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Charms: (X) = (Trait/2) Liminals use Improvised
charms by paying a surcharge of 1m, and Named
Traits charms as normal. Liminals do not pay xp for charms,
only for Ways. Native Ways are:
Blood:Bureaucracy, Presence, Performance, Linguistics, ● Overwhelming:Add (X) dice, or double a static
Socialise value, for a single action.
Breath:Survival, Archery, Stealth, Dodge, Larceny ● Exanimate: Treat 9s as double successes. If (x) is
Flesh: Athletics, Melee, Thrown, Martial Arts, Resistance 3+, treat 10s as triple successes.
Marrow: Investigation, Lore, War, Awareness, Sail
Soil:Occult, Craft, Ride, Medicine, Integrity Charm themes:Undead, Souls, Decay, Rebirth
Other: Liminals can learn sorcery of the First Circle and
Endownments
Terrestrial Martial Arts. They possess their own form of
Ragged Men: The Liminals are assembled from patchwork
«Sorcery», called Exorcism; see below for details.
corpses, and continue to replace body parts throughout
their lives. Many can steal the cleverness from a liar’s
tongue, or the prowess of a swordsman’s arm. Whenever Anima Banner
Limal Exalted attaches another being’s bodypart to itself it 0. Dim:Anima is invisible and silent. The Liminal
looks like a normal, although pale, mortal.
may pick one of it’s traits to be replaced by the rating of
1. Glowing: Liminal starts showing subtle signs of
the same trait from the other being. Bodypart in question
must be somehow related to the trait being replaced, like its undead nature. It may be their eyes rolling
in the examples above. Every bodypart attached takes up a back, veins and eyes glowing faintly, a slight scent
single attunement slot like a one-dot artifact. The only of decay coming from their mouths or some
exception is Liminal’s original body part if one wishes to other concealable effect. When the Exalt spends
Essence, said signs of undeath intensify, making
use it again. It is possible to keep a stock of spare body
them impossible to ignore.
parts by preserving them in some way, either through
charms, magic, mummification or leaving them floating in 2. Burning: The undead nature is on full display.
jars filled with alcohol. Effects from the Glowing level of anima intensify
and new ones surface. At this level the signs are
Undying: The Liminals need no air, cannot starve to death related to the aspect of the Liminal - Blood
aspects bleed profusely from their eyes, mouths
and do not age.Additionally , s
o long as Liminal’s brain
and ears, earth around Soil aspects starts to
remains intact, children of the soil may even come back
from death, the spark of their Essence spontaneously blacken and skeletons of animals buried under it
reigniting itself. Water also interferes with Liminal surface.
3. Iconic:Liminals start emanating large amounts
resurrection; drowning will prevent the Children of the
of essence, forming a large whirlwind of a pale
Soil from returning from the grave to exact revenge.
color around them. An iconic representation of
However, such lore is unknown to most, including the
the Exalt’s soul manifests itself, typically
majority of the Liminals themselves.
alongside the symbol of the soul of its maker.
The Maker and the Lifeline:A strange, indelible link exists
between a Liminal and her creator. The maker is branded
Anima effects
by his act, tied forever to the life he has brought forth. For 1m per scene, or for free at Iconic anima
Though the two may travel hundreds of miles apart, they level:
remain linked by dreams and insights, which may serve as
a source of comfort or torment—or both. Inevitably they Blood: Whenever an action is tied to one of your
intimacies, add half it’s rating dice to it.
will be drawn back to-gether, though it may take years.
Liminals can take the bond advantage just like Lunars,
Breath: Ignore wound penalties to Evasion.
though even without it, they still enter limit break and gain
permanent point of limit if their maker is killed.
Flesh: Halve wound penalties (rounding down).
Upon losing last health level, Flesh aspect might
Hunters of the dead: For 1m, an Liminals can increase
perform an attack as a reaction.
their minimum die pool for an action to (Essence/2) dice
against the creatures of death.
Marrow: Sense presence, identity and the exact
location of any creatures of death within range
equal to the awareness rating.
Soil: Create a 3/turn hazard at close range
affecting only creatures of death.
