of applying
152, losing both eyes inflicts a -4 external penalty. Which the perfect defense to that damage. At the Storyteller's

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discretion, if it is imaginable for a character to Guardian Defense do count as applying the character's
temporarily avoid the environmental hazard by dodging DV to the attack.
or blocking (for example, using a perfect dodge to remain
safe in the face of a rock slide), any perfect defense may P ERFECT D EFENSES AND A TTACKS
be used to provide such protection. One invocation Question: While the Unstoppable Force, Immovable
protects the character for the length of one damage Object rules (pg 179) settle a lot of conflict between
interval. Charms, is the rule absolute, or are they a base guideline
which can be over-ruled by Charms which contradict it
In the event that the Storyteller judges that there is no the core rule, allowing for exceptions (for example,
Charms which say they can bypass a perfect defense)?
possible way for any dodge or parry, no matter how
Answer: The rule is absolute where the defense is
skilled, to protect the character from a source of
appropriate and applicable. As mentioned above, Seven
environmental damage (such as if the character were fully Shadow Evasion won't protect a character from social
immersed in lava), then the character may only protect attacks, merely physical ones.
himself with perfect defenses which are capable of
Question: After using a Perfect Defense that parries an
blocking the unblockable or dodging the undodgeable,
attack (HGD), can you use counterattacks such as Solar
such as Heavenly Guardian Defense or Seven Shadow Counterattack that require the use of your Parry DV
Evasion. These defenses must still be invoked on every (since DV was not actually used in any computation)?
damage interval, necessitating that the character escape Answer: Not unless these Charms were in a Combo
the environmental hazard very quickly, lest he run out of together.
motes and face certain death.
COMMITTING M OTES TO C HARMS
Perfect defenses which function by negating damage
Question: The sidebar on page 184 of the core book,
(such as Adamant Skin Technique) may, of course, under "Committed Essence" mentions that it applies to
always be used to defend the character from Charms of "indefinite" duration. Does this mean any
environmental hazards. Charm with a duration greater than "Instant," or
specifically Charms with a duration of "Indefinite?"
Answer: Any Charm with a duration greater than Instant
I SSUE: FALLING DAMAGE: ties up the motes of Essence used to fuel it for the
Clarification: Falling damage is not considered an duration of the Charm, and those motes may not be
environmental hazard, and cannot be defended against recovered until the Charm ends.
by Heavenly Guardian Defense or similar Charms (with
the exception of Duck Fate); only damage negation (such ECLIPSE S OLARS/M OONSHADOW A BYSSALS AND
as Adamant Skin Technique), effects which negate falling P REREQUISITE C HARMS
damage (such as the Air Aspect anima power), or not Question: Are Eclipse Caste Solars and Moonshadow
falling from a great height in the first place may protect Caste Abyssals able to "cherry pick" from other Exalted
the character from falling damage. charm trees, or are they required to purchase all
prerequisite charms? If the latter is the case, can similar
Solar charms substitute for these prerequisites?
I SSUE: DEFENSE OF POSSESSIONS: Answer: All a Charm's prerequisites must be purchased
Clarification: Attempts to attack equipment or items on before that Charm may be purchased. Substitutions may
be made from Mirror Charms as explained on pages 120-
the character's person (for example, to slash apart a treaty
121 of The Manual of Exalted Power-The Abyssals.
stuck through a loop on the character's belt) are treated
as attacks directed at the character, and may be defended
against as normal. ECLIPSE S OLARS/M OONSHADOW A BYSSALS AND
P ERMANENT C HARMS
I SSUE: PERFECT DEFENSE AND DV APPLICATION: Question: When Eclipse Caste Solars and Moonshadow
Caste Abyssals buy a permanent charm from another
Clarification: For the purpose of Charms which may
Exalted's charm tree, are they required to pay the 2m
only trigger when a DV is applied to an attack (such as surcharge, and if so are these motes committed
Solar Counterattack), perfect defenses such as Heavenly permanently?

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Answer: They are not required to do so in the case of Hearthstone, you know.
permanent Charms. Answer: I believe it is fine as is, and I am aware of its
level.

ESSENCE R ATINGS OVER 10


Question: There is some confusion as to whether it is INTEGRITY
possible for a being's Essence rating to ever exceed 10. ELUSIVE DREAM DEFENSE
On one hand, there are references to Greater Elemental Question: The Charm lists a duration of Instant (Story).
Dragons with Essence ratings of "10 or greater" Does this mean the motes are committed for the rest of
(supported by the fact that the Kukla is identified as "of the story?
middling power" at Essence 10), an Alchemical who Answer: Yes.
transforms into a transcendent Essence 14 being, and the
fact that no maximum Essence rating is mentioned in the
Traits chapter. On the other hand, there is Soul Fire M ASS C OMBAT , CLOSE F ORMATION
Shaper Form, the fact that no being with a full write-up Question: Does this also mean that close formation is
has an Essence rating over 10, and the assumption of the preferred formation for all units in Creation?
several writers that it should not exceed 10. Are they
Answer: No.
capped at 10?
Answer: The second-edition assumption is that no being
will be portrayed as having an Essence greater than 10. M ASS C OMBAT , S HIELDS
That said, the system's creation process is a fluid one, and Question: In order for the commander to gain the DV
if there were ever a true mechanical need for Essence's to benefit of a shield, is it necessary for both the
go higher, it likely would. As of right now, I don't see it commander and the complementary unit to use shields,
happening. Essence 10 clearly would provide more power or can it be just from either one? Or, if both the
to some beings than others. For instance, a Deathlord commander and the complementary unit use shields, do
with Essence 10, Willpower 10 and 5 in all her Virtues the benefits stack? Does the formation of the unit modify
would have a total of 320 motes available to her, while a only the DV benefits of the complementary unit's
Lunar with the same stats would only have 110 motes shields? In other words, does the commander's shield
available. One can imagine the disparity between a even matter at all in Mass Combat?
Deathlord and an Incarna is even greater, to say nothing Answer: For a shield to matter in mass combat, the
of that between her and her Neverborn master. For that majority of the unit would have to be outfitted with the
reason, I don't believe there will be a need for them to go same sort of shield.
higher than 10 in this edition.

P ARRY AND S PECIALTIES


FORAGING FOR FOOD
Question: Do Melee (or Martial Arts) specialties with the
Question: The Ration-Enhancing Charm found on page appropriate weapon (such as Melee with 3 Swords
183 Manual of Exalted Power: Dragon-Blooded states specialties when using a sword) increase the die pool used
that "while the Charm is in effect, the hunting party to calculate Parry DV when parrying with that weapon?
finds twice as much food as the results on any Survival
rolls would otherwise dictate". The Exalted Core Answer: Yes.
rulebook does not mention any rules for finding food in
the wilderness. What are the rules for the amount of ISSUE: THE F OUR F LAWS OF
food found with a Survival roll? What kind of roll is
INVULNERABILITY ––CONVICTION F LAW ( P. 194)
needed?
Answer: The rules for food foraging and hunting are Clarification: All Solar perfect defenses suffer from one
indeed in the Exalted core, on page 139 under the of the Four Flaws of Invulnerability. Storytellers may find
"Endure Wilderness (Survival)" header. that the Conviction Flaw interacts poorly with certain
broad Motivations, rendering it almost impossible to
exploit without essentially railroading characters into
HEARTHSTONES moments of vulnerability. Since the Conviction Flaw is
SEVEN LEAPING DRAGON STONE certainly not intended to serve as ‘no Flaw,’ the following
rule is suggested:
Question: This stone is considered underpowered by Conviction Flaw: Charms carrying this Flaw do
many players. Wouldn't it work better if it was also
not function when the character has taken some
adding a +2DV to Martial Arts Parries on top of the 4
action during the scene that is contrary to her
dice to Martial Arts attack rolls? It's a level 4
Motivation. If, during the scene, she has acted
10
against any Intimacy, or a Virtue she has rated at be made after the results of the attack were found. As
3+, then Charms with this Flaw add a +3m explained on page 251 of Exalted, an external penalty
surcharge to their activation cost. equal to the health levels lost would be subtracted from
the roll's successes.

RESISTANCE
STATS
ISSUE: A DAMANT SKIN TECHNIQUE (P . 207)
Question: Almost all of the antagonists have a "defense"
Clarification: As a point of clarification, this Charm stat. Why is it the pre-calculated PDV that is listed?
(and its Abyssal mirror Wounds Mean Nothing) reduces
the raw and final damage of an incoming attack or similar Answer: It was an error introduced because at the last
phenomenon to zero after all other modifiers and effects. minute we decided it would be easier for folks to have
Damage added to an attack after soak is applied, such as this stat already calculated as with Dodge DV. So, the
by Fire and Stones Strike, cannot harm a character who numbers ended up changed, but not the label to Parry
activates Adamant Skin Technique. DV. Antagonists presented in subsequent books do have
that change made as well.

SOCIAL C HARM KEYWORDS Question: Is there a reason as to why Mask of Winters


can't read? He doesn't have any dots in Lore, which is
Question: Some of the Social combat charms seem like normally what shows you can read.
they may be missing keywords. Some examples are:
Hypnotic Tongue Technique (Add Keyword: Answer: It's just a mistake on our part. He should
Compulsion), Authority-Radiating Stance (Add Keyword: possess Lore 10.
Illusion), Unbreakable Fascination Method (Add
Keyword: Compulsion). STUNTS AND DV
Answer: This isn't really a question, but yes there are Question: On page 124 the core book states that dice
some keyword mistakes in the Exalted core. from stunts are added directly to DVs, as though they
had been successes. On pages 147 and 148, it says that
SOLAR VISIONS AT EXALTATION they are rolled and that any resulting successes are then
added to DVs. Which rule is correct?
Question: Are there any official guidelines on which
Answer: The first instance on p. 124 is the correct one.
Solars receive visions from the Unconquered Sun upon
exaltation? There seems to be some confusion about the
official ruling on this, where a common belief is the S UPERNATURAL MARTIAL ARTS
Unconquered Sun sends visions solely to those of the
SNAKE F ORM AND S OLAR H ERO F ORM
Zenith Caste, and to no other caste.
Question: The last paragraph of the Snake Form charm
Answer: Basically, any Solar may receive a message or
states "Characters cannot use more than one Martial Arts
vision from the Unconquered Sun upon his or her
Form-type charm at a time. The character must end
Exaltation, but Zeniths always do.
Snake Form to assume another Martial Arts form." Solar
Hero Form contains no such text. Does this mean that
SORCERY AND DV this rule does not apply to Solar Hero Form, or was the
Question: Page 251 says "Shaping a spell takes the character "one form at a time rule" intended to be a sidebar
covering Supernatural MAs in general?
out of active participation in a battle—he may operate on
combat time, but he cannot focus on or react to events. He Answer: It was an oversight. Only one Form may be
cannot use Charms or Combos, including reflexive Charms. He active at once.
cannot take voluntary reflexive actions, such as speech, Move or
Dash. He can benefit from the established effects of ongoing or SNAKE STYLE
permanent Charms, and he can—as a special exception to the
rule on reflexive actions— activate his anima." Does the Question: This style does not state whether it can be
character still get benefit of normal DV? Also, does used while wearing armor, or if it has any Form
having to use that DV (if possible), or getting attacked in Weapons. Solar Hero Style had the same problem, but
general, count as being "distracted" (and so provoke a Wits was addressed in Scroll of the Monk. Unfortunately,
+ Occult roll)? Snake Style was skipped over. In First Edition you could
not wear armor while using Snake Style. Is this still true
Answer: A sorcerer does get the benefit of normal DV and does it have any Form Weapons?
(hence the DV modifications given under the various
Shape Sorcery actions). Getting attacked would likely Answer: One may not wear armor and practice Snake
count as a distraction, requiring said (Wits + Occult) roll Style. Its form weapons are seven-section staves and hook

11
swords, plus their artifact equivalents. parent, plus another 2 for the Breeding 5 parent).

S URVIVAL BREEDING B ACKGROUND COSTS FOR L OOKSHY


ELEMENT -RESISTING P RANA Question: The Breeding background seems to contradict
Question: There is some question as to what "directly itself for Lookshy Dragon-Blooded. On page 94 it says
inflicted" means in this Charm. Does this mean that that it costs 4, 7, and 10 bonus points to gain the third,
environmental damage that has as it's source a character fourth, and fifth dots in Breeding. Page 106 says that the
bypasses this Charm? For instance, Dragon Vortex Attack costs for the fourth and fifth dots are doubled for
produces environmental damage, but since it is produced Lookshy Terrestrials. What is the total cost in
by the volition of another character, would that then background/bonus points for Lookshy characters to have
render Element-Resisting Prana useless against it? a Breeding of 4 or 5?
Answer: Yes, environmental damage inflicted via Answer: For a Lookshy Dragon-Blood, Breeding 4 costs
Charms, spells, etc. are replicating natural environmental 14 bonus points, while Breeding 5 would cost 20 (which
damage, but it isn't actually natural. These are is patently impossible except in games using the Merits
supernatural assaults. So, cite your example, Dragon and Flaws presented in Scroll of Heroes).
Vortex Attack would, in fact, be able to inflict damage to
someone under the aegis of Element-Resisting Prana. FIRE A SPECT A NIMA
Question: Page 97 states that Fire Aspects who activate
WILLPOWER R ECOVERY their animas are immune to fire, whereas page 117 has
Question: What effects, if any, should a botch on no mention. Are they immune to fire while their animas
Willpower recovery incur? are up?
Answer: None. No Willpower is recovered, but nothing Answer: Fire Aspects are immune to natural fires while
else happens. Typically, that result is bad enough. their animas flare.

WOOD A SPECT A NIMA


THE MANUAL OF Question: What are the statistics for the Wood Aspect
anima's poison?
EXALTED POWER: Answer: Damage (Essence)/Minute; Toxicity (Essence);
Tolerance (None); Penalty –[(Essence)/2], rounded up.
DRAGON-BLOODED
REFLEXIVE M ARTIAL A RTS C HARMS
THE BREEDING B ACKGROUND AND E XALTING
Question: Can Terrestrials make free use of Reflexive
CHILDREN Martial Arts Charms?
Question: The Breeding background boosts the roll for a Answer: Yes.
child of a Dragon-Blood to Exalt, but such rules are not
present in the book. What is the roll for Exalting the
children of Dragon-Blooded, and do those rules include ISSUE: N EW AND U PDATED
the child's Aspect and Breeding?
Answer: It involves rolling a single 10-sided die. If both
K EYWORDS:
parents are patricians of proper breeding with numerous ACTION-ONLY
Dragon-Blooded relatives, the child Exalts on a roll of 1- A reflexive Charm with this keyword can only be
2. If one parent's a Dragon-Blood and the other is a activated on a tick when the character acts and only once
mortal of poor breeding, the child will Exalt on a roll of per tick. It may not be used on the ticks between actions.
1-3. If one parent's a Dragon-Blood and the other's a COOPERATIVE ( PP. 127-128)
patrician of good stock with Dragon-Blooded relatives, Close contact means that each participating Dragon-
the child Exalts on a roll of 1-4. If both parents are Blood must be within five yards of one or more other
Dragon-Bloods, the child Exalts on a roll of 1-6. The participants to harmonize animas.
Breeding Background adds to the number that must be DYNASTY (L ORDS OF CREATION, P . 77)
rolled, and it applies from both parents if both have high A Charm with this keyword has special effects on human
enough Breeding. Thus, if two Dragon-Bloods, one with descendants and occasionally other blood relatives. For
Breeding 4 and one with Breeding 5, have a child, the these purposes, a blood relative is defined as anyone with
child will Exalt on a roll of 1-9 (the normal 1-6 for the whom the character shares a common ancestor no more
child of two Terrestrials, plus 1 for the Breeding 4 than five generations back. A descendant is anyone who
12
traces direct lineage to the Exalt, regardless of the P URITY # (L ORDS OF CREATION , P. 77)
number of generations. Some Charms differentiate Charms with this keyword channel the Elemental
between relatives who are mortal versus Dragon-Blooded, Dragons through birthright, requiring the minimum
as noted in their description. Celestial Exalted are never Breeding indicated in parentheses to learn them. The
considered blood relatives or descendants unless a Eclipse anima and similar powers allow these Charms to
Charm explicitly says so. be learned without Breeding as though their minimum
ELEMENTAL (P. 128) Essence was one dot higher. The steady dilution of the
When the same or different Charms list effects that vary Dragon-Blooded race has made Purity magic vanishingly
by element which are functionally identical, these effects rare, almost legendary. Knowing about each of these
never stack. For example, a target choking on seawater Charms requires an (Intelligence + Occult) roll at a
cannot have his action delayed more than three ticks by difficulty of the highest minimum trait required for
repeatedly hitting him with further action-delaying them. Incidentally, this is also the difficulty to know
attacks. Some common Elemental effects function about the special support effects of each Terrestrial
differently than printed. The -2 internal penalty for Charm capable of aiding Celestial Exalted leaders, as the
buffeting should be a -1 external penalty. Charms that Immaculate Order does its utmost to stamp out this
induce knockback or knockdown with a successful hit heretical knowledge.
always function and do not afford a roll for the victim to WAR
avoid falling prone. Further, hurling someone back or All special characters in a complementary unit and that
prone is a Knockback effect and only imposes the unit’s champion during mid-battle duels are fellow officers
buffeting penalty on complementary unit targets unless to one another. If a Charm functions differently when
the Charm encompasses most of the area the unit targeting a fellow officer, it deactivates if that relationship
occupies. References to bonus levels of damage (usually no longer applies due to either character leaving the unit.
via fire) add dice instead. Wood toxins are a Poison effect Cooperative Charms ignore their usual range limit for
and any penalties they impose are internal. Although close contact when used by fellow officers, as the unit
they do not stack, these toxins automatically take hold itself conducts the harmonization.
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, C HARM U PDATES
Toxicity (Essence), Tolerance None, Penalty –(half
Essence) and inflicts one dose per action to each victim
GENERAL C HARMS
who makes skin-to-skin contact, whether momentary or I SSUE: T ERRESTRIAL (ABILITY) R EINFORCEMENT
continuous. ( PP. 128-129)
H OLY Keyword: War. No contact is required to target a fellow
A complementary unit primarily composed of creatures officer; Exalted fellow officers may have Abilities raised
of darkness is itself considered such for the purpose of higher than twice their rating (but still no higher than
the donor’s rating). With Essence 4+, targeting an
Holy Charms.
Exalted unit leader and committing additional motes
LEADER # equal to the unit’s Magnitude simultaneously applies the
Any character capable of acting in mass combat may use Charm to every member of the unit. Only Exalted fellow
Charms as explained on p. 166 of Exalted, including officers ignore the twice rating cap for a unit blessing, but
unit commanders. However, applying non-Excellency boosting rank and file can increase the unit’s Close
Charms to enhance the entire unit’s action or to extend Combat Rating or Ranged Combat Rating.
the benefits of a personal Charm to the entire unit
normally require justification as a form of special stunt.
Charms with the Leader keyword do not require this
L INGUISTICS
justification and have the same overall function in mass ISSUE: L ANGUAGE -L EARNING RITUAL (P . 129)
combat when leading a complementary unit as they do Keyword: Stackable. Each commitment sustains fluency
normally, whether to enhance the unit or the unit’s in a different language (written fluency requires Lore 1).
actions. Unit bonuses also apply normally to use of these
Charms. Unless specific differences are noted, Leader ISSUE: CIPHER M ISSIVE (P. 129)
Charms operate identically in both personal and mass Deciphering a document created with this Charm is an
combat. When the Leader keyword lists a number beside extended action with a difficulty of (Exalt’s Essence
it, an Exalt must have that Essence rating to apply the rating), cumulative difficulty equal to the successes the
Charm to a unit she leads. Cooperative Charms with a Dragon-Blood rolled and a roll interval of (Exalt’s
Leader function allow the led unit to join with its special Essence rating) days.
characters to produce the usual magnified effect. By
definition, Charms with the Leader keyword ISSUE: CRAFT ICON (P. 130)
automatically have the War keyword.
13
Replace the word “reduce” in the second paragraph with to gesture subtly enough that onlookers fail to recognize
“reproduce.” them as communication without a (Perception +
Awareness) roll at a difficulty of the Exalt’s Essence.
ISSUE: T HOUSAND TONGUES M EDITATION ( P.
130) ISSUE: WITH ONE M IND (P. 132)
The Exalt can reflexively shift which characters the Keywords: Dynasty, War. This Charm links the Exalt and
Charm targets at will. up to (Linguistics rating) individuals she can perceive
within a mile for as long as those characters stay within
ISSUE: P OISONED TONGUE TECHNIQUE ( PP. this radius. Double the number of maximum participants
if all members are blood relatives of the Terrestrial. The
130-131)
activation cost is 1m per character, but this is waived for
Keyword: War. The listed duration means the character
any character the Exalt gifts with trait dots. The difficulty
must constantly reactivate the Charm to maintain its of the roll to coordinate attacks by linked members is
effects, but the cost to do so is 0m so long as the Exalt
only 1 and they may always parry on each other’s behalf
keeps targeting the same overall conversation. If using
as though they had used a Defend Other action to set
this Charm to alter the resolution of a target’s social this up. Trait dots conferred by this Charm cannot
attacks, the Terrestrial replaces the target’s dice pool with
increase another’s rating above the Exalt’s rating. Because
his own (Manipulation + [Presence or Performance as the same bonus must be purchased for each beneficiary,
appropriate to the type of address]) and may use the the Terrestrial must still purchase wasted dots to give a
hijacked action to do anything that is normally possible higher bonus to members who can benefit from them.
with a social attack using that dice pool (within the limits
Used in mass combat, the Charm can link a unit leader
established by the successes rolled). Social attacks with fellow officers, all of whom count as one additional
enhanced by magic are beyond the power of this Charm relay regardless of actual role.
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). L ORE
If the unit leader realizes this is going on and successfully ISSUE: ELEMENTAL CONCENTRATION TRANCE ( P.
rallies for organization, relays are restored and the unit is 132)
immune to further use of the Charm for the rest of the This Charm can accelerate training times for any Charm
scene. that shares the Terrestrial’s aspect or non-magical trait.
Charms to learn sorcery or necromancy are never
ISSUE: VOICE OF M ASTERY ( P. 131) eligible, regardless of aspect. The Charm may also be
The Charm’s targets can’t be reset without reactivation. used to speed research or other actions to gain
information from available sources.
ISSUE: WIND -CARRIED W ORDS T ECHNIQUE ( P.
ISSUE: ETERNAL M IND M EDITATION (PP. 132-
131)
Keywords: Social. The Charm can target any location the
133)
Exalt can describe, as noted. If the intended recipient is The Exalt can contest the effects of any Charm that
within (Essence x 5) miles of that location and is not in altered the character’s memories using a standard roll-off,
an airtight room, the message finds them. The message though the character must first think to check the altered
can carry a single normal Presence-based social attack as recollection. He can also focus on memories associated
part of activating the Charm, but this attack can’t be with an Intimacy (which reasserts it) or his Motivation,
further augmented with Charms besides Presence doubling the MDV bonuses or penalties that trait
Excellencies. provides in Social Combat for the scene as long as he is
not already focusing on it.
ISSUE: SPEECH WITHOUT WORDS (PP. 131-132)
ISSUE: ELEMENTAL BOLT A TTACK (PP. 133-134)
The Exalt must be able to see all participants at the time
Keyword: Leader. Additional purchases of this Charm
of activation and can’t change them without reactivation.
enable evocation of elements other than the Terrestrial’s
The roll to transmit or understand complex messages is
aspect, but each activation can only express one known
reflexive and mandatory, with a difficulty of 1-5 set by the
element. The bolt may also be aimed with Thrown.
Storyteller. Social attacks may be conveyed through
Characters can always enhance a bolt’s accuracy with
gestures, but may also require a transmission roll for
Lore Excellencies (or Athletics Excellencies, if using that
complex statements and automatically fail to affect
Ability). If using Archery or Thrown, the character can
targets who do not make a required understanding roll.
enhance it as normal for an attack using the Ability and
A second purchase at Linguistics 5+ removes the need for
may place Elemental Bolt Attack in a Combo with
transmission/understanding rolls and allows participants
Charms of that Ability. The accuracy bonus for
14
Cooperative use of the Charm does not count against Keywords: Leader. Each threshold success on the
Charm dice bonus limits; the only limit is the number of activation roll strips away (Exalt’s Essence rating)m from
Dragon-Blooded who may be gathered together to the spirit as a Shaping effect. The imposition of
unleash the fury of the elements. Any special character permanent death with a killing blow is not Shaping.
can contribute to a Cooperative activation, even heroes Leader applies as per Spirit-Chaining Strike.
and relays.
ISSUE: FIVEFOLD RESONANCE SENSE ( P. 135)
ELEMENTAL BURST TECHNIQUE (P. 134) Once the Exalt has (Occult 4+, Essence 3+), this Charm
The Charm type is Permanent, purchase of which adds a can detect artifacts and other objects made of detectable
new “setting” to Elemental Bolt Attack that functions as magical materials that are attuned to someone else, but
described for Elemental Burst Technique (subject to the any such items carried by their owner are considered to
pertinent rules established above for a standard be concealed by any magic that conceals said owner.
Elemental Bolt Attack). The Exalt assigns the setting per With (Occult 5+, Essence 3+), the Charm is no longer
activation. automatically trumped by Celestial or Solar magic and
just uses roll-off rules when confronted with concealing
O CCULT magic.
ISSUE: H ARMONIOUS WIND -LURING S ONG (P .
134) ISSUE: SEEING THE M AKER ’S H AND ( PP. 135-
Type is Simple (Speed 5 in long ticks, -0 DV). Duration is 136)
one day. This Charm does not summon an actual spirit, This Charm can never discern the workings of N/A
but rather invokes the power of such beings to create Artifacts and may only analyze simple artifacts by default.
winds that may blow anywhere within a radius of (Occult Analyzing the product of exotic crafts like Magitech or
x 100) yards around the Terrestrial. Multiple currents can Genesis require that the Exalt have at least one dot in
blow in different directions within the radius, typically to that Craft. Large artifacts require 2 uses to yield any
help allies while hindering enemies. When using this useful information for anything up to the size of a
Charm to speed or slow a vehicle propelled by the wind warstrider or 3 for anything bigger (+1 if not a simple
(such as a ship or airboat with sails), the net modifier to artifact). With Occult 5+, the Exalt may analyze artifacts
per tick speed is the Exalt’s (Sail + Essence) and this is attuned to others.
applied after any adjustments to the vehicle’s own speed.
Changing the wind’s direction or rearranging where it S TEALTH
blows within the permitted radius is a diceless
ISSUE: FEELING-THE -A IR TECHNIQUE ( P. 136)
miscellaneous action.
Keyword: Leader 5. If a Dragon-Blood suffers a Crippling
injury that blinds him completely, duration increases to
ISSUE: SPIRIT -G ROUNDING SHOUT ( P. 134) Indefinite and cost becomes 0m.
Keyword: Shaping. A spirit forced to materialize must
still possess the Materialize Charm to do so, but ISSUE: SOUNDLESS A CTION P RANA ( P. 136)
accomplishes forced materialization reflexively. If the Characters using this Charm are ineligible targets for
spirit lacks sufficient motes to accomplish this, the (Perception + Awareness) rolls based solely on hearing.
Terrestrial knows how many motes are still required and For example, if the Exalt is moving around a room, but a
may pay them. If he does not, the spirit also spends no closed door bars any visual detection, the sounds he
motes and the Charm does nothing. would otherwise make do not prompt checks to notice
him. Human-range senses other than vision and hearing
ISSUE: SPIRIT -C HAINING STRIKE ( PP. 134-135) are insufficiently acute to detect things at any real range,
Keywords: Crippling, Leader. Each threshold success on so an Exalt using Soundless Action Prana with full visual
the activation roll imposes a cumulative -1 internal cover is basically undetectable without magic.
penalty. A spirit becomes Inactive but fully conscious for
a scene once the total penalty imposed by all activations ISSUE: Z ONE OF SILENCE STANCE ( P. 136)
of this Charm exceeds its Essence rating. The only See Soundless Action Prana above. Obviously, this
actions a paralyzed spirit can take are mental actions that Charm suppresses spoken social attacks. If magic is used
do not affect others. Leader only applies if attacking a inside the zone that functions via sound through than
solo unit or special character spirit while commanding a producing sound as an incidental effect, a standard roll-
unit whose attacks can hit that spirit. A paralyzed spirit off determines whether it ignores the zone or fails to
ceases to be a special character and drops out of its unit. work (and in which case no costs are paid, though an
action may be wasted, depending on the magic).
ISSUE: SPIRIT -S HREDDING A TTACK (P. 135)

15
ISSUE: DISTRACTING BREEZE M EDITATION (P . Keywords: Leader 5. Type is Reflexive (Step 5 and Step
137) 9). The Charm’s rolled parry is applied in lieu of the
Keyword: Leader 4. Leader allows the targeting of enemy character’s Parry DV. If this generates enough successes
units as though they were individuals. to throw the projectile back, only then is a counterattack
in Step 9 that applies the appropriate number of
ISSUE: TRACKLESS P ASSAGE STYLE ( P. 137) successes in place of an attack roll and has a base damage
equal to the weapon’s base damage in its original
Keyword: Leader 4. Leader treats dots of Magnitude as
trajectory. With Essence 4+, the Charm can protect any
individuals to determine cost; must conceal all
Magnitude to cloak a unit’s march. vehicle on which the Exalt is a special character.

ISSUE: WIND -W ALKING TECHNIQUE ( P. 137) ISSUE: DEADLY BLADES OF THE FIVE DRAGONS
Common sense guides the definition of horizontal (P. 139)
surface; inclines are fine, sheer surfaces are not. Keyword: Stackable. The duration is Until Thrown. For
every 3m spent during activation, the Charm creates one
elemental weapon with the normal statistics of its kind
THROWN that is clearly formed of the appropriate aspect Essence.
ISSUE: L OYAL WEAPON (P . 138) Repeated activation of this Charm stacks to produce
Keyword: Leader 4. If this Charm is used to retrieve a more weapons, but the Exalt cannot create more than
weapon that only exists in the moment of the attack (Essence rating) weapons among all activations. These
(such as Elemental Bolt Attack or Deadly Blades of the weapons may be given to others, and vanish into
Five Dragons), the projectile continues to exist with the nothingness if thrown at their creator or used for any
same statistics and returns to the Exalt’s hand so that it purpose other than throwing them at a target. When
may be hurled again without requiring reactivation of the thrown, they ignore all multiple action penalties that
effect that created it. Unless Loyal Weapon is applied apply to the attack roll and impose elemental effects as
again, such projectiles then disappear like normal. explained, but vanish after hitting. Additional purchases
of this Charm each add another element to the Exalt’s
ISSUE: P ERSISTENT H ORNET A TTACK (P . 138) repertoire beyond that of his aspect, but a created
Keyword: Leader 6. The Charm’s type is Extra Action, weapon can have only one element imbued in it.
but instead of creating a flurry, each of the actions occurs
sequentially as noted in the Charm. Actions past the first ISSUE: ELEMENTAL A RMOR TECHNIQUE ( P. 139-
use the indicated dice pool and require no additional 140)
effort on the part of the Terrestrial, leaving him free to Keywords: Leader, Stackable. Multiple activations of the
do other things. Standard Combo rules govern the need Charm are cumulative, but cannot exceed the stated soak
to pay for other enhancing Charms per attack. limits for a single activation of the Charm. Soak provided
by the Charm is armor. Elemental effects that state they
ISSUE: I NVISIBLY H IDDEN C HAKRAM M ETHOD provide DV bonuses instead apply an equivalent external
(PP. 138-139) penalty to all relevant incoming attacks. Each purchase of
The cost is 2m and the type is Reflexive (Step 1 or 2). this Charm after the first adds an additional element to
Each activation may either banish a held thrown weapon the Charm. Characters may evoke these by adding +2m
the Exalt owns Elsewhere or retrieve it from Elsewhere to per element to the Charm’s cost, in which case the armor
an available hand as a reflexive Ready Weapon action. has the powers conferred by those elements in addition
The latter use may conjure a weapon as part of the attack to its normal effects.
that throws it (and perhaps to parry if the Exalt has some
means of doing so with a Thrown weapon). AWARENESS
ISSUE: A LL E NCOMPASSING E ARTH S ENSE ( P.
ISSUE: W HIRLWIND S HIELD FORM (P. 139)
140)
Keyword: Leader. Gusts of force apply an external
penalty of half the Exalt’s Essence rating against all Keyword: Leader.
ranged attacks made against him or protected allies
within range. The Leader use shields dots of Magnitude ISSUE: E NTOMBED M IND TECHNIQUE ( P. 141)
as though individuals to a maximum of (Essence -1) dots; Keyword: Social. Type is Simple (Speed 5 in long ticks).
all dots must be protected for any benefit. This Charm does not go into effect until the character’s
DV refreshes, and only if the subject has been kept
ISSUE: VENGEFUL G UST C OUNTERATTACK (P. motionless by her own volition, another compulsion or
physical restraints. Threshold successes determine how
139)
many hours a victim sleeps. Appropriate Charms may
awaken a sleep using roll-off rules. Dreams of treasure are
16
a plot point under Storyteller control and can’t be Keywords: Leader, War. Type is Simple (Dramatic
deliberately induced. Action). The activation roll uses the character’s highest
Craft ability. Fixing objects is a Shaping effect, and the
ISSUE: SENSE-RIDING TECHNIQUE (P. 141) Charm can only repair non-magical inanimate objects by
Keyword: Shaping. The dice pool to notice an attempt to default. Broken structures must be repaired by mending
ride senses is (Wits + Awareness). Tagging someone is an each component object. Repairing a damaged simple
unblockable, undodgeable Shaping attack. Wards against artifact requires Essence 3+ and each use counts as
scrying block this Charm. (Essence rating) successes toward the task. Repairing or
maintaining magitech or other exotic craft products
ISSUE: SENSE-DESTROYING M ETHOD ( PP . 141- further requires at least a dot of the appropriate Craft. If
142) a special character uses this Charm to study flaws, she
Type is Simple. This Charm requires an unblockable can communicate her findings to her leader or a fellow
officer to enhance the next attack against the target made
attack roll to hit a target in line of sight using (Perception
by the unit or character, respectively. If a character or
+ Awareness + Essence), applying an external penalty of
the target’s Perception. On a hit, the number of successes unit has multiple applications of this Charm advising it
on how to destroy an object, the formula for damage
remaining translate directly into the internal penalty
increase is (raw damage x 2) + (total Essence of advisors
applied to use of the targeted sense or negation of wound
penalties if numbing touch, respectively. past first).