Capabilities
Exorcism Liminal character advancement
Exorcism works just like Sorcery, with the following
differences:
Subject Cost, xp Time
● Spells and workings are limited to themes of Trait, Aspect (New level x2) (Current Level)
combating creatures of death, dealing damage, or Favored weeks
reincanation, removing shadowlands and staying
Trait, (New level x2)+1 (Current Level)
alive.
non-Aspect months
● Exorcisms can be paid for from personal mote pool at 1 to
1 cost. 2 One week
New Way,
● When countering Necromancy, treat it normally instead of
Aspect or
it being one circle higher. When dispelling necromantic Favored
spells, ignore penalty of -1 for every circle you’re not Ability
initiated into.
● May not counter, distort or dispell Sorcery. New Way, 3 Two weeks
● There are only two Circles: other Trait
1. Exorcism: Maximum cost is 6.
2. Enlightened Exorcism: Maximum cost is 13. Named 0 (ways) days
Charm,
Existence of Exorcism is not common knowledge. Only Aspect/
Exalted can be initiated into the first circle. Learning it
Favored
requires being a Liminal, or being taught by one. Second
Named 0 (ways x2) days
circle may only be learned by Soil aspect Liminals, or
Charm,
other Liminals and Celestial Exalted if taught by a Soil
mixed
aspect.
New spell (circle) (circle) weeks
Liminal Character Creation
1. Have an idea and general concept. New (ways) (circle) months
2. Choose an Aspect. Assign 1 Favored Trait in Aspect Evocation
Abilities. Assign 1 additional Favored Trait wherever you
New (New level) Off-screen
want.
3. Traits begin at 0 dots. Favored Traits gain a dot form
Advantage
being Favored. Distribute 10 dots in Aspect or Favored
Raise a 2 Instant, but
Abilities. Distribute additional 15 dots as desired. Liminal needs story
Virtue
Traits can be raised to a maximum of 5 (or 6 for Favored reasons
Traits).
4. Virtues begin with 1 dot in each. Distribute an additional Lower a 2
5 dots between them, up to a 5-dot maximum. Virtue
5. Starting Essence for Liminals is 2.
Essence (New level)x2 (current level)
6. Calculate Essence pool: (Essence x 2) + (Highest Virtue).
months
7. Assign 4 known Ways to Aspect or Favored Abilities.
Assign 2 more Ways where desired. Martial arts 2 One month
8. Distribute 4 dots of Advantages. Technique,
9. Choose one Defining and two Major Intimacies. One of base
them should be towards your maker.
10. Spend some additional xp, if your storyteller is feeling
Time indicated assumes rigorous training, 8+ hours a day
generous.
or so. Increase the time accordingly if it is not the case.
11. Record starting equipment.
Without a competent teacher or other source of
12. Calculate static values.
knowledge, many things can be impossible to learn. A
13. Record Health levels. Each character begins with -0 -1 -1
Liminal can always learn Ways and charms in his Aspect
-3 -3 levels. Resistance Ways known provide two
or Favored Abilities. Paced Lore on behalf of the teacher
additional levels per Way, starting with the lower ones.
can shorten training times.
liminals have a maximum of 8x-3, 5x-1 and 4x-0 health
levels.
14. Here’s your shovel.
Liminal limit break
Whenever Liminal Exalted enter limit break, they
turn their back on humanity. They refuse to help or
even in certain cases actively want to make the
situation worse. They lash back at the mortals who
rejected them. If especially annoyed by a mortal,
Liminal won’t hesitate to kill. All social rolls other
than intimidation are at -2 penalty.
If Liminal’s maker dies, Exalted immediately suffers
a mental backlash, regardless of distance between
them, which makes him immediately enter Limit
break and gain a permanent point of limit. After the
limit break, Liminal is under effect of a 2/week
obstacle resisted by integrity. Failure to resist it adds
Limit. It is removed when Liminal forges a new bond
with another living soul. Liminals who enter a Limit
break before forging a new bond become just like
their enemy. Heartless, unfeeling evil monsters,
which use their powers to spread destruction, misery
and death throughout Creation. In the eyes of their
peers, they become another target. Sometimes they
even join the forces of their former enemies...