ISSUE: ESSENCE DISRUPTION A TTACK ( P. 142) ISSUE: CHARM OF LESSER U NMAKING (P. 14
Keyword: Shaping. This is an unblockable, undodgeable Keywords: Combo-OK, Shaping, Touch. The activation
roll uses the character’s highest Craft Ability. This
attack with a range of (Essence x 3) yards. Reference to
Charm must be successively activated a number of times
net successes in the activation roll means threshold
successes. equal to the difficulty to disassemble the target, but all
activations after the first cost 0m. This Charm can only
disassemble inanimate artifacts that are inherently fragile,
C RAFT such as those made with the Art of Enchantment.
ISSUE: SHAPING H AND STYLE (P. 142)
Duration is Indefinite. In addition to its martial utility, ISSUE: CHARM OF G REATER U NMAKING ( PP. 143-
this Charm provides a +3 die equipment bonus to Craft 144)
rolls that could logically benefit from the emulated tool. Cost: —. Type and Duration are Permanent. Keyword:
This does not count against Charm bonus limits. Remove Combo-Basic. This Charm does not function at
all as written. Instead, it upgrades Charm of Lesser
ISSUE: STONE -C ARVING FINGERS FORM ( P. 142) Unmaking by allowing it to be placed in a Combo with
Cost is 1m per cubic yard. Keywords: Elemental, Charms of other Abilities, adding the option to tear
Shaping. Type is Simple (Dramatic Action). In addition something into original raw materials and letting a single
to sculpting rock, the Charm can create anything that activation destroy any non-magical object.
can be made with Craft (Earth) by striking the
appropriate raw materials, though the character can use INTEGRITY
any Craft Ability. Each additional purchase adds another
element, but he must use the appropriate elemental Craft ISSUE: U NSLEEPING EARTH M EDITATION ( P.
Ability for everything besides earth. Only non-magical 144)
items may be created with this Charm. The only living The number of hours is 25, not 24. Once Willpower
beings this Charm can modify are non-magical, non- begins to decay, it lowers the size of the Exalt’s Willpower
sentient plants. pool, but not her permanent rating. The pool resets to
normal after appropriate rest.
ISSUE: P ERFECT CLIMBING A TTITUDE (P. 142)
Characters climbing with aid of this Charm do so at ISSUE: U NTIRING E ARTH M EDITATION ( P. 144)
twice their normal walking speed. With Essence 3+, the Keywords: Leader 5. Blessed units can’t lose Endurance
Charm helps scale any surface and can do so without and add +1 to Morale from near immunity to pain.
digging into it (the Exalt can’t choose to dig into
anything magical, such as a manse’s walls). ISSUE: O ATH OF THE TEN -T HOUSAND
DRAGONS (P . 144)
ISSUE: FLAW-FINDING E XAMINATION ( PP. 142- Keyword: Dynasty. Prerequisites: None. This Charm
143) 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
17
each day at dawn if removed (temporarily nullifying that ISSUE: DEFENSE -FROM -A NATHEMA M ETHOD (P .
purchase of the Charm until it returns) and the 146)
Terrestrial cannot voluntarily weaken it. The bonus Keyword: Leader 5. For the purposes of this Charm,
provided by this Charm is not limited by and does not Anathema includes Celestial Exalted and all creatures of
count toward the maximum Charm bonus to MDV. darkness. The defense bonus also applies against
Characters can purchase this Charm any number of complementary units predominantly composed of or led
times, but can’t undo an oath that becomes by such beings. The capacity to ward against Creation’s
inconvenient. enemies is a Holy effect. The defense against Celestials
draws on Gaia’s Primordial power and her love for her
ISSUE: T EN -T HOUSAND DRAGONS FIGHT A S descendants to protect them from the worst abuses of the
ONE ( P. 144) Incarnae’s Chosen, a feat the Yozis cannot match in their
Mins: Integrity 2. Duration is Instant. Prerequisites: broken state.
None. Use of this Charm instantly creates an Intimacy
toward another Exalt that may have any emotional RESISTANCE
context the user wishes, positive or negative. It may also ISSUE: STRENGTH OF STONE T ECHNIQUE ( PP.
reassert an Intimacy to a Terrestrial or change the context
of an existing intimacy. Intimacies created by this Charm
146-147)
are normal Intimacies apart from the speed at which they Dots conferred by this Charm count against Charm
form and fall away e if the character has too many. bonus dice limits.

ISSUE: U NFLAGGING VENGEANCE M EDITATION (P. ISSUE: M OUNTAIN T OPPLING M ETHOD (P . 147)
Keywords: Leader. Strength conferred by this Charm may
144-145)
exceed but also counts against Charm bonus dice limits.
Keyword: Leader. 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.
ISSUE: IMPERVIOUS SKIN OF STONE
Exalted with this Charm may swear oaths of eternal M EDITATION (P. 147)
enmity with Oath of the Ten-Thousand Dragons to Keyword: Leader. Soak conferred is natural soak.
bolster Intimacies of vengeance against a group or
specific individual, provided they haven’t sworn an oath ISSUE: (ELEMENT ) P ROTECTION F ORM (P . 147-
of loyalty to that target. 148)
Keyword: Leader. Soak conferred is natural soak.
ISSUE: G RANITE C URTAIN OF SERENITY (P .145)
Keyword: Leader. Type is Reflexive (Step 2). ISSUE: U NBREATHING E ARTH M EDITATION ( P.
Prerequisites: Add Any Integrity Excellency. 148)
Type is Reflexive (Step 2).
ISSUE: I NVIOLATE DRAGON SPIRIT ( P. 145)
Keyword: Leader. Type is Reflexive (Step 2). Prerequisite: ISSUE: U NFEELING EARTH M EDITATION (P. 148)
Any Excellency (not Ten-Thousand Dragons Fight As Type is Reflexive (Step 2).
One). This Charm empowers a curt retort to parry any
mental influence, even unblockable attacks. It also rids
W AR
the Exalt of all Compulsion effects currently affecting
her, including all addiction. The Leader use can only ISSUE: E NFOLDED IN THE DRAGON’S WINGS ( P.
parry attempts to sway the unit (such as Performance- 148)
based social attacks) and doesn’t rid unit members of A steed is a valid beneficiary of this Charm. With
Compulsions. Essence 3+, add the Cooperative and War keywords.
Exalted acting as special characters in a complementary
ISSUE: CHAOS -W ARDING P RANA ( PP . 145-146) unit with Magnitude less than their Essence rating may
Keyword: Leader 7. This Charm provides absolute pay 1m per Magnitude dot to shield all members of the
immunity to all Shaping effects save for those generated unit with this Charm (and all their mounts, in the case of
by Celestial Exalted using any magic that Terrestrial cavalry). Each additional Exalt using the Charm this way
Exalted are incapable of learning. This weakness does not cumulatively adds +1 to the highest Essence rating
apply if the Terrestrial’s Breeding is greater than or equal among them to determine if the unit can be protected,
to the Essence of the Celestial doing the Shaping. This but all participants must commit motes equal to the
Charm’s defense extends to all objects within (Essence unit’s Magnitude to do this. While an entire unit is
rating) yards of a protected character who owns them. protected, all members are shielded—even Exalted.

18
ISSUE: TIRELESS F OOTFALLS CADENCE (PP. 148- vortex, characters she has protected with Enfolded in the
149) Dragon’s Wings are also immune (not just those
References to fangs mean 10 soldiers. If the number of protected by the vortex’s creator). A second purchase of
affected soldiers within the unit does not equal the this Charm at Essence 6+ adds the Holy keyword,
number of members that constitute its Magnitude, the inflicting aggravated damage to creatures of darkness.
unit receives no benefit from the Charm.
ATHLETICS
ISSUE: A RMOR -H ARDENING CONCENTRATION (P . ISSUE: EFFORTLESSLY RISING FLAME (P . 151)
149) Keyword: Leader. Using the Charm as a Leader effect
With Essence 3+, this Charm gains the power to enchant also adds the Action-Only Keyword.
an entire mass combat unit as per Enfolded in the
Dragon’s Wings. The cost to do this is 2m per dot of ISSUE: F ALLING STAR M ANEUVER (P. 151)
Magnitude. Using the Charm this way increases the Keyword: Leader. If applying this Charm to a ranged
unit’s Armor rating accordingly. attack with a stunt, all that is required is for the target to
lack cover.
ISSUE: P HANTOM -W ARRIOR H ORDE ( P. 149)
Keyword: Action-Only. Penalties imposed by the Charm ISSUE: BELLOWS-P UMPING STRIDE (PP. 151-152)
are internal. The difficulty of a mortal’s Valor roll is the Keyword: Action-Only. Fires created by the Charm are
Exalt’s War rating. treated as a one-time bonfire with only 1L damage that
fills a trail one yard across, tracing the path of the Exalt’s
ISSUE: BLAZING COURAGEOUS S WORDSMEN tread since his last action.
INSPIRATION ( PP. 149-150)
Keyword: Combo-OK. The extra health level conferred is ISSUE: I NCENSE S MOKE L ADDER ( P. 152)
a -0. When the Charm ends, reapply each beneficiary’s Add the Action-Only keyword.
current damage to his normal health track. With Essence
3+, this Charm gains the power to enchant an entire ISSUE: DANCING EMBER STRIDE (P. 152)
mass combat unit as per Enfolded in the Dragon’s The penalty for aerial actions is internal.
Wings. A unit blessed this way has one additional health
level at every dot of Magnitude.
DODGE
ISSUE: R AMPARTS OF O BEDIENT EARTH ( P. 150) ISSUE: T HRESHOLD W ARDING STANCE ( P. 152)
Keywords: Action-Only, Shaping. By default, each Keyword: War.
activation of the Charm molds one cubic yard per 2m
spent. All affected volume must be contiguous. The ISSUE: H OPPING F IRECRACKER EVASION ( PP .
difficulty to avoid falling in a sinkhole is the Exalt’s 152-153)
Essence rating and an entire unit may be knocked down Type is Reflexive (Step 7). This Charm may only be
if the pit or trench is large enough. With Essence 4+, the activated if the incoming attack missed and the Exalt
Terrestrial can shape 10 cubic yards per 2m and can applied a dodge-based defense against it. The character
mold rock, allowing more grandiose constructions and reflexively moves as per a Dash action away from the
excavations. Modifying terrain can affect the cover opponent, causing all subsequent attacks in a flurry that
provided and how swiftly units may move over it as can no longer reach the Exalt to automatically miss.
appropriate to the resultant landscape.
ISSUE: VIRTUOUS NEGATION D EFENSE ( P. 153)
ISSUE: DRAGON-SEARED B ATTLEFIELD ( P. 150- Keyword: War. This Charm cannot protect against
151) undodgeable attacks or attacks targeting characters more
The deleterious conditions of this Charm impose an than (Dodge + Essence) yards away. If the attack is
external penalty to all non-reflexive actions equal to half redirected, the target perfectly dodges it and the attack
the Exalt’s War rating. The listed radius is a maximum; resolves normally against the Exalt. If the activation roll
the Exalt can create a smaller effect if desired. isn’t sufficient to perfectly dodge the attack, the
Terrestrial may apply his Dodge DV or Parry DV as
ISSUE: DRAGON V ORTEX A TTACK ( P. 151) normal. The possibility for failure in this Charm
This Charm creates an environmental hazard within its constitutes its flaw of invulnerability. When used in mass
radius that inflicts (Essence rating)L dice of damage (not combat, this Charm ignores usual range limits to allow a
levels, unless Essence 7+) per action with Trauma special character to protect any fellow officer in his unit
(Essence rating). If a Dragon-Blood is immune to a (champions can only be protected from attacks by non-
champions).

19
throws sparks at that target as an unblockable,
ISSUE: SAFETY A MONG E NEMIES (P . 153) undodgeable -0 DV counterattack. If this hits and the
This Charm may only be activated if the Dragon-Blood target successfully looks away, she suffers a -2 internal
successfully dodges an incoming attack as a result of penalty to all non-reflexive actions until her DV refreshes
applying Step 5 defenses (do not compare DV and attack twice. If she doesn’t look away, the penalty increases to -
pools). Because the Charm is predicated on a successful 4.
defense rather than providing a defense, it is solely
considered an attack for Charm conflicts. ISSUE: G HOST -FIRE B LADE (P . 156)
Keyword: Leader. If this Charm enhances the first attack
ISSUE: ELEMENTAL DEFENSE TECHNIQUE ( PP. in a flurry, each activation to enhance subsequent attacks
153-154) in the flurry costs 0m. The Leader use of this Charm can
Keyword: Leader 6. By default, the Charm obliterates inflict aggravated damage but does not extend the
non-magical projectiles that are personal scale, whether capability to strike dematerialized beings. Ignore the last
arrows or thrown weapons. Inherently non-magic sentence of the Charm.
projectiles do not become magical just because a Charm
enhanced the attack. Conferred soak is armor that stacks ISSUE: R EFINING THE I NNER BLADE ( P. 156)
with other armor. References to DV bonuses are separate The created weapon inflicts aggravated damage to
external penalties applied against attacks. The Charm creatures of darkness and benefits from all Elemental
does not damage attackers directly, but instead projects effects for elements the Exalt has integrated via purchases
an environmental hazard in a one yard radius around the of Dragon-Graced Weapon.
Terrestrial with Damage: 4B/action (2L/action for the
fire version) and Trauma (Exalt’s Essence rating). ISSUE: P ORTENTOUS C OMET D EFLECTING M ODE
(P. 156)
ISSUE: SMOLDERING KARMA STRIKE ( P. 154) Keyword: Leader. The Charm can’t block unblockable
Keyword: Leader. This Charm follows normal rules attacks. The limitations on this perfect defense constitute
regarding its interaction with other counterattack effects a special flaw of invulnerability. The Leader use cannot
and may be activated whenever the Exalt successfully block designated area effects, but may block the massed
dodges an attack by any means. attacks of complementary units.

ISSUE: U NASSAILABLE B ODY OF (ELEMENT ) ISSUE: T HRESHING FLOOR T ECHNIQUE ( P. 156)


DEFENSE (PP. 154-155) With Essence 3+, all individuals blessed by the Charm
Keyword: Shaping. The limitations of this perfect defense are considered the same character for the purpose of
constitute its flaw of invulnerability. imposing an onslaught penalty on the target against their
attacks. This onslaught continues to accumulate until the
Exalt’s DV refreshes.
MELEE
ISSUE: DRAGON-G RACED WEAPON (P . 155) ISSUE: RINGING A NVIL O NSLAUGHT (P . 156)
Keyword: Leader. Each additional purchase of this Keywords: Leader. The Charm provides a magical flurry
Charm after the first adds an additional element beyond of (activation roll successes + 1, maximum of Melee
the character’s aspect. Each additional purchase of this rating + 1) Melee attacks against a single target that
Charm after the first adds an additional element beyond ignore rate, do not suffer multiple action penalties and
the character’s aspect. Every activation incorporates the collectively impose a -1 DV penalty. The activation roll
Exalt’s base element, but can also incorporate any may be boosted with Melee Excellencies.
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 PRESENCE
provide their usual power. ISSUE: G LOWING COAL R ADIANCE ( P. 156)
Keywords: Combo-OK, Dynasty, Leader, War; replace
ISSUE: BLINDING S PARK DISTRACTION (PP. 155- Compulsion with Emotion. Type is Reflexive (Step 2).
156) No Willpower roll is required. Instead, the Charm exerts
Keywords: Counterattack, Crippling, Leader. Type is a fear-based internal penalty of the Exalt’s (Presence
Reflexive (Step 9). The Charm may be activated in rating) to all physical and social attacks aimed solely at
response to any attack the Exalt defended against with a him by anyone in range with a dodge MDV less than his
Melee-based parry, even if that parry was not sufficient to (Appearance + Presence + Breeding). Apply intimidation-
prevent a hit. The Terrestrial chooses a target within two based effective Appearance for an ugly Terrestrial.
yards (who need not be the attacker) and the Charm Characters who pay 2wp (4wp if a descendant) become
immune all use of this Charm by the Terrestrial for the
20
scene, ignoring its unnatural mental influence. Leader damage upfront, but may be burned by the non-magical
use affects units engaged with the Exalt's unit. fires the Charm sets. Water: The roar extinguishes any
volume of non-magical fire it can target and knocks
ISSUE: U NBEARABLE T AUNT TECHNIQUE (PP. targeted beings prone. Wood: As Air above, but shattering
156-157) non-magical wood instead of glass. A Terrestrial with
Keywords: Action-Only, Combo-OK, Dynasty, Social, Essence 5+ can pay an extra +1wp when activating the
War; replace Compulsion with Emotion. Type is Charm to unleash an area attack against every valid target
Reflexive (Step 1). Duration is always (Essence rating) in range.
actions, regardless of type of combat. In personal or mass
combat, an affected target or unit that target commands ISSUE: W ARLORD’S CONVOCATION (P . 158)
suffers a -1 DV penalty when defending against anyone Keywords: Combo-OK, Dynasty, Social; replace
besides the Exalt or a unit he leads. In social combat, the Compulsion with Servitude. The type is Simple (Speed 5
victim suffers a -2 internal penalty to all social actions. in long ticks). This Charm can exclusively target
Spending 2wp (4wp if a descendant) makes a character Terrestrial Exalted and humans (including those with
immune to this unnatural influence for a scene. supernatural heritage or awakened Essence). The roll for
the Charm’s unnatural social attack is (Appearance +
Presence + Breeding). If the attack succeeds, the target
ISSUE: M OTH TO THE CANDLE ( P. 157)
must pay 2wp (4wp if a descendant) or gain an Intimacy
Keywords: Combo-OK, War. Resisting each use of this
of loyalty to the Exalt. This Intimacy resists removal for a
unnatural influence costs 2wp, and this may be done at
number of weeks equal to the remaining successes after
any point to terminate its effect. Complementary units
applying MDV, during which time it reasserts itself
are valid targets of this Charm. Supporting special
completely whenever the target gets a roll to regain
characters cannot be compelled to leave their unit, but if
Willpower from sleep. Good treatment extends the
affected, take no action of their own for the duration.
duration of enchantment as stated in the Charm. With
With (Presence 5+, Essence 3+), the compulsion lasts one
5+ remaining successes, a character made loyal by the
scene and range increases to (Essence x 100) yards.
Charm serves as faithfully as a henchman (per the
Essence 5+ removes the Essence rating limit on valid
Background) while bearing an enchanted Intimacy.
targets.
ISSUE: A USPICIOUS FIRST M EETING A TTITUDE
ISSUE: A URA OF I NVULNERABILITY ( P. 157)
Keywords: Combo-Basic, Leader, War. Conferred soak is
(PP. 158-159)
natural. When the temporary health levels fade, they heal While active, this Charm confers a +3 specialty
three levels of bashing damage (and/or lethal if Essence “Exclusively against (target character name)” that applies
4+) and any remaining damage is reapplied to the to all social actions using any Ability during social
character’s normal health levels. This can be fatal. The combat. This counts as a natural specialty rather than a
leader use of the Charm only applies temporary levels to Charm bonus for the purpose of adding dice with other
the unit’s health for its current Magnitude and does not Charms, but the character still cannot apply more than
provide healing. +3 among all specialties. Simultaneous activations can
target different characters. Cumulatively reduce the
ISSUE: T ERRIFYING (ELEMENT ) DRAGON R OAR Charm’s specialty by -1 per prior scene of social combat
in which the Exalt and the target both participated. Each
(PP. 157-158) additional purchase of this Charm allows the Terrestrial
Keywords: Combo-OK. To use this Charm, make an to select one of the following conditions that “resets” the
unblockable attack roll of Appearance + Presence + bonus: consensual sex with the target, not interacting
Breeding; the attack’s range is (Essence x 6) yards. The with the target for a season, completing a task directly
target cannot be larger than (Essence x 2) yards in any requested by the target that takes a scene or longer to
dimension. A successful hit causes the following effects as accomplish.
appropriate. Air: All non-magical glass within a yard of
the target shatters and the target suffers one level of ISSUE: P ASSION TRANSMUTING NUANCE (P . 159)
unsoakable bashing damage; the target loses its sense of
Keyword: Combo-OK. Type is Simple (Speed 5 in long
hearing for a scene as a Crippling effect. Earth: The ticks). This Charm cannot be a character’s first action in
pulverizing vocalization destroys a non-magical inanimate social combat (replacing the requirement of ticks spent
target or comparably-sized segment of a larger structure conversing). The Charm’s unnatural social attack uses a
that is made of earth, clay, stone, etc. Other targets suffer dice pool of (Manipulation + Presence + Essence); if it
4B from the explosion of the ground beneath them. Fire: beats the target’s MDV, the desired emotion burns in her
Ignites everything readily flammable within a yard of the heart for a scene (also reducing her Temperance to 1
target as an environmental hazard with Damage unless that is her primary Virtue). Feelings conferred by
2L/action, Trauma 3. Non-flammable objects suffer no

21
the Charm provide the same social combat benefits and
drawbacks as a high-rated Virtue. Paying 1wp at any ISSUE: SMOOTHING-OVER -THE-P AST
point frees a character from this Charm. TECHNIQUE ( PP . 160-161)
Keywords: Dynasty; replace Compulsion with Illusion.
S OCIALIZE The Charm costs only 3m to target a descendant. If the
ISSUE: SWEETEN-THE -T AP M ETHOD (P . 159) roll for this unblockable unnatural influence succeeds,
Keyword: Combo-OK. This Charm enchants a particular the target can pay 1wp right then to resist (but does not
social event attended by no more than (Socialize rating) realize anyone attempted to alter her memories). Paying a
Magnitude individuals. Anyone at the event who total of 3wp this way immunizes a character from further
consumes alcohol or any other recreational intoxicant use of the Charm by the Exalt for a day. Once memory
finds the experience far more pleasurable than normal has been suppressed, however, the cost to break free and
and suffers a penalty of -1 to MDV for the scene from remember the truth is 5wp per alteration. With Essence
lowered inhibitions. If any social attack botches against 5+, the duration drops to Instant, but suppressed
an intoxicated individual, she is deeply offended and memories remain so until reclaimed with appropriate
must pay 1wp not to Join Battle against the attacker with Willpower expenditure.
her next action as an unnatural Compulsion. This
Charm may be repurchased multiple times to enchant BUREAUCRACY
different social pleasures, including having sex, ISSUE: BENEVOLENT M ASTER ’S BLESSING ( P.
participating in/being an active spectator to violence
(such as duels or fight clubs), and anything else the
161)
Storyteller approves. Those who indulge in the chosen Keyword: Combo-OK. Duration is Indefinite. This
vice are affected as above. Different versions of the Charm does not function at all as described. Instead,
Charm stack, but only one use of each version can while active, it improves the capability of its prerequisite
enchant the same event. to boost the Bureaucracy rating of anyone who is a
recognized subordinate in an organization to which the
ISSUE: J ADE DEFENSE ( PP . 159-160) Exalt belongs. Applied to such targets, Terrestrial
Bureaucracy Reinforcement treats all of them as if they
Keywords: Combo-OK; remove Social. The Charm’s
were holding hands at the time of activation (regardless
bonus adds directly to the Exalt’s Dodge MDV rather
of actual location), ignores the usual cap of twice the
than the difficulty of specific rolls. The bonus to Essence
beneficiary’s Bureaucracy rating and has duration
functions as written.
Indefinite.
ISSUE: BROTHER -A GAINST -BROTHER ISSUE: CONFLUENCE OF SAVANT THOUGHT ( P.
INSINUATION (P. 160) 161)
Keywords: Combo-OK, Emotion, Illusion. The roll for
This Charm provides information, not access. The
the Charm’s unblockable unnatural social attack is
targeted organization does not regard the Exalt as a
(Manipulation + Presence), adding a number of bonus
member or give her the privileges of such, but she does
successes equal to the Exalt’s Socialize. If successful, the
understand who within the organization has the power to
target instantly gains a negative Intimacy toward the
bestow such privilege and may then lobby, bully or
badmouthed person with an emotional context
otherwise compel cooperation from those individuals.
appropriate to the Terrestrial’s allegations. If the target
The Charm does not reveal any secrets that a rank-and-
has an existing positive Intimacy toward the subject of
file member of the organization could not learn with
the Dragon-Blood’s ire, success converts that connection
successful mundane inquiry, so insinuating into the All-
to a negative emotional context. Resisting the creation of
Seeing Eye does not reveal the identities of secret
a new Intimacy costs 2wp to resist. Preventing a positive
operatives.
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,
ISSUE: G EESE-F LYING -SOUTH A DMINISTRATION
shattering the Charm’s unnatural Illusion. (PP. 161-162)
Keyword: Combo-OK. The cost to resist the unnatural
ISSUE: W ARM-FACED SEDUCTION STYLE ( P. 160) Intimacy formed by the Charm (and associated effects)
This Charm can enhance seduction-based social attacks cannot exceed 5wp. With Essence 3+, the Charm affects
using any Ability and may be put in a Combo with Dragon-Blooded descendants as though they were
Charms of other Abilities. It boosts the Ability used as mortals, but said descendants must still be recognized
indicated, with each dot added counted as a bonus die subordinates of the Exalt within the hierarchy of the
from Charms. The attack also becomes unnatural mental enchanted organization.
influence costing 1wp to resist.

22
ISSUE: BESTOW THE SAFFRON M ANTLE (PP. following exceptions: the activation roll is (Perception +
162-163) Bureaucracy) and the target is free after spending a total
Keywords: Combo-OK, Dynasty, Servitude. The Exalt of 5wp. Also, the Charm exerts no Servitude when
may imbue a target with less than her own Bureaucracy targeting a character with an Essence rating more than
rating, paying accordingly. A touched mortal can pay 2wp one dot higher than the Terrestrial unless the target is
to avoid the unnatural influence of this Charm, but must the character’s sibling, parent or child. The Exalt may
do so at the time of activation. It is not possible to know what gifts are best for her elders, but this does not
reactivate the Charm while using it. Transferring the place them in her debt when she shows due reverence
Exalt’s soul in the moment of death is an irresistible total and gratitude for their daily beneficence.
control effect; the deceased uses the host’s Physical
Attributes and Appearance, but otherwise has her own ISSUE: DISTRACTION OF THE B ABBLING BROOK
non-magical traits while possessing her subordinate. The (P. 164)
Willpower rating of a spent vessel drops to 0. Dragon- Keywords: Replace Compulsion with Illusion. This
Blooded descendants are also viable targets of this Charm can enchant any written contract already written
Charm, but can’t be possessed. or any spoken contract the Exalt plans to offer with his
next action. Either way, it requires an activation roll of
ISSUE: T HRASHING C ARP S ERENADE (P . 163) (Wits + Bureaucracy), adding successes equal to the
Upon activation, the Exalt targets an organization. For Exalt’s Essence. Anyone whose Dodge MDV is less than
the duration of the Charm, whenever any member of the the number of successes falls prey to the unnatural
targeted organization who can perceive the Exalt takes Illusion unless she pays 3wp to notice the truth for a
any action that directly advances the group’s official scene. Higher Essence and use of appropriate Celestial
agenda, that action suffers an external penalty of the Charms also provides immunity as stated in the Charm.
Exalt’s Bureaucracy rating. This does not apply to actions Application of MDV replaces the listed roll for defense.
taken in personal or mass combat. It is not immediately
evident that the Terrestrial is the source of the ISSUE: DROWNING IN NEGOTIATION STYLE (P.
disruption. These rules entirely replace the listed rules 164)
for the Charm. Only the highest penalty among all uses Keyword: Combo-OK. A contract is not binding unless
of this Charm applies to any action. the signatories do so of their own free will (i.e. not
compelled by unnatural influence). Less invasive
ISSUE: T ESTING THE WATERS ( P. 163) coercion such as threats don’t void a signature. It is not
Keyword: Combo-OK. Voters with a dodge MDV greater required for all signatories to benefit from the contract.
than the Exalt’s (Perception + Bureaucracy) count as The penalty for deliberate breach of contract is (Exalt’s
abstentions. The Charm also can’t analyze potential Essence rating at the time of activation)L unsoakable
voters whom the Exalt can’t perceive, such as those who damage. A signatory has a number of days equal to her
are not present for the meeting. Because the Charm Essence rating to fix an accidental breach to avoid this
extracts the information from the minds of others rather damage, but the countdown only starts upon becoming
than divining the future, it can predict the votes of aware of the error. Essence 4+ makes this Charm holy,
beings outside fate. inflicting aggravated damage to creatures of darkness.

ISSUE: FINDING THE W ATER ’S DEPTH ( P. 163- INVESTIGATION


164) ISSUE: SCENT -OF-CRIME M ETHOD (PP. 164-165)
Keywords: Combo-OK, Dynasty, Compulsion. Duration A Storyteller should assess a character’s actions against
is one scene. Add a number of successes to the activation her Virtue ratings, Intimacies and Motivation when
roll equal to the Exalt’s Essence rating (or twice that assessing how much guilt she carries. The following tiers
number if targeting a descendant). The number of provide a basic rubric for comparison: none, minimal
successes remaining after applying the target’s Dodge (I’m not perfect, but I feel good about my deeds), slight (I
MDV (the attack is unblockable) determines what the harbor regrets, but nothing I can’t live with), moderate (I
Terrestrial learns. If the Exalt pays a price that he learns don’t think I’m a bad person, but I really screwed up in a
is acceptable before the Charm ends, the target must way I can’t get over), intense (No matter what good I do,
accept the deal unless she pays 2wp to resist the Charm’s I can’t atone for my mistakes and frequently brood on
unnatural influence (which prematurely ends it). these failings), severe (I’m a bad person), overwhelming (I
deserve death or worse for what I’ve done).
ISSUE: T HOUGHTFUL G IFT TECHNIQUE (P . 164)
Cost is 8m, 1wp. Keywords: Combo-OK, Dynasty, ISSUE: T AMPERING DETECTION T ECHNIQUE ( P.
Servitude. This Charm duplicates the effects of the Solar 165)
Charm Know the Soul’s Price (Exalted, p. 214) with the

23
The use of any Charm to enhance an action that Use of this Charm thwarts non-magical tracking
qualifies as tampering forces a roll-off to determine if the attempts, but does not affect the resolution of
Terrestrial discerns that action, even if that Charm is supernatural tracking contests against Celestial Charms
merely an Excellency. or comparable powers. Any Investigation roll to find
clues at a crime scene protected by this Charm suffers an
ISSUE: BLOODHOUND ’S N OSE TECHNIQUE (P. external penalty of the Dragon-Blood’s Larceny rating.
165)
This Charm does not function as printed. Instead, it ISSUE: E ARS OF THE S NOWY O WL ( P. 167)
allows the character to make a standard Investigation roll Use of this Charm eliminates penalties from obstruction
in a matter of seconds to find clues that would normally and makes sounds valid targets for Perception rolls to
take ten minutes of careful searching. If the roll yields notice as though such obstructions were not present.
any successes, the Exalt also receives a brief murky Wards against scrying block this Charm.
glimpse of whatever individual the investigation is trying
to locate (usually the criminal responsible for a crime). ISSUE: N AKED T HIEF STYLE ( PP . 167-168)
This glimpse is not enough to make an identification, Type is Reflexive. Use of the Charm negates all penalties
but always contains clues that are relevant and useful in for failing to have the right tools for a Larceny action
solving the mystery. The Charm automatically loses all (including all rolls of an extended action). It also
roll-offs with other Charms that conceal evidence or provides a +2 quality equipment bonus that does not
otherwise contest its effects. count toward Charm bonus limits.

ISSUE: R EVELATION OF A SSOCIATES H UNCH (P. ISSUE: WINDOW -IN -THE-D OOR TECHNIQUE ( P.
166) 168)
The soldiers of the gods should not pry into the affairs of Wards that block scrying stop this Charm. Transparency
their betters. Beings with a higher Essence rating and all extends one inch through metal, three inches through
Celestial Exalted are invalid targets of this Charm. All stone and six inches through anything else. With Essence
demons are valid targets regardless of their Essence. The 3+, all measurements upgrade to yards instead of feet or
Charm never reveals associates who are invalid targets. inches. Only the Terrestrial sees through matter affected
by this Charm; others perceive its usual opacity.
ISSUE: H OMEWARD TRAIL DISCOVERY M ETHOD
(P. 166) ISSUE: IMPOSTER ’S VOICE TECHNIQUE ( P. 168)
Knowing the location of a target’s home yields direction Keyword: War. The disguise created by this Charm is
and distance. If the Exalt already knows the location of purely auditory, but infallible to those without
the residence through other referents, the information is supernatural senses to pierce it. Using this Charm to
more specific (e.g. “on Redstone Street a block south of disrupt a unit’s relays requires concealment and close
the intersection with Orchid Way”). The Charm cannot proximity (generally restricting it to solo unit saboteurs),
find residences in another realm of existence. but the unit is considered to have (Exalt’s Larceny rating)
fewer relays for the purposes of communication failure
until the commander successfully rallies for organization
L ARCENY to make the unit immune for a scene.
ISSUE: O BSERVER A WARENESS M ETHOD (PP.
166-167) ISSUE: P RECISE I NK TECHNIQUE ( P. 168)
The (total number of successes x 10) determines the The roll to remember handwriting is difficulty 2.
radius in yards in which the Charm pinpoints the
location of observers, but it can’t pinpoint observers who ISSUE: W ATERS OF H ONESTY M ETHOD (P . 168)
are supernaturally concealed (just note their presence). If observed cheating attempt is accomplished or hidden
Question: Will this charm invoke itself automatically, in via Charms, standard roll-off determines whether Waters
the same manner as Surprise Anticipation Method, to of Honesty Method functions (with a +5 success bonus
grant a character that is unaware he is being watched a given to the opposing magic).
flash of insight, i.e. "Egads! I'm being watched!"? Or, must
a character 'manually' activate this Charm, i.e. "I wonder ISSUE: P ERFECT G AMBLING P RANA (P. 168)
if I'm being watched... why yes, yes I am"? Type is Reflexive. This Charm enhances a non-magical
Answer: The Charm has to be consciously activated by effort to cheat in ways that that are possible (if highly
the Dragon-Blood. improbable), ensuring the desired result. It does not alter
probability or otherwise interact with fate.
ISSUE: TRACKLESS WALK STYLE ( P. 167)
ISSUE: FLOOD OF VICTORY P RANA (P. 168)
24
Duration is one game. Cheating is accomplished in the ISSUE: BECOME THE H AMMER (P. 169)
same ways as Perfect Gambling Prana. Keyword: Leader. Duration is one tick, type is Reflexive
(Step 1).
MARTIAL ARTS
Leader Charms with grappling benefits only apply those ISSUE: DISARMING STRIKE P RANA ( P. 169)
benefits to clinch special characters or solo units, as Keyword: Leader. Cost is 1m, type is Reflexive (Step 1).
complementary units are invalid targets of such attacks. As a Leader effect this Charm may only target special
characters or solo units. This takes precedence over the
ISSUE: E LEMENTAL STYLES version of the Charm listed on p. 41 of Scroll of the
Clarification: Most martial arts styles do not resonate Monk.
with a particular elemental aspect. Those that do follow
certain rules. Any being that naturally resonates with the ISSUE: SMASHING TIDAL WAVE TECHNIQUE
proper element (an Air Aspect or air elemental for air, (SCROLL OF THE M ONK , P. 42)
etc.) uses elemental style Charms as-written. ‘'All other Keyword: Combo-OK. Cost is 0m or 3m (+3m per
users add a one mote surcharge to the activation cost. Water target), 1wp. Duration is instant, type is extra action,
Aspected Dragon-Blooded are considered to resonate with all total DV penalty and Speed are equal to the highest of
five Gaian elements for the purpose of elemental martial arts. any single attack in the flurry. Ignores Rate. If this
Learning (Elemental) Style Formulation may remove this Charm is being activated to sustain grapples initiated
surcharge for Terrestrial styles of the appropriate element. through previous use of the Charm, the cost is 0m.
Alternately, mastery of any Glorious Dragon Style removes the
surcharge for all Charms of that element (even non-martial arts ISSUE: DRAGON-CLAW ELEMENTAL STRIKE (P .
Charms). Other specialized Celestial styles exist that similarly 169)
attune practitioners to exotic elements. Among Primordial Keyword: Leader. This Charm enhances an unarmed
Exalted, Alchemicals resonate with all six Autochthonian attack. The earth effect blocks conscious movement that
elements, Infernals resonate with Vitriol and Abyssals resonate shifts location, such as walking or using a teleport power.
with all corpse elements. The Five Glorious Dragon Styles It does not stop the target from moving in place to dodge
only confer their form weapon enhancements to Dragon- or other wise defend (albeit with a penalty). Being rooted
Blooded practitioners, just as some Celestial styles in place is a -1 external penalty and -1 to DDV, not a -2
provide unique benefits to other types of beings. internal/DV.

ISSUE: (ELEMENTAL) STYLE F ORMULATION ( P. E NLIGHTENING C HARMS


189) ISSUE: TIGER - AND-BEAR A WARENESS (P . 195)
This is a general Terrestrial Martial Arts Charm and may Keyword: Leader. This Charm fails against supernatural
be learned by non-Dragon-Blooded. concealment of any kind.

F IVE-DRAGON STYLE ISSUE: TIGER - AND-BEAR U NITY ( P. 195)


All Charms save Five-Dragon Fist and Five-Dragon Keyword: Leader. This Charm applies successes in Step 4
Wrath have the Leader keyword. (not Step 6).

ISSUE: FIVE-DRAGON I NVULNERABILITY (P. 191) AIR DRAGON S TYLE


Used as a Leader effect, the Charm treats all attacks as The style’s power to throw two chakrams at once is
magical. incompatible with flurries.

TERRESTRIAL HERO S TYLE ISSUE: WIND DRAGON SPEED ( P. 198)


All Charms save Currents Sweep From Sea, Riptide Keyword: Leader.
Method, and Drowning Embrace have the Leader
keyword. ISSUE: BREATH-SEIZING TECHNIQUE ( P. 198)
Keyword: Stackable.
ISSUE: BLADE-DEFLECTING P ALM (P . 169)
Keyword: Leader. Duration is one scene. Prerequisites ISSUE: SHROUDING THE B ODY AND M IND (P.
are Currents Sweep to Sea or Pounding Surf Style (not 198)
any Martial Arts Excellency or supernatural martial arts Characters cannot lead a complementary unit while
Charm). The character also adds one to his Parry DV. using this Charm.

25
ISSUE: A IR DRAGON F ORM ( P. 198) ISSUE: W EAPON -BREAKING DEFENSE
Keyword: Leader. The character may add dice to any TECHNIQUE ( P. 203)
unarmed martial arts attack (not any ranged attack). Keyword: Counterattack. Type: Reflexive (Step 9). This
Charm may only be activated if the martial artist has
ISSUE: T ORNADO OFFENSE TECHNIQUE (P . 198) successfully blocked an attacked with an unarmed parry,
This Charm ignores rate, and all actions in the flurry in which case it launches an automatically successful
must be unarmed martial arts attacks. counterattack, with the effects described in the Charm's
rules. If used to ‘break’ an artifact weapon, the weapon
ISSUE: WRATHFUL WINDS M ANEUVER ( PP . 199- not destroyed, but loses attunement and all powers save
200) its innate indestructibility for one day.
Keyword: Crippling. To use this Charm the character
makes an an attack roll of (Strength + Martial Arts), ISSUE: E ARTHSHAKER A TTACK (P. 203)
which is separately applied to the defenses of all This Charm has a range of (Essence x 5) yards. If used
characters in the affected area and can't be parried. while leading a complementary unit, the Charm forces a
Targets hit by the attack suffer automatic knockdown, route check among the character's own forces.
deafening, and inactivity for the durations specified in
the Charm. Targeting a single individual for +1wp makes ISSUE: STILLNESS OF STONE (P. 203)
this attack undodgeable. All other printed rules for this Cost is 5m, 1wp. This Charm cannot effect beings of
Charm do not apply. higher Essence than the martial artist and petrification
includes non-magical possessions on the victim's person.
ISSUE: T HUNDERCLAP KATA (P . 200)
Keyword: Crippling. All beings in range of the Charm ISSUE: G HOST -G ROUNDING B LOW ( P. 204)
make a Stamina + Resistance roll at a difficulty of the Keyword: Compulsion. 5wp to resist per use. This
martial artist's Essence rating. Those who succeed are Charm grants the target the ability to reflexively use any
unaffected; those who fail become inactive until their Charm required to materialize, even if this violates
next action and suffer a number of levels of bashing normal Charm timing rules.
damage equal to (the Martial Artist's Essence – successes
rolled), which ignore armor. Affected victims are ISSUE: P ERFECTION OF E ARTH B ODY ( PP . 204-
deafened as explained. This attack is an environmental 205)
effect. Keyword: Leader. This Charm's bonuses are dice added
by a Charm, not an enhancement to the character's
ISSUE: LIGHTNING STRIKE STYLE (P . 201) natural ratings.
Keyword: Leader. This Charm extends the range of all
unarmed attacks by (Essence x 3) yards, and adds
(Essence) to their raw damage. F IRE DRAGON STYLE
ISSUE: FLASH-F IRE TECHNIQUE (P. 205)
ISSUE: H URRICANE COMBAT M ETHOD (P. 201) This Charm may be used to enhance a Join War roll if
The extra attacks generated by this Charm are unarmed the character is a solo unit.
martial arts attacks which ignore rate and may not be
subdivided into flurries. The damage inflicted on the ISSUE: FLAME -FLICKER STANCE (P . 205)
user by this Charm cannot be prevented by any means. Keyword: Leader.

E ARTH DRAGON S TYLE ISSUE: SEARING FIST A TTACK ( P. 205)


ISSUE: F ORCE OF THE M OUNTAIN (P . 201)
Keyword: Leader. As a Leader effect this Charm may only
Keyword: Leader. This Charm may be placed in a
target special characters or solo units.
Combo with Charms of other abilities.

ISSUE: STONE DRAGON' S SKIN ( PP . 201-202) ISSUE: P ERFECT BLAZING B LOW ( P. 205)
Keyword: Leader. 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.
ISSUE: E ARTH DRAGON F ORM ( P. 202)
Keyword: Leader. This Charm's soak bonus is natural.
ISSUE: FIRE DRAGON FORM (P. 205)
ISSUE: SHATTERING FIST STRIKE ( P. 202-203) Keyword: Leader.
Keyword: Leader.

26
ISSUE: FIERY H AND A TTACK (PP. 205-206) Keyword: Shaping.
Keyword: Leader. Use normal environmental damage
rules for (Martial Arts) actions of exposure to a bonfire. ISSUE: G HOST -RESTRAINING W HIRLPOOL
STANCE ( P. 209)
ISSUE: BREATH OF THE FIRE DRAGON ( P. 206) Keywords: Crippling, Shaping.
Keyword: Leader. This Charm inflicts dice of damage,
not levels. ISSUE: BOTTOMLESS DEPTHS DEFENSE ( P. 209)
Keyword: Leader. Duration: One tick. The aggravated
ISSUE: ESSENCE -IGNITING NERVE STRIKE ( P. health level in this Charm's cost is considered a unique
206) flaw of invulnerability. This Charm's Leader benefit may
Keywords: Shaping, Touch. not be applied to area-of-effect attacks. Danaa'd is not
ISSUE: OVERWHELMING FIRE M AJESTY STANCE harmed by the use of this Charm.
(PP. 206-207)
Keywords: Emotion, Leader. This Charm's influence is ISSUE: ESSENCE -D OUSING W AVE A TTACK (PP.
unnatural and costs 3wp to resist for a scene. 209-210)
Keyword: Shaping. This Charm enhances an unarmed
ISSUE: CONSUMING M IGHT OF THE FIRE DRAGON martial arts attack. It cannot suppress Adamant or
(P. 207) Obsidian circle spells and has no effect on astrological
Keywords: Emotion, Leader. Characters who spend 3wp Charms.
to resist this Charm for a scene also become immune to
Overwhelming Fire Majesty Stance. ISSUE: TSUNAMI F ORCE S HOUT (P . 210)
Make a single unblockable attack roll of (Charisma +
W ATER DRAGON S TYLE Martial Arts + Essence), and compare separately to the
defenses of all targets in range. Those hit by the attack
ISSUE: FLOWING WATER DEFENSE (P . 207)
are affected as explained.
Keyword: Leader. Cost is 2m, opponents suffer a -2
external penalty (not -3 internal).
W OOD DRAGON S TYLE
ISSUE: RIPPLING WATER STRIKE ( P. 207) ISSUE: W OOD DRAGON VITALITY ( P. 211)
Radius is 3 yards. The character makes one attack, and Keyword: Leader.
compares it separately to the defense of all targets in
range. This attack is piercing to all targets, but only ISSUE: SOUL-M ARKING STRIKE ( P. 211)
inflicts bashing damage to secondary targets. This Charm has the crippling keyword when applied to
spirits.
ISSUE: DROWNING -IN -BLOOD TECHNIQUE ( P.
207) ISSUE: U NBREAKABLE F ASCINATION K ATA ( P.
Keyword: Crippling. 211)
Keyword: Emotion. This unnatural mental influence
ISSUE: SHRUGGING W ATER DRAGON ESCAPE ( PP . costs 2wp to resist for a scene.
207-208)
Type: Supplemental. Any valid action to escape personal ISSUE: E NTHRALLING B LOW A TTACK (P. 211)
restraint automatically succeeds with a threshold of Keyword: Compulsion. This unnatural mental influence
(character's Martial Arts rating). costs 3wp to resist. This resistance supersedes the rules
given in the Charm's text.
ISSUE: W ATER DRAGON F ORM ( P. 208)
Keyword: Leader. The Essence bonus to Martial Arts is a ISSUE: SPIRIT -WRACKING M ETHOD ( P. 211)
dice bonus added by a Charm and does not add to the Keyword: Crippling.
character's natural rating.
ISSUE: SPIRIT -RENDING TECHNIQUE (P . 212)
ISSUE: CRASHING W AVE STYLE ( P. 209) This Charm inflicts damage equal to 1 + (threshold
This flurry ignores rate and has a total DV penalty of -1. successes / spirit's Essence, round down).

ISSUE: T HEFT - OF -ESSENCE M ETHOD ( P. 209)

27
ISSUE: DEATH-P ATTERN S ENSING A TTITUDE ( P. Any Sail vehicle is a valid target of this Charm.
212)
Cost: 0m. Paying 1m to use this Charm's benefit does ISSUE: DECK -STRIDING T ECHNIQUE ( P. 171)
not count as a Charm activation or require commitment Keyword: Leader 4. The Leader effect of this Charm
of Essence. extends its benefits to Magnitude (Essence rating)
crewmembers of a naval unit under the Exalt’s
ISSUE: SOUL M ASTERY ( P. 213) command. Any Sail vehicle is a valid target of this
Keyword: Shaping. Aggravated damage inflicted by this Charm.
Charm bypasses armor.
ARCHERY
S AIL ISSUE: BEYOND B OWS
ISSUE: H URRICANE -P REDICTING G LANCE (P. 170) Clarification: Terrestrial Archery Charms can be used to
The Charm can detect impending changes to the weather enhance attacks using any personal-scale Archery
caused by magic that has already been activated at the weapons, but add a one mote surcharge to their
time the Terrestrial checks. With Essence 2, the Charm activation cost if the weapon isn't primarily constructed
functions above water aboard an aerial vehicle piloted of jade/wood or doesn't launch jade/wood projectiles.
with Sail. With Essence 3+, it functions onboard any Sail For example, strafing a flurry of shots with a firewand
vehicle without needing water. using Swallows Defend the Nest would cost (number of
ISSUE: SEVEN S EAS WIND -LURING C HANTY ( P. attacks +1) motes. Some outcastes wield exceptional
170) firewands carved of thaumaturgically-hardened ironwood
to avoid this surcharge.
This Charm functions on or above any body of water at
least a mile across, but deactivates if the Exalt goes
ashore. With Essence 3+, it works in any terrain. ISSUE: DRAGON-G RACED A RROW (P . 172)
Keyword: Leader. The Wood power delivers a dose of
ISSUE: STORM -OUTRUNNING TECHNIQUE ( P. poison if it hits with: Damage 4L/action, Toxicity (Exalt’s
170) Essence rating), Penalty -0. Only one use of this Charm
can enhance an individual attack, but repeated use can
This Charm can enhance any Sail vehicle, doubling the
enhance any number of attacks made as part of a flurry.
speed of its propulsion. Vehicles lacking propulsion
Each additional purchase of this Charm after the first
receive no benefit; a massive caravan wagon without
adds an additional element beyond the character’s aspect.
teams of yeddim to pull it is as helpless as a becalmed
Every activation incorporates the Exalt’s base element,
ship. Solar and Abyssal counterparts of this Charm exist
but can also incorporate any number of additional
named Fleet-Outrunning Flagship and Wave-Slicing Keel
elements unlocked with extra Charm purchases. The
Method, both of which have Indefinite Duration, require
total cost to activate the Charm is half the number of
Any Sail Excellency as a prerequisite and do not require
elements unleashed, all of which provide their usual
any extra Sail checks to traverse dangerous waters.
power.

ISSUE: FINE P ASSAGE NEGOTIATING STYLE (P.


ISSUE: SWALLOWS D EFEND THE N EST (P . 172)
170) Keyword: Leader 5. The Charm’s flurry ignores rate and
With Essence 3+, this Charm adapts itself to map the has a total DV penalty equal to the highest penalty of any
terrain hazards appropriate to a Sail vehicle the Exalt is attack.
aboard (so a skyship crewmember could sense turbulence
and topographical features that rise high enough to pose
a crash risk, etc.). ISSUE: DRAGONFLY FINDS M ATE ( P. 172)
Keyword: Leader. Other characters may be protected
with this Charm, provided they are within the base range
ISSUE: STURDY BULKHEAD C ONCENTRATION ( P.
increment of the Exalt’s weapon. Used by any special
170) character in a unit, the Charm can protect the entire unit
This Charm adds Undamaged health levels. When these or fellow officers within it. With Essence 3+, the Charm
levels are gained or vanish with the Charm’s can parry any ranged personal-scale attack, even those
deactivation, reapply the vehicle’s current damage to its lacking a solid component (such as a blast of elemental
new health track. The soak bonus adds directly to Essence). Essence 4+ allows parrying of larger ranged
bashing and lethal armor. Use of this Charm by separate attacks, such as from siege weapons and warstriders.
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. ISSUE: SEVEN Y EAR SWARM V OLLEY (P . 172)

28
Keyword: Leader. Replace Combo-OK with Combo- I SSUE: I NFECTION-BANISHING PRANA ( P. 174)
Basic. The Charm protects those within the base range of With Essence 4+, this Charm can also treat magical
the Exalt’s weapon; it can also protect an entire unit or infections (but not other types of diseases), provided the
fellow officers within it if the Terrestrial is a special Exalt’s Medicine and Essence ratings are both higher
character. than the Essence rating of the infection’s source.

ISSUE: SPARROW DIVES A T H AWK ( P. 173) I SSUE: DREAD I NFECTION STRIKE ( PP. 174-175)
Cost is — (4m, 1wp). Type is Permanent. This Charm Keyword: Sickness. Type is Reflexive (Step 1). This
upgrades Dragonfly Finds Mate. If that Charm Charm can enhance any physical attack that successfully
successfully parries an attack, the Exalt can pay an extra inflicts non-bashing damage. With Essence 3+, infection
4m, 1wp during Step 9 to launch an unblockable, is automatic and must be overcome normally.
undodgeable counterattack that applies a number of
successes to hit equal to the (parry successes rolled – I SSUE: DISEASE-BANISHING T ECHNIQUE ( P. 175)
original attack successes) in place of an attack roll. The Type is Simple. When time is of the essence, this Charm
attack otherwise uses the statistics of the Terrestrial’s may alternately accomplish a standard diagnosis action in
weapon. Using Dragonfly Finds Mate this way follows the span of time used to activate it and touch the patient.
standard Dragon-Blooded Reflexive Charm rules. This only detects physical diseases, does not ensure a
I SSUE: HARVEST OF THE HUNTER ( P. 173) successful diagnosis and requires a second activation to
With Essence 4+, this Charm may be used to harvest administer treatment. The agony of purging a disease is a
other non-artifact Archery weapon ammunition from Crippling effect that only lasts one action.
appropriate concentrations of elemental Essence, such as
collecting handfuls of firedust that spark out of a bonfire I SSUE: WOUND-CLOSING T OUCH ( P. 175)
and fall to the earth. Collecting ammunition for This Charm can heal a patient’s Dying levels of lethal
immediate use requires a standard draw weapon action. damage outright (instead of converting them to bashing).
Healing all Dying levels stabilizes the patient at
I SSUE: U NOBSTRUCTED HUNTER’ S AIM ( P. 173) Incapacitated.
Keyword: Leader 4. For its base cost, the Charm only
negates wooden cover. Adding +1wp allows negation of I SSUE: MADNESS-ANALYZING STARE ( P. 176)
any cover, provided some indirect path exists to hit the The Charm can diagnose any externally-imposed
enemy. If this Charm enhances Elemental Bolt Attack (p. conditions that negatively affect the patient’s mind, as
XX) or another Charm that creates an attack out of raw well as all insanity arising from external trauma or poor
elemental Essence, the Exalt may summon the health. Having Virtues with a rating of 1 is considered
destructive forces from an available source to strike madness. The Charm detects unnatural mental
indirectly (like calling down lightning strikes from the influence, but not natural. Learning the source of a
clouds). particular effect means it becomes Obvious to the Exalt,
not that he knows who specifically caused it or when.
I SSUE: L IFE-SWELLING SAP STRIKE ( PP. 173-174)
Keywords: Holy, Leader. The term “undead” I SSUE: VERDANT CURTAIN OF SERENITY ( P. 176)
encompasses ghosts, walking dead and necromantic war Keyword: Leader. Type is Reflexive (Step 2).
machines. Incorporeal undead are hit by the attack as Prerequisites: Madness-Analyzing State (not Purity of
though solid. With Essence 4+, all creatures of darkness Mind Method).
with an equal or lesser Essence rating to the Terrestrial
suffer as undead. A complementary unit must be chiefly I SSUE: PURITY OF MIND METHOD ( P. 176)
comprised of undead to be a valid target. This Charm cannot cure influence imposed by Adamant
or Obsidian spells and costs 10 motes when treating
I SSUE: R AVENOUS T HORN T ECHNIQUE ( P. 174) effects of Sapphire or Onyx spells. Treating a
Damage inflicted by the Charm is based on the base derangement mutation that offsets the cost of positive
damage of the projectile without any Strength modifiers mutations or otherwise provides “free” experience points
and has the appropriate type. For projectiles that do not requires that the patient pay the appropriate number of
have a listed damage less than the weapon itself (such as experience points over time as a Training effect.
firewand blasts), the damage at each interval is 4 dice.
Retry penalties apply to efforts to remove the embedded I SSUE: JADE CRUCIBLE METHOD ( P. 176)
projectile and accumulate with each would-be surgeon’s Characters can’t activate this Charm while holding more
failure. Peripheral motes than their Essence pools normally
allow.
MEDICINE
29
PERFORMANCE to affect some observers and not others. If used to instill
I SSUE: T ALENTED I MPROVISATION ( PP. 176-177) an Emotion, affected targets act accordingly and suffer a -
Type is Reflexive. Specialties aren’t needed to use the 2 MDV penalty for the rest of the scene against mental
Performance ability with any instrument. Instead, this influence that preys on this emotional state. If used to
Charm cancels all external penalties that apply to incite action, the Compulsion is limited as described. In
Performance rolls for its duration and increases the either case, affected characters can pay 3wp to become
rating of a stunt by +1 (max 3) whenever the action immune to the Charm for a scene. Ignore the roll to
involves creating a new routine or act on the spot instead determine how many listeners are affected; as a
of presenting a rehearsed work. As a reminder, an performance attack, anyone who hears is potentially
opponent’s DV is not an external penalty. affected. With Essence 3+, the Charm functions against
all beings with an Essence rating less or equal to the
Terrestrial.
I SSUE: DANCE OF FLASHING SWORDS ( P. 177)
Keyword: Leader 5. Resisting the unnatural influence
I SSUE: PROTECTIVE PERFORMANCE ( P. 179)
imposed by all activations of this Charm for a scene costs
3wp. It is possible to hide a fight in which the Exalt is Keywords: Leader. This Charm provides a Dodge MDV
merely an observer to two heroic combatants. With bonus of (Exalt’s Essence rating) against all unnatural
Essence 3+, the Charm can hide any number of heroic mental influence from anyone other than the Terrestrial,
characters. The Leader effect allows the character to hide followed by a +2 Dodge MDV bonus against specific
his unit’s involvement in mass combat, paying as if unnatural influence as specified. Characters may pay 1wp
cloaking a number of individuals equal to the total dots to make them immune to all use of this Charm for a day,
of Magnitude among all hidden units; a war can rage as it is a specialized unnatural Compulsion unto itself.
through the streets with the citizens none the wiser. The Leader use of this Charm turns the act of command
into an artistic performance, protecting the unit itself
and all members as individuals (except the leader).
I SSUE: BLOSSOM HIDES T HORNS ( PP. 177-178)
Type is Reflexive. Use of this Charm enhances the
I SSUE: I NVISIBLE STREET P ERFORMER T ECHNIQUE
(Dexterity + Stealth) roll needed to launch a surprise
attack from plain sight, removing the usual +2 difficulty
( P. 179)
and instead adding a number of bonus successes equal to This Charm may be used in conjunction with any form
the Exalt’s Essence rating. A single activation also adds a of artistic expression that falls under Performance, from a
like number of successes to the Terrestrial’s Join Battle steady quiet monologue to a sensuous dance. Resisting
roll. If the opening attack misses, the Charm exerts an the unnatural Illusion for a scene in the event of a failed
unnatural Illusion forcing all witnesses to ignore that an roll to notice the Exalt costs 1wp. An applicable specialty
attack was made (and thus not Join Battle), though is not required, but improves the Charm’s effectiveness.
anyone can pay 2wp to ignore all instances of this
Illusion for a scene. Although it is tradition to make I SSUE: T IRELESS STRING-PLUCKING MEDITATION
surprise attacks in the midst of performing, this is not ( P. 179)
required. An identical Stealth Charm also exists named While this Charm is active, the character accumulates no
Tempest From Blue Skies Ambush that requires Stealth fatigue from any Performance actions and ignores all
4 and has Wind-Walking Technique as a prerequisite. internal penalties for such rolls except multiple action
penalties. She can dance for a day while grievously
I SSUE: HIDDEN PETAL ARIA METHOD ( P. 178) wounded or spend a night in the embrace of her lover
Keywords: Leader, Stackable. Duration is one scene. without breaking a sweat. The sharp beauty of well-
With Essence 3+, the character may hide subtext in the manicured nails fittingly accompanies all art forms and
oration of everyday speech. The Leader effect of this therefore always applies; paying a mote to make an
Charm costs only 2m to convey coded orders to all fellow unarmed attack lethal does not count a Charm
officers, adding the Exalt’s Performance to the difficulty activation. Time spent performing while using this
of Read Strategy rolls to study the Terrestrial’s unit Charm also counts as sleep for all purposes if the
(Scroll of Kings, p. 110). performance is at the direct request or command of a
Celestial Exalt.
I SSUE: SOUL-STIRRING PERFORMANCE M ETHOD
( PP. 178-179) I SSUE: VIBRATING STRINGS DEFENSE ( P. 179)
Keyword: Social. Type is Supplemental. This Charm Keyword: Leader. Music is not the only medium for this
enhances a (Manipulation + Performance) social attack, Charm’s power. Any mode of artistic expression that falls
making it unblockable, unnatural influence and allowing under Performance may serve as a focus for a parry.
it to be conveyed by any Performance-based action. The Eloquent prayers turn aside blows, while a dancer’s
attack only affects mortals and may be selectively targeted gyrations drum staccato rhythms on enemy weapons mid-

30
swing. No specialty is required to use this Charm, though the time of activation, allowing them to build up separate
applicable specialties improve its effectiveness. momentum.

I SSUE: T HREE-STRING SWORD PRANA ( PP. 179-180) I SSUE: I RRESISTIBLE PENETRATING CHARGE ( P. 181)
Minimum Essence is 3. Damage is in dice, not levels. Remove minimum War. Type is Reflexive. Duration is
Like Vibrating Strings Defense, other Performance one charge. Disregard the Charm’s printed rules. It
mediums may conjure destructive phantasms through the enhances a mass combat unit’s charges using the same
use of this Charm. Using the Charm in conjunction with overall rules as Charge of One Hundred Generals.
prayers to the Elemental Dragons or any of the Incarnae However, the benefit conferred to a charging unit is an
makes the attack Holy, inflicting aggravated damage to external penalty of the Exalt’s Ride rating applied against
creatures of darkness. As usual for its type, this Charm all attacks aimed at the unit or its special characters.
can’t be part of a flurry without placing it in a Combo Once the charge ends for any reason (including to make
with an Extra Action Charm. an attack), the protective penalty lasts for one more
action before receding.
RIDE
I SSUE: HEAVEN-G RACED R IDING T ECHNIQUE ( P. I SSUE: G REAT HEART COMPANION ( PP. 181-182)
180) A mount emboldened by this Charm is control rating 0,
Cost is 1m. Duration is one action. A mount or vehicle Valor 5 and automatically succeeds on all Valor rolls.
targeted by this Charm doubles its speed (and jumping Getting onto an unfriendly animal to tame it with this
distance), rather than the listed bonus. When used in Charm requires a successful grapple, though it isn’t
conjunction with other Dragon-Blooded Ride Charms necessary to win control of the clinch. When used on a
that quicken a mount or increase its jumping distance, Ride vehicle, the Charm keeps the character in her seat
the increase provided by those Charms doubles before it and lets her perform piloting actions reflexively, allowing
is applied (so the Air version of Five-Dragon Horseman her to devote full attention to other tasks.
Prana multiplies the mount’s jump distances by a factor
of [Essence x 2] while boosted by Heaven-Graced Riding I SSUE: ELEMENTAL HALO ’ S MERCY ( P. 182)
Technique). Mins: Ride 2, Essence 2. Type is Reflexive. The Charm
also protects Ride vehicles and any passengers on the
I SSUE: EBONY SPUR T ECHNIQUE ( P. 181) mount/vehicle, as well as all personal possessions carried
Keyword: Leader. If this Charm is used to enhance an or worn by protected characters. Reduce the cost to 0m if
attack using a lance or other weapon with the L tag, the targeting a mount or vehicle the Exalt owns.
damage bonus increases to (Ride x 2). With Essence 3+,
no activation roll is required. I SSUE: FIVE-DRAGON HORSEMAN PRANA ( P. 182)
This Charm is actually a cluster of five Charms. Dragon-
I SSUE: CHARGE OF ONE H UNDRED G ENERALS ( P. Blooded must learn the version associated with their
181) aspect first. A Ride vehicle is also a valid target, in which
Remove minimum War. Type is Reflexive. Any special case the Air power adds the Exalt’s Essence rating to its
character in a complementary unit can use this Charm to Maneuverability in addition to cold immunity. Once a
Terrestrial has enchanted a target with one version of this
enhance it, but a unit can only benefit from one
Charm, the cost to apply other any other versions drops
activation at a time. A unit so enhanced gains the listed
to 1m. With Essence 4+, the character can commit an
bonuses while it is carrying out successive charge actions
additional mote per valid target within 500 yards,
(i.e. dashes) and loses no Endurance from doing so.
extending the Charm’s benefits to that target as long as it
Once the unit stops charging or makes a close combat
stays within range.
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 Technique becomes I SSUE: DANCE OF THE JADE BRIDLE ( P. 182)
Stackable for that attack to a maximum number of Keyword: Replace Compulsion with Servitude. Type is
activations equal to the actions spent charging (or the Simple (Dramatic Action). Duration is Instant. If the
charging character’s Essence rating, if lower). Disregard activation roll succeeds, the Exalt spends a scene
the Charm’s printed rules for personal combat. Instead, subduing the target animal, after which the benefits of
this Charm allows successive mounted dashes to build up Great Heart Companion automatically apply while riding
the potential for Stackable activations of Ebony Spur it and the steed gains an Intimacy of loyalty toward the
Technique as explained above. This benefit can be Terrestrial, doing all within the limits of its bestial
extended to any mounted characters who know Ebony intelligence to obey and please her. If the Exalt mistreats
Spur Technique within 100 yards who are also dashing at the mount, the effect only lasts a month; it is otherwise
permanent. On a failed roll, the training scene goes very

31
poorly and the Exalt suffers unsoakable levels of lethal I SSUE: EXTENSION OF THE (ELEMENT) DRAGON
damage equal to the net successes by which the mount BLESSING ( P. 185)
won. Ignore the listed surcharge to apply other Ride Once a character has any version of this Charm active,
Charms to large mounts. A Terrestrial can use this other known versions cost only 1m to activate and allies
Charm to break a mount for a Celestial Exalt, in which already protected by the first activation inherit other
case the animal transfers its loyalty as soon as it meets its version benefits at no additional cost. Essence 5+ Exalted
owner. with all five versions active suffer no penalties, damage or
other harm from any environmental conditions—even
S URVIVAL those not native to Creation like Primordial weather.
ISSUE: M ORE THAN H ORSES Whenever an Exalt with this Charm creates a shelter
Clarification: Although horses are certainly the most with its prerequisite, the structure itself and all those
common riding animal in the Second Age, they are within it automatically gain the protection associated
hardly the only mounts Terrestrial Exalted use. Dragon- with all known versions of Extension of the (Element)
Blooded Ride Charms function on any familiar or non- Dragon Blessing.
sentient beast large enough to carry the Exalt. In
addition, Ride Charms may enhance the piloting of I SSUE: N ATURE’ S HEALING BOUNTY ( P. 185)
vehicles piloted with that Ability, but any Charm with a Cost: —. Remove minimum Medicine and Medicine
Minimum Ride requirement of 1-4 requires an extra dot Charm prerequisites. Type and Duration are Permanent.
of Ride above the minimum to be used this way. A Terrestrial with this Charm can use Survival
Excellencies to benefit Medicine actions as though they
were Medicine Excellencies, provided she has access to
I SSUE: QUARRY R EVELATION T ECHNIQUE ( P. 182)
medicinal plants. Enough plants for a single treatment
If contested by another Charm, standard roll-off rules
can be foraged as per a day’s worth of food or purchased
determine which wins.
at a Resource cost equal to the difficulty to forage in the
local terrain. She may apply any combination of relevant
I SSUE: T RAIL-CONCEALING MEASUREMENT ( P. 182) Medicine and/or Survival specialties to the action, but
If contested by another Charm, standard roll-off rules remains capped at a +3 bonus.
determine which wins.

I SSUE: R ATION-ENHANCING METHOD ( P. 183)


Cost is 1m. Type is Supplemental. This Charm enhances
a hunting/foraging action, allowing the hunt to be THE MANUAL OF
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
EXALTED POWER:
the Exalt’s Essence rating.
LUNARS
I SSUE: HOSTILE ENVIRONMENT PREPARATION TATTOO A RTIFACT
METHOD ( P. 183) Question: The write up of the background mentions
This Charm reduces all external penalties imposed by both Hearthstone Bracers and Hearthstone Amulet as
hostile environmental conditions by the Exalt’s Survival sample artifacts that can be tattooed into a lunar. Does
rating and provides a like number of bonus successes on this mean Tattoo Artifacts can have working hearthstone
all Survival rolls to avoid suffering and possible death settings? If yes, then how does it exactly work? Does the
from extreme climates. hearthstone just stick to the Lunar's skin? Does it
partially sink in wearer's flesh? Or something completely
I SSUE: (ELEMENT) SHELTER CREATION T ECHNIQUE else perhaps?
( PP. 184-185) Answer: Tattooed hearthstone bracers and hearthstone
Keyword: Shaping. Duration is Indefinite. The structure amulets would indeed possess working hearthstone
fills a radius in yards no larger than (intended number of settings. As for how it works, I imagine the hearthstone is
occupants x 2). It has a soak of 5L/10B and crumbles encompasses about the edges by the mixture of
apart once it suffers 10 levels of damage. With Essence moonsilver and flesh that makes up the tattoo. It's very
4+, the structure forms instantly. A second purchase of similar to the way a skin mount amulet works, though it
this Charm makes the shelter extremely restful, counts more on the natural proclivities of moonsilver
converting all dice to automatic successes when a and the malleability of Lunar flesh.
character rolls to regain Willpower after a night’s rest.
Question: The write up says Tattoo Artifacts "cannot be
hidden by shapechanging Knacks or Charms unless such

32
power explicitly allows the Lunar to hide her artifacts as Question: The natural state of a demon being
well." Does it pertain to all forms including those incorporeal, is a Lunar using this Knack dematerialized?
acquired through Sacred Hunt (which would render the Answer: No.
entire Background useless) or only to Lunar's true forms?
Answer: All forms of tattoo artifacts are constantly
visible, except where specific Knacks or Charms would S TRENGTH C HARMS
render a Lunar's artifacts invisible to detection. This only ISSUE: CLAWS OF THE SILVER M OON (P. 144)
counts for those tattoos that are actually artifacts. The Clarification: This Charm bases its modifiers on the
remainder of a Lunar's moonsilver tattoos function as
natural, unmodified Attribute ratings of the Lunar’s true
normal. As to whether always having access to built-in
human form.
artifacts outweighs the stealth issues, that would be for
the individual player to decide. DEXTERITY CHARMS
Question: Can tattooed armor stack with any other worn ISSUE: F LOWING B ODY EVASION (P. 151)
armor? Clarification: This Charm has a Duration of Instant
Answer: Typically, yes. rather than One action.
Question: Does tattooed armor count as armor for the
purpose of Martial Arts? ISSUE: S NAKE BODY T ECHNIQUE ( P. 152)
Answer: No. Clarification: Although declared in Step 2, this Charm
resolves as normal for a counterattack in step 9,
permitting the original aggressor to defend himself
S HAPESHIFTING against his redirected attack.
M OONSILVER A RMOR
Question: Can Moonsilver Armor or Moon-Faced Mail STAMINA CHARMS
change shape with a Lunar to fit his new appearance? Is it
A DDER F ANG M ETHOD
only restricted to human/humanoid forms or can it be
used in any shape (any animal, demon, behemoth, etc.)? Question: The damage for Luna's Spite does not
mention whether the damage is Lethal or Bashing. The
Answer: The armor alters its own shape to conform to
text suggests lethal, as it mentions what happens to
the Lunar's own shapeshifting. A Lunar may gain its
people who die of the venom, but, officially, which
benefits in all his various forms.
damage type is it?
Question: If it can shift to fit non-humanoid, non- Answer: It's lethal.
warforms, is this a choice the Lunar makes when shifting,
or do you have to take your armor off if you want to not
have the armor on in your shapeshifted forms? ISSUE: H ALTING THE SCARLET F LOW ( P. 160)
Answer: One would have to either remove the armor or Clarification: When used as a Gift, this Charm requires
reclaim the Essence committed to attuning it. the commitment of 3m and permits the Lunar to
reflexively regenerate one lethal health level at the
beginning of each action.
M OON -F ACED M AIL
Question: It says that any type of armor can be made
A PPEARANCE CHARMS
into Moon-Faced Mail. Does this apply to fine,
exceptional and perfect grades of that same equipment? ISSUE: CLOVER C AN' T B E FOUND (P . 177)
Answer: No. Clarification: This Charm is a Simple Charm.
Question: As a follow up to the answer above, is there a
specific "in-game" reason for this (something that a player COBRA EYE M ETHOD
character will know) or is it due to game balance? Question: Just to be clear: When you buy this charm, do
Answer: Artifacts are always intrinsically superior to non- you automatically get the use of one of the acids listed, or
magical equipment. The effort an artisan would expend do you have to buy any and all of them separately?
to create superior but mundane gear is expended to Answer: The Lunar receives one gratis when the Charm
instead make moon-faced mail able to change shape. is purchased.

KNACKS MARTIAL ARTS C HARMS


G REEN S UN CHILD Question: Can a Lunar with Martial Arts as a favored

33
ability buy Martial Arts Charms for the experience cost of Question: This Charm says that the Sidereal "can take
Favorite Attributes Charms? two extra attack actions." Does this mean she makes three
Answer: Yes, he or she can. attacks in total?
Answer: Yes, three attacks.

THE MANUAL OF ISSUE: SERENITY IN BLOOD (P . 155)


Clarification: This Charm only applies its listed
EXALTED POWER: Willpower cost the first time it is invoked during the
character’s action.
SIDEREALS
M EDITATION ON WAR
C HARMS
Question: This Charm is not required to reach the
GENERIC C HARMS pinnacle Charm of the tree. This seems odd.
I SSUE: FATEFUL (ABILITY) EXCELLENCY—ESSENCE Answer: It may be unusual, but it's hardly unique in that
AUSPICIOUS ( P. 144) regard.
Clarification: This Charm has the Combo-OK Keyword.
W AR
S URVIVAL TRAINING M ANDATE OF A USPICIOUS BATTLE
ISSUE: DREAMING THE WILD L ANDS (P . 136) Question: This Charm has the Training keyword but
Clarification: This Charm has the Shaping Keyword. does not appear to train anyone.
Answer: True, despite the fact that training is involved,
the members of the unit under the command of the
C RAFT Sidereal gain no permanent knowledge in the way one
I SSUE: I MPLICIT CONSTRUCTION METHODOLOGY expects from a Charm with the Training keyword.
( P. 143)
Clarification: This Charm may only be applied to a TRAINING M ANDATE OF CELESTIAL
single roll per project. EMPOWERMENT
Question: This Charm has the Training keyword but
DODGE does not appear to train anyone.
I SSUE: DUCK FATE ( P. 143) Answer: True, despite the fact that training is involved,
the members of the unit under the command of the
Clarification: This Charm may be employed to avoid any
Sidereal gain no permanent knowledge in the way one
harmful effect (including all undesired physical, social,
expects from a Charm with the Training keyword.
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 L ORE
against Limit Break and Pattern Bite. Duck Fate’s fallible
activation roll is considered a unique Flaw of ISSUE: O F H ORRORS BEST UNKNOWN ( P. 168)
Invulnerability. Clarification: This Charm has the Shaping Keyword. To
clarify, it brings creatures outside of fate inside of fate for
a year and a day, while its "Target Number"-modifying
ATHLETICS curse lasts only for the first scene in which the net’s
FORGOTTEN E ARTH criteria are met.
Question: The Charm is Reflexive, does it provide the
jump, and if so what is the Speed of such an action? Or
does it supplement the character taking a Jump action? S TEALTH
Answer: It does not provide the jump. It does, in fact, ISSUE: S OFT P RESENCE P RACTICE (P . 170)
triple the leaping distance of a regular Jump action. Clarification: This Charm has a Duration of One scene
and is a Simple Charm.
MELEE
H ARMONY OF BLOWS INVESTIGATION
34
EMBRACING LIFE M ETHOD The following Charms require three Willpower to resist:
Question: This Charm lacks the Obvious keyword, was
this intentional? 1. Becoming the Wilderness, p. 136.
Answer: Yes. The Charm isn't Obvious according to the 2. Sky Spirit Demand, p. 137.
definition of that keyword. Burying a seed and spilling 3. Song of Spirit Persuasion, p. 148.
your blood on it doesn't immediately draw the attention 4. Avoiding the Truth Technique, p. 163.
of passers-by and inform them that magic is afoot, and 5. Masque of the Uncanny, p. 165.
the seed's growth, though fast, is not so fast that it does 6. Icy Hand, p. 176.
so either. 7. Underling Invisibility Practice, p. 176.
8. Unwavering Well-Being Meditation, p. 178.

AWARENESS The following Charms require five Willpower to resist:


SUPERNAL A WARENESS
Question: This Charm has a Instant duration, but the 1. Neighborhood Relocation Scheme, p. 144.
effects and the description seem to indicate that it should 2. Abandoned Words Curse, p. 145.
have a duration of One Scene. 3. Ice and Fire Binding, p. 148.
Answer: You are correct. It should in fact have a 4. Shun the Smiling Lady, p. 149.
duration of one scene. 5. Spirit-Binding Battle Pattern, p. 161.
6. Of Secrets Yet Untold, p. 167.
7. Ceasing to Exist Approach, p. 172.
BUREAUCRACY
ISSUE: TERMINAL SANCTION ( P. 176)
Clarification: Spirits may not resist this Charm's
Servitude effect. THE MANUAL OF
INTEGRITY EXALTED POWER:
ISSUE: (V IRTUE) ESSENCE R EPLENISHMENT ( P.
178)
ABYSSALS
Clarification: This Charm no longer provides motes for C HARMS
channeling a Virtue once that Virtue has been channeled INTEGRITY
a number of times in a day equal to its rating.
ISSUE: IMMORTAL M ALEVOLENCE E NSLAVEMENT
AND U NCONQUERED H ERO' S F AITH ( P. 140)
MARTIAL ARTS Clarification: Unconquered Hero's Faith may never be
ISSUE: BLADE OF THE B ATTLE M AIDEN (P . 182) learned or used by any character that possesses Immortal
Clarification: This Charm may only apply its purchased Malevolence Enslavement. Furthermore, Deathlords are
dice to attacks or Parry DV, as decided at the time of incapable of learning Unconquered Hero's Faith or any
activation—not both at once. other Charm based upon fundamental elements of
Abyssal Exaltation.

S IDEREAL MENTAL INFLUENCE


ISSUE: SIDEREAL M ENTAL I NFLUENCE
Clarification: Unless otherwise specified, Sidereal
THE MANUAL OF
Charms which leverage mental influence cost one
Willpower to resist. The following Charms require two
EXALTED POWER:
Willpower to resist:
INFERNALS
1. Adopting the Untamed Face, p. 136.
2. Favorable Inflection Procedure, p. 145.
3. Life Without Compunction, p. 149.
GENERAL QUESTIONS:
4. You and Yours Stance, p. 150. LIFE EXPECTANCY OF I NFERNALS
5. Force Decision, p. 156. Question: What is the life expectancy of Green Sun
Princes and Akumas?

35
Answer: Akuma typically age as the beings from which INFERNAL LIMIT ( P. 80)
they were spawned do, though exceptions do exist. Question: Intimacies the Yozis don't approve of are also
Sacrificing one's soul to dark powers for an extended life affected by Torment. Can any creature be affected
is a staple of myth and fiction, after all. As for the Green through an Infernal's intimacies? gods, demons, ghosts,
Sun Princes... well, let's just say they have an interesting exalts, rakshas...?
destiny to look forward to if they can survive long
Answer: Theoretically, yes. Think of it operating similar
enough to seize it.
to the way and arcane link does. Also, take the story into
account. Don't just inflict it on a supernatural being
C HAPTER 2: S ERVANTS OF THE YOZIS because it is possible to do so, but because it in some way
advances the story to do so.
INVESTITURE OF INFERNAL G LORY (P . 53)
Question: On the bottom of page 53, in the 'mechanical
benefits' section, it says "It is rare for a Yozi to reduce any A NIMA E FFECTS
Virtue to 1 or less (except for Appearance) and almost Question: The first and second bullet points both state
unheard of to reduce one of an akuma’s Virtues that that they illuminate the Infernal's caste mark "as if the
low." Should this read 'it is rare for a Yozi to reduce any
character has spent 4-7 motes of Peripheral Essence", is
Attribute to 1 or less...'? this a mistake? Should one of these instead light up an
Answer: Yes, it should be "any Attribute". aura rather than the caste mark (possibly at the 8-10 mote
Question: Do Akuma gain the full effect of the Demonic level)?
Inheritance background? Specifically does the Perception Answer: It is a mistake. The second bullet point should
+ Occult roll to recognize demonic heritage apply to have the character's anima expand to the 8-10 mote level.
them?
Answer: Yes they do, and yes it does. C HAPTER 5: C HARMS
XP C OSTS AND I NFERNAL CHARMS
THE BLOOD Q UEEN ( PP . 55-56) "FAVORED" SKILLS/C HARMS AND I NFERNALS
Question: Is the Blood Queen an Akuma of Malfeas via Question: The Infernals, seem only to have their caste
Sondok (p. 55, first two full paragraphs), or of the Ebon charms and no equivalent of favored charms. However,
Dragon via Erembour via Makarios (p. 56, partial the XP costs table lists a cost for "Caste or Favored"
paragraph at start of page)? And on a related note, wasn't charms at 8xp each, and Favored charms are referenced
Sondok a soul of the Ebon Dragon? in the text. Is there any such thing as "Favored" charms?
Answer: The Blood Queen's an akuma of the Ebon Do you choose another Yozi's tree as "Favored"?
Dragon via the Second Circle demon Makarios. Also, Answer: This confusion comes from a mistake made in
Sondok is the warden soul of Ligier and thus descended the character creation chapter. Each Green Sun Prince
from Malfeas. 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.
C HAPTER 4: TRAITS
FIENDS A NIMA P OWER ( P. 97)
WAYWARD DIVINITY OVERSIGHT ( P. 118)
Question: Can Fiends learn SMAs with their anima
power? According to their caste entry (p. 97), "Finally, Question: Is the 3rd purchase of Wayward Divinity
Fiends, like their Solar and Abyssal peers, are talented Oversight (p. 118) supposed to be at Essence 4+ or 5+?
generalists and can learn Charms from any type of Exalt Answer: Essence 4+, but it does require that one already
or from spirits. The only limitation is that a Fiend can possess the Essence 4+ version that allows one to perceive
never use any Charm that carries the Holy keyword." and track elementals.
However, this contradicts the section on Infernal Martial
Arts in Chapter 5 (p. 103), saying, "Unlike Celestial
akuma, Hell’s Chosen lack the native connection to
INFERNAL M ONSTER STYLE
Creation’s principles to access the Blossom of the WORLD -BREAKER G RIP (P . 160)
Perfected Lotus by any means." Is the Fiend power meant Question: When using a held enemy as an improvised
to bypass this restriction? weapon, this charm says that the 'weapon' has "Damage:
Answer: The prohibition still stands. No Green Sun (Strength x2)B + attack successes." What does this mean?
Prince, even a Fiend. is capable of learning Sidereal Weapon statistics do not normally include an "attack
martial arts. successes" term in their damage rating. Is this after
adding the usual Strength + Extra Successes in the base

36
damage of an attack? Should it really just be "Damage: 6
(Strength)"? Heart Grace to 4† 20 tale
Answer: It should be Damage: (Strength x 2)B.
†Available only at 200+ experience.
C HAPTER 6: W ONDERS OF THE DEMON
Training
REALM New Trait Cost
Time
CHALCANTH & A ZOTH ( PP. 174-76)
Charm 6 tale
Question: When purchasing Chalcanth or Azoth (at the
prices listed on p.176) instead of making it yourself, how Specialty
2 tale
much Essence does it contain (meaning what should the (commoner)
Essence & Willpower of the dissolved demon be treated Specialty (noble) 5 tale
as)? The Chalcanth Reservoir (p.186) requires this
information to function when filled with purchased
chalcanth. A SSUMPTION CHARMS ' COMMITTED COST
Answer: It's really up to the Storyteller to Question: Are the motes spent invoking an
determine. Demons vary in Essence and Willpower Assumption charm committed or not?
within the circles, but Resources is an abstraction Answer: They are committed.
that covers a range rather than any specific
monetary value. Assume the value of a chalcanth or
azoth catch varies from day to day in the same way
the quality of tuna at a fish market does. WONDERS OF THE
Sometimes, the selection is better. Sometimes it's
worse. It depends greatly on what demon got LOST AGE
careless or pissed the wrong being off.
PURVIEW OF THE F ORBIDDING MANSE
BUILDER BUGS
Question: Builder Bugs as presented in the book are a
GRACEFUL WICKED level 3 artifact that provides 24 insects that can build
things. The combat stats presented are on par with
MASQUES Omen Dogs, Large Cats and other major predators, even
though they are individually the size of a house-cat. Are
E XPERIENCE AND TRAINING the combat stats presented intended to be for the entire
Question: The XP chart for shaped raksha is swarm attacking a target?
missing from the Storytelling chapter. What are the Answer: No, the stats are for the individual insects,
experience costs and training times for the Fair whose large, sharp mandibles and insect strength make
Folk? them the equal to many predators if pressed into combat.
Answer: See below. All other costs are as per the
Solar experience table on page 274 of Exalted, but W ARSTRIDERS
the training time becomes “tale” where the Fair WARSTRIDER M AGICAL M ATERIAL B ONUSES
Folk are concerned. Question: Can warstriders gain magical material
bonuses?
Training
Trait Increase Cost Answer: Yes.
Time
Caste or Favored current rating x
tale WARSTRIDER A RTIFACT WEAPON A TTUNEMENT
Ability 2
current rating x COSTS
Other Ability tale Question: On page 152, the text states that most
3
warstrider artifacts require 12 motes to attune, but
current rating x exceptionally large ones require as many as 18. However,
Major Grace tale
3 this is contradicted by the table on page 160, which has
Minor Grace current rating x tale their attunement costs as equivalent to normal sized
artifact weapons. Which is correct, the text or the table?
37
Answer: The text is correct. passengers per dot of permanent Essence.

THE CRUMBLING W ALLS ( P. 70)


THE WHITE AND BLACK Question: This spell says that "During the casting, the
sorcerer and her companions are prohibited from
TREATISES defending themselves against attack, though they may
have bodyguards accompany them or use armor or magic
GENERAL QUESTIONS to enhance their ability to avoid harm."
DODGING OR P ARRYING WITHOUT A N A TTACK
ROLL Does this mean they are forbidden from using their DVs?
Or can they simply not strike back at attackers?
Question: Some spells say that they can not be dodged or
parried, but have no attack roll against which to apply Answer: Both. They may neither defend themselves in
DV. How does one apply their DV against these spells? any way nor strike their attackers.
Answer: I'm not sure what you mean. If something
cannot be dodged or parried, then why would these G REATER M INIONS OF THE EYELESS F ACE
spells need an attack roll one would defend against? One Question: How long do Greater Minions last before
wouldn't apply DV because it isn't applicable. perishing?
Answer: A year and a day.
TERRESTRIAL C IRCLE S PELLS Question: If Greater Minions are created like Heroic
CIRRUS SKIFF (P . 40) Mortals, can they learn thaumaturgy and take Merits and
Question: The box information says that this conveyance Flaws?
carries one passenger per two dots of Essence of the Answer: No and no. Though they are built similarly,
caster, while the text of the spell says it can only carry one minions are not heroic mortals themselves.
passenger total. Which is correct?
Question: Do you have to choose between extra bonus
Answer: One passenger per two dots of Essence the points and more Greater Minions when expending extra
caster possesses. motes or do you gain both?
Answer: One has to choose between the two.
DANCE OF THE SMOKE C OBRAS ( P. 43)
Question: What is the duration for this spell? IMBUE A MALGAM
Answer: (Essence) actions. Question: The Attribute and Ability sections of this
Charm list a maximum of (Essence + Occult). Is this the
DISGUISE OF THE N EW F ACE ( P. 43) maximum that any one trait can be granted, or is that the
maximum that that category of traits can gain?
Question: What is the system for Appearance bolstering?
By how many dots can you change it? Answer: It is the maximum that that category of traits
can gain.
Answer: You can change it to any value between 0 and 5
(the normal range) by adding 1 to the difficulty of the Question: The last sentence of the spell reads: "No
initial disguise roll. Inhuman levels of beauty may be conferred Ability can exceed the rating of its "donor".
emulated with the spell, but the entire range of Does this limit apply only to Abilities, or to Attributes,
Appearance may never be more than (sorcerer's Essence) Willpower, etc. as well?
dots different from the natural Appearance of the target, Answer: It applies to all traits.
and raising Appearance above 5 costs +2 difficulty per
dot.
M AGMA KRAKEN
Question: How many tentacles are created by this spell?
C ELESTIAL C IRCLE S PELLS How wide is their reach?
CLOUD TRAPEZE ( P. 70) Answer: Ten tentacles are created. They may reach up to
Question: This spell does not indicate a maximum 15 yards.
weight or passenger capacity, nor does it list a size for the
cloud. Does this mean it can transport an unlimited
amount of cargo and passengers? S OLAR CIRCLE S PELLS
Answer: No. It should be 500 pounds of cargo and/or UNITY OF THE CLOSED FIST
38
Question: This spell lacks a limit on number of equipment offer any mechanical advantage over its
participants, allowing it to get physical attributes in the normal counterparts?
hundreds simply by using mass extras. Answer: No, except in a case where a metal weapon
Answer: Five is the maximum number of participants, might be vulnerable to a specific attack that a wooden
which led to the spell's name: five fingers together one wouldn't, and vice versa (ironwood versus a Wood
making for a single closed fist. Aspect's anima power, for instance).

WINDS OF C ONFUSION
Question: This spell lacks a duration. DREAMS OF THE FIRST
Answer: It lasts one hour.
AGE: LORDS OF
OADENOL'S CODEX CREATION
FIRST A GE C HARACTER CREATION
ESSENCE AND M ORTALS ( P. 6)
Question: Can Lunars in the First Age learn Sidereal
Question: What is the experience cost for mortals to Martial Arts?
raise Essence?
Answer: This is deliberately left up to the individual
Answer: rating x 20 Storyteller to decide.

WILDERNESS G EM L UNAR KNACKS


Question: This hearthstone is listed in the Second COURTESAN' S P OSSESSION
Edition Core, p. 384 and grants four successes on
Survival rolls, and is also listed in Oadenol's Codex, p. Question: Does taking a form in this way trigger a
104 granting only two extra successes. Which is the Compassion roll?
correct version? Answer: No, it does not.
Answer: Two successes. Question: Do you get the effects of Flickering Star
Infusion after the target dies?
THE G EM OF P ERFECT M OBILITY Answer: Yes, one does.
Question: The text says that this hearthstone reduces the
Speed of a character's actions, but then takes about the L UNAR CHARMS
"actions gained" from it being incompatible with Extra
M ORNING BLOSSOMS BLOOMING
Action Charms. Does this hearthstone grant additional
actions? Does it only reduce Speed? Question: Morning Blossoms Blooming states that it acts
as environmental damage and gives trauma, but it's
Answer: It only halves the Speed all actions require. This
damage is listed without an interval. What is the
effect of this hearthstone can't be combined with any
damage's interval?
Extra Action Charms, however.
Answer: It's "action".

THAUMATURGY
ISSUE: F LOWING B ODY A SCENSION , L ORDS OF
DISHONEST (CREATURE)' S REBUKE
CREATION ( P. 69)
Question: What is the difficulty of this ritual? None is
listed. Clarification: This Charm adds a +3m, 1wp surcharge to
its prerequisite when employed, rather than +2m.
Answer: The difficulty should be 1.

I SSUE: AIR BODY STYLE:


MAGICAL F LORA, F AUNA AND
Clarification: As per the sidebar on page 28 of Glories of
PHENOMENA the Most High: Luna, Lunar caste-fixing tattoos do not
IRONWOOD impede the function of any Lunar Charms a Lunar Exalt
Question: The text says that weapons made of hardened may decide to use upon himself.
ironwood cost one resources dot higher than their
normal counterparts. Does hardened Ironwood

39
DRAGON-BLOODED C HARMS Favored (current rating x 4) (current rating x 2)
UNCHAIN THE DRAGON' S H EART Ability –1 weeks
Question: This Charm states in its second paragraph that (current rating x 2)
Ability current rating x 4
"with Essence 6+" but the Charm already requires weeks
Essence 6 to learn. Should the upgraded capability of the (current rating x 2)
Essence current rating x 12
Charm come at a later permanent Essence? months
Answer: Yes, Essence 7. (current rating x 10)
Virtue current rating x 6
weeks
(current rating x 6)
Willpower current rating x 5
weeks
THE ROLL OF Fetter current rating x 3 6 months

GLORIOUS DIVINITY I: New Trait Cost Training Time


Ability 12 12 weeks
GODS & ELEMENTALS Charm 14 8 weeks
New Fetter 20 1 year
P RIESTHOOD ( P. 169)
Question: The sidebar here states that Day Caste Special Cost Training Time
Abyssals are always considered priests of every god. Shift Passion 20 6 months/dot
Shouldn't that be Midnight Caste? Shift Fetter 10 1 year/dot
Answer: It should indeed.
H EROIC G HOSTS AND M ARTIAL A RTS CHARMS
WARCLUBS (P. 98) Question: Previous books have Ghosts remember their
Question: What are the game statistics of a Warclub? It Martial Arts charms from life, however the rules for
references the "notes below", but aside from the stat converting Exalted and heroic Mortals to Heroic Ghosts
block there are no notes below. From reverse engineering has them lose any (all) their charms from life, excepting
the stat block, one can derive Speed 5, Accuracy +2, Ox-Body Technique. Does this mean that Ghosts can not
Damage +16B/4, Defense +2 or +3, Rate 2, and at least mentor Martial Arts charms they had in life now?
the Overwhelming tag, but this leaves the exact Defense, Answer: Ghosts lose access to all Charms unique to their
the minimum Strength required, whether it has the Exalt type, with the exception of Ox-Body Technique,
Piercing tag like Marnhammar, and whether it attunes as which has a ghostly equivalent. Martial Arts Charms,
Orichalcum or not up in the air. being not tied to a specific type of supernatural being, are
Answer: It's Speed 5, Accuracy +2, Damage +16B/4, still available to ghosts who meet their minimums,
Defense +2, Rate 2, Tags O. It requires Strength 3 to though Sidereal Martial Arts are too tied to the fate
wield and costs 6 motes of Essence to attune. It does not they've cheated to maintain their unlives and may not be
gain the orichalcum magical material bonus. practiced.

G HOSTS AND S PIRIT C HARMS


THE ROLL OF Question: The core and the underworld books mention
certain ghosts having spirit charms, but nothing is
GLORIOUS DIVINITY II: mentioned on how they learn them. Is it the same as
learning Arcanoi?

GHOSTS & DEMONS Answer: Yes.

G HOST XP/TRAINING TIMES EVOKE THE A NCIENT CLAY


Question: What are the XP costs and training times, Question: The Underworld book, as well as multiple
particularly for Arcanoi, for ghost PC's? Arcanoi reference Evoke the Ancient Clay Arcanoi. Was
Answer: See below. this left out of the book? Will it be added to some other
Trait book or as a separate pdf?
Cost Training Time Answer: It's available in the pdf Lost Arts of the Dead.
Increase
(current rating x 3)
Attribute current rating x 8
months

40
THE COMPASS OF mutation might fill in damaged areas with tumorous
growths. Whatever works best for the mutant's concept.
TERRESTRIAL
RAISING ENLIGHTENED ESSENCE (P . 148)
DIRECTIONS: THE Question: This mutation says that a character under its
effects "can increase his Essence trait by spending
SOUTH experience points at the normal rate for heroic mortal
characters." What is the experience cost for a heroic
H EROES OF THE S OUTH: C ELESTIAL EXALTED mortal raising their Essence?
Question: What are the motivations of Scarlet Whisper Answer: rating x 20
and Dozima Wokish?
Question: And, if one were to buy this mutation at
Answer: Scarlet Whisper: Reveal the human condition character creation, what would the bonus point cost for
in such a way that humanity chooses peace and order.
raising it be, then?
Dozima Wokish: Explore every culture in the South, that
Heaven may guide them to their best potential. Answer: Four bonus points (covered in Scroll of
Heroes).

THE COMPASS OF SCROLL OF THE MONK


CELESTIAL L AUGHING W OUNDS S TYLE
KISS OF THE WHIP
DIRECTIONS: THE Question: Should this Charm have the Crippling
keyword?
WYLD Answer: No.
P OINT V ALUES FOR M UTATIONS ( P. 144)
Question: Would the listed point values also count as
experience point values for "buying" mutations after
character creation, or should different values be used? Or SCROLL OF THE MONK:
is that completely prohibited, with Wyld Mutation being
the domain of random chance (and acts of ST) alone? THE IMPERFECT LOTUS
Answer: After character creation, the cost would be twice INSTRUCTION IN G OOD W ILL
as much, and it would require Storyteller approval, as yes,
Question: It mentions 'This Charm also reduces damage
these are usually just gained from Wyld exposure and
by one die in Step 8, after soak but before the damage is
would have to be worked into the story.
rolled'. Is this damage being done to the martial artist,
damage the martial artist is inflicting, or both?
REGENERATION FROM E XALTED H EALING ( P. Answer: It reduces damage being dealt to the martial
146) artist using this Charm. It ties into the above assertion
Question: The Exalted Healing affliction mentions that, that "Those who still try to argue find it more difficult to
if taken twice, it becomes the Regeneration harm such a gentle soul."
Abomination, which is not a published mutation. What
are statistics for the Regeneration Abomination?
THE PATH OF THE ARBITER STYLE
Answer: It doubles the healing rates gained with the DESTINY AND THE A RBITERS (S IDEBAR , P. 7)
Exalted Healing affliction.
Question: This style allows a user to earn & raise the
Question: As a follow up question to this, what would Destiny Background in play. But Celestial Exalted can
the regeneration abomination "look like". It seems that not normally acquire the Destiny Background. Does this
abominations are generally very obvious, so I'm style allow a Celestial Exalt martial artist to gain this
wondering how regeneration would physically manifest background?
itself, outside of interesting effects whenever the mutant Answer: No.
gets hurt.
Answer: However you want it to look. For some mutants
it might perhaps leave not a single scar, while others'

41
DESTINY AND THE F ORGING C HARMS (SIDEBAR , Wood Path. Finally, in the path write-ups, both The
P. 9) Yielding Earth Path and The Solid Earth Path state a
Question: The Destiny Background (normally off-limits Favored Breed of "None", while both The Shaping
to Celestials) can improve the effects of one Forging Wood Path and The Growing Wood Path state a
Charm. If this Path does not allow Celestial Exalted to Favored Breed of "Raptok". (The other breeds have
gain Destiny, can Celestials substitute another Trait to consistent answers in all three locations, and the First
gain the bonus to a Forging Charm? Edition Players Guide did not state which Breeds had an
affinity for given Paths.)
Answer: No.
Answer: The Raptok Breed Paths are The Growing
Wood Path and the Shaping Wood Path.
FORGING C HARM
Question: Can a Celestial using Forging the Soul-Born
Sword & Forging the Armor of Integrity, create a weapon
&/or armor made of her preferred magical material, SCROLL OF KINGS
instead of jade? CHIAROSCURAN G LASS B LADES (P . 131)
Answer: No. These items aren't in fact made of jade, but Question: No Resources cost is given for glass blades. Is
of light. They just share jade's magical material bonuses. this because they are unavailable for normal Resources,
Question: The Artifacts & Familiars acquired with the 3 because they cost the same as non-glass blades or is it an
Forging Charms seem a bit weak because they are capped oversight?
at level 2 if not augmented with the Destiny Background. Answer: It was merely an oversight. As stated in The
Even then, only one Charm can benefit. Can a Martial Compass of Terrestrial Directions, Vol. IV--The South,
Artist increase the ratings of these Traits in other ways, page 24, these glass weapons cost one Resources dot
such as Experience Points, or using Craft on the more in the South and two Resources dots more
Artifacts? elsewhere in Creation.
Answer: No. The style is only a Terrestrial one after all.
Celestial Exalts have plenty of ways to gain superior A RTILLERY
familiars already.
Question: The description of Artillery prohibits the use
of Charms not expressly for use with Artillery, except for
the Archery and Thrown Excellencies. Does this imply a
SCROLL OF FALLEN prohibition against Lunars applying Dexterity
Excellencies to Artillery attack rolls?
RACES Answer: No, Lunars can indeed use their Dexterity
Excellencies in such circumstances..
M OUNTAIN FOLK
Question: What Attribute is combined with Archery or
Question: What is the story with Paths in the Experience Thrown when making an Artillery attack roll?
Costs chart for the Mountain Folk?
Answer: Dexterity.
Answer: Um... it was a mistake. It should be New Charm
with a cost of 12 and New Caste Pattern Charm with a Question: What items published before Scroll of Kings,
cost of 10. The training times for both are (minimum e.g. Essence Cannons, should have the Artillery Tag?
Essence x 3) days. Answer: Much of the Purview of the Violet Bier,
technically: implosion bows of every size, concussive
Question: Sleepless Rock Emulation is listed as
Essence Cannons of medium size and higher, Essence
Stackable, but does not actually say what getting it more
twisters, lightning ballistae, glorious scythes and storm
than once does for you. It seems that taking it once
hammers. However, most First Age weapons don't suffer
removes your need for sleep, what would greater levels
from the long reload times endemic to modern artillery,
do?
so the tag means less where such weapons are concerned.
Answer: It should not possess the Stackable keyword.

SIJAN BLACK WATCH F ANG (P . 97)


DRAGON KINGS
Question: Should the Magnitude of the Black Watch
Question: What are the Breed Paths for Raptok? The Fang be 1, instead of 2? The unit is listed as having five
Breed Page states The Growing Wood Path and The members, albeit powerful ones.
Solid Earth Path. The Character Creation Summary Answer: It should, in fact, be Magnitude 1.
page states The Yielding Earth Path and The Growing

42

